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Myriade Monster Manual

A D20 Campaign Supplement By Preston Halcomb


October 3, 2012 Preston Halcomb A Wiggly Wolf Production Revision # 141

Table of Contents
Monsters and Races by Type....................................................................................................................5 Aberration..........................................................................................................................................5 Crimson Orb....................................................................................................................................5 Drider (Template)............................................................................................................................6 Elans .............................................................................................................................................7 Fiery Sandhog.................................................................................................................................8 Gutpuppet......................................................................................................................................8 Half-Illithid (Template)...................................................................................................................10 Kothoga........................................................................................................................................11 Mindstealer...................................................................................................................................11 Mitochondria Eve............................................................................................................................14 Nocnitsa.......................................................................................................................................15 Shivhad........................................................................................................................................16 Spellwarped Woodling Tarrasque......................................................................................................17 Wharlysk......................................................................................................................................18 Animal.............................................................................................................................................19 Blade Snake..................................................................................................................................19 Desert Rattler................................................................................................................................20 Magebred Animal (Template)...........................................................................................................22 Squirrel, Carnivorous Flying ...........................................................................................................22 Supersnake...................................................................................................................................23 Construct.........................................................................................................................................23 Manufacturing Constructs................................................................................................................23 New Spells for Construct Building.....................................................................................................24 Coal Golem...................................................................................................................................25 Golden Sphere...............................................................................................................................26 Necromantic Golem........................................................................................................................26 Razor Golem..................................................................................................................................27 Sickstone Golem............................................................................................................................29 Silver Sphere.................................................................................................................................30 Dragon............................................................................................................................................30 Faerie Dragon................................................................................................................................30 Midgard Linnorm............................................................................................................................31 Swamp Linnorm.............................................................................................................................32 Elemental.........................................................................................................................................34 Negative Plane Elemental (Necromental)...........................................................................................34 Fey..................................................................................................................................................35 Dread Nymph................................................................................................................................35 Leanan Sidhe.................................................................................................................................36 Rime Sprite...................................................................................................................................37 Satyr ...........................................................................................................................................37 Siabrie..........................................................................................................................................38 Unseelie Nymph.............................................................................................................................39 Unspeakable One...........................................................................................................................41 Giant...............................................................................................................................................41 Giant Troll ....................................................................................................................................41 Ogres ..........................................................................................................................................42 Troll ............................................................................................................................................42 Humanoid........................................................................................................................................43 Amazon .......................................................................................................................................43 Bogeyman (Template)....................................................................................................................44 Bugbears .....................................................................................................................................44 Changeling ...................................................................................................................................44 Cult Sorcerer (Template).................................................................................................................45 Duergar .......................................................................................................................................46 Dwarves, Deep .............................................................................................................................46 Dwarves, Gully .............................................................................................................................46 Dwarves, Hill ................................................................................................................................47 Elves, Drow ..................................................................................................................................47 Elves, High ...................................................................................................................................48 Gnomes, Forest ............................................................................................................................48 Last printed 8/11/2011 11:56:00 a8/p8 2

Gnomes, Rock ..............................................................................................................................49 Gnomes, Svirfneblin ......................................................................................................................49 Goblin ..........................................................................................................................................50 Gnoll ...........................................................................................................................................50 Half-Elves ....................................................................................................................................51 Half-Orcs .....................................................................................................................................51 Halflings, Deep .............................................................................................................................51 Halflings, Lightfoot ........................................................................................................................51 Halfling, Tallfellow .........................................................................................................................52 Hobgoblin ....................................................................................................................................52 Humans .......................................................................................................................................52 Kender ........................................................................................................................................52 Kobolds .......................................................................................................................................53 Lizardfolk .....................................................................................................................................54 Lost (Template).............................................................................................................................54 Maenads ......................................................................................................................................55 Orc ..............................................................................................................................................55 Pseudo-Undead (Template).............................................................................................................55 Troglodyte ....................................................................................................................................56 Xephs ..........................................................................................................................................57 Magical Beast...................................................................................................................................57 Beast of Chaos (Template)..............................................................................................................57 Bunyip..........................................................................................................................................58 Chupacabra...................................................................................................................................58 Draco-Sphinx................................................................................................................................59 Pyrotarrasque................................................................................................................................59 Tlalusk..........................................................................................................................................61 Valicorn (Template)........................................................................................................................61 Wendigo (Template).......................................................................................................................62 Miscellaneous...................................................................................................................................63 Creature Collection ........................................................................................................................63 Deathless (Subtype).......................................................................................................................63 Denizen of the Deep (Template).......................................................................................................64 Half-Vampire (Template).................................................................................................................65 Necrovore (Template).....................................................................................................................66 Relentless (Template).....................................................................................................................67 Vampire Thrall (Template)...............................................................................................................68 Monstrous Humanoid.........................................................................................................................70 Black Lover...................................................................................................................................70 Byakhee.......................................................................................................................................70 Centaurs ......................................................................................................................................71 Dopplegangers ..............................................................................................................................71 Dromites ......................................................................................................................................71 Maanvaki......................................................................................................................................72 Minotaur ......................................................................................................................................73 Sasquatch.....................................................................................................................................73 Skaven.........................................................................................................................................74 Ooze...............................................................................................................................................75 Blob.............................................................................................................................................75 Obsidian Ooze...............................................................................................................................76 Outsider...........................................................................................................................................77 Aasimars ......................................................................................................................................77 Abyssal (Template)........................................................................................................................77 Angel, Fallen (Template).................................................................................................................78 Angel, War (Template)....................................................................................................................79 Black Troll.....................................................................................................................................79 Blood Mother.................................................................................................................................80 Bloodthirster of Khorne...................................................................................................................81 Chaond ........................................................................................................................................82 Colour Out of Space.......................................................................................................................82 Death Angel ................................................................................................................................84 Divine Hero (Template)...................................................................................................................84 Fiend, Redeemed (Template)...........................................................................................................85 Last printed 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Genasi .........................................................................................................................................86 Janjanni .......................................................................................................................................87 Janni ...........................................................................................................................................87 Jersey Devil...................................................................................................................................88 Mechanatrix .................................................................................................................................88 Mothman......................................................................................................................................89 Non-Euclidean (Template)...............................................................................................................90 Pherilith........................................................................................................................................91 Shadowswyft ................................................................................................................................91 Tarrasque of Legend.......................................................................................................................92 Thing From Another World...............................................................................................................93 Tieflings .......................................................................................................................................96 Zenythri .......................................................................................................................................96 Plant...............................................................................................................................................97 Ents (Elder Treants).......................................................................................................................97 Flesh-Mulcher Tree.........................................................................................................................98 Lavabriar.....................................................................................................................................100 Pale Flenser.................................................................................................................................100 Plantform (Template)....................................................................................................................101 Root of All Evil.............................................................................................................................104 Verminvine..................................................................................................................................106 Undead..........................................................................................................................................107 Ancient Defender..........................................................................................................................107 Blazing Bones ............................................................................................................................108 Bog Mummy................................................................................................................................109 Bog Wraiths.................................................................................................................................109 Boneworm...................................................................................................................................110 Crypt Thing.................................................................................................................................111 Death Tyrant...............................................................................................................................112 Dracolich (Template)....................................................................................................................113 Flayed One..................................................................................................................................114 Haunt.........................................................................................................................................115 Hungry Dead (Template)...............................................................................................................116 Hungry Waters.............................................................................................................................117 Mummy, True (Template)..............................................................................................................117 Necroclasm..................................................................................................................................118 Phantasm Emulator......................................................................................................................119 Phantasm Shrunken......................................................................................................................119 Restless Prey (Template)...............................................................................................................120 Skeleton Warrior (Template)..........................................................................................................121 Sycophant...................................................................................................................................122 Telekon.......................................................................................................................................123 Tholker.......................................................................................................................................124 True Ghouls (Template)................................................................................................................125 Vampire, Corpse (Template)..........................................................................................................127 Vampire, Fleshbound (Template)....................................................................................................129 Vampire Lord (Template)...............................................................................................................131 Vampire Spawn Variant Strains......................................................................................................133 Vampire Wolf...............................................................................................................................136 Vampiric Fetus ............................................................................................................................137 Vermin...........................................................................................................................................138 Death Worm................................................................................................................................138 Monstrous Toebiter.......................................................................................................................138 Open Game License Version 1.0a.......................................................................................................140

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MONSTERS

AND

RACES

BY

TYPE

Aberration
Crimson Orb It was the first time the boy had seen his uncle since he returned from the war. He was told by his mother not to ask any questions about his uncles eye patch. But, his mother and father were in the kitchen and he couldnt help himself. He felt ashamed after the question flew from his mouth; he wished he could take it back. His uncle turned his head and stared right through him with his one good eye. You want to know what happened to my eye? He said. Hows about I just show you. His uncle reached up and grasped the edges of the patch. The boy expected to see a gaping hole where his uncles eye used to be. What he saw was much worse. His uncle flipped the patch up revealing the large bulging orb. There were no eyelids to contain its swollen mass. What used to be a normal sky blue eye was now a quivering mass of flesh. The boy ran from the room screaming. That night his dream followed the same course of events only when his uncle flipped up the eye patch the eye fell to the floor and rolled across the carpet stopping at the boys feet. The boy stared at it unable to move. What the boy had originally taken to be veins were now moving, gathering themselves up under the eye like legs. It begun to crawl up the boys leg, leaving a trail of wetness as it climbed. The boy tried to scream but nothing came out; he was frozen in terror. The eye continued to climb until it was clinging to the boys cheek poking at his eye with its vein-like legs. The boy woke with a start swallowing the rising bile that threatened to erupt from his mouth. The thief scouted ahead of the party. So far the passage was clear. He turned to backtrack, and retrieve his friends. At that moment he felt a slight sting on his neck. He tried to reach up to touch the sore spot, but his arm wouldnt move. He was paralyzed. Then from the corner of his vision he could see something crawling up his cheek towards his eye. It appeared to be a large red spider; unlike any the thief had ever seen before. It continued crawling until it was directly over the thiefs eye. It then began to insert each of its legs into the area around the thiefs eyeball and began to pull. The thief felt his eye leaving its socket then lost consciousness. Diminutive Aberration; Hit Dice: 1d8-1 (3 hp); Initiative: 18 (+4 Dex, +4 Improved Initiative); Speed: 30 ft., climb 20 ft.; AC: 18 (+4 Dex, +4 size); Attacks: 2 stings, +4 melee; Damage: 1d6-3 piercing; Face/ Reach: 1 ft. by 1 ft./ 0 ft.; Special Attacks: Spell-like abilities, paralysis; Special Qualities: Blindsight, attach, immunities; Saves: Fort -1, Ref +4, Will +2; Abilities: Str 5, Dex 18, Con 8, Int 10, Wis 14, Cha 2 Skills: Climb +12, Move silently +6, Spot +6 Feats: Improved Initiative Climate/Terrain: Any land or underground; Organization: Solitary; Challenge Rating: 3; Treasure: None; Alignment: Always neutral; Advancement: 2D8-1 HD (Diminutive); 3D8-1 HD (Tiny) The Crimson Orb at first glance appears to be a small, bright red spider with long stick-like legs. However, upon closer examination, it becomes apparent that the Crimson Orb lacks a head. In fact it lacks eyes and a mouth. It has an oval-shaped body with ten legs attached to its underside. The legs are multi-jointed and capable of bending in almost every direction making the Crimson Orb very nimble. The body is one giant sensory organ, very similar in structure to an eye. The Crimson Orb will only attack if it is trying to subdue an opponent so it can attach itself. If it has already attached itself to a body, it will use any means available to dispose of a threat. Paralysis (Ex): The tips of the Crimson Orbs legs are equipped with tiny venom sacs that can inject a paralysis toxin when inserted into the body. Any creature that is hit by one of the Crimson Orbs legs must make a Fortitude save (DC 15) or become paralyzed for 2d6 rounds. Attach (Ex): The Crimson Orb is capable of attaching itself to the nervous system of another creature, allowing it to take over its body. To do this, the Crimson Orb first paralyzes the creature; it then removes one of the eyes, and enters the socket legs first. Once firmly inside it implants its legs deep into the creatures brain. The legs then function in similar ways to neurons. They can send and receive electrical impulses to and from the brain, allowing the Crimson Orb to control the body of the creature. Once attached, the Crimson Orb becomes the creature. By tapping into the creatures brain it has access to all of its thoughts and memories and is capable of using any skills, or special abilities possessed by the creature. The Crimson Orb does not gain the creatures Intelligence, or Wisdom; it retains its own. It takes the Crimson Orb approximately 10 rounds to complete the process of attachment. The only way to remove the Crimson Orb once it is attached is to do enough damage to it in one hit to kill it outright. If the hit does not kill it instantly or an attempt is made to remove it by force, the Crimson Orb will overload the bodys nervous system by releasing massive amounts of toxin, causing the creatures body to become permanently paralyzed (no save allowed). Once the Crimson Orb has been killed, its carcass can only be removed by someone with the heal skill (DC 20). If the skill check fails, the Crimson Orbs body has been removed, but the creature has suffered massive head trauma and loses 5d6 hit points. The creature the Crimson Orb is attached to may attempt to regain control of its body. To do this, the creature must have an Intelligence score greater then the Crimson Orbs. The creature must then make a Will Last printed 8/11/2011 11:56:00 a8/p8 5

save (DC 18). If the save is successful, the creature has regained control of its body for 3d6 rounds. A creature can only attempt to regain control of its body once per day. Immunities (Ex): The Crimson Orb and any creature it is attached to is immune to all mind influencing effects. Darkvision (Ex): The Crimson Orbs darkvision is superior to other aberrations; it has a range of 100 ft. Spell-like Abilities (Su): The body of the Crimson Orb is capable of several special abilities that mimic spells. These abilities are listed below and can be used when the Crimson Orb is attached to another creature, unless otherwise noted. Feeblemind: The Crimson Orb can make its body scintillate, causing anyone who looks at it to become feebleminded as the spell. A successful Will save (DC 15) will negate the effects. The Crimson Orb is capable of using this ability once per day and lasts for 1d6 rounds. This is considered a gaze attack. Enlarge/Reduce: The Crimson Orb is capable of enlarging or reducing its body to fit any eye socket. The Crimson Orb only uses this power once it has inserted itself into an empty eye socket. If a Crimson Orb is removed or unattached, it reverts to its natural diminutive size. Hold Person: The Crimson Orb can also use its eye to hold creatures in their tracks. This ability functions like the Hold Person spell as cast by a fifth level sorcerer. The Crimson Orb can use this ability once every three rounds. True Seeing: The body of the Crimson Orb is capable of perceiving things not normally noticeable to others. It is considered to have the True Seeing spell active at all times. Drider (Template) A drider is a humanoid partially turned into a monstrous spider. The spider goddess Lolth subjects above-average 6th-level drow to a special test; those who fail become driders. When the spider goddess Lolth subjects her drow to a special test, those who fail become driders -humanoids partially turned into monstrous spiders. Driders are hated by drow, but often consider themselves specially blessed by their goddess and form their own expatriate cartels in which they work together sporadically under an air of intense distrust. They learn and expand their knowledge through loose information trades and temporary alliances. Thanks to these exchanges and individual experimentation, drider clerics, sorcerers, and wizards have learned how to effect the same change bestowed by their goddess on any humanoid. Though they consider their form to be a blessing, they know that changing other creatures into driders constitutes hideous torture. Drow-based driders enjoy the irony of their blessing being any other creature's bane. Driders are hated by drow, but often consider themselves specially blessed by their goddess and form their own expatriate cartels in which they work together sporadically under an air of intense distrust. They learn and expand their knowledge through loose information trades and temporary alliances. Thanks to these exchanges and individual experimentation, drider clerics, sorcerers, and wizards have learned how to effect the same change bestowed by their goddess on any humanoid. Though they consider their form to be a blessing, they know that changing other creatures into driders constitutes hideous torture. Drow-based driders enjoy the irony of their blessing being any other creature's bane. Driders change not just in body, but in mind. Regardless of the base creature's former alignment, the new drider is chaotic evil. The base creature's memories and past convictions remain, but are swirled in a haze of destructive, anarchic urges that force the creature to commit chaotic evil acts. Only a wish or miracle spell can change a creature back from this new form. A polymorph other spell can change a drider's shape, but its mind continues to be trapped in the same chaotic evil haze. Once changed, the creature is set loose to wander the Underdark alone. Other creatures, even other driders, seldom accept their company, though a drider may travel with spiders if he or she can stand to associate with the vermin. Regardless of origin, driders attack other creatures they find, normally through ambush. They greedily collect treasure from their kills. Drow are generally amused by these rejects made in a reject's image, especially when a surface elf is made into a drider. However, drow do not suffer these aberrations to live any longer than they would a drider made from a drow. They do their laughing after the kill. Creating a Drider The process of change is fairly involved. It takes three days to complete, working eight hours a day, but requires no special equipment or laboratory beyond the drider's innate sorcerous abilities. The creature changed must be helpless, but does not have to be conscious. "Drider" is a template that can be added to any humanoid creature (referred to hereafter as the "base creature"). The creature's type changes to "aberration" and loses all subtypes. The new drider uses all the base creature's statistics and special abilities except as noted here. Size: Increase size one step over the base creature. The drider's new size determines its minimum Hit Dice, minimum natural armor, bite damage, and poison damage: New Size Small Minimum HD 3 Minimum N. Armor 3 Bite 1d2 Poison 1d3 Str 6

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Medium-size Large

4 6

4 6

1d3 1d4

1d4 Str 1d6 Str

Hit Dice: If the base creature has fewer Hit Dice than the minimum drider Hit Dice for its size, it gains "aberration levels" until it reaches the minimum (use the "Creature advancement by type" table on page 13 of the Monster Manual). For this purpose, a fractional Hit Die counts as a whole Hit Die, so a kobold drider gains 3 Hit Dice for a total of 3-1/2, which counts as 4 Hit Dice. If the base creature already has the minimum Hit Dice, then Hit Dice are not changed. Speed: Changes to 30 ft., climb 15 ft. AC: Natural armor rises to minimum natural armor. If the base creature already has greater than minimum natural armor, it keeps that natural armor. Attack: The drider gains a bite attack if it does not already have one. It uses its own base attack or the base attack of an aberration of its Hit Dice (as cleric). It can use its bite alone or as a natural secondary attack. Damage: Bite damage depends on the drider's size. If the base creature already has a bite attack that deals more damage, it keeps that damage. Special Attacks: A drider retains all the special attacks of the base creature and also gains spell-like abilities and a poisonous bite. 1/day -- dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a sorcerer of the drider's sorcerer level (save DC 10 + Cha modifier + spell level). If the drider has no sorcerer levels, the abilities are cast as a 1st-level sorcerer. Poison DC = 10 + 1/2 Hit Dice + Con modifier. The listed Strength damage from poison is both initial and secondary damage. Special Qualities: A drider retains the special qualities of the base creature and gains Spell Resistance equal to 11 + Hit Dice. Saves: The drider retains the saves of the base creature. If it gains aberration levels, its saves increase according to multiclassing rules. (Aberrations have saves as sorcerers.) Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +8, Wis +2, Cha +2. The drider also gains ability score increases as a character would, according to its total character level. That is, a 2nd-level character who gains four aberration levels is a 6th-level character and gains one more ability score point at 4th-level. Skills: The drider retains the base creature's skills. For each aberration level it gains, it gets +2 skill ranks plus its Int mod (but at least 1 skill point per Hit Die gained). Its class skills are Climb, Concentration, Hide, Listen, Move Silently, Spellcraft, and Spot. A drider receives a +4 racial bonus to Hide and Move Silently checks. Feats: The drider retains all feats of the base creature. It receives extra feats as a character would, according to its total character level. For example, a 2nd-level character who gains four aberration levels is a 6th-level character and gains two more feats -- one at 3rd level and one at 6th. Climate/Terrain: Underground; Organization: Solitary; Challenge Rating: Same as the base creature +2; Treasure: Double standard; Alignment: Always chaotic evil; Advancement: By character class Drider Characters: A drider's favored class is sorcerer, regardless of the base creature's classes. If this change in favored class causes a character to take experience penalties, then the driders appreciate the torture of a ruined life that much more. Elans Elans typically stand just under 6 feet tall and weigh in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always. Elans speak Common. Most elans are psions or psychic warriors. -2 Charisma Resistance (Su): Elans can use psionic energy to increase their resistance to Aberration: Elans are not subject to spells various forms of attack. As an immediate or effects that affect humanoids only, such action, an elan can spend 1 power point to as charm person or dominate person. gain a +4 racial bonus on saving throws Medium: As Medium creatures, elans have until the beginning of her next action. no special bonuses or penalties due to their Resilience (Su): When an elan takes size. damage, she can spend power points to Elan base land speed is 30 feet. reduce its severity. As an immediate action, Elans (unlike most aberrations) do not have she can reduce the damage she is about to darkvision. take by 2 hit points for every 1 power point Naturally Psionic: Elans gain 2 bonus power she spends. points at 1st level. This benefit does not Repletion (Su): An elan can sustain her grant them the ability to manifest powers body without need of food or water. If she unless they gain that ability through spends 1 power point, an elan does not another source, such as levels in a psionic need to eat or drink for 24 hours. class. Last printed 8/11/2011 11:56:00 a8/p8 7

Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Elans past

lives expose them to wide ranges of language. Favored Class: Psion

Fiery Sandhog The fiery sandhog is a brutish and constantly hungry creature that uses the sands of the desert to catch and immobilize its prey. The fiery sandhog looks only superficially like a large, bald razorback hog. A spiny row of crystalline spikes runs down its back and bristles on its shoulders. Its powerful legs end in large, clawed flippers that can propel it through sand and loose earth with surprising speed. Its vaguely boarlike head splits at the snout into four long trunks, each of which ends in a fanged maw. A pair of beady, feral red eyes glares from its face, belying its underlying intelligence and cunning. Fiery sandhogs hunt in packs and are constantly on the move through their desert hunting grounds. They do not make permanent lairs. Often, a particularly aggressive or brutal sandhog goes rogue and strikes out on its own; these sandhogs are usually much larger in size and are truly dangerous menaces. Fiery sandhogs do not speak any languages themselves, although most of them can understand the Common tongue. They communicate with their own kind with a complex series of grunts and squeals. A fiery sandhog waits patiently under the surface of the sand for victims to come within range of its control sand ability so that it can immobilize them. Once its victims are caught, the sandhog burrows up as cautiously as possible to poison them. When the sandhog fights foes it cannot entrap with its control sand ability or affect with poison, it retreats and lashes out with its heat ray. Medium-Size Aberration; Hit Dice: 4d8+4 (22 hp); Initiative: +1; Speed: 40 ft., burrow 20 ft. (sand and loose soil only), climb 20 ft.; AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16; Attacks: 4 bites +5 melee and 2 claws +0 melee; Damage: Bite 1d4+2, claw 1d6+1; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Heat ray +4 ranged touch, poison; Special Qualities: Control sand, darkvision 60 ft., fire immunity; Saves: Fort +2, Ref +2, Will +4; Abilities: Str 15, Dex 12, Con 12, Int 7, Wis 10, Cha 11 Skills: Climb +10, Hide +8, Jump +9, Spot +6 Climate/Terrain: Warm desert; Organization: Solitary, pair, or pack (3-12); Challenge Rating: 4; Treasure: None; Alignment: Usually neutral; Advancement: 5-8 HD (Medium-size), 9-12 HD (Large) Heat Ray (Su): A sandhog collects heat from the sun in the spiny protrusions on its back and shoulders. It can focus this energy into a 70-foot-long ray of heat, which does 2d6 points of fire damage to the victim with a successful ranged touch attack. Poison (Ex): The sandhog's poison causes the victim's muscles to burn with pain and cramp up, which reduces agility and eventually renders the victim immobile. A fiery sandhog delivers its poison (Fortitude save DC 13) with each successful bite attack. The initial and secondary damage is the same (1d4 points of temporary Strength damage). Control Sand (Su): A fiery sandhog can control the density of sand, loose soil, and gravel to a range of 140 feet. It can affect a radius of 20 feet of sand. As a standard action, the sandhog can make the sand or soil in this area flow like water to a depth of 3 feet for a brief instant. Any Large or smaller creature in this area must make a Reflex saving throw (DC 13) to avoid losing its footing. Those who succeed stay atop the sand, while those who fail become trapped in the sand when it resumes its normal density a few seconds later. Such victims cannot move from their location and suffer a -2 circumstance penalty to their Dexterity scores until they escape. Escape from the sand is possible with a Strength check or an Escape Artist check (DC 21); each attempt requires a full round action. Gutpuppet The terrible news of Oakmoss's fate reached me in Bell Town, some five leagues away. The entire village had been burned to the ground. Apparently, the raiders hadn't been much for taking slaves -- they killed everyone they saw. One or two survivors might return to the site, but I expected to find the whole area lifeless, with everything of value gone and no one to call it a village anymore. Except, of course, for things that use the dead for their own purposes. Those monstrosities couldn't resist the freshly-killed corpses staring lifeless into the sky. I left for Oakmoss immediately. I was, at that time, lucky enough to be traveling the countryside by coach. As we drove, I studied my notes about what might lurk in the area. Oakmoss was a coastal fishing village near a small inland lake. A stretch of cliffs a short walk from the village were riddled with small, shallow caves. I knew what I would be facing: the gutpuppet. The gutpuppet is a small, devilish creature born on this plane. It has developed its necromanical desires into a way of life, using corpses to propagate itself. Whereas a fly will merely implant eggs into a corpse and leave, letting its offspring use the corpse as nourishment, the gutpuppet instead crawls entirely inside a corpse then uses it to walk it around, spreading small nodules shaped like spikes and akin to seeds as it walks. A clear ichor that serves to accelerate the growth of its nodules accompanies the spikes. When not in a corpse, the gutpuppet is an ungangly lump of muscle and short tubing, looking not unlike a human heart. Instead of having a cluster of tubes at one end like a heart, one-inch prehensile tubes protrude Last printed 8/11/2011 11:56:00 a8/p8 8

from all sides. It moves by rolling and using its tubes as a grotesque steering mechanism. Since it's quite muscular, it can move much quicker than it looks like it should. Upon encountering a humanoid or animal corpse, the creature crawls into the lifeless chest through the victim's mouth and extends tendrils to deliver its horrible ichor. It takes over the victim's circulatory system and floods the body with its own fluids. This process happens quickly, usually taking no more than three or four minutes. The gutpuppet flushes out the corpse's fluids to make room for its own. This is a particularly violent and gory process: Witnesses report seeing the heaving chest of a dead body, a wet, ragged breathing-like sound coming from the mouth, then a sudden gout of blood bursting from every opening of the body accompanied by a violent, grotesque, lifelike twitching. It's quite possible to mistake a dead body in this condition for someone in some kind of acute distress. Woe, however, to the person who tries to lend assistance. Once the gutpuppet is firmly attached inside the body, has flushed all the body's blood and other fluids out, and filled it with its own, it's ready to "walk the corpse." On its own, the gutpuppet is very slow, but it can walk a corpse easily -- sometimes moving faster than the original owner could. To aid the appearance of being just an ordinary living creature, the gutpuppet washes itself in streams and steals fresh clothing when possible. Corpses under the control of a gutpuppet do not resemble zombies or most other undead. First, they do not smell as bad as other forms of undead, as the gutpuppet's fluid prevents flesh and connective tissue from decaying any more than it already has. Second, the intruder moves the host body quickly, more quickly than undead typically move. Third, the corpse's flesh takes on a particularly strange pallor. It's not pale -- certainly not leathery by any means -- but is rather glassy. Such a complexion could be mistaken for a healthy one under the right circumstances, especially on nights with a bright moon. In addition, host bodies profusely sweat the toxin from every pore. This effect, more than anything, can lead someone to mistake a walking corpse for something living. (I, for one, have never encountered another form of undead that can sweat.) Combine this ability with the chest that never stops heaving (as the gutpuppet pushes fluid around the corpse) and the intermittent, ragged, breathing-like sounds coming from the mouth, and one can see how a humanoid corpse might make some distance into civilized areas before being discovered as something not really alive. A gutpuppet's shell body is easy to track, since every step it takes leaves behind a sweaty footprint. The fluid proves toxic to flesh, but has no effect on other organic material besides making it wet (and remaining toxic to flesh until it evaporates). When a gutpuppet traveling inside a corpse encounters another dead body (nearly anything will do), it "spits" one of its spikes into the body. The spike injects fluid into the corpse, and the spike itself slowly burrows into the body, toward the heart, then grows. Within two days, a new gutpuppet fills the chest of the corpse, animates the body, and walks around searching for dead bodies on its own. Gutpuppets do not seek to kill living creatures and try to avoid them. However, they are drawn to blood and, like vultures, seek out living things they sense may die. If attacked, they won't hesitate to defend themselves, spitting spikes at opponents. The gutpuppet can sustain a corpse for up to a month. While its fluid prevents the decay of muscle and connective tissue, the gutpuppet must eat. The corpse itself is the most convenient source of food, so it nibbles slowly on the inner flesh. Once the body has ceased to be of use, the gutpuppet crawls out through the most accessible opening and inches away, looking for other bodies. Naturally, the beasts are attracted to battlefields and the enormous pickings to be found there. However, the gutpuppet is keen to pick bodies that are intact. Any gross openings in the skin will allow too much of its fluid to leak out. Therefore, a gutpuppet is more likely to pick a body that has died from blunt trauma than from, say, being hacked to death. It prefers animals and people that have died from sickness. If it cannot find a corpse, it chooses some place to wait until it smells a corpse. (It can smell a dead body from up to a mile away.) It prefers moist hiding places; ideal locations include coastal caves, since they're dark and wet, and stagnant lakes. During the night, it may sometimes roam the countryside if it is desperate enough. Small aberration; Hit Dice: 4d8+20 (38 hp); Initiative: +3; Speed: 5 or 40 (see below); AC: 14 (+3 Dex, +1 size); Attacks: Spikes +7 ranged; Damage: 1 plus poison; Face/Reach: 2 1/2 ft. by 2 1/2 ft./5ft.; Special Attacks: Fluidic burst, poison, spike spit; Special Qualities: Corpse armor, walk corpse; Saves: Fort +6, Ref +4, Will +4; Abilities: Str 9, Dex 16, Con 20, Int 2, Wis 10, Cha 5 Skills: Hide +7, Intuit Direction +7, Listen +7, Wilderness Lore +4 Feats: Track Climate/Terrain: Any; Organization: Solitary; Challenge Rating: 3; Treasure: None; Alignment: Neutral; Advancement: 3-4 HD (Medium-sized); 5-7 HD (Large) Fluidic Burst (Ex): The gutpuppet typically walks around bloated, its many sacs filled with the necrotic poison it uses to animate dead bodies (see below). However, the fluid does not need to enter a body to cause damage -- mere contact is enough to harm. Whenever the gutpuppet sustains five or more points of damage from a single blow, one of its sacs ruptures, spewing fluid in a 10-foot burst in the direction from which the damage came. A Reflex save (DC 15) avoids contact with the poison. Anyone coming into contact with it suffers 1d10 points of temporary Strength damage unless he or she makes a successful Fortitude save (DC 17). Attackers are subject to this effect whether the gutpuppet is in or out of a host body since the fluid is under such Last printed 8/11/2011 11:56:00 a8/p8 9

high pressure. Note that a corpse with a gutpuppet inside it also sweats the poison, making contact with the corpse's skin dangerous. Necrotic Poison (Ex): The gutpuppet's spikes inject a fluid that helps the creature animate dead flesh. But when injected into living tissue, this fluid immediately begins to liquefy the living tissue with which it comes into contact. During the first round of injection, the victim must succeed at a Fortitude save (DC 17) or suffer 1d10 points of damage, 1d8 points of permanent Strength damage, and succeed at a Fortitude save (DC 17) or fall unconscious from the extreme pain that burns through the entire body including the brain. Secondary damage (see Poison on pages 79-80 of the Dungeon Master's Guide) is the same. Unfortunately for the gutpuppet, injected fluid destroys the inner tissue it comes into contact with, rendering the victim useless as a host corpse, as the monster needs functioning muscle tissue in order to walk bodies. Someone who dies from being injected with the poison is rendered unusable as a corpse. Standing fluid is also toxic; anyone touching it suffers 1d10 points of temporary Strength damage unless a successful Fortitude save (DC 17) is made. Strength returns at a rate of 1 point per day. There is no secondary damage from touching standing gutpuppet fluid. Spike Spit (Ex): The gutpuppet uses the mouth of the host body as a convenient opening through which to "spit" spikes at living creatures. Each spike carries a dose of necrotic poison (as described above). Corpse Armor (Ex): When the gutpuppet is nestled inside a chest, it uses the surrounding dead flesh as protection. This tactic results in damage reduction of 2/-. Walk Corpse (Ex): When not inside a corpse, the gutpuppet has a speed of 5. When in a corpse and animating it, the creature moves at a speed of 40. Skills and Feats: The gutpuppet has a racial bonus of +4 on Intuit Direction and Listen checks. It receives Track as a bonus feat. Half-Illithid (Template) Half-illithid is an inherited template that can be added to any humanoid other than a human. The creatures type chages to aberration. It uses all the base creatures statistics and special abilitys except as noted below. Hit Dice: Change to d8 AC: Natural armor improves by +1 Attacks: A half-illithid loses its bite attack (if it had one) but gains four tentacle attacks, in addition to the base creatures attacks (except for a bite). Damage: If the base creature does not have tentacle attacks, use the appropriate damage value based on the half-illithids size (see table below). Otherwise, use the value from the table or the base creatures damage, whichever is greater. Size Fine Diminutive Tiony Small Mdium Damage 1 1d2 1d3 1d4 Size Large Huge Gargantuan Colossal Damage 1d6 1d8 2d6 2d8

Special Attacks: A half-illithid retains the special attacks of the base creature. It gains the mind flayer special attacks of mind blast, improved grab and extract and may also have psionic powers. Mind Blast (Sp): A half-illithid can use this attack once per day. It is a cone 40 long. Anyone caught in this cone must succedd at a Will save (DC 13 + half-illithids Int modifier) or be stunned for 1d4 rounds. Improved Grab (Ex): If a half-illithid hits an opponent that is its own size or smaller with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it attaches the tentacle to the opponents head. After a successful grab, the halfillithid may attempt to attach the remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the half-illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponents turn. Extract (Ex): A half-illithid that successfully maintains its hold with all four tentacles for 1 full round automatically extracts the opponents brain at the beginning of its next turn, instantly killing that creature. Psionics (Sp): A half-illithid with Intelligence or Wisdom of 8 or higher gains psionic abilities. These abilities are as spells cast by an 8th level sorcerer (Save DC 13 + spell level). The table below lists the abilities available according to the Hit Dice of the half-illithid. These abilities are cumulative, a half-illithid with 3 HD can use detect thoughts as well as suggestion. HD 1-2 3-4 Psionic Abilities Detect Thoughts 3/day Suggestion 3/day HD 5-6 7+ Psionic Abilites Levitate 3/day Charm Monster 1/day 10

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Special Qualities: A half-illithid has all the special qualities of the base creatures and also gains the qualities noted below. Darkvision (Ex): A half-illithid has darkvision with a range of 60 (or the base creatures range, whicher if greater). Spell Resistance (Ex): A half-illithid has spell resistance equal to 10 + its HD. Telepathy (Su): A half-illithid can communicate with any creature within 100 that has a language. Abilities: Increae from the base creature as follows: Int +4, Wis +4, Cha +4 Climate/Terrain: Same as the bae creature and any underground. Organization: Same as the abse creature or cult (6-10 plus 3-5 mind flayers) Challenge Rating: Same as base creature +3 Alignment: Usually evil. Level Adjustment: +5 Half-Illithid Characters: Half-illithid humanoids often have a character class. Their favored class is sorcerer. Kothoga A horrible shadow shows as clear as day a poor creature being decapitated by the horrible fanged mouth of a reptile. The shape moves on, away from you and into the next room. You breath a sigh of relief knowing that you will not suffer the same fate. You exhale gently and even chuckle, then you notice the blood dripping from the ceiling and let out a yell as the creature drops on top of you. Kothoga only comes into existance when primative tribes have their very existance threatened. A few tribes know the secrets to the creation of these horrid monsters. Those who do are aware that there is a special hormone that turns any animal into a massive, reptilian monster. These hormones are harvested from a special leaf. When an animal eats these leaves, it begins its path down a series of irreversible changes to terrifying to metion, growing immensly and gaining a long tail, huge claws, and a massive, tusked maw. Each Kothoga is different dependant on what creature is fed teh leaves, the sampleabove represents what would happen to a humanoid, no doubt other changes would occur to a dog, or a bear or any other animal. Despite their size, Kotoga beasts are rediculously subtle and can manage to go undetected for great amounts of time. They enjoy causing fear in intelligent prey before finishing them off. A Kothoga Beast bite, rips, tears, crushes, slaps and beats anythign that has more of the hormone keeping it alive. Huge Aberration; Hit Dice: 14d8+84 (147 hp); Initiative: +1 (+1 Dex); Speed: 40 ft. (8 squares), Climb 30 ft; Armor Class: 19 (+1 Dex, +10 Natural,-2 Size), touch 9, flat-footed 18; Base Attack/Grapple: +10; Attack: Bite +19 melee (3d6 +13); Full Attack: Bite +20 melee (3d6 +9) 2 Claws +17 melee (1d8 +4); Tail Slap +17 melee (1d6 +4); Space/Reach: 15 ft./15 ft.; Special Attacks: Pounce, improved Grab; Special Qualities: Hold Breath, Powerful leap, Hormone Dependency, Scent, Resistant Skin, Evolution, Spiderwalk; Saves: Fort +9, Ref +5, Will +11; Abilities: Str 28, Dex 13, Con 21, Int 6, Wis 14, Cha 8 Skills: Climb +26,Hide +12, Jump +30, Listen +19, Move Silently +20, Spot +19 Feats: Stealthy, Multiattack, Improved Toughness, Weapon Focus (bite) Environment: Warm Forests Organization: Solitary; Challenge Rating: 12; Treasure: None; Alignment: Always Chaotic Evil; Advancement: 15-20 HD (Huge); 21-30 HD (Gargantuan) Pounce (Ex): After completing a charge action, a Kothoga beast may still use a full-attack. Hold Breath (Ex): Due to its increasingly reptilian nature, a Kothoga can hold its breath underwater for phenominal amounts of time. It can hold its breath for a number of minutes equal to 4X its Con modifier before it risks drowning. Powerful leap (Ex): The powerful legs of a Kathoga allow it to make leaps not normal for a creature of its size. It is not limited by its length when checkign for distance on Jump checks, it also gains a +4 racial bonus to Jump checks. Hormone Dependency (Ex): While its body continues to change, Kothoga must get more and more of their hormone to keep them alive. This drives them to attack and humanoid within scent range, for they produce minute amounts of it in their brains. If there is a stronger source in the area, it will break off attack and follow the smell to its source, desperate to get more. A Kothoga starved of the hormone will eventually die. Resistant Skin (Ex): The skin of a Kothoga is incredibly tough, it has cold and fire resistance 20. Evolution (Ex): Whenever the Kothoga Beast eats a creature's brain, its body and mind begin to addapt. The beats gains one point to the ability score that was highest in the creature it just killed. This Change takes one hour to occur, it is not instantaneous. Improved Grab (Ex): If Kothoga bites an opponent, it can initiate a grapple as a free action. Spiderclimb (Ex): Being part Gheko, Kothoga can walk on surfaces, even upsidedown, with great easy. It can move at its normal speed up walls. Mindstealer It started with the cats -- or so most people thought afterward. They still did not comprehend the nature of the creatures that stole their very lives from them, one memory at a time. The first sign was the unusual memory loss that the townsfolk suffered. A case here and there was nothing, but 10 cases a night was Last printed 8/11/2011 11:56:00 a8/p8 11

disturbing. Clerics and wizards began watching houses; they noticed that cats congregated in certain places at night, and in those same places the memory losses occurred. By the time anyone took action against the cats, however, the creatures behind the attacks had assumed other forms, and were disguised as humans living in the town. Months passed, and the attacks continued. People lost their memories -- then suddenly regained them. The clerics declared it was a sickness of some kind, one that would not respond to healing magic. People began to abandon the town before they caught the "illness." Adventurers who went to investigate the refugees' tale either found corpses, or contracted the illness themselves and never returned. The town was quarantined, state officials hoping to contain whatever it was. But one year later, a town 50 miles away reported cases of "memory loss illness." And it started with the cats there too. It is well known that there are creatures called "mind flayers" that eat the brains of other creatures. There are also creatures called doppelgangers, who assume the form, and effectively steal the identity, of humanoids. But there is another creature that steals the very memories and abilities of its victims -- literally feeding on their knowledge. Mindstealer Drone Small Aberration (Shapechanger); Hit Dice: 2d8 (9 hp); Initiative: +2; Speed: 20 ft. (4 squares); Armor Class: 15 (+2 Dex, +1 size, +2 natural), touch 13, flat-footed 13; Base Attack/Grapple: +1/-5; Attack: Energy drain +4 ranged touch (see below); Full Attack: Energy drain +4 ranged touch (see below); Space/Reach: 5 ft./5 ft.; Special Attacks: Absorb abilities, energy drain, memory drain; Special Qualities: Change shape, darkvision 60 ft.; Saves: Fort +0, Ref +2, Will +3; Abilities: Str 6, Dex 15, Con 10, Int 12, Wis 11, Cha 16 Skills: Bluff +6, Hide +10, Listen +4, Spot +4 Feats: Ability Focus (energy drain) Environment: Any; Organization: Solitary; Challenge Rating: 3 or 2+absorbed creature's CR (minimum 3); Treasure: None; Alignment: Always neutral; Advancement: By absorption; Level Adjustment: -This creature resembles an amorphous blob of uniform gray color. It rolls along the ground when it moves. A mindstealer drone exists to steal the personalities and experiences of other creatures and bring them to its master. In its natural form it appears as a blob of gray matter of some kind, but it can assume the form of any creature whose abilities it has stolen and retained. Mindstealer drones use subterfuge to achieve their ends. For example, in a city setting, a drone might masquerade as a cat whose abilities it absorbed, and move through the population absorbing from humanoids or other creatures. It knows it can reach powerful people by building its own power through absorbing lesser creatures. Although not evil, its primary interest is the theft of abilities and memories from other creatures. A mindstealer drone in its natural form is about 3 feet in diameter and weighs about 12 pounds. Mindstealer drones speak the languages of creatures whose abilities they have permanently absorbed. Drones communicate empathically with mindstealer masters (see below). A mindstealer drone fights with whatever abilities it has absorbed from victims, or with its supernatural abilities. A drone has no combat skills itself in its base form. Absorb Abilities (Su): As a full-round action, a mindstealer drone can absorb the abilities of a creature it has drained of all memories. Add the absorbed creature's Hit Dice, hit points, base attack bonus, base save bonus, skills, and feats to those of the mindstealer drone. The mindstealer drone uses its own speed and its own ability scores or those of the absorbed creature, whichever are higher. If the mindstealer drone and the absorbed creature have the same skill, add the absorbed creature's skill ranks and racial skill bonuses to those of the mindstealer. If the mindstealer drone uses the absorbed creature's form through its change shape ability, it gains additional abilities, as noted in the change shape section. A mindstealer drone retains an absorbed creature's abilities for a maximum of one month. When a mindstealer drone absorbs the abilities of multiple creatures, it adds either the abilities of the last creature it has absorbed or from the last form it has used, whichever is applicable. Energy Drain (Su): As a full-round action, the mindstealer drone inflicts one negative level on a target within 30 feet as a ranged touch attack. It gains 5 temporary hit points each time it inflicts a negative level. A target reduced to 0 effective levels is not slain, but rendered catatonic. Drones kill these victims after they have drained all memories. They can use the energy drain ability once per round. The Fortitude save DC for recovering the negative level is 16. The save is Constitution-based. Memory Drain (Su): A mindstealer drone is a psychic vampire that steals the memories of its victims' experiences. As a standard action, it can steal a day's worth of memories from any creature that has a negative level from it energy drain power. If the mindstealer drone uses this power on a creature it has rendered catatonic through its energy drain power, it drains a year's worth of memories every minute. A victim drained of all memories dies. Once the mindstealer drone has drained all a creature's memories, it can absorb its abilities and assume its form. Last printed 8/11/2011 11:56:00 a8/p8 12

Change Shape (Su): A mindstealer drone can assume the form of any creature from which it has absorbed abilities (so long at it retains those abilities). When using an absorbed creature's form, a mindstealer drone gains all the features and traits of the absorbed creature's type and also gains all the absorbed creature's speed, natural weapons, natural armor, special attacks, and special qualities. It continues to use the absorbed creature's Hit Dice, hit points, base attack bonus, base save bonus, skills, and feats, as noted in the Absorb Abilities section. In effect, the drone functions as the victim except that it retains its own special attacks and special qualities. Example Mindstealer Drones This section shows a mindstealer drone that as absorbed abilities from a cat and a medusa. Mindstealer Drone/Cat (Drone Form): CR 3; Small aberration; HD 2d8, plus 1/2d8; hp 11; Init +2; Spd 20 ft.; AC 15, touch 13, flat-footed 13; Base Atk +1; Grp -5; Atk +4 ranged touch (energy drain); Full Atk +4 ranged touch (energy drain); SA: absorb abilities, energy drain, memory drain; SQ change shape, darkvision 60 ft.; AL N; SV Fort +2, Ref +4, Will +4; Str 6, Dex 15, Con 10, Int 12, Wis 12, Cha 16. Skills and Feats: Balance +10, Bluff +6, Climb +6, Hide +14, Jump +10, Listen +7, Move Silently +6, Spot +7; Weapon Finesse. Mindstealer Drone/Cat (Cat Form): CR 3; Tiny aberration, HD 2d8 plus 1/2d8; hp 11; Init +2; Spd 30 ft.; AC 14, touch 14, flat-footed 12; Base Atk +1; Grp -9; Atk +5 ranged touch (energy drain) or +5 melee (1d2-2, claw); Full Atk +5 ranged touch (energy drain) or +5 melee (1d2-2, 2 claws) and +0 melee (1d3-2 bite); SA: absorb abilities, energy drain, memory drain; SQ change shape, darkvision 60 ft.; AL N; SV Fort +2, Ref +4, Will +4; Str 6, Dex 15, Con 10, Int 12, Wis 12, Cha 16. Skills and Feats: Balance +10, Bluff +6, Climb +6, Hide +18, Jump +10, Listen +7, Move Silently +6, Spot +7; Weapon Finesse. Mindstealer Drone/Medusa (Drone Form): CR 3; Small aberration; HD 2d8+2 plus 6d6+12; hp 50; Init +2; Spd 20 ft.; AC 15, touch 13, flat-footed 13; Base Atk +7; Grp +3; Atk +10 ranged touch (energy drain); Full Atk +10 ranged touch (energy drain); SA: absorb abilities, energy drain, memory drain; SQ change shape, darkvision 60 ft.; AL N; SV Fort +6, Ref +7, Will +6; Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 16. Skills and Feats: Bluff +13, Diplomacy +5, Disguise +10, Hide +10, Intimidate +5, Listen +5, Move Silently +8, Spot +12; Point Blank Shot, Precise Shot, Weapon Finesse. Mindstealer Drone/Medusa (Medusa Form): CR 3; Medium aberration; HD 2d8+2 plus 6d6+12; hp 50; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +7; Grp +7; Atk +9 ranged touch (energy drain) or +9/+4 ranged (1d6/ 3, shortbow) and +4 ranged touch (energy drain); or +9/+4 melee (1d4/19-20 dagger and +4 melee (1d4 plus poison, snakes); SA absorb abilities, energy drain, memory drain, petrifying gaze, poison; SQ change shape, darkvision 60 ft.; AL N; SV Fort +6, Ref +7, Will +6; Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 16. Skills and Feats: Bluff +13, Diplomacy +5, Disguise +10, Hide +6, Intimidate +5, Listen +5, Move Silently +8, Spot +12; Point Blank Shot, Precise Shot, Weapon Finesse. Mindstealer Master Large Aberration; Hit Dice: 20d8+60 (150 hp); Initiative: +3; Speed: 40 ft. (8 squares); Armor Class: 20 (+3 Dex, -1 size, +8 natural), touch 12, flat-footed 17; Base Attack/Grapple: +15/+23; Attack: Slam +18 melee (2d8+4) or energy drain +17 ranged touch; Full Attack: 2 slams +18 melee (2d8+4) or energy drain +17 ranged touch; Space/Reach: 10 ft./10 ft.; Special Attacks: Drone drain, energy drain; Special Qualities: Create drones, darkvision 60 ft.; Saves: Fort +9, Ref +9, Will +15; Abilities: Str 18, Dex 16, Con 16, Int 25, Wis 16, Cha 20 Skills: Appraise +17, Balance +13, Bluff +23, Climb +14, Concentration +13, Craft (any) +17, Craft (any) +17, Diplomacy +21, Disguise +22, Escape Artist +13, Forgery +17, Gather Information +15, Heal +13, Hide +16, Intimidate +17, Knowledge (arcana) +32, Knowledge (architecture and engineering) +32, Knowledge (dungeoneering) +32, Knowledge (geography) +32, Knowledge (history) +32, Knowledge (local) +32, Knowledge (nature) +32, Knowledge (nobility and royalty) +32, Knowledge (religion) +32, Knowledge (the planes) +32, Listen +22, Move Silently +20, Perform (any) +15, Ride +13, Search +24, Sense Motive +20, Spot +22, Survival +13, Swim +14, Use Rope +13 Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Mobility, Point Blank Shot, Shot On The Run Environment: Any; Organization: Solitary; Challenge Rating: 20; Treasure: Standard; Alignment: Usually neutral; Advancement: 21-40 HD (Large); Level Adjustment: -This large figure resembles an 8-foot human with dark skin and black eyes. It wears a drab or darkcolored plain robe. A mindstealer master feeds upon the experiences and abilities (skills, feats, class abilities) of other creatures. It cannot absorb these directly from another creature; instead, it relies upon its mindstealer drones to Last printed 8/11/2011 11:56:00 a8/p8 13

seek out and absorb the experiences and memories it needs as food. A single mindstealer master has about 15 drones at any one time, as it must eat every week and the drones require time to absorb memories and experiences. A mindstealer master appears as a dark figure of approximately humanoid shape. However, it appears to be missing part of its front. Thus, a mindstealer master that goes among other creatures generally wears some kind of clothing to conceal this apparent deformity. The missing area is both a womb in which mindstealer drones are created and a pod in which they are absorbed and drained of their collected memories. The master creature's "womb" fits Medium and smaller creatures. Larger creatures require the master to use a pseudopod that grows inside the cavity; it drains enough from the drone to reduce its size to Medium, when it can then finish draining the drone in the womb area. Mindstealer masters are generally loners, isolating themselves and viewing the world through the memories they get from drones. A master creature usually finds an abandoned keep or wilderness area to use as its lair. Through the lives of those it has absorbed, it knows about defending its lair and can place devious traps or enlist the aid of monsters to defend it. Some master creatures have their drones absorb the abilities of monsters, then use the drone-monsters as defenders rather than draining them for food. Hungry for information, a mindstealer master constantly seeks to drain the experiences of creatures around it. It views the entire world as its plate. It may even send adventurers on quests simply to experience those quests through later memory drains. It is not evil, and balances all moral and ethical choices around its own needs. Sometimes a mindstealer master rises above itself, taking a hand in the affairs of other creatures. Using the absorbed memories it has, it directs the fates of others benignly or controls them through blackmail and other nefarious means. A mindstealer master is about 8 feet tall and weighs 750 pounds. Mindstealer masters speak all languages that their drones have ever absorbed, which is usually just about all of them. Mindstealer masters are formidable opponents but avoid combat when possible. Create Drones (Ex): A mindstealer master can create mindstealer drones. This process takes 24 hours as the master creature separates a part of itself to make the material for the drone creature. It can have up to 20 drones at a time (1 per Hit Die). Drone Drain (Su): A mindstealer master can absorb a drone into its body and then absorb all the drone's stolen memories (but not absorbed abilities). This process takes 1 minute and returns the drone to its base state. Masters do not gain class levels or class abilities from this drain; they gain only memories. Energy Drain (Su): A mindstealer master inflicts two negative levels on a target within 30 ft. on a successful ranged touch attack. The master gains 5 temporary hit points per negative level inflicted. Unlike the drones, the master creature does not gain any other benefit from inflicting negative levels. It can use its energy drain ability once per round. The save DC to remove a negative level is 25. The save DC is Constitution-based. Skills: Because they absorb the knowledge of other creatures, mindstealer masters are considered trained in all skills. A mindstealer master has a +10 bonus on all skill checks, thanks to all the memories it has absorbed. Mitochondria Eve A sickly, bile yellow pool of liquid oozes towards you. As it approaches, the pool coalesces into the form of a beautiful young woman. As you look at her, you feel your body grow hot and burst into flame. Rarely encountered, the mitochondria eve is always the result of a medical or magical experiment gone wrong. These powerful and deadly organisms are the result of an endosymbiot known as a mitochondria gaining free will after their host is exposed to healing energies after the host is already dead. The most common way that this occurs is if a piece of the person's viscera, particularly the liver, are exposed to a regenerate spell or the like. In their natural forms, a Mitochondria Eve resembles a formless pool of sticky, yellow liquid, much like some variety of ooze. They can, however, take the form of their former host at will, though they lack garments, and their skin is perfectly smooth, lacking any hair or blemishes. While in their humanoid forms, Mitochondria Eve radiate a soft white glow, and speak with a haunting, echoing voice. All Mitochondria Eve are female. Mitochondria Eve retain the ability to speak any language the host knew before death. Mitochondria Eve consider themselves superior to all other life, and thus feel that physical combat is beneath them. If forced to, they are able to attack by slamming their opponent with a pseudopodium of their own substance, but prefer to use their immolating gaze and parasitic control powers to take control of their opponents or simply stun them with their supernatural beauty and move on. Medium Aberration (Shapechanger); Hit Dice: 12d8+12 (66Hp); Initiative: +6 (+2 Dex, +4 Improved Initiative); Speed: 40ft. Climb 40ft. (30ft.); Armor Class: 16 (+4 Natural, +2 Dex) Touch 12, Flat-footed 14; Base Attack/Grapple: +9 / +9; Attack: Slam +9 melee (1d6/20+infect); Full Attack: 2 Slams +9 melee (1d6/20+infect); Face/Reach: 5ft. / 5ft.; Special Attacks: Immolating gaze, parasitic control, supernatural beauty; Special Qualities: Alternate Form, Damage reduction 10/+2, Darkvision 60ft., Amorphous, Memory Echoes; Saves: Fort +5, Ref +6, Will +10; Abilities: Str 10, Dex 14, Con 13, Int 15, Wis 14, Cha 14 Skills: Bluff +12, Hide +17*, Listen +12, Move Silently +14*, Spot +12, Wilderness Lore +12 Feats: Blind-fight, Dodge, Improved Initiative, Mobility, Stealthy Last printed 8/11/2011 11:56:00 a8/p8 14

