Conan Statblocks for Ancient Kingdoms: Mesopotamia

sbarrie

Mongoose
I normally wing NPC stats, or use the NPC sheets found on Mongoose's webpage. However, as an exercise I've started converting the characters from Ancient Kingdoms: Mesopotamia into ConanRPG.

Please let me know if I'm missing anything or I'm calculating something wrong.

Favored Terrain bonuses are included, and ranged attacks are calculated for the first range increment. I calculated Initiative as Base Reflex plus Dex bonus (plus Improved Initiative), so Lightning Reflexes and Shemite Fatality would not affect Initiative.


I made the Sons of Saram specialists with their scimitars. As Shemites they're still good with bows, but I intend to trick out the next group of Shemite nomads as true bow specialists.

Son of Saram, Male Shemite (Saramite) Nomad 2; HD 2d10+4; hp 15;
Init +5; Spd 30 ft.; Space/Reach 5 ft./5 ft.; Parry 14 (17 with Targ), Dodge 14; DR 0;
Base Atk +2; Grp +4; Atk Scimitar +5 melee (1d8+2) AP4 crit 18-20/x2; Full Atk Scimitar +5 melee (1d8+2) AP4 crit 18-20/x2 or Shem Bow +5 ranged 100' (1d10+3) AP 6 crit 20/x3;
Fort +4, Ref +4, Will +2;
Str 14, Dex 15, Con 14, Int 11, Wis 11, Cha 10
Skills: Handle Animal +3, Hide +5, Intimidate +4, Listen +3, Move Silently +5, Ride +7, Search +1, Spot +8, Survival +8
SA: Born in the Saddle, Favored Terrain +1, Barbaric Code of Honor
Feats: Track, Mounted Combat, Weapon Focus (Scimitar), Ride by Attack
Equipment: Scimitar, Shemite Bow +2, War Camel


Sub-chieftain of Saram, Male Shemite (Saramite) Nomad 5; HD 5d10+10; hp 37;
Init +6; Spd 40 ft.; Space/Reach 5 ft./5 ft.; Parry 17 (20 with Targ), Dodge 16; DR 3;
Base Atk +5; Grp +8; Atk Scimitar +9 melee (1d8+3) AP5 crit 18-20/x2; Full Atk Scimitar +9 melee (1d8+3) AP5 crit 18-20/x2 or Shem Bow +8 ranged 100' (1d10+4 x3) AP 7 crit 20/x3;
Fort +5, Ref +5, Will +4;
Str 16, Dex 15, Con 15, Int 12, Wis 13, Cha 13
Skills: Climb +5; Handle Animal +6, Hide +7, Intimidate +9, Listen +5, Move Silently +7, Ride +11, Search +3, Sense Motive +5; Spot +12, Survival +13
SA: Born in the Saddle, Favored Terrain +2, Barbaric Code of Honor, Mobility (+4 Dodge vs AoO)
Feats: Track, Endurance, Mounted Combat, Weapon Focus (Scimitar), Ride by Attack, Power Attack, Spirited Charge
Equipment: Scimitar, Targ, Shemite Bow +3, War Camel, Quilted Jerkin


Shaykh Yahdu-Lim, Chieftain of the Saramites, Male Shemite (Saramite) Nomad 1/Barbarian 8; HD 9d10+36; hp 85;
Init +15; Spd 30 ft.; Space/Reach 5 ft./5 ft.; Parry 20, Dodge 20; DR 5;
Base Atk +9; Grp +15; Atk Akbitanian steel Tulwar +15 melee (2d8+9+poison) AP9 crit 18-20/x2; Full Atk Akbitanian steel Tulwar +15/+10 melee (2d8+9) AP9 crit 18-20/x2 or Shem Bow +13/+8 range 100' (1d10+7) AP 10 crit 20/x3;
Fort +11, Ref +10, Will +9;
Str 22, Dex 16, Con 18, Int 16, Wis 16, Cha 16
Skills: Bluff +10, Climb +6, Handle Animal +11, Hide +11, Intimidate +15, Listen +11, Move Silently +11, Ride +15, Search +4, Sense Motive +13, Spot +18, Survival +21
SA: Born in the Saddle, Favored Terrain +1, Barbaric Code of Honor, Versatility (no penalty), Bite Sword, Crimson Mist, Trap Sense +2, Imporved Uncanny Dodge (not flanked, not flat-footed), Mobility (+4 Dodge vs AoO)
Feats: Track, Endurance, Skill Focus (Survival), Diehard, Mounted Combat, Combat Reflexes, Improved Initiative, Iron Will, Power Attack
Equipment: Akbitanian steel Tulwar, Shemite Bow +6, War Camel, 3 doses of Black Stygian Scorpion Venom (DC23 2d4 Con + 2d6 Dex / 2d4 Con + 1d6 Dex), Mail Shirt
Note that Yahdu-Lim uses poison without the protection of the Poison Use feat


edit - added Bold which didn't copy from the original document
 
I haven't got Ancient Kingdoms: Mesopotamia but have reading good things about it. :D

Your guys look pretty good to me :)
I don't think you've added in the Akbitanian bonus to Shaykh's Tulwar. I also read in a thread on the rulesmasters that two handed weapons add 1&1/2 STR to AP as well(don't like it myself but..). That would put him up around the AP 14 area!
To have 22 STR at 9th he would have had to start at 1st level with 19?
I must admit that I don't have the AE Conan but by the 1st edition all your Dodge and Parry values are higher than I would have calculated them?
Do Nomads still progress devensively, dodge and parry at what is basically level divide by 2 round down?
I'm pretty sure that the official word was that feats like Lightning reflexes does effect initiative. Don't know about the Shemites fatalism but it makes sense to include it to me.

Aaron
 
AZZA said:
I don't think you've added in the Akbitanian bonus to Shaykh's Tulwar. I also read in a thread on the rulesmasters that two handed weapons add 1&1/2 STR to AP as well(don't like it myself but..). That would put him up around the AP 14 area!

Hmmmm. I haven't been using that rule myself. I'll fix that.

To have 22 STR at 9th he would have had to start at 1st level with 19?

Nuts, I added +2 to all his stats for 6th level instead of +1. That'll be annoying to fix.

I must admit that I don't have the AE Conan but by the 1st edition all your Dodge and Parry values are higher than I would have calculated them?
Do Nomads still progress devensively, dodge and parry at what is basically level divide by 2 round down?

I'm using the original rules too. Did you include their Terrain Bonus to defense as Nomads? I see now that it's a dodge bonus to defense, so I should adjust the Parry Defense values downwards.

I also didn't include their Base Skills for being Shemite. That gives 6 more skill ranks to play with.

I'll fix the existing stats and Post a couple of shamans and sorcerers I've converted soon.
 
Supplement Four said:
Bump. Couple more NPCs

See also the general conversion notes document, here:

http://hyboria.xoth.net/adventures/mesopotamia_conversion_notes.htm

- thulsa
 
Here are the stat blocks I used for the campaign, some being borrowed from Thulsa's conversion.

THE OASIS OF USSAR


SHAYKH YADHU-LIM

Male Shemite (Zuagir) Nomad 1/Barbarian 8
_________________________________________________________
Initiative: +13
Senses: Listen+14, Spot+8
Languages Spoken: Afghuli, Argossean, Hyrkanian, Iranistani, Keshani, Kothic, Kosalan,
Ophirean, Puntian, Shemitish, Stygian, Zamorian
_________________________________________________________
Dodge Defense: 18 (+2 Dex, +6 class)
Parry Defense: 18 (+5 Str, +3 class)
HP 76 (9d10+27 HD); DR: 5
Saves: Fort +10, Ref +9, Will +5
_________________________________________________________
Speed: 30 ft.(6)
Melee: Tulwar +15/+10 ((2d8+7 plus poison, 18-20/x2 critical, AP 12)
Ranged: Shemite Bow +8 (1d10+5, 20/x3, AP 9)
Base Attack: +9; Grapple: +14
_________________________________________________________
Abilities : Str 20, Dex 14, Con 16, Int 14, Wis 14, Cha 14
Special Qualities Shemite traits, fearless, favored terrain (desert) +1, born to the saddle, versatility, bite sword, crimson mist, trap sense +2, endurance, improved uncanny dodge, mobility
Fate Points –; Reputation +13; Code of Honor: Barbarian
Feats: Diehard, Endurance, Exotic Weapon Proficiency ( tulwar), Improved Initiative, Iron Will, Mounted Combat, Power Attack, Track
Skills: Bluff +10, Climb +17, Craft (weaponsmith) +6, Handle Animal +8, Intimidate +14, Jump +10, Listen +14, Move Silently +10, Ride +14, Search +4, Spot +8, Survival +14, Swim +8
Possessions: Mail shirt, Akbitanan steel tulwar, shemite bow (+5), 3 doses black Stygian scorpion venom


URIM THE VULTURE-MASKED SHAMAN
Male Shemite (Pelishtim) Scholar 7
_________________________________________________________
Initiative: +4
Senses: Listen+3, Spot+3
Languages Spoken: Argossean, Kothic, Ophirean, Hyrkanian, Iranistani, Keshani, Puntian, Shemitish, Stygian, Zamorian
_________________________________________________________
Dodge Defense: 15 (+2 Dex, +2 class, +1 dodge)
Parry Defense: 13 (+1 Str, +2 class)
HP 45 (7d6+21 HD); DR: -
Saves: Fort +5, Ref +5, Will +10
_________________________________________________________
Speed: 30 ft.(6)
Melee: +7 melee finesse (1d4+1, 19-20/x2, AP 1)
Base Attack: +5; Magic Attack: +6; Grapple: +6
Special Attacks: -
_________________________________________________________
Abilities : Str 12, Dex 14, Con 14, Int 16, Wis 18, Cha 16
Special Qualities Shemite traits, Scholar, background (lay priest), knowledge is power
Fate Points –; Reputation: +10; Base Power Points: 10
Feats: Dodge, Great Fortitude, Iron Will, Lightning Reflexes, Priest, Ritual Sacrifice, Skill Focus (Craft [herbalism]), Skill Focus (Knowledge [religion]), Skill Focus (Perform [ritual])
Skills: Bluff +13, Craft (alchemy) +13, Craft (herbalism) +16, Gather Information +12, Handle Animal +5, Heal +12, Intimidate +13, Knowledge (arcana) +15, Knowledge (history) +13, Knowledge (religion) +18, Perform (ritual) +16, Search +11, Sense Motive +13
Possessions: Dagger, tattered black robes, vulture mask, flame powder

SUB-CHIEFTANS
(12)
Male Shemite (Zuagir) Nomad 5
_________________________________________________________
Initiative: +6
Senses: Listen+6, Spot+7
Languages Spoken: Hyrkanian, Iranistani, Keshani, Kothic, Ophirean, Puntian, Shemitish, Stygian, Zamorian
_________________________________________________________
Dodge Defense: 14 (+2 Dex, +2 class)
Parry Defense: 14 (+2 Str, +2 class)
HP 37 (5d10+10 HD); DR: 4
Saves: Fort +5, Ref +5, Will +3
_________________________________________________________
Speed: 30 ft.(6)
Melee: Scimitar +9 (1d8+3, 18-20/x2 critical, AP5)
Ranged: Shemite Bow +8 (1d10+2, 20/x3 critical, AP 6)
Base Attack: +5; Grapple: +8
_________________________________________________________
Abilities : Str 16, Dex 15, Con 15, Int 12, Wis 13, Cha 13
Special Qualities: Shemite traits, favored terrain (desert) +2, born to the saddle, nomad charge, mobility
Fate Points –; Reputation +6
Feats: Endurance, Iron Will, Mounted Combat, Point Blank Shot, Power Attack, Track, Weapon Focus (scimitar)
Skills: Climb +8, Craft (herbalism) +5, Handle Animal +8, Intimidate +4, Listen +6, Move Silently +4, Ride +8, Spot +7, Survival +8
Possessions: Leather jerkin, scimitar, shemite bow (+2)



TYPICAL SON OF SARAM
Male Shemite (Zuagir) Nomad 2
_________________________________________________________
Initiative: +5
Senses: Listen+0, Spot+5
Languages Spoken: Hyrkanian, Iranistani, Kothic, Shemitish, Stygian
_________________________________________________________
Dodge Defense: 13 (+2 Dex, +1 class)
Parry Defense: 13 (+2 Str, +1 class)
HP 16 (2d10+4 HD); DR: –
Saves: Fort +4, Ref +6, Will –1
_________________________________________________________
Speed: 30 ft.(6)
Melee: Scimitar +4 (1d8+2, 18-20/x2 critical, AP 4)
Ranged: Shemite Bow +5 (1d10, 20/x3 critical, AP 4)
Base Attack: +2; Grapple: +4
_________________________________________________________
Abilities : Str 14, Dex 15, Con 14, Int 11, Wis 11, Cha 10
Special Qualities: Shemite traits, favored terrain (desert) +1, born to the saddle
Fate Points –; Reputation +2
Feats: Lightning Reflexes, Mounted Combat, Point Blank Shot, Track
Skills: Climb +7, Handle Animal +4, Intimidate +1, Ride +7, Spot +5, Survival +5
Possessions: No armor, scimitar, shemite bow (+0)
 
THE BROTHERHOOD OF KALAB

KHASIM

Male Stygian Scholar 11
_________________________________________________________
Initiative: +9
Senses: Listen+14, Spot+1
Languages: Darfari, Demonic, Hyrkanian, Keshani, Kushite, Old Stygian, Puntan, Shemitish, Stygian
_________________________________________________________
Dodge Defense: 17 (+2 Dex, +4 class, +1 dodge)
Parry Defense: 16 (+2 Str, +4 class)
HP 56 (10d6+21 HD); DR: –
Saves: Fort +5, Ref +5, Will +13
_________________________________________________________
Speed: 30 ft.(6)
Melee: Staff +10/+5 melee finesse (2d4+3, 20/x2 critical AP 1)
Base Attack: +8; Magic Attack: +8; Grapple: +10
Special Attacks: Spells
________________________________________________________
Abilities : Str 14, Dex 15, Con 14, Int 13, Wis 19, Cha 16
Special Qualities: Stygian traits, scholar, background (acolyte), knowledge is power
Fate Points –; Reputation +14; Base Power Points: 11
Feats: Alertness, Dodge, Exotic Weapon Proficiency (Stygian bow), Hexer, Improved Initiative, Iron Will, Ritual Sacrifice, Skill Focus (Knowledge [arcana]), Skill Focus (Perform [ritual]), Tortured Sacrifice
Skills: Concentration +16, Craft (alchemy) +12, Craft (herbalism) +10, Decipher Script +4, Handle Animal +7, Intimidate +10, Heal +6, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (geography) +3, Knowledge (religion) +13, Listen +14, Move Silently +7, Perform (ritual) +20, Sense Motive +16, Survival +10
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune, ill fortune, curse of Yizil), Necromancy (raise corpse, death touch)
Possessions: White robes, staff, Stygian tomb-dust, owl “familiar”

YARIMA THE RED WITCH

Female Stygian Scholar 10
_________________________________________________________
Initiative: +10
Senses: Listen+9, Spot+2
Languages: Darfari, Keshani, Kothic, Kushite, Hyrkanian, Iranistani, Old Stygian, Puntan, Shemitish, Stygian
_________________________________________________________
Dodge Defense: 16 (+3 Dex, +3 class)
Parry Defense: 17 (+4 Str, +3 class)
HP 45 (10d6+10 HD); DR: –
Saves: Fort +4, Ref +8, Will +12
_________________________________________________________
Speed: 30 ft.(6)
Melee: Dagger +11/+6 melee finesse (1d4+4, 19-20/x2 AP 1)
Base Attack: +7; Magic Attack: +9; Grapple: +11
Special Attacks: Spells
________________________________________________________
Abilities : Str 18, Dex 17, Con 13, Int 14, Wis 17, Cha 18
Special Qualities: Stygian traits, scholar, background (acolyte), knowledge is power
Fate Points –; Reputation +14; Base Power Points: 10
Feats: Exotic Weapon Proficiency (Stygian bow), Improved Initiative, Iron Will, Lightning Reflexes, Opportunistic Sacrifice, Ritual Sacrifice, Skill Focus (Craft [herbalism]), Skill Focus (Knowledge [arcana]), Tortured Sacrifice
Skills: Concentration +12, Craft (alchemy) +11, Craft (herbalism) +18, Handle Animal +8, Intimidate +11, Knowledge (arcana) +18, Knowledge (nobility) +6, Knowledge (history) +8, Knowledge (religion) +12, Listen +9, Perform (ritual) +17, Profession (herbalist) +16, Sense Motive +8, Survival +7
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune), Divination (astrological prediction, psychometry), Hypnotism (entrance, hypnotic suggestion, domination)
Possessions: Red robes, veil, dagger, golden coiled serpent anklets (200 sp each).

