into the wormcrawl fissure

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Gazzilfek CR 20 XP 307,200 Male spriggan favored spawn of Kyuss, rogue 12/bard (Archeologist) 3 CE Large humanoid (gnome) Init +11; Senses low-light vision; Perception +23 Aura fear aura (40-ft. radius, Will DC 19) Defense AC 25, touch 17, flat-footed 17 (+8 armor, +7 Dex, +1 dodge, -1 size); Combat Expertise and defending shortsword HP 209/259 (4d8+12d8+3d8+107); fast healing 5 Fort +14, Ref +21, Will +7; +4 vs bardic performance, sonic, and language-dependent effects Defensive Abilities improved uncanny dodge, Improved evasion; Immune undead traits; DR 10/silver, Offense Speed 20 ft. Melee +3 defending short sword +24 (1d8+9/17-20) Ranged +1 light crossbow +21 (2d6/19–20) Special Attacks sneak attack +6d6, archaeologist’s luck 9/day (Swift action for +1 luck bonus on attacks, saves, damage, skill checks) Spell-Like Abilities (CL 4th; concentration +10) At willflare (DC 16), scare (DC 18), shatter (DC 18) Spells Known (CL 3rd, Ranged Touch +4, Cast Defensively +9) [+1 racial bonus on concentration checks and to save DCs] 1st (5/day) [DC 13]feather fall, grease, undetectable alignment 0 (Will) [DC 12]dancing lights, mage hand, mending, message, prestidigitation, summon instrument Statistics Str 22, Dex 24 Con —, Int 15, Wis 8, Cha 20 Base Attack +14; CMB +21; CMD 39 Feats Combat Reflexes, Combat Expertise, Dodge, Improved Critical (short sword) Improved Feint, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Mobility, Rapid Reload (light crossbow), Spring Attack, Weapon Finesse, Weapon Focus (short sword); Rogue Feats bleeding attack +6, befuddling strike, fast stealth, finesse rogue, improved evasion, offensive/defensive Skills Acrobatics +29, Bluff +27, Climb +18, Diplomacy +16, Disable Device +21, Intimidate +21, Perform (comedy) +16, Perform (oratory) +13, Perform (wind instruments) +9, Perception +23, Sleight of Hand +31, Stealth +37; Racial Modifiers +2 Climb, +2 Disable Device, +2 Perception, +2 Sleight of Hand, +2 Stealth; +1 to knowledge checks and can use them untrained Languages Common, Giant, Gnome Gear leather armor +5. +3 defending short sword, +1 light cross bow with 20 bolts, helm of teleportation, ring of chameleon power, Belt of Dexterity +4, potion of fly (2), wand of invisibility (42 charges), scented oils worth 500 gp Special Abilities 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 them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +12 Strength, –2 Dexterity, and +6 Constitution, and he takes a –2 size penalty to his AC. While Large, a spriggan cannot use

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Age of Worms Stat Block conversions to Pathfinder.

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Page 1: Into the Wormcrawl Fissure

Gazzilfek CR 20 XP 307,200 Male spriggan favored spawn of Kyuss, rogue 12/bard (Archeologist) 3 CE Large humanoid (gnome)Init +11; Senses low-light vision; Perception +23Aura fear aura (40-ft. radius, Will DC 19)

DefenseAC 25, touch 17, flat-footed 17 (+8 armor, +7 Dex, +1 dodge, -1 size); Combat Expertise and defending shortswordHP 209/259 (4d8+12d8+3d8+107); fast healing 5Fort +14, Ref +21, Will +7; +4 vs bardic performance, sonic, and language-dependent effectsDefensive Abilities improved uncanny dodge, Improved evasion; Immune undead traits; DR 10/silver,

OffenseSpeed 20 ft.Melee +3 defending short sword +24 (1d8+9/17-20)Ranged +1 light crossbow +21 (2d6/19–20)Special Attacks sneak attack +6d6, archaeologist’s luck 9/day (Swift action for +1 luck bonus on attacks, saves, damage, skill checks)

Spell-Like Abilities (CL 4th; concentration +10)At will—flare (DC 16), scare (DC 18), shatter (DC 18)

Spells Known (CL 3rd, Ranged Touch +4, Cast Defensively +9) [+1 racial bonus on concentration checks and to save DCs]1st (5/day) [DC 13]—feather fall, grease, undetectable alignment 0 (Will) [DC 12]— dancing lights, mage hand, mending, message, prestidigitation, summon instrument

StatisticsStr 22, Dex 24 Con —, Int 15, Wis 8, Cha 20Base Attack +14; CMB +21; CMD 39

Feats Combat Reflexes, Combat Expertise, Dodge, Improved Critical (short sword) Improved Feint, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Mobility, Rapid Reload (light crossbow), Spring Attack, Weapon Finesse, Weapon Focus (short sword); Rogue Feats bleeding attack +6, befuddling strike, fast stealth, finesse rogue, improved evasion, offensive/defensive

Skills Acrobatics +29, Bluff +27, Climb +18, Diplomacy +16, Disable Device +21, Intimidate +21, Perform (comedy) +16, Perform (oratory) +13, Perform (wind instruments) +9, Perception +23, Sleight of Hand +31, Stealth +37; Racial Modifiers +2 Climb, +2 Disable Device, +2 Perception, +2 Sleight of Hand, +2 Stealth; +1 to knowledge checks and can use them untrained

Languages Common, Giant, Gnome

Gear leather armor +5. +3 defending short sword, +1 light cross bow with 20 bolts, helm of teleportation, ring of chameleon power, Belt of Dexterity +4, potion of fly (2), wand of invisibility (42 charges), scented oils worth 500 gp

Special Abilities

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 them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +12 Strength, –2 Dexterity, and +6 Constitution, and he takes a –2 size penalty to his AC. While Large, a spriggan cannot use his sneak attack or his racial spell-like abilities (although if he possesses either from class levels or templates, he retains their use in both sizes).

Create Spawn (Su) Once per round as a free action, Gazzilfek can transfer a Kyuss worm to an opponent whenever he hits with an unarmed strike. Alternately, he may do so as a melee touch attack or ranged touch attack, hurling a worm at a foe up to 10 feet away. Each worm is a Fine vermin with AC 10 and 1 hit point that can be killed by damage or the touch of silver. On Gazzilfek's next action, the worm burrows into its host’s flesh. A creature with a natural armor bonus of +5 or better is immune to this burrowing effect. The worm deals 1 point of damage per round for 1d4+1 rounds, during which time remove curse or remove disease destroys it and a dispel evil or neutralize poison delays its progress for 10d6 minutes. A successful DC 20 Heal check can extract and kill it Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it is either killed or it slays its host (death occurs at 0 Intelligence). A Small, Medium, or Large creature slain by a worm rises as a spawn of Kyuss (not favored spawn) in ld6+4 rounds; smaller creatures simply putrefy while larger creatures become zombies.

