TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  Ene mie s  o f  Ne o Exo du s :
  
  enemies of neoexodus:
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  2
  WRITTEN BY:
  NEAL BAILEY, THOMAS BAUMBACH, AMBER 
  SCOTT, JP CHAPLEAU & LOUIS PORTER JR.
  EDITING BY:
  LINDA WEYGANT
  ARTWORK BY:
  GUILLERMO ANGEL, ANTHONY COURNOYER 
  AND EAN MOODY
  Enemies of NeoExodus: 
  First Ones
  LOUIS PORTER, JR DESIGN  
  5580 SW 97TH TERRACE  
  COOPER CITY, FL 33328
  LMPJR007@GMAIL.COM
  WWW.LPJDESIGN.COM
  CONTENTS
  HISTORY OF  
  THE FOLDING CIRCLE ......................4
  HEADQUARTERS .................................9
  THE FOLDING CIRCLE 
  GOALS AND AGENDA .........................9
  THE LEADERS ....................................11
  MAKESH THE UNDYING  ................11
  NYSSKA.................................................19
  THE DESTROYER  .............................26
  EMOK ZENYAKA  ..............................33
  HARU ANON  .......................................40
  RELATIONS WITH  
  THE WORLD OF EXODUS................46
  MEMBERSHIP .....................................46
  BENEFITS: PROTEGE FEATS .........47
  MEMBERSHIP IN  
  THE FOLDING CIRCLE ....................47
  SEEKER-IN-FLAME ...........................47
  AXO THE WILD STORM ...................51
  THE BROTHERHOOD .......................54
  LO-DORA,  
  SCION OF THE NORTH WIND ........54
  EREBUS.................................................58
  ELON MOURNSONG .........................61
  TAK’RA VERUK ..................................63
  SILENCE ...............................................66
  RAM .......................................................68
  TREVOR CATALAN ...........................70
  
  enemies of neoexodus:
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
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  enemies of neoexodus:
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  4
  HISTORY OF  
  THE FOLDING CIRCLE
  The History of the Folding Circle is shrouded in mystery, 
  to the extent that anyone outside the core of the group is 
  not clear on how the organization came about.  In truth, 
  the events that lead to the formation of this small, secretive 
  clique took place in the last 10 years and began when 
  Makesh stumbled across a most curious artifact.
  MAKESH AND THE GATE
  Makesh was a small-time tribal warrior from the wilds of 
  Sametia. During his youth, the land plunged into chaos 
  when intense warfare erupted amongst the local tribes over 
  control of the fertile Cradle of Life region.  Makesh’s tribe, 
  Ice River, was small and weak - they could not compete 
  with the other groups, and the tiny tribe lost many members 
  through warfare, disease, and eventually starvation.
  Yet there was a single ray of hope.  Ancient legends spoke 
  of ruins nestled within the cave known as ‘the Deep’ – a 
  chasm so vast and dark that none had ever explored its 
  depths and lived to tell the tale.  It was said that the ruins 
  within the Deep led to another world, a world of bounty 
  and perfection where men could live in peace.  The tribal 
  council, in hopes that a new land for their people would be 
  found within, sent Makesh and his two brothers into the 
  mysterious cave.
  What Makesh, Sirus and Arusen found would not save 
  their tribe, but it would change their lives forever. 
  The three brothers cut a path through strange beasts and 
  made their way into the ancient, magical ruins.  But these 
  weren’t the ruins of a city or a tomb, no.  They were 
  something else entirely: a great barrier, feebly locked 
  down and sealed with the remains of powerful sorcery. 
  Murals of archaic gods emerging from a massive, crimson 
  archway covered the walls.
  Makesh’s brothers were terrified of the place. They 
  believed it was an unholy temple, designed to keep a 
  horrible demon imprisoned.  But Makesh was clear-headed 
  and skeptical as always.  To him, the ruins seemed to be 
  the legacy of a very powerful people – a people whose lost 
  magic could benefit the tribe - so he convinced his brothers 
  to continue pressing on and to deal with evil as it arose.  It 
  wasn’t long before they came across the gate shown in the 
  murals, or at least the remains of it.
  The ruined portal was awesome to behold, dwarfing 
  the brothers into insignificance.  Makesh approached in 
  wonderment, but as he stepped between the gate’s broken 
  pillars, a wave of power and agony ripped through his 
  body.  He dropped to his knees. Arusen rushed forward 
  to help, yet when Makesh reached out to grab hold of his 
  hand, there was a flash! - and Arusen fell to the ground. 
  Dead.  Makesh and his remaining brother, Sirus, looked at 
  one another in shock and grief.  Crestfallen, the two made 
  their way back out of the ancient ruins in silence to bury 
  their brother.
  As the brothers stood over Arusen’s lonely grave, Sirus’s 
  face grew dark.  “This place is cursed,” Sirus said, “And 
  now you bear its curse yourself.  You cannot return to our 
  tribe, Makesh.”
  “I know,” was all Makesh could say.  It wouldn’t be long 
  before fate would reunite them in the throes of yet another 
  tragedy.
  RETURN OF MAKESH
  Years passed.  Makesh’s dark power kept him from 
  civilized lands - instead he eked out an existence in 
  the depths of cruel Sametia, preying upon robbers and 
  brigands for resources when he could.  One day, however, 
  he recognized a bandit whom he was about to slay - it was 
  Atras, a member of Ice River!
  “Atras, why have you taken this dark road?  Have you no 
  honor as a tribesman?”
  “M…Makesh?  Sirus said that you died in the Deep!  Yet 
  you still live?”
  Makesh shook his head.  “I’m as good as dead, Atras.  But 
  even dead men wish to hear news of their kin.  Now tell 
  me, why have you stooped to petty brigandry?”
  Atras grimaced.  “Our tribe was attacked and nearly 
  annihilated.  The rest were enslaved.  Many of us fled, 
  and, well, there was no other way to survive, Makesh, I…”
  “Save your breath, Atras.”
  Makesh was deep in thought.  With his newfound power, 
  he knew he could easily destroy an entire invading army 
  and liberate his people.  Perhaps his curse would also be 
  his redemption.
  “Take me to them,”
  “You’ll be killed!”
  “No, not with me as I am, Atras.  My touch is death.  You 
  saw what I did to your compatriots, and you also see that 
  now, you have no choice.”  One look at Makesh’s face was 
  all it took for Atras to realize how true this was.
  Five days’ travel brought Makesh to his homeland, and 
  what he saw broke his heart.  A much larger group, the 
  Whitemoon, clearly dominated tiny Ice River with no 
  thought for dignity or honor.  The former tribal lands 
  were little more than an extermination camp, governed by 
  Whitemoon overseers wearing the distinct white pelts of 
  their allegiance.  Makesh was beside himself in fury.
  He tore into the camp, slaying overseer after overseer with 
  but a touch of his finger, leaving a trail of carnage behind 
  him.  As he stood over the final overseer, ready to deliver 
  the deathblow, his heart still called for revenge.  He would 
  
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  destroy the Whitemoon entirely for this dishonor to his 
  blood.  To his people.
  “Now, wretch,” he spat, “You will tell me where to find 
  the tribal chief of the Whitemoon, and I will give you an 
  honorable death.  If you refuse, I will feed you to the pigs 
  and your spirit will be barred from the afterlife forever.”
  “I… I… they are at Cardir mountain, but I beg you, please 
  spare my family!  We were only acting by the tribal laws, 
  you know that!”  The man ducked and shrank away, 
  terrified.  Makesh was unimpressed.
  “You sickening coward.  You’re speaking to one who 
  follows the ways of honor, not unjust tribal laws - I am 
  Makesh, and tonight, I become vengeance!”
  But as Makesh reached out to deliver the touch of death 
  to the overseer, something went wrong.  The overseer 
  flinched, then, somehow, did not perish.  Makesh frowned 
  before he drew his maul and finished the job.
  “My power has fled me?  What can I do?”  Makesh sat 
  down, deep in contemplation.  All around him, the chaos 
  he had wrought in battle was obvious – corpses numbering 
  in the dozens, Whitemoon overseers and Ice River slaves 
  both.  Atras, too, had fallen.  But Makesh didn’t care; his 
  thoughts were elsewhere. Perhaps the strange temple in the 
  Deep could restore his strength?
  Makesh filled with fresh resolve.  “I have no other lead, 
  I must return to the Deep before I can finish my task.  
  Brother, I owe you this much, at least.”
  THE FORGING OF ARO
  Upon returning to the Deep, it occurred to Makesh that 
  perhaps it was the stone of the archway itself that granted 
  him the killing touch.  He had it in mind to create a great 
  maul from the stone, which would, in theory, allow the 
  death energy to flow through him - yet he was unsure of 
  what would happen if he actually touched the stone. 
  All doubts left him as he stood before the gate.
  “This is a risk I must take.” Makesh steeled himself to 
  meet his ancestors if this experiment went awry.  And it 
  very nearly did: one touch, then Makesh’s world became 
  blinding agony followed by a profound darkness.  This 
  warrior, though, was a survivor, and he slowly regained 
  consciousness after nearly a day.
  “I yet breathe,”
  Makesh looked down to his arm; it was aglow with reddish 
  light as if lava coursed in his veins.  He snarled and 
  reached to touch the stone yet again.
  Searing pain shot through his body and his vision wavered, 
  but he didn’t pass out.  Again he touched the stone.  Less 
  pain.  He was adapting to it!
  After three grueling days, Makesh had worked up enough 
  resistance to hold the stone. Tears streamed down his face 
  in torment as he slowly carved and polished the slate grey 
  rock to perfection - soon the great maul, Aro, was whole.
  THE DESTRUCTION OF WHITEMOON
  It wasn’t long before Makesh made his way through to 
  Cardir mountain.  The newly-forged Aro performed well – 
  with its help, Makesh slew ten score men, routing a small 
  army in the process.  Triumphant, he stood on the step of 
  the old stone citadel that he would soon be instrumental in 
  destroying.  Makesh made his way to the chieftan’s hall to 
  confront the leaders of Whitemoon and complete his task; 
  it appeared that victory was at hand!
  But what a surprise for Makesh when he walked into that 
  hallowed hall, only to discover the face of his brother 
  amongst his foes.
  “Brother!” Makesh cried.  “Why do you sit with these 
  bastard dogs, these evil men who would enslave your – 
  our – kin?”
  Sirus was clearly terrified. “Makesh, I… surrendered our 
  tribe.  Our bloodline will continue on in Whitemoon, even 
  if the lesser families of our people are given over.  That 
  was the deal – our most honorable families would join 
  with Whitemoon, the others would be slaves.  It was that 
  or destruction!”
  Makesh was furious.
  “Our most honorable?  You!  You count yourself amongst 
  our most honorable?  One who would sell out the weakest 
  of his kin to save his own life?  Regardless of any deal you 
  made, your life ends here.”
  the ancient gate of Ashkea
  The gate of Ashkea was not built by the hands of 
  man, and it was never meant to be seen by living 
  eyes.  When the Gods first created Exodus, they had 
  forged a world of unaging beings, free from death, 
  strife and disease: a living paradise.  However, the 
  Gods still needed a way to take those who were 
  ready for the afterlife, and their solution was the 
  gate of Ashkea.  This portal opened directly to 
  the underworld, but with a twist: an immortal 
  passing through was imbued with a slaying touch.  
  This touch of death provided the power to draw 
  the life force directly from a mortal so that his 
  spirit could be brought into the great beyond.  
  Eventually, the mortals waged war against the 
  Gods and destroyed the gate; they believed the 
  Gods were taking their souls only to enslave them 
  all for eternity.  Thus, the Gods created illness and 
  death as a punishment for mortal transgressions.  
  But still, the original, ruined gate had remained 
  for untold generations, until it was discovered by 
  Makesh.
  
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  Makesh slew them to a man.  This was the end of 
  Whitemoon, but only the beginning of Makesh’s story, and 
  the beginning of the Folding Circle.
  ARRIVAL OF NYSSKA
  Nysska was a sworn servant of her god, Khayne.  Born into 
  a caste of expert spies and assassins, she was the greatest 
  student of her generation, a skilled and silent killer.  Her 
  very first assignment turned out to be fateful for her  – she 
  was to seek out a man, a mere human, who had mastered 
  the power of the Gate of Ashkea.  A gate of the Gods!  And 
  she, young Nysska, was to retake that power in the name 
  of Khayne.
  Months passed as she searched all the lands of Sametia.  
  Rumors of the man’s passage were everywhere – a single 
  warrior who could decimate raiding parties, a man who 
  had carved a swath of destruction through Whitemoon.  
  But Nysska was resourceful and eventually she found 
  him, living like a brigand in the ruins of a long-abandoned 
  fortress.  She readied her blade staff.   She steeled herself 
  for combat… but suddenly, a slant of moonlight shone 
  across his face – and she cried out in astonishment despite 
  herself.  The man was the very image of Khayne in the 
  flesh!  Had the power of the gate made this human into a 
  divinity?  She squinted in anticipation of a quick death at 
  the hands of one who could well be a God, but was instead 
  surprised to be grabbed and lifted into the air by one arm.
  “Woman, why do you spy on me from the darkness?”
  “Lord Khayne, I…”
  “I am not Khayne, and I am not your lord.”
  “…You wear his face.”
  Makesh grunted and dropped her unceremoniously.  “I 
  don’t care what you believe.  If you intend to do me harm, 
  I will simply destroy you.  If you wish to leave, fine.  If 
  you wish to stay, fine.  You may die swiftly anyway.”  He 
  sat down again and casually chewed on a rough loaf of 
  bread.
  Nysska gazed at him intently.  No, he wasn’t Khayne, 
  but she could clearly feel divine power arcing from him.  
  When he touched her she had weakened considerably, and 
  now she felt drunk and exhausted.  It wasn’t long before 
  she passed out.
  The next morning, Nysska awoke to find Makesh preparing 
  to break camp.
  “Oh, you’re not dead.  Odd.”  Makesh glanced at her 
  appraisingly.  In the grey morning air, she could see the 
  maul, Aro, and the symbol carved across its surface – a 
  jagged ring. The symbol of Khayne.
  “Human,” Nysska said cautiously, “How have you learned 
  of that symbol?”
  Makesh shrugged.  “It was already on the stone I forged 
  Aro from.  It’s brought me great luck and power in battle.”
  He looked like Khayne, followed the same brutal justice, 
  and carried the god’s symbol.  Even if this man didn’t 
  know it, he was chosen by her lord for some special 
  purpose.
  “If you don’t mind, human, I will travel with you for a 
  while.  Last night found me confused, but now I think we 
  must talk.  You know of the Gate.”
  Makesh looked up, instantly alert.  “What of it?”
  “We have much to speak about.” 
  ENTER THE DESTROYER
  Makesh heard a thousand tales from the small human 
  villages on the outskirts of Koryth, tales of rampaging 
  beasts with the strength of 5 men and cunning minds.  
  Makesh, of course, didn’t heed the warnings.  Confident in 
  his power, he decided to travel through the heart of Koryth 
  and destroy any of these lawless ‘Enuka’ who dared to 
  challenge him.  And challenge him they did.
  But the challenges were for nothing - Makesh proved more 
  than a match for any of the tribes that faced him.  Hundreds 
  of Enuka died by his hand or by the hand of his companion 
  Nysska, now a warrior in her own right.  Makesh’s massive 
  power grew ever greater; Nysska had taught him a great 
  deal about the rites of Khayne, and divine power flowed 
  freely from Makesh like water from a fountain.
  Then the Destroyer appeared. 
  A wave of silence and expectation washed across the 
  assembled Enuka warriors.  One by one, they turned and 
  looked upon a single, dark red barbarian.  The Destroyer.  
  The legendary beast surveyed his foe, bowed to the 
  ground, and leapt to the attack - the battle was met.
  All told, the fight between Makesh and the Destroyer 
  lasted the better part of a night.  The assembled warriors 
  looked on in absolute awe as blow after blow was 
  shrugged off, as the ground was scarred, as blood was 
  spilled.  Suddenly, Makesh struck what could only be a 
  killing blow, cleaving the Destroyer’s head nearly in half.  
  The Destroyer fell.  Yet Makesh himself was near death, 
  his body torn to shreds and barely functioning.  Nysska ran 
  forward, scattering the remaining Enuka before her.
  “Don’t worry yourself, Nysska, I’ve fought my last fight.”
  Nysska looked down at the dying man and realized she had 
  to make a choice.  Long ago, her people had sealed away 
  a group of immortals who had power over various aspects 
  of life and death.  One such being, Emok Zenyaka, was a 
  dark demon of corruption and life mingled into one form 
  – that of a vicious disease.  Its power was so great that it 
  was sealed into the catacombs in the hopes it could one 
  day be used as a weapon.  But Emok could restore mortal 
  bodies as well as destroy them – only an entity such as it 
  
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  could help Makesh now.  Releasing Emok would certainly 
  earn Nysska the hatred of her clan – who would she choose 
  – this priest of her god, a human, or her family and her 
  birthright?  Nysska glanced once more at Makesh’s ruined 
  form, and felt a twinge of compassion for perhaps the first 
  time in her life.
  “A man with the favor of Khayne will not die while I live.”
  Nysska stood and prepared her scroll to return to her 
  homeland, but was shocked into silence – the hulking form 
  of the Destroyer towered over her.
  “H – how?”
  “I am the Destroyer.  I’m reborn of my own blood at 
  battle’s end.”
  Nysska gripped her blade staff, ready for attack.
  “Put your weapon down.  War follows this man, I can 
  smell it on him.  And I -- I follow war.”
  “And?”
  “And now I’m his servant.  My tribe is his.  It is our way.”
  Nysska’s expression was inscrutable.  “I…” She shook her 
  head, composing herself.
  “He’ll die if I don’t seek out help from a distant place, 
  immediately.”
  “We,” the destroyer gestured at the assembled warriors, 
  “guard him until you return.  Then he decides our fate.”
  Nysska didn’t know if she could trust these beasts, but she 
  had little choice – her scroll would only transport two, and 
  she needed to return with Emok.  It was decided.
  “I’ll return in half a day, creature.  When I return, I expect 
  both you and Makesh to be here.”
  THE BINDING OF EMOK
  Nysska made her way to the Exodite prison-temple.  It 
  was a spired, basalt building deep within an uncharted 
  mountain range, invisible to the younger races of the 
  world.  The temple was guarded only by powerful magic 
  – no Exodite dared enter this place unless the need was 
  dire.  To Nysska, clearly, the need was dire.  The entity she 
  sought out, Emok Zenyaka, was incredibly powerful, and 
  releasing it would be the ultimate criminal act.  Not only 
  criminal, but potentially deadly – Nysska would have to 
  strike a bargain with the being to keep it from fleeing into 
  the aether, and simple enchantment magic would not do. 
  Powerful beings such as Emok required a pact.  Nysska 
  knew that the price could be grave, but in her mind, 
  Makesh was the chosen of Khayne and her life would be a 
  small price to pay to ensure his survival.
  Nysska breezed through the guards and wards with 
  ease – her training was specialized to deal with just such 
  defenses.  Soon, she was standing before what appeared to 
  be a tomb – a great circular door ringed by glowing blue 
  runes, beyond which laid an octagonal chamber with a 
  sarcophagus in its center.  Power literally crackled in the 
  air.  Nysska was quick to unravel the faint silver threads 
  that sealed the room with arcane force, and the sensation 
  of the shield fading sent a shudder through her body.  She 
  slid towards the casket, her footsteps cautious and light. 
  “No turning back.”  Nysska opened the lid.
  There was a body inside - an ancient, desiccated corpse 
  that looked to have been, at one time, a prymidian woman.  
  Nysska knew that this was the body Emok was bound into, 
  and she could see the mark of containment upon its brow. 
  This didn’t stop her from jumping back in alarm as the 
  corpse’s eyes flicked open.
  “I am awake.”  Its voice was like a blade on a whetstone.
  “Emok Zenyaka.  I’ve come to release you under a pact.”  
  Nysska’s voice was strong despite the growing terror she 
  felt.
  “Haaa… mortals.  Go ahead, I am listening.”
  Nysska stood up straight.  “I need your power to save a 
  mortal, a human.”
  battle of the Destroyer
  The Enuka tribes of Koryth have a strange 
  custom.  Although the various clans are embroiled 
  in constant low scale warfare, they all obey a 
  series of higher laws that relate to every warrior.  
  The greatest of these laws revolves around the 
  selection of the ‘Horn Tribe’.  The ‘Horn Tribe’ is 
  their term for whichever group is the overall ruler 
  of what could be seen as the Enuka nation.  The 
  method of choosing this group is unique to the 
  Enuka – no vote is cast, no battles take place.  
  Rather, every generation, each tribe offers up a 
  young cub as a sacrifice, selected from among the 
  sons of the mightiest warriors.  These youths are 
  brought to the shaman circle.  Here, the gathered 
  elders of every tribe prepare to conduct a primal 
  ceremony.  Strange magics are worked upon the 
  sacrifices, magics that twist and warp their bodies 
  into new forms.  In the end, all but a single youth 
  inevitably die, and the last one remaining is said 
  to be the incarnation of a divine beast – a beast 
  known only as the Destroyer.
  The Destroyer, worshipped amongst the Enuka, is 
  believed to be the living embodiment of warfare 
  and conflict.  When a youth takes on the mantle of 
  the Destroyer, his birth name is forgotten, and he 
  becomes his role – a totem of violence, destined 
  to lead the tribes of the Enuka into power.  So it 
  has been for centuries.  No other races dared to 
  intervene in Enuka affairs with the legendary beast 
  leading them - until Makesh arrived in Koryth.
  
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  “Heh, and why does an Exodite seek to save a human?  
  Has the world changed so?”
  “He is favored by Khayne.”
  Emok’s eyes closed.  “Interesting.  And what do I get?”
  “I will take you to the gate of Ashkea.”
  The corpse’s eyes flicked open again, unearthly in intensity. 
  “Mortal, you are a fool.  You would take me, a demon, to 
  the gate of death?”
  “Yes.  But you must follow my commands as I intend - 
  until the mortal, Makesh, is made whole.”
  Emok smiled.  “You have a deal.”
  REVIVAL OF MAKESH
  Nysska had been gone for the better part of a day before 
  she returned to Makesh with Emok in tow.  They arrived to 
  find a circle of Enuka warriors, standing around Makesh’s 
  body and chanting in their sonorous tongue - chanting a 
  dirge.
  “Out of the way!” Nysska shouted.  She cleared a path to 
  the body; Makesh was still conscious, yet the bleeding had 
  stopped.  Emok hissed sharply.
  “Ahh.  His body is dead already, mortal.  Yet, his spirit still 
  lives within it.  Heh.  I can repair him.”
  “What do you need?”  Nysska glanced at Emok.
  The withered Prymidian gestured towards the ground. 
  “Black rock from the mountains.  Rock which has borne 
  the fires of the deep – I can blend it with what remains of 
  his body, then breathe life into it.  It will become flesh, and 
  he will be whole once more.”
  “I will have the warriors fetch you some.”
  Within an hour, Makesh’s remains were laid out next to a 
  series of grey and black stones, roughly hewn and arranged 
  to form the shape of a man.
  “So, work your magic,” was all Nysska said.
  Emok grinned and laid one hand on Makesh, the other 
  across the stones.  The demon breathed deeply.  A gasp 
  went up from the Enuka warriors as the stones bent and 
  melded together to form a body, then fused into a molten 
  mass surrounding what remained of Makesh.  The rock 
  glowed cherry red and began to shrink.  It stirred; Makesh 
  was waking.
  “Now stop.”
  “What?”  Emok glared at Nysska.  “If I stop now, Makesh 
  will live, but he will never be…”
  “Whole?”
  Emok’s eyes narrowed.  “One day, mortal, I will kill you.”
  “Perhaps,” Nysska smiled, “but not today.”
  THE BIRTH OF HARU ANON
  Once Makesh acclimatized to his new body, his ‘group’ 
  made a decision – they would travel back to Ashkea. 
  Nysska wanted to investigate the remains of the gate, and 
  Emok (although barred from tampering with it) was eager 
  to be in its presence, just in case.  Makesh agreed, and the 
  three, along with the honor-bound Destroyer and his small 
  army, left for the Deep.
  When Emok reached what was left of the gate, it was 
  shocked by a strange vision.  The Misty fog of over a 
  thousand souls was whirling about the locus where the 
  underworld portal once stood.  It slowly dawned upon 
  Emok - these were souls that were supposed to be carried 
  to the underworld by a God traveling through the gate - 
  they were trapped in the mortal realm.  It was likely that 
  every individual killed by Makesh over the last several 
  years had found its way to the gate, and waited here to be 
  taken to its final rest.
  Emok, however, had a better idea.
  “Makesh, do you understand the nature of this gate?”  
  Emok’s voice was smooth and dripping with venom, like 
  a serpent’s fang.
  “No.”  Makesh shrugged.  “It doesn’t matter, I’ve taken 
  what power I could.”
  “The gate has granted you a power which you yourself do 
  not know.”
  At this, Emok unleashed an arcane enchantment, revealing 
  the whirling storm of souls to everyone in the chamber.
  “These are the souls of all you have killed with your death 
  touch, Makesh,”  Emok rasped, “They are trapped here, 
  awaiting you to take them through the gate.”
  “Unbelievable,” Nysska gasped.
  “We can use them.  For as long as they remain here, they 
  are yours,” Emok’s mouth creased into a mockery of a 
  smile, “If you will allow me, I can provide a form for 
  them.”
  “I don’t trust you, demon.”  Makesh shrugged and started 
  out of the chamber.  “And I don’t need a servant.”
  “Your brothers are amongst them.”
  Makesh stopped dead.
  “They are waiting for you to release them, Makesh.  But 
  you cannot.  They can only follow you to the underworld.  
  And you can only reach that place if you die.  But if you 
  die far from this chamber, these souls will not find you 
  before you cross over – and they will remain here, trapped, 
  forever.  Heh.”
  “Emok,” Nysska warned, “I command you to answer 
  truthfully – are you deceiving us?”
  
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  “No,” Emok smirked, “I merely enjoy spreading bad news.  
  These souls will need a body if you wish to take them with 
  you.  I can make that body.”
  “…Fine.”  Makesh spat. “I killed these men thinking I 
  had sent them to their final judgment.  But I sent them to 
  this prison instead; the least I can do is ensure they find 
  their place.  When the time comes, we will face the Gods 
  together.  That is my debt to them.”
  The moon waxed to full, waned, and waxed once more 
  before Emok completed a body for the souls to inhabit.  
  The demon trapped each soul in a specially prepared 
  gemstone, which was crushed and scattered over the stone 
  and metal ‘body’.  Emok named the body “Haru Anon”, or 
  “Thousand Souls”, and it grew closer and closer to life as 
  each new soul was added.
  “Soon,” Emok rasped.  “You will indeed be a mighty 
  creature, Haru.  But your true mind must sleep until I need 
  you.”  Emok’s enchantment was subtle, but powerful.  
  Haru, the Thousand Souls, sat up, animated and responsive 
  - but unconscious.  So the final member of the Folding 
  Circle’s leadership was born.
  RENEWED PURPOSE
  Makesh had plenty of time to think while Emok was 
  constructing Haru.  It was obvious that Makesh had grown 
  powerful, but to what end could he use his strength?  His 
  thoughts turned to his brothers and the destruction of his 
  tribe.  He thought on the nature of the tribal laws, and how 
  they had failed, and how sad it was that laws were even 
  needed to enforce honor.  In that moment, Makesh knew 
  what his power was for.
  “I’ve been granted this strength to preserve honor in this 
  world,” he said quietly.  “I destroy those I touch, who then 
  await my guidance to the afterworld – I am the gateway 
  to judgment.  This power is clearly divine.  Perhaps what 
  Nysska says is true, and I am the chosen of Khayne.”
  Makesh sat down on a ruined bench and gazed at a mural 
  in the torchlight.
  “I’ve been granted an army, powerful allies, and this place 
  – a temple.  A shrine to justice.”
  “From here, I shall watch every war, every conflict, every 
  deal made and oath broken – and I shall destroy those who 
  falter, and take them to await their judgment.”
  Makesh stood.  “There is much to do.”
  HEADQUARTERS
  The Folding Circle uses the old ruins of Ashkea as their 
  headquarters.  It’s a perfect place for a secret base - the 
  location is secure, remote, and very dangerous – being 
  literally located at the bottom of a pit.  The upper area of 
  this pit, the Deep, looks natural enough and is populated 
  with various creatures that Emok saw fit to charm or 
  dominate.  Travel lower, however, and you reach a temple 
  complex of incredible scale and grandeur; this is Ashkea 
  itself.  Ruined long ago through mortal rebellion, it has 
  been rebuilt, and new Ashkea is just as glorious as you 
  would expect a palace crafted by chthonic gods to be.  
  Arching ceilings lost in shadow.  Hallways that dwarf 
  any who enter.  Massive murals reaching upwards to the 
  heavens - the entire place looks like it was built for titans.
  OTHER TERRITORIES AND AREAS OF 
  CONTROL
  The Folding Circle doesn’t control territory in the sense 
  that a nation does.  The members of this organization 
  are highly mobile and powerful, capable of traveling to 
  an area spied through the Star Fountain, dealing with the 
  ‘problem’, and returning.  This travel capability means that 
  a member of the Folding Circle can appear anywhere, at 
  any time, with basically no warning.
  THE FOLDING CIRCLE 
  GOALS AND AGENDA
  Each of the five major leaders in the organization has his 
  or her own goals, but it would be safe to say that Makesh 
  is the ‘glue’ that holds the group together.  As the center 
  of the Circle, Makesh establishes the rules and guidelines 
  that the members operate under, while at the same time 
  setting a purpose.
  Makesh, in essence, wishes to ensure that justice and 
  honor (or his vision thereof) exist in the world.
  To this end, Makesh and the other leaders are extremely 
  “hands on” – there are literally no organizational activities 
  that at least one of the five doesn’t take part in.  A different 
  individual is sent according to the nature of the task.
  Member: Makesh
  Tasks most suited for: Battles, announcements, any event 
  which he believes calls for his “personal judgment”
  Member: Nysska
  Tasks most suited for: Assassinations, political 
  maneuverings, break and enter, thefts, information 
  gathering.
  Member: The Destroyer
  Tasks most suited for: Starting (or stopping) wars, 
  kidnappings, violent assaults, coups, rebellions.
  Member: Emok Zenyaka
  Tasks most suited for: Research, capture, destroying 
  large groups of people
  Member: Haru Anon
  Tasks most suited for: Haru generally accompanies 
  Makesh much of the time, serving as a guard and comrade 
  at arms.
  
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  METHODOLOGY
  The Folding Circle rarely concerns itself with large-scale 
  movements – it prefers to work with pinpoint strikes, 
  sending a small group of powerful individuals to achieve 
  some aim or another.  Usually, one of the leaders will 
  travel out to wherever a problem or opportunity has arisen.
  VISIBILITY
  The Folding Circle doesn’t try to stay invisible.  When 
  it gets something done, it wants the people who feel the 
  aftereffects to know who’s pulling the punches, and so 
  the group relies upon specialized signs and calling cards 
  to signal that they were involved.  Following is a list of 
  the different symbols the group leaves behind or puts 
  out as warnings.  Usually, they are painted, in black, in a 
  prominent location.
  Symbol : Jagged edged circle
  Purpose:  General sign of the group, derived from Khayne’s 
  holy symbol (and/or the mark etched on Aro).  
  This is the symbol that gave the group its name.
  Symbol : Six-pointed star
  Purpose:  This is a warning that an area is going to be 
  destroyed, for whatever reason.  There is no 
  chance to appeal or argue with the coming 
  attack.
  Symbol :  Two horizontal lines with two dots between 
  them
  Purpose:  Usually, this means that the subject can expect a 
  visit from Makesh in the near future.  This can 
  be good, or bad.
  Symbol : Solid Black Triangle
  Purpose:  This is a less severe warning, meant to imply 
  that a person or group has done something to 
  anger the Folding Circle, but that they won’t be 
  attacked.  Yet.
  ARMED CONFLICT
  There are two types of armed conflicts that the Folding 
  Circle involves itself in.  The first is the lightning raid: 
  a group of foot soldiers led by one or more members of 
  the leadership, sent to a location to achieve some goal via 
  Features of the Ruins
  the Star Fountain
  Some ancient magic still clings to the place, most notably the Star Fountain.  This sacred pool is black and swirled 
  with thousands of points of light; drinking of these waters causes one to slip into prophetic dreams of far away 
  places.  The Folding Circle uses the Star Fountain as a sort of scrying device to seek out new targets who are 
  acting unjustly.
  Using the Star Fountain
  A sip from the Star Fountain forces a DC 24 Will save.  If the save is failed, the person falls asleep and has 
  fragmented, incomprehensible dreams.  If the save was a success, a drinker drifts into a slumber which functions 
  like a Greater Scrying combined with a Legend Lore on whomever the target of the scrying spell happens to be.  
  The fountain actually targets individuals randomly (it may be targeted to a particular individual with a DC 22 
  wisdom check), but the Legend Lore always picks up on events that offend the dreamer’s sense of justice.  Not 
  everybody is a saint, after all.
  Original Purpose of the Star Fountain
  The Gods built the Star Fountain as a quick method to randomly determine which mortals should be taken to 
  the underworld, while at the same time providing some information by which to judge them.  The Gods, however, 
  used this power with temperance, whereas Makesh does anything but.
  the Garden of Arai
  There is another strange place, left behind by the Gods and forgotten by mortals, hidden beneath the ruins 
  themselves.  Called the Garden of Arai (meaning: the Garden of the Deep), this is a vast subterranean chamber, 
  lit from beneath by glowing blue stones strewn across the ground.  All manner of beautiful and unusual plants 
  grow here.  Strange, warped trees with glimmering fruit; enormous flowers that snap and shudder at the air; ivy 
  with leaves that rustle with a distant melody – all can be found in this pillared, Grecian garden.  One only has to 
  find the winding staircase that leads here from the temple complex.
  Mechanics of the Garden: The fruit that grow here have their origins in the underworld.  They can be 
  transformed into a magical elixir, which raises the abilities of one who imbibes it for a year and a day.  A single 
  elixir costs 97,950 gold, and is enough to provide 3 swigs – elixir bonuses stack with themselves and other ability 
  bonuses, but to a maximum of a +5 elixir bonus.  In order to produce this elixir, the fruit must be dipped in honey 
  while a wish is cast over them.
  
