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Cacophony

of
Ruin
Stat Cards
These Stat Cards are formatted for use on any tablet or phone
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store.

Creatures and items appearing in Cacophony of Ruin.

Creatures CR
Dread Guard 3
Human Skeleton 1/3
Allip 3
Gibbering Mouther 5
Monstrous Black Widow Spider 2
Rat Swarm 2

Items
Globe of Sunlight
Plume of Perpetual Penmanship
Sample Tomes

NPCs
Maren Winterbottom
Name CR XX
gender race class level
AL size type (sub type)
Initiative +XX; Senses vision
Aura XX Languages XX
AC XX; touch XX, flat-footed XX
(size, Dex, class, armor, shield, deflection, insight,
natural)
Miss Chance
hp XX [HD XX]; regeneration/fast healing, DR XX
Immune XX
Resist XX SR XX
Fort +XX Ref +XX Will +XX
Weakness XX
Speed XX' fly/climb
Melee weapon +XX (damage) or
Ranged weapon +XX (damage)
Space XX' Reach XX'
BAB +XX Grapple +XX
Attack Options XX
Special Actions XX
Combat Gear XX
Class spells prepared (CL XX):
Str XX Dex XX Con XX Int XX Wis XX Cha XX
SQ XX
Feats XX
Skills XX
Possessions XX
Item
Price (Item Level) XX gp; (XX)
Body Slot XX
Caster Level XX
Aura XX
Activation XX
Weight XX
description
rules
Prerequisites feat; spells
Cost to Create XX gp; XX XP; XX days
Dread Guard CR 3
N Medium Construct
Initiative +0; Senses low-light vision, darkvision 60'
AC 17; touch 10, flat-footed 17 (+6 armor, +1 shield)
hp 47 [HD 5d10+20]
Immune mind-affecting effects, poison, sleep effects,
paralysis, stunning, disease, death effects, necromancy effects,
critical hits, nonlethal damage, ability damage, ability drain,
fatigue, exhaustion, energy drain, any effect that requires a
Fortitude save (unless the effect also works on objects, or is
harmless)
Resist cold 10, fire 10
Fort +1, Ref +1, Will +2
Speed 20'
Melee longsword +6 (1d8+3/19-20)
BAB +3; Grapple +6
Str 17 Dex 11 Con -- Int 6 Wis 13 Cha 2
SQ Construct traits
Feats Cleave, Power Attack
Skills Listen +1, Spot +9
Possessions MW banded mail, MW light steel shield,
longsword
Human Skeleton CR 1/3
NE Medium Undead
Initiative +5; Senses Darkvision 60'
AC 13; touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 6 [HD 1d12]; DR 5/bludgeoning
Immune cold, poison, sleep effects, paralysis, stunning,
disease, and death effects, critical hits, nonlethal damage,
ability drain, energy drain, damage to its physical ability
scores (Strength, Dexterity, and Constitution), fatigue,
exhaustion, any effect that requires a Fortitude save (unless the
effect also works on objects or is harmless
Fort +0, Ref +1, Will +2
Speed 30'
Melee 2 claws +1 (1d4+1)
Space 5'; Reach 5'
BAB +0; Grapple +1
Str 13 Dex 13 Con -- Int -- Wis 10 Cha 1
Feats Improved Initiative
Allip CR 3
NE Medium Undead (Incorporeal)
Initiative +5; Senses darkvision 60'
Aura Babble 60'
AC 15; touch 15, flat-footed 14 (+1 Dex, +4 deflection)
hp 26 [HD 4d12]
Immune cold, poison, sleep effects, paralysis, stunning,
disease, and death effects, critical hits, nonlethal damage,
ability drain, energy drain, damage to its physical ability
scores (Strength, Dexterity, and Constitution), fatigue,
exhaustion, any effect that requires a Fortitude save (unless the
effect also works on objects or is harmless
Resist +2 Turn Resistance
Fort +1, Ref +4, Will +4
Speed Fly 30' (Perfect)
Melee Incorporeal touch +3 (1d4 Wisdom drain)
Space 5'; Reach 5'
BAB +2; Grapple --
Attack Options Touch of Insanity
Str -- Dex 12 Con -- Int 11 Wis 11 Cha 18
SQ Babble, Madness
Feats Improved Initiative, Lightning Reflexes
Skills Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7,
Survival +0 (+2 following tracks)
Babble (Su) An allip constantly mutters and whines to itself,
creating a hypnotic effect. All sane creatures within 60 feet of
the allip must succeed at a DC 16 Will save or be fascinated
for 2d4 rounds. While a target is fascinated, the allip can
approach it without breaking the effect, but an attack by the
allip does end the effect. Creatures that successfully save
cannot be affected by the same allip's babble for 24 hours.
This is a sonic, mind-affecting compulsion effect. The save
DC is Charisma-based.
Madness (Su) Anyone targeting an allip with a thought
detection, mind control, or telepathic effect makes direct
contact with its tortured mind and takes 1d4 points of Wisdom
