Acolyte CR 1/3
XP 135
Human adept 1
N Medium humanoid (human)
Init +1; Senses Perception +1
Defense
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 5 (1d6+2)
Fort –1, Ref +1, Will +3
Offense
Speed 30 ft.
Melee morningstar +0 (1d8) or
silver dagger +0 (1d4/19–20)
Ranged silver dagger +1 (1d4/19–20)
Adept Spells Prepared (CL 1st; concentration +2)
1st—bless, cure light wounds
0 (at will)—guidance, light, mending
Tactics
During Combat The adept reads her scroll of sleep and commands her dog to attack. She then casts bless and attacks with her morningstar.
Statistics
Str 10, Dex 12, Con 8, Int 9, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Skill Focus (Handle Animal), Toughness
Skills Handle Animal +7, Heal +7, Spellcraft +3
Languages Common
Combat Gear scroll of cure light wounds, scroll of sleep, alchemist's fire; Other Gear studded leather, morningstar, silver dagger, guard dog, healer's kit, silver holy symbol, smokestick, spell component pouch, tindertwig, 9 gp
An acolyte has just begun to unravel the mysteries of her faith, and lacks the fervent zeal that more indoctrinated members of her religion have. She is eager to learn, but her incomplete teachings mean she is more easily swayed by contrary rhetoric.
Settlements that have adepts rather than clerics are often primitive or remote. Their religious practices may be a strange or heretical offshoot of a main religion, weaker than the common form but giving access to spells that are normally unavailable to true clerics (such as minor creation and sleep). A person trained by a cleric who instead manifests adept abilities may be cast out as a blasphemer or witch.
Shaman CR 1/2
XP 200
Half-orc adept 2
NE Medium humanoid (human, orc)
Init –1; Senses darkvision 60 ft.; Perception +2
Defense
AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
hp 11 (2d6+4)
Fort +1, Ref +1, Will +5
Defensive Abilities orc ferocity
Offense
Speed 30 ft.
Melee dagger +0 (1d4–1/19–20)
Ranged dart +0 (1d4–1)
Adept Spells Prepared (CL 2nd; concentration +4)
1st—burning hands (DC 13), sleep (DC 13)
0 (at will)—ghost sound (DC 12), read magic, touch of fatigue (DC 12)
Tactics
During Combat If fighting foes that lack darkvision, the adept reads his scroll of darkness. He looks for groups to target with burning hands or sleep, resorting to darts or alchemist's fire otherwise.
Statistics
Str 9, Dex 8, Con 12, Int 10, Wis 15, Cha 11
Base Atk +1; CMB +0; CMD 9
Feats Combat Casting
Skills Heal +9, Intimidate +2, Knowledge (religion) +5
Languages Common, Orc
SQ orc blood, summon familiar (weasel), weapon familiarity
Combat Gear scroll of bless, scrolls of cure light wounds (2), scroll of darkness, scroll of protection from good, alchemist's fire (2); Other Gear leather armor, dagger, darts (10), healer's kit, smokestick, spell component pouch, tindertwig, unholy symbol (bone-and-tooth necklace worth 5 gp), 2 gp
A shaman serves a small tribe as a visionary and source of wisdom—the sole authority on supernatural matters, and the only one who can communicate with the worlds beyond. His familiar may be a representation of his spirit animal or a spy who allows him to learn more about other tribesfolk and appear wiser than he is.
This stat block can also be used as a lesser adept apprenticed to an initiate (adept 3), doom prophet (adept 4), or guru (adept 6).
Initiate CR 1
XP 400
Human adept 3
CE Medium humanoid (human)
Init +0; Senses Perception +1
Defense
AC 12, touch 10, flat-footed 12 (+2 armor); +2 vs. good
hp 16 (3d6+6)
Fort +4, Ref +1, Will +4; +2 vs. good
Offense
Speed 30 ft.
Melee spear +1 (1d8/×3) or mwk cold iron dagger +2 (1d4/19–20)
Ranged dart +1 (1d4)
Adept Spells Prepared (CL 3rd; concentration +4)
1st—burning hands (DC 12), detect good, protection from good
0 (at will)—detect magic, light, read magic
Tactics
Before Combat The adept casts protection from good.
During Combat The adept casts burning hands whenever she can catch two or more foes in the area. When she runs out of spells, scrolls, and acid, she fights with her spear.
