Bestiary - Old Sanitarium

Regular Enemies
===Deep One Warrior      CR 5 ===

XP 1,600

Sahuagin fighter 3 (Pathfinder RPG Bestiary 239)

LE Medium monstrous humanoid (aquatic)

Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +10

Defense

AC 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5 natural)

hp 50 (5d10+23)

Fort +6, Ref +7, Will +6 (+1 vs. fear)

Weaknesses light blindness

Offense

Speed 30 ft., swim 60 ft.

Melee +1 trident +11 (1d8+7) or


 * dagger +9 (1d4+4/19-20) or


 * bite +4 (1d4+2), 2 claws +4 (1d4+2)

Ranged mwk underwater heavy crossbow +9 (1d10/19-20)

Special Attacks blood frenzy, rend (2 claws, 1d4+6)

Statistics

Str 19, Dex 16, Con 17, Int 12, Wis 15, Cha 8

Base Atk +5; CMB +9; CMD 22

Feats Greater Blood Frenzy, Intimidating Prowess, Power Attack, Toughness, Weapon Focus (trident)

Skills Climb +10, Handle Animal +4, Intimidate +11, Perception +10, Ride +7, Stealth +7, Survival +6, Swim +16

Languages Aquan, Common; speak with sharks

SQ armor training 1

Combat Gear potion of cure moderate wounds; Other Gear leather armor, +1 trident, dagger, mwk underwater heavy crossbowARG with 20 bolts, 421 gp

Special Abilities

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.

Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.

Blood Frenzy (1/day) (Ex) Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.

Darkvision (60 feet) You can see in the dark (black and white only).

Greater Blood Frenzy When you hit with 2 or more claw attacks, you may rend.

Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as 'come here,' 'defend me,' or 'attack this target.'

Swimming (60 feet) You have a Swim speed.

Powerful warriors occupy the top ranks of sahuagin society.

Forgotten Patient                                                               CR 5
XP 1600

LG Medium Humanoid

Init +1; Senses Scent; Perception +1

DEFENSE

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)

hp 77 (9d8+36)

Fort +7, Ref +7, Will +6

Immunities Mind-Affecting

OFFENSE

Speed 30 ft.

Melee bite +8 (1d6+2 plus disease,  plus 1d4 Int drain), club +3 (1d6+2)

Special Attacks Disease (Su) (bite-injury save DC 14, Onset 1d3 days, frequency 1 day, effect 1d3 Int damage, cure 2 consecutive saves), 4d6 Sneak Attack

STATISTICS

Str 14, Dex 12, Con 18, Int 8, Wis 12, Cha 11

Base Atk +6; CMB +8; CMD 19

Feats Cleave, Improved Sunder, Iron Will, Power Attack, Skill Focus (bite)

Skills: -

Languages Common

SQ Humanoid Traits

SPECIAL ABILITIES

Disease Attack (Su)

A Forgotten Patient causes disease in those it contacts. A Forgotten Patient's disease has a fortitude save DC of 14, an onset of 1d3 days, a frequency of 1 day, causes 1d3 wis damage, and takes two saves to cure. The save DC is charisma-based.

Constitution Drain (Su)

When a Forgotten Patient touches its foe, it causes 1d6 negative energy damage. Victims hit by the attack also suffer 1d4 constitution drain unless they succeed on a DC 14 Fortitude Save. The save DC is Charisma-based.

Humanoid Traits

A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or goblinoid.

-Humanoids breathe, eat, and sleep.

Scent (Ex)

A Forgotten Patient can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can detect opponents by sense of smell within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

ECOLOGY

Environment: Sanitarium

Organization: Some (8) to Many (16)

Treasure: Incidental

These forgotten people are the various patients throughout the sanitarium who are not quite afflicted with the madness, but have already began to lose all their sense.

Forlorn Inhabitant                                                              CR 7
XP 3200

CN Medium Aberration

Init +6; Senses Darkvision 60ft, Blindsense 30ft; Perception +13

DEFENSE

AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)

hp 68 (9d8+27)

Fort +7, Ref +5, Will +7

Immunities Mind-Affecting, Petrification, Electricity

OFFENSE

Speed 30 ft.

