Mummy s Mask Part 1 The Half Dead City Monster Stat Blocks for PFS

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Mummy s Mask Part 1 The Half Dead City Monster Stat Blocks for PFS Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. 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Ghost Scorpion CR ½ N Small vermin Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 AC 12, touch 11, flat footed 12 (+1 natural, +1 size) hp 13 (2d8+4) Fort +5, Ref +0, Will +0 Immune mind affecting effects Speed 30 ft. Melee 2 claws +2 (1d3), sting +2 (1d3 plus poison) Special Attacks pounce Str 10, Dex 11, Con 14, Int, Wis 10, Cha 2 Base Atk +1; CMB +0; CMD 10 (22 vs. trip) Skills Perception +4, Stealth +8; Racial Modifiers +4 Perception, +4 Stealth Poison (Ex) Sting injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Str damage; cure 1 save. Giant SolifugidCR 1 N Small vermin Init +2; Senses darkvision 60 ft.; Perception +4 AC 14, touch 13, flat footed 12 (+2 Dex, +1 natural, +1 size) hp 13 (2d8+4) Fort +5, Ref +2, Will +0 Immune mind affecting effects Speed 50 ft., climb 30 ft. Melee bite +3 (1d6+1), 2 claws +3 (1d3+1) Special Attacks rend (2 claws, 1d3+1) Str 12, Dex 15, Con 15, Int, Wis 11, Cha 2 Base Atk +1; CMB +1; CMD 13 (25 vs. trip) Skills Climb +9, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +4 Stealth

Mining Beetle CR ⅓ N Small vermin Init +2; Senses low light vision; Perception +2 AC 16, touch 13, flat footed 14 (+3 natural, +1 size) hp 6 (1d8) Fort +4, Ref +2, Will +2 Immune mind affecting effects Speed 30 ft., fly 30 ft. (poor); burrow 20 ft Melee bite +3 (1d4+2) Str 14, Dex 15, Con 15, Int, Wis 14, Cha 11 Base Atk +0; CMB +1; CMD 13 (21 vs. trip) Skills Fly +0 SQ luminescence Luminescence (Ex) A fire beetle's glowing glands provide light in a 10 foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death. Cockroach Swarm CR 2 N Diminutive vermin (swarm) Init +2; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4 AC 16, touch 16, flat footed 14 (+2 Dex, +4 size) hp 26 (4d8+8) Fort +6, Ref +3, Will +1 Defensive Abilities swarm traits, Immune weapon damage Weaknesses light sensitivity, swarm traits Speed 20 ft., climb 20 ft., fly 30 ft. (poor) Melee swarm (1d6) Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 14) Str 1, Dex 15, Con 14, Int, Wis 10, Cha 2 Base Atk +3; CMB ; CMD Skills Climb +10, Fly +4, Perception +4, Stealth +14; Racial Modifiers +4 Perception SQ hold breath

Iron Cobra CR 2 N Small construct Init +2; Senses darkvision 60 ft., low light vision; Perception +0 AC 20, touch 13, flat footed 18 (+2 Dex, +7 natural, +1 size) hp 15 (1d10+10) Fort +0, Ref +2, Will +0 DR 5/ ; Immune construct traits; SR 13 Speed 40 ft. Melee bite +3 (1d6+1 plus poison) Str 12, Dex 15, Con, Int, Wis 11, Cha 1 Base Atk +1; CMB +1; CMD 13 (can't be tripped) Skills Stealth +12; Racial Modifiers +6 Stealth SQ find target Find Target (Su) Once per day, an iron cobra's creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function. Poison (Ex) An iron cobra's bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used.black Adder Venom: Bite injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Giant Whiptail Centipede CR 3 Huge vermin Init +0; Senses darkvision 60 ft.; Perception +4 AC 15, touch 8, flat footed 14 (+7 natural, 2 size) hp 38 (4d8+20) Fort +9, Ref +1, Will +1 Immune mind affecting effects Speed 40 ft., climb 40 ft. Melee bite +8 (2d6+7 plus poison), tail slap +3 (1d3 nonlethal plus trip) Space 15 ft.; Reach 15 ft. (20 ft. with tail slap) Str 25, Dex 11, Con 21, Int, Wis 10, Cha 2 Base Atk +3; CMB +12; CMD 22 (can't be tripped) Skills Climb +15, Perception +4, Stealth +0; Racial Modifiers +4 Perception, +8 Stealth SQ compression Poison (Ex) Bite injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. The save DC is Constitution based. Tail Slap (Ex) A giant whiptail centipede's tail slap deals nonlethal damage and gains no bonus from its Strength score on damage dealt. Death Dog CR 2 NE Large magical beast Init +2; Senses darkvision 60 ft., low light vision, scent; Perception +7 AC 13, touch 11, flat footed 11 (+2 Dex, +2 natural, 1 size) hp 22 (3d10+6) Fort +4, Ref +5, Will +2 Speed 30 ft. Melee 2 bites +4 (1d8+1 plus disease and trip) Space 10 ft., Reach 5 ft. Special Attacks disease Str 13, Dex 15, Con 13, Int 4, Wis 12, Cha 6 Base Atk +3; CMB +5; CMD 17 (21 vs. trip) Feats Toughness, Weapon Finesse Skills Perception +7, Stealth +4, Survival +4; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival Languages Goblin (can t speak) Disease (Su) Wormpox: Bite Injury; save Fort DC 12; onset 1 day; frequency 1 day; effect 1 Con damage; cure 2 consecutive saves.

