Frog God Games - HC6 Hex Crawl Chronicles - The Troll Hills
Frog God Games - HC6 Hex Crawl Chronicles - The Troll Hills
Frog God Games - HC6 Hex Crawl Chronicles - The Troll Hills
Credits
Author Front Cover Art
John M. Stater MKUltra Studios
Producers Cartography
Bill Webb and Charles A. Wright Robert Altbauer
Editor Playtesters
Aaron Zirkelbach Frog God Games Staff
©2013 Bill Webb, John Stater, Frog God Games. All rights reserved. Reproduction without the
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2
Table of Contents
The Troll Hills ...................................p. 4 — Hex 1821 .....................................p. 24
Rumors ............................................p. 5 — Hexes 1908, 2002, 2017, 2201 ............p. 25
Encounter Key ...................................p. 8 — Hexes 2213, 2308 .............................p. 26
— Hexes 0113, 0119, 0122 .....................p. 8 — Hexes 2404, 2411 ............................p. 27
— Hex 2201 .....................................p. 9 — Hexes 2421, 2607............................p. 28
— Hexes 0204, 0308 ...........................p. 11 — Hexes 2703, 2710, 2713, 2805 ..............p. 29
— Hexes 0311, 0317, 0502 .....................p. 12 — Hexes 2822, 2917, 3002 ....................p. 30
— Hexes 0515, 0518, 0522, 0607, 0611, — Hexes 3014, 3107, 3111, 3120 ...............p. 31
0620 ..................................p. 13 — Hexes 3223, 3311 ..............................p. 32
— Hexes 0701, 0822 ...........................p. 14 — Hexes 3313, 3418, 3503 .......................p. 36
— Hexes 0901, 0910 ...........................p. 17 — Hex 3514 ......................................p. 37
— Hexes 1007, 1013, 1018, 1106, 1203 .......p. 18 — Hexes 3606, 3719 ............................p. 38
— Hexes 1220, 1312 .............................p. 19 — Hexes 3722, 3803 .............................p. 39
— Hexes 1422, 1503 ............................p. 20 — Hex 3916 ......................................p. 40
— Hexes 1507, 1702, 1711 .....................p. 22 New Monster Appendix .........................p. 41
— Hexes 1714, 1805 ............................p. 23 Legal Appendix ...................................p. 45
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— The Troll Hills —
By John M. Stater
There was a time when crystal domes dotted the landscape of the Troll
Hills and sky sleds cut through the air like ships through the waves. That
was long ago. The ancient, golden-skinned men, they say, built their domes Adventures in the Wilderness
too near the great lake from which all life sprang, and so the lake spawned
the trolls and more fearsome creatures to punish the ancient men. Whatever The hexes on this map are 6 miles wide from one side to the other.
the truth is, the ancient men were laid low, the cities crumbled, the survivors In open country, adventurers should be able to see from one side of the
turned out into the wilderness and the hills were left to the trolls. hex to another. In wooded hexes, vision is much more restricted. Random
The Troll Hills are mostly gentle, rolling hills covered with green grass encounters with monsters should be diced for each day and each night,
and dotted by woodlands of oak and hickory. They are bordered to the with encounters occurring on the roll of 1-2 on 1d6. The exact monster
south by the Devil Peaks, jagged mountains that are home to the devilkins. (or monsters) encountered depends on the terrain through which the
To the north there is the Zarko Mountains, with valleys of pines where adventurers are traveling. Unlike dungeons, in which the monsters on
dwell dwarves in colorful coats who make rare distillations. The hills the upper levels are usually less powerful than the monsters on deeper
drain into the Sapphire River and Great River, which connects the Valley levels, wilderness encounters are quite variable in their challenge, and
of the Hawks to Crescentium, the city-state of the witchmen to the south. low level characters face death every time they step out of the confines of
The Great River has proven a great boon to trade, but now the petty civilization. Well-traveled adventurers will discover, however, that settled
trolls have occupied the ancient fortress on Little Rock [3311] and shut lands are not as dangerous as the rugged wilderness.
down that trade, cutting Crescentium off from its markets in the north.
Perhaps the adventurers might sally forth from north or south to open the
river. Or maybe they’ll ignore the wars of the trolls and witchmen and Hags and Trolls
instead delve into the wilderness in search of the secrets behind the weird
blue ruins of the ancient men. Among the more pernicious and dangerous creatures in the Troll Hills
The Troll Hills is a hex-crawl, referring to the hex-shaped units that are the trolls and their hag mothers. Most trolls are born from hag mothers
divide the map. Just as dungeon adventures take place on a gridded map, and human or demi-human fathers. Under a full moon, hags are capable of
wilderness adventures can be conducted on a hex map, allowing players appearing to males as nymphs in order to seduce them. Like some spiders,
the freedom to decide where their characters roam and giving them the the hags usually eat the males after they have mated. About one out of
thrill of discovering the many places and people that have been placed on twenty troll births is a female that can breed true with other trolls. Trolls
the map. This map represents a large area filled with numerous places to born from hags usually nurse from their mother for about two weeks,
discover and explore, and can be used as a campaign area in its own right, at which time they are about four feet tall and capable of catching their
or dropped into an existing campaign. Referees can place adventures they own food. The hag then drives the troll from its lair. Trolls return to their
have purchased or devised on their own into empty hexes on the map. mothers from time to time to pay tribute.
* Roll 1d4 to determine the hag’s identity: 1 = Mother Rawbones [Area 2703]; 2 = Black Bess [Area 1510]; 3 = Old Grietje [Area 2002]; 4 = Jenny
o’ the Green [Area 1312]
** Human patrols are either witchmen led by a 3rd level magus or Xanlo river men led by a 4th level fighter or 3rd level ranger
*** Roll 1d4: 1 = Cackling devilkin; 2 = Moaning devilkin; 3 = Roaring devilkin; 4 = Screaming devilkin
**** 5% chance of a werewolf in the pack, in which case there are only 2d6 other wolves
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Rumors
When adventurers are seeking information or rumors in a settlement or from the lord of a castle, you can roll a random rumor from the table below.
Each rumor is either True (“T”) or False (“F”) and the hex number associated with the rumor is given in brackets.
Hags of the Troll Hills have an equally bizarre life cycle. A hag is an
elven woman that has reached their allotted 1,000 years of life as an elf. At
this point, good elves wander into the woods and become nymphs. Neutral
elves find a nice oak tree and turn into dryads. Evil elves crawl into a
damp burrow or fallen log and cover themselves with mud and leaves.
After one month, the elf emerges as a hag.
The three hags who gave issue to the petty trolls have recently come
together to form a covey and spread their dominion over the Troll Hills
and maybe beyond. These hags, Peggy Blackteeth, Mollie Longshanks
and Fat Anya, can now cast coven spells (see the Pathfinder Roleplaying
Game, “Green Hag”, Hag Coven for the list of spells available).
Humans
The Golden Men, first introduced in HCC 1 – Valley of the Hawks, can
be found in the western portions of this hex crawl. Descendants of the
ancient men who once ruled over the Troll Hills, the golden men dwell as
hunter/gatherers in the woodlands or on the prairie, hunting smilodons,
brototheres, mammoth and other big game. The golden men know next
to nothing of their heritage, so they cannot be depended on for technical
assistance with the relics of their forebears. The golden men have golden-
brown skin (hence the name) and flaming red hair. Warriors wear leather
armor and carry stout clubs and leather slings or metal weapons scavenged
from their victims.
The Witchmen have tan or olive skin and a great variety of hair and eye
colors. They wear long, straight tunics and woolen leggings. Their shoes
are leather and pointed, and they wear tall pointed hats with wide brims;
both shoes and hats are decorated with buckles of brass or silver. The
witchmen carry longswords and daggers, and wear either scale armor or
chainmail. Their leaders are skilled in swordsmanship and magic.
From the great river port of Xanlo come the Xanlo River Men. The
river men are the result of mixture between the southern Witch Men and
the Northern Men introduced in HCC 1 – Valley of the Hawks and detailed
in HCC 4 – The Shattered Empire. Xanlo river men are of medium build
and height, with creamy brown skin, wavy black hair and sparkling eyes
of dark orange or amber. They usually wear chainmail armor and carry
quarterstaves, light crossbows and daggers.
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Constitution, it ceases draining (but does not detach).
Demi-Humans and Humanoids Additionally, when a throat leech has sated itself, its body swells
thereby suffocating the host. A character that has no air to breathe can
The trolls don’t make for very good neighbors, so few other intelligent
folk dwell in the Troll Hills. The goblins of the region are mud-dwellers, hold her breath for 2 rounds per point of Constitution. After this period
living in the mucky river valleys and burrowing into the mud. They have of time, the character must make a DC 10 Constitution check in order to
white, fish-like flesh and only come out of their mud burrows at night. continue holding her breath. The save must be repeated each round, with
The goblins fear cats and owls, despise witches and carry bronze spears the DC increasing by +1 for each previous success.
and daggers. When the character fails one of these Constitution checks, she begins
The Zarko are home to a breed of dwarves usually referred to Zarko to suffocate. In the first round, she falls unconscious (0 hit points). In the
dwarves. The Zarko dwarves dress in long, colorful, stitched coats and following round, she drops to –1 hit points and is dying. In the third round,
generally present a more jovial appearance and attitude than their fellows she suffocates.
elsewhere. They are known for chewing on licorice root, keeping bees The remove disease spell kills a throat leech as does an application of
(they make tremendous mead), mining lead and iron and distilling fire that deals at least one point of fire damage.
moonshine. To make moonshine a dwarf must gaze on the full moon
and allow a tear (of joy or sadness) to come to their eye. These tears are
collected and distilled and the result is put into oak barrels. When sipped,
0119 Mollie’s Tower:
A cleft in the mountains here is filled with junipers which obscure the
it acts as a restorer and healing draught (1d4 hit points restored) but also existence of a tower keep made of granite blocks with a crenellated roof
inflicts 1d6 points of Wisdom damage for 24 hours. Zarkos are born and five hexagonal towers (53 ft. tall), each one topped by a conical roof
fiddlers and dancers. of beaten bronze. The walls of the keep are 43 ft. tall. The battlements are
Few elves still dwell in the Troll Hills. Most are visitors from the north. ever watched by patrols of 1d4+3 petty trolls garbed in leather armor and
The northern elves are trouping fairies who dress in rich clothes of mauve, carrying spears and throwing axes. Because the petty trolls have been col-
cyan and soft green and who wear gleaming armor and carry lances and lected at the Little Rock [Area 3311] with their mother, only about fifteen
swords. of the sons of Mollie Longshanks [Area 2421] remain in her fortress.
There is no treasure here save a few odds and ends and a locked iron box
buried beneath the floor stones in Mollie’s brooding chamber. This box
Encounter Key Str 15, Dex 16, Con 18, Int 6, Wis 9, Cha 6
Base Atk +3; CMB +5; CMD 18
Feats Power Attack, Toughness, Weapon Focus (claw)
Skills Climb +10, Perception +4
0113 Throat Leeches: Languages Giant
In the rolling, undulating hills, among the tall, green grasses there are Gear leather armor, spear, throwing axe
a number of tall, granite outcroppings. One of them, in this hex, has
been carved to resemble a large drinking horn. Lapis lazuli has been
inlaid into the rim, and the stone now holds a quantity of water. The 0122 Bunker:
frequent rains keep the water somewhat fresh (assume a 35% chance A cement bunker built by the ancestors of the ancient men was built into
of fresh water, otherwise stagnant), but it is unfortunately inhabited by the mountains here. The bunker is constructed of cement. There is a lower
throat leeches. A passing thief, on the run from a war party of ancient portion that contains two separate iron doors, both extremely difficult
men, dropped a lockbox into the horn (DC 30 Perception to notice, DC to open. The upper portion consists of a control room with thick glass
10 if specifically inspecting the horn). The box contained a treasure map windows overlooking the mountain valley. The control room is dusty and
on oil cloth as well as a large emerald worth 1,600 gp. The treasure map dilapidated. Its energy source, an atomic pile located deep underground,
shows the location of the old bunker in the ruined city [Area 1507]. long ago failed, irradiating the caverns beneath the mountains and filling
them with unspeakable horrors. The application of raw electricity has a
THROAT LEECH CR 4 percentage chance equal to the level of the caster using it to spark the
XP 1,200 controls into life for 1d6 turns. During this time, one can fool with the
The throat leech is a 1-inch long grey leech that lairs in fresh streams, controls (see diagram below). Each round roll 1d8 plus the person’s
pools, underground springs, and the like. When a living creature consumes Intelligence bonus to discover which event is triggered:
liquid containing a throat leech, the leech attaches itself to the back of
the victim’s throat and begins draining blood. This deals 1d3 points of
Constitution damage each round. Once the leech has drained 6 points of
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the ceiling there is a large gong. The gong reaches nearly to the ground
Roll Event
and is 6 ft. in diameter. The first person to step into the chamber finds
Poison gas released into room. All present must themselves pushed by an invisible force (DC 15 Reflex negates) into the
Up to 1 succeed on a DC 20 Fortitude save or suffer 2d6 gong, making a colossal noise. The victim suffers 1d6 points of damage.
points of damage. All people within 20 ft. of the gong must pass a DC 15 Fortitude save or
be deafened. Once the gong is sounded, it is impossible to surprise any
Alarm klaxons sound, attracting a wandering monsters on the first two levels of the dungeon.
2-4
monster in the hex to the bunker to investigate.
5 Air conditioning turns on. [C] This circular chamber is clad in reddish stone. In the center of
the room there is round, steel plate 3 ft. in diameter. Floating three feet
Voice warns of core meltdown in 10 seconds. above the plate there are five steel orbs. The orbs float within 9 inches
Adventurers probably will not understand the of one another in a pyramid shape. They cannot be moved more than 9
6
voice, which is okay since there is no longer a core inches away from or 9 inches closer to their fellows. A second steel plate
to melt down. is affixed to the ceiling. When somebody touches an orb, an invisible tube
of force is created between the two steel plates, trapping people inside
Blast shields cover windows and all doors lock with only one hour of air. If the orbs are put into a circle on a plane even
7 (DC 35 Disable Device check to open). If air with the ground and spun, a silver bastard sword slowly appears in their
conditioning is not on, oxygen runs out in 1 hour. center. Grasping this +1 bastard sword causes the force field to vanish.
Missile launch! Unfortunately, those systems no The sword allows the wielder to change his appearance to that of any
humanoid creature from whom it has drawn blood (i.e. done at least 8
8 or longer work other than to arm the missiles, which points of damage, as if using disguise self, CL 5th). The sword, called
higher are in silos beneath about 10 ft. of rubble on the Bazalti, draws its power from its wielder’s love of glory and does its best
valley floor below the windows of the bunker. to push them into acts of daring-do. Unfortunately, it also causes a mild
paranoia in its owner – they can never fully trust another person.
The control room is guarded by three wights garbed in silvery radiation
suits (that do not block their powers). These suits are torn and tattered, [D] This long gallery features three small alcoves set 8 ft. above the
and so provide no protection from radiation or other energies. Two suits floor. Each alcove is 2 ft. tall and wide and three feet deep with a leather
in a closet here, however, do provide a +2 circumstance bonus to saves satchel pushed all the way to the back. The room is guarded by Odweal, a
against fire, electricity and cold attacks. There are also three power rods shadowy panther-like creature with six legs.
of the ancient men in the room (treat as wands with 1d6 charges) capable The satchel in the left alcove holds a silver, human-sized arm. If held to
of unleashing a copper-colored ray that inflicts 1d6 points of electrical a bleeding stump, it fixes itself to the body and operates as a normal arm
damage or a scarlet ray that forces one to succeed on a DC 15 Will save (though it sometimes has a wicked mind of its own). This is convenient, since
or fall asleep for 1 hour. the left alcove also holds a guillotine that lops off arms that reach inside.
The right alcove hides a golden mask depicting a gorgon. If affixed to a
Strong Iron Doors: 1 in. thick; Hardness 5; hp 20; Break (DC damaged face, it adheres itself and acts as a real face. It makes the person
30), Disable Device (DC 35) immune to poison gas and allows them to see in any darkness (even
magical), but also imposes a –4 Charisma modifier due to its unnerving
WIGHTS (3) CR 3 gaze. The mask is also convenient, since a nozzle in the back of the right
XP 800 alcove spews forth an acidic gas when pressure is placed on the threshold
hp 19 (Pathfinder Roleplaying Game Bestiary, “Wight”) of the alcove.
The central alcove holds an iron ingot.
0201 Rune Slab: ALCOVE GUILLOTINE CR 4
A flat slab of stone nestled behind black walnuts is covered with runic
inscriptions and weird diagrams that look something like angular demons XP 1,200
emerging from sunbursts. The runic inscriptions are a sort of riddle, “Hold Type mechanical; Perception DC 20; Disable Device DC 20
and behold, gentle seeker of knowledge, should you wish to enter this
portal.” One can only open this portal by casting hold portal. This causes Trigger location; Reset automatic reset
a seam of blue light to appear in the slab, which can then be wedged open Effect Atk +20 melee (guillotine blade; 2d6+6/×4)
using crowbars or similar objects and open door checks. Behind the slab
there is an 80 ft. long tunnel of blue stone that descends at a sharp angle. ACID SPRAY TRAP CR 4
[A] This chamber has glassy walls with a blue sheen. In the center of XP 1,200
the room there is a statue of a woman with a mouse’s head and slim arms Type mechanical; Perception DC 25; Disable Device DC 25
with hands outstretched. Hanging from the hands of the statue there is an
amulet on a gold chain. The amulet has the shape of a walled city. When Trigger location; Reset none
adventurers first walk into the room, choose four of them. Everything Effect acid spray (acidic gas, 2d6 points of acid damage)
these adventurers look at is projected on one of the glassy walls in great
magnification. By closely examining the amulet, they can discern what PSIONIC CAT CR 4
appear to be miniature people tormented by swarms of rats. If removed XP 1,200
from the statue’s hands, a pack of ethereal rats emerge from the glassy NE Medium magical beast
walls and attack the holder of the amulet. If replaced, they continue their Init +3; Senses blindsight, darkvision 60 ft., low-light vision;
attack on the perpetrator until he or she is dead. If worn around the neck, Perception +7
the amulet gives one the power of an inherited wererat. If worn from one
full moon to another, the amulet actually turns the person into a wererat. AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2
natural)
ETHEREAL RATS (10) CR 2 hp 60 (8d10+16)
XP 600 Fort +8, Ref +9, Will +6
hp 11 (The Tome of Horrors Complete 503, “Rat, Ethereal”)
Speed 60 ft., other movement types
[B] This corridor has smooth walls. In the center of the corridor there is Melee 2 claws +9 (1d4+1), bite +9 (1d8+1)
a chamber with a domed ceiling. The walls here are fluted. Hanging from Special Attacks psychic blast (20 ft. radius, 1d6 damage
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and stunned 1 round, Will DC 19 resists) When faced with potential danger, a phasm is equally likely to retreat,
Spell-like Abilities (CL 8th) parley, or attack, as its fancy strikes.
At will—darkness, detect thoughts (DC 15) If pursued or harassed, a phasm transforms into the most fearsome
3/day—hypnotism (DC 16) creature it knows and attacks. When seriously hurt, it changes to some
fast or agile form and tries to escape.
Str 12, Dex 16, Con 14, Int 8, Wis 14, Cha 16
Base Atk +8; CMB +9; CMD 23 (31 vs. trip)
Feats Ability Focus (psychic blast), Dodge, Iron Will, Skill 0204 Blue Obelisk:
Focus (Stealth) There is a 30 ft. tall obelisk here made of blue stone. There are four small
holes in the base of the obelisk, each one surrounded by a ring of colored
Skills Acrobatics +8, Climb +6, Perception +7, Stealth +8
metal – blue, green, red and white. The base of the obelisk is granite and is
(+16 in darkness); Racial Modifiers +8 to Stealth checks in
carved with ancient runes that proclaim it the home of Morgil, the thunder
darkness
goddess of the ancients. By placing gems of the appropriate color and
Languages Aklo
worth at least 1,000 gp in the four holes in the base, the blue obelisk shifts
into the ethereal plane and is replaced by the image of Morgil.
Psychic Blast (Su) As a standard action a psionic cat can
Morgil is a 20 ft. tall woman, graceful and elegant, with slanted azure
emit a psychic pulse with a radius of 20 ft. Any creature
eyes and porcelain skin. Her red hair hangs nearly to her ankles and she
caught in the blast takes 1d6 damage and is stunned for
wears a robe of blue scales. In her hand she carries a silver flute with
1 round unless they succeed on a DC 19 Will save. This is a
which she calls the winds and rains. The image will glare at the assembled,
mind-affecting effect. The save DC is Charisma-based, and
awaiting the proper rituals and chants. When they do not occur, the sky
includes a +2 bonus from the Ability Focus feat.
quickly fills with swirling clouds, pouring rain and the equivalent of a
double-strength call lightning spell. If proper worship is given, the
[E] This laboratory has a dozen stone tables holding glass tubes,
goddess image will answer four questions per the commune spell.
alembics and braziers keeping the liquids therein bubbling. A large bell
jar holds a weird, ooze-like creature that glows in tones of red, gold and
blue. The creature within the glass is a captured phasm that wishes only to 0308 Box Canyon:
escape, though it may attempt to communicate with its rescuers and even The hills here are rougher than most of the gentle hills here. They are
stay with them long enough to escape the dungeon. covered in scrub oaks and poison ivy and form many box canyons. One of
these canyons holds a shrine of Alberni, the moon goddess. The wall of the
PHASM CR 7 canyon is carved in her image – a dog-headed woman with silver eyes and
XP 3,200 mouth agape. The mouth is a tunnel into a cramped shrine containing an
CN Medium aberration (shapechanger) idol of the goddess presenting her foot to be kissed. Those who fail to do so
Init +6; Senses scent, tremorsense 60 ft.; Perception +24 suffer a curse (DC 18 Will save or –2 to all d20 rolls until 300 gp worth of
incense is burned at her altar in the ancient, ruined city [Area 1507]).