Melee shortsword +18/+13 (1d6+6/19-20,x2 plus Paralysis), tail lash +15 (1d6+6) , gore +15 (1d6+6)

Special Attacks Paralysis (1d8 rounds, DC 16), Horrific Appearance (DC 14), Rake (shortsword +13, 1d4+9)

STATISTICS

Str 23, Dex 14, Con 14, Int 10, Wis 12, Cha 10

Base Atk +6; CMB +12; CMD 24

Feats Great Fortitude, Improved Initiative, Multiattack, Toughness, Weapon Focus (shortsword)

Skills: Bluff +9, Intimidate +12, Perception +13, Stealth +14

Languages Common

SQ Aberration Traits, Amphibious, Camouflage

SPECIAL ABILITIES

Paralyze (Ex)

When a Forlorn Inhabitant hits a target with its shortsword attack(s), the victim is rendered immobile for 1d8 rounds. The target is allowed a DC 16 fortitude save to negate the paralysis effect. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The save DC is constitution-based.

Horrific Appearance (Su)

A Forlorn Inhabitant has such a horrific, mind-rending shape that those who gaze upon it suffers all manner of ill effects. A Forlorn Inhabitant can present itself as a standard action to assault the senses of all living creatures within 30 feet. Those affected by a Forlorn Inhabitant's horrific appearance must make a DC 14 will save or become nauseated for 1d6 rounds (these effects can vary greatly, this is just a sample effect). This ability is a mind-affecting gaze attack. The save DC is charisma-based.

Rake (Ex)

When a Forlorn Inhabitant grapples its foe, it gets two free claw attacks at 1d4+6 damage against that grappled foe. A Forlorn Inhabitant must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Aberration Traits

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

-Darkvision 60 feet.

-Aberrations breathe, eat, and sleep.

Amphibious (Ex)

A Forlorn Inhabitant has the aquatic subtype, but they can survive indefinitely on land.

Camouflage (Ex)

A Forlorn Inhabitant can use the Stealth skill to hide in any of its native terrains, even if the terrain doesn't grant cover or concealment.

ECOLOGY

Environment: Sanitarium

Organization: Many

Treasure: Standard

Gone to the madness the horrific aberrations have the look of a demon.

Crazed One                                                                      CR 8
XP 4800

CE Medium Humanoid

Init +6; Senses  Perception +20

DEFENSE

AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)

hp 72 (11d8+22)

Fort +7, Ref +9, Will +8

Defensive Abilities Trap Sense +4

DR 5/Silvered Immunities Aging, Paralysis Resist Fire 30

OFFENSE

Speed 30 ft.

Melee greatsword +14/+9 (2d6+7/19-20,x2)

Wizard spells prepared: (CL 6, Concentration +10)

3rd-(DC 17) Magic Circle against Chaos/Evil/Good/Law, Protection from Energy, Flame Arrow

2nd-(DC 16) Summon Monster II, Darkness, Whispering Wind, Eagle's Splendor

1st-(DC 15) Magic Weapon, Enlarge Person, Ray of Enfeeblement, Animate Rope

0th-(DC 14) Detect Magic, Read Magic, Flare, Prestidigitation

Special Attacks Faith-Stealing Strike (DC 16), Smite Good (+1 to hit and AC, +11 damage, 4/day), 2d6 Sneak Attack

STATISTICS

Str 20, Dex 14, Con 14, Int 18, Wis 16, Cha 12

Base Atk +8; CMB +13; CMD 25

Feats Cleave, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (greatsword)

Skills: Craft (choose one) +21, Diplomacy +16, Intimidate +12, Knowledge (nobility) +15, Perception +20, Profession (choose one) +17, Ride +16, Sense Motive +14, Stealth +13; Racial Modifiers Profession (choose one) +4, Perception +6

Languages Common

SQ Humanoid Traits, Freedom of Movement, Heretical Soul

SPECIAL ABILITIES

Faith-Stealing Strike (Su)

When a Crazed One's natural attack or melee weapon damages a creature capable of casting divine spells, that creature must make a DC 16 will save or become unable to cast divine spells for 1 round. Once a creature makes this save, it is immune to further faith-stealing strikes from that particular Crazed One The save DC is charisma-based.

Smite Good (Su)

4 times per day, a Crazed One can call out to the powers of their god to aid it in its struggle against good. As a swift action, the Crazed One chooses one target within sight to smite. If this target is good, the Crazed One adds +1 to its attack rolls and adds +11 to all damage rolls made against the target of its smite. If the target is an outsider with the good subtype or a good-aligned dragon the bonus to damage on the first successful attack increases to 22 points of damage. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the Crazed One gains a +1 deflection bonus to it's AC against attacks made by the target of the smite. If the Crazed One targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the Crazed One rests and regains its uses of this ability.