KHORAJ
Male Stygian Scholar 9
_________________________________________________________
Initiative: +9
Senses: Listen+8, Spot+-1
Languages: Demonic, Darfari, Keshani, Kushite, Hyrkanian, Shemitish, Stygian, Zamorian
_________________________________________________________
Dodge Defense: 15 (+2 Dex, +3 class)
Parry Defense: 13 (+0 Str, +3 class)
HP 67 (9d6+36 HD); DR: –
Saves: Fort +8, Ref +5, Will +8
_________________________________________________________
Speed: 30 ft.(6)
Melee: Club +6/+1 (1D8, 20/x2 critical AP 1)
Base Attack: +6; Magic Attack: +7; Grapple: +6
Special Attacks: Spells
________________________________________________________
Abilities : Str 10, Dex 14, Con 16, Int 9, Wis 18, Cha 16
Special Qualities: Stygian traits, scholar, background (acolyte), knowledge is power
Fate Points –; Reputation +12; Base Power Points: 10
Feats: Exotic Weapon Proficiency (Stygian bow), Great Fortitude, Improved Initiative, Iron Will, Ritual Sacrifice, Skill Focus (Knowledge [arcana]), Summoner, Toughness
Skills: Concentration +15, Craft (alchemy) +7, Craft (herbalism) +5, Gather Information +9, Handle Animal +5, Intimidate +10, Knowledge (arcana) +14, Knowledge (geography) +6, Knowledge (history) +9, Knowledge (religion) +11, Listen +8, Perform (ritual) +6, Survival +5
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune, ill-fortune, greater ill fortune), Hypnotism (entrance, hypnotic suggestion, domination, dread serpent), Summonings (demonic pact, summon demon)
Possessions: White robes, sandals, club, large sapphire (5,000 sp)

KAH-NU, OWL FAMILIAR

Small Animal
Initiative: +5
Sensory Traits: Low light vision, Listen +16, Spot +8
–––––––––––––––––––––––––––––––––
Dodge Defence: 15
HP:10; (2d8 HD); DR:-
Saves: Fort +2, Ref +5, Will +2
–––––––––––––––––––––––––––––––––
Speed: 10 ft.(2), fly 40ft.(8)
Melee: Talon +5 finesse (1d4-3)
Space/Reach: 2.5 ft./ 0 ft.
Base Attack: +0; Grapple: -11
Special Attacks: Poison. Dmg: 1d2 Dex and 1d2 Con; Saves(9): Immediate/10 mn/30 mn/1 hour (x6).
–––––––––––––––––––––––––––––––––
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Special Qualities: Alertness, Dive
Skills: Listen+16, Move Silently+17, Spot+8
Dive (Ex): An owl that flies for at least one round in a straight line can double its fly movement for the following round.


WIZARDS OF KALAB

Male or Female Stygian Scholar 2
_________________________________________________________
Initiative: +6
Senses: Listen+7, Spot+3
Languages Spoken: Darfari, Iranistani, Keshani, Kushite, Puntan, Shemitish, Stygian _________________________________________________________
Dodge Defense: 12 (+2 Dex, +0 class)
Parry Defense: 11 (+1 Str, +0 class)
HP 15 (2d6+6 HD); DR: –
Saves: Fort +3, Ref +2, Will +6
_________________________________________________________
Speed: 30 ft. (6)
Melee: Dagger +3 melee finesse (1d4+1,19-20/x2, AP 1)
Base Attack: +1; Magic Attack: +3; Grapple: +2
Special Attacks: Spells
________________________________________________________
Abilities : Str 12, Dex 14, Con 16, Int 12, Wis 16, Cha 14
Special Qualities: Stygian traits, scholar, background (acolyte), knowledge is power
Fate Points –; Reputation +4; Base Power Points: 8
Feats: Exotic Weapon Proficiency (Stygian bow), Improved Initiative, Skill Focus (Knowledge [arcana])
Skills: Concentration +7, Craft (alchemy) +6, Craft (herbalism) +6, Gather Information +4, Handle Animal +4, Intimidate +7, Knowledge (arcana) +9, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (religion) +6, Listen +7, Move Silently +4, Perform (ritual) +7, Sense Motive +5, Survival +5
Sorcery Styles/Spells: Curses (lesser ill-fortune), Hypnotism (entrance)
Possessions: White robes, sandals, dagger


LESSER WIZARDS OF KALAB
Male or Female Stygian Scholar 1
_________________________________________________________
Initiative: +6
Senses: Listen+8, Spot-1
Languages Spoken: Darfari, Iranistani, Keshani, Kushite, Puntan, Shemitish, Stygian _________________________________________________________
Dodge Defense: 12 (+2 Dex, +0 class)
Parry Defense: 11 (+1 Str, +0 class)
HP 9 (1d6+3 HD); DR: –
Saves: Fort +3, Ref +2, Will +5
_________________________________________________________
Speed: 30 ft. (6)
Melee: Dagger +2 melee finesse (1d4+1,19-20/x2,AP 1)
Base Attack: +0; Magic Attack: +2; Grapple: +1
Special Attacks: Spells
________________________________________________________
Abilities : Str 12, Dex 14, Con 16, Int 12, Wis 16, Cha 14
Special Qualities: Stygian traits, scholar, background (acolyte), knowledge is power
Fate Points –; Reputation +3; Base Power Points: 7
Feats: Exotic Weapon Proficiency (Stygian bow), Improved Initiative, Skill Focus (Knowledge [arcana])
Skills: Concentration +7, Craft (alchemy) +5, Craft (herbalism) +5, Gather Information +4, Handle Animal +4, Intimidate +6, Knowledge (arcana) +8, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (religion) +5, Listen +7, Move Silently +4, Perform (ritual) +6, Survival +5
Sorcery Styles/Spells: Hypnotism (entrance)
Possessions: White robes, sandals, dagger


WARRIOR-MERCENARY OF KALAB
Male Shemite Nomad 1/Soldier 3
_________________________________________________________
Initiative: +5
Senses: Listen+0, Spot+5
Languages Spoken: Hyrkanian, Iranistani, Kothic, Ophirean, Puntan, Shemitish, Stygian
_________________________________________________________
Dodge Defense: 14 (+2 Dex, +1 class, +1 dodge)
Parry Defense: 15 (+3 Str, +2 class)
HP 34 (4d10+12 HD); DR: 5
Saves: Fort +7, Ref +4, Will +1
_________________________________________________________
Speed: 25 ft. (armor) (5)
Melee: Battleaxe +8 (1d10+3, 20/x3, AP 7)
Ranged: Shemite Bow +7 (1d10, 20/x3 critical, AP 4)
Base Attack: +4; Grapple: +7
_________________________________________________________
Abilities : Str 17, Dex 14, Con 17, Int 13, Wis 12, Cha 13
Special Qualities: Shemite traits, track, favoured terrain (desert) +1, born to the saddle, formation combat (skirmisher)
Fate Points –; Reputation +5
Feats: Combat Reflexes, Dodge, Mobility, Power Attack, Track, Weapon Focus (battleaxe)
Skills: Climb +6, Handle Animal +3, Hide +2, Intimidate +4, Jump +4, Knowledge (eastern desert) +3, Listen +5, Move Silently +2, Ride +7, Spot +7, Survival +5
Possessions: Scale corselet, battleaxe, Shemite bow (+0)

YHAKKOR
Medium Monstrous Humanoid
_________________________________________________________
Initiative: +4
Senses: Listen+6, Spot+2
_________________________________________________________
Dodge Defense: 14 (+1 Dex, +3 natural)
HP 25 (3d8+12 HD); DR: 2
Saves: Fort +7, Ref +4, Will +1
_________________________________________________________
Speed: 30 ft. (6)
Melee: 2 claws +8 melee (1d6+4)
Base Attack: +3; Grapple: +7
Special Attacks: Disease, stench
_________________________________________________________
Abilities : Str 19, Dex 13, Con 18, Int 6, Wis 10, Cha 9
Special Qualities: Darkvision 60 ft., scent, terror of the unknown (DC 11)
Feats: Stealthy, Weapon Focus (claw)
Skills: Hide +5, Listen +6, Move Silently +5, Spot +2
Possessions: Scale corselet, battleaxe, Shemite bow (+0)
Terror: 11
Combat: Due to their low intelligence, Yhakkor are usually assigned to simple guard duty or other menial tasks. A strong-minded individual, such as a wizard, is required to control their chaotic nature. In melee, Yhakkor gang up on a single opponent at a time and attempt to tear him to pieces.
Disease (Ex): Filth fever; injury (claw); DC 15 Fort save; incubation period 1d3 days; 1d3 Dexterity damage and 1d3 Constitution damage.
Stench (Ex): Yhakkor are surrounded by an aura of terrible stench. Those within 10 feet must succeed on a DC 15 Fortitude save or be wracked with nausea, suffering a –2 circumstance penalty to all attacks, saves, and skill checks for 1d6+3 minutes. The save DC is Constitution based.
Immunities (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Skills: Yhakkor have acute hearing and gain a +6 racial bonus to Listen checks.
 
THE SEA OF BONES



YASMINA (was used instead of Ishtim in my campaign. A good Conan adventure needs a lass to be saved!)
Female Shemite (Zuagir) Nomad 1/Barbarian 3/Thief 3
_________________________________________________________
Initiative: +10
Senses: Listen+3, Spot+7
Languages Spoken: Hyrkanian, Iranistani, Kothic, Ophirean, Puntan, Shemitish, Stygian, Zamorian
_________________________________________________________
Dodge Defense: 16 (+3 Dex, +3 class)
Parry Defense: 15 (+3 Str, +2 class)
HP 56 (4d10+12 plus 3d8+9 HD); DR: –
Saves: Fort +8, Ref +10, Will +1
_________________________________________________________
Speed: 30 ft. (6)
Melee: Scimitar +9 (1d8+3, 18-20/x2 critical, AP 5)
or Sickle Sword of Naalfesh +12 (1d8+6, 18-20, AP 5)
Ranged: Shemite Bow +9 (1d10, 20/x3 critical, AP 4)
Base Attack: +6; Grapple: +9
Special Attacks: Sneak attack +2d6/+2d8
_________________________________________________________
Abilities : Str 16, Dex 17, Con 16, Int 13, Wis 11, Cha 18
Special Qualities: Shemite traits, favored terrain (desert) +1, born to the saddle, fearless, versatility (-2), bite sword, crimson mist, trap sense (+2), sneak attack style (short sword), sneak attack +2d6/+2d8, trapfinding, two-weapon combat
Fate Points –; Reputation +8
Feats: Alertness, Blind-Fight, Combat Reflexes, Diehard, Endurance, Eyes of the Cat, Track
Skills: Appraise +10, Climb + 10, Escape Artist +12, Handle Animal +5, Hide +10, Knowledge (local) +4, Intimidate +5, Listen +3, Move Silently +13, Ride +6, Search +7, Spot +7, Survival +4, Tumble +7
Possessions: No armor, scimitar, shemite bow (+0), Sickle Sword of Naalfesh

RISEN DEAD
Medium undead
_________________________________________________________
Initiative: +0
Senses: Listen+0, Spot+0
_________________________________________________________
Dodge Defense: 10
HP 19 (3HD); DR: -
Saves: Fort +1, Ref +0, Will +3
_________________________________________________________
Speed: 20 ft. (4)
Melee: Slam +4 (1d6+3) or by weapon
Base Attack: +1; Grapple: +4
_________________________________________________________
Abilities : Str 17, Dex 8, Con -, Int-, Wis 10, Cha 1
Special Qualities: Undead, limp stumble
Terror: 11

Limp Stumble: May only take a standard action or a move action but not both.
Undead: No Constitution score; darkvision 60 ft; immunity to all mind-affecting effects; immunity to poison; sleep effects; paralysis, stunning and disease, not subject to critical hits, non lethal damage, ability or energy drain; immune to damage to physical ability scores, immune to fatigue and exhaustion; immunity to effects that requires a Fortitude Save. Proficient with all simple weapons and all its natural weapons. Do not breathe, eat, or sleep.



EKIMMU
Medium Undead (Incorporeal)
_________________________________________________________
Initiative: +7
Senses: Listen+10, Spot+10
_________________________________________________________
Dodge Defense: 15
HP 32 (5HD); DR: 6
Saves: Fort +1, Ref +4, Will +6
_________________________________________________________
Speed: 30 ft. (6) , fly 60 ft. (12)
Melee: Incorporeal touch +5 melee (1d4)
Base Attack: +2; Grapple: - Magic Attack: +6
Special Attacks: Paralyzing howl, malevolence _________________________________________________________
Abilities : Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Special Qualities: Incorporeal traits, turn resistance +2, undead traits, unnatural aura
Feats: Blind-Fight, Combat Reflexes, Improved Initiative
Skills: Hide +11, Intimidate +10, Listen +10, Search +10, Sense Motive +10, Spot +10
Terror: 12
An ekimmu is the evil ghost of one who has been denied entrance to the underworld and is doomed to wander the earth. It is greatly feared, for it attaches itself quite easily to virtually any living person regardless of whether that person has been acquainted with the dead one. Once it has possessed a living host, it is very difficult to exorcise. The Ekimmu roams the earth, seeking victims to possess and using its hosts to bring misfortune and death to the living. Its howling in the night is often the only warning of its approach.

COMBAT
Malevolence (Su): Once per round, an ekimmu can merge its body with a creature on the Material Plane, and the duration is permanent unless the ekimmu willingly leaves the target or is exorcised. If the attack succeeds, the ekimmu’s body vanishes into the opponent’s body. The target can resist the attack with a successful Will save (DC set by the Ekimmu’s Magic Attack Roll). A creature that successfully saves is immune to that ekimmu’s malevolence for one day.
Paralyzing Howl (Su): At will, the ekimmu can let out a fearsome howl that paralyzes all within a 30 feet radius for 1d4+1 rounds unless they succeed on a Will save (DC set by the Ekimmu’s Magic Attack Roll). A creature that successfully saves is immune to that ekimmu’s howl for one day.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of an ekimmu at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Incorporeal Traits (Ex): Can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source; can pass through solid objects at will, and own attacks pass through armor; cannot make trip or grapple attacks and cannot be tripped or grappled; do not set off traps triggered by weight; always moves silently and cannot be heard with Listen checks unless it wants to be; can move at full speed even when it cannot see.
Undead Traits (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, death from massive damage, or any effect that requires a Fortitude save; cannot be raised, resurrection works if the creature is willing; darkvision with a range of 60 feet.
 
