This small dog has a rough coat and a hungry look in its dark brown eyes.
Bonebag		CR 1/3
XP 135
Male dog (Pathfinder RPG Bestiary 87)
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
Defense
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
Offense
Speed 40 ft.
Melee bite +2 (1d4+1)
Statistics
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
Special Abilities
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Melee Creeley Greeves		CR 3
XP 800
Male human fighter 4
LE Medium humanoid (human)
Init +5; Senses Perception +5
Defense
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 34 (4d10+8)
Fort +6, Ref +2, Will +4 (+1 vs. fear)
Offense
Speed 30 ft.
Melee mwk greataxe +10 (1d12+8/3)
Ranged mwk throwing axe +6 (1d6+4)
Tactics
Before Combat If Greeves overhears combat elsewhere in the building but isnt directly involved, he takes 2 rounds to drink his potion of blur and potion of bulls strength before going to investigate.
During Combat Greeves tries to quell any opposition using Power Attack every round, employing Cleave whenever possible.
Morale Greeves flees or surrenders if his Furies fall and he has not felled at least as many PCs.
Statistics
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Cleave, Improved Initiative, Iron Will, Power Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Bluff +3, Intimidate +6, Perception +5, Sense Motive +5
Languages Common
SQ armor training 1
Combat Gear potion of blur, potion of bull's strength, potion of cure moderate wounds, potion of invisibility; Other Gear mwk breastplate, mwk greataxe, mwk throwing axe
Special Abilities
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Melee Furies (2)		CR 1/3
XP 135
Female human warrior 1
LE Medium humanoid (human)
Init +1; Senses Perception +1
Defense
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 7 (1d10+2)
Fort +3, Ref +1, Will +0
Offense
Speed 30 ft.
Melee longsword +3 (1d8+1/19-20)
Tactics
During Combat The Furies work as a team, flanking as much as possible to deal as much Precise Strike damage as they can, and working to prevent Greeves from being overwhelmed. If their attacks are ineffective, they instead try to flank and use aid another to help Greeves hit.
Morale If Greeves falls, the Furies surrender. If brought below 5 hit points, the Furies attempt to flee.
Statistics
Str 13, Dex 13, Con 12, Int 8, Wis 10, Cha 9
Base Atk +1; CMB +2; CMD 13
Feats Precise Strike[APG], Weapon Focus (longsword)
Skills Intimidate +3, Perception +1
Languages Common
Other Gear chain shirt, buckler, longsword
Special Abilities
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Melee This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides. 
Gurva		CR 4
XP 1,200
Male otyugh (Pathfinder RPG Bestiary 223)
N Large aberration
Init +0; Senses darkvision 60 ft., scent; Perception +9
Defense
AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 39 (6d8+12)
Fort +3, Ref +2, Will +6
Immune disease
Offense
Speed 20 ft.
Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle, 1d6+2)
Statistics
Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
Base Atk +4; CMB +9 (+13 grapple); CMD 19
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Acrobatics +0 (-4 to jump), Perception +9, Sense Motive +3, Stealth +2 (+10 in lair); Racial Modifiers +8 Stealth in lair
Languages Common
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (DC 14) (Ex) Filth Fever: Biteinjury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Grab: Tentacle (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Disease You are immune to diseases.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Melee Kibizax		CR 5
XP 1,600
Old kobold sorcerer 6 (Pathfinder RPG Bestiary 183)
LE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +11
Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 37 (6d6+14)
Fort +1, Ref +3, Will +5
DR 10/adamantine (70 points); Resist electricity 5
Weaknesses light sensitivity
Offense
Speed 30 ft.