damage.
Touch of Insanity (Su) The touch of an allip deals 1d4 points
of Wisdom drain each time it hits with its incorporeal touch
attack. With each successful attack, an allip gains 5 temporary
hit points. The save DC is Charisma-based.
Gibbering Mouther CR 5
N Medium Aberration
Initiative +1; Senses Darkvision 60'
Languages Common Gibberish
AC 19; touch 11, flat-footed 18; (+1 Dex, +8 natural)
hp 42 [HD 4d8+24]; DR 5/bludgeoning
Fort +7, Ref +4, Will +5
Speed 10'; swim 20'
Melee 6 bites +4 (1 + spittle) and
Ranged Spittle +4 ranged touch (1d4 acid + blindness)
Space 5'; Reach 5'
BAB +3; Grapple +3
Attack Options Blood Drain, Improved Grab, Spittle,
Swallow Whole
Special Actions Gibbering, Ground Manipulation
Str 10 Dex 13 Con 22 Int 4 Wis 13 Cha 13
SQ Amorphous
Feats Lightning Reflexes, Weapon Finesse
Skills Listen +4, Spot +9, Swim +8
Gibbering (Su) As soon as a mouther spots something edible,
it begins a constant gibbering as a free action. All creatures
(other than mouthers) within a 60-foot spread must succeed on
a DC 13 Will save or be affected as though by a confusion
spell for 1d2 rounds. This is a sonic mind-affecting
compulsion effect. A creature that successfully saves cannot be
affected by the same gibbering mouther’s gibbering for 24
hours. The save DC is Charisma-based.
Spittle (Ex) As a free action every round, a gibbering mouther
fires a stream of spittle at one opponent within 30 feet. The
mouther makes a ranged touch attack; if it hits, it deals 1d4
points of acid damage, and the target must succeed on a DC 18
Fortitude save or be blinded for 1d4 rounds. Eyeless creatures
are immune to the blinding effect, but are still subject to the
acid damage. The save DC is Constitution-based.
Swallow Whole (Ex)The gibbering mouther can attempt to
swallow a grappled opponent of Medium or smaller size by
making a successful grapple check. (The gibbering mouther
doesn’t actually “swallow” the opponent—it engulfs it within
its amorphous form—but the effect is essentially the same.)
Once inside, the gibbering mouther can use its blood drain
ability. A swallowed creature can cut its way out by dealing 5
points of damage to the gibbering mouther (same AC).
The gibbering mouther’s body can hold 1 Medium, 2 Small, 8
Tiny, 32 Diminutive, or 128 Fine creatures.
Blood Drain (Ex) A swallowed opponent automatically takes
1d4 points of Constitution damage each round.
Ground Manipulation (Su) At will, as a standard action, a
gibbering mouther can cause stone and earth in all adjacent
squares to become a morass akin to quicksand. Softening
earth, sand, or the like takes 1 round, while stone takes 2
rounds. Anyone other than the mouther in that area must take a
move-equivalent action to avoid becoming mired (treat as
being pinned).
Amorphous (Ex) A gibbering mouther is not subject to critical
hits. It cannot be flanked.
Skills
Thanks to their multiple eyes, gibbering mouthers have a +4
racial bonus on Spot checks.
A gibbering mouther has a +8 racial bonus on any Swim check
to perform some special action or avoid a hazard. It always
can choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming,
provided it swims in a straight line.
Monstrous Black Widow Spider CR 2
N Large Vermin
Initiative +3; Senses Darkvision 60', Tremorsense 60'
AC 14; touch 12, flat-footed 11 (-1 size, +3 Dex, +2 natural)
hp 22 [HD 4d8+4]
Immune mind-affecting effects
Fort +5, Ref +4, Will +1
Speed 30'; climb 20'
Melee bite +4 (1d8+3 + poison)
Space 10'; Reach 5'
BAB +3; Grapple +9
Attack Options Web
Str 15 Dex 17 Con 12 Int -- Wis 10 Cha 2
SQ Vermin traits
Feats --
Skills Climb +11, Hide +3 (+11 in webs), Jump +2, Move
Silently +11, Spot +4
Poison (Ex) A monstrous black widow spider has a poisonous
bite. Anything damaged by the bite must make a DC 13 Fort
save or suffer 1d6 Str damage. This is the initial and secondary
damage. The save DC is Constitution based.
Web (Ex) A giant black widow spider is a web-spinner and
can throw a web up to eight times per day. This is a ranged
touch attack with a maximum range of 50 feet, and a range
increment of 10 feet, and is effective against targets up to one
size category larger than the spider. If the web hits, the target
is Entangled. An entangled creature can escape with a
