DM Only Materials 2

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Break in case of I need a monster

 

Bandit CR 1/2

XP 200
Human warrior 2
CN Medium humanoid
Init +2; Senses Perception –1

DEFENSE

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 shield)
hp 11 (2d10)
Fort +3, Ref +2, Will –1

OFFENSE

Speed 30 ft.
Melee rapier +3 (1d6+1/18–20) or sap +3 (1d6+1 nonlethal)
Ranged composite longbow +4 (1d8+1/x3)

STATISTICS

Str 13, Dex 14, Con 11, Int 10, Wis 8, Cha 9
Base Atk +2; CMB +3; CMD 16
Feats Dodge, Point Blank Shot
Skills Climb +4, Handle Animal +3, Intimidate +3, Ride +5, Stealth +2
Languages Common
Gear studded leather, buckler, composite longbow (+1 Str) with 20 arrows, rapier, sap, light horse (combat trained)
Boon Bandits can allow the PCs to pass without robbing them and can alert them to ambush sites within a day’s travel, granting a +2 circumstance bonus on Perceptionchecks to notice ambushes. They might also be able to get the PCs an audience with a powerful local bandit lord.

 

Town Guard CR 1

XP 400
Male or female human warrior 2
LN Medium humanoid (human)
Init +1; Senses Perception +4

DEFENSE

AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 15 (2d10+4)
Fort +5, Ref +1, Will +2

OFFENSE

Speed 30 ft. (20 ft. with armor)
Melee masterwork longsword +5 (1d8+2/19-20)
Ranged masterwork light crossbow +4 (1d8/19-20)

TACTICS

During Combat When it comes to catching criminals, the guards will go out of their way to try to take in their quarry alive, favoring disarming tactics. If the criminal is especially dangerous, though, they won’t hesitate to use lethal force.

STATISTICS

Str 14, Dex 12, Con 14, Int 13, Wis 14, Cha 8
Base Atk +2; CMB +4; CMD 15
Feats Combat Expertise, Improved Disarm
Skills Diplomacy +1, Knowledge (local) +3, Perception +4, Sense Motive +4
Languages Common, Elven
NPC Gear masterwork light crossbow with 20 bolts, masterwork longsword, masterwork scalemail, buckler

 

The guard presented here is the average, street-level town guard. There are a number of different ranks of guard between these and a guard captain, but the guard presented here is the most commonly encountered.

War Priest CR 1

XP 400
Dwarf Cleric 2
CE Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 15, touch 10, flat-footed 15 (+5 armor) (+4 dodge vs. giants)
hp 21 (2d8+9)
Fort +5, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities

OFFENSE

Speed 20 ft.
Melee mwk greatsword with magic weapon +4 (2d6+4/19–20)
Ranged light crossbow +1 (1d8/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel negative energy 3/day (DC 11, 1d6), destructive smite (+1, 6/day)
Domain Spell-Like Abilities (CL 2nd; concentration +5)

6/day—touch of chaos

Cleric Spells Prepared (CL 2nd; concentration +5)

1st—bane (DC 14), magic stone, magic weapon, true strikeD
0th (at will)—bleed (DC 13), detect magic, detect poison, read magic

D Domain spell; Domains Chaos, Destruction

TACTICS

Before Combat The cleric casts magic weapon.

During Combat The cleric uses destructive smite as often as possible.

Base Statistics

Without magic weapon, the cleric’s statistics are Melee mwk greatsword +4 (2d6+3/19–20).

STATISTICS

Str 15, Dex 10, Con 15, Int 8, Wis 16, Cha 10
Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush or trip)
Feats Toughness
Skills Knowledge (religion) +5, Perception +4 (+6 to notice unusual stonework)
Languages Common, Dwarven
SQ aura
Combat Gear potions of cure light wounds (2); Other Gear masterwork scale mail, light crossbow with 20 bolts, masterwork greatsword, wooden unholy symbol, 94 gp

Homunculus
CR 1
XP 400
Any alignment (same as creator) Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3

DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 11 (2d10)
Fort +0, Ref +4, Will +1
Defensive Abilities construct traits

OFFENSE

Speed 20 ft., fly 50 ft. (good)
Melee 1 bite +3 (1d4–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 11
Feats Lightning Reflexes
Skills Fly +10, Perception +3, Stealth +12
Languages Common (cannot speak); telepathic link

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Telepathic Link (Su)

A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

Image courtesy Wikipedia.

