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G5 7-8 (0/2) Totenmaske CR7This spindly, skeletal humanoid has moldy green flesh, long talons for hands, and a head that seems to be mostly mouth.

NE Medium undead (shapechanger)Init +10; Senses darkvision 60 ft.; Perception +15

DEFENSE combat expertise (-2 atk, +2 dodge) when attack with melee weaponAC 20, touch 16, flat-footed 14 (+6 Dex, +4 natural)HP 85 (10d8+40)Fort +7, Ref +9, Will +9Immune undead traits; Resist cold 20

OFFENSE combat reflexes (7 AoO)Speed 50 ft.Melee bite +13 (1d8+4 plus 1d4 Cha drain DC21 will), 2 claws +13 (1d6+4) + fleshdrink if both claws hit same target (1d6 con dmg, sickened 1d4 rds, DC19 Fort negates con dmg and only 1 rd sick)Space 5 ft., Reach 5 ft.Special Attacks fleshdrink, shape flesh

STATS Str 18, Dex 23, Con -, Int 16, Wis 15, Cha 19 - BAB +7; CMB 11; CMD 27

Feats Ability Focus (Charisma drain), Combat Expertise, Combat Reflexes, Improved Initiative, Weapon FinesseSkills Acrobatics +16, Bluff +14, Diplomacy +14, Disguise +17, Perception +15, Sense Motive +15, Stealth +19Languages Abyssal, Celestial, Common, InfernalSQ change shape (the previous humanoid it successfully used its fleshdrink ability on; alter self )

Tactics: Once the totenmaskes realize the party is rescuing Tomasz, they wait until the most

inconvenient moment to strike, and do so wherever in the asylum the party may be at the time. They maintain their disguises until slain. The totenmaskes attack the character or characters with the lowest Charisma scores.

Charisma Drain (Su) A totenmaske can eat the hopes and dreams of a creature it bites, dealing 1d4 points of Cha drain unless the victim makes a DC 21 Will save.

Fleshdrink (Su) If a totenmaske hits a single creature with both claw attacks, the hollow claws drain away some of the target's flesh, dealing 1d6 points of Constitution damage and making the victim sickened for 1d4 rounds. A successful DC 19 Fortitude save negates the Constitution damage and reduces the sickened condition duration to 1 round.

Shape Flesh (Su) By spending 1 minute in contact with a helpless creature, a totenmaske can reshape the target's face, causing flesh to cover vital features. The target may attempt a DC 19 Fortitude save to resist. Changes are permanent, but can be reversed with heal, restoration, or regeneration, or by surgically opening the sealed flesh with a DC 15 Heal check that takes 1d3 rounds and deals 1d4 points of damage even if the check is not successful. A totenmaske can use this ability on one of four different features per use: ears (target becomes deaf), eyes (target becomes blind), mouth (target cannot speak or eat), or nose (target cannot smell). Multiple uses can have increasingly serious effects (such as sealing the mouth and nose, which causes suffocation).

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G5 7-8 (1/0) 10-11 (3/4) Totenmaske (Adv +1) CR8This spindly, skeletal humanoid has moldy green flesh, long talons for hands, and a head that seems to be mostly mouth.

NE Medium undead (shapechanger)Init +12; Senses darkvision 60 ft.; Perception +19

DEFENSE combat expertise (-2 atk, +2 dodge) when attack with melee weaponAC 24, touch 18, flat-footed 16 (+8 Dex, +6 natural)HP 105 (10d8+60)Fort +9, Ref +11, Will +11Immune undead traits; Resist cold 20

OFFENSE combat reflexes (9 AoO)Speed 50 ft.Melee bite +15 (1d8+6 plus 1d4 Cha drain DC23 will), 2 claws +15 (1d6+6) + fleshdrink if both claws hit same target (1d6 con dmg, sick 1d4rds, DC21 F negates con dmg and only 1rd sick)Space 5 ft., Reach 5 ft.Special Attacks fleshdrink, shape flesh

STATS Str 22, Dex 27, Con -, Int 20, Wis 19, Cha 23 - Base Atk +7; CMB 11; CMD 31

Feats Ability Focus (Charisma drain), Combat Expertise, Combat Reflexes, Improved Initiative, Weapon FinesseSkills Acrobatics +18, Bluff +16, Diplomacy +16, Disguise +19, Perception +19, Sense Motive +17, Stealth +21, Climb +10, Fly +12, Intimidate +10, Knowledge +9, Knowledge +9, Spellcraft +9Languages Abyssal, Celestial, Common, Infernal

SQ change shape (the previous humanoid it successfully used its fleshdrink ability on; alter self ) Tactics:

Once the totenmaskes realize the party is rescuing Tomasz, they wait until the most inconvenient moment to strike, and do so wherever in the asylum the party may be at the time.

