a
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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 hpWELCOME!
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 withprevious 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 packsBestiary
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 priorinstructions, 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 memorythat 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.
ANSICombat
‘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