The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Ithiria, 2021-10-14 04:44:09

Monster Codex

Monster Codex

MAS KED MU RDERER Base Atk +7; CMB +9; CMD 22
Some ghouls walk in villages and cities, using disguises Feats Abil ity Focus (para lysis), Combat Casting, Improved
and magic to hide their nature. The masked murderer
strikes from the shadows against the living. Initiative, Weapon Finesse, Weapon Focus (claw)
Skills Bluff +19, Diplomacy +19, Disguise +19, Intimidate +19,
MASKED MURDERER CR 8
Knowledge (arcana) +16, Knowledge (local) +20, Knowledge
XP 4,800 (religion) +1 5 (+19 to identify undead creatures and their
Ghoul bard (dirge bard) 8 (Pathfinder RPG Ultimate Magic 26) abilities), Perception +15, Perform (oratory) +14, Perform
(percussion) +19; Racial Modifiers +4 Knowledge (religion)
CE Medium undead to identify undead creatures and their abilities
Languages Common, Dwarven, Elven, Undercommon
lnit +7; Senses darkvision 60 ft.; Perception +1 5 SQ bardic knowledge +4, haunting refrain (+4 to demoralize,
-2 penalty on saves against bard's fear effects), secrets of
DEFENSE the grave
Combat Gear +1 thundering arrows (4), potion of invisibility,
AC 20, touch 1 3, flat-footed 17 (+5 armor, +3 Dex, +2 natural) scroll of hold person, wand of inflict light wounds (50 charges);
Other Gear +1 chain shirt, mwk composite shortbow with
hp 1 1 3 (10d8+68) 1 0 arrows, headband of alluring charisma +2, disguise kit,
10 gp
Fort +8, Ref +9, Will +1 1 ; +4 vs. necromantic effects;
Defensive Abilities channel resistance +2; Immune undead traits The masked murderer uses deception to get closer
to her human prey, mingling among them without
OFFENSE arousing their suspicion until it is too late for them
to escape her clutches. Magic, particularly the fleshy
Speed 30 ft.
facade spell, allows her to craft her deceptive
Melee bite +10 (1 d6+2 plus disease and paralysis), appearance, and she knows how to disguise
herself using mundane means so that she can
2 claws +1 1 (1d6+2 plus paralysis) at least hide her gruesomeness long enough to
get to safety ifher magic fails her.
Ranged mwk composite shortbow +1 1/+6 Charm and lies pave the murderer's way
through society. Typically, she begins
(1 d 6+2/x3) small, making friends with low-class
workers or farmers in taverns and
Special Attacks bardic performance 24 alleyways, then luring them away to kill
and devour them. This is rarely enough
rounds/day (move action; cou ntersong, for a masked murderer, though, and in
time she makes connections among
dirge of doom [DC 20], distraction, the elite. This could be to satisfy her
ego, but more often she wants to dine
fascinate [DC 20], inspire competence +3, on the finer morsels of spoiled elites
rather than the tough flesh ofhard laborers.
i nspire courage +2, suggestion [DC 20]), Unfortunately for ghouls, spending so much
time among the living serves onlyto highlightthe
disease (DC 1 7), paralysis (1d4+1 rounds, life they traded away for the unending hunger
of their undead existence. Many masked
DC 1 9, elves are i m mune to this effect) murderers find themselves conflicted as a
result, envying thevibrantlives oftheir prey.
Bard Spells Known (CL 8th; concentration +14) In the end, however, a masked murderer's
ghoulish hunger always overwhelms any
3rd (3/day)-confusion (DC 1 9), crushing despair other emotion she might feel, and
she hunts her prey with as
(DC 1 9), glibness much ravenous fervor
2nd (6/day)-allegro"M, fleshy facade '' as any other ghoul, if
not more.
(DC 1 8), inflict moderate wounds (DC 1 8),

mirror image
1 st (6/day)-disguise self, expeditious

retreat, hideous laughter (DC 1 7), ray of

enfeeblement (DC 1 7), silent image (DC 17)
O (at will)-detect magic, ghost sound (DC 1 6),

mage hand, message, prestidigitation

(DC 1 6), summon instrument

TACTICS

Before Combat This furtive killer disguises herself

as a human while stalking her targets. If at all

possible, s h e avoids conflict, though h e r h u nger

sometimes gets the best of her.