Homunculus Construction

A homunculus is shaped from a mixture of clay, ash, mandrake root, spring water, and one pint of the creator’s own blood. These materials cost 50 gp. After the body is sculpted, it is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory, and costing an additional 1,000 gp to supply. If the creator is personally constructing the creature’s body, the building and ritual can be performed together. A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create.

The person whose blood is used to form a homunculus’s body becomes its master; it is possible for one person to give blood for the creation, another to sculpt the base material, and another to magically animate it as a minion for the one who provided the blood.

CL 7th; Price 2,050 gp

CONSTRUCTION REQUIREMENTS

Craft Construct, arcane eye, mirror image, mending; Skill Craft (leather) or Craft (sculptures) DC 12; Cost 1,050 gp.

Improved Homunculi

Source PPC:AM

A character with the Craft Construct feat can create homunculi with new abilities in addition to those normally possessed by homunculi.

To create a homunculus with one or more improvements, the crafter must include large quantities of certain reagents (represented by the price listed for each of the improvements below) while performing the ritual to create a homunculus. For every 1,000 gp worth of additional abilities to be granted to the homunculus, the DC of the Craft check to create the homunculus increases by 1 (minimum +1).

The crafter can also add new abilities to an existing homunculus by performing a brief surgical procedure. To do so, the crafter must purchase the necessary reagents and make a successful Heal check (DC equal to the DC of the Craft check necessary to create such a homunculus from scratch).

  • Acid Breath: By distilling brimstone and aqua regia, a crafter can bestow upon the homunculus the ability to spit a 15-foot-line of acid. This is a breath weapon that deals 1d6 points of acid damage per 2 Hit Dice of the homunculus. The damage from this attack can be halved with a successful Reflex save (DC 10 + 1/2 the homunculus’s HD). Price: +1,500 gp.
  • Extra Eyes: By adding silver shavings to the homunculus, a crafter can imbue it with additional eyes, granting it the all-around vision special quality and a +4 racial bonus on Perception checks. Price: +4,000 gp.
  • Spell-Like Ability: By incorporating 10 potions of the same spell in the homunculus’s creation, a crafter can imbue the homunculus with the power to use that spell once per day as a spell-like ability. Price: Total cost of the potions used.
  • Spit Poison: By adding gold and realgar to the homunculus, a crafter can give it the ability to spit its poison as a ranged touch attack that deals no damage but exposes the victim to the poison’s effect as though it were a contact poison. The ability has a range of 15 feet with no range increment. Price: +6,000 gp.
  • Toughened Hide: By adding diamond dust and cold iron to the homunculus, a crafter can increase its natural armor bonus to AC by 1, 2, or 3. Price: +1,000 gp (+1), +4,000 gp (+2), or +9,000 gp (+3).
  • Voice: By adding dew of lunary and platinum to the homunculus, a crafter can grant it the ability to speak in a voice that sounds eerily like a diminutive version of its master’s. Price: +500 gp.
Doomsayer CR 1

XP 400
Human adept 3
N Medium humanoid
Init -1; Senses Perception +5

DEFENSE

AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 10 (3d6)
Fort +1, Ref +0, Will +5

OFFENSE

Speed 30 ft.
Melee sickle +1 (1d6)
Ranged dart +0 (1d4)
Adept Spells Prepared
 (CL 3rd; concentration +5)

1st—bless, burning hands (DC 13), obscuring mist
0—ghost sound (DC 12), guidance, touch of fatigue (DC 12)

STATISTICS

Str 11, Dex 9, Con 10, Int 8, Wis 15, Cha 12
Base Atk +1; CMB +1; CMD 10
Feats Persuasive, Scribe Scroll, Skill Focus (Intimidate)
Skills Diplomacy +4, Heal +6, Intimidate +7, Knowledge (religion) +3, Perception +5, Perform (oratory) +2, Profession (scribe) +6, Sense Motive +4, Spellcraft +3, Survival +6
Languages Common
SQ summon familiar (toad)
Combat Gear scrolls of cause fear (4), command (4), cure light wounds (4), sleep (4); Other Gear leather armor, sickle, darts (4)
Boon A doomsayer can spread word of the party’s fearsome reputation, granting a +2 circumstance bonus on Intimidate checks in that community for 1 week. A doomsayer can also scribe scrolls for PCs at a 10% discount.

