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Twisted Lore

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Twisted Lore

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a \ A> f *420 System’ and the “420'8 Wizards of the Coast and are oi. 0. COVERDESIGN Brian Schomburg EDITING: 4 ee < Greg Benage, Rob Vaughn, Kevin Wilson ‘ART DIRECTION, Kevin Wilson and Rob Vaughn ‘TABLE oF Contents ALPHABETICAL ListinG OF Monsters BY TYPE. Name (CR) Page ‘Name (CR) Page Bloodgnarl Tree (6) 4 Ooze Swallower (4) 31 Doppel Steed (4) 5 Pain Wisp (2) 32 Exocrine Crawler (5) 8 Phantasmal Jelly (7) 33 Face Hunter (6) 5 Poltergeist Worm (14) 35 Feign Beast (7) 9 Sailor's Bane (9) 36 Glut Snail (4) i Silent Snatcher (5) 38 Gorger (5) 12 ‘Skirr (1/2) 40 Gorger Larva (1/2) 13 Skywhale (17) 4B Greater Lycanthropes (6-8) 14 Sound Devourer (7) 45 Husk (8) 18 Steel Ooze (8) 47 Lurcher (6) 20 Vile (15) 48 Mana Symbiote (1/2) 21 Waywatcher (6) SI Mangle Folk (6) 2: Yeoman Jelly (3) 52 Mind Rider (1) 25 Mind Steed (1) 26 Appendix: Templates 54 Ooze Queen (16) 2 Swarm Drones 54 Ooze Sentry (3) 30 Alternate Lycanthropes 58 Derinition OF ABERRation TYPE —_DeFinition OF OOZE TyPE ‘An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Hit Die: a8 Attack Bonus: As cleric (Total HD*3/4) Good Saving Throws: Will Skill Points: +2 per extra HD Feats: +1 per 4 extra HD Notes: Unless noted otherwise, aberrations have darkvision with a range of 60 feet. Deninition OF SHAPECHANGER TYPE This type of creature has a stable body but can assume other forms. Hit Die: a8 Attack Bonus: As cleric (Total HD*3/4) Good Saving Throws: Fortitude, Reflex, Will Skill Points: +1 per extra HD Feats+1 per 4 extra HD Notes: Unless noted otherwise, shapechangers have darkvision with a range of 60 feet. ‘An ooze is an amorphous or mutable creature, Hit Die: 40 Attack Bonus: Total HDx3/4 (as cleric) Good Saving Throws: None Skill Points: None Feats: None ‘Notes: Oozes are immune to poison, sleep, paral- ysis, stunning, and polymorphing. They have no ‘clear front or back and are therefore not subject to critical hits or flanking. Oozes are blind but have the blindsight special quality. They have no Intelligence scores and are therefore immune to all mind-influencing effects. Oozes have no natural armor ratings. Instead, they have bonus hit points (in addition to those from Hit Dice and Constitution scores) according to size, as shown below. Fine +0 hp Diminutive +0 hp Tiny +0hp Small +Shp Medium-size +10 hp Large +15 hp Huge +20 hp Gigantic +30 hp Colossal +40 hp WELCOME! Fantasy Flight Games is pleased to present Twisted Lore, the latest softcover book in our Legends & Lairs line of sourcebooks for the 420 System. Twisted Lore is a collection of aberrations, oozes, and shapechangers suited for use by any DM. In this book, you'll find monsters to fill many roles in your game. Each was designed for a specific purpose, explained below. ‘A large portion of the monsters in this book are designed as challenging encounters with lasting repercussions. These “grudge mon- sters” can inflict permanent harm to a party of adventurers and should be used with care. The grudge monsters in this book include: bloodg- narl tree, greater Iycanthropes, lurcher, ooze queen, phantasmal jelly, poltergeist worm, sailor’s bane, skywhale, and vile. The next largest category in this book is comprised of creatures that players wish to chase down and either tame or kill. These “chase creatures” may possess particularly valuable treasure, or they may be especially suited for domestication. The guardian ooze, ‘mana symbiote, and yeoman jelly all bond with other creatures to form beneficial partnerships, while the doppel steed and mind steed are extremely usefull (if sometimes disturbing) mounts. The exocrine crawler, feign beast, gorger, and mangefolk are predators that the PCs might have to destroy to save the unwary. There are also several creatures in this book that have adapted to fit a particular environ- ment. These “terrain creatures” give you, as the DM, some extra altematives when placing encounters in unusual locales. Ooze sentries steel oozes, and waywatchers are all suited to underground encounters, while a husk by its very nature can be encountered anywhere. ‘A few of the monsters in this book bring a plot with them when introduced into a cam- paign. You can easily create an adventure around one of these “plot creatures” when short on-ideas. The mind rider is useful when you need