Graveknight Warpriest 15 CR 16
AC 29, touch 15, flat-footed 28 (+10 armor, +4 deflection, +1 Dex, +4 natural)
hp 206 (15d8+135)
Fort +20, Ref +12, Will +21
Defensive Abilities channel resistance +4, freedom of movement, rejuvenation, sacred armor (+3, 15 minutes/day); DR 10/magic; Immune cold, electricity, fire, undead traits; SR 27
Speed 30 ft. (20 ft. in armor); air walk
Melee +2 adamantine heavy mace +24/+19/+14 (2d6+14 plus 3d6 fire) or slam +20 (1d4+9)
Ranged mwk composite longbow +15/+10/+5 (1d8+9/×3 plus 3d6 fire)
Special Attacks blessings 10/day (Fire: armor of flame, fire strike; Trickery: double, greater invisibility), channel destruction (3d6 fire), channel negative energy 5/day (DC 21, 5d6), devastating blast (10d6 fire, DC 22, 3/day), fervor 11/day (5d6), sacred weapon (2d6, +3, 15 rounds/day), undead mastery (75 HD, DC 22)
Warpriest Spells Prepared (CL 15th; concentration +19)
5th—flame strike (DC 19), righteous might, true seeing
4th—air walk, blessing of fervor (DC 18), dimensional anchor, freedom of movement, spell immunity
3rd—blindness/deafness (DC 17), dispel magic (2), invisibility purge, remove curse, speak with dead (DC 17)
2nd—align weapon, bull’s strength (2), darkness, death knell (DC 16), resist energy
1st—comprehend languages, divine favor (2), obscuring mist, protection from good, shield of faith
0 (at will)—bleed (DC 14), detect magic, guidance, mending, virtue
During Combat She casts blessing of fervor on herself and her devil allies, then uses her fervor ability to augment her combat abilities and defenses with spells like bull’s strength, righteous might, and resist energy. She favors melee combat, but uses her longbow or casts flame strike against ranged foes if close-quarters combat isn’t an option.
Morale Ceto fights until destroyed.
Str 24, Dex 12, Con —, Int 10, Wis 19, Cha 20
Base Atk +11; CMB +18; CMD 33
Feats Cleave, Dazzling Display, Deadly Stroke, Furious Focus, Great Cleave, Greater Weapon Focus (heavy mace), Improved Initiative B, Improved Vital Strike, Iron Will, Lunge, Mounted Combat B, Persuasive, Power Attack, Quicken Blessing (armor of flame), Ride-by Attack B, Shatter Defenses, Toughness B, Vital Strike, Weapon Focus (heavy mace)
Skills Climb +9, Diplomacy +22, Intimidate +35, Perception +12, Ride +12, Sense Motive +17, Swim +9; Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride
SQ graveknight armor, phantom mount, ruinous revivification (fire)
Combat Gear potion of fly, potion of inflict serious wounds; Other Gear banded mail of luck, +2 adamantine heavy mace, mwk composite longbow (+7 Str) with 20 arrows, cloak of resistance +4, headband of alluring charisma +6, silver unholy symbol of Asmodeus, 212 gp
Crawling Hand Plague Swarm CR 16/MR 8
AC 30, touch 17, flat-footed 27 (+9 armor, +1 Dex, +2 dodge, +4 natural, +4 size)
hp 234 (20d8+144); fast healing 5
Fort +9, Ref +9, Will +14; second save
Defensive Abilities reform, swarm traits; DR 10/epic; Immune undead traits, weapon damage
Speed 40 ft. (30 ft. in armor), climb 40 ft. (30 ft. in armor)
Melee swarm (4d6 plus 4d6 blight, distraction, steal, and throttle)
Space 20 ft.; Reach 0 ft.
Special Attacks distraction (DC 25), mark quarry, mythic power (10/day, surge +1d10)
During Combat The plague swarm surges over any intruders, marking the first creature it damages as its quarry.
Morale The plague swarm doesn’t leave this area, but it otherwise fights until destroyed.
Str 13, Dex 13, Con —, Int 6, Wis 11, Cha 16
Base Atk +15; CMB — (+12 steal); CMD —
Feats Ability Focus (distraction), DodgeM, Extra Mythic PowerM, Heavy Armor Proficiency, Improved InitiativeM, Improved Lightning Reflexes, Iron Will, Light Armor Proficiency, Lightning ReflexesM, Medium Armor Proficiency, Toughness
Skills Climb +17, Perception +13, Stealth +21, Survival +10
Languages Common (can’t speak)
SQ hivemind, multiply (crawling hand swarm with throttle; use stats for army ant swarm)
Gear mwk full plate (gauntlets only)
The plague swarm maintains constant telepathic communication with the one-handed wights from whom they were severed as long as they are on the same plane. These wights have an attitude of helpful toward the swarm.
Mark Quarry (Su)
Upon dealing damage to a creature, the crawling hand plague swarm can mark that creature as its quarry as a free action. The swarm is always aware of its quarry’s location as if under the effect of a continuous locate creature spell, and the swarm’s swarm attack deals an additional 1d6 blight damage to the quarry. The mark quarry ability lasts until the quarry is slain, the swarm marks a new quarry, or the swarm is dispersed.
The crawling hand plague swarm can only be permanently destroyed by first destroying the one-handed wight troop and then dispersing the plague swarm within 60 feet of the troop’s remains. This causes the crawling hands to reunite with their estranged bodies, after which the intact bodies slowly disintegrate.
A creature damaged by the plague swarm can’t breathe, speak, or cast spells with verbal components for 1 round.
Pathfinder Adventure Path #144: Midwives to Death © 2019, Paizo Inc.; Authors: John Compton, with Adam Daigle, Eleanor Ferron, Thurston Hillman, James Jacobs, Jason Keeley, Luis Loza, Ron Lundeen, Robert G. McCreary, Erik Mona, Michael Sayre, Owen K. C. Stephens, Mark Seifter, and Linda Zayas-Palmer.