DRAGONCLAW ROCK


ZADHI THE DRUIDESS
Female Shemite (Zuagir) Nomad 4/Scholar 6
_________________________________________________________
Initiative: +13
Senses: Listen+12, Spot+8
Languages Spoken: Afghuli, Argossean, Hyrkanian, Kothic, Kosalan, Iranistani, Ophirean, Puntian, Shemitish, Stygian
_________________________________________________________
Dodge Defense: 18 (+3 Dex, +5 class)
Parry Defense: 18 (+3 Str, +5 class)
HP 63 (4d10+8 plus 6d6+12 HD); DR: –
Saves: Fort +7, Ref +10, Will +9
_________________________________________________________
Speed: 30 ft. (6)
Melee: Combat Claws +11/+6 (1d6+3+Poison, 18-20/x2 critical, AP 5)
or Dagger +10 (1d4+3, 19-20, AP 2)
Ranged: Shemite Bow +9 (1d10, 20/x3 critical, AP 4)
Base Attack: +7; Magic Attack: +3;Grapple: +10
Special Attacks: Sneak attack +2d6/+2d8
_________________________________________________________
Abilities : Str 16, Dex 16, Con 14, Int 14, Wis 15, Cha 11
Special Qualities: Shemite traits, favored terrain (desert) +2, born to the saddle, nomad charge, scholar background (independent), knowledge is power
Fate Points –; Reputation +10; Base Power Points 8
Feats: Combat Reflexes, Endurance, Eyes of the Cat, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (claws), Track
Skills: Climb +10, Concentration +10, Craft (herbalism) +12, Heal +12, Hide +10, Intimidate +8, Jump +8, Knowledge (arcana) +12, Knowledge (local) +7, Knowledge (nature) +12, Listen +12, Move Silently +13, Ride +5, Search +5, Sense Motive +8, Spot +8, Survival +8, Swim +7
Sorcery Styles/Spells: Counterspells (warding, incantation of Amalric’s witchman), Hypnotism (entrance, hypnotic suggestion), Nature Magic (summon beast, animal ally, greater summon beast, children of the night)
Blessed by Jhebbel Sag: Zadhi can use the Shapeshifter spell without meeting the requirements.
Possessions: Light clothing, combat claws, dagger, gold jewelry (70 sp total), 2 doses black Stygian scorpion venom


DESERT HAWK
Small Animal
Initiative: +5
Sensory Traits: Low light vision, Listen +16, Spot +8
–––––––––––––––––––––––––––––––––
Dodge Defence: 15
HP:10; (2d8 HD); DR:-
Saves: Fort +2, Ref +5, Will +2
–––––––––––––––––––––––––––––––––
Speed: 10 ft.(2), fly 40ft.(8)
Melee: Talon +5 finesse (1d4-3)
Space/Reach: 2.5 ft./ 0 ft.
Base Attack: +0; Grapple: -11
Special Attacks: Poison. Dmg: 1d2 Dex and 1d2 Con; Saves(9): Immediate/10 mn/30 mn/1 hour (x6).
–––––––––––––––––––––––––––––––––
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Special Qualities: Alertness, Dive
Skills: Listen+16, Move Silently+17, Spot+8
Dive (Ex): A desert hawk that flies for at least one round in a straight line can double its fly movement for the following round.

DESERT VIPER
(2)
Small Animal
Initiative: +5 (+2 Dex, +3 Reflex)
Sensory Traits: Scent, Listen +9, Spot +9
–––––––––––––––––––––––––––––––––
Dodge Defence: 14 (+1 size, +2 Dex, +1 natural)
HP: 4; (1d8 HD); DR: 2
Saves: Fort +2, Ref +5, Will +1
–––––––––––––––––––––––––––––––––
Speed: 20 ft.(crawl, climb and swim) (4)
Melee: Bite +4 (1d3-2 + Poison)
Space/Reach: 5 ft./ 5 ft.
Base Attack: +0; Grapple: -6
Special Attacks: Poison. Injury DC11, damage 1d4 Con; Saves(4): Immediate/1 round (x3).
–––––––––––––––––––––––––––––––––
Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Special Qualities: Scent
Skills: Balance +11, Climb +12, Hide +15, Listen+9, Spot+9
Vipers receive a +4 racial bonus to Hide, Listen and Spot checks and +8 racial bonus to Balance checks.


PTERODACTYL

Huge Animal
Initiative: +7 (+3 Dex, +4 Reflex)
Sensory Traits: Low–light vision, Scent, Listen +6, Spot +12
–––––––––––––––––––––––––––––––––
Dodge Defence: 15 (–2 size, +3 Dex, +4 natural)
HP: 60; (8d8+24 HD); DR: 3
Saves: Fort +12, Ref +7, Will +4
–––––––––––––––––––––––––––––––––
Speed: 10 ft.(2), 40 ft. fly (8)
Melee: Bite +14 (1d10+4, AP 2) and 2 claws +10 (1d8+2)
Space/Reach: 15 ft. (2) / 10 ft. (2)
Base Attack: +8; Grapple: +22
Special Attacks: Flyby Attack, Improved Grab
–––––––––––––––––––––––––––––––––
Abilities: Str 19, Dex 16, Con 17, Int 1, Wis 11, Cha 6
Special Qualities: Dive
Feats: Alertness, Flyby Attack, Weapon Focus (bite)
Skills: Climb +10, Jump +8, Survival +10
Advancement: 9 – 12 HD (Huge), 13 – 16 HD (Gargantuan)

One of the only dinosaurs capable of true flight, the pterodactyl is a predator of the skies. These beasts are called ‘wyverns’ in Zembabwei, ‘drakes’ in Kosala, and ‘dracoi’ in Khitai due to their widespread range. Pterodactyls live in coastal eyries all across the warmer shores of Hyboria, roaming to and living off the fish that the waves provide.
Pterodactyls are large flying reptiles with sharp-toothed beaklike mouths that extend three to four feet from their heads, a twenty-foot wingspan from body to clawed tip, and angular, grasping talons on the end of its muscular legs. Some varieties, namely the wyverns of Zembabwei, have long tails that end in spade-shaped growths, but these serve no purpose other than balance during flight.
Combat: Pterodactyls will try to catch and eat anything they believe they can carry off to their nests high in the seashore cliffs, including humans. They use their sharp teeth to tear into an enemy that is too well protected to get at, but prefer to simply snatch up a target in its claws and fly high into the air to drop the victim – both killing and tenderising the prey for their hatchlings.
Dive (Ex): A pterodactyl that flies for at least one round in a straight line can double its fly movement for the following round.
Improved Grab (Ex): To use this ability, a pterodactyl must hit with a claw attack. If it is successful it can make a Grapple check against the target automatically, ignoring the roll to hit and not provoking an attack of opportunity.
 
THE PIT OF YHATH

NIM-ARTATU

Male Shemite (Pelishtim) Scholar 8
_________________________________________________________
Initiative: +8
Senses: Listen+9, Spot +0
Languages Spoken: Afghuli, Hyrkanian, Keshani, Kothic, Puntian, Shemitish, Stygian
_________________________________________________________
Dodge Defense: 15 (+2 Dex, +3 class)
Parry Defense: 13 (+0 Str, +3 class)
HP 52 (8d6+24 HD); DR: –
Saves: Fort +6, Ref +3, Will +10
_________________________________________________________
Speed: 30 ft. (6)
Melee: Dagger +8/+3 finesse (1d4,19-20/x2, AP 1)
Base Attack: +6; Magic Attack: +9; Grapple: +6
Special Attacks: Spells
________________________________________________________
Abilities : Str 11, Dex 14, Con 16, Int 11, Wis 16, Cha 20
Special Qualities: Shemite traits, scholar, background (independent), knowledge is power
Fate Points –; Reputation +13; Base Power Points: 9
Feats: Great Fortitude, Hexer, Improved Initiative, Iron Will, Opportunistic Sacrifice, Ritual Sacrifice, Skill Focus (Knowledge [arcana])
Skills: Bluff +12, Concentration +14, Craft (alchemy) +7, Handle Animal +7, Knowledge (arcana) +14, Knowledge (local) +4, Knowledge (history) +11, Knowledge (religion) +10, Listen +9, Move Silently +9, Perform (ritual) +12, Search +4, Sense Motive +10
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune, ill-fortune, greater ill-fortune), Hypnotism (entrance, hypnotic suggestion, domination, torment*) *Spell from The Scrolls of Skelos
Possessions: Robes, sandals, dagger


SIDMU

Female Shemite (Pelishtim) Scholar 4
_________________________________________________________
Initiative: +6
Senses: Listen+9, Spot +0
Languages Spoken: Argossean, Ophirean, Hyrkanian, Kothic, Shemitish, Stygian
_________________________________________________________
Dodge Defense: 12 (+1 Dex, +1 class)
Parry Defense: 11 (+0 Str, +1 class)
HP 22 (4d6+8 HD); DR: –
Saves: Fort +3, Ref +2, Will +6
_________________________________________________________
Speed: 30 ft. (6)
Melee: Hunting Spear +3 (1D8, 20/x2 critical, AP 1)
Base Attack: +3; Magic Attack: +5; Grapple: +3
Special Attacks: Spells
________________________________________________________
Abilities : Str 10, Dex 13, Con 14, Int 11, Wis 11, Cha 16
Special Qualities: Shemite traits, scholar, background (independent), knowledge is power
Fate Points –; Reputation +7; Base Power Points: 7
Feats: Improved Initiative, Iron Will, Ritual Sacrifice
Skills: Concentration +9, Craft (alchemy) +7, Craft (herbalism) +3, Handle Animal +6, Knowledge (arcana) +9, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (religion) +4, Move Silently +4, Perform (ritual) +10, Sense Motive +7
Sorcery Styles/Spells: Counterspells (warding), Hypnotism (entrance, hypnotic suggestion, torment) Necromancy (raise corpse)
Possessions: Robe, hunting spear

NUMDIAT
Male Himelian Tribesman Barbarian 6
_________________________________________________________
Initiative: +6
Senses: Listen+5, Spot+0
Languages Spoken: Afghuli, Hyrkanian, Iranistani, Shemitish, Stygian, Vendhyan, Yuetshi _________________________________________________________
Dodge Defense: 15 (+1 Dex, +4 class)
Parry Defense: 16 (+4 Str, +2 class)
HP 53 (6d10+18 HD); DR: 7
Saves: Fort +10, Ref +6, Will +4
_________________________________________________________
Speed: 30 ft (6)
Melee: Tulwar +11/+6 (2d8+6/18-20/AP 9)
Ranged: Hunting Bow +7 (1d8+4/AP 5)
Base Attack: +6; Grapple: +10
_________________________________________________________
Abilities : Str 18, Dex 13, Con 16, Int 11, Wis 12, Cha 9
Special Qualities: Himelian traits, fearless, versatility (-2), bite sword, crimson mist, trap sense +2, uncanny dodge, mobility
Fate Points –; Reputation +5
Feats: Blind Fight, Diehard, Endurance, Exotic Weapon Proficiency (tulwar), Great Fortitude, Iron Will, Weapon Focus (tulwar)
Skills: Climb +8, Hide +6, Intimidate +1, Jump +8, Listen +5, Move Silently +6
Possessions: Brigandine coat, steel cap, tulwar, hunting bow (+4), 20 arrows



ROGUE-CULTIST OF THE PIT WORM
Male or female Stygian Thief 2
_________________________________________________________
Initiative: +9
Senses: Listen+5, Spot+5
Languages Spoken: Afghuli, Hyrkanian, Puntian, Shemitish, Stygian
_________________________________________________________
Dodge Defense: 13 (+2 Dex, +1 class)
Parry Defense: 11 (+0 Str, +1 class)
HP 14 (2d8+2 HD); DR: -
Saves: Fort +1, Ref +5, Will +0
_________________________________________________________
Speed: 30 ft (6)
Melee: Ghanata Knife +3 melee finesse (1d8/18-20/AP 1)
Ranged: Shemite Bow +7 (1d10, 20/x3 critical, AP 4)
Base Attack: +1; Grapple: +1
Special Attacks: Sneak attack +1d6/+1d8
_________________________________________________________
Abilities : Str 11, Dex 14, Con 13, Int 10, Wis 10, Cha 8
Special Qualities: Stygian traits, sneak attack style (ghanata knife), trapfinding
Fate Points –; Reputation +1
Feats: Weapon Focus (Ghanata Knife), Eyes of the Cat, Improved Initiative
Skills: Bluff +2, Hide +7, Intimidate +4, Handle Animal +1, Knowledge (arcana) +4, Knowledge (local) +2, Listen +5, Move Silently +7, Perform (ritual) +3, Sense Motive +5, Spot +5, Tumble +7
Possessions: No armor, Ghanata knife



WARRIOR-CULTIST OF THE PIT WORM
Male or female Shemite Barbarian 2
_________________________________________________________
Initiative: +4
Senses: Listen+5, Spot+6
Languages Spoken: Afghuli, Hyrkanian, Shemitish, Stygian _________________________________________________________
Dodge Defense: 12 (+1 Dex, +1 class)
Parry Defense: 12 (+2 Str, +0 class)
HP 17 (2d10+4 HD); DR: -
Saves: Fort +3, Ref +3, Will –1
_________________________________________________________
Speed: 30 ft (6)
Melee: Warsword +5 (1d12+3/19-20/AP 6)
Base Attack: +2; Grapple: +4
_________________________________________________________
Abilities : Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 8
Special Qualities: Shemite traits, fearless, versatility (-2), bite sword, crimson mist
Fate Points –; Reputation +1
Feats: Track, Weapon Focus (warsword)
Skills: Climb +7, Listen +5, Ride +3, Spot +6, Survival +5
Possessions: No armor, warsword


CAPTIVES IN THE PIT
Male and female Commoner 2
_________________________________________________________
Initiative: +0
Senses: Listen+1, Spot+1
Languages Spoken: Hyrkanian, Shemitish, Stygian, Zamorian _________________________________________________________
Dodge Defense: 11 (+0 Dex, +1 class)
Parry Defense: 12 (+1 Str, +1 class)
HP 7 (2d4+2 HD); DR: -
Saves: Fort +1, Ref +0, Will -1
_________________________________________________________
Speed: 30 ft (6)
Melee: unarmed strike +2 (1d3+1 non-lethal, 20/x2 critical, AP 1)
Base Attack: +1; Grapple: +2
_________________________________________________________
Abilities : Str 13, Dex 10, Con 12, Int 11, Wis 9, Cha 8
Special Qualities: Illiteracy
Fate Points –; Reputation +1
Feats: Skill Focus (Profession)
Skills: Craft (any mundane) +3, Handle Animal +2, Listen +1, Profession (any) +7, Spot +1
Possessions: None


THE WORM GOD
Gargantuan Magical Beast
Initiative: +15
Sensory Traits: Listen +18, Spot +9
–––––––––––––––––––––––––––––––––
Dodge Defence: 20 (–4 size, -2 Dex, +16 natural)
HP: 200; (16d10+112 HD); DR: 6
Saves: Fort +17, Ref +8, Will +4
–––––––––––––––––––––––––––––––––
Speed: 30 ft. (6), burrow 20 ft. (4), swim 10 ft.(2)
Melee: Bite +25 (2d8+12) and sting +20 (2d6+6+Poison)
Space/Reach: 20 ft./ 15 ft.
Base Attack: +16 Grapple: +40
Special Attacks: Improved Grab, Swallow whole, Poison
–––––––––––––––––––––––––––––––––
Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Special Qualities: Tremorsense 60 ft.
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
Skills: Listen+18, Spot+9, Swim+20
Terror: 18
This massive scavenger attempts to consume any organic material it find. The body of the Worm is 5 feet in diameter and 80 feet long, weighing about 40.000 pounds. The creature has a poison stinger in its tail. The Purple Worm consumes great quantities of dirt and rock when tunnelling. Its gizzard may hold gems and other acid-resistant items.
Combat: In battle, the Worm God forms into a coil 20 feet in diameter, biting and stinging within reach.
Improved Grab (Ex): To use this ability, the Worm God must hit with his bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the Grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The Save DC is Constitution based.
Swallow Whole (Ex): The Worm God can attempt to swallow a grabbed opponent of smaller size by making a successful Grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the Worm’s gizzard. A swallowed creature can cut his way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (DC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium or 32 small opponents.
Skills: The Worm God has +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always chose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 
THE ZIGGURAT OF THE GHOUL-QUEEN



GIANT SCORPION

Large Vermin
Initiative: +0
Sensory Traits: Listen +0, Spot +4
–––––––––––––––––––––––––––––––––
Dodge Defence: 16 (-1 size, +7 natural)
HP: 32; (5d8+10 HD); DR: 4
Saves: Fort +6, Ref +1, Will +1
–––––––––––––––––––––––––––––––––
Speed: 50 ft.(10)
Melee: 2 Claws +6 (1d6+4) and sting +1 (1d6+2+poison)
Space/Reach: 10 ft./ 5 ft.
Base Attack: +3; Grapple: +11
Special Attacks: Constrict (1d6+4), Improved Grab, poison
–––––––––––––––––––––––––––––––––
Abilities: Str 19, Dex 10, Con 14, Int -, Wis 10, Cha 2
Special Qualities: Tremorsense 60 ft., Vermin traits
Feats: -
Skills: Climb +8, Hide +0, Spot +4
Improved Grab (Ex): To use this ability, a giant scorpion must hit with a claw attack. A giant scorpion can use either its Strength or Dexterity modifier for Grapple checks, whichever is better. If the scorpion wins the ensuing Grapple check, it establishes a hold and can sting.
Poison (Ex): A monstrous scorpion has a poisonous sting. The saves DC are Constitution based (Fort DC 14, dmg 1d4 Con initial, 1d4 Con secondary).
Vermin Traits: No Intelligence score, immunity to all mind-affecting effects, darkvision 60ft.
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and spot checks.