Fear Aura (Su):. A creature that makes the saving throw to resist this effect is immune to Gazzilfek’s aura for 24 hours. While he is disguised, Gazzilfek suppresses this aura; he can activate it as a free action.

Foul Embrace (Su) By pressing his face against a helpless victim, Gazzilfek can infest the victim with 2d6 Kyuss worms. This ability is treated as his create spawn ability, save that a victim slain by this infestation rises as a favored spawn of Kyuss.

Kyuss’ Gift (Su): A creature hit by Gazzilfek’s unarmed strike must make a DC 24 Fortitude save or contract this supernatural disease. The incubation period is 1 day and the disease deals 1d6 points of Constitution damage and 1d4 points of Wisdom damage. These effects manifest as rotting flesh and dementia, and an affected creature gets only half the benefits of natural and magical healing.

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Hill Giant CR 7 XP 3,200 CE Large humanoid (giant)Init –1; Senses low-light vision; Perception +6

DefenseAC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)HP 90/120 (10d8+40)Fort +11, Ref +2, Will +3Defensive Abilities rock catching

OffenseSpeed 40 ft. (30 ft. in armor)Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7) PA greatclub +12/+7 (2d8+16) or 2 slams +11 (1d8+11)

Ranged rock +6 (1d8+10)Space 10 ft.; Reach 10 ft.Special Attacks rock throwing (120 ft.)

StatisticsStr 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7Base Attack +7; CMB +15; CMD 24

Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)

Skills Climb +10, Intimidate +12, Perception +6

Languages Giant

Gear hide armor, greatclub

Rift Giant Fighter CR 12 XP 19,200 Hill Giant Fighter 6 CE Large humanoid (giant)Init –1; Senses low-light vision; Perception +8

DefenseAC 28, touch 8, flat-footed 27 (+8 armor, –1 Dex, +9 natural, +3 shield, –1 size); [+2 Shield Wall, +2 Saving Shield, Missile Shield]HP 166/210 (10d8+6d10+70)Fort +16, Ref +4, Will +5Defensive Abilities rock catching

OffenseSpeed 40 ft. (30 ft. in armor)Melee mw warhammer +24/+19/+12 (2d6+11) or 2 slams +21 (1d8+8) PA mw warhammer +20/+15/+10 (2d6+19) or 2 slams +21 (1d8+16)Ranged rock +12 (1d8+12)Space 10 ft.; Reach 10 ft.Special Attacks rock throwing (120 ft.)

StatisticsStr 26, Dex 8, Con 19, Int 6, Wis 10, Cha 7Base Attack +14; CMB +22; CMD 31

Feats Cleave, Great Cleave, Improved Critical (warhammer), Intimidating Prowess, Martial Weapon Proficiency (warhammer), Missile Shield, Power Attack, Saving Shield, Shield Focus, Shield Wall, Weapon Focus (warhammer) , Weapon Specialization (warhammer)

Skills Climb +9, Intimidate +15, Perception +8

Languages Giant

Gear masterwork half-plate, masterwork heavy steel shield, masterwork warhammer, 100 gp

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Necrozyte CR 20 XP 307, 200 LE Gargantuan fiendish wrym green dragon (extraplanar, air) Init +2; Senses darkvision 120 ft., blindsense 60 ft; Perception +37Aura frightful presence (330 ft., DC 27)

DefenseAC 38, touch 4, flat-footed 38 (-2 Dex, +34 natural, -4 size)HP 337 (25d12+175)Fort +21, Ref +12, Will +21Defensive Abilities DR 20/magic and DR 10/good; Immune acid, paralysis, sleep; Resist 15 (cold, fire); SR 30

OffenseSpeed 40 ft., fly 250 ft. (clumsy), swim 40 ft.Melee bite +34 (4d6+19/19-20), 2 claws +34 (2d8+13/19-20), 2 wings +32 (2d6+6), tail slap +32 (2d8+19)Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Special Attacks breath weapon (60-ft. cone, DC 29, 22d6 acid), crush (Medium creatures, DC 29, 4d6+19), miasma, tail sweep (Small creatures, DC 29, 2d6+19), smite good 1/day (+5 to attack and AC and +25 Damage vs target)

Spell-Like Abilities (CL 25th; concentration +30)At will--charm person (DC 16), dominate person (DC 20), entangle (DC 16), plant growth, suggestion (DC 18)

Spells Known (CL 15th; concentration +20)7th (4/day)--plane shift, summon monster VII6th (6/day)--acid fog, disintegrate (DC 21), true seeing5th (7/day)--baleful polymorph (DC 20), polymorph, summon monster V, teleport4th (7/day)--dimension door, ice storm, scrying (DC 19), stoneskin3rd (7/day)--dispel magic, displacement, fireball (DC 18), haste2nd (7/day)--alter self, detect thoughts (DC 17), locate object, mirror image, see invisibility1st (8/day)--magic missile, shield, silent image (DC 16), summon monster I, ventriloquism (DC 16)0 (at will)--acid splash, bleed, dancing lights, detect magic, ghost sound, mage hand, message, resistance, prestidigitation

StatisticsStr 37, Dex 6, Con 25, Int 20, Wis 21, Cha 20Base Attack +25; CMB +42 (+44 sunder); CMD 50 (52 vs. sunder, 54 vs. trip)

Feats Alertness, Bleeding Critical, Cleave, Critical Focus, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Critical (claws), Improved Initiative, Improved Sunder, Iron Will, Multiattack, Power Attack

Skills Fly +12, Knowledge (arcane) +33, Knowledge (local) +33, Knowledge (nature) +33, Knowledge (planes) +33, Perception +37, Spellcraft +33, Stealth +14, Survival +33, Swim +49, Use Magic Device +33; Racial Modifiers +8 Swim

Languages Abyssal, Common, Draconic, Elven, Giant, Sylvan

SQ camouflage, trackless step, water breathing, woodland stride

Special Abilities

Camouflage (Ex) Necrozyte can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.

Miasma (Su) Necrozyte can use its breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The cloud moves with her and has a radius of 20 feet. When it's created, anyone inside this area takes 11d6 damage, with a Reflex save for half damage. The damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round.

Trackless Step (Ex) Necrozyte does not leave a trail in natural surroundings and cannot be tracked unless she so desires. Water Breathing (Ex) Necrozyte can breathe underwater indefinitely and can freely use her breath weapon, spells, and other abilities while submerged.

Woodland Stride (Ex) Necrozyte can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect her normally.

