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Author Hardened Completionists • David Stephenson J. Evans Payne • Delnurfin Feadiel Introduction • Richard Loh • Jeremy Siemon Hardened Historians Monster & Character Art • Paul S. • Andrew Lotton Karen Martin, Jack Kaiser • Richard “Eskimo” Jones • Robert Wiesehuegel • J Levine • A Wong Cover Scene Art • Please do not add my name to the • J W Carroll Jack Kaiser credits • Scott Crandall • Jeremy Suiter, a.k.a. Barek Firebeard • Anon Iconography • Jeff “Sage” Trisoliere • Martin Blake J. Payne • Martin St-Laurent Historians • Benjamin Bernard • Lester Ward Design & Concept • Oliver Volland • Bartholomew Jackson Jason Payne • Dr. Donald A. Turner • Andrew Weill • Nicholas Harvey • Robert McNeal Developer • Thalji • Étienne De Sloover • Amadan Jason E. Payne • ANton H. • Bulldozers • AinvarG Producer • Redfuji6 • Ben Fowler • Jamie Van Lengen Jason Evans Payne • Sam Hillaire • Roger Haxton • MarsSenex Editor • H. Howell • Aaron J. Schrader • Cally Harper J. E. 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Aquilae: Bestiary of the Realm © 2019 J. Evans Payne. pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse Reproduction without the written permission of the author this product. is expressly forbidden. Dark Obelisk, Berinncorte, Mondaria, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the and Aquilae are trademarks of Infinium Game Studio, all Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game rights Samplereserved. Compatibility Logo are trademarks of Paizofile Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http:// All characters, names, places, items, art and text herein are copyrighted by J. paizo.com/pathfinderRPG/compatibility for more information on the Evans Payne. The mention of or reference toany company or product in these compatibility license. pages is not a challenge to the trademark or copyright concerned. Some artwork courtesy Publisher’s Choice Quality Stock Art (c) Rick Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Hershey / Fat Goblin Games. Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/ 4 Dedication

Aquilae: Bestiary of the Realm is dedicated to my long-suffering wife, who, for countless dozens—in truth, well over a hundred—evenings, endured my relentless clicking to bring the crunch herein to life. Introduction

Foreward

This project was born of two urgent desires, formed in the futility and pointlessness of this irk. It didn’t matter. Not early days of D&D. really. Back during the BECMI boxed-set era, I was in middle school, But it irked me still. and I discovered tabletop roleplaying games. And I was in Fast forward a few decades, and I just decided to do it my love. Deeply, irrevocably in love. own damn self. But my new love had two problems. Teen romance, amirite? We’ve seen much of this come to pass, of course. Video Firstly, she was picky. Her published adventures stated games like the Elder Scrolls games implement scaling in bold font, right on their covers, that only PCs of certain monsters, so that an orc is a threat no matter how potent levels need apply. I several times ignored her warning, and your character becomes. Playing brutally challenging games ventured forth, only to discover the sensibility of her dictum, such as the Dark Souls line, you have to always be careful of for this way lies the path of either boredom or certain even the very earliest beasties, lest your impatience lead to destruction. Though I saw the wisdom of her claims, still I your doom, regardless of how potent you have grown. longed for an adventure more accessible to all: my PC got to Similarly, online resources like the Pathfinder SRD collect be 10th level, but her reward is to be closed off from newly- monsters across a wide range of sources and present them released adventures that gated her off in favor of “PCs of 4th alphabetically. to 6th level”? Similarly, just because my PC has gained in power, she shouldn’t be intimidated by monsters of a certain When I set out to create Dark Obelisk 1: Berinncorte, I knew description any longer? that I wanted it to be accessible, playable in earnest, by PCs of any level. It seemed that somehow, it should be possible to fashion adventure content that scales more dynamically. That simple, middle-school naivete has now driven thousands of pages of dynamic adventure content. My new love’s second fault was actually one of my favorite things about her: the Monstrous Compendium. And now, though this is but one volume of six, it has yielded a true fulfillment of my middle-school-self’s desires. For those under a certain age reading this, a bit of context, here. In those days of limited entertainment options, the Here’s hoping it brings your gaming group joy. Trapper Keeper was king. It was the coolest, most essential school supply. Yeah, sure, it was really just a glorified three- ring binder. But it was a binder you could make into pretty J. Evans Payne much whatever combination of tools you felt you needed (spoiler: you didn’t need any of it, not really). Malvern, Pennsylvania So when the AD&D Monstrous Compendium was released, it July 2019 felt in many ways like the ultimate culmination of geekery: an RPG sourcebook that masqueraded as the coolest school tool. It made any DM feel like they were in a legitimate profession, a job, a place of importance, and it added authority to the gaming table. Plus it was just damned cool. There was just one problem. Monsters were presented alphabetically. That was great; made for some pretty easy reference and searching. But pages were printed back-to-back. So, a single sheet might contain information about two different monsters. That wasSample all well and good until you purchased your second file MC pack (remember Spelljammer?): what, then, to do, to keep things alphabetized? It was a frustrating hassle. Now, you might well point out that it simply doesn’t matter that much, to have every monster alphabetized. And even my middle-school self, in the moment, still realized the

5 Table of Contents Colophon 2 Danse Macabre 197 Foreward 5 Table of Contents 6 Dapsara 199 About Infinium Game Studio 8 Dark Caller 202 Introduction FlexTale 9 Dark Creeper 205 Introduction 11 Dark Dancer 208 The Campaign World 19 Dark Slayer 211 FlexAI 21 Dark Stalker 214 Clockwork Goliath 42 Darklands Sentinel 217 Clockwork Leviathan 44 Darkmantle 219 Clockwork Mage (Evocation) 46 Daughter of Urgathoa 221 Clockwork Servant 48 Death Dog 224 Clockwork Soldier 50 Death Dog (Death Worg) 226 Clockwork Spy 52 Death Worm 228 Clockwork Steed 54 Deathtrap Ooze 231 Clockwork Steed (Charger) 56 Deathweb 233 Coach of the Silent 58 Decapus 235 Cobra (Spitting) 61 Deep Crow 238 Cockatrice 63 Deep One Hybrid 241 Cockroach 65 Demilich 244 Cockroach (Dragonroach) 67 Demodand (Shaggy) 247 Cockroach (Flesh-Eating Swarm) 69 Demodand (Slimy) 250 Cockroach (Giant Hissing) 71 Demodand (Tarry) 253 Cockroach (Giant) 73 Demon (Babau) 256 Cockroach (Monstrous) 75 Demon (Balor) 260 Cockroach (Sawback) 77 Demon (Brimorak) 264 Cockroach (Spitting) 79 Demon (Coloxus) 267 Cockroach (Venomroach) 81 Demon (Dretch) 270 Cockroach Swarm 83 Demon (Glabrezu) 273 Cold Rider 85 Demon (Hezrou) 277 Colossus (Flesh) 88 Demon (Incubus) 280 Colossus (Iron) 91 Demon (Kalavakus) 282 Colossus (Stone) 94 Demon (Marilith) 285 Colour Out of Space 97 Demon (Nabasu) 289 Contemplative 100 Demon (Nalfeshnee) 292 Comozant Wyrd 102 Demon (Omox) 296 Corpse-Eater Fungus 104 Demon (Quasit) 299 Coatl 106 Demon (Schir) 301 Crab (Giant Coconut) 109 Demon (Seraptis) 303 Crab (Giant King) 111 Demon (Shadow) 306 Crab (Giant Reef) 113 Demon (Shemhazian) 309 Crab (Giant Rock) 115 Demon (Succubus) 312 Crab (Giant Rock) 117 Demon (Swaithe) 316 Crab (Giant Shipwrecker) 119 Demon (Vavakia) 319 Crab (Giant) 121 Demon (Vermlek) 323 Crab (Shark-Eating) 123 Demon (Vrock) 326 Crab (Shipwrecker) 125 Demon (Vrolikai) 330 Crab Swarm 127 Denizen of Leng 333 Crab (Giant) 129 Derhii 336 Crawling Hand (Giant) 131 Derro 338 Crawling Hand 133 Destrachan 341 Creeper Ivy 135 Devil (Accomplice/Hesperain) 344 Creeping Puffball 137 Devil (Accuser/Zebub) 347 Crocodile 139 Devil (Apostate/Deimavigga) 349 Crocodile (Dire) 141 Devil (Barbed/Hamatula) 352 Crypt Thing 143 Devil (Bearded/Barbazu) 356 Crysmal 145 Devil (Belier/Bdellavritra) 358 Cyclops 147 Devil (Bone/Osyluth) 361 Cyclops (Great) 150 Devil (Contract/Phistophilus) 365 Daemon (Astradaemon) 153 Devil (Drowning/Sarglagon) 368 Daemon (Cacodaemon) 156 Devil (Erinyes/The Furies) 371 Daemon (Ceustodaemon) 159 Devil (Greater Host/Magaav) 374 Daemon (Ceustodaemon, Lesser) 162 Devil (Handmaiden/Gylou) 377 Daemon (Ceustodaemon, Greater) 165 Devil (Heresy/Ayngavhaul) 380 Daemon (Crucidaemon) 168 Devil (Horned/Cornugon) 383 Daemon (Derghodaemon) 171 Devil (Host) 386 Daemon (Hydrodaemon) 174 Devil (Ice/Gelugon) 389 Daemon (Leukodaemon) 177 Devil (Immolation/Purgaus) 392 DaemonSample (Meladaemon) 180 Devil (Imp) file395 Daemon (Olethrodaemon) 183 Devil (Lemure) 398 Daemon (Piscodaemon) 186 Devil (Lesser Host) 400 Daemon (Purrodaemon) 189 Devil (Nemesis/Advodaza) 403 Daemon (Thanadaemon) 192 Devil (Pit Fiend) 406 Daemon (Vulnadaemon) 195 Devil (Warmonger/Levaloch) 409

6 Devilfish 412 Dragon (Gold, Young) 611 Devourer 414 Dragon (Green, Adult) 614 Dhabba 417 Dragon (Green, Ancient) 618 Diatryma (Axe Beak) 419 Dragon (Green, Young) 622 Digmaul 421 Dragon (Guardian) 625 Dinosaur (Allosaurus) 423 Dragon (Lunar) 630

Dinosaur (Ankylosaurus) 425 Dragon (Magma, Adult) 633 Introduction Dinosaur (Archaeopteryx) 427 Dragon (Magma, Ancient) 637 Dinosaur (Brachiosaurus) 429 Dragon (Magma, Young) 641 Dinosaur (Ceratosaurus) 431 Dragon (Red, Adult) 644 Dinosaur (Compsognathus) 433 Dragon (Red, Ancient) 648 Dinosaur (Deinonychus) 435 Dragon (Red, Young) 652 Dinosaur (Dimetrodon) 437 Dragon (Sea) 655 Dinosaur (Dimorphodon) 439 Dragon (Silver, Adult) 658 Dinosaur (Diplodocus) 441 Dragon (Silver, Ancient) 662 Dinosaur (Elasmosaurus) 443 Dragon (Silver, Young) 666 Dinosaur (Iguanodon) 445 Dragon (Sky) 669 Dinosaur (Pachycephalosaurus) 447 Dragon (Solar) 672 Dinosaur (Parasaurolophus) 449 Dragon (Soverign) 675 Dinosaur (Pteranodon) 451 Dragon (Spine) 678 Dinosaur (Spinosaurus) 453 Dragon (Tidepool) 681 Dinosaur (Stegosaurus) 455 Dragon (Time) 683 Dinosaur (Styracosaurus) 457 Dragon (Umbral, Adult) 686 Dinosaur (Triceratops) 459 Dragon (Umbral, Ancient) 690 Dinosaur (Tyrannosaurus) 461 Dragon (Umbral, Young) 694 Dinosaur (Tylosaurus) 463 Dragon (Underworld) 698 Dinosaur (Velociraptor) 465 Dragon (Void) 701 Dire Corby 467 Dragon (Vortex) 704 Disenchanter 469 Dragon (White, Adult) 707 Div (Agash) 471 Dragon (White, Ancient) 711 Div (Akvan Prince, Crumbling Earth) 473 Dragon (White, Young) 715 Div (Akvan Prince, Dying Ember) 476 Dragon Horse 718 Div (Akvan Prince, Gasping Wind) 479 Dragon Turtle 720 Div (Akvan Prince, Thirsty Sea) 482 Dragonfly (Giant) 722 Div (Akvan Prince, Unbalanced Soul) 485 Dragonfly (Giant Nymph) 724 Div (Akvan) 488 Dragonfly (Shimmerwing) 726 Div (Doru) 491 Dragonkin 728 Div (Ghawwas) 493 Dragonne 730 Div (Pairaka) 495 Drakainia 732 Div (Sepid) 497 Drake (Aether) 736 Div (Shira) 500 Drake (Air) 738 Dodo 502 Drake (Cold) 740 Dog 504 Drake (Desert) 742 Dog (Riding) 506 Drake (Earth) 744 Dolphin 508 Drake (Fire) 746 Dolphin (Orca) 510 Drake (Flame) 748 Dolphin (Popoto) 512 Drake (Forest) 750 Donkey Rat (Capybara) 514 Drake (Frost) 752 Doppelganger 516 Drake (Lava) 754 Dorvae 519 Drake (Mist) 756 Dossenus 522 Drake (Rift) 758 Dragon (Black, Adult) 524 Drake (River) 760 Dragon (Black, Young) 528 Open Gaming License (OGL) 762 Dragon (Blue, Adult) 531 Dragon (Blue, Ancient) 534 Dragon (Brass, Ancient) 538 Dragon (Brass, Adult) 542 Dragon (Brass, Young) 545 Dragon (Brine, Adult) 548 Dragon (Brine, Ancient) 551 Dragon (Brine, Young) 555 Dragon (Bronze, Adult) 558 Dragon (Bronze, Ancient) 562 Dragon (Bronze, Young) 566 Dragon (Cloud, Adult) 569 Dragon (Cloud, Ancient) 572 Dragon (Cloud, Young) 576 Dragon (Copper, Adult) 579 Dragon (Copper, Ancient) 582 Dragon (Copper, Young) 586 DragonSample (Crystal, Adult) 589 file Dragon (Crystal, Ancient) 592 Dragon (Crystal, Young) 595 Dragon (Faerie) 598 Dragon (Forest) 601 Dragon (Gold, Adult) 604 Dragon (Gold, Ancient) 607 7 About Infinium Game Studio

Founded in 2015, Infinium Game Studio (IGS) came about Flexible as the result of a simple mission: Make shared storytelling

Introduction Each product should be usable on its own, completely out games easier and more fun for both players and referees of context; as a start to a completely new campaign; as part alike. of the “intended” Adventure Path or associated suite of IGS Our vision is that Infinium Game Studio empowers referees, products; or to insert into an existing ongoing campaign. players, and the industry entire with innovative gaming tools; high-quality, deeply-designed products; and creative Reusable takes on established paradigms. No IGS product is “one and done” by design. FlexTale and Comprehensive Design enable this flexibility Values and Key Differences and reusability. Plays Well With Everyone Production Quality IGS products are engineered to be usable by both novice Our goal is to produce world-class products with high and veteran gaming groups. As a result, they must contain production values. everything a novice GM might need to react quickly to his/ her play group.

Comprehensive and Immersive Each IGS product should “feel real” and come with everything the referee might require to make the setting, context, environment, or other content come alive.

Everything You Need The ideal adventure should contain practically everything you need to run the game, except the core rulebook. Even the most skilled GM wastes time looking things up in multiple books. It’s so exceedingly rare that an adventure contain all of the crunch and fluff necessary to run it.

Maps: Where Are We, Again? A picture is worth a thousand words... and also, a thousand seconds of prep time. Visually appealing, easy-to-use, and extensive Maps are an essential part of any shared- storytelling experience.

Pervasive Maps Don’t put a building on a map if I can’t go inside it.

Prepared for Anything In a gaming session, a good referee must be prepared for the PCs to explore any aspect of the content. All too often, an otherwise outstanding adventure will fail to provide for a major percentage of its content. If there are twenty buildings in a town, but maps for only two of them--well, it’s fairly apparent where the Big Bad is going to be holed up! Not every map will be riddled with secret passages, custom encounters, and combat, but there should be something of interest in every building. Otherwise, it shouldn’t be there!

Thoroughness: But What If...? It’s possibleSample to have a 16-page adventure that’s wonderful file and exciting. It’s also possible to have a 255-page sourcebook be boring and repetitive. Striking the right balance between over-padding and under-describing is challenging, but an important part of what we do at IGS.

