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CHAPTER 2 The Skinsaw Murders PART II The Thing in the Attic

TIEFLING CR 1/2
Tiefling rogue 1
NE Medium outsider (native)
Identify DC 11 Knowledge (Planes)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +1
Resist cold 5, electricity 5, fire 5
OFFENSE
Speed 30 ft.
Melee short sword +3 (1d6+1/19–20)
Ranged light crossbow +3 (1d8/19–20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st); 1/day—darkness
STATISTICS
Str 13, Dex 17, Con 14, Int 12, Wis 12, Cha 6
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Skills Acrobatics +6, Bluff +4, Disable Device +6, Escape Artist +6, Intimidate +2, Perception +5, Sense Motive
+5, Sleight of Hand +6, Stealth +8; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Infernal
SQ fiendish sorcery, trapfinding
Treasure studded leather armor (25 gp, 20 lbs), short sword (10 gp, 2 lbs), light crossbow (35 gp, 4 lbs), 20
bolts (2 gp, 2 lbs)
SPECIAL ABILITIES
Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2
points higher for all sorcerer class abilities.
Description Tieflings are humans with demonic, devilish, or other evil outsider blood in their ancestry. Often
persecuted for their strange appearance and unnatural mannerisms, most tieflings disguise their nature or are
forced to live on the fringes or underbelly of civilized society. Though they are not born evil, it is an easy path for
them to find, especially as most suffer at the hands of “normal” folks while growing up. Tieflings look mostly
human except for some physical traits that reveal their strange heritage.

Chap 2 – Part II – Page 1


CHAPTER 2 The Skinsaw Murders PART II The Thing in the Attic – A5 Orderlies' Rooms (CR 1)
pg 79

Gortus & Gurnak


Tactics the “muscle” of the sanatorium, attempt to flank for sneak attack damage. One uses darkness as an
opener, gaining sneak attack damage against opponents that can not see them.
Morale while they aren't ones to back down from a fight, they have no death wish and will beg for their lives if
obviously beaten

| Gortus – 10 hp | Gurnak – 10 hp |

Chap 2 – Part II – Page 2


WERERAT (HYBRID FORM) CR 2
LE Medium humanoid (human, shapechanger)
Identify DC 12 Knowledge (Local)
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 natural)
hp 20 (2d8+8)
Fort +3, Ref +6, Will +3
Defensive Abilities evasion; DR 10/silver
OFFENSE
Speed 30 ft.
Melee bite +4 (1d4+3 plus filth fever)
Special Attacks sneak attack +1d6
STATISTICS
Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Weapon Finesse
Skills Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8,
Stealth +8, Swim +7
Languages Common
SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy
(rats and dire rats), trapfinding
SPECIAL ABILITIES
Disease (Ex) Filth fever: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex
damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Manic (Ex) Whenever Pidgit sees a bladed weapon, he becomes sickened with delight. If someone directly
confronts Pidgit with a bladed weapon as a standard action (not merely using the weapon to attack), Pidgit must
make a DC 14 Will save to resist becoming fascinated by the blade for 1d6 rounds. Full details on manias (and
other forms of insanity) can be found on pages 250-251 of the Pathfinder RPG GameMastery Guide.
Description Natural wererats tend to be short and wiry, with constantly darting eyes and frequent nervous
twitches. Males often have thin, ragged moustaches.
Wererats prefer cities where they can blend in with the humanoid and rat population. Their abilities make them
especially good at thieving and spying, and in many cities the thieves' guild employs numerous wererat members.

Chap 2 – Part II – Page 3


CHAPTER 2 The Skinsaw Murders PART II The Thing in the Attic – A11 Pidgit's Cell (CR 2) pg 79
Pidgit Tergelson
Tactics insane wererat that is more rat than man, attacks first target available but will change targets based on
largest perceived threat
Morale fights to death

| Pidgit Tergelson – 24 hp |

Chap 2 – Part II – Page 4


ERIN HABE CR 2
Male human expert 4
LN Medium humanoid
Identify DC 14 Knowledge (Local)
Init +1; Senses Perception +6
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 25 (4d8+4)
Fort +1, Ref +2, Will +5
OFFENSE
Speed 30 ft.
Melee mwk dagger +5 (1d4+1/19-20)
STATISTICS
Str 12, Dex 12, Con 10, Int 15, Wis 9, Cha 8
Base Atk +3; CMB +4; CMD 15
Feats Iron Will, Skill Focus (Bluff), Skill Focus (Sense Motive)
Skills Bluff +9, Craft (tailor) +9, Diplomacy +6, Heal +6, Knowledge (local) +9, Perception +6, Profession
(alienist) +6, Sense Motive +9, Sleight of Hand +8
Languages Common, Shoanti, Varisian
Combat Gear potions of cure light wounds (2) (50 gp each)
Other Gear +1 padded armor (1,155 gp, 10 lbs), masterwork dagger (302 gp, 1 lb), masterwork manacles (50
gp, 2 lbs)

Chap 2 – Part II – Page 5


CHAPTER 2 The Skinsaw Murders PART II The Thing in the Attic – Meeting the Doctor (CR 2)
pg 80-81

