DELIRIO TEPPISH (TIER 1-2) CR 1/2 Male Human Cleric 1 CE Medium Humanoid (Human) Init -1; Senses Perception +3 -------------------- DEFENSE -------------------- AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex) hp 14 (1d8+6) Fort +5, Ref -1, Will +4 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Masterwork Flail, Heavy +2 (1d10+1/19-20/x2) Special Attacks Touch of Chaos (5/day), Vision of Madness (5/day) Spell-Like Abilities Touch of Chaos (5/day), Vision of Madness (5/day) Cleric Spells Known (CL 1, 1 melee touch, -1 ranged touch): 1 (2/day) Cause Fear (DC 13), Cause Fear (DC 13), Confusion, Lesser (DC 13) 0 (at will) Bleed (DC 12), Detect Magic, Light -------------------- STATISTICS -------------------- Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 13 Base Atk +0; CMB +1; CMD 10 Feats Improved Channel, Toughness +3 Skills Acrobatics -5, Climb -3, Escape Artist -5, Fly -5, Heal +6, Perception +3, Ride -5, Spellcraft +4, Stealth -5, Swim -3 Languages Common SQ +1 vs. Spell Resistance of Outsiders, Aura (Ex), Channel Negative Energy 1d6 (4/day) (DC 13) (Su), Cleric Domain: Chaos, Cleric Domain: Madness, Hero Points (1), Spontaneous Casting Combat Gear Breastplate, Masterwork Flail, Heavy; -------------------- TRACKED RESOURCES -------------------- Channel Negative Energy 1d6 (4/day) (DC 13) (Su) - 0/4 Touch of Chaos (5/day) (Sp) - 0/5 Vision of Madness (5/day) (Sp) - 0/5 -------------------- SPECIAL ABILITIES -------------------- +1 vs. Spell Resistance of Outsiders Add +1 on caster level checks made to overcome the spell resistance of outsiders. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Channel Negative Energy 1d6 (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: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic. Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Touch of Chaos (5/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round. Vision of Madness (5/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others. 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. Rotting vestments hang across the withered flesh of this walking corpse. Its mouth hangs open in a silent scream and its eyes glow with an unholy light. -------------------- HUECUVA (TIER (1-2) CR 2 Male Huecuva CE Medium Undead Init +6; Senses Darkvision (60 feet); Perception +5 Aura Faithless -------------------- DEFENSE -------------------- AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) hp 16 (3d8+3) Fort +2, Ref +3, Will +4 DR 5/magic or silver; Immune ability drain, bleeds, death effects, energy drain, exhaustion, fatigue, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning, Undead Traits -------------------- OFFENSE -------------------- Spd 30 ft. Melee Claw x2 (Huecuva) +4 x2 (1d6+1/20/x2) and Unarmed Strike +3 (1d3+1/20/x2) Spell-Like Abilities Disguise Self (3/day) -------------------- STATISTICS -------------------- Str 13, Dex 14, Con -, Int 4, Wis 12, Cha 12 Base Atk +2; CMB +3; CMD 15 Feats Improved Initiative, Weapon Focus: Claw Skills Perception +5, Stealth +7 Languages SQ Disease (DC 12) (Ex) -------------------- ECOLOGY -------------------- Environment Any Organization Solitary, pair, or cloister (5-10) Treasure Value 550 gp -------------------- SPECIAL ABILITIES -------------------- Damage Reduction (5/magic or silver) You have Damage Reduction against all except Magic or Silver attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Disease (DC 12) (Ex) Claw, save Fort DC 12, frequency 1d3 days/1 day, effect 1d3 Dex damage and 1d3 Con damage, cure 2 consecutive saves. The save DC is Charisma-based. Faithless (Su) The huecuva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and any effects based off that ability. This bonus stacks with channel resistance. 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 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 Sleep You are immune to sleep effects. Immunity to Stunning You are immune to being stunned. 