Friday, March 27, 2015

10. Dead End and a Tangle (CR 13 Encounter)

10. Dead End and a Tangle

The mist down the western corridor from the intersection clears out quickly as it enters a small cavern, you can hear the sound of a bubbling spring at the back.

Stealth (DC 10): if a PC approaches from area 9 with stealth she sees 4 horse-sized, crab-like monstrosities clinging tenaciously to the rough stone, their enormous pincers held out menacingly before them some 60 ft. away.

Otherwise as soon as the first PC leaves the mist it gets hit with 4 filament lines and potential pulled 40 ft. toward the tangle of cave fishers.  This appears to be a dead end cavern where the cave fishers have made a lair recently having taken up where the best source of water in this area is, so they can fish for pretty that come here. These cave fishers are creations of the Deathless Duke's adherent  Bercelak the Breeder, based on from notes he discovered written by the Immortal Emperor Cynmark the Dread Lich. 

Cave Fishers (4)      CR 10

XP 9,600
Advanced Dreadnought Cave Fisher
N Large magical beast (augmented [vermin])
Init +2; Senses darkvision 60 ft.; Perception +0


AC 24, touch 12, flat-footed 19 (+1 dodge, +2 Dex, -1 size, +12 natural)
hp 144 (9d8+72)
Fort +13, Ref +7, Will +3
DR 10/magic, Immune disease, mind-affecting effects, poison, paralysis, stunning, Resist cold 10, fire 10, SR 19


Speed 20 ft., climb 20 ft.
Melee 3 claws +17 (1d6+9)
Ranged filament +10 (drag)
Space 10 ft. Reach 10 ft.
Special Attacks pull (filament, 10 feet)
Spell-Like Abilities (CL HD)
Continuous- haste


Str 29, Dex 14, Con 27, Int —, Wis 10, Cha 6
Base Atk +2; CMB +12 (+16 with pull); CMD 24 (36 vs. trip)
Skills Climb +17

Special Abilities

Felling Strike (Ex) Once per day when a dreadnaught scores a successful critical hit, it can elect to make a felling strike. The target must also make a Fortitude saving throw (DC 23) or suffer 90 additional points of damage, a successful save results in only an additional 15 points of damage.
Filament (Ex) A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher's filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 25 Strength check. A caught creature can also attempt to escape a filament by making a DC 30 Escape Artist check. A filament is AC 23 (touch 12), has 15 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time.
Pull (Ex) A cave fisher has a +4 racial bonus on CMB checks made using its pull special attack.
Punishing Strike (Su) Once per day the dreadnought can make a single melee attack with a morale bonus equal to its Chiasma bonus (minimum +1) and a +9 morale bonus on damage rolls. The dreadnought must declare the use of punished strike before making the attack.
Hit Dice.
Magic (Su) A dreadnaught’s natural weapons are considered magic weapons for overcoming damage reduction.


Down in the water is a collection of equipment the angle of cave fishers has stockpiled from their victims.  +1 arrows (10) (460 gp), oil of dispel magic (750 gp), potion of invisibility (300 gp) arcane scroll, baleful polymorph (1,125 gp) greater ring of adjournment (8,000 gp), amethyst (82 gp), deep blue spinel (206 gp), red spinel (73 gp), carnelian (35 gp), hematite (6 gp), alexandrite (146 gp), azurite (9 gp), rhodochrosite (4 gp), malachite (3 gp), Freshwater (irregular) pearl (3 gp), Agate (1 gp), Blue quartz (1 gp); 17 pp, 265 gp, 1160 sp, 2900 cp

Ring of Adjournment

Aura faint abjuration; CL 1st
Slot ring; Price 1,600 gp (lesser), 4,800 gp (standard), 8,000 gp
(greater); Weight -
This jade ring bears the image of a fox. You activate this ring as an immediate action and a ray of eldritch energy, with a range of 30-ft., projects from the ring. The wearer must make a successful ranged touch attack to hit. Creatures struck, who fail a Will save (DC +1/2 the wearer’s HD + ½ the wearer’s Charisma modifier), become unable to recognize and act upon attacks of opportunity until just before the wearer’s turn next round.
A lesser ring can be used 1/day, a standard ring can be used 3/day, and a greater ring can be used 1/round.

Requirements Forge Ring, adjournment of opportunity; (See 1001 Spells by Rite Publishing: Author Steven D. Russell) Cost 800 gp (lesser), 2,400 gp (standard), 4,000 gp (greater)

You can find the start of these encounters here in Area 1.

