HD 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: Ego +5,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 PointAction: 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 PointAction: 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 dayAction: 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: Ego +7,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 dayAction: 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.
Regeneration: 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 dayAction: 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 create 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 light and 30 ft. of shadowy light. If activated 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 dayAction: 1 Standard action
Target: Single target
Duration: Instantaneous
Save: Fortitude DC: 16
This creature makes 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 a 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 dayAction: 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 plate-scaled pack hunter with fixed claws and sabre fangs. Even young Colfex instinctively ram prey from its feet before closing to maul it.
Hit Dice: 1d8+10 (18 hp)Initiative: +2
Movement: 30 ft.
Armor Class: 14 (+2 Dex, +2 Natural)
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
Special Qualities: DR 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
Languages: None
Environment: Chaparral, forest, steppes, or settlements where trained
Organization: Solitary, Pair, or Pack (3-20)
Difficulty Level: 1
Possessions: None
Spell/Attack Curve: High Attack, Null, Combat Focus
Definitions: Animal
Animal Companion: These statistics include the Colfex's +2 Strength and +2 Constitution species adjustments for animal companions. Apply the scaling bonuses from Animal Companion separately. Its innate DR increases to 10/- at 12 HD.
Abilities
Gumption (Ex)
Pool: 1 GumptionUse: 1 Gumption
Action: Immediate
Target: Self
Adds its +4 Constitution modifier to an advanced combat maneuver roll or rerolls a failed Fortitude save.
Colfex, Journeyman
(Medium Animal)
A practiced pack hunter that crashes into a formation, bowls prey aside, and tears into anything separated from its allies.
Hit Dice: 5d8+50 (73 hp)Initiative: +2
Movement: 30 ft.
Armor Class: 14 (+2 Dex, +2 Natural)
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
Special Qualities: DR 5/- and Natural Armor +2
Saves: Ego +3, Fort +8, Ref +6, Will +4
Attributes: Str 21, Dex 14, Con 18, Int 3, Wis 16, Cha 14
Skills: Acrobatics +13, Escape Artist +6, Listen +11, Spot +11, and Swim +15
Feats: Weapon Fixation (Natural), Reckless Abandon, Weapon Offensive (Natural), Improved Shove, and Improved Trample
Languages: None
Environment: Chaparral, forest, steppes, or settlements where trained
Organization: Solitary, Pair, or Pack (3-20)
Difficulty Level: 4
Possessions: None
Spell/Attack Curve: High Attack, Null, Combat Focus
Definitions: Animal and Resistive Focus (Reflex)
Animal Companion: These statistics include the Colfex's +2 Strength and +2 Constitution species adjustments for animal companions. Apply the scaling bonuses from Animal Companion separately. Its innate DR increases to 10/- at 12 HD.
Abilities
Gumption (Ex)
Pool: 1 GumptionUse: 1 Gumption
Action: Immediate
Target: Self
Adds its +4 Constitution modifier to an advanced combat maneuver roll or rerolls a failed Fortitude save.
Griffon, Apprentice
(Large Animal)
A winged quadrupedal predator with a catlike body, raptorial foreclaws, and a crushing beak. Griffons seize prey from above and convert a successful bite into a grapple.
Hit Dice: 1d8+9 (17 hp)Initiative: +3
Movement: 40 ft.; fly 80 ft. (Average)
Armor Class: 14 (-1 Size, +3 Dex, +2 Natural)
Base Attack/Grapple: +1/+9
Attack: Melee +6 Claws (1d8+6, 19-20/x2) or swift +6 Monstrous Bite (1d8+8, x2)
Full Attack: Melee +6 Claws and swift +6 Monstrous Bite
Space/Reach: 10 ft. / 5 ft.
Abilities: Monstrous Bite
Special Qualities: Natural Armor +2 and +3 species bonus to Grapple
Saves: Ego +2, Fort +5, Ref +3, Will +2
Attributes: Str 18, Dex 16, Con 16, Int 3, Wis 14, Cha 14
Skills: Acrobatics +8, Discern Intent +6, Listen +6, Spot +6, and Swim +8
Feats: Weapon Fixation (Natural) and Weapon Offensive (Natural)
Languages: None
Environment: Any open region with high nesting ground
Organization: Solitary, Pair, or Flock (3-12)
Difficulty Level: 2
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal
Abilities
Monstrous Bite (Ex)
The swift bite uses the listed attack and damage. If it deals damage, the Griffon may immediately initiate a grapple without making another touch attack.
Griffon, Journeyman
(Large Animal)
A winged quadrupedal predator with a catlike body, raptorial foreclaws, and a crushing beak. Griffons seize prey from above and convert a successful bite into a grapple.
Hit Dice: 5d8+45 (68 hp)Initiative: +6
Movement: 40 ft.; fly 80 ft. (Average)
Armor Class: 15 (-1 Size, +3 Dex, +2 Natural, +1 Parry)
Base Attack/Grapple: +5/+13
Attack: Melee +10 Claws (1d8+6, 19-20/x2) or swift +10 Monstrous Bite (1d8+8, x2)
Full Attack: Melee +10 Claws and swift +10 Monstrous Bite
Space/Reach: 10 ft. / 5 ft.