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. DELIRIO TEPPISH (TIER 3-4) CR 1 Male Human Cleric 2 CE Medium Humanoid (Human) Init -1; Senses Perception +4 -------------------- DEFENSE -------------------- AC 17, touch 9, flat-footed 17 (+8 armor, -1 Dex) hp 21 (2d8+9) Fort +6, Ref -1, Will +5 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Masterwork Flail, Heavy -4 (1d10+1/19-20/x2) Special Attacks Touch of Chaos (5/day), Vision of Madness (5/day) Spell-Like Abilities Touch of Chaos (5/day), Vision of Madness (5/day) Cleric Spells Known (CL 2, -5 melee touch, -7 ranged touch): 1 (3/day) Cause Fear (DC 13), Cause Fear (DC 13), Cure Light Wounds (DC 13), Confusion, Lesser (DC 13) 0 (at will) Resistance (DC 12), Bleed (DC 12), Detect Magic, Light -------------------- STATISTICS -------------------- Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 13 Base Atk +1; CMB +2; CMD 11 Feats Improved Channel, Toughness +3 Skills Acrobatics -8, Climb -6, Escape Artist -8, Fly -8, Heal +7, Perception +4, Ride -8, Spellcraft +5, Stealth -8, Swim -6 Languages Common SQ +2 vs. Spell Resistance of Outsiders, Aura (Ex), Channel Negative Energy 1d6 (4/day) (DC 14) (Su), Cleric Domain: Chaos, Cleric Domain: Madness, Hero Points (1), Spontaneous Casting Combat Gear Half Plate, Masterwork Flail, Heavy; -------------------- TRACKED RESOURCES -------------------- Channel Negative Energy 1d6 (4/day) (DC 14) (Su) - 0/4 Touch of Chaos (5/day) (Sp) - 0/5 Vision of Madness (5/day) (Sp) - 0/5 -------------------- SPECIAL ABILITIES -------------------- +2 vs. Spell Resistance of Outsiders Add +1 on caster level checks made to overcome the spell resistance of outsiders. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Channel Negative Energy 1d6 (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: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic. Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Touch of Chaos (5/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round. Vision of Madness (5/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others. 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. DELIRIO TEPPISH (TIER 6-7) CR 7 Male Human Cleric 8 CE Medium Humanoid (Human) Init +3; Senses Perception +11 -------------------- DEFENSE -------------------- AC 19, touch 9, flat-footed 19 (+10 armor, -1 Dex) hp 76 (8d8+32) Fort +9, Ref +3, Will +9 -------------------- OFFENSE -------------------- Spd 20 ft. Melee +1 Flail, Heavy +3/-2 (1d10+2/19-20/x2) Special Attacks Chaos Blade for 4 rounds, 1/day. (1/day), Touch of Chaos (6/day), Vision of Madness (6/day) Spell-Like Abilities Touch of Chaos (6/day), Vision of Madness (6/day) Cleric Spells Known (CL 8, 2 melee touch, 0 ranged touch): 4 (2/day) Inflict Critical Wounds (DC 17), Confusion (DC 17), Freedom of Movement (DC 17) 3 (4/day) Rage, Invisibility Purge (DC 16), Cure Serious Wounds (DC 16), Cure Serious Wounds (DC 16), Deeper Darkness 2 (4/day) Bull's Strength (DC 15), Touch of Idiocy, Hold Person (DC 15), Hold Person (DC 15), Darkness 1 (5/day) Cause Fear (DC 14), Cause Fear (DC 14), Cure Light Wounds (DC 14), Cure Light Wounds (DC 14), Cure Light Wounds (DC 14), Confusion, Lesser (DC 14) 0 (at will) Resistance (DC 13), Bleed (DC 13), Detect Magic, Light -------------------- STATISTICS -------------------- Str 13, Dex 8, Con 16, Int 10, Wis 16, Cha 13 Base Atk +6; CMB +7; CMD 16 Feats Combat Casting, Improved Channel, Improved Initiative, Lightning Reflexes, Toughness +8 Skills Acrobatics -6, Climb -4, Escape Artist -6, Fly -6, Heal +14, Perception +11, Ride -6, Spellcraft +11, Stealth -6, Swim -4 Languages Common SQ Aura (Ex), Aura of Madness (8 rounds/day) (DC 17) (Su), Channel Negative Energy 4d6 (4/day) (DC 17) (Su), Cleric Domain: Chaos, Cleric Domain: Madness, Hero Points (1), Spontaneous Casting Combat Gear +1 Flail, Heavy, +1 Full Plate; Other Gear Cloak of Resistance, +1 -------------------- TRACKED RESOURCES -------------------- Aura of Madness (8 rounds/day) (DC 17) (Su) - 0/8 Channel Negative Energy 4d6 (4/day) (DC 17) (Su) - 0/4 Chaos Blade for 4 rounds, 1/day. (1/day) (Su) - 0/1 Touch of Chaos (6/day) (Sp) - 0/6 Vision of Madness (6/day) (Sp) - 0/6 -------------------- SPECIAL ABILITIES -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Aura of Madness (8 rounds/day) (DC 17) (Su) 30' aura confuses opponents. Channel Negative Energy 4d6 (4/day) (DC 17) (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. Chaos Blade for 4 rounds, 1/day. (1/day) (Su) A melee weapon you are holding becomes anarchic Cleric Domain: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic. Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. 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. Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round. Vision of Madness (6/day) (Sp) With a melee touch attack, target gains +4 on attack rolls, saving throws, or skill checks and -4 on the others. 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.