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Young Adult Black Dragon CR 10 XP 9,600 CE Large Dragon (Water)Init +5; Senses dragon senses; Perception +21

DefenseAC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, -1 size)HP 126 (12d12+48)Fort +12, Ref +9, Will +10Defensive Abilities DR 5/magic; Immune acid, paralysis, sleep; SR 21

OffenseSpeed 60 ft., fly 200 ft. (poor), swim 60 ft.Melee bite +18 (2d6+9), 2 claws +17 (1d8+6), 2 wings +12 (1d6+3), tail slap +12 (1d8+9)Space 10 ft.; Reach 5 ft. (10 ft. with bite)Special Attacks breath weapon (80-ft. line, DC 21, 10d6 acid)

Spell-Like Abilities (CL 12th)At will—darkness (50-ft. radius)

Spells Known (CL 1st)1st (4/day)—alarm, obscuring mist 0 (Will)—detect magic, mending, message, read magic

StatisticsStr 23, Dex 12, Con 19, Int 12, Wis 15, Cha 12Base Attack +12; CMB +19; CMD 30 (34 vs. trip)

Feats Alertness, Improved Initiative, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)

Skills Fly +10, Handle Animal +13, Intimidate +16, Knowledge (arcana) +16, Perception +21,  Stealth +18, Swim +29; Racial +8 Swim

Language Common, Draconic

SQ speak with reptiles, swamp stride, water breathing

Special Abilities

Speak with Reptiles (Sp) A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals.

Swamp Stride (Ex) A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

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Adult Green Dragon CR 12 XP 19,200 LE Huge dragon (air)Init +0; Senses dragon senses; Perception +25Aura frightful presence (180 ft., DC 20)Active spells shield

DefenseAC 31, touch 8, flat-footed 31 (+19 natural, +4 shield, –2 size)HP 172 (15d12+75)Fort +14, Ref +9, Will +14Defensive Abilities DR 5/magic; Immune acid, paralysis, sleep; SR 23

OffenseSpeed 40 ft., fly 200 ft. (poor), swim 40 ft.Melee bite +21 (2d8+12/19–20), 2 claws +21 (2d6+8/19–20), 2 wings +16 (1d8+4), tail slap +16 (2d6+12)Space 15 ft.; Reach 10 ft. (15 ft. with bite)Special Attacks breath weapon (50-ft. cone, DC 22, 12d6 acid), crush (Small creatures, DC 22, 2d8+12)

Spell-Like Abilities (CL 15th)At will—charm person (DC 14), entangle (DC 14), suggestion (DC 16)

Spells Known (CL 5th)2nd (5/day)—alter self, mirror image1st (7/day)—shield, silent image (DC 14), summon monster I, ventriloquism (DC 14) 0 (Will)—dancing lights, detect magic, ghost sound, mage hand, message, prestidigitation

StatisticsStr 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16Base Attack +15; CMB +25; CMD 35 (39 vs. trip)

Feats Alertness, Cleave, Flyby Attack, Great Cleave, Improved Critical (bite, claws), Iron Will, Power Attack

Skills Fly +10, Knowledge (arcane) +21, Knowledge (nature) +21, Perception +25, Spellcraft +21, Stealth +10, Survival +21, Swim +34, Use Magic Device +21

Languages Common, Draconic, Elven, Sylvan

Special Abilities

Trackless Step (Ex) An adult green dragon does not leave a trail in natural surroundings and cannot be tracked. A green dragon can choose to leave a trail, if it so desires.

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Woodland Stride (Ex) An adultgreen dragon can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.

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Old Blue Dragon CR 16 XP 76,800 LE Gargantuan dragon (earth)Init +3; Senses dragon senses; Perception +27Aura electricity (10ft., 1d6 electricity), frightful presence (240 ft., DC 24) Active Spells haste, mage armor, shield

DefenseAC 40, touch 6, flat-footed 40 (+4 armor, -1 Dex, +1 dodge, +26 natural, +4 shield, -4 size)HP 250 (20d12+120)Fort +18, Ref +11, Will +16Defensive Abilities DR 10/magic; Immune electricity, paralysis, sleep; SR 27

OffenseSpeed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)Melee bite +28/+28 (4d6+15/19-20), 2 claws +27 (2d8+10), 2 wings +25 (2d6+5), tail slap +25 (2d8+15)Space 20 ft.; Reach 15 ft. (20 ft. with bite)Special Attacks breath weapon (120-ft. line, DC 26, 16d8 electricity), crush (Medium creatures, DC 26, 4d6+15), desert thirst (DC 26), mirage, tail sweep (Small creatures, DC 26, 2d6+15)

Spell-Like Abilities (CL 20th; concentration +24) At will—ghost sound (DC 14), hallucinatory terrain (DC 18), minor image (DC 16), ventriloquism (DC 15)

Spells Known (CL 9th; concentration +13) 4th (5/day)—dimension door, enervation3rd (7/day)—dispel magic, haste, vampiric touch2nd (7/day)—darkness, invisibility, resist energy, shatter1st (7/day)—alarm, mage armor, shield, true strike, unseen servant0 (at will)—arcane mark, bleed (DC 14), detect magic, light, mage hand, mending, read magic, resistance

Tactics Blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them.

StatisticsStr 31, Dex 8, Con 23, Int 18, Wis 19, Cha 18Base Attack +20; CMB +34; CMD 43 (47 vs. trip)

Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Shatter Defenses, Weapon Focus (bite)

Skills Bluff +27, Fly +8, Intimidate +27, Knowledge (arcana) +27, Knowledge (geography) +27, Knowledge (local) +27, Perception +27, Spellcraft +27, Stealth +10, Survival +27

Languages Auran, Common, Draconic, Giant, Ignan

SQ sound imitation

Special Abilities

Desert Thirst (Su) A blue dragon can cast create water at will (CL 20). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 26) or be destroyed.

Electricity Aura (Su) An old blue dragon is surrounded by an aura of electricity. Creatures within 10 feet take 1d6 points of electricity damage at the beginning of the dragon's turn.

Mirage (Su) An old blue dragon can make itself appear to be in two places at once as a free action for 20 rounds per day. This ability functions as project image but the dragon can use its breath weapon through the mirage.

Sound Imitation (Ex) A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check.

