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CHAPTER 2 The Skinsaw Murders PART VII Shadows of Time

SCARECROW CR 7
Awakened flesh golem (Pathfinder RPG Bestiary 160, Classic Horrors Revisited 12)
CE Large construct
Identify DC 19 Knowledge (Arcana) for flesh golem; DC 24 for awakened
Init -1; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 20, touch 8, flat-footed 20 (-1 Dex, +12 natural, -1 size)
hp 79 (9d10+30)
Fort +3, Ref +2, Will +3
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 30 ft.
Melee +1 scythe +13/+8 (2d6+8/x4) or 2 slams +13 (2d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk (5% chance)
STATISTICS
Str 20, Dex 9, Con –, Int 12, Wis 11, Cha 10
Base Atk +9; CMB +15; CMD 24
Feats Martial Weapon Proficiency, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (scythe)
Skills Climb +14, Perception +9, Stealth +12
Languages Common, Infernal
Treasure +1 scythe (2,318 gp, 10 lbs), cloak of elvenkind (2,500 gp, 1 lb)
SPECIAL ABILITIES
Berserk (Ex) When a flesh golem enters combat, there is a cumulative 5% chance each round that its elemental
spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest
living creature or smashing some object smaller than itself if no creature is within reach, then moving on to
spread more destruction.
Immunity to Magic (Ex) A flesh golem 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.
• A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
• A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage
for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to
exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw
against attacks that deal electricity damage.
Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and
any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are

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not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs
are not at risk of death from massive damage.
Power Attack (Combat) You can choose to take a –3 penalty on all melee attack rolls and combat maneuver
checks to gain a +6 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural
weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if
you are making an attack with an off-hand weapon or secondary natural weapon. The bonus damage does not
apply to touch attacks or effects that do not deal hit point damage.
Vital Strike (Combat) When you use the attack action, you can make one attack at your highest base attack
bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results
together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the
total.
Description A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single
composite form. Its cadaverous flesh has a sickly green or yellowish tint. A flesh golem wears whatever clothing
its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. A flesh golem
stands 8 feet tall and weighs 500 pounds.
A flesh golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed
gait, as if not in complete control of its body.
Although most flesh golems are mindless, there are persistent rumors of unusual golems who somehow retain
the memories of a previous life. The head (and thus brain) of such flesh golems must be just the right
combination of fresh and (in its previous life) strong-willed, and even then luck and chance during the golem's
creation seem just as important in retaining the creature's mind. Certainly most who construct flesh golems
prefer mindless slaves over free-willed creations, and as a result intelligent flesh golems are rare indeed.

CHAPTER 2 The Skinsaw Murders PART VII Shadows of Time – E1 The Scarecrow's Lair (CR 7)
pg 119-122

Scarecrow
Tactics The Scarecrow does not pursue foes up the stairs, but it does chase after anyone who tries to escape into
the alleys of Underbridge.
Morale Although a construct and loyal to the cult, the Scarecrow values its life as well. If brought below 20 hit
points, it tries to escape into the ocean, where it remains for days until it feels brave enough to emerge and seek
out someone it can bully into repairing its damage.

| Scarecrow – 120 hp |

Chap 2 – Part VII – Page 2


FACELESS STALKER (UGOTHOL) CR 4
CE Medium aberration (shapechanger)
Identify DC 15 Knowledge (Dungeoneering)
Init +7; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (5d8+20)
Fort +5, Ref +4, Will +6
DR 5/piercing or slashing
OFFENSE
Speed 30 ft.
Melee mwk longsword +8 (1d8+4/19–20), slam +2 (1d6+2 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks blood drain (1 Constitution), sneak attack +2d6
Spell-Like Abilities (CL 5th; concentration +8)
Constant—tongues
STATISTICS
Str 18, Dex 17, Con 18, Int 13, Wis 15, Cha 16
Base Atk +3; CMB +7 (+11 grapple); CMD 20
Feats Combat Reflexes, Deceitful, Improved Initiative
Skills Bluff +10, Disguise +14 (+24 when using change shape), Escape Artist +19, Sleight of Hand +8, Stealth
+11
Languages Aquan, Common; tongues
SQ change shape (Medium humanoid, alter self), compression, faceless
Treasure masterwork longsword (315 gp, 4 lbs)
SPECIAL ABILITIES
Change Shape (Su) A faceless stalker can assume the form of a Medium humanoid at will but requires 10
uninterrupted minutes to alter its body. Performing this transformation is somewhat painful, but the faceless
stalker can maintain its new form indefinitely once it has achieved it. It can change back to its true form as a
swift action and gains a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for 1
round after it does so. Faceless stalkers retain their own innate abilities when they assume their new form and do
not gain any of those belonging to the creature they mimic. A faceless stalker gains a +10 bonus on Disguise
checks when they are used in conjunction with this ability.
Faceless (Su) In its natural form, a faceless stalker has no discernible facial features. It gains a +4 bonus on
saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based
attacks, sonic attacks and similar attacks. This bonus does not apply to illusions.
Blood Drain (Ex) The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution
damage.