Base Statistics Without protection from good, the adept's statistics are AC no bonus vs. good; Saves no bonus vs. good.
Statistics
Str 10, Dex 11, Con 12, Int 8, Wis 13, Cha 11
Base Atk +1; CMB +1; CMD 11
Feats Combat Casting, Great Fortitude, Scribe Scroll
Skills Knowledge (arcana, local, planes) +3, Knowledge (religion) +5, Spellcraft +5
Languages Common
SQ summon familiar (toad)
Combat Gear scrolls of burning hands (2, CL 3rd), scrolls of cure light wounds (2), scroll of obscuring mist (CL 3rd), scroll of sleep (CL 3rd), acid (2); Other Gear leather armor, darts (6), masterwork cold iron dagger, spear, belt pouch, masterwork manacles, scroll case, silver holy symbol (cracked moon), spell component pouch, 9 gp
The initiate never knew her true calling until strange visions opened her eyes to the terrors beyond reality. Now touched by madness, she tries to bring others into the darkness.
Doom Prophet CR 2
XP 600
Half-orc adept 4
CE Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +2
Defense
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 30 (4d6+16)
Fort +3, Ref +1, Will +6
Defensive Abilities orc ferocity
Offense
Speed 30 ft.
Melee mwk heavy mace +7 (1d8+4)
Ranged mwk sling +3 (1d4+4)
Adept Spells Prepared (CL 4th; concentration +6)
2nd—darkness
1st—burning hands (DC 13), cause fear (DC 13), command (DC 13)
0 (at will)—detect magic, guidance, read magic
Tactics
Before Combat The adept reads his scrolls of bear's endurance and bull's strength.
During Combat The adept casts darkness on his mace, then casts scorching ray or burning hands.
Base Statistics Without bear's endurance and bull's strength, the adept's statistics are hp 22; Fort +1; Melee mwk heavy mace +5 (1d8+2); Ranged mwk sling +3 (1d4+2); Str 14, Con 11; CMB +4; CMD 14.
Statistics
Str 18, Dex 10, Con 15, Int 9, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 16
Feats Skill Focus (Intimidate), Toughness
Skills Fly +3, Intimidate +7, Knowledge (religion) +3
Languages Common, Orc
SQ orc blood, summon familiar (bat), weapon familiarity
Combat Gear scroll of bear's endurance, scroll of bull's strength, scroll of cure light wounds, scroll of scorching ray (3), alchemist's fire (2); Other Gear masterwork studded leather, masterwork heavy mace, masterwork sling with 10 bullets, silver unholy symbol, spell component pouch, 118 gp
A doom prophet preaches his dire portents to any who listen.
Enforcer CR 3
XP 800
Human adept 5
NE Medium humanoid (human)
Init +1; Senses Perception +4
Defense
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 27 (5d6+10)
Fort +2, Ref +5, Will +7
Offense
Speed 30 ft.
Melee mwk club +7 (1d6+6)
Ranged dagger +3 (1d4+4/19–20)
Adept Spells Prepared (CL 5th; concentration +7)
2nd—bull's strength, mirror image
1st—cause fear (DC 13), command (DC 13), cure light wounds
0 (at will)—ghost sound (DC 12), light, stabilize
Tactics
Before Combat The adept casts bull's strength.
During Combat The adept casts mirror image, then attacks with his club. If he has trouble landing blows, he switches to his wand of burning hands.
Base Statistics Without bull's strength, the adept's statistics are Melee mwk club +5 (1d6+3); Ranged dagger +3 (1d4+2/19–20); Str 14; CMB +4; CMD 15.
Statistics
Str 18, Dex 12, Con 11, Int 9, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 17
Feats Cleave, Light Armor Proficiency, Power Attack, Toughness
Skills Intimidate +4, Knowledge (local) +4, Knowledge (religion) +3, Perception +4
Languages Common
SQ summon familiar (weasel)
Combat Gear scroll of cure moderate wounds, wand of burning hands (CL 5th, 9 charges), alchemist's fire (3), tanglefoot bag; Other Gear chain shirt, dagger, masterwork club, cloak of resistance +1, belt pouch, manacles (2), silver holy symbol, spell component pouch, 2 gp
The enforcer uses threats and violence to serve a dual purpose: to intimidate enemies of his religion, and to pass judgment on members who believe they can betray or desert the holy cause.
