Pathfinder Forgotten Foes
Pathfinder Forgotten Foes
F
By Mark Gedak and Stefen Styrsky
By Mark Gedak
and Stefen Styrsky
Visit us at www.TrickyOwlbear.com and http://headlesshydragames.wordpress.com
Designed by Mark Gedak & Stefen Styrsky
Produced by Tricky Owlbear Publishing, Inc. in association with Headless Hydra Games
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
In December of 2009, Mark Gedak emailed me with a proposal to convert about 100 monsters that Paizo could not
fit into the Pathfinder Roleplaying Game Bestiary. He and co-writer Stefen Styrsky wanted to give these forgotten
monsters their day in the sun (at this point, we had no idea what Paizo was planning for its next monster book, though
I suspect we would not have been deterred). I immediately agreed to have Tricky Owlbear be publisher of this book
(who would have said “no”?!). With Mark and Stefen, I knew the writing and conversions would be top-notch. A few
months later, when fellow publisher K. Axel Carlsson of Headless Hydra Games got wind of this project, he asked if
his stable of artists could come aboard the project. I welcomed Axel aboard as art director and thus Forgotten Foes
truly blossomed into a project to be reckoned with.
With the long journey of its creation now complete, I can honestly say that Forgotten Foes should be in the library of
every GM who runs The Pathfinder Roleplaying Game. Old favorites as well as new creations (the latter fashioned first
by the artists and then given text by the authors) await to simultaneously delight the GM and terrify his players. I’m
very proud of this tome and of all the people who had a hand in its creation. Now, however, it’s time for me to shut up
and let the monsters speak for themselves. Enjoy (and, in many cases, rediscover) the mysterious, dangerous, and exotic
creatures found in Forgotten Foes!
Bret Boyd
October 1, 2010
Open Game Content: All monster text (including name, statistics, ability descriptions, descriptive text, lore box text, and
sidebars) in this book is considered Open Game Content under the OGL.
ii
Table of Contents
Achaierai�����������������������������������������������������������������1 Digester��������������������������������������������������������������� 45
Aerial Servant�������������������������������������������������������2 Dragon, Sin��������������������������������������������������������� 46
Aranea���������������������������������������������������������������������3 Sin Dragon, Envy������������������������������������������� 48
Arrowhawk������������������������������������������������������������4 Sin Dragon, Gluttony����������������������������������� 51
Athach���������������������������������������������������������������������5 Sin Dragon, Greed����������������������������������������� 53
Azer��������������������������������������������������������������������������6 Sin Dragon, Lust�������������������������������������������� 55
Basilisk, Abyssal���������������������������������������������������7 Sin Dragon, Pride������������������������������������������� 58
Basilisk, Greater���������������������������������������������������8 Sin Dragon, Sloth������������������������������������������� 60
Battle Imp���������������������������������������������������������������9 Sin Dragon, Wrath���������������������������������������� 62
Belker�������������������������������������������������������������������� 10 Elemental, Junk�������������������������������������������������� 65
Blink Dog������������������������������������������������������������ 11 Ethereal Filcher������������������������������������������������� 68
Bodak�������������������������������������������������������������������� 12 Ethereal Marauder�������������������������������������������� 70
Brownie���������������������������������������������������������������� 13 Evil Eye���������������������������������������������������������������� 71
Bunyip������������������������������������������������������������������ 14 Flail Snail������������������������������������������������������������ 72
Catoblepas����������������������������������������������������������� 15 Formians�������������������������������������������������������������� 73
Chaos Beast��������������������������������������������������������� 16 Frog, Giant Dire������������������������������������������������ 77
Chaosiic���������������������������������������������������������������� 17 Frog, Killer���������������������������������������������������������� 78
Chaosiic Lord of Entropy���������������������������� 25 Gorgimera����������������������������������������������������������� 78
Chaosiic Lord of the Insane������������������������ 26 Gorgoni���������������������������������������������������������������� 80
Cooshee���������������������������������������������������������������� 28 Gray Render������������������������������������������������������� 81
Crypt Thing�������������������������������������������������������� 29 Greymalkin��������������������������������������������������������� 82
Daemons�������������������������������������������������������������� 30 Grick��������������������������������������������������������������������� 83
Daemon, Hydro-��������������������������������������������� 30 Grig����������������������������������������������������������������������� 84
Decapus���������������������������������������������������������������� 32 Grimlock�������������������������������������������������������������� 85
Delver������������������������������������������������������������������� 33 Hellcat������������������������������������������������������������������ 86
Demon������������������������������������������������������������������ 34 Hippocampus������������������������������������������������������ 87
Demon, Felius������������������������������������������������� 34 Howler������������������������������������������������������������������ 88
Demon, Herensugue�������������������������������������� 36 Inevitable������������������������������������������������������������� 89
Demon, Paigoel����������������������������������������������� 37 Inevitable, Kolyarut��������������������������������������� 89
Destrachan���������������������������������������������������������� 39 Inevitable, Marut�������������������������������������������� 90
Devil��������������������������������������������������������������������� 40 Inevitable, Zelekhut��������������������������������������� 91
Devil, Doll�������������������������������������������������������� 40
Devil, Domination ����������������������������������������� 41
Devil, Judgement�������������������������������������������� 43
Devil, Shadow Angel������������������������������������� 44
iii
Inphidian�������������������������������������������������������������� 93 Sea Cat���������������������������������������������������������������� 133
Inphidian, Cobra-Back���������������������������������� 94 Shedu������������������������������������������������������������������ 134
Inphidian, Common��������������������������������������� 94 Shrieker�������������������������������������������������������������� 136
Inphidian, Dancer Charmer������������������������� 95 Skeleton, Black������������������������������������������������� 137
Inphidian, Night Adder�������������������������������� 96 Skulk������������������������������������������������������������������� 138
Inphidian, Rattler������������������������������������������� 97 Soul Eater���������������������������������������������������������� 139
Jubear�������������������������������������������������������������������� 98 Sphinx, Andro-������������������������������������������������� 140
Juggernaut���������������������������������������������������������� 99 Sphinx, Crio-���������������������������������������������������� 141
Kamadan������������������������������������������������������������100 Sphinx, Hieraco-���������������������������������������������� 142
Kirin��������������������������������������������������������������������102 Spider Eater������������������������������������������������������ 144
Krenshar������������������������������������������������������������103 Tendriculos������������������������������������������������������� 145
Lejnth�����������������������������������������������������������������104 Tentamort��������������������������������������������������������� 146
Locathah������������������������������������������������������������105 Thoqqua������������������������������������������������������������� 147
Lurker Above����������������������������������������������������107 Thorny��������������������������������������������������������������� 148
Lycanthrope������������������������������������������������������108 Titan������������������������������������������������������������������� 149
Lycanthrope, Werebear�������������������������������109 Tojanida������������������������������������������������������������� 150
Lycanthrope, Wereboar������������������������������110 Trapper�������������������������������������������������������������� 152
Lycanthrope, Weretiger������������������������������111 Triton����������������������������������������������������������������� 153
Magmin��������������������������������������������������������������113 Troglodyte, Stone������������������������������������������� 154
Mâlite�����������������������������������������������������������������114 Troll, Stone������������������������������������������������������� 155
Mâlite Warrior����������������������������������������������114 Troll, Two-Headed����������������������������������������� 156
Necrophidius�����������������������������������������������������116 Tsathar��������������������������������������������������������������� 157
Nightshades������������������������������������������������������117 Tunnel Brute���������������������������������������������������� 158
Nightcrawler�������������������������������������������������117 Yrthak���������������������������������������������������������������� 160
Nightswimmer����������������������������������������������118 Appendix I:
Nightwalker���������������������������������������������������119 New Planar Trait�������������������������������������������� 162
Nightwing������������������������������������������������������120
Appendix II:
Owl, Giant���������������������������������������������������������121
New Spells��������������������������������������������������������� 163
Phantom Fungus���������������������������������������������122
Phasm�����������������������������������������������������������������123 Appendix III:
Phrenic Scourge�����������������������������������������������124 Universal Monster Rules������������������������������� 170
Pond Drinker����������������������������������������������������126 Appendix IV:
Possessor�����������������������������������������������������������127 Monsters by Type������������������������������������������� 180
Pyrolisk��������������������������������������������������������������129 Appendix V:
Rast���������������������������������������������������������������������130 Monsters by Challenge Rating�������������������� 181
Ravid�������������������������������������������������������������������131
Appendix VI:
Scavenger Worm���������������������������������������������132
Monsters by Terrain�������������������������������������� 182
iv
Achaierai
This enormous bird stalks about on four chicken-like legs.
Its colorful body is round and bloated and its head resembles
that of a parrot.
ACHAIERAI CR 5
XP 1,600
LE Large outsider (evil, extraplanar, lawful)
Init +1; Senses darkvision 60 ft.; Perception +11
Defense
AC 21, touch 11, flat-footed 19 (+1 Dex, +1 dodge, +10
natural, -1 size)
hp 51 (6d10+18)
Fort +5, Ref +6, Will +7
SR 16
Offense
Speed 50 ft.
Melee bite +9 (2d6+4), 2 claws +9 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks black cloud
Statistics 3 class levels as a ranger or rogue. Achaierai with a leader
Str 19, Dex 13, Con 16, Int 11, Wis 14, Cha 16 are more dangerous because they will establish a territorial
Base Atk +6; CMB +11; CMD 23 (27 vs. trip) hunting ground, dig hunting pits to trap opponents, or hide
Feats Dodge, Mobility, Spring Attack themselves when looking for fresh meat. Most flocks only
Skills Acrobatics +10, Climb +13, Diplomacy +12, last for a couple of years before internal conflict between
Perception +11, Sense Motive +11, Stealth +6 achaierai destroys their cooperative efforts.
Languages Infernal
Ecology The exact origin of this species is a bit of a mystery as
Environment any (lawful planes) they seem to have no ties to the infernal hierarchy and this
Organization solitary or flock (2-5) has led some sages to suggest that the creature was once
Treasure double standard an artificial creation of powerful epic magic. Regardless of
Special Abilities their origin, the achaierai now breed true and are found on
Black Cloud (Su) Three times per day, an achaierai can all lawfully-aligned planes.
release a choking, toxic cloud as a free action in a 10-ft. It is said that some lawful evil clerics have been able to
radius. Creatures in the cloud are considered to be in dark- summon an achaierai to their side with the spell summon
ness. The cloud is also toxic, functioning as a contact poi- monster V.
son (see below) against all non-achaierai within the cloud.
The cloud disperses after two rounds.
Knowledge
Lore
Black Cloud: Toxic Cloud—contact; save Fort DC 16; fre- (planes) DC
quency 1/round for two rounds; effect 2d6 damage plus in- The achaierai stands over 14 feet tall
15
sanity (as spell, lasts 1 hour); cure 1 save and is brightly colored like a parrot.
Though comical in appearance, the achaierai are a terrible Achaierai do not stand and fight but
20 instead prefer to dash in to deliver a
predator on the lawful planes. These large, flightless birds
quick bite and then flee to safety.
stand over 14 feet in height and weigh in excess of 700
pounds. They are ravenous creatures that attack humans, When threatened or outnumbered, an
achaierai is able to release a cloud of
devils, or almost anything smaller that crosses their path. 25
toxic smoke that weakens some foes
They are shrewd combatants who make guerrilla strikes while driving others mad.
at individuals before dashing away, lead foes into traps, or
Achaierai never appear in large
strike without warning from hunting pits.
numbers and may turn against each
Achaierai are not social creatures and are rarely found in other if a flock leader is shown too
30
weak to hold the group together (such
groups larger than five. In a flock of five, there will be one
as if it is slain within one to two
leader that possesses either the advanced template or 1 to rounds after combat begins).
1
Aerial Servant
This creature appears as a man-sized humanoid composed of
Wind Blast (Su) Once
every 1d4 rounds, as a
standard action, an aerial
grayish-white vapor. No other features can be discerned. servant can release a blast
of wind in an 80-foot line.
AERIAL SERVANT CR 11 A creature struck takes 4d8
XP 12,800 points of damage and those
N Medium outsider (air, extraplanar, elemental) up to the aerial servant’s
Init +9; Senses darkvision 60 ft.; Perception +23 size or smaller are knocked
Defense prone and backward 2d10
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural) feet. An affected creature
hp 152 (16d10+64)
can attempt a DC 22 Reflex
Fort +9, Ref +15, Will +10
Defensive Abilities natural invisibility; DR 10/magic; save to reduce the damage
Immune elemental traits by half and avoid being
Offense knocked down. The save DC
Speed 60 ft., fly 60 ft. (perfect) is Constitution-based.
Melee 2 slams +22 (1d8+6 plus grab)
Special Attacks constrict (1d8+6), wind blast (DC 22) Aerial servants are semi-
Statistics intelligent creatures from
Str 23, Dex 21, Con 18, Int 4, Wis 10, Cha 11 the Plane of Air that often
Base Atk +16; CMB +22 (+24 sunder, +26 roam the Astral and Ethe-
grapple); CMD 37 (39 vs. sunder) real planes. They normally are only found on the Material
Feats Alertness, Combat Reflexes, Improved Initiative, Plane as a result of being summoned by a cleric (or, less
Improved Natural Attack (slam), Improved Sunder, Power frequently, a wizard) using the greater planar ally or greater
Attack, Skill Focus (Fly), Stand Still planar binding spell and commanded to perform some task,
Skills Fly +19, Perception +23, Sense Motive +23,
often being required to use their immense strength to carry
Stealth +24 (+44 invisible, +64 not moving); Racial
Modifiers +20 to Stealth (+40 to Stealth when not objects or aid the summoner. Though an aerial servant
moving) from natural invisibility performs whatever task is asked of it, it resents being
Languages Auran, Common (does not speak) summoned and forced to do another’s bidding; therefore, it
SQ linked with caster attempts to pervert the conditions of the summoning and
Ecology its mission. An aerial servant that fails or is thwarted in
Environment any (Plane of Air) its mission becomes insane and immediately returns to the
Organization solitary caster who summoned it, either killing the caster or carry-
Treasure none ing the caster back to the Plane of Air with it.
Special Abilities
2
Aranea
Climbing down from the trees is a large arachnid the size
An aranea is an intelligent, shapechanging spider with
sorcerous powers. In its natural form, an aranea resembles
a big spider, with a humpbacked body slightly bigger
of a man. In addition to its spider legs, the creature has two than that of a human torso. It has fanged mandibles like a
thin arms with many-jointed fingers. normal spider. Two small arms, each about 2 feet long, lie
below the mandibles. Each arm has a hand with four many-
ARANEA (HYBRID FORM) CR 3 jointed fingers and a double-jointed thumb. An aranea
XP 800 weighs about 150 pounds. The hump on its back houses its
N Medium magical beast (shapechanger) brain.
Init +2; Senses darkvision 60 ft., low-light vision;
Perception +9 Aranea live in small colonies deep within temperate forests
Defense or in tropical jungles (sometimes islands) to limit their
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) contact with other species. Occasionally, a single aranea
hp 25 (3d10+9) will take the form of an elf or human and live amongst
Fort +6, Ref +5, Will +2 them. Their presence is discovered when the aranea dies
Offense accidentally or through malice and their true form lies re-
Speed 50 ft., climb 30 ft.
vealed. Unlike doppelgangers, the aranea do not seem to be
Melee bite +5 (1d6 plus poison)
Special Attacks web (+5 ranged, DC 13, hp 6) interested in wealth or power but instead seem to be study-
Spells Known (CL 3rd) ing the interactions between different cultures, attempting
1st (6/day) – charm person (DC 13), color spray (DC to perhaps understand humanoid ways.
13), silent image (DC 13)
0th (at will) – daze (DC 12), detect magic, ghost Knowledge
sound, light, message Lore
(arcana) DC
Statistics
Str 11, Dex 15, Con 16, Int 14, Wis 13, Cha 14 An aranea’s natural form is a mix of
8
Base Atk +3; CMB +3; CMD 15 humanoid and spider parts.
Feats Eschew Materials, Weapon Finesse When forced into combat, aranea tend
Skills Acrobatics +5 (+7 when jumping), Climb +14, 13 to try to disable foes with enchantment
Perception +9, Stealth +8; Racial Modifiers +2 to magic and their web-spinning.
Acrobatics when jumping, +2 to Perception
Languages Common, Sylvan Aranea often take humanoid form to
SQ change shape (giant spider, humanoid, 18 study other cultures from within cities
hybrid; polymorph) and towns.
Ecology Aranea have access to enchantment and
Environment temperate forests illusionary magic but can only wield
23
Organization solitary, or colony (3-6) those powers in humanoid or hybrid
Treasure standard form.
Special Abilities
3
Arrowhawk
This animal appears to be two birds meshed together. Four
Arrowhawks stalk prey from above, trusting in their
soundless flight to keep them unnoticed. Against creatures
unaware of their presence, arrowhawks use flyby attacks.
wings extend from a sinuous, almost snake-like, body and it Otherwise, an arrowhawk prefers to slay enemies with the
has a pair of eyes both above and below its beak. electricity ray fired from its tail. Arrowhawks remain in
melee only against weakened opponents or if there is no
ARROWHAWK CR 5 other option.
XP 1,600
N Medium outsider (air, extraplanar) Arrowhawk eggs naturally levitate, floating in mid-air until
Init +5; Senses darkvision 60 ft.; Perception +11 they hatch. A mated arrowhawk pair keeps the eggs from
Defense drifting away while they gestate. These floating eggs are
AC 2, touch 16, flat-footed 16 (+5 Dex, +1 dodge, +6 considered novelties in many civilized areas and can fetch
natural) up to 100 gp each. The arrowhawk detailed here is a typical
hp 44 (7d10+7) one of its kind. An adult arrowhawk is about 10-feet long ,
Fort +3, Ref +10, Will +6
has a wingspan of 15 feet, and weighs 100 pounds. Hatch-
Immune acid, electricity, poison; Resist cold 10, fire 10
Offense lings are Small creatures with only three Hit Dice. Adult
Speed fly 60 ft. (perfect) arrowhawks can grow to enormous size, reaching Large
Melee bite +12 (1d8+3) size at 16 Hit Dice and Gargantuan size at 25-32 Hit Dice.
Ranged Touch electricity ray +12 (2d8) Such an arrowhawk would measure 20 feet, possess a 30-
Statistics foot wingspan, and weigh 800 pounds. Arrowhawks live for
Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13 approxoimately 80 years.
Base Atk +7; CMB +9; CMD 25
Feats Dodge, Flyby Attack, Weapon Finesse, Wind Stance
Knowledge
Skills Fly +23, Knowledge (planes) +10, Perception +11, Lore
(planes) DC
Sense Motive +11, Stealth +15, Survival +11
Language Auran The arrowhawk is an aggressive,
Ecology 15
fearless hunter.
Environment any (Plane of Air)
Organization solitary or clutch (2-4) Arrowhawks prefer to fight at a
20
Treasure none distance with their electricity ray.
Special Abilities An arrowhawk’s ability to quickly
25 change direction in flight makes it
Electricity Ray (Su) The arrowhawk can fire a ray of difficult to hit with missile weapons.
electricity once per round to a range of 50 feet.
Arrowhawks forced to the ground
Razor Beak (Ex) The arrowhawk’s beak is a serrated become confused. They will not use
30
cutting weapon. Its bite deals damage as if it were a their electricity ray and may even
creature one size larger. bargain for their freedom.
4
Athach
This giant, foul smelling humanoid wears entire hides of
cows and horses. One eye looms large from its forehead,
seeming to pop from the socket, while the other is no larger
than a pinhole. A muscular third arm juts from its chest.
ATHACH CR 8
XP 4,800
CE Huge aberration
Init +1; Senses darkvision 60 ft.; Perception +13
Defense
AC 21, touch 9, flat-footed 20 (+4 armor, +1 Dex, +8
natural, -2 size)
hp 133 (14d8+70)
Fort +9, Ref +5, Will +10
Offense
Speed 50 ft. (35 ft. in armor)
Melee morning star +12/+7 (3d6+8), 2 morning stars
+12 (3d6+4), bite +12 (2d8+2 plus poison)
Ranged 2 rocks +5 (2d6+4)
Space 15 ft.; Reach 15 ft.
Special Attacks poison
Statistics
Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6 of sweat, rotten meat, and dank clothing. A fully grown
Base Atk +10; CMB +20 (+22 disarm, grapple); CMD 29 athach stands 18 feet tall and weighs 4,500 pounds.
(31 vs. disarm, grapple)
Feats Alertness, Cleave, Improved Grapple, Multiweapon Athach prefer to charge into combat, striking at as may
Fighting, Power Attack, Skill Focus (Appraise), Weapon foes as possible with their three arms. Complex strategy
Focus (bite) and tactics are beyond their intelligence. However, in the
Skills Appraise +10, Climb +23, Perception +13, Sense fashion of typical bullies, they tend to focus their attacks
Motive +3; Racial Modifiers +4 to Appraise, +2 to Climb on opponents who appear to be weakest.
Languages Giant
SQ extra arm When not fighting or eating, an athach spends its time ad-
Ecology miring the treasure it has accumulated. Athach love to hold
Environment temperate hills and caress gemstones of all types and adorn themselves
Organization solitary, gang (2-4), or tribe (7-12) with stolen jewelry. Some athach have been known to spend
Treasure standard (hide armor, other treasure)
hours simply staring at beautiful objects such as necklaces
Special Abilities
and bracelets.
Extra Arm (Ex) The athach gains a +2 racial bonus to
Climb checks, and on disarm and grapple checks and a Knowledge
+2 racial bonus to its CMD to resist disarm and grapple (dungeoneering) Lore
checks. DC
The athach is fearsomely strong
Poison (Ex) bite -- injury, save Fort DC 22; frequency 1/ 18
and just as greedy.
round for 4 rounds; effect 1d6 Str damage; cure 1 save
Athach fear other giants, except hill
The athach is a hideous beast with uneven, grotesquely 23
giants which they attack on sight.
exaggerated features. Its ears and eyes are different sizes;
tusks jut from its mouth at skewed angles; its shoulders When fighting, athach attack
sit at different heights. Its most distinguishing character- opponents who are easiest to hit,
istic is a third arm emerging directly from the chest. Even 28 but use their poisonous bite against
creatures who have hurt them the
without these oddities, the athach would remain a foul
most.
sight. Its green skin sprouts tufts of bristly hair, and moles
and warts dimple its face and limbs. Even worse is the fact Athach value mirrors above all else.
that an athach never bathes and thus emits a rank odor They will do almost anything if
30
offered a high-quality mirror as a
bribe, reward, or payment.
5
Azer
This creature is the size of a dwarf, but its hair and beard The azer live in a highly regimented society. Those who
are formed of flames. Its skin shines as if it were made of evidence eccentric behavior or refuse to obey superiors are
brass. either slain or banished. Lone azer encountered are usually
such individuals.
AZER CR 2 Azer do not advance in Hit Dice.
XP 600
Instead they gain class levels in cleric,
LN Medium outsider (extraplanar, fire)
Init +1; Senses darkvision 60 ft.; Perception fighter, or wizard. Azer leaders are
+6 almost always immensely strong fight-
Defense ers. Their communities are too ordered
AC 22, touch 11, flat-footed 21 (+5 armor, +1 to encourage or tolerate barbarians,
Dex, +6 natural) bards, or rogues. Druids and sorcerers
hp 13 (2d10+2) are very rare, but accepted based on the
Fort +1, Ref +4, Will +4 benefit they bring to the community.
Immune fire; SR 13
Weaknesses vulnerability to cold In combat, azer work together to
Offense overwhelm and flank opponents. If
Speed 30 ft. (20 ft. in armor) unarmed, they attempt to grapple foes,
Melee warhammer+3 (1d8+1/x3 plus 1 fire ) trusting in their extreme body heat to
Ranged shortspear+3 (1d6+1 plus 1 fire) inflict damage.
Special Attacks heat
Spell-Like Abilities (CL 2nd) Variant Azer
1/day – flare (DC 9)
Statistics Sometimes, certain azer are more at-
Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9 tuned to the Plane of Fire than others
Base Atk +2; CMB +3; CMD 14 of their kind. In these cases, the amount
Feats Power Attack
of damage inflicted on opponents from
Skills Acrobatics +2, Appraise +6, Climb +2,
Craft (any) +6, Perception +6, Sense Motive their heat ability is equal to one-half
+6, Stealth +2 their HD. Such azer almost always oc-
Languages Common, Ignan cupy leadership positions within their
Ecology clan.
Environment any (Plane of Fire)
Organization solitary, pair, team (3-4), squad (11-20 plus Knowledge
two 3rd-level sergeants and one leader of 3rd-6th level), or Lore
(planes) DC
clan (30-100 plus 50% non-combatants plus one 3rd-level
sergeant per 20 adults, five 5th-level lieutenants, and three Azer are dwarf relatives from the Plane
12
7th-level captains) of Fire.
Treasure NPC gear (scale mail, shortspear, warhammer) Azer love gems and well-crafted
Special Abilities 17
weapons and will bargain for them.
Heat (Ex) The azer’s body is so hot its unarmed strikes The azer and efreet often compete for
and attacks with metallic weapons deal extra fire damage. 22 treasure and slaves. Azer attack efreet
on sight.
Azer (singular and plural) are dwarf relatives from the An azer’s body heat damages opponents
Plane of Fire. Like their cousins, they are gruff and who touch it or suffer a hit from an
27
laconic, but evidence little unwarranted hostility towards azer’s metal weapon. Select azer can
strangers unless they possess items or treasure the azer inflict more damage than others.
desire. Also like their kin, azer are excellent weaponsmiths
and highly prize gems. Groups of azer often venture out-
side their native plane to collect gems and slaves for their
forges. Their fire immunity also means azer colonies can be
found in the realms of devils and fire giants, where they are
employed as valued retainers and weapon makers (although
not always in a cordial relationship).
6
Basilisk, Abyssal
This massive reptilian creature lumbers about on eight legs.
control or contain them. Although seemingly sluggish,
abyssal basilisks strike with incredible speed and react
quickly to nearby prey. Also, like their kin, abyssal basilisks
Spines and armored ridges protrude from a scaled body, and rely on their gaze to petrify opponents and bite only when
its eyes glow like two malignant, green lamps. a creature comes in range. As omnivores, abyssal basilisks
can eat creatures they have turned to stone.
ABYSSAL BASILISK CR 12
XP 19,200 An abyssal basilisk is about 10 feet long and weighs over
CE Large outsider (augmented magical beast, extraplanar) 2,000 pounds. Its coloration is mainly gray, but the scales
Init +3; Senses darkvision 60 ft., detect good, low-light on its belly range from green to dark red.
vision; Perception +11
Defense Knowledge
AC 22, touch 8, flat-footed 22 (-1 Dex, +12 natural, -1 size) Lore
(planes) DC
hp 189 (18d10+90)
Abyssal basilisks are more powerful
Fort +18, Ref +12, Will +8
22 versions than the basilisks that are
DR 10/magic; Resist cold 10, fire 10; SR 23
native to the Material Plane
Offense
Speed 20 ft. Demons and evil sorcerers often use
27
Melee bite +25 (2d8+7), 2 claws +24 (1d6+7) abyssal basilisks as guardians or escorts.
Space 10 ft.; Reach 5 ft. As beasts of the Abyss, the abyssal
Special Attacks petrifying gaze, smite good basilisk can pierce damage reduction
Spell-Like Abilities (CL 18th) 32 normally overcome by magic and
Constant – detect good can inflict horrible wounds on good
Statistics creatures.
Str 24, Dex 8, Con 21, Int 3, Wis 10, Cha 15
Base Atk +18; CMB +26; CMD 35 (47 vs. trip) An abyssal basilisk possesses resistance
37
Feats Alertness, Blind-Fight, Great Fortitude, Improved to cold and fire.
Natural Attack (bite), Iron Will, Improved Initiative,
Lightning Reflexes, Power Attack, Weapon Focus (bite)
Skills Climb +16, Perception +11, Sense
Motive +2, Stealth +4; Racial Modifier
+4 to Stealth when not moving in natural
settings
Languages none
SQ magic natural attack
Ecology
Environment any (the Abyss)
Organization solitary or colony (3-6)
Treasure standard
Special Abilities
7
Basilisk, Greater
This creature looks like a thick-bodied reptile with eight legs.
Its eyes glow with an eerie, pale green incandescence.
GREATER BASILISK CR 7
XP 3,200
N Large magical beast
Init -2; Senses darkvision 60 ft., low-light vision;
Perception +14
Aura foul breath (5 ft., DC 19)
Defense
AC 17, touch 7, flat-footed 17 (-2 Dex, +10 natural, -1 size)
hp 105 (10d10+50)
Fort +13, Ref +5, Will +4
Immune poison
Offense
Speed 20 ft.
Melee bite +16 (2d6+7), 2 claws +16 (1d8+3 plus poison) Earth, though planar travelers have not confirmed this
Space 10 ft.; Reach 5 ft. postulate.
Special Attacks petrifying gaze
Statistics Greater basilisks rear up on their hind legs and slash op-
Str 24, Dex 6, Con 19, Int 2, Wis 13, Cha 11 ponents with their poisonous claws while also using their
Base Atk +10; CMB +18 (+22 sunder); CMD 26 (30 vs. deadly gaze attack. The breath of a greater basilisk is so
sunder, 38 vs. trips) foul that all creatures within 5 feet can be affected by it just
Feats Great Fortitude, Greater Sunder, Improved Sunder, by entering or remaining in the area. If having difficulty
Power Attack, Toughness killing an opponent, a greater basilisk will use its claws and
Skills Perception +14, Stealth -2; Racial Modifier +4 to bite to sunder the weapons, armor and shields of difficult
Stealth prey.
Ecology
Environment any
Organization solitary or pair Knowledge
Lore
Treasure standard (arcana) DC
Special Abilities The greater basilisk has an extra set of
12
legs that it uses to make claw attacks.
Foul Breath (Ex) A greater basilisk’s breath is extremely
foul. Any creature within its reach is exposed to a poison- The breath and claws of the greater
ous gas (see below). 17 basilisk carry a debilitating poison
almost as powerful as a wyvern’s.
Petrifying Gaze (Ex) Turn to stone permanently, range The gaze of a basilisk can turn a man
30 feet, Fortitude DC 19 negates. A creature petrified in 22 to stone, but its claws can tear him out
this manner that is then coated (not just splashed) with of his armor in an instant.
fresh greater basilisk blood (taken from a basilisk no Though more powerful than the basic
more than 1 hour deceased) is instantly restored to flesh. basilisk, its awkwardness and large size
A single greater basilisk contains enough blood to coat 27
makes the greater basilisk an easier
1d3+3 Medium creatures in this manner. The save DC is target for directed attacks.
Constitution-based.
8
Battle Imp
This tiny fey creature is surrounded by a body composed
of stones and branches that form a mobile body the size of
an orc. It moves with supernatural ease through the forest,
hovering above the ground.
BATTLE IMP CR 11
XP 12,800
CG Medium fey
Init +7; Senses low-light vision; Perception +25
Defense
AC 25, touch 17, flat-footed 18 (+7 Dex, +8 natural)
hp 153 (18d6+90)
Fort +11, Ref +18, Will +15
DR 10/cold iron; Immune fire
Offense
Speed 30 ft., fly 60 ft. (as spell)
Melee 2 slams +19 (1d8+9/19-20) attackers. Did you know that elves have solid eye colors
Ranged rock +15/+10 (1d8+13) because they stared into the face of the gods for too long,
Spell-Like Abilties (CL 18th) or that dwarves will begin to sweat gold if shaken hard
constant – fly, telekinesis enough, or that kobolds are a degenerate race of purple
at will – call lightning, summon swarm, tree shape and lavender dragons that breathed cones of purple flame
3/day – elemental body II, spike stones, wall of thorns that smelled like dirty laundry? Well, now you do. At least
Statistics that is what the battle imps say to anyone willing (or not
Str 6, Dex 24, Con 20, Int 28, Wis 18, Cha 21 willing) to listen.
Base Atk +9; CMB +18 (+20 trip); CMD 25 (27 vs. trip)
Feats Combat Expertise, Dazzling Display, Greater Feint, Although powerful in their own right, battle imps most
Improved Critical (slam), Improved Feint, Improved Trip, enjoy playing sidekick to another intelligent woodland na-
Shatter Defenses, Vital Strike, Weapon Focus (slam) tive. Rangers and druids are the most common targets of
Skills Acrobatics +28, Bluff +26, Climb +30, Diplomacy the imp’s attachment. Battle imps like to employ unusual
+26, Disguise +26, Escape Artist +28, Fly +37,
battle tactics but are never far from their companions, often
Knowledge (geography) +30, Knowledge (local) +30,
Knowledge (nature) +30, Perception +25, Perform causing a wall of thorns to erupt between an ally and a foe if
(oratory) + 26, Sense Motive +25, Stealth +28, Use Magic the former becomes injured.
Device +26
Languages Aquan, Auran, Common, Druidic, Elven, Giant, Knowledge
Lore
Sylvan, Terran (nature) DC
SQ telekinetic mastery Battle imps wield an array of offensive
Ecology magical powers. In fact, the stones and
Environment any forest 16 trees that form its overlarge body are
Organization solitary, skirmish (1-4), beatdown party (5- essentially a projection of a constant
16) telekinesis effect.
Treasure standard
Special Abilities Most people know that battle imps
are scared of fire because battle imps
Telekinetic Mastery (Su): A battle imp has a constant themselves spend a lot of their free time
21
telekinesis effect that allows him to use his Intelligence spreading that rumor so that people do
not learn that they are actually immune
modifier in place of Strength. They can also hurl and catch
to that energy.
rocks like giants.
Druids will keep in regular (meaning once
Battle imps love fighting, absolutely love it. Most other a month) contact with local battle imps
fey do not understand the glee that battle imps get from 26 but will only call on them in times of
hurling rocks at orcs and hobgoblins except when their ter- most severe peril since the little bastards
ritory is invaded by these savage humanoids they appreci- won’t shut up and rarely act logically.
ate the assistance. If there is anything that battle imps love Doing a favor for a battle imp will make
more than combat is telling stories. They talk all the time, it your friend for life. Attacking a battle
31
even providing helpful advice (or misinformation) to their imp, even by accident, causes the opposite
effect.
9
Belker
A rolling cloud of smoke coalesces before you into an
reclusive, belkers are not well understood. They rarely
interact with other races, collect no treasure, and form no
communities larger than a small group.
enormous bat-winged creature with glowing red eyes, sharp
claws and fangs. Adventurers and learned sages speak of a sprawling belker
homeland hidden in a pocket plane connected to the Plane
BELKER CR 6 of Air. It is said millions of belkers live in this strange
XP 2,400 demiplane of roaring air currents and deadly wind drafts.
NE Large outsider (air, elemental, extraplanar) Whether this is an actual city, a breeding ground, or some
Init +6; Senses darkvision 60 ft; Perception +12 place that exerts a special influence on a belker’s physiol-
Defense ogy has yet to be discovered.
AC 23, touch 15, flat-footed 17 (+6 Dex, +8 natural, -1
size) Knowledge
hp 45 (7d10+7) Lore
(planes) DC
Fort +3, Ref +11, Will +5
Immune elemental traits Belkers are air elementals made of
16
Offense smoke.
Speed 30 ft., fly 50 ft. (perfect) Although a belker’s claws and bat-like
Melee bite +12 (1d8+2), 2 claws +12 (1d6+2), 2 wings 21 wings make it appear demonic, they are
+10 (1d6+1) unrelated to creatures from the Abyss.
Space 10 ft.; Reach 10 ft.
Special Attacks smoke claws (3d4) A belker can turn into a ball of smoke
Statistics 26 that is very difficult to hurt with
Str 14, Dex 22, Con 13, Int 6, Wis 11, Cha 11 conventional weapons.
Base Atk +7; CMB +10; CMD 26 Inhaled portions of a belker’s smoke
Feats Ability Focus (smoke claws), Alertness, Multiattack, form solidify inside the inhaling
31
Weapon Finesse creature and tear it apart from the
Skills Fly +22, Knowledge (planes) +8, Perception +12, inside out.
Sense Motive +2, Stealth +12
Languages Auran
SQ smoke form
Ecology
Environment any (Plane of Air)
Organization solitary, pair, or clutch (3-4)
Treasure none
Special Abilities
10
Blink Dog
A dog with grayish pelt barks once then disappears to
Special Abilities
Blink (Su) A blink dog can use blink as the spell (CL 8th),
instantly materialize several feet away from its original and can evoke or end the effect as a free action.
location.
Dimension Door (Su) A blink dog can teleport, as dimen-
sion door (CL 8th), once per round as a free action. The blink
BLINK DOG CR 2 dog can not take anything with it, never appears within a
XP 600
solid object, and can act immediately after teleporting.
LG Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Blink dogs are intelligent, good-aligned canines. They
Perception +6
travel in packs and maintain a hunting territory they keep
Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural) free of evil creatures to the best of their ability. Often blink
hp 22 (4d10) dogs will cooperate with other powerful good creatures
Fort +4, Ref +7, Will +4 and individuals if they must face an evil being they can not
Offense defeat on their own.
Speed 40 ft.
Melee bite +4 (1d6) In combat, blink dogs move at random, probing an enemy’s
Statistics defenses. They gain flanking with allies and keep them-
Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11 selves safe with the use of their blink power. Their favored
Base Atk +4; CMB +4; CMD 17 (21 vs. trip) method of attack is to surround and overwhelm prey.
Feats Iron Will, Run
Skills Perception +6, Stealth +8, Survival +1 (+5 when A blink dog’s intelligence makes it highly prized as a guard
tracking with scent); Racial Modifier +4 to Survival when animal. A pack will only release a pup for such a purpose
tacking with scent into the care of good creature. Otherwise, a blink dog pack
Languages Common relentlessly hunts creatures who have kidnapped their
SQ blink, dimension door young.
Ecology
Environment temperate plains
Organization solitary, pair, or pack (7-16 plus half as Knowledge
Lore
many 1 HD non-combatants) (arcana) DC
Treasure none Blink dogs possess humanoid-
12
level intelligence.
Blink dogs are mortal enemies of
17 displacer beasts and attack them
on sight.
Blink dogs possess their own
22 language of growls, grunt and
barks.
A blink dog will use blink in
27
combat to try to flank opponents.
11
Bodak
This grey emaciated humanoid bears a face
bodak hides until the victims are in range of its death gaze.
It then steps out into full view and slays as many beings as
possible. Sometimes the memories of its former life compel
that is a blank strap of flesh without lips or a bodak to act as if it still lived. This might mean a bodak
nose. The creature’s single distinguishing attempts to enter its former home or workplace, or
characteristic is a pair of glowing white eyes. continue on some errand it undertook before it died.
12
Brownie
This tiny creature resembles an elf with greenish skin and
in small communal
settlements high
amongst the branch-
light-colored hair that it is dressed in bright clothing. es of the forest. They
will sometime help
BROWNIE CR 1 guide travelers out
XP 400 of the woods if the
LG Tiny fey travelers seem lost
Init +4; Senses low-light vision; Perception +8 and non-threatening.
Defense
AC 18, touch 17, flat-footed 13 (+4 Dex, +1 dodge, +1 Some brownies do
natural, +2 size) venture into civilized
hp 4 (1d6+1) lands and can be
Fort +1, Ref +6, Will +4 persuaded by gifts
DR 5/cold iron; SR 12
of food, such as
Offense
Speed 20 ft. porridge or honey,
Melee quarterstaff +0 (1d3-2) to perform chores
Ranged shortbow +6 (1d3) around the house-
Space 2½ ft.; Reach 0 ft. hold. Thus, brownies
Spell-Like Abilities (CL 7th) hide amongst the
1/day – confusion (DC 17), continual flame, dancing lights, humans, elves, and
dimension door, magic circle against evil, mirror image, halflings listen-
ventriloquism (DC 14) ing to gossip and
Statistics rumor. These rare “urban” brownies are never found in the
Str 7, Dex 18, Con 12, Int 14, Wis 14, Cha 16 homes of dwarves because dwarves consider the little fey
Base Atk +0; CMB -4; CMD 11
to be thieves. Dwarves will leave false gifts in the form of
Feats Dodge
Skills Bluff +7, Craft (armor) +6, Craft (bows) +6, poisoned food or elaborate traps to rid their clanhold of the
Escape Artist +8, Knowledge (local) +6, Perception +8, brownies.
Sense Motive +6, Stealth +16 (+21 in forests); Racial
Modifiers +2 to Perception, +5 to Stealth in forests Brownies are rarely over 18 inches tall. Their hair is always
Languages Common, Halfling, Sylvan some light earth tone such as brown, gray, or tawny. Most
Ecology brownies prefer green or otherwise brightly colored cloth-
Environment forest (temperate or warm) ing. They may be distant relatives of pixies and halflings,
Organization gang (2-4) or band (5-12) but this has never been proven. Brownies avoid combat un-
Treasure NPC Gear less forced. If unable to employ any spells, brownies attack
with tiny quarterstaffs or shortbows.
A brownie is a timid, quiet fey creature that prefers to live
only among its own kind. Most brownies dwell in pastoral
Knowledge
areas untouched by civilization, such as deep forests and Lore
(nature) DC
wild lands far from other creatures. These brownies live
Never more than two feet in height,
6 brownies have greenish skin and features
that are similar to elves or halflings.
Brownies rarely chose to enter combat
11 and instead rely on their wits and magic
to allow them to escape.
A mutual enmity exists between
dwarves and brownies. Should ever a
16 brownie encounter a dwarf, the dwarf
will be quickly targeted with the
brownie’s confusion spell-like ability.
Like most fey, brownies possess a severe
allergy to cold iron. Weapons forged of
21
this material will quickly end a brownie’s
life.
13
Bunyip
This aquatic creature
Vorpal Bite (Ex) A bunyip’s mouth is filled with rows
and rows of razor sharp teeth. A bunyip has a +4 bonus
to confirm a critical hit, an enhanced threat range with its
resembles a cross between a bite and a critical hit deals 1d4 points of bleed damage.
seal and a shark. Its
front half is that The bunyip is about 6 feet long, though specimens of up
of a black seal to 10 feet have been encountered. Bunyips do not attack
while its rear creatures larger than themselves, except in self-defense
section is that of or if they detect blood in the water. They begin combat
a grayish-black using their powerful roar and then bite opponents who
shark. do not succumb to the fear-inducing effects of their roar.
Occasionally, sailors have told tales of being rescued from
drowning by a bunyip but those tales are outnumbered by
BUNYIP CR 4 ones in which schools of bunyip devoured whole crews that
XP 1,200 crashed upon reefs.
N Medium magical beast (aquatic)
Init +3; Senses darkvision 60 ft., keen scent, low-light Variant Bunyip
vision; Perception +10 The standard bunyip is a dangerous predator of the sea
Defense but ancient lore told of a slightly different beast, one that
AC 15, touch 12, flat-footed 13 (+3 Dex, +2 natural) would emerge from swamps, lagoons, and billabongs on
hp 37 (5d10+10) moonlit nights to prey on women and children. This moon-
Fort +5, Ref +7, Will +1 lit stalker variant is described below.
Offense
Speed swim 50 ft. The Moonlit Stalker
Melee bite +7 (1d6+1/19-20) The moonlit stalker is an amphibious creature that preys
Special Attacks frenzy, roar, vorpal bite upon women and children. The moonlight stalker has fins
Statistics that also serve as feet on land.
Str 13, Dex 16, Con 13, Int 2, Wis 11, Cha 7
Base Atk +5; CMB +6; CMD 19 Alignment: Moonlight stalkers
Feats Alertness, Weapon Focus (bite), Toughness tend to be neutral evil in their
Skills Perception +10, Sense Motive +2, Swim behavior.
+11; Racial Modifier uses Dex modifier for Swim Speed: Decrease the creature’s
checks swim speed to 30 ft., but add a
Ecology land speed of 30 ft.
Environment any ocean Abilities: A moonlit
Organization solitary stalker has a 17 Str which
Treasure none changes the attack line to
Special Abilities bite +9 (1d6+4/19-20)
Skills: Moonlit stalkers have the Stealthy feat and ranks in
Frenzy (Ex) A bunyip that detects blood in the water goes Stealth instead of Alertness and ranks in Perception.
into a killing frenzy. Frenzied bunyips attack until either Special Qualities: A moonlit stalker has the amphibious
they or their opponents are dead. A frenzied bunyip can special quality.
make one extra attack when making a full attack action. Special Abilities: A moonlit stalker does not have the
The attack is made using the creature’s full base attack. frenzy ability.
Additionally, it gains a +1 bonus on attack rolls and a +1
dodge bonus to AC and Reflex saves (not included above).
A frenzied bunyip’s swim speed increases by 10 feet (to 60 Knowledge
Lore
feet). This frenzy lasts for 1 minute (10 rounds) and can (arcana) DC
only be used once per encounter. Swimming the great oceans of the
Keen Scent (Ex) A bunyip can notice creatures by scent 9 world is a terrible, predatory part-shark
and part-seal.
in a 90-ft. radius underwater and can detect blood in the
water at ranges of one-half mile. Bunyip do not attack creatures larger
14
than themselves unless provoked.
Roar (Su) Once every four rounds, as a standard action, a
If faced by a large group of prey, the
bunyip can unleash a terrifying howl. All creatures with 4
bunyip will use a terrifying roar to
or less HD within 100 feet must succeed on a DC 13 Will 19
panic their prey and then swim after
save or become panicked for 2d4 rounds. This is a sonic
the slowest, smallest, or weakest one.
effect. Whether or not the save is successful, an affected
creature is immune to the roar of that bunyip for one day. Bunyip are little more than animals and
The save DC is Constitution-based. 24 can be frightened by magic or powerful
exhibitions of force.
14
Catoblepas
The fetid odor of decay
Foul Stench (Ex) The catoblepas emits
a disgusting odor. Creatures within 10
feet must succeed on a DC 18 Fortitude
emanates from this bull- save or become sickened for 1d4 rounds.
like beast. Its antlered head Creatures that save are immune to that
droops from a sinuous neck catoblepas’s foul stench for 24 hours. The save DC is
and the tail brandishes a Constitution-based.
spiked, bony mass.
The catoblepas is a foul, ornery beast. It is the size of a
bull, and sports a thick mane of tangled, matted hair that
CATOBLEPAS CR 6 gives off an odor of rotting meat. Scales cover its neck and
XP 2,400 back.
N Large magical beast
Init +1; Senses darkvision 60 ft., low-light vision; Catoblepas brook no intrusions to their territory and
Perception +10 attack all creatures entering what they consider home
turf. Although slow to rouse, the catoblepas charges into
Aura foul stench (10 ft., DC 18, sickened 1d4 rounds)
combat on its four stumpy legs and smashes enemies with
Defense
a powerful tail topped by a mace-like appendage. A blow
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 from the tail sends a creature flying. The neck of the ca-
size) toblepas is long and sinuous, and droops downward under
hp 76 (8d10+32) the weight of its head. The catoblepas has a difficult time
Fort +10, Ref +7, Will +3 moving raising its ponderous head, but when it finally
Offense does, it unleashes its disintegrating gaze on the nearest foe.
Speed 20 ft. Blindness, or averting one’s eyes, does not make a creature
Melee tail slap +12 (2d6+7 and push) immune to this effect.
Space 10 ft.; Reach 10 ft.
Special Attacks disintegrating gaze, push (tail, 10 feet) Variant Catoblepas
Statistics The traditional catoblepas kills with a death ray instead of
disintegrating part of a foe’s body. For this classic rendi-
Str 21, Dex 12, Con 18, Int 3, Wis 13, Cha 10
tion, replace disintegrating gaze with the following:
Base Atk +8; CMB +14 (+16 bull rush); CMD 25 (27 vs. Ranged death ray +8 touch (death)
bull rush, 29 vs. trip) Death Ray (Su) The catoblepas can focus a death ray from
Feats Alertness, Improved Bull Rush, Improved Natural its eyes against one creature within 30 feet as a ranged
Attack (tail), Power Attack touch attack. The affected target immediately dies. Because
Skills Intimidate +8, Perception +10, Sense Motive +3; the neck of the catoblepas is rather weak it takes time to
Racial Modifier +4 to Intimidate bring its eyes to bear on an opponent. Once it has detected
Languages None foes, it can not use its death ray until 1d4 rounds later and
Ecology then every 1d4 rounds after that.
Environment fetid swamps and miasmal marshes Some catoblepas also strike with such force that the tail
Organization solitary, or pair also stuns on a successful hit. This catoblepas is CR 7 and
Treasure none possesses the following additional ability:
Special Abilities Stunning Tail (Ex) A creature struck by the catoblepas’s
tail must succeed on a DC 18 Fort save or become stunned
Disintegrating Gaze (Su) The catoblepas can focus for 1 round. A successful save does not grant immunity to
disintegrating energy from its eyes against one creature this effect. The save DC is Constitution-based.
within 30 feet. Unless the creature succeeds on a DC 14
Fortitude save, part of its body is disintegrated. Roll to
Knowledge
determine the effect: Lore
(planes) DC
1 – arm: target takes 4d6+4 damage and a -4 penalty to
Strength The catoblepas attacks all creatures it
11
2 – leg: target takes 4d6+4 damage, a -2 penalty to encounters.
Dexterity and can only move by crawling The foul stench of a catoblepas sickens
16
3 – body: target takes 4d6+4 damage and is fatigued for creatures.
2d4 rounds The tail strike of a catoblepas can
4 – body: target takes 4d6+4 damage and is staggered 21 knock opponents backwards and even
for 2d4 rounds stun them.
The target only takes half damage with a successful save. A catoblepas can fire a ray from its
Damage reduction does not reduce the damage. A creature eyes that instantly slays a creature or
can only suffer the first two results if it possesses a suf- 26 vaporizes part of the victim’s body.
ficient number of limbs. Otherwise roll between results 3 Averting the eyes does not stop the
effects of a catoblepas’s deadly gaze.
and 4. The save DC is Charisma-based.
15
Chaos Beast
This creature is a roiling and bubbling mass of flesh. Arms,
The mental shock of this state drains 1 point of Wisdom
per round from the victim. A creature drained to 0 Wisdom
becomes a chaos beast. The victim can take a standard ac-
legs, eyes, fur, fangs and tentacles grow, dissolve, and tion to regain its shape with a successful DC 15 Charisma
regrow in an instant. check. (This check is the same no matter how many Hit
Dice or the ability scores of the chaos beast.) Success al-
CHAOS BEAST CR 7 lows the victim to retain its shape for 1 minute. The victim
XP 3,200 can repeat this check each round until successful.
CN Medium outsider (chaotic, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +13 A restoration, heal, or greater restoration spell removes corpo-
Defense real instability. Drained wisdom is restored only through a
AC 18, touch 12, flat-footed 16 (+1 Dex, +1 dodge, +6 second restoration spell. Remove curse and remove disease have
natural) no effect on the condition. Shapechange and stoneskin fix the
hp 75 (10d10+20) victim’s form for the duration of the spell.
Fort +7, Ref +9, Will +7
Immune critical hits, precision damage, transformation; Immunity to Transformation (Ex) Polymorph or petrifi-
SR 18 cation effects that force a chaos beast into a fixed shape last
Offense until the start of the creature’s next turn. Afterwards, it
Speed 20 ft. immediately returns to its original mutable form as a free
Melee 2 claws +12 (1d4+2 plus corporeal instability)
action.
Special Attacks corporeal instability
Statistics The chaos beast is a creature of ever-changing form.
Str 14, Dex 13, Con 15, Int 10, Wis 10, Cha 10
One moment it might display tentacles and a gaping,
Base Atk +10; CMB +12; CMD 24
Feats Dodge, Great Fortitude, Improved Initiative, toothy maw; the next, a dozen eyes surrounded in
Mobility, Spring Attack a tuft of coarse hair. Legs, arms and other limbs
Skills Climb +15, Escape Artist +14, Perception +13, sprout, dissolve, and reform at the same rate.
Sense Motive +13, Stealth +14,
Survival +13 Because of its uncontrollable shape-shifting,
Languages none a chaos beast can only ever bring two claws
Ecology to bear against opponents. However, a strike
Environment any from a chaos beast can cause far more dam-
Organization solitary age than simple injury. Also, its natural
Treasure none attacks and any weapons it might wield
Special Abilities are chaotic for the purpose of overcoming
damage reduction.
Corporeal
Instability The origin of the chaos beast is a mys-
(Su) A creature tery. Many sages theorize they were once
struck by a normal creatures infected with a shard of
chaos beast elemental energy from the planes of chaos.
undergoes
a horrible
transformation Knowledge
Lore
unless it succeeds on (planes) DC
a DC 17 Fortitude save. The chaos beast has no fixed
17
The affected creature loses form or shape.
a physical cohesive form and Those affected by a chaos
becomes a shifting, roiling mass beast’s instability can
of flesh. The save DC is Constitution-based. An affected 22
remove the condition with
creature is unable to hold or use items. Armor and clothing a restoration or heal spell.
hamper the victim, reducing his Dexterity by 4. Without Because of its shifting anatomy,
sturdy legs or feet the victim’s speed falls to 10 feet or one- a chaos beast is immune to
quarter normal, whichever is less. The effect also causes 27
critical hits, sneak attacks, and
searing pain which prevents the victim from casting spells many similar spells.
or using magic items, and imposes a -4 on attack rolls as
well as a 50% miss chance on the affected creature. A chaos beast becomes
vulnerable to critical hits if its
32
form is fixed with a petrification
or polymorph effect.
16
Chaosiic
The abomination before you is humanoid in only the loosest
nature of these creatures. Note that all chaosiic are at least
vaguely humanoid in shape unless the results on the chart
make that utterly impossible.
sense of the word. It appears as a conglomeration of various
creatures, stuck on a broad-shouldered, powerful frame. Its Because of their varied appearance, no physical descrip-
eyes are wild and angry as it glares balefully at you. tions are given in the entries for individual types of
chaosiic, as presented below. It is almost impossible to tell
As the fiends are to evil and the angels to good, the chaosiic one type from another without close examination of their
(singular and plural) are to pure, primal chaos. Found on abilities. Determining a chaosiic’s type on sight requires a
many of the wildest planes, they bask in the churning DC 25 Knowledge (the planes) check.
forces and bursts of energy that are chaos and madness
incarnate. No two are precisely alike, for nothing in their Head
biology is ordered or predictable. That said, they can be Appearance
(1d20)
divided into five general types. While physical appearance
varies widely — even within a given category — these 1 Frog or Toad
types represent specific stages in chaosiic development. 2 Hound
Oddly, chaosiic do not “age” with the passage of time, but 3 Great cat (such as a lion or panther)
rather based entirely on how many offspring they have
4 Ram
spawned. The precise number of offspring required before
a chaosiic advances to the next type is unknown, assuming 5 Wolf
any true pattern even exists to be detected. 6 Snake
Although not evil in the most technical terms, the chaosiic 7 Squid
live for disorder and turmoil, and their presence on the Ma- 8 Raptor (such as a hawk or an owl)
terial Plane almost always ends in violence, pain and death. 9 Horse
They are fearsome creatures, whose chaotic natures belie 10 Bull
their intelligence, their cunning and their ability to plan.
11 Baboon
Chaosiic normally stand between 8 and 12 feet tall, and 12 Weasel
weigh anywhere from 700 to 1,200 pounds. They speak
13 Bear
their own language. Greater, master, and ancestor chaosiic
also speak Common while ancestor chaosiic can also com- 14 Goat
municate telepathically. 15 Alligator
16 Lizard
Chaosiic are relatively straightforward combatants, at-
tacking with whichever natural weapons their particular 17 Hyena
biology offers. They thrill in the chaos of battle and prefer 18 Ape
melee where possible, but they are intelligent enough to 19 Rat
use their special abilities tactically and not to engage in
20 Boar
blatantly suicidal conflicts. A chaosiic’s natural weapons,
and any weapons it wields, are treated as chaotic-aligned
for purposes of overcoming damage reduction.
Random Features
No two chaosiic are exactly the same. When preparing
to use a chaosiic, the GM should roll once on each of the
following charts, or select the traits she prefers. Note that
these physical features have little mechanical impact on
game play, except where otherwise noted; they are pri-
marily cosmetic alterations, displaying the truly chaotic
17
Hands Raptor (The chaosiic’s land speed is reduced
Appearance 8 by 5 ft., but it gains a +4 racial bonus to
(1d10)
Paws (Chaosiic’s secondary attacks are claws. Acrobatics checks)
The paws may be canine, feline, lupine, ursine, Horse (The chaosiic gains an additional
1 or anything else desired; the type of paw 9 +10 ft. to base speed, but suffers a –5 to
usually matches the head, in terms of species, Acrobatics checks)
but it need not) Bull (The chaosiic gains an additional +2
Wings (Chaosiic’s secondary attacks are 10 bonus to hit when making a charge attack or
2 bull rush)
slams. The wings do not allow flight.)
Tentacles (Chaosiic’s secondary attacks are Baboon (The chaosiic gains an additional +4
3 11
slams) racial bonus to Climb checks)
Primate hands (Chaosiic’s secondary attacks Weasel (The chaosiic gains an additional +4
12
4 are slams. Alternatively, a few such chaosiic racial bonus to Climb checks)
may choose to wield weapons instead) Bear (The chaosiic gains an additional +4
13
Humanoid hands (Chaosiic’s secondary racial bonus to Acrobatics checks)
attacks are slams. Alternatively, a few such Goat (The chaosiic gains an additional +2
5 14 bonus to hit when making a charge attack or
chaosiic may choose to wield weapons
instead) bull rush)
Hooves (Chaosiic’s secondary attacks are Alligator (The chaosiic gains a Swim speed of
6 15
slams) 20 ft. and a +8 racial bonus to Swim checks.)
Pincers (Chaosiic’s secondary attacks are Lizard (The chaosiic gains an additional +4
16
7 claws. The pincers may be scorpion-like, racial bonus to Climb checks)
lobster-like, or any other possibility) Hyena (The chaosiic gains an additional +5 ft.
17
Reptilian claws (Chaosiic’s secondary attacks to base speed)
8
are claws) Ape (The chaosiic gains an additional +4
18
No arms. (The chaosiic may have no racial bonus to Acrobatics checks)
9 secondary attack, unless it gains it from some Rat (The chaosiic gains an additional +4
other feature such as a tail) 19
racial bonus to Stealth checks)
Roll twice, ignoring future results of 9 or 10, Boar (The chaosiic gains an additional +2
10
and apply one result to each arm 20 bonus to hit when making a charge attack or
bull rush)
Legs
Appearance
(1d20) Tail
Appearance
Frog/toad (The chaosiic gains an additional (1d10)
1 +4 racial bonus to Acrobatics checks for 1-4 None
jumping) 5-6 Cosmetic (dog, cat, rat, etc.)
Hound (The chaosiic gains an additional +5 Heavy (The chaosiic can make a slam attack
2
ft. to base speed) with its tail in place of one of its secondary
Great cat (The chaosiic gains an additional attacks; this slam deals damage equal to
3 7
+4 racial bonus to Stealth checks) the chaosiic’s bite, but gains only one-half
Ram (The chaosiic gains an additional +2 Strength. The tail can resemble an alligator’s
4 bonus to hit when making a charge attack or tail, a squid’s tentacle, or the like)
bull rush) Stinging (The chaosiic can make a sting
attack with its tail in place of its secondary
Wolf (The chaosiic gains an additional +5 ft. attacks; this sting deals damage equal to
5 8
to base speed) the chaosiic’s bite, but gains only one-half
Snake (The chaosiic has no legs, but has the Strength. The tail can resemble a scorpion’s
6 lower body of a serpent; +4 CMD to resist tail, a jellyfish tendril, or the like)
being tripped or bull rushed) Prehensile (The chaosiic cannot attack with
Squid (The chaosiic’s land speed is reduced by its tail, but it can lift and manipulate small
9
7 half, but it gains a swim speed of 30 ft. and a objects. The tail can resemble a monkey’s tail,
+8 racial bonus on Swim checks) a small tentacle, or the like)
Roll twice, ignoring any results of 1–4 or 10.
10 The chaosiic has two tails, but can only make
use of one in any given round
18
Hide 16 Giggles constantly
Appearance
(1d10)
1 Scaly, like a snake or lizard Has an extra limb (Either non-functional, or
only functional if the chaosiic does not use
2 Rough and leathery, like a toad 17 one of its standard limbs that round; in other
words, this does not grant any extra attacks
3 Hairy, like a horse or bull or actions)
4 Furry, like a dog or cat
Has an extra head (The chaosiic suffers only
5 Humanoid skin a –1 penalty to AC when flanked, rather than
18
Heavy scales, like an alligator (The chaosiic’s the standard –2. May bite with its second
6 movement is reduced by 10 feet but it gains head in place of its normal secondary attacks)
an additional +4 to natural armor) Roll twice; do not ignore any further results
19
7 Rubbery, like a squid of 19 or 20
8 Feathered Roll three times; do not ignore any further
20
results of 19 or 20
Sandy, rocky, or made of some other hard and
9
apparently inorganic material
Energy
Roll twice, ignoring any further results of
Immunity Appearance
10. The chaosiic has both types of skin, one
(1d10*)
fading into the other over the length of its
10
body. (If it is covered in part with heavy 1-2 Acid
scales, it suffers –5 to movement and gains +2
to natural armor) 3-4 Cold
5-6 Electricity
Other 7-8 Fire
Random
Appearance 9-10 Sonic
Features
(1d20)
1-4 None
*
Remember that all chaosiic have resistance 5 against all
types of energy to which they are not immune
5 Apparently diseased (mange, lesions, etc.)
Bony protrusions at various points along the CHAOSIIC
body (The chaosiic does an additional +2 Languages Chaosiic
6
points of damage when attempting to injure Ecology
a foe during a grapple) Environment any (Corrupting Chaos)
Organization solitary, pair, cluster (3-5) or mob (6-10)
7 Limbs or features off-center
Treasure standard
8 Joints bend backwards Special Abilities
Extra eyes (The chaosiic suffers only a –1 Corruption (Su) Chaosiic reproduce by infecting others
9 penalty to AC when flanked, rather than the with supernaturally powerful chaos energy. Anyone struck
standard –2) by a chaosiic must make a Fortitude save (DC varies by
10 Horrific odor type). If the target succeeds, he is immune to corruption
for 24 hours. If he fails, he has been infected with the cor-
Secretes slime (The chaosiic gains +4 bonus ruption. In 3d6 days, the victim grows deathly ill, sport-
11
to Escape Artist checks)
ing lesions over his body that leak a dull gray fluid, eyes
12 Constantly weeping sores glazed with green fluid, and lungs filled with mucous. The
victim suffers a 1d10+5 penalty to all ability scores. Once
13 Mouth opens vertically, not horizontally the symptoms are seen, the victim will die in 24 hours if
Lizard-like tongue constantly flicks in and not treated with a DC 25 Heal check (magical healing has
14 no effect). When the victim dies, a new lesser chaosiic is
out
Has very rough, raspy, and even wet birthed from the victim’s corpse. The initial DC is Consti-
15 tution-based.
breathing
19
Summon Chaosiic (Sp) Any chaosiic can attempt to sum- At Will—animate objects, blindness/deafness (DC 16), dispel
mon another chaosiic, as if casting a summon monster spell, law (DC 19), fireball (DC 17; energy type the same as its
but with limited chance of success. Success or failure is immunity), identify, magic circle against law, polymorph (self
determined by rolling d%, and varies based on the type only), true seeing
of chaosiic. Summoned creatures automatically return 2/day – summon (level 6, 1-2 lesser chaosiic or one medial
whence they came after 1 hour. A chaosiic that has just chaosiic, 60%; or 1-2 greater chaosiic, 40%)
been summoned cannot use its own summon ability for 1 3/day—cloak of chaos (DC 22), quickened fireball (DC
hour. Chaosiic rarely use this ability, as they do not trust 17; energy type the same as its immunity), prismatic
one another any more than they trust other creatures. Only spray (DC 21), teleport, word of chaos (DC 21)
in a life-or-death situation will a chaosiic even consider call- 1/day—power word kill, prismatic wall
ing on another for aid. Statistics
Str 27, Dec 20, Con 22, Int 18, Wis 18, Cha 18
Corrupting Chaos (Chaotic) Base Atk +15; CMB +24; CMD 39
Once believed to be the font from which all creation Feats Ability Focus (Corruption), Cleave, Improve Critical
emerged, sages now understand the Plane of Corrupting (bite), Improved Natural Attack (bite), Improved Initiative,
Chaos as the primal force removed from the universe to Multiattack, Quicken Spell-Like Ability (fireball), Power
allow Order a chance to form recognizable planes, worlds Attack
and species. Corrupting Chaos is the stuff left over from Skills Acrobatics +23, Bluff +22, Climb +26, Escape
the creation. This plane roils and churns like the wildest Artist +23, Knowledge (arcana) +19, Knowledge (planes)
sea, giving birth to chunks of the four elements and +22, Perception +22, Sense Motive +22, Spellcraft +22,
recognizable landscapes such as deserts, mountains and Stealth +19
forests that just as quickly disappear into the formless
void. Moons, worlds, stars and suns exist briefly, then Ancestor chaosiic, the oldest and most powerful members
disappear. Whole continents or species might emerge to
be dissolved into the plane’s stratum the next moment. of the race yet discovered, represent the worst elements
The plane is home to the chaosiic race and a few powerful of chaos. They have evolved past the personal schemes
demons who revel in the roiling, elemental destruction with which they experimented as master chaosiic, and are
that is the plane of Corrupting Chaos. once again devoted to discord, destruction, and procre-
ation. Their behavior resembles that of medial and greater
Corrupting Chaos has the following traits: chaosiic more than it does masters, but they retain their
• Subjective Directional Gravity intelligence, cunning, and mystical acumen. An ances-
• Erratic Time tor chaosiic allows nothing to stand in the way of what it
• Highly Morphic wants—violence and terror.