Climate/Terrain: Warm and temperate urban; Organization: Solitary; Challenge Rating: 10; Treasure: Standard; Alignment: Always Neutral Evil; Advancement: 13-20 HD Alternate Form (Ex): At will, as a standard action, a Mitochondria Eve can assume her humanoid or liquid form. In their liquid form, she receives a +5 racial bonus to Hide checks and a +10 racial bonus to Move Silently checks and can use her climb movement rate, but cannot speak, or use her immolating gaze. While in humanoid form, she can speak, and use her gaze, but can't climb and has an overland movement of 30ft. Parasitic Control (Ex): A Mitochondria Eve can take control of any creature by infecting it with a piece of its substance. She usually accomplishes this by dropping a piece of her substance onto an unaware or sleeping victim. In such a case, the Mitochondria Eve must make a ranged touch attack to hit. A mitochondria eve can also infect a creature with a successful critical hit when she uses her slam attack. Any creature so infected must make a Will save (DC 18) or be completely taken over by the Mitochondria Eve, as if by a powerful Dominate Monster spell. This save is Charisma based. Once a victim has been infected the controlling Mitochondria Eve can use all of the victim's senses. Such victims have no ability to resist the commands of the Mitochondria Eve it is under the control of, and will follow even obviously suicidal commands. Such creatures are able to use the Mitochondria Eve's immolating gaze power. She can release an infected creature at any time. Immolating Gaze (Ex): Every round, as a standard action, a Mitochondria Eve can cause any living or once living corporeal creature within her line of sight to burst into flame by commanding the mitochondria within their cells to release their energy simultaneously. Such creatures must make a Fortitude save (DC 18) or burst into flame, taking 4d6 points of fire damage per round. Creatures that make their save take 2d6 points of damage. In either case, the victim continues to burn, taking the same dice worth of damage per round until the flames are extinguished. The flames can be extinguished by normal means. Constructs not made of flesh, elementals, outsiders, plants and incorporeal undead are immune to this attack. Supernatural Beauty (Ex): Because of the utter perfection of her humanoid form, and the force of her personality, a Mitochondria Eve receives a +6 circumstantial bonus to her charisma score for making any social interactions with members of any race that finds her attractive. Additionally, if she makes a successful bluff check, she can stun any creature that she gains her social interaction bonus from. Amorphous (Ex): In either form, Mitochondria Eve cannot be flanked, are immune to critical hits, and are not subject to death from massive damage. Memory Echoes (Ex): Mitochondria Eve retain the memories of their previous host, and can be distracted by a particularly moving event reminiscent of their past. If confronted by their host's former sweetheart or similarly emotional stimulus, the Mitochondria Eve must make a Will save (DC 21). If they fail, their previous host's personality temporarily takes over, effectively paralyzing the creature until the stimulus vanishes plus 1d6 rounds afterward. If she succeeds, she may only take partial actions on the next round, and must make another save the next round with a -2 cumulative circumstantial penalty. Once she fails a save, she cannot attempt another. This can only occur if the stimulus in question is not attempting to harm the Mitochondria Eve in any way, and is negated instantly if the Mitochondria Eve is attacked. Nocnitsa Nocnitsas, or night terrors are eerie predators, not quite shadow but not quite flesh. Slinking under cover of darkness, they seek living blood. Unlike the dreaded vampire, nocnitsas are not undead, but something decidedly unnatural nonetheless. A nocnitsa appears to be a stooped shadowy humanoid, vaguely suggestive of an old, withered crone albeit the height of a formidable man. Though a head and arms are easily discerned, the nocnitsas lower half trails off into wisps of darkness, like a tattered skirt. The creatures fingers end in wicked claws, and its only facial features are two white spots that serve as eyes and a mouth filled with crooked fangs. Like vampires, nocnitsas survive on the blood of living creatures, swooping about the countryside each night in search of such sustenance. They often develop a taste for feeding from the same creature each night, which makes their predations relatively easy to detect. The Vistani word for nocnitsa translates loosely as visiting grandmother and the gypsies are thought to be protected against the feedings of such creatures. The Vistani have been known to claim from time to time that nocnitsas are born from giorgios fears of the dark and the night. Nocnitsas speak Abyssal. They often emit terrible, wheezing yowls when attacking. Though powerful and cunning, nocnitsas usually prefer to flee if they are facing more than one opponent. Barring this, they will use their gaze to eliminate the strongest combatants, and then close in on physically weaker opponents to drain their blood. Medium-Size Aberration (Shadow); Hit Dice: 6d8+6 (33 hp); Initiative: +2 (+2 Dex); Speed: Fly 40 ft. (good); AC: 18 (+2 Dex, +6 natural); Attacks: 2 claws +8 melee, bite +3 melee; Damage: Claw 1d4+4, bite 2d4+2; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Gaze of slumber, blood drain; Special Qualities: Alternate form, immunities, unnatural, damage reduction 10/+1, darkvision 60 ft.; Saves: Fort +3, Ref +4, Will +8; Abilities: Str 19, Dex 15, Con 12, Int 13, Wis 16, Cha 15 Skills: Hide +9*, Listen +10, Move Silently +9, Search +9, Spot +10 Feats: Flyby Attack, Power Attack Last printed 8/11/2011 11:56:00 a8/p8 15

Climate/Terrain: Any temperate land and underground; Organization: Solitary or pack (25); Challenge Rating: 5; Treasure: None; Alignment: Always chaotic evil; Advancement: 612 HD (Medium-size) Gaze of Slumber (Su): Sleep for 1d4+4 minutes, 30 feet, Will save (DC 15). This ability can affect creatures with any number of Hit Dice. The nocnitsas blood drain ability (see below) never awakens a creature affected by its gaze. The effects of this ability are otherwise as the sleep spell. Blood Drain (Ex): A nocnitsa can suck blood from a helpless living opponent as a full-round action, or from any living opponent by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained. This blood drain does not awaken an opponent affected by a nocnitsas gaze of slumber ability (see above). Alternate Form (Su): A nocnitsa can assume the form of a raven as a standard action. This ability is similar to the spell polymorph self cast by a 7th-level sorcerer. The nocnitsa can remain in this form for as long as it wishes, and returning to its normal form is a standard action. Immunities (Ex): Nocnitsas are immune to poison, disease, sleep, paralysis, and stunning. They are not subject to critical hits or subdual damage. Unnatural (Ex): Nocnitsas can be turned (though not rebuked or commanded) as if their creature type was undead. They cannot attack a creature holding a cold iron dagger that is affected by the spell bless weapon; this effect is similar to the spell sanctuary. Nocnitsas cannot cross a line of iron filings, and cannot act to break such a line directly. Skills: Nocnitsas receive a +8 racial bonus to Hide checks in shadowy surroundings. Shivhad Only great wyrm white dragons can usually pose a threat to the massive and terrible shivhad when it comes to establishing territories. Thankfully, shivhads are quite rare, and they spend much of their time sleeping below their chosen glaciers. A shivhad is roughly spiderlike in shape. Its eight spiny legs carry its spherical body high off the ground; most shivhad are well over 40 feet in height. Between each of the creature's legs extend long tentacles, three to a side, and each one is tipped with a slavering maw filled with sharklike teeth. Three long, grasping claws on multijointed arms dangle from its belly, and a number of savage black eyes glare with hatred from random points on its chitinous body. Shivhads are incredibly intelligent, although their motives are alien to most other creatures. They do not seem to be driven to reproduce or expand their territories. They do tend to subjugate local tribes of intelligent creatures (often frost giants or ogres), using their might to establish themselves almost as gods to these creatures. All they typically demand of their minions is for the sacrifice of at least one intelligent being per week; such sacrifices are brought out to the shivhad's glacier and left alone for the creature to stalk, torment, and eventually eat. A shivhad has an uncanny knowledge of languages and can speak all the tongues native to its area. A shivhad that acquires additional languages speaks them perfectly, without any trace of accent. When a shivhad speaks, it does so from all six of its mouths, creating a booming presence that is difficult to ignore. A shivhad makes full use of its feats in combat. Against single foes, it usually uses a Spring Attack tactic: burrowing up close to the victim, attacking with a bite, and then burrowing down into the ice out of reach. When presented with multiple foes, the shivhad enjoys wading into their midst and using its bites in a Whirlwind Attack. The shivhad usually sacrifices 5 points off its attack rolls to aid its Armor Class using the Expertise feat, as well; it rarely encounters creatures that it has difficulty hitting. Gargantuan Aberration (Cold); Hit Dice: 24d8+144 (252 hp); Initiative: +2; Speed: 40 ft., burrow 40 ft., climb 40 ft.; AC: 34 (-4 size, +2 Dex, +26 natural), touch 8, flat-footed 32; Attacks: 6 bites +25 melee and 3 claws +20 melee; Damage: Bite 3d8+11/19-20, claw 2d10+5; Face/Reach: 20 ft. by 20 ft./20 ft.; Special Attacks: Ability drain, cold aura, crush 4d6+16; Special Qualities: Absorb cold, cold subtype, DR 40/+5, darkvision 60 ft., freezing blood, glacier bond, immunities, SR 31; Saves: Fort +14, Ref +10, Will +14; Abilities: Str 32, Dex 15, Con 23, Int 21, Wis 10, Cha 12 Skills: Climb +33, Listen +14, Spot +14, Swim +25 Feats: Dodge, Expertise, Improved Critical (bite), Mobility, Power Attack, Spring Attack, Whirlwind Attack Climate/Terrain: Arctic mountains; Organization: Solitary; Challenge Rating: 24; Treasure: Double standard; Alignment: Usually chaotic evil; Advancement: 25-48 HD (Gargantuan), 49-72 HD (Colossal) Ability Drain (Su): Any creature struck by a shivhad must make a Fortitude save (DC 23) or permanently lose 2 points from each ability score (or 4 points from each score on a critical hit). The shivhad heals 5 points of damage (10 on a critical hit) whenever it drains ability scores, gaining any excess as temporary hit points. Cold Aura (Su): The shivhad radiates an aura of extreme cold. All creatures within a 60-foot radius take 3d6 points of cold damage per round (no saving throw). This aura extinguishes open flames in its area as well. Crush (Ex): A shivhad can step on opponents three or more size categories smaller than itself as a fullround action, using its foot to crush them. A crush attack affects as many creatures as can fit under the shivhad's leg. Each creature in the affected area must succeed at a Reflex save (DC 33) or be pinned, automatically taking 4d6+11 points of bludgeoning damage. Thereafter, if the shivhad chooses to maintain the Last printed 8/11/2011 11:56:00 a8/p8 16

pin, treat it as a normal grapple attack (grapple bonus +41). While pinned, the opponent takes crush damage each round. Absorb Cold (Su): Any spell with the cold descriptor targeted on the shivhad that fails to overcome its spell resistance is absorbed into the creature's body. This effect cures 5 points of damage per level of the spell absorbed. The shivhad gains any excess as temporary hit points. Cold Subtype (Ex): A shivhad is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure. Note that if the shivhad's spell resistance overcomes a spell with the cold descriptor, it absorbs the cold as detailed above. Freezing Blood (Su): A shivhad's blood is very thin and well below the freezing point of water. Anyone who successfully damages a shivhad with a slashing or piercing melee attack must make a Reflex saving throw (DC 28) or take 6d6 points of cold damage. The shivhad's blood freezes an instant later, sealing the wound; a shivhad is immune to wounding effects and automatically stabilizes if brought below zero hit points. Glacier Bond (Su): A shivhad has a mystical bond with its chosen glacier. As long as it remains in physical contact with this glacier, it can determine the exact location of any living creatures in contact with the glacier, up to a range of 10 miles. This knowledge grants it a +6 insight bonus to its Armor Class and Reflex saving throws against any creature in contact with its glacier, and it lets the shivhad pinpoint otherwise hidden or invisible targets with ease. Spellwarped Woodling Tarrasque This version is ideally suited for a forested world, since it is actually part plant. Because of its plantlike nature and appearance, this tarrasque could live deep in the woods, perhaps resembling an ancient tree when dormant. Treants and similar intelligent plant creatures within the forest might even consider it a godlike being. The spellwarped template indicates that it probably lives near some sinkhole of magic, such as a nexus, or any similar concentration of magical energy in your campaign world. CR 24; Neutral Evil Colossal aberration (augmented magical beast); Init +7; Senses Listen +25, Spot +25; darkvision 60 ft., low-light vision, scent; AC 44, touch 5, flat-footed 41; Dodge; hp 944 (48 HD); DR 15/+7 and 5/slashing, regeneration 40, Toughness (6); Immune ability damage, critical hits, disease, energy drain, fire, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning; SR 59; Fort +40, Ref +30, Will +20; Weakness vulnerability to fire; Speed 20 ft. (4 squares); Melee bite +59 (4d8+19/18-20/x3) or bite +59 (4d8+19/18-20/x3) and 2 horns +54 melee (1d10+9) and 2 claws +54 melee (1d12+9) and tail slap +54 melee (3d8+9); Space 30 ft.; Reach 20 ft.; Base Atk +48; Grp +83; Atk Options augmented critical, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Enlarge Breath, Great Cleave, Improved Bull Rush, Multigrab, Power Attack; Special Actions frightful presence, improved grab, rush, swallow whole; Spell-Like Abilities (CL 48th): 3/day -- speak with plants, 1/day -- animate plants, command plants, control plants, entangle, summon nature's ally II, summon nature's ally IV, summon nature's ally VI, summon nature's ally VIII, summon nature's ally IX; Str 49, Dex 18, Con 39, Int 7, Wis 14, Cha 14; SQ carapace, plant traits, spell absorption; Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6); Skills: Hide -12, Jump +13, Listen +25, Search +11, Spot +25, Wilderness Lore +14 Augmented Critical (Ex): The spellwarped woodling tarrasque's bite threatens a critical hit on a natural attack roll of 18-20 and deals triple damage on a successful critical hit. Carapace (Ex): The spellwarped woodling tarrasque's armorlike carapace is so tough and reflective that it can deflect all rays, lines, cones, and even magic missile spells. Any such effect has a 30% chance of reflecting back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance. Frightful Presence (Su): The spellwarped woodling tarrasque can inspire terror by charging or attacking. Each affected creature must succeed on a DC 36 Will save or become shaken, and that condition lasts as long as it remains within 60 feet of the tarrasque. The save DC is Charisma-based. Improved Grab (Ex): To use this ability, the spellwarped woodling tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round. Plant Traits: The spellwarped woodling tarrasque is immune to paralysis, poison, polymorph, sleep, and stunning. It is not subject to critical hits or mind-affecting effects. The creature has low-light vision. Regeneration (Ex): No form of attack deals lethal damage to the spellwarped woodling tarrasque. It regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10 (or 954 hp). The spellwarped woodling tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability. The spellwarped woodling tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 954 hit points) and using a wish or miracle spell to keep it dead. Last printed 8/11/2011 11:56:00 a8/p8 17

If the spellwarped woodling tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes. (The detached piece dies and decays normally.) The creature can reattach the severed member instantly by holding it to the stump. Rush (Ex): Once per minute, the spellwarped woodling tarrasque can move at a speed of 150 feet. Swallow Whole (Ex): The spellwarped woodling tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside the tarrasque, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the creature's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The spellwarped woodling tarrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. Skills: The spellwarped woodling tarrasque has a +8 racial bonus on Listen and Spot checks. Wharlysk The semireptilian wharlysk lurks deep in the hearts of particularly moist jungles, often near rivers, where it uses its mastery over sound to capture prey. A wharlysk's head combines the worst aspects of a warthog's and a viper's, down to the razor-sharp tusks and the forked tongue. It has a long, powerful neck attached to a bulbous, newtlike body, and a single row of six long tentacles tipped with scorpionlike pinchers writhe down the length of its striped back. The wharlysk's skin is always slimy, and its six legs end in powerful webbed feat armed with sharp claws to aid in climbs through the canopy above, when it can find trees large enough to support its weight. Although fairly intelligent, wharlysks have little interest in forming societies with others of their kind. They do adore adulation and worship, and they often subjugate nearby intelligent races and force them to attend its debased needs and to gather food and treasure for it. A wharlysk is usually about 25 feet long, but it coils up on itself when in combat. The standard wharlysk weighs nearly 18,000 lbs. Wharlysks speak Draconic, but they can use tongues as a spell-like ability at will. The wharlysk prefers to engage enemies from hiding, using its spell-like abilities to keep them from closing to melee range as a group so it can pick off its enemies one at a time with its bite or breath weapon. When fighting multiple creatures in melee, it always uses its Expertise feat to gain the maximum increase to its Armor Class (+5), and it often uses half its claw attacks to trip or disarm opponents they perceive as particularly dangerous. The creature is almost fearless, except when confronted by enemies that use electricity attacks. A wharlysk often flees before such attacks if its enemies look to be well organized and powerful, but it won't let the victors rest long before tracking them down and extracting vengeance for the previous humiliation. Huge Aberration; Hit Dice: 20d8+140 (230 hp); Initiative: +2; Speed: 30 ft., climb 30 ft., swim 30 ft.; AC: 22 (-2 size, -2 Dex, +16 natural), touch 6, flat-footed 22; Attacks: Bite +19 melee and 6 claws +14 melee; Damage: Bite 2d10+6/19-20, claw 1d6+3; Face/Reach: 10 ft. by 10 ft./15 ft.; Special Attacks: Breath weapon, spell-like abilities; Special Qualities: Control sound, damage reduction 20/+2, darkvision 60 ft., immunity to sonics, regeneration 20, spell resistance 27; Saves: Fort +13, Ref +6, Will +14; Abilities: Str 22, Dex 7, Con 25, Int 16, Wis 14, Cha 16 Skills: Climb +22, Concentration +22, Hide -10*, Listen +15, Spellcraft +18, Spot +15, Swim +14 Feats: Expertise, Improved Critical (bite), Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes, Quicken Spell-Like Ability Climate/Terrain: Warm forest and aquatic; Organization: Solitary; Challenge Rating: 16; Treasure: Double standard; Alignment: Usually neutral evil; Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal) Breath Weapon (Su): Once every 1d4 rounds, a wharlysk can emit a blast of sound from its maw in a 60-foot-long cone. Every creature caught in this area takes 10d6 points of sonic damage (Reflex DC 27 half). A creature that fails to save is also nauseated by the sound for 1d4 rounds. Spell-Like Abilities: At will -- ghost sound, message, shatter, silence, sound burst, tongues, ventriloquism; 3/day -- shout. Caster level 20th; save DC 13 + spell level. Control Sound (Su): A wharlysk is in constant control of all sound it can hear within 120 feet. This ability serves two functions. First, the wharlysk may use sculpt sound (as the bard spell of the same name) at will as a standard action. It can sculpt up to three different sounds simultaneously. A creature targeted by this ability may resist with a successful Will save (DC 26). Second, whenever the wharlysk is subjected to a sonic attack (other than its own breath weapon or that of another wharlysk), it absorbs the energy and can instantly redirect it as a ranged touch attack (+11 on attack rolls) against any one target within 120 feet. A successful hit inflicts the same amount of sonic damage on the target that would have normally been inflicted on the Wharlysk. Regeneration (Ex): A wharlysk takes normal damage from electricity. Skills: *In forested regions, the wharlysk's natural coloration grants it a +16 competence bonus on all Hide checks.

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18

Animal
Blade Snake A young woman came across a den of newly hatched grass snakes while gardening. Terrified of snakes to begin with, she began to chop the snakes to pieces with a sharp shovel. While the terror and fear faded after the snakes were killed, she revisited the horror that very night in a terrifying dream. She dreamed a hail of tiny snakes fell from the sky to impale her with their tails and pin her to the ground. She awakened with a piercing scream when the dream snakes began to bite her, and her fear left her unable to sleep for the rest of the night. It was a strange and ominous night in the town of Loftdale. The small caravan that rolled into the square that evening carried an unwanted cargo that struck grief into the citizens of the small berg. In the back of the last wagon, covered by a burlap, blood-stained tarp lay the bodies of Malcolm and Sterling Nealy, well-known brothers who held a bit of fame as local hunters. The mayor stared in disbelief at the bodies. They were severely chewed on in many places and in others it appeared that they were stabbed a thousand times by very small, sharp blades. The mayor looked to the caravan master and asked with a stutter, What d-d-did this t o them? The grizzled old merchant shrugged with a grimace and shuffled around in some other junk in the wagon. He drew out a tiny, white snake. It was torn neatly in half . He held it up. This, I think. The mayor offered a puzzled look and several of the other townsfolk snorted, almost laughing. The merchant then pulled something from his pocket. The other half of the snake fit neatly, the tip of its long tail ending in a sharp, bone blade. Dried blood was crusted to it. As he displayed it to the mayor and the townsfolk, he turned a fearful eye back to the road. There must have been more of these things than one can count to do this, maybe thousands, but this here is all we found as evidence. A mumble ran through the crowd and the mayor raised his hands to quiet them. He looked to the road, following the merchants gaze. Gather the watch and search out as many huntsmen as you can find. If these terrible things are out there, we must deal with them. The roads must stay open. Type: Tiny Animal; Hit Dice: d8 (2hp); Initiative: +3 (+3 Dex); Speed: 15 ft., climb 15 ft.; AC: 15 (+2 size, +3 Dex); Attacks: Bite +1 melee; Damage: Bite 1d2; Face/Reach: 2 ft. by 2 ft./ 0 ft.; Special Attacks: Blade fall, Blade field; Special Qualities: Blindsight; Saves: Fort +2, Ref +5, Will +1; Abilities: Str 4, Dex 16, Con 10, Int 2, Wis 12, Cha 12 Skills: Balance +10, Climb +12, Hide +13, Listen +4, Spot +4 Climate/Terrain: Any forest; Organization: Clutch (4-8), cluster (9-16), colony (17-30); Challenge Rating: 1/6; Treasure: None; Alignment: Always neutral; Advancement: None Blade snakes have exceptionally thin bodies that are pale white or even translucent in color. The source of the blade snakes name is the exceptionally sharp bone tip at the end of its tail. While their eyes are weak, blade snakes use their ability to sense vibrations to detect prey, and can easily hone in on their victims. Many have suggested that blade snakes arent snakes at all. Not only do they bear the oddities described above, but they also bite and chew their food rather than trying to swallow it whole. This allows a large number of blade snakes to share in consuming a single large victim. Blade snakes remain together in large family groups and hunt together, seeking the largest prey they can safely attack. While blade snakes usually select smaller prey, they have been known to attack creatures as large as horses. Some survivors of blade snake attacks described a rain of snakes falling from tree branches, tailfirst. Others have described stepping on something very sharp, and then getting swarmed by a large number of biting snakes. Certain explorers have suggested the snakes eat fruit and only attack to defend their trees. While they do tend to make their dens near fruit trees, this is because the fruit attracts easy prey. Orchard owners finding signs of blade snakes promptly offer rewards for their sharp tails. Blade snakes attack using one of their special attacks. Generally they will hide within the branches of a fruit tree waiting for a victim to pass beneath them. When a victim is in range, the snakes drop off the branches, tail first, attempting to stab their victims with their tails. A snake that has attacked in this manner can easily cause a great deal of damage to a victim, often incapacitating it so that the entire group of snakes may begin to feed. A second method of attack is only used by a large group of snakes. The snakes will find a well-traveled path or game trail and burrow into the earth until only their tails are exposed. Creatures stepping into a blade field often suffer enough damage that they can no longer walk. Snakes will then try to maneuver above the victim and use their blade fall attack to finish them off. Blade Fall (Ex): A snake falling tail-first makes a +6 melee attack which, if successful, does 2d4 piercing damage. Blade Field (Ex): Fifteen or more blade snakes can set up a blade field that covers approximately 5 square feet. Any creature walking through the field must make a Reflex save (DC13) or suffer 1d6 piercing damage to one of their feet. If damage exceeds 30% of their maximum hit points, the victim must pause nearby to treat the wound before being able to travel any further. Blindsight (Ex): Blade snakes depend on vibration and sound to locate their prey, and suffer no penalties to attack rolls in complete darkness. Last printed 8/11/2011 11:56:00 a8/p8 19

Desert Rattler Gargantuan Animal; Hit Dice: 18d8+72 (143 hp); Initiative: +2 (+2 Dex); Speed: 5 ft. (1 square), burrow 50 ft. (10 squares); Armor Class: 19 (-4 size, +2 Dex, +11 natural), touch 8, flat-footed 17; Base Attack/Grapple: +13/+30; Attack: Bite +15 melee (1d4 +5); Full Attack: 6 Bite +15 melee (1d4 +5); Space/Reach: 20 ft./15 ft.; Special Attacks: Improved grab, swallow whole; Special Qualities: Damage reduction 15/+2, darkvision 60ft., fast healing 1, learning curve, tremorsense, metamorphosis; Saves: Fort +9, Ref +10, Will +12; Abilities: Str 20, Dex 15, Con 16, Int 2, Wis 12, Cha 10 Skills: Hide -10, Listen +12, Spot +11 Feats: Endurance, Improved Bull Rush, Lightning Reflexes, Multiattack, Run, Weapon Focus (Bite), Improved Toughness Environment: Warm underground; Organization: Solitary, Pair, or Gang (2-5); Challenge Rating: 12; Treasure: None; Alignment: Always neutral; Advancement: 19-36 HD (Gargantuan); 37-54 HD (Colossal); Level Adjustment: The ground shacks as mounds of sand move toward you rapidly. You hear a distinct rumbling sound as they circle in nearer and nearer. Eventually on burst right underneath you. You are sitting in the mouth of a massive worm! Six smaller, serpent-like mouths bite you and pull you down the creatures throat as it closes in around you. Rattlers are massive worms that travel rapidly underground through some unexplained means. They only surface to eat. They are well adapted at hunting down prey and have a well-developed sense that allows them to see things by feeling their vibrations. They have an uncanny ability to adapt unbelievably quick to any situation, and many grow to be smarter than humans after having long survived the surface dwellers attempts to eradicate them. A standard Rattler looks like a massive worm with pale flesh and a large mouth. Their mouths are ringed with six snake-like tongues that they use to pull prey into their mouths. Rattlers typically charge forward underground and surface right under their prey, after which they attempt to grapple and swallow them. Improved Grab (Ex): If a Rattler hits a single target with two or more of its bite attacks, it can attempt to grapple the opponent as a free action without provoking attacks of opportunity. Swallow Whole (Ex): If the Rattler successfully grapples an opponent with two of its bite attacks as described above, it can attempt to swallow its prey the next round if it succeeds at another grapple check. Those swallowed take 2d8 points of bludgeoning damage as well as 1d6 points of acid damage per round. They also begin to suffocate if they need to breathe air. A Rattler can only swallow creature two or more size categories smaller than itself and it can only have one creature swallowed at a time. Swallowed creature can cut their way out by dealing 25 points of damage to the creatures insides (AC 15). Muscular action closes this hole after it is made, but the creature will likely suffocate since Rattlers immediately dive under the sand after swallowing. Learning Curve (Ex): A Rattler learns from every experience at an astounding speed. Every day a Rattler has violent contact with other creatures other than animals, it gains 1 point of intelligence. Metamorphosis (Ex): After living for several weeks, a Rattler may transform into several smaller creatures called Shriekers. The conditions for this transformation are unknown. The Rattler dies and 2d4 burst from its corpse. Shrieker Small Aberration; Hit Dice: 7d8+7 (38 hp); Initiative: +2 (+2 Dex); Speed: 30 ft. (6 squares); Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 16; Base Attack/Grapple: +5/+1; Attack: Bite +7 melee (1d6 +0); Full Attack: Bite +7 melee (1d6 +0); Space/Reach: 5 ft./0 ft.; Special Attacks: Attach; Special Qualities: Darkvision 60ft., heat vision, food effect, metamorphosis,learning curve; Saves: Fort +3, Ref +4, Will +5; Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 11, Cha 10 Skills: Balance +4, Escape Artist +4, Listen +5, Spot +5 Feats: Agile,Run,Weapon Focus(Bite) Environment: Warm land,deserts; Organization: Solitary, Pair, Gang (2-5), or Pack (5-20); Challenge Rating: 4; Treasure: None; Alignment: Always neutral; Advancement: -; Level Adjustment: What looks like a two foot tall chicken looks toward you. Two small gills raise from its forehead and glow red. It has three large mandibles that seem too big for its head. In an instant it races toward you, spreading its mandibles to reveal a long tongue. It cries out and several more of the creatures seem to pop out from nowhere. Shriekers are the forced evolutionary response to Rattlers under unknown circumstances. They are much weaker than their larger forbearers, but they are more mobile above ground and much more efficient at propagating. They see through organs that can be raised from their foreheads. It is assumed they are deaf, but there is no proof of such. Shriekers attack anything that they sense is warm. They often try to swarm the enemy in great numbers. Attach (Ex): A Shrieker that successfully bites an opponent is unwilling to give up its hold and will continue to chomp whatever is in its mouth. After biting an opponent, they continue to do bite damage on following rounds automatically, but their AC is reduced to 14. Last printed 8/11/2011 11:56:00 a8/p8 20

Heat Vision (Ex): A Shrieker chooses its prey by seeing if they have heat it their bodies. They cannot see heat through walls, but they see you through just about everything else. Undead, constructs and anything else that does not give off heat is effectively invisible to them, although they will still attack if they are bumped into. Food Effect (Ex): After eating, a Shrieker will vomit up a cocoon that will hatch into another Shrieker in 2d6 minutes. The amount of food has no influence. Metamorphosis (Ex): After surviving for about a week, a Shrieker will enter a cocoon shortly and emerge as an Flyer. Learning Curve (Ex): A Shrieker learns from every experience at an astounding speed. Every day a Shrieker has violent contact with other creatures other than animals, it gains 1 point of intelligence. Flyer Small Aberration; Hit Dice: 9d8+9 (49 hp); Initiative: +2 (+2 Dex); Speed: 30 ft. (6 squares), Fly 50 ft. (10 squares)(average); Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 16; Base Attack/Grapple: +7/+3; Attack: Bite +9 melee (1d6 +0); Full Attack: Bite +9 melee (1d6 +0); Space/Reach: 5 ft./0 ft.; Special Attacks: Attach; Special Qualities: Darkvision 60ft., heat vision, food effect, learning curve, burning blood, egg carry; Saves: Fort +4, Ref +7, Will +6; Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 11, Cha 10 Skills: Balance +5, Escape Artist +5, Listen +6, Spot +6 Feats: Agile,Weapon Focus(Bite), Lightning Reflexes Environment: Warm land,deserts; Organization: Solitary, Pair, Gang (2-5), or Pack (5-20); Challenge Rating: 6; Treasure: None; Alignment: Always neutral; Advancement: -; Level Adjustment: You hear a shriek in the sky that sounds all to familiar. You look for cover before the demons above you see your body heat. You look out to see that there are four of them circling overhead on wing. Flyers evolve from Shriekers and are designed to carry Rattler eggs far to help propagate the race. They look much like Shriekers but have a pair of dark bat-like wings coming out from their sides. Their blood is highly combustible and lights even when exposed to air. Flyers attack anything that they sense is warm. They often try to swoop down on unsuspecting enemies. Attach (Ex): A Flyer that successfully bites an opponent is unwilling to give up its hold and will continue to chomp whatever is in its mouth. After biting an opponent, they continue to do bite damage on following rounds automatically, but their AC is reduced to 14. Heat Vision (Ex): A Flyer chooses its prey by seeing if they have heat it their bodies. They cannot see heat through walls, but they see you through just about everything else. Undead, constructs and anything else that does not give off heat is effectively invisible to them, although they will still attack if they are bumped into. Food Effect (Ex): After eating, a Flyer will vomit up a cocoon that will hatch into another Flyer in 2d6 minutes. The amount of food has no influence. Learning Curve (Ex): A Flyer learns from every experience at an astounding speed. Every day a Flyer has violent contact with other creatures other than animals, it gains 1 point of intelligence. Burning Blood (Ex): When a Flyer is hit with a slashing or piercing weapon, its blood ignites and causes the attacker to take 1d6 points of fire damage and forces them to make a DC 14 Ref save to avoid catching on fire. If a Flyer is hit with a fire attack, it explodes and dies, causing 3d6 points of fire damage to all within 10 ft of it. Egg Carry (Ex): Every Flyer carries a Rattler egg inside of it. Once it dies, the egg will hatch within a day into a baby Rattler. Baby Rattler Tiny Animal; Hit Dice: 2d8 +2 (11 hp); Initiative: +2 (+2 Dex); Speed: 5 ft (1 square), Burrow 20 ft (4 squares); Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 14; Base Attack: +2; Attack: Bite +4 melee (1d4 -1); Full Attack: Bite +4 melee (1d4 -1); Space/Reach: 5 ft./0 ft.; Special Attacks: Leaping Bite; Special Qualities: Darkvision 60ft., Tremorsense, Learning Curve; Saves: Fort +2, Ref +3, Will +1; Abilities: Str 8, Dex 15, Con 13, Int 2, Wis 11, Cha 10 Skills: Listen +3, Spot +3 Feats: Weapon Focus (Bite), Weapon Finesse (Bite) Environment: Warm land, deserts; Organization: Solitary, Pair, or Gang (2-5); Challenge Rating: 1; Treasure: None; Alignment: Always neutral; Advancement: -; Level Adjustment: A small bump in the sand rushes forward. At first you dismiss it as a mirage, but then a creature bursts from it and flies toward you, biting your neck. Baby Rattlers are what Rattlers are when they first hatch from their eggs. They are little more than a nuisance to a seasoned adventurer at this point, but will eventually become a big problem if they are allowed to survive. Baby Rattlers attack from underground like their parents, but like to jump onto their prey earlier, perhaps as a lack of experience.

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Leaping Bite (Ex): A Baby Rattler will often jump out of the earth and leap onto their opponents to surprise them. A Baby Rattler moving in a straight line can leap up to 15 ft as part of the charge, catching their opponent off-guard (treat them as flat-footed). Learning Curve (Ex): A Baby Rattler learns from every experience at an astounding speed. Every day a baby Rattler has violent contact with other creatures other than animals, it gains 1 point of intelligence. Magebred Animal (Template) The widespread use of magic on Myriade has led to the development of magical enhancements to animal breeding, particularly within the Knightly Orders. Some experiments in that direction have created new creatures that are actually magical beasts, with unusual intelligence and supernatural or spell-like abilities. In general, however, the aim of these breeding programs is simply to create better animalsones that are more suited for use in the work of daily life. These magically enhanced animals are called magebred. A magebred animal looks essentially like a fine specimen of its kind. Sometimes one may display unusual coloration, including colors rarely found in nature. Its appearance is always slightly exaggerated, emphasizing the feature for which it was bred: A horse magebred for pulling loads has exceptionally large shoulder muscles, for example, while a dog magebred for tracking has a particularly long nose. This example uses a heavy horse as the base creature and illustrates an animal magebred for versatility and speed. Large Animal; Hit Dice: 3d8+9 (22 hp); Initiative: +2; Speed: 60 ft. (12 squares); Armor Class: 15 (1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Base Attack/Grapple: +2/+9; Attack: Hoof 1 melee (1d6+2); Full Attack: 2 hooves 1 melee (1d6+2); Space/Reach: 10 ft./5 ft.; Special Attacks: ; Special Qualities: Excellent learner, low-light vision, scent, swift breed; Saves: Fort +6, Ref +5, Will +2; Abilities: Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 6 Skills: Listen +6, Spot +6 Feats: Alertness, EnduranceB, Run Environment: Temperate plains; Organization: Solitary; Challenge Rating: 1; Treasure: None; Alignment: Always neutral; Advancement: None; Level Adjustment: This heavy horse has notably long, sturdy legs. Magebred animal is an inherited template that can be applied to any living animal (referred to hereafter as the base creature). A magebred animal uses all the base creatures statistics and special abilities except as noted here. Armor Class: The base creatures natural armor bonus increases by +2. Special Qualities: A magebred animal is easier to train and handle than a normal animal. Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2 . In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week). A magebred animal also gains one of the following additional special qualities. Swift Breed: One of the creatures modes of movement increases its speed by 10 feet. Thick-Skinned Breed: The creatures natural armor bonus to AC improves by an additional 2. Tracking Breed: The creature gains a +4 bonus on Survival checks made to follow tracks. Abilities: One of the base creatures physical ability scores (Strength, Dexterity, or Constitution) increases by 4.The other two physical ability scores increase by 2. A magebred animal always has an Intelligence score of 2. Feats: A magebred animal gains one of the following feats as a bonus feat: Alertness, Athletic, Endurance, Improved Natural Attack, or Multiattack. Squirrel, Carnivorous Flying The carnivorous flying squirrel is a relative of the common squirrel, with the ability to glide, and a taste for fresh meat. This squirrel has loose folds of skin on the insides of its legs, which give the squirrel its unique abilities. This little mammal cannot actually fly, but it glides through the air when it jumps out of a tree. They lair in communal nests in tree tops, where they sometimes bring small, shiny treasures. Carnivorous flying squirrels are vicious little creatures, and attack larger targets in groups when the odds are at least 2 to 1. Their main method of attack is to jump out of a tree, silently gaining speed as they fall. For every 5 feet they glide, they gain a +1 to their attack roll. Originally found in Dragon Magazine #66 (1982), Monster Manual II (1983). Diminutive Animal; Hit Dice: 1/2d8 (2 hp); Initiative: +2 (Dex); Speed: 20 ft, fly 40 ft (clumsy); AC: 16 (+4 size, +2 Dex); Attacks:Bite +2 melee; Damage: Bite 1d2-4; Face/Reach: 1 ft by 1 ft/0 ft; Special Qualities: Scent; Saves: Fort +0, Ref +4, Will +2; Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 6 Skills: Balance +3, Climb +6, Hide +3, Move Silently +5, Spot +2 Feats: Weapon Finesse (bite) Climate: Cold and temperate forest; Organization: Swarm (3-18); Challenge Rating: 1/8; Treasure: None; Alignment: Always neutral; Advancement: --Last printed 8/11/2011 11:56:00 a8/p8 22

Supersnake Supersnakes were breed to be more powerful than their poisonous and constricting parents. The is no possible way that these creatures came into existence without the aid of magic. There is no telling how many snakes were sacrificed to create these beasts, but the result was larger than both species and had both of their abilities at its disposal. Now the secrets to their creation are lost, but no doubt hidden somewhere deep in a forest. The creature now breed true and present a surprise to those not familiar with them. Supersnakes look like bigger versions of ordinary snakes. Supersnakes like to wrap around opponents and squeeze the life from them while fending off attacks from their comrades. If faced with only 1 opponent, Supersnakes will leave the creatures head exposed so that it can bite as well as crush the creature. Huge Animal; Hit Dice:16d8 +64 (104 hp); Initiative: +4 (+4 Dex); Speed: 20 ft (4 squares), Climb 20ft; AC : 17(-2 size, +4 Dex, +5 Natural), touch 12, flat-footed 13; Base Attack: +12; Attack: Bite +19 melee ( 1d8 +10); Reach: 15 ft/ 15 ft; Special Abilities: Improved Grab, Constrict 1d8 +10, Poison; Special Qualities: Scent; Saves: Fort +10, Ref +10, Will +5; Abilities: Str 25, Dex 19, Con 13, Int 2, Wis 14, Cha 2 Skills: Balance +12, Climb +18, Hide +4, Listen +10, Spot +10 Feats: Improved Toughness Environment: Warm Forests and Aquatic; Organization: Solitary; Challenge Rating: 7; Treasure: None; Alignment: Always Neutral; Advancement: 17-33 HD (Gargantuan) Improved Grab: To use this ability, the Supersnake must hit with its bite attack. If it gets hold, it can constrict. Constrict: A Supersnake deals 1d8 +10 points of damage with a successful grapple check against a Medium-size or smaller creature. Poison: Bite, Fortitude save DC 19; initial and secondary damage 1d6 Constitution.

Construct
Manufacturing Constructs There are specific factors pertinent to each construct that are explained in each template. These items include the caster level required, spells and skill checks required, and cost in gold pieces and experience points (XP). Yet, there are basic rules that can be used for all construct templates found herein, any deviation from which will be indicated and explained in the specific template to which the exception applies. Making a construct requires a laboratory space in which to work, like rituals. The cost and limitations are the same as for rituals. Divine creators have equally variable requirementsthough a workshop to build a constructs body is usual. The process of building and enchanting the construct always requires the Craft Wondrous Item feat and usually takes ten days plus four days per HD the creature will possess. Further, the constructs creator must have a caster level that is at least 66% (round up) of the constructs final HD, or constructing such a creature is beyond him or her. The constructs enchanter, or an assisting artisan (who must be present during the whole time), builds the body, and the ensorcelling of the new creature goes on as the project proceeds. Magical rituals and special methods are performed, requiring the constructs creator to work for eight hours each day. When not working, the creator may rest, eat and sleep, but can perform no other activities. If the creator (and/or assistant) misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP are not. The constructs body can be reused, taking 20% of the cost and ten days off of the next attempt. Completing the ritual successfully drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls. Some constructs can have the element subtype and special abilities of a non-construct base creature, but sometimes this requires extra effort on the part of the constructs creator. To imbue a construct with the special attributes of a base creature that dont automatically come with the template, the caster must have materials from that base creature as foci and consumables, along with additional reagents. These materials usually cost 250 gp per HD of the construct-to-be, and the process adds half of a day per HD to the ritual (round up) and 5 XP per HD of the base creatureper ability duplicated. The creator of the construct must cast a spell that approximates the desired capability or cast limited wish for each attribute replicated. Attacks and qualities that have more than one ability (such as damage and a secondary effect) count as two (or more) abilities. For example, regeneration is required to replicate fast healing or regeneration, protection from elements or a similar spell might restore an elemental subtype, while bestial aspect other (see New Spells for Construct Building below) works to give a construct extraordinary attacks like poison or the improved grab ability. The construct gains the ability as if it were the base creature (for purposes such as save DC), regardless of its own attributes. Further, normally extraordinary abilities that produce substances (like poison) or healing (like fast healing) are supernatural for the constructsimple attacks, like improved grab or rend, stay extraordinary.

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Some abilities, like a breath weapon, function as a separate magic item built into the construct. For an example, see the iron kith behir in the Kith Construct template. Use this format whenever the ability makes sense as a magic item function rather than an innate power. New Spells for Construct Building Bestial Aspect (Transmutation) Level: Animal 2, Drd 2, Rgr 3, Sor/Wiz 3; Components: V, S, M; Casting Time: 1 action; Range: Personal; Target: You; Duration: 1 minute/level (D); Saving Throw: None; Spell resistance: No You take on an aspect of an animal or vermin, gaining one of that creatures abilities for the duration of the spell. Extraordinary abilities that are not a function of a much different body type (like a snakes or octopus constrict ability) may be gained. You can choose to climb or swim like the animal in question, at its speed or your own, whichever is less. You may grant yourself a natural armor bonus up to 1 plus an additional 1 per 3 levels, but the bonus cannot be greater than the selected animals natural armor. Bite or claw attacks can be chosen, but these attacks (and any other natural attack) use your normal attack bonuses, and do damage according to your own size and type (per Appendix I: Creature Construction Charts), using your Strength bonus to damage. Unfortunately, unless you have Exotic Weapon Proficiency with the natural weapons you acquire, all attack rolls are at 4 due to your lack of familiarity. Despite this, you are considered armed when using the attack gained. Finally, you can acquire an animals ranks in any one of its skills, modifying those ranks with your own attribute to come up with the total bonus. Any ability falling under a category not listed above cannot be gained, and once an ability is chosen it may not be changed. (See MM, Appendix I, Animals for the possibilities). During the duration of the spell, you take on very subtle animalistic features like those of the selected creature. Aspecting yourself to a lion might give you cat-like eyes. An aspect of a spider might darken the skin and bloat the belly. Material component: A part of the animal you wish to imitate. The part used must have some significance to the ability gained, such as a claw for claw attacks. Bestial Aspect Other (Transmutation) Level: Animal 3, Drd 3, Sor/Wiz 4; Components: V, S, M; Casting Time: 1 action; Range: Touch; Target: Creature touched; Duration: 1 minute/level (D); Saving Throw: Fortitude negates (harmless); Spell resistance: Yes (harmless) This spell functions like bestial aspect, except the caster may bestow an ability on another creature. Creatures of greater than Huge size only gain the bite or claw attacks of a Huge creature. The subject always retains its own ability if the ability is better than that granted by the spell. The subject of this spell may choose to revert to its normal form at will. Greater Bestial Aspect (Transmutation) Level: Animal 3, Drd 3, Sor/Wiz 4 This spell functions like bestial aspect, except you may grant yourself two abilities from the animal in question. You might be able to take on some abilities normally forbidden by bestial aspect, like granting yourself a poisonous bite after granting yourself fangs, using a spider aspect. If you do grant yourself poison, the save DC and damage are determined by your size and ability scores, though the potency of the poison is based on the animal type. You can also grant yourself proficiency with the natural attacks as one option. Limited alteration of the body is possible, such as using one option to make your body flexible, and the other to grant yourself a constrictor snakes constrict ability, or making your arms tentacle-like and then gaining the octopus constrict ability. Extra arms may be added (two per ability granted), but these limbs do not grant extra attacks. You could grow wings with this spell, and then the ability to fly with speed limitations as those listed in bestial aspect, and average maneuverability. Burrowing becomes possible at one-quarter your normal speed, as you can grant yourself claws, and then burrowing. Unnatural changes are not possible. For example, to gain a scorpions sting, you may not transform your hand into the stinger; you must grow the scorpions tail, and then add poison. Some attack modes are inconvenient or impossible to gain or use due to this limitation. During the duration of the spell, you take on obvious animal features like those of the selected creature. The lion aspect might give you short, yellow fur, a bestial appearance, a shaggy head of hair, and cat-like eyes. An aspect of a spider might plate your skin with brittle chitin, bloat your belly, and grow useless, extra eyes on your face and head. Greater Bestial Aspect Other (Transmutation) Level: Animal 5, Drd 5, Sor/Wiz 6 This spell functions like greater bestial aspect, except the caster may bestow any abilities on another creature. It is limited in the same manner as bestial aspect other.