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 Beneath the shrine, under a hidden trapdoor (DC 20 Perception
natural) check to notice), there is a temple complex that includes living cells for
hp 97 (15d8+30) the diabolical priests of Alberni, all ancient men garbed in wolf-skin
Fort +11, Ref +11, Will +11; +4 to Fortitude and Reflex saves loincloths and carrying clubs. Each cell is furnished with a black bowl of
Immune critical hits, poison, sleep, paralysis, polymorph, unholy water, ancient, faded magenta curtains and cushions stuffed with
stunning poppies. The remainder of the complex (storage rooms, meditation rooms,
etc) is patrolled by horned apes with black hair and magenta skin. The
Speed 30 ft. inner sanctum of the temple contains a full idol of the goddess that breaths
Melee slam +12 (1d3+1) hallucinogenic fumes that cause insanity in about 1 in 100 people (DC 10
Will save or act as if under a confusion spell, permanent).
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Base Atk +11; CMB +12; CMD 25 (can’t be tripped in natural HORNED APE CR 4
form) XP 1,200
Feats Blind-Fight, Combat Reflexes, Dodge, Improved N Large animal
Initiative, Mobility, Run, Skill Focus (Perception), Wind Stance Init +2; Senses low-light vision, scent; Perception +10
Skills Bluff +15, Climb +17, Craft (pick one) +16, Diplomacy
+15, Disguise +19 (+29 shapechanged), Knowledge (any AC 16, touch 11, flat-footed 15 (+2 Dex, +5 natural, –1 size)
one) +19, Perception +24, Survival +18; Racial Modifiers +10 hp 39 (5d8+10)
to Disguise checks when shapechanged Fort +8, Ref +6, Will +2
Languages Common; telepathy 100 ft.
SQ alternate form (polymorph) Speed 30 ft., climb 30 ft.
Melee 2 slams +10 (1d6+6 plus grab) and horn +10 (1d8+6)
Alternate Form (Su) A phasm can assume any form of Large Space 10 ft.; Reach 10 ft.
size or smaller as a standard action. This ability functions Special Attacks rend (2 claws, 1d6+9)
as a polymorph spell (CL 15th). A phasm can remain in its
alternate form until it chooses to assume a new one or return Str 23, Dex 15, Con 14, Int 2, Wis 12, Cha 7
to its natural form. Disguise is always a class skill for a phasm. Base Atk +3; CMB +10 (+14 to grapple); CMD 22
Amorphous (Ex) A phasm in its natural form has immunity to Feats Great Fortitude, Power Attack, Skill Focus (Perception)
poison, sleep, paralysis, polymorph, and stunning effects. It is Skills Acrobatics +6, Climb +18, Perception +10
not subject to critical hits and, having no clear front or back,
cannot be flanked. DIABOLICAL PRIESTS CR 7
XP 3,200
A phasm is an amorphous creature that can assume the guise of almost Male human cleric 8
any other creature or object. A phasm in its natural form is about 5 ft. CN Medium humanoid (human)
in diameter and 2 ft. high at the center. Swirls of color indicate sensory Init +1; Perception +7
organs. In this form, a phasm slithers about like an ooze and can attack
with a pseudopod. It weighs about 400 pounds. AC 11, touch 11, flat-footed 20 (+1 Dex)
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hp 55 (8d8 plus 8) TSATHOGGASTOOLS
Fort +6, Ref +3, Will +9 Type poison (injury); Save Fortitude DC 22
Immune fear Frequency 1/round for 6 rounds
Effect 1d4 Con damage; Cure 2 consecutive saves
Speed 40 ft.
Melee club +8/+3 (1d6+2) MOLE THING CR 6
Special Attacks channel positive energy (4d6, DC 17, 6/day) XP 2,400
Spell-Like Abilities (CL 8th; melee touch +8, ranged touch +7) N Huge magical beast
1/day—summon (level 2, 1d4 wolves, arrive in 1d4 rounds) Init +0; Senses blindsight 30 ft., tremorsense 30 ft.; Perception +10
Divine Spells Prepared (4/5+1/4+1/4+1/2+1; DC 13 + spell
level) AC 15, touch 8, flat-footed 15 (+7 natural, –2 size)
Domains Animal, Travel hp 94 (9d10+36 plus 9)
Fort +10, Ref +6, Will +4
Str 14, Dex 12, Con 11, Int 12, Wis 17, Cha 12 Immune charms, enchantments, illusions
Base Atk +6; CMB +8; CMD 19
Feats Craft Wondrous Item, Extra Channel, Improved Speed 20 ft., burrow 10 ft.
Channel, Selective Channel, Skill Focus (Knowledge Melee 2 claws +17 (1d8+10)
[religion]) Space 15 ft.; Reach 15 ft.
Skills Diplomacy +8, Intimidate +5, Knowledge (local)
+5, Knowledge (nature) +5, Knowledge (religion) +11, Str 30, Dex 10, Con 18, Int 4, Wis 12, Cha 11
Perception +7, Sense Motive +10, Spellcraft +8 Base Atk +9; CMB +21; CMD 31 (35 vs. trip)
Languages Common Feats Cleave, Great Cleave, Power Attack, Toughness, Vital
SQ agile feet (6/day), animal companion (none currently), Strike
dimensional hop (80 ft.), speak with animals (11 rounds/day) Skills Climb +16, Perception +10
Gear club, holy symbol, loin-cloth
0502 Healing Shrine:
0311 Troll Lair: A conical shrine of mossy field stones is stacked next to a bubbling
A wooded dell here holds a small, wooden fortress inhabited by six mineral spring. The waters have no healing power if ingested (in fact, they’ll
trolls and their mother, an annis hag called Stappa the Old. Stappa has make a person terribly ill [treat as sickened] for 1d3 days). But, if a wounded
haunted these hills for almost a millennium and remembers well the body part is molded in the clay soil that surrounds the spring and tossed in,
ancient men, their fabulous machines and the looks of stark terror on that body part will be healed (i.e. remove disease or up to 3d6+3 points of hit
their faces when first they met her. Stappa’s sons mostly hunt the hills point damage healed). This healing is performed by the lingering power of
looking for razorback hogs and the odd ancient man they can bind and the shrine’s former priestess, Amrantha. When the moon is full, Amrantha
carry back to entertain mother. Stappa dwells in a stony cave beneath appears sitting on the banks of the spring, gazing at the moon. In this form,
the fortress with her collections of scalps and jars of human organs she is an angry spirit, and her touch causes one to age.
preserved in alcohol.
AMRANTHA CR 10
TROLLS (6) CR 5 XP 9,600
XP 1,600 Female human ghost cleric 8 (Pathfinder Roleplaying Game
hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”) Bestiary, “Ghost)
N(E) Medium undead (augmented human, incorporeal)
STAPPA THE OLD CR 6 Init +1; Senses darkvision 60 ft.; Perception +15
XP 2,400
AC 14, touch 14, flat-footed 10 (+3 deflection, +1 Dex)
hp 66 (Pathfinder Roleplaying Game Bestiary 3, “Annis Hag”)
hp 65 (8d8+24 plus 8)
Fort +9, Ref +3, Will +9
0313 Troblins: Defensive Abilities channel resistance +4 (cannot be driven
One hundred troblins dwell here on a butte covered by pines. The more than 30 ft. from the shrine), incorporeal, rejuvenation;
troblins hunt rats and consume cakes made of fermented honey, for the Immune undead traits
meadows on the butte are home to a wondrous variety of wild flowers. At
the heart of the troblin village, constructed of long, wooden houses with Speed fly 30 ft. (perfect)
thatched roofs, there is a weird idol of red, porous rock the troblins call Melee corrupting touch +6 (10d6, Fort. DC 17 half)
Ky’loo. Ky’loo vibrates on a strange frequency that makes elves nauseous Special Attacks channel negative energy (4d6, DC 17, 6/
and dwarves amorous. Ky’loo is covered with stone spikes on which the day), maintain living abilities, telekinesis (CL 12th)
troblins sacrifice folk that fall into their possession. The troblins of the Divine Spells Prepared (CL 8th; 4/5+1/4+1/4+1/3+1; DC 14 +
butte wear skull caps and puce cloaks and carry flails and shields. spell level; melee touch +6, ranged touch +7)
Domains Restoration
TROBLINS (100) CR 2
XP 600 Str –, Dex 12, Con –, Int 12, Wis 18, Cha 16
hp 23 (The Tome of Horrors Complete 609, “Troblin”) Base Atk +6; CMB +6; CMD 20
Feats Bouncing Spell, Extra Channel, Improved Channel,
Selective Channel, Skill Focus (Knowledge [religion])
0317 Springal: Skills Diplomacy +10, Intimidate +10, Knowledge (local)
An old springal (a siege engine used to cast arrows) lies here in a +5, Knowledge (nature) +5, Knowledge (religion) +11,
small crater. The springal has a broken axle and wheel. It is surrounded Perception +15, Sense Motive +10, Spellcraft +8, Stealth +9;
by speckled toad stools that are highly poisonous and, more Racial Modifiers +8 Perception, Stealth
importantly, sprout on the broad back of a large creature that looks Languages Common
like a giant mole. The mole thing has been hibernating for several SQ restorative touch
years and would like to hibernate for many more. He’ll be grumpy if
jostled awake. Maintain Living Abilities (Su) Due to her ties to the shrine,
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The troll hills
Amrantha maintains the ability to use her cleric and domain Feats Dodge, Greater Weapon Focus (spear), Improved
abilities regarding healing, while within 30 ft. of the shrine. Critical (spear), Improved Initiative, Iron Will, Lightning
She will not willingly move beyond this radius. Reflexes, Point Blank Shot, Precise Shot, Rapid Shot, Weapon
Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost Focus (spear), Weapon Specialization (spear)
through simple combat: the “destroyed” spirit restores itself Skills Diplomacy +7, Intimidate +10, Perception +8, Survival +10
in 2d4 days. Even the most powerful spells are usually only Languages Common
temporary solutions. The only way to permanently destroy a SQ armor training 2
ghost is to determine the reason for its existence and set right Gear +2 leather armor, +2 spear, masterwork shortbow, 20
whatever prevents it from resting in peace. Amrantha may arrows, silver dagger, assorted jewelry (150 gp value)
only be laid to rest if the healing shrine is dismantled, and a
consecrate spell is cast by a high priest (CL 12 or above). This
ends the healing properties of the mud. 0522 Trading Post:
Archmages from all over Namera know of the wondrous trading post
situated here by the river. The post is constructed of stone and consists of
0515 Spiral Smoke: a rectangular building of coppery stone surrounded by colonnades and
A spiral of smoke erupts from the ground here, which is dry, scorched topped by a dome that glows with golden radiance at night. During the
and cracked. The smoke originates in a clearing 30 ft. in diameter day, the building has no entrance – no windows, no doors, etc. At night,
surrounded by stunted trees hung with rope-like strands of brown mold. though, one can enter the dome, which becomes immaterial. Underneath
The chill from the mold is apparent when one comes within 10 ft. of the dome there is a wondrous plaza of black bricks thronged by arcanists
the clearing and vanishes by the time one passes through to the smoke and magical creatures from throughout the multiverse trading secrets,
(though then they must contend with the acrid smoke). The ground from spell components, odds and ends of conjuring and the occasional insult
which the smoke originates is about 3 ft. in diameter and provides no hand (though no offensive magic is permitted, with guilty parties set upon by a
holds (DC 25 Climb check to descend). At the bottom of the hole there is gang of three clay golems in the shape of tall, robed men with primitive
a hemispherical chamber of blue glass and tunnels that head toward the foreheads, aquiline noses and long beards of black ringlets).
ruined city in [Area 1507] and the bunker in [Area 0122]. There is no It is up to the GM what items are sold here – perhaps potions and scrolls,
light here. The floor holds a thick, copper cable embedded in the glass. but any other magical items should be extremely rare and very expensive
The smoke originates from a break in the copper, which spits electrical (i.e. double or triple normal prices, with half the normal chances of being
arcs that seem to feed on the very air (folks getting too close must make a available). Magical ingredients, ornaments, tools, etc. should certainly be
successful DC 15 Fortitude save or become dizzy and, if their Constitution available, and private rooms where wizards can swap spells also make
is 8 or less, fall unconscious for a few [1d4] minutes). Encounters in the sense.
tunnels occur on a roll of 1 on 1d6 per hex and should be made on the Blue
Ruins table, above. CLAY GOLEMS (3) CR 10
XP 9,600
hp 156 (Pathfinder Roleplaying Game Bestiary, “Golem,
0518 Kamoo: Clay”)
Kamoo is a fortress of the ancient men nestled among the pines. The
fortress houses 200 people who support themselves by hunting in the
woods and catching fish in the streams. The fortress is actually a partially 0607 Sculpted Wall:
ruined resort building of the ancient men. The building is five stories tall A concrete wall cuts through the woods here. The wall is about ten to
and a city block long. It is made of brown stones and highly ornamented, twelve feet tall and fifty feet long. A bas-relief of two armies – perhaps
though a few centuries of weather has eroded much of this decoration. gods in battle – is imprinted on the wall. Pits where burnt offerings left by
The ground floor holds a great hall (once a lobby) used as a throne room the ancient men can be seen before the wall, and many oracle bones have
by the chief and his notables. There are also kitchen and dining facilities. been cast beneath the warriors. The woods around the wall are infested
The upper floors house the men and women of the tribe. The chieftain, with giant ticks, and 2d6 are encountered by those poking around the
Talman, is a hefty man who wears brass rings and bangles on his arms wall.
and in his nose and ears. Excitable and surly, none cross his path. All of
the men and women of Kamoo are capable of charming the animals of the GIANT TICKS CR 1
woodlands with a strange whistling noise (DC 15 Will save negates the XP 400
charming effect). hp 10 (The Tome of Horrors Complete 602, “Tick, Giant”)
CHIEF TALMAN
XP 4,800
CR 8
0611 Cunning Trap:
A group of gnomes have dug a pit here to capture the dire wolf that has
Male human fighter 9 been threatening their woodland home. The pit is shrouded in illusion, and
N Medium humanoid (human) appears to be a struggling deer on the woodland floor.
Init +5; Perception +8
ILLUSION-COVERED PIT CR 2
AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge) XP 600
hp 67 (9d10+18) Type mechanical; Perception DC 20; Disable Device DC 20
Fort +8, Ref +10, Will +5; +7 vs. fear
Defensive Abilities bravery +2 Trigger location; Reset manual
Effect 10 ft. deep pit covered in with a major image spell
Speed 30 ft. (1d6 falling damage, DC 15 Will save negates, CL 6th);
Melee +2 spear +18/+13 (1d8+9/19–20/x3) or silver dagger pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2
+12/+7 (1d4+2/19–20) damage each); DC 20 Reflex avoids; multiple targets (all
Ranged mwk shortbow +11/+6 (1d6/x3) targets in a 10 ft. square area)
Special Attacks weapon training (spear +2, bows +1)
Spell-Like Abilities (CL 3rd)
At will–charm animal (DC 15) 0620 Rope Bridge:
The swiftly rushing river here can only be crossed via a rope bridge.
Str 16, Dex 12, Con 14, Wis 10, Int 10, Cha 12 The bridge is sturdy and not remotely dangerous unless someone speaks
Base Atk +9; CMB +12; CMD +23 while crossing the center of the bridge. Any utterance causes the bridge to
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hex crawl chronicles
suddenly snap its moorings on both ends and rotate so that it is even with hp 87 (15d6+30 plus 15)
the river. The ends now intersect with invisible pocket dimensions. The Fort +7, Ref +7, Will +10
far end of the bridge now reaches into a scarlet portal that pulses and spits
sparks. The near end ends in a purple radiance that vibrates and hums. Speed 30 ft.
1d4 rounds after the bridge turns, files of soldiers come out on the bridge Melee +2 dagger +11/+6 (1d4+4/19–20)
prepared to do battle. From the scarlet portal come twelve dretch demons Transmuter Spell-Like Abilities (CL 15th; ranged touch +9)
in service to the anti-cleric Endrad the Evil. From the purple portal come 8/day—telekinetic fist (1d4+7 damage)
the twelve medusa brides of Karran of the Unspoken Oath, resplendent Wizard Spells Prepared (CL 15th; 4/6+1/5+1/5+1/5+1/5+1/
in robes of blue scales and wielding longbows and curved daggers. The 3+1/2+1/1+1; DC 15 + spell level; melee touch +9, ranged
combatants care not if they destroy innocent bystanders, and the bridge touch +9)
cannot be turned until one side has been driven back into its own portal. Arcane School transmutation Opposition Schools evocation,
Stepping through the scarlet portal brings one into a complex of scarlet illusion
passages and chambers inhabited by the demon-worshipping Endrad and
his servants. The purple portal opens into a plain of purple sands and coral Str 14, Dex 15, Con 14, Int 20, Wis 12, Cha 16
sunsets that holds an airy pavilion of white silk curtains and luxurious Base Atk +7; CMB +9; CMD 21
couches where the blind wizard Karran lounges. Feats Blind-Fight, Empower Spell, Extend Spell, Greater Spell
Penetration, Lingering Spell*, Persistent Spell*, Quicken Spell,
DRETCH (12) CR 2 Scribe ScrollB, Selective Spell, Spell Focus (transmutation) B,
XP 600 Spell PenetrationB, Still Spell, Widen Spell
hp 18 (Pathfinder Roleplaying Game Bestiary, “Demon, Skills Bluff +14, Diplomacy +13, Intimidate +14, Knowledge
Dretch”) (arcana) +19, Knowledge (history) +19, Knowledge (local)
+19, Knowledge (planes) +19, Linguistics +19, Perception +12
ENDRAD CR 15 (non-sight related), Sense Motive +12, Spellcraft +19
XP 51,200 Languages Aklo, Common, Draconic, Elf, Goblin, Infernal
Male human cleric 16 SQ arcane bond (none current), change shape (15 rounds,
CE Medium humanoid (human) beast shape III or elemental body II), physical enhancement
Init +1; Perception +14 (Dex +3)
Combat Gear staff of transmutation; Other Gear +2 dagger,
AC 27, touch 11, flat-footed 22 (+12 armor, +1 Dex, +4 shield) spell book, pouch of very mild tobacco (1 lb, worth 20 gp),
hp 160 (16d8+48 plus 16) spell component pouch
Fort +13, Ref +6, Will +18 *
Pathfinder Roleplaying Game Advanced Player’s Guide
14
The troll hills
15
hex crawl chronicles
to access the top of the platform. In the center of the platform there is a 3
ft. wide pit lined with phosphorescent stone. A chain ending in a metal disc
and attached to a winch allow people to be lowered easily into the pit. Once
a person or animal is in the pit, the platform’s magic can be activated by
three arcane casters touching their hands to the hand prints on the platform.
This creates clones of the person or creature in the pit, which appear on the
triangular stones. One of these clones is always lawful in alignment, and
over-zealously so. Another is neutral and obsessed with one of three things:
Food, gold or romance. The third is always chaotic and very sneaky. The
chaotic clone wants to kill the original creature and replace it.
RONODELIS CR 17
XP 102,400
CE Huge dragon (fire) (Pathfinder Roleplaying Game
Bestiary, “Chromatic Dragon, Red, Old“)
Init –1; Senses dragon senses, smoke vision; Perception +26
Aura fire (10 ft., 1d6 fire), frightful presence (240 ft., DC 24)
[C] This hexagonal room has a raised platform in its center. There are Str 33, Dex 8, Con 25, Int 18, Wis 20, Cha 18
three triangular, phosphorescent stones set into the ground around the Base Atk +21; CMB +35; CMD 44 (48 vs. trip)
central platform. The walls of the central platform have phosphorescent Feats Ability Focus (breath weapon), Awesome Blow,
hand prints on them (marked with arrows on the map). Ladders allow one Combat Casting, Flyby Attack, Hover, Improved Bull Rush,
16
The troll hills
Improved Critical (bite), Improved Vital Strike, Power Attack, needed by a researcher into the subjects of general magic, cloning, hybrid
Vital Strike, Weapon Focus (bite) creatures, alchemy or the creation of homunculi (add a +5 insight bonus
Skills Appraise +24, Bluff +24, Diplomacy +24, Fly +12, to an appropriate Knowledge skill). Attempting to remove a book or scroll
Intimidate +25, Knowledge (arcana) +24, Knowledge from the room triggers a magical trap, as a thick chain attached to a
(history) +25, Knowledge (local) +25, Perception +26, Sense manacle suddenly materializes on the thief’s right ankle (no Reflex save,
Motive +26, Spellcraft +24, Stealth +19 +25 CMB attack). The other end of the chain is embedded in the stone
Languages Common, Draconic, Dwarven, Giant, Orc floor. If the book is replaced on the shelf where it was found, the chain
dematerializes. Three rounds after the chain appears, the person must pass
Manipulate Flames (Su) An old or older red dragon can a DC 20 Reflex save or the manacle twists suddenly, breaking their ankle
control any fire spell within 10 feet per age category of the and inflicting 4d6 points of damage. The chain is unbreakable.
dragon as a standard action. This ability allows it to move
any fire effect in the area, as if it were the caster. This ability MAGICAL CHAIN TRAP CR 4
also allows it to reposition a stationary fire effect, although XP 1,200
the new placement must be one allowed by the spell. Type magical; Perception DC 20; Disable Device DC 20
Finally, for 1 round following the use of this ability, the dragon
can control any new fire spell cast within its area of control, Trigger location; Reset repair
as if it were the caster. It can make all decisions allowed to Effect +25 CMB check (grapple, 3 rounds later DC Reflex
the caster, including canceling the spell if it so desires. save to negate damage)
Smoke Vision (Ex) A very young red dragon can see
perfectly in smoky conditions (such as those created by
pyrotechnics).
