I am pleased to finally be able to present:
RAPPAN ATHUK – LEVEL 5A: THE CAVERNS OF MIST
To incorporate Level 5A: The Cavern of Mists into the dungeon, I first did some minor reworking of Banth’s Laboratory on Level 5 of the dungeon. Originally areas 6A, 6B, 6C, and 6D this section has been revised and expanded as described here.
AREA 5-6A (BANTH’S ENTRANCE HALL):
You enter a long hall lit by braziers of green flame. A purple carpet runs the length of the hall and at the far end you can see a door of iron set into the stone wall. In the wall above the door there is an elaborate and highly detailed carving of a bearded man’s face, it’s eyes closed. Lining the hall between you and the door, to either side of the long carpet, stand two rows of iron statues.
PCs can make a Spot check (DC 25) to notice that the statues are, in fact, animate golems. As soon as the PCs are committed to the room, the golems begin moving towards them.
IRONMEN: CR 3; HD 5d10; hp 27; Initiative +0; Speed 40 ft.; AC 21 (+11 natural), touch 10, flat-footed 21; Base Attack +5, Grapple +10; Atk +10 melee (1d6+5, 2 slams); Space/Reach 5 ft./5 ft.; SQ blindsight 40 ft., construct traits; SV Fort +2, Ref +2, Will +1; Str 21, Dex 11, Con –, Int –, Wis 9, Cha 4.
Once the ironmen attack an alarm is triggered for Banth. One round later, the eyes of the bas relief face will open (Spot, DC 15 to notice) and look around the room. Banth will monitor the situation through the bas relief . If he judges that his ironmen are having problems, he will teleport in and begin aiding them with spells (see his tactics).
PIT TRAP: Directly before the door to area 5-6B. This pit opens a chute which leads directly to one of the hellfire pits in area 5-4. (DC 20 Reflex save avoids; Search DC 20; Disable Device DC 20)
AREA 5-6B (FOYER): Banth keeps both of the doors to this room arcane locked.
AREA 5-6C (EXPERIMENTS): Per area 5-6B in the module, except that there are six twig blights (MM2, pg. 197) in the lab. They have been placed under two lesser geas spells: One to obey verbal commands, regardless of who gives them. The second never to leave Banth’s complex. (Banth uses them as lab assistants.)
In addition, there is a rack along the north wall which contains 12 mist control vials. 8 of them contain creatures:
Mist wyvern (male)
Mist wyvern (female)
Mist dire wolf
Mist choker (x3)
Mist giant spider
Mist Control Vial. If you teleport a creature of the mist into one of these vials you key that creature to your control, per a control creature of the mist spell. If the creature makes its saving throw against the control effect, the vial immediately shatters and the creature escapes. If it fails the saving throw, however, it remains in a state of stasis within the vial until the vial is shattered. This destroys the vial, but releases the creature.
The secrets for creating a mist control vial are lost with Banth’s death.
AREA 5-6D (KUPRA’S ROOM): A crude wooden bed has been shoved into the corner of the room, matched by a battered chest of drawers in the other and a simple wooden desk against the far wall. A stuffed toy bear sits on the bed.
There’s a potion of neutralize poison hidden in the desk.
KUPRA: Use stats from the module. Her simple, battered spellbook contains only the spells she has memorized.
Assuming she’s aware of combat, Kupra is hiding in her room. (If the PCs somehow sneak into Banth’s complex, she’ll be working in 5-6C.) She does everything she can to avoid combat and surrenders if discovered.
Kupra was raised by the demon priests, but proved unsuited for training as a priest herself. The priests gave her to Banth as an apprentice. He was always a hard master, but in recent months — after discovering the secrets of creating the mist monsters — he has been particularly cruel: Kupra lacks the magical skill to assist him in these new experiments, and he’s come to see her as a complete waste of time.
Kupra hasn’t known much beyond the walls of Banth’s complex and she left the Lower Temple when she was a very young girl. But she can tell the PCs:
Almost anything about Banth’s sanctum (except for his bedroom).
