3.5 changes to “Of Witches and Warlocks”
Day One
Encounter One: Parade
APL 4 (EL 6)
Doppelganger: hp 22 (See Monster Manual)
Devil, Imp: hp 13 (See Monster Manual)
Ogres (2): hp 29 each (See Monster Manual)
APL 6 (EL 8)
Doppelganger Rgr 2: hp 51 (See Appendix One)
Ogres (2): hp 29 each (See Monster Manual)
Yaun-ti Halfblood: hp 38 (See Monster Manual)
APL 8 (EL 10)
Doppelganger Rgr 4: hp 67 (See Appendix One)
Ogre Ftr 4 (2): hp 79 each (See Appendix One)
Yaun-ti Halfblood Ftr 1: hp 68 (See Appendix One)
APL 10 (EL 12)
Doppelganger Rgr 4: hp 67 (See Appendix One)
Naga, Dark: hp 58 (See Monster Manual)
Ogre Mage (2): hp 37 (See Monster Manual)
APL 12 (EL 14)
Night Hags (2): hp 68 (see Monster Manual)
Naga, Spirit: hp 76 (See Monster Manual)
Doppelganger Rgr 7: hp 91 (See Appendix One)

Encounter Two: Tryouts
APL 4 (EL 6):
Flamebrother (2): hp 26 each (See Monster Manual)
Centaur: hp 26 (shadow conjured, See Monster Manual)
APL 6 (EL 8):
Salamander: hp 58 (See Monster Manual)
Satyr (2): hp 22 each (shadow conjured, See Monster Manual)
APL 8 (EL 10):
Salamander: hp 58 (See Monster Manual)
Treant: hp 66 (shadow conjured, See Monster Manual)
APL 10 (EL 12):
Noble Salamander: hp 112 (See Monster Manual)
Treant: hp 66 (shadow conjured, See Monster Manual)   (No change)
APL 12 (EL 14):
Noble Salamander (2): hp 112 each (See Monster Manual)
Treant (3): hp 66 each (shadow conjured, See Monster Manual)   (No change)

Encounter Nine: Final Display
APL 4 (EL 7)
Devil, Bearded (2): hp 45 each (see Monster Manual)
APL 6 (EL 9)
Devil, Erinyes: hp 85 (see Monster Manual)
Devil, Chain: hp 52 (see Monster Manual)
APL 8 (EL 11)
Devil, Erinyes (3): hp 85 each (see Monster Manual)
APL 10 (EL 13)
Devil, Erinyes: hp 85 (see Monster Manual)
Jo’Ander: hp 88 (see Appendix One)   (No change)
APL 12 (EL 15)
Devil, Gelugon: hp 147 (see Monster Manual)
Jo’Ander: hp 88 (see Appendix One)   (No change)

Appendix One: Monsters & NPCs
All APLs
Jo’Ander: Male Human (Suel) Sor 10/Pal 1/BkG 2; CR 13; Medium-sized Human; HD 10d4+3d10+26; hp 75; Init +2; Spd 30 ft; AC 22 (touch 15, flat-footed 20); Atk +11/+6 melee (Nerull’s Gift, 2d4+2, +1d6 cold + 2d6 vs. good) or +10/+5 ranged (light crossbow, 1d8); SA Smite good 2/day, Poison use; SQ Detect good, Dark blessing; AL NE; SV Fort ++21, Ref +14, Will +15; Str 13, Dex 10, Con 14, Int 10, Wis 8, Cha 20.
	Skills & Feats: Concentration +20, Diplomacy +13, Hide +7, Intimidate +11, Knowledge (Arcanca) +13, Knowledge (Religion) +2, Spellcraft +15. Improved Initiative, Spell Focus (Illusion), Greater Spell Focus (Illusion), Power Attack, Cleave, Empower Spell, and Sunder*
	Possessions: Light crossbow, Bracers of Armor +4, Amulet of Natural Armor +3, Gloves of Dexterity +4, Nerull’s Gift (see Appendix 3), Vest of Resistance +2, Ring of Mind Shielding, Ring of Protection +3, potion of cure serious wounds, potion of gaseous form, dust of appearance, scroll of displacement, scroll of teleport, plus standard adventuring gear.
	Physical Description:  A middle-age man with short black hair, well trimmed mustache dressed in well-made clothing of Suel fashion.
	Personality: Jo’Ander is a fallen paladin of Wee Jas that has been corrupted by Nerull’s Gift, which he had acquired in his travels.  He has fully embraced the god of slaughter and wanders the lands as his god’s champion.
	Sorcerer spells per day (6/8/7/7/6/4)
	Sorcerer spells known  (9/5/4/3/2/1) base DC = 15 (17) + spell level, illusions = 17 (19) + spell level: 0— arcane mark, detect magic, detect poison, daze, light, mage hand, prestidigitation, read magic, open/close; 1st — color spray, endure energy, magic missile, shield, protection from chaos; 2nd — eagle’s splendor, bear’s endurance, invisibility, protection from arrows; 3rd — dispel magic, fly, fireball; 4th — phantasmal killer, shadow conjuration; 5th —master image (new spell, see Appendix 2)
	Blackguard spells (2) base DC = 11(13) + spell level: cure light wounds (x2)