• Strongly Chaos-Aligned
• Impeded Magic All magic spells with the lawful
descriptor are impeded within the Corrupting Chaos
• Wild Magic All magic within the Corrupting Chaos is
treated as being under the influence of wild magic (see
the Wild Magic Trait section at the end of the book).
ANCESTOR CHAOSIIC CR 13
XP 25,600
CN Large outsider (chaotic, extraplanar)
Init +9; Senses darkvision 60 ft., detect law, detect magic;
Perception +22
Defense
AC 28, touch 14, flat-footed 23 (+5 Dex, +14 natural, -1
size)
hp 172 (15d10+90); fast healing 5
Fort +11, Ref +14, Will +13
Defensive Abilities varies (see above); DR 10/lawful
Offense
Speed 30 ft.
Melee bite +22 (2d8+8/19-20 plus corruption), 2
secondary attacks +20 (1d6+4 plus corruption)
Space 10 ft.; Reach 10 ft.
Special Attacks corruption (DC 25), powerful charge (bite,
4d6+16)
Spell-Like Abilities (CL 15th)
Constant—detect law, detect magic
20
Like most of their brethren, ancestor chaosiic revel in GREATER CHAOSIIC CR 9
melee and prefer to engage foes up close. They are fully XP 6,400
willing to make use of their special abilities in the most CN Large outsider (chaotic, extraplanar)
efficient manner possible. However, they are not above soft- Init +8; Senses darkvision 60 ft., detect law, detect magic;
ening up particularly powerful foes from a great distance Perception +13
before closing. They retreat and regroup as needed and are Defense
perfectly willing to flee from a superior foe (but they do AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1
hold grudges). size)
hp 115 (10d10+60); fast healing 5
Knowledge Fort +9, Ref +11, Will +7
Lore
(planes) DC Defensive Abilities varies (see above)
Offensive
Ancestor chaosiic are the most powerful
Speed 30 ft.
18 of the corrupted races. They are
Melee bite +16 (2d6+7 plus corruption), 2 secondary
intelligent and cunning.
attacks +14 (1d6+3 plus corruption)
Ancestors spread chaos as easily as most Space 10 ft.; Reach 10 ft.
species breathe. It is said that their skin Special Attacks corruption (DC 23)
23
will even turn aside blades not charged Spell-Like Abilities (CL 10th)
with lawful energy. Constant—detect law, detect magic
Ancestors possess a spectacular array of At Will—blindness/deafness (DC 13), fireball (DC
28 magical powers but prefer to engage in 14; energy type the same as its immunity), polymorph (self
direct melee unless clearly outmatched. only), protection from law
Ancestor chaosiic have a keen eye for 2/day – summon (level 5, one greater chaosiic, 40%)
magical weapons of war—particularly 3/day—empowered fireball (DC 14; energy type the same
those that can cause mass destruction. as its immunity), dispel law (DC 16), true seeing
33 If presented with the possibility of Statistics
acquiring one, the ancestor may let a foe Str 25, Dex 18, Con 22, Int 10, Wis 10, Cha 12
flee with its life in exchange for reliable Base Atk +10; CMB +18; CMD 32
information. Feats Ability Focus (Corruption), Empower Spell-Like
Ability (fireball), Improved Initiative, Improved Natural
Attack (bite), Multiattack
Skills Acrobatics +17, Bluff
+14, Climb +20, Knowledge
(planes) +13, Perception +13,
Stealth +13
21
them into closing. After several rounds of such behavior, Victims who are successful are immune to the cloud’s effect
however, the chaosiic loses patience with such tactics and for 24 hours. The save DC is Constitution-based.
closes to melee.
The lesser chaosiic, though easily the weakest of the spe-
Knowledge cies, is in its own way the most representative of Chaos
Lore itself. They waste little time on plans, communication, or
(planes) DC
even rational thought. Lesser chaosiic are engines of de-
When a chaosiic enters combat hurling
struction and reproduction, capable of understanding little,
14 fire or blinding opponents, it is likely a
greater chaosiic you face. willing to understand even less. They are violence given
form. Even a threat to their own lives may be only dimly
Much more advanced than the lesser and understood, and many lesser chaosiic die when faced with
medial chaosiic, the greater seem to have
19 superior foes because the thought of retreat simply never
goals and ambitions beyond destruction
and reproduction. enters their minds. This may, in fact, be one of the main
factors responsible for keeping chaosiic numbers as low as
Greater chaosiic look down on the lesser they are.
and medial versions of their race. They
24
see them only as tools used to further Unlike their more intelligent cousins, lesser chaosiic form
their own goals. only the most rudimentary tactics. They are smart enough
Thinking themselves intellectually to employ simple schemes, such as waiting for prey to
superior to other species, the greater round a blind corner before attacking, but anything more
29 chaosiic can be challenged (to the point of than that is beyond them. They are straightforward com-
distraction) to logic puzzles, riddles and batants, relying almost solely on brute force.
games of wit.
Knowledge
Lore
(planes) DC
LESSER CHAOSIIC CR 6
XP 2,400 Lesser chaosiic are born on the Material
CN Large outsider (chaotic, extraplanar) 11 Plane from adventurers who foolishly
Init +3; Senses darkvision 60 ft.; Perception +8 explore the Corrupting Chaos.
Aura nauseating cloud (20 ft., DC 17)
Lesser chaosiic charge mindlessly into
Defense
16 battle, striking at any creature within
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1
reach.
size)
hp 67 (7d10+28); fast healing 5 All chaosiic carry a supernatural
Fort +6, Ref +8, Will +3 disease that is contracted by injury.
Defensive Abilities varies (see above) 21 Magic will not heal this sickness, but a
Offense skilled and attentive healer may prevent
Speed 30 ft. transformation.
Melee bite +11 (2d8+5 plus corruption), 2 secondary Little more than savage beasts, the lesser
attacks +6 (1d6+2 plus corruption) 26 chaosiic can be tricked or led into traps
Space 10 ft.; Reach 10 ft. relatively easily.
Special Attacks corruption (DC 19), powerful charge
(bite, 4d6+10)
Spell-Like Abilities (CL 7th)
1/day – summon (level 3, one lesser chaosiic,
40%)
Statistics
Str 21, Dex 16, Con 19, Int 6, Wis 7, Cha 8
Base Atk +7; CMB +13; CMD 26
Feats Ability Focus (Corruption), Combat
Reflexes, Improved Natural Attack (bite), Stand
Still
Skills Climb +15, Escape Artist +13, Perception
+8, Stealth +9
Special Abilities
22
MASTER CHAOSIIC CR 11
XP 12,800
CN Large outsider (chaotic, extraplanar)
Init +8; Senses darkvision 60 ft., detect law, detect magic;
Perception +17
Defense
AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1
size)
hp 138 (12d10+72); fast healing 5
Fort +10, Ref +12, Will +10
Defensive Abilities varies (see above); DR 10/lawful
Offense
Speed 30 ft.
Melee bite +18 (2d8+7/19-20 plus corruption), 2
secondary attacks +16 (1d6+3 plus corruption)
Space 10 ft.; Reach 10 ft.
Special Attacks corruption (DC 24)
Spell-Like Abilities (CL 12th)
Constant – detect law, detect magic
At Will – blindness/deafness (DC 14), fireball (DC
15; energy type the same as its immunity), identify, magic
circle against law, polymorph (self only), true seeing
3/day – animate objects, dispel law (DC 17), teleport
2/day – summon (level 5, 1-2 lesser chaosiic or one medial
chaosiic, 40%)
1/day – prismatic spray (DC 19)
Statistics
Str 25, Dec 19, Con 22, Int 14, Wis 14, Cha 14
Base Atk +12; CMB +20; CMD 34
Feats Ability Focus (Corruption), Improved Critical (bite),
Improved Initiative, Improved Natural Attack (bite),
Intimidating Prowess, Multiattack
Skills Bluff +17, Intimidate +24, Knowledge (arcana) +17,
Knowledge (planes) +17, Perception +17, Sense Motive Knowledge
+17, Spellcraft +17, Stealth +15 Lore
(planes) DC
The master chaosiic have spawned untold numbers of Master chaosiic are rarely seen in combat.
young, and likely lived for hundreds of years. They have They are more at home hidden away,
16
learned the value of subtlety and often prefer trick- plotting the eventual collapse of the
ing others into spreading chaos as opposed to doing so multiverse.
themselves. They often develop a fascination with magic, as It is said that once every 137 years,
they understand how effective a tool it can be for causing a master chaosiic will take a human
21
destruction and influencing others. apprentice and reshape them, granting
them a chaosiic sorcerer bloodline.
Master chaosiic prefer to maintain their distance. Although Masters have been known to animate
they are no less effective at close range than other chaosiic, 26 objects and strike opponents with
masters tend to focus almost exclusively on their mystical prismatic lights.
abilities, and may even retreat from a combat they could
Master chaosiic have lived a long time
possibly win if it means engaging in melee. Only when
and intend to continue on living. Even if
a foe is weakened nearly unto death do they close and at- 31
not seriously harmed, they will teleport
tempt to infect him with their corruption. away long before it is necessary.
23
MEDIAL CHAOSIIC CR 7 Statistics
XP 3,200 Str 23, Dex 16, Con 19, Int 7, Wis 7, Cha 9
CN Large outsider (chaotic, extraplanar) Base Atk +8; CMB +15; CMD 28
Init +3; Senses darkvision 60 ft.; Perception +9 Feats Ability Focus (Corruption), Improved Natural Attack
Defense (Bite), Multiattack, Vital Strike
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 Skills Acrobatics +14, Escape Artist +14, Perception +9,
size) Stealth +10
hp 76 (8d10+32); fast healing 5 Special Abilities
Fort +6, Ref +9, Will +4
Defensive Abilities ferocity, varies (see above) Fury (Ex) The medial chaosiic burn with an inner rage,
Offense greater than all other chaosiic. As a free action, the medial
Speed 30 ft.
chaosiic may enter into a fury lasting up to 7 rounds per
Melee bite +13 (2d8+6 plus corruption), 2 secondary
attacks +11 (1d6+3 plus corruption) day. During this time, the medial chaosiic adds +6 to its
Space 10 ft.; Reach 10 ft. Strength.
Special Attacks corruption (DC 20), fury, powerful charge
(bite, 4d6+12) Although the medial chaosiic isn’t much smarter than its
Spell-like Abilities (CL 8th) lesser counterpart, it possesses a greater amount of native
At Will – dimension door, shout (DC 13), slow (DC 12) cunning. They are willing to form plans and even, when
1/day – fireball (DC 12; energy type the same as its it suits their purposes, communicate with others — to the
immunity), summon (level 4, one medial chaosiic, 40%) limits of their limited understanding, of course. Still, no
less than lesser chaosiic, they are driven completely by
their urge to violence and their need to breed.
Knowledge
Lore
(planes) DC
The medial chaosiic is almost
indistinguishable from their
12
lesser brethren until the fury
of battle overcomes them.
Medial chaosiic are known
to slow the reactions of
17
opponents and hurl balls of
fire, ice, acid or electricity.
Medial chaosiic are not bound
by blind drives to destroy
and reproduce at any cost;
22
they can plan and lure prey
into compromising positions
before striking.
Once in combat, the medial
27 fight blindly, lashing out at
whatever it can hit.
24
Chaosiic Greater Disarm, Greater Sunder, Greater Trip, Improved
Critical (scythe), Improved Disarm, Improved Initiative,
Improved Sunder, Improved Trip, Lightning Stance,
Lord of Entropy
This creature stands about twice the size of a human and
Mobility, Power Attack, Spring Attack, Weapon Focus
(scythe), Wind Stance, Whirlwind Attack
Skills Acrobatics +54, Climb +59, Bluff +57, Diplomacy
appears as a skeletal humanoid cloaked in impenetrable +54, Escape Artist +54, Intimidate +57, Knowledge
darkness. Two huge, 15-foot long, bat-like wings protrude (arcana) +55,Knowledge (history) +55, Knowledge (planes)
from its shoulders. The eyes are two hollow sockets of pale +58, Perception +62, Ride +57, Sense Motive +62,
white light. Spellcraft +58, Survival +55, Use Magic Device +57
Languages Abyssal, Celestial, Chaosiic, Common,
Daemonic, Draconic, Goblin, Infernal, Terran,
CHAOSIIC LORD OF ENTROPY CR 29 Undercommon; telepathy 100 ft.
XP 6,560,000 SQ danger sense
CN Large outsider (chaotic, extraplanar) Ecology
Init +12; Senses darkvision 60 ft., detect law, detect magic; Ecology any (Corrupting Chaos)
Perception +62 Organization solitary or troupe (Lord of Entropy plus 1-2
Defense ancestor chaosiic)
AC 49, touch 27, flat-footed 40 (+8 Dex, +1 dodge, +9 Treasure triple (+5 anarchic scythe, other treasure)
insight, +22 natural, -1 size) Special Abilities
hp 805 (46d10+552); fast healing 15
Fort +27, Ref +33, Will +34 Danger Sense (Ex) The Lord of Entropy can sense
DR 20/lawful and epic; Resist acid 10, cold 10, attacks before they happen and gains an in-
electricity 10, fire 10, sonic 10; SR 40 sight bonus equal to his Wisdom modi-
Offense
fier to his AC as well as to his CMD.
Speed 40 ft.
Melee +5 anarchic Death Strike (Su) If the Lord
scythe +64/+59/+54/+49
of Entropy scores a natural
(2d6+24/19-20/x4 plus
corruption plus 2d6 vs. lawful) 20 on an attack roll with
Space 10 ft.; Reach 10 ft. his scythe and confirms
Special Attacks corruption the critical, that oppo-
(DC 45), death strike nent must succeed on a
Spell-Like Abilities (CL DC 35 Fortitude save
46th) or die. Creatures slain
Constant—detect can be raised normally,
law, detect magic but there is only a
At Will—animate 50% chance that such
objects, chaos magic works. Even
hammer (DC 22), deeper
if the Fortitude save
darkness, dispel law (DC
23), fear (DC 22), fireball (DC succeeds, a creature
22), fly, invisibility (self only), magic struck takes 8d6 points
circle against law, mass charm of damage. This ability
monster (DC 26), power word only functions when the
blind, see invisibility scythe is in the hands of
2/day—circle of death (DC the Lord of Entropy.
24), word of chaos (DC 25)
1/day—cloak of chaos (DC 26), finger Plane Shift (Sp) The
of death (DC 25), power word kill, storm of Lord of Entropy can move
vengeance (DC 27), summon (level 9, 3 lesser, between planes as a standard
medial, or greater chaosiic, or 2 master or action. He may transport
ancestor chaosiic, 100%) himself and any six other creatures that touch him. This is
Statistics ability is the equivalent of a 7th-level spell.
Str 36, Dex 27, Con 35, Int 28, Wis 28, Cha 26
Base Atk +46; CMB +60 (+64 disarm, sunder,
trip); CMD 88 (91 vs. disarm, sunder, trip)
Feats Alertness, Blind-Fight, Cleave, Combat Casting,
Combat Expertise, Combat Reflexes, Dodge, Great Cleave,
25
The chaosiic Lord of Entropy is believed by some to be monster (DC 26), power word blind, see invisibility, shatter (DC
the supreme ruler of the chaosiic race. He is a true agent 20)
of Chaos as can be seen in his actions and mood. Few have 2/day—circle of death (DC 24), symbol of insanity (DC 26),
witnessed his true power and those who have never speak word of chaos (DC 25)
of such experiences. 1/day—finger of death (DC 25), implosion (DC 27), summon
(level 9, 3 lesser, medial, or greater chaosiic, or 2 master or
greater chaosiic, 100%)
Knowledge Statistics
Lore
(planes) DC Str 36, Dex 22, Con 36, Int 26, Wis 26, Cha 26
It is said that any plane visited by the Base Atk +40; CMB +53 (+55 bull rush, disarm,
29 Lord of Entropy has been served notice sunder); CMD 78 (can’t be tripped, 80 vs. bull rush, disarm,
of the end times. sunder)
Feats Alertness, Blind-Fight, Cleave, Combat Casting,
The Lord of Entropy rides an ancient Combat Expertise, Combat Reflexes, Critical Focus,
34
brass dragon name Ryssk into combat. Dazzling Display, Dodge, Great Cleave, Improved Bull
Rush, Improved Critical (slam), Improved Disarm,
The Lord of Entropy is often confused
Improved Initiative, Improved Sunder, Mobility, Power
with the grim reaper, however the true
39 Attack, Shatter Defenses, Staggering Critical, Weapon
reaper is lawful and follows a code of
Focus (slam)
behavior and rules.
Skills Acrobatics +46, Climb +53, Diplomacy +48,
Though the Lord of Entropy possesses Escape Artist +46, Intimidate +51, Knowledge (arcana)
wings he cannot fly. If he takes to the air, +51, Knowledge (history) +51, Knowledge (planes) +51,
44
a targeted dispel magic could bring him Knowledge (religion) +48, Perception +55, Sense Motive
crashing to the ground. +55, Stealth +49, Spellcraft +48, Survival +48
Chaosiic
Lord of the Insane
This creature looks like a dark gold amoeba with an
oversized humanoid brain floating in its center. Three long
black tentacles extend from its body, writhing constantly.
26
Languages Abyssal, Celestial, Chaosiic, Common,
Daemonic, Draconic, Goblin, Infernal, Undercommon;
telepathy 100 ft.
SQ change shape (human; polymorph), danger sense
Ecology
Environment any (Corrupting Chaos)
Organization solitary or troupe (Lord of the Insane plus
1-2 ancestor chaosiic)
Treasure triple standard
Special Abilities
Danger Sense (Ex) The Lord of the Insane can sense at-
tacks before they happen and gains an insight bonus equal
to his Wisdom modifier to his AC as well as to his CMD.
Knowledge
Lore
(planes) DC
The Lord of the Insane can appear as
a tentacled mass of protoplasm or as a
32
human warrior dressed in black plate
armor.
The Lord of the Insane is curious about
37 the Material Plane races and often travels
to there to sow chaos and dissent.
The Lord of the Insane possesses a
wide variety of spell-like abilities and
42
alternates between energy drain slams
and spellcasting in combat.
Only lawfully-aligned, epic weapons have
47 a chance of harming the Lord of the
Insane.
Corrupting Chaos - home of the chaosiic
27
Cooshee
This creature appears as a large green and brown
spotted dog with slightly elven features. It has a long,
curling tail and ears that taper to points above its
head.
COOSHEE CR 1
XP 400
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
Defense
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +1; +4 vs. charm
Offense
Speed 40 ft. Without doubt, one of the cooshee’s best assets is its
Melee bite +4 (1d6+2 plus trip), claws +4 (1d4+2) preternatural speed. However, this is one of the creature’s
Statistics weaknesses as well. Once it knows its elven master is
Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6 alerted to a danger, the cooshee sprints to the attack with
Base Atk +1; CMB +3; CMD 16 (20 vs. trip) no thought beyond protecting that master. Enemies who
Feats Weapon Finesse know that cooshee are present will use this to their advan-
Skills Perception +6, Stealth +3 (+7 in forests), Survival tage and set an ambush for the elven dog(s) using some
+1 (+5 tracking by scent); Racial Modifiers +4 to Stealth poor minion as bait. The cooshee’s howl, which alerts its
in forests, +4 to Survival when tracking by scent companions, often serves to draw more creatures to poten-
SQ sprint tial slaughter in such an ambush. But while these ambushes
Ecology may prove effective against the cooshee, they only serve to
Environment any forest incite their elven masters, who revere the cooshee’s dedica-
Organization solitary, pair, or pack (4-9) tion and friendship.
Treasure none
Special Abilities Cooshee Animal Companion (Elves and Half-Elves only)
Sprint (Ex) Once per hour, a cooshee can move ten times Starting Statistics: Size Small; Speed 40 ft.; AC +2 natu-
ral armor; Attack bite (1d4 plus trip), 2 claws (1d3); Abil-
its normal speed (400 feet) when it makes a charge attack.
ity Scores Str 11, Dex 19, Con 13, Int 2, Wis 12, Cha; Spe-
Cooshees are large, 200-pound, 4-foot tall hounds. They cial Qualities scent
are known throughout the world as elven dogs, for their
4th-level Advancement: Size Medium; Attack bite (1d6
features resemble those of elves and they are often found
plus trip), 2 claws (1d4); Ability Scores Str +4, Dex -2,
in the employ of elves (who use them as guards). Though
they only bark to warn their masters or other cooshees, the Con +4; Special Qualities sprint
bark can be heard clearly up to one mile away. In combat,
they bite to trip opponents to reduce the number of op- Knowledge
Lore
ponents that threaten their masters. (nature) DC
It is unclear, even to elves, whether the cooshee was a Standing four feet tall at the shoulders,
product of selective dog breeding, magical intervention, 6 this green and brown spotted dog can
or divine gift. Regardless of their origin, the cooshee is an only be an elven cooshee.
extraordinarily long-lived breed of dog with unquestion- Cooshees are trained guard dogs and
ing loyalty to the elven races. They have been essential at 11 will either guard an area or respond to
detecting the infestation of goblins and their goblin dogs the commands of their elven companion.
within elven-controlled forests. It is also said that a cooshee
Cooshees are good trackers and can
can always sense the vile evil of the dark elves regardless
16 sprint into battle far ahead of their
of what foul magics the drow use to disguise their true
companions.
identity. Despite their unknown origin, it is widely spoken
among the elves that cooshees house the spirits of good Sometimes a cooshee will be too
elves who fell in battle to their drow cousins. These spirits 21 excitable and sprint headlong into an
are thought to have made a conscious decision to return ambush.
to the world as cooshees in order to redeem the perceived
“failure” of falling to dark elf treachery.
28
Crypt Thing
Before you is a skeletal humanoid wearing a dark hooded
Teleport Other (Su) Once per day as a standard action, a
crypt thing can teleport all creatures within 50 feet of it to
a randomly determined location. An affected creature can
robe, its eyes small pinpoints of reddish light. As you look it attempt a DC 15 Will save to negate the effects. An affected
over, the creature raises a bony hand and points at you. creature is teleported in a random direction (roll 1d4: 1,
north; 2, south; 3, east; 4, west) and a random distance
(1d10 x 100 feet) away from the crypt thing. Roll randomly
CRYPT THING CR 4 for each creature that fails its saving throw. A teleported
XP 1,200 creature arrives in the closest open space at the determined
N Medium undead destination. A teleported creature can arrive in mid-air
Init +6; Senses darkvision 60 ft.; Perception +13 rather than on a solid surface, if the crypt thing wishes. A
Defense creature that arrives in mid-air takes falling damage when
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) it contacts a solid surface (unless it has some means to pre-
hp 39 (6d8+12) vent falling, such as the ability to fly, or a feather fall spell).
Fort +4, Ref +4, Will +7 The save DC is Charisma-based.
Defensive Abilities channel resistance +4; DR 10/magic
and bludgeoning; Immune undead traits Tomb Bound (Su) A crypt thing is created to guard a spe-
Offense cific tomb, crypt or dungeon. They cannot be removed from
Speed 30 ft. this location by any physical, magical, or psionic means.
Melee 2 claws +5 (1d4+1) If someone attempts to remove the crypt thing from the
Special Attacks teleport others tomb, the crypt thing automatically teleports back into the
Statistics tomb, crypt, or dungeon. The only way to remove a crypt
Str 12, Dex 14, Con —, Int 12, Wis 14, Cha 15 thing is to kill it.
Base Atk +4; CMB +5; CMD 17
Feats Alertness, Improved Initiative, Skill Focus (Bluff) Crypt things are undead creatures found guarding tombs,
Skills Bluff +11, Linguistics +7, Perception +13, Sense graves, crypts, and other such structures. They are created
Motive +13, Stealth +11 by spellcasters to guard such areas and they neither leave
Languages Common (plus 6 others of the GM’s choice) their assigned area nor can be compelled to do so. Crypt
SQ tomb bound things speak Common but are skilled linguists and pick up
Ecology many other languages from their interactions with others.
Environment underground
Organization solitary A crypt thing never initiates combat. It is content to sit (or
Treasure standard stand) in its assigned area so long as intruders do not dis-
Special Abilities turb it or anything. Crypt things are sly creatures and will
try to mislead interlopers, providing advice and assistance
that lead them toward powerful opponents, destructive
magic, and debilitating traps. However, if their guile is not
enough to remove interlopers the crypt thing springs into
action. Its first order of business is to remove the interlop-
ers from its assigned area by using its teleport other attack.
Once the ranks of the intruders have thinned, the crypt
thing will use its claws to kill the rest of the group. It does
this not out of malice or evil intent but because it was cre-
ated for this role.
Knowledge
Lore
(religion) DC
Possessing an intelligence and sense of
purpose foreign to mindless undead, the
10 crypt thing is manipulative and a skilled
liar.
A crypt thing cannot be physically
15 separated from the area it has been
designated to protect.
Crypt things have the ability to scatter
20 opponents throughout a dungeon.
Since crypt things are created undead
tasked with a specific purpose, it may
25 be possible to confuse them or use their
purpose to your advantage.
29
Daemons Ranged sleep spittle +8 touch (sleep, DC 17)
Space 10 ft.; Reach 10 ft.
Special Attacks rake (2 claws +10, 1d6+4)
Daemons hail from the plane of Abaddon. They are a Spell-Like Abilities (CL 7th)
relatively young, fiendish species that prey upon mortality. At Will — cause fear (DC 13), create water, deeper darkness,
Influenced by neither chaos nor law, these outsiders delight detect magic, desecrate, water walk
in the consumption of mortal souls that can be accom- 3/day — dimension door, greater teleport (self plus 50
plished when their weak flesh is torn away. The daemons pounds of objects only), summon monster VI (huge water
elemental only).
of Abaddon are ruled by four archdaemons known as the
1/day — summon (level 3, hydrodaemon, 50%)
Horsemen of the Apocalypse. Statistics
Str 18, Dex 14, Con 22, Int 8, Wis 10, Cha 14
Daemons vary widely in shape, behavior and allegiance.
Base Atk +7, CMB +12, CMD 24
They serve their own individual selfish needs unless Feats Cleave, Flyby Attack, Lunge, Power Attack
compelled to do otherwise by magic or a more powerful Skills Acrobatics +12, Fly +0, Intimidate +12, Perception
daemon. +10, Stealth +8, Swim +22
Languages Abyssal, Daemonic, Draconic; telepathy 100 ft.
Daemon Subtype SQ glide
Daemons are a race of evil outsiders unbound by the Ecology
powers of law and chaos. They are native to the plane of Environment any (Abaddon)
Abaddon. A daemon possesses the following traits (unless Organization solitary, gang (2-4), swarm (5-8) or mob (9-
otherwise noted in a creature’s entry). 16)
• Immunity to acid and poison Treasure standard
Special Abilities
• Resistance to cold 10, electricity 10 and fire 10
• Summon (Sp) Daemons share the ability to summon Glide (Ex) A hydrodaemon can launch itself 100 ft. into
others of their kind, typically another of their type or the air and glide along for 1 minute, gaining a fly speed of
a small number of less-powerful daemons 40 feet and average maneuverability. A gliding hydrodae-
mon can move at full speed (40 feet) and make a full attack,
• Telepathy
including two rakes.
• Except when otherwise noted, daemons speak Abyssal,
Daemonic, Draconic and Infernal Sleep Spittle (Ex) Once per round, and no more than five
• A daemon’s natural weapons, as well as any weapons it times per day, a hydrodaemon can fire a line of spittle to
wields, are treated as evil for the purpose of resolving a range of 20 feet (no range increment). This requires a
ranged touch attack. If successful, a target must succeed
damage reduction
on a DC 17 Will save or fall asleep (as the sleep spell, CL
9th) for 6 rounds. Sleeping creatures can only be awakened
Daemon, Hydro-
This massive frog-like creature stands nearly ten feet tall. Its
through magical means such as dispel magic. There is no
HD limit to this effect. The save DC is Constitution-based.
flesh is warty and dark green and its eyes are sickly yellow.
It has large flaps of skin under its arms that seemingly Hydrodaemons are frog-like daemons that swim the River
might function as wings. Styx. They are the only known creatures in existence that
can touch the waters of the Styx without suffering any
HYDRODAEMON CR 7 ill effects. Hydrodaemons are 10-feet tall and weigh about
XP 3,200 4,000 pounds. They move by leaping in a manner akin to
NE Large outsider (aquatic, daemon, evil, extraplanar) a frog. Large flaps of skin under their arms allow them to
Init +2; Senses darkvision 60 ft.; Perception +10 glide when leaping. The flesh of a hydrodaemon is warty
Defense and green. Its eyes are a sickly yellow in color.
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1
size) When combat is first engaged, a hydrodaemon uses its
hp 80 (7d10+42) sleep spittle on an opponent. It then leaps at a foe and
Fort +8, Ref +7, Will +5 slashes and bites. A favored tactic of the hydrodaemon is
DR 10/cold iron or silver; Immune acid, poison; Resist to dimension door away from its opponents so it can take
cold 10, electricity 10, fire 10; SR 18 maximum advantage of its leaping ability.
Offense
Speed 20 ft., fly 40 ft. (see text), swim 60 ft.
Melee 2 claws +10 (1d6+4), bite +10 (1d8+4)
30
There are times when portals open on the bottom of the
Knowledge
River Styx onto the Material Plane. Typically, this net- Lore
(planes) DC
work of two-way portals empties into natural bodies of
water (rivers, oceans, etc.) but a select few are connected Frog-like in appearance, this fiend can
12 launch itself high into the air and crash
to waterways within urban areas (sewers or private pools).
down into opponents.
The hydrodaemons who know of these portals are few and The hydrodaemon does not harm
jealously guard this knowledge. opponents with a prehensile tongue but
17
instead sprays them with a powerful
Some use the portals to interact with minions that conduct sedative.
strange business for the frog-like creatures. Others simply
Hydrodaemons are immune to all
enjoy the opportunity to keep their abilities sharp as they acids and poisons as well as being very
attack and then harvest any humanoids that venture too 22
resistant to other forms of energy and
near to the portals. magic.
In exchange for a certain number of souls, a hydrodae- Cold iron or silver are said to be the
27 best metals for tearing into the skin of
mon has been known to hire itself out to powerful pirate
this warty fiend.
captains as a first strike instrument. The daemon glides
low over an enemy ship and strafes the deck with its sleep
spittle. The pirates can then take the ship with relative
ease (and minimal damage), feeding the more dangerous
adversaries to the daemon. Hydrodaemons also keep an
eye on the treasure the pirates acquire during these attacks
and will appropriate the more powerful/valuable items that
interest it.
31
Decapus
This creature is a large spheroid with ten octopus-like
tentacles protruding from its body. Hair grows in broken
patches along its form. Its eyes are stark white and
pupilless and its large mouth sports long, yellow fangs.
DECAPUS CR 3
XP 800
CE Medium aberration
Init +1; Senses darkvision 60 ft.; Perception +7
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d8+12)
Fort +4, Ref +2, Will +4
Offense
Speed 10 ft., climb 30 ft.
ground, decapuses are slow-moving, thus they spend most
Melee 9 tentacles +5 (1d4+2, grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles) of their time among the tree tops.
Special Attacks constrict (1d4+2)
Decapuses are nocturnal hunters and are quite fond of
Spell-Like Abilities (CL 4th)
At Will – mirror image (DC 13) human, elf, and halfling flesh. In times when food is scarce,
Statistics they exist on a diet of rats, snakes, and other small forest
Str 14, Dex 13, Con 17, Int 10, Wis 11, Cha 12 creatures (or dungeon denizens in the case of the subter-
Base Atk +3; CMB +5 (+9 grapple); CMD 16 (can’t be ranean decapus).
tripped)
Feats Blind-Fight, Stealthy Decapuses prefer a solitary life; the only time more than
Skills Acrobatics +8, Climb +10, Escape Artist +10, one will ever be encountered together is during mating
Perception +7, Stealth +10 season (usually the fall). Young decapuses are born live and
Languages Decapus the female only ever gives birth to a single young during
SQ brachiation, mimicry each mating season. If food is extremely scarce, some deca-
Ecology pus females have been known to eat their young.
Ecology temperate forest or underground
Organization solitary (or mated pair) A decapus prefers to use its illusionary and sound mimicry
Treasure standard abilities to lure prey in close where it can strike with its
Special Abilities tentacles. When its prey is within range, the creature drops
from the trees, hanging from a limb with a single tentacle,
Brachiation (Ex) A decapus can move through trees at its
and grabs and slashes with its remaining tentacles. A deca-
base climb speed (30 feet per round) by using its tentacles
pus can use only three tentacles against a single foe.
to swing from tree to tree. Trees used by the decapus in
this manner can be no further than 10 feet apart.
Knowledge
Illusion (Su) At will, a decapus can create an effect identi- (dungeoneering) Lore
cal to the minor image spell. Creatures that make a DC 13 DC
Will save see through the illusion. The save DC is Charis- This creature is a bizarre mutation of
ma-based. 8 the common octopus, adapted to life
among the treetops.
Mimicry (Ex) A decapus can mimic any creature it has Decapuses are crafty predators who
previously encountered with near total accuracy, though it 13 often use mimicry and illusion to lure
cannot mimic humanoid speech longer than two or three adventurers into their lair.
words at a time. A DC 13 Will save detects the ruse. The The decapus has the ability to strike
save DC is Charisma-based. up to three opponents at a time with
18
its grasping tentacles, so they can be
Decapuses are solitary creatures that dwell in dense forests a bit of a handful for adventurers.
or underground. Most prefer the forests as their ability to The strength of the decapus lies in
move among the trees allows them to either pursue their 23 its abilities to move through the trees.
prey or flee in situations not to their advantage. On the On the ground they lack mobility.
32
Delver
Like a great stone slug, this creature drags itself across the
idue that deals another 2d6 points of acid damage for the
next two rounds. The slime can be washed off with at least
a quart of water or weak acid such as vinegar. A victim’s
ground. The underside of the beast is a gigantic mouth. clothes and armor dissolve immediately unless the wearer
succeeds on a DC 22 Reflex save. Weapons striking a delver
also immediately dissolve unless the wielder succeeds on
DELVER CR 10
a DC 22 Reflex save. Creatures that strike the delver with
XP 9,600
natural attacks take 2d6 points of acid damage with each
N Huge aberration
successful hit unless the creature succeeds on a DC 22 Re-
Init +5; Senses darkvision 60 ft., tremorsense 60 ft.;
flex save. The save DC is Constitution-based.
Perception +24
Defense Stone Shape (Ex) A delver can use its slime to soften
AC 24, touch 9, flat-footed 23 (+1 Dex, +15 natural, -2 stone instead of dissolving it. It can soften and shape up
size) to 25 cubic feet of stone once every 10 minutes as if it had
hp 143 (15d8+75) cast the stone shape spell. (CL 15th)
Fort +12, Ref +6, Will +11
Immune acid Delvers are solitary underground creatures. They spend
Offense their time burrowing through rock and excavating vast
Speed 30 ft., burrow 10 ft. ovariums in which to lay their eggs. Delvers are extremely
Melee 2 slams +17 (1d8+8 plus 2d6 acid) long-lived, and reproduce infrequently, laying 10-20 eggs
Space 15 ft.; Reach 10 ft. every few decades. The eggs are extremely fragile and a
Special Attacks corrosive slime delver guards them until they hatch. Unfortunately, the egg
Statistics shells also contain rare minerals many underground spe-
Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12 cies value, and delvers spend much of their lives fending
Base Atk +11; CMB +21 (+25 bull rush); CMD 32 (36 vs. off raids of subterranean humanoids.
bull rush; can’t be tripped)
Feats Alertness, Blind-Fight, Great Fortitude, Greater Some delvers take this to an extreme and go on extermina-
Bull Rush, Improved Bull Rush, Improved Great Fortitude, tion campaigns in a wide area to remove possible threats,
Improved Initiative, Power Attack real or imagined.
Skills Climb +26, Intimidate +19, Knowledge
(dungeoneering) +20, Knowledge (nature) +17, Perception In combat, a delver prefers to fight from a tunnel mouth
+24, Sense Motive +4, Survival +20 where its flanks are protected and it can use its bull rush
Languages Undercommon ability. Delvers are also experts at constructing concealed
SQ stone shape pit traps and rock falls to discourage intruders.
Ecology
Environment underground Delvers consume rock for food, considering mineral ore
Organization solitary such as gold and silver to be particularly tasty. Because
Treasure none a delver can eat stone, creatures such as xorn and earth
elementals are fair game as well.
Special Abilities
Since delvers easily move through rock, they travel to areas
Corrosive Slime (Ex) The delver produces all over its
seldom or never visited by other creatures. Many know the
body a highly corrosive slime. The touch of a delver
locations of lost underground cities, veins of rare metals,
deals 2d6 points of acid damage to creatures and objects.
and short cuts through the labyrinth of tunnels of the
Against metallic creatures or objects, a delver’s slime deals
deepearth.
4d8 points of acid damage, and against creatures and
objects made of stone (including earth elementals) it deals
8d10 points of damage. Knowledge
The delver’s slam at- (dungeoneering) Lore
tack deals 2d6 points DC
of acid damage Delvers are giant underground
on a hit and 16 aberrations that can burrow through
also leaves rock.
behind a Delvers often trade knowledge of the
caustic 21 underground for meals of coins and
res- rare minerals.
The delver’s body is coated with acid
26
that burns at the merest touch.
Some delvers form alliances with
31 creatures that promise to help them
defend their nests.
33
Demon demons for lore, while others call upon them to serve as
assassins or guards. Demons view such summoners with a
mix of hatred and thanks, for most demons lack the abil-
Demons exist for one reason—to destroy. Where their ity to come to the Material Plane to wreak havoc on their
more lawful counterparts, the devils of Hell, seek to twist own. They depend on the mad to call them up from the
mortal minds and values to remake and reshape them into Abyss and, while they gnash their fangs and rail against the
reflections of their own evil, demons seek only to maim, commands and strictures enforced, most demons find ways
ruin, and feed. They recruit mortal life only if such cohorts to twist their summoners’ demands so that even the most
speed along the eventual destruction of hope and goodness. tightly controlled demonic slave leaves a trace of ruin and
Death is, in some ways, their enemy—for a mortal who dies despair in its wake. More often than not, a foolish spell-
can often escape a demon’s depredations and flee to his just caster makes a fatal mistake in the conjuring and pays for it
reward in the afterlife. It is the prolonging of mortal pain with blood, unwittingly releasing a terrible blight upon the
and suffering that fuels a demon’s lusts and desires, for it is world as his conjuration breaks free of his control.
partially from mortal sin and cruelty that these monstrous
fiends were born. The truly mad call upon demons to offer themselves, both
body and soul, in the misguided belief that alliance with
Demons are the most prolific and among the most destruc- the demonic can buy salvation and protection when the de-
tive of the fiendish races, yet despite what some lore might monic apocalypse finally comes to call. Tales of desperate
preach, they were not the first forms of life to rise in the kings who sought to engage demons to serve as generals
stinking pits of ruin and cruelty known across the multi- for their armies or of lunatics who seek demonic sires to
verse as the Abyss. Before the first fledgling deity gazed gift them with horrific children are common enough, yet
upon reality, before mortal life drew its breath, before even worst are those mortals who worship the most powerful
the Material Plane itself had fully formed, the Abyss was demons as gods, and who pledge their lives in support of
infested with life. that which would bring destruction to all.
Known to many scholars as “proto-demons,” these wretch-
ed and deadly beings were the qlippoth. Today, because of
the influence of sinful mortal souls upon the Abyss, mixed
Demon, Felius
The horned face of some prehistoric jaguar tops a powerful
with unholy tamperings at the hands of the daemonic keep- humanoid frame. Massive arms extend from its fur-covered
ers of Abaddon and the cruel whims of fate and evolution, body and hold a wicked two-bladed sword. Its mouth sports
the rule of the qlippoth has receded. The proto-demons large mandibles and its tail is tipped with a powerful
dwell now in the noxious and forgotten corners of the stinger.
Abyss, and the far more fecund and prolific demons rule
now in their stead. With each evil mortal soul that finds DEMON, FELIUS CR 15
its way into the Abyss, the ranks of the demonic hordes XP 51,200
swell—a single soul can fuel the manifestation of dozens CE Huge outsider (chaotic, demon, evil, extraplanar)
or even hundreds of demons, with the exact nature of the Init +6; Senses darkvision 60 ft., scent, true seeing;
Perception +30
sins carried by the soul guiding the shapes and roles of the
Offense
newly formed fiends. AC 30, touch 10, flat-footed 28 (+2 Dex, 20 natural, -2 size)
hp 232 (16d10+144)
The Abyss is a vast (some say infinite) realm, far larger
Fort +14; Ref +12; Will +13; +4 vs. transmutation, -4 vs.
than any other plane save possibly the primal chaos of the gas-based attacks
Maelstrom itself. As befits such a vast and varied realm, DR 10/good; Immune electricity, poison; Resist acid 10,
the demonic host is likewise diverse. Some carry in their cold 10, fire 10; SR 26
frames humanoid shapes, while others are twisted beasts. Weakness vulnerability to sonic
Some flop on land while others flap in air or sea. Some are Defense
schemers and manipulators of emotion and politics, others Speed 40 ft.
are destructive engines of ruin. Yet all demons work to Melee +1 /+1 two-bladed sword +28/+28/+23/+18/+13
the same goal—pain and suffering for mortal life in all its (3d6+12 /18-20), bite +21 (1d8+6 plus poison), sting +21
forms. (1d8+6 plus curse)
Space 15 ft.; Reach 15 ft. (20 ft. with sting)
Yet despite this, mortals have sought demonic aid since Spell-Like Abilities (CL 16th)
the start. Be it an instinctual draw to self-destruction or constant—true seeing
a misguided lust for power, conjurers to this day continue at will—blur, chaos hammer (DC 20), rage
3/day – swift summon nature’s ally VI (dire tiger)
to draw forth demons with forbidden magic. Some conjure
1/month – summon (level 5, 1d3 glabrezu 40%)
34
Statistics A felius stands 20-ft. tall and weighs roughly 6,500 lbs. It
Str 35, Dex 14, Con 28, Int 18, Wis 16, Cha 22 is said that the souls of certain lycanthropes and cannibals
Base Atk +16; CMB 30; CMD 42 are reborn as felius in the afterlife.
Feats Bleeding Critical, Combat Reflexes, Critical Focus,
Improved Critical (two-bladed sword), Improved Initiative,
Knowledge
Stand Still, Vital Strike, Weapon Focus (two-bladed sword) Lore
(planes) DC
Skills Acrobatics +21, Climb +31, Bluff +25, Handle
Animal +25, Knowledge (nature) +23, Knowledge (planes) Felius are skilled combatants who wield
+23, Perception +30, Sense Motive +22, Stealth +13, Use 21 double weapons with the ease of a
Magic Device +22; Racial Modifier +8 to Perception seasoned warrior.
Languages Abyssal, Celestial, Draconic; telepathy 100 ft. The bite of a felius carries a powerful
Ecology 26 toxin that weakens the immunity of
Environment any (Abyss) others.
Organization solitary, troop (1 felius, 2-5 glabrezu) Worse than the bite, the sting of the
Treasure standard (+1/+1 two-bladed sword, other felius can deliver a number of curses
treasure) 31
such as advanced aging, unluck and
Special Abilities lycanthropy.
Poison (Ex) Bite—injury; save DC 27; frequency 1/round Felius are resistant to transformative
36 magic but suffer greatly from sonic and
for 4 rounds; effect 2 Constitution damage; cure 1 save; The
gas-based attacks.
save DC is Constitution based.
Curse Sting (Su): With its sting, the felius can deliver
one of many powerful curses as detailed in the Pathfinder
Roleplaying Game. It can choose to inflict baleful polymorph
(DC 17), curse of ages (DC 17), unluck (DC 20) or the curse
of lycanthropy (DC 15, weretiger) on its target.
35
Demon, Herensugue
The roiling mass of darkness emits a maddening squeal.
Long tentacles, each one ending in bony jaws and sharp
teeth, writhe outward from the monster’s body.
DEMON, HERENSUGUE CR 11
XP 12,800
CE Huge outsider (air, chaotic, demon, evil,
extraplanar)
Init +8; Senses darkvision 60 ft., scent; Perception +20
Defense
AC 24, touch 12, flat-footed 20 (+4 Dex, +12 natural,
-2 size)
hp 162 (13d10+91); fast healing 5 (good or cold iron)
Fort +10, Ref +11, Will +10
Defensive Abilities amorphous; DR 10/magic or cold
iron; Immune electricity, poison; Resist acid 10, cold
10, fire 10; SR 22
Offense
Speed 10 ft., fly 60 feet (perfect)
Melee 7 bites +19 (1d8+8)
Space 15 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks lure, many throats
Spell-Like Abilities (CL 13th)
At Will – gust of wind (DC 16)
3/day – whirlwind (DC 22)
1/day – summon (1 herensugue, level 3, 35%)
Statistics
Str 27, Dex 18, Con 24, Int 15, Wis 10, Cha 18 successfully saves is immune to the same herensugue’s hor-
Base Atk +13; CMB +23; CMD 37 (can’t be tripped) rifying trill for 24 hours.
Feats Alertness, Blind-Fight, Fly-by Attack, Combat
Reflexes, Improved Initiative, Iron Will, Stealthy Lure (Su) Although the herensugue cannot speak, their
Skills Bluff +20, Escape Artist +24, Fly +24, Knowledge skeletal jaws can emit noises that mimic music, laughter
(arcana) +18, Knowledge (planes) +18, Perception +20, and voices. Any creature within 60 feet of a herensugue
Sense Motive +20, Stealth +16; Racial Modifier +8 to while it makes such noises must succeed on a DC 20 Will
Stealth in dim light
save or walk towards the source of the sounds. A victim
Languages Abyssal, Celestial, Common, Draconic (can’t
speak); telepathy 100 ft. under the effects of the lure moves toward the herensugue
Ecology using the most direct means available. If the path leads
Environment any (Abyss) them into a dangerous area such as through fire or off a
Organization solitary, pair or cloud (3-6) cliff, that creature receives a second saving throw to end
Treasure none the effect before moving into peril. Captivated creatures can
Special Abilities take no actions other than to defend themselves. A victim
within 5 feet of the herensugue simply stands there. This
Amorphous (Ex) A herensugue’s body is malleable and effect continues for as long as the herensugue emits sounds
shapeless. It is immune to precision damage (like sneak and for 1 round thereafter. The effect ends immediately if
attacks) and critical hits, and can move through an area as the herensugue attacks an affected creature. This is a sonic,
small as one-quarter its space without squeezing or one- mind-affecting, charm effect. The save DC is Charisma-
eighth its space when squeezing. based. A creature that successfully saves is not subject to
the same herensugue’s lure for 24 hours.
Horrifying Trill (Su) The herensugue can emit a noise
that reminds the listener of its darkest fears and greatest Many Throats (Ex) As a full-round action, the herensugue
phobias. Any creature within 60 feet that fails on DC 20 can use either its horrifying trill or lure ability and make
Will save when the herensugue emits a horrifying trill is two melee attacks in the same round.
paralyzed for 1d4 rounds. This is a sonic, mind-affecting,
fear effect. The save DC is Charisma-based. A creature that
36
Demons of the air, herensugue stalk rain clouds and cy-
clones, or lurk in the foul vapors trapped in deep caverns
and desolate tombs. They prefer darkness, where their
Demon, Paigoel
This creature’s ebony skin stretches over the impressive
undulating, amorphous bodies become nearly invisible. He- muscles beneath. It appears as a mass of five creatures fused
rensugue lay in wait at crossroads and areas of high traffic. back-to-back and is now a single monstrosity with ten eyes,
When suitable victims approach, the herensugue draws ten arms, and ten legs.
them within reach and consumes them.
DEMON, PAIGOEL CR 12
A herensugue resembles a dark cloud at the center of XP 38,400
smoky tendrils. A skeletal jaw at the end of each tendril CE Large outsider (chaotic, demon, evil, extraplanar)
can tear into foes with a nasty bite or emit strange sounds Init +1; Senses all-around vision, darkvision 60 ft., true
that imitate speech or scream with the horrors of the abyss. seeing; Perception +22
If ever grounded for some reason, a herensugue pulls itself Defense
along the ground with these same appendages. AC 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, -1
size)
The herensugue arrived on the Material Plane fleeing hp 161 (14d10+84)
the onslaught of the kirin. The two races had waged an Fort +10, Ref +10, Will +12
eons-long war for control of the Plane of Air, but the kirin Defensive Abilities whirling blades; DR 10/good;
Immune electricity, poison; Resist acid 10, cold 10, fire 10;
eventually prevailed. In a final act of revenge, the heren-
SR 23
sugue laid a trap for their mortal enemies. When the kirin Offense
armies followed them through the gate, the herensugue Speed 50 ft.
enacted a ritual curse. No kirin could return to their home Melee 10 cold iron longswords +19 (2d6+6/19-20) or 10
until the final herensugue was slain. slams +19 (1d8+9)
Space 10 ft.; Reach 10 ft.
That was thousands of years ago and the kirin remain Special Attacks hail of darts, multiweapon mastery,
trapped. In order to prolong the suffering of their ancient potent charge
foes, herensugue attempt to keep their locations secret. Spell-Like Abilities (CL 14th)
They hide in deep caverns below the earth or in remote Constant – true seeing
mountain caves. Only their need to torture and slay lesser 1/day – summon (level 4, 1 paigoel 40%)
creatures brings them out into the open. Statistics
Str 22, Dex 13, Con 23, Int 10, Wis 12, Cha 19
In combat, a herensugue attempts to lure creatures into Base Atk +14; CMB +21 (+23 bull rush; +25 grapple);
range of its bite. It uses many throats to keep some vic- CMD 32 (34 vs. bull rush; 36 vs. grapple; can’t be tripped)
tims docile while it deals with opponents that can resist its Feats Cleave, Greater Cleave, Improved Bull Rush,
Improved Grapple, Improved Unarmed Strike, Iron Will,
abilities.
Power Attack
Skills Bluff +21, Climb +27, Perception +22, Intimidate
Knowledge +21, Knowledge (arcana, dungeoneering, or religion) +17,
Lore
(planes) DC Knowledge (planes) +17; Racial Modifiers +4 to Climb
Languages Abyssal, Celestial, Common, Draconic;
16 Herensugue are demons of the air. telepathy 100 ft.
Kirin and herensugue are mortal Ecology
enemies, though a herensugue only Environment any (Abyss)
21
attacks a kirin if it possesses the Organization solitary, pair or patrol (4-6)
advantage. Treasure standard (10 cold iron longswords, other
Since a herensugue must keep its treasure)
existence a secret, it never retreats in Special Abilities
26
combat and never allows opponents to
escape. Hail of Darts (Su) The paigoel can project a fusillade of
The mouths of a herensugue can emit darts from its palm in a line 30-feet long and 5-feet wide.
pleasant noises, luring creatures into its Those caught in the hail take 10d6 damage, or half dam-
31 age on a DC 23 Reflex save. The save DC is Constitution-
presence, or scream with the insanity
of the abyss, paralyzing victims. based.
37
Potent Charge (Ex) The paigoel can use its multiple arms bands who intruded upon its realm or challenged its evil
to make extra attacks when charging. At the end of a suc- schemes. The resulting creature retains the memories of its
cessful charge, it can make up to three attacks that round previous existence. Paigoel created from unwilling subjects
instead of the normal one. takes out the agony and despair of its condition on the
enemies of its lord. A paigoel’s other Knowledge skill is
Whirling Blades (Ex) The paigoel can use its multiple based upon the creatures from which it originated.
arms to defend and attack. As a full-round action it can
choose to grant itself a +5 deflection bonus to AC but then A paigoel opens a fight with a hail of darts against the
can only make 5 melee attacks in that round. This bonus to greatest cluster of opponents. In combat, since it has no
AC lasts until the paigoel’s next turn. fear of being flanked, the paigoel wades amongst foes to
gain as many melee attacks as possible. The ten attacks of
The fearsome paigoel serve as abyssal shock troops and a paigoel can wreak massive damage. Most paigoel employ
guardians for demon lords. The demons stand over 10-feet longswords in combat but can use any weapon with which
tall and possess five evenly spaced pairs of arms, legs and they are proficient, including two-handed weapons.
eyes as if they are the fusion of five separate humanoids.
In fact, paigoel are such a conglomeration. Fashioned from
Knowledge
the bodies and souls of demon worshippers slain during Lore
(planes) DC
orgies of self-immolation and sacrifice, the paigoel displays
utter devotion to its lord and role. However, not all paigoel Paigoel are multi-armed demons
16 from the layer of the abyss called the
come from such beings. Any creature taken by a demon can
Endless Caves.
be made into a paigoel. Adventurers killed in the Abyss or
Most paigoel function as guards and
who run afoul of some demon lord on the Material Plane 21
soldiers for demon lords.
often wind up incorporated into a paigoel’s body. It amuses
Powerful demons use captured souls to
some demons to create paigoels from single adventuring
fashion paigoel. These souls possess the
26
memories and knowledge of their past
lives.
Paigoel can see invisible creatures and
31 their all-around vision prevents them
from being flanked.
38
Destrachan
A large eyeless reptilian creature with large ears
Protection from Sonics (Ex) Destra-
chans gain a +4 circumstance bonus
to saves against sonic attacks. A
lopes forward on two powerful legs. destrachan that is deaf is con-
sidered blind and treats all
DESTRACHAN CR 8 targets as if they had total
XP 4,800 concealment.
NE Large aberration
Init +6; Senses blindsense 100ft.; Perception +27 The destrachan is a
Defense blind, under-
AC 20, touch 12, flat-footed 17 (+2 Dex, +1 ground dwell-
dodge, +8 natural, -1 size) ing reptile-like
hp 95 (10d8+50) creature. It
Fort +7, Ref +7, Will +11; +4 vs. sonic effects possesses a
Immune gaze, illusions, visual effects complex ear
Weaknesses blind structure that
Offense
allows it to
Speed 30 ft.
Melee 2 claws +10 (1d6+4) perceive its
Space 10 ft.; Reach 10 ft. surroundings
Special Attacks destructive harmonics as well as any sighted creature. Its appearance is one of a
Statistics mindless brute, but in reality it is an intelligent and malig-
Str 18, Dex 14, Con 18, Int 12, Wis 18, Cha 14 nant sadist that revels in death and torture. In the absence
Base Atk +7; CMB +12; CMD 25 of suitable prey, a destrachan will go on rampages of pure
Feats Dodge, Improved Initiative, Lightning Reflexes, Skill destruction. Only the most evil of creatures, such as de-
Focus (Stealth), Toughness mons and the undead, associate with destrachans.
Skills Climb +17, Knowledge (dungeoneering)
+14, Perception +27, Stealth +17, Survival +17; Racial It hunts underground areas for sentient creatures to sub-
Modifier +10 to Perception due and drag back to its lair for its enjoyment. Its preferred
Languages Common (can’t speak) method is to approach foes undetected and unleash a blast
SQ protection from sonics of stunning energy from long range, trusting it will get to
Ecology
make at least two attacks before opponents can pinpoint it
Environment underground
Organization solitary or pack (3-6) or close the distance. It rarely fights with its claws.
Treasure none
The destrachan can emit sonic energy from its tubular
Special Abilities
throat. Its control over the type of sound it emits is so
Destructive Harmonics (Su) The destrachan can emit great it can damage creatures and objects in different ways.
three types of damaging sound depending on the type of
Destrachans understand Common but do not speak. They
material it wants to affect. This sound can take the shape
communicate with each other using subsonic noises only
of an 80-ft. cone or a radius of 30 feet. The save DCs for
other destrachans can hear.
all three are Charisma-based.
Knowledge
Flesh: Rupturing tissue and cracking bone, this attack deals (Dungeoneering) Lore
4d6 points of damage (or half on a DC 17 Reflex save) to DC
all creatures within the area. Destrachans are evil subterranean
18
creatures that use sound as a weapon.
Nerves: This type of harmonics knocks out opponents The sound a destrachan emits
rather than slaying them. This attack deals 6d6 points of 23 can damage flesh, knock creatures
non-lethal damage (half on a DC 17 Reflex save) to all unconscious and destroy objects.
creatures in the area. Although seemingly unintelligent,
destrachans are clever monsters that
Material: To use this type of sound, the destrachan chooses 28 cooperate with each other to take
wood, stone, metal or glass. All objects composed of the opponents by surprise with carefully
material within the area must succeed on a DC 17 Forti- planned diversions.
tude save or shatter. Objects or portions of objects with up A deafened destrachan is practically
to 30 hit points are potentially affected by this attack. 33
helpless.
39
Devil soldiers from the commanders of Hell’s armies. While
such divisions mean little to most mortals—a devil being a
deadly foe in any incarnation—the hierarchies and nuances
Masters of corruption and despoilers of purity, devils seek of Hell’s society carry distinctions vital to the survival of
to destroy all things good and drag mortal souls back with any who would commune with devils. What distinguishes
them to the depths of Hell. As the most numerous fiend- a breed of devils above or below others is more than a mat-
ish occupants of Hell, the various forms of devils are well ter of brawn, with several cunning types of fiend holding
catalogued by diabolists. Most are known by two names: priority over their fundamentally stronger brethren. While
an evocative title given to the fiends by commoners and a devil’s station does not mean it can instantly command
folklore; and an obscure, ancient designation spoken by the every other devil of inferior standing, it does imply which
servants of Hell and those who would seek to deal with the fiends might serve their brethren or hold influence over
damned. others. Below these are the devil races themselves, from the
lordly and malevolent pit fiends all the way down to the
Born from the foulest of mortal souls—their personalities
lowly, malformed lemure.
and memories long since scoured by millennia of tor-
ment—would-be devils rise from the masses of suffering The Infernal Hierarchy
souls as lemures, revolting beings of mindless evil poten- Listed here are the newly discovered devils, from the abso-
tiality. Only through continued centuries of torture or by lute weakest devils to the lords of Hell.
the edicts of more powerful devils do these least of devil-
• Least Devils: doll devil (arusities)
kind rise to become deadlier fiends, graduating through a
• Lesser Devils: domination devil (gladiatrix),
pain-wracked metamorphosis dictated by their masters or
judgement devils (ashmede)
the infernal whims of Hell’s semi-sentient layers. While
• Greater Devils: shadow angel
fiendish lords wield transformation into greater or lesser
forms as both prize and punishment, some devils spontane-
ously rise from particularly evil souls long trapped upon an
infernal layer. Thus, although the various diabolical breeds
possess recognizable abilities and hold generalized rank-
Devil, Doll
A flawless female face that looks like porcelain stares blankly
ings in the great infernal hierarchy, a devil’s type alone at you. Her small form is decorated with two black buttons
does not always correspond to a specific tenure of torment for eyes, dark red lips, and braided raven hair topped by a
or place in the infernal chain of command. red ribbon. She wears a simple schoolgirl’s outfit.
Devils fill the nine layers of Hell, though certain fiends are DEVIL, DOLL (ARUSITIES) CR 1
more common on specific layers than others, their special- 400 XP
ized duties or fealty to individual archdevils drawing them LE Small outsider (devil, evil, extraplanar, lawful)
to one torturous domain more than others. Although the Init +2; Senses darkvision 60 ft., see in darkness;
various types of devils tend to specialize in unique forms Perception +2
of depravity or temptation, the hierarchies of Hell are not Defense
without flexibility for uncommon individual talents. Thus, AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1
particularly watchful hamatulas might join the ranks of size)
Phlegethon’s bone devil inquisitors, while veteran barbazus hp 13 (2d10+2)
Fort +1, Ref +5, Will +5
might serve among the pit fiends of Nessus.
Immune fire, poison; Resist acid 10, cold 10
Beyond the pits of Hell, devils often travel to the Material Offense
Spd 30 ft.
Plane at the summons of evil spellcasters. Quick to bargain
Melee 2 slams +2 (1d3)
and willing to serve mortals to assure their damnation, Special Attacks draw essence
devils ever obey the letter of their agreements, but serve Spell-like Abilities (CL 2nd)
the whims of Hell foremost. Thus, even the least of dev- At Will - giggle* (DC 13)
ilkind might come to the Material Plane intent on further 1/day - friendly face* (DC 14), hot foot*
corrupting souls, cleverly escaping the bonds of their con- Statistics
tracts to indulge their own plots, or to further the unspeak- Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 17
able goals of the archdevils of Hell. Base Atk +2; CMB +1; CMD 13
Feats Stealthy
The Ranks of Devilkind Skills Acrobatics +7, Appraise +6, Bluff +8, Disguise +8,
Diabolists speak often of the rankings of Hell, the dis- Escape Artist +9, Perform (dance) +5, Stealth +13
tinctions made between devils that distinguish the foot Languages Celestial, Common, Draconic, Infernal;
40
telepathy 100 ft. Summoning Arusities
SQ inert It is neither magic ritual nor spell that summons the
Ecology arusities from the pits of Hell, but desire. Specifically, an
Environment any (Hell, Urban) arusities is drawn to the Material Plane by the desires of
Organization solitary a child who wants for nothing, yet still wants more. This
Treasure standard young, primal greed pulls the arusities into the lives of
Special Abilities selfish children.
Draw Essence (Su) Once per day, an arusities can draw
the essence from one evil living creature. This deals 1d3 Knowledge
Lore
(planes) DC
Charisma damage.
The doll devil can take deceptive forms
Inert (Ex) An arusities can become inert and appear as a in attracting their victims. A magical
6
simple doll. When inert, she does not radiate an aura of sword to lure the warrior or a simple
evil and an observer must succeed on a DC 20 Perception doll to steal the soul of a child.
check to notice that the doll-like demon is actually alive. Doll devils feed on the personality of
11 their victims, causing them to become
Arusities, or “doll devils” as some have named them, are na- antisocial or withdrawn.
tive to the fiery pits of Hell. They look like porcelain dolls
Doll devils can slip into an inactive form
and although most are female some male arusities have 16 that makes their evil undetectable to
been reported. They never speak directly but prefer to com- divination.
municate through telepathy. They are immune to the fires
Doll devils are often found among the
of Hell and can see clearly in the darkest of night. children of the wealthy. If the parents
21 are sufficiently detached from their
Arusities are corruptors of children. They play with
offspring, the eventual soul theft is easier
children and counsel them to commit acts of selfishness to achieve.
and deceit. Over time, the doll devil encourages children
to act in a more and more selfish way until they are firmly
on the path of evil. Once it corrupts one child, it draws his
essence until such time that the child slips into a coma or
Devil, Domination
Clad in spiked black armor, this female humanoid’s face
dies outright. As the child passes, the arusities snatches the is covered by a scowling mask. Only her eyes are visible
escaping soul and shifts automatically back to Hell with its beneath the black metal. Her muscles are taut as she whirls
prize. around a dire flail with dangerously exquisite grace.
41
vengeance enacted by the erinyes, preferring to crush the
will of men beneath their booted leather heel.
42
Devil, Judgement
Huge black bat wings extend from the back of this powerful
foes, learn their weaknesses and strengths, and strike when
their targets are at their weakest. They weaken opponents
or scatter other combatants with magical attacks. They
serpentine humanoid. In its claws hands it swings a then focus on their target, concerned with completing their
vicious-looking scythe. mission and obeying Asmodeus’s law.