a sinister mastermind or silent invasion. Because the creature’s control is addictive, its “victims” will happily keep it secret. Swarm Drones are handy as an alien threat that trans- form allies into oppoents while glut snails, among other things, can carry the memories of the dead. A new type of monster in this book is the “puzzle monster.” These creatures can only be effectively fought using some trick or special ‘weapon. The pain wisp is only hurt by healing ‘magic, while the silent snatcher can regenerate its limbs indefinitely and must be pried out of its hiding place to be killed. Finally, one species in this book is intended for use as PCs and NPCs. The skirt are a low- powered flying race with some interesting cul- tural traits that players should enjoy. THE Open Game License Twisted Lore is published under the terms of the Open Game License and 420 System Trademark License. The OGL allows us to use the d20 System core rules and to publish gam- ing material derived from those rules. In fact, material that is strictly rules related is Open Content. You can use this material in your own works, as long as you follow the con- ditions of the Open Game License. You can copy the material to your website or even put it in a book that you publish and sell. Not everything in this book is Open Content, however. The names of creatures and the game statistics, mechanics, and rules derived from the d20 SRD are designated as Open Content. The descriptions of the crea- tures are closed content and cannot be repub- lished, copied, or distributed without the con- sent of Fantasy Flight Games. Al illustrations, pictures, and diagrams in this book are Product Identity and the property of Fantasy Flight Games, © 2003. The Open Game License is printed in its entirety at the end of this book. For further information, please visit the Open Gaming Foundation website at www.opengamingfoun- dation.org, i : BLOOOGNARL TREE Huge Aberration Hit Dice: 1048+53 (98 hp) Initiative: +1 Speed: 5 ft 23 (-2 size, +1 Dex, +14 natural) Attacks: 4 roots +13 melee Damage: Root 1d6+12 and paralysis Face/Reach: 10 ft. by 10 ft/15 ft Special Attacks: Improved grab, constrict, paralysis Saves: Fort +8, Ref +4, Will +5 Abilities: Str 27, Dex 12, Con 20, Int 12, Wis 7, Cha I Skills: Bluff +13, Listen +12, Spot +12 Feats: Alertness, Power Attack, Toughness Climate/Terrain: Any forest Organization: Solitary or cluster (2-5) Challenge Rating: 6 Treasure: Standard Alignment: Usually evil Advancement: 11-16 HD (Huge); 17-30 HD (Gargantuan) Contrary to its appearance, the bloodgnar tree is ‘not actually a plant. From a distance the aberration appears to be a tall, warped, strangely slimy tre. It is able to move, albeit slowly, and can match its foliage to the real trees around it, Its even able to lose its leaves in the winter and regrow them in the summer if it chooses. A bloodgnarl tree stands between 20 ft. and 30 ft tall. Is trunk and branch- 5 are covered with a thin film of dripping slime. Hanging from the bloodgnarl’s trunk are one or ‘more throbbing red sacks, each about 6 ft. long. ‘These are digestive sacks—after the tree has inca- pacitated a victim, it will lower the body into these sacks to be slowly consumed by the digestive juices within, a process that can take up to 12 hours for a Medium-size creature. The bloodgnarl tree's tentacles act as “roots.” ‘When prospective prey moves into range, these flexible roots burst out of the ground to attack. They ate covered with very fine but painful sting- ing hairs and can excrete a paralyzing toxin, These roots are also used to handle and wave objects to get the attention of potential victims, and the bloodgnar! is even able to pump air through them, giving it some limited ability to create sounds. Comat A bloodgnarl tree is not content to wait for prey to come within its reach; it may bait traps with previous victims or their equipment. One of its favorite tricks is to hold up a partially digested creature’s upper torso and to control it like a pup- peteer, making the body appear to wave its arms and cry out for help until some hero valiantly but foolishly tries to come to the rescue. ‘Once a vietim moves close enough, the bloodg- nari’s roots erupt from the ground to grab and sting the prey. Ifthe victim does not fall with one hit the tree uses its paralyzing toxin, Only afterall. com- batants have been subdued does the bloodgnar tree begin the slow process of feasting on its prey. If the paralysis