Guru CR 4
XP 1,200
Dwarf adept 6
LN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
Defense
AC 10, touch 10, flat-footed 10
hp 27 (6d6+6)
Fort +7, Ref +2, Will +8; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 20 ft.
Melee quarterstaff +2 (1d6–1)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Adept Spells Prepared (CL 6th; concentration +9)
2nd—invisibility, mirror image
1st—bless, cure light wounds, obscuring mist
0 (at will)—create water, guidance, mending
Tactics
During Combat The adept attacks for nonlethal damage only (the attack penalty for this is not included in her melee entry). She tries to escape combat entirely with her spells and items.
Statistics
Str 8, Dex 10, Con 12, Int 9, Wis 16, Cha 10
Base Atk +3; CMB +2; CMD 12 (16 vs. bull rush or trip)
Feats Eschew Materials, Great Fortitude, Skill Focus (Knowledge [religion])
Skills Diplomacy +6, Knowledge (religion) +11
Languages Common, Dwarven
SQ summon familiar (rat)
Combat Gear potion of gaseous form, scroll of cure moderate wounds; Other Gear quarterstaff, ring of sustenance, book (describes personal meditations and philosophy), wooden holy symbol, 34 gp
The guru achieved inner peace and developed magical talents through meditating and abandoning her attachment to physical burdens and obligations. She lives on the street, seeking students to enlighten and free from their bonds, and though most people ignore her as a beggar, she is wise and content.
Hermit CR 5
XP 1,600
Human adept 7
N Medium humanoid (human)
Init +0; Senses Perception +3
Defense
AC 13, touch 11, flat-footed 13 (+1 deflection, +2 natural)
hp 38 (7d6+14)
Fort +6, Ref +3, Will +9
Offense
Speed 30 ft.
Melee quarterstaff +2 (1d6–1)
Ranged sling +3 (1d4–1)
Adept Spells Prepared (CL 7th; concentration +10)
2nd—animal trance (DC 15), invisibility, web (DC 15)
1st—cause fear (DC 14), cure light wounds, endure elements, obscuring mist
0 (at will)—light, mending, purify food and drink
Tactics
Before Combat The adept casts endure elements at the start of each day. He drinks his potion of barkskin if expecting a fight.
During Combat The adept casts web, then hurls shock bullets with his sling at any exposed foes, all the while uttering vile epithets.
Base Statistics Without barkskin, the adept's statistics are AC 11, touch 11, flat-footed 11.
Statistics
Str 9, Dex 10, Con 12, Int 11, Wis 16, Cha 8
Base Atk +3; CMB +2; CMD 13
Feats Endurance, Great Fortitude, Skill Focus (Knowledge [arcana], Survival), Toughness
Skills Heal +7, Knowledge (arcana) +13, Knowledge (nature) +9, Stealth +10, Survival +16
Languages Common
SQ summon familiar (cat)
Combat Gear potion of barkskin, scroll of comprehend languages, scrolls of cure moderate wounds (2), +1 shock bullets (6); Other Gear dagger, quarterstaff, sling with 10 bullets, cloak of resistance +1, ring of protection +1, spell component pouch, wooden holy symbol, 21 gp
This filthy, ill-mannered hermit wants nothing but to be left alone. He knows many secrets that others have forgotten, but will fight anyone who dares to ask about them.
Heretic CR 6
XP 2,400
Half-elf adept 8
CN Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +5
Defense
AC 13, touch 13, flat-footed 13 (+3 deflection)
hp 36 (8d6+8)
Fort +4, Ref +3, Will +12; +2 vs. enchantments
Offense
Speed 30 ft.
Melee mwk spear +7 (1d8+3/×3)
Ranged mwk spear +5 (1d8+2/×3)
Adept Spells Prepared (CL 8th; concentration +11)
3rd—lightning bolt (DC 17)
2nd—bull's strength, scorching ray, web (DC 15)
1st—bless, burning hands (DC 15), command, cure light wounds
0 (at will)—guidance, purify food and drink, stabilize
Tactics
Before Combat The adept casts bull's strength and drinks his potion of shield of faith.
During Combat The adept blasts his enemies with divine fire and lightning.