GIANT VULTURE
Large Animal
Initiative: +12
Sensory Traits: Listen +9, Spot +10, low-light vision
–––––––––––––––––––––––––––––––––
Dodge Defence: 19 (-1 size, +5 Dex, +5 natural)
HP: 76; (9d8+36 HD); DR: 2
Saves: Fort +11, Ref +12, Will +9
–––––––––––––––––––––––––––––––––
Speed: 10 ft. (2 squares), fly 80 ft. (16)
Melee: 2 claws +10 (1d8+5) bite +5 (1d10+2)
Space/Reach: 10 ft./ 5 ft.
Base Attack: +6 Grapple: +15
Special Attacks: Dive
–––––––––––––––––––––––––––––––––
Abilities: Str 20, Dex 20, Con 19, Int 2, Wis 15, Cha 11
Special Qualities: Low light vision
Feats: Alertness, Fly-by attack
Skills: Listen +9, Move Silently +10, Spot +10*
*A giant vulture receives a +8 racial bonus on Spot checks in daylight.



GHOUL, LESSER

Medium Monstrous Humanoid
_________________________________________________________
Initiative: +2
Senses: Listen+3, Spot+3, darkvision 60 ft.
_________________________________________________________
Dodge Defense: 14
HP 13 (2d12 HD); DR: -
Saves: Fort +0, Ref +2, Will +5
_________________________________________________________
Speed: 40 ft. ( 8 )
Melee: 2 Claws +0 (1d3) and Bite +2 (1d6+1, AP2)
Base Attack: +1; Grapple: +2
Special Attacks: Improved Grab, Relentless Jaws
_________________________________________________________
Abilities : Str 13, Dex 15, Con11, Int10, Wis 10, Cha 1
Special Qualities: Darkvision 60 ft.
Feats: Multiattack
Skills: Hide +10, Listen +3, Move Silently +10, Spot +3
Terror: 11
Improved Grab: To use this ability, a ghoul must hit with its Bite attack. It can then attempt to start a Grapple as a free action without provoking an attack of opportunity.
Relentless Jaws: As a full-round action a ghoul may deal automatic Bite damage to any grappled target. This also gradually chew through its opponent’s armor. Each round the ghoul uses Relentless Jaws, including the first, the AP rating of the Bite increases by +1.



GHOUL, GREATER

Medium Monstrous Humanoid
_________________________________________________________
Initiative: +7
Senses: Listen+5, Spot+5, darkvision 60 ft.
_________________________________________________________
Dodge Defense: 16
HP 39 (6 HD); DR: 2
Saves: Fort +6, Ref +7, Will +2
_________________________________________________________
Speed: 40 ft. (8)
Melee: 2 Claws +9 (1d4+3) and Bite +7 (1d8+1, AP4)
Base Attack: +6; Grapple: +9
Special Attacks: Improved Grab, Relentless Jaws
_________________________________________________________
Abilities : Str 16, Dex 14, Con13, Int10, Wis 10, Cha 1
Special Qualities: Darkvision 60 ft.
Feats: Multiattack, Power attack, Toughness
Skills: Hide +13, Listen +5, Move Silently +13, Spot +5
Terror: 13
Improved Grab: To use this ability, a ghoul must hit with its Bite attack. It can then attempt to start a Grapple as a free action without provoking an attack of opportunity.
Relentless Jaws: As a full-round action a ghoul may deal automatic Bite damage to any grappled target. This also gradually chew through its opponent’s armor. Each round the ghoul uses Relentless Jaws, including the first, the AP rating of the Bite increases by +1.



VAMPIRE SPAWN
Female Shemite (Pelishtim) vampire; Medium undead _______________________________________________________
Initiative: +6
Senses: Listen+11, Spot +11, darkvision 60 ft
Languages Spoken: Acheronian, Hyrkanian, Iranistani, Old Stygian, Shemitish, Stygian, Zamorian
_________________________________________________________
Dodge Defense: 15 (+2 Dex, +3 class)
Parry Defense: 16 (+3 Str, +3 class)
HP 30 (4D12+3 HD); DR: 4
Saves: Fort +1, Ref +5, Will +5
_________________________________________________________
Speed: 30 ft. (6)
Melee: Slam +5 (1d8+4)
Base Attack: +2; Grapple: +6
Special Attacks: blood drain, domination
_________________________________________________________
Abilities : Str 16, Dex 14, Con –, Int 13, Wis 13, Cha 14
Special Qualities: Shemite traits, background (Temple servant), fast healing 5, cold immunity
Fate Points –; Reputation +13; Base Power Points: 11
Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (Perform [ritual])
Skills: Bluff +6, Climb +8, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Perform (Dance)+8, Perform (Ritual), Search +8, Sense Motive +11, Spot +11
Possessions: no armor
Terror: 12

Blood Drain (Ex): A vampire can use its fangs to suck blood from a living victim by making a successful Grapple check against a held opponent. If it succeed, it drains blood, dealing 1d4 points of Constitution drain each round. On each successful drain attack, the vampire gains 5 temporary hit points.

Children of the Night (Su): Vampires command the lesser creatures of darkness and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms or a pack of 3d6 wolves as a standard action (if the base creature is not terrestrial, this power might summon other creature of similar power). These creatures arrive in 2d6 rounds and serve the vampire for up to one hour. A vampire can also command any mindless undead creatures it can see through a simple act of will (a free action). If the undead is already under someone else’s control, the vampire must succeed in an opposed magic attack roll in order to make its commands heard.

Dominate (Su): A vampire can crush an opponent’s will just by looking into his eyes. This is similar to an evil eye spell, except that the vampire must use a standard action and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will saving throw (DC set by a magic attack roll) or fall instantly under the vampire’s influence as though by a domination spell. This ability has a range of 30 feet.

Fast Healing (Ex): A vampire heals 5 points of damage each round as long as it has at least 1 hit point.

Immunities (Ex): A vampire is completely immune to cold.

Undead: No Constitution score; darkvision 60 ft; immunity to poison; sleep effects; paralysis, stunning and disease, not subject to critical hits, non lethal damage, ability or energy drain; immune to damage to physical ability scores, immune to fatigue and exhaustion; immunity to effects that requires a Fortitude Save. Proficient with all simple weapons and all its natural weapons. Do not breathe, eat, or sleep.



NIKHARTHA
Female Shemite (Pelishtim) vampire Scholar 8; Medium undead _________________________________________________________
Initiative: +9
Senses: Listen+9, Spot +9, darkvision 60 ft
Languages Spoken: Acheronian, Argossean, Hyrkanian, Iranistani, Keshani, Kothic, Ophirean, Old Stygian, Shemitish, Stygian, Zamorian
_________________________________________________________
Dodge Defense: 17 (+3 Dex, +3 class, +1 dodge)
Parry Defense: 18 (+5 Str, +3 class)
HP 60 (8d12+84 HD); DR: 6
Saves: Fort +1, Ref +6, Will +12
_________________________________________________________
Speed: 30 ft. (6)
Melee: 2 Slams +11 (1d8+5)
Base Attack: +6; Magic Attack: +9; Grapple: +11
Special Attacks: Spells, blood drain, children of the night, domination
_________________________________________________________
Abilities : Str 20, Dex 16, Con –, Int 15, Wis 20, Cha 21
Special Qualities: Shemite traits, scholar, background (lay priest), knowledge is power, fast healing 5, cold immunity
Fate Points –; Reputation +13; Base Power Points: 11
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Knowledge [religion]), Skill Focus (Perform [ritual]), Steely Gaze, Toughness
Skills: Appraise +9, Bluff +12, Concentration +11, Craft (alchemy) +12, Craft (herbalism) +8, Decipher Script +7, Handle Animal +7, Hide +9, Intimidate +10, Knowledge (arcana) +10, Knowledge (history) +12, Knowledge (nobility) +13, Knowledge (religion) +16, Listen +13, Move Silently +10, Perform (ritual) +17, Perform (Dance) +12, Search +7, Sense Motive +13, Spot +13
Sorcery Styles/Spells: Counterspells (warding)
Possessions: Stygian tomb-dust, black lotus powder, grey lotus blossom.
Terror: 14

Blood Drain (Ex): A vampire can use its fangs to suck blood from a living victim by making a successful Grapple check against a held opponent. If it succeed, it drains blood, dealing 1d4 points of Constitution drain each round. On each successful drain attack, the vampire gains 5 temporary hit points.

Children of the Night (Su): Vampires command the lesser creatures of darkness and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms or a pack of 3d6 wolves as a standard action (if the base creature is not terrestrial, this power might summon other creature of similar power). These creatures arrive in 2d6 rounds and serve the vampire for up to one hour. A vampire can also command any mindless undead creatures it can see through a simple act of will (a free action). If the undead is already under someone else’s control, the vampire must succeed in an opposed magic attack roll in order to make its commands heard.

Dominate (Su): A vampire can crush an opponent’s will just by looking into his eyes. This is similar to an evil eye spell, except that the vampire must use a standard action and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will saving throw (DC set by a magic attack roll) or fall instantly under the vampire’s influence as though by a domination spell. This ability has a range of 30 feet.

Fast Healing (Ex): A vampire heals 5 points of damage each round as long as it has at least 1 hit point.

Immunities (Ex): A vampire is completely immune to cold.

Undead: No Constitution score; darkvision 60 ft; immunity to poison; sleep effects; paralysis, stunning and disease, not subject to critical hits, non lethal damage, ability or energy drain; immune to damage to physical ability scores, immune to fatigue and exhaustion; immunity to effects that requires a Fortitude Save. Proficient with all simple weapons and all its natural weapons. Do not breathe, eat, or sleep.
 
THE OASIS OF THE PURPLE DREAMS

VAMPIRE VINE

Medium Pant
_________________________________________________________
Initiative: +3
Space/Reach: 5ft./5ft.
_________________________________________________________
Dodge Defense: 17
HP 19 (3d8+6 HD); DR: -
Saves: Fort +5, Ref +4, Will +1
_________________________________________________________
Speed: 0 ft.
Melee: 12 Vines +4 (1d2+1 plus blood drain). No more than 4 per target
Ranged: 12 Vines +4 (1d2+1 plus blood drain). No more than 4 per target
Base Attack: +2; Grapple: +3
Special Attacks: Blood Drain (1 Con damage per needle)
_________________________________________________________
Abilities : Str 12, Dex 16, Con14, Int-, Wis 11, Cha 9
Special Qualities: plant, immunity to electricity, fire vulnerability (+50% damage from fire)
Feats: Multiattack, Power attack, Toughness
Skills: Hide +11. *Vampire cacti have a +8 racial bonus on Hide checks in their natural environment
Tactics: The vampire vine attacks all warmblooded creatures that approach within 5 feet. It attacks with tentacle-like vines, which attach the plant to the victim . This thread allows the plant to drain the blood and bodily fluids of living creatures. The plant can fire all 12 of its needles in one round, but no more than 4 at a single target. Vines that miss, any pulled out of a victim, or any vines in a dead victim are reeled in and can fired again the next round. These vines have 6 hit points and can be severed with slashing weapons, though they regrow again in a few days if the main plant is not destroyed. Attacking the vines does not harm the plant itself (i.e., damage dealt to either is not subtract from the vampire vine’s hit point total).

Serpent Men
Medium Aberration
_________________________________________________________
Initiative: +1
Space/Reach: 5ft.(1)/5ft.(1)
Senses: Listen +3, Spot +10, darkvision 60 ft.
_________________________________________________________
Dodge Defense: 12 (+1 Natural, +1 Dodge)
HP 14 (4d8-4 HD); DR: -
Saves: Fort +0, Ref +1, Will +7
_________________________________________________________
Speed: 30 ft.(6)
Melee: Bite +4 (1d4+Poison) or by weapon
Base Attack: +3; Magic Attack Bonus: +3; Grapple: +4
Special Attacks: Poison
_________________________________________________________
Abilities : Str 12, Dex 10, Con 8, Int 16, Wis 17, Cha 15
Special Qualities: Darkvision 60ft., scent, shapeshifting, soul-enslavement.
Feats: Alertness, dodge
Skills: Bluff +7, Craft (alchemy) +5, Knowledge (Arcana) +10, Sense Motive +10, Spot +10
Terror: 12
Poison (Ex): Serpent men venom blocks nerve impulses, causing respiratory failure and death. Fort save (DC 14, 2d4 Strength damage in 10 minutes, secondary damage 1d4 Strength a minute later).
Shape-Shifting (Su): These fiends can take human form at will. They gain a +10 competence bonus to Disguise skill checks. A serpent-man will revert to normal form when killed. Reflective surfaces also reveal their true form.
Soul Enslavement (Su): If a man is slain by a snake-man, his ghost becomes their slave, to do their bidding throughout eternity.
Advancement: By character class. Favored Class : The favored class for a snake-man is Scholar. Hypnotism and Necromancy are their prefered sorcery styles.


