You are on page 1of 35

CHAPTER 1 Burnt Offerings PART IV Thistletop – 1 of 2

GOBLIN REFUGEES
Goblin warrior 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Identify DC 11 Knowledge (Local) for Birdcruncher, DC 6 Knowledge (Local) for goblin
Init +6; Senses darkvision 60 ft.; Perception –1
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1
OFFENSE
Speed 30 ft.
Melee dogslicer +1 (1d4/19–20)
Ranged short bow +3 (1d4/×3)
STATISTICS
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4
Languages Goblin
ECOLOGY
Treasure small leather armor (10 gp, 7.5 lbs), small light wooden shield (3 gp, 2.5 lbs), dogslicer (8 gp, 1 lb), small
short bow (30 gp, 1 lb), 20 arrows (1 gp, 3 lbs), 10 gp
Description Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in
structures built and then abandoned by others. Very few goblins have the drive to build structures of their own.
Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find
treasures among the refuse of more civilized races.
Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against
goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of
goblin dogs).
Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of
ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire
is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to
wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this
belief, goblins are universally illiterate.
Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have
numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—
except, perhaps, vegetables.

Chapter 1 Part Four: Thistletop – C4 Refugee Nest (CR 4) pg 42-43

Birdcruncher Goblin Refugees (10)


Tactics Launch into a frenzy of shrieks and fury in an effort to kill the “longshank” intruders to gain favor with
Chief Ripnugget.
Morale Fight to death, as this is their best chance at staying alive.

| Goblin – 11 hp | Goblin – 11 hp | Goblin – 11 hp | Goblin – 11 hp | Goblin – 11 hp |


| Goblin – 11 hp | Goblin – 11 hp | Goblin – 11 hp | Goblin – 11 hp | Goblin – 11 hp |
GOBLIN DOG CR 1 (Pathfinder RPG Bestiary 157)
N Medium animal
Identify DC 11 Knowledge (nature)
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 9 (1d8+5)
Fort +4, Ref +4, Will +1
Immune disease
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+3 plus allergic reaction)
STATISTICS
Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Toughness
Skills Stealth +6
ECOLOGY
Treasure none
SPECIAL ABILITIES
Allergic Reaction (Ex) A goblin dog's dander is highly irritating to all creatures save those with the goblinoid
subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural
weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or
ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash
takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or
any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.
Description Loathed by men and beasts alike, goblin dogs are ugly, stinking, craven, and foul-tempered. It's no
surprise that goblins find kindred spirits in these shunned, disgusting beasts. Constantly itching, afflicted with a
species-wide mange exacerbated by prolific dander, even the healthiest goblin dog looks sickly and starved.
Despite its name, the goblin dog is in fact a species of rodent grown monstrously large. Their long-legged shape and
proclivity to hunt and run in packs earned them their popular name, a name that many goblins take issue with, as it
galls the average goblin to consider these, their favored mounts, having anything at all to do with actual dogs. Of
course, being goblins, they haven't bothered to come up with alternate names for goblin dogs. Perhaps they don't
realize they can.
Contact with a goblin dog's infested, mangy hide causes most other creatures to break out into hives, a condition
known as “goblin rash.” Goblinoids seem to be immune to this affliction, and are fond of keeping goblin dogs as
guardians and mounts.
Despite their skin conditions and disorders, goblin dogs are highly resistant to disease. Their favored food is carrion
—the riper, the better. That many goblin tribes let their goblin dogs run free in their lairs is the single reason most
goblin dens aren't filthier than they actually are; constantly hungry, a goblin dog eats anything it can chew that it
finds left behind by other, more discerning palates.
A goblin dog is 5 feet long but weighs only 75 pounds.

Chapter 1 Part Four: Thistletop – C5 Goblin Dog Kennel (CR 5) pg 43

Goblin Dogs (4)


Tactics Trained to attack intruders on sight, they go for the nearest target, charging if possible
Morale Fight to death
| Goblin Dog – 13 hp | Goblin Dog – 13 hp | Goblin Dog – 13 hp | Goblin Dog – 13 hp |
TANGLETOOTH
Firepelt cougar (small cat) animal companion
N Medium animal
Identify DC 14 Knowledge (nature)
Init +5; Senses low-light vision, scent; Perception +5
DEFENSE
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
hp 26 (4d8+8)
Fort +6, Ref +9, Will +2
OFFENSE
Speed 50 ft.; sprint
Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)
STATISTICS
Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 22 (26 vs trip)
Feats Dodge, Skill Focus (Stealth)
Skills Acrobatics +9 (+17 when jumping), Climb +7, Perception +5, Stealth +12

Chapter 1 Part Four: Thistletop – C6 Tangletooth's Den (CR 3) pg 43

Tangletooth
Tactics Initially stealthed, uses sprint to charge a PC that appears vulnerable, flanks with Gogmurt if Gogmurt is
able to join the battle.
Morale Fight to death or until Gogmurt calls him off

| Tangletooth – 40 hp |

Chapter 1 Part Four: Thistletop – C7 Gogmurt's Lair (CR 4) pg 43-45

Gogmurt
Before Combat Uses speak with animals and casts flame blade, then uses his wand of produce flame before
investigating the PCs' arrival. If he thinks there's time, he also casts animal messenger to send a thrush out to the
island to deliver a bloodstained goblin tooth to Warchief Ripnugget—a prearranged code to warn that the
adventurers have finally arrived to murder them all. Gogmurt calls Tangletooth to his side and directs her in
combat using speak with animals.
Tactics Gogmurt casts entangle on the first round of combat, taking care to place the spell so that it blocks access
to area C9 but doesn't block his own possible escape routes. If the PCs have animal minions, he casts charm
animal on one of them. On following rounds, he fights with his flame blade in one hand, throwing fire from
produce flame in the other when he needs to make ranged attacks. As soon as he's brought below 20 hit points, he
retreats by fleeing into the brambles, heals himself as best he can, and then returns to ambush the PCs from behind
by swapping out a remaining 1st-level spell for summon nature's ally I.
Morale If he is ever brought below 10 hit points and has no healing left, Gogmurt attempts to flee north to warn
Warchief Ripnugget about the PCs. If surrounded or captured, Gogmurt's resolve breaks and he sobs for mercy.