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  force.  These attacks are precise, very fast, and very short-
  lived, essentially designed to be untraceable.
  Mechanics: When on a lightning raid, all foot soldiers 
  gain a specific benefit according to which leader has 
  accompanied them.
  Leader 
  ‘Leadership’ Bonus
  Makesh 
   +1 hit point per hit die, +1 bonus to all 
  saves
  Nysska 
   +2 bonus to Initiative, +5 bonus to 
  hide and move silently checks
  The Destroyer 
   +2 damage bonus on all Melee and 
  ranged attacks, +5 land speed
  Emok Zenyaka 
   +2 deflection bonus to AC, all are 
  affected as per spider climb
  Haru Anon 
   Haru is only sent with another leader, 
  but effectively doubles all numerical 
  bonuses.
  The second type of armed conflict is the intervention – a 
  favored tactic.  This is when the Folding Circle uses a 
  teleportation circle to gate in a small army to turn the tide 
  of a decisive battle.  They do this for multiple reasons – 
  sometimes they wish to aid one side, sometimes they wish 
  to pick off survivors.  Occasionally, they’ve even made a 
  deal with one of the factions, but more often, the Folding 
  Circle’s sudden appearance is a surprise.
  Mechanics: Each member of the intervention is equipped 
  with a special item: a stone gate.  These resemble small 
  spindles of chalky white rock with reddish runes etched 
  around their edges.  When a stone gate is broken, it 
  returns the person holding it to the nearest teleportation 
  circle within 2 miles.  Obviously, if there is more than 1 
  teleportation circle nearby, problems can arise.
  Stone Gate Cost: 70 gp, detects as weak conjuration 
  magic, requires a casting of expeditious retreat to enchant.
  POLITICS
  Nysska is the leader most frequently involved in political 
  machinations.  She, and by extension the Folding Circle, 
  has connections all over the world – all of which are held 
  together by some degree of fear.  When Nysska comes 
  knocking, it’s like the phone call you never want to get.  
  Negotiating with the Folding Circle is basically a game of 
  deflecting subtle threats while at the same time realizing 
  you could very well be dead and buried in a few days.  But 
  what actually interests the Folding Circle on a political 
  level?
  THE LEADERS
  The five leaders of the Folding Circle are more or less 
  equivalent to supervillains – they can really put the hurt 
  on a party.  They are built using core (partially), but are 
  intended to challenge slightly munchkiny parties with 
  access to a variety of books.  Their CRs are technically 
  linked to their class level, however each also has unique 
  powers that almost certainly put them over the top – CRs 
  may be adjusted from +0 (for the lowest level versions) up 
  to +4 (for the highest level versions), depending on GM 
  judgment and the party they’re up against.  Note that all 
  leaders are given full character wealth, and maximum hit 
  points – although hit points can be normalized if you wish.  
  Keep in mind that without some degree of party planning 
  and research, these NPCs can quite easily pull a complete 
  party killing.
  MAKESH THE UNDYING 
  Makesh was human, once.  Now, he is a strange mixture 
  of volcanic stone and man, standing a hulking 8 feet tall 
  and likely weighing close to a ton.  The only visible parts 
  of him that carry any trace of his humanity are his face 
  and his upper torso.  His arms, legs, and back have the 
  appearance of carved stone armor, arranged in smooth 
  plates, with a faint reddish tinge glowing from the gaps. 
  Makesh speaks in a deep, quiet voice.
  PERSONALITY
  Makesh is to the point, straightforward, and honest.  He 
  lives by a personal code that involves exceptionally brutal 
  punishments and imposition of strict order, and doesn’t 
  tolerate disobedience or flippancy.  He’s following his 
  own goals – he wishes to establish a universal system of 
  honorable law that leaves no room for liars or betrayers 
  – but his method of implementation is incredibly bloody 
  and cruel; he considers fear and death to be effective 
  methods of governance.  Makesh also hails from a 
  patriarchal warrior culture and is somewhat prejudiced 
  against women.
  Although he isn’t as brilliant as some other members of 
  the Folding Circle, his deep insight and wisdom combined 
  with vast power allow him to be an effective leader. 
  Makesh sometimes toys with the belief that he is a divinely 
  ordained instrument of justice, but he doesn’t entirely 
  believe this.
  MAKESH THE UNDYING 
  CR 4 
  XP 1,200
  Male Human Cleric 2/Fighter 2 
  LE Large Construct [divine construct]
  Init +3; Senses darkvision 60 feet.; Perception +3
  DEFENSE
  AC 22, touch 8, flat-footed 22 (-1 size, -1 dex, +4 natural, 
  +9 armor, +1 enhancement)
  hp (max) 68 (4 HD; 2d8+2d10+30+2)
  Fort +6, Ref -1, Will +6; +1 against fear
  Defensive Abilities construct traits
  OFFENSE
  Speed 30 ft. (6 squares)
  Melee Large Great Maul +9 Melee (3d8+8, x3)
  Full Attack Large Great Maul +9 Melee (3d8+8, x3)
  
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  Space 10 ft.; Reach 10 ft. 
  Special Attacks battle rage, channel energy, destructive 
  smite +1, spellcasting, trembling strike
  Cleric Spells Prepared (CL 2nd; concentration +5; 
  destruction and War Domains)
  1st - command (DC 14), divine favor, entropic shield, 
  ~Magic Weapon
  Orisons - cure minor wounds, detect magic, light, 
  mending
  STATISTICS
  Str 20, Dex 9, Con  - , Int 14, Wis 17, Cha 14
  Base Atk +3; CMB +9; CMD 18
  Feats Combat Expertise, Improved Initiative, Improved 
  Trip, Power Attack, Weapon Focus (Great maul) 
  Skills Diplomacy +7, Intimidate +10, Knowledge: 
  Arcana +6, Knowledge: History +6, Knowledge: Religion 
  +6, Knowledge: the Planes +6, Sense Motive: +10, 
  Spellcraft +7  
  Languages Common, Infernal, First One languages, 
  Terran 
  SQ Construct traits
  Combat Gear Full Plate +1, Aro (+1 great maul, unique), 
  Wand of Cure Moderate Wounds (5 charges, 2d8+3)
  SPECIAL ABILITIES
  Battle Rage (Su):  Domain power. As a standard action 
  6 times/day, Makesh may touch an ally to provide them 
  with a +1 bonus on melee damage rolls for 1 round.
  Channel Energy (Su): As a standard action, Makesh can 
  release a flare of reddish energy from his body, which 
  strikes all hostile targets in a 30 foot burst. He cannot 
  choose to have this energy heal. All enemies in the area 
  must make a DC 13 will save or suffer 1d6 damage and 
  be shaken for 1d4 rounds. A successful save negates 
  the shaken effect and halves the damage. The save DC 
  is charisma and level based (+1/2 cleric level).
  Destructive Smite (Su): Domain power.  6 times/day, 
  Makesh can gain a +1 bonus to damage with a single 
  melee attack, declared before the attack roll is made.
  Trembling Strike (Ex): As a standard action, Makesh 
  may slam Aro into the ground, causing a small tremor. 
  This is resolved as a Trip attack versus all opponents 
  within 10 feet of his position. Makesh cannot be tripped 
  in response. Each trip is resolved separately, and each 
  opponent that is tripped is subject to a free attack.
  TACTICS
  Before Combat Makesh is rarely without allies to 
  command in battle. When he is planning an attack, he 
  prefers a methodical approach using all the resources 
  at his disposal to ensure his victory. Makesh is willing 
  to abort attacks that look foolish in light of new 
  information.
  During Combat Makesh is a shrewd combatant who 
  prefers an up close and personal fighting style. He leads 
  by example, and his examples involve the devastating 
  crushing of heads. His first action in combat is generally 
  to wade deep into the fray, launch a Trembling Strike, 
  and get as many attacks against downed opponents as 
  possible, using power attack as appropriate.  Against 
  highly mobile foes, Makesh will cast entropic shield.  He 
  will use his wand once his hit points reach about 50%. 
  Morale Makesh is brave but not foolish. He will 
  systematically eliminate his opponents with little 
  mercy. While he refuses to admit personal weakness he 
  is willing to negotiate a settlement if he is outmatched. 
  He will flee if forced to, although suffering such an 
  indignity almost guarantees an eventual reprisal.
  MAKESH THE UNDYING 
  CR 10 
  XP 9,600
  Male Human Cleric 8/Fighter 2 
  LE Large Construct [divine construct]
  Init +3; Senses darkvision 60 feet.; Perception +6
  DEFENSE
  AC 27, touch 8, flat-footed 27 (-1 size, -1 dex, +4 natural, 
  +9 armor, +3 enhancement, +3 shield)
  hp (max) 122 (10 HD; 8d8+2d10+30+8)
  Fort +9, Ref +1, Will +12; +1 against fear
  Defensive Abilities construct traits 
  OFFENSE
  Speed 40 ft. (8 squares)
  Melee Large Great Maul +16 Melee (3d8+1d6 force +11 
  and special, x3 19-20)
  Full Attack Large Great Maul +16/+11 Melee (3d8+1d6 
  force +11 and special, x3 19-20)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks battle rage, channel dark energy, 
  destructive smite, spellcasting, trembling strike
  Cleric Spells Prepared (CL 8th; concentration +14; 
  destruction and War Domains)
  4th - air walk, ~divine power, freedom of movement, spell 
  immunity
  3rd - animate dead, bestow curse (DC 19), ~rage, dispel 
  magic, prayer 
  2nd - desecrate, hold person (DC 18), owl’s wisdom, resist 
  energy, ~spiritual weapon (1d8+2 x3, +14/+9), zone of 
  truth (DC 18)
  1st - command (DC 17) (x2), divine favor (+2), entropic 
  shield, ~inflict light wounds (1d8+5), sanctuary (DC 17), 
  shield of faith (+3)
  Orisons - cure minor wounds, detect magic, light, 
  mending
  TACTICS
  Before Combat Makesh fully buffs himself and looses 
  his animated shield (which may remain floating 
  indefinitely) before entering combat. divine power, 
  freedom of movement, spell immunity (usually against 
  dispel magic and any one other spell), divine favor, air 
  
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  walk, entropic shield, shield of faith – he layers it on to 
  the gills.
  During Combat Weaker opponents and hirelings, 
  especially spellcasters, are subject to hold person. If 
  he has undead allies present, he will use desecrate. 
  Makesh will sometimes cast air walk and hover above 
  his opponents, where they remain within range of his 
  maul, but he remains out of the range of their melee 
  attacks.  However, while standing in midair, he cannot 
  reach the ground to use his Trembling strike ability, 
  therefore he usually only does this when he needs 
  to heal or dispel magic. Makesh tries to stay in melee 
  to take maximum advantage of his Necrogeneration. 
  Makesh will generally choose Improved Sunder as his 
  combat feat from Weapon Master.
  Morale By Mid level Makesh is a powerhouse, but he 
  is no fool. He fights to win but will willingly withdraw if 
  the combat turns against him, only to return later with 
  reinforcements after scrying his foes.
  STATISTICS
  Str 22, Dex 9, Con  - , Int 15, Wis 22, Cha 16
  Base Atk +8; CMB +15; CMD 24
  Feats Combat Expertise, Greater Trip, Improved Critical, 
  Improved Initiative, Improved Trip, Power Attack, 
  Weapon Focus (Great maul) 
  Skills Diplomacy +12, Intimidate +16, Knowledge: 
  Arcana +7, Knowledge: History +7, Knowledge: Religion 
  +8, Knowledge: the Planes +8, Sense Motive: +17, 
  Spellcraft +12  
  Languages Common, Infernal, First One languages, 
  Terran 
  SQ Construct traits, Destructive Aura, Necrogeneration
  Combat Gear  Full Plate +3, Aro (+2 shattering great 
  maul, unique), belt of giant strength +2, greater animated 
  heavy steel shield +1, headband of wisdom +2, wand of 
  cure critical wounds (5 charges, 4d8+7), potion of fly
  SPECIAL ABILITIES
  Battle Rage (Su):  Domain power. As a standard action 
  7 times/day, Makesh may touch an ally to provide them 
  with a +4 bonus on melee damage rolls for 1 round.
  Channel Dark Energy (Su): As a move action, Makesh 
  can release a flare of reddish energy from his body, 
  which strikes all hostile targets in a 30 foot radius burst. 
  He cannot choose to have this energy heal. All enemies 
  in the area must make a DC 17 will save or suffer 4d6 
  damage and be shaken for 1d4 rounds. A successful 
  save negates the shaken effect but does not affect the 
  damage. The save DC is charisma and level based (+1/2 
  cleric level).
  Destructive Aura (Su): Makesh can emit a 30-foot aura 
  of destruction for 8 rounds per day. All attacks made 
  against opponents in this aura gain a +4 morale bonus 
  on damage and all critical threats are automatically 
  confirmed. These rounds do not need to be consecutive. 
  Destructive Aura can be activated and turned off at will 
  on Makesh’s turn.
  Destructive Smite (Su): Domain power.  7 times/day, 
  Makesh can gain a +4 bonus to damage with a single 
  melee attack, declared before the attack roll is made.
  Necrogeneration (Su): Through the power of the 
  Ashkean Gate, Makesh may directly absorb the life 
  energy of those he strikes in combat.  Necrogeneration 
  causes Makesh to regenerate ½ the damage he deals in 
  melee combat, as he drains the life force from the foes 
  he strikes.
  Shattering (Su): Aro possesses the Shattering quality. 
  Whenever Makesh scores a critical hit on an opponent, 
  he may choose to deal equal damage to any piece of 
  equipment worn or carried by him. This damage is 
  subject to hardness normally.
  Trembling Strike (Ex): As a standard action, Makesh 
  may slam Aro into the ground, causing a small tremor.  
  This is resolved as a Trip attack versus all opponents 
  within 15 feet of his position. Makesh cannot be tripped 
  in response. Each trip is resolved separately, and each 
  opponent that is tripped is subject to a free attack. This 
  free attack is in addition to the attack of opportunity 
  Makesh may take from Greater Trip.
  Weapon Master (Su): Makesh may gain the use of one 
  combat feat for 8 rounds per day. These rounds do not 
  need to be consecutive and he can change the feat 
  chosen each time he uses this ability. He must meet the 
  prerequisites to use this feat.
  MAKESH THE UNDYING 
  CR 14 
  XP 38,400
  Male Human Cleric 12/Fighter 2 
  LE Large Construct [divine construct]
  Init +5; Senses darkvision 60 feet.; Perception +7
  DEFENSE
  AC 37, touch 12, flat-footed 36 (-1 size, +1 dex, +9 
  natural, +9 armor, +3 enhancement, +4 shield, +2 ring)
  hp (max) 158 (14 HD; 12d8+2d10+30+12)
  Fort +11, Ref +3, Will +16; +1 against fear
  Defensive Abilities construct traits; 
  OFFENSE
  Speed 40 ft. (8 squares)
  Melee Large Great Maul +22 Melee (3d8+2d6 force +15 
  and special, x3 19-20)
  Full Attack Large Great Maul +22/+17 Melee (3d8+2d6 
  force +15 and special, x3 19-20)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks battle rage, channel energy, destructive 
  smite, spellcasting, trembling strike, vital strike
  Cleric Spells Prepared (CL 12th; concentration +19; 
  destruction and War Domains)
  
  enemies of neoexodus:
  folding circle
  15
  6th - blade barrier (12d6, DC 23), greater dispel magic, 
  ~harm (120 hp, DC 23), word of recall
  5th - ~flame strike (12d6, DC 22), righteous might, spell 
  resistance, symbol of pain (DC 22), true seeing
  4th - air walk, dismissal, ~divine power, freedom of 
  movement, spell immunity
  3rd - animate dead, bestow curse (DC 20), ~rage, dispel 
  magic, prayer 
  2nd - aid, desecrate, hold person (DC 19), owl’s wisdom, 
  resist energy, ~spiritual weapon (1d8+2 x3, +18/+13), 
  zone of truth (DC 19)
  1st - command (DC 18) (x2), divine favor (+3), entropic 
  shield, ~inflict light wounds (1d8+5), sanctuary (DC 18), 
  shield of faith (+4)
  Orisons - cure minor wounds, detect magic, light, 
  mending
  TACTICS
  Before Combat Makesh won’t even engage in combat 
  unless he is buffed via divine favor and righteous might. 
  All previous notes concerning buffing still apply here. If 
  he’s worried about spellcasters he will often make use 
  of true seeing, and sometimes he will toss a symbol of 
  pain on a scroll into combat before entering.
  During Combat Makesh will desecrate if ghasts arise. 
  He will often entrap his opponents within a ringed 
  blade barrier, striking them down individually via vital 
  strike, power attack, and channeled strike layered on a 
  single, massive attack for 6d8+2d6+6d6+21 damage. 
  He keeps his destructive aura up as often as possible. 
  Weapon master is usually used to take combat reflexes. 
  Makesh generally focuses on a single target until 
  they are killed, hoping to create ghasts. He pursues 
  spellcasters with preference.
  Morale Makesh is more cautious at high level. If he 
  is ever surprised, he uses word of recall as quickly as 
  possible and flees, to return in greater force later. If he’s 
  merely wounded, he uses his heal scrolls.
  STATISTICS
  Str 26, Dex 13, Con  - , Int 16, Wis 24, Cha 16
  Base Atk +11; CMB +19; CMD 30
  Feats Channel Smite, Combat Expertise, Greater Trip, 
  Improved Critical, Improved Initiative, Improved Trip, 
  Power Attack, Vital Strike, Weapon Focus (Great maul) 
  Skills Diplomacy +16, Fly +2, Intimidate +21, 
  Knowledge: Arcana +10, Knowledge: History +10, 
  Knowledge: Religion +13, Knowledge: the Planes +11, 
  Sense Motive: +21, Spellcraft +17  
  Languages Common, Infernal, First One languages, 
  Terran 
  SQ Construct traits, Destructive Aura, Necrogeneration
  Combat Gear  Full Plate +3, Aro (+3 indestructible 
  shattering great maul, unique), belt of giant strength +6, 
  greater animated heavy steel shield +2, periapt of wisdom 
  +4, ring of protection +2, potion of fly, scroll of heal (x3), 
  appropriate spell components
  SPECIAL ABILITIES
  Battle Rage (Su):  Domain power. As a standard action 
  10 times/day, Makesh may touch an ally to provide 
  them with a +6 bonus on melee damage rolls for 1 
  round.
  Corpsespawning (Su):  Makesh not only traps the 
  souls of those he slays, but he may animate their 
  bodies.  Whenever Makesh kills a humanoid creature of 
  any type, it rises as a 5 HD ghast under his control the 
  following round.
  Channel Dark Energy (Su): As a move action, Makesh 
  can release a flare of reddish energy from his body, 
  which strikes all hostile targets in a 30 foot radius burst. 
  He cannot choose to have this energy heal. All enemies 
  in the area must make a DC 19 will save or suffer 6d6 
  damage and be panicked for 1d4 rounds. A successful 
  save negates the panicked effect but does not affect 
  the damage. The save DC is charisma and level based 
  (+1/2 cleric level).
  Channel Smite (Su): When Makesh channels a smite, 
  it retains the effects of his Channel Dark Energy. 
  Channeling a smite requires a swift action.
  Destructive Aura (Su): Makesh can emit a 30-foot aura 
  of destruction for 12 rounds per day. All attacks made 
  against opponents in this aura gain a +4 morale bonus 
  on damage and all critical threats are automatically 
  confirmed. These rounds do not need to be consecutive. 
  Destructive Aura can be activated and turned off at will 
  on Makesh’s turn.
  Destructive Smite (Su): Domain power.  10 times/day, 
  Makesh can gain a +6 morale bonus to damage with a 
  single melee attack, declared before the attack roll is 
  made.
  Indestructable (Ex): Aro cannot be damaged, 
  sundered, disarmed, or destroyed by any means.
  Necrogeneration (Su): Through the power of the 
  Ashkean Gate, Makesh may directly absorb the life 
  energy of those he strikes in combat.  Necrogeneration 
  causes Makesh to regenerate half the damage he deals 
  in melee combat, as he drains the life force from the 
  foes he strikes.
  Shattering (Su): Aro possesses the Shattering quality. 
  Whenever Makesh scores a critical hit on an opponent, 
  he may choose to deal equal damage to any piece of 
  equipment worn or carried by him. This damage is 
  subject to hardness normally.
  Trembling Strike (Ex): As a standard action, Makesh 
  may slam Aro into the ground, causing a small tremor.  
  This is resolved as a Trip attack versus all opponents 
  within 15 feet of his position. Makesh cannot be tripped 
  in response. Each trip is resolved separately, and each 
  opponent that is tripped is subject to a free attack. This 
  
  enemies of neoexodus:
  folding circle
  16
  free attack is in addition to the attack of opportunity 
  Makesh may take from Greater Trip.
  Vital Strike (Ex): As a standard action, Makesh can 
  make one attack at his full BAB that deals an additional 
  3d8 damage.
  Weapon Master (Su): Makesh may gain the use of one 
  combat feat for 12 rounds per day. These rounds do 
  not need to be consecutive and he can change the feat 
  chosen each time he uses this ability. He must meet the 
  prerequisites to use this feat.
  MAKESH THE UNDYING 
  CR 20 
  XP 307,200
  Male Human Cleric 18/Fighter 2 
  Lawful Evil Large Construct [Divine Construct]
  Init +5; Senses darkvision 120 feet, lifesense 60 feet; 
  Perception +8
  DEFENSE
  AC 50, touch 15, flat-footed 49 (-1 size, +1 dex, +14 
  natural, +9 armor, +5 enhancement, +7 shield, +5 ring)
  hp (max) 212 (14 HD; 18d8+2d10+30+18)
  Fort +14, Ref +5, Will +19; +1 against fear
  Defensive Abilities construct traits
  OFFENSE
  Speed 50 ft. (10 squares)
  Melee Large Great Maul +29 Melee (3d8+2d6 force +18 
  and special, x3 19-20)
  Full Attack Large Great Maul +29/+24/+19 Melee 
  (3d8+2d6 force +18 and special, x3 19-20)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks battle rage, channel energy, destructive 
  smite, spellcasting, trembling strike, vital strike
  Cleric Spells Prepared (CL 18th; concentration +26; 
  destruction and War Domains)
  9th - ~implosion (180 damage, DC 27), quickened divine 
  favor, quickened slay living (12d6+18, DC 23)
  8th - create greater undead, greater spell immunity, Mass 
  inflict critical wounds (4d8+18, DC 27), ~power word 
  stun, quickened freedom of movement, 
  7th - blasphemy (DC 25), destruction (180 damage, DC 
  26), ~disintegrate (36d6, DC 25), quickened dispel magic, 
  symbol of weakness (DC 26)
  6th - blade barrier (15d6, DC 24), greater dispel magic 
  (x2), ~harm (150 hp, DC 25), quickened resist energy, 
  word of recall
  5th - ~flame strike (15d6, DC 23), righteous might, 
  quickened divine favor, spell resistance, symbol of pain 
  (DC 24), true seeing
  4th - air walk, dismissal, ~divine power, freedom of 
  movement, spell immunity (x2), tongues
  3rd - animate dead, bestow curse (DC 22), dispel magic, 
  deeper darkness, prayer, protection from energy, ~rage 
  2nd - aid, desecrate, hold person (DC 20), owl’s 
  wisdom, resist energy, ~spiritual weapon (1d8+5 x3, 
  +22/+17/+12), zone of truth (DC 20)
  1st - command (DC 19) (x2), divine favor (+3), entropic 
  shield, ~inflict light wounds (1d8+5), sanctuary (DC 19), 
  shield of faith (+5)
  Orisons - cure minor wounds, detect magic, light, 
  mending
  TACTICS
  Before Combat Makesh is generally fully buffed and 
  equipped with several symbols ready to be revealed. 
  He is almost always surrounded by a variety of powerful 
  undead.
  During Combat Makesh uses a great deal of 
  necromancy magic in combat, generally opening by 
  revealing his symbols or casting Blasphemy. He heavily 
  utilizes spells like slay living, implosion, and destruction 
  to ruin his opponents, striking weaker targets first to 
  generate as many Mohrgs as possible. He makes use of 
  quickened spells from a defensive position as well.
  Morale Makesh is more cautious at high level. If he 
  is ever surprised, he uses word of recall as quickly as 
  possible and flees, to return in greater force later. If he’s 
  merely wounded, he uses his heal scrolls.
  STATISTICS
  Str 28, Dex 13, Con  - , Int 18, Wis 26, Cha 18
  Base Atk +15; CMB +25; CMD 36
  Feats Channel Smite, Combat Expertise, Greater 
  Trip, Improved Critical, Improved Initiative, Improved 
  Trip, Lunge, Power Attack, Quicken Spell, Spell Focus 
  (Necromancy), Vital Strike, Weapon Focus (Great maul) 
  Skills Diplomacy +21, Fly +7, Intimidate +28, 
  Knowledge: Arcana +19, Knowledge: History +11, 
  Knowledge: Religion +19, Knowledge: the Planes +17, 
  Sense Motive: +31, Spellcraft +23  
  Languages Common, Infernal, First One languages, 
  Terran 
  SQ Construct traits, Destructive Aura, DR 10/cold iron, 
  Fast healing 5, Necrogeneration, Necromancer’s Touch
  Combat Gear  Full Plate +5, Aro (+5 indestructible 
  shattering great maul, unique), belt of giant strength 
  +6, boots of teleportation, greater animated heavy steel 
  shield +5, headband of inspired wisdom +6, ring of 
  protection +5, ring of spell turning, potion of fly, scroll of 
  heal (x3), appropriate spell components
  SPECIAL ABILITIES
  Battle Rage (Su):  Domain power. As a standard action 
  11 times/day, Makesh may touch an ally to provide 
  them with a +9 morale bonus on melee damage rolls 
  for 1 round.
  Corpsespawning (Su):  Makesh not only traps the 
  souls of those he slays, but he may animate their 
  bodies.  Whenever Makesh kills a humanoid creature of 
  any type, it rises as a 14 HD mohrg under his control the 
  following round.
  
  enemies of neoexodus:
  folding circle
  17
  Channel Dark Energy (Su): As a move action, Makesh 
  can release a flare of reddish energy from his body, 
  which strikes all hostile targets in a 30 foot radius burst. 
  He cannot choose to have this energy heal. All enemies 
  in the area must make a DC 23 will save or suffer 9d6 
  damage and be nauseated for 1d4 rounds. A successful 
  save negates the nauseated effect but does not affect 
  the damage. The save DC is charisma and level based 
  (+1/2 cleric level).
  Channel Smite (Su): When Makesh channels a smite, 
  it retains the effects of his Channel Dark Energy. 
  Channeling a smite requires a swift action.
  Destructive Aura (Su): Makesh can emit a 30-foot aura 
  of destruction for 18 rounds per day. All attacks made 
  against opponents in this aura gain a +9 morale bonus 
  on damage and all critical threats are automatically 
  confirmed. These rounds do not need to be consecutive. 
  Destructive Aura can be activated and turned off at will 
  on Makesh’s turn.
  Destructive Smite (Su): Domain power.  11 times/day, 
  Makesh can gain a +9 morale bonus to damage with a 
  single melee attack, declared before the attack roll is 
  made.
  Indestructable (Ex): Aro cannot be damaged, 
  sundered, disarmed, or destroyed by any means.
  Necrogeneration (Su): Through the power of the 
  Ashkean Gate, Makesh may directly absorb the life 
  energy of those he strikes in combat.  Necrogeneration 
  causes Makesh to regenerate ½ the damage he deals in 
  melee combat, as he drains the life force from the foes 
  he strikes.
  Necromancer’s Touch (Ex):  A long association with 
  the powers of death has granted Makesh incredible 
  power.  Any time a target makes a save against a 
  necromancy school spell cast by Makesh, he must make 
  an additional successful saving throw or be affected as 
  per normal.
  Shattering (Su): Aro possesses the Shattering quality. 
  Whenever Makesh scores a critical hit on an opponent, 
  he may choose to deal equal damage to any piece of 
  equipment worn or carried by him. This damage is 
  subject to hardness normally.
  Trembling Strike (Ex): As a standard action, Makesh 
  may slam Aro into the ground, causing a small tremor.  
  This is resolved as a Trip attack versus all opponents 
  within 15 feet of his position. Makesh cannot be tripped 
  in response. Each trip is resolved separately, and each 
  opponent that is tripped is subject to a free attack. This 
  free attack is in addition to the attack of opportunity 
  Makesh may take from Greater Trip.
  Vital Strike (Ex): As a standard action, Makesh can 
  make one attack at his full BAB that deals an additional 
  3d8 damage.
  Weapon Master (Su): Makesh may gain the use of one 
  combat feat for 18 rounds per day. These rounds do 
  not need to be consecutive and he can change the feat 
  chosen each time he uses this ability. He must meet the 
  prerequisites to use this feat.
  MAKESH THE UNDYING 
  CR 24 
  XP 1,228,800 
  Male Human Cleric 22/Fighter 2
  Lawful Evil Large Construct [divine construct]
  Init +5; Senses darkvision 120 feet, lifesense 60 feet; 
  Perception +12
  DEFENSE
  AC 53, touch 15, flat-footed 52 (-1 size, +1 dex, +17 
  natural, +9 armor, +5 enhancement, +7 shield, +5 ring)
  hp (max) 292 (24 HD; 24d10+30+22)
  Fort +21, Ref +13, Will +30; +1 against fear
  Defensive Abilities construct traits;  
  OFFENSE
  Speed 60 ft. (12 squares)
  Melee Large Great Maul +36 Melee (3d8+2d6 force 
  +1d6 fire, +23 and special, x3 19-20)
  Full Attack Large Great Maul +36/+31/+26/+21 Melee 
  (3d8+2d6 force+1d6 fire, +23 and special, x3 19-20)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks battle rage, channel energy, destructive 
  smite, spellcasting, trembling strike, vital strike
  Cleric Spells Prepared (CL 22nd; concentration +34; 
  destruction and War Domains)
  9th - energy drain (DC 33), ~implosion (180 damage, DC 
  31), Miracle, quickened divine favor, quickened slay living 
  (12d6+22, DC 29), soul bind
  8th - create greater undead, greater spell immunity, Mass 
  inflict critical wounds (4d8+20, DC 32), ~power word 
  stun, quickened freedom of movement, symbol of death 
  (DC 32), symbol of insanity (DC 30)
  7th - blasphemy (DC 29) (x2), destruction (180 damage, 
  DC 31), ~disintegrate (36d6, DC 29), quickened dispel 
  magic, repulsion (DC 29), symbol of weakness (DC 31)
  6th - blade barrier (15d6, DC 28), greater dispel magic 
  (x2), ~harm (150 hp, DC 30), heal, quickened resist 
  energy, word of recall
  5th - ~flame strike (15d6, DC 27), righteous might, 
  quickened divine favor, spell resistance, symbol of pain 
  (DC 24), true seeing, wall of stone
  4th - air walk, dimensional anchor, dismissal, ~divine 
  power, freedom of movement, spell immunity (x2), 
  tongues 
  3rd - animate dead, bestow curse (DC 27), deeper 
  darkness, ~rage, dispel magic, prayer, protection from 
  energy, wind wall 
  2nd - aid, desecrate, hold person (DC 24) (x2), owl’s 
  wisdom, resist energy, ~spiritual weapon (1d8+5 x3, 
  +22/+17/+12), zone of truth (DC 24)
  
  enemies of neoexodus:
  folding circle
  18
  1st - command (DC 23) (x2), deathwatch, divine favor 
  (+3), entropic shield, ~inflict light wounds (1d8+5), 
  sanctuary (DC 23), shield of faith (+5)
  Orisons - cure minor wounds, detect magic, light, 
  mending
  TACTICS
  Before Combat Makesh usually sends a wave of 
  undead in before engaging in combat. If they drop, he 
  starts laying down movement restricting spells like wall 
  of stone, blade barrier, dimensional anchor, and so on. 
  He is always buffed if he expects combat.
  During Combat Makesh wades into combat, combining 
  trembling strike with lunge to take potential one-hit kills 
  on every target within 15 feet. If he downs someone he 
  sees as dangerous, they get soul bound. Any fliers are 
  either engaged directly or hit with greater dispel magic. 
  If he’s losing, he will use word of recall. He will let fly with 
  necromancy spells if the opportunity arises.
  Morale Epic Makesh can bring down entire armies 
  on his own, and he is aware of this. Paradoxically he 
  is less violent than his previous incarnations as so 
  little can provide an active threat, as such he is much 
  more interested in achieving dominance than outright 
  destroying his foes.
  STATISTICS
  Str 34, Dex 13, Con  - , Int 18, Wis 34, Cha 22
  Base Atk +19; CMB +32; CMD 43
  Feats Channel Smite, Combat Expertise, Greater 
  Trip, Improved Critical, Improved Initiative, Improved 
  Trip, Lunge, Power Attack, Quicken Spell, Spell Focus 
  (Necromancy), Greater spell focus (Necromancy), Spell 
  Penetration, Vital Strike, Weapon Focus (Great maul) 
  Skills Diplomacy +29, Fly +9, Intimidate +34, 
  Knowledge: Arcana +17, Knowledge: History +17, 
  Knowledge: Religion +21, Knowledge: the Planes +15, 
  Sense Motive: +39, Spellcraft +27  
  Languages Common, Infernal, First One languages, 
  Terran 
  SQ Construct traits, Destructive Aura, Energy 
  resistance 30 (all), DR 20/cold iron, Fast healing 10, 
  Necrogeneration, Necromancer’s Touch
  Combat Gear  Full Plate +5 of greater energy resistance, 
  Aro (+5 indestructible shattering unholy flaming great 
  maul, unique), belt of giant strength +6, boots of 
  teleportation, cloak of resistance +5, greater animated 
  heavy steel shield +5, headband of inspired wisdom 
  +6, ring of protection +5, ring of spell turning, rod of 
  metamagic, quicken (greater), potion of fly, scroll of heal 
  (x3), Star Fountain (stationary, artifact), appropriate 
  spell components
  SPECIAL ABILITIES
  Battle Rage (Su):  Domain power. As a standard action 
  15 times/day, Makesh may touch an ally to provide 
  them with a +11 morale bonus on melee damage rolls 
  for 1 round.
  Corpsespawning (Su):  Makesh not only traps the 
  souls of those he slays, but he may animate their 
  bodies.  Whenever Makesh kills a humanoid creature of 
  any type, it rises as an 18 HD devourer under his control 
  the following round.
  Channel Dark Energy (Su): As a move action, Makesh 
  can release a flare of reddish energy from his body, 
  which strikes all hostile targets in a 30 foot radius burst. 
  He cannot choose to have this energy heal. All enemies 
  in the area must make a DC 27 will save or suffer 11d6 
  damage and be nauseated for 1d4 rounds. A successful 
  save negates the nauseated effect but does not affect 
  the damage. The save DC is charisma and level based 
  (+1/2 cleric level).
  Channel Smite (Su): When Makesh channels a smite, 
  it retains the effects of his Channel Dark Energy. 
  Channeling a smite requires a swift action.
  Death Strike (Su): Makesh may channel the power of 
  the Ashkean gate through his physical attacks.  Any 
  successful melee attack made by Makesh prompts 
  a DC 28 Fortitude save, or else the opponent is slain 
  instantly.  This is considered a negative energy effect. 
  The save DC is charisma-based.
  Destructive Aura (Su): Makesh can emit a 30-foot aura 
  of destruction for 18 rounds per day. All attacks made 
  against opponents in this aura gain a +11 morale bonus 
  on damage and all critical threats are automatically 
  confirmed. These rounds do not need to be consecutive. 
  Destructive Aura can be activated and turned off at will 
  on Makesh’s turn.
  Destructive Smite (Su): Domain power.  15 times/day, 
  Makesh can gain a +11 morale bonus to damage with 
  a single melee attack, declared before the attack roll is 
  made.
  Indestructable (Ex): Aro cannot be damaged, 
  sundered, disarmed, or destroyed by any means.
  Necrogeneration (Su): Through the power of the 
  Ashkean Gate, Makesh may directly absorb the life 
  energy of those he strikes in combat.  Necrogeneration 
  causes Makesh to regenerate ½ the damage he deals in 
  melee combat, as he drains the life force from the foes 
  he strikes.
  Necromancer’s Touch (Ex):  A long association with 
  the powers of death has granted Makesh incredible 
  power.  Any time a target makes a save against a 
  necromancy school spell cast by Makesh, he must make 
  an additional successful saving throw or be affected as 
  per normal. Makesh’s Necromancy spells automatically 
  pierce spell resistance.
  
  enemies of neoexodus:
  folding circle
  19
  Shattering (Su): Aro possesses the Shattering quality. 
  Whenever Makesh scores a critical hit on an opponent, 
  he may choose to deal equal damage to any piece of 
  equipment worn or carried by him. This damage is 
  subject to hardness normally.
  Trembling Strike (Ex): As a move action, Makesh may 
  slam Aro into the ground, causing a small tremor.  This 
  is resolved as a Trip attack versus all opponents within 
  15 feet of his position. Makesh cannot be tripped in 
  response. Each trip is resolved separately, and each 
  opponent that is tripped is subject to a free attack. This 
  free attack is in addition to the attack of opportunity 
  Makesh may take from Greater Trip.
  Vital Strike (Ex): As a standard action, Makesh can 
  make one attack at his full BAB that deals an additional 
  3d8 damage.
  Weapon Master (Su): Makesh may gain the use of one 
  combat feat for 18 rounds per day. These rounds do 
  not need to be consecutive and he can change the feat 
  chosen each time he uses this ability. He must meet the 
  prerequisites to use this feat.
  NYSSKA
  Nysska is a sleek, lithe Exodite.  By the standards of 
  her own race, she isn’t much to look at - but by human 
  standards, she’s a vision of perfection.  She’s tall and has 
  jet-black skin, traced over with the blue ritual tattoos worn 
  by her caste.  Her hair is long and dark, worn tied back, 
  and her eyes are dark amber.  She wears red and black 
  leathers, a flowing cloak, and holds an Exodite bladed 
  staff.  This staff is unique; its wicked blades are forged 
  of blue-streaked ice.  Nysska carries herself with almost 
  supernatural grace and speed.
  PERSONALITY
  Nysska is much more diplomatic than Makesh could ever 
  hope to be, and the two complement each other well.  She’s 
  a clever speaker whose intelligence clearly shines through 
  to anyone who talks with her.  As a renegade Exodite, 
  Nysska retains much of the self-centered bigotry of her 
  kind, but it comes off as patrician rather than boorish. 
  Nysska does lack a bit in the insight department, however: 
  she is prone to paranoia and drawing false conclusions.
  Nysska’s high intelligence and extensive training, 
  combined with her lack of concern for her ‘lessers’, has 
  rendered her an ideal assassin.  She is loyal to Makesh to 
  a fault and believes he has a special destiny.
  NYSSKA 
  CR 3 
  XP 1,200
  Female Exodite Rogue 3/Fighter 1 
  NE Medium Humanoid
  Init +5; Senses darkvision 60 feet.; Perception +6
  DEFENSE
  AC 21, touch 16, flat-footed 16 (+5 dex, +5 armor, +1 
  feat)
  hp (max) 49 (4 HD; 3d8+1d10+12+3)
  Fort +7, Ref +8, Will +0
  Defensive Abilities Evasion;  
  OFFENSE
  Speed 40 ft. (8 squares)
  Melee Bladestaff +9 Melee (1d6+5, 19-20)
  Full Attack Bladestaff +9 Melee (1d6+5, 19-20) or 
  Bladestaff +7/+7 Melee (1d6+4/1d6+4, 19-20)
  Special Attacks Shadow Jump 40 feet, Sneak attack 
  +2d6, stealth attack 
  TACTICS
  Before Combat In more difficult battles, Nysska will 
  drink her potion of blur and potion of haste before 
  joining the fray.
  During Combat Nysska prefers to strike from the 
  shadows and quickly overwhelm her foes. Her attacks 
  are precise, and as soon as she senses a battle turning 
  against her, she will down a potion of invisibility and 
  shadow jump away. When shadow jumping she will use 
  vertical terrain to help her escape. 
  Morale Nysska isn’t a front line fighter and will generally 
  flee unless she vastly overpowers a target or group. 
  When planning a kill she weighs the importance of the 
  assassination against the potential risk to her.
  STATISTICS
  Str 16, Dex 21, Con 16, Int 14, Wis 8, Cha 14
  Base Atk +3; CMB +6; CMD 21
  Feats Double Slice, Two-Weapon Defense, Two-Weapon 
  Fighting, Weapon Finesse 
  Skills Acrobatics +12, Bluff +9, Climb +8, Diplomacy 
  +6, Disable Device +12, Escape Artist +12, Gather 
  Information +6, Knowledge: Local +6, Perception +6, 
  Stealth +12, Use Magic Device +9 
  Languages Common, Infernal, First One languages 
  ECOLOGY
  Environment Any
  Organization Assassin of the Folding Circle
  Treasure mithril shirt +1, Bladestaff +1, potion of blur, 
  potion of invisibility, potion of haste
  SPECIAL ABILITIES
  Evasion (Ex): Nysska takes no damage on a successful 
  reflex save.
  Killing Touch (Ex): When Nysska lands a critical hit, 
  apply double sneak attack damage to the strike, 
  regardless of the opponent’s immunity or position.
  Finesse Rogue (Ex):  Nysska has weapon finesse as a 
  bonus feat.
  