They maintain their disguises until slain. The totenmaskes attack the character or characters with the lowest Charisma scores.

Charisma Drain (Su) A totenmaske can eat the hopes and dreams of a creature it bites, dealing 1d4 points of Charisma drain unless the victim makes a DC 23 Will save.

Fleshdrink (Su) If a totenmaske hits a single creature with both claw attacks, the hollow claws drain away some of the target's flesh, dealing 1d6 points of Constitution damage and making the victim sickened for 1d4 rounds. A successful DC 21 Fortitude save negates the Constitution damage and reduces the sickened condition duration to 1 round.

Shape Flesh (Su) By spending 1 minute in contact with a helpless creature, a totenmaske can reshape the target's face, causing flesh to cover vital features. The target may attempt a DC 21 Fortitude save to resist. Changes are permanent, but can be reversed with heal, restoration, or regeneration, or by surgically opening the sealed flesh with a DC 15 Heal check that takes 1d3 rounds and deals 1d4 points of damage even if the check is not successful. A totenmaske can use this ability on one of four different features per use: ears (target becomes deaf ), eyes (target becomes blind), mouth (target cannot speak or eat), or nose (target cannot smell). Multiple uses can have increasingly serious effects (such as sealing the mouth and nose, which causes suffocation).

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H5 7–8 (1/3), 10-11 (3/5) Feasters of the Heart CR5 Advanced vampire spawn (Pathfinder RPG Bestiary 270, 294) LE Medium undead Init +4; Senses darkvision 60 ft.; Perception +14

DEFENSE spider climbAC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural) hp 42 each (4d8+24); fast healing 2 Fort +7, Ref +5, Will +8 (channel +2)Defensive Abilities channel resistance +2; DR 5/silver; Immune undead traits; Resist cold

10, electricity 10 Weaknesses vampire weaknesses

OFFENSE blind fight (reroll for concealment)Speed 30 ft. Melee slam +7 (1d4+6 plus energy drain, 1 neg level) OR std Dominate (DC 18, 30ft)

Special Attacks blood drain (1d4 con dmg when pinning), dominate (std, DC 18), energy drain (1 level, DC 18 F to remove after 24h)

STATS Str 18, Dex 18, Con —, Int 15, Wis 19, Cha 23 - Base Atk +3; CMB +7; CMD 21

Feats Blind-Fight (reroll for concealment), Skill Focus (Perception)

Skills Bluff +10, Intimidate +13, Knowledge (local) +6, Knowledge (religion) +9, Perception +14, Stealth +25; Racial Modifiers +16 Stealth

Languages Common, Thassilonian, Varisian

SQ gaseous form, shadowless, spider climb

Tactics Tesserick and his fellow vampire spawn bring the blindfolded initiates into this room. They

waste little time in forming the PCs into a line and informing them that they are now fully ready to serve Lissala.

To ensure their servitude and devotion are total, the vampire spawn use their dominate ability to bring the mortal initiates under their sway.

Unless they are attacked, they use only dominate, instructing any dominated characters to serve the will of Lissala and obey the commands of the Feasters of the Heart.

If combat breaks out, either in this room or the adjacent H6, they cease their domination efforts and resort to normal melee combat, instructing those already dominated to defend them.

If the cultists know that the PCs are Pathfinders, Charito instructs the vampire spawn to drain the PCs’ blood while they are blind and unsuspecting instead of dominating them.

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Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Shadowless (Ex): casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex): can climb sheer surfaces as though under the effects of a spider climb spell.

Dominate (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire-they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one third of its maximum hit points-a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

Negative Level For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it

possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any

prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.

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H6 7-8 Feaster of the Heart CR 5

H6 7-8 Charito Menas CR 7Female human vampire rogue 5 (Pathfinder RPG Bestiary 270) LE Medium undead (augmented humanoid) Init +9; Senses darkvision 60 ft.; Perception +19

DEFENSE mobility +4 AC vs AoO from movement, combat expertise (-1 atk, +1 dodge) when attack with melee weaponnever flat footed, spider climbpotion of inflict moderate wounds, potion of invisibility

AC 22, touch 16, flat-footed 16 (+5 Dex, +1 dodge, +6 natural) hp 51 (5d8+25); fast healing 5 Fort +5, Ref +12, Will +5 (channel +4)Defensive Abilities channel resistance +4, evasion, trap sense +1, uncanny dodge; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10 Weaknesses vampire weaknesses

OFFENSE combat reflexes (6 AoO), sneak attack 3d6Speed 30 ft. Melee +1 shock rapier +10 (1d6+5/18–20 plus 1d6 electricity) OR slam +8 (1d4+6 plus energy drain, 2 levels, once per round only, gain 5 temp HP per level) OR FRA spring attack (min 10ft)OR std Dominate (DC 15,30ft)

