An awful, scuttling mass of legs and mandibles scrambles forward out of the darkness. -------------------- SPIDER SWARM CR 1 Male Spider Swarm NN Diminutive Vermin (Swarm) Init +3; Senses Darkvision (60 feet), Tremorsense (30 feet); Perception +4 -------------------- DEFENSE -------------------- AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) hp 9 (2d8) Fort +3, Ref +3, Will +0 Immune mind-affecting, Swarm Traits -------------------- OFFENSE -------------------- Spd 20 ft., Climbing (20 feet) Melee Unarmed Strike +0 (--5/20/x2) Space 10 ft.; Reach 0 ft. Special Attacks Distraction (DC 11), Poison: Swarm-injury (DC 11), Swarm Attack (1d6) -------------------- STATISTICS -------------------- Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2 Base Atk +1; CMB +0; CMD 5 Feats Skills Climb +11, Fly +9, Perception +4, Stealth +15, Swim +3 Languages -------------------- ECOLOGY -------------------- Environment Any Organization Solitary, pair, tangle (3-6 swarms) or colony (11-20 swarms) Treasure None -------------------- SPECIAL ABILITIES -------------------- Climbing (20 feet) You have a Climb speed. Darkvision (60 feet) You can see in the dark (black and white vision only). Distraction (DC 11) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifie Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks. Poison: Swarm-injury (DC 11) (Ex) Poison deals 1d2 STR damage, 1/round for 2rounds, cure 1 save. Swarm Attack (1d6) Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c Swarm Traits A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures Tremorsense (30 feet) Sense things and creatures without seeing them. Created With Hero Lab® - try it for free at http://www.wolflair.com! BOOMROPPEL CR 1/3 Male Gnome Warrior 1 NN Small Humanoid (Gnome) Init +1; Senses Low-Light Vision; Perception +4 -------------------- DEFENSE -------------------- AC 16, touch 12, flat-footed 15 (+3 armor, +1 shield, +1 Dex, +1 size) hp 9 (1d10+3) Fort +5, Ref +1, Will +1 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 20 ft. Melee Longsword +4 (1d6+1/19-20/x2) and Shield, Light Steel +3 (1d2+1/20/x2) and Unarmed Strike +3 (1d2+1/20/x2) Spell-Like Abilities Speak with Animals (1/day) -------------------- STATISTICS -------------------- Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 10 Base Atk +1; CMB +1; CMD 12 Feats Weapon Focus: Longsword Skills Acrobatics -1, Climb -1, Escape Artist -1, Intimidate +4, Perception +4, Ride -1, Stealth +3, Swim +3 Languages Common, Gnome, Sylvan SQ Gnome Magic, Hatred, Hero Points (1), Illusion Resistance Combat Gear Bolts, Crossbow (10), Longsword, Studded Leather, Shield, Light Steel; -------------------- TRACKED RESOURCES -------------------- Bolts, Crossbow - 0/10 Speak with Animals (1/day) (Sp) - 0/1 -------------------- SPECIAL ABILITIES -------------------- Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training +4 dodge bonus to AC against monsters of the Giant type. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Gnome Magic +1 to the save DC of all illusions spells you cast. Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Speak with Animals (1/day) (Sp) Speak with Animals 1/day. Created With Hero Lab® - try it for free at http://www.wolflair.com! GNOME #2 CR 1/3 Male Gnome Warrior 1 NN Small Humanoid (Gnome) Init +1; Senses Low-Light Vision; Perception +4 -------------------- DEFENSE -------------------- AC 16, touch 12, flat-footed 15 (+3 armor, +1 shield, +1 Dex, +1 size) hp 9 (1d10+3) Fort +5, Ref +1, Will +1 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 20 ft. Melee Longsword +4 (1d6+1/19-20/x2) and Shield, Light Steel +3 (1d2+1/20/x2) and Unarmed Strike +3 (1d2+1/20/x2) Spell-Like Abilities Speak with Animals (1/day) -------------------- STATISTICS -------------------- Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 10 Base Atk +1; CMB +1; CMD 12 Feats Weapon Focus: Longsword Skills Acrobatics -1, Climb -1, Escape Artist -1, Intimidate +4, Perception +4, Ride -1, Stealth +3, Swim +3 Languages Common, Gnome, Sylvan SQ Gnome Magic, Hatred, Hero Points (1), Illusion Resistance Combat Gear Bolts, Crossbow (10), Longsword, Studded Leather, Shield, Light Steel; -------------------- TRACKED RESOURCES -------------------- Bolts, Crossbow - 0/10 Speak with Animals (1/day) (Sp) - 0/1 -------------------- SPECIAL ABILITIES -------------------- Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training +4 dodge bonus to AC against monsters of the Giant type. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Gnome Magic +1 to the save DC of all illusions spells you cast. Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Speak with Animals (1/day) (Sp) Speak with Animals 1/day. Created With Hero Lab® - try it for free at http://www.wolflair.com! GNOME #3 CR 1/3 Male Gnome Warrior 1 NN Small Humanoid (Gnome) Init +1; Senses Low-Light Vision; Perception +4 -------------------- DEFENSE -------------------- AC 16, touch 12, flat-footed 15 (+3 armor, +1 shield, +1 Dex, +1 size) hp 9 (1d10+3) Fort +5, Ref +1, Will +1 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 20 ft. Melee Longsword +4 (1d6+1/19-20/x2) and Shield, Light Steel +3 (1d2+1/20/x2) and Unarmed Strike +3 (1d2+1/20/x2) Spell-Like Abilities Speak with Animals (1/day) -------------------- STATISTICS -------------------- Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 10 Base Atk +1; CMB +1; CMD 12 Feats Weapon Focus: Longsword Skills Acrobatics -1, Climb -1, Escape Artist -1, Intimidate +4, Perception +4, Ride -1, Stealth +3, Swim +3 Languages Common, Gnome, Sylvan SQ Gnome Magic, Hatred, Hero Points (1), Illusion Resistance Combat Gear Bolts, Crossbow (10), Longsword, Studded Leather, Shield, Light Steel; -------------------- TRACKED RESOURCES -------------------- Bolts, Crossbow - 0/10 Speak with Animals (1/day) (Sp) - 0/1 -------------------- SPECIAL ABILITIES -------------------- Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training +4 dodge bonus to AC against monsters of the Giant type. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Gnome Magic +1 to the save DC of all illusions spells you cast. Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Speak with Animals (1/day) (Sp) Speak with Animals 1/day. Created With Hero Lab® - try it for free at http://www.wolflair.com! GNOME #4 CR 1/3 Male Gnome Warrior 1 NN Small Humanoid (Gnome) Init +1; Senses Low-Light Vision; Perception +4 -------------------- DEFENSE -------------------- AC 16, touch 12, flat-footed 15 (+3 armor, +1 shield, +1 Dex, +1 size) hp 9 (1d10+3) Fort +5, Ref +1, Will +1 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 20 ft. Melee Longsword +4 (1d6+1/19-20/x2) and Shield, Light Steel +3 (1d2+1/20/x2) and Unarmed Strike +3 (1d2+1/20/x2) Spell-Like Abilities Speak with Animals (1/day) -------------------- STATISTICS -------------------- Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 10 Base Atk +1; CMB +1; CMD 12 Feats Weapon Focus: Longsword Skills Acrobatics -1, Climb -1, Escape Artist -1, Intimidate +4, Perception +4, Ride -1, Stealth +3, Swim +3 Languages Common, Gnome, Sylvan SQ Gnome Magic, Hatred, Hero Points (1), Illusion Resistance Combat Gear Bolts, Crossbow (10), Longsword, Studded Leather, Shield, Light Steel; -------------------- TRACKED RESOURCES -------------------- Bolts, Crossbow - 0/10 Speak with Animals (1/day) (Sp) - 0/1 -------------------- SPECIAL ABILITIES -------------------- Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training +4 dodge bonus to AC against monsters of the Giant type. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Gnome Magic +1 to the save DC of all illusions spells you cast. Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Speak with Animals (1/day) (Sp) Speak with Animals 1/day. Created With Hero Lab® - try it for free at http://www.wolflair.com! GNOME #5 CR 1/3 Male Gnome Warrior 1 NN Small Humanoid (Gnome) Init +1; Senses Low-Light Vision; Perception +4 -------------------- DEFENSE -------------------- AC 16, touch 12, flat-footed 15 (+3 armor, +1 shield, +1 Dex, +1 size) hp 9 (1d10+3) Fort +5, Ref +1, Will +1 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 20 ft. Melee Longsword +4 (1d6+1/19-20/x2) and Shield, Light Steel +3 (1d2+1/20/x2) and Unarmed Strike +3 (1d2+1/20/x2) Spell-Like Abilities Speak with Animals (1/day) -------------------- STATISTICS -------------------- Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 