The secret entrance to area 5-8 (and warn them about the giant bees beyond it). She’ll say that Banth uses the pit there to, “Talk to the masters.” But if she’s asked what that means, her eyes will grow wide with fear and simply shake her head in terror.
That there’s a secret entrance to “the great temple” somewhere in the wight catacombs. She was brought up through this entrance when she was a young child and no longer remembers its exact location.
AREA 5-6E (BANTH’S BEDROOM): The bedroom is largely per 5-6D, although the books are not present. Banth keeps his spellbook in the desk (although he’ll grab it if he flees).
Buried in a bottom drawer among various pits of waste paper is a treatise Banth wrote years ago regarding the dungeon. It includes three rare rumors and seven common rumors regarding the complex. It also includes a thorough discussion of “the Mithril Gates in the Cavern of Hot Springs”. He apparently tried a wide variety of means to attempt to gain access and failed completely in the attempt. He recounts the legend of the person he believes to be entombed behind those gates (see Level 11 of the dungeon). Banth believes that she could be a source of potent magickal lore; or that her tomb might contain the same.
AREA 5-6F (LIBRARY AND ALCHEMIST’S LAB): Per area 5-6C in the module, with the addition of several bookshelves along the south wall.
The library is small, but potent: It contains many volumes in the dark tongue, but also includes a solid collection of general alchemical references. Anyone using this latter part of the library gains a +2 circumstance bonus on Craft (alchemy) checks.
The value of the library is included in the 10,000 gp value of the laboratory as a whole. Separately, the alchemy library would be worth about 4,000 gp.
The library also contains Banth’s research journal (see handout).
BANTH: Wiz11; CR 11; HD 11d4+33; hp 59; Init +6; Spd 30 ft.; AC 15 (+2 Dex, +3 bracers of deflection); Atk +6 melee (1d4, dagger) or +9 ranged (1d8, masterwork crossbow, range 80 ft.); AL NE; SV Fort +8, Ref +5, Will +8; Str 10, Dex 14, Con 16, Int 18, Wis 13, Cha 9.
Skills: Craft (alchemy) +18, Concentration +17, Escape Artist +7, Heal +9, Knowledge (arcana) +17, Knowledge (biology) +13, Spellcraft +18, Spot +6.
Feats: Augment Summoning, Brew Potion, Combat Casting, Craft Construct, Craft Wondrous Item, Eschew Materials, Improved Initiative, Scribe Scroll, Quicken Spell, Run, Spell Penetration
Possessions: Robes, spellbook, 2 daggers, masterwork crossbow (12 bolts), wand of baneful polymorph (32 charges, cast at 11th level), +3 bracers of deflection, potion of cure serious wounds (x2), scoll of teleport (x3), pouch with five of his creations polymorphed into white rats
AUGMENT SUMMONING: +4 Str, +4 Con
Arcane Spells Prepared (5/6/6/6/5/3/2) (DC 14 + spell level)
0th level – detect poison, detect magic, read magic (x2), open/close
1st level – shield, mage armor, summon monster I, identify (x2), sleep
2nd level – arcane lock, summon monster II, summon swarm, see invisibility, daze monster, invisibility
3rd level – dispel magic (x2), summon monster III, deep slumber, lightning bolt, slow
4th level – stoneskin, Evard’s black tentacles, minor creation, charm monster, control creature of the mist
5th level – cloudkill, summon monster V, teleport
6th level – globe of invulnerability, mass bull’s strength
BANTH’S CREATURES (polymorphed into white rats):
Blood Ape (MM2, pg. 32)
Hook Horror (MM2, pg. 126)
Gorilla Bear (ToH, pg. 158)
TACTICS: Banth will probably have a chance to buff up. He’ll cast shield, mage armor, stoneskin, and globe of invulnerability before teleporting into combat.
First he’ll try to assist his ironmen with spells (Evard’s black tentacles, lightning bolt, deep slumber, slow, summon monster spells). If this isn’t working, he’ll cast cloudkill (the ironmen aren’t affected) and then throw his bag of polymorphed white mice into the midst of the PCs as a distraction and rear-guard.