Special Attacks blood drain (if pinning 1d4 con dmg), children of the night, create spawn, dominate (DC 15), energy drain (2 levels, DC 15 F to remove after 24h), sneak attack +3d6

STATS Str 18, Dex 20, Con —, Int 16, Wis 12, Cha 17 - Base Atk +3; CMB +7; CMD 23

Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack (move before and after attack), Toughness, Weapon Finesse, Weapon Focus (rapier)

Skills Acrobatics +13, Bluff +19, Diplomacy +11, Escape Artist +13, Intimidate +11, Knowledge (local) +11, Knowledge (nobility) +8, Knowledge (religion) +8, Perception +19, Sense Motive +19, Sleight of Hand +13, Stealth +21; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth

Languages Abyssal, Common, Draconic, Varisian

SQ change shape (dire bat or wolf, beast shape II), gaseous form, rogue talents (finesse rogue, weapon training), shadowless, spider climb, trapfinding +2

Combat Gear potion of inflict moderate wounds, potion of invisibility; Other Gear +1 shock rapier, cloak of resistance +1, locket worth 500 gp, 80 gp

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Tactics Charito Menas—former Pathfinder and now wholly evil Feaster of the Heart—removes the

blindfold from the greatest character’s head, while a vampire spawn forces the weakest character to his knees.

Charito then speaks to the greatest character: If the greatest PC obeys Charito’s command and murders the weakest character, the vampire rewards him by draining his blood to make the PC into a vampire spawn under her control.

If the PC or PCs in this room refuse Charito’s command, she and her minion attack instead. Should the sound of combat come from adjacent area H5, the rogue sends her spawn to

assist, unless the pair are already engaged in combat themselves.

Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Gaseous Form (Su): std, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Children of the Night (Su): 1/day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a std action. These creatures arrive in 2d6 rounds and serve for up to 1 hour.

Shadowless (Ex): casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex): can climb sheer surfaces as though under the effects of a spider climb spell.

Dominate (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su): A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire-they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one third of its maximum hit points-a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

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H6 10–11 Feaster of the Heart CR 5H6 10-11 Charito Menas CR 11

Female human vampire rogue 10 (Pathfinder RPG Bestiary 270) LE Medium undead (augmented humanoid) Init +9; Senses darkvision 60 ft.; Perception +26

DEFENSE cannot be flanked, never flat footed, mobility (+4 AC vs AoO when moving)Wind stance – move 10ft+ gain 20% concealment against ranged attacks for 1 roundcombat expertise (-2 atk, +2 dodge) when attack with melee weaponspider climb2 potions of inflict serious wounds, potion of invisibility

AC 26, touch 16, flat-footed 20 (+4 armor, +5 Dex, +1 dodge, +6 natural) hp 108 (10d8+60); fast healing 5 Fort +10, Ref +15, Will +7 (channel +4)Defensive Abilities channel resistance +4, evasion, improved uncanny dodge, trap sense +3;

DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10 Weaknesses vampire weaknesses

OFFENSE (6 AoO), sneak attack +5d6Speed 30 ft. Move action improved feint bluff +25 vs 10+opponents (wis bonus+BAB) deny dexMelee +1 shock rapier +14/+9 (1d6+5/18–20 plus 1d6 electricity) OR slam +12 (1d4+6 plus energy drain, 2 levels, once per round only, gain 5 temp HP per level) OR FRA spring attack (min 10ft)OR std Vital Strike double base weapon damage dice before bonusesOR std Dominate (DC 19, 30ft)

Special Attacks blood drain, children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19 F to remove after 24h), sneak attack +5d6

STATS Str 18, Dex 20, Con —, Int 16, Wis 12, Cha 18 - Base Atk +7; CMB +11; CMD 27

Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Feint, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Toughness, Vital Strike, Weapon Finesse, Weapon Focus (rapier), Wind Stance

Skills Acrobatics +18, Bluff +25, Diplomacy +17, Escape Artist +18, Intimidate +17, Knowledge (local) +16, Knowledge (nobility) +13, Knowledge (religion) +13, Per +26, Sense Motive +26, Sleight of Hand +18, Stealth +26; Racial Modifiers +8 Bluff, +8 Per, +8 Sense Motive, +8 Stealth

Languages Abyssal, Common, Draconic, Varisian

SQ change shape (dire bat or wolf, beast shape II), gaseous form, rogue talents (combat trick, feat, finesse rogue, weapon training), shadowless, spider climb, trapfinding +5

Combat Gear potions of inflict serious wounds (2), potion of invisibility; Other Gear mithral shirt, +1 shock rapier, cloak of resistance +1, locket worth 500 gp, 30 gp

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Tactics Charito Menas—former Pathfinder and now wholly evil Feaster of the Heart—removes the

blindfold from the greatest character’s head, while a vampire spawn forces the weakest character to his knees.