Abilities: Monstrous Bite
Special Qualities: Natural Armor +2, +3 species bonus to Grapple, Ward +2, and never flat-footed at the start of combat
Saves: Ego +3, Fort +7, Ref +4, Will +3
Attributes: Str 18, Dex 16, Con 17, Int 3, Wis 14, Cha 14
Skills: Acrobatics +12, Discern Intent +10, Listen +15, Spot +15, and Swim +12
Feats: Weapon Fixation (Natural), Weapon Offensive (Natural), Weapon Defensive (Natural), Alert, and Battle Prowess
Languages: None
Environment: Any open region with high nesting ground
Organization: Solitary, Pair, or Flock (3-12)
Difficulty Level: 5
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal and Ward +2
Abilities
Monstrous Bite (Ex)
The swift bite uses the listed attack and damage. If it deals damage, the Griffon may immediately initiate a grapple without making another touch attack.
Keireth, Apprentice
(Medium Animal)
A blind, chitin-plated climber that reads scent and vibration through long plumose tendrils. Its turquoise chromatophores dim against wood and stone before it closes to bite and restrain prey.
Hit Dice: 1d8+10 (18 hp)Initiative: +3
Movement: 40 ft.; climb 40 ft.
Armor Class: 16 (+3 Dex, +3 Natural)
Base Attack/Grapple: +1/+6
Attack: Melee +7 Natural (1d6+7, 19-20/x2)
Full Attack: Melee +7 Natural
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption
Special Qualities: Natural Armor +3, blindsight, and Chromatophores
Saves: Ego +0, Fort +4, Ref +5, Will +2
Attributes: Str 20, Dex 16, Con 18, Int 3, Wis 14, Cha 10
Skills: Acrobatics +9, Balance +7, Listen +6, Spot +6, and Swim +9
Feats: Weapon Fixation (Natural) and Weapon Offensive (Natural)
Languages: None
Environment: Deep escarpments, wooded ravines, and river valleys
Organization: Pair or Pack (3-6)
Difficulty Level: 1
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal
Abilities
Gumption (Ex)
1 Gumption. Spend 1 as an immediate action to add +4 to an advanced combat maneuver or reroll a failed Fortitude save.
Chromatophores (Ex)
While motionless against wood or stone, gain +15 circumstance Conceal and may use Conceal without ordinary cover.
Keireth, Journeyman
(Medium Animal)
A blind, chitin-plated climber that reads scent and vibration through long plumose tendrils. Its turquoise chromatophores dim against wood and stone before it closes to bite and restrain prey.
Hit Dice: 5d8+50 (73 hp)Initiative: +3
Movement: 40 ft.; climb 40 ft.
Armor Class: 17 (+3 Dex, +3 Natural, +1 Parry)
Base Attack/Grapple: +5/+14
Attack: Melee +11 Natural (1d6+7, 19-20/x2)
Full Attack: Melee +11 Natural
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption
Special Qualities: Natural Armor +3, blindsight, Chromatophores, and initiates grapples without provoking
Saves: Ego +1, Fort +8, Ref +7, Will +3
Attributes: Str 21, Dex 16, Con 18, Int 3, Wis 14, Cha 10
Skills: Acrobatics +13, Balance +11, Listen +10, Spot +10, and Swim +13
Feats: Weapon Fixation (Natural), Weapon Offensive (Natural), Weapon Defensive (Natural), Grappler, and Improved Defensive Fighting
Languages: None
Environment: Deep escarpments, wooded ravines, and river valleys
Organization: Pair or Pack (3-6)
Difficulty Level: 4
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal and Resistive Focus (Fortitude)
Abilities
Gumption (Ex)
1 Gumption. Spend 1 as an immediate action to add +4 to an advanced combat maneuver or reroll a failed Fortitude save.
Chromatophores (Ex)
While motionless against wood or stone, gain +15 circumstance Conceal and may use Conceal without ordinary cover.
Salt Elk, Apprentice
(Large Saline Animal)
An aggressive, scale-covered desert mount armed with antlers, claws, and a sharp beak. Salt-elks gather desiccating energy before trampling through a formation.
Hit Dice: 1d8+9 (17 hp)Initiative: +1
Movement: 40 ft.
Armor Class: 13 (-1 Size, +1 Dex, +2 Natural, +1 Parry)
Base Attack/Grapple: +1/+7
Attack: Melee +7 Natural (1d8+5 plus 1d6 desiccation, x3); +11 and +2d6 desiccation during Energy Charge
Full Attack: Melee +7 Natural; +11 during Energy Charge
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge (Desiccation)
Special Qualities: Natural Armor +2, desiccation immunity, cold vulnerability, and Saline natural 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)
Languages: None
Environment: Salt flats, low desert, chaparral, and steppes
Organization: Solitary, Pair, or Family (3-5)
Difficulty Level: 2
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal and Saline
Animal Companion: Gain +2 Strength and +2 Wisdom before applying the scaling bonuses from Animal Companion.