0901 Gundur:
Gundur is a village of 70 dwarves dug into a low, forested mountain in
*
Pathfinder Roleplaying Game Advanced Player’s Guide
the manner of a beehive. Like most dwarves of the Troll Hills, they keep
goats and bees, but these dwarves also cultivate fungal gardens in hidden
[E] Beyond the cavern of glass, down a short flight of stairs, there is
caves. The dwarves have long since played out their silver mines here,
a long, rectangular room of glass bricks. On one wall there are six iron
and their deeply creased faces point to the quantity of lead they pulled
doors, not unlike those of an oven. Inside these doors, which are easily
out alongside the silver. They are now a dwindling population, as younger
opened, there are the skeletons of malformed humanoids, each one with
dwarves have left the community for the human settlements to the north
a ruby cast to its bones. If exposed to the air, these creatures flame into
to work as masons, miners and smiths. Those who remain are getting
“life” as burning skeletons.
older; there are only three children in the entire community. The oldsters
are veteran warriors who spend their days drinking, telling stories of the
BURNING SKELETONS CR 1/2
old days, carving little stone toys and ornaments and, once in a while,
XP 200
practicing with their weapons. They are very fond of tobacco, but have
NE Medium undead (Pathfinder Roleplaying Game Bestiary
been cut off from the outside world since the petty trolls began making
“Skeleton, Variant”)
trouble.
Init +6; Senses darkvision 60 ft.; Perception +0
Aura fiery aura (1d6)
GUNDUR DWARVES CR 1
XP 400
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2
Male dwarf warrior 2
natural)
CN Medium humanoid (dwarf)
hp 5 (1d8+1)
Init +0; Senses darkvision 60 ft.; Perception +1
Fort +1, Ref +2, Will +2
DR 5/bludgeoning; Immune fire, undead traits
AC 19, touch 10, flat-footed 19 (+6 armor, +1 natural, +2
Vulnerability cold
shield)
hp 19 (2d10+6 plus 2)
Speed 30 ft.
Fort +6, Ref +0, Will –1
Melee 2 claws +2 (1d4+2 plus 1d6 fire)
Defensive Abilities defensive training, hardy
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 12 Speed 15 ft.
Base Atk +0; CMB +2; CMD 14 Melee dwarven waraxe +5 (1d10+2/x3)
Feats Improved InitiativeB
SQ fiery death (DC 11) Str 14, Dex 10, Con 16, Int 10, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14 (18 vs. bull rush or trip)
Fiery Aura (Ex) Creatures adjacent to a burning skeleton Feats Weapon Focus (dwarven waraxe)
take 1d6 points of fire damage at the start of their turn. Skills Perception +1, Profession (farmer) +6
Anyone striking a burning skeleton with an unarmed strike or Languages Common, dwarf
natural attack takes 1d6 points of fire damage. Gear chainmail, heavy steel shield, dwarven waraxe, holy
Fiery Death (Su) A burning skeleton explodes into a burst of symbol
flame when it dies. Anyone adjacent to the skeleton when it
is destroyed takes 1d6 points of fire damage. A DC 11 Reflex
save halves this damage. 0910 Troll Mound:
A field here holds many clay mounds that are shaped like piles of
[F] Between the weird cloning chamber and the gallery of exploding writhing arms, legs and heads. These mounds are something like totem
bones there is an octagonal chamber that holds the study of the ancient poles to the trolls. If anointed with troll blood, a pile splits to reveal a
wizard Frumm. Frumm was a weird old coot who discovered these sloped shaft that leads into a long cavern filled with charred troll corpses.
abandoned chambers ages ago and moved in to work on perfecting the The place is a dumping ground for dead troll shamans, who are burned
magical cloning process. Each wall of this room is covered with shelves of by the trolls to lock their often vengeful spirits inside their bodies. These
books, scrolls and the odds and ends that a great wizard collects over his corpses retain a malevolent intelligence that burns and hates and infuses
long life. Two ladders, one 15 ft. long, the other 30 ft. long, lean against others with that hate, possessing them and turning them into berserkers
these walls. The books in the room are arcane in their scope, and each one (targets gain a +2 circumstance bonus on all attack rolls, damage rolls
(there are 300 in all) has a 1% chance of holding a piece of information and saves while possessed). A DC 20 Will save is permitted to avoid the
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hex crawl chronicles
hatred, but if failed the person flies into a foaming rage and attacks his CTHOTHACHO CR 8
fellows for 1d6 rounds. Within each corpse there is a bloodstone – actually XP 4,800
the petrified heart of the troll shaman. Each bloodstone is worth 1d6 x 30 Male troglodyte adept 9 (Pathfinder Roleplaying Game
gp and is sought after by alchemists and wizards for use in their potions Bestiary, “Troglodyte”)
and researches. CE Medium humanoid (reptilian)
Init +0; Senses darkvision 90 ft.; Perception +5
Aura stench (30 ft., DC 13, 10 rounds)
1007 Fat Anya:
A ruined village of the ancient men composed of blue glass is spread
AC 16, touch 10, flat-footed 16 (+6 natural)
out here over three hills, with a dry canal running between the hills. Several
hp 63 (2d8+9d6+22)
glass boats rest in this gully. Most of the buildings here are simple homes,
Fort +10, Ref +3, Will +11
but one larger building holds a library of books that are so dry and fragile
that even touching one can turn it into a pile of dust (DC 35 Acrobatics or
Speed 30 ft.
Sleight of Hand check to handle safely). The books are in the language of
Melee 2 claws +6 (1d4+1), bite +6 (1d4+1)
the ancient men and cover a wide variety of subjects. The library entrance
Spells Prepared (CL 9th; 4/4/3/1; DC 13 + spell level; melee
is flanked by two statues of sphinxes with owl faces and lion bodies. One
touch +6, ranged touch +5)
portal in the library gives access to a staircase to the library cellar, which
holds more books and the lair of the hag called Fat Anya. Fat Anya is a
Str 12, Dex 10, Con 14, Int 8, Wis 17, Cha 13
rotund hag with pendulous breasts, a grimy, shapeless dress, blue-black
hair, long, dirty finger nails and a face that is sunken in and porcine. Fat Base Atk +5; CMB +6; CMD 15
Anya is now dwelling at Little Rock [Area 3311] with her sisters. She Feats Alertness, Great Fortitude, Improved Iron Will, Iron
has trapped her lair with a fire glyph located inside a large, thick tome Will, Skill Focus (Knowledge [local]), Skill Focus (Knowledge
that is opened to a page containing diagrams explaining the workings of [religion])
ancient man technology. The very next page holds the glyph, which, if Skills Handle Animal +5, Knowledge (local) +7, Knowledge
read, explodes and sets the remaining books in the cellar ablaze. (relirion) +7, Perception +5, Sense Motive +5, Spellcraft +4,
Stealth +6 (+10 in rocky areas), Survival +8; Racial Modifiers
GLYPH OF WARDING TRAP CR 3 +4 Stealth (+8 in rocky areas)
XP 800 Languages Draconic
Type magic; Perception DC 28; Disable Device DC 28 SQ summon familiar (none currently)
Trigger location; Reset none 1106 Bridge over the River Wide:
Effect spell effect (glyph of warding, 5d8 fire damage and The river here is about 300 ft. wide and spanned by a bridge that allows
combustion, DC 13 Reflex for half); multiple targets (all boats up to 30 ft. tall to pass through. Lurking in the supports is a troll
targets in a 5 ft. spread) called Yovern. Bored with its life, it gladly leaves travelers unharmed in
return for a story or song, unless it is hungry (1 in 6 chance), in which case
1013 Primordial Lake: it will demand a horse or two humanoids as a toll.
The witchmen and trolls alike call this lake Mother, for they believe
it to be source of all life. The gods, they say, formed man and animals YOVERN CR 5
from the clay on the shores of the lake. They baked them in the warmth of XP 1,600
the newborn Sun and breathed life into them here, setting them loose to hp 73 (Pathfinder Roleplaying Game Bestiary, “Troll”)
explore the world. The clay of the lake is, in fact, magical. Any figure that
is well crafted in the image of another can be turned into a simulacrum of
that person, without their memories or abilities. The clay must be dried in
1203 Powwow:
Thirty golden men are having a powwow here around a trio of tall
the sun over three days’ time and then the maker must breath a portion of poles surmounted by busts of their gods of Life, Death and Time. Of the
their life into the figure, sacrificing one of their levels to give the figure one thirty men, five are powerful shamans among the golden men, the others
Hit Dice (GM to determine exact details based on individual campaigns). are their retinues. Each shaman hails from a different tribe, most of them
from the savannah beyond the mountains. Leather tents surround the
1018 Troglodytes: powwow site. The three posts are 20 ft. tall and about 3 ft. in diameter.
A narrow cave that spits out boiling vapor at a regular interval (every They are placed at the center of a flat mound about ten feet apart from
125 minutes) leads to a series of limestone caves inhabited by a tribe one another. The shamans dance and chant around and through this
of 40 troglodytes. The troglodytes dwell in the warm, humid caverns, assemblage of deific might, casting colored pebbles at the things and then,
cultivating their slimes and jellies (they seem to be immune to their every so often, falling to their knees to read the stones for signs.
acids) and raiding the surface for sweeter cuts of meat when they find the The poles do not tolerate the presence of strangers who have not been
opportunity. The troglodytes have blue scales striped with bilious green. blessed by the shamans and anointed with the blood of a hawk (on their
They carry a hodge-podge of crude and borrowed weapons and have belly), dove (on their chest) and deer (on their forehead). The poles can
hide shields. The caverns are littered with industrial grade diamonds (one animate and move as though made of rubber, clubbing people or grappling
could collect about 1d4 x 100 gp worth with a day’s labor). The largest and constricting them. The heads atop the poles can swallow people, sending
cavern in the complex is their temple. The back wall has been carved into them to a chamber beneath the hill where a blue savant is imprisoned. The
a crude representation of a reptilian with a skull face and long claws. The blue savant is a rotund man in a loincloth and poncho of cloth-of-silver.
idol is covered in dried blood and is worshipped by a witchdoctor called He looks to be a gap-jawed fool, with stark, white hands and a lolling
Cthothacho. Before the idol there is a sky sledge of the ancient men that white tongue. Despite his appearance, he is intelligent and cunning and can
has been repurposed as an altar. It is also covered in dried blood and the communicate with people by touching his fingers to their temple.
surface is heavily scratched, but it is in working condition. A lightning
bolt directed at the machine energizes it for 1d4 hours per die of damage. TOTEM POLES (HUGE WOOD GOLEMS) CR 8
It can travel up to three hexes per hour, but will give out suddenly. Starting XP 4,800
the device with a lightning bolt ruins it for future use after it runs down. N Huge construct (Pathfinder Roleplaying Game Bestiary,
“Golem, Wood”)
TROGLODYTES (40) CR 1 Init +1; Senses darkvision 60 ft., low-light vision; Perception +3
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Troglodyte”) AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, –2 size)
18
The troll hills
hp 84 (8d10+40) Poison (Ex) Blue plague; type disease, injury; save Fortitude
Fort +2, Ref +3, Will +5 DC 17; onset 1 day; frequency 1/day; effect 1d4 Con
DR 5/adamantine; Immune construct traits, magic damage and target is fatigued; cure see The Blue Plague,
Weaknesses vulnerable to fire above
Savant (Ex) A blue savant adds its HD as a racial bonus to all
Speed 0 ft. (immobile) Knowledge skills and Spellcraft. Those skills are always class
Melee 2 slams +18 (4d8+12 plus grab) skills for a blue savant.
Space 15 ft.; Reach 10 ft.
Special Attacks splintering, swallow whole (moved into the GOLDEN MEN (30) CR 3
blue savant’s chamber, AC 15, 8 hp) XP 800
CN male human barbarian 4
Str 34, Dex 13, Con —, Int —, Wis 17, Cha 1 AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
Base Atk +8; CMB +22 (+26 to grapple); CMD 33 (can’t be hp 40 (4d12+8 plus 4)
tripped) Fort +6, Ref +3, Will +1
Melee long dagger +6 (1d4+3/19–20)
Immunity to Magic (Ex) A totem pole is immune to any Ranged knobkerrie +7 (1d6+2)
spell or spell-like ability that allows spell resistance, with the Spell-Like Abilities
exception of spells and spell-like abilities that have the Fire At will–charm monster (mammals only, DC 16), speak with
descriptor, which affect it normally. In addition, certain spells animals (mammals only)
and effects function differently against the creature, as Str 15, Dex 15, Con 14, Int 7, Wis 10, Cha 14
noted below. Base Atk +4; CMB +6; CMD 18
Warp wood or wood shape slows a totem pole (as the Gear Leather armor, long daggers (+1 damage), knobkerries
slow spell) for 2d6 rounds (no save).
Repel wood deals 2d12 points of damage to it (no save). TRIBAL SHAMANS CR 11
A magical attack that deals cold damage breaks any XP 12,800
slow effect on the golem and heals 1 point of damage for N male human druid 12
every 3 points of damage the attack would otherwise deal. AC 12, touch 10, flat-footed 2 (+2 armor)
If the amount of healing would cause the golem to exceed Fort +9, Ref +4, Will +12
its full normal hit points, it gains any excess as temporary hit hp 110 (15d8+15 plus 15)
points. A totem pole gets no saving throw against attacks Melee +2 club +11/+6 (1d6+2)
that deal cold damage. Spells Prepared (CL 12th; 4/5/5/5/4/3/2; DC 14 + spell level;
Splintering (Su) As a free action once every 1d4+1 rounds, melee touch +9, ranged touch +9)
a totem pole can launch a barrage of razor-sharp wooden Str 11, Dex 10, Con 12, Int 10, Wis 18, Cha 18
splinters from its body in a 40-foot-radius burst. All creatures Base Atk +9; CMB +9; CMD 19
caught within this area take 8d6 points of slashing damage Gear Leather armor (in the form of hides and furs), +2 club,
(Reflex DC 14 halves). The save DC is Constitution-based. holy symbol
Swallow Whole (Ex) A creature swallowed by totem pole
takes no damage, but is instead sent down a passage into
the chamber beneath the hill where the blue savant (see
1220 Hekatonkheires:
A hundred-handed horror lurks in the mountains. Spawned ages ago
below) is imprisoned.
by the land to deal with the ancient men and their matrix, it was defeated
by the blue savants and forced to retreat into the mountains to slumber.
BLUE SAVANT CR 4
The horror is still weak from its exposure to the energies of the blue
XP 1,200
savants. The trolls regard him as their god of death, and leave offerings of
N Medium outsider (native)
prisoners and prey before his cave. The creature might awaken briefly to
Init +2; Senses darkvision 60 ft.; Perception +15
take these offerings, as it slowly regains its strength for a final assault on
the humans of the Troll Hills.
AC 19, touch 17, flat-footed 16 (+4 deflection, +2 Dex, +1
dodge, +2 natural)
HEKATONKHEIRES CR 24
hp 52 (5d10+25)
XP 1,230,000
Fort +10, Ref +10, Will +15; +2 vs. mind-affecting effects
hp 5,160 (Pathfinder Roleplaying Game Bestiary 2, “Titan,
Defensive Abilities eerie grace; DR 5/—; Immune disease, Hekatonkheires”)
electricity, fire, poison; SR 15
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hex crawl chronicles
Roll Effect FIRE TROLL (5) CR 6
XP 2,400
1 Gravity in a 1d4 x 5 ft. radius is reversed hp 63 (The Tome of Horrors Complete 722 “Flame-Spawned
Time in a 1d3 x 5 ft. radius stops flowing for those Template”)
2
within the radius (i.e. they are frozen) for 1d4 rounds. COMMON SLAVES CR 1/3
Space rolls and cracks, switching the positions XP 135
3 Male and female human commoner 1
(randomly) of all creatures in a 1d2 x 10 ft. radius.
N Medium humanoid (human)
JENNY O’ THE GREEN CR 10 Init –1; Perception +3
XP 9,600
Female green hag warrior 5 (Pathfinder Roleplaying Game AC 9, touch 9, flat-footed 9 (–1 Dex)
Bestiary, “Green Hag”) hp 4 (1d6+1)
CE Medium monstrous humanoid Fort +1, Ref –1, Will –1
Init +3; Senses darkvision 90 ft.; Perception +18
Speed 30 ft.
AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural) Melee unarmed strike +1 (1d3+1)
hp 88 (9d10+5d10+9)
Fort +13, Ref +10, Will +8 Str 12, Dex 9, Con 12, Int 10, Wis 8, Cha 11
SR 19 Base Atk +0; CMB +2; CMD 11
Feats Endurance, Skill Focus (Profession)
Speed 30 ft., swim 30 ft. Skills Knowledge (history) +1, Perception +3, Profession (any
Melee 2 claws +18 (1d4+4 plus weakness) one) +6
Spell-Like Abilities (CL 9th) Languages Common
Constant—pass without trace, tongues, water breathing
At will—alter self, dancing lights, ghost sound (DC 10), CAPTURED EXOTIC DANCER CR 1/3
invisibility, pyrotechnics (DC 11), tree shape, whispering wind XP 135
Female human commoner 1
Str 19, Dex 16, Con 18, Int 15, Wis 13, Cha 8 N Medium humanoid (human)
Base Atk +14; CMB +18; CMD 31 Init +3; Perception +2
Feats Alertness, Blind-Fight, Combat Casting, Great
Fortitude, Power Attack, Vital Strike, Weapon Focus (claws) AC 13, touch 13, flat-footed 10 (+3 Dex)
Skills Bluff +10, Disguise +10, Knowledge (arcana) +11, hp 4 (1d6+1)
Perception +18, Sense Motive +12, Stealth +18, Swim +20 Fort +1, Ref +3, Will +0
Languages Aklo, Common, Giant
SQ mimicry Speed 30 ft.
Melee unarmed strike –1 (1d3–1)
Weakness (Su) A green hag’s claws sap strength from
those she strikes. Each time a green hag hits a foe with her Str 8, Dex 17, Con 12, Int 10, Wis 11, Cha 16
claw attack, the victim takes 2 points of Strength damage Base Atk +0; CMB +2; CMD 11
unless he resists the weakness with a DC 13 Fortitude save. Feats Skill Focus (Profession)
Alternatively, a green hag can attempt to inflict even Skills Knowledge (local) +1, Perception +2, Profession
greater weakness on a foe by making a touch attack— (dancer) +7, Sleight of Hand +4
this variant requires a standard action, and cannot be Languages Common
attempted in the same round the hag makes claw attacks.
The opponent touched must succeed on a DC 13 Fortitude
save or take 2d4 points of Strength damage. The save DC is
1503 Bear Goddess:
There is a valley here with gold-flecked stones, a pleasant, babbling stream
Charisma-based.
and tall pine trees that keep is shrouded in a perpetual shade. The entrance
Mimicry (Ex) A green hag can imitate the sounds of almost
to valley is blocked by a steel gate, the central bars of which are etched with
any animal found near its lair.
warnings that this valley is sacred to the Bear Mother and not to be disturbed.
The gate is not locked. About one mile past the gate there is a shrine on the
GARGOYLES (5) CR 4
east side of the brook. The shrine is made from pine and carved to represent
XP 1,200
tiny black bears dancing around a much larger bear – presumably the bear
hp 42 (Pathfinder Roleplaying Game Bestiary, “Gargoyle”)
mother. An offering plate carved from hematite sits before the idols. It holds
a few acorns and a bit of honeycomb. Another vessel, carved from stone and
1422 Fire Trolls: painted with wise bear faces holds cool holy water. A few moments after
In a charred cave, five fire trolls dance around pits of charcoal where fire travelers enter the shrine or pass it, a wrinkled old man in a bearskin coat
leaps into the air. Slaves covered in soot tend these fires, which the trolls will appear on the road, a staff in his hands. The man has striking blue eyes
use to make troll-sized weapons – a valuable skill among creatures who and a mane of red hair that flows seamlessly into his beard. “This valley,” he
normally cannot tolerate the touch of fire. These weapons are traded to other will proclaim, “is off limits. Turn back in peace.” As he speaks these words,
tribes by bands of petty trolls. The slaves cough and wheeze, and when they twelve black bears will make their presence known in the woods around the
grow tired they fall into the fires and are roasted for the trolls’ supper. The travelers. The man, Kromog, is a werebear, but his companions are not.
largest troll rules over his brothers, who resent him and would see him Further into the valley there is a massive cave – almost a natural
undone had they the courage to defy their mother, the hag Black Bess [Area amphitheater, but deeper – in which a massive idol of the Bear Goddess
1510]. He dwells in an adjacent cave scattered with ashes. Here, he keeps has been carved. Her priests, there are ten in all, are werebear druids
the clan treasure (12,630 sp, 5,390 gp and a large amber worth 800 gp) and who dwell in smaller caves located near this central temple. Offerings of
his person treasure, an exotic dancing girl from the southern city-state of food and flowers are made here, as well as ritual combats to drive away
Crescentium. Her pale skin is now mottled with soot, her silver-blond hair winter (in the form of a female warrior dressed in white) in the Spring.
streaked with ash, her eyes red from the acrid fumes and her own tears. She The werebears claim that the Bear Goddess lived here before the ancient
wears chains forged by the trolls and secured into the walls with iron spikes. men walked in the Troll Hills and will persist after their final extinction.