Charito then speaks to the greatest character: If the greatest PC obeys Charito’s command and murders the weakest character, the vampire rewards him by draining his blood to make the PC into a vampire spawn under her control.

If the PC or PCs in this room refuse Charito’s command, she and her minion attack instead. Should the sound of combat come from adjacent area H5, the rogue sends her spawn to

assist, unless the pair are already engaged in combat themselves.

Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Gaseous Form (Su): std, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Children of the Night (Su): 1/day, std, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves. These creatures arrive in 2d6 rounds and serve for up to 1 hour.

Shadowless (Ex): casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex): can climb sheer surfaces as though under the effects of a spider climb spell.

Dominate (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su): A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire-they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one third of its maximum hit points-a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

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H7 7–8 Feasters of the Heart (1/3) CR 5H7 7-8 Ilan Kosta CR 8

Male human vampire cleric of Lissala 6 (Pathfinder RPG Bestiary 270) LE Medium undead (augmented humanoid, human) Init +7; Senses darkvision 60 ft.; Perception +21

DEFENSE possibly add Circle of protection (+2 deflec AC, +2 resistance on saves), spider climb

AC 27, touch 14, flat-footed 23 (+7 armor, +3 Dex, +1 dodge, +6 natural) hp 60 (6d8+30); fast healing 5 Fort +9, Ref +8, Will +11 (channel +4)Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits;

Resist cold 10, electricity 10 Weaknesses vampire weaknesses

OFFENSE (4 AoO)Speed 30 ft. Melee Lissala’s Caress +10 (1d3+6 nonlethal plus sickened) or

slam +9 (1d4+7 plus energy drain, 2 levels, once per round only, gain 5 temp HP per level drained)

OR std Dominate (DC 16, 30ft, 6 days)OR channel negative (DC16, 3d6) possibly add desecrate +6 bonus

Special Attacks blood drain, channel negative energy 8/day (DC 16, 3d6), children of the night, create spawn, dominate (DC 16), energy drain (2 levels, DC 16 F to remove after 24h)

Domain Spell-Like Abilities (CL 6th; concentration +11) 8/day—touch of evil (3 rounds) sickening touch8/day—inspiring word (3 rounds) inspire ally within 30ft

Cleric Spells Prepared (CL 6th; concentration +11/+15) 3rd—bestow curse (DC 20, touch, permanent, -6 ability or -4 atks/saves/abil checks/skill checks or 50% do nothing each round, VS),

blindness/deafness (DC 20, 160ft, perm(D), V), dispel magic (160ft, caster level check vs DC, VS), magic circle against good (10ft R, prot good, 60 mins, VSDF)

2nd—desecrate (40ft, 20ftR, +6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area, VSMDF),

enthrall (DC 17, FRA, make friendly, +4 bonus on save, up to 1 hour, VS)D, hold person (DC 17, 160ft, humanoid, paralyzed, 6rds, saving throw every round, VSDF), owl’s wisdom +4 Wis, touch, 6 minutes, VSDF spiritual weapon (force whip, +9 atk, 1d8+2, 6rds, move action to change targets, VSDF)

1st—bane (DC 16, 50ft, 50ftR burst, enemies -1atk, -1 save vs fear, 6 minutes, VSDF), Bless (50ft, 50ftR burst, allies +1atk, +1 save vs fear, 6 minutes, VSDF)divine favorD (+2 atk, +2 dmg, 1 minute VSDF), doom (2, DC 18 will, 160ft, 6 minutes, one living creature, shaken VSDF), obscuring mist (20ft, 20ft R, 6 minutes(D), VS)

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0 (at will)—bleed (DC 17), detect magic, guidance, read magic D Domain spell; Domains Evil, Nobility

TACTICS Before Combat Should Ilan hear the sound of combat from elsewhere in the cultists’

complex, he casts magic circle against good on himself, and desecrate in the center of the inner sanctum. Neither of these effects are reflected in Ilan’s stats or those of his allies.

During Combat Ilan casts bestow curse and blindness/deafness, then uses his whip to soften up enemies for energy drain. If he has no luck with his whip, he instead employs hold person on the closest target, and drains the creature of its blood the following round. When he and his allies need healing, he spontaneously casts cure spells or channels negative energy to heal them; he only uses channel negative energy to harm his foes if all his allies have been destroyed.

Morale Ilan fights in his sanctum and knows there is nowhere he can go to escape utter destruction if he is defeated. Thus, he fights to the death to keep his cult alive.