Ranged sling +5 (1d3-3)
Special Attacks claws (2, 1d3, treated as magic weapons, 7 rounds/day)
Sorcerer Spells Known (CL 6th; concentration +10)
3rd (4/day)lightning bolt (DC 17)
2nd (6/day)invisibility, minor image (DC 16), resist energy, scorching ray
1st (7/day)mage armor, magic missile, obscuring mist, shocking grasp, silent image (DC 15)
0 (at will)acid splash, daze (DC 14), detect magic, ghost sound (DC 14), message, prestidigitation, read magic
Bloodline Draconic
Tactics
Before Combat By the time the PCs reach the throne room, Kibizax is almost certainly alerted to their presence (either from his alarm spell in area 2c or from the sound of fighting with Yippitok) and has false life, mage armor, and stoneskin active when they arrive (included in stat block).
During Combat When combat starts, Kibizax stops concentrating on the dragon illusion (it remains an additional 2 rounds) and casts lightning bolt, hoping to get as many PCs in the aisle as possible. Then he hides behind his throne and casts invisibility. Kibizax focuses on disorienting and misleading his enemies, using invisibility, obscuring mist, and illusions of himself to disorient and misdirect enemies as much as possible. Kibizax uses his lightning bolt whenever he can get two or three enemies in its arc. Otherwise, he tries to pick off targets with scorching ray and magic missile. Above all, Kibizax plays to the kobold audience in the balconies, as he knows this is his last performance and wants to go out in style and in a way that encourages them to push for his successor to continue the war with the Pathfinder Society.
Morale Kibizax fights to the death.
Base Statistics Without the benefit of precasting any spells, Kibizax has the following statistics: AC 14, touch 13; hp 29.
Statistics
Str 5, Dex 12, Con 9, Int 12, Wis 10, Cha 18
Base Atk +3; CMB -1; CMD 10
Feats Eschew Materials, Expanded Arcana[APG], Improved Initiative, Toughness
Skills Intimidate +13, Perception +11, Spellcraft +10; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), crafty
Combat Gear potion of cure light wounds, scroll of stoneskin, wand of false life (7 charges); Other Gear sling with 10 sling bullets, 20 gp
Special Abilities
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Damage Reduction (10/adamantine [70 points]) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Magic Claws (7 rounds/day) (Ex) As a free action, gain 2 claw attacks.
Melee This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.
Kobold Scouts (2)		CR 1
XP 400
Male kobold ranger 2 (Pathfinder RPG Bestiary 183)
LE Small humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +8
Defense
AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, +1 size)
hp 19 (2d10+4)
Fort +4, Ref +6, Will +1
Weaknesses light sensitivity
Offense
Speed 30 ft.
Melee short sword +2 (1d4-1/19-20)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks combat style (crossbow[APG]), favored enemy (humans +2)
Tactics
During Combat The scouts attempt to pin down as many opponents as they can with their tangle bolts (+1 seeking bolts that entangle the target on a hit, in addition to the bolt damage, as if it had been hit by a tanglefoot bag), then use Deadly Aim to deal maximum damage to entangled targets. One scout mans the trap trigger at all times.
Morale The scouts only stay long enough to lure as many PCs as they can into the path of the boulder. They flee to the drainage room (area 2b), where they can continue the fight with an ally.
Statistics
Str 9, Dex 17, Con 12, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +0; CMD 13
Feats Deadly Aim, Precise Shot
Skills Acrobatics +4, Craft (traps) +6, Disable Device +4, Knowledge (dungeoneering) +4, Perception +8, Stealth +11, Survival +6; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Draconic
SQ crafty, track +1, wild empathy +1
Combat Gear potion of cure light wounds (2); Other Gear studded leather, light crossbow with 20 bolts and 2 tangle bolt, short sword, masterwork trapmaking tools, thieves' tools
Special Abilities
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Melee Yippitok		CR 5
XP 1,600
Kobold alchemist 6 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 183)
LE Small humanoid (reptilian)
Init +9; Senses darkvision 60 ft.; Perception +11
Defense
AC 25, touch 15, flat-footed 21 (+3 armor, +3 Dex, +1 dodge, +3 natural, +4 shield, +1 size)
hp 53 (6d8+23)
Fort +6, Ref +11, Will +3; +4 bonus vs. poison
Weaknesses light sensitivity
Offense
Speed 60 ft. (50 ft. in armor), climb 20 ft.