20
The troll hills
A secret door (DC 20 Perception check to notice) in their great Roleplaying Game Bestiary 2, “Lycanthrope, Werebear”)
temple located behind the bear idol’s right eye leads into a complex of NG Medium humanoid (human, shapechanger)
granite caves that delve deep into the earth. Here, the ancient priests and Init +1; Senses low-light vision, scent; Perception +12
priestesses of the temple “hibernate” as mummies. Other strange things
walk these caverns as well, including all manner of oozes and vermin and AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
a few more powerful fey creatures that were driven into these caves by the hp 124 (12d8+48 plus 12)
ancient men and still harbor a deep hatred towards them. Fort +14, Ref +5, Will +16
The werebears of the valley fear the trolls and fight them constantly to Defensive Abilities resist nature’s lure; DR 10/silver
preserve the valley, for the trolls represent nature in its most violent and
frightening aspect. They also hate the ancient men, with whom they share Speed 30 ft.
blood, for their own ancient excesses. Of the witchmen and elves they Melee claw +14 (1d6+3 plus curse of lycanthropy) and bite
know little, but their default position is one of disdain. The dwarves they +14 (1d6+4 plus grab)
know well. Dwarves sometimes come to the shrine to leave offerings of Spells Prepared (CL 12th; 4/6+1/6+1/5+1/4+1/4+1/3+1;
peace and ask the druids for help. melee touch +11, ranged touch +10)
Domain Animal
BLACK BEARS (12) CR 3
XP 800 Str 16, Dex 12, Con 18, Int 14, Wis 22, Cha 16
N Medium animal (Pathfinder Roleplaying Game Bestiary Base Atk +9; CMB +12 (+16 to grapple); CMD 23
“Bear, Grizzly”, “Young”) Feats Alertness, Combat Casting, Diehard, Endurance,
Init +3; Senses low-light vision, scent; Perception +6 Great Fortitude, Iron Will, Natural Spell
Skills Diplomacy +6, Fly +7, Handle Animal +3, Heal
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) +15, Knowledge (geography) +12, Knowledge (local)
hp 32 (5d8+10) +6, Knowledge (nature) +15, Knowledge (religion) +11,
Fort +6, Ref +7, Will +2 Perception +12, Sense Motive +9, Survival +16, Swim +9
Languages Common, Druidic, Sylvan
Speed 40 ft. SQ animal companion (none currently), change shape
Melee 2 claws +6 (1d4+3 plus grab) and bite +6 (1d4+3) (human, hybrid or bear; polymorph), lycanthropic empathy
(bears and dire bears), nature bond (Animal domain),
Str 17, Dex 17, Con 15, Int 2, Wis 12, Cha 6 nature sense, speak with animals (15 rounds/day), trackless
Base Atk +3; CMB +7 (+11 to grapple); CMD 19 (23 vs. trip) step, wild empathy (+15), wild shape (5/day, beast shape III,
Feats Diehard, Endurance, Skill Focus (Survival) elemental body IV, plant shape III), woodland stride
Skills Perception +6, Survival +5, Swim +12; Racial Modifiers
+4 Swim WEARBEAR DRUIDS, HUMAN FORM (10) CR 6
XP 2,400
KROMOG, WEARBEAR DRUID, HUMAN FORM CR 13 Male human natural werebear druid 5 (Pathfinder
XP 25,600 Roleplaying Game Bestiary 2, “Lycanthrope, Werebear”)
Male human natural werebear druid 12 (Pathfinder NG Medium humanoid (human, shapechanger)
Roleplaying Game Bestiary 2, “Lycanthrope, Werebear”) Init +1; Senses low-light vision, scent; Perception +7
NG Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +12 AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 32 (5d8 plus 5)
AC 11, touch 11, flat-footed 10 (+1 Dex) Fort +6, Ref +2, Will +10
hp 112 (12d8+36 plus 12) Defensive Abilities resist nature’s lure
Fort +13, Ref +5, Will +16
Defensive Abilities resist nature’s lure; Immune venom
Speed 30 ft.
Melee unarmed strike +4 (1d3+1)
Speed 30 ft.
Spells Prepared (CL 5th; 4/4+1/3+1/2+1; melee touch +4,
Melee unarmed strike +11 (1d3+2)
Spells Prepared (CL 12th; 4/6+1/6+1/5+1/4+1/4+1/3+1; ranged touch +4)
melee touch +11, ranged touch +10) Domain Animal
Domain Animal
Str 12, Dex 12, Con 10, Int 14, Wis 18, Cha 13
Str 14, Dex 12, Con 16, Int 14, Wis 22, Cha 16 Base Atk +3; CMB +3; CMD 14
Base Atk +9; CMB +11; CMD 22 Feats Alertness, Great Fortitude, Iron Will, Natural Spell
Feats Alertness, Combat Casting, Diehard, Endurance, Skills Diplomacy +3, Fly +7, Handle Animal +7, Heal
Great Fortitude, Iron Will, Natural Spell +10, Knowledge (geography) +8, Knowledge (local)
Skills Diplomacy +6, Fly +7, Handle Animal +3, Heal +3, Knowledge (nature) +10, Knowledge (religion) +8,
+15, Knowledge (geography) +12, Knowledge (local) Perception +7, Sense Motive +7, Survival +12, Swim +7
+6, Knowledge (nature) +15, Knowledge (religion) +11, Languages Common, Druidic, Sylvan
Perception +12, Sense Motive +9, Survival +16, Swim +8 SQ animal companion (none currently), change shape
Languages Common, Druidic, Sylvan (human, hybrid or bear; polymorph), lycanthropic empathy
SQ animal companion (none currently), change shape (bears and dire bears), nature bond (Animal domain),
(human, hybrid or bear; polymorph), lycanthropic empathy nature sense, speak with animals (8 rounds/day), trackless
(bears and dire bears), nature bond (Animal domain), step, wild empathy (+6), wild shape (1/day, beast shape I),
nature sense, speak with animals (15 rounds/day), trackless woodland stride
step, wild empathy (+15), wild shape (5/day, beast shape III,
elemental body IV, plant shape III), woodland stride WEARBEAR DRUIDS, HYBRID FORM (10) CR 6
XP 2,400
KROMOG, WEARBEAR DRUID, HYBRID FORM CR 13 Male human natural werebear druid 5 (Pathfinder
XP 25,600 Roleplaying Game Bestiary 2, “Lycanthrope, Werebear”)
Male human natural werebear druid 12 (Pathfinder NG Medium humanoid (human, shapechanger)
21
hex crawl chronicles
Init +1; Senses low-light vision, scent; Perception +7 BLACK BESS CR 5
XP 1,600
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) hp 58 (Pathfinder Roleplaying Game Bestiary, “Green Hag”)
hp 27 (5d8+5 plus 5)
Fort +7, Ref +2, Will +10
Defensive Abilities resist nature’s lure; DR 10/silver 1702 Osgilt:
Osgilt is a village of about 100 dwarves situated in a vale of hickories.
Speed 30 ft. The dwarves live in a ring of dwarf-made mounds that are connected
Melee claw +5 (1d6+2 plus curse of lycanthropy) and bite +5 underground by tunnels and also connect to their mines, from which they
(1d6+2 plus grab) dig iron ore. The dwarves process some of this ore about two miles away
Spells Prepared (CL 5th; 4/4+1/3+1/2+1; melee touch +4, from their village on a slope in clay ovens. They trade the rest of the
ranged touch +4) iron to the ancient men. While the dwarf men work in the mines below,
Domain Animal their wives and daughters keep bees, raise goats and tend a garden small,
hidden gardens near the village. The honey is used to make a delicious,
Str 14, Dex 12, Con 12, Int 14, Wis 18, Cha 13 though quite potent, mead and the dwarf women also know the secret of
Base Atk +3; CMB +5 (+9 to grapple); CMD 16 making dwarven moonshine. They usually have a dozen or so jugs of
Feats Alertness, Great Fortitude, Iron Will, Natural Spell mead and one or two jugs of moonshine on hand for trade or celebration.
Skills Diplomacy +3, Fly +7, Handle Animal +7, Heal The dwarves all dwell in separate mounds in family units – usually
+10, Knowledge (geography) +8, Knowledge (local) a patriarch and matriarch and their two or three children and maybe a
+3, Knowledge (nature) +10, Knowledge (religion) +8, dozen grandchildren. Quarters are tight, and not an inch is wasted. Men
Perception +7, Sense Motive +7, Survival +12, Swim +7 and women always have a hand axe on their person, and the men keep a
Languages Common, Druidic, Sylvan crossbow, armor and shield handy. Mine entrances are always within these
SQ animal companion (none currently), change shape mound chambers, as each family has their own personal mine radiating
(human, hybrid or bear; polymorph), lycanthropic empathy out from the village. A stone tetrahedron – their understanding of God –
(bears and dire bears), nature bond (Animal domain), hangs above these entrances from a golden string.
nature sense, speak with animals (8 rounds/day), trackless
step, wild empathy (+6), wild shape (1/day, beast shape I), OSGILT DWARVES CR 2
woodland stride XP 400
Male and female dwarf expert 2, warrior 1
LE Medium humanoid (dwarf)
1507 City of Blue Glass: Init –1; Senses darkvision 60 ft; Perception +7
When the energy matrix of the ancient men went critical, it turned
everything within three miles - all the buildings of the city and the AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
streets - into blue glass. The chemical make-up of the plant and animal hp 17 (2d8+1d10+6)
life was also changed. Where normal plants derive their sustenance Fort +4, Ref –1, Will +4; +2 vs. poison, spells, spell-like abilities
from the sunlight, the plants that surrounded the ancient city now drew Defensive Abilities defensive training, hardy
their sustenance only from the ultraviolet rays of the Sun. The plants
turned blue, the bark of the trees blue-black, the fruits a sort of purple. Speed 20 ft.
While the humans of the city disappeared, the lower orders of life Melee handaxe +4 (1d6+1/×3)
persisted in an altered state. They were also turned every shade of blue, Special Attacks hatred
and could only draw sustenance from the blue plants that surrounded
the city. Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4
The strange blue city, once called Thett, is now occupied by animals Base Atk +2; CMB +3; CMD 12
(many deer, a few bears and many smaller creatures), the few humanoids Feats Skill Focus (Profession), Weapon Focus (handaxe)
and monsters that have succumbed to the blue plague and made it into Skills Intimidate +3, Knowledge (dungeoneering) +5,
the ruin before they starved to death and the remaining blue savants. The Perception +7, Profession (any) +10, Stealth +9; Racial
buildings of the city are largely intact, the glass walls usually being too Modifiers +2 Perception relating to stonework, +4 Stealth
thick to shatter or wear down easily. The streets are overgrown with blue Languages Common, Dwarven
grasses, weeds and vines. Most of the buildings have been well plundered, SQ greed, slow and steady, stability, stonecunning
but there are many that still hold treasures of the ancient men – silver suits
as light as cotton but as tough as mail, weird sledges that supposedly can
be made to fly with the proper spells, etc. Glass tubes link the upper stories 1711 Injured Elf:
of these buildings. One building in particular, a great dome, holds many An elf hides in a tree top, having escaped an encounter with several trolls
mysteries in its depths, not the least of which is the fabled matrix that still with a broken leg. The elf, Archest, is a strapping example of the northern
glows with a wan, blue light. If united with the crystal sword in [Area breed, with porcelain skin, curly, auburn hair and violet eyes. He wears a tattered
3111], the matrix can once again produce energy as it did, returning the leather coat and has a longbow hanging from an iron spike driven into the tree.
city and land to normal. Half of a longsword rests in his scabbard and a silver trumpet hangs from a
leather belt around his neck. Archest has so far dealt with his injury by wrapping
it in the remains of his cloak and by drinking liberally of three clay bottles of
1510 Black Bess: dwarven mead. He is mildly drunk (–2 to hit in combat) and desperate for help.
Black Bess is a green hag remarkable for her very dark green skin and
golden hair. She dwells in a crooked tree overlooking a mucky bog rife ARCHEST CR 9
with poisonous fumes that turn one’s skin black and pull the lips back XP 6,400
from the teeth. She keeps her treasure, 710 sp, 130 gp, a chrysoberyl worth Male elf rogue 10
60 gp and a pearl worth 100 gp worn as a stud in her nose, in various N Medium humanoid (human)
hollow trees in the area. Black Bess spawned the trolls in [Area 1422]. Init +5; Senses low-light vision; Perception +15
22
The troll hills
dodge, trap sense +3; Immune sleep spirits when they pass away.
23
hex crawl chronicles
over the six arms of Pokoth’s idol. Their bodies are interred below Immune mind-affecting magic
the temple. Hidden shafts lead down to these catacombs, which are Weaknesses blind
crawling with headless trolls attempting to get back to their heads.
The trolls are kept alive in this headless state by the powers of the Speed 30 ft.
temple, although they cannot regenerate themselves fully. Darrimon Melee 2 claws +6 (1d6+5)
believes he needs 100 troll heads, and has thirteen left to go. He and Space 10 ft.; Reach 10 ft.
his priests wear black iron armor and carry black iron maces. Special Attacks rend (2 claws, 1d6+7)
CRYSTAL SCULPTURES CR 3 Str 21, Dex 14, Con 23, Int –, Wis –, Cha 3
XP 600 Base Atk +4; CMB +10; CMD 22
hp 40 (Pathfinder Roleplaying Game Bestiary, “Animated Feats Improved Iron Will, Intimidating Prowess, Iron Will
Object, Medium”) Skills Intimidate +9, Perception +5 (no sight)
Languages Giant (the bodies cannot speak)
DEATH PRIESTS (8) CR 1
XP 400
NE male human cleric 2
1821 Troll Cave:
Nine cave trolls, sons of Fat Anya [Area 1007] dwell here in
AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield)
a high cave the overlooks a rock-strewn slope that ends in a cliff
hp 10 (2d8 plus 2)
overlooking the foaming river. The trolls mostly live in edible fungi
Fort +3, Ref +0, Will +6
and what animals they can run down in the mountains. Despite
Melee light mace +2 (1d6+1)
being fairly stupid, they have managed to rig a trap that creates
Divine Spells Prepared (CL 2nd; 4/3+1; DC 13 + spell level;
a landslide when a rope hidden among the rocks is tripped. The
melee touch +2, ranged touch +1)
trolls have a treasure of 4,890 sp, 2,750 gp, an aquamarine worth
Domains Death, Evil
50 gp and a wide silver basin filled with a weird, black substance
Str 13, Dex 10, Con 11, Int 11, Wis 16, Cha 11
that appears to be as much water as it is vapor. If a bit of a person’s
Base Atk +1; CMB +2; CMD 12
clothing or body (hair, blood, tooth) is dropped in the basin, a
Gear Chainmail, light steel shield, light mace, unholy symbol.
spectral troll climbs out and hunts that person down, returning
them to the owner of the basin.
DARRIMON CR 15
XP 51,200 LANDSLIDE TRAP CR3
Male human cleric 16 XP 800
NE Medium humanoid (human) Type mechanical; Perception DC 20; Disable Device DC 20
Init +1; Perception +14
Trigger location; Reset repair
AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 shield) Effect Atk +10 melee (2d6 plus DC 15 Reflex save or knocked
hp 160 (16d8+48 plus 16) into river for additional 1d6 damage), multiple targets (all
Fort +13, Ref +6, Will +17 targets in a 10 ft. square); Additional Effect targets knocked
into river must make a successful DC 15 Swim check each
Speed 20 ft. (30 ft. base) round to avoid drowning. Regardless, targets are swept
Melee +2 unholy heavy mace +18/+13/+8 (1d8+5) downriver 30ft. per round unless they succeed on a DC 20
Special Attacks channel negative energy (8d6, DC 22, 7/ Swim check.
day), scythe of evil (8 rounds, 3/day)
Domain Spell-Like abilities (CL 16th; melee touch +15) CAVE TROLLS (9) CR 4
8/day—bleeding touch (1d6, 8 rounds), touch of evil (8 XP 1,200
rounds) hp 42 (The Tome of Horrors Complete 611, “Troll, Cave”)
Spells Prepared (CL 16th; 4/6+1/6+1/5+1/5+1/4+1/4+1/3+1/2
+1; DC 16 + spell level; melee touch +15, ranged touch +13) SPECTRAL TROLL CR 6
Domains Death, Evil XP 2,400
CE Large humanoid (giant) (Pathfinder Roleplaying Game
Str 17, Dex 12, Con 17, Int 12, Wis 20, Cha 14 Bestiary, “Troll”; The Tome of Horrors Complete 736)
Base Atk +12; CMB +15; CMD 26 Init +2; Senses darkvision 60 ft., low-light vision, scent;
Feats Cleave, Command Undead, Extra Channel, Improved Perception +8
Channel, Iron Will, Power Attack, Selective Channel, Skill
Focus (knowledge [religion]), Weapon Focus (heavy mace) AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
Skills Diplomacy +14, Heal +17, Knowledge (religion) +19, hp 33 (6d8); regeneration 5 (acid or fire)
Perception +14, Sense Motive +17, Spellcraft +13 Fort +5, Ref +4, Will +3
Languages Common Defensive Abilities incorporeal
SQ death’s embrace
Gear +1 full plate, +1 heavy steel shield, +2 unholy heavy Speed fly 60 ft. (perfect)
mace, 2 potions of cure critical wounds, silver unholy symbol Melee bite +8 (1d8+5 plus energy drain), 2 claws +8 (1d6+5)
(25 gp) Space 10 ft.; Reach 10 ft.
Special Attacks ghost-touch attacks, energy drain (1 level,
HEADLESS TROLLS (87) CR 4 DC 13), rend (2 claws, 1d6+7)
XP 1,200
CE Large humanoid (giant) (Pathfinder Roleplaying Game Str –, Dex 14, Con –, Int 6, Wis 9, Cha 10
Bestiary, “Troll”) Base Atk +4; CMB +10; CMD 22
Init +2; Senses scent; Perception +8 Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +9, Perception +8
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size) Languages Giant
hp 63 (6d8+36); regeneration 5 (acid or fire)
Fort +11, Ref +4, Will +0 Ghost-Touch Attacks (Su) All of a spectral trolls attacks
24
The troll hills
have the ghost touch ability, allowing it to physically strike
corporeal creatures. 2201 Rhost:
Rhost is a dwarf trading village with a population of 130 dwarves.
The dwarves here have constructed a stone shell keep reminiscent of the
1908 Goblins: style of their normal mound villages. Where most dwarves live in loose
A tribe of 240 goblins dwell here in the oozing mud of the river bank. communities of families, the dwarves of Rhost have an elected mayor
The goblins are active in the spring and summer, but by late fall they named Garond. Garond is a master mason and, more importantly, a canny
burrow into the mud to hibernate, heal and regenerate. While active, the trader and skilled politician. He plays the simple rustic, but his people
goblins range over the whole territory, feeding their voracious appetites know well not to underestimate him. Most of the dwarves of Rhost are
with anything short of stones. They patrol in small gangs of 2d6+6 and artisans and soldiers. Rhost has no miners, but plenty of goatherds and
are encountered in this hex on a roll of 1-3 on 1d6. Once prey is sighted, farmers. Like other dwarves, they grow their crops in secluded groves
they begin hooting and hollering, attracting another pack of goblins 10% away from their village.
of the time. The goblins hide their treasure in chests about three feet
beneath the mud. They have an unerring ability to find their treasures, RHOST DWARVES CR 2
but others have only a 1 in 20 chance per hour of searching to come up XP 400
with anything. Male dwarf expert 2, warrior 1
LN Medium humanoid (dwarf)
MUD GOBLINS (240) CR 1/3 Init +0; Senses darkvision 60 ft; Perception +7
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”, with the AC 10, touch 10, flat-footed 10
following additions: regeneration 1 [while in mud; fire or acid]) hp 17 (2d8+1d10+6)
Fort +4, Ref +0, Will +4; +2 vs. spells
2002 Old Griet: Speed 20 ft.
Old Griet dwells behind a winding, narrow cavern that appears to Melee by weapon +3 (by weapon)
emerge on a sunny meadow atop a butte. This is an illusion. The meadow
has tall, waving grasses and cheerful yellow flowers. A maiden in plate Str 12, Dex 11, Con 15, Int 10, Wis 13, Cha 8
armor sits in the grasses, surrounded by a coterie of nymphs with golden Base Atk +2; CMB +3; CMD 12
hair wearing chains of flowers. The maiden in armor is actually the hag Feats Skill Focus (Profession), Weapon Focus (any one)
called Old Griet, a manipulative old crone with a snaggletooth, long, Skills Craft (any one) +6, Knowledge (nature) +5, Perception
round nose, lank black hair and skin that blends with her surroundings. +7, Profession (any one) +10
Her “nymphs” are clay men who long to turn into adventurers and Languages Common, Dwarven
see the world. The illusion is not a product of Old Griet, but rather of
a powdery white mold that covers the tunnels that lead to the large, GAROND CR 8
subterranean vault that people believe is a sunlit meadow. Old Griet XP 4,800
delights in charming young men and sending adventurers to hassle her Male dwarf expert 10
sisters. LN Medium humanoid (dwarf)
Init –2; Senses darkvision 60 ft.; Perception +14
OLD GRIET CR 5
XP 1,600 AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 50 (Pathfinder Roleplaying Game Bestiary, “Green Hag”) hp 55 (10d8+10 plus 10)
Fort +4, Ref +4, Will +9
CLAY MAN NYMPHS CR 3 Defensive Abilities defensive training, hardy
XP 800
hp 42 (see Area 2710) Speed 20 ft.
Melee unarmed strike +8/+3 (1d3+1)
2017 Invisible Man: Str 13, Dex 12, Con 13, Int 14, Wis 15, Cha 15
Nine moaning devilkins are huddled here in the shade of an
Base Atk +7; CMB +8; CMD 19 (23 vs. bull rush or trip)
overhanging cliff. They mew and moan and move swiftly to intercept
Feats Diehard, Endurance, Improved Unarmed Strike, Skill
travelers in the narrows below. The stone shelf they perch on contains
Focus (Craft), Toughness
the invisible body of a man, preserved after death in a silver suit. He
Skills Appraise +15, Bluff +15, Craft (masonry) +18, Diplomacy
sleeps the sleep eternal, caused by the ingestion of a poison delivered by
+15, Knowledge (local) +15, Linguistics +15, Perception +15,
a rival. The man, Zathr, was a technician of the ancient men from the
Profession (mayor) +15
time before their fall. He has blazing red hair and soft eyes of blue. If
Languages Common, Dwarf
awakened, he will find it difficult to cope with the passage of years and
destruction of his people.