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Vermirox CR 18 XP 153,600 LE Gargantuan dragon (earth)Init +3; Senses dragon senses; Perception +32Aura electricity (10 ft., 2d6 electricity), frightful presence (300 ft., DC 27)Active Spells fire shield, stoneskin, displacement, haste, false life, mage armor, shield

DefensesAC 46, touch 6, flat-footed 46 (+4 armor, –1 Dex, +32 natural, +4 shield, +1 dodge, –4 size)HP 324/456 (24d12+168) +16 TempFort +21, Ref +13, Will +19Defensive Abilities DR 15/magic; Immune electricity, paralysis, sleep; SR 29

OffenseSpeed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)Melee bite +33/+33 (4d6+18/19–20), 2 claws +33 (2d8+12), 2 wings +31 (2d6+6), tail slap +31 (2d8+18)Space 20 ft.; Reach 15 ft. (20 ft. with bite)Special Attacks breath weapon (120-ft. line, DC 29, 20d8 electricity), crush, desert thirst (DC 27), mirage, storm breath (DC 29, 20d8 electricity), tail sweep

Spell-Like Abilities (CL 24th)At will—ghost sound (DC 15), hallucinatory terrain (DC 19), minor image (DC 17), veil, ventriloquism (DC 16)

Spells Known (CL 13th)6th (4/day)—forceful hand, mislead5th (7/day)—dream, persistent image, hold monster (DC 20)4th (7/day)—dimension door, enervation, fire shield, stoneskin3rd (7/day)—dispel magic, displacement, haste, vampiric touch2nd (7/day)—darkness, false life, invisibility, resist energy, shatter1st (7/day)—alarm, mage armor, shield, true strike, unseen servant 0 (Will)—arcane mark, bleed (DC 15), detect magic, light, mage hand, mending, message, read magic, resistance

StatisticsStr 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20Base Attack +24; CMB +40; CMD 49 (53 vs. trip)

Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Quicken Spell, Silent Spell, Shatter Defenses, Weapon Focus (bite)

Skills Bluff +32, Fly +10, Intimidate +32, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (local) +32, Knowledge (geography) +32, Perception +32, Spellcraft +32, Stealth +14, Survival +32

Languages Auran, Common, Draconic, Giant, Ignan, Infernal

Special Abilities

Desert Thirst (Su) Vermirox can cast create water at will (CL 24). Alternatively, he can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 29) or be destroyed.

Electricity Aura (Su)  Vermirox is surrounded by an aura of electricity. Creatures within 10 feet take 2d6 points of electricity damage at the beginning of his turn.

Mirage (Su) Vermirox can make itself appear to be in two places at once as a free action for 24 rounds per day. This ability functions as project image but the dragon can use its breath weapon through the mirage.

Sound Imitation (Ex) Vermirox can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check.

Storm Breath (Su)  Vermirox can use his breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is 20d8. He can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is 29. Additional uses of this ability extend the duration by an additional 1d6 rounds.

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Xyzanth CR 19 XP 204,800 Male wyrm fang dragon CN Gargantuan dragonInit +4; Senses dragon senses; Perception +42Aura frightful presence (330-ft. radius; Will DC 30 negates)Active Spells death ward, displacement, haste, see invisibility, mage armor, shield

DefensesAC 52, touch 7, flat-footed 52 (+4 armor, +37 natural, +4 shield, +1 dodge, –4 size)HP 429/594 (33d12+198); fast healing 2Fort +24, Ref +18, Will +24Defensive Abilities DR 20/magic; Immune electricity, paralysis, sleep; SR 29

OffenseSpeed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)Melee  bite +42/+42 (6d8+18/19–20 plus 2d6 Con), 2 claws +42 (6d6+12/19-20), 2 wings +40 (2d6+6), tail slap +40 (2d8+18) PA bite +34/+34 (6d8+42/19–20 plus 2d6Con), 2 claws +34 (6d6+28/19-20), 2 wings +32 (2d6+14), tail slap +32 (2d8+42)VS+PA bite +34 (24d8+42/19–20 plus 2d6 Con)Space 20 ft.; Reach 15 ft. (20 ft. with bite)Special Attacks crush (4d8+18, Reflex DC 30 negates), ability drain, tail sweep (2d8+18 plus trip, Reflex DC 30 half)

Spell-Like Abilities (CL 24th)At will—detect magic, read magic 2/day—shield, telekinesis (DC 19)1/day—dispel magic, spell turning

Spells Known (CL 13th)6th (4/day)—chain lightning (DC 20), greater dispel magic 5th (6/day)—feeblemind (DC 19), sending, teleport4th (7/day)—confusion (DC 18), death ward, black tentacles, greater invisibility3rd (7/day)—displacement, fireball (DC 17), haste, stinking cloud (DC 17)2nd (7/day)—death knell (DC 16), acid arrow, mirror image, resist energy, see invisibility1st (7/day)—burning hands (DC 15), mage armor, ray of enfeeblement, sanctuary (DC 15), unseen servant 0 (Will)—acid splash, arcane mark, daze (DC 14), flare (DC 14), mage hand, message, ray of frost, resistance

StatisticsStr 35, Dex 10, Con 23, Int 18, Wis 23, Cha 18Base Attack +33; CMB +49; CMD 59 (63 vs. trip)

Feats Blind-Fight, Cleave, Flyby Attack, Great Cleave, Greater Vital Strike, Hover, Improved Critical (bite, claw), Improved Initiative, Improved Natural Attack (bite, claw)), Improved Sunder, Improved Vital Strike, Multi-attack, Power Attack, Stealthy, Vital Strike

Skills Bluff +40, Escape Artist +33, Fly +23, Intimidate +40, Knowledge (arcana) +40, Knowledge (geography) +40, Perception +42, Sense Motive +42, Spellcraft +40, Stealth +24

Languages Common, Draconic, Dwarven, Orc, Undercommon

Special Abilities

Ability Drain (Su): A fang dragon does not have a breath weapon, but its bite drains 2d6 Constitution if the victim fails a DC 30 Fortitude save. The save DC is Constitution-based.

Increased Damage (Ex): Because of their sharp claws, teeth, and scales, fang dragons deal damage as if they were one size category larger.

Trip (Ex): A fang dragon that hits with a claw or tail attack can attempt to trip the opponent as a free action. If the attempt fails, the opponent cannot react to trip the dragon.

Sound Imitation (Ex) Vermirox can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check.

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Charlgar CR 17 XP 102,400 Male Hill Giant Fighter 11 (Two Handed) CE Large humanoid (giant)Init –1; Senses low-light vision; Perception +7

DefenseAC 30, touch 9, flat-footed 30 (+12 armor, +9 natural, –1 size)HP 257/327 (10d8+11d10+137)Fort +20, Ref +6, Will +7; Re-roll 1 Will Save per dayDefensive Abilities rock catching

OffenseSpeed 40 ft. (30 ft. in armor)Melee +1 speed greataxe +36/+36/+31/+26/+21 (3d6+26/19-20x3 - 3d6+33/19-20x3 after 1st) PA +1 speed greataxe +36/+31/+26/+21/+16 (3d6+41/19-20x3 - 3d6+48/19-20x3 after 1st)VS+PA +1 speed greataxe +36 (12d6+48/19-20x3)Ranged rock +18 (8d6+13) or crawler load +18 touch (paralysis for 2d4 rounds, Fort DC 24 resist)Space 10 ft.; Reach 10 ft.Special Attacks rock throwing (120 ft.)