Giant Octopus
Large Animal (Aquatic)
_________________________________________________________
Initiative: +8
Space/Reach: 10ft.(2)/10ft.(2) 20ft(4) with tentacles
Senses: Listen +4, Spot +6, low-light vision
_________________________________________________________
Dodge Defense: 19 (-1 Size,+2 Dex,+7 Natural, +1 Dodge)
HP 44 (8d8+4 HD); DR: 2
Saves: Fort +7, Ref +8, Will +3
_________________________________________________________
Speed: 30 ft.(6) swim
Melee: 8 tentacles (1d4+5) +8 and bite +5 (1d8+2)
Base Attack: +6; Grapple: +15
Special Attacks: Improved Grab, Constrict
_________________________________________________________
Abilities : Str 20, Dex 15, Con13, Int2, Wis 12, Cha 3
Special Qualities: Ink cloud, jet, low-light vision
Feats: Alertness, dodge, skill focus (Hide)
Skills: Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13
Construct (Ex): A Giant Octopus deals 2d8+6 damage with a successful Grapple check.
Improved Grab: To use this ability, a giant octopus must hit with a tentacle attack. It can then attempt to start a Grapple as a free action without provoking an attack of opportunity.
Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black ink 20 feet (4) wide and long once per minute as a free action. The cloud provides total concealment. The creature normally uses this concealment to escape from an overwhelming attacker. All vision within the cloud is obscured.
Jet (Ex) : A giant octopus can jet backward once per round as a full-round action. This action carries it 200 feet in a straight line. The octopus does not provoke an attack of opportunity while jetting.
Skills: A giant octopus can change colours, giving it a +4 racial bonus to Hide skill checks. It can also squeeze and contort its body, giving it a +10 racial bonus to Escape Artist skill checks. As an aquatic creature it has a +8 racial bonus to Swim checks and can take 10 on a Swim skill check at any time. It can use the run action while swimming, provided it swims in a straight line.

Combat: Giant octopi attack either from the water or carefully clamber up the side of the ship to pluck a target from the rigging. In either case their goal is to take a single target into the water so that they can eat it at their leisure. If attacked they jet down into the darkness far away from anything that might hurt them.
An opponent can attack a giant’s octopus’s tentacles with a sunder attack. These tentacles have 10 hp each. If the octopus is grappling a target and the grappling tentacle is attacked it uses another tentacle to make an attack of opportunity. Severing a tentacle deals the creature 5 points of damage. It withdraws from combat if it loses more than two tentacles. A severed tentacle regenerates in 1d10 days.


The Abomination in the Lake

Use the Giant Octopus with a Terror factor of 14.

Toad Demon
Large Outsider
_________________________________________________________
Initiative: +1
Space/Reach: 10(2) ft./ 10(2) ft.
Senses: Listen +12, Spot +12, darkvision 60 ft.
_________________________________________________________
Dodge Defense: 18
HP 54 (6d8+24 HD); DR: 2
Saves: Fort +9, Ref +6, Will +3
_________________________________________________________
Speed: 30 ft., swim 40 ft.
Melee: Bite +10 (2d6+5, AP5)
Ranged: Tongue +7 (Grapple)
Base Attack: +6; Grapple: +15
Special Attacks: Improved Grab, Leap, Rake 1d8+2, Swallow Whole
_________________________________________________________
Abilities : Str 20 Dex 13, Con 18, Int 5, Wis 12, Cha 10
Special Qualities: darkvision 60ft., Resistance to Cold and Fire(10)
Feats: Alertness, Power Attack, Weapon Focus (Tongue)
Skills: Hide +10, Jump +9, Listen +12, Move Silently +10, Search +6, Spot +12
Terror: 13
Combat: Toad Demons leap into combat using their charge attack. Though giant toads (the smallest variety) may flee or not attack opponents larger than themselves, the larger varieties are ferocious and nearly mindless killing machines, attacking everything in sight that is not a toad.
Improved Grab (Ex): To use this ability, the toad demon must hit an opponent of up to one size smaller with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and reels its opponent in and bites in the same round (gaining a +4 bonus to its attack roll to bite). A Toad Demon’s tongue can be attacked. (Damage dealt to the tongue is not dealt to the toad itself.) If successful, the toad does not attempt a grapple against that opponent for the remainder of the combat. A monstrous toad’s tongue has an DC of 15.
Rake (Ex): Monstrous toads that leap on an opponent can make two rake attacks (at full attack bonus). Damage is listed in the statistics block.
Swallow Whole (Ex): A monstrous toad can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d4 points of crushing damage plus 2 points of acid damage per round from the toad’s stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the stomach (AC 11, giant toad; AC 13, dire or abyssal toad). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A giant toad’s interior can hold 2 Tiny, 8 Diminutive or 32 Fine opponents. A dire or abyssal toad’s interior can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.
Leap (Ex): All types of giant toads (except killer and poisonous toads) can leap and make a single attack in the same round (treat this as a charge attack). Skills: Due to their coloration, monstrous toads have a +4 racial bonus on Hide checks. Monstrous toads have a +4 racial bonus on Jump checks (and can use either their Strength
modifier or Dexterity modifier on Jump checks).


Serpent Thing
(Child of Set)
Huge Outsider (Demon)
_________________________________________________________
Initiative: +8
Space/Reach: 10ft.(2)/5ft.(1)
Senses: Listen +10, Spot +10, darkvision 60 ft.
_________________________________________________________
Dodge Defense: 13 (-2 Size, +2 Dex, +3 Natural)
HP 52 (5d8+30 HD); DR: 5
Saves: Fort +10, Ref +6, Will +6
_________________________________________________________
Speed: 30 ft.(6) crawl/climb/swim
Melee: Slam +13 (1d8+10)
Base Attack: +5; Magic Attack: +5; Grapple: +23
Special Attacks: Constricting Grapple
_________________________________________________________
Abilities : Str 30, Dex 15, Con 22, Int 16, Wis 15, Cha 17
Special Qualities: darkvision 60 ft., Improved Terror of the Unknown
Feats: Stealthy, Steely Gaze
Skills: Bluff +11, Craft (Alchemy) +11, Decipher Script +11, Hide +4, Intimidate +13, Knowledge (Arcana) +11, Knowledge (Religion) +11, Listen +10, Move Silently +12, Sense Motive +10, Spot +10
Terror: 15
Combat: It can kill by driving men mad or by crushing them with its black body.
Constricting Grapple: The Man-Serpent may perform this attack against any adjacent target. On a successful Grapple check, the target becomes coiled in the grip of the beast sinuous body and becomes constricted. The beast will automatically deal 1d8+12 (AP12) points of constriction damage each round until the target manages to break the Grapple. During this time, it cannot dodge attacks. A grappled victim can hold his breath for Con rounds. After this, the target must make a DC 10 Con check in order to continue to hold his breath. The save must be repeated each round with the Dc increasing by 1 for ach previous check. When the victim fails, he begins to suffocate. In the first round it falls unconscious (0 Hp). In the following round, he drops to –1 Hp and is dying. In the third round, he dies suffocating.
Improved Terror of the Unknown: The Man-Serpent is so unearthly beautiful and strange it adds its Charisma modifier to the save DC for Terror. Also, any character rolling a natural 1 on their Will save dies after a number of rounds equal to his Con modifier.


Kalabites
See the Brotherhood of Kalab chapter
 
THE HORNS OF SINMESH


GIANT SCORPION

See the Ziggurat of the Ghoul Queen Chapter



CLAY GOLEM

Large Construct
Initiative: -1
Sensory Traits: darvision 60ft., low-light vision
–––––––––––––––––––––––––––––––––
Dodge Defence: 22 (-1 size, -1 Dex, +14 natural)
HP: 90 (11d10+30 HD); DR: 4
Saves: Fort +3, Ref +2, Will +3
–––––––––––––––––––––––––––––––––
Speed: 20 ft.(4)
Melee: 2 Slams +14 (2d6+7)
Space/Reach: 10 ft.(2)/ 10 ft.(2)
Base Attack: +8; Grapple: +19
Special Attacks: Berserk, cursed wound
–––––––––––––––––––––––––––––––––
Abilities: Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
Special Qualities: darvision 60ft., low-light vision
Feats: -
Skills: -
Terror: 15



MONSTROUS CENTIPEDE

Gargantuan Vermin
_________________________________________________________
Initiative: +2
Space/Reach: 20ft.(4)/15ft.(3)
Senses: Spot +4, darkvision 60 ft.
_________________________________________________________
Dodge Defense: 18 (-4 Size, +2 Dex, +10 Natural)
HP 66 (12d8+12 HD); DR: 2
Saves: Fort +9, Ref +6, Will +4
_________________________________________________________
Speed: 40 ft.(8), Climb 40ft. (8)
Melee: Bite +11 (2d8+9+Poison)
Base Attack: +9; Grapple: +27
Special Attacks: Poison
_________________________________________________________
Abilities : Str 23, Dex 15, Con 12, Int -, Wis 10, Cha 2
Special Qualities: darkvision 60 ft, vermin traits.
Feats: -
Skills: Climb +14, Hide-2, Spot +4
Poison (Ex) : Fort DC 17, initial/secondary dmg 1d8 Dex
Vermin Traits: No Intelligence score, immunity to all mind-affecting effects, darkvision 60ft.
Skills: A centipede has a +4 racial bonus on Spot checks. and a +8 racial bonus on Climb and Hide checks.




INAMUAT

Male Shemite Ghost Soldier 8 Medium Undead
Initiative: +7
Senses: low-light vision, light sensitivity (-1)
Languages Spoken: Afghuli, Hyrkanian, Keshani, Kothic, Puntian, Shemitish, Stygian, Old Stygian
_________________________________________________________
Dodge Defense:+ 17 (+3 Dex, +4 class)
Parry Defense: +15 (+4 Str, +6 class)
HP 52 (8d12+3 HD); DR: –
Saves: Fort +6, Ref +7, Will +4
_________________________________________________________
Speed: Fly 30 ft. (6)
Melee: Light Flail +13/+8 melee (1d8+6) (against ethereal opponents only)
Base Attack: +9 ; Magic Attack: +2 ; Grapple: +13
Special Attacks: manifestation, corrupting gaze (30 ft., Fort DC 18, 2d10 points of damage and 1d4 points of Cha drain), malevolence (Will DC 19)
________________________________________________________
Abilities : Str 19, Dex 16, Con —, Int 13, Wis 14, Cha 18
Special Qualities: undead traits, incorporeal, turn resistance (+4), rejuvenation
Fate Points –; Reputation +8; Base Power Points: 7
Feats: Blind-Fight, Dodge, Improved Critical (light flail), Improved Initiative, Lightning Reflexes, Quick Draw, Toughness, Weapon Focus (light flail), Weapon Specialization (light flail).
Skills: Climb +15, Handle Animal +15, Jump +15, Ride +14
Possessions: Ethereal light flail
Terror: 14

Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Malevolence (Su): Once per round, a ghost can merge its body with a creature on the Material Plane, and the duration is permanent unless the ghost willingly leaves the target or is exorcised. If the attack succeeds, the ghost’s body vanishes into the opponent’s body. The target can resist the attack with a successful Will save (DC set by the ghost’s Magic Attack Roll). A creature that successfully saves is immune to that ekimmu’s malevolence for one day.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a ghost at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Incorporeal Traits (Ex): Can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source; can pass through solid objects at will, and own attacks pass through armor; cannot make trip or grapple attacks and cannot be tripped or grappled; do not set off traps triggered by weight; always moves silently and cannot be heard with Listen checks unless it wants to be; can move at full speed even when it cannot see.
Undead Traits (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, death from massive damage, or any effect that requires a Fortitude save; cannot be raised, resurrection works if the creature is willing; darkvision with a range of 60 feet.
Manifest (Su) : A manifested ghost will be affected by corporeal creatures only 50% of time unless it is struck by silver or magic. The ghost can pass through solid objects at will and its attacks bypass armor.
Rejuvenation (Su) : If destroyed, the ghost will restore in 2d4 days. It requires a successful level check (1d20+ghost’s HD against DC16). The only way to put a ghost permanently to rest is to find the reason for its haunting.
Tactics: Inamuat seeks to revenge himself upon the slaves (the original rebels are long since dead, of course, but
he is quite happy to slay their descendants) as well as the Hierophants. He might negotiate with the player characters if he thinks they can help him achieve either of his goals. He cannot be laid to rest permanently (see the description of the ghost’s rejuvenation ability) until the former slaves are all dead, or he has been resurrected.




NAMRA-SAGU

Male Shemite Barbarian3/Scholar5
________________________________________________________
Initiative: +6
Senses: Listen+8, Spot +5
Languages Spoken: Afghuli, Hyrkanian, Keshani, Kothic, Puntian, Shemitish, Stygian, Old Stygian
_________________________________________________________
Dodge Defense:+14
Parry Defense: +15
HP 50 (3d12+5d6+8 HD); DR: –
Saves: Fort +4, Ref +8, Will +7
_________________________________________________________
Speed: 30 ft. (6)
Melee: Scimitar +9 (1d8+3, 18-20/x2, AP5)
Base Attack: +6 ; Magic Attack: +2 ; Grapple: +9
Special Attacks: Spells, Crimson Mist
________________________________________________________
Abilities : Str 16, Dex 13, Con 12, Int 11, Wis 14, Cha 16
Special Qualities: Fearless, versatility (-2), bite sword, crimson mist, trap sense +1, scholar, background (independent), knowledge is power, low-light vision, resistance to disease (+4), light sensitivity (-1)
Fate Points –; Reputation +8; Base Power Points: 7
Feats: Track, Endurance, Iron Will, Blind Fight, Lightning Reflexes, Ritual Sacrifice
Skills: Climb+9, Concentration +9, Craft (herbalism) +4, Decipher Script+2, Knowledge (arcana) +6, Knowledge (religion) +4, Listen +8, Perform (ritual) +3, Spot+5
Sorcery Styles/Spells: Counterspells(warding); Curses (lesser ill-fortune, Ill-fortune); Nature Magic(summon beast, greater summon beast, children of the night )
Possessions: Tattered robes, sandals, scimitar



DEGENERATES OF SINMESH
Male Shemite Barbarian2
_________________________________________________________
Initiative: +1
Senses: Listen+5, Spot+2
_________________________________________________________
Dodge Defense: 14
HP 39 (2d12+9 HD); DR: -
Saves: Fort +6, Ref +1, Will +0
_________________________________________________________
Speed: 30 ft. (6)
Melee: Heavy Pick +4 (1d6+2, 20/x4 critical, AP3)
Base Attack: +2; Grapple: +4
Special Attacks: Crimson Mist
_________________________________________________________
Abilities : Str 15, Dex 12, Con16, Int10, Wis 10, Cha 8
Special Qualities: Fearless, versatility (-2), bite sword, crimson mist, low-light vision, resistance to disease (+4), light sensitivity (-1)
Feats: Blind Fight, Toughness, Track
Skills: Climb+7, Jump+7, Listen +5, Spot +2, Survival+5
Possessions: Tattered robes, sandals, heavy pick.


THE THING IN THE BOWL
Huge Ooze
_________________________________________________________
Initiative: -5
Senses: -
_________________________________________________________
Dodge Defense: 5
HP 115 (10d10+60 HD); DR: 6
Saves: Fort +9, Ref -2, Will -2
_________________________________________________________
Speed: 30 ft. (6)
Melee: Slam+8 (2d6+4 plus 2d6 acid)
Space/Reach: 15ft./10ft.
Base Attack: +7; Grapple: +18
Special Attacks: Acid, Constrict (2d6+4 plus 2d6 acid), Improved Grab
_________________________________________________________
Abilities : Str 17, Dex 1, Con 22, Int_, Wis 1, Cha 1
Special Qualities: Blindsight 60ft., split, ooze traits
Feats: -
Skills: Climb+11
Terror: 15
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals damage, and the opponent’s armor and clothing dissolves and become useless unless they succeed on DC 21 Reflex save. A metal or wooden weapon that strikes the ooze also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution based.
Constrict (Ex): The thing deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.
To use this ability , an ooze must hit with its slam attack. It can then attempt to start a Grapple as a free action without provoking an attack ,of opportunity. If it wins the Grapple check, it establishes a hold and can constrict.
Split (Ex) : Slashing and piercing weapons deal no damage to the ooze. Instead the creature splits into two identical oozes with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Ooze: An ooze is an amorphous or mutable creature, usually mindless. It has the following traits:
-Mindless: No Intelligence score, and immunity to all mind-affecting effects.
-Blind, but have the Blindsight special quality, with immunity to gaze attacks, visual effects, illusions and other attack forms that rely on sight.
-Immunity to poison, sleep effects, paralysis, polymorph or stunning.
-Not subject to critical hits or flanking.
-Oozes eat and breathe, but do not sleep.
Skills: An ooze has a +8 racial bonus on Climb checks and can always choose to take a 10 on a Climb check, even if rushed or threatened.




