Advanced Adversaries

The monsters presented in the Mythos Bestiary represent a wide range of adversaries for use in your games, but they’re also presented in a “baseline” form—as average specimens of their kind. When constructing your own adventures, you should feel free to adjust these creatures by giving them additional hit dice, expanding their powers with templates, or granting them class levels to make them more unique and more powerful.

This appendix does just that—it takes several of the monsters from this book and gives them class levels to create new categories of advanced adversaries to use against your PCs. These ready-made boss-monsters and mastermind villains can serve as the leaders of cults or the final foe in your campaign, or they can serve as minions of even more powerful entities of your own design! (Note that each advanced adversary below is given a flavorful name, but you should feel free to call them whatever suits your campaign the best.)

In all cases, full details on monster special attacks or class abilities are not replicated in complete detail in the following stats.


Charnel Whisperer (CR 7)

XP 3,200
Mythos ghoul oracleAPG 8
CE Medium monstrous humanoid
Init +2; Senses darkvision 60 ft., death scent, low-light vision, scent; Perception +9

DEFENSE
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
hp 65 (8d8+24)
Fort +6, Ref +7, Will +10; +4 vs. magical disease
Immune nonmagical disease

OFFENSE
Speed 30 ft.; burrow 10 ft.
Melee bite +8 (1d4+2), 2 claws +8 (1d4+2)
Special Attacks channel negative energy (6/day, DC 17, Command Undead only)

Oracle Spells Known (CL 8th; concentration +11)
4th (4/day)—inflict critical wounds, fear (DC 17), unholy blight (DC 17)
3rd (7/day)—animate dead, contagion (DC 16), dispel magic, inflict serious wounds
2nd (8/day)—bull's strength, false life, hold person (DC 15), inflict moderate wounds, levitate, minor image (DC 15), sound burst (DC 15)
1st (8/day)—cause fear (DC 14), command (DC 14), divine favor, doom (DC 14), inflict light wounds, sanctuary (DC 14), shield of faith
0 (at will)—bleed (DC 17), create water, detect magic, ghost sound (DC 13), guidance, light, mage hand, mending, read magic, resistance
Mystery bones

STATISTICS
Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 16
Base Atk +6; CMB +8; CMD 20
Feats Combat Casting, Command Undead, Iron Will, Toughness, Weapon Focus (claws)
Skills Knowledge (history) +11, Perception +9, Spellcraft +11, Stealth +12
Languages Common, Ghoul
SQ oracle's curse (haunted), revelations (armor of bones 8 hours/day, death's touch 1d6+4, undead servitude)
Combat Gear potion of eagle's splendor, potion of heroism; Other Gear cloak of resistance +1, headband of alluring charisma +2


Dimension Walker (CR 15)

XP 51,200
Mi-go conjurer 14
NE Medium plant
Init +12; Senses blindsight 30 ft., low-light vision; Perception +33

DEFENSE
AC 30, touch 19, flat-footed 21 (+5 armor, +8 Dex, +1 dodge, +6 natural)
hp 237 (25 HD; 11d8+14d6+139)
Fort +16, Ref +15, Will +19
DR 5/slashing; Immune cold, plant traits; Resist electricity 10, fire 10

OFFENSE
Speed 30 ft., fly 20 ft. (poor)
Melee 2 claws +24 (1d6+5/19–20 plus grab)
Special Attacks evisceration, madness, sneak attack +3d6

Conjurer Spell-Like Abilities (CL 14th; concentration +27)
At will—dimensional steps (420 feet/day)
16/day—acid dart (1d6+7 acid)

Conjurer Spells Prepared (CL 14th; concentration +27)
7th—quickened dispel magic, greater teleport, insanity (DC 30), project image (DC 30), summon monster VII
6th—acid fog, mass suggestion (DC 29), quickened mirror image, mislead (DC 29), veil (DC 29), wall of iron (DC 29)
5th—cloudkill (DC 28), dismissal (DC 28), dominate person (DC 28), feeblemind (DC 28), quickened grease (DC 24), seeming (DC 28), teleport
4th—charm monster (DC 27), confusion (DC 27), dimensional anchor, dimension door, fear (DC 27), locate creature, phantasmal killer (DC 27), solid fog
3rd—dispel magic, displacement, major image (DC 26), sleet storm, stinking cloud (DC 26), suggestion (DC 26), ray of exhaustion (DC 26), vampiric touch
2nd—acid arrow, blindness/deafness (DC 25), glitterdust (DC 25), invisibility, mirror image, resist energy, summon swarm, web (DC 25)
1st—alarm, charm person (DC 24), grease (DC 24), obscuring mist, ray of enfeeblement (DC 24), shield, silent image (DC 24), unseen servant, ventriloquism (DC 24)
0 (at will)—acid splash, bleed (DC 23), detect magic, prestidigitation (DC 23)
Opposition Schools transmutation, evocation