He’ll run back to his laboratory, grab the mist creatures he’s stored in the vials, and come running back to area 5-6A, where he’ll throw the vials and then continue supporting with spells.
BANTH’S RESEARCH JOURNAL
Much of this journal is written in a strange language whose characters seem to twist and distort before your eyes. From the passages that you can decipher, this would appear to be a research journal of some sort. The plentiful, hand-drawn diagrams make it horribly clear what the research consists of: Experimentation upon the natural order. Strange fusings of different beasts and men. The goal seems to be the creation of creatures more powerful and dangerous.
Towards the end of the journal there seems to be a breakthrough of sorts: You see several references to “mist creatures”. These had clearly become his obsession in recent months, possibly years.
0th level – resistance, acid splash, detect poison, detect magic, read magic, daze, light, disrupt undead, touch of fatigue, mage hand, mending, message, open/close, arcane mark
1st level – alarm, shield, mage armor, summon monster I, detect undead, identify, sleep
2nd level – arcane lock, summon monster II, summon swarm, see invisibility, daze monster, continual flame, invisibility, magic mouth
3rd level – dispel magic, explosive runes, nondetection, phantom steed, summon monster III, arcane sight, deep slumber, lightning bolt, secret page, shrink item, slow
4th level – lesser globe of invulnerability, stoneskin, Evard’s black tentacles, minor creation, arcane eye, locate creature, charm monster, confusion, lesser geas, wall of ice, greater invisibility, animate dead, contagion, enervation, far, polymorph, summon monster IV, wall of fire
5th level – cloudkill, major creation, summon monster V, teleport, wall of stone, contact other plane, dominate person, feeblemind, hold monster, mirage arcana, blight, magic jar, fabricate, baleful polymorph, permanency
6th level – greater dispel magic, globe of invulnerability, guards and wards, repulsion, summon monster VI, analyze dweomer, true seeing, create undead, mass bull’s strength, mass cat’s grace, disintegrate
OTHER SPELLS (appear to be original research)
Control Creature of the Mist
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 4, Drd 4, Sor/Wiz 4
Components: V, S,M
Casting Time: Standard action
Target: One creature of the mist
Duration: One hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables you to command a creature of the mist. You command the creature by voice. There is no telepathic communication, but the creature understands you, whatever language you speak. Even if communication proves impossible, the controlled creature of the mist does not attack you. At the end of the spell, the controlled creature reverts to its normal behavior. A creature with at least Intelligence 2 remembers that you controlled it. If you attempt to control a creature of the mist that you did not create, the creature gains a +4 bonus to its saving throw.
Material Component: Powdered gold worth at least 200 gp
Create Creature of the Mist
Level: Clr 7, Drd 7, Sor/Wiz 7
Components: V, S, F,M
Effect: One creature of the mist of up to CR 9
As create lesser creature of the mist†, except you create a creature of the mist from a base creature of up to CR 8 (making the resultant creature CR 9 or less).
Create Greater Creature of the Mist
Level: Clr 9, Drd 9, Sor/Wiz 9
Components: V, S, F,M
Effect: One creature of the mist of up to CR 12
As create lesser creature of the mist†, except you create a creature of the mist from a base creature of up to CR 11 (making the resultant creature CR 12 or less).
Create Lesser Creature of the Mist
Level: Clr 4, Drd 4, Sor/Wiz 4
Components: V, S, F,M
Casting Time: One hour
Effect: One creature of the mist of up to CR 5
Saving Throw: None
Spell Resistance: No
You create a creature out of mist. The creature can be any type of being you have encountered or studied (given the limits of the template, see page 84). It has CR 4 or less and carries the creature of mist template, making the resultant creature CR 5 or less. The creature appears floating immediately above you out of a brazier in which you burn special herbs and alchemical mixtures. This spell does not give you any special control or even rapport with the creature, which immediately begins to act as befits its alignment and intelligence. Although the creature is newly created, the magic of this spell grants it its full intellect — thus, it is not foolish or naïve just because it is new.
