LUSCILLA ISMACCO CR 2 Male Human Cleric 3 CE Medium Humanoid (Human) Init -1; Senses Perception +2 -------------------- DEFENSE -------------------- AC 18, touch 9, flat-footed 18 (+9 armor, -1 Dex) hp 31 (3d8+12) Fort +6, Ref +0, Will +5 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Masterwork Flail, Heavy -2 (1d10+1/19-20/x2) Special Attacks Destructive Smite +1 (5/day), Touch of Darkness 1 rounds (5/day) Spell-Like Abilities Touch of Darkness 1 rounds (5/day) Cleric Spells Known (CL 3, -3 melee touch, -5 ranged touch): 2 (2/day) Blindness/Deafness (DC 14), Cure Moderate Wounds (DC 14), Cure Moderate Wounds (DC 14) 1 (3/day) Cause Fear (DC 13), Cure Light Wounds (DC 13), Cure Light Wounds (DC 13), Obscuring Mist 0 (at will) Bleed (DC 12), Read Magic (DC 12), Detect Magic, Light -------------------- STATISTICS -------------------- Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 13 Base Atk +2; CMB +3; CMD 12 Feats Blind-Fight, Command Undead (DC 12), Extra Channel, Toughness +3 Skills Acrobatics -7, Climb -5, Escape Artist -7, Fly -7, Heal +8, Ride -7, Sense Motive +8, Spellcraft +6, Stealth -7, Swim -5 Languages Common SQ Aura (Ex), Channel Negative Energy 2d6 (6/day) (DC 12) (Su), Cleric Domain: Darkness, Cleric Domain: Destruction, Hero Points (1), Spontaneous Casting Combat Gear +1 Half Plate, Masterwork Flail, Heavy; Other Gear Potion of Cure Light Wounds -------------------- TRACKED RESOURCES -------------------- Channel Negative Energy 2d6 (6/day) (DC 12) (Su) - 0/6 Destructive Smite +1 (5/day) (Su) - 0/5 Potion of Cure Light Wounds - 0/1 -------------------- SPECIAL ABILITIES -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Blind-Fight Re-roll misses because of concealment, other benefits. Channel Negative Energy 2d6 (6/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: Darkness Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat. Cleric Domain: Destruction Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks. Command Undead (DC 12) Channel energy can take control of undead. Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Touch of Darkness 1 rounds (5/day) (Sp) With a melee touch attack, target suffers 20% miss chance 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. ZOMBIE, FAST (HUMAN)(TIER 1-4) CR 1/2 Male Human NE Medium Undead Init +2; Senses Darkvision (60 feet); Perception +0 -------------------- DEFENSE -------------------- AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 12 (2d8+3) Fort +0, Ref +2, Will +3 Immune Undead Traits -------------------- OFFENSE -------------------- Spd 40 ft. Melee Slam (Zombie) +4 (1d6+4/20/x2) and Unarmed Strike +4 (1d3+3/20/x2) -------------------- STATISTICS -------------------- Str 17, Dex 14, Con -, Int -, Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 16 Feats Toughness +3 Skills Languages Common SQ Quick Strikes (Ex), Staggered (Ex) -------------------- ECOLOGY -------------------- Environment Any Organization Any Treasure None -------------------- SPECIAL ABILITIES -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Quick Strikes (Ex) Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus. 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. LUSCILLA ISMACCO (TIER 6-7) CR 5 Male Human Cleric 6 CE Medium Humanoid (Human) Init -1; Senses Perception +3 -------------------- DEFENSE -------------------- AC 18, touch 9, flat-footed 18 (+9 armor, -1 Dex) hp 57 (6d8+24) Fort +8, Ref +3, Will +8 -------------------- OFFENSE -------------------- Spd 20 ft. Melee +1 Flail, Heavy +0 (1d10+2/19-20/x2) Special Attacks Destructive Smite +3 (6/day), Touch of Darkness 3 rounds (6/day) Spell-Like Abilities Touch of Darkness 3 rounds (6/day) Cleric Spells Known (CL 6, -1 melee touch, -3 ranged touch): 3 (3/day) Deeper Darkness, Dispel Magic, Dispel Magic, Bestow Curse (DC 16) 2 (4/day) Blindness/Deafness (DC 15), Cure Moderate Wounds (DC 15), Cure Moderate Wounds (DC 15), Hold Person (DC 15), Darkness 1 (4/day) Cause Fear (DC 14), Cause Fear (DC 14), Cure Light Wounds (DC 14), Cure Light Wounds (DC 14), Obscuring Mist 0 (at will) Bleed (DC 13), Read Magic (DC 13), Detect Magic, Light -------------------- STATISTICS -------------------- Str 12, Dex 8, Con 16, Int 10, Wis 16, Cha 13 Base Atk +4; CMB +5; CMD 14 Feats Blind-Fight, Command Undead (DC 14), Extra Channel, Lightning Reflexes, Toughness +6 Skills Acrobatics -7, Appraise +4, Climb -5, Escape Artist -7, Fly -7, Heal +12, Ride -7, Sense Motive +12, Spellcraft +9, Stealth -7, Swim -5 Languages Common SQ Aura (Ex), Channel Negative Energy 3d6 (6/day) (DC 14) (Su), Cleric Domain: Darkness, Cleric Domain: Destruction, Hero Points (1), Spontaneous Casting Combat Gear +1 Flail, Heavy, +1 Half Plate; Other Gear Potion of Cure Serious Wounds -------------------- TRACKED RESOURCES -------------------- Channel Negative Energy 3d6 (6/day) (DC 14) (Su) - 0/6 Destructive Smite +3 (6/day) (Su) - 0/6 Potion of Cure Serious Wounds - 0/1 -------------------- SPECIAL ABILITIES -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Blind-Fight Re-roll misses because of concealment, other benefits. Channel Negative Energy 3d6 (6/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: Darkness Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat. Cleric Domain: Destruction Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks. Command Undead (DC 14) Channel energy can take control of undead. Destructive Smite +3 (6/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Touch of Darkness 3 rounds (6/day) (Sp) With a melee touch attack, target suffers 20% miss chance 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 translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask. -------------------- SPECTRE (TIER 6-7) CR 7 Male Spectre LE Medium Undead (Incorporeal) Init +7; Senses Darkvision (60 feet); Perception +17 Aura Unnatural Aura -------------------- DEFENSE -------------------- AC 15, touch 15, flat-footed 12 (+3 Dex, +2 deflection) hp 52 (8d8+16) Fort +4, Ref +5, Will +9 Defensive Abilities Channel Resistance +2, Incorporeal; Immune ability drain, bleeds, death effects, energy drain, exhaustion, fatigue, physical ability damage, critical hits, disease, mind-affecting, non-lethal damage, paralysis, poison, precision damage, sleep, stunning, Undead Traits Weakness Resurrection Vulnerability, Sunlight Powerlessness -------------------- OFFENSE -------------------- Spd 0 ft., Flight (80 feet, Perfect) Melee Unarmed Strike +9/+4 (1d3+3/20/x2) Special Attacks Create Spawn, Energy Drain (2 levels) (DC 16) -------------------- STATISTICS -------------------- Str -, Dex 16, Con -, Int 14, Wis 16, Cha 15 Base Atk +6; CMB +9; CMD 24 Feats Blind-Fight, Improved Initiative, Skill Focus: Perception, Weapon Focus: Melee Touch Attack Skills Fly +11, Intimidate +13, Knowledge (History) +10, Knowledge (Religion) +13, Perception +17, Stealth +14, Survival +11 Languages Common, Other Language, Other Language -------------------- ECOLOGY -------------------- Environment Any Organization Solitary, pair, gang (3-6), or swarm (7-12) -------------------- SPECIAL ABILITIES -------------------- Blind-Fight Re-roll misses because of concealment, other benefits. Channel Resistance +2 +2 bonus to save vs. Channel Energy. Create Spawn (Su) Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain one level on a touch Darkvision (60 feet) You can see in the dark (black and white vision only). Energy Drain (2 levels) (DC 16) (Ex) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includ Flight (80 feet, Perfect) You can fly! Immune to Ability Drain Immune to ability drain Immune to Bleeds You are immune to bleeds. Immune to Death Effects You are immune to death effects. Immune to Energy Drain Immune to energy drain Immune to Exhausted You are immune to the exhausted condition. Immune to Fatigue You are immune to the fatigued condition. Immune to Physical Ability Damage Immune to ability damage to your physical abilities. Immunity to Critical Hits You are immune to Critical Hits Immunity to Disease You are immune to diseases. Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks. Immunity to Non-lethal Damage You are immune to Non-Lethal Damage Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Precision Damage You are immune to Precision Damage Immunity to Sleep You are immune to sleep effects. Immunity to Stunning You are immune to being stunned. Incorporeal (Ex) You aren't quite here. Resurrection Vulnerability (Su) A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component. Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered. 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 Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wi 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.