FEL BUSTRANI (1-2) CR 1
Male Human (Taldan) Cleric 2
NE Medium Humanoid (Human)
Init -1; 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 18 (2d8+4)
Fort +5, Ref -1, 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 -9 (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 2, -5 melee touch, -7 ranged touch):
1 (3/day) Cause Fear (DC 14), Doom (DC 14), Cure Light Wounds (DC 13), Cure Light Wounds (DC 13)
0 (at will) Bleed (DC 13), Guidance (DC 12), Cure Minor Wounds (DC 12), Cure Minor Wounds (DC 12)
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TACTICS
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Before Combat If he knows the PCs are coming, Bustrani drinks his potion of bulls strength (which is not figured into his stats).
During Combat Bustrani stays near the Zyphus Stone and uses cause fear wherever it benefits his cultist warrior and Zyphus zombie the most. If one of the two cultists is downed, hell
wade into combat and use his death touch ability on the first PC he encounters. After that, hell do his best to keep himself and his remaining ally alive, through spells or potions.
Morale Fel Bustrani 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 +1; CMB +2; CMD 11
Feats Spell Focus: Necromancy, Weapon Focus: Pick, Heavy
Skills Acrobatics -10, Climb -8, Concentration: Cleric +4, Escape Artist -10, Fly -10, Knowledge (Religion) +5, Ride -10, Sense Motive +7, Spellcraft +5, Stealth -10, Swim -8
Languages Common
SQ Aura (Ex), Channel Negative Energy 1d6 (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 1d6 (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 1d6 (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.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
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.ZYPHUS CULT WARRIOR (1-2) CR 1/3
Male Human Warrior 1
NE Medium Humanoid (Human)
Init +0; Senses Perception +3
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DEFENSE
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AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 11 (1d10+3)
Fort +2, Ref +0, Will +0
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OFFENSE
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Spd 20 ft.
Melee Masterwork Pick, Heavy +2 (1d6/20/x4) and
Shield, Heavy Steel +1 (1d4/20/x2)
Ranged Shortbow +1 (1d6/20/x3)
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STATISTICS
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Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 11
Feats Skill Focus: Perception, Toughness +3
Skills Acrobatics -3, Escape Artist -4, Fly -4, Perception +3, Ride -4, Stealth -3, Swim -4
Languages Common
SQ Hero Points (1)
Combat Gear Arrows (20), Chain Shirt, Masterwork Pick, Heavy, Shield, Heavy Steel, Shortbow;
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TRACKED RESOURCES
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Arrows - 0/20
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SPECIAL ABILITIES
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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 (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.FEL BUSTRANI (3-4) CR 4
Male Human (Taldan) Cleric 5
NE Medium Humanoid (Human)
Init +0; Senses Perception +3
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DEFENSE
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AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 39 (5d8+10)
Fort +6, Ref +3, Will +7
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OFFENSE
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Spd 20 ft.
Melee Masterwork Pick, Heavy -1 (1d6+1/20/x4) and
Shield, Heavy Steel -7 (1d4+1/20/x2)
Special Attacks Battle Rage (6/day), Bleeding Touch 2 rounds (6/day)
Spell-Like Abilities Battle Rage (6/day), Bleeding Touch 2 rounds (6/day)
Cleric Spells Known (CL 5, -3 melee touch, -4 ranged touch):
3 (2/day) Cure Serious Wounds (DC 16), Animate Dead, Dispel Magic
2 (3/day) Desecrate, Cure Moderate Wounds (DC 15), Cure Moderate Wounds (DC 15), Spiritual Weapon
1 (4/day) Divine Favor (DC 14), Cause Fear (DC 15), Doom (DC 15), Cure Light Wounds (DC 14), Cure Light Wounds (DC 14)
0 (at will) Bleed (DC 14), Guidance (DC 13), Cure Minor Wounds (DC 13), Cure Minor Wounds (DC 13)
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TACTICS
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Before Combat If Bustrani knows the PCs are coming, hell cast desecrate to strengthen the ogre Zyphus zombie, drink his potion of invisibility, and cast divine favor on himself (which is not figured into his stats)
During Combat Bustrani casts cause fear spell on the largest PC and then wades into combat, breaking away and drinking potions as needed. If one or more of the PCs should die in a single round, hell back off and cast animate dead to bring them back as zombies.