8 FlexTale What is FlexTale? Introduction FlexTale™ is an attempt to make roleplaying game adventure D% Result Description content dynamic and interesting. A module created using FlexTale is different each time it is run. Treasure, monsters, 81- Major Reward 2d20 pp, a potion of cure plot activities, NPC backstories and character arcs, and 100 moderate wounds, and a various actions and plot elements can all occur differently. scroll of fireball (CL 12). Differences can occur using the roll of dice, or the GM can simply The FlexTable Difference choose the content A FlexTable is used to do the same thing a normal RPG that s/he prefers or lookup table does. What makes FlexTables different is that feels would be most engaging to the play group. they have multiple columns to represent dice rolls. Each of the columns represents a different situation or set of There are two ways that FlexTale can help make an conditions under which that column is used to reference the adventure dynamic: Dynamic Content and Dynamic Plots. result. Dynamic Content This seemingly simple change is used to make all of the following possible: “Dynamic content” is a FlexTable term that refers to anything in an adventure that can be modified. Whether one • Differences in probabilities for the individual outcomes. NPC is in love with another, or who murdered the vagrant in the alley behind the town pub—FlexTale dynamic content • “Scalable” monsters and rewards that more appropriately makes it possible to have several explanations or paths match the level and power of the PCs. through a story. • Proportional rewards, measured against the strength of a Dynamic Content is made possible by something called a relationship or other conditions. FlexTable™. • Circumstantial content, restricted to certain conditions or prerequisites. “: Sample Treasure Chest Contents” is the same table we FlexTables saw earlier, modified to be aFlexTable . Most roleplaying game resources have tables—lots and lots of tables, in many cases! Typically, these tables are two- column, or perhaps three-column: you have one column that Contexts lists the dice roll result, and you reference that row as the outcome of the randomization. This is all well and good, In the above example, there are now four columns used to but it limits the scenario to that one set of probabilities and indicate the range of the dice roll result. These columns are outcomes, without accounting for things that happen in the referred to as Contexts. game that you might want to impact those outcomes. Before you roll on a FlexTable like this one, you will have to figure out whichContext you should refer to. In the above A Traditional RPG Lookup Table table, the leftmost column is Context “A” (D%A), the next “: Traditional Lookup Table” is a typical “what’s in the one is “B”, and so on. Each Context also indicates the dice to be rolled—in this example, you roll the same dice (d%) in treasure chest” table that requires rolling a d100. You each Context, but in some FlexTables, different dice may be roll a d100, and then you look up which row your roll falls used. into, and then you get your single result. Interesting, to be sure, and it definitely provides for some variability… but the This straightforward example demonstrates the following extent of that variability is constant. differences in converting a standard table into aFlexTable : Different Probabilities: Context C is the most favorable, since it provides a much bigger range of rolls under which Table 1: Traditional Lookup Table you would receive the “Major Reward”. Context B is the next D% Result Description best, since it, too, expands the range that Context A has. 01-30 Nothing The treasure chest is empty. Circumstantial Results: In Context D, not only are the favorable outcomes less likely, but there is a fifth result row Minor Reward 1d20 gp and a silver locket 31-40 that is only possible under this Context: “Cursed Reward”. worth 5 pp. 41-80SampleAverage Reward 3d12 gp, a gold-hilted dagger Determining Context: When youfile are called upon to roll on worth 10 pp, and two potions this FlexTable, the adventure will use some description to of cure light wounds. make it clear which Context to use. In the above example, perhaps the Context is determined by how favorable the party’s relationship is with a local wizard… but if the party has fought or slain that wizard, then Context D is used to

9 FlexTable 1: Sample Treasure Chest Contents

D%A D%B D%C D%D Result Description 01-30 01-20 01-10 01-30 Nothing The treasure chest is empty. Introduction 31-40 21-50 21-30 31-40 Minor Reward 1d20 gp and a silver locket worth 5 pp. 41-80 51-60 31-50 41-45 Average Reward 3d12 gp, a gold-hilted dagger worth 10 pp, and two potions of cure light wounds. 81-100 61-100 51-100 46-50 Major Reward 2d20 pp, a potion of cure moderate wounds, and a scroll of fireball (CL 12). n/a n/a n/a 51-100 Cursed Reward 6d6 cp, a rusted dagger (useless in combat), and whomever opens it is struck with a bestow curse spell (CL 8).

represent the soured atmosphere. Indifferent.

Typically, just prior to a FlexTable, adventure content • Use Context B: will summarize which Context should be used. The GM is If the party’s relationship to the wizard is Friendly. encouraged to use his/her common sense and judgement in overriding this guidance as she/he sees fit based on the party • Use Context C: and how the game is going. For example, a GM could choose If the party’s relationship to the wizard is Helpful. to reference a specific Context even though the prerequisites aren’t met. She could also choose to simply ignore the table • Use Context D: entirely, and force a specific result without even rolling. If the party’s relationship to the wizard is Hostile, or if Experienced GMs should use this power wisely to improve the party has ever attacked the wizard (or slain her). gameplay if necessary; unless you have a specific reason for This is an impressive-sounding title, but the goal is quite overruling the recommended use of a FlexTable, you should simple to describe: Let the story be different. try to use it as it was intended to be used. Here’s an example for the above table, assuming the example of the contents of the treasure chest scaling to the nature of the relationship the party has with the local wizard:

• Use Context A: If the party’s relationship to the wizard is Unfriendly or

Sample file

10 Introduction

concept is explored in full, with hundreds of additional What Is This Book? resources and references, in the FlexAI Guidebook, usable on its own, or as a valuable companion tome to this bestiary. Introduction This book is intended to be any or all of the following. These are listed in no particular order. Novelty: Of the 6,400 complete statblocks in this bestiary, 4,800 of them are entirely new, forged using existing game • An authoritative listing of monsters for use in any mechanics, guidelines, templates, resources, and rules. A campaign setting, for adventuring parties of any size, and full 75% of the creatures described herein were created any level. solely for the purposes of letting GMs use monsters for party levels above, or below, the levels “intended” originally • A means of using any existing monster with adventures of when the monsters were published to begin with. In this any level and difficulty. sense, this work is not only an assemblage of monsters in a • A compendium of newly-created monsters, born of single repository, but also the single largest source of new inspiration from existing beasties you may already know creatures ever conceived. and love. Thoroughness: Every monster. Ever. Assembled in a single • A single-source reference and repository, listing every place. single possible monster in easy-to-reference alphabetical Integration with FlexTale: All Infinium Game Studio order. adventures and other products use the FlexTale approach In short, how you use this book is really dependent upon you to adventure content. This innovative approach attempts and your needs as a GM. to make all adventure content accessible and appropriate to all PC parties, of all levels. Aquilae: Bestiary of the Realm enables FlexTale support for every monster, ever published. Strengths Making Existing Adventures Dynamic: If you have This book is immensely valuable for GMs who want to published adventures that do not use the FlexTale approach, introduce a truly formidable amount of creatures into their you can use this bestiary to adapt them to parties of any campaign, and to do so in a flexible manner. level. Prep Time: Aquilae: Bestiary of the Realm is a peerless Construction: Each and every monster has been “built” or resource for GMs who want to minimize preparation time, “constructed”, rather than simply fabricated. The meaning or who want to through new, unexpected combinations of here is a little obtuse, so in more detail: each monster monsters at their players. has been incarnated from its starting statblock, and then modified up and down as appropriate to generate the Crunch: There is no other work that assembles, generates, resulting quartet of statblocks you find herein. Hit dice have and makes available this level of pure crunch, of instantly- been modified, feats granted, and other tricks to produce usable gaming statistics in an accessible format. contextually-appropriate scales of challenge. Statblocks have not simply been “fiddled with”, but rather templates Single Point of Reference: Each monster entry is designed and other tools have been applied to generate the results you to be self-contained, as much as possible: in nearly all cases, see. It would have been easier—SO MUCH easier!—to simply you should be able to use the creature’s entry on its own, fabricate statblocks and boosts, but this approach results in without referencing any other publications or materials. much richer and more true-to-the-rules mechanics. Flexibility: If you’ve always been frustrated by the restrictions of a given adventure being appropriate only “for levels 4-6”, then this bestiary is for you! When to Use This Book Rigor: Each and every one of the statblocks in this In short, turn to this book as a gaming tool when: tome was constructed using published game mechanics, templates, rules, and resources. Most have been playtested • You want to run an adventuring session quickly, with zero in actual gaming groups, or simulated in extensive combat preparation. scenarios across a range of PC compositions, levels, and • You want to run an Infinium Game Studioadventure, or sizes. Although every single monster is not going to pose another published adventure that leverages the FlexTale the identical challenge to every party—see “Weaknesses”, approach to dynamic, scaled adventure content. below—every creature is constructed as best as possible to represent that monster at that level of difficulty. • You want to introduce a monster that is not commonly associated with the level that the PCs in your gaming Intelligence: The next section of this book introduces group currently are. FlexAI. This is a revolutionarily complex, yet accessible, means of simulating dynamic, contextually-appropriate • You want to surprise seasoned players with monsters monsterSample behavior in combat encounters. Each and every that they may dismiss as far beyond,file or far beneath, their monster includes full FlexAI rules, including its combat capabilities. Role and variation, so you know how it is likely to behave in • You want the ease of having a single, authoritative combat. This mechanic and approach takes the place of the compendium of every single monster, ever, in a single somewhat more pedestrian “Combat Behavior” description bookshelf of volumes. that most bestiaries include alongside statblocks. This

11 • You want to introduce random, but contextually inappropriate for lower-level adventurers, even if they’re appropriate, artificial intellligence-driven behavior to listed as “Low” difficulty level. Level 2 PCs cannot hit a monsters in your adventures. monster with an insanely high Armor Class, no way around it. In these scenarios—most often with monsters with Combat Roles of Elite or Solo—the monster is, and should

Introduction be, considered beyond the capabilities of characters of those What This Book is NOT lower levels. This book is intended to be a plethera, and not necessarily Instead, consider deploying the lower-Difficulty iterations a panacea. It sets out to create the most flexible, most of such monsters as easier-to-defeat threats for higher- complete, and most ambitious set of monsters ever level PCs, or as “plot blockers” for low-level PCs. Facing assembled in a bestiary, and in that regard, it excels without a Tarrasque at Level 4, even in the context of the FlexTale peer. approach to things, should signal certain defeat to any party. Many bestiaries of entirely new, custom monsters include rich artwork, lavish backstories, and other features. That is not the goal of this book, and it does not set out to achieve Weaknesses: When NOT to Use this in any way. Other adventures, books, and products from Infinium Game Studios include this approach and level of This Book detail; for the monsters included in Aquilae: Bestiary of the Although Aquilae: Bestiary of the Realm was designed to Realm, this approach would not be appropriate. be the most complete, extensive, ambitious, and flexible Artwork: It is neither logistically, nor financially, feasible to bestiary ever created, there are still cases where it’s perhaps include artwork for each and every monster. In most cases, not the best solution. the monsters in question are either well-known to veteran When faced with the following scenarios, you may wish to players, or existing artwork is easily available for reference consider other alternatives. in other sources. • Story: There is no adventure here. Or, rather, there is Conciseness: By nature, definition, and intent, this bestiary fodder to help fuel thosuands, endless, adventure... but is not perfectly efficient. There is repetition. There is no true plot to speak of. You knew that when you saw the repetition.* Some special abilities and apply to more than word “Bestiary” on the title, though. one mosnter, so their descriptions may appear multiple times throughout the text. This is by design, and for two reasons: • Adventure Hooks: Some smaller bestiaries include first, to ensure that each entry is self-contained as much as suggestions of how a given monster might be best is feasible. And second, because even though the majority of incorporated into your adventuring. That was not the a creature’s special ability description may be shared with intent in this tome. There is no room for this, and besides, that of another monster’s, it may vary slightly. in many cases, such tools are already available. * Bad jokes about game mechanics are hard to come by. • Background, Context, and “Flavor/Fluff”:This is a work of crunch—of pure game mechanics, rules, and guidelines. Variable Difficulty: It is a lofty goal, to have every monster It is not a story, and does not provide a great deal of flavor appropriately presentable to PCs of any quantity and level. text for the monsters. Most are well-known; descriptions Although this bestiary accomplishes everything it sets out or “soft content” for others are already available to do in this regard, it is simply impossible to effect this elsewhere. perfectly. • Exacting Level-Scaled Context: This book strives to make All monsters are not meant to be an equal challenge to every every creature available for use with any adventuring level, but to represent a roughly equivalent challenge at any party. That’s not mechanically, or sanely, possible to level. Badgers, no matter what you do to their statblocks, achieve to perfection. In a gaming group that is ruthlessly will always be little more than a nuisance. Similarly, Rules as Written (RAW), with no flexibilty for fudging a Tarrasque should always represent a potential party- dice, rounding up or down, or otherwise bending the annihilating setpiece foe. Trying to make all monsters rules to ensure a good time versus compliance with be all things to all parties would be A) impossible, and B) mathematics, then this bestiary is probably not the best inappropriate. tool... and neither is the FlexTale approach to things in “Squishiness”: This word is a common shorthand, and general. refers to how PCs of higher levels can easily defeat monsters • Perfect Challenge Rating Adherence: If you are using the and other threats of lower levels. Some of the monsters rules for creating encounters that use Challenge Rating as herein are indeed “squishy”, in that although they may say an explicit mathematical guideline, then you may wish to they are “Elite” level, PCs of higher levels may not view that apply additional review and rigor to your process when creature as a legitimate threat to their capabilities. This is using Aquilae: Bestiary of the Realm (see How to Use frankly unavoidable, as to a certain extent, some monsters This Book, below). are simply tougher than others. Making a Chicken into a threat appropriate to face Level 20 PCs would mean it is unrecognizableSample as a Chicken. Instead, interpret an “Elite” file Chicken as one that should be presented to higher-level How to Use This Book characters. They will still be able to slay it just as easily, if not much more easily, than they could the Low-caliber There is no wrong way to use Aquilae: Bestiary of the Chicken’s statblock when they were lower level. Realm. But it may help to consider a number of different ways of using it... some of which may not have occured to “Impossibles”: Some monsters are completely, entirely, 12 you! impossible to create CR-compliant listings for each monster. Instead, CRs listed herein reflect the Hit Dice of the creatures and statblocks invovled. In many cases, this means that the With FTEG CR listed is likely higher than you might expect, particularly The FlexTale Encounter Generator (FTEG) is at the heart for “squishy” monsters who were “evolved” from lower-CR Introduction of Infinium Game Studio’s approach to dynamic adventure origins. content. In these scenarios, recall that the FlexTale approach, and Used with this Bestiary, the FTEG contains encounter the intent behind this Bestiary, is to present appropriate FlexTables that allow GMs to generate contextually- challenges for parties of varying levels, not perfect threats appropriate combat encounters for PCs of any level, all with for exact levels. a simple roll of the dice. Common Creature Features With IGS Adventures Some Special Abilities and Feats are so pervasive, it All Infinium Game Studios adventures and products use was neither possible nor feasible to include a complete the FlexTale approach to dynamic adventure content. As a description each time the feature came up in monster result, these adventures leverage monsters in this bestiary, descriptions. with no additional work needed. Below please find a consolidated listing of these abilities. Where applicable, these appear in the monster’s stat block, commonly under the Special Abilities or Feats sections; the With Other Published Adventure complete description is simply not included in the latter text of those monsters. Content Darkvision (Ex) Range 60 ft.; Darkvision is the You can take any non-FlexTale adventure and adapt it to extraordinary ability to see with no light source at all, out be more appropriate to PCs of any level, rather than the to a range specified for the creature. Darkvision is black restriction of most published products being “levels X to Y”. and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see Simply take the monsters included in such adventures, and otherwise-invisible objects are still invisible, and illusions use the version of that monster that’s most appropriate for are still visible as what they seem to be. Likewise, darkvision your PCs’ level. subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. With Homebrew Content Improved Natural Attack (X) Attacks made by one natural weapon leaves vicious wounds. Choose one of the For those who like to roll their own, this bestiary makes creature’s natural attack forms. The damage for this natural creating combat encounters super easy: any monster can attack increases by one step on the following list, as if the appear as a threat to any PCs, so let your imagination run creature’s size had increased by one category. Damage dice wild! Alternately, you can save yourself even more time by increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, using Aquilae: Bestiary of the Realm in concert with the 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of FlexTale Encounter Generator. damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. Dodge Your training and reflexes allow you to react swiftly Rarity to avoid an opponent’s attack. You gain a +1 dodge bonus to The FlexTale Encounter Generator goes into elaborate your AC. A condition that makes you lose your Dex bonus to and fully-scaled detail for every monster, in every terrain AC also makes you lose the benefits of this feat. context. Improved Natural Armor This creature’s hide is tougher As a result, the Bestiary itself merely lists a quick shorthand than most. The creature’s natural armor bonus increases by as to rarity, using the simple nomenclature of “Common”, +1. Special: A creature can gain this feat multiple times. Each “Uncommon”, and “Rare”. time the creature takes the feat, its natural armor bonus increases by another point. Weapon Proficiencies You understand how to use your Occurences martial weapons in combat. You make attack rolls with all your martial weapons normally (without the non-proficient Each monster lists whether it is encountered on its own, or penalty). in a group. This is useful for monsters that might otherwise seem “squishy”; simply include more than just the one to up Giant Creature Template: This template was used to the threat level. enhance the abilities and statistics of this creature. Typically Samplethis means Size increase by one category;file AC increase natural armor by +3; Attacks increase dice rolled by 1 step; Challenge Rating Ability Scores +4 size bonus to Str and Con, -2 Dex. The short version here is that CRs are not slavishly stringent Creature Type Traits (Ex) Creatures of many Types have in Aquilae: Bestiary of the Realm. It would be nearly common rules that apply to them, such as whether they eat,

13 drink, require rest, breathe, and so on. normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you Outsider: Unlike most living creatures, an outsider does not take a -20 penalty on your CMB check to make and maintain have a dual nature--its soul and body form one unit. When the grapple, but do not gain the grappled condition itself. an outsider is slain, no soul is set loose. Spells that restore A successful hold does not deal any extra damage unless souls to their bodies, such as raise dead, reincarnate, and

Introduction you also have the constrict special attack. If you do not resurrection, don’t work on an outsider. It takes a different constrict, each successful grapple check you make during magical effect, such as limited wish, wish, miracle, or true successive rounds automatically deals the damage indicated resurrection to restore it to life. Outsiders breathe, but do for the attack that established the hold. Otherwise, you not need to eat or sleep (although they can do so if they deal constriction damage as well. You receive a +4 bonus wish). on combat maneuver checks made to start and maintain a Immunities: Creatures with an Immunity to a type of grapple. Unless otherwise noted, grab can only be used on damage or effect never suffer damage or the impact of those creatures of a size equal to or smaller than you. effects. Low-Light Vision (Ex) You can see x2 as far as humans in Resistances: Creatures with a Resistance to a type of low illumination. Characters with low-light vision have eyes damage suffer only 50% of the damage inflicted from that that are so sensitive to light that they can see twice as far source. If a number is listed next to the Resistance, the as normal in dim light. Low-Light Vision is color vision. A creature may ignore that much damage each time damage spellcaster with low-light vision can read a scroll as long as from that type of source inflicts damage on that creature. even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a Vulnerabilities: Creatures with a vulnerability suffer moonlit night as well as they can during the day. twice as much damage from that source each time they suffer damage from that source. Other, non-damage-based vulnerabilities (e.g., light blindness) are described in full text. Notes & Conventions Ability Focus (X) One of this creature’s special attacks is As is typical in a roleplaying game adventure or module, particularly difficult to resist. Choose one of the creature’s some text herein is meant to be read or shown to players special attacks. Add +2 to the DC for all saving throws verbatim… but the majority of the content is meant to be for against the special attack on which the creature focuses. the Game Master’s (GM) eyes only. Below please find some Special: A creature can gain this feat multiple times. Its visual conventions that make this differentiation clear. effects do not stack. Each time the creature takes the feat, it applies to a different special attack. Blindsense (Ex) Range 60 ft.; Other creatures have Player Descriptive Text blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. These sections are meant to be read aloud to players as- The creature with blindsense usually does not need to make is. You are of course free to introduce your own changes Spot or Listen checks to notice and locate creatures within as you see fit as a Game Master. Player Descriptive Text range of its blindsense ability, provided that it has line of blocks are meant to serve as informative tidbits that have effect to that creature. Any opponent the creature cannot been preconstructed to reflect the exact nature of the see has total concealment (50% miss chance) against the situation being encountered by the party. creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still GM-Only Notes denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Granted, nearly everything not highlighted in Player Descriptive Text is not meant to be read aloud to Iron Will You are more resistant to mental effects. You get a the players. However, some content is much more +2 bonus on all Will saving throws. “sensitive” than others.