StatisticsStr 36, Dex 10, Con 22, Int 6, Wis 8, Cha 10Base Attack +18; CMB +32; CMD 42

Feats Dreadful Carnage, Furious Focus, Greater Vital Strike, Greater Weapon Focus (greataxe), Greater Weapon Specialization (greataxe), Improved Bull Rush, Improved Critical (greataxe), Improved Initiative, Improved Iron Will, Improved Sunder, Improved Vital Strike, Intimidating Prowess, Iron Will, Power Attack, Vital Strike, Weapon Focus (greataxe), Weapon Specialization (greataxe)

Skills Intimidate +35, Perception +7

Languages Giant

Gear +5 banded mail, +1 speed greataxe, belt of giant strength +6, 6 rocks, 4 crawler loads; Potions: cure serious wounds (3), fly (2)

Special Abilities

Shattering Strike (Ex): Charlgar gains a +3 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects.

Overhand Chop (Ex): When Charlgar makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

Weapon Training (Ex): When wielding two-handed melee weapons, Charlgar gains a +2 bonus on attack and damage rolls.

Backswing (Ex): When Charlgar makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.

Piledriver (Ex): As a standard action, Charlgar can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.

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Wilmot Coldtooth CR 19 XP 204,800 Dwarf rogue 20 NE Medium humanoid (Dwarf)Init +6; Senses darkvision 90’; Perception +25

DefenseAC 30, touch 19, flat-footed 24 (+11 armor, +3 def, +5 Dex, +1 dodge)HP 173240 (20d8+80)Fort +10, Ref +20, Will +8; Defensive Abilities improved evasion, improved uncanny dodge, trap sense +6; SR 25

OffenseSpeed 30 ft.Melee +3 wounding scorpion whip +25/+20/+15 (1d4+3/19–20) Special Attacks master strike (DC 23), sneak attack +10d6

StatisticsStr 10, Dex 21, Con 20, Int 13, Wis 12, Cha 6Base Attack +15; CMB +18; CMD 38 (42 vs Bull Rush, Disarm)

Feats Combat Expertise, Dodge, Exotic Weapon Proficiency (whip), Greater Disarm, Greater Feint, Improved Disarm, Improved Feint, Medium Armor Proficiency, Mobility, Skill Focus (Bluff), Toughness, Weapon Finesse, Weapon Focus (whip); Rogue Feats bleeding attack +10, befuddling strike, crippling strike*, finesse rogue, improved evasion*, offensive/defensive, slippery mind*, unwitting ally*, weapon snatcher*, weapon training

Skills Acrobatics +27, Bluff +27, Craft (poison making) +24, Escape Artist +27, Intimidate +21, Knowledge (dungeoneering) +26, Perception +24, Sleight of Hand +27, Stealth +27, Use Magic Device +21; -1 ACP

Languages Common, Dwarf, Giant

SQ trapfinding +10

Combat Gear +5 mithril breastplate, +3 wounding scorpion whip, belt of dexterity +6, ring of protection +3, periapt of proof vs poison; wand of cure moderate wounds (32 charges), wand of scorching ray (8th level, 29 charges), 10 carrion crawler juice, 5 purple worm poison

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The Mother Worm CR 20 XP 307,200 N Colossal aberrationInit +5; Senses darkvision 120 ft., scent; Perception +35

DefenseAC 41, touch 3, flat-footed 40 (+38 natural, +1 Dex, –8 size)HP 645/774 (43d8+430)Fort +33, Ref +15, Will +8Defensive Abilities Immune disease, mind affecting, poison; Resist 30 (acid); SR 29

OffenseSpeed 30 ft.; climb 15ft.Melee 8 tentacle +40 (1d6+16/19-20 plus paralysis) and bite +38 (3d6+8/19-20) PA 8 tentacle +31 (1d6+34/19-20 plus paralysis) and bite +29 (3d6+17/19-20)PA+VS 8 tentacle bite +31 (12d6+34/19-20)Ranged acid ray touch +33 (15d6 acid/19-20)Space 40 ft.; Reach 40 ft.

StatisticsStr 42, Dex 13, Con 30, Int 2, Wis 15, Cha 26Base Attack +32; CMB +56 (+15 grapple); CMD 23 (25 vs. trip)

Feats Blind-Fight, Cleave, Cleaving Finish, Great Cleave, Great Fortitude, Greater Vital Strike, Improved Cleaving Finish, Improved Critical (acid ray, tentacle, bite), Improved Initiative, Improved Natural Armor (5), Improved Natural Attack (bite, tentacle), Improved Vital Strike, Multiattack, Power Attack, Vital Strike

Skills Climb +37, Perception +35; Racial Modifiers +8 racial to climb

Languages Common

Special Abilities

Acid Ray (Su) Every ld4 rounds, the mother worm can generate a ray of acid from her mouth. She makes a ranged touch attack with this ray against any target within 300 feet, inflicting 15d6 acid damage on a hit. The mother worm is immune to damage from her own acid ray attack, but not to acid from other sources (although her acid resistance 30 still applies).

Paralysis (Ex) Those hit by the mother worm’s tentacle attack must make a DC 41 Fortitude save or be paralyzed for 2d4 rounds.

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Advanced Gelatinous Cube CR 3 XP 800 N Gargantuan oozeInit –5; Senses blindsight 60 ft.; Perception –5

DefenseAC -3, touch -3, flat-footed -3 (–5 Dex, -4 squeeze, –4 size)HP 408/484 (24d8+288)Fort +20, Ref +3, Will +3Immune electricity, ooze traits

OffenseSpeed 15 ft.Melee slam +18 (2d6+12 plus 1d6 acid plus paralysis) [-4 due to squeezing factored in]Space 20 ft.; Reach 15 ft.Special Attacks engulf, paralysis

StatisticsStr 26, Dex 1, Con 34, Int —, Wis 1, Cha 1Base Attack +18; CMB +30; CMD 35 (can't be tripped)SQ transparent

Special Abilities

Acid (Ex) A gelatinous cube's acid does not harm metal or stone.

Engulf (Ex) Although it moves slowly, a gelatinous cube can simply engulf Gargantuan or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 31 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned.

Paralysis (Ex) A gelatinous cube secretes an anesthetizing slime. A target hit by this cube's melee or engulf attack must succeed on a DC 34 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.

Transparent (Ex) Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.

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Fire Giant CR 10 XP 9,600 LE Large humanoid (fire, giant)Init –1; Senses low-light vision; Perception +14

DefenseAC 24, touch 8, flat-footed 24 (+8 armor, –1 Dex, +8 natural, –1 size)HP 150/195 (15d8+75)Fort +14, Ref +4, Will +9Defensive Abilities rock catching; Immune fireWeaknesses vulnerability to cold

OffenseSpeed 40 ft. (30 ft. in armor)Melee greatsword +21/+16/+11 (3d6+15) or 2 slams +20 (1d8+10)Ranged rock +10 (1d8+15 plus 1d6 fire)Space 10 ft.; Reach 10 ft.Special Attacks heated rock, rock throwing (120 ft.)