  enemies of neoexodus:
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  Shadow Jump (Su): Exodites can travel between 
  shadows as if by means of a dimension door spell.  The 
  limitation is that the magical transport must begin and 
  end in an area with at least some shadow.  An Exodite 
  can jump up to a total of 10 feet per level each day 
  in this way. At higher levels, this amount can be split 
  among many jumps, but each one, no matter how 
  small, counts as a 10-foot increment.  Nysska may make 
  this movement as a move action.
  Sneak attack (Ex): Nysska has 2d6 dice of sneak attack.
  Stealth attack (Ex): Whenever Nysska uses her shadow 
  jump ability in a round, all subsequent attacks she 
  makes in that round gain a +2 circumstance bonus to 
  hit and automatically count as half dice sneak attacks, 
  regardless of the opponent’s immunity or position. If 
  the attacks would qualify as regular sneak attacks, then 
  they deal full dice as per normal.
  Trapfinding (Ex): Nysska gains a +1 bonus to 
  perception checks made to detect traps.
  NYSSKA 
  CR 7 
  XP 4,800
  Female Exodite Rogue 5/Fighter 1/Assassin 2 
  NE Medium Humanoid
  Init +7; Senses darkvision 60 feet.; Perception +8
  DEFENSE
  AC 23, touch 17, flat-footed 17 (+6 dex, +6 armor, +1 
  feat)
  hp (max) 95 (8 HD; 7d8+1d10+24+5)
  Fort +6, Ref +14, Will +0; +1 versus poison
  Defensive Abilities Evasion, Improved Uncanny 
  Dodge;  
  OFFENSE
  Speed 50 ft. (10 squares)
  Melee Bladestaff +14 Melee (1d6+4+1d6 cold, 19-20)
  Full Attack Bladestaff +14 Melee (1d6+4+1d6 cold 
  19-20) or Bladestaff +12/+12 Melee (1d6+4+1d6 
  cold/1d6+4+1d6 cold, 19-20)
  Special Attacks Death Attack, Shadow Jump 80 feet, 
  Shadow Orb, Sneak attack +3d6, stealth attack 
  TACTICS
  Before Combat Nysska is invisible almost constantly. 
  She also poisons her weapon.
  During Combat At mid level, Nysska becomes a master 
  of hit and run. She rushes into combat under invisibility, 
  land as many sneak attacks as possible, and then 
  retreat with the aid of shadow jump. After retreat, she 
  will restore herself with her healing wand, then turn 
  invisible again and come back into combat. She picks 
  off weakened or separated members of a group first.
  Morale Nysska isn’t a front line fighter and will generally 
  flee unless she vastly overpowers a target or group. 
  When planning a kill she weighs the importance of the 
  assassination against the potential risk to her. Nysska 
  isn’t interested in being a hero, she just wants to make 
  her kill and get out of there.
  STATISTICS
  Str 16, Dex 24, Con 16, Int 18, Wis 9, Cha 14
  Base Atk +5; CMB +8; CMD 28
  Feats Combat Reflexes, Defensive Combat Training, 
  Double Slice, Two-Weapon Defense, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (Bladestaff) 
  Skills Acrobatics +18, Bluff +18, Climb +10, Diplomacy 
  +13, Disable Device +16, Disguise +9, Escape Artist 
  +14, Gather Information +13, Knowledge: Local +9, 
  Perception +8, Stealth +18, Use Magic Device +13 
  Languages Common, Elven, Infernal, First One 
  languages 
  Combat Gear mithril shirt +2, frost bladestaff +1, belt of 
  incredible dexterity +2, headband of vast intelligence +2, 
  potion of haste, White Scorpion venom, wand of cure 
  light wounds, wand of invisibility
  SPECIAL ABILITIES
  Combat Trick (Ex): Nysska gains Defensive Combat 
  Training as a bonus feat.
  Evasion (Ex): Nysska takes no damage on a successful 
  reflex save.
  Death Attack (Ex): Nysska may make a death attack 
  as a normal assassin (after studying an opponent for 3 
  rounds, successfully landing a sneak attack forces a DC 
  16 Fortitude save or the opponent may be paralyzed or 
  killed at her choice.  Paralysis lasts for 1d6 rounds, +1 
  per assassin level.
  Killing Touch (Ex): When Nysska lands a critical hit, 
  apply double sneak attack damage to the strike, 
  regardless of the opponent’s immunity or position.
  Finesse Rogue (Ex):  Nysska has weapon finesse as a 
  bonus feat.
  Poison Use (Ex): Nysska can use poisons without fear 
  of poisoning herself.
  Shadow Jump (Su): Exodites can travel between 
  shadows as if by means of a dimension door spell.  The 
  limitation is that the magical transport must begin and 
  end in an area with at least some shadow.  An Exodite 
  can jump up to a total of 10 feet per level each day 
  in this way. At higher levels, this amount can be split 
  among many jumps, but each one, no matter how 
  small, counts as a 10-foot increment.  Nysska may make 
  this movement as a swift action.
  Shadow Orb (Su): Nysska gains the ability to manifest 
  a small orb of shadow.  Manifesting the Orb requires 
  a move action, after which it remains until dismissed 
  (dismissal is a move action).  The shadow orb, at weaker 
  levels, is a primarily defensive weapon – it will weave 
  
  enemies of neoexodus:
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  makes in that round 
  gain a +4 circumstance 
  bonus 
  to 
  hit 
  and 
  automatically count as 
  half dice sneak attacks, 
  regardless of the opponent’s 
  immunity or position. If the 
  attacks would qualify as regular 
  sneak attacks, then they deal full 
  dice as per normal.
  Trapfinding (Ex): Nysska gains a +1 bonus 
  to perception checks made to detect traps.
  White Scorpion Venom (Ex): Nysska envenomates 
  her weapon with white scorpion venom. On a successful 
  melee attack, the venom forces a DC 18 fortitude save 
  or else the target becomes blind for 1d4 rounds and 
  takes 1d4 constitution damage. White scorpion venom 
  wears off after 5 successful strikes.
  NYSSKA 
  CR 11 
  XP 19,200
  Female Exodite Rogue 5/Fighter 1/Assassin 6 
  NE Medium Humanoid
  Init +7; Senses darkvision 120 feet.; Perception +13
  DEFENSE
  AC 24, touch 18, flat-footed 17 (+7 dex, +6 armor, +1 
  feat)
  hp (max) 139 (12 HD; 11d8+1d10+36+5)
  Fort +14, Ref +18, Will +9; +3 versus poison
  Defensive Abilities Evasion, Improved Uncanny 
  Dodge;  
  OFFENSE
  Speed 70 ft. (14 squares)
  Melee Bladestaff +17 Melee (1d6+4+1d6 cold, 19-20)
  around Nysska in combat, attempting to throw attacks 
  away from her.  This translates as a 25% miss chance.  If 
  this miss chance causes any melee attack to miss, the 
  orb has struck the attacker, which results in 4d6+7 force 
  damage.
  Sneak attack (Ex): Nysska has 4d6 dice of sneak attack.
  Stealth attack (Ex): Whenever Nysska uses her shadow 
  jump ability in a round, all subsequent attacks she 
  
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  Full Attack Bladestaff +17/+12 Melee (1d6+4+1d6 
  cold/1d6+4+1d6 
  cold 
  19-20) 
  or 
  Bladestaff 
  +15/+15/+10/+10 Melee (all attacks deal 1d6+4+1d6 
  cold, 19-20)
  Ranged Orb +15 ranged touch (1 round paralysis, 60 
  feet)
  Special Attacks Death Attack, Shadow Jump 120 feet, 
  Shadow Orb, Sneak attack +6d6, stealth attack 
  Spells Casts as a 5th level sorcerer, arcane bloodline
  2nd - invisibility, mirror image, misdirection
  1st - feather fall, grease (DC 14), identify, obscuring mist, 
  shield
  TACTICS
  Before Combat Nysska will usually have shield active, 
  and still relies on a poisoned weapon. Sometimes she 
  will turn herself invisible.
  During Combat Nysska will use her wand of web to 
  conceal herself and entrap others. In combat, she favors 
  sudden attacks, using shadow jump to teleport directly 
  next to her intended target and then opening with a 
  full attack, striking four times and causing immense 
  amounts of damage. Then, she turns herself invisible/
  releases obscuring mist and flees. She usually kills only 
  one person before leaving. If she has no reason to fight 
  she will flee.
  Morale Nysska isn’t a front line fighter and will generally 
  flee unless she vastly overpowers a target or group. 
  When planning a kill she weighs the importance of the 
  assassination against the potential risk to her. Nysska 
  isn’t interested in being a hero, she just wants to make 
  her kill and get out of there.
  STATISTICS
  Str 17, Dex 24, Con 16, Int 21, Wis 10, Cha 16
  Base Atk +8; CMB +11; CMD 32
  Feats Combat Reflexes, Defensive Combat Training, 
  Double Slice, Improved Two-Weapon Fighting, Magical 
  Aptitude, Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (Bladestaff) 
  Skills Acrobatics +22, Bluff +14, Climb +12, Diplomacy 
  +14, Disable Device +18, Disguise +12, Escape Artist 
  +18, Gather Information +14, Knowledge: Local +12, 
  Perception +13, Stealth +22 (+32), Use Magic Device 
  +22 
  Languages Common, Elven, Infernal, First One 
  languages 
  SQ Hidden Weapons
  Combat Gear  bracers of armor +6, Blackfrost Bladestaff 
  +1, belt of incredible dexterity +2, cloak of resistance 
  +5, headband of vast intelligence +4, ring of chameleon 
  power, potion of haste, scroll of teleport, White Scorpion 
  venom, wand of cure light wounds, Wand of Web (DC 17)
  SPECIAL ABILITIES
  Blackfrost bladestaff: Blackfrost is a special variety of 
  frost enchantment.  If the bladestaff deals more than 
  3 damage with the added cold effect, it also deals 2 
  points of dexterity damage.
  Combat Trick (Ex): Nysska gains Defensive Combat 
  Training as a bonus feat.
  Evasion (Ex): Nysska takes no damage on a successful 
  reflex save.
  Death Attack (Ex): Nysska may make a death attack 
  as a normal assassin (after studying an opponent for 3 
  rounds, successfully landing a sneak attack forces a DC 
  21 Fortitude save or the opponent may be paralyzed or 
  killed at her choice.  Paralysis lasts for 1d6 rounds, +1 
  per assassin level.
  Hidden Weapons (Ex): Nysska adds her assassin level 
  to any skill check to conceal weapons with sleight of 
  hand.
  Killing Touch (Ex): When Nysska lands a critical hit, 
  apply double sneak attack damage to the strike, 
  regardless of the opponent’s immunity or position.
  Finesse Rogue (Ex):  Nysska has weapon finesse as a 
  bonus feat.
  Poison Use (Ex): Nysska can use poisons without fear 
  of poisoning herself.
  Shadow Jump (Su): Exodites can travel between 
  shadows as if by means of a dimension door spell.  The 
  limitation is that the magical transport must begin and 
  end in an area with at least some shadow.  An Exodite 
  can jump up to a total of 10 feet per level each day 
  in this way. At higher levels, this amount can be split 
  among many jumps, but each one, no matter how 
  small, counts as a 10-foot increment.  Nysska may make 
  this movement as a free action on her turn.
  Shadow Orb (Su): Nysska gains the ability to manifest 
  a small orb of shadow.  Manifesting the Orb requires 
  a move action, after which it remains until dismissed 
  (dismissal is a move action).  The shadow orb, at weaker 
  levels, is a primarily defensive weapon – it will weave 
  around Nysska in combat, attempting to throw attacks 
  away from her.  This translates as a 25% miss chance.  If 
  this miss chance causes any melee attack to miss, the 
  orb has struck the attacker, which results in 6d6+7 force 
  damage.
  At mid level, the Shadow orb can move farther away 
  from Nysska, allowing it to make, 1/round as a swift 
  action, a ranged touch attack against a single target 
  within 60 feet.  If struck, this target is paralyzed for 1 
  round.  It does not deal the force damage listed above.
  Sneak attack (Ex): Nysska has 6d6 dice of sneak attack.
  Stealth Attack (Ex): Whenever Nysska uses her shadow 
  jump ability in a round, all subsequent attacks she 
  makes in that round gain a +6 circumstance bonus to 
  hit and automatically count as half dice sneak attacks, 
  
  enemies of neoexodus:
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  23
  regardless of the opponent’s immunity or position. If 
  the attacks would qualify as regular sneak attacks, then 
  they deal full dice as per normal. Each successful hit 
  also deals 1 point of constitution damage.
  Trapfinding (Ex): Nysska gains a +1 bonus to 
  perception checks made to detect traps.
  True Death (Su): Anyone slain by Nysska’s death attack 
  becomes more difficult to bring back from the dead. 
  Spellcasters attempting to bring a creature back from 
  the dead using raise dead or similar magic must make a 
  caster level check with a DC 21 or the spell fails and the 
  material component is wasted. Casting remove curse 
  the round before attempting to bring the creature 
  back from the dead negates this chance. The DC of the 
  remove curse is 16.
  White Scorpion Venom (Ex): Nysska envenomates her 
  weapon with white scorpion venom. On a successful 
  melee attack, the venom forces a DC 18 fortitude save 
  or else the target becomes blind for 1d4 rounds and 
  takes 1d4 constitution damage. White scorpion venom 
  wears off after 5 successful strikes.
  NYSSKA 
  CR 15 
  XP 76,800 
  Female Exodite Rogue 5/Fighter 1/Assassin 10
  NE medium humanoid
  Init +8; Senses darkvision 120 feet.; Perception +15
  DEFENSE
  AC 27, touch 19, flat-footed 19 (+8 dex, +8 armor, +1 
  feat)
  hp (max) 187 (16 HD; 15d8+1d10+36+5+16)
  Fort +15, Ref +21, Will +10; +5 versus poison
  Defensive Abilities Evasion, Improved Uncanny 
  Dodge;  
  OFFENSE
  Speed 90 ft. (18 squares)
  Melee Bladestaff +22 Melee (1d6+5+1d6 cold, 17-20)
  Full Attack Bladestaff +22/+17/+12 Melee (1d6+5+1d6 
  cold/1d6+5+1d6 cold/1d6+5+1d6 cold 17-20) or 
  Bladestaff +20/+20/+15/+15/+10/+10 Melee (all 
  attacks deal 1d6+5+1d6 cold, 17-20)
  Ranged Orb +19 ranged touch (4d6+3 force damage + 
  2 dexterity damage plus 1 round paralysis, 60 ft range)
  Special Attacks Death Attack, Shadow Jump 160 feet, 
  Shadow Orb, Sneak attack +8d6, stealth attack 
  Spells Casts as a 9th level sorcerer, arcane bloodline
  4th - dimension door, greater invisibility, solid fog
  3rd - dispel magic, gaseous form, heroism, nondetection 
  2nd - glitterdust (DC 15), invisibility, mirror image, 
  misdirection, web
  1st - charm person, feather fall, grease (DC 14), identify, 
  obscuring mist, shield
  TACTICS
  Before Combat Nysska will usually have shield active, 
  her poisoned weapon, greater invisibility, and heroism. 
  She always has nondetection up.
  During Combat Nysska will swoop in from above 
  with her boots and teleport around invisibly, striking 
  at weaker targets first. She likes to open with a 
  studied death attack followed by another death attack 
  immediately using her swift death ability. She uses her 
  wand of major image to cause serious confusion. Her 
  ring of blinking and her shadow orb have stacking miss 
  chances so she’ll blink if forced onto the defensive, and 
  she will use her scroll to summon if she needs to. The 
  scroll of teleport is a last resort.
  Morale At higher levels Nysska starts to relish in the 
  hunt slightly, and almost certainly returns to finish the 
  job if she fails to kill her intended target.
  STATISTICS
  Str 17, Dex 27, Con 16, Int 24, Wis 10, Cha 16
  Base Atk +11; CMB +14; CMD 37
  Feats Combat Reflexes, Defensive Combat Training, 
  Double Slice, Greater Two-weapon Fighting, Improved 
  Two-Weapon Fighting, Magical Aptitude, Toughness, 
  Two-Weapon Defense, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (Bladestaff) 
  Skills Acrobatics +27, Bluff +18, Climb +13, Diplomacy 
  +18, Disable Device +19, Disguise +12, Escape Artist 
  +19, Gather Information +18, Knowledge: Local +16, 
  Perception +15, Stealth +27 (+37), Use Magic Device 
  +26 
  Languages Common, Elven, Infernal, First One 
  languages 
  SQ Hidden Weapons
  Combat Gear  bracers of armor +8, Keen Blackfrost 
  Bladestaff +2, belt of incredible dexterity +4, cloak of 
  resistance +5, headband of vast intelligence +6, ring of 
  blinking, ring of chameleon power, winged boots, potion 
  of haste, scroll of polymorph any object, scroll of summon 
  monster VIII, scroll of teleport, Baneviper Venom, wand of 
  cure serious wounds, wand of major image (DC 17)
  SPECIAL ABILITIES
  Blackfrost bladestaff: Blackfrost is a special variety of 
  frost enchantment.  If the bladestaff deals more than 
  3 damage with the added cold effect, it also deals 2 
  points of dexterity damage.
  Angel of Death (Su): Once per day on making a 
  successful death attack, Nysska can cause her target’s 
  body to crumble into dust, preventing any revival that 
  requires physical remains to succeed.
  Combat Trick (Ex): Nysska gains Defensive Combat 
  Training as a bonus feat.
  Evasion (Ex): Nysska takes no damage on a successful 
  reflex save.
  
  enemies of neoexodus:
  folding circle
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  Death Attack (Ex): Nysska may make a death attack 
  as a normal assassin (after studying an opponent for 3 
  rounds, successfully landing a sneak attack forces a DC 
  27 Fortitude save or the opponent may be paralyzed or 
  killed at her choice.  Paralysis lasts for 1d6 rounds, +1 
  per assassin level.
  Hidden Weapons (Ex): Nysska adds her assassin level 
  to any skill check to conceal weapons with sleight of 
  hand.
  Hide in Plain Sight (Su): So long as Nysska is within 
  20 feet of shadow, she may use stealth as if she were 
  unobserved. She is more skilled with shadow than most 
  assassins.
  Killing Touch (Ex): When Nysska lands a critical hit, 
  apply double sneak attack damage to the strike, 
  regardless of the opponent’s immunity or position.
  Finesse Rogue (Ex):  Nysska has weapon finesse as a 
  bonus feat.
  Poison Use (Ex): Nysska can use poisons without fear 
  of poisoning herself.
  Quiet Death (Ex): When using her death attack 
  ability, Nysska may make a stealth check opposed 
  by surrounding people’s perception checks to avoid 
  detection. The observers will not notice the target is 
  dead at first, allowing time for an escape.
  Shadow Jump (Su): Exodites can travel between 
  shadows as if by means of a dimension door spell.  The 
  limitation is that the magical transport must begin and 
  end in an area with at least some shadow.  An Exodite 
  can jump up to a total of 10 feet per level each day 
  in this way. At higher levels, this amount can be split 
  among many jumps, but each one, no matter how 
  small, counts as a 10-foot increment.  Nysska may make 
  this movement as a free action on her turn.
  Shadow Orb (Su): Nysska gains the ability to manifest 
  a small orb of shadow.  Manifesting the Orb requires 
  a move action, after which it remains until dismissed 
  (dismissal is a move action).  The shadow orb, at weaker 
  levels, is a primarily defensive weapon – it will weave 
  around Nysska in combat, attempting to throw attacks 
  away from her.  This translates as a 25% miss chance.  If 
  this miss chance causes any melee attack to miss, the 
  orb has struck the attacker, which results in 8d6+7 force 
  damage.
  At mid level, the Shadow orb can move farther away 
  from Nysska, allowing it to make, 1/round as a swift 
  action, a ranged touch attack against a single target 
  within 60 feet.  If struck, this target is paralyzed for 1 
  round.  It does not deal the force damage listed above.
  At high level, the shadow orb energizes any area of 
  darkness around Nysska. So long as she remains within 
  the shadows while her orb is active, Nysska has Fast 
  Healing 5.
  Sneak attack (Ex): Nysska has 8d6 dice of sneak attack.
  Stealth Attack (Ex): Whenever Nysska uses her shadow 
  jump ability in a round, all subsequent attacks she 
  makes in that round gain a +6 circumstance bonus to 
  hit and automatically count as half dice sneak attacks, 
  regardless of the opponent’s immunity or position. If 
  the attacks would qualify as regular sneak attacks, then 
  they deal full dice as per normal. Each successful hit 
  also deals 1 point of constitution damage, and forces a 
  DC 27 fortitude save or else the target becomes shaken 
  for 1 round.
  Swift Death (Ex): 1/day, Nysska may make a death 
  attack against an opponent without studying them for 
  3 rounds beforehand.
  Trapfinding (Ex): Nysska gains a +1 bonus to 
  perception checks made to detect traps.
  True Death (Su): anyone slain by Nysska’s death attack 
  becomes more difficult to bring back from the dead. 
  Spellcasters attempting to bring a creature back from 
  the dead using raise dead or similar magic must make a 
  caster level check with a DC 25 or the spell fails and the 
  material component is wasted. Casting remove curse 
  the round before attempting to bring the creature 
  back from the dead negates this chance. The DC of the 
  remove curse is 20.
  Baneviper Venom (Ex): Venom from the baneviper, a 
  horrible serpent from the boiling lava pits of Gehenna. 
  On a successful strike, the target must make a DC 25 
  fortitude save or take an additional 6d8 fire damage 
  and become paralyzed for 1 round as their blood 
  ignites. Baneviper venom wears off after 5 successful 
  strikes. A successful save halves the fire damage and 
  prevents the paralysis. If a target is killed by a weapon 
  envenomated with baneviper venom, their body is 
  reduced to caustic elemental ash and they cannot be 
  raised short of a wish.
  NYSSKA 
  CR 19 
  XP 307,200
  Female Exodite Rogue 8/Fighter 2/Assassin 10 
  NE medium humanoid
  Init +10; Senses darkvision 120 feet.; Perception +23
  DEFENSE
  AC 29, touch 21, flat-footed 19 (+10 dex, +8 armor, +1 
  feat)
  hp (max) 352 (20 HD; 18d8+2d10+160+8+20)
  Fort +21, Ref +28, Will +12; +5 versus poison, +1 versus 
  fear
  Defensive Abilities Evasion, Improved Uncanny 
  Dodge;  
  
  enemies of neoexodus:
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  OFFENSE
  Speed 120 ft. (24 squares)
  Melee Bladestaff +30 Melee (1d6+10+1d6 cold, 17-20)
  Full Attack Bladestaff +30/+25/+20 
  Melee 
  (1d6+10+1d6 
  cold/1d6+10+1d6 
  cold/1d6+10+1d6 
  cold 
  17-20) 
  or 
  Bladestaff 
  +28/+28/+23/+23/+18/+18 Melee (all attacks deal 
  1d6+10+1d6 cold, 17-20)
  Ranged Orb +25 ranged touch (10d6+38 force damage 
  + 4 dexterity damage plus 1 round paralysis, 120 ft 
  range)
  Special Attacks Death Attack, Shadow Jump 200 feet, 
  Shadow Orb, Sneak attack +9d6, stealth attack 
  Spells Casts as a 12th level sorcerer, arcane bloodline
  6th - shadow walk
  5th - overland flight, teleport, wall of force
  4th - dimension door, greater invisibility, solid fog, 
  stoneskin
  3rd - dispel magic, gaseous form, haste, heroism, 
  nondetection 
  2nd - glitterdust (DC 15), invisibility, mirror image, 
  misdirection, see invisibility, web
  1st - charm person, feather fall, grease (DC 14), identify, 
  obscuring mist, shield
  TACTICS
  Before Combat Nysska buffs up with greater invisibility, 
  nondetection, overland flight, stoneskin, and usually 
  shield. Sometimes she will use her scroll of summon 
  monster to soften up a foe, while herself remaining 
  hidden.
  During Combat Nysska’s stealth attack in combination 
  with Shatter Defenses is horrifying, and she knows it. 
  She is nearly impossible to capture or grapple thanks 
  to her ring of freedom of movement. She uses her 
  assorted movement-based abilities in combination 
  with invisibility and stealth to run circles around her 
  opponents, launching devastating surgical strikes. Her 
  scroll of time stop gets used if the fight is looking 
  difficult. As a parting gift against a more powerful 
  opponent, Nysska will use mage’s disjunction.
  Morale If she’s been told to kill you, she’ll get it done.
  STATISTICS
  Str 22, Dex 30, Con 26, Int 26, Wis 14, Cha 20
  Base Atk +15; CMB +21; CMD 46
  Feats Arcane Strike, Combat Reflexes, Dazzling Display, 
  Defensive Combat Training, Double Slice, Greater 
  Two-weapon Fighting, Improved Two-Weapon Fighting, 
  Magical Aptitude, Shatter Defenses, Toughness, 
  Two-Weapon Defense, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (Bladestaff) 
  Skills Acrobatics +33, Bluff +18, Climb +19, Diplomacy 
  +28, Disable Device +28, Disguise +23, Gather 
  Information +23, Intimidate +23, Knowledge: Local 
  +21, Perception +23, Stealth +33 (+43), Use Magic 
  Device +32 
  Languages Common, Elven, Infernal, First One 
  languages 
  SQ Hidden Weapons
  Combat Gear  bracers of armor +8, keen blackfrost 
  bladestaff of quickness +4, belt of physical might +6, 
  cloak of resistance +5, headband of mental prowess +4, 
  ring of chameleon power, ring of freedom of movement, 
  scroll of disjunction, scroll of polymorph any object, scroll 
  of summon monster IX, scroll of time stop, Baneviper 
  Venom, wand of cure critical wounds
  SPECIAL ABILITIES
  Blackfrost bladestaff: Blackfrost is a special variety of 
  frost enchantment.  If the bladestaff deals more than 
  3 damage with the added cold effect, it also deals 2 
  points of dexterity damage.
  Bleeding Attack (Ex): Nysska’s sneak attacks cause 9 
  points of bleeding damage at the beginning of a struck 
  target’s turn. This damage can be stopped through 
  healing or a DC 15 heal check as a standard action.
  Angel of Death (Su): Once per day on making a 
  successful death attack, Nysska can cause her target’s 
  body to crumble into dust, preventing any revival that 
  requires physical remains to succeed.
  Combat Trick (Ex): Nysska gains Defensive Combat 
  Training as a bonus feat.
  Evasion (Ex): Nysska takes no damage on a successful 
  reflex save.
  Death Attack (Ex): Nysska may make a death attack 
  as a normal assassin (after studying an opponent for 3 
  rounds, successfully landing a sneak attack forces a DC 
  28 Fortitude save or the opponent may be paralyzed or 
  killed at her choice.  Paralysis lasts for 1d6 rounds, +1 
  per assassin level.
  Hidden Weapons (Ex): Nysska adds her assassin level 
  to any skill check to conceal weapons with sleight of 
  hand.
  Hide in Plain Sight (Su): So long as Nysska is within 
  20 feet of shadow, she may use stealth as if she were 
  unobserved. She is more skilled with shadow than most 
  assassins.
  Killing Touch (Ex): When Nysska lands a critical hit, 
  apply double sneak attack damage to the strike, 
  regardless of the opponent’s immunity or position.
  Fast Stealth (Ex): Nysska may move at her full 
  movement when using stealth.
  Finesse Rogue (Ex):  Nysska has weapon finesse as a 
  bonus feat.
  Poison Use (Ex): Nysska can use poisons without fear 
  of poisoning herself.
  
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  Quiet Death (Ex): When using her death attack 
  ability, Nysska may make a stealth check opposed 
  by surrounding people’s perception checks to avoid 
  detection. The observers will not notice the target is 
  dead at first, allowing time for an escape.
  Shadow Jump (Su): Exodites can travel between 
  shadows as if by means of a dimension door spell.  The 
  limitation is that the magical transport must begin and 
  end in an area with at least some shadow.  An Exodite 
  can jump up to a total of 10 feet per level each day 
  in this way. At higher levels, this amount can be split 
  among many jumps, but each one, no matter how 
  small, counts as a 10-foot increment.  Nysska may make 
  this movement as a free action on her turn, and once 
  again every round as a free immediate action when not 
  on her turn.
  Shadow Orb (Su): Nysska gains the ability to manifest 
  a small orb of shadow.  Manifesting the Orb is a 
  free, immediate action, after which it remains until 
  dismissed (dismissal is a move action).  While active, all 
  attacks against Nysska have a 30% miss chance.  If this 
  miss chance causes any melee attack to miss, the orb 
  has struck the attacker, which results in 10d6+8 force 
  damage.
  At mid level, the Shadow orb can move farther away 
  from Nysska, allowing it to make, 1/round as a swift 
  action, a ranged touch attack against a single target 
  within 120 feet.  If struck, this target is paralyzed for 1 
  round.
  At high level, the shadow orb energizes any area of 
  darkness around Nysska. So long as she remains within 
  the shadows while her orb is active, Nysska has Fast 
  Healing 10.
  Sneak attack (Ex): Nysska has 9d6 dice of sneak attack.
  Stealth Attack (Ex): Whenever Nysska uses her shadow 
  jump ability in a round, all subsequent attacks she 
  makes in that round gain a +8 circumstance bonus to 
  hit and automatically count as half dice sneak attacks, 
  regardless of the opponent’s immunity or position. If 
  the attacks would qualify as regular sneak attacks, then 
  they deal full dice as per normal. Each successful hit 
  also deals 2 points of constitution damage, and forces a 
  DC 28 fortitude save or else the target becomes shaken 
  for 1 round.
  Swift Death (Ex): 1/day, Nysska may make a death 
  attack against an opponent without studying them for 
  3 rounds beforehand.
  Trapfinding (Ex): Nysska gains a +2 bonus to 
  perception checks made to detect traps.
  True Death (Su): anyone slain by Nysska’s death attack 
  becomes more difficult to bring back from the dead. 
  Spellcasters attempting to bring a creature back from 
  the dead using raise dead or similar magic must make a 
  caster level check with a DC 25 or the spell fails and the 
  material component is wasted. Casting remove curse 
  the round before attempting to bring the creature 
  back from the dead negates this chance. The DC of the 
  remove curse is 20.
  Baneviper Venom (Ex): Venom from the baneviper, a 
  horrible serpent from the boiling lava pits of Gehenna. 
  On a successful strike, the target must make a DC 25 
  fortitude save or take an additional 6d8 fire damage 
  and become paralyzed for 1 round as their blood 
  ignites. Baneviper venom wears off after 5 successful 
  strikes. A successful save halves the fire damage and 
  prevents the paralysis. If a target is killed by a weapon 
  envenomated with baneviper venom, their body is 
  reduced to caustic elemental ash and they cannot be 
  raised short of a wish.
  THE DESTROYER 
  The Destroyer redefines ‘massive’.  He is a tall, powerful 
  Enuka with an almost human bearing and an enormous 
  stature.  Most of his body covered over with thick, red 
  fur, what bare skin there is (on his chest only) is a mass 
  of tribal tattoos.  Dull, triangular spikes sweep back from 
  his elbows and shoulders - these spikes are broad, thick, 
  and most closely resemble the horn of a rhinoceros.  The 
  Destroyer’s own horns curl back from his brow like those 
  of a bighorn sheep and his face is less simian than his 
  fellows’.  Probably most remarkable are his eyes – they’re 
  piercing and glow a faint yellow - a sign of his divine 
  status.
  PERSONALITY
  Savage.  Out of control.  Violent.  All of these could be 
  used to describe the Destroyer.  He is an incarnation of the 
  warriors’ spirit, a living battle who seeks only to smite his 
  foes.  As befits his nature, the Destroyer communicates 
  through action, so he speaks little except to taunt an enemy 
  or issue a command.  
  The Destroyer does have a warrior’s honor to him – he will 
  only attack those who he deems as fellow warriors, and 
  respects the fighting ability of other individuals.  However, 
  he truly revels in the death and destruction he wreaks: he 
  is more devoted to the violence that following Makesh 
  allows him to partake in than he is to Makesh himself.
  THE DESTROYER 
  CR 5 
  XP 2,400 
  Male Enuka Barbarian 6
  CE Medium Monstrous Humanoid
  Init +7; Senses low light vision; Perception +11
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 dex, +6 natural)
  hp (max) 114 (6 HD; 6d12+36+6)
  Fort +13, Ref +7, Will +6
  
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  Defensive Abilities improved uncanny dodge, fast 
  healing 2, trap sense +2;  
  OFFENSE
  Speed 35 ft. (7 squares)
  Melee Claw +12 Melee (1d8+6, 19-20 x2)
  Full Attack 2 Claws +12 Melee (1d8+6, 19-20 x2), 1 
  Claw +7 Melee (1d8+6, 19-20 x2)
  Ranged Quills +9 ranged (2d6+6, 20 x2)
  Special Attacks Vicious claws, quills
  TACTICS
  Before Combat If he remembers, the Destroyer will use 
  his potion of enlarge person. He only has a 50% chance 
  of remembering.
  During Combat The Destroyer is quite resilient and 
  dangerous in combat.  He is also a very simple (some 
  might say stupid) combatant, throwing himself into 
  the fray with no concern for his own survival, simply 
  attempting to destroy as many opponents as he 
  
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  possibly can.  He’ll drink his potion of enlarge person 
  before fighting to drastically increase his power. 
  Morale The Destroyer is a beast drunk on carnage, and 
  he continues to fight until specifically told not to. If he’s 
  killed, he tends to be pretty surprised as opposed to in 
  any way aware that he was about to go down.
  STATISTICS
  Str 23, Dex 16, Con 22, Int 8, Wis 14, Cha 10
  Base Atk +6; CMB +12; CMD 25
  Feats Improved Grapple, Improved Initiative, Improved 
  Unarmed Strike, Power Attack  
  Skills Acrobatics +12, Handle Animal +9, Perception 
  +11 
  Languages Common, Infernal, First One languages, 
  Terran 
  SQ Blood Frenzy
  Combat Gear  belt of physical might +2, tattoo of 
  resistance +2, potion of cure serious wounds, potion of 
  enlarge person
  SPECIAL ABILITIES
  Animal Fury (Ex): While raging, the Destroyer gains 
  a bite attack. If used as part of a full attack action, the 
  bite attack is made at +7 melee. If the bite hits, it deals 
  1d4+3 damage. The Destroyer can make a bite attack 
  as part of the action to maintain or break free from 
  a grapple. This attack is resolved before the grapple 
  check is made. If the bite attack hits, any grapple checks 
  made by the Destroyer against the target this round are 
  at a +2 bonus.
  Blood Frenzy (Su):  This is the mutation that earned 
  the Destroyer his name.  As he becomes damaged in 
  combat, his blows become more powerful.  Every time 
  the destroyer is hit by a ranged or melee attack, his 
  subsequent attacks gain a +1 frenzy bonus to damage. 
  This effect stacks with itself, and lasts for the remainder 
  of the encounter.
  Pounce (Ex): The Destroyer may make a full attack on 
  a charge.
  Quick Reflexes (Ex): While raging, the Destroyer can 
  make one additional attack of opportunity per round.
  Quills (Ex):  The Destroyer can rip the quills right 
  out of his shoulders and elbows and toss them at a 
  foe.  He may launch a volley of quills at an opponent 
  within 30 feet.  This requires a ranged attack.  The quills 
  deal 2d6 damage + strength modifier.  This may be 
  used a number of times in an encounter equal to the 
  Destroyer’s constitution modifier.
  Rage (Ex): +4 to strength and constitution, +2 bonus to 
  will saves.  -2 to armor class.  Standard rage restrictions.  
  The destroyer may rage for up to 20 rounds per day.
  Renewed Vigor (Ex): As a standard action, the 
  Destroyer heals 1d8+6 damage. This power can be used 
  only once per day and only while raging.
  Vicious Claws (Ex): 2 claws for 1d8 + strength modifier. 
  The Destroyer suffers a -2 penalty to dexterity checks 
  involving fine manipulation.
  THE DESTROYER 
  CR 9
  XP 9,600
  Male Enuka Barbarian 10 
  Chaotic Evil Large Monstrous Humanoid
  Init +8; Senses low light vision; Perception +15
  DEFENSE
  AC 24, touch 13, flat-footed 21 (+3 dex, +12 natural, -1 
  size)
  hp (max) 210 (10 HD; 10d12+80+10)
  Fort +19, Ref +11, Will +9
  Defensive Abilities improved uncanny dodge, fast 
  healing 5, immunities, trap sense +3; DR 4/-; 
  OFFENSE
  Speed 45 ft. (9 squares)
  Melee Claw +20 Melee (2d6+10+1d4, 17-20 x2)
  Full Attack 2 Claws +20 Melee (2d6+10+1d4, 17-20 x2), 
  1 Claw +15 Melee (2d6+10+1d4, 17-20 x2)
  Ranged Quills +13 ranged (4d6+15, 20 x2)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks Vicious claws, quills
  TACTICS
  Before Combat He will usually drink his potion of haste 
  before combat begins.
  During Combat He’s monstrous!  The Destroyer has 
  become quite large, and loves to make himself quicker 
  with the aid of his trusty potion.  The Destroyer will 
  launch his quills every round, usually at the same 
  target, while concentrating all his attacks on a single 
  opponent until they are killed.  He rarely cares if he’s 
  been wounded, and he has the ability to recover from 
  most assaults very quickly. 
  Morale The Destroyer isn’t fearless- his greatest fear is 
  being a coward and running from battle. So good luck 
  getting him to run.
  STATISTICS
  Str 30, Dex 18, Con 26, Int 10, Wis 14, Cha 11
  Base Atk +10; CMB +21; CMD 35
  Feats Improved Critical (vicious claws), Improved 
  Grapple, Improved Initiative, Improved Unarmed Strike, 
  Intimidating Prowess, Power Attack  
  Skills Acrobatics +17, Handle Animal +13, Intimidate 
  +27, Perception +15 
  Racial Bonus +4 bonus on intimidate checks
  Languages Common, Infernal, First One languages, 
  Terran 
  SQ Blood Frenzy
  