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Coal Golem The heat was unbearable. Quilix wiped the sweat from his brow with his sword hand and peered into the dim chamber. It was difficult to see, as acrid smoke and shimmering waves of heat obscured his vision. A dim red glow shone throughout the room, which he soon recognized as some sort of forge. He stepped inside the room -- a cavern, really. For four days and nights, he had explored the shattered fortress of the salamanders. The dwarves that lived near this site had believed it to be long forgotten by its former masters, and so far, Quilix's investigations had proved him correct. All he had found in the deep, smoldering halls of salamanders, located dangerously close to the volcano known as Mount Drukk, was ash, ancient charred bodies, and a great deal of heat. A huge, squat anvil sat in the middle of the room, scarred from what must have been centuries of use. Bits of metal and half-finished metal weapons were piled in metal racks, now drooping from age and constant exposure to heat. A pool of lava bubbled in a stone vat in the corner, no doubt being fed from one of the many tendrils of magma that seeped from the volcano. Seeing nothing of immediate value in the forge to be looted, Quilix turned to leave. A flicker from the anvil suddenly caught his eye. He moved closer and saw a strange, octagonal stone fixed in the side of the anvil. He wiped off the soot and ash that covered the stone, and gave out a startled gasp of surprise. The stone was an enormous ruby the size of his fist! Quilix's hands shook as he sheathed his sword and drew his dagger from its scabbard. He began to pry the ruby from its setting. "What a prize this will fetch from the dwarves at Duruk Lor!" he murmured as his dagger dug into the decaying metal of the anvil. Deep in thought, Quilix failed to hear the sound of rustling from behind him -- the noise of coals settling into a fire. The ruby came loose from its fitting and he held it up in the red-orange light of the magma pool, a smile of pure greed on his face. The smile faded quickly when he noticed a shifting in the sparkle of the ruby, alerting him to something moving behind him. In a flash, he pivoted, the dagger held low and ready to strike. He stopped cold and looked into the glowing red eyes of the monstrosity before him. The coal golem released an infernal, crackling hiss, blowing hellishly hot air into Quilix's face. The dagger fell from his trembling hands as the golem raised its massive, glowing fists, ready to deal a killing blow to the intruder who had desecrated the forge. Fire-dwelling races that thrive in intensely hot environments commonly create coal golems. The secret to the creation of coal golems is believed to have been first discovered by the salamanders, who used the coals and slag from their infernal forges to give life to these monsters. If not the true creators, salamanders are the usual masters of coal golems, using them as slave labor and as guardians of their forges. Fire giants that have mastered the arcane arts also manufacture coal golems, sometimes for the sole purpose of using them as mobile statues to decorate their fortresslike dwellings. Sages believe that unlike other golems, which receive life through the power of the element of earth, coal golems are animated by a combination of fire and earth energies. Because of these conflicting energies, a coal golem is more likely than other constructs to go on a berserk killing rampage. A coal golem is a humanoid-shaped figure composed of deep-burning coals and cinders. It stands 9 feet tall, weighs 500 pounds, and has a powerful body with stocky legs and arms that extend to its knees. An open iron frame holds the entire body in place. Tiny bits of ash and sparks, which can light paper and other easily ignited objects, constantly "shed" from the coal golem's body. Two particularly large glowing cinders act as the coal golem's eyes. Coal golems cannot speak but make a crackling hiss when attacking. They understand commands spoken in the Ignan tongue but do not understand Common. The creatures emit a constant wisp of smoke, equivalent to a low-burning campfire. They move in a slow, clumsy gait, accompanied by the sounds of crackling embers and shifting coals. The coal golem is typically armed with an enormous metal longspear, which glows red from the golem's heat. A coal golem will engage in close combat, where its impressive heat can do extra damage, as soon as possible. It will also try to set fire to flammable objects, making the surrounding environment dangerous. It gets enraged by cold attacks and focuses its attention on anyone who attacks with such methods, even if those attacks do no significant harm. Large Construct; Hit Dice: 11d10 (60 hp); Initiative: -1; Speed: 20 ft. (can't run); AC: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20; Attacks: 2 slams +13, or longspear +13/+8; Damage: Slam 2d10+9 plus 1d8 fire, longspear 2d8+9 plus 1d8 fire/x3; Face/Reach: 5 ft. by 5 ft./10 ft.; Special Attacks: Heat; Special Qualities: Berserk, construct traits, DR 20/+1, magic immunity; Saves: Fort +3, Ref +2, Will +3; Abilities: Str 23, Dex 9, Con -- , Int -- , Wis 11, Cha 1 Climate/Terrain: Any land; Organization: Solitary, pair, or gang (3-4); Challenge Rating: 10; Treasure: None; Alignment: Always neutral; Advancement: 12-18 HD (Large); 19-33 HD (Huge) Heat (Ex): A coal golem generates so much heat that its mere touch deals additional fire damage. Coal golems can conduct this heat through any metal objects or weapons they carry. This heat also has a chance to light flammable objects on fire (see Catching on Fire in Chapter 3 of the Dungeon Master's Guide). Berserk (Ex): When a coal golem enters combat, there is a cumulative 2% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing (and/or lighting on fire) some object smaller than itself if no creature is within reach. Last printed 8/11/2011 11:56:00 a8/p8 25

It then moves on to spread more destruction. If within 60 feet, the golem's creator can try to regain control by speaking firmly and persuasively (in Ignan) to the golem, an act which requires a successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset its berserk chance to 0%. Construct Traits: A coal golem is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A coal golem has darkvision (60-foot range). Magic Immunity (Ex): A coal golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An ice storm slows it (as the slow spell) for 2d6 rounds, with no saving throw. Cone of cold slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 damage. Otiluke's freezing sphere stops it from moving that round and does regular damage. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a coal golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects. Construction: A coal golem's body is made of an open iron frame, which contains the chunks of coals and cinders that make up its form. These coals are made from burning rare woods and coals. The golem costs 65,000 gp create, including 1,000 for the construction of the body. Creating the body is a complex task that requires a successful Craft (metalworking or weaponsmithing) check (DC 20). The creator must have attained 14th level and be able to cast arcane spells. Completing the ritual drains 1,100 XP from the creator and requires geas/quest, limited wish, polymorph any object, heat metal. The creator must also speak Ignan. Golden Sphere Diminutive Construct; HD: 12d10 (66 hp); Initiative: +4; Speed: fly 60ft (clumsy), fly 5ft (perfect); AC: 20(+4 size, +3 dex, +3 natural); Attacks: fork blades+13 melee or rotary saw+13 melee or dual blades+13 melee; Damage: Fork blades 1d6+1 plus stick, rotary saw 1d10+1 18-20/x3, dual blades 2d6+1; Special Attacks: stick, drill, red ray, drive in; Special Qualities: small frame, darkvision 90ft, blindsight 30ft, sonic vulnerability; Saves: Fort +4, Ref +8, Will +6; Abilities: Str 14, Dex 18, Con -, Int 12, Wis 14, Cha 2 Feats: power attack, weapon finesse Environment: Any; Organization: Solitary, pair, cluster (3-5), or swarm (13); CR:8; Alignment: Always neutral; Treasure: None; Advancement: 5-12 HD (diminutive); Sanity Loss: 0/1d4 Spheres are externally simple, a shining, metal sphere. They protrude forth a pair of pronged metal blades, a drill, and a small radial saw from normally invisible slits in them. Spheres are the mechanical tools of the Tall Man. Automated defense mechanisms and powerful weapons. Whle deadly upon hitting and evasive, they have a hard time manuvering and can be destroyed with one good hit. Unless directed otherwise, a sphere will fly straight towards somebody and embed in their skull then drill out their brains. Red Ray (ex): A great golden sphere as a full-round action can project a field of crimson energies. Anything moving within its blindsight is struck with a narrow beam of red energy unless they make a reflex save DC 20. The beam deals 2d8 light damage and 1d12 fire damage. Stick (ex): Once a sphere hits with a forked blade attack, the pronged blades embed it in the targets flesh. It can now drill and it loses its dexterity bonus to AC. It takes a strength check DC 13 for the sphere or anybody else to remove it from an embedded target. Drill (ex): Once embedded, a sphere can begin drilling as a full-round action. Each round it deals 1d12 peircing damage and 1d6 temporary con damage as it pumps out the subjects blood and spews it out the back. Anybody witnessing this horror takes 1/1d8+1 sanity damage. Drive in (ex): A golden sphere can drive its way into a person if they are incapable of moving out of the way, denied their dexterity bonus (entangled, pinned, grappled, etc.). They deal 3d6 damage upon entering, a successful strength check dc:17 as a full action will force it out. If not extricated, it deals 2d8 damage and 1d4+1 temporary con damage each round, drilling its way through the body. It takes the sphere a wisdom check DC 15 to work its way out of the body each round. If it fails the body is thrust 5ft in a random direction. Wherever it exits, it leaves a rapidly bleeding wound dealing 2d4 damage each round unless treated. Small Frame (ex): A sphere's small form lacks the inner support of most constructs, making it subject to death from massive damage. Sonic Vulnerability (ex): A sphere takes double damage from sonic attacks. A tuning fork deals 1d8 sonic damage to it and overloads its sensory systems making it confused for 1 round unless it makes a will save DC 20. On a result of "attacks self" the sphere slams itself against the nearest hard surface dealing 1d6+1 bludgeoning damage. Necromantic Golem Carefully crafted as guardians, servants, and mock life forms, necromantic constructs are the creation of those necromancers with an eye for golem building. These magical artisans have crafted bones and dead flesh into mad entropic sculptures of dragons, chimera, and even whales and sharks. Last printed 8/11/2011 11:56:00 a8/p8 26

A necromantic construct looks like a zombie or skeleton, though the arrangement of bones and flesh may be unusual. Flesh necromantic constructs often show signs of their construction and may be mistaken for flesh golems as well. If mistaken for either, its unfortunate for the viewer if he or she chooses to attempt turning, which has no effect, or eschew magic, which certainly does have an effect. Necromantic Construct is a template that can be added to any corporeal creature that is not a shapechanger, elemental, or ooze (hereafter referred to as the base creature). The creatures type becomes Construct. The new creature retains only elemental subtypes (inherent to the base creatures body). A necromantic construct uses all of the base creatures statistics and special abilities except as noted here. Hit Dice: Die type changes to d10. All HD due to character classes are lost. Speed: Flesh constructs lose 10 ft. of movement in all modes, and if they can fly maneuverability is poor (or that of the base creature, if worse). Bone constructs of flying creatures lose the ability to fly. AC: Natural armor improves by +4 for flesh necromantic constructs, and by +6 for bone necromantic constructs. Attacks: The creatures base attack bonus is calculated as if it was always the Construct type. Flesh constructs gain a slam attack, unless the base creature has a better natural attack with its limbs (like claws). Bone constructs gain two claw attacks that may be used separately from other natural attacks, if the base creature has proper appendages and no claw attacks of its own. Damage: Necromantic constructs that gain attacks from the template do damage according to the Construct type. The constructs damage is that of the base creature, if that damage is better. Special Attacks: A necromantic construct retains all extraordinary attacks of the base creature, besides those granted by character class or active metabolism (like poison). Attacks that require an active metabolism may be added during the construction process for extra cost (see Manufacturing a Construct above). In addition, flesh constructs gain the following: Rotting Touch (Su): Any living target damaged by an attack from a flesh necromantic construct is exposed to the constructs creators choice of non-magical disease. Special Qualities: A necromantic construct retains extraordinary qualities of the base creature with the same limitations as per Special Attacks above, and also gains the following: Construct: Immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or the effects of massive damage. Darkvision (Ex): Necromantic constructs can see in nonmagical darkness up to a range of 60 ft. Extra Hit Points (Ex): Necromantic constructs are magically augmented and get extra hit points based on their size according to the chart below: Size Colossal Huge Medium-size Tiny EHP 120 40 10 Size Gargantuan Large Small EHP 80 20 5

In addition, bone constructs gain the following: Immunities (Ex): All piercing and slashing weapons only deal one-half damage to a bone necromantic construct. Saves: Recalculate saves as if the creature was always a construct (no good saves). Abilities: Modify from base creature as follows: Flesh: Strength +4, Dexterity 2; Bone: Strength +2. As a construct, the creature has no Constitution or Intelligence score, its Wisdom is 11, and its Charisma is 1. Skills: None. The construct loses any racial bonus to skill checks from the base creature, besides those that come from a movement type. Feats: None. Climate/Terrain: Any land and underground; Organization: Solitary or gang (2-4); CR: Base creatures CR +1; Treasure: None; Alignment: Always neutral; Advancement: Same as base creature (but not by character class); ECL: +3 (assuming the creature somehow has an Intelligence score). Razor Golem Taken from the Manual of Hollow Souls by Grinth Alassor Chapter 1 The Philosophy: The creation of a golem goes beyond the mere fashioning of materials into the semblance of life. It is the very creation of life: taking the spark of existence from the gods and imbuing it in gross matter. By mastering this art, a wise man can create solutions to many of our world's ills. Automatons may be created to toil in the fields, to craft goods, work mines, and to fight our wars -- all without putting true folk at risk. Many volumes have been written about such things. Most authors condemn golem creation, but their approaches are incomplete, misguided, or at the very least, flawed. By moving past this mediocrity, we can Last printed 8/11/2011 11:56:00 a8/p8 27

open up the world to a new, enlightened path. If only those too narrow-minded to appreciate this would move aside and allow wisdom and reason to prevail. . . . Chapter 3 Manufacturing: Almost any form of solid matter may be used in the creation of golems. For centuries, stone, iron, and even flesh have been used as the vessel for the spark of life. All of these materials are well and good, and I have used them myself, but most craftsman stick to tried-and-true forms without exploring the variety available. In keeping with the spirit of experimentation, I chose an unusual basis for my next subject. While wandering the bazaars of my home city, I stumbled across a blacksmith who had learned the art of making extremely keen metal disks, with an edge equal to that of a rapier. After a few months of training with him, I learned the technique for myself -- and put it to use on my next golem. I have spent the past year fashioning thousands of these disks. Once completed, I assembled them into a humanoid form in preparation for the ritual. I know that when I finish, many months from now, this golem will be a truly formidable opponent. As for the methods I used to manufacture and place the disks. . . . Chapter 6 The Test: After three months of use, I am very impressed by my creation's capabilities and martial skill. The latest target was the fortress at Il Idor, home to the Graf of Venberg -- an aristocrat who has plagued me for as many years as I can remember. It was a simple matter to instruct The Work to walk up to the gates, ignoring the paltry rain of arrows and fiery pitch that the soldiers used in their defense. It smashed the gate in short order and soon reduced the guards at the front to mere ribbons of flesh. A company of soldiers, including a few wizards that I was not aware were part of Graf's coterie, then ambushed the golem. As I anticipated, their magical attacks failed miserably and they, along with the heavily armored soldiers, were decimated when the razor golem became a cloud of spinning disks. Once the golem entered the fortress, I lost sight of it for a time. The fort was soon devoid of life and aflame from many misplaced shots by the flaming ballistae. When the golem came lumbering out, I immediately discerned some unforeseen weaknesses. It seems that bludgeoning weapons can seriously dull the golem's razor edges -- many dents and broken blades attested to blows from maces and hammers. In addition, one portion of the golem suffered significant rust damage. Apparently, one of the wizards had ascertained the metallic structure of the golem and made an effective counterattack. Sadly, there is little that I can do to lessen these vulnerabilities, as the golem's completion has rendered it immune from my tinkering. Chapter 8 Conclusion: Many years have passed since I first started this log of The Work, as I call it. I have successfully created three of the fine-edged golems, an accomplishment that fills my industrious heart with pride. One of my creations was lost when it plunged into the lava-filled forges of the dwarves of Esker, although the demise of so many of those stubborn and close-minded beings provides some sense of satisfaction that the loss of the golem was not in vain. The weight of age has settled on my scarred shoulders and I spend most of my days in deep thought, admiring my creations. So perfect. So deadly. If only their brawn and prowess could fight off the specter of Death, who hovers so near to me these long and lonely nights... Razor golems are unusual constructs used primarily for offensive assaults rather than guarding an area. They are composed of thousands of sharp disks stacked one on top of each other. The head is a round dome with no neck. The eyes and mouth of a razor golem are mere indentations in the disks; the arms and legs are shaped to appear muscular and powerful; it has an impressively large barrel chest. Because even its hands are made of the sharp disks, razor golems tend to damage almost any object that they handle. When it walks, a razor golem makes an eerie sound of metal scraping against metal. A razor golem cannot speak, although it does make a scraping metal noise when required by its master. Razor golems are extremely deadly in combat, lashing out with their razor claws or slamming against opponents in order to do severe slashing damage. Large Construct; Hit Dice: 16d10 (88 hp); Initiative: -1; Speed: 30 ft.; AC: 28 (-1 Dex, -1 size, +20 natural), touch 8, flat-footed 28; Attacks: 2 claws +21 melee; Damage: Claw 2d10+10; Face/Reach: 5 ft. by 5 ft./10 ft.; Special Attacks: Razor wall, slashing touch, wounding; Special Qualities: Construct traits, DR 40/+2, magic immunity, vulnerabilities (bludgeoning and rust); Saves: Fort +5, Ref +4, Will +5; Abilities: Str 30, Dex 9, Con -- , Int -- , Wis 11, Cha 1 Climate/Terrain: Any land and underground; Organization: Solitary, pair, or gang (3-4); Challenge Rating: 12; Treasure: None; Alignment: Always neutral; Advancement: 17-32HD (Large); 31-48 HD (Huge) Razor Wall (Su): As a full-round action, a razor golem can separate itself into its component razor disks. This attack form duplicates the effect of a blade barrier spell (set vertically) as if cast by a 15th-level cleric, except that the razor golem can move at half speed while in this state. The razor golem can transform back into its previous state as another full-round action. While in wall form, the golem's Armor Class is unchanged, and it can be attacked normally. While in wall form, the golem can attack by merely moving through foe's spaces, which forces opponents to make Reflex saves (DC 18) or take damage from the blade barrier effect. The golem cannot make claw attack while in wall form. Slashing Touch (Ex): If a razor golem makes a bull rush or grapples an opponent, the damage type is slashing rather than bludgeoning. Wounding (Ex): The extremely keen edges of the razor golem's attacks cause wounds that bleed incessantly. If a razor golem damages a foe with its claw attacks, the victim bleeds for 1 point of damage per round thereafter in addition to the claw damage. Multiple wounds from the claws result in cumulative bleeding Last printed 8/11/2011 11:56:00 a8/p8 28

loss (two wounds for 2 points of damage per round, and so on). The bleeding can be healed only by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on). Construct Traits: A razor golem is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A razor golem has darkvision (60-foot range). Magic Immunity: A razor golem is immune to all spells, spell-like abilities, and supernatural effects, except magic weapon (heals 2d6 points of damage the golem has taken) and those that cause rust damage (see below). Bludgeoning and Rust Vulnerability: A razor golem is affected normally by bludgeoning weapons (which bypass the golem's damage reduction regardless of their enhancement bonuses or lack thereof), and by rust attacks, such as that of a rust monster or a rusting grasp spell. Construction: A razor golem is crafted from thousands of razor-sharp steel disks, with a total weight of 2,000 pounds. The golem costs 80,000 gp to create, which includes 1,250 for the body. Assembling the body requires a successful Craft (armorsmithing or weaponsmithing) check (DC 19). The creator must be at least 15th level and able to cast divine spells. Completing the ritual drains 1,800 XP from the creator and requires animate object, bless, commune, prayer, and blade barrier. Sickstone Golem In the deepest reaches of the Underdark, the lightlessness gives way to a sickly greenish glow. Desperate and lost explorers may mistake the glow for safety, when in truth their situation has gone from bad to worse, for in the deepest regions the stone itself is deadly. This glowing, sickening material is known as sickstone, a rare and dangerous material used by long-dead races for numerous projects. The most resilient of these projects is the terrible sickstone golem. The appearance of the sickstone golem may be the only remaining clue as to the nature and appearance of their creators. A sickstone golem's lower body looks like a set of three centipedes joined at the head, though at this juncture a tangled mass of stony spikes rises. From within the spikes protrude a pair of multijointed arms with seven fingers arranged in a radial manner on the hand, and above the nest of spikes towers a leering spiny batlike head atop a serpentine neck. The entire thing is fashioned of small interlocking segments of greenish silver glowing sickstone, which is a material not quite metal and not quite volcanic stone. (Full details on this material can be found in next month's installment of the Far Corners of the World). What service the sickstone golems provided for their ancient creators is a mystery. Today, these destructive and dangerous creatures patrol the deep reaches of the Underdark, possibly fulfilling their final orders as guardians. When they come across intruders, their attacks are swift and decisive. Like most golems, the sickstone golem is a slow and lumbering creature. It lacks any sense of planning and simply lumbers up to its target and smashes at it with its arms until the foe is dead or victorious. When a sickstone golem is destroyed, the magical enhancements on its body fail and the resulting wash of magical energies cause the thing to crumble into inert silvery dust. Large Construct; Hit Dice: 24d10 (132 hp); Initiative: +0; Speed: 20 ft. (can't run), climb 20 ft.; AC: 29 (-1 size, +20 natural), touch 9, flat-footed 29; Attacks: 2 slams +30 melee; Damage: Slam 2d10+13 plus sickening touch; Face/Reach: 5 ft. by 10 ft./5 ft.; Special Attacks: Nauseating aura, sickening touch; Special Qualities: Construct traits, DR 40/+4, magic immunity, sicken stone and metal; Saves: Fort +8, Ref +8, Will +8; Abilities: Str 36, Dex 10, Con --, Int --, Wis 11, Cha 1 Skills: Climb +21 Climate/Terrain: Any deep underground; Organization: Solitary, pair, or gang (3-4); Challenge Rating: 15; Treasure: None; Alignment: Always neutral; Advancement: 25-36 HD (Large); 37-60 HD (Huge); 61-72 HD (Gargantuan) Nauseating Aura (Su): The magical properties of the sickstone golem's poisonous body are enhanced and magnified when it is created. These sickening energies provide a silvery-green illumination to a 60-foot radius. Any living creature in this area must make a Fortitude saving throw (DC 22) each round or become nauseated for the duration of that round. A new saving throw must be made each round. Sickening Touch (Su): A living creature struck by a sickstone golem must make a Fortitude saving throw (DC 22) or take 1d6 points of permanent Constitution drain as the magical energies of the creature's sickstone body leach away life and energy. Stone or metal creatures struck by a sickstone golem are immune to this effect, but they may suffer from its ability to sicken stone and metal (see below). Construct Traits: A sickstone golem is immune to mind-affecting effects, and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A sickstone golem has darkvision (60-foot range). Magic Immunity (Ex): A sickstone golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 1d6 rounds, with no saving throw, while transmute rock to sickstone (see "The Hidden Depths Below: Spells of the Deep Underdark") Last printed 8/11/2011 11:56:00 a8/p8 29

{{link to October article}} heals it of all damage. Stone to flesh does not harm the golem, but it does make it vulnerable to any normal attack for the following round (this does not include spells, except for those that cause damage). Sicken Stone and Metal (Su): Any stone or metal object that strikes a sickstone golem (or any stone or metal creature that comes in contact with it) must make a Fortitude saving throw (DC 22) or become infused with the magical energies that course through the golem's body. Each time an object becomes infused with these energies, its hardness is permanently reduced by 1d6 points. If an object's hardness is reduced below 0, it crumbles to dust. A stone or metal creature also takes 1d6 points of permanent hit point loss each time it fails to resist this ability. Construction: Although the exact method for creating sickstone golems has been lost for centuries, the details are given here should they be rediscovered (DM's option). A sickstone golem's body is constructed from 7,000 pounds of sickstone fragments and shards, fitted together like a three-dimensional jigsaw puzzle. The golem costs 120,000 gp to create, which includes 2,500 gp for the body. Assembling the body requires a successful Craft (sculpting or masonry) check (DC 23). The creator must be 16th level and able to cast arcane spells. The creator need not be immune to the effects of sickstone, but since he must work with the stuff for quite some time, he should take suitable precautions. Completing the ritual drains 2,400 XP from the creator and requires geas/quest, limited wish, polymorph any object, and transmute rock to sickstone. Silver Sphere Diminutive Construct; HD: 4d10(22hp); Initiative: +3; Speed: fly 60 ft (clumsy), fly 5ft (perfect); AC: 20(+4size,+3dex,+3natural); Attacks: fork blades+6 melee, rotary saw+6 melee; Damage: Fork blades 1d4+1 plus stick, rotary saw 1d8+1 19-20/x3; Special Attacks: stick, drill; Special Qualities: small frame, darkvision 90ft, blindsight 15ft, sonic vulnerability; Saves: Fort +1, Ref +4, Will +3; Abilities: Str 13, Dex 17, Con -, Int 8, Wis 14, Cha 2 Feats: power attack, weapon finesse Environment: Any; Organization: Solitary, pair, cluster (3-5), or swarm (13); CR:5; Alignment: Always neutral; Treasure: None; Advancement: 5-12HD(diminutive); Sanity Loss:0/1d4 Spheres are externally simple, a shining, metal ball. They protrude forth a pair of pronged metal blades, a drill, and a small radial saw from normally invisible slits in them. Spheres are the mechanical tools of the Tall Man. Automated defense mechanisms and powerful weapons. Whle deadly upon hitting and evasive, they have a hard time manuvering and can be destroyed with one good hit. Unless directed otherwise, a sphere will fly straight towards somebody and embed in their skull then drill out their brains. Stick (ex): Once a sphere hits with a forked blade attack, the pronged blades embed it in the targets flesh. It can now drill and it loses its dexterity bonus to AC. It takes a strength check DC 13 for the sphere or anybody else to remove it from an embedded target. Drill (ex): Once embedded, a sphere can begin drilling as a full-round action. Each round it deals 1d12 peircing damage and 1d6 temporary con damage as it pumps out the subjects blood and spews it out the back. Anybody witnessing this horror takes 1/1d8+1 sanity damage. Small Frame (ex): A sphere's small form lacks the inner support of most constructs, making it subject to death from massive damage. Sonic Vulnerability (ex): A sphere takes double damage from sonic attacks. A tuning fork deals 1d8 sonic damage to it and overloads its sensory systems making it confused for 1 round unless it makes a will save DC 20. On a result of "attacks self" the sphere slams itself against the nearest hard surface dealing 1d6+1 bludgeoning damage.

Dragon
Faerie Dragon A chaotic offshoot of the pseudodragon, the faerie dragon makes its home amidst the tangled forests of the world. Faerie dragons are about one foot long and resemble miniature dragons with thin bodies, long, prehensile tails, gossamer butterfly wings, and huge smiles. Their colors range through the spectrum, changing as they age, from the red of a hatchling to the black of a great wyrm. The hides of females have a golden tinge that sparkles in the sunlight; males have a silver tinge. A faerie dragon can grow to three feet long. They speak Draconic, Common, Sylvan, and Elven. Faerie dragons shun combat, but if pressed, they will turn invisible and attack with their spells and breath weapon. Tiny Dragon; Hit Dice: 2d12+2 (15 hp); Initiative: +0; Speed: 15 ft, 60 ft (good); AC: 15 (+2 size, +3 natural); Attacks: Bite +4 melee; Damage: Bite 1; Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft; Special Attacks: Spells, breath weapon; Special Qualities: Improved invisibility, immunities, SR 21, darkvision 60 ft, low-light vision, telepathy; Saves: Fort +4, Ref +3, Will +7; Abilities: Str 11, Dex 11, Con 13, Int 18, Wis 18, Cha 16 Skills: Hide +5, Listen +9, Search +9, Spot +9 Feats: Hover Last printed 8/11/2011 11:56:00 a8/p8 30

Climate/Terrain: Temperate and warm forest; Organization: Solitary or clan (3-6); Challenge Rating: 2; Treasure: Double standard; Alignment: Always chaotic good; Advancement: 3-5 HD (Tiny); 6 HD (Small) Improved Invisibility (Su): A faerie dragon can turn invisible and attack as if using the spell improved invisibility. The effect can be dispelled, but the faerie dragon can create it again as a free action on its next turn. Breath Weapon (Su): Cone, 5 feet, once every 1d4 rounds; Reflex save (DC 12) or wander aimlessly in a state of euphoric bliss for 2d6 rounds. Creatures so affected cannot act, and lose their Dexterity bonus to AC. The victim can keep his mind on the situation if he succeeds at a Will save (DC 12) each round; if he fails, he completely loses interest in the matters at hand for the duration of the breath weapon's effect. Spells: Faerie dragons can replicate arcane spells (65% chance) as 6th-level sorcerers (save DC 13 + spell level) or divine spells (35% chance) as 8th-level druids (save DC 14 + spell level). Immunities (Ex.): Faerie dragons are immune to sleep and paralysis effects. Telepathy: Faerie dragons can communicate telepathically with one another with a range of 2 miles. The Faerie Dragon first appeared in 1e MM II (Gary Gygax, 1983). Midgard Linnorm This immense, wingless dragon has massive blue, green and silver scales that glisten like opals, the shifting colors mimicking a stream of running water when the dragon moves. Its mouth is filled with a double row of pale-blue teeth, and its jaw seems to stretch wide enough to swallow a small whale. Its perfectly round, emerald-green eyes appear to have no lids or pupil and reflect light like mirrors. Its hornless head is topped with a ridge of coarse midnight blue hair that looks like a horse's mane, which extends partway down its massive neck where it becomes a lighter blue spinal ruff that runs to the tip of its barbed tail. The rear legs are short and stumpy, and look too weak to support the dragon's bulk, while its front legs are longer and end in razor-sharp claws. The Midgard linnorm may be the only offspring of Jormungandr, the Midgard Serpent. This most magnificent of the linnorms rivals the strongest of dragons in power, and may be as immortal as its sire. Those that have seen the Midgard linnorm and lived to tell the tale said that it was so long they could not see the end of it. The Midgard linnorm lives alone in the deepest parts of the bottom of the ocean, spending most of its time there. This serpent is solitary, considering the company of others inconsequential, though it does employ other creatures as guards to do its dirty work. The linnorm considers all of the sea floor to be its domain, and will dispatch any creature that tries to claim territory there. All other linnorms bow to the Midgard linnorm, and would never dare to challenge it. The Midgard linnorm's lair is an underwater sea cave, so deep beneath the water's surface that no light filters down. This lair is guarded by four powerful, venerable sea linnorms. The dragon's wealth is stored in the deepest chambers. The linnorm does not favor coins and gems, but keeps and makes use of magical treasure. The linnorm also likes artistic items purloined from the surface world such as decorative prows of ships, statues from villages, large shields, and other trinkets. The Midgard linnorm can speak Draconic and Abyssal, and can communicate with other creatures telepathically. The Midgard linnorm is 500 feet in length, and weighs 10,000 tons. The Midgard linnorm may be malicious, but it considers itself above physical confrontation. It much prefers to meddle in the affairs of other linnorms and sentient creatures through its magic, maintain its control secretly. When combat is necessary, the dragon relies on its minions to fight for it, but if a confrontation is unavoidable the Midgard linnorm will bring the full might of its breath weapons and spell-like abilities to bear on the targets before using its melee weapons. Colossal Dragon (Water); Hit Dice: 50d12+400 (725 hp); Initiative: +4; Speed: 50 ft, swim 100 ft; Armor Class: 51 (-8 size, +49 natural), touch 2, flat-footed 51; Base Attack/Grapple: +50/+79; Attack: Bite +56 melee (8d6+13/19-20) or tail slap +55 melee (4d8+19); Full Attack: Bite +56 melee (8d6+13/19-20) and 2 claws +53 melee (4d8+6) and tail slap +53 melee (4d8+19); Space/Reach: 30 ft/20 ft (30 ft with bite); Special Attacks: Breath weapon, constrict 4d8+19, improved grab, spell-like abilities, spells; Special Qualities: Blindsense 60 ft, damage reduction 15/+7, immune to disease, paralysis, and sleep effects, immunity to cold, keen senses, spell resistance 51, telepathy 120 ft; Saves: Fort +35, Ref +29, Will +35; Abilities: Str 36, Dex 10, Con 26, Int 23, Wis 26, Cha 28 Skills: Balance +2, Bluff +62, Concentration +61, Diplomacy +66, Disguise +9 (+11 acting), Intimidate +64, Jump +23, Knowledge (arcana) +59, Knowledge (geography) +59, Knowledge (history) +59, Knowledge (nature) +61, Knowledge (religion) +59, Listen +61, Search +59, Sense Motive +61, Spellcraft +61 (+63 scrolls), Spot +61, Survival +61 (+63 following tracks, +63 avoid getting lost, +63 aboveground), Swim +74, Tumble +53, Use Magic Device +62 (+64 scrolls) Feats: Ability Focus (breath weapon), Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Lightning Reflexes, Multiattack, Power Attack, Snatch, Weapon Focus (bite) Epic Feats: Devastating Critical (bite), Overwhelming Critical (bite), Superior Initiative Environment: Any aquatic; Organization: Solitary; Challenge Rating: 37; Treasure: 10% coins; double goods; triple items; Alignment: Always lawful evil; Advancement: ---; Level Adjustment: --Last printed 8/11/2011 11:56:00 a8/p8 31

Breath Weapon (Su): The Midgard linnorm has three types of breath weapon: a line of boiling water, a cone of dust, and a cone of wind. It may use any breath weapon once every 1d4 rounds. All three breath weapons function normally underwater. The save DCs are Constitution-based. The spray of boiling water is a 200-foot line that deals 20d20 points of fire damage (Reflex DC 45 half). Additionally, the creature must succeed on a DC 45 Strength check or be pushed back 100 feet (as if bull rushed). Air breathing creatures with less than 7 Hit Dice must succeed on a DC 45 Constitution check, or their lungs fill with water and they begin drowning immediately, and are treated as if beneath water in terms of being able to breathe. Creatures that fail the Constitution check may attempt a new check every round to cough the water out. The cloud of dust is a 200-foot cone that deals 16d20 points of damage (Reflex DC 45 half) and causes living creatures to fall into fits of sneezing and coughing. Additionally, living creatures in the area must succeed on a DC 45 Fortitude save or take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 45 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds. The third breath weapon is a 200-foot cone of wind that deals 12d20 points of damage (Reflex DC 45 half). Additionally, the creature must succeed on a DC 45 Strength check or succumb to the tornado-force wind, causing Large or smaller creatures to be blown 200 feet away, Huge creatures to be knocked down, and Gargantuan or Colossal creatures to be checked Constrict (Ex): The Midgard linnorm deals automatic tail slap damage with a successful grapple check. Crush (Ex): When jumping, the Midgard linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the Midgard linnorm's body. Each creature in the affected area must succeed on a DC 43 Reflex save or be pinned, automatically taking 8d6+13 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the Midgard linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. Improved Grab (Ex): To use this ability, the Midgard linnorm must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Spell-Like Abilities: At will - create water, detect thoughts (DC 21), protection from energy, water breathing; 1/day - acid fog, arcane eye, charm person (DC 20), charm monster (DC 23), control water, fog cloud, greater invisibility, greater teleport (DC 26), hypnotic pattern (DC 21), power word blind, power word stun, see invisibility, shapechange, solid fog, telekinesis (DC 24), veil (DC 25), wall of ice (DC 23), whispering wind. Caster level 14th. The save DCs are Charisma-based. Tail Sweep (Ex): The Midgard linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 43 half) takes 4d6+19 points of damage. The save DC is Constitution-based. Keen Senses (Ex): The Midgard linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet. Skills: The Midgard linnorm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Originally found in Dragon Magazine #183 ("The Vikings' Dragons," July 1992, Jean Rabe), and Monstrous Compendium Annual One (1994). Swamp Linnorm The creature resembles a monstrously huge draconic snake, with two powerful forearms but no wings or hind legs. Its tail is long and flat, and it has ridges with hooks and jagged horns. The body and head are matted with thick tangles of mosslike hair. The creature's head resembles that of a massive feral crocodile with powerful jaws filled with ivory fangs. The linnorms are among the most powerful and dangerous of dragonkind. Feral and almost prehistoric in appearance, these dragons are universally cruel, hateful, and destructive. The Monster Manual II details three types of linnorms. The swamp linnorm presented here is one of the more elusive of these ferocious dragons. A swamp that serves as a swamp linnorm's lair is immediately recognizable to those who have encountered these creatures before. Large sections of the swamp consist of deep black tarns and vast stretches of mud. Animal life in a region controlled by a swamp linnorm is always minimal, since creatures larger than turtles or birds flee the creature's monstrous hunger. On the other end, plants (especially aquatic ones) are numerous and thick. The only denizens that are commonly found near a swamp linnorm are the leatheryskinned bog mummies that serve it. A close look at a swamp linnorm reveals that its fangs protrude from its lips, even when the mouth is closed. Thick strands of steaming bile and acid drip from its maw, but most terrifying are its huge, bulging orange eyes that smoke with hatred and madness. Swamp linnorms are often worshiped as gods by lizardfolk, maanvaki, and other swamp-dwelling creatures. They allow the linnorm to keep a vast tract of swampland as its own territory, and they work Last printed 8/11/2011 11:56:00 a8/p8 32

frantically to capture sacrifices to throw into the linnorm's territory in a desperate attempt to keep the creature well fed. Swamp linnorms are amphibious and can breathe both air and water with equal ease. Swamp linnorms have a vast array of spells and magical abilities they can call on, but they tend to prefer to use their physical attacks and breath weapons in combat. A swamp linnorm makes sure to bite and infect as many of its enemies as it can with the dread decay. Swamp linnorms only rarely encounter creatures that can actually challenge their power, but they are not overconfident and proud enough to underestimate such intruders in their realm. When faced with a challenge, linnorms prefer to send wave after wave of bog mummies against the intruders to soften their foes up while they use their druidic spells to pelt them with damage from afar. If seriously threatened, a linnorm uses its ability to transport via plants to escape and regroup. Gargantuan Dragon (Aquatic); Hit Dice: 22d12+176 (319 hp); Initiative: +0; Speed: 40 ft. (8 squares), fly 60 ft. (clumsy), swim 60 ft.; Armor Class: 31(-4 size, +25 natural), touch 6, flat-footed 31; Base Attack/Grapple: +22/+45; Attack: Bite +29 melee (4d6+11 plus disease); Full Attack: Bite +29 melee (4d6+11 plus disease) and 2 claws +27 melee (2d8+5) and tail slap +27 melee (4d6+16); Space/Reach: 20 ft./20 ft.; Special Attacks: Breath weapon, crush 4d6+16, disease, gaze of madness, spell-like abilities, spells, tail sweep 2d6+16; Special Qualities: Blindsense 60 ft., control undead, damage reduction 10/+1, immunity (disease, paralysis, sleep), keen senses, spell resistance 35; Saves: Fort +21, Ref +13, Will +18; Abilities: Str 32, Dex 10, Con 27, Int 15, Wis 20, Cha 18 Skills: Bluff +24, Concentration +28, Diplomacy +6, Intimidate +31, Knowledge (arcana) +22, Knowledge (nature) +27, Listen +32, Search +22, Spellcraft +4, Spot +32, Swim +39 Feats: Ability Focus (breath weapon), Alertness, Cleave, Flyby Attack, Multiattack, Power Attack, Quicken Spell-Like Ability (poison), Snatch Environment: Any swamp; Organization: Solitary, plus 2d4 bog mummies(treat as normal mummies but without the vulnerability to fire); Challenge Rating: 24; Treasure: Double standard; Alignment: Always chaotic evil; Advancement: 23-28 HD (Gargantuan); Level Adjustment: -Breath Weapon (Su): A swamp linnorm may use its breath weapon once every 1d4 rounds. This weapon manifests as a 100-foot line of boiling acid. This attack deals 6d6 points of fire damage and 6d6 points of acid damage, half on a successful Reflex save (DC 31). The save DC is Constitution-based. On a failed save, a victim is knocked down as well. Crush (Ex): A flying swamp linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the swamp linnorm's body. Each creature in the affected area must succeed at a Reflex save (DC 29) or be pinned, automatically taking 4d6+16 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the swamp linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. Disease (Ex): Any creature hit by a swamp linnorm's bite attack must succeed at a Fortitude save (DC 29), or contract the dread decay. The save DC is Constitution-based. The incubation period is immediate, and the disease deals 2d6 points of temporary Constitution damage and 1d6 points of temporary Charisma damage (see Disease, in the Dungeon Master'sGuide). This terrible disease cannot be cured until the victim is subjected to a dispel evil, after which point any magical means to cure the dread decay will halt its terrible progression. Anyone who dies of the dread decay immediately transforms into a mummy; if you have access to Savage Species, you can simply apply the mummified creature template to the victim. Gaze of Madness (Su): Anyone within 30 feet of a swamp linnorm who meets the creature's smoking orange eyes must succeed at a Will saving throw (DC 25) or be driven permanently insane (as if by the insanity spell). The save DC is Charisma-based. Swamp linnorms are immune to their own gaze attacks and to those of others of their kind. Spell-Like Abilities: At will -- fly, control water; 3/day -- poison (DC 18), shapechange, transport via plants; 1/day -- dimension door, forbiddance, horrid wilting (DC 22). Caster level 20th; save DC 14 + spell level. The save DC is Charisma based. Spells: A swamp linnorm can cast arcane spells as a 17th-level druid. They cannot swap out prepared spells to cast summon nature's ally spells. Typical Druid Spells Prepared (6/7/6/6/6/5/4/3/2/1; save DC 15 + spell level): 0 -- detect magic, flare (3), know direction, resistance; 1 -- cure light wounds (3), entangle, longstrider, magic fang, obscuring mist; 2 -- bull's strength, fog cloud, gust of wind, resist energy, summon swarm, tree shape; 3 -- call lightning, cure moderate wounds (2), greater magic fang, plant growth, poison; 4 -- command plants, cure serious wounds (2), giant vermin, rusting grasp, scrying; 5 -- baleful polymorph, call lightning storm, cure critical wounds, transmute mud to rock, wall of thorns; 6 -- gatorswarm*, greater dispel magic, summon nature's ally VI, wall of stone; 7 -control weather, heal, wind walk; 8 -- control plants, summon nature's ally VIII; 9 -- quagmire vortex*. *This spell is detailed in the previous Far Corners of the World: "Mire and Mud: Spells of the Wetland." Tail Sweep (Ex): A swamp linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 29 half) takes 2d6+16 points of damage. The save DC is Constitution-based. Last printed 8/11/2011 11:56:00 a8/p8 33

Control Undead (Su): A swamp linnorm can control undead as a 20th-level evil cleric. It uses this ability to command any bog mummies created by its bite. Keen Senses (Ex): A swamp linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.

Elemental
Negative Plane Elemental (Necromental) Negative elementals appear as vague columns of darkness, from which extend broad pseudopods. They do not speak but they understand simple phrases in Infernal and Abyssal. Negative elementals are very effective attacking in dark areas. The penalties to Spot checks for inadequate lighting are doubled when trying to see them. Negative Elemental, Small (Small Elemental, Extraplanar, Incorporeal) - Hit Dice: 2d8 (9 hp); Initiative: +5; Speed: Fly 50 ft. (perfect) (10 squares); Armor Class: 13 (+1 size, +1 Dex, +1 deflection), touch 13, flatfooted 11; Base Attack/Grapple: +1/; Attack: Touch +2 melee (1d3 Str + 1d4 negative energy); Full Attack: Touch +2 melee (1d3 Str + 1d4 negative energy); Space/Reach: 5 ft./5 ft.; Special Attacks: Negative energy, Strength damage, fear aura, rebuke undead; Special Qualities: Blindsense 60 ft., elemental/incorporeal traits, negative energy; Saves: Fort +0, Ref +1, Will +3; Str -, Dex 13, Con -, Int 4, Wis 11, Cha 11; Skills: Listen +2, Spot +3; Feats: Improved Initiative; Environment: Negative Energy Plane; Organization: Solitary; Challenge Rating: 1; Treasure: None; Alignment: Usually neutral; Advancement: 3 HD (Small) Negative Elemental, Medium (Medium Elemental, Extraplanar, Incorporeal) - Hit Dice: 4d8 (18 hp); Initiative: +7; Speed: Fly 50 ft. (perfect) (10 squares); Armor Class: 14 (+3 Dex, +1 deflection), touch 14, flatfooted 11; Base Attack/Grapple: +3/-; Attack: Touch +6 melee (1d4 Str + 1d6 negative energy); Full Attack: Touch +6 melee (1d4 Str + 1d6 negative energy); Space/Reach: 5 ft./5 ft.; Special Attacks: Negative energy, Strength damage, fear aura, rebuke undead; Special Qualities: Blindsense 60 ft., elemental/incorporeal traits, negative energy; Saves: Fort +1, Ref +4, Will +4; Str -, Dex 17, Con -, Int 4, Wis 11, Cha 13; Skills: Listen +3, Spot +4; Feats: Improved Initiative, Dodge; Environment: Negative Energy Plane; Organization: Solitary; Challenge Rating: 3; Treasure: None; Alignment: Usually neutral; Advancement: 57 HD (Medium) Negative Elemental, Large (Large Elemental, Extraplanar, Incorporeal) - Hit Dice: 8d8 (36 hp); Initiative: +9; Speed: Fly 50 ft. (perfect) (10 squares); Armor Class: 16 (1 size, +5 Dex, +2 deflection), touch 16, flat-footed 11; Base Attack/Grapple: +6/-; Attack: Touch +11 melee (1d6 Str + 1d8 negative energy); Full Attack: 2 touch +11 melee (1d6 Str + 1d8 negative energy); Space/Reach: 10 ft./10 ft.; Special Attacks: Negative energy, Strength damage, fear aura, rebuke undead; Special Qualities: Blindsense 60 ft., elemental/incorporeal traits, negative energy; Saves: Fort +2, Ref +7, Will +7; Str -, Dex 21, Con -, Int 6, Wis 13, Cha 15; Skills: Listen +6, Spot +7; Feats: Improved Initiative, Dodge, Mobility; Environment: Negative Energy Plane; Organization: Solitary; Challenge Rating: 5; Treasure: None; Alignment: Usually neutral; Advancement: 915 HD (Large) Negative Elemental, Huge Huge Elemental (Extraplanar, Incorporeal) Hit Dice: 16d8 (72 hp) Initiative: +11 Speed: Fly 50 ft. (perfect) (10 squares) Armor Class: 19 (2 size, +7 Dex, +4 deflection), touch 19, flat-footed 12 Base Attack/Grapple: +12/Attack: Touch +19 melee (2d4 Str + 2d6 negative energy) Full Attack: 2 touch +19 melee (2d4 Str + 2d6 negative energy) Space/Reach: 15 ft./15 ft. Special Attacks:Negative energy, Strength damage, fear aura, rebuke undead Special Qualities: Blindsense 60 ft., elemental/incorporeal traits, negative energy Saves: Fort +5, Ref +12, Will +11 Abilities: Str -, Dex 25, Con -, Int 6, Wis 13, Cha 19 Skills: Listen +12, Spot +13 Feats: Improved Initiative, Dodge, Mobility, Spring Attack, Combat Reflexes, Ability Focus (fear aura) Environment: Negative Energy Plane Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Usually neutral Advancement: 1720 HD (Huge) Level Adjustment: Negative Elemental, Greater (Huge Elemental, Extraplanar, Incorporeal) - Hit Dice: 21d8 (96 hp); Initiative: +12; Speed: Fly 50 ft. (perfect) (10 squares); Armor Class: 21 (2 size, +8 Dex, +5 natural), touch 21, flat-footed 13; Base Attack/Grapple: +15/-; Attack: Touch +23 melee (2d4 Str + 2d6 negative energy); Full Attack: 2 touch +23 melee (2d4 Str + 2d6 negative energy); Space/Reach: 15 ft./15 ft.; Special Attacks: Last printed 8/11/2011 11:56:00 a8/p8 34

Negative energy, Strength damage, fear aura, rebuke undead; Special Qualities: Blindsense 60 ft., elemental/incorporeal traits, negative energy; Saves: Fort +7, Ref +17, Will +14; Str -, Dex 27, Con -, Int 8, Wis 15, Cha 21; Skills: Listen +16, Spot +16; Feats: Improved Initiative, Dodge, Mobility, Spring Attack, Combat Reflexes, Ability Focus (fear aura), Extra Turning, Lightning Reflexes; Environment: Negative Energy Plane; Organization: Solitary; Challenge Rating: 9; Treasure: None; Alignment: Usually neutral; Advancement: 2223 HD (Huge) Negative Elemental, Elder (Huge Elemental, Extraplanar, Incorporeal) - Hit Dice: 24d8 (108 hp); Initiative: +13; Speed: Fly 50 ft. (perfect) (10 squares); Armor Class: 23 (2 size, +9 Dex, +6 deflection), touch 23, flat-footed 14; Base Attack/Grapple: +18/-; Attack: Touch +27 melee (2d6 Str + 2d8 negative energy, 19-20/x2); Full Attack: 2 touch +27 melee (2d6 Str + 2d8 negative energy, 19-20/x2); Space/Reach: 15 ft./15 ft.; Special Attacks: Negative energy, Strength damage, fear aura, rebuke undead; Special Qualities: Blindsense 60 ft., elemental/incorporeal traits, negative energy; Saves: Fort +8, Ref +19, Will +17; Str -, Dex 29, Con -, Int 10, Wis 17, Cha 23; Skills: Listen +32, Spot +32; Feats: Improved Initiative, Dodge, Mobility, Spring Attack, Combat Reflexes, Ability Focus (fear aura), Extra Turning, Lightning Reflexes, Improved Critical (touch); Environment: Negative Energy Plane; Organization: Solitary; Challenge Rating: 11; Treasure: None; Alignment: Usually neutral; Advancement: 2548 HD (Huge) Negative Energy (Su): The touch of a negative elemental attacks a normal creature's life source (its internal store of Positive energy). A negative elemental can attack and damage creatures fueled by positive energy as if it had damage reduction x/+1. Creatures capable of channeling positive energy must make a Fortitude save (DC 10 + 1/2 the elemental's HD + Charisma modifier = 11, 13, 16, 22, 25, 28 respectively) or be unable to channel for a number of rounds equal to the points of negative energy damage taken. Fear Aura (Su): A negative elemental can exude an aura of fear within a radius of 5' per hit die as a fullround action that does not provoke attacks of opportunity. The closest creatures are considered the targets, up to a total of HD equal to the elemental's HD. The Will save to resist the fear is 10 + 1/2 the elemental's HD + Charisma modifier (11, 13, 16, 22, 25, 28 respectively). The elemental can do this every round; however, any given creature can only be affected by a given elemental's fear aura once per day. Rebuke Undead (Su): Negative elementals can rebuke undead as if they were clerics with level equal to their HD. Blindsense (Su): A negative elemental's blindsense is a supernatural awareness of life forces around it. In addition to the benefits of regular blindsense, a negative elemental is also aware of everything that can be revealed by a deathwatch spell on every creature within the radius of its blindsense. Negative Energy (Ex): A negative elemental can be banished from a plane back to the Negative Energy Plane on a successful check to turn undead. It can also be rebuked or commanded as if it were undead.