| Gogmurt – 54 hp |
GOGMURT
Male goblin druid 4/rogue 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Identify DC 20 Knowledge (Local)
Init +3; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 18, touch 15, flat-footed 14 (+3 armor, +3 Dex, +1 dodge, +1 size)
hp 39 (5d8+14)
Fort +7, Ref +7, Will +8; +4 vs. fey and plant-targeted effects
OFFENSE
Speed 30 ft.
Melee flame blade +3 (1d8+2 plus fire) or spear +3 (1d6-1/x3)
Ranged sling +7 (1d3-1)
Special Attacks wild shape 1/day, sneak attack +1d6
Spells Prepared (CL 4th; concentration +7)
2nd – animal messenger, flame blade, lesser restoration (already cast)
1st – charm animal (DC 14), cure light wounds, entangle (DC 14), speak with animals
0 (at will) – flare (DC 13), guidance, mending, stabilize
STATISTICS
Str 8, Dex 16, Con 14, Int 8, Wis 16, Cha 11
Base Atk +3; CMB +1; CMD 15
Feats Brew Potion, Combat Casting, Dodge
Skills Handle Animal +8, Knowledge (nature) +9, Linguistics +3, Ride +12, Stealth +16, Survival +12
Languages Common, Druidic, Goblin
SQ nature bond (animal companion), nature sense, wild empathy +4, trackless step, trapfinding +1, woodland
stride
ECOLOGY
Combat Gear 2 x potions of cure light wounds CL 1 (50 gp), wand of produce flame (34 charges) CL 1 (510 gp),
wand of tree shape (4 charges) CL 3 (360 gp)
Treasure +1 leather armor (1310 gp, 7.5 lbs), sling (- gp, - lbs), spear (2 gp, 6 lbs), cloak of resistance +1 (1000
gp, 1 lb)

THISTLETOP GOBLINS
Goblin warrior 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Identify DC 11 Knowledge (Local) to know Thistletop, DC 6 Knowledge (Local) for goblin
Init +6; Senses darkvision 60 ft.; Perception –1
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1
OFFENSE
Speed 30 ft.
Melee dogslicer +1 (1d4/19–20)
Ranged short bow +3 (1d4+1/×3)
STATISTICS
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4
Languages Goblin
ECOLOGY
Treasure small leather armor (10 gp, 7.5 lbs), small light wooden shield (3 gp, 2.5 lbs), dogslicer (8 gp, 1 lb), small
short bow (30 gp, 1 lb), 20 arrows (1 gp, 3 lbs), 10 gp

GOBLIN DOG CR 1 (Pathfinder RPG Bestiary 157)


N Medium animal
Identify DC 11 Knowledge (nature)
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 9 (1d8+5)
Fort +4, Ref +4, Will +1
Immune disease
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+3 plus allergic reaction)
STATISTICS
Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Toughness
Skills Stealth +6
ECOLOGY
Treasure none
SPECIAL ABILITIES
Allergic Reaction (Ex) A goblin dog's dander is highly irritating to all creatures save those with the goblinoid
subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural
weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple
or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this
rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove
disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-
based.

Chapter 1 Part Four: Thistletop – C10 Thistletop (CR 5) pg 45-46

Thistletop Goblins (4)


Goblin Dogs (4)
Tactics Unless alarm has been raised, playing “killgull”, unmounted and not paying attention. If alarm has been
raised, mounted and attempt to maintain ranged superiority with mobility of goblin dogs (-4 to ranged attacks
made from dog back)
Morale Fight to death

| Thistletop Goblin – 11 hp | Thistletop Goblin – 11 hp | Thistletop Goblin – 11 hp | Thistletop Goblin – 11 hp |

| Goblin Dog – 13 hp | Goblin Dog – 13 hp | Goblin Dog – 13 hp | Goblin Dog – 13 hp |


Chapter 1 Part Four: Thistletop – C13 Pickle Thieves (CR 1/2) pg 46

Thistletop Goblins (2)

Tactics Unless alarm has been raised, sleeping and not paying attention. If alarm has been raised, they ditch their
stolen “loot” and shoot arrows at intruders below.
Morale Fight to death

| Thistletop Goblin – 11 hp | Thistletop Goblin – 11 hp |

Chapter 1 Part Four: Thistletop – C14 Barracks (CR 3) pg 46

Thistletop Goblins (6)

Tactics Unless alarm has been raised, sleeping and not paying attention. If alarm has been raised, they move to
C11 to help guard the trophy hall.
Morale Fight to death

| Thistletop Goblin – 11 hp | Thistletop Goblin – 11 hp | Thistletop Goblin – 11 hp |

| Thistletop Goblin – 11 hp | Thistletop Goblin – 11 hp | Thistletop Goblin – 11 hp |


GOBLIN COMMANDO
Male goblin ranger 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Identify DC 11 Knowledge (Local) for Thistletop, DC 6 Knowledge (Local) for goblin
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee mwk horsechopper +4 (1d8+1)
Ranged short bow +5 (1d4/×3)
Special Attacks favored enemy (animals +2)
STATISTICS
Str 12, Dex 17, Con 15, Int 8, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Mounted Combat
Skills Handle Animal +3, Linguistics +0, Perception +5, Ride +9, Stealth +13, Survival +5; Racial Modifiers +4
Ride, +4 Stealth
Languages Common, Goblin
SQ track +1, wild empathy +0
ECOLOGY
Combat Gear potion of cure moderate wounds CL 3 (250 gp)
Treasure small studded leather (25 gp, 10 lbs), masterwork horsechopper (310 gp, 6 lbs), small short bow (30 gp,
1 lb), 20 arrows (1 gp, 3 lbs), 10 gp

Chapter 1 Part Four: Thistletop – C15 Eastern Guard Tower (CR 2) pg 47

Thistletop Commandos (2)


Tactics Unless alarm has been raised, playing cards but not completely ignoring their duties. If alarm has been
raised, they abandon their cards to join the fight.
Morale Fight to death

| Thistletop Commando – 12 hp | Thistletop Commando – 12 hp |


GOBLIN DOG CR 1 (Pathfinder RPG Bestiary 157)
N Medium animal
Identify DC 11 Knowledge (nature)
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 9 (1d8+5)
Fort +4, Ref +4, Will +1
Immune disease
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+3 plus allergic reaction)
STATISTICS
Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Toughness
Skills Stealth +6
ECOLOGY
Treasure none
SPECIAL ABILITIES
Allergic Reaction (Ex) A goblin dog's dander is highly irritating to all creatures save those with the goblinoid
subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural
weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple
or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this
rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove
disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-
based.