Trap Sense (Ex)

A Crazed One gains a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to Armor Class against attacks made by traps.

Humanoid Traits

A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or goblinoid.

-Humanoids breathe, eat, and sleep.

Freedom of Movement (Su)

A Crazed One has continuous 'Freedom of Movement', as the spell.

Heretical Soul (Su)

A Crazed One gains a +4 bonus on saving throws against divine spells. In addition, any attempts to scry on a demodand using divine magic automatically fail. The caster can see the scryed area normally, but the demodand simply does not appear. This is not reflected in the Crazed One's statistics block.

ECOLOGY

Environment: Sanitarium

Organization: 1-10

Treasure: Standard

A Crazed One is a patient who has given almost fully into the madness.

Assimilated Corpse                                                              CR 8
XP 4800

NE Medium Undead

Init +7; Senses Darkvision 60ft; Perception +0

DEFENSE

AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)

hp 136 (11d8+86)

Fort +10, Ref +6, Will +7

Defensive Abilities Half Damage from Weapons

Immunities Aging

OFFENSE

Speed 30 ft.

Melee 2 claws +15 (1d4+6)

Cleric spells prepared: (CL 6, Concentration +6)

Domains: luck, protection

3rd-(DC 13) Protection From Energy, Obscure Object, Summon Monster III

2nd-(DC 12) Shield Other, Inflict Moderate Wounds, Enthrall, Aid

1st-(DC 11) Sanctuary(2), Inflict Light Wounds, Cure Light Wounds

0th-(DC 10) Create Water, Resistance, Light, Read Magic

Special Attacks Constrict (1d4+6)

STATISTICS

Str 23, Dex 16, Con 0, Int 1, Wis 10, Cha 20

Base Atk +8; CMB +14; CMD 27

Feats Great Fortitude, Improved Initiative, Multiattack, Skill Focus (Stealth), Toughness, Weapon Focus (claw)

Skills: Stealth +20

Languages Common

SQ Undead Traits, Constructed, Amorphous Anatomy

SPECIAL ABILITIES

Constrict (Ex)

Assimilated Corpse can crush an opponent, dealing 1d4+6 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).

Undead Traits

Undead are once-living creatures animated by spiritual or supernatural forces.

-No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).

-Darkvision 60 feet.

-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

-Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.

-Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

-Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.

-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

-Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.

-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

-Undead do not breathe, eat, or sleep.

Per the spell magic jar: "Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls." This is an important sentence when considering any spells or effects which reference "souls."

Constructed (Ex)

Although living, a Assimilated Corpse's body is constructed from physical components and in many ways it functions as a construct. For the purposes of effects targeting creatures by type, a Assimilated Corpse counts as both a Undead and a Construct. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Assimilated Corpses are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or negative levels. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.

Amorphous Anatomy (Ex)

A Assimilated Corpse's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the Assimilated Corpse is a willing target). A Assimilated Corpse automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.

ECOLOGY

Environment: Temperate Forests

Organization: 2-10

Treasure: Incidental

Something has assimilated many of the dead in this place...

Zeic's Cutter                                                                     CR 9
XP 6400

CE Medium Humanoid (Elf)

Init +8; Senses Low-Light Vision; Perception +14

DEFENSE

AC 27, touch 19, flat-footed 18 (+8 Dex, +1 dodge, +8 natural)

hp 102 (12d8+48)

Fort +8, Ref +16, Will +6

Defensive Abilities Improved Evasion

OFFENSE

Speed 30 ft.

Melee dagger +14/+9 (1d4+6/19-20,x2 plus 1d4 bleed), dagger(offhand) +14/+9 (1d4+3/19-20,x2)

Special Attacks Bleed (1d4), 4d6 Sneak Attack

STATISTICS

Str 22, Dex 26, Con 18, Int 12, Wis 15, Cha 10

Base Atk +9; CMB +15; CMD 33

Feats Dodge, Double Slice, Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger)

Skills: Perception +14, Sense Motive +14, Stealth +20

Languages Common

SQ Humanoid Traits

SPECIAL ABILITIES

Bleed (Ex)

When a Zeic's Cutter hits a target with its dagger attack(s), it causes wounds that continue to bleed, dealing 1d4 damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.