wears off before the digestive process is complete the tree will give the victim another dose of toxin Improved Grab (Ex): A bloodgnarl tree can use its roots to grapple any enemy of up to Large size by making a successful root attack. If it gets a hold, the root can constrict. Constriet (Ex): Once a bloodgnarl tree has made a successful grab against a creature, it can constrict. Constriction does full root damage and paralysis, if the tree so chooses. Paralysis (Ex): When the bloodgnarl tree does root damage to an enemy it may also choose to attempt to paralyze it. Each root can produce enough venom to paralyze one Large creature, two Medium-size creatures, four Small creatures, etc., each hour. Victims of a paralysis attack must make a Fortitude saving throw (DC 17) or be paralyzed for 246%10 minutes. Curtain CRAWLER. Medium-Size Shapechanger Hit Dice: 748+21 (53 hp) Initiative: +6 Speed: 50 ft, climb 25 ff AC: 21 (+6 Dex, +5 natural) Attacks: 2 claws +11 melee, bite +6 melee Damage: Claw 1d6+2, bite 1d8+1 25 ft by 5 ft/5 ft intangle, rend, spines Adaptive blind, spider climb, natural traps Saves: Fort +8, Ref +11, Will +8 Abilities: Str 14, Dex 22, Con 16, Int 8, Wis "16, Cha 12 Skills: Hide +8*, Move Silently +12, Spot +8, Search +8, Wilderness Lore +7 Feats: Weapon finesse (claw, bite) Climate/Terrain: Any ‘Treasure: Standard Alignment: Usually evil ‘Advancement: 8-13 HD (Medium); 13-20 HD (Large) Curtain crawlers are vaguely humanoid crea- tures covered in ridged exoskeletons. Their matte-black shells bristle with spines. They have compact triangular heads attached to slen- der armored necks. Eight eyes are arranged in squares on the flat planes of their skulls. These eyes glow faintly green, giving the creature a demonic appearance. Curtain crawler’s claws divide into four independent digits. Although the exoskeleton spines appear rigid, curtain crawlers can soften the tips ‘When softened the spines exude masses of long streamers that can vary in texture and thickness from individual silklike strands to tangled, thick cloth. The streamers take on whatever color and texture the creature desires. They can appear to be hanging moss, spidet webs, vines, or even rotted curtains. Whatever the appearance, the strands retain the same strength and weight as those of a Medium-size monstrous spider (Break DC 26, 6 hit points, hardness 0). The curtain crawler can manipulate the stream- ers or anchor them to a nearby surface. Curtain crawlers hunt in roving packs Bestiary of two to five mated creatures. They move into an area, establish a nest, and then systematical- ly hunt the area until no prey remains. Once they empty an area the crawlers move on, aban- doning their nest. There is a 30% chance that they also leave behind 2410 eggs that will hatch in one year. Curtain crawlers hunt by creating large ‘net fields’ of anchored streamers that they then hide within, The creatures wait for one or more tar- gets to become entangled in the streamers, then sweep down for the kill, Ifthe inanimate strands do not capture the prey, a crawler tries to wrap the creature with its active strands before attacking Crawlers’ nests are constructed from stream- ers and loose materials in the environment. Bits of the creatures” former prey hang in the walls like grisly trophies. Any treasure the creatures possess is buried in walls and floor. Crawlers seem to have some sort of telepathic bond by which they communicate, but speak no known language. Combat Curtain crawlers rely on ambush tactics and ‘raps to disable their prey. They attack with insane fury, fighting until killed. If possible each crawler attacks an individual target, although they will concentrate attacks on partic- ularly tough foes. Natural Traps (Ex): By taking a full hour each crawler can fill a 20 ft. cube with dangling streamers, These streamers act exactly like a web spell, automatically trapping any creatures that enter the area unaware of the danger they pose. Curtain crawlers may move though their ‘own traps without becoming entangled. The streamers are subject to fire just as a web spell. Detecting a natural trap requires a Search check (DC 20) or a Spot check (DC 30) to notice that they are not natural. If hiding in their own traps, curtain crawlers receive a +10 bonus to their Hide skill checks. If they gain a surprise round while hiding in their traps, crawlers may also make their first entanglement attack as part of any move action. Entanglement (Ex): As