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Pathfinder Creature Stat Blocks

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0% found this document useful (0 votes)
36 views2 pages

Pathfinder Creature Stat Blocks

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

ROOKS Stone Golem CR 11 XP 12,800

N Large construct Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
hp 107 (14d10+30) Fort +4, Ref +3, Will +4 DR 10/adamantine; Immune construct traits, magic
Melee 2 slams +22 (2d10+9) Space 10 ft.; Reach 10 ft. Special Attacks slow
Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +24; CMD 33
SPECIAL ABILITIES
Immunity to Magic (Ex)
A stone 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 transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute
mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic
for 1 full round.
Slow (Su)
A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a
burst centered on the golem and a duration of 7 rounds, requiring a DC 17 Will save to negate.
is Constitution-based.

KNIGHTS Scorpionfolk 5th-level fighter CR 12 XP 19,200


LE Large monstrous humanoid Init +5; Senses darkvision 60 ft.; Perception +17
AC 26, T 11, FF 24 (+2 Dex, +6 natural, -1 size, +9 chain mail +3) hp 128 (17d10+34) Fort +12, Ref +11, Will +12
Resist fire 20; SR 20
Melee sting +22 (1d8+7 plus poison), 2 claws +18 (1d6+3), or
Melee large heavy lance +27 (2d6+8), sting +22 (1d8+6 plus poison), 2 claws +18 (1d6+3)
Special Attacks poison, trample (1d6+4, DC 20) Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 10th) 1/day – major image (DC 15) 2/day – mirror image
Str 20, Dex 14, Con 14, Int 18, Wis 14, Cha 15
Base Atk +17; CMB +24; CMD 35 (45 vs. trip attempts)
Feats Alertness, Great Fortitude, Improved Initiative, Multiattack, Power Attack, Weapon Focus (sting), Improved Grab,
Weapon Focus (Heavy Lance), Weapon Specialization (Sting), Greater Improved Initiative
Skills Diplomacy +4, Intimidate +17, Perception +17, Sense Motive +15
Languages Common, Terran
SPECIAL ABILITIES
Poison (Ex) Sting – injury; Fort DC 20; frequency 1/r. for 6 r; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.

BISHOPS Banshee CR 12 XP 19,200


CE Medium undead (incorporeal) Init +15; Senses darkvision 60 ft., hear heartbeat; Perception +31
AC 20, touch 20, flat-footed 14 (+4 deflection, +5 Dex, +1 dodge) hp 90 (14d8+28) Fort +8, Ref +15, Will +14
Defensive Abilities incorporeal; Immune undead traits Weaknesses sunlight powerlessness (Kno [rel] 20 to figure this out)
Speed fly 60 ft. (perfect)
Melee incorporeal touch +15 (6d6 negative energy plus terror)
Special Attacks wail (Fort DC 20; 70 hp or sickened 1d6 r)
Str —, Dex 24, Con —, Int 5, Wis 20, Cha 19
Base Atk +12; CMB +23; CMD 36
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Step Up, Weapon Focus
(touch), Wind Stance
Skills Fly +19, Perception +31, Sense Motive +7 Languages Common, Elven
SPECIAL ABILITIES
Hear Heartbeat (Ex)
A banshee can sense the beating hearts of living creatures within 60 feet, as if it had the blindsight ability.
Terror (Su)
A creature damaged by the banshee’s touch attack must make a DC 23 Will save. Failure means that the victim cowers in fear
for 1d3 rounds. If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the banshee’s
touch attempts to dispel one such effect with greater dispel magic (CL 14th). Negative energy damage caused by a banshee’s
touch can only harm the living; it cannot heal undead. This is a mind-affecting fear effect. The save DC is Charisma-based.
Wail (Su)
Once per minute, a banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures
within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must
make a DC 23 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4
penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 140 points of damage (as
if affected by a CL 14 wail of the banshee). If a wailing banshee is damaged during a wail, she must make a Will save (DC 15 +
damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful,
and penetrate the effect of any spell of 3rd level or lower that creates silence. The save DC is Charisma-based.

QUEEN Medusa 4th-level ranger CR 11 XP 12,800


LE Medium monstrous humanoid Init +6; Senses all-around vision, darkvision 60 ft.; Perception +20
AC 23, touch 12, flat-footed 21 (+2 Dex, +3 natural, +8 chain shirt +4) Cannot be flanked
hp 110 (8d10+32+4d10+16) - I actually rolled 10, 9, 9, 8 so it should be 126 Fort +10, Ref +12, Will +10
Speed 30 ft.
Melee +3 dagger +16/+11 (1d4+5/19–20), snake bite +11 (1d4+2 plus poison, Fort DC 18); +2 on all attacks vs. humans
Ranged +3 composite longbow of strength +20/+15/+10 (1d8+9/×3)
Special Attacks petrifying gaze (Fort DC 16), spells 1/; 1) Entangle (Ref DC 15); favored enemy (humans)
Str 14, Dex 16, Con 18, Int 12, Wis 16, Cha 15 Base Atk +8; CMB +8; CMD 20
Feats Deadly Aim, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow), Weapon Finesse
Skills Bluff +14, Disguise +14, Intimidate +17, Perception +20, Stealth +17; Racial Modifiers +4 Perception
Languages Common
SPECIAL ABILITIES
All-Around Vision (Ex)
A medusa’s snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be
flanked.
Petrifying Gaze (Su)
Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.
Poison (Ex)
Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is
Constitution-based.

KING Death Knight; 13th level anti-paladin CR 12 XP 19,200


CE Medium monstrous humanoid Init +6; Senses darkvision 60 ft.; Perception +20
AC 28, touch 14, flat-footed 24 (+4 Dex, +12 full plate +5) hp 125 (13d12+45) Fort +18, Ref +12, Will +17
Melee +3 vorpal greatsword of speed +27/+22/+17/+12 (2d6+10/19-20/x2/beheads on 20 and confirmed critical)
Smite Good 5/day, +13 damage on successful hit
Special Attacks Spells 4/3/2/1: 1st- Blessed Aim (+2 to allied ranged attacks, 13r), Murderous Command x2 (Will DC 18); 2nd-
Veil of Shadow, Agonizing Rebuke (Will DC 19); 3rd- Isolate (Will DC 20), Dispel Magic; touch of corruption
10/day (Melee touch attack, 6d6: cruelties to choose: sickened 13r. Fort DC 17, contagion (bubonic plague) Fort DC 17, bestow
curse (-4 on combat/skills) Fort DC 18, blindness 13r. Fort DC 18)); channel negative energy 6d6 (counts as 2 touch of
corruption uses); aura of cowardice (-4 enemy saves vs. fear); aura of despair (-2 on all saves, does not stack w/ aura of
cowardice), aura of vengeance (counts as two smite uses, all allies within 10' affected)
Str 24, Dex 18, Con --, Int 14, Wis 16, Cha 18
Base Atk +12; CMB +24; CMD 38
Feats Weapon Focus (Greatsword), Cleave, Power Attack, Spell Focus (Enchantment),
Skills Intimidate +27, Perception +20, Racial Modifiers +4 Perception
Languages Common, Celestial, Infernal, Elvish, Dwarf, Orc, Giant, Draconic, Oppri, Hesnal

PAWNS Orc Warrior 1 CR ½ XP 200


AC 15, T 12, FF 13 (+3 studded leather armor, +2 Dex) FRW: +4/ +2/ +1 hp 13
Melee Falchion +8 (2d4+4) Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 11

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