North Desert Raider -A
Turanian Soldier level 2 (Good)
Medium humanoid; HD 2d10+2; hp 18; 
Init +5 ; Speed 25’
Parry  15, Dodge  13, DR  5   
Saves: Fort +4; Ref+2, Will -1;
Str 12, Dex 14, Con 12, Int 11, Wis 11, Cha 11.
Skills:  Craft (bowyer) +2, Survival +4, Ride +7, Climb +3, Search +2  
Feats: Mounted Combat, Far Shot, Spirited Charge  
Race Abilities:  -2 save vs. Hypnotism, +1 to hit bow at 6-9 ranges, +2 beyond 9
Equipment:  mail shirt, steel cap, targe, heavy mace, dagger, bow +arrows
Weapon 	Attack	Damage	Crit	Range	AP	
Heavy Mace	+3 	1d10+1	 X2	--	4 	
Dagger	+4	1d4+1	19x2	10’	1	
Hykranian Bow	+4	1d10+1	19x2	100’	3	

North Desert Raider-B (competent)
Hyrkanian Nomad level 2
Medium humanoid; HD 2d10+2; hp 14; 
Init +4; Speed 30’
Parry 12, Dodge 12, DR 3   
Saves: Fort +4; Ref+ 4, Will +0;
Str 12, Dex 12, Con 12, Int 11, Wis 11, Cha 11.
Skills:  Bluff+4, Climb +2, Handle Animal +4, Ride +4, Move Silently +3, Search +3, Spot +5, Survival +5,
Feats:  Mounted Combat, Point Blank Shot, Weapon Focus: Scimitar
Class Abilities: Track, Born to the Saddle, Favored Terrain (desert) +1
Race Abilities:  -2 save vs. Hypnotism, +1 to hit bow at 6-9 ranges, +2 beyond 9
Equipment: Scimitar, Shemite Bow, 20 arrows, quilted jerkin
Weapon 	Attack	Damage	Crit	Range	AP	
Scimitar	+3	1d8+1	18x2	--	2	
Shemite Bow	+3	1d10+1	X3	100’	4	

North Desert Raider -C
Hyperborean Barbarian level 2 (good)
Medium humanoid; HD 2d10+4; hp 19; 
Init +4  ; Speed 30’
Parry  15 , Dodge 12, DR  5   
Saves: Fort +5; Ref+4, Will +0;
Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 8.
Skills:  Ride +7, Survival +6, Hide +7, Climb +8, Craft Stone +3, Intimidate +3
Feats: Power Attack, Cleave, Track, Fearless, Versatility, Bite Sword, Crimson Mist
Equipment: mail shirt, battle axe, steel cap, poniard, targe
Weapon 	Attack	Damage	Crit	Range	AP	
Battle Axe	+4 	1d10+2	X3	--	4	
Poniard	+4 	1d6+2 	19x2	5ft	1	

Thane Wulfing Steiner, Hyperborean Noble level 4 (elite)
Medium humanoid; HD 4d8+12; hp  35; 
Init +2 ; Speed 25’
Parry  17, Dodge  12, DR  11   
Saves: Fort +4; Ref+2, Will +4;
Str 12, Dex 12, Con 16, Int 12, Wis 11, Cha 14.
Skills:  Ride +8, Knowledge (Nobility) +8, Sense Motive +7, Spot +7, Jump +2
Feats: Power Attack, Cleave, Weapon Focus: Broadsword   
 Equipment:  mail hauberk and brigandine coat, great helm, large shield, broadsword, poniard
Weapon 	Attack	Damage	Crit	Range	AP	
Broadsword	+6 	1d10+1 	19x2	--	3	
Poniard	+4 	1d6+1	19x2	5ft	1	

 Thane Heinrich Hothur, Hyperborean Noble level 3 (elite)
Medium humanoid; HD 3d8+6; hp 23; 
Init +3; Speed 25’
Parry  15, Dodge  13, DR  9    
Saves: Fort +3; Ref+3, Will +5;
Str 12, Dex 14, Con 14, Int 12, Wis 11, Cha 14.
Skills:  Ride +8, Knowledge (Nobility) +7, Sense Motive +6, Diplomacy +8
Feats: Iron Will, Mounted Combat, Weapon Focus: Arming Sword
 Equipment:  breastplate and mail shirt, steel cap, targe, arming sword, poniard
Weapon 	Attack	Damage	Crit	Range	AP	
Arming sword f	+5 	1d10+1 	19x2	--	2	
Poniard  f	+4 	1d6+1	19x2	5ft	1	