STATISTICS
Str 20, Dex 26, Con 21, Int 36, Wis 20, Cha 15
Base Atk +15; CMB +20 (+24 grapple); CMD 39
Feats Arcane Strike, Combat Casting, Combat Expertise, Combat Reflexes, Craft Wand, Craft Wondrous Item, Deceitful, Dodge, Flyby Attack, Improved Critical (claws), Improved Initiative, Iron Will, Mobility, Quicken Spell, Scribe Scroll, Weapon Finesse, Weapon Focus (claws)
Skills Bluff +34, Craft (alchemy) +41, Disable Device +33, Disguise +34, Fly +32, Heal +30, Knowledge (arcana) +41, Knowledge (engineering) +41, Knowledge (geography) +41, Knowledge (planes) +41, Perception +33, Sense Motive +30, Spellcraft +41, Stealth +36, Use Magic Device +27
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Ghoul, Ignan, Infernal, Mi-Go, Serpentman, Sylvan, Terran
SQ arcane bond (wand of black tentacles), deceptive, item creation, lesser starflight, no breath, summoner's charm (7 rounds)
Combat Gear wand of hold person (50 charges), wand of black tentacles (42 charges); Other Gear amulet of natural armor +2, bracers of armor +5, rod of lesser maximize metamagic


Grave Sage (CR 13)

XP 25,600
Mythos ghoul bard 14
CE Medium monstrous humanoid
Init +5; Senses darkvision 60 ft., death scent, low-light vision, scent; Perception +17

DEFENSE
AC 24, touch 13, flat-footed 22 (+7 armor, +1 deflection, +1 Dex, +1 dodge, +4 natural)
hp 122 (14d8+56)
Fort +8, Ref +10, Will +11; +4 vs. bardic performance, language-dependent, and sonic; +4 vs. magical disease
Immune nonmagical disease

OFFENSE
Speed 30 ft., burrow 10 ft.
Melee +1 keen longsword +13/+8 (1d8+3/19–20), bite +7 (1d4+1)
Special Attacks bardic performance 33 rounds/day (swift action; countersong, dirge of doom [DC 20], distraction, fascinate [DC 20], frightening tune [DC 20], inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion [DC 20]), feed on flesh

Bard Spells Known (CL 14th; concentration +17)
5th (2/day)—greater dispel magic, mass suggestion (DC 18), mislead (DC 18)
4th (4/day)—cure critical wounds, dimension door, greater invisibility, hold monster (DC 17)
3rd (5/day)—charm monster (DC 16), confusion (DC 16), fear (DC 16), haste, slow (DC 16)
2nd (6/day)—alter self, blindness/deafness (DC 15), cat's grace, hold person (DC 15), mirror image, suggestion (DC 15)
1st (6/day)—alarm, charm person (DC 14), cure light wounds, grease (DC 14), undetectable alignment, unseen servant
0 (at will)—dancing lights, detect magic, ghost sound (DC 13), mage hand, prestidigitation (DC 13), read magic

STATISTICS
Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 16
Base Atk +10; CMB +12; CMD 25
Feats Arcane Strike, Dodge, Great Fortitude, Improved Initiative, Improved Natural Armor, Iron Will, Toughness
Skills Bluff +20, Craft (painting) +10, Diplomacy +20, Disguise +20, Intimidate +20, Knowledge (local) +17, Perception +17 (+21 to discover hidden objects), Perform (acting) +20, Perform (comedy) +20, Perform (oratory) +20, Perform (sing) +20, Sense Motive +20; Racial Modifiers +4 Perception to discover hidden objects
Languages Common, Ghoul
SQ bardic knowledge +7, expert scrounger, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (acting, comedy, oratory, sing), warren digger
Gear +4 studded leather, +1 keen longsword, amulet of natural armor +2, ring of protection +1, 310 gp worth of jewelry looted from graves