Melee dagger +3 (1d3-2/19-20)
Ranged bomb +11 (3d6+3 Fire) or
Ranged frost bomb +11 (3d6+3 Cold) or
Ranged smoke bomb +11 () or
Ranged stink bomb +11 ()
Special Attacks bomb 9/day (3d6+3 fire, DC 16)
Alchemist Extracts Prepared (CL 6th; concentration +9)
2ndcure moderate wounds, false life, invisibility, spider climb
1stcomprehend languages, cure light wounds, expeditious retreat, shield, true strike
Tactics
Before Combat If the PCs set off the doorbell alarm in area 2c, Yippitok drinks his mutagen and an extract of false life. Both of these are included in his stats. If he has additional time, he drinks one extract per round to increase his chances of surviving the impending invasion of his lab, beginning with expeditious retreat, then spider climb, invisibility, and shield.
During Combat If a group of at least 3 PCs are huddled together, Tok uses his stink bomb against them, especially if there are spellcasters or archers among them. If his enemies spread out, he switches to frost bombs to slow them down and prevent full attacks.
Morale When reduced below 15 hit points, Tok drinks his extract of cure moderate wounds and attempts to flee into the theater to warn his father and brother of the impending attack.
Base Statistics Without his mutagen in effect, Tok has the following statistics: AC 19, touch 15, flat-footed 15; Ref +9, Will +4; Dex 16, Wis 12; Acrobatics +9, Disable Device +12, Perception +12, Stealth +16
Statistics
Str 6, Dex 20, Con 11, Int 16, Wis 10, Cha 8
Base Atk +4; CMB +1; CMD 17
Feats Brew Potion, Dodge, Improved Initiative, Throw Anything, Toughness
Skills Acrobatics +8 (+16 to jump), Climb +3, Craft (alchemy) +12 (+18 to create alchemical items), Craft (traps) +14, Disable Device +13, Perception +11, Spellcraft +12, Stealth +35 (+55 when immobile); Racial Modifiers +2 Craft (traps), +2 Perception
Languages Common, Draconic, Dwarven, Gnome
SQ alchemy (alchemy crafting +6), crafty, discoveries (frost bomb, smoke bomb, stink bomb), mutagen (+4/-2, +2 natural armor, 60 minutes), poison use, swift alchemy
Combat Gear mutagen[APG], potion of neutralize poison, potion of remove disease; Other Gear mwk studded leather, dagger, cloak of resistance +1, alchemist starting formula book, masterwork thieves' tools, masterwork trapmaking tools, 40 gp
Special Abilities
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+3 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+3 fire damage.
Climb (20 feet) You have a Climb speed.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Smoke Bomb (6 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (6 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Additional Details
Bombs Yippitok can vary the nature of his bombs in the following manner: A frost bomb deals cold damage instead of fire damage; creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed at a DC 16 Fortitude save. A smoke bomb deals no damage, but instead creates a cloud of thick smoke when it detonates; the cloud functions as a fog cloud, filling an area equal to twice the bombs splash radius for 6 rounds. A stink bomb functions as a smoke bomb, but has the effects of stinking cloud in place of fog cloud and lasts for 1 round. Only one variant bomb type may be used on any single bomb.

======================

This small dog has a rough coat and a hungry look in its dark brown eyes.
Bonebag		CR 1
XP 400
Male riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Offense
Speed 40 ft.
Melee bite +3 (1d6+3)
Statistics
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+18 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
Special Abilities
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Melee Creeley Greeves		CR 5
XP 1,600
Male human fighter 6
LE Medium humanoid (human)
Init +5; Senses Perception +9
Defense
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 49 (6d10+12)
Fort +10, Ref +6, Will +8 (+2 vs. fear)
Defensive Abilities concealment (20% miss chance)
Offense
Speed 30 ft.