2213 Trolls:
MOANING DEVILKINS (9) CR 2 Eight trolls dwell in caves set into the side of a green hill. A human
XP 600 skeleton hangs over the entrance to the place, a copper bracelet worth 20
hp 16 (The Tome of Horrors Complete 525, “Screaming gp on its right arm. This is a trap that, if sprung by pulling on the bracelet
Devilkin”) (which is wired to the wrist), causes heavy stone to shower down on the
people, effectively sealing the cave. The rock can be cleared in about 20
ZATHR CR 8 man-hours of work (about 20 troll-turns).
XP 4,800 Beyond the entry tunnel there is a long gallery that shows signs of
LN male human expert 10 being carved by human hands. It is dusty and reeks of troll-stink. At either
hp 57 end there are stairs leading down into the living quarters of the trolls and
Feats Master Craftsman (machinery), Skill Focus (Craft deeper, cooler caves used to hold their meat and drink. The largest living
[machinery]), Skill Focus (Knowledge [engineering]) quarters are possessed by the largest troll, a bruiser named Domno, who
Skills Craft (machinery) +20, Knowledge (engineering) +12, has a perpetually sneering lip and a nose so bulbous and warty one might
Perception +13 think a morning-star had been attached to his face. Domno holds two
25
hex crawl chronicles
shivering witchwoman slaves clad in soiled furs and nearly blind they’ve Magus Spells Prepared (CL 5th; melee touch +4, ranged +7)
been underground so long. They are Domno’s cupbearers. One, Alva, still 2nd— none prepared
resists the troll as subtly as she can, while the other, Sophelia, has had her 1st—none prepared
spirit broken and now calls the troll her “big brother”. 0—dancing lights, detect magic, mage hand, read magic
A large, oak door in Domno’s chamber leads into a circular ritual
chamber. The oak door is not only locked (DC 20 Disable Device to Str 13, Dex 19, Con 11, Int 16, Wis 11, Cha 11
bypass), it is barricaded by stone (DC 30 Strength check to push past Base Atk +3; CMB +4; CMD 18
the door). Inside, the room is a perfect hemisphere, with polished Feats Combat Casting, Scribe Scroll, Weapon Focus
white walls and floor. A seven-pointed star is worked into the floor in (longsword)
silver (worth 100 gp if removed). Touching the silver causes it to glow, Skills Fly +12, Knowledge (arcana) +11, Knowledge (local)
with each point a different color. The colors project onto the walls in +8, Perception +5, Spellcraft +11, Use Magic Device +8
shimmering splendor, and soon begin to rotate, creating a prismatic Languages Common, elven, goblin, orc, sylvan
spray effect. After ten minutes, the colors coalesce in the center of the SQ arcane pool (5, +2 weapon), magus arcana (wand
star into a sphere of roiling colors. The sphere speaks in a booming wielder), spell recall
voice, asking “What knowledge do you seek?” The sphere will answer a
single question per the contact higher plane spell. Touching the sphere PRISMATIC SERPENT CR 7
causes a person to polymorph into a serpentine creature of light whose XP 3,200
touch has the effect of one color of the prismatic spray. The serpent will NE Large magical beast
attack all within the room and then burrow into the floor, never to be Init +2; Senses darkvision 60 ft., low-light vision; Perception +12
seen again.
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
FALLING BLOCK TRAP CR 3 hp 47 (5d10+15 plus 5)
XP 800 Fort +7, Ref +6, Will +4
Type mechanical; Perception DC 20; Disable Device DC 20
Speed 20 ft., climb 20 ft., swim 20 ft.
Trigger location; Reset repair Melee bite +11 (1d6+10 plus grab)
Effect Atk +10 melee (4d6), multiple targets (all targets in a Space 10 ft.; Reach 5 ft.
10-ft. square). Special Attacks breath weapon (30 ft. line of intense light,
3d6 fire damage, Ref DC 15 half), constrict (1d6+10)
TROLLS (8) CR 5 Spell-Like Abilities (CL 13th)
XP 1,600 1/day—prismatic spray (DC 20)
hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
Str 25, Dex 15, Con 16, Int 6, Wis 12, Cha 17
DOMNO THE BRUTE CR 7 Base Atk +5; CMB +13; CMD 25 (can’t be tripped)
XP 1,600 Feats Iron Will, Skill Focus (Perception), Toughness
Male troll warrior 3 (Pathfinder Roleplaying Game Bestiary, Skills Acrobatics +14, Climb +19, Perception +12, Stealth +6, Swim
“Troll”) +19; Racial Modifiers +8 Acrobatics, +4 Perception, +4 Stealth
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; 2308 Old Fortress:
Perception +10 An old stone fort overlooks the river here, its flared towers once
commanding the river with large cannons. The cannons are long since
AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size) removed, but the fort still stands here in good shape. Its primary inhabitants
hp 121 (6d8+3d10+54); regeneration 5 (acid or fire) are three mimic trolls, who dwell in three of the four towers in the filth
Fort +14, Ref +5, Will +5 and decay common to troll lairs. The fourth tower, the living tower as they
call it, houses a large trapper on the bottom floor and a colony of twenty
Speed 30 ft. giant bats on its upper floor, which is shrouded by a permanent darkness
Melee bite +12 (1d8+6), 2 claws +13 (1d6+6) effect. A mimic that still takes the form of a large cabinet dwells in this
Space 10 ft.; Reach 10 ft. darkness, feeding on the bats that grow too old to avoid it. Hidden in this
Special Attacks rend (2 claws, 1d6+9) darkness there is a golden gauntlet (worth 100 gp) that can be used to
create deeper darkness or a blazing sphere of light once per day (CL 10th)
Str 23, Dex 14, Con 23, Int 6, Wis 10, Cha 5 by making a fist and speaking the words “tile” or “krad”.
Base Atk +7; CMB +13; CMD 25 The mimic trolls, Wilke, Staard and Fanth, despise one another, and one
Feats Intimidating Prowess, Iron Will, Power Attack, Skill Focus will almost certainly not come to his brother’s aid until it is too late that
(Perception), Weapon Focus (claw) he might enjoy his brother’s death and strike his killers down when they
Skills Intimidate +12, Perception +10 are at their weakest. All three keep slaves taken by the petty trolls of Little
Languages Giant Rock [Area 3311], using them for menial labor and as a food source in
ALVA AND SOPHELIA CR 4 the winter. All have broken, twisted ankles and have heavy chains running
XP 1,200 from collars to their hands and feet. Among them, in the tower of Fanth,
Female human magus 5 (Pathfinder Roleplaying Game there is an old fighting-man called Connard, a Xanlo river man.
Ultimate Magic, “Magus”) Connard is slowly loosening the stones in his slave pit. This will open
N Medium humanoid (human) into a secret passage (DC 25 Perception check to notice) that runs under
Init +4; Perception +5 the fortress and out into the hills. Ancient foodstuffs, all dried out or rotted
away, fill barrels and casks in this tunnel, and there are about twenty of the
AC 14, touch 14, flat-footed 10 (+4 Dex) strange pellet projectors favored by the ancient men. All of the projectors
hp 27 (5d8 plus 5) (treat as a heavy crossbow that is usable one handed and inflicts 2d6 points
Fort +4, Ref +5, Will +4 of damage) need to be cleaned and oiled to make them operable. There is
a supply of about 300 rounds of ammunition for these weapons, and each
Speed 30 ft. pellet has a 1 in 6 chance of not working. Twenty pellets can be loaded
Melee unarmed strike +4 (1d3+1) into a projector’s magazine at a time. A grey ooze lurks in this secret
Special Attacks spellstrike passage, feeding on rats and other vermin.
26
The troll hills
MIMIC TROLLS (3) CR 6 Languages Common
XP 3,200 SQ armor training 2
CE Large humanoid (giant, shapechanger)
Init +2; Senses darkvision 60 ft., low-light vision, scent; GRAY OOZE CR 4
Perception +8 XP 1,200
hp 50 (Pathfinder Roleplaying Game Bestiary, “Gray Ooze”)
AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
hp 63 (6d8+36); regeneration 5 (acid or fire)
Fort +11, Ref +4, Will +3 2404. Troll Mines:
SR 17 A gang of five gregarious trolls has set up a nice little operation
in the woods around an old clay pit. Slaves are kept in the pit, slaves
Speed 30 ft. who burrow into the clay to retrieve blue kyanites. The trolls decorate
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5) themselves with these stones, making tiny slits in their flesh, inserting
Space 10 ft.; Reach 10 ft. the stone and then permitting the flesh to rapidly heal around it. The trolls
Special Attacks rend (2 claws, 1d6+7) dwell in a cave overlooking the pit, and always have two trolls in the pit
with the slaves and another troll standing guard above. The troll cave has
Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 10 a wide-mouthed entrance that leads to a downward sloping gallery with
Base Atk +4; CMB +10; CMD 22 wide shelves. These shelves are where the trolls keep their sleeping furs
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception) and a few odds and ends (bowls, pestles, etc) carved from stone. Large
Skills Disguise +6, Intimidate +6, Perception +8 wooden clubs are common. A higher cave is home to the trolls’ pets, three
black bears. A lower cave has a small pond fed by water dripping from
Languages Giant
the ceiling. Various stores, including casks of mead and wine, are kept
SQ mimic object
here. The trolls also have a locked iron chest containing 5,100 sp, 1,800
gp and a kyanite worth 800 gp. The chest is trapped with poisonous gas.
Mimic Object (Ex) A mimic can assume the general shape
There are 1d20+15 slaves, most of them witchmen and Xanlo river men.
of any Medium object, such as a massive chest, a stout bed,
They are bedraggled, and many of them show signs of twisted or broken
or a door. The creature cannot substantially alter its size,
limbs. They all wear soiled furs, fire not being permitted in the presence
though. A mimic’s body is hard and has a rough texture, no
of the trolls.
matter what appearance it might present. A mimic gains
a +20 racial bonus on Disguise checks when imitating an
POISON GAS TRAP CR 6
object in this manner. Disguise is always a class skill for a
XP 2,400
mimic.
Type mechanical; Perception DC 25; Disable Device DC 25
TRAPPER CR 8
Trigger touch (opening chest); Reset no reset
XP 4,800
Effect poison cloud (affects all creatures in room; Fort DC 15;
hp 135 (Pathfinder Roleplaying Game Bestiary, “Trapper”)
1d4 Con/2d6 Con)
GIANT BATS (20) CR 2
TROLLS (5) CR 5
XP 600
XP 1,600
hp 21 (Pathfinder Roleplaying Game Bestiary, “Bat, Dire”)
hp 61 (Pathfinder Roleplaying Game Bonus Bestiary, “Troll”)
OLD MIMIC CR 4
COMMON SLAVES CR 1/3
XP 1,200
XP 135
hp 77 (Pathfinder Roleplaying Game Bestiary, “Mimic”)
hp 4 (see Area 1422)
COMMON SLAVES CR 1/3
BLACK BEARS (3) CR 3
XP 135
XP 800
hp 4 (see Area 1422)
hp 32 (see Area 1503)
CONNARD CR 6
XP 2,400 2411 Halflings:
Male human fighter 7 A sloping meadow of sweet grasses and yellow flowers rests very near
N Medium humanoid (human) the river. A dozen burrows belonging to thirty halflings are situated around
Init +2; Perception +7 a small rise strewn with white rocks. The halflings hold their community
meetings on the mound, passing around an old wand of protection from
AC 11, touch 11, flat-footed 10 (+1 Dex) evil (CL 10th, 10 charges) carved from oak with a tip shaped like an
hp 99; currently 9 (7d10+35 plus 7) acorn from halfling to halfling to designate the permitted speaker. The
Fort +10, Ref +4, Will +4; +6 vs. Fear halflings store roots like carrots and turnips in their burrows, which they
Defensive Abilities bravery +2 use to make tarts that are sometimes infused with magic courtesy their
wise woman, Calie. The halflings have a small treasure of finely carved
Speed 30 ft. furniture and some silver and gold ornaments worth a total of 500 gp, but
Melee unarmed strike +10/+5 (1d3+3) probably weighing about 1,000 pounds.
Special Attacks weapon training 1 (heavy blades +1)
HALFLING FARMERS (30) CR 2
Str 17, Dex 14, Con 21, Int 13, Wis 14, Cha 12 XP 600
Base Atk +7; CMB +11 (+13 to sunder); CMD 24 CG male and female halfling commoner 2, expert 1
Feats Cleave, Great Cleave, Improved Sunder, Power AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
Attack, Quick Draw, Vital Strike, Weapon Focus hp 15 (2d6+1d8+3 plus 3)
(greatsword), Weapon Specialization (greatsword) Fort +1, Ref +3, Will +2
Skills Bluff +5, Intimidate +7, Knowledge (local) +5, Melee spear +3 (1d6+1/x3)
Perception +7, Sense Motive +7, Stealth +6 Ranged sling +5 (1d2)
27
hex crawl chronicles
Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 11 ceases, but this extra damage is only half of that dealt
Base Atk +1; CMB +1; CMD 14 during contact (1d8 points of damage). Creatures immune
Gear spear, sling, 15 bullets to acid are unaffected by the acid weird’s pool and take
no damage, though they can still drown if completely
CALIE CR 7 immersed.
XP 3,200 Control Elemental (Ex) Acid weirds can attempt to
N female halfling druid 8 command any outsider with the “Earth” or “Elemental”
AC 15, touch 13, flat-footed 12 subtype that is within 50 feet. The Will save to avoid
hp 50 (8d8+8 plus 8) control has a DC of 21. The save DC is Charisma-based
Fort +8, Ref +5, Will +11 and includes a +4 racial bonus. This effect is similar to the
Melee quarterstaff +6 (1d6) dominate monster spell. The elemental receives a Will save
Spells Prepared (CL 8th; 4/5+1/4+1/4+1/3+1; DC 14 + spell to avoid being commanded. If the save succeeds, that
level; melee touch +6, ranged touch +9) elemental is immune to the control elemental ability of
Domains Animal that acid weird for one day. If the save fails, the elemental
Str 8, Dex 14, Con 13, Int 10, Wis 18, Cha 13 falls under the control of the acid weird and obeys it to the
Base Atk +6; CMB +4; CMD 16 best of its ability until either it or the weird dies. There is no
Gear leather armor, quarterstaff, holy symbol (lucky goblin’s limit to the number of HD of elementals a acid weird can
foot) control using this ability. The range is unlimited though both
the acid weird and the elemental must be on the same
plane of existence; otherwise, the weird loses control of the
2421 Mollie Longshanks: elemental. Acid weirds cannot control other acid weirds
Mollie is a haggard mountain hag with skin the color of coal and hair as using this ability.
black as night. Only her white eyes, iron claws and iron teeth are visible Drown (Ex) If an acid weird pins a grabbed foe, it fully
in the night, when she prefers to hunt. She dwells in a cave – really a crack immerses its victim in its acid pool. A victim completely
in the mountainside – that smells of sulfur. The interior is split into several immersed takes acid damage (see Acid Pool above)
caves radiating from a central cave at different depths. Pools of acrid, and must hold its breath or drown. The victim can hold
acidic water can be found in all of these caves, and an acid weird dwells its breath for a number of rounds equal to twice its
in the deepest cave. The highest cave is home to Mollie, who collects eyes Constitution score. After that, the victim must make a
in glass jars filled with her own urine. The floor of her cave is covered in successful Constitution check (DC 10, +1 per previous
moldering rushes that hide 2d4 giant rats, who serve her loyally. Mollie check) each round to continue holding its breath. If
has left her cave for Little Rock [Area 3311], joining her sisters and their the victim fails a check, it drowns. In the first round,
collective spawn of petty trolls. the victim falls unconscious (0 hp). In the next round,
the creature is dying (–1 hp), and in the third round the
ACID WEIRD CR 8 victim drowns.
XP 4,800 Reform (Ex) When reduced to 0 hit points or less, an acid
CE Large outsider (earth, elemental, extraplanar) weird collapses back into its pool. Four rounds later, it
Init +7; Senses darkvision 60 ft.; Perception +18 reforms at full strength minus any damage taken from water-
based effects or attacks.
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size) Transparency (Ex) An acid weird is effectively invisible in its
hp 95 (10d10+40) acid pool until it attacks.
Fort +10; Ref +6; Will +8
DR 10/bludgeoning; Immune acid, elemental traits GIANT RATS CR 1/3
Weaknesses vulnerability to water XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
Speed 40 ft.
Melee bite +15 (1d8+7 acid plus grab)
Space 10 ft.; Reach 5 ft. 2607 Swamp Trolls:
Special Attacks acid, acid pool, control elemental, drown Fifteen swamp trolls, the sons of Mother Rawbones [Area 2703],
dwell here in a partially submerged house of grey bricks with a severely
Str 21, Dex 17, Con 16, Int 11, Wis 12, Cha 16 peaked roof – a style once favored by the ancient men. A round window
Base Atk +10; CMB +16 (+20 grapple); CMD 29 (can’t be of stained glass that depicts a weird face hidden among marigolds is
tripped) set in the roof, allowing sunlight to filter through and casting weird
Feats Alertness, Improved Initiative, Power Attack, shapes of light on the interior. The trolls hang their goods on wooden
Toughness, Weapon Focus (bite) pegs pounded into the walls, including fur cloaks in dismal condition,
Skills Bluff +16, Intimidate +16, Knowledge (planes) +13, leather satchels containing various items (knives, bone dice, rotting
Perception +18, Sense Motive +18, Stealth +12 meat) and a large, round shield emblazoned with a purple moth. An
Languages Terran, Weirdling iron nail in one wall can be pushed in to open a trapdoor (DC 25
SQ reform, transparency Perception check to notice) beneath the murky waters. It leads to a
submerged cellar holding casks and barrels that once contained ale and
Acid (Ex) Acid weirds are living creatures of elemental acid; salted fish. There is also a large copper box sealed with wax. The box
any successful melee hit deals acid damage and the victim is locked (DC 30 Disable Device to bypass) and contains the body of
must make a successful Reflex save (DC 16) or take an an ancient woman in suspended animation. The woman, Telyth, was a
additional 1d3 acid damage per round for 3 rounds. The save murderess who was hidden in the box by the man who ran this tavern.
DC is Constitution-based. Creatures attacking a acid weird How she came to be preserved is unknown, though the box radiates a
unarmed or with natural weapons take 1d6 acid damage weird, crimson magic that no one can quite identify. Telyth lies in a
and must make a successful Reflex save to avoid taking extra fetal position. She wears a leather cat suit and has three hidden daggers
acid damage as if the weird had hit with its attack. on her person.
Acid Pool (Ex) An acid weird’s pool is a bubbling, churning,
morass of acid. Creatures touching the pool take 2d8 SWAMP TROLLS (15) CR 3
points of acid damage per round of contact. Damage XP 800
from the acid pool continues for 1d3 rounds after contact hp 39 (The Tome of Horrors Complete 614, “Troll, Swamp”)
28
The troll hills
TELYTH CR 9 CLAY MAN CR 3
XP 6,400 XP 800
Female human assassin 5, rogue 5 N Medium construct (shapechanger)
CE Medium humanoid (human) Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
Init +4; Perception +20
AC 18, touch 12, flat-footed 16 (+1 Dex, +1 dodge, +6
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex) natural)
hp 58 (5d8+5d8+10 plus 10) hp 42 (4d10+20)
Fort +4, Ref +11, Will +4; +2 vs. poison Fort +1, Ref +2, Will +3
Defensive Abilities evasion, improved uncanny dodge, DR 5/adamantine; Immune bludgeoning damage,
poison use, trap sense +1 construct traits
29
hex crawl chronicles
ground. The door cannot be opened – the hinges no longer work – but
it can be shattered with blows from maces or hammers. The interior of 3002 Hunting Party:
the place is very cold, and seems to be coursing with static electricity A party of five elves in resplendent livery and gleaming mail has ridden
that raises one’s hair and causes painful shocks when one person touches down from the north seeking the villain Archest, who stole the heart of
another. The coffin holds the body of a woman, only 5’2” tall, in silvery an elf maiden as well as the silver trumpet of her father, Lord Cunobellis.
robes. The elf knights are Beriam, Cayce, Gondre, Gwiel and Seveen. All ride
The lid of the coffin can be lifted off. When this is done, the body turns chargers and are armed with swords, lances and longbows. Their retinue
out to be a beautiful maiden in the full flower of youth. The woman has consists of a company of elf longbowmen on riding horses and a dozen
pale skin and dark red lips. Her eyes, which slowly open, are brilliant green cooshee to track down the scoundrel, who may be stuck in a tree in [Area
and her auburn locks reach to her knees. The maiden’s name is Iavanie. 1711].