Improved Evasion (Ex)

A Zeic's Cutter can avoid even magical and unusual attacks with great agility. If a Zeic's Cutter makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. If the Zeic's Cutter fails its reflex save, it takes half damage instead of full damage. Improved Evasion can be used only if the Zeic's Cutter is wearing light armor or no armor. A helpless Zeic's Cutter does not gain the benefit of Improved Evasion.

Humanoid Traits

A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or goblinoid.

-Humanoids breathe, eat, and sleep.

ECOLOGY

Environment: Sanitarium

Organization: 1-4

Treasure: Standard

One of Zeic's creations these nimble, elven creatures are deadly with a blade.

Water Lurker                                                                    CR 8
XP 4800

N Small Ooze (Water)

Init +0; Senses See in Darkness, All-Around Vision, Blindsight 30ft, Blindsense 30ft; Perception +2

DEFENSE

AC 18, touch 11, flat-footed 18 (+1 size, +7 natural)

hp 138 (11d8+88)

Fort +13, Ref +3, Will +7

DR 5/Epic Immunities Flanking

Weaknesses Bludgeoning Weapon Vulnerability, Cold Vulnerability

OFFENSE

Speed 15 ft., swim 30 ft., burrow 15 ft.

Melee 6 slams +12 (1d3+2 plus 1 Con damage,  plus 1d3 bleed)

Space 5 ft.; Reach 2-1/2 ft.

Special Attacks Distraction (DC 23), Wounding Attack (1 Con), Bleed (1d3), 1d6 Sneak Attack

STATISTICS

Str 14, Dex 10, Con 26, Int 1, Wis 15, Cha 14

Base Atk +8; CMB +9; CMD 19

Feats Endurance, Great Fortitude, Iron Will, Run, Skill Focus (slam), Weapon Focus (slam)

Skills: ; Racial Modifiers Stealth +6

Languages Common

SQ Ooze Traits, Blindsight 30ft, Envisaging, -10 foot move speed, Intelligent (mindless only)

SPECIAL ABILITIES

Distraction (Ex)

Whenever a Water Lurker damages a creature with a natural attack, it must make a DC 23 Fortitude save or become nauseated for 1 round.

Wounding Attack (Ex)

When a Water Lurker hits a target with its slam attack(s), it badly damages their body. Each attack inflicts 1 constitution damage in addition to any other effects of the attack. If a Wounding Attack scores a critical hit, the target instead takes 2 constitution damage (or more, if the attack's critical multiplier is higher than x2).

Bleed (Ex)

When a Water Lurker hits a target with its slam attack(s), it causes wounds that continue to bleed, dealing 1d3 damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.

Bludgeoning Weapon Vulnerability (Ex)

A Water Lurker takes 50% extra damage from physical attacks that deal bludgeoning damage.

Ooze Traits

An ooze is an amorphous or mutable creature, usually mindless.

-Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.

-Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

-Immunity to poison, sleep effects, paralysis, polymorph, and stunning.

-Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.

-Oozes eat and breathe, but do not sleep.

Envisaging (Su)

A Water Lurker can communicate wordlessly through thoughts. A Water Lurker can read the thoughts of creatures around it and projects its thoughts into the target in reply. They emit a psychic, wordless flash of their intended message to the target's mind, functioning as a wordless form of telepathy. A Water Lurker cannot read the thoughts of a creature immune to mind-affecting effects.

See in Darkness (Su)

A Water Lurker can see perfectly in darkness of any kind, even that created by a 'Deeper Darkness' spell.

All-Around Vision (Ex)

A Water Lurker sees in all directions at once. It cannot be flanked.

ECOLOGY

Environment: Sanitarium

Organization: Pack (3-11)

Treasure: Incidental

These beasts exist in the sewers under the sanitarium.

Morgue Watcher                                                                  CR 12
XP 19200

NE Medium Humanoid

Init +3; Senses Spiritsense, Keen Scent, Blindsense 30ft; Perception +26

DEFENSE

AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)

hp 143 (15d8+75)

Fort +10, Ref +12, Will +15; +4 vs. disease

Defensive Abilities Bravery +4, Improved Evasion

Immunities Polymorph, Fire Resist Cold 10 SR 23

OFFENSE

Speed 30 ft., climb 30 ft., swim 60 ft.