Melee mwk greataxe +15/+10 (1d12+9/3) or
Melee unarmed strike +12/+7 (1d3+4)
Ranged mwk throwing axe +11 (1d6+5)
Special Attacks weapon training (axes +1)
Tactics
Before Combat If Greeves overhears combat elsewhere in the building but isnt directly involved, he takes 2 rounds to drink his potion of blur and potion of heroism before going to investigate.
During Combat Greeves tries to quell any opposition using Power Attack every round, employing Cleave whenever possible. Failing that, Greeves prefers Vital Strike to iterative attacks.
Morale If brought below 20 hit points, Greeves backs off and drinks his potion of invisibility, then decides whether to take a few more rounds to quaff the rest of his potions before rejoining his Furies or fleeing.
Statistics
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +12; CMD 21
Feats Cleave, Deflect Arrows, Improved Initiative, Improved Unarmed Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Acrobatics +1, Appraise +2, Bluff +7, Climb +4, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +1, Heal +3, Intimidate +10, Perception +9, Ride +1, Sense Motive +9, Stealth +1, Survival +3, Swim +4
Languages Common
SQ armor training 1
Combat Gear potion of bear's endurance, potion of blur, potion of bull's strength, potion of cure moderate wounds, potion of heroism, potion of invisibility; Other Gear mwk breastplate, mwk greataxe, mwk throwing axe (2), cloak of resistance +1
Special Abilities
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes
Melee Furies (2)		CR 2
XP 600
Female human warrior 4
LE Medium humanoid (human)
Init +5; Senses Perception +4
Defense
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 30 (4d10+4)
Fort +5, Ref +2, Will +1
Offense
Speed 30 ft.
Melee mwk longsword +8 (1d8+2/19-20)
Tactics
During Combat The Furies work as a team, flanking as much as possible to deal as much Precise Strike damage as they can, and working to prevent Greeves from being overwhelmed. If their attacks are ineffective, they instead try to flank and use aid another to help Greeves hit.
Morale If Greeves falls, the Furies surrender. If brought below 10 hit points, the Furies attempt to flee.
Statistics
Str 14, Dex 13, Con 12, Int 8, Wis 10, Cha 9
Base Atk +4; CMB +6; CMD 17
Feats Improved Initiative, Precise Strike[APG], Weapon Focus (longsword)
Skills Climb +6, Intimidate +6, Perception +4, Swim +6
Languages Common
Combat Gear potion of cure light wounds; Other Gear mwk chain shirt, mwk light steel shield, mwk longsword
Special Abilities
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Melee This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides. 
Gurva & Grlak		CR 5
XP 1,600
Male advanced otyugh (Pathfinder RPG Bestiary 223, 288)
N Large aberration
Init +2; Senses darkvision 60 ft., scent; Perception +14
Defense
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, -1 size)
hp 51 (6d8+24)
Fort +5, Ref +4, Will +8
Immune disease
Offense
Speed 20 ft.
Melee bite +9 (1d8+6 plus disease), 2 tentacles +5 (1d6+3 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle, 1d6+3)
Tactics
During Combat If they feel they have a clear advantage in combat, Gurva and Grlak prefer to toy with their food, using nonlethal damage to subdue a potential snack for later fun. This game quickly ends if either of them is reduced below half their normal hit points.
Statistics
Str 22, Dex 14, Con 17, Int 9, Wis 17, Cha 10
Base Atk +4; CMB +11 (+15 grapple); CMD 23
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Acrobatics +2 (-2 to jump), Intimidate +9, Perception +14, Sense Motive +8, Stealth +4 (+12 in lair); Racial Modifiers +8 Stealth in lair
Languages Common
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (DC 16) (Ex) Filth Fever: Biteinjury; save Fort DC 16; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Grab: Tentacle (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Disease You are immune to diseases.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Melee Kibizax		CR 5
XP 1,600
Old kobold sorcerer 6 (Pathfinder RPG Bestiary 183)
LE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +11
Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 37 (6d6+14)
Fort +1, Ref +3, Will +5
DR 10/adamantine (70 points); Resist electricity 5
Weaknesses light sensitivity
Offense
Speed 30 ft.