STATS Str 20, Dex 17, Con —, Int 12, Wis 20, Cha 16 - Base Atk +4; CMB +9; CMD 23

Feats Alertness, Combat Casting, Combat Reflexes, Dodge, Extra Channel, Greater Spell Focus (necromancy), Improved Initiative, Lightning Reflexes, Spell Focus (necromancy), Toughness

Skills Bluff +11, Knowledge (history) +10, Knowledge (religion) +10, Perception +21, Sense Motive +24, Stealth +8; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth

Languages Common, Thassilonian, Varisian

SQ aura, change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb

Combat Gear unholy water; Other Gear +2 glamered scale mail, Lissala’s Caress, cloak of resistance +1, headband of inspired wisdom +2, gold unholy symbol of Lissala (worth 100 gp), silver dust (worth 25 gp)

Wealth of Centuries Ilan has had centuries to amass the wealth of a seasoned adventurer, picking the best gear from defeated foes and thralls alike. His CR is 1 higher than normal to reflect this increase in gear.

Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and

saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

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H7 7-8 Milena TalichFemale human vampire sorcerer 7 (Pathfinder RPG Bestiary 270) NE Medium undead (augmented humanoid) Init +8; Senses darkvision 60 ft.; Perception +12

DEFENSE possibly include shield (+4 AC, deny mm) and false life (13 temp HP)Spider climbpotion of inflict serious wounds

AC 25, touch 15, flat-footed 20 (+4 armor, +4 Dex, +1 dodge, +6 natural) hp 83 (7d8+56); fast healing 5 Fort +11, Ref +9, Will +8 (channel +4)Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits;

Resist cold 10, electricity 10 Weaknesses vampire weaknesses

OFFENSE PBSSpeed 30 ft. Melee slam +6 (1d4+4 plus energy drain, 2 levels, once per round only, gain 5 temp HP per level) OR std Dominate DC19, 30ft, 7 days

Special Attacks blood drain (if pinning), children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19 F to remove after 24h)

Bloodline Spell-Like Abilities (CL 7th; concentration +13/+17) 9/day—grave touch (shaken, 3 rounds)

Sorcerer Spells Known (CL 7th; concentration +13/+17) 3rd (5/day)—dispel magic (170ft, caster level check vs DC, VS),

lightning bolt (DC 19, 7d6, 120ft line, VSM), vampiric touch (touch 3d6, and gain equal temp HP, VS)

2nd (8/day)—false life (1d10+7 temp HP, 1 hour, VSM), hideous laughter (DC 18, 40ft, one creature, 7 rds, VSM), scorching ray (ranged touch, 40ft, 2 rays, 4d6, within 30ft, VS), web (DC 18, 170ft, 20ft R spread, 70 minutes, VSM)

1st (8/day)—chill touch (DC 17, 1d6 dmg, +1 str dmg if fails save, 7 touch attacks), mage armor (+4 AC, touch, 7 hours), magic missile (4d4+4, 170ft, <=15ft apart), ray of enfeeblement (DC 17, 40ft, 1d6+2 str dmg),shield (+4 AC, personal, denies MM, 7 minutes), true strike (+20 next attack roll within one round)

0 (at will)—detect magic, read magic, dancing lights, light, ghost sound (DC 16), mage hand, open/close

Bloodline undead

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TACTICS Before Combat Milena casts mage armor at the start of each day. If aware of an impending

attack, she also casts shield and false life. Only mage armor has been added to her stats.

During Combat Milena uses her spider climb ability to climb up the walls of the chamber, then casts web to trap the PCs. She uses ray of enfeeblement to make escape harder, alternating magic missile, lightning bolt, and scorching ray from then on as circumstances dictate. In melee, she prefers vampiric touch to her own slam attacks, knowing that a touch is easier to deliver against seasoned combatants than a regular attack.

Morale If Milena sees no hope of her survival, she attempts to dominate the strongest PC and instructs him to defend her. She fights until destroyed, knowing the Pathfinders already have access to her coffin.

STATS Str 16, Dex 18, Con —, Int 15, Wis 14, Cha 22 - Base Atk +3; CMB +6; CMD 21

Feats Ability Focus (dominate), Alertness, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Skill Focus (Disguise), Toughness, Weapon Focus (ray)

Skills Bluff +24, Disguise +16, Knowledge (arcana) +12, Knowledge (religion) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +12; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth

Languages Common, Thassilonian, Varisian

SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb

Combat Gear potion of inflict serious wounds; Other Gear cloak of resistance +1, headband of alluring charisma +2, 250 gp

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

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H7 10–11 Advanced Totenmaskes (1/3) CR 8H7 10–11 Ilan Kosta CR 11

Male human vampire cleric of Lissala 9 (Pathfinder RPG Bestiary 270) LE Medium undead (augmented humanoid) Init +7; Senses darkvision 60 ft.; Perception +24

DEFENSE possibly add Circle of protection and desecrateAC 27, touch 14, flat-footed 23 (+7 armor, +3 Dex, +1 dodge, +6 natural) hp 116 (9d8+72); fast healing 5 Fort +12, Ref +9, Will +12 (channel +4)Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10 Weaknesses vampire weaknesses