Grove Guardian (CR 6)

XP 2,400
Zoog transmuter 7
CN Small humanoid (zoog)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +12

DEFENSE
AC 17, touch 16, flat-footed 13 (+1 deflection, +3 Dex, +1 dodge, +1 natural, +1 size)
hp 55 (7d6+28)
Fort +5, Ref +5, Will +6

OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +3 (1d3–1), claw -2 (1d3-1)

Transmuter Spell-Like Abilities (CL 7th; concentration +10)
6/day—telekinetic fist (1d4+3 bludgeoning)

Transmuter Spells Prepared (CL 7th; concentration +10)
4th—fire trap (DC 17), mass reduce person (DC 18)
3rd—beast shape I, explosive runes (DC 16), lightning bolt (DC 16), slow (DC 17)
2nd—alter self, invisibility, pyrotechnics (DC 16), scorching ray, whispering wind
1st—alarm, animate rope, feather fall, ray of enfeeblement (DC 14), reduce person (DC 15), shield
0 (at will)—detect magic, mage hand, mending, message
Opposition Schools conjuration, necromancy

STATISTICS
Str 8, Dex 16, Con 16, Int 17, Wis 12, Cha 8
Base Atk +3; CMB +1; CMD 14
Feats Combat Casting, Craft Wondrous Item, Dodge, Improved Initiative, Scribe Scroll, Spell Focus (transmutation)
Skills Climb +7, Craft (traps) +12, Disable Device –1 (+1 disarming traps), Knowledge (arcana) +13, Perception +12 (+14 noticing traps), Spellcraft +13, Stealth +18; Racial Modifiers +2 Craft (traps), +2 Disable Device disarming traps, +4 Perception (+6 noticing traps)
Languages Aklo, Common, Zoog
SQ arcane bond (ring of protection), facial tentacles, pouch, physical enhancement (+2 Con), prehensile tail, trap mastery, warren digger
Combat Gear wand of confusion (5 charges); Other Gear amulet of natural armor +1, ring of protection +1


High Priest of Shub-Niggurath (CR 18)

XP 153,600
Mythos satyr cleric of Shub-Niggurath 17
CE Medium aberration
Init +4; Senses darkvision 60 ft.; Perception +29

DEFENSE
AC 32, touch 12, flat-footed 32 (+9 armor, +2 deflection, +5 natural, +6 shield)
hp 266 (20 HD; 3d8+17d8+177); fast healing 1
Fort +22, Ref +12, Will +27
Defensive Abilities bramble armor (1d6+8, 17 rounds/day), warped mind

OFFENSE
Speed 30 ft.
Melee +2 human bane dagger +17/+12/+7 (1d4+3/19–20), gore +10 (1d4+1)
Special Attacks channel negative energy 5/day (DC 20, 9d6), communal magic, wooden fist (+8, 11rounds/day)

Satyr Spell-Like Abilities (CL 1st; concentration +3)
Constant—pass without trace
1/day—entangle (DC 13), jump, spider climb, whispering wind

Cleric Spell-Like Abilities (CL 17th; concentration +25)
At will—speak with animals (20 rounds/day)

Cleric Spells Prepared (CL 17th; concentration +25)
9th—implosion (DC 28), quickened slay living (DC 24), shapechangeD
8th—control plantsD, earthquake (DC 27), quickened poison (DC 23), unholy aura (DC 27)
7th—animate plantsD, blasphemy (DC 26), quickened dispel magic, regenerate, summon monster VII
6th—antilife shellD, blade barrier (DC 25), quickened death knell, harm (DC 25), heal, word of recall (DC 25)
5th—quickened divine favor, flame strike (2, DC 24), greater command (DC 24), slay living (DC 24), wall of stone (DC 24), wall of thornsD
4th—air walk, chaos hammer (DC 23), cure critical wounds, dimensional anchor, divine power, spell immunity, summon nature’s ally IVD (animals only)
3rd—bestow curse (DC 22), contagion (DC 22), cure serious wounds, dispel magic, invisibility purge, plant growthD, speak with dead (DC 22)
2nd—bull's strength, cure moderate wounds, death knell (DC 21), hold animalD (DC 21), hold person (DC 21), silence (DC 21), spiritual weapon
1st—command (DC 20), cure light wounds (2), divine favor, doom (DC 20), entangleD (DC 20), obscuring mist, sanctuary (DC 20)
0 (at will)—bleed (DC 19), create water, detect magic, mending
D domain spell; Domains Animal, Plant