Lightning ReflexesYou have faster reflexes than normal. GM-Only Notes such as this typically give away plot You get a +2 bonus on all Reflex saving throws. points, major background, or other information that the Great Fortitude You are resistant to poisons, diseases, and players may not normally have access to—either right other deadly maladies. You get a +2 bonus on all Fortitude now, or in some cases, ever. Make sure to conceal these saving throws. sections from players unless there is a specific reason to tell them! Weapon Focus (X) You are especially good at using your chosen weapon. You gain a +1 bonus on all attack rolls you make using the selected weapon. Designer’s Soapbox Can’t Be Tripped (Ex) A creature with this ability cannot be tripped.Sample file In some cases, the game designer will want to express Grab (Ex) If you hit with the indicated attack (usually a claw a specific opinion about some aspect of the adventure. or bite attack), you deal normal damage and can attempt to Typically, this takes the form of a discussion on start a grapple as a free action without provoking an attack interpreting rules, or a recommendation as to how best of opportunity. You have the option to conduct the grapple to play or run a particular piece of the adventure. In

14 all cases, veteran GMs should feel comfortable ignoring Some PCs may have insight into the Blacksmith’s wealth; these “soapbox” diatribes… but veteran and new GMs make a DC 12 Knowledge (Profession) check. alike may find something of interest in the coalesced experience of three decades of roleplaying experience! Skill Challenges Introduction Quests Skill checks are typically a single roll, often made in secret by the GM. A skill challenge is usually a bit more involved A quest can be large, tiny, or in between. Some can be very than a simple check—or there’s simply more at stake. Either quickly accomplished; others span days, weeks, or even way, a challenge is a more formal, and explicit, exercise, years, across multiple cities and even planes of existence! intentionally engaged in by the players. In this book, all quests, big or small, have a similar You’ll find a skill challenge in a yellow box such as this: presentation and key elements, as shown by the green block below. Falling Timbers (example) Quest: Rats in the Cellar First Check: DC 18 Perception (16 if aflame) to notice the falling building; success cancels subsequent checks. (example) Second Check: DC 15 Acrobatics to avoid the debris; failure Summary: Kill rats in a fantasy tavern. Fun and inflicts 2d6 points of crushing damage plus a possible creative. 1d8 points of fire damage; success cancels subsequent checks. Rewards: Rat corpses. Plus 10 gp from the bartender. Third Check: DC 12 Strength to dislodge one’s self from the Locations: Bar. debris; failure inflicts 1d4 points of crushing damage Key NPCs: Bartender. plus a possible 1d8 points of fire damage; success quits the challenge. Kickoff: When any PC speaks with the bartender. Description: Rewards The bartender asks the party to slay 2d6 Giant Rats that Treasure, swords, gems, keys, filthy lucre—this is the stuff have infested his basement. your players are really gunning for, right? Well, that, plus In so doing, they will benefit from his goodwill, and a reward a good time with friends. And maybe, if you’re lucky, a of 10 gp. good, engaging session of shared storytelling that you’ll all remember for a long time. At any rate, rewards are shown with blue boxes like this Obstacles one. Some containers have common treasure, which applies Doors, locks, and other obstacles that don’t necessarily equally to all difficulty bands; these are shown with the incorporate a trap. You’ll find these prefaced by little brown badges for all four bands like this: . symbols like this one: Other treasure is “scaled”; that is, the PCs receive different treasure depending on what difficulty band they are playing Locked Secret Door at. Select the band that’s appropriate for the level of the PCs; that is the treasure they receive. They do not receive all (example) of the treasure listed across all four bands!

5” thick; Hardness 5; hp 30; Perception DC 16; Break DC 15; Disable Device DC 18 Secret Closet Chest

5” thick; Hardness 5; hp 30; Brushgather geneology book (a small book; Perception DC 18; Break DC 17; Disable Device DC 20 value 6 gp)

5” thick; Hardness 5; hp 30; 19 gp; opal pendant on gold chain (value 31 gp) Perception DC 20; Break DC 19; Disable Device DC 22 8 pp; 42 gp; opal pendant on gold chain (value 72 gp) 5” thick; Hardness 5; hp 30; Perception DC 22; Break DC 21; Disable Device DC 24 19 pp; 37 gp; opal pendant on gold chain (value 180 gp)

52 pp; 84 gp; opal pendant on gold chain (value 428 SkillSample Checks gp) file Whether it’s a single, simple check, or a series of checks in escalating difficulty, skill checks may be an opportunity to either avoid disaster or discover what might otherwise Traps remain hidden and ignored. Such chances are indicated via Hey, blame the rogue—who in all likelihood is suffering yellow symbols as follows: 15 the brunt of the trap s/he either failed to detect, and/or to game system you are playing. disarm. Whether it becomes a bragging right, a bargaining chip, or an epitaph, traps of all manner are shown in a purple box like this one. Variable Challenge Note that the statistics for the impact of most traps scale to Introduction the four difficulty bands; select the one that is appropriate One of the things that has frustrated many GMs is that for the PCs in your game. adventures are almost universally designed in this manner: for a specific level of challenge, or at most, a very narrow Acid Arrow Chest Trap range of PC levels (e.g., “4th to 6th level”). Type Magic; Trigger Touch; Reset none One might argue that this Variable Challenge concept is at the very heart of Aquilae: Bestiary of the Realm and why it Perception DC 18; Disable Device DC 20 exists in the first place. Effect spell effect acid( arrow; Atk +1 ranged touch (1d4 There are many advantages to this approach, not least of acid damage for 2 rounds) which being the guarantee that all challenges (monsters, traps, and NPCs) are calibrated very specifically to that Perception DC 20; Disable Device DC 22 narrow zone of difficulty. Effect spell effect acid( arrow; Atk +3 ranged touch (2d4 The drawback, of course, is the narrowness of that range. acid damage for 2 rounds) GMs wishing to run a module designed for 10th-level PCs, for Perception DC 22; Disable Device DC 24 example, are either flat out of luck, or have to do some fairly intensive work to scale the content up or down to better Effect spell effect acid( arrow; Atk +5 ranged touch (2d4 align with the PCs she is playing with. acid damage for 3 rounds) The degree to which a particular GM, or even gaming group, Perception DC 24; Disable Device DC 22 enjoys perusing and tweaking game statistics—“crunch”, in common parlance—varies, of course. Some GMs love Effect spell effect acid( arrow; Atk +7 ranged touch (2d4 crunch, and spend a majority of their prep time creating and acid damage for 4 rounds) refining their challenges to ensure the crunch is accurate and appropriately challenging. On the other end of the spectrum are “by the seat of their pants” GMs, who ignore crunch Items almost entirely, rarely referring to stat blocks lest it distract from the focus of storytelling. Be they simple items, magical items, rods, staves, potions, books, or something wondrous, items share a common block This adventure, and in a broader sense, of information like the following… note that this format is Infinium Game Studio, does not want to judge as to which used for all manner of non-weapon, non-armor equipment approach is “better” or “worse”. What matters is that you and usable items, both magical and mundane: have fun and enjoy yourselves! However, we do want to make it as easy as possible to play Adventurer’s Chronicle this adventure no matter what level your PCs happen to be. (example) Value 50 gp; Weight 1 lb.; Materials paper; Nature non- Experience Points and Reward magical; Aura none; Slot usable; CL n/a Nuggets This book is chock full of useful information. When used as a There are many ways of calculating, dispersing, and reference (an action that typically takes 1d4 full rounds accounting for experience points (XP) in a Pathfinder gaming of searching the text), an adventurer’s chronicle grants a +2 group. What follows is a method that I have used over the competency bonus on a specificKnowledge check for which decades, and it’s been a lot of fun. Although it may not be the book is designed. for every gaming group—your mileage may vary—it’s an Construction Requirements means to assemble a physical interesting spin on traditional methods, and the approach book; the author must have at least 10 ranks in the skill for may work for you. which you are designing the book; Cost 30 gp Whether this approach works for you or not, however, it’s worth reading through, because all of the Quests in this NPCs and Monsters adventure denote XP awards using this method. Crunch time! I Want Candy Due to the scale of this adventure, this Adventure Book In the author’s early days as a GM, I tossed out candies as contains statistics only for NPCs (both Common and rewards to the players when their characters did a good job. DramatisSample Personae) and new monsters. Candy could be distributed for defeatingfile a kobold, picking a lock, dodging an attack, convincing the castle guard to Common monsters, such as Umber Hulks and Giant Spiders, look the other way, or any of the ordinary actions whose do not have statistics within this tome. Most of the common consequence typically involve experience points. monsters referenced in this book have freely-available stats, either for free online, or as part of the core books of the However, I also gave out candy for good roleplaying,

16 convincing dialogue, outstanding (or horrid) emulation of • Defeating monsters and NPCs. accents, meta-jokes about the circumstances of the game that • Avoiding traps, picking locks, or otherwise overcoming were truly hilarious, suggesting things to me as the GM or obstacles. other players that took the story in a new direction, or—and I have to be honest, here—helping me as a GM. • Succeeding in skill challenges or checks.

My general rule was, if I forgot a rule, and you pointed it • Fulfilling other objects in pursuit of aQuest . Introduction out in a way that didn’t make you seem like a jerk, then you got rewarded. This could be something as innocuous Monsters and NPCs in this adventure list the XP reward the as reminding me that your elf ranger’s longbow was firing PCs should obtain for defeating them in combat. They also +1 arrows, or as significant as reminding me that a certain list the number of “Reward Stars” players should receive for piece of equipment granted a reroll to a critically-failed success. This is denoted like this: +2. outcome. Think of a Reward Star as a sugar-free and abstracted Generally speaking, candy rewards were given out in my version of a piece of candy from the earlier anecdote: players games for anything—literally, anything—that made the receive one or more most times that they achieve something gaming experience more fun. Doorbell rings, and the pizza’s in the game. here, and your character is tied up in the cyclops’ cave, so Locks, traps, and skill checks are typically “quadded”; each you know you won’t be doing anything for a few minutes, level of CR lists a suggested XP reward, but also a number of and so you go and grab the grub, and tip the delivery guy— Reward Stars. that’s worth a candy. Tell a funny joke—that’s worth a candy. Save the life of your comrade, only to drug him unconscious Quests only list Reward Stars. This is because Quests and use him as a prop, in the manner of Weekend at should be fun, interesting, and above all, useful to the PCs, Bernie’s—okay, that’s a little ghoulish, but it’s in charcter, but shouldn’t be game-breakingly powerful or ignorably and amazing, so, yeah, that’s three candies right there. impotent. A simple delivery quest, for example: what should that be worth? 500 XP? For a level one character, that can Candy as XP be almost halfway to levelling up; for a level 19 character, that makes for a completely worthless diversion. Using Candy is awesome, though for one of my gaming group, Reward Stars solves this problem, by automatically scaling who was a diabetic, it was a controlled and mindful the reward to be significant regardless of character level. awesomeness. But even the most free-wheeling player wants their character to level up. I get it. If you follow the approach I’ve used, then at the end of each gaming session (or in between sessions, or at the start of At the end of each gaming session, my players would “turn the next session, whatever works best for your schedule), in” their candy wrappers. Each wrapper represented convert the Reward Stars to traditional Experience Points. something gone right, a good deed done—and therefore it was converted to XP. Generally speaking, no matter The GM is heavily encouraged to augment the rewards what the PCs’ levels, no matter what the adventure, 10 documented with additional rewards, for perhaps-less- candy wrappers meant you advanced to the next level. If tangible contributions: good jokes, helpful behavior, playing you fell short—let’s say, you only got 6—then it meant you fair and nice, being a good sport, paying for or even just were closer for next gaming session (i.e., 4 needed in this ordering dinner, that sort of thing. example). Such “intangible rewards” should be general in nature: a As years went on, it became a bit less practical and/or good, timely joke should be rewarded with a chunk of XP healthy to urge my friends to consume at least ten pieces of that’s meaningful and helpful to the PC in question, whether candy every time we got together, and so the approach was they’re level 1 or level 19. tweaked. Instead of candy wrappers, gold stars, or spare dice in a particular color, or Warhammer 40,000 figurines. Stay In Character… Or Else The point was, you got a token, a “nugget” of reward, which In rare cases, or with certain gaming groups, the GM should was later converted into XP. reserve the right to remove or revoke the Reward Stars a Rules lawyers hate this method, and I respect that. But even particular player, or the group entire, has earned. the most hardened min/maxer eventually recognizes that Such penalties should not be applied in a discouraging this approach, despite its drawbacks, keeps play flowing manner, or against players who are genuinely trying, but quite quickly, and keeps everyone focused on what I believe whose luck is simply poor, or for whom things just aren’t should be the goal of any roleplaying game session. working out. Indeed, successful roleplaying in the face of Namely: to have fun! dire circumstances should be rewarded more! Reward Stars should only be revoked if the player Reward Stars: The Formalized Approach is detracting from play, distracting others, making Whether or not you appreciated the above anecdote, or the inappropriate jokes not appreciated by the rest of the group, approach it describes, it’s required reading, because now not paying their fair share… or just generally being a jerk. we’ll get to how it applies to Dark Obelisk: Berinncorte. As withSample everything else in this book, the GM is encouraged Converting Reward Starsfile to XP to completely ignore or change this approach if you feel it Each Reward Star represents differentXP depending on would make it work better for your gaming group. what your current level is. The following represent opportunities to gain an experience If you’ve assigned Reward Stars to a particular PC, use the point reward in this adventure: character’s current level on the table below to convert to an

17 XP reward. “Quadded” Stat Blocks On some occasions, you may instead have granted Reward Toward the goal of having an adventure that can be run Stars to the party as a whole. In this scenario, calculate the with PCs of various levels, all NPCs and monsters in this Average Party Level (APL) as you normally would, and use adventure have four separate sets of statistics. that on the table below to convert the reward to standard XP. These represent iterations of the creature in four

Introduction If a PC has more than the minimum sufficientReward Stars to advance in level, they may continue to advance! In such a distinct scales of challenge. These scales are referred to, scenario, count Stars using the PC’s current level, until they in ascending difficulty, asLow , Moderate, Advanced, and level up. Any remaining stars are converted to XP using the Elite. character’s new level. In exceptionally rare circumstances— Low-level statistics are the default, and are intended or with exceptionally indulgent GMs!—this may involve a PC for parties of 1st to 4th level PCs. Typically, the Low CR for a levelling up multiple times between sessions, though such creature will be in the range of fractional, up to 4. You may power-levelling is generally discouraged. see this referred to as “1L”. Finally, in addition to different methods of determining rewards, gaming groups tend to have different theories as to Moderate statistics present a bit more challenge, and are th th how rapidly characters should level up. Slow, average, and meant for 5 to 8 level PCs. CRs can be in the range from fast tracks are shown here, which scale to the corresponding 4-10. You may see this referred to as “2M”. Character Advancement experience point totals in the Advanced creatures give even more of a fight, Pathfinder Core Rulebook. representing CRs in the range of 10-15, and are meant for For purposes of Reward Stars, the following standard has adventurers of the same levels. You may see this referred to been used: as “3A”. • Slow advancement requires 15 Reward Stars to advance. Elite monsters and NPCs are the most evolved, and present formidable difficulty in the 12-20CR range. These • Advancement with the Average progression demands 10 stat blocks are designed for PCs above 15th level. You may Reward Stars per level. see this referred to as “4E”. • Only 5 Reward Stars are needed to advance following the To avoid confusion, elsewhere in the text outside of the Fast track. creature’s quadded stat block definition, the statistics referred to are the Low, or default, block. For example, the condensed, “vital stats” block that is shown in red where the Table 2: Converting Reward Stars to XP NPC or monster is introduced in the adventure uses the Low values. Level, CR, or APL Slow Avg Fast 1 200 200 260 2 300 300 400 Quadded Challenge Blocks 3 433 400 540 Skill challenges and checks, traps, poisons, and obstacles 4 600 600 800 sometimes have quadded stat blocks as well. 5 800 800 1,000 Although nearly all NPCs and monsters have quadded stat blocks, not all other game elements do. This is intentional. 6 1,200 1,200 1,600 It represents the reality that although monsters and people 7 1,600 1,600 2,200 might be of advanced difficulty, the city ofBerinncorte 8 2,533 2,400 3,200 exists in a typical, average fantasy realm—DC 50 Mythic- caliber locks simply doesn’t exist, let alone on every door in 9 3,000 3,000 4,200 town! 10 5,000 5,000 6,800 Below is an example of a door that has a quadded challenge 11 6,333 6,500 8,000 block. The icons represent the scale of increasing difficulty; 12 9,667 9,500 13,000 from top to bottom, they are Low, Moderate, Advanced, and Elite. 13 12,667 13,000 17,000 14 19,333 19,000 26,000 Locked Secret Wooden Door 15 26,333 25,500 35,000 16 36,667 41,000 50,000 5” thick; Hardness 5; hp 60; Perception DC 16; Break DC 20; Disable Device DC 18 17 53,333 50,000 70,000 18 76,667 75,000 100,000 5” thick; Hardness 5; hp 60; Perception DC 20; Break DC 24; Disable Device DC 22 Sample19 100,000 105,000 140,000 file 20 n/a n/a n/a 5” thick; Hardness 5; hp 60; Perception DC 22; Break DC 26; Disable Device DC 24