Melee scythe +16/+11/+6 (2d4+7/x4)

Cleric spells prepared: (CL 12, Concentration +20)

Domains: sun, healing

6th-(DC 24) Heal, Mass Cure Moderate Wounds, Harm, Mass Inflict Moderate Wounds

5th-(DC 23) Breath of Life, Summon Monster V, Scrying, Plane Shift, Righteous Might, True Seeing

4th-(DC 22) Cure Critical Wounds, Tongues(2), Unholy Blight, Control Water, Repel Vermin

3rd-(DC 21) Cure Serious Wounds(2), Remove Curse, Invisibility Purge, Magic Vestment, Contagion, Glyph of Warding

2nd-(DC 20) Cure Moderate Wounds, Spiritual Weapon(2), Bull's Strength, Inflict Moderate Wounds

1st-(DC 19) Cure Light Wounds, Cause Fear, Magic Stone, Deathwatch, Doom, Obscuring Mist, Shield of Faith

0th-(DC 18) Stabilize, Read Magic, Mending, Light

STATISTICS

Str 20, Dex 16, Con 20, Int 16, Wis 26, Cha 16

Base Atk +11; CMB +16; CMD 29

Feats Cleave, Combat Reflexes, Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike

Skills: Diplomacy +21, Handle Animal +21, Knowledge (geography) +18, Knowledge (religion) +18, Perception +23

Languages Common

SQ Humanoid Traits, Teleport, Freedom of Movement

SPECIAL ABILITIES

Bravery (Ex)

A Morgue Watcher gains a + 4 on will saves against fear.

Improved Evasion (Ex)

A Morgue Watcher can avoid even magical and unusual attacks with great agility. If a Morgue Watcher makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. If the Morgue Watcher fails its reflex save, it takes half damage instead of full damage. Improved Evasion can be used only if the Morgue Watcher is wearing light armor or no armor. A helpless Morgue Watcher does not gain the benefit of Improved Evasion.

Humanoid Traits

A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or goblinoid.

-Humanoids breathe, eat, and sleep.

Teleport (Sp)

A Morgue Watcher can use 'Greater Teleport' at will, as the spell (caster level 14th), except that the Morgue Watcher can transport only itself and up to 50 pounds of carried objects.

Freedom of Movement (Su)

A Morgue Watcher has continuous 'Freedom of Movement', as the spell.

Spiritsense (Su)

A Morgue Watcher notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it possessed the blindsight ability.

Keen Scent (Ex)

A Morgue Watcher can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can detect opponents by sense of smell within 180 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

ECOLOGY

Environment: Sanitarium

Organization: Solitary

Treasure: Double Standard

''These priests were the first to give into the madness. And from the shadows they lead their undead minions.''

Mad Ghoul                                                                       CR 12
XP 19200

NE Medium Undead

Init +11; Senses Spiritsense, Darkvision 60ft, Blindsight 30ft; Perception +25

DEFENSE

AC 28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10 natural)

hp 128 (15d8+60)

Fort +10, Ref +12, Will +11

Defensive Abilities Improved Evasion, Half Damage from Slashing, Half Damage from Piercing

DR 5/Bludgeoning Immunities Cold, Polymorph, Poison, Paralysis

Weaknesses Fire Vulnerability

OFFENSE

Speed 40 ft.

Melee bite +22 (1d6+10 plus 1d6 cold,  plus Paralysis,  plus 1d4 bleed), 2 claws +19 (1d4+10)

Special Attacks Pounce, Paralysis (1d8 rounds, DC 17), Unnerving Gaze (30ft., DC 20), Bleed (1d4), Elemental Attack (1d6 cold)

STATISTICS

Str 30, Dex 24, Con -, Int 2, Wis 10, Cha 17

Base Atk +11; CMB +21; CMD 38

Feats Dodge, Great Fortitude, Improved Initiative, Iron Will, Multiattack, Skill Focus (Acrobatics), Toughness, Weapon Focus (bite)

Skills: Acrobatics +25, Perception +25

SQ Undead Traits, Does not Sleep, Trackless Step, Blindsight 30ft, Freedom of Movement, Track +7

SPECIAL ABILITIES

Pounce (Ex)

When a Mad Ghoul makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Paralyze (Ex)

When a Mad Ghoul hits a target with its bite attack(s), the victim is rendered immobile for 1d8 rounds. The target is allowed a DC 17 fortitude save to negate the paralysis effect. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The save DC is constitution-based.