Thursday, March 26, 2015

How to Start Your Own Tabletop Rpg Company: #2 Start Small

I talk about crushing your dreams, being practical, and starting small with a 10 page PDF and not the 300+ page Full-Color Hardcover with text-book binding and silk bookmarks.

9. Augmentor’s Intersection (CR 10 Encounter)

Illustration by Adam Schmidt

9. Augmentor’s Intersection

At the end of the corridor the mist finally gives way, to an intersection.   Three other mist filled tunnels enter into the area, leading roughly east, west, and one continuing on to the south.  In the center of this juncture there is an iron turret, laying on the floor next to the turret, is some kind of hollow statue.

Stealth (DC 20): If the PCs approached stealthy Alwyn the Augmentor cannot prepare for them, and will teleport away to Area 18. If they don’t approach stealthily they are attacked by a summoned monster as soon as they exit the mist.   If the PCs don’t exit the mist 5 rounds after Alwyn summons the celestial grizzly bear he sends it down the corridor.

See Invisibility: you see a broad, powerfully muscled gold-colored bear of regal bearing the size of a Clydesdale.

See invisibility + Perception (DC 32): you see a grizzled scared old man hiding invisible in the turret.

The turret is 2 inches thick with a break DC of 38 (locked DC 20), a hardness of 10, and 60 hp.

The turret offers improved cover like and has small slit for a wand. This grants a cover +8 AC and +4 Reflex saves cover bonuses. This also grants the creature inside improved evasion against any attack to which the Reflex save bonus applies. And adds a +10 to alwyn’s stealth check. This is included in the alwyn’s statblock below.

 A minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is a mind-affecting effect. Saving Throw: none. Spell Resistance: yes.

Alwyn was working on another trap and defensive position here, when he is interrupted by the PCs, if not taken unawares he casts his spells and enters the turret. Alwyn the Augmentor is a gifted teacher of battlefield tactics at the various wizard’s schools, and made a modest living via The Honorable Order of Theaugic Master Craftsmen selling magical death traps to defend various locations. After their mother’s death Alwyn’s orphaned younger sister came to live with him, but he was a horrible neglectful guardian. She became enamored with The Deathless Duke, a his adherents convinced her to steal Alwyn’s design book. Alwyn came here with Eira of Eldritchton to save his sister and recover his diagrams. So far he has resisted the nightmares imposed by the broken maiden’s and suffers no ill effects though it has made him extremely hostile and paranoid.  He views the PCs as pawns of the Deathless Duke or some kind of trick unless they have his sister with him, who the PC can find in Area XX.  

Alwyn the Augmentor   CR 9

XP 6,400
Male human wizard (transmutor [enhancement]) 10
CG Medium humanoid
Init +1; Senses Perception +10


AC 30, touch 24, flat-footed 26 (+1 dodge, +4 armor, +8 cover, +2 deflection, +2 natural armor, +3 Dex) [Add +18 deflection against first attack in the encounter]
hp 58 (10d6+10)
Fort +6, Ref +13, Will +9
Special Defenses augment (+4 enhancement or +3 natural armor 5 rds.) 10/day, improved evasion, perfection of self (swift action, +5 enhancement for 1 rd.) 10/day


Speed 30 ft.
Melee dagger +4/+4 (1d4–2/19–20)
Wizard Spells Prepared (CL 10th; concentration +19)
5thteleport, quickened true shield*, wall of force, wall of stone,
4thblack tentacles x2, chain hex of the bullseye* (DC20), silent still invisibility, summon monster IV, wave of pain* (DC 23)
3rddispel magic, fly, haste, silent still silent image (DC 20), sleet storm, slow (DC 22), stinking cloud (DC 22), summon monster III,
2ndearth maw*, extended enlarge person, glitterdust (DC 21), invisibility, extended mage armor (precast), web (DC 21)
1stescape grapple, hex of the bullseye* (DC 20), mage armor, silent image (DC 20), true shield* x3 (precast),
0 (at will)detect magic, ghost sound, ray of frost, read magic,
Oppositional Schools Divination and Enchantment