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Compression (Ex) The creature can move through an area as small as one-quarter its space without squeezing
or one-eighth its space when squeezing.
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.
The creature has the option to conduct the grapple normally, or simply to 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.
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature.
If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Combat Reflexes (Combat) You may make a number of additional attacks of opportunity per round equal to
your Dexterity bonus (+3). With this feat, you may also make attacks of opportunity while flat-footed.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack,
she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the
target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st
level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak
attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within
30 feet.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a
spot. A rogue cannot sneak attack while striking a creature with concealment.
Description Ugothols (as faceless stalkers call themselves) are one of the many tools created and then
discarded by the aboleths in their long war against the surface dwellers. Scorned by their former masters when
the scheme for which they were designed unraveled, the faceless stalkers fled into swamps, marshes, or any other
dark, wet places they could find—the closest they could come to the aquatic cities they once considered home.
Originally designed to serve as spies that could walk uncontested among the air-breathing races, faceless stalkers
adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes
approximately 10 uninterrupted minutes—an ugothol typically seeks a private place to do it, avoiding even others
of its own kind. The sensation of returning to its true form is quite exhilarating and results in a momentary burst
of euphoria.
Faceless stalkers cannot digest solid food even when in the form of a creature with a mouth. Instead, they subsist
on liquids, including blood. In their natural forms, they have three hollow tongues which they use to penetrate
and lap blood from their victims. Since they have no particular skill at grappling foes, most ugothols wait until a
victim is helpless or asleep before attempting to drink its blood—although the best is when a victim is helpless
but conscious during the process, so that the faceless stalker can “play with its food” by having grisly and cruel
conversations with it.

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CHAPTER 2 The Skinsaw Murders PART VII Shadows of Time – E3 The Bells (CR 7) pg 122

Faceless Stalker (3)


Tactics The faceless stalkers use change shape to revert to their normal form as soon as they are in position for a
full round attack, maximizing the +2 morale bonus for 1 round and gaining the benefits of faceless. The faceless
stalkers attempt to keep one foe flanked at all times, fighting near walls if possible to prevent the same
happening to them.
Morale The faceless stalkers fight to the death.

| Faceless Stalker – 60 hp | Faceless Stalker – 60 hp | Faceless Stalker – 60 hp |

Chap 2 – Part VII – Page 5


XANESHA CR 9
Female lamia matriarch rogue 1 (Pathfinder RPG Bestiary 2 175)
CE Large monstrous humanoid
Identify DC 23 Knowledge (Nature)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 25, touch 16, flat-footed 18 (+1 armor, +7 Dex, +8 natural, -1 size)
hp 133 (13 HD; 12d10+1d8+63)
Fort +8, Ref +17, Will +10; +2 vs. poison
Immune mind-affecting effects; SR 19
OFFENSE
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee Impaler of Thorns +17/+12/+7 (1d8+8/19–20/x3) or touch +11 (1d4 Wisdom drain)
Space 10 ft.; Reach 5 ft. (10 ft. with Impaler of Thorns)
Special Attacks Wisdom drain, sneak attack +1d6
Spell-Like Abilities (CL 12th; concentration +19)
At will – charm monster (DC 21), ventriloquism (DC 18)
3/day – deep slumber (DC 20), dream, major image (DC 20), mirror image, suggestion (DC 20)
1/day (Impaler of Thorns – CL 7th) – see Special Abilities
Spells Prepared (CL 6th; concentration +13)
3rd (5/day)– cure serious wounds
2nd (7/day)– invisibility, scorching ray
1st (8/day)– cure light wounds, feather fall, magic missile, sanctuary (DC 18)
0 (at will) – acid splash, dancing lights, detect magic, ghost sound (DC 17), mage hand, mending,
prestidigitation
STATISTICS
Str 20, Dex 25, Con 19, Int 18, Wis 14, Cha 25
Base Atk +12; CMB +18; CMD 35 (can't be tripped)
Feats Combat Casting, Combat Reflexes, Extend Spell, Improved Critical (spear), Power Attack, Silent Spell,
Vital Strike
Skills Acrobatics +23 (+27 when jumping), Bluff +23, Climb +29, Diplomacy +14, Knowledge (arcana) +17,
Knowledge (local) +20, Sense Motive +18, Spellcraft +17, Swim +29
Languages Abyssal, Common, Draconic, Thassilonian
SQ change shape (fixed Medium humanoid form, alter self), trapfinding +1, undersized weapons
Treasure Impaler of Thorns (9,000 gp, 9 lbs), medusa mask (10,000 gp, 1 lb), Sihedron medallion (3,500 gp),
snakeskin tunic (8,000 gp, 2 lbs), keys to locked chests
SPECIAL ABILITIES
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack,

