Professional Documents
Culture Documents
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.
| Gortus – 10 hp | Gurnak – 10 hp |
| Pidgit Tergelson – 24 hp |
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 |
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 |
HUMAN ZOMBIE
NE Medium undead
Identify DC 7 Knowledge (Religion)
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
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 |