Keep in mind that desecrate doubles the number of HD Bustrani can animate. hroughout combat, Bustrani is mindful of how hurt either himself or his ogre are and will use the appropriate spells to heal himself or the zombie
Morale Fel Bustrani 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 +3; CMB +4; CMD 14
Feats Combat Casting, Lightning Reflexes, Spell Focus: Necromancy, Weapon Focus: Pick, Heavy
Skills Acrobatics -9, Climb -8, Concentration: Cleric +8, Escape Artist -9, Fly -9, Knowledge (Religion) +8, Ride -9, Sense Motive +11, Spellcraft +8, Stealth -9, Swim -8
Languages Common
SQ Aura (Ex), Channel Negative Energy 3d6 (4/day) (DC 13) (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 Blur, Potion of Cure Moderate Wounds, Potion of Fly, Potion of Haste, Potion of Invisibility, Wooden Holy Symbol of Zyphus
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TRACKED RESOURCES
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Battle Rage (6/day) (Sp) - 0/6
Bleeding Touch 2 rounds (6/day) (Sp) - 0/6
Channel Negative Energy 3d6 (4/day) (DC 13) (Su) - 0/4
Potion of Blur - 0/1
Potion of Cure Moderate Wounds - 0/1
Potion of Fly - 0/1
Potion of Haste - 0/1
Potion of Invisibility - 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 (6/day) (Sp) Grant +2 to a melee damage rolls.
Bleeding Touch 2 rounds (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Negative Energy 3d6 (4/day) (DC 13) (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.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
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.This lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.
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OGRE ZYPHUS ZOMBIE CR 2
Male Ogre
NE Large Undead
Init -2; Senses Darkvision (60 feet), Low-Light Vision; Perception +0
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DEFENSE
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AC 19, touch 7, flat-footed 19 (+4 armor, -2 Dex, -1 size, +8 natural)
hp 55 (6d8+6)
Fort +2, Ref +0, Will +5
DR 5/slashing; Immune Undead Traits
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OFFENSE
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Spd 30 ft.
Melee Greatclub +9 (2d8+9/20/x2) and
Javelin +5 (1d8+6/20/x2) and
Slam (Zombie) +4 (1d8+9/20/x2) and
Unarmed Strike +9 (1d4+6/20/x2)
Space 10 ft.; Reach 10 ft.
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STATISTICS
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Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10
Base Atk +4; CMB +11; CMD 19
Feats Toughness +6
Skills Acrobatics -5, Climb +3, Escape Artist -5, Fly -7, Ride -5, Stealth -9, Swim +3
Languages Giant
SQ Staggered (Ex)
Combat Gear Greatclub, Hide, Javelin (4);
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ECOLOGY
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Environment Temperate or cold hills
Organization Solitary, pair, gang (3-4), or family (5-16)
Treasure Standard (hide armor, greatclub, 4 javelins, other treasure)
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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).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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.FEL BUSTRANI (6-7) CR 7
Male Human (Taldan) Cleric 8
NE Medium Humanoid (Human)
Init +4; Senses Perception +4
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DEFENSE
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AC 21, touch 10, flat-footed 21 (+8 armor, +3 shield)
hp 60 (8d8+16)
Fort +8, Ref +4, Will +10
Defensive Abilities Death's Embrace
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OFFENSE
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Spd 20 ft.
Melee Masterwork Pick, Heavy +3/-2 (1d6+1/20/x4) and
Shield, Heavy Steel -3/-8 (1d4+1/20/x2)
Special Attacks Battle Rage (7/day), Bleeding Touch 4 rounds (7/day)
Spell-Like Abilities Battle Rage (7/day), Bleeding Touch 4 rounds (7/day)
Cleric Spells Known (CL 8, 1 melee touch, 0 ranged touch):
4 (3/day) Cure Critical Wounds (DC 18), Divine Power (DC 18), Divine Power (DC 18), Freedom of Movement (DC 18)
3 (4/day) Protection from Energy (DC 17), Cure Serious Wounds (DC 17), Animate Dead, Dispel Magic, Dispel Magic
2 (4/day) Desecrate, Cure Moderate Wounds (DC 16), Cure Moderate Wounds (DC 16), Cure Moderate Wounds (DC 16), Spiritual Weapon
1 (5/day) Divine Favor (DC 15), Cause Fear (DC 16), Cause Fear (DC 16), Doom (DC 16), Cure Light Wounds (DC 15), Cure Light Wounds (DC 15)
0 (at will) Bleed (DC 15), Guidance (DC 14), Cure Minor Wounds (DC 14), Cure Minor Wounds (DC 14)
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TACTICS
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Before Combat If Bustrani knows the PCs are coming, hell cast desecrate to strengthen the ogre Zyphus zombie, drink his potion of invisibility, and cast divine favor on himself (which is not figured into his stats)
During Combat Bustrani casts cause fear spell on the largest PC and then wades into combat, breaking away and drinking potions as needed. If one or more of the PCs should die in a single round, hell back off and cast animate dead to bring them back as zombies.
