Chapter 2 Kingmaker 6 Player Conversion
Chapter 2 Kingmaker 6 Player Conversion
Chapter 2 Kingmaker 6 Player Conversion
I am not a professional, merely a avid gamer and DM hoping to go into the RP industry after my
University degree, so there are likely mistakes to be found if you look hard enough- I will
attempt to correct any I find but I make no guarantees. Also, this entire thread/google doc is
FULL of spoiler- so read no further if you are only a player of this fine adventure path, not a GM.
Unlike the first conversion, i’ve proposed additions to the treasure gained in various places, but
I have always listed the book’s version of the treasure as well. The NPC’s have better gear if
their level has been raised, and I have added a small section detailing changes to the rewards
of sidebar and cover quests, between Part 2 and Part 3.
If I receive positive feedback on this conversion, I am likely to perform similar conversions to the
latter chapters of Kingmaker. The positive feedback I got from converting the first chapter was a
great motivator to eventually write this one :)
Note: When I mention ‘our XP target’ throughout this conversion, the target is a total XP 50%
higher than the original book’s XP values; if an encounter in Rivers Run Red is ordinarily worth
1,000XP, we want our converted encounter to be worth 1,500XP ideally; so the 6 players
advance as fast as the four players would in the standard versions of the encounters.
Basic Recommendations
· Give the PC’s 150XP per hex explored; this gives the PC’s 25XP per hex, the same as if
you had run it for 4 players with the default 100XP.
· For each successful quest, award the PC’s 2400XP instead of the standard 1600XP- a
50% increase yielding 400XP per character.
· I recommend allowing your PC’s to have a year of Kingdom building time, developing
their fledgling Kingdom in the Northern Greenbelt before springing any events on them. I
have not changed the Kingdom building element of the AP in this conversion,but to keep
the XP in line award the following XP for kingdom achievements-
Note that these XP awards are one time only, and are per group not per character. For
example, each PC should gain 600XP for founding a kingdom.
Target encounter XP- 1,800XP (200 each for a 6 person group), and 2,400XP for the story
award if they manage to cure his Lycanthropy.
Changes made:
● Kundal has been upgraded to a 5th Level Barbarian, and his equipment has also been
scaled up; his hide armour has been made +1, using 1,000 gold pieces of our 1,050GP
budget to account for his increased level. The remaining 50 gold pieces are included in
various coinage on his stat block. These changes increase his XP from 1,200XP to
1,600XP- sadly a little short of our target. I will attempt to address the minor XP shortfall
in a later event.
● Note that Kundal’s attack rolls and damage already include the use of the Power Attack
feat, as I believe it’s more in-character for Kundal to always power attack in his hybrid
form. I gave Kundal the Toughness feat for the precious extra HP a solo enemy always
seems to need, plus it fit a 24 Con Lycanthrope nicely.
● The story award has been scaled up by 50%, from 1,600XP to 2,400XP.
Defense
AC 18, touch 11, flat-footed 15 (+5 armor, +3 Dex, +2 Natural, -2 Rage)
hp 77 (5d12+45)
Fort +11, Ref +4, Will +5
Defensive Abilities trap sense +1, uncanny dodge, improved uncanny dodge; DR 5/silver
Offense
Speed 60 ft.
Melee +1 greataxe +10 (1d12+13/3), bite +4 (1d6+7 plus trip)
Ranged javelin +8 (1d6+6)
Special Attacks rage (19 rounds per day), rage powers (renewed vigor [1d8+8HP], superstition +3)
Tactics
During Combat Kundal rages on the first round of combat and then focuses on one foe at a time,
attacking that person until she falls unconscious or dead before moving on to the next opponent. He
always power attacks, too deep into his frenzy to think tactically, and when surrounded he Cleaves at
every opportunity.
Morale If reduced to fewer than 10HP, Kundal tries to change into wolf form to flee into the wilderness. If
cornered, he fights to the death.
Base Statistics AC 20, touch 13, flat-footed 17; hp 67; Fort +9, Will +3; Melee +1 greataxe +8
(1d12+11/ 3), bite +2 (1d6+5 plus trip); Ranged javelin +8 (1d6+4); Str 19, Con 20; CMB +9, CMD 22
Statistics
Str 23, Dex 16, Con 24, Int 8, Wis 14, Cha 8
Base Atk +5; CMB +11; CMD 24
Feats Cleave, Improved Initiative, Power Attack, Toughness
Skills Acrobatics +8, Intimidate +7, Perception +10, Survival +10,
Languages Common, Hallit
SQ change shape (human, hybrid, and wolf; polymorph), fast movement, lycanthropic empathy (wolves
and dire wolves)
Combat Gear potion of remove fear;
Other Gear +1 hide armour, +1 greataxe, javelins (4), 41gp, 151 silver pieces, 490 copper pieces
Target encounter XP- 2,400XP (400 each for a 6 person group), and 2,400XP for the story
award if they defeat him in combat.
Changes made:
● Although I toyed with the idea of giving Grigori a bodyguard, I was loathe to change the
concept too much- and an additional level of Bard will add 800XP to the encounter;
exactly our target. I added Ventriloquism as his extra 1st Level spell, and Glibness as his
3rd Level spell, going with the talking/trickster spells he has as his theme thus far. For
his feat, I added Mobility to enhance his ability to escape confrontation.
● The extra gold allowance for his higher level amounts to 1,350GP, which I spent on the
following- A scroll of phantom steed (525GP), a scroll of invisibility sphere (which he can
use to cause confusion and panic as well as create human shields as a large section of
a crowd can disappear with him) (525GP), and a scroll of misdirection if he believes the
PC’s may be using divination to track him down (200GP). The remaining 100GP has
been added to his gold pieces in his stat block
● Grigori should not be played as a combat encounter, and the changes i’ve made serve
to reinforce this- his role is as an agitator and self-styled ‘voice of the people’, and his
skills and spell selection are set up beautifully for this. Even if the PC’s outlaw his
speeches, he can disguise himself as someone else, or my personal favourite- perform
shows ridiculing and mocking the PC’s in a local theatre with his Perform(Comedy) skill.
Grigori should be a persistent handful, a worthy adversary that the PC’ should hate and
grudgingly respect.
Grigori CR 6
XP 2400
Male human bard 7
CN Medium humanoid
Init +2; Senses Perception +9
Defense
AC 19, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 dodge, +1 shield) (+4 vs AOO provoked by
movement)
hp 52 (7d8+18)
Fort +3, Ref +7, Will +4; +4 vs bardic performance, language-dependent, and sonic
Offense
Speed 30 ft.
Melee +1 rapier +8 (1d6+1/18-20)
Ranged shortbow +7 (1d6/3)
Special Attacks bardic performance (20 rounds per day, move action), countersong, distraction,
fascinate, inspire competence +3, inspire courage +2, suggestion
Bard Spells Known (CL 7th; concentration +11)
3rd (2/day)-- Glibness
2nd (4/day)-- calm emotions (DC 16), detect thoughts (DC 16), enthrall (DC16), invisibility
1st (5/day)-- charm person (DC15), expeditious retreat, grease (DC15), hideous laughter (DC15),
Ventriloquism (DC15)
0 (at will)-- dancing lights, daze (DC14), detect magic, ghost sound (DC14), lullaby (DC 14), read magic
Tactics
Before Combat Grigori drinks one of his potions of Undetectable Alignment before any confrontation with
the PC’s, and he also casts Glibness if time permits.
During Combat If the PCs attack him, Grigori casts calm emotions on them while he tries to rally the
townsfolk to his aid. In combat, he casts Grease on the PC’s weapons and hideous laughter on his
attackers. He is not above using charm person to gain allies and bodyguards among the townsfolk.
Morale If reduced to fewer than 20HP or fewer, Grigori flees town (using invisibility or expeditious retreat
if necessary), only to return again later to continue his campaign against the PCs.
Statistics
Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 18
Base Atk +5; CMB +5; CMD 18
Feats Skill Focus (Perform: Oratory), Dodge, Toughness, Weapon Finesse, Mobility
Skills Disguise +14, Escape Artist +11, Knowledge (Local) +14, Perception +9, Perform (Comedy) +14,
Perform (Oratory) +17, Sense Motive +9, Stealth +10,
Languages Common, Hallit
SQ bardic knowledge +3, lore master 1/day, versatile performance (Comedy, Oratory), well-versed
Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of undetectable
alignment (3), scroll of scare, scroll of sound burst, scroll of phantom steed, scroll of invisibility sphere,
scroll of misdirection caltrops. Other Gear +1 chain shirt, masterwork buckler, +1 rapier, shortbow with 20
arrows, 232gp
Changes made:
● My initial plan was to increase Malgorzata’s level by 1 and add more cultists- but the
Cultists really are just worthless meat shields to Malgorzata, unlikely to do much more
than park their soon-to-be-corpses in between Malgorzata and the PC’s. I then decided
to add two levels to Malgorzata, doubling her XP value from 1,200 to 2,400 and meeting
our XP target exactly. I’’m particularily fond of Malgorzata; she reminds me of how I ran
Jarett Nurth from Red Hand of Doom- a vicious and evil woman that terrified my PCs
even as they cut her down... This encounter should be a heavy combat encounter, and
with Malgorzata’s low AC and small number of followers in the base version her entire
cult probably wouldn’t last two rounds against 6 PC’s.