Human Skeleton CR 1/3 NE Medium undead Init +6; Senses darkvision 60 ft.; Perception +0 AC 16, touch 12, flat footed 14 (+2 armor, +2 Dex, +2 natural) hp 4 (1d8) Fort +0, Ref +2, Will +2 DR 5/bludgeoning; Immune cold, undead traits Speed 30 ft. Melee broken scimitar +0 (1d6), claw 3 (1d4+1) or 2 claws +2 (1d4+2) Str 15, Dex 14, Con, Int, Wis 10, Cha 10 Base Atk +0; CMB +2; CMD 14 Feats Improved Initiative B Gear broken chain shirt, broken scimitar Beheaded CR ⅓ NE Tiny undead Init +2; Senses darkvision 60 ft.; Perception +0 AC 14, touch 14, flat footed 12 (+2 Dex, +2 size) hp 4 (1d8) Fort +0, Ref +2, Will +2 Immune undead traits Speed fly 40 ft. (perfect) Melee slam +2 (1d2) Space 2 1/2 ft., Reach 0 ft. Str 11, Dex 15, Con, Int, Wis 11, Cha 10 Base Atk +0; CMB +0; CMD 10 (can t be tripped) Skills Fly +14

Sandman CR 3 NE Medium outsider (earth, elemental, extraplanar) Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7 Aura sleep (20 ft., DC 14) AC 15, touch 11, flat footed 14 (+1 Dex, +4 natural) hp 30 (4d10+8) Fort +6, Ref +5, Will +3 Defensive Abilities amorphous; DR 10/bludgeoning; Immune elemental traits Speed 30 ft., burrow 30 ft. Melee slam +6 (1d6+3 plus sleep) Str 14, Dex 13, Con 15, Int 10, Wis 11, Cha 10 Base Atk +4; CMB +6; CMD 17 Feats Improved Initiative, Iron Will Skills Acrobatics +8, Climb +9, Knowledge (planes) +7, Perception +7, Sense Motive +7, Stealth +8 (+12 in sand); Racial Modifiers +4 Stealth in sand Languages Terran SQ compression, sand form Sand Form (Su) As a standard action, a sandman can cause its humanoid form to collapse into a pile of animated sand. In this form, treat the sandman as if it were a Small earth elemental made out of sand. The sandman retains its compression and sleep aura abilities when in sand form, but loses its sleep attack and its damage reduction, as its sandy body in this form is much more compact and easier to scatter with solid weapon blows. Sleep (Su) A creature struck by a sandman's slam attack must succeed on a DC 14 Will save or immediately fall asleep, as if affected by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this ability. The save DC is Constitution based. Sleep Aura (Su) A sandman radiates a 20 foot radius spread that puts creatures to sleep. Any creature in the area must succeed on a DC 14 Will save or fall asleep, as if affected by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this ability. A creature that successfully saves is immune to that sandman's sleep aura for 24 hours. The save DC is Constitution based.