Chapter 1 Part Four: Thistletop – C16 Exercise Yard (CR 5) pg 47

Goblin Dogs (4)


Tactics Attack nearest enemies.
Morale Fight to death

| Goblin Dog – 13 hp | Goblin Dog – 13 hp | Goblin Dog – 13 hp | Goblin Dog – 13 hp |


HORSE CR 1 (Pathfinder RPG Bestiary 177, 294)
Advanced simple template, combat trained
N Large animal
Identify DC 12 Knowledge (nature) heavy warhorse, DC 7 horse, DC 17 Shadowmist
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 15, touch 15, flat-footed 14 (+2 Dex, +4 advanced template, –1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee 2 hooves +6 (1d6+5), bite +6 (1d4+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 21 (25 vs. trip)
Feats Endurance, Run (run at 5 times your normal speed)
Skills Perception +8
ECOLOGY
Treasure none

Chapter 1 Part Four: Thistletop – C18 Caged Horse (CR 2) pg 47-48

Shadowmist (1)
Tactics Attack nearest enemies.
Morale Fight to death

| Shadowmist – hp 26 (starts with 18 non lethal) |


GOBLIN WARCHANTER
Goblin bard 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Identify DC 6 Knowledge (Local)
Init +4; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +3; +1 vs fear and charm
OFFENSE
Speed 30 ft.
Melee short sword +1 (1d4/19–20) or whip +1 (1d2 nonlethal)
Ranged short bow +6 (1d4+1/×3)
Special Attack bardic performance 5 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Spells Known (CL 1st, concentration +2)
1st (2/day) – cure light wounds, hideous laughter (DC 12)
0 (at will) – daze (DC 11), ghost sound (DC 11), mage hand, message
STATISTICS
Str 8, Dex 18, Con 13, Int 8, Wis 12, Cha 13
Base Atk +0; CMB -2; CMD 12
Feats Martial Weapon Proficiency (dogslicer)
Skills Acrobatics +7, Linguistics +3, Perception +5, Perform (sing) +5, Ride +8, Stealth +15
Languages Common, Goblin
SQ bardic knowledge +1
ECOLOGY
Combat Gear potion of cure light wounds CL 1 (50 gp), wand of silent image (5 charges)
Treasure small studded leather (25 gp, 10 lbs), small short sword (10 gp, 1 lb), small short bow (30 gp, 1 lb), 20
arrows (1 gp, 3 lbs), small whip (1 gp, 1lb), 20 gp

GOBLIN COMMANDO
Male goblin ranger 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Identify DC 11 Knowledge (Local) for Thistletop, DC 6 Knowledge (Local) for goblin
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee mwk horsechopper +5 (1d8+1)
Ranged short bow +6 (1d4/×3)
Special Attacks favored enemy (animals +2)
STATISTICS
Str 12, Dex 17, Con 15, Int 8, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Mounted Combat
Skills Handle Animal +3, Linguistics +0, Perception +5, Ride +9, Stealth +13, Survival +5; Racial Modifiers +4
Ride, +4 Stealth
Languages Common, Goblin
SQ track +1, wild empathy +0
ECOLOGY
Combat Gear potion of cure moderate wounds CL 3 (250 gp)
Treasure small studded leather (25 gp, 10 lbs), masterwork horsechopper (310 gp, 6 lbs), small short bow (30 gp,
1 lb), 20 arrows (1 gp, 3 lbs), 10 gp

GIANT GECKO CR 1
N Medium animal
Identify DC 17 Knowledge (nature)
Init +6; Senses low-light vision; Perception +6
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +2
OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +3 (2d4+1)
STATISTICS
Str 13, Dex 15, Con 12, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Improved Initiative
Skills Climb +21, Perception +6; Racial Modifiers +8 Climb
SQ expert climber
ECOLOGY
Treasure none
SPECIAL ABILITIES
Expert Climber (Ex) A gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. In effect,
geckos are treated as constantly being under a natural version of the spell spider climb.
Description These lizards are mostly docile and shy away from attacking creatures larger than a cat or dog.
Despite their shyness, they are ultimately curious creatures, and often approach bigger creatures simply to
investigate. Of course, a giant gecko is more than capable of defending itself, biting creatures that react violently to
the lizard when fleeing is not an option.
Some humanoids train giant geckos as bestial guardians. Smaller humanoids (in particular, goblins) can even use
the creatures as mounts, taking advantage of their superior climbing skills to attack from seemingly impossible
positions and angles. A giant gecko measures 8 feet from nose to tail and weighs 120 pounds. Coloration among
giant geckos can vary wildly, though most are some shade of green.

WARCHIEF RIPNUGGET CR 4
Male goblin fighter 5 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Identify DC 16 Knowledge (Local) for Warchief Ripnugget Thistletop leader, DC 10 for goblin
Init +2; Senses darkvision 60 ft.; Perception -1
DEFENSE
AC 21, touch 13, flat-footed 19 (+6 armor, +2 Dex, +2 natural, +1 size)
hp 42 (5d10+10)
Fort +6, Ref +3, Will +2; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee +1 short sword +10 (1d4+5/19-20)
Special Attacks weapon training (light blades +1)
STATISTICS
Str 12, Dex 14, Con 14, Int 12, Wis 8, Cha 13
Base Atk +5; CMB +5; CMD 17
Feats Iron Will, Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (short sword), Weapon
Specialization (short sword)
Skills Handle Animal +9, Intimidate +9, Ride +12, Stealth +13
Languages Common, Goblin
SQ armor training 1
ECOLOGY
Combat Gear potion of barkskin +2, 2 x potion of cure moderate wounds CL 3 (250 gp)
Treasure small masterwork breastplate (500 gp, 30 lbs), +1 short sword (2,310 gp, 2 lbs), dented crown (20 gp),
key ring for all locks in areas C11-C24 and areas D1-D3
SPECIAL ABILITIES
Mounted Combat (Combat) Once per round when your mount is hit in combat, you may attempt a Ride check
(as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's
attack roll.
Ride-By Attack (Combat) When you are mounted and use the charge action, you may move and attack as if with
a standard charge and then move again (continuing the straight line of the charge). Your total movement for the
round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from
the opponent that you attack.
Spirited Charge (Combat) When mounted and using the charge action, you deal double damage with a melee
weapon (or triple damage with a lance).

