GRENCH TEPPISH (TIER 1-4) CR 1 Male Human Cleric 2 CE Medium Humanoid (Human) Init -1; Senses Perception +4 -------------------- DEFENSE -------------------- AC 9, touch 9, flat-footed 9 (-1 Dex) hp 20 (2d8+9) Fort +6, Ref -1, Will +5 -------------------- OFFENSE -------------------- Spd 30 ft. 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, 2 melee touch, 0 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 Heal +7, Perception +4, Spellcraft +5 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 -------------------- 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. This squat humanoid seems to be nearly all head-an unfortunate circumstance, considering how ugly its puffy blue face is. -------------------- MITE (2)(TIER 1-2) CR 1/4 Male Mite LE Small Fey Init +1; Senses Darkvision (120 feet), Low-Light Vision, Scent; Perception +5 -------------------- DEFENSE -------------------- AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weakness Light Sensitivity -------------------- OFFENSE -------------------- Spd 20 ft., Climbing (20 feet) Melee Dagger +0 (1d3-1/19-20/x2) and Dart +0 (1d3-1/20/x2) and Unarmed Strike +0 (1d2-1/20/x2) Spell-Like Abilities Doom (1/day), Prestidigitation (at will) -------------------- STATISTICS -------------------- Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB -2; CMD 9 Feats Point Blank Shot Skills Climb +7, Fly +3, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13 Languages Undercommon SQ Hatred (Ex), Vermin Empathy +4 (Ex) Combat Gear Dagger, Dart (6); -------------------- ECOLOGY -------------------- Environment Any underground Organization Solitary, band (2-8), or tribe (9-20 plus 1 chieftain of 2nd-4th level and 2-6 giant vermin) Treasure Standard (dagger, 6 darts, other treasure) -------------------- SPECIAL ABILITIES -------------------- Climbing (20 feet) You have a Climb speed. Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks. Darkvision (120 feet) You can see in the dark (black and white vision only). Doom (1/day) (Sp) Doom once per day. Hatred (Ex) +1 racial bonus to attacks against Dwarves and Gnomes. Light Sensitivity (Ex) Dazzled as long as they remain in bright light. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Prestidigitation (at will) Prestidigitation at will. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Vermin Empathy +4 (Ex) Improve the attitude of vermin, as if using Diplomacy. 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. GRENCH TEPPISH (TIER 6-7) CR 7 Male Human Cleric 8 CE Medium Humanoid (Human) Init +3; Senses Perception +11 -------------------- DEFENSE -------------------- AC 20, touch 9, flat-footed 20 (+11 armor, -1 Dex) hp 67 (8d8+32) Fort +11, Ref +5, Will +11 -------------------- OFFENSE -------------------- Spd 20 ft. Melee +2 Flail, Heavy +4/-1 (1d10+3/19-20/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 +8 vs. Spell Resistance of Outsiders, 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 +2 Flail, Heavy, +2 Full Plate; Other Gear Cloak of Resistance, +2 -------------------- 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 -------------------- +8 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. 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. This squat humanoid seems to be nearly all head-an unfortunate circumstance, considering how ugly its puffy blue face is. -------------------- MITE (4) (TIER 6-7) CR 1/3 Male Mite Warrior 3 LE Small Fey Init +1; Senses Darkvision (120 feet), Low-Light Vision, Scent; Perception +7 -------------------- DEFENSE -------------------- AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 19 (3d10+1d6) Fort +3, Ref +4, Will +4 DR 2/cold iron Weakness Light Sensitivity -------------------- OFFENSE -------------------- Spd 20 ft., Climbing (20 feet) Melee Dagger +4 (1d3-1/19-20/x2) and Dart +3 (1d3-1/20/x2) and Unarmed Strike +3 (1d2-1/20/x2) Spell-Like Abilities Doom (1/day), Prestidigitation (at will) -------------------- STATISTICS -------------------- Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +3; CMB +1; CMD 12 Feats Point Blank Shot, Weapon Focus: Dagger Skills Climb +11, Fly +3, Handle Animal +3, Perception +7, Ride +5, Sleight of Hand +9, Stealth +13 Languages Undercommon SQ Hatred (Ex), Vermin Empathy +7 (Ex) Combat Gear Dagger, Dart (6); -------------------- ECOLOGY -------------------- Environment Any underground Organization Solitary, band (2-8), or tribe (9-20 plus 1 chieftain of 2nd-4th level and 2-6 giant vermin) Treasure Standard (dagger, 6 darts, other treasure) -------------------- SPECIAL ABILITIES -------------------- Climbing (20 feet) You have a Climb speed. Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks. Darkvision (120 feet) You can see in the dark (black and white vision only). Doom (1/day) (Sp) Doom once per day. Hatred (Ex) +1 racial bonus to attacks against Dwarves and Gnomes. Light Sensitivity (Ex) Dazzled as long as they remain in bright light. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Prestidigitation (at will) Prestidigitation at will. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Vermin Empathy +7 (Ex) Improve the attitude of vermin, as if using Diplomacy. 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.