Olga Hothur, Hyperborean Noble level 1 (elite)
Medium humanoid; HD 1d8+2; hp 10; 
Init +3; Speed 30’
Parry 13, Dodge  13, DR  5    
Saves: Fort +2; Ref+3, Will +4;
Str 11, Dex 16, Con 14, Int 12, Wis 11, Cha 12.
Skills:  Ride +7, Knowledge (Nobility) +5, Sense Motive +4, Diplomacy +5, Climb +4
Feats: Iron Will, Mounted Combat
 Equipment:  mail shirt, steel cap, targe, arming sword, poniard
Weapon 	Attack	Damage	Crit	Range	AP	
Arming sword f	+3	1d10  	19x2	--	2	
Poniard  f	+3 	1d6 	19x2	5ft	1	

 Ingrid
Aesir Barbarian level 1 (good)
Medium humanoid; HD 1d10+1; hp 11; 
Init +3; Speed 40’
Parry  11 , Dodge 11, DR  0   
Saves: Fort +3; Ref+3, Will +1;
Str  12, Dex 12 , Con  13, Int  11, Wis  12, Cha  11.
Skills:  Ride +5, Survival +5, Hide +7, Move Silently +7, Spot +5
Feats: Stealthy, Fleet-Footed, Track, Fearless, Versatility,
Equipment: shift, slave collar
Weapon 	Attack	Damage	Crit	Range	AP	

Creatures from Beneath the Castle (snake-like devolved humans)
Medium Monstrous Humanoid; HD 1d8+3; hp 9; 
Init +3; Speed 30’
Defense: 15   (+3 Dex, +2 Natural), DR 4 
Saves: Fort +3; Ref+ 3, Will +3;
Str 14, Dex 17, Con 16, Int 11, Wis 12, Cha 4.
Skills:  Hide +7, Move Silently +7, Climb +4, Listen +5   
Feats:  Improved Unarmed Strike, Improved Grapple, Brawl
Attacks:  +4 bite (finesse), 1d10+ poison, grapple +7 (1d6+2)
Special Attack:  poison:  Fortitude DC 14 or paralysis for 1-3 hours
Special Ability: Normal Terror of the Unknown Check, DC 11; Darkvision. Will only fight in near complete darkness, giving them 25% chance to be missed for concealment.  Specks of phosphorescence prevent total darkness

Hyperborean Townsman (Commoner, level 2) average
Medium humanoid; HD 2d4+4; hp 9; 
Init + 0; Speed 30’
Parry 11, Dodge 11, DR 0   
Saves: Fort +2; Ref+0, Will +0;
Str 11, Dex 11, Con 14, Int 11, Wis 11, Cha 8.
Skills:  Profession (choose) +5, Craft (choose) +5, Handle Animal +4
Feats: Simple Weapon Proficiency
Equipment: Club or Spear or Dagger
Weapon 	Attack	Damage	Crit	Range	AP	
Club	+1	1d8	X2	10’	1	
Hunting Spear	+1	1d8	X2	10’	1	
Dagger	+1	1d4	19x2	10’	1	

Wolf 
Medium Animal; HD 2d8+2; hp 13; 
Init +5; Speed 50 ft; 
AC 13 (+2 Dex, +1 natural); DR 2
Attack +3 melee (1d8+1 bite); SA: trip; SQ: scent; 
SV Fort +5, Ref +5, Will +1; 
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.

