##Svevenka CR 16
Female icy nymph druid 8 (MM 197, Advanced Bestiary 150)
CN Medium elemental (augmented fey, cold, extraplanar, water)
Init +6; Senses low-light vision; Listen +23, Spot +23
Aura blinding beauty (30 ft., DC 20), cold (10 ft., DC 22)
Defense
AC 28, touch 21, flat-footed 22
(+5 deflection, +6 Dexterity, +5 natural, +2 shield)
hp 161 (14d8+98)
Fort +20, Ref +18, Will +22
DR 10/cold iron; Immune cold; Resist fire 30
Weakness vulnerable to fire
Offense
Spd 30 ft., swim 20 ft.
Melee +3 dagger +18/+13 (1d4+2/1920 plus icy touch) or
icy touch +15 touch (1d6 cold)
Special Attacks exude ice, icy touch, stunning glance (DC 18), wild



##Abominable Snowmen (6) CR 10
Yeti barbarian 2/fighter 4 (Tome of Horrors 283)

#The Hidden Beast CR 15
Male advanced dread vampire decapus sorcerer 10 (Tome of Horrors
64, Advanced Bestiary 97)
CE Large undead (augmented aberration)
Init +8; Senses blindsight 30 ft., darkvision 120 ft., scent; Listen
+22, Spot +22
Defense
AC 33, touch 16, flat-footed 29
(+5 armor, +3 deflection, +4 Dexterity, +12 natural, 1 size)
hp 177 (25d12+15); fast healing 5
Fort +13, Ref +17, Will +22
Defensive Abilities turn resistance +6; DR 10/good and silver;
Immune cold; Resist acid 10, electricity 10, sonic 10
Weaknesses sunlight vulnerability, water vulnerability
Offense
Spd 30 ft., climb 30 ft., fly 15 ft. (perfect)
Melee 10 tentacles +27 (1d8+12/1920)
Space 10 ft.; Reach 15 ft.
Special Attacks blood drain, children of the night, constrict 1d8+12,
create spawn, dominate (DC 26), energy drain, illusion, improved
grab, sound imitation
Spell-Like Abilities (CL 10th)
3/daydarkness, fog cloud
1/daydeeper darkness
Spells Known (CL 10th, +19 ranged touch)
5th (5/day)telekinesis (DC 24)
4th (7/day)greater invisibility, phantasmal killer (DC 25)
3rd (7/day)dispel magic, displacement, lightning bolt (DC 22)
2nd (8/day)blindness/deafness, false life, mirror image, scorching ray
1st (9/day)alarm, magic missile, ray of enfeeblement, shield,
ventriloquism (DC 22)
0 (6/day)acid splash, dancing lights, detect magic, ghost sound (DC
21), mage hand, message, open/close, prestidigitation, read magic


#Vampire Skulk CR 9
Vampire skulk rogue 6 (MM 251, Tome of Horrors 231)

#Gamigin CR 16
Male elite advanced ice devil (MM 56)

#Mountain Roper CR 15
Advanced roper (MM 215)

#Ghlorofaex CR 17
Male elite mature adult blue dragon (earth) (MM 72)
LE Huge dragon

#Viorian Dekanti, Champion of Shalast CR 18
Female human fighter 18

#Wardens of Runes (2) CR 14
Male rune giant (see page 86)
LE Gargantuan giant

#Khalib CR 16
Male human transmuter 16
LE Medium humanoid

#Most High Ceoptra CR 16
Female lamia harridan cleric 4 (see page 82)

##Module: NPCs and Creatures:
The Horror Tree	CR:14		RACETYPE:Undead	
Unique undead advanced treant (MM 245)
SIZE:G	MONSTERCLASS:Undead:21
ABILITY:Special Ability|AUTOMATIC|Darkvision|Low-light Vision|Vulnerability To Fire|Immunity To Cold|Undead Traits

BONUS:VAR|DarkvisionRange|60
BONUS:COMBAT|AC|23|TYPE=NaturalArmor


hp 220 (21d12+84)
DR:10/slashing

TEMPLATE:Undead

Spd 30 ft.
Melee 2 slams +22 (4d6+15 plus fungus)
Space 20 ft.; Reach 20 ft.
Special Attacks double damage against objects, trample 3d6+22
(DC 35)
Str 41, Dex 8, Con , Int 12, Wis 16, Cha 18
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (slam),
Improved Natural Attack (slam), Power Attack, Weapon Focus (slam)
Skills Knowledge (nature) +25, Listen +27, Sense Motive +27, Spot
+27, Survival +27 (+29 in above-ground natural environments)
Languages Sylvan
SQ unholy fortitude
Special Abilities
Fungus (Ex) The horror trees branches are encrusted with a
virulent fungus that grows rapidly when in contact with blood,
sending filaments ripping through the bodies of any living
creatures damaged by its slams and dealing 1d6 points of
Dexterity damage in the process. A creature brought to 0
Dexterity by this effect is slain.
Unholy Fortitude (Ex) The horror tree gains bonus hit points equal
to its Charisma modifier times its Hit Dice, and a bonus on its
Fortitude saves equal to its Charisma modifier.




