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Eagle Knight
40 pts
☼
Medium Human Humanoid 6
Fight
+11
Armor
19
Power
20
Fort
+9
Reflex
+5
Will
+8
HP
95
Speed
6
Liberating Strike
↻
If an enemy within reach attempts to apply the grabbed, immobilized or restrained condition to an ally: Make a melee strike against the triggering creature. If the attack hits, the ally additionally does not gain the condition.
Reactive Strike
↻
Rapier
● Melee strike
15 piercing damage.
Crossbow
●○ Ranged 24/48 strike
15 piercing damage. Ignore range increment penalties for this attack.
Athletics, Lore, Medicine, Stealth, Survival
Tortoise Soothsayer
72 pts
✿
Gargantuan Awakened Animal 9
Fight
+10
Armor
20
Power
19
Fort
+11
Reflex
+6
Will
+11
HP
170
Speed
2 ≋
Take Cover
●●
While in this state, tortoise soothsayer gets +4 Armor and resist physical 4d6, but cannot move or attack. Tortoise soothsayer can spend 1 AP to end the state.
If the caldera oni is critically hit: Recharge their choice of Ash Form or Dance of Burning War
Katana
● Melee 2 strike
30 slashing and fire damage.
Primal Caster Rank 4
[at-will] invisibility (self only)
🄴
Ash Form
●●
The oni teleports 8 squares, then casts enlarge (rank 4) on itself.
🄴
Dance of Burning War
●●
Stride then make a melee strike. If that hits, Stride and then make a melee strike. If that hits, Stride and then make a melee strike. Each strike that hits does an additional 20 fire and electricity damage (Reflex half).
25 piercing and poison damage and the target is sickened (Fortitude negates sickened).
Tentacle
● Melee 3 strike
20 bludgeoning; on a hit, spend 1 AP to grab target.
Parasitic Rejuvenation
○
If a grabbed creature within reach takes poison damage: The wraithvine heals 15 HP but becomes slowed.
Acrobatics, Stealth; immune poison, resist piercing and slashing 2d6, weak fire 5
Bee-Man
72 pts
👿
Medium Aberration Animal Swarm 9
Fight
+10
Armor
18
Power
16
Fort
+6
Reflex
+12
Will
+9
HP
155
Speed
10 ☁
Smoke Susceptibility
If bee-man starts his turn in heavy smoke, he is slowed.
Slam
● Melee strike
15 piercing damage; on a hit, the target takes 15 ongoing poison damage and is rattled (Fortitude negates both).
Primal Caster Rank 5
🄳🄳 Summon animal (wasp swarm only)
Evasive Swarm
○
If the bee-man moves 1 square or more, he gains concealment against ranged attacks until the start of his next turn.
Acrobatics, Deception, Intimidate, Stealth; Truesight; immune poison, stunned, weak area damage 10, resist bludgeoning and piercing 4d6
Sprigjack
9 pts
⛈
Tiny Wood Fey Plant -1
Fight
+7
Armor
15
Power
15
Fort
+5
Reflex
+7
Will
+3
HP
10
Speed
5
Claw
● Melee strike
4 slashing damage.
Splinter
● Ranged 6/12 strike
3 piercing damage.
Bramble Jump
●●
If occupying difficult terrain: teleport up to 12 squares to another patch of difficult terrain.
Acrobatics, Nature, Stealth; weak 5 fire
Grindylow
12 pts
⛈
Small Amphibious Aberration 0
Fight
+7
Armor
15
Power
15
Fort
+6
Reflex
+7
Will
+5
HP
15
Speed
2
Reactive Strike
↻
Tentacle
● Melee strike
5 bludgeoning damage; on a hit, spend 1 AP to make the target encumbered.
🄴
Spear
● Ranged 2/4 strike
5 piercing damage.
Clinging Suckers
If an adjacent encumbered enemy moves, the grindylow is pulled behind it.
Jet
●●
The grindylow moves up to 12 squares in a straight line through deep or shallow water only. This movement does not trigger reactions.