StatisticsStr 31, Dex 9, Con 21, Int 10, Wis 14, Cha 10Base Attack +11; CMB +22; CMD 31

Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus (greatsword)

Skills Climb +14, Craft (weaponsmithing) +8, Intimidate +11, Perception +14

Languages Common, Giant

Gear half-plate, greatsword

Special Abilities

Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit.

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Tiamikal Nul-Shada Sergeant CR 14 XP 38,400 Fire Giant Fighter 5 LE Large humanoid (fire, giant)Init –1; Senses low-light vision; Perception +20

DefenseAC 27, touch 9, flat-footed 26 (+10 armor, +8 natural, –1 size)HP 254/315 (15d8+5d10+145)Fort +20, Ref +6, Will +11Defensive Abilities rock catching; Immune fireWeaknesses vulnerability to cold

OffenseSpeed 40 ft. (30 ft. in armor)Melee greatsword +30/+25/+20/+15 (3d6+22) or 2 slams +28 (1d8+13) PA greatsword +30/+20/+15/+10 (3d6+37) or 2 slams +23 (1d8+23)VS+PA greatsword +30 (12d6+44) Ranged rock +16 (1d8+19 plus 1d6 fire)Space 10 ft.; Reach 10 ft.Special Attacks heated rock, rock throwing (120 ft.)

StatisticsStr 36, Dex 10, Con 24, Int 10, Wis 17, Cha 8Base Attack +16; CMB +30; CMD 40; (+2 to Overrun, +3 to Sunder)

Feats Cleave, Cleaving Finish, Furious Focus, Great Cleave, Greater Vital Strike, Improved Overrun, Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword) , Weapon Specialization (greatsword)

Skills Climb +19, Craft (weaponsmithing) +8, Intimidate +15, Perception +20; ACP 5

Languages Common, Giant

Gear +1 full plate, mw greatsword, mw composite bow (+13 Str), 50 arrows, bag of rocks, 400 gp; oil of magic weapon (2), potion of cure moderate wounds (2), tanglefoot bag (2), alchemist’s fire (5)

Special Abilities

Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit.

Shattering Strike (Ex): Sergeants gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects.

Overhand Chop (Ex): When Charlgar make a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

Weapon Training (Ex): When wielding two-handed melee weapons, Sergeants gain a +1 bonus on attack and damage rolls.

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12 Headed Pyrohydra CR 13 XP 25,600 N Huge magical beast (fire)Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +17

DefenseAC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size)HP 132/180 (12d10+60); fast healing 12Fort +12, Ref +11, Will +6Immune fireWeaknesses vulnerability to cold

OffenseSpeed 20 ft., swim 20 ft.Melee 12 bites +15 (1d8+4) Space 15 ft.; Reach 10 ft.Special Attacks pounce, 12 breath weapons (15-ft. cone, DC 20, 3d6 fire)

StatisticsStr 18, Dex 12, Con 19, Int 2, Wis 11, Cha 9Base Attack +12; CMB +18; CMD 29 (can't be tripped)

Feats Combat Reflexes, Iron Will, Lightning Reflexes, Lunge, Toughness, Weapon Focus (bite)

Skills Perception +17, Swim +12; Racial Modifiers +2 Perception

SQ hydra traits, regenerate head

Special Abilities

Fast Healing (Ex) A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra's body.

Hydra Traits (Ex) A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra's HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the hydra's body equal to the hydra's current HD. A hydra can't attack with a severed head, but takes no other penalties.

Regenerate Head (Ex) When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire.

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Bram Cleftshank CR 18 XP 153,600 Fire Giant ranger 3/dragonslayer 6 LE Large humanoid (fire, giant)Init +5; Senses low-light vision; Perception +23Aura Courage (10ft.)Active Spells longstrider, lead blades

DefenseAC 27, touch 10, flat-footed 25 (+7 armor, +1 shield, +1 dodge, +1 Dex, +8 natural, –1 size)HP 280/357 (15d8+3d10+6d10+147)Fort +22, Ref +14, Will +17Defensive Abilities rock catching; Immune fire, fear; Resist acid 5, cold 10, electricity 5, sonic 5; DR 2/-Weaknesses vulnerability to cold

OffenseSpeed 50 ft. (40 ft. in armor)Melee +2 flaming burst battleaxe +31/+26/+21/+16 (3d6+14/19-20x3 plus 1d6 fire) and +2 flaming burst handaxe +31 (3d6+14/19-20x3 plus 1d6 fire) PA +2 flaming burst battleaxe +25/+20/+15/+10 (3d6+24/19-20x3 plus 1d6 fire) and +2 flaming burst handaxe +26 (2d6+24/19-20x3 plus 1d6 fire)Ranged +1 returning spear +21 (2d6+13x3)Space 10 ft.; Reach 10 ft.Special Attacks heated rock, rock throwing (120 ft.)

Spells Prepared (CL 2nd)1st—lead blades, longstrider

StatisticsStr 35, Dex 15, Con 22, Int 10, Wis 18, Cha 8Base Attack +20; CMB +33; CMD 46

Feats Dazing Assault (Fort Save DC 30), Deadly Finish, Dodge, Double Slice, Endurance, Improved Critical (battle axe, hand axe), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Quick Draw, Two-Weapon Fighting, Two Weapon Defense, Weapon Focus (battle axe, hand axe)

Skills Acrobatics +14, Intimidate +24, Knowledge (Arcana) +10, Perception +23; -1 ACP

Languages Common, Giant

SQ Favored Enemy +2 (Dragon), Track, Wild Empathy, Favored Terrain (Mountains)

Gear +3 cold resistance chain shirt, +2 flaming burst battleaxe, +2 flaming burst handaxe, +1 returning spear , potions of cure serious wounds (3), potion of fly, wand of protection from energy (16 charges)

Special Abilities

Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit.

Aura of Courage (Su) Bram is Immune to fear, and all allies within 10 feet gain a +4 morale bonus on saving throws against fear effects.

Damage Bonus (Ex) Bram gains a +6 bonus on all weapon damage rolls made against dragons.

Overcome Draconic Spell Resistance (Ex) Bram gains a +6 bonus on caster level checks to overcome a dragon's spell resistance.