Before Combat: If Alwyn is made aware of his opponents he casts silent still invisibility, fly, summon monster IV (celestial grizzly bear), invisibility (on the bear), augment the summon monster with a +3 natural armor and +4 to strength for 10 rounds, and haste (on both the bear and himself),  Send the bear to investigate 8 rounds later.  The statblocks reflect these changes.
During Combat: Alwyn prefers to attempt to control the battlefield so he can focus on one opponent, he uses his wall and web spells to cut folks off and then attacks his foes with black tentacles, earth maw, and summoned monsters, once these forces have engaged he either attempts to hamper his foes with wave of pain, dispel magic, sleet storm, slow, stinking cloud, glitterdust. If he exhaust this strategy he will use his wand of scorching ray along with his chain hex of the bullseye.
1st Round: Alwyn lets his celestial bear engage the first person to enter the room he then casts a wall of force over the opening or just 5’ behind it. (if the wall of force is ever removed he uses wall of stone to cut off the attacking forces attempting to leave only one of them for him to engage).  
2nd Round: If the celestial bear is still enganged, he casts hex of the bullseye (or chain hex of the bullseye, if not he casts black tentacles.
3rd round: Alwyn casts earth maw.
4th round:  If the bear is no longer engaged he casts wave of pain, if the bear is still going he uses his wand of scorching ray.
5th round and beyond: Alwyn will engage a force in mass, using black tentacles coupled with spells to keep his foes within their effect like web, stinking cloud, sleet storm, and slow.  
Morale Alwyn is a strategic thinker and will use his teleport to flee at the point he thinks that he cannot win.


Str 7, Dex 17, Con 12, Int 28, Wis 10, Cha 10
Base Atk +5; CMB +3; CMD 16
Feats  Brew Potion, Craft Wand, Craft Wondrous Items, Chain Spell, Eschew Materials, Extend Spell, Scribe Scroll, Quicken Spell, Silent Spell, Still Spell,
Skills  Appraise +13, Craft (trap) +22, Escape Artist +13, Fly +16, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (planes) +22,   Linguistics +22, Perception +10, Ride +13, Spellcraft +22, Stealth +12
Languages Common, Undercommon, Sylvan, Elven, Dwarven, Draconic, Celestial, Infernal, Abyssal, Aklo, Giant, Goblin, Auran, Orish, Gnomis, Halfing, Gnoll, Necril, Aquan.
SQ arcane bond (ring), physical enhancement (+3 dex),
Gear headband of vast intelligence +6 (36,000 gp), wand of scorching ray ( 4,500 gp), cloak of resistance +2 (4,000 gp), 1 ruby (1,500 gp).

Celestial Grizzly Bear

XP 1,200
NG Large animal
Init +1; Senses Darkvision 60 ft. low-light vision, scent ; Perception +6


AC 19, touch 10, flat-footed 18 (+1  dodge, +1 Dex, +9 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +6, Will +2
Resist acid, cold, electricity 10, DR 5/evil SR 11


Speed 70 ft.
Melee 3 claws +10 (1d6+7 plus grab), bite +10 (1d6+7)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil +5


Str 25, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
Feats Endurance, Run, Skill Focus (Survival)
Skills  Perception +6, Survival +5, Swim +14; Racial Modifiers +4 Swim


School: Transmutation [Earth]; Level: Drd 2, Sor/Wiz 2
Casting Time: 1 standard action
Components: V, S, M/DF (a pinch of dirt or sand)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Earthen maw that fills a 5-foot cube
Duration: 1 round/level (D)
Saving Throw: None; see text; Spell Resistance: Yes
You transmute a section of the ground into a gaping maw. The spell affects normal earth, such as sand, clay, or stone, but not wood or metal. The maw tries to bite any creature standing on or stepping into the square where you create it (including you or your allies), attacking by making a CMB grapple check (CMB equals to your Concentration check bonus). It automatically grabs and tries to establish a hold. If the maw successfully establishes or maintains a hold, it deals 1d6 points of bludgeoning damage plus your caster ability modifier bonus (lethal or nonlethal damage at your option, chosen during casting).
The maw cannot move but has a reach of 5 feet. It can grab or hold only one creature at a time, but it makes a new CMB check each round on your turn once it has seized a creature. If it succeeds with a second CMB check against a Medium or smaller creature, the maw swallows it, dealing another 1d6 points of bludgeoning damage. There is no air inside the maw, and a swallowed creature also automatically takes 1d6 points of bludgeoning damage each round until the spell ends or it manages to escape (but is still grappled even if it succeeds). The maw can hold one Medium, two Small, four Tiny, eight Diminutive, or sixteen Fine creatures, and can grapple (but not swallow) other creatures even when it is full. Creatures still in the maw when the spell ends are expelled from the earth, taking 1d6 points of damage. The maw itself is impervious to damage, but anything that destroys the 5-foot cube of earth ends the spell and frees any creature held inside. A stone shape counters and dispels earthmaw, and a transmute rock to mud effect cast on the earthmaw’s square ends the spell but leaves any formerly trapped creatures submerged in the mud.