Aquatic speed 5
Caligni Dancer
14 pts
⛈
Small Caligni Humanoid 1
Fight
+8
Armor
16
Power
16
Fort
+6
Reflex
+8
Will
+3
HP
20
Speed
5
Final Dance
If the dancer is eliminated: Creatures in emanation 2 are dazzled (Will negates).
Mace
● Melee strike
3 bludgeoning damage.
Dagger
● Ranged 2/4 strike
3 piercing damage.
Sneak Attack
+4 damage on strikes against off-guard targets.
Distracting Frolic
↻
An ally within 2 squares fails a Will save: They make the save again and choose the better result.
Occult Caster Rank 1
🄳 counter performance; ∞ courageous anthem
🄴🄴
Dancer's Curse
● Melee 1
The target is sickened (Will negates).
Acrobatics, Diplomacy, Performance, Stealth
Caligni Skulker
18 pts
⛈
Small Caligni Humanoid 2
Fight
+8
Armor
17
Power
14
Fort
+7
Reflex
+8
Will
+4
HP
30
Speed
5
Final Night
If the skulker is eliminated: Squares in emanation 3 are concealing terrain until the end of the next round.
Dagger
● Melee strike
5 piercing damage; on a hit the target takes 5 poison damage and is dazzled (Fortitude negates both).
Dagger
● Ranged 2/4 strike
5 piercing damage; on a hit the target takes 5 poison damage and is dazzled (Fortitude negates both).
Sneak Attack
+5 damage on strikes against off-guard targets.
Tumble Behind
When the caligni Tumbles Through a creature's space, that creature is off-guard.
Acrobatics, Stealth, Thievery
Twigjack
21 pts
⛈
Tiny Wood Fey Plant 3
Fight
+11
Armor
19
Power
20
Fort
+9
Reflex
+11
Will
+7
HP
50
Speed
5
Claw
● Melee strike
10 slashing damage.
Splinter
● Ranged 6/12 strike
8 piercing damage.
Bramble Jump
●●
If occupying difficult terrain: teleport up to 12 squares to another patch of difficult terrain.
🄴🄴
Splinter Spray
●● Cone 3
15 piercing damage (Reflex half).
Acrobatics, Athletics, Nature, Stealth; weak 5 fire
Hateful Logger
26 pts
⛈
Medium Human Humanoid 4
Fight
+10
Armor
16
Power
15
Fort
+10
Reflex
+8
Will
+4
HP
70
Speed
5
Exhausted
If the hateful logger would be slowed, it is stunned instead. If the hateful logger would be stunned (other than by being slowed), it is eliminated instead.
Fist
● Melee strike
10 bludgeoning damage, +5 to creatures that are off-guard.
🄴🄴
Vitriol
● Ranged 3
The target and the hateful logger are off-guard while both of them are above 0 HP and in play (Will negates). While off-guard from this effect, the target and the hateful logger must target each other with any attacks they make and cannot cast spells unless they involve an attack.
Athletics, Nature, Survival
Caligni Hunter
26 pts
⛈
Medium Caligni Humanoid 4
Fight
+9
Armor
17
Power
17
Fort
+6
Reflex
+9
Will
+4
HP
60
Speed
5
Final Fate
If the hunter is eliminated: Creatures in emanation 3 take 20 spirit damage (Reflex half).
Shortsword
● Melee strike
10 piercing damage; on a hit the target takes 5 poison damage and is dazzled (Fortitude negates both).
Occult Caster Rank 2
∞ See the unseen, darkness, figment
Sneak Attack
+5 damage on strikes against off-guard targets.
Double Slice
●●
Make two melee strikes against the same target. If both hit, combine the damage for the purposes of weaknesses and resistances, and only apply Sneak Attack damage once (if applicable).
Encircling Command
●○ Emanation 4
Allied caligni can Step.
Acrobatics, Stealth, Thievery, Survival
Forest Troll
32 pts
⛈
Large Giant Wood Troll Humanoid 5
Fight
+9
Armor
15
Power
17
Fort
+12
Reflex
+6
Will
+2
HP
125
Speed
6
Regeneration
At the start of the forest troll's turn, it heals 20 unless sickened (in which case it loses the sickened condition).