She claims to have been the daughter of a blue savant who foresaw the
destruction of the great city, Thett, and placed her in this magical coffin to COOSHEE (12) CR 2
preserve her. This is completely true, but the woman is not all she seems. XP 600
She is a carrier of the blue plague but unaffected by it. More importantly, hp 22 (The Tome of Horrors Complete 114, “Cooshee”)
she is like a psychic beacon for the remaining blue savants that lurk in
Thett and throughout the Troll Hills. ELVEN ARCHERS (12) CR 3
XP 800
Glass Doors: 1/2 in. thick; Hardness 5; hp 10; Break (DC 20) CG male elf fighter 4
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
IAVANIE CR 4 hp 50 (7d10 plus 7)
XP 1,200 Fort +4, Ref +5, Will +1; +2 vs. enchantment
hp 22 (see Area 1203) Melee longsword +5 (1d8+1/19–20)
Ranged mwk longbow +9 (1d8+2/x3)
TROLLS (6) CR 5 Str 13, Dex 18, Con 10, Int 13, Wis 11, Cha 12
XP 1,600 Base Atk +4; CMB +5; CMD 19
hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”) Combat Gear Elven chainmail , masterwork longbow, 20
arrows, longsword
FUR TRAPPERS (6) CR 1/2 Str 12, Dex 17, Con 11, Int 16, Wis 11, Cha 15
XP 200 Base Atk +7; CMB +8; CMD 21
Male human ranger 1 Feats Dodge, Mobility, Point Blank Shot, Precise ShotB, Scribe
CN Medium humanoid (human) ScrollB, Shot on the Run, Weapon FinesseB, Weapon Focus
Init +1; Perception +4 (longbow)
Skills Diplomacy +7, Fly +11, Intimidate +10, Knowledge
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) (arcana) +11, Knowledge (local) +11, Knowledge (planes)
hp 7 (1d10+2 plus 1) +11, Perception +5, Ride +8, Sense Motive +8, Spellcraft +11
Fort +4, Ref +3, Will +0 Languages Common, elven, goblin, orc, sylvan
SQ Arcane bond (elven curve blade)
Speed 30 ft. Gear Elven chainmail, masterwork elven curve blade,
Melee longsword +2 (1d8+1/19–20) masterwork longbow, 20 arrows, masterwork lance
Ranged short bow +19 (1d6/x3) LADY SEVEEN CR 11
Special Attacks favored enemy (animal +1) XP 12,800
Female elf ranger 2, wizard 5, eldritch knight 5
Str 13, Dex 13, Con 14, Int 8, Wis 10, Cha 8 CG Medium humanoid (elf)
Base Atk +1; CMB +2; CMD 13 Init +9; Senses low-light vision; Perception +15
Feats Point Blank Shot, Weapon Focus (longsword)
Skills Climb +1, Knowledge (geography) +3, Knowledge AC 24, touch 16, flat-footed 18 (+8 armor, +5 Dex, +1 dodge)
(nature) +3, Perception +4, Stealth +5, Survival +4, Swim +5 hp 77 (2d10+5d6+5d10+12 plus 12)
Languages Common Fort +8, Ref +11, Will +9; +2 vs. Enchantment
SQ track, wild empathy (+0) Immune sleep
Gear leather armor, long sword, shortbow, 5 arrows
Speed 30 ft.
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The troll hills
Melee +2 elven curve blade +16/+11 (1d10+4/18–20) or mwk This sword is a +2 longsword that can project a prismatic sphere 1/day
lance +13 (1d8+2/x3) (CL 18th). The now animated statue wields the blade expertly and must
Special Attacks favored enemy (orcs +1), hand of the be defeated in combat to claim the prize.
apprentice (+13 to hit, 7/day)
Wizard Spells Prepared (CL 9th; 4/5/5/4/3/1; DC 14 + spell STATUE 1 — What devours words day and night, but learns nothing?
level; melee touch +11, ranged touch +14) A: A bookworm
STATUE 2 — As sharp as any spear, when I speak, warriors gather.
Str 14, Dex 21, Con 12, Int 18, Wis 16, Cha 18 What am I? A: A horn
Base Atk +9; CMB +11; CMD 16 STATUE 3 — I wrestle with maids and queens that I may feed their
Feats Combat Casting, Dodge, Improved Critical, Improved husbands. What am I? A: Bread dough.
Initiative, Mobility, Quick DrawB, Scribe ScrollB, Silent SpellB, STATUE 4 — I don’t bite a man lest he bite me first, and bite me they
Weapon FinesseB do. What am I? A: An onion or garlic
Skills Diplomacy +11, Intimidate +14, Knowledge (arcana) STATUE 5 — My neck is curved, my spine straight and I sing from my
+15, Knowledge (geography) +14, Knowledge (nature) +14, sides. What am I? A: A harp.
Perception +15, Ride +15, Sense Motive +10, Spellcraft +15,
Stealth +11, Survival +13 ANIMATED STATUE CR 8
Languages Abyssal, Common, Elven, Goblin, Orc, Sylvan XP 4,800
SQ Arcane bond (+2 elven curveblade), track, wild N Medium construct (Pathfinder Roleplaying Game Bestiary,
empathy (+6) “Animated Object”)
Gear +2 elven chainmail, +2 elven curve blade, spellbook Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
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hex crawl chronicles
Kaith, Swanan and Evelic. She claims to have lived here for 40 years, Vital Strike, Weapon Focus (longbow), Weapon Focus
buying off the local trolls with her gin, made from juniper berries and (longsword)B
considered the best from Xanlo to Crescentium. The woman and her sons Skills Fly +19, Intimidate +18, Knowledge (arcana) +22,
dwell in an old gristmill made of weathered grey stone and situated next to Knowledge (local) +22, Knowledge (planes) +22, Perception
a river. The old mill wheel still turns, though they’ve disconnected it from +14, Sense Motive +14, Spellcraft +22
the millstone. The boys sleep downstairs on straw, their mother in the loft. Languages Common, elven, goblin, orc, sylvan
Four oak casks of gin sit in one corner waiting for folks from down south SQ Arcane bond (+2 giant bane longsword)
or up north to make the trek inland and cart them away. A large, locked Gear +3 chain shirt, +2 giant bane longsword, +1 seeking
chest in Fanglyn’s loft, hidden under a pile of quilts and other odds and longbow, 20 +1 arrows, spellbook
ends holds 416 sp and 912 gp. There is also a small root cellar that holds
baskets of juniper berries, dried or drying herbs, pickled roots and about a PIXIES (12) CR 4
dozen pixies trapped in jars and kept docile by the inclusion of marigolds, XP 1,200
which act as a depressant on the fey. One wonders what Fanglyn has in hp 18 (Pathfinder Roleplaying Game Bestiary, “Pixie”)
store for the pixies.
32
The troll hills
33
hex crawl chronicles
a wide stance). The cockatrice’s treasure includes three petrified robbers, 3/day—alter self, fog cloud
2,140 sp, 2,000 gp and a green, metallic rod that, when tapped against any
surface returns the person to the room and frees them from the hold effect Str 28, Dex 12, Con 23, Int 10, Wis 16, Cha 16
of the metal disc. The rod does not travel with them. Base Atk +14; CMB +24 (+26 to bull rush, +28 to grapple);
CMD 35 (37 vs. bull rush)
COCKATRICE CR 3 Feats Alertness, Awesome Blow, Blind-Fight, Great Fortitude,
XP 800 Improved Bull Rush, Intimidating Prowess, Power Attack, Vital
hp 27 (Pathfinder Roleplaying Game Bestiary, “Cockatrice”) Strike
Skills Bluff +11, Diplomacy +11, Intimidate +20, Knowledge
[D] This room is comfortably decorated, with thick rugs on the floor, (local) +7, Perception +16, Sense Motive +13, Stealth +15,
oak paneled walls, numerous chairs and couches. One chair, a wooden, Survival +14
throne-like chair, is set against a wall. Anyone sitting on this chair causes Languages Common, Giant
the wall to rotate the person into the adjacent room, leaving an identical SQ rage (22 rounds), rage power (no escape, strength surge)
chair on the other side. The chair/wall trap is only one way; sitting on it in
the room with the trapdoor does not make the wall rotate again. The only PEGGY BLACKTEETH (WHILE RAGING)
way the wall rotates is when somebody sits on the chair currently in [D]. AC 22, touch 8, flat-footed 21 (+1 Dex, +14 natural, –2 rage,
Unfortunately, the chair has a secondary effect. Anyone sitting on it must –1 size)
pass a DC 15 Fortitude save or have all of the metal they are holding turn hp 214 (7d10+7d12+112 plus 7)
to lead. This ruins magical items and makes metal armor four times as Fort +17, Ref +8, Will +12
heavy and so soft that its armor value is reduced by half. The secondary Melee bite +24 (1d6+11) and 2 claws +24 (1d6+11 plus grab)
effect is caused by a pressure plate on the chair that can be disabled by Special Attacks rage power (knockback), rend (2 claws,
jamming a couple coins into the seams around it (DC 20 Disable Device 2d6+16)
check). Str 32, Dex 12, Con 27, Int 10, Wis 16, Cha 16
Base Atk +14; CMB +26 (+28 to bull rush, +30 to grapple);
[E] This room is empty, with stained walls and a floor covered in grit. Its CMD 37 (39 vs. bull rush)
main inhabitant is a man with bluish skin. He wears dark, soiled clothes Skills Intimidation +22
and has long hair that covers his face. Beneath that hair he has glassy
eyes and a mouth that appears to have a lower lip but no upper lip – just MOLLIE LONGSHANKS CR 13
tiny teeth peeking out from beneath a long nose. He is holding a puppy XP 25,600
and sitting on the floor, rocking back and forth. The puppy is actually a Female green hag witch 9 (Pathfinder Roleplaying Game
figment of this blue savant’s imagination, an imagination he can make Bestiary, “Green Hag”; Pathfinder Roleplaying Game
manifest within a 30 ft. radius. In effect, this works like a minor image Advanced Player’s Guide, “Witch”)
spell, once per round. This blue savant walks with a limp. He has a key CE Medium monstrous humanoid
ring on his belt that opens many doors in the ruined blue city [Area 1507]. Init +2; Senses darkvision 90 ft.; Perception +15
BLUE SAVANT CR 4 AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
XP 1,200 hp 110 (9d10+9d6+21)
hp 52 (see Area 1203) Fort +7, Ref +11, Will +13
SR 21
[F] This is the chamber of the three hags. They keep individual
sleeping chambers behind the soiled curtains that block the outer rooms Speed 30 ft., swim 30 ft.
(except in the room with the trapdoor, where they maintain six petty Melee 2 claws +17 (1d4+4 plus weakness)
trolls as guards). In their own chamber they keep a collection of mirrors Special Attacks hex (charm, DC 16), hex (disguise, 9 hours/
and polished steel shields. Each one, when concentrated on by the hags, day), hex (flight, 9 minutes/day), hex (slumber, DC 16), ward
shows a different scene through a hag eye that has been placed somewhere (+3)
important by their servants. One eye overlooks the witchman camp at Spell-Like Abilities (CL 9th)
[Area 3722]. Others have been carried as far away as Crescentium and Constant—pass without trace, tongues, water breathing
Xanlo. The hag treasure consists of 19,160 sp, 3,500 gp, a barrel holding At will—alter self, dancing lights, ghost sound (DC 15),
14 pounds of saffron (worth 15 gp per pound), a potion of levitation and a invisibility, pyrotechnics (DC 17), tree shape, whispering wind
jump of unworked jade worth 105 gp. Spells Prepared (CL 9th; 4/6/5/4/3/2; DC + 15 spell level, DC
16 + spell level for necromancy; melee touch +17, ranged
PEGGY BLACKTEETH CR 12 touch +15)
XP 19,200
Female annis hag barbarian 7 (Pathfinder Roleplaying Str 18, Dex 15, Con 12, Int 15, Wis 13, Cha 20
Game Bestiary 3, “Annis Hag”) Base Atk +13; CMB +17; CMD 29
CE Large monstrous humanoid Feats Accursed Hex#, Alertness, Blind-Fight, Combat Casting,
Init +1; Senses darkvision 60 ft.; Perception +16 Deceitful, Great Fortitude, Improved Share Spells*, Skill
Focus (Spellcraft), Spell Focus (necromancy), Uncanny
AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, -1 size) Concentration#
hp 186 (7d10+7d12+84 plus 7) Skills Bluff +17, Disguise +17 (+27 with hex), Fly +15,
Fort +15, Ref +8, Will +10 Knowledge (arcana) +15, Perception +15, Sense Motive +13,
Defensive Abilities improved uncanny dodge, trap sense +2; Spellcraft +18, Stealth +17, Swim +17, Use Magic Device +18
DR 10/bludgeoning, 1/—; SR 22 Languages Aklo, Common, Giant
SQ familiar (Boj-Bwehn, toad), mimicry
Speed 50 ft. #
Pathfinder Roleplaying Game Ultimate Magic
Melee bite +22 (1d6+9) and 2 claws +22 (1d6+9 plus grab) *
Pathfinder Roleplaying Game Advanced Player’s Guide
Space 10 ft.; Reach 10 ft.
Special Attacks rage power (knockback), rend (2 claws, BOJ-BWEHN, TOAD FAMILIAR CR —
2d6+13) XP —
Spell-Like Abilities (CL 7th) NE Diminutive magical beast
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The troll hills
Init +1; Senses low-light vision, scent; Perception +18 dawn. The sleeper suffers tormenting dreams and takes 1
point of Constitution drain upon awakening. Only another
AC 20, touch 15, flat-footed 19 (+1 Dex, +5 natural, +4 size) ethereal being can stop these nocturnal intrusions by
hp 55 (9d8–18) confronting and defeating the night hag.
Fort +4, Ref +10, Will +14 Heartstone (Su) All night hags carry a heartstone—a special
Defensive Abilities improved evasion gemstone worth at least 1,800 gp that is worn as a periapt.
A heartstone’s magic is fueled by the hag’s spirit and
Speed 5 ft. proximity—once separated from its owner (or upon the
Melee touch +8 (by spell) hag’s death), a heartstone retains its magic for only 24 hours
Special Attacks deliver touch spells before becoming a nonmagical gem again. The heartstone
Space 1 ft.; Reach 0 ft. instantly cures any disease contracted by the holder. In
addition, a heartstone provides a +2 resistance bonus on
Str 1, Dex 12, Con 6, Int 10, Wis 15, Cha 6 all saving throws (this bonus is included in the statistics block
Base Atk +13; CMB +14; CMD 25 (29 vs. trip) above). A night hag that loses this charm can no longer
Feats Skill Focus (Perception) use etherealness or soul bind until it finds a replacement
Skills Bluff +8, Disguise +8, Fly +17, Knowledge (arcana) +10, gemstone.
Perception +18, Sense Motive +12, Spellcraft +10, Stealth #
Pathfinder Roleplaying Game Ultimate Magic
+30, Swim +17, Use Magic Device +8; Racial Modifiers +4
Stealth PORCUS THE MIGHTY, PIG FAMILIAR CR —
SQ empathic link, improved share spells, speak with animals XP —
(amphibians), speak with master NE Small magical beast
Init +1; Senses low-light vision, scent; Perception +6
FAT ANYA CR 14
XP 38,400 AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
Female night hag witch 5 (Pathfinder Roleplaying Game hp 61 (5d8+10)
Bestiary, “Night Hag”; Pathfinder Roleplaying Game Fort +12, Ref +6, Will +13
Advanced Player’s Guide, “Witch”) Defensive Abilities improved evasion
NE Medium outsider (evil, extraplanar)
Init -1; Senses darkvision 120 ft.; Perception +21 Speed 40 ft.
Melee bite +4 (1d8+4)
AC 20, touch 9, flat-footed 20 (-1 Dex, +11 natural) Special Attacks deliver touch spells
hp 122 (8d10+5d6+78)
Fort +15, Ref +4, Will +15 Str 11, Dex 12, Con 15, Int 8, Wis 13, Cha 4
DR 10/cold iron and magic; Immune charm, cold, fear, fire, Base Atk +10; CMB +12; CMD 22 (29 vs. trip)
sleep; SR 26 Feats Great Fortitude
Skills Bluff +7, Diplomacy +7, Disguise +7, Intimidate +8, Fly
Speed 30 ft. +11, Knowledge (arcana) +7, Knowledge (planes) +10,
Melee 2 claws +15 (1d4+5) and bite +15 (2d6+5 plus disease) Perception +13, Sense Motive +14, Spellcraft +8
Special Attacks dream haunting, hex (evil eye, DC 16, 7 SQ empathic link, evolutions (bite, improved damage),
rounds), hex (slumber, DC 16), improved share spells, speak with master
Spell-Like Abilities (CL 8th; concentration +15)
Constant—detect chaos, detect evil, detect good, detect PETTY TROLLS (6) CR 4
law, detect magic XP 1,200
At will—deep slumber (DC 17), invisibility, magic missile, ray CE Medium humanoid (giant)
of enfeeblement (DC 15) Init +6; Senses darkvision 60 ft., low-light vision, scent;
At will (with heartstone)—etherealness, soul bind Perception +4
Witch Spells Prepared (CL 5th; 4/4/3/2; DC + 14 spell level;
melee touch +15, ranged touch +9) AC 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5
natural)
Str 21, Dex 9, Con 22, Int 18, Wis 16, Cha 19 hp 57 (5d8+20 plus 5); regeneration 3 (fire or acid)
Base Atk +10; CMB +15; CMD 24 Fort +8, Ref +7, Will +0
Feats Ability Focus (demon fever), Alertness, Brew Potion,
Combat Casting, Deceitful, Evolved Familiar (bite, improved Speed 30 ft.
damage) # Melee 2 claws +6 (1d4+2) and bite +5 (1d6+2)
Skills Bluff +17, Diplomacy +17, Disguise +17, Intimidate +15, Special Attacks rend (2 claws, 1d4+3)
Fly +9, Knowledge (arcana) +12, Knowledge (planes) +15,
Perception +21, Ride +10, Sense Motive +19, Spellcraft +17 Str 15, Dex 16, Con 18, Int 6, Wis 9, Cha 6
Languages Abyssal, Celestial, Common, Infernal Base Atk +3; CMB +5; CMD 18
SQ change shape (any humanoid, alter self), familiar, Feats Power Attack, Toughness, Weapon Focus (claw)
heartstone, hex (healing, 2d6+5) Skills Climb +10, Perception +4
Languages Giant
Disease (Su) Demon Fever: Bite—injury; save Fort DC Gear leather armor
22; onset immediate; frequency 1/day; effect 1d6 Con
damage (target must save a 2nd time or 1 point of the
damage is drain instead); cure 2 consecutive saves. The 3313 Wrecked Ship:
save DC is Constitution-based. A keelboat has been driven ashore here by an attack from the petty trolls of
Dream Haunting (Su) A night hag can visit the dreams of Little Rock [Area 3311]. The upper portions of the keelboat have been smashed,
chaotic or evil targets by using a special periapt known as but the hull is still seaworthy. The only man to escape dragged himself into the
a heartstone to become ethereal, then hovering over the bushes before he died. He wears sailor’s garb and has a short sword gripped in
creature. Once it does so, it rides on the victim’s back until his leathery hand. A pouch at his belt holds a brass compass, a love note from his
wife in Xanlo and a plug of good tobacco. The ship carries four bales of cotton
35
hex crawl chronicles
in the hold, with a single gold bar (worth 10 gp) hidden in one of the bales. A melee touch +2, ranged touch +3)
scrag lurks beneath the boat, waiting for curious adventurers to fall into his trap. Str 8, Dex 11, Con 11, Int 17, Wis 10, Cha 7
The scrag descends from Black Bess [Area 1510]. Base Atk +3; CMB +2; CMD 12
Other Gear yellow robes, unholy symbol
SCRAG CR 5
XP 1,600 QUITH, CULT LEADER CR 13
hp 61 (Pathfinder Roleplaying Game Bestiary, “Troll”) XP 25,600
Female human fighter 1, wizard 5, eldritch knight 8
NE Medium humanoid (human)
3418 Yellow Hoods: Init +2; Perception +14
The witchmen are given to collecting gods and philosophies as some
people collect bottle caps. As each new idea passes before them, they AC 17, touch 12, flat-footed 14 (+5 armor, +2 Dex)
conceive of its absolute brilliance and profess this brilliance to any who hp 77 (1d10+5d6+8d10 plus 14)
will listen. A few months or years pass and they have discovered some Fort +7, Ref +6, Will +7
new scheme for ordering the universe. So it is with the Yellow Hoods,
who have come to the Troll Hills to purify it of both trolls and men. As the Speed 30 ft.
universe must be destroyed that it may be made again, so the Troll Hills, Melee +2 nine lives stealer +16/+11/+6 (1d8+4/17–20)
the source of all life, must be purged of life that life may be recreated in a Ranged +1 light crossbow +15/+10/+5 (1d8+1/19–20)
more perfect form (as defined by the Yellow Hoods). Special Attacks hand of the apprentice (+16 to hit, 8/day)
The village houses 350 witchmen – an astounding number given how Wizard Spells Prepared (CL 12th; 4/6/5/5/4/4/2; DC 15+ spell
dangerous the Troll Hills are and the inland location of the village. Its level; melee touch +13, ranged touch +13 )
safety is guaranteed by the presence of a powerful cabal, led by Quith,
a devious little man with long fingers, a pleasant mustache and eyes that Str 15, Dex 14, Con 11, Int 20, Wis 11, Cha 17
never seem to lock on to anything, but rather caress everything within Base Atk +11; CMB +13; CMD 25
sight, searching for the root and the weak spot. Feats Combat Casting, Greater Spell Penetration, Improved
The villagers are mostly farmers and shepherds. Their village consists Critical (longsword)B, Improved Vital Strike, Point Blank
of wood and brick buildings (the bricks are manufactured on site) clustered Shot, Precise Shot, Quick Draw, Scribe ScrollB, Skill Focus
around a central square that contains a well. The well is carved to look as (diplomacy), Spell PenetrationB, Vital Strike, Weapon Focus
though a grey dragon curls around it. Stepping on the dragon’s tongue (light crossbow)B, Weapon Focus (longsword)B
releases the lock on a trapdoor disguised as a group of paving stones Skills Diplomacy +23, Intimidate +18, Knowledge (arcana)
(DC 20 Perception check to notice the trapdoor, DC 25 Disable Device to +22, Knowledge (local) +22, Knowledge (religion) +22,
bypass). The click is audible if there is complete silence, but the location Perception +14, Sense Motive +14, Spellcraft +22
of the paving stones is known only to the villagers. Beneath the trapdoor Languages Common
there is a series of galleries and catacombs filled with the boiled bones of SQ Arcane bond (nine lives stealer)
hundreds of humanoids, from halfling to troll size. A simple stone altar Gear +1 chain shirt, nine lives stealer, +1 light crossbow, 20
provides a place for ritual killings, though most of the bones originated on +1 bolts, spellbook
hunts carried out by the cultists on horseback.
The cult numbers 30 individuals in all, including Quith’s five
lieutenants. When on the hunt or in their hidden temple they wear yellow 3503 Shrine of Old Man River:
robes and pointed hoods that cover their faces. They arm themselves with Old Man River is the name given to the spirit of the Great River,
light crossbows and maces. Each cultist, when they join, has their left hand worshipped by the trolls and nixies who live in its waters, and by the river
removed with the stroke of a sword while drinking a thick, black liquid. merchants and Xanlo river men who depend on it for their livelihoods.