Chapter 1 Part Four: Thistletop – C19 Throne Room (CR 6) pg 48-50

Thistletop Commandos (3)


Tactics Initially fire arrows at PCs and then attempt to flank opponents and prevent them from getting to Warchief
Ripnugget or the Warchanter if the PCs move into melee range
Morale Fight to death
Thistletop Warchanter (1)
Tactics Inspires courage in her allies first round of combat, continues for 5 rounds. Second round she casts
hideous laughter on the most heavily armored PC, then uses ghost sound to make it sound like more goblins are
approaching from one of the southern doors to trick the PCs into wasting time reacting to the illusory threat. She
may also use her wand of silent images to create an illusion of a curtain dropping down between her and the rest of
the room, providing herself cover she can use to shoot arrows at anyone who fails to see through the illusion. She
runs to Ripnugget's aid with a cure light wounds (spell or potion) if she sees him reduced to fewer than half his hit
points.
Morale Fight to death
Warchief Ripnugget & Stickfoot (1 & 1)
Before Combat drinks his potion of barkskin +2 as soon as he hears anyone about to enter his throne hall if the
alarm has been raised.
Tactics mounts up on Stickfoot the first chance he gets, so he can take advantage of his Mounted Combat feats in
battle. He prefers to use a combination of Spirited Charge and Ride-By attacks.
Morale fights to the death

| Thistletop Commando – 12 hp | Thistletop Commando – 12 hp | Thistletop Commando – 12 hp |


| Thistletop Warchater – 9 hp | Stickfoot – 18 hp | Warchief Ripnugget – 60 hp |

BUNYIP CR 3
N Medium magical beast (aquatic)
Identify DC 15 Knowledge (nature)
Init +3; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +8
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 32 (5d10+5)
Fort +5, Ref +7, Will +1
OFFENSE
Speed 10 ft., swim 50 ft.
Melee bite +7 (1d8+1/19–20 plus bleed)
Special Attacks bleed (1d6), blood frenzy, roar
STATISTICS
Str 13, Dex 16, Con 13, Int 2, Wis 11, Cha 7
Base Atk +5; CMB +6; CMD 19
Feats Improved Critical (bite), Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite)
Skills Escape Artist +5, Perception +8, Stealth +10, Swim +9
SQ amphibious
ECOLOGY
Treasure none
SPECIAL ABILITIES
Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each
round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check
or through the application of any magical healing. The amount of damage each round is determined in the
creature's entry.
Blood Rage (Ex) A bunyip's blood rage ability activates whenever it detects blood in the water using its keen
scent. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle
or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Roar (Su) A bunyip's roar is supernaturally loud and horrifying. When a bunyip roars (a standard action the
creature can perform at will), all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a
DC 13 Will save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are
immune to the roar of that bunyip for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is
Constitution-based.
Description The bunyip is a fierce and avid hunter, possessing a primal ruthlessness that seems almost evil in its
rapacity. A bunyip typically inhabits large freshwater inlets or sheltered coastal sea caves where food is plentiful—
the bunyip is equally at home in fresh or salt water. It prefers feeding on animals of Small size or larger, though it
isn't averse to eating humanoids when presented the opportunity. Bunyips are quite territorial, and readily attack
when intruders threaten their hunting grounds. Bunyips mate annually, during the late spring. During this period,
bunyips become even more aggressive. After mating, couples split, with the female wandering off to find a place to
birth a small litter of four to six pups. Females watch their pups for a few days, until they become independent
enough for the mothers to move on.
Reports of bunyip sightings come from every end of the map. Though the accuracy of all such reports remains
doubtful, enough reliable accounts exist to confirm their widespread adaptability. The species thrives in numerous
ecological climes, from frigid polar fjords to idyllic tropical lagoons. The bunyip is not a deep-sea creature, and even
avoids larger freshwater lakes, as it prefers to lurk near shorelines where its favorite food is more common.
While bunyips vary in appearance, all possess similar basic physical structures. The bunyip's head exhibits strong
seal-like features, save for its shark-like jaws. Its upper torso is thick and muscular, with long, fin-like limbs. Some
species even have a single, shark-like dorsal fin. The remaining portion of the body extends into a long tail. Those
with fur usually only grow a short coat on the upper body in shades of pale gray, brown, or black.
Chapter 1 Part Four: Thistletop – C27 Bunyip Lair (CR 3) pg 51

Bunyip (1)
Tactics roars as soon as it sees intruders, then dives into water to attack closest foe. Once it selects a target, it only
switches to another foe when its current foe is dead or when another target hits it for more than 8 points of damage.
Morale although territorial, it still flees into the open see if brought below 8 hit points. It returns 3d6 hours later
to try to reclaim its lair.

| Bunyip – 55 hp |
CHAPTER 1 Burnt Offerings PART IV Thistletop – 2 of 2
THISTLETOP GOBLINS WIVES
Goblin warrior 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Identify DC 11 Knowledge (Local) to know Thistletop, DC 6 Knowledge (Local) for goblin
Init +6; Senses darkvision 60 ft.; Perception –1
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1
OFFENSE
Speed 30 ft.
Melee dogslicer +1 (1d4/19–20)
Ranged short bow +3 (1d4+1/×3)
STATISTICS
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4
Languages Goblin
ECOLOGY
Treasure small leather armor (10 gp, 7.5 lbs), small light wooden shield (3 gp, 2.5 lbs), dogslicer (8 gp, 1 lb), small
short bow (30 gp, 1 lb), 20 arrows (1 gp, 3 lbs), 10 gp

BRUTHAZMUS CR 3
Male bugbear ranger 1 (Pathfinder RPG Bestiary 38)
CE Medium humanoid (goblinoid)
Identify DC 14 Knowledge (Local); if identified as bugbear, automatically recognized as Bruthazmus from Shalelu's
description
Init +3; Senses darkvision 60 ft., scent; Perception +1
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 armor, +3 Dex, +3 natural)
hp 31 (4 HD; 3d8+1d10+13)
Fort +6, Ref +8, Will +2
OFFENSE
Speed 30 ft.
Melee heavy flail +7 (1d10+6/19-20)
Ranged mwk composite longbow +8 (1d8+4/x3)
Special Attacks favored enemy (elves +2)
STATISTICS
Str 18, Dex 17, Con 17, Int 8, Wis 12, Cha 9
Base Atk +3; CMB +7; CMD 20
Feats Point-Blank Shot, Weapon Focus (composite longbow)
Skills Intimidate +3, Stealth +13, Survival +8
Languages Common, Goblin
SQ stalker, track +1, wild empathy +0
ECOLOGY
Combat Gear 4 +1 elf bane arrows (160 gp each) , potion of cure moderate wounds (250 gp)
Treasure studded leather (25 gp, 20 lbs), heavy flail (15 gp, 10 lbs), mwk composite longbow (+4 draw) (800 gp, 3
lbs), 20 arrows (1 gp, 3 lbs), 4 pp
SPECIAL ABILITIES/NOTES
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better
than its actual bonus. It also deals an extra 2d6 points of damage against such foes.
Point-Blank Shot (Combat) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of
up to 30 feet.