GIANT TOADS

Giant Toad Monstrous Toad
Medium Animal Large Animal _______________________________________________________________________________________
Initiative: +0 +1
Senses: Spot +1, low-light vision, scent Spot +2, low-light vision, scent
_______________________________________________________________________________________
Dodge Defense: 13 (+3 natural), 17 (–1 size, +1 Dex, +7 natural)
HP 2d8+6 (15 hp); 4d8+16 (34 hp)
Saves: Fort +6, Ref +3, Will –1 Fort +8, Ref +5, Will +0
_______________________________________________________________________________________
Speed: 20 ft. (4), swim 30 ft. (6) 30 ft. (6), swim 40 ft. (8)
Melee: Tongue +1 ranged (grapple) Tongue +0 ranged (grapple)
and bite +4 melee (1d8)+3 and bite +2 melee (2d6+5)
Space/Reach: 5 ft./5 ft. (10 ft. with tongue) 10 ft./10 ft. (15 ft. with tongue)
Base Attack: +1; Grapple: +4 +3/+12
Special Attacks: Improved grab, leap, Improved grab, leap, rake 1d8+2,
rake 1d6+1, swallow whole swallow whole
________________________________________________________________________________________
Abilities Str 16, Dex 11, Con 16, Str 20, Dex 13, Con 18, Int 2, Wis 9, Cha 6 Int 2, Wis 9, Cha 6
Special Qualities Low-light vision, scent Low-light vision, scent
Skills: Hide +7, Jump +7, Spot +1 Hide +5, Jump +9, Spot +2
Feats: — —

Giant Toads are larger versions of normal toads. All have razor-sharp teeth lining their mouths.

Combat :Giant toads leap into combat using their charge attack. Though giant toads (the smallest variety) may flee or not attack opponents larger than themselves, the larger varieties are ferocious and nearly mindless killing machines, attacking everything in sight that is not a toad.
Improved Grab (Ex): To use this ability, the monstrous toad must hit an opponent of up to one size smaller with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and reels its opponent in and bites in the same round (gaining a +4 bonus to its attack roll to bite). A monstrous toad’s tongue can be attacked. (Damage dealt to the tongue is not dealt to the toad itself.) If successful, the toad does not attempt a grapple against that opponent for the remainder of the combat. A monstrous toad’s tongue has an AC as follows:
Monstrous Toad Tongue Armor Class
Giant 13
Monstrous 15
Rake (Ex): Monstrous toads that leap on an opponent can make two rake attacks (at full attack bonus). Damage is listed in the statistics block.
Swallow Whole (Ex): A monstrous toad can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d4 points of crushing damage plus 2 points of acid damage per round from the toad’s stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the stomach (AC 11, giant toad; AC 13, dire or abyssal toad). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A giant toad’s interior can hold 2 Tiny, 8 Diminutive or 32 Fine opponents. A dire or abyssal toad’s interior can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.
Leap (Ex): All types of giant toads (except killer and poisonous toads) can leap and make a single attack in the same round (treat this as a charge attack). Skills: Due to their coloration, monstrous toads have a +4 racial bonus on Hide checks. Monstrous toads have a +4 racial bonus on Jump checks (and can use either their Strength
modifier or Dexterity modifier on Jump checks).


(sorry the the columns of Giant and Monstrous Toads seem kind of messed up on the boards. You're on your own to put them back in order...)

VAMPIRE SPAWN (6)
See Ziggurat of the Ghoul Queen Chapter

ARUKURSHU
Male Shemite Vampire Soldier 13, Medium Undead
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Initiative: +8
Senses: Listen+12, Spot +11, darkvision 60 ft
Languages Spoken: Acheronian, Argossean, Hyrkanian, Iranistani, Keshani, Kothic, Ophirean, Old Stygian, Shemitish, Stygian, Zamorian
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Dodge Defense: 21 (+4 Dex, +6 class, +1 dodge)
Parry Defense: 30 (+7 Str, +9 class, +4 shield)
HP 117 (13d12 HD); DR: 6
Saves: Fort +12, Ref +10, Will +13
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Speed: 30 ft. (6)
Melee: Abkitanian Sickle Sword +20/+15/+10 (1d10+7, 19-20/x2, AP 12)
Or Slam +20/+15/+10 (1d8+7)
Base Attack: +13; Magic Attack: +3; Grapple: +20
Special Attacks: Blood drain, children of the night, domination
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Abilities : Str 24, Dex 19, Con —, Int 20, Wis 22, Cha 25
Special Qualities: Shemite traits, Formation combat (charioteer), fast healing 5, cold immunity
Fate Points –; Reputation +16
Feats: Alertness, Cleave, Combat Casting, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Heighten Spell, Improved Bull Rush, Improved Critical (light mace), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (light mace), Weapon Specialization (light mace).
Skills: Appraise +12, Bluff +10, Climb +16, Concentration +10, Craft (weaponsmithing) +15, Diplomacy +16, Handle Animal +16, Hide +9, Intimidate +15, Jump +16, Knowledge (history) +15, Knowledge (religion) +15, Listen +11, Move Silently +10, Perform (ritual) +17, Ride +13, Spot +12, Swim +16.
Possessions: Abkitanian Sickle Sword, lion’s shield (+4/-4/1d4/x2, hardness 6, hp10), rod of rulership.
Special Notes: Instead of wolves, Arukurshu can summon jackals using his Children of the Night ability. As an ancient vampire, Arukurshu is not bound to a specific coffin. If reduced to 0 hit points or lower, he assumes gaseous form, but can rest in any coffin to regain lost hit points.

Blood Drain (Ex): A vampire can use its fangs to suck blood from a living victim by making a successful Grapple check against a held opponent. If it succeed, it drains blood, dealing 1d4 points of Constitution drain each round. On each successful drain attack, the vampire gains 5 temporary hit points.

Children of the Night (Su): Vampires command the lesser creatures of darkness and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms or a pack of 3d6 jackals as a standard action (if the base creature is not terrestrial, this power might summon other creature of similar power). These creatures arrive in 2d6 rounds and serve the vampire for up to one hour. A vampire can also command any mindless undead creatures it can see through a simple act of will (a free action). If the undead is already under someone else’s control, the vampire must succeed in an opposed magic attack roll in order to make its commands heard.

Dominate (Su): A vampire can crush an opponent’s will just by looking into his eyes. This is similar to an evil eye spell, except that the vampire must use a standard action and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will saving throw (DC set by a magic attack roll) or fall instantly under the vampire’s influence as though by a domination spell. This ability has a range of 30 feet.

Fast Healing (Ex): A vampire heals 5 points of damage each round as long as it has at least 1 hit point.

Immunities (Ex): A vampire is completely immune to cold.

Undead: No Constitution score; darkvision 60 ft; immunity to poison; sleep effects; paralysis, stunning and disease, not subject to critical hits, non lethal damage, ability or energy drain; immune to damage to physical ability scores, immune to fatigue and exhaustion; immunity to effects that requires a Fortitude Save. Proficient with all simple weapons and all its natural weapons. Do not breathe, eat, or sleep.

NADUMKIUMMA
Medium Outsider (demon)
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Initiative: +10
Senses: Spot +11, blindsight, scent
Space/Reach: 5ft.(1)/5ft.(1)
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Defense Value: 20(+5 Dex, +5 natural)
HP 35 (7D8 HD); DR: 3
Saves: Fort +7, Ref +10, Will +6
_________________________________________________________
Speed: 20ft.(4), fly 60ft.(12)
Melee: 2 Claws +12 finesse (1d4+3)
Base Attack: +7; Grapple: +10
Special Attacks: Improved Grab, envelop (2d6+4+ clammy prison), clammy prison
_________________________________________________________
Abilities : Str 17, Dex 20 , Con 11, Int 6, Wis 12, Cha 14
Special Qualities: Manifest, blindsight, rubbery flesh, scent
Feats: Endurance, Great Fortitude, Flyby Attack, Track
Skills: Hide +15, Move Silently, Spot +11, Survival +11
Terror: 13

Nadumkiumma attack by diving on their victims, enveloping them, and carrying them off. A victim who fights or struggles will be damaged each round until he stops resisting. Then he can be carried, sooner or later, to the
Outer Dark beyond Earth’s atmosphere, where he will become a night-weird himself.

Blindsight (Ex): Nadumkiumma have blindsight, the extraordinary ability to use a combination of magical,
nonvisual senses to operate effectively without vision. This ability makes invisibility and concealment (even magical darkness) irrelevant to the night-weird. This ability operates out to a range of 120 feet. A night-weird
cannot distinguish colour or visual contrast with its blindsight (which means it cannot read). It is immune to spells or spell-like effects with a range of Evil Eye and to other gaze attacks. The Nadumkiumma is immune
to being blinded. Blindsight works underwater and in a vacuum. Blindsight negates displacement and blur effects such as the slithering shadow’s Lightless special quality.
Clammy Prison (Su): If Nadumkiumma has successfully enveloped its target (see below) imprisons him in its clammy grasp, smothering him with its wings and crushing him with its sinewy strength. In addition to the damage dealt by the envelop attack, a night-weird that has successfully enveloped a target forces him to make a Will saving throw (DC 15) or be stricken with horror at his fate. A character so stricken has a -4 circumstance penalty to all attack rolls, grapple checks and saving throws until he can escape from the Nadumkiumma’s grasp or else be somehow rescued.
Envelop (Ex): On a successful grapple check, Nadumkiumma deals 2d6+4 damage. This represents a combination of crushing damage and rending from claws and fangs. Furthermore, its clammy embrace is extraordinarily difficult to escape from – see Clammy Prison, above.
Improved Grab (Ex): To use this ability, Nadumkiumma must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can envelop.
Manifest (Su): As a standard action, the Nadumkiumma can either leave Earth and return to its home place, or appear on Earth. In either case, it manifests at the new location at the end of its action. Note that if Nadumkiumma has enveloped a target, it may not manifest until it releases him; if it wishes to turn him to a night-weird himself, it must carry him off to the Outer Dark by simply flying him there.
Rubbery Flesh (Ex): Nadumkiumma flesh is so resilient and rubbery that their Damage Reduction is increased to 6 against bludgeoning weapons, and bludgeoning weapons always have an Armour Piercing rating of 0 against Nadumkiumma.
Scent (Ex): Nadumkiumma gains all the benefits of the Scent special quality (see Conan the RPG, p. 299).
Skills: Nadumkiumma gains a +4 circumstance bonus on all Survival checks made for tracking purposes.
 
IBNATH

CARAVANSERAI RUINS

KAMALLA,
Human Form
Female Hyrkanian Shapechanger Thief 8
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Initiative: +13 ( Ref +9, Improved +4 )
Senses: Listen +13, Spot +7, Eyes of the Cat, Scent
Languages Spoken: Afghuli, Hyrkanian, Iranistani, Keshani, Kothic,
Puntian, Shemitish, Stygian, Zamorian
_________________________________________________________
Dodge Defense: 20 (+4 class, +4 dex, +2 natural)
Parry Defense: 18 (+4 class, +2 str, +2 natural)
HP 70 (1d10 + 11d8 +12 HD); DR: 8 (+4 armor, +4 natural)
Saves: Fort +9, Ref +13, Will +7
_________________________________________________________
Speed: 30 ft.(6)
Melee: Shortsword (RH)+13/+8 finesse (1d8+2, 19-20/x2 critical, AP 3)
and Ghanata Knife (LH)+13 finesse (1d8+1, 20/x2 critical, AP 3)
Ranged: Hyrkanian Bow +14 (1d10+2, 19-20/x2, AP5)
Base Attack: +9/+4; Grapple: +11
Special Attacks: Sneak Attack +4d6/+4d8
_________________________________________________________
Abilities : Str 14, Dex 18, Con 12, Int 13, Wis 11, Cha 17
Special Qualities Shemite traits, sneak attack style (Shortsword and Ghanata Knife), trap disarming, trap sense +2, Special ability (Crippling Strike) alternate form, hyena empathy, low-light vision, scent
Fate Points –; Reputation +12
Feats: Alertness, Eyes of the Cat, Improved Initiative, Iron Will, Light-footed, , Poison Use, Two Weapon combat, Persuasive, Power Attack
Skills: Appraise +6, Balance+9, Bluff+13, Climb+7, Decipher Script+6, Disable Device+6, Hide+14, Intimidate+10, Jump+7, Knowledge (local)+4, Knowledge (rumours)+6, Listen+13, Move Silently +13, Open Lock+9, Search+6, Sense Motive +8, Spot+7, Survival +3, Tumble+9
Possessions: Shortsword, Ghanata Knife, Leather Armor

KAMALLA, Beast Form
Female Hyrkanian Shapechanger Thief 8
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Initiative: +13 ( Ref +9, Improved +4 )
Senses: Listen +13, Spot +7, Eyes of the Cat, Scent
_________________________________________________________
Dodge Defense: 22 (+4 class, +6 dex, +2 natural)
HP 85 (1d10 + 11d8 +33 HD); DR: 4 (+4 natural)
Saves: Fort +11, Ref +15, Will +7
_________________________________________________________
Speed: 30 ft.(6)
Melee: Bite +14 (1d8+9)
Base Attack: +9/+4; Grapple: +13
Special Attacks: Trip
_________________________________________________________
Abilities : Str 22, Dex 22, Con 16, Int 13, Wis 11, Cha 17
Special Qualities Alternate form, hyena empathy, low-light vision, scent
Fate Points –; Reputation +12
Feats: eyes of the cat, improved initiative, light-footed, poison use, two weapon combat, Two-weapon combat,
Persuasive, Power Attack
Skills: Appraise +6, Balance+9, Bluff+13, Climb+7, Decipher Script+6, Disable Device+6, Hide+14, Intimidate+10, Jump+7, Knowledge (local)+4, Knowledge (rumours)+6, Listen+13, Move Silently +13, Open Lock+9, Search+6, Sense Motive +8, Spot+7, Survival +3, Tumble+9
Trip: A were-hyena that hits with a bite attack can attempt to trip its opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the were-hyena.

