Valley
Ludzkie łowczynie
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Traditional Veteran
Init +1 Senses low-light vision, scent; Perception +9
AC 14, touch 14, flat-footed 13
hp 34
Fort +7, Ref +6, Will +8; +2 vs enchantment
Speed 40 ft.
Melee +8 unarmed strike w/ mwk iron cestus (1d8+3) or flury +8/+8
Fire: +1d6+2 fire damage, even on miss deal 1d6 fire damage
Water: +1d6+2 cold damage, reach grows 5ft
Earth: +1d6+2 acid damage, even on miss deal 1d6 acid damage
Air: +1d6+2 electricity damage, +2 to AC vs AOO
Mix: +1d6 any element damage, only -1 on charge, flanking enemies get only +1 tohit
Ki pool: 4, attacks are magic, spend for extra attack or barkskin
Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 20
Feats Mark of the Devoted (fire resistance 2), Deflect Arrows, keen scent
Skills Acrobatics +8, Knowledge (nature) +4, Stealth +8, Survival +8, Perception +9
Languages Common
warded against nature drawback & redhead (at-will detect poison) & Fey Protection (+1 to saves & AC vs AOOs against fey) traits
Ranger veteran
Init +1 Senses low-light vision; Perception +7
AC 13, touch 13, flat-footed 12
hp 32
Fort +8, Ref +8, Will +7
Speed 30 ft.
Melee +8 unarmed strike w/ mwk iron cestus (1d6+3) or flury +8/+8
Ranged +5 shuriken (1d2+3) or flury +5/+5
Fire: +1d6+2 fire damage, even on miss deal 1d6 fire damage
Water: +1d6+2 cold damage, reach grows 5ft
Earth: +1d6+2 acid damage, even on miss deal 1d6 acid damage
Air: +1d6+2 electricity damage, +2 to AC vs AOO
Mix: +1d6 any element damage, only -1 on charge, flanking enemies get only +1 tohit
Favored enemy blighted +2
Emulate taint: 4 minutes, normally DC 14, thorn attack or fast healing in blighted forest
Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 20
Feats Mark of the Devoted (fire resistance 2), Deflect Arrows, skill focus (stealth), Precise Shot
Skills Acrobatics +7, Knowledge (nature) +6, Stealth +8, Survival +10, Perception +9, Climb +8
Languages Common, Sylvan
Warded against nature drawback & redhead (at-will detect poison) & Fey Protection (+1 to saves & AC vs AOOs against fey) traits
Novice
Init +1 Senses low-light vision; Perception +7
AC 13, touch 13, flat-footed 12
hp 15
Fort +5, Ref +5, Will +7
Speed 30 ft.
Melee +5 unarmed strike w/ iron cestus (1d6+3) or flury +5/+5
Str 16, Dex 12, Con 13, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 18
Feats Mark of the Devoted (fire resistance 2), Deflect Arrows
Skills Acrobatics +5, Knowledge (nature) +4, Stealth +6, Survival +7, Perception +7
Languages Common
Warded against nature drawback & redhead (at-will detect poison) & Fey Protection (+1 to saves & AC vs AOOs against fey) traits
- Fire: +1d6+2 fire damage, even on miss deal 1d6 fire damage
- Water: +1d6+2 cold damage, reach grows 5ft
- Earth: +1d6+2 acid damage, even on miss deal 1d6 acid damage
- Air: +1d6+2 electricity damage, +2 to AC vs AOO
- Mix: +1d6 any element damage, only -1 on charge, flanking enemies get only +1 tohit
Traditional Leader
Init +1 Senses low-light vision, scent; Perception +11
AC 15, touch 15, flat-footed 14
hp 51
Fort +8, Ref +7, Will +9; +2 vs enchantment
Speed 50 ft.