Hex of the Bull’s-Eye

School: Necromancy; Level: Cleric/Orcale 1, Druid 1, Sorcerer/Wizard 1, Witch 1
Casting Time: 1 standard action
Components: V, S
Range: 20 ft.
Target: One creature or object
Duration: 1 minute/level (D)
Saving Throw: Will half; Spell Resistance: Yes
You alter the laws of probability so that any time the target is missed by an attack there is a 20% chance that it actually hit. If the target saves, the chance that a miss is actually a hit is reduced to 10%.

True Shield

School: Abjuration; Level: Sorcerer/Wizard 1
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
You gain +20 deflection bonus to AC against the next attack that targets you. Whether the attack succeeds or not, the spell is triggered and the effect ends.

Wave of Pain

School: Necromancy; Level: Cleric/Oracle 4, Sorcerer/Wizard 4
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; Spell Resistance: Yes
The target creatures suffer wracking pains that impose a –4 penalty on attacks and on initiative, skill, and ability checks. In addition, the target creatures’ speed suffers a
10-ft. circumstance penalty (to a minimum speed of 5 ft.).

You can find the start of these encounters here in Area 1.

How to Start Your Own Tabletop Rpg Company 1 Business

Wednesday, March 25, 2015

8. Broken and Forgotten (CR 11 Encounter)

Illustration by Camus Altamirano

8. Broken and Forgotten

As you travel down the mist filled corridor you find a massive boulder filled with iron ore broke off from some part of the ceiling, and it has since settled here. The tunnel continues on past the boulder.

Perception DC 20 reveals that the flooding waters tore off a chuck of the ceiling and shoved it down the tunnel to this point and then dug a tunnel around its side when the waters could move it no further.
Perception DC 30 reveals a stone door concealed behind the bolder.

Dragging the bolder requires a strength score of 42 for a medium sized bipedial creature (dragging 8,000 lbs), 37 large bipedial creature, 24 large bipedial creature, (The PCs can use any number of inventive means to move the boulder from beast shape to a mount spell)

Once moved a stone door is revealed it is subject to an arcane lock. It has break DC of 38 (locked DC 20), a hardness of 8, and 90 hp.

Beyond the door in the center of the room upon a patchwork blanket of clothes you see a pile of human bones that appear to have been picked clean and gnawed upon. In the far back corner is another well of boiling water.

The Broken Maidens wait in hiding (Peception DC 36) as they float above the entrance until they can get through the door. Once they can they will attack attempting to feed as they are ravenously hungry, having been trapped here so long. During this time they have been haunting the dreams of various creatures they knew in the dungeon, driving them to despair, madness, and sometimes death.

The Broken Maidens (4)    CR 8

XP 4,800
Accursed Wendigo
CE Large outsider (cold, native)
Init +8; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +21


AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, –1 size)
hp 186 (18d10+90); regeneration 15 (fire)
Fort +11, Ref +12, Will +1 (+8 bonus vs. fear)
DR 7/cold iron and magic; Resist cold 30; SR 14
Weaknesses vulnerability to fire


Speed fly 120 ft. (perfect)
Melee bite +21 (2d8+4/19–20 plus 4d6 cold and grab), 2 claws +26 (2d6+4/19–20 plus 4d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks dream haunting, howl, rend (2 claws, 1d8+6 plus 4d6 cold plus 1d4 Cha damage), wendigo psychosis
Spell-Like Abilities (CL 18th; concentration +20)
1/day—control weather (as druid), nightmare (DC 17)


Str 19, Dex 19, Con 21, Int 16, Wis 10, Cha 14
Base Atk +18; CMB +23 (+27 grapple); CMD 37
Feats  Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (bite, claws), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
Skills Acrobatics +15, Bluff +13, Diplomacy +4, Fly +21, Intimidate +17, Knowledge (arcana, geography, nature, religion) +11, Knowledge (planes) +14, Perception +26, Sense Motive +26, Spellcraft +29, Stealth +26, Survival +26
Languages Aklo, Common, Giant; telepathy 1 mile
SQ no breath, deformed nature (loses wind walk), faded existence