Yith: Owl familiar; Tiny magical beast; HD 10; hp 44; Init +3; Spd 10 ft, fly 40 ft (average); AC 22 (touch 15, flat-footed 19) [+2 size, +3 Dex, +7 natural]; Atk +11/+8 melee (1d2-2, claw); Face/Reach 2 ½ ft by 2 ½ ft/ 0 ft; SQ: Grants +2 on Move Silently check; AL N; SV Fort +6, Ref +7, Will +10; Str 6, Dex 17, Con 10, Int 10, Wis 14, Cha 4
	Skills & Feats: Listen +14, Move Silently +20, Spot +6*. Weapon Finesse (claws)
	Granted Abilities: Alertness, Improved evasion, Share spells, Empathic Link, Touch, Speak with master, Speak with avian
	Skills: Owls receive a +8 racial bonus on Listen checks, and a +14 to Move Silently checks. *They receive a +8 racial bonus to Spot checks in dusk and darkness.

Nevyn: Male Human (Suel) Sor 9; CR 9; Medium-sized Humanoid; HD 9d4+18; hp 46; Init +6; Spd 30ft; AC 17 (touch 13, flat-footed 15) or AC 24 (Shield); Atk +4 melee (dagger, 1d4) or +6 ranged (light crossbow, 1d8); AL CE; SV Fort +5, Ref +5(7), Will +7; Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 19.
	Skills & Feats: Concentration +13, Diplomacy +9, Knowledge (Arcana) +12, Knowledge (Nobility) +3, Spellcraft +11. Spell Focus (Enchantment), Spell Focus (Illusion), Combat Casting, Silent Spell, and Improved Initiative
	Possessions:  Light crossbow, Cloak of Charisma +2, scroll of shield, Ring of Protection +1, scroll of fly, scroll of stoneskin, scroll of magic circle against law, scroll of obscuring mist, plus standard adventurer’s gear.
	Physical Description and Personality:  Nevyn is the epitome of Suel of looks, blonde hair, blue eyes, and strong facial features.  He carries himself with arrogance that he is better than everyone around him. His is confident, and he is not one to let a slight to his character go unpunished. He thinks Istava is a foolish woman. 
	Spells per Day (6/7/7/7/5)
	Spells Known  (8/5/4/3/2; base DC = 14 + spell level, Enchantment/Illusion DC = 15 + spell level): 0 —daze, dancing lights, detect magic, ghost sound, mage hand, prestidigitation, ray of frost, read magic; 1st —change self, charm person, mage armor, magic missile, color spray, 2nd —hypnotic pattern, invisibility, mirror image, tasha’s hideous laughter; 3rd — dispel magic, hold person, major image; 4th —charm monster, emotion;

Twitch: Weasel familiar; Tiny magical beast; HD 8; hp 20; Init +2; Spd 20 ft, climb 20 ft.; AC 19 (touch 14, flat-footed 17) [+2 size, +2 Dex, +5 natural]; Atk +6 melee (1d3-4, bite); Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; SA Attach; SQ Grants +2 Ref saves, Scent; AL CN; SV Fort +4, Ref +4, Will +7; Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5. 
	Skills & Feats: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4. Weapon Finesse (bite)
	Granted Abilities: Alertness, Improved evasion, Share spells, Empathic Link, Touch, Speak with master, Speak with mustelidae.