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Kagro Thundersmiter CR 18 XP 153,600 Fire Giant rogue (Swashbuckler) 9/dragonstalker 4 LE Large humanoid (fire, giant)Init +0; Senses low-light vision; Perception +25

DefenseAC 24, touch 8, flat-footed 24 (+11 armor, +2 deflection, +8 natural, –1 size)HP 350/531 (15d8+9d8+4d8+207)Fort +23, Ref +18, Will +20Defensive Abilities rock catching; Immune fireWeaknesses vulnerability to cold

OffenseSpeed 40 ft. (30 ft. in armor)Melee +2 keen dragon bane greataxe +35/+30/+25/+20 (3d6+21/19-20) or 2 slams +32 (1d8+12) PA +2 keen dragon bane greataxe +29/+24/+19/+14 (3d6+39/19-20) or 2 slams +26 (1d8+24)Ranged rock +10 (1d8+15 plus 1d6 fire)Space 10 ft.; Reach 10 ft.Special Attacks heated rock, rock throwing (120 ft.); sneak attack 5d6 (9d6 vs dragons)

StatisticsStr 36, Dex 10, Con 24, Int 10, Wis 17, Cha 8Base Attack +20; CMB +22; CMD 31

Feats Blind-Fight, Bull Rush Strike, Cleave, Great Cleave, Dodge, Greater Blind-Fight, Improved Blind Fight, Improved Bull Rush, Improved Feint, Improved Initiative, Iron Will, Martial Weapon Proficiency (greataxe), Medium Armor Proficiency, Mobility, Power Attack, Spring Attack, Weapon Focus (greataxe); Rogue Feats Befuddling Strike, Offensive/Defensive, Powerful Sneak, Slow Reactions, Stand Up

Skills: Acrobatics +25, Bluff +30 (+34 vs. dragons), Climb +28, Intimidate +11, Knowledge (arcana) +20, Perception +26 (+30 vs. dragons), Sense Motive +7 (+11 vs. dragons), Stealth +7, Survival +7 (+9 when following tracks); ACP -1

Languages Common, Giant

Gear +5 mithral breastplate, +2 keen dragon bane greataxe, 5 +1 javelins, mantle of faith, ring of protection +2, ring of resistance +3 (as cloak of resistance +3), Belt of Con +2, cape of the mountebank, potion of barkskin (2), potion of displacement, potion of haste (2), potion of cure serious wounds (3), vault key

Special Abilities

Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit.

Hunting Bonus (Ex): Kagro gets a +4 bonus on Bluff, Perception, and Sense Motive when using these skills against dragons.

Sneak Attack (dragon) (Ex): This functions as the rogue ability of the same name, except that it only works against dragons.

Ignore Natural Armor (Ex) Once per day, Kagro can ignore a target's natural armor bonus (including any enhancement bonus to that natural armor). He must declare that he is using this ability before he makes the attack roll.

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Marilith CR 17 XP 102,400 CE Large outsider (chaotic, demon, evil, extraplanar)Init +4; Senses darkvision 60 ft., true seeing; Perception +31Aura unholy aura (DC 25)

DefenseAC 38, touch 20, flat-footed 34 (+3 armor, +7 deflection, +4 Dex, +15 natural, –1 size)HP 264 (16d10+176)Fort +25, Ref +18, Will +13Defensive Abilities DR 10/cold iron and good; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 28

OffenseSpeed 40 ft.Melee +1 flaming burst scimitar+26/+21/+16/+11 (1d8+10/15–20 plus 1d6 fire), 5 +1 scimitar +26 (1d8+5/15–20), tail slap +19 (2d6+4 plus grab) or 6 slams +22 (1d8+9), tail slap +19 (2d6+4 plus grab) PA +1 flaming burst scimitar+21/+16/+11/+6 (1d8+20/15–20 plus 1d6 fire), 5 +1 scimitar +21 (1d8+10/15–20), tail slap +14 (2d6+9 plus grab) or 6 slams +17 (1d8+19), tail slap +14 (2d6+9 plus grab)Space 10 ft.; Reach 10 ft.Special Attacks constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery

Spell-Like Abilities (CL 16th)Constant—true seeing, unholy aura (DC 25)At will—greater teleport (self plus 50 lbs. of objects only), project image (DC 24), telekinesis (DC 22) 3/day—blade barrier (DC 23), fly 1/day—summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)

StatisticsStr 29, Dex 19, Con 33, Int 18, Wis 18, Cha 24Base Attack +16; CMB +26 (+30 grapple); CMD 44 (can't be tripped)

Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (scimitar), Improved Disarm, Power Attack, Weapon Focus (scimitar)

Skills Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +26; Racial Modifiers +8 Perception

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

Gear +1 flaming burst scimitar, five +1 scimitars, Belt of Strength +4, bracers of armor +3, ring of protection +3, bracelets worth a total of 4,500 gp

Special Abilities

Crushing Coils (Ex) A creature that takes damage from a marilith's constrict attack must succeed on a DC 25 Fortitude save or lose consciousness for 1d8 rounds. The save DC is Strength-based.

Infuse Weapon (Su) Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).

Multiweapon Mastery (Ex) A marilith never takes penalties to her attack roll when fighting with multiple weapons.

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Vercinabex Tor CR 18 XP 6,400 CE Frost Giant sorcerer 18 Large humanoid (cold, giant)Init –1; Senses low-light vision; Perception +10Active Spells greater magic weapon (warmace)

DefenseAC 25, touch 10, flat-footed 24 (+6 armor, +1 Dex, +9 natural, –1 size)HP 354/416 (14d8+18d6+224)Fort +21, Ref +11, Will +16Defensive Abilities rock catching; Immune coldWeaknesses vulnerability to fire

OffenseSpeed 40 ft.Melee +4 icy burst warmace +32/+27/+22/+16 (3d6+19/19-20x3 plus 1d6 cold) or 2 slams +28 (1d8+10) PA +4 icy burst warmace +32/+22/+17/+11 (3d6+34/19-20x3 plus 1d6 cold) or 2 slams +28 (1d8+20) VS+ PA +4 icy burst warmace +32 (6d6+34/19-20x3 plus 1d6 cold)

Ranged rock +20 (1d8+15)Space 10 ft.; Reach 10 ft.Special Attacks rock throwing (120 ft.)

Spells Known (CL 18th, +19 ranged touch)9th (3/day) [DC 26]—timestop, wish8th (5/day) [DC 25]—greater shout (DC 29), maze, power word stun, protection from spells 7th (7/day) [DC 24]—greater teleport, mass hold person, prismatic spray (DC 26), spell turning6th (7/day) [DC 23]—chain lightning (DC 27), disintegrate, greater dispel magic, Otiluke's freezing sphere (DC 27), true seeing 5th (7/day) [DC 22]—cloudkill, cone of cold (DC 24), overland flight, teleport, wall of force4th (7 day) [DC 21]—dimension door, confusion, greater false life, greater invisibility, ice storm, wall of ice (DC 25) 3rd (8/day) [DC 20]—dispel magic, greater magic weapon, haste, fly, lightning bolt (DC 24)2nd (8/day) [DC 19]—fox's cunning, gust of wind (DC 23), invisibility, locate object, mirror image, shatter (DC 23) 1st (8/day) [DC 18]—disguise self, expeditious retreat, identify, magic missile, shocking grasp, shield 0 (at will) [DC 17]—acid splash, disrupt undead, ghost sound, mage hand, message, prestidigitation, ray of frost, read magic, touch of fatigue