Base Statistics Without bull's strength and shield of faith, the adept's statistics are AC 10, touch 10, flat-footed 10; Melee mwk spear +5 (1d8/×3); Ranged mwk spear +5 (1d8/×3); Str 11; CMB +4; CMD 14.
Statistics
Str 15, Dex 10, Con 12, Int 10, Wis 16, Cha 8
Base Atk +4; CMB +6; CMD 19
Feats Combat Casting, Iron Will, Skill Focus (Knowledge [religion], Perform [oratory]), Spell Focus (evocation)
Skills Acrobatics +3, Diplomacy +7, Knowledge (religion) +14, Perform (oratory) +10
SQ elf blood, summon familiar (monkey)
Combat Gear feather token (whip), potion of shield of faith (CL 6th), scroll of scorching ray (CL 7th), scroll of web, wand of cure moderate wounds (15 charges), wand of lightning bolt (7 charges); Other Gear masterwork spear, cloak of resistance +1, silver holy symbol, spell component pouch, 443 gp
The heretic seeks to convert the faithful away from a church that blinds them with lies.
Healer CR 7
XP 3,200
Halfling adept 9
NG Small humanoid (halfling)
Init +1; Senses Perception +4
Defense
AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 34 (9d6+3)
Fort +6, Ref +5, Will +11; +2 vs. fear
Offense
Speed 20 ft.
Melee quarterstaff +3 (1d4–2)
Ranged sling +6 (1d3–2)
Adept Spells Prepared (CL 9th; concentration +11)
3rd—remove disease
2nd—cure moderate wounds, delay poison, web (DC 14)
1st—cure light wounds (2), endure elements, obscuring mist
0 (at will)—create water, read magic, stabilize
Tactics
Before Combat The adept drinks her potion of mage armor.
During Combat The adept catches as many foes as possible in her web, then heals her allies or seeks to escape. If she must fight, she prefers her sling.
Base Statistics Without mage armor, the adept's statistics are AC 12, touch 12, flat-footed 11.
Statistics
Str 6, Dex 13, Con 10, Int 12, Wis 14, Cha 12
Base Atk +4; CMB +1; CMD 12
Feats Brew Potion, Great Fortitude, Iron Will, Scribe Scroll, Skill Focus (Heal)
Skills Acrobatics +3 (–1 when jumping), Appraise +4, Climb +0, Heal +19, Knowledge (local) +8, Knowledge (nature) +13, Linguistics +3, Perception +4, Profession (herbalist) +14, Survival +8
Languages Common, Elven, Gnome, Halfling, Sylvan
SQ summon familiar (toad)
Combat Gear potions of cure light wounds (2), potion of cure moderate wounds, potions of lesser restoration (2), potion of mage armor, restorative ointment, scroll of animal trance, scroll of cure moderate wounds, scroll of neutralize poison (CL 8th), scroll of remove curse (CL 8th), scroll of remove disease, wand of cure light wounds (29 charges), holy water, tanglefoot bag; Other Gear quarterstaff, sling with 10 bullets, antitoxin (2), everburning torch, healer's kit, spell component pouch, wooden holy symbol, bit and bridle, pony (combat trained), saddle, saddlebags, 38 gp
This wise woman knows many natural remedies for wounds and ailments, and supports this knowledge with a strange mix of spells, scrolls, and potions. She is midwife to many women, assists in the delivery of livestock, and is trusted for her ability to predict storms and droughts. The healer has a kind heart and hates to see any creature suffer. She is usually able to find alternative ways for poor folk to pay for her services, and as a result is beloved by her community. Once she is provided with sufficient food, water, and household supplies for her needs, she often directs payments above and beyond that to other needy people in the vicinity, creating a web of trust and reliance among the townsfolk or villagers.
If she helps adventurers with a curse, disease, or terrible injury, she is likely to ask them to build a stone wall, repair a house, or tend to a farmer's livestock in payment. This is the case even if there is a remote threat of monsters nearby, for she understands that the adventurers were likely to chase down that threat anyway, and therefore would be getting a service for free. She believes in generosity and altruism, but likes it when people remain humble and are willing to get their hands dirty doing "real work" that lacks the "glory" of bloodshed.