Chapter 1 Part Four: Thistletop Dungeon: Level 1 – D2 Chieftain's Harem (CR 4) pg 52-53
Bruthazmus (1)
Thistletop Goblin Wives (4)
Tactics Bruthazmus reacts to intrusions on his personal time with roars and curses. There's a 50% chance he's not
wearing his armor if encountered in area D2; in any event, he flies into combat with his heavy flail with a
murderous glee. He attacks elves in preference to any other target. Goblin wives flank or provide space for
Bruthazmus to use his +1 elf bane arrows on elves (suffering a -4 shooting into melee and possibly a -4 cover
penalty when doing so).
Morale If brought below 15 hit points, Bruthazmus attempts to flee to area D15, where he barricades the door and
then races downstairs to area E4 to join Nualia, hoping to get some healing and then remaining at her side as a
bodyguard until the PCs are no longer a threat. Goblin wives cower and surrender if Bruthazmus is killed, but
attempt to flee with him if he runs.
| Goblin Wife – 11 hp | Goblin Wife – 11 hp | Goblin Wife – 11 hp | Goblin Wife – 11 hp |

| Bruthazmus – 47 hp |
ORIK VANCASKERKIN CR 3
Male human fighter 4
CN Medium humanoid
Identify DC 14 Knowledge (Local) for human fighter; DC 19 Knowledge (Local) for mercenary, Orik Vancaskerkin
Init +1; Senses Perception +1
DEFENSE
AC 21, touch 11, flat-footed 20 (+8 armor, +1 Dex, +2 shield)
hp 42 (4d10+16)
Fort +7, Ref +2, Will +2; +1 vs fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee mwk bastard sword +9 (1d10+5/19-20)
Ranged composite longbow +8 (1d8+3/x3)
STATISTICS
Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 18
Feats Athletic, Blind-Fight, Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon Focus (bastard
sword), Weapon Specialization (bastard sword)
Skills Climb +7, Intimidate +6, Linguistics +1, Swim +6
Languages Common, Goblin
SQ armor training 1
ECOLOGY
Combat Gear potion of cure moderate wounds (250 gp)
Treasure +1 banded mail (1400 gp, 35 lbs), masterwork heavy steel shield (170 gp, 15 lbs), masterwork bastard
sword (335 gp, 6 lbs), composite longbow (+3 draw) (400 gp, 3 lbs), 20 arrows (1 gp, 3 lbs), everburning torch (110
gp, 1 lb), 2 pp, 95 gp
SPECIAL ABILITIES/NOTES
Blind-Fight (Combat) In melee, every time you miss because of concealment (see Combat), you can reroll your
miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the
usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You
do not need to make Acrobatics skill checks to move at full speed while blinded.
Power Attack (Combat) You can choose to take a –2 penalty on all melee attack rolls and combat maneuver
checks to gain a +4 bonus on all melee damage rolls. You must choose to use this feat before making an attack roll,
and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal
hit point damage.
Chapter 1 Part Four: Thistletop Dungeon: Level 1 – D2 Orik's Chambers (CR 3) pg 54-55
Orik Vancaskerkin (1)
Tactics Orik relies on his strength in battle, focusing his attacks on taking down one target at a time and preferring
to fight with his back to a wall or an ally. He generally fights with Power Attack.
Morale If reduced to fewer than 5 hit points, Orik throws down his weapons and begs for mercy. He promises to
help the PCs however he can if given his life – this promise is mostly legitimate, as detailed in Development.

| Orik Vancaskerkin – 56 hp |
TENTAMORT CR 4
N Medium aberration
Identify DC 16 Knowledge (Dungeoneering)
Init +5; Senses all-around vision, blindsense 30 ft., darkvision 60 ft.; Perception +11
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 39 (6d8+12)
Fort +4, Ref +5, Will +7
OFFENSE
Speed 20 ft., climb 20 ft.
Melee sting +6 (1d6+2 plus poison), tentacle +2 (1d6+1 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks constrict (1d6+1)
STATISTICS
Str 15, Dex 13, Con 14, Int 1, Wis 14, Cha 6
Base Atk +4; CMB +6 (+10 grapple); CMD 17 (can't be tripped)
Feats Improved Initiative, Lightning Reflexes, Weapon Focus (tentacle)
Skills Climb +10, Perception +11
SPECIAL ABILITIES/NOTES
Poison (Ex) Sting—injury; save Fort DC 15; frequency 2 rounds; effect 1d4 Con plus nausea; cure 1 save.
Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it
makes a successful grapple check (in addition to any other effects caused by a successful check, including additional
damage).
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals
normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless
otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this
ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The
creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold
the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the
grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the
creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it
makes during successive rounds automatically deals the damage indicated for the attack that established the hold.
Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures
with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Description Tentamorts are eerie ambush predators, preferring to let prey come to them rather than seeking food
out, and relying on their excellent senses to warn them of approaching meals. A tentamort possesses several
tentacles, most of which are used for locomotion but two of which have evolved for singular purposes in securing
food. One of these longer tentacles is covered with tiny, sticky nodules and is capable of constricting prey, while the
other ends in a long, thin stinger. The tentamort's method of attack is to grab its prey with its constricting tentacle
and sting the grappled target with the other. Tentamort poison is particularly horrific, as it swiftly liquefies the
creature's internal organs into a rancid slurry the monster can then drink with the same stinger, siphoning out the
fluid with foul sucking sounds. Larger creatures often require multiple stings (and multiple failed saving throws
against the venom) before they can be fully absorbed by a tentamort. Tentamorts are almost mindless, possessing
just enough intellect to make crude animal judgments about peril and food. Once a tentamort has grabbed prey, it
tends to focus entirely on that creature, ignoring attacks upon it from other sources as long as its current victim
remains a source of nutrition. After a tentamort finishes consuming a creature, all that typically remains are the
bones and skin.
A well-fed tentamort uses the hollow corpse of its meal as a sort of incubator for its eggs, injecting the body with a
caviar-like mass of black eggs that mature in the rotting carcass for several weeks until a dozen or so hand-sized
tentamorts hatch and crawl out of their host's orifices. Depending upon the availability of other prey, anywhere
from one to six of these may survive, feeding on rats and Tiny vermin, until they eventually grow to adulthood.
Tentamort young look like dark blue starfish with a single red eye in the center—they do not possess their longer,
specialized tentacles until they mature. A young tentamort often attaches itself to a larger predator, clinging to it
much the same way a remora clings to a shark, dropping off to feed innocuously on its host's kills while the creature
sleeps.
Some tentamorts grow much larger than their human-sized kin. Known as greater tentamorts, these ogre-sized
creatures have at least 10 Hit Dice and are Large sized. Their two specialized tentacles grow to 20 feet long,
providing the creature with greater reach than a Large monster normally possesses. Greater tentamorts are never
found in groups, for these creatures can only achieve such monstrous size through cannibalism, as if there were
some key nutrient in another tentamort's body that allows them to exceed their typical physical limitations. Some
of these creatures have mutations giving them two tentacles and two stingers. Yet the most disturbing quality
possessed by these monsters is their unexpected intellect—greater tentamorts are often as intelligent as humans, or
more so. They cannot speak, but possess an eerie form of telepathy that works only upon creatures they are in
physical contact with—a feature they often use to “chat” with their food as they eat.