● To make up for the XP short fall in Event 1, i’ve also added an extra cultist to even it
out. This means that this event is worth a total of 3,800XP; 200 over our target but
balancing out the deficit from the first event.
● The extra gold allowance for Malgorzata’s higher level amounts to 2,550GP, which I
spent on the following- An armour upgrade from her leather to a +1 Breastplate
(1,340GP), and a +1 Heavy Steel Shield (1,170GP). The remaining 40GP has been
added to her gold pieces in her stat block.
● Malgorzata’s tactics have been modified by me somewhat; frankly, casting Rage on her
physically weak cultists is a poor tactic for a character of her level, even in the book
version. I have also removed the section on aura of madness- she is not high enough
level in either version to actually have it... Note that her statblock includes the spells
listed in her ‘Before Combat’ tactics section, and her melee damage includes Destructive
smite.
Malgorzata Niska CR 6
XP 2400
Female human cleric of Gyronna 7
CE Medium humanoid
Init +3; Senses Perception +3
Defense
AC 22, touch 12, flat-footed 22 (+7 armor, +3 shield, +3 deflection, -1 Dex)
Note- 20% miss chance from ranged attacks due to entropic shield
hp 52 (7d8+21)
Fort +7, Ref +1, Will +8;
Offense
Speed 30 ft.
Melee mwrk dagger +10 (1d4+6/19-20)
Spiritual Weapon +8 spiritual dagger (1d8+2 force damage/19-20)
Special Attacks channel negative energy (4d6, DC15, 5/day), destructive smite (+3 6/day)
Domain Spell-Like Abilities (CL 7th; concentration +10)
6/day--vision of madness (+-3)
Cleric Spells Prepared (CL 7th; concentration +10)
4th-- confusion (DC17, Domain), Chaos Hammer (DC17)
3rd-- bestow curse (DC16), prayer, rage (Domain), Blindness/Deafness (DC16)
2nd-- silence (DC15), sound burst (DC 15), spiritual weapon, touch of idiocy (Domain), Death Knell
(DC15)
1st-- cure light wounds, divine favor, entropic shield, lesser confusion (DC 14, Domain), Shield of Faith,
Command (DC14)
0 (at will)-- bleed (DC13), guidance, resistance, virtue
Tactics
Before Combat If the PC’s trigger the alarm on the barn doors, Malgorzata casts Shield of Faith,
Entropic Shield and Divine Favor on herself (included in above stats).
During Combat Malgorzata casts chaos hammer on the first round of combat, and prayer on the second.
She then attacks with spiritual weapon and uses confusion on the most effective melee combatant or
touch of idiocy against enemy spellcasters. If forced into melee combat, she attacks with destructive
smites. If surrounded, Malgorzata channels negative energy, using Selective Channeling to exclude as
many of her cultists as possible.
Morale Malgorzata has no wish to die and flees if reduced to 15HP or fewer, abandoning her cult.
Statistics
Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 14
Base Atk +5; CMB +6; CMD 16
Feats Combat Casting, Improved Initiative, Selective Channeling, Weapon Focus (Dagger), Toughness
Skills Bluff +9, Diplomacy +13, Intimidate +0, Knowledge (Religion) +9, Sense Motive +13,
Languages Common
Combat Gear
Other Gear +1 Breastplate, +1 Heavy Steel Shield, Masterwork Dagger, Hag’s Shabble, Symbol of
Gyronna, 76GP.
Thematically, I was tempted to give Tiressia some Sorceror levels with the Fey bloodline, but eventually
opted to build on her strengths and giving her two extra levels of Druid, increasing her XP from 1,200XP
to 2,400XP- matching our total XP target of 3,600 when Falchos the Satyr is taken into account. I also
cleared up the potential confusion concerning her domain- her domain abilities and domain spell are
Weather, but the written version had her domain listed as Plant in SQ. I think the author meant the
domain to be Weather judging from the spells etc. so I have changed that. Tiressia’s combat gear has
been improved a little, as it serves as the PC’s reward for fulfilling her quest. Her tactics have been
changed slightly to account for her better spells prepared, and to go with the Dryad theme I have given
her. I used +1 Leaf Armour from the Campaign Setting book just because it fits so well with her theme;
but if your not comfortable with that, just treat it as +1 studded leather (her Dex isn’t high enough to make
any difference to her AC) and give her an extra 325GP (the difference in cost).
Tiressia CR 6
XP 2400
Female dryad druid 4 (Pathfinder RPG Bestiary 116)
CG Medium fey
Init +5; Senses low-light vision, Perception +16
Defense
AC 22, touch 15, flat-footed 17 (+4 armour, +5 dexterity, +3 natural)
hp 63 (6d6+4d8+24)
Fort +10, Ref +11, Will +14;
DR 5/cold iron
Weaknesses tree dependant
Offense
Speed 30 ft.
Melee mwrk sickle +12/+7 (1d6-1)
Ranged mwrk longbow +12/+7 (1d8-1 / x3)
Domain Spell-Like Abilities (CL 4th; concentration +9)
8/day--storm burst
Spell-Like Abilities (CL 6th; concentration +12)
Constant-- speak with plants
At will-- entangle (DC17), tree shape, wood shape (1lb only)
3/day--charm person (DC17), deep slumber (DC19), tree stride
1/day-- suggestion (DC19)
Druid Spells Prepared (CL 4th; concentration +9)
2nd-- flaming sphere (DC17), summon swarm, warp wood (DC17), fog cloud (Domain)
1st-- faerie fire, goodberry, magic fang, cure light wounds, obscuring mist (Domain)
0 (at will)-- purify food and drink, guidance, stabilise, virtue
Domain- Weather
Tactics
During Combat Tiressia tries to avoid melee combat, using entangle to hinder foes and deep slumber on
any creature attacking her tree. She is fond of using summon swarm to summon a swarm of poisonous
spiders, centred on any foes that are entangled and will struggle to escape. She uses her scrolls to
summon additional creatures to help Falchos in battle, while jumping from tree to tree using tree stride
and tree meld to attack enemies at a distance with her longbow. If she or Falchos is taking heavy
damage from a bow/crossbow user, she uses Warp Wood, taking care to also warp any other visible
weapons.
Morale Tiressia retreats into her oak when reduced to 20HP or lower, praying that her attackers get bored
and leave.
Statistics
Str 8, Dex 20, Con 15, Int 14, Wis 20, Cha 22
Base Atk +6; CMB +11; CMD 24
Feats Agile Maneuvers, Great Fortitude, Stealthy, Weapon Finesse, Defensive Combat Training
Skills Climb +8, Craft (wood sculpture) +17, Diplomacy +15, Escape Artist +18, Handle Animal +15, Heal
+16, Knowledge (Nature) +15, Perception +16, Stealth +18, Survival +18,
Languages Common, Elven, Sylvan;speak with plants
SQ nature bond (Weather domain), nature sense, tree meld, wild empathy +10, woodland stride,
trackless step, Resist Nature’s Lure, Wild Shape 1/day
Combat Gear goodberries (5), potion of cure moderate wounds (3), scroll of summon natures ally III,
wand of cure light wounds (34 charges), 6 feather tokens (tree);
Other Gear masterwork darkwood longbow with 20 arrows, masterwork sickle, +1 Leaf Armour, 208gp
B- A Delicate Situation (Standard)
Target encounter XP- 4,608XP (768XP each for a 6 person group), thus we need to increase
the overall XP by 1,538. Corax +400XP, Melianse +400XP, an extra pair of charmed loggers
+270XP, an extra three Corax loggers- +405XP. 4545XP total
Revised encounter XP- 4,545XP, only a minor 63XP under our target (negligible). This
amounts to 758XP per character.
Changes made:
● Corax has been upgraded to a 5th Level Ranger, and his equipment has also been
scaled up; he has been outfitted with a +1 buckler.. These changes increase his XP from
800XP to 1,200XP- a change of +400XP. I have also included his favoured terrain
bonuses to his stat block, so do not add them in again. Corax is used to firing into
melees with so many other warriors in his logging band, so I gave him Precise Shot for
his 5th Level feat.
● I did not want Melianse to have access to 3rd Level spells or add racial HD, so i’ve
decided shes simply a particularily powerful Nixie and gave her the advanced template.
All relevant modifiers have been added to her statblock below. +400XP
● In this conversion, Melianse has charmed three loggers instead of two (+135XP), and
Corax has an extra three loggers at his disposal (+405XP). Like in the original book
version, Corax and his men have a slight advantage, but Melianse has a very defensible
position.
Corax CR 4
XP 1,200
Male human ranger 5
CN Medium humanoid
Init +5; Senses Perception +11
Defense
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 37 (5d10+10)
Fort +6, Ref +7, Will +2
Offense
Speed 30 ft.
Melee mwk cold iron handaxe +8 (1d6+2/×3)
Ranged mwk composite longbow +10 (1d8+2/×3), mwk composite longbow (rapid shot) +8/+8
(1d8+2/×3),
Special Attacks favored enemy (fey +4), favored enemy (animal +2) hunter’s bond
(companions)
Ranger Spells Prepared (CL 2nd; concentration +3)
1st—resist energy, longstrider
Tactics
During Combat Corax casts resist energy (cold) against Melianse on the first round of combat.