Fey
Dread Nymph Throughout the world, myths and legends record the stunning beauty and playful innocence of the fairest of the fey: the nymph. Such tales fall upon skeptical ears in the Lands of Mists, as the perverse nature of that dark land has corrupted even the most pure of natures children. Dread Nymphs are twisted and fiendish versions of their more beatific cousins. However, they are no less fair and enchanting in their appearance than regular nymphs, though the playful innocents in their eyes has been subtly replaced with a darker, more insidious look of malevolence and sadism. Dread Nymphs live alone, luring their victims (usually men) to their deaths. Dread Nymphs dont seem to need victims for sustenance; they are rather drawn to these acts by some darker part of their nature. Powerful spell casters who have found a way to survive their dark powers sometimes capture dread Nymphs. Though such imprisonment will engender the eternal enmity of the foul fey. Dread Nymphs avoid combat whenever possible. If they cannot avoid their enemies by use of their powers, they flee. Medium-Size Fey; Hit Dice: 3d6 (10 hp); Initiative: +1 (Dex); Speed: 30 ft., swim 20 ft.; AC: 11 (+1 Dex); Attacks: touch +1 melee; Damage: corrupting touch 1d4; Face/Reach: 5 ft. by 5-ft./5 ft.; Special Attacks: Corrupting touch, maddening beauty, fatal beauty; Special Qualities: Damage Reduction 10/silver, spell like abilities; Saves: Fort +1, Ref +4, Will +8; Abilities: Str 10, Dex 13, Con 10, Int 16, Wis 17, Cha 19 Skills: Animal Empathy +10, Knowledge (Fey lore) +7, Escape Artist +7, Bluff +10, Hide +7, Listen +11, Move Silently +7, Sense Motive +9, Spot +11 Feats: Ability Focus (maddening beauty), Alertness, Dodge, Iron Will Climate/Terrain: Any land; Organization: Solitary; Challenge Rating: 7; Treasure: Standard; Alignment: Always chaotic evil; Advancement: 4-9 HD (Medium-size) Maddening Beauty (Su): This ability operates continuously, affecting all humanoids within 60 feet of the dread nymph. Those who look directly at the nymph must succeed at a Will save (DC 15) or be affected as though they had failed a horror save and contracted the Fascination horror effect (RCR, pg. 60). The fascinations focuses on the dread nymph, and the character affected will likely seek out the fey in order to offer him or her self as a supplicant. Depending on how aesthetically pleasing the victim is, the nymph may keep them around for a while. Otherwise, she usually kills them right away. Last printed 8/11/2011 11:56:00 a8/p8 35

Fatal Beauty (Su): The dread nymph can evoke this ability once every 10 minutes. Those within 30 feet of the nymph who look directly at her must make a Will save (DC 17) or die. Corrupting Touch (Su): The dread nymphs touch can become toxic to any humanoid she touches, if she wills it. A successful melee-touch attack does 1d4 points of damage. Spell-Like Abilities: Like their more benevolent cousins, dread nymphs can use dimension door once per day as cast by a 7th-level sorcerer. They can also replicate druid spells as 7th-level casters (save DC 13 + spell level). They cannot cast any druid spells with the Good descriptor. Special: It is rumored that Dread Nymphs will occasionally become impregnated with the child of a comely male (who rarely lives long after the encounter). Female children of this union are always dread nymphs, like their mothers. They stay with their mother until they are about 13 or 14 years of age, then they strike out on their own, often after attempting to kill the nymph that give them life in the first place! While rare, male children are not unheard of. A dread nymphs favored class is Druid. Leanan Sidhe Miala found the man lying in his bed, drained of all color and extremely listless. "Are you the painter Lasland?" she asked. "I have something for you from your sister." "I was, but I will paint no more, and it is that accursed faeries fault," the man replied. When asked what happened, he continued his lamentable tale. "I was painting when this woman came up to me. Beautiful as the dawn she was, and very interested in my work. One thing led to another, and I felt inspired to paint my masterpiece." While he spoke, the druid tried to heal his sickness but failed. "There it is, over by the window," Lasland said, pointing. Miala looked at the work, and indeed it was beyond anything she had ever seen in beauty, design, and subtlety of brushwork. "How, then, did you end up in this state?" "After the masterpiece, I started doing caricatures for the locals. Harmless fun, but they were still better than my usual work. That night, she left me, but before she went she drained all the life out of me. Just look at me now. Never again will I paint, or walk, or taste food. My life is wasted . . . and now its over." And indeed it was, for at that moment he died. "But was it wasted?" Miala wondered. The painting was certainly a singular vision of beauty and would last well beyond its creator. Miala shrugged, considered for a few moments more, placed the small carved statue she had brought on the table, and then set off in search of the creature. Known as exotic and mysterious beauties, these fey creatures bring inspiration and despair. If a mortal misuses their gifts, they become dark destroyers. Leanan sidhe are the muses of the faerie world, bringing gifts of creativity and inspiration to mortal humanoids. These beautiful creatures appear as either male or female, but they have a charisma that attracts beyond the power of beauty alone. They seem alive and vibrant, more so even than most other faerie creatures. Only faerie folk can see their natural forms, which are quite beautiful. However, leanan sidhe can appear to mortals in various guises -- they tailor their appearance to best suit their chosen protg. Leanan sidhe exist to interact with mortals and inspire them to great creative works. The faerie chooses a mortal humanoid gifted in one of the arts: poetry, painting, singing, or other form. The creature stays with this mortal a few days, inspiring him or her to create great works. The period is one of intense passion and emotion for the mortal and the leanan sidhe, as they often share an intimate relationship while the faerie is present. When the creature departs, the mortal falls into despair for a day, hardly wanting to do anything and thinking all life is hollow and empty. This passes eventually, leaving the mortal sadder but able again to create. The leanan sidhe becomes a dangerous fiend if its gifts are misused. The leanan sidhe call mortals to exalted levels of creativity: the epic poem, the masterwork painting. Simply using a leanan sidhes gift to entertain at the local tavern, or not using it at all, causes the faerie to punish the mortal. The sidhe seduces the mortal, and then drains energy levels from him or her. In extreme cases, the faerie leaves the poor victim to die a languishing death, an example to others. This power is used only to punish mortals, never under other circumstances such as combat. Leanan sidhe speak Sylvan and Common. Leanan sidhe do not engage in combat except to defend themselves, and they are poor combatants. Medium-Sized Fey; Hit Dice: 2d6 (7 hp); Initiative: +1; Speed: 30 ft.; AC: 11 (+1 Dex), touch 11, flatfooted 10; Attacks: Dagger +1 melee; Damage: Dagger 1d4; Face/Reach: 5 ft. x 5 ft./5 ft.; Special Attacks: Kiss of death, inspire despair; Special Qualities: Alter form, inspire creativity, low-light vision; Saves: Fort +0, Ref +4, Will +5; Abilities: Str 10, Dex 13, Con 10, Int 14, Wis 14, Cha 18 Skills: Appraise +5, Diplomacy +8, Disguise +9, Hide +8, Knowledge (local) +7, Listen +7, Move Silently +5, Perform (any five) +9, Sense Motive +7, Spot +7 Feats: Dodge, Skill Focus (Hide), Ability Focus (inspire despair) Climate/Terrain: Any forest, plains, or hills; Organization: Solitary; Challenge Rating: 1; Treasure: None; Alignment: Always neutral; Advancement: By character class

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only. The sidhes continued presence (within 30 feet) following the incubation period delays the onset of the effects; in such a case the victim need not make the first save until the sidhes departure. The kiss of death special ability can be stopped only through a wish or miracle. Subjects who used their creative powers wisely need not attempt the save at all. Inspire Despair (Su): The presence of the leanan sidhe is so compelling that no other experience can equal it. Thus, when the chosen mortal is out of the sidhes presence after having benefited at least once from the insight bonus of the inspire creativity special ability below, he or she feels depressed and unable to create. The mortal must attempt a Will save (DC 15) or suffer the effects of despair. This translates to a 2 circumstance penalty on all attack rolls, saving throws, and skill checks, plus the loss of any Dexterity bonus to AC. Further, the mortal suffers a 10 insight penalty to all Perform and Craft checks. The period of despair lasts for 24 hours from the time the sidhe departs, and during this time the mortal laments the loss of inspiration and companion. Thus, if the sidhe departs and then returns, the poor subject swings from the heights of exhilaration to the depths of despair. This ability is usable at a range of 30 feet once per day (the sidhe uses it just prior to departing). Alter Form (Su): Leanan sidhe can appear as Small or Medium-size male or female humanoids of any race. They can change forms at will up to three times per day as a standard action that does not provoke an attack of opportunity. The sidhes attack rolls, natural armor bonus, and saves do not change whatever its new form. The creature does not gain any special abilities, attack forms, defenses, ability scores, or mannerisms of its chosen form. If slain, the sidhe automatically returns to its normal form. If the sidhe uses this ability to create a disguise, it enjoys a +10 bonus on its Disguise check. Each use of this ability lasts eight hours. Inspire Creativity (Su): To the chosen mortal, the leanan sidhe grants a depth of creative inspiration that is unparalleled. This gift grants a +10 insight bonus to any Perform or Craft skill checks made in the creative effort. Once a subject uses this insight bonus, he becomes subject to the inspire despair special ability (above). The gift remains for 24 hours. The sidhe can grant this gift once per day, and it remains effective only when the creature within 30 feet. Low-Light Vision: The leanan sidhe can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions. Rime Sprite The mischievous rime sprite is the bane of sailors and fishermen alike. This tiny fey derives great delight in tormenting humanoids who live and work on arctic coastlines. Rime sprites stand just over 1 foot in height. They look like animated ice statues of beautiful or handsome elves with snow for hair. Most rime sprites remain content playing harmless jokes on people, such as freezing unattended drinks, entangling people and boats in patches of seaweed, or creating minor images of valued personal objects afloat just out of reach in the water. Rime sprites are easy to anger, though, and if they even think that they are being threatened, their jokes quickly turn deadly and cruel. Rime sprites speak Common, Aquan, and Sylvan. Rime sprites are fairly helpless in melee combat, and they know it. They prefer to use their spell-like abilities or ray of frost attacks from the air. They generally reserve their snow flurry ability to cover their retreats. Tiny Fey (Cold, Aquatic); Hit Dice: 1/2 d6 (1 hp); Initiative: +9; Speed: 40 ft., fly 80 ft. (perfect), swim 60 ft.; AC: 17 (+2 size, +5 Dex), touch 17, flat-footed 12; Attacks:Ray of frost +7 ranged; Damage:Ray of frost 1d3 cold; Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.; Special Attacks: Snow flurry, spell-like abilities; Special Qualities: Cold subtype, low-light vision, SR 5, water walk; Saves: Fort +0, Ref +7, Will +4; Abilities: Str 5, Dex 20, Con 11, Int 14, Wis 15, Cha 18 Skills: Balance +9, Bluff +7, Diplomacy +7, Hide +17, Knowledge (nature) +6, Listen +6, Move Silently +9, Spot +6, Swim +9, Tumble +9, Wilderness Lore +6 Feats: Dodge, Improved Initiative, Mobility Climate/Terrain: Arctic coastlines and oceans; Organization: Solitary, pair, gang (2-4), band (6-11), or tribe (12-84); Challenge Rating: 1; Treasure: No coins, 50% goods (metal or stone only), 50% items (no scrolls); Alignment: Always chaotic neutral; Advancement: 1-3 HD (Tiny) Snow Flurry (Su): Three times per day, a rime sprite can create a highly localized blast of windblown snowflakes at a range of up to 100 feet. A snow flurry fills a 5-foot cube, and any creature within this area must make a Reflex save (DC 14) or be dazed for 1d4 rounds. Spell-Like Abilities: At will create water, dancing lights, ghost sound, open/close, ray of frost; 3/day -entangle, minor image, obscuring mist. Caster level 1st; save DC 14 + spell level. Cold Subtype (Ex): A rime sprite is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure. Water Walk (Su): A rime sprite can walk on water at will. Satyr A satyrs hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf. Satyrs speak Sylvan, and most also speak Common. The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can Last printed 8/11/2011 11:56:00 a8/p8 37

sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing. Satyr characters possess the following racial traits. NOTE: YOU CANNOT PLAY A SATYR UNTIL THE AVERAGE PARTY LEVEL IS 8 OR HIGHER. +2 Dexterity, +2 Constitution, +2 Natural Weapons: Head butt (1d6). Intelligence, +2 Wisdom, +2 Charisma. Pipes (Su): Satyrs can play a variety of Medium size. magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. A satyrs base land speed is 40 feet. When it plays, all creatures within a 60-foot Low-light vision. spread (except satyrs) must succeed on a Racial Hit Dice: A satyr begins with five DC 13 Will save or be affected by charm levels of fey, which provide 5d8 Hit Dice, a person, sleep, or fear (caster level 10th; the base attack bonus of +2, and base saving satyr chooses the tune and its effect). In throw bonuses of Fort +1, Ref +4, and Will the hands of other beings, these pipes have +4. no special powers. A creature that Racial Skills: A satyrs fey levels give it skill successfully saves against any of the pipes points equal to 8 x (6 + Int modifier). Its effects cannot be affected by the same set class skills are Bluff, Hide, Knowledge of pipes for 24 hours. The save DC is (nature), Listen, Move Silently, Perform, Charisma-based. and Spot. Satyrs have a +4 racial bonus on Damage reduction 5/cold iron Hide, Listen, Move Silently, Perform, and Automatic Languages: Sylvan. Bonus Spot checks. Languages: Common, Elven, Gnome. Racial Feats: A satyrs fey levels give it two Fey Type: For any effect relating to race, feats. A satyr receives Alertness as a bonus Satyrs are considerd Fey. feat. Favored Class: Bard. +4 natural armor bonus. Level adjustment +2. Siabrie The desert holds innumerable secrets. Those who penetrate to the depths of a vast desert and survive the inhospitable terrain, heat, and monsters always emerge with tales of how the desert itself seemed to rise up against them, repelling intruders from the true depths of its reaches. These explorers, unwitting or not, have encountered one of the most powerful and dangerous denizens of the desert: the mysterious siabrie. The siabrie rarely appears to outsiders, and then usually when the intruder has earned its wrath. Few can survive the full focus of an angry siabrie, so word of their existence is slow to spread. A siabrie looks like a beautiful or handsome humanoid, with willowy arms and long, golden hair. Its skin is coppery and upon close inspection seems to be made of fine sand. Its wings are glimmering and crystalline, like stained glass, and its eyes are like the most beautiful of desert sunsets. But when angered, a siabrie undergoes a terrible transformation. Its skin runs like glass and glows with fire, and its face and eyes burn with a seething rage like the light of a thousand suns. An angry siabrie's form shifts rapidly between bestial and humanoid as its rage is made flesh. A siabrie's territory in a large desert can extend over dozens of square miles, and each one is perfectly content to wander its dunes and cliffs alone. Nevertheless, every few hundred years, a siabrie can grow lonely and seek out the companionship of others of its kind. When a siabrie cannot find other siabries to visit at these times, it has been known to assume the form of a humanoid and visit communities for entertainment. Rarely, a group of up to seven siabries congregates in one area of the desert, either to share knowledge and companionship or to band together to repel a particularly dangerous or vile threat to their homes. For the most part, though, they avoid crowds and are content to live their immortal lives alone. Siabries can understand and speak any language, as long as the speaker is in the siabrie's desert. Otherwise, they can communicate in Auran, Ignan, Sylvan, and Terran. An angry siabrie is a force to be reckoned with. It tries to repulse undesirables from its domain using its formidable spell-like abilities, its sonorous voice attack, and by awakening the very desert itself to drive them off. If these tactics fail, the siabrie manifests in the thick of the intruders and lays waste to them with its touch. A siabrie's touch burns and desiccates tissue, and it erodes away unliving targets like undead and constructs. Damage done is 1d10 points plus additional damage equal to the siabrie's Charisma modifier. The siabrie makes full use of Whirlwind Attack and Spring Attack with this devastating touch, and, against those creatures who can outrun it, the creature calls up stinging blasts of burning sand out of nothingness to strike at a distance of up to 100 feet (and up to 10 range increments). Medium-Size Fey; Hit Dice: 15d6+75 (127 hp); Initiative: +9; Speed: 40 ft., fly 120 ft. (perfect); AC: 26 (+9 Dex, +7 natural armor), touch 26, flat-footed 17; Attacks: Touch +9 melee touch plus sandtouch, or sandblast +16 ranged; Damage: Touch 1d10+7, sandblast 4d6; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Gaze of ruin, sandtouch, sonorous voice, spell-like abilities; Special Qualities: Absorb fire, acid resistance 30, awaken desert, DR 25/+4, desert awareness, low-light vision, regeneration 5, sonic resistance 30, SR 29; Saves: Fort +10, Ref +18, Will +12; Abilities: Str 14, Dex 29, Con 20, Int 22, Wis 17, Cha 25 Last printed 8/11/2011 11:56:00 a8/p8 38

Skills: Balance +11, Bluff +14, Concentration +15, Craft (sculpture) +11, Diplomacy +9, Innuendo +8, Intimidate +9, Intuit Direction +4, Jump +7, Knowledge (arcana) +11, Knowledge (nature) +11, Listen +10, Perform (song) +8, Spellcraft +16, Spot +10, Tumble +16, Use Magic Device +22, Wilderness Lore +13 Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Expertise, Mobility, Spell Focus (Evocation), Spring Attack, Track, Whirlwind Attack Climate/Terrain: Any desert; Organization: Solitary, pair, or cabal (3-7); Challenge Rating: 18; Treasure: No coins, triple goods, double items; Alignment: Usually chaotic neutral; Advancement: By character class Gaze of Ruin (Su): Anyone within 30 feet of a siabrie who meets the creature's glowing red eyes must succeed at a Will saving throw (DC 24) against this mind-affecting fear effect or become overwhelmed with feelings of hopelessness and despair; these victims can do nothing but sink to the ground and sob until the siabrie leaves or deactivates her gaze weapon. Such victims are considered to be helpless. Siabries are immune to their own gaze attacks and to those of others of their kind. They can suppress this gaze weapon as a free action; when it is active the siabrie's eyes shine with a blinding light that illuminates a 60-foot radius. Sandtouch (Su): Any creature damaged by a siabrie's touch attack must make a Fortitude saving throw (DC 22) or turn to nonmagic sand. A creature slain in this manner can be restored to life only by a miracle, true resurrection, or wish. Sonorous Voice (Su): As a full round action, a siabrie can lower the pitch of its voice and increase the volume so as to sound like the wind blowing over hollows in the rocks or dunes. The creature can maintain the sonorous voice for up to 1 minute by concentrating; each minute the radius of its effect increases by one mile. Each living creature with an Intelligence of 3 or greater in the area of effect must make a Will saving throw each round (DC 24) or become shaken. A shaken character who fails to save against this ability becomes frightened. A frightened creature who fails to save becomes panicked. A panicked creature who fails to save is rendered unconscious. All conditions imparted by this ability persist for 1d10 rounds after the siabrie ceases to use the ability. This is a mind-affecting, sonic, fear effect. A siabrie can use its sonorous voice once per hour. Spell-Like Abilities: At will -- barkskin, create water, cure moderate wounds, detect magic, endure elements, faerie fire, flare, greater dispelling, heat metal, meld into stone, pass without trace, produce flame, protection from flame, spike stones, word of recall; 3/day--call lightning, control winds, flame strike, heal, shapechange, stone tell, wall of stone; 1/day--antipathy, control weather, creeping doom, fire storm, sunbeam, sunburst, sympathy, whirlwind, wind walk. Caster level 15th; save DC 17 + spell level. Awaken Desert (Su): Once per day, a siabrie can awaken the dormant spirits of the desert. Treat this as an elemental swarm spell cast by a 20th-level druid, except that all of the elementals appear at once. The elementals summoned can be of any type but water elementals. Air elementals summoned by this ability appear as swirling clouds of sand, and their attacks gain +1d10 bonus damage from the scouring grit. Earth elementals summoned by this ability appear as shifting humanoid mounds of sand. They are immune to piercing damage. Fire elementals summoned by this ability are incredibly fast. They gain a +4 haste bonus to their AC and have a speed of 80 feet. Absorb Fire (Su): A siabrie can absorb any fire spell or effect that strikes it. This immediately negates the effect and grants a number of temporary hit points to the siabrie equal to the fire damage that normally would have been done. If the fire effect was a permanent magical effect (such as a flaming weapon), the effect is merely suppressed for 1d4 rounds. Desert Awareness (Su): While in a desert, a siabrie uses the environment to best advantage. The creature cannot be flanked, can detect invisible creatures as if under the effects of a see invisibility spell (caster level 15th), and is immune to all mind-affecting attacks. Regeneration (Ex): Damage dealt to a siabrie is treated as subdual damage, which automatically heals at a rate of 5 points per round. Cold and lawful attacks (this includes lawful spells that do damage, lawful weapons, and the natural attacks of lawful outsiders) deal normal damage to the creature, which doesn't go away. Attack forms that don't deal hit point damage ignore regeneration, and it does not restore hit points lost from starvation, thirst, or suffocation. Siabrie Characters: A siabrie's favored class is sorcerer, although many siabrie become druids, as well. Unseelie Nymph "Over there, Scout. That's her." Miala pointed at the enchantingly beautiful creature seated in the clearing. The fairy -- for surely that was what it must be -- sat surrounded by four human males in their early twenties, each clearly bewitched. "See the twisted trees on the far side of the clearing? She causes that. She's some kind of nymph." "So why didn't you just kill her?" Scout asked, drawing an arrow from her quiver. "It seems easy enough, if she's just a nymph." "My powers are considerable now, but with those louts fawning at her feet, I would have been in over my head when it came to blows. I left the dogs behind so I could move quietly. And I don't have your gift for archery -- you know that." Scout fitted the arrow to her bow, then drew the string back and took aim from behind the brush. Her clothing made her six-foot frame meld with the brush, and Miala's leaf armor caused her to actually appear to be part of the bush. Taking careful aim, Scout said, "After we kill it, will the forest return to normal?" Last printed 8/11/2011 11:56:00 a8/p8 39

"I don't know; I've never run into one of these. I was able to tell that she was causing the corruption only by observing her for more than a week. And she's not dead yet, friend. . . ." At that moment, Scout let the arrow fly. The twang of the bowstring echoed through the woods as the arrow sped toward its target. Suddenly, one of the men around the nymph turned and interposed himself between the arrow and its target. As he fell screaming, the others produced clubs and swords, and turned towards the two women in the brush. Scout and Miala drew their own weapons and readied themselves. Miala said, "It's getting to the 'after' that's always hard for us." As beautiful as nymphs, unseelie nymphs are their exact opposites in outlook and temperament. They delight in the corruption of all that is beautiful and good in nature. Unseelie nymphs can be found in both forest and aquatic environments, working their destruction. Each has a chosen terrain that it prefers; forest unseelie nymphs live only in forests, and aquatic unseelie nymphs live only at lakeshores or in lakes. They will not willingly live in other terrain; even forest unseelie nymphs will not live near a lakeshore that is contained within the home forest. An unseelie nymph's beauty rivals, but does not quite equal, the beauty of a good nymph. However, few get the opportunity to compare them side-by-side, and so the subtle differences are not apparent. Unseelie nymphs resemble young human or elven women with perfect features and thick, luxurious hair. Forest unseelie nymphs tend toward brown or black hair, while water-dwelling individuals have blond or a greenish-blue hair that looks just as lovely and appropriate as the more normal hair colors. This beauty hides a heart as corrupt and evil as can be found in the natural world, and the sardonic or hard glints in these creatures' eyes are so fleeting that almost no one sees them. An unseelie nymph never betrays her evil tendencies overtly, always maintaining an appearance of innocence. Because of this, they are often confused with nymphs who have turned off their unearthly beauty's deadly effects. Unseelie nymphs speak Sylvan and Common. Unseelie nymphs avoid combat, relying on their lovestricken companions to defend and protect them. When bereft of such servitors, they seek to escape combat unscathed. Though they are spiteful about destroying the beauty of others, they prize their own beauty too highly to risk it in combat. Medium-Size Fey; Hit Dice: 3d6 (10 hp); Initiative: +1; Speed: 30 ft.; AC: 11 (+1 Dex); Attacks: Dagger +1 melee; Damage: Dagger 1d4; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Corruption of nature, corruption of beauty, spell-like abilities; Special Qualities: Low-light vision, SR 16; Saves: Fort +1, Ref +4, Will +5; Abilities: Str 10, Dex 13, Con 11, Int 16, Wis 15, Cha 19 Skills: Bluff +10, Diplomacy +12, Hide +7, Intimidate +6, Knowledge (nature) +9, Listen +10, Move Silently +7, Sense Motive +8, Spot +10, Climb +10* (forest nymph only) or Swim +10 (aquatic nymph only) Feats: Ability Focus (corruption of beauty), Ability Focus (charm), Alertness, Dodge Climate/Terrain: Forest, marsh, or aquatic; Organization: Solitary; Challenge Rating: 5; Treasure: Standard; Alignment: Always neutral evil; Advancement: 4-9 HD (Medium-size) or by character class Charm (Sp): Any creature who sees the unseelie nymph must make a Will save (DC 17) or fall in love with her. This ability works as the charm person spell cast by a 7th-level sorcerer. If the creature is male, he treats the unseelie nymph as the love of its life, the center of his universe, and will do anything short of ending his own life, or violating his basic ethos, to please the unseelie nymph. Those charmed by an unseelie nymph will not leave her side while the charm is in effect for any reason, and will defend her to the death. (Note: Defending one's love to the death is different than throwing oneself off a cliff simply because the beloved wished one to do so.) Corruption of Nature (Su): An unseelie nymph can twist and corrupt nature itself. For every week that an unseelie nymph lives in an area, she twists, deforms, and kills the plants, and fouls the water. Fouled water cannot support life, so fish in a lake that becomes fouled by the unseelie nymph die the following week. The unseelie nymph first affects the area around her designated "home," and extends her influence in circular patterns of increasing size. Each week the unseelie nymph can corrupt a circle of radius 150 feet, but successive weeks' circles add on to the first. Thus, in the first week the unseelie nymph corrupts a circle of radius 150 feet centered on her home. The following week, the circle of area affected grows to a radius of 300 feet, and in the following week the circle of effect grows to a radius of 450 feet. The maximum area that can be affected by a single unseelie nymph is a circle with radius 2 miles, and this takes 71 weeks to accomplish. Any plant in the area that is sentient and self-willed or controlled by another creature, such as a druid's oak or a treant, can make a Fortitude save (DC 11) to resist the effect each week that it remains in the area. Creatures that make this saving throw cannot identify the source of the effect simply from being attacked by it. Corruption of Beauty (Su): Once per week, an unseelie nymph can permanently drain one point of Charisma and one point of Constitution from any creatures under the effects of its charm ability. The range of this ability is 30 feet, and the affected creatures can make a Fortitude save (DC 17) to resist this effect. Males receive a -2 circumstance penalty to this saving throw, as they would willingly give the unseelie nymph anything it requests. Spell-like Abilities (Sp): Unseelie nymphs can use dimension door once per day as cast by a 7th-level sorcerer.

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*Terrain-Dependent Skill: Unseelie nymphs who have chosen water as their home have ranks in the Swim skill, and those who have chosen the forest as their home have ranks in the Climb skill. Unseelie nymphs receive a +4 racial bonus on checks using their terrain-dependent skill. Ability Focus: Choose one of your special attacks. This attack becomes more potent than normal. Benefit: Add +2 to the Difficult Class for all saving throws against the special attack you select to focus on. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new special attack. Unspeakable One This humanoid creature has the skull-like head of a beast, long scything claws and is covered in feathers and quills. It stands with a hunch, and quills jut from its bright red cloak. The unspeakable ones are a race of malign fey that preys on the terror of mortals. Unspeakable ones are social creatures, traveling in small packs and looking for prey. Although they are carnivorous (preferring the skins of animals to their flesh), they relish the sensation of fear, and are often found at the borders of remote communities, taking tribute in the form of food and respect from the terrorized villagers. In order to maintain this fear, the unspeakable ones will leave reminders of their power, such as skinned animals or blood painted on walls in the night. One of the odder aspects of the unspeakable ones is their relationship with color. Despite their forest lives, they wear cloaks of the brightest red, and they seem attracted to the color red (called the bad color in areas wise to their ways). Conversely, the color yellow seems to repel them, and the unspeakable ones are less likely to enter areas or attack persons displaying bright yellow. Despite their evil natures, unspeakable ones bear a certain strange compassion. They seem to be able to sense those of pure intention, and will sometimes let trespassers with noble goals pass through their woods with little harassment. Those without, however, will be torn apart without provocation. The average unspeakable one, despite its hunch, stands over six feet tall, and weighs about 200 pounds. They speak Sylvan, but are not talkative. Unspeakable ones initiate combat with a spring attack, running past their prey and striking fear into its heart. They then close for melee, tearing savagely with claws and teeth. Medium Fey; Hit Dice: 8d6+24 (52 hp); Initiative: +2; Speed: 30ft (6 squares); Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17; Base Attack/Grapple: +4/+8; Attack: Claw +8 melee (1d6+4); Full Attack: 2 claws +8 melee (1d6+4) and bite +6 melee (1d4+2); Space/Reach: 5ft/5ft; Special Attacks: Fear aura, rend 2d6+6; Special Qualities: Darkvision 60ft, DR 5/cold iron, low-light vision, scent, woodland stride, yellow aversion; Saves: Fort +5, Ref +8, Will +8; Abilities: Str 18, Dex 14, Con 16, Int 10, Wis 15, Cha 15 Skills: Climb +15, Hide +13, Listen +13, Move Silently +21, Spot +13, Survival +13 Feats: Dodge, Mobility, Multiattack (B), Spring Attack, Track (B) Environment: Temperate forest; Organization: Solitary, pair or pack (3-7); CR: 5; Treasure: Standard; Alignment: Usually neutral evil; Advancement: 9-16 HD (Medium), 17-21 HD (Large); Level Adjustment: +4 Fear Aura(Su): An unspeakable can radiate a 60-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 16 Will save or be affected as though by a fear spell (caster level 8th). A creature that successfully saves cannot be affected again by the same unspeakable ones aura for 24 hours. This is a mind-affecting fear effect, and the save DC is Charisma based. Rend (Ex): Whenever an unspeakable one hits an opponent with both claws, it tears the flesh, dealing an additional 2d6+6 points of damage. Woodland Stride (Ex): Unspeakable ones may move through natural thorns, briars, overgrown areas, and similar terrain at their normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the unspeakable one. Yellow Vulnerability (Ex): Unspeakable ones despise the color yellow, and are disturbed by its very presence. An unspeakable one within 60 feet of a bright yellow object (including clothing) must make a Will save (DC 15) or be sickened until it can no longer see the yellow object. Skills: An unspeakable one has a +8 racial bonus to Move Silently checks.

Giant
Giant Troll Giant trolls are the hideous result of trolls breeding with hill giants. These trolls resemble trolls physically in nearly every aspect, but are usually at least 10 feet tall. The giant troll's skin is reddish-brown, and they have red-rimmed eyes. Giant trolls seem to favor spiked clubs made tree trunks or timber from houses. Giant trolls are greatly feared throughout the world, as they combine the worst and most deadly aspects of trolls and hill giants. They often ally themselves with strong tribes of hill giants, serving as elite personal guards for the chief. A giant troll tribe also keeps several normal trolls as lackeys, or even for food. Despite their pot-bellied appearance, these trolls are immensely strong and wield large spiked clubs with skill. If a giant troll is caught without a weapon, it prefers to batter its enemies with each other's bodies, though it can just use its claws if hard pressed. If overwhelmed by a large number of opponents, it will try to grab and hurl opponents into trees. Last printed 8/11/2011 11:56:00 a8/p8 41

Large Giant; Hit Dice: 8d8+48 (84 hp); Initiative: +0; Speed: 30 ft; AC: 16 (-1 size, +7 natural); Attacks: Spiked club +13 melee; or 2 claws +12 melee; or rock +6 ranged; Damage: Spiked club 2d6+7; or claw 1d6+7; or rock 2d8+7; Face/Reach: 5 ft by 5 ft/10 ft; Special Attacks: Improved grab, bludgeon, rock throwing; Special Qualities: Fast healing 2, rock catching, fire vulnerability, scent, darkvision 90 feet; Saves: Fort +12, Ref +2, Will +1; Abilities: Str 25, Dex 11, Con 23, Int 6, Wis 9, Cha 9 Skills: Climb +9, Jump +9, Spot +6 Feats: Cleave, Power Attack, Weapon Focus (spiked club) Climate: Any land and underground; Organization: Solitary or tribe (1-12 giant trolls plus 2-12 trolls); Challenge Rating: 9; Treasure: Standard; Alignment: Always chaotic evil; Advancement: By character class Improved Grab (Ex): To use this ability, the giant troll must hit an opponent of Medium-size or smaller with a claw attack. If it gets a hold, it can use the opponent as a bludgeon or throw the opponent. Bludgeon (Ex): A giant troll can use any held Medium-size or Small being as a bludgeoning weapon. The giant troll makes a normal attack roll against an opponent or object. If the attack is successful, the opponent takes 1d4+ (strength bonus) points of damage, and the victim being held takes 1d6 points of damage from the attack. Rock Throwing (Ex): Giant trolls are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant troll can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. Their thrown rocks have a range increment of 120 feet. Rock Catching (Ex): A giant troll can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant troll that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant troll must be ready for and aware of the attack. Fire Vulnerability (Ex): If a giant troll suffers 10 or more points of damage from fire, its fast healing ability will fail until it recovers all of those hit points through normal healing. Originally found in the first edition Fiend Folio (1981), and later in the Monstrous Manual (1993). Ogres Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common. Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals. Ogre characters possess the following racial traits. NOTE: YOU CANNOT PLAY AN OGRE UNTIL THE AVERAGE PARTY LEVEL IS 7 OR HIGHER . minimum 1). Its class skills are Climb, +10 Strength, 2 Dexterity, +4 Listen, and Spot. Constitution, 4 Intelligence, 4 Charisma. Racial Feats: An ogres giant levels give it Large size. 1 penalty to Armor Class, 1 two feats. penalty on attack rolls, 4 penalty on Hide checks, +4 bonus on grapple checks, lifting Weapon and Armor Proficiency: An ogre is and carrying limits double those of Medium automatically proficient with simple characters. weapons, martial weapons, light and medium armor, and shields. Space/Reach: 10 feet/10 feet. +5 natural armor bonus. An ogres base land speed is 40 feet. Automatic Languages: Common, Giant. Darkvision out to 60 feet. Bonus Languages: Dwarven, Orc, Goblin, Racial Hit Dice: An ogre begins with four Terran. levels of giant, which provide 4d8 Hit Dice, Giant Type: Ogres are Giants for any effect a base attack bonus of +3, and base saving relating to race. throw bonuses of Fort +4, Ref +1, and Will +1. Favored Class: Barbarian. Racial Skills: An ogres giant levels give it Level adjustment +2. skill points equal to 7 x (2 + Int modifier, Troll Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile. A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A trolls rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray. Trolls speak Giant. Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack. Troll characters possess the following racial traits. NOTE: YOU CANNOT PLAY A TROLL UNTIL THE AVERAGE PARTY LEVEL IS 12 OR HIGHER .

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+12 Strength, +4 Dexterity, +12 Constitution, 4 Intelligence (minimum 3), 2 Wisdom, 4 Charisma. Large size. 1 penalty to Armor Class, 1 penalty on attack rolls, 4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A trolls base land speed is 30 feet. Darkvision out to 60 feet and low-light vision. Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. Racial Skills: A trolls giant levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Listen and Spot. Racial Feats: A trolls giant levels give it three feats.

+5 natural armor bonus. Natural Weapons: Claw (1d6) and bite (1d6). Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponents body and tears the flesh. This attack automatically deals an additional 2d6+ 1.5 x Str modifier points of damage. Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Trolls regenerate 5 points of damage per round. Scent Automatic Languages: Giant. Bonus Languages: Common, Orc. Giant Type: Trolls are Giants for any effect relating to race. Favored Class: Fighter. Level adjustment +5.

Humanoid
Amazon Amazons ar known for their superior abilities in battle, fierce independence and utter hatred of any outside their tribe. Coming from within the deepest jungles and forests, amazons can often have a hard time adjusting to more civilized lands but they always do so on their own terms, fighting hard to maintain their sense of identity. Despite all the rumors and speculations circulating this remote race of humans, amazons are by no means primitive and should never be underestimated by an enemy. Amazons are friendly, sociable and gregarious when they are within their own tribe and amongst their own kind. To the outside world, they seem cruel, capricious and often truly evil. Amazons appear as stunningly attractive human females all males are sacrificed soon after birth. Their beauty, like their jet-black hair, seems to be a dominant racial trait, completely unblemished by their mating with those from the outside world. Most amazons are less than six feet tall and have either ebony black or pale white skin, often mixing the two within the same tribe. Adults are considered to be 14 to 16 years of age, with few living beyond their sixtieth year. Born with a fierce independence, amazons enjoy their freedom and will fight hard to preserve their way of life. They lean toward the darker side of neutrality, where the end always justifies the means, no matter what the final goal may be. They are known to be cruel to any race other than their own. Medium-Size All amazons are proficient with light armor, short bow, composite short bow, shortspear Amazon base speed is 40, so long as she is and longsword. in no armor, light or medium armor. If otherwise encumbered, base speed drops to Automatic languages: Common (archaic but 30. This does not stack with a barbarians understandable dialect). Bonus languages: fast movement. Elven, Goblin and Sylvan +2 racial bonus on Climb, Hide, Jump, Move Prohibited Classes: Barbarian, Bard, Monk, Silently and Wilderness Lore. Paladin and Wizard. An Amazon character may not choose any of these classes at 1st +2 racial bonus on saving throws against level. However, any Amazon character poison. They are a hardy race and have leaving her tribe and entering the outside much experience with both using and being world may freely multiclass into these inflicted with poison. classes on achieving a higher character -2 racial penalty on saving throws against level. arcane magic. They view arcane magic as Priestess: The Amazon Clerics worship the unnatural and have few practitioners within forces of nature. They can choose from the their tribes and thus have few defenses domains of Moon, Sisterhood, Sun, War. against it. Favored Class: Ranger The senses of an Amazon are incredibly well developed, and all get Alertness as a bonus feat.

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Bogeyman (Template) Bogeyman is an acquired template that can be added to any corporeal humanoid (referred to hereafter as the base creature). The creature retains its humanoid type. It uses all the base creatures statistics and special abilities except as noted here. Challenge Rating: Same as base creature +1. Defense: The base creatures natural armor bonus improves by +3. Special Qualities: A bogeyman retains all the special qualities of the base creature and gains the additional special qualities described below. Deaths Door (Su): A bogeyman appears to die if reduced to 10 hit points. However, unless it is reduced to its negative Constitution score in hit points, its death is only temporary; when the bogeymans fast healing ability (see below) brings its hit point total to 1 or higher, it springs back to life. Fast Healing 5 (Su): A bogeyman heals 5 points of damage per round until it is reduced to its negative Constitution score, at which point it dies. This ability does not enable the bogeyman to regrow or reattach severed body parts. Immunities (Ex): A bogeyman is immune to disease, mind-affecting effects, necromantic effects, paralysis, poison, and sleep. It is not subject to nonlethal damage. Allegiances: Previous allegiances are lost; Replaced by an allegiance to evil. Changed allegiances might cause the loss of particular class abilities. Saves: Same as the base creature, modified by new ability scores. Ability Scores: A bogeyman gains the following ability score increases: Str +2, Con +4. A bogeyman must have a minimum Constitution score of 11. Languages: A bogeyman rarely speaks, but it can read, write, and understand whatever languages the base creature could. Feats: A bogeyman gains Great Fortitude and Diehard as bonus feats, assuming that it meets the prerequisites and the base creature did not already have those feats. A human bogeyman keeps the extra feat it gained as a 1st-level human character. Advancement: By character class. Bugbears Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant. Bugbear characters possess the following racial traits. NOTE: YOU MAY ONLY PLAY A BUGBEAR IF THE AVERAGE PARTY LEVEL IS ALREADY 5 OR HIGHER. modifier). Its class skills are Climb, Hide, +4 Strength, +2 Dexterity, +2 Constitution, Listen, Move Silently, Search, and Spot. 2 Charisma. Racial Feats: A bugbears humanoid levels Medium size. give it two feats. A bugbears base land speed is 30 feet. +3 natural armor bonus. Darkvision out to 60 feet. +4 racial bonus on Move Silently checks. Racial Hit Dice: A bugbear begins with three Automatic Languages: Common, Goblin. levels of humanoid, which provide 3d8 Hit Bonus Languages: Draconic, Elven, Giant, Dice, a base attack bonus of +2, and base Gnoll, Orc. saving throw bonuses of Fort +1, Ref +3, and Will +1. Favored Class: Rogue. Racial Skills: A bugbears humanoid levels Level adjustment +1. give it skill points equal to 6 x (2 + Int Changeling Changelings are subtle shapeshifters capable of disgising their appearance. They evolved through a union of dopplegangers and humans, eventually becoming a separate race distinct from either ancestral tree. Changelings do not posses the full shape changing ability of the dopplegangers, but they can create effective disguises at will. This ability makes them consummate spies and criminals, and many changelings live up to that potential. In general, changelings are prudent and cautious, preferring to take risks only when they feel that their chances are good or the payoff is worth it. They appreciate the finer things in life and take great pleasure in the comforts of a wealthy lifestyle when they can obtain it. They avoid direct confrontation, preferring stealthy strikes and hasty retreats whenever possible. In conversation, they are soft-spoken but have a gift for drawing out more information tnah the other apryt usually plans to reveal. Changelings strongly resemble their doppelganger lineage, with only a passing nod to teir humanoid heritage. All changelings fall within the boundaries of Medium size, usually standing between 5 and 6 feet tall. Unlike true dopplegangers, changelings do have gender in their nautral form, though they can adopt any shape they like. They have a tendency to collect langaugaes to expand their repertoire of disguises and identities. Changelings are reluctant fighters, preferring to intimidate or bluff their opponents. When forced to fight, they fight defensively while assessing their chances of winning the fight. Changelings are not above running when they find themselves I a losing situation. Last printed 8/11/2011 11:56:00 a8/p8 44

Changeling characters possess the following racial traits: Medium Size Changeling base land speed is 30 feet. +2 racial bonus on saving throws against sleep and charm effects. +2 racial bonus on Bluff, Intimidate and Sense Motive checks. When using its minor shape change ability, a changeling gets a +10 circumstance bonus on Disguise checks. Minor Shape Change (Su): Cangelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This is not an illusory effect

but a minor physical alteration of a changelings facial features, skin color and texture and size, within the limits described for the spell. A changeling can use this ability at will and the alteration lasts until she changes shape again. A changeling reverst to her natural form when killed. Using this ability is a full-round action. Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt. Automatic Languages: Common Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling and Terran Favored Class: Rogue

Cult Sorcerer (Template) Although worship of the Great Old Ones and Outer Gods can take many forms, the most common is the isolated cult, exposed to the terrible wisdom and led by a madman in communion with these eldritch entities. Such cult sorcerers may be primitieve pelt-wearing savages with blood stiffening their matted hair, but their horrible knowledge oustrips that of so called modern man. Other cult sorcerers may be smooth, Armani-clad leaders of fashionable Southern California society concealing a frenzied cannibalistic madness behind their lip balm and even tan lines. What such figures possess in common is enough understanding of the universs reality to completely unhinge them and grant them terrible powers over it. The cult sorcerer is a particularly useful NPC for an ongoing campaign. The GM can either use use this template to create a sorcerer as an adversary in an ongoing campaign, or if the story allows, add this template to an existing cultist (or character) after he has achieved permanent insanity. In either case, it remains an NPC controlled by the GM. Some cultists hope that by sacrificing all their Sanity, operhaps by summoning the deity they feverently worship, they will be rewarded with the sorcerers dark secrets. Others die horribly as the pawns of uncaring and alien powers. Cult Sorcerer is a template that can be added to any human or humanoid creature. However, the character must achieve permanent insanity before the template can be added. (This precludes cult sorcerers from being playable as characters). The new character uses all the old characters statistics and special abilities except as noted here. Hit Dice: This is the same as the base character. Speed: This is the same as the base character. Armor Class: This is the same as the base character. Attacks: This is the same as the base character. Damage: This is the same as the base character. Special: Before becoming a cult sorcerer, the character must have one rank of Mythos Lore, as well as a call deity or contact deity spell for the deity he worships. Special Qualities: Many, thought not all, cult sorcerers seem to display the following bizarre and paranatural abilities. Gamemasters should take care to individually craft each sorcerer as an individual threat. The features of the cult sorcerer may include some or all of the following. Adept Spellcaster (Ex): A cult sorcerer gains spells as any other character does. However, exposure to the horrific truths of the Mythos has forcibly restructured the mind of the cult sorcerer. His brain, now aligned with the bleakness o cosmic truth, no longer resists the blasphemous knowledge of the Outer Ones. Thus, cult sorcerers take only half the time that sane characters do to learn spells, read Mythos tomes and so on. A cult sorcerer also cast spells associated with his patron deity (or its servitors) at two levels above his own level. For example, a 5th level cult sorcerer who leads a debased coven of Kultu worshippers can cast Contact Kultu as if he were 7th level. Madmans Intuition (Ex): The di9sintegration of the cult sorcerers brain leads to intuitive short-circuits that defy conventional logic. After 3rd level, with a successful Intellignece check, a cult sorcerer somehow knows, even with very little observation, which member of a party is the weakes (or the most magically puissant), whether the town guard is watching the cemetery, where the unguarded door is, how many arrows a PC has left and other similarly vital information. At 5th level, this ability often allows a cult sorcerer to maintain a faade of sanity, providing the expected answers to questions or responses to social interaction. Enhanced Pineal Gland (Ex): Long exposure to the nontelluric and paradimensional energies of the Mythos can grant cult sorcerers a degree of perception outside conveintonal experience. Attuned to the radiations and curscations that invisibly permeate the three-dimensional world, a 6th level or higher cutl sorcerer can often see through darkness, smoke and other obstructions. At 10th level and above, such power may allow Last printed 8/11/2011 11:56:00 a8/p8 45

the sorcerer to see around corners, though walls or even into the reaches of time itself. This ability may work in tandem with Spot or Search checks, at the GMs option. Saves: This is the same as the base character. Abilities: This is the same as the base character. Feats: The cult sorcerer gains the Iron Will feat. Challenge Rating: As the base character +1; Advancemnt: By character class. Duergar Sometimes called gray dwarves, these evil beings dwell in the underground. Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time. Duergar speak Dwarven and Undercommon. These traits are in addition to the hill dwarf traits, except where noted. NOTE: YOU MAY ONLY PLAY A DUERGAR IF THE AVERAGE PARTY LEVEL IS ALREADY 2 OR HIGHER . another source, such as levels in a psionic 4 Charisma instead of 2. class. Darkvision out to 120 feet. Light Sensitivity: Duergar are dazzled in Immunity to paralysis, phantasms, and bright sunlight or within the radius of a poison. This trait replaces the hill dwarfs daylight spell. +2 racial bonus on saving throws against +4 racial bonus on Move Silently checks. poison. +1 racial bonus on Listen and Spot checks. +2 racial bonus on saves against spells and spell-like abilities. Automatic Languages: Common, Dwarven, Undercommon. Psi-Like Abilities: 1/dayexpansion, invisibility. These abilities affect only the Bonus Languages: Draconic, Giant, Goblin, duergar and whatever he carries. Manifester Orc, Terran. This trait replaces the hill level is equal to Hit Dice (minimum 3rd). dwarfs automatic and bonus languages. Naturally Psionic: Duergar gain 3 bonus Favored Class: Fighter. power points at 1st level. This benefit does Level adjustment +1 not grant them the ability to manifest Unlike other dwarves, duergar do not have powers unless they gain that ability through weapon familiarity with the dwarven waraxe and dwarven urgrosh. Dwarves, Deep These dwarves live far underground and tend to be more standoffish with non-dwarves. Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them. Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon. These traits are in addition to the hill dwarf traits, except where noted. Racial bonus on saves against spells and Darkvision out to 90 feet. spell-like abilities increases to +3. Light Sensitivity: Deep dwarves are dazzled Racial bonus on Fortitude saves against in bright sunlight or within the radius of a poisons increases to +3. daylight spell. Dwarves, Gully The Aghar or Gully Dwarves as most races call them, are a misbegotten race of tough survivors. Though gully dwarves themselves have an extensive oral tratdition (they love telling stories), no two gully dwarf clans ever agree on the exact details of their origins and history. The commonly accepted tale is that gully dwarves are the result of breeding between dwarves and gnomes early in the worlds history. The gnome-dwarf halfbreeds appeared to inherit the worst qualities of both races. The unfortunate Aghar were driven out of their clans. Humans christened them Gully Dwarves reflecting their lowly status and poor living conditions. Gully dwarves possess the following racial traits instead of the normal dwarven abilities and traits. checks. Gully dwarves may use Wilderness +2 Dexterity, +2 Constitution, -4 Lore even in citites to forage for food and Intelligence and -4 Charisma basic needs. Small: As Small creatues, gully dwarves Hardy: Gully dwarves are resistant to gain a +1 size bonus on Armor class, attack disease and poisons, receiving a +2 racial rolls and a +4 size bonus on Hide checks, bonus on Fortitude saves to resist the but they must use smaller sized weapons effects. than humans and their lifting and carrying capacity is thos of Medium creatues. Pitiable: Gully dwarf diplomacy consists of flattery, begging, crying, cringing and Gully dwarf base land speed is 20 feet. pleading. Theyve honed their ability to a Survival Instinct: Gully dwarves are driving fine art. Gully dwarves receive a +4 racial to survive. They receive a +2 racial bonus on Hide, Move Silently and Wilderness Lore Last printed 8/11/2011 11:56:00 a8/p8 46

bonus on Diplomacy checks used to convince an enemy not to harm them. Cowardly: Gully dwarves are extememly susceptible to Intimidation and fear effects. They suffer a -4 penalty on level checks to

resist Intimidation checks made against them and on saving throws versus fear. Automatic Languages: Gullytalk and Common. Bonus Languages: None Favored Class: Rogue

Dwarves, Hill Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans. Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves. Most dwarves encountered outside their home are warriors. Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces. +2 Constitution, 2 Charisma. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes Medium: As Medium creatures, dwarves as martial weapons, rather than exotic have no special bonuses or penalties due to weapons. their size. Stability: A dwarf gains a +4 bonus on Dwarf base land speed is 20 feet. However, ability checks made to resist being bull dwarves can move at this speed even when rushed or tripped when standing on the wearing medium or heavy armor or when ground (but not when climbing, flying, carrying a medium or heavy load (unlike riding, or otherwise not standing firmly on other creatures, whose speed is reduced in the ground). such situations). +2 racial bonus on saving throws against Darkvision: Dwarves can see in the dark up poison. to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, +2 racial bonus on saving throws against and dwarves can function just fine with no spells and spell-like effects. light at all. +1 racial bonus on attack rolls against orcs Stonecunning: This ability grants a dwarf a and goblinoids. +2 racial bonus on Search checks to notice +4 dodge bonus to Armor Class against unusual stonework, such as sliding walls, monsters of the giant type. Any time a stonework traps, new construction (even creature loses its Dexterity bonus (if any) to when built to match the old), unsafe stone Armor Class, such as when its caught flatsurfaces, shaky stone ceilings, and the like. footed, it loses its dodge bonus, too. Something that isnt stone but that is +2 racial bonus on Appraise checks that are disguised as stone also counts as unusual related to stone or metal items. stonework. A dwarf who merely comes +2 racial bonus on Craft checks that are within 10 feet of unusual stonework can related to stone or metal. make a Search check as if he were actively Automatic Languages: Common and searching, and a dwarf can use the Search Dwarven. Bonus Languages: Giant, Gnome, skill to find stonework traps as a rogue can. Goblin, Orc, Terran, and Undercommon. A dwarf can also intuit depth, sensing his Favored Class: Fighter. A multiclass dwarfs approximate depth underground as fighter class does not count when naturally as a human can sense which way determining whether he takes an is up. experience point penalty for multiclassing Elves, Drow Also known as dark elves, drow are a depraved and evil subterranean offshoot. White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red. Drow usually coat their arrows with potent venom. These traits are in addition to the high elf traits, except where noted. NOTE: YOU MAY ONLY PLAY A DROW ELF IF THE AVERAGE PARTY LEVEL IS ALREADY 3 OR HIGHER . +2 Intelligence, +2 Charisma. Spell-Like Abilities: Drow can use the following spell-like abilities once per day: Darkvision out to 120 feet. This trait dancing lights, darkness, faerie fire. Caster replaces the high elfs low-light vision. level equals the drows class levels. Spell resistance equal to 11 + class levels. Weapon Proficiency: A drow is automatically +2 racial bonus on Will saves against spells proficient with the hand crossbow, the and spell-like abilities. Last printed 8/11/2011 11:56:00 a8/p8 47

rapier, and the short sword. This trait replaces the high elfs weapon proficiency. Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elfs automatic and bonus languages. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Poison (Ex): An opponent hit by a drows poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1

minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d41 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it. Favored Class: Wizard (male) or cleric (female). This trait replaces the high elfs favored class. Level adjustment +2.

Elves, High Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest. Elves speak Elven, and most also know Common and Sylvan. Most elves encountered outside their homes are warriors. Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these wont affect other elves. longsword, rapier, longbow (including +2 Dexterity, 2 Constitution. composite longbow), and shortbow Medium: As Medium creatures, elves have (including composite shortbow) as bonus no special bonuses or penalties due to their feats. size. +2 racial bonus on Listen, Search, and Spot Elf base land speed is 30 feet. checks. An elf that merely passes within 5 Immunity to magic sleep effects, and a +2 feet of a secret or concealed door is entitled racial saving throw bonus against to a Search check to notice it as if she were enchantment spells or effects. actively looking for it. Low-Light Vision: An elf can see twice as far Automatic Languages: Common and Elven. as a human in starlight, moonlight, Bonus Languages: Draconic, Gnoll, Gnome, torchlight, and similar conditions of poor Goblin, Orc, and Sylvan. illumination. She retains the ability to Favored Class: Wizard. A multiclass elfs distinguish color and detail under these wizard class does not count when conditions. determining whether she takes an Weapon Proficiency: Elves receive the experience point penalty for multiclassing. Martial Weapon Proficiency feats for the Gnomes, Forest They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. +2 Constitution, 2 Strength Weapon Familiarity: Forest gnomes may treat gnome hooked hammers as martial Small: As a Small creature, a forest gnome weapons rather than exotic weapons. gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size +2 racial bonus on saving throws against bonus on Hide checks, but he uses smaller illusions. weapons than humans use, and his lifting Add +1 to the Difficulty Class for all saving and carrying limits are three-quarters of throws against illusion spells cast by forest those of a Medium character. gnomes. This adjustment stacks with those Forest gnome base land speed is 20 feet. from similar effects. Low-Light Vision: A forest gnome can see +1 racial bonus on attack rolls against twice as far as a human in starlight, kobolds, goblinoids, orcs, and reptilian moonlight, torchlight, and similar conditions humanoids. of poor illumination. He retains the ability to +4 dodge bonus to Armor Class against distinguish color and detail under these monsters of the giant type. Any time a conditions. creature loses its Dexterity bonus (if any) to Last printed 8/11/2011 11:56:00 a8/p8 48

Armor Class, such as when its caught flatfooted, it loses its dodge bonus, too. +2 racial bonus on Listen checks. +2 racial bonus on Alchemy checks. +4 racial bonus on Hide checks, which improves to +8 in a wooded area. Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnomes class levels. Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals (this replaces the rock

gnomes speak with animals ability). Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnomes automatic and bonus languages. Spell-Like Abilities: A forest gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/daydancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnomes Cha modifier + spell level. Favored Class: Bard. A multiclass gnomes bard class does not count when determining whether he takes an experience point penalty.

Gnomes, Rock Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years. Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin. Most gnomes encountered outside their home are warriors. Gnomes prefer misdirection and deception over direct confrontation. They would rather befuddle or embarrass foes (other than goblinoids or kobolds) than kill them. Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can. +2 Constitution, 2 Strength. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a Small: As a Small creature, a gnome gains creature loses its Dexterity bonus (if any) to a +1 size bonus to Armor Class, a +1 size Armor Class, such as when its caught flatbonus on attack rolls, and a +4 size bonus footed, it loses its dodge bonus, too. on Hide checks, but he uses smaller weapons than humans use, and his lifting +2 racial bonus on Listen checks. and carrying limits are three-quarters of +2 racial bonus on Alchemy checks. those of a Medium character. Automatic Languages: Common and Gnome base land speed is 20 feet. Gnome. Bonus Languages: Draconic, Low-Light Vision: A gnome can see twice as Dwarven, Elven, Giant, Goblin, and Orc. In far as a human in starlight, moonlight, addition, a gnome can speak with a torchlight, and similar conditions of poor burrowing mammal (a badger, fox, rabbit, illumination. He retains the ability to or the like, see below). This ability is innate distinguish color and detail under these to gnomes. See the speak with animals conditions. spell description. Weapon Familiarity: Gnomes may treat Spell-Like Abilities: 1/dayspeak with gnome hooked hammers as martial animals (burrowing mammal only, duration weapons rather than exotic weapons. 1 minute). A gnome with a Charisma score of at least 10 also has the following spell +2 racial bonus on saving throws against like abilities: 1/daydancing lights, ghost illusions. sound, prestidigitation. Caster level 1st; Add +1 to the Difficulty Class for all saving save DC 10 + gnomes Cha modifier + spell throws against illusion spells cast by level. gnomes. This adjustment stacks with those Favored Class: Bard. A multiclass gnomes from similar effects. bard class does not count when determining +1 racial bonus on attack rolls against whether he takes an experience point kobolds and goblinoids. penalty. Gnomes, Svirfneblin Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground. A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. Svirfneblin speak Gnome, Common, and Undercommon. These traits are in addition to the rock gnome traits, except where noted. NOTE: YOU MAY ONLY PLAY A SVIRFNEBLIN IF THE AVERAGE PARTY LEVEL IS ALREADY 4 OR HIGHER . 2 Strength, +2 Dexterity, +2 Wisdom, 4 Stonecunning: This ability grants deep Charisma. These adjustments replace the gnomes a +2 racial bonus on Search checks rock gnomes ability score adjustments. to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual Last printed 8/11/2011 11:56:00 a8/p8 49

Goblin

stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. Darkvision out to 120 feet and low-light vision. Spell resistance equal to 11 + class levels. +2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnomes racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat. +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against all creatures (figured into the statistics for the

character presented here). This trait replaces the rock gnomes dodge bonus against giants. Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnomes automatic and bonus languages. Spell-Like Abilities: 1/day blindness/deafness (typical save DC 13), blur, disguise self. Caster level equals the svirfneblins class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnomes spell-like abilities. Nondetection (Su): A svirfneblin has continuous nondetection ability as the spell (caster level equal to class levels). +2 racial bonus on Alchemy and Listen checks. +2 racial bonus on Hide checks, which improves to +4 underground. Favored Class: Rogue. Level adjustment +3.

A goblin stands 3 to 3-1/2 feet tall and weighs 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblins skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common. Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level. Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage. Goblin characters possess the following racial traits. 2 Strength, +2 Dexterity, 2 Charisma. Darkvision out to 60 feet. Small size: +1 bonus to Armor Class, +1 +4 racial bonus on Move Silently and Ride bonus on attack rolls, +4 bonus on Hide checks. checks, 4 penalty on grapple checks, lifting Automatic Languages: Common, Goblin. and carrying limits 3/4 those of Medium Bonus Languages: Draconic, Elven, Giant, characters. Gnoll, Orc. A goblins base land speed is 30 feet. Favored Class: Rogue. Gnoll Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds. Gnolls speak Gnoll. Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Because of its shield, a gnolls modifier on Hide checks (untrained) is 2, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain). Gnoll characters possess the following racial traits. NOTE: YOU CANNOT PLAY A GNOLL UNTIL THE AVERAGE PARTY LEVEL IS 4 OR HIGHER. saving throw bonuses of Fort +3, Ref +0, Strength +4, Constitution +2, Intelligence and Will +0. 2, Charisma 2. Racial Skills: A gnolls humanoid levels give Size Medium. it skill points equal to 5 x (2 + Int modifier). A gnolls base land speed is 30 feet. Its class skills are Listen and Spot. Darkvision out to 60 feet. Racial Feats: A gnolls humanoid levels give Racial Hit Dice: A gnoll begins with two it one feat. levels of humanoid, which provide 2d8 Hit +1 natural armor bonus. Dice, a base attack bonus of +1, and base Last printed 8/11/2011 11:56:00 a8/p8 50

Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.