Abilities
Energy Charge (Desiccation) (Su)
1/day as a free action for 1 round. Gain +4 attack and +1d6 desiccation damage on every attack, absorb desiccation damage, and retain cold vulnerability.
Salt Elk, Journeyman
(Large Saline Animal)
An aggressive, scale-covered desert mount armed with antlers, claws, and a sharp beak. Salt-elks gather desiccating energy before trampling through a formation.
Hit Dice: 5d8+45 (68 hp)Initiative: +1
Movement: 40 ft.
Armor Class: 13 (-1 Size, +1 Dex, +2 Natural, +1 Parry)
Base Attack/Grapple: +5/+11
Attack: Melee +11 Natural (1d8+7 plus 1d6 desiccation, x3); +15 and +2d6 desiccation during Energy Charge
Full Attack: Melee +11 Natural; +15 during Energy Charge
Space/Reach: 10 ft. / 5 ft.
Abilities: Energy Charge (Desiccation)
Special Qualities: Natural Armor +2, desiccation immunity, cold vulnerability, and Saline natural 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, Listen +12, and Spot +12
Feats: Weapon Fixation (Natural), Weapon Defensive (Natural), Weapon Offensive (Natural), Reckless Abandon, and Improved Trample
Languages: None
Environment: Salt flats, low desert, chaparral, and steppes
Organization: Solitary, Pair, or Family (3-5)
Difficulty Level: 5
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal, Saline, and Resistive Focus (Will)
Animal Companion: Gain +2 Strength and +2 Wisdom before applying the scaling bonuses from Animal Companion.
Abilities
Energy Charge (Desiccation) (Su)
2/day as a free action for 2 rounds. Gain +4 attack and +1d6 desiccation damage on every attack, absorb desiccation damage, and retain cold vulnerability.
Wolf, Apprentice
(Medium Animal)
A coordinated pack hunter that surrounds prey, creates openings for its allies, and tears into anything left flanked, prone, or otherwise exposed.
Hit Dice: 1d8+9 (17 hp)Initiative: +4
Movement: 40 ft.
Armor Class: 16 (+4 Dex, +1 Natural, +1 Parry); +2 dodge per allied attacker against the same target
Base Attack/Grapple: +1/+6
Attack: Melee +7 Bite (1d6+5, x2; plus 1d6 Opportunist against disadvantaged foes)
Full Attack: Melee +7 Bite
Space/Reach: 5 ft. / 5 ft.
Abilities: Lesser Opportunist (+1d6)
Special Qualities: Natural Armor +1 and Pack Tactics
Saves: Ego +2, Fort +3, Ref +6, Will +2
Attributes: Str 20, Dex 18, Con 16, Int 2, Wis 14, Cha 14
Skills: Acrobatics +9, Balance +8, Listen +6, Move Silently +8, Spot +6, and Swim +9
Feats: Weapon Fixation (Bite) and Weapon Defensive (Bite)
Languages: None
Environment: Forest, hills, plains, and cold wilderness
Organization: Pair or Pack (3-12)
Difficulty Level: 1
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal
Abilities
Lesser Opportunist (Ex)
Every attack against a flanked, flat-footed, helpless, or otherwise disadvantaged foe deals +1d6 damage of the attack's primary type.
Pack Tactics (Ex)
Gain +2 dodge AC for each ally attacking the same target as the Wolf.
Wolf, Journeyman
(Medium Animal)
A coordinated pack hunter that surrounds prey, creates openings for its allies, and tears into anything left flanked, prone, or otherwise exposed.
Hit Dice: 5d8+45 (68 hp)Initiative: +4
Movement: 40 ft.
Armor Class: 16 (+4 Dex, +1 Natural, +1 Parry); +2 dodge per allied attacker against the same target
Base Attack/Grapple: +5/+10
Attack: Melee +11 Bite (1d6+7, x2; plus 2d6 Opportunist against disadvantaged foes)
Full Attack: Melee +11 Bite
Space/Reach: 5 ft. / 5 ft.
Abilities: Lesser Opportunist (+2d6)
Special Qualities: Natural Armor +1, Pack Tactics, and Skulker +2
Saves: Ego +3, Fort +4, Ref +8, Will +3
Attributes: Str 20, Dex 19, Con 16, Int 2, Wis 14, Cha 14
Skills: Acrobatics +13, Balance +12, Listen +10, Move Silently +14, Spot +10, and Swim +13
Feats: Weapon Fixation (Bite), Weapon Defensive (Bite), Weapon Offensive (Bite), Battle Prowess, and Improved Flanking
Languages: None
Environment: Forest, hills, plains, and cold wilderness
Organization: Pair or Pack (3-12)
Difficulty Level: 4
Possessions: None
Spell/Attack Curve: High Attack, Null Magic, Combat Focus
Definitions: Animal and Skulker +2
Abilities
Lesser Opportunist (Ex)
Every attack against a flanked, flat-footed, helpless, or otherwise disadvantaged foe deals +2d6 damage of the attack's primary type.
Pack Tactics (Ex)
Gain +2 dodge AC for each ally attacking the same target as the Wolf.