He then uses hunter’s bond to grant half his favored enemy bonus (+2) to his men against
Melianse while he shoots at her with his longbow or hurls alchemist’s fire. Against the PCs,
Corax orders his men to surround their opponents and quaffs his potion of bull’s strength. He
focuses his attacks on a lightly armored PC, hoping to gain a hostage to use for negotiation.
Morale Corax is full of swagger, but he has no desire to give up his life for lumber in a forest full
of it. If reduced to 15 hit points or fewer, he retreats (surrendering if necessary), vowing to
practice his trade “some place where the damned fairies don’t run the show!”
Statistics
Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +7; CMD 20
Feats Endurance, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (composite
longbow), Precise Shot
Skills Climb +9, Handle Animal +7, Intimidate +7, Knowledge (geography) +10, Knowledge
(nature) +8, Perception +11, Stealth +13, Survival +11
Languages Common
SQ favored terrain (forest +2), track +2, wild empathy +4
Combat Gear alchemist’s fire (2), potion of bull’s strength, potion of cure light wounds;
Other Gear +1 studded leather, masterwork cold iron woodsman’s axe, masterwork composite
longbow with 20 cold iron arrows, +1 buckler, 17 gp
Melianse CR 5
XP 1,600
Female advanced nixie sorcerer 5 (Pathfinder Bonus Bestiary 15)
N Small fey (aquatic)
Init +7; Senses low-light vision; Perception +11
Defense
AC 22, touch 20, flat-footed 14 (+1 deflection, +7 Dex, +1 dodge, +1 size, +2 natural)
hp 57 (7d6+33)
Fort +5, Ref +11, Will +9
DR 5/cold iron; Resist cold 10; SR 12
Offense
Speed 20 ft., swim 30 ft.
Melee short sword +11 (1d4+0/19–20)
Ranged light crossbow +11 (1d6/19–20)
Racial Spell-Like Abilities (CL 12th; concentration +21)
3/day—charm person (DC 20)
1/day—water breathing
Sorcerer Spell-Like Abilities (CL 5th; concentration +14)
10/day—elemental ray
Sorcerer Spells Known (CL 5th; concentration +14)
2nd (6)—blur, daze monster (DC 21), scorching ray (cold damage)
1st (8)—burning hands (DC 20, cold damage), hypnotism (DC 20), mage armor, magic missile,
obscuring mist
0 (At will)—dancing lights, detect magic, ghost sound (DC 19) message, ray of frost, read
magic
Bloodline Elemental (water)
Tactics
Before Combat Melianse casts mage armor every day.
During Combat Melianse casts blur on the first round of combat, and casts grease from her
wand on the shore if anyone approaches her pool. She focuses most of her attacks on Corax,
hoping that if she removes their leader, the other loggers will run away. Against the PCs, she
attacks the obvious leader (if any) or the most dangerous-looking character for the same
reason. She targets spellcasters with magic missile to disrupt their spells.
Morale When reduced to 20 hit points or fewer, Melianse uses her last charm person to charm
one of her opponents, casts water breathing on that person, and retreats beneath the
pool, bringing her new “friend” to use as a hostage for future negotiation.
Statistics
Str 10, Dex 24, Con 19, Int 18, Wis 14, Cha 28
Base Atk +3; CMB +2; CMD 21
Feats Alertness, Dodge, Eschew Materials, Weapon Finesse, Weapon Focus (ray)
Skills Bluff +16, Craft (basketweaving) +11, Escape Artist +14, Fly +2, Perception +11, Perform
(Sing) +16, Sense Motive +11, Spellcraft +11, Stealth +18, Swim +15
Languages Aquan, Common, Sylvan
SQ amphibious, bloodline arcana, wild empathy +17
Combat Gear wand of grease (29 charges);
Other Gear light crossbow with 10 bolts, short sword, ring of protection +1
C- The Narthropple Expedition (Standard)
Increase the story award of this encounter from 2,400XP to 3,600XP. I don’t see this location as a combat
encounter but if your party insists on acting like bandits, add another 9 gnome explorers as part of the
expedition, increasing the XP of the encounter from 2,415XP to 3,630XP, only 30XP above our target.
No changes required
Howl-Of-The-North-Wind seems to be an ideal name for a winter wolf, and this is how I have changed
this encounter. Run Howl-Of-The-North-Wind as a Winter Wolf, and have his ‘pack’’ be a pair of
bloodthirsty Worgs. A winter wolf is still a Worg too. This increases the XP for this location from 1,800XP
to 2,800XP, a minor 100XP over our target.
Scythe Tree
XP 3,600 (ad-hoced up from 3,200)
CE Huge advanced plant (Tome of Horror Revised 310)
Init +1; Senses blindsight 30 ft., low-light vision; Perception +15
Defense
AC 24, touch 9, flat-footed 23 (+1 Dex, +15 natural, -2 size)
hp 75 (6d8+48)
Fort +11, Ref +5, Will +5
Defensive Abilities plant traits; DR 10/slashing
Weaknesses vulnerability to fire
Offense
Speed 20 ft.
Melee 4 scythe-branches +12 (2d4+10/19-20)
Space 15 ft.; Reach 15 ft.
Tactics
During Combat The scythe tree uses Lunge to increase its reach on the first round on combat.
It focuses its attacks on only one or two opponents, slicing them with Power Attacks.
Morale Unused to strong resistance, the scythe tree fights until it is reduced to 13 hit points or
fewer, at which point it tries to flee into the forest.
Statistics
Str 31, Dex 12, Con 23, Int 16, Wis 16, Cha 16
Base Atk +4; CMB +16; CMD 27
Feats Cleave, Improved Critical (scythe-branches), Lightning Reflexes, Lunge, Power Attack,
Skill Focus (Perception)
Skills Stealth +3 (+15 in forested areas), Perception +15; Racial Modifiers +12 Stealth in
forested areas
Languages Treant, Scythe Tree. Some speak Common or Sylvan as well.
Lion, Dire
XP 1,600
N Large Animal
Init +6; Senses low-light vision, scent; Perception +11
DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 60 (8d8+24)
Fort +9, Ref +8, Will +3
OFFENSE
Speed 40 ft.
Melee bite +12 (1d8+7 plus grab), 2 claws +13 (1d6+7)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +13, 1d6+7)
STATISTICS
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 26 (30 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +11, Perception +11, Stealth +7 (+11 in undergrowth); Racial
Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)
Scarecrow CR 6
XP 2,400
N Large construct (Tome of Horrors Revised 309)
Init -1; Senses darkvision 60 ft.; Perception +1
Defense
AC 16, touch 8, flat-footed 16 (+8 Natural, -1 Dexterity, -1 Size)
hp 73 (8d10+30)
Fort +2, Ref +1, Will +3
Immune cold, construct traits
Weaknesses vulnerable to fire
Offense
Speed 20 ft.
Melee 2 slams +14 (1d8+7 plus fear)
Special Attacks fascinating gaze
Tactics
During Combat The scarecrow attacks anyone approaching the hut, focusing its attacks on victims of its
fascinating gaze.
Morale The scarecrow fights until destroyed.
Statistics
Str 24, Dex 8, Con —, Int —, Wis 12, Cha 14
Base Atk +8; CMB +16; CMD 26
Special Abilities
Fascinating Gaze (Su) Target is fascinated, 30 feet, Will DC 16 negates. Fascination lasts as long as the
scarecrow is “alive” or remains within 300 feet of the fascinated creature. Note that the approach or
animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination
effect (although the scarecrow’s attack does count as an obvious threat and ends the fascination). This is
a mind affecting effect. The save DC is Charisma-based.
Fear (Su) The touch of a scarecrow infuses its target with overwhelming waves of fear. If the victim fails a
DC 16 Will save, he is cowering and can take no actions other than attempting a new DC 14 Will save at
the end of the following round (and each round thereafter) to throw off the effects of this fear. A successful
save leaves the victim shaken for 1 round. This is a mind affecting fear effect. The Save DC is Charisma-
based.
Defense
AC 18, touch 10, flat-footed 18 (+4 Armor, +0 Dex, +4 Shield)
hp 49 (8d6+20)
Fort +2, Ref +4, Will +9
Offense
Speed 30 ft.
Melee +1 spell storing quarterstaff +2 (1d6–2 plus hideous laughter)
Bloodline Spell-Like Abilities (CL 8th; concentration +13)
8/day—laughing touch
Sorcerer Spells Known (CL 8th; concentration +13)
4th (4/day)—black tentacles (+13 CMB, 23 CMD to escape.)
3rd (6/day)—beast shape I, deep slumber (DC 18), slow (DC 18)
2nd (7/day)—false life, hideous laughter (DC 17), scare (DC 17), touch of idiocy
1st (8/day)—charm person (DC 16), entangle (DC 16), mage armor, obscuring mist, ray of enfeeblement
(DC 16), shield
0 (at will)—acid splash, daze, detect magic, detect poison, light, mending, read magic, touch of fatigue
Bloodline fey
Tactics
Before Combat The Old Beldame casts false life, mage armor, and shield on herself every day.