STATISTICS
Str 13, Dex 11, Con 24, Int 10, Wis 26, Cha 15
Base Atk +14; CMB +15; CMD 28
Feats Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Improved Initiative, Improved Natural Armor, Iron Will, Lightning Reflexes, Quicken Spell, Selective Channeling, Toughness
Skills Knowledge (geography) +1, Knowledge (nature) +4, Knowledge (religion) +13, Perception +29, Spellcraft +13, Stealth +4, Survival +14
Languages Aklo
SQ eldritch devotion, animal companion
Gear +5 hide armor, +5 buckler, +2 human bane dagger, amulet of natural armor +3, belt of mighty constitution +6, cloak of resistance +4, headband of inspired wisdom +6, ring of protection +2


Lurker in the Crypt (CR 5)

XP 1,600
Mythos ghoul rogue 6
CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., death scent, low-light vision, scent; Perception +9

DEFENSE
AC 19, touch 13, flat-footed 15 (+4 armor, +3 Dex, +2 natural)
hp 52 (6d8+24)
Fort +5, Ref +8, Will +4; +4 vs. supernatural disease
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune nonmagical disease

OFFENSE
Speed 30 ft.; burrow 10 ft.
Melee bite +7 (1d4+1), 2 claws +7 (1d4+1)
Special Attacks sneak attack +3d6 plus 3 bleed

STATISTICS
Str 13, Dex 16, Con 16, Int 14, Wis 10, Cha 6
Base Atk +4; CMB +5; CMD 18
Feats Combat Reflexes, Iron Will, Weapon Finesse, Weapon Focus (claws)
Skills Acrobatics +12, Bluff +7, Climb +10, Diplomacy +7, Disguise +7, Escape Artist +12, Intimidate +7, Knowledge (local) +11, Perception +9 (+12 traps), Stealth +12
Languages Aklo, Common, Draconic, Ghoul
SQ expert scrounger, feed on flesh (any one skill +2), rogue talents (bleeding attack 3, combat trick, fast stealth), trapfinding +3
Combat Gear elixir of hiding; Other Gear +1 studded leather, amulet of natural armor +1, 25 gp


Moonpriest (CR 11)

XP 12,800
Moon-beast cleric of Nyarlathotep 10
CE Medium aberration
Init +7; Senses blindsight 30 ft., darkvision 60 ft.; Perception +11

DEFENSE
AC 19, touch 14, flat-footed 15 (+3 Dex, +1 dodge, +5 natural)
hp 120 (13 HD; 3d8+10d8+62)
Fort +12, Ref +7, Will +15
Defensive Abilities amorphous, DR 5/slashing; Immune cold

OFFENSE
Speed 30 ft.
Melee +2 human bane dagger +16/+11 (1d4+6/17–20)
Special Attacks channel negative energy 4/day (DC 16, 5d6), weapon master (10 rounds/day)

Moonbeast Spell-Like Abilities (CL 2nd; concentration +7)
3/day—cause fear (DC 12)
1/day—daze monster (DC 13), detect thoughts (DC 13)

Cleric Spell-Like Abilities (CL 10th; concentration +19)
At will—lore keeper (30), remote viewing (10 rounds/day) 8/day—battle rage (+5)

Cleric Spells Prepared (CL 10th; concentration +19)
5th—flame strikeD (DC 20), insect plague, slay living (DC 20), wall of stone (DC 20)
4th—air walk, cure critical wounds, divine powerD, poison (DC 19), unholy blight (DC 19)
3rd—blindness/deafness (DC 18), cure serious wounds, dispel magic, magic vestmentD, speak with dead (DC 18)
2nd—cure moderate wounds (2), death knell (DC 17), detect thoughtsD (DC 17), hold person (DC 17), spiritual weapon
1st—command (DC 16), comprehend languagesD, cure light wounds (2), entropic shield, sanctuary (DC 16), shield of faith
0 (at will)—bleed (DC 15), detect magic, mending, read magic
D domain spell; Domains Knowledge, War