5” thick; Hardness 5; hp 60; Perception DC 24; Break DC 28; Disable Device DC 26

18 The Campaign World Overview High Ability, Low Tech

Aquilae, the campaign setting in which these beasts are Leafing through theDramatis Personae section, you may Introduction located, will be elaborated and described in detail in other notice that the Ability Scores of most key NPCs are not what books by Infinium Game Studio. This is partly due to might be considered “average”. This is by design. limitations of length: a focused narrative on the campaign There are many schools of thought as to the differences, if world would itself take longer than the bestiary! Scope is a any, between a player-character and a non-player-character, factor, as well—too much about the broader game world may or a commoner. Are the PCs superhero-caliber individuals, distract from the immediacy of the “day-to-day” plot of this each imbued with something special that drives their particular adventure. capabilities above and beyond that of normal people? Or However, the biggest reason for an abbreviated depiction instead, are the PCs just people, pretty much the same as of the game world is that there is much, much more to this everyone around them—they just happened down a different realm than meets the eye… and the events of this adventure, path than others, but one that others weren’t prevented from while seemingly isolated and bizarre, play a large role in the taking by some innate quality or limitation. revelation of these attributes. It’s possible to have a great deal of fun with either In truth, the events of this adventure are so self-contained, philosophy, or anywhere in between. and limited to the mining town and the mines underneath If your gaming group rebels against this sort of approach, it, that for the purposes of playing it out, the larger context you as a GM are of course welcome to “handicap” any or hardly matters. all NPCs so that they are more in line with your players’ While this is primarily limited to things that directly affect expectations of what is considered “normal”. the narrative and activities in the adventure, there are some aspects of Aquilae that you may want to bear in mind as you guide the PCs through events—so you don’t have to “backtrack” in subsequent components of this Adventure Religion Path, or in usage of other adventure books or products in the Gods play a major role in Aquilae. The pantheon is varied Realm of Aquilae. and vast—dozens, perhaps hundreds, of supremely powerful beings. It is exceptionally uncommon to find someone who is not a devotee of at least one higher power—and there What You Need to Know are many who are advocates of multiple gods. The general mindset of most sentient beings in Aquilae is an open Here’s an executive summary of important aspects of the acknowledgment, an agreement that all gods exist. Devotion realm that may affect how you portray the game world in the to one or more gods in particular merely means that you context of this adventure: favor their perspective on things… and, with any luck and enough tribute (see below), those gods return the favor by • Gods are real, and many. (See Religion, below.) aiding you from time to time when it is needed most. • Nearly every sentient being pays tribute to one One might think of Roman and Greek mythology as a good or more gods. (See Tribute, below). Typically this comparison here: there are many gods, and while they are all is through tithing to the appropriate church, or immortal and wield immense power, they all share certain government. “human” weaknesses, such as a proclivity for playing tricks and engaging with mortal affairs. Some gods are more • Tribute can be done in the form of monetary wealth, powerful than others, and the “society” of gods is a rich artwork or valuables, or a devotion of magical power. No and storied plot unto itself which most mere mortals rarely matter what the form, nearly all tribute actually does end glimpse. up being transported to the gods themselves! • About six months ago, the Dark Obelisk was discovered on Level 9 of the Mondarian Mines, and it caused evil Tribute and chaos to burst forth, upending everything in the Mines and the City of Mondaria, and causing a massive If you pray, you pay! Everyone, in every religion, gives amount of death and suffering. money and resources to their god. In almost all cases, this is done through the church, though in remote situations, Little of the reality of these events is known in the tithing in this manner can be quite difficult. Even isolated Enclave: all commerce and travel from Mondaria to the hermits typically worship at least one god. Enclave has stopped. Although the Council has sent Many devotees do not live near a temple of worship for their emissaries and adventurers to Mondaria to investigate, deity. The pantheon is flexible, however: any worshipper, of noneSample has returned with any information. file any god, can visit any church, and donate their tribute there. Part of each church’s responsibility is to make sure all tribute eventually gets sent to its appropriate god. To be clear: in Aquilae, churches are kind of a form of tax center. And all tribute does in fact end up being shipped off 19 to the gods themselves. The mechanics of tribute, of how it gets processed and where it goes, how it actually gets to the objects of worship, and the nature of the gods themselves will all be discussed in greater detail in subsequent campaign books. Introduction

Sample file

20 FlexAI

Together, Outcome and Targeting are referred to as a What is FlexAI? creature’s behavior. FlexAI is an attempt to model and simulate monster and NPC behavior in a combat encounter. It scales in complexity from Combat Outcomes very simple to as complex as you as a GM would like it to be. It can be used in any tabletop roleplaying game with zero All three levels of FlexAI difficulty involveCombat Outcomes preparation time. as the main output of using the tool. The system takes only a few minutes to learn, is easy and This represents the behavior of a creature in the combat quick to use, and can enhance any tabletop roleplaying situation. combat experience. Note that not every Combat Outcome necessarily applies to every creature. For example, not every creature has both a primary and a secondary attack. The GM is encouraged to FlexContent Summary vs. Full Version sanity check outcomes (see above). The full FlexAI guidbook contains nearly 300 FlexTables If the Outcome determined does not require a target, ignore which guide contextual monster behavior for hundreds of the Targeting aspect of the behavior determined. different combinations and scenarios. This summary description contains some basic elements of the concepts of FlexAI, and only a single FlexTable per Role. Table 3: Combat Oucomes Outcome Description Creature attacks its target using its How to Use FlexAI standard attack. For most creatures, this will be melee; for others, it will be Attack ranged. Sanity Checks & Rerolls Main Generally speaking, if something “feels wrong”, reroll it. If the creature’s main attack is Melee, the creature attacks using a Ranged More specifically, if the Outcome determined by FlexAI do attack, and vice versa. not apply (e.g., creature lacks a ranged attack altogether) or are inappropriate to the circumstances (e.g., maneuver when Attack the creature is surrounded by melee opponents), reroll the Secondary result to determine a more appropriate Outcome. Creature moves about, either to get closer to its preferred target (see Targeting), to evade the enemies Three Tiers of Complexity Maneuver currently surrounding it, or to take Not everyone needs, or is interested in, complex AI combat advantage of battlefield characteristics. mechanics. Sometimes, you just want to quickly roll on a Creature uses an item, such as a wand single table, and determine an outcome. or staff or potion. Conversely, some gaming groups like the thrill of the If it does not carry one, creature takes unknown, and like to add even more Use / a defensive stance. To support this array of interests, FlexAI provides three Defend levels of complexity: Simple, Full, and Advanced. Creature uses a special ability against its current target. You can pick and choose which of these three approaches If it lacks any special abilities, or none you wish to employ. You can even switch the method Ability of its abilities apply, reroll this result. used at any time—even round-to-round within the scope of the same combat and monsters! Creature tries to flee the combat encounter entirely. This creature flees in a direction most Behavior Common Concepts Flee away from its current Target. All three levels of complexity share two elements: Outcomes, and TargetingSample. file Simply put, these are what you need to determine the behavior of a creature in combat. Combat Targeting In many circumstances, you can simply use the Outcome to Targeting dictates who the creature attacks; Outcomes dictate the current round’s worth of behavior for a given dictate how it goes about it. 21 Outcome Description Table 4: Combat Targeting Summary As Ranged Enemy, but select an Outcome Description enemy who uses a melee attack as their primary mode of attack. The frontmost adversaries. This can Melee be, but is not always, the same as the Closest enemy. Enemy Frontline For the purposes of determining “front” and “back”, consider the starting positions of each side in the battle; the frontmost creatures of either side are those who began the combat encounter closest to their enemies. As Frontline, but the rear-most creature. During most combat, a creature’s current target FlexContent enemies. does not change round-to-round. Rearguard This may be, but is not always, the However, there is value in dynamically changing targeting same as the Farthest enemy. using FlexAI rules. First, it can make things very interesting and keep PCs off The opponent which is currently their guard if a monster changes its target from round to physically closest to this creature. round. Intelligent monsters might do so even if it serves to In most melee circumstances, this their temporary disadvantage (e.g., if it triggers attacks of Closest represents the creature’s current opportunity or a less favorable battlefield positioning). target. Second, creatures who are not typically invovled in melee The opponent which is currently as their primary combat approach might indeed change physically farthest away from this their target round-to-round, particularly if their attacks or creature. abilities inflict status changes (e.g., debuffs) or spell effects. Farthest This result applies irrespective of The table to the left summarizes the Combat Targeting whether the creature can physically results that FlexAI defines. reach the Farthest enemy by moving this round. The enemy who is currently “strongest”, healthiest, or furthest from death. Strongest Typically this can be represented by the enemy with the most current hit points. As Strongest, but the enemy closest to death. Weakest This targets an enemy who uses a ranged attack as their primary attack. In the event of multiple enemies who Ranged employ ranged attacks, select one Enemy of them (you can pick the closest, randomize your selection, or roll again on whatever table you just used for Targeting to determine the specific Ranged Enemy within those who qualify). Note that this does not imply anything about how this creature goes about attacking its enemy: it may well use Samplea melee attack to attack the Ranged file Enemy.

22 Simple AI Targets Simple AI Rules Use the following table to quickly and easily determine the Simple AI rules assume the most common circumstances targeting behavior of a creature in combat. of the creature involved, the combat environment, and the status of the participants. Table 6: Simple AI Targeting Advantages & When to Use D20 Outcome Much of the time, the single table that results will provide a rich, dynamic result. 01-05 Frontline The single dice roll, the fact that it’s a d20 as opposed to a d100, and the fact that there is a single table that does not 06-07 Rearguard have to be looked up (and indeed, whose contents could even be memorized) all make using the Simple AI approach very 08-13 Closest easy and quick to integrate.

14 Farthest FlexContent Limitations It should be noted that the entire purpose of design behind 15-16 Strongest the FlexAI concept is intended to acount for a more nuanced, contextually-appropriate pool of results and related 18 Weakest probability. An elder dragon at full health should simply not behave anything similar to a lurking thief hiding in 19 Ranged Enemy the shadows; the Simple AI approach cannot take this into account. 20 Melee Enemy Simple AI Outcome Table Use the following table to quickly and easily determine the combat action a creature takes.

Table 5: Simple AI Outcomes D20 Outcome 01-12 Attack Main 13-14 Attack Secondary 15 Maneuver 16 Use / Defend 17-19 Ability 20 Flee Sample file

23 Full AI Rules Combat Roles A tarrasque does not approach combat the same as a giant This is the heart of FlexAI and its power to provide sanke. A cockatrice lies in wait; an orc chieftain is much contextually-appropriate combat actions. more likely to charge. Mimics might even be immobile, so Instead of traditional tables, you use FlexTables (see the are phyiscally incapable of approaching combat in the same overview of FlexTale earlier in this document). And instead manner as other monsters. of using the same table regardless of what is going on, And so on; you get the idea: each monster is likely to you intelligently select the appropriate FlexTable based approach battle differently, based on its own strengths, on the nature of the creature involved and the battlefield weaknesses, and abilities. Although it would be possible circumstances. to create a separate set of FlexTables for each creature, In short, the concepts of Outcomes and Targeting still apply; customized exactly to that creature’s characteristics, such an it’s just a matter of how they are determined. endeavor would be exhausting, consume a mammoth amount of pages... and, ultimately, not add a great deal of value on Advantages & When to Use top of the approach that FlexAI takes. FlexContent Use the Full AI rules when you want to simulate dynamic Instead of having 8 or more customized FlexTables for each and contextually-appropriate creature behavior in combat, monster, FlexAi recognizes that, ultimately, there are only so but want to adhere to RAW (Rules as Written) logic and many ways that a creature might go about fighting. An orc standards that govern combat mechanics without further lord and a hill giant might well be different in any number interference. of important ways, but the two monsters will probably wade into a fight with much the same gusto. Limitations It does take a simple extra step to select the appropriate FlexTable. Those readers familiar with the 4th Edition of the world’s most popular roleplaying game will recognize However, creatures that are part of the Aquilae: Bestiary some of this terminology and these concepts. Role was of the Realm collection of monsters already have all of the a key element of monster descriptions in materials from needed information assigned to them and defined. Using an that rules system. ABR monster with FlexAI is as simple as looking up the right page to use in the full FlexAI Guidebook. Reasonable people can disagree as to whether 4E represents the best or worst elements of the tabletop For monsters and NPCs that are not part of this collection, roleplaying concept, and indeed, endless debate has however, the GM must assign FlexTables to the creature. raged around this controversial rules set.

The Full Edition of FlexAI contains tools and rules One can even debate as to whether the Combat for assigning FlexAI guidelines for your own, new, or Role concept was a creative, brilliant shorthand for existing published monsters or NPCs. accelerating GM prep time; or a huge, shackling hindrance to gameplay, immersion, or GM flexibility. It also contains a wealth of easy-to-use guidelines for quickly picking FlexTables for a given monster. Regardless of these debatable matters, however, FlexAI’s “echo” of the Role gameplay element is intentional. For In short: It should take less than a minute for a seasoned all its controversy, 4E provided a great and accessible GM to take a monster or NPC and “enable” them for terminology starting point for defining creature AI in FlexAI use! combat.

No matter your own personal perspective on 4E—or if you are even familiar with it in the first place!—I can assure you that 4E mechanics and concepts have nothing Additional Factors: Role & Stance to do with FlexAI’s mechanics. To determine which FlexTable is most appropriate for the monster and combat circumstances, Full AI rules require two The names and set of Roles is the only concept that is additional elements: Roles and Stances. borrowed herein. A creature’s Role represents its typical combat behavior and approach to battle. A creature’s Stance indicates its current combat Combat Role Summary circumstances. The following table summarizes the Combat Roles that FlexAI uses, and their typical characteristics. Together, these two factors help determine the contextual probabilitiesSample that should apply to the creature’s behavior in file combat.

24 Table 7: Combat Roles Table 8: Combat Role Variations Role Description Role Variant Description Inflicts high damage, typically via Many monsters and most NPCs fall melee attacks. Has a great deal of hit into this category. Neither particularly points, but possibly low defenses. powerful nor weaksauce, Normal Brute Normal creatures as just that: normal. Focuses on defense, usually in melee, Minions are weaker than Normal but can also have high ranged defenses. creatures, and are rarely found in the Average health, and a variety of attack absence of a ruling, more powerful, Soldier strengths. Minion presence. Typically, Minions are encountered in groups. Ranged attacks are the main focus of Artillery. Typically have very low hit Elite creatures are powerful, flexible, points and/or defenses, however. and formidable enemies. A single Elite creature might rule over dozens of

Artillery FlexContent Elite Minions and several Normal creatures Skirmishers may be average in many in a complex combat encounter. categories, but excel in mobility, and use this to their tactical advantage in Solo creatures are often special cases: Skirmisher selecting targets where they can do the typically discovered on their own, most damage. they usually have sufficient power Solo and ability to represent a significant Most Lurkers prefer to surprise or challenge in and of themselves. ambush their opponents, or to remove themselves from the possibility of easy Mindless creatures do not typically Lurker attack once battle is joined. think or plan their combat reactions, and simply act from a visceral, second- Controllers typically have sets of Mindless to-second standpoint. Most of the abilities that allow them to force time, this means fighting to the death, enemies into disadvantage, either by but even Mindless creatures can make Controller moving enemies around, or controlling combat actions that spice things the battlefield itself. up a bit from the typical “skeleton Leaders are special creatures with sets keeps attacking the first PC they see” of abilities that make them a force to approach to things. be reckoned with regardless of the Leader circumstances. Although “leader” typically indicates that the creature is in charge of others, Leader creatures may be encountered on their own. Combat Stances A haughty noble fresh from a good night’s sleep and at maximum hit points will behave very differently than that same noble after prolonged combat, suffering from Combat Role Variations exhaustion and bloody from multiple wounds. The core set of seven Roles described above covers the majority of monsters and NPCs. A creature’s combat Stance is an assessment of its current fighting circumstances. This context can and will change However, there are some types of creature that do not fit throughout the fight, and allows FlexAI to differentiate the evenly into those categories. Some creatures may therefore changing behavior of a creature in response to the situation have Role Variations. at hand. These may apply to any of the standard Roles. So, for example, you could have an Elite Lurker, or a Solo Combat Stance Summary Controller. There are probably dozens, if not hundreds, of different scenarios to take into account to truly represent the diversity of combat that is possible in a fantasy roleplaying environment. To simplify the possibilities, however, there are 8 fundamental Stances that can be used to represent or approximate the full set of combat circumstances for a Samplecreature. file

25 Table 9: Combat Stances Role Description Role Description Creatures who are Cornered have few options in terms of The creature is ambushing its maneuverability, either as a result prey: lying in wait, hiding, or Cornered of the combat environment, and/ using stealth, invisibility, or or the PCs themselves. Ambushing aspects of the terrain to make their presence unknown until the Cornered creatures cannot easily moment to strike is nigh. flee without substantial risk, and for many, this is when the true This Stance also applies to instinct of “fight or flight” kicks situations in which the PCs are in. simply unaware of the creature and are surprised by it. Some creatures become truly deadly and imposing when A Mimic that has not been Cornered. detected is in an Ambushing FlexContent stance. A street urchin backed into an alley with no escape counts as The reverse of Ambushing, in a Cornered. way: the creature is surprised by the PCs, or is aware of them, Overwhelmed creatures are Unprepared but not ready to participate in fighting against significant odds, combat. in some combination of capability Overwhelmed and/or simple numbers. This could be because the creature is not expecting combat to occur, Many creatures turn desperate or or because it does not have its frightened when Overwhelmed; weapons drawn or at the ready. some turn into brutal and vicious combat machines when facing bad An NPC woken from sleep, or one odds. with whom the PCs have merely been talking up until the moment A single kobold facing six PCs is one draws its sword, typically Overwhelmed. counts as Unprepared. Relentless creatures fight In most combats, creatures begin with little care for odds or the the encounter in this Stance: environment in which they do well-rested, at full hit points, and Relentless battle. Fresh ready to do battle. Some Relentless creatures start Creatures in this Stance neither combat in that Stance, and some have advantage over their may not even change, others enemies, or are taken by surprise can end up in this Stance due to by them; they are at full combat circumstances. capability. A raging Barbarian orc chieftain If it is unclear which Stance counts as Relentless. applies to a combat situation, Mindless creatures may still Fresh is typically a good take different kinds of actions in assumption. combat round-to-round, but are not driven so much by tactics or A bear encountered in the wild, Mindless intelligence. which sees the PCs just as they see it, counts as Fresh. A skeleton warrior counts as Creatures fight differently when Mindless. they have suffered wounds. Some fight more aggressively; others Bloodied become more defensive; many will tend toward fleeing outright if brought low by injury. When to Apply Each Stance A young dragon reduced to 1/5 For creatures with a FlexAI profile, the circumstances of its maximum hit points counts as when to apply each Stance are described as part of that Bloodied. profile. For example, some creatures become Bloodied when Samplereduced to half their maximum hitfile points; others do not suffer this change until reduced to far fewer health.