During Combat The Old Beldame first casts scare to frighten away intruders. If they remain, she follows
with black tentacles, slow, deep slumber, and hideous laughter spells, while her scarecrow attacks as
outlined below. She targets fighters with scare, uses touch of idiocy against spellcasters, and targets
clustered opponents with her wand. The first person to engage her in melee combat is hit with hideous
laughter from her staff.
Morale If reduced to 15 hit points or fewer, the Old Beldame casts beast shape I to change into a raven
and flies out the door into the swamp, hoping to return later after her tormentors have departed.
Statistics
Str 5, Dex 10, Con 11, Int 15, Wis 12, Cha 20
Base Atk +4; CMB +1; CMD 11
Feats Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Eschew Materials, Iron Will,
Lightning Reflexes, Skill Focus (Craft [alchemy])
Skills Appraise +13, Craft (alchemy) +16, Knowledge (arcana) +13, Knowledge (nature) +14, Spellcraft
+14
Languages Aklo, Aquan, Boggard, Common, Draconic, Sylvan
SQ bloodline arcana, woodland stride
Combat Gear wand of burning hands (CL 5th, 10 charges);
Other Gear +1 spell storing quarterstaff (holds hideous laughter), hand of the mage, shawl of resistance
+1 (as cloak), spell component pouch, Brooch of Shielding
Treasure
Book Treasure: A small metal box hidden under the Old Beldame’s bed (DC15 Perception
check to find) contains 210CP, 313SP, 384GP and 96PP. Under the layer of coins is a scroll of
Legend Lore.
Proposed Change in light of her increased wealth-by-level: A small metal box hidden under the
Old Beldame’s bed (DC15 Perception check to find) contains 210CP, 313SP, 384GP and
126PP. Under the layer of coins is a scroll of Legend Lore.
Adding two extra HD to Old Crackjaw will result in his CR being increased to 1,600 from 1,200,
as will using the advanced template. Using Table 1-2 in the Bestiary and referencing animals,
we see that advancing him by one HD puts him somewhere between his original CR of 4 and
CR 5. Thus, I have advanced Crackjaw by a single HD and given him the advanced template,
resulting in an ad hoced advancement we will value at our target- 1,800XP. His revised stat
block is below.
Old Crackjaw CR 5
XP 1,800 (ad hoced up from CR 5 1,600)
N Medium advanced animal
Init +3; Senses low-light vision; Perception +9
Defense
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 63 (6d8+36)
Fort +13, Ref +8, Will +6
Offense
Speed 10 ft., swim 20 ft.
Melee bite +10 (1d8+18/×3)
Tactics
During Combat Old Crackjaw is cantankerous and ill-tempered; wild empathy checks suffer a –
4 penalty against him. He generally attacks the closest target, but he has developed a particular
fondness for gnome flesh and attacks such targets first if possible. He uses power attack on
every attack, and this has been included in his attack rolls and damage.
Morale Old Crackjaw fights to the death.
Statistics
Str 26, Dex 16, Con 22, Int 1, Wis 19, Cha 8
Base Atk +4; CMB +12; CMD 25 (29 vs. trip)
Feats Great Fortitude, Improved Sunder, Power Attack
Skills Perception +9, Stealth +8, Swim +21
Hodag CR 6
XP 2,400
N Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defense
AC 20, touch 11, flat-footed 18; (+2 Dex, +9 natural, –1 size)
hp 67 (9d10+18)
Fort +8, Ref +8, Will +6
Defensive Abilities ferocity
Offense
Speed 30 ft.; burrow 15 ft.
Melee bite +12 (2d8+4/19–20), 2 claws +12 (1d6+4), gore +12
(1d8+4; males only), tail slap +10 (1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks spiked tail, toss
Statistics
Str 19, Dex 14, Con 15, Int 7, Wis 12, Cha 10
Base Atk +9; CMB +14; CMD 26
Feats Improved Critical (bite), Improved Natural Attack (bite) Iron Will, Multiattack, Power Attack
Skills Climb +10, Perception +8, Stealth +2, Swim +8
Languages understands Common
SQ trackless
Ecology
Environment temperate forests and marshes
Organization solitary
Treasure incidental
Special Abilities
Spiked Tail (Ex) A hodag’s tail spikes allow the creature’s tail slap to deal both bludgeoning
and piercing damage.
Toss (Ex) A male hodag charging 20 feet or more that damages a foe with its gore attack can
throw its foe with a special combat maneuver check. The opponent must be corporeal and at
least one size category smaller than the hodag. If the hodag’s maneuver succeeds, its opponent
is thrown back 10 feet (in a direction chosen by the hodag) and falls prone. The hodag can only
toss its opponent in a straight line. If an obstacle prevents the creature’s movement, both the
creature tossed and the object struck take 1d6 points of damage, and the creature falls prone in
the space adjacent to the obstacle. A hodag can also toss an opponent straight up into the air.
This does not move the opponent but causes it to take an additional 1d6 points of damage from
falling.
Trackless (Ex) A hodag sweeps its tail behind itself in a way that obscures its tracks. Attempts
to track a hodag have their normal DC increased by 10.
This is a difficult area to convert, and best left to individual GM discretion IMHO. I would
recommend increasing the total numbers of will-o’-wisps to three dozen total and consider
having them attack in pairs. Increasing the DC’s for the nettle’s fort saves is another way to
increase the encounter difficulty of this location too.
Tendriculos CR 7.5ish
XP 3,600 (3,200 base, modified for the fumes of the Mud Bowl)
N Huge advanced plant
Init +5; Senses low-light vision, Perception +5
Defense
AC 22, touch 8, flat-footed 21; (+1 Dex, +13 natural, –2 size)
hp 94 (9d8+54) regeneration 10 (bludgeoning or fire)
Fort +12, Ref +6, Will +6
Immune acid, plant traits
Offense
Speed 20 ft
Melee bite +13 (2d6+9 plus grab), 2 tentacles +8 (1d6+4 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks paralysis (3d6 rounds, DC20), swallow whole (2d6 acid damage plus paralysis,
AC19, 9hp)
Tactics
During combat The tendriculos attacks anything that approaches within 40 feet, charging in the
first round if necessary to reach its victim.
Morale The tendriculos fights to the death but does not pursue foes out of the immediate vicinity
of the mud bowl.
Statistics
Str 28, Dex 13, Con 22, Int 3, Wis 12, Cha 7
Base Atk +6; CMB +17; CMD 28
Feats Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth)
Skills Fly +2, Perception +5, Stealth +7
Languages Sylvan (cannot speak)
Leucrotta
XP 2,400
CE large advanced Magical Beast
Init +7; Senses Darkvision 60 ft., Low-Light Vision, scent; Perception +16
DEFENSE
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp hp 69 (6d10+36)
Fort +11, Ref +8, Will +6
Immune disease, poison
OFFENSE
Speed Spd 80 ft., Climb 50 ft.
Melee bite +13 (2d6+10/19–20) and 2 kicks +8 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks lure, powerful bite, voice mimicry
TACTICS
Before Combat A leucrotta prefers to scout and observe its victims before attacking, listening to
the names and the voices of its prey for up to several days before it strikes so it knows which of
its victims to take in order to maximize the distress and sorrow in not only its chosen victim, but
among the victim’s friends and family. If it can, it waits until an opportune moment to lure an
enemy away from its allies, repeating this tactic as often as it can before the remaining enemies
catch on.
During Combat Once engaged in combat, a leucrotta charges its closest opponent with a bite
attack. It continues to bite, using its kick attacks against other foes if anyone attempts to get in
the way.
Morale A leucrotta is a cruel, hate-filled creature, but it’s also highly intelligent. If faced with a
foe that it has difficulty hitting or who reduces it to less than 25 Hit Points, a leucrotta flees and
hides, hoping to track the foe and then lure him to his doom at a later time.
STATISTICS
Str 25, Dex 16, Con 22, Int 14, Wis 18, Cha 21
Base Atk +6; CMB +14; CMD 27 (31 vs. trip)
Feats Improved Initiative, Skill Focus (Bluff), Stealthy
Skills Bluff +14, Diplomacy +11, Sense Motive +10 Perception +16, Stealth +11;
Racial Modifiers +8 Perception
Languages Common
SPECIAL ABILITIES
Lure (Su)
A leucrotta can use its voice to create a powerful compulsion to approach it if the listener isn’t
aware of the danger. At any point that the target is unaware of the leucrotta (such as if the
leucrotta is hiding or concealed in darkness), the leucrotta can call out to the target using its
voice mimicry. The target must be in line of sight and within 60 feet. When the leucrotta calls
out, the target must make a DC 18 Will save or fall under the effects of a suggestion to
approach the leucrotta. This effect functions identically to a suggestion spell with a caster level
equal to the leucrotta’s Hit Dice. A creature that saves cannot be affected again by the same
leucrotta’s lure for 24 hours.
Lure is a language-dependent effect, and if the leucrotta uses the victim’s name during the lure,
the victim suffers a –4 penalty on his saving throw. This is a sonic mind-affecting charm effect.
The save DC is Charisma-based.
ECOLOGY
Environment temperate or tropical forests and hills
Organization solitary, pair, or pack (3–12)
Treasure standard
The leucrotta is a vile, untrustworthy creature that roams in packs through desolate forests and
plains. Though the leucrotta has a fondness for blood and violence, it is not a mindless savage,
but rather a a shockingly intelligent beast capable of speech and complex plans.