STATISTICS
Str 18, Dex 16, Con 18, Int 10, Wis 20, Cha 13
Base Atk +9; CMB +13; CMD 27
Feats Combat Casting, Craft Magic Arms and Armor, Dodge, Improved Critical (dagger), Improved Initiative, Power Attack, Selective Channeling
Skills Intimidate +7, Knowledge (arcana) +6, Knowledge (religion) +13, Perception +11, Spellcraft +13, Stealth +9, Use Magic Device +11
Languages Aklo
SQ spellcasting prodigy
Gear +2 human bane dagger, amulet of natural armor +2


Necromancer of Leng (CR 8)

XP 4,800
Denizen of Leng necromancer 9
CE Medium humanoid (extraplanar, human)
Init +7; Senses low-light vision, life sight (10 feet, 9 rounds/ day); Perception +8

DEFENSE
AC 15, touch 15, flat-footed 11 (+1 deflection, +3 Dex, +1 dodge)
hp 70 (9d6+36)
Fort +6, Ref +6, Will +7

OFFENSE
Speed 30 ft.
Melee dagger +5 (1d4+1/19–20)
Special Attacks channel negative energy 7/day (DC 13)

Necromancer Spell-Like Abilities (CL 9th; concentration +13)
7/day—grave touch (4 rounds)

Necromancer Spells Prepared (CL 9th; concentration +13)
5th—dominate person (DC 19), waves of fatigue
4th—black tentacles, charm monster (DC 18), dimension door, enervation
3rd—dispel magic, lightning bolt (DC 17), ray of exhaustion (DC 17), suggestion (DC 17), vampiric touch
2nd—acid arrow, blindness/deafness (DC 16), command undead (DC 16), ghoul touch (DC 16), mirror image, spectral hand
1st—charm person (DC 15), chill touch (DC 15), mage armor, magic missile, ray of enfeeblement (DC 15), shield
0 (at will)—acid splash, bleed (DC 14), light, touch of fatigue (DC 14)
Opposition Schools divination, transmutation

STATISTICS
Str 12, Dex 16, Con 16, Int 18, Wis 8, Cha 8
Base Atk +4; CMB +5; CMD 20
Feats Combat Casting, Command Undead, Craft Wand, Dodge, Eschew Materials, Improved InitiativeB, Improved Iron Will, Iron Will, Scribe Scroll
Skills Bluff +10, Intimidate +13, Knowledge (arcana) +16, Perception +8, Profession (sailor) +11, Spellcraft +16; Racial Modifiers +2 Bluff, +2 Intimidate
Languages Abyssal, Aklo, Common, Ghoul
SQ pass as human, arcane bond (wand of animate dead), power over undead
Combat Gear wand of animate dead (17 charges); Other Gear headband of vast intelligence +2 (grants ranks in Perception), ring of protection +1, 55 gp


Risen Witch (CR 20)

XP 307,200
Mythos undead human witchAPG 20
CE Medium undead (augmented human)
Init +7; Senses darkvision 60 ft., Perception +22

DEFENSE
AC 27, touch 17, flat-footed 23 (+5 armor, +3 deflection, +3 Dex, +1 dodge, +5 natural)
hp 292 (20d6+220)
Fort +19, Ref +11, Will +16
Defensive Abilities channel resistance +4, rejuvenation; DR 10/—; Immune undead immunities

OFFENSE
Speed 30 ft.
Melee staff of enchantment +10/+5 (1d6)
Special Attacks hexes (agony, blight, charm, death curse, flight, misfortune, natural disaster, nightmares, retribution, slumber, weather control)

Witch Spell-Like Abilities (CL 20th; concentration +27)
At will—feather fall (self only), fly (self only)
1/day—levitate (self only)

Witch Spells Prepared (CL 20th; concentration +27)
9th—dominate monster (DC 26), energy drain (DC 26), mass hold monster (DC 26), power word kill
8th—demand (DC 25), destruction (DC 25), horrid wilting (DC 25), maze
7th—chain lightning (DC 24), control undead (DC 24), harm (DC 24), mass hold person (DC 24), insanity (DC 24)
6th—cone of cold (DC 23), flesh to stone (DC 23), slay living (DC 23), mass suggestion (DC 23), true seeing
5th—baleful polymorph (DC 22), dominate person (DC 22), feeblemind (2, DC 22), teleport
4th—black tentacles, charm monster (DC 21), dimension door, inflict serious wounds (2, DC 21)
3rd—contagion (DC 20), dispel magic (2), lightning bolt (DC 20), ray of exhaustion (DC 20), vampiric touch
2nd—alter self, command undead (DC 19), false life, hold person (DC 19), inflict moderate wounds (DC 19), web (DC 19)
1st—charm person (DC 18), command (DC 18), inflict light wounds (3, DC 18), ray of enfeeblement (DC 18)
0 (at will)—bleed (DC 17), detect magic, light, touch of fatigue (DC 17)
Patron Plague