Erin Habe
Tactics If Erin panics, he tries to flee to area A3 or area A10, whichever is farther from the PCs, and barricades
himself in the room. If he has a chance, he'll open the doors to areas A11 and A13, or pound on the door leading
downstairs from area A4 to bring more dangerous foes than him to the fight.
Morale If brought below 10 hit points or cornered, Erin drops to his knees and begs for mercy. He blames his
sinister experimentation on Caizarlu, saying the necromancer forced him to take part in several experiments and
warning the PCs that Caizarlu dwells downstairs. If the PCs seek Caizarlu out, Erin takes the first chance he can
to flee – if he escapes, he heads south to Magnimar, hoping to lose himselfin the big city and, someday, repair
and rebuild his reputation.

| Erin Habe – 36 hp |

Chap 2 – Part II – Page 6


GRAYST SEVILLA CR 2
Male human fighter 4
CN Medium humanoid (human)
Identify DC 14 Knowledge (Local)
Init +1; Senses Perception +1
DEFENSE
AC 7, touch 7, flat-footed 7 (-3 Dex)
hp 22 (4d10-4)
Fort +2, Ref -2, Will +2; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee unarmed strike +8 (1d3+3); if power attack +6 (1d3+7)
STATISTICS
Str 16, Dex 4, Con 6, Int 8, Wis 12, Cha 10
Base Atk +4; CMB +7; CMD 14
Feats Diehard, Endurance, Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Focus
(unarmed strike)
Skills Intimidate +7, Stealth +1
Languages Common, Varisian
SQ armor training 1
SPECIAL ABILITIES
Power Attack (Combat) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver
checks to gain a +2 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. When your base attack bonus
reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
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.
Diehard When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need
to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you
were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points
(even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you
perform any standard action (or any other action deemed as strenuous, including some swift actions, such as
casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are
equal to or greater than your Constitution score, you immediately die.

Chap 2 – Part II – Page 7


CHAPTER 2 The Skinsaw Murders PART II The Thing in the Attic – Meeting the Patient (CR 2)
pg 81-82

Grayst Sevilla
Tactics Grayst focuses his anger on the PC he recognizes as being the focus of Foxglove's obsession, ignoring all
other targets and even provoking attacks of opportunity in his attempts to reach his target.
Morale Grayst fights to the death

| Grayst Sevilla – 36 hp |

Chap 2 – Part II – Page 8


CAIZARLU ZERREN CR 4
Male old human necromancer 5
NE Medium humanoid (human)
Identify DC 20 Knowledge (Local) for name, DC 15 Knowledge (Arcana) to recognize as necromancer
Init +0; Senses Perception +2
DEFENSE
AC 14, touch 10, flat-footed 14; (+4 armor)
hp 35 (5d6+15)
Fort +2, Ref +1, Will +6
OFFENSE
Speed 30 ft.
Melee mwk dagger +1 (1d4-2/19-20)
Special Attacks channel negative energy (DC 13, 6/day)
Spell-Like Abilities (CL 5th; concentration +8)
6/day – grave touch (2 rounds)
Spells Prepared (CL 5th; concentration +8)
3rd – displacement, stinking cloud (DC 16), vampiric touch (2)
2nd – acid arrow, blindness/deafness (DC 16, 2), command undead (DC 16), mirror image
1st – chill touch (DC 15), mage armor, magic missile, obscuring mist, ray of enfeeblement (DC 15, 2)
0 (at will) – bleed (DC 13), detect magic, light, mage hand, prestidigitation
Opposition Schools Abjuration, Enchantment
STATISTICS
Str 7, Dex 10, Con 12, Int 17, Wis 14, Cha 12
Base Atk +2; CMB +0; CMD 10
Feats Combat Casting, Command Undead, Craft Wand, Scribe Scroll, Skill Focus (Stealth), Spell Focus
(necromancy), Toughness
Skills Bluff +6, Fly +12, Knowledge (arcana) +11, Knowledge (local) +11, Knowledge (religion) +11, Spellcraft
+11, Stealth +8
Languages Common, Necril, Shoanti, Thassilonian, Varisian
Combat Gear potion of cure moderate wounds (250 gp), potion of gaseous form (750 gp), wand of false life
(29 charges) (2,610 gp), wand of identify (15 charges) (225 gp)
Treasure masterwork dagger (302 gp, 1 lb), key ring (contains keys to areas A15 and A16), 11 pp, 4 gp, 14 sp

HUMAN ZOMBIE
NE Medium undead
Identify DC 7 Knowledge (Religion)
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE

Chap 2 – Part II – Page 9


AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
OFFENSE
Speed 30 ft.
Melee slam +4 (1d6+4)
STATISTICS
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Special Qualities staggered
Treasure none
Description Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic
like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety
of traits, allowing them to spread disease or move with increased speed.
Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies
tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having
no regard for their own safety.

CHAPTER 2 The Skinsaw Murders PART II The Thing in the Attic – A1 Pidgit's Cell (CR 2) pg 79
Human Zombies (4)
Tactics undead, attack nearest living target
Morale fights to death
| Zombie – 19 hp | Zombie – 19 hp | Zombie – 19 hp | Zombie – 19 hp |

CHAPTER 2 The Skinsaw Murders PART II The Thing in the Attic – The Necromancer (CR 4)
pg 82
Caizarlu Zerren
Before Combat Caizarlu casts mage armor and mirror image before entering combat.
Tactics Caizarlu lets his zombies engage foes in melee while he hangs back to cast spells, starting with
displacement and following with his offensive spells. He uses vampiric touch whenever he drops below 20 hit
points.
Morale Caizarlu attempts to flee if reduced to fewer than 10 hit points – if flight isn't an option, he miserably
begs for his life on his hands and knees.
| Caizarlu Zerren – 45 hp |

Chap 2 – Part II – Page 10

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