Favored Class: Ranger. Level adjustment +1.

Half-Elves Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size. Half-elf base land speed is 30 feet. Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects. Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Half-Orcs +2 Strength, 2 Intelligence, 2 Charisma. A half-orcs starting Intelligence score is always at least 3. If this adjustment would lower the characters score to 1 or 2, his score is nevertheless 3. Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size. Half-orc base land speed is 30 feet.

+1 racial bonus on Listen, Search, and Spot checks. +2 racial bonus on Diplomacy and Gather Information checks. Elven Blood: For all effects related to race, a half-elf is considered an elf. Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. Orc Blood: For all effects related to race, a half-orc is considered an orc. Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal. Favored Class: Barbarian.

Halflings, Deep These halflings are shorter and stockier than the more common lightfeet. Deep halflings are about 2-1/2 tall and weigh between 30 and 35 pounds. Deep halflings speak Dwarven fluently. These traits are in addition to the lightfoot halfling traits, except where noted. depth, sensing the approximate distance Darkvision out to 60 feet. underground as naturally as a human can Stonecunning: Like dwarves, deep halflings sense which way is up. have a +2 racial bonus on checks to notice +2 racial bonus on Appraise checks and unusual stonework. Something that isnt Craft checks that are related to stone or stone but that is disguised as stone also metal. counts as unusual stonework. A deep halfling who merely comes within 10 feet of Deep halflings are less athletic than unusual stonework can make a check as lightfoot halflings and do not have a racial though actively searching and can use the bonus on Climb, Jump, and Move Silently Search skill to find stonework traps as a checks. rogue can. A deep halfling can also intuit Halflings, Lightfoot +2 Dexterity, 2 Strength. Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Halfling base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear: This bonus stacks with the halflings +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Favored Class: Rogue.

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Halfling, Tallfellow Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds. They generally speak Elven in addition to Common and Halfling. These traits are in addition to the lightfoot halfling traits, except where noted. +2 Dexterity, 2 Strength. Small: As a Small creature, a tallfellow gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Tallfellow base land speed is 20 feet. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear: This bonus stacks with the tallfellows +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it. Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Favored Class: Rogue. Hobgoblin Hobgoblins are larger cousins of goblins. Hobgoblins hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Hobgoblins speak Goblin and Common. These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first, in preference to other opponents. Hobgoblin characters possess the following racial traits. NOTE: YOU MAY ONLY PLAY A HOBGOBLIN IF THE AVERAGE PARTY LEVEL IS ALREADY 2 OR HIGHER. +2 Dexterity, +2 Constitution. Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, A hobgoblins base land speed is 30 feet. Infernal, Giant, Orc. Darkvision out to 60 feet. Favored Class: Fighter. +4 racial bonus on Move Silently checks. Level adjustment +1. Humans Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. Human base land speed is 30 feet. 1 extra feat at 1st level. 4 extra skill points at 1st level and 1 extra skill point at each additional level. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highestlevel class does not count.

Kender Kender are small, 3 to 4 feet creatures with slanted features around their eyes and ears. Their ears are a mix of human and elf ears. Their eye colour ranges from green, blue and brown to any combination of those colours. Kenders grow wrinkles at a very young age, and these are seen as attractive by many kender (some kendermaids try to grow them through various methods, much like humans and other races try to remove them). Kender hair colour is usually brown or black, with occasional kenders bearing red/orange and blonde hair. Their hair is usually a lighter shade than other races because of all the time they spend outside. A generic kender hairstyle is the topknot, where the hair is grown long and then tied up in a knot on the top of the head. A kender's topknot is a big source of pride for them. Kender tend to have high pitched voices, but their body allows them to make a wide range of noises, making them apt ventriloquists, animal imitators, and many other roles. When kender are excited their voice tends to revert to a normal high pitch and talk extremely fast. Kender have an odd trait that is rather like Kleptomania, where they unwillingly or unconsciously pick up objects. Kender see this as the uncanny habit of finding things that have dropped into their pouches by accident, picking things up in the streets, finding "junk", and generally getting things that belong to other people. This art is known as "Handling" for them, and is one of the reasons they are very unpopular amoung the other races of Krynn.

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Kender don't seem to think there is anything wrong with this, and get genuinely surprised when they see the things that have fallen into their pouches. Kender oppose thieving vehemently, and thus consider being called a thief or cutpurse a great insult to their dignity. The small race, however, do not tend to "find" things like money, gems, etc. A really interesting shaped leaf will hold more value than a steel coin, because steel coins are everywhere, whereas that interesting shaped leaf hasn't been seen before. Kender have a very sharp wit and tongue, and as such, are masters at the art of insulting people. Kender see great flaws with most of the insults directed at them ("Thief" and "Cutpurse" aside) and take delight in showing people what a real insult is like. Kender seem to have a wide repertoire of insults for any race and any occasion, and have no clue when is the right time to stop insulting someone. Many speculate that the two above traits are byproducts of the kender's odd fearlessness. This is a physical trait of kender they cannot feel fear. There have been incidences where kender have stood near huge monsters and wondered if they could say hello. Kender can only really feel fear through magical means. For example, one of the most famous kender, Tasslehoff Burrfoot, has felt fear through magical at Shoikan Grove, after being subject to dragonfear, etc. This fearlessness results in an almost permenant optimistic attitude and smile. Because literally feeling no fear means not being restricted very much, kender are always willing to try new things, whether that means travelling to a different place, playing a new game, or learning to ride a dragon. Kender in Myriade are a rare and misunderstood breed. There are today probably only about a hundred Kender in existence in the entire realm, and due to the fact that the original Kender settlers were all part of an extended family, each Kender is likely related to any other Kender he meets. Kender are often mistaken by people who do not know them for very short humans or a strange breed of halfling. NOTE: YOU MAY ONLY PLAY A KENDER IF THE AVERAGE PARTY LEVEL IS ALREADY 2 OR HIGHER . group who arrived in Myriade only had +2 Dex, -2 Str, -2 Wis. Kender are naturally hoopaks with them and no knowledge on quick and dextrous, but due to their how to recreate the others. lightweight frames they are not very strong. Weapon Familiarity: Kender treat their Small Size: As a Small creature, a halfling racial weapons as martial weapons. This gains a +1 size bonus to Armor Class, a +1 includes the Hoopak as listed above, as well size bonus on attack rolls, and a +4 size as the Battak, Bollik, Chapak, Hachak, bonus on Hide checks, but she uses smaller Polpak, Sashik, sithak, Whippik. weapons than humans use, and her lifting and carrying limits are three-quarters of +4 racial bonus on all saving throws against those of a Medium character. fear. This overlaps, but does not stack, with the racial bonus all Kender receive on all Kender base speed is 20 feet. saving throws. In addition, any fear a +1 racial bonus to saving throws. Kender Kender experiences is reduced by two steps have long learned to survive in a world that in intensity. So a shaken or frightened is generally hostile toward them. Kender is seemingly unaffected. A panicked -2 racial penalty to Concentration and Kender is seemingly only shaken. It takes Sense Motive checks. Kender have a hard another panicked effect to cause the Kender time concentrating on one thing. They also to become Frightened. are open and honest and usually try to see Taunt: A Kender can attempt to enrage any the best in others. Thus, they are easy to creature that can understand them by mislead. taunting. A Kender must make a susseccful +2 racial bonus on Climb, Escape Artist, Bluff check versus the target. If the Bluff Jump, Move Silently, Pick Pockets, Open attempt (DC = 10 + the opponents Wisdom Locks, Spot checks. Kender are naturally modifier), then the opponent becomes good at finding things. They are naturally enraged and focuses all her attacks on the adept at getting their hands on things and Kender. The target loses any dodge disassembly locks even without training. bonuses to AC and suffers a -2 penalty to Kender are naturally agile and acrobatic all attack and damage rolls and all mental people. Kender are built to get into small (Int, Wis or Cha) based skills. This effect places and escape tight bonds. lasts for 1d10 rounds. This can only be used Pick Pockets and Open Locks are always once per day as a standard action. considered class skills for a Kender. Automatic Languages: Common and Weapon Proficiency: All Kender are Kender. Bonus Languages: Elven, Goblin considered to be proficient in their racial and Ogre. weapon, the hoopak. Originally, Kender had Favored Class: Rogue several other racial weapons but the small Level Adjustment: +1 Kobolds Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies. A kobolds scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is not prehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Last printed 8/11/2011 11:56:00 a8/p8 53

Kobolds speak Draconic with a voice that sounds like that of a yapping dog. Kobolds like to attack with overwhelming oddsat least two to oneor trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal. They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. Kobold characters possess the following racial traits. 4 Strength, +2 Dexterity, 2 Constitution. Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Small size: +1 bonus to Armor Class, +1 Profession (miner), and Search checks. bonus on attack rolls, +4 bonus on Hide checks, 4 penalty on grapple checks, lifting Racial Feats: A kobold character gains feats and carrying limits 3/4 those of Medium according to its character class. characters. +1 natural armor bonus. A kobolds base land speed is 30 feet. Automatic Languages: Draconic. Bonus Darkvision out to 60 feet. Languages: Common, Undercommon. Light Sensitivity (Ex): Kobolds are dazzled Favored Class: Sorcerer. in bright sunlight or within the radius of a daylight spell. Lizardfolk A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds. Lizardfolk speak Draconic. Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes. Lizardfolk characters possess the following racial traits. NOTE: YOU CANNOT PLAY A LIZARDFOLK UNTIL THE AVERAGE PARTY LEVEL IS 4 OR HIGHER . +2 Strength, +2 Constitution, 2 Weapon and Armor Proficiency: A lizardfolk Intelligence. is automatically proficient with simple weapons and shields. Medium size. +5 natural armor bonus. A lizardfolks base land speed is 30 feet. Natural Weapons: 2 claws (1d4) and bite Racial Hit Dice: A lizardfolk begins with two (1d4). levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base Hold Breath: A lizardfolk can hold its breath saving throw bonuses of Fort +0, Ref +3, for a number of rounds equal to four times and Will +0. its Constitution score before it risks drowning. Racial Skills: A lizardfolks humanoid levels give it skill points equal to 5 x (2 + Int Automatic Languages: Common, Draconic. modifier, minimum 1). Its class skills are Bonus Languages: Aquan, Goblin, Gnoll, Balance, Jump, and Swim. Lizardfolk have a Orc. +4 racial bonus on Balance, Jump, and Favored Class: Druid. Swim checks. Level adjustment +1. Racial Feats: A lizardfolks humanoid levels give it one feat. Lost (Template) Of the legions of explorers who penetrate the forbidding depths of the earth, only a fraction return laden with treasure and gold. Many adventurers simply fail to track down any valuable hoards, while others die at the hands of humanoids or monsters. Some, however, meet a fate worse than death. In certain dungeon levels, bands of mad surface dwellers stalk about through the corridors, wearing tattered remnants of their adventuring gear and attacking anything they encounter on sight, screaming maniacally and fighting with a madmans fury. These pitiable creatures are commonly referred to as the Lost. Rumors often circulate that the Lost are actually infected with some sort of disease or afflicted with a curse. The Lost tend to appear in the same dungeon areas over time, lending credence to the theory. Some explorers believe that creatures such as grimlocks are simply humans infected with some strange disease that causes devolution in humanoids. The Losts often wild, animal like appearance gives further support to this theory. Lost adventurers often have thick, shaggy hair, and enhanced physical abilities but diminished mental ones. Thus far, no one has discovered a method to return the Lost to their original condition. The Lost typically attack surface dwellers on sight, shrieking incoherent battle cries and foaming at the mouth. Spell casters transformed into one of the Lost usually lose access to their spells, except for sorcerers who seem to retain the memory of how to use their magic. Lost is a template that can be added to any intelligent, humanoid creature. The base creature type is unchanged by this template. Special Qualities: The creature gains Darkvision 60 ft if it did not already possess superior darkvision. Abilities: Str +4, Dex +4, Con +4, Int 4, Wis +0, Cha 2 Skills: Recalculate skill points in light of adjusted Intelligence Last printed 8/11/2011 11:56:00 a8/p8 54

Climate/Terrain: Subterranean Organization: Solitary or gang (2-5) Challenge Rating: As base creature Alignment: Changes to Chaotic neutral Maenads Maenads typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible. Maenads speak their own language and Common. level is equal to Hit Dice (minimum 1st). Medium: As Medium creatures, maenads The save DC is Charisma-based. have no special bonuses or penalties due to their size. Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her Maenad base land speed is 30 feet. mentality to gain a boost of raw physical Naturally Psionic: Maenads gain 2 bonus power. When she does so, she takes a -2 power points at 1st level. This benefit does penalty to Intelligence and Wisdom but not grant them the ability to manifest gains a +2 bonus to Strength. powers unless they gain that ability through Automatic Languages: Common, Maenad. another source, such as levels in a psionic Bonus Languages: Aquan, Draconic, class. Dwarven, Elven, Goblin. Maenads commonly Psi-Like Ability: 1/dayenergy ray. A know the languages of their enemies and of maenad can deal only sonic damage with their friends, as well as Draconic, the this ability. It is accompanied by a language commonly found in ancient tomes tremendous scream of rage. Manifester of secret knowledge. Favored Class: Wilder. Orc An orcs hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty 7and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well. Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 1st level. Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the great axe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them. Orcs possess the following racial traits. +4 Strength, 2 Intelligence, 2 Wisdom, Light Sensitivity: Orcs are dazzled in bright 2 Charisma. sunlight or within the radius of a daylight spell. An orcs base land speed is 30 feet. Automatic Languages: Common, Orc. Bonus Darkvision out to 60 feet. Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon. Favored Class: Barbarian. Pseudo-Undead (Template) Pseudo-undead are humanoids that have evolved to appear physically similar to undead creatures. To all of the normal five senses, these beings appear to be the undead creature they resemble. They behave in the same manner as undead, and are moderately dangerous to those unprepared. These beings are not actually undead, do not have the powers of undead, and do not associate with true undead. They are never met in the day, as despite the fact that sunlight does not harm them, they find it intolerable all the same. These humanoids benefit from a deception that makes other beings frightened of them, for powers that they do not have. They are also safe from clerical turning, as well as any magic designed to work against undead, and they have no connection to the Negative Energy plane. They are often found working among evil humans and humanoids, where they interbreed and add to the general menace of groups of evil characters such as bandits. "Pseudo-undead" is a template that can be added to any undead creature with an Intelligence score of 4 or more (referred to hereafter as the "base creature"). The creature's type changes to "humanoid." It uses all the base creature's statistics except as noted here. All supernatural powers are lost, and some extraordinary powers are lost as well. The most common types of pseudo-undead are pseudo-ghouls, ghasts, wights, wraiths, specters, and vampires. Note that due to body construction, some types of undead are not well suited to be used as pseudoundead. Undead types with a greatly decomposed or rotten appearance (lich, mohrg) or a very alien form (allip, bodak, devourer, nightshade) may not be very suitable as pseudo-undead creatures. Hit Dice: Decrease to d8. The creature gains bonus hit points from its Constitution score. Last printed 8/11/2011 11:56:00 a8/p8 55

Speed: Same as the base creature. If the base creature could fly, its flight speed is lost, and the creature appears to be flying when it walks. AC: Same as the base creature. If the base creature was incorporeal, its deflection bonus is doubled and transferred to natural armor. Attacks: Same as the base creature. If the base creature had an incorporeal touch, this becomes a slam attack that causes the same amount of damage. Pseudo-undead may use weapons, but usually do not, to maintain their deception of being undead. Damage: Same as the base creature. Special Attacks: All supernatural attacks and some extraordinary attacks are lost (including paralysis, create spawn, energy drain or ability drain). Pseudovampires have the blood drain ability, but the Constitution damage is temporary instead of permanent. Psuedoghasts retain their stench attack. Special Qualities: All supernatural qualities and some extraordinary qualities are lost (including spell resistance, damage reduction, turn resistance, unnatural aura, and the undead and incorporeal type modifiers). The creature retains darkvision at 60 feet. Abilities: Same as the base creature. The creature gains a Constitution score, which is 10 + the base creatures HD. If the base creature was incorporeal, it gains a Strength score, which is 10 + 1/2 the base creatures HD. Skills: A pseudo-undead has 6 skill points, plus its Intelligence modifier, plus 1 skill point per extra Hit Die. Treat skills from the base creature's list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally. The creature retains any racial bonus to skills that the base creature had. Feats: Pseudo-undead have one feat for every four levels or the base creature's total of feats, whichever is greater. The creature retains any bonus feats that the base creature had. Climate/Terrain: Any land and underground Organization: Same as the base creature. Challenge Rating: 1/2 of the base creature, rounding down. Treasure: Standard Alignment: Always neutral evil Advancement: Same as the base creature, or by character class. Sample This example uses a standard wight as the base creature. Medium-Size Humanoid; Hit Dice: 4d8+8 (26 hp); Initiative: +1 (Dex); Speed: 30 ft; AC: 15 (+1 Dex, +4 natural); Attacks: Slam +4 melee; Damage: Slam 1d4+1; Face/Reach: 5 ft by 5 ft/5 ft; Special Qualities: Darkvision 60 ft; Saves: Fort +3, Ref +5, Will +2; Abilities: Str 12, Dex 12, Con 14, Int 11, Wis 13, Cha 15 Skills: Hide +4, Listen +4, Move Silently +9, Spot +4 Feats: Alertness, Blind-Fight Climate/Terrain: Any land and underground; Organization: Solitary, gang (2-5), or pack (6-11); Activity Cycle: Any; Challenge Rating: 1; Treasure: Standard; Alignment: Always neutral evil; Advancement: 5-8 HD (Medium-size) or by character class Pseudo-undead wights appear identical to actual wights, having the same sort of twisted, wild appearance. Pseudo-undead wights hammer with their fists, using their appearance to frighten opponents into backing down, for fear of energy drain. Skills: Pseudo-undead wights receive a +8 racial bonus to Move Silently checks. Pseudo-undead first appeared in Monster Manual II (1983). Troglodyte A troglodyte stands about 5 feet tall and weighs about 150 pounds. Troglodytes speak Draconic. Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and clubs. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide. Troglodyte characters possess the following racial traits. NOTE: YOU CANNOT PLAY A TROGLODYTE UNTIL THE AVERAGE PARTY LEVEL IS 5 OR HIGHER . 2 Dexterity, +4 Constitution, 2 Racial Skills: A troglodytes humanoid levels Intelligence. give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Medium size. Hide and Listen. Troglodytes have a +4 A troglodytes base land speed is 30 feet. racial bonus on Hide checks (+8 in rocky or Darkvision out to 90 feet. underground surroundings). Racial Hit Dice: A troglodyte begins with Racial Feats: A troglodytes humanoid levels two levels of humanoid, which provide 2d8 give it one feat. A troglodyte receives Hit Dice, a base attack bonus of +1, and Multiattack as a bonus feat. base saving throw bonuses of Fort +3, Ref +6 natural armor bonus. +0, and Will +0. Last printed 8/11/2011 11:56:00 a8/p8 56

Natural Weapons: 2 claws (1d4) and bite (1d4). Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be

affected by the same troglodytes stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. Automatic Languages: Draconic. Bonus Languages: Common, Giant, Goblin, Orc. Favored Class: Cleric. Level adjustment +2. another source, such as levels in a psionic class. Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xephs base speed. A burst of speed lasts 3 rounds. Automatic Languages: Common, Xeph. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Halfling, Sylvan. Favored Class: Soulknife.

Xephs +2 Dexterity, -2 Strength Medium: As Medium creatures, xephs have no special bonuses or penalties due to their size. Xeph base land speed is 30 feet. Darkvision out to 60 feet. +1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic. Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through

Magical Beast
Beast of Chaos (Template) Beasts of Chaos are creatures that have been transformed into unnatural monsters by the waves of entropy that flow over the land when the Queen of Chaos focuses her attention on a world. A beast of chaos looks like a bizarre parody of the creature it once was. It becomes scabrous or mangy, with drooping flesh and a foul smell. Its color turns a disgusting purple mottled with veins of brown and speckled with bits of its original color. It has misshapen appendages, a sagging snout or proboscis, a toothy maw, and horns or tentacles. Beast of Chaos is a template that can be added to any Animal (referred to hereafter as the base creature). The creatures type changes to Magical Beast. It uses all the base creatures statistics and special abilities except as noted here. Hit Dice: Increases to d10. Speed: Same as the base creature. AC: The base creatures natural armor improves by +4. Attacks: Same as the base creature, but use the fighters BAB (+1 BAB per HD). Damage: Same as the base creature. Special Attacks: Same as the base creature plus those listed below. Frightful Presence (Ex): Activated when the beast of chaos makes a loud sound (roar, growl, bay, or other sound appropriate to its form), this extraordinary ability forces creatures within 30 feet with fewer Hit Dice that the beast to make a Will save (DC 10 + 1/2 the beasts HD + its Charisma modifier) or become frightened (see Chapter 3 of the Dungeon Masters Guide). The effect lasts for 5d6 rounds. Rage (Ex): In the presence of bright light (daylight spell, continual flame, but not actual sunlight) a beast of chaos will fly into a berserk rage, attacking until either it or its opponent is dead. It gains +4 Strength and 4 AC. The creature cannot end its rage voluntarily. If the source of light is removed, the creatures rage will end 1d4 rounds later. The beast will be fatigued (-2 to Strength and Dexterity) for the remainder of the encounter. Special Qualities: Same as the base creature plus those listed below. Immunities (Ex): Immune to confusion, fear, hold, slow, and haste. Scent (Ex): The beast can detect opponents within 30 feet by sense of smell. If the opponent is upwind the range increases to 60 feet; if downwind, it drops to 15 feet. Spell Resistance (Ex): Beasts of chaos gain spell resistance 12. Darkvision (Ex): Darkvision with a range of 60 feet. Saves: Good saves on Fortitude and Reflex; poor saves on Will. Abilities: A beast of chaos gains +2 Strength and +4 Charisma. Last printed 8/11/2011 11:56:00 a8/p8 57

Skills: Beasts of chaos receive a +8 racial bonus to Listen checks. Otherwise, same as the base creature. Feats: Beasts of chaos have a number of feats equal to 1 + the beasts Intelligence modifier and receive one additional feat per four Hit Dice. Climate/Terrain: Same as the base creature; Organization: Solitary or pack (6-11); Challenge Rating: Same as base creature +2; Treasure: None; Alignment: Always chaotic neutral; Advancement: Lion Beast of Chaos Large Magical Beast; Hit Dice: 5d10+10 (37 hp); Initiative: +3 (Dex); Speed: 40 ft; AC: 19 (-1 size, +3 Dex, +7 natural); Attacks: 2 claws +11 melee, bite +6 melee; Damage: Claw 1d4+6, bite 1d8+3; Face/Reach: 5 ft by 10 ft/5 ft; Special Attacks: Pounce, improved grab, frightful presence, rage, rake 1d4+3; Special Qualities: SR 12, scent, immunities, darkvision 60 ft, low-light vision; Saves: Fort +6, Ref +7, Will +2; Abilities: Str 23, Dex 17, Con 15, Int 2, Wis 12, Cha 10 Skills: Balance +7, Hide +4, Jump +5, Listen +13, Move Silently +11, Spot +5 Climate/Terrain: Warm plains; Organization: Solitary or pack (6-11); Challenge Rating: 5; Treasure: None; Alignment: Always chaotic neutral; Advancement: Bunyip Emerging from the water is a hideous, chimerical creature. It has a large but sleek body boasting a pair of large fore-fins,a horse-like tail, rending teeth,and tusks to put a walrus to shame. Even as it surfaces, it emits an ear-piercing, soul-rending wail. The bunyip is a malevolent predator of the waters, worshipped in some primitive cultures as a spirit of the river. It prefers rivers and streams, but is known to frequent wet swamps as well.Bunyips can feed on anything, but their favored prey is humanoids, particularly female. They crave the taste of diseased flesh most of all, and are known to surface sporadically over the course of days in order to spread plague before they pick off a few meals. Bunyips are roughly 10 feet in length, and weigh roughly 2,500 pounds. They speak no language, communicating with one another primarily through grunts and gestures. Bunyips prefer to lie in wait under the water, lunging out to ambush passersby or, when possible, dragging down swimmers and bathers. They attack to feed, or simply for the sheer pleasure of it, but they do not hesitate to retreat to deeper waters if overpowered. Large Magical Beast (Aquatic); Hit Dice: 6d10+18 (51 hp); Initiative: +6; Speed: 5 ft. (1 square), swim 50 ft.; Armor Class: 18 (1 size,+2 Dex,+7 natural), touch 11, flat-footed 16; Base Attack/Grapple: +6/+13; Attack: Tusk +9 melee (1d8+3/1920); Full Attack: 2 tusks +9 melee (1d8+3/1920) and bite +3 melee (1d3+1); Space/Reach: 10 ft./5 ft.; Special Attacks: Disease, fearful cry, rush; Special Qualities: Amphibious, darkvision 60 ft., immune to disease, low-light vision; Saves: Fort +8, Ref +7,Will +4; Abilities: Str 17, Dex 14, Con 17, Int 6,Wis 14, Cha 8 Skills: Hide +4*, Listen +4, Spot +7, Swim +11 Feats: Alertness, Improved Critical (tusk)B, Improved Initiative,Weapon Focus (tusk) Environment: Any aquatic and swamp; Organization: Solitary, pair, or pod (36); Challenge Rating: 4; Treasure: None; Alignment: Neutral evil; Advancement Range: 712 HD (Large), 1318 HD (Huge); Level Adjustment: Amphibious (Ex): Bunyips can breathe equally well on land or underwater. Disease (Ex): Any living being within 30 feet of a bunyip must succeed on a DC 16 Fortitude save or contract red ache (incubation 1d3 days, 1d6 Strength). The save DC is Constitution-based.A creature that successfully saves is immune to the disease ability of that particular bunyip for 24 hours. Fearful Cry (Su): Once every 1d4 rounds, the bunyip can release a hideous cry. All creatures within 60 feet must succeed on a DC 12 Will save or be panicked for 2d4 rounds. Creatures who successfully save are instead shaken for 1d4 rounds. The save DC is Charisma-based. Subjects with more Hit Dice than the bunyip are immune to this ability. Rush (Ex): Although the bunyips land speed is normally slow, it is capable of making a sudden lunge from the water. In the round it emerges from the water, the bunyip has a 40 ft. land speed if and only if it is making a charge attack. Skills: A bunyip has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *In aquatic environments, the bunyip has a +8 racial bonus to Hide checks. Chupacabra The chupacabra, or goat-sucker, is a strange, canine-like predator that survives by sucking the blood from its prey. It prefers to feed on animals, particularly barnyard and domestic ones, but it does attack humanoids if game is scarce or if it feels threatened. The goat-sucker is roughly 2-1/2 feet high at the shoulder and slightly over 4 feet long. Chupacabras engage in prolonged fights only when cornered. They prefer to latch onto prey, drink their fill, and depart. Last printed 8/11/2011 11:56:00 a8/p8 58

The creature seems to be a bizarre cross of a reptile and a large dog. It has the body shape of a lizard, but is covered in short, coarse hair. Its snout is stubby, with a combination of chiropteran and simian features. Its eyes are a fierce red that seem to pierce you to your soul. Medium Magical Beast; Hit Dice: 3d8+3 (16 hp); Initiative: +8; Speed: 50 ft. (10 squares); Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13; Base Attack/Grapple: +3/+5; Attack: Bite +7 melee (1d6+3); Full Attack: Bite +7 melee (1d6+3); Space/Reach: 5 ft./5 ft.; Special Attacks: Attach, blood drain, hypnotic gaze; Special Qualities: Darkvision 60 ft., sprout wings; Saves: Fort +4, Ref +7,Will +3; Abilities: Str 14, Dex 18, Con 12, Int 3, Wis 14, Cha 11 Skills: Hide +8, Listen +3, Move Silently +8, Spot +3 Feats: Improved Initiative, Stealthy, Weapon Finesse Environment: Temperate plains or forests; Organization: Solitary; Challenge Rating: 2; Treasure: None; Alignment: Always neutral; Advancement Range: 46 HD (Medium),; 79 HD (Large); Level Adjustment: Attach (Ex): A chupacabra that hits with its bite attack latches onto the opponents body with its powerful jaws.An attached chupacabra loses its Dexterity bonus to AC and thus has an AC of 13. An attached chupacabra can be struck with a weapon or grappled itself.To remove an attached chupacabra through grappling, the opponent must achieve a pin against the creature. Blood Drain (Ex): A chupacabra drains blood for 1d3 points of Constitution damage each round it remains attached. Each round it drains blood, the chupacabra gains 5 temporary hit points. Temporary hit points last for 1 hour, and it cannot gain more temporary hit points than its normal hit point total. Hypnotic Gaze (Su): As a standard action, the chupacabra can make a gaze attack against a single target. The subject must succeed on a DC 11 Will save or be stunned for 1 round. A creature that successfully saves is immune to the hypnotic gaze of that particular chupacabra for 24 hours.The save DC is Charismabased. Sprout Wings (Ex): If the chupacabra gains temporary hit points in excess of its normal hit point total, it physically mutates, sprouting bat-like wings, thus allowing it to swiftly escape the site of its feedings before other predators or scavengers arrive. This grants it a fly speed of 40 (average maneuverability). The wings are reabsorbed into its body once its hit point total returns to normal. The chupacabra can feel when this is about to happen, granting it time to return to the ground. Draco-Sphinx The dracosphinx is a desert-dwelling creature, related to red dragons. This sphinx is a sly predator, roaming the desert highlands in search of all sorts of prey. They prefer to lair in bleak cliff sides, where they have an excellent vantage point of their hunting territory. Their main enemy is the stupid and more numerous hieracopshinx, but dragons, humans, and sometimes wyverns are also a territorial problem. The dracosphinx has the same sort of lion body type as other sphinxes, but is also quite different from them. The head, front paws, wings, and upper body are red and scaly like those of a red dragon, while colorful feathers surround the head. These sphinxes are actually egg-laying mammals, who mate once in a lifetime. When not hunting, the dracosphinx can be found sunning itself in the hot desert sun, or in search of obscure information. They are also philosophers, though their ideals tend to favor stronger creatures over weaker ones. They seem to enjoy nothing more than engaging intelligent beings in riddle contests and sly conversation, setting their opponent up for sudden, cunning attack. Above all, dracosphinxes possess the same greed for monetary treasure as dragons, and will do anything to possess it. The dracosphinx speaks Common and the same dialect of Draconic as the red dragon. In combat, a dracosphinx attacks with its large dragon claws and bite. They use their powerful breath weapon to dispose of foes, after using their illusions to give prey a false sense of security. Large Magical Beast; Hit Dice: 11d10+44 (105 hp); Initiative: +1 (Dex); Speed: 20 ft, fly 60 ft (poor); AC: 21 (-1 size, +1 Dex, +11 natural); Attacks: 2 claws +17 melee, bite +12 melee; Damage: Claw 3d4+7, bite 5d4+3; Face/Reach: 5 ft by 10 ft/ 5ft; Special Attacks: Breath weapon, spells; Saves: Fort +11, Ref +8, Will +9; Abilities: Str 24, Dex 12, Con 18, Int 18, Wis 19, Cha 20 Skills: Bluff +13, Concentration +12, Intimidate +13, Knowledge (any one) +12, Listen +13, Spot +13 Feats: Alertness, Cleave, Combat Casting, Great Cleave, Iron Will, Flyby Attack, Power Attack Climate/Terrain: Warm desert, plains, and mountains; Organization: Solitary; Activity Cycle: Day; Challenge Rating: 12; Treasure: Standard; Alignment: Always lawful evil; Advancement: 12-22 HD (Large); 2333 HD (Huge) Breath Weapon (Su): A dracosphinx has a breath weapon, a 100 ft long, 20 ft wide cone of flaming gas. This gas deals 8d10 points of fire damage, though a successful Reflex save (DC 19) only causes half damage. Spells: A dracosphinx casts arcane spells as a 12th-level wizard, specializing in illusion spells. The dracosphinx first appeared in FR10 Old Empires (1990, Scott Bennie), and later appeared in the Monstrous Compendium Annual Two (1995). Pyrotarrasque Imagine a tarrasque with five heads! Not only would it have five times the biting power, but it could also bring five fiery breath weapons to bear on its opponents! I first tinkered with a thirty-headed version (which the Last printed 8/11/2011 11:56:00 a8/p8 59

template does allow), but such a creature is really too nasty for its challenge rating, so I don't recommend you make one. Five heads are plenty. The five-headed pyrotarrasque uses the multiheaded template (pyro version) from Savage Species. The end product fits especially well into a campaign world based on Greek mythology, or any one in which hydras are common. It's also logical for a campaign in which wizards frequently create monstrous abominations and leave dangerous magic substances lying around in the woods. CR 25; Neutral Colossal magical beast (fire); Init +7; Senses Listen +35, Spot +35; darkvision 90 ft., low-light vision, scent; AC 39, touch 5, flat-footed 36; Dodge; hp 1,212 (56 HD); DR 15/+7, regeneration 40, Toughness (6); Immune ability damage, disease, energy drain, fire, poison; Resist SR 32; Fort +46, Ref +33, Will +22; Weakness vulnerability to cold; Speed 20 ft. (4 squares); Melee bite +65 (6d8+17/18-20/x3) or 5 bites +65 (6d8+17/18-20/x3) and 10 horns +65 melee (1d8+10) and 2 claws +65 melee (1d12+8) and tail slap +65 melee (3d8+8); Space 30 ft.; Reach 20 ft.; Base Atk +56; Grp +89; Atk Options augmented critical, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Enlarge Breath, Great Cleave, Improved Bull Rush, Multigrab, Power Attack; Special Actions breath weapon (30-ft. cone of fire), frightful presence, improved grab, rush, swallow whole; Str 45, Dex 16, Con 43, Int 3, Wis 14, Cha 14; SQ carapace, greater damage, haste, multiheaded Skills: Hide -13, Jump +9, Listen +35, Search +19, Spot +35, Wilderness Lore +16 Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Improved MultiattackB, Improved Natural Attack (bite), Iron Will, Multigrab, Power Attack, Toughness (6) Augmented Critical (Ex): The five-headed pyrotarrasque's bite threatens a critical hit on a natural attack roll of 18-20 and deals triple damage on a successful critical hit. Breath Weapon (Su): Every 1d4 rounds, each of the five-headed pyrotarrasque's heads can breathe a jet of fire 10 feet high, 10 feet wide, and 20 feet long that deals 3d6 points of fire damage. All heads breathe on the same round. A successful DC 28 Reflex save halves the damage. Carapace (Ex): The five-headed pyrotarrasque's armorlike carapace is so tough and reflective that it can deflect all rays, lines, cones, and even magic missile spells. Any such effect has a 30% chance of reflecting back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance. Frightful Presence (Su): The five-headed pyrotarrasque can inspire terror by charging or attacking. Each affected creature must succeed on a DC 40 Will save or become shaken, and that condition lasts as long as it remains within 60 feet of the tarrasque. The save DC is Charisma-based. Improved Grab (Ex): To use this ability, the five-headed pyrotarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round. Multiheaded (Ex): Cutting off one of the five-headed pyrotarrasque's heads does not kill it; all heads must be severed to disable it. The five-headed pyrotarrasque functions normally as long as at least one head remains. Multigrab (from Savage Species): When grappling an opponent with the part of your body that made the attack, you take only a -10 penalty on grapple checks made to maintain the hold. Regeneration (Ex): No form of attack deals lethal damage to the five-headed pyrotarrasque. It regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10 (or 1,222 hp). The five-headed pyrotarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability. The five-headed pyrotarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 1,222 hit points) and using a wish or miracle spell to keep it dead. If the five-headed pyrotarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes. (The detached piece dies and decays normally.) The creature can reattach the severed member instantly by holding it to the stump. Rush (Ex): Once per minute, the five-headed pyrotarrasque can move at a speed of 150 feet. Swallow Whole (Ex): The five-headed pyrotarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside the tarrasque, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the creature's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The five-headed pyrotarrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. Skills: The five-headed pyrotarrasque has a +8 racial bonus on Listen and Spot checks.

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Tlalusk Although the tlalusk is an herbivore that feeds on roots and other tubers it digs out of the frozen ground with its tusks, it is notoriously ill-tempered, and most carnivores give the beasts a wide berth as a result. A tlalusk looks something like a muscular horse the size of an elephant, except the creature has six legs and is covered with white fur. The beast's head is wider than a horse's, and it sports a pair of huge horns and razorsharp tusks, as well. Frost giants are fond of capturing and training tlalusks as mounts. A battalion of frost giants mounted on tlalusks and armed with lances is a formidable sight indeed. Tlalusks understand some Giant, but they cannot speak. A tlalusk's first instinct in combat is to use its bellow to stun the enemy. It then charges toward the perceived foe, often combining the charge attack with a bull rush. If the enemy still stands, the tlalusk remains to pound it into the ground with its hooves, and then root it out and finish the job with its tusks. Huge Magical Beast (Cold); Hit Dice: 16d10+80 (168 hp); Initiative: +0; Speed: 60 ft.; AC: 18 (-2 size, +10 natural), touch 8, flat-footed 18; Attacks: 2 hooves +26 melee and bite +24 melee and gore +24 melee; Damage: Hoof 2d6+12, bite 2d8+6, gore 1d12+6; Face/Reach: 10 ft. by 20 ft./10 ft.; Special Attacks: Bellow, charge, trample 3d6+18; Special Qualities: Cold subtype, darkvision 60 ft., fast healing 5, low-light vision, scent, SR 15; Saves: Fort +15, Ref +10, Will +6; Abilities: Str 34, Dex 11, Con 20, Int 5, Wis 12, Cha 11 Skills: Jump +20, Listen +10, Spot +10 Feats: Alertness, Improved Bull Rush, Multiattack, Power Attack Climate/Terrain: Arctic hills and plains; Organization: Solitary, pair, or herd (3-18); Challenge Rating: 12; Treasure: None; Alignment: Always neutral; Advancement: 17-32 HD (Huge), 33-48 HD (Gargantuan) Bellow (Su): Once every minute, a tlalusk can bellow. This is a horribly loud blast of sonic energy that can be heard for miles. Worse, the blast of sonic power can be focused on any one creature within 120 feet of the tlalusk; a creature so targeted must make a Fortitude saving throw (DC 23) or be stunned and deafened for 1d6 rounds. A successful save indicates the creature is deafened for only 1d3 rounds. Charge (Ex): A tlalusk typically begins a battle by charging at an opponent, lowering its head to bring its horns into play. In addition to the normal benefits and hazards of a charge, this allows the tlalusk to inflict double damage with its gore attack. Trample (Ex): As a standard action during its turn each round, a tlalusk can run over Large or smaller opponents. This attack deals 3d6+18 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 30) for half damage. Cold Subtype (Ex): A tlalusk is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure. Fast Healing (Ex): A tlalusk regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the tlalusk to regrow or reattach lost body parts. Training a Tlalusk: It is nearly impossible to train a full-grown tlalusk (Handle Animal check DC 41), so most trainers opt to train newly born tlalusks instead (Handle Animal check DC 36). Still, it is a difficult task, and in frost giant society, tlalusk trainers are always held in the highest esteem. Young tlalusks are worth 6,000 gp on the open market, although most cities that know anything about the beasts have made trafficking in tlalusks illegal within city walls because of the destruction even a young one can wreak. Professional trainers charge 20,000 gp to rear or train a tlalusk. Riding a trained tlalusk requires an exotic saddle. Up to four Medium-size or smaller creatures can ride on a tlalusk comfortably, although this requires an exotic saddle that costs four times the normal amount, and only one of the riders can attempt to control the tlalusk with Ride checks each round. A tlalusk can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (see Ride, page 72 in the Player's Handbook). Carrying Capacity: A light load for a tlalusk is 3,728 pounds; a medium load, 3,729 - 7,456 pounds; and a heavy load, 7,457 - 11,200 pounds. Valicorn (Template) Valicorns are the offspring of unicorns and horses or other horselike creatures. They are rare except in forests where the unicorn population has dwindled below the level at which it can sustain itself. In the Ghostwalk campaign, repeated attacks by undead and yuan-ti over the centuries have winnowed the Spirit Wood unicorns down to but a handful of individuals, so those remaining have begun to take horses as mates. Valicorns are normally foaled by awakened horses, but in desperate times even a normal horse may bear or sire a valicorn. A valicorn resembles its horse parent, except that its eyes are the color of the unicorn parents, and it has slightly cloven hooves and a hard plate on its forehead made of the same material as a unicorns horn. Valicorns breed true with their own kind or with unicorns. A valicorns attitude is much like that of a true unicorn, though it is more likely to run for help than to charge into battle with a powerful enemy. Valicorns refuse to be tamed, although they make lasting friendships with those of pure heart, just as unicorns do. The hornplate from a valicorns forehead is worth up to 100 gp in some markets, and it is used for the same purposes that unicorn horns are. Those who trade in such trophies are normally shunned by good creatures. Valicorns understand Sylvan and Common, though they cannot actually speak. 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Valicorn is an inherited template that can be added to any equine animal of Small to Large size (hereafter referred to as the base creature). Awakened creatures of these kinds may also acquire the template. Normally, the valicorn template is added only to ponies, light horses (war or riding), or heavy horses (war or riding), since unicorns find the idea of mating with anything less horselike than these creatures repugnant. A valicorn has all the base creatures statistics and special abilities except as noted here. Size and Type: The creatures type changes to magical beast. Its size is unchanged. AC: The base creatures natural armor bonus increases by +1. Attacks: A valicorn gains an attack with its hornplate (a kind of head-butt) in addition to the base creatures attacks. The hornplate becomes the creatures primary attack, and all other natural attacks except bite become secondary. The valicorn cannot use the hornplate attack if it also bites in the same round. The valicorns hornplate is treated as a +1 magic weapon, though its power fades if it is removed from the valicorn. Damage: The valicorns hornplate attack deals 1d4 points of bludgeoning damage plus the valicorns strength bonus and the hornplates +1 enhancement bonus. Special Attacks: A valicorn retains all the base creatures special attacks and gains those described below. Spell-Like Abilities: 3/daydetect evil. 1/daycure light wounds, dimension door. Caster level 5th. Special Qualities: A valicorn retains all the base creatures special qualities and gains those described below. Immunities (Ex): Valicorns are immune to all poisons and to charm and hold effects. Protection from Evil (Su): This ability duplicates the effects of the spell of the same name. It functions continuously, and the valicorn cannot suppress the effect. Abilities: Increase from the base creature as follows: +2 Dexterity, +2 Constitution, +2 Wisdom, +2 Charisma. A valicorn has Intelligence 3d6 whether its horse parent was normal or awakened. Feats: A valicorn gains Alertness as a bonus feat. Climate/Terrain: Temperate forest; Organization: Solitary, pair, or grace (3-6); Challenge Rating: Same as the base creature +1; Alignment: Always chaotic good; Advancement: Up to 8 HD (same size as base creature). Wendigo (Template) A wendigo is rarely created when a humanoid becomes lost in the woods and resorts to cannibalism to survive. When this being tastes humanoid flesh, its mind becomes that of a carnivorous animal. Until this curse is lifted, this beast is only capable of living off the flesh of humanoids and other sentients. It will not kill any other sort of creature. Wendigos look much like the humanoid they once were, although their features are slightly more bestial and twisted. They wear no clothing, are very dirty, and act like wild creatures. No one has discovered how to cure a person of its wendigo alter ego, beyond using a wish spell. Wendigos are complete savages in battle, preferring to bite their opponents and attack with whatever primitive weaponry they find. Anything more advanced than Simple weapons is too complex for wendigo to use. Its not that the creature lacks the intelligence or skill to use such weapons, but this bestial monster simply prefers simple tools to more specialized, handcrafted ones. After a fresh kill, the wendigo will use its roar to attract more prey into its forest. It will hunt down humanoids entering the forest and consume them one by one. Any humanoids that are attacked but not killed become wendigos, and they separate to stake out different territories within the forest, or fight each other to the death for dominance. Wendigos understand all of the languages that they could before, but choose to communicate only by growls. "Wendigo" is a template that can be added to any humanoid (referred to hereafter as the "character"). It can use all of the character's statistics and special abilities, except for ones that are dependent on a specific alignment, if that alignment does not comply with the wendigo's new alignment. Size and Type: The Wendigo gains the magical beast type but their size does not change.. Hit Dice: Same as the character Speed: Same as the character or 30 feet per round, whichever is better. AC: The character's natural armor increases by +5. Wendigo's shed manmade armor and never use shields. Special Attacks: Attacks: The character gains a bite attack if it didn't have one already, and may still attack with one simple weapon in the same round. The character's bite damage is 1d4 (or more, if the character already had a bite attack that caused more damage). Special Attacks: A wendigo has the special attacks of the character, plus the following: Roar (Su): The wendigo's loud, terrifying roar can be heard within a half-mile radius around the wendigo. All humanoid creatures hearing the wendigo's roar may feel compelled to wander into the woods if they fail a Will save (DC 10 + 1/2 HD + Charisma Mod). This wandering lasts for one full day, and the effected creature does not know where it is wandering. If a second Will save fails at the end of this wandering, the affected person suffers the curse and turns into a wendigo as well. Special Qualities: A wendigo has the special qualities of the character, plus the following: Immunities (Ex): Although wendigos are humanoid in form, they are immune to all spells meant to affect humanoids (such as charm person, hold person, etc.) Last printed 8/11/2011 11:56:00 a8/p8 62

Saves: Same as the character Abilities: The character gains +6 to Str, +2 to Dex, +4 to Con. Int and Wis remain unchanged, and -2 is lost from Cha. Skills: Wendigos receive a +4 racial bonus to Hide, Listen, Move Silently, Search, Spot, and Wilderness Lore checks. Feats: Wendigos gain Alertness, Improved Initiative, and Track, assuming the character meets the prerequisites and doesn't already have these feats. Climate: Any forest; Organization: Solitary; Treasure: None; Alignment: Always neutral evil; Advancement: Same as the character, although the wendigo cannot progress in class levels Sample Wendigo This example uses a 5th-level human fighter as the character. Medium-Size Humanoid; Hit Dice: 5d10+20 (47 hp); Initiative: +6 (Dex); Speed: 30 ft; AC: 17 (+2 Dex, +5 natural); Attacks: Bite +10 melee, club +5 melee; Damage: Bite 1d4 +5, club 1d6+5; Face/Reach: 5 ft by 5 ft/5 ft; Special Attacks: Roar (DC 10); Special Qualities: Immunities; Saves: Fort +9, Ref +4, Will +4; Abilities: Str 22, Dex 15, Con 18, Int 10, Wis 12, Cha 6 Skills: Climb +8, Hide +8, Jump +8, Listen +9, Move Silently +8, Search +6, Spot +9, and Wilderness Lore +7 Feats: Alertness, Cleave, Dodge, Improved Initiative, Power Attack, Track Climate/Terrain: Any forest; Organization: Solitary; Challenge Rating: 6; Treasure: None; Alignment: Always neutral evil; Advancement: --Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Mark DeForest).

Miscellaneous
Creature Collection The following creatures can be found in the Creature Collection. They are highly suitable for games taking place in Myriade. The entry listing lists the creatures name, page number in parenthesis, followed by its challenge rating: Alley Reaper (8) 2; Asaath (12) 2; Belsamaug (16) 2; Blight Wolf (19) 5; Bone Lord (21) 6; Charfiend (42) 1; Cold Slime (45) 3; Dire Monitor (49) 4; Dragon, Firewrack (54) 10; Dragon, Seawrack (55) 6; Dragon, Woodwrack (56) 12; Dread Raven (58) 1; Drendari, Demigoddess (60) 16; Dune Delver (63) 5; Dwarf Hound (65) 3; Dweller at the Crossroads (66) 6; Fleshcrawlers (76) 4; Golem, Bone (81) ; Golem, Copper (82) 6; Golem, Lead (83) 11; Golem, Silver (85) 5; Golem, Wood (86) 5; Hollow Knight (109) 5; Ice Ghoul (115) 1; Narleth (141) 5; Sleet Devil (183) 4; Spirit of the Plague (188) 4; Undead Ooze (202) 4 Deathless (Subtype) Deathless is a new creature type, describing creatures that have died but returned to a kind of spiritual life. They are similar in many ways to both living creatures and undead. However, while undead represent a mockery of life and a violation of the natural order of life and death, the deathless merely stave off the inevitability of death to accomplish a righteous purpose. While undead draw their power from the plane of negative energy, the deathless are strongly tied to the plane of positive energy, the birthplace of all souls. In fact, the deathless are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state. Deathless have the following features. 12-sided Hit Dice Base attack bonus equal to 1/2 total Hit Dice (as wizard). Good Will saves. Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Traits: Deathless possess the following traits (unless otherwise noted in a creatures entry): negative energy and healed by positive No Constitution score. energy. Darkvision out to 60 feet. Immunity to any effect that requires a Immunity to poison, sleep effects, paralysis, Fortitude save, except for energy drain stunning, disease, death effects, and mindattacks (unless the effect also works on affecting spells and abilities (charms, objects or is harmless). compulsions, phantasms, patterns, and Uses its Charisma modifier for morale effects). Concentration checks. Not subject to extra damage from critical Not at risk of death from massive damage, hits, non-lethal damage, or ability drain. but when reduced to 0 hit points or less, it Immune to damage to its physical ability is immediately destroyed. scores (Strength, Dexterity, and Constitution), as well as to fatigue and Not affected by raise dead or reincarnate exhaustion effects. Unlike undead, spells or abilities. Resurrection and true deathless are subject to energy drain. Like resurrection can affect deathless if they are living creatures, deathless are harmed by willing. These spells turn deathless Last printed 8/11/2011 11:56:00 a8/p8 63

creatures back into the living creatures they were before becoming deathless. Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead. Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use the evil elemental or undead line in the detect evil spell description when deathless are in the area of a detect good spell. Deathless are healed by disrupt undead and damaged by unholy water, as undead are damaged

by disrupt undead and damaged by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creaturesincluding chill touch, magic stone, searing light, sunbeam, sunburst, and wall of firedo not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures. Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry. Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not indicated as wearing armor are not proficient with armor. Deathless are proficient with shields if they are proficient with any form of armor. Deathless do not breathe, eat, or sleep.