Focus: A brazier made of brass worth at least 100 gp
Material Components: 500 gp worth of herbs and chemicals per Challenge Rating point of the base creature
Level: Clr 7, Drd 8, Sor/Wiz 8
Components: V, S
Casting Time: One day
Targets: Two creatures
Saving Throw: None
Spell Resistance: Yes
You ensorcel two creatures so that, if either or both of them reproduces, their offspring will have some trait of the other creature. A “trait” in this sense is a bloodline power, an extraordinarily ability, a mode of movement (such as wings or fins), an innate ability (such as the ability to breathe water), or a supernatural or spell-like ability, if such ability does not replicate a spell of above 6th level or accomplish something that a 7th-level spell or higher might do. Supernatural or spell-like abilities are always usable once per day by the offspring. For example, if the spell were cast upon an ancient blue dragon and a human, the human’s future offspring could be given wings, an immunity to electricity, or damage reduction 10/magic, but not the dragon’s ability to use the veil spell or its breath weapon (20d8 points of damage in a cone being out of the scope of a 6th-level spell).
Master Creature of the Mist
Enchantment (Compulsion) [Mind-Afffecting]
Level: Clr 7, Drd 7, Sor/Wiz 7
Components: V, S,M
As control creature of the mist† except as noted above.
Material Component: Powdered gold worth at least 1,000 gp
LEVEL 5A: THE CAVERN OF MISTS
WANDERING MONSTERS: There are mist rats all over this chamber. They were the result of Banth’s early experimentations, and they’re now the primary food source for the carnivorous mist creatures here. Check once every 10 minutes for creatures wandering out of their lairs:
1 Mist stirges
2 Mist wolves from 5A-4
3 1d6 mist gargoyles
4 1d4 large mist spiders and 1 huge mist spider
5 The mist hydra lumbers out of 5A-8
6-20 No wandering monsters
Mist creatures gain a +4 circumstance bonus to Hide checks in the misty environment.
AREA 5A-1 (LEDGE AND STAIRS):
The hallway ends in a cavern of mammoth proportions. You stand upon a natural ledge or outcropping perhaps forty feet above the floor of the cavern below, and the shadow recesses of the ceiling must be at least fifty feet above you. The cavern walls sweep away from you to left and right more than two hundred feet. Before you, a free-standing staircase of stone winds its way gradually down to the cavern floor. The cavern floor itself is covered in a thick mist to a height of perhaps ten feet.
Nearly a thousand feet away you can see that the cavern narrows, although it loses none of its height, to an opening perhaps two hundred feet across. Beyond this narrowing you can see that the cavern opens back out again. This far chamber seems to glow with a faint, white light – casting deep, dark shadows across the unlit chamber you’re standing in.
AREA 5A-2 (MIST ROPERS): Twelve mist ropers stand in a circle here. Banth has set them to guard a cache of gems in an iron coffer (12 diamonds worth 500 gp each; 18 rubies worth 100 gp each; 47 sapphires worth 25 gp each).
AREA 5A-3 (MIST SPIDERS): 12 large mist spiders and 2 huge mist spiders lair in this chamber. Their mist webs are strewn all across the chamber and choke the hallway leading to it.
AREA 5A-4 (DEN OF MIST WOLVES): 4 mist wolves and 2 dire mist wolves den here.
AREA 5A-5 (CAVERN OF GLOWMOSS): Most of the surfaces in this cavern are covered with glowmoss, a natural botanical which emits a soft, white glow. There are also fungal gardens in several locations around the cavern which are a haven for the mist rats that feed upon them.
AREA 5A-6 (MIST GARGOYLES): The entrance to this side-cavern is 20 feet above the floor of area 5-16E. The limestone walls are pocked with dozens of small caves. A total of 20 mist gargoyles roost here.