43
Devil, Shadow Angel
Hidden within a cloak of darkness, two large, radiant,
Unbound (Ex) Provided they can find the means, shadow
angels can leave Hell and enter any non-Good plane
without restriction. Normally, devils must be summoned
angelic wings sprout from this creature’s back while skeletal or granted passage by a higher power in order for them to
leave the Lower Planes.
hands wield a translucent, skull-decorated scythe.
Shadow angels are the essence of the angels that fought on
DEVIL, SHADOW ANGEL CR 16 the side of evil in the great rebellion. Trapped between life
XP 76,800 and death, they can never find rest and eternally suffer in
LE Large outsider (devil, evil, extraplanar, incorporeal, the belief that the mortal race who inspired the rebellion
lawful) remains unpunished.
Init +5; Senses darkvision 60 ft., detect good, see in
darkness; Perception +24 At the start of combat, the shadow angel descends from
Aura horrific appearance (60 ft., DC 26) above, throwing back its cowl as a free action to reveal
Defense its awfulness, and swipe at an opponent with its scythe. It
AC 24, touch 24, flat-footed 19 (+9 deflection, +5 Dex, +1
dodge, -1 size)
hp 203 (14d10+126)
Fort +13, Ref +14, Will +16
Defensive Abilities incorporeal, unbound; DR 10/good;
Immune fire, poison; Resist acid 10, cold 10; SR 27
Offense
Speed fly 80 ft. (perfect)
Melee +1 unholy ghost touch scythe +20/+15/+10
(2d6+1/19-20/x4 plus 2d6 vs. good)
Space 10 ft.; Reach 10 ft.
Special Attacks howl
Spell-Like Abilities (CL 14th)
Constant—detect good
At Will—deeper darkness, desecrate, dispel good (DC 24),
magic circle against good (DC 22), unholy blight (DC 23)
1/day—summon (level 7, 2d4 erinyes or 1 shadow angel,
70%), unholy aura (DC 27)
Statistics
Str —, Dex 20, Con 28, Int 22, Wis 24, Cha 28
Base Atk +14; CMB +20; CMD 40
Feats Combat Expertise, Dodge, Flyby Attack, Greater
Feint, Improved Critical (scythe), Improved Feint, Weapon
Focus (scythe)
Skills Acrobatics +22, Bluff +26, Diplomacy +23, Fly keeps its cowl down until every opponent has saved, using
+28, Intimidate +26, Knowledge (arcana) +23, Knowledge flyby attacks to whittle away at its enemies. Despite these
(planes) +23, Knowledge (religion) +23, Perception +24, creature’s vast intellects, they blame mortals for their con-
Sense Motive +24, Spellcraft +20, Stealth +18 dition, ignoring their own culpability. Thus, they fight to
Languages Celestial, Common, Draconic, Infernal; the death in any conflict involving mortals.
telepathy 100 ft.
Ecology
Environment any (Hell) Knowledge
Lore
Organization solitary or wing (2-4) (planes) DC
Treasure +1 ghost touch unholy scythe Shadow angels are the tormented
Special Attacks 21 undying souls of those angels that died
in the rebellion against heaven.
Horrific Appearance (Su) Any living creature within 60
feet that views the shadow angel must attempt a DC 26 The shadow angel, like the banshee
Fortitude save or immediately take 1d4 points of Strength, can unleash a terrible howl that
26
1d4 points of Dexterity, and 1d4 Constitution damage. A allows others to suffer the sorrow that
creature that successfully saves against this effect is im- envelopes their soul.
mune to this ability for 24 hours. The save DC is Charisma- As a vengeful spirit, a shadow angel can
based. 31 only be harmed by magical and good-
aligned weapons.
Howl (Su) Once per day, the shadow angel can produce a
shriek of heartrending sorrow and soul chilling fear. All It is said that the face of the hooded
creatures within 100 feet of the shadow angel must succeed shadow angel shows the suffering of
a DC 26 Fortitude save or be paralyzed with dread and sad- all mortals that have died since the
36
ness for 1d4 rounds. The save DC is Charisma-based. rebellion in heaven and this horrific
visage can physically destroy those who
look beneath the hood.
44
Digester
This creature resembles a featherless and flightless bird,
not do the job, the digester attacks with its claws until it is
able to use its acid spray again.
except its head is nothing more than a long narrow tube Variant Digester
topped by two pinpoint eyes. In the world’s northern climes a variant digester exists.
These digesters are pale white and use a concentrated
DIGESTER CR 6 spray of liquid gas to freeze meals, which it then breaks up
XP 2,400 with its feet and then vacuums up the shattered remnants.
N Medium magical beast This digester deals cold damage instead of acid damage
Init +6; Senses darkvision 60 ft., low-light vision, scent; with its spray. Its speed reduces to 40 feet, but it gains the
Perception +10 Nimble Moves feat as a bonus feat and a +4 racial bonus
Defense to Acrobatics skill checks when moving across slippery
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 surfaces such as ice.
natural)
hp 68 (8d10+24)
Knowledge
Fort +9, Ref +10, Will +3 Lore
(arcana) DC
Immune acid
Offense Digesters are fast-moving beasts that
16
Speed 60 ft. eat anything organic.
Melee claw+11 (1d8+4) A digester is not intelligent enough to
Special Attacks acid spray 21
know fear. It usually attacks until slain.
Statistics
Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Although not intelligent, digesters
Base Atk +8; CMB +11; CMD 24 26 work together to surround prey and
Feats Alertness, Dodge, Improved Initiative, Lightning attack from several angles.
Reflexes 31 The digester is immune to acid.
Skills Acrobatics +6 (+10 jumping), Perception +10,
Sense Motive +3, Stealth +13; Racial Modifiers +4 to
Acrobatics when jumping, +4 to Stealth
Languages None
Ecology
Environment warm forests or temperate plains
Organization solitary, pack (3-6), or herd (7-20)
Treasure none
Special Abilities
45
Dragon, Sin Combat
The Dragon Attacks and Speeds table lists the attacks
a dragon can employ and the damage it deals (a dash
True dragons are divided into two broad categories: indicates that a dragon of that size does not possess that
chromatic and metallic. To most common folk, dragons in natural attack). Other abilities described here are gained by
general are a traditional symbol of evil and sin. Sin Drag- dragons when they reach a specific age category.
ons are not normal creatures with habitats and lairs, they
are evil intentions personified within a scaly, winged form. Fly Speed: A dragon’s fly speed increases as indicated, ac-
There are seven sin dragons: Envy, Gluttony, Greed, Lust, cording to its size.
Pride, Sloth, and Wrath.
Bite: This is a primary attack that deals the indicated dam-
Age Categories age plus 1-1/2 times the dragon’s Strength bonus (even
Many of a true dragon’s abilities, attacks, and other statis- though it has more than one attack). A dragon’s bite attack
tics improve as a dragon grows older. These increases are has reach as if the creature were one size category larger
divided into 12 age categories—as a dragon ages, its base (+10 feet for Colossal dragons).
statistics change as noted on the Dragon Age Categories
table. Claws: These primary attacks deal the indicated damage
plus the dragon’s Strength bonus.
Age Category: This is the age category’s name.
Wings: The dragon can slam foes with its wings, even
Age in Years: This is the dragon’s actual age. when flying. Wing attacks are secondary attacks that deal
the indicated damage plus ½ the dragon’s Strength bonus.
CR: This column modifies the dragon’s base CR.
Tail Slap: The dragon can slap one foe each round with its
Size: This shows how many size categories by which to tail. A tail slap is a secondary attack that deals the indicated
increase the dragon’s base size, depending on its age (from damage plus 1-1/2 times the dragon’s Strength bonus (this
Tiny to Small, Small to Medium, and so on). A true dragon is an exception to the normal secondary attack rules).
does not gain the standard increases to ability scores when
it achieves a larger size—instead, true dragons gain ability Crush (Ex): A flying or jumping Huge or larger dragon
score increases according to their age category, as indicated can land on foes as a standard action, using its whole body
on the Dragon Ability Scores table. to crush them. Crush attacks are effective only against
opponents three or more size categories smaller than the
Hit Dice: This shows how many additional Hit Dice a dragon. A crush attack affects as many creatures as fit in
dragon gains over its base Hit Dice as it grows. Increases the dragon’s space. Creatures in the affected area must
to Hit Dice grant extra hit points, feats, and skill ranks as succeed on a Reflex save (DC equal to that of the dragon’s
well as increase the dragon’s base attack bonus and base breath weapon) or be pinned, automatically taking blud-
save bonuses. Dragons have skill ranks equal to 6 + their geoning damage during the next round unless the dragon
Intelligence modifier per Hit Die. A dragon’s increases to moves off them. If the dragon chooses to maintain the pin,
ability scores for gaining Hit Dice are included in the total it must succeed at a combat maneuver check as normal.
ability score increases (see the Dragon Ability Scores Pinned foes take damage from the crush each round if they
table). don’t escape. A crush attack deals the indicated damage
plus 1-1/2 times the dragon’s Strength bonus.
Natural Armor: This shows by what amount the dragon’s
base natural armor bonus increases with each age category. Tail Sweep (Ex): This allows a Gargantuan or larger
dragon to sweep with its tail as a standard action. The
Breath Weapon: Each dragon has a breath weapon (see
sweep affects a half-circle with a radius of 30 feet (or 40
Combat) that deals a base amount of damage. This multi-
feet for a Colossal dragon), extending from an intersec-
plier increases the number of dice of damage dealt by the
tion on the edge of the dragon’s space in any direction.
dragon’s breath weapon. For example, a mature adult drag-
Creatures within the swept area are affected if they are
on with a base breath weapon that deals 2d6 acid damage
four or more size categories smaller than the dragon. A tail
would deal 14d6 acid damage (due to the ×7 multiplier).
sweep automatically deals the indicated damage plus 1-1/2
times the dragon’s Strength bonus (round down). Affected
creatures can attempt Reflex saves to take half damage (DC
equal to that of the dragon’s breath weapon).
46
Dragon Age Categories
Age Category Age in Years CR Size Hit Dice Natural Armor Breath Weapon
1 Wyrmling 0-5 Base Base Base Base Base
2 Very Young 6-15 Base + 2 Base + 1 Base + 2 Base + 3 Base x 2
3 Young 16-25 Base + 4 Base + 2 Base + 4 Base + 6 Base x 3
4 Juvenile 26-50 Base + 5 Base + 2 Base + 6 Base + 9 Base x 4
5 Young Adult 51-100 Base + 7 Base + 3 Base + 8 Base + 12 Base x 5
6 Adult 101-200 Base + 8 Base + 3 Base + 10 Base + 15 Base x 6
7 Mature Adult 201-400 Base + 9 Base + 3 Base + 12 Base + 18 Base x 7
8 Old 401-600 Base + 11 Base + 4 Base + 14 Base + 21 Base x 8
9 Very Old 601-800 Base + 12 Base + 4 Base + 16 Base + 24 Base x 9
10 Ancient 801-1,000 Base + 13 Base + 4 Base + 18 Base + 27 Base x 10
11 Wyrm 1,001-1,200 Base + 14 Base + 4 Base + 20 Base + 30 Base x 11
12 Great Wyrm 1,201+ Base + 16 Base + 5 Base + 22 Base + 33 Base x 12
47
Breath Weapon (Su): Using a breath weapon is a standard
Knowledge
action. A dragon can use its breath weapon once every Lore
(arcana) DC
1d4 rounds, even if it possesses more than one breath
weapon. A breath weapon always starts at an intersection Sin dragons are not born from eggs but
adjacent to the dragon and extends in a direction of the 15 from the acts of men. Each sin dragon is
dragon’s choice. Breath weapons come in two shapes, lines an embodiment of a society’s vices.
and cones, whose areas vary with the dragon’s size. If a Sin dragons are always found near
breath weapon deals damage, those caught in the area can 20 people as they seem to draw their
attempt Reflex saves to take half damage. The save DC strength from the citizens they destroy.
against a breath weapon is 10 + ½ dragon’s HD + dragon’s Sin dragons carry none of the elemental
Con modifier. Saves against various breath weapons use the 25 weaknesses seen in chromatic and
same DC; the type of saving throw is noted in the variety metallic dragons.
descriptions. A dragon can use its breath weapon when it is Sin dragons can be distracted from their
grappling or being grappled. 30 goals by events that let them embrace
their own sinful desires.
Additional Dragon Rules
48
Caster
Age Categories Special Abilities
Level
Wyrmling Change shape, immunity to acid —
Very Young Detect thoughts —
Young Speak with shapeshifters —
Juvenile Message 1st
Young Adult DR 5/magic, spell resistance 3rd
Frightful presence,
Adult 5th
sour relationships
Mature Adult DR 10/magic 7th
Old Envious bite, charm monster 9th
Very Old DR 15/magic 11th
Ancient Arcane sight, discern location 13th
Wyrm DR 20/magic 15th
Great Wyrm Charm shapeshifters 17th
49
New Feat: Glide Space 15 ft.; Reach 10 ft. (15 ft. with bite)
By spreading your wings wide, you can drift suspended Special Attacks breath weapon (50-ft. cone, DC 27, 20d6
on air currents. acid), crush, envious bite (DC 27), sour relationships (DC
Prerequisites: Must possess winged flight 27), snatch
Benefit: You do not have to make a Fly check to move at Spell-Like Abilities (22nd)
less than one-half your fly speed. At Will— arcane sight, charm monster (DC 20), detect
thoughts (DC 18), discern location, message
ADULT ENVY DRAGON CR 11 Spells Known (CL 13th)
XP 12,800 6th (5/day) – geas/quest, symbol of persuasion (DC 22)
NE Large dragon 5th (7/day)—dominate person (DC 21), feeblemind (DC 21),
Init +4; Senses dragon senses; Perception +25 symbol of sleep (DC 21)
Aura frightful presence (180 ft., DC 21) 4th (7/day)—confusion (DC 20), crushing despair (DC 20),
Defense locate creature, stoneskin
AC 29, touch 9, flat-footed 29 (+20 natural, -1 size) 3rd (7/day)—deep slumber (DC 19), dispel magic, haste, magic
hp 147 (14d12+56) circle against good
Fort +13, Ref +11, Will +13 2nd (8/day)—blindness/deafness (DC 18), blur, shatter (DC
DR 5/magic; Immune acid, paralysis, sleep; SR 22 18), spider climb, web (DC 18)
Offense 1st (8/day)— burning hands (DC 17), magic aura, protection
Speed 40 ft., fly 200 ft. (poor) from good, ray of enfeeblement (DC 17), summon monster I
Melee bite +21 (2d6+10), 2 claws +20 (1d8+7), 2 wings 0th (at will)—bleed (DC 16), dancing lights, detect magic,
+15 (1d6+3), tail +15 (1d8+10) detect poison, double take*, false blink* (DC 16), prestidigitation,
Space 10 ft.; Reach 5 ft. (10 ft. with bite) resistance, touch of fatigue (DC 16)
Special Attacks breath weapon (40-ft. cone, DC 21, 12d6 Statistics
acid), sour relationships (DC 21) Str 33, Dex 8, Con 23, Int 23, Wis 23, Cha 23
Spell-Like Abilities (CL 14th) Base Atk +22; CMB +35 (+39 grapple); CMD 44 (48 vs.
At Will—detect thoughts (DC 16), message trip)
Spells Known (CL 5th) Feats Alertness, Deceitful, Flyby Attack, Glide, Improved
2nd (5/day)—blur, web (DC 16) Lightning Reflexes, Improved Initiative, Lightning
1st (7/day)— burning hands (DC 15), magic aura, protection Reflexes, Multiattack, Snatch, Vital Strike, Weapon Focus
from good, summon monster I (bite)
0th (at will)—bleed (DC 14), detect magic, detect poison, double Skills Appraise +31, Bluff +35, Disguise +32, Fly +16,
take*, false blink* (DC 14), prestidigitation Knowledge (history) +31, Linguistics +31, Perception +35,
Statistics Sense Motive +35, Sleight of Hand +21, Spellcraft +31,
Str 25, Dex 10, Con 19, Int 19, Wis 19, Cha 19 Survival +31, Use Magic Device +31
Base Atk +14; CMB +22; CMD 32 (36 vs.trip) Languages Common, Draconic (plus 22 others as befits the
Feats Alertness, Deceitful, Flyby Attack, Glide, Improved dragon’s territory)
Initiative, Lightning Reflexes, Weapon Focus (bite) SQ change shape (any, shapechange), speak with
Skills Appraise +21, Bluff +25, Disguise +22, Fly +11, shapeshifters
Knowledge (history) +21, Linguistics +21, Perception +25,
Sense Motive +25, Sleight of Hand +14, Spellcraft +21 Dragons of envy are accomplished shapeshifters. Many
Languages Common, Draconic (plus 14 others as befits the dragons learn to take another form at some point during
dragon’s territory) their long lives but envy dragons can change shape even
SQ change shape (any, shapechange), speak with before they hatch. The one trait that always gives an envy
shapeshifters dragon away is its eyes, which are brilliant green in any
form.
ANCIENT ENVY DRAGON CR 16
XP 76,800 If an envy dragon sees that another creature has something
NE Huge dragon – an item, a talent, an aspect of appearance, anything – that
Init +3; Senses dragon senses; Perception +35 it does not, the dragon becomes consumed with jealousy.
Aura frightful presence (300 ft., DC 27) It schemes until it is in a position to take the coveted thing
Defense and destroy the owner. Envy dragons quickly grow bored
AC 39, touch 7, flat-footed 39 (-1 Dex, +32 natural, -2 size) and move on to their next fancy, leaving broken lives and
hp 275 (22d12+132) bodies in their wake.
Fort +19, Ref +14, Will +19
DR 15/magic; Immune acid, paralysis, sleep; SR 27 If an envy dragon is identified and bound by its name, it
Offense can be compelled to stand and fight. If not stopped, the
Speed 40 ft., fly 200 ft. (poor) dragon will continue to move from one obsession to the
Melee bite +32 (2d8+16 plus envious plus grab), 2 claws next, destroying all that impedes it.
+31 (2d6+11), 2 wings +29 (1d8+5), tail +29 (2d6+16)
50
Sin Dragon, Gluttony
This dragon is grotesquely obese with rolls of fat pushing
prone and take 1d4 points of nonlethal damage per age
category.
out from behind every greasy scale. Its central mouth Spell-Like Abilities (Sp) A gluttony dragon gains the
overflows with teeth and drool and it has secondary mouths following spell-like abilities, usable at-will, upon reaching
in its cheeks that soundlessly slurp in anticipation of their the listed age category. Young—grease; Juvenile—unseen
next meal. servant; Old—slow; Ancient—insect plague; Great Wyrm—
creeping doom
GLUTTONY DRAGON
NE dragon Sweat that Burns (Su) An adult gluttony dragon sweats
Base Statistics profusely. This sweat manifests as a mist of acidic vapors
CR 4; Size Small; Hit Dice 5d12 that spill out of the creature’s corpulent body. Creatures
Speed 40 ft. within 5 ft. take 1d6 points of acid damage on the dragon’s
Natural Armor +4; Breath Weapon cone, 2d6 acid turn. At old age, the mist aura extends to 10 feet and at
Str 15, Dex 14, Con 15, Int 11, Wis 10, Cha 10 ancient age it deals 2d6 points of damage.
Ecology
Environment any Swallow Whole (Ex) Adult gluttony dragons can swallow
Organization solitary opponents of lesser size whole. Damage is equal to one-
Treasure triple half their breath weapon damage with no save permitted.
Special Abilities
51
Melee bite +15 (2d6+9), 2 claws +14 (1d8+6), 2 wings +9 DR 5/magic, Immune acid, paralysis, sleep; SR 23
(1d6+3), tail slap +9 (1d8+9) Offense
Space 10 ft.; Reach 5 ft. (10 ft. with bite) Speed 40 ft., fly 200 ft. (poor)
Special Attacks breath weapon (40-ft. cone, DC 18, Melee bite +23 (2d8+13/19-20 plus grab), 2 claws +22
6d6 acid), shake the ground (15-ft. radius, DC 18, 3d4 (2d6+9), 2 wings +17 (1d8+4), tail slap +17 (2d6+13)
nonlethal) Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Spell-Like Abilities (CL 9th) Special Attacks breath weapon (50-ft. cone, DC 23, 12d6
At Will—grease acid), crush, shake the ground (30-ft. radius, DC 23, 6d4
Statistics nonlethal), swallow whole (6d6 acid, AC 19, hp 18)
Str 23, Dex 12, Con 19, Int 13, Wis 12, Cha 12 Spell-Like Abilities (CL 15th)
Base Atk +9; CMB +16; CMD 27 (31 vs. trip) At Will—grease, unseen servant
Feats Diehard, Endurance, Great Fortitude, Power Attack, Spells Known (CL 5th)
Weapon Focus (bite) 2nd (5/day)—touch me not* (DC 15), war paint*
Skills Climb +18, Diplomacy +13, Fly +7, Heal +13, 1st (7/day)—charm person (DC 14), enlarge person, identify,
Perception +13, Survival +13, Use Magic Device +13 shield
Languages Common, Draconic 0th (at will) –bleed (DC 13), detect magic, detect poison, ghost
SQ feast or famine sound (DC 13), message, prestidigitation
Statistics
ADULT GLUTTONY DRAGON CR 12 Str 29, Dex 10, Con 23, Int 17, Wis 16, Cha 16
XP 19,200 Base Attack +15; CMB +26 (+28 disarm, +30 grapple);
LE Huge dragon CMD 36 (38 vs. disarm, 40 vs. trip)
Init +0; Sense dragon senses; Perception +21 Feats Combat Expertise, Diehard, Endurance, Great
Aura frightful presence (180 ft., DC 20), sweat that burns Fortitude, Improved Critical (bite), Improved Disarm,
(5 ft., 1d6 acid) Power Attack, Weapon Focus (bite)
Defense Skills Climb +27, Diplomacy +21, Fly +10, Heal +21,
AC 27, touch 8, flat-footed 27 (+19 natural, -2 size) Perception +21, Spellcraft +21, Survival +21, Swim +27,
hp 187 (15d12+90) Use Magic Device +21
Fort +17, Ref +9, Will +12 Languages Common, Draconic, Dwarven, Elven
SQ feast or famine
52
5th (6/day)—baleful polymorph (DC 20), blight (DC 20), cone
of cold (DC 20)
4th (7/day)—black tentacles, confusion (DC 19), phantasmal
Sin Dragon, Greed
This dragon is a smug-looking beast with a luxuriant mane
killer (DC 19), mass reduce person (DC 19) of fur that resembles finest ermine. Its scales shimmer like
3rd (7/day)—dispel magic, displacement, stinking cloud (DC gold and silver with eyes and teeth that sparkle like precious
18), vampiric touch gemstones.
2nd (7/day)—blur, glitterdust (DC 17), gust of wind (DC 17),
touch me not* (DC 17), war paint*
1st (8/day)—charm person (DC 16), enlarge person, identify,
GREED DRAGON
NE dragon
protection from good, shield
Base Statistics
0th (at will) –bleed (DC 15), detect magic, detect poison, flare
CR 2; Size Tiny; HD 3d12
(DC 15), ghost sound (DC 15), message, prestidigitation,
Speed 40 ft., burrow 30 ft.
resistance, touch of fatigue (DC 15)
Natural Armor +3; Breath Weapon cone, 2d4 fire
Statistics
Str 11, Dex 18, Con 12, Int 8, Wis 6, Cha 10
Str 37, Dex 8, Con 27, Int 21, Wis 20, Cha 20
Ecology
Base Atk +23; CMB +40 (+44 disarm, grapple); CMD 49
Environment any
(53 vs. disarm, trip)
Organization solitary
Feats Bleeding Critical, Combat Expertise, Critical Focus,
Treasure triple
Diehard, Endurance, Great Fortitude, Greater Disarm,
Special Abilities
Improved Critical (bite), Improved Disarm, Improved
Initiative, Power Attack, Weapon Focus (bite) Covetous Aura* (Su) An adult greed dragon is surrounded
Skills Appraise +31, Climb +39, Diplomacy +31, Fly
by a 25 ft. covetous aura. Anytime a harmless spell of 3rd
+11, Heal +31, Knowledge (local) +31, Perception +31,
Spellcraft +31, Survival +31, Swim +39, Use Magic Device level is cast within this aura, the greed dragon can choose
+31 to have the spell effect him as well.
Languages Common, Draconic, Dwarven, Elven, Gnome,
Halfling Prison of Coins (Sp) A great wyrm can, as a standard
SQ feast or famine, fool’s feast action, cause a creature to sink into a pile of treasure. This
ability functions like imprisonment but only when a creature
Dragons of gluttony begin life as painfully thin creatures is standing on a pile of treasure such as a dragon’s hoard.
that resemble desiccated lizards. Once they get their first A greed dragon can use this ability once per day (CL 25th).
taste of food, however, they grow and grow and grow! The The target entombed by this ability can be freed by casting
presence of a gluttony dragon is originally regarded as a freedom or by physically freeing themselves from the golden
blessing, for their magical nature makes crops grow faster prison (Hardness 5, hit points 80).
and animals grow fatter. However, the food produced under
the gluttony dragon’s magic is not as nutritious and soon Spell-Like Abilities (Sp) A greed dragon gains the fol-
the people of the land grow thin as the sin dragon grows lowing spell-like abilities, usable at-will, upon reaching the
fatter. listed age category. Young—charm person; Juvenile—fox’s
cunning; Young Adult—locate objects; Old—fool’s gold*, An-
Gluttony dragons try to end combat quickly by eating as cient—stoneskin; Great Wyrm—unconscious agenda*
many opponents as possible. They consume dangerous
magic items to remove that power from opponents and have Treasure Glide (Ex) A greed dragon can glide through
been known to consume the very soul of an individual. piles of treasure as easily as a fish swims through water. Its
When in doubt (about any situation), they eat. movement leaves no sign of passage nor disturbs a single
coin. It is almost as though they melt and flow through the
coins and gems to their new location.
53
hp 66 (7d12+21)
Caster
Age Categories Special Abilities Fort +8, Ref +8, Will +4
Level
Immune fire, paralysis, sleep
Immunity to fire, treasure Offense
Wyrmling —
sense Speed 40 ft., burrow 30 ft., fly 150 ft. (average)
Very Young Treasure glide — Melee bite +11 (1d8+6), 2 claws +11 (1d6+4), 2 wings +6
(1d4+2)
Young Charm person — Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Juvenile Fox’s Cunning — Special Attacks breath weapon (30-ft. cone, DC 16, 6d4
fire)
DR 5/magic, spell Spell-Like Abilities (CL 7th)
Young Adult —
resistance, locate objects At Will—charm person (DC 12)
Covetous aura, frightful Statistics
Adult 1st Str 19, Dex 16, Con 16, Int 10, Wis 8, Cha 12
presence
Base Atk +7; CMB +11; CMD 25 (29 vs. trip)
Mature Adult DR 10/magic 3rd
Feats Cleave, Dodge, Lunge, Power Attack
Old Fool’s gold* 5th Skills Appraise +10, Diplomacy +11, Knowledge
(nobility) +10, Knowledge (local) +10, Perception +9,
Very Old DR 15/magic 7th
Sense Motive +9
Wealth means health, stone Languages Draconic
Ancient 9th
skin SQ treasure glide
Wyrm DR 20/magic 11th
ADULT GREED DRAGON CR 10
Prison of coins, unconscious XP 9,600
Great Wyrm 13th
agenda* NE Large dragon
Init +6; Senses dragon senses, treasure sense; Perception
+21
YOUNG GREED DRAGON CR 6 Aura covetous (25 ft.), frightful presence (180 ft., DC 19)
XP 2,400 Defense
NE Medium dragon AC 30, touch 12, flat-footed 27 (+2 Dex,+1 dodge, +18
Init +3; Sense dragon senses, treasure sense; Perception natural, -1 size)
+9 hp 149 (13d12+65)
Defense Fort +13, Ref +10, Will +9
AC 23, touch 14, flat-footed 19 (+3 Dex, +1 dodge, +9 DR 5/magic; Immune fire, paralysis, sleep; SR 21
natural) Offense
Speed 40 ft., burrow 30 ft., fly 200 ft. (poor)
Melee bite +19 (2d6+10), 2 claws +19 (1d8+7), 2 wings
+14 (1d6+3), tail slap +14 (1d8+10)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, 12d4 fire, DC
21)
Spell-Like Abilities (CL 13th)
At Will—charm person (DC 14), fox’s cunning, locate object
Spells Known (CL 1st)
1st (4/day)—awe*, shield
0th (at will)—arcane mark, detect magic, ray of frost, resistance
Statistics
Str 25, Dex 14, Con 20, Int 14, Wis 12, Cha 16
Base Atk +13; CMB +21; CMD 34 (38 vs. trip)
Feats Alertness, Cleave, Dodge, Flyby Attack, Improved
Initiative, Lunge, Power Attack
Skills Appraise +18, Diplomacy +19, Fly +12, Intimidate
+19, Knowledge (nobility) +18, Knowledge (local) +18,
Perception +21, Sense Motive +21
Languages Common, Draconic, Dwarven
SQ treasure glide
54
ANCIENT GREED DRAGON CR 15 wealthiest kingdoms are actually ruled from the shadows
XP 51,200 by a greed dragon. A greed dragon’s health is linked to the
NE Huge dragon wealth it accumulates and, as such, its lair is extremely well
Init +5; Senses dragon senses, treasure sense; Perception defended by magic, traps and minions.
+31
Aura covetous (25 ft.), frightful presence (300 ft., DC 25)
Defense
AC 40, touch 10, flat-footed 36 (+1 Dex, +1 dodge, +30
natural, -2 size)
Sin Dragon, Lust
Waves of heat radiate from this serpentine dragon. Its horns
hp 283 (21d12+147); fast healing 10 twist backward from its head and its wings fan out from its
Fort +19, Ref +13, Will +15 side like a ridge.
DR 15/magic; Immune fire, paralysis, sleep; SR 26
Offense
Speed 40 ft., burrow 30 ft., fly 200 ft. (poor) LUST DRAGON
Melee bite +30 (2d8+16 plus grab), 2 claws +30 (2d6+11 CE dragon
plus grab), 2 wings +28 (1d8+5), tail slap +28 (2d6+16) Base Statistics
Space 15 ft.; Reach 10 ft. (15 ft. with bite) CR 3; Size Tiny; HD 3d12
Special Attacks breath weapon (50-ft. cone, 20d4 fire, DC Speed 40 ft.
27), crush Natural Armor +5; Breath Weapon cone, 2d6 fire
Spell-Like Abilities (CL 21st) Str 13, Dex 16, Con 14, Int 12, Wis 13, Cha 15
At Will—charm person (DC 16), fool’s gold*, fox’s cunning, Ecology
locate objects, stoneskin Environment any
Spells Known (CL 9th) Organization solitary
4th(5/day)—black tentacles, crushing despair (DC 19) Treasure triple
3rd(6/day)—displacement, haste, sleet storm Special Abilities
2nd(7/day)—resist energy, slip of the tongue* (DC 17),
Change Shape (Su) Once a lust dragon desires a particular
summon swarm, web (DC 17)
1st(8/day)—awe*, protection from good, shield, shocking grasp, creature, it can shapechange at will into a creature of the
true strike same species. If anyone calls the dragon by its true name,
0th(at will)—arcane mark, dancing lights, detect magic, it is automatically forced back into its natural form. A lust
flare (DC 15), flash blink (DC 15), ghost sound, ray of frost, dragon’s eyes are always red with desire regardless of what
resistance form it takes.
Statistics
Str 33, Dex 12, Con 24, Int 18, Wis 16, Cha 20 Cloud of Lust (Su) An ancient or older lust dragon
Base Atk +21; CMB +34 (+38 with grab); CMD 46 (50 vs. can use its stripping breath weapon to create a cloud of
trip) uncontrolled sexual energy. This creates conditions that
Feats Alertness, Dodge, Flyby Attack, Hover, Improved distract the mind, forcing spellcasters to make a concentra-
Initiative, Lunge, Multiattack, Power Attack, Snatch, Vital tion check (DC 15 + spell level) to complete spells and a -4
Strike, Wingover penalty on all Will saves.
Skills Appraise +28, Diplomacy +29, Fly +13, Intimidate
+29, Knowledge (arcana) +28, Knowledge (nobility) +28, Inner Fire (Su) At old age, a lust dragon’s bite deals an
Knowledge (local) +28, Perception +31, Sense Motive +31, additional 2d6 points of fire damage. An ancient dragon’s
Spellcraft +28 damage increases to 4d6 and a great wyrm’s damage in-
Languages Common, Dragon, Dwarven, Gnome, Halfling
creases to 6d6.
SQ treasure glide, wealth means health
Language of Love (Su) A lust dragon’s magical nature
speaks to creatures in ways that words cannot convey.
It is said that dragons of greed are born from the guiltless A lust dragon gains a +1 racial bonus to the DC of all
consumption of others. Greed dragons typically work with enchantment spells and none of its enchantment spells
the humanoid races, providing council and advice on how are considered language-dependent as communication is
to grow their wealth. Through their influence, they are handled on a more primal, physical level.
able to amass large fortunes for themselves with little or no
Sire Offspring (Su) Lust dragons are extremely fertile;
risk of their own.
the coupling of a lust dragon with another living creature
Greed dragons avoid physical combat whenever possible, always results in viable half-dragon offspring. The half-
seeking instead to bribe opponents or corrupt others into dragon offspring is always a random type and never a sin
their defense. It is said that several of the largest and half-dragon.
55
Spell-Like Abilities (Sp) A lust dragon gains the follow- Melee bite +12 (1d8+7), 2 claws +12 (1d6+5), 2 wings +7
ing spell-like abilities, usable at-will, upon reaching the (1d4+2)
listed age category. Juvenile—mantle of love*; Old—reverse Special Attacks breath weapon (30-ft. cone, 6d6 fire, DC
gender*; Ancient—impotency* 17), stripping breath (30-ft cone, destroys clothing or up to
+3 armor)
Stripping Breath (Su) Instead of a cone of fire, a lust Statistics
dragon can breathe a cone of hot, heavily scented air. It Str 21, Dex 14, Con 18, Int 14, Wis 15, Cha 17
strips non-magical clothing and armor with an armor bo- Base Atk +7; CMB +12; CMD 24 (28 vs. trip)
Feats Alertness, Iron Will, Skill Focus (Disguise), Skill
nus less than or equal to its age category from individuals
Focus (Bluff)
without harming their flesh or dealing damage to equip- Skills Bluff +16, Diplomacy +13, Disguise +13, Fly +12,
ment. Heal +12, Knowledge (local) +12, Perception +14, Sense
Motive +14
Die Happy (Sp) A great wyrm lust dragon can use this Languages Common, Draconic, Elven
ability three times per day. It works as a weird spell expect SQ change shape (desired species), sire offspring
it is not a fear effect. The creatures are filled with an over-
whelming feeling of lust. The subject of this attack takes ADULT LUST DRAGON CR 11
1d4 points of Wisdom damage instead of Strength if their XP 12,800
save is made. This ability is equivalent to a 9th level spell. CE Large dragon
Init +5; Senses dragon senses; Perception +24
Caster Aura frightful presence (180 ft., DC 21)
Age Categories Special Abilities
Level Defense
Immunity to fire, stripping AC 30, touch 10, flat-footed 29 (+1 Dex, +20 natural, -1
Wyrmling — size)
breath
hp 162 (13d12+78)
Very Young Sire offspring —
Fort +14, Ref +9, Will +15
Young Change shape — DR 5/magic; Immune fire, sleep, paralysis; SR 22
Offense
Juvenile Mantle of love* — Speed 45 ft., fly 200 ft. (poor)
Melee bite +20 (2d6+12), 2 claws +20 (1d8+8), 2 wings
DR 5/magic, spell
Young Adult 1st +15 (1d6+4), tail slap +15 (1d8+12)
resistance
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Language of love, frightful Special Attacks breath weapon (40-ft. cone, 12d6 fire, DC
Adult 3rd
presence 22), stripping breath (40-ft cone, destroys clothing or up to
Mature Adult DR 10/magic 5th +6 armor)
Spell-Like Abilities (CL 13th)
Old Inner fire, reverse gender* 7th At Will—mantle of love*
Very Old DR 15/magic 9th Spells Known (3rd; +1 DC on enchantment)
1st (6/day) – charm person (DC 17), heartache* (DC 17),
Ancient Cloud of lust, impotency* 11th pacifist* (DC 17)
0th (at will) – daze (DC 16), detect magic, light, message,
Wyrm DR 20/magic 13th resistance
Statistics
Great Wyrm Die happy 15th Str 27, Dex 12, Con 22, Int 18, Wis 19, Cha 21
Base Atk +13; CMB +22; CMD 33 (37 vs. trip)
Feats Alertness, Combat Casting, Fleet, Improved
Initiative, Iron Will, Skill Focus (Disguise), Skill Focus
YOUNG LUST DRAGON CR 7 (Bluff)
XP 3,200 Skills Bluff +27, Diplomacy +21, Disguise +24, Fly +11,
CE Medium dragon Heal +20, Knowledge (arcana) +20, Knowledge (history)
Init +2; Senses dragon senses, Perception +14 +20, Knowledge (local) +20, Perception +24, Sense Motive
Defense +24
AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural) Languages Common, Draconic, Elven (plus 2 others as
hp 73 (7d12+28) appropriate)
Fort +9, Ref +7, Will +9 SQ change shape (desired species, shapechange), language of
Immune fire, sleep, paralysis love, sire offspring
Offense
Speed 40 ft., fly 150 ft. (average)
56
1st (8/day) -- charm person (DC 19), heartache* (DC 19),
mage armor, pacifist* (DC 19), sleep (DC 19)
0th (at will) – counting charm, dancing lights, daze (DC 18),
detect magic, ghost sound (DC 17), light, message, ray of frost,
resistance
Statistics
Str 35, Dex 10, Con 26, Int 22, Wis 23, Cha 25
Base Atk +21; CMB +35; CMD 45 (49 vs. trip)
Feats Alertness, Combat Casting, Fleet, Improved Fling,
Glide (see Envy Dragon sidebar), Improved Initiative, Iron
Will, Quick Breath, Skill Focus (Disguise), Skill Focus
(Bluff), Snatch
Skills Bluff +37, Diplomacy +31, Disguise +34, Fly +16,
Heal +27, Knowledge (arcana) +30, Knowledge (history)
+30, Knowledge (local) +30, Perception +34, Sense Motive
+34, Spellcraft +30, Use Magic Device +31
Languages Common, Draconic, Elven (plus 4 others as
appropriate)
SQ change shape (desired species, shapechange), language of
love, sire offspring
57
Sin Dragon, Pride
Slender and regal, the dragon flies high into the air. Its
a bonus in combat. A pride dragon may add its Charisma
bonus to both a single attack and damage roll 12 times per
day.
scales shimmer like the new day and, from your vantage
point, you must look up to savor its magnificence. Rend (Ex) Any time an old pride dragon strikes an oppo-
nent with either of two claws or a bite and a claw, it deals
PRIDE DRAGON additional damage equal to its claw damage plus 1½ times
CE Dragon its Strength bonus.
Base Statistics
CR 4; Size Small; HD 5d12 Spell-Like Abilities (Sp) A pride dragon gains the fol-
Speed 40 ft.. lowing spell-like abilities, usable at-will, upon reaching the
Natural Armor +5 natural; Breath Weapon cone, 2d10 listed age category. Young—true strike; Juvenile—eagle’s
line splendor; Adult—transmute rock to mud; Old—sympathetic
Str 17, Dex 16, Con 13, Int 11, Wis 9, Cha 11 vibration; Ancient—demand; Great Wyrm—sympathy
Ecology
Environment any Caster
Organization solitary Age Categories Special Abilities
Level
Treasure triple
Special Abilities Bloodsport showman,
Wyrmling —
immunity to cold
Bloodsport Showman (Ex) Pride dragons do not just Very Young Braggart —
fight, they fight to prove a point and entertain anyone Young True strike —
watching. During combat, they may add their Strength
bonus to any Charisma-based skill check. Additionally they Call to challenge, eagle’s
Juvenile 1st
splendor
gain a bonus to their CMB to trip, disarm, and sunder at
one-half their age category. DR 5/magic, spell
Young Adult 3rd
resistance
Braggart (Ex) Pride dragons are extremely proud of their Free walker, transmute rock
Adult 5th
accomplishments and are not ashamed to remind others to mud
how awesome they are. A pride dragon of very young age Mature Adult DR 10/magic 7th
begins to add a competence bonus to its Bluff skill and
Old Rend, sympathetic vibration 9th
Perform (oratory) equal to one-half its hit dice; Perform is
considered a class skill for pride dragons. Very Old DR 15/magic 11th
Conviction is my
Call to Challenge (Su) Instead of possessing a frighten- Ancient 13th
protection, demand
ing presence, any creature subject to this ability becomes
obsessesed with slaying the dragon and is filled with the Wyrm DR 20/magic 15th
proud conviction that he is destined to be the one who Great Wyrm Prideful smite, sympathy 17th
defeats the monster. This functions as a geas effect that
expires after 4d6 days.
YOUNG PRIDE DRAGON CR 8
Conviction is My Protection (Su) An ancient pride XP 4,800
dragon’s dedication to self is so powerful that it actually CE Large dragon
manifests as a bonus to armor class. At this age, the dragon Init +6; Senses dragon senses; Perception +15
adds a deflection bonus to its armor class equal to its Cha- Defense
risma modifier. AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1
size)
Free Walker (Su) At adult age, a pride dragon becomes hp 85 (9d12+27)
immune to any ability that would cause it to become en- Fort +9, Ref +8, Will +6
tangled, grappled, helpless, paralyzed, petrified, pinned or Immune cold, paralysis, sleep
Offense
any other condition that would restrict its ability to move.
Speed 40 ft.; fly 200 ft. poor
A pride dragon is too perfect to be delayed or stopped by Melee bite +15 (2d6+10, 2 claws +15 (1d8+7), 2 wings
others. +10 (1d6+3), 1 tail slap +10 (1d8+10)
Space 10 ft. ; Reach 5 ft. (10 ft. with bite)
Prideful Smite (Su) As a great wyrm, a pride dragon is Special Attacks breath weapon (80 ft. line, DC 17, 6d10
so confident in its abilities that its arrogance manifests as cold)
58
Spell-Like Abilities (CL 9th) Aura call to challenge (300 ft.; DC 28)
At Will—true strike Defense
Statistics AC 43, touch 11, flat-footed 43 (+5 deflection, +32 natural,
Str 25, Dex 14, Con 17, Int 13, Wis 11, Cha 13 -4 size)
Base Atk +9; CMB +17 (+18 disarm, sunder, trip); CMD hp 310 (23d12+161)
29 (33 vs. trip) Fort +20, Ref +13, Will +17
Feats Combat Expertise, Improved Feint, Improved Defensive Abilities free walker; DR 15/magic; Immune
Initiative, Power Attack, Skill Focus (Perception) cold, paralysis, sleep; SR 28
Skills Appraise +13, Bluff +17, Fly +8, Intimidate +13, Offense
Knowledge (nobility) +13, Perception +15, Perform Speed 40 ft., fly 250 ft. (poor)
(oratory) +17 Melee bite +34 (4d6+21, 19-20), 2 claws +33 (2d8+14), 2
Languages Draconic, Elven wings +31 (2d6+7), 1 tail slap +31 (2d8+21)
SQ bloodsport showman, braggart Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120 ft., DC 28, 20d10
ADULT PRIDE DRAGON CR 12 cold), crush, rend (bite/claw or 2 claws, 2d8+21), tail sweep
XP 19,200 Spell-Like Abilities (CL 23rd)
CE Huge dragon At Will—demand (DC 23), eagle’s splendor, sympathetic
Init +5; Senses dragon senses; Perception +26 vibration, transmute rock to mud (DC 20), true strike
Aura call to challenge (180 ft., DC 20) Spells Known (CL 13th)
Defense 6th (4/day) – disintegrate (DC 21), repulsion (DC 21)
AC 29, touch 9 flat-footed 28 (+1 Dex, +20 natural, -2 size) 5th (7/day) – cloudkill (DC 20), teleport, waves of fatigue
hp 172 (15d12+75) (DC 20)
Fort +14, Ref +10, Will +11 4th (7/day) – bestow curse (DC 19), mass reduce person (DC
Defensive Abilities free walker; DR 5/magic; Immune 19), scrying (DC 19), stoneskin
cold, paralysis, sleep; SR 23 3rd (7/day) – blink, dispel magic, sleet storm (DC 18), stinking
Offense cloud (DC 18)
Speed 40 ft., fly 200 ft. (poor)
Melee bite +24 (2d8+15), 2 claws +23 (2d6+10), 2 wings
+18 (1d8+5), tail slap +18 (2d6+15)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100 ft. line, DC 22, 12d10
cold), crush
Spell-like Abilities (CL 15th)
At Will—eagle’s splendor , transmute rock to mud (DC 18),
true strike
Spells Known (CL 5th)
2nd (5/day) -- blur, web (DC 15)
1st (7/day) – charm person (DC 14), expeditious retreat,
protection from good, unseen servant
0th (at will) – acid splash, bleed (DC 13), detect magic, mage
hand, message, touch of fatigue (DC 13)
Statistics
Str 31, Dex 12, Con 21, Int 17, Wis 15, Cha 17
Base Atk +15; CMB +27 (+30 disarm, sunder, trip); CMD
38 (42 vs. trip)
Feats Arcing Breath, Combat Expertise, Greater Feint,
Improved Feint, Improved Initiative, Power Attack, Skill
Focus (Perception), Weapon Focus (bite)
Skills Appraise +21, Bluff +27, Fly +11, Intimidate
+21, Knowledge (nobility) +21, Perception +26, Perform
(oratory) +27, Sense Motive +20, Spellcraft +21
Languages Draconic, Elven, Dwarf, Gnoll
SQ bloodsport showman, braggart
59
2nd (7/day) – alter breath weapon, arcane lock, blur, burning
gaze* (DC 17), web (DC 17)
1st (8/day) – alarm, charm person (DC 16), expeditious
Sin Dragon, Sloth
This grayish dragon can barely hold its head up; sleep clings
retreat, protection from good, unseen servant to its body like a shawl and its tail and wings lies still upon
0th (at will) - acid splash, arcane mark, bleed (DC 15), detect the ground.
magic, mage hand, message ,read magic, resistance, touch of
fatigue (DC 15)
Statistics SLOTH DRAGON
Str 39, Dex 10, Con 25, Int 21, Wis 19, Cha 21 NE Dragon
Base Atk +23; CMB +41 (+46 disarm, sunder, trip); CMD Base Statistics
56 (60 vs. trip) CR 2; Size Tiny; HD 3d12
Feats Ability Focus (Call to Challenge), Arcing Breath, Speed 40 ft., burrow 30 ft.
Combat Expertise, Greater Feint, Improved Critical Natural Armor +4; Breath Weapon line, 2d6 electricity
(bite), Improved Feint, Improved Initiative, Improved Str 11, Dex 14, Con 14, Int 8, Wis 8, Cha 11
Maneuverability, Multiattack, Power Attack, Skill Focus Ecology
(Perception), Weapon Focus (bite) Environment any
Skills Appraise +31, Bluff +41, Fly +16, Intimidate Organization solitary
+31, Knowledge (arcana) +31, Knowledge (nobility) +31, Treasure triple
Perception +36, Perform (oratory) +41, Sense Motive +30, Special Abilities
Spellcraft +31, Use Magic Device +31
Dreamhealing (Su) While sleeping or on the Plane of
Languages Draconic, Elven, Dwarf, Gnoll
SQ bloodsport showman, braggart, conviction is my Dreams, an adult sloth dragon gains fast healing 10. At
protection, freewalker very old age the dragon’s fast healing increases to 15 and
as a great wyrm it increases to 20.
Pride dragons view themselves as the pinnacle of what it
means to be a dragon. They are intelligent, powerful, and Dreamwalking (Su) As a standard action, a very young
clearly superior to all other creatures in existence. They sloth dragon has the ability to plane shift into the Plane of
exude an arrogance that drives even the sanest man to Dreams or back.
challenge the pride dragon. Used to these feeble challenges,
Mold Dreamscape (Su) A young sloth dragon can shape
pride dragons delight in ridiculing opponents, embarrass-
the material of dreams at will. This ability functions as
ing them, and finally tearing them limb from limb.
stone shape or similar 4th-level elemental effects but only on
Pride dragons get perverse glee out of destroying heroes
and will often kidnap princesses in the hopes of lur-
ing heroes to their doom. They will often lair in ruins
or mountains that are near civilization in order to draw
stupid heroes to their doom. The only thing that a pride
dragon likes more than destroying those that challenge it
is talking about how absolutely awesome the pride dragon
is...way awesome.
60
material within a dreamspace. A sloth dragon’s caster level YOUNG SLOTH DRAGON CR 6
for this effect is equal to its Hit Dice. XP 2,400
NE Medium dragon
No Rest For The Dead (Su) When a sloth dragon be- Init +5; Senses dragon senses; Perception +13
comes a great wyrm, its essence is so infused with dream Defense
energy that when a creature is killed by a sloth dragon it AC 21, touch 11, flat-footed 21 (+1 Dex, +10 natural)
rises on the next round as a dreamwight (as a wight but hp 73 (7d12+28)
is only animate within the dreamscape) that is completely Fort +9, Ref +6, Will +5
loyal to the sloth dragon. Immune electricity, paralysis, sleep
Offense
Sleep Bite (Su) Any creature bitten by an old or older Speed 40 ft., burrow 30 ft., fly 150 ft. (average)
sloth dragon must succeed a Will save or fall asleep for 1d6 Melee bite +12 (1d8+6), 2 claws +11 (1d6+4), 2 wings +6
rounds. The save DC is Constitution-based. (1d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Sleep Breath (Su) Instead of a line of electricity, a sloth Special Attacks breath weapon (60 ft. line, DC 17, 6d6
dragon can breathe a cone of sleep gas. Creatures within electricity), sleep breath (30-ft. cone, DC 17, 1d6+3 rounds)
Statistics
the cone must make a Will save or fall asleep for 1d6
Str 19, Dex 12, Con 18, Int 10, Wis 10, Cha 13
rounds plus 1 round per age category. Base Atk +7; CMB +11; CMD 22 (26 vs. trip)
Feats Improved Initiative, Power Attack, Skill Focus
Spell-Like Abilities (Sp) A sloth dragon gains the fol-
(Perception), Weapon Focus (bite)
lowing spell-like abilities, usable at-will, upon reaching Skills Bluff +11, Fly +11, Knowledge (history) +10,
the listed age category. Juvenile—scatterbrained*; Young Perception +13, Sense Motive +10, Stealth +11(7)
Adult—crushing despair; Ancient—nightmare; Great Languages Draconic
Wyrm—sleepwalker* SQ dreamwalking, mold dreamscape
Waking Dream (Su) An ancient sloth dragon is perma-
ADULT SLOTH DRAGON CR 10
nently coexistent with the Plane of Dreams. This connec- XP 9,600
tion is so powerful that the area within 30 ft. of an ancient NE Large dragon
dragon is always considered dreamspace. This region Init +4; Senses dragon senses; Perception +24
allows the sloth dragon to shape the land with its mold Aura frightful presence (180 ft., DC 19)
dreamscape ability, use spells that only work in the dreams- Defense
cape, as well as benefit from dream healing. AC 28, touch 9, flat-footed 28 (+19 natural, -1 size)
hp 162 (13d12+78); fast healing 10 (dreamscape only)
Caster Fort +14, Ref +8, Will +10
Age Categories Special Abilities
Level DR 5/magic; Immune electricity, paralysis, sleep; SR 21
Immune to electricity, Offense
Wyrmling — Speed 40 ft., burrow 30 ft. fly 200 ft. (poor)
sleep breath
Melee bite +20 (2d6+10/19-20 plus fatigue), 2 claws +19
Very Young Dreamwalking — (1d8+7), 2 wings +14 (1d6+3), tail slap +14 (1d8+10)
Young Mold Dreamscape — Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80 ft. line, DC 22, 12d6
Juvenile Scatterbrained* — electricity), sleep breath (40-ft. cone, DC 22, 1d6+6 rounds)
DR 5/magic, spell Spell-Like Abilities (CL 13th)
Young Adult — At Will—crushing despair (DC 17), scatterbrained* (DC 15)
resistance, crushing despair
Spells Known (CL 1st)
Dreamhealing, frightful
Adult 1st 1st (4/day) – alarm, shield
presence
0th (at will) – dancing lights, bleed (DC 13), touch of fatigue
Mature Adult DR 10/magic 3rd (DC 13), resistance
Old Sleep bite 5th Statistics
Str 25, Dex 10, Con 22, Int 14, Wis 14, Cha 17
Very Old DR 15/magic 7th Base Atk +13, CMB +21, CMD 31 (35 vs. trip)
Feats Critical Focus, Improved Critical (bite), Improved
Ancient Nightmare, waking dream 9th
Initiative, Power Attack, Skill Focus (Perception), Tiring
Wyrm DR 20/magic 11th Critical, Weapon Focus (bite)
Skills Bluff +19, Fly +10, Knowledge (history) +18,
No rest for the dead,
Great Wyrm 13th Knowledge (planes) +18, Perception +24, Sense Motive
sleepwalker*
+18, Spellcraft +18, Stealth +12
Languages Draconic, Giant, Sylvan
SQ dreamhealing, dreamwalking, mold dreamscape
61
ANCIENT SLOTH DRAGON CR 15 cape, it can reshape the land, heal itself, and raise the dead
XP 51,200 from their eternal sleep.
NE Huge dragon
Init +3; Senses dragon senses; Perception +34 Lands that are ruled by sloth dragons are filled with cities
Aura dreamscape (30 ft.), frightful presence (300 ft., DC 25) in disrepair, wandering undead, and sleeping civilians.
Defense
AC 38, touch 7, flat-footed 38 (-1 Dex, +31 natural, -2 size)
hp 304 (21d12+168); fast healing 15 (dreamscape only)
Fort +20, Ref +11, Will +16
Sin Dragon, Wrath
Fire spills out of this gigantic dragon’s mouth. Its body
DR 15/magic; Immune electricity, paralysis, sleep; SR 26 is covered with sharp horns and spikes obviously used for
Offense tearing into foes and destroying anything in its path.
Speed 40 ft., burrow 30 ft., fly 200 ft. (poor)
Melee bite +31 (2d8+16 plus sleep/19-20 plus WRATH DRAGON
exhaustion), 2 claws +30 (2d6+11), 2 wings +25 (1d8+5), CE Dragon
tail slap +25 (2d6+16) Base Statistics
Space 15 ft., Reach 10 ft. (15 ft. with bite) CR 6; Size Small; HD 7d12
Special Attacks breath weapon (100 ft. line, DC 28, 20d6 Speed 40 ft., climb 30 ft.
electricity), crush, sleep bite (DC 28), sleep breath (50-ft. Natural Armor +6; Breath Weapon cone, 2d8 acid
cone, DC 28, 1d6+10 rounds) Str 16, Dex 14, Con 15, Int 10, Wis 11, Cha 12
Spell-Like Abilities (CL 21st) Ecology
At Will – crushing despair (DC 19), nightmare (DC 20), Environment any
scatterbrained* (DC 17) Organization solitary
Spells Known (CL 9th) Treasure triple
4th (5/day) – phantom ambush (DC 19), solid fog Special Abilities
3rd (7/day) – black and blue*, dream warriors, slow (DC 18)
2nd (7/day) – blindness/deafness (DC 17), misdirection (DC Bristled (Ex) An old wrath dragon is covered with danger-
17), shatter (DC 17), spider climb ous spikes. Anyone who attacks the dragon with natural
1st (8/day) – alarm, magic aura, shield or manufactured handheld weapons suffers 2d6 points
0th (at will) – arcane mark, dancing lights, bleed (DC 15),
of piercing damage. An ancient dragon’s spikes deal 4d6
open/close, prestidigitation, resistance, ray of enfeeblement (DC
15), touch of fatigue (DC 15) and a great wyrm’s deal 6d6. This damage is added to the
Statistics dragon’s wing and tail attacks as well but not bite or claws.
Str 33, Dex 8, Con 26, Int 18, Wis 18, Cha 21
Base Atk +21; CMB +34; CMD 43 (47 vs. trip) Destruction Aura (Su) An intense aura of destruction
Feats Cleave, Critical Focus, Exhausting Critical, Great surrounds an adult wrath dragon. All objects within 5 feet
Cleave, Improved Critical (bite), Improved Initiative, Power of the dragon take double damage from attacks. An old
Attack, Skill Focus (Perception), Tiring Critical, Vital dragon’s aura extends to 10 feet. An ancient dragon’s aura
Strike, Weapon Focus (bite) extends to 15 feet and objects damaged within that aura
Skills Bluff +29, Fly +15, Knowledge (arcana) +28, take triple damage from attacks. This aura does not affect
Knowledge (history) +28, Knowledge (planes) +28, items the dragon holds or wields.
Perception +34, Sense Motive +28, Spellcraft +28, Stealth
+15, Use Magic Device +29 Retribution (Su) An ancient wrath dragon’s rage is all-
Languages Draconic, Elven, Common, Giant, Sylvan consuming. Any round that it is hurt by another creature,
SQ dreamhealing, dreamwalking, mold dreamscape, the wrath dragon must target that creature with its first at-
waking dream tack (the bite) but it gains a bonus to hit and damage equal
to its Charisma modifier.
The sloth dragon is the paragon of unrealized dreams and
ambitions. There is vast amounts of good that could be Ruin Sight (Ex) A very young wrath dragon can find
accomplished in the world like charity, art, innovation; but, weakness in any opponent or structure that it can see. Any
honestly, that would take effort and it is so much easier to weakness a target possesses is immediately known to the
take a nap. As the world fails into disrepair around it, the wrath dragon and additionally it gains a +4 bonus to con-
sloth dragon can feast upon the failings of others. firm critical hits against any target it sees.
Sloth dragons spend much of their time on the Plane of Spell-Like Abilities (Sp) A wrath dragon gains the fol-
Dreams consuming the ambitions of others, leaving them lowing spell-like abilities, usable at-will upon reaching the
directionless and unmotivated. As the dragon grows in listed age category. Juvenile—sleet storm, Old—ice storm;
power and age, it begins to stretch the realm of dreams out Ancient—chain lightning
onto the Material Plane. Within this expanding dreams-
62
Strength of Wrath (Su) Whenever an enemy or ally is Space 10 ft.; Reach 5 ft. (10 ft. with bite)
within 60 ft. of the wrath dragon and activates the rage Special Attacks breath weapon (40-ft. cone, DC 19, 6d8
ability or a rage power, the dragon can choose to have the acid)
power affect it as well. Spell-Like Abilities (CL 11th)
At Will – detect thoughts (DC 14)
Storm of Wrath (Su) Once per day, by roaring and beat- Statistics
ing its wings, the dragon can call up mighty gusts of wind Str 24, Dex 12, Con 19, Int 12, Wis 13, Cha 14
in a 300-yard diameter circle centered upon itself—pro- Base Atk +11; CMB +19; CMD 30 (34 vs. trip)
Feats Cleave, Improved Natural Attack (bite), Multiattack,
vided it is above ground at the time. The wind blast lasts
Power Attack, Vital Strike, Weapon Focus (bite)
for a single round and causes no harm to the dragon but Skills Appraise +15, Climb +29, Intimidate +16, Fly +9,
all other creatures of less than gargantuan size suffer the Perception +15, Sense Motive +15, Survival +15
wind effects detailed in The Pathfinder Roleplaying Game for Languages Common, Draconic
a windstorm unless they succeed Fortitude saves. Ranged SQ strength of wrath
attacks are impossible on the round the wind blast strikes,
torches are extinguished (as are lanterns 75% of the time), ADULT WRATH DRAGON CR 14
and Perception checks are made at a –8 penalty. The area XP 38,400
of effect is filled with a firestorm causing 14d10 points of CE Huge dragon
damage, (Fortitude half). Init +4; Senses dragon senses, ruin sight; Perception +27
Aura destruction (5 ft.), frightful presence (180 ft., DC 22)
Caster Defense
Age Categories Special Abilities AC 29, touch 8, flat-footed 29 (+21 natural, -2 size)
Level
hp 212 (17d12+102)
Immunity to acid, strength Fort +16, Ref +10, Will +13
Wyrmling —
of wrath DR 5/magic; Immune acid, paralysis, sleep; SR 25
Very Young Ruin sight — Offense
Young Detect thoughts — Speed 40 ft., climb 30 ft., fly 200 ft. (poor)
Melee bite +26 (4d6+15/19-20), 2 claws +25 (2d6+10), 2
Juvenile Sleet storm — wings +23 (1d8+5), tail slap +23 (2d6+15)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
DR 5/magic, spell
Young Adult 1st Special Attacks breath weapon (50-ft. cone, DC 25, 12d8
resistance
acid), crush
Destruction aura, frightful Spell-Like Abilities (CL 17th)
Adult 3rd
presence At Will – detect thoughts (DC 16), sleet storm
Mature Adult DR 10/magic 5th Spells Known (CL 3rd)
1st (6/day) – obscuring mist, ray of enfeeblement (DC 15), sky
Old Bristled, ice storm 7th bolt* (DC 15)
Very Old DR 15/magic 9th 0th (at will) – bleed (DC 14), boom* (DC 14), detect magic,
flare (DC 14), touch of fatigue (DC 14)
Ancient Retribution, chain lightning 11th Statistics
Wyrm DR 20/magic 13th Str 30, Dex 10, Con 23, Int 16, Wis 17, Cha 18
Base Atk +17; CMB +29; CMD 39 (43 vs. trip)
Great Wyrm Storm of Wrath 15th Feats Alertness, Cleave, Improved Critical (bite), Improved
Initiative, Improved Natural Attack (bite), Multiattack,
Power Attack, Vital Strike, Weapon Focus (bite)
YOUNG WRATH DRAGON CR 10 Skills Appraise +23, Climb +38, Intimidate +24, Fly +12,
XP 9,600
Perception +27, Sense Motive +27, Spellcraft +23, Survival
CE Large dragon
+23, Swim +30
Init +1; Senses dragon senses, ruin sight; Perception +15
Languages Common, Draconic, Dwarf, Orc
Defense
SQ strength of wrath
AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, -1
size)
hp 115 (11d12+44) ANCIENT WRATH DRAGON CR 19
Fort +11, Ref +8, Will +8 XP 204,800
Immune acid, paralysis, sleep CE Gargantuan dragon
Offense Init +3; Senses dragon senses, ruin sight; Perception +37
Speed 40 ft., climb 30 ft., fly 200 ft. (poor) Aura destruction (15 ft.), frightful presence (300 ft., DC 28)
Melee bite +18 (2d8+10), 2 claws +17 (1d8+7), 2 wings Defense
+15 (1d6+3), tail slap +15 (1d8+10) AC 38, touch 5, flat-footed 38 (-1 Dex, +33 natural, -4 size)
63
hp 362 (25d12+200) 0th (at will) – bleed (DC 16), boom*, detect magic, flare (DC
Fort +22, Ref +13, Will +19 16), false blink*, message, moment of darkness*, ray of frost,
DR 15/magic; Immune acid, paralysis, sleep; SR 30 touch of fatigue (DC 16)
Offense Statistics
Speed 40 ft., climb 30 ft., fly 250 ft. (clumsy) Str 38, Dex 8, Con 27, Int 20, Wis 21, Cha 22
Melee bite +36 (4d8+21/19-20), 2 claws +35 (2d8+14), 2 Base Atk +25; CMB +43 (+47 sunder); CMD 52 (56 vs.
wings +33 (2d6+7), tail slap +33 (2d8+21) sunder, trip)
Space 20 ft.; Reach 15 ft. (20 ft. with bite) Feats Alertness, Cleave, Great Cleave, Greater Sunder,
Special Attacks breath weapon (60-ft. cone, DC 30, 20d8 Improved Critical (bite), Improved Initiative, Improved
acid), bristles (+4d6 piercing), crush, tail sweep Natural Attack (bite), Improved Sunder, Improved Vital
Spell-Like Abilities (CL 25th) Strike, Multiattack, Power Attack, Vital Strike, Weapon
At Will – chain lightning (DC 22), detect thoughts (DC 18), Focus (bite)
ice storm, sleet storm Skills Appraise +33, Climb +50, Intimidate +34, Fly +11,
Spells Known (CL 11th) Knowledge (arcana) +33, Perception +37, Sense Motive
5th (4/day) – cloudkill (DC 21), cone of cold (DC 21) +37, Spellcraft +33, Survival +33, Swim +42, Use Magic
4th (6/day) – black tentacles, crushing despair (DC 20), wall Device +34
of fire Languages Abyssal, Common, Draconic, Dwarf, Giant,
3rd (7/day) – fireball (DC 19), lightning bolt (DC 19), Orc
protection from energy, rage SQ retribution, strength of wrath
2nd (8/day) – bull’s strength, invisibility, pyrotechnics (DC 18),
scorching ray, summon swarm Wrath dragons are the embodiment of rage and destruc-
1st (8/day) – grease, obscuring mist, ray of enfeeblement (DC tion. While other sin dragons may have slight benefits to
17), sky bolt* (DC 17), truestike society initially, a wrath dragon only causes suffering and
destruction. Wrath dragons frequent the sites of conflict
and war. They regularly intercede in wars, at-
tacking and destroying troops on both sides;
weakening defenses and carrying off leaders.