Melee +11 unarmed strike w/ mwk iron cestus (1d8+4) or flury +11/+11
Fire: +1d6+3 fire damage + Reflex DC 15 or catch on fire, even on miss deal 1d6 fire damage, fire resistance 6
Water: +1d6+3 cold damage + Reflex DC 15 or entangled 1d4 rounds, reach grows 5ft, cold resistance 6
Earth: +1d6+3 acid damage + Reflex DC 15 or staggered for 1 round, even on miss deal 1d6 acid damage, acid resistance 6
Air: +1d6+3 electricity damage + Fort DC 15 or deafened 1d4 rounds, +2 to AC vs AOO, electricity resistance 6
Mix: +1d6 any element damage, only -1 on charge, flanking enemies get only +1 tohit, after htting gain +4 to next bull rush/trip and don’t provoke
1/round: style strike – flying kick to move up to 20ft between attacks of flurry while provoking
Ki pool: 5, attacks are magic, spend for extra attack or barkskin or ethereal walk (costs 3)
Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 10
Base Atk +6; CMB +10; CMD 24
Feats Mark of the Devoted (fire resistance 2), Deflect Arrows, keen scent, dirty fighting, combat style master
Skills Acrobatics +10, Knowledge (nature) +4, Stealth +9, Survival +10, Perception +11, Linguistics +4
Languages Common, Sylvan
Warded against nature drawback & redhead (at-will detect poison) & Fey Protection (+1 to saves & AC vs AOOs against fey) traits
Ranger leader
Init +3 Senses low-light vision; Perception +7
AC 15, touch 15, flat-footed 12
hp 47
Fort +9, Ref +11, Will +8; +2 bonus on saving throws against curses, diseases, mind-affecting effects, poisons, and transmutation effects
Speed 30 ft.
Melee +10 unarmed strike w/ mwk iron cestus (1d6+3) or flury +10/+10
Ranged +9 shuriken (1d2+3) or flury +9/+9
Fire: +1d6+2 fire damage, even on miss deal 1d6 fire damage
Water: +1d6+2 cold damage, reach grows 5ft
Earth: +1d6+2 acid damage, even on miss deal 1d6 acid damage
Air: +1d6+2 electricity damage, +2 to AC vs AOO
Mix: +1d6 any element damage, only -1 on charge, flanking enemies get only +1 tohit
Favored enemy blighted +2
Emulate taint: 6 minutes, normally DC 15, thorn attack or fast healing in blighted forest
Spell prepared: huntmaster spear
Favored terrain blighted +2, also adds to saves/checks against hazards
Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 10
Base Atk +6; CMB +9; CMD 24
Feats Mark of the Devoted (fire resistance 2), Deflect Arrows, skill focus (stealth), Precise Shot, weapon focus (shuriken), free ascetic style (shuriken) to add elemental energy to throws
Skills Acrobatics +11, Knowledge (nature) +8, Stealth +12, Survival +12, Perception +11, Climb +10
Languages Common, Sylvan
Warded against nature drawback & redhead (at-will detect poison) & Fey Protection (+1 to saves & AC vs AOOs against fey) traits
Tatuażyści
Student of mystery
Init +1 Senses Perception +9
AC 11, touch 11, flat-footed 10
hp 13
Fort +1, Ref +1, Will +4; +2 vs illusions
Speed 30 ft.
Melee +4 animated tattoo (1d6+3)
Babble – 6/day, standard action to confound enemy, Will DC 14 or becomes fascinated for 1 round
Prepared (opposed: illusion, enchantment:
concentration +6
- detect magic, detect poison, light, acid splash, prestidigitation, disrupt undead
- Snapdragon Fireworks (DC 14, duration concentration + 2 rounds), ear-piercing scream (DC 14), Heightened Awareness, protection from chaos, Unhallowed Blows
Str 10, Dex 12, Con 12, Int 16, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 12
SP Bonded Tattoo (Perception), cantrip tattoo (detect magic)
Tattoo-scrolls: magic missile, repair undead, obscuring mist
Feats Detect Expertise (Will DC 14 to learn spellcasting nature), Potent Divination, Craft Spell Tattoo
Skills Craft (tattoo) +10, Spellcraft +7, Knowledge (arcane & planes & nature) +7, Sense Motive +6, Linguistics +8, Perception +9
Languages Common, Sylvan, Celestial, Draconic, Abyssal, Auan, Ignan
Student of control
Init +1 Senses Perception +1
AC 11, touch 11, flat-footed 10
hp 19
Fort +2, Ref +2, Will +4; +2 vs illusions
Speed 30 ft.