a standard action crawlers can launch their streamers at a single target within 40 ft. The target must make a Reflex save (DC 16). Ifthe target succeeds then his movement is reduced by —10 ft. per round until he removes the streamers with a standard action that does not provoke attacks of oppor- tunity. If he fails then he is considered grap- pled by the strands and may take no actions other than moving 5 ft. in any direction, attempting to make an Escape Artist or Strength check (DC 20) to break free, or attacking unarmed or with a light weapon. Attempting to escape is a full round action that may provoke attacks of opportunity. Spider Climb (Su): Curtain crawlers can spider climb as the spell at any time. Spines (Ex): Anyone grappling with an cur- tain crawler must accept a —4 penalty to his grapple check or suffer 1d6 points of piercing damage from the creature’s spines. Rend (Ex): A curtain crawler that hits with both claw attacks may rend an opponent with its powerful set of inner jaws. This automatically deals an additional 2d8+2 points of damage. DOPPEL 8tEEO Large Shapechanger Hit Dice: 448+12 (30 hp) Initiative: +2 (Dex) Speed: 60 ft. (120 ft, burrow 15 ft, climb 20 ft, fly 30 ft. (perfect), swim 30 ft.) AC: 18 (+2 Dex, +6 natural) Attacks: 2 hooves +6 melee, bite +1 melee Damage: Hoof 1d8+3, bite 1d8+1 Face/Reach: 5 ft. by 10 ft/5 ft Special Qualities: Alter form, DR 5/-, feather fall, immunities, SR 11, scent Saves: Fort +7, Ref +6, Will +6 Abilities: Str 16, Dex 15, Con 16, Int 5, Wis 15, Cha 8 Skills: Jump +7, Listen +6, Spot +6 Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: Treasure: None Alignment: Always neutral Advancement: 5-12 HD (Large) Originally created to give spelleasters a mount for all occasions, the doppel steed can change shape at will, being able to fly, swim, or even dig under the earth. While designed to be docile and obedient, the doppel steed can think for itself, choosing when to change form and how to avoid danger. Combat A doppel steed avoids combat if it can, but ‘obeys the commands of its rider. The doppel steed’s true value lies in its ability to take its rider nearly anywhere. Should the steed ever become separated from its rider without prior instructions, it will immediately return to the place where it was created, waiting there for its ‘owner to return. ‘Alter Form (Su): A doppel steed can alter its form at will. It is always in one of the fol- lowing forms and may switch as a free action ‘once per round. Beast of Burden: The doppel steed’s carry- ing capacity is doubled in this form. Digging Claws: The doppel steed gains a burrow movement rate of 15 ft. In addition, its hoof damage increases to 1d10+3. Skilled Leaper: The doppel steed receives a +30 bonus to all Jump checks. In addition, its {jumps are no longer limited by its height. Slippery Steed: The doppel steed is affected by a continual freedom of movement spell while in this form. Spry Steed: The doppel steed receives a +10 bonus to all Balance checks in this form and gains a climb movement rate of 20 ft. Swift Steed: The doppel steed’s base speed eases to 120 ft Underwater Steed: The doppel steed gains a swim movement rate of 30 ft. and the ability to breathe underwater. Winged Steed: The doppel steed gains a fly movement rate of 30 ft. (perfect). Feather Fall (Sp): A doppel steed may cast ‘feather fall once per day, as a free action, as a 12th-level sorcerer. Immunities (Ex): Created to survive in nearly any climate, the doppel steed has cold, fire, and electricity resistance 5. In addition, a doppel steed never ages and is immune to all poisons and diseases, mundane and magical. Lastly, a doppel steed never needs to eat, sleep, or drink. Consixuction ané Training A doppel steed costs 20,000 gp to create, including 10,000 gp for the body. First, the cre- ator must mold the steed’s body from approxi- ‘mately 250 tbs. of clay infused with 9,000 ep worth of assorted powdered gems. The creator must perform this task himself, and it requires a Craft (sculpture) check (DC 14), Afier the body is molded, the creator per- forms a magical ritual that requires a 10th-level character with the Craft Wondrous Item feat and takes two weeks to complete. During this time, the caster cannot do anything but perform the ritual, eat, and sleep, or it is disrupted and the caster must begin the ritual again (although the steed’s sculpted body may be used again), Completing the ritual requires casting poly- ‘morph