Electricity and Fire Vulnerability
Becomes sickened if it takes fire or electricity damage.
Claw
● Melee 2 strike
15 piercing damage.
Furious Flailing
↻
If the troll takes fire or electricity damage: Make a melee strike against a random creature within reach.
20 piercing damage; on a hit the creature is afflicted with creeping death (Fort negates).
Creeping Death
Persistent poison damage 15. If a creature would be reduced to 0 HP by this damage, it loses the persistent poison damage, becomes immune to poisond damage and is controlled by the cythnophorian for the rest of the encounter. If a creature controlled by the cythnophorian is reduced to 0 HP or below, it is eliminated and uses Spore Cloud (using the cythnophorian's Power).
Fungal Possession
○
If a Medium or smaller creature in reach is eliminated: heal 10 HP and Step into the dead creature's space. Enemies in emanation 2 become sickened and off-guard (Will negates both). The cythnophorian's turn ends immediately.
Make a longbow strike. On a hit, choose one of the followng effects instead of doing damage: the target is stunned and falls prone (Will negates); the target takes 15 mental damage (Will half); the target is affected by a charm spell (Will negates).
Cast charm, fear, sleep or suggestion without using a spell slot. The spell targets all creatures, other than satyrs, in emanation 6. No other satyr can use Play the Pipes in an encounter once one satyr has done so.
While ohancanu is grabbed, restrained or stunned, adjacent enemies can make an Athletics check vs ohancanu Power (1 AP). Success: ohancanu is rattled, loses one white hair. If it loses five, ohancanu is eliminated: 🄳🄳🄳🄳🄳
Catch Rock
↻
If targeted by a Rock strike or Earth power: +4 Armor and saves vs effect.
Denuded Outrage
↻
If the ohancanu has a white hair removed, choose one: make a Strike against the triggering creature or Escape.
Greataxe
● Melee 2 strike
15 slashing damage.
Rock
● Ranged 12/24 strike
15 bludgeoning damage.
Sudden Charge
●●
Stride twice then make a melee Strike.
Athletics, Intimidation
Flash Beetle
9 pts
⚖
Small Animal -1
Fight
+8
Armor
16
Power
17
Fort
+5
Reflex
+8
Will
+4
HP
6
Speed
4 ☁
Mandibles
● Melee strike
4 piercing damage.
🄳
Light Flash
● Emanation 3
The target is dazzled (Fortitude negates).
Acrobatics, Athletics
Compsognathus
9 pts
⚖
Small Dinosaur Animal -1
Fight
+7
Armor
15
Power
16
Fort
+4
Reflex
+7
Will
+4
HP
8
Speed
6
Jaws
● Melee strike
5 piercing damage; the target takes 5 persistent poison damage and is rattled (Fortitude negates both).
Acrobatics, Stealth
Chetamog
18 pts
⚖
Large Animal 2
Fight
+8
Armor
16
Power
18
Fort
+5
Reflex
+8
Will
+4
HP
30
Speed
8 🌳
Jaws
● Melee strike
10 piercing damage.
Scurry
●●
Stride twice, with a +2 bonus to Speed for both actions.
Forest Stride
Ignore difficult terrain from vegetation.
Acrobatics, Perception
Arboreal Sapling
18 pts
⚖
Large Plant 2
Fight
+9
Armor
15
Power
14
Fort
+9
Reflex
+4
Will
+7
HP
35
Speed
4
Fist
● Melee strike
10 bludgeoning damage.
Timber
↻
If the sapling falls prone: Sapling takes 10 bludgeoning damage. Creatures in a line 2 take 10 bludgeoning damage (Reflex half).
Shaky Footing
If the sapling critically fails an attack roll or Reflex save, roll 1d6. On 1 to 3, it falls prone.
Athletics, Nature, Perception, Stealth; weak slashing and fire 5, resist bludgeoning and piercing 1d6
Animated Armor
18 pts
⚖
Medium Mindless Construct 2
Fight
+9
Armor
15 [11]
Power
17
Fort
+8
Reflex
+1
Will
+2
HP
20
Speed
4
Construct Armor
resist all 3d6. After falling to half HP or being damaged by a critical hit: lose resist all and suffer -4 Armor.