Chap 1 Part Four: Thistletop Dungeon: Level 1 – D7 Tentamort Hunting Grounds (CR 4) pg 55-56
Tentamort (1)
Tactics Near mindless, attacks first opponent, then largest threat
Morale Fights to the death
| Tentamort – 60 hp |
YETH HOUND CR 3
NE Medium outsider (evil, extraplanar)
Identify DC 14 Knowledge (Planes)
Init +6; Senses darkvision 60 ft., scent; Perception +9
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d10+8)
Fort +3, Ref +6, Will +6
DR 5/silver
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +7 (2d6+4 plus sinister bite and trip)
Special Attacks bay
STATISTICS
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Fly)
Skills Fly +16, Perception +9, Stealth +9, Survival +9
Languages Abyssal or Infernal (cannot speak)
SPECIAL ABILITIES
Bay (Su) When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread
must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect.
Whether or not the save is successful, an affected creature is immune to the same hound's bay for 24 hours. The
save DC is Charisma-based.
Flight (Su) A yeth hound can cease or resume its flight as a free action.
Sinister Bite (Su) A yeth hound's bite is treated as evil-aligned for the purpose of overcoming damage reduction.
In addition, a good-aligned creature bitten by a yeth hound must make a DC 14 Will save or be shaken for 1 round.
If the victim is already suffering from a fear effect (such as the hound's bay attack), the victim is instead completely
overcome with fear and can do nothing but cower for 1 round. This is a mind-affecting fear effect. The save DC is
Constitution-based.
Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking
an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
Description Yeth hounds are evil outsiders that delight in hunting intelligent prey. They lope through the night
skies, relentlessly pursuing their chosen quarry for miles, and harrying them with their frightful baying. Yeth
hounds hunt only at night. They fear the sun and never venture out in daylight, even if their lives depend on it. A
yeth hound stands 4 feet tall at the shoulder and weighs about 400 pounds.
Yeth hounds do not collect treasure, having no use for such baubles. The thrill of the hunt and the sweet tang of fear
in their prey is all they value. However, some items of worth may occasionally be found in a yeth hound den, the
discarded remnants of prey dragged back to the lair. Despite their bestial appearance, the yeth hound is rather
intelligent, even if it does little with its intellect but devise and carry out ingenious, hateful plans to torment and
horrify its prey before it finally strikes.
Yeth hounds can often be found in the company of night hags or evil hunters. Yeth hounds hate other canine
monsters such as barghests and worgs, and attack them on sight if they have the advantage of numbers. They are
often associated with particularly bestial demons, and can be found serving demon cults as guardians and trackers.
A gift of a yeth hound companion to a particularly successful cult is sure sign of favor in the eyes of a demonic
patron. A cult with yeth hounds granted to them in this manner must take care to retain this favor, for if they
displease their demonic patron, the hounds could turn on them.
Yeth hounds inhabit secluded dens in remote wilderness areas far from bothersome civilization. These dens are
always subterranean, far removed from the hated sunlight. Yeth hounds range great distances from their dens
during their nightly hunts, and have been known to carry kills for miles just for the comfort of consuming a fresh
meal in their lair. The sight of a yeth hound loping through the sky with a body clenched in its jaws is unsettling
indeed.

Chapter 1 Part Four: Thistletop Dungeon: Level 1 – D12 Chapel to Lamashtu (CR 5) pg 55-56

Yeth Hound (2)


Tactics Start combat by baying in an attempt to panic as many PCs as possible (effectively removing them from at
least the first few rounds of combat). The bays alert anyone in the complex not yet aware of intruders. Prefer to fly
over enemies (avoiding attacks of opportunity), landing in order to flank whichever PC seems the most threatening.
Morale Fights to the death

| Yeth Hound – 48 hp | Yeth Hound – 48 hp |


LYRIE AKENJA
Female human wizard 4
CE Medium humanoid (human)
Identify DC 14 Knowledge (Local) for human wizard
Init +3; Senses Perception +2
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 24 (4d6+8)
Fort +3, Ref +5, Will +5
OFFENSE
Speed 30 ft.
Melee dagger +1 (1d4-1/19–20)
Special Attack hand of the apprentice (6/day)
Spells Prepared (CL 4th, concentration +7)
2nd – invisibility, mirror image, shatter (DC 16)
1st – burning hands (DC 15), grease (DC 14), mage armor, ray of enfeeblement
0 (at will) – acid splash, detect magic, prestidigitation, ray of frost
STATISTICS
Str 8, Dex 16, Con 12, Int 16, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 15
Feats Alertness, Dodge, Mobility, Scribe Scroll, Spell Focus (evocation)
Skills Knowledge (arcana) +10, Knowledge (engineering) +10, Knowledge (history) +10, Knowledge (local) +10,
Perception +2, Sense Motive +2, Spellcraft +10, Stealth +7
Languages Common, Elven, Goblin, Osiriani, Thassilonian
SQ arcane bond (cat named Skivver)
ECOLOGY
Combat Gear potion of cure light wounds CL 1 (50 gp), scroll of comprehend languages CL 1 (25 gp), scroll of
minor image CL 3 (150 gp), scroll of whispering wind CL 3 (150 gp), wand of magic missile (38 charges) CL 1 (570
gp)
Other Gear dagger (2 gp, 1 lb), cloak of resistance +1 (1,000 gp, 1 lb), silver comb (25 gp), fine silk gown (60 gp),
everburning torch (110 gp, 1 lb), small pouch of artifacts (hair, fingernail clippings, used handkerchiefs, and a pearl
earring worth 50 gp) stolen from Tsuto Kaijitsu, 3 pp, 278 gp
Spellbook Contains all prepared spells plus comprehend languages, detect secret doors, floating disc, identify,
locate object, minor image, obscuring mist, see invisibility, sleep and spider climb.

SPECIAL ABILITIES
Hand of the Apprentice (Su) You cause your melee weapon to fly from your grasp and strike a foe before
instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of
30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence
modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot
be used to perform a combat maneuver.