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she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the
target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st
level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak
attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within
30 feet.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a
spot. A rogue cannot sneak attack while striking a creature with concealment.
Wisdom Drain: Ability drain actually reduces the relevant ability score. Modify all skills and statistics related
to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed
through the use of spells such as restoration.
Combat Reflexes (Combat) You may make a number of additional attacks of opportunity per round equal to
your Dexterity bonus (+7). With this feat, you may also make attacks of opportunity while flat-footed.
Power Attack (Combat) You can choose to take a –4 penalty on all melee attack rolls and combat maneuver
checks to gain a +8 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural
weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if
you are making an attack with an off-hand weapon or secondary natural weapon. The bonus damage does not
apply to touch attacks or effects that do not deal hit point damage.
Vital Strike (Combat) When you use the attack action, you can make one attack at your highest base attack
bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results
together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the
total.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller
than the creature's actual size.
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.
Impaler of Thorns (Item) Once per day as it strikes a foe, the wielder can cause it (as a free action) to unleash

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a 30-foot-radius burst of despair that affects all creatures not wielding an impaler of thorns. Creatures affected
must succeed at DC 16 Will saves or become overwhelmed with sadness and despair, taking -2 penalties on
attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 6 minutes. The target struck
when this effect is triggered must also succeed at a second DC 16 Will save to resist becoming nauseated with
despair for 1 round.
Medusa Mask (Item) The mask grants a +4 bonus on all saving throws against visual effects, including gaze
attacks and sight-based illusions. Once per day as a standard action, the wearer can cause the central gemstone
to glow with pale green light, at which point she may target any one creature within 30 feet. The targeted
creature must succeed at a DC 15 Fortitude save or be petrified for 1 minute, as if by flesh to stone.

CHAPTER 2 The Skinsaw Murders PART VII Shadows of Time – E6 The Angel (CR 9) pg 123-125

Xanesha
Before Combat If she realizes the PCs are near (as is the case if the faceless stalkers drop a bell), Xanesha casts
invisibility and mirror image on herself. She also activates her Sihedron medallions false life ability.
Tactics Xanesha uses major image to make an illusory flying demon appear in a cloud of smoke that then
begins to circle the top of the tower. She then moves to make a sneak attack on the nearest PC. After this attack,
she prefers to fight in melee, saving her medusa mask to temporarily petrify any particularly dangerous foe. If
she is reduced to fewer than 60 hit points, she casts cure serious wounds on herself.
Morale If she's reduced to 20 hit points or fewer, Xanesha attempts to flee Magnimar, abandoning her plot and
the scroll hidden in her next. Simply slithering off the side of the tower and using feather fall to descend to the
ground below is her easiest method of escape. If she escapes, she cuts ties with her kin and Mokmurian, aftraid
of the punishment for failure. She grows obsessed with the PCs, however, seeing their capture as the only way
she can redeem herself to Mokmurian – in this case, she becomes a recurring villain who might ally with any
number of foes the PCs find themselves up against in the next adventure – although she specfically tries to avoid
any situation that would reveal her failure to her sister Lucrecia.

| Xanesha – 191 hp |

Chap 2 – Part VII – Page 8

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