Melee +4 animated tattoo (1d6+3)
Compulsion Noose – 6/day, standard action against target in 30ft while specifing demand, 2d4+2 damage if not followed
one magically controlled creature gains +1 to attack rolls, weapon damage rolls, saving throws, all skill and ability checks, and hit points per Hit Dice
Prepared (opposed: divination, evocation):
concentration +5
- detect magic, detect poison, light, acid splash, prestidigitation, mage hand
- Snapdragon Fireworks (DC 14), charm fey (DC 15), SM I, protection from chaos, Grease (DC 15)
- SM II, invisiblity, glitterdust (DC 16)
Str 10, Dex 12, Con 12, Int 16, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 12
SP Bonded Tattoo (Perception), cantrip tattoo (detect magic & detect poison)
Tattoo-scrolls: repair undead, obscuring mist, mage armor, cause fear (DC 14)
Feats spell focus (conjuration), spell focus (enchantment), Craft Spell Tattoo, Augment Summoning
Skills Craft (tattoo) +11, Spellcraft +8, Knowledge (arcane & planes & nature) +8, Sense Motive +7, Linguistics +9, Intimidate +12
Languages Common, Sylvan, Celestial, Draconic, Abyssal, Auan, Ignan, Infernal
Master of mystery
Init +1 Senses Perception +9
AC 15, touch 11, flat-footed 14
hp 27
Fort +3, Ref +2, Will +7; +2 vs illusions
Speed 30 ft.
Melee +6 animated tattoo (1d6+4)
Babble – 7/day, standard action to confound enemy, Will DC 16 or becomes fascinated for 2 rounds
Prepared (opposed: illusion, enchantment:
concentration +11
- detect magic, detect poison, light, acid splash, prestidigitation, disrupt undead
- Snapdragon Fireworks (DC 15, duration concentration + 5 rounds), /mage armor/, Heightened Awareness, protection from chaos, Unhallowed Blows
- Twisted Space (Will DC 16, duration concentration + 1 round), greater detect magic, detect thoughts, glitterdust, raven’s flight
- dispel magic, [fortune’s path], lightning bolt
Str 8, Dex 12, Con 14, Int 18, Wis 16, Cha 12
Base Atk +2; CMB +1; CMD 12
SP Bonded Tattoo (Perception), cantrip tattoo (detect magic)
Tattoo-scrolls: magic missile, repair undead, obscuring mist, levitate, monkey fish, expeditious retreat
Feats Detect Expertise (Will DC 16 to learn spellcasting nature), Potent Divination, Craft Spell Tattoo, IUS, snake style, Craft Wondrous Tattoo
Skills Acrobatics +2, Craft (tattoo) +12, Spellcraft +11, Knowledge (all) +9, Sense Motive +13, Linguistics +12, Perception +13
Languages Common, Sylvan, Celestial, Draconic, Abyssal, Auan, Ignan, Aquan, Terran, Infernal
Master of control
Init +1 Senses Perception +1
AC 15, touch 11, flat-footed 14
hp 35
Fort +3, Ref +3, Will +6; +2 vs illusions
Speed 30 ft.
Melee +7 animated tattoo (1d6+4)
Compulsion Noose – 7/day, standard action against target in 30ft while specifing demand, 3d4+3 damage if not followed
two magically controlled creatures gains +1 to attack rolls, weapon damage rolls, saving throws, all skill and ability checks, and hit points per Hit Dice
Prepared (opposed: divination, evocation):
concentration +10
- detect magic, detect poison, light, acid splash, prestidigitation, mage hand
- Snapdragon Fireworks (DC 15), charm fey (DC 17), SM I, protection from chaos, Grease (DC 16)
- SM II, invisiblity, glitterdust (DC 17), Blistering Invective, Hoodwink (DC 18), Acid Arrow
- SM III, Suggestion (DC 19), [Lissalan Snake Sigil], Displacement
Str 8, Dex 12, Con 14, Int 18, Wis 12, Cha 16
Base Atk +3; CMB +2; CMD 13
SP Bonded Tattoo (Intimidate), cantrip tattoo (detect magic & detect poison)
Tattoo-scrolls: repair undead, obscuring mist, mage armor, cause fear (DC 14)
Feats spell focus (conjuration), spell focus (enchantment), Craft Spell Tattoo, Augment Summoning, greater spell focus (enchantment)
Skills Craft (tattoo) +16, Spellcraft +10, Knowledge (arcane & planes & nature) +9, Sense Motive +10, Linguistics +13, Intimidate +17, Diplomacy +9
Languages Common, Sylvan, Celestial, Draconic, Abyssal, Auan, Ignan, Infernal, Aquan, Aklo, Terran
Juju zombie
Traditional Veteran Dedykowany za Życia
Init +5 Senses low-light vision, scent; Perception +7
AC 18, touch 18, flat-footed 16
hp 30
Fort +7, Ref +7, Will +8; +2 vs enchantment
DR 5/magic & slashing; fire resistance 10; channel resistance +4; immune to cold, electricity, and magic missile
Speed 40 ft.