Ranged sling +5 (1d3-3)
Special Attacks claws (2, 1d3, treated as magic weapons, 7 rounds/day)
Sorcerer Spells Known (CL 6th; concentration +10)
3rd (4/day)lightning bolt (DC 17)
2nd (6/day)invisibility, minor image (DC 16), resist energy, scorching ray
1st (7/day)mage armor, magic missile, obscuring mist, shocking grasp, silent image (DC 15)
0 (at will)acid splash, daze (DC 14), detect magic, ghost sound (DC 14), message, prestidigitation, read magic
Bloodline Draconic
Tactics
Before Combat By the time the PCs reach the throne room, Kibizax is almost certainly alerted to their presence (either from his alarm spell in area 2c or from the sound of fighting with Yippitok) and has false life, mage armor, and stoneskin active when they arrive (included in stat block).
During Combat When combat starts, Kibizax stops concentrating on the dragon illusion (it remains an additional 2 rounds) and casts lightning bolt, hoping to get as many PCs in the aisle as possible. Then he hides behind his throne and casts invisibility. Kibizax focuses on disorienting and misleading his enemies, using invisibility, obscuring mist, and illusions of himself to disorient and misdirect enemies as much as possible. Kibizax uses his lightning bolt whenever he can get two or three enemies in its arc. Otherwise, he tries to pick off targets with scorching ray and magic missile. Above all, Kibizax plays to the kobold audience in the balconies, as he knows this is his last performance and wants to go out in style and in a way that encourages them to push for his successor to continue the war with the Pathfinder Society.
Morale Kibizax fights to the death.
Base Statistics Without the benefit of precasting any spells, Kibizax has the following statistics: AC 14, touch 13; hp 29.
Statistics
Str 5, Dex 12, Con 9, Int 12, Wis 10, Cha 18
Base Atk +3; CMB -1; CMD 10
Feats Eschew Materials, Expanded Arcana[APG], Improved Initiative, Toughness
Skills Intimidate +13, Perception +11, Spellcraft +10; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), crafty
Combat Gear potion of cure light wounds, scroll of stoneskin, wand of false life (7 charges); Other Gear sling with 10 sling bullets, 20 gp
Special Abilities
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Damage Reduction (10/adamantine [70 points]) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Magic Claws (7 rounds/day) (Ex) As a free action, gain 2 claw attacks.
Melee Kobold Guards		CR 4
XP 1,200
Kobold fighter 5 (Pathfinder RPG Bestiary 183)
LE Small humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +8
Defense
AC 20, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 natural, +1 size)
hp 47 (5d10+15)
Fort +5, Ref +4, Will +2 (+1 vs. fear)
Weaknesses light sensitivity
Offense
Speed 30 ft.
Melee longsword +6 (1d6/19-20)
Ranged heavy crossbow +10 (1d8+1/19-20)
Special Attacks weapon training (crossbows +1)
Tactics
During Combat Sworn to protect the chieftain, the guards keep themselves between Kibizax and the PCs at all times, focusing their attacks on ranged combatants whom they cant simply stand in the way of as they attempt to climb onto the stage.
Morale The guards fight to the death to protect the chief, and look to Yiddlepode for direction if Kibizax dies. If both Yiddlepode and the chieftain die, they flee.
Statistics
Str 11, Dex 16, Con 12, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +4; CMD 17
Feats Point-Blank Shot, Precise Shot, Rapid Reload, Toughness, Weapon Focus (light crossbow), Weapon Specialization (light crossbow)
Skills Climb +7, Perception +8; Racial Modifiers +2 Perception
Languages Draconic
SQ armor training 1, crafty
Other Gear +1 hide armor, heavy crossbow with 20 bolts, longsword
Special Abilities
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Weapon Training (Crossbows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Crossbows
Melee This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.