APL 6
Encounter One
Doppelganger Rgr 2: CR 5; Medium-size Shapechanger; HD 4d8+2d8+18; hp 51; Init +8  (+4 Dex, +4 Improved Initiative); Spd 30 ft; AC 23 (+5 armor, +4 Dex, +4 natural); Atk +9/+4 melee (short sword +1, 1d6+4) and +9 melee (short sword +1, 1d6+2) or +11/+6 melee (short sword +1, 1d6+4); SA Detect thoughts, favored enemy +2 (humans); SQ: Change Shape, Darkvision 60’, immunities; SV Fort +7, Ref +11, Will +6; AL NE; Str 17, Dex 18, Con 16, Int 12, Wis 14, Cha 12.
Skills & Feats: Bluff +10*, Disguise +9*, Hide +7, Intimidate +5, Knowledge (Geography) +2, Knowledge (Nature) +2, Listen +6, Move Silently +7, Sense Motive +4, Spot +6, Survival +6. Dodge, Improved Initiative, Weapon Focus (short sword), Two-Weapon Fighting, Track
Possessions: Chain shirt +1, two short swords +1.
	Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
	Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
	Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks. *When using its change shape ability, a doppelganger gets an addition +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
	Immunities: A doppelganger is immune to sleep and charm effects.
APL 8
Encounter One
Doppelganger Rgr 4: CR 7; Medium-size Shapechanger; HD 4d8+4d8+24; hp 67; Init +8  (+4 Dex, +4 Improved Initiative); Spd 30 ft; AC 22 (+4 armor, +4 Dex, +4 natural); Atk +12/+7 melee (short sword, 1d6+5) and +12 melee (short sword, 1d6+3) or +14/+9 melee (short sword, 1d6+5); SA Detect thoughts, favored enemy +2 (humans); SQ: Change Shape, Darkvision 60’immunities; SV Fort +8, Ref +12, Will +7; AL NE; Str 18, Dex 18, Con 16, Int 12, Wis 14, Cha 12.
	Skills & Feats: Bluff +10*, Disguise +9*, Hide +11, Intimidate +5, Knowledge (Geography) +2, Knowledge (Nature) +2, Listen +8, Move Silently +9, Sense Motive +4, Spot +10, Survival +8. Dodge, Improved Initiative, Weapon Focus (short sword), Two-Weapon Fighting, Endurance, Track
	Possessions: Chain shirt +1, two short swords +1.
	Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
	Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
	Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks. *When using its change shape ability, a doppelganger gets an addition +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
	Immunities: A doppelganger is immune to sleep and charm effects.
	Spells: DC 12 + spell level: resist energy

Ogre Ftr 4: CR 8; Large Giant; Face/Reach 5'x5'/10'; HD 4d8+4d10+32; hp 79; Init +1; Spd 30 ft; AC 18 (+3 armor, +1 Dex, -1 size, +5 natural); Atk +15/+10 melee (greatclub, 1d10+14); SV Fort +12, Ref +5, Will +4; AL CE; Str 26, Dex 12, Con 18, Int 8, Wis 10, Cha 6
	Skills & Feats: Jump +8, Listen +4, Spot +4. Iron Will, Lightning Reflexes, Power Attack, Cleave, Weapon Focus (greatclub), Weapon Specialization (greatclub)
	Possessions: Hide armor, greatclub.