AREA 5A-7 (WYVERN HATCHLINGS): Four mist wyvern hatchlings can be found here. Two dead hatchlings can be found in a corner; they were slain by the mist wolves before they were chased off by the other hatchlings.
Banth captured the hatchlings’ parents in his vials of mist control. If Banth is killed and the parents’ vials are broken, they will return here to their hatchlings. Otherwise, the hatchlings will almost certainly die in short order.
AREA 5A-8 (LAIR OF THE MIST HYDRA): This cavern contains a very bad mistake on Banth’s part. He transformed a young hydra from Level 9A into a mist creature, only to have it grow rapidly out of control. Everything else in the cavern is terrified of the hydra and it’s starving now. It will instantly attack anything edible that it can.
AREA 5A-9 (CHIMNEY OF FIRE): In the ceiling directly above this point in the map, there is a natural chimney. Although it is far too small for even Tiny creatures to reach the surface, mist creatures (or any creature in gaseous form) could easily reach the surface…
… if it weren’t for the permanent wall of fire that Banth has placed about twenty feet up inside the chimney. This wall of fire can be spotted by creatures passing directly below the chimney on a successful Spot check (DC 18). If the wall of fire is dispelled, the creatures in this cavern system will figure it out in short order and escape into the Wilderness.
30 mist stirges have their lair inside the chimney.
CREATURES OF THE MIST
CHOKE: A creature of the mist can engulf opponents by moving on top of them. It fills the air around one creature of its size or smaller without provoking an attack of opportunity. The target must succeed at a Fortitude save or the creature of the mist steals its breath. The target becomes incapacitated for one round while it chokes and gasps for breath. This is a standard action for the creature of the mist. Creatures that do not breathe are immune to this attack.
BLIND: By moving on top of a creature (as per choke), the creature of the mist can blind it for one round. The target and creature of the mist roll opposed attack rolls, and if the target loses it is blind for one round. This is a free action for the creature of the mist which can only be attempted once per round.
MIST FORM: The creature is permanently in a gaseous form. It is insubstantial, misty, and translucent. It has damage reduction 10/magic, immunity to poison and critical hits. It cannot be grappled. It can pass through small holes or narrow openings, even mere cracks. This effect cannot be dispelled.
MIST CHOKER: Small Aberration [Air]; CR 3; HD 3d8; 13 hp; Initiative +8; Fly 30 ft. (perfect); AC 16 (+1 size, +4 Dex, +1 deflection), touch 16, flat-footed 12; Base Attack +2, Grapple +10; Atk +9 melee (1d3+1, tentacle); Full Atk 2 tentacles; Space/Reach 5 ft./10 ft.; SA Improved grab, constrict 1d3+1, choke, blind; SQ darkvision 60 ft., quickness, mist form; SV Fort +2, Ref +7, Will +4; Str 12, Dex 18, Con 11, Int 4, Wis 13, Cha 7.
Skills: Climb +11, Hide +20, Move Silently +16
Feats: Improved Initiative, Lightning Reflexes, Weapon Finesse (tentacle)
CHOKE: Fort save (DC 15)
IMPROVED GRAB: Large or smaller, grapple as free action without AoO
CONSTRICT: Grappled target cannot speak or cast spells with verbal components
QUICKNESS: Takes extra action each round
MIST GARGOYLE: Medium Monstrous Humanoid [Earth/Air]; CR 5; HD 4d8+12; 30 hp; Initiative +2; Fly 60 ft. (perfect); AC 16 (+4 Dex, +2 deflection), touch 16, flat-footed 12; Base Attack +4, Grapple +4; Atk +4 melee (1d4, claw) or +4 melee (1d6, bite) or +4 melee (1d6, gore); Full Atk 2 claws and bite and gore; Space/Reach 5 ft./5 ft.; SQ darkvision 60 ft., mist form; SV Fort +4, Ref +8, Will +4; Str 11, Dex 18, Con 16, Int 6, Wis 11, Cha 7.