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  Combat Gear belt of physical might +4, tattoo of 
  resistance +4, potion of cure serious wounds, potion of 
  haste
  SPECIAL ABILITIES
  Animal Fury (Ex): While raging, the Destroyer gains 
  a bite attack. If used as part of a full attack action, the 
  bite attack is made at +15 melee. If the bite hits, it deals 
  1d6+5 damage. The Destroyer can make a bite attack 
  as part of the action to maintain or break free from 
  a grapple. This attack is resolved before the grapple 
  check is made. If the bite attack hits, any grapple checks 
  made by the Destroyer against the target this round are 
  at a +2 bonus.
  Blood Frenzy (Su):  His blood frenzy has become 
  yet more potent.  Every time the destroyer is hit by a 
  ranged or melee attack, the Destroyer’s subsequent 
  attacks gain a +2 frenzy bonus to damage.  This effect 
  stacks with itself, and lasts for the remainder of the 
  encounter.  Additionally, when the destroyer lands a hit 
  in melee combat, the struck opponent must make a DC 
  23 reflex save or be shaken for 1 round.  The save DC for 
  this effect is strength-based.
  Immunities (Ex): The destroyer is immune to 
  polymorph effects.
  Intimidating Glare (Ex): The Destroyer can make an 
  intimidate check against one adjacent foe as a move 
  action. If he successfully demoralizes the opponent, 
  the foe is shaken for 1d4 rounds + 1 round for every 5 
  points by which the intimidate check exceeds the DC.
  Pounce (Ex): The Destroyer may make a full attack on 
  a charge.
  Quick Reflexes (Ex): While raging, the Destroyer can 
  make one additional attack of opportunity per round.
  Quills (Ex):  The Destroyer may launch a volley of quills 
  at an opponent within 30 feet.  This requires a ranged 
  attack.  The quills deal 4d6 damage + 1.5*strength 
  modifier.  This may be used a number of times in 
  an encounter equal to the Destroyer’s constitution 
  modifier (8 times).  Quills can be launched as a swift 
  action.
  Rage (Ex): +4 to strength and constitution, +2 bonus to 
  will saves.  -2 to armor class.  Standard rage restrictions.  
  The destroyer may rage for up to 30 rounds per day.
  Renewed Vigor (Ex): As a standard action, the 
  Destroyer heals 2d8+8 damage. This power can be used 
  only once per day and only while raging.
  Terrifying Howl (Ex): The Destroyer unleashes a 
  terrifying howl as a standard action. All shaken enemies 
  within 30 feet must make a DC 25 Will  save or be 
  panicked for 1d4+1 rounds. Once an enemy has made 
  a save versus terrifying howl (successful or not), it is 
  immune to this power for 24 hours.
  Vicious Claws (Ex): 2 claws for 2d6 + strength modifier. 
  The Destroyer’s claws strike as magically aligned, 
  chaotic and evil weapons. He gains a +1 to hit. The 
  claws deal 1d4 profane damage on a successful strike, 
  this becomes 5d4 on a critical hit. The Destroyer 
  suffers a -2 penalty to dexterity checks involving fine 
  manipulation.
  THE DESTROYER 
  CR 13
  XP 38,400
  Male Enuka Barbarian 14 
  Chaotic Evil Large Monstrous Humanoid
  Init +9; Senses low light vision; Perception +20
  DEFENSE
  AC 27, touch 14, flat-footed 23 (+4 dex, +14 natural, -1 
  size)
  hp (max) 308 (14 HD; 14d12+126+14)
  Fort +24, Ref +15, Will +13
  Defensive Abilities improved uncanny dodge, fast 
  healing 7, immunities, trap sense +4; DR 6/-; 
  OFFENSE
  Speed 50 ft. (10 squares)
  Melee Claw +26 Melee (2d6+12+2d4, 15-20 x2)
  Full Attack 2 Claws +26 Melee (2d6+12+2d4, 15-20 x2), 
  1 Claw +21 Melee (2d6+12+2d4, 15-20 x2)
  Ranged Quills +18 ranged (6d6+18, 20 x2)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks Vicious claws, quills
  TACTICS
  Before Combat If he is aware a combat is coming, 
  he drinks a potion of heroism, a potion of haste, and a 
  potion of blur.
  During Combat The first thing the destroyer generally 
  does is down a few potions to prepare himself for 
  combat.  Once enlarged, he tears into whichever 
  opponents look the strongest, using his rage to fullest 
  effect.  His rapid rate of healing, huge hit points, and 
  sheer tenacity ensure that he is not an easy target 
  to take down.  He will fire quills at distant foes, and 
  then charge them.  He will sometimes grapple weaker 
  opponents out of the sheer desire to crush them alive. 
  Morale He’s always spoiling for a fight, and why run 
  when half the fun is tearing the most challenging 
  targets apart?
  STATISTICS
  Str 35, Dex 20, Con 28, Int 10, Wis 16, Cha 12
  Base Atk +14; CMB +27; CMD 42
  Feats Combat Reflexes, Critical Focus, Improved Critical 
  (vicious claws), Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Intimidating Prowess, Power 
  Attack  
  Skills Acrobatics +22, Handle Animal +18, Intimidate 
  +34, Perception +20 
  
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  Racial Bonus +4 bonus on intimidate checks
  Languages Common, Infernal, First One languages, 
  Terran 
  SQ Blood Frenzy, Sudden Mutation
  Combat Gear Enforcer of the Folding Circle
  Treasure belt of physical might +6, ring of freedom, 
  tattoo of resistance +6, potion of blur, potion of cure 
  serious wounds, potion of haste, potion of heroism
  SPECIAL ABILITIES
  Animal Fury (Ex): While raging, the Destroyer gains 
  a bite attack. If used as part of a full attack action, the 
  bite attack is made at +20 melee. If the bite hits, it deals 
  1d6+6 damage. The Destroyer can make a bite attack 
  as part of the action to maintain or break free from 
  a grapple. This attack is resolved before the grapple 
  check is made. If the bite attack hits, any grapple checks 
  made by the Destroyer against the target this round are 
  at a +2 bonus.
  Blood Frenzy (Su):  Every time the destroyer is hit by 
  a ranged or melee attack, the Destroyer’s subsequent 
  attacks gain a +3 frenzy bonus to damage.  This effect 
  stacks with itself, and lasts for the remainder of the 
  encounter.  Additionally, when the Destroyer lands a hit 
  in melee combat, the struck opponent must make a DC 
  26 reflex save or be knocked prone. The save DC for this 
  effect is strength-based.
  Immunities (Ex): The Destroyer is immune to 
  polymorph effects and ability damage.
  Indomitable Will (Ex): The Destroyer gains a +4 
  untyped bonus to saves against enchantment effects 
  while raging.
  Intimidating Glare (Ex): The Destroyer can make an 
  intimidate check against one adjacent foe as a move 
  action. If he successfully demoralizes the opponent, 
  the foe is shaken for 1d4 rounds + 1 round for every 5 
  points by which the intimidate check exceeds the DC.
  Pounce (Ex): The Destroyer may make a full attack on 
  a charge.
  Quick Reflexes (Ex): While raging, the Destroyer can 
  make one additional attack of opportunity per round.
  Quills (Ex):  The Destroyer may launch a volley of quills 
  at an opponent within 60 feet.  This requires a ranged 
  attack.  The quills deal 6d6+18 damage.  The quills may 
  be used 9 times per encounter.  Quills can be launched 
  as a swift action.  If an opponent is struck by the quills, 
  he suffers a -10 penalty to movement from excruciating 
  pain, this can be remedied with a DC 22 heal check 
  made as a full-round action.
  Greater Rage (Ex): +6 to strength and constitution, +3 
  bonus to will saves.  -2 to armor class.  Standard rage 
  restrictions.  The destroyer may rage for up to 39 rounds 
  per day.
  No Escape (Ex): When an opponent attempts 
  a withdraw action to move out of the Destroyer’s 
  threatened area, he may move up to double his normal 
  speed to pursue them. He must end his movement 
  adjacent to the withdrawing target. No Escape can be 
  used once per rage.
  Renewed Vigor (Ex): As a swift action, the Destroyer 
  heals 3d8+9 damage. This power can be used only once 
  per day and only while raging.
  Sudden Mutation (Ex): The Destroyer’s unstable blood 
  allows him to adapt to incoming assault extremely 
  rapidly.  If struck with any type of energy damage, 
  the Destroyer gains energy resistance 20 versus that 
  energy type for the remainder of the encounter.  His 
  form visibly adapts to the stimulus, with glowing nodes 
  lighting up on his spikes in colors specific to the energy 
  type he absorbed.
  Terrifying Howl (Ex): The Destroyer unleashes a 
  terrifying howl as a standard action. All shaken enemies 
  within 30 feet must make a DC 29 Will  save or be 
  panicked for 1d4+1 rounds. Once an enemy has made 
  a save versus terrifying howl (successful or not), it is 
  immune to this power for 24 hours.
  Unexpected Strike (Ex): While raging, the Destroyer 
  may make an attack of opportunity against a foe who 
  enters his threatened area, even if that target would not 
  regularly provoke. He may only do this once per rage.
  Vicious Claws (Ex): 2 claws for 2d6 + strength modifier. 
  The Destroyer’s claws strike as magically aligned, 
  chaotic and evil weapons. He gains a +1 to hit, and their 
  base critical range is increased by 1. The claws deal 2d4 
  profane damage on a successful strike, this becomes 
  10d4 on a critical hit. The Destroyer suffers a -2 penalty 
  to dexterity checks involving fine manipulation.
  THE DESTROYER 
  CR 17
  XP 153,600 
  Male Enuka Barbarian 18
  Chaotic Evil Large Monstrous Humanoid
  Init +9; Senses low light vision; Perception +24
  DEFENSE
  AC 32, touch 14, flat-footed 27 (+5 dex, +18 natural, -1 
  size)
  hp (max) 432 (18 HD; 18d12+198+18)
  Fort +28, Ref +17, Will +15
  Defensive Abilities improved uncanny dodge, fast 
  healing 10, immunities, trap sense +6; DR 10/-; 
  OFFENSE
  Speed 50 ft. (10 squares)
  Melee Claw +33 Melee (3d6+22+2d4, 15-20 x2)
  Full Attack 2 Claws +33 Melee (3d6+22+2d4, 15-20 x2), 
  1 Claw +28 Melee (3d6+22+2d4, 15-20 x2)
  Ranged Quills +22 ranged (8d6+30, 20 x2)
  
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  Space 10 ft.; Reach 10 ft. 
  Special Attacks Vicious claws, quills
  TACTICS
  Before Combat If he is aware a combat is coming, 
  he drinks a potion of heroism, a potion of haste, and a 
  potion of blur.
  During Combat Saying the Destroyer has become a 
  beast is an understatement.  His attacks are extremely 
  damaging, he himself can take a large amount of 
  punishment, and he is highly resistant to most spells 
  that affect both mind and body.  He will leap onto 
  distant opponents, hurl quills at fleeing foes, and strike 
  those who stand before him with all his considerable 
  might.  He will attack everyone around him relatively 
  equally and enjoys prolonging battle. 
  Morale The Destroyer actually welcomes a good 
  challenge, so the more difficult and protracted the 
  fight, the less likely he is to stop battling – even if 
  ordered to cease.
  STATISTICS
  Str 40, Dex 20, Con 32, Int 10, Wis 17, Cha 13
  Base Atk +18; CMB +32; CMD 47
  Feats Combat Reflexes, Critical Focus, Improved Critical 
  (vicious claws), Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Intimidating Prowess, Power 
  Attack, Staggering Critical (DC 28), Stunning Critical 
  (DC 28)  
  Skills Acrobatics +26, Handle Animal +22, Intimidate 
  +41, Perception +24 
  Racial Bonus +4 bonus on intimidate checks
  Languages Common, Infernal, First One languages, 
  Terran 
  SQ Blood Frenzy, Sudden Mutation
  Combat Gear belt of physical might +6, ring of freedom, 
  tattoo of resistance +6, potion of blur, potion of cure 
  serious wounds, potion of haste, potion of heroism
  SPECIAL ABILITIES
  Animal Fury (Ex): While raging, the Destroyer gains 
  a bite attack. If used as part of a full attack action, the 
  bite attack is made at +28 melee. If the bite hits, it deals 
  1d6+7 damage. The Destroyer can make a bite attack 
  as part of the action to maintain or break free from 
  a grapple. This attack is resolved before the grapple 
  check is made. If the bite attack hits, any grapple checks 
  made by the Destroyer against the target this round are 
  at a +2 bonus.
  Blood Frenzy (Su):  Every time the destroyer is hit by 
  a ranged or melee attack, the Destroyer’s subsequent 
  attacks gain a +4 frenzy bonus to damage.  This effect 
  stacks with itself, and lasts for the remainder of the 
  encounter.  Additionally, when the destroyer lands a hit 
  in melee combat, the struck opponent must make a DC 
  31 reflex save or be knocked prone. The save DC for this 
  effect is strength-based.
  Immunities (Ex): The Destroyer is immune to 
  polymorph effects, fear, confusion, and ability damage.
  Indomitable Will (Ex): The Destroyer gains a +4 
  untyped bonus to saves against enchantment effects 
  while raging.
  Intimidating Glare (Ex): The Destroyer can make an 
  Intimidate check against one adjacent foe as a move 
  action. If he successfully demoralizes the opponent, 
  the foe is shaken for 1d4 rounds + 1 round for every 5 
  points by which the intimidate check exceeds the DC.
  Leap of Death (Ex): By making a jump check versus 
  a single target within 30 feet’s AC, the Destroyer may 
  land upon him, automatically striking with one claw 
  attack and dealing a critical hit.  The Destroyer now 
  occupies that opponent’s square.  The opponent is 
  knocked prone and pushed into any square adjacent to 
  the Destroyer’s new location.  Leap of Death is a move 
  action, and may be combined with a charge.  In this 
  case, only the first attack automatically criticals.
  Pounce (Ex): The Destroyer may make a full attack on 
  a charge.
  Quick Reflexes (Ex): While raging, the Destroyer can 
  make one additional attack of opportunity per round.
  Quills (Ex):  The Destroyer may launch a volley of quills 
  at an opponent within 80 feet.  This requires a ranged 
  attack.  The quills deal 8d6 damage + 2*strength 
  modifier.  This may be used a number of times in 
  an encounter equal to the Destroyer’s constitution 
  modifier (11).  Quills can be launched as a swift action.  
  If an opponent is struck by the quills, he may not take 
  move actions due to the excruciating pain; this can be 
  remedied with a DC 24 heal check made as a full-round 
  action.
  Greater Rage (Ex): +6 to strength and constitution, 
  +3 bonus to will saves.  -2 to armor class. The destroyer 
  may rage for up to 49 rounds per day. He does not 
  become fatigued after a rage.
  No Escape (Ex): When an opponent attempts 
  a withdraw action to move out of the Destroyer’s 
  threatened area, he may move up to double his normal 
  speed to pursue them. He must end his movement 
  adjacent to the withdrawing target. No Escape can be 
  used once per rage.
  Renewed Vigor (Ex): As a free action, the Destroyer 
  heals 4d8+11 damage. This power can be used only 
  once per day and only while raging.
  Strength Surge (Ex): The Destroyer may add +18 to 
  one Strength check or combat maneuver  check, or 
  to his Combat Maneuver Defense when an opponent 
  attempts a maneuver against him. This power is used 
  as an immediate action. Once per rage.
  
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  Sudden Mutation (Ex): The Destroyer’s unstable blood 
  allows him to adapt to incoming assault extremely 
  rapidly.  If struck with any type of energy damage, 
  the Destroyer gains energy resistance 30 versus that 
  energy type for the remainder of the encounter.  His 
  form visibly adapts to the stimulus, with glowing nodes 
  lighting up on his spikes in colors specific to the energy 
  type he absorbed.
  Surprise Accuracy (Ex): The Destroyer gains a +5 
  morale bonus on one attack roll. This can be activated 
  as a free action before the attack roll is made. He may 
  only use Surprise accuracy 1/rage.
  Terrifying Howl (Ex): The Destroyer unleashes a 
  terrifying howl as a standard action. All shaken enemies 
  within 30 feet must make a DC 34 Will  save or be 
  panicked for 1d4+1 rounds. Once an enemy has made 
  a save versus terrifying howl (successful or not), it is 
  immune to this power for 24 hours.
  Unexpected Strike (Ex): While raging, the Destroyer 
  may make an attack of opportunity against a foe who 
  enters his threatened area, even if that target would not 
  regularly provoke. He may only do this once per rage.
  Vicious Claws (Ex): 2 claws for 3d6 + 1.5x strength 
  modifier. The Destroyer’s claws bypass any damage 
  reduction. He gains a +1 to hit, and their base critical 
  range is increased by 1. The claws deal 2d4 profane 
  damage on a successful strike, this becomes 10d4 
  on a critical hit. The Destroyer suffers a -2 penalty to 
  Dexterity checks involving fine manipulation.
  THE DESTROYER 
  CR 21
  XP 614,400 
  Male Enuka Barbarian 22
  Chaotic Evil Large Monstrous Humanoid
  Init +14; Senses low light vision; Perception +32
  DEFENSE
  AC 40, touch 19, flat-footed 30 (+10 dex, +21 natural, 
  -1 size)
  hp (max) 572 (22 HD; 22d12+286+22)
  Fort +32, Ref +23, Will +20
  Defensive Abilities improved uncanny dodge, fast 
  healing 15, immunities, trap sense +6; DR 10/-; 
  OFFENSE
  Speed 60 ft. (12 squares)
  Melee Claw +40 Melee (3d6+27+3d4, 15-20 x2)
  Full Attack 2 Claws +40 Melee (3d6+27+3d4, 15-20 x2), 
  1 Claw +35 Melee (3d6+27+3d4, 15-20 x2)
  Ranged Quills +31 ranged (10d6+36, 20 x2)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks Vicious claws, quills
  TACTICS
  Before Combat The Destroyer opens with righteous 
  might from his ring of spell storing, in addition to his 
  potions.
  During Combat It is important to stay more than 60 
  feet away from the Destroyer, or else he uses his Leap 
  of Death ability to automatically critical, attempting 
  to inflict stunning or exhaustion, followed up by a full 
  attack if he managed to charge. If faced with individuals 
  in a cluster he will attempt to go amongst them in order 
  to use his intimidating glare, followed by a terrifying 
  howl the next turn. When the panicked opponents run, 
  he leaps on them individually and tears them apart. 
  Flying opponents get jumped on and grabbed, or hit 
  with incapacitating quills.
  Morale By epic level the Destroyer is essentially a 
  violence totem and he acts much as one would expect.
  STATISTICS
  Str 46, Dex 30, Con 36, Int 10, Wis 24, Cha 14
  Base Atk +22; CMB +41; CMD 61
  Feats Combat Reflexes, Critical Focus, Exhausting 
  Critical, Improved Critical (vicious claws), Improved 
  Grapple, Improved Initiative, Improved Unarmed Strike, 
  Intimidating Prowess, Power Attack, Staggering Critical 
  (DC 32), Stunning Critical (DC 32), Tiring Critical  
  Skills Acrobatics +35, Handle Animal +27, Intimidate 
  +49, Perception +32 
  Racial Bonus +4 bonus on intimidate checks
  Languages Common, Infernal, First One languages, 
  Terran 
  SQ Blood Frenzy, Sudden Mutation
  Combat Gear  belt of physical might +6, Headband of 
  Great Wisdom +4, ring of freedom, ring of spell storing 
  (righteous might), tattoo of resistance +6, potion of blur, 
  potion of cure serious wounds, potion of haste
  SPECIAL ABILITIES
  Animal Fury (Ex): While raging, the Destroyer gains 
  a bite attack. If used as part of a full attack action, the 
  bite attack is made at +35 melee. If the bite hits, it deals 
  3d6+9 damage. The Destroyer can make a bite attack 
  as part of the action to maintain or break free from 
  a grapple. This attack is resolved before the grapple 
  check is made. If the bite attack hits, any grapple checks 
  made by the Destroyer against the target this round are 
  at a +2 bonus.
  Blood Frenzy (Su):  Every time the destroyer is hit by 
  a ranged or melee attack, the Destroyer’s subsequent 
  attacks gain a +5 frenzy bonus to damage.  This effect 
  stacks with itself, and lasts for the remainder of the 
  encounter.  Additionally, when the destroyer lands a hit 
  in melee combat, the struck opponent must make a DC 
  35 reflex save or be knocked prone. The save DC for this 
  effect is strength-based.
  
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  Blood Rebirth (Su): A true warrior doesn’t die until the 
  battle is won, certainly this is the case for an incarnation 
  of violence.  1/day, if the Destroyer is killed in combat, 
  his spilled blood will pool back into his body and 
  his wounds will close.  He will rise fully healed 1d4 
  rounds later.  This ability will not function if his body 
  is completely destroyed, such as through the spell 
  disintegrate.
  Clear Mind (Ex): The Destroyer may choose to reroll a 
  will save 1/rage.
  Immunities (Ex): The Destroyer is immune to 
  polymorph effects, fear, confusion, and ability damage.
  Indomitable Will (Ex): The Destroyer gains a +4 
  untyped bonus to saves against enchantment effects 
  while raging.
  Intimidating Glare (Ex): The Destroyer automatically 
  makes intimidate checks against all adjacent opponents 
  each round on his turn. If he successfully demoralizes 
  an opponent, that foe is shaken for 1d4 rounds + 1 
  round for every 5 points by which the intimidate check 
  exceeds the DC.
  Leap of Death (Ex): By making a jump check versus 
  a single target within 60 feet’s AC, the Destroyer may 
  land upon him, automatically striking with one claw 
  attack and dealing a critical hit.  The Destroyer now 
  occupies that opponent’s square.  The opponent is 
  knocked prone and pushed into any square adjacent to 
  the Destroyer’s new location.  Leap of Death is a move 
  action, and may be combined with a charge.  In this 
  case, only the first attack automatically criticals.
  Pounce (Ex): The Destroyer may make a full attack on 
  a charge.
  Quick Reflexes (Ex): While raging, the Destroyer can 
  make one additional attack of opportunity per round.
  Quills (Ex):  The Destroyer may launch a volley of quills 
  at an opponent within 100 feet.  This requires a ranged 
  attack.  The quills deal 10d6 damage + 2*strength 
  modifier.  This may be used 13 times per encounter.  
  Quills can be launched as a swift action.  If an opponent 
  is struck by the quills, he may not take move actions 
  due to the excruciating pain, this can be remedied with 
  a DC 26 heal check made as a full-round action.
  Mighty Rage (Ex): +8 to strength and constitution, +4 
  bonus to will saves.  -2 to armor class. The destroyer 
  may rage for up to 49 rounds per day. He does not 
  become fatigued after a rage.
  No Escape (Ex): When an opponent attempts 
  a withdraw action to move out of the Destroyer’s 
  threatened area, he may move up to double his normal 
  speed to pursue them. He must end his movement 
  adjacent to the withdrawing target. No Escape can be 
  used once per rage.
  Renewed Vigor (Ex): As a free action, the Destroyer 
  heals 5d8+13 damage. This power can be used only 
  once per day and only while raging.
  Scent (Ex): The Destroyer has a more powerful version 
  of the scent ability that has a 60 foot range.
  Strength Surge (Ex): The Destroyer may add +22 to 
  one Strength check or combat maneuver  check, or 
  to his Combat Maneuver Defense when an opponent 
  attempts a maneuver against him. This power is used 
  as an immediate action. Once per rage.
  Sudden Mutation (Ex): The Destroyer’s unstable blood 
  allows him to adapt to incoming assault extremely 
  rapidly.  If struck with any type of energy damage, 
  the Destroyer gains energy resistance 40 versus that 
  energy type for the remainder of the encounter.  His 
  form visibly adapts to the stimulus, with glowing nodes 
  lighting up on his spikes in colors specific to the energy 
  type he absorbed.
  Surprise Accuracy (Ex): The Destroyer gains a +6 
  morale bonus on one attack roll. This can be activated 
  as a free action before the attack roll is made. He may 
  only use Surprise accuracy 1/rage.
  Terrifying Howl (Ex): The Destroyer unleashes a 
  terrifying howl as a standard action. All shaken enemies 
  within 30 feet must make a DC 39 Will  save or be 
  panicked for 1d4+1 rounds. Once an enemy has made 
  a save versus terrifying howl (successful or not), it is 
  immune to this power for 24 hours.
  Unexpected Strike (Ex): While raging, the Destroyer 
  may make an attack of opportunity against a foe who 
  enters his threatened area, even if that target would not 
  regularly provoke. He may only do this once per rage.
  Vicious Claws (Ex): 2 claws for 3d6 + 1.5x strength 
  modifier. The Destroyer’s claws bypass any damage 
  reduction, but still count as evilly and chaotically 
  aligned. He gains a +1 to hit, and their base critical 
  range is increased by 1. The claws deal 3d4 profane 
  damage on a successful strike, this becomes 12d4 
  on a critical hit. The Destroyer suffers a -2 penalty to 
  dexterity checks involving fine manipulation.
  EMOK ZENYAKA 
  Emok, though appearing to be a prymidian woman, is 
  actually a demon that blends the powers of corruption and 
  life.  Long ago, it was sealed into the body of a victim 
  of one of the plagues it created.  The prymidian body is 
  extremely withered and ancient, with dull yellow eyes, 
  skin faded to a reddish brown, and a nearly mummified 
  appearance.  A white-yellow mark of containment glows 
  on its forehead.  Emok usually carries a staff, and wears 
  robes in enough layers that it is difficult to see exactly how 
  emaciated its current host is.  Emok’s intellect can only 
  
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  manifest as efficiently as the host body allows, and thus a 
  prymidian’s advanced mind makes it an ideal form.
  PERSONALITY
  Emok is unsettling and alien by mortal standards.  It 
  laughs at misfortune, revels in death and disease, and has 
  a profoundly callous nature.  At the same time, Emok is a 
  demon with power over life, and is endlessly fascinated 
  by the living world’s permutations.  Dealing with Emok 
  mainly centers on piquing its interest or occupying its 
  mind.  
  Emok is brilliant and dangerous, a real asset to the Folding 
  Circle – except it is only bound to the group by Nysska’s 
  pact.  It resents this state of servitude, but is unable to take 
  any action to change the situation, and is furious with itself 
  for being tricked by Nysska in its excitement to reach the 
  gate.  Emok secretly believes that Makesh is completely 
  delusional, driven mad by the power of the Ashkean gate.  
  Of course, the demon finds this hilarious.
  EMOK ZENYAKA 
  CR 2 
  XP 800
  Genderless Prymidian Wizard (Conjurer) 3 
  NE Medium humanoid
  Init +2; Senses darkvision 60 feet.; Perception +1
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 dex)
  hp (max) 33 (3 HD; 3d6+12+3)
  Fort +6, Ref +4, Will +5
  Defensive Abilities Miasmic Aura
  OFFENSE
  Speed 30 ft. (6 squares)
  Melee Whiteroot Staff +1 Melee (1d6, 20 x2)
  Full Attack Whiteroot Staff +1 Melee (1d6, 20 x2)
  Space 5 ft.; Reach 10 ft. 
  Wizard Spells Prepared (CL 3rd; concentration +8)
  2nd - ~glitterdust (DC 19), invisibility, summon swarm
  1st - color spray (DC 16), ~grease (DC 18), mage armor, 
  obscuring mist, sleep 
  Cantrips - arcane mark, detect magic, prestidigitation, 
  read magic
  TACTICS
  Before Combat Emok casts mage armor and invisibility 
  before combat.
  During Combat Emok is a weak low level-combatant. 
  It will use sleep to try to knock out weaker opponents, 
  and drop glitterdust in an attempt to blind people and 
  make an escape. If Emok must fight, it will use summon 
  swarm and grease to try to keep people inside the 
  swarm. 
  Morale Very Low. Emok will flee at first opportunity and 
  seek out allies.
  STATISTICS
  Str 10, Dex 14, Con 18, Int 20, Wis 12, Cha 8
  Base Atk +1; CMB +1; CMD 13
  Feats Scribe Scroll, Spell focus: Conjuration, Greater 
  Spell focus: Conjuration 
  Skills Knowledge: Arcana +12, Knowledge: Architecture 
  and Engineering +10, Knowledge: Dungeoneering 
  +10, Knowledge: Geography +10, Knowledge: History 
  +12, Knowledge: Local +10, Knowledge: Nature +10, 
  Knowledge: Nobility +12, Knowledge: Religion +11, 
  Knowledge: The Planes +12, Spellcraft +11
  Racial Bonus +4 bonus on grapple checks, +1 on all 
  knowledge checks, tentacle reach
  Languages Common, Abyssal, Celestial, Dwarven, 
  Infernal, First One languages 
  Combat Gear  cloak of resistance +1, Spellbook, wand 
  of charm person (DC 11), scroll of dimension door, scroll 
  of fox’s cunning
  SPECIAL ABILITIES
  Acid Dart (Sp): As a standard action Emok can unleash 
  an acid dart targeting any foe within 30 feet as a ranged 
  touch attack. The acid dart deals 1d6+1 points of acid 
  damage. Emok may use this ability 8 times per day.
  Arcane Bond (Ex/Sp): Emok is bonded to a whiteroot 
  staff. 1/day, Emok may cast a spell it knows from the 
  staff without having to memorize it ahead of time. 
  Miasmic Aura (Su): Emok is constantly surrounded 
  by a strange, sickly sweet scent.  When any other 
  individual is within 10 feet of Emok, this odor causes 
  them to become sickened automatically.  Immunity 
  to fortitude based effects prevents this.  Miasmic aura 
  forces a save for everyone within its effect, every round, 
  at the beginning of Emok’s turn.
  Summoner’s Charm (Su): Whenever Emok casts a 
  conjuration (summoning) spell, increase the duration 
  by a number of rounds equal to ½ its wizard level.
  EMOK ZENYAKA 
  CR 6 
  XP 3,200
  Genderless Prymidian Wizard (Conjurer) 7 
  NE Medium humanoid
  Init +3; Senses darkvision 60 feet.; Perception +1
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+3 dex)
  hp (max) 84 (7 HD; 7d6+35+7)
  Fort +9, Ref +7, Will +8
  Defensive Abilities Disease Immunity, Miasmic Aura;  
  OFFENSE
  Speed 30 ft. (6 squares)
  Melee Whiteroot Staff +3 Melee (1d6, 20 x2)
  Full Attack Whiteroot Staff +3 Melee (1d6, 20 x2)
  Space 5 ft.; Reach 10 ft. 
  Wizard Spells Prepared (CL 7th; concentration +13)
  
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  4th - ~black tentacles, confusion (DC 20), dimension door 
  3rd - dispel magic, Fly, hold person (DC 20), ~stinking 
  cloud (DC 21)
  2nd - fog cloud, ~glitterdust (DC 20) (x2), invisibility, 
  summon swarm, web (DC 20)
  1st - ~grease (DC 19) (x2), mage armor, obscuring mist, 
  silent image (x2), sleep (DC 18) 
  Cantrips - arcane mark, detect magic, prestidigitation, 
  read magic
  TACTICS
  Before Combat Emok is generally enchanted with fly 
  and mage armor.
  During Combat Emok prefers to attack from the air 
  if possible. The wizard will hold back and blind or 
  incapacitate foes and allow summons from the wand 
  to deal with them.
  
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  Morale Emok is forever a coward and always keeps out 
  of reach of the opposition. If forced into a bad situation, 
  Emok attempts to escape via its teleport scroll. If this 
  isn’t possible, Emok is not above bargaining for its life.
  STATISTICS
  Str 11, Dex 16, Con 20, Int 23, Wis 12, Cha 8
  Base Atk +3; CMB +3; CMD 16
  Feats Heighten Spell, Scribe Scroll, Spell focus: 
  Conjuration, Greater Spell focus: Conjuration, Spell 
  Focus: Enchantment, Spell Penetration  
  Skills Knowledge: Arcana +16, Knowledge: Architecture 
  and Engineering +13, Knowledge: Dungeoneering 
  +12, Knowledge: Geography +13, Knowledge: History 
  +16, Knowledge: Local +13, Knowledge: Nature +14, 
  Knowledge: Nobility +16, Knowledge: Religion +14, 
  Knowledge: The Planes +16, Spellcraft +16
  Racial Bonus +4 bonus on grapple checks, +1 on all 
  knowledge checks, tentacle reach
  Languages Common, Abyssal, Celestial, Dwarven, 
  Infernal, First One languages 
  Combat Gear  belt of mighty constitution +2, cloak 
  of resistance +2, headband of vast intelligence +2, 
  Spellbook, wand of summon monster II, scroll of fox’s 
  cunning, scroll of summon monster V, scroll of teleport 
  SPECIAL ABILITIES
  Acid Dart (Sp): As a standard action you can unleash 
  an acid dart targeting any foe within 30 feet as a ranged 
  touch attack. The acid dart deals 1d6+3 points of acid 
  damage. Emok may use this ability 9 times per day.
  Arcane Bond (Ex/Sp): Emok is bonded to its whiteroot 
  staff. 1/day, Emok may cast a spell it knows from the 
  staff without having to memorize it ahead of time. 
  Additionally, Emok may enchant it as if it had the 
  appropriate item creation feat.
  Choking Spell (Su): All of Emok’s conjuration spells 
  are accompanied by a haze of choking vapors.  Any 
  time someone other than Emok is the target or within 
  the area of one of its spells, they take 2 points of 
  constitution damage automatically from gasping and 
  wheezing.  Emok itself is immune to this effect.  Choking 
  spell only triggers once per spell cast.
  Disease Immunity (Ex): Emok is immune to all diseases.
  Miasmic Aura (Su): At mid to low level, Emok’s aura 
  becomes more frightful.  When any other individual is 
  within 10 feet of Emok, this odor causes that person to 
  shiver violently; they suffer a -4 to all attack rolls, saves, 
  and skill checks, and must make a caster level check 
  that exceeds 15 in order to successfully cast a spell 
  without losing it.  Immunity to fortitude based effects 
  prevents this.
  Summoner’s Charm (Su): Whenever Emok casts a 
  conjuration (summoning) spell, increase the duration 
  by a number of rounds equal to ½ its wizard level.
  EMOK ZENYAKA 
  CR 10 
  XP 12,800
  Genderless Prymidian Wizard (Conjurer) 11 
  NE Medium Humanoid
  Init +3; Senses darkvision 60 feet.; Perception +1
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+3 dex)
  hp (max) 143 (11 HD; 11d6+66+11)
  Fort +13, Ref +10, Will +12
  Defensive Abilities Disease Immunity, Miasmic Aura, 
  Spell Immunities; DR 15/good; 
  OFFENSE
  Speed 30 ft. (6 squares)
  Melee staff of fire +6 Melee (1d6+1, 20 x2)
  Full Attack staff of fire +6 Melee (1d6+1, 20 x2)
  Space 5 ft.; Reach 10 ft. 
  Wizard Spells Prepared (CL 11th; concentration +19)
  6th - ~acid fog, mass suggestion (DC 26), wall of iron
  5th - ~cloudkill (DC 25) (x2), quickened obscuring mist, 
  teleport
  4th - ~black tentacles, confusion (DC 24) (x2), dimension 
  door, greater invisibility, lesser globe of invulnerability 
  3rd - dispel magic (x2), Fly, gaseous form, hold person 
  (DC 23), ~stinking cloud (DC 23), suggestion (DC 23)
  2nd - fog cloud, ~glitterdust (DC 22) (x2), invisibility, 
  summon swarm, web (DC 22) (x2)
  1st - ~grease (DC 21) (x2), mage armor, obscuring mist 
  (x2), silent image (x2)
  Cantrips - arcane mark, detect magic, prestidigitation, 
  read magic
  TACTICS
  Before Combat Emok is generally enchanted with fly, 
  greater invisibility, and mage armor. If expecting casters, 
  Emok will use lesser globe of invulnerability.
  During Combat Emok generally opens by flying into 
  the group and dropping a quickened obscuring mist 
  to boost its own constitution while damaging foes via 
  Choking spell and Choking Vitality. cloudkill usually 
  follows on the same round. Subsequent rounds include 
  effects like webs and black tentacles or walls of iron to 
  keep people inside the cloudkill. Emok is not about 
  using mass suggestion to control peoples’ movement, 
  as well as confusion. He sometimes uses his staff of fire 
  to create walls of fire.
  Morale While significantly more powerful, Emok is 
  still a coward who loathes open combat. He will enter 
  combat to torture weaker foes, but avoids conflict with 
  stronger opponents.
  STATISTICS
  Str 12, Dex 17, Con 22, Int 26, Wis 13, Cha 8
  Base Atk +5; CMB +6; CMD 19
  Feats Heighten Spell, Quicken Spell, Scribe Scroll, Spell 
  focus: Conjuration, Greater Spell focus: Conjuration, Spell 
  
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  Focus: Enchantment, Greater Spell focus: Enchantment, 
  Spell Penetration, Greater Spell Penetration  
  Skills Knowledge: Arcana +23, Knowledge: Architecture 
  and Engineering +20, Knowledge: Dungeoneering 
  +17, Knowledge: Geography +20, Knowledge: History 
  +21, Knowledge: Local +18, Knowledge: Nature +18, 
  Knowledge: Nobility +20, Knowledge: Religion +19, 
  Knowledge: The Planes +21, Spellcraft +22
  Racial Bonus +4 bonus on grapple checks, +1 on all 
  knowledge checks, tentacle reach
  Languages Common, Abyssal, Celestial, Draconic, 
  Dwarven, Infernal, First One languages 
  Combat Gear belt of mighty constitution +4, cloak 
  of resistance +4, headband of vast intelligence +4, 
  Spellbook, ring of freedom of movement, staff of fire 
  SPECIAL ABILITIES
  Acid Dart (Sp): As a standard action you can unleash 
  an acid dart targeting any foe within 30 feet as a ranged 
  touch attack. The acid dart deals 1d6+5 points of acid 
  damage. Emok may use this ability 11 times per day.
  Arcane Bond (Ex/Sp): Emok is bonded to its staff of 
  fire. 1/day, Emok may cast a spell it knows from the 
  staff without having to memorize it ahead of time. 
  Additionally, Emok may enchant it as if it had the 
  appropriate item creation feat.
  Choking Spell (Su): All of Emok’s conjuration spells 
  are accompanied by a haze of choking vapors.  Any 
  time someone other than Emok is the target or within 
  the area of one of its spells, they take 2 points of 
  constitution damage automatically from gasping and 
  wheezing.  Emok itself is immune to this effect.  Choking 
  spell only triggers once per spell cast.
  Choking Vitality (Su): When Emok is caught within the 
  effects of one of its own conjuration spells, the wizard 
  gains a +2 arcane bonus to constitution. All other 
  effects of the spell are negated. The constitution bonus 
  from Choking Vitality stacks with itself. Choking Vitality 
  may only trigger once per spell cast.
  Dimensional Steps (Sp): Emok may teleport up to 330 
  feet per day as a standard action. This teleportation 
  must be used in 5-foot increments and such movement 
  does not provoke an attack of opportunity. Emok may 
  bring other willing creatures along, but must expend an 
  equal amount of distance for each additional creature 
  transported.
  Disease Immunity (Ex): Emok is immune to all diseases.
  Miasmic Aura (Su): At mid level, Emok’s aura makes 
  attacking it in melee combat dangerous.  When any 
  other individual is within 10 feet of Emok, its stench 
  forces a DC 21 fortitude save, otherwise they become 
  nauseated.  Success on this save causes an individual 
  to be shaken.  Immunity to fortitude-based effects 
  prevents all effects.
  Spell Immunities (Su): Emok is immune to the effects 
  of cloud, fog, and gas-based spells, and can see through 
  them as if they did not exist.
  Summoner’s Charm (Su): Whenever Emok casts a 
  conjuration (summoning) spell, increase the duration 
  by a number of rounds equal to ½ its wizard level.
  EMOK ZENYAKA 
  CR 14
  XP 51,200
  Genderless Prymidian Wizard (Conjurer) 15 
  NE Medium Humanoid
  Init +3; Senses darkvision 60 feet.; Perception +2
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+3 dex, +5 robe)
  hp (max) 195 (15 HD; 15d6+90+15)
  Fort +15, Ref +12, Will +15
  Defensive Abilities Disease Immunity, Miasmic Aura, 
  Spell Immunities; DR 20/good; SR 18
  OFFENSE
  Speed 40 ft. (8 squares)
  Melee staff of conjuration +8 Melee (1d6+1, 20 x2)
  Full Attack staff of conjuration +8/+3 Melee (1d6+1, 
  20 x2)
  Space 5 ft.; Reach 10 ft. 
  Wizard Spells Prepared (CL 15th; concentration +24)
  8th - ~widened cloudkill (DC 26), prismatic wall (DC 26), 
  symbol of insanity (DC 28)
  7th - mass hold person (DC 28), forcecage, insanity (DC 
  28), ~summon monster VII
  6th - ~acid fog, mass suggestion (DC 27), symbol of 
  persuasion (DC 27), quickened touch of idiocy, wall of iron
  5th - ~cloudkill (DC 26), dominate person (DC 26), 
  feeblemind (DC 26), hold monster (DC 26), quickened 
  obscuring mist (x2), teleport
  4th - ~black tentacles, confusion (DC 25) (x2), dimension 
  door, greater invisibility, lesser globe of invulnerability 
  3rd - dispel magic (x2), fly, gaseous form, hold person (DC 
  24), ~stinking cloud (DC 24), suggestion (DC 24)
  2nd - fog cloud, ~glitterdust (DC 23) (x2), invisibility, 
  summon swarm, web (DC 23) (x2)
  1st - ~grease (DC 22) (x2), mage armor, obscuring mist 
  (x2), silent image (x2)
  Cantrips - arcane mark, detect magic, prestidigitation, 
  read magic
  TACTICS
  Before Combat Emok is generally enchanted with fly, 
  greater invisibility, and mage armor. If expecting casters, 
  Emok will use lesser globe of invulnerability. He will 
  often summon monsters with his staff of conjuration or 
  magic before a fight begins.
  During Combat Emok utilizes cloudkill, either widened 
  or from his staff, in concert with quickened obscuring 
  mists. Those enemies who do not stay within the 
  cloud are subjected to symbol of persuasion or symbol 
  