Stride then make a melee strike. On a hit, the target is pushed 2 squares.
Athletics, Stealth; weak fire 10; resist bludgeoning, piercing 2d6
Arboreal Shepherd
32 pts
⚖
Huge Plant 5
Fight
+10
Armor
17
Power
17
Fort
+7
Reflex
+5
Will
+9
HP
80
Speed
5
Defend the Friends
↻
If an ally within reach takes damage: Ally does not apply weaknesses to that damage, and further reduces it by 5. Shepherd takes 5 damage.
Branch
● Melee 3 strike
15 bludgeoning damage.
Primal Caster Rank 3
🄳 Animal allies
Exalt the Little Ones
● Emanation 6
Allied animals receive +1 Attack, Power and saves till shepherd's next turn.
🄴
Healing Haven
●
Remove an adjacent Medium or smaller allied animal from play. At the start of each of its turns, animal heals 5 then can choose to end this effect, returning to an unoccupied space adjacent to the shepherd.
Diplomacy, Nature; weak slashing, fire 5, resist bludgeoning, piercing 2d6
Basilisk
32 pts
⚖
Medium Beast 5
Fight
+10
Armor
17
Power
16
Fort
+9
Reflex
+3
Will
+6
HP
75
Speed
4
Petrifying Glance
↻ Ranged 6
A creature in line of sight starts its turn: the target is slowed (Fortitude negates).
Jaws
● Melee strike
15 piercing damage.
Petrifying Gaze
●● Ranged 6
The target is slowed or, if already slowed, stunned instead (Fortitude negates either).
Athletics, Stealth; resist bludgeoning, piercing 2d6, weak fire 10
Arboreal Sapstriker
40 pts
⚖
Large Plant 6
Fight
+11
Armor
17
Power
17
Fort
+11
Reflex
+5
Will
+10
HP
115
Speed
5
Primal Sink
○
The sapstriker succeeds on a saving throw against a primal spell: The sapstriker gets +2 to Attack, Power, Fortitude, Reflex and Will until the end of its next turn.
Branch
● Melee strike
20 bludgeoning and acid damage and the target is encumbered (Reflex negates encumbered).
Sap Ball
● Ranged 6/12 strike
20 bludgeoning and acid damage and the target is encumbered (Reflex negates encumbered).
Amber Tomb
↻
If the sapstriker is critically hit by a melee weapon: The attacker is rattled.
Stride and make a melee strike at the end of the movement. Increase Speed by +2 during the Stride.
Vitriol [add on]
● Ranged 3
The target and the hateful hodag are off-guard while both of them are above 0 HP and in play (Will negates). While off-guard from this effect, the target and the hateful logger must target each other with any attacks they make and cannot cast spells unless they involve an attack.
Sneak Attack [upgrade]
Do +5 damage against off-guard creatures.
Athletics, Survival
Cave Bear
40 pts
⚖
Large Animal 6
Fight
+10
Armor
18
Power
18
Fort
+10
Reflex
+5
Will
+7
HP
95
Speed
7
Jaws
● Melee strike
15 piercing damage; on a hit, spend 1 AP to grab.
Mauler
Do +5 damage to grabbed creatures.
Rush
●●
Stride and make a melee strike at the end of the movement. Increase Speed by +2 during the Stride.
Athletics, Survival
Giant Animated Statue
48 pts
⚖
Huge Mindless Construct 7
Fight
+12
Armor
19 [15]
Power
20
Fort
+10
Reflex
+3
Will
+2
HP
100
Speed
6
Construct Armor
resist all 4d6. After falling to half HP or being damaged by a critical hit: lose resist all and suffer -4 Armor.
Stone Fist
● Melee strike
20 bludgeoning damage; on a hit, spend 1 AP to grab.
Flaming Coal
● Ranged 16/32 strike
20 bludgeoning and fire damage.
Brazier
While rattled, the statue cannot use Flaming Coal or Burn Alive. If the statue takes 15 or more cold damage from a single attack, it is rattled.
Burn Alive
●
A grabbed or restrained target within reach takes 20 fire damage.