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Zotzpox the Sorcerous Imp- Fiendish wings and a whipping scorpion-like tail lash

behind this diminutive, red-skinned nuisance.


LE Tiny outsider (devil, evil, extraplanar, lawful) Init +3; Senses darkvision 60 ft.,
detect good, detect magic, see in darkness; Perception +7
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
HP: 28 (3d10); fast healing: 3
Fort +3, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10 SR: 10
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +10 (1d4 plus poison-F(DC 13-1d2 Dex/6 rds)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constantdetect good, detect magic
At willinvisibility (self only)
2/day- Ray of Enfeeblement (Ranged Touch +7 (F-DC 15 or 1d6+1 Str/half dmg)
1/dayaugury, suggestion (DC 15)
1/weekcommune (6 questions, CL 12th)
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 18
Base Atk +3; CMB +1; CMD 15
Feats: Dodge, Weapon Finesse, Diehard (0=stablize/move only), Endurance, Fast
Healer, Great Fortitude, Heroic Defiance, Heroic Recovery, Sickening Spell,
Toughness
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes)
+7, Perception +7, Spellcraft +7; Sleight of Hand +5
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I); Telepathy (50 ft.)
Poison (Ex)- Stinginjury; save Fort DC 13; frequency 1/round for 6 rounds; effect
1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial
bonus.
Beast Shape I- (Su) Assume the form of any Small or Medium creature of the
animal type. If the form you assume has any of the following abilities, you gain the
listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet,
darkvision 60 feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 size
bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2
size bonus to your Strength and a +2 natural armor bonus.
Ring of Spell Storing: (7th Level) (Not Loot)
Darkness- (20 ft. 7mins)
Charm Person (DC 11- 7 Hour Duration)
Hypnotism- (DC 11- 2d4 Rounds/Roll 2d4 HD affected/60 ft away)
Summon Monster II- Will Summon a Gravity Elemental

Small Gravity Elemental; N Small outsider (elemental, extraplanar, gravity) Init


+2; Senses darkvision 60 ft.; Perception +5
AC 15, touch 15, flat-footed 13 (+2 deflection, +2 Dex, +1 size)
hp 13 (2d10+2)
Fort +1; Ref +5; Will +3
Defensive Abilities distortion; Immune elemental traits, missile weapons, massdependent spells
Speed fly 100 ft. (perfect)
Melee slam+5 (1d3+1)
Ranged missile +5 (damage by type)
Special Attacks engulf, gravity field (crush 1/day, 5 ft. radius, DC 12, 2d4
bludgeoning)
Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 16
Feats Throw AnythingB, Weapon Finesse
Skills Fly +12, Perception +5, Sense Motive +5, Stealth +11
SQ perfect flier
Engulf (Ex)- A gravity elemental that starts its turn grappling a creature or holding
an object up to one size smaller than itself can absorb the creature or object into its
swirling form as a full-round action. An engulfed creature or object takes damage
equal to the elementals slam attack each round it remains engulfed and can take
no action other than trying to break free by rolling its CMB vs. the gravity
elementals CMD. The gravity elemental gains the grappled condition as long as it
has a creature engulfed, and it can only engulf one creature at a time.
Gravity Field (Su)- A gravity elementals manipulation of gravity function like the
reverse gravity and telekinesis spells (CL equal to HD). The maximum weight an
Elder gravity elemental can lift with its telekinesis is not restricted to 375 lbs. The
effects of the gravity field are centered on the gravity elemental and move with it.
Additionally, by increasing the pull of gravity around itself a gravity elemental can
make creatures within a certain radius too heavy to move, or crush them to a pulp.
Hold: As a full-round action- (5 ft. Radius) (F-DC 13 or held condition until the
gravity elemental releases them or they break free. The gravity elemental can
maintain this ability each round as a full-round action. If the gravity elemental
maintains this ability, on successive rounds a held creature can break free by
succeeding on a Strength check DC 13.
Immunity to Missile Weapons (Ex)- A gravity elemental is immune to any attack
from thrown or hurled weapons, arrows, bolts, stones, and similar weapons with a
size equal to or less than its own. Any such ranged attack against a gravity
elemental automatically fails and the weapon is pulled into the elementals body.
Captured missiles orbit the gravity elementals form as long as it desires, and it can
release one such missile each round as an improvised thrown weapon. The weapon
deals its normal damage plus the gravity elementals Strength modifier, and has a
range increment of 20 ft. A gravity elemental has the Throw Anything feat as a
bonus feat.
Immunity to Spells (Ex)- A gravity elemental is immune to all spells, spell-like
abilities, and effects that depend on weight or mass.
Perfect Flier (Ex)- A gravity elemental has perfect control over the forces of gravity,
and never needs to make a Fly check when attempting a complex maneuver. It
must still make Fly checks to resist external influences on its flight, such as strong
winds.