10 Base Atk +1; CMB +1; CMD 12 Feats Weapon Focus: Longsword Skills Acrobatics -1, Climb -1, Escape Artist -1, Intimidate +4, Perception +4, Ride -1, Stealth +3, Swim +3 Languages Common, Gnome, Sylvan SQ Gnome Magic, Hatred, Hero Points (1), Illusion Resistance Combat Gear Bolts, Crossbow (10), Longsword, Studded Leather, Shield, Light Steel; -------------------- TRACKED RESOURCES -------------------- Bolts, Crossbow - 0/10 Speak with Animals (1/day) (Sp) - 0/1 -------------------- SPECIAL ABILITIES -------------------- Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training +4 dodge bonus to AC against monsters of the Giant type. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Gnome Magic +1 to the save DC of all illusions spells you cast. Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Speak with Animals (1/day) (Sp) Speak with Animals 1/day. Created With Hero Lab® - try it for free at http://www.wolflair.com! GNOME #6 CR 1/3 Male Gnome Warrior 1 NN Small Humanoid (Gnome) Init +1; Senses Low-Light Vision; Perception +4 -------------------- DEFENSE -------------------- AC 16, touch 12, flat-footed 15 (+3 armor, +1 shield, +1 Dex, +1 size) hp 9 (1d10+3) Fort +5, Ref +1, Will +1 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 20 ft. Melee Longsword +4 (1d6+1/19-20/x2) and Shield, Light Steel +3 (1d2+1/20/x2) and Unarmed Strike +3 (1d2+1/20/x2) Spell-Like Abilities Speak with Animals (1/day) -------------------- STATISTICS -------------------- Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 10 Base Atk +1; CMB +1; CMD 12 Feats Weapon Focus: Longsword Skills Acrobatics -1, Climb -1, Escape Artist -1, Intimidate +4, Perception +4, Ride -1, Stealth +3, Swim +3 Languages Common, Gnome, Sylvan SQ Gnome Magic, Hatred, Hero Points (1), Illusion Resistance Combat Gear Bolts, Crossbow (10), Longsword, Studded Leather, Shield, Light Steel; -------------------- TRACKED RESOURCES -------------------- Bolts, Crossbow - 0/10 Speak with Animals (1/day) (Sp) - 0/1 -------------------- SPECIAL ABILITIES -------------------- Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training +4 dodge bonus to AC against monsters of the Giant type. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Gnome Magic +1 to the save DC of all illusions spells you cast. Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Speak with Animals (1/day) (Sp) Speak with Animals 1/day. Created With Hero Lab® - try it for free at http://www.wolflair.com! GNOME #7 CR 1/3 Male Gnome Warrior 1 NN Small Humanoid (Gnome) Init +1; Senses Low-Light Vision; Perception +4 -------------------- DEFENSE -------------------- AC 16, touch 12, flat-footed 15 (+3 armor, +1 shield, +1 Dex, +1 size) hp 9 (1d10+3) Fort +5, Ref +1, Will +1 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 20 ft. Melee Longsword +4 (1d6+1/19-20/x2) and Shield, Light Steel +3 (1d2+1/20/x2) and Unarmed Strike +3 (1d2+1/20/x2) Spell-Like Abilities Speak with Animals (1/day) -------------------- STATISTICS -------------------- Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 10 Base Atk +1; CMB +1; CMD 12 Feats Weapon Focus: Longsword Skills Acrobatics -1, Climb -1, Escape Artist -1, Intimidate +4, Perception +4, Ride -1, Stealth +3, Swim +3 Languages Common, Gnome, Sylvan SQ Gnome Magic, Hatred, Hero Points (1), Illusion Resistance Combat Gear Bolts, Crossbow (10), Longsword, Studded Leather, Shield, Light Steel; -------------------- TRACKED RESOURCES -------------------- Bolts, Crossbow - 0/10 Speak with Animals (1/day) (Sp) - 0/1 -------------------- SPECIAL ABILITIES -------------------- Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training +4 dodge bonus to AC against monsters of the Giant type. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Gnome Magic +1 to the save DC of all illusions spells you cast. Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Speak with Animals (1/day) (Sp) Speak with Animals 1/day. Created With Hero Lab® - try it for free at http://www.wolflair.com! GNOME #8 CR 1/3 Male Gnome Warrior 1 NN Small Humanoid (Gnome) Init +1; Senses Low-Light Vision; Perception +4 -------------------- DEFENSE -------------------- AC 16, touch 12, flat-footed 15 (+3 armor, +1 shield, +1 Dex, +1 size) hp 9 (1d10+3) Fort +5, Ref +1, Will +1 Defensive Abilities Defensive Training -------------------- OFFENSE -------------------- Spd 20 ft. Melee Longsword +4 (1d6+1/19-20/x2) and Shield, Light Steel +3 (1d2+1/20/x2) and Unarmed Strike +3 (1d2+1/20/x2) Spell-Like Abilities Speak with Animals (1/day) -------------------- STATISTICS -------------------- Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 10 Base Atk +1; CMB +1; CMD 12 Feats Weapon Focus: Longsword Skills Acrobatics -1, Climb -1, Escape Artist -1, Intimidate +4, Perception +4, Ride -1, Stealth +3, Swim +3 Languages Common, Gnome, Sylvan SQ Gnome Magic, Hatred, Hero Points (1), Illusion Resistance Combat Gear Bolts, Crossbow (10), Longsword, Studded Leather, Shield, Light Steel; -------------------- TRACKED RESOURCES -------------------- Bolts, Crossbow - 0/10 Speak with Animals (1/day) (Sp) - 0/1 -------------------- SPECIAL ABILITIES -------------------- Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Defensive Training +4 dodge bonus to AC against monsters of the Giant type. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Gnome Magic +1 to the save DC of all illusions spells you cast. Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes. Illusion Resistance +2 racial bonus to saves against illusions. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Speak with Animals (1/day) (Sp) Speak with Animals 1/day. Created With Hero Lab® - try it for free at http://www.wolflair.com! This terrible wolverine is as large as a bear, its jaws and claws oversized and brutal, its eyes dark and filled with rage. -------------------- WOLVERINE, DIRE CR 4 Male Wolverine, Dire NN Large Animal Init +7; Senses Low-Light Vision, Scent; Perception +12 -------------------- DEFENSE -------------------- AC 16, touch 12, flat-footed 13 (+3 Dex, -1 size, +4 natural) hp 42 (5d8+20) Fort +7, Ref +7, Will +2 -------------------- OFFENSE -------------------- Spd 30 ft., Climbing (10 feet) Melee Bite (Wolverine, Dire) +6 (1d6+4/20/x2) and Claw x2 (Wolverine, Dire) +6 x2 (1d8+4/20/x2) and Unarmed Strike +6 (1d4+4/20/x2) Space 10 ft.; Reach 5 ft. -------------------- STATISTICS -------------------- Str 19, Dex 17, Con 17, Int 2, Wis 12, Cha 10 Base Atk +3; CMB +8; CMD 21 (25 vs. Trip) Feats Improved Initiative, Skill Focus: Perception, Toughness +5 Skills Climb +12, Fly +1, Perception +12, Stealth -1 Languages SQ Rage (Ex) -------------------- ECOLOGY -------------------- Environment Cold forests Organization Solitary or pair Treasure None -------------------- SPECIAL ABILITIES -------------------- Climbing (10 feet) You have a Climb speed. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Rage (Ex) Berserk once wounded: +4 Str, +4 Con, -2 AC. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Created With Hero Lab® - try it for free at http://www.wolflair.com! SNAKE, VIPER CR 1/2 Male Snake, Viper NN Small Animal Init +2; Senses Low-Light Vision, Scent; Perception +9 -------------------- DEFENSE -------------------- AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural) hp 4 (1d8-1) Fort +1, Ref +4, Will +1 -------------------- OFFENSE -------------------- Spd 20 ft., Climbing (20 feet), Swimming (20 feet) Melee Bite (Snake, Viper) +3 (1d3-1/20/x2) and Unarmed Strike +3 (1d2-1/20/x2) Space 2 ft.; Reach 0 ft. Special Attacks Poison: Bite—Injury (DC 9) -------------------- STATISTICS -------------------- Str 8, Dex 15, Con 8, Int 1, Wis 13, Cha 2 Base Atk +0; CMB -2; CMD 10 (can't be Tripped) Feats Weapon Finesse Skills Climb +10, Fly +4, Perception +9, Stealth +10, Swim +10 Languages -------------------- ECOLOGY -------------------- Environment Any Temperate and warm Organization Solitary Treasure None -------------------- SPECIAL ABILITIES -------------------- Climbing (20 feet) You have a Climb speed. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Poison: Bite—Injury (DC 9) (Ex) Poison deals 1d2 CON damage, 1/round for 6rounds, cure 1 save. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Swimming (20 feet) You have a Swim speed. Created With Hero Lab® - try it for free at http://www.wolflair.com! SNAKE, VIPER #2 CR 1/2 Male Snake, Viper NN Small Animal Init +2; Senses Low-Light Vision, Scent; Perception +9 -------------------- DEFENSE -------------------- AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural) hp 4 (1d8-1) Fort +1, Ref +4, Will +1 -------------------- OFFENSE -------------------- Spd 20 ft., Climbing (20 feet), Swimming (20 feet) Melee Bite (Snake, Viper) +3 (1d3-1/20/x2) and Unarmed Strike +3 (1d2-1/20/x2) Space 2 ft.; Reach 0 ft. Special Attacks Poison: Bite—Injury (DC 9) -------------------- STATISTICS -------------------- Str 8, Dex 15, Con 8, Int 1, Wis 13, Cha 2 Base Atk +0; CMB -2; CMD 10 (can't be Tripped) Feats Weapon Finesse Skills Climb +10, Fly +4, Perception +9, Stealth +10, Swim +10 Languages -------------------- ECOLOGY -------------------- Environment Any Temperate and warm Organization Solitary Treasure None -------------------- SPECIAL ABILITIES -------------------- Climbing (20 feet) You have a Climb speed. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Poison: Bite—Injury (DC 9) (Ex) Poison deals 1d2 CON damage, 1/round for 6rounds, cure 1 save. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Swimming (20 feet) You have a Swim speed. Created With Hero Lab® - try it for free at http://www.wolflair.com! SNAKE, VIPER MED #1 CR 1/2 Male Snake, Viper NN Medium Animal Init +1; Senses Low-Light Vision, Scent; Perception +9 -------------------- DEFENSE -------------------- AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) hp 9 (1d8) Fort +2, Ref +3, Will +1 -------------------- OFFENSE -------------------- Spd 20 ft., Climbing (20 feet), Swimming (20 feet) Melee Bite (Snake, Viper) +1 (1d4+1/20/x2) and Unarmed Strike +1 (1d3+1/20/x2) Space 2 ft.; Reach 0 ft. Special Attacks Poison: Bite—Injury (DC 10) -------------------- STATISTICS -------------------- Str 12, Dex 13, Con 10, Int 1, Wis 13, Cha 2 Base Atk +0; CMB +1; CMD 12 (can't be Tripped) Feats Weapon Finesse Skills Climb +9, Perception +9, Stealth +5, Swim +9 Languages -------------------- ECOLOGY -------------------- Environment Any Temperate and warm Organization Solitary Treasure None -------------------- SPECIAL ABILITIES -------------------- Climbing (20 feet) You have a Climb speed. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Poison: Bite—Injury (DC 10) (Ex) Poison deals 1d2 CON damage, 1/round for 6rounds, cure 1 save. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Swimming (20 feet) You have a Swim speed. Created With Hero Lab® - try it for free at http://www.wolflair.com! SNAKE, VIPER MED #2 CR 1/2 Male Snake, Viper NN Medium Animal Init +1; Senses Low-Light Vision, Scent; Perception +9 -------------------- DEFENSE -------------------- AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) hp 9 (1d8) Fort +2, Ref +3, Will +1 -------------------- OFFENSE -------------------- Spd 20 ft., Climbing (20 feet), Swimming (20 feet) Melee Bite (Snake, Viper) +1 (1d4+1/20/x2) and Unarmed Strike +1 (1d3+1/20/x2) Space 2 ft.; Reach 0 ft. Special Attacks Poison: Bite—Injury (DC 10) -------------------- STATISTICS -------------------- Str 12, Dex 13, Con 10, Int 1, Wis 13, Cha 2 Base Atk +0; CMB +1; CMD 12 (can't be Tripped) Feats Weapon Finesse Skills Climb +9, Perception +9, Stealth +5, Swim +9 Languages -------------------- ECOLOGY -------------------- Environment Any Temperate and warm Organization Solitary Treasure None -------------------- SPECIAL ABILITIES -------------------- Climbing (20 feet) You have a Climb speed. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Poison: Bite—Injury (DC 10) (Ex) Poison deals 1d2 CON damage, 1/round for 6rounds, cure 1 save. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Swimming (20 feet) You have a Swim speed. Created With Hero Lab® - try it for free at http://www.wolflair.com! This reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind. -------------------- CROCODILE CR 2 Male Crocodile NN Large Animal Init +1; Senses Low-Light Vision; Perception +8 -------------------- DEFENSE -------------------- AC 14, touch 10, flat-footed 13 (+1 Dex, -1 size, +4 natural) hp 22 (3d8+9) Fort +6, Ref +4, Will +2 -------------------- OFFENSE -------------------- Spd 20 ft., Sprint x2 (1/minute), Swimming (30 feet) Melee Bite (Crocodile) +5 (1d8+4/20/x2) and Tail Slap (Crocodile) +0 (1d12+2/20/x2) and Unarmed Strike +5 (1d4+4/20/x2) Space 10 ft.; Reach 5 ft. Special Attacks Death Roll, Grab -------------------- STATISTICS -------------------- Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 Base Atk +2; CMB +7 (+11 Grappling); CMD 18 (22 vs. Trip) Feats Skill Focus: Perception, Skill Focus: Stealth Skills Fly -1, Perception +8, Stealth +5, Swim +12 Modifiers +8 Stealth in water Languages SQ Hold Breath (x4) (Ex) -------------------- ECOLOGY -------------------- Environment Warm rivers and marshes Organization Solitary, pair, or colony (3-12) Treasure None -------------------- SPECIAL ABILITIES -------------------- +8 Stealth in water (Ex) You gain a bonus to Stealth Checks under the listed conditions. Death Roll (Ex) If you grapple a target, you can roll to inflict bite damage and knock the creature prone. Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Hold Breath (x4) (Ex) You can stay under water longer than normal. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Sprint x2 (1/minute) (Ex) 1/minute, increase your land speed by a factor of 2 Swimming (30 feet) You have a Swim speed. Created With Hero Lab® - try it for free at http://www.wolflair.com! This creature resembles a short and slight elf wearing drab clothes and a wicked grin. In a blink, the thing darts from sight. -------------------- CYFLYMDER CR 3 Male Quickling CE Small Fey Init +7; Senses Low-Light Vision; Perception +9 -------------------- DEFENSE -------------------- AC 20, touch 19, flat-footed 12 (+7 Dex, +1 size, +1 natural, +1 dodge) hp 18 (4d6+4) Fort +3, Ref +12, Will +7 Defensive Abilities Evasion, Natural Invisibility, Supernatural Speed, Uncanny Dodge; DR 5/cold iron Weakness Slow Susceptibility -------------------- OFFENSE -------------------- Spd 120 ft. Melee Shortsword +10 (1d4-1/19-20/x2) and Unarmed Strike +10 (1d2-1/20/x2) Special Attacks Sneak Attack +1d6 -------------------- STATISTICS -------------------- Str 8, Dex 24, Con 13, Int 15, Wis 15, Cha 14 Base Atk +2; CMB +0; CMD 18 Feats Dodge, Mobility, Spring Attack, Weapon Finesse Skills Acrobatics +14, Bluff +9, Craft: Other +7, Escape Artist +14, Fly +9, Perception +9, Spellcraft +6, Stealth +18, Survival +4, Use Magic Device +7 Modifiers Acrobatics (Jump) +36 Languages Aklo, Common, Sylvan SQ Poison Use (Ex) Combat Gear Shortsword; Other Gear Brooch of Shielding, Cloak of Resistance, +1, Poison, Blue Whinnis (4) -------------------- ECOLOGY -------------------- Environment Temperate forests Organization Solitary, gang (2-5), or band (4-11 plus one advanced leader) Treasure Npc gear (blue whinnis poison {4 doses}, small short sword, other treasure) -------------------- SPECIAL ABILITIES -------------------- Acrobatics (Jump) +36 (Ex) You gain the specified bonus to acrobatics checks made to jump. Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mobility +4 to AC against some attacks of opportunity. Natural Invisibility (Su) A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action. Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon. Slow Susceptibility (Ex) A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Spring Attack You can move - attack - move when attacking with a melee weapon. Supernatural Speed (Su) A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling's shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the q Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. Created With Hero Lab® - try it for free at http://www.wolflair.com! This creature resembles a short and slight elf wearing drab clothes and a wicked grin. In a blink, the thing darts from sight. -------------------- QUICKLING CR 3 Male Quickling CE Small Fey Init +7; Senses Low-Light Vision; Perception +9 -------------------- DEFENSE -------------------- AC 20, touch 19, flat-footed 12 (+7 Dex, +1 size, +1 natural, +1 dodge) hp 18 (4d6+4) Fort +2, Ref +11, Will +6 Defensive Abilities Evasion, Natural Invisibility, Supernatural Speed, Uncanny Dodge; DR 5/cold iron Weakness Slow Susceptibility -------------------- OFFENSE -------------------- Spd 120 ft. Melee Shortsword +10 (1d4-1/19-20/x2) and Unarmed Strike +10 (1d2-1/20/x2) Special Attacks Sneak Attack +1d6 -------------------- STATISTICS -------------------- Str 8, Dex 24, Con 13, Int 15, Wis 15, Cha 14 Base Atk +2; CMB +0; CMD 18 Feats Dodge, Mobility, Spring Attack, Weapon Finesse Skills Acrobatics +14, Bluff +9, Craft: Other +7, Escape Artist +14, Fly +9, Perception +9, Spellcraft +6, Stealth +18, Survival +4, Use Magic Device +7 Modifiers Acrobatics (Jump) +36 Languages Aklo, Common, Sylvan SQ Poison Use (Ex) Combat Gear Shortsword; Other Gear Poison, Blue Whinnis (4) -------------------- ECOLOGY -------------------- Environment Temperate forests Organization Solitary, gang (2-5), or band (4-11 plus one advanced leader) Treasure Npc gear (blue whinnis poison {4 doses}, small short sword, other treasure) -------------------- SPECIAL ABILITIES -------------------- Acrobatics (Jump) +36 (Ex) You gain the specified bonus to acrobatics checks made to jump. Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mobility +4 to AC against some attacks of opportunity. Natural Invisibility (Su) A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action. Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon. Slow Susceptibility (Ex) A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Spring Attack You can move - attack - move when attacking with a melee weapon. Supernatural Speed (Su) A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling's shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the q Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. Created With Hero Lab® - try it for free at http://www.wolflair.com! Flecks of saliva drip from the corners of this filthy and ill-smelling humanoid, and his large pointed ears twitch at every sound. -------------------- SPRIGGAN #1 CR 3 Male Spriggan CE Large Humanoid (Gnome) Init +3; Senses Low-Light Vision; Perception +7 -------------------- DEFENSE -------------------- AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, -1 size) hp 32 (4d8+16) Fort +8, Ref +4, Will +1 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Masterwork Morningstar +9 (2d6+5/20/x2) and Unarmed Strike +7 (1d4+5/20/x2) Ranged Crossbow, Light +3 (2d6/19-20/x2) Space 10 ft.; Reach 10 ft. Special Attacks Sneak Attack +2d6 -------------------- STATISTICS -------------------- Str 9/21, Dex 19/17, Con 12/18, Int 10, Wis 10, Cha 9 Base Atk +3; CMB +9; CMD 24 Feats Combat Reflexes (4 AoO/round), Weapon Focus: Morningstar Skills Climb +7, Disable Device +10, Fly +1, Perception +7, Sleight of Hand +10, Stealth +6 Languages Aklo, Gnome SQ Size Alteration (Su), Spriggan Magic (Ex), Spriggan Skills (Ex) Combat Gear Leather, Masterwork Morningstar, Bolts, Crossbow (10), Crossbow, Light; -------------------- ECOLOGY -------------------- Environment Any hills or forests Organization Solitary, pair, or mob (3-12) Treasure Npc gear (leather armor, masterwork morningstar, light crossbow with 10 bolts, other treasure) -------------------- SPECIAL ABILITIES -------------------- Combat Reflexes (4 AoO/round) You may make up to 4 attacks of apportunity per round, and may make them while flat-footed. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Size Alteration (Su) At will as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed. Spriggan Magic (Ex) A spriggan gains a +1 racial bonus on concentration checks and to save DCs for all of its racial spell-like abilities. Spriggan Skills (Ex) Climb, Disable Device, Perception, Sleight of Hand, and Stealth are class skills for spriggans. Created With Hero Lab® - try it for free at http://www.wolflair.com! Flecks of saliva drip from the corners of this filthy and ill-smelling humanoid, and his large pointed ears twitch at every sound. -------------------- SPRIGGAN #2 CR 3 Male Spriggan CE Large Humanoid (Gnome) Init +3; Senses Low-Light Vision; Perception +7 -------------------- DEFENSE -------------------- AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, -1 size) hp 32 (4d8+16) Fort +8, Ref +4, Will +1 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Masterwork Morningstar +9 (2d6+5/20/x2) and Unarmed Strike +7 (1d4+5/20/x2) Ranged Crossbow, Light +3 (2d6/19-20/x2) Space 10 ft.; Reach 10 ft. Special Attacks Sneak Attack +2d6 -------------------- STATISTICS -------------------- Str 9/21, Dex 19/17, Con 12/18, Int 10, Wis 10, Cha 9 Base Atk +3; CMB +9; CMD 24 Feats Combat Reflexes (4 AoO/round), Weapon Focus: Morningstar Skills Climb +7, Disable Device +10, Fly +1, Perception +7, Sleight of Hand +10, Stealth +6 Languages Aklo, Gnome SQ Size Alteration (Su), Spriggan Magic (Ex), Spriggan Skills (Ex) Combat Gear Leather, Masterwork Morningstar, Bolts, Crossbow (10), Crossbow, Light; -------------------- ECOLOGY -------------------- Environment Any hills or forests Organization Solitary, pair, or mob (3-12) Treasure Npc gear (leather armor, masterwork morningstar, light crossbow with 10 bolts, other treasure) -------------------- SPECIAL ABILITIES -------------------- Combat Reflexes (4 AoO/round) You may make up to 4 attacks of apportunity per round, and may make them while flat-footed. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Size Alteration (Su) At will as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed. Spriggan Magic (Ex) A spriggan gains a +1 racial bonus on concentration checks and to save DCs for all of its racial spell-like abilities. Spriggan Skills (Ex) Climb, Disable Device, Perception, Sleight of Hand, and Stealth are class skills for spriggans. Created With Hero Lab® - try it for free at http://www.wolflair.com! A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path. -------------------- RAT SWARM CR 2 Male Rat Swarm NN Tiny Animal (Swarm) Init +6; Senses Low-Light Vision, Scent; Perception +8 -------------------- DEFENSE -------------------- AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 16 (3d8+3) Fort +4, Ref +5, Will +2 Immune Swarm Traits -------------------- OFFENSE -------------------- Spd 15 ft., Climbing (15 feet), Swimming (15 feet) Melee Unarmed Strike +0 (1-4/20/x2) Space 10 ft.; Reach 0 ft. Special Attacks Distraction (DC 12), Filth Fever (Disease) (DC 12), Swarm Attack (1d6) -------------------- STATISTICS -------------------- Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2 Base Atk +2; CMB +2; CMD 8 Feats Improved Initiative, Skill Focus: Perception Skills Acrobatics +6, Climb +10, Fly +6, Perception +8, Stealth +14, Swim +10 Languages -------------------- ECOLOGY -------------------- Environment Any Organization Solitary, pack (2-5 swarms), or infestation (6-12 swarms) Treasure None -------------------- SPECIAL ABILITIES -------------------- Climbing (15 feet) You have a Climb speed. Distraction (DC 12) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifie Filth Fever (Disease) (DC 12) (Ex) Bite—injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Swarm Attack (1d6) Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c Swarm Traits A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures Swimming (15 feet) You have a Swim speed. Created With Hero Lab® - try it for free at http://www.wolflair.com! This stocky, muscular mammal is the size of a badger, its snarling lips revealing a mouth full of yellow teeth. -------------------- WOLVERINE CR 2 Male Wolverine NN Medium Animal Init +2; Senses Low-Light Vision, Scent; Perception +10 -------------------- DEFENSE -------------------- AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 22 (3d8+9) Fort +5, Ref +5, Will +2 -------------------- OFFENSE -------------------- Spd 30 ft., Burrowing (10 feet), Climbing (10 feet) Melee Bite (Wolverine) +4 (1d4+2/20/x2) and Claw x2 (Wolverine) +4 x2 (1d6+2/20/x2) and Unarmed Strike +4 (1d3+2/20/x2) -------------------- STATISTICS -------------------- Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 10 Base Atk +2; CMB +4; CMD 16 (20 vs. Trip) Feats Skill Focus: Perception, Toughness +3 Skills Climb +10, Perception +10 Languages SQ Rage (Ex) -------------------- ECOLOGY -------------------- Environment Cold forests Organization Solitary Treasure None -------------------- SPECIAL ABILITIES -------------------- Burrowing (10 feet) You have a Burrow speed. Climbing (10 feet) You have a Climb speed. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Rage (Ex) Berserk once wounded: +4 Str, +4 Con, -2 AC. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Created With Hero Lab® - try it for free at http://www.wolflair.com!