Denizen of the Deep (Template) Foul beasts of the underwater world, the denizens of the deep are horrific, aquatic versions of the creatures they once were. Cursed for their evil deeds upon the land, these exiles are condemned to a life in the briny depths of the worlds oceans, consumed by a ravenous hunger for blood and a hopeless desire to return to their former state as dwellers upon the land. Indeed, the depths are the only place such a creature can survive, for the light of day is deadly to it. Its newfound blood thirst dooms it to eventual death. A denizen of the deep looks like an aquatic version of the creature it once was, sporting luminous, oversized eyes, gills, gnarled and webbed hands and feet, and dull-gray, scale-like skin, among other, more horrible features. The cursed nature of these beings is evident at a glance and the horror of their existence is made manifest through the denizens tormented, twisted visage. Denizen of the Deep is a template that can be added to any non-aquatic aberration, animal, beast, giant, humanoid, magical beast, monstrous humanoid, or vermin (referred to hereafter as the base creature). After assuming the template, the base creatures type does not change. The base creature gains the Aquatic subtype. A denizen of the deep uses the base creatures statistics and inherent racial special abilities except as noted below. Hit Dice: Increase by one die type to a maximum of d12. Speed: A denizen has the ability to swim at 20 ft. per round plus 10 ft. per size category above Small, or the base creatures swim speed, whichever is greater. Base creatures land speed (if applicable) drops to 10 ft. Attacks: A denizen retains the attacks of the base creature. In addition it gains two claw attacks. Damage: Claws do damage according to the creatures size and original type. Special Attacks: In addition to the base creatures special attacks, a denizen gains the following: Improved Grab (Ex): Denizens of the deep can use the improved grab ability on creatures that are one or more size categories smaller than themselves by hitting with a claw. Life Drain (Ex): A denizen of the deep with 4 HD or less has the ability to drain a number of hit points equal to the bite damage for its original size and type and 1 point of Constitution per round from victims that it has grappled and pinned. This ability increases in potency, adding one additional die of damage and +1 Constitution point for every 4 HD the base creature has beyond the first four. Denizens drink life through their mouths or claws. Special Qualities: A denizen has all the special qualities of the base creature, plus the special abilities listed below: Darkvision (Ex): Denizens of the deep can see in non-magical darkness up to a range of 60 ft., or the base creatures range, whichever is better. Perpetual Hunger (Ex): No matter how much life energy a denizen of the deep drains from its victims, it is always hungry for more. Denizens of the deep never achieve satiation from their all-consuming hunger for blood. It must drain a number of Constitution points per day equal to its HD or lose 1 point of Constitution permanently. Last printed 8/11/2011 11:56:00 a8/p8 64

Sunlight Vulnerability: Exposing a denizen to direct sunlight disorients it. It can take only partial actions, suffers a 1 circumstance penalty to all rolls, and loses 1 temporary Constitution point each round until it dies or escapes the sunlight. Water-filtered sunlight counts as direct only within 10 ft. of the surface. In other bright light, including that within 20 ft. of the waters surface during the day, the denizen suffers 1 to all rolls and checks. Underwater Vision (Ex): Base creature can see underwater as well as air-breathing creatures can see on land up to 120 ft. Water Breathing (Ex): Denizens of the deep can breathe naturally underwater. If the base creature was able to breathe air, it loses that ability and will suffocate if removed from the water for prolonged periods of time (see DMG for rules on suffocation and drowning). Abilities: Modify the base creature as follows: Strength +4, Dexterity +4, Constitution +4, Charisma 4. Climate/Terrain: Any deep or dark aquatic region; Organization: Usually solitary, though sometimes in gangs (2-5); CR: Base creatures CR +2 + 20% (maximum +4); Alignment: Always evil; ECL: +2 (+4 in a water-based campaign.) Half-Vampire (Template) It is whispered some undead can mate with the living this is especially true of vampires of all sorts. The mullo, a form of corpse vampire, is noted in legend for seeking out its former mate. With the veil of life spell (see below), this ability can be granted even to those without it normally. Still, most half-vampires are the product of the union between lusty fleshbound vampires and mortals. They are semidamned creatures caught between the world of the living and the underworld of the undead, and many become great slayers of undead. A half-vampire usually looks like a particularly vital, but pale, specimen of its species. There are variations, however, noted in Half-vampire Variants below. Half-vampire is a template that can be added to any humanoid or monstrous humanoid (hereafter referred to as the base creature). The half-corpse-vampire is the exception to this rule (see Half-vampire Variants). The base creatures type and subtypes remain the same. Unless otherwise noted, in this template HD stands for Hit Dice plus any character levels the creature possesses. A half-vampire uses all the base creatures statistics and special abilities except as noted here. AC: Natural armor improves by +2. Special Attacks: The half-vampire retains all of the special attacks of the base creature, and gains the following: Charm (Sp): A half-vampire, with a Charisma of 11 or better, can cast the spell charm person once per day, plus once per 5 HD. The spell is cast as if by a sorcerer of a level equal to the half-vampires HD. Spell Affinity (Ex): Half-vampires get +1 effective caster level when casting the spells gaseous form, spider climb, energy drain, enervation, and any spell that changes their form into that of a rat, bat, or wolf. The creature also gains a +1 racial bonus to the save DCs of such spells. Special Qualities: The half-vampire retains any special qualities not due to a character class and gains the following: Darkvision (Ex): Half-vampires can see in nonmagical darkness up to a range of 60 ft., or the base creatures range, whichever is better. Damage Reduction (Ex): Half-vampires have DR 3/silver. Detect Undead (Sp): Three times per day, a half-vampire can detect undead as if the spell were cast by a cleric of its HD. Fast Healing (Ex): Half-vampires have fast healing 2. Light Sensitivity (Ex): Half-vampires suffer a 1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell. Long-lived (Ex): Half-vampires live twice as long as normal members of their species. Multiply the numbers in the age categories found in the PHB by two to find when the creature enters middle age, old, and venerable if needed. Resistances (Ex): Half-vampires have electricity and cold resistance 5. Saves: A half-vampire gets a +4 racial bonus to save against disease, poison, sleep, stunning, and paralysis. It gets a +2 racial bonus versus all mind-affecting abilities and a +4 racial bonus versus any necromantic effect such as energy drain or any special ability of an undead creature. Abilities: Modify from the base creature as follows: Strength +2, Dexterity +2, Constitution +2, and Charisma +2. Skills: Half-vampires are calculating and subtle. They get a +2 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Further, a half-vampire gets a +4 racial bonus to Climb and any Animal Empathy check with any rat, bat, or wolf. Feats: All half-vampires receive Toughness as a bonus feat. CR: Base creatures CR +1; Alignment: Tends toward evil; ECL: +2. Half-vampire Variants Two microplates appear below for the differing vampires in this book and how to make them halfvampires. Where no change is given, use the factors from the Half-vampire template. Last printed 8/11/2011 11:56:00 a8/p8

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Corpse: Half-corpse-vampires are animalistic and usually ugly. They differ from the half-vampire above in the following ways: Type: The Half-corpse-vampire microplate can be applied to any living, corporeal creature besides an ooze, outsider, or plant. Attacks and Damage: Half-corpse-vampires have natural attacks with claws and a bite. Any of these attacks may be used with the characters normal attack progression, and the vampire is always considered armed. The claws and bite do damage according to the base creatures type and size, but as if the creature were one size category smaller than it really is. Special Attacks: The half-corpse-vampire has none of the special attacks of a normal half-vampire. Special Qualities: The half-corpse-vampire has all of the qualities of a normal half-vampire, but some are changed. It has DR 1/, fast healing 1, and only cold resistance 2. Abilities: Instead of the normal lot of racial ability modifiers, a half-corpse-vampire gets: Strength +2, Constitution +4, Intelligence 2, Wisdom 2, and Charisma 4. Skills: Instead of the normal lot of racial skill bonuses, corpse vampires have +4 to Listen and Spot checks. ECL: +1. Fleshbound: Half-fleshbound-vampires look the most human. They differ from the half-vampire above in the following ways: AC: Natural armor improves only by +1. Special Attacks: A half-fleshbound-vampire has only the detect undead special quality of a normal halfvampire. Special Qualities: Half-fleshbound-vampires have the same qualities as normal half-vampires, but some are changed. They have DR 2/silver, and cold and electricity resistance 5. Skills: Half-fleshbound-vampires get only +2 to Listen and Spot checks. ECL: +0 (+1 with anesthetic and wounding). Necrovore (Template) Among the vilest of all monsters, and a strange mix of positive and negative energies, necrovores are hunters and eaters of undead. Necrovores were originally imbued with positive energy, possibly even by some benevolent force, to track down and destroy the undead of the world. While so doing, they slowly changed into the hideous and foul creatures they are now, utterly corrupted by their ability to absorb negative energy and ever driven to feed on creatures connected to it. Now, these horrid creatures search necropolises and burial sites for any sign of the harrowed souls who live without dying. Not even incorporeal undead are safe from the voracious appetite of these horrors, and any mortals that dare oppose a necrovore in its hunt are quickly dispatched. Necrovores possess a terrible aspect, usually darker than their normal kith, with oversized natural weapons. Some are beautiful in a macabre way, like a sleek predator, while others are unkempt, with mottled patches of hair, numerous scars, scraggly teeth, long and dirt-encrusted claws or fingernails. A necrovores eyes burn with the paradoxical fires of life, death, higher purpose, and madness. Necrovore is a template that can be added to any animal, beast, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin (referred to hereafter as the base creature). After assuming the template, the base creatures type and subtype do not change, unless it is an animal, beast, or humanoid. Animals and beasts with the template become magical beasts, while humanoids become monstrous humanoids (retaining their humanoid subtype). Unless otherwise noted, in this template HD stands for Hit Dice plus any character levels the creature possesses. A necrovore uses the base creatures statistics and inherent racial special abilities except as noted below. AC: Due to its infusion of positive energy, a necrovore has a +1 circumstance bonus to AC versus undead. Attacks: The necrovore gains a +1 racial bonus to attack rolls versus undead opponents. Creatures without natural attacks gain a single claw attack and a bite attack, which can be used togetherusually with the bite as a secondary attack. Damage: Bite and claw damage is determined by the base creatures original type and size. One of a necrovores natural attacks does damage as if the creature were one size category larger than it actually is. Special Attacks: A necrovore has all the special qualities of the base creature, plus the following: Festering Wounds (Su): The foul energies infusing the necrovores natural weapons deal extra negative energy damage (in the form of an additional die, or additional dice) to living targets equal to half of the weapons normal damage, with no added Strength bonus. Halving the damage for this purpose may result in a lower die type. Minimum damage is 1 point. For example, a necrovore ankheg deals 2d8+7 damage plus 1d8 negative energy damage with its mandibles (2d8 halves to 1d8). A Small humanoid with only its fists deals 1d2 subdual damage and 1 point of negative energy damage with a successful attack. Second, and worse, the living Last printed 8/11/2011 11:56:00 a8/p8 66

victim of a necrovores attack must succeed at a Fortitude saving throw (DC 10 + onehalf of the necrovores HD + its Constitution modifier) or suffer a terrible disease known as necrotic rot. Necrotic Rot: An injury from a necrovore can result in a horrible affliction caused by the mixing of positive and negative energies in a necrovores body. The negative energies destroy tissue and life, while the positive energies sustain the disease. The incubation period is 1 day and the disease does 1d4 temporary Wisdom and Constitution per day, causing feverish delirium and roiling sores that rise and recede, some oozing infected liquids and others disappearing after little discomfort. The disease may be fought off with two successful saving throws (against the same DC required to avoid contracting the disease10 + one-half of the necrovores HD + its Constitution bonus), and responds immediately to remove disease or similar magic. When the disease is cured without magic, the victim must make a final Will saving throw (same DC) or on point of Wisdom damage taken (if any) is permanent. Infection Injury (DC 20), Incubation 1 day, Damage 1d4 Wis and Con. Ghost Strike (Su): As a move-equivalent action, a necrovore can charge a single melee attack with energy that allows the strike to harm incorporeal or ethereal beings. Negative Energy Burst (Su): At will, when a necrovore has extra temporary hit points due to the foul consumption ability (see below), it may give up some or all of those hit points in a burst of negative energy. If they fail a Fortitude saving throw (DC 10 + one-half of the necrovores HD + its Constitution modifier), all living opponents within a 15-ft radius take damage equal to half the amount of hit points the necrovore gives up. Undead in the area are, ironically, healed for the same amount. Negative Energy Siphon (Su): The positive energies infusing the necrovores natural weapons deal extra positive energy damage (in the form of an additional die, or additional dice) to undead equal to half of the weapons normal damage, with no added Strength bonus. Halving the damage for this purpose may result in a lower die type. Minimum damage is 1 point. Once per day per Hit Die, a necrovore can use a ranged touch attack to siphon negative energy, inflicting 1d6 (plus 1d6 per 3 HD the necrovore possesses) points of damage to undead. The range of this attack is 25 ft. plus 5 ft. per 2 HD the necrovore possesses. Special Qualities: A necrovore has all the special qualities of the base creature, plus the following: Detect Undead (Su): A necrovore can detect undead, as the spell, continuously, cast as a sorcerer of a level equal to the necrovores HD. This ability cannot be dispelled, but it can be suppressed. However, a necrovore can re-establish this ability as a free action on its next round. Damage Reduction (Ex): All necrovores have DR 2 + one quarter of their HD (round down, minimum +0) against anything besides magic weapons (+1 or better). This also allows the necrovore to circumvent the DR of more powerful undead. Ethersight (Su): At will, as a full-round action, a necrovore can see creatures, locations, and features of the Ethereal Plane to a range of 60 ft., lasting a number of rounds equal to the necrovores Wisdom score. This ability can be dispelled or suppressed as if it were a spell cast by a spellcaster of a level equal to the necrovores HD, but the necrovore can resume use as a full-round action. Fast Healing (Su): Necrovores heal quickly due to their association with positive energy. They heal at a rate of 1 point per round plus 1 point per 3 HD. Foul Consumption (Su): By killing an undead creature (and consuming its corporeal remains), a necrovore absorbs part of the negative energy released in the slaying. The necrovore gains 1d4+1 temporary hit points per 2 HD of undead slain and consumed actually healing as a result of this gain, if it needs to. Temporary hit points in excess of the necrovores normal maximum fade at a rate of 4 per hour. The creature may only absorb the energy of a number of undead HD equal to four times its own HD in one day. Immunities: Necrovores are immune to poison, paralysis, and disease. They are not subject to energy drain, ability drain, negative levels, or necromantic death effects. Climate/Terrain: Add underground to the climate/terrain of the base creature; CR: Base creatures CR +1 + 20% (maximum +4); ECL: +2 Relentless (Template) Hellish abominations, agents of divine wrath, or merely lucky entities on the right end of a well spoken wish, relentless creatures cannot be slain by conventional means. Many of these creatures are older than history, while others have acquired seeming invulnerability and immortality through some dark pact or holy boon. Such monsters come in and out of history and legend, the foul among them bringing a tragic end to many a would-be champion. To actually kill a notable and iniquitous relentless creature is to have ones name live forever amongst the greatest of slayers. Relentless is a template that can be added to any living, corporeal creature (referred to hereafter as the base creature). Relentless creatures are usually advanced, sometimes even beyond what is normal for their kind. After assuming the template, the base creatures type and subtype do not change. A relentless creature uses the base creatures statistics and inherent racial special abilities except as noted below. Special Qualities: A relentless creature has all the special qualities of the base creature, plus the following: Critical Weakness (Ex): One artifact, material, or energy can harm a relentless creaturechoose this item based upon the relentless creatures creation and its relative power. The item may be anything from the blood of an ancient dragon, to alchemists fire mixed with rose petals, to the sap of a blue spruce harvested on Last printed 8/11/2011 11:56:00 a8/p8 67

the winter solstice. The substance still does subdual damage (per regeneration) on a successful attack, however the relentless is killed instantly and irrevocably if it is struck or treated appropriately with its critical weakness while it is unconscious due to subdual damage. Finding out this sort of knowledge is the stuff of desperate quests and legendary tales (Knowledge or bardic lore check DC 30 or more). The legend lore spell works fine within its normal limitationsthat is, most castings take 2d6 weeks and give only vague clues. Such truths are well guarded by powerful relentless creatures. Eternal (Ex): The body of a relentless creature does not age nor does it suffer the effects of aging. Though it may eat, breathe, and drink, it cannot be damaged by starvation, suffocation, or thirst. Immunities (Ex): All relentless creatures are immune to poison, disease, fatigue, fear, and one other form of energy. Regeneration (Ex): A relentless creature regenerates at a rate equal to 1 plus one-half of its HD (round up or down as appropriate). No form of damage overcomes this regeneration. If it loses a limb or body part, the lost portion regrows in (15/regeneration rate in hit points, round down) d6 minutes (minimum 1d6). The creature can reattach the severed member instantly by holding it to the stump. Instead of rolling so many dice for creatures with low regenerative scores, consider using the average die roll on a d6 (3.5) multiplied by the number of dice generated by the above formula as a static number of minutes. A creature with a 15d6 minute regrow rate (regeneration 1) takes an average of 52 minutes to regrow a limb. You can round this average to whatever you like for the relentless. For ultimate simplicity, just assume all relentless creatures regrow their lost limbs in 3d6 minutes (or 10 minutes). Sleep of Ages (Ex): (Optional) Many relentless live for thousands of years and grow weary of living. They begin to sleep for long periods of time. The exact cycle of any relentless, and whether a relentless even has such a hibernation habit, is up to you, so as to fit the telling of a great tale. Spell Resistance (Ex): Relentless creatures have Spell Resistance (SR) equal to 5 plus two-thirds of their HD or the base creatures SR, whichever is greater. Organization: Usually unique; CR: Base creatures CR +2 + 35%. Round up or down judiciously in this case; Treasure: Often much more than the base creature, up to Quintuple; ECL: +4. Vampire Thrall (Template) Blood pawn is a derogatory term used by vampires to refer to mortals that drink vampire blood and thereby gain some minor powerat a terrible price. Most blood pawns are pets to vampiric overlords, often called thralls, enslaved to the blood they drink. Others become the greatest of vampire slayers, seeking their next fix more than glory or goodness. A vampiric thrall looks no different than its normal counterpart, though it may have bloodshot eyes and unnatural pallor. Vampiric Thrall is a template that can be added to any aberration, animal, beast, giant, humanoid, magical beast, monstrous humanoid, or vermin who drinks the blood of a fleshbound vampire (hereafter referred to as the base creature). The amount of blood consumed must be 1 hit point per size category up to Small + 4 hit points per size category above Small. The base creatures type and subtypes remain the same. A vampiric thrall uses all the base creatures statistics and special abilities except as noted here. AC: Natural armor improves by +1. Special Qualities: The vampiric thrall retains the qualities of the base creature and gains the following: Ageless (Ex): While the blood of a vampire is in its veins, the vampiric thrall does not lose physical ability points due to age, but does gain mental ability points as normal. If the vampiric thrall loses its blood of power ability, its age immediately catches up with it vampiric thralls who have aged beyond the lifespan for their species die and rot. Blood of Power (Ex): Blood consumed by a vampiric thrall empowers and addicts it at the same time. The creature must consume the same amount of vampire blood that made it a vampiric thrall (1 hit point per size category up to Small + 4 hit points per size category above Small) every week to retain this template. Each week an addicted (see below) vampiric thrall goes without the required blood, it takes 1d6 points of temporary damage to each ability score if it fails a Fortitude saving throw (DC 20, one save per ability score). The ability damage cannot be healed normally until the pawn gets enough blood, or the withdrawal ends. Magic can heal the damage. If the creature survives five weeks of withdrawal, it shakes the addiction. Unfortunately, with the addiction goes any benefit or drawback (including charmed below) of the Vampiric Thrall template. Nonaddicted vampiric thralls do not suffer withdrawal, but lose the template five weeks after their last drink of blood. Addicted (Ex): When the vampiric thrall drinks the proper amount of blood from a vampire (per blood of power above), and it fails a Fortitude or Will saving throw (whichever is better for the victim, DC 10 + half the vampires HD + its Charisma modifier +1 per each previous drink of blood), it becomes addicted to vampire blood. If that vampire is still alive, the victim reacts to it as if under the effects of a charm person spell (but the effect is non-magical, and can effect vermin). 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addicted. A vampiric thrall may only be addicted to one specific vampire at a time, always defaulting to the vampire with the highest HD. Darkvision (Ex): Vampiric thralls can see in non-magical darkness up to a range of 30 ft., or the base creatures range, whichever is better. Damage Reduction (Ex): Vampiric thralls have DR 1/silver. Fast Healing (Ex): Vampiric thralls have fast healing 1. Immunities (Ex): A vampiric thrall does not need to eat and need only consume half the water a creature of its type normally needs. Resistances (Ex): Vampiric thralls have electricity and cold resistance 2. Turning Vulnerability (Ex): Vampiric thralls can be turned as if they were undead, but they have turning resistance equal to their HD and/or character level. Saves: A vampiric thrall gets +4 to saves against disease, poison, sleep, stunning, and paralysis. It gets +2 versus all mind-affecting abilities. Abilities: Modify from the base creature as follows: Strength +2, Constitution +2. Feats: All vampiric thralls gain Improved Initiative as a bonus feat. Alignment: Any, though usually neutral or evil; ECL: +1 Half-vampire Vampiric Thrall and Vampire: The half-vampires abilities do indeed stack with those from the Vampiric Thrall template and any Vampire template, unless the Half-vampire option from the fleshbound vampires infectious blood ability is used. That sort of half-vampire is a temporary change as described in that section. Vampire Hunting: Many vampiric thralls that wander the world do so to drink the blood of vampires and maintain their own immortality. Twice as much blood as normally needed, taken from a half-vampire, will do as well, leading to the hunting of half-vampires by vampiric thralls. The blood of a slain vampire must be drunk fresh (within 1 hour). The gentle repose spell preserves vampire blood for one day per caster level. Containers permanently enchanted with the gentle repose spell can store the blood indefinitely. No Addiction or Charm: Optionally, you can make it so a vampiric thrall is not addicted to the blood that it consumes. You can also decide to ignore the charm effect of the blood. Doing so removes some of the mystique of the Vampiric Thrall template, as well as some of its story potential. Staving Off Withdrawal: Another option is to allow the vampiric thrall to stave off withdrawal and loss of the Vampiric Thrall template by drinking the blood of normal creatures. The blood drunk must be the same number as the hit points required of vampire blood in Constitution points per week. A Will saving throw (DC 10 + the amount of blood needed that week) must be made each time the vampiric thrall drinks, or it must drink all it needs. Vampiric thralls need not kill their victims, but creatures with large blood requirements often do. A vampiric thrall with a natural bite attack may drain blood by pinning an opponent in a grapple and biting. Vampiric thralls without such an attack may drain blood only by pinning an opponent and cutting with a Tiny or smaller slashing or piercing weapon. Most vampiric thralls subdue or kill their victims before drinking. Curing a Vampiric Thrall: Remove curse or remove disease can cure a vampiric thralls charmed condition if the spells caster succeeds at a caster level check versus 11 + the master vampires HD. Another casting (same level check) saves the vampiric thrall from withdrawal and removes the template immediately. Heal removes both conditions immediately. A vampiric thrall that is unwilling to have its addiction ended (all non-sentient creatures are treated as unwilling) gets a Fortitude or Will save against such spells, whichever is better for the creature. These methods can be effective for freeing vampiric thrall slaves, but only works to end the addiction and not existing loyalties. New Spells: A vampiric thrall spellcaster might learn the following spells to insure a long and happy life. Conjure Vampire Blood (Necromancy) Level: Clr 4, Sor/Wiz 4; Components: V, S, F; Casting Time: 1 action; Range: Close 25 ft. + 5 ft./2 levels; Effect: 1 hit point of vampire blood per level; Duration: 1 day; Saving throw: None; Spell Resistance: Yes You create 1 hit point worth of vampire blood per caster level. This blood may be drunk to allow the drinker to continue to have the Vampiric Thrall template, but it is too weak to grant the template in turn. Focus: A dehydrated vampire heart. One such focus is good for 13 castings of this spell, and then it withers to dust. Create Vampire Blood (Necromancy) Level: Clr 6, Sor/Wiz 6; Components: V, S, M This spell works exactly like and has the same parameters as conjure vampire blood, but it can grant the Vampiric Thrall template as well. To gain (and maintain) that template, the drinker must consume the appropriate amount of blood. See the Vampiric Thrall template itself, for more information. Material Component: A dehydrated vampire heart and a vampire fangboth consumed by the spell.

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Monstrous Humanoid
Black Lover Every young bride, rich or poor, shares the same horrifying dream. What if they are not the one? What if their husband is truly in love with another? A fear nearly as great is the nightmare of young husbandsthe horrible thought that there might be someone else, that they might break their matrimonial vows and betray the one they love with all of their being. The black lover is a creature of deceit and betrayal. She is the nightmare of broken vows and infidelity. She is able to, by glamour, assume the form of any medium-size female humanoid or monstrous humanoid (and can automatically assume the form of any males love). A black lover sows deceit and hatred among mortals by implanting a memory of a torrid affair in the mind of a sleeping male, and then lying down beside him when he awakes. These are best done when there is a woman who can come in and see them together. A black lover avoids direct combat whenever possible. Her preferred method of attack is to sneak into the bed of a married or betrothed man, and use her modify memory ability to implant a memory of a torrid love affair between the man and herself. She then lies down next to the man, and awaits for the morning, and the mans true beloved to arrive. When forced into actual combat, a black lover will slash out with her poisoned claws as her only means of attack. If at all possible, she will use her glamour or her modify memory to convince a nearby man to defend her. Type: Medium Monstrous Humanoid (Evil); Hit Dice: 4d8 (16 hp); Initiative: +5 (+1 dex, Improved Initiative); Speed: 30 ft.; AC: 11 (+1 dex); Attacks: 2 claws +6 melee; Damage: Claw 1d4+2 and poison; Face/Reach: 5 ft. by 5 ft. / 5 ft.; Special Attacks: Poisonous claws, modify memory; Special Qualities: Glamour; Saves: Fort +1, Ref +5, Will +6; Str 14, Dex 12, Con 11, Int 17, Wis 15, Cha 19 Skills: Bluff +8, Disguise +11, Innuendo +8, Listen +9, Perform +8, Spot +9, Use Rope +8 Feats: Dodge, Mobility, Spring Attack, Improved Initiative, Quicken Spell-like ability (Modify Memory) Climate/Terrain: Any; Organization: Solitary; Challenge Rating: 5 ; Treasure: Standard; Alignment: Chaotic evil; Advancement: 5-12 HD (Medium) Poison (Ex): Claw, Fortitude save (DC 12); initial damage 2d6 temporary wisdom, secondary damage 1d6 permanent constitution. Modify Memory (Su): At will, a black lover can attempt to alter the memory of a nearby creature. She can perform any of the actions of the modify memory spell, although her supernatural ability causes the altered memories to take effect immediately after the casting is done. Conscious creatures are allowed a Will save (DC 18) to throw off the false memories, but those who have the memories implanted while they sleep suffer a -4 circumstance penalty to their save. (Effective Will DC 22). Glamour (Ex/Su): As a final tactic, a black lover can blindly assume the form of a nearby males beloved. However, this ability gains her no knowledge of the form she wearsnot even her name. The ability to assume a targets beloved is supernatural, but maintaining the form itself is extraordinary. Byakhee There flapped rhythmically a horde of tame, trained, hybrid winged things not altogether crows, nor moles, nor buzzards, nor ants, nor decomposing human beings, but something I cannot and must not recall H.P. Lovecraft, The Festival A byakhee appears as a disturbing mixture of creatures composing a humanoid form. Insect traits vie with predatory birds, digging mammals, and possibly necrotic flesh of human victims. Great wings allow the byakhee to lift into the sky and beyond. At home in the lonely voids of interstellar space, byakhee are a created race, though their origin is buried in the distant past. Xastur the Unnamable often commands byakhee as messengers and agents of doom. Mortal and immortal wizards alike summon byakhee to serve in various ways, including as mounts. Byakhee can bear riders of equal or lesser size than their own, and are even able to carry them through the vacuum of interstellar space. Unless specifically summoned, byakhee are most often encountered as agents of some malign agenda. Byakhee speak their own language and some can speak Common or another language. Medium-Size Monstrous Humanoid (Lesser Servitor Race); Hit Dice: 4d8 (18 hp); Init: +2 (Dex); Speed: 20, fly 60 (average); Armor Class: 15 (+2 Dex, +3 Natural); TA 12, FF 13; Attacks: 2 claws +7 melee, bite +2 melee; Damage: Claw 1d4+3, bite 1d4+1; Face/Reach: 5 by 5/5; Special Attacks: Rend; Special Qualities: Darkvision 60, immunities; Saves: Fort +1, Ref +6, Will +4; Abilities: Str 17, Dex 14, Con 11, Int 10, Wis 11, Cha 12 Skills: Balance +3, Hide +6, Listen +5, Move Silently +6, Spot +5, Tumble +3 CR: 3; Climate/Terrain: Any temperate; Advancement: 5-8 HD (Medium); 9-13 HD (Large); Sanity Loss: 1/1d6 Rend (Ex): If a byakhee hits with both claw attacks, it latches onto the opponents body and tears its flesh. This attack automatically deals an additional 2d4+4 points of damage. Immunities (Ex): Byakhee are immune to all the natural perils of vacuum (extreme heat and cold, zero pressure and lack of breathable air). They are susceptible to damage from other sources of heat and cold, though they can suspend their breathing at will (if they ever breathe at all). Last printed 8/11/2011 11:56:00 a8/p8 70

Centaurs A centaur druid is usually a tribes designated leader and speaker. Centaur characters possess the following racial traits. NOTE: YOU MAY ONLY PLAY A CENTAUR IF THE AVERAGE PARTY LEVEL IS ALREADY 7 OR HIGHER . +4, and base saving throw bonuses of Fort +8 Strength, +4 Dexterity, +4 Constitution, +1, Ref +4, and Will +4. 2 Intelligence, +2 Wisdom. Racial Skills: A centaurs monstrous Large size. 1 penalty to Armor Class, 1 humanoid levels give it skill points equal to penalty on attack rolls, 4 penalty on Hide 7 x (2 + Int modifier). Its class skills are checks, +4 bonus on grapple checks, lifting Listen, Move Silently, Spot, and Wilderness and carrying limits double those of Medium Lore. characters. Racial Feats: A centaurs monstrous Space/Reach: 10 feet/5 feet. humanoid levels give it two feats. A centaurs base land speed is 50 feet. +3 natural armor bonus. Darkvision out to 60 feet. Automatic Languages: Sylvan, Elven. Bonus Racial Hit Dice: A centaur begins with four Languages: Common, Gnome, Halfling. levels of monstrous humanoid, which Favored Class: Ranger. provide 4d8 Hit Dice, a base attack bonus of Level adjustment +2. Dopplegangers Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slit pupils. A doppelgangers appearance is deceiving even when its in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance. Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived. It is natural form a doppelganger is about 5-1/2 feet tall and weighs about 150 pounds. When in its natural form, a doppelganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropriate. In such cases, it uses its detect thoughts ability to employ the same tactics and strategies as the person it is impersonating. Doppelganger characters possess the following racial traits. NOTE: YOU MAY ONLY PLAY A DOPPLEGANGER IF THE AVERAGE PARTY LEVEL IS ALREADY 9 OR HIGHER. checks. If it can read an opponents mind, it +2 Strength, +2, Dexterity, +2 gets a further +4 circumstance bonus on Constitution, +2 Intelligence, +4 Wisdom, Bluff and Disguise checks. +2 Charisma. Detect Thoughts (Su): A doppelganger can Medium size. continuously use detect thoughts as the A doppelgangers base land speed is 30 spell (caster level 18th; Will DC 13 feet. negates). It can suppress or resume this Darkvision: Doppelgangers can see in the ability as a free action. The save DC is dark up to 60 feet. Charisma-based. Racial Hit Dice: A doppelganger begins with Change Shape (Su): A doppelganger can four levels of monstrous humanoid, which assume the shape of any Small or Medium provide 4d8 Hit Dice, a base attack bonus of humanoid. In humanoid form, the +4, and base saving throw bonuses of Fort doppelganger loses its natural attacks. A +1, Ref +4, and Will +4. doppelganger can remain in its humanoid Racial Skills: A doppelgangers monstrous form until it chooses to assume a new one. humanoid levels give it skill points equal to A change in form cannot be dispelled, but a 7 x (2 + Int modifier). Its class skills are doppelganger reverts to its natural form Bluff, Diplomacy, Disguise, Intimidate, when killed. A true seeing spell or ability Listen, Sense Motive, and Spot. reveals its natural form. Racial Feats: A doppelgangers monstrous Dopplegangers have immunity to sleep and humanoid levels give it two feats. charm effects. +4 natural armor bonus. Automatic Languages: Common. Bonus +4 racial bonus on Bluff and Disguise Languages: Auran, Dwarven, Elven, Gnome, checks. When using its change shape Halfling, Giant, Terran. ability, a doppelganger gets an additional Favored Class: Rogue. +10 circumstance bonus on Disguise Level adjustment +4. Dromites Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness. Dromites speak Common. Most dromites encountered outside their homes are warriors; +2 Charisma, -2 Strength, -2 Wisdom Monstrous Humanoid: Dromites are not subject to spells or effects that affect Last printed 8/11/2011 11:56:00 a8/p8 71

humanoids only, such as charm person or dominate person. Small: As a Small creature, a dromite gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character. Dromite base land speed is 20 feet. Chitin: A dromites skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects. Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Psi-Like Ability: 1/dayenergy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to

cold 5 deals cold damage with its energy ray). Manifester level is equal to Hit Dice (minimum 1st). The save DC is Charismabased. Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealedonly its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the sources location. Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat. Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Spot checks. Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran. Favored Class: Wilder. Level Adjustment: +1.

Maanvaki This humanoid creature has long, powerful arms and legs. Its feet look like flippers. It has a thick neck and a huge crocodilian snout. Bulbous eyes like a frog's protrude from its face, and it possesses great, winglike ears. Its skin is predominantly green with brown splotches and stripes, and thick scales and armor plating cover its chest and back. Numerous loose folds of skin hang down from the chin and arms. The maanvakis are primitive amphibious humanoids that dwell in the most tangled and overgrown sections of swamps and bogs. Their froglike eyes are each capable of independent movement, which gives them excellent peripheral vision. They have keen hearing as well, thanks to their big ears. Maanvakis speak Draconic when they must, but they prefer to communicate with grunts and roars. Some bands speak Goblin instead of Draconic. A maanvaki's combat tactics are simple and to the point; charge in and stab and bite until the enemy stops moving. They prefer to fight with spears, since these weapons are both effective in underwater and tangled terrain and are particularly effective when fighting other maanvaki, who are all quite resistant to damage from slashing and bludgeoning weaponry. The most complex assault they use is to trigger their entangle ability while in melee, which allows them an easy route of escape if things turn sour. Medium Monstrous Humanoid; Hit Dice: 2d8+6 (15 hp); Initiative: -2; Speed: 20 ft. (4 squares), climb 10 ft., swim 50 ft.; Armor Class: 17 (-2 Dex, +6 natural, +3 studded leather), touch 8, flat-footed 17; Base Attack/Grapple: +2/+6; Attack: Spear +5 melee (1d8+4/x3) or spear +6 ranged (1d8+3); Full Attack: Spear +6 melee (1d8+4/x3) and bite +1 melee (1d6+1) or spear +6 ranged (1d8+3); Space/Reach: 5 ft./5 ft.; Special Attacks: Entangle; Special Qualities: Damage reduction 5/piercing, darkvision 60 ft., improved woodland stride, resistant to critical hits; Saves: Fort +3, Ref +1, Will +4; Abilities: Str 16, Dex 6, Con 16, Int 7, Wis 12, Cha 15 Skills: Climb +10, Intimidate +3, Listen +5, Spot +5, Swim +9 Feats: Alertness Environment: Temperate swamp; Organization: Solitary, pair, gang (3-4), or band (11-20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level); Challenge Rating: 2; Treasure: Standard; Alignment: Usually chaotic neutral; Advancement: By character class; Level Adjustment: +4 Entangle (Su): Once per day, as a free action, a maanvaki can command the surrounding plantlife to writhe and grasp at anything moving. This duplicates the effects of an entangle spell (caster level 2 + the maanvaki's total class levels, if any; Reflex DC 13). The save DC is Charisma-based. The entangle effect has a radius of 10 feet around the maanvaki and remains stationary if the maanvaki moves out of the area. Last printed 8/11/2011 11:56:00 a8/p8 72

Improved Woodland Stride (Ex): A maanvaki may move through any sort of undergrowth at his normal speed without taking damage or suffering any other impairment, even if the undergrowth is magically manipulated. Resistant to Critical Hits (Ex): Maanvakis have many redundant internal organs, and no two are put together in exactly the same way. This makes it difficult to score critical hits against these resilient creatures. Any time a maanvaki takes additional damage from a critical hit or sneak attack, there is a 25% chance that the additional damage is ignored. Maanvaki Society: Maanvakis are brutal and warlike, and when there aren't any convenient nearby settlements to attack, they generally turn on themselves. Within a small group, infighting is fairly rare, but intertribal combat is common. They tend to be nomadic, always on the move and sleeping in the wild, if only to keep their enemies constantly guessing where the tribe can be located at any one particular time. Some tribes of maanvaki capture and rear giant swamp lizards or snakes as guards. Most maanvaki have little time for worship; they usually defer to a tribal adept for what little religious needs they have. In maanvaki society, strength and power rule over the weak. Most maanvaki are barbarians, and this is their favored class. Minotaur A minotaur stands more than 7 feet tall and weighs about 700 pounds. Minotaurs speak Giant. Minotaurs prefer melee combat, where their great strength serves them well. Minotaur characters possess the following racial traits. NOTE: YOU CANNOT PLAY A MINOTAUR UNTIL THE AVERAGE PARTY LEVEL IS 9 OR HIGHER. +8 Strength, +4 Constitution, 4 Weapon Proficiency: A minotaur is proficient Intelligence (minimum 3), 2 Charisma. with the great axe and all simple weapons. Large size. 1 penalty to Armor Class, 1 +5 natural armor bonus. penalty on attack rolls, 4 penalty on Hide Natural Weapons: Gore (1d8). checks, +4 bonus on grapple checks, lifting Powerful Charge (Ex): A minotaur typically and carrying limits double those of Medium begins a battle by charging at an opponent, characters. lowering its head to bring its mighty horns Space/Reach: 10 feet/10 feet. into play. In addition to the normal benefits A minotaurs base land speed is 30 feet. and hazards of a charge, this allows the beast to make a single gore attack with a Darkvision out to 60 feet. +9 attack bonus that deals 4d6+6 points of Racial Hit Dice: A minotaur begins with six damage. levels of monstrous humanoid, which Natural Cunning (Ex): Although minotaurs provide 6d8 Hit Dice, a base attack bonus of are not especially intelligent, they possess +6, and base saving throw bonuses of Fort innate cunning and logical ability. This gives +2, Ref +5, and Will +5. them immunity to maze spells, prevents Racial Skills: A minotaurs monstrous them from ever becoming lost, and enables humanoid levels give it skill points equal to them to track enemies. Further, they are 9 x (2 + Int modifier, minimum 1). Its class never caught flat-footed. skills are Intimidate, Jump, Listen, Search, Scent and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks. Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran. Racial Feats: A minotaurs monstrous humanoid levels give it three feats. Favored Class: Barbarian. Level adjustment +2. Sasquatch You catch a glimpse of an enormous humanoid creature, shoulders hunched and arms long like those of an ape.A semi-human face tops a body covered in thick, dark-colored fur. Also known as Bigfootor, in mountainous regions, the abominable snowman or yetithe sasquatch is a large, hairy humanoid that combines elements of man, ape, and bear in a large and surprisingly graceful amalgamation. The sasquatch is an elusive creature, preferring to avoid contact with humanoids, but they are fiercely protective of their young, their territory, and their prey. Sasquatch are omnivorous; they spend most of their time eating fruits and tubers, but occasionally augment their diet with fresh meat. During this hunting period, which occurs roughly two or three days out of every two months,they become far more aggressive and dangerous. Sasquatch average 7 to 10 feet tall, with an approximate weight of 350 to 400 pounds. They have their own language of squeals, grunts, and growls. Its a primitive language, but contains a sufficiency of concepts for general communication. It may technically be possible for these creatures to learn Common or other languages, but no recorded instances exist of one having spoken. Yeti: The sasquatch variant that dwells in the frozen mountains, called the yeti, is almost purely carnivorous, and is far more aggressive. Its fur is white, granting it a bonus to hide in snow rather than in forested areas. It has cold resistance 10. When they do choose, or are forced, to fight, sasquatch are straightforward combatants. They use their great height and strength to overwhelm their foes, and often attack from hiding. Last printed 8/11/2011 11:56:00 a8/p8 73

Large Monstrous Humanoid; Hit Dice: 5d8+5 (27 hp); Initiative: +1; Speed: 40 ft. (8 squares), climb 20 ft.; Armor Class: 16 (1 size,+1 Dex,+6 natural), touch 10, flat-footed 15; Base Attack/Grapple: +5/+16; Attack: Claw +11 melee (1d8+7); Full Attack: 2 claws +11 melee (1d8+7); Space/Reach: 10 ft./10 ft.; Special Attacks: Improved grab, rend; Special Qualities: Brachiation, darkvision 60 ft., low-light vision, scent; Saves: Fort +7, Ref +5,Will +6; Abilities: Str 24, Dex 13, Con 22, Int 7,Wis 14, Cha 9 Skills: Climb +16, Hide +2*, Jump +8, Listen +4, Spot +4 Feats: Endurance, RunB, Skill Focus (Hide) Environment: Cold forests or cold mountains; Organization: Solitary, pair, or family (25); Challenge Rating: 3; Treasure: None; Alignment: Always neutral; Advancement Range: 610 HD (Large),; 1115 HD (Huge); Level Adjustment: +2 Brachiation (Ex): A sasquatch can move through any thickly forested area by swinging from branch to branch, without touching the ground. It may do this at its full land-based movement rate. Improved Grab (Ex): To use this ability, a sasquatch must hit an opponent of up to Large size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Rend (Ex): A sasquatch that hits with both claw attacks latches onto the opponents body and tears the flesh. This attack automatically deals an extra 2d8+14 points of damage. A sasquatch cannot choose to rend in the same round it attempts (or maintains) a grapple. Skills: Bigfoot has a +8 racial bonus on Climb checks. It can always choose to take 10 on Climb checks, even if rushed or threatened. In forested or heavily treed areas, it has a +8 racial bonus to Hide checks. (This bonus applies in snowy areas for the yeti variant.) Skaven In the distant past rats infested some decaying ruin are thought to have fed upon a mighty source of magic power. This power was a substance called warpstone - solidified fragments of raw sorcery formed during the Time of Chaos. Under its unwholesome influence the scuttling vermin mutated growing in size and intelligence into the vile Skaven. The Skaven quickly spread across the world, establishing settlements in the sewers beneath unsuspecting cities and invading underground strongholds from below. They have created a vast and intricate web of tunnels that spreads across the world. An equally complex network of spies and agents informs the Skaven of their enemies' plans. At the center of the web lies the capital of this under-empire, the vast sprawling city of decay called Skavenblight. With their heightened intellect and humanoid bodies the Skaven have learned to use warpstone to fuel their corrupt sorceries and to create weapons of awesome power. Warpstone is vital to the Skaven, they depend on it to feed and drive their civilization - it forms a vital part of their foul ceremonies and the worship of their god, the Horned Rat. The insidious spread of the Skaven continues tirelessly and unceasingly, gnawing at the roots of civilization like a cancer. They seek to bring corruption and decay to the Old World, causing the downfall of all civilized races so they can feed on the ruins and dominate all living creatures. The Skaven under-empire spreads apace and the Horned Rat grows in power every day for the most part he sleeps, awaiting the call from his children that will awake him and bring him down to the world of mortals to feed upon their decaying flesh. When the Horned One rouses the Skaven erupt into an intense period of warfare and strife, laying waste to towns and cities in an orgy of destruction. In these times not only do the Skaven wage war upon other races but among themselves as well: the slow, the weak and the foolish are set upon and torn apart. The Skaven race purges itself of its weaker members and makes slaves of the defeated. The Skaven are divided into clans of which the warlord clans are by far the most populous. Each Warlord clan has a pecking order ranging from the lowliest weakling slaves to the most powerful warriors, and ultimately to the Skaven Warlord, who is the cruel and cunning master of the entire clan. In addition to the Warlord clans, which supply Clanrat Warriors, Stormvermin, Clanrat Slaves, and Rat Swarms, there are four major clans that contribute troops to the Skaven horde: Clans Pestilens, Eshin, Moulder, and Skryre. Clan Pestilens, as the name implies, aims to spread disease throughout the world. Led by Plague Priests, the troops of Clan Pestilens include the Frenzied Plague Monks, Plague Censer Bearers, and Plague Rat Swarms, which attack the enemy with diseased, Poisoned Attacks. Clan Eshin disappeared from the Skaven society of the Old World many centuries ago and was considered lost. Eventually, its members returned to Skavenblight, though many of their habits had changed. Clan Eshin had traveled widely, learned much in distant lands and perfected the art of silent and stealthy warfare. As such, Clan Eshin provides Assassins as well as light skirmishing troops and infiltrators called Night Runners and Gutter Runners to the Skaven horde. The members of Clan Moulder are animal trainers who experiment with radical, and often Chaosinfluenced, crossbreeds between the creatures they capture. Master Moulders and Packmasters lead units of Giant Rats and hideous Rat Ogres into combat. Finally, Clan Skryre is the most experimental and intellectually advanced group of Skaven. Members of the Clan specialize in the blending of evil magic and arcane Skaven technology. The Clans Warlock Engineers have developed several types of ranged weapons that can have a devastating effect on the enemy: Warplock Jezzails, Poisoned Wind Globes, Ratling Guns, Warpfire Throwers, and the dreaded Warp-Lightning Cannon. Last printed 8/11/2011 11:56:00 a8/p8 74

Skaven have many slaves, many of them Skaven beaten in combat, but some are other races defeated in combat. Slaves occupy the most miserable position in Skaven society, often being used in dangerous experiments or as cannon fodder in battles. Their lives are brutish, painful but mercifully short. Average Skaven (Medium Monstrous Humanoid) - Hit Dice: 1d8+3 (8 hp); Initiative: +2 (Dex); Speed 30, climb 15; Armor Class: 16 (TA 13, FF 14); Attacks: Bite +1 melee, 2 claws -4 melee, Scimitar +1 melee; Damage: Bite 1d3, Claw 1d4, Scimitar 1d6; Face/Reach: 5/5; Special Qualities: Darkvision 60, Warpstone Mutations; Saves: Fort +5, Ref +2, Will +0; Abilities: Str 10, Dex 15, Con 16, Int 10, Wis 10, Cha 8; Climate / Terrain: Any except arctic; Organization: War Band (15-120, +1 leader of 4th to 7th level plus 30 warriors), Nest (120 1200 with leaders as above, plus 1 with to 12th level priest per 100 warriors); Challenge Rating ; Treasure: Standard; Alignment: Usually Chaotic Neutral; Advancement: By character class; Skills: Escape Artist +3, Hide +2, Jump +1; Feats: Dodge Storm Vermin ( Medium Monstrous Humanoid) - Hit Dice: 2d8+6 (16 hp); Initiative: +2 (Dex); Speed 30, climb 15, swim 40; Armor Class: 15 (TA 13, FF 13); Attacks: Bite +4 melee, 2 claws -1 melee, Great axe +4 melee, Dagger -1 melee, Javelin +4 ranged; Damage: Bite 1d3+2, Claw 1d4+1, Great axe 1d12+2, Dagger 1d4+1, Javelin 1d6+2; Face/Reach: 5/5; Special Qualities: Darkvision 60, Warpstone Mutations; Saves: Fort +6, Ref +5, Will +-1; Abilities: Str 14, Dex 15, Con 16, Int 9, Wis 8, Cha 8; Climate / Terrain: Any except arctic; Organization: 1 per 100 warriors in normal Skaven distribution; Challenge Rating 1; Treasure: Standard; Alignment: Usually Chaotic Neutral; Advancement: By character class; Skills: Escape Artist +3, Jump +1, Swim +5; Feats: Power Attack Gray Seer (Medium Monstrous Humanoid) - Hit Dice: 1d8+3 (8 hp); Initiative: +2 (Dex); Speed 30, climb 15; Armor Class: 13 (TA 12, FF 11); Attacks: Bite +1 melee, 2 claws -4 melee; Damage: Bite 1d3, Claw 1d4; Face/Reach: 5/5; Special Qualities: Darkvision 60, Warpstone Mutations; Special Attacks: Spells; Saves: Fort +3, Ref +2, Will +3; Abilities: Str 10, Dex 15, Con 16, Int 15, Wis 12, Cha 12; Climate / Terrain: Any except arctic; Organization: Solitary, Coven (12-24 gray seers plus a 4th to 7th level wizard); Challenge Rating 1; Treasure: Standard; Alignment: Usually Chaotic Evil; Advancement: By character class; Skills: Concentration +2, Escape Artist +3, Hide +2, Jump +1, Scry +1, Spellcraft +5; Feats: Spell Focus (Illusion or Necromancy); Spells: All Gray Seers cast spells as a sorcerer of their hit dice. Many become wizards to increase their magical potential. Warpstone Mutations: Most Skaven have 1d4 mutations resulting from constant exposure to Warpstone. Skaven with class levels gain 1d4 mutations per level. Roll on the Warpstone table that number of times when designing unique Skaven. Otherwise, assume that standard Skaven mutations are already accounted for in above statistics.

Ooze
Blob The Blob is a nigh unstoppable force. It grows as it eats, so i will give you its starting size at small, and when its at its strongest at colossal. (Small Ooze) Hit Dice: 2d10+8 (19); Initiative: -5; Speed: 10 ft; Armor Class: 7 (+1 size, -4 dex); Base Attack/Grapple: +1/+6; Attack: Slam +6 (1d4+5+1d6 acid); Space/Reach: 2.5 ft./5 ft.; Special Attack: Acid, Improved Grab, Constrict 1d4+5+1d6 acid, Consume, Squeeze, Freezing, Extending Reach, Roll; Special Qualities: Blindisght 60ft, Ooze traits, DR 20/Cold Only; Saves: Fort +5, Ref -4, Will -4; Abilities: Str 20, Dex 1, Con 18, Int -, Wis 1, Cha 1; Environment: Any Non Cold; Organization: Solitary; Treasure: None; Alignment:Nuetral Acid: The Blob is essentially gelatin acid. When ever it comes into contact with a person they must make a Reflex Save DC 21 or be dealt 21 points of Acid damage. The Blob instantly does 21 points of acid damage to any mateirial is touches. Consume: Every time The Blob kills a living creature. It consumes their flesh and grows. Everytime it consumes a living creature it gains 1/4 of the creatures HD. So if it were to kill 4 first level characters, it would grow one hit die. Advancement: 2-5 Small, 6-10 Medium, 11-15 Large, 16-20 Gargantuan, 21+ Colossal Squeeze: The Blob is especially liquidy. Thus it can squeeze its from into spaces up to three sizes smaller then it is. Freezing: The Blob is just as sucesptable to being frozen as water is. Meaning that at 0 degrees Celcius it freezes solid. Essentially immobolizing it untill it can thaw. Extending Reach: The Blob can extend a part of its body towards any prey it wants to chow down on. The Blob gains an extra 5 feet of reach for each size category. it is above Dimunitive. Roll: Only when The Blob is in small size, it can scarafice all actions to curl into a tight ball. This allows it to roll towards its prey at a speed of 30 ft. (Colossal Ooze) Hit Dice: 21d10+252 (367); Initiative: -5; Speed: 40 ft; Armor Class:0 (-8 size, -4 dex); Base Attack/Grapple: +15/+44; Attack: Slam +20 (6d6+13+5d6 acid); Space/Reach: 30 ft./20 ft.; Special Attack: Acid, Improved Grab, Constrict 6d6+13+5d6 acid, Consume, Squeeze, Extending Reach; Special Qualities: Blindisght 60ft, Ooze traits, DR 40/Cold Only; Saves: Fort +17, Ref +1, Will +1; Abilities: Str 36, Dex Last printed 8/11/2011 11:56:00 a8/p8 75

1, Con 35, Int -, Wis 1, Cha 1; Environment: Any Non Cold; Organization: Solitary; Treasure: None; Alignment:Nuetral Acid: The Blob is essentially gelatin acid. When ever it comes into contact with a person they must make a Reflex Save DC 33 or be dealt 60 points of Acid damage. The Blob instantly does 60 points of acid damage to any mateirial is touches. Consume: Every time The Blob kills a living creature. It consumes their flesh and grows. Everytime it consumes a living creature it gains 1/4 of the creatures HD. So if it were to kill 4 first level characters, it would grow one hit die. Advancement: 2-5 Small, 6-10 Medium, 11-15 Large, 16-20 Gargantuan, 21+ Colossal Squeeze: The Blob is especially liquidy. Thus it can squeeze its from into spaces up to three sizes smaller then it is. Freezing: The Blob is just as sucesptable to being frozen as water is. Meaning that at 0 degrees Celcius it freezes solid. Essentially immobolizing it untill it can thaw. Extending Reach: The Blob can extend a part of its body towards any prey it wants to chow down on. The Blob gains an extra 5 feet of reach for each size category. it is above Dimunitive. Obsidian Ooze This creature looks like a mass of obsidian with its edges polished and smooth. Yet when it moves, it gives the impression of a mobile snake made of glistening tar, with numerous razor-sharp lances of flexible obsidian writhing chaotically out of its mass. An obsidian ooze is a dangerous predator that lurks in lava tubes and other underground chambers near volcanic regions. The creature can burrow through solid rock with ease by melting its way through the ground; the tunnels formed remain stable for several days and resemble perfectly round lava tubes in shape. Obsidian oozes feed on the ash of organic matter. A typical obsidian ooze resembles a 3-foot-wide, 14-foot-long snake. It weighs 35,000 pounds. They usually split into two to three smaller oozes upon growing to 36 Hit Dice, although rumors of colossal obsidian oozes that live in the heart of active volcanoes persist. An obsidian ooze coils like a snake when it locates prey but it does not strike when it attacks. Rather, it grows long lances of razor-sharp but flexible obsidian spines with shocking speed, skewers creatures in range, and then flows up these spines to engulf captured prey. Large Ooze (Fire); Hit Dice: 12d10+60 (126 hp); Initiative: -5; Speed: 20 ft. (4 squares), burrow 20 ft. (4 squares); Armor Class: 19 (-1 size, -5 Dex, +15 natural), touch 4, flat-footed 19; Base Attack/Grapple: +9/+18; Attack: Spine +13 melee (1d8+5/15-20 plus 1d6 fire); Full Attack: 3 spines +13 melee (1d8+5/15-20 plus 1d6 fire); Space/Reach: 10 ft./5 ft.; Special Attacks: Engulf, improved grab, skewer; Special Qualities: Blindsight 60 ft., immunity to fire and piercing and slashing weapons, molten core, ooze traits, vulnerability to cold; Saves: Fort +9, Ref -1, Will -1; Abilities: Str 20, Dex 1, Con 20, Int --, Wis 1, Cha 1; Skills: --; Feats: Improved Critical (spine)[B]; Environment: Underground (volcanoes); Organization: Solitary; Challenge Rating: 9; Treasure: None; Alignment: Always neutral; Advancement: 13-16 HD (Large), 17-26 HD (Huge), 27-36 HD (Gargantuan), 37+ HD (Colossal); Level Adjustment: -Engulf (Ex): As a standard action, an obsidian ooze can engulf any creature that it is currently grappling or being grappled by it. Once a creature is engulfed, the creature takes 4d6 points of fire damage per round from the ooze's molten interior. An engulfed creature can try to pound its way out with any natural or light bludgeoning weapons. Dealing a total of at least 30 points of damage to the interior of the ooze (AC 15) in this way creates an opening large enough to permit escape, but causes the molten interior to spill out in a 5-foot radius. All creatures in this range take 2d6 points of fire damage, or half on a successful Reflex save (DC 21). Once a single engulfed creature exits, the hole quickly hardens over; thus, another engulfed opponent must pound its own way out. An obsidian ooze can hold 2 Medium or 8 Small or smaller opponents. The save DC is Constitution-based. Improved Grab (Ex): If an obsidian ooze hits an opponent that is at least one size category smaller than itself with a spine attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Sharp Spines (Ex): An obsidian ooze's spines have a critical threat range of 18-20, which the creature's Improved Critical feat increases to 15-20. Molten Core (Ex): Piercing and slashing weapons deal no damage on a successful hit to an obsidian ooze, but they do have a chance of being damaged by the creature. Any weapon that inflicts damage to an obsidian ooze must make a Reflex saving throw (DC 21) or take 4d6 points of fire damage. If the weapon was a natural weapon, the attacking creature suffers this damage. The save DC is Constitution-based. Worse, the attack causes the creature's lava-like core to spray out in a gout. The attacking creature takes 2d6 points of fire damage, or half on a successful Reflex save (DC 21). The save DC is Constitution-based. Ooze Traits: An obsidian ooze is blind (blindsight 60 ft.) and immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. It is immune to poison, sleep effects, paralysis, stunning, and polymorphing. It is not subject to critical hits or flanking.