26 www.drivethrurpg.com/product/190268/Quadded- FlexAI & FlexTable Listing Statblocks-to-Enable-VariableDifficulty-Adventures-in- The Full Edition of FlexAI contains a separate FlexTable for Pathfinder-RPG). each distinct combination of Role and Stance. The Quadded Stats approach enhances and degrades With 35 Roles and 8 Stances, that makes for a grand total of a “regular” monster or NPC’s statblocks in a manner 280 FlexTables, each one designed for a unique combination designed to support use of that crunch in a wide variety of a type of creature behavior, and its current circumstances. of PC levels and challenge.

The whole point of Quadded Statblocks is that every creature should be usable in any gaming group, no Advanced AI Rules matter what the relative levels or difficulty. In addition to the wide range of dynamic combat behavior offered by the Full AI Rules, FlexAI offers Advanced AI Surges and Lulls, used with the correct Context in the rules. These allow for even more versatility in combat FlexTables they appear in, are a great way of adding to behavior, and reflect a more complex and nuanced creature this concept: boosting less-formidable monsters so they intelligence. still pose a threat to higher-level PCs, and handicapping FlexContent top-tier creatures so a lower-powered party isn’t Advantages & When to Use instantly wiped out. Advanced AI is pretty much the same system as Full AI, with possible additional boosts and penalties to the creature Combat Surges involved. It’s a useful tool in providing a more unexpected and interesting combat experience for your PCs. A Surge is a boost to a creature’s combat behavior. If a Surge is indicated in the FlexTable results rolled, it applies for the Limitations combat actions of that creature alone, and for the current combat round only. Of the three FlexAI rules systems, Advanced AI is the only one that departs tangibly from the RAW (Rules as Written) Surges rolled do not apply to any other creature, friend or combat mechanics of the roleplaying system you are using. foe, this round. Benefits last until the start of the next round of combat for that creature. Since Advanced AI provides the possibility of additional bonuses and penalties on combat actions, and does so outside This means that the benefit may still apply during the the context of spells, spell-like abilities, racial effects, and so enemy’s combat turn. For example, a Surge for a creature on, there is little in the rules mechanics using the Use/Defend Outcome might boost its Armor Class; this benefit lasts throughout the enemy’s next round. It is strongly suggested that you discuss this option with your players before a combat encounter even starts, so your gaming group can come to a consensus as to how Surges are fun, useful additions to combat, and a you collectively feel about this approach. great way of ensuring that battles are dynamic and

unexpected, even for seasoned players. Many may love it, but if even one player has a rules

objection to its use, you may wish to consider sticking However, if used without restraint or control, it can also with the Full AI rules approach. make combat very different from how you, or a third- party adventure designer who does not support Variable Difficulty, intends. It could be, for instance, that the Surges & Lulls PCs are never supposed to be able to defeat Monster X Advanced AI takes the Full AI rules and extends them in Hallway Y, and that the mere presence of that type of through the use of Surges and Lulls. monster in that hallway effectively “blocks” the PCs from traveling in that direction. This is intended to represent the wide variance of combat abilities and behavior that every creature exhibits. Rules Surges and Lulls and Advanced AI may handicap that purists will point out that the roll of a die (typically a d20) to monster to the point where the party can defeat it after provide randomness already models this range of behavior. all.

In the wild, however, many factors influence the results As a GM, you should be familiar enough with the of a battle: adrenaline and insight can boost performance, adventure you’re running to know whether this concern whereas sun glare, sweat, hunger, and even a simple root applies to your gaming session. Plan your use of placed unexpectedly in the ground can trip up even the Advanced AI accordingly! ablest of combatants. The FlexTables provided in FlexAI describe not only the OutcomesSample involved, but also the possibility of Surges and file Lulls for each Outcome. Types of Surge Surges and Lulls are a great companion to the concept Combat Surges are specific to the context of the Outcome of Quadded Statblocks and Variable Difficultyhttps:// ( that is rolled.

27 Attack Surges Use common sense when applying Combat Surges of The creature receives the listed bonus ot its attack roll. If it all kinds, but particularly when applying Impact and is capable of multiple attacks, the listed bonus applies to ALL Impact Dice outcomes. attacks it can make this round. Remember that these mechanics are meant to represent Note that as Combat Surges remain in effect until the start a net positive benefit for the creature involved, so if a of the affected creature’s next round, Attack surge benefits potion or other usable item has a variable results which apply to attacks made during the enemy’s turn—for example, is a negative value, then make the Surge values negative opportunity attacks, of those apply. as well.

Damage For example, if the creature’s usable item is a staff which The creature’s attacks inflict additional damage. reduces the AC of a target opponent by 1d6 points, and it receives a “+2 Impact” Combat Surge, then the enemy’s The listed value is applied to the damage that is calculated, AC should be reduced by 1d6+2 points. and stacks with all other values for purposes of calculating damage. That is, if a “+2 Damage” Combat Surge is applied

FlexContent to a creature normally capable of inflicting2d6+3 damage, the total damage it inflicts is2d6+5 . DC The bonus damage applies to all attacks the creature makes The creature’s abililties are more formidable and dangerous between the result’s application and the start of its next temporarily. turn. Therefore, opportunity attacks and other attacks made Any ability, attack, or other effect produced by the creature during the enemy’s turn receive the benefit as well. that has a DC associated with it receives the additional bonus listed until the start of its next turn. This applies to combat Init attacks, defensive abilities, auras, and everything about the The creature’s Initiative gains a bonus. Note that this may creature that might involve a DC (including poison/disease not fully help the creature this turn, as most uses of FlexAI and similar effects). will apply at the start of a creature’s turn; gaining Initiative at that point will not benefit the creature for most purposes Range as its “place in line” of Initiative order has already been The creature’s abilities grow more far-reaching and can determined. affect a broader area. For the purposes of determining Initiative order next round, Any abilities the creature has that involve a range already however, the Init bonus will be in place. receive the listed bonus to their maximum range. Move A creature’s melee abilities or touch-range abilities are unaffected by this bonus—in other words, this Surge does not The creature’s standard Movement receives the listed bonus. transform any close-range abilities into ranged abilities! This stacks with all other bonuses to Movement that might apply, and remains in effect until the start of the creature’s AC next turn. The creature is more difficult to strike in combat and affect. For creatures capable of multiple methods of movement, this bonus applies to its primary mode of mobility. The creature receives the listed bonus to its AC until the start of its next turn. This bonus applies to all forms of AC—flat- If it is unclear as to which type of movement is its “primary”, footed/surprised, touch attack, melee, ranged, and so on. assume the one capable of the farthest travel. In the event of a tie, apply the bonus to both types of movement.

Impact / Impact Dice “Impact” is a shorthand for what a usable item does. A healing potion restores hitpoints; a wand of magic missiles casts a spell effect. Almost every usable item that produces a valuable effect has an impact—a measurable outcome that in most cases has some innate variability to it. In scenarios that produce a Use/Defend Outcome, if the creature has a usable item that results in a variable effect, that effect is referred to as an Impact. “+1 Impact” means that whatever the result is, add +1 to the result. So a potion of cure light wounds that restores 2d6 hit points Samplewould instead restore 2d6+1 hit points when paired file with this Combat Surge result. +1 Impact Die means that you add one die when measuring the result. Following the above example, the potion would heal 3d6 hit points.

28 Combat Surge Summary Combat Lulls Table 10: Combat Surges Combat Lulls are a temporary handicap, penalty, or other Outcome Minor Surge Major Surge negative impact to a creature’s combat abilities. Lulls represent the reality that in the shifting chaos of fighting, a +1 Attack +2 Attack creature might get distracted, trip, stumble, miscalculate, or otherwise perform not as well as it might typically, either +2 Attack +4 Attack through its own failure or the circumstances of the battle. Attack +3 Attack +5 Attack If a Combar Lull is indicated in the FlexTable results rolled, Main it applies for the combat actions of that creature alone, and +4 Attack +6 Attack for the current combat round only. +1 Attack +2 Attack Lulls rolled do not apply to any other creature, friend or foe, this round. Penalties apply until the start of the next round +2 Attack +4 Attack Attack of combat for that creature. +3 Attack +5 Attack This means that the negative effect may still apply during Secondary FlexContent +4 Attack +6 Attack the enemy’s combat turn. For example, a Lull for a creature using the Use/Defend Outcome might degrade its Armor +1 Init; +2 Init; Class; this penalty lasts throughout the enemy’s next round. +5’ Move +5’ Move Maneuver +2 Init; +4 Init; +5’ Move +5’ Move Types of Lull +3 Init; +5 Init; +10’ Move +10’ Move Combat Lulls are specific to the context of the Outcome that is rolled. +4 Init; +7 Init; +5’ Move +15’ Move

+1 impact / +1 impact die / +1 AC +3 AC Use / +2 impact +1 impact die / Defend die / +2 AC +4 AC +1 impact +2 impact dice die / +3 AC / +5 AC +1 impact +2 impact dice die / +4 AC / +6 AC

+1 impact / +1 impact die +1 DC / +5’ / +3 DC / +10’ Ability range range +2 impact +1 impact die die / +2 DC / / +4 DC / +15’ +5’ range range +1 impact +2 impact dice die / +3 DC / / +5 DC / +20’ +10’ range range +1 impact +2 impact dice die / +4 DC/ / +6 DC / +20’ +10’ range range

+1 AC; +2 AC; +5’ Move +10’ Move Flee +2 AC; +4 AC; +10’ Move +15’ Move Sample +3 AC; +5 AC; file +15’ Move +20’ Move +4 AC; +7 AC; +20’ Move +25’ Move

29 Combat Lull Summary Table 11: Combat Lulls Outcome Minor Lull Major Lull

-1 Attack -2 Attack -2 Attack -4 Attack Attack -3 Attack -5 Attack Main -4 Attack -6 Attack

-1 Attack -2 Attack -2 Attack -4 Attack Attack -3 Attack -5 Attack

FlexContent Secondary -4 Attack -6 Attack

-1 Init; -2 Init; -5’ Move -5’ Move Maneuver -2 Init; -4 Init; -5’ Move -5’ Move -3 Init; -5 Init; -10’ Move -10’ Move -4 Init; -7 Init; -5’ Move -15’ Move

-1 impact / -1 impact die / -1 AC -3 AC Use / -2 impact die -1 impact die / Defend / -2 AC -4 AC -1 impact die -2 impact dice / / -3 AC -5 AC -1 impact die -2 impact dice / / -4 AC -6 AC

-1 impact / -1 impact die -1 DC / -5’ / -3 DC / -10’ Ability range range -2 impact die -1 impact die / -2 DC / -5’ / -4 DC / -15’ range range -1 impact die -2 impact dice / -3 DC / -10’ / -5 DC / -20’ range range -1 impact die -2 impact dice / -4 DC/ -10’ / -6 DC / -20’ range range

-1 AC; -2 AC; -5’ Move -10’ Move Flee -2 AC; -4 AC; -10’ Move -15’ Move Sample -3 AC; -5 AC; file -15’ Move -20’ Move -4 AC; -7 AC; -20’ Move -25’ Move

30 FlexContent

AI FlexTables

The Full Edition of FlexAI also contains tools and rules Full Edition vs. Bestiary for assigning FlexAI guidelines for your own, new, or existing published monsters or NPCs. The following FlexAI tables include one detailed set of

FlexTables for each Role, assuming a Fresh Stance. It also contains a wealth of easy-to-use guidelines for The Full Edition of FlexAI contains a separate FlexTable for quickly picking FlexTables for a given monster. each distinct combination of Role and Stance. In short: It should take less than a minute for a seasoned With 35 Roles and 8 Stances, that makes for a grand total of GM to take a monster or NPC and “enable” them for 280 FlexTables, each one designed for a unique combination FlexAI use! of a type of creature behavior, and its current circumstances. In addition, the Full Edition contains several unique or special-circumstanceSample scenarios beyond the mere combination file of Role and Stance. In total, the 300+ page Full Edition aims to address an enormous range of possible combat scenarios.

31 Brute / Fresh Contexts • Use Context C: • Use Context A: If the creature and its allies represent a high level By default, if the creature and its allies represent a of threat comparable to the PCs; that is, the party is comparable challenge to that of the party, or if no other outmatched. Context described applies to the circumstances. • Use Context D: • Use Context B: If you wish to decrease the difficulty that the creature If the creature and its allies represent a low level of threat and its allies represent to the party; that is, you wish a to the party; i.e., the creature is outmatched. reduced challenge scenario.

FlexTable 2: Brute Role; Fresh Stance: Action A B C D Outcome

FlexContent Outcome A B C D 95 - 81-85 83-85 01-26 01-16 01-21 01-09 AB/Minor Lull Attack Main - 98-99 - 86-87 27-31 17-18 22-23 10-14 FL/Minor Lull Attack Secondary 96-97 - 86-90 88-90 32-36 19-23 24-28 15-22 AM/Major Lull Maneuver 98 - 91-93 91-92 37-39 24-26 29-33 23-27 AS/Major Lull Use / Defend 99 - 94-96 93-95 40-54 27-31 34-41 28-32 M/Major Lull Ability - - 97 96-97 - - - 33-35 UD/Major Lull Flee 00 - 98-00 98-99 55-66 32-46 42-46 36-43 AB/Major Lull AM/Minor Surge - 00 - 00 67-71 47-54 47-48 44-46 FL/Major Lull AS/Minor Surge 72-73 55-59 49-50 47-51 M/Minor Surge 74-75 60-61 51-52 52-54 UD/Minor Surge FlexTable 3: Brute Role; Fresh Stance: Targeting 76-80 62-69 53-55 55-57 AB/Minor Surge A B C D Outcome - 70-74 - 58 FL/Minor Surge 01-23 01-06 01-16 01-06 81-85 75-79 56 59-61 Frontline AM/Major Surge 24-28 07-11 17-26 07-21 86 80-81 - 62 AS/Major Surge Rearguard 87 82-84 57 63-65 29-60 12-19 27-41 22-26 M/Major Surge Closest 88 85-89 58 66 UD/Major Surge 61-65 20-22 42-56 27-76 89-90 90-91 - 67 Farthest AB/Major Surge 66-80 23-37 57-71 77-91 - 92-96 - 68 FL/Major Surge Strongest 91-92 97 59-68 69-73 81-90 38-72 72-74 92-93 AM/Minor Lull Weakest 93 - 69-73 74-76 Sample AS/Minor Lull 91-95 73-97 75-87 94-95file 94 - 74-78 77-79 Ranged Enemy M/Minor Lull 96-00 98-00 88-00 96-00 - - 79-80 80-82 UD/Minor Lull Melee Enemy

32 Soldier / Fresh Contexts • Use Context C: • Use Context A: If the creature and its allies represent a high level By default, if the creature and its allies represent a of threat comparable to the PCs; that is, the party is comparable challenge to that of the party, or if no other outmatched. Context described applies to the circumstances. • Use Context D: • Use Context B: If you wish to decrease the difficulty that the creature If the creature and its allies represent a low level of threat and its allies represent to the party; that is, you wish a to the party; i.e., the creature is outmatched. reduced challenge scenario.

