ZYOHUS CULT CLERIC (TIER 1-2) CR 1/2
Male Human (Taldan) Cleric 1
NE Medium Humanoid (Human)
Init +3; Senses Perception +2
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DEFENSE
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AC 18, touch 9, flat-footed 18 (+7 armor, +2 shield, -1 Dex)
hp 11 (1d8+2)
Fort +4, Ref -1, Will +4
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OFFENSE
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Spd 20 ft.
Melee Masterwork Pick, Heavy -5 (1d6+1/20/x4) and
Shield, Heavy Steel -10 (1d4+1/20/x2)
Special Attacks Battle Rage (5/day), Bleeding Touch 1 rounds (5/day)
Spell-Like Abilities Battle Rage (5/day), Bleeding Touch 1 rounds (5/day)
Cleric Spells Known (CL 1, -6 melee touch, -8 ranged touch):
1 (2/day) Cause Fear (DC 13), Doom (DC 13), Cure Light Wounds (DC 13)
0 (at will) Bleed (DC 12), Guidance (DC 12), Cure Minor Wounds (DC 12)
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TACTICS
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During Combat The Cleric of Zyphus uses cause fear immediately to scare away the largest PC. She prefers to keep the zombies between herself and the PCs and to fight with her heavy pick at close range. Shell use inflict light wounds to heal the zombies when and if she can and uses her death touch ability as a last resort.
Morale A fierce and devoted loyalist, the Cleric of Zyphus fights to the death.
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STATISTICS
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Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12
Base Atk +0; CMB +1; CMD 10
Feats Combat Casting, Improved Initiative
Skills Acrobatics -10, Climb -8, Concentration: Cleric +3, Escape Artist -10, Fly -10, Knowledge (Religion) +4, Ride -10, Sense Motive +6, Spellcraft +4, Stealth -10, Swim -8
Languages Common
SQ Aura (Ex), Channel Negative Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: Death, Cleric Domain: War, Hero Points (1), Spontaneous Casting
Combat Gear Masterwork Pick, Heavy, Shield, Heavy Steel, Splint Mail; Other Gear Potion of Cure Moderate Wounds, Wooden Holy Symbol of Zyphus
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TRACKED RESOURCES
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Battle Rage (5/day) (Sp) - 0/5
Bleeding Touch 1 rounds (5/day) (Sp) - 0/5
Channel Negative Energy 1d6 (4/day) (DC 11) (Su) - 0/4
Potion of Cure Moderate Wounds - 0/1
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Bleeding Touch 1 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Negative Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.HUMAN COMMONER ZOMBIES (3)(TIER 1-2) CR 1/5
Male Human Commoner 1
NE Medium Undead
Init -1; Senses Darkvision (60 feet); Perception +0
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DEFENSE
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AC 11, touch 9, flat-footed 11 (-1 Dex, +2 natural)
hp 16 (1d8+1d6+3)
Fort +0, Ref -1, Will +2
DR 5/slashing; Immune Undead Traits
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OFFENSE
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Spd 30 ft.
Melee Slam (Zombie) +2 (1d6+3/20/x2)
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STATISTICS
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Str 14, Dex 8, Con -, Int -, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 11
Feats Toughness +3
Skills
Languages Common
SQ Hero Points (1), Staggered (Ex)
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TRACKED RESOURCES
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-none-
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SPECIAL ABILITIES
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Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Staggered (Ex) Make only a single move or a single attack action each round.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.ZYOHUS CULT CLERIC (TIER 3-4) CR 2
Male Human (Taldan) Cleric 3
NE Medium Humanoid (Human)
Init +4; Senses Perception +2
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DEFENSE
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AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 25 (3d8+6)
Fort +5, Ref +3, Will +5
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OFFENSE
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Spd 20 ft.
Melee Masterwork Pick, Heavy -3 (1d6+1/20/x4) and
Shield, Heavy Steel -8 (1d4+1/20/x2)
Special Attacks Battle Rage (5/day), Bleeding Touch 1 rounds (5/day)
Spell-Like Abilities Battle Rage (5/day), Bleeding Touch 1 rounds (5/day)
Cleric Spells Known (CL 3, -4 melee touch, -5 ranged touch):
2 (2/day) Desecrate, Cure Moderate Wounds (DC 14), Spiritual Weapon
1 (3/day) Cause Fear (DC 13), Doom (DC 13), Cure Light Wounds (DC 13), Cure Light Wounds (DC 13)
0 (at will) Bleed (DC 12), Guidance (DC 12), Cure Minor Wounds (DC 12), Cure Minor Wounds (DC 12)
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TACTICS
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Before Combat Just before the PCs arrived, the Cleric of Zyphus cast desecrate in order to strengthen her minions in their assault on the cowering theater goers.
During Combat The Cleric of Zyphus uses cause fear immediately to scare away the largest PC. She prefers to keep the zombies between herself and the PCs and to fight with her heavy pick at close range. Shell use inflict light wounds to heal the zombies when and if she can and uses her death touch ability as a last resort.
Morale A fierce and devoted loyalist, the Cleric of Zyphus fights to the death.