(Kamalla is an NPC encountered earlier in the campaign. I used her instead of the original leader of the Children of Baal Zag)


THE CHILDREN OF BAAL-ZAG
, Human Form
Male Shemite Shapechanger
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Initiative: +7 ( Ref +3, Improved +4 )
Senses: Listen +9, Spot +7, Scent
Languages Spoken: Hyrkanian, Iranistani, Kothic,
Shemitish, Stygian, Zamorian
_________________________________________________________
Dodge Defense: 12
Parry Defense: 12
HP 19 (1d10 + 3d8 HD); DR: 4
Saves: Fort +8, Ref +5, Will +2
_________________________________________________________
Speed: 30 ft.(6)
Melee: Bite +9 (1d8+9, 20/x2, )
Base Attack: +3; Grapple: +9
_________________________________________________________
Abilities : Str 23, Dex 14, Con 15, Int 9, Wis 8, Cha 10
Special Qualities Shemite traits, alternate form, hyena empathy, low-light vision, scent
Fate Points –; Reputation +4
Feats: Alertness, Improved Initiative, Iron Will, Power Attack
Skills: Hide+5, Listen+9, Spot+7, Move Silently+4, Survival+3
Possessions: Warspear, Hunting Bow


THE CHILDREN OF BAAL-ZAG
, Beast Form
Male Shemite Shapechanger
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Initiative: +9 ( +2 Dex, Ref +3, Improved +4 )
Senses: Listen +9 Spot +7, Scent
_________________________________________________________
Dodge Defense: 14
HP 25 (1d10 + 2 + 3d8 +6 HD); DR: 6
Saves: Fort +8, Ref +5, Will +2
_________________________________________________________
Speed: 30 ft.(6)
Melee: Bite +9 (1d8+9)
Base Attack: +3; Grapple: +9
Special Attacks: Trip
_________________________________________________________
Abilities : Str 23, Dex 14, Con 15, Int 9, Wis 8, Cha 10
Special Qualities Shemite traits, alternate form, hyena empathy, low-light vision, scent
Fate Points –; Reputation +4
Feats: Alertness, Improved Initiative, Iron Will, Power Attack
Skills: Hide+5, Listen+9, Spot+7, Move Silently+4, Survival+3
Trip: A were-hyena that hits with a bite attack can attempt to trip its opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the were-hyena.





SLUM AREAS

GREATER GHOULS (2)/GHOULS (13)
See Ziggurat of the Ghoul Queen Chapter

LAMMASU
Large Magical Beast
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Initiative: +6
Senses: Listen +13, Spot +15, Darkvision 60ft., Low-light vision
Space/Reach: 10ft.(2)/5(1) ft.
_________________________________________________________
Dodge Defense:
HP 59 (7d10+21 HD); DR: 2
Saves: Fort +8, Ref +8, Will +7
_________________________________________________________
Speed: 30 ft.(6), fly 60 ft.(12)
Melee: 2 claws +12 (1d6+6)
Base Attack: +7; Grapple: +17; Magic Attack : +5
Special Attacks: Pounce, Rake 1d6+3, Sorcery
_________________________________________________________
Abilities : Str 23 , Dex 12, Con 17, Int 16, Wis 17, Cha 14
Special Qualities: Darkvision 60ft., Low-light vision, Sanctuary, Sorcery.
Feats: Blind-Fight, Iron Will, Lightning Reflexes
Skills: Concentration +13, Diplomacy +4, Knowledge (arcane) +13, Listen +13, Sense Motive +13, Spot +15
Lammasu have a +2 racial bonus on Spot checks.
Breath Weapon (Su): 30 ft.cone, 1/day, damage 6d8 fire, Reflex DC 21.
Sanctuary (Su): The Lammasu radiates a continuous magic circle against evil that affects a 20 ft. radius.
Pounce(Ex): If the Lammasu charges a foe, it can make a full attack, including two rake attacks.
Power Points: 12/36
Rake(Ex): Attack bonus +12 melee, damage 1d6+3.
Sorcery : Counterspells (Warding, Desperate Ward, Greater Warding, Incantation of Almaric’s Witchman, Ward Dwelling ).

THE ALTAR OF THE VULTURE-GOD


UNDEAD GIANT VULTURES (1D4+4) (Yaazotch 's Fallen)
Large Undead
Initiative: +12
Sensory Traits: Listen +6, Spot +7, darkvision 60ft.
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Dodge Defence: 19 (-1 size, +5 Dex, +5 natural)
HP: 76; (6d8 HD); DR: 2
Saves: Fort +2, Ref +4, Will +6
_________________________________________________________
Speed: 10 ft. (2 squares), fly 80 ft. (16)
Melee: 2 claws +10 (1d8+5) and bite +5 (1d10+2)
Space/Reach: 10 ft./ 5 ft.
Base Attack: +6 Grapple: +15
Special Attacks: Dive
_________________________________________________________
Abilities: Str 20, Dex 15, Con -, Int -, Wis 15, Cha 11
Special Qualities: Undead
Feats: Fly-by attack
Skills: Listen +6, Move Silently +10, Spot +7
Undead: No Constitution score; darkvision 60 ft; immunity to all mind-affecting effects; immunity to poison; sleep effects; paralysis, stunning and disease, not subject to critical hits, non lethal damage, ability or energy drain; immune to damage to physical ability scores, immune to fatigue and exhaustion; immunity to effects that requires a Fortitude Save. Proficient with all simple weapons and all its natural weapons. Do not breathe, eat, or sleep.
 
IBNATH

TEMPLE GARDENS AND SACRED LAKE


BLACK LOTUS

Large Plant
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Initiative: +4
Space/Reach: 10ft.(2)/10 ft.(2)
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Dodge Defense: 14 (+3 Dex, +1 natural)
HP 38 (4d8+20 HD); DR: 2
Saves: Fort +4, Ref +4, Will -3
_________________________________________________________
Speed: 0 ft.
Melee: Touch +6 Finesse (poison)
Base Attack: +3; Grapple: +3
Special Attacks: Poison, miasma, magical poison
_________________________________________________________
Abilities : Str 2, Dex 16, Con 20, Int-, Wis 2 , Cha 26
Special Qualities: Low-light vision, plant traits
Feats: - Skills: -

Poison (Ex): Contact, DC 17, initial and secondary damage 1d4 Con. The save DC is Con based. Note that the poison is essentially a less concentrated form of Black Lotus juice.
Miasma (Su): Black Lotus plants constantly give off a heady scent that forces all within 20 feet of the plant to make Fortitude saves (DC 25) or be affected as if inhaling Black Lotus Blossom (see Conan RPG 2nd Ed., page 276). The save DC is Con based, but due to the effects of the Black Lotus’s Magical Poison special attack, it may also add its Charisma to the save DC.
Magical poison (Su): The poisonous Miasma given off by the plant is partially physical and partially magical in effect. The Black Lotus has a strangely seductive quality that seems to make passers-by deliberately want to inhale its poison. This allows the Black Lotus to add its charisma bonus to the save DC of its Miasma attack.
Combat: Though these plants are stationary, their stalks and blossoms are capable of deliberate and fast movement, allowing them to attack in a primitive manner.


YOTHGA
Large Pant
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Initiative: +10
Space/Reach: 10ft.(2)/10(2) ft.
_________________________________________________________
Dodge Defense: 14
HP 85(9d8+45 HD); DR: 2
Saves: Fort +11, Ref +6, Will +3
_________________________________________________________
Speed: 0 ft.
Melee: 4 Tendrils +11 (1d6+4+poison, AP5)
Base Attack: +6; Grapple: +18
Special Attacks: Poison, improved grab, loathsome caress, powerful grapple
_________________________________________________________
Abilities : Str 19 , Dex 17, Con 20, Int 2, Wis 10, Cha 24
Special Qualities: Low-light vision, plant traits
Feats: Improved Initiative, Skill Focus (Listen), Weapon Focus (Tendril)
Skills: Listen +11, Spot +4

Improved Grab (Ex) : To use this ability, a Yothga must hit with its tendril attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use its Loathsome caress.
Loathsome Caress (Su): A Yothga that has successfully grappled an opponent will completely enfold itself around him. It automatically hits with all four tendril attacks each round. Furthermore, once it has reduced a target to 0 Int by means of its poison, it can begin to work on his soul. It may do this up to once per month, forcing a Corruption save in the target ( DC 21) by its foul influence. A target whose Corruption increases to 10 by this means is completely consumed, body and soul, by the Yothga, and it grows in size by 1 HD. The Corruption save is Charisma-based. A Large Yothga can only hold one Medium target or two Small targets in its loathsome caress at any one time.
Poison (Ex): Contact, DC 19, initial and secondary damage 1d4 Int. The save DC is Constitution based.
Powerful Grapple (Ex): Yothgas gain a racial bonus of +4 to all Grapple checks, thanks to the flexibility, quantity and thickness of their branches and tendrils.
Combat: Yothgas attack swiftly and viciously if they sense anyone coming within range, though there is precious little they could do against missile weapons.



UB-XATHLA, THE THING IN THE POOL

Huge Aberration
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Initiative: +6
Senses: Listen +9, Spot +9, darkvision 60 ft.
Space/Reach: 10ft.(2)/10(2) ft.
_________________________________________________________
Dodge Defense: 16(–2 size, +1 Dex, +7 natural)
HP 155(16d8+83 HD); DR: 6
Saves: Fort +10, Ref +6, Will +11
_________________________________________________________
Speed: 20 ft. (4), swim 30 ft. (6)
Melee: 4 tentacles +14 (1d6+4) and tongue +12 (1d6+2) and bite +12 (4d6+2)
Base Attack: +12; Grapple: +24
Special Attacks: Improved grab, swallow whole
_________________________________________________________
Abilities : Str 19, Dex 13, Con 20, Int 2, Wis 12, Cha 11
Special Qualities: Darkvision 60 ft., electricity vulnerability, resistance to fire 10
Feats: Alertness, Cleave, Multiattack, Power Attack, Skill Focus (Hide), Toughness
Skills: Hide +2*, Listen +9, Spot +9, Swim +17

Ub-Xathla is a weird aberration that swells in marshes and swamps. It appears as a huge frog-like creature with 4 large tentacles in place of its front legs, a 10-foot long tongue, and a single, retractable eyestalk on top of its head. Its underbelly is yellow, its body is green, and its tentacles and upper legs are mottled green.

Combat:
Ub-Xathla attacks using its tentacles and tongue to grab opponents. Grabbed opponents are shoved into the the thing’s mouth.
Improved Grab (Ex): To use this ability, Ub-Xathla must hit with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Swallow Whole (Ex): Ub-Xathla can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+4 points of crushing damage plus 8 points of acid damage per round from Ub-Xathla’s digestive juices. A swallowed creature can climb out of the Ub-Xathla’s stomach with a successful grapple check. This returns it to the thing’s mouth, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out using a light piercing or slashing weapon to deal 20 points of damage to the thing’s stomach (DV 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
Electricity Vulnerability (Ex): Ub-Xathla takes no damage from electricity effects, but is instead slowed for one round.
Skills: Ub-Xathla has a +4 racial bonus on Listen and Spot checks. Due to its coloration, Ub-Xathla has a +4 bonus on Hide checks in its natural environment. Ub-Xathla has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

IBNATH

TOMBS OF THE SACRED WIVES

ZAKITI AND KURAYA, GROANING SPIRITS

Medium Undead (incorporeal)
_________________________________________________________
Initiative: +9
Senses: Listen +15, Spot +15, darkvision 60 ft., sense living
Space/Reach: 5ft.(1)/5(1) ft.
_________________________________________________________
Dodge Defense: 17(+3 Dex, +4 Deflection)
HP 45 (7d12 HD); DR: -
Saves: Fort +2, Ref +5, Will +8
_________________________________________________________
Speed: 30 ft. (6)
Melee: Incorporeal Touch +6 (1d8+ Str drain)
Base Attack: +3; Grapple: -
Special Attacks: Chill touch, fear aura, keening
_________________________________________________________
Abilities : Str -, Dex 17, Con -, Int 16, Wis 16, Cha 18
Special Qualities: Darkvision 60 ft., immunity to cold and electricity, incorporeal traits, sense living, undead traits, unnatural aura, vulnerability to fire.
Feats: Ability Focus (keening), Alertness, Blind-fight, Improved Initiative
Skills: Bluff +14, Hide +13, Intimidate +14, Listen +15, Search +13, Sense Motive +13, Spot +15

The Groaning spirit is a malevolent female soul that is found haunting desolate places. They hate the living and seek to destroy whomever they meet. A Groaning Spirit appears as a translucent image of her former self. Her eyes burns with a crimson flame.
Combat: A Groaning Spirit’s primary attack is her Keening. If a creature survives the Keening attack, the Groaning Spirit attacks with her incorporeal touch.
Chill Touch (Su): Damage caused buy the groaning spirit’s touch attack is considered negative energy and afflicts the target with a chilling cold. Any creature touched must make a successful DC 17 Fortitude save or suffer 1 point of Strength drain. Groaning spirits are the bane of other undead, and any undead (except other groaning spirits) they touch must make a successful DC 17 Will save or flee in fear for 2d6 rounds.
Fear Aura (Su): Anyone viewing a groaning spirit must make a successful DC 17 Will save or flee in terror for 1d6+4 rounds. Whether or not the save is successful, a creature is immune to the fear aura of that groaning spirit for one day.
Keening (Su): Once per day, at night only, a groaning spirit can release a death wail audible to a range of 1 mile. All creatures within 30 feet that hear this must make a successful DC 19 Will save or be affected as per the wail of the banshee spell. Those that make their save still take 3d6+7 points of damage.
Incorporeal Traits (Ex): Can be harmed only by other incorporeal creatures, magic and silver weapons, fire or creatures that strike as magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source; can pass through solid objects at will, and own attacks pass through armor; cannot make trip or grapple attacks and cannot be tripped or grappled; do not set off traps triggered by weight; always moves silently and cannot be heard with Listen checks unless it wants to be; can move at full speed even when it cannot see.
Sense Living (Su): A groaning spirit can sense all living creatures up to 5 miles away.
Undead Traits (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, death from massive damage, exhaustion, fatigue, or any effect that requires a Fortitude save (unless the effect works on objects). Cannot heal damage on its own if it has no Intelligence score.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a groaning spirit at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Vulnerability To Fire: Groaning Spirits take double damage from fire.

MONSTROUS CENTIPEDE
See the Horns of Sinmesh Chapter
GHOULS (9)
See Ziggurat of the Ghoul Queen Chapter

IBNATH

THE AVENUE OF BROKEN COLUMNS

SAND SPIDER, GARGANTUAN

Gargantuan Vermin
_________________________________________________________
Initiative: +8
Senses: Spot +9, darkvision 60 ft.
Space/Reach: 20ft.(4)/15(3) ft.
_________________________________________________________
Dodge Defense: 19(–4 size, +3 Dex, +10 natural)
HP 104(16d8+32 HD); DR: 4
Saves: Fort +12, Ref +8, Will +5
_________________________________________________________
Speed: 30 ft. (6), climb 20 ft. (4)
Melee: Bite +15 (2d8+ 10 + Poison)
Base Attack: +12; Grapple: +31
Special Attacks: Poison ( Fort DC 28, 2d8 Str)
_________________________________________________________
Abilities : Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Feats: -
Skills: Climb +14, Hide -5*, Jump +7, Spot +9
 
IBNATH
THE PURPLE OBELISKS OF YHAKKOTH

YAOD

Male Stygian Scholar 17
__________________________________________________________
Initiative: +9
Senses: Listen+8, Spot +15
Languages Spoken: Acheronian, Ancient Shemite, Kothic, Old Stygian, Shemitish, Stygian, Zamorian
_________________________________________________________
Dodge Defense: 20 (+4 Dex, +6 class)
Parry Defense: 17 (+1 Str, +6 class)
HP 52 (10d6+10+7 HD); DR: -
Saves: Fort +6, Ref +9, Will +15 (+3 vs. Corruption)
_________________________________________________________
Speed: 30 ft. (6)
Melee: Unarmed Strike +16 finesse (1d4+1)
Ranged: Flame Powder +16 (1d4 fire)
Base Attack: +12; Magic Attack: +12; Grapple: +13
Special Attacks: Sorcery
_________________________________________________________
Abilities : Str 13, Dex 18, Con 15, Int 17, Wis 16, Cha 19
Special Qualities: Stygian traits, Scholar, Background (lay priest), Knowledge is Power
Fate Points –; Reputation +90; Base Power Points: 8/32 (14/56 at full power) Corruption: 10
Feats: Alertness, Improved Grapple, Improved Unarmed Strike, Iron Will, Leadership, Loathsome Weapons, Poison Use, Priest, Ritual Sacrifice, Tortured Sacrifice
Skills: Bluff +16, Concentration +21, Craft (alchemy) +23, Craft (herbalism) +23, Decipher Script +20, Handle Animal +6, Intimidate +24, Knowledge (arcana) +23, Knowledge (history) +23, Knowledge (religion) +23, Listen +8, Perform (ritual) +19, Sense Motive +15, Spot +15
Sorcery Styles: Counterspells, Divinations, Hypnotism, Immortallity, Necromancy, Summonings
Spells: Agonising doom, astrological prediction, banish outsider, bind demon, death touch, demonic pact, domination, dread serpent, entrance, eternal youth, form demon, greater demonic pac,t greater warding, hypnotic suggestion, illusion, master warding, mind-reading, projection, raise corpse, summon demon, summon elemental, visions, warding, witch’s vigour.
Possessions: Silk Robes, Ebon Staff of Set, 20 doses of Flame-Powder, Potion of Hibernation, Dust of Forgetfulness.