OFFENSE lesser quicken rodSpeed 30 ft. Melee Lissala’s Caress +15/+10 (1d3+9 nonlethal plus sickness)

OR slam +14 (1d4+10 plus energy drain, 2 levels, once per round only, gain 5 temp HP per level) OR std Channel negative energy (DC19, 5D6, 10/day) USE TO HARM ONLY if no allies leftOR std dominate (DC19, 30ft, 6 days)

Special Attacks blood drain, channel negative energy 10/day (DC 19, 5d6), children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19 F to remove after 24h), scythe of evil (unholy weapon [+2d6vs Good], 4 rounds, 1/day)

Domain Spell-Like Abilities (CL 9th; concentration +14/+18) 8/day—touch of evil (4 rounds) 8/day—inspiring word (4 rounds)

Cleric Spells Prepared (CL 9th; concentration +14/+18) 5th—dispel goodD (touch, 9rds, +4 deflection AC vs good, discharge to dismiss extraplanar good on touch, on touch dispel enchantment cast by a good creature or any good spell)

slay living (2, DC 22 Fort, touch, 12d6+9, if saves 3d6+9) slay living (2, DC 22 Fort, touch, 12d6+9, if saves 3d6+9)

4th—divine power (personal, +3 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, +9 temp HP, make an extra attack per round)

freedom of movement (45ft, 90 mins), spell immunity (touch, 90 mins, ward completely against two 4th or lower spells that allow SR)unholy blight (DC 19 will halves, 190ft, 20ftRburst, 4d8 vs good, 9d8 vs good outsiders, halved vs neutral, sickened 1d4 rds, or 1 rd if saves)D

3rd—bestow curse (DC 20, touch, permanent, -6 ability or -4 atks/saves/abil checks/skill checks or 50% do nothing each round, VS),

blindness/deafness (2, DC 20, 190ft, permanent), dispel magic 190ft, caster level check vs DC, VS, magic circle against good, 10ft R, prot good, 90 mins, VSM

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2nd—desecrate 40ft, 20ftR, +6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area, VSM),,

eagle’s splendour (+4 cha, 9 mins), enthrall (DC 17, FRA, make friendly, +4 bonus on save, up to 1 hour, VS)D, hold person (2, DC 17, 190ft, humanoid, paralyzed, 9rds, saving throw every round, VSDF), spiritual weapon (force whip, +11 atk, 1d8+3, 9rds, move action to change targets)

1st—bane (DC 16, 50ft, 50ftR burst, enemies -1atk, -1 save vs fear, 9 minutes), Bless 50ft, 50ftR burst, allies +1atk, +1 save vs fear, 9 minutes, death knell (DC 18, kill dying creature with a touch and gain 5 temp HP and +2 str and +1 on

caster level variables), divine favorD, personal, 1 minute, +3 luck bonus on atk and dmgdoom (2, DC 18 W, med, 9 minutes, shaken), obscuring mist (20ft, 20ft R spread, 9 mins)

0 (at will)—bleed (DC 17), detect magic, guidance, read magic

TACTICS Before Combat When Ilan hears the sounds of combat coming from outside, he casts magic

circle against good on himself, and desecrate in the center of the inner sanctum. Neither of these effects is calculated into his stats. If time permits, he also casts eagle’s splendor and divine power on himself, which are both reflected in his stat block.

During Combat Ilan uses his rod to cast quickened blindness/deafness in concert with melee attacks and quickened bestow curse in concert with slay living. In melee, he uses a combination of slay living, energy drain, and his whip’s special ability, draining blood when a target has been made helpless (such as with his hold person spell). He channels negative energy to heal himself and his allies as needed, only using it to damage his foes if he is the sole Feaster of the Heart still in the fight.

Morale Ilan fights in his sanctum and knows there is nowhere he can go to escape utter destruction if he is defeated. Thus, he fights to the death to keep his cult alive.

Base Statistics When not under the effects of divine power and eagle’s splendor, Ilan has the following statistics: hp 89; Fort +10; Melee Lissala’s Caress +12/+7 (1d3+6 nonlethal plus sickness), slam +11 (1d4+7 plus energy drain); Special Attacks channel negative energy 8/day (DC 17, 5d6), energy drain (2 levels, DC 17); Cha 17; Skills Bluff +13, Disguise +5.