64
Elemental, Junk
Bits of furniture, animal bones, torn book covers, and rusty
I Want That (Ex) Instead of a melee attack a junk el-
emental can attempt to disarm an opponent as a standard
action that does provoke an attack of opportunity. The junk
pipes combine to form this creature’s vaguely humanoid elemental receives a +4 racial bonus on the disarm attempt.
shape. Two silver coins glitter from eye sockets set deep into
a head made of twisted wire and cloth. Junkyard Regeneration (Su) A junk elemental gains re-
generation 5 in a junk yard.
ELEMENTAL, JUNK Lost in the Heap (Ex) A junk elemental’s layers of packed
Languages junk
debris make it difficult for an opponent to snatch an item
Ecology
Environment any (Plane of Junk) from the elemental. The junk elemental gains a +4 racial
Organization solitary, pair, or gang (3-8) bonus to resist disarm attempts made to grab an item
Treasure 10% coins, 10% goods incorporated into its body.
Special Abilities
Plane of Junk
Cast-off Incorporation (Su) As a move action that does The plane of junk is a relatively new plane formed when
not provoke an attack of opportunity, a junk elemental can the useless and unwanted debris of civilization reached
incorporate an inanimate object such as a weapon, shield, critical mass and punched their way into an alternate
or piece of furniture into its body. The elemental must reality (although this was likely aided by environmentally-
either hold the item or the item must be within the junk conscious wizards). The plane of junk is an endless world
elemental’s reach. If the item is magical, the junk elemental of debris: broken furniture, discarded clothing, rubble,
gains certain benefits depending on the type of item. A damaged weapons, worn out armor, shredded paper,
junk elemental can only have one item incorporated in such twisted metal and whatever else gets thrown out once
a way for every four Hit Dice it possesses (or one item for a its usefulness has passed. The only topographic features
Small junk elemental). A junk elemental can release an in- are colossal mounds of garbage. Some of these mounds
corporated item as a free action. When encountered, roll on contain hollowed-out areas that harbor denizens native to
the chart below to determine the type of item incorporated the plane, or creatures attracted to the endless accumula-
into a junk elemental. Roll once for a Small junk elemental, tion. Since much of the junk on the plane was once a magic
otherwise roll once for every 4 Hit Dice. Once the type item, the residual arcane energy enhances certain spells
of item is determined, roll on the appropriate table in the and spontaneously generates junk elementals and animated
magic item section of the main rulebook. objects. Since one man’s junk is another’s treasure, there
are individuals who, upon hearing about this new plane,
make it their life’s mission to not only find it but also make
d% Item
trafficking its “goods” a way of life.
Weapon (the elemental gains the weapon’s
bonuses and enhancements to its slam attack A Funnel for Adventure
1-20
as long as such enhancements can be added It is highly likely that cultures from other planes have
to a bludgeoning weapon.) discovered this Plane of Junk and use it for their own
Armor (the elemental adds the armor’s bonus waste disposal. Alternately, these cultures might use
21-40 and enhancements to its AC and defensive such a wasteland of stuff to hide things or creatures
abilities) that should never come near civilization. Contact with
this plane (whether through direct or indirect means) is
Rod (the elemental can use the rod’s abilities a great way to introduce new/strange/mutated items
41-49
3/day as a spell-like ability) (or creatures!) into your campaign. Check out Tricky
Ring (the elemental gains the ring’s bonuses Owlbear Publishing’s Substandard Magic Items and
50-65 Mallyate pdfs for a few ideas to get you started.
or enhancements)
Wand (as long as the wand possesses charges
the elemental can cast the wand’s spell
66-75
as a spell-like ability 3/day, with each use
consuming one charge)
Wonderous item (the elemental can use the
76-85
wonderous item)
86-99 None
Roll twice, ignoring this result on any re-
100
rolls
65
The plane of junk has the following traits: N Medium outsider (elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +5
• Infinite Size Defense
AC 17, touch 11, flat-footed 17 (+1 Dex, +6 natural)
• Alterable Morphic hp 30 (4d10+8); junkyard regeneration
Fort +3, Ref +5, Will +4
• Normal Time and Gravity Defensive Abilities lost in the heap; Immune elemental
traits
• Lifeless The plane of junk is lifeless in the normal Offense
sense but creates and harbors animated objects, con- Speed 30 ft.
structs and junk elementals. Melee slam +7 (1d8+4)
Special Attacks I Want That
• Neutral Aligned Statistics
Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11
• Enhanced Magic Animate objects spells cast on the plane Base Atk +4; CMB +7 (+11 with disarm); CMD 18 (22 vs.
of junk benefit from the Enhance Spell and Extend disarm)
Spell feats without increasing casting time or spell level. Feats Cleave, Power Attack, Skill Focus (Appraise)B
Skills Appraise +5, Escape Artist +6, Knowledge (planes)
• Spontaneous Generation Every hour on the plane of +2, Perception +5, Sleight of Hand +6, Stealth +6
junk there is a 50% chance the junk transforms into a SQ Cast-off Incorporation
Small junk elemental or animated object.
LARGE JUNK ELEMENTAL CR 5
XP 1,600
Elemental Height Weight N Large outsider (elemental, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +9
Small 4 ft. 25 lb. Defense
Medium 8 ft. 200 lb. AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, -1
Large 16 ft. 1,500 lb. size)
Huge 32 ft. 12,000 lb. hp 68 (8d10+24); junkyard regeneration
Fort +5, Ref +12, Will +6
Greater 36 ft. 14,000 lb.
Defensive Abilities lost in the heap; DR 5/—; Immune
Elder 40 ft. 16,000 lb. elemental traits
Offense
Speed 30 ft.
SMALL JUNK ELEMENTAL CR 1 Melee 2 slams +12 (1d8+5)
XP 400
Space 10 ft.; Reach 10ft.
N Small outsider (elemental, extraplanar)
Special Attacks I Want That
Init +0; Senses darkvision 60 ft.; Perception +4
Statistics
Defense
Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11
AC 16, touch 11, flat-footed 16 (+5 natural, +1 size)
Base Atk +8; CMB +14 (+18 with disarm); CMD 26 (30
hp 13 (2d10+2); junkyard regeneration
vs. disarm)
Fort +1, Ref +5, Will +3
Feats Cleave, Great Cleave, Lightning Reflexes, Power
Defensive Abilities lost in the heap; Immune elemental
Attack, Skill Focus (Appraise)B
traits
Skills Appraise +9, Escape Artist +10, Knowledge (planes)
Offense
+6, Perception +9, Sleight of Hand +10, Stealth +7
Speed 30 ft.
SQ Cast-off Incorporation
Melee slam +5 (1d6+3)
Special Attacks I Want That
Statistics HUGE JUNK ELEMENTAL CR 7
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11 XP 3,200
Base Atk +2; CMB +3 (+7 with disarm); CMD 13 (17 vs. N Huge outsider (elemental, extraplanar)
disarm) Init +4; Senses darkvision 60 ft.; Perception +10
Feats Power Attack, Skill Focus (Appraise)B Defense
Skills Appraise +4, Escape Artist +4, Knowledge (planes) AC 20, touch 12, flat-footed 16 (+4 Dex, +8 natural, -2
+1, Perception +4, Sleight of Hand +4, Stealth +8 size)
SQ Cast-off Incorporation hp 95 (10d10+40); junkyard regeneration
Fort +7, Ref +13, Will +7
Defensive Abilities lost in the heap; DR 5/—; Immune
MEDIUM JUNK ELEMENTAL CR 3 elemental traits
XP 800
66
Offense hp 152 (16d10+64); junkyard regeneration
Speed 40 ft. Fort +9, Ref +18, Will +12
Melee 2 slams+15 (2d6+7) Defensive Abilities lost in the heap; DR 10/—; Immune
Space 10 ft. Reach 10 ft. elemental traits
Special Attacks I Want That Offense
Statistics Speed 40 ft.
Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11 Melee 2 slams+24 (2d10+10/19-20)
Base Atk +10; CMB +19 (+23 with disarm); CMD 33 (37 Space 15 ft. Reach 15 ft.
vs. disarm) Special Attacks I Want That
Feats Cleave, Combat Reflexes, Great Cleave, Lightning Statistics
Reflexes, Power Attack, Skill Focus (Appraise)B Str 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11
Skills Appraise +11, Escape Artist +13, Knowledge Base Atk +16; CMB +28 (+30 with overrun, +32 with
(planes) +7, Perception +10, Sleight of Hand +14, Stealth disarm); CMD 44 (46 vs. Overrun, 48 vs. disarm)
+6 Feats Cleave, Combat Reflexes, Great Cleave, Improved
SQ Cast-off Incorporation Critical (slam), Improved Overrun, Iron Will, Lightning
Reflexes, Power Attack, Skill Focus (Appraise)B
GREATER JUNK ELEMENTAL CR 9 Skills Appraise +25, Escape Artist +25, Knowledge
XP 6,400 (planes) + 19, Perception +19, Sleight of Hand +25,
N Huge outsider (elemental, extraplanar) Stealth +17
Init +5; Senses darkvision 60 ft.; Perception +16 SQ Cast-off Incorporation
Defense
AC 23, touch 13, flat-footed 18 (+5 Dex, +10 natural, -2 The first junk elementals formed soon after the debris
size) of civilization, mixed with lost or discarded magic items,
hp 123 (13d10+52); junkyard regeneration reached a certain critical mass and imploded, creating the
Fort +8, Ref +15, Will +10 plane of junk. Some of the garbage animated and gained
Defensive Abilities lost in the heap; DR 10/—; Immune a rudimentary level of intelligence. Junk elementals now
elemental traits leave their home in search of interesting items to add to
Offense themselves, taking any item that catches their fancy.
Speed 40 ft.
Melee 2 slams+20 (2d8+9)
Space 15 ft. Reach 15 ft.
Special Attacks I Want That
Statistics
Str 28, Dex 20, Con 19, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +24 (+26 with overrun, +28
with disarm); CMD 39 (41 vs. Overrun, 43 vs.
disarm)
Feats Cleave, Combat Reflexes, Great Cleave,
Improved Overrun, Iron Will, Lightning
Reflexes, Power Attack, Skill Focus (Appraise)
B
67
An immobile junk elemental resembles a pile of torn paper,
broken furniture, and shredded clothing interspersed with
random bits of metal. Only when a junk elemental moves,
Ethereal Filcher
Clicking around on four talons, the ethereal filcher is an
is it obvious the heap is something other than refuse. Most abomination of muscled torso from which five clawed arms
junk elementals take on a rudimentary humanoid shape, but extend. The center of its torso is a gaping maw.
can also appear as animals or simple mounds of garbage.
ETHEREAL FILCHER CR 2
They covet shiny objects such as coins, jewelry, gems and XP 600
weapons. Combat with a junk elemental is usually over a N Medium aberration
rare item the creature wants and its opponents refuse to Init +8; Senses darkvision 60 ft., magicsense 60 ft.,
give up. A junk elemental retreats as soon as it secures Perception +9
whatever odd item it was after. Defense
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
When a junk elemental is destroyed, it collapses into its hp 22 (5d8)
constituent parts. Any items once part of its body can then Fort +1, Ref +5, Will +5
be claimed. Offense
Speed 40 ft.
Knowledge Melee bite +7 (1d6)
Lore Statistics
(planes) DC
Str 10, Dex 18, Con 11, Int 9, Wis 12, Cha 10
Junk elementals are outsiders Base Atk +3; CMB +3; CMD 17 (19 vs. trip)
CR + 5 formed from the residue of the first Feats Deft Hands, Improved Initiative, Weapon Finesse
civilizations. Skills Disable Device +11, Perception +9, Sleight of Hand
A junk elemental loves to steal or take +11
CR + 10 valuable items to incorporate into its Languages none
body. SQ ethereal escape
Ecology
Though of low intelligence, a junk Environment underground
CR + 15 elemental will bargain and even trade Organization solitary
for items it desires. Treasure double
Any magic item that is part of a junk Special Abilities
CR + 20 elemental’s body grants the elemental
abilities as if it wielded the item. Ethereal Escape (Su) The ethereal filcher is able to slip
into the Ethereal Plane as a move action. It can remain
in the Ethereal Plane for two rounds before it must use a
move action to shift back to the Material Plane.
68
more than adequate Sleight of Hand skill) and disappear Knowledge
back into the Ethereal Plane. If a filcher does not surprise (dungeoneering) Lore
the target, they will often bite them instead before then DC
disappearing. The filcher will continue to make surprise Ethereal filchers are bizarre
attacks against the mark until it is seriously injured or it aberrations native to the Material
succeeds. 7
Plane that like to steal magic
items.
Once it secures a trinket, an ethereal filcher scurries back
Ethereal filchers can move quickly
to its lair to admire its prize. Ethereal filchers have never
12 between the Material and the
been observed to employ magic items or carry them into Ethereal Planes.
combat so sages are unsure of why they steal this type of
treasure. Rumors abound in the underearth, that a great Ethereal filchers can sense magic,
vault of magic treasure exists—a garbage dump of all the like some undead can sense the
17 presence of life energy. Filchers
filchers’ finds.
hunger for the glow of magical
items.
Ethereal filchers are cowards who
22 will always run away instead of
risking serious injury.
69
Ethereal Marauder
Instead of a head, this pear-shaped, purple beast possesses a
Ecology
Environment ethereal plane
Organization solitary
giant mouth ringed with three eyes. The creature stands on Treasure standard
two broad legs with three-toed feet. Special Abilities
Knowledge
Lore
(arcana) DC
Ethereal marauders are magical beasts
13 that can move between the Ethereal
and Material planes.
Spells that allow travel to the Ethereal
Plane make a creature more likely
16
to suffer an attack from an ethereal
marauder.
Survivors of ethereal marauder attacks
23 report the creature emits a high-pitched
hum just before attacking.
A blink spell allows a creature to attack
and harm an ethereal marauder even
28
when it is no longer on the Material
Plane.
70
Evil Eye
An enormous floating eye, apparently ripped raw from
The so-called evil eyes are also known as the Eyes of
Augrah-Ma. Legend has it that Augrah- Ma is some great
and dark power whose presence is so inherently baleful
the skull of some great beast, hovers in the air before you. that the very forces of nature prevent him from entering
Lengths of optic nerve writhe and thrash behind it like tails. any of the known planes. It is said that Augrah-Ma lurks
in the emptiness between worlds. The evil eyes, though
EVIL EYE CR 10 they seem to have independent
XP 9,600 minds and often pursue their
LE Large aberration own agendas, are said to
Init +7; Senses darkvision 60 ft., detect magic, see invisibility; literally be Augrah-Ma’s
Perception +26 eyes, allowing him to see
Defense
and influence events in
AC 23, touch 15, flat-footed – (+2 deflection, +3 Dex, +1
dodge, +8 natural, -1 size) the Material Plane. Most
hp 120 (16d8+48) evil eyes seem obsessed
Fort +8, Ref +8, Will +13 with the destruction
Defensive Abilities all-around vision, deflection; Resist of spellcasters and the
acid 5, cold 5, electricity 5, fire 5, sonic 5; DR 10/-; SR 21 acquisition of magic items.
Offense When magical items are
Speed 5 ft., fly 30 ft. (good) detected, an evil eye prefers
Melee 2 lashes +14 (1d8+1) to lead off a confronta-
Space 10 ft.; Reach 5 ft. tion with its hold monster
Special Attacks gaze power. Once a target is at its
Spell-Like Abilities (CL 16th)
mercy, the eye telepathically
Constant – detect magic, see invisibility
Statistics proclaims, “Augrah-Ma re-
Str 12, Dex 17, Con 16, Int 14, Wis 16, Cha 15 quires your magics.” The voice
Base Atk +12; CMB +14; CMD 30 (can’t be tripped) has been described as a low,
Feats Ability Focus (gaze), Dodge, Flyby Attack, Hover, monotonous drone which is at
Improved Initiative, Improved Natural Attack (lash), once frightening and hypnotic.
Weapon Finesse, Wingover
Skills Acrobatics +22, Fly +24, Knowledge (arcana) An evil eye is about 8 feet in diameter, with its “tail” of
+21, Perception +26, Spellcraft +25, Stealth +18; Racial optic nerves running an additional 3 to 9 feet, depending
Modifiers +4 to Perception and Spellcraft checks on the individual. These tails are fully prehensile, allowing
Languages telepathy 100 ft. the evil eye to manipulate objects as well as human hands
Ecology do. Some are perfectly white, some yellowed, and some
Environment any bloodshot. An evil eye’s iris can be of any color, from stan-
Organization solitary, pair, or cluster (4-6) dard blues, greens and browns, to inhuman violets, golds
Treasure standard
and reds.
Special Abilities
Knowledge
All-Around Vision (Ex) Evil eyes can see in all directions
(dungeoneering) Lore
at once. They cannot be flanked or caught flat-footed. In DC
addition, they have a +4 racial bonus on all Perception
Evil eyes look like giant floating
checks.
15 eyeballs with writhing optic nerves
Deflection (Su) Due to their quasi-divine nature, evil eyes that they can whip at opponents.
possess a deflection bonus to their AC and CMB equal to Evil eyes can unleash a host of gaze
their Charisma modifier. 20 attacks to charm, paralyze, harm or
even immolate opponents.
Gaze (Su) Evil eyes possess eight separate gaze attacks Evil eyes do not seem to eat anything,
that have a range of 50 feet with a save DC of 22. The evil perhaps they are fed by the magical
eye can only use one gaze attack each round and each gaze 25
items they collect, but when it comes
can only be used once every four rounds. The gaze attacks to other races they kill for sport.
mimic the following spells with a caster level of 16: charm Evil eyes are best attacked with
monster, confusion, deep slumber, enervation, flame strike, flesh to 30 overwhelming odds, and magic used
stone, hold monster, inflict critical wounds to limit their movement.
71
Flail Snail
Four long tentacles ending in bony, club-like appendages
sprout from the head of this giant massive snail.
FLAIL SNAIL CR 4
XP 1,200
N Large magical beast
Init -1; Senses darkvision 60 ft, low-light vision;
Perception +7
Defense
AC 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)
hp 38 (4d10+16)
Fort +8, Ref +3, Will +1
Defensive Abilities warp spell; Immune fire, poison
Weaknesses light blindness
Offense A flail snail accumulates special minerals in its shell which
Speed 10 ft.
grants it the ability to warp spells. These shells are valued
Melee 4 slams +7 (1d6+3)
Space 10 ft.; Reach 5 ft. for their unique properties and as components in arcane
Statistics rituals. An intact shell can be sold for 1,000 gp.
Str 17, Dex 8, Con 18, Int 5, Wis 10, Cha 2
Base Atk +4; CMB +8; CMD 17 (can’t be tripped) The giant snails fight with four tentacles each ending in a
Feats Alertness, Weapon Focus (slam) hard ball capable of inflicting deadly wounds. Flail snails
Skills Perception +7, Sense Motive +2, Stealth +0 are not normally aggressive but attack intruders in their
Languages none territory. Flail snails are normally solitary creatures but
SQ warp spell pairs are always mated. Such snails are intelligent enough
Ecology to keep a slight distance from each other in combat to pre-
Environment underground vent malfunctioning spells from striking their partner.
Organization solitary or pair
Treasure none Advanced Flail Snails
Special Abilities For each Hit Die a flail snails gains above four, it grows a
new tentacle up to a maximum of 12 tentacles at 12 Hit
Warp Spell (Su) When a spell directly targets a snail flail, Dice. A flail snail with 10 or more Hit Dice also grows to
there is a chance the protective minerals in its shell cause Huge size.
the spell to malfunction in some way. Roll 1d10 to deter-
mine what occurs when a spell is cast at the flail snail. Area
Knowledge
spells such as fireball are not affected by warp spell. Lore
(arcana) DC
Flail snails are omnivorous but not
1d10 Effect
16 aggressive enough to pursue creatures
beyond their territory.
The spell’s energy backfires and disorients
the caster for 1d4 rounds. The caster must The shell of a flail snail is worth more
1-2 21
make a DC 13 Concentration check to cast a than 1,000 gp on the open market.
spell while disoriented. A flail snail’s shell and moist body
The spell rebounds and strikes the creature 26 protect it from fire. They are also
3-4 immune to poison.
nearest the flail snail.
5-7 Spell functions normally. The shell of a flail snail can absorb and
31
even reflect spells cast at it.
8-9 The spell fails.
10 The spell strikes the caster instead.
72
Formians
From the size of a halfling to the height of an ogre, the
FORMIAN WORKER CR 1
XP 400
LN Small outsider (extraplanar, lawful)
formians are an insectoid race that walk with four legs Init +2; Senses darkvision 60 ft., hive mind 50 mi.;
on the ground and have two front legs that end in clawed Perception +4
hands. Defense
AC 15, touch 13, flat-footed – (+2 Dex, +2 natural, +1 size)
FORMIANS hp 6 (1d10+1)
Languages Formian (those with Int 14+ can also speak Fort +1, Ref +4, Will +2
Common, some possess telepathy as noted below) Immune cold, poison, petrification; Resist electricity 10,
Ecology fire 10, sonic 10
Environment the hive Offense
Treasure standard Speed 40 ft.
Special Abilities Melee bite +3 (1d4+1)
Communal Spell-Like Abilities (CL 5th)
Hive Mind (Ex) All formians within 50 miles of their 1/day—cure serious wounds, make whole
queen are in constant communication with her and each Statistics
other. If one is aware of a particular danger, they all are Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9
aware of a particular danger. If one in the hive of formians Base Atk +1; CMB +1; CMD 13 (17 vs. trip)
Feats Skill Focus (Knowledge [engineering])
is not flat-footed, none of them are. No formian in a hive is
Skills Climb +5, Knowledge (engineering) +5, Stealth +10,
considered flanked unless all formians in a hive are flanked. Perception +4
Ecology
A formian resembles a cross between an ant and a centaur.
Organization team (2-4) or crew (7-18)
All formians are covered in a brownish-red carapace; size Treasure none
differs for each variety. Special Abilities
Formians are generally aggressive, seeking to subdue all Communal Spell-like Abilities (Sp) The formian race is
they encounter. If they perceive even the slightest threat capable of wondrous things when they all work together.
to their hive-city or to their queen, they attack immediately This extends beyond engineering and mining feats to
and fight to the death. Any formian also attacks immedi- manifestation of spell-like abilities. Each spell listed must
ately if ordered to do so by a superior. have five formian workers working together as a full-round
action to activate this ability.
The Hive (Lawful)
The Hive is a land of tunnels and rock and industrious Workers expand the hive and bring order to the chaos of
formians going about their work. Here, the ant-like
their plane under their queen’s informed and fair leader-
race toils in the dark tunnels for the good of their hive
and fiercely defend this perfect part of the multiverse ship. By working together, the formian workers are able
from the potential corruption of planar travelers and to repair broken items and heal injured workers. Workers
chaotic outsiders. Within the Hive, formians guard the will fight to defend the hive at all costs but while fighting
secrets of their perfect society, communal magic, and they use their hive mind to contact warriors for assistance.
their queen. The Hive suffers many incursions from Workers are the smallest of all formians.
inhabitants from the Plane of Earth with which it is
coterminous. Knowledge
Lore
(planes) DC
The Hive has the following traits:
• Heavy Gravity The gravity within the Hive is Formian workers are part of a hive
stronger than on the Material Plane. mind. If you have been spotted by
6
• Flowing Time Time within the Hive moves faster a single worker than you have been
than the Material Plane. A decade within the Hive of spotted by the entire hive.
the formians can be covered in a matter of minutes on Though physically weak, workers can
the Material Plane. 11 use their hive mind to summon other
• Self-Contained Cube The Hive is shaped like a giant workers warriors to help.
cube. Travelling though the formian tunnels and
exiting into the dark void quickly leads travelers back
into another of the formian tunnels.
• Earth-Dominant
• Strongly Lawful-Aligned
• Impeded Magic All magic spells with the chaos
descriptor are impeded within the Hive.
73
FORMIAN WARRIOR CR 4
XP 1,200
LN Medium outsider (extraplanar, lawful)
Init +3; Senses darkvision 60 ft., hive mind 50 mi.;
Perception +8
Defense
AC 17, touch 14, flat-footed – (+3 Dex, +1 dodge, +3
natural)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +5
Immune cold, poison, petrification; Resist electricity 10,
fire 10, sonic 10
Offense
Speed 40 ft.
Melee sting +7 (2d4+3 plus poison), 2 claws +7 (1d6+3)
Statistics
Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Base Atk +4; CMB +7; CMD 21 (25 vs. trip)
Feats Capture Alive, Dodge
Skills Acrobatics +10, Climb +10, Craft (weapons) +7,
Sense Motive +8, Stealth +10, Perception +8
Ecology
Organization solitary, team (2-5), troop (6-12)
Treasure none
Special Abilities
74
Skills Climb +13, Diplomacy +15, Intimidate +15, Sense FORMIAN ROYAL GUARD CR 9
Motive +14, Stealth +12, Perception +14 XP 6,400
Languages Formian, telepathy 100 ft. LN Large outsider (extraplanar, lawful)
Ecology Init +8; Senses darkvision 60 ft., hive mind 50 mi.;
Organization solitary (1 plus dominated creature), Perception +18
conscription team (2-4 plus dominated creatures) Offense
Treasure standard AC 24, touch 14, flat-footed – (+4 Dex, +1 dodge, +10
Special Abilities natural, -1 size)
hp 114 (12d10+48); fast healing 2
Dominate Monster (Su) A taskmaster formian can domi- Fort +8, Ref +12, Will +11
nate the minds of up to four creatures at one time. This Immune cold, poison, petrification; Resist electricity 10,
acts as the dominate monster spell (DC 17). If the target fire 10, sonic 10; SR 20
saves against this ability they are immune to the task- Offense
master’s power for 24 hours. This power can only affect Speed 50 ft.
creatures with a challenge rating of 2 levels less than the Melee sting +16 (2d6+4 plus poison), 2 claws +16 (1d8+4)
taskmaster formian. The save DC is Charisma-based. Ranged +1 returning javelin +16 (1d8+6)
Space 10 ft.; Reach 10 ft.
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/ Spell-Like Abilities (CL 12th)
round for 6 rounds; effect 1d2 Str damage; cure 1 save. Constant—detect chaos, detect thoughts (DC 15)
At Will—charm monster (DC 17), clairaudience/clairvoyance,
Taskmasters look like warriors except they have four thick, magic circle against chaos, greater teleport
dark brown bands that encircle their torso. Taskmasters 1/day—dictum (DC 20), order’s wrath (DC 17)
can ensnare the minds of lesser creatures and bend them to Statistics
Str 20, Dex 18, Con 18, Int 16, Wis 16, Cha 17
their wills. Enslaved creatures are always well fed and not
Base Atk +12; CMB +18, CMD 33 (37 vs. trip)
carelessly endangered. When a creature has served the hive Feats Capture Alive, Dodge, Improved Initiative, Mobility,
for a period of one month and a day, they will be released Spring Attack, Wind Stance
from domination outside of the hive. Skills Acrobatics +19, Climb +20, Diplomacy +18,
Intimidate +18, Knowledge (planes) +18, Perception +18,
Knowledge Sense Motive +18, Stealth +19, Survival +15
Lore
(planes) DC Languages Common, Formian
Ecology
Taskmasters are specialized warriors Organization solitary, team (2-4) or working group (1 plus
within the formian hive. Creatures of 7-18 workers plus 6-11 warriors)
11
worth captured by warriors are often Treasure standard
enslaved by the taskmasters. Special Abilities
Though a taskmaster will be in the
presence of dominated creatures, a dead Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/
16 round for 6 rounds; effect 1d3 Dex damage; cure 2 saves.
taskmaster cannot control a dominated
creature.
Royal guard formians are the elite members of formian
society. They have individual goals, desires and failings.
They are about 7 feet long and 6 feet tall. Royal guards
carry magical javelins that they can hurl with their modi-
fied claws. Like the warriors, they often capture prey alive
to take them before the queen. Royal guards wear helmets
made of bronze to signify their status to outsiders who
enter the hive.
Knowledge
Lore
(planes) DC
Royal guard formians, though
connected to the hive mind, act
14 independently according to their
understanding of what is best for the
hive.
Royal guard members wield powerful
19 magic as well as fight with magical
weapons and poison.
75
0th (at will) – acid splash, detect magic, divine mark*, mage
hand, muscle spasm*, ray of frost, ray of light*, resistance, touch
of fatigue
Statistics
Str 18, Dex 8, Con 20, Int 20, Wis 20, Cha 21
Base Atk +20; CMB +25; CMD 34 (can’t be tripped)
Feats Alertness, Arcane Strike, Craft Wand, Eschew
Material, Great Fortitude, Greater Spell Focus
(enchantment), Improved Counterspell, Improved
Initiative, Magical Aptitude, Spell Focus (enchantment)
Skills Appraise +25, Bluff +28, Diplomacy +25, Intimidate
+25, Knowledge (engineering) +28, Knowledge (religion)
+28, Knowledge (planes) +28, Perception +32, Sense
Motive +32, Spellcraft +32, Use Magic Device +32
Languages Common, Formian; telepathy 100 ft.
Ecology
Organization hive (1 plus 100-400 workers, 11-40
warriors, 4-7 taskmasters with 1 dominated creature each,
and 5-8 royal guard)
Treasure double standard
Special Abilities
76
Statistics
Str 20, Dex 13, Con 18, Int 2, Wis 9, Cha 6
Base Atk +3; CMB +9 (+13
grapple), CMD 20 (24 vs. trip)
Feats Improved Natural Attack (bite),
Intimidating Prowess, Weapon Focus
(tongue)
Skills Acrobatics +9 (+13 jumping),
Intimidate +4, Perception +3, Stealth
+5, Swim +17; Racial Modifiers +4 to
Acrobatics (+8 jumping) and +4 to Stealth
Ecology
Environment temperate or warm swamp
Organization solitary or pair
Treasure none
Special Abilities
77
Frog, Killer
This frog stands partially erect and has dark green skin
Knowledge
(nature) DC
Lore
78
Special Abilities Metallic Gorgimera
Although most gorgimera encountered have the head
Breath Coordination (Ex) A gorgimera may use its of an evil dragon, there is nothing inherently evil about
dragon breath weapon, gorgon breath weapon, and bite the gorgimera itself. Sages postulate that it is possible,
with its lion head in the same round. though not probable, that a good dragon could mate with a
chimera as well to produce a gorgimera with brass, bronze,
Dragon Breath Weapon (Su) Using a breath weapon is a
copper, gold or silver heads. All metallic gorgimera have an
standard action. A gorgimera can use this breath weapon
Intelligence of 12 and Charisma of 12. They cast spells as
once every 1d4 rounds. A breath weapon always starts at
a 1st-level sorcerer with draconic bloodline.
an intersection adjacent to the dragon head and extends
in a direction of the dragon head’s choice. Dragon breath
weapons come in two shapes—lines and cones—whose Knowledge
areas vary with the dragon head’s type. Those caught in Lore
(arcana) DC
the area can attempt Reflex saves to take half damage. The
save DC against a breath weapon is 10 + ½ gorgimera’s Gorgimera are territorial creatures who
13
HD + gorgimera’s Con modifier. A dragon head can use its lair near their hunting grounds.
breath weapon when it is grappling or being grappled. Gorgimera can use both of their breath
weapons in a single round but they
Gorgon Breath Weapon (Su) A gorgon head can use its 18
cannot use these powerful abilities every
breath weapon once every 1d4+1 rounds to create a 60-foot round.
cone of green gas. Those caught in the area of the gas Though gorgimera possess the head
can attempt a DC 20 Fortitude save to resist the effects, of a dragon they are generally not
but those who fail the save are immediately petrified. This 23 intelligent combatants and will focus on
petrification is temporary—each round, a petrified creature a single foe at a time even when being
can attempt a new DC 20 Fortitude save to recover from battered by others.
the petrification as long as it is not caught within the area Rumors persist that metallic gorgimera
of effect of the gorgon head’s breath weapon a second time 28 exist that are gifted with the intelligence
while petrified. A creature exposed a second time while and magic of the good dragons.
already petrified becomes permanently petrified and can
no longer attempt to make additional Fortitude saves to
recover naturally. The save DC is Constitution-based.
79
Gorgoni
The humanoid creature before you appears to be part snake.
ties but now the gorgoni form tribes, take mates, and raise
young as any other group of humanoids. Their mixed
ancestry of different snake gods now means a gorgoni pos-
Its head flares like a cobra while at the same time it hisses sesses characteristics of cobras, rattlesnakes and vipers.
through fangs and rattles an unseen tail.
The gorgoni also possess a subconscious connection to
their progenitors. They are born able to draw on the col-
GORGONI CR 3 lective memories of their parents and planar ancestors. As
XP 800 such they are more knowledgeable about the world, secret
N Medium outsider (native) histories and legends than their limited tribal existence
Init +6; Senses darkvision 60 suggests. Other creatures often consult the gorgoni on such
ft., scent; Perception +10 matters. Though often neutral or benevolent in outlook,
Defense the gorgoni possess a mischievous side, perhaps another
AC 16, touch 12, flat-footed 14 holdover from their serpent ancestry. They enjoy tricks
(+2 Dex, +4 natural) and deception, and often demand some minor but annoy-
hp 30 (4d10+8) ing task from those seeking advice. They also enjoy using
Fort +3, Ref +6, Will +5 ghost sound and ventriloquism to play tricks on creatures.
Offense The gorgoni often disguise themselves as a snake to move
Speed 30 ft. unopposed into the midst of their prey.
Melee scimitar +5 (1d6+1/18-
20), bite +0 (1d4 plus poison) In combat, gorgoni cooperate to aid each other. One usually
Ranged shortbow +6 (1d6) boosts his or her allies with bardic music or distracting
Special Attacks bardic noises while the others attack, often assuming the form of
performance 11 rounds/day a Medium viper for melee combat.
(standard action, countersong,
distraction, fascinate, inspire Gorgoni society is neither matriarchal nor patriarchal.
competence +2, inspire They choose leaders based on ability and competence. Oc-
courage), poison casionally, a gorgoni manifests a strong concentration of
Spell-Like Abilities (CL 4th) outsider heritage, presenting characteristics closer to their
3/day – beast shape I (snake only) original parentage. These gorgoni inherit the celestial or
1/day – ghost sound, ventriloquism (DC 12) fiendish template, and often grow up to become their tribe’s
Statistics leader.
Str 12, Dex 15, Con 14, Int 14, Wis 12, Cha 13
Base Atk +4; CMB +5; CMD 17 A gorgoni does not advance in Hit Dice unless it possesses
Feats Alertness, Improved Initiative class levels. Wizard gorgoni are rare. Most gorgoni are
Skills Acrobatics +9, Climb +8, Craft (instrument) +9, bards, druids, rangers and rogues.
Knowledge (geography) +17, Knowledge (all others) +10,
Though reptilian gorgoni bear live young. Coloration
Perception +10, Perform (stringed) +8, Sense Motive +10,
ranges from ebony to light green, but all gorgoni have blue
Stealth +9; Racial Modifier +8 to Knowledge
eyes.
Languages Common, Gorgoni
SQ racial memory Gorgoni speak common and their own language of rattles
Ecology made using their tails.
Environment warm deserts
Organization solitary, pair, or clutch (4-10)
Treasure standard Knowledge
Lore
Special Abilities (planes) DC
Gorgoni are the progeny of snake gods
Poison (Ex) Bite – injury; save Fort DC 14; frequency 1/ 8
and snake-like outsiders.
round for 4 rounds; effect 1d2 Dex; cure 1 save.
The gorgoni possess an innate racial
Racial Memory (Ex) The gorgoni can access their race’s heritage they can use to answer
13
collective unconsciousness, allowing them to draw on questions about unusual phenomena or
knowledge they would not otherwise possess as individu- past events.
als. A gorgoni receives a +8 racial bonus to Knowledge Gorgoni can use their tales to create
skill checks and can make Knowledge checks untrained. 18 sounds and magical effects that bolster
allies or impede foes.
Reptilian humanoids thought to descend from the un- Creatures travellnig with the gorgoni
natural pairing of humans and a snake god, gorgoni have should expect to become the target of
moved from singular freaks to a legitimate race. The first 23
practical jokes. Though cruel, they are
such creatures may have existed as solitary monstrosi- not meant to harm.
80
Gray Render
This great gray beast has six eyes and a thick frame covered
casionally a render bonds with an inanimate object resem-
bling a living creature, such as a life-like statue or detailed
bas-relief. A bond lasts even beyond death. Undead gray
in muscles. A long claw picks carrion from its sharp teeth. renders possess the bond they had in life.
81
Greymalkin
The creature appears to be some sort of predatory cat,
presence causes the world around it to shimmer with mys-
tical energies, causing the greymalkin to appear in multiple
locations at once. Greymalkin are fierce hunters and prefer
resembling a smoke-gray leopard with an unusually bestial the challenge of hunting sentient creatures when possible.
snout. The air around it seems to shimmer, not unlike a heat
mirage, casting distorted replicas of the creature all around Some say that the greymalkin is an evil predator from the
it. land of faerie or a creature that stalks the dreamlands. Re-
gardless of the native plane of these creatures, its motives
GREYMALKIN CR 5 are completely unknown. Do they hunt the Material Plane
XP 1,600 for sport, are they looking for a particular meal (such as the
NE Large magical beast (extraplanar) xorn’s lust for mithral), or do they hunt the spirit of the
Init +8; Senses darkvision 60 ft., low-light vision, scent; mage that unhinged them from their own reality?
Perception +9
Defense Greymalkin attack much like other great cats, preferring to
AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, -1 strike from ambush or the advantage of height. They are
size) smart enough to take advantage of their special abilities to
hp 51 (6d10+18) attack swiftly and withstand counter-attacks. An average
Fort +8, Ref +9, Will +4
greymalkin exceeds 8 feet in length and weighs over 400
Defensive Abilities mirror image
Offense pounds.
Speed 40 ft.
Melee 2 claws +9 (1d6+2), bite +9 (1d8+2) Knowledge
Lore
Space 10 ft.; Reach 5 ft. (15 ft. with dimensional lunge) (arcana) DC
Special Attacks dimensional lunge, pounce, rake (2 claws
Greymalkin are extraplanar cats with
+9, 1d6+2) 10
cunning and magic at their disposal.
Spell-Like Abilities (CL 6th)
Constant – mirror image Greymalkin hunt like any other
Statistics 15 predatory cat, stalking prey and
Str 15, Dex 18, Con 16, Int 5, Wis 14, Cha 8 pouncing from a position of strength.
Base Atk +6; CMB +9; CMB 23 (27 vs. trip)
Greymalkin exhibit a magical effect as
Feats Alertness, Improved Initiative, Weapon Finesse
20 the mirror image spell. They rely on this
Skills Acrobatic +9, Perception +9, Sense Motive +4,
ability to confuse foes and terrify prey.
Stealth +5
Languages Common (can’t speak) Greymalkin origins are unknown but
Ecology they seem to possess an affinity for
Environment temperate hills and forests 25 planar portals. There is a 1 in 4 chance
Organization solitary, pair, or warp (3-10) that a greymalkin warp is located near a
Treasure standard portal of this type.
Special Abilities
82
Grick
The front half of this worm-like creature’s body raises off
the ground to bring to bear four tentacles surrounding a
sharp beak.
GRICK CR 3
XP 800
N Medium aberration
Init +2; Senses darkvision 60 ft., scent; Perception +8
Defense
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +5
DR 5/magic
Offense
Speed 30 ft., climb 20 ft.
Melee bite +4 (1d6+2), 4 tentacles +2 (1d4+1)
Statistics
Str 14, Dex 14, Con 14, Int 3, Wis 14, Cha 5
Base Atk +2; CMB +4; CMD 16
Feats Alertness, Multiattack
Skills Climb +10, Perception +8, Sense Motive +4,
Stealth +4 (+8 in rocky areas), Survival +6; Racial
Modifier +4 to Stealth in natural rocks
Languages none
Ecology
Environment underground
Organization solitary or cluster (2-4)
Treasure incidental
83
Grig
A foot-tall, blue-skinned humanoid laughs as he suddenly
Special Abilities
Knowledge
Lore
(nature) DC
Grigs are good-aligned, mischievous
11
fey.
Grigs steal small valuable objects from
16 all creatures but are easily befriended
with an offer of items of a similar kind.
A grig prefers to attack enemies with
21
spells and arrows.
The grig’s most formidable offense
is its enchanting fiddle. If a creature
26
proves resilient to that, grigs often
retreat to find easier targets.
84
Grimlock
A muscular humanoid stares with dark, eyeless sockets. It
The blindsight ability allows a grimlock to “see” normally
to a range of 40 feet. Beyond that, they treat all creatures
as if they had total concealment. This means grimlocks
fingers a notched batleaxe and emits a low growl. prefer melee to ranged combat but they will make use of
short-ranged missile weapons such as knives, axes, and
GRIMLOCK CR 1 stones. They rely on hearing and smell to detect their
XP 400 environment. If either sense is negated, a grimlock fights
NE Medium monstrous humanoid as if it had the Blind-Fight feat. A grimlock without either
Init +1; Senses blindsight 40 ft., scent; Perception +9 sense takes penalties as if it were blind.
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) Grimlocks with class levels are almost always barbarians,
hp 13 (2d10+2) rangers or rogues, and very rarely sorcerers who usually
Fort+1, Ref +4, Will+2 possess the aberrant bloodline.
Immune gaze attacks, visual effects
Weaknesses blind
Knowledge
Offense Lore
(nature) DC
Speed 30 ft.
Melee battleaxe +4 (1d8+3/x3) Grimlocks are blind but extremely
Statistics 6
aggressive subterranean humanoids.
Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Although blind, a grimlock can see
Base Atk +2; CMB +4; CMD 15
out to a range of 40 feet and has the
Feats Alertness, Skill Focus (perception) 11
normal chance to detect creatures
Skills Climb +7, Perception +9, Sense Motive +1, Stealth
beyond through hearing and smell.
+6 (+16 in mountains and underground), Survival
+4; Racial Modifier +10 to Stealth in mountains and Grimlocks rarely employ missile
underground 16 weapons. The best way to fight them is
Languages Grimlock, Undercommon at range.
Ecology
Environment underground Large parties of grimlocks often
21
Organization gang (2-4), pack (10-20), tribe (10-60 plus possess a medusa or sorcerer leader.
1 leader of 3rd-5th level per 10 adults), war party (60-100
plus 1 leader of 3rd-5th level per 10 adults plus 1 medusa
leader or 1 leader of 6th-8th level).
Treasure standard
85
Hellcat
This large feline appears
Hellcats originate from the infernal realms.
They appear to be incorporeal beings,
shimmering at the edge of material
only as a glowing outline, reality, when in fact a hellcat is
its body lined in red fire entirely corporeal. Bright light
and its eyes burning renders the creatures invis-
with a similar hellish ible. In darkness, a hellcat
flame.
glows with a bright orange
flame, visible from a great
HELLCAT CR 7 distance. A hellcat uses
XP 3,200 its natural invisibility
LE Large outsider (evil, to gain surprise and
extraplanar, lawful) quickly slay victims
in combat. It attacks
one foe at a time,
Init +9; Senses darkvision pouncing on an
60 ft., scent; Perception unsuspecting op-
+20 ponent and raking
Defense the creature until it
AC 20, touch 15, flat-footed is dead.
14 (+5 Dex, +1 dodge, +5
natural, -1 size) In Hell’s nine lay-
hp 85 (9d10+36) ers, hellcats protect
Fort +7, Ref +11, Will +8 the realms of powerful devils.
Defensive Abilities invisible Their intelligence makes them excellent
in light; DR 5/good; Resist fire guardians, and some devils employ battalions of hellcats
10; SR 18 in their armies as scouts or skirmishers. On the Material
Offense
Plane, hellcats often serve a powerful mortal at the behest
Speed 40 ft.
Melee 2 claws +14 (1d6+6), bite +14 (2d6+6 plus grab) of their fiendish master. Powerful wizards and evil fighters
Space 10 ft.; Reach 5 ft. employ them as formidable cohorts. Although hellcats have
Special Attacks pounce, rake (2 claws +14, 1d6+6) no use for treasure, they enjoy bargaining with intelligent
Statistics creatures, especially if it fools others into furthering some
Str 23, Dex 21,Con 18, Int 10, Wis 14, Cha 10 goal of theirs or their master.
Base Atk +9; CMB +16 (+20 grapple); CMD 32 (36 vs.
trip) Hellcats weigh about 1,000 pounds and are 9 feet long.
Feats Alertness, Combat Reflexes, Dodge, Improved
Initiative, Stealthy Knowledge
Skills Acrobatics +17, Climb +18, Escape Artist +7, Lore
(planes) DC
Knowledge (planes) +12, Perception +20, Sense Motive
+4, Stealth +19, Swim +18; Racial Modifiers +4 to Hellcats are evil creatures from the Nine
17
Perception and Stealth Layers of Hell.
Languages telepathy 100 ft. A hellcat is invisible in bright light, but
SQ invisible in light 22
easy to see in dim light.
Ecology
Environment any (Hell) Although a hellcat appears incorporeal,
Organization solitary, pair, or pride (6-10) 27 they can be hurt normally but are
Treasure none resistant to fire and many spells.
Special Abilities Although evil, hellcats are not creatures
of pure destruction. Some hellcats
32
Invisible in Light (Ex) Light that enables a human to see bargain with powerful beings or those
renders the hellcat invisible. If in a dimly-lit area, a hellcat who offer it a favor.
shows up as a glowing outline visible up to 30 feet away.
This distance increases to 60 feet if the viewer has low-
light vision. Magical darkness conceals the glow. In normal
darkness, a hellcat is visible to the limits of a creature’s
vision.
86
Hippocampus
This creature looks like a horse except for the fore-fins it has
Animal check. Riding a hippocampus also requires a special
saddle.
in place of hooves and the great fish tail that forms the lower Hippocampus avoid combat unless they or an ally are
half of its body. threatened. They prefer to use their bite attack followed by
a tail slap but sometimes use their larger size to smash into
opponents.
HIPPOCAMPUS CR 3
XP 800 Hippocampus breathe air as easily as water, so swimming at
CG Large magical beast (aquatic) the surface presents no problem for them. If completely re-
Init +2; Senses darkvision 60 ft., low-light vision, scent;
moved from water, a hippocampus can survive for 1 minute
Perception +10
Defense per point of Constitution after which it begins to drown.
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1
The eggs of a hippocampus can bring more than 1,000 gp
size)
hp 34 (4d10+12) on the open market, while newly hatched young are worth
Fort +7, Ref +6, Will +2 twice as much.
Offense
Speed swim 60 ft. Knowledge
Melee bite +7 (1d4+4), tail slap +2 (1d8+2), butt +2 Lore
(arcana) DC
(1d6+2)
Space 10 ft.; Reach 5 ft. Hippocampus are good-aligned sea
8
Statistics creatures.
Str 18, Dex 15, Con 16, Int 10, Wis 12, Cha 10 A hippocampus removed entirely from
13
Base Atk +4; CMB +9; CMD 21 water dies in about 15 minutes.
Feats Alertness, Endurance Because hippocampus are intelligent
Skills Perception +10, Sense Motive +3, Swim +12, creatures, they can describe an undersea
Stealth +5 (+9 underwater); Racial Modifier +4 to Stealth 18
area’s general conditions but must be
underwater persuaded in a friendly manner to do so.
Languages Aquan
Ecology Sometimes the hippocampus form
Environment temperate oceans and lakes alliances with other sea- or good-
23
Organization solitary, pair or herd (3-8) aligned creatures to battle sahuagin and
Treasure none deep ones.
87
Howler
The mane of this huge emaciated wolf-creature bristles with
Quills (Ex) Long, sharp quills bristle from a howler’s neck.
The creature thrashes about while biting, striking with 1d4
quills. An opponent hit by a howler’s quill must succeed on
sharp quills the length of spears. a DC 16 Reflex save or have the quill break off in his or
her flesh. Lodged quills impose a cumulative -1 penalty on
HOWLER CR 4 attack rolls, saves, and checks. The save DC is Dexterity-
XP 1,200 based. A quill can be safely removed with a DC 20 Heal
CE Large outsider (chaotic, evil, extraplanar) check. Otherwise, removing a quill deals an extra 1d6
Init +7; Senses darkvision 60 ft.; Perception +12 points of damage.
Defense
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 Howlers originate from the Abyss, and swarm the plane’s
size) infinite layers in massive packs. If possible, howlers stalk
hp 37 (5d10+10) their prey for hours, using their howl to weaken a creature’s
Fort +3, Ref +7, Will +6 ability to spot them when they finally attack. Cowardly
Offense and cruel, howlers hunt in groups, overwhelming foes from
Speed 60 ft. opposite sides, and charging in and out of battle. Only the
Melee bite +9 (2d8+5), 1d4 quills +4 (1d6+2) most ferocious of howlers face opponents in a straight
Space 10 ft.; Reach 5 ft. fight.
Special Attacks howl, quills
Statistics Howlers also flourish where chaos and evil rule, such
Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 10 as the kingdoms of demon lords on the Material Plane.
Base Atk +5; CMB +11; CMD 24 (28 vs. trip)
Often these demon lords employ howler packs as guards
Feats Alertness, Combat Reflexes, Improved Initiative
Skills Knowledge (planes) +6, Perception +12, Sense or hunting packs. Abyssal orcs and other powerful human-
Motive +4, Stealth +7, Survival +10 oids -- evil clerics, wizards, and anti-paladins -- employ the
Languages Abyssal creatures as mounts.
Ecology
Environment any (Abyss) Training a howler to carry a rider takes six weeks and a
Organization solitary, gang (2-4) or pack (6-10) DC 25 Handle Animal check. Only evil creatures can train
Treasure none or ride a howler. Riding a howler requires an exotic saddle.
Special Abilities
A common howler is 8 feet long and weighs 2,000 pounds.
Howl (Ex) A howler’s unnatural wail slowly drives other The largest howlers reach Huge size and 18 Hit Dice. Some
creatures mad. All non-outsiders who hear the creature’s of these howlers can launch a volley of four quills once per
howl for at least an hour must succeed on a DC 12 Will day with a range increment of 20 feet. These quills often
save or take 1 point of Wisdom damage. The save DC also carry strange abyssal poisons unknown on the Mate-
is Charisma-based. The save must be repeated for every rial Plane.
hour the victim listens to the howler’s wail. This is a sonic,
mind-affecting effect. Knowledge
Lore
(planes) DC
Howlers are evil lupine creatures from
14 the Abyss, but almost as intelligent as
men.
The wail of a howler slowly drives the
listener mad, making it harder for the
19
person to notice the approach of the
howler.
A howler’s quills stuck in a victim can
24
be removed with a DC 20 Heal check.
Since a howler is cowardly in nature,
fleeing their approach only assures an
29 attack. Prey who stand their ground
often keep the creatures at bay simply
by acting unafraid.
88
Inevitable Inevitable, Kolyarut
Before you stands a man composed of gears and steel plates,
Inevitables are intelligent constructs from a plane com- his joints clicking and whirring when he moves.
posed entirely of clockwork technology. Each inevitable is
charged with enforcing a fundamental law of the universe,
and spend every moment making sure these laws are up- INEVITABLE, KOLYARUT CR 12
held. No creature is beyond their purview. XP 19,200
LN Medium construct (extraplanar, inevitable, lawful)
As constructs they are perfect, implacable hunters. They Init +6; Senses darkvision 60 ft., low-light vision;
do not require rest or food, nor are they subject to fatigue. Perception +16
Defense
Once an inevitable has selected a target, it closes with the
AC 29, touch 12, flat-footed 27 (+2 Dex, +10 natural, +7
creature in any way possible. It is not unusual for an inevi- armor)
table to walk for decades to reach a transgressor. Without hp 147 (15d10+65); fast healing 5
the need to breathe, not even oceans present a barrier to an Fort +7, Ref +9, Will +8
inevitable. DR 10/chaotic; Immune construct traits; SR 23
Offense
Although an inevitable often metes out death as a punish- Speed 20 ft. in banded mail; base speed 30 ft.
ment, this is not always the case. Satisfaction of the natural Melee vampiric touch +20 melee touch (7d6), +2
laws they enforce is enough to halt their pursuit. However, longsword +22/+17/+12 (1d8+7) or 2 slams +20 (1d6+7)
inevitables do not bargain or parlay if doing so allows a Ranged enervation ray +17 ranged touch
creature to escape its deserved fate. Spell-Like Abilities (CL 15th)
At Will – discern lies (DC 17), disguise self, fear (DC
Inevitables do not knowingly endanger innocents and 17), hold person (DC 16), invisibility, locate creature,
ignore allies of their target as long as those allies do not suggestion (DC 16), vampiric touch
impede them. Anyone attempting to interfere with an inevi- 1/day – hold monster (DC 18), mark of justice
table’s mission puts themselves in danger. Though driven, 1/week – geas/quest
inevitables are not suicidal and do not fight to destruction Statistics
Str 20, Dex 15, Con --, Int 10, Wis 17, Cha 16
if there is no chance of victory. Imminent defeat causes an
Base Atk +15; CMB +20; CMD 32
inevitable to retreat only until it can discover a better way Feats Alertness, Combat Casting, Great Fortitude,
to complete its mission. Improved Initiative, Lightning Reflexes, Quickened Spell-
Like Ability (suggestion)
Three main types of inevitables are known to exist. There Skills Diplomacy +13, Disguise +3, Perception +16,
are likely others yet to be encountered. Sense Motive +15, Survival +11; Racial Modifiers +4 to
Diplomacy, Disguise, and Sense Motive
Inevitable Subtype Languages Common, Abyssal, Celestial, Infernal
Inevitables are a race of extraplanar constructs. They are Ecology
arbiters of universal law within the cosmos and travel the Environment any
multiverse punishing law-breakers. An inevitable possesses Organization solitary
the following traits (unless otherwise noted in a creature’s Treasure none
entry). Gear +2 longsword, banded mail
Special Abilities
• Idomitable (Ex) Inevitables possesses additional hit
points based upon their Charisma modifier Enervation Ray (Su) Range 200 feet, as the enerva-
• Skills: Inevitables treat Diplomacy, Perception and tion spell. (CL 15th)
Sense Motive as class skills
Fast Healing (Ex) This functions as long as the inevitable
• Except when otherwise noted, inevitable speak has at least 1 hit point. Damage from chaotic weapons heals
Abyssal, Celestial, Infernal and the language of their at the normal rate.
target
• An inevitable’s natural weapons, as well as any Kolyarut enforce the provision of contracts, bargains, or
weapons it wields, are treated as lawful for the oaths, either oral or written. They do not trouble them-
purpose of resolving damage reduction selves with those who involuntarily or unknowingly break
an agreement, but their interpretations of contracts are
often severe and literal. They are the most “human” of in-
evitables, appearing as machine humanoids in their natural
89
Inevitable, Marut
The ground shakes under the tread of this massive armored
humanoid.
INEVITABLE, MARUT CR 15
XP 51,200
LN Large construct (extraplanar, inevitable, lawful)
Init +4; Senses darkvision 60 ft., low-light vision;
Perception +22
Defense
AC 29, touch 13, flat-footed 25 (+4 Dex, +26 natural, -1
size)
hp 201 (18d10+102); fast healing 10
Fort +8, Ref +10, Will +9
DR 15/chaotic; Immune construct traits; SR 26
Offense
Speed 40 ft.
Melee 2 slams +27 (2d6+10 plus 3d6 sonic or 3d6
electricity)
Space 10 ft.; Reach 10 ft.
Special Attacks fists of thunder and lightning
Spell-Like Abilities (CL 18th)
At Will – air walk, dimension door, fear (DC 18), greater
command (DC 19), greater dispel magic, mass inflict light
wounds (DC 19), locate creature, true seeing
1/day – chain lightning (DC 20), circle of death (DC
20), mark of justice, wall of force
1/week – earthquake (DC 22), geas/quest, plane shift (DC 21)
state. Kolyarut are also the most talkative of inevitables, Statistics
engaging in commonly accepted etiquette when hunting Str 31, Dex 18, Con —, Int 12, Wis 17, Cha 18
prey or describing violations to a transgressor. Base Atk +18; CMB +29 (+33 bull rush and
sunder); CMD 43 (47 vs. bull rush and sunder)
A kolyarut spends as much time as possible observing its Feats Alertness, Awesome Blow, Combat Casting, Great
quarry before attacking. It learns the target’s abilities, Fortitude, Greater Bull Rush, Greater Sunder, Improved
patterns, strengths and weaknesses before making a move. Bull Rush, Improved Sunder, Power Attack
When it does attack, it attempts to take the creature by Skills Knowledge (planes) +11, Knowledge (religion) +11,
surprise, either disguised or invisible. It uses its vampiric Perception +22, Sense Motive +21, Survival +14; Racial
touch ability to slay its opponent and bolster itself. A deter- Modifier +4 to Perception
mined kolyarut even uses vampiric touch on allies if it means Languages Common, Abyssal, Celestial, Infernal
the difference between success or failure. SQ single-minded
Ecology
Environment any
Knowledge
Lore Organization solitary
(planes) DC
Treasure none
Kolyarut are intelligent constructs sent Special Abilities
22
to enforce contracts and agreements.
Fast Healing (Ex) This functions as long as the inevitable
Of all inevitables, kolyarut are most
27 has at least 1 hit point. Damage from chaotic weapons heals
open to bargaining and discussion.
at the normal rate.
Kolyarut will halt their attack if
32 satisfied their target has taken steps to Fists of Thunder and Lightning (Su) A marut’s left fist
honor its agreement. resounds with a thunderclap on a successful hit, dealing an
extra 3d6 points of sonic damage and deafening the target
Although immune to most damage,
for 2d6 rounds unless it succeeds on a DC 23 Fortitude
37 chaotic weapons overcome a kolyarut’s
resistances and fast healing. save. A marut’s right fist delivers an electric shock for
an extra 3d6 points of electricity damage and a flash of
90
Knowledge
Lore
(planes) DC
Marut are constructs sent to enforce
25
the dictates of death.
Marut do not bargain with the
30
creatures they are sent to punish.
Inevitable, Zelekhut
A gold and silver plated centaur sports great metal wings
on its back and a formidable spiked chain from each forearm.
INEVITABLE, ZELEKHUT CR 9
XP 6,400
LN Large construct (extraplanar, inevitable, lawful)
Init +4; Senses darkvision 60 ft.; lowlight vision;
Perception +15
Defense
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1
size)
hp 120 (12d10+54); fast healing 5
Fort +6, Ref +8, Will +7
DR 10/chaotic; Immune construct traits; SR 20
Offense
Speed 50 ft., fly 60 ft. (average)
lightning that blinds the target for 2d6 rounds unless it Melee 2 spiked chains +17 (2d6+5 plus 1d6 electricity)
succeeds on a DC 23 Fortitude save. The save DCs are Space 10 ft.; Reach 10 ft.
Charisma-based. Spell-Like Abilities (CL 12th)
At Will – clairaudience/clairvoyance, dimensional anchor,
Single-minded (Ex) A marut gains a +4 racial bonus to dispel magic, fear (DC 16), hold person (DC 15), locate creature,
Concentration checks. true seeing
3/day – hold monster (DC 17), mark of justice
The marut ensure that mortal creatures do not cheat death. 1/week – lesser geas (DC 16)
These inevitables do not trouble themselves over the oc- Statistics
casional person raised from the dead (unless the individual Str 21, Dex 18, Con –, Int 13, Wis 17, Cha 15
Base Atk +12; CMB +18 (+22 trip); CMD 32 (36 vs. trip)
does so to escape some predetermined fate). Liches and
Feats Combat Expertise, Great Fortitude, Improved Trip,
necromancers who muddle in the realm of death, manipu- Ride-by Attack, Spirited Charge, Weapon Focus (spiked
lating the event for their own ends, often find a marut come chain)
to stop them. Skills Diplomacy +11, Perception +15, Sense Motive +15,
Survival +12; Racial Modifiers +4 to Perception and
A marut’s punishment varies with the offense. It casts geas/ Sense Motive
quest or mark of justice on necromancers to limit their Languages Abyssal, Celestial, Common, Infernal
casual manipulation of death. Others it simply kills. A SQ horse-like
marut first strikes with chain lighting and then hems in op- Ecology
ponents with wall of force so it can close the distance and Environment any
batter them with its massive fists. It targets spellcasters Organization solitary
with greater dispel magic and employs circle of death when Treasure none
confronted with multiple opponents.
91
Special Abilities Once its target is found, a zelekhut immobilizes it with di-
mensional anchor or either trips or disarms the foe with its
Fast Healing (Ex) This functions as long as the inevitable spiked chains. A zelekhut retreats if its actions can harm
has at least 1 hit point. Damage from chaotic weapons heals bystanders. This does not mean it gives up but rather
at the normal rate. causes the inevitable to reassess its strategy and tactics.
Horse-Like (Ex) Due to its centaur-like construction, a
Knowledge
zelekhut qualifies for feats as if it had the Mounted Combat Lore
(planes) DC
feat.
Zelekut are intelligent constructs
Zelekhuts hunt and capture those who seek to escape jus- 16 charged with hunting fugitives from
tice or punishment for crimes they have committed. They justice.
employ their spell-like abilities and natural tracking skills The zelekhut’s gaze pierces most
to locate fugitives. 21
illusions and disguises.
Zelekhut carry no weapons but can cause two spiked chains Only chaotic weapons overcome
26 a zelekhut’s resistance to physical
to emerge from each arm as a free action. In a similar
damage.
manner, it can sprout two metal wings from its back as a
free action. Retracting either chains or wings is also a free Zelekhut never endanger innocent
action. 31 bystanders and retreat if their actions
might harm the innocent.
92
Inphidian New Deity
Inphidian Gauntlets
Inphidian gauntlets are nonmagical leather or metal gaunt-
lets that provide a creature (normally an inphidian) without
humanoid hands a set of fully functional hands. When
wearing these gauntlets, the creature can manipulate items
normally considered unusable (because the creature lacks
hands). The wearer can use its full Strength and Dexterity
93
while wearing these gauntlets. These gauntlets serve no Ecology
purpose to creatures with humanoid hands. Environment warm forests and plains
Organization solitary or troupe (1 cobra-back plus 3-5
These gauntlets are manufactured by inphidian craftsmen common inphidians)
and are virtually unknown outside the inphidian commu- Treasure standard
nity. Special Abilities
Cobra-Back
What appears to be a hooded humanoid rapidly blinks
ing undetected and concealing their presence, they prefer
a straight fight rather to one that relies on trickery and
stealth. Unlike common inphidians, which spit a blinding
crimson eyes at you. A deep hiss and the glint of fangs spray, cobra–backs can spit their poison directly at a foe.
escapes its hood as it approaches.
A cobra–back opens combat by spraying its poison at an
COBRA-BACK INPHIDIAN CR 3 opponent before moving into melee where it bites with its
XP 800 snake–hands. Some cobra–backs wear inphidian gauntlets
NE Medium monstrous humanoid (reptilian) and wield longswords or spears.
Init +3; Senses darkvision 60 ft.; Perception +11
Defense
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 32 (5d10+5)
Fort +2, Ref +7, Will +5
Inphidian, Common
This hairless humanoid is covered with blue–green scales
Immune poison and its head is almost snake–like in appearance. The most
Offense unusual feature is its hands; for where they should be, they
Speed 30 ft. are not. Each hand has been replaced with the head of a viper
Melee 2 snake-hand bites +9 (1d4+3 plus poison) with scales of the same blue–green color.