###########


Karivek Vekker CR 15
Male dwarf ghost expert 14 (incorporeal) (MM 116)
NE Medium undead
Init +6; Senses darkvision 60 ft.; Listen +10, Spot +10
Aura horrific appearance (60 ft., DC 22)
Defense
AC 17, touch 17, flat-footed 15
(+5 deflection, +2 Dexterity)
hp 91 (14d12)
Fort +6, Ref +6, Will +12
Defensive Abilities +4 turn resistance; Immune incorporeal traits,
undead traits



#The Thing from beyond Time CR 16
Advanced hound of Tindalos (Pathfinder #4 82)
NE Large outsider (evil)
Init +13; Senses darkvision 120 ft.; Listen +36, Spot +36
Aura ripping gaze (30 ft.)
Defense
AC 26, touch 19, flat-footed 17
(+9 Dexterity, +7 natural)
hp 294 (28d8+168)
Fort +21, Ref +26, Will +20
DR 10/magic; Immune poison, mind-affecting effects
Offense
Spd 40 ft.
Melee bite +26 (4d6+16) and
2 claws +21 (3d6+13)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 10th)
At willair walk, fog cloud, invisibility, locate creature
3/daydimensional anchor, greater scrying (DC 18), haste, slow (DC 17)
Str 23, Dex 28, Con 22, Int 20, Wis 21, Cha 18
Base Atk +28; Grp +38
Feats Ability Focus (ripping gaze), Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (bite, claw), Lightning Reflexes,
Power Attack, Track, Weapon Finesse
Skills Balance +44, Concentration +37, Hide +36, Jump +45,
Knowledge (arcana) +36, Knowledge (geography) +36,
Knowledge (the planes) +36, Listen +36, Move Silently +40,
Search +36, Spot +36, Survival +36, Tumble +44
SQ angled entry, otherworldly mind
Special Abilities
Angled Entry (Su) Normally, a hound of Tindalos can use greater
teleport at will once per round as a free action and plane shift three
times a day, but as long as the occluding field is active, the Thing
from beyond Time cannot use these abilities.
Otherworldly Mind (Ex) A non-outsider who attempts to read
a hounds thoughts must make a DC 29 Will save. Those who
succeed take 5d6 points of damage and the attempt to read the
hounds thoughts ends. Those who fail are driven insane, as the
spell insanity. The save DC is Wisdom-based.
Ripping Gaze (Su) 14d6 damage, 30 ft., Fortitude DC 29
negates. Those damaged by this gaze attack suffer deep,
bloodless, but hideously painful rents in their flesh. The save
DC is Charisma-based.




#Karzoug the Claimer CR 21
hp 266 (see page 62)