STATS Str 20, Dex 17, Con —, Int 12, Wis 20, Cha 21 - Base Atk +6; CMB +11; CMD 25

Feats Ability Focus (dominate), AlertnessB, Combat Casting, Combat ReflexesB, Deceitful, DodgeB, Extra Channel, Greater Spell Focus (necromancy), Improved InitiativeB, Leadership, Lightning ReflexesB, Spell Focus (necromancy), ToughnessB

Skills Bluff +15, Disguise +7, Knowledge (history) +13, Knowledge (religion) +13, Per +24, Sense Motive +27, Stealth +8; Racial Modifiers +8 Bluff, +8 Per, +8 Sense Motive, +8 Stealth

Languages Common, Thassilonian, Varisian

SQ aura, change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb

Combat Gear lesser quicken metamagic rod, unholy water; Other Gear +2 glamered scale mail, Lissala’s Caress, cloak of resistance +1, headband of inspired wisdom +2, gold unholy

symbol of Lissala (worth 100 gp), silver dust (worth 25 gp), 100 gp

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H7 10-11 Milena Talich CR 11Female human vampire sorcerer 10 NE Medium undead (augmented humanoid, human) Init +8; Senses darkvision 60 ft.; Perception +24

DEFENSE spider climbAC 29, touch 15, flat-footed 24 (+4 armor, +4 Dex, +1 dodge, +6 natural, +4 shield) hp 117 (10d8+80); fast healing 5 Fort +13, Ref +11, Will +11 (channel +4)Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10 Weaknesses vampire weaknesses

OFFENSE (5 AoO), PBSSpeed 30 ft. Melee slam +8 (1d4+4 plus energy drain, 2 levels, once per round only, gain 5 temp HP per level)OR throw bead of force (throw 60ft, 5d6 force, + resilient sphere DC16)

Special Attacks blood drain, children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21 F to remove after 24h)

Bloodline Spell-Like Abilities (CL 10th; concentration +16/+20) 9/day—grave touch (5 rounds) 1/day—grasp of the dead (10d6 slashing skeletal arms, DC 21 R halve, 60ft, 20ft R burst, cannot move 1 rd)

Sorcerer Spells Known (CL 10th; concentration +16/+20) 5th (4/day)—cone of cold (DC 21, 60ft cone, 10d6 cold)

4th (6/day)—animate dead, bestow curse (DC 20, touch, permanent, -6 ability or -4 atks/saves/abil checks/skill checks or

50% do nothing each round, VS), black tentacles (med, 20ft R spread, 9 rds, +14 grapple (+19 maintain), 1d6+4, CMD 24)

3rd (7/day)—dispel magic (med, caster level check vs DC), lightning bolt (DC 19, 120ft line, 10d6), slow (DC 19, 10 targets, 10rds), vampiric touch (touch, 5d6 dmg, gain equal temporary HP)

2nd (8/day)—false life (15 temp HP), glitterdust (DC 18, med, 10ft R burst, 10 rds), hideous laughter (DC 18 +4 bonus diff creature type, close, 10rds, prone laughing), scorching ray (two rays, 4d6 each, close, all within 30ft)web (DC 18, med, 20ft R spread, 100 mins)

1st (8/day)—chill touch (DC 17, 1d6 dmg, +1 str dmg if fails save, 10 touch attacks), mage armor, magic missile (med, all within 15ft, 5Dd4+5), ray of enfeeblement (DC 17, close, 1d6+5 str dmg), shield, true strike

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0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 16), light, mage hand, open/close, prestidigitation, read magic

Bloodline undead

TACTICS Before Combat Milena casts mage armor and shield prior to the start of combat, and true

strike the round before combat to increase her chances of hitting with an opening onslaught. If she has time, she uses her spider climb ability to climb the wall and gain a view of the doorway.

During Combat On the first round, Milena casts quickened ray of enfeeblement on the first creature through the door, then follows up with black tentacles to trap the party. Thereafter, she alternates damaging spells like magic missile, cone of cold, scorching ray, and lightning bolt with control spells like dispel magic, slow, and glitterdust. In melee, she prefers vampiric touch to her slam attacks, knowing that her chances of hitting are higher.

Morale If the situation takes a turn for the worse and Milena sees no hope of her survival, she attempts to dominate the strongest PC and instructs him to defend her. She fights until destroyed, knowing that the Pathfinders already have access to her coffin.

STATS Str 16, Dex 18, Con —, Int 16, Wis 14, Cha 22 - Base Atk +5; CMB +8; CMD 23

Feats Ability Focus (dominate), Alertness, Combat Casting, Combat Reflexes, Dodge, Quicken Spell, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Skill Focus (Disguise), Toughness, Weapon Focus (ray)

Skills Bluff +27, Disguise +22, Knowledge (arcana) +16, Knowledge (religion) +16, Perception +24, Sense Motive +12, Spellcraft +16, Stealth +12; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth

Languages Common, Necril, Thassilonian, Varisian

SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb

Combat Gear bead of force (throw 60ft, 5d6 force, + resilient sphere DC16) potion of inflict serious wounds; Other Gear cloak of resistance +2, headband of alluring charisma +2, 100 pp