Melee +10 unarmed strike w/ mwk iron cestus (1d6+5) or flury +10/+10
Fire: +1d6+2 fire damage, even on miss deal 1d6 fire damage
Water: +1d6+2 cold damage, reach grows 5ft
Earth: +1d6+2 acid damage, even on miss deal 1d6 acid damage
Air: +1d6+2 electricity damage, +2 to AC vs AOO
Mix: +1d6 any element damage, only -1 on charge, flanking enemies get only +1 tohit
Ki pool: 4, attacks are magic, spend for extra attack or barkskin
Str 20, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 23
Feats Mark of the Devoted (fire resistance 2), Deflect Arrows, keen scent
Skills Acrobatics +8, Knowledge (nature) +4, Stealth +8, Survival +8, Perception +9
Languages Common
Warded against nature drawback & redhead (at-will detect poison) & Fey Protection (+1 to saves & AC vs AOOs against fey) traits
Ranger Veteran Dedykowany za Życia
Init +5 Senses low-light vision; Perception +7
AC 17, touch 17, flat-footed 15
hp 28
Fort +8, Ref +9, Will +7
DR 5/magic & slashing; fire resistance 10; channel resistance +4; immune to cold, electricity, and magic missile
Speed 30 ft.
Melee +10 unarmed strike w/ mwk iron cestus (1d6+5) or flury +10/+10
Ranged +5 shuriken (1d2+3) or flury +5/+5
Fire: +1d6+2 fire damage, even on miss deal 1d6 fire damage
Water: +1d6+2 cold damage, reach grows 5ft
Earth: +1d6+2 acid damage, even on miss deal 1d6 acid damage
Air: +1d6+2 electricity damage, +2 to AC vs AOO
Mix: +1d6 any element damage, only -1 on charge, flanking enemies get only +1 tohit
Favored enemy blighted +2
Emulate taint: 4 minutes, normally DC 14, thorn attack or fast healing in blighted forest
Str 20, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 23
Feats Mark of the Devoted (fire resistance 2), Deflect Arrows, skill focus (stealth), Precise Shot
Skills Acrobatics +7, Knowledge (nature) +6, Stealth +8, Survival +10, Perception +9, Climb +8
Languages Common, Sylvan
Warded against nature drawback & redhead (at-will detect poison) & Fey Protection (+1 to saves & AC vs AOOs against fey) traits
Greater Blighted fey abilities
DC 10 + 1/2 HD + CON
Parasitic Bond (Su)- Once per day with a successful thorn throw attack (see below), the blighted fey can transform the thorns into a single burrowing, wriggling maggot that infests and infuses the target with a short-term curse from within unless the target succeeds at a Fortitude save. This parasite creates an unholy link to the target, binding it to the blighted fey. This binding persists for 5 rounds, during which half of any hit point damage taken by the blighted fey is dealt to the linked target instead. The type of damage remains consistent with the damage dealt to the blighted fey. Only one parasitic bond can be maintained with one creature at a time. This bond is a curse and a disease effect.
Blighted Unity (Su)- Blighted fey within 100 feet of one other can communicate through a shared fungal mind. This does not permit blighted fey to see and hear through each other’s senses, but they can share specific situational information and tactics through telepathy. If one blighted fey within range is aware of danger, they are all aware of danger and cannot be surprised.
Tainted Blood (Ex)- A blighted fey’s blood and flesh are rife with disease. Any creature that deals damage with a bite attack against a blighted fey, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or take 1 point of Strength damage and 1 point of Dexterity damage. One minute later, the affected creature must succeed at a second save at the same DC or be nauseated for 1 minute and take 1d6 points of Strength damage and 1d6 points of Dexterity damage. This is a disease effect.
Sprite Swarm
CE Diminutive fey (swarm)
Init +7; Senses low-light vision, detect evil, detect good, darkvision 60ft; Perception +16
AC 20, touch 18, flat-footed 16
hp 55
Fort +4, Ref +10, Will +7
Defensive Abilities swarm traits DR 10/cold iron; Immune weapon damage, disease, paralysis, poison, and polymorph; Resist cold & elec 10; SR 18
Speed 15 ft., fly 60 ft. (perfect)
Melee swarm (2d6 plus distraction)
Ranged thorn attack +10 (3d6)
Space 10 ft.; Reach 0 ft.