Skills: Hide +17, Listen +4, Move Silently +14, Spot +4
Feats: Multiattack, Toughness
MIST CRYO-HYDRA (TWELVE-HEADED): Huge Magical Beast [Air]; CR 14; HD 12d10+43; 96 hp; Fly 30 ft. (perfect); AC 17 (-2 size, +3 Dex, +6 deflection), touch 17, flat-footed 14; Base Attack +10, Grapple +21; Atk +13 melee (1d10+5, bite); Full Atk 10 bites; Space/Reach 15 ft./10 ft.; SA breath weapon, choke, blind; SQ cold immunity, darkvision 60 ft., fast healing 20, low-light vision, scent, mist form; SV Fort +11, Ref +10, Will +3; Str 19, Dex 16, Con 18, Int 2, Wis 10, Cha 9.
Skills: Hide +2, Listen +8, Move Silently +10, Swim +13
Feats: Blind-Fight, Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)
BREATH WEAPON: 36d6 (3d6 per head). 10’ high, 10’ wide, 20’ long. Reflex save (DC 20) for half damage.
STUMPS: See MM. Sealing a stump requires 5 points of fire damage.
MIST ROPER: Large Magical Beast [Air]; CR 13; HD 10d10+20; hp 75; Initiative +9; Spd 10 ft.; AC 19 (-1 size, +5 Dex,, +5 deflection ), touch 14, flat-footed 14; Base Attack +10, Grapple +13; Atk +15 ranged touch (drag and weakness, strand) or +12 melee (2d6+4, bite); Full Atk 6 strands and bite; Space/Reach 10 ft./10 ft. (50 ft. with strand); SA blind, choke, drag, strands, weakness; SQ darkvision 60 ft., immunity to electricity, immunity to poison, immunity to critical hits, low-light vision, resistance to cold 10, spell resistance 30, vulnerability to fire, mist form; SV Fort +9, Ref +12, Will +8; Str 15, Dex 21, Con 15, Int 12, Wis 16, Cha 12.
Skills: Climb +10, Hide +28, Listen +13, Spot +13
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)
DRAG: Opponent is dragged 10 feet closer each round. Breaking free requires Escape Artist check (DC 21) or Strength check (DC 17).
WEAKNESS: Fort save (DC 17) or take 2d8 points of damage
CHOKE: Fort save (DC 20)
MIST SPIDER (LARGE): Large Vermin [Air]; CR 3; HD 4d8, hp 18; Initiative +5; Fly 30 ft. (perfect); AC 16 (-1 size, +5 Dex, +2 deflection),. touch 16, flat-footed 11; Base Attack +3, Grapple +7; Atk +3 melee (1d8 and poison, bite); Space/Reach 10 ft./5 ft.; SA poison, web, choke, blind; SQ darkvision 60 ft., tremorsense 60 ft., vermin traits, mist form; SV Fort +4, Ref +6, Will +1; Str 11, Dex 21, Con 10, Int –, Wis 10, Cha 2.
Skills: Climb +11, Hide +19, Jump +2, Move Silently +18, Spot +4
MIST SPIDER (HUGE): Huge Vermin [Air]; CR 6; HD 8d8+8; hp 46; Initiative +3; Fly 30 ft. (perfect); AC 17 (-2 size, +5 Dex, +4 deflection), touch 17, flat-footed 12; Base Attack +6, Grapple +16; Atk +7 melee (2d6+3 and poison, bite); SA poison, web, choke, blind; SQ darkvision 60 ft., tremorsense 60 ft., vermin traits, mist form; SV Fort +8, Ref +5, Will +2; Str 15, Dex 21, Con 12, Int –, Wis 10, Cha 2.
Skills: Climb +12, Hide +17, Jump +4, Move Silently +18, Spot +4
MIST STIRGES: Tiny Magical Beast [Air]; CR 1; HD 1d10; hp 5; Initiative +4; Fly 40 ft. (perfect); AC 18 (+2 size, +6 Dex); Base Attack +1, Grapple -11 (+1 when attached); Atk +9 melee touch (attach); Space/Reach 2 ½ ft./0 ft.; SA attach, blood drain, choke, blind; SQ darkvision 60 ft., low-light vision, mist form; SV Fort +1, Ref +8, Will +1; Str 3, Dex 23, Con 8, Int 1, Wis 12, Cha 6.