KALABITES
See Brotherhood of Kalab Chapter.
 
IBNATH

THE GREAT ZIGGURAT


BRONZE GUARDIAN

Medium Construct
_________________________________________________________
Initiative: +4
Senses: blindsight (60 ft.), lowlight vision.
_________________________________________________________
Dodge Defense: 18 (+4 Dex, +4 natural)
HP 38 (5d10+20 HD); DR: 4/10 bludgeoning
Saves: Fort +3, Ref +7, Will +3
_________________________________________________________
Speed: 30 ft. (6)
Melee: Slam +11 (1d8+6)
Base Attack: +5; Grapple: +11
Special Attacks: -
_________________________________________________________
Abilities : Str 22, Dex 18, Con -, Int -, Wis 10, Cha 1
Special Qualities: construct traits, blindsight (60 ft.), damage reduction 10 bludgeoning, immunity to fire, immunity to cold, immunity to electricity, immunity to acid, immunity to magic, lowlight vision.
Feats: -
Skills: -





GORMA-SAR, HAUNTING GHOST
Medium Undead
_________________________________________________________
Initiative: +5
Senses: Listen +12, Spot +12, Darkvision 60 ft.
Languages: Ancient Stygian, Ancient Shemite, Acheronian, Demonic
_______________________________________________________
Dodge Defense: 16
Parry Defense: 14
HP 31 (5 HD); DR: Total
Saves: Fort +4, Ref +5, Will +3
Immunities: Physical Damage
Weaknesses: Silver Weapons do normal damage.
_________________________________________________________
Speed: fly 20 ft. (4)
Melee: Chill +5 touch (1d6 Constitution damage)
Base Attack: +5; Grapple: -; Magic Attack: +1
Special Attacks: Despair
_________________________________________________________
Abilities : Str -, Dex 13, Con -, Int 10, Wis 14, Cha 16
Special Qualities: Fearless, Haunt Limitations, Insubstantial.
Feats: Alertness, Dodge, Mobility, Stealthy
Skills: Hide +5, Knowledge (local) +6
Chill: 1d6 Con damage on touch. No armour except silver.
Despair: Will (DC 15) or paralysed 1d3 rounds. Target cannot be affected more than once per 24 hours.
Haunt Limitations: Tied to a specific location.
Immunities: Immune to physical damage, except from silver and magic
Insubstantial: Able to pass through solid (non silver) objects

SCARAB SWARM

Small Vermin
_________________________________________________________
Initiative: +3
Senses: Listen +2, Spot +6, Darkvision 60 ft, Tremorsense 60 ft..
_________________________________________________________
Dodge Defense: 14
HP 19 (3HD); DR: 3
Saves: Fort +6, Ref +3, Will +1
_________________________________________________________
Speed: 30 ft. (6), burrow 20 ft (1), fly 30 ft (6)
Melee: Bite +5 (1d6+2+ ability damage)
Base Attack: +2; Grapple: +0
Special Attacks: Visceral Damage
_________________________________________________________
Abilities : Str 14, Dex 14, Con 15, Int -, Wis 10, Cha 2
Special Qualities: Mindless, Vermin Traits
Feats: Alertness, Track
Skills: Climb +10, Hide +10, Survival +6
Visceral Damage: Whenever a scarab successfully inflicts damage, it also inflicts 1 point of temporary Dexterity or Strength damage (randomly). These wounds are hard to heal (+5 to Healing DC check).




ELDER HIEROPHANTS MUMMIES
(7)
Medium Undead
_________________________________________________________
Initiative: +2
Senses: Listen +8, Spot +8, Darkvision 60 ft
_________________________________________________________
Dodge Defense: 13
HP 60 (8HD); DR: 4
Saves: Fort +2, Ref +2, Will +8
_________________________________________________________
Speed: 20 ft. (4)
Melee: Slam +10 (1d+6+5)
Base Attack: +4; Grapple: +9
Special Attacks: Despair, Improved Grab
_________________________________________________________
Abilities : Str 20, Dex 10, Con -, Int 6, Wis 14, Cha 15
Special Qualities: Fire Vulnerability, Resistant to Blows, Undead Traits
Feats: Alertness, Toughness, Weapon Focus (Slam)
Skills: Hide +7, Move Silently +7
Despair: Will (DC 16) or paralysed 1d4 rounds. Target cannot be affected more than once per 24 hours.
Improved Grab: Starts Grapple as free action without attack of opportunity on successful Slam attack.
Resistant to Blows: Physical attacks do half damage, applied before DR.
Vulnerable to Fire: Suffers double damage from fire, no DR.



HIEROPHANTS
Kalduk

Male Shemite Temple Warder 16
_________________________________________________________
Initiative: +5
Senses: Listen +11 , Spot +5
_________________________________________________________
Dodge Defense: 18 (+1 Dex, +7 Class)
Parry Defense: 22 (+3 Str, +9 Class)
HP 96 (5d10 +5d6+44 HD); DR: -
Saves: Fort +10, Ref +5, Will +13
_________________________________________________________
Speed: 30 ft. (6)
Melee: Greatsword +18/+13/+6 (2d10+3, 19/x2, AP9)
Base Attack: +14/+9/+4; Grapple: +17; Magic Attack: +8; Power Points: Base 11, Max 33
Special Attacks: Defensive Blast, Spells
_________________________________________________________
Abilities : Str 16, Dex 12, Con 14, Int 14, Wis 20, Cha 14
Special Qualities: Devilishly Subtle, Increased Max PP (x3), Knowledge is Power, Priest Background, Righteous Fury, Shemite Traits, Scholar Background
Feats: Hexer, Improved Critical (greatsword), Improved Initiative, Iron Will, Martial Weapon Proficiency (greatsword), Opportunistic Sacrifice, Priest, Ritual Sacrifice, Weapon Focus (greatsword)
Skills: Appraise +4, Bluff +8, Climb +4, Concentration +18, Craft (Alchemy) +8, Craft (herbalism) +8, Decipher Script +8, Forgery +4, Gather Information +8, Heal +14, Intimidate +6, Jump +4, Knowledge (arcana) +14, Knowledge (history) +8, Knowledge (local) +8, Knowledge (religion) +18, Listen +11, Move Silently +4, Perform (Ritual) +16, Search +6, Sense Motive + 8
Sorcery Styles: Counterspells, Curses, Divination, Summonings
Spells: Advanced (6), Bonus (2)
Personality/Description: An old man with surprising strength, Kalduk is the former high priest of Utu, the god of the fiery sun. Kalduk speaks in a low, rasping voice and prefers action to words. It was Kalduk who created the gate to the elemental plane of fire in the mines beneath the Horns of Sinmesh. He is devoted to the study of nature and elemental forces, and might seek to use summoned elementals to aid in the reconstruction of Ibnath.
Possessions: Abkitanian Greatsword, holy symbol of Utu.

Anukhar

Male Shemite Druid 15
_________________________________________________________
Initiative: +
Senses:
_________________________________________________________
Dodge Defense: (+ Dex, + Class)
Parry Defense: (+ Str, + Class)
HP (d+ HD); DR:
Saves: Fort +, Ref +, Will +
_________________________________________________________
Speed: 30 ft. (6)
Melee: War Club + (d+)
Base Attack: +; Grapple: +
Special Attacks: -
_________________________________________________________
Abilities : Str 10, Dex 16, Con 16, Int 13, Wis 19, Cha 16
Special Qualities:
Feats: Lightning Reflexes, Martial Weapon Proficiency (War Club)
Skills: Concentration +15, Handle Animal +9, Heal +16, Knowledge (arcana) +13, Knowledge (nature) +7, Knowledge (religion) +14, Survival +10.
Possessions: War Club, silver jeweled amulet in the shape of a coiled serpent (worth 600 sp), holy symbol of Ishtar.
Personality/Description: As the former high priest of Ishtar, Anukhar has a special grudge against Arukurshu for his abuse of the priestesses of Ishtar during his long rule. He is thus likely to sponsor any attempts to find and destroy the ancient vampire for good. Anukhar likes to surround himself with luxury and beauty. He is himself stunningly handsome, although he has one physical defect; the index finger of his left hand is missing.


Ishummar
Male Shemite Scholar 15
_________________________________________________________
Initiative: +
Senses:
_________________________________________________________
Dodge Defense: (+ Dex, + Class)
Parry Defense: (+ Str, + Class)
HP (d+ HD); DR:
Saves: Fort +, Ref +, Will +
_________________________________________________________
Speed: 30 ft. (6)
Melee: + (d+)
Base Attack: +; Grapple: +
Special Attacks: -
_________________________________________________________
Abilities : Str 9, Dex 13, Con 12, Int 18, Wis 18, Cha 14
Special Qualities:
Feats: Improved Initiative, Lightning Reflexes
Skills: Skills: Concentration +20, Craft (astrologer) +23, Diplomacy +15, Knowledge (arcana) +23, Knowledge (history) +23, Knowledge (religion) +17
Possessions: Abkitanian dagger, gold ring set with large ruby (worth 2,00 sp), sandals, holy symbol of Kingu.
Personality/Description: Ishummar was elevated to the rank of Hierophant from the priesthood of Kingu, the general of chaos. The Hierophants realized that in order to achieve true balance, all viewpoints must have a voice. Ishummar is an ardent student of the arcane, and has few reservations against the use of powerful but dangerous magic to further his own ends. He is quite an individualist, but views the other Hierophants as useful companions.
 
IBNATH
TEMPLE OF THE THOUSAND GODS

GHOULS PRIESTS
GHOUL, LESSER

Medium Monstrous Humanoid
_________________________________________________________
Initiative: +2
Senses: Listen+3, Spot+3, darkvision 60 ft.
_________________________________________________________
Dodge Defense: 14
HP 13 (2d12 HD); DR: -
Saves: Fort +0, Ref +2, Will +5
_________________________________________________________
Speed: 40 ft. (8)
Melee: 2 Claws +0 (1d3) and Bite +2 (1d6+1, AP2)
Base Attack: +1; Grapple: +2
Special Attacks: Improved Grab, Relentless Jaws
_________________________________________________________
Abilities : Str 13, Dex 15, Con11, Int10, Wis 10, Cha 1
Special Qualities: Darkvision 60 ft.
Feats: Multiattack
Skills: Hide +10, Listen +3, Move Silently +10, Spot +3
Terror: 11
Improved Grab: To use this ability, a ghoul must hit with its Bite attack. It can then attempt to start a Grapple as a free action without provoking an attack of opportunity.
Relentless Jaws: As a full-round action a ghoul may deal automatic Bite damage to any grappled target. This also gradually chew through its opponent’s armor. Each round the ghoul uses Relentless Jaws, including the first, the AP rating of the Bite increases by +1.

GHOUL, GREATER

Medium Monstrous Humanoid
_________________________________________________________
Initiative: +7
Senses: Listen+5, Spot+5, darkvision 60 ft.
_________________________________________________________
Dodge Defense: 16
HP 39 (6 HD); DR: 2
Saves: Fort +6, Ref +7, Will +2
_________________________________________________________
Speed: 40 ft. (8)
Melee: 2 Claws +9 (1d4+3) and Bite +7 (1d8+1, AP4)
Base Attack: +6; Grapple: +9
Special Attacks: Improved Grab, Relentless Jaws
_________________________________________________________
Abilities : Str 16, Dex 14, Con13, Int10, Wis 10, Cha 1
Special Qualities: Darkvision 60 ft.
Feats: Multiattack, Power attack, Toughness
Skills: Hide +13, Listen +5, Move Silently +13, Spot +5
Terror: 13
Improved Grab: To use this ability, a ghoul must hit with its Bite attack. It can then attempt to start a Grapple as a free action without provoking an attack of opportunity.
Relentless Jaws: As a full-round action a ghoul may deal automatic Bite damage to any grappled target. This also gradually chew through its opponent’s armor. Each round the ghoul uses Relentless Jaws, including the first, the AP rating of the Bite increases by +1.

CONSTRICTOR SNAKES

Medium Animal
Initiative: +3
Sensory Traits: Listen +7, Spot +7, Scent.
_________________________________________________________
Dodge Defence: 15 (+3 Dex, +2 natural)
HP: 20; (3d8+6 HD); DR: 2
Saves: Fort +4, Ref +6, Will +2
_________________________________________________________
Speed: 20 ft. (4) crawl, climb, or swim
Melee: Bite +5 (1d3+4)
Space/Reach: 5ft./ 5ft.
Base Attack: +2 Grapple: +5
Special Attacks: Constrict (1d3+4), Improved Grab
_________________________________________________________
Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Feats: Alertness, Toughness
Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim+11

HARPAGA, MALE MUMMY

AQUATIC DEMON
THE CHILDREN OF BAAL-ZAG (6)
See Ruins of Ibnath, Caravan serail
GIANT CONSTRICTOR SNAKE
SONS OF SET (2)
NANNAA (SUCCUBUS)
SPECTRAL SERVANTS (4)


VULTURE FLESH GOLEM
UNDEAD GIANT VULTURES
(1D4+4)
Large Undead
Initiative: +12
Sensory Traits: Listen +6, Spot +7, darkvision 60ft.
_________________________________________________________
Dodge Defence: 19 (-1 size, +5 Dex, +5 natural)
HP: 76; (6d8 HD); DR: 2
Saves: Fort +2, Ref +4, Will +6
_________________________________________________________
Speed: 10 ft. (2 squares), fly 80 ft. (16)
Melee: 2 claws +10 (1d8+5) and bite +5 (1d10+2)
Space/Reach: 10 ft./ 5 ft.
Base Attack: +6 Grapple: +15
Special Attacks: Dive
_________________________________________________________
Abilities: Str 20, Dex 15, Con -, Int -, Wis 15, Cha 11
Special Qualities: Undead
Feats: Fly-by attack
Skills: Listen +6, Move Silently +10, Spot +7
Undead: No Constitution score; darkvision 60 ft; immunity to all mind-affecting effects; immunity to poison; sleep effects; paralysis, stunning and disease, not subject to critical hits, non lethal damage, ability or energy drain; immune to damage to physical ability scores, immune to fatigue and exhaustion; immunity to effects that requires a Fortitude Save. Proficient with all simple weapons and all its natural weapons. Do not breathe, eat, or sleep.
 
:?: Hey, anybody know if Ancient Kingdoms: Mesopotamia is available for sale anywhere? I'd really like to have it in print format but I'd go for a PDF if it's the only thing available.

I'll check a few websites myself and see what I come up with but if any a youse have any leads....

Thanks, all.

:arrow: Never mind...found a print copy for sale and ordered it a short while ago. Guess I should've took a look around first before asking for help. :D
 
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