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CR 1 - 5

Aht'hem-Hoht, Apprentice

Artist@Site

Small Mythical

Vaguely humanoid creatures that are said to be paintings come to life. They resemble creatures that steal and kidnap from ancient days.

Hit Dice: 4d10+44 (70 hp)
Initiative: +4
Movement: 30 ft. (6 Squares)
Armor Class: 18 (Size +1, Dex +1, Natural +6)
Base Attack/Grapple: +4/+9
Attack: Melee +11 Khopesh (1d4+8 18-20 x2)
Full Attack: Melee +12 Khopesh
Space/Reach: 5 ft. / 5 ft.
Abilities: Grace, Riposte, and Tincture of Vigor
Special Qualities: None
Saves: Fort +9, Ref +3, Will +4
Attributes: Str 21, Dex 12, Con 20, Int 14, Wis 14, Cha 18
Skills: Acrobatics +13, Balance +7, Conceal +7, Escape Artist +3, Investigate +8, Listen +13, Move Silently +7, Spot +15, and Swim +7
Feats: Weapon Fixation (Khopesh), Weapon Offensive (Khopesh), Reckless Abandon, and Alert.
Environment: Ruins
Organization: Solitary, Pair, or Scene (3-12)
Difficulty Level: 4
Possessions: Bonded: Mantle of Resistance +1, Amulet of Natural Armor +1, and Khopesh +1 QGV 500 gp - 600 gp
Spell/Attack Curve: Null, High Attack, Generalist
Definitions: Diffuse Background and Ward


Abilities

Grace

Use: 1 Grace Point
Action: Immediate Action
Target: Self
Duration: Instantaneous
Special: This creature has 4 Grace Points

Once Per round, this creature can spend a grace point to attempt to dodge an attack. They will roll an acrobatics check and the result will be considered their AC for that attack. A grace point can also be expended to re-roll a failed reflex save.


Riposte

Use: 1 Grace Point
Action: Immediate Action
Target: 1 Creature
Duration: Instantaneous

When a melee attack has misses this creature can spend a grace point to make an immediate attack at their full attack bonus. The defender is considered flat-footed for this attack. This counts against the creature's attacks of opportunity for the round.


Tincture of Vigor

Use: 2 per day
Action: 1 Standard action
Target: Target Touched
Duration: 1 Minute

This creature will apply a substance to itself that increases their combat capabilities. For the duration the creature will have its speed increased by 20 ft., gain a +2 dodge bonus to AC, a +2 haste bonus to attack, and a +2 haste bonus to damage. The movement does not stack with haste.



Aht'hem-Khet, Apprentice

Artist@Site

(Small Mythical)

Vaguely humanoid creatures that are said to be paintings come to life. They resemble creatures that steal and kidnap from ancient days.

Hit Dice: 4d8+32 (53 hp)
Initiative: +3
Movement: 30 ft. (6 Squares)
Armor Class: 19 (Size +1, Dex +3, Natural +5)
Base Attack/Grapple: +4/+8
Attack: Melee +10 Mace (1d6+7 x3)
Full Attack: Melee +10 Mace
Space/Reach: 5 ft. / 5 ft.
Abilities: Lesser Aura, Dancing Stars, Crusher Strike, Brier Patch
Special Qualities: None
Saves: Fort +1, Ref +4, Will +4
Attributes: Str 19, Dex 16, Con 14, Int 14, Wis 14, Cha 22
Skills: Acrobatics +13, Balance +10, Discern Intent +9, Escape Artist +12, Intimidate +13, Investigate +9, Listen +9, Spot +11, and Swim +6
Feats: Weapon Fixation (Mace), Weapon Offensive (Mace), and Swift Supernatural Ability
Environment: Ruins
Organization: Solitary, Pair, or Scene (3-12)
Difficulty Level: 4
Possessions: Bonded: Mace +1, Amulet of Natural Armor +1, and Cloak of Resistance +1 QGV 500 gp - 600 gp
Spell/Attack Curve: Null, High Attack, Specialist
Definitions: Diffuse Background and Resistive Focus (Reflex)


Abilities

Lesser Aura

Use: 7 per day
Action: 1 Swift action
Effect: 20 ft. radius around the creature
Duration: 4 hours

When activated this ability grants bonuses to allies within the radius of the effect. Several bonuses can be selected and changed as a swift action at any time during the duration of the lesser aura.