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  of insanity. More dangerous foes are trapped within 
  vapours via forcecage. Often times, Emok uses wall and 
  other movement restriction spells to generally be a 
  holy terror. 
  Morale Emok flees at the first sign of trouble, but 
  weaker opponents are toyed with as opposed to 
  efficiently killed, a fact which can be used against him.
  STATISTICS
  Str 13, Dex 17, Con 22, Int 29, Wis 14, Cha 8
  Base Atk +7; CMB +8; CMD 21
  Feats Augment Summoning, Improved Counterspelling, 
  Heighten Spell, Widen Spell, Quicken Spell, Scribe 
  Scroll, Spell focus: Conjuration, Greater Spell focus: 
  Conjuration, Spell Focus: Enchantment, Greater Spell 
  focus: Enchantment, Spell Penetration, Greater Spell 
  Penetration  
  Skills Knowledge: Arcana +28, Knowledge: Architecture 
  and Engineering +23, Knowledge: Dungeoneering 
  +21, Knowledge: Geography +23, Knowledge: History 
  +25, Knowledge: Local +21, Knowledge: Nature +22, 
  Knowledge: Nobility +25, Knowledge: Religion +22, 
  Knowledge: The Planes +25, Spellcraft +27
  Racial Bonus +4 bonus on grapple checks, +1 on all 
  knowledge checks, tentacle reach
  Languages Common, Abyssal, Celestial, Draconic, 
  Dwarven, Infernal, First One languages 
  Combat Gear belt of mighty constitution +4, black 
  robe of the archmagi, headband of vast intelligence 
  +6, Spellbook, ring of freedom of movement, staff of 
  conjuration (DC 10 + spell level + 9)
  SPECIAL ABILITIES
  Acid Dart (Sp): As a standard action you can unleash 
  an acid dart targeting any foe within 30 feet as a ranged 
  touch attack. The acid dart deals 1d6+7 points of acid 
  damage. Emok may use this ability 12 times per day.
  Arcane Bond (Ex/Sp): Emok is bonded to its staff of 
  conjuration. 1/day, Emok may cast a spell it knows 
  from the staff without having to memorize it ahead of 
  time. Additionally, Emok may enchant it as if it had the 
  appropriate item creation feat.
  Choking Spell (Su): All of Emok’s conjuration spells 
  are accompanied by a haze of choking vapors.  Any 
  time someone other than Emok is the target or within 
  the area of one of its spells, they take 4 points of 
  constitution damage automatically from gasping and 
  wheezing.  Emok itself is immune to this effect.  Choking 
  spell only triggers once per spell cast.
  Choking Vitality (Su): When Emok is caught within the 
  effects of one of its own conjuration spells, the wizard 
  gains a +2 arcane bonus to constitution. All other 
  effects of the spell are negated. The constitution bonus 
  from Choking Vitality stacks with itself. Choking Vitality 
  may only trigger once per spell cast.
  Dimensional Steps (Sp): Emok may teleport up to 450 
  feet per day as a standard action. This teleportation 
  must be used in 5-foot increments and such movement 
  does not provoke an attack of opportunity. Emok may 
  bring other willing creatures along, but must expend an 
  equal amount of distance for each additional creature 
  transported.
  Disease Immunity (Ex): Emok is immune to all diseases.
  Great Contagion (Su): Emok can inflict a quasi-mystical 
  disease by simply touching an opponent.  With a touch 
  attack as a swift action each round, Emok can force 
  an opponent to make a DC 21 Fortitude save or be 
  affected as per Contagion, with a disease of choice.  
  The save DC is constitution-based.  Coming into direct 
  physical contact with Emok provokes an identical save 
  for each round of contact.
  Miasmic Aura (Su): At high level, Emok’s aura renders 
  simple proximity to it quite lethal.  When any other 
  individual is within 10 feet of Emok, the stench forces a 
  DC 23 fortitude save, otherwise the individual becomes 
  stunned, reduced to a shivering wreck.  Success on 
  this save causes an individual to be affected as per 
  the second option in bestow curse (-4 to saves, checks, 
  attack rolls).
  Spell Immunities (Su): Emok is immune to the effects 
  of cloud, fog, and gas-based spells, and can see through 
  them as if they did not exist.
  Summoner’s Charm (Su): Whenever Emok casts a 
  conjuration (summoning) spell, increase the duration 
  by a number of rounds equal to ½ its wizard level.
  EMOK ZENYAKA 
  CR 19
  XP 307,200
  Genderless Prymidian Wizard (Conjurer) 20 
  NE Medium Humanoid
  Init +8; Senses darkvision 60 feet.; Perception +22
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+4 dex, +5 robe)
  hp (max) 320 (20 HD; 20d6+160+20+20)
  Fort +18, Ref +14, Will +18
  Defensive Abilities Disease Immunity, Miasmic Aura, 
  Spell Immunities; DR 25/good; SR 18
  OFFENSE
  Speed 50 ft. (10 squares)
  Melee staff of conjuration +12 Melee (1d6+2, 20 x2)
  Full Attack staff of conjuration +12/+7 Melee (1d6+2, 
  20 x2)
  Space 5 ft.; Reach 10 ft. 
  Wizard Spells Prepared (CL 20th; concentration +35)
  9th - dominate monster (DC 35), mass hold monster (DC 
  35) (x2), ~summon monster IX, time stop (x2), wish
  
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  8th - ~widened cloudkill (DC 31), quickened dimension 
  door, incendiary cloud, power word stun, prismatic wall 
  (DC 32), protection from spells, symbol of insanity (DC 34)
  7th - ethereal jaunt, mass hold person (DC 33) (x2), 
  forcecage (x2), insanity (DC 33), ~summon monster VII, 
  greater teleport
  6th - ~acid fog, mass suggestion (DC 32), symbol of 
  persuasion (DC 32), quickened touch of idiocy, quickened 
  glitterdust (DC 28), quickened invisibility, quickened 
  shatter, wall of iron
  5th - ~cloudkill (DC 31), dominate person (DC 31), 
  feeblemind (DC 31), hold monster (DC 31), quickened 
  obscuring mist (x2), teleport, widened stinking cloud (DC 
  29)
  4th - ~black tentacles, charm monster (DC 30), confusion 
  (DC 30) (x2), dimension door, greater invisibility, lesser 
  globe of invulnerability, widened obscuring mist 
  3rd - dispel magic (x2), fly, gaseous form, hold person 
  (DC 29), protection from energy, ~stinking cloud (DC 29), 
  suggestion (DC 29)
  2nd - fog cloud, ~glitterdust (DC 28) (x2), invisibility, 
  shatter, summon swarm, web (DC 23) (x2)
  1st - charm person (DC 27), ~grease (DC 27) (x2), mage 
  armor, obscuring mist (x2), silent image (x2)
  Cantrips - arcane mark, detect magic, prestidigitation, 
  read magic
  TACTICS
  Before Combat Emok maintains fly, protection from 
  spells, greater invisibility, lesser globe of invulnerability, 
  protection from energy, and mage armor. Additionally, 
  Emok will summon 3 elder air elementals with summon 
  monster IX to keep around like familiars.
  During Combat Quickened timestop, followed by 
  cloudkills, prismatic walls, forcecages, and symbols 
  outside the obscurement. Fighting Emok at epic level 
  is a losing battle. If in any danger, Emok teleports 
  away. Emok’s air elemental companions are capable of 
  sucking up toxic clouds and moving them from place 
  to place, releasing them at their leisure as a swift action; 
  any person trapped in an elemental’s whirlwind when it 
  sucked up a cloud spell suffers all effects of being inside 
  that spell. 
  Morale Emok is a brutal, cowardly bastard as always. 
  The demon doesn’t expect to lose, but will flee in the 
  event of things going sourly.
  STATISTICS
  Str 14, Dex 18, Con 26, Int 40, Wis 14, Cha 8
  Base Atk +10; CMB +12; CMD 26
  Feats Augment Summoning, Combat Casting, 
  Improved Counterspelling, Improved Initiative, Enlarge 
  Spell, Heighten Spell, Widen Spell, Quicken Spell, Scribe 
  Scroll, Spell focus: Conjuration, Greater Spell focus: 
  Conjuration, Spell Focus: Enchantment, Greater Spell 
  focus: Enchantment, Spell Penetration, Greater Spell 
  Penetration, Toughness  
  Skills Fly +27, Knowledge: Arcana +39, Knowledge: 
  Architecture and Engineering +39, Knowledge: 
  Dungeoneering +39, Knowledge: Geography +39, 
  Knowledge: History +39, Knowledge: Local +39, 
  Knowledge: Nature +39, Knowledge: Nobility +39, 
  Knowledge: Religion +39, Knowledge: The Planes +39, 
  Sense Motive +22, Spot +22, Spellcraft +38
  Racial Bonus +4 bonus on grapple checks, +1 on all 
  knowledge checks, tentacle reach
  Languages Common, Abyssal, Celestial, Draconic, 
  Dwarven, Infernal, First One languages 
  Combat Gear belt of mighty constitution +6, black 
  robe of the archmagi, headband of vast intelligence +6, 
  Spellbook, ring of freedom of movement, rod of greater 
  metamagic, Quicken, staff of conjuration (DC 10 + spell 
  level + 15 +2)
  SPECIAL ABILITIES
  Acid Dart (Sp): As a standard action you can unleash 
  an acid dart targeting any foe within 30 feet as a ranged 
  touch attack. The acid dart deals 1d6+10 points of acid 
  damage. Emok may use this ability 18 times per day.
  Arcane Bond (Ex/Sp): Emok is bonded to its staff of 
  conjuration. 1/day, Emok may cast a spell it knows 
  from the staff without having to memorize it ahead of 
  time. Additionally, Emok may enchant it as if it had the 
  appropriate item creation feat.
  Breath of Life and Death (Su): Emok is a demon 
  who controls a twisted force of life, and its final ability 
  reflects this.  As a full round action, Emok may exhale 
  deeply, which affects a 30 foot long cone in front of 
  him.  The demon may choose to either restore the hit 
  points of all within the cone (10d6 hit points restored), 
  or inflict all in the area with a bewildering disease that 
  rots both mind and body, simultaneously inflicting 
  confusion, poison, and exhaustion (as per the ray). 
  The effects of the confusion last for 1d4+1 rounds, the 
  exhaustion and poison effects must be recovered from 
  normally.  The fortitude save DC to prevent this effect is 
  28.  It is constitution-based.
  Choking Spell (Su): All of Emok’s conjuration spells 
  are accompanied by a haze of choking vapors.  Any 
  time someone other than Emok is the target or within 
  the area of one of its spells, they take 4 points of 
  constitution damage automatically from gasping and 
  wheezing.  Emok itself is immune to this effect.  Choking 
  spell only triggers once per spell cast.
  Choking Vitality (Su): When Emok is caught within the 
  effects of one of its own conjuration spells, the wizard 
  gains a +4 arcane bonus to constitution. All other 
  effects of the spell are negated. The constitution bonus 
  from Choking Vitality stacks with itself. Choking Vitality 
  may only trigger once per spell cast.
  Dimensional Steps (Sp): Emok may teleport up to 600 
  feet per day as a standard action. This teleportation 
  
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  must be used in 5-foot increments and such movement 
  does not provoke an attack of opportunity. Emok may 
  bring other willing creatures along, but must expend an 
  equal amount of distance for each additional creature 
  transported.
  Disease Immunity (Ex): Emok is immune to all diseases.
  Great Contagion (Su): Emok can inflict a quasi-mystical 
  disease by simply touching an opponent.  With a touch 
  attack as a swift action each round, Emok can force 
  an opponent to make a DC 25 Fortitude save or be 
  affected as per Contagion, with a disease of choice. 
  The save DC is constitution-based.  Coming into direct 
  physical contact with Emok provokes an identical save 
  for each round of contact. Any disease inflicted by this 
  ability causes double ability damage.
  Miasmic Aura (Su): At high level, Emok’s aura renders 
  simple proximity to it quite lethal.  When any other 
  individual is within 10 feet of Emok, the stench forces a 
  DC 28 fortitude save, otherwise the individual becomes 
  paralyzed.  Success on this save causes an individual to 
  become nauseated. Immunity to gas attacks negates 
  this effect.
  Spell Immunities (Su): Emok is immune to the effects 
  of cloud, fog, and gas-based spells, and can see through 
  them as if they did not exist. Additionally, Emok is 
  immune to negative energy effects, any spell with 
  the Evil descriptor, and all spells of the Enchantment/
  Charm school.
  Summoner’s Charm (Su): Whenever Emok casts a 
  conjuration (summoning) spell, increase the duration 
  by a number of rounds equal to ½ its wizard level. Emok 
  may choose to change a summoning spell’s duration to 
  permanent; if he does so, all summoning spells aside 
  from the permanent spell instantly end.
  HARU ANON 
  Haru Anon is a bizarre form of undead.  It was forged of 
  the souls of every person killed by Makesh’s death touch 
  ability, none of whom could travel to the afterlife when 
  killed in that manner.  Haru is over eight feet tall, and 
  could be described as vaguely humanoid.  It has no legs, 
  instead trailing off into vapors, but has a chest that seems 
  made of solid armor in bands of silver and brass.  Its 
  arms look like animated armor held together by strands of 
  smoke, and its hands are tipped with razor-sharp, metallic 
  claws.  Haru’s head is likely the most frightening aspect  
  – a ghostly face that’s constantly flickering and changing 
  from one visage to the next.  When Haru speaks, it sounds 
  like an entire stadium full of people, all whispering at the 
  same time.
  PERSONALITY
  Haru has a collective ‘intellect’ that is actually largely 
  unconscious; the entity’s true nature is known only 
  to Emok.  The currently active part of Haru’s mind is 
  composed of the final thoughts of the souls it is forged 
  from, cobbled together to form an internal dialogue 
  that was designed by Emok to center around a few 
  key concepts.  Specifically, Haru was engineered to be 
  fanatically loyal to Makesh.  Being built as a creature of 
  law and obedience, Haru is almost robotic, and executes its 
  instructions perfectly.
  Haru’s true nature is actually the condensed terror, hatred, 
  and pain of thousands of deaths, locked into eternity.  The 
  only individual aware of this is Emok, who one day hopes 
  to use this hidden truth to achieve some advantage.
  HARU ANON 
  CR 5
  XP 1,600 
  NE Large Undead
  Init +6; Senses darkvision 60 feet.; Perception +10
  DEFENSE
  AC 19, touch 11, flat-footed 17 (-1 size, +2 dex, +8 
  natural)
  hp (max) 88 (6 HD; 6d12+10+6)
  Fort +2, Ref +4, Will +6
  Defensive Abilities Undead Traits;  
  OFFENSE
  Speed Fly 40 ft. (8 squares, perfect)
  Melee Strike +9 Melee (2d6+5+special)
  Full Attack 2 strikes +9 Melee (2d5+5+special)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks Spirit Blast
  TACTICS
  Before Combat Haru does not prepare for combat.
  During Combat At low level, Haru concentrates on 
  staying aloft and catching as many foes inside a spirit 
  blast as possible. It will use superior maneuverability to 
  avoid being attacked.  
  Morale Haru does exactly as Makesh instructs and will 
  fight to the death without complaint if so commanded.
  STATISTICS
  Str 20, Dex 14, Con -, Int 10, Wis 12, Cha 16
  Base Atk +4; CMB +10; CMD 22
  Feats Improved Initiative, Power Attack, Toughness, 
  Weapon Focus (strike) 
  Skills Fly +17, Intimidate +12, Perception +10, Stealth 
  +7
  Racial Bonus undead traits
  Languages Haru can understand any language and 
  may communicate telepathically, although it rarely 
  chooses to. 
  SQ Soul Distortion
  Combat Gear  None
  
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  SPECIAL ABILITIES
  Resilience (Ex): Haru is a strange hybrid of construct 
  and undead, and his sturdy form provides 10 bonus hit 
  points. His hit dice are changed to D12s.
  Soul Distortion (Su): The sheer number of souls 
  concentrated into Haru’s physical body creates a type 
  of spiritual gravity that partially dislodges the souls of 
  nearby creatures.  Any opponent who is at 0 hit points 
  or less while within 60 feet of Haru is instead killed 
  instantly, and cannot stabilize.
  Spirit Blast (Su): As a full round action, Haru can 
  temporarily release a powerful blast of souls, before 
  drawing them back into the collective.  These wraith-
  like beings cause harm to those they come into contact 
  with, absorbing life force.  A spirit blast affects a 30 foot 
  long cone.  All within are entitled to a DC 16 Will save.  If 
  they fail the save, anyone in the area of effect takes 6d6 
  damage.  Haru absorbs ½ of the total damage dealt by 
  spirit blast as healing.  Anyone who succeeds at their 
  saving throw takes 3d6 damage instead.  The save DC is 
  charisma-based.  If an undead creature is caught within 
  the Spirit blast, it is not attacked by the spirits, and is 
  unaffected (not healed, as one might expect).
  Strike (Ex): When an opponent is struck by Haru’s strike 
  attack, he is automatically shaken.  This persists for 1 
  round.  Immunity to fear based effects prevents this 
  penalty.
  HARU ANON 
  CR 10
  XP 9,600 
  NE Large Undead
  Init +6; Senses darkvision 60 feet.; Perception +18
  DEFENSE
  AC 24, touch 11, flat-footed 22 (-1 size, +2 dex, +13 
  natural)
  hp (max) 202 (12 HD; 12d12+50+12)
  Fort +4, Ref +6, Will +13
  Defensive Abilities Undead Traits;  
  OFFENSE
  Speed Fly 50 ft. (10 squares, perfect)
  Melee Strike +16 Melee (2d6+7+special)
  Full Attack 2 strikes +16 Melee (2d6+7+special)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks Spirit Blast
  TACTICS
  Before Combat Haru does not prepare for combat.
  During Combat By mid level, Haru begins to take 
  advantage of his melee abilities. He floats into melee 
  range of weaker hand to hand combatants and utilizes 
  his strikes in combination with combat reflexes in an 
  attempt to paralyze them when they move. His Spirit 
  Blast is used to recover hit points and deal damage to 
  large groups. The constant effect of his draining aura 
  becomes a serious nuisance. 
  Morale Haru follows commands to the letter and has 
  no fear of pain or death.
  STATISTICS
  Str 24, Dex 14, Con -, Int 10, Wis 16, Cha 20
  Base Atk +9; CMB +17; CMD 29
  Feats Ability Focus (Spirit Blast), Combat Reflexes, 
  Improved Initiative, Iron Will, Power Attack, Toughness, 
  Weapon Focus (strike) 
  Skills Fly +21, Intimidate +20, Perception +18, Stealth 
  +13
  Racial Bonus undead traits
  Languages Haru can understand any language and 
  may communicate telepathically, although it rarely 
  chooses to. 
  SQ Soul Distortion
  Combat Gear None
  SPECIAL ABILITIES
  Draining Aura (Su): Simple proximity to Haru is a 
  dangerous thing, all living people gradually take 
  damage as bits of their life force are siphoned off.  Each 
  round at the end of Haru’s turn, any individual within 60 
  feet of Haru’s position takes 2 points of damage.  Haru 
  recovers hit points equal to ½ of the total damage dealt 
  this way.
  Necromantic Bolster (Su): Anyone within 60 feet of 
  Haru suffers a -2 profane penalty on any saving throws 
  versus necromancy spells.
  Resilience (Ex): Haru is a strange hybrid of construct 
  and undead, and his sturdy form provides 50 bonus hit 
  points. His hit dice are changed to D12s.
  Soul Distortion (Su): The sheer number of souls 
  concentrated into Haru’s physical body creates a type 
  of spiritual gravity that partially dislodges the souls of 
  nearby creatures.  Any opponent who is at 0 hit points 
  or less while within 60 feet of Haru is instead killed 
  instantly, and cannot stabilize.
  Spirit Blast (Su): As a full round action, Haru can 
  temporarily release a powerful blast of souls, before 
  drawing them back into the collective.  These wraith-
  like beings cause harm to those they come into contact 
  with, absorbing life force.  A spirit blast affects a 40 foot 
  long cone.  All within are entitled to a DC 22 Will save. 
  If they fail the save, anyone in the area of effect takes 
  10d6 damage.  Haru absorbs ½ of the total damage 
  dealt by spirit blast as healing.  Anyone who succeeds 
  at their saving throw takes 5d6 damage instead.  The 
  save DC is charisma-based.  If an undead creature is 
  caught within the Spirit blast, it is not attacked by the 
  spirits, and is unaffected (not healed, as one might 
  expect).
  
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  Strike (Ex): When an opponent is struck by Haru’s strike 
  attack, he must make a DC 21 fortitude save or become 
  paralyzed for 1 round.  Immunity to fear based effects 
  prevents this penalty.
  HARU ANON 
  CR 15
  XP 51,200 
  NE Large Undead
  Init +7; Senses darkvision 60 feet.; Perception +25
  DEFENSE
  AC 30, touch 12, flat-footed 27 (-1 size, +3 dex, +18 
  natural)
  hp (max) 334 (18 HD; 18d12+100+18)
  Fort +6, Ref +9, Will +17
  Defensive Abilities Undead Traits;  
  OFFENSE
  Speed Fly 60 ft. (12 squares, perfect)
  Melee Strike +22 Melee (3d6+9+special)
  Full Attack 2 strikes +22 Melee (3d6+9+special)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks Spirit Blast
  TACTICS
  Before Combat Haru does not prepare for combat.
  During Combat Now, Haru’s very presence is deadly 
  to his opponents.  He uses his superior mobility and 
  ranged attack to stay healed, and to deal with his foes. 
  Sometimes, he will grapple a single individual, fly to a 
  great height, and then drop them. He has a very large 
  amount of hit points and can recover quite quickly, 
  especially if his foes are clustered together.
  Morale In any combat, Haru is more mechanical than 
  cruel, but he does fight fearlessly and without mercy.
  STATISTICS
  Str 28, Dex 16, Con -, Int 10, Wis 18, Cha 24
  Base Atk +13; CMB +23; CMD 41
  Feats Ability Focus (Spirit Blast), Combat Reflexes, 
  Defensive Combat Training, Flyby Attack, Improved 
  Initiative, Improved Natural Attack, Iron Will, Power 
  Attack, Toughness, Weapon Focus (strike) 
  Skills Fly +30, Intimidate +28, Perception +25, Stealth 
  +20
  Racial Bonus undead traits
  Languages Haru can understand any language and 
  may communicate telepathically, although it rarely 
  chooses to. 
  SQ Soul Distortion
  Combat Gear  None
  SPECIAL ABILITIES
  Draining Aura (Su): Simple proximity to Haru is a 
  dangerous thing, all living people gradually take 
  damage as bits of their life force are siphoned off.  Each 
  round at the end of Haru’s turn, any individual within 
  60 feet of Haru’s position takes 3 points of damage.  
  Haru recovers hit points equal to ½ of the total damage 
  dealt this way (round healing down based upon total 
  amount).
  Necromantic Bolster (Su): Anyone within 60 feet of 
  Haru suffers a -2 profane penalty on any saving throws 
  versus necromancy spells.
  Resilience (Ex): Haru is a strange hybrid of construct 
  and undead, and his sturdy form provides 100 bonus 
  hit points. His hit dice are changed to D12s.
  Soul Distortion (Su): The sheer number of souls 
  concentrated into Haru’s physical body creates a type 
  of spiritual gravity that partially dislodges the souls of 
  nearby creatures.  Any opponent who is at 0 hit points 
  or less while within 60 feet of Haru is instead killed 
  instantly, and cannot stabilize.
  Spirit Blast (Su): As a standard action, Haru can 
  temporarily release a powerful blast of souls, before 
  drawing them back into the collective.  These wraith-
  like beings cause harm to those they come into contact 
  with, absorbing life force.  A spirit blast affects a 50 foot 
  long cone.  All within are entitled to a DC 27 Will save.  
  If they fail the save, anyone in the area of effect takes 
  15d6 damage.  Haru absorbs ½ of the total damage 
  dealt by spirit blast as healing.  Anyone who succeeds 
  at their saving throw takes 7d6 damage instead.  The 
  save DC is charisma-based.  If an undead creature is 
  caught within the Spirit blast, it is not attacked by the 
  spirits, and is unaffected (not healed, as one might 
  expect).
  Strike (Ex): When an opponent is struck by Haru’s strike 
  attack, he must make a DC 26 fortitude save or become 
  paralyzed for 1d4+1 rounds.  Immunity to fear based 
  effects prevents this penalty.
  HARU ANON 
  CR 20
  XP 307,200 
  NE Large Undead
  Init +7; Senses darkvision 120 feet.; Perception +32
  DEFENSE
  AC 36, touch 12, flat-footed 34 (-1 size, +3 dex, +34 
  natural)
  hp (max) 449 (23 HD; 23d12+150+23)
  Fort +7, Ref +12, Will +21
  Defensive Abilities Undead Traits;  
  OFFENSE
  Speed Fly 70 ft. (14 squares, perfect)
  Melee Strike +29 Melee (3d6+12+special)
  Full Attack 2 strikes +29 Melee (3d6+12+special)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks Spirit Blast
  
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  TACTICS
  Before Combat Haru does not prepare for combat.
  During Combat Haru is close to his apex of power, and 
  is more than capable of laying a party to waste.  His 
  high speed, maneuverability, and paralysis combine 
  to make him a deadly foe in the air, and his Spirit Blast 
  deals untold of damage to any who dare oppose him. 
  Overall, Haru is an extremely challenging opponent for 
  those who don’t know what to expect.
  Morale In any combat, Haru is more mechanical than 
  cruel, but he does fight fearlessly and without mercy.
  STATISTICS
  Str 34, Dex 16, Con -, Int 10, Wis 22, Cha 26
  Base Atk +17; CMB +30; CMD 49
  Feats Ability Focus (Spirit Blast), Combat Reflexes, 
  Defensive Combat Training, Flyby Attack, Improved 
  Initiative, Improved Natural Armor, Improved Natural 
  Attack, Iron Will, Lightning Reflexes, Power Attack, 
  Toughness, Weapon Focus (strike) 
  Skills Fly +35, Intimidate +34, Perception +32, Stealth 
  +25
  Racial Bonus undead traits
  Languages Haru can understand any language and 
  may communicate telepathically, although it rarely 
  chooses to. 
  SQ Healing Negation, Soul Distortion
  Combat Gear None
  SPECIAL ABILITIES
  Consume Soul (Su): If any living being dies within 60 
  feet of Haru, his consume soul ability automatically 
  activates as a free, immediate action.  Haru’s body 
  seems to open up like some type of macabre flower 
  and draw the spirit into him, where it is melded into 
  the collective and lost forever.  If Haru uses Consume 
  Soul, he gains a +4 profane bonus to strength, wisdom, 
  and charisma for the duration of the battle, as well as 20 
  bonus hit points.  Mutiple uses of Consume soul stack.
  Draining Aura (Su): Simple proximity to Haru is a 
  dangerous thing, all living people gradually take 
  damage as bits of their life force are siphoned off.  Each 
  round at the end of Haru’s turn, any individual within 
  60 feet of Haru’s position takes 4 points of damage.  
  Haru recovers hit points equal to ½ of the total damage 
  dealt this way (round healing down based upon total 
  amount).
  Healing Negation (Su): Any healing or restorative 
  magic used on a living person is negated completely 
  when within 60 feet of Haru.
  Necromantic Bolster (Su): Anyone within 60 feet of 
  Haru suffers a -4 profane penalty on any saving throws 
  versus necromancy spells.
  Resilience (Ex): Haru is a strange hybrid of construct 
  and undead, and his sturdy form provides 150 bonus 
  hit points. His hit dice are changed to D12s.
  Soul Distortion (Su): The sheer number of souls 
  concentrated into Haru’s physical body creates a type 
  of spiritual gravity that partially dislodges the souls of 
  nearby creatures.  Any opponent who is at 0 hit points 
  or less while within 60 feet of Haru is instead killed 
  instantly, and cannot stabilize.
  Spirit Blast (Su): As a standard action, Haru can 
  temporarily release a powerful blast of souls, before 
  drawing them back into the collective.  These wraith-
  like beings cause harm to those they come into contact 
  with, absorbing life force.  A spirit blast affects a 60 foot 
  long cone.  All within are entitled to a DC 31 Will save.  
  If they fail the save, anyone in the area of effect takes 
  20d6 damage.  Haru absorbs ½ of the total damage 
  dealt by spirit blast as healing.  Anyone who succeeds 
  at their saving throw takes 10d6 damage instead.  The 
  save DC is charisma-based.  If an undead creature is 
  caught within the Spirit blast, it is not attacked by the 
  spirits, and is unaffected (not healed, as one might 
  expect).
  Strike (Ex): When an opponent is struck by Haru’s 
  strike attack, he must make a DC 29 fortitude save or 
  become paralyzed for 1d4+1 rounds.  If he succeeds, 
  he is shaken for 1 round. Immunity to fear based effects 
  prevents this penalty.
  HARU ANON 
  CR 25
  XP 1,638,400 
  NE Large Undead
  Init +10; Senses darkvision 120 feet.; Perception +13
  DEFENSE
  AC 42, touch 15, flat-footed 36 (-1 size, +6 dex, +37 
  natural)
  hp (max) 690 (30 HD; 30d12+300+30)
  Fort +10, Ref +18, Will +32
  Defensive Abilities Undead Traits
  OFFENSE
  Speed Fly 70 ft. (14 squares, perfect)
  Melee Strike +39 Melee (3d6+17+special)
  Full Attack 2 strikes +39 Melee (3d6+17+special)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks Spirit Blast
  TACTICS
  Before Combat Haru does not prepare for combat.
  During Combat Haru has awakened – all at once. 
  His souls battle for dominance, leaving him with the 
  mind of a raving idiot, but the force of will of a small 
  army.  His will is so powerful, in fact, that other living 
  creatures can physically sense it - they become swept 
  up in Haru’s desires, even if he only shouts and roars 
  
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  like a mad god.  Haru is fond of summoning a variety of 
  undead and then unleashing his spirit blast to recover 
  – followed by yet more summoning.  He is literally a 
  walking army, and can become very dangerous after a 
  few short rounds.
  Morale Haru is completely insane and rapacious, 
  but he will follow Emok and Makesh’s commands 
  unflinchingly.
  STATISTICS
  Str 44, Dex 22, Con -, Int 6, Wis 36, Cha 42
  Base Atk +22; CMB +40; CMD 64
  Feats Ability Focus (Spirit Blast), Combat Reflexes, 
  Defensive Combat Training, Deflect Arrows, Flyby 
  Attack, Improved Initiative, Improved Natural Armor, 
  Improved Natural Attack, Improved Unarmed Strike, 
  Iron Will, Lightning Reflexes, Power Attack, Scorpion 
  Style, Toughness, Weapon Focus (strike) 
  Skills Fly +45, Intimidate +49
  Racial Bonus undead traits
  Languages Haru can no longer understand anyone 
  other than Emok and does not attempt to communicate. 
  SQ Healing Negation, Soul Distortion, Thousand Voices
  Combat Gear None
  SPECIAL ABILITIES
  Consume Soul (Su): If any living being dies within 60 
  feet of Haru, his consume soul ability automatically 
  activates as a free, immediate action.  Haru’s body 
  seems to open up like some type of macabre flower 
  and draw the spirit into him, where it is melded into 
  the collective and lost forever.  If Haru uses Consume 
  Soul, he gains a +4 profane bonus to strength, wisdom, 
  and charisma for the duration of the battle, as well as 20 
  bonus hit points.  Mutiple uses of Consume soul stack. 
  When consume soul triggers, Haru may use his spirit 
  blast as a free action. Doing so consumes an attack of 
  opportunity. 
  Draining Aura (Su): Simple proximity to Haru is a 
  dangerous thing, all living people gradually take 
  damage as bits of their life force are siphoned off.  Each 
  round at the end of Haru’s turn, any individual within 
  60 feet of Haru’s position takes 6 points of damage.  
  Haru recovers hit points equal to ½ of the total damage 
  dealt this way (round healing down based upon total 
  amount).
  Healing Negation (Su): Any healing or restorative 
  magic used on a living person is reversed when within 
  60 feet of Haru. Cure spells become the corresponding 
  inflicts, and heal becomes harm. Spells that would 
  normally restore a target to life instead raise them as a 
  5 HD wraith under Haru’s control.
  Necromantic Bolster (Su): Anyone within 60 feet of 
  Haru suffers a -6 profane penalty on any saving throws 
  versus necromancy spells.
  Resilience (Ex): Haru is a strange hybrid of construct 
  and undead, and his sturdy form provides 300 bonus 
  hit points. His hit dice are changed to D12s.
  Soul Channel (Su): Haru’s souls are consumed with 
  restless energy, threatening to tear his body to pieces. 
  When he uses Soul Channel, he unleashes several of 
  his angry spirits to serve him.  As a full-round action, 
  Haru may sacrifice any number of hit points.  For 
  a certain value of hit points he sacrifices, he may 
  instantly summon a particular type of undead.  Only 
  the following undead may be selected from:
   • Allips (5 hit points each)
   • Dread Wraiths (40 hit points each)
   • Shadows (5 hit points)
   • Specters (15 hit points)
   • Wraiths (10 hit points)
  These undead are considered to be an extension of his 
  body, and all are affected as if under a desecrate spell, 
  with Haru acting as the shrine.  The undead are released 
  as a standard action.  He may only release a maximum 
  of 10 undead per round.
  Soul Distortion (Su): The sheer number of souls 
  concentrated into Haru’s physical body creates a type 
  of spiritual gravity that partially dislodges the souls of 
  nearby creatures.  Any opponent who is at 0 hit points 
  or less while within 60 feet of Haru is instead killed 
  instantly, and cannot stabilize.
  Spirit Blast (Su): As a standard action, Haru can 
  temporarily release a powerful blast of souls, before 
  drawing them back into the collective.  These wraith-
  like beings cause harm to those they come into contact 
  with, absorbing life force.  A spirit blast affects an 80 
  foot long cone.  All within are entitled to a DC 41 Will 
  save.  If they fail the save, anyone in the area of effect 
  takes 30d6 damage.  Haru absorbs ½ of the total 
  damage dealt by spirit blast as healing.  Anyone who 
  succeeds at their saving throw takes 15d6 damage 
  instead.  The save DC is charisma-based.  If an undead 
  creature is caught within the Spirit blast, it is not 
  attacked by the spirits, and is unaffected (not healed, 
  as one might expect).
  Strike (Ex): When an opponent is struck by Haru’s 
  strike attack, he must make a DC 39 fortitude save or 
  become dominated for 1d4+1 rounds. Immunity to 
  fear based effects prevents this penalty. Immunity to 
  enchantment or charm-based effects does not provide 
  any protection.
  Thousand Voices (Ex): Haru can no longer communicate 
  – instead, his souls all speak and shout simultaneously, 
  cries for mercy and yells of rage crash over one another 
  in a confusing jumble.  Any living individual who is 
  within 30 feet of Haru is deafened, and must make a DC 
  45 concentration check to successfully cast any spell or 
  perform any action requiring concentration.
  