During Combat If her presence is detected, the

m u rderer begins combat by casting confusion. She

then starts a bardic performa nce (typically dirge

of doom). Before she actually enters melee, she

casts allegro to gain additional attacks.

STATISTICS

Str 1 5, Dex 1 7, Con -, Int 1 7, Wis 1 4,
Cha 22

ANC1EN T GRAVE01GGER Melee +1 bite +14 (1 d6+6 plus d isease and paralysis), 2 +1 frost
Years of digging up graves have given this ancient ghoul claws +1 5 (1d6+6 plus 1 d 6 cold, d isease, and paralysis)
an affinity for earth magic. Powerful spellcasting ghouls
usually rise to positions of leadership, and in his ghoul Ranged rock +1 3/+8 (2d4+7)
city, this gravedigger is a high-ranking member of the Special Attacks d isease (DC 1 5), paralysis (1d4+1 rounds, DC 1 5,
ruling elite.
elves are immune to this effect)
ANCIENT GRAVEDIGGER CR 10 Oracle Spells Known (CL 10th; concentration +14)

X P 9,600 5th (3/day)-f/ame strike (DC 1 9), mass inflict light
wounds, stoneskin
Ghoul oracle 10 (Pathfinder RPG Advanced Player's Guide 42)
4th (6/day)-divine power, inflict critical wounds, summon
CE Medium undead monster IV, wall of stone (DC 1 8)

lnit +4; Senses darkvision 60 ft.; Perception +17 3rd (7/day)-animate dead, blindness/deafness (DC 1 7),
dispel magic, inflict serious wounds, meld into stone
DEFENSE
2nd (7/day)-darkness, desecrate, hold person (DC 1 6),
AC 22, touch 1 4, flat-footed 18 (+4 armor, +1 deflection, +4 Dex, inflict moderate wounds, spiritual weapon, stone cal/APG

+3 natural) 1 st (7/day)-command (DC 1 5), entropic shield, inflict light
wounds, liberating command"', magic stone, obscuring
hp 1 1 2 (12d8+58) mist, shield of faith
Fort +8, Ref +8, Will +1 3
O (at will)-bleed (DC 1 4), create water, detect magic, detect
Defensive Abilities channel resistance +2; Immune undead poison, guidance, mending, read magic, resistance, sparkAPG

traits Mystery stone

OFFENSE TACTICS

Speed 30 ft. Before Combat The ancient gravedigger prepares for com bat
by quaffing potions of greater magic fang and mage armor.
He uses earth glide and crystal sight to observe foes fighting
his underlings before he attacks.

During Combat The ancient gravedigger prefers to fight at range,
relying on summoned creatures, flame strike, and spiritual
weapon to deal damage while he uses earth glide and
crystal sight to take cover from the fray. If he must
enter melee, the gravedigger fights viciously.
Base Statistics Without greater magic fang and
mage armor, the ancient gravedigger's statistics are
AC 1 8, touch 1 5, flat-footed 1 4; Melee bite +13 (1 d 6+5 plus
d isease and paralysis), 2 frost claws +1 4 (1d6+5 plus 1d6 cold,
d isease, and paralysis).

STATISTICS

Str 20, Dex 1 8, Con -, Int 1 5, Wis 1 4, Cha 1 8
I Base Atk +8; CMB +13 (+1 7 trip); CMD 27 (31 vs. b u l l rush,

33 vs. trip)
Feats Combat Reflexes, Extra Rage, Greater Trip, Improved

Natural Armor, Improved Trip, Power Attack, Quick Draw,
Weapon Focus (claw)
Skills Bluff +16, Diplomacy +19, Intimidate +19, Perception +1 7,
Spel lcraft +1 7, Stealth +18
Languages Aklo, Common, Draconic, Terran, Undercom mon;
tongues (understands only)
SQ oracle's curse (tongues [Aklo]), revelations (crystal sight,
earth g l i de, rock throwing, stone stability)
Combat Gear potion of greater magic fang, potion of

mage armor; Other Gear belt ofgiant strength +2, cloak
of resistance +1, frost amulet of mighty fists, ring of
protection +1, throwing stones (10), onyx gems (worth
1,000 gp total), silver d ust (worth 25 gp)


























Click to View FlipBook Version