Resistance: Gain 10 Resistance to any one of the following energy types; Fire, Ice, Electricity, Acid, Sonic or Force.
Fast Healing: All allies within the aura heal 3 HP per round, this will stabilize any dying allies.
Poise: Allies within the aura gain a +1 luck bonus to initiative and +2 luck bonus to Spot and Listen.
Damage Reduction: Allies gain 3/- Damage Reduction. Note this does not stack with any other form of damage reduction.
Saver: Gain a +1 luck bonus to any one of the following; Will, Fortitude, Reflex.


Dancing Stars

Use: 2 per day
Action: Standard Initial; Free secondary
Target: Selected targets in range
Range: 35 ft.
Duration: 4 minutes
Saving Throw: Reflex for Half; none see text
DC: 18
Spell Resistance: yes

This creature will creates two floating motes of light that float around the creature. These can be passively controlled as a free action, but must stay within 20 ft of the creature. The mote will emit 30 ft. of bright like and 30 ft. of shadowy light. If activated the the motes will coalesce into a beam that fires towards a selected target. This will deal 2d6 damage per mote. Note all motes need to be activated at the same time.


Abilities

Crusher Strike

Use: 1 per day
Action: 1 Standard action
Target: Single target
Duration: Instantaneous
Save: Fortitude DC: 16

This creature a single attack against a target with its bludgeoning weapon. This attack is treated as a touch attack. If it hits the attack is considered to be of critical threat. When rolling to confirm the critical, you do not treat it as a touch attack. If the subject is critically hit by this ability they must make a fortitude save or receive a broken bone wound.

Brier Patch

Use: 8 per day
Action: Standard action
Target: up to 20 square feet
Duration: 4 rounds

Create an area of sharp plant thorns that deal, 1d6 + 4 slashing damage, when moving entering an affected square at full speed. When moving through these squares at half speed no damage is taken. A fire spell will destroy thorns in affected squares. Weapons that deal slashing damage can destroy a square of briers if a full round action is taken doing so.



Colfex, Apprentice

(Medium Animal)

A quadrupedal mammal with fixed claws, sabre fangs, and thick plate scales down its back and tail. They behave similarly to wolves, but are more clearly hierarchical. Ram and maul tactics are typically used, they will often knocked their foes to the ground and mangle them with claws and fangs.

As animal companions they are affectionate and protective with their owners. However, they are quite a bit more difficult to tame and often fetch a high price as a result. City guards prefer Colfex to canines if it can be afforded. This is because Colfex are more intimidating to average folk, especially with their chilling roar.

Hit Dice:1d8+10 (18 hp)
Initiative: +2
Movement: 30 ft. (6 Squares)
Armor Class: 14 (Dex +2, Natural Armor +2)
Base Attack/Grapple: +1/+6
Attack: Melee +7 Natural (1d8+5 x3)
Full Attack: Melee +7 Natural
Space/Reach: 5 ft./ 5 ft.
Abilities: Gumption (1 Point)
Special Qualities: Damage Reduction 5/- and Natural Armor +2
Saves: Ego +2, Fort +6, Ref +2, Will +3
Attributes: Str 20, Dex 14, Con 18, Int 3, Wis 16, Cha 14
Skills: Acrobatics +9, Listen +7, Spot +7, and Swim +9
Feats: Weapon Fixation (Natural) and Reckless Abandon
Environment: Chaparral, Forest, Steppes, and Cities
Organization: Solitary, Pair, or Pack (3 - 20)
Difficulty Level: 1
Possessions: N/A
Spell/Attack Curve: High Attack, Null, Combat Focused
Definitions: Animal
Special Note: When being rolled as an animal companion colfex gain a +2 to Strength and Constitution on creation. A colfex's damage reduction increases to 10/- at HD 12.

Abilities

Gumption

Use: 1 Gumption
Action: Immediate
Target: Self
Duration: Instantaneous

Gain constitution modifier to any advanced combat maneuver (Shove, Grapple, etc..). It can also be used to re-roll any failed fortitude save.