Male human transmuter 16/archmage 4
NE Medium humanoid
Init +7; Senses arcane sight, darkvision 60 ft., see invisibility; Listen +1, Spot +1
Defense
AC 36, touch 21, flat-footed 29
(+6 armor, +4 deflection, +7 Dexterity, +5 natural, +4 shield)
hp 266 (20d4+215); fast healing 10
Fort +15, Ref +15, Will +17
Defensive Abilities freedom of movement; Immune mind-affecting effects;
SR 24
Offense
Spd 30 ft., fly 60 ft. (perfect)
Melee Karzoug's burning glaive +20/+15 (1d10+12/1920/3 plus 1d6
fire) or
2 talons of Leng +18 (1d4+8/3)
Ranged arcane fire +17 (4d6+1d6 per level of spell sacrificed)
Special Attacks high arcana (arcane fire, mastery of elements, spell power,
spell-like ability)
Spell-Like Abilities (CL 22nd)
2/dayquickened teleport
Spells Prepared (CL 22nd, +17 ranged touch)
9thmeteor swarm, time stop, wail of the banshee (DC 31), wish (2)
8thhorrid wilting (DC 30), maze, mind blank (already cast), prismatic
wall (DC 30), temporal stasis (2, DC 31)
7thfinger of death (DC 29), forcecage, quickened haste, quickened
lightning bolt (DC 24), limited wish, reverse gravity, spell turning
6th disintegrate (DC 29), flesh to stone (DC 29), globe of invulnerability,
greater dispel magic, repulsion (DC 27), quickened resist energy, sign
of wrath* (DC 27), true seeing
5thbaleful polymorph (DC 28), cloudkill, cone of cold (DC 26), quickened
magic missile, quickened shield, telekinesis (DC 28), wall of force
4thbestow curse (DC 26), black tentacles, enervation (2), ice storm (2),
mass reduce person (DC 27), scrying
3rdblink, fireball (DC 24), keen edge (already cast), greater magic
weapon (already cast), protection from energy, slow (DC 26), stinking
cloud (DC 25), vampiric touch
2ndblindness/deafness (DC 24), false life (already cast), glitterdust (DC
24), protection from arrows, pyrotechnics (DC 25), resist energy,
scorching ray (2), shatter (DC 23)
1stalarm, enlarge person, expeditious retreat, grease (DC 23), ray of
enfeeblement (4), reduce person (DC 24)
0acid splash, flare (DC 21), mage hand, prestidigitation, touch of fatigue
(DC 22)
Prohibited Schools enchantment, illusion
XP Karzoug has 17,500 XP available for casting powerful spells like wish
Statistics
Str 20, Dex 24, Con 24, Int 32, Wis 12, Cha 18
Base Atk +10; Grp +15
Feats Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item,
Eschew Materials, Greater Spell Focus (transmutation), Inscribe Rune*,
Martial Weapon Proficiency (glaive), Quicken Spell, Scribe Scroll, Skill
Focus (Spellcraft), Spell Focus (conjuration, necromancy, transmutation)
Skills Concentration +30, Craft (alchemy) +34, Knowledge (arcana)
+34, Knowledge (architecture and engineering) +34, Knowledge
(geography) +16, Knowledge (nobility) +34, Knowledge (religion)
+16, Knowledge (the planes) +22, Spellcraft +36
Languages Abyssal, Giant, Thassilonian; tongues
SQ contingency, exceptional stats, immortal, inherent bonuses, permanent
spells, summon familiar (none currently)
Combat Gear rod of greater quicken metamagic, wand of blood money*
(33 charges), wand of dispel magic (CL 10th, 40 charges), wand of
magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17
charges); Other Gear Karzoug's burning glaive, talons of Leng, belt
of giant strength +6, boots of Dexterity +6, implanted ioun stones (3
crimson spheres, 12 emerald ellipsoids, 3 onyx rhomboids, 2 amber
spindles), Sihedron Tome, robes of Xin-Shalast, ring of protection +5,
ring of freedom of movement, rune of contingency, runewell amulet,
ruby inscribed with the rune of wrath worth 1,000 gp (focus for sign
of wrath), ruby dust worth 1,500 gp (for forcecage), vial of powdered
gemstones worth 10,000 gp (for temporal stasis)
*Sign of wrath, Inscribe Rune, and blood money are detailed in Pathfinder #5.
Speci al Abilities
Exceptional Stats (Ex) Karzoug was destined from birth to become
one of the greatest wizards of his age. As a result, his ability scores
were generated using 32 points, rather than the standard 25-point
elite array. Additionally, he has much more gear than standard for an
NPC of his level. These modifications increase his total CR by 1.
Immortal Secrets from ancient Thassilon and realms beyond have
allowed Karzoug to sustain his life indefinitely. Unless slain by
violent means, he is effectively immortal.
Inherent Bonuses Karzoug has used wish spells to increase his stats.
He has a +5 inherent bonus to his Intelligence and a +4 inherent
bonus to his other five ability scores.
Contingency If Karzoug ever becomes affected by a hostile spell
effect that prevents him from acting on his own, a greater dispel
magic targets him.
Permanent Spells Karzoug has made the following spells permanent
on himself: arcane sight, darkvision, see invisibility, and tongues.
Rune of Contingency This magic rune, created by Karzoug's Inscribe
Rune feat, allows Karzoug to gain the effects of feather fall and
water breathing once each per day. In addition, if hes reduced to 0
or fewer hit points but is not killed, he turns into a cloud of vapor
as per the spell gaseous form for 5 rounds. He remains conscious
during this time, but after 5 rounds he returns to his normal form
and is unconscious and dying.