Special Attacks spit poison
Statistics
Str 16, Dex 16, Con 13, Int 12, Wis 12, Cha 12 COMMON INPHIDIAN CR 3
Base Atk +5; CMB +8; CMD 21 XP 800
Feats Alertness, Power Attack, Weapon Focus (snake-hand) NE Medium monstrous humanoid (reptilian)
Skills Acrobatics +8, Escape Artist +10, Perception +11, Init +3; Senses darkvision 60 ft.; Perception +10
Sense Motive +8, Stealth +11 Defense
Languages Common, Inphidian AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 30 (4d10+8)
94
Fort +3, Ref +7, Will +5 Blinding Spray (Ex) Once every 1d4 rounds, a common
Immune poison inphidian can spew forth a line of milky–white liquid that
Offense blinds any creature struck for 1d6 rounds. A DC 14 Reflex
Speed 30 ft. save negates the effects. The spray has a range of 20 feet.
Melee 2 snake-hand bites +6 (1d4+2 plus poison) The save is Constitution-based.
Special Attacks blinding spray
Statistics Common inphidians make up the bulk of the population in
Str 14, Dex 16, Con 15, Int 12, Wis 12, Cha 12 inphidian communities. They are the laborers, craftsmen,
Base Atk +4; CMB +6; CMD 19 workers, citizens, guards, and militia.
Feats Alertness, Skill Focus (Craft [alchemy])
Skills Craft (alchemy) +11, Craft (weapons) +8, Perception Common inphidians open combat using their blinding
+10, Sense Motive +8, Stealth +11 spray to gain the advantage. Afterwards, the creature
Languages Common, Inphidian
moves in and attacks with either snake–hands or weapons
Ecology
Environment warm forests and plains (if they happen to be wielding any).
Organization solitary, pair, hunting party (2-5), band (10-
20 plus 50% noncombatants plus 1 4th-level sergeant per
10 adults and 1 leader of 5th-7th level), or tribe (50-100
plus 1 3rd-level sergeant per 10 adults, 1 or 2 lieutenants
of 5th or 6th level, and 1 leader of 7th-10th level)
Inphidian,
Treasure standard
Special Abilities Dancer Charmer
The body of this shapely female humanoid is lithe and
Poison (Ex) Snakehand—injury; save Fort DC 14; frequency elegant in her movements. A gray forked tongue flicks
1/round for 4 rounds; effect 1d2 Con; cure 1 save. beneath crimson eyes. Blue–green scales cover her form and,
where there should be hands, a viper head sprouts from each
of arm.
DANCER CHARMER
INPHIDIAN CR 3
XP 800
NE Medium monstrous
humanoid (reptilian)
Init +3; Sense darkvision 60 ft.;
Perception +10
Defense
AC 16, touch 13, flat-footed 13
(+3 Dex, +3 natural)
hp 30 (4d10+8)
Fort +3, Fort +7, Will +5
Immune poison
Offense
Speed 30 ft.
Melee 2 snake-hand bites +5
(1d4+1 plus poison)
Special Attacks entrancing
dance
Statistics
Str 12, Dex 16, Con 14, Int 12,
Wis 12, Cha 15
Base Atk +4; CMB +5, CMD 18
Feats Alertness, Skill Focus
(Perform [dance])
Skills Bluff +6, Perception
+10, Perform (dance) +9, Sense
Motive +7, Stealth +10
Languages Common, Inphidian
95
Ecology
Environment warm forests and plains
Organization solitary or troupe (1 dancer plus 2-4
Inphidian,
common inphidians)
Treasure standard
Special Abilities
Night Adder
Dressed in black robes, this creature has black scales
covering its entire body. Its head is serpentine and its arms
Poison (Ex) Snakehand—injury; save Fort DC 14; frequency end in snake-like hands resembling a black mamba.
1/round for 4 rounds; effect 1d2 Con; cure 1 save.
Entrancing Dance (Su) A dancer inphidian can sway its NIGHT ADDER INPHIDIAN CR 5
XP 1,600
body in a rhythmic motion that charms all those within
NE Medium monstrous humanoid (reptilian)
30 feet viewing the dance. The inphidian makes a Per- Init +7; Senses darkvision 60 ft.; Perception +11
form (dance) check. Those viewing the dance must make a Defenses
successful Will save (DC equal to the charmer’s Perform AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
check) or be fascinated for 1d4+2 rounds. A fascinated hp 51 (6d10+18)
creature can take no actions other than defending itself. If Fort +5, Ref +8, Will +7
attacked or threatened, the fascinated creature receives a Immune poison
new Will save with a +4 circumstance bonus (same DC). Offense
A creature that makes a successful save is immune to the Speed 30 ft.
entrancing dance of that charmer for one day. Melee 2 snake-hand bites +9 (1d6+1 plus poison)
Special Attacks channel negative energy (3d6, DC 16, 6/
Dancers are found throughout the inphidian communi- day)
ties and act as entertainers, often using Spell-Like Abilities (CL 6th)
their dancing ability to soothe onlookers. At Will – ray of decay*
3/day—cause fear (DC 14), darkness,
Dancers also function as spies, using their
hypnotic pattern (DC 15)
ability to fascinate to extract information 1/day—necrotic jaws*, suggestion (DC 15)
from a target. They are sometimes used Statistics
by more powerful inphidians to seduce en- Str 12, Dex 16, Con 17, Int 13, Wis 15,
emies. Rumors speak of a great city where Cha 16
a single inphidian ruler keeps a personal Base Atk +6; CMB +9, CMD 20
harem of dancer/charmers in his palace. Feats Agile Maneuvers, Command
These inphidians are supposedly trained SnakesB, Improved Initiative, Weapon
in a deadly martial arts form known only Finesse
to that ruler. Skills Craft (alchemy) +7, Knowledge
(religion) +10, Perception +11, Spellcraft
The dancer inphidian prefers to avoid +10, Stealth +12; Racial Modifiers
combat if possible, relying on her entranc- Knowledge (religion) and Spellcraft are
ing ability to fascinate her opponents. class skills for Night Adders
Languages Common, Inphidian
Fascinated opponents are then left to the
Ecology
dancer’s retinue (usually consisting of 2–4 Environment warm forests and plains
common inphidians). If forced into melee, Organization solitary or troupe (1 night
the dancer, like her brethren, relies on her adder plus 2 cobra-backs and 1d6 common
snake–hands and poison to slay her oppo- inphidians)
nents. If overwhelmed, a dancer attempts Treasure standard
to flee by any means possible. Special Abilities
96
Night adders are nocturnal inphidians who often serve as Offense
assassin-priests, monks or sorcerers in an inphidian nest. Speed 30 ft., climb 20 ft., swim 20 ft.
They act as advisors, counselors, and magistrates to the Melee 2 snake-hand bites +11 (1d6+4 plus poison)
rulers and leaders while simultaneously serving as healers, Special Attacks death rattle
lorekeepers, and sages to the common inphidian populace. Statistics
Str 18, Dex 15, Con 16, Int 12, Wis 14, Cha 14
A night adder, much like all inphidians, is a snakelike hu- Base Atk +6; CMB +10; CMD 22 (can’t be tripped)
manoid whose hands have each been replaced with the head Feats Blind-Fight, Power Attack, Weapon Focus (snake-
of a snake. In the case of a night adder, its snake-hands hand)
resemble a black mamba. Its body is black and its eyes are a Skills Climb +21, Intimidate +11, Perception +11, Stealth
pale rose. A night adder stands 6½-feet tall and weighs 190 +11, Swim +21
pounds. Languages Common, Inphidian
Ecology
Night adders attack with their multiple bites seeking to Environment warm forests and plains
inflict as many venomous bites on a single foe as possible Organization solitary or band (1 rattler plus 2–5 common
before moving on to the next target. Night adder clerics inphidians and 1 cobra-back inphidian)
and sorcerers use area and ranged attack spells, then power Treasure standard
up with defensive and offensive personal effect magic before Special Abilities
entering melee.
Death Rattle (Su) As a standard action once every 1d4
New Feat: Command Snakes rounds, a rattler inphidian can unleash a death rattle in a
Calling upon the power of the Great Serpent, you can 40-ft. radius around itself. Non-inphidians caught in the
command snakes, making them into your servants. area take 3d6 points of damage. A DC 16 Fortitude save
Prerequisites Channel energy class feature. reduces the damage by half. The save DC is Constitution-
Benefit As a standard action, you can use one of your based. Creatures that cannot hear the death rattle, or those
uses of channel energy to enslave snakes within 30 ft. protected by a silence spell, gain a +4 bonus on their save.
Snakes receive a Will save to negate this effect. The
DC for this save is the same as your channel energy Poison (Ex) Rattler Snakehand—injury; save Fort DC 16;
DC. Snakes that fail their saves fall under your control, frequency 1/round for 6 rounds; effect paralysis for 1 hour
obeying your commands to the best of their abilities. plus 1d2 Con; cure 2 saves.
The controlled snakes can always understand your
commands. You can control any number of snakes, so Rattler inphidians are one of the more powerful sub-races
long as their total Hit Dice does not exceed your cleric of inphidians and are often found in leadership roles such
level or Hit Dice on which the channel energy ability is as commanders (though never generals or overseers) and
based. tribal leaders (in the less civilized inphidian nests). They
are wicked killers who care nothing for life, valuing their
own survival above anyone else’s. This alone would seem
Inphidian, Rattler
Ornate diamond shaped patterns cover the flesh of this
to make them poor leaders (and has in some instances),
but what they lack in compassion for others, they more
than make up for with their leadership skills, instincts, and
serpentine horror. The most noticeable feature of his ability to ferret out spies, intruders, trespassers, and others
humanoid creature is its arms—which end in snake who seek to disrupt the inphidian culture.
heads rather than hands. Its snake arms and heads have a
A rattler inphidian is 6 feet tall and about 8 feet long. It
distinctive triangular shape with a pit above the nostrils and
appears as an inphidian with the lower torso of a giant
before the slitted eyes. This creature has no legs but instead
rattlesnake. Colors vary along the spectrum but most are
has the lower half of a monstrous rattlesnake, complete with
brown, black, or dark gray with bands and diamond-shaped
a foot long rattle which twitches ominously at the tip.
patterns covering its entire body. Like all inphidians, its
hands are non-existent, viper heads being in their place. A
RATTLER INPHIDIAN CR 5 rattler’s eyes, as well as the eyes on its snake-hands are an
XP 1,600 iridescent red.
NE Medium monstrous humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +11 Cool, calculating observers of their foes, rattlers are
Defense intelligent enough to pick their battles and fight only at a
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) time and place of their own choosing. If overwhelmed or
hp 51 (6d10+18) outnumbered, a rattler attempts to save itself, even using
Fort +5, Ref +7, Will +7 its allies as fodder if necessary. In combat, a rattler relies
Immune poison on its physical attacks and death rattle to vanquish its foes.
A particularly nasty tactic for a rattler is to paralyze a foe
with its poison and then leave it to bake in the hot desert
sun.
97
Jubear
Open suppurating wounds cover the bear’s body and
Environment cold and temperate forests
Organization solitary or pair
Treasure none
greenish-white fungal growths sprout from beneath its fur. Special Abilities
Knowledge
(nature or
Lore
dungeoneering)
DC
Jubears are animals in a symbiotic
17
relationship with a form of green slime.
Because almost half of a jubear’s body
22 is composed of slime, it can regenerate
damage and lost body parts.
The body of a jubear is composed
27 of highly caustic acid, granting it
immunity to the substance.
Jubears are instinctively afraid of fire
and flee from any source of flame that
32
might harm it. (A torch or anything
hotter.)
98
Juggernaut
A steel wagon the size of a large house groans as it rolls
Immunity to Magic (Ex) A juggernaut is immune to
spells or spell-like abilities that allow spell resistance. Cer-
tain spells and effects function differently as noted below.
quickly over the ground. Carved images in high-relief
decorate the construct’s exterior, but no driver sits atop it • A magical attack that deals acid slows a juggernaut (as
and no animals make it move. the slow spell) for 3 rounds, with no saving throw.
99
or a great bludgeoning weapon. Nothing could stop a jug-
gernaut. They rolled over entire armies. Even stone walls a
dozen feet thick were as paper to the great machines.
Kamadan
This creature resembles a large leopard-like cat with emerald
green eyes. From its shoulders sprout six long serpents,
Sometime in the near past, the priests offended their gods, blackish-green in color, each about twice the length of a
and the deities turned the machines against their creators. normal human. The serpents’ eyes glitter an eerie reddish-
The kingdom is now a rubble-strewn plain, devoid of life yellow.
but ruled by constructs that attack all living things enter-
ing the ruined empire. KAMADAN CR 4
XP 1,200
For reasons unknown, a juggernaut sometimes crosses the NE Large magical beast
border and rampages through inhabited lands. It is these Init +2; Senses darkvision 60 ft., lowlight vision, scent;
times the call goes out for the land’s greatest heroes, for Perception +6
only those with power approaching the epic tales have any Defense
hope of defeating a juggernaut. AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5
natural, -1 size)
A juggernaut weighs 50,000 pounds and reaches a height hp 34 (4d10+12)
of about 20 feet. Most roll about on four wide metal Fort +7, Ref +6, Will +2
wheels, but others possess multiple legs. DR 5/magic
Offense
Construction Speed 40 ft.
A juggernaut is forged from iron and steel smelted with Melee 2 claws +7 (1d6+4), bite +7 (1d8+4) and 6 snakes
rare metallic salts costing at least 20,000 gp. +3 (1d3)
Space 10 ft.; Reach 5 ft.
Juggernaut Special Abilities breath weapon (30-ft. cone, sleep, Fort DC
CL 18th; Price 220,000 gp 15 negates, usable every 1d4 rounds), pounce, snakes
Statistics
Construction Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 9
Requirements Craft Construct, animate objects, geas/quest, Base Atk +4; CMB +8; CMD 21 (25 vs. trip)
Feats Dodge, Stealthy
limited wish, spell immunity, creator must be caster level 18th;
Skills Acrobatics +6, Escape Artist +4, Perception +6,
Skill Craft (metal working) DC 23; Cost 130,000 gp Stealth +5 (+13 in tall grass); Racial Modifiers +4 to
Acrobatics, +8 to Stealth in tall grass
Knowledge Languages Common
Lore Ecology
(arcana) DC
Environment temperate plains
Organization solitary
Juggernauts are massive engines of Treasure standard
23
destruction made of steel. Special Abilities
As mindless constructs, nothing
28 dissuades a juggernaut except its own Snakes (Ex) Each snake attacks independently each round
destruction. at the listed attack bonus. The snakes do not gain the kama-
dan’s Strength bonus to attack or damage rolls.
Electricity energizes a juggernaut and
33
even heals it of damage. The kamadan is a feline-like predator that may somehow be
Acid etches a juggernaut’s outer skin, related to the greymalkin. It is a fierce hunter and highly
38 and acid from magical attacks slows it to territorial, hunting just about anything that spends too
a crawl. much time in its territory. The kamadan has a hunting
range of about five square miles. It makes its lair under
rocky outcroppings or within caves. Kamadan will some-
times ally with evil cults operating near their grounds if
the organization promises a steady supply of creatures to
hunt as, perhaps, part of the cult’s sacrificial rituals, for
example.
100
Although kamadan are not particularly picky eaters, they
seem to favor halfling over other humanoids. Sometimes a Knowledge
Lore
kamadan will approach a group of halflings in a friendly (arcana) DC
manner, engaging them in conversation, and bring a group Kamadan are jaguar-like magical beasts
of them within range of its sleep breath. Once asleep, it 9 that sprout three snakes from each
drags the delicious little snacks back to its lair where it can shoulder.
feast for several days on the pudgy little morsels. Occasion- Kamadan often lair near halfling villages
ally, one of the halflings will accidentally “escape” so that 14 as they find the flesh of halflings to be
the kamadan can delight in running the humanoid down. delectable.
The kamadan has coarse yellowish-brown fur and a The kamadan is a dangerous predator
because they can quickly pounce on
leopard-like body and head. It is about 9 feet in length and 19
one opponent and then use their breath
weighs 600 pounds. The kamadan opens combat using its weapon to put other opponents to sleep.
breath weapon. It attacks those that resist using its claws
and bite. Each snake also bites an opponent. It is rumored that some kamadan possess
poisonous snakes on their shoulders.
24
Variant: Poisonous Kamadan These kamadan are thought to live in
A variant kamadan, one with poisonous snakes, is rumored tropical jungles.
to exist in the world. Encounters with such creatures are
rare, for which most adventurers are thankful. The poison-
ous kamadan is CR 5 and uses the same statistics as the
normal kamadan but each snake head delivers a poisonous
bite.
101
Kirin
This creature’s hooves and mane burn with golden fire and
Treasure none
Special Abilities
a single red horn juts from its forehead. It appears to be a Air Mastery (Ex) Airborne creatures take a -1 penalty on
attack and damage rolls against a kirin.
horse, but moves without touching the ground.
Hooves (Ex) The kirin treats its hooves as primary weap-
KIRIN CR 13 ons.
XP 25,600
Smite Chaos (Su) Once per day, as a swift action, a kirin
LG Large outsider (air, extraplanar, good, lawful) can designate one chaotic creature it can see as the target
Init +7; Senses darkvision 60 ft., true seeing; Perception of its smite chaos ability. Until the creature is dead, or the
+29 kirin rests, it adds the following: 1) its Charisma bonus to
Aura holy aura attack rolls; and 2) a damage bonus to attacks equal to its
Defense Hit Dice.
AC 29, touch 21, flat-footed 21 (+4 deflection, +7 Dex, +1
dodge, +8 natural, -1 size) Spirits of the Air (Su) When a kirin summons a creature
hp 172 (15d10+90) with a fly speed or the air subtype, the creature gains a +4
Fort +15, Ref +22, Will +20 bonus to its Strength and Constitution scores.
Defensive Abilities air mastery, whisper on the wind; DR Storm Horn (Ex) The horn of a kirin is exceedingly
10/evil; Immune electricity, petrification, poison; Resist sharp. The kirin adds double its Strength modifier to melee
acid 10, fire 10, sonic 10; SR 24 (25 vs. evil) damage from the horn and the horn’s critical threat range
Offense is 18-20.
Speed 50 ft., fly 120 ft. (perfect), whisper on the wind
Melee gore +22 (1d8+12/18-20), 2 hooves +22 (2d6+6 Whisper on the Wind (Su) As a move action, the kirin can
plus 2d6 fire) become invisible and incorporeal. As long as it is in this
Space 10 ft.; Reach 5 ft. state, the kirin can move double its speed. The kirin can
resume its normal state with a free action.
Special Attacks powerful charge (gore 4d8+12), smite
chaos Kirin are a race of air creatures who make their life among
Spell-Like Abilities (CL 15th) the clouds and wind currents, rarely touching the ground.
Constant – holy aura, true seeing They are lords of the upper realms, commanding the ele-
At Will – blur, control winds, dispel magic, guidance, gust of ments and creatures of the airy heights, and embody the
wind, mirror image, summon monster I (celestial only), wind forces of goodness and fortune. When visible, the kirin
wall appears as a large equine creature with a golden fiery mane,
3/day – cure light wounds, disguise self, elemental body IV (air blazing hooves and a single horn, much like a unicorn’s,
elemental), neutralize poison, summon monster III (celestial protruding from its forehead.
only) Kirin uphold the precepts of good and law and, though
1/day – chain lightning, create food and water, create water, they prefer to remain aloft, an individual sometimes
major creation, summon monster V (celestial only), whirlwind descends to aid earth-bound creatures in their struggles
1/week – wish (other creatures against evil. Very rarely, a kirin con-
only) sents to serve as a paladin’s mount
Statistics but only in the most dire of circum-
Str 23, Dex 24, Con 22, Int 21, Wis stances and when the paladin must
24, Cha 22 confront a truly great evil.
Base Atk +15; CMB +22; CMD 44 The kirin race arrived on the
(48 vs. trip) Material Plane chasing their mor-
Feats Alertness, Dodge, Lightning tal enemies, the herensugue, evil
Reflexes, Lightning Stance, Weapon demons of air. The herensugue fled
Finesse, Weapon Focus (gore), the Elemental Plane of Air after
Weapon Focus (hoof), Wind Stance losing a war to the kirin. However, in
Skills Bluff +24, Fly +31, revenge, the herensugue cursed the
Diplomacy +24, Escape Artist kirin. Until all herensugue are slain,
+22, Heal +25, Intimidate +24, the kirin can never return to their
Knowledge (arcana) +20, Knowledge home plane. Kirin are forever search-
ing for the last herensugue so they
(planes) +23, Perception +29, Sense may return home and rejoin their
Motive +29, Stealth +25 comrades. Unfortunately, there has
Languages Auran; telepathy 100 ft. not been a herensugue sighting for
SQ spirits of the air generations.
Ecology
Environment any (Plane of Air)
Organization solitary
102
It is unknown if kirin establish lairs in the same way of
other intelligent creatures. Such a place would certainly be
a floating castle or on an inaccessible mountaintop.
Knowledge
Lore
(planes) DC
Kirin are good outsiders from the Plane
18
of Air.
A kirin will aid other good creatures in
their struggle against evil beings but
23
must first be convinced potential allies
are worthy of their assistance.
The kirin command the elements of air
28 and lightning and can summon similar
creatures to their side.
The kirin is part air and can travel at
33 incredible speeds when it merges with
that element.
succeed on a DC 12 Will save (a successful save causes the
creature to become shaken for 1 round.) A creature that
Krenshar
The skin on this tiger-like creature’s face peels back to reveal
successfully saves is immune to the same krenshar’s scare
ability for 24 hours. This ability does not affect other kren-
shar. This is a supernatural, sonic, mind-affecting effect.
a glistening red skull which makes its sharp teeth even more The save DC is Charisma-based.
prominent.
The krenshar is a weird cat-like predator with a long, nar-
KRENSHAR CR 1 row head that also seems to display aspects of a wolf. It
can pull back the skin of its skull to expose the underlying
XP 400 structure of blood vessels, musculature, and bones. Most
N Medium magical beast creatures find this ability extremely frightening.
Init +2; Senses darkvision 60 ft., low-light vision, scent;
Perception +7 Krenshar possess near-human intelligence. The creatures
Defense hunt by sending out a scout that uses its scare ability to
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) drive prey into the waiting pride. They prefer herd animals
hp 16 (3d10) for food, but stalk and hunt humanoids when the opportu-
Fort +3, Ref +5, Will +2 nity presents itself. Krenshar display great loyalty to each
Offense other when part of a pack, fighting to the death to defend
young and pack-mates. (This also includes their human-
Speed 40 ft. oid handlers and owners who treat them well.) Bugbears,
Melee bite +3 (1d6), 2 claws +3 (1d4) goblins and other humanoids often employ domesticated
Special Attacks scare (DC 12) krenshar as guards. Their loud screech is an ideal warning
Statistics and deterrent. Krenshar cubs fetch high prices on the open
Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13 market.
Base Atk +3; CMB +3; CMD 15 (19 vs. trip)
Feats Alertness, Run A krenshar is four to five feet long and weights about 175
Skills Acrobatics +6 (+10 jumping), Perception +7, pounds.
Sense Motive +3, Stealth +10; Racial Modifiers +4 to
Acrobatics when jumping, +4 to Stealth Knowledge
Languages none Lore
(arcana) DC
Ecology
Environment temperate forests Krenshar are semi-intelligent feline
16
Organization solitary, pair, or pride (6-10 plus half as predators.
many non-combatant young) Creatures who cannot hear are immune
Treasure none 21 to the worst effects of a krenshar’s scare
Special Abilities ability.
Lone krenshar are often scouts for a
Scare (Ex or Su) The krenshar can pull back the skin 26 much larger hunting party waiting in
from its face as a standard action, exposing the muscles,
ligaments and bones of its skull. Treat this use of the ambush.
scare ability as a Bluff check with a +3 bonus. When An offering of meat or game can placate
31
combined with a loud screech, the krenshar can unsettle an aggressive krenshar.
foes, affecting them as a scare spell (CL 3rd) unless they
103
Lejnth
The woman’s armor precisely follows the curves of her
and deals 6d6 points of piercing and slashing damage. A
DC 20 Reflex save halves the damage. Any armor lost in
the shower regrows instantly. The save DC is Constitution
voluptuous body. Only the arms, ending in three-foot long based.
razor blades, mar her otherworldly beauty.
Razor Armor (Ex) A lejnth’s steel armor sports razor-
LEJNTH CR 9 sharp edges and spikes. Any creature touching a lejnth
XP 6,400 takes 1d6 slashing damage. This includes attacks with
LE Medium outsider (evil, extraplanar, lawful) natural weapons and grapple attempts.
Init +9; Senses darkvision 60 ft.; Perception +17
Aura aura of carnage (30 ft.) Often presumed to rank among Hell’s legions, and hence
Defense also known as “war devils,” lejnth are not natives of the
AC 26, touch 18, flat-footed 18 (+5 Dex, +2 dodge, +8 Infernal realm. The lejnth association with war and battle,
natural) and a bloodlust that possesses almost no bounds, has
hp 114 (12d10+48) garnered them a reputation as devils. However, lejnth are
Fort +8, Ref +13, Will +10; +4 in combat independent actors, unconcerned with the contests between
Defensive Abilities battle concentration, razor armor; the celestial and hellish realms. (However, their devil-
DR 3/—; Immune fear, fire; Resist cold 10; SR 20 ish traits suggest they might trace their ancestry back to
Weaknesses vulnerability to acid
creatures originally spawned in hell.) They appear at the
Offense
Speed 70 ft. side of gods of war as often as they serve some hellish lord
Melee 2 sword arms +19 (1d10+6/18-20), 1 hasted sword bent on conquest. Even good-aligned deities, in their darker
arm +19 (1d10+6/18-20) aspects of the battlefield, employ the lejnth as executors of
Special Attacks blade shower their divine will.
Spell-Like Abilities (CL 12th)
Constant – haste All lejnth appear as females covered in steel armor and
At Will – greater teleport (self plus 50 lbs. of objects only) wielding dual swords. Closer inspection reveals both armor
1/day – deeper darkness and swords are part of the lejnth’s body. Preternaturally
Statistics
Str 22, Dex 20, Con 18, Int 12, Wis 14, Cha 19
Base Atk +12; CMB +18; CMD 35 (can’t be disarmed)
Feats Bleeding Critical, Critical Focus, Dodge, Mobility,
Improved Initiative, Spring Attack, Weapon Focus (sword
arm)
Skills Acrobatics +20, Bluff +19, Escape Artist +20,
Perception +17, Intimidate +19, Knowledge (planes) +16,
Sense Motive +17
Languages Celestial, Draconic, Infernal
Ecology
Environment any (evil-aligned planes)
Organization solitary, pair, or platoon (4-8)
Treasure none
Special Abilities
Blade Shower (Sp) Three times per day, a lejnth can blast
pieces of its armor at foes in a rain of razor-sharp steel.
The blade shower strikes all creatures in a 30-foot cone
104
sharp swords form the lower half of each arm. Their ar-
mor bristles with razor edges and spikes. Locathah
Although this creature walks upright as a humanoid, it
In combat, lejnth move with incredible speed. They dart possesses the scales, fins and gills of a fish. Its dark eyes
between foes, inflicting horrible wounds on opponents, then glitter with intelligence.
bound out of range. A lejnth revels in precision combat.
The greatest joy it experiences occurs when the creature
strikes with perfect accuracy. If not for the blood and
screams of the dead and dying, witnessing lejnth at work is
almost akin to watching a ballet. Though deadly and with-
out mercy, lejnth are not indiscriminate killers. They slay
any who oppose them in combat but, unlike sadistic demons
or kyton, do not kill just for the sake of taking life. They
prefer to test their mettle against worthy foes rather than
slaughtering any creature that crosses their path. Unless
commanded to do so, a lejnth does not slay opponents who
have surrendered or pose no threat to them.
Lejnth stand a little under 6 feet tall and weigh about 500 LOCATHAH
pounds. CR 1/3
XP 135
Knowledge Locathah warrior 1
Lore
(planes) DC N Medium humanoid (aquatic)
Init +1; Senses low-light vision;
Lejnth are outsiders dedicated to war
14 Perception +2
and combat.
Defense
The lejnth are not devils though they AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
19 hp 5 (1d10)
possess many infernal traits.
Fort +2, Ref +1, Will +1
In combat a lejnth uses its speed Offense
to inflict deep, bleeding wounds on Speed 10 ft., swim 60 ft.
24
opponents and then teleports or dodges Melee longspear +2 (1d8/x3)
away before opponents can strike back. Ranged light crossbow +2 (1d8/19-20)
Lejnth attack creatures they believe Statistics
offer the greatest challenge in melee Str 10, Dex 12, Con 10, Int 13, Wis 13, Cha 9
29
combat. An opponent who surrenders is Base Atk +1; CMB +1; CMD 12
often allowed to live. Feats Weapon Focus (longspear)
Skills Craft (weapons) +5, Perception +2, Swim +12;
Racial Modifier +8 to Swim
Languages Aquan, Common
Ecology
Environment warm oceans
Organization company (2-4), patrol (11-20 plus two 3rd
level sergeants and one leader of 3rd-6th level), or tribe (30-
100 plus 100% non-combatants plus one 3rd level sergeant
per ten adults, five 5th level lieutenants, and three 7th level
captains)
Treasure standard
105
body parts (gills and scales) mark it as an aquatic creature. unknown, although it is theorized that the locathah are
Better suited to swimming underwater, locathah walk with somehow racially incapable of working arcane magics.
a clumsy, loping gait if and when they emerge from their
submarine territory (an extremely rare occurrence) to Locathath Characters
move about on dry land. All locathath have the following racial traits.
Intelligent creatures can befriend locathah if mutual trust +2 Dexterity, +2 Wisdom, -2 Charisma: Locathath are
is built through non-violent interaction and support. Lo- agile and perceptive but communicate their intensions
cathah make superior underwater allies, scouts, and guides. poorly.
Locathah living near coastal surface communities some-
Aquatic: Locathath are aquatic creatures that can breathe
times trade for items not easily found or made underwater.
underwater. Above water they run the risk of suffocation.
In combat, locathah fire on opponents with crossbows for
Low-Light Vision: Locathath can see twice as far as a hu-
as long as possible. Underwater, these crossbows have a
man in dim light.
range increment of 20 feet. In melee, locathah employ
longspears. Many are also skilled in the use of the net Swim Speed: Locathath possess a natural swim speed of
which they use to trap opponents before slaying them. 60 ft.
Their preferred method of engagement is to lay in ambush.
They do not possess natural weapons, unlike many other Tough Hide: Locathah have a +3 natural armor bonus.
aquatic creatures. Unarmed locathah that are encountered
alone flee if threatened. Languages: Locathath begin play speaking Aquan.
Locathath with high intelligence scores can choose from
Locathah do not advance in racial Hit Dice, but instead among the following bonus languages: Common, Draconic,
take levels in PC or NPC classes. The most common classes Sylvan.
among locathah are Adept, Druid, Ranger and Warrior.
There are no locathah wizards. The reasons for this are Knowledge
Lore
(nature) DC
Locathah are reclusive, aquatic
10
humanoids.
Locathah flee from aggressive
15 creatures, but defend their homes and
young to the death.
Single locathah are usually scouts for
war parties or larger groups on the
20
hunt. Locathah prefer ambushes over
straight-on fights.
Locathah rarely attack unless provoked.
If offered items or goods in trade,
25 locathah grant strangers aid or
advice about the nearby underwater
environment.
106
Lurker Above
A massive dark-gray creature, several times the size of a
Smother (Ex) A lurker above that has hit a creature with
its slam attack can attempt a grapple without provoking an
attack of opportunity, dealing constriction damage against
man and shaped much like a manta ray, lumbers through a grappled opponent. If the creature is at least one size
the air, its wings spread to embrace you. smaller than the lurker above, it also becomes smothered
and must hold its breath or suffocate (use the drown-
LURKER ABOVE CR 7 ing rules listed under the Swim skill.) Attacks against an
XP 3,200 engulfing lurker deal half damage to it and half damage to
N Huge aberration the victim in its grasp.
Init +5; Senses darkvision 60 ft., scent; Perception +8
Defense Lurkers above are territorial, subterranean hunters. In
AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, -2 general shape and form they resemble manta rays, but
size) possess no visible organs that would mark a front, back or
hp 85 (10d8+40) underside. Their dark coloration allows them to blend into
Fort +7, Ref +6, Will +7 their environment despite their massive size. The creature’s
Defensive Abilities amorphous; DR 10/slashing or
method of reproduction and growth is completely un-
piercing
Offense known as only solitary lurkers have ever been encountered.
Speed 10 ft., fly 40 ft. (average) A typical lurker claims several miles of caves and tunnels
Melee slam +15 (2d6+15 plus grab) for its own and attacks anything it encounters in that area
Space 15 ft.; Reach 10 ft. even if it is not hungry.
Special Attacks constrict (2d6+15), smother
Statistics A lurker waits for prey by clinging to the ceiling, wall, or
Str 30, Dex 12, Con 19, Int 2, Wis 11, Cha 10 any convenient overhang. When a suitable creatures passes
Base Atk +7; CMB +19 (+23 with grapple); CMD 30 below the lurker, it drops onto the victim and smothers
(cannot be tripped) him. The lurker possesses a very small mouth unsuitable
Feats Alertness, Blind-Fight, Improved Initiative, for use in combat and so never makes a bite attack.
Lightning Reflexes, Skill Focus (Stealth)
Skills Fly +3, Perception +8, Sense Motive +2, Stealth Variant: Lurker Below
+3 (+11 on stone surface); Racial Modifier +8 to Stealth A cousin of the lurker above exists in the world’s oceans.
when next to a stone surface Called a lurker below, this creature possesses the aquatic
Languages none subtype and does not fly, instead possessing a swim speed
Ecology of 40 feet.
Environment underground
Organization solitary
Treasure standard Knowledge
Lore
(planes) DC
Special Abilities
Lurkers are territorial, subterranean
16
Amorphous (Ex) Lurkers above possess no clear front or aberrations with limited intelligence.
back. They cannot be flanked and are immune to critical A lurker attempts to attack from hiding
hits and precision damage such as sneak attacks. 21
and crushes prey in its massive wings.
A lurker’s rubbery flesh renders
26 it almost immune to damage from
bludgeoning weapons.
The lurker’s lack of identifiable body
parts and vulnerable areas makes
31
it impossible to target for precision
damage.
107
Lycanthrope afflicted lycanthrope gains a +5 morale bonus to Constitu-
tion checks made to assume animal or hybrid form, but a –5
penalty to Constitution checks made to assume humanoid
Lycanthropes are humanoids with the ability to turn into form. An afflicted lycanthrope reverts to its humanoid form
animals and animal-humanoid hybrid shapes. Natural automatically with the next sunrise, or after 8 hours of
lycanthropes are born with this ability and have perfect rest, whichever comes first. A slain lycanthrope reverts to
control over their shapechanging. Afflicted lycanthropes its humanoid form, although it remains dead.
contract this ability like a curse or disease from another
lycanthrope; they sometimes change form involuntarily. Curse of Lycanthropy (Su) A natural lycanthrope’s bite
attack in animal or hybrid form infects a humanoid target
Creating a Lycanthrope with lycanthropy (Fortitude DC 15 negates). If the victim’s
“Lycanthrope” is an inherited (for natural lycanthropes) or size is not within one size category of the lycanthrope, this
acquired (for afflicted lycanthropes) template that can be ability has no effect.
added to any humanoid.
Lycanthropic Empathy (Ex) In any form, natural lycan-
Challenge Rating: Same as base creature or base animal thropes can communicate and empathize with animals
(whichever is higher) + 1. related to their animal form. They can use Diplomacy to
alter such an animal’s attitude, and when so doing gain a
Size and Type: The creature (referred to hereafter as
+4 racial bonus on the check. Afflicted lycanthropes only
the base creature) gains the shapechanger subtype. The
gain this ability in animal or hybrid form.
lycanthrope takes on the characteristics of some type of
animal (referred to hereafter as the base animal) within one Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2
size category of the base creature’s size. A lycanthrope’s Con in hybrid and animal forms. Lycanthropes have en-
hybrid form is the same size as the base animal or the base hanced senses but are not fully in control of their emotions
creature, whichever is larger. and animalistic urges. In addition to these adjustments
to the base creature’s stats, a lycanthrope’s ability scores
AC: In hybrid or animal form the lycanthrope has the natu-
change when he assumes hybrid or animal form. In human
ral armor bonus of the base animal increased by +2.
form, the lycanthrope’s ability scores are unchanged from
Defensive Abilities: A natural lycanthrope gains DR 10/ the base creature’s form. In animal and hybrid form, the
silver in animal or hybrid form. An afflicted lycanthrope lycanthrope’s ability scores are the same as the base crea-
gains DR 5/silver in animal or hybrid form. ture’s or the base animal’s, whichever ability score is higher.
108
Lycanthrope, Werebear
This creature resembles a fat, hairy man with a bear’s head
and broad paw-like hands.
109
Ecology Offense
Environment cold forest Speed 40 ft., (30 ft. in armor)
Organization solitary or pair Melee masterwork greataxe +9 (1d12+7/x3), bite +3
Treasure NPC gear (+1 leather armor, masterwork (1d4+2)
scimitar, 3 masterwork spears, 3 scrolls of cure light wounds, Ranged javelin +4 (1d6+5)
other gear) Special Attacks rage (10 rounds/day), rage power (animal
fury)
Natural werebears tend to be hirsute, burly individu- Base Statistics
als, with deep laughs and calm, soulful eyes. They prefer AC 15, touch 11, flat-footed 14; hp 31; Fort +5, Will +3;
living in the forest where they can associate with other Melee masterwork greataxe +7 (1d12+5/x3); Ranged
bears and werebears since civilized folk fear them, believ- javelin +4 (1d6+3); Str 17, Con 14
ing werebears kin to the werewolf. However, most were- Statistics
bears are shy creatures, avoiding outsiders and strangers Str 21, Dex 13, Con 18, Int 8, Wis 14, Cha 8
altogether. The evil, destructive werebear is as rare as the Base Atk +3; CMB +8; CMD 19
Feats Cleave, Improved Initiative, Power Attack
good-aligned werewolf. Occasionally werebears emerge
Skills Climb +9, Intimidate +5, Perception +8, Survival +8
from seclusion to aid other good creatures and adventurers, Languages Common
especially against evil lycanthropes. SQ change shape (human, hybrid, and boar; polymorph),
lycanthropic empathy (boars and dire boars), fast movement
Most werebears prefer to live on a diet of berries, bark and Ecology
fish, though like all predators a bit of meat is always wel- Environment any land
come. They possess a weakness for honey, honey wine and Organization solitary, pair, or sunder (3-6)
mead, and look favorably on all those who offer such gifts. Treasure NPC gear (masterwork hide armor, masterwork
In any case, werebears enjoy strong drink of all kinds. greataxe, 3 javelins, other treasure)
Lycanthrope, Wereboar
Large teeth jut from the man’s bottom jaw and patches of
fury)
Base Statistics
AC 19, touch 9, flat-footed 18; hp 24; Fort +6, Will +3;
bristly hair sprout from his ears and beneath his leather Melee masterwork greataxe +6(1d12+6/x3), gore +6
jerkin. (1d8+6); Ranged javelin +4 (1d6+4); Str 19, Con 19
Statistics
Str 23, Dex 13, Con 23, Int 8, Wis 14, Cha 8
WEREBOAR (HUMAN FORM) CR 3 Base Atk +3; CMB +9; CMD 20
XP 800
Feats Cleave, Improved Initiative, Power Attack
Human natural wereboar barbarian 3
Skills Climb +10, Intimidate +5, Perception +8, Survival
CE Medium humanoid (human, shapechanger)
+8
Init +5; Senses low-light vision, scent; Perception +8
Languages Common
Defense
SQ change shape (human, hybrid, and boar; polymorph),
AC 13, touch 9, flat-footed 12 (+4 armor, +1 Dex, -2 rage)
lycanthropic empathy (boars and dire boars), fast movement
hp 37 (3d12+12)
Ecology
Fort +7, Ref +2, Will +5
Environment any land
Defensive Abilities trap sense +1, uncanny dodge
Organization solitary, pair, or sunder (3-6)
110
Knowledge
Lore
(nature) DC
Wereboars are bullying, gruff
8 lycanthropes found mainly in areas of
wilderness.
Wereboars love to fight and never back
13
down from combat.
Wereboars often congregate to go
18
raiding or waylay travelers.
Since wereboars are gluttons, offering
one money or food for its cooperation
23 only encourages it to attack in the
hopes it can take everything the
creature possesses.
Lycanthrope, Weretiger
A man stares with large yellow eyes as a low growl issues
from his throat. Black and yellow stripes decorate his face,
and his feet are the paws of a large cat.
111
Treasure NPC gear (mwk studded leather armor, mwk Ranger Spells Prepared (CL 2nd)
shortsword, mwk dagger, mwk longbow and 20 arrows, 1st – detect snares and pits, longstrider
other treasure) Statistics
Str 25, Dex 15, Con 19, Int 8, Wis 14, Cha 8
WERETIGER (HYBRID FORM) Base Atk +5; CMB +13; CMD 26
XP 1,600 Feats Alertness, Dodge, Endurance, Improved Initiative,
Human natural weretiger ranger 5 Two-Weapon Fighting, Weapon Focus (bite)
NE Large humanoid (human, shapechanger) Skills Climb +15, Intimidate +7, Knowledge (nature) +8,
Init +6; Senses low-light vision, scent; Perception +12 Perception +12, Sense Motive +4, Stealth +6, Survival +10
Defense Languages Common
AC 20, touch 12, flat-footed 17 (+3 armor, +2 Dex, +1 SQ change shape (human, hybrid, and tiger; polymorph),
dodge, +5 natural, -1 size) combat style, hunter’s bond (companions), lycanthropic
hp 52 (5d10+20) empathy (tigers and dire tigers), favored terrain (jungle
Fort +8, Ref +6, Will +3 +2), track, wild empathy +4
DR 10/silver Ecology
Offense Environment any land
Speed 40 ft. Organization solitary, pair, or ambush (3-6)
Melee mwk shortsword +12 (1d6+7/19-20), mwk dagger Treasure NPC gear (mwk studded leather armor, mwk
+12 (1d4+3), bite +12 (2d6+7 plus grab and curse of shortsword, mwk dagger, mwk longbow and 20 arrows,
lycanthropy) or 2 claws +11 (1d8+7 plus grab), bite +12 other treasure)
(2d6+7 plus grab)
Ranged longbow +6 (1d8/x3) Of all lycanthropes, the humanoid form of the weretiger
Space 10 ft.; Reach 5 ft. most obviously betrays its dual nature. The eyes of an af-
Special Attacks favored enemy (humans +4, animals +2), flicted creature take on a yellow tinge and the person’s skin
hunter’s bond (hunting companions), pounce, rake, (2 claws displays the stripes common to a great feline. They growl
+11, 1d8+7) even when not in hybrid or tiger form. The hybrid form of
the weretiger is a fearsome creature. It retains the intel-
ligence and cunning of a humanoid and combines it with
the speed, strength and natural weapons of the predatory
cat. Unlike other lycanthropes, weretigers do not necessar-
ily enjoy hunting and killing other humanoids, and much
prefer game animals to sentient creatures. This doesn’t
mean the world’s jungles are free of man-eaters, just that
such instances are rare. Most weretigers prefer wild spaces
over the crowded streets and alleys of civilization. Some
weretigers lead tribes of other humanoids and bestow their
lycanthropic “gift” on favored mates or lieutenants.
Knowledge
Lore
(nature) DC
Weretigers are some of the deadliest
10
lycanthropes.
The thrill of the hunt captivates a
15 weretiger. They prefer hunting over
any other activity.
Weretigers are fiercely territorial and
20 defend their home turf from other
creatures they view as competitors.
In rare cases, a weretiger prefers
hunting and killing sentient creatures
25 instead of animals. These weretigers
never cooperate with species they
consider prey.
112
Magmin
This short humanoid appears
things burst into fire at the
lightest touch.
113
Mâlite • Mâlite souls are not tied to their bodies; they cannot
be raised, nor are they subject to death effects such as
slay living. Only a spell like trap the soul can keep a given
The only denizens of Mâl are the Mâlites and the handful Mâlite from one day being reinstalled in a new shell
of creatures who have come here from other planes. The
Mâlites are creatures of chaos; not fiends, not outsiders, Mâl (Evil)
but something entirely other. They have apparently little Mâl is a dead plane, a wasteland of sealed tombs,
attachment to their own physical form, so a Mâlite soul stagnant air, ruined cities and cast-off machinery. It
might be removed from one body and inserted into another grows with each moment. When an object, building,
as circumstances require. They find the current arrange- or landscape reaches a certain forlorn, forgotten state
ment of the planes…distasteful, and intend to use plane- on its original plane, it disappears and materializes on
craft to return the universe to a more chaotic, lifeless, and Mâl. There it sits until the end of time. True to its na-
artistic state. ture, Mâl is a forgotten side room of the Outer Planes,
inhabited only by undead, exiled fiends, thieves, vaga-
The Mâlites date from a time before the current conception bonds, and anti-social wizards. They live in ramshackle
of arcane magic. They cannot use arcane magic especially towers and shanty towns amid the ancient monoliths
well but are, in fact, disruptive to it. Many of their own and cyclopean temples. Adventurers have learned that
spells no longer function (the weave of magic in the planes Mâl contains many forgotten wonders and lore and
has changed since the race’s prime, and their incantations these bands are often found wandering Mâl’s desolate,
cannot influence it), so the Mâlites are desperately trying windswept surface.
to learn new dweomers and spells. Wizards and tomes of
arcane lore are a primary target for Mâlite raiding parties. Mâl has the following traits:
Unfortunately, their disruptive aura makes it extremely dif- • Infinite Size
ficult to cast even the simplest of arcane spells.
• Alterable Morphic
Currently, the majority of the Mâlite race is still bodiless
• Lifeless The plane of Mâl nourishes no living
in the Maw of Chaos. Of the incarnate portion of the race,
things. Nothing grows here and nothing is born
some are involved in excavating tombs to build new bodies
here. Natural healing is slowed to one-half the nor-
for their kin, while the rest are exploring the planes – re-
mal rate.
connaissance for the time when all the Mâlites swarm out
and the Maw devours all. • Mildly Evil-Aligned Some areas of high Mâlite
populations may be strongly evil-aligned.
Mâlite Properties
Mâlites are chaotic evil, extraplanar humanoids that hail • Impeded Magic All divine magic is impeded on the
from the plane of Mâl. Mâlites possess a particular suite of plane of Mâl as well as any magic used to travel
traits (unless otherwise noted in a creature’s entry): between planes.
• Immunity to acid
• Acrobatics and Stealth are always class skills for Mâlites MALITE WARRIOR CR 2
XP 600
• Mâlites only speak their own language. They can learn CE Medium humanoid (extraplanar)
other languages, but find them exceedingly difficult to Init +1; Senses Perception +5
use (treat another language as a skill that the Mâlite Aura disruptive aura (15 ft.)
must take ranks in and make skill checks to convey an Defense
idea) AC 15, touch 12, flat-footed 13 (+1 Dex, +1 dodge, +3
resin armor)
hp 16 (3d8+3)
Fort +2, Ref +2, Will +5
114
Defensive Abilities bladed spine; Immune acid, death Mâlites have little need for self-preservation, making them
effects fearless warriors. They are cruel and cunning and have
Offense come to understand the importance others place on the life
Speed 30 ft., climb 30 ft. of the weak, so a Mâlite warrior will often target children,
Melee resin blade +5 (2d6+3 plus sickening) or resin whip familiars and other non-combatants to demoralize his foes.
+5 (1d8+2 plus sickening) Possessing an eternal soul, the mâlites have no regard for
Ranged acid jet +3 (2d4 acid, 60 ft.) the sanctity of life and delight in the execution of other
Space 5 ft.; Reach 5 ft. (15 ft. with resin whip) species.
Special Attacks sickening (DC 12, 1 round)
Statistics Mâlites warriors seek to reshape the planar cosmos into a
Str 14, Dex 12, Con 12, Int 12, Wis 14, Cha 12 form with which they are more familiar. Fortunately for the
Base Atk +2; CMB +4, CMD 16 multiverse, they are trapped in Mâl. For centuries, if not
Feats Dodge, Weapon Focus (resin blade) eons, the plane of Mâl was lost; a figment, a tale to frighten
Skills Acrobatics +7, Climb +10, Perception +5, Stealth planar travels but that has changed. A chronicler of all
+7 things planar breached the seals that held Mâl outside of
Languages Mâlite; telepathy 100 ft. the multiverse and foolish adventurers have been stumbling
Ecology into Mâl ever since. With all the traffic going in, it will not
Environment any (Mâl) be long before the mâlites leave to travel outward.
Organization solitary or hunting party (2-6)
Treasure standard Knowledge
Lore
Special Abilities (planes) DC
The Mâlite is an extraplanar humanoid
Bladed Spine (Ex) Mâlite warriors have a shifting, twist- 7
of truly chaotic bent.
ing, bladed spine. Any creature that grapples a mâlite war-
rior suffers 1d4 points of slashing damage per round. Mâlites can produce a natural weapon
12 from their own body that may sicken
Prisoners (Su) Mâlites have been trapped in the plane weaker opponents.
of Mâl from before recorded history. They cannot leave
the plane under their own power but can be summoned or A mâlite is so ancient a creature that its
called from the plane as well as use others’ magical items natural aura disrupts today’s magical
17
that allow planar travel. energies. Casting spells too close to this
being may cause them to fail.
Resin Blade (Ex) As a free action, a mâlite warrior can Mâlites are a race imprisoned within
extrude a resin weapon which hardens instantly. The resin their own plane of forgotten tombs.
blade can act as a whip with 15-ft. reach (dealing 1d8 Their immortal souls yearn to escape
points of damage) or as a greatsword (dealing 2d6 points 22
imprisonment and to reshape the planes
of damage). Any creature struck by the resin blade may be into whatever twisted image the race
sickened (see below). deems “normal.”
Sickening Blow (Su) The touch
of a resinblade weakens and dis-
orientates opponents. Any crea-
ture struck by the resin blade
must succeed a Will save DC
12 or be sickened for one round.
The save DC is Charisma-based.
115
Necrophidius
This frightening monster has a long skeletal body topped
lyzed victims are either slain or left to their own accord
(depending on the exact instructions given to the necro-
phidius by its creator).
with a fanged human skull. Its eyes glow with a hellish red
radiance. When employed as guards, the master of a necrophidius
will more often than not hide the constructs in plain sight.
Most notably, the former adventuring group known as the
NECROPHIDIUS CR 4 Brighthawks tells of a cunning ambush in the bowels of a
XP 1,200 wizard’s tower. The skulls of the constructs were displayed
N Large construct along a corridor within recessed niches. What the Bright-
Init +3; Senses darkvision 60 ft., low-light vision; hawks did not expect was that the necrophidius’ bodies
Perception +0 were hidden in hollowed out sections behind the walls of
Defense the hall. The constructs had emerged from their hiding
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 spots and paralyzed half the party before they knew
size) what had happened.
hp 46 (3d10+30)
Fort +1, Ref +4, Will +1 Rattler
DR 5/bludgeoning; Immune A variation of the necrophidius, the rattler is con-
construct traits structed from the skeletal remains of a giant rat-
Offense tlesnake. During the creation process, the tail rattle
Speed 30 ft. is left intact and magicked to create a confusion effect
Melee bite +5 (1d8 plus paralysis) on those that hear it rattle. The rattler uses the same
Space 10 ft.; Reach 5 ft. statistics as the standard necrophidius except it does not
Special Attacks dance of death (DC 12), gain the necrophidius’s dance of death special attack.
paralysis (1d6 minutes, DC 12) Instead it gains the special attack detailed below.
Statistics
Str 10, Dex 17, Con —, Int —, Wis 11, Cha 12 Rattle (Ex) By shaking its tail rattle, the creature
Base Atk +3; CMB +4; CMD 17 (can’t be tripped) emits a rattling noise to a range of 30 feet. Those
Feats Skill Focus (Stealth), Weapon within the area that hear this rattle must succeed
Finesse on a DC 12 Will save or be affected as by
Skills Stealth +10; Racial Modifier a confusion spell for 2d4 rounds. The save
+8 to Stealth DC is Charisma-based.
Ecology
Environment any Construction
Organization solitary A necrophidius’ body consists of a human
Treasure none skull and the skeletal remains of a con-
Special Abilities strictor snake treated with rare oils and
powders worth at least 1,000 gp.
Dance of Death (Ex) A necro-
phidius can entrance opponents by swaying back and forth. Necrophidius
Those within 30 feet viewing the dancing snake must CL 10th; Price 7,500 gp
succeed on a DC 12 Will save or be unable to act for 2d4 Requirements Craft Construct, animate objects, charm person
rounds. Victims are dazed for the duration of the effect. (or confusion for rattlers), geas/quest, polymorph any object;
This is a mind-affecting effect. The save DC is Charisma- Skill Craft (sculptures) DC 15; Cost 4,750 gp.
based.
Knowledge
Paralysis (Su) A living creature bitten by a necrophidius Lore
(arcana) DC
must succeed a DC 12 Fortitude save or be paralyzed for
1d6 minutes. The save DC is Charisma-based. The necrophidius is a construct sporting
9 the skull of a human atop the skeleton of
The necrophidius appears to be a great skeletal snake a great snake.
topped with a human skull. To the dismay of some (mainly Combat is initiated with the creature’s
clerics), it is not undead and therefore cannot be turned 14
entrancing dance of death ability.
or rebuked. The necrophidius is a construct created by an
arcane caster to serve as a guardian or assassin. It performs 19 The bite of a necrophidius can paralyze foes.
either task with great skill and, being a construct, it never It is whispered that there exists a secret
questions its duty as guard or assassin. Often, necrophidius magical word which grants control
will be left to guard important magical treasures, rare rel- of any necrophidius. This word was
24
ics, or ancient texts. supposedly developed by the original
creator of the construct so that they
The necrophidius opens combat with its dance of death could not be used against him.
ability; entranced victims are bitten and paralyzed. Para-
116
Nightshades
Composed of equal parts darkness and absolute evil, the
Knowledge
(religion) DC
Lore
nightshades are planar engines of destructions that are There are four major types of
often summoned to other worlds to signal the downfall or a nightshades, beings comprised of
civilization or world. The nightshades possess devastating 19 darkness and evil, each a very dangerous
abilities that can fundamentally change the fortunes of undead being that, in some cultures,
nations, societies and adventurers. heralds the end of days.
Besides the intense aura of desecration
surrounding them, each nightshade
NIGHTSHADES 24
possesses several deadly spell-like
Languages all; telepathy 100 ft.
abilities.
Ecology
Environment any (Plane of Shadow) Natural daylight adversely affects a
Organization solitary, pair or gang (3-8) 29 nightshade’s ability to both inflict and resist
Treasure standard (no coins) damage.
Special Abilities A nightshade’s natural attacks bypass the
hardness of all objects/items except a
Aversion to Daylight (Ex) If exposed to natural daylight substance called mallyate*. It is said that
(not merely the daylight spell), nightshades suffer a -4 pen- 34 this material’s planar origins not only
alty on all attack rolls, saving throws, and skill checks. resist the creature’s attacks but also cause
Desecrating Aura (Su) All nightshades give off a 20-ft. a nightshade harm when it comes in
radius emanation of utter desecration, imbuing their sur- contact with an item made from mallyate.
roundings with negative energy. This ability works like a *For more information, see the Mallyate pdf available from
desecrate spell, except the nightshade’s evil is so great that Tricky Owlbear Publishing, Inc.
it is treated as a desecrated area containing an altar or
shrine. All undead within 20 ft. of the nightshade includ-
ing the creature itself gain a +6 profane bonus to nega-
tive channelled energy DCs, +2 profane bonus to attack,
Nightcrawler
A great rumbling of earth is felt as though the ground was
damage and saving throws, and +2 hit points per hit dice. choking on a foul poison. From beneath the surface bursts
These adjustments are all included in the statistics below. a massive worm of utter darkness that seems to devour the
light of existence as it passes. Its tail ends with a wicked
A dispel evil spell or similar effect can suppress the aura for stinger that drips a foul venom.
one round. If a nightshade enters a place with a consecrated
or hallowed area, the two effects suppress each other.
NIGHTCRAWLER CR 18
Destroyer of Works XP 153,600
(Ex) All natural CE Gargantuan undead (extraplanar)
attacks of the night- Init +4; Senses darkvision 60 ft., detect magic, see invisibility,
shades ignore ½ an tremorsense 60 ft.; Perception +33
object’s and item’s Aura desecrating (20 ft.)
hardness. Defense
AC 33, touch 4, flat-footed 23 (+27 natural, -4 size)
Nightshade lore is so hp 308 (25d8+225)
difficult to come by Fort +16, Ref +12, Will +21
that a generalized lore Defensive Abilities channel resistance +6; DR 15/silver
table below covers and magic; Immune cold, undead traits; SR 29
four types as a whole. Weakness aversion to sunlight
At the GM’s discre- Offense
tion, he may insert Speed 30 ft., burrow 60 ft.; earth glide
more specific informa- Melee bite +30 (3d8+16/19-20 plus grab), sting +30
tion as needed. (3d6+16/19-20 plus poison)
Space 20 ft.; Reach 15 ft.
Special Attacks destroyer of works, poison, swallow
whole (3d8+23 plus 12 acid plus energy drain [1 level, DC
30], AC 23, hp 30)
Spell-like Abilities (CL 25th)
Constant – detect magic, see invisibility
At Will—contagion (DC 19), deeper darkness, greater dispel
magic, haste, invisibility, unholy blight (DC 20)
117
3/day—quickened cone of cold (DC 21), confusion (DC 20),
hold monster (DC21)
1/day—finger of death (DC 23), mass hold monster (DC
25), plane shift (DC 23), summon (level 9, 9-16 shadows,
3-6 greater shadows, or 2-4 dread wrath, 1d6 round delay,
100%)
Statistics
Str 38, Dex 10, Con --, Int 20, Wis 20, Cha 22
Base Atk +18; CMB +36 (+40 grab); CMD 46 (can’t be
tripped)
Feats Ability Focus (energy drain), Ability Focus (poison),
Blind-Fight, Combat Casting, Critical Focus, Improved
Lightning Reflexes, Improved Critical (bite), Improved
Critical (sting), Improved Initiative, Improved Natural
Attack (bite), Improved Natural Attack (sting), Lightning
Reflexes, Quicken Spell-Like Ability (cone of cold)
Skills Climb +42, Intimidate+34, Knowledge (arcana)
+33, Knowledge (religion) +30, Knowledge (planes)+30,
Perception +33, Sense Motive +33, Spellcraft +33, Stealth Speed 10 ft., swim 60 ft.
+16 (+24 in dark areas); Racial Modifier +8 to Stealth in Melee slam +42 (3d6+24/19-20), tail slap +42
dark areas (3d8+35/19-20)
Special Abilities Space 20 ft.; Reach 15 ft.
Special Attacks destroyer of works, inhale (120-ft.
Nightcrawler Poison (Ex) Sting—injury; save Fort DC cone, DC 47), plume of darkness (1/day), swallow whole
30; frequency 1/round for 6 rounds; effect 1d4 Strength dam- (2d8+24 plus 12 acid plus energy drain [1 level, DC 34],
age; cure 4 consecutive saves. AC 27, hp 46), tail sweep, thrash (at will, 10-60 ft. high,
3d6+24, DC 47)
Nightcrawlers are often summoned to destroy large cities Spell-Like Abilities (CL 30th)
or underground civilizations. Though nightcrawlers are Constant—detect magic, see invisibility
intelligent foes, they enjoy their role as destroyers and At Will – contagion (DC 23), deeper darkness, greater dispel
seldom rebel against those that summon them. If they magic, haste, invisibility, unholy blight (DC 23)
find themselves challenged, they will attempt to plane shift 3/day – cone of cold (DC 24), confusion (DC 23), hold
troublesome opponents to the Negative Energy plane and monster (DC 24)
use haste to speed their destruction of others. 1/day – finger of death (DC 26), mass hold monster (DC 28),
plane shift (DC 26), storm of vitriol* (DC 28), summon (9th,
Any city destroyed by a nightcrawler will be completely 9-16 shadows, 3-6 greater shadows, 2-4 dread wraiths, 1d4
consumed—no stone or record of the city’s existence will round delay, 100%)
exist. The ground will be transformed into a network of 1/week – destroy island*
unstable tunnels and sinkholes, so that nothing new can Statistics
ever be built on that site. Str 55, Dex 8, Con — , Int 20, Wis 20, Cha 28
Base Atk +22; CMB +48 (+50 bull rush, sunder); CMD 57
Nightswimmer
This is a vast, vast creature, shaped like a whale, but utterly
(59 vs. bull rush, sunder)
Feats Awesome Blow, Bleeding Critical, Cleave, Combat
Casting, Critical Focus, Deafening Critical, Great Cleave,
black and composed of nothing but perfect darkness. Improved Bull Rush, Improved Critical (slam), Improved
Critical (tail slap), Improved Natural Attack (slam),
NIGHTSWIMMER CR 22 Improved Natural Attack (tail slap), Improved Sunder,
XP 615,000 Power Attack, Swim-by Attack
CE Gargantuan undead (aquatic, extraplanar) Skills Intimidate +42, Knowledge (arcana) +38,
Init -1; Senses darkvision 60 ft., detect magic, see invisibility; Knowledge (nature) +35, Knowledge (religion) +38,
Perception +38 Perception +38, Sense Motive +38, Spellcraft +38, Stealth
Aura desecrating (20 ft.) +20 (+28 in dark areas), Swim +63; Racial Modifiers +8
Defense to Stealth in dark areas
AC 40, touch 5, flat-footed 40 (-1 Dex, +35 natural, -4 size) Special Abilties
hp 465 (30d8+330)
Inhale (Ex) A nightswimmer can inhale a vast quantity of
Fort +21, Ref +11, Will +24
water and strain it into its stomach. Any creatures or ob-
Defensive Abilities channel resistance +6; DR 15/silver
jects within this 120-ft. cone must make a DC 47 Fort save
and magic; Immune cold, undead traits; SR 33
or Swim check or be swallowed whole. Nightswimmers can
Weakness aversion to sunlight
swallow sailing ships and rowboats with this ability.
Offense
118
Plume of Darkness (Su) Once per day, a nightswimmer Aura desecrating (20 ft.)
may spout a plume of darkness. If performed at the sur- Defense
face, this creates a deeper darkness effect in a cylindrical area AC 32, touch 10, flat-footed 32 (+2 Dex, +22 natural, -2
300 ft. high and in a 1-mile radius. Underwater, this creates size)
a spherical cloud of deeper darkness in a 300-ft. radius. hp 220 (21d8+126)
Fort +13, Dex +11, Will +19
Thrash (Ex) This functions as the whirlwind special ability Defensive Abilities channel resistance +6; DR 15/silver
(Appendix III, page 179), except that it occurs underwater. and magic; Immune cold, undead traits; SR 27
Weakness aversion to sunlight
There are oceans of shadow. In the lightless seas of night, Offense
these ancient shadow-whales swim silently. The night- Speed 40 ft.
swimmers are encountered much more rarely than other Melee 4 slams +29 (2d6+16)
nightshade varieties. The seas hold far more secrets than Space 15 ft.; Reach 15 ft.
the land, after all, and the oceans of night are unfathom- Special Attacks crush item (DC 34), destroyer of works,
ably deep and still. evil gaze
Spell-Like Abilties (CL 21st)
Cold, merciless and immortal, they groan out eerie songs
Constant—detect magic, see invisibility
of gathering blackness and tides of shadow. All the night-
At Will—quickened contagion (DC 18), deeper darkness,
swimmers are in constant dark communion, singing to each
greater dispel magic, haste, unholy blight (DC 19)
other of the end of worlds. Those who listen to their song,
3/day—confusion (DC 18), hold monster (DC 19), invisibility
which echoes only in shadows, soon go insane. Some gibber
1/day—cone of cold (DC 19), finger of death (DC 21), plane
and insist that the song of the nightswimmers is a single
shift (DC 21), summon (8th level, 7-12 shadows, 2-5 greater
vast spell, one that they have been in the process of casting
shadows, or 1-2 dread wraiths, 1d8 round delay, 100%)
for millennia and will continue to weave for centuries more.