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Cultist (Farmer) CR 1/2Human commoner 1/expert 1 N Medium humanoid Init +0; Senses Perception +1

DEFENSEAC 10, touch 10, flat-footed 10hp 10 (2 HD, 1d6+1d8+2) Fort +1, Ref +0, Will +3

OFFENSE Speed 30 ft. Melee club +0 (1d6) or sickle +0 (1d6) Ranged sling +0 (1d4) or club +0 (1d6)

STATISTICS Str 11, Dex 10, Con 12, Int 10, Wis 13, Cha 9 - Base Atk +0; CMB +0; CMD 10

Feats Animal Affinity, Skill Focus (Profession [farmer])

Skills Craft (carpentry) +5, Handle Animal +6, Heal +5, Knowledge (local) +4, Knowledge (nature) +4, Profession (farmer) +9, Ride +7

Languages Common

Gear club, sickle, sling with 10 bullets

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Potential InmatesAbail – F – Half orc – Entered aged 43 years. Today 61 years old [sic] – native of VARISIA 5 3 ½ feet high. Kind of Insanity when she entered – Furious Mania – Today her disposition same is quiet – but she is turbulent, vulgar and obscene when irritated, yet very clean about her person. All orderlies are her brothers. Health rather good.

Victorine – F – Half Elf – Entered 45 yrs old – Today 62 years old – Native of VARISIA 5.3 feet high – Kind of Insanity when she entered – Erotomania. Today, same. Disposition: quiet and obedient. Excited at times, at the sight of men, strangers to the institution, but even then very obedient. When her thoughts are turned to the pass [sic], on whatever subjects, she will at times seem to be a raving maniac. At these moments it suffices to call her, for her reason to return and she becomes quiet and obedient. Her health is very good. She makes herself useful.

Rael– M – W – Entered aged 29 yrs – today 46 yrs – Chelaxian – 5 3 ½ feet high – Kind of Insanity on day of admittance Incoherency – Today inclined to Imbecility - Is quiet, obedient and industrious. Has the mania of gathering thrash [sic] about the premises. Is negligent about his person. Health generally good.

Per– M – W- Entered 38 yrs old, to-day 53 yrs, native of Osirion – 5.6 feet – Kind of Insanity when he entered Hallucination. To-day Hallucination. Is quiet and obedient, crippled in both wrists, the fingers of l[eft] hand are in a state of partial contractive (fluxion) the write [sic] hand is useless. Shuns society. Keeps away from the building except at meal hours and at bed-time.

Fank– M – W – Entered 36 yrs old – to-day 52 [sic] years old – native of Ireland – Kind of Insanity - Cretinism, to-day, Idiocy – Quiet and obedient, acts as watchman; is dirty and negligent about his person; slobbers constantly. Is unable to maintain the most simple conversation. Does very well as the watchman of the backyard. Stutters.

May– F – Dwarf – Over 63* yrs old – native VARISIA – Kind of Insanity when she entered – Furious Mania. To-day Dementia – Is very industrious. At times she is furious – Does not know her name. Has a bony eminence at the center of the fore-head. Thinks herself to be the Aroden’s Mother – The lump on her forehead was there when she entered the institution.

Tane– F – Halfling – over 48 – Native VARISIA Washer-woman – Insanity on day of Admittance – Hallucination, to-day the same – Imagines that snakes are after her, with obscene intentions.

Lete– M – H – 42 yrs – Insanity on day of admittance Homicidal Mania – to-day (blank). Has never attempted to kill anyone here. Is kept in a separate cell at night. Speaks of two men whom he (is said to have) killed in the parish prison. Considers his deed as the most natural, and finest ever performed by any one – Says that he killed them by striking them on the back with a piece of wood and “so nicely was it done [sic] that not a drop of blood was spilled. I only laid them to sleep.” Is unable to keep up a conversation for five minutes. Jumps from one subject to another. Is to all appearances quiet and in-offensive – Always night & day, has a nail, bent in a special manner, in his mouth.

Deter – M – Gnome – 42 yrs – Native of VARISIA – Insanity on day of admittance Imbecility – To-day Delirium of Grandeur. Is very industrious and a hard working man. Has white washed the whole place – always at work and thinks he makes a large amount of money – General Health very good – No signs of imbecility – Clean about his person.

Fask– M – W. - 21 yrs – Native of Andoran – This young man stutters badly. Imagines himself very rich possessing thousands of gold, when he has not a cent. Says he owns a saw mill, and has the means of making hundreds of silver a day. If any one contraries him, teases him or denies his imaginary wealth, he becomes furious, abusive & aggressive. He has on this account been arrested several times for disturbing the peace. The last time he was arrested, he resisted, and being incarcerated, he twice attempted to commit suicide by hanging himself to the bars of his cell. He suffers from the Delirium of Grandeur. On all other subjects he is perfectly sane and rational.