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Outsider
Aasimars Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death. NOTE: YOU MAY ONLY PLAY AN AASIMAR IF THE AVERAGE PARTY LEVEL IS ALREADY 2 OR HIGHER. +2 Wisdom, +2 Charisma. Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a Medium size. caster of his class levels, whichever is An aasimars base land speed is 30 feet. higher. Darkvision: Aasimars can see in the dark up Aasimars gain energy resistance acid 5, cold to 60 feet. 5, and electricity 5. Identifying Traits (choose one): golden Outsider: All Aasimar are native outsiders. eyes, silver hair, emerald skin (planetar), They have the Outsider type instead of the feathers at the shoulder (astral deva, avoral Humanoid type. celestial, planetar, solar, trumpet archon), Automatic Languages: Common, Celestial. feathers in the hair (avoral celestial), pearly Bonus Languages: Draconic, Dwarven, opalescent eyes (ghaele celestial), powerful Elven, Gnome, Halfling, Sylvan. ringing voice (lillend, trumpet archon), brilliant topaz eyes (solar), silvery or golden Favored Class: Paladin. skin (solar) or iridescent scales in small Level adjustment +1. patches (couatl or lillend). Abyssal (Template) There are a wider variety of creatures dwelling in the Abyss than demons wicked versions of Prime Material analogues, forever tainted with the infernal energies of their home plane. Demonologists have debated the origins and nature of such creatures for centuries, believing them to be degraded or corrupted examples of normal creatures. Perhaps such things have always been native to the infinite Abyss, or perhaps they are spawn of demon lords who tried to create life where none existed before. Whatever the case may be, the results are horrific and vile, seething with hatred and infernal powers. Abyssal creatures look somewhat like their Prime Material counterparts, although they are obviously demonic in origintheir features are perverted and dark, exuding a terrifying aspect that betrays an utterly evil nature. Usually, such nefarious beings reek of death, decay, and the foul stench of a soul beyond redemption. Abyssal is a template that can be added to any living, corporeal, non-celestial creature (referred to hereafter as the base creature). After assuming the template, the base creatures type changes to Outsider, and Chaotic and Evil are added to the creatures subtype information. If the creature has one or more contradictory subtypes (like Lawful or Good), these are replaced by the new subtypes. An abyssal creature uses the base creatures statistics and inherent racial special abilities except as noted below. Special Attacks: An abyssal retains the special attacks of the base creature and gains the following: Chaos Burst (Su): Once per day, an abyssal creature of 5 HD or greater can release a blast of chaotic energy centered on itself, inflicting 1d6 points of chaotic damage per Hit Die above 5 (maximum 10d6) to all lawful creatures within a radius equal to 5 ft., plus 5 ft. per size category above Fine. A successful Reflex save (DC 10 + one-half of abyssal creatures HD + its Dexterity modifier) results in half damage. Opponents without a lawful or chaotic aspect to their alignments take half damage from this burst and no damage on a successful saving throw. Smite Good (Su): Once per day plus once per 3 HD, an abyssal creature can smite good, adding its Charisma bonus to its attack roll and dealing 1 extra point of damage per Hit Die. If the abyssal creature accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. Special Qualities: An abyssal creature has all the special qualities of the base creature, plus the following: Aura of Chaos (Ex): Abyssal creatures radiate an aura of chaotic energy. Lawful creatures within a 10-ft. radius must make a Will save (DC 10 + one-half of the abyssal creatures HD + its Charisma modifier) or suffer a 2 morale penalty to all attack, damage, and saving throw rolls while within the aura and for 1d4+1 rounds after leaving the radius of effect. Darkvision (Ex): Abyssal creatures can see in nonmagical darkness up to a range of 90 ft., or the base creatures range, whichever is better. Spell-like Abilities: At willdetect good and detect law. The abyssal casts these spells as a sorcerer of a level equal to the creatures HD. Negative Energy Conversion (Ex): If the base creature has any attributes based on positive energy, they are converted to negative energy instead, reversing the affect of the special attack or quality. Resistance (Ex): Abyssal creatures have fire resistance equal to 2 plus their Hit Dice. If the base creature has fire resistance (or immunity), the better of the two values is used. Last printed 8/11/2011 11:56:00 a8/p8 77

Abilities: Modify the base creature as follows: Cha +4. Skills: Abyssal creatures that have a language always speak Abyssal as their primary tongue. CR: Base creatures CR +1 + 20% (maximum +3); Alignment: Always chaotic evil; ECL: +2. Angel, Fallen (Template) It has been shown that nothing is eternal, even those things which seem to be. Goodness can be corrupted and the stalwart can be tempted. Even members of the celestial host stray from their paths, falling into pride, hate, unrighteous wrath, lust, and a host of other sins. These beings, if not cast out of the heavens for their crimes, can no longer stand the light of the celestial realms, and gravitate to darker places. While not all of the fallen are evil, all have willingly turned from good. Many of the fallen look just as they did when they resided in the divine realms of goodness. Some have begun to wear their corruption outwardly, whether they want to or not, taking on more fiendish shapes. In general, the more wicked a fallen celestial is, the more likely it is to show corruption in its true form. Fallen Angel is a template that can be applied to any good outsider (hereafter referred to as the base creature). The creatures type does not change, but its relevant subtypes may shift, based on the creatures new alignment. A fallen angel uses all of the base creatures statistics and special abilities except as noted here. Special Attacks: The fallen retains all of the base creatures special attacks and gains the ability changes and additions indicated below: Ability Changes: If the fallen celestial has turned to evil, any ability it had that affected evil is reversed (protection from evil becomes protection from good). Good and neutral fallen turn these abilities against law or chaos (usually the opposite of the creatures law or chaos determiner) instead, their connection with goodness broken. Any ability that cannot be changed thus is lost. Aura of Emotion (Su): If you like, the fallen continually generates an aura of emotion, which it cannot suppress. Saving throws for the aura abilities are always (DC 10 + one-half of the fallens HD + its Charisma modifier). A number of times per day equal to 1 plus once per 5 HD, it can generate a special effect by touching a specific opponent, which forces the opponent to make a similar saving throw. Any of these mind-affecting, compulsion enchantments effects allow a save each round (at +1 for each previous round) to overcome them, but otherwise end in a number of rounds equal to the fallens HD. Anyone who saves against or recovers from a fallens aura cannot be affected by that fallens aura for 24 hours. Despair: The fallen despairs its loss of heaven and this misery is palpable to all of those around the creature. Anyone within a 20-ft. radius of the fallen must make a Will save or suffer sadness so overwhelming that he or she suffers 2 to all rolls. The fallens touch delivers heart-wrenching despair causing the victim to do nothing but weep (treat as cowering) for the normal duration indicated above. Fear: The fallen experiences fear and loathing (good and neutral) or projects malice (evil) so strong that it unnerves any who encounter the creature. Anyone within a 20-ft. radius of the fallen must make a Will save or become shaken. If the fallen touches an opponent and the save is failed, the fear is too great and the victim flees for the duration indicated above, at least until out of sight of the fallen. Lust: The fallen experiences a metaphysical yearning that seeps into the minds of other beings. Anyone within a 20-ft. radius of the fallen must make a Will save or experience a desire suitable to the character or being (perhaps even a desire for the fallen, if appropriate), suffering 1 to all rolls due to the distraction. With a touch, the fallen drives the victim to immediately seek the object of his or her desire. The fallen may alternatively use its lust touch like a charm person or animal spell or a charm monster spell (if 7HD or above). Rage: The fallens anger at its loss is infectious. Anyone within a 20-ft. radius of the fallen must make a Will save or seethe with anger. All creatures within the aura are treated as unfriendly, refusing to cooperate or help one another. With a touch, the rage overcomes all reason and forces the victim to fight as if raging like a barbarian against the nearest creature. This ability does not stack with barbarian rage or itself. Special Qualities: The fallen retains all of the base creatures special qualities (with changes as noted in Ability Changes above) and gains the following: Vulnerability to Evil (Ex): In a strange, metaphysical paradox, all fallen are treated as neutral for the purposes of spells that affect good creatures. Thus, an evil fallen is vulnerable to unholy blight as if it were neutral. Vulnerability to Good (Ex): Even if good, fallen outsiders are treated as if neutral (if good or neutral) or evil (if evil) for the purposes of determining the effects of spells that damage evil creatures, or are of benefit to good creatures. A fallen, for example, always takes damage from holy smite (how much depending on the creatures actual alignment). Forbiddance (Ex): A fallen outsider, whether through personal belief or actual divine decree, can never again enter its home plane. If the creature is actually evil, it is barred from all good planes. Abilities: Modify the base creature as follows: Wisdom 2, Charisma +2. Fallen are often unique creatures deserving of individual generation as characters. Organization: Often solitary, though some fallen form groups with like-minded creatures. CR: Same as base creature, though loss of significant abilities can lower this; Alignment: Sometimes good, often neutral, sometimes evil; ECL: +0 (+1 with an emotion aura). 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Make your Fallen Unique: Feel free to add unique abilities to your fallen. One of the best ways to do this is to grant a few abilities from the half-fiend template in the MM according to the fallens HD. You might also give the creature a character class or unique prestige class for which it qualifies. Gain of significant fiend abilities should increase the creatures CR by 1 or 2. Angel, War (Template) Deities rely on their minions to perform various tasks. One of the many responsibilities is to engage in warfare with the armies of other deities. Although infrequent, the need does arise from time to time to battle for supremacy of the planes. When these great conflagrations occur, deities turn to their most trusted lieutenants, the war angels. These beings are considerably more powerful than the standard hosts of the heavens and are entrusted with tactical command of the loyal divine legions. A war angel is usually wreathed in luminous brilliance and visible celestial power, inspiring awe in all that view it. Their countenances are stern, and their voices powerful and commanding. War Angel is a template that can be added to any celestial or half-celestial (referred to hereafter as the base creature). The base creature should be advanced to at least 50% of maximum or have several character levels. After assuming the template, the base creatures type and subtype do not change. A war angel uses the base creatures statistics and inherent racial special abilities except as noted below. Speed: If base creature can fly, its maneuverability class improves by one. AC: War angels have a +8 divine bonus to Armor Class. Special Attacks: The following special attacks are added to the base creatures natural or armed attacks. Brilliant Strike (Su): Once per day, a war angel can channel its divine powers through its melee or ranged weapon, creating a holy brilliant energy weapon for a number of rounds equal to its Charisma bonus. While so charged, the weapon gives off light in a 20-ft. radius. A brilliant energy weapon ignores nonliving matter, and thus armor and enhancement AC bonuses do not count against it. In addition, evil creatures struck by the war angels weapon must make a Fortitude save (DC 11 + half the war angels HD + the war angels Charisma bonus) or suffer an additional 6d6 points of holy damage. Evil undead struck in this manner automatically take the damage. Wrath of the Heavens (Su): Once per day, a war angel can call down a column of divine energy to strike its foes. The effect is as a flame strike spell cast by a cleric of a level equal to the war angels HD, excepting all of the damage is divine (not fire) and the radius of the effect is 20 ft. Special Qualities: The following special qualities are added to the base creatures special qualities: Damage Reduction (Ex): A war angel has DR 10/+2 or the base creatures DR, whichever is greater. Greater Healing Touch (Su): A war angel can heal a number of hit points of damage per day equal to triple the sum of its Charisma bonus plus its HD. These points of healing may be used all at once or divided among multiple recipients. In addition, the greater healing touch cures all diseases (even magical ones) as a cure disease spell cast by a cleric of the war angels HD. Using the remove disease aspect of the touch consumes 10 hit points from the healing ability and cannot be used when there are no points left in the healing pool. Spell Resistance (Ex): A war angel has SR equal to 5 + its HD or the base creatures SR, whichever is greater. Voice of Command (Su): Three times per day, a war angel can use its powerful voice to inspire courage in its allies. All friendly creatures within (10 ft. per HD the war angel possesses) of the war angel gain a +3 morale bonus to attack and damage rolls, saves, and skill checks. In addition, all allies hearing the voice of command become immune to fear and fear effects. This effect lasts for 5 rounds plus the war angels Charisma bonus. Abilities: War angels gain a +6 divine bonus to Charisma. Organization: Usually solitary, though sometimes with a host of other celestials; CR: Base creatures CR +1 plus 20%; ECL: +4 Black Troll Black trolls live on the many layers of the Abyss, being fiendish descendants of trolls. These trolls, also known as demon trolls, are among the largest of their kind, most over 13 feet tall. These creatures look like oversized trolls with smooth black skin, sparse hair, green eyes with an evil gleam, and red horns jutting out from their forehead. Despite this, black trolls have an oddly humanlike physique. Black trolls speak Giant and Abyssal. Black trolls fight in the same manner as normal trolls, but have a much wider array of abilities, and a notably higher intelligence, which they use to their utmost advantage. They like to use their chain lightning in the middle of a melee, as their immunity to electricity protects them well. Black trolls are considered as giant-type monsters when attacked by dwarves, gnomes, and rangers. Large Outsider (Chaotic, Evil); Hit Dice: 7d8+49 (80 hp); Initiative: +2 (Dex); Speed: 30 ft; AC: 19 (-1 size, +2 Dex, +8 natural); Attacks:2 claws +12 melee, bite +7 melee; Damage: Claw 1d8+6, bite 2d6+3; Face/Reach: 5 ft by 5 ft/10 ft; Special Attacks: Rock throwing, chain lightning, spell-like abilities, summon monsters; Special Qualities: Damage reduction 10/+1, regeneration 5, SR 23, cold and poison resistance 10, immune to electricity, scent, darkvision 90 ft; Saves: Fort +12, Ref +7, Will +8; Abilities: Str 23, Dex 14, Con 25, Int 10, Wis 13, Cha 10 Last printed 8/11/2011 11:56:00 a8/p8 79

Skills: Climb +13, Hide +12, Jump +13, Listen +14, Search +10, Spot +14 Feats: Alertness, Iron Will Climate: Any land and underground; Organization: Solitary or gang (1-8); Challenge Rating: 10; Treasure: Standard; Alignment: Always chaotic evil; Advancement: 8-14 HD (Large); 15-21 HD (Huge) Rock Throwing (Ex): Black trolls have learned to throw rocks in the same manner as giants, receiving a +1 racial bonus to attack rolls when throwing rocks. Black trolls can hurl rocks weighing 40 to 50 pounds each (Small objects) up to a range of 5 increments. Chain Lightning (Su): Three times per day, a black troll can unleash a chain lightning attack. This ability is as the spell cast by a 6th-level sorcerer (save DC 16). Spell-Like Abilities: At will - darkness, dispel magic, pyrotechnics, telekinesis (5,000 pound weight limit), and teleport without error. These abilities are as the spells cast by a 9th-level sorcerer (save DC 10 + spell level). Summon Monsters (Sp): Once per day a black troll can attempt to summon 1d2 normal trolls, 1d4 dretch demons, or another 1d2 black trolls with a 50% chance of success. Regeneration (Ex): Fire, acid, and holy and blessed weapons of at least +2 enchantment deal normal damage to a black troll. Originally found in Dragon Magazine #141 (1989, "The Dragon's Bestiary", Michael J. Szarmach). Blood Mother Jared and Abner found Master Siashton crouched in the corner, babbling like an infant. He'd gouged long furrows out of his cheeks with his fingernails; blood smeared his face and arms. They were confused because the Master seemed uninjured. Where had all of the blood come from? Had he taken leave of his senses and committed some heinous crime? What could drive such a noble soul to such an extreme of madness? The two students did not immediately notice the dark-haired woman approaching them, until Abner felt her soft hand touch his shoulder and Jared heard the deep, sanguine sound of her laughter. Then her body warped and expanded into an undulating mass of red liquid. The students gaped in horror as the tidal wave of blood rushed to engulf them. They tried to scream as the viscous fluid swallowed them, but could only gurgle as they disappeared forever beneath its surface. Siashton Mith, the Mad Healer, stumbled upon an Outer Plane that he mistakenly dubbed "The Plane of Elemental Blood." While he lost his sanity before he could share this discovery with many other mortals, he attracted the attention of the denizens of the plane: creatures of chaotic intent and alien physiology. More evil than any devil and utterly insane by the standards of any familiar being, these creatures have begun a slow invasion of the Material Plane. Most powerful among the so-called "blood elementals" -- or at least among those that have appeared on the Material Plane thusfar -- are the blood mothers. While it is possible that there may be only one of these horrendous extraplanar creatures, the few mortals unfortunate enough to be burdened with knowledge of the blood elementals' existence agree that there are likely several of these formidable creatures. It is difficult to say whether the blood mothers work in concert or are at odds with one another--or are even aware of one another at all. The blood mother is a dreadful creature from a distant outer plane. It resembles a water elemental but is composed entirely of red, viscous blood. Blood mothers seem to be entertained by the novelty of the Material Plane, and frequently adopt a mortal form to hide their true nature while they prowl among the unsuspecting masses. While in mortal form, blood mothers have been known to engage in bizarre extremes of behavior: One is believed to have spent months caring for plague victims before ultimately slaughtering all of her patients and fellow caretakers in an evening of violence that defies description. Another used her spell-like abilities to drive an entire village of halflings insane before herding her victims toward a nearby goblinoid encampment. The chaos that ensued as the crazed halflings overwhelmed the unsuspecting goblinoids was remarkable. On yet a third occasion, a blood mother is supposed to have summoned a horde of blood elementals, which she directed to engulf a tribe of orcs preparing to attack a human settlement. The humans attributed their salvation to a welcome, if gruesome, miracle -- until the blood mother turned her spells on them, causing pestilence and suffering far worse than any the orcs could have wrought. The only discernible theme in blood mothers' behavior is a delight in suffering and chaos; they pursue both these ends with vigor and apparent glee. Of those who have drawn their attention, none remain. The few who know of them can do little but pray that they are not noticed by the blood mothers, and so escape their sanguineous wrath. A blood mother is a canny opponent who prefers to attack through underlings rather than entering combat herself. It relies on its spell-like abilities, summoning blood elementals to aid it if it finds itself in physical jeopardy. The blood mother resorts to using its bloodbath special ability only if cornered, finding the "taste" of normal creatures unpleasant. Large Outsider; Hit Dice: 24d8+72 (180 hp); Initiative: +10; Speed: 20 ft., swim 90 ft. (30 ft. in mortal form); AC: 28 (+10 Dex, +9 natural, -1 size), touch 19, flat-footed 18; Attacks: Slam +27 melee; Damage: 2d6+7 slam; Face/Reach: 5 ft. by 10 ft./10 ft.; Special Attacks: Bloodbath, cause insanity, frightful presence, spells; Special Qualities: Assume mortal form, DR 10/+1, incomprehensible, outsider traits, Last printed 8/11/2011 11:56:00 a8/p8 80

immunities (critical hits, mind-affecting effects, stunning), SR 20; Saves: Fort +17, Ref+24, Will +17; Abilities: Str 21, Dex 31, Con 16, Int 20, Wis 17, Cha 16 Skills: Bluff +30, Concentration +30, Diplomacy +9, Intimidate +34, Knowledge (arcana) +32, Knowledge (the planes) +32, Listen +30, Move Silently +37, Search +32, Sense Motive +18, Spellcraft +32, Spot +30, Swim +40 Feats: Cleave, Combat Casting, Heighten Spell, Maximize Spell, Power Attack, Quicken Spell, Sunder Climate/Terrain: Any; Organization: Solitary; Challenge Rating: 18; Treasure: None; Alignment: Always chaotic evil; Advancement: 25-30 HD (Huge) Bloodbath (Ex): With a successful grapple check (grapple bonus +33, including a +5 racial bonus on grapple checks), a blood mother may engulf a creature of up to its own size category. Creatures so engulfed face drowning (see the Dungeon Master's Guide, page 85). The blood mother may eject the engulfed creature at any time. A victim that is still alive when it emerges from the blood mother's body (whether by escaping the monster's hold or by being ejected) takes 1d6 points of Wisdom damage because of the strain on its sanity that the sensation of drowning in blood produced. Furthermore, the victim creature must make a successful Fortitude save (DC 25) on emerging or be nauseated for 2d6 rounds. Cause Insanity (Su): Six times per day, a blood mother in its normal form may attempt to drive a living target insane. This ability functions like the insanity spell (caster level 18th; save DC 25). Frightful Presence (Su): When a blood mother assumes its normal form, it inspires terror in all creatures within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 25) or become panicked for 4d6 rounds if it has 4 or fewer Hit Dice or shaken for 4d6 rounds if it has 5 or more Hit Dice. A successful save leaves that opponent immune to that blood mother's frightful presence for 24 hours. Spells: A blood mother can cast spells as a 13th-level cleric. It has access to spells from the Evil and Death domains, though it does not receive extra domain spell slots or granted powers. Spells per day: 6/6/6/5/4/3/2/1; save DC 13 + spell level. Assume Mortal Form (Sp): As a standard action, the blood mother may transform itself into a middleaged human female, as if using the spell polymorph self (caster level 18th). While in mortal form, the blood mother may not use its bloodbath or cause insanity special abilities, but it may converse normally with mortal creatures. A blood mother in mortal form has perpetually ruddy skin, as though constantly blushing. When a blood mother is in human form, the following changes apply to its statistics: Medium-size outsider; Spd 30 ft., swim 90 ft.; AC 29, touch 20, flat-footed 19; Atk +28 melee (2d6+7, slam); Face/Reach 5 ft. by 5 ft./5 ft. Immunities (Ex): The blood mother's alien psychology and physiology make it immune to critical hits, mind-affecting effects, stunning. Incomprehensible (Ex): Because of the blood mother's alien mentality, the gurgling language it speaks in its normal form cannot be understood by any creature except blood elementals and other blood mothers. No mundane or magical effect that usually allows verbal communication (including a tongues spell or a monk's tongue of the sun and moon ability) allows any other creature to understand it. Blood mothers can, however, learn the languages of other species to the limits of their Intelligence. They can understand such languages while in their natural form, but they can speak them only in mortal form. Because they are capable of understanding other languages, blood mothers are not immune to language-dependent effects. Summon Blood Elemental (Sp): Three times per day, a blood mother may summon 1d6 blood elementals to assist it. She may communicate with them even while in mortal form. Bloodthirster of Khorne Of all those who shed blood in the name of Khorne, the Bloodthirster is the most terrifying, the most proficient and the most utterly savage. Wearing archaic armour forged at the base of the Blood God's throne and bearing a sword larger than a man, the Bloodthirster throws itself into battle upon wings that block out the light of the sun. Bloodthirsters are demonic warriors who serve the Chaos God Khorne. Powerful forces of Chaos can summon a Bloodthirster and bind it to their service. They are the ultimate warriors of Chaos. Bloodthirsters are humanoids with black wings. They stand about 20 feet tall. Bloodthirsters enter battle with great fury. The lust of killing flows through them with reckless abandon. They never flee no matter what the conditions. Huge Outsider (Chaotic, Evil); Hit Dice: 30d8+180 (300); Initiative +4 (Improved Initiative); Speed: 40, fly 90(good); Armor Class: 32 (TA 8, FF 32); Attacks: +1 Greatsword +42/37/32/27/22 melee, 2 Slam attacks +42 melee; Damage: +1 Greatsword 2d6+12/17-20/x2, Slam 1d8+11 and Fear; Face/Reach: 10/10; Special Qualities: Acid Resistance 20, Cold Resistance 20, Damage Reduction 30/+3 and Lawful, Death Throes, Detect Magic, Electrical Resistance 20, Immunity to Poisons and Fire, See Invisible, Spell Resistance 28, Telepathy; Special Attacks: Fear, Spell-like Abilities; Saves: Fort +23, Ref +17, Will +22; Abilities: Str 33, Dex 11, Con 23, Int 20, Wis 20, Cha 16; Climate: Any; Organization: Solitary; Challenge Rating: 35; Treasure: Double standard; Advancement: None Skills: Bluff +35, Concentration +39, Diplomacy +36, Hide +32, Knowledge Arcana +37, Listen +45, Move Silently +32, Scry +38, Search +37, Sense Motive +38, Spellcraft +37, Spot +46 Last printed 8/11/2011 11:56:00 a8/p8 81

Feats: Cleave, Combat Reflexes, Great Cleave, Improved Critical (Greatsword), Improved Initiative, Power Attack, Weapon Focus (Greatsword) Spell Like Abilities: Blasphemy, Deeper darkness, Desecrate, Detect Good, Detect Law, Greater Dispelling, Pyrotechnics, Read Magic, Suggestion, Symbol (any), Telekinesis, Teleport without Error (self only), Tongues (self only), Unhallow, Unholy Aura, Unholy Blight, Wall of Fire (at will); Fire Storm, Implosion (1/day) Death Throes (Ex): When killed, a Bloodthirster explodes in a blinding flash of light that deals 120 points of damage to everything within 1,000 feet (DC 20 Reflex save for half damage). Detect Magic (Sp): Bloodthirsters continuously detect magic as the spell cast by a 20th level sorcerer. Fear (Su): A creature struck by a Bloodthirster in combat must make a Will save (DC 36) or flee for 1d6 rounds. See Invisibility (Sp): Bloodthirsters continuously see invisibility as the spell cast by a 20th level sorcerer. Telepathy (Su): Bloodthirsters can communicate telepathically with any creature within 100 feet that has a language. Chaond Infused with the primal forces, chaonds are living embodiments of the force of chaos in the universe. Though their slaadi ancestry may be several generations removed, these beings still fit only marginally into civilized societies. A Chaond resembles a human but seems cruder, both in form and in tempermant. Its brutish appearance is usually maikred by wild, unkempt hair, blocky facial features and a stocky torso and limbs. Its true nonhuman nature is given away by the slow, shifting colors of its eyes, hair or skin. The typical chaond has a gravelly voice that tends to become like a croak when they are excited. Most chaonds are chaotically aligned, which has earned them a reputation as wily and whimsical beings. They often exist on the fringe of a society because they refuse to succumb to the rule of law. Chaonds wishing to explore their primal sides usually take on professions that involve adventuring in the natual wilderness or harnessing elemental forces. Chaonds speak common. NOTE: YOU MAY ONLY PLAY A CHAOND IF THE AVERAGE PARTY LEVEL IS ALREADY 2 OR HIGHER. +4 Dexterity, +2 Constitution, -2 Charisma +2 racial bonus on Escape Artist and Tumble checks. Medium size. Outsider: All Chond are native outsiders. Base land speed of 30 They have the Outsider type instead of the Darkvision 60 Humanoid type. Shatter: A chaond can use shatter once per Automatic Languages: Common. Bonus day as a 1st-level caster or a caster of his Languages: Draconic, Dwarven, Elven, class levels, whichever is higher. Gnome, Halfling, Sylvan. Chaond gain energy resistance acid 5, cold Favored Class: Any 5, and sonic 5. Level adjustment +1. Colour Out of Space A thousand tiny points of faint and unhallowed radiance, tipping each bough like the fire of Saint Elmo It was a monstrous constellation of unnatural light, like a glutton swarm of corpse-fed fireflies dancing over an accursed marsh; and its Color was the same nameless intrusion which he had come to recognize and dread. All the while, the shaft of phosphorescence from the well was getting brighter and brighter It was no longer shining out; it was pouring out; and as the shapeless stream of unplaceable Color left the well it seemed to flow directly into the sky. H.P. Lovecraft, The Colour Out of Space A Colour Out of Space appears to be an amorphous, glistening patch of color, rolling and shining in pale shades that match nothing in the known spectrum. It pours over the ground or passes through the air like an uncanny aurora borealis. The taint of its indefinable color spreads to creatures and items it touches, as well as the area which it lairs. They are radioactive, so Geiger counters are a good passive indicator of their presence. Colours Out of Space are very rarely encountered by earthly beings, although they are occasionally met with by those crossing interstellar space (traveling to Celaeno on the back of a byakhee, for example). With increased space activity in recent decades, they have become slightly more common, following satellites, shuttles and deep space probes back to their source. A Colour seeks out an area rich in bio-organic mass (such as arable soil or shallow water), hides its seeds, and departs. While seeding an area, it also preys upon all nearby life forms to replace the energy used in creating the seeds. Its presence has a malign effect on terrestrial life. Once tainted by the Colours unearthly hue, plants and animals surge with unhealthy growth, becoming unnaturally large but strangely deformed mockeries of living things. Once the Colour begins to feed in earnest, the area surrounding its lair is drained of all life, even on a microbiotic level, leaving it barren for decades thereafter. Human and animal life within a few miles of the lair becomes curiously reluctant to leave the area (largely due to the Colours studious application of its spell-like abilities). While it does not look it, a Colour is a highly efficient parasite and predator, one that takes great care that potential food cannot escape. Colours do not speak, though they can plant thoughts in the minds of lesser beings in order to lure their victims to them. Some have reported an eerie chime to accompany Colour sightings, and it is possible that these Last printed 8/11/2011 11:56:00 a8/p8 82

represent some as-yet-unrecorded mode of speech. More likely, these being communicate with each other via shifts in the color tone, much as mi-go do, or send messages directly from mind to mind. Medium-Size Outsider (Greater Independent Race); Hit Dice: 10d8 (45 hp); Init: +4 (Dex); Speed: fly 75 (perfect); Armor Class: 14 (+4 Dex); TA 14, FF 10; Attacks: +14/9 melee touch attack; Damage: Envelop 1d6 + Ability Drain; Face/Reach: 5 by 5/5; Special Attacks: Ability drain, disintegrate, spell-like abilities; Special Qualities: Incorporeal, vulnerable to ability-draining spells ( as long as the ability is not Con, Wis or Cha), imprisoned by magnetism; Saves: Fort -, Ref +11, Will -; Abilities: Str 18, Dex 18, Con -. Int 12, Wis -, Cha Skills: Hide +17, Knowledge (Any Four) +14, Listen +17, Move Silently +17, Mythos Lore +5, Spot +17 Feats: Alertness, Dodge, Stealthy CR: 10; Climate/Terrain: The Colours come from regions of deep space where dimensions coexist with our own. When brought to our world by a space traveler, a meteor or a piece of falling space debris, they seek out cool, damp areas (such as old wells or abandoned culverts) in which to lair.; Advancement: None, but see Larva below.; Sanity Loss: 0/1d4 to see a Colour, 0/1d8 to see one of its victims (1d3/1d10 if he is a friend or loved one) A Colour Out of Space is difficult to fight because of its elusive nature. Few attack forms can harm it, and it promptly retreats from those that can. Most appearances of a Colour falling to earth have either ended with it withdrawing back into space, or more often, departing of its own accord once it has fully fed. Colours eldritch energies are disrupted by strong magnetic currents, so they avoid crossing ley lines or coming within 300 of electromagnetic generators. Ability Drain (Su): A Colour attacks by simply flowing over its target (as a touch attack). The victim is allowed a Fort save (DC 20) to mitigate the effects of being enveloped. Each round the Colour maintains contact with its victim, it permanently drains 1d3 points from each of the targets ability scores on a failed save, or permanently drains a single point from each ability on a successful save. It releases the target once one of the victims ability scores drops to zero. Beings drained by the Colour become dried, brittle gray husks. Death occurs only if their Constitution reaches 0, otherwise, the character lingers on horribly for 1d6 days, pieces of the victim flake off each time it moves. Once a Colour has drained a number of creatures or characters equal to the total of its ability scores (48 for the average Colour), it departs, fully recharged with bio-energy. Disintegrate (Su): By concentrating its energies, a Colour may disintegrate any substance. The Colour concentrates itself into a ball no more than a foot or so in diameter. It can burn its way through solid matter, although no heat is released, as the Colour absorbs it all. In this manner, it can move through 1 yard of material per minute, minus 1 inch per point of the substances hardness (minimum 1 inch of material disintegrated per minute). It rarely uses this as an attack since it is (a) slow and (b) wasteful of potential nourishment. Spell-Like Abilities: As a full round action, a Colour may use any one of the following spell-like abilities at will Bind enemy, cloud memory, contact human, detect life, dominate animal, dominate person, hypnotism, sirens song, soul singing. Imprisoned by Magnetism: A Colour can be trapped within a particularly powerful magnetic field. Colour Larva A Colours egg-seeds are crystal, iridescent spheres about three inches across. These crystalline bubbles are highly brittle and shatter or pop if roughly handled (hardness 1, 10 hp), leaving nothing behind. If placed in secure spot, they begin to absorb life energy from surrounding microscopic organisms, hatching in 1d3 weeks (possibly much longer if stranded in barren desert soil, arctic ice or even indefinitely if stored in a sterile containment facility. These crystal-bubbles are comparatively harmless, having no attack form, but each one that ruptures triggers an unnatural growth spurt in the surrounding area. Egg seeds prosper, while living things become mutated, fey and strange, stimulating a more bountiful harvest for its more fortunate siblings. A character exposed to several broken crystal-bubbles at once might, on a failed Fort save (DC 10, +1 per seedegg broken), experience a bizarre growth spurt or physical distortion. The emerging larvas bear little resemblance to their parent, being material and jellylike in substance. They possess the spell-like abilities of a full grown Colour and use them to draw small prey. They are also capable of locomotion (speed 15, climb 15) and can venture forth from their crche in search of sustenance. A larval Colour has a lessened form of ability drain and can, when threatened, use an acid attack as either a ranged or touch attack. Ability Drain (Ex): A larval Colour that comes into contact with a living creature attempts to drain 1d3 points of a random ability per round (Fort Save, DC 12, to reduce this to a single point per round). This loss is permanent. A larva that drains enough points to equal a full-grown Colours ability scores (48 in all) transforms into an adult Colour and departs skyward, abandoning its earthly cradle. Acid Attack (Ex): A larval Colour may dissolve human flesh at a rate of 1d6 hit points per round. It can also spit a sizable portion of itself (range 15 feet) at a target that comes to the aid of its first victim, or one who warily (but not warily enough!) keeps his distance. Spell-Like Abilities: As a full round action, a larval Colour may use any one of the following spell-like abilities at will Bind enemy, cloud memory, contact human, detect life, dominate animal, dominate person, hypnotism, sirens song, soul singing. Last printed 8/11/2011 11:56:00 a8/p8 83

Death Angel Medium-size Outsider; Hit Dice: 7d8+14 (45 hp); Initiative: +5 (+1 Dex, +4 Improved Initiative); Speed: 30 ft, fly 60 ft (good); AC: 20 (+1 Dex, +9 natural); Attacks:Scythe +11/+6 melee; Damage: Scythe 2d4+6 (crit x4) and 1d4 permanent Constitution drain; Face/Reach: 5 ft by 5 ft/5 ft; Special Attacks: Constitution drain, final death, create death angel; Special Qualities: Damage reduction 20/+2, SR 20, telepathy, darkvision 60 ft, reanimation; Saves: Fort +7, Ref +6, Will +9; Abilities: Str 18, Dex 13, Con 15, Int 18, Wis 18, Cha 14 Skills: Bluff +12, Concentration +12, Escape Artist +8, Hide +8, Listen +14, Move Silently +11, Search +14, Sense Motive +14, Spot +14 Feats: Improved Initiative, Power Attack Climate: Any land; Organization: Solitary; Challenge Rating: 8; Treasure: None; Alignment: Always neutral; Advancement: 8-10 HD (Medium-size); 11-21 HD (Large) The death angel represents one of two facets when it appears before a creature; either to warn that creature of its impending doom or to take the life of the creature. A death angel is often employed by deities, powerful outsiders, and liches. A death angel appears as a 6-foot tall humanoid in flowing crimson, scarlet, or black robes. Its head and face is covered in a golden helm. Two large golden wings protrude from its shoulders. The angel of death battles its foes with its scythe. It concentrates its attacks on the one it was sent to kill (if indeed it was sent to kill a creature). It is not oblivious to its intended target's allies and does not act rash or stupidly in combat. If it must disperse with the target's allies before slaying its target, then so be it. A slain death angel evaporates in a puff of acrid smoke. Constitution Drain (Su): Any creature hit by the death angel's scythe suffers permanent Constitution drain. At Con 0, the creature dies. Final Death (Su): Any humanoid slain by a death angel is usually dead and gone. Attempts to raise or restore a dead creature are met with failure unless the spell used is wish, miracle, or true resurrection, but there is a 50% chance that even such powerful magic fails. Create Death Angel (Su): A humanoid creature slain by a death angel can be "raised" as a death angel under control of the death angel that killed it. This is similar to the create spawn ability of some undead creatures. A creature raised as a death angel possesses none of the abilities it had in life and remains enslaved until its master is slain. Telepathy (Su): A death angel can communicate telepathically with any creature within 100 feet that has a language. Reanimation (Ex): A death angel that is slain will return to life in 1d3 days and continue its pursuit of the original target unless a remove curse (cast by a 15th-level caster), wish, or miracle is cast on the spot where the death angel was slain. Originally found in Dragon #6 (John Sullivan) Divine Hero (Template) Divine Hero is an acquired template that can be added to any creature (referred to hereafter as the base creature). A divine hero uses all the base creatures statistics and special abilities except as noted here. Size and Type: The creatures type changes to Outsider. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Divine heroes get maximum hit points for their existing hit dice. Speed: All modes of movement find their speed doubled. Characters such as monks or barbarians with increased speeds double their total speed, not their base speed. Armor Class: Divine heroes gain a deflection bonus to armor class equal to their Charisma bonus (if any). Attack: A divine hero retains any attacks it had before. Damage: A divine hero does damage as normal Special Attacks: None Special Qualities: A divine hero retains all the special qualities of the base creature and gains those described below. Damage Reduction: A divine hero enjoys damage reduction 35/+4. Divine Rank: A divine hero has a divine rank of 0. This grants the basic powers of a god to the hero. Energy Resistance: Divine heroes gain fire resistance of 20. Immortality: Divine heroes are naturally immortal and cannot die from natural causes. They do not age and they do not need to eat, sleep or breathe. The only way for a divine hero to die is by special circumstances, usually being slain in combat. Immunities: Divine heroes are immune to all attempts to transform them (including polymorphing, petrifaction or any other attack that alters its form), ability drain, ability damage, energy drain and mind affecting spells and effects. Spell Resistance: Divine heroes gain a spell resistance of 32. Abilities: Attributes are increased by the gift of divine might. Two attributes of the gods choice are increased by +10, two others are increased by +6 and the final two are increased by +2. Last printed 8/11/2011 11:56:00 a8/p8 84

Skills: As the base creature. Feats: As the base creature. Environment: Any, usually same as base creature. Organization: As the base creature. Challenge Rating: Same as the base creature +10; Treasure: Double standard; Alignment: Any, usually matching the god who created them; Advancement: By character class; Level Adjustment: Same as the base creature +15. Fiend, Redeemed (Template) As celestial hosts can fall to lust and worse, so to can the base and depraved beings of the netherworlds rise above their natures and bring light to the universe instead of darkness (or at least, do less harm). This occurrence, unfortunately, is extremely rare. Worse, the redeemed are oft hunted by their once brethrenthe path of goodness then being doubly dire to tread. More commonly, fiends that turn from a slavish life of evil to pursue their own philosophies and desires, without the burden of extremism. These latter monsters are just as frequently slain by their kin as some misguided celestial or group of heroes. Fiends that maintain an evil alignment, yet go against their station, are not redeemed, only rebellious. Unlike the fallen, redeemed fiends always take on a more pleasant aspect. They may still be monstrous, but some change comes over them showing their new link to goodness (if any). Neutral fiends look much as they did in the abyss that spawned them, but take a more prudent view of the world. Redeemed Fiend is a template that can be applied to any evil outsider (hereafter referred to as the base creature). The creatures type does not change, but its relevant subtypes may, based on its alignment shift. It uses all of the base creatures statistics and special abilities except as noted here. Special Attacks: The redeemed loses any ability to summon other fiends. It retains all of the base creatures other special attacks and gains the ability changes and additions indicated below: Ability Changes: If the redeemed has turned to good, any ability it had that affected good is reversed (protection from good becomes protection from evil). Neutral redeemed turn these abilities against law or chaos (usually the opposite of the creatures law or chaos determiner) instead. Any ability that cannot be changed thus is lost (or kept at your discretion). Aura of Emotion (Su): If you like, a good redeemed continually generates an aura of emotion, which it cannot suppress. Saving throws for the aura abilities are always (DC 10 + one-half of the redeemeds HD + its Charisma modifier). A number of times per day equal to one plus once per 5 HD, it can generate a special effect by touching a specific opponent, which forces the opponent to make a similar saving throw. Any of these mindaffecting, compulsion enchantments effects allow a save each round (at +1 for each previous round) to overcome them, but otherwise end in a number of rounds equal to the redeemeds HD. Anyone who saves against or recovers from a redeemeds aura cannot be affected by that specific aura for 24 hours. Friendship: The redeemeds desire to do good spills into the atmosphere around it, creating a field of emotional warmth. Anyone within a 20-ft. radius of the redeemed must make a Will save or feel friendliness wash over them, making them more likely to cooperate and tolerate one another. The redeemeds touch bestows friendship such that the affected creature reacts as if charmed by everyone he or she sees for the duration of the effect. Happiness: The redeemeds happiness is felt everywhere near it. Anyone within a 20-ft. radius of the redeemed feels cheerful and upbeat. This feeling grants a +1 morale bonus to all rolls by good or neutral characters for the duration of the effect, but makes evil creatures uneasy, granting them a 1 morale penalty instead, if they fail the save. The redeemeds touch causes a fit of giggling that prevents anything but move-equivalent actions for the duration of the effect. Hope: The redeemed projects its hope for all things good. Anyone within a 20-ft. radius of the redeemed gets +4 to save versus fear for the duration of the effect, but evil creatures are made uneasy by the feeling and also suffer a 1 morale penalty to all rolls (net +3 vs. fear) if they fail the save. If the redeemed touches another creature and the save is failed, that creature is shaken if it is evilthe nature of its crimes becomes evident temporarily. Otherwise, there is no additional effect. Special Qualities: The redeemed retains all of the base creatures special qualities (with changes as noted in Ability Changes above) and gains the following: Vulnerability to Good (Ex): Redeemed fiends are treated as if neutral for the purposes of determining the effects of spells that damage evil creatures. A redeemed, for example, always takes damage from holy smite as if it were neutral. Some redeemed fiends lose this disadvantage after spending many years in celestial realms. Abilities: Modify from the base creature as follows: Wisdom +2. Redeemed are often unique creatures deserving of individual generation as characters. Organization: Often solitary, though some redeemed form groups with like-minded creatures. CR: Same as base creature, though loss of a significant ability might change that; Alignment: Sometimes good, often neutral, never evil. Unique Redeemed: Feel free to add unique abilities to your redeemed. One of the best ways to do this is to grant a few abilities from the half-celestial template in the MM according to the redeemeds HD. You might Last printed 8/11/2011 11:56:00 a8/p8 85

also give the creature a character class or unique prestige class for which it qualifies. Gain of significant celestial abilities should increase the creatures CR by 1 or 2. Genasi Part mortal and part something else, Genasi can trace their ancestry back through to a mating between an elemental-related creature and a human. Genasi have no common history, though those from the same region often have a common ancestor. Creatures that historically spawn Genasi include Efreet, Dao, Djinn, Jann and Marids. Most Genasi do not have any contact with their elemental forebears, but the signs of their heritage are apparent. Genasi take great pride in their distinctive features and abilities. NOTE: YOU MAY ONLY PLAY A GENASI (OF ANY TYPE) IF THE AVERAGE PARTY LEVEL IS ALREADY 2 OR HIGHER . Air +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma Medium-Size Air Genasi base land speed is 30 feet. Darkvision of 60 feet. Levitate (Sp): Air Genasi can use Levitate once per day as cast by a 5th level sorcerer. Enhanced Magic: Air Genasi capable of casting spells get a +1 caster level to spells with air effects. +1 racial bonus to all saving throws versus air spells and effects. This increases by +1 for every five caster levels the character attains. Breathless: Air Genasi do not breathe and are immune to drowning, suffocation and attacks that require inhalation (such as some poisons). Due to their air elemental heritage, air Genasi gain a +2 bonus to Balance and Jump checks when carrying a light or no load and wearing light or no armor. Outsider: All Genasi are native outsiders. They have the Outsider type instead of the Humanoid type. Identifying Traits (choose one or two): Light blue or pale white skin, white or light blue hair, a constant slight breeze in their presence, flesh that is cool to the touch, voice that can be heard over any nonmagical wind or any sudden movement is accompanied by a whistling wind. Automatic Languages: Common; Bonus Languages: Any (except secret languages, such as Druidic). Favored Class: Rogue Level Adjustment: +1 Your connection with the earth gives you a +4 bonus on checks to avoid being bull rushed or tripped while standing on the ground. Outsider: All Genasi are native outsiders. They have the Outsider type instead of the Humanoid type. Identifying Traits (choose one or two): Earthlike skin, eyes like black pits or gems, gravelly voice, very large hands and feet, iron grey hair, sweats mud instead of water or has a metallic sheen to skin or hair. Automatic Languages: Common; Bonus Languages: Any (except secret languages, such as Druidic). Favored Class: Fighter Level Adjustment: +1 consumption of the source, lasts for five minutes and may be done one time per day. Enhanced Magic: Fire Genasi capable of casting spells gain a +1 caster level to spells with fire effects. +1 racial bonus to all saving throws versus fire spells and effects. This increases by +1 for every five caster levels the character attains. Your fire elemental heritage gives you a +1 bonus on all Initiative checks, and attacks 86

Earth

+2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma Medium-Size Earth Genasi base land speed is 30 feet. Darkvision of 60 feet. Pass Without Trace (Sp): Earth Genasi can use Pass Without Trace once per day as cast by a 5th level Druid. Enhanced Magic: Earth Genasi capable of casting spells gain a +1 caster level to spells with earth effects. +1 racial bonus to all saving throws versus earth spells and effects. This increases by +1 for every five caster levels the character attains.

Fire +2 Intelligence, -2 Charisma Medium-Size Fire Genasi base land speed is 30 feet. Darkvision of 60 feet. Control Flame (Sp): Fire Genasi can cause a non-magical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This ability does not change the heat output or fuel

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with natural weapons or while unarmed deal an additional point of fire damage. Outsider: All Genasi are native outsiders. They have the Outsider type instead of the Humanoid type. Identifying Traits: Charcoal grey or deep red skin, red or orange hair that waves like flames, eyes that glow when the Genasi is +2 Constitution, -2 Charisma Medium-Size Water Genasi base land speed is 30 feet, also due to their water elemental heritage, water Genasi gain a swim speed 20 faster per round than their land speed. Darkvision of 60 feet. Water Genasi breathe water as an extraordinary ability. Create Water (Sp): Water Genasi can Create Water once per day as a 5th level druid. Enhanced Magic: Water Genasi capable of casting spells gain a +1 caster level to any spells with water effects.

angry, unusually warm skin, large red teeth or always smells like smoke. Automatic Languages: Common; Bonus Languages: Any (except secret languages, such as Druidic). Favored Class: Wizard Level Adjustment: +1

Water

+1 racial bonus to all saving throws versus water spells and effects. This increases by +1 for every five caster levels the character attains. Outsider: All Genasi are native outsiders. They have the Outsider type instead of the Humanoid type. Identifying Traits: Pale green skin, green hair that waves as if the character is swimming, sea green eyes, slightly damp skin in even the driest environments, A faint sea breeze surrounds the character. Automatic Languages: Common; Bonus Languages: Any (except secret languages, such as Druidic). Favored Class: Fighter Level Adjustment: +1

Janjanni From time to time, humans ally themselves with the Janni, genies fromed from the basic elements that spend most of their days on the Material Plane. From these associations, half-breeds often result. And these genie-spawned children have children of their own, always with the humans who revere Janni in the first place. The succeeding generations are Janjanni. Most Janjanni have dark hair, swarthy coloration and bright blue eyes. They have the characteristic heigh, build and aging traits of humans. Janjanni are often neutral in alignment. NOTE: YOU MAY ONLY PLAY A JANJANNI IF THE AVERAGE PARTY LEVEL IS ALREADY 3 OR HIGHER . day as a caster of level equal to her Medium Size character level. Janjanni base land speed is 30. They may Janjanni have fire resistance 5. fly at a speed of 20 with perfect maneuverability. Outsider: All Janjanni are native outsiders. They have the Outsider type instead of the Darkvision 60 Humanoid type. Janjanni have a +2 racial bonus on all Automatic Languages: Common. Bonus Listen and Spot checks. languages: Abyssal, Aquan, Auran, Change Size (Sp): A janjanni can change Celestial, Ignan, Infernal, Terran. her size as per enlarge person or reduce Favored Class: Rogue person, except that the janjanni can be the target. She may use this ability once per Level Adjustment +2 Janni The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane. Jann speak Common, one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment language (Abyssal, Celestial, or Infernal). Jann are physically strong and courageous, and do not take kindly to insult or injury. If they meet a foe they cannot defeat in a standup fight, they use flight and invisibility to regroup and maneuver to a more advantageous position. Janni characters possess the following racial traits. NOTE: YOU CANNOT PLAY A JANNI UNTIL THE AVERAGE PARTY LEVEL IS 12 OR HIGHER . Dice, a base attack bonus of +6, and base +6 Strength, +4 Dexterity, +2 Constitution, saving throw bonuses of Fort +5, Ref +5, +4 Intelligence, +4 Wisdom, +2 Charisma. and Will +5. Medium size. Racial Skills: A jannis outsider levels give it A jannis base land speed is 30 feet. It also skill points equal to 9 x (8 + Int modifier). has a fly speed of 20 feet (perfect). Its class skills are Appraise, Concentration, Darkvision out to 60 feet. Craft (any), Escape Artist, Listen, Move Outsider: All Janni are native outsiders. Silently, Ride, Sense Motive, and Spot. Racial Hit Dice: A janni begins with six levels of outsider, which provide 6d8 Hit Last printed 8/11/2011 11:56:00 a8/p8 87

Racial Feats: A jannis outsider levels give it three feats. A janni receives Improved Initiative as a bonus feat. +1 natural armor bonus. Change Size (Sp): Twice per day, a janni can magically change a creatures size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell. Spell-Like Abilities: 3/dayinvisibility (self only), speak with animals. Caster level 12th. Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.

Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane. Plane shift at will as a sorcerer of the Jannis character level Resistance to fire 10 Can communicate telepathically with any sentient creature within 100. Automatic Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran. Favored Class: Rogue. Level adjustment +5.