other, alter self, and mending on the final day of the ritual and drains 1,000 XP from the creator. The creator must cast the spells person- ally, but they can come from outside sources, such as scrolls. Training a doppel steed is not necessary for the mage who creates it. However, they are made to be stubborn and resistant to anyone but their creators. Anyone succeeding at a Handle Animal check (DC 30) can approach one in the wild. If the animal does not attack or flee, the character may spend 1 week with the animal in an attempt to befriend it. After I week, another Handle Animal check (DC 35) is required. If successful, the animal is ready to be trained fol- Towing the normal rules for animal training. Carrying Capacity: A light load for a dop- pel steed is up to 250 pounds; a medium load is 250-500 pounds; and a heavy load is 500-750 pounds. Face Hunter. ‘Medium-Size Shapechanger ice: 9d8+9 (49 hp) Initiative: +8 Speed: 40 fi ‘AC: 16 (+4 Dex, +2 natural) Attacks: 2 claws +10 melee, or weapon +10/+5 melee Damage: Claws 1d6+4 Face/Reach: 5 ft. by 5 11/5 ft Special Attacks: Poison Special Qualities: Alter self, invisibility, mimic, scent, steal face, no self Saves: Fort +7,Ref +10, Will +8 Abilities: Str 18, Dex 19, Con 12, Int 14, Wis 14, Cha 5 Skills: Bluff +13", Hide +9, Listen +7, Move Silently +15, Spot +7, Wilderness Lore +3 Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Track | Climate/Terrain: Any land and underground ‘Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Face hunters are muscular humanoids / with blade- like claws extending from their forearms | and blank planes of flesh where their faces should be. Like a doppel . ‘ganger, the face hunter can change form, but in a more limited fashion. It may only take the form of a Medium-size humanoid whose face it has “stolen.” Those forms are limited in dura- tion, however, which forces the face hunter to constantly prey on new vietims in order to remain disguised. Unlike doppelgangers, met _ ‘son: Fortitude save (DC 16); S. “Aj initial damage Id6 tem- a , porary Dexterity, sec- Coe) face hunters are too feral and desperate to make ‘good assassins and spies. They live from one disguise to the next, never communicating or working with others. Combat A face hunter does not fight openly. It stalks, tricks, or otherwise separates its opponents one at a time from the group and kills them quietly and secretly. When faced with a lone but pow- erful foe, it will attempt to inject it with poison using spring attack, then wait for its secondary effects to make the foe immobile. If forced into ‘a comer, the face hunter escapes as quickly as ican, Poison (Ex): A face hunter’s claws excrete a powerful, paralyzing poi ‘ondary damage 2d6 temporary Dexterity. Steal Face (Su): Once an opponent has been rendered helpless (usually by means of the face hunter's poison), the face hunter may begin a bizarre ritual that cul- minates in the vietim’s face being ripped off and absorbed. The ritual may only be performed on live but help- less vietims. ‘Once a victim's face is stolen, the | ,' face hunter must + assume that crea- ture’s form immedi- ately. The ritual takes, one full minute to complete, Once completed, the face is permanently removed from the vietim’s body and every memory of the event is removed as well. Even if the victim is later brought back to life, he or she has no memory of being killed. In addition to stealing the face, the face hunter can also take one important memory that distinguishes the vietim, such as a cher- shed childhood memory or a significant event that marks the person as unique. The fa hunter can choose any memory it wishes, but most often takes the most recent and most important (marriage, coronation, rescue, etc). ‘Alter Self (Su): This ability works like alter self as cast by an 18th-level sorcerer, but the face hunter can remain in the chosen form for up to one day per Hit Die of the victim whose face it stole. When that time runs out, the face hunter is driven to hunt and steal a new identi- ty. The face hunter may resume its natural form as a free action. While a face hunter is mimicking another creature, it may use any of the following if they are better than its own: base movement, natur- al armor bonus, base attack bonus, base saving throws, special attacks, special qualities, skill ranks, feats, and spell-like abilities. It may not use the creature’s hit points, ability scores, or actual spelicasting abilities Invisibility (Su): A face hunter may cast invisibility three times per day as a spell-like ability. Additionally, by remaining motionless for 1 minute, the face hunter can become invis- ible until the next time it moves. This ability does not count against its normal castings of invisibility ‘Mimic (Su): In addition to assuming the form of anything it kills, the face hunter can also mimic the voice and mannerisms of the humanoid in question. Even those who knew the person for a lifetime have a hard time noticing a difference. The face hunter receives a +16 racial bonus to Bluff'checks made to convince others of its identity, +1 for every day spent wearing its current face. The face hunter can also mimic the sounds of any type of creature of Medium-size or smaller. It may not mimic specific voices in this way, merely the sounds and tones com- monly made by a member of a particular species. No Self (Su): Face hunters have no inherent sense of self. As such, their minds present a slippery target to most enchantments. Face hhunters gain a +4 racial bonus to saves against mitid-affecting magic. Feicn Beast arge Shapechanger AC: 19 (+3 Dex, +6 natural) Attacks: 4 tentacles +9 melee, bite +4 melee Damage: Tentacles 1d8+3 and poison, bite 2d6+1 and weakness Face/Reach: 5 ft. by 10 ft/5 ft. (10 ft. with ten- tacle) Special Attacks: Constrict 1d8+3 and poison, death strike, improved grab, poison, weak- ness Special Qualities: Alter self, ambush, immuni- ties, scent Saves: Fort +8, Ref +9, Will +8 Abilities: Str 16, Dex 17, Con 15, Int 13, Wis 15, Cha 6 Skills: Bluff +8*, Hide +10, Listen +8, Move Silently +10, Spot +8 Feats: Alertness, Combat Reflexes, Improved Initiative ClimateT Organizatio Challenge Rat ‘Treasure: None Alignment: Usually neutral evil ‘Advancement: 9-16 HD (Large); 16-24 HD (Huge) Often taking the form of a simple game animal ‘ora wounded fawn, the feign beast waits for a predator to come in for the killing blow before changing in the blink of an eye into its true form—a hideously malformed creature with jagged teeth and lashing tentacles capable of stunning or slowing the swiftest of would-be hunters. ‘A feign beast can assume the form of nearly anything it chooses but most often appears as a wounded deer, elk, o other animal of similar size. It cannot become a smaller creature with- ‘out a great deal of concentration, which weak- fens its fighting ability. However, that won't stop a hungry feign beast from impersonating a sick dog or pig and limping onto a farmer's land. Feign beasts can be found nearly anywhere in the wild, but most have learned to keep away from the longbows of dedicated rangers and the magic of druids. ANSI Combat ‘A feign beast prefers to take the shape of a nor- ‘mal animal to lure hunters and predators in. It is particularly good at mimicking the sound of wounded animal to trick adventurers. and hunters into believing its disguise. Alter Self (Su): A feign beast can assume the shape of any Small, Medium-size, or Large ani- mal. This works like alter selfas cast by an 18th- level sorcerer, although the feign beast can change back as a free action, ‘Assuming the shape of a Medium-size crea- ture reduces the feign beast’s Strength and Dexterity scores by 2 during the first round of combat as it tries to reshape properly. Assuming the shape of a Small creature reduces the feign beast’s Strength and Dexterity scores by 4 for 1d3 rounds. Adventurers that have had experience with feign beasts are allowed a Knowledge (nature) or Wilderness Lore check (DC 30) upon seeing cone in animal form. Success indicates that they notice something unusual about the creature (the deer seems larger than normal or the gazelle is amazingly calm) that may alert them to its true nature. Ambush (Ex): Feign beasts receive a +10 circumstance bonus to initiative if they take their opponents by surprise. Death Strike (Su): A feign beast uses its ten- tacles to ensnare, its poison to slow, and its amaz~ ing strength to rend a creature. Once a grappled ‘opponent is reduced to a Dexterity score of 3 or less, the feign beast may attempt a death strike as a standard action to kill its victim in one blow. The feign beast lifts the crippled body and slaps it to the ground in one sudden move. The victim is allowed a Fortitude save (DC 20) to avoid instant death. If the victim succeeds she suffers 246 points of damage, but is allowed an immediate Strength check to break free. If the feign beast maintains its hold, it may attempt the