Within days, their hand regrows, but the flesh is as black as pitch and the The shrine is a ghostly dome situated under the river, the top carved in the
touch of the hand allows a cultist to use energy drain 3/day (1 level, DC 15). visage of an old man with a wild beard and head and unblinking eyes. One
can enter the building via arched doorways on the north and south faces
CULTISTS (25) CR 2 of the dome, doorways that look like that same bearded face, but with
XP 600 mouths stretched inhumanly to swallow up visitors.
NE male and female human cleric 2 Fortunately, one need not be able to breathe water to enter the shrine.
AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield) Praying above the shrine in a boat and dropping a gift of seven silver coins
hp 10 (2d8 plus 2) wrapped in a parcel of white cloth tied by a black ribbon, calls the shrine
Fort +3, Ref +0, Will +6 to the surface with an explosion of bubbles. The shrine only remains
Melee light mace +2 (1d6+1) above the water for one hour, so one must be quick to avoid the possibility
Ranged light crossbow +1 (1d8//19–20) or touch +1 (by spell) of drowning. Inside the entrances one finds a narrow stairway that follows
Special Attacks energy drain (3/day, 1 level, DC 15) the curve of the dome and ends in a thick, bronze door covered with a
Spells Prepared (CL 2nd; 4/3+1; DC 13 + spell level; melee layer of verdigris. The stairway from the north entrance goes clockwise
touch +2, ranged touch +1) while the other goes counterclockwise.
Domains Destruction, Repose The doors open on a dome within a hemispherical chamber dominated
Str 13, Dex 10, Con 11, Int 11, Wis 16, Cha 11 by an idol of a muscular old man that appears to be made from water.
Base Atk +1; CMB +2; CMD 12 The idol is, in fact, the genius loci of the river, a living mass of water that
Combat Gear Chainmail, light mace, light crossbow, 10 can assume any shape it likes. It stands in a pool of water about 15 ft. in
bolts; Other Gear yellow robes, unholy symbol. diameter and 10 ft. deep, the pool being just another part of the creature.
The creature stands 30 ft. tall and is about 7 to 8 ft. broad. Three small
CULT LIEUTENANTS (5) CR 6 bull sharks swim within him.
XP 2,400 There is only one priest of Old Man River, at least in this shrine, a
NE male and female human wizard 7 nixie named Magda. Magda has been dominated by the creature, and
AC 10, touch 10, flat-footed 10 allows it to access her intellect. Without a dominated subject, Old Man
hp 30 (7d6 plus 7) River has no intelligence of its own. The nixie’s own repulsion at the
Fort +2, Ref +2, Will +5 sight of men and trolls has made the river angry with these creatures.
Melee unarmed strike +2 (1d3–1) When seven witchmen entered the temple to win the river over to their
Special Attacks energy drain (3/day, 1 level, DC 15) side, they discovered this wrath. They are now prisoners inside crystalline
Wizard Spells Prepared (CL 7th; 4/5/4/3/1; DC 13 + spell level; tubes that line the inner sanctum, tormented by the river and its priest. Six
36
The troll hills
additional tubes remain empty. Within the pool of Old Man River there is Str 28, Dex 25, Con 28, Int 23, Wis 24, Cha 31
an accumulated treasure of 14,100 gp and a golden flagon worth 800 gp. Base Atk +24; CMB +37 (+39 to bull rush and overrun); CMD
55 (57 vs. bull rush and overrun)
BULL SHARKS (3) CR 2 Feats Alertness, Combat Casting, Combat Reflexes, Dodge,
XP 600 Great Fortitude, Improved Bull Rush, Improved Initiative,
hp 20 (Pathfinder Roleplaying Game Bestiary, “Shark”) Improved Bull Overrun, Iron Will, Lightning Reflexes, Power
Attack, Two-Weapon Fighting
MAGDA THE NIXIE CR 1 Skills Acrobatics +31 (+39 when jumping), Bluff +37,
XP 400 Diplomacy +34, Heal +34, Intimidate +34, Knowledge
hp 9 (Pathfinder Roleplaying Game Bestiary 3, “Nixie”) (geography) +33, Knowledge (nature) +33, Perception +38,
Sense Motive +38, Spellcraft +33, Stealth +22, Survival +31,
WITCHMEN (7) CR 4 Swim +17
XP 1,200 Languages Aquan, Common; speak with animals, speak
Male human magus 5 (Pathfinder Roleplaying Game with plants, stone tell, telepathy 300 ft.
Ultimate Magic, “Magus”) SQ infused quarterstaff, manipulate terrain, merge with
N Medium humanoid (human) ward, ward (region)
Init +4; Perception +5
Infused Quarterstaff (Su) Any quarterstaff Old Man River wields
AC 14, touch 14, flat-footed 10 (+4 Dex) functions as a +5 quarterstaff (unless the quarterstaff already
hp 27 (5d8 plus 5) has a greater enhancement bonus). If Old Man River is within
Fort +4, Ref +5, Will +4 its regional ward, he can create a Gargantuan quarterstaff
out of the surrounding terrain as a standard action.
Speed 30 ft. Manipulate Terrain (Su) Old Man River can help any number
Melee unarmed strike +4 (1d3+1) of creatures travel within his territory. Creatures aided in this
Special Attacks spellstrike way receive a +10 bonus on Survival checks and do not
Spells Prepared (CL 5th; 4/5/3, DC 13 + spell level; melee suffer reductions to overland movement from terrain or lack
touch +4, ranged +7) of a highway or other roadway, regardless of the presence
2nd—none prepared of roads or the type of terrain they actually travel through.
1st—none prepared Alternatively, Old Man River can make terrain more difficult
0—none prepared for any number of creatures to travel through, imparting
a –10 penalty on all Survival checks and causing overland
Str 13, Dex 19, Con 11, Int 16, Wis 11, Cha 11 movement to be reduced to one-tenth its normal speed.
Base Atk +3; CMB +4; CMD 18 Old Man River can affect as many creatures as he wishes
Feats Combat Casting, Scribe Scroll, Weapon Focus with this ability, selecting whether it aids or impedes travel
(longsword) for each, as long as he can notice the creature and the
Skills Fly +12, Knowledge (arcana) +11, Knowledge (local) creature is within his regional ward. Old Man River may use
+8, Perception +5, Spellcraft +11, Use Magic Device +8 this ability while merged with his ward.
Languages Common Ward (Su) Old Man River treats the entire river as his ward,
SQ Arcane pool (5, +2 weapon), magus arcana (wand with a maximum radius of 5 miles. No region with a radius
wielder), spell recall smaller than 1 mile radius can support (or deserves) Old Man
River. As long as he is within his territory (either merged with
OLD MAN RIVER (JINUSHIGAMI) CR 20 it or in his physical form), Old Man River can observe the
XP 307,200 world from any point within his regional ward as if he were
N Gargantuan outsider (kami, native, water) (Pathfinder at that point. While merged with his ward, he can observe
Roleplaying Game Bestiary 3, “Kami Jinushigami”) all points simultaneously in this way. As a standard action,
Init +11; Senses darkvision 60 ft., tremorsense 60 ft., true he can convey information about a creature within his ward
seeing; Perception +38 (effectively imparting a description and exact location) to
all kami within his regional ward.
AC 34, touch 14, flat-footed 26 (+7 Dex, +1 dodge, +20
natural, –4 size)
hp 348 (24d10+216); fast healing 20 3514 Smuggler’s Pit:
Fort +25, Ref +17, Will +23 This hex contains a wooden trapdoor hidden beneath a covering
DR 15/cold iron and bludgeoning; Immune bleed, mind- of leaves and twigs (DC 15 Perception check to notice). The trapdoor
affecting effects, petrification, polymorph; Resist acid 10, is situated next to an oak tree that has been split by lightning. The pit
electricity 10, fire 10; SR 31 contains a variety of contraband. Roll 1d6 three times on the following
table to determine the contents. There is a 3 in 6 chance that 1d8+6
Speed 50 ft., swim 60 ft. smugglers are nearby.
Melee +5 quarterstaff +30/+25/+20/+15 (3d6+14) or +5 Roll Contraband
quarterstaff +30 (3d6+9) and 2 slams +29 (2d10+9)
Space 20 ft.; Reach 20 ft. 1 1d10 pounds of cloves (worth 15 gp per pound)
Spell-Like Abilities (CL 20th; concentration +30) 2 2d6 mink pelts (worth 10 gp each)
Constant—true seeing, speak with animals, speak with
plants, stone tell
3 2d8 rolled cigars (worth 10 gp each)
At will—bless/curse water, create water, detect thoughts DC 4 3d6 pounds of silver (worth 1 gp per pound)
22, greater teleport (self only, only within the boundaries of
5 2d20 bear skins (worth 5 gp each)
its ward), rusting grasp, warp wood
3/day—control water, control weather, heal, repel metal or 6 2d20 pounds of pepper (worth 2 gp per pound)
stone, summon nature’s ally IX 7 1d12 wine barrels (30 gal. each, worth 10 gp each)
1/day—true resurrection
8 2d10 pounds of salt (worth 5 gp per pound)
37
hex crawl chronicles
SMUGGLERS CR 2 a large barn. The witchmen here are a rangy lot, the women wild eyed and
XP 400 disheveled, the men tall and slightly misshapen. Besides their cattle and crops,
Male human rogue 3 they raise wolfhounds and hunt in the woods with them. The unofficial leader
CN Medium humanoid of the village is an old woman named Danasta, who some claim has made
Init +3; Perception +6 pacts with dark things in the woods, or maybe the trolls who dwell in the river.
In either event, the Tevalar elves in [Area 3816] leave them alone.
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (3d8+3) WITCHMEN CR 4
Fort +2, Ref +6, Will +1 XP 1,200
Defensive Abilities evasion, trap sense +1 Male and female human magus 5 (Pathfinder Roleplaying
Game Ultimate Magic, “Magus”)
Speed 30 ft. N Medium humanoid (human)
Melee dagger +3 (1d4+1/19–20) Init +2; Perception +5
Ranged shortbow +5 (1d6/x3) or dagger +5 (1d4+1/19–20)
Special Attacks sneak attack +2d6 AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 22 (5d8 plus 5)
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8 Fort +4, Ref +3, Will +4
Base Atk +2; CMB +3; CMD 16
Feats Deft Hands, Skill Focus (Bluff), Stealthy Speed 30 ft.
Skills Acrobatics +9, Appraise +8, Bluff +8, Climb +9, Disable Melee unarmed strike +3 (1d3)
Device +13, Disguise +5, Escape Artist +11, Knowledge (local) Special Attacks spellstrike
+8, Perception +6, Sleight of Hand +11, Stealth +11, Swim +7 Magus Spells Prepared (CL 5th; 4/5/3; melee touch +3,
Languages Common, Elven, Halfling ranged touch +5)
SQ rogue talent (black market connections), trapfinding +1
Gear leather armor, dagger, shortbow, 20 arrows, Str 11, Dex 14, Con 11, Int 16, Wis 11, Cha 11
masterwork thieves’ tools Base Atk +3; CMB +3; CMD 15
Feats Combat Casting, Scribe Scroll, Weapon Focus
(longsword)
3606 Spawning Pool: Skills Knowledge (arcana) +11, Knowledge (local) +8,
The Great River here forms a small pool of deep, green water that is Perception +5, Spellcraft +11, Use Magic Device +8
used as a spawning pool for the local scrags. The scrags swim here in the Languages Common, Elven, Goblin
spring to mate. The males then move back up or down the river, leaving SQ Arcane pool (5, +2 weapon), magus arcana
the females to gestate and produce their voracious young. The petty trolls (concentrate), spell recall
know to avoid this area in the summer months, as the young scrags, despite
being less powerful than the adults, are more numerous and completely DANASTA CR 9
devoid of fear or reason. Encounters with 1d3 adult scrags occur on a roll XP 6,400
of 1 on 1d6, while, during the summer months, encounters with 3d6 of the Female human fighter 1, wizard 5, eldritch knight 4
young scrags occurs on a roll of 2-3 on 1d6. NE Medium humanoid (human)
Init +2; Perception +14
YOUNG SCRAGS CR 4
XP 1,200 AC 17, touch 12, flat-footed 14 (+5 armor, +2 Dex)
CE Medium humanoid (giant, aquatic) (Pathfinder hp 57 (1d10+5d6+4d10 plus 10)
Roleplaying Game Bestiary “Troll, Scrag”, “Young”) Fort +5, Ref +5, Will +5
Init +4; Senses darkvision 60 ft., low-light vision, scent;
Perception +8 Speed 30 ft.
Melee +1 longsword +10/+5 (1d8+3/19–20)
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural) Ranged +1 longbow +11/+6 (1d8+1/x3)
hp 43 (6d8+36); regeneration 5 (acid or fire, only when in Special Attacks hand of the apprentice (+12 to hit, 8/day)
contact with water) Wizard Spells Prepared (CL 8th; 4/6/4/4/3; DC 15+ spell level;
Fort +9, Ref +6, Will +3 melee touch +9, ranged touch +9)
Speed 20 ft., swim 40 ft. Str 15, Dex 14, Con 11, Int 20, Wis 11, Cha 17
Melee bite +7 (1d6+3)and 2 claws +7 (1d4+3) Base Atk +7; CMB +9; CMD 21
Special Attacks rend (2 claws, 1d4+5) Feats Combat Casting, Greater Spell Penetration, Many
Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot,
Str 17, Dex 18, Con 19, Int 6, Wis 9, Cha 6 Scribe ScrollB, Skill Focus (diplomacy), Spell PenetrationB, Vital
Base Atk +4; CMB +7; CMD 21 Strike, Weapon Focus (light crossbow)B
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception) Skills Diplomacy +23, Intimidate +18, Knowledge (arcana)
Skills Intimidate +6, Perception +8 +22, Knowledge (local) +22, Knowledge (planes) +22,
Languages Giant Perception +14, Sense Motive +14, Spellcraft +22
SQ amphibious Languages Common
SQ Arcane bond (+1 longbow)
SCRAGS CR 5 Gear +1 chain shirt, +1 longsword, +1 longbow, 20 +1 arrows,
XP 1,600 spellbook
hp 61 (Pathfinder Roleplaying Game Bestiary, “Troll”)
38
The troll hills
situated on the northwest corner, the other on the southeast corner. Both AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
towers provide a platform for up to ten soldiers to fire crossbows. hp 34 (3d10+6 plus 3)
The fort was built mainly by the witchmen’s zombie slaves, who have Fort +5, Ref +2, Will +1; +2 vs. Fear
remained to form a company of brutish warriors. Besides the zombies, Melee halberd +7 (1d10+4/x3)
the fort is occupied by a company of crossbowmen in the russet and Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 7
gold livery of Lord Tylias, a renowned scoundrel of Crescentium. Camped Base Atk +3; CMB +4; CMD 15
around the fortress there are three companies of archers, two companies Feats Power Attack, Vital Strike, Weapon Focus (halberd)
of light infantry and one company of heavy infantry. In the nearby river Combat Gear Chain mail, halberd
there are seven galleys crewed by a 12 sailors and 60 oarsmen each.
The fort’s commandant is Yoverus, a tall witchman with blistered ZOMBIES CR 1/2
skin, grey eyes and a mirthless face. He lounges in his office, barking XP 200
orders to his subordinates and entertaining the other captains that have hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
been assembled here. His office and quarters are in a wooden blockhouse.
The fort also contains a zombie pit, barracks and combination armory and WITCHMEN (INCLUDING YOVERIS) CR 4
smithy. Yoverus keeps a locked chest containing 4,450 sp, 1,390 gp in XP 1,200
his quarters, as well as three slave girls from the exotic tribe that inhabits Male and female human magus 5
the Floribunda peninsula far to the southeast. Yoverus decorates his room hp 22 (see Area 3719)
with ten panther skins (worth 15 gp each) and a barrel of 20 pounds of salt
is kept in his chambers under lock and key.
Yoverus has no confidence in this attack, and plans on making a hasty 3803 Crazy Hermit:
retreat with a select band of troops and the fort’s gold when the other There is a forge hidden here in the woods, though the plume of smoke
troops have left for their attack. that rises from it and the clanging of hammer on anvil makes it easy to
locate on most days. The forge is run by a witchman named Gobeth,
CROSSBOWMEN CR 1/2 a burly man with a scruffy white beard and stringy white hair fringing
XP 200 his bald pate. Gobeth mutters to himself the most horrible curses while
N male human fighter 1 he works forging chains – though they are chains one cannot see unless
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) they are enraged. When one looks upon the forge with eyes of anger and
hp 7 (1d10+1 plus 1) a thirst for vengeance, they see a great pile of red chains that hiss and
Fort +3, Ref +2, Will +0 spark while the man pounds upon them with his hammer. Gobeth lost
Melee longsword +1 (1d8/19–20) his wife and sons to the trolls and his daughter to a prince among the
Ranged light crossbow +4 (1d10/19–20) Tevalar elves to the northeast. He can command the chains, which are
Str 11, Dex 15, Con 13, Int 10, Wis 10, Cha 10 100 feet long, and plans to use them to work his revenge on the prince.
Base Atk +1; CMB +1; CMD 13 He will accept help on this journey, which is long and perilous, and will
Feats Point Blank Shot, Precise Shot, Weapon Focus (heavy probably pass into the afterlife when his quest is finished, for the crimes
crossbow) committed against him happened 300 years ago, and surely he could not
Combat Gear Chain shirt, long sword, heavy crossbow, 20 have lived that long.
bolts
GOBETH CR 4
LONGBOWMEN CR 2 XP 1,200
XP 600 Male human magus 5 (Pathfinder Roleplaying Game
N male human fighter 3 Ultimate Combat, “Magus”)
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) CN Medium humanoid (human)
hp 28 (3d10+6 plus 3) Init +2; Perception +5
Fort +5, Ref +3, Will +1; +2 vs. Fear
Melee spear +4 (1d8+1/19–20) AC 14, touch 14, flat-footed 10 (+4 Dex)
Ranged mwk longbow +7 (1d8/x3) hp 27 (5d8+5 plus 5)
Str 13, Dex 15, Con 14, Int 10, Wis 10, Cha 11 Fort +5, Ref +3, Will +4
Base Atk +3; CMB +4; CMD 16
Feats Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Speed 30 ft.
Weapon Focus (longbow) Melee +1 warhammer +7 (1d8+4/x3)
Combat Gear Leather armor, spear, masterwork longbow, Special Attacks spellstrike
15 arrows Magus Spells Prepared (CL 5th; 4/5/2; melee touch +6,
ranged touch +5)
LIGHT INFANTRY CR 1/2 Special Attacks command chains
XP 200
N male human fighter 1 Str 16, Dex 14, Con 13, Int 15, Wis 10, Cha 11
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield) Base Atk +3; CMB +6; CMD 18
hp 7 (1d10+1 plus 1) Feats Combat Casting, Skill Focus (craft), Weapon Focus
Fort +3, Ref +1, Will +0 (longsword)
Melee longsword +4 (1d8+2/19–20) Skills Craft (blacksmith) +13, Knowledge (arcana) +10,
Ranged light crossbow +2 (1d8/19–20) Perception +5, Spellcraft +10, Use Magic Device +8
Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10 Languages Common
Base Atk +1; CMB +3; CMD 14 SQ Arcane pool (4, +2 weapon), magus arcana (trip), spell
Feats Endurance, Vital Strike, Weapon Focus (longsword) recall
Combat Gear Chain shirt, light steel shield, long sword, light Gear leather apron (treat as leather armor), +1 warhammer
crossbow, 20 bolts (used as a forge hammer), masterwork dagger
HEAVY FOOTMEN CR 2 Command Chains (Su) Gobeth can control his forged
XP 600 chains when within 20 feet as a standard action, making
N male human fighter 3 the chains attack or move as he wishes. These chains attack
as effectively as if wielded directly by Gobeth himself. The
39
hex crawl chronicles
chain inflict 2d6 points of damage, and can trip or grapple TEVELAR MERCHANTS CR 2
an opponent, using Gobeth’s CMB (+6). XP 600
Male aquatic elf expert 3
N Medium humanoid (aquatic, elf)
3916 Trading Post: Init +2; Perception +10
The Tevalar elves, a tribe of aquatic elves from the flooded valleys to Immune sleep
the northeast, has established a trading post here. The post looks like a
tower rising from the river. There is a flooded outer wall that rises about AC 10, touch 10, flat-footed 10
five feet above the river and an inner tower that rises 12 ft. above the hp 13 (3d8+3 plus 3)
water. The inner tower is used to store trade goods that would be ruined in Fort +1, Ref +3, Will +4
the water. The outer wall houses the Tevalar merchants.
Within the inner tower one finds a random treasure plus a number of Speed 20 ft., swim 40 ft.
mundane items from the basic equipment list, per the table below: Melee dagger +1 (1d4–1/19–20)
Ranged dagger +2 (1d4–1/19–20)
Value of Item Percent Present Number Present
Str 9, Dex 14, Con 12, Int 11, Wis 13, Cha 12
Less than 1 sp 75% 1d6 x 10 Base Atk +2; CMB +1; CMD 11
1 sp to 9 sp 50% 2d6 Feats Alertness, Deceitful, Skill Focus (Profession [merchant])
Skills Appraise +6, Bluff +9, Diplomacy +7, Disguise +6,
1 gp to 10 gp 25% 1d8 Knowledge (local) +6, Linguistics +6, Perception +10,
11 gp to 100 gp 10% 1d4 Profession (merchant) +10, Sense Motive +9, Swim +16
100 gp + 5% 1 Languages Aquan, Common, Elf, Uncommon
SQ amphibious
The Tevalar merchants wear loincloths of sodden cloth and belts of gold
HUMAN GUARDS CR 2
or silver (1d10x5 gp). They carry spears and three javelins each. There are
XP 600
usually two or three merchants present. For each merchant present, there
Male human warrior 3
are 1d4+2 human guards (amphibious due to the treatments of the elves)
N Medium humanoid (aquatic, augmented human)
in the inner tower wearing mail and armed with crossbows and spears.