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  RELATIONS WITH  
  THE WORLD OF EXODUS
  The Folding Circle is considered a serious threat by most 
  governments, although they command a grudging respect: 
  following are the specific interactions with the greatest 
  nations on Exodus.
  THE ARMAN PROTECTORATE
  The Folding Circle has a particular grudge against the 
  Arman Protectorate, as Makesh’s tribal ancestors were 
  embroiled in serious conflicts with the Armans for 
  generations.  Makesh is especially hard on the rulership 
  of the protectorate, and this is one of the most common 
  sites for raids.  Hence, the Folding Circle has an extremely 
  fearsome reputation in the region.
  Effects: All members of the Folding Circle gain a +1 
  morale bonus to intimidate checks, attack rolls, and damage 
  rolls versus individuals from the Arman protectorate.  
  CANEUS EMPIRE
  The Sanguine Covenant considers the Folding Circle 
  to be a dangerous, heretical cult.  Underneath the 
  surface, however, there are contacts between high status 
  Covenant members and Emok, with Nysska sporting a few 
  connections as well.  Secret meetings are held to conduct 
  magical or religious research that would normally be 
  considered strictly off limits for the Covenant.  Although 
  the group, on the surface, appears to be under warrant 
  for arrest, the truth remains:  members of the Circle are 
  always captured, not killed, and tend to be released on 
  technicalities as part of an ‘agreement’.
  Effects: If a Folding Circle member is captured within the 
  Caneus Empire, he may make a diplomacy check versus 
  a DC equal to his character level +15.  If successful, 
  someone has come to his aid, and he is released with no 
  charge the following day.
  DOMINION
  The Folding Circle has little interaction with the Dominion.  
  Even though the Dominion’s magical technology is 
  very interesting to Emok in particular, the heavy arcane 
  safeguards in place make the nation difficult to infiltrate.  
  Thus, the Folding Circle has traditionally held off on 
  judging or attacking the Dominion, and the region serves 
  as a bit of a neutral ground.   
  Effects: If operating within the Dominion, a Folding 
  Circle member receives a +2 circumstance bonus to 
  disguise checks.
  IMPERIAL ALLIANCE
  The Folding Circle agrees with the concept of the Imperial 
  Alliance in theory, but believes its execution to be weak 
  and worthless.  The Circle often assassinates diplomats 
  within the Alliance who are actively working for their own 
  interests, and then attempts to place law-abiding (although 
  generally militant) individuals in high places.  This has had 
  a strange effect on the Alliance – many politicians view 
  the Folding Circle as devastating opponents and criminals 
  of the highest order, while others know that only corrupt 
  individuals are killed, and secretly root for the Circle’s 
  influence.
  Effects: When dealing with Alliance politicians of a Lawful 
  alignment, any Circle member gains a +4 circumstance 
  bonus to diplomacy checks.  Neutral politicians are at +0, 
  and chaotics are at -4. 
  JANUS HORDE
  The Janus Horde occupies what could be considered the 
  Folding Circle’s “Home territory”.  The various barbarian 
  tribes are under Makesh’s watch, who is obsessed with 
  keeping the tribes obedient to his concepts of law and 
  honor.  This causes a mix of fear, hatred, awe, and hero 
  worship to spring up around the Folding Circle in general, 
  and Makesh in particular: the common people love him, 
  believing he will protect them from injustices.  The tribal 
  leaders fear him, as the destruction of Whitemoon is 
  legendary.
  Effects: Members of the Folding Circle gain a +2 bonus 
  to all diplomacy, gather information, and intimidate checks 
  when dealing with the Janus Horde’s commoners, and a 
  similar penalty when dealing with tribal leaders. 
  REIS CONFEDERACY
  The Reis Confederacy and the Folding Circle share one 
  common feature – both are connected to Khayne in some 
  fashion.  However, opinions within the confederacy on 
  both the ancient bloody cult of Khayne and the Folding 
  Circle’s connection to it vary wildly.  The Folding Circle 
  will occasionally operate directly with the Brotherhood 
  of Khayne, although their alliance is tenuous at best.  
  The current government thinks that the Folding Circle is 
  actually some offshoot of the Brotherhood and treats the 
  two identically; this has caused serious confusion amongst 
  the common people and lawmakers alike.
  Effects: Within the Reis Confederacy, the Folding Circle 
  can contact members of the Brotherhood for assistance.  
  Any member of the Folding Circle of 6th level or higher 
  is treated as having the Leadership feat for as long as they 
  remain within the Confederacy, with the caveat that he 
  may only recruit brotherhood cultists.  These alliances 
  dissipate once the region is exited.  Also, when within the 
  Confederacy, Folding Circle members are treated as if they 
  were Brotherhood members in respects to the law.
  MEMBERSHIP
  There are really only 5 members of the Folding Circle.  
  This doesn’t mean that other individuals can’t benefit 
  from being within their orbit, however.  In addition to 
  the five main members, there is a network of contacts, 
  
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  toadies, foot soldiers and informants who operate under 
  the Folding Circle’s influence.  Any person who interacts 
  with the Circle does so through a type of ‘sponsorship’ – 
  they are taken in as a Protégé of a particular Circle leader, 
  and perform tasks and missions for them.  This is the only 
  contact that a Protégé has within the circle – at least until 
  they are highly trusted.
  BENEFITS: PROTEGE FEATS
  So how do you get your foot in the door?  The answer 
  is simple: you have to take one of the following Protégé 
  feats, which establishes a relationship with the individual 
  in question.  A character may only have one Protégé feat 
  at any given time.
  THE DESTROYER’S PROTEGE - SOCIETY, PROTEGE
  You have won the Destroyer’s favor.
  Prerequisites: Strength 13+, chaotic neutral, chaotic 
  evil, or neutral evil alignment, must have had favorable 
  contact with the Destroyer
  Benefit: As the Destroyer’s Protégé, you have great 
  power in battle.  Any time you use a rage class feature, 
  you gain an additional +2 bonus to strength.  This 
  stacks with all other strength bonuses.  Additionally, 
  you may contact the Destroyer to acquire missions, and 
  gain a +4 circumstance bonus to all diplomacy checks 
  made with him.
  EMOK ZENYAKA’S PROTEGE - SOCIETY, PROTEGE
  You have won Emok Zenyaka’s favor.
  Prerequisites: Intelligence 13+, true neutral, lawful 
  evil, or neutral evil alignment, must have had favorable 
  contact with Emok
  Benefit: Emok has graced you with a variety of magical 
  gifts.  Any fortitude saves that are provoked by a spell or 
  class feature you use gain a +1 bonus to their DC.  This 
  stacks with all other save DC bonuses.  Additionally, 
  you may contact Emok to acquire missions, and gain a 
  +4 circumstance bonus to all diplomacy checks made 
  with it.
  MAKESH’S PROTEGE - SOCIETY, PROTEGE
  You have won Makesh’s favor.
  Prerequisites: wisdom 13+, lawful neutral, lawful evil, 
  or neutral evil alignment, must have had favorable 
  contact with Makesh
  Benefit: Makesh has seen the justice and severity that 
  dwells in your heart.  Twice per day, as a immediate 
  action, you may choose to recover as many hit points 
  as points of damage you deal with your melee attacks 
  for 1 round. Additionally, you may contact Makesh to 
  acquire missions, and gain a +4 circumstance bonus to 
  all diplomacy checks made with him.
  NYSSKA’S PROTEGE - SOCIETY, PROTEGE
  You have won Nysska’s favor.
  Prerequisites: Dexterity 13+, lawful neutral, lawful 
  evil, or neutral evil alignment, must have had favorable 
  contact with Nysska
  Benefit:  Nysska’s shadowy touch has imparted you 
  with great power.  When attacking from shadow, you 
  gain a +1 circumstance bonus on all attack and damage 
  rolls.  Additionally, you may contact Nysska to acquire 
  missions, and gain a +4 circumstance bonus to all 
  diplomacy checks made with her.
  MEMBERSHIP IN  
  THE FOLDING CIRCLE
  While the Folding Circle ‘proper’ has only 5 members, 
  the Destroyer commands a large number of warriors, who 
  serve as foot soldiers and muscle for the organization.  
  Their stat blocks follow.
  SEEKER-IN-FLAME
  The torch you’re holding sputters suddenly, releasing a 
  great belch of smoke and sparks.  With a flash, a humanoid 
  figure ripples from the blazing cloud, trailing streamers of 
  flame.  The being lands sprawled on the ground then rises 
  into a predatory crouch as it surveys you.  It has skin as 
  black as charred wood, riddled with rents and cracks.  It’s 
  slender and inhuman.  And the face, the face.  The thing 
  has no face, merely a smooth black plane with a jagged 
  circle carved into it, glowing like molten embers.  This is 
  the Seeker-in-Flame, and he has found you.
  HISTORY
  Although it’s well-known that the Dalreans have two 
  primary ‘ethnic groups’ within their race – those who resist 
  fire versus those who resist ice -  the exact relations and 
  purposes of these groups are a mystery to outsiders.  In 
  truth, each group reveres a different extreme of the forces 
  of nature (the power of the wildfires of summer, versus the 
  power of the long and chilling winter), and has appropriate 
  funerary and ceremonial rites.  The two subspecies hold 
  primacy of the ‘patch’ during their appropriate season and 
  act as a form of government during that time.
  There are points during each summer and winter when 
  the older Dalreans are expected to sacrifice themselves 
  so that they may become loam for the new generation.  
  This is considered a great honor amongst their people, but 
  there are always those individuals who turn against this 
  tradition out of a desire to live a longer life.  The Dalreans, 
  ever pragmatic, think this a selfish and even sacrilegious 
  act, and invest great power and energy in hunting the 
  mavericks down to return them to the patch for absorption 
  - here is where Seeker-in-Flame and his counterpart enter 
  the picture.
  
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  48
  The two groups, fire and ice, each have a single Seeker 
  who is imbued with powerful shamanic magics and 
  tasked to hunt those who have fled from their fate.  A 
  single individual is chosen to perform each role for all 
  Dalrean patches – this is really the only form of cohesive 
  organization that the Dalreans enforce across more than 
  one patch.  Both Seekers must be firm believers in justice 
  and the rule of tradition.  Seeker-in-Flame more than 
  exemplifies these qualities.
  Seeker-in-Flame became known to Makesh through tribal 
  channels and old legends that were circulating around 
  Sametia.  Makesh believed Seeker to be a kindred spirit as 
  well as a potential ally, and sought to find him via the Star 
  Fountain for many years with little initial success.  Makesh 
  struck on the idea of capturing several rogue Dalreans in 
  an attempt to lure Seeker to him - sure enough, it worked. 
  Makesh offered the Dalreans as a gift and explained his 
  position and his goals. 
  Seeker in Flame was at first hesitant about joining Makesh 
  on his crusade – Dalreans tend not to become involved in 
  the affairs of outsiders, after all.  But Makesh was very 
  persuasive, and offered joint cooperation, which would be 
  a boon for Seeker given the enormity of his task.  Seeker 
  soon came to see the virtues of a universally imposed 
  justice, and agreed to assist the Folding Circle when he 
  was needed, while not joining the organization as a full 
  member.
  PERSONALITY 
  Seeker is quite different from most other NPCs.  Like all 
  Dalreans, his motives are strange – he wants no wealth, no 
  resources, no pleasure.  Instead, Seeker desires only to do 
  his duty to the Dalrean people and pursues goals in line 
  with his concept of justice; it just so happens that those 
  goals intersect with Makesh’s.  When acting in the service 
  of the Folding Circle, he carves the group’s symbol across 
  his face as a sign of fealty.
  Seeker cannot speak and prefers not to interact with other 
  people directly.  He has a strong empathic bond with 
  Triboras, who will generally do most of the talking while 
  Seeker watches mutely.  If forced to communicate via his 
  empathic abilities, he only provides the absolute minimum 
  of interaction necessary to get his point across, never 
  clarifies, and only goes over a point once.  He often gives 
  no sign that he has even heard people that are talking to 
  him.
  SEEKER-IN-FLAME 
  CR 10
  12,800 XP
  Male Dalrean ranger 11 
  Lawful Neutral Medium plant 
  Init +9; Senses Perception +18
  DEFENSE
  AC 26, touch 15, flat-footed 21 (+5 Dex, +11 natural)
  hp (max): 176 (11d10+66)
  Fort +13, Ref +12, Will +7
  Defensive Abilities evasion
  Immune fire
  Weaknesses cold
  OFFENSE
  Speed 50 ft.
  Ranged Burning Arc +18/+13/+8 (2d6+6 fire/×3)
  Special Attacks favored enemy (human +6, monstrous 
  humanoid +4, reptilian humanoid +2), firewalk, quarry, 
  seeking flame
  Ranger Spells Prepared (CL 11th; concentration 
  +15)
  3rd - command plants, cure moderate wounds
  2nd - protection from energy, spike growth
  1st - alarm, entangle, longstrider
  TACTICS
  Before Combat If aware of imminent combat, Seeker-
  in-Flame applies his oil of barkskin and uses the Burning 
  Arc to start several fires in the area, to make tactical use 
  of his firewalk ability. 
  During Combat Seeker-in-Flame stays at range, pelting 
  enemies with attacks from the Burning Arc. He tries to 
  keep out of melee by using his firewalk ability, and if 
  enemies cluster around one fire he will explode out 
  from it in a fireball. 
  Morale Seeker-in-Flame has a strong sense of duty, 
  and will show extreme bravery when on a dedicated 
  mission. When in combat but not pursuing a goal, he is 
  more likely to use his eye of flame to find a nearby fire 
  source and firewalk to escape the battle.    
  STATISTICS
  Str 10, Dex 20, Con 22, Int 12, Wis 18, Cha 8
  Base Atk +11; CMB +11; CMD 26
  Feats Blind-Fight, Climate Adaptation (fire), Endurance, 
  Improved Initiative, Improved Precise Shot, Manyshot, 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (longbow)
  Skills Climb +14, Handle Animal +13, Knowledge 
  (geography) +15, Perception +18, Spellcraft +15, 
  Stealth +19, Survival +18, Swim +14
  Languages Dalrean telepathy   
  SQ eye of fire, favored terrain (forest +4, plains +2)  , 
  flame absorption, flamanifest, hunter’s bond (Triboras), 
  plant traits, smoketracking, swift tracker, track (+5), wild 
  empathy (+10), woodland stride
  Combat Gear oil of barkskin +5, oil of cure serious 
  wounds; Other Gear belt of physical might (Dexterity 
  and Constitution) +4, Burning Arc
  SPECIAL ABILITIES
  Burning Arc (Su): At will, Seeker-in-Flame may sweep 
  his hand through the air, trailing an arc of flame which 
  he grabs and wields like a bow. This is the Burning Arc, 
  Seeker-in-Flame’s unique weapon. It fires bolts of flame 
  
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  49
  that deal 2d6+6 fire damage; this becomes 6d6+18 on a 
  critical. The Burning Arc has no physical form; it cannot 
  be sundered and requires no ammunition. A character 
  who comes into contact with the Burning Arc takes 1d6 
  fire damage. Seeker-in-Flame’s fire absorption ability 
  causes the Burning Arc to heal him 1d6 points of 
  damage each round while he touches it. The Burning 
  Arc sheds light as a hooded lantern.
  Combat Style Feat (Ex): Seeker-In-Flame gains Point 
  Blank Shot, Precise Shot, and Rapid Shot as bonus feats.
  Endurance: Seeker-In-Flame gains Endurance as a 
  bonus feat.
  Evasion (Ex): If Seeker-In-Flame makes a 
  successful Reflex saving throw against an attack 
  that normally deals half damage on a successful 
  save, he instead takes no damage. Evasion can 
  be used only if Seeker-In-Flame is wearing light 
  armor, medium armor, or no armor. Seeker-In-
  Flame does not gain the benefit of evasion if he 
  is helpless.
  Eye 
  of 
  Fire 
  (Ex): 
  Seeker-in-Flame 
  is 
  physiologically blind, but he has the ability 
  to perceive any area touched by the light 
  of a fire. In any area subject to fire-
  based illumination, whether bright or 
  shadowy, Seeker-in-Flame is treated 
  as having Blindsight. This ability 
  functions from the fire source out 
  to 1,000 feet, and Seeker-in-Flame 
  doesn’t need to be within the light 
  radius himself to sense objects within it.
  For example, if Seeker-in-Flame hides in 
  the shadows 500 feet away from a group at a 
  campground, he would be aware of everything 
  illuminated by the campfire, even though he 
  is nowhere near it. When using the eye of fire, 
  Seeker-in-Flame gains a +8 circumstance bonus 
  to all Perception checks made on illuminated 
  areas he is observing, and suffers no 
  penalties for lighting conditions. In open 
  daylight, the eye of fire functions only 
  to a 60 foot radius around any fire 
  source.
  Seeker-in-Flame 
  is 
  simultaneously aware of all 
  illuminated 
  areas 
  within 
  1,000 feet of the eye of fire, 
  as there may be multiple 
  fire sources burning at 
  once. The Burning Arc 
  creates 
  fire-based 
  illumination, 
  as 
  does its projectiles (which can thus be used as a kind 
  of ‘vision dart’).
  Favored Terrain (Ex): Seeker-In-Flame gains a +4 
  bonus on initiative checks and Knowledge (geography), 
  Perception, Stealth, and Survival skill checks when he is 
  in forest terrain, and a +2 on these checks when he is 
  in plains terrain. When traveling through his favored 
  terrain, Seeker-In-Flame leaves no trail and cannot be 
  tracked (though he may leave a trail if he so chooses). 
  
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  If a specific terrain falls into both categories of favored 
  terrain, Seeker-In-Flame’s bonuses do not stack; he 
  simply uses the higher of the two.
  Firewalk (Su): As a move action, Seeker-in-Flame may 
  teleport to any open flame, of any size, within 500 feet. 
  He appears at a location of his choice within 10 feet of 
  the fire. Seeker-in-Flame may opt to burst out of the 
  flame itself, creating a fireball that deals 6d6 damage 
  (DC 19 Reflex for half damage) in a 10 foot burst around 
  the flame. The save DC is Wisdom based. Firewalk is 
  considered an extradimensional effect, subject to such 
  spells as dimensional lock.
  Flamanifest (Su): Flamanifest functions as firewalk, 
  but it may only be used on any fire within 100 feet of 
  a target who is subject to smoketracking. Seeker-in-
  Flame may peer, as per the eye of fire, from any such 
  fire for as long as smoketracking is in operation. Use of 
  flamanifest is a swift action.
  Flame Absorption (Ex): The Seeker-in-Flame is more 
  than immune to fire damage, he is healed by it. Any 
  fire damage Seeker-in-Flame would take is treated as 
  healing instead. Seeker-in-Flame may voluntarily waive 
  any Reflex saves versus fire effects.
  Hunter’s Bond (Ex): Seeker-In-Flame’s hunter’s bond 
  manifests as his relationship with Triboras the fire 
  mephit. This takes the place of an animal companion.
  Mouthless (Ex): Seeker-in-Flame is mouthless and 
  cannot speak. Instead, Seeker-in-Flame communicates 
  through a type of empathy derived from released 
  spore-pheromones, which manifests as telepathy 
  with a 60 foot range. Spells cast that require verbal 
  components are considered silent spells (but do not 
  require an extra level to prepare). 
  Plant Traits: Dalreans possess some plant creature 
  traits. Dalreans are not subject to attacks or effects 
  that can only target humanoids. Additionally, they are 
  immune to critical hits, paralysis, poison, precision-
  based damage, sleep, and stunning.
  Quarry (Ex): As a standard action, Seeker-In-Flame can 
  denote one target within his line of sight as his quarry. 
  Whenever he is following the tracks of his quarry, he 
  can take 10 on his Survival skill checks while moving 
  at normal speed, without penalty. In addition, he 
  receives a +2 insight bonus on attack rolls made against 
  his quarry, and all critical threats are automatically 
  confirmed. Seeker-In-Flame can have no more than 
  one quarry at a time and the creature’s type must 
  correspond to one of his favored enemy types. He can 
  dismiss this effect at any time as a free action, but he 
  cannot select a new quarry for 24 hours. If Seeker-In-
  Flame sees proof that is quarry is dead, he can select 
  a new quarry after waiting 1 hour. If Seeker-In-Flame 
  targets his quarry with a seeking flame, the benefits 
  stack.   
  Seeking Flame (Su): Once per round as a swift action, 
  Seeker-in-Flame may unleash a seeking flame. The 
  seeking flame automatically strikes a single target 
  within 120 feet, dealing 4d4+5 fire damage. Additionally, 
  a character struck by the seeking flame is marked, and 
  more easily attacked with the Burning Arc – all attacks 
  on a marked character made with the Burning Arc gain 
  a +2 insight bonus to attack and treat the target as if it 
  were a favored enemy (+2).   This bonus stacks with any 
  regular favored enemy bonuses against the target.
  Sightless (Ex): Seeker-in-Flame has no eyes, perceiving 
  only through the eye of fire. Seeker-in-Flame is blind 
  under normal conditions and is never affected by 
  vision-based effects, illusions, and patterns, even ones 
  that occur within range of his eye of fire.    
  Smoketracking (Su): Seeker-in-Flame may use 
  smoketracking in one of two ways. The first method 
  requires an object that was owned or touched (for 
  a minimum of 10 minutes continual contact) by the 
  intended tracking target. The object may be of any 
  size, but must be intact. Seeker-in-Flame immolates 
  the object in his hand, which creates a coil of magical 
  smoke that leads to the quarry. The effective range 
  of this ability is 1,100 miles. The smoke, visible only 
  to Seeker-in-Flame, traces an unnerring path to the 
  target and remains for 1 day. During this time, Seeker-
  in-Flame gains a +16 insight bonus on all his Survival 
  checks to track the target.
  The second use of smoketracking requires a piece 
  of parchment with the target’s name written on it. 
  Seeker-in-Flame immolates the parchment and the coil 
  of smoke appears, but lasts only for 1 hour and has a 
  range of 11 miles. Since Seeker-in-Flame is blind, he 
  usually has Triboras write the name out. Each form of 
  smoketracking may be used once per day. Consider 
  smoketracking the equivalent of a 9th level divination 
  with a caster level of 20.
  Swift Tracker (Ex): Seeker-In-Flame can move his 
  normal speed while using Survival to follow tracks 
  without taking the normal -5 penalty. He takes only a 
  -10 penalty (instead of the normal -20) when moving at 
  up to twice normal speed while tracking. 
  Track (Ex): Seeker-in-Flame adds half his ranger level 
  (minimum 1) to Survival skill checks made to follow or 
  identify tracks.
  Wild Empathy (Ex): Seeker-In-Flame can improve the 
  initial attitude of an animal. This ability functions just 
  like a Diplomacy check to improve the attitude of a 
  person. Seeker-In-Flame rolls 1d20 and adds his ranger 
  level and his Charisma bonus to determine the wild 
  empathy check result. The typical domestic animal has 
  a starting attitude of indifferent, while wild animals are 
  usually unfriendly.
  
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  To use wild empathy, Seeker-In-Flame and the animal 
  must be within 30 feet of one another under normal 
  visibility conditions (in Seeker-In-Flame’s case, the 
  animal must be within range of his eye of fire ability). 
  Generally, influencing an animal in this way takes 1 
  minute, but as with influencing people, it may take 
  more or less time.
  Seeker-In-Flame can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but 
  he takes a -4 penalty on the check.
  Woodland Stride (Ex): Seeker-In-Flame may move 
  through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas, and similar terrain) 
  at his normal speed and without taking damage or 
  suffering any other impairment.
  Thorns, briars, and overgrown areas that are enchanted 
  or magically manipulated to impede motion, however, 
  still affect him.
  TRIBORAS 
  CR 4
  1,200 XP
  Mephit (fire) rogue 1 
  Neutral Small outsider (fire)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 17, touch 14, flat-footed 15 (+1 deflection, +2 Dex, 
  +3 natural, +1 size)  
  hp (max) 46 (3d10+1d8+8); fast healing 2
  Fort +3, Ref +7, Will +4
  DR 5/magic; Immune fire 
  Weaknesses cold
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)  
  Melee 2 claw +4 (1d3 plus 1d4 fire) 
  Special Attacks breath weapon (15-foot cone, 1d8, 
  Reflex DC 15 for half), sneak attack +1d6
  Spell-Like Abilities (CL 7th)  
  1/hour - scorching ray (4d6, DC15)
  1/day - heat metal (DC 15)
  Save DCs are Constitution based with a +1 racial bonus.
  TACTICS
  Before Combat Triboras is a mouthpiece and a 
  diplomat, and prefers to leave the serious combat to 
  Seeker-In-Flame. If combat seems inevitable, Triboras 
  will often use his hat of disguise to make himself appear 
  as someone cringing and nonthreatening, such as an 
  old lady, and try to hide.
  During Combat If forced to fight, Triboras will use his 
  breath weapon as often as possible, trying to catch 
  both Seeker-In-Flame and his opponent in the cone, as 
  his breath weapon heals his master.
  Morale Knowing that Seeker-In-Flame is more than 
  capable of taking care of himself, Triboras will take wing 
  and retreat when possible and let his master deal with 
  the enemies. 
  STATISTICS
  Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 16
  Base Atk +3; CMB +2; CMD 15
  Feats Deceitful, Persuasive
  Skills Bluff +12, Diplomacy +12, Disguise +12, Escape 
  Artist +7, Fly +4, Intimidate +10, Knowledge (local) 
  +6, Perception +8 (+1 trapfinding), Sense Motive +6, 
  Sleight of Hand +8, Stealth +13
  Languages Common, Ignan, Sylvan  
  SQ trapfinding, 
  Combat Gear elixir of truth, potion of cure serious 
  wounds, potion of eagle’s splendor; Other Gear hat of 
  disguise, ring of protection +1
  SPECIAL ABILITIES
  Breath Weapon (Su): Triboras can unleash a 15-foot 
  cone of flames every 4 rounds as a standard action. 
  The DC is Constitution-based and includes a +1 racial 
  bonus.
  Fast Healing (Su): Triboras’s fast healing works only 
  while in contact with fire.
  Sneak Attack: Triboras’s attack deals extra damage 
  anytime his target would be denied a Dexterity bonus 
  to AC (whether the target actually has a Dexterity 
  bonus or not) or when Triboras flanks his target. Should 
  Triboras score a critical hit, this extra damage is not 
  multiplied.
  Triboras must be able to see the target well enough to 
  pick out a vital spot and must be able to reach such a 
  spot. He cannot sneak attack while striking a creature 
  with concealment.
  Trapfinding: Triboras adds ½ his level to Perception 
  skills checks made to locate traps and to Disable Device 
  skill checks (minimum +1). Triboras can use Disable 
  Device to disarm magic traps.
  AXO THE WILD STORM
  A hollow, whistling noise keens out from the figure that 
  hangs in midair before you - a figure the likes of which 
  you’ve never seen.  It’s a creature carved from living 
  crystal, very tall and almost insectial in appearance, 
  radiating an aura of calmness and patience.  Long, fluted 
  limbs flex and twitch in the wind while a strange, inner 
  light whirls around inside the being’s clear body.  Its face 
  is little more than two glowing points of light beneath a 
  brow studded with four short coiling horns, clear as icicles, 
  that twine into the air. The creature’s body looks like a 
  blown glass sculpture; there is little of substance and it 
  flows in an alien shape.  The entire entity is traced over 
  with whorls and bands of metal.
  
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  HISTORY
  Cyneans have a thirst for arcane knowledge unmatched 
  by any other people in all of Exodus.  Axo, of course, was 
  perhaps more ambitious than most.  He readily involved 
  himself with matters that would give pause to many, 
  such as illicit experiments undertaken by the Sanguine 
  Covenant – experiments that were often under the secret 
  instruction of one Emok Zenyaka.
  Axo was always a curiosity to Emok, who was unsure of 
  the crystalline creature’s magical capabilities.  Emok is a 
  skilled manipulator, and the demon soon made an appeal 
  to Axo that the Cynean found difficult to refuse: pure 
  arcane power, in return for the occasional favor and bit of 
  assistance.  Axo has always lacked foresight and readily 
  agreed to this devil’s deal, a deal that left him altered both 
  physically and mentally.  Since this time, Axo has served 
  as Emok’s apprentice and right-hand man, as well as a 
  personal guard in times of trouble.
  PERSONALITY - TRUE NEUTRAL
  Axo is sophisticated, intellectual, and somewhat delicate 
  in nature.  He’s primarily concerned with his research, 
  and acts as a liaison between Emok and any number of 
  individuals that the demon has dealings with.  The two 
  will often be together.  Axo lacks the malevolent streak 
  of his patron, but mind-binding magics have rendered the 
  Cynean more willing to use force than he was before his 
  transformation.  He is referred to as ‘the Wild Storm’ both 
  in reference to the whirling lights in his body and as a dig 
  at his sedate personality.  Although he’s eerily beautiful 
  to look upon and extremely well-spoken, he’s actually 
  nowhere near as intelligent as he thinks he is.
  AXO THE WILD STORM 
  CR 14
  38,400 XP
  Male Cynean sorcerer 14 
  Neutral Large humanoid (modified Cynean)
  Init +3; Perception +0
  DEFENSE
  AC 25, touch 12, flat-footed 21 (+9 armor, +3 Dex, +3 
  natural, –1 size)
  hp (max) 196 (14d6+112)  
  Fort +16, Ref +11, Will +13
  DR 15/crushing; Immune acid, electricity; Resist cold 
  20, fire 20
  Weaknesses force, sonic
  OFFENSE
  Speed 30 ft., fly 30 ft. (perfect)
  Ranged 2 light ray +9 ranged touch (2d8+8)  
  Space 10 ft.; Reach 10 ft.
  Special Attacks arcane lens, dweomer draining, light 
  ray, mystical leech
  Sorcerer Spells Prepared (CL 14th; concentration +22)
  7th (3) - prismatic spray (DC 27)
  6th (5) - chain lightning (DC 26), freezing sphere (DC 26), 
  true seeing
  5th (6) - cone of cold (DC 25), overland flight, teleport, 
  telekinesis
  4th (7) - dimension door, greater invisibility, ice storm, 
  wall of fire
  3rd (7) - dispel magic, fireball (DC 23), heroism, lightning 
  bolt (DC 23)
  2nd (7) - flaming sphere (DC 22), glitterdust (DC 20), 
  invisibility, mirror image, scorching ray 
  1st (7) - identify, magic missle, ray of enfeeblement (DC 
  19), shield, shocking grasp
  0 (at will) - arcane mark, dancing lights, flare (DC 20), 
  light, mending, ray of frost (DC 20), resistance, touch of 
  fatigue (DC 18)
  Bloodline arcane  
  TACTICS
  Before Combat If Axo believes he can avoid combat, 
  he will attempt to talk his way out of battle using his 
  natural charisma plus his staff of charming. If combat 
  seems inevitable and he has time to prepare, Axo casts 
  mirror image and flies to range.
  During Combat Axo uses his arcane lens ability to 
  attempt to take out whoever he perceives as the 
  greatest threat, and attempts to stay high out of range 
  and raining evocation spells down on his enemies.
  Morale If the tide of battle turns against Axo, he uses 
  teleport in an attempt to escape and engage another 
  time.  
  STATISTICS
  Str 10, Dex 16, Con 26, Int 16, Wis 10, Cha 27
  Base Atk +7; CMB +8; CMD 21  
  Feats Combat Casting, Empower Spell, Eschew 
  Materials, Greater Spell Focus, Greater Spell Penetration, 
  Maximize Spell, Spell Focus, Spell Penetration, Widen 
  Spell  
  Skills Bluff +25, Diplomacy +22, Fly +26, Intimidate 
  +25, Knowledge (arcana) +20, Spellcraft +20
  Languages Auran, Common, Cynean, Draconic, Elven  
  SQ arcane bond, arcane restoration, armored caster, 
  bloodline arcana, eschew materials, metamagic adept, 
  new arcana, reducing casting, selected construct traits
  Combat Gear potion of haste, scroll of teleport; Other 
  Gear belt of mighty constitution +6, headband of alluring 
  charisma +6, cloak of resistance +4, cynean mail bands 
  +5, gloves of dexterity +4 (as belt of incredible dexterity), 
  staff of charming
  SPECIAL ABILITIES
  Arcane Bond (Su): Axo’s cynean mail bands function 
  as his bonded object. Once per day, Axo can use his 
  cynean mail bands to cast any one spell he knows 
  even if he has no spell slots left of that level. This spell 
  is treated like any other spell cast by Axo, including 
  casting time, duration, and other effects dependent on 
  
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  level. The spell cannot be modified by metamagic feats 
  or other abilities. Axo can add additional magic abilities 
  to his cynean mail bands as if he has the required item 
  creation feats and meets the level prerequisites of the 
  feat.  
  If Axo attempts to cast a spell without his bonded 
  object worn, he must make a concentration check (20 
  + the spell’s level) or lose the spell.
  Arcane Lens (Su): Axo’s crystalline body is little more 
  than a shell that contains roiling, arcane power. Selected 
  area-effect evocation spells (cone of cold, fireball, 
  freezing sphere, or prismatic spray) can be focused 
  through this lens into a thin beam of destructive force, 
  striking a single individual for impressive damage. 
  By casting one of these spells through himself, Axo 
  changes the spell into a ranged touch attack with 
  a 200 foot range. The spell no longer possesses a 
  saving throw and is not subject to spell resistance. The 
  spell’s number of damage dice, if any, are increased by 
  50%. Any additional effects function normally, as do 
  metamagic feats.
  For example, if Axo were to cast a maximized fireball 
  through his arcane lens, it would become a 
  single-target spell with no applicable save or 
  spell resistance. Damage would be 15d6 
  maximized (90 damage) if the attack hits. 
  Casting an empowered fireball would result 
  in 15d6+50% damage, for an average of 78 
  damage. 
  Prismatic spray is a special case. The damage 
  is not increased, and all effects are still determined 
  randomly, but there is no save against any of the 
  effects.
  Arcane Restoration (Su): Axo may sacrifice 
  spell energy to heal his body. As a 
  standard action, Axo may exhaust any 
  number of spells that he could regularly 
  cast and regain 5 hit points for every 
  spell level expended in this fashion. For 
  example, he could give up his ability 
  to cast 3 1st-level spells and 2 3rd-level 
  spells, and regain 45 hit points.0-level spells 
  are worth 2 hp.
  Armored Caster: Battle sorcerers like Axo may 
  cast in light armor with no arcane spell failure.
  Cantrips: Axo casts 0-level spells like any other 
  spell, but they do not consume any slots and may 
  be used again.
  Crystal Skin: Axo has a natural AC bonus due to his 
  crystalline skin.  
  Cynean Mail Bands: This is the Cynean version of 
  armor. Whorls of silver and steel are hammered directly 
  into the Cynean’s skin. Cynean mail bands require 
  several days to remove, but have no armor check 
  penalty and no speed penalty. They provide a +4 armor 
  bonus, and they are considered light armor with a 5% 
  arcane spell failure. Their base cost is 2,200 gp.
  Dweomer Draining (Su): As a swift action, Axo may 
  attempt to drain the enchantment from a magical 
  item. He must make a touch attack against the item 
  in question, which does not provoke an attack of 
  opportunity from the person wearing it. If he successfully 
  
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  touches the item, he either drains 1 charge (potions 
  and single-use items are considered to have 1 charge) 
  or deactivates a continual effect item for 14 rounds. He 
  regains a number of hit points equal to the caster level 
  required to create the item upon successfully using the 
  dweomer draining ability.
  Eschew Materials: Axo gains Eschew Materials as a 
  bonus feat.
  Light Ray (Su): This clear, blue ray of energy is 
  considered a magical attack, and cannot pass through 
  an antimagic barrier. The light ray deals force damage.
  Metamagic Adept (Ex): This functions as the personal 
  arcane energies ability Axo possesses, but only for the 
  Empowered metamagic feat.
  Mystical Leech (Su): Axo is little more than a vessel for 
  spell energy. When his body is destroyed, he is capable 
  of sustaining himself by draining the spell power of 
  nearby spellcasters to recharge his form. When Axo 
  is killed, all spellcasters within 200 feet who still have 
  spells prepared (or otherwise available for casting) 
  must make a DC 25 Will save. If any caster fails this save, 
  his remaining spells are drained away, and Axo uses 
  them to rebuild a new body. 
  Axo’s new form gathers together his fallen equipment 
  and has 5 hit points per spell level drained; he also has 
  as many spells available to cast as he did before he 
  died. 0-level spells are worth 2 hp each. Also note that 
  more than one caster may be drained simultaneously. 
  Axo may only activate this ability once per day.
  New Arcana (Ex): Axo gained telekinesis and chain 
  lightning from his new arcana ability.
  Personal Arcane Energies (Ex): Axo may spontaneously 
  apply metamagic feats with no increase in casting time.
  Reduced Casting (Ex): Battle sorcerers have 1 fewer 
  spell per day at each level, and 1 fewer spell known at 
  each level. Minimum for both is 1.
  Selected Construct Traits (Ex): Like everything that 
  Emok has a hand in creating, Axo has some construct 
  traits. Axo is unaffected by all spells and effects that 
  require a fortitude save unless they also affect objects. 
  Axo cannot be polymorphed. However, Axo is still 
  subject to spells that affect humanoid creatures (such 
  as charm person), as well as critical hits and precision-
  based damage.
  THE BROTHERHOOD
  There are movers and shakers in every world. Some talk 
  loudly, walk loudly, and let their presence be known – it 
  is in this way their influence is felt. Others are content to 
  work behind the scenes, slowly, with precision strikes and 
  careful plots. The Brotherhood are knives in the hands of 
  these careful plotters.
  The Brotherhood was originally formed by Emok Zenkaya, 
  who was not content with the methods that the Folding 
  Circle was using to attain political control.  He reasoned 
  that power and influence are most easily garnered through 
  carefully applied violence, and so set about constructing a 
  group of seven deadly assassins. The other members of the 
  Folding Circle agreed, and soon worked to assist Emok on 
  his quest to build this new Brotherhood.  
  Emok maintains control over the group, but the Brotherhood 
  also takes on jobs for hire from other organizations as a 
  form of criminal networking.  As opposed to accepting 
  something so crude as ‘payment’, the Brotherhood only 
  works for power, influence and favors.  They are well 
  known throughout the world for their terrible skill as well 
  as the influence and near immunity from prosecution 
  they’ve garnered.  No assassin in the Brotherhood will 
  work against Folding Circle goals – all jobs are subject 
  to approval by Emok himself.  Each assassin has his 
  own unique niche and purpose within the organization, a 
  special talent for a particular kind of murder.
  The story of the Brotherhood begins with its commander 
  and founder, Lo-Dora.
  LO-DORA,  
  SCION OF THE NORTH WIND
  The Enuka are known for their tenacity and ferocious 
  spirit. Isolated clans all across the world developed a wide 
  variety of strange powers, none more impressive than 
  the Sons of Rozak, a collection of tribes who live deep 
  in the ice-locked mountains of extreme northern Caneus.  
  Lo-Dora is the youngest champion of these tribes, and how 
  he came to serve beneath the dark lords of the Folding 
  Circle is a tale seldom told.
  Enuka the world over were rocked by the Destroyer’s 
  defeat, especially at the hands of an outsider. Yet the Rozak 
  tribes were not followers of ancient Enuka law – they 
  refused to bow to the Horn Tribe, refused to assemble 
  beneath the Destroyer’s banner. The Rozak chose to 
  embrace the power of the elements, and the raw intensity 
  of nature granted them their strength. The Horn Tribes and 
  the Rozak had fought for centuries; the horn tribes battled 
  from within Koryth and the Rozak held sway in their 
  mountaintop retreats. This all changed overnight when 
  Makesh toppled the Destroyer.
  As the Destroyer fell, the Rozak saw an opportunity to 
  annihilate their ancient enemies. With no war god to lead 
  them, the Horn Tribes would surely crumble before the 
  elemental prowess of the sons of Rozak.
  The most powerful shamans assembled before the Rozak 
  war chiefs and formed a council who selected champions 
  from every hold. Thirty champions strode forth and 
  accepted the blessings of the shamans; each warrior was 
  bonded with a powerful spirit-avatar of the arctic wind. 
  
