The Brazen Tower

The front entrance is warded with a Greater Glyph (Greater dispel Magic, Resist Fire).

Fire Elemental, Elder, Half-Dragon
This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.

Elder Fire Elemental CR 13
NE Huge outsider dragon (dragon, elemental, extraplanar, fire)
Init + 13; Senses darkvision 60 ft.; Perception + 19

DEFENSE

AC 30, touch 18, flat-footed 16 (+ 9 Dex, + 1 dodge, + 12 natural, – 2 size)
hp 200 (16d10 + 112)
Fort + 17, Ref +19, Will +7
DR 10/—, Immune elemental traits, fire
Weaknesses vulnerability to cold

OFFENSE

Speed 60 ft, Fly 120 ft.
Melee 2 slams + 27 (2d8 + 12 plus burn) and 1 Bite +23 (2d6 + 12 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d10, DC 25), Breath Weapon – Cone of Fire 30ft (16d6) DC 25

STATISTICS

Str 34, Dex 29, Con 24, Int 12, Wis 11, Cha 13
Base Atk + 16; CMB + 30; CMD 50
Feats: Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Lightning Stance, Mobility, Spring Attack, Whirlwind Attack, Wind Stance
Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19
Languages Ignan

SPECIAL ABILITIES

Burn (Ex) – A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

Inside are Jann, Efretie, Gnolls, and Golems.

THE CLOCKWORK GENERAL
Kolyarut Fighter 4 CR 16
LN Medium outsider (extraplanar, inevitable, lawful)
Init 8; Senses darkvision 60 ft., low-light vision; Perception +22
DEFENSE
AC 39, touch 14, flat-footed 22 (
3 Dex, 12 natural, +10 Armor, +4 Shield)
hp 226 (16d10
126) regeneration 5 (chaotic)
Fort 22, Ref +17, Will +15;
Defensive Abilities constructed; DR 10/chaotic; SR 25;
OFFENSE
Speed 30 ft.
Melee +2 bastard sword +25/
20/15/10 (1d10+14/17-20), slam 17 (2d64) or 2 slams 23 (2d69)
Space 5 ft.Reach 5 ft. Power Attack 5/10, TWF Shield Slam +25/23 (1d612/7)
Spell-Like Abilities (CL 12th; concentration +15) At will-discern lies (DC 18), disguise self, enervation, fear (DC 19), hold person (DC 18), invisibility (self only), locate creature, suggestion (DC 18), vampiric touch 3/day-hold monster (DC 20), mark of justice, quickened suggestion (DC 18) 1/week-geas/quest
STATISTICS
Str 26, Dex 19, Con 26, Int 10, Wis 20, Cha 14;
Base Atk 16; CMB 22; CMD 36
Feats Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Lightning Reflexes, Quicken Spell
Like Ability (suggestion)
Skills Diplomacy +22, Disguise +19, Knowledge (planes) +15, Perception +22, Sense Motive +22, Survival +18; Racial Modifiers +4 Diplomacy, +4 Disguise
Languages truespeech
Equipment: +3 Bastard Sword, +3 Shield, + 1 Mithril Full Plate, +3 Composite Bow w/ 20 Lightning Arrows (1d6)

Constructed (Ex): Although inevitables are living outsiders , their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Truespeech (Su): An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.

DAVASHUUM
Janni Monk CR 15
Male janni monk 12
LE Medium outsider (genie, native)
Init + 9; Senses darkvision 60 ft.; Perception + 28
Aura overwhelming lawful evil

DEFENSE
AC 35, touch 29, flat-footed 19 (+ 5 armor, + 3 deflection, + 5 Dex, + 3 dodge, + 3 monk, 1 natural, + 5 Wis)
hp 224 (20 HD; 6d10 + 12d8 + 70)
Fort + 17, Ref + 18, Will + 15 (
17 vs. enchantments)
Defensive Abilities: improved evasion, still mind; Immune disease, poison; Resist fire 10