Colfex, Journeyman

(Medium Animal)

A quadrupedal mammal with fixed claws, sabre fangs, and thick plate scales down its back and tail. They behave similarly to wolves, but are more clearly hierarchical. Ram and maul tactics are typically used, they will often knocked their foes to the ground and mangle them with claws and fangs.

As animal companions they are affectionate and protective with their owners. However, they are quite a bit more difficult to tame and often fetch a high price as a result. City guards prefer Colfex to canines if it can be afforded. This is because Colfex are more intimidating to average folk, especially with their chilling roar.

Hit Dice:5d8+50 (76 hp)
Initiative: +2
Movement: 30 ft. (6 Squares)
Armor Class: 14 (Dex +2, Natural Armor +2)
Base Attack/Grapple: +5/+10
Attack: Melee +11 Natural (1d8+7 x3)
Full Attack: Melee +11 Natural
Space/Reach: 5 ft./ 5 ft.
Abilities: Gumption (1 Point)
Special Qualities: Damage Reduction 5/- and Natural Armor +2
Saves: Ego +1, Fort +8, Ref +6, Will +1
Attributes: Str 21, Dex 14, Con 18, Int 3, Wis 16, Cha 14
Skills: Acrobatics +13, Escape Artist +4, Listen +11, Spot +11, and Swim +15
Feats: Weapon Fixation (Natural), Reckless Abandon, Weapon Offensive (Natural), Improved Shove, and Improved Trample.
Environment: Chaparral, Forest, Steppes, and Cities
Organization: Solitary, Pair, or Pack (3 - 20)
Difficulty Level: 4
Possessions: N/A
Spell/Attack Curve: High Attack, Null, Combat Focused
Definitions: Animal and Resistive Focus (Reflex)
Special Note: When being rolled as an animal companion colfex gain a +2 to Strength and Constitution on creation. A colfex's damage reduction increases to 10/- at HD 12.

Abilities

Gumption

Use: 1 Gumption
Action: Immediate
Target: Self
Duration: Instantaneous

Gain constitution modifier to any advanced combat maneuver (Shove, Grapple, etc..). It can also be used to re-roll any failed fortitude save.


Salt Elk, Apprentice

(Large Saline Animal)

These scaled dragon-like animals are aggressive and very difficult to tame. Long straight claws on their feet large antlers on the males, and a very sharp beak, makes these animals very intimidating to most. They are covered in scales which are heavier on the anterior parts of their bodies. Their colors range the gamut across the many forms of salt one can find.

Raising and training a salt elk is extremely difficult and makes them fetch quite a price. Most riders do not obtain them with their own money due to cost and the difficulty in training. The most common way for a person to get a salt elk, is as an outrider working for a military force.

Hit Dice: 1d8+9 (17 hp)
Initiative: +1
Movement: 40 ft.
Armor Class: 13 (Size -1, Dex +1, Parry +1, and Natural Armor +2)
Base Attack/Grapple: +1/+6
Attack: Melee +5 Natural (1d8+7+1d6 desiccation) or Energy Charge Melee +9 Natural (1d8+5+2d6 desiccation)
Full Attack: Melee +7 Natural or Energy Charge Melee +9 Natural
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge
Special Qualities: Immunity to Desiccation damage and Desiccating attacks.
Saves: Ego +2, Fort +5, Ref +1, Will +4
Attributes: Str 20, Dex 12, Con 16, Int 3, Wis 18, Cha 14
Skills: Acrobatics +9, Bushcraft +8, Listen +8, and Spot +8
Feats: Weapon Fixation (Natural) and Weapon Defensive (Natural)
Environment: Salt flats, low desert, chaparral, and steppes.
Organization: Solitary, pair, or family (3-5)
Difficulty Level: 1
Possessions: N/A
Spell/Attack Curve: High, Null, and Combat Focus
Definitions: Animal and Saline
Special Note: When being rolled as an animal companion salt elk gain a +2 to Strength and Wisdom on creation. A salt elk gains +1d6 desiccation damage on all natural attacks and is immune to desiccation damage.