FlexTable 4: Soldier Role; Fresh Stance: Action A B C D Outcome

Outcome FlexContent A B C D 94 80 94 76-80 1-41 1-21 1-31 1-21 AB/Minor Lull Attack Main 95 81-90 95 81-85 42-61 22-26 32-46 22-26 FL/Minor Lull Attack Secondary 96 91 96 86-88 62-64 27-34 47 27-29 AM/Major Lull Maneuver 97 92 97 89-90 65-66 35-39 - 30-31 AS/Major Lull Use / Defend 98 93 98 91-93 67-71 40-41 48-62 32-36 M/Major Lull Ability 99 94 99 94-96 - 42-51 - 37 UD/Major Lull Flee 100 95 100 97-98 72-79 52-59 63-72 38-40 AB/Major Lull AM/Minor Surge - 96- - 99- 80 60 73-77 41-42 100 100 FL/Major Lull AS/Minor Surge 81 61 - 43 M/Minor Surge 82 62 - 44 UD/Minor Surge FlexTable 5: Soldier Role; Fresh Stance: Targeting 83 63 78-80 45 AB/Minor Surge A B C D Outcome - 64-68 - 46 FL/Minor Surge 1-41 1-41 1-21 1-40 84-86 69 81-85 47 Frontline AM/Major Surge - - - - 87 70 86-88 48 AS/Major Surge Rearguard 88 71 - 49 42-76 42-76 22-51 - M/Major Surge Closest 89 72 - 50 UD/Major Surge - - - - 90 73 89-90 51 Farthest AB/Major Surge 77-86 77-86 52-86 41-80 - 74-76 - 52 FL/Major Surge Strongest 91 77 91 53-57 87-88 87-88 87-88 - AM/Minor Lull Weakest 92 78 92 58-62 Sample AS/Minor Lull 89-90 89-90 89-90 - file 93 79 93 63-67 Ranged Enemy M/Minor Lull 91- 91- 91- 81- - - - 68-75 100 100 100 100 UD/Minor Lull Melee Enemy

33 Artillery / Fresh Contexts • Use Context C: • Use Context A: If the creature and its allies represent a high level By default, if the creature and its allies represent a of threat comparable to the PCs; that is, the party is comparable challenge to that of the party, or if no other outmatched. Context described applies to the circumstances. • Use Context D: • Use Context B: If you wish to decrease the difficulty that the creature If the creature and its allies represent a low level of threat and its allies represent to the party; that is, you wish a to the party; i.e., the creature is outmatched. reduced challenge scenario.

FlexTable 6: Artillery Role; Fresh Stance: Action A B C D Outcome

FlexContent Outcome A B C D 95 92 - 92 1-16 1-16 1-21 1-16 AB/Minor Lull Attack Main - 93-95 - 93 17-31 17-31 22-41 17-31 FL/Minor Lull Attack Secondary 96-97 96 - 94-95 32-41 32-39 42-44 32-46 AM/Major Lull Maneuver 98 97 - 96 42 40-44 - 47-56 AS/Major Lull Use / Defend 99 98 - 97 43-50 45-46 45-54 57-59 M/Major Lull Ability - - - 98 51-55 47-54 - 60-64 UD/Major Lull Flee 100 99 - 99 56-63 55-59 55-69 65-66 AB/Major Lull AM/Minor Surge - 100 - 100 64-68 60-61 70-77 67 FL/Major Lull AS/Minor Surge 69-71 62-64 78 68-70 M/Minor Surge 72-73 65-66 - 71-72 UD/Minor Surge FlexTable 7: Artillery Role; Fresh Stance: Targeting 74-78 67-71 79-86 73-75 AB/Minor Surge A B C D Outcome - 72-74 - 76 FL/Minor Surge 1-6 1 1-6 1-16 79-83 75-79 87-89 77-78 Frontline AM/Major Surge 7-26 3-22 7-21 17-31 84-87 80-83 90-91 79 AS/Major Surge Rearguard 88 84 92 80 27-31 23-24 22-26 32-33 M/Major Surge Closest 89 85 - 81 UD/Major Surge 32-51 25-44 27-36 34-53 90 86 93-95 82 Farthest AB/Major Surge 52-71 45-54 37-71 54-93 - 87-88 96-98 83 FL/Major Surge Strongest 91-92 89 99 84-88 72-83 55-79 72-83 - AM/Minor Lull Weakest 93 90 100 89 Sample AS/Minor Lull 84-98 80-99 84-98 94-98file 94 91 - 90 Ranged Enemy M/Minor Lull 99- 100 99- 99- - - - 91 100 100 100 UD/Minor Lull Melee Enemy

34 Skirmisher / Fresh

Contexts • Use Context C: • Use Context A: If the creature and its allies represent a high level By default, if the creature and its allies represent a of threat comparable to the PCs; that is, the party is comparable challenge to that of the party, or if no other outmatched. Context described applies to the circumstances. • Use Context D: • Use Context B: If you wish to decrease the difficulty that the creature If the creature and its allies represent a low level of threat and its allies represent to the party; that is, you wish a to the party; i.e., the creature is outmatched. reduced challenge scenario.

FlexTable 8: Skirmisher Role; Fresh Stance: Action A B C D Outcome

Outcome FlexContent A B C D 93 91 - 76-78 1-6 1-6 1-11 1-9 AB/Minor Lull Attack Main 94 92-94 - 79-81 7-16 7-11 12-26 10-16 FL/Minor Lull Attack Secondary 95-96 95-96 98 82-86 17-36 12-36 27-36 17-27 AM/Major Lull Maneuver 97 97 99 87-89 37-38 37-41 37 28-29 AS/Major Lull Use / Defend - - - 90-94 39-53 42-56 38-54 30-34 M/Major Lull Ability 98 - - 95-96 54-55 57-61 - 35-39 UD/Major Lull Flee 99 98 100 97-98 56-63 62-65 55-64 40-44 AB/Major Lull AM/Minor Surge 100 99- - 99- 64-65 66 65-69 45 100 100 FL/Major Lull AS/Minor Surge 66-70 67-71 70-71 46-48 M/Minor Surge FlexTable 9: Skirmisher Role; Fresh Stance: 71 72 72 49 Targeting UD/Minor Surge 72-76 73-74 73-77 50 A B C D Outcome AB/Minor Surge 1-3 1 1-3 1-16 - 75-76 - 51 FL/Minor Surge Frontline 77-81 77-78 78-84 - 4-23 3-24 4-33 17-36 AM/Major Surge 82 79 85-87 - Rearguard AS/Major Surge 24-33 25-32 34-38 37-46 83-85 80-81 88 - Closest M/Major Surge 34-58 33-52 39-43 47-61 86 82 89 - UD/Major Surge Farthest 87 83 90-94 - 59-83 53-67 44-78 62-91 AB/Major Surge 88 84-86 - - Strongest FL/Major Surge 84-98 68-97 79-98 92-93 89-90 87-88 95-96 52-59 Weakest AM/Minor Lull 99 98-99 99 94-95 91 89 97 60-64 Sample AS/Minor Lull file Ranged Enemy - - - 65-72 100 100 100 96- M/Minor Lull 100 92 90 - 73-75 Melee Enemy UD/Minor Lull

35 Lurker / Fresh

Contexts • Use Context C: • Use Context A: If the creature and its allies represent a high level By default, if the creature and its allies represent a of threat comparable to the PCs; that is, the party is comparable challenge to that of the party, or if no other outmatched. Context described applies to the circumstances. • Use Context D: • Use Context B: If you wish to decrease the difficulty that the creature If the creature and its allies represent a low level of threat and its allies represent to the party; that is, you wish a to the party; i.e., the creature is outmatched. reduced challenge scenario.

FlexTable 10: Lurker Role; Fresh Stance: Action A B C D Outcome

FlexContent Outcome A B C D 93 87 100 82 1-9 1-6 1-11 1-6 AB/Minor Lull Attack Main 94 88-92 - 83-87 10-13 7-8 12-16 7-9 FL/Minor Lull Attack Secondary 95-96 93-94 - 88-89 14-18 9-13 17-19 10-14 AM/Major Lull Maneuver 97 95 - 90 19-30 14-33 20-24 15-24 AS/Major Lull Use / Defend 98 96 - 91 31-50 34-48 25-49 25-36 M/Major Lull Ability - - - 92-94 51-52 49-53 - 37-41 UD/Major Lull Flee 99 97 - 95 53-55 54-55 50-56 42-43 AB/Major Lull AM/Minor Surge 100 98- - 96- 56-57 56 57-61 44 100 100 FL/Major Lull AS/Minor Surge 58-60 57-58 62-64 45-46 M/Minor Surge 61-65 59-66 65-67 47-51 UD/Minor Surge FlexTable 11: Lurker Role; Fresh Stance: Targeting 66-73 67-69 68-77 52-54 AB/Minor Surge A B C D Outcome 74 70-72 - 55-59 FL/Minor Surge 1-31 1-31 1-41 1-21 75-76 73 78-82 60 Frontline AM/Major Surge 32-40 32-42 42-46 22-23 77 74 83-84 61 AS/Major Surge Rearguard 78-79 75 85-86 62 41-90 43-82 47-76 24-73 M/Major Surge Closest 80-82 76-77 87-88 63-65 UD/Major Surge 91-92 83-84 77-78 74-75 83-87 78-79 89-96 66-67 Farthest AB/Major Surge 93-94 85-86 79-94 76-94 88 80-82 - 68-72 FL/Major Surge Strongest 89-90 83-84 97 73-74 95-96 87-96 95-96 95-96 AM/Minor Lull Weakest 91 85 98 75 Sample AS/Minor Lull 97-98 97-98 97-98 97-98file 92 86 99 76 Ranged Enemy M/Minor Lull 99- 99- 99- 99- - - - 77-81 100 100 100 100 UD/Minor Lull Melee Enemy

36 Controller / Fresh Contexts • Use Context C: • Use Context A: If the creature and its allies represent a high level By default, if the creature and its allies represent a of threat comparable to the PCs; that is, the party is comparable challenge to that of the party, or if no other outmatched. Context described applies to the circumstances. • Use Context D: • Use Context B: If you wish to decrease the difficulty that the creature If the creature and its allies represent a low level of threat and its allies represent to the party; that is, you wish a to the party; i.e., the creature is outmatched. reduced challenge scenario.

FlexTable 12: Controller Role; Fresh Stance: Action A B C D Outcome

Outcome FlexContent A B C D 88-92 89-91 93-95 86-90 1-9 1-6 1-11 1-6 AB/Minor Lull Attack Main - 92-94 - 91-93 10-17 7-11 12-21 7-11 FL/Minor Lull Attack Secondary 93-94 95 96 94-95 18-19 12-14 22 12-16 AM/Major Lull Maneuver 95-96 96 97 96 20-21 15-19 23 17-21 AS/Major Lull Use / Defend 97 97 98 97 22-51 20-49 24-49 22-41 M/Major Lull Ability 98 98 99 98 - 50-52 - 42-46 UD/Major Lull Flee 99- 99 100 99 52-56 53-57 50-57 47-48 100 AB/Major Lull AM/Minor Surge - 100 - 100 57-61 58-62 58-65 49-50 FL/Major Lull AS/Minor Surge 62 63 66 51 M/Minor Surge FlexTable 13: Controller Role; Fresh Stance: 63 64 67 52 UD/Minor Surge Targeting 64-68 65-74 68-77 53-54 AB/Minor Surge A B C D Outcome - 75-76 - 55-56 1-16 1-11 1-11 1-26 FL/Minor Surge Frontline 69-71 77 78-80 57-59 AM/Major Surge 17-31 12-21 12-21 27-36 72-74 78 81-83 60-62 Rearguard AS/Major Surge 32-46 22-31 22-41 37-46 75 79 84 63 M/Major Surge Closest 76 80 85 64 47-61 32-41 42-51 47-71 UD/Major Surge Farthest 77-79 81-83 86-90 65 AB/Major Surge 62-76 42-51 52-81 72-96 - 84 - 66 Strongest FL/Major Surge 77-91 52-91 82-91 97 80-82 85 91 67-71 AM/Minor Lull Weakest 83-85 86 92 72-76 92-95 92-95 92-95 98 Sample AS/Minor Lull file Ranged Enemy 86 87 - 77-81 M/Minor Lull 96- 96- 96- 99- 100 100 100 100 87 88 - 82-85 Melee Enemy UD/Minor Lull

37 Leader / Fresh Contexts • Use Context C: • Use Context A: If the creature and its allies represent a high level By default, if the creature and its allies represent a of threat comparable to the PCs; that is, the party is comparable challenge to that of the party, or if no other outmatched. Context described applies to the circumstances. • Use Context D: • Use Context B: If you wish to decrease the difficulty that the creature If the creature and its allies represent a low level of threat and its allies represent to the party; that is, you wish a to the party; i.e., the creature is outmatched. reduced challenge scenario.

FlexTable 14: Leader Role; Fresh Stance: Action A B C D Outcome

FlexContent Outcome A B C D 94 88 - 85 1-11 1-9 1-11 1-6 AB/Minor Lull Attack Main - 89-91 - 86-90 12-21 10-17 12-21 7-11 FL/Minor Lull Attack Secondary 95-96 92-93 - 91-92 22-26 18-22 22-26 12-16 AM/Major Lull Maneuver 97 94 - 93 27-31 23-30 27-31 17-21 AS/Major Lull Use / Defend 98 95 - 94 32-44 31-40 32-44 22-26 M/Major Lull Ability 99 96-97 - 95-97 - 41-43 - 27-29 UD/Major Lull Flee 100 98 - 98 45-57 44-51 45-59 30-34 AB/Major Lull AM/Minor Surge - 99- - 99- 58-62 52-54 60-65 35-37 100 100 FL/Major Lull AS/Minor Surge 63-64 55-56 66-67 38-39 M/Minor Surge 65-66 57-58 68-69 40-44 UD/Minor Surge FlexTable 15: Leader Role; Fresh Stance: Targeting 67-71 59-61 70-74 45-47 AB/Minor Surge A B C D Outcome - 62-64 - 48-55 FL/Minor Surge 1-16 1-6 1-16 1-21 72-79 65-69 75-84 56-60 Frontline AM/Major Surge 17-26 7-11 17-21 22-24 80-82 70-71 85-92 61-62 AS/Major Surge Rearguard 83 72 93-94 63 27-41 12-41 22-46 25-39 M/Major Surge Closest 84 73-75 95 64-66 UD/Major Surge 42-46 42-46 47-51 40-64 85-87 76-78 96- 67-69 Farthest 100 AB/Major Surge 47-76 47-56 52-86 65-94 - 79-80 - 70-74 FL/Major Surge Strongest 88-90 81-83 - 75-77 77-96 57-96 87-96 95-96 AM/Minor Lull Weakest 91 84 - 78 Sample AS/Minor Lull 97-98 97-98 97-98 97-98file 92 85 - 79 Ranged Enemy M/Minor Lull 99- 99- 99- 99- 93 86-87 - 80-84 100 100 100 100 UD/Minor Lull Melee Enemy

38 C

Monster Reference

Sample file

39 Crunch and Fluff Quadded Stat Blocks Note that unless otherwise specified, bonuses and penalties “Crunch” is a term commonly used to refer to the dozens of from all sources should be included already in the figures statistics that describe a creature from the standpoint of raw provided. For example, the Attacks section should reflect game mechanics. Although there is a great deal of flexibility ability score modifiers, skill and feat modifiers, special in these stat blocks being used to convey flavor, demeanor, ability / special quality modifiers, and modifiers derived behavior, and personality, such “softer” yet still important from the enhancement bonuses of the weapon itself. game elements are often referred to as “fluff”. The exception to this is effects coming from magical Each GM and player has their own relationship to these weapons: for example, a corrosive light crossbow might game elements, and preferences as to their balance in show as dealing 1d8 damage. This value does not, however, gameplay. Some groups live by crunch, and largely ignore include the corrosive effect, which normally causes the fluff; adventures tend to be little more than an organized weapon to deal an additional 1d6 points of acid damage C dungeon crawl, and min/maxing your PC’s character when the effect is activated. options and equipment is commonplace. Other groups focus solely on storytelling, and use game mechanics only Also of note is the Prepared Spells section. For NPCs with when it’s necessary to introduce a bit of randomness to the class levels of a spellcasting class that must prepare spells in proceedings. advance, this section reflects a suggested pool of spells that have been memorized or that are otherwise ready to cast. You can have a great deal of fun at either end of the The GM is of course encouraged to modify the list as she spectrum, or anywhere in between! To support the various desires to fit the circumstances of gameplay; for example, approaches to describing monsters and characters, this if the party starts attacking townsfolk willy-nilly, then adventure takes the approach of providing a great deal of spellcasters in town might be more likely to ready defensive crunch, and a great deal of fluff. and combat spells. Some may consider this overkill, and it’s likely that some Finally, the Treasure section in the stat blocks lists the gaming groups will ignore a portion of what follows to focus equipment normally carried or used by the creature. Gold, on what matters most to their style of play. That’s exactly jewels, and non-combat items that do not have an impact on as it is intended to be used: hopefully it has everything you game mechanics and crunch are not listed here. need, so you can use it however you like!

Quadded Stat Blocks and Default Special Abilities All special abilities, auras, special qualities, and other Language remarkable effects that apply to the creature are described here, in alphabetical order. A creature’s fluff uses language assuming that you are playing the Low level of difficulty version of that Note that this section lists a complete set of possible special creature. For example, the Low level of an NPC might abilities that apply to the creature taken from its Elite wield a run-of-the-mill rapier, and the Elite version might stat block. Individual stat blocks above this section will list instead use a +3 corrosive burst rapier; the descriptions that out which special abilities / SQs apply to the creature in its accompany that NPC would refer merely to her rapier as the various forms of CR. default equipment. Similarly, any illustrations drawn will With this, and the Feats section afterward, there is typically use imagery associated with Low-challenge gear considerable duplication—many NPCs have Low-Light and items. Vision, for example. This is by design, and speaks to a common complaint among GMs: bestiaries and NPC listings are great for getting the vital details, but it’s often hard to Header remember just exactly what the Power Attack feat means. The header is simply the name of the monster. NPCs have The intent with the Infinium Game Studios approach to a name, and also parenthetically their position, job title, NPC and monster definitions is to make it as easy as possible profession, or how they are best known. to play a given creature, without having to refer to multiple other rulebooks. GMs dancing among tomes, trying to It’s worth noting that not every monster and NPC is meant cross-reference dozens of characteristics to figure out what to be defeated in combat… in fact, the GM is encouraged the creature does next is unsatisfying, wasteful of time, and to award XP only for combat that is consistent with the takes everyone in the game out of immersion—“hold on, let alignment and characters of the PCs, or if they are forced me remind myself what an Alchemist’s Explosive Bombs are into combat by circumstances beyond their control. A Lawful like” doesn’t exactly keep players on the edge of their seats! Good Paladin, for example, should not reap XP for conducting a baselessSample murder spree of first-level townsfolk. file

40 Feats All feats taken by the creature in its class level progression are listed here, in alphabetical order. As with the Special Abilities section, the list here is a superset of everything that applies to the Elite version of the creature; specific feats taken at lower-challenge iterations are listed in the Feats section of the quadded stat block.