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  Lo-Dora, youngest amongst them, was also one of the 
  most eager for battle.
  When the day finally came and the champions of Rozak 
  marched on the Enuka of the Horn Tribe, all seemed to be 
  going perfectly.  Without the Destroyer, the battles were 
  routs – hundreds of warriors bled and died on the field as 
  the Rozak cut through them.
  But this fierce destruction drew some unwanted attention.  
  Makesh the Undying lay resting under the effects of 
  the Star Fountain when he saw his Enuka armies being 
  annihilated in a dream vision. He started awake, and 
  vowed to put an end to it personally.  Gathering the 
  Destroyer and a contingent of the most powerful and 
  trusted Enuka lieutenants, Makesh made his way towards 
  Koryth via teleportation magic.  The Folding Circle had 
  joined the fray.  The results were anti-climactic: fighting 
  quickly drew to a close as the Destroyer and Makesh killed 
  champion after champion, and within minutes, only one 
  Rozak stood his ground – Lo-Dora.  He spat a single word. 
  “How?”
  The Destroyer moved in to kill the interloper who dared to 
  attack his army, but Makesh stopped him.  “Warrior of the 
  Rozak, you have proven your courage.  We will spare your 
  tribe under one condition – you yourself shall become a 
  blade in my hand.  If you refuse, your entire tribe is dead 
  and buried.”
  Lo-Dora refused.  True to his word, Makesh killed the 
  warrior where he stood, then turned towards the mountains 
  to wipe out the rest of the tribe.  “Take his body to Emok,” 
  Makesh muttered as he considered the grim work that had 
  to be done.  “We’ll see what the demon can do with him.”
  EMOK AND THE FORMATION OF THE 
  BROTHERHOOD
  When Emok got his hands on Lo-Dora’s body, he was 
  overjoyed.  What a strange specimen!  Two souls were 
  trapped inside – a mortal enuka and some form of 
  elemental.  They were tethered together through tribal 
  magic, and neither could leave for their respective afterlife 
  so long as they were bonded.  Both, much to Emok’s 
  delight, were in a state of tension and agony.  Emok made 
  a few notes, clucked his tongue, and reported back to 
  Makesh; the next few weeks of research were going to be 
  interesting indeed.
  As time passed, Emok became more familiar with the 
  nature of Lo-Dora’s ‘death’.  All of the other tribal 
  warriors were in a similar state, and Emok requested that 
  they be brought to his lab for safekeeping.  The first order 
  of business in solving this riddle was to play up a hunch 
  – Emok prepared the components for a trap the soul. 
  When the casting drew to a close, the gemstone shattered 
  instantly and Lo-Dora snapped back to life, screaming in 
  pain.
  “Haha.  I didn’t think that a simple trap the soul could 
  contain both of you.  Welcome back to the land of the 
  living.  Well, after a fashion.”
  Lo-Dora felt cold and numb; his body responded but it was 
  without the warmth of life.  
  “That’s not my doing,” Emok mused, “That’s all you.  Not 
  so eager to die the warrior’s death now?  I don’t blame 
  you, if you died again you can expect to be caught in the 
  same agony you just experienced.  I’m sure your elders 
  weren’t anticipating that…  or maybe they were and it was 
  simply the price of failure.”
  “I want you to consider a few things, warrior.  First, the 
  rest of your tribe is dead.  You’re the only one left now.”
  “Second, all of the other warriors, the champions – they’re 
  experiencing the same torment you just did.”
  “Third, I believe I can end it and guide them to the 
  warriors’ death you were all so eager for.  But if you want 
  me to help you and yours, you have to help me first.”
  A dark pact was forged that day,a pact that would spur 
  the formation of the Brotherhood, an elite group of killers 
  under the command of Emok Zenyaka.  They would kill 
  behind the scenes in return for influence and power.
  APPEARANCE
  Lo-Dora is a huge, powerful enuka. He’s covered with 
  white fur and almost looks like a yeti. He stands completely 
  bipedal, wears black leather armor and is constantly 
  surrounded by a light, frosty mist.
  IN THE BROTHERHOOD
  Lo-Dora is the effective leader of the Brotherhood, and by 
  far the most martial of their group.  He’s the guy you call 
  when somebody needs a spear in their head right now, no 
  frills or fancy stuff.  His assassination technique is simple 
  but effective – he tracks his target down and kills them in 
  combat.  He doesn’t bother with the niceties of stealth or 
  subterfuge, he just heads out and attacks, often in broad 
  daylight.  Or in public.  One would think this would 
  render him ineffective, but he’s so dangerous that it’s only 
  increased his infamy. 
  PERSONALITY
  Lo-Dora is honest, somewhat impatient, honorable, and 
  fierce.  He speaks little and picks his words carefully 
  when he does.  His presence commands respect from his 
  subordinates, and those under his command know to listen 
  carefully to the few words that he does speak.  Lo-Dora 
  does not tolerate failure and deals with insubordination in 
  a typically brutal Enuka fashion – he fights and kills those 
  who fail or betray him. 
  Lo-Dora will seek out great warriors or beasts and kill them 
  in single combat – in this way he halfway hopes to descent 
  back into torment as a penance for the great evils he has 
  
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  committed.  His great power and conflicted enjoyment of 
  his new role assure that he has yet to be defeated.
  LO-DORA 
  CR 15
  XP 51,200
  Enuka ranger 14 (Scion of the North Wind)
  LN Medium humanoid
  Init +5; Senses low-light vision, Scent; Perception +19
  DEFENSE
  AC 29, touch 19, flat-footed 22 (+8 armor, +1 natural, +5 
  Dex, +1 dodge, +1 shield, +3 deflection)
  hp 165 (14d10+84)
  
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  Fort +18, Ref +18, Will +12
  Defensive Abilities evasion, blood of the wind
  OFFENSE
  Speed 30 ft.
  Melee arctic spear +23/+18/+18/+13/+13 (1d8+10 
  plus 2d6 cold)
  Ranged arctic spear +19 (1d8+10 plus 2d6 cold)
  Ranger Spells Prepared (CL 11th; concentration 
  +13)
  4th - freedom of movement
  3rd - cure moderate wounds
  2nd - protection from energy, spike growth (DC 14), wind 
  wall
  1st - detect snares and pits, jump, longstrider, resist 
  energy
  Special Attacks Boreal howl, favored enemy (elf) +4, 
  favored enemy (human) +4, favored enemy (monstrous 
  humanoid) +4, Power Attack, quarry, Two-Weapon 
  Rend (1d10+10)
  TACTICS
  Before Combat Lo-Dora prefers a one-on-one duel to a 
  free-for-all. He casts jump and longstrider before combat 
  and possibly protects himself from an energy type if his 
  opponent displays any affinity for the elements.
  During Combat Lo-Dora makes judicious use of Power 
  Attack, especially against his favored enemies. He has 
  trained Miska and Solis to move into flanking position 
  to maximize their combat effectiveness.
  Morale Lo-Dora is eager to prove himself; he only 
  surrenders if defeated within the first three rounds, 
  otherwise he’s convinced his opponent is not stronger 
  than he is. If he faces several opponents, he’ll surrender 
  after being reduced to less than 30 hit points, but he 
  does so begrudgingly, claiming unfair odds.
  STATISTICS
  Str 25, Dex 21, Con 20, Int 10, Wis 14, Cha 8
  Base Atk +14; CMB +21; CMD 40
  SQ Camouflage, favored terrain (cold) +4, favored 
  terrain (forest) +2, hunter’s bond (two sundogs: Miska 
  and Solis), keen nose, swift tracker, track, woodland 
  stride, wooly fur
  Feats Dodge, Double Slice, Endurance, Exotic Weapon 
  Proficiency (double spear), Improved Two-Weapon 
  Fighting, Iron Will, Power Attack, Two-Weapon Fighting, 
  Two-Weapon Defense, Two-Weapon Rend, Weapon 
  Focus (double spear)
  Skills Acrobatics +17, Handle Animal +19, Knowledge 
  (nature) +17, Perception +19, Stealth +6 (+10 in snow), 
  Survival +19 (+26 to track), Swim +19; Modifiers armor 
  check penalty -2
  Gear arctic spear, belt of physical might +4 (Dexterity, 
  Strength), cloak of resistance +4, +4 hide armor, ring of 
  protection +3
  <Lo-Dora Unique ability>
  Lo-Dora is an exceptional NPC, with boosted 
  ability scores, better-than-average equipment, and 
  impressive companion creatures. His CR has been 
  adjusted to reflect these bonuses. Lo-Dora also 
  possesses a rare mutation among his race, but 
  common in the Rozak tribe: wooly fur.
  Wooly Fur: The enuka’s body is layered in coarse 
  white fur, granting a +1 natural armor bonus, a +2 
  trait bonus on Fortitude saves made to resist the 
  effects of cold environments, and a +4 trait bonus 
  on Stealth checks made in arctic terrain. An enuka 
  with this trait is always considered to be wearing 
  cold-weather clothing.
  New Item: The Arctic Spear
  Aura strong evocation; CL 20th
  Slot none; Price 200,500 gp; Weight - 
  Description
  The arctic spear is the incarnate elemental power 
  of the frozen north: huge, jagged spearheads of 
  razor ice held by a shaft of swirling snow, light as 
  air. The arctic spear functions as a +3 prodigious 
  icy burst throwing returning calling double spear. 
  In addition, on a successful critical hit, the target 
  must make a Fortitude save (DC 30) or be instantly 
  frozen (petrified).
  Construction
  Requirements Craft Magic Arms and Armor, 
  magic stone, polar ray, secret chest; Cost 100,250 gp 
  New Magic Weapon Properties
  Prodigious: The prodigious quality can only 
  be added to weapons that already possess the 
  flaming, flaming burst, frost, icy burst, shock, or 
  shocking burst properties. A prodigious weapon 
  increases the amount of elemental damage done 
  by one of the weapon’s other properties by +1d6.
  Strong evocation; CL 18th; Craft Magic Arms and 
  Armor, freezing sphere; Price +2 bonus.
  Calling: A calling weapon can be summoned to 
  the owner’s hand as a swift action, so long as the 
  weapon resides on the same plane as the owner. 
  A creature must possess a calling weapon for 24 
  hours before being able to summon the weapon.
  Moderate conjuration; CL 10th; Craft Magic Arms 
  and Armor, secret chest; Price +1 bonus.
  
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  SPECIAL ABILITIES
  Blood of the Wind (Su): As Scion of the North 
  Wind, Lo-Dora’s body is infused with elemental cold. 
  Creatures adjacent to Lo-Dora when he takes damage 
  take 1d6 cold damage and are pushed back 5 feet as 
  freezing winds blast from the open wound (Reflex DC 
  22 negates).
  Boreal Howl (Su): As a full-round action, Lo-Dora may 
  let loose a bellow like the keening wail of wind across 
  the arctic tundra. All creatures within 60 feet must 
  make a DC 22 Reflex save or be knocked back 20 feet, 
  take 10d6+10 cold damage, and fall prone. A successful 
  save halves the damage, negates the movement and 
  prone effects, but imparts the staggered condition for 
  1 round. Lo-Dora may only use this ability once per day. 
  The save DC is constitution-based.
  Keen Nose (Ex): Lo-Dora senses are honed to a razor 
  edge, granting him the Scent ability.
  SUNDOGS, MISKA AND SOLIS 
  CR -
  XP -
  N Medium magical beast
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  Aura sunhaze 30 ft.
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
  hp 76 (8d10+32)
  Fort +10, Ref +10, Will +6; Immune fire, cold
  Defensive Abilities ephemeral, sunhaze
  OFFENSE
  Speed 50 ft.
  Melee bite +14 (2d6+7)
  Special Attacks howl at dawn
  STATISTICS
  Str 21, Dex 18, Con 19, Int 4, Wis 15, Cha 10
  Base Atk +8; CMB +13; CMD 27 (31 vs trip)
  Feats Improved Natural Attack (bite), Iron Will, Skill 
  Focus (Perception), Weapon Focus (bite)
  Skills Acrobatics +8 (+12 jumping), Perception +9, 
  Survival +6 (+10 scent tracking); Racial Modifiers +4 
  Acrobatics when jumping, +4 Survival when tracking 
  by scent
  SPECIAL ABILITIES
  Ephemeral (Su): Sundogs are unearthly creatures and 
  can’t die from damage. Instead, when reduced to 0 
  hit points or less, a sundog simply dissipates in a flash 
  of light and will reform upon the next day’s dawn. 
  A creature that dissipates a sundog is affected as a 
  fairy fire spell for 1 hour (no save; caster level equals 
  sundog’s hit dice).
  Howl at Dawn (Su): Once per day as a standard action 
  that provokes an attack of opportunity a sundog can 
  emit a howl that has a rejuvenating effect on allies, 
  healing 6d8+6 hit points to all friendly targets in a 60 
  foot burst centered on the sundog.
  Sunhaze (Su): Attacks directly targeting a sundog 
  suffer a -1 penalty to hit due to glare. Sundogs cannot 
  lower their aura; they glow in the dark out to a radius 
  of 30 feet. This functions as daylight spell with a caster 
  level equal to the sundog’s hit dice.
  EREBUS
  Erebus was not born into the most promising situation. 
  With his father a victim of war and his mother dead of 
  plague, Erebus found himself abandoned and living a 
  dangerous life from a very young age. The existence of 
  a street urchin in the darker alleys of the Dominion is 
  not an easy one, but Erebus always survived - he, along 
  with a small group of other children, served as scouts and 
  burglars for a local thieves’ guild called the Barad Aku (the 
  Black Hand.)  He had a prodigious talent and was well-
  loved by the entire guild. 
  Erebus grew up amongst the thieves and learned their 
  ways, but his heart was always just.  He only took what 
  he needed to survive, distributing the rest amongst other 
  orphans who he would take in and train.  As he grew into 
  a man, his inherent decency held true – he became a pillar 
  within the Barad Aku and worked to steer it into an upright 
  organization that worked to defend the weaker classes.  All 
  this evaporated, however, leaving his life entirely changed 
  after one fateful burglary.
  Stealing from wizards is always a risky if rewarding 
  business. The potential gain was great – enormous wealth 
  and a magical horn of plenty that could feed hundreds of 
  poor families. Erebus took it upon himself to obtain these 
  treasures alone, as he was unwilling to endanger any of 
  his underlings in the heist. He traveled to the soaring 
  parapets of the Ajrad Mikurk, the Sky Gardens, and broke 
  in without any difficulties.  He slipped into the treasury 
  without a sound, grabbed some jewels and the Horn of 
  Plenty, and was about to leave when an unusual artifact 
  caught his eye - a full-length mirror, clearly steeped in 
  powerful magic. Erebus felt his gaze drawn to it and 
  resisted at first, but eventually chanced a glance. What 
  he saw was himself… himself, but slightly different. He 
  saw his own image, but older and vastly more powerful.  
  Scenes played out where he headed the Barad Aku, helped 
  entire cities, rescued the beleaguered, and saved lives.  
  Yet the scenes were gradually changing.  He saw himself 
  aging, and turning away from helping others. Allowing 
  friends to die. Ordering their deaths. Committing murder 
  in cold blood. Horrified by these strange portents, Erebus 
  lashed out and destroyed the mirror, sending shards of 
  magical glass in all directions.  Shaken, he gazed down at 
  his bloodied hand, heard the sound of the guard gargoyles 
  
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  approaching, and made his retreat - but not before grabbing 
  a shard of the mirror.  He had to know what those images 
  meant, and secretly, somewhere within himself, he had a 
  twinge of desire for the power he had seen.
  After the heist, Erebus was hailed as a hero. He made 
  excellent use of the Horn of Plenty, distributing food to 
  the underclass of the entire city. Within months he was 
  ‘elected’ to head the Barad Aku, which he quickly worked 
  to transform into a charitable organization of freedom 
  fighters.  Most alarming to him, however, was that the first 
  vision came true.  Erebus decided it was time to take the 
  mirror shard to Tarbath, a famous diviner from the Caneus 
  Empire.
  Tarbath worked his strange magic over the shard, and 
  came away pale and drawn.  “This is a piece of the Mirror 
  of Fate, an artifact believed lost to the sands of time.  By 
  gazing into the mirror, a man reveals what fate could hold 
  in store for him.  But this mirror is no mere augur; its 
  visions are hints of what a man can accomplish if he were 
  to use its true power – the power to bend his own fate to 
  his heart’s desire.”
  Erebus was silent, mulling over the images he saw.  He had 
  seen visions of himself as both a savior and a killer.
  “Does it create false visions?”
  “The visions it creates are neither true nor false.  They are 
  merely potentials.  A man may see signs in it of both great 
  evil and great good, but ultimately the outcome will be 
  steered by his heart.”
  Erebus was relieved by the seer’s words.  “Thank you, 
  Tarbath.  I don’t yet know what I’ll do with this, but I hope 
  I make the right decision.”
  “So do I, Erebus.”
  Five years passed.  Vision after vision shown in the mirror 
  came to be – Erebus formed a nation-wide network and 
  worked hard to assist the downtrodden.  All the while, 
  he found himself gazing into the shard of mirror he kept 
  carefully hidden in his chambers; it showed only the 
  ghostliest of visions now, difficult to decipher.
  Soon, a more immediate threat confronted the humble 
  rogue.  A local Vizier, Ashra, had outlawed the Barad 
  Aku for acts of grand larceny against the nobility.  Erebus 
  knew the only way the Vizier could have discovered that 
  the Barad Aku were behind the thefts was if an informant 
  was in the ranks.  Paranoid, Erebus sought out possible 
  leaks.  All the while he gazed deeper and deeper into the 
  shard, trying to glean any clue he could find as to who was 
  damaging his organization.
  The more he used the artifact, the more its power to affect 
  fate gradually tempted him away from his ideals and closer 
  towards the dark visions he had forseen.  He refused to 
  allow the Barad Aku and everything he worked for to fall 
  to ruin.  He would use the shard’s power.  And so he did.  
  Erebus altered fate in small ways at first.  He arranged 
  a few accidents for those he suspected of undermining 
  the Barad Aku.  These people, some personal friends, 
  ‘vanished’ and everything seemed stable for a while, yet 
  his paranoia was showing and the atmosphere in the guild 
  had shifted from “help the less fortunate” into “preserve 
  ourselves”.  Even with these efforts, a few accidents were 
  not enough to maintain security and Ashra was capturing 
  members of the Barad Aku.  Erebus decided that Ashra 
  himself had to go; with the prophetic powers of the shard, 
  it was all too easy.
  Something inside him began to slip.  Erebus wanted to be 
  seen as a savior, but he wanted the superiority of a savior 
  as well, he wanted that power to control and command.  
  With the shard in hand, he could control and command 
  fate itself.  Even as the Barad Aku continued to function 
  normally on the surface, Erebus’s mood darkened.  He 
  became distrustful and concerned that Ashra’s allies would 
  come for him.  He believed this so completely that the 
  shard, unfortunately, responded, and one day they did.
  Erebus was nothing if not adaptable; he bent fate and 
  made his escape even while the rest of his organization 
  was butchered and burned.  Left without a home and under 
  serious threat from the law, Erebus was approached by one 
  of the men who he had hired to ‘vanish’ a few old friends 
  in the Barad Aku – a man who revealed himself to be an 
  unusual spirit named Ram. “You are being called in for 
  your favor now, Erebus,” the creature said. Erebus was 
  cornered and had little ability to resist, and quickly found 
  himself diving deeper into the underworld than he had ever 
  wanted.
  APPEARANCE
  A thin man of average height, Erebus has close-cropped, 
  black hair, a smooth face, and sharp features.  When out on 
  a mission, he usually wears a fine porcelain mask painted 
  dark red, light armor, and a cloak.
  IN THE BROTHERHOOD
  Erebus serves as a second in command in the Brotherhood, 
  dealing with stealth training. His skills center around theft 
  
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  and subtle murders within the criminal element itself. 
  Erebus will never be called in to deal with people on the 
  right side of the law.
  PERSONALITY
  Erebus still wants to be seen as the good guy.  He gets 
  along very well with Lo-Dora (who he considers a 
  decent person) and Silence (who he treats something 
  like a sidekick or younger brother; he’s been instructing 
  silence in the arts of subterfuge).  He still has a lot 
  of good qualities – he’ll help people out, make secret 
  charitable donations, and so on.  However, he works as an 
  assassin for the Folding Circle and is well aware that he’s 
  murdering people for dubious reasons.  He tries to switch 
  his regret off when he’s on the job and generally succeeds 
  with the help of an increasingly grim, fatalistic philosophy, 
  but when left to his own designs he spends a lot of time 
  brooding and staring into the shard to perchance catch a 
  glimpse of what he might yet become.
  EREBUS 
  CR 12
  XP 19,200
  Human rogue 5, assassin 6
  NG Medium humanoid
  Init +7; Senses Perception +15
  New Artifact: Mirrorshard
  Aura strong (conjuration); CL 20th
  Slot none; Weight 1 lb.
  DESCRIPTION
  A razor sharp piece of polished glass, wrapped at one end in strips of black leather etched in silver runes, the 
  mirrorshard is much more than its common appearance indicates. As one of the last known remnants of the 
  Mirror of Fate, anyone possessing the shard experiences visions of what might be, what will be if the user so 
  wills it.
  The mirrorshard can be wielded as a +3 keen wounding shortsword. After 24 hours of ownership, the shard bonds 
  to its wielder, granting immunity to disarm or sunder attempts. Any attempt to harm or remove the shard from 
  the owner’s possession fails and results in 4d6 bleed damage for 4 rounds to the would-be thief (Fortitude save 
  DC 30 halves the damage).
  The shard grants the following abilities to its wielder. Each ability is usable 3 times per day, and requires a swift 
  or immediate action to activate, unless otherwise noted. Each activation of the mirrorshard causes it to briefly 
  flash in silvery light.
  Future Past: Concentrating on what might have been, the wielder can turn a failed saving throw into a success.
  Glimpse of Fate: With the will to alter ones fate, the wielder can turn any failed attack into a success, or turn any 
  normal attack into a critical hit.
  Mirror Image: By mirroring the shard with a twin of itself (see below), the wielder can cast mirror image as a 
  spell-like ability.
  Mirrorwalk: Cutting through the air, the wielder can cut a literal path through time and space. As a standard 
  action, the wielder can cast dimension door as a spell-like ability.
  Reflect Ray: Interposing the mirrorshard between his body and a magic attack, the wielder can turn such 
  attacks back on his enemies. The wielder can, as an immediate action, redirect any ranged touch spell targeted 
  against him to any target within 30 feet. The spell affects the target as though it were there original target. The 
  wielder can redirect a spell up to 4th level.
  Twinshard: Reaching into the mirrored surface of the shard, the wielder creates a mirror twin of the mirrorshard. 
  The twin functions as a weapon identical to the mirrorshard, but possesses none of the mirrorshard’s other 
  abilities. The wielder must have an empty hand with which to grasp the created twinshard to use this ability.
  Twist of Fate: Having seen what comes before it arrives, the wielder can turn any successful attack against him 
  into a miss.
  DESTRUCTION
  Upon the death of the mirrorshard’s bonded owner, the shard erupts in a violent burst of scintillating razor glass, 
  dealing 10d6 damage in a 10-ft. burst. Each tiny shard of glass holds the reflection of the man responsible for 
  destroying the Mirror of Fate.
  
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  DEFENSE
  AC 24, touch 20, flat-footed 16 (+7 Dex, +3 armor, +2 
  deflection, +1 dodge, +1 shield)
  hp 97 (11d8+44)
  Fort +6, Ref +14, Will +5; +3 vs poison
  Defensive Abilities evasion, improved uncanny dodge, 
  Mobility, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee mirrorshard +15/+15/+10 (1d6+4/17-20)
  Special Attacks death attack, quick death, sneak attack 
  +6d6, Spring Attack, true death
  TACTICS
  Before Combat Erebus abhors combat, but when using 
  his talents is the only option, he goes to great lengths to 
  ensure advantageous terrain and circumstances. Before 
  combat he’ll quaff his potion of haste and twin his blade 
  before striking from the shadows at easy targets.
  During Combat Erebus uses his superior mobility 
  to stay behind cover and in the shadows, using the 
  mirrorshard to sway the fight in his favor.
  Morale Erebus flees from combat when reduced to half 
  his hit points, or upon losing the mirrorshard.
  STATISTICS
  Str 12, Dex 24, Con 16, Int 22, Wis 12, Cha 14
  Base Atk +8; CMB +9; CMD 27
  SQ fast stealth, hidden weapons, poison use, resiliency, 
  trapfinding
  Feats Dodge, Mobility, Spring Attack, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Finesse 
  (shortsword), Weapon Focus (shortsword)
  Skills Acrobatics +21, Appraise +20, Bluff +16, Climb 
  +15, Diplomacy +16, Disable Device +21, Disguise +16, 
  Knowledge (dungeoneering) +20, Knowledge (local) 
  +20, Linguistics +20, Perception +15 (+17 to find traps), 
  Sleight of Hand +21 (+27 to conceal weapons), Stealth 
  +21, Survival +12, Use Magic Device +16
  Combat Gear potion of haste Other Gear belt of mighty 
  constitution +4 (Dexterity, Constitution), headband of 
  vast intellect +4, mirrorshard, +2 padded armor, ring of 
  protection +2, mwk thieves’ tools.
  Erebus possesses a powerful artifact known as the 
  mirrorshard. While its use in combat is impressive, its true 
  power lies beyond stat blocks and statistics: the wielder 
  gains the will and wherewithal to alter his own fate. 
  Erebus’s CR has been altered to reflect his gear, including 
  the mirrorshard.
  ELON MOURNSONG
  Elon was never the same as his friends, even from a very 
  young age.  As opposed to fleeing indoors and taking 
  cover like the rest of the children when the terrible storms 
  of Koryth rolled past, Elon would run outside into the 
  rain and dance about, reveling in the sheer power of the 
  squall.  His fascination followed him into adulthood, and 
  he was eventually accepted into the local druidic circle 
  where he planned to study and control the fierce weather 
  of his homeland.  Elon hoped that one day, he could do 
  great things for his community, protecting it from harm 
  and helping with the harvest at the same time.  His strange 
  fascination with violent weather was always lurking just 
  beneath the surface, and it came to the forefront when he 
  first laid eyes on his true love – the Stormheart.
  Nobody really knows what the Stormheart is, or who 
  created it (if anyone).  The only thing that any sane person 
  knows about the Stormheart is that it is deadly and should 
  be avoided at all costs.  Of course, the exceptionally 
  violent weather surrounding the anomaly drew Elon out 
  like a moth to flame, and he knew he had to see the heart 
  itself.  He came closer than few ever do, peering past the 
  constant lightning and gale force winds to catch a fleeting 
  glimpse of the Stormheart’s form – a jagged shard of stone, 
  hanging in the air, sailing serenely amongst the howling 
  winds.  Few experiences could possibly match his elation.  
  But some strange force was drawing him forward…
  From an outside perspective, Elon passed into a whirling 
  bank of cloud and simply vanished.  No one but Elon 
  himself knows what happened that day, but it would be 
  more than 20 years before he returned, and when he did 
  he was changed.  Drastically.  While he wore an outwardly 
  human form, Elon was now more elemental than mortal.
  Elon’s bonds with his human family and friends quickly 
  evaporated – he was no longer the same man, and almost 
  impossible to relate to on a human level. Elon kept to his 
  storm research, before one day him and Lo-Dora met in 
  combat. Lo-Dora is deadly, but Elon is highly resistant 
  to his cold attacks and so the battle turned towards Elon. 
  After Lo-Dora’s retreat and report on his defeat, Emok 
  knew that such a powerful entity with so little humanity 
  would be an excellent tool in the hands of the Brotherhood. 
  Emok needed the perfect lure for such a creature, but 
  what? The Stormheart.
  Emok tracked the strange object down and tethered it with 
  powerful magic to the top of a steaming volcano at the 
  edge of Koryth. In a few weeks, Elon was drawn to the 
  intense weather disturbance, where he came face to face 
  with the demon. Emok’s offer was simple – rare, conjured 
  reagents and eventually the means to bind the Stormheart, 
  in return for service.  Elon readily agreed, and Emok 
  loosed the storm heart, promising that the next time the 
  magical aberration was tamed, it would be at Elon’s hand. 
  APPEARANCE
  A tall, thin man with wild blonde hair flying in every 
  direction. Elon’s eyes are supernaturally blue and actually 
  glow faintly in the dark. When he moves, small arcs of 
  lightning crackle along the surface of his clothes and skin.
  
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  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee staff +8 (1d8+2 plus 1d6 electric/x2 plus 1d10 
  electric plus 1d8 sonic)
  Druid Spells Prepared (CL 11th; concentration +18)
  6th - chain lightning (DC 25), cone of cold (DC 13)
  5th - call lightning storm (DC 24), control winds (DC 22), 
  transmute rock to mud (DC 22)
  4th - control weather (DC 21), dispel magic (DC 21), ice 
  storm (2) (DC 21)
  3rd - call lightning (3) (DC 22), cure moderate wounds, 
  gaseous form, sleet storm (DC 20)
  2nd - chill metal, fog cloud, gust of wind, resist energy, 
  wind wall (2)
  1st - cure light wounds (2), entangle (DC 18), faerie fire 
  (2), obscuring mist, produce flame
  0 - (DC 17) create water, detect magic, read magic, 
  resistance
  Special Attacks elemental form
  TACTICS
  Before Combat Elon has a reputation for chaotic 
  combat. He’ll cast spells in preparation for a fight only if 
  he’s been defeated by an opponent before.
  During Combat Elon likes to start, and end, fights 
  quickly, using the most powerful of his abilities and 
  equipment immediately, even if he can’t optimally hurt 
  all his opponents. Versus terrestrial opponents, Elon 
  assumes his elemental form and attacks them from the 
  air.
  Morale Elon is unpredictable, even in a fight. After 
  being reduced to one-third hit points, there is a 50% 
  chance each round that Elon will flee, directing his 
  companion to stay and fight. Each round that Elon stays 
  in the fight, he proclaims the wrath of sky and storm. 
  STATISTICS
  Str 10, Dex 18, Con 18, Int 14, Wis 24, Cha 14
  Base Atk +6; CMB +6; CMD 24
  SQ electric affinity, elemental bond (Huge air elemental), 
  eye in the sky, nature sense, sky stride, wild empathy 
  (elementals only)
  Feats Dodge, Great Fortitude, Improved Initiative, 
  Lightning Reflexes, Mobility, Natural Spell, Weapon 
  Finesse
  Skills Diplomacy +13, Fly +18, heal +21, Knowledge 
  (nature) +18, Perception +21, Spellcraft +16, Survival 
  +23, Swim +14
  Gear amulet of natural armor +4, belt of mighty 
  constitution +4, headband of inspired wisdom +4, cloak 
  of resistance +4, ring of protection +3, staff of storms
  SPECIAL ABILITIES
  Electric Affinity (Su): Elon’s powerful rapport with 
  storms is reflected in his spellcasting. Any spell Elon 
  casts with the electricity descriptor gains a +2 bonus 
  to DC.
  IN THE BROTHERHOOD
  If someone needs to be pursued, Elon is the one to go 
  to.  His speed and flight allow him to scour over entire 
  areas quickly, once he has been transported to them by 
  someone like Silence. Elon is a very formidable combatant 
  himself and will frequently be called up to deal with more 
  dangerous opponents, especially casters.
  PERSONALITY
  Elon is unpredictable and fickle, with sudden moments of 
  incredible (if transient) intensity.  His transition to a life of 
  crime was a combination of pragmatism, in his case a need 
  of rare reagents to complete his studies, and a complete 
  loss of empathy.  Basically, he plans on getting what he 
  wants and has no qualms about taking it from its rightful 
  owners.
  Elon no longer relates to humans and demihumans in 
  anything approaching a normal fashion.  He views living 
  beings as a part of the scenery and instead pays attention 
  to the movement of wind and rain, the formation of clouds, 
  the calm before the storm.  About the only animals that 
  Elon even notices are birds.
  ELON MOURNSONG 
  CR 12
  XP 19,200
  Elemental-touched human sky druid 11
  CN Medium outsider (air, native)
  Init +8; Senses Perception +21
  Aura storm (30 ft.)
  DEFENSE
  AC 22, touch 18, flat-footed 17 (+4 Dex, +4 natural, +3 
  deflection, +1 dodge)
  hp 97 (11d8+44)
  Fort +13, Ref +9, Will +14; Immune cold, electric, sonic
  Defensive Abilities Mobility
  
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  Elemental Bond (Ex): Elon’s bonded companion is a 
  Huge air elemental; it has no adjustments for being a 
  companion, but it is loyal to Elon.
  Elemental Form (Su): This ability functions like a druid’s 
  wild shape, except Elon can cannot control when he 
  changes form. Immediately upon being reduced to half 
  his hit points, Elon becomes a stormbird. His humanoid 
  form doubles in size, his skin erupting in a storm of dark 
  clouds. Lightning arcs from his fingers and erupts from 
  his back to form wings. A tail of mist trails his primal 
  form. As a stormbird, Elon’s statistics change as noted 
  in the sidebar.
  Eye in the Sky (Su) Elon can use Survival to track even 
  flying creatures. Storms, strong rains, snow, and similar 
  effects do not hinder Elon’s ability to track. Stormy 
  weather increases Elon’s awareness, providing a +2 
  circumstance bonus on Survival checks made to track.
  Storm Aura (Su) As a swift action, Elon can summon 
  an aura of stormy weather: billowing clouds and arcs 
  of lightning encompass an area within 30 feet of Elon. 
  The clouds grant concealment to all creatures within 
  the aura, including Elon. Each round at the beginning 
  of his turn, every creature within the aura (excluding 
  Elon) is targeted with an arc of lightning that deals 3d6 
  damage (Reflex DC 22 halves). The storm aura counts 
  as stormy weather for the purposes of call lightning and 
  similar spells.
  Elon’s encounter with the stormheart changed him, 
  but few would believe the tale if he hadn’t come away 
  with a relic that defies naysayers. Elon’s CR has been 
  adjusted to reflect his equipment, including the staff 
  of storms.
  TAK’RA VERUK
  Sasori are a very directed, intense, and disciplined people.  
  Tak’ra was born into one of the most renowned Sasori 
  tribes in the world – the Veruk, and it stands to reason that 
  he would be a paragon of his people. Indeed, this was the 
  case. Tak’ra chose to follow a path that even few Sasori 
  dare to tread, a path that would eventually hone his mind 
  and body into a burning blade of focused, killing force. Yet 
  all was not well for Tak’ra, and his own obsessive ambition 
  lead him toward a far darker destiny than he imagined.
  ELEMENTAL FORM
  CN Large outsider (air, native)
  Init +8; Senses Perception +15
  Aura storm (30 ft.)
  DEFENSE
  AC 33, touch 29, flat-footed 15 (+7 Dex, +4 natural, 
  +12 deflection, +1 dodge, -1 size)
  hp 97 (11d8+44); DR 5/–
  Fort +13, Ref +12, Will +16; Immune cold, electric, 
  sonic
  Defensive Abilities freedom of movement, fast 
  healing 10, Mobility
  OFFENSE
  Speed 10 ft., fly 80 ft. (perfect)
  Space 10 ft.; Reach 10 ft.
  Melee slam +14 (2d6+4 plus 1d6+2 electric plus 
  1d6 sonic)
  STATISTICS
  Str 16, Dex 24, Con 18, Int 14, Wis 24, Cha 14
  Base Atk +6; CMB +10; CMD 40
  SQ stormbond
  Skills Fly +24
  SPECIAL ABILITIES
  Storm Aura (Su) As normal, but the lightning bolt 
  damage increases to 6d6 and any creature within 
  the aura moves as though in difficult terrain.
  Stormbond (Su) Any electrical damage Elon deals 
  is increased by +2. This bonus is is already included 
  in Elon’s basic slam attack. All spells with the air, 
  cold, electric, sonic, or water descriptors are cast at 
  +2 caster level.
  NEW ARTIFACT: STAFF OF STORMS
  Aura strong (conjuration); CL 20th
  Slot none; Weight 5 lb.
  DESCRIPTION
  A darkwood staff taller than a man, this artifact is 
  set with a polished purple and blue stone some say 
  is the heart of all storms. The staff of storms grants 
  its wielder great power over the elements of air 
  and sky.
  The staff can be wielded as a +2 shocking burst 
  thundering quarterstaff. The wielder can execute 
  the following abilities by expending a charge from 
  the staff:
   •  electric bolt (as acid arrow, but electric damage); 
  using this ability also grants the wielder fast 
  healing 5 for one round.
   • whirlwind
   • summon nature’s ally VI (three adult arrowhawks)
  The staff holds up to 20 charges. Each time the 
  staff is in the presence of a powerful storm (see 
  Pathfinder Roleplaying Game Core Rulebook page 
  437), it recovers charges at the rate of 1 per hour.
  DESTRUCTION
  The staff erupts in a massive storm, lasting for days, 
  when burned over a fire of damp driftwood in an 
  arid, windless desert.
  