Statistics
Nightswimmers use their vast bulk and terrible strength Str 38, Dex 14, Con —, Int 20, Wis 20, Cha 18
to crush their foes. They augment these attacks with their Base Atk +15; CMB +31 (+35 disarm); CMD 43 (47 vs.
potent magical abilities. They are cautious when using disarm)
their inhale ability – they know that only the mightiest Feats Cleave, Combat Casting, Combat Expertise, Combat
heroes can dream of standing against their power, so any Reflexes, Great Cleave, Greater Disarm, Improved Disarm,
creature that tries to fight a nightswimmer is probably not Improved Initiative, Power Attack, Quicken Spell-Like
one that the ‘swimmer wants carving at its gullet. They do Ability (contagion), Stand Still
try to swallow wizards and other enemies that are best kept Skills Intimidate +28, Knowledge (arcana) +29,
trapped and drowning. Knowledge (planes) +26, Knowledge (religion) +29,
Nightwalker
An immense, four-armed humanoid composed of inky
blackness towers above you. Its smooth face tapers to a dull
point between a pair of horns that twist above its head.
NIGHTWALKER CR 16
XP 76, 800
CE Huge undead (extraplanar)
Init +6; Senses darkvision 60 ft., detect magic, see invisibility;
Perception +29
119
Perception +29, Sense Motive +29, Spellcraft +29, Stealth Melee bite +22 (4d6+17/19-20 plus grab plus magic
+18 (+26 in dark areas), Survival +26; Racial Modifier drain)
+8 to Stealth in dark areas Space 15 ft./10 ft.
Special Abilities Special Attacks destroyer of works, magic drain (DC 23)
Spell-Like Abilities (CL 17th)
Crush Item (Su) A nightwalker can destroy any weapon Constant—detect magic, see invisibility
or item of Large size or smaller by picking them up and At Will—contagion (DC 19), deeper darkness, haste, unholy
crushing them in between its hands. The nightwalker must blight (DC 19)
make a successful disarm combat maneuver to snatch the 3/day—confusion (DC 19), greater dispel magic, hold monster
item away. The item is allowed a DC 34 Fortitude save to (DC 20), invisibility
resist destruction. The save DC is Strength-based. 1/day—cone of cold (DC 20), finger of death (DC 22),
plane shift (DC 22), summon (7th, 5-12 shadows, 2-4 greater
Evil Gaze (Su) Paralyzed by fear for 1d8 rounds, 30 feet, shadows, or 1 dread wraith, 1d10 rounds delay, 100%)
DC 24 Will save negates. The save DC is Charisma-based. Statistics
Str 31, Dex 18, Con —, Int 18, Con 20, Cha 20
Nightwalkers are called to the Material Plane to target
Base Atk +12; CMB +24 (+28 grapple); CMD 39
specific foes such as wizards, clerics or paladins. If faced
Feats Dodge, Flyby Attack, Hover, Improved Initiative,
by a large group of opponents, it will use its spell-like
Improved Critical (bite), Improved Natural Attack (bite),
abilities and evil gaze to disable and separate opponents.
Lightning Stance, Mobility, Wind Stance
Nightwalkers use their crush item ability to rid opponents
Skills Fly +24, Intimidate +25, Knowledge (arcana) +24,
of their useful magic items and are rumored to even be
Perception +25, Sense Motive +25, Spellcraft +24, Stealth
able to destroy artifacts with this ability, though this is
+16 (+25 in dark areas), Survival +22; Racial Modifier +8
hotly debated. If seriously wounded, a nightwalker will
to Stealth in dark areas
plane shift to the Negative Energy Plane to heal before
returning to track down the foe that defeated it. Special Abilities
Evil overlords who have access to the magic necessary to Magic Drain (Su) A nightwing can weaken magic armor,
summon a nightwalker will often dispatch them to hu- weapons, and shields by making a touch attack (or normal
miliate their opponents, destroying their equipment and attack). The targeted item must succeed on a DC 23 Forti-
leaving them battered, naked and disheartened. Those evil tude save or lose 1 point of enhancement bonus. If an item
beings who have the temerity to summon a nightwalker loses all its enhancement bonus it loses any special abilities
have all heard the legend of a magical sword called the and becomes a masterwork item. Casting dispel evil on an
Nightblade. This longsword can supposedly call forth one affected item within 10 days can reverse the drain. The DC
or more nightwalkers to serve the wielder. The Nightblade, is Charisma-based.
however, has not been seen for centuries
Nightwings
are often
employed in
Nightwing
An enormous bat-like
nighttime
wars where
hit-and-run
shape composed of utter
assaults on
darkness fills the sky.
key military
leaders who can
NIGHTWING CR 14 be snatched from
XP 38,400 the battlefield, their
CE Huge undead (extraplanar) armor weakened, and
Init +8; Senses darkvision 60 ft., detect magic, see their corpse dropped
invisibility; Perception +25 from the heavens. Nigh-
Aura desecrating (20 ft.) twings use deeper darkness
Defense to hide their attacks and
AC 31, touch 13, flat-footed 26 (+4 Dex, +1 dodge, +18 move constantly to provide
natural, -2 size,) concealment to their actions.
hp 195 (17d8+119)
Fort +12, Ref +11, Will +17 Elves sometime refer to nightwings as star-eaters because
Defensive Abilities channel resistance +6; DR 15/silver their utter blackness consumes starlight as they pass
and magic; Immune cold, undead traits; SR 25 through the heavens. Elven kingdoms have a special enmity
Weakness aversion to sunlight for nightwings dating back many millennia. Although
Offense the origin of this hatred is unknown, all elven people slay
Speed 20 ft. (4 squares), fly 60 ft. (good) nightwings on sight.
120
Owl, Giant
Brown and white feathers decorate this owl, ordinary in
every way except it stands almost twice as tall as a man.
OWL, GIANT CR 3
XP 800
NG Large magical beast
Init +3; Senses darkvision 60 ft., superior low-light vision;
Perception +13
Defense
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1
size)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +3
Offense
Speed 10 ft., fly 70 ft. (average)
Melee 2 claws +7 (1d6+4), bite +7 (1d8+4)
Space 10 ft.; Reach 5 ft.
Statistics
Str 18, Dex 17, Con 14, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +9; CMD 22
Feats Alertness, Wingover
Skills Fly +6, Knowledge (nature) +2, Perception +13,
Sense Motive +4, Stealth +4 (+12 when flying); Racial
Modifiers +4 to Perception, +8 to Stealth when flying
Languages Common, Sylvan
Ecology
Environment temperate forests mit to the training and possess a friendly attitude towards
Organization solitary, pair, or company (3-5) trainer and rider. Riding a giant owl requires an exotic
Treasure none saddle. While carrying a rider, a giant owl can fight, but
Special Abilities the rider must make a successful Ride check to attack while
mounted. Professional trainers of giant owls charge 1,000
Superior Low-Light Vision (Ex) Giant owls can see five gp. The eggs can fetch 2,000 gp, and a chick often brings
times as far as a human can in dim light. 4,000 gp on the open market.
Giant owls are nocturnal hunters, feared for their abil- Giant owls mate for life and bear young one at a time al-
ity to silently stalk prey from the air and attack in almost though twin births from a single egg are not unknown.
complete silence. They are intelligent, but shy away from
humanoids and other sentient creatures, preferring to live The wingspan of a giant owl reaches 20 feet. A light
in the deep wild. Sometimes giant owls form bonds or asso- load for a giant owl is up to 300; a medium load 301-600
ciations with good-aligned creatures, especially if powerful pounds; and a heavy load 601-900 pounds.
evil beings threaten their homes or safety. Wood elves com-
monly have close alliances with giant owls.
Knowledge
In combat, a giant owl attempts to surprise prey by div- (arcana or Lore
ing onto it when directly above. A giant owl attempts to nature) DC
carry off an opponent if possible so it can slay the creature Giant owls are intelligent, good-aligned
13
without interference. A giant owl will never land to battle animals.
foes, knowing its advantages rely on its ability to fly. Giant Giant owls fly in near silence and attempt
owls almost never fight to the death unless protecting their 18 to dive on prey and enemies from directly
young. above.
The eggs and hatchlings of a giant owl can
A giant owl can carry a rider in combat if properly trained. 23
fetch significant prices on the open market.
Training a giant owl to carry a rider in combat requires
A giant owl never fights opponents while
six weeks of instruction followed by a successful DC 25
on the ground. It remains in the air
Handle Animal check. The owl must also be willing to sub- 28
unless seriously wounded or its nest is
threatened.
121
Phantom Fungus
This creature’s round, plant-like body has four
stubby legs akin to mushroom stems and a
mass of tentacles spill from where there should
be a head.
PHANTOM FUNGUS CR 3
XP 800
N Medium plant
Init +0; Senses low-light vision; Perception +7
Defense
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 30 (4d8+12)
Fort +7, Ref +1, Will +1
Defensive Abilities greater invisibility;
Immune plant immunities
Offense
Speed 20 ft.
Melee bite +5 (1d6+3)
Statistics
Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Base Atk +3; CMB +5; CMD 15 (19 vs. trip)
Feats Alertness, Improved Initiative
Skills Perception +7, Sense Motive +2,
Stealth +9; Racial Modifier +4 to Stealth invisibility to fool opponents who might come to the aid of
Languages none a compatriot. The phantom fungus has no control over its
Ecology invisibility.
Environment underground
Organization solitary Despite the name, a phantom fungus is a corporeal creature.
Treasure none It walks about on four stumpy legs. The body is egg-shaped
Special Abilities and sports a nodular growth on top that serves as a sense
organ. Short, sensory tentacles jut from these bulbs. Just
Greater Invisibility (Su) The phantom fungus is always
below this area is a large, toothy maw the fungus uses to
invisible, even when attacking. This ability works like
eat and attack. A phantom fungus is usually greenish-gray
greater invisibility (CL 12th) and lasts as long as the phantom
in color. It stands about 4 feet tall and weighs 300 pounds.
fungus is alive. Invisibility purge does not dispel this effect.
They reproduce through asexual budding.
A phantom fungus becomes visible one minute after death.
A few creatures, particularly other intelligent underground
This mobile plant creature is a mystery to students of
plants such as myconids, maintain phantom fungi as guards
zoology. Most theorize an invisible plant without the
and sentries.
capability to gain nutrition from sunlight was forced to
evolve into a mobile, carnivorous animal. Others suggest
the phantom fungus was the creation of some wizard who Knowledge
Lore
desired an invisible, resilient guardian. (nature) DC
The phantom fungus is an invisible,
Its origins a mystery, phantom fungi prowl the subterra- 8
mobile plant with animal intelligence.
nean caverns of the world, constantly on the hunt for food. The phantom fungus is a corporeal
Vermin, rats and others small animals compose the basis 13 creature, even though its name suggests
of a phantom fungus’s diet. They are aggressive, relentless otherwise.
creatures not above attacking and consuming humanoids A phantom fungus remains invisible
and other large animals. 18 even while attacking. Very few spells
can counter this ability.
Its most common tactic is to wait until a creature passes.
When confronted with more than
Solitary individuals are attacked outright. When attack-
one foe, a phantom fungus attempts
ing a group of creatures, the phantom fungus attempts 23
to remain in the open so it can’t be
to strike in an open area so it can maneuver and use its cornered.
122
Phasm
The man before you suddenly dissolves into an ooze of
other might found a religion based on service and generos-
ity. However, all phasms derive the greatest pleasure from
fooling other creatures about their true nature.
shifting gray material.
If discovered, a phasm first attempts to slay those
PHASM CR 7 who realize it is not what it appears to be, though
XP 3,200 it might also negotiate if it believes there is
CN Medium aberration (shapechanger) greater benefit to doing so. In combat, a phasm
Init +7; Senses tremorsense 60 ft.; Perception +22 employs whatever weapons and items it has at
Defense hand. It only uses its slam attack if unarmed.
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 If it can’t defeat opponents in open combat,
dodge, +6 natural) a phasm resorts to subtler means, such as
hp 84 (13d8+26) poison, curses or assassination.
Fort +10, Ref +11, Will +10
Defensive Abilities amorphous, resilient A phasm also uses its ability to change shape
Offense to aid itself in combat. Against creatures it
Speed 30 ft. intends to slay, a phasm assumes the form
Melee slam +12 (1d3+1) of a dragon or other dangerous beast. If it
Statistics
needs to flee it changes shape into a swift
Str 12, Dex 16, Con 15, Int
18, Wis 15, Cha 14 animal.
Base Atk +9; CMB
While impersonating a humanoid,
+11; CMD 24
Feats Alertness, Blind- a phasm often accrues class levels
Fight, Combat Reflexes, in fighter, rogue or wizard. Due to its
Dodge, Mobility, Improved whimsical and mutable nature, a phasm loses
Initiative, Weapon Finesse these class levels after a few years, especially
Skills Bluff +15, Climb +17, Diplomacy if it takes up the role of a different individual.
+15, Escape Artist +11, Knowledge (any one) +20, The average age of a phasm is 2d4+3 (x100) years,
Perception +22, Sense Motive +19, Stealth +19, Survival and there is no known limit to how old a phasm can grow.
+18; Racial Modifier +8 to Escape Artist Families of adventurers report engaging in generations-
Languages Common, telepathy 100 ft. long battles with individual phasms, the creature plaguing
SQ change shape (shapechange, Large or smaller) grandfathers, fathers and sons.
Ecology
Environment any A phasm weighs about 400 pounds, and appears as an ooze
Organization solitary in its natural form. Dark spots on its body indicate the
Treasure double standard
presence of sensory organs.
Special Abilities
123
Phrenic Scourge
A dark and tattered robe partly covers a humanoid body
rows through the host, following its nervous system until
it reaches the brain. This takes 1d4+1 rounds, causing 2d4
points of damage per round.
that appears to be formed entirely of squirming, writhing
tendrils in hues of off-white, corpse-gray, and sickly purples When the larvae reaches the brain, the subject dies instant-
and blues. Lengths of these tendrils hang from its sleeves ly. At any point in this process, the larvae can be destroyed
as hands, while others make up a visage that cannot, in any with remove disease or heal. The save DC is Constitution-
sense of the word, be called a face. It steps forward with a based.
shambling, yet somehow graceful, gait.
Sap Will (Sp) This psionic attack manifests as a 20-ft. ra-
PHRENIC SCOURGE CR 8 dius sphere, which the scourge can center anywhere within
XP 4,800 30 ft. Anyone caught in this sphere must succeed on a DC
LE Medium aberration 18 Will save or lose the will to act for 3d4 rounds. They
Init +3; Senses darkvision 60 ft.; Perception +14 may defend themselves if attacked, but may not initiate any
Defense action. Phrenic scourge are immune to this ability. This
AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 ability is the equivalent of a 4th-level spell. The save DC is
natural) Intelligence-based.
hp 52 (8d8+16)
Fort +4, Ref +5, Will +9 The phrenic scourge is a walking nightmare, a writhing
DR 10/piercing; SR 19 horror with an inhuman appearance and alien thought pat-
Offense terns utterly incomprehensible to humans. They view other
Speed 30 ft., burrow 15 ft., climb 30 ft. sentient creatures as nothing more than slaves and breed-
Melee 2 tendril clusters +9 (1d8 plus implant)
ing chambers, and they have assimilated entire communi-
Special Attacks sap will (20-ft. radius)
Spell-Like Abilities (CL 8th) ties in the distant wilds, and deep beneath the earth. They
At Will – charm monster (DC 18), deep slumber (DC 17), maintain order with their psionic abilities, turning even the
detect thoughts (DC 16), suggestion (DC 17), teleport; DC is most rebellious subjects into loyal thralls.
Intelligence-based.
Statistics Even the race’s true name — the ochthichthuruch — is
Str 10, Dex 16, Con 14, Int 19, Wis 17, Cha 15 almost unpronounceable by humans. The phrenic scourge
Base Atk +6; CMB +6; CMD 20 is made up entirely of thin tendrils, ranging in length
Feats Dodge, Mobility, Toughness, Weapon Finesse from six inches to four feet, clustered around a tiny core
Skills Climb +19, Escape Artist +14, Diplomacy +10, that serves as the creature’s nerve center. They prefer to
Intimidate +13, Knowledge (arcana) +15, Perception +14, hold themselves upright, maintaining a vaguely humanoid
Sense Motive +11, Stealth +14 shape through muscular control. Whether this is simply a
Languages Alko, Undercommon; telepathy 100 ft. cultural tradition on their part, or actually a physiological
Ecology imperative, is unclear. Most scourges prefer to garb them-
Environment any underground
selves in dark clothing.
Organization solitary, pair, brood (3-5), or horde (3-5 plus
servitor races) Phrenic scourges prefer to remain out of melee, battering
Treasure double standard
foes with their psionic abilities or sending thralls to fight in
Special Abilities
their stead. When facing weaker or lone foes, however, they
Compress (Ex) Although they normally stand as human- close and attempt to lash the victim with their tendrils in
oids, phrenic scourges are not bound to that form. By shift- hopes of implanting him with larvae and breeding a new
ing and relaxing their tendrils, they can flatten themselves scourge.
into a mass of writhing limbs no thicker than a snake. As
Phrenic scourges do not form cities of their own race.
a full-round action, a phrenic scourge can pass through a
Rather, they insinuate themselves into existing communi-
space as narrow as two or three inches in one dimension, as
ties, both underground and on the surface. They begin
long as it’s at least a foot or more in the other dimension.
by making the community’s leaders into thralls, and then
Implant (Ex) The tips of a phrenic scourge’s tendrils spread out among the populace. More than a few communi-
constantly die and regrow, much like a human’s fingernails. ties have been conquered by the ochthichthuruch, without
In any round in which the scourge successfully strikes the any outsiders the wiser. Once they have assimilated a com-
same victim with both tendril attacks, the tip of a tendril munity, the scourges often direct them to war against other
breaks off in the flesh and begins to burrow, unless the communities, in hopes of expanding their territories.
victim succeeds on a DC 16 Fortitude save. The larva bur-
124
member of its species; doing so instantly transfers the
remainder of the knowledge it needs.
Knowledge
(dungeoneering) Lore
DC
Phrenic scourges are often confused
with other cepholodia creatures, like
13 decapus and possessor, but no actual
relationship exists between these
species.
Phrenic scourge powers seem to be
18 generated by mental energy that
some sages call psionics.
Phrenic scourges often have thralls of
23 other underground races to do their
menial grunt work.
Though the psionic powers of the
phrenic scourge are impressive, their
28 ability to sap the will to fight from
opponents makes them far more
dangerous.
In the center of any conquered community, the phrenic
scourges maintain a literal stable of humanoids intended
entirely for breeding purposes. The scourges mentally
enslave every one of the community’s inhabitants as soon
as they exist in sufficient numbers to do so.
125
Pond Drinker
Skimming along on six legs, this tiny carapaced vermin
must make a Concentration check (DC 15 + spell level) to
cast a spell or use a spell-like ability.
suddenly lifts from the surface of the water and darts Pond drinkers are specialized vermin said to have origi-
toward you. nated in the lands of the fey. They possess no hive mental-
ity but will gather in small groups to hunt for warm bodies.
POND DRINKER CR 3 Pond drinkers are found in the lakes and rivers of the deep-
XP 800 est, most ancient forests. Here they plague fey creatures
N Tiny vermin (aquatic, extraplanar) and magical beasts alike, feeding
Init +4; Senses darkvision 60 ft.; on their blood and disrupting their
Perception +1 foe’s ability to combat the verminous
Aura ultrasonic (15 ft.) plague with their innate magic.
Defense
AC 18, touch 16, flat-footed 14 (+4 Fey will attack pond drinkers on
Dex, +2 natural, +2 size) sight, considering the vermin an
hp 27 (5d8+5) aberration to the natural order of the
Fort +5, Ref + 5, Will +2 world. For all their varied abilities,
Immune mind-affecting effects
at their heart, the pond drinkers are
Offense
Speed 15 ft. (on land), 40 ft. (on vermin who need the blood of other
water), swim 30 ft. creatures to live. Over the eons, they
Melee bite +5 (1d3 plus grab) have transformed into the water
Space 2½ ft.; Reach 0 ft. walking, leaping, and magic-disrupt-
Special Attacks blood drain, leaping ing creatures that exist today.
strike (40 ft.)
Statistics Some suggest that the pond drink-
Str 10, Dex 18, Con 12, Int --, Wis ers are magical beasts created by the
12, Cha 10 gods to harry the fey and keep their
Base Atk +3; CMB +1 (+5 grapple); numbers under control but, as the
CMD 11 (15 vs. grapple, 19 vs. trip) pond drinkers have demonstrated no
Skills Swim +8 advanced intelligence, magical, or
SQ amphibious, water walking supernatural abilities, these tales are
Ecology
largely discredited. Pond drinkers are
Environment any river/lake
Organization solitary or colony also not selective feeders. They will
(2-8) drink the blood of any living creature
Treasure none they encounter.
Special Abilities
Knowledge
Blood Drain (Ex) A pond drinker drains blood at the end (nature or Lore
of its turn if it is grappling with a foe, inflicting 1 point planes) DC
of Constitution damage. A pond drinker will never drink Pond drinkers are extraplanar vermin
more blood than 1 point per its Hit Dice per day. 8 that live deep within the ancient forests
of the world.
Leaping Strike (Ex) A pond drinker can make a single Though they are extremely small in
leap from the surface of a body of water to attack a crea- size, they can leap great distances biting
13
ture with its bite. This movement and attack is a full-round with their jaws and grappling hold with
action that does not draw an attack of opportunity. modified hand-like legs.
Spellcasters have a difficult time
Water Walking (Ex) Pond drinkers can walk on the 18 concentrating on their spells while in
surface of waters as most creatures can walk on land. They proximity to the pond drinkers.
can even use the surface of water as a solid ground from Pond drinkers lose their mobility when
which to leap. not on a body of water. If their fluidly
23
base of operations is deprived, they are
Ultrasonic Aura (Ex) Pond drinker constantly produce an less capable combatants.
ultrasonic drone that is disruptive to spellcasters and those
with spell-like abilities. Any creature attempting to cast a
spell or use a spell-like ability within the ultrasonic aura
126
Possessor
The horrible creature, alien in appearance, moves slowly
the host’s motor functions, class abilities, skills, feats and
equipment. If a host creature is able to break free of the
possessor’s attachment, it suffers 1 point of Intelligence
through the air, numerous tentacles flailing beneath it as its and Charisma drain. Being a host for a possessor is hard on
body turns left to right, its four white eyes staring without the physical body. The body is only viable for 1 day per host
seeing. creature hit dice before the body is “spent” and is discarded
as a dead host.
POSSESSOR CR 5
XP 1,600 Hive Mind (Ex) All possessors within a 100-mile range are
LE Medium aberration in constant communication. If one is aware of a particular
Init +7; Senses blindsight 200 ft., detect magic, detect danger, they all are. If one group is not flat-footed, none
thoughts, hive mind 100 mi.; Perception +10 of them are. No possessor in a group is considered flanked
Aura unnatural (20 ft) unless all are flanked.
Defense
AC 16, touch 13, flat-footed — (+3 Dex, +3 natural) Psionic Blast (Su) Possessors may generate a psionic blast
hp 42 (5d8+20) in a 30-ft. cone. All creatures within the cone must make
Fort +5, Ref +4, Will +6 a DC 13 Will save or be stunned for 3 rounds. The save is
Defensive Abilities hive mind; Immune sight-based Charisma-based.
attacks
Weakness vulnerability to sonic The possessors are a race older than time itself. It is sug-
Offense gested by sages and scholars who have studied the crea-
Speed 5 ft., fly 30 (average)
tures, that the possessors are the only survivors of a sphere
Melee 4 tentacles +6 (1d4+1) or bite +6 (1d6+1 plus
attach) of existence that was destroyed by the ancient gods. If this
Special Attacks dominance (attach), psionic blast (30-ft. is true, the possessors must be billions upon billions of
cone, DC 13) years old and the keepers of secrets of the creation of time
Spell-Like Abilities (CL 5th) and all that happened before our history began.
Constant – detect magic, detect thoughts
Statistic Wizards and planar travelers have reported the existence
Str 12, Dex 17, Con 18, Int 19, Wis 15, Cha 12 of possessors on every world that they have visited. An-
Base Atk +3; CMB +4 (+8 grapple); CMD 17 (21 vs. cient historical texts on many worlds tell of strange me-
grapple, can’t be tripped) teor showers lasting for months. It is also reported that the
Feats Hover, Improved Initiative, Weapon Finesse possessors arrived on the world during these meteor show-
Skills Escape Artist +11, Fly +11, Intimidate
+9, Knowledge (dungeoneering) +12, Perception
+10, Spellcraft +12, Stealth +11, Survival +10
Languages Alko, Infernal, Terran, Undercommon;
telepathy 120 ft.
Ecology
Environment any underground
Organization solitary, team (2-4) or platoon (12-24)
Treasure standard
Special Attacks
127
ers, each creature snuggled inside a “heavenly rock.” The Possessor Drums
texts, from over two hundred different worlds at last count, Made of wood and cov-
each describe this event in the exact same way so it is ered in stretched flesh,
either a conspiracy on a galactic scale or the truth. If it is these drums are used by
the truth, the possessors are truly alien creatures. possessors in small, intimate
settings. Possessors, being
There have been no reports of meteor showers bearing a hive race, do not commu-
possessors for six million years. If this is really how the nicate with anything other
possessors came to be on every world in the known (and than telepathy. Still, the crea-
likely unknown) universe, there is a chance that any meteor tures enjoy the sound created
shower could bring more of these foul beasts to a world. by these drums and they
Those who know this story of the possessors say a silent enjoy sharing their “music”
prayer whenever they see a falling star. with others of their kind.
Possessor “music” resembles
There are other stories describing how the possessors
that of primitive tribes.
came to be. These include a legend telling of how they
were once a humanoid race that angered a god. The god Tentacle Spikes
then cursed all members of the race to live their lives These short, metal spikes are strapped to the shorter
without a body. The possessors proved trickier than the tentacles of a possessor with leather bands. Once in place,
god and found a way to “grow” new bodies. This legend is these spikes enhance the damage of a possessor’s tentacle
not a popular one though there are many bards who use it attack by +2 (to 1d4+3).
as a story to frighten their audience on a dark and stormy
night. Knowledge
(dungeoneering) Lore
Though they are an alien race without hands, fingers, or DC
thumbs, the possessors are an intelligent race, fully capable
Possessors wear humanoids as a host
of constructing and using tools. Most of the equipment 10 body that they feed upon. They are
created by possessors is intended for use by their host bod- not octopus-headed humanoids.
ies though there are some items that are crafted specifically
Though possessors understand many
for the possessor’s tentacles (see below).
15 languages they never speak, instead
Brain Box communicating through telepathy.
This is a small, metal box A possessor that swallows a
about eight inches on all 20 creature’s head soon gains access to
sides. A hinged lid locks in its abilities and skills.
place with a simple mechani- Possessors see by echolocation; if
cal device that requires a those senses can be confused by
DC 10 Dexterity check to 25 magical sound or sonic spells, the
floating aberration will become far
open. The DC is increased by
less effective.
5 if the individual attempt-
ing to open the box uses a
humanoid hand.
128
Pyrolisk
This creature resembles a rooster with thinning feathers and
Debate rages over the origin of the pyrolisk. Some suggest
that is it the result of magical experimentation. Others
believe the original pyrolisk was actually a half-red dragon
leathery bat-like wings lightly covered in reddish-tinged crossbreed. Still others think that the creatures are a
feathers. Its tail feathers are a yellowish-brown save for one naturally-occurring mutation. Unlike cockatrices, pyrolisks
bright red feather. collect non-flammable bits of treasure and their lairs are
often filled with gems, coins, statuary and the occasional
PYROLISK CR 3 magic item. Whatever the origin of this strange creature,
XP 800 they are deeply hated and actively hunted in agrarian areas.
NE Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Pyrolisks are cruel monsters that delight in the suffering
Perception +9 of other creatures. Even when not hunting for food, they
Defense will regularly light forest animals or livestock on fire to lis-
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size) ten to their screams and cackle at the devastation as stands
hp 26 (4d10+4)
of trees or fields of grain are consumed.
Fort +5, Ref +7, Will +2
Immune fire If pyrolisks are a natural mutation of the cockatrice, then
Offense
it will probably not be long before cyrolisks, acidolisks or
Spd 20 ft., fly 60 ft. (poor)
Melee bite +8 (1d4-2 plus 1d3 fire) even sonarolisks are encountered by travelers and adven-
Special Attacks conflagration gaze, pyrotechnics turers.
Statistics
Str 6, Dex 17, Con 13, Int 4, Wis 13, Cha 9 Knowledge
Base Atk +4; CMB +1; CMD 14 Lore
(arcana) DC
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +8, Perception +9 Pyrolisks are a naturally-occuring
8
Ecology mutation of the cockatrice.
Environment temperate plains The gaze and bite of a pyrolisk can ignite
Organization solitary, flight (2-5), or flock (6-12) 13
flammable items.
Treasure standard
Special Abilities Unlike many fiery foes, a pyrolisk is not
18
particularly susceptible to cold attacks.
Conflagration Gaze (Su) A creature within 30 feet that The red feathers of a pyrolisk can be
meets a pyrolisk’s gaze bursts into flames, taking 4d8 23 used as a supplementary spell component
points of damage (DC 13 Fortitude halves). A creature to enhance fire spells.
that successfully saves cannot be affected again by the same
pyrolisk’s conflagration gaze for one day. The save DC is
Constitution-based.
The pyrolisk uses its gaze attack to ignite those that are
unaffected by the blinding flash of its pyrotechnic abil-
ity. It is a fierce combatant, fighting until either it or its
opponents are dead.
129
Rast
A large, red, canine head scuttles about on crab-like legs
Flight (Su) A rast can cease or resume flight as a free ac-
tion. A rast without this ability can perform either a move
action or a standard action (but not both) per round.
sprouting from its neck. The monster’s eyes twinkle
mysteriously. Paralyzing Gaze (Su) Paralysis for 1d6 rounds, 30 feet,
Fortitude DC 14 negates. The save DC is Charisma-based.
A creature that saves against this ability is immune to that
RAST CR 5 particular rast’s paralyzing gaze for 24 hours.
XP 1,600
N Medium outsider (extraplanar, fire) The rast embodies the strange anatomies found on other
Init +6; Senses darkvision 60 ft.; Perception +10 planes of existence. The creature possesses a head vaguely
Defense resembling that of a dog. However, more than a dozen
AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 crab-like appendages support the head, and the rast scuttles
natural) about on claws. No body connects the head to the limbs.
hp 51 (6d10+18)
Fort +4, Ref +7, Will +6 The creatures swarm like ants, living in huge colonies hol-
Immune fire lowed out in the compacted ash of the plane of fire or any
Weaknesses vulnerability to cold similar medium. These hives send out patrols to locate food
Offense and slaves, and often scour the nearby countryside clean of
Speed 5 ft., fly 60 ft. (good) living creatures. The creatures require constant infusions
Melee 4 claws +8 (1d4+2), bite +8 (1d8+2 plus grab) of blood to quench their flesh desiccated from a lifetime of
Special Attacks blood drain, paralyzing gaze exposure to the heat of the Plane of Fire.
Statistics
Str 14, Dex 15, Con 14, Int 3, Wis 13, Cha 12 A rast attempts to paralyze opponents before coming in
Base Atk +6; CMB +8 (+12 grapple); CMD 21 (25 vs. range to bite and drain victims of blood. The rast is smart
grapple, can’t be tripped) enough to remain in the air until all foes are incapacitated.
Feats Dodge, Improved Initiative, Toughness Those who resist the gaze are attacked and slain, while
Skills Fly +10, Perception +10, Stealth +10 those unlucky enough to fall to the paralyzing gaze are
Languages Ignan secured and dragged back to the hive where they are kept
Ecology alive as diggers, expanding the tunnels, or as walking food
Environment any (Plane of Fire) sources. Very few captives live more than a few weeks in a
Organization solitary, pair, cluster (3-6), or hive (10-100 rast colony.
plus queen of 8-12 HD, 100% non-combatants and 10%
Because their multiple legs make them ungainly on the
humanoid slaves)
ground rasts prefer to fly.
Treasure none
Special Abilities Although rasts have up to 14 legs, they can only attack
with four at time. In the same round it attacks with a bite, a
Blood Drain (Ex) Against the target of its grab, a rast
rast can not make a claw attack and vice versa.
inflicts 1 point of Constitution damage for each round it
maintains the hold. Rast Queen: All rast hives shelter a queen, an 8-12 HD
Large rast. This queen can communicate telepathically with
all rast within 1,000 ft. Queens organize the rast assaults
on areas where the veil between the Prime Material Plane
and the Plane of Fire grows thin.
Knowledge
Lore
(planes) DC
Rasts are creatures native the Plane of
10
Fire that live in hives like bees or ants.
Rasts won’t engage in melee combat
15 until they use their paralyzing gaze on
opponents.
Paralyzed victims are often kept alive
20
and taken back to the rast hive.
Rasts require constant infusions of
blood to hydrate their seared flesh.
25
Without the liquid a rast withers and
dies within a week.
130
Ravid
A sinuous creature twists and writhes in mid air. It
Native to the Positive Energy Plane, ravids embody the
life-giving properties of positive energy. Most never leave
their home plane, but either through accident or luck, in-
resembles a snake except for the single clawed arm dividuals sometimes make their way to the Prime Material
extending from its forehead. Plane. Once there, ravids unintentionally cause chaos as
their positive energy animates objects around them. Some
wizards believe that a ravid’s positive energy qualities can
RAVID CR 5 be harvested—either to grant arcane spellcasters the abil-
XP 1,600 ity to heal or to recharge magic items whose energies have
N Medium outsider (extraplanar) been spent.
Init +4; Senses darkvision 60 ft.; Perception +10
Defense A ravid’s presence is often betrayed by the clanking, scrap-
AC 20, touch 10, flat-footed 20 (+10 natural) ing and banging of the objects following it. Most ravids
hp 39 (6d10+6) desire only to return home, but a few enjoy
Fort +3, Ref +7, Will +6 living in a place where they have constant
Immune fire companions. These ravids can be a nuisance
Offense if they take up residence in a populated area.
Speed 20 ft., fly 60 ft. (perfect)
Melee claw +7 (1d4+1 plus Ravids understand they are not formidable
positive energy), tail slap +5 (1d6 combatants. They use their animated objects
plus positive energy) or claw to protect and defend themselves.
touch +7 touch (positive energy),
claw touch +5 touch (positive A ravid’s skin is silver. When it moves
energy) through the air it is sometimes mistaken for a
Special Attacks animate objects, bolt of lighting. Ravids are about 6 feet long
positive energy lash and weigh 75 pounds.
Statistics
Str 13, Dex 10, Con 13, Int 7, Variant Ravids
Wis 12, Cha 14 Not all ravids hail from the Positive Energy
Base Atk +6; CMB +7; CMD 17 Plane.
(can’t be tripped)
Green Ravid (CR 5): These ravids live
Feats Improved Initiative,
on the Plane of Eternal Green, an infinite
Lightning Reflexes, Multiattack,
expanse of forest fill with creatures native
Skills Escape Artist +14, Fly
to such an environment. Green ravids still
+17, Perception +10, Stealth +7,
confer positive energy on a successful attack
Survival +5; Racial Modifier +4 to Escape Artist
but possess animate plants instead of animate objects. They
Languages None
replace fire immunity with immunity to poison and sonic.
SQ flight
Ecology Dark Ravid (CR 6): These fearsome creatures originate
Environment any (Positive Energy Plane) from the Negative Energy Plane and deal 2d10 points of
Organization solitary plus at least 1 animated object negative energy damage on a successful melee attack. The
Treasure none Dark Ravid substitutes animate dead for the ravid’s normal
Special Abilities animate objects ability, and immunity to negative energy
instead of fire.
Animate Objects (Su) Once per round, a random object
within 20 feet of a ravid animates as though by the spell
animate objects (CL 20th). These objects attack all enemies Knowledge
Lore
of the ravid and obey its commands, though the ravid is (planes) DC
not intelligent enough to employ sophisticated tactics with The ravid is an outsider from the Plane
them. 10
of Positive Energy.
Most ravids avoid combat unless
Flight (Su) A ravid can cease or resume flight as a free 15
threatened or cornered.
action. A ravid that loses this ability falls and can perform
either a move action or a standard action each round. The ravid’s ability to animate objects is
20 the result of inherent positive energy
Positive Energy (Su) A successful melee attack or melee and not an intentional act.
touch attack infuses the target with positive energy. This Ravids consider the objects they
deals no damage to living creatures, but against undead animate as their property because of an
(including incorporeal undead) it deals 2d10 points of 25
intangible positive energy bond they
damage. form with them.
131
Scavenger Worm
The immense, chitin-plated worm scuttles up the wall on
Poison (Ex) contact or injury; onset immediate; save DC 16;
frequency 1/round for 4 rounds; effect unconsciousness; cure
1 save.
thousands of short legs.
The territorial scavenger worms hunt the subterranean
SCAVENGER WORM CR 4 world, attacking and devouring all living creatures they
XP 1,200 encounter. When live prey is unavailable, the scavenger
N Large aberration worm will consume carrion. The scavenger worm waits for
Init +7; Senses blindsight 60 ft., scent; Perception +6 prey in areas where it is hard for others to see or detect.
Defense Often the creature hangs on the ceiling or other convenient
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 overhang and attacks when a creature passes beneath.
size)
hp 45 (6d8+18) Though eyeless, a scavenger worm senses its environ-
Fort +5, Ref +5, Will +7 ment through short keenly sensitive hairs on its body. The
Offense darkness of the underground world does not impede their
Speed 30 ft., climb 20 ft.
hunting.
Melee bite +7 (1d6+6)
Space 10 ft.; Reach 5 ft. In combat, a scavenger worm opens with its tranquilizing
Special Attacks tranquilizing spray (poison)
spray, attempting to catch as many creatures as possible
Statistics
Str 18, Dex 16, Con 16, Int 1, Wis 14, Cha 6 in the blast. Those who succumb are immediately slain
Base Atk +4; CMB +9; CMD 22 (can’t be tripped) and dragged back to the worm’s lair. Because a scavenger
Feats Improved Initiative, Run, Stealthy worm’s mouth is small for its size, its bite attack is not ter-
Skills Climb +16, Escape Artist +5, Perception +6, Stealth ribly damaging. Thus, a scavenger worm attempts to haul
+8 away a sleeping victim rather than battle unaffected prey.
Languages None
Ecology Victims can be awakened with a DC 15 Heal check that
Environment underground requires a full-round action or with spells such as neutralize
Organization solitary, pair, or brood (3-6) poison or restoration.
Treasure none
Special Abilities The scavenger worm resembles a giant, chitin-plated earth-
worm supported on thousands of tiny legs. They grow to
Tranquilizing Spray (Ex) The scavenger worm can spit between 9 and 11 feet and weigh about 800 pounds. The
a soporific liquid in a 20-ft. cone. All creatures caught in young hatch from hairy, brown leathery eggs that resemble
the cone must immediately make a save against scavenger sackcloth. An egg-brood contains 3d6 eggs.
worm poison. The save DC is Constitution-based.
Several underground species have learned to domesticate
the scavenger worm. They employ them as mounts and
guards, and harvest them for their poison. Kobolds possess
an affinity for the creatures and apply the scavenger worm’s
tranquilizing spray to their weapons.
Knowledge
(dungeoneering) Lore
DC
Scavenger worms are aggressive,
9
subterranean hunters.
A scavenger worm’s most dangerous
14 ability is its tranquilizing spray
which it uses to incapacitate foes.
A scavenger worm prefers to drag
away unconscious prey rather than
19
fight with creatures who do not
succumb to its tranquilizing spray.
There is a 1 in 12 chance a scavenger
24 worm will be domesticated and part
of a kobold battle group.
132
Sea Cat
This creature has the body of a porpoise but the head of a
to the death. They consider sharks to be competitors and
attack and kill them without hesitation.
lion surrounded with a deep green mane. Where flippers Occasionally, intelligent aquatic or semi-aquatic races
should be are two clawed limbs. domesticate sea cats for use as guards and protectors. Sea
cats attack sahuagin on sight. An ancient enmity exists be-
SEA CAT CR 4 tween the two races, and the sahuagin prevail only through
XP 1,200 greater intelligence and organization.
N Large magical beast
Init+1; Senses darkvision 60 ft., low-light vision, scent; Females rule the sea cat pride. The males hunt and guard
Perception +11 the young. The pride’s alpha-female is usually an advanced
Defense creature of 7 to 9 Hit Dice. Huge sea cats of 10 to 18 Hit
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 Dice are true terrors, preying on entire ships.
size)
hp 42 (5d10+15) On average, a sea cat weighs 800 pounds and is 12 feet long.
Fort +7, Ref +5, Will +4
Defensive Abilities aggressive Knowledge
Offense (arcana or Lore
Speed 10 ft., swim 40 ft. nature) DC
Melee 2 claws +8 (1d6+4), bite +8 (1d8+4) Sea cats are predatory beasts that attack
Space 10 ft.; Reach 5 ft. 9
other creatures on sight.
Special Attacks rend (2 claws, 1d6+6)
Statistics The sea cat is such an aggressive hunter
14
Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10 it always fights to the death.
Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
Feats Alertness, Endurance, Iron Will A sea cat attacks sahuagin on sight,
Skills Perception +11, Sense Motive +3, Swim +12 19 and will break off combat with other
Languages None creatures if it notices a sahuagin nearby.
SQ hold breath
Ecology The sea cat’s preferred tactic is to
Environment temperate seas and oceans 24 latch on to an opponent and drag it
Organization solitary, pair or pride (5-12) underwater.
Treasure none
Special Abilities
Hold Breath (Ex) A sea cat can hold its breath for a num-
ber of rounds equal to 6 x its Constitution modifier before
it risks drowning.
Sea cats are large, aquatic predators also known as sea lions
for the ecological niche they occupy. They hunt the coastal
areas of large seas and oceans, and lair in undersea caves or
in half-submerged ship wrecks. Though their diet consists
of fish and aquatic animals, sea cats hunt and kill anything
that enters their territory. As with terrestrial lions, sea cats
maintain a territory into which they do not tolerate intru-
sion. Even creatures significantly larger are attacked if
they trespass on a sea cat’s domain.
133
Shedu
This creature is a winged bull with the face of a bearded
SHEDU, GREATER CR 10
XP 9,600
LG Large magical beast (good, lawful)
man. It looks on you with a calm and knowing gaze. Init +5; Senses darkvision 60 ft., detect evil, discern lies, low-
light vision; Perception +21
Aura magic circle against evil
SHEDU CR 6 Defense
XP 2,400
AC 21, touch 10, flat-footed 19 (+1 Dex, +11 natural, -1
LG Large magical beast
size)
Init +5; Senses darkvision 60 ft. detect evil, discern lies, low-
hp 147 (14d10+70)
light vision; Perception +15
Fort +14, Ref +10, Will +10
Defense
DR 10/evil; SR 21
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1
Offense
size)
Speed 40 ft., fly 80 ft. (average)
hp 76 (9d10+27)
Melee 2 hooves +20 (2d8+7)
Fort +9, Ref +7, Will +8
Space 10 ft.; Reach 5 ft.
SR 17
Spell-Like Abilities (CL 14th)
Offense
Constant – detect evil, discern lies (DC 19), magic circle
Speed 30 ft., fly 60 ft. (average)
against evil
Melee 2 hooves +13 (1d8+5)
At Will – astral projection (self only), clairaudience/
Space 10 ft.; Reach 5 ft.
clairvoyance, detect magic, invisibility
Spell-Like Abilities (CL 9th)
2/day – dominate person (DC 20), telekinesis (DC 20)
At Will – astral projection (self only), detect evil, discern lies
Cleric Spells Prepared (CL 10th)
(DC 17)
5th – atonement, mass cure light wounds
3/day – charm monster (DC 17)
4th – divination, divine power, restoration, spell immunity
Statistics
3rd – create food and water, dispel magic, magic vestment,
Str 21, Dex 12, Con 17, Int 16, Wis 16, Cha 17
remove curse
Base Atk +9; CMB +15; CMD 26 (+30 vs. trip)
2nd – aid, bull’s strength, cure moderate wounds, remove
Feats Blind-Fight, Flyby Attack, Improved Initiative, Iron
paralysis, resist energy
Will, Power Attack
1st – bless, cure light wounds, divine favor, entropic shield,
Skills Diplomacy +15, Fly +6, Perception +15, Knowledge
endure elements
(arcana) +15, Sense Motive +15, Survival +8; Racial
0 – create water, guidance (2), read magic, resistance, virtue
Modifiers Diplomacy, Knowledge (arcana), and Sense
Statistics
Motive are class skills
Str 24, Dex 12, Con 20, Int 18, Wis 18, Cha 20
Languages Celestial, Common, Draconic, telepathy 100 ft.
Base Atk +14; CMB +22; CMD 33 (+37 vs. trip)
SQ Ethereal jaunt
Feats Blind-Fight, Flyby Attack, Improved Initiative,
Ecology
Improved Natural Attack (hoof), Iron Will, Power Attack,
Environment warm deserts
Skill Focus (Diplomacy)
Organization solitary or herd (2-8)
Skills Diplomacy +28, Fly +6, Knowledge (arcana) +17,
Treasure standard
Knowledge (planes) +10, Knowledge (religion) +14,
Special Abilities
Perception +18, Sense Motive +21, Survival +16; Racial
Ethereal Jaunt (Su) As a move action, a shedu can move Modifiers Diplomacy, Knowledge (arcana), and Sense
Motive are class skills
from the Ethereal Plane to the Material Plane as a free ac-
Languages Auran, Celestial, Common, Draconic, telepathy
tion and shift back as a move action. Otherwise, this ability 100 ft.
is identical to the ethereal jaunt spell. SQ Ethereal jaunt
Ecology
Environment warm deserts
Organization solitary or troupe (1 greater shedu plus 2-5
shedu)
Treasure standard
Special Abilities
134
further uses of that shedu’s ability for 24 hours. This is a In combat, a shedu attacks with hooves, preferring to use flyby
sonic, mind-affecting effect. The save DC is Charisma-based. attack and ethereal jaunt to keep itself out of danger until it
knows the strength of opponents. A greater shedu stays at
Ethereal Jaunt (Su) As a move action, a shedu can move range as long as possible and bombards foes with spells.
from the Ethereal Plane to the Material Plane as a free ac-
tion and shift back as a move action. Otherwise, this ability Most shedu weigh about 800 pounds.
is identical to the ethereal jaunt spell.
Shedu lair in forgotten or ruined temples dedicated to gods of
Spells Greater shedu cast spells as a 10th-level cleric but good and law. Though they prefer deserts, shedu are found in
do not gain access to domains or other clerical abilities. any desolate natural environment, defending the borders of
organized societies against the encroachment of chaos.
The shedu appears as a winged bull with a dark pelt and
the head of a man. The humanoid face always sports a
Knowledge
long, woven beard. Though shedu can communicate tele- Lore
(planes) DC
pathically, they prefer to speak, knowing the deep, placid
timber of their voice puts creatures at ease. Shedu are intelligent, good-aligned
16
magical beasts.
Before the rise of humanoid civilizations, anarchy ruled The shedu can often tell when a
among the world’s sentient creatures. The gods created the 21 creature is lying. Hence shedu are often
first shedu to bring the rule of law to all humanoids. Hav- sought out to settle disagreements.
ing fulfilled their original purpose, shedu now seek out and In combat, a shedu can move to the
destroy all evil creatures. They still consider themselves 26 Ethereal Plane to avoid an opponent’s
the arbiters of law, order and good, and take it is as their attacks.
duty to ensure such principles are upheld, either through The gods of good and law grant the
battling agents of chaos or acting as advisors to kings. The mightiest shedu spells and abilities to
31
reputation of the shedu for fairness is such that creatures enforce their precepts and defeat the
with disputes will ask a shedu to arbitrate if one is nearby. forces of chaos.
135
Shrieker
The purple toadstool trembles as it emits a piercing scream.
to its source. The remnants of creatures slain around the
shrieker fertilize it. Shriekers often form symbiotic relation-
ships with other plant creatures, such as violet fungus and
phantom fungus, and attract creatures with their shriek
which are then slain by the more mobile plants.
SHRIEKER CR 1
XP 400 Some underground denizens cultivate shriekers as guards
N Small plant and intruder alarms.
Init +0; Senses blindsight 60 ft.; Perception +1
Defense Variant Shriekers
AC 14, touch 11, flat-footed 13 (+3 natural, +1 size) The shrieker fungus has evolved and adapted to life un-
hp 11 (2d8+2) derground. Variant shriekers make it easy for predators
Fort +4, Ref +0, Will +0 to overcome prey and provide the plants with a supply of
Immune sonic, plant traits ready compost.
Offense
Speed 5 ft. Mindstab Fungus (CR 3): These shriekers emit a high,
Space 5 ft.; Reach 0 ft. piercing sound, but also send out penetrating mental waves
Special Attacks shriek (DC 13 Fort, 1d4 sonic) that stun nearby creatures. All creatures within 30 feet of a
Statistics mindstab fungus when it shrieks must succeed on a DC 14
Str 9, Dex 10, Con 13, Int --, Wis 12, Cha 10 Will save or become stunned for 1d4+1 round. The mind-
Base Atk +1; CMB -2; CMD 8 (can’t be tripped) stab fungus can emit this mental blast every 1d6 rounds. A
Languages None creature that successfully saves is not subject to the same
Ecology mindstab fungus’s stun for 24 hours. This is a sonic, mind-
Environment underground affecting charm effect.
Organization solitary or patch (3-5)
Treasure incidental Singing Shrieker (CR 5): The singing shrieker is always
found in partnership with other aggressive plant creatures
such as assassin vines or violet fungi. These underground
plants call out in the normal manner of shriekers, but
instead of a loud wail, produce a pleasing, melodic sound.
All creatures within 60 feet of a singing shrieker must suc-
ceed on a DC 15 Will save or become captivated. A creature
that successfully saves is not subject to the same singing
shrieker’s song for 24 hours. The victim moves toward the
shrieker in the most direct manner available. If the path
leads them through a dangerous area, the victim receives
another saving throw to end the effect before moving into
peril. Captivated creatures can take no other actions other
than to defend themselves. This effect continues for as long
as the shrieker sings and 1 round thereafter. This is a sonic,
mind-affecting charm effect.
Knowledge
Lore
(nature) DC
Shriekers are subterranean plants
7 that emit a loud wail when they sense
movement or light.
Special Abilities
Subterranean predators know a
Shriek (Ex) Light sources or movement within 10 feet of shrieker’s noise indicates the presence
13
a shrieker causes it to emit a piercing sound that lasts for of possible prey and move toward the
1d3 rounds. All creatures within 30 feet of a shrieker when sound.
it emits this noise must succeed on a DC 12 Fortitude save Some civilized underground creatures
or take 1d4 sonic damage each round. A creature that suc- 18 use shriekers to alert them to the
cessfully saves is not subject to the same shrieker’s noise presence of intruders.
for 24 hours. The save DC is Constitution-based.
Shriekers sometimes form symbiotic
This mindless plant emits a loud, piercing wail when liv- 23 relationships with aggressive, mobile
ing creatures pass near it. Underground denizens have plant creatures.
learned the noise indicates the presence of prey, and flock
136
Skeleton, Black
This creature looks like a skeleton with glistening black
polluted by such evil and, within days after their death, the
slain creatures rise as black skeletons, leaving their former
lives and bodies behind. Because of their intelligence, black
bones, seemingly constructed of blackened steel. Red skeletons do maintain some memories of their former lives.
pinpoints of light burn in its
hollowed eye sockets as it deftly Black skeletons wear any clothes
brandishes two short swords. or armor they had in life, and some
still carry their former gear or
weapons (most discard their weap-
SKELETON, BLACK CR 5 ons in favor of two short swords
XP 1,600 as soon as they can). The distinc-
CE Medium undead tive two-weapon style a black
Init +8; Senses darkvision 60 ft.; skeleton displays is theorized to be
Perception +13 a connection to the very first of
Aura frightful presence (60 ft., its kind—a warrior who wielded
DC 15) twin short blades. Sages believe
Defense that a spell was used to duplicate
AC 18, touch 14, flat-footed 14 the coal-black undead this warrior
(+4 Dex, +4 natural) became and that, since the crea-
hp 45 (6d8+18) ture’s birth, all subsequent undead
Fort +5, Ref +6, Will +5 are influenced to taking up the
Defensive Abilities channel same weapons.
resistance +4; DR 10/
bludgeoning and good; Black skeletons attack with two
Immune cold, undead traits short swords in battle with little
Offense more than the intention of cutting
Speed 40 ft. their foes to pieces. They are intelligent opponents and
Melee 2 short swords +9 (1d6/19-20 plus 1d3 Strength) will use tactics during battle, often sending several of their
or 2 claws +8 (1d4 plus 1d3 Strength) number against a foe’s front while others move into posi-
Special Attacks Superior two-weapon fighting tion to flank their adversaries. Clerics are especially hated
Statistics by these undead and are the first targets of an assault.
Str 11, Dex 19, Con --, Int 13, Wis 10, Cha 16 Black skeletons are smart enough to know when the battle
Base Atk +4; CMB +4, CMD 18 is lost and withdraw from combat, though such instances
Feats Improved Initiative, Weapon Finesse, Weapon Focus are rare. Most simply fight to the death, driven by some
(short sword) unseen hatred for the living.
Skills Acrobatics +10, Climb +9, Intimidate +12,
Perception +9, Stealth +13 Black skeletons speak Common and Abyssal.
Languages Abyssal, Common
Ecology Knowledge
Environment any Lore
(religion) DC
Organization any
Treasure NPC gear (2 short swords, other gear) A black skeleton appears as its name
10
Special Abilities suggests and wields two short swords.
Intelligent and fearless, black skeletons
Superior Two-Weapon Fighting (Ex) Black skeletons utilize the same tactics that adventurers
suffer no penalties for fighting with two weapons simulta- 15
are known to employ when appropriate
neously. (bull rushing, flanking, etc.)
Black skeletons are intelligent monsters and are not sub- Besides wielding their blades with
ject to the mindless commands that can be given to such deadly efficiency, the supernatural
undead as skeletons or zombies. They have a clear mind 20
chill of the blade also weakens living
and sometimes go against the commands and wishes of opponents.
those they serve, if it benefits the black skeleton in ques- Despite their unusual appearance, black
tion. Such treachery is rare, however, since the skeletons skeletons are still at the mercy of a
know that betrayal likely means a quick demise at the 25 skilled cleric’s turning ability. As such,
hands of spellcasting masters. those holy warriors are the first targets
These unusual undead are the remnants of living creatures of attack.
slain in an area where the ground is soaked through with
evil. The bodies of fallen humanoids are contaminated and
137
Skulk
This lithe, gray-skinned humanoid is completely hairless. It
Skulk Society
Skulks dwell in small bands
or family groups, living a
has soft, almost child-like features. nomadic existence as they
travel from place to place.
SKULK CR 1 They move constantly so
XP 400 as not to attract undue at-
CE Medium humanoid (skulk) tention from local militias.
Init +2; Senses low-light vision; Perception +6 A skulk lair will usually be
Defense located in an area that is
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) easily concealed, such as a
hp 11 (2d8+2)
cave or forest. Occasion-
Fort +1, Ref +5, Will +1
Defensive Abilities untrackable ally, skulks will sneak into
Offense a large city’s sewer system
Speed 30 ft. and set up a more or less
Melee short sword +1 (1d6, 19-20) permanent presence there,
Special Attacks sneak attack +1d6 moving their lair from
Statistics place to place under the
Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 6 city.
Base Atk +1; CMB +1; CMD 13
Feats Martial Weapon Proficiency (short sword), StealthyB Skulks remain hidden
Skills Escape Artist +4, Perception +6, Stealth +21; during daylight hours,
Racial Modifier +12 to Stealth leaving the safety of their
Languages Common lair to conduct forays into
Ecology the humanoid community
Environment any
under cover of darkness.
Organization solitary or band (3-8)
Treasure NPC gear (short sword, other treasure) A favored tactic of a skulk
Special Abilities band is to sneak into a residence under cover of darkness
and slaughter the entire family. Once that grisly task is
Untrackable (Ex) The DC to track any skulk is double its complete, the skulks remain to take what they will from the
normal value. home and leave just before dawn.
138
Soul Eater
This creature resembles a billowing cloud of inky darkness.
full speed to the caster and attacks him. Likewise, if a soul
eater is defeated in battle (but not slain) by its target, the
creature returns to the caster and attacks him. So long as
Two long, pale white arms protrude from the cloud, each both the caster and soul eater are on the same plane of
ending in a clawed hand. existence, the soul eater can successfully locate the caster
(as though guided by discern location). If the caster leaves
the plane, the link is temporarily broken. Once the caster
SOUL EATER CR 7 returns, or the soul eater enters a plane the caster is on, the
XP 3,200
link is immediately restored.
N Medium outsider (extraplanar)
Init +10, Senses darkvision 60 ft., discern location; Soul Drain (Su) When a soul eater slays a foe, it devours
Perception +17 the victim’s soul in three rounds. Such a creature cannot be
Defense returned to life by any means save a deity’s intervention.
AC 20, touch 16, flat-footed 14 (+6 Dex, +4 natural) If a soul eater is killed, any souls consumed by it can be
hp 75 (10d10+20) saved (though there is no way to detect which soul eater ate
Fort +5, Ref +13, Will +7 which soul and all the creatures look identical).
DR 10/magic; Immune paralysis, poison, stunning
Offense A soul eater is an extraplanar creature of great power. Its
Speed Fly 100 ft. (perfect) plane of origin is unknown but is thought to be some sort
Melee 2 claws +17 (1d4+1 plus 1d3 Wis drain) of void plane. Soul eaters are summoned to the Material
Special Attacks soul drain Plane for one purpose—to slay living creatures. When
Spell-like Abilities (CL 10th) given a target, a soul eater can track it unerringly.
Constant—discern location, fly
Statistics It is thought that soul eaters sustain themselves on the life
Str 13, Dex 22, Con 14, Int 12, Wis 11, Cha 11 energies of living creatures and derive this sustenance by
Base Atk +10; CMB +11, CMD +27 (can’t be tripped) draining the souls of living targets. A soul eater strikes
Feats Alertness, Improved Initiative, Flyby Attack, with two ghostly claws in each round. It attacks until either
Weapon Finesse, Weapon Focus (claw) it or its target is slain.
Skills Diplomacy +13, Fly +32, Intimidate +13, Soul eaters, though neutral, are agents of entropy, destruc-
Knowledge (planes) +14, Perception +17, Sense Motive tion and the eventual end of all things. Although they do
+2, Stealth +19, Survival +13 gain nutrients from the souls they consume, it is rumored
Languages Common, plus one additional that they also use this energy to construct a portal that will
Ecology free their lord, The Living Emptiness, from its extraplanar
Environment any prison. When they have collected enough souls to break the
Organization solitary bonds holding their lord, the end of all times will finally
Treasure none arrive. Sages who study soul eaters and believe in this
Special Abilities theory keep special time-keeping devices which somehow
Link to Caster (Ex) When a soul eater is summoned to monitor the universal soul consumption and give physical
the Material Plane, it creates a mental link between itself manifestation of the countdown to oblivion.
and the caster who summoned it. If a soul eater’s victim
(i.e., the creature it is summoned to slay) is killed before Knowledge
Lore
the creature can devour its soul, the soul eater returns at (planes) DC
Soul eaters appear as a cloud of
darkness from which two clawed
12
hands extend. They are not
incorporeal.
Soul eaters are summoned by magic-
using creatures to hunt down and
17 kill specific targets, whom they
attack with single-mindedness once
encountered.
A soul eater that is defeated but not
22 killed, turns its vengeance upon the
caster who summoned it.
The soul eater species use a portion
of all souls consumed to help
27 construct a portal to free their
extraplanar master who, it is said,
will bring an end to all things.
139
Sphinx, Andro-
This leonine creature has the head of a man and wings made
of dusty-white feathers.
ANDROSPHINX CR 9
XP 6,400
CG Large magical beast
Init +4; Senses darkvision 60 ft, low-light vision;
Perception +23
Defense
AC 23, touch 9, flat-footed 23 (+14 natural, -1 size)
hp 123 (13d10+52)
Fort +12, Ref +8, Will +9
Offense
Speed 50 ft., fly 80 ft. (poor)
Melee 2 claws +19 (2d4+7)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +19, 2d4+7), roar
Spells Prepared (CL 6th)
3rd – cure serious wounds, invisibility purge, searing light
2nd – bull’s strength, remove paralysis, resist energy, summon
monster II
1st – divine favor, entropic shield, shield of faith, remove fear
0 – detect magic, read magic
Statistics
Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17
Base Atk +13; CMB +21; CMD 31 (35 vs. trip)
Feats Alertness, Cleave, Flyby Attack, Improved Initiative,
Iron Will, Power Attack, Skill Focus (Intimidate) • Weakening Roar: All creatures within 250 feet take
Skills Fly +10, Intimidate +22, Knowledge (history) +16, 1d6 points of Strength damage (duration of 2d4
Perception +23, Sense Motive +5, Survival +16 rounds) if they do not succeed on a DC 19 Fortitude
Languages Common, Draconic, Sphinx save. Medium and smaller creatures within 90 feet
Ecology of the sphinx must also succeed on a second DC 19
Environment warm deserts Fort save or take 2d8 points of damage when they are
Organization solitary thrown to the ground. This roar also deals 50 points of
Treasure standard damage to crystal and stone objects with 90 feet. Magic
Special Abilities
items and held items can escape this damage with a DC
Roar (Su) Three times a day, an androsphinx can unleash 19 Reflex save.
a mighty roar, to create one of the effects described below.
Spells An androsphinx casts spells as a 6th-level cleric but
Each time a sphinx roars it can choose which effect to
does not gain access to domains or other cleric abilities.
produce. A creature that saves against a particular roar is
immune to subsequent uses of that roar from that andro- Like its other sphinx-kin, the androsphinx prefers to inhab-
sphinx for 24 hours. Other androsphinxes are immune to it lonely, desolate areas. Most often they serve as guardians
these effects. The save DCs are Charisma-based. of some important (but forgotten) tomb or temple. A few
possess knowledge lost to time and are often sought out
• Panicking Roar: All creatures within 500 feet must
for what they know. An androsphinx never gives away its
succeed on a DC 19 Will save or become panicked for
secrets without an assurance its knowledge won’t benefit
2d6 rounds. Subsequent panicking roars do not stack,
evil creatures or causes.
but do add to the duration. This is a sonic, mind-affect-
ing effect. The good-natured androsphinx does not tolerate evil crea-
tures in its territory. Free of bandits, evil humanoids and
• Paralyzing Roar: All creatures with 250 feet are para-
monsters, the area an androsphinx claims is usually a haven
lyzed for 1d4 rounds unless they succeed on a DC 19
to travelers passing through it. The androsphinx often
Fortitude save. This roar deafens all creatures within 90
rescue lost travelers if to simply get them out of their ter-
feet of the androsphinx for 2d6 rounds (no save).
ritory.
140
In combat, an androsphinx is a ferocious fighter. It uses its
Knowledge
roar to incapacitate opponents and then tears into the foe Lore
(arcana) DC
most likely to do it the most harm in melee. If forced to
flee, an androsphinx only breaks off combat long enough The androsphinx is a territorial
14
to heal and cast spells on itself. It fights until all opponents magical beast.
leave its home territory. The androsphinx challenges all
19 trespassers on its territory. Evil
Androsphinxes are always male. Their method of repro- creatures are never tolerated.
duction is unknown, but some speculate they might be Like all sphinxes, the androsphinx
immortal. They cannot mate with the creatures known as often possesses knowledge or secrets
24
gynosphinxes (which is a separate species). Some andro- unknown to even the most learned
sphinxes have hinted that heir lack of females is punish- sages.
ment for a wrong committed against the gods early in their The roar of the androsphinx terrifies
history. 29 opponents, to the point of making them
collapse with fright.