A typical leucrotta stands just over 5 feet tall at the shoulder and weighs 800 pounds. Its body
appears to be an odd combination of lion, stag, and badger. Its light fur is usually covered with
dried, foul-smelling muck.
Ecology
It is said that the first leucrotta were born from Lamashtu after she took a particularly virile
hyena as a mate long ago. Certainly, most leucrottas venerate the demons Queen as their
mother and maintain small skull mounds in their lairs as personal shrines. A leucrotta is highly
intelligent, yet many of its behavior patterns mimic those of a cruel-minded predator—as if the
leucrotta uses its intelligence only as a tool to trap foes and to enjoy the pain and torment it
inflicts. The creature certainly shows a boundless enthusiasm and creativity in the methods of
securing its meals and entertainments.
The leucrotta’s jaws are fantastically powerful, capable of shearing through bone and the
hardest of scaly hides with ease. A leucrotta’s metabolism is equally powerful, and the
creature’s digestive process is so swift that it is in a constant state of hunger. The leucrotta
creates no waste as a by-product of feeding—its stomach and intestines process every ounce of
consumed matter. A leucrotta can’t digest metals, stone, or other hard, inorganic substances,
forcing it to periodically disgorge such materials in foul smelling masses it often picks through to
find objects of value to aid in luring foes into its clutches.
A leucrotta pack stays close to rivers and to lakes when possible, since such regions are far
more likely to attract prey. A favorite leucrotta ploy is to wait near an abandoned boat or shack
along the water and then lure good-natured and foolish souls into their trap. “Having a
leucrotta’s tongue” is a well-known phrase throughout the realms of Golarion, referring to those
rogues who would double-cross an unsuspecting victim.
Leucrottas have been known on occasion to ally themselves with tribes of gnolls. They refuse to
be used willingly as beasts of burden, but sometimes allow favored gnoll companions to ride
them as steeds into battle. The leucrotta in a gnoll pack often thinks of itself as a leader, and
treats the established gnoll leader poorly in an attempt to goad the gnoll into attacking it. Those
leucrottas who manage to slay the gnoll leader usually seize control of the tribe. A tribe of gnolls
led by a leucrotta is generally much more aggressive than one that is not, since the leucrotta
often demands its gnolls spread out and raid for more and more victims as it grows content in its
position of power.
Forest Drake CR 6
XP 2,400
LE Large dragon (Pathfinder Adventure Path volume #15)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +15
Defense
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
hp 68 (8d12+16)
Fort +8, Ref +8, Will +7
Immune acid, sleep, paralysis
Offense
Speed 30 ft., fly 60 ft. (average), swim 30 ft.
Melee bite +13 (1d8+6), tail slap +10 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks acid cloud
Tactics
During Combat The forest drake begins combat with its acidic cloud breath, attempting to catch
as many opponents as it can in the cloud. Thereafter it focuses its attacks on any elves or
gnomes present.
Morale The forest drake is cowardly and flees back to its lair if reduced to fewer than 20 hit
points.
Statistics
Str 22, Dex 14, Con 14, Int 9, Wis 12, Cha 12
Base Atk +8; CMB +15; CMD 27
Feats Hover, Improved Initiative, Multiattack, Power Attack, Skill Focus (Perception)
Skills Fly +11, Intimidate +12, Perception +15, Stealth +9 (+17 in forests), Swim +23
Languages Draconic
SQ aquatic adaptation, speed surge
Special Abilities
Acidic Cloud (Su) A forest drake can, as a standard action, spit a ball of acid that dissipates
into a cloud on impact. This attack has a range of 60 feet and deals 4d4 points of acid damage
to all creatures in a 10-foot-radius spread. A DC 16 Reflex save halves this damage. The cloud
remains for 1d4 rounds once created, but a strong wind disperses it in a single round. Once a
forest drake has used its acidic cloud breath, it cannot do so again for 1d6 rounds. The Reflex
save is Constitution-based.
Aquatic Adaptation (Ex) A forest drake can breathe underwater indefinitely and can freely use
its breath weapon and other abilities while underwater. The acidic cloud created by that attack
dissipates after 1 round if used underwater.
Speed Surge (Ex) Three times per day as a swift action, a forest drake may draw on its
draconic heritage for a boost of strength and speed to take an additional move action in that
round.
Munguk has been given two additional racial hit dice to increase the XP yield from this encounter from
3,200XP to 4,800XP, matching our target. His modified stats are detailed below. Note that I have applied
Power Attack to his melee attacks, and with the furious focus feat Munguk gained at his 11th HD, he does
not take penalties to use Power Attack on his first attack each round. I have pre-applied power attack in
case DM’s do not have access to the APG. His stat point was spent on Constitution. Obviously with the
two extra HD, Munguk is a cut above the average Hill Giant and a bit more experienced, and his hide
armour has been enchanted (+1), covering the extra treasure due for the difference between a CR7 and
CR8 encounter.
DEFENSE
AC 22, touch 8, flat-footed 22 (+5 armor, –1 Dex, +9 natural, –1 size)
hp 114 (12d8+60)
Fort +13, Ref +3, Will +4
Defensive Abilities rock catching
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee greatclub +17/+9 (2d8+19) or 2 slams +13 (1d8+16)
Ranged rock +8 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
STATISTICS
Str 25, Dex 8, Con 20, Int 6, Wis 10, Cha 7
Base Atk +9; CMB +17; CMD 26
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack,
Weapon Focus (greatclub), Furious Focus
Skills Climb +10, Intimidate +12, Perception +8
Languages Giant
ECOLOGY
Environment temperate hills
Organization solitary, gang (2–5), band (6–8), raiding party (9–12 plus 1d4 dire
wolves), or tribe (13–30 plus 35% noncombatants plus 1 barbarian or fighter chief of
4th–6th level, 11–16 dire wolves, 1–4 ogres, and 13–20 orc slaves)
Treasure standard (+1 hide armor, greatclub, other treasure listed in the AP)
Forest Drake Hunt- The bounty for the drake is 1,800GP instead of 1,200GP.
Troll Blood- 1,800GP in potions are offered instead of 1,200GP.
Northern Howls- The bounty for the winter wolf is 1,800GP instead of 1,200GP.
Shamblesap- The alchemist will pay 1000GP for the sap, along with four potions of cure
moderate wounds.
Wrath of the Scythe Tree- No change required (+2 Stability is good regardless of party size
and her combat gear has been boosted during conversion.)
Replacing Melianse’s Trees- No change required (+2 Stability is good regardless of party size)
Tomb Treasure- Recommendations about the weapon found in the tomb can be found in Part
3.
Black Rattlecaps- The Old Beldame will pay 150GP for each Rattlecap recovered instead of
100GP.
Troll Slaying- The Swordlords award 3,000GP instead of 2,000GP.
Hunting the Beast- No change required.
Wheres Tig?- No change required.
That Damn Turtle!- Arven instead gifts the PC’s a Belt of Mighty Constitution. This reward’s a
little better than 50%, but helps offset shortfalls elsewhere.
I Swear I’m Sober!- Stas forgot to mention that his +1 Keen Spear was also made of
Adamantine!
A Lady’s Desire- Instead of a Cloak of Protection +1, Lily offers the Horseshoes of Speed
(Cavaliers and Mounted Combatants are well suited to this AP and the AP offers these
spcialised cavalry warriors little).
F3- Crypts
I did not want to increase the number of skeletons from 12 to 18 to match our target, as the
barrow is fairly small and the twelve of them will mostly be fodder as it is. Instead, I recommend
each crypt to contain two utterly devoted skeletal champions, increasing the XP from 1,620 to
2,400, only a negligible 30XP from our target of 2,430XP.
Skeletal Champion CR 2
XP 600
Human skeletal champion warrior 1
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield)
hp 17 (3 HD; 2d8+1d10+3)
Fort +3 Ref +1 Will +3; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee mwk longsword +7 (1d8+3/19–20)
STATISTICS
Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Skills Intimidate +7, Perception +6, Stealth –1
There was another discrepancy with the broken chain mail allowing more Dex bonus to AC than
it should allow- double what it should allow in fact! I have dealt with this and bolstered the
warrior by replacing the broken chainmail with a chain shirt.
Defense
AC 29, touch 15, flat-footed 23 (+4 armor, +4 Dex, +6 natural, +4 shield, +1 Dodge)
hp 87 (7 HD; 4d8+3d10+52)
Fort +10, Ref +6, Will +9
Immune undead traits
Weaknesses resurrection vulnerability
Offense
Speed 30 ft.
Melee broken +2 fey bane Dwarven Waraxe +14/+9 (1d10+5 plus energy drain)
Special Attacks create spawn, energy drain (1 level, DC 18)
Tactics
During Combat The Lonely Warrior attacks any living creature that enters his tomb.
Morale The Lonely Warrior fights until destroyed.