Chapter 1 Part Four: Thistletop Dungeon: Level 1 – D15 Research Room (CR 3) pg 58-59
Lyrie Akenja (1)
Before Combat Before combat starts, Lyrie casts mage armor.
Tactics Lyrie knows she's outclassed in most fights, and prefers to avoid combat when alone if possible. If forced
into combat, she first casts mirror image, then focuses most of her spells on heavily armored characters, casting
shatter on a weapon and ray of enfeeblement in an attempt to get them to suffer for wearing such heavy armor. She
relies heavily on her wand of magic missile in combat.
Morale Lyrie is a coward at heart, as soon as she's hit for damage, she attempts to flee to the closest ally for help.
If she believes the PCs have harmed Tsuto, though, her anger takes over and she fights to the death in an attempt to
avenge him.

| Lyrie Akenja – 32 hp |
NUALIA
Female aasimar cleric of Lamashtu 4/fighter 2 (Pathfinder RPG Bestiary 7)
CE Medium outsider (native)
Identify DC 16 Knowledge (Local) for aasimar cleric/fighter and recognized as Nualia, partly from Tsuto's
drawings
Init +1; Senses darkvision 60 fts; Perception +5
DEFENSE
AC 18, touch 11, flat-footed 17 (+7 armor, +2 deflection, +1 Dex, -2 fury of the Abyss)
hp 59 (6 HD; 4d8+2d10+26)
Fort +10, Ref +3, Will +8; +1 vs fear
Defensive Abilities bravery +1; Resist acid 5, cold 5, electricity 5
OFFENSE
Speed 30 ft.
Melee +1 bastard sword +10 (1d10+4/19–20), claw +3 (1d6+1)
Ranged mwk composite longbow +7 (1d8+3/x3)
Special Attack channel negative energy 6/day (DC 15, 2d6), ferocious strike (+2 damage) 6/day, fury of the Abyss
(+2) 6/day, Lamashtu's Mark (DC 16)
Spell-Like Abilities (CL 6th; concentration +9)
1/day – daylight
Spells Prepared (CL 4th, concentration +7)
2nd – bull's strength (domain), cat's grace, cure moderate wounds, shatter (DC 15)
1st – divine favor, doom (domain) (DC 14), obscuring mist, sanctuary (DC 14), shield of faith
0 (at will) – bleed (DC 13), detect magic, mending, stabilize
Domains Demon, Ferocity
STATISTICS
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 17
Base Atk +5; CMB +8; CMD 21
Feats Exotic Weapon Proficiency (bastard sword), Lamashtu's Mark, Power Attack, Selective Channeling, Weapon
Focus (bastard sword)
Skills Diplomacy +5, Intimidate +12, Knowledge (religion) +8, Linguistics +4, Perception +5
Languages Celestial, Common, Goblin
ECOLOGY
Gear +1 breastplate (1,350 gp, 30 lbs), +1 bastard sword (2,335 gp, 6 lbs), mwk composite longbow (+3 draw)
(700 gp, 3 lbs), 20 arrows (1 gp, 3 lbs), Sihedron medallion (3,500 gp, - lbs), gold holy symbol of Lamashtu (100
gp), 7 pp, 5 gp
SPECIAL ABILITIES
Sihedron Medallion (Item) The medallion hangs on a leather cord, a silver disc inscribed with the Sihedron.
These medallions were given to favored agents of the runelords; the medallions granted some minor benefits to the
wearers, but also allowed the runelords to use the wearer as proxies. By concentrating on a scrying device (such as a
runewell),
a runelord can sense the world through the Sihedron medallion wearer's senses, and could speak through her voice-
provided the runelord knows of the existence of the medallion and the fact that it is being worn. Thus, Karzoug
cannot use the medallion while it's worn by Nualia in Chapter One, as she is unknown to him, but
once the PCs come to his attention later in the campaign, that may well change. See page 324 for more details on
the ramifications of wearing a Sihedron medallion in Xin-Shalast.
While worn, a Sihedron medallion grants its wearer a +1 resistance bonus on all saving throws. Once per day, as a
free action, it may be commanded to bestow the effects of false life on the wearer. Placed on the neck of a dead
body, a Sihedron medallion preserves the body indefinitely via a gentle repose effect.
Fury of the Abyss (Su) As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric
level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1
round. During this round, you take a –2 penalty to AC.
Ferocious Strike (Su) Whenever you make a melee attack, you can designate that attack as a ferocious strike. If
the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1)
Lamashtu's Mark (Su) Your abdomen bears s everal ugly scar s , as if your belly had been torn open by a clawed
hand. Lamashtu's Mark identifies you as favored worshiper of the Mother of Monsters , and if it is visible, you gain
a +2 bonus on Intimidate checks but a -2 penalty on Diplomacy checks.
Once per day as a free action, you may invoke Lamashtu's name as you strike a nonevil foe with any melee attack.
As you do, you cause the creature struck to become temporarily deformed in some hideous manner. Common
deformities caused by this attack include cloven hooves , horns , forked tongue s , vestigial limbs like wings and
tails, organs inexplicably forming on the outside of the skin, additional (and useless) eyes, and skin that hardens
into pus-weeping plates. The deformity reduces the target's Charisma s core by 1d4 points for 1 hour; the target can
resist this effect by making a Fortitude save (D C 10 + your character level + your Charisma modifier). The physical
deformity vanishes as soon as the Charisma penalty fades.
In addition, any offspring you sire or give birth to gain the fiendish template.
YETH HOUND CR 3
NE Medium outsider (evil, extraplanar)
Identify DC 14 Knowledge (Planes)
Init +6; Senses darkvision 60 ft., scent; Perception +9
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d10+8)
Fort +3, Ref +6, Will +6
DR 5/silver
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +7 (2d6+4 plus sinister bite and trip)
Special Attacks bay
STATISTICS
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Fly)
Skills Fly +16, Perception +9, Stealth +9, Survival +9
Languages Abyssal or Infernal (cannot speak)
SPECIAL ABILITIES
Bay (Su) When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread
must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect.
Whether or not the save is successful, an affected creature is immune to the same hound's bay for 24 hours. The
save DC is Charisma-based.
Flight (Su) A yeth hound can cease or resume its flight as a free action.
Sinister Bite (Su) A yeth hound's bite is treated as evil-aligned for the purpose of overcoming damage reduction.
In addition, a good-aligned creature bitten by a yeth hound must make a DC 14 Will save or be shaken for 1 round.
If the victim is already suffering from a fear effect (such as the hound's bay attack), the victim is instead completely
overcome with fear and can do nothing but cower for 1 round. This is a mind-affecting fear effect. The save DC is
Constitution-based.
Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking
an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
Chapter 1 Part Four: Thistletop Dungeon: Level 2 – E4 Observation Deck (CR 6) pg 61-62