Yaun-Ti Halfblood Ftr 1:  CR 8; Medium-size Monstrous Humanoid; HD 7d8+1d10+24; hp 68; Init +7; Spd 30 ft; AC 25 (+5 armor, +3 shield, +3 Dex, +4 natural); Atk +16/+11 melee (scimitar +1, 1d6+7, 15-20/×2) and +5 melee (bite 1d6+3 + poison), Atk 12/+7 range (masterwork composite longbow, 1d8+4 [x3]); SA Spell-like abilities, psionics; SR 17; SV Fort +7, Ref +8, Will +9; AL CE; Str 22, Dex 16, Con 16, Int 18, Wis 18, Cha 16.
	Skills & Feats: Climb +10, Concentration +13, Knowledge: Arcana +14, Knowledge: Local +14, Hide +11*, Listen +16, Spot +16. Alertness, Blind-Fight, Combat Reflexes, Improved Critical (Scimitar), Improved Initiative, Weapon Focus (Scimitar)
	Possessions: Chain shirt +1, scimitar +1, large steel shield +1, and masterwork composite longbow (+4 str bonus).
	Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Con. The save DC is Constitution based.
	Produce Acid (Sp): A yuan-ti Halfblood has the psionics power to exude acid from its body, dealing 3d6 points of acid damage to the next creature it touches, including a creature hit by its bite attack. If the yuan-ti is grappling or pinning a foe when it uses this power, its grasp deal 5d6 points of acid damage. The acid becomes inert when it leaves the yuan-ti’s body, and the yuan-ti is immune to its effects.
	Spell-like Abilities: 3/day – animal trance (DC 15), cause fear (DC 14), entangle (DC 14); 1/day – deeper darkness, neutralize poison, suggestion (DC 16). Caster level 8th. The save DCs are Charisma based.
	Chameleon Power (Sp): A yuan-ti Halfblood can psionically change the coloration of itself and its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.
APL 10
Encounter One
Doppelganger Rgr 4: CR 7; Medium-size Shapechanger; HD 4d8+4d8+24; hp 67; Init +8  (+4 Dex, +4 Improved Initiative); Spd 30 ft; AC 22 (+4 armor, +4 Dex, +4 natural); Atk +12/+7 melee (short sword, 1d6+5) and +12 melee (short sword, 1d6+3) or +14/+9 melee (short sword, 1d6+5); SA Detect thoughts, favored enemy +2 (humans); SQ: Change Shape, Darkvision 60’, immunities; SV Fort +8, Ref +12, Will +7; AL NE; Str 18, Dex 18, Con 16, Int 12, Wis 14, Cha 12.
	Skills & Feats: Bluff +10*, Disguise +9*, Hide +11, Intimidate +5, Knowledge (Geography) +2, Knowledge (Nature) +2, Listen +8, Move Silently +9, Sense Motive +4, Spot +10, Survival +8. Dodge, Improved Initiative, Weapon Focus (short sword), Two-Weapon Fighting, Endurance, Track
	Possessions: Chain shirt +1, two short swords +1.
	Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
	Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
	Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks. *When using its change shape ability, a doppelganger gets an addition +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
	Immunities: A doppelganger is immune to sleep and charm effects.
	Spells: DC 12 + spell level: 1st - resist energy
APL 12
Encounter One
Doppelganger Rgr 7: CR 10; Medium-size Shapechanger; HD 4d8+7d8+33; hp 91; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft; AC 25 (+7 armor, +4 Dex, +4 natural); Atk +15/+10/+5 melee (flaming short sword +1, 1d6+5 +1d6 fire) and +15/+10 melee (flaming short sword +1, 1d6+3 +1d6 fire) or +17/+12/+7 melee (flaming short sword +1, 1d6+5 +1d6 fire); SA Detect thoughts, favored enemy +2 (humans), favored enemy +4 (elves); SQ: Change Shape, Darkvision 60’, immunities; SV Fort +9, Ref +13, Will +8; AL NE; Str 18, Dex 18, Con 16, Int 12, Wis 14, Cha 12.
	Skills & Feats: Bluff +10*, Disguise +9*, Hide +18, Intimidate +5, Knowledge (Geography) +2, Knowledge (Nature) +2, Listen +11, Move Silently +13, Sense Motive +4, Spot +13, Survival +14. Dodge, Improved Initiative, Weapon Focus (short sword), Two-Weapon Fighting, Endurance, Track, Improved Two-Weapon Fighting, Combat Reflexes
	Possessions: Mithril chain shirt +3, two flaming short swords +1.
	Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
	Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
	Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks. *When using its change shape ability, a doppelganger gets an addition +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
	Immunities: A doppelganger is immune to sleep and charm effects.
	Spells: DC 12 + spell level: 1st - resist energy, longstride