Kobold Scouts (3)		CR 3
XP 800
Male kobold ranger 4 (Pathfinder RPG Bestiary 183)
LE Small humanoid (reptilian)
Init +4; Senses darkvision 60 ft.; Perception +8
Defense
AC 19, touch 15, flat-footed 15 (+3 armor, +4 Dex, +1 natural, +1 size)
hp 34 (4d10+8)
Fort +5, Ref +8, Will +2
Weaknesses light sensitivity
Offense
Speed 30 ft.
Melee mwk short sword +5 (1d4-1/19-20)
Ranged mwk light crossbow +10 (1d6/19-20)
Special Attacks combat style (crossbow[APG]), favored enemy (humans +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1stalarm
Tactics
During Combat The scouts attempt to pin down as many opponents as they can with their tangle bolts (+1 seeking bolts that entangle the target on a hit, in addition to the bolt  damage, as if it had been hit by a tanglefoot bag), then use Deadly Aim to deal maximum damage to entangled targets. One scout mans the trap trigger at all times.
Morale The scouts only stay long enough to lure as many PCs as they can into the path of the boulder. They flee to the drainage room (area 2b), where they can continue the fight with an ally.
Statistics
Str 9, Dex 18, Con 12, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +2; CMD 16
Feats Deadly Aim, Endurance, Precise Shot, Rapid Reload
Skills Acrobatics +7, Craft (traps) +7, Disable Device +7, Knowledge (dungeoneering) +4, Perception +8, Stealth +12, Survival +6; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Draconic
SQ crafty, favored terrain (underground +2), hunter's bond (constrictor snake named Sewer Snakes [3]), track +2, wild empathy +3
Combat Gear potion of cure moderate wounds; Other Gear studded leather, tangle bolt[APG] (2), crossbow bolts (20), mwk light crossbow, mwk short sword, masterwork trapmaking tools, thieves' tools
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in Favored Terrain (Underground).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Melee Sewer Snakes (3)
Constrictor snake
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5
Defense
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +6, Will +1
Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d3+3 plus grab)
Statistics
Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Base Atk +1; CMB +3 (+7 grapple); CMD 16 (can't be tripped)
Feats Weapon Focus (bite)
Skills Acrobatics +3 (-1 to jump), Climb +10, Perception +5, Swim +14
Special Abilities
Climb (20 feet) You have a Climb speed.
Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swim (20 feet) You have a Swim speed.
Melee Tok's Assistants		CR 4
XP 1,200
Male kobold alchemist 2/ranger 3 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 183)
LE Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +8
Defense
AC 20, touch 13, flat-footed 18 (+4 armor, +2 Dex, +3 natural, +1 size)
hp 38 (5 HD; 2d8+3d10+8)
Fort +7, Ref +8, Will +3; +2 bonus vs. poison
Weaknesses light sensitivity
Offense
Speed 30 ft.
Melee short sword +8 (1d4+3/19-20) or
Melee bite +3 (1d6+1), 2 claws +3 (1d4+1)
Ranged bomb +8 (1d6 Fire) or
Ranged mwk light crossbow +9 (1d6/19-20)
Special Attacks bomb 2/day (1d6 fire, DC 11), combat style (crossbow[APG]), favored enemy (humans +2)
Alchemist Extracts Prepared (CL 2nd; concentration +2)
1stcure light wounds, endure elements, true strike
Tactics
Before Combat If alerted to the PCs approach, the assistants drink their mutagens and then apply their poison to each claw and their first crossbow bolt (included in their stats). If they have additional time, they drink their [i]potions of bears endurance[/i].
During Combat The assistants try to guard the stairs as long as Yippitok is in the loft. If Tok leaves the loft using [i]spider climb[/i] or exits through the bay windows, the assistants try to flank a single opponent to do as much poison damage on a single character as possible.