Abilities

Energy Charge

Use: 1 per day
Action: Free
Target: Self
Duration: 1 Round

For the duration the salt elk's weapons will gain +1d6 desiccation damage on a hit, as well as its charisma modifier (+2) to hit.

Salt Elk, Journeyman

(Large Saline Animal)

These scaled dragon-like animals are aggressive and very difficult to tame. Long straight claws on their feet large antlers on the males, and a very sharp beak, makes these animals very intimidating to most. They are covered in scales which are heavier on the anterior parts of their bodies. Their colors range the gamut across the many forms of salt one can find.

Raising and training a salt elk is extremely difficult and makes them fetch quite a price. Most riders do not obtain them with their own money due to cost and the difficulty in training. The most common way for a person to get a salt elk, is as an outrider working for a military force.

Hit Dice: 5d8+45 (71 hp)
Initiative: +1
Movement: 40 ft.
Armor Class: 13 (Size -1, Dex +1, Parry +1, and Natural Armor +2)
Base Attack/Grapple: +5/+11
Attack: Melee +11 Natural (1d8+7+1d6 desiccation) or Energy Charge Melee +11 Natural (1d8+7+2d6 desiccation)
Full Attack: Melee +12 Natural or Energy Charge Melee +14 Natural
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge
Special Qualities: Immunity to Desiccation damage and Desiccating attacks.
Saves: Ego +3, Fort +7, Ref +2, Will +8
Attributes: Str 21, Dex 12, Con 16, Int 3, Wis 18, Cha 14
Skills: Acrobatics +13, Bushcraft +12, Escape Artist +3, Listen +12, and Spot +12
Feats: Weapon Defensive (Natural), Weapon Fixation (Natural), Weapon Offensive (Natural), Reckless Abandon, and Improved Trample
Environment: Salt flats, low desert, chaparral, and steppes.
Organization: Solitary, pair, or family (3-5)
Difficulty Level: 4
Possessions: N/A
Spell/Attack Curve: High, Null, and Combat Focus
Definitions: Animal, Saline. Resistive Focus (Will)
Special Note: When being rolled as an animal companion salt elk gain a +2 to Strength and Wisdom on creation. A salt elk gains +1d6 desiccation damage on all natural attacks and is immune to desiccation damage.

Abilities

Energy Charge

Use: 2 per day
Action: Free
Target: Self
Duration: 2 Rounds

For the duration the salt elk's weapons will gain +1d6 desiccation damage on a hit, as well as its charisma modifier (+2) to hit.


Wolf, Journeyman

Artist@Site

(Medium Animal)

Four legged pack hunters that live in a wide range of habitats. They often surround and take their prey down in coordinated attacks.

Hit Dice: 5d8+45 (71 hp)
Initiative: +4
Movement: 40 ft.
Armor Class: 17 (+5 Dex, +1 Natural, +1 Parry)
Base Attack/Grapple: +5/+10
Attack: Melee +10 bite (1d6+7)
Full Attack: Melee +10 bite (1d6+7)
Space/Reach: 5 ft. / 5 ft.
Abilities: Lesser Opportunist (+2d6)
Special Qualities: Pack Tactics
Saves: Fort +4, Ref +8, Will +2
Attributes: Str 20, Dex 19, Con 16, Int 2, Wis 14, Cha 14
Skills: Acrobatics +9, Balance +8, Listen +10, Spot +10, and Swim +7
Feats: Weapon Fixation (Bite), Weapon Defensive (Bite), Weapon Offensive (Bite), Combat Prowess, and Improved Flanking.
Environment: Forest
Organization: Pair or Pack (3-12)
Difficulty Level: 4
Possessions: None
Spell/Attack Curve: High Attack, Null, Combat Focus.
Definitions: Animal


Pack Tactics (Ex)

When a wolf and an allied creature are attacking the same creature they gain +2 dodge bonus to AC for each assisting ally.



Abilities

Lesser Opportunist (Ex)

Action: On any attack action
Target: Any disadvantaged foe
Duration: Instantaneous

When a foe is flanked, flat-footed, prone, or sufficiently disadvantaged, all attacks made on them during that round by the wolf deals an extra +2d6 damage of the base damage type of the attack.