An androsphinx attacks hieracosphinxes on sight. They
enjoy the company of gynosphinxes and tolerate crio-
sphinxes, but believe them to be inferior creatures. Sphinx, Crio-
This creature has a lion’s body topped by a large, ram-
The Sphinx Language horned head of a humanoid, and flies with great feathered
The sphinx language possesses grammar and syntax wings.
similar to the three primal languages: draconic, celestial
and infernal. This indicates the sphinx race is at least as CRIOSPHINX CR 7
old as the angelic and devilish hosts, and also suggests the XP 3,200
creatures participated in, or at least witnessed, the First N Large magical beast
War which created the heavenly and hellish divisions now Init +0; Senses darkvision 60 ft., low-light vision;
so familiar. Perception +10
Defense
Humanoids find the sphinx language just as hard to pro- AC 20, touch 9, flat-footed 20 (+11 natural, -1 size)
nounce as its three etymological cousins, but also similarly hp 85 (10d10+30)
power-laden. Spells cast using sphinx perform as well as Fort +10, Ref +7, Will +3
those cast using the standard draconic syllables, but with Offense
slightly different effects. Targets might hear a distant roar Speed 30 ft., fly 60 ft. (poor)
as a spell takes effect or feel the touch of an arid, desert Melee gore +15 (1d8+6), 2 claws +15 (1d6+6)
wind. Space 10 ft.; Reach 5 ft.
Special Attacks awesome charge, pounce, rake (2 claws
+15, 1d6+6)
New Feat: Wisdom of the Sphinx
Statistics
Your knowledge of the primordial tongue aids you in
Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11
understanding other languages and interpreting the
Base Atk +10; CMB +17 (+19 bull rush); CMD 27 (29 vs.
grammar of magic.
bull rush, 31 vs. trip)
Prerequisite: Linguistics 3 ranks, must speak Sphinx
Feats Alertness, Cleave, Flyby Attack, Improved Bull Rush,
Benefit: You gain a +2 competence bonus to Linguistics
Power Attack
skill checks, Spellcraft skill checks to learn a new spell
Skills Fly +2, Intimidate +5, Perception +10, Sense
or decipher a scroll, and Use Magic Device skill checks
Motive +7
to use a scroll with a spell of a higher level than you can
Languages Common, Sphinx
cast.
Ecology
Environment warm deserts
Organization solitary
Treasure double
Special Abilities
141
Knowledge
Lore
(arcana) DC
Criosphinxes are greedy and territorial
12
sphinxes with rams’s horns.
Creatures can safely pass through the
17 territory of a criosphinx by offering a
large payment to the creature.
The only thing a criosphinx desires
more than treasure is a gynosphinx. A
22
criosphinx abandons everything to chase
a gynosphinx it has sighted.
The criosphinx’s preferred method of
27 attack is a charge that knocks a creature
backwards.
Sphinx, Hieraco-
This winged creature has the body of lion and the head of a falcon.
142
Their wild nature causes them to attack all creatures in
their territory but also means they venture across the
landscape purposely for the joy of locating creatures to
hunt and slay. In combat, hieracosphinxes demonstrate few
tactics beyond direct attack, relying on brute strength and
numbers to overwhelm opponents. They use their death-
watch ability to focus attacks on a dying creature. Once per
week, a hieracosphinx can “take” the soul of newly slain
being. What happens to the soul or where the hieraco-
sphinx takes it is unknown.
Knowledge
Lore
(planes) DC
Hieracosphinxes are an evil species of
11
sphinx.
As an avatar of death, a hieracosphinx
16
can sense when a creature is about to die.
Hieracosphinxes fear and avoid other
21
species of sphinxes.
The hieracoshpinx can take a slain
26 creature’s soul. The fate of these souls is
unknown.
143
Spider Eater
This massive flying insect buzzes through the air on four
Although only females lay eggs, males search for creatures
to paralyze so their mates may have a suitable host. In com-
bat, spider eaters sting and then back away, hovering just
bat-like wings. Its bloated abdomen brandishes a razor-sharp out of reach until a foe is paralyzed. The spider eater then
stinger dripping with venom. carries the downed victim to a remote spot so it is not eaten
by other animals before the spider eater’s eggs can hatch.
SPIDER EATER CR 5 Despite their name, spider eaters do not eat spiders. Except
XP 1,600 for when it burrows out of a host, a spider eater consumes
N Large magical beast only plant matter.
Init +6; Senses darkvision 60 ft., low-light vision, scent;
Perception +11 Some races use spider eaters as mounts. Ironically, one such
Defense race is the drow. A male-dominated dark-elf cult known
AC 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 as the Q’Darath have broken away from the ways of the
natural, -1 size) Spider Queen and employ spider eaters as mounts in sur-
hp 47 (5d10+20) face raids and in attacks against their spider-worshipping
Fort +8, Ref +6, Will +2 sisters.
Defensive Abilities freedom of movement
Offense Training a spider eater requires a DC 25 Handle Animal
Speed 30 ft., fly 60 ft. (good) check after six weeks of work. Riding a spider eater re-
Melee sting +9 (1d8+5 plus poison), bite +9 (1d8+5) quires an exotic saddle. Spider eater eggs and young fetch
Space 10 ft.; Reach 5 ft. as much as 2,000 gp and 3,000 gp respectively on the open
Special Attacks poison market. A trainer charges 3,000 gp to teach a spider eater
Spell-Like Abilities (CL 12th) to bear a rider. The spider eater’s freedom of movement abil-
Constant – freedom of movement ity does not extend to its rider.
Statistics
A spider eater weighs 4,000 pounds and has a wingspan of
Str 21, Dex 14, Con 19, Int 2, Wis 12, Cha 10
20 feet.
Base Atk +5; CMB +11; CMD 24
Feats Alertness, Dodge, Improved Initiative
Skills Fly +8, Perception +11, Sense Motive +3, Stealth
+2; Racial Modifier +4 to Perception
Languages None
SQ Implant
Ecology
Environment temperate forests
Organization solitary or pair
Treasure none
Special Abilities
Poison (Ex) sting – injury; save Fort DC 16; onset 1 minute, Knowledge
frequency 1/week for duration of effect; effect paralysis Lore
(arcana) DC
1d8+5 weeks; cure 1 save
Spider eaters are magical beasts that
10
Sages theorize the spider eater results from an ancient civi- implant their eggs in living hosts.
lization’s attempt to control the local arachnid population.
Since spider eaters can be trained to carry
(This is based solely on the spider eater’s freedom of move-
15 riders, spider eater eggs and young can
ment ability which renders it immune to the webs of giant
fetch a high price on the open market.
spiders.) While these same sages do not know how this
civilization fared against the spiders, they gage the experi- A spider eater uses its poisonous sting
ment a partial success, as spider eaters are now a numerous 20 to paralyze creatures it intends to use as
and wide-ranging species. Though the creatures prefer to hosts for its eggs.
lay their eggs in spiders, any living creature will do. Spider eaters are immune to magic
25 and effects that hamper a creature’s
movement.
144
Tendriculos
Vines lash outward from this
it strikes from surprise, wrap-
ping the prey in strong, vine-
like tendrils and swallowing
rising mass of earth while a seam them whole. Victims usually
parts in the dirt to display the succumb to the tendriculos’s
fetid, toothy maw of a gigantic paralyzing stomach acid and
creature. are quickly digested.
145
Tentamort
This creature has a small spherical body of gray flesh. Two
Special Abilities
Knowledge
(dungeoneering) Lore
DC
Tentamorts hide within the shadowy
9 corners of dungeon roofs and strike
from hiding.
Tentamorts tend to grapple
14 opponents and lift them off the
ground.
The powerful enzyme that the
tentamorts inject into their victims
19
quickly denatures once the tentamort
is slain.
Since tentamorts use blindsight to
hunt, it is thought that sonic attacks
24
and loud magical spells can confuse
their senses.
146
Thoqqua
Heat distorts the air around this worm-like creature made of
ground, bursting outward at the last moment to slam into
unsuspecting targets. Very little dissuades a thoqqua from
attacking except severe damage from cold.
glowing, hot stone.
Thoqqua reproduce by laying eggs. A nest contains 2d4
ova and is usually built near an underground lava tube
THOQQUA CR 2 that aids incubation. Minor amounts of rare metals can
XP 600 be smelted from the egg shells. An intact thoqqua egg can
N Medium outsider (earth, elemental, extraplanar, fire) fetch up to 25 gp on the open market.
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.;
Perception +8 A mature thoqqua is about 5 feet long and weighs 200
Defense pounds.
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 13 (2d10+2) In areas of plentiful minerals and ore, thoqqua occasionally
Fort +1, Ref +4, Will +4 grow to Huge size (8-10 Hit Dice). It is said such monsters
Immune elemental traits, fire can vaporize creatures with a touch, and even cause earth-
Weaknesses vulnerability to cold quakes. Sages theorize the first huge thoqqua were brought
Offense to the Material Plane by the gods when they created the
Speed 30 ft., burrow 20 ft. world in order to hollow out the earth for the subterranean
Melee slam +4 (1d6+3 plus burn) races that would eventually live there. These primordial
Special Attacks burn (2d6, DC 12), spring charge thoqqua laid eggs while tunnelling, spawning the thoqqua
Statistics encountered today. A fanciful notion among these same
Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10 sages is that one or more of the giant thoqqua remain on
Base Atk +2; CMB +4; CMD 15 (can’t be tripped) the Material Plane, kept in stasis for reasons not known to
Feats Alertness mortals.
Skills Knowledge (planes) +3, Perception +8, Sense
Motive +3, Stealth +6, Survival +6 Variant Thoqqua
Languages None Other thoqqua exist that
Ecology burrow using differ-
Environment any (Plane of Fire) ent corrosive or caustic
Organization solitary or pair material. On the Plane
Treasure None of Earth some thoqqua
Special Abilities exude acid instead of fire
and dig tunnels using that
Spring Charge (Ex) As a full-round action a substance. Earthen tho-
thoqqua can coil its body and launch itself at qqua lose the fire subtype
a foe. This is considered a charge attack but and deal acid damage with
the thoqqua does not need to move at least their bodies. On the great
10 feet before attacking. tundra of the Plane of
Water there are cold tho-
Thoqqua originate from the Plane of Fire qqua that burrow through
but also inhabit any place made of earth and the ice. These thoqqua
containing large amounts of mineral depos- have the water subtype
its. Thoqqua consume these minerals but and deal cold damage
brook no intruders to their territory even if instead of fire damage.
the offending creatures have no interest in
the thoqqua’s food source.
Knowledge
Lore
A thoqqua burrows by melting rock with its hot body. It (planes) DC
leaves behind a useable tunnel, but the tunnel walls remain Thoqqua are outsiders that combine the
extremely hot for five hours afterwards. A creature using 7 elements of earth and fire. Their eggs
them during this time takes 1 point of fire damage for contain small amounts of valuable metals.
every five feet it traverses. In any case, the tunnels are nar- The tunnels a thoqqua burrows are
row, a little wider than the thoqqua’s one-foot girth, and 12 extremely hot for several hours after the
only usable by the smallest of creatures. creature passes through.
The thoqqua’s temper is as fiery and volatile as its body. Simply touching a thoqqua inflicts
It smashes into opponents, hoping its skin burns the 17 horrible burns and can cause a creature to
target and then lights the creature on fire to cause even burst into flames.
more damage. If possible, a thoqqua waits just below the Thoqqua retreat if damaged by an intense
22
source of cold.
147
Thorny
This creature resembles a hunting dog constructed of
Thornies are the pets and companions of the vegepygmies.
They are rarely encountered outside of a vegepygmy tribe
or hunting party. Vegepygmies often use them to hunt prey.
tangled briars, vines, leaves, and sticks. Its entire body is
covered with small, sharp thorns. Thornies reproduce by planting egg-like seeds (that the
female lays) in the ground. Three to six months later, a
THORNY CR 3 small tree sprouts, buds, and from these buds are born the
XP 800 thornies. An average thorny tree is capable of producing
N Medium plant 1d6+4 thornies. The tree dies once it buds and the thornies
Init +2; Senses darkvision 60 ft., low-light vision, scent; “hatch.”
Perception +9
Aura thorns (0 ft., 1d4+2) Thornies are not created from wolves infected with russet
Defense mold as some sages have suggested. Leading theories sug-
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) gest that they are a divine creation provided to the veg-
hp 26 (4d8+8) epygmies for service they provide to the natural world. The
Fort +6, Ref +3, Will +2 thornies are now an integral part of vegepygmy society
Defensive Abilities plant immunities; Immune disease, and any pack of vegempygmies numbering greater than
plant traits four is likely to include a thorny.
Offense
Speed 50 ft. Variant Thorny
Melee bite +5 (1d6+3 plus trip) Some thornies are able to fire bursts of thorns once every
Statistics
four rounds. This deals 2d4 points of damage to all non-
Str 14, Dex 15, Con 14, Int 2, Wis 12, Cha 12
Base Atk +3, CMB +5 (+9 trip); CMD 17 (21 vs. trip) plant creatures within a 30-ft. radius. Creatures in this area
Feats Combat Reflexes, Skill Focus (Perception) may make a Reflex save for half damage.
Skills Perception +9, Stealth +7
Languages Vegepygmy (can’t speak)
Ecology Knowledge
Lore
Environment any underground (nature) DC
Organization solitary, pack (3-8) or hunting party (2-4 Thornies are the wolf-like plantform pets
thornies and 6-12 vegepygmies) of vegepygmies. If you find a thorny,
Treasure none 8
there are likely a gang of vegepygmy
hidden nearby.
Thornies are born from egg-like seeds.
All attempts by non-vegepygmies to
13
domesticate these creatures have failed
(miserably).
Thornies possess an animal-like
18
intelligence and are fearful of fire.
Some thornies are known to fire dangerous
23
bursts of thorns from their bodies.
148
Titan
Before you stands a massive human dressed in plate armor
Special Abilities
149
second war ensued, this time between the titans and their
former masters. Despite their incredible power, the titans
were defeated and banished to the Prime Material Plane.
Tojanida
This man-size creature appears to be a turtle with spikes
jutting from its shell. The head sports sharp teeth but its
The resiliency of the titans is such that even in exile many eyes are instead dotted across the creature’s shell.
they flourished. They embraced their existence as a god- Its front legs end in wicked claws and the rear legs end in
less race to determine their own fate. Titans revel in the black-tinted fins.
freedom accorded beings beholden only to themselves and
their whims. TOJANIDA CR 5
XP 1,600
Most titans are solitary, but a few use their power and N Medium outsider (extraplanar, water)
stature to rule kingdoms of other intelligent humanoids. Init +1; Senses all-around vision, darkvision 60 ft.;
In this case they usually conceal their identity with their Perception +18
Defense
change shape ability. Their chaotic nature ensures titans
AC 22, touch 11, flat-footed 21 (+1 Dex, +11 natural)
never cooperate for very long, so armies or nations of the hp 52 (7d10+14)
creatures are never encountered. Titans enjoy combat and Fort +4, Ref +6, Will +6
fighting, and often hire themselves out as mercenaries. Immune acid, cold; Resist electricity 10, fire 10
Only the most powerful of nations and rulers can hope to Offense
control or meet the demands of a titan sell-sword. Speed 10 ft., swim 90 ft.
Melee bite +10 (1d8+3 plus grab), 2 claws +10 (1d6+3
The gods granted the first titans an innate connection to plus grab)
the universe’s primordial elements. From this connection Special Attacks ink cloud
comes the titan’s chaotic nature. They brim and roil with Statistics
the anarchy of the primordial firmament. This also grants Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Base Atk +7; CMB +10 (+14 grapple); CMD 21 (25 vs.
the titan the ability to transform into a Huge elemental.
trip)
Good titans use this power to enjoy life and to liberate Feats Endurance, Improved Natural Attack (bite), Skill
other beings from tyranny and oppressive evil. Evil titans Focus (Perception), Swim-By Attack
revel in the destruction they cause. Skills Diplomacy +9, Knowledge (planes) +10, Perception
+18, Sense Motive +11, Stealth +11, Swim +21
A titan is about 25 feet tall and weighs 14,000 pounds. Languages Aquan, Common
They appear as unnaturally beautiful humans with Ecology
impressive, athletic physiques. Titans do not scar, no matter Environment any (Plane of Water)
how grievous a wound they receive. Organization solitary or clutch (2-4)
Treasure standard
Knowledge Special Abilities
Lore
(planes) DC
Ink Cloud (Ex) A tojanida can emit a 30-ft. radius cloud of
Titans are massive outsiders who enjoy ink once per minute as a free action. This cloud provides to-
26
combat. tal concealment. The ink persists for one minute. On land,
Titans command not only great physical the tojanida can spray ink at an opponent to blind them for
31 strength, but also the magic and power of
five rounds. A DC 15 Reflex save negates this effect. The
the elements.
save DC is Constitution-based.
Each titan possesses a link to one of
the four elements and can control this Tojanida consider themselves to be the ambassadors of the
36
element in a limited manner (as well as Plane of Water. They swim through depths of the watery
having the ability to become one). plane visiting with planar travelers, elemental creatures
Titans were once soldiers in a war between and lost souls. They will often provide protection to peace-
the gods. It is said they might possibly have ful travelers and help them reach air or land pockets within
41 a memory in their collective unconscious the plane.
of the conflict and of obscenely powerful
magics now long buried.
150
Tojanida get along well with water elementals, ice elemen-
tals and bronze dragons. Tojanida will attack black dragons Knowledge
Lore
on sight because of the corruption they cause. They also (planes) DC
find black dragon eggs to be delicious. Tojanida are not Tojanida are normally only hostile to
without enemies, however. At one time, the tritons of the 10
black dragon and black dragon spawn.
Plane of Water sought to subjugate the tojanida but found
the creatures too independent to bend to their will. Tritons Underwater they will often attack a single
regularly hunt the tojanida for their hides and their meat. foe and drag them away from combat at a
15
great speed so that they are not trapped
Underwater, a tojanida can tow a grabbed victim of its fighting multiple opponents.
own size or smaller at its swim speed (but it cannot run). A Tojanida are resistant to many forms of
favorite tactic is to grab a single opponent, then withdraw, 20
energy and weak to none.
hauling the opponent away from its allies. They have also
been known to grab drowning creatures and take them to Tojanida would rather talk than fight,
safety. and they would rather eat than talk. So if
25 you can steer a potential conflict toward
conversation or food then there may be no
conflict at all.
151
Trapper
This massive fleshy creature resembles a brownish-gray
hold its breath or suffocate. See rules for suffocation in the
Pathfinder Roleplaying Game. Attacks that hit an engulf-
ing trapper deal half their damage to the monster and half
amoeboid turning lighter on its underside. No discernible to the trapped victim.
eyes or appendages can be seen.
At one time, trappers were thought to be distant relatives
of the lurker above. In reality, the trapper is most likely an
TRAPPER CR 8
XP 4,800 advanced type of ooze that evolved within the dungeons of
N Huge ooze the world. This ooze mimics the texture of the floor of a
Init +1; Senses blindsight 60 ft.; Perception -5 building, dungeon or other natural structure. By manipu-
Defense lating their body structure while covering the floor, trap-
AC 14, touch 9, flat-footed 13 (+1 Dex, +5 natural, -2 size) pers can form a box that resembles a small trunk or chest
hp 138 (12d8+84) or even move an existing wooden trunk or chest to rest
Fort +11, Ref +5, Will -1 on top of them. This is usually enough to lure would-be
DR 5/slashing; Immune ooze traits adventurers to their doom and provide the trapper with the
Offense sustenance it needs to grow and reproduce.
Speed 10 ft.
Melee Slam +17 (1d8+15 plus 2d6 acid) While lying in wait, it can suppress its digestive acids to
Space 15 ft., Reach 15 not provide adventurers with a clue as to its true nature.
Special Attacks smother (1d8+15 plus 2d6 acid) Once a creature reaches the center of the trapper’s body,
Statistics
it attacks with slam attacks and it then quickly folds and
Str 30, Dex 12, Con 24, Int --, Wis 1, Cha 1
Base Atk +9; CMB 21 (+25 grapple); CMD 32 (can’t be wraps its body around its unsuspecting prey attempting to
tripped) smother, squeeze and dissolve it until it is dead.
Skills Stealth +9; Racial Modifier +16 to Stealth
Ecology Knowledge
Environment any underground (dungeoneering) Lore
Organization solitary DC
Treasure incidental Trappers have long been considered
Special Abilities aberrations, but that classification has
13
been faulty. These creatures belong
Acid (Ex) A trapper’s acid does not harm wood or stone. in the ooze category.
Trappers have a strong acid attack
Smother (Ex) A trapper can try to wrap a creature up to 18
that they can suppress at will.
one size smaller than itself in its body as a standard action.
The trapper attempts a grapple that does not provoke an Trappers often smother one opponent
23
attack of opportunity. If it wins the grapple check, it es- before moving on to attack others.
tablishes a hold and deals slam and acid damage each round Trappers are vulnerable to slashing
the hold is maintained. Further, a grappled opponent must 28 weapons but resistant to bludgeoning
and piercing ones.
152
Triton
This man-sized creature has the torso of a man and the tail
of a fish, with dark braided hair and decorative exotic shells
across its body.
TRITON CR 2
XP 600
NG Medium outsider (native, water)
Init +0; Senses darkvision 60 ft.; Perception +7
Defense
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 19 (3d10+3)
Fort +2, Ref +3, Will +4
Offense
Speed 5 ft.; swim 60 ft.
Melee trident +4 (1d8+1)
Ranged heavy crossbow +3 (1d10/19-20)
Spell-Like Abilities (CL 3rd)
At Will—aquatic entangle* (DC 11), cause/cure bends* (DC
13), undertow* (DC 13)
3/day—scalding sea* (DC 14)
1/day—summon nature’s ally IV (water elemental)
Statistics
Str 12, Dex, 10, Con 12, Int 13, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 14
Feats Mounted Combat, Swim-by Attack
Skills Craft (weapons) +7, Diplomacy +6, Perception +7,
Ride +6, Spellcraft +7, Stealth +6, Swim +15
Languages Aquan, Common, telepathy (aquatic creatures) Tritons are normally a peaceful race but organize quickly
100 ft. in times of war. They form infantry ranks with tridents
Ecology and nets, artillery with crossbows and calvary on por-
Environment any aquatic poises, dolphins, giant sea horses or even hippocampuses.
Organization company (2-5), squad (6-11), or band (20-80) Tritons are typically led into battle by leaders with levels
Treasure standard (trident, heavy crossbow, other
in fighter or ranger.
treasure)
The tritons on the Plane of Water once tried to domes-
Tritons originated on the Plane of Water but have long
tic the tojanida with disastrous results. Since relations
since made their home on the Material Plane. Tritons are a
between the two aquatic races will never normalize, the
force of good in the seas of the world. They provide coun-
tritons continue to hunt the tojanida for meat.
sel and advice to sailors who are respectful in their deal-
ings, they provide aid to those lost at sea or found drown-
ing and they work to rid the seas of the accursed aboleth Knowledge
Lore
and the savage sahaugin. Though similar in appearance to (planes) DC
merfolk, tritons do not share a common ancestry at all. Tritons resent being compared to
7 merfolk. They are a separate species with
Tritons can communicate with other aquatic creatures via different origins and motives.
telepathy and can use the creatures of the sea to build a
Tritons wield powerful water magic and
vast information network. Tritons have a unique under-
12 ride into combat on the backs of sea
standing of magic that few are able to duplicate. They creatures.
use innate magical power to transform mundane aquatic
elements into lethal attacks on their enemies. Tritons con- They weapons are specially designed and
17
suffer no penalty for use underwater.
struct vast underwater cities of coral far from the sight of
air-breathers. Here they maintain powerful magical portals Tritons maintain permanent portals to
to the Plane of Water and other water-dominant planes. the Plane of Water in their cities. In
22
times of great crisis, they can use them to
pull powerful monsters to defend them.
153
Troglodyte, Stone
This humanoid’s scaly skin possesses a
Stone troglodytes have an el-
emental connection to the earth.
Their skin is course and gritty,
rough, stony texture almost like rock. It like natural rock, and their
resembles a lizard with massive yellow fangs powerful claws allow them to
and a large mouth. burrow through loose dirt and
stone with considerable speed.
STONE TROGLODYTE CR 2
XP 800 The stone troglodyte almost
CE Medium monstrous humanoid (earth, never emerges onto the surface
reptilian) world. They only do so if forced
Init -1; Senses darkvision 60 ft.; Perception +7 by hunger or the promise of an
Defense easy hunt. Stone troglodytes
AC 17, touch 9, flat-footed 17 (-1 Dex, +8 are much more comfortable
natural) underground where their ability
hp 25 (3d10+9)
to blend in with the surround-
Fort +6, Ref +2, Will +4
Immune poison ings makes hunting much easier.
Weakness light sensitivity They establish large under-
Offense ground lairs and defend them
Speed 20 ft., burrow 20 ft. with their lives.
Melee bite +5 (1d6+1), 2 claws +4 (1d4+1)
Special Attacks rock spew (20-ft. cone, DC Though not particularly intelli-
14, 2d6 slashing) gent, a stone troglodyte’s ability
Spell-Like Abilities (CL 5th) to spew rocks makes it a dan-
1/day – stone shape gerous opponent. This strange
Statistics ability often catches foes by
Str 12, Dex 9, Con 16, Int 9, Wis 12, Cha 10 surprise, as stone troglodytes
Base Atk +3; CMB +4; CMD 13 appear to be nothing more than one of the many degener-
Feats Great Fortitude, Weapon Focus (bite) ate humanoid races so common to the underworld.
Skills Climb +6, Perception +6, Stealth +4 (+8 in rocky
areas); Racial Modifier +4 to Stealth in rocky areas Large communities are often led by a druid or ranger.
Languages Undercommon Stone trog druids usually possess the Earth domain rather
Ecology
than an animal companion.
Environment underground
Organization solitary, pair, clutch (3-6), band (7-12 plus 1
druid of 3rd level and 1-2 monitor lizards), or tribe (20-80 Knowledge
Lore
plus 20% non-combatants, 1chieftan druid of 3rd – 6th level, (nature) DC
1-3 druids of 3rd – 6th level and 3-13 monitor lizards) Stone troglodytes are territorial
Treasure standard 17
subterranean humanoids.
Special Abilities
The stone troglodyte is unrelated to the
Rock Spew (Ex) Three times per day a stone troglodyte 12 more common troglodyte and seems
can spit a burst of sharp, rocky splinters in a 20-foot cone. partially made of rock.
Creatures caught in the area take 2d6 points of slashing Sunlight hurts the stone troglodyte’s eyes
damage, or half damage on a DC 14 Reflex save. The save 17 but otherwise they are hardy creatures
DC is Constitution-based. without obvious weakness.
The stone troglodyte’s main attack is a blast
Stone troglodytes resemble their more common namesakes. 22
of sharp rocks and stones from its mouth.
They possess the same scaly skin and reptilian features,
though their coloration tends to dark grays and browns.
Troglodytes disavow any relation, considering stone trog-
lodytes an inferior species of creature altogether. Stone
troglodytes possess no sickening stench ability, and are
generally less intelligent than common trogs. They have a
similar tribal structure, but the likeness ends there.
154
Troll, Stone
This tall creature has a rough gray hide that looks like
harm. If their body is destroyed, their soul will enter a new
stony body at nightfall.
cracked stone. Its hands are like great stone boulders and its Stone trolls are said to form from the very stones of the
face is horrifyingly bestial. earth itself. They have existed for as long as the world
was formed by the gods. Thankfully, there are only a small
number of stone trolls at any one time. When first created,
STONE TROLL CR 7 the gods decreed that these ageless creations could never
XP 3,200 number more than 57 and never any less. This pact has
LE Large humanoid (giant) held throughout all time and when one stone troll is killed
Init -2; Senses darkvision 60 ft., low-light vision, scent; a new one is born somewhere in the world.
Perception -1
Defense Stone trolls know of their limited number but not how to
AC 18, touch 7, flat-footed 18 (-1 size, -2 Dex, +11 natural) change the rule. Every 600 years they meet to discuss the
hp 105 (10d8+60) problems their race faces and make decisions on how to
Fort +8, Ref +5, Will +2 better improve their existence. This meeting is known as
DR 5/—; Immune critical hits (25%) the Council of Granite.
Weakness sunlight vulnerability
Offense The majority of a stone troll’s life is just spent living. They
Speed 20 ft. hunt at night for food, safe from the sunlight that disperses
Melee 2 slams +15 (2d6+9 plus push) their essence. Some lair beneath the ground in great caves
Space 10 ft.; Reach 10 ft. to escape the risk of being struck by sunlight but those
Special Attacks push (slam, 10 ft.), stone affinity that have tried this have often complained of the cramped
Statistics nature of the underground or have even fallen victims to
Str 28, Dex 6, Con 20, Int 6, Wis 8, Cha 8 the hammers of dwarves or magics of drow.
Base Atk +7; CMB +17 (+19 sunder); CMD 25 (27 vs.
sunder) Stone trolls often possess class levels in fighter or ranger
Feats Fortification, Improved Natural Attack (slam), though a few exceptionally perceptive ones follow the
Improved Sunder, Power Attack, Toughness druidic faith. If a stone troll is killed and reborn, he loses
Skills Intimidate +12; Stealth -6 (+12 in stony areas); access to all the class levels he has attained.
Racial Modifier +18 to Stealth in stony areas
Languages Giant New Feat: Fortification
Ecology You have very thick, sinewy skin that allows you to
Environment hill or mountain withstand serious blows.
Organization solitary, or gang (2-4) Prerequisites: Giant subtype, natural armor bonus +8,
Treasure standard Toughness
Special Abilities Benefit: When you would normally be subject to a
critical hit or precision damage, there is a 25% chance
Stone Affinity (Ex) Due to their close connection with the that that additional damage will be ignored. You are also
earth, stone trolls ignore the hardness of stone and metal immune to stunning attacks.
items.
Sunlight Vulnerability
(Su) Stone trolls turn to Knowledge
Lore
stone instantly in natu- (local) DC
ral sunlight. Their soul Stone trolls have an appearance and
is dispersed through- 12 texture of rock, making their skin tougher
out the earth and than full plate.
they are im- Stone trolls like to hide among rocky
mune to all 17 outcroppings waiting for a delicious
human, elf or halfling to wander by.
Stone trolls have an innate connection to
22 earth and metal and can peel heroes free
from their armor like a child peels a banana.
Stone trolls are driven from their bodies
when struck by the first rays of sunlight.
27 This is only a temporary measure for they
always reform and there are always fifty-
seven of them in existence.
155
Troll, Two-Headed
The most discernible feature of this massive brute is its two
Two-headed trolls are very intelligent, or at least very
intelligent compared to their single-headed brethren, and
often establish large settlements beneath the surface world.
heads. Its hide is mottled green-gray and covered in coarse, An ambitious and crafty two-headed troll can enslave many
dark hair. Each head is identical: red eyes, drooping nose, of the humanoid races that scurry beneath the surface of
and yellow fangs. Its arms and legs end in razor-sharpened the earth. Goblins and orcs are typical slaves and it is said
claws. that some two-headed troll kingdoms can host an armed
force of up to 200 such slaves. Once two-headed trolls
tried to enslave the tsathar but they succeeded only in
TROLL, TWO-HEADED CR 6 forming an everlasting enmity between the two races.
XP 2,400
CE Large humanoid (giant) A two-headed troll stands about ten feet tall and weighs
Init +0; Senses darkvision 60 ft., low-light vision, scent; about 2,000 pounds. Its hide is mottled green or gray and
Perception +17 its facial features resemble that of a standard troll. Two-
Defense headed trolls typically dress in rags or tattered clothes or
AC 16, touch 9, flat-footed 16 (+7 natural, -1 size) even battered and rusted armor on occasion. Their legs end
hp 85 (10d8+40); regeneration 5 (acid or fire) in three-toed feet, and their powerful arms end in sharp-
Fort +11, Ref +3, Will +5 ened claws. The two-headed troll has the slow moving gait
Defensive Abilities of two minds of the normal troll but does not walk hunched over.
Offense
Speed 30 ft. Two-headed trolls attack with longswords or clubs or with
Melee 2 longswords +13/+8 (2d6+6, 19-20/x2) or 2 claws two claws and two bites.
+12 (1d6+6), 2 bites (1d8+6)
Space 10 ft.; Reach 10 ft. Knowledge
Special Attacks rend (2 claws, 1d6+9), superior two- Lore
(local) DC
weapon fighting
Two-headed trolls attack with swords or
Statistics
11 clubs. They suffer no penalties to combat
Str 22, Dex 11, Con 19, Int 10, Wis 10, Cha 6
as each head coordinates its own attacks.
Base Atk +7; CMB +14; CMD 24
Feats Alertness, Cleave, Iron Will, Martial Weapon More intelligent than ettins, two-headed
16
Proficiency (longsword)B, Power Attack, Weapon Focus trolls rarely squabble amongst themselves.
(longsword) The two minds of the two-headed troll
Skills Perception +17, Sense Motive +17 21 makes it difficult for enchantment and other
Languages Common, Giant willpower-based effects to affect them.
Ecology
Environment underground Two-headed trolls regenerate but suffer
Organization solitary, gang (2-4) or warband (1-2 two- 26 real damage from fire and acid like their
headed trolls plus 2-4 trolls) simpler one-headed brothers.
Treasure standard (two longswords, other treasure)
Special Abilities
156
Tsathar
This vile creature resembles an upright, humanoid
frog with gray flesh and reddish-gold eyes. Its
humanoid arms end in wicked claws.
TSATHAR CR 2
XP 600
CE Medium monstrous humanoid (aquatic)
Init +6; Senses darkvision 60 ft., scent; Perception
+6
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2
natural)
hp 13 (2d10+2)
Fort +1, Ref +5, Will +4
Defensive Abilities slimy
Weakness light blindness
Offense
Spd 30 ft., swim 30 ft.
Melee barbed shortspear +3 (1d6+1), bite +3
(1d6+1) or 2 claws +3 (1d4+1), 1 bite +3 (1d6+1)
Special Attacks implant, leap, summon
hydrodaemon
Statistics
Str 13, Dex 14, Con 12, Int 12, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 15
Feats Improved Initiative
Skills Acrobatics +7, Escape Artist +16,
Knowledge (religion) +6, Perception +6, Stealth
+7, Swim +9; Racial Modifiers Acrobatics,
Knowledge (religion) are class skills; +12 to
Escape Artist
Languages Abyssal, Tsathar Leap (Ex) Tsathar can leap up to 30 feet horizontally (10
SQ amphibious feet vertically) and make a full attack in the same round.
Ecology Treat this as a charge attack. Tsathar wearing medium or
Environment temperate marshes or underground heavier armor cannot use this ability.
Organization solitary, gang (2-5), or pack (6-10)
Treasure standard (barbed shortspear, other treasure) Slimy (Ex) Because tsathar continuously cover themselves
Special Abilities with muck and slime, they are difficult to grapple. Webs,
magic or otherwise, do not affect tsathar, and they usually
Implant (Ex) An egg can be implanted only into an un- can wriggle free from most other forms of confinement.
conscious or restrained host. The host must be of at least
Small size or larger. Accompanying the egg is an anaesthe- Summon Hydrodaemon (Sp) A tsathar with at least five
tizing poison that causes the host to fall unconscious for levels of cleric can, once per day, attempt to summon a hy-
the two-week gestation period of the egg unless the host drodaemon with a 40% chance of success. Tsathar scourg-
succeeds on a DC 16 Fortitude saving throw. If the save es do not possess this ability. This ability is the equivalent
succeeds, the host remains conscious, but is violently ill of a 4th-level spell.
(-10 penalty on attack rolls, saving throws, ability checks,
and skill checks) 24 hours before the eggs hatch. When the Tsathar (pronounced “suh-Thar”) have little contact with
eggs mature, the young tsathar emerge from the host, kill- surface-dwelling races, preferring to make their lairs deep
ing it in the process. A remove disease spell or a DC 20 Heal underground or in dark swamps. When they lair above
check rids the victim of the eggs. If the check fails, the ground, they are nocturnal. Some few surface dwelling
healer can try again, but each attempt (successful or not) tsathar have joined cults of assassins. Though cults and
deals 1d6 points of damage to the patient. The save DC is gods vary in makeup and worship, nearly all tsathar wor-
Constitution-based and includes a +4 racial bonus. ship the foul, slime-covered demon-god Tsathogga.
157
Tsathar scourges are special tsathar in charge of breeding
the dangerous “killer” frogs. They wear a badge of sta-
tion that indicates their control over the various beasts. All
Tunnel Brute
This hideous beast appears to be some bizarre crossing of
frogs bred by the tsathar obey scourges. Tsathar scourges giant and insect. Although humanoid in shape, it is covered
never become priests and thus do not have the summoning in a hard chitin. Its eyes are faceted, and its mouth boasts
ability of common tsathars. Tsathar are sexless and repro- two pairs of mandibles, the lower larger than the upper. It
duce by implanting an egg into a host, which can be any hunches as it walks, its knuckles nearly dragging the floor,
and a large tail with a needle-like stinger curls up above
form of living creature. Normally, creatures are captured
its head. A horrific, oppressive stench emanates from the
or bred to serve as hosts—dire rats and giant frogs being creature; the air around it almost seems to simmer with the
common hosts. It is said that priests must be born of an fumes.
egg implanted into a humanoid or other creature of great
intelligence.
TUNNEL BRUTE CR 7
A typical tsathar stands 6 feet tall and weighs about 300 XP 3,200
CE Large humanoid (giant)
pounds.
Init +0; Senses darkvision 60 ft., low-light vision,
Tsathar prefer to use short, barbed spears and kukri-like tremorsense 60 ft.; Perception +13
Aura miasma of despair (15 ft., DC 16)
daggers in combat. They sometimes employ nets as well.
Defense
They charge into combat with maniacal fury and rarely AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
use elaborate tactics unless a scourge or priest is present hp 95 (10d8+50)
to control them. They favor leather armor crafted from Fort +12, Ref +3, Will +5
the hides of the frogs they breed. Priests favor the wicked Offense
kukri in battle. Spd 20 ft, burrow 20 ft., climb 10 ft.
Melee sting +12 (1d6+6 plus poison), 2 claws +12
Scourges (1d6+6), bite +12 (1d8+6)
Scourges prefer to loose their servant frogs on opponents, Space 10 ft.; Reach 10 ft.
allowing common tsathar soldiers to engage opponents Statistics
hand-to-hand. This is not to say that they are not able Str 23, Dex 11, Con 20, Int 10, Wis 11, Cha 13
fighters, for they certainly are. They favor barbed short- Base Atk +7; CMB +14 (+16 bull rush, overrun), CMD 24
spears, twisted kukri-like daggers, and light armor such (26 vs. bull rush, overrun)
as leather or studded leather. They also often carry nets Feats Improved Bull Rush, Improved Overrun,
Intimidating Prowess, Iron Will, Power Attack
to snare their charges or foes. If their frogs are in danger,
Skills Climb +14, Intimidate +20, Perception +13
they leap in with their spears and attack. Languages Giant, Undercommon
Ecology
Scourges are an Advanced Creature as defined by the Path-
Environment underground
finder RPG Bestiary. Organization solitary or brood (2-4)
Treasure standard
Knowledge Special Abilities
Lore
(nature) DC
Miasma of Despair (Ex) Tunnel brutes radiate an aura of
Tsathar worship the slime-covered crushing despair within 15 ft. of them. Subjects who fail a
7
demon-lord Tsathogga. Fortitude save are affected by this aura for as long as they
Tsathar capture surface-dwellers to use in are in the aura plus 2d4 rounds. The save DC is Charisma-
12 based.
their egg implantation programs.
Tsathar are slow to attack the implanted as Poison (Ex) Sting—injury; save DC 20; frequency 1/round
17 they carry the next generation of tsathar for 4 rounds; effect 1d2 Dex; cure 1 save; The save DC is
within them.
Constitution-based.
The tsathar are agile combatants leaping
22 around the battlefield, magical webs and The tunnel brute is only tangentially related to other gi-
entanglement cannot hold them. ants, and even trolls give it a wide berth. They dwell deep
underground, occupying existing caverns and tunneling
between them with their nigh-unbreakable claws. Due to
their abnormal metabolism, tunnel brutes can go for weeks
without food. At the same time, they are constantly raven-
ous, and when the opportunity to feed arises, they gorge
158
themselves to better to ride out the leaner days. Anything
that lives (and a few things that do not) is food to a tunnel
brute. They do not negotiate, do not deal, and recognize
other living creatures only as either threat or prey.
Knowledge
(dungeoneering) Lore
DC
Although many confuse tunnel
brutes for aberrations or creatures
12
of elemental earth they are actually
a natural giant.
Tunnel brutes release constant
subharmonic vibrations and
17
pheromones that depress the central
nervous system of other races.
Tunnel brutes attack ferociously with
claws and bite attacks but also are fond
22
of bull rushing opponents off cliffs
and poisoning spellcasters.
It is said that some tunnel brutes
have formed alliances with dromite
27 hives, providing protection in
exchange for a constant supply of
food and sacrifices.
159
Yrthak
Despite its size, this massive winged beast glides through
mune to that yrthak’s cone of sound for 24 hours. The save
DC is Constitution-based.
the air without a sound. Its jaws gape, displaying a red Explosion (Su) A yrthak can detonate a part of the
tongue covered in bumps and nodes. Instead of eyes a ground, a large rock, stone object or similar substance with
central horn sprouts between two warty nodules on its its sonic lance, dealing 2d6 points of piercing damage to all
forehead. creatures within 10 feet of the effect’s center.
YRTHAK CR 9 Sonic Lance (Su) A yrthak can focus a ray of sonic energy
XP 6,400 against a single target within 60 feet, dealing 6d6 points of
N Huge Magical beast sonic damage.
Init +6; Senses blindsight 120 ft.; Perception +9
Defense The yrthak is a massive winged beast weighing more than
AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, -2 5,000 pounds and over 30 feet long. Its massive jaws and
size) bat-like wings cause people to confuse it with a dragon,
hp 114 (12d10+48) especially after it blasts victims or the landscape with its
Fort +11, Ref +10, Will +5
Immune vision-based effects
Weaknesses vulnerability to sonics
Offense
Speed 20 ft., fly 60 ft. (average)
Melee bite +15 (2d8+5 plus snatch), 2 claws
+15 (1d6+5 plus snatch)
Space 15 ft.; Reach 10 ft.
Special Attacks cone of sound, explosion,
sonic lance
Statistics
Str 21, Dex 14, Con 17, Int 7, Wis 13, Cha 11
Base Atk +12; CMB +19 (+23 grapple);
CMD 31
Feats Endurance, Fly-by Attack, Improved
Initiative, Improved Maneuverability, Snatch,
Toughness
Skills Fly +11, Perception +9, Stealth +3
(+7 while flying); Racial Modifiers +8 to
Perception, +4 to Stealth when flying
Languages None
Ecology
Environment temperate mountains
Organization solitary or clutch (2-4)
Treasure none
Special Abilities
160
sonic lance. Instead of eyes, two warty nodules and a horn
Knowledge
protrude from the creature’s forehead, each capable of Lore
(arcana) DC
emitting a different type of sonic attack. The yrthak senses
its environment through special organs on its tongue, Yrthak are flying magical beasts able to
14
which causes it to fly with its mouth open. emit devastating blasts of sonic energy.
The yrthak are intelligent enough to
The voracious yrthak silently patrol the air at an alti- cooperate with each other. They prefer
19
tude that keep the ground’s surface just within reach of to snatch a creature and drop it from a
their blindsight. A yrthak dives on a victim and carries it deadly height.
upward, dropping the unfortunate creature to kill it, then Despite their use of sonic attacks,
descending to dine on the resulting mess. Two or more 24 yrthak are vulnerable to the same type
yrthak will cooperate, with one deafening prey so the other of energy.
may attack with surprise. The creatures are intelligent A yrthak descends to the ground
enough to know their advantage lies in remaining airborne. only when prey is disabled or dead.
29 Creatures feigning this condition can
Yrthak and dragons are mortal enemies. Neither tolerates sometimes lure yrthak into melee
the presence of the other in their respective territories, range.
though yrthak attack dragons only when they possess
superior numbers.
161
Appendix I:
New Planar Trait
Wild Magic
On a plane with a wild magic trait (such as the Corrupting 36–39 The spell does not function. Instead, everyone
Chaos as described in the chaosiic monster entry), spells (friend and foe) within 30 feet of the caster receives the
and spell-like abilities function in radically different ways. effect of a heal spell.
Any spell or spell-like ability used on a wild magic plane
has a chance to go awry. The caster must make a caster 40–43 The spell does not function. Instead, a deeper dark-
level check (DC 15 + the level of spell or spell-like abil- ness effect and a silence effect cover a 30-ft. radius around
ity) for the magic to function normally. Failure means that the caster for 2d4 rounds.
something strange happens; roll d% and consult the follow- 44–47 The spell does not function. Instead, a reverse gravity
ing table. It should be noted, as well, that these effects do effect covers a 30-ft. radius around the caster for 1 round.
not have to be restricted to just planes with the wild magic
trait. These wild effects can occur anywhere a GM would 48–51 The spell functions but shimmering colors swirl
like—from an area where an artifact was destroyed to a around the caster for 1d4 rounds. Treat this as a glitterdust
dungeon cursed by a deity that opposes magic—as long as effect with a save DC of 10 + the level of the spell that
there is some underlying cause. generated this result.
162
Appendix II:
New Spells
Any new spells, or abilities that mimic a new spell not oth- BLACK AND BLUE
erwise detailed in the core rules, are detailed below. School transmutation; Level sorcerer/wizard 3
Casting Time 1 standard action
AQUATIC ENTANGLE Components V, S
School transmutation; Level druid 1 Range close (25 ft. + 5 ft./2 levels)
Casting Time 1 standard action Target one living creature
Components V, S, DF Duration 1 round/level
Range Long (400 ft. + 40 ft./level) Saving Throw none; Spell Resistance yes
Area 40 ft. diameter spread
Duration 1 minute/level With a successful ranged touch attack, you cause the target
Saving Throw Reflex partial; see text; Spell Resistance to bruise easily. Each blow she takes from a bludgeoning
Yes weapon – including fists or bare hands – leaves an
exceptionally large and painful bruise. In addition to the
This spell is an aquatic version of the druid spell entangle. normal damage from the attack, the target takes 1d6 points
It calls forth sea grasses and seaweed to snare swimmers of non-lethal damage from the bruising.
and underwater travelers. Small ships can also be caught
in the area of effect. Creatures that fail their save gain the BOOM
entangled condition. Creatures that make their save can School evocation [sonic]; Level bard 0, sorcerer/wizard 0
move as normal, but those that remain in the area must Casting Time 1 standard action
save again at the end of your turn. Creatures that move Components V, S
into the area must save immediately. Those that fail must Range close (25 ft. + 5 ft./2 levels)
end their movement and gain the entangled condition. Target one creature
Entangled creatures can attempt to break free as a move Duration instantaneous
action, making a Strength or Escape Artist check. The DC Saving Throw Fortitude partial; Spell Resistance no
for this check is equal to the DC of the spell. The entire
area of effect is considered difficult terrain while the effect A loud thundercrack is created next to the ear of your
lasts. target. He instantly suffers 1 point of sonic damage. In
Any ship caught must be smaller than 30 ft. in length, and addition, he must make a Fortitude save of suffer a -2
to escape, the navigator of the vessel must succeed on a penalty to Concentration checks for 1d3 rounds because of
successful DC 20 Survival or Navigation skill check (if the ringing in the ears.
Navigation exist in your game).
BURNING GAZE
AWE School enchantment [fire]; Level sorcerer/wizard 2
School illusion [mind-affecting, fear]; Level sorcerer/ Casting Time 1 standard action
wizard 1 Components V
Casting Time 1 swift action Components V, S Ranged close (25 ft. + 5 ft./2 levels)
Range personal Targets: one creature/round
Target you Duration 1 round/level
Duration instantaneous Saving Throw Will partial; see text; Spell Resistance yes
Saving Throw none; Spell Resistance no
This spell causes the caster’s eyes to glow dull red and
With this spell, you call forth a display of your power, allows the caster to make a single gaze attack, as a swift
which manifests in ways all can see and none can mistake. action. The target of this gaze attack automatically suffers
The exact effect varies depending on the situation and 1 hit point of fire damage per level of the caster and must
your mood – thunder may echo and lightning may flash make a successful Will save or be blinded for one round + 1
from your staff, you may be wreathed in flames or deep round per 3 caster levels. Blindness inflicted by a successful
shadows, or a great light may surround you. Many effects gaze attack can last beyond the duration of this spell.
are possible, but regardless of the spell’s manifestation, it
grants you a +10 bonus on a single Intimidate check made
immediately after the spell is cast.
163
CAUSE/CURE BENDS DOUBLE TAKE
School necromancy; Level sorcerer/wizard 3 School transmutation; Level sorcerer/wizard 0
Casting Time 1 standard action Casting Time 1 swift action
Components V, S Components V, S
Range touch Range personal
Target creature touched Target you
Duration instantaneous Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance Yes Saving Throw none; Spell Resistance no
By casting this spell and making a touch attack, the wizard Double take allows you re-roll one Perception check. You
either causes a humanoid target to double over in pain from must take the second roll, even if it was worst than your
high-pressure gas bubbles forced into their bloodstream, first.
or cures said affliction as it occurs naturally in divers. The
target is unable to move for 1d4 hours and takes 1d10 FALSE BLINK
points of damage unless they succeed a Fortitude save. School illusion (figment); Level sorcerer/wizard 0
COVETOUS AURA Casting Time 1 immediate action
School abjuration; Level sorcerer/wizard 5 Components V, S, M (an eyelash)
Casting Time 1 standard action Range personal
Components V, S Target one creature
Range personal Duration instantaneous
Area 25-ft. radius emanation centered on you Saving Throw Will negates; Spell Resistance no
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no For a brief moment just before the target attacks you with
a weapon or ranged touch attack, you appear to blink out
Anytime a harmless (so noted by a spell’s saving throw of existence to him. As you don’t actually go anywhere, the
description) spell of 3rd level or lower is cast within target can make a Will save to see through your illusion. If
the covetous aura’s area of effect, you may choose to he fails, his attack upon you is at a -1 penalty.
immediately gain the benefit of that spell as if it had also
targeted you. The intended target still gains the effect of FOOL’S GOLD
the spell. You gain the benefits of this duplicated spell only School transmutation; Level bard 1, sorcerer/wizard 1
if the caster is in range of the covetous aura. Casting Time 1 standard action
Components V, S
DESTROY ISLAND Range touch
School transmutation; Level Epic (Spellcraft DC 38) Target coins touched
Casting Time 65 days Duration 1 hour + 10 min./level
Components V, S Saving Throw none, see text; Spell Resistance no
Range one mile
Area 30,000 ft. You can temporarily turn copper or silver pieces into gold.
Duration instantaneous The spell affects 2d4 coins + 1 per caster level (maximum
Saving Throw none; Spell Resistance no +5). A successful Appraise check at the spell’s save DC will
reveal that the coins are not truly gold.
You can literally sink a small island back into the sea. The
island destroyed by this spell can be up to 30,000 square FRIENDLY FACE
feet. The island disappears back into the ocean over a School enchantment (charm) [mind-affecting]; Level bard
period of one minute. 1, sorcerer/wizard 2
Casting Time 1 standard action
DIVINE MARK Components V, S
School universal; Level cleric 0, druid 0, paladin 1, ranger 1 Range personal
Casting Time 1 standard action Target you
Components V, S Duration 1 hour/level
Range 0 ft. Saving Throw Will negates (harmless); Spell Resistance
Effect one personal rune or mark, all of which must fit yes (harmless)
within 1 sq. ft.
Duration permanent Everyone you meet sees you as friendly and non-
Saving Throw none; Spell Resistance no threatening. Those who fail a Will save improve their
reaction toward you one step in the positive direction, thus
This spell functions exactly as arcane mark does for improving your chances at making a successful Diplomacy
sorcerers and wizards. check. Those who succeed on their save do not react
toward you any more negatively than they normally would.
Starting at 5th caster level, you improve their reaction two
steps in the positive direction.
164
GIGGLE A male or female creature that fails their saving throw
School enchantment (compulsion) [mind-affecting]; Level loses the ability to become interested or participate in sex.
bard 0 They additionally suffer a -2 penalty to all Charisma-based
Casting Time 1 standard action interactions with the opposite gender. This spell may be
Components V, S countered with remove curse.
Range close (25 ft. + 5 ft./2 levels)
Target one creature MANTLE OF LOVE
Duration 1 round School abjuration; Level cleric 2, paladin 2
Saving Throw Will negates; Spell Resistance yes Casting Time 1 standard action
Components V, S, F (a heart-shaped ruby worth 50 gp)
The target suddenly finds something humorous enough Range touch
to start giggling, and the laughter lasts for one full round. Target one living creature
While the target can still move and attack normally, he is Duration 1 min./level
unable to speak, or use bardic abilities or cast spells that Saving Throw Will negates (harmless); Spell
rely on verbalization, until he stops giggling. Resistance yes (harmless)
HEARTACHE You imbue the target creature with the protective love of
School enchantment (compulsion) [mind-affecting]; Level your deity, protecting him from harm by granting him a +4
bard 1, sorcerer/wizard 2 morale bonus on all saving throws. The spell ends if you
Casting Time 1 standard action and the target move out of sight of one another.
Components V, S, M (a silk string tied around your finger)
Range close (25 ft. + 5 ft./2 levels) MEMORY OF LOVE
Target one living creature School enchantment (compulsion) [mind-affecting]; Level
Duration 1 min. bard 2, sorcerer/wizard 3
Saving Throw Will negates; Spell Resistance yes Casting Time 1 standard action
Components V, S
You trigger in the target a memory of love lost or Range close (25 ft. + 5 ft./2 levels)
rejection. This overwhelming memory leaves the target Target one living creature
shaken for one minute, though she will receive a new save Duration 1 min.
on each round to shake off the effects of the spell. If the Saving Throw Will negates; Spell Resistance yes
target makes her initial Will save, she will only be shaken
for one round. A memory of a loved one (mother, spouse, etc.) overwhelms
the target every time he looks at you, preventing him from
HOT FOOT physically harming you. His feelings are directed only
School evocation [fire]; Level bard 1, sorcerer/wizard 1 toward you – not your companions. The spell’s effect is
Casting Time 1 standard action broken if you attack the target. The target receives a new
Components V, S, M (a pinch of sulfur dust or Will save every round to shake off the spell’s effects.
a tindertwig)
Range close (25 ft. + 5 ft./2 levels) MOMENT OF DARKNESS
Target one creature School evocation [darkness]; Level sorcerer/wizard 0
Duration 1 round/level Casting Time 1 standard action
Saving Throw no; Spell Resistance yes Components V, S, M (a pinch of coal dust)
Range close (25 ft. + 5 ft./2 levels)
With a successful ranged touch attack, magical flames Effect 20-ft. sphere
spring to life on the target’s feet. The flames deal 1d3 Duration 1 round
points of fire damage per round, and give the target a -2 Saving Throw none; Spell Resistance no
penalty to AC, ability checks, skill checks and saves until
the spell ends or the fire is otherwise extinguished. The A 20-ft. radius sphere of darkness expands out from a
target can use a full round action to douse the flames. point you designate. This short-lived darkness functions
as the spell darkness, however, it is not powerful enough to
IMPOTENCY dispel light.
School transmutation; Level cleric 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (withered stalk of grain)
Range touch
Target one creature
Duration permanent
Saving Throw Will negates; Spell Resistance no
165
MUSCLE SPASM PACIFIST
School transmutation; Level cleric 0, druid 0 School enchantment (compulsion) [mind-affecting]; Level
Casting Time 1 standard action bard 1, sorcerer/wizard 1
Components V, S Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels) Components V, S
Target one living creature Range close (25 ft. + 5 ft./2 levels)
Duration 1 round Target one living creature
Saving Throw Reflex partial; Spell Resistance yes Duration 10 min./level
Saving Throw Will resists; Spell Resistance yes
You cause the target’s muscles to twitch and cramp for 1
round. If the target fails their Reflex save, they drop any The target is suddenly convinced that killing is wrong and
held items; if they make their save, they manage to hold on will avoid combat whenever possible. If forced into combat,
to everything, but still suffer the muscle spasms. the target will do her best to deliver only non-lethal
damage and will cast only spells that cause no physical
NECROTIC CLAWS damage.
School necromancy; Level cleric 3, sorcerer/wizard 2
Casting Time 1 standard action PHOBIA
Components V, S, M (claw of a bat) School enchantment (compulsion) [fear, mind-affecting];
Range personal Level bard 3, sorcerer/wizard 4
Target you Casting Time 1 standard action
Duration 1 round/level (D) Components V, S, M (a dead spider)
Range close (25 ft. + 5 ft./2 levels)
This fearsome spell transforms the hands of the caster into Target one creature
twisted, skeletal claws. The claws are very sharp and deal Duration 1 min./level
1d8 hit points of damage with a successful melee attack Saving Throw Will partial, see text; Spell Resistance
(and are considered a magic weapons for purposes of DR).
The magic of the claws is such that, on a natural roll of 8 The target suddenly develops a phobia of a creature or
for damage, the victim suffers one point of bleed damage object of your choice from the list provided.
as well. The caster is considered armed while making
unarmed attacks while this spell is in effect. The claws are Whenever presented with the source of her phobia, the
typically used in close combat, but they can also be used for target must make a Will save or be frightened as long as
climbing, granting a +5 bonus to Climb checks. the phobia-inducer is within visual range (with a successful
Variant: Some monstrous spellcasters who already possess save, she will only be shaken). A frightened target will
a claw attack can cast this as necrotic jaws and gain the try to get as far away from the source of her phobia as
bonus as a bite attack. possible. If the source of her phobia moves within 5 feet
of the target, even in a non-threatening manner, the target
ONE TRACK MIND must make another Will save or be left cowering (with a
School enchantment (compulsion) [mind-affecting]; Level successful save, she will only be frightened) as long as the
bard 2, sorcerer/wizard 2 source remains in that close proximity.
Casting Time 1 standard action
Components V, S Aichmophobia (fear of knives and other sharp objects)
Range close (25 ft. + 5 ft./2 levels) Ailurophobia (fear of cats and other felines)
Target one living creature Anthropophobia (fear of people)
Duration 1 round/level Arachnophobia (fear of spiders)
Saving Throw Will negates; Spell Resistance yes Arsonphobia (fear of fire)
Bogyphobia (fear of goblinoids)
The target will continually repeat his last action before Dracophobia (fear of dragons)
the spell was cast for the duration of the spell, whether it Equinophobia (fear of horses)
was swinging a weapon at a target that may no longer be Metallophobia (fear of metal)
in front of him, casting a spell that he may no longer have Rhabdophobia (fear of magic and specifically spellcasters)
available, drinking from a potion vial that is now empty,
etc. The target gets a new save each round to shake off the
effects of the spell.
166
RAY OF DECAY of steam dissipates immediately. This spell is usually used
School necromancy [evil]; Level cleric 0, sorcerer/wizard 0 to attack ships, as it has a chance to cause damage to every
Casting Time 1 standard action sailor onboard.
Components V, S
Range close (25 ft. + 5 ft./2 levels) SCATTERBRAINED
Effect ray School enchantment [mind-affecting]; Level bard 1,
Duration instantaneous sorcerer/wizard 2
Saving Throw none; Spell Resistance no Casting Time 1 standard action
Components V, S
When this spell is cast, a ray of dark and sizzling negative Range close (25 ft. + 5 ft./2 levels)
energy shoots from the caster’s finger. The caster must Target one living creature
succeed at a ranged touch attack and, if successful, the ray Duration 1 round
deals 1d3 points of negative energy damage. There is a Saving Throw Will negates; Spell Resistance yes
stench of decay which extends from the new wound.
You cause the target to forget what he was going to do
RAY OF LIGHT next (i.e. his next action), leaving him dazed for one round.
School conjuration (creation); Level cleric 0, paladin 1
Casting Time 1 standard action SKY BOLT
Components V, S School evocation [electricity]; Level sorcerer/wizard 1
Range close (25 ft. + 5 ft./2 levels) Casting Time 1 standard action
Effect ray Components V, S, M (a copper arrowhead)
Duration instantaneous Range close (25 ft. + 5 ft./2 levels)
Saving Throw none; Spell Resistance yes Targets three creatures no more that 15 ft. apart
Duration instantaneous
A single ray of bright golden light flies from your Saving Throw Reflex half; Spell Resistance yes
fingertips toward a designated target. With a successful
ranged touch attack, any creature that is powerless or From your hand springs a blueish bolt of lightning that
suffers any other type of penalty in sunlight – living or strikes one target within range and then leaps up to 15 ft.
undead – is shaken for 1 round. to a second and then a third target. The bolt of lightning
deals 1d4 points of electricity damage per caster level up
REVERSE GENDER to a maximum of 5d4. A successful reflex save cuts the
School transmutation (polymorph); Level bard 2, sorcerer/ damage in half.
wizard 3
Casting Time 1 standard action SLEEPWALKER
Components V, S, M (a small mirror) School enchantment (compulsion) [mind-affecting]; Level
Range close (25 ft. + 5 ft./2 levels) sorcerer/wizard 7
Target one creature Casting Time 1 standard action
Duration 1 hour/level (D) Components V, S, M (a handful of goose down or sheep’s
Saving Throw Fortitude negates; Spell Resistance yes wool)
Range close (25 ft. + 5 ft./2 levels)
This spell reverses the gender of the target creature. This Target one creature
has no effect on the creature’s ability scores, although it Duration Special, see text
could deny a character access to gender specific prestige Saving Throw Will negates; Spell Resistance yes
class abilities. It is most often used to allow a character to
go where their original gender may not be allowed. The next time the target falls into natural sleep, he will
rise to do one short mission of your choosing. The mission
SCALDING SEA cannot be suicidal, or in any other way deliberately harmful
School evocation ; Level sorcerer/wizard 4 to the target. It can be as simple as stealing an item
Casting Time 1 standard action and delivering it to you, or as powerful as assassinating
Components V, S someone (provided the target sensed he could do so and get
Range 60 ft. away safely). While sleepwalking, the target is completely
Area 10-ft. radius/level unaware of his actions and upon waking will remember
Duration 1 round/level nothing, though he will recognize friends and family
Saving Throw Reflex half; Spell Resistance yes during that time and will interact with them appropriately.
If he completes his mission within six hours, he will return
This spell causes a cloud of super-heated steam to rise to his bed and fall back into natural sleep. If he fails to
from the surface of the water, dealing an initial 1d6 points complete the mission within six hours, he will awake where
of damage to anything within its area of effect. The second he is and will be quite confused with no memory of how or
round, the steam inflicts 2d6 points of damage, and an why he got there.
additional 1d6 each additional round, after which the gout
167
SLIP OF THE TONGUE Range Close (25 ft. + 5 ft./2 levels)
School enchantment [mind-affecting]; Level bard 2, Target One humanoid
sorcerer/wizard 2 Duration One week/level or until discharged (D)
Casting Time 1 standard action Saving Throw Will negates; Spell Resistance yes
Components V, S
Range close (25 ft. + 5 ft./2 levels) This spell plants a subconscious directive in the target’s
Target one creature mind that forces him to act as you dictate when specific
Duration 1 round/level circumstances arise. The target humanoid can be either
Saving Throw Will negates; Spell Resistance yes conscious or unconscious, but must understand your
language. Upon casting this spell you must state a course
The target gets words and phrases mixed up, and is unable of action you wish the target to take. This course of action
to express herself clearly. She is left unable to cast spells must be described in 20 words or less. You must then state
with a verbal component for the duration of slip of the the condition under which you wish the target to take this
tongue, and also suffers a -2 penalty to all Charisma-based action, also describing it in 20 words or less. Actions or
ability and skill checks. conditions more elaborate than 20 words cause the spell
to fail. Unconscious agenda cannot compel a target to kill
STORM OF VITRIOL himself, though it can compel him to perform exceedingly
School evocation [acid]; Level sorcerer/wizard 9 dangerous acts, face impossible odds, or undertake almost
Casting Time 1 standard action any other course of activity. You cannot issue new
Components V, S commands to the target after the spell is cast.
Range one mile
Area 100-ft. radius If the target fails his save against this spell, he is not
Duration instantaneous compelled to act in any way, has no knowledge of the
Saving Throw Fortitude half; Spell Resistance no details of the spell affecting him, and has no memory of
the last 10 minutes (although he might come to notice
You blast a large area with burning droplets of vitriol, the missing time or the presence of the caster). He can
corroding and dissolving anything in the area. This spell function as he wishes until the events you detailed as the
does 1d6 points of acid damage per caster level (15d6 condition take place. Upon experiencing the prerequisite
maximum) and 1d6 damage for every 2 caster levels of condition, the target is forced to perform the course of
force damage (10d6 maximum; Fortitude save for half action you described as per the spell dominate person. For
damage). Anyone who takes damage from the vitriol must the next hour, the target acts as you dictated, doing all it
make a second Fortitude save (same as the spell DC) or can to fulfill your command. If, at the end of the hour, the
take 1d3 points of temporary Dexterity damage from the target still has not completed your command, the target is
poisonous fumes. Creatures that do not breathe (such as released from the enchantment and the spell ends. Once the
undead) or which are immune to acid are immune to the course of action is completed the spell ends. The target has
secondary effect. full memory of acts performed during this hour.