Morale These are Yippitoks apprentices and they guard him with their lives. If Tok drops or flees, the assistants surrender once theyve been reduced below 10 hit points each.
Base Statistics When not under the effects of their mutagens, Toks assistants have the following statistics: [b]AC[/b] 18, touch 13, flat-footed 16; [b]Melee[/b] short sword +6 (1d4+1/1920);[b] Str[/b] 12, [b]Int[/b] 13; Climb +6, Craft (alchemy) +6, Craft (trapmaking) +9, Intimidate +5, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Spellcraft +6
Statistics
Str 16, Dex 14, Con 12, Int 11, Wis 10, Cha 8
Base Atk +4; CMB +6; CMD 18
Feats Brew Potion, Endurance, Iron Will, Point-Blank Shot, Precise Shot, Throw Anything, Weapon Focus (light crossbow)
Skills Climb +7, Craft (alchemy) +4 (+6 to create alchemical items), Craft (traps) +8, Disable Device +5, Heal +6, Intimidate +7, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Perception +8, Spellcraft +5, Stealth +9, Survival +5; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Common, Draconic
SQ alchemy (alchemy crafting +2), crafty, discovery (feral mutagen), favored terrain (underground +2), mutagen (+4/-2, +2 natural armor, 20 minutes), poison use, track +1, wild empathy +2
Combat Gear mutagen (feral)[APG], potion of bear's endurance, potion of cure light wounds (2), giant wasp poison (3); Other Gear mwk chain shirt, crossbow bolts (20), mwk light crossbow, short sword, alchemist starting formula book, masterwork trapmaking tools, thieves' tools, 80 gp
Special Abilities
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6 (2/day, DC 11) (Su) Thrown Splash Weapon deals 1d6+0 fire damage.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in Favored Terrain (Underground).
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Mutagen (DC 11) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Melee Yiddlepode		CR 1
XP 400
Female kobold bard 2 (Pathfinder RPG Bestiary 183)
LN Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +6
Defense
AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)
hp 16 (2d8+4)
Fort +1, Ref +4, Will +2; +4 vs. bardic performance, language-dependent, and sonic
Weaknesses light sensitivity
Offense
Speed 30 ft.
Melee rapier +1 (1d4-1/18-20)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Bard Spells Known (CL 2nd; concentration +4)
1st (3/day)cure light wounds, hideous laughter (DC 13), silent image (DC 13)
0 (at will)daze (DC 12), detect magic, ghost sound (DC 12), message, prestidigitation
Tactics
Before Combat Yiddlepode casts invisibility from her scroll before the PCs enter and hides behind the curtain or the scant scene decorations during combat, maintaining the illusion of the dragon on her fathers behalf.
During Combat As long as the dragon is occupying the PCs attention, Yiddlepode engages them with it as much as possible, even to the point of engaging in mock combat with one of them. As soon as its clear that the PCs start recognizing the illusion for what it is, Yiddlepode drops the spell and starts her bardic performance to help boost the guards attacks. She doesnt attack the PCs directly, and remains invisible or hidden throughout combat if possible. Anytime Kibizax turns invisible or hides, Yiddlepode uses silent image to create a fake double of her father to divert attacks.
Morale When her father falls unconscious or dies, Yiddlepode tries to strike a truce with the PCs as indicated in the Development section below.