OFFENSE
Speed 70 ft., fly 20 ft. (perfect)
Melee Maelstrom 24/19/14/9 (1d6+10/19–20 plus 1d6 electricity) or
unarmed strike 22/21/12 (2d69) or
Flurry of Blows: Maelstrom 20/20/15/15/15/15 (3d6 + 24 /19–20 plus 1d6 electricity/sonic) or Shurkien 20/20/15/15/10/10/5 (1d2 +19)
Space 5 ft.; Reach 5 ft.
Special Attacks quickened change size (2/day), flurry of blows, ki strike (lawful and magic), stunning fist (16/day, see text), elemental fist (16/day, 4d6)
Medusa Strike (
2 Attacks vs. Stunned/Staggered)
Power Attack -6 Attack 12/18, Deadly Aim -6/12
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus
Spell-Like Abilities (CL 8th; concentration +9)

3/day—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals
1/day—create food and water, ethereal jaunt (for 1 hour)

STATISTICS
Str 22, Dex 20, Con 18, Int 12, Wis 20, Cha 12
Base Atk 20; CMB +22 (25 disarm); CMD 46 (48 vs. disarm)
Feats Combat Reflexes, Dodge, Mobility, Improved Initiative, Medusa’s Wraith, Deflect Arrows, Improved Critical (Fist), Elemental Fist (4d6), Improved Unarmed Strike, Quicken Spell-Like Ability (Invisibility), Dragon Style, Dragon Ferocity, Stunning Fist, Deadly Aim, Dimensional Dervish, Dimensional Agility, Dimensional Assault
Skills Acrobatics 24 (36 jump), Craft (bookbinding) 13, Craft (calligraphy) +13, Escape Artist +24, Fly +13, Perception +24, Ride +18, Sense Motive +20, Stealth +26
Languages Common, Ignan, Infernal; telepathy 100 ft.
SQ abundant step, elemental endurance, ki pool (9 points), slow fall 60 ft., wholeness of body (12 hp/day)
Combat Gear: potion of cure serious wounds (3); Other Gear bracers of armor + 6, Maelstrom (
3 ki wraps focus shock thundering), ring of protection + 3, key to strongbox in B12

SPECIAL ABILITIES
Abundant Step (Su)-He can slip magically between spaces, as if using dimension door (CL 12th). Using this ability is a move action that consumes 2 points from his ki pool. He cannot take other creatures with him.

Change Size (Sp)-Twice per day, he can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Elemental Endurance (Ex)-He can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.

Flurry of Blows (Ex)-He can make a flurry of blows as a full-attack action.

Ki Pool (Su)-As long as he has at least 1 point in his ki pool, he can make a ki strike. Ki strike allows his unarmed strikes and attacks made with Maelstrom to be considered lawful magic weapons for the purpose of overcoming damage reduction. By spending 1 point from his ki pool, he can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, he can spend 1 point to give himself a +4 dodge bonus to AC for 1 round.

Maelstrom (Su)-This weapon serves as a channel for his ki, allowing him to use his special ki attacks through the weapon as if they were unarmed attacks. These attacks include his stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Maelstrom creates a cacophonous roar like thunder upon striking a successful critical hit, dealing an extra 1d8 sonic damage. Subjects dealt critical hits by Maelstrom must make a DC 14 Fortitude save or be deafened permanently. The sonic energy does not harm the monk.

Stunning Fist (Su) – He must declare that he is using Stunning Fist and choose a condition to apply before making the attack roll. In addition to normal damage, a foe struck by his stunning fist must make a DC 27 Fort save or be subjected to his choice of the following conditions: 1. Stunned for 1 round (can’t take actions, loses Dex bonus to AC, –2 AC penalty). 2. Fatigued. 3. Sickened for 1 minute. 4. staggered for 1d6+1 rounds. These effects do not stack with themselves, but additional hits do extend the duration.

Wholeness of Body (Su)- He can expend 2 points from his ki pool to heal 12 points of damage.

Electrified Flesh Golems
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 20, touch 8, flat-footed 20; (1 Dex, +12 natural, –1 size, +2 Armor)
hp 110 (9d10
4d8+30)
Fort +7, Ref +8, Will +9
DR 5/adamantine; Immune construct traits, magic

OFFENSE
Speed 30 ft.
Melee 2 slams 16 (2d88) or Flurry +14/14/9/9 (2d6 + 8) + 1d6 Electricity
3-Section Staff (2d6 +8)
Space 10 ft.; Reach 10 ft. + 10 Staff
Special Attacks berserk, Stunning Fist (5/day) DC18

STATISTICS
Str 24, Dex 11, Con —, Int —, Wis 13, Cha 1
Base Atk +9; CMB +15; CMD 24

The Brazen Tower

Zach Legacy of Fire Reigor