Statistics
Str 21, Dex 19, Con —, Int 12, Wis 18, Cha 22
Base Atk +6; CMB +11; CMD 26
Feats Blind-Fight, Exotic Weapon Proficiency (Dwarven Waraxe), Skill Focus (Perception),
Toughness, Weapon Focus (Dwarven Waraxe), Dodge, Shield Focus
Skills Climb +2, Intimidate +16, Knowledge (religion) +7, Perception +17, Stealth +1
Languages Common, Hallit
SQ bravery +1, Armour Training
Other Gear chain shirt, +1 heavy wooden shield, broken +2 fey bane Dwarven Waraxe
Treasure: Although the Lonely Warrior is listed as possessing a broken +2 fey bane bastard
sword, you should alter the exact type of weapon to match a type used by one of your PCs (see
the Quest: Tomb Treasure sidebar on page 23).
Note from AK- I sincerely recommend you do not use a bastard sword, especially
considering the magical bastard sword that crops up in the final chapter of Kingmaker!
I have statted the Lonely Warrior out with an Dwarven Waraxe, but it is a simple matter to
change the weapon to another (just change the damage dice, the weapon is broken so it
only threatens on a natural 20 and only crits for x2- I wouldn’t recommend a two handed
weapon though as this complicates matters further).
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2)
STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Gear broken chain shirt, broken scimitar
Effects
Trigger location; Reset manual; Bypass hidden switch (Perception DC 25)
Effect falling portcullis (9d6 damage); DC 20 Reflex avoids
Special
Note: Once the trap has been sprung, a DC 25 Strength check can lift the portcullis.
G2- Courtyard
No change required
Rigg Gargadilly CR 7
XP 3,200
Male advanced quickling rogue 3 (Tome of Horrors Revised 301)
NE Small fey
Init +15; Senses low-light vision; Perception +17
Defense
AC 25, touch 23, flat-footed 13 (+11 Dex, +1 dodge, +1 size, +2 natural)
hp 65 (4d6+3d8+38)
Fort +7, Ref +18, Will +10
Defensive Abilities evasion, natural invisibility, supernatural speed, trap sense +1; DR 5/cold
iron
Weaknesses slow susceptibility
Offense
Speed 120 ft.
Melee +1 short sword +17 (1d4+2/19–20 plus poison)
Special Attacks sneak attack +2d6 plus 2 bleed
Spell-Like Abilities (CL 6th; concentration +9)
1/day—dancing lights, flare (DC 13), levitate, shatter (DC 15), ventriloquism (DC 14)
Tactics
During Combat Fond of misdirection, Rigg tries to trick the PCs into splitting up; he uses dancing lights
and ventriloquism to lure them in multiple directions. Once they’re spread out, he rushes in to stab one of
them and then Spring Attacks away to find a hiding spot where he can wait a round to become invisible
again before repeating his dangerous, annoying tactic.
Morale If brought below 15 hp, Rigg abandons the keep and flees, perhaps becoming an annoying
recurring villain set on revenge against the PCs for chasing him out of his home.
Statistics
Str 12, Dex 32, Con 21, Int 21, Wis 21, Cha 16
Base Atk +4; CMB +4; CMD 26
Feats Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +21 (+57 jump), Bluff +13, Climb + 8, Craft (trapmaking) +15, Diplomacy +10, Escape
Artist +21, Fly +20, Knowledge (nature) +15, Perception +17, Sleight of Hand +20, Stealth +25, Survival
+12, Use Magic Device +13
Languages Aklo, Common
SQ poison use, rogue talent (bleeding attack), trapfinding
Combat Gear blue whinnis (5 doses); Other Gear +1 short sword
Special Abilities
Natural Invisibility (Su) A quickling is invisible when motionless. It loses this invisibility and remains
visible for 1 round in any round in which it takes any action other than a free action.
Poison Use (Ex) A quickling is never at risk of poisoning itself when handling poison. They usually use
blue whinnis on their daggers.
Supernatural Speed (Su) A quickling moves with incredible speed. Save for when it remains motionless
(at which point it is invisible), a quickling’s shape blurs and shimmers with this speed, granting it
concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge
(as the rogue abilities of the same name).
Slow Susceptibility (Ex) A quickling that succumbs to a slow effect loses its supernatural speed ability
and is sickened.
Treasure Recommendation- Increase the value of the quickling’s gem collection to 2,800GP.
Grimstalker CR 6
XP 2,400
NE Advanced Medium fey (Tome of Horrors II 89)
Init +11; Senses low-light vision; Perception +14
Defense
AC 22, touch 17, flat-footed 15 (+7 Dex, +5 natural)
hp 68 (8d6+40)
Fort +7, Ref +13, Will +9
DR 5/cold iron
Offense
Speed 40 ft., climb 20 ft.
Melee 2 claws +11 (1d4+3 plus poison)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 8th; concentration +13)
3/day—control plants (DC 23), tree shape
Tactics
During Combat The grimstalker directs the assassin vine’s attacks with control plants while using the
plant to flank foes.
Morale When reduced to fewer than 15 hit points, the grimstalker flees, climbing up the walls to escape
through a hole in the tower’s roof to join the Dancing Lady in area G8.
Statistics
Str 16, Dex 25, Con 21, Int 18, Wis 17, Cha 20
Base Atk +4; CMB +7; CMD 24
Feats Combat Reflexes, Improved Initiative, Stealthy, Weapon Finesse
Skills Acrobatics +18 (+22 jump), Bluff +16, Climb +22, Escape Artist +20, Intimidate +13, Knowledge
(nature) +15, Knowledge (dungeoneering) + 15, Perception +14, Stealth +20 (+28 in forests), Survival
+11
Languages Aklo, Common, Elven
Special Abilities
Poison (Ex) Claw—Injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 2
saves.
Assassin Vine CR 4
XP 1,200
N Large plant
Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
Defense
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 35 (5d8+12)
Fort +7, Ref +1, Will +2
Immune electricity, plant traits; Resist cold 10 and fire 10
Offense
Speed 5 ft.
Melee slam +8 (1d8+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8+9), entangle
Statistics
Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
Base Atk +4; CMB +10 (+14 grapple); CMD 20 (can’t be tripped)
SQ camouflage
Special Abilities
Camouflage (Ex) Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception
check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or
Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Entangle (Su) An assassin vine can, as a free action, cause plants within 30 feet of it to animate and
grasp at foes. This ability is otherwise similar to entangle (CL 5th, DC 13). The save DC is Wisdom-
based.
Treasure Recommendation- Add a solid gold idol (weighs 10lbs) of a noble elven warrior peering
into the distance (value 900GP)
Effects
Trigger location; Reset repair;
Effect poison gas (insanity mist; Pathfinder RPG Core Rulebook 560); never miss; onset delay
(1 round); multiple targets (all targets in G7, persists for 1 round).
Defense
AC 24, touch 17, flat-footed 17 (+6 Dex, +1 dodge, +7 natural)
hp 85 (9d6+54)
Fort +11, Ref +12, Will +11
DR 5/cold iron; SR 17
Offense
Speed 30 ft.
Melee 2 claws +9 (1d6+5), bite +9 (1d6+5)
Special Attacks blood drain, captivating dance, dying words
Spell-Like Abilities (CL 10th; concentration +16)
At Will—detect thoughts (DC 18)
1/day—entangle (DC 17), suggestion (DC 19)
Tactics
During Combat The Dancing Lady begins combat with her captivating dance, hoping to
entrance all of her attackers. She follows this with entangle to ensnare anyone resisting her
dance. Once she has captivated at least one victim (preferable a male elf or human), she
grapples and drains his blood. If necessary, she casts suggestion to convince an opponent to
defend her or force an attacker to leave combat. If forced into melee combat, she focuses her
attacks on female opponents, attempting to tear them limb from limb with teeth and claws.
Statistics
Str 21, Dex 23, Con 22, Int 20, Wis 20, Cha 23
Base Atk +4; CMB +9; CMD 26
Feats Alertness, Combat Reflexes, Dodge, Great Fortitude, Mobility
Skills Acrobatics +18, Bluff +18, Climb +16, Craft (trapmaking) +17, Diplomacy +18, Escape
Artist +18, Knowledge (nature) +19, Perception +19, Perform
(Dance) +18, Sense Motive +19, Stealth +18
Languages Aklo, Common, Elven
Special Abilities
Blood Drain (Ex) A baobhan sith can suck blood from a grappled or helpless opponent; if she
establishes or maintains a pin, she deals bite damage and drains blood, dealing 1d4 points of
Strength damage and 1d4 points of Constitution damage each round.
Captivating Dance (Su) When a baobhan sith dances, all living creatures within 30 feet that
view the rhythmic swaying and movements of her body must succeed on a DC 21 Will save or
become utterly enthralled and captivated. Creatures that are sexually attracted to females who
view this dance suffer a –2 penalty on their saving throw. A creature that makes its save cannot
be affected again by the same baobhan sith’s captivating dance for one day. A captivated
creature is dazed (it cannot attack, but can defend normally). This continues for as long as the
baobhan sith dances. A baobhan sith can move and act normally (including using her spell-like
abilities) while maintaining her dance. The save DC is Charisma-based.
Dying Words (Sp) When a baobhan sith is slain, she utters a curse as a free action (whether
it’s her turn or not) that affects her killer as if it were a bestow curse spell (caster level 10th). The
target can resist the curse with a successful DC 21 Will save. If the save fails, the target suffers
a –6 decrease to its highest ability score. The save DC is Charisma-based.