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  Sasori monks follow a number of devotions designed to 
  test their endurance, mentality, and physical power. The 
  most deadly is the Devotion of Sands, a grueling trial 
  of mind and body in the depths of the trackless desert. 
  Young monks are expected to travel out into the desert 
  on the hottest day of the year to fast and meditate in a 
  circle of flame beneath the noonday sun. During this time, 
  the Sasori monk becomes delirious from heat stroke and 
  dehydration and must contact his inner fire to survive the 
  trial.  Many don’t. When Tak’ra’s time arrived and he went 
  into the desert, his ritual was a resounding success – his 
  third eye opened, and he returned to his clan a hero and 
  full-blooded warrior. Yet, even after the ritual, his inner 
  fire continued to speak to him. Nothing could silence its 
  overwhelming voice.
  At first his inner fire spoke words of power, pushing Tak’ra 
  forward to greater and greater heights of achievement.  
  Opponent after opponent fell before him and he became 
  a champion amongst the monks and a lord protector of 
  his clan.  As time wore on, however, the inner fire spoke 
  of dizzying heights of power, and the desire to express 
  that power in its purest form. One night, Tak’ra stood 
  victorious in yet another martial tournament amongst the 
  monks, and he listened to the voice - he unleashed the 
  inner fire. By morning, nothing remained of the monastery 
  but a few scorched bricks and footprints leading away into 
  the desert.
  News of the mad desert monk spread quickly.  Tak’ra’s 
  exultant pursuit of destruction was anything but stealthy, 
  and soon many people and organizations sought him out.  
  Some wished to bring him to justice or eliminate him.  
  Others wished to best him in combat.  One, however, 
  sought his service as a warrior – that one was Makesh 
  the Undying.  When Tak’ra understood that his role was 
  simple – causing widespread destruction – he readily 
  agreed as no better purpose could be found for his peculiar 
  enlightenment.
  APPEARANCE
  Tak’ra is a dark red Sasori with bloody runes etched all 
  over his body. A mote of flame burns eternally on his brow. 
  He wears no clothing aside from a pair of loose, white 
  pants and a tattered white cloak. He has a vial of potion 
  tucked into his belt.
  IN THE BROTHERHOOD
  Tak’ra is a terrible creature with one purpose – sheer, fiery 
  ruin. Don’t call him if you need a surgical strike.  Call him 
  if you need a lot of casualties and an entire city block razed 
  to the ground.
  PERSONALITY
  Tak’ra is taciturn, focused, and completely absorbed in 
  small personal rituals.  He spends much of his free time 
  in training, or in the various readings and devotions of his 
  former monastery.  Occasionally, some of his control slips 
  and a bit of the raging madman beneath the surface slips 
  out - something gets burned down when this happens.
  TAK’RA VERUK 
  CR 11
  XP 19,200
  Sasori desert monk 10
  LE Medium humanoid
  Init +3; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 24, touch 24, flat-footed 16 (+3 Dex, +2 monk, +3 
  Wis, +3 natural, +3 deflection)
  hp 108 (11d8+55)
  Fort +16, Ref +18, Will +14; +2 vs enchantment, +2 vs 
  posion
  Immune disease, fire
  Defensive Abilities Deflect Arrows, fiery rebirth, 
  improved evasion, poisonous blood, slow fall (50 ft.)
  OFFENSE
  Speed 60 ft.
  Melee unarmed +19/+14 (1d10+10 plus 1d6 fire) or 
  flurry of blows +18/+18/+13/+13/+8 (1d10+10 plus 
  1d6 fire)
  Special Attacks ki strike (magic, lawful), pyrophelia
  TACTICS
  Before Combat Tak’ra prepares for a fight by activating 
  his coyote rune to better close with his opponents.
  During Combat Tak’ra prefers to group as many 
  opponents together as possible, hindering their 
  movements with his stun and trip abilities, then 
  unleashing his dragon or phoenix runes.
  Morale Tak’ra relies heavily on his fiery rebirth ability, 
  caring little for his own well-being or that of bystanders.
  STATISTICS
  Str 24, Dex 16, Con 20, Int 10, Wis 16, Cha 10
  Base Atk +8; CMB +18 (+20 grapple, trip); CMD 42 (44 
  vs grapple, trip)
  
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  SQ fast movement, high jump, ki pool (8 points), 
  maneuver training, poison resistance, skulker, vermin 
  affinity, wholeness of body
  Feats Acrobatic, Combat Reflexes, Deflect Arrows, 
  Dodge, Improved Feint, Improved Grapple, Improved 
  Trip, Medusa’s Wrath, Stunning Fist, Weapon Focus 
  (unarmed)
  Skills Acrobatics +23, Climb +21, Perception +19, Sense 
  Motive +19, Stealth +23; Racial Modifiers +2 on all skill 
  checks involving vermin, Acrobatics +4, Stealth +4 
  Combat Gear potion of haste; Other Gear amulet of 
  natural armor +3, belt of physical might +4 (Strength, 
  Constitution), cloak of resistance +4, ring of protection 
  +3, +3 cursed flaming desert runes of power
  SPECIAL ABILITIES
  Fiery Rebirth (Su): Much like a phoenix, Tak’ra can 
  arise from the sands of the desert. Once per year, Tak’ra 
  may revive himself when slain, even if there is nothing 
  physically left of his body. He always appears at the base 
  of an obelisk near the site of an ancient Sasori temple 
  in the Burning Lands. This quality has rendered him 
  notoriously difficult to kill. Rumor has it (Knowledge 
  [planes], DC 20) that if the obelisk is destroyed, Tak’ra 
  will stay dead, but freed of his curse.
  Inner Fire (Su): Once per day as a full round action, 
  Tak’ra can open his third eye wide enough to encompass 
  not only his entire body but a large area around him, 
  allowing his inner fire to rampage and burn the life 
  from everything it touches. Doing so is physically 
  exhausting, however. Tak’ra must expend all remaining 
  ki points and sacrifice any number of hit points (up to 
  his current hit point total) to deal an equal amount of 
  fire damage to all targets within a 60-foot radius (no 
  save).
  Poisonous Blood (Ex): Tak’ra’s blood is mildly 
  poisonous; although harmless to most creatures, this is 
  extremely foul to the taste.  Creatures that successfully 
  bite Tak’ra must make a Will save (DC 18) or be unwilling 
  to bite any sasori for 24 hours. A creature attempting 
  to swallow Tak’ra must also make this save, or refuse to 
  swallow him.
  Poison Resistance: Tak’ra has a +2 racial bonus to 
  saves against poiston.
  Pyrophelia (Sp): Tak’ra can focus his profound 
  destructive urges into actual bursts of shattering force. 
  Tak’ra can use one of the following spell-like abilities as 
  a swift action: flaming sphere, pyrotechnics, and shatter. 
  The caster level is equal to Tak’ra’s hit dice. The save DC 
  18. The DC is Wisdom-based.
  Tak’ra’s trial in the desert saw him walk away 
  empowered by unknown supernatural forces. His new 
  power manifested as potent runes of power, but came 
  with a curse: a barely-controlled pyromania. In addition 
  to their standard function as runes of power, Tak’ra 
  gains the following additional abilities, as noted in 
  his statblock: fiery rebirth, pyrophelia, and inner fire. 
  Tak’ra’s CR has been adjusted to reflect his curse and 
  his equipment.
  Skulker: Tak’ra has a +4 racial bonus to Acrobatics and 
  Stealth checks.
  Vermin Affinity: Tak’ra has a +2 racial bonus on all 
  saves and skill checks involving creatures of the Vermin 
  NEW MAGIC ITEM: DESERT RUNES OF POWER
  Aura strong evocation; CL 15th
  Slot none; Price 7,500 gp (+1), 30,000 gp (+2), 
  67,500 gp (+3), 120,000 gp (+4), 187,500 gp (+5); 
  Weight -
  DESCRIPTION
  These magic runes are inscribed on monk’s robes 
  (or similar clothing) or tattooed into the skin. 
  Runes of power function as an amulet of mighty 
  fists, except they do not require a magic item slot.
  In addition, the depicted runes can be activated 
  to grant the wearer different powers. Activating 
  a rune is a swift action, and only one rune can be 
  active at a time. Various themes of powers exist, 
  such as jungle, mountain, ocean, cloud. Presented 
  here is the power suite for desert runes of power.
  Coyote Rune: As long as this rune is active, the 
  wearer gains a +30 feet enhancement bonus 
  to all forms of movement and the wearer no 
  longer provokes attacks of opportunity for leaving 
  threatened squares.
  Dragon Rune: As long as this rune is active, the 
  wearer gains a fiery breath weapon. All creatures 
  within a 30-foot cone take 10d6 fire damage (DC 
  25 Reflex halves).
  Phoenix Rune: As long as this rune is active, 
  the wearer can wreath himself in flame, dealing 
  5d8+15 points of fire damage to any creature 
  adjacent to the wearer. The wearer heals an equal 
  number of hit points.
  Scorpion Rune: As long as this rune is active, the 
  wearer’s unarmed strikes deal an additional 1d6 
  Constitution damage on a successful hit (DC 25 
  Fortitude halves). This is a poison effect.
  CONSTRUCTION
  Requirements Craft Wondrous Item, greater magic 
  fang, creator’s caster level must be at least three 
  times the rune’s bonus, plus any requirements of 
  the melee weapon special abilities; Cost 3,750 gp 
  (+1), 15,000 gp (+2), 33,750 gp (+3), 60,000 gp (+4), 
  93,750 gp (+5)
  
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  type. The bonus to saves stacks with the one from 
  poison resistance.
  SILENCE
  The Cavians live and breathe in a world of constant 
  communication. In the group mind, telepathic chatter 
  serves as a relaxing presence and source of comfort for 
  all the Cavian people – they are literally never without 
  each others’ inner voices. Yet every so often, there is one 
  amongst the herd who is disconnected and silent. Such 
  Cavians can still speak, at least physically. Their silence 
  is more deep than just the quiet of a mute; it is a complete 
  absence of the chatter of their mind, a stillness that draws 
  others in and quells them as well. To a Cavian this is sheer 
  terror, and the individuals who have such quiet minds are 
  often persecuted, expelled, or killed.
  Unnamed and unknown, Silence is one such Cavian. He 
  was left on the backstreets of the Caneus Empire to die 
  when Nysska first came across him. Where others saw 
  a dying beggar, she saw a massive, untapped potential 
  within the Cavian child – an inherent sorcerous gift that 
  she believed would be a potent weapon.  She was correct.
  Silence was grateful for the opportunity to belong to 
  a group, any group, and naturally bonded to the other 
  members of the Brotherhood over time.  He is the most 
  recent addition to this deadly team of assassins, and looks 
  forward to the day that he’ll make a name for himself.
  APPEARANCE
  Silence is abnormally small for his people, standing only 
  an inch taller than four feet. His fur is stark white, and his 
  eyes jet black. Silence wraps himself in a pale blue cloak 
  and carries a small, hooked knife concealed somewhere 
  on his person. When on missions as an assassin, Silence 
  tries to keep as low a profile as possible, and often remains 
  invisible.
  IN THE BROTHERHOOD
  Silence is subtle. He has a number of powerful abilities 
  and has skills in stealth and transport based abilities.  
  Silence can abduct just as easily as he can kill, so if an 
  abduction is called for he’s the prime option.
  NEW ARTIFACT: HOOKED DAGGER
  Aura strong evocation; CL 20th
  Slot none; Weight 3 lbs.
  DESCRIPTION
  The hooked dagger is a wicked curved blade 
  forged of dark steel. Created in a dark pact between 
  the demon lord Emok and the cavian sorcerer 
  Silence, the blade contains every eternal moment 
  of speech Silence would ever utter, in this life and 
  the next.
  The dagger functions as a +3 keen returning 
  throwing dagger. In addition, if the wielder has 
  the muted sorcerer bloodline, he can expend spell 
  slots to gain the following special attacks. Each 
  attack is delivered as an attack action with the 
  dagger. The attacks are delivered through the 
  dagger and deal the dagger’s normal damage in 
  addition to the effects of the special attack. The 
  wielder determines which special attack he is using 
  prior to the attack roll. The DC of the attack’s effect, 
  if any, is equal to 15 + double the level of the spell 
  slot expended to active this ability.
  Numbing Strike: When the wielder delivers this 
  attack the target’s thoughts become dijointed, 
  hindering his actions. On a failed save, the target 
  becomes staggered for a number of rounds equal 
  to the level of the spell slot expended to activate 
  this ability.
  Shattering Strike: When the wielder delivers this 
  attack, a noiseless shatter spell is triggered with 
  the target of the attack as the spell’s origin. The 
  dagger’s wielder is immune to the shatter effect.
  Silencing Strike: When the wielder delivers this 
  attack, a silence spell is triggered with the target of 
  the attack as the spell’s origin.
  DESTRUCTION
  Should the silent sorcerer hear his own voice 
  echoing in the depths of the Abyss the dagger will 
  shatter to pieces.
  
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  PERSONALITY
  Silence is mute and impossible to read.  If you’re a stranger 
  and you talk to silence, he simply stands motionless and 
  watches you until you’re finished.  Most outsiders who 
  attempt to communicate with him fail, however he will 
  scrawl notes when he feels he has to communicate.
  When amongst his team mates, he is somewhat more 
  animated as he formed a bond with them to replace 
  his destroyed family network.  Silence never grew up 
  properly and still has a few child-like qualities, which 
  creates a strange tension in a person who’s also a trained 
  killer.  Chief amongst his seemingly youthful quirks is his 
  deep-seated respect and even hero-worship for Lo-Dora 
  and Erebus.  Silence is afraid of Trevor/Terror and avoids 
  him, which is convenient as their abilities don’t work well 
  together.
  SILENCE 
  CR 10
  XP 9,600
  Cavian sorcerer 10
  N Medium humanoid
  Init +8; Senses Perception +3
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
  hp 78 (10d6+40)
  Fort +6, Ref +7, Will +10; +4 vs enchantment
  OFFENSE
  Speed 30 ft.
  Melee hooked dagger +11 (1d4+2/17-20 x2) and bite 
  +4 (1d4-1 plus seeds of clairvoyoance)
  Special Attacks hush, numbing strike, shattering strike, 
  silencing strike, silent aura
  New Sorcerer Bloodline: Muted
  The taint of the voiceless void runs in your blood. You embrace numbing silence and quiet whispers. In time, you 
  learn to silence even thoughts.
  Class Skill: Stealth
  Bonus Spells: silent image (3rd), silence (5th), nondetection (7th), dimension door (9th), mind fog (11th), globe of 
  invulnerability (13th), sequester (15th), power word stun (17th), etherealness (19th).
  Bonus Feats: Dodge, Improved Initiative, Iron Will, Quick Draw, Silent Spell, Skill Focus (Stealth), Stealthy, Still 
  Spell.
  Bloodline Arcana: If you have cover or concealment (or are otherwise able to use Stealth even without cover or 
  concealment), you can make a Stealth check in place of a concentration check.
  Bloodline Powers: Muted sorcerers manifest their unspoken heritage as they increase in level.
  Silent Aura (Su): At 1st level, you can create a hushing aura in a 10-ft. radius around you. The aura does not 
  completely eliminate sound. Instead, sounds are reduced or muffled. All creatures within the aura gain sonic 
  resit 10. The aura grants a +4 circumstance bonus on saving throws verus spells or abilities that rely on audible 
  components (such as bardic performance or ghost sound). Attempting to cast a spell within the aura requires a 
  concentration check, DC 10 + twice the spell’s level. Lastly, the aura grants a +10 circumstance bonus on Stealth 
  checks.  You can use this aura a number of rounds per day equal to 3 + your Charisma modifier. These rounds do 
  not need to be consecutive.  This aura affects even you. Activating the aura is a standard action; maintaining it 
  once activated is a free action; ending it is a free action.
  Sonic Resistance (Ex): At 3rd level you gain sonic resist 5 and a +2 bonus on saving throws made versus sonic 
  effects. At 9th level your resistance to sonic increases to 10 and your bonus on sonic saving throws increases to 
  +4.
  Hush (Su): At 9th level you can target a foe within 30 feet and quell their inner voice. The target must succeed 
  a saving throw, DC 10 + ½ your sorcerer level + your Charisma modifier, or be stunned for a number of rounds 
  equal to your Charisma modifier. A target that fails its save by 5 or more is rendered unconscious instead. At 9th 
  level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you 
  can use this ability three times per day.
  Silent Word (Su): At 15th level you can alter a spell with the Silent Spell feat a number of times per day equal to 
  your Charisma modifier without an increase in the spell’s level or casting time.
  Muted Mind (Su): At 20th level when you use your hush ability you can choose to inflict upon your opponent 
  a muted mind. If the saving throw versus your hush ability fails, the target’s takes Wisdom, Intelligence, and 
  Charisma damage equal to your sorcerer level.
  
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  Sorcerer Spells Known (CL 11th; concentration +18); 
  Bloodline muted
  5th (4/day) - teleport
  4th (6/day) - dimension doorB, greater invisibility, ice 
  storm (DC 21)
  3rd (8/day) - haste, lightning bolt (DC 20), nondetectionB, 
  slow (DC 20)
  2nd (8/day) - cat’s grace, knock, darkness, scorching ray, 
  silence (DC 19)
  1st (8/day) - animate rope, expeditious retreat, magic 
  missile, obscuring mist, ray of enfeeblement (DC 18), 
  shield, silent imageB
  0 (at will) - arcane mark, dancing lights, detect magic, 
  daze (DC 17), mage hand, mending, prestidigitation, read 
  magic
  TACTICS
  Before Combat Silence prefers to strike unexpectedly, 
  then retreat to the shadows, often following a target 
  for days to learn its habits and abilities and preparing 
  accordingly. He won’t enter combat without a full suite 
  of enhancement spells: haste, greater invisibility, cat’s 
  grace, expeditious retreat, shield, and nondetection.
  During Combat Silence will often make use of his 
  ability to quietly cast spells by casting from hidden 
  places and using his silent aura to mask his presence.
  Morale Silence will make use of dimension door and 
  teleport to escape from enemies who pinpoint his 
  location. Enemies that reliably hurt him, even while 
  protected, he considers too strong to deal with, and 
  flees outright.
  STATISTICS
  Str 8, Dex 18, Con 16, Int 16, Wis 16, Cha 24
  Base Atk +5; CMB +4; CMD 22
  SQ independent, severed
  Feats Combat Casting, Eschew Materials, Improved 
  Initiative, Quiet Caster, Silent Spell, Stifling Miasma, Still 
  Spell, Weapon Finesse
  Skills Acrobatics +14, Bluff +22, Knowledge (local) 
  +13, Stealth +17, Use Magic Device +20; Modifiers -2 
  Knowledge, +2 Bluff, +2 Craft, +2 Perform
  Gear amulet of natural armor +3, belt of mighty 
  constitution +4, headband of alluring charisma +4, 
  hooked dagger
  SPECIAL ABILITIES
  Independent: Silence is a cavian without connection 
  to his race’s collective consciousness. He gains a +4 
  bonus on saves against spells of the enchantment 
  school and mind-affecting effects.
  Severed: Silence’s freedom from group thinking bends 
  his mind toward creative thinking. He suffers a -2 
  penalty on all Knowledge skill checks, but gains a +2 
  bonus on all Bluff, Craft, and Perform checks.
  Silence’s CR has been adjusted to account for his better 
  than average equipment.
  RAM
  Powerful demons such as Emok Zenyaka don’t have to 
  dally about with servants like imps and quasits.  Instead, 
  they have access to more effective and dangerous evil 
  spirits, or the ability to corrupt existing spirits for fell 
  purposes.  Ram is one such corrupted spirit, and not even 
  Emok was prepared for the depths of depravity Ram would 
  reach.
  In the distant past, Ram was a nature spirit, a noble beast 
  of high mountain woods and guardian of the white rams 
  who lived there.  He always possessed a streak of caprice, 
  but his antics were in harmless fun and jest, bringing life 
  and light to his alpine valley home.  When the First Ones 
  dammed his valley and harnessed the natural rivers of his 
  land for use in their aqueducts, Ram watched helplessly 
  as his flock were destroyed by sorcerous minions intent 
  on ‘cleansing the wilderness’ and rendering it ‘safe’ for 
  habitation.  Emok, aware of this struggle, sought out Ram 
  and made him a simple offer – power, in return for service 
  when Ram’s territory was free from the sorcerer kings’ 
  grasp.  Ram was desperate, and saw no alternative but to 
  take the Demon’s bargain.
  Emok is a demon of his word, and Ram’s power grew 
  vastly under the demonic pact.  Ram was able to wage a 
  New Feats
  The following feats expand the options of a muted 
  bloodline sorcerer.
  QUIET CASTER
  You’ve learned to cast spells in muted fashion.
  Benefit: You can cast spells that require verbal 
  components in a quiet manner. When attempting 
  to cast a spell quietly, make a Stealth check. 
  Anyone listening can attempt a Perception check 
  opposed by your Stealth check to detect your 
  spellcasting by sound. In addition, you gain a +4 
  bonus on concentration checks made to cast spells 
  in a muted environment (such as from a muted 
  sorcerer’s silent aura ability).
  STIFLING MIASMA
  Your aura ability carries with it a noise-suppressing 
  magic.
  Prerequisite: silent aura ability
  Benefit: The mind of a target affected by your 
  silent aura is dulled to the physical world. Affected 
  creatures suffer a -4 circumstance penalty to 
  Perception and Sense Motive checks, and the DC 
  for other creatures to cast spells in your silent aura 
  increases by +5.
  
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  guerilla war on the First Ones’ forces, eventually driving 
  them from his home.  Yet Ram was changed somehow.  
  His harmless pranks were becoming cruel and mean-
  spirited.  His wit had turned dark and hateful.  He couldn’t 
  tell if this was a result of years of battle against interloping 
  forces, or the dark influence of demonic magic.  Either 
  way, the First Ones were gone and Ram was slated to enter 
  into his pact of servitude.
  Yet the geas never took hold.  Emok had by this time 
  been captured by the First Ones and sealed into his basalt 
  catacombs, and Ram was free of his servitude.  Ram was 
  not free, however, of the dark effects of Emok’s magic 
  - and he would continue to spiral into cruelty over the 
  course of centuries.  As Emok grew depraved, so too did 
  the nature of his home.  Pristine valleys became overgrown 
  with briars.  Peaceful animals were diseased or overrun 
  with teeming vermin and horrifying predators.  At the 
  center of it all was Ram – now a dark spirit of the forest, 
  a subject of cautionary tales and fables over the entire 
  region.  So Ram lurked in his twisted abode until one day, 
  Emok returned and called in a favor. He could not have 
  been more delighted to see what Ram had become.
  APPEARANCE
  Ram is a frightening caricature of a nature spirit.  He 
  stands around 7 feet tall, with a whip-thin build.  His head 
  is that of a ram, with two jagged, curling horns - one horn 
  is veined with green light, the other blue.  His eyes are ruby 
  red, and his mouth is filled with razor-sharp teeth.  Ram’s 
  body is covered in dull black fur specked with lichen and 
  moss.  He carries a wicked, curving scythe.  Under normal 
  circumstances he stays polymorphed or disguised into a 
  more sensible form.
  IN THE BROTHERHOOD
  Ram is a tempter and a destroyer. Sometimes killing a 
  person is best done not by killing their body, but through 
  poisoning their mind. In this case, Ram is your agent. He 
  can drive strong willed men to suicide, and weak-willed 
  men to enslavement and ruin.
  PERSONALITY
  Ram is intelligent and capricious, delighting in cruel 
  pranks.  He is especially fond of poetic irony, and loves to 
  pursue and watch his targets so that he can provide them 
  with a ‘fitting’ death.  Ram’s assassinations are carefully 
  calculated and elaborate plots that can take months to play 
  out, and often hinge on driving his target to madness or 
  suicide rather than dirtying his hands with murder.
  Ram is one of those villains who loves to go on at length 
  about his schemes (or anything at all, really) and will quite 
  literally talk a person’s ear off if given half the opportunity. 
  He isn’t stupid, however, and isn’t going to do this unless 
  the situation is actually under control.
  RAM 
  CR 10
  XP 9,600
  CE Medium outsider (evil, native)
  Init +7; Senses darkvision 60 ft., Perception +3
  Aura horn of delirium (30 ft.)
  DEFENSE
  AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
  hp 83 (8d10+24); DR 5/cold iron or good
  Fort +5, Ref +9, Will +10; Immune disease, poison; SR 
  20
  Resist acid 10, cold 10, electricity 10, fire 10
  Defensive Abilities fast healing 5
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +13 (1d6+5/ 19-20 x2) and gore 
  +13 (1d8+5 plus 1d6 Wisdom plus confused plus 
  disease/19-20 x2) or scythe +15 (2d4+9/19-20 x4) and 
  gore +8 (1d8+5 plus 1d6 Wisdom plus confused plus 
  disease/19-20 x2)
  Special Attacks confused (1d4+1 rounds, save each 
  round, DC 18), sneak attack +3d6
  Spell-Like Abilities (CL 10th; concentration +15)
  At Will - detect magic, ghost sound (DC 15), minor image 
  (DC 17), polymorph
  3/day - quickened charm person (DC 16), hideous 
  laughter (DC 16), hold person (DC 18), invisibility
  1/day - confusion (DC 18), suggestion (DC 18)
  TACTICS
  During Combat Ram attempts to his spell-like abilities 
  to mitigate the number of foes he must face at once. 
  Ram is convinced that to summon the true form of the 
  scythe of wood’s heart that it must first shed blood; 
  immediately after scoring his first hit with the scythe, 
  Ram will use its ability to turn into a treant.
  Morale Ram will flee from opponents that appear to be 
  immune to his mind-influencing abilities or his disease 
  
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  and Wisdom drain. If these tactics are effective, he’ll 
  fight to the death.
  STATISTICS
  Str 20, Dex 17, Con 16, Int 16, Wis 11, Cha 21
  Base Atk +8; CMB +13; CMD 26
  SQ demon’s luck, wild glamer, woodland stride
  Feats Cleave, Power Attack, Quicken Spell-Like Ability 
  (charm person), Weapon Focus (scythe)
  Skills Acrobatics +14, Bluff +16, Diplomacy +16, 
  Knowledge (nature) +13, Knowledge (planes) +13, 
  Perception +11, Sense Motive +11, Sleight of Hand +11, 
  Stealth +14
  Gear scythe of wood’s heart
  SPECIAL ABILITIES
  Demon’s Luck (Ex): The critical threat range of all Ram’s 
  attacks are increased by 1.
  Disease (Su): Horn of Corruption: Gore - injury; save 
  Fort DC 18; onset 1 day; frequency 1/week; effect 1 Wis 
  damage and alignment shift; cure 2 consecutive saves. 
  Ram’s green-colored horn slowly drives his victims 
  into the depths of depravity. When this disease deals 
  Wisdom damage, the target’s alignment shifts one 
  step toward chaotic evil, first along the law/chaos axis. 
  This disease does not affect creatures that are already 
  chaotic evil.
  Horn of Delirium (Su): Ram’s blue-colored horn 
  radiates an aura of madness on all creatures within 30 
  feet. Creatures must make a Will save (DC 18) or suffer a 
  -2 penalty to all saving throws for 1 day. If the save fails 
  by 5 or more, the target also takes 1 Wisdom damage. 
  Creatures that successfully save against this ability 
  are immune to the horn of delirium for 24 hours. This 
  aura is always active, though Ram can suppress it each 
  round as a swift action.
  Wild Gleaner (Su): Ram’s heritage as a nature spirit 
  still clings to him, a taunting memory of his past. Every 
  step he takes is accompanied by natural plant growth: 
  nettles, weeds, and thorny briar. Any square that Ram 
  enters is considered hindering terrain 1 round after 
  he leaves that square. Moving through these squares 
  inflicts 1 point of damage due to thorns and stinging 
  nettles.
  TREVOR CATALAN
  Trevor Catalan was never a healthy child.  He had 
  suffered a variety of ailments since he was a baby, but 
  more pressing than any of his fevers and poxes was his 
  temperament.  Trevor was terrified.  Of what, he could 
  never explain, but when night fell and shadows pooled in 
  his bedroom, sleep did not come without a fight.  In fact, 
  Trevor would rather not sleep at all, for every second that 
  he spent asleep was ample time for another horrifying 
  dream to rip him, screaming, from rest.
  The only thing that could calm Trevor back to sleep was 
  a lullaby, a gentle tune that his mother would sing to him, 
  and that he would join in as she cradled him in her arms.  
  Every night, often several times per night, Trevor’s mother 
  would make her way to his room to soothe the tormented 
  boy.  When daytime arrived she would sleep herself, 
  exhausted from the night’s ordeal.
  The problem did not diminish as Trevor grew into a 
  school-aged boy.  Soothsayers, holy men, and wizards 
  were consulted yet none could discover any underlying 
  problem.  One did have a solution, however – the wizard 
  provided Trevor’s mother with a parcel of sleeping herbs 
  and instructions – a small amount of the magical plant, 
  brewed in a tea, could turn her lullaby into a gentle sleep 
  spell powerful enough to affect a child and quiet his 
  turbulent dreams. Trevor’s mother agreed readily, hoping 
  against hope that this would finally be the cure for her 
  son’s nightmares.
  As night fell, Trevor sat in bed, ready for his mother to 
  come and sing her lullaby. “Are you sure I’ll be okay, 
  mom?” He asked as she sat down next to him, the herbal 
  tea in his hands.  “Of course dear.  I’ll see you tomorrow, 
  when the sun comes up.”  And so she began her song, and 
  he sang along until he drifted away.
  Trevor tumbled deeper into sleep, and once more the 
  fear took hold of him.  Shadows pooled around him as 
  his terror mounted – he had to wake up.  He had to wake 
  up.  Trevor strained to open his eyes, but they would only 
  open to the same scene – shadows around him, pulling at 
  his legs like thick, cold mud.  The shadows were parting 
  – Trevor could see something there – something terrible.  
  New Item: Scythe of Wood’s Heart
  Aura strong transmutation; CL 15th
  Slot none; Price 40,318 gp; Weight 10 lbs.
  DESCRIPTION
  This gnarled, twisted scythe is crafted from twisted 
  pine, grown in the blood of slain fey. The scythe 
  functions as a +2 calling scythe. In addition, the 
  wielder is protected by a barkskin spell (CL 15th).
  Once per day as a swift action the wielder can 
  plant the scythe in the ground. One round later 
  (at the start of the wielder’s next turn) the scythe 
  transforms into a neutral evil treant (CR 8) under 
  the wielder’s control. The scythe transforms even if 
  grasped again. The scythe returns to its true form 
  at the wielder’s command (a free action) or when 
  the treant is slain.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, 
  barkskin, summon nature’s ally VI, caster level 15th; 
  Cost 20, 159 gp
  
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  He tried to scream, but there was no sound in this world, 
  no motion except for the terrible thing, becoming more and 
  more clear with each passing second.  He had to wake up. 
  He couldn’t wake up. Trevor’s eyes were fixed in front of 
  him, riveted on a scene that no one in this world should 
  ever see – and then there was nothing at all.
  When they found his body, he was completely rigid - eyes 
  wide but unseeing, his mouth slightly open as if about to 
  moan.  Trevor had died in the night.  The entire family 
  was shaken up, Trevor’s mother the most.  The night after 
  the burial, she sat alone in her reading room, watching 
  the embers of the fire and quietly mourning her son.  
  Something was bothering her - distantly, from past the 
  lagoon in the rear of the property, she could just make out 
  a lilting, familiar tune.  It was her song, the lullaby.
  She started awake, glancing up at the fire, now ashen and 
  cold.  It must’ve been near midnight, as the moon was the 
  only light creeping in through the window.
  “I’m so scared, mom.”
  She shuddered at the voice – Trevor’s voice.  But Trevor 
  was dead.  She must be going mad from guilt.
  “Please sing for me – please,” The voice was quiet, 
  pleading, yet insistent.  It was dark, but she could make out 
  a small, shadowy figure outside the window, white eyes 
  glinting in the darkness.  She choked back a sob.
  “Why are you… why are you here?” She was in tears.  She 
  thought she had finally given her son peace, she thought 
  she did the right thing.
  “I’m so scared,”
  Her voice ragged with sobbing, Trevor’s mother slowly 
  began her song, and Trevor joined in.  But she knew there 
  would never be any rest for her son, not that night, not any 
  night.
  Two tragedies in two days is a great deal for any family 
  to weather, and when they found the lady of the house 
  drowned in the lagoon in the back of the property, the 
  entire estate was deemed cursed and soon abandoned.  
  Nobody ever did see the small footprints leading away 
  from the family crypt and out over the moors.
  Several months passed, and they were not pleasant months 
  for the people of southern Caneus. Entire villages were 
  being transformed into wights overnight, and nobody 
  could nail down the source of the undead plagues. When 
  Lo-Dora became aware of some powerful force of undeath 
  in the area, he decided that it would be an excellent test of 
  his prowess. He set out, tracked the beast, and discovered 
  Trevor – a mewling child, unliving, with a terrible power. 
  Lo-Dora could not bring himself to slay such a piteous 
  beast, and instead returned with Trevor to the Folding 
  Circles’ lair.  Surely death would have been better than 
  what awaited - Emok was quick to take a malign interest 
  and enslaved the wight with a necromantic pendant. So 
  began a dark eternity of slavery and suffering as a tool of 
  the Brotherhood.
  APPEARANCE
  Trevor looks very nearly human.  He’s wild-haired with 
  large, dark eyes and a tear-streaked face.  His skin is 
  extremely pale – almost white, but the most telltale signs 
  of his undeath are his teeth, stained black from the poison 
  tea he drank.
  IN THE BROTHERHOOD
  Trevor is largely controlled by Emok. He’s used in cases 
  where large numbers of civilians need to be ‘cleared 
  out’. The resulting free-willed undead are often a bonus. 
  Trevor’s powers have turned the tide of wars.
  PERSONALITY
  Trevor has the mind of a child, but he’s a child whose 
  entire existence is overcome with endless terror.  He begs 
  and pleads with people to help him sleep and constantly 
  sings fragments of his mother’s broken lullaby.  As 
  opposed to dealing with him on an interpersonal level, 
  Emok simply bound him and now commands him as an 
  undead servant.  Emok is immeasurably cruel and enjoys 
  the company of someone who is constantly suffering with 
  no possibility of ever ending it.
  Terror is considerably more awful.  He is a malign, cunning 
  creature who constantly whispers horrifying threats in 
  a lilting, child-like voice.  Terror is happy to undertake 
  any mission so long as it provides him the opportunity to 
  spread his nightmare.
  Emok does not like it when Terror is awake – it just goes 
  to show that there are things that can give even demons 
  pause.  Emok will wake terror if free will is needed for 
  some mission or other but generally prefers not to.
  TREVOR CATALAN 
  CR 10
  XP 9,600
  CE Medium outsider (evil, native)
  
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  LE Medium undead 
  Init +7; Senses darkvision 60 ft.; Perception +16
  Aura nightmare (60 ft.)
  DEFENSE
  AC 24, touch 16, flat-footed 20 (+4 Dex, +8 natural, +1 
  size, +1 deflection)
  hp 105 (10d8+60)
  Fort +9, Ref +7, Will +10
  Defensive Abilities undead traits
  Weaknesses resurrection vulnerability
  OFFENSE
  Speed 30 ft.
  Melee slam +12 (1d3+1 plus energy drain)
  Special Attacks charming gaze, energy drain (1 level, 
  DC 21), lullaby
  TACTICS
  During Combat Trevor uses his gaze and lullaby 
  abilities from a distance in an attempt to avoid combat. 
  If captured or backed into a corner, he’ll unleash 
  Terror to do his fighting for him. Terror uses similar 
  tactics, striking from the shadows to avoid retaliation, 
  but won’t hesitate to coup de grace an unconscious 
  opponent.
  Morale Both Trevor and Terror are aware of their 
  current status, as the nightmare rises in them, drawing 
  closer to unleashing weird. Both seek to avoid this fate, 
  fleeing after being reduced to one-third their hit points.
  STATISTICS
  Str 12, Dex 19, Con -, Int 11, Wis 17, Cha 23
  Base Atk +7; CMB +7; CMD 23
  SQ create spawn, terror, weird
  Feats Dodge, Improved Initiative, Skill Focus (Stealth), 
  Stealthy, Weapon Finesse
  Skills Acrobatics +14, Escape Artist +6, Intimidate +19, 
  Perception +16, Stealth +27; Racial Modifier +8 Stealth
  Gear Emok’s pendant
  SPECIAL ABILITIES
  Charming Gaze (Su): Trevor’s pleas and gaze have 
  the supernatural power to compel people closer. As a 
  swift action, Trevor can fix his gaze on a target within 
  30 feet and motion him forward. The target must make 
  a Will save (DC 21) or become fascinated for 1 round. A 
  creature fascinated by Trevor’s gaze suffers a -2 penalty 
  to saving throws versus his lullaby.
  Create Spawn (Su): Any humanoid creature that is 
  slain by any Trevor becomes a wight itself in only 1d4 
  rounds. Spawn so created are less powerful than typical 
  wights, and suffer a –2 penalty on all d20 rolls and 
  checks, as well as –2 hp per HD. Unlike normal wights, 
  Trevor’s spawn are free-willed, nightmare-wracked 
  wights who will not harm Trevor or each other. They do 
  not possess any of the abilities they had in life.
  Lullaby (Su): Trevor still sings his mother’s lullaby in a 
  futile attempt at calming himself. All who hear the eerie 
  song must make a Will save (DC 21) each round or fall 
  into a restless slumber (unconscious) where the victim 
  is subject to the endless nightmare that is Trevor’s 
  existence. Creatures that make their saves are immune 
  to Trevor’s lullaby for 24 hours. Creatures that hear the 
  lullaby suffer a -2 penalty on attack and damage rolls 
  (no save). Activating this ability is a move action.
  Nightmare Aura (Su): Within a 60-foot radius of Trevor, 
  sleeping creatures experience a glimpse of Trevor’s 
  hellish reality. Such creatures must succeed a Fortitude 
  save (DC 21) at the start of Trevor’s turn or suffer a 
  negative level. Victims that fail their saves wake in a 
  sweat as the fever dream dissipates.
  Resurrection Vulnerability (Su): A raise dead or similar 
  spell cast Trevor destroys him (Will negates). Using the 
  spell in this way does not require a material component.
  Terror (Su): Terror is Trevor’s alter ego. In order for 
  Terror to become active, Trevor must have imparted at 
  least five negative levels in a 24 hour period. Changing 
  personalities is a full-round action that provokes an 
  attack of opportunity, as Trevor slumps to the ground. 
  When he gets back up, his face is a twisted mask of 
  unmitigated horror.
  Terror is a truly evil entity, and when he’s in control 
  the nightmare aura also functions on targets who are 
  awake – essentially every foe within 60 feet of him must 
  make a Fortitude save or gain negative levels every 
  round. Those who are sleeping when Terror is in control 
  gain two negative levels on a failed save, and gain one 
  if they succeed.
  Weird (Su): Trevor’s nightmares manifest when his 
  physical form reaches its end. When reduced to 0 hit 
  points, all creatures within the range of his nightmare 
  aura are targeted by a weird spell (CL 18th, DC 23).
  New Item: Emok’s Pendant
  The blue-gold pendant Trevor wears around his 
  neck is Emok’s method of controlling his tortured 
  servant. The pendant functions as a ring of 
  protection +1 (AC 27; hardness 0; 15 hit points). 
  Identifying this pendant as the source of Trevor’s 
  torment requires a DC 30 Sense Motive check.
  
  In the world of Exodus, there are none that 
  are more dangerous than the five person 
  lead terrorist and criminal organization 
  known as the Folding Circle.  The Folding 
  Circle rarely concerns itself with large-scale 
  military style movements – The Folding 
  Circle prefers to work with pinpoint 
  strikes, sending a small group of powerful 
  individuals to achieve some aim or another. 
  Usually, one of the leaders will travel out 
  to wherever a problem or opportunity has 
  arisen and deal with it accordingly. The 
  Folding circle doesn’t control territory in 
  the sense that a nation does.  The members 
  of this organization are highly mobile and 
  powerful, capable of traveling to an area 
  spied through the Star Fountain, dealing 
  with the “problem”, and returning.  This 
  travel capability means that a member of 
  the Folding Circle can appear anywhere, at 
  any time, with basically no warning. This 
  supplement includes:
   • History of the Folding Circle
   • The Folding Circle – Goals and Agenda
   •  The History of the Leader of the Folding 
  Circle: Makesh the Undying (CR 4, 10, 
  14, 20 & 24), Nysska (CR 3, 7, 11, 15 & 
  19), The Destoyer (CR 5, 9, 13, 17 & 21), 
  Emok Zenyaka (CR 2, 6, 10, 14 & 19), 
  and Haru Anon (CR 5, 10, 15, 20 & 25)
   • Relations with the World of Exodus
   • Four all new Protégé Feats
   •  Allies of the Folding Circle: Seeker-
  in-Flame (CR 10), Axo the Wildstorm 
  (CR 14) and The eight members of the 
  Brotherhood (CR 10 – 15)
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  enemies of NeoExodus: folding circle
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9516 - Enemies of NeoExodus - Folding Circle.pdf