Init +1; Perception +2
Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +5; CMD 16
Feats Point Blank Shot, Precise Shot, Weapon Focus (spear)
Skills Diplomacy +3, Perception +3, Swim +3
Languages Common
SQ amphibious
Gear Chain mail, spear, light crossbow, 20 bolts
40
New Monster Appendix
and stunned 1 round, Will DC 19 resists)
Petty Troll Spell-like Abilities (CL 8th)
At will—darkness, detect thoughts (DC 15)
Similar in appearance to their larger cousins, these man-sized creatures 3/day—hypnotism (DC 16)
have rough, light green hide, a bestial visage, and over-sized gnashing
teeth. Str 12, Dex 16, Con 14, Int 8, Wis 14, Cha 16
Base Atk +8; CMB +9; CMD 23 (31 vs. trip)
PETTY TROLL CR 4 Feats Ability Focus (psychic blast), Dodge, Iron Will, Skill
XP 1,200 Focus (Stealth)
CE Medium humanoid (giant) Skills Acrobatics +8, Climb +6, Perception +7, Stealth +8
Init +6; Senses darkvision 60 ft., low-light vision, scent; (+16 in darkness); Racial Modifiers +8 to Stealth checks in
Perception +4 darkness
Languages Aklo
AC 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5
natural) Environment temperate forest or jungles, plains
hp 52 (5d8+20 plus 5); regeneration 3 (fire or acid) Organization solitary or pack (2–12)
Fort +8, Ref +7, Will +0 Treasure none
Speed 30 ft. Psychic Blast (Su) As a standard action a psionic cat can
Melee 2 claws +6 (1d4+2) and bite +5 (1d6+2) or spear +5 emit a psychic pulse with a radius of 20 ft. Any creature
(1d8+2/x3) caught in the blast takes 1d6 damage and is stunned for
Ranged throwing axe +6 (1d6+2/x3) 1 round unless they succeed on a DC 19 Will save. This is a
Special Attacks rend (2 claws, 1d4+3) mind-affecting effect. The save DC is Charisma-based, and
includes a +2 bonus from the Ability Focus feat.
Str 15, Dex 16, Con 18, Int 6, Wis 9, Cha 6
Base Atk +3; CMB +5; CMD 18 Psionic cats are ferocious and intelligent panthers with the ability
Feats Power Attack, Toughness, Weapon Focus (claw) to produce a blast of pure mental energy to stun their prey. They roam
Skills Climb +10, Perception +4 woodlands, jungles or plains and often lair near civilized areas where prey
Languages Giant is easily available.
Gear leather armor, spear, throwing axe Psionic cats are pack creatures; rarely is one encountered alone. Mating
season is dangerous time, as the cats lose themselves in a frenzy of ecstasy,
Environment hills and mountains and any nearby creatures are subjected to random psychic blasts. Psionic
Organization solitary or gang (2–20) cat young are unknown and none have ever been seen.
Treasure standard (NPC gear) The cats are carnivores and prefer to dine on small animals such as
rats, moles, squirrels, and so on. In such instances when food is scarce,
Similar in many ways to their large kin, petty trolls are simply smaller it is not unheard of for a psionic cat to sneak into a civilized area and
versions of common trolls. They are slightly more civilized, and employ carry off or kill chickens, hens, dogs, cats, and even small children. A
weapons and armor when commanded by their masters. cat is about 5 feet long from nose to tail and weighs about 150 to 200
Petty trolls are very territorial and tribal; when not under the command pounds.
of a strong leader, they tend to wander looking for intruders to their lands, Psionic cats wait for prey to come within blast range before leaping
much like roving gangs. to attack with their wicked bite and sharpened claws. They use their
psychic blast and darkness abilities while hunting to quickly take
down prey (or foes). While still animals, the cats are smart enough
Psionic Cat to know when the day is lost, and if combat goes against them, they
flee.
This shadowy, panther-like beast stalks forward on its six muscular legs
Phasm
in near silence.
PSIONIC CAT CR 4
XP 1,200 As the oozing mass begins to slither forward, limbs begin to form,
NE Medium magical beast eventually raising itself up in the form of a hideous monster.
Init +3; Senses blindsight, darkvision 60 ft., low-light vision;
Perception +7 PHASM CR 7
XP 3,200
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 CN Medium aberration (shapechanger)
natural) Init +6; Senses scent, tremorsense 60 ft.; Perception +24
hp 60 (8d10+16)
Fort +8, Ref +9, Will +6 AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5
natural)
Speed 60 ft., other movement types hp 97 (15d8+30)
Melee 2 claws +9 (1d4+1), bite +9 (1d8+1) Fort +11, Ref +11, Will +11; +4 to Fortitude and Reflex saves
Special Attacks psychic blast (20 ft. radius, 1d6 damage Immune critical hits, poison, sleep, paralysis, polymorph,
stunning Organization solitary, pair, or troop (3–12)
Treasure none
Speed 30 ft.
Melee slam +12 (1d3+1) An adult male horned ape is 7 feet tall and can weigh as much as
350 pounds. The horned ape is generally aggressive, becoming highly
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14 aggressive and dangerous when provoked.
Base Atk +11; CMB +12; CMD 25 (can’t be tripped in natural Horned apes typically make a large show of force before actually
form) attacking, thumping their chests with their palms, stamping their feet, and
Feats Blind-Fight, Combat Reflexes, Dodge, Improved roaring loudly. Any opponents who refuse to flee after this display are
Initiative, Mobility, Run, Skill Focus (Perception), Wind Stance attacked. Troops of horned apes fight together in a frenzy, rushing forward
Skills Bluff +15, Climb +17, Craft (pick one) +16, Diplomacy to impale opponents with their horns.
+15, Disguise +19 (+29 shapechanged), Knowledge (any
one) +19, Perception +24, Survival +18; Racial Modifiers +10
to Disguise checks when shapechanged Mole Thing
Languages Common; telepathy 100 ft.
SQ alternate form (polymorph) A huge, furry creature lies partially covered in the earth before you.
A phasm is an amorphous creature that can assume the guise of almost Str 30, Dex 10, Con 18, Int 4, Wis 12, Cha 11
any other creature or object. A phasm in its natural form is about 5 ft. Base Atk +9; CMB +21; CMD 31 (35 vs. trip)
in diameter and 2 ft. high at the center. Swirls of color indicate sensory Feats Cleave, Great Cleave, Power Attack, Toughness, Vital
organs. In this form, a phasm slithers about like an ooze and can attack Strike
with a pseudopod. It weighs about 400 pounds. Skills Climb +16, Perception +10
When faced with potential danger, a phasm is equally likely to retreat,
parley, or attack, as its fancy strikes. Environment underground
If pursued or harassed, a phasm transforms into the most fearsome Organization solitary or pair
creature it knows and attacks. When seriously hurt, it changes to some Treasure none
fast or agile form and tries to escape.
This creature is similar in all ways to a common field mole, save for its
great size and magical immunities. It cannot be charmed and is immune
Horned Ape to all illusions.
Mole Things are generally docile if not disturbed, and are only a
Burly and feral, the horned apes have fur ranging from dark brown hindrance to farmers, and others if they are hungry.
to black, and light pink to brilliant magenta skin tones. They otherwise
appear as normal gorillas, save for the great bull-like horns protruding
from the sides of its head. Blue Savant
HORNED APE CR 4 These unusual men have varying shades of blue skin. How or why their
XP 1,200 skin is blue is a mystery.
N Large animal
Init +2; Senses low-light vision, scent; Perception +10 BLUE SAVANT CR 4
XP 1,200
AC 16, touch 11, flat-footed 15 (+2 Dex, +5 natural, –1 size) N Medium outsider (native)
hp 39 (5d8+10) Init +2; Senses darkvision 60 ft.; Perception +15
Fort +8, Ref +6, Will +2
AC 19, touch 17, flat-footed 16 (+4 deflection, +2 Dex, +1
Speed 30 ft., climb 30 ft. dodge, +2 natural)
Melee 2 slams +10 (1d6+6 plus grab) and horn +10 (1d8+6) hp 52 (5d10+25)
Space 10 ft.; Reach 10 ft. Fort +10, Ref +10, Will +15; +2 vs. mind-affecting effects
Special Attacks rend (2 claws, 1d6+9) Defensive Abilities eerie grace; DR 5/—; Immune disease,
electricity, fire, poison; SR 15
Str 23, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +10 (+14 to grapple); CMD 22 Speed 40 ft.
Feats Great Fortitude, Power Attack, Skill Focus (Perception) Melee slam +9 (1d4+4 plus poison)
Skills Acrobatics +6, Climb +18, Perception +10 Special Attacks poison
Environment warm forests or hills Str 16, Dex 14, Con 20, Int 20, Wis 25, Cha 18
Base Atk +5; CMB +8; CMD 25
Feats Dodge, Mobility, Weapon Focus (slam) MIMIC TROLL CR 6
Skills Bluff +12, Knowledge (arcana) +14, Knowledge XP 3,200
(history) +14, Knowledge (local) +14, Knowledge (planes) CE Large humanoid (giant, shapechanger)
+14, Knowledge (religion) +14, Perception +15, Sense Motive Init +2; Senses darkvision 60 ft., low-light vision, scent;
+15, Spellcraft +13; Racial Modifiers +5 Knowledge (all) Perception +8
Languages Abyssal, Aklo, Celestial, Common, Infernal,
Sylvan; telepathy (touch) AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
SQ savant hp 63 (6d8+36); regeneration 5 (acid or fire)
Fort +11, Ref +4, Will +3
Environment any SR 17
Organization solitary or group (2–8)
Treasure none Speed 30 ft.
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
Eerie Grace (Ex) A blue savant adds its Charisma modifier as Space 10 ft.; Reach 10 ft.
a deflection bonus to its AC and all saving throws. Special Attacks rend (2 claws, 1d6+7)
Poison (Ex) Blue plague; type disease, injury; save Fortitude
DC 17; onset 1 day; frequency 1/day; effect 1d4 Con Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 10
damage and target is fatigued; cure see The Blue Plague, Base Atk +4; CMB +10; CMD 22
above Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Savant (Ex) A blue savant adds its HD as a racial bonus to all Skills Disguise +6, Intimidate +6, Perception +8
Knowledge skills and Spellcraft. Those skills are always class Languages Giant
skills for a blue savant. SQ mimic object
Blue savants are extremely intelligent and cunning beings hailing from Environment any
a parallel universe. Each of the blue savants has unique powers (GM to Organization solitary or clan (2–6)
determine, be creative), and all can pass the blue plague (see above) Treasure standard
Environment any (elemental planes, quasi-elemental planes, AC 18, touch 12, flat-footed 16 (+1 Dex, +1 dodge, +6
para-elemental planes) natural)
Organization solitary or pack (2–4) hp 42 (4d10+20)
Treasure standard Fort +1, Ref +2, Will +3
DR 5/adamantine; Immune bludgeoning damage,
Command Elemental (Su) As a standard action, an acid construct traits
weird can attempt to enslave elementals of the same
type within 30 feet. Elementals receive a DC 15 Will save to Speed 30 ft.
negate the effect. Elementals that fail their saves fall under Melee 2 slams +8 (1d6+4)
the acid weird’s control, obeying its commands to the best
of their ability as if under the effects of a dominate monster Str 18, Dex 13, Con —, Int —, Wis 14, Cha 13
spell. Intelligent elementals receive a new save once each Base Atk +4; CMB +8; CMD 20
week to resist command. An acid weird can command any Skills Disguise +11; Racial Modifiers +10 Disguise
number of elementals, so long as their total Hit Dice do not SQ change shape (alter self), mimicry, close copy
exceed its own. If the elemental is under the command of
another creature, the acid weird must make an opposed Mimicry (Ex) A clay man is proficient in all weapons, armor,
Charisma check to gain control of the elemental. The save and shields. In addition, a clay man can use any spell trigger
DC is Charisma-based and includes a +2 racial bonus. or spell completion item as if the spells were on its spell list. Its
Rejuvenation (Su) When reduced to 0 hit points or less, an caster level is equal to its racial Hit Dice.
acid weird collapses. If contacting its element, it reforms Close Copy (Su) When a clay man uses change shape, it
1 minute later with 5 hit points, allowing its fast healing can only assume the appearance of a specific individual if
thereafter to resume healing it. it has acquired a portion of that creature’s anatomy (hair,
Transparency (Ex) When submerged in its element, an acid fingernails, etc.).
weird is effectively invisible and gains total concealment
(50% miss chance). Additionally, a submerged acid weird Cut from the native clay of the Troll Hills the clay men are large,
gains a +12 racial bonus on Stealth checks and can move constructs shaped like stylized but very unrefined creatures. Given the
at full speed without taking a penalty on Stealth checks. opportunity, clay men seek to duplicate creatures if they can.
Vulnerability to Water (Ex) A significant amount of water, These figures are created by hags and used to make simple servants.
such as that created by a create water spell, the contents They are roughly Medium-size, but can be of any shape. They are about
of a large bucket, or a blow from a water elemental, that 8 inches thick, but otherwise “two-dimensional”. If a clay man manages
strikes an acid weird forces the creature to make a DC 20 to steal a person’s possession they can take on a closer appearance to that
Fortitude save to avoid being staggered for 2d4 rounds. An person, duplicating their general shape but not their color. In this form,
acid weird that is immersed in water must make a DC 20 they possess a crude set of their memories. If they steal a bit of a person
Fortitude save each round (this DC increases by +1 each (hair, finger nail, etc.) they can become a perfect double.
subsequent round) or take 1d6 points of damage each
round until the water is gone.
Weirds are creatures from the elemental planes. Lesser weirds are made
up of elements from the demi-, para-, and quasi-elemental planes, while
greater weirds are composed of elements from the pure elemental planes
(air, earth, fire, and water).
Both types can be encountered on the Material Plane, often in the
employ of a powerful spellcaster. Bribery is the usual means of gaining
the services of a weird, though some spellcasters resort to even more
deceitful practices or trickery to gain the services of these creatures.
Spellcasters beware! Weirds are intelligent creatures and do not take
kindly to deception (unless they are the ones engaging in such trickery).
Many weirds are bound to an area when summoned (caster’s choice).
If bound, the area usually covers an area in a 100-foot radius (or less)
legal appendix
OPEN GAME LICENSE Version 1.0a 10. Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You Distribute.
The following text is the property of Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners from the Contributor to do so.
who have contributed Open Game Content; (b)”Derivative Material” means
copyrighted material including derivative works and translations (including 12. Inability to Comply: If it is impossible for You to comply with any of the
into other computer languages), potation, modification, correction, addition, terms of this License with respect to some or all of the Open Game Content due
extension, upgrade, improvement, compilation, abridgment or other form in to statute, judicial order, or governmental regulation then You may not Use any
which an existing work may be recast, transformed or adapted; (c) “Distribute” Open Game Material so affected.
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit
or otherwise distribute; (d)”Open Game Content” means the game mechanic 13. Termination: This License will terminate automatically if You fail to comply
and includes the methods, procedures, processes and routines to the extent such with all terms herein and fail to cure such breach within 30 days of becoming
content does not embody the Product Identity and is an enhancement over the aware of the breach. All sublicenses shall survive the termination of this License.
prior art and any additional content clearly identified as Open Game Content
by the Contributor, and means any work covered by this License, including 14. Reformation: If any provision of this License is held to be unenforceable, such
translations and derivative works under copyright law, but specifically excludes provision shall be reformed only to the extent necessary to make it enforceable.
Product Identity. (e) “Product Identity” means product and product line names, 15. COPYRIGHT NOTICE
logos and identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, language, Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio representations; System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors
names and descriptions of characters, spells, enchantments, personalities, teams, Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
personas, likenesses and special abilities; places, locations, environments, and Dave Arneson.
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author:
or graphic designs; and any other trademark or registered trademark clearly Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
identified as Product identity by the owner of the Product Identity, and which Williams.
specifically excludes the Open Game Content; (f) “Trademark” means the logos, Pathfinder Roleplaying Game Bestiary Copyright 2009, Paizo Publishing, LLC;
names, mark, sign, motto, designs that are used by a Contributor to identify itself Author Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and
or its products or the associated products contributed to the Open Game License Skip Williams.
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, Pathfinder Roleplaying Game Bestiary 2 Copyright 2010, Paizo Publishing,
copy, edit, format, modify, translate and otherwise create Derivative Material of LLC; Authors Wolfgang Bauer, Jason Bulmahn, Adam Daigle, Graeme Davis,
Open Game Content. (h) “You” or “Your” means the licensee in terms of this Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs,
agreement. Steve Kenson, Hal McLean, Martin Mason, Rob McCreary, Erik Mona, Jason
Nelson, Patrick Renie, Sean K. Reynolds, F. Wesley Schneider, Owen K. C.
2. The License: This License applies to any Open Game Content that contains Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
a notice indicating that the Open Game Content may only be Used under and in by Jonathan Tweet, Monte Cook, and Skip Williams.
terms of this License. You must affix such a notice to any Open Game Content The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights
that you Use. No terms may be added to or subtracted from this License except reserved.
as described by the License itself. No other terms or conditions may be applied to Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott
any Open Game Content distributed using this License. Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
3. Offer and Acceptance: By Using the Open Game Content You indicate Your on original content from TSR.
acceptance of the terms of this License. Original Spell Name Compendium, Copyright 2002 Clark Peterson; based on
NPC-named spells from the Player’s Handbook that were renamed in the System
4. Grant and Consideration: In consideration for agreeing to use this License, the Reference Document. The Compendium can be found on the legal page of www.
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license necromancergames.com.
with the exact terms of this License to Use, the Open Game Content. Pathfinder Roleplaying Game Bestiary 3, © 2010, Paizo Publishing, LLC; Authors
Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua
5. Representation of Authority to Contribute: If You are contributing original J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean,
material as Open Game Content, You represent that Your Contributions are Your Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reyn-
original creation and/or You have sufficient rights to grant the rights conveyed by olds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg
this License. A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE Mona, Chris Pramas, Robert J. Schwalb.
portion of this License to include the exact text of the COPYRIGHT NOTICE Anger of Angels. © 2003, Sean K Reynolds.
of any Open Game Content You are copying, modifying or distributing, and You Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona,
must add the title, the copyright date, and the copyright holder’s name to the Chris Pramas, Robert J. Schwalb.
COPYRIGHT NOTICE of any original Open Game Content you Distribute. The Book of Hallowed Might. © 2002, Monte J. Cook.
Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
7. Use of Product Identity: You agree not to Use any Product Identity, including Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor,
as an indication as to compatibility, except as expressly licensed in another, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
independent Agreement with the owner of each element of that Product Identity. Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
You agree not to indicate compatibility or co-adaptability with any Trademark or Angel, Monadic Deva from the Tome of Horrors, Revised. © 2002, Necromancer
Registered Trademark in conjunction with a work containing Open Game Content Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
except as expressly licensed in another, independent Agreement with the owner Angel, Movanic Deva from the Tome of Horrors, Revised. © 2002, Necromancer
of such Trademark or Registered Trademark. The use of any Product Identity Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
in Open Game Content does not constitute a challenge to the ownership of that Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.;
Product Identity. The owner of any Product Identity used in Open Game Content Author: Scott Greene, based on original material by E. Gary Gygax.
shall retain all rights, title and interest in and to that Product Identity. Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©
2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E.
8. Identification: If you distribute Open Game Content You must clearly indicate Gary Gygax.
which portions of the work that you are distributing are Open Game Content. Daemon, Derghodaemon from the Tome of Horrors, Revised. © 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
9. Updating the License: Wizards or its designated Agents may publish updated Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, Necromancer
versions of this License. You may use any authorized version of this License to Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
copy, modify and distribute any Open Game Content originally distributed under Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, Necromancer
any version of this License. Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author:
45
legal appendix
Scott Greene, based on original material by E. Gary Gygax.
Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott
Greene.
Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by Philip Masters.
Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott
Greene.
Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by E. Gary Gygax.
Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by E. Gary Gygax.
Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by Simon Tillbrook.
Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by Roger Musson.
Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by Roger Musson.
Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by Neville White.
Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors:
Scott Greene and Patrick Lawinger.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Au-
thors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson,
Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott
Greene.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Au-
thors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson,
Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason
Bulmahn.
Baobhan Sith from the Tome of Horrors Complete, Copyright 2011, Necromancer
Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene.
Cooshee from the Tome of Horrors Complete, Copyright 2011, Necromancer Games,
Inc., published and distrubuted by Frog God Games; Author Scott Greene, based on
original material by Gary Gygax.
Fire Spawned Creature Template from the Tome of Horrors Complete, Copyright
2011, Necromancer Games, Inc., published and distrubuted by Frog God Games; Author
Scott Greene.
Rat, Ethereal from the Tome of Horrors Complete, Copyright 2011, Necromancer
Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene.
Screaming Devilkin from the Tome of Horrors Complete, Copyright 2011, Necroman-
cer Games, Inc., published and distrubuted by Frog God Games; Author Scott Greenem
based on original material by Philip Masters.
Spectral Troll Template from the Tome of Horrors Complete, Copyright 2011,
Necromancer Games, Inc., published and distrubuted by Frog God Games; Author Scott
Greene, based on original material by Wizards of the Coast.
Tick, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer
Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene,
based on original material by Gary Gygax.
Troblin from the Tome of Horrors Complete, Copyright 2011, Necromancer Games,
Inc., published and distrubuted by Frog God Games; Author Erica Balsley.
Troll, Cave from the Tome of Horrors Complete, Copyright 2011, Necromancer
Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene and
Clark Peterson.
Troll, Swamp from the Tome of Horrors Complete, Copyright 2011, Necromancer
Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene.
Troll, Two-Headed from the Tome of Horrors Complete, Copyright 2011, Necroman-
cer Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene,
based on original material by Oliver Charles MacDonald.
Hex Crawl Chronicles: The Troll Hills, Copyright 2013, Frog God Games;
Author John Stater.
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