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STATISTICS
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Str 13, Dex 10, Con 14, Int 10, Wis 15, Cha 12
Base Atk +2; CMB +3; CMD 13
Feats Combat Casting, Improved Initiative, Lightning Reflexes
Skills Acrobatics -9, Climb -8, Concentration: Cleric +5, Escape Artist -9, Fly -9, Knowledge (Religion) +6, Ride -9, Sense Motive +8, Spellcraft +6, Stealth -9, Swim -8
Languages Common
SQ Aura (Ex), Channel Negative Energy 2d6 (4/day) (DC 12) (Su), Cleric Domain: Death, Cleric Domain: War, Hero Points (1), Spontaneous Casting
Combat Gear Masterwork Pick, Heavy, Shield, Heavy Steel, Splint Mail; Other Gear Potion of Cure Moderate Wounds (2), Wooden Holy Symbol of Zyphus
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TRACKED RESOURCES
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Battle Rage (5/day) (Sp) - 0/5
Bleeding Touch 1 rounds (5/day) (Sp) - 0/5
Channel Negative Energy 2d6 (4/day) (DC 12) (Su) - 0/4
Potion of Cure Moderate Wounds - 0/2
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Bleeding Touch 1 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Negative Energy 2d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.ZYOHUS CULT CLERIC (TIER 5-6) CR 5
Male Human (Taldan) Cleric 6
NE Medium Humanoid (Human)
Init +4; Senses Perception +6
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DEFENSE
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AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield)
hp 46 (6d8+12)
Fort +10, Ref +5, Will +9
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OFFENSE
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Spd 20 ft.
Melee Masterwork Pick, Heavy +0 (1d6+1/20/x4) and
Shield, Heavy Steel -5 (1d4+1/20/x2)
Special Attacks Battle Rage (6/day), Bleeding Touch 3 rounds (6/day)
Spell-Like Abilities Battle Rage (6/day), Bleeding Touch 3 rounds (6/day)
Cleric Spells Known (CL 6, -1 melee touch, -2 ranged touch):
3 (3/day) Cure Serious Wounds (DC 16), Animate Dead, Dispel Magic, Dispel Magic
2 (4/day) Desecrate, Cure Moderate Wounds (DC 15), Cure Moderate Wounds (DC 15), Cure Moderate Wounds (DC 15), Spiritual Weapon
1 (4/day) Divine Favor (DC 14), Cause Fear (DC 14), Doom (DC 14), Cure Light Wounds (DC 14), Cure Light Wounds (DC 14)
0 (at will) Bleed (DC 13), Guidance (DC 13), Cure Minor Wounds (DC 13), Cure Minor Wounds (DC 13)
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TACTICS
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Before Combat Just before the PCs arrived, the Cleric of Zyphus cast desecrate in order to strengthen her minions in their assault on the cowering theater goers.
During Combat The Cleric of Zyphus uses cause fear immediately to scare away the largest PC. She prefers to keep the zombies between herself and the PCs and to fight with her heavy pick at close range. Shell use inflict light wounds to heal the zombies when and if she can and uses her death touch ability as a last resort.
Morale A fierce and devoted loyalist, the Cleric of Zyphus fights to the death.
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STATISTICS
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Str 13, Dex 10, Con 14, Int 10, Wis 16, Cha 12
Base Atk +4; CMB +5; CMD 15
Feats Combat Casting, Great Fortitude, Improved Initiative, Lightning Reflexes
Skills Acrobatics -7, Climb -6, Concentration: Cleric +9, Escape Artist -7, Fly -7, Knowledge (Religion) +9, Perception +6, Ride -7, Sense Motive +9, Spellcraft +9, Stealth -7, Swim -6
Languages Common
SQ Aura (Ex), Channel Negative Energy 3d6 (4/day) (DC 14) (Su), Cleric Domain: Death, Cleric Domain: War, Hero Points (1), Spontaneous Casting
Combat Gear +1 Shield, Heavy Steel, Masterwork Pick, Heavy, Masterwork Splint Mail; Other Gear Cloak of Resistance, +1, Elixir of Fire Breath, Potion of Cure Moderate Wounds (2), Wooden Holy Symbol of Zyphus
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TRACKED RESOURCES
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Battle Rage (6/day) (Sp) - 0/6
Bleeding Touch 3 rounds (6/day) (Sp) - 0/6
Channel Negative Energy 3d6 (4/day) (DC 14) (Su) - 0/4
Elixir of Fire Breath - 0/3
Potion of Cure Moderate Wounds - 0/2
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (6/day) (Sp) Grant +3 to a melee damage rolls.
Bleeding Touch 3 rounds (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Negative Energy 3d6 (4/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.BUGBEAR ZYPHUS ZOMBIE (TIER 3-4) CR 1
Male Bugbear
NE Medium Undead
Init +0; Senses Darkvision (60 feet), Scent; Perception +0
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DEFENSE
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AC 15, touch 10, flat-footed 15 (+5 natural)
hp 42 (4d8+4)
Fort +1, Ref +1, Will +4
DR 5/slashing; Immune Undead Traits
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OFFENSE
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Spd 30 ft.
Melee Slam (Zombie) +7 (1d6+6/20/x2)
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STATISTICS
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Str 18, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 17
Feats Toughness +4
Skills Intimidate +4, Stealth +4
Languages Common, Goblin
SQ Hero Points (1), Staggered (Ex)
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TRACKED RESOURCES
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-none-
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SPECIAL ABILITIES
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Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Staggered (Ex) Make only a single move or a single attack action each round.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.