Special Abilities

Dream Haunting (Su) When a wendigo uses its nightmare spell-like ability, the victim is also exposed to wendigo psychosis.
Faded Existence (Su): Accurse creatures are only half (50%) as strong as nonaccursed creatures, though creatures who believe the accursed creatures to be real are affected by them at full strength. Any creature that interacts with the accursed can make a Will save (DC 16) to recognize its true nature. Upon a successful save, the victim only suffers half damage from any of the accursed creature’s melee, ranged, or special attacks. The Save DC is Charisma based.
Howl (Ex) Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 23 Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4+4 rounds, and those within 30 feet cower with fear for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Reversal (Ex) Upon an accursed creature’s death, surrender, or flight from battle any supernatural, spell, or spell-like effects that did not cause hit point damage it created during the previous hour are undone. This includes, its spell-like abilities, dream haunting, howl and wendigo psychosis, many accursed creatures plead for their lives by reversing these effects.
Wendigo Psychosis (Su) Curse—Nightmaresave Will DC 21; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves. When a victim's Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completing this act, the afflicted individual takes off at a run, and in 1d4 rounds sprints up into the sky at such a speed that his feet burn away into jagged stumps. The transformation into a wendigo takes 2d6 minutes as the victim wind walks across the sky. Once the transformation is complete, the victim is effectively dead, replaced by a new wendigo. True resurrectionmiracle, or wish can restore such a victim to life, yet doing so does not harm the new wendigo. The save is Charisma-based.


The wendigo have been hording the belongings of the unlucky Dissentient who had come to rescue them they are hidden in the room (Perception DC 36).

+1 hide armor (1,165 gp), potion of haste (750 gp), oil of make whole (300 gp) masterwork dire flail (390 gp), Shortbow, composite (+1, 275 gp), royal outfit (200 gp), 

You can find the start of these encounters here in Area 1.

Tuesday, March 24, 2015

Video Blog: Faces of the Tarnished Souk An NPC Collection

7. The Boiling Witch (CR 15 Encounter)

Illustration by Mark Hyzer

7.  The Boiling Witch

The fog filled corridor ends at a shaft with a mechanical iron seal, there are hand holds carved out of the rock that lead down into a large room.

It would require and immovable rod or a well-placed wedge like crowbar to prevent the seal from closing, if it fails to so it could lead to a boiling flood back into the corridor (see below). The iron doors here and in the next room, when shot are shut are subject to an arcane lock. They are 2 inches thick with a break DC of 38 (locked DC 20), a hardness of 10, and 60 hp.
In the center of the room’s floor is a boiling well of water. On the opposite side of the room is another shaft leading up with hand holds carved out of the rock.

See invisibility or similar magic
The well is illuminated by sickly green flamses under the water within you find the source of those flames a insubstantial specter with empty eye sockets and jagged teeth punctuating the palpable hate that roils off this twisted, gray-skinned crone.

Eria of Eldritchton has commanded Mabyrn, the Burning Silence to remain invisible inside the water of the well or inside its walls, unless the leaver above is in the “open” position. She will defend herself from inside the well but remember line of effect ends at the water’s surface. If she is sorely pressed in the well she retreats into the walls of the well she can return again later. Eria has forbidden her from manipulating the weather or summoning will-o-wisps.

Mabryn was one of the first of the Deathless Duke’s first adherents, until she died during the great flood becoming this horrible dark undead monstrosity, Eria was nearly destroyed in their first encounter but was beyond fortunate when she gained control of the creature, and uses her to defend this area. 

At the top of the second shaft is a mechanical iron seal and this time a large lever embedded in the floor right in front of where the fog starts up again along another corridor.

There used to be a guard on duty here that would throw the switch as soon as he saw a threat, but with numbers dwindling, Eria uses a triggered suggestion when someone not bearing Eria’s arcane mark leaves the shaft, that opponent must make a successful Will save (DC 26) or the suggestion causes the subject to pull the leaver. 

This room sits just above the boiling lake that originally flooded the great cavern. One of the Dissentients who died recently was a gifted engineer want to create a “boiling moat” originally but had to setting for a deadly defense instead. 

Boiling Water Flood          CR 10

XP 9,600
Type mechanical; Perception DC 30; Disable Device DC 35
Trigger manual; Reset manual
Effect boiling water floods the room; never miss; multiple targets (everyone in room); 10d6 fire damage per round plus drowning.

Once the leaver is pulled, the doors activate, closing and locking, while the boiling water starts surging into the chamber spraying up into the ceiling and cascading back down at a horrific speed. The boiling water covers the room to a depth of one foot in the first round. Each round thereafter, the boiling water’s depth increases by one foot until the room is completely flooded (including the shafts) with water 10 rounds after the trap is triggered.