Special Attacks angry glow, concentrated rush, distraction (DC 16
Spell-Like Abilities (CL 5th; concentration +5)
Constant—detect evil, detect good
1/day—mass daze (DC 15)
Str 3, Dex 17, Con 12, Int 6, Wis 11, Cha 10
Base Atk +5; CMB —; CMD —
Feats Alertness, Dodge, Flyby Attack, Improved Initiative, Skill Focus (Perception)
Skills Fly +30, Intimidate +10, Perception +16, Sense Motive +9, Stealth +30
Languages Common, Sylvan
SQ mob mentality
Angry Glow (Su) – Once per minute, as a full-round action, the sprites that make up a sprite swarm may coordinate their luminous abilities to create a singular, searing glow. Creatures within 10 feet of a sprite swarm with line of sight must succeed at a DC 17 Fortitude save or be blinded for 1d4 rounds. A creature that succeeds at its save is dazzled for 1 round. The save DC is Constitution-based.
Concentrated Rush (Ex – Once every 1d4 rounds, if more than one creature occupies a sprite swarm’s space, the swarm may use its attack action to concentrate on one of these creatures to deal 4d6 points of damage in place of its normal swarm damage. Other creatures within the horde’s space do not take swarm damage that round.
Mob Mentality (Ex) – As long as a sprite swarm has at least 10 hit points, it retains its Intelligence score and can act accordingly. Even so, it cannot be targeted by mind-affecting spells or effects that target a single creature. If its hit points fall below 10, the swarm is considered mindless as the individual creatures within begin to panic.
Dryad
CE Medium fey
Init +4; Senses low-light vision, darkvision 60ft; Perception +13
AC 19, touch 14, flat-footed 15
hp 45
Fort +7, Ref +9, Will +7
DR 10/cold iron; Immune disease, paralysis, poison, and polymorph; Resist cold & elec 10; SR 15
Fast healing 5
Weaknesses blight dependent
Speed 30 ft.
Melee dagger +7 (1d4 +2)
Ranged thorn throw +7 (1d4 +2 + parasitic bond)
Spell-Like Abilities (CL 6th)
Constant—speak with plants
At will—entangle (DC 16), tree shape, wood shape (1 lb. only)
3/day—charm person (DC 16), deep slumber (DC 18), tree stride
1/day—suggestion (DC 18)
Str 14, Dex 19, Con 17, Int 14, Wis 15, Cha 20
Base Atk +3; CMB +5; CMD 19
Feats Great Fortitude, Stealthy, Weapon Finesse, Toughness
Skills Climb +11, Craft (sculpture) +11, Escape Artist +15, Bluff +11, Knowledge (nature) +13, Perception +13, Stealth +17, Survival +8; Racial Modifiers +6 Craft (wood)
Languages Common, Elven, Sylvan; speak with plants
SQ tree meld, wild empathy, woodcraft
Tree Meld (Su)- A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.
Tree Dependent (Su) – A dryad is mystically bonded to blighted plants and must never stray more than 300 yards from them. A dryad who moves 300 yards beyond blighted forest immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A dryad that is out of range of blighted forest for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the dryad.
Wild Empathy (Su) – This works like the druid’s wild empathy class feature, except the dryad has a +6 racial bonus on the check. Dryads with druid levels add this racial modifier to their wild empathy checks.
Woodcraft (Ex) – A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan’s woodworking tools when making such checks.
Asrai
CN Tiny fey (aquatic)
Init +4; Senses low-light vision; Perception +6
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 9 (2d6+2)
Fort +1; Ref +7; Will +4
DR 5/cold iron; Immune cold; SR 16
Speed 20 ft., swim 50 ft.