Treasure If the creature carries wealth, jewels, or valuables beyond their equipment listed earlier, such booty is described here. C Creatures whose only possessions are arms and armor might not have this section at all.

Sample file

41 Clockwork Goliath

Low Moderate Advanced Elite Terrain Any Rarity Rare Role Artillery / Solo Artillery / Solo Artillery / Elite Artillery / Elite

C Organization Solitary, Pair, or Siege (3-6x) Treasure None

CR 10 20 28 32 Align / Size TN Huge TN Huge TN Gargantuan TN Colossal (clockwork) (clockwork) (clockwork) (clockwork) HD / Type Construct 10 Construct 20 Construct 28 Construct 32 Initiative +11 +11 +9 +10 Senses Perception +0 Perception +0 Perception +0 Perception +2 Darkvision 60’ Darkvision 60’ Darkvision 60’ Darkvision 60’ Low-Light Vision Low-Light Vision Low-Light Vision Low-Light Vision Defense AC 39 39 37 39 touch 19; ff28 touch 19; ff28 touch 15; ff28 touch 12; ff29 -2 Size; +7 Dex; -2 Size; +7 Dex; -4 Size; +5 Dex; -8 Size; +6 Dex; +20 Natural; +20 Natural; +22 Natural; +27 Natural; +4 Dodge +4 Dodge +4 Dodge +4 Dodge hp 95 (10d10)+40 145 (20d10)+40 207 (28d10)+60 240 (32d10)+80 Saves Fort +3 Fort +6 Fort +9 Fort +10 Ref +12 Ref +15 Ref +16 Ref +18 Will +3 Will +6 Will +9 Will +12 Def Abilities DR 15/adamantine; Immunities Ability Damage, Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning; Weaknesses Vulnerability to Electricity Offense Movement 40’ Attacks Ranged cannon Ranged cannon Ranged cannon Ranged cannon +7/+2 (6d6/x4) or +17/+12/+7/+2 (6d6/ +19/+14/+9/+4 +24/+19/+14/+9 x4) or (6d6/x4) or (6d6/none/x4) or Melee slams +18/+18/+18/+18 Melee slams Melee slams Melee slams Sample(2H: 2d6+15) +28/+28/+28/+28 +41/+41/+41/+41 file+46/+46/+46/+46 (2H: 2d6+15) (3d6+17) (6d6+22) Space / Reach 15’ / 15’ 15’ / 15’ 20’ / 20’ 30’ / 30’

42 Special Atks Trample (3d6+15, DC Trample (3d6+15, DC Trample (3d6+25, DC Trample (3d6+33, DC 25) 30) 41) 50) Statistics Ability Scores Str 30 Str 30 Str 45 Str 54 Dex 24 Dex 24 Dex 20 Dex 22 Con * Con * Con * Con *

Int * Int * Int * Int * C Wis 11 Wis 11 Wis 11 Wis 15 Cha 1 Cha 1 Cha 1 Cha 5 Core Attack Base Atk +10 Base Atk +20 Base Atk +28 Base Atk +32 CMB +22 CMB +32 CMB +49 CMB +62 CMD 43 CMD 53 CMD 68 CMD 82 Improved Initiative, Improved Initiative, Improved Initiative, Ability Focus (Trample), Feats Lightning Reflexes Lightning Reflexes Lightning Reflexes Improved Initiative, Improved Natural Attack (Slams), Lightning Reflexes Acrobatics +7, Bluff -5, Acrobatics +7, Bluff -5, Acrobatics +5, Bluff -5, Acrobatics +6, Bluff -3, Skills Climb +10, Diplomacy -5, Climb +10, Diplomacy -5, Climb +17, Diplomacy -5, Climb +22, Diplomacy Disguise -5, Escape Artist Disguise -5, Escape Artist Disguise -5, Escape Artist -3, Disguise -3, Escape +7, Fly +3, Intimidate -5, +7, Fly +3, Intimidate -5, +5, Fly -1, Intimidate -5, Artist +6, Fly -2, Heal +2, Perform (Untrained) -5, Perform (Untrained) -5, Perform (Untrained) -5, Intimidate -3, Perception Ride +7, Stealth -1, Swim Ride +7, Stealth -1, Swim Ride +5, Stealth -7, Swim +2, Perform (Untrained) +10 +10 +17 -3, Ride +6, Sense Motive +2, Stealth -10, Survival +2, Swim +22 Languages - Special Cannon, Clockwork Traits, Construct Traits, Darkvision, Difficult to Create, Low-Light Vision, Self- Destruction, Swift Reactions, Vulnerability to Electricity, Winding

to take half damage. You can only deal trampling damage to each target once Special Qualities & Abilities per round, no matter how many times its movement takes it over a target creature. Cannon (Ex) One of a goliath’s arms ends in a cannon. The goliath may use this as one of its four slam attacks, or it can use it to fire cannonballs. A cannon has a range increment of 100 feet, and deals 6d6 points of bludgeoning and piercing damage on a hit with a ?4 critical modifier. A clockwork goliath’s cannon can hold up to 12 cannonballs-reloading a single cannonball is a standard action. Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible. Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC. Difficult to Create (Ex)The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased. Self-Destruction (Su) When a goliath’s hit points are reduced to 10% its total (21 hp for most clockwork goliaths) or less but still above 0, it self-destructs on its next turn, bursting in an explosion of metal scraps and steam that deals 12d6 points of slashing damage plus 12d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 24 Reflex save halves the damage.Sample The save is Constitution-based. file Trample (Ex) As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than yourself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take 3d6+33 points of damage. Targets of a trample can make an attack of opportunity, but at a -4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex (DC 50) save 43 Clockwork Leviathan

Low Moderate Advanced Elite Terrain Any Rarity Rare Role Soldier / Elite

C Organization Solitary or Pod (2-4x) Treasure None

CR 8 12 16 20 Align / Size TN Large TN Large TN Huge TN Gargantuan (clockwork) (clockwork) (clockwork) (clockwork) HD / Type Construct 8 Construct 12 Construct 16 Construct 20 Initiative +10 +10 +8 +9 Senses Perception +0 Perception +0 Perception +0 Perception +2 Darkvision 60’ Darkvision 60’ Darkvision 60’ Darkvision 60’ Low-Light Vision Low-Light Vision Low-Light Vision Low-Light Vision Defense AC 31 31 30 34 touch 19; ff21 touch 19; ff21 touch 16; ff22 touch 15; ff25 -1 Size; +6 Dex; -1 Size; +6 Dex; -2 Size; +4 Dex; -4 Size; +5 Dex; +12 Natural; +12 Natural; +14 Natural; +19 Natural; +4 Dodge +4 Dodge +4 Dodge +4 Dodge hp 82 (8d10)+30 102 (12d10)+30 137 (16d10)+40 169 (20d10)+60 Saves Fort +2 Fort +4 Fort +5 Fort +6 Ref +10 Ref +12 Ref +11 Ref +13 Will +2 Will +4 Will +5 Will +8 Def Abilities DR 10/adamantine; Immunities Ability Damage, Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Fire, Mind-Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning; Weaknesses Vulnerability to Electricity Offense Movement 30’; Swim 60’ Attacks Melee bite +14 (2H: Melee bite +20 (2H: Melee bite +25 Melee bite +32 1d10+10) or 1d10+13) or (2d6+11) or (4d6+16) or Melee slam +14/+14 Melee slam +20/+20 Melee slam +25/+25 Melee slam +32/+32 Sample(2H: 1d6+10) (2H: 1d6+13) (1d8+11) file(3d6+16) Space / Reach 10’ / 10’ 10’ / 10’ 15’ / 15’ 20’ / 20’ Statistics

44 Ability Scores Str 25 Str 28 Str 33 Str 42 Dex 22 Dex 22 Dex 18 Dex 20 Con * Con * Con * Con * Int * Int * Int * Int * Wis 11 Wis 11 Wis 11 Wis 15

Cha 1 Cha 1 Cha 1 Cha 5 C Core Attack Base Atk +8 Base Atk +12 Base Atk +16 Base Atk +20 CMB +16 CMB +22 CMB +29 CMB +40 CMD 36 CMD 42 CMD 47 CMD 59 can’t be tripped can’t be tripped can’t be tripped can’t be tripped Improved Initiative, Improved Initiative, Improved Initiative, Improved Initiative, Feats Lightning Reflexes Lightning Reflexes Lightning Reflexes Improved Natural Attack (Bite, Slam), Lightning Reflexes Acrobatics +6, Bluff -5, Acrobatics +6, Bluff -5, Acrobatics +4, Bluff -5, Acrobatics +5, Bluff -3, Skills Climb +7, Diplomacy -5, Climb +9, Diplomacy -5, Climb +11, Diplomacy Climb +16, Diplomacy Disguise -5, Escape Artist Disguise -5, Escape Artist -5, Disguise -5, Escape -3, Disguise -3, Escape +6, Fly +4, Intimidate +6, Fly +4, Intimidate Artist +4, Intimidate Artist +5, Fly -1, Heal +2, -5, Perform (Untrained) -5, Perform (Untrained) -5, Perform (Untrained) Intimidate -3, Perception -5, Ride +6, Stealth +14, -5, Ride +6, Stealth +14, -5, Ride +4, Stealth +8, +2, Perform (Untrained) Swim +15 Swim +17 Swim +19 -3, Ride +5, Sense Motive +2, Stealth +5, Survival +2, Swim +24 Languages - Special Breath Weapon 60-ft. line, 12d8 fire damage, DC 18 for half, usable every 1d4 rounds, 3/day, Can’t Be Tripped, Clockwork Traits, Construct Traits, Darkvision, Difficult to Create, Grind, Low-Light Vision, Swallow Whole (2d8+16 slashing damage plus 2d6 fire damage, AC 17, 20 hp), Swift Reactions, Vulnerability to Electricity, Winding

Special Qualities & Abilities Breath Weapon (Su) A clockwork leviathan’s breath weapon is a powerful jet of scorching steam-it functions equally well above and under water. Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible. Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC. Difficult to Create (Ex)The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased. Grind (Ex) A clockwork leviathan deals an additional 1d8+16 points of slashing damage when it makes a successful grapple check because of the myriad twisting gears and churning pistons that make up its underbelly. Swallow Whole (Ex) A clockwork leviathan’s interior is filled with injurious grinding gears and superheated water-in addition to taking damage, a swallowed creature must hold its breath or risk drowning as long as it remains inside a Sampleclockwork leviathan’s “stomach.” file

45 Clockwork Mage (Evocation)

Low Moderate Advanced Elite Terrain Any Land Rarity Rare Role Controller / Elite

C Organization Solitary Treasure None

CR 7 11 15 19 Align / Size TN Small TN Small TN Medium TN Large (clockwork) (clockwork) (clockwork) (clockwork) HD / Type Construct 7 Construct 11 Construct 15 Construct 19 Initiative +10 +10 +8 +9 Senses Perception +2 Perception +2 Perception +2 Perception +4 Darkvision 60’ Darkvision 60’ Darkvision 60’ Darkvision 60’ Low-Light Vision Low-Light Vision Low-Light Vision Low-Light Vision Defense AC 27 27 26 31 touch 21; ff17 touch 21; ff17 touch 18; ff18 touch 18; ff22 +1 Size; +6 Dex; +1 Size; +6 Dex; +4 Dex; -1 Size; +5 Dex; +6 Natural; +6 Natural; +8 Natural; +13 Natural; +4 Dodge +4 Dodge +4 Dodge +4 Dodge hp 50 (7d10)+10 83 (11d10)+10 115 (15d10)+20 144 (19d10)+30 Saves Fort +2 Fort +3 Fort +5 Fort +6 Ref +10 Ref +11 Ref +11 Ref +13 Will +4 Will +5 Will +7 Will +10 Def Abilities DR 5/adamantine; Immunities Ability Damage, Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning; Spell Resistance 20; Weaknesses Vulnerability to Electricity Offense Movement 30’ Attacks Melee slam Melee slam Melee slam Melee slam +12/+12/+12/+12 +16/+16/+16/+16 +21/+21/+21/+21 +29/+29/+29/+29 (2H: 1d3+6) (2H: 1d3+6) (1d4+6) (1d8+11) Sample5’ / 5’ 5’ / 5’ 5’ / 5’ file10’ / 10’ Space / Reach Special Atks Wand Magic

46 Spellcasting Innate: fireball(1x/day); gust of wind (3x/day); magic missile (at will); scorching ray (3x/day); shocking grasp (at will) Statistics Ability Scores Str 19 Str 19 Str 23 Str 32 Dex 22 Dex 22 Dex 18 Dex 20 Con * Con * Con * Con * Int * Int * Int * Int * C Wis 15 Wis 15 Wis 15 Wis 19 Cha 1 Cha 1 Cha 1 Cha 5 Core Attack Base Atk +7 Base Atk +11 Base Atk +15 Base Atk +19 CMB +10 CMB +14 CMB +21 CMB +31 CMD 30 CMD 34 CMD 39 CMD 50 Improved Initiative, Improved Initiative, Improved Initiative, Improved Initiative, Feats Lightning Reflexes Lightning Reflexes Lightning Reflexes Improved Natural Attack (Slam), Lightning Reflexes Acrobatics +6, Bluff -5, Acrobatics +6, Bluff -5, Acrobatics +4, Bluff -5, Acrobatics +5, Bluff -3, Skills Climb +4, Diplomacy -5, Climb +4, Diplomacy -5, Climb +6, Diplomacy -5, Climb +11, Diplomacy Disguise -5, Escape Artist Disguise -5, Escape Artist Disguise -5, Escape Artist -3, Disguise -3, Escape +6, Fly +8, Heal +2, +6, Fly +8, Heal +2, +4, Fly +4, Heal +2, Artist +5, Fly +3, Heal +4, Intimidate -5, Perception Intimidate -5, Perception Intimidate -5, Perception Intimidate -3, Perception +2, Perform (Untrained) +2, Perform (Untrained) +2, Perform (Untrained) +4, Perform (Untrained) -5, Ride +6, Sense Motive -5, Ride +6, Sense Motive -5, Ride +4, Sense Motive -3, Ride +5, Sense Motive +2, Stealth +10, Survival +2, Stealth +10, Survival +2, Stealth +4, Survival +4, Stealth +1, Survival +2, Swim +4 +2, Swim +4 +2, Swim +6 +4, Swim +11 Languages - Special Darkvision, Difficult to Create, Low-Light Vision, Swift Reactions, Vulnerability to Electricity, Winding

Special Qualities & Abilities Difficult to CreateIncrease the time and gp cost required to create a clockwork by 50% over normal. Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC. Wand Magic (Su) A clockwork mage’s wand crystal allows it to cast spells as if using a spell trigger magic item. The arcane school of the wand crystal determines a clockwork mage’s spells. They cast 1st-level spells at will, 2nd- level spells 3 times per day, and 3rd level spells 1 time per day. Winding (Ex) The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day/HD, Samplebut shorter or longer durations are possible. file

47 Clockwork Servant

Low Moderate Advanced Elite Terrain Any Rarity Rare Role Lurker / Minion

C Organization Solitary, Team (2-4x), or Squadron (5-10x) Treasure None

CR 2 6 10 14 Align / Size TN Medium TN Medium TN Medium TN Large (clockwork) (clockwork) (clockwork) (clockwork) HD / Type Construct 2 Construct 6 Construct 10 Construct 14 Initiative +6 +6 +8 +7 Senses Perception +0 Perception +0 Perception +2 Perception +2 Darkvision 60’ Darkvision 60’ Darkvision 60’ Darkvision 60’ Low-Light Vision Low-Light Vision Low-Light Vision Low-Light Vision Defense AC 18 18 22 23 touch 16; ff12 touch 16; ff12 touch 18; ff14 touch 16; ff16 +2 Dex; +2 Natural; +2 Dex; +2 Natural; +4 Dex; +4 Natural; -1 Size; +3 Dex; +4 Dodge +4 Dodge +4 Dodge +7 Natural; +4 Dodge hp 36 (2d10)+20 63 (6d10)+20 91 (10d10)+20 119 (14d10)+30 Saves Fort +0 Fort +2 Fort +3 Fort +4 Ref +4 Ref +6 Ref +9 Ref +9 Will +0 Will +2 Will +5 Will +6 Def Abilities Fast Healing 2; Immunities Ability Damage, Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning; Weaknesses Vulnerability to Electricity Offense Movement 30’ Attacks Ranged net +4 (/ Ranged net +8/+3 (/ Ranged net +14/+9 Ranged net none/x0) or none/x0) or (/none/x0) or +16/+11/+6 (/none/ x0) or SampleMelee slam +6 Melee slam +11 Melee slam +17 file (1d4+4) (1d6+5) (1d6+7) Melee slam +23 (1d8+10) Space / Reach 5’ / 5’ 5’ / 5’ 5’ / 5’ 10’ / 10’

48 Statistics Ability Scores Str 19 Str 20 Str 25 Str 30 Dex 14 Dex 14 Dex 18 Dex 16 Con * Con * Con * Con * Int * Int * Int * Int *

Wis 11 Wis 11 Wis 15 Wis 15 C Cha 1 Cha 1 Cha 5 Cha 5 Core Attack Base Atk +2 Base Atk +6 Base Atk +10 Base Atk +14 CMB +6 CMB +11 CMB +17 CMB +25 CMD 22 CMD 27 CMD 35 CMD 42 Improved Initiative, Improved Initiative, Improved Initiative, Improved Initiative, Feats Lightning Reflexes Improved Natural Improved Natural Improved Natural Attack (Slam), Lightning Attack (Slam), Lightning Attack (Slam), Lightning Reflexes Reflexes Reflexes Acrobatics +2, Bluff -5, Acrobatics +2, Bluff -5, Acrobatics +4, Bluff -3, Acrobatics +3, Bluff -3, Skills Climb +4, Diplomacy -5, Climb +5, Diplomacy -5, Climb +7, Diplomacy -3, Climb +10, Diplomacy Disguise -5, Escape Artist Disguise -5, Escape Artist Disguise -3, Escape Artist -3, Disguise -3, Escape +2, Fly +2, Intimidate +2, Fly +2, Intimidate +4, Fly +4, Heal +2, Artist +3, Fly +1, Heal +2, -5, Perform (Untrained) -5, Perform (Untrained) Intimidate -3, Perception Intimidate -3, Perception -5, Ride +2, Stealth +2, -5, Ride +2, Stealth +2, +2, Perform (Untrained) +2, Perform (Untrained) Swim +4 Swim +5 -3, Ride +4, Sense Motive -3, Ride +3, Sense Motive +2, Stealth +4, Survival +2, Stealth -1, Survival +2, Swim +7 +2, Swim +10 Languages - Special Clockwork Traits, Construct Traits, Darkvision, Difficult to Create, Fast Healing 2, Low-Light Vision, Net, Repair Clockwork, Swift Reactions, Vulnerability to Electricity, Winding Treasure Net (9x) Net (9x) Net (9x) Net (9x)

Special Qualities & Abilities Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible. Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC. Difficult to Create (Ex)The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased. Fast Healing (Ex) You regain hit points at 2 hit points per round. You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. Net (Ex) As a standard action, a clockwork servant can launch a net from its shoulder. The launcher itself can contain up to five nets-loading a folded net into the launcher is a standard action. Some clockwork servants are outfitted with masterwork or even magic nets, although the clockwork servant presented here is armed with standard nets. Repair Clockwork (Ex) Clockwork servants are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity,Sample a clockwork servant can repair damage done to either itself or an file adjacent clockwork creature, healing 1d10 points of damage to the target. Winding (Ex) The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day/HD, but shorter or longer durations are possible.