Skills:  Hide +3, Listen +6, Move Silently +4, Spot +4, +4 to track by scent. 
SA—Trip (Ex):  a wolf that makes a successful bite can attempt to trip as a free action, without making trip attack or incurring an AoO, victim cannot react to trip the wolf.
SQ—Scent:  detect enemy general location by smell (30 ft), if within 5 ft can detect specific location by smell.  Can track by smell DC 10 (-2 for each hour elapsed)

Bear
Large Animal; HD 6d8+24; hp 53;
 Init +6; Speed 40 ft; 
AC 14 (-1 size, +1 Dex, +4 natural); DR 5
Attack +11 melee (1d10+8, claws x2), +6 melee (2d8+4, bite AP 9); 
SV Fort +9, Refl +6, Will +3; 
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6. 

Skills:   Listen +4, Spot +7, Swim +14.
SQ—Scent (Ex): Can detect opponents within 30 feet by smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.

Reindeer
Medium  Animal; HD 3d8+3; hp 16;
 Init +6; Speed 50 ft; 
AC 14 (+3 Dex, +1 natural); DR 1
Attack +3 melee (1d8+2 antlers) 
AL N; SV Fort +1, Refl +6, Will +0; 
Str 14, Dex 17, Con 12, Int 1, Wis 10, Cha 4. 

Skills:   Listen +7, Spot +5

Cattle
Large Animal; HD 4d8+20; hp 36;
 Init +2; Speed 40 ft; 
DV 11 (+1 Dex, +1 natural, -1 Size); DR 2
Attack +7 melee (1d8+4 gore) or +4 melee (1d3+4 bite) 
SV Fort +9, Refl +2, Will +2; 
Str 19, Dex 12, Con 20, Int 1, Wis 10, Cha 3. 

Skills:   Listen +8, Spot +3
Special Attack:  Charging Gore: double damage on charge with horns
Special Attack: Stampede: anyone size M or smaller caught in stampede takes 1d12 damage per head in the herd, reflex DC 15 for half damage.

Hyperborean Herdsman (Borderer, level 1) average
Medium humanoid; HD 1d10+1; hp 6; 
Init + 2; Speed 30’
Parry 10, Dodge 10, DR 3   
Saves: Fort +3; Ref+2, Will +1;
Str 11, Dex 11, Con 13, Int 11, Wis 12, Cha 8.
Skills:   Profession (herdsman) +5, Survival +5, Handle Animal +3, Spot +5
Feats: Point Blank Shot, Endurance 
Equipment:  quilted jerkin, hunting bow, axe, staff
Weapon 	Attack	Damage	Crit	Range	AP	
Hunting Bow 	+1	1d8	X2	50’	1	
Axe 	+1	1d8	X3	10’	1	
Staff 	+1	2d4	X2	 --	1	

Hyperborean Soldier  (Soldier, level 2) competent
Medium humanoid; HD 2d10+4; hp 16; 
Init + 1; Speed 25’
Parry 12, Dodge 12, DR 7    
Saves: Fort +5; Ref+1, Will +0;
Str 12, Dex 12, Con 14, Int 11, Wis 11, Cha 8.
Skills:  Ride +6, Intimidate +6
Feats: Power Attack, Cleave, Point Blank Shot
Equipment: scale hauberk, steel cap, axe, and either crossbow or bill
Weapon 	Attack	Damage	Crit	Range	AP	
Bill 	+3	2d8+1	X3	--	6	
Axe	+3	1d8+1	X3	10’	1	
Crossbow 	+3	2d6	X2	60’	4	

Hyperborean Knight  (Soldier, level 2/ Noble level 1) good
Medium humanoid; HD 2d10+1d8+6; hp 25; 
Init + 0; Speed 25’
Parry 17, Dodge 11, DR 11    
Saves: Fort +5; Ref+0 , Will +2;
Str 14, Dex 11, Con 14, Int 11, Wis 11, Cha 10.
Skills:  Ride +6, Handle Animal +6, Knowledge (nobility) +4, Sense Motive +4
Feats: Power Attack, Cleave, Mounted Combat, Spirited Charge  
Equipment: mail hauberk and brigandine coat, great helm, large shield, broadsword, heavy mace, heavy mace, poniard
Weapon 	Attack	Damage	Crit	Range	AP	
Broadsword	+4	1d10+2	19x2	--	3	
H. Lance	+4	1d10+2	X3	--	3	
H. Mace 	+4	1d10+2	X2	--	4	
Poniard	+4	1d6+2	19x2	5’	1