Statistics
Str 9, Dex 12, Con 12, Int 12, Wis 8, Cha 15
Base Atk +1; CMB -1; CMD 10
Feats Persuasive
Skills Acrobatics +6, Bluff +5, Diplomacy +12, Disguise +5, Intimidate +12, Perception +6, Perform (oratory) +10, Spellcraft +6, Stealth +10; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ bardic knowledge +1, crafty, versatile performance (oratory)
Combat Gear potion of cure light wounds, scroll of cure light wounds, scroll of minor image, scroll of minor image, wand of disguise self (50 charges); Other Gear leather armor, light crossbow with 20 bolts, rapier, circlet of persuasion, 20 opals (worth 900 gp)
Special Abilities
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Versatile Performance (Oratory) +10 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Melee Yippitok		CR 5
XP 1,600
Kobold alchemist 6 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 183)
LE Small humanoid (reptilian)
Init +9; Senses darkvision 60 ft.; Perception +11
Defense
AC 25, touch 15, flat-footed 21 (+3 armor, +3 Dex, +1 dodge, +3 natural, +4 shield, +1 size)
hp 53 (6d8+23)
Fort +6, Ref +11, Will +3; +4 bonus vs. poison
Weaknesses light sensitivity
Offense
Speed 60 ft. (50 ft. in armor), climb 20 ft.
Melee dagger +3 (1d3-2/19-20)
Ranged bomb +11 (3d6+3 Fire) or
Ranged frost bomb +11 (3d6+3 Cold) or
Ranged smoke bomb +11 () or
Ranged stink bomb +11 ()
Special Attacks bomb 9/day (3d6+3 fire, DC 16)
Alchemist Extracts Prepared (CL 6th; concentration +9)
2ndcure moderate wounds, false life, invisibility, spider climb
1stcomprehend languages, cure light wounds, expeditious retreat, shield, true strike
Tactics
Before Combat If the PCs set off the doorbell alarm in area 2c, Yippitok drinks his mutagen and an extract of false life. Both of these are included in his stats. If he has additional time, he drinks one extract per round to increase his chances of surviving the impending invasion of his lab, beginning with expeditious retreat, then spider climb, invisibility, and shield.
During Combat If a group of at least 3 PCs are huddled together, Tok uses his stink bomb against them, especially if there are spellcasters or archers among them. If his enemies spread out, he switches to frost bombs to slow them down and prevent full attacks.
Morale When reduced below 15 hit points, Tok drinks his extract of cure moderate wounds and attempts to flee into the theater to warn his father and brother of the impending attack.
Base Statistics Without his mutagen in effect, Tok has the following statistics: AC 19, touch 15, flat-footed 15; Ref +9, Will +4; Dex 16, Wis 12; Acrobatics +9, Disable Device +12, Perception +12, Stealth +16
Statistics
Str 6, Dex 20, Con 11, Int 16, Wis 10, Cha 8
Base Atk +4; CMB +1; CMD 17
Feats Brew Potion, Dodge, Improved Initiative, Throw Anything, Toughness
Skills Acrobatics +8 (+16 to jump), Climb +3, Craft (alchemy) +12 (+18 to create alchemical items), Craft (traps) +14, Disable Device +13, Perception +11, Spellcraft +12, Stealth +35 (+55 when immobile); Racial Modifiers +2 Craft (traps), +2 Perception
Languages Common, Draconic, Dwarven, Gnome
SQ alchemy (alchemy crafting +6), crafty, discoveries (frost bomb, smoke bomb, stink bomb), mutagen (+4/-2, +2 natural armor, 60 minutes), poison use, swift alchemy
Combat Gear mutagen[APG], potion of neutralize poison, potion of remove disease; Other Gear mwk studded leather, dagger, cloak of resistance +1, alchemist starting formula book, masterwork thieves' tools, masterwork trapmaking tools, 40 gp
Special Abilities
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+3 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+3 fire damage.
Climb (20 feet) You have a Climb speed.
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Smoke Bomb (6 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (6 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Additional Details
Bombs Yippitok can vary the nature of his bombs in the following manner: A frost bomb deals cold damage instead of fire damage; creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed at a DC 16 Fortitude save. A smoke bomb deals no damage, but instead creates a cloud of thick smoke when it detonates; the cloud functions as a fog cloud, filling an area equal to twice the bombs splash radius for 6 rounds. A stink bomb functions as a smoke bomb, but has the effects of stinking cloud in place of fog cloud and lasts for 1 round. Only one variant bomb type may be used on any single bomb.