Nualia (1)
Yeth Hound (1)
Before Combat If Nualia suspects combat is imminent, she casts bull's strength, cat's grace, and shield of faith
on herself.
Tactics Nualia activates her Sihedron medallion as a free action at the start of combat to gain false life and casts
divine favor. She prefers to fight with her bastard sword, her face an impassive mask saver for her eyes, which
blaze with anger. She uses fury of the Abyss on each of the first 6 rounds of combat (these bonuses are included in
her stats), and activates her ferocious strike on the first six successful hits. She saves shatter to use on any weapon
that seems to be particularly dangerous in an enemy's hands. If possible, she moves into the hall to the south so
that it's harder to surround her, and so she has an escape route handy, using channeled negative energy to clear a
path if needed.
Morale Nualia is loath to abandon her hard work, but if reduced to fewer than 15 hit points, she does just thatm
reasoning that escape and eventual revenge is better than death at the hands of the PCs. She uses obscuring mist
and/or sanctuary to aid her escape, then does her best to flee Thistletop, ordering any surviving minions she
encounters to guard her retreat. If she escapes, she makes her way to Magnimar to reunite with the Skinsaw Cult –
see page 67 for more details.

| Nualia – 78 hp | Yeth Hound – 48 hp |


SHADOW CR 3
CE Medium undead (incorporeal)
Identify DC 13 Knowledge (Religion)
Init +2; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +4
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits
OFFENSE
Speed fly 40 ft. (good)
Melee incorporeal touch +4 (1d6 Strength damage)
Special Attacks create spawn
STATISTICS
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 17
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light)
SPECIAL ABILITIES
Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal
creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural
abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half
damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can
affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of
affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal
creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always
at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior,
and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of
creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss
chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack
normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when
it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it
as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection
bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and
operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal
creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any
physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions.
Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no
Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses,
such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures.
Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions,
morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save
(unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or
nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity,
and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive
damage.
Create Spawn (Su) A humanoid creature killed by a shadow's Strength damage becomes a shadow under the
control of its killer in 1d4 rounds.
Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a
negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Description The sinister shadow skirts the border between the gloom of darkness and the harsh truth of light.
The shadow prefers to haunt ruins where civilization has moved on, where it hunts living creatures foolish enough
to stumble into its territory. The shadow is an undead horror, and as such has no goals or outwardly visible
motivations other than to sap life and vitality from living beings.

Chapter 1 Part Four: Thistletop Dungeon: Level 2 – E6 Crypt (CR 6) pg 62-63

Shadow (3)
Tactics Little concern for self, use crude tactics such as flanking when able
Morale Fights to the death

| Shadow – 30 hp | Shadow – 30 hp | Shadow – 30 hp |


GIANT HERMIT CRAB CR 5
Variant giant crab (Pathfinder RPG Bestiary 50)
N Medium vermin (aquatic)
Identify DC 16 Knowledge (Nature)
Init +3; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5 natural)
hp 51 (6d8+24)
Fort +9, Ref +5, Will +4
Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 10 ft., swim 20 ft.
Melee 2 claws +10 (1d4+6 plus grab)
Special Attacks constrict (1d4+6)
STATISTICS
Str 22, Dex 17, Con 18, Int –, Wis 14, Cha 6
Base Atk +4; CMB +10 (+14 grapple); CMD 23 (35 vs. trip)
Skills Climb +14, Swim +14
SQ water dependency
SPECIAL ABILITIES
Water Dependency (Ex) Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond
this limit, a giant crab runs the risk of suffocation, as if it were drowning.
Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it
makes a successful grapple check (in addition to any other effects caused by a successful check, including additional
damage).
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals
normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless
otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this
ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The
creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold
the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the
grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the
creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it
makes during successive rounds automatically deals the damage indicated for the attack that established the hold.
Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures
with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Chap 1 Part Four: Thistletop Dungeon: Level 2 – E7 Collapsed Treasury (CR 5) pg 63

Giant Hermit Crab (1)


Tactics Mindless, attacks nearest target or PC that has caused the most damage. The crab pursues foes who flee no
farther than the top of the stairs or underwater exit to the sea bed.
Morale Fights to the death

| Giant Hermit Crab – 72 hp |


MALFESHNEKOR (GREATER BARGHEST) CR 7
Male greater barghest (Pathfinder RPG Bestiary 27)
LE Large outsider (evil, extraplanar, lawful, shapechanger)
Identify DC 19 Knowledge (Planes)
Init +6; Senses darkvision 60 ft., scent; Perception +16
DEFENSE
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
hp 85 (9d10+36)
Fort +9, Ref +10, Will +10
DR 10/magic
OFFENSE
Speed 40 ft.
Melee bite +14 (1d8+6), 2 claws +14 (1d6+6)
Spell-Like Abilities (CL 9th, concentration +13 (+17 when casting defensively or grappled))
At will— blink, invisibility sphere, levitate, misdirection
1/day—charm monster (DC 18), crushing despair (DC 18), dimension door, mass bull's strength, mass
enlarge
STATISTICS
Str 23, Dex 15, Con 19, Int 18, Wis 18, Cha 18
Base Atk +9; CMB +16; CMD 28 (32 vs. trip)
Feats Combat Casting, Combat Reflexes, Improved Initiative, Great Fortitude, Lightning Reflexes
Skills Acrobatics +14, Bluff +16, Climb +15, Diplomacy +16, Intimidate +16, Perception +16, Sense Motive +16,
Stealth +10, Survival +16, Swim +15
Languages Common, Goblin, Infernal
SQ change shape (goblin or wolf, polymorph)
SPECIAL ABILITIES
Combat Reflexes (Combat) You may make a number of additional attacks of opportunity per round equal to
your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Chapter 1 Part Four: Thistletop Dungeon: Level 2 – E10 Malfeshnekor's Prison (CR 7) pg 64

Malfeshnekor (1)
Before Combat If Malfeshnekor hears activity outside, he casts invisibility sphere on himself. In the following
rounds, he casts blink and mass bull's strength on himself only, then waits for intruders to enter.
Tactics Malfeshnekor prefers to engage foes inside of his prison in melee, casting rage on the first round of
combat. He saves crushing despair and charm monster to use against foes who attack him with ranged attacks
beyond the limits of this room.
Morale Malfeshnekor has no choice but to fight to the death.

| Malfeshnekor – 126 hp |
Chap 1 – Part IV – Page 1

You might also like