49 Clockwork Soldier

Low Moderate Advanced Elite Terrain Any Rarity Rare Role Soldier / Elite

C Organization Solitary, Pair, Trio, Troop (3-8x), or Company (9-12x plus others) Treasure Standard

CR 4 8 12 16 Align / Size TN Small TN Medium TN Medium TN Large (clockwork) (clockwork) (clockwork) (clockwork) HD / Type Construct 4 Construct 8 Construct 12 Construct 16 Initiative +8 +6 +8 +8 Senses Perception +0 Perception +0 Perception +2 Perception +2 Darkvision 60’ Darkvision 60’ Darkvision 60’ Darkvision 60’ Low-Light Vision Low-Light Vision Low-Light Vision Low-Light Vision Defense AC 23 22 26 28 touch 19; ff15 touch 16; ff16 touch 18; ff18 touch 17; ff20 +1 Size; +4 Dex; +2 Dex; +4 Dex; -1 Size; +4 Dex; +4 Natural; +6 Natural; +8 Natural; +11 Natural; +4 Dodge +4 Dodge +4 Dodge +4 Dodge hp 29 (4d10)+10 55 (8d10)+20 72 (12d10)+20 106 (16d10)+30 Saves Fort +1 Fort +2 Fort +4 Fort +5 Ref +7 Ref +6 Ref +10 Ref +11 Will +1 Will +2 Will +6 Will +7 Def Abilities DR 5/adamantine; Immunities Ability Damage, Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning; Weaknesses Vulnerability to Electricity Offense Movement 30’ Attacks Melee halberd +1 Melee halberd Melee halberd +1 Melee halberd (small) +13 (2H: +1 +18/+13 (2H: +24/+19/+14 (2H: +1 (large) 1d8+11/x3) 1d10+14/x3) 1d10+17/x3) +29/+24/+19/+14 (2H: 2d8+20/x3) SpaceSample / Reach 5’ / 5’ 5’ / 5’ 5’ / 5’ file10’ / 10’ Statistics

50 Ability Scores Str 24 Str 28 Str 33 Str 37 Dex 19 Dex 15 Dex 19 Dex 18 Con * Con * Con * Con * Int * Int * Int * Int * Wis 11 Wis 11 Wis 15 Wis 15

Cha 1 Cha 1 Cha 5 Cha 5 C Core Attack Base Atk +4 Base Atk +8 Base Atk +12 Base Atk +16 CMB +10 CMB +17 CMB +23 CMB +30 CMD 28 CMD 33 CMD 41 CMD 48 Improved Initiative, Improved Initiative, Improved Initiative, Improved Initiative, Feats Lightning Reflexes Lightning Reflexes Improved Natural Attack Improved Natural Attack (Unarmed Strike), (Unarmed Strike), Lightning Reflexes Lightning Reflexes Acrobatics +4, Bluff -5, Acrobatics +2, Bluff -5, Acrobatics +4, Bluff -3, Acrobatics +4, Bluff -3, Skills Climb +7, Diplomacy -5, Climb +9, Diplomacy -5, Climb +11, Diplomacy -3, Climb +13, Diplomacy -3, Disguise -5, Escape Artist Disguise -5, Escape Artist Disguise -3, Escape Artist Disguise -3, Escape Artist +4, Fly +6, Intimidate +2, Fly +2, Intimidate +4, Fly +4, Heal +2, +4, Fly +2, Heal +2, -5, Perform (Untrained) -5, Perform (Untrained) Intimidate -3, Perception Intimidate -3, Perception -5, Ride +4, Stealth +8, -5, Ride +2, Stealth +2, +2, Perform (Untrained) +2, Perform (Untrained) Swim +7 Swim +9 -3, Ride +4, Sense Motive -3, Ride +4, Sense Motive +2, Stealth +4, Survival +2, Survival +2, Swim +2, Swim +11 +13 Languages - Special Clockwork Traits, Construct Traits, Darkvision, Difficult to Create, Efficient Winding, Latch, Low- Light Vision, Proficient, Standby, Swift Reactions, Vulnerability to Electricity, Winding Treasure +1 halberd (small) +1 halberd +1 halberd +1 halberd (large) Special Qualities & Abilities Difficult to Create Increase the time and gp cost required to create a clockwork by 50% over normal. Efficient Winding (Ex) A clockwork soldier can function for 2 days per Hit Die every time it is wound. Latch (Ex) Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts to disarm it. Proficient (Ex)A clockwork soldier is proficient with all simple and martial weapons. Standby (Ex) A clockwork soldier can place itself on standby as a standard action. While on standby, a clockwork soldier cannot move or take any actions. It remains aware of its surroundings but takes a -4 penalty on Perception checks. Time spent on standby does not count against the soldier’s wind-down duration. A clockwork soldier can exit standby as a swift action-if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check. Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC. Winding (Ex) The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day/HD, Samplebut shorter or longer durations are possible. file

51 Clockwork Spy

Low Moderate Advanced Elite Terrain Any Rarity Rare Role Lurker / Minion

C Organization Solitary Treasure None

CR 1 5 9 13 Align / Size TN Tiny TN Tiny TN Tiny TN Small (clockwork) (clockwork) (clockwork) (clockwork) HD / Type Construct 1 Construct 5 Construct 9 Construct 13 Initiative +5 +5 +7 +7 Senses Perception +0 Perception +0 Perception +2 Perception +2 Darkvision 60’ Darkvision 60’ Darkvision 60’ Darkvision 60’ Low-Light Vision Low-Light Vision Low-Light Vision Low-Light Vision Defense AC 17 17 21 23 touch 17; ff12 touch 17; ff12 touch 19; ff14 touch 18; ff16 +2 Size; +1 Dex; +2 Size; +1 Dex; +2 Size; +3 Dex; +1 Size; +3 Dex; +4 Dodge +4 Dodge +4 Dodge; +5 Dodge; +2 Natural +2 Natural hp 6 (1d10) 17 (5d10) 30 (9d10) 57 (13d10)+10 Saves Fort +0 Fort +1 Fort +3 Fort +4 Ref +3 Ref +4 Ref +8 Ref +9 Will +0 Will +1 Will +5 Will +6 Def Abilities Immunities Ability Damage, Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning; Weaknesses Vulnerability to Electricity Offense Movement 30’; Fly 30’ (Clumsy) Attacks Melee slam +3 (1d2) Melee slam +7 (1d3) Melee slam +14 Melee slam +19 (1d3+3) (1d4+5) Space / Reach 2.5’ / 0’ 2.5’ / 0’ 2.5’ / 0’ 5’ / 5’ Sample Statistics file

52 Ability Scores Str 11 Str 11 Str 16 Str 20 Dex 12 Dex 13 Dex 17 Dex 16 Con * Con * Con * Con * Int * Int * Int * Int * Wis 11 Wis 11 Wis 15 Wis 15

Cha 1 Cha 1 Cha 5 Cha 5 C Core Attack Base Atk +1 Base Atk +5 Base Atk +9 Base Atk +13 CMB +0 CMB +4 CMB +10 CMB +17 CMD 14 CMD 18 CMD 27 CMD 34 Improved Initiative, Improved Initiative, Improved Initiative, Improved Initiative, Feats Lightning Reflexes Improved Natural Improved Natural Improved Natural Attack (Slam), Lightning Attack (Slam), Lightning Attack (Slam), Lightning Reflexes Reflexes Reflexes Acrobatics +1, Bluff -5, Acrobatics +1, Bluff -5, Acrobatics +3, Bluff -3, Acrobatics +3, Bluff -3, Skills Climb +3, Diplomacy -5, Climb +3, Diplomacy -5, Climb +5, Diplomacy Climb +7, Diplomacy Disguise -5, Escape Artist Disguise -5, Escape Artist -3, Disguise -3, Escape -3, Disguise -3, Escape +1, Fly -3, Intimidate -5, +1, Fly -3, Intimidate -5, Artist +3, Fly -1, Heal +2, Artist +3, Fly -3, Heal +2, Perform (Untrained) -5, Perform (Untrained) -5, Intimidate -3, Perception Intimidate -3, Perception Ride +1, Stealth +11 Ride +1, Stealth +11, +2, Perform (Untrained) +2, Perform (Untrained) -3, Ride +3, Sense Motive -3, Ride +3, Sense Motive +2, Stealth +13, Survival +2, Stealth +9, Survival +2, Swim +3 +2, Swim +5 Languages - Special Clockwork Traits, Construct Traits, Darkvision, Difficult to Create, Low-Light Vision, Record Audio, Self-Destruct, Swift Reactions, Vulnerability to Electricity, Winding

Special Qualities & Abilities Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible. Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC. Difficult to Create (Ex)The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased. Record Audio (Su) A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action- failure does not damage the gemstone but does erase any recorded sounds on the gemstone. Since clockwork spies are not intelligent, they must be given simple commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes, but not between specific individuals-a spy can be ordered to start recording sound as soon as a humanoid (human) or an aberration comes in range, but it cannot be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound, it cannot cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording. Self-Destruct (Su) Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed. During this round, the thing shrieksSample and thrashes about as if undergoing convulsions. On what would file normally have been the clockwork spy’s next action, it explodes, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC 10 for half damage). A DC 20 Disable Device check made as a standard action can halt the spy’s self- destruct sequence, but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it. The save DC is Constitution-based.

53 Clockwork Steed

Low Moderate Advanced Elite Terrain Any Land Rarity Rare Role Skirmisher / Normal

C Organization Solitary Treasure None

CR 4 8 12 16 Align / Size TN Medium TN Large TN Large TN Huge (clockwork) (clockwork) (clockwork) (clockwork) HD / Type Construct 4 Construct 8 Construct 12 Construct 16 Initiative +7 +5 +8 +7 Senses Perception +0 Perception +0 Perception +2 Perception +2 Darkvision 60’ Darkvision 60’ Darkvision 60’ Darkvision 60’ Low-Light Vision Low-Light Vision Low-Light Vision Low-Light Vision Defense AC 23 22 27 28 touch 17; ff16 touch 14; ff17 touch 17; ff19 touch 15; ff21 +3 Dex; +6 Natural; -1 Size; +1 Dex; -1 Size; +4 Dex; -2 Size; +3 Dex; +4 Dodge +8 Natural; +10 Natural; +13 Natural; +4 Dodge +4 Dodge +4 Dodge hp 41 (4d10)+20 74 (8d10)+30 88 (12d10)+30 115 (16d10)+40 Saves Fort +1 Fort +2 Fort +4 Fort +5 Ref +6 Ref +5 Ref +10 Ref +10 Will +1 Will +2 Will +6 Will +7 Def Abilities Immunities Ability Damage, Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning; Weaknesses Vulnerability to Electricity Offense Movement 50’ Attacks Melee bite +9 Melee bite +14 Melee bite +20 Melee bite +26 (1d6+5) or (1d8+7) or (2d6+9) or (3d6+12) or Melee hoof +4/+4 Melee hoof +9/+9 Melee hoof +15/+15 Melee hoof +21/+21 Sample(1d4+3) (1d6+4) (1d8+5) file(2d6+6) Space / Reach 5’ / 5’ 10’ / 10’ 10’ / 10’ 15’ / 15’ Special Atks Powerful Kick Statistics

54 Ability Scores Str 20 Str 24 Str 29 Str 34 Dex 17 Dex 13 Dex 18 Dex 16 Con * Con * Con * Con * Int * Int * Int * Int * Wis 10 Wis 10 Wis 14 Wis 14

Cha 1 Cha 1 Cha 5 Cha 5 C Core Attack Base Atk +4 Base Atk +8 Base Atk +12 Base Atk +16 CMB +9 CMB +16 CMB +22 CMB +30 CMD 26 CMD 31 CMD 40 CMD 47 Improved Initiative, Improved Initiative, Improved Initiative, Improved Initiative, Feats Lightning Reflexes Lightning Reflexes Improved Natural Attack Improved Natural Attack (Bite, Hoof), Lightning (Bite, Hoof), Lightning Reflexes Reflexes Acrobatics +3, Bluff -5, Acrobatics +1, Bluff -5, Acrobatics +4, Bluff -3, Acrobatics +3, Bluff -3, Skills Climb +5, Diplomacy -5, Climb +7, Diplomacy -5, Climb +9, Diplomacy -3, Climb +12, Diplomacy Disguise -5, Escape Artist Disguise -5, Escape Artist Disguise -3, Escape Artist -3, Disguise -3, Escape +3, Fly +3, Intimidate +1, Fly -1, Intimidate -5, +4, Fly +2, Heal +2, Artist +3, Fly -1, Heal +2, -5, Perform (Untrained) Perform (Untrained) -5, Intimidate -3, Perception Intimidate -3, Perception -5, Ride +3, Stealth +3, Ride +1, Stealth -3, Swim +2, Perform (Untrained) +2, Perform (Untrained) Swim +5 +7 -3, Ride +4, Sense Motive -3, Ride +3, Sense Motive +2, Survival +2, Swim +9 +2, Stealth -5, Survival +2, Swim +12 Languages - Special Darkvision, Difficult to Create, Low-Light Vision, Swift Reactions, Vulnerability to Electricity, Winding

Special Qualities & Abilities Difficult to Create Increase the time and gp cost required to create a clockwork by 50% over normal. Powerful Kick (Ex) As a standard action, the clockwork steed can make two hoof attacks with its rear hooves; if both hit, it can perform an awesome blow combat maneuver as the Awesome Blow feat. A clockwork steed gains a +4 racial bonus on this combat maneuver check. Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC. Vulnerability to Electricity (Ex) You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw is allowed, or if the save is a success or failure Winding (Ex) The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day/HD, but shorter or longer durations are possible. Sample file

55 Clockwork Steed (Charger)

Low Moderate Advanced Elite Terrain Any Land Rarity Rare Role Skirmisher / Normal

C Organization Solitary Treasure None

CR 4 8 12 16 Align / Size TN Medium TN Large TN Large TN Huge (clockwork) (clockwork) (clockwork) (clockwork) HD / Type Construct 4 Construct 8 Construct 12 Construct 16 Initiative +9 +7 +8 +7 Senses Perception +2 Perception +2 Perception +2 Perception +2 Darkvision 60’ Darkvision 60’ Darkvision 60’ Darkvision 60’ Low-Light Vision Low-Light Vision Low-Light Vision Low-Light Vision Defense AC 27 26 27 28 touch 19; ff18 touch 16; ff19 touch 17; ff19 touch 15; ff21 +5 Dex; +8 Natural; -1 Size; +3 Dex; -1 Size; +4 Dex; -2 Size; +3 Dex; +4 Dodge +10 Natural; +10 Natural; +13 Natural; +4 Dodge +4 Dodge +4 Dodge hp 48 (4d10)+20 85 (8d10)+30 119 (12d10)+30 152 (16d10)+40 Saves Fort +1 Fort +2 Fort +4 Fort +5 Ref +8 Ref +7 Ref +10 Ref +10 Will +3 Will +4 Will +6 Will +7 Def Abilities Immunities Ability Damage, Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning; Weaknesses Vulnerability to Electricity Offense Movement 50’ Attacks Melee bite +11 Melee bite +16 Melee bite +20 Melee bite +26 (1d6+7) or (1d8+9) or (2d6+9) or (3d6+12) or Melee hoof +6/+6 Melee hoof +11/+11 Melee hoof +15/+15 Melee hoof +21/+21 Sample(1d4+4) (1d6+5) (1d8+5) file(2d6+6) Space / Reach 5’ / 5’ 10’ / 10’ 10’ / 10’ 15’ / 15’ Special Atks Powerful Kick Statistics

56