StatisticsStr 30, Dex 12, Con 24, Int 10, Wis 12, Cha 24Base Attack +19; CMB +30; CMD 41 (43 vs Bull Rush)

Feats Alertness*, Cleave, Great Cleave, Combat Casting*, Craft Wondrous Item, Eschew Materials*, Exotic Weapon (warmace), Extend Spell, Furious Focus, Greater Spell Focus (evocation), Improved Bull Rush, Improved Critical (warmace), Improved Initiative*, Maximize Spell, Power Attack, Quicken Spell, Spell Focus (evocation), Vital Strike +3 Feats

Skills: Bluff +16, Intimidate +26, Knowledge (arcana) +20, Perception +23 (+26 in bright light), Spellcraft +18; Racial Modifiers +4 Stealth in snow

Languages Common, Giant

Gear +2 icy burst warmace, bracers of armor +6, circlet of charisma +6, potions of cure serious wounds (4)

Special Abilities

Bloodline Arcana: Whenever Vercinabex applies a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Metamagic Adept (Ex) Vercinabex can apply any one metamagic feat he knows to a spell he is about to cast without increasing the casting time. He must still expend a higher-level spell slot to cast this spell. Vercinabex can use this ability 4 times per day.

School Power (Ex) The DC for any spells Vercinabex casts from the evocation school increases by +2.

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Brazzemal the Burning CR 22 XP 615,000 CE Colossal dragon (fire)Init +2; Senses dragon senses, smoke vision; Perception +38Aura fire (10 ft., 2d6 fire), frightful presence (360 ft., DC 30) Active Spells fire shield, stoneskin, displacement, haste, tongues, resist energy (electricity 30), see invisibility

DefenseAC 43, touch 0, flat-footed 43 (-2 Dex, +4 shield, +39 natural, -8 size); 50% miss chanceHP 464/609 (29d12+261)Fort +25, Ref +14, Will +24Defensive Abilities DR 20/magic; Immune fire, paralysis, sleep; Resist (cold, electricity) 30; SR 33Weaknesses Vulnerability to cold

OffenseSpeed 40 ft., fly 250 ft. (clumsy)Melee bite +37 (4d8+24/19-20), 2 claws +37 (4d6+16), 2 wings +35 (2d8+8), tail slap +35 (4d6+24)Space 30 ft.; Reach 20 ft. (30 ft. with bite)Special Attacks breath weapon (70-ft. cone, DC 33, 24d10 fire), crush (Large creatures, DC 33, 4d6+24), incinerate, manipulate flames, melt stone, tail sweep (Medium creatures, DC 27, 2d8+24)

Spell-Like Abilities (CL 29th; concentration +35) At will—detect magic, discern location, find the path, pyrotechnics (DC 18), suggestion (DC 19), wall of fire

Spells Known (CL 19th; concentration +25)9th (4/day)—time stop, weird8th (6/day)—greater shout, prismatic wall, screen7th (6/day)—limited wish, mass hold person, spell turning6th (7/day)—antimagic field, contingency, greater dispel magic5th (7/day)—polymorph, telekinesis (DC 21), teleport, wall of force4th (7/day)—fear (DC 20), fire shield, greater invisibility, stoneskin3rd (7/day)—dispel magic, displacement, haste, tongues2nd (8/day)—alter self, detect thoughts, misdirection, resist energy, see invisibility1st (8/day)—alarm, grease (DC 17), magic missile, shield, true strike0 (at will)—arcane mark, bleed, light, mage hand, mending, message, open/close, prestidigitation, read magic

StatisticsStr 43, Dex 6, Con 29, Int 22, Wis 23, Cha 22Base Atk +29; CMB +53; CMD 61 (65 vs. trip)

Feats Cleave, Critical Focus, Empower Spell, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning Critical, Vital Strike, Wingover

Skills Appraise +38, Bluff +38, Diplomacy +38, Fly +14, Intimidate +38, Knowledge (arcana) +38, Knowledge (history) +38, Perception +38, Sense Motive +38, Spellcraft +38, Stealth +14, Use Magic Device +38

Languages Abyssal, Common, Draconic, Dwarven, Giant, Ignan, Orc

Gear ring of major spell storing (contains heal, sending), ring of greater cold resistance, 5 gold earrings worth 1,000 gp each, 666 ornamental gemstones embedded into his hide (each is worth 100 gp)

Special Abilities

Incinerate (Su) Brazzemal can incinerate creatures in its fiery breath. A creature reduced to fewer than 0 hit points by its breath weapon must make a Fortitude save (using the breath weapon's DC). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic.

Manipulate Flames (Su) Brazzemal can control any fire spell within 10 feet per age category of the dragon as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.

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Melt Stone (Su) Brazzemal can use its breath weapon to melt rock at a range of 100 feet, affecting a 5-foot-radius area per age category. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Raam CR 11 XP 12,800 NG or NE Huge undeadInit +1; Senses darkvision 60’; Perception +17Aura Fear (30’ Will DC 25 or panicked)

DefenseAC 25, touch 9, flat-footed 24 (+4 armor, +1 Dex, +12 natural, –2 size)HP 200/275 (25d8+75)Fort +13, Ref +10, Will +21Defensive Abilities rock catching; DR 10/-

OffenseSpeed 50 ft.Melee 2 slams +33 (2d6+16/19-20 + 1d6 Strength Damage) PA 2 slams +28 (2d6+26/19-20 + 1d6 Strength Damage)Ranged rock +19 (2d6+24)Space 15 ft.; Reach 15 ft.Special Attacks rock throwing (180 ft.)

StatisticsStr 43, Dex 15, Con —, Int 8, Wis 20, Cha 16Base Attack +18; CMB +36; CMD 48 (+4 to Bull Rush)

Feats Bull Rush Strike, Cleave, Great Cleave, Combat Reflexes, Great Fortitude, Greater Bull Rush, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (slam)

Skills: Climb +30, Disguise +19 (+27 when disguised as statue)., Knowledge (history) +13, Perception +33, Perform (song) +17, Stealth 0 (+8 in rocky terrain); Racial +8 bonus on stealth checks in rocky terrain and on Disguise checks when attempting to appear as an inanimate statue.

Languages Giant

Special Abilities

Fear Aura (Su): Any creature within a 30-foot radius of a raam when it attacks must succeed on a DC 25 Will save or become panicked for 2d4 rounds. A creature that successfully saves cannot be affected by that particular rum’s aura for 24 hours.

Strength Damage (Su): The touch of a raam deals ld6 points of Strength damage to a living foe, or 2d6 points of Strength damage on a critical hit. The raam heals 5 points of damage whenever it drains Strength. A creature reduced to Strength 0 by a raam dies. This is a negative energy effect.

Trample (Ex): Reflex half DC 38. The save DC is Strength-based.