Melee touch +7 (1d4 cold)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks cold touch
Spell-Like Abilities (CL 5th)
2/day – control water, fog cloud, obscuring mist
Spells Known (CL 5th)
- 2nd (5/day) – spectral hand, summon monster II
- 1st (7/day) – charm person (DC 13), corrosive touch (cold), reduce person (DC 13), sleep (DC 13)
- 0 (at will) – dancing lights, daze (DC 12), detect magic, ray of frost, purify food and drink, touch of fatigue (DC 12)
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Base Atk +1; CMB +3; CMD 10
Feats Eschew Materials B, Weapon Finesse
Skills Knowledge (arcana) +4, Knowledge (nature) +5, Perception +6, Sense Motive +6, Stealth +14, Spellcraft +5, Swim +16; Racial Modifiers Knowledge (arcana) and Spellcraft are class skills for asrai
Languages Common, Aquan, Sylvan
Cold Touch (Su)- The touch of an asrai is supernaturally cold. All damage dealt from an asrai’s natural attacks is cold damage. This ability is constant, but the asrai can suppress or resume it at will as a free action.
Water Dependent (Su) – An asrai can survive on land for 1 hour per 2 points of Constitution. After that, it begins to suffocate. Lost Constitution points are immediately restored if the asrai returns to the water. If its Constitution reaches 0 it dies, collapsing into a puddle of water.
Thanatos Fey
CE Tiny fey
Init +6 Senses darkvision 60 ft., low-light vision; Perception +2
Aura necrotic aura (30 ft., all wounds gain bleed 1 and Fort saves are made at -4 penalty, no save)
AC 19, touch 18, flat-footed 13
hp 42
Fort +4, Ref +14, Will +5
Immune poison, sickened, nauseated
Defensive Abilities Improved Evasion
Speed 30 ft.
Melee +14 poisoned short spear (1 piercing plus giant wasp poison (see below), 20/x2)
Ranged +14 poisoned blowgun (1 piercing plus giant wasp poison (see below), 20/x2, 20 ft. range increment)
Str 4, Dex 23, Con 10, Int 8, Wis 15, Cha 17
Base Atk +6; CMB +10; CMD 20
Feats Agile Maneuvers, Rapid Shot, Point Blank Shot, Expert Sniper, Weapon Finesse
Skills Acrobatics +21, Knowledge (nature) +14, Stealth +21, Survival +17
Languages Common, Draconic, Sylvan
Gear poisoned short spear and blowgun with 12 poisoned darts, hide armor (all Tiny sized)
Cricket Leap (Ex) – A Thanatos fey cannot fly, but it can leap adroitly. As a move action, the thanatos fey can leap up to 30 ft. in any combination of horizontal and vertical movement. It never provokes attacks of opportunity for moving in this manner.
Decompose Corpse (Su)- A Thanatos fey can accelerate the decay of a Huge or smaller corpse. By remaining in contact with the corpse for at least an hour, the thanatos fey reduces the corpse to picked bones, as if it had decayed for at least a year.
Harry (Ex) – If the thanatos fey successfully attacks the same targets on consecutive rounds, it deals additional damage to that target. Each successful attack doubles the weapon’s base damage (1 pt, 2 pts, 4 pts, 8 pts, 16 pts, and so on). There is no limit to the number of consecutive successful attacks (and resulting doubling damage) the thanatos fey can inflict. A missed attack, or attacking another target ends the cycle.
Necrotic Aura (Su)- The Thanatos fey radiates a palpable aura of rot, corruption and decay. All wounds inflicted within 30 ft. of the thanatos fey gain ongoing bleed 1, and all Fort saves are made at a -4 penalty.
Poison – Thanatos fey coat their weapons with giant wasp poison. Giant wasp poison (injury) save Fort DC 18; duration 1/round for 6 rounds; effect 1d2 Dex damage; cure 1 save
Lurker in Light Elder – Duch Śmierci
NE Small fey (extraplanar)
Init +9; Senses low-light vision; Perception +18
AC 19, touch 16, flat-footed 14
hp 80
Fort +6, Ref +11, Will +11; +2 vs death & necromancy effects
Defensive Abilities blend with light; Immune blindness DR 5/cold iron
Speed 30 ft., fly 30 ft. (average)
Melee 2 claws +10 (1d3) or dagger +10 (1d3/19–20 plus poison)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 8th; concentration +13)
At will – dancing lights, flare (DC 15), ghost sound (DC 15), light, mage hand
3/day – daylight, blindness/deafness (DC 18)
Spells Prepared (CL 5th)
- 3rd – Spike growth, aversion (DC 17)
- 2nd – fear the sun (DC 16), huntmaster spear, Wilderness Soldiers
- 1st – burning disarm (DC 15), CLW, obscuring mist, thorn javelin
- 0 – detect magic, guidance, detect poison, spark
Str 11, Dex 20, Con 19, Int 14, Wis 20, Cha 20
Base Atk +4; CMB +3; CMD 18
Feats Alertness, Flyby Attack, Improved Initiative, Weapon Finesse, Dampen Presence, Skill Focus (Stealth)
Skills Acrobatics +16, Escape Artist +16, Fly +18, Knowledge (arcana / planes / nature) +10, Perception +18, Stealth +23, Survival +13
Languages Aklo, Common, Sylvan
SQ daylight door, poison use, ritual gate
Blend with Light (Su) – In areas of bright light, lurkers are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a lurker loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision. If the lurker is flying, its fluttering wings partially negate this effect, giving it only partial concealment (20%) rather than total concealment.