Unnerving Gaze (Su)

A Mad Ghoul can make its face resemble a departed loved one or bitter enemy of anyone looking at it. An opponent that meets a Mad Ghoul's gaze within 30ft. becomes shaken for 1d3 rounds unless they succeed at a DC 20 will save. A successful saving throw negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. The save DC is charisma-based.

Bleed (Ex)

When a Mad Ghoul hits a target with its bite attack(s), it causes wounds that continue to bleed, dealing 1d4 damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.

Elemental Attack (Su)

A Mad Ghoul's bite attacks are coated in cold, causing an additional 1d6 cold damage with each attack.

Improved Evasion (Ex)

A Mad Ghoul can avoid even magical and unusual attacks with great agility. If a Mad Ghoul makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. If the Mad Ghoul fails its reflex save, it takes half damage instead of full damage. Improved Evasion can be used only if the Mad Ghoul is wearing light armor or no armor. A helpless Mad Ghoul does not gain the benefit of Improved Evasion.

Undead Traits

Undead are once-living creatures animated by spiritual or supernatural forces.

-No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).

-Darkvision 60 feet.

-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

-Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.

-Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

-Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.

-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

-Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.

-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

-Undead do not breathe, eat, or sleep.

Per the spell magic jar: "Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls." This is an important sentence when considering any spells or effects which reference "souls."

Trackless Step (Ex)

A Mad Ghoul leaves no trail and cannot be tracked. It may choose to leave a trail if so desired.

Freedom of Movement (Su)

A Mad Ghoul has continuous 'Freedom of Movement', as the spell.

Spiritsense (Su)

A Mad Ghoul notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it possessed the blindsight ability.

Track (Ex)

A Mad Ghoul adds 7 to Survival Skill checks made to follow tracks.

ECOLOGY

Environment: Sanitarium

Organization: Solitary

Treasure: Standard

Mad ghouls are people who have fully come under the influence of the madness and deteriorated away due to hunger.

Plant Species D                                                                 CR 13
XP 25600

N Large Plant (Nightshade)

Init +1; Senses Low-Light Vision, Darksense; Perception +26

DEFENSE

AC 25, touch 10, flat-footed 24 (-1 size, +1 Dex, +15 natural)

hp 104 (16d8+32)

Fort +12, Ref +6, Will +12

Defensive Abilities Bravery +5

DR 5/Good, 5/Evil Immunities Paralysis, Bleed, Permanent Wound, Critical Hit Resist Fire 10

Weaknesses Light Aversion, Light Sensitivity

OFFENSE

Speed 30 ft., fly 60 ft., swim 60 ft.

Melee gore +21 (1d8+10), 2 tentacles +16 (1d6+10) , 2 slams +16 (1d6+10)

Ranged spike (ranged) +12 (1d6+10)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 16; concentration +23)

The save DC against a Plant Species D's spells is 17+ spell level. A Plant Species D's spells use Wisdom as the primary casting attribute.

At Will: Animal Growth

3/day: Baleful Polymorph

1/day-Summon (level 5, 1 Elder Sap Elemental, 95%)

Sorcerer spells known: (CL 10, Concentration +13)

5th-(3/day, DC 18) Feeblemind

4th-(5/day, DC 17) Secure Shelter, Solid Fod

3rd-(7/day, DC 16) Water Breathing, Secret Page, Nondetection

2nd-(7/day, DC 15) Pyrotechnics, Locate Object, Scorching Ray, Knock

1st-(7/day, DC 14) Detect Undead, Feather Fall, Animate Rope, Magic Aura, Disguise Self

0th-(at will, DC 13) Ghost Sound, Mage Hand, Acid Splash, Bleed, Mending, Ray of Frost, Flare, Daze, Prestidigitation

Special Attacks Channel Negative Energy (8d6, DC 21)

STATISTICS

Str 31, Dex 12, Con 14, Int 7, Wis 24, Cha 17

Base Atk +12; CMB +23; CMD 34

Feats -

Skills: Perception +26

Languages Common, Speak with Animals

SQ Plant Traits, Extension of All, Amphibious, Mindless (intelligent only)

SPECIAL ABILITIES

Channel Negative Energy (Su)

A Plant Species D can release a wave of negative energy. This energy can by used to heal undead or cause damage to living creatures (but not both). A Plant Species D heals or causes 8d6 damage to each creature of the type selected in a 30-foot radius centered on the + Plant Species D. A Plant Species D can channel energy 6 times per day. Creatures damaged by the energy gain a will save (DC 21, or 27 inside Desecration) for half damage. This is a standard action that does not provoke attacks of oppotunity.