Many of her supplies were acquired from years of negotiating and trading, whether directly for the items (such as her wand of cure light wounds) or for rare or exotic materials she can use to make potions and scrolls. If adventurers wish to pay her in the form of these goods (or by questing for them) or offer her minor healing items the adventurers have outgrown but that would still be useful for helping villagers, she gratefully accepts.
The healer is especially interested in acquiring potions of cure light wounds, as she is not particularly fast on her feet (and is getting slower as the years pass), nor is she a skilled rider, so being able to hand a healing potion (which even a non-spellcaster can administer) to a fast rider or runner might make the difference between life and death for an injured farmer or rancher.
Cultist CR 8
XP 4,800
Human adept 10
CE Medium humanoid (human)
Init +7; Senses Perception +3
Defense
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 45 (10d6+10)
Fort +5, Ref +6, Will +12
Offense
Speed 30 ft., fly 60 ft. (good)
Melee mwk silver dagger +5 (1d4–1/19–20)
Ranged mwk silver dagger +9 (1d4–1/19–20)
Adept Spells Prepared (CL 10th; concentration +13)
3rd—bestow curse (DC 16), cure serious wounds
2nd—invisibility, mirror image, web (DC 15)
1st—command (DC 14), cure light wounds, obscuring mist, protection from law
0 (at will)—detect magic, light, read magic
Tactics
Before Combat The adept drinks her potions of barkskin, cat's grace, fly, and mage armor, then rises up out of reach of enemy melee weapons.
During Combat The adept hurls fireballs and lightning bolts from the air, then returns to the ground to dispense her touch spells and use her wand of burning hands.
Base Statistics Without barkskin, cat's grace, fly, and mage armor, the adept's statistics are Init +5; AC 11, touch 11, flat-footed 10; Ref +4; Speed 30 ft.; Ranged mwk silver dagger +7 (1d4–1/19–20); Dex 12; CMD 15; Skills Fly +1.
Statistics
Str 8, Dex 16, Con 10, Int 9, Wis 16, Cha 12
Base Atk +5; CMB +4; CMD 17
Feats Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Bluff), Toughness
Skills Appraise +2, Bluff +17, Fly +7, Knowledge (arcana) +6, Knowledge (planes) +9, Knowledge (religion) +5, Linguistics +0, Spellcraft +7
Languages Common, Aklo
SQ summon familiar (raven, speaks Aklo)
Combat Gear necklace of fireballs (type IV), potion of barkskin, potion of cat's grace, potion of fly, potion of mage armor, scrolls of lightning bolt (2, CL 8th), wand of burning hands (CL 5th, 16 charges), wand of cure light wounds (31 charges), ; Other Gear masterwork silver dagger, scroll case, silver unholy symbol, 37 gp
The cultist is a smiling friend to all in her community, so few suspect she leads a second life dedicated to ushering in the apocalypse. The cultist spins falsehoods to conceal her true motives, presenting herself as a pious woman of the church, a research assistant for a sage, or the demure wife of the mayor or a local merchant—any role where she can be known but does not wield power, and is therefore not suspected of having any ambition. She uses her magic to spy on townsfolk, punish her enemies and those who would thwart her plans, direct suspicion away from her onto a scapegoat, and sow confusion and panic among the townsfolk so she can manipulate them more easily. If discovered using magic, she pretends to be less successful at it than she truly is and asks the witnesses not to tell her superiors of it, as they would disapprove and punish her for it.
Whether she serves demons, the god of destruction, or strange beings from the outer darkness, the cultist eagerly anticipates the ruin of the world. Much of her work involves placing secret marks around her village, sacrificing animals, burning strange herbs, and uttering guttural chants, all of which help power the apocalypse ritual taught to her by her dark masters. The culmination of these acts almost certainly requires human sacrifice—whether a direct act with a knife or a subtle massacre such as a burning building—and perhaps a celestial conjunction between stars and planets invisible to the naked eye.
The cultist may believe the masters of the apocalypse will reward her with power or divinity when the time comes, or will grant her a quick and merciful death. She may wish to see the world burn for some slight against her by a rival or lover, or simply because the secret madness within her throbs at the idea of such wanton destruction.
Her minions in town include secret alliances with enforcers (adepts 5), ruffians (commoners 7), or even a traitor (commoner 10). The members of this conspiracy may not know each other's identities, or may believe that someone other than the cultist is in charge.