(5) Centipede, Giant N Medium vermin; Init +2; Senses darkvision 60 ft.;
Perception +4
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
HP: 5 (1d8+1) Fort +3, Ref +2, Will +0; Immune mind-affecting effects
Speed 40 ft., climb 40 ft.
Melee bite +2 (1d61 plus poison)
Special Attacks poison
Str 9, Dex 15, Con 12, Int , Wis 10, Cha 2
Base Atk +0; CMB 1; CMD 11 (can't be tripped)
Feats Weapon FinesseB
Skills Climb +10, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +8
Stealth
Poison (EX) Biteinjury; save Fort DC 13; frequency 1/round for 6 rounds; effect
1d3 Dex damage; cure 1 save.
(2) Skeletal Bugbear NE Medium undead humanoid; Init +2; Senses darkvision 60
ft., scent; Perception +0
AC 20, touch 12, flat-footed 18 (+2 armor, +2 Dex, +5 natural, +1 shield)
DR 5/ Bludgeoning; Immunity: Cold;
HP: 14 (3d8) Fort +2, Ref +4, Will +1
Speed 30 ft.
Melee: 2 Claw +5 (1d4+3)
Str 16, Dex 15, Con-, Int-, Wis 10, Cha 10
Base Atk +2; CMB +5; CMD 16
Feats Intimidating Prowess, Skill Focus (Perception)
SQ stalker
Languages Common, Goblin
(4) Giant Spider-N Medium vermin; Init +3; Senses darkvision 60 ft., tremorsense
60 ft.; Perception +4
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural armor)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune mind-affecting effects
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d6 plus poison)
Special Attack web (+5 ranged, DC 12, hp 2)
Str 11, Dex 17, Con 12, Int , Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial
Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb
Poison (Ex)- Biteinjury; save Fort DC 14; frequency 1/round for 4 rounds; effect
1d2 Strength damage; cure 1 save.
(3) Guardsman (Human fighter 2/rogue 2) LN Medium humanoid (human) Init +6;
Senses Perception +10
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 34 (2d10+2d8+14)
Fort +5, Ref +6, Will +1; +1 vs. fear
Defensive Abilities bravery +1, evasion
Melee mwk long sword +7 (1d8+3)
Special Attacks sneak attack +1d6

Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 17
Feats Alertness, Improved Disarm, Improved Initiative, Power Attack, Toughness,
Weapon Focus (long sword)
Skills Acrobatics +7, Disguise +3, Intimidate +6, Knowledge (nobility) +2,
Perception +10, Profession (guard) +5, Sense Motive +10, Sleight of Hand +6,
Stealth +8
(6) Fire Mephit- N Small outsider (fire) Init +6; Senses darkvision 60 ft.; Perception
+6
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); fast healing 2 (while touching fire)
Fort +2, Ref +5, Will +3
DR 5/magic; Immune fire; Weaknesses vulnerability to cold
Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +5 (1d3+1) Special Attacks breath weapon (15-foot cone, 1d8 fire,
DC 13 half- 4 rounds)
Spell-Like Abilities (CL 6th; concentration +8)
1/hour--scorching ray
1/day--heat metal (DC 14), summon (level 2, 1 fire mephit 25%)
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, Ignan

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