STATISTICS
Str 10, Dex 17, Con —, Int 24, Wis 14, Cha 28
Base Atk +10; CMB +10; CMD 27
Feats Arcane Strike, Combat Casting, Combat Expertise, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Toughness
Skills Bluff +29, Heal +25, Intimidate +32, Knowledge (arcana) +20, Knowledge (local) +27, Knowledge (nature) +20, Perception +22, Sense Motive +22, Spellcraft +30, Stealth +23, Swim +4, Use Magic Device +32
Languages Aklo, Common, Elder Thing, Mi-go, Yithian
SQ witch's familiar (rat)
Combat Gear staff of enchantment, wand of bestow curse (50 charges), wand of phantasmal killer (50 charges), wand of ray of enfeeblement (50 charges); Other Gear amulet of natural armor +5, bracers of armor +5, headband of mental prowess +6 (Int, Cha; adds ranks to Bluff, Knowledge [local], and Sense Motive), ring of protection +3, true seeing salve worth 1,000 gp


Serpent Alchemist (CR 12)

XP 19,200
Serpentman alchemistAPG 9
NE Medium monstrous humanoid (shapechanger)
Init +11; Senses darkvision 60 ft., scent; Perception +22

DEFENSE
AC 27, touch 16, flat-footed 21 (+7 armor, +5 Dex, +1 dodge, +4 natural)
hp 172 (15 HD; 6d10+9d8+99)
Fort +14, Ref +18, Will +12; +6 vs. poison
Immune mind-affecting effects, poison, paralysis; SR 16

OFFENSE
Speed 30 ft.
Melee +1 dagger +20/+15/+10 (1d4/19–20), bite +19 (1d6–1 plus poison)
Special Attacks bomb 17/day (5d6+8 fire, DC 22)

Spell-Like Abilities (CL 5th; concentration +8)
At will—ventriloquism
1/day—blur, dominate person (DC 18), major image (DC 16), mirror image, suggestion (DC 16)

Alchemist Extracts Prepared (CL 9th)
3rd—cure serious wounds, displacement, fly, gaseous form, nondetection
2nd—barkskin, cure moderate wounds, detect thoughts (DC 20), invisibility, see invisibility, undetectable alignment
1st—cure light wounds, disguise self, expeditious retreat, identify, jump, shield, true strike

STATISTICS
Str 8, Dex 25, Con 23, Int 26, Wis 19, Cha 16
Base Atk +12; CMB +11; CMD 29
Feats Brew Potion, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Throw Anything, Weapon Finesse
Skills Acrobatics +22, Bluff +18, Craft (alchemy) +30, Disguise +18, Knowledge (arcana) +26, Knowledge (history) +23, Knowledge (local) +23, Knowledge (nature) +20, Perception +22, Sense Motive +19, Spellcraft +26, Stealth +16, Use Magic Device +21; Racial Modifiers +4 Craft (alchemy)
Languages Abyssal, Aklo, Common, Draconic, Infernal, Elder Thing, Mi-Go, Serpentman
SQ alchemy (alchemy crafting +9, identify potions), change self (alter self, any humanoid), discoveries (acid bomb, fast bombs, precise bombs [8 squares], sticky poison [8 strikes]), gifted spellcaster, mutagen (+4/–2, +2 natural, 90 minutes), poison use, serpent's strike, swift alchemy, swift poisoning
Combat Gear potions of cure light wounds (4), potion of invisibility; Other Gear +4 studded leather, +1 dagger, amulet of natural armor +1


Thrall of Yog-Sothoth (CR 15)

XP 51,200
Outer mutant human sorcerer 15
CE Medium aberration (augmented human)
Init +5; Senses Perception +14

DEFENSE
AC 25, touch 12, flat-footed 23 (+6 armor, +1 Dex, +1 dodge, +7 natural)
hp 160 (15d6+105)
Fort +15, Ref +9, Will +15
Defensive Abilities unusual anatomy (50%); Immune confusion, insanity, SR 25

OFFENSE
Speed 30 ft.
Melee rod of withering +11 (1d4 Str and 1d4 Con), bite +5 (1d6+1 plus grab)
Special Attacks feed, long limbs (+10 ft.)