successful DC 13 Escape Artist check or burst it with a DC 17
Strength check. Both are standard actions. The check DCs are
Constitution-based, and the Strength check DC includes a +4
racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to
60 feet square, depending on the size of the spider. They
usually position these sheets to snare flying creatures but can
also try to trap prey on the ground. Approaching creatures
must succeed on a DC 20 Spot check to notice a web;
otherwise they stumble into it and become trapped as though
by a successful web attack. Attempts to escape or burst the
webbing gain a +5 bonus if the trapped creature has something
to walk on or grab while pulling free. Each 5-foot section has
12 hit points and sheet webs have damage reduction 5/—.
A giant black widow spider spider can move across its own
web at its climb speed and can pinpoint the location of any
creature touching its web.
Tremorsense (Ex) A monstrous spider can detect and pinpoint
any creature or object within 60 feet in contact with the
ground, or within any range in contact with the spider’s webs.
Rat Swarm CR 2
N Tiny Animal (Swarm)
Initiative +2; Senses low-light vision, scent
AC 14; touch 14, flat-footed 12 (+2 size, +2 Dex)
hp 18 [HD 4d8]; half damage from slashing and piercing
Immune mind affecting effects, targeting effects, critical hits,
flanking, trip, grapple
Fort +4 Ref +6 Will +2
Weakness area effect vulnerability +50%
Speed 15'; climb 15'
Melee swarm (1d6 + disease)
Space 10' Reach 0'
BAB +3 Grapple --
Attack Options Disease, Distraction
Str 2 Dex 15 Con 10 Int 2 Wis 12 Cha 2
Feats Alertness, Stealthy, Weapon FinesseB
Skills Balance +10, Climb +10, Hide +16, Listen +6, Move
Silently +8, Spot +7, Swim +10
Disease (Ex) Filth fever—swarm attack, Fortitude DC 12,
incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
The save DC is Constitution-based.
Distraction (Ex) Any living creature that begins its turn with a
swarm in its square must succeed on a DC 12 Fortitude save
or be nauseated for 1 round. The save DC is Constitution-
based.
Skills
A rat swarm has a +4 racial bonus on Hide and Move Silently
checks, and a +8 racial bonus on Balance, Climb, and Swim
checks. A rat swarm can always choose to take 10 on all Climb
checks, even if rushed or threatened. A rat swarm uses its
Dexterity modifier instead of its Strength modifier for Climb
and Swim checks. A rat swarm has a +8 racial bonus on any
Swim check to perform some special action or avoid a hazard.
It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.
Globe of Sunlight
Price (Item Level) 6,000 gp; (10th)
Body Slot – (held)
Caster Level 15
Aura Strong; (DC 22) evocation
Activation Standard (thrown)
Weight 1lb
This golden, fist-sized orb is set with faceted rubies and
yellow topazes.
You can hurl a globe of sunlight up to 50 feet. When it arrives
at the end of its trajectory, it detonates as a sunburst spell
(Reflex DC 22 partial), except that the radius of the burst is
only 40 feet. Once activated, the globe is expended and cannot
be used again.
Prerequisites Craft Wondrous Item; sunburst
Cost to Create 3,000 gp; 240 XP; 6 days
The Unabridged Life of Rozahl the Wreckful
by Ilrifeus Pax
Reading this book takes 24 hours of down time. After reading
this book, the reader may make a Linguistics DC 20 check to
learn from what they have read. If successful, in the future,
they may recall a scene from the book in which the main
character, a human barbarian warlord named Rozahl was in
one on one combat with an orc warlord named Gur' Grak of
the Twisted Face tribe. In this scene, Rozahl miraculously
dodged a sword swing that would have surely beheaded him
had he been a man of lesser pedigree. Your current target has
made an attack that reminds you of this scene and you quickly
recall how Rozahl dodged at the precise moment to avoid the
killing blow.
As an immediate action, you may force your target to re-roll a
confirmed critical hit against you. The result of the re-roll is
final. This extraordinary ability is usable once ever. Multiple
characters may benefit from reading this book but a character
that re-reads the book gains no further benefit beside the grand
tale of Rozahl the Wreckful.

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