All creatures in the room suffer 1d6 points of scalding damage (fire), those that are immersed, take 10d6 points of fire damage per round.  

The water’s flow can be stopped and the water drained out if he leaver is moved back to its original position this takes a Strength Check DC 25.


Mabyn, The Burning Silence    CR 14

XP 38,400
Witchfire Mute Hag
CE Medium undead (augmented [monstrous humanoid], incorporeal, cold)
Init +9; Senses blindsight 60 ft., scent; Perception +21

AC 28, touch 28, flat-footed 28 (+9 Dex, +9 deflection)
hp 203 (14d8+126)
Fort +8, Ref +18, Will +13
Defensive Abilities channel resistance +4, incorporeal, witchflame (DC 26), undead traits Immune fire  DR 10/cold iron and magic; Immune  acid, charm, cold, fear, fire, gaze attacks, sleep; SR 22

Speed fly 60 ft. (perfect)
Melee incorporeal touch +23 (14d6 fire plus witchflame)
Ranged witchflame bolt* +23 (14d6 fire plus witchflame)
Special Attacks command will o’ wisp (DC 26), shaping touch, witchflame (DC 26)
Spell-Like Abilities (CL 14th; concentration +18)
Constant—detect good, detect magic, detect thoughts (DC 19)
At will—contagion (DC 22), cure light wounds, dancing lights, diminish plants, ghost sound (DC 19) inflict light wounds (DC 20), invisibility, minor creation, poison (DC 22), pyrotechnics, ray of enfeeblement (DC 20) 
3/day—bestow curse (DC 22), blindness/deafness (DC 21), empowered cone of cold (DC 24), crushing despair (DC 22), silence (DC 21)
1/day—control weather, Summon (level 4, 2 will-o’-wisps 50% 1/day)

Before Combat Mabry is a patient opponent using guerrilla tactics and often prefers to attack from stealth and use ranged sniper tactics, in combination with her invisibility, silence, and her ability to travel through objects incorporeally.
During Combat Mabry attacks from a distance wearing her opponents down, if forced into combat she always combines her assault with a touch attack spell-like ability she prefers to leave opponents alive, disfigured, diseased, poisoned, sickened, and cursed rather than killing them herself she allows the water to kill them if she has too. .  
Morale When outmatched, Mabry flees via flight and invisibility often taking advantage of her ability to fly into objects.

Str -, Dex 29, Con -, Int 20, Wis 19, Cha 28
Base Atk +14; CMB +14; CMD 33
Feats Alertness, Blind-Fight, Combat Casting, Empower Spell-Like Ability (cone of cold), Great Fortitude, Persuasive, Toughness
Skills Bluff +19, Craft (leather) +16, Diplomacy +23, Heal+12, Intimidate +26, Knowledge (arcana) +11, Knowledge(history) +19, Knowledge (local) +11, Knowledge (nature) +11, Perception +21, Sense Motive +18, Sleight of Hand+16, Spellcraft +16, Stealth +23
Languages Aklo, Common, Draconic, Giant, Goblin, Sylvan (cannot speak)
SQ blind and mute, change shape (any humanoid, alter self )

Special Abilities
Blind and Mute (Ex): Mute hags tear out their eyes and tongues, leaving them blind to life's joys and incapable of sharing their sorrow. A mute hag is immune to gaze attacks, and cannot use spell completion or command word trigger magic items.

Command Will o’ Wisp (Su): A witchfire can automatically command all normal will o’ wisps within 30 feet as a free action. This functions as a dominate monster (DC 26) Normal will o’ wisps never attack a witchfire unless compelled.

Shaping Touch (Su): The touch of Mabyn twists flesh like clay. As a full-round action that draws an attack of opportunity, mabyn may change the appearance of a helpless victim. The effect acts as a permanent alter self spell. Unwilling victims may resist the transformation with a DC 26 Fortitude save. A mute hag allowed to work for 10 minutes may also increase a victim's age category by one step; doing so does not grant mental ability score boosts but does inflict physical ability score penalties as normal. Creatures that are affected by this power or successfully save against it cannot be affected by Mabyn's shaping touch for one month. The DC is Charisma-based.

Witchflame (Su): Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a Will save (DC 26) or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and gains the sickened condition. While under the effects of the witchflame, the victim also gains vulnerability to fire weakness (taking half again as much damage (+50%) from fire attacks of any sort). This effect persists for 14 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is 14. Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a Will save (Same DC) or begin burning with witchflame, even if it would not otherwise harm the witchfire because of its incorporeal nature. 

You can find the start of these encounters here in Area 1.