Beggar CR 1/3

XP 135
Half-Elf Commoner 1

CN Medium humanoid (elf, human)
Init
 +2; Senses low-light vision; Perception +5

DEFENSE

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 4 (1d6+1)
Fort +1, Ref +2, Will –1; +2 vs. enchantments
Immune sleep

OFFENSE

Speed 30 ft.
Melee dagger –1 (1d4–1/19–20)

TACTICS

During Combat The commoner offers his pitiful handful of copper pieces to buy his life. If refused, he lashes out with his dagger while screaming for help.

STATISTICS

Str 8, Dex 14, Con 13, Int 11, Wis 9, Cha 10
Base Atk +0; CMB –1; CMD 11
Feats Endurance, Skill Focus (Bluff)
Skills Bluff +4, Disguise +2, Perception +5, Perform (wind)
Languages Common, Elven
SQ elf blood
Gear dagger, disguise kit, wooden flute, 203 gp

animated object (Medium) CR 3

XP 800
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception –5

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)
hp 36 (3d10+20)
Fort +1, Ref +1, Will -4
Defensive Abilities hardness 5; Immune construct traits

OFFENSE

Speed 30 ft.
Melee slam +5 (1d6+3), trample (1d6+3) DC13 Reflex 1/2 if no AoO

STATISTICS

Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
Base Atk +3; CMB +5; CMD 15
SQ 2 construction points

As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Caryatid Column CR 3

XP 800
N Medium construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 14, touch 9, flat-footed 14 (-1 Dex, +5 natural)
hp 36 (3d10+20)
Fort +1, Ref +0, Will +1
DR 5/—; Immune construct traits, magic
Defensive Abilities shatter weapons

OFFENSE

Speed 20 ft.
Melee mwk longsword +8 (1d8+4/19-20)

STATISTICS

Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +3; CMB +7; CMD 16 (cannot be disarmed)
SQ statue

SPECIAL ABILITIES

Immunity to Magic (Ex)

A caryatid column is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Shatter Weapons (Ex)

Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken condition.

Statue (Ex)

A caryatid column can stand perfectly still, emulating a statue (usually one that is holding up the ceiling, like a carved column). An observer must succeed at a DC 20 Perception check to notice the caryatid column is alive. If a caryatid column initiates combat from this pose, it gains a +6 bonus on its initiative check.

Construction

A caryatid column’s body is carved from a single 2,000-pound block of stone, such as granite or marble. The stone must be of exceptional quality, and costs 2,000 gp.

CL 9th; Price 12,000 gp

CONSTRUCTION REQUIREMENTS

Craft Construct, lesser geas, polymorph, shatter, caster must be at least 9th level;
Skill Craft (sculpting) or Craft (stonemasonry) DC 15; Cost 7,000 gp

ECOLOGY

Environment any
Organization solitary, pair, or colonnade (6-11)
Treasure standard (masterwork longsword, other treasure)

Caryatid columns are the lesser cousins of true golems, constructs created by spellcasters to guard objects or areas. Unlike true golems, caryatid columns cannot be made into shield guardians, but they are often used in greater numbers because of their relatively inexpensive creation cost. Each caryatid column is programmed to guard an object or area when created, and once set, this command cannot be changed. Caryatid columns are often given specific parameters concerning whom to ignore and whom to attack, but since they have no special form of detection, such restrictions can be overcome with disguises if the parameters are known.

A caryatid column stands 7 feet tall and weighs 1,500 pounds. Caryatid columns are always equipped with a masterwork weapon that appears to be made out of stone as long as the construct remains in statue form. The weapon can be recovered after a caryatid column has been defeated. Arming a caryatid column with magical weapons is expensive but feasible—even the most powerful of magic weapons appear as nothing more than stone when held by a caryatid column. Since a weapon held in this manner does not radiate magic, many use this trait as a method to hide potent or powerful weapons from both casual observation and study via detect magic. True seeing reveals such disguised weapons for what they really are. Often, only particularly powerful caryatid columns (typically those with advanced Hit Dice, but rarely those made much larger than Medium size) are entrusted with the care and protection of such weapons. Of course, the constructs themselves make full use of any magic weapons they are given to guard.