Vargouille CR 2 NE Small outsider (evil, extraplanar) Init +1; Senses darkvision 60 ft.; Perception +7 AC 15, touch 12, flat footed 14; (+1 Dex, +3 natural, +1 size) hp 19 (3d10+3) Fort +4, Ref +4, Will +2 Speed fly 30 ft. (good) Melee bite +5 (1d4 plus poison) Special Attacks kiss, poison, shriek Str 10, Dex 13, Con 13, Int 5, Wis 12, Cha 8 Base Atk +3; CMB +2; CMD 13 Feats Skill Focus (Stealth), Weapon Finesse Skills Fly +13, Intimidate +5, Perception +7, Stealth +8 Languages Infernal Kiss (Su) A vargouille can kiss a helpless target by making a successful melee touch attack (this provokes attacks of opportunity). A kissed opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). First, over a period of 1d6 hours, all the victim's hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours thereafter, when the victim's head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation's progress is paused by sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect. The save DC is Constitution based and includes a +4 racial bonus. Poison (Su) Bite injury; save Fort DC 12; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution based. Shriek (Su) Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same vargouille's shriek for 24 hours. The save DC is Constitution based.

Doru CR 2 NE Tiny outsider (div, evil, extraplanar) Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7 AC 18, touch 15, flat footed 15 (+3 Dex, +3 natural, +2 size) hp 16 (3d10) Fort +3, Ref +4, Will +4 DR 10/cold iron or good; Immune fire, poison; Resist acid 10, electricity 10; SR 13 Speed 20 ft., fly 40 ft. (perfect) Melee bite +9 (1d4 1 plus poison) Space 2 1/2 ft.; Reach 0 ft. Spell Like Abilities (CL 6th; concentration +8) Constant detect good, detect magic At will invisibility (self only) 3/day charm person (DC 13), minor image (DC 13) 1/day suggestion (DC 14) 1/week commune (CL 12th, 6 questions) Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 14 Base Atk +3; CMB +4; CMD 13 (can't be tripped) Feats Weapon Finesse, Weapon Focus (bite) Skills Bluff +8, Fly +11, Knowledge (arcana) +6, Knowledge (planes) +6, Perception +7, Spellcraft +6, Stealth +17 Languages Abyssal, Celestial, Infernal; telepathy 100 ft. Poison (Ex) Bite injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Wis; cure 2 consecutive saves.

Adherer CR 3 LE Medium monstrous humanoid Init +3; Senses darkvision 60 ft.; Perception +5 AC 17, touch 13, flat footed 14 (+3 Dex, +4 natural) hp 30 (4d10+8) Fort +3, Ref +7, Will +5 DR 5/ ; SR 14 Speed 30 ft., climb 10 ft. Melee 2 slams +6 (1d6+2 plus grab) Special Attacks grab (Large) Str 14, Dex 16, Con 15, Int 4, Wis 13, Cha 11 Base Atk +4; CMB +7 (+15 grapple); CMD 19 Feats Agile Maneuvers, Combat Reflexes Skills Climb +10, Craft (cloth) +3, Craft (traps) +1, Perception +5, Stealth +11; Racial Modifiers +2 Craft (cloth), +4 Stealth Languages Aklo SQ adhesive Adhesive (Su) A weapon that strikes an adherer becomes stuck fast to the creature's adhesive flesh unless the wielder succeeds at a DC 14 Reflex save. A creature adjacent to the adherer can attempt to pry off a stuck weapon with a DC 17 Strength check, but doing so provokes an attack of opportunity from the adherer. The adherer's adhesive flesh gives it a +8 racial bonus on grapple checks. It can attempt to grapple a foe as a free action whenever a creature successfully hits it with a natural attack or an unarmed strike. An adherer does not gain the grappled condition when it grapples a foe, nor does it provoke attacks of opportunity when it attempts to do so. Fire can temporarily burn away an adherer's adhesive coating whenever an adherer takes at least 10 points of fire damage, it loses its adhesive special quality for 1d4 rounds. Universal solvent, alchemical solvent, or a similar fluid removes an adherer's adhesive quality for 1 hour if it fails a DC 15 Reflex save, or for 1d4 rounds if it makes the save. The adherer's skin loses its adhesive quality 1 hour after the adherer dies. An adherer can release anything stuck to it as a free action. The save DCs are Constitution based.