Treasure Recommendation- Increase the value of the coins in the chest to 820GP and
1,133SP.
N1- Gate
Three lizardmen stand guard here instead of two.
N3- Kennels
As a larger tribe, the lizardfolk keep three Narlmarch Muggers here in these kennels.
Lizardfolk (Advanced) CR 2
XP 600
N Medium humanoid (reptilian)
Init +2; Senses Perception +3
DEFENSE
AC 23, touch 12, flat-footed 21 (+7 natural, +2 shield, +2 Dex, +2 Armour)
hp 15 (2d8+6)
Fort +6, Ref +2, Will +2;
OFFENSE
Speed 30 ft., swim 15 ft.
Melee masterwork morningstar +5 (1d8+3), bite +2 (1d4+2)
Ranged javelin +3 (1d6+1)
Space 5 ft.Reach 5 ft.
STATISTICS
Str 17, Dex 14, Con 17, Int 13, Wis 14, Cha 14;
Base Atk +1; CMB 4; CMD 16
Feats Multiattack
Skills Acrobatics +4, Perception +3, Swim +12; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ hold breath
DEFENSE
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +4, Will +2;
OFFENSE
Speed 20 ft., swim 30 ft. sprint
Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2)
Space 10 ft.Reach 5 ft.
Special Attacks death roll (1d8+4 plus trip)
STATISTICS
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2;
Base Atk +2; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Feats Skill Focus (Perception, Stealth)
Skills Perception +8, Stealth +5 (+13 in water), Swim +12; Racial Modifiers +8 on Stealth in
water
SQ hold breath
ECOLOGY
Environment warm rivers and marshes
Organization solitary, pair, or colony (3-12)
Treasure none
SPECIAL ABILITIES
Death Roll (Ex) When grappling a foe of its size or smaller, a blood caiman can perform a death
roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls
rapidly, twisting and wrenching its victim. The blood caiman inflicts its bite damage and knocks
the creature prone. If successful, the blood caiman maintains its grapple.
Hold Breath (Ex) A blood caiman can hold its breath for a number of rounds equal to 4 times its
Constitution score before it risks drowning.
Sprint (Ex) Once per minute a blood caiman may sprint, increasing its land speed to 40 feet for
1 round.
Blood Caiman (advanced)
XP 800
N Large advanced animal
Init +3; Senses low-light vision; Perception +10
DEFENSE
OFFENSE
STATISTICS
Str 23, Dex 16, Con 23, Int 1, Wis 16, Cha 6;
Base Atk +2; CMB +9 (+13 grapple); CMD 22 (26 vs. trip)
Feats Skill Focus (Perception, Stealth)
Skills Perception +10, Stealth +7 (+15 in water), Swim +14; Racial Modifiers +8 on Stealth in
water
SQ hold breath
ECOLOGY
SPECIAL ABILITIES
Death Roll (Ex) When grappling a foe of its size or smaller, a blood caiman can perform a death
roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls
rapidly, twisting and wrenching its victim. The blood caiman inflicts its bite damage and knocks
the creature prone. If successful, the blood caiman maintains its grapple.
Hold Breath (Ex) A blood caiman can hold its breath for a number of rounds equal to 4 times its
Constitution score before it risks drowning.
Sprint (Ex) Once per minute a blood caiman may sprint, increasing its land speed to 40 feet for
1 round.
Vesket the Lizard King CR 7
XP 3,200
Male advanced lizardfolk fighter 3 (Pathfinder RPG Bestiary 195, 294)
N Large humanoid (reptilian)
Init +2; Senses Perception +1
Defense
AC 22, touch 11, flat-footed 20 (+4 armor, +2 Dex, +7 natural, –1 size)
hp 90 (5d8+3d10+52)
Fort +9, Ref +4, Will +3; +1 vs. fear
Offense
Speed 30 ft., swim 15 ft.
Melee +1 keen trident +14/+9 (2d6+11/19–20), bite +12 (1d6+7)
Ranged javelin +7 (2d6+7)
Space 10 ft.; Reach 10 ft.
Tactics
During Combat Vesket attempts to demoralize opponents on the first round of combat using Intimidate.
He then attacks the largest opponent with his trident in the hope that defeating the enemy’s champion will
cause them to lose the taste for battle.
Morale The Lizard King fights to the death.
Statistics
Str 24, Dex 14, Con 20, Int 8, Wis 8, Cha 12
Base Atk +6; CMB +14; CMD 26
Feats Intimidating Prowess, Iron Will, Multiattack, Toughness, Dazzling Display, Weapon Focus (trident)
Skills Handle Animal +5, Intimidate +14, Perception +1, Stealth +0, Survival +4, Swim +18
Languages Draconic
SQ hold breath, bravery +1
Combat Gear potion of cure serious wounds; Other Gear +2 leather armor, +1 keen trident, 5 javelins, 2
gold armbands worth 100 gp each
N6- Harem
Only paragon females of the tribe who have proved themselves in battle are permitted to mate with The
Lizard King. All three of the females here are advanced lizardfolk, and each wears 1,500GP of jewellery
(+50% from the book’s treasure).
DEFENSE
AC 28, touch 25, flat-footed 18 (+5 deflection, +10 Dex, +0 size, +3 natural)
hp 103 (13d8+45)
Fort +8, Ref +15, Will +12;
Defensive Abilities natural invisibility; Immune magic;
OFFENSE
Speed fly 50 ft. (perfect)
Melee shock +20 touch (4d6+4 electricity)
Space 5 ft.Reach 5 ft.
STATISTICS
Str 10, Dex 32, Con 16, Int 19, Wis 4, Cha 4;
Base Atk 7; CMB +4; CMD 34
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse, Defensive Combat
Training, Mobility
Skills Acrobatics +27, Bluff +21, Escape Artist +28, Fly +38, Perception +21, Stealth +30
Languages Aklo, Common
SQ feed on fear
ECOLOGY
Environment any swamp
Organization solitary, pair, or string (3-4)
Treasure incidental
SPECIAL ABILITIES
Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature
subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex) Will-o'-wisps are immune to all spells and spell-like abilities that allow
spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Will-o'-wisps have the ability to extinguish their natural glow as a move
action, effectively becoming invisible, as per the spell.
Treasure Recommendation- Make the masterwork cold iron longspear offered to the
spirit +1, and increase the value of the animal skins to 600GP.
Part Six: Troll Trouble
Most of the changes in this area merely consist of a larger troll gathering within the lair, to
provide a sufficient challenge for a larger group of players. The named enemies in this area
have been modified and their stat blocks have been changed to encompass the changes. I
have added several trollhounds to the lair as well- i’m a big fan of these nasty creatures.
R2- Barbican
The pair of Trolls also keep two Trollhounds here as part of the initial defence.
Treasure Recommendation- Increase the total value of the coins found in the Troll’s
sacks to 351SP and 884GP.
R3- Watchtower
The troll in the watchtower has a trollhound up with him.
R5- Kennel
No change required (see above)
R6- Storeroom
No change required (BP reward)
R7-Nagrundi’s Room
Although initially I wanted to give Nagrundi extra racial HD, I was unsure if the extra racial HD
would be sufficient to increase his size as once again I do not have access to Tome of Horrors.
Instead, I opted to give the brute the giant template, increasing his size to huge so that his head
touches the ceiling of the thirty foot high room. As a reward for his brutishness, Nagrundi has
also been given a Ring of Protection. This change increases his CR to 9, increasing his XP
value from 4,800 to 6,400- only 800XP from our target. Adding a trollhound that Nagrundi
frequently bullies to this room matches our XP target of 7,200XP exactly. Nagrundi’s modified
stat block is listed below. I would be interested in how this encounter compares with the final
encounter with Hargulka if you would care to comment on the thread on the Paizo forums.
While I understand that people may wonder why Nagrundi wouldn’t see Hargulka as his inferior
due to his massive size over the troll, I personally would like to think that Nagrundi fears the
smaller troll’s battle prowess, and especially his legendary necklace of fireballs.
The giant template makes Nagrundi’s damage output while using power attack impressive- you
may wish to spread out his attacks among different opponents somewhat in Rounds 2 and 3 so
that he doesn’t simply eviscerate one PC before they can take him down
Nagrundi CR 9
XP 6,400
Male giant two-headed troll (Tome of Horrors Revised 353)
CE Huge humanoid (giant)
Init -1; Senses darkvision 90 ft., low-light vision, scent; Perception +14
Defense
AC 23, touch 8, flat-footed 24 (+15 natural, –2 size, +1 deflection, -1 dexterity)
hp 121 (9d8+81); regeneration 5 (acid or fire)
Fort +12, Ref +2, Will +5
Offense
Speed 30 ft.
Melee 2 claws +16 (1d8+12), 2 bites +16 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 claws, 1d8+12)
Tactics
During Combat Nagrundi tries to frighten and demoralize opponents on the first round of
combat using Intimidate. He then moves to engage the largest looking foe in melee.
Morale Dim to the point of foolishness (and knowing the price of failure at Nyrissa’s hands),
Nagrundi fights to the death, roaring defiance with both heads.