Keep in mind that desecrate doubles the number of HD Bustrani can animate. hroughout combat, Bustrani is mindful of how hurt either himself or his ogre are and will use the appropriate spells to heal himself or the zombie
Morale Fel Bustrani fights to the death.
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STATISTICS
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Str 13, Dex 10, Con 14, Int 10, Wis 17/19, Cha 12
Base Atk +6; CMB +7; CMD 17
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Spell Focus: Necromancy, Weapon Focus: Pick, Heavy
Skills Acrobatics -7, Climb -6, Concentration: Cleric +12, Escape Artist -7, Fly -7, Knowledge (Religion) +11, Ride -7, Sense Motive +15, Spellcraft +11, Stealth -7, Swim -6
Languages Common
SQ Aura (Ex), Channel Negative Energy 4d6 (4/day) (DC 15) (Su), Cleric Domain: Death, Cleric Domain: War, Hero Points (1), Spontaneous Casting, Weapon Master (8 rounds/day) (Su)
Combat Gear +1 Shield, Heavy Steel, +1 Splint Mail, Masterwork Pick, Heavy; Other Gear Headband of Inspired Wisdom, +2, Potion of Blur, Potion of Cure Moderate Wounds, Potion of Fly, Potion of Haste, Potion of Invisibility, Wooden Holy Symbol of Zyphus
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TRACKED RESOURCES
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Battle Rage (7/day) (Sp) - 0/7
Bleeding Touch 4 rounds (7/day) (Sp) - 0/7
Channel Negative Energy 4d6 (4/day) (DC 15) (Su) - 0/4
Potion of Blur - 0/1
Potion of Cure Moderate Wounds - 0/1
Potion of Fly - 0/1
Potion of Haste - 0/1
Potion of Invisibility - 0/1
Weapon Master (8 rounds/day) (Su) - 0/8
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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 (7/day) (Sp) Grant +4 to a melee damage rolls.
Bleeding Touch 4 rounds (7/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Negative Energy 4d6 (4/day) (DC 15) (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.
Death's Embrace (Ex) Heal damage from channeled negative energy,
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Weapon Master (8 rounds/day) (Su) Gain the temporary use of a combat feat.
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.This hulking beast has slick, gray, hairless skin. Its numerous yellow eyes and wide toothy maw are its only facial features.
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GRAY RENDER ZYPHUS ZOMBIE CR 3
Male Gray Render
NE Large Undead
Init +1; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +4
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DEFENSE
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AC 24, touch 10, flat-footed 23 (+1 Dex, -1 size, +14 natural)
hp 133 (10d8+10)
Fort +3, Ref +4, Will +7
DR 5/slashing; Immune Undead Traits
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OFFENSE
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Spd 30 ft.
Melee Bite (Gray Render) +14 (2d6+8/20/x2) and
Claw x2 (Gray Render) +14 x2 (1d8+8/20/x2) and
Rend x2 (Gray Render) +14 x2 (1d8+12/20/x2) and
Slam (Zombie) +14 (1d8+12/20/x2) and
Unarmed Strike +14/+9 (1d4+8/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Double Damage Against Objects, Grab
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STATISTICS
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Str 27, Dex 12, Con -, Int -, Wis 10, Cha 10
Base Atk +7; CMB +16 (+18 Bull Rushing+20 Grappling); CMD 27 (29 vs. Bull Rush)
Feats Toughness +10
Skills Fly -1, Perception +4, Stealth -3
Languages
SQ Staggered (Ex)
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SPECIAL ABILITIES
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Awesome Blow You can deliver a blow that sends your target flying.
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).
Double Damage Against Objects (Ex) If this creature makes a full attack against an object or structure, it deals double damage.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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.