Pathfinder Encounters: Coltyn and Grellyk CR 6

The piece of art I had commissioned from Emily Vitori

“Who is that? And What is that with him?” Jed looked worried as the two and a half foot figure, clearly a halfling, was followed in to the bar by a seven foot winged furred creature with multiple arms and a nasty set of horns.

“Word about town is he is some sort of historian.” Mel looked uncertain as she tried to glance at the pair without being seen.  “But I saw them when they came into town.  That thing was coated in blood and the halfling was shouting and berating him for not having cleaned himself up properly since the asylum.”  She let the remainder of her thoughts go unvoiced as the halfling looked in her direction and beamed her a portrait perfect smile.

“Whatever they are, I hope the guards run them out of town sooner rather than later.  I don’t need my milk turning sour if you know what I mean.” Jed stood and left a full ale on the table leaving inconspicuously by the back door.  

“Whatever the pair were up to it is going to make for an interesting few days” thought  Mel  as she moved to follow him.  Draining her and his ales first of course.  A girl has priorities.

Pathfinder Encounters: Coltyn and Grellyk CR 6

I may never get to play this pair again as our Rise of the Runelords game seems to have taken a long term break.  So instead I am going to offer them up to you all!  Here is a pair that is controlled by a 2 and a half foot insane person.  Insane for power that is…  Have your group met and questioned by Coltyn and Grell (Grell is totally naive but fiercly protective of Coltyn) as Coltyn is seeking for information about the ruins they just visited or something similar.

I suggest he approaches them in a bar (Coltyn loves to do this as he feels it makes him approachable) and I am linking to Matt Jackson’s blog for the Broken Gnome map here.  If you are a supporter on Patreon I would really recommend you supporting Matt as his maps are great and I really try to emulate his style often.

Below are the stats for first Coltyn (who should be played a little unbalanced and totally self absorbed) and then Grell (the poor unfortunate innocent killing machine).  Know that Coltyn is likely to go to any ends to get what he wants…

Coltyn Burfoot

Male halfling summoner 7 (Pathfinder RPG Advanced Player’s Guide 54)
N Small humanoid (halfling)
Init +5; Senses bond senses; Perception +2


AC 23, touch 17, flat-footed 18 (+3 armor, +1 deflection, +5 dexterity, +1 natural, +2 shield, +1 size)
hp 33 (7d8)
Fort +4, Ref +9, Will +7; +2 vs. fear
Defensive Abilities shield ally; Resist shield ally


Speed 25 ft.
Melee mwk cold iron dagger +7 (1d3/19-20) or
sickle +6 (1d4) or
silver dagger +6 (1d3-1/19-20)
Ranged sling +11 (1d3)

Summoner Spell-Like Abilities (CL 7th; concentration +11)
5/day—summon monster

Summoner Spells Known (CL 7th; concentration +11)
3rd (1/day)—evolution surgeAPG (DC 15), restore eidolonUM (DC 15)
2nd (4/day)—lesser evolution surgeAPG (DC 14), haste, lesser restore eidolonUM (DC 14), summon eidolonAPG
1st (5/day)—expeditious retreat, life conduitUC, lesser rejuvenate eidolonAPG, shield, unfetterAPG (DC 13)
0 (at will)—acid splash, arcane mark, detect magic, light, mending, read magic


Str 10, Dex 20, Con 10, Int 14, Wis 10, Cha 15
Base Atk +5; CMB +4; CMD 20
Feats Craft Wand, Extra EvolutionUM, Fleet, Summoner’s CallAPG
Traits focused mind, scholar of the ancients
Skills Acrobatics +7, Climb +2, Diplomacy +4, Disguise +12, Fly +11, Knowledge (arcana) +13, Knowledge (history) +13, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +8, Perception +2, Spellcraft +12, Use Magic Device +7; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Abyssal, Common, Dwarven, Elven, Gnome, Goblin, Halfling, Thassilonian
SQ eidolon link, life link, maker’s call, share spells with eidolon

Combat Gear potion of cure light wounds, potion of cure moderate wounds (6), wand of identify (15 charges), wand of lesser rejuvenate eidolon (50 charges); Other Gear +1 leather armor, mwk cold iron dagger, sickle, silver dagger, sling, sling bullets (10), amulet of natural armor +1, chime of opening, cloak of resistance +1, hat of disguise, ring of force shield, ring of protection +1, stalker’s mask, backpack, belt pouch, ink, black, inkpen, paper (2), parchment (4), scroll case, spell component pouch, traveler’s outfit, 65 pp, 6 gp, 9 sp, 9 cp

Special Abilities

Bond Senses (7 rounds/day) (Ex) As a standard action, you can share Eidolon’s senses while on same plane.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Fearless +2 racial bonus vs Fear saves.
Focused Mind +2 to Concentration checks
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maker’s Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door.
Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon’s reach.
Summon Monster IV (5/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can’t use with eidolon.
Summoner’s Call (Strength) You may give your Eidolon +2 STR, DEX, CON for 10 minutes after you summon it.
Wand of identify (15 charges) Add this item to create a wand of a chosen spell.
Wand of lesser rejuvenate eidolon (50 charges) Add this item to create a wand of a chosen spell.


Male biped (claws)
N Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +17


AC 23, touch 13, flat-footed 20 (+2 dexterity, +1 dodge, +10 natural)
hp 62 (+18)
Fort +7, Ref +4, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion


Speed 30 ft., fly 30 ft. (good)
Melee bite +11 (1d6+5+1d6 electricity), 2 claws +11 (1d4+5+1d6 electricity), slam +11 (1d8+5+1d6 electricity)


Str 21, Dex 15, Con 14, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +11; CMD 24 (can’t be tripped)
Feats Dodge, Endurance, Toughness
Skills Fly +11, Heal +2, Intimidate +5, Knowledge (planes) +6, Perception +17, Stealth +8, Swim +6
Languages Common
SQ devotion

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Attacks (Electricity) (Ex) Your natural attacks deal 1d6 additional energy damage.
Evasion (Ex) No damage on successful reflex save.
Flight (30 feet, Good) You can fly!
Magic Attacks (Ex) Your natural attacks are magic.

1 Comment

  1. No Pit-trap spells, pit-trap is totally a Summoner staple and large part of why Summoners have been banned in my groups future campaigns by the GM 🙁
    Of course having the Cleric cast create stone over the pit trap to seal it, then releasing the spell squishing the BigBad is also fun.


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