Statistics
Str 35, Dex 9, Con 29, Int 8, Wis 10, Cha 6
Base Atk +6; CMB +20; CMD 29
Feats Cleave, Great Cleave, Iron Will, Power Attack, Skill Focus (Perception)
Skills Intimidate +6, Perception +14
Languages Giant
Gear amulet of natural armor +2, ring of protection +1
Treasure Recommendation- In addition the the extra ring of protection the two-headed
monstrosity wears, increase the value of the coins found to 2,631SP and 1,274GP.
Kargadd CR 7
XP 3,200
Rock troll (Tome of Horrors Revised 351)
CE Large humanoid (earth, giant)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defense
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 94 (7d8+63); regeneration 5 (acid or sonic)
Fort +11, Ref +5, Will +5
Weaknesses sunlight petrification
Offense
Speed 30 ft.
Melee 2 claws +12 (1d6+8), bite +12 (1d10+8)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+8)
Tactics
During Combat Kargadd has no grasp of tactics; he flails at and rends the nearest foe.
Morale Kargadd relies on his fast healing to keep him in the fight and it is utterly surprised if he
is slain.
Statistics
Str 27, Dex 17, Con 29, Int 8, Wis 13, Cha 10
Base Atk +5; CMB +14; CMD 27
Feats Cleave, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +14, Perception +8, Intimidate +8
Languages Giant
Special Abilities
Sunlight Petrification (Ex) A rock troll exposed to natural sunlight is staggered and must make
a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh
spell (or similar effect) restores a petrified rock troll, but if it remains exposed to sunlight it must
immediately start making new Fortitude saves to avoid petrification. Spells like sunray or
sunburst that create powerful natural sunlight cannot petrify a rock troll, but they do become
staggered for 1d4 rounds after being exposed to such an effect.
Hargulka CR 9
XP 6,400
Male troll fighter 4 (Pathfinder RPG Bestiary 268)
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +7
Defense
AC 21, touch 10, flat-footed 20 (+6 armor, +1 Dex, +5 natural, –1 size)
hp 123 (6d8+4d10+74); regeneration 5 (acid or fire)
Fort +13, Ref +4, Will +4; +1 vs. fear
Offense
Speed 30 ft.
Melee +2 darkwood thundering morningstar +19/+14 (2d6+12), claw
+15 (1d6+4), bite +15 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+8)
Tactics
During Combat Hargulka uses Power Attack and Vital Strike tactically, adjusting when he uses
them to strike foes with lower armor classes or to remain mobile and prevent powerful foes from
getting full attacks on him in the unlikely event that he’s outmatched. His necklace of fireballs is
somewhat legendary among his minions—he uses it against foes that try to hang back and
avoid melee combat against him (starting with the most powerful first) or against a large number
of foes that seem to be teetering on the brink of death. If Hargulka is disarmed, he has two claw
attacks that deal 1d6+8 each, and rends whenever possible.
Statistics
Str 26, Dex 12, Con 24, Int 9, Wis 8, Cha 10
Base Atk +8; CMB +17; CMD 28
Feats Cleave, Intimidating Prowess, Iron Will, Multiattack, Power Attack, Vital Strike, Weapon
Focus (morningstar), Weapon Specialisaton (morningstar)
Skills Intimidate +16, Perception +7
Languages Giant
SQ armor training +1, bravery +1
Combat Gear necklace of fireballs (1 8d6 fireball, 2 4d6 fireballs, 3 2d6 fireballs);
Other Gear +2 hide armor, +2 darkwood thundering morningstar, rusty key to treasure chest
(wedged inside a skull on his bracelet; Perception DC 20 to locate)
Treasure Recommendation- Increase the value of the five gems from 100GP to
300GP, and the value of the Jade Pendant from 500GP to 1,200GP.
V2- Midden
Giving all three of the violet fungi the advanced template preserves the theme of the area (my initial idea
was to replace the fungi with three gray oozes) while matching our XP target of 3,600XP. The violet fungi
are listed here with the advanced template applied.
DEFENSE
AC 19, touch 11, flat-footed 17 (+1 Dex, +8 natural)
hp 38 (4d8+20)
Fort +9, Ref +2, Will +3;
Immune plant traits;
OFFENSE
Speed 10 ft.
Melee 4 tentacles +6 (1d4+3 plus rot)
Space 5 ft.Reach 10 ft.
STATISTICS
Str 16, Dex 12, Con 20, Int 4, Wis 15, Cha 13;
Base Atk +3; CMB 6; CMD 17
ECOLOGY
Environment any underground
Organization solitary, pair, or grove (3-12)
Treasure incidental
SPECIAL ABILITIES
Rot (Ex) A creature struck by a violet fungus's tentacle must succeed on a DC 17 Fortitude
save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with
shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4
points of Constitution damage. This is a poison effect. The save DC is Constitution-based.
DEFENSE
AC 23, touch 11, flat-footed 21 (+12 natural, -1 size, +2 Dex)
hp 85 (9d8+45)
Fort +11, Ref +7, Will +7;
Defensive Abilities plant traits; Immune electricity; Resist fire 10;
OFFENSE
Speed 20 ft., swim 20 ft.
Melee 2 slams +13 (2d6+7 plus grab)
Space 10 ft.Reach 10 ft.
Special Attacks constrict (2d6+7)
STATISTICS
Str 25, Dex 14, Con 21, Int 11, Wis 14, Cha 13;
Base Atk +6; CMB 14; CMD 26
Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Skills Perception +13, Stealth +10, Swim +15; Racial Modifiers +4 Stealth (+12 in swamps or
forests), +4 Perception
Languages Common, Sylvan (cannot speak)
SQ electric fortitude
ECOLOGY
Environment temperate forest or marshes
Organization solitary
Treasure standard
SPECIAL ABILITIES
Electric Fortitude (Ex) Shambling mounds take no damage from electricity. Instead, any
electricity attack used against a shambling mound temporarily increases its Constitution score
by 1d4 points. The shambling mound loses these temporary points at the rate of 1 per hour.
DEFENSE
AC 22, touch 20, flat-footed 16 (+6 Dex, +4 size, +2 natural)
hp 49 (9d8+9)
Fort +7, Ref +9, Will +5;
Defensive Abilities swarm traits; Immune weapon damage;
OFFENSE
Speed 30 ft., climb 30 ft.
Melee swarm (2d6 plus poison)
Space 10 ft.Reach 0 ft.
Special Attacks distraction (DC 15), poison
STATISTICS
Str 5, Dex 23, Con 12, Int 4, Wis 14, Cha 6;
Base Atk +6; CMB 2; CMD 4
Feats Weapon Finesse
Skills Climb +14, Perception +6; Racial Modifiers +4 Perception
ECOLOGY
Environment temperate or warm forest or underground
Organization solitary, pair, or tangle (3-6 swarms)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Bite-injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d4 Dex
damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Effects
Trigger location; Reset none
Effect 40-ft.-deep pit (8d6 falling damage plus green slime); DC
25 Reflex avoids; multiple targets (all targets in a 10-ft. line)
I had originally intended to upgrade the Owlbear’s barding but in light of reviewing this table I am happy to
leave the Owlbear’s AC low as almost everything else is above par. For the Owlbear’s 11HD feat, I gave
it Improved Natural Attack (Claw) which boosts its average damage by 6 points or so per round. I also
increased the Owlbear’s natural armour by a single point to keep the same pace trailing behind CR.
Remember to use power attack on every attack with the Owlbear- an enraged, insane Owlbear of huge
size isn’t going to mind trading accuracy for damage. If the party get lucky on the initiative rolls and the
Owlbear looks like its going to be easily defeated, don’t hesitate to grant it extra HP- This should be a
hard-fought battle with the beast that was able to devastate an entire town or city, and should feel suitably
epic.
Defense
AC 20, touch 8, flat-footed 18 (+3 armor, +2 Dex, +9 natural, –2 rage, –2 size)
hp 148 (11d10+88)
Fort +15, Ref +9, Will +9
Offense
Speed 30 ft.
Melee 2 claws +20 (2d6+11 plus grab), bite +20 (1d8+11)
Space 15 ft.; Reach 15 ft.
Tactics
During Combat The Owlbear lashes out at the nearest opponent, attempting to grapple and rend its
chosen victim until dead. If it takes more than 15 points of damage from a single attack, the Owlbear
sends that attacker flying with an Awesome Blow.
Morale Enraged beyond all reason, the Owlbear fights to the death.
Statistics
Str 32, Dex 14, Con 26, Int 2, Wis 16, Cha 14
Base Atk +11; CMB +24; CMD 36 (40 vs. trip)
Feats Awesome Blow, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Improved Natural
Attack (Claws)
Skills Perception +17
SQ curse of rage
Gear masterwork studded leather barding
Special Abilities
Curse of Rage The huge owlbear is still under the after-effects of the cursed ring of bestial friendship.
This curse effect is persistent until it is dispelled or removed, and functions at CL 5th. Full details of how
the owlbear came to be cursed and how the curse manipulates its mind are given in Treasure below.
Treasure Recommendation- Replace the 100GP Amethyst with a blue sapphire worth
1,000GP.
Thankyou for reading my conversion, and I hope it helps you to run Kingmaker Chapter 2
for 6 players.
Alexander Kilcoyne