Skills: Hide +24, Listen +4, Move Silently +10, Spot +4
Feats: Alertness, Weapon Finesse
ATTACH: Automatic after touch. Effectively grappling. Loses Dex bonus to AC, but holds with great tenacity. To remove an attached stirge, opponents must achieve a pin against it.
BLOOD DRAIN: Deals 1d4 points of Con damage when it begins its turn attached. Once it has dealt 4 points of Con damage (its misty form running with crimson streaks), the mist stirge detaches and flies off to digest its meal.
MIST WOLF: Medium Animal [Air]; CR 2; HD 2d8+2; 11 hp; Initiative +4; Spd 50 ft., fly 30 ft. (perfect); AC 15 (+4 Dex, +1 deflection), touch 15, flat-footed 11; Base Attack +1, Grapple +0; Atk +1 melee (1d6-1); Space/Reach 5 ft./5 ft.; SA trip, blind, choke; SQ low-light vision, scent, mist form; SV Fort +4, Ref +7, Will +2; Str 9, Dex 19, Con 13, Int 2, Wis 12, Cha 6.
Skills: Hide +12, Listen +3, Move Silently +13, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite)
TRIP: Hit with bite can attempt a trip opponent (+1 check modifier) as a free action without a touch attack or provoking AoO.
SCENT TRACKING: +4 bonus to Survival checks when tracking by Scent
MIST WOLF, DIRE: Large Animal [Air]; CR 4; HD 6d8+18; 45 hp; Initiative +4; Spd 50 ft., fly 30 ft. (perfect); AC 16 (-1 size, +4 Dex, +3 deflection), touch 16, flat-footed 13; Base Attack +4, Grapple +13; Atk +9 melee (1d8+8); Space/Reach 10 ft./5 ft.; SA trip, blind, choke; SQ low-light vision, scent, mist form; SV Fort +7, Ref +9, Will +6; Str 21, Dex 19, Con 15, Int 2, Wis 12, Cha 10.
Skills: Hide +10, Listen +7, Move Silently +14, Spot +7, Survival +2
TRIP: Hit with bite can attempt a trip opponent (+9 check modifier) as a free action without a touch attack or provoking AoO.
SCENT TRACKING: +4 bonus to Survival checks when tracking by Scent
MIST WYVERN: Huge Dragon [Air]; CR 6; HD 7d12+7; 52 hp; Initiative +5; Fly 60 ft. (perfect); AC 16 (-2 size, +5 Dex, +3 deflection), touch 16, flat-footed 11; Base Attack +7, Grapple +17; Atk +7 melee (1d6+2 plus poison, sting) or +7 melee (1d6+2, claw) or +7 melee (1d8+1, wings); Full Atk sting and bite and 2 wings; or 2 claws; Space/Reach 10 ft./5 ft.; SA poison, improved grab, snatch, choke, blind; SQ darkvision 60 ft., low-light vision, immunity to paralysis and sleep, scent, mist form; SV For +6, Ref +10, Will +6; Str 15, Dex 20, Con 13, Int 6, Wis 12, Cha 9.
Skills: Hide +12, Listen +15, Move Silently +20, Spot +15
Feats: Ability Focus (poison), alertness, flyby attack, multiattack
POISON: Fort save (DC 16), initial and secondary 2d6 Con
IMPROVED GRAB: If it hits with both claws, it gets hold and automatically stings
SNATCH: If it gets hold of a creature four or more sizes smaller, it automatically deals damage with boths claws and its sting attacks each round it maintains the hold. The mist wyvern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet, taking 3d6 points of damage. If flung while flying, the creature suffers this damage or falling damage, whichever is greater.
FLYBY ATTACK: Creature can take a standard action during its move.