Sorcerer Spell-Like Abilities (CL 15th; concentration +21)
9/day—acid ray (1d6+7 acid)

Sorcerer Spells Known (CL 15th; concentration +21)
7th (4/day)—insanity (DC 24), finger of death (DC 24), plane shift (DC 24)
6th (7/day)—disintegrate, mass suggestion (DC 23), plant shape II, veil
5th (7/day)—dominate person (DC 22), feeblemind (DC 22), mind fog (DC 22), polymorph, teleport
4th (7/day)—beast shape II, black tentacles, dimension door, greater invisibility, stoneskin
3rd (7/day)—dispel magic, displacement, fireball (DC 20), stinking cloud (DC 20), tongues
2nd (8/day)—alter self, detect thoughts (DC 19), mirror image, see invisibility, scorching ray, web (DC 19)
1st (8/day)—charm person (DC 18), enlarge person, grease (DC 18), magic missile, ray of enfeeblement (DC 18), shield
0 (at will)—acid splash, arcane mark, bleed (DC 17), dancing lights, detect magic, mage hand, message, prestidigitation (DC 17), read magic
Bloodline aberrant

STATISTICS
Str 16, Dex 13, Con 20, Int 10, Wis 8, Cha 22
Base Atk +7; CMB +10; CMD 22
Feats Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Dodge, Eschew Materials, Great FortitudeB, Improved Initiative, Improved Iron Will, Iron Will, Quicken Spell, ToughnessB
Skills Climb +5, Intimidate +8, Knowledge (arcana) +20, Linguistics +5, Perception +14, Sense Motive +1, Spellcraft +18, Survival +1, Swim +5; Racial Modifiers +2 Climb, +2 Intimidate, +2 Knowledge (arcana), +2 Perception, +2 Sense Motive, +2 Survival, +2 Swim
Languages Aklo, Common, Elder Thing, Ghoul, Mi-Go, Serpentman
SQ bloodline arcana (+50% duration on polymorphs), deformed, magical adept
Gear amulet of natural armor +3, bracers of armor +6, cloak of resistance +3, rod of withering, diamond dust (1,000 gp)


Ulthar Champion (CR 6)

XP 2,400
Dreamlands cat sorcerer 7
CN Tiny magical beast
Init +4; Senses low-light vision; Perception +6

DEFENSE
AC 18, touch 18, flat-footed 13 (+4 Dex, +1 dodge, +1 insight, +2 size)
hp 41 (7d6+14)
Fort +4, Ref +7, Will +8
Defensive Abilities fated (+2), land on your feet, nine lives

OFFENSE
Speed 30 ft.
Melee bite +1 (1d3–4), 2 claws +1 (1d2–4)
Space 2 1/2 ft.; Reach 0 ft.

Sorcerer Spell-Like Abilities (CL 7th; concentration +11)
7/day—touch of destiny (+3)

Sorcerer Spells Known (CL 7th; concentration +11)
3rd (5/day)—fly, lightning bolt (DC 17), protection from energy
2nd (7/day)—alter self, blur, glitterdust (DC 16), scorching ray
1st (7/day)—alarm, feather fall, mage armor, magic missile, shield, unseen servant
0 (at will)—detect magic, detect poison, ghost sound (DC 14), mage hand, open/close, prestidigitation (DC 14), read magic
Bloodline destined

STATISTICS
Str 2, Dex 18, Con 13, Int 10, Wis 14, Cha 18
Base Atk +3; CMB +5; CMD 13
Feats Combat Casting, Dodge, Feline Item Focus (see page 76), Eschew Materials, Mobility
Skills Climb +12, Escape Artist +8, Knowledge (arcana) +5, Perception +6, Spellcraft +7, Stealth +16; Racial Modifiers +4 Climb, +4 Escape Artist, +4 Stealth
Languages Common, Cat
SQ Dreamlands travel, moon jump, bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Gear cloak of resistance +1 (Feline Item Focus enhanced), ioun stone (dusty rose prism)


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