Summon Monster (Sp)

A Plant Species D can summon its kin as the Summon Monster spell. Using this ability, a Plant Species D has a 95% chance to summon a Elder Water Elemental. This ability functions as a level 5 spell. A Plant Species D can only use this ability once per day. Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return from whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. No experience points are awarded for defeating summoned monsters.

Light Aversion (Ex)

A Plant Species D becomes sickened in bright light. The penalties from this condition are doubled when the Plant Species D is in natural sunlight.

Bravery (Ex)

A Plant Species D gains a + 4 on will saves against fear.

Light Sensitivity (Ex)

A Plant Species D becomes dazzled in bright sunlight or within the radius of a daylight spell.

Plant Traits

This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and Charisma scores; even though plants are alive, they are objects, not creatures.

-Low-light vision.

-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

-Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

-Plants breathe and eat, but do not sleep.

Darksense (Ex)

A Plant Species D gains 'True Seeing' in dim light and darkness. Regardless of light conditions, they can detect living creatures and their health within 60 feet, as 'Blindsense' with 'Deathwatch' continuously active. Mind Blank and Nondetection prevent the Blindsense and Deathwatch effect, but not the true seeing.

Extension of All (Ex)

Through a Plant Species D's connection to the multiverse, it gains strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of elements long past, present, and potentionall even those yet to come. A Plant Species D gains a racial bonus of +8 on all Knowledge skill checks. A Plant Species D's connection to the multiverse also enables it to communicate with Aeons over vast distances as if using telepathy. The ability also works across planes, but slightly less effectively, allowing only vague communication through thoughts.

Amphibious (Ex)

A Plant Species D has the aquatic subtype, but they can survive indefinitely on land.

Speak with Animals (Su)

A Plant Species D can communicate with animals as through a 'Speak with Animals' spell (of caster level 16) constantly.

ECOLOGY

Environment: Sanitarium

Organization: Solitary or Pair

Treasure: Incidental

These thick and violent plants have a multitude of attacks and are very dangerous.

Bosses
Bosses each have a special ability called Boss (Ex) that increase their HP by 200%-2600%.

Zeic the Dissector                                                              CR 10
XP 9600

NE Medium Humanoid

Init +8; Senses  Perception +17

DEFENSE

AC 21, touch 18, flat-footed 13 (+8 Dex, +3 natural)

hp 206 (15d8+35)*4; Fast Healing 5

Fort +6, Ref +17, Will +9

Immunities Sleep, Cold

OFFENSE

Speed 30 ft.

Melee unarmed +11 (1d3+0)

Ranged heavy crossbow (ranged) +19/+14/+9 (1d10+0/19-20,x2 plus 1d4 Con drain)

Wizard spells prepared: (CL 10, Concentration +18)

5th-(DC 23) Interposing Hand, Transmute Rock to Mud, Prying Eyes

4th-(DC 22) Fear(2), Hallucinatory Terrain, Contagion, Dimension Door

3rd-(DC 21) Summon Monster III, Fireball, Beast Shape I, Tiny Hut, Fly

2nd-(DC 20) Cat's Grace, Spectral Hand, Eagle's Splendor, Flaming Sphere, Make Whole, Alter Self

1st-(DC 19) Shocking Graps, Shield, Magic Aura, Alarm, Mage Armor, Feather Fall

0th-(DC 18) Dancing Lights, Message, Prestidigitation, Flare

Special Attacks Hinder Spellcasting

STATISTICS

Str 10, Dex 27, Con 12, Int 26, Wis 14, Cha 10

Base Atk +11; CMB +11; CMD 29

Feats Cleave, Combat Reflexes, Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Stealth), Vital Strike

Skills: Craft (choose one) +29, Diplomacy +15, Heal +20, Intimidate +15, Knowledge (nobility) +23, Perception +17, Profession (choose one) +20, Ride +26, Sense Motive +17, Stealth +23

Languages Common

SQ Humanoid Traits, Constructed

SPECIAL ABILITIES

Constitution Drain (Su)

When a Zeic the Dissector touches its foe, it causes 1d6 negative energy damage. Victims hit by the attack also suffer 1d4 constitution drain unless they succeed on a DC 17 Fortitude Save. The save DC is Charisma-based.