Daylight Door (Sp) – Once per day, a lurker can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.
Poison (Ex) – Lurkers typically coat their daggers with shadow essence poison.
Shadow essence poison: Injury; save Fortitude DC 17; frequency 1/round for 6 rounds; initial effect 1 Str drain; secondary effect 1d3 Str damage; cure 1 save.
Ritual Gate (Su) – By sacrificing one or more humanoid victims, a lurker or group of lurkers can create a gate to the Material Plane, one of the Elemental Planes, or the realm of the fey, either to return home or to conjure allies. Creating a gate for travel requires the sacrifice of five victims—the gate created remains open for 1 minute. Creating a gate to bring allies to the Material Plane requires one sacrifice for every HD of the creature intended to pass through the gate (so five sacrifices can bring a lurker or a Medium air elemental, eight can bring a Large earth elemental, and so on). The sacrifices do not need to be simultaneous; as long all sacrifices occur at some point during the hour-long ritual, the magic continues to build until it reaches the required total.
Many Lives (Ex) – if he is killed, he will automatically reincarnate (as the spell) 1 day later. He will appears in a safe location within 1 mile of his previous body. At will for the next 7 days, he can sense the presence of her remains as if using locate object as a spell-like ability. If he is killed during these 7 days, he remains dead and does not reincarnate. The many lives ability does not function if he is slain by a death effect. He cannot be raised from the dead or resurrected, though he can be reincarnated.
Trackless Step (Ex) – he leaves no trail in natural surroundings and cannot be tracked, but may choose to leave a trail if so desired.
Nymph Queen – Straszne Piękno w Mroku
CE Medium fey
Init +9; Senses low-light vision, darkvision 60ft; Perception +16
Aura blinding beauty (30 ft., DC 21)
AC 26, touch 24, flat-footed 20
hp 84
Fort +16, Ref +13, Will +17
DR 10/cold iron; Immune disease, paralysis, poison, and polymorph; Resist cold & elec 10; SR 19
Fast healing 5
Speed 5 ft., swim 5 ft.
Melee mwk dagger +10 (1d4 +2/19–20)
Ranged thorn +10 (1d4 + 2 + parasitic bond)
Special Attacks stunning glance
Spell-Like Abilities (CL 8th)
1/day—dimension door
Spells Prepared (CL 7th)
- 4th – explosion of rot (DC 17)
- 3rd – call lightning (DC 16), cure moderate wounds, thorny entanglement
- 2nd – fungal blisters (3d2+3 blisters, each 3d6+3), flame blade, resist energy, lesser restoration (spontaneous: spiritual weapon +11 1d8+2)
- 1st – charm animal (DC 14), endure elements, feather step, longstrider, produce flame
- 0 – detect magic, guidance, virtue, stabilize, mage hand, open/close
Str 14, Dex 21, Con 18, Int 16, Wis 17, Cha 27
Base Atk +4; CMB +9; CMD 29
Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse
Skills Diplomacy +20, Escape Artist +16, Bluff +20, Handle Animal +16, Heal +11, Knowledge (nature) +16, Perception +16, Sense Motive +14, Stealth +18, Swim +21
Languages Common, Sylvan
SQ inspiration, unearthly grace, wild empathy +21
Aura of deeper darkness: darkvision works, but only bright light can show anything in it
Strong mind: 8/day can roll twice for Will save and take better
Blinding Beauty (Su)- This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 22 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Can’t initiate hostilities and must honor pleas for help and healing
Lay of hands – 11/day, 4d6, mercy (fatigue)
Stunning Glance (Su) – As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 22 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su) – A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy (Su) – This works like the druid’s wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph’s effective druid level is equal to her HD for determining her total modifer to the check.
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