TOUCH ME NOT For example, a wizard might cast unconscious agenda upon a
School abjuration; Level bard 2, sorcerer/wizard 2 farmer, giving him the order “murder the king” to be acted
Casting Time 1 standard action upon “when you hear church bells strike noon.” Thus, the
Components V next time the target hears church bells strike noon, the
Range personal enchantment activates and for the next hour he does all he
Target you can to murder the king in the most effective way possible,
Duration 1 round/level with the spell ending either when the king is dead or the
Saving Throw Will half; Spell Resistance yes hour passes. How the target acts is wholly relative to the
individual and the circumstances. This could lead the
Your body is charged with protective energy. You gain a target to perform an assassination attempt or, if he’s some
+2 deflection bonus to AC, and any opponent that touches distance away from where he thinks the king is, ride for one
or grapples you takes 1d8 points of damage +1 point per hour at full speed towards the land’s capital.
caster level (to a maximum of +5). The opponent may
make a Will save for half damage. Allies can touch you It’s difficult to detect an unconscious agenda. Casting detect
without harm. You cannot use the spell to make touch magic on someone affected by this spell only reveals an
attacks – the opponent must touch or grapple you. aura of enchantment magic if the caster of detect magic
has a higher caster level then the caster of unconscious
UNCONSCIOUS AGENDA agenda. Even if the spell is detected, it can only be
School enchantment (compulsion) [language-dependent, removed by break enchantment, limited wish, remove curse,
mind affecting]; Level bard 6, sorcerer/wizard 6 miracle, or wish. Dispel magic does not affect unconscious
Casting Time 10 minutes agenda.
Components V
168
UNDERTOW
School evocation [force]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components: V, S
Range: 100 ft.
Area: 10-ft. radius/level
Duration: 1 round/level.
Saving Throw: Fortitude negates
Spell Resistance: Yes
WAR PAINT
School transmutation; Level cleric 1, druid 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target face paint touched
Duration special; see text
Saving Throw special see text; Spell Resistance no
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Appendix III: its Dexterity bonus to Armor Class against attacks from
creatures it cannot see.
170
Format: burn (2d6, DC 15); Location: Special Attacks and creature’s Cha modifier; the exact DC is given in the crea-
individual attacks. ture’s descriptive text). Curses can be removed through re-
move curse and similar effects.
Change Shape (Su) A creature with this special quality has
the ability to assume the appearance of a specific creature Format: Curse Name (Su) Slam—contact; save Will DC
or type of creature (usually a humanoid), but retains most 14, frequency 1 day, effect 1d4 Str drain; Location: Special At-
of its own physical qualities. A creature cannot change tacks and individual attacks.
shape to a form more than one size category smaller or
larger than its original form. This ability functions as Damage Reduction (Ex or Su) A creature with this spe-
a polymorph spell, the type of which is listed in the crea- cial quality ignores damage from most weapons and natural
ture’s description, but the creature does not adjust its attacks. Wounds heal immediately, or the weapon bounces
ability scores (although it gains any other abilities of the off harmlessly (in either case, the opponent knows the
creature it mimics). Some creatures, such as lycanthropes, attack was ineffective). The creature takes normal damage
can transform into unique forms with special modifiers and from energy attacks (even nonmagical ones), spells, spell-
abilities. These creatures do adjust their ability scores, as like abilities, and supernatural abilities. A certain kind of
noted in their description. weapon can sometimes damage the creature normally, as
noted below.
Format: change shape (wolf, beast form I); Location: SQ, and
in special abilities for creatures with a unique listing. The entry indicates the amount of damage ignored (usu-
ally 5 to 15 points) and the type of weapon that negates the
Channel Resistance (Ex) A creature with this special ability.
quality (usually an undead) is less easily affected by clerics
or paladins. A creature with channel resistance adds the Some monsters are vulnerable to piercing, bludgeoning, or
bonus listed for that creature to saves made to resist the slashing damage. Others are vulnerable to certain materi-
effects of channel energy, including effects that rely on the als, such as adamantine, alchemical silver, or cold-forged
use of channel energy (such as the Command Undead feat). iron. Attacks from weapons that are not of the correct type
or made of the correct material have their damage reduced,
Format: channel resistance +4; Location: Defensive Abilities. although a high enhancement bonus can overcome some
forms of damage reduction.
Constrict (Ex) A creature with this special attack can
crush an opponent, dealing bludgeoning damage, when it Some monsters are vulnerable to magic weapons. Any
makes a successful grapple check (in addition to any other weapon with at least a +1 magical enhancement bonus on
effects caused by a successful check, including additional attack and damage rolls overcomes the damage reduction
damage). The amount of damage is given in the creature’s of these monsters. Such creatures’ natural weapons (but
entry and is typically equal to the amount of damage not their attacks with weapons) are treated as magic weap-
caused by the creature’s melee attack. ons for the purpose of overcoming damage reduction.
Format: constrict (1d8+6); Location: Special Attacks. A few very powerful monsters are vulnerable only to
epic weapons—that is, magic weapons with at least a +6
Construct Traits (Ex) Constructs are immune to death enhancement bonus. Such creatures’ natural weapons are
effects, disease, mind-affecting effects (charms, compul- also treated as epic weapons for the purpose of overcoming
sions, phantasms, patterns, and morale effects), necromancy damage reduction.
effects, paralysis, poison, sleep, stun, and any effect that
requires a Fortitude save (unless the effect also works Some monsters are vulnerable to good-, evil-, chaotically,
on objects, or is harmless). Constructs are not subject to or lawfully aligned weapons. When a cleric casts align
nonlethal damage, ability damage, ability drain, fatigue, weapon, affected weapons might gain one or more of these
exhaustion, or energy drain. Constructs are not at risk of properties, and certain magic weapons have these proper-
death from massive damage. ties as well. A creature with an alignment subtype (chaotic,
evil, good, or lawful) can overcome this type of damage
Format: construct traits; Location: Immune. reduction with its natural weapons and weapons it wields
as if the weapons or natural weapons had an alignment (or
Curse (Su) A creature with this ability bestows a curse
alignments) that matched the subtype(s) of the creature.
upon its enemies. The effects of the curse, including its
save, frequency, and cure, are included in the creature’s When a damage reduction entry has a dash (—) after the
description. If a curse allows a saving throw, it is usually slash, no weapon negates the damage reduction.
a Will save (DC 10 + 1/2 cursing creature’s racial HD +
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A few creatures are harmed by more than one kind of passed or until they are removed with a spell, such as res-
weapon. A weapon that inflicts damage of either type over- toration. If a negative level is not removed before 24 hours
comes this damage reduction. have passed, the affected creature must attempt a Fortitude
save (DC 10 + 1/2 draining creature’s racial HD + drain-
A few other creatures require combinations of different ing creature’s Cha modifier; the exact DC is given in the
types of attacks to overcome their damage reduction, and creature’s descriptive text). On a success, the negative level
a weapon must be both types to overcome this type of goes away with no harm to the creature. On a failure, the
damage reduction. A weapon that is only one type is still negative level becomes permanent. A separate saving throw
subject to damage reduction. is required for each negative level.
Format: DR 5/silver; Location: Defensive Abilities. Format: energy drain (2 levels, DC 18); Location: Special At-
tacks and individual attacks.
Disease (Ex or Su) A creature with this ability causes
disease in those it contacts. The effects of the disease, Fast Healing (Ex) A creature with the fast healing special
including its save, frequency, and cure, are included in the quality regains hit points at an exceptional rate, usually
creature’s description. The saving throw to negate the 1 or more hit points per round, as given in the creature’s
disease is usually a Fort save (DC 10 + 1/2 infecting crea- entry. Except where noted here, fast healing is just like
ture’s racial HD + the creature’s Con modifier; the exact natural healing. Fast healing does not restore hit points
DC is given in the creature’s descriptive text). Disease can lost from starvation, thirst, or suffocation, nor does it allow
be removed through cure disease and similar effects. a creature to regrow lost body parts. Unless otherwise
stated, it does not allow lost body parts to be reattached.
Format: Disease Name (Ex) Bite—injury; save Fort
Fast healing continues to function (even at negative hit
DC 15, onset 1d3 days, frequency 1 day, effect 1 Con dam-
points) until a creature dies, at which point the effects of
age, cure 2 consecutive saves; Location: Special Attacks and
fast healing end immediately.
individual attacks.
Format: fast healing 5; Location: hp.
Distraction (Ex) A creature with this ability can nause-
ate the creatures that it damages. Any living creature that Fear (Su or Sp) Fear attacks can have various effects.
takes damage from a creature with the distraction ability is
nauseated for 1 round; a Fortitude save (DC 10 + 1/2 crea- Fear Aura (Su) The use of this ability is a free action. The
ture’s HD + creature’s Con modifier) negates the effect. aura can freeze an opponent (as in the case of a mummy’s
despair) or function like the fear spell. Other effects are
Format: distraction (DC 14); Location: Special Attacks. possible. A fear aura is an area effect. The descriptive text
gives the size and kind of the area.
Earth Glide (Ex) Any creature with this special ability can
glide through any sort of natural earth or stone as easily Fear Cone (Sp) and Ray (Su) These effects usually work like
as a fish swims through water. Its burrowing leaves no sign the fear spell.
of passage or hint of its presence to creatures that don’t
possess tremorsense (unless it chooses to leave a tunnel If a fear effect allows a saving throw, it is a Will save (DC
or shake the earth). A move earth spell can stun a creature 10 + 1/2 fearsome creature’s racial HD + creature’s Cha
using earth glide for 1 round if it fails a Fortitude save DC modifier; the exact DC is given in the creature’s descriptive
15. text). All fear attacks are mind-affecting fear effects.
Format: earth glide; Location: Speed Format: fear aura (30 ft., DC 17); Location: Aura.
Energy Drain (Su) This attack saps a living opponent’s Format: fear cone (50 ft., DC 19); Location: Special Attacks.
vital energy and happens automatically when a melee or
ranged attack hits. Each successful energy drain bestows Ferocity (Ex) A creature with ferocity remains conscious
one or more negative levels (the creature’s description and can continue fighting even if its hit point total is below
specifies how many). If an attack that includes an en- 0. The creature is still staggered and looses 1 hit point each
ergy drain scores a critical hit, it bestows twice the listed round. A creature with ferocity still dies when its hit point
number of negative levels. Unless otherwise specified total reaches a negative amount equal to its Constitution
in the creature’s description, a draining creature gains 5 score.
temporary hit points for each negative level it bestows on
Format: ferocity; Location: Defensive Abilities.
an opponent. These temporary hit points last for a maxi-
mum of 1 hour. Negative levels remain until 24 hours have
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Flight (Ex or Su) A creature with this ability can cease or must attempt a saving throw but can try to avoid this as
resume flight as a free action. If the ability is supernatural, described above. Thus, it is possible for an opponent to save
it becomes ineffective in an antimagic field, and the creature against a creature’s gaze twice during the same round, once
loses its ability to fly for as long as the antimagic effect before the opponent’s action and once during the creature’s
persists. turn.
Format: fly 30 ft. (average); Location: Speed. Gaze attacks can affect ethereal opponents. A creature is
immune to gaze attacks of others of its kind unless other-
Frightful Presence (Ex) This special quality makes a wise noted. Allies of a creature with a gaze attack might
creature’s very presence unsettling to foes. Activating this be affected. All the creature’s allies are considered to be
ability is a free action that is usually part of an attack or averting their eyes from the creature with the gaze attack,
charge. Opponents within range who witness the action and have a 50% chance to not need to make a saving throw
may become frightened or shaken. The range is usually 30 against the gaze attack each round. The creature can also
feet, and the duration is usually 5d6 rounds. This ability veil its eyes, thus negating its gaze ability.
affects only opponents with fewer Hit Dice or levels than
the creature has. An affected opponent can resist the effects Format: gaze; Location: Special Attacks.
with a successful Will save (DC 10 + 1/2 frightful crea-
ture’s racial HD + frightful creature’s Cha modifier; the Grab (Ex) If a creature with this special attack hits with
exact DC is given in the creature’s descriptive text). An op- the indicated attack (usually a claw or bite attack), it deals
ponent that succeeds on the saving throw is immune to that normal damage and attempts to start a grapple as a free
same creature’s frightful presence for 24 hours. Frightful action without provoking an attack of opportunity. Un-
presence is a mind-affecting fear effect. less otherwise noted, grab works only against opponents
at least one size category smaller than the creature. The
Format: frightful presence (60 ft., DC 21); Location: Aura. creature has the option to conduct the grapple normally,
or simply use the part of its body it used in the grab to
Gaze (Su) A gaze special attack takes effect when foes look hold the opponent. If it chooses to do the latter, it takes a
at the attacking creature’s eyes. The attack can have any –20 penalty on its CMB check to make and maintain the
sort of effect: petrification, death, and charm are common. grapple, but does not gain the grappled condition itself.
The typical range is 30 feet, but check the creature’s entry A successful hold does not deal any extra damage unless
for details. The type of saving throw for a gaze attack the creature also has the constrict special attack. If the
varies, but it is usually a Will or Fortitude save (DC 10 + creature does not constrict, each successful grapple check
1/2 gazing creature’s racial HD + gazing creature’s Cha it makes during successive rounds automatically deals the
modifier; the exact DC is given in the creature’s text). A damage indicated for the attack that established the hold.
successful saving throw negates the effect. A monster’s Otherwise, it deals constriction damage as well (the amount
gaze attack is described in abbreviated form in its descrip- is given in the creature’s descriptive text).
tion. Each opponent within range of a gaze attack must
attempt a saving throw each round at the beginning of his Creatures with the grab special attack receive a +4 bonus
or her turn in the initiative order. Only looking directly at a on combat maneuver checks made to start and maintain a
creature with a gaze attack leaves an opponent vulnerable. grapple.
Opponents can avoid the need to make the saving throw by
not looking at the creature, in one of two ways. Format: grab; Location: individual attacks.
Averting Eyes: The opponent avoids looking at the crea- Immunity (Ex or Su) A creature with immunities takes no
ture’s face, instead looking at its body, watching its shadow, damage from listed sources. Immunities can also apply to
tracking it in a reflective surface, etc. Each round, the op- afflictions, conditions, spells (based on school, level, or save
ponent has a 50% chance to avoid having to make a saving type), and other effects. A creature that is immune does not
throw against the gaze attack. The creature with the gaze suffer from these effects, or any secondary effects that are
attack, however, gains concealment against that opponent. triggered due to an immune effect.
Wearing a Blindfold: The foe cannot see the creature at Format: Immune acid, fire, paralysis; Location: Defensive
all (also possible to achieve by turning one’s back on the Abilities.
creature or shutting one’s eyes). The creature with the gaze
Incorporeal (Ex) An incorporeal creature has no physical
attack gains total concealment against the opponent.
body. It can be harmed only by other incorporeal creatures,
A creature with a gaze attack can actively gaze as an attack magic weapons or creatures that strike as magic weapons,
action by choosing a target within range. That opponent and spells, spell-like abilities, or supernatural abilities. It is
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immune to all nonmagical attack forms. Even when hit by sunlight or the daylight spell. Such creatures are dazzled as
spells or magic weapons, it takes only half damage from a long as they remain in areas of bright light.
corporeal source. Although it is not a magical attack, holy
water can affect incorporeal undead. Corporeal spells and Format: light blindness; Location: Weaknesses.
effects that do not cause damage only have a 50% chance of
Light Sensitivity (Ex) Creatures with light sensitivity are
affecting an incorporeal creature. Force spells and effects,
dazzled in areas of bright sunlight or within the radius of
such as from a magic missile, affect an incorporeal creature
a daylight spell.
normally.
Format: Weakness light sensitivity; Location: Weaknesses.
An incorporeal creature has no natural armor bonus but
has a deflection bonus equal to its Charisma bonus (always Low-Light Vision (Ex) A creature with low-light vision
at least +1, even if the creature’s Charisma score does not can see twice as far as a human in starlight, moonlight,
normally provide a bonus). torchlight, and similar conditions of dim light. It retains
the ability to distinguish color and detail under these con-
An incorporeal creature can enter or pass through solid ob-
ditions.
jects, but must remain adjacent to the object’s exterior, and
so cannot pass entirely through an object whose space is Format: low-light vision; Location: Senses.
larger than its own. It can sense the presence of creatures
or objects within a square adjacent to its current location, Natural Attacks Most creatures possess one or more
but enemies have total concealment (50% miss chance) from natural attacks (attacks made without a weapon). These
an incorporeal creature that is inside an object. In order attacks fall into one of two categories, primary and second-
to see beyond the object it is in and attack normally, the ary attacks. Primary attacks are made using the creature’s
incorporeal creature must emerge. An incorporeal crea- full base attack bonus and add the creature’s full Strength
ture inside an object has total cover, but when it attacks a bonus on damage rolls. Secondary attacks are made using
creature outside the object it only has cover, so a creature the creature’s base attack bonus –5 and add only 1/2 the
outside with a readied action could strike at it as it attacks. creature’s Strength bonus on damage rolls. If a creature
An incorporeal creature cannot pass through a force effect. has only one natural attack, it is always made using the
creature’s full base attack bonus and adds 1-1/2 the crea-
An incorporeal creature’s attacks pass through (ignore) ture’s Strength bonus on attack rolls. This increase does
natural armor, armor, and shields, although deflection bo- not apply if the creature has multiple attacks but only takes
nuses and force effects (such as mage armor) work normally one. If a creature has only one type of attack, but has mul-
against it. Incorporeal creatures pass through and operate tiple attacks per round, that attack is treated as a primary
in water as easily as they do in air. Incorporeal creatures attack, regardless of its type. Table: Natural Attacks by
cannot fall or take falling damage. Incorporeal creatures Size lists some of the most common types of natural at-
cannot make trip or grapple attacks, nor can they be tacks and their classifications.
tripped or grappled. In fact, they cannot take any physical
action that would move or manipulate an opponent or its Some creatures treat one or more of their attacks differ-
equipment, nor are they subject to such actions. Incorpo- ently, such as dragons, which always receive 1-1/2 times
real creatures have no weight and do not set off traps that their Strength bonus on damage rolls with their bite attack.
are triggered by weight. These exceptions are noted in the creature’s description.
An incorporeal creature moves silently and cannot be heard Creatures with natural attacks and attacks made with
with Perception checks if it doesn’t wish to be. It has no weapons can use both as part of a full attack action (al-
Strength score, so its Dexterity modifier applies to its though often a creature must forgo one natural attack for
melee attacks, ranged attacks, and CMB. Nonvisual senses, each weapon clutched in that limb, be it a claw, tentacle, or
such as scent and blindsight, are either ineffective or only slam). Such creatures attack with their weapons normally
partly effective with regard to incorporeal creatures. Incor- but treat all of their natural attacks as secondary attacks
poreal creatures have an innate sense of direction and can during that attack, regardless of the attack’s original type.
move at full speed even when they cannot see.
The Damage Type column refers to the sort of damage
Format: incorporeal; Location: Defensive Abilities. that the natural attack typically deals: bludgeoning (B),
slashing (S), or piercing (P). Some attacks deal damage of
Light Blindness (Ex) Creatures with light blindness are more than one type, depending on the creature. In such
blinded for 1 round if exposed to bright light, such as cases all the damage is considered to be of all listed types
for the purpose of overcoming damage reduction.
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Table: Natural Attacks by Size
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size equal to or smaller than the pulling creature. Creatures A creature must have a Constitution score to have the
pulled in this way do not provoke attacks of opportunity regeneration ability.
and stop if the pull would move them into a solid object or
creature. Format: regeneration 5 (fire, acid); Location: hp.
Format: pull (tentacle, 5 feet); Location: Special Attacks and Rend (Ex) If it hits with two or more natural attacks in
individual attacks. 1 round, a creature with the rend special attack can cause
tremendous damage by latching onto the opponent’s body
Push (Ex) A creature with the push ability can choose to and tearing flesh. This attack deals an additional amount of
make a free combat maneuver check with a certain success- damage, but no more than once per round. The type of at-
ful attack (often a slam attack). If successful, this check tacks that must hit and the additional damage are included
pushes a creature directly away as with a bull rush, but the in the creature’s description. The additional damage is usu-
distance moved is set by this ability. The type of attack that ally equal to the damage caused by one of the attacks plus
causes the push and the distance pushed are included in the 1-1/2 the creature’s Strength bonus.
creature’s description. This ability only works on creatures
of a size equal to or smaller than the pushing creature. Format: rend (2 claws, 1d8+9); Location: Special Attacks.
Creatures pushed in this way do not provoke attacks of
Resistance (Ex) A creature with this special quality ig-
opportunity and stop if the push would move them into a
nores some damage of the indicated type each time it takes
solid object or creature.
damage of that kind (commonly acid, cold, electricity, or
Format: push (slam, 10 feet); Location: Special Attacks and fire). The entry indicates the amount and type of damage
individual attacks. ignored.
Rake (Ex) A creature with this special attack gains extra Format: Resist acid 10; Location: Defensive Abilities.
natural attacks under certain conditions, typically when it
Rock Catching (Ex) The creature (which must be of at
grapples its foe. In addition to the options available to all
least Large size) can catch Small, Medium, or Large rocks
grapplers, a monster with the rake ability gains two ad-
(or projectiles of similar shape). Once per round, a creature
ditional claw attacks that it can use only against a grappled
that would normally be hit by a rock can make a Reflex
foe. The bonus and damage caused by these attacks is
save to catch it as a free action. The DC is 15 for a Small
included in the creature’s description. A monster with the
rock, 20 for a Medium one, and 25 for a Large one. (If the
rake ability must begin its turn already grappling to use its
projectile provides a magical bonus on attack rolls, the DC
rake—it can’t begin a grapple and rake in the same turn.
increases by that amount.) The creature must be aware of
Format: rake (2 claws +8, 1d4+2); Location: Special Attacks. the attack in order to make a rock catching attempt.
Regeneration (Ex) A creature with this ability is difficult Format: rock catching; Location: Defensive Abilities.
to kill. Creatures with regeneration heal damage at a fixed
Rock Throwing (Ex) This creature is an accomplished
rate, as with fast healing, but they cannot die as long as
rock thrower and has a +1 racial bonus on attack rolls with
their regeneration is still functioning (although creatures
thrown rocks. A creature can hurl rocks up to two catego-
with regeneration still fall unconscious when their hit
ries smaller than its size; for example, a Large hill giant can
points are below 0). Certain attack forms, typically fire and
hurl Small rocks. A “rock” is any large, bulky, and relatively
acid, cause a creature’s regeneration to stop functioning on
regularly shaped object made of any material with a hard-
the round following the attack. During this round, the crea-
ness of at least 5. The creature can hurl the rock up to five
ture does not heal any damage and can die normally. The
range increments. The size of the range increment varies
creature’s descriptive text describes the types of damage
with the creature. Damage from a thrown rock is gener-
that cause the regeneration to cease functioning.
ally twice the creature’s base slam damage plus 1-1/2 its
Attack forms that don’t deal hit point damage are not Strength bonus.
healed by regeneration. Regeneration also does not restore
Format: rock throwing (120 ft.); Location: Special Attacks
hit points lost from starvation, thirst, or suffocation. Re-
(damage is listed in Ranged attack).
generating creatures can regrow lost portions of their bod-
ies and can reattach severed limbs or body parts if they are Scent (Ex) This special quality allows a creature to detect
brought together within 1 hour of severing. Severed parts approaching enemies, sniff out hidden foes, and track by
that are not reattached wither and die normally. sense of smell. Creatures with the scent ability can identify
familiar odors just as humans do familiar sights.
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The creature can detect opponents within 30 feet by sense (if any) against a spell-like ability is 10 + the level of the
of smell. If the opponent is upwind, the range increases spell the ability resembles or duplicates + the creature’s
to 60 feet; if downwind, it drops to 15 feet. Strong scents, Charisma modifier.
such as smoke or rotting garbage, can be detected at twice
the ranges noted above. Overpowering scents, such as Some spell-like abilities duplicate spells that work different-
skunk musk or troglodyte stench, can be detected at triple ly when cast by characters of different classes. A monster’s
normal range. spell-like abilities are presumed to be the sorcerer/wizard
versions. If the spell in question is not a sorcerer/wizard
When a creature detects a scent, the exact location of the spell, then default to cleric, druid, bard, paladin, and ranger,
source is not revealed—only its presence somewhere within in that order.
range. The creature can take a move action to note the
direction of the scent. When the creature is within 5 feet Format: At will—burning hands (DC 13); Location: Spell-
of the source, it pinpoints the source’s location. Like Abilities.
A creature with the scent ability can follow tracks by smell, Spell Resistance (Ex) A creature with spell resistance
making a Wisdom (or Survival) check to find or follow can avoid the effects of spells and spell-like abilities that
a track. The typical DC for a fresh trail is 10 (no matter directly affect it. To determine if a spell or spell-like ability
what kind of surface holds the scent). This DC increases works against a creature with spell resistance, the caster
or decreases depending on how strong the quarry’s odor must make a caster level check (1d20 + caster level). If the
is, the number of creatures, and the age of the trail. For result equals or exceeds the creature’s spell resistance, the
each hour that the trail is cold, the DC increases by 2. The spell works normally, although the creature is still allowed
ability otherwise follows the rules for the Survival skill. a saving throw.
Creatures tracking by scent ignore the effects of surface
Format: SR 18; Location: Defensive Abilities.
conditions and poor visibility.
Stench (Ex) A creature with the stench special ability
Format: scent; Location: Senses.
secretes an oily chemical that nearly every other creature
Spell-Like Abilities (Sp) Spell-like abilities are magical finds offensive. All living creatures (except those with the
and work just like spells (though they are not spells and stench special ability) within 30 feet must succeed on a
so have no verbal, somatic, focus, or material components). Fortitude save (DC 10 + 1/2 stench creature’s racial HD +
They go away in an antimagic field and are subject to spell stench creature’s Con modifier; the exact DC is given in the
resistance if the spell the ability is based on would be sub- creature’s descriptive text) or be sickened. The duration of
ject to spell resistance. the sickened condition is given in the creature’s descriptive
text. Creatures that successfully save cannot be affected by
A spell-like ability usually has a limit on how often it can be the same creature’s stench for 24 hours. A delay poison or
used. A constant spell-like ability or one that can be used neutralize poison spell removes the effect from the sickened
at will has no use limit. Reactivating a constant spell-like creature. Creatures with immunity to poison are unaffected,
ability is a swift action. Using all other spell-like abilities and creatures resistant to poison receive their normal bo-
is a standard action unless noted otherwise, and doing so nus on their saving throws.
provokes attacks of opportunity. It is possible to make a
concentration check to use a spell-like ability defensively Format: stench (DC 15, 10 rounds); Location: Aura.
and avoid provoking an attack of opportunity, just as when
Summon (Sp) A creature with the summon ability can
casting a spell. A spell-like ability can be disrupted just as
summon other specific creatures of its kind much as
a spell can be. Spell-like abilities cannot be used to counter-
though casting a summon monster spell, but it usually has
spell, nor can they be counterspelled.
only a limited chance of success (as specified in the crea-
For creatures with spell-like abilities, a designated caster ture’s entry). Roll d%: On a failure, no creature answers
level defines how difficult it is to dispel their spell-like ef- the summons. Summoned creatures automatically return
fects and to define any level-dependent variables (such as whence they came after 1 hour. A creature summoned in
range and duration) the abilities might have. The creature’s this way cannot use any spells or spell-like abilities that
caster level never affects which spell-like abilities the crea- require material components costing more than 1 gp unless
ture has; sometimes the given caster level is lower than the those components are supplied, nor can it use its own sum-
level a spellcasting character would need to cast the spell mon ability for 1 hour. An appropriate spell level is given
of the same name. If no caster level is specified, the caster for each summoning ability for purposes of Will saves,
level is equal to the creature’s Hit Dice. The saving throw caster level checks, and concentration checks. No experi-
ence points are awarded for defeating summoned monsters.
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Format: 1/day—summon (level 4, 1 hezrou 35%); Location: at least one size category smaller than itself. This works
Spell-Like Abilities. just like the overrun combat maneuver, but the trampling
creature does not need to make a check, it merely has to
Swallow Whole (Ex) If a creature with this special attack move over opponents in its path. Targets of a trample take
begins its turn with an opponent grappled in its mouth an amount of damage equal to the trampling creature’s
(see Grab), it can attempt a new combat maneuver check slam damage + 1-1/2 times its Str modifier. Targets of a
(as though attempting to pin the opponent). If it succeeds, trample can make an attack of opportunity, but at a –4 pen-
it swallows its prey, and the opponent takes bite damage. alty. If targets forgo an attack of opportunity, they can at-
Unless otherwise noted, the opponent can be up to one size tempt to avoid the trampling creature and receive a Reflex
category smaller than the swallowing creature. Being swal- save to take half damage. The save DC against a creature’s
lowed causes a creature to take damage each round. The trample attack is 10 + 1/2 creature’s HD + creature’s Str
amount and type of damage varies and is given in the crea- modifier (the exact DC is given in the creature’s descriptive
ture’s statistics. A swallowed creature keeps the grappled text). A trampling creature can only deal trampling damage
condition, while the creature that did the swallowing does to each target once per round, no matter how many times
not. A swallowed creature can try to cut its way free with its movement takes it over a target creature.
any light slashing or piercing weapon (the amount of
cutting damage required to get free is equal to 1/10 the Format: trample (2d6+9, DC 20); Location: Special Attacks.
creature’s total hit points), or it can just try to escape the
grapple. The Armor Class of the interior of a creature Tremorsense (Ex) A creature with tremorsense is sensi-
that swallows whole is normally 10 + 1/2 its natural armor tive to vibrations in the ground and can automatically
bonus, with no modifiers for size or Dexterity. If a swal- pinpoint the location of anything that is in contact with the
lowed creature cuts its way out, the swallowing creature ground. Aquatic creatures with tremorsense can also sense
cannot use swallow whole again until the damage is healed. the location of creatures moving through water. The abil-
If the swallowed creature escapes the grapple, success puts ity’s range is specified in the creature’s descriptive text.
it back in the attacker’s mouth, where it may be bitten or
Format: tremorsense 60 ft.; Location: Senses.
swallowed again.
Trip (Ex) A creature with the trip special attack can at-
Format: swallow whole (5d6 acid damage, AC 15, 18
tempt to trip its opponent as a free action without provok-
hp); Location: Special Attacks.
ing an attack of opportunity if it hits with the specified
Tail Sweep (Ex) This allows a Gargantuan or larger attack. If the attempt fails, the creature is not tripped in
creature to sweep with its tail as a standard action. The return.
sweep affects a half-circle with a radius of 30 ft. (40 ft. for
Format: trip (bite); Location: individual attacks.
Colossal creatures), extending from an intersection on the
edge of the creature’s space in any direction. Creatures Undead Traits (Ex) Undead are immune to death effects,
within the swept area are affected if they are four or more disease, mind-affecting effects (charms, compulsions, morale
size categories smaller than the creature. A tail sweep deals effects, phantasms, and patterns), paralysis, poison, sleep,
2d6 (2d8 Colossal) plus 1-1/2 times the creature’s strength stun, and any effect that requires a Fortitude save (unless
bonus. Affected creatures can attempt Reflex saves for ½ the effect also works on objects or is harmless). Undead are
damage (DC = 10 + ½ creature’s HD + Con modifier) not subject to ability drain, energy drain, or nonlethal dam-
age. Undead are immune to damage or penalties to their
Format: tail sweep; Location: Special Attacks
physical ability scores (Strength, Dexterity, and Constitu-
Telepathy (Su) The creature can mentally communicate tion), as well as to fatigue and exhaustion effects. Undead
with any other creature within a certain range (specified in are not at risk of death from massive damage.
the creature’s entry, usually 100 feet) that has a language.
Format: undead traits; Location: Immune.
It is possible to address multiple creatures at once tele-
pathically, although maintaining a telepathic conversation Unnatural Aura (Ex) Any creature with this special ability
with more than one creature at a time is just as difficult as projects a feeling of alienness that unsettles animals. All
simultaneously speaking and listening to multiple people at animals within this aura become panicked and will flee.
the same time.
Format: unnatural (range); Location: Aura
Format: telepathy 100 ft.; Location: Languages.
Vulnerabilties (Ex or Su) A creature with vulnerabilities
Trample (Ex) As a full-round action, a creature with the takes half again as much damage (+50%) from a specific
trample ability can attempt to overrun any creature that is
178
energy type, regardless of whether a saving throw is al- The whirlwind form does not provoke attacks of opportu-
lowed or if the save is a success or failure. Creatures with nity, even if the creature enters the space another creature
a vulnerability that is not an energy type instead take a occupies. Another creature might be caught in the whirl-
–4 penalty on saves against spells and effects that cause or wind if it touches or enters the whirlwind, or if the whirl-
use the listed vulnerability (such as spells with the light wind moves into or through a creature’s space. A creature
descriptor). Some creatures might suffer additional effects, in whirlwind form cannot make its normal attacks and does
as noted in their descriptions. not threaten the area around it.
Format: vulnerability to fire; Location: Weaknesses. Creatures one or more size categories smaller than the
whirlwind might take damage when caught in the whirl-
Web (Ex) Creatures with the web ability can use webs wind (generally damage equal to the monster’s slam attack
to support themselves and up to one additional creature for a creature of its size) and may be lifted into the air.
of the same size. In addition, such creatures can throw a An affected creature must succeed on a Reflex save (DC
web up to eight times per day. This is similar to an attack 10 + half monster’s HD + the monster’s Strength modi-
with a net but has a maximum range of 50 feet, with a fier) when it comes into contact with the whirlwind or take
range increment of 10 feet, and is effective against targets damage as if it were hit by the whirlwind creature’s slam
up to one size category larger than the web spinner. An attack. It must also succeed on a second Reflex save or be
entangled creature can escape with a successful Escape Art- picked up bodily and held suspended in the powerful winds,
ist check or burst the web with a Strength check. Both are automatically taking the indicated damage each round. A
standard actions with a DC equal to 10 + 1/2 creature’s creature that can fly is allowed a Reflex save each round to
HD + creature’s Con modifier. Attempts to burst a web by escape the whirlwind. The creature still takes damage but
those caught in it suffer a –4 penalty. can leave if the save is successful.
Web spinners can create sheets of sticky webbing up to Creatures trapped in the whirlwind cannot move except
three times their size. They usually position these sheets to to go where the whirlwind carries them or to escape the
snare flying creatures but can also try to trap prey on the whirlwind. Trapped creatures can otherwise act normally,
ground. Approaching creatures must succeed on a DC 20 but must succeed on a Concentration check (DC 15 + spell
Perception check to notice a web; otherwise they stumble level) to cast a spell. Creatures caught in the whirlwind take
into it and become trapped as though by a successful web a –4 penalty to Dexterity and a –2 penalty on attack rolls.
attack. Attempts to escape or burst the webbing gain a +5 The whirlwind can have only as many creatures trapped
bonus if the trapped creature has something to walk on or inside at one time as will fit inside the whirlwind’s volume.
grab while pulling free. Each 5-foot-square section of web The whirlwind can eject any carried creatures whenever it
has a number of hit points equal to the Hit Dice of the wishes as a free action, depositing them in its space.
creature that created it and DR 5/—.
If the whirlwind’s base touches the ground, it creates a
A creature can move across its own web at its climb speed swirling cloud of debris. This cloud is centered on the
and can pinpoint the location of any creature touching its creature and has a diameter equal to half the whirlwind’s
web. height. The cloud obscures all vision, including darkvision,
beyond 5 feet. Creatures 5 feet away have concealment,
Format: web (+8 ranged, DC 16, 5 hp); Location: Special
while those farther away have total concealment. Those
Attacks.
caught in the cloud of debris must succeed on a Concentra-
Whirlwind (Su) Some creatures can transform themselves tion check (DC 15 + spell level) to cast a spell.
into whirlwinds and remain in that form for up to 1 round
Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage,
for every 2 HD they have. If the creature has a fly speed, it
DC 15); Location: Special Attacks.
can continue to fly at that same speed while in whirlwind
form, otherwise it gains a fly speed equal to its base land
speed (average maneuverability) while in whirlwind form.
179
Appendix IV:
Monsters by Type
Listed below are the monsters that appear in this book, Outsider: ravid, soul eater
organized alphabetically by type.
Outsider (air): aerial servant, arrowhawk, belker,
Aberration: athach, decapus, delver, destrachan, ethereal herensugue, kirin
filcher, evil eye, grick, jubear, lurker above, phasm, phrenic
scourge, possessor, scavenger worm, tentamort Outsider (augmented): abyssal basilisk
Animal: cooshee, giant dire frog, killer frog Outsider (chaotic): chaos beast, chaosiics, chaosiic lords,
demons, howler, titan
(Aquatic): bunyip, hippocampus, hydrodaemon, locathah,
nightswimmer, pond drinker, tsathar Outsider (earth): thoqqua
(Giant): stone troll, two-headed troll, tunnel brute Outsider (fire): azer, magmin, rast, thoqqua
Humanoid: locathah, mâlites, skulk, stone troll, two- Outsider (lawful): achaierai, devils, formians, hellcat,
headed troll, tunnel brute inevitable, kirin, lejnth
Magical beast: aranea, blink dog, bunyip, catoblepas, Outsider (native): gorgoni, triton
digester, ethereal marauder, flail snail, giant owl,
gorgimera, gray render, greater basilisk, greater shedu, Outsider (water): tojanida
greymalkin, hippocampus, kamadan, krenshar, pyrolisk, sea
cat, shedu, sphinxes, spider eater, yrthak Plant: phantom fungus, shrieker, tendriculos, thorny
180
Appendix V:
Monsters by
Challenge Rating
Listed below are the monsters that appear in this book, CR 9
organized alphabetically by challenge rating. Variant androsphinx, formian royal guard, greater chaosiic, junk
monsters are not listed and dragons are only listed at their elemental (greater), lejnth, yrthak, zelekhut
stated age categories.
CR 10
delver, evil eye, greater shedu, greed dragon (adult), sloth
CR 1/3 dragon (adult), wrath dragon (young)
locathah
CR 11
CR 1 aerial servant, battle imp, envy dragon (adult), herensugue
brownie, cooshee, doll devil, formian worker, grig, demon, junk elemental (elder), lust dragon (adult), master
grimlock, junk elemental (small), killer frog, krenshar, chaosiic
shrieker, skulk
CR 12
CR 2 abyssal basilisk, gluttony dragon (adult), kirin, kolyarut,
azer, blink dog, ethereal filcher, mâlite warrior, stone paigoel demon, pride dragon (adult)
troglodyte, thoqqua, triton
CR 13
CR 3 ancestor chaosiic, judgement devil,
aranea, cobra-back inphidian, common inphidian, dancer
charmer inphidian, decapus, ethereal marauder, gorgoni, CR 14
giant owl, grick, junk elemental (medium), magmin, formian queen, nightwing, wrath dragon (adult)
phantom fungus, pond drinker, pyrolisk, thorny, werebear,
wereboar CR 15
felius demon, greed dragon (ancient), marut, sloth dragon
CR 4 (ancient)
bunyip, crypt thing, flail snail, formian warrior, giant dire
frog, howler, kamadan, necrophidius, scavenger worm, sea CR 16
cat, tentamort envy dragon (ancient), lust dragon (ancient), nightwalker,
shadow angel devil
CR 5
achaierai, arrowhawk, black skeletons, greymalkin, junk CR 17
elemental (large), night adder inphidian, possessor, rast, gluttony dragon (ancient), pride dragon (ancient)
rattler inphidian, ravid, spider eater, tojanida, weretiger
CR 18
CR 6 juggernaut, nightcrawler
belker, catoblepas, digester, formian taskmaster, greed
dragon (young), hieracosphinx, lesser chaosiic, shedu, sloth CR 19
dragon (young), tendriculos, two-headed troll wrath dragon (ancient)
CR 7 CR 21
chaos beast, criosphinx, greater basilisk, hydrodaemon, titan
medial chaosiic, domination devil, envy dragon (young),
hellcat, jubear, junk elemental (huge), lurker above, lust CR 22
dragon (young), phasm, soul eater, stone troll, tunnel brute nightswimmer
CR 8 CR 27
athach, bodak, destrachan, gorgimera, gluttony dragon chaosiic lord of the insane
(young), gray render, phrenic scourge, pride dragon
(young), trapper CR 29
chaosiic lord of entropy
181
Appendix VI:
Monsters by Terrain
Listed below are the monsters that appear in this book, Planar (Abaddon – Evil)
organized alphabetically by terrain. hydrodaemon
182
River/Lake
hippocampus, pond drinker, triton
Swamp (Cold)
catoblepas
Swamp (Temperate)
catoblepas, giant dire frog, killer frog, tendriculos, tsathar
Swamp (Warm)
catoblepas, giant dire frog, gray render, killer frog,
Underground
crypt thing, decapus, delver, destrachan, ethereal filcher,
flail snail, gray render, grick, grimlock, killer frog, lurker
above, phantom fungus, phrenic scourge, possessor,
scavenger worm, shrieker, tentamort, thorny, tsathar,
tunnel brute
183
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Grim Tales, Firearms game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
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Grim Tales, Spellcasting game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Vehicle game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Hammer and Helm, © 2002, Green Ronin Publishing; Author Rodney Thompson.
Hot Pursuit, © 2005, Corey Reid, published by Adamant Entertainment, Inc.
Hyperconscious: Explorations in Psionics © 2004 Bruce R Cordell. All rights reserved.
Immortals Handbook, © 2003, Craig Cochrane.
Interface Zero, © 2008, Reality Deviant Publications, Authors Matt Conklin, Hal Maclean, Patrick Smith, David Jarvis
Interface Zero, Modern20 edition, © 2009 reality deviant publications, Authors Charles Rice, Matt Conklin, Hal Maclean, Patrick Smith, David Jarvis
Lava Children from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jim Donohoe.
Labyrinth LordTM © 2007, Daniel Proctor. Author Daniel Proctor.
Lethal Lexicon, © 2007, Octavirate Entertainment.
Lux Aeternum, © 2006, BlackWyrm Games; Author Ryan Wolfe, with Dave Mattingly, Aaron Sullivan, and Derrick Thomas.
Martial Arts20 © 2007, RPGObjects; Author Charles Rice.
Mecha vs. Kaiju, © 2006, Big Finger Games; Author Johnathan Wright
Minions v3.5 © 2003, Bastion Press, Inc
Mobat from the Tome of Horrors. © 2002, Necromancer Games, Inc. Author Scott Greene and Clark Peterson, based on original material by Gary
Gygax.
Modern Player’s Companion, © 2003, The Game Mechanics, Inc; Author: Stan!
Moloch from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Monster Geographica: Hill & Mountain © 2005, Expedtious Retreat Press
Monster Geographica: Underground, © 2004, Expeditious Retreat Press
Monster’s Handbook, © 2002, Fantasy Flight Publishing, Inc.
Monte Cook Presents: Iron Heroes, © 2005, Monte J. Cook. All rights reserved.
Monte Cook’s: Arcana Unearthed, © 2003, Monte J. Cook. All rights reserved.
Mutant FutureTM © 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan Denison.
Mutants and Masterminds © 2002, Green Ronin Publishing.
Mutants & Masterminds, Second Edition, © 2005, Green Ronin Publishing; Author Steve Kenson.
Mutants & Masterminds Annual #1, © 2004, Green Ronin Publishing, LLC; Editor Erik Mona.
Mythic Heroes, © 2005, Benjamin R. Durbin, published by Bad Axe Games, LLC.
OGL Horror, © 2003, Mongoose Publishing Limited.
One on One Adventures #1: Gambler’s Quest, © 2004, Expeditious Retreat Press, Author William L. Christensen
One on One Adventures #2: The Star of Olindor , © 2005, Expeditious Retreat Press, Author Mathew J. Hanson
One on One Adventures #3: The Forbidden Hills , © 2006, Expeditious Retreat Press, Author: Suzi Yee
One on One Adventures #4: The Sixth Cavalier , © 2006, Expeditious Retreat Press, Author Peter Weekes
One on One Adventures #6.66: The Pleasure Prison of the B’thuvian Demon Whore , © 2006, Expeditious Retreat Press, Author Joseph Browning
One on One Adventures Compendium, © 2009 Expeditious Retreat Press
The Book of Immortals © 2004, Mongoose Publishing.
The Quintessential Druid © 2002, Mongoose Publishing.
Out for Blood, © 2003, Bastion Press; Author E.W. Morton
Possessors: Children of the Outer Gods, © 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin.com.
Post-Apocalypse20, © 2007, RPGObjects; Author Charles Rice
Relics and Rituals: Excalibur,© 2004, White Wolf Publishing, Inc.
Remarkable Races. © 2009, Alluria Publishing; Author: J. Matthew Kubisz
Rokugan, © 2001 AEG
Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary
Gygax
Sea of Blood ©2001 Mongoose Publishing
Shaman's Handbook, © 2002, Green Ronin Publishing; Author Steve Kenson.
Silver Age Sentinels d20, © 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
Skull & Bones ©2003, Green Ronin, Green Ronin Publishing, Authors Ian Sturrock, T.S. Luikart, and Gareth-Michael Skarka.
Spycraft © 2002, Alderac Entertainment Group.
Spycraft Espionage Handbook, © 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
Spycraft Faceman/Snoop Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver.
Spycraft Fixer/Pointman Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Scott Gearin.
Spycraft Mastermind Guide, © 2004, Alderac Entertainment Group, Inc.; Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver.
Spycraft Modern Arms Guide, © 2002, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Tim D’Allard, Rob Drake, Michael Fish, Scott
Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon.
Spycraft Soldier/Wheelman Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B. D. Flory, Scott
Gearin, Patrick Kapera.
Spycraft U.S. Militaries Guide, © 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.
Spycraft, © 2005, Alderac Entertainment Group.
Supers20 © 2007, RPGObjects; Author Charles Rice.
Swords of Our Fathers © 2003, The Game Mechanics.
Tagar’s Tomes of Troubles: Traps, © 2005, Dog Soul Publishing, Sean C. Frolich and Deborah Balsam.
Tales of the Caliphate Nights, © 2006, Paradigm Concepts, Inc., Author Aaron Infante-Levy
Technothrillers, a True20 Espionage Roleplaying Toolkit , © 2008 Reality Deviant Publications, Authors Michael Daumen, Patrick Smith.
The Cavalier's Handbook, © 2004, Green Ronin Publishing; Author Robert J. Schwalb.
The Heartlands: Land of Reverie, © 2007, Expeditious Retreat Press; Author Joseph Miller.
The Mastermind’s Manual, © 2006, Green Ronin Publishing; Author Steve Kenson.
The Mother of All Treasure Tables © 2006, Necromancer Games, Inc.; Designed by Daniel Brakhage, Vicki Potter and the Tabletop Adventures crew
including Christopher A. Field, K. H. Keeler, Rodney Lucas, John Walsh, Steve Honeywell, Martin Ralya, Deborah Balsam and Darren Pearce; Tabletop
Adventures can be found at www.tabletopadventures.com.
The Noble Wild © 2008 by Lee Garvin and Skirmisher Publishing LLC.
The Pathfinder Chronicles Campaign Setting © 2008, Paizo Publishing; Author: Stan!, Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn,
Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason
Eric Nelson, Jeff Quick, Sean K Reynolds, David Schwartz, Leandra Christine Schneider, F. Wesley Schneider, Amber E. Scott, Owen K.C. Stephens, Todd
Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, JD Wiker.
The Psychic’s Handbook, © 2004, Green Ronin Publishing; Author Steve Kenson.
The Quintessential Fighter, © 2001 Mongoose Publishing
The Psychic’s Handbook, © 2004, Green Ronin Publishing; Author Steve Kenson.
The Seven Saxons, by Benjamin R. Durbin and Ryan Smalley, © 2005, Bad Axe Games, LLC.
Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
True20 Adventure Roleplaying, © 2005, Green Ronin Publishing; Author Steve Kenson.
True20 Bestiary, © 2006, Green Ronin Publishing; Author Matthew E. Kaiser.
True20 Companion, © 2007, Green Ronin Publishing, LLC; Authors Erica Balsley (Horror Adventures), Dave Jarvis (Modern Adventures), Matthew
Kaiser (Fantasy and Space Adventures), Steve Kenson (Role Creation), Sean-Preston (Horror Adventures)
Ultimate Equipment Guide, © 2002, Mongoose Publishing.
True20 Cybernetics, © 2006, Green Ronin Publishing; Author Philip Reed.
True20 Expert’s Handbook, © 2007, Green Ronin Publishing, LLC; Author Joseph Miller.
Undead Ooze from Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Sword & Sorcery Studios.
Ultramodern Firearms, © 2002, Green Ronin Publishing; Author Charles Mc- Manus Ryan.
Unearthed Arcana © 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
Untapped Potential: New Horizons in Psionics © 2006 Brian Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo- Perez, Will Elyea
Wrath & Rage, © 2002, Green Ronin Publishing, Author Jim Bishop
Denizens of Avadnu © 2003, The Inner Circle.
Creature Collection III: Savage Bestiary © 2003, White Wolf Publishing, Inc.
Creature Collection Revised © 2003, White Wolf Publishing, Inc.
Necromancer’s Legacy—Thee Compleat Librum ov Gar’Udok’s Necromantic Artes Copyright 2002, Mystic Eye Games & Ambient Inc.
Spells & Spellcraft © 2002, Fantasy Flight, Inc.
Secret College of Necromancy, © 2002, Green Ronin Publishing; Authors David “Zeb” Cook and Wolfgang Baur.
Oathbound: Domains of the Forge © 2002, Bastion Press, Inc.
Nyambe: African Adventures © 2002, Trident Inc. d/b/a Atlas Games; author Christopher W. Dolunt.
Ancestral Vault © 2003, Trident Inc. d/b/a Atlas Games; authors Christopher W. Dolunt and Chris Jones.
Paths of the Magi © 2003, Troll Lord Games; Authors Sean K. Reynolds, Jeff Quick, W. Jason Peck, and Mike McArtor.
Arms and Armor v3.5, © 2004, Bastion Press, Inc.
Relics & Rituals 2: Lost Lore © 2002, White Wolf Publishing, Inc.
The Penumbra Fantasy Bestiary © 2003, Trident Inc., d/b/a Atlas Games; editor Michelle A. Brown Nephew.
Dragons © 2001, Alderac Entertainment Group, Authors A. A. Acevedo, J. Darby Douglas III, Peter Flanagan, Andrew Getting, Mike Leader, Mike
Mearls, jim pinto, Ree Soesbee, Douglas Sun.
Magic of Rokugan © 2002, Alderac Entertainment Group.
Rokugan © 2001, Alderac Entertainment Group.
Undead © 2001, Alderac Entertainment Group; Authors: Noah Dudley, Andrew Getting, Travis Heerman, Mike Mearls, Jim Pinto, Ree Soesbee, Eric
Steiger, Douglas Sun and Rich Wulf.
3E Tower © 2000-2002, John T. Dodson; Author: John T. Dodson.
Mythic Races © 2001, Fantasy Flight, Inc.
Encyclopedia Arcane: Necromancy – Beyond the Grave © 2001, Mongoose Publishing.
The Quintessential Cleric © 2002, Mongoose Publishing.
The Quintessential Wizard © 2002, Mongoose Publishing.
The Primal Codex © 2001, Netherland Games Inc.
Creature Collection © 2000, Clark Peterson
Creature Collection 2: Dark Menagerie © 2001, White Wolf Publishing, Inc.
Hollowfaust: City of Necromancers © 2001, White Wolf Publishing, Inc.
Mithril: City of the Golem © 2001, White Wolf Publishing, Inc.
Relics & Rituals © 2001, Clark Peterson
Librum Equitis Vol 1 © 2001, Ambient, Inc.; Author Matthew Jason Parent
Thee Compleat Librum ov Gar’Udok’s Necromantic Artes © 2002, Ambient Inc.; Authors M Jason Parent, Denise Robinson, Chester Douglas III
Occult Lore © 2002, Trident Inc. d/b/a Atlas Games; authors Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb.
The Wise & the Wicked © 2001, White Wolf Publishing, Inc.
The Divine and the Defeated © 2001, White Wolf Publishing, Inc.
Burok Torn: City Under Siege © 2002, White Wolf Publishing, Inc.
Vigil Watch: Warren of the Ratmen © 2002, White Wolf Publishing, Inc.
Secrets & Societies © 2002, White Wolf Publishing, Inc.
Wilderness & Wasteland © 2002, White Wolf Publishing, Inc.
Scarred Lands Campaign Setting: Ghelspad © 2001, White Wolf Publishing, Inc.
Serpent in the Fold: Serpent Amorpha Cycle, Book I © 2002, White Wolf Publishing, Inc.
Calastia: Throne of the Black Dragon © 2002, White Wolf Publishing, Inc.
Scarred Lands Gazetteer: Termana © 2002, White Wolf Publishing, Inc.
The Serpent and the Scepter: Serpent Amorpha Cycle, Book II © 2002, White Wolf Publishing, Inc.
Hornsaw: Forest of Blood © 2002, White Wolf Publishing, Inc.
The Penumbral Pentagon © 2003, White Wolf Publishing, Inc.
Shelzar: City of Sin © 2003, White Wolf Publishing, Inc.
The Serpent Citadel: Serpent Amorpha Cycle, Book III © 2003, White Wolf Publishing, Inc.
Blood Bayou © 2003, White Wolf Publishing, Inc.
Player’s Guide to Wizards, Bards, and Sorcerers © 2003, White Wolf Publishing, Inc.
Player’s Guide to Fighters and Barbarians © 2003, White Wolf Publishing, Inc.
Player’s Guide to Clerics and Druids © 2003, White Wolf Publishing, Inc.
Player’s Guide to Rangers and Rogues © 2003, White Wolf Publishing, Inc.
Scarred Lands Campaign Setting: Termana © 2003, White Wolf Publishing, Inc.
Vigil Watch: Secrets of the Asaatthi © 2003, White Wolf Publishing, Inc.
The Faithful and the Forsaken © 2003, White Wolf Publishing, Inc.
If Thoughts Could Kill © 2002 Bruce R. Cordell. All Rights Reserved.
Broadsides!: Naval Adventuring © 2003, Living Imagination, Inc.
Freeport The City of Adventure, © 2002, Green Ronin Publishing ; Authors Matt Forbeck and Chris Pramas.
The Book of Eldritch Might © 2001-3 Monte J. Cook. All Rights Reserved.
The Book of Eldritch Might II: Songs and Souls of Power © 2002-3 Monte J. Cook. All rights reserved.
The Book of Eldritch Might III: The Nexus © 2003 Monte J. Cook. All rights reserved.
Alchemy & Herbalists © 2002, Bastion Press, Inc.
Arcana: Societies of Magic, © 2001, Kevin Brennan and James Maliszewski
Arms & Armor, © 2001, Bastion Press, Inc.
Artifacts of the Ages: Swords and Staves © 2003, The Game Mechanics, Inc.; Authors JD Wiker and Rich Redman
Bestiary of Loerem, © 2002, Sovereign Press
Bow & Blade: A Guidebook to Wood Elves, © 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Thomasson
Codex Arcanis, © 2001, Paradigm Concepts, Inc.; Author Scott Charlton, Brian Dalrymple, Jarad Fennell, Matt Forbek, Shawn Havraneck, Henry Lopez,
William Simoni, Eric Weiner, based upon the original concept by Henry Lopez.
Common Ground II – Guard Towers, Private Clubs and Thieves Guild Copyright 2002, Bard’s Productions, LLC
Creature Catalog, © 2001, Scott Greene, http://www.enworld.org/cc
Crime and Punishment, © 2003, Trident, Inc. d/b/a Atlas Games; Author Keith Baker
d20 Firearm Mechanics, © 2001, Kenneth S. Hood
d20 Skills-n-Feats Martial Arts System, © 2001, Kenneth S. Hood
d20 Skills-n-Feats Psionics System, © 2001, Kenneth S. Hood
Dark Walkers © 2003, Mystic Eye Games; Authors Steven Creech and Kevin Ruesch
Dawnforge © 2003, Fantasy Flight Publishing, Inc.
Deadlands d20 © 2001, Pinnacle Entertainment Group, Inc.
Death in Freeport, © 2000, Green Ronin Publishing
Diomin, © 2000, OtherWorld Creations, Inc.
Dragonstar: Starfarer’s Handbook © 2001, Fantasy Flight Publishing, Inc.
Dungeons, © 2000, Alderac Entertainment Group
Dynasties and Demagogues, © 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott
Egyptian Gods, © 2002, Bastion Press
Eldest Sons: The Essential Guide to Elves, © 2002, Paradigm Concepts, Inc.
e-Minions: Cunning Creatures, © 2001, Bastion Press
Encyclopaedia Arcane: Demonology © 2001, Mongoose Publishing
Evil, © 2001, Alderac Entertainment Group
Fading Suns d20, © 2001, Holistic Design, Inc; Authors Bill Bridges and Andy Harmon
Faeries © 2003, Bastion Press, Inc.
Forbidden Kingdoms, Copyright 2002, OtherWorld Creations, Inc.
Forged in Magic, Copyright 2002, Paradigm Concepts, Inc.
From to Steel © 203, MonkeyGod Enterprises LP.
Good, © 2003, Alderac Entertainment Group
Grim-n-Gritty Hit Point and Combat Rules, © 2001, Kenneth S. Hood
Hammer & Helm: A guidebook to Dwarves, © 2002, Green Ronin Publishing; Author Jesse Decker
Interludes: Brief Expeditions to Bluffside © 2001, Thunderhead Games, Inc.
Into the Black © 2003, Bastion Press, Inc.
Into the Green © 2003, Bastion Press, Inc.
Jade Dragons and Hungry Ghosts, © 2001, Green Ronin Publishing; Authors Wolfgang Baur, David “Zeb” Cook, Erik Mona, Leon Phillips, Chris
Pramas, and Steven E. Schend
Love and War, © 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart
Magus, © 2001, Hector Hernandez
Masters of Arms © 2002, Steven Palmer Peterson.
Mercenaries, © 2002, Alderac Entertainment Group
Minions: Fearsome Foes, Copyright 2001, Bastion Press
Monster, © 2002, Alderac Entertainment Group
Nightmares & Dreams: A Creature Collection , © 2001, Mystic Eye Games
Nightmares & Dreams II: A Creature Collection , © 2002, Mystic Eye Games
Oathbound: The Plains of Penance, © 2003, Bastion Press
Oathbound: Wrack & Ruin, © 2003, Bastion Press
Seas of Blood – Fantasy on the High Seas © 2001, Mongoose Publishing
Seven Strongholds © 2002, Trident Inc. d/b/a Atlas Games; author Robin D. Laws
The Tide of Years, © 2001, Michelle A. Brown Nephew
Pale Designs: A Poisoner’s Handbook , Copyright 2002, Bastion Press
Path of Faith Copyright 2002, Fantasy Flight Publishing, Inc.
Path of Shadow, Copyright 2002, Fantasy Flight Publishing, Inc
Path of the Sword Copyright 2002, Fantasy Flight Publishing, Inc.
Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author Matthew Sernett
Seafarer’s Handbook, Copyright 2001, Fantasy Flight Publishing, Inc.
Spycraft, Copyright 2002, Alderac Entertainment Group
Swashbuckler, Copyright 2001, Felix Lim Jr.
Testament: Roleplaying in the Biblical Era copyright 2003, Green Ronin Publishing; Author Scott Bennie
The Codex Compendium, Copyright 2002, Paradigm Concepts, Inc.
The Devil Player’s Guide Copyright 2003, Fast Forward Entertainment, Inc.
The Lore of the Gods: The Asgardians, © 2002, Bastion Press
The Lore of the Gods: The Olympians, © 2002, Bastion Press
The Quintessential Rogue, © 2002, Mongoose Publishing
The Tomb of Abysthor © 2001, Necromancer Games, Inc., Authors Clark Peterson and Bill Webb
The Village of Briarton © 2003 by Gold Rush Games; Authors Patrick Sweeney, Christina Stiles; Editing and Additional material by Spike Y. Jones
The Witch’s Handbook, © 2002, Green Ronin Publishing; Author Steve Kenson
Tome of Horrors, © 2002, Necromancer Games Inc., Author Scott Greene, based upon original material by Nigel Morgan
Torn Asunder: Critical Hits, © 2003, Bastion Press, Inc.
Tournaments, Fairs, and Taverns, © 2002, Natural 20 Press
Traps & Treachery © 2001, Fantasy Flight Publishing, Inc.
Uncommon Character © 2003, Trident Inc., d/b/a/ Atlas Games
Undead, © 2000, Alderac Entertainment Group
Villains, © 2002, Bastion Press, Inc.
Vitality and Wound Points, A d20 System Conversion Guide , © 2000 by Bradley D Thompson
War, © 2002, Alderac Entertainment Group
Way of the Witch, © 2002, Citizen Games; Authors Janet Pack, Jean Rabe, Megan Robertson, and Christina Stiles
Waysides: Book of Taverns © 2003, Eden Studios, Inc.
Weird Wars, Weird War Two, © 2001, Pinnacle Entertainment Group, Inc.
Wild Spellcraft, © 2002, Natural 20 Press
Dread Codex, © 2005 Adamant Entertainment. Author: Bret Boyd.
The Grand OGL Wiki, http://grandwiki.wikidot.com © 2008-2009 Purple Duck Creations; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George
Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr,
John Fraser, Jonathon Thompson, Tom.
Eldritch Sorcery © 2005, Necromancer Games, Inc.; Authors Patrick Lawinger, Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt,
Casey W. Christofferson, Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale,
Richard Hughes, Robert Hunter, Al Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary Schotter, Joe Walmsley,
and Bill Webb.
Monte Cook’s Arcana Evolved © 2005 Monte J. Cook. All rights reserved.
The Book of Iron Might © 2004 Monte J. Cook.All rights reserved.
Feats 101 © 2009 Steven D. Russell, Author Steven D. Russell.
The Genius Guide To: Dream Magic. © 2010, Super Genius Games. Author: Owen K.C. Stephens
Giant Lore © 2003, Fantasy Flight Publishing, Inc.
The Iconic Bestiary: Classics of Fantasy © 2005, Lions Den Press;Author Ari Marmell
The Grand OGL Wiki, http://grandwiki.wikidot.com © 2008-2009 Purple Duck Creations; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George
Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr,
John Fraser, Jonathon Thompson, Tom.
Monster Encyclopaedia Volume 1 © 2004, Mongoose Publishing Ltd.
Character Clip Art & Color Customizing Studio. © 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, art and illustrations by
Larry Elmore.
Paths of Power. © 2009, 4 Winds Fantasy Gaming; Authors Sean O’Connor and Patricia Willenborg, with Connie J. Thomson and Robert W. Thomson.
Possessors: Children of the Outer Gods © 2003, Philip Reed and Christopher Shy,
www.philipjreed.com and www.studioronin.com.
Vilstrak from the Tome of Horrors, © 2002, Necromancer Games., Inc.;Author Scott Greene, based on original material by Gary Gygax.
School of Evocation © 2003, Fantasy Flight Publishing, Inc.
Aerial Servant from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by
Gary Gygax.
Brownie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Bunyip from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Dermot Jackson.
Cooshee from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Crypt Thing from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.
Decapus from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
Flail Snail from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.
Gorgimera from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Greater Basilisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Hippocampus from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Erica Balsley, based on original material by
Gary Gygax.
Hydrodaemon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Inphidians from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
Kamadan from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth.
Lurker Above from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Monstrous Frog from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material
by Gary Gygax.
Necrophidius from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.
Pyrolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Ssendam, the Slaad Lord of the Insane from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Charles Stross.
Shedu from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Skulk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth.
Soul Eater from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by David Cook.
Tentamort from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Mike Roberts.
Thorny from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Trapper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Two-Headed Troll from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Oliver Charles
MacDonald.
Tsathar from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson.
Ygorl, the Slaad Lord of Entropy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Charles Stross.
Tome of Horrors II © 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim
Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte
Cook.
Tome of Horrors III © 2005 Necromancer Games, Inc.; Author: Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale,
Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb.
Book of Templates: Deluxe Edition © 2003, Silverthorne Games; Authors Ian Johnston and Chris Sims.
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Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.
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By Mark Gedak
and Stefen Styrsky
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