Hinder Spellcasting (Ex)

Whenever a creature attempts to cast a spell in a Zeic the Dissector's space or an area it threatens, the caster must make a concentration check of DC 20 + spell level. Using skills that involve patience and concentration requires a DC 20 Will save.

Humanoid Traits

A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or goblinoid.

-Humanoids breathe, eat, and sleep.

Constructed (Ex)

Although living, a Zeic the Dissector's body is constructed from physical components and in many ways it functions as a construct. For the purposes of effects targeting creatures by type, a Zeic the Dissector counts as both a Humanoid and a Construct. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Zeic the Dissectors are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or negative levels. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.

ECOLOGY

Environment: Sanitarium

Organization: Special

Treasure: Special

One one of the scientists in the sanitarium he has long since lost all traces of his humanity. ===Lady of Chains      CR 13 === XP 25,600

Female human rogue 14

CE Medium humanoid (human)

Init +10; Senses Perception +16

Defense

AC 21, touch 16, flat-footed 16 (+4 armor, +1 deflection, +5 Dex, +1 natural)

hp 432 (14d8+42)*4

Fort +6, Ref +16, Will +4

Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4

Offense

Speed 30 ft.

Melee +2 vicious spiked chain +19/+14 (2d4+5/19-20 plus 2d6)

Special Attacks sneak attack +7d6 plus 7 bleed

Tactics

During Combat The rogue uses trip and disarm combat maneuvers to hinder opponents before finishing them off with damaging attacks.

Statistics

Str 14, Dex 22, Con 12, Int 13, Wis 8, Cha 10

Base Atk +10; CMB +12 (+16 disarm, +16 trip); CMD 29 (31 vs. disarm, 31 vs. trip)

Feats Combat Expertise, Exotic Weapon Proficiency (spiked chain), Greater Disarm, Greater Trip, Improved Critical (spiked chain), Improved Disarm, Improved Initiative, Improved Trip, Toughness, Weapon Finesse, Weapon Focus (spiked chain)

Skills Acrobatics +23, Climb +19, Disable Device +23, Escape Artist +23, Intimidate +17, Knowledge (dungeoneering) +8, Knowledge (local) +9, Knowledge (religion) +6, Perception +16, Sleight of Hand +23, Stealth +23, Survival +13, Swim +19

Languages Common

SQ rogue talents (bleeding attack +7, bonus feat, finesse rogue, improved evasion, opportunist, stand up, weapon training), trapfinding +7

Combat Gear brooch of shielding, potion of cure serious wounds (3), potion of haste (2); Other Gear +1 studded leather, +2 vicious spiked chain, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, thieves' tools, 1,020 gp

Special Abilities

Bleeding Attack +7 (Ex) Sneak attacks also deal 7 bleed damage/round.

Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.

Greater Disarm When disarming a foe, their weapon lands 15 ft away in a random direction.

Greater Trip Foes you trip provoke AoO when they are knocked prone.

Improved Disarm You don't provoke attacks of opportunity when disarming.

Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.

Improved Trip You don't provoke attacks of opportunity when tripping.

Improved Uncanny Dodge (Lv >=18) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 18+.

Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.

Sneak Attack +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Stand Up (Ex) Stand up as a free action instead of a move action (but still provokes AoO).

Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.

Trapfinding +7 Gain a bonus to find or disable traps, including magical ones.

The chain mauler is a vicious sadist whose weapon allows her the bloodiest satisfaction.

PELETHA

Peletha's dark career as a torturer began as a child, when she collected live insects and pinned them to her wall with needles and nails. Soon she moved on to larger, bloodier animals, and started beating the children in her neighborhood at random. Taken in by a cult of the god of pain, she spent her teenage years as the "pet" of the high priest, learning to understand new heights of pain and how to inflict it upon others. Though she appreciates the delicacies of torture, she prefers more direct methods - namely, beating her victims with her magical spiked chain.

Combat Encounters: Peletha might hunt the PCs of her own volition, or pursue them on orders from her cultist masters. She could be encountered roaming the city or patrolling her cult's secret lair.

Roleplaying Suggestions: Peletha may allow herself to be shackled and used as bait for the PCs, pretending to be an innocent victim of the church of torturers. However, she is not good at lying or interacting with people in socially acceptable ways, and her true personality and role soon become obvious.

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