Jersey Devil The creature has the same general build as a wyvern, though it is far too small to be one. Its head looks very much like that of a horse, but with a mouth full of jagged, rending teeth. Its tail adds several feet to its body length, and its wings are those of a monstrous bat. It has no forelimbs but the wings; its legs are long, powerful, and hoofed. The Jersey devilor at least the first one, if there are in fact more than one todaywas born a human child. According to myth, immediately after birth, its mother offered it up to a devil or a wicked god; some say out of dark devotion, others say simply out of frustration with the number of children she already possessed. Whichever the case, the child was instantly transformed into its current horrific shape, and flew off in search of its first prey. Unlike many evil outsiders, the Jersey devil shows little interest in manipulating or using mortals. Rather, it views them as nothing more than prey. It can survive feeding on animals, but it prefers sentient beings, and often kills purely out of the enjoyment of causing pain and suffering. This has led many to speculate, incorrectly, that the Jersey devil is unintelligent, when in fact this is not the case. It is perfectly capable of planning and tactics; it simply rarely bothers to do so. The Jersey devil understands Abyssal, Common, and Infernal, but has never been observed to speak any of them. The Jersey devil prefers to attack from above, swooping down upon prey, often using its spell-like abilities to hide, or disorient its victims. It makes frequent use of its Flyby Attack, attempting to prevent enemies from delivering multiple attacks against it at any one time. Medium Outsider (Evil, Native); Hit Dice: 7d8+21 (52 hp); Initiative: +7; Speed: 20 ft. (40 squares), fly 50 ft. (good); Armor Class: 21 (+7 Dex, +4 natural), touch 17, flat-footed 14; Base Attack/Grapple: +7/+9; Attack: Bite +9 melee (1d8+5); Full Attack: Bite +9 melee (1d8+5) and tail sweep +7 melee (1d8+2); Space/Reach: 5 ft./5 ft. (10 ft. with tail); Special Attacks: Spell-like abilities; Special Qualities: Blindsense 60 ft., damage reduction 15/+1, Darkvision 60 ft., enlarge self, reduce self, resistance to acid 10, cold 10, electricity 10, fire 10, spell resistance 14; Saves: Fort +6, Ref +10,Will +5; Abilities: Str 14,Dex 24, Con 16, Int 12,Wis 14, Cha 15 Skills: Climb +14, Escape Artist +20, Hide +20, Listen +15,Move Silently +20, Search +14, Spot +15, Survival +2 (+4 following tracks),Use Rope +7 (+9 with bindings) Feats: Flyby Attack, Hover, Multiattack Environment: Any; Organization: Solitary; Challenge Rating: 6; Treasure: Standard; Alignment: Always neutral evil; Advancement Range: 814 HD (Medium), 1521 HD (Large); Level Adjustment: Enlarge/Reduce Self (Sp): The Jersey devil can grow or shrink one category in size, as per the spells enlarge person and reduce person. Other than the fact that they work on the Jersey devil, despite its outsider nature, these function exactly as the spells, as cast by a 7th level caster. Spell-Like Abilities (Sp): At willdarkness, detect good, detect magic, silence. Mechanatrix Mechanatrixes are Planetouched who can trace their ancestry to one fo the bizarre clockwork beings that reside on the plane of Mechanus. They are mostly human in appearance, but they have one or more mechanical or inorganic features. Most mechanatrixes have smooth skin with a faint metallic sheen. They behave with cold rationality and have a no-nonsense attitude toward life. As begitting their nature, mechanatrixes have an affinity for mechanical objects of all kinds. They have an innate understanding of engineering and all sorts of crafts. The more martial-minded mechanatrixes become excellent siege engineers. Like other Planetouched beings, mechanatrixes never quite fit into any society. Most human societies shun them, while those from the plane of Mechanus believe them to be tainted and impure. As a result, they are often loners, but they are rarely bothered Last printed 8/11/2011 11:56:00 a8/p8 88

They use the Outsider type instead of the and engineering) checks by this lack of social contact. Most mechanatrixes are firm believers in law and do whatever they can to fight Humanoid type. Shocking Grasp (Sp): A mechanatrix can chaos and bring ordregrasp once per day as NOTE: YOU MAY ONLY PLAY AFavored Class: Fighter, though an equal MECHANATRIX IF THE AVERAGE PARTY LEVEL IS use shocking to tumultuous areas. cast by ALREADY 2 OR HIGHER . number are found as NPC experts. a sorcerer of 1st level or the mechanatrixs Automatic Language: Common; Bonus character level, whichever is higher. Languages: Any (except secret languages). Electricity Healing (Ex): Because of a Level Adjustment +1 mechanatrixs electrical affinity, any Mothman The creature is humanoid in shape, but clearly not human. It is of a dark gray-brown hue, with two large, amorphous wings sprouting from its back. A pair of bright red eyes reflect from a face that is otherwise almost featureless, its tiny mouth and slit nose all but invisible. Waves of fear and despair fill the air around it in an almost palpable presence. The so-called mothman is a creature from another world, another plane. Some claim it comes from beyond the stars, others from the depths of the deepest hell. Its goals and desires are as mysterious as its origins, for the mothman never speaks, nor does it make any meaningful attempt to communicate. It appears before people, usually but not always in smaller communities, its presence wreaking havoc. Its appearance often foretells a coming disaster or tragedy, though whether it is the cause of such tragedies, or is merely drawn to them, is impossible to say with any certainty. The mothman is roughly 6-1/2 feet tall,and approximately 190 pounds. The mothman does not fight per se. If attacked by foes who can actually harm it, it engages in battle only so long as it must to fend off its attackers. Otherwise, it ignores attackers completely, allowing its various auras to wreak their havoc. Medium Outsider; Hit Dice: 14d8+84 (147 hp); Initiative: +10; Speed: 30 ft. (6 squares), climb 20 ft., fly 90 ft. (good); Armor Class: 27 (+6 Dex, +11 deflection), touch 27, flat-footed 21; Base Attack/Grapple: +14/+16; Attack: Deathly touch +15 melee touch (1d4+1 plus ill fortune); Full Attack: Deathly touch +15/+10/+5 melee touch (1d4+1 plus ill fortune); Space/Reach: 5 ft./5 ft.; Special Attacks: Dark omen, distraction, fear aura, ill fortune; Special Qualities: Damage reduction 10/, darkvision 60 ft., improved evasion, resistance to acid 15, cold 15, electricity 15, fire 15,fast healing 5,self-sustained, spell resistance 25; Saves: Fort +15, Ref +15, Will +15; Abilities: Str 12,Dex 23, Con 22, Int 16, Wis 22, Cha 24 Skills: Balance +23, Climb +26, Diplomacy +9, Escape Artist +23, Jump +18, Hide +25, Listen +25,Move Silently +25, Search +20, Sense Motive +23, Spellcraft +20, Spot +25,Use Rope +6 (+8 with bindings), Wilderness Lore +6 (+8 tracking) Feats: Alertness, Flyby Attack,Hover, Improved Initiative, Stealthy Environment: Any; Organization: Solitary (unique); Challenge Rating: 13; Treasure: None; Alignment: Always chaotic neutral; Advancement Range: 1542 HD (Medium); Level Adjustment: Dark Omen (Su): Creatures who view the mothman are far more likely to experience bad luck in the future. Any creature who sees the mothman from a distance of less than 1,000 feet must attempt a DC 24 Will save. Failure bestows a 2 penalty on all saving throws for the next 24 hours. A creature who succeeds on this save is unaffected by the mothmans dark omen ability for 24 hours. The save DC is Charisma-based. Distraction (Su): Strange sounds and images accompany the mothman, and remain behind for some time after it departs. This includes the whisper of faint voices, the shriek of agonized children, flickers in the corner of the eye, and messages such as Torment and All is over written in blood on nearby walls. Any creature who comes within 1,000 feet of the mothman may experience these phenomena, and must attempt a DC 24 Will save. Failure indicates a 1 penalty on attack rolls and AC for 2d6 rounds, due to the various distractions. After this time, the individual has acclimated to the effects and no longer suffers a penalty. Creatures who make their saves still see and hear the phenomenon, but are not distracted by them. A creature who succeeds on this save is unaffected by the mothmans distraction ability for 24 hours. The save DC is Charismabased. Fear Aura (Su): The mothman can radiate a fear aura to a 100-foot radius as a free action. Affected creatures must succeed on a DC 24 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the mothmans fear aura for 24 hours. The save DC is Charisma-based. Ill-Fortune (Su): Any creature struck by the mothmans touch attack suffers one of the following effects. If a single creature is subject to the same effect more than once, the effects stack. All such penalties last for 24 hours or until dispelled. A successful DC 24 Fortitude save halves the penalty. Roll 1d10 and consult the following table. Roll 1 3 5 7 9 Effect 1d4 penalty 1d4 penalty 1d4 penalty 1d4 penalty 1d4 penalty to to to to to Strength 2 Constitution Wisdom Fortitude saves Will saves Roll Effect 1d4 penalty to Dexterity 4 1d4 penalty to Intelligence 6 1d4 penalty to Charisma 8 1d4 penalty to Reflex saves 10 Roll twice 89

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Improved Evasion (Ex): When subject to an effect that causes half damage on a successful Reflex save, the mothman takes only half damage on a failed save, and no damage on a successful save. Self-Sustained (Ex): The mothman does not need to eat, sleep, or breathe. Non-Euclidean (Template) Reality is composed of certain constants. Even magic, which seems to defy natural laws, acts in accordance to principles that can be studied and quantified by wizards or exploited instinctively by sorcerers. However, there is a type of creature that exists outside these laws. Its very being is a defiance of the natural order, like an optical illusion come to life. The sum of its angles does not add up to a constant figure; its limbs merge impossibly with its body. Merely examining one can drive a person insane, and the creatures act according to their own bizarre thought processes, which are unfathomable to anyone grounded in our reality. These are the non-Euclideans. It is theorized that these strange beings were created by long-dead deities, or by totally alien powers. Whether they act in accordance to some strange agenda, or their goals are truly random, can never be determined by the sane mind. What is certain is that their very existence is a danger to the fabric of reality. Non-Euclideans are inexplicably shaped to the point of defying description, with their body parts merging in unfathomable ways. Even characters that see one clearly are hard pressed to remember the mind-bending experience. Such creatures are best described as vaguely shaped like their normal counterparts, but the observers very senses and bodily processes rebel against the perception of it. Non-Euclidean is a template that can be added to any creature (referred to hereafter as the base creature). After assuming the template, the base creatures type changes to Outsider. Subtype information remains the same as the base creature. Unless otherwise noted, in this template HD stands for Hit Dice plus any character levels the creature possesses. A non-Euclidean uses the base creatures statistics and inherent racial special abilities except as noted below. Hit Dice: Die type changes to d10. Special Qualities: A non-Euclidean creature retains all the special qualities of the base creature, gaining the following: Impossible Geometry (Ex): Due to the indescribable geometries the non-Euclidean creature demonstrates, those who see one must make a Will save (DC 10 + one-half creatures Hit Dice + creatures Charisma modifier). Those who make the save are subconsciously aware that something is completely wrong with the thing and may avoid looking directly at it, but doing so grants the non-Euclidean creature a 20% concealment bonus for as long as the victim averts its eyes. Opponents choosing to look directly at the creature anyway are treated as having automatically failed this save. Note that this concealment miss chance is rolled separately from the miss chance the non-Euclidean creature receives from its space/time bending ability (see below). Those that fail the initial Will save are required to make another Will save (DC 15 + one-half the nonEuclidean creatures HD + the non-Euclidean creatures Charisma modifier + the victims Intelligence modifier yes, more intelligent beings are more likely to fail this saving throw). Those that succeed at the save are shaken for 2d6 rounds, but suffer no other adverse effects and dont have to save versus the same non-Euclideans impossible geometry again for 24 hours. However, if the save fails, the victims mind has attempted to grasp the impossible angles of the creature and is driven insane, acting as if under the effects of a confusion spell. This condition can be reversed with the spell heal or other insanitycuring magic. Every 24 hours, the insane being is allowed another saving throw at the same DC to recover. Those that recuperate from this insanity without outside aid may be left with permanent psychological damage or personality quirks. The effect does sap 1/1d8 Sanity points as well. This is a mind-affecting ability. Improved Evasion: Due to the space/time bending nature of a non-Euclidean, if it is exposed to any effect that normally allows a creature to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw. Further, the creature takes only half damage on a failed save. Space/Time Bending (Ex): The non-Euclidean creature exists at right angles to our own existence. Because of this, the creature has a 20% chance to simply ignore any attack, spell, or other action targeting it. The non-Euclidean creature may not voluntarily fail this percentage check to allow a beneficial action to affect it. Unnatural Aura (Su): All natural, non-sentient creatures (vermin, animals, and most beasts) can sense a non-Euclidean creature when it is within 100 ft. of them, and they will not willingly approach it. Immunities (Ex): Non-Euclideans are immune to mind-affecting effects. Aberrant Behavior (Ex): Sentient non-Euclideans (that is, those with Intelligence scores of 3 or more) do not reason as we understand it. Instead, whenever confronted by a problem or situation that requires logical thought processes to handle, a non-Euclidean must make a Will save (DC 15). If the creature succeeds, it has no further problem, but if it fails it cannot fathom the answer and begins to act as if under a confusion spell. NonEuclideans with Intelligence scores of 2 or less are forced to make this check at the beginning of any confrontation. After 24 hours, and each 24 hour period thereafter, the creature may make a new saving throw. Abilities: Modify from the base creature as follows: Intelligence 2 (minimum 3 or that of base creature, whichever is lower), Wisdom +2, Charisma +2. Last printed 8/11/2011 11:56:00 a8/p8 90

Climate/Terrain: Any land and underground; CR: Base creatures CR +1 + 20% (maximum +4); Alignment: Always chaotic, never good; ECL: N/A. A non-euclidean PC or NPC would be unplayable around characters. Pherilith It appears to be a dazzlingly beautiful woman--human or elven, you can't be sure--with a distinct aura of the unearthly about her. Some of the most deceptive and dangerous creatures in the myriad worlds, pheriliths are demons that mimic many of the attitudes and abilities of the fey. They are believed by some to be corrupted eladrins, in much the same way that erinyes are corrupted angels. Pheriliths appear to be female (or, sometimes, male) fey of surpassing beauty and grace--until they attack. At this point their teeth become needlelike fangs and their sparkling eyes blaze with unholy energy. Pheriliths speak Abyssal, Common, Elven and Sylvan. Pheriliths avoid melee combat, relying on their formidable spell-like abilities and summoned allies to keep them out of direct danger. If this tactic fails, or if confronting one or two enemies, a pherilith will attempt a bite in order to use her beguiling powers. This is particularly effective if the pherilith can beguile a warrior without his friends' knowledge--providing her with a secret ally when violence breaks out. Medium Outsider (Chaotic, Evil, Extraplanar, Semi-incorporeal, Tanar'ri); Hit Dice 9d8+18 (58 hp); Initiative +10; Speed 30', fly 50' (good); AC 20 (+6 Dex, +4 natural), touch 16, flat-footed 14; Base Attack/Grapple +9/+10; Attack Claw +15 melee; Full Attack 2 claws +15 melee, bite +10 melee; Damage Claw 1d4+1, bite 1d6 plus beguilement; Space/Reach 5'/5'; Special Attacks Beguilement, grasp, spell-like abilities, summon tanar'ri; Special Qualities DR 10/+2, semi-incorporeal, SR 18; Saves Fort +8, Ref +12, Will +8; Abilities Str 13, Dex 22, Con 14, Int 16, Wis 15, Chr 23 Skills: Bluff +21, Concentration +11, Diplomacy +18, Disguise +12, Hide +15, Knowledge (nature) +15, Listen +14, Move Silently +15, Search +15, Spot +14 Feats: Ability Focus (beguilement), Improved Initiative, Skill Focus (Bluff), Weapon Finesse Environment: The Abyss; Organization: Solitary; Challenge Rating: 7; Treasure: Standard; Alignment: Always chaotic evil; Advancement: 10-27 HD (Medium); Level Adjustment: +5 Beguilement (Su): Anyone bitten by a pherilith must make a Will save (DC 22) or be affected by the pherilith's beguilement power. This effect is identical to the spell charm monster but is even stronger: the victim regards the pherilith as his or her beloved, sibling, or close and trusted comrade, regardless of the circumstances. The victim will not accept suicidal order, but is willing to place his life in danger for the pherilith's sake, and even to fight his allies if they appear to be threatening the pherilith. Any action or order that would break a charm spell allows the victim of beguilement to make another Will save to resist the effect. This power functions only on creatures who are attracted to the pherilith's current (apparent) form. For example, a pherilith disguised as an elven woman could not successfully beguile creatures not attracted to elven women. Beguilement last for 24 hours, and can be renewed by another bite. Note that a beguiled victim will normally allow the pherilith to bite him, in which case he gets no save. The save DC is Charisma-based. Grasp (Ex): If the pherilith hits with both claw attacks she gains a +4 circumstance bonus on her bite attack. If desired, the pherilith may attempt to grasp with her claws without inflicting damage; in this case the pherilith need only hit the target's touch AC with her claws (although a normal attack is still required for the bite). Semi-incorporeal (Su): Although they can become normal and physical at will, the natural state of a pherilith (to which it can return as a free action) is somewhere between corporeal and incorporeal. Nonmagical weapons have a 50% miss chance against a pherilith, while magic weapons and spells have a 20% miss chance. Ghost touch weapons and force effects strike a pherilith normally. Spell-like Abilities: At will: animal trance, charm person, disguise self, ghost sound, light, minor image, prestidigitation; 3/day: dominate person, glitterdust, hold person, invisibility, major image; 1/day: charm monster, dominate animal. Caster level 9th; save DC 16+spell level. The save DCs are Charisma-based. Summon Tanar'ri (Sp): Once per day a pherilith can attempt to summon 2d6 dretches or 1 vrock with a 50% chance of success. This ability is the equivilant of a 5th-level spell. Shadowswyft Shadowswyfts are planetouched beings with ancestry from the Plane of Shadow. They are mercurial in temperament. They delight in action and in acting now. Delay or inactivity irritates them. In the amount of time it takes to forumalte and evaluate a pland, worlds could be lost or won. Shadowswyfts little resemble other races. Tall and slender, they have skin ranging from medium brown to lustrous black and almost completely black slanted eyes. Their dark coloring and light build make them very adept at hiding in shadows and moving quietly. Shadowswyfts tend to be chaotic. Their ge3nerally sort attention span and love of action without thought for its consequences is incompatible with lawful philosophies. NOTE: YOU MAY ONLY PLAY A SHADOWSWYFT IF THE AVERAGE PARTY LEVEL IS ALREADY 2 OR HIGHER . +2 Dexterity, -2 Constitution Light Blindness (Ex): Abrubt exposure to bright light, such as sunlight or a dayling Medium-Size spell) blinds a shadowswyft for 1 round. On Base land speed is 40 Darkvision 120 and Low-light vision Last printed 8/11/2011 11:56:00 a8/p8 91

subsequent rounds, it is dazzled as long as it remains in the affected area. +2 bonus on initiative checks +4 racial bonus on Hide and Move Silently checks. Automatic Languages: Common and Shadowswyft; Bonus Languages: Abyssal, Celestial, Elven

Outsider: Shadowswyfts are native outsiders. They have the Outsider type instead of the Humanoid type. Favored Class: Rogue Level Adjustment: +1

Tarrasque of Legend I'd like to call this version Godzilla, but any breath weapon it could have according to the rules is pretty short-range compared to the 100-foot radioactive fire breath that the monster used in the movies. But when the tarrasque of legend is standing over Tokyo, I'll bet your players won't quibble much about the length of its breath weapon. Assigning the monster of legend template from Monster Manual II to a unique and legendary creature may seem strange to you -- especially since the template says that the creature has special powers because it was selected by the gods, and the d20 Modern game doesn't have gods in the same way that D&D does. If you can get past the logistics, however, you'll find that this template still produces an interesting variant with a little extra punch. Tarrasque of Legend: CR 22; Colossal outsider (native); HD 48d10+816; hp 1,088; Mas 45; Init +10; Spd 40 ft.; Defense 44 (-8 size, +6 Dex, +35 natural, +1 haste), touch 9, flat-footed 38; BAB +48; Grp +86; Atk +63 melee (8d6+22/18-20/x3, bite); Full Atk +63 melee (8d6+22/18-20/x3, 2 bites) and +61 melee (2d8+11, 2 horns) and +61 melee (4d6+11, 2 claws) and +61 melee (6d6+11, tail slap); FS/Reach 30 ft./20 ft.; SQ augmented critical, breath weapon, carapace, damage reduction 15/+6, darkvision 60 ft., frightful presence, greater damage, haste, immunities (ability damage, disease, energy drain, fire, poison), improved grab, low-light vision, regeneration 40, rush, scent, spell resistance 32, swallow whole; AL none; SV Fort +46, Ref +35, Will +24; AP 0; Rep +0; Str 55, Dex 22, Con 45, Int 5, Wis 16, Cha 18. Skills: Hide -10, Jump +26, Listen +26, Search +10, Spot +26, Wilderness Lore +15. Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Enlarge Breath, Great Cleave, Improved Bull Rush, Improved InitiativeB, Iron Will, MultiattackB, Power Attack, Toughness (6). Augmented Critical (Ex): The tarrasque of legend's bite threatens a critical hit on a natural attack roll of 18-20 and deals triple damage on a successful critical hit. Breath Weapon (Su): Every 1d4+1 rounds, the tarrasque of legend can breathe a 22-foot-long cone of fire that deals 3d6 points of fire damage. A successful DC 51 Reflex save halves the damage. The save DC is Constitution-based. Carapace (Ex): The tarrasque's armorlike carapace is so tough and reflective that it can deflect all rays, lines, cones, and even magic missile spells. Any such effect has a 30% chance of reflecting back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance. Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Each affected creature must succeed on a DC 36 Will save or become shaken, and that condition lasts as long as it remains within 60 feet of the tarrasque. The save DC is Charisma-based. Greater Damage (Ex): The damage dice for each of the tarrasque of legend's natural attacks increase by one die type. Haste (Su): The tarrasque of legend always acts as if affected by a haste spell (+1 bonus to AC and on attack rolls, +20 feet of movement, and one extra attack during a full attack sequence). Improved Grab (Ex): To use this ability, the tarrasque of legend must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round. Regeneration (Ex): No form of attack deals lethal damage to the tarrasque of legend. It regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10 (or 1,098 hp). The tarrasque of legend is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability. The tarrasque of legend can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 1,098 hit points) and using a wish or miracle spell to keep it dead. If the tarrasque of legend loses a limb or body part, the lost portion regrows in 1d6 minutes. (The detached piece dies and decays normally.) The creature can reattach the severed member instantly by holding it to the stump. Rush (Ex): Once per minute, the tarrasque of legend can move at a speed of 180 feet. Swallow Whole (Ex): The tarrasque of legend can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside the tarrasque, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the creature's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 25). Once the Last printed 8/11/2011 11:56:00 a8/p8 92

creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque of legend's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. Enlarge Breath (from Draconomicon): The length of your breath weapon increases by 50% (rounded down to the nearest multiple of 5). For example, an old silver dragon breathing an enlarged cone of cold produces a 75-foot cone instead of a 50-foot cone. Cone-shaped breath weapons get wider when they get longer, but line-shaped breath weapons do not. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again. Skills: The tarrasque of legend has a +8 racial bonus on Listen and Spot checks. Thing From Another World "I don't know what the hell's in there, but it's weird and pissed off, whatever it is." Clark, The Thing All Things have the following characteristics: Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the Thing maneuvers and fights as well as sighted creatures. Invisibility and darkness are irrelevant, though the creature still can't discern ethereal beings. The Thing does not need to make Spot or Listen checks to notice creatures within 60. Scent (Ex): The Thing can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. The Thing can pinpoint locations only within 5 feet. The Thing can follow tracks by smell with a Wisdom check (DC 10, +2 for every hour the trail is cold). Infection (Ex): Any living creature hit by a Thing's melee attack must succeed at a Fortitude save (DC 15) or become infected. Bludgeoning or non-penetrating attacks do not transmit the condition. It takes 2d6*10 minutes for the victim to completely transform. Victims may still exhibit some signs of infection early on, which can be detected with a Spot check (DC 15). Fire Vulnerability (Ex): A Thing takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success. Amorphous (Ex): A Thing is not subject to critical hits. It cannot be flanked. Thing (Template) A Thing is a physical duplicate of a specific humanoid, called a primary. Although a Thing does not gain the specific life experiences of its primary, it can easily mimic the demeanor and general behavior of the primary, enabling it to fill the same general role as the primary. A Thing is identical in appearance to the primary. Replacement is an inherited template that can be added to any humanoid (referred to hereafter as the original). A Thing uses all the primarys statistics except as noted here. Challenge Rating: Same as the original 1. Hit Dice: Change to one die type smaller than the primary. Special Attacks: A Thing retains all the special attacks of the base creature. The Thing also gains one ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + Things HD + Things Con modifier unless otherwise noted. Bile (Ex): The Thing can spit bile up to 30 feet away, once per round. The target must make a Reflex save (DC 20) or be blinded for 1d4 rounds. Detect Thoughts (Su): The Thing can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma based. If the Thing can read an opponents mind, it gets a +4 circumstance bonus on Bluff and Disguise checks. Engulf (Ex): The Thing can try to engulf a Medium or smaller opponent grabbed by three or more appendages. The opponent must succeed on a DC 14 Reflex save or fall and be engulfed. In the next round, the Thing makes double its number of attacks (each with a +4 attack bonus). An engulfed creature cannot attack the Thing from within. The previously attached mouths are now free to attack others. The save DC is Strength-based and includes a +2 racial bonus. Eyes (Ex): The Thing has multiple eyes that bestows a +4 racial bonus on Spot checks. Improved Grab (Ex): If the Thing hits with a claw attack, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. Tentacles (Ex): The Thing can sprout tentacles. On a successful grapple check after grabbing, the tentacle attaches to the opponent. It automatically deals claw damage and drains blood, dealing 1 point of Constitution damage each round. A tentacle can be ripped off (dealing 1 point of damage) with a DC 12 Strength check or severed by a successful sunder attempt (the mouth has 2 hit points). A severed tentacle continues to inflict damage for 1d4 rounds after such an attack. A creature whose Constitution is absorbed. Special Qualities: A Thing gains all of the originals extraordinary abilities but none of its supernatural or spell-like abilities (including psionics). A Thing gains none of the originals other special qualities or talents. In addition to its inherited extraordinary abilities, a Thing has the following special qualities: Last printed 8/11/2011 11:56:00 a8/p8 93

Allegiances: A Things primary allegiance is to itself. Things can work together when need be towards a mutual goal, but secrecy is paramount. An individual Thing will not reveal itself unless it is absolutely necessary, even if that means silently witnessing another Thing's destruction to preserve its identity. Change Shape (Ex): The Thing can change into another form of living creature that it has successfully attacked. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, or vermin. The assumed form cant have more Hit Dice than the Thing, to a maximum of 15 HD at 15th level. The Thing can't become a form smaller than Fine, nor can it become an incorporeal or gaseous form. The Thing's creature type and subtype (if any) change to match the new form. The Thing gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spelllike abilities. For every six minutes that a Thing has begun imitating a creature, it receives a +1 circumstance bonus to Disguise checks, up to +10 after an hour. It takes a full hour for it to actually look exactly like the being it is mimicking. Spawn Scuttler (Ex): The Thing spawns 1 large scuttler upon death. Thing Qualities (Ex): A Thing has all the standard resistances and vulnerabilities. Skills: A Thing receives a +4 racial bonus to Bluff and Disguise checks. When using alter self, a Thing receives an additional +10 circumstance bonus to Disguise checks. Saves: As the original. Abilities: As the original. Skills: A Thing has access to any skill in which the original has ranks, and all of a Things skills are class skills even if they are cross-class skills for the original. A Thing gets a number of skill points per Hit Die equal to 4 + the Things Intelligence modifier (minimum 1 skill point per Hit Die). The Thing can never have more ranks in a skill than the original. The Thing gains a +4 species bonus on Disguise checks when impersonating the original. Feats: A Thing gains the originals feats but cannot use any feat for which it no longer meets the prerequisites. Automatic Languages: A Thing can read, write, and speak any language known by the original. Advancement: By character class. Dog Thing Medium-size Animal; Hit Dice: 2d8+4; Hit Points: 13; Initiative: +2; Speed: 40 ft.; Armor Class: 13 (+2 Dex, +1 natural); Attacks: +3 melee; Damage: 1d6+3, bite; Face/Reach: 5 ft. by 5 ft.; Special Qualities: scent; Saves: Fort +5, Ref +5, Will +1; Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Skills: Jump +4, Listen +5, Spot +5, Swim +5, Wilderness Lore +1 (+5 when tracking by scent), Feats: None. Challenge Rating: 1 Scent (Ex): This ability allows a dog to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skill Bonus: Dogs gain a +2 species bonus on Jump checks. Dogs also gain a +4 species bonus on Survival checks when tracking by scent. Small Scuttler Tiny Outsider (Shapechanger); Hit Dice: 0.5d8 (2 hp); Initiative: +6 (+2 Dex, +4 Improved Initiative); Speed: 30 ft; AC: 14 (+2 Dex, +2 size); Attacks: Bite +1 melee; Damage: Bite 1d3-1; Face/Reach: 2 ft by 2 ft/0 ft; Special Attacks: Infection; Special Qualities: Thing abilities; Saves: Fort +2, Ref +4, Will +2; Abilities: Str 8, Dex 14, Con 10, Int 10, Wis 11, Cha 10 Skills: Hide +20, Jump +8, Move Silently +11 Feats: Improved Initiative Challenge Rating: 1/36 Scuttlers are small, two-legged Things that have tiny faces of the creature the Thing imitated. They are more nuisances than anything, but their ability to contaminate human beings should not be underestimated. Small scuttlers spew out of other Things in packs and rely on overwhelming numbers to take down their foes. They are most deadly for their ability to spread infection. Large Scuttler Small Outsider (Shapechanger); Hit Dice: 1d8 (4 hp); Initiative: +5 (+1 Dex, +4 Improved Initiative); Speed: 30 ft; AC: 12 (+1 Dex, +1 size); Attacks: Bite +1 melee; Damage: Bite 1d4; Face/Reach: 5 ft by 5 ft/5 ft; Special Attacks: Infection; Special Qualities: Thing abilities; Saves: Fort +2, Ref +3, Will +2; Abilities: Str 10, Dex 12, Con 10, Int 10, Wis 11, Cha 10 Skills: Hide +16, Jump +11, Move Silently +10 Feats: Improved Initiative Last printed 8/11/2011 11:56:00 a8/p8 94

Challenge Rating: 1/6 These scuttlers are larger versions, with multiple legs. They making an unnerving clattering noise as they scuttle across metal surfaces. Their nightmarish appearance is reminiscent of spiders with human heads. Scuttlers specialize in hopping out of hidden places. They are particularly tenacious and roam in packs. Spitting Scuttler Small Outsider (Shapechanger); Hit Dice: 1d8 (4 hp); Initiative: +5 (+1 Dex, +4 Improved Initiative); Speed: 30 ft; AC: 12 (+1 Dex, +1 size); Attacks: Spit +2 ranged; Damage: Spit Bile; Face/Reach: 5 ft by 5 ft/5 ft; Special Attacks: Infection; Special Qualities: Thing abilities; Saves: Fort +2, Ref +3, Will +2; Abilities: Str 10, Dex 12, Con 10, Int 10, Wis 11, Cha 10 Skills: Hide +16, Jump +11, Move Silently +10 Feats: Improved Initiative Challenge Rating: 0 This scuttler can spew bile from an organ. While the bile does not do any damage, it blinds targets. Spitting scuttlers do their best to keep their distance. They are usually accompanied by other scuttlers and act as ranged support, firing bile from behind other scuttlers that engage in melee. Bile (Ex): The Thing can spit bile up to 30 feet away, once per round. The target must make a Reflex save (DC 20) or be blinded for 1d4 rounds. Humanoid Walker Large Outsider (Shapechanger); Hit Dice: 6d8+24 (45 hp); Initiative: +0; Speed: 30 ft; AC: 9 (-1 size); Attacks: Bite +8 melee, 2 tentacles +3 melee; Damage: Bite 1d8+7, tentacles 1d6+1; Face/Reach: 5 ft by 5 ft/10 ft; Special Attacks: Infection; Special Qualities: DR 10/-, regeneration 5, thing abilities, alter self; Saves: Fort +8, Ref +5, Will +5; Abilities: Str 20, Dex 10, Con 16, Int 10, Wis 11, Cha 10 Skills: Climb +10, Disguise +6, Hide +2, Intimidate +6, Jump +11, Knowledge (technology) +6, Listen +5, Move Silently +5, Search +5, Sense Motive +6, Sleight of Hand +5, Spot +5, Wilderness Lore +6 Feats: Improved Bull Rush, Power Attack, Run Walkers are towering monstrosities of fused flesh, with large pincers and multiple legs. They are practically invulnerable to normal weapons and regenerate damage quickly. It requires a flamethrower to put one down. Walkers attack with single-minded tenacity, charging opponents on sight. Spawn Scuttler (Ex): A walker spawns 1d4 scuttlers upon death. Change Shape (Ex): The Thing can change into another form of living creature that it has successfully wounded. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, or vermin. The assumed form cant have more Hit Dice than the Thing, to a maximum of 15 HD at 15th level. The Thing can't become a form smaller than Fine, nor can it become an incorporeal or gaseous form. The Thing's creature type and subtype (if any) change to match the new form. The Thing gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities. When using its change shape ability, a Thing gets an additional +10 circumstance bonus on Disguise checks. Skills: A Thing receives a +4 racial bonus to Bluff and Disguise checks. When using alter self, a Thing receives an additional +10 circumstance bonus to Disguise checks Bulldog Walker Huge Outsider (Shapechanger); Hit Dice: 10d8+50 (95 hp); Initiative: -1 (-1 Dex); Speed: 30 ft; AC: 17 (-1 Dex, -2 size, +10 natural); Attacks: Bite +14 melee; Damage: Bite 2d6+13; Face/Reach: 10 ft by 10 ft/15 ft; Special Attacks: Infection; Special Qualities: DR 10/+1, regeneration 5, thing abilities; Saves: Fort +12, Ref +6, Will +9; Abilities: Str 28, Dex 8, Con 20, Int 10, Wis 11, Cha 10 Skills: Balance +8, Climb +18, Hide +0, Intimidate +10, Jump +18, Listen +9, Move Silently +8, Search +10, Sense Motive +10, Spot +10, Wilderness Lore +10 Feats: Improved Bull Rush, Iron Will, Power Attack, Run Challenge Rating: 5 Bulldog walkers are huge, four-limbed masses of stumbling amalgamated bodies. A gigantic maw dominates the front of the creature. Bulldog walkers barrel forward without regard to their own safety. Spawn Scuttler (Ex): A walker spawns 1d4 scuttlers and 1 spitting scuttler upon death. Thing Beast

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2d8+11, tentacles 2d6+5; Face/Reach: 20 ft by 20 ft/20 ft; Special Attacks: Infection; Special Qualities: DR 10/+1, regeneration 5, thing abilities, adaptation; Saves: Fort +23, Ref +12, Will +14; Abilities: Str 32, Dex 6, Con 24, Int 10, Wis 11, Cha 10 Skills: Balance +18, Climb +31, Hide +6, Intimidate +20, Jump +27, Listen +20, Move Silently +18, Search +20, Sense Motive +20, Spot +20, Wilderness Lore +20 Feats: Cleave, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Run Challenge Rating: 17 Thing beasts are the largest amalgamations of all other collective Things. Other bodies are absorbed into its mass and bulge out in pustules, spilling over into grotesque limbs and tentacles. Thing beasts can borrow underground and enjoy bursting from several places at once. They are devious enough to know how to knock out the lights or disable fire weapons. Adaptation (Ex): A Thing beast has absorbed enough bodies that it can implement any one of the special attacks of the Thing template, once per round. Tieflings Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same. Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can. Tiefling characters possess the following racial traits. NOTE: YOU MAY ONLY PLAY A TIEFLING IF THE AVERAGE PARTY LEVEL IS ALREADY 2 OR HIGHER. +2 Dexterity, +2 Intelligence, 2 Charisma. Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks. Medium size. Racial Feats: A tiefling gains feats according A tieflings base land speed is 30 feet. to its class levels. Darkvision out to 60 feet. Darkness (Sp): A tiefling can use darkness Identifying Traits (choose one or two): once per day (caster level equal to class small horns on head (demon, devil or night levels). hag), fangs or pointed teeth, forked tongue Tieflings possess energy resistance to cold (demon or devil), glowing red eyes (demon, 5, electricity 5, and fire 5. devil or night hag), cat eyes (rakshasa), more or less than five fingers (demon or Outsider: All Tiefling are native outsiders. devil), goat-like legs (devil), hooves (devil), They have the Outsider type instead of the non-prehensile tail (demon or devil), furry, Humanoid type. feathery or scaly skin (demon, devil or Automatic Languages: Common, Infernal. rakshasa), red skin (demon or devil), Bonus Languages: Draconic, Dwarven, bruised blue skin (night hag), casts no Elven, Gnome, Goblin, Halfling, Orc. shadow (demon or devil), throws no Favored Class: Rogue. reflection (demon or devil), skin is hot to Level adjustment +1. the touch (demon or devil) or smell of brimstone (demon or devil) Zenythri Zenthryis are often viewed as contemplateiv beings who strive for personl perfection in every action they take. Many feel the need to impose their own brand of order on the world about them. Some even travel to lawless regions for the express purpose of creating order there. From a zentrhyis viewpoint, such excercises serve to illuminate the underlying purpose and structure that lies dormant in all things. A zenthyri appears as a perfect version of a human. Its skin is flawlessly smooth, and its muscles are well defined and taut. Even its hair falls effortlessly in place around its handsome chiseled face. A zenthyri could almost belnd unnoticed among humans if it were not for the slightly blue or purple tint to its skin and hair. Most zenthrys feel compelled to contribute to the societies in which they dwell. As such, they actively work toward positions of responsibility, which often brings them significant social status. Zenythris are natural leaders and consummate strategists, and they gladly accept leadership roles. These planetouched seem to have no interest in good or evil so long as they accomplish their goals. Such disposition often lends itself as ready to tyrannical methods as beging ones. Zenythris speak Common. A Zenythri tht acquires additional languages speaks them perfectly, without any sort of accent. Needless to say, Zenythri are all mostly Lawful in alignment. NOTE: YOU MAY ONLY PLAY A ZENYTHRI IF THE AVERAGE PARTY LEVEL IS ALREADY 2 OR HIGHER . caster of their class levels, whichever is +2 Strength, +2 Dexterity, +2 Wisdom, -2 greater. Charisma Zenythri gain energy resistance eledtricity Medium size. 5, fire 5 and sonic 5. Base land speed of 30 +2 racial bonus on Balance and Intuit Darkvision 60 Direction checks True Strike: Once per day, Zenythri can use True Strike as a 1st level sorcerer or as a Last printed 8/11/2011 11:56:00 a8/p8 96

Outsider: All Zenythri are native outsiders. They have the Outsider type instead of the Humanoid type.

Automatic Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan. Favored Class: Monk Level adjustment +1.

Plant
Ents (Elder Treants) Standing high in the branches of an enormous oak tree, Evaine peered off in the distance. Smoke from dozens of fires blackened the sky, indicating that the orc armada had finally arrived in Blackleaf Forest. From the number of fires and reports sent back to him by various animals, there seemed to be hundreds, maybe even a thousand, of the foul creatures. Evaine knew that most of the elves and gnomes who lived in that portion of the forest were already dead or enslaved. There was no one left who could fend off the horde . . .or so the orcs thought. Although he was loath to call upon him, Evaine knew there was one entity who could bring the orc invasion to an end. He would have to awaken the Great Sleeper. He easily slid down the side of the oak and padded to a staggeringly tall tree in the distance. Although the forest floor lay thick with dried leaves from the approaching fall, Evaine made no sound at all. Eventually, he entered an open grove that was home to the Great Sleeper. Knowing that time was of the essence, Evaine sang a chant to the great tree. For hours, he called and sang at the top of his voice, asking the Great Sleeper to awaken. He pounded on the thick bark and stamped his feet on gnarled roots. He watched intently, and was eventually rewarded by seeing the outlines of facial features move within the bark. Two huge lids opened, and eyes the color of sap turned their gaze toward the druid. "I hear you, woodsman," rumbled the elder treant, its voice sounding like the cracking and creaking of branches. "Why have you awakened me?" In slow, patient words, Evaine explained the threat of orc invasion against the forest. When finished, he sat down and rested, knowing that it could take hours for the immense treant to respond. To his surprise, the treant responded after only twenty minutes. "This must not happen," boomed the treant. "I will awaken my children to protect our home." Suddenly the ground trembled as the elder treant pulled up its roots. Four enormous branchlike arms rose in the air. Evaine felt that the entire forest was shaking apart. He realized that other treants and normal trees were coming to life. With a grim smile, Evaine knew that there was no place for the orcs to hide. Not when the forest itself was alive.... Although most humanoids believe that treants are among the most ancient creatures in the world, few realize that there are even older and stronger such creatures that live for tens of thousands of years. Elder treants are the undisputed rulers of treantkind and firm defenders of the forests. Elves, druids, rangers, and other forest-lovers also revere them. Elder treants are awesome to behold, towering above even some of the largest oak trees in the forest. Only rare species of redwoods have reached taller heights. Like normal treants, they combine the features of trees and humans, although it is difficult to discern their facial features with a casual glance. Their faces are kind, but ancient beyond compare, suggesting a wizened crone or sage. Their bark is scarred and blackened from occasional lightning strikes, and thickly covered with moss. Because of their tremendous life spans, elder treants think incredibly slowly. They spend most of their time in deep meditation and communion with the forest around them. Unlike normal treants, elder treants care little about concepts like good or evil, and seldom go out of their way to provide assistance or hindrance. They are difficult to awaken from their thoughts, but terrible beyond compare when angered. Like treants, elder treants fear nothing save fire. Their incredibly tough bark can withstand most normal blazes, accepting it as a part of nature. However, they detest any species that uses fire as a weapon -- those who burn and rape the woods without thought. Elder treants have been known to animate entire groves to seek revenge on nearby communities that use fire indiscriminately and destroy part of the forest. Elder treants speak Treant, plus Common, Elven, and Sylvan. Elder treants dislike moving at all and will uproot themselves only when things turn dire. They observe their foes carefully and use control plant, entangle, and wall of thorns to hinder or dissuade opponents from approaching. If that tactic does not work, an elder treant first sends out animated trees, then treants, to deal with problems. Only when all of these tactics fail do elder treants pull themselves out of the ground to attack. They strike with two enormous branchlike claws that can inflict horrific damage. Colossal Plant; Hit Dice: 32d8+448(592 hp); Initiative: +0; Speed: 60 ft.; AC: 34 (-8 size, +32 natural), touch 2, flat-footed 34; Attacks: 4 slams +32 melee; Damage: Slam 4d8+16; Face/Reach: 40 ft. by 40 ft./25 ft.; Special Attacks: Spell-like abilities; Special Qualities: Animate trees, bolster treant, DR 30/+3, fire vulnerability, half damage from piercing weapons, plant traits, triple damage to objects; Saves: Fort +34, Ref +10, Will +18; Abilities: Str 42, Dex 10, Con 39, Int 17, Wis 23, Cha 18 Last printed 8/11/2011 11:56:00 a8/p8 97

Skills: Hide -16*, Intimidate +14, Knowledge (any) +13, Listen +16, Spot +15, Wilderness Lore +18 Feats: Great Fortitude, Improved Critical (slam), Iron Will, Power Attack Climate/Terrain: Any forest; Organization: Solitary or grove (1 plus 10-12 treants); Challenge Rating: 19; Treasure: Double Standard; Alignment: Usually neutral; Advancement: 33-60 HD (Colossal) Spell-Like Abilities: At will -- entangle, plant growth, command plants, control plants. 3/day -- wall of thorns. Caster level 20th; save DC 14 + spell level. Trample (Ex): As a standard action during its turn each round, an elder treant can literally run over opponents at least one size category smaller than itself. This attack deals 4d12+22 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 42) for half damage. Animate Trees (Sp): An elder treant can animate trees within 1 mile at will, controlling up to 12 trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 and fights as a treant in all respects. Animated trees lose their ability to move if the treant who animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 20th-level druid. Bolster Treants (Sp): Once per day, an elder treant can lend some of its enormous energy to all treants and animated trees within 1 mile, gaining a +4 to attack rolls and saving throws. In addition, treants and animated trees do triple damage against objects instead of double. Fire Vulnerability (Ex): An elder treant or animated tree takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success. Half damage from Piercing (Ex): Piercing weapons deal only half damage to elder treants, with a minimum of 1 point of damage. Plant Traits (Ex): An elder treant is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light vision. Triple Damage against Objects (Ex): An elder treant who makes a full attack against an object or structure deals double damage. Skills: Elder treants receive skills and feats as though they were fey*. They have a +20 racial bonus to Hide checks made in forested areas. Treant Society: Elder treants hail from a different era, when all species lived in harmony with their surroundings. Eventually (some say with the elder treants' aid), other trees evolved into normal treants. The elder treants treated these new creatures like their own offspring and charged them with watching over and protecting the forest. Treants have tremendous respect and admiration for elder treants. They defer to them in almost every respect and will do everything, including lay down their own lives, to protect them from harm. Regular treants do not turn into elder treants through size and age; elder treants are a different creature altogether. A few normal treants tower over the elders. Flesh-Mulcher Tree I discovered a new carnivorous plant today, a very interesting one. A brigand chased me through the woods, and just when hed started to gain ground, he stopped as a bunch of pods hit him. I kept running, but when I saw that he was no longer chasing me I crouched behind some brush to watch. He continued toward me, but then stopped, stared blankly, and began approaching a nearby tree. It was old and gnarled, about 12 feet in diameter. He walked slowly toward it, and then I saw vines shoot out from its base, wrap him up, and pull him toward the trunk of the tree, where he disappeared. I crept closer but could not see him anywhere. I did hear him pounding against the trunk, for a while. Eventually the pounding stopped. At that point, I crept away. A dryad I ran into an hour later told me this tree feeds on animals, humanoids, beasts, and such, but as it leaves the fey creatures alone, she really does not pay it much attention. It never moves, but it can cast some kind of spell with its bark and throw pods. I will have to study this closer, once I figure out how to resist or ignore the effect of the bark. Tall and majestic, flesh-mulcher trees are hidden menaces in the forest. Varieties of this barely sentient killer exist in most climates where trees grow, seeking to feed on humanoids and animals that approach. Most flesh-mulcher trees reach between 20 and 25 feet in height, but taller varieties have been reported. The canopy is formed from dense growth of three-pronged, swordlike leaves, and species of shadeloving ground plants thrive at the trees base. The trees gnarled and dense trunk grows to be about 12 feet thick in 10 years. (The flesh-mulcher does not become fully mature for 10 to 12 years.) This trees distinguishing feature, however, is the clusters of pods that grow in the branches. The greenish-black pods are very hard and about 4 inches long. In colder climates, the leaves take on a silvery color, and in tropical climates they become bright green. The tree looks harmless from a distance, but up close one can see that a part of the trunk at its base opens like a large mouth (with no teeth). Inside this maw grow four vinelike tendrils, which the tree uses to snag prey. The tendrils are 18 feet long and can effectively grab targets up to 15 feet from the base. The (barely) sentient flesh-mulcher trees feed on humanoids, animals, beasts, magical beasts, and even corporeal undead. They do not feed on fey creatures of any type, so the fey sometimes use them as guardian trees around their most private places. The tree attracts prey to it with its hypnotic special ability, then snags the prey and crushes it. It then mulches or composts the remains, and feeds on that. Immature trees catch smaller animals only; a flesh-mulcher cannot catch a Medium-size humanoid until it is at least eight years old. Last printed 8/11/2011 11:56:00 a8/p8 98

Flesh-mulcher trees do not speak any language, but one can communicate with them via a speak with plants spell. Flesh-mulcher trees live on the decomposing remains of organic creatures. When hunting, they begin by throwing clusters of pods at targets, and continue to do so until the creatures approach the trunk. Then the tree attempts to draw the prey into its maw and crush it. Flesh-mulcher trees attack only to feed; they are not selfaware enough to defend themselves. Huge Plant; Hit Dice: 10d8+50 (95 hp); Initiative: +0; Speed: 0 ft.; AC: 21 (2 size, +13 natural), touch 8, flat-footed 21; Attacks: 4 tendrils +10 melee, or 6 pods +5 ranged; Damage: Tendril 1d8+5, or pod 1d6+5; Face/Reach: 10 ft. by 10 ft./15 ft.; Special Attacks: Captivating bark, improved grab, pods (acid, explosive, poison, seed), swallow whole; Special Qualities: Plant traits, precise targeting, tentacle regeneration, tremorsense; Saves: Fort +12, Ref +3, Will +3; Abilities: Str 20, Dex 10, Con 20, Int 2, Wis 10, Cha 4 Climate/Terrain: Any forest; Organization: Solitary; Challenge Rating: 8; Treasure: Standard; Alignment: Always neutral; Advancement: 1116 HD (Huge); 1730 (Gargantuan) Captivating Bark (Su): The bark of the flesh-mulcher tree boasts swirling color patterns that can bewitch a viewer. Anyone within 20 feet of the tree who sees the trunk must make a successful Will save (DC 12) or become utterly captivated by the bark (as though by a harpys song). This is a mind-affecting charm. If the save is successful, that creature cannot be affected again by that harpys song for one day. A captivated victim walks toward the flesh-mulcher tree on its next action, taking the most direct route available. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the trees maw area stands there and offers no resistance to the trees tendril attacks. However, the creature gets a second Will save (same DC) against the effect once it has sustained some damage from the tree. Improved Grab (Ex): If a flesh-mulcher tree hits an opponent that is at least one size category smaller than itself with three of its four tendril attacks, it attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +20). If it gets a hold, it can transfer the opponent to its maw with another successful grapple check, then try to swallow on its next turn. Alternatively, the flesh-mulcher tree has the option to conduct the grapple normally, or simply use its tendrils to hold the opponent (20 penalty on grapple check, but the tree is not considered grappled). Tentacle Regeneration (Ex): Foes can attack the tentacles of a flesh-mulcher tree, but only when those appendages are actually holding an opponent. A tentacle has an AC of 22 (touch 9) and can withstand 15 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day. Pods (Ex): The tree grows clusters of small and very hard pods, each one measuring about 4 inches long. The tree can throw clusters of six pods at a time at a given opponent, with a maximum range of 80 feet, minimum range of 10 feet, and no range increment. Each pod inflicts 1d6 points of damage. The tree can attack up to eight opponents this way in a round if surrounded: one opponent at each compass point (N, NE, E, etc.). The tree can throw up to 120 pods in a day and regrows pods at a rate of six per day. Variant Pods: Pods from some varieties of flesh-mulchers have varying effects. It is not uncommon to find a single tree with several different pod types, but a cluster contains only pods of the same type. Acid Pod: This very rare variant pod contains a small amount of concentrated acid. The effect works exactly as if the tree had thrown a flask of acid (Players Handbook, page 114). Explosive Pod: This pod explodes on contact, inflicting 1d6 points of fire damage (or cold damage in some climates) to all within 10 feet of the target, as if a small fireball had detonated. All creatures within the area may attempt Reflex saves (DC 20) to avoid half the damage. Explosive pods that miss still explode when they hit the ground, causing damage. See the grenadelike weapons sections in Chapters 7 and 8 of the Players Handbook for pod miss effects. Poison Pod: This pod breaks on contact, inflicting only 1d2 points of damage. Inside it holds a poison that causes 1d4 points of temporary Wisdom damage (initial and secondary, Fort save DC 20). A given creature can be affected by this poison only twice in a 24-hour period, though all hits by these pods still inflict damage. Creatures with lower Wisdom scores tend to approach the tree to find the source of the attacks. Wisdom returns at a rate of 1 point per day. Seed Pod: This pod contains a seed for another flesh-mulcher tree. These pods serve as the trees mode of reproduction. Each deals 1d6 points of damage on impact, then breaks open and releases a small seed. Swallow Whole (Ex): A flesh-mulcher tree can swallow a single creature that is at least two sizes smaller than itself by making a successful grapple check (grapple bonus +20), provided it already has that opponent in its maw (see Improved Grab, above). Once inside the tree, the opponent takes 5d4 points of crushing damage per round from the plants stomach. A swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing a total of at least 20 points of damage to the inside of the tree (AC 25) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, the tree transfers some of its wood mass to close the hole; thus, another swallowed opponent must cut its own way out. A flesh-mulcher trees stomach can hold 1 Medium-size or 4 Small or smaller opponents. Plant Traits (Ex): A flesh-mulcher tree is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light vision to a range of 30 feet. Last printed 8/11/2011 11:56:00 a8/p8 99

Precise Targeting (Ex): Because of its tremorsense and its root network, a flesh-mulcher tree can triangulate the location of a creature within 80 feet of its trunk. This ability gives it a +2 insight bonus on ranged attacks with pods. Tremorsense (Ex): A flesh-mulcher tree can automatically sense the location of anything within 80 feet that is in contact with the ground. Lavabriar This plant has a thick tangle of black thorny fronds growing from a central bulbous mass. A single short stalk emerges from the center of this mass, ending in a large black flower that glows a faint red. Lavabriars grow on the lower slopes of volcanoes, along active faultlines, or anywhere that pockets of magma are trapped near the surface of the world. The hardy plants thrive in regions where the sun is often blocked out by clouds of ash in the sky, and they actually draw their nourishment from the lava pockets below via a network of heat-resistant roots. If volcanic activity in an area subsides, the lavabriars can creep off to a new area, but they usually remain immobile when not in combat. The lavabriar is an unintelligent plant, and unlike many other dangerous plant creatures, it does not prey on living flesh. It is nevertheless a dangerous creature, for it has developed a highly effective way to defend itself. When the plant senses intruders, it lashes out with its tendrils and sprays lava at anything it perceives as a threat. Medium Plant (Fire); Hit Dice: 2d8+12 (21 hp); Initiative: +3; Speed: 5 ft. (1 square); Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11; Base Attack/Grapple: +1/-2; Attack: Tendril +4 melee (1d6-3) or lava spurt +4 ranged touch (2d6 fire); Full Attack: 4 tendrils +4 melee (1d6-3) or lava spurt +4 ranged touch (2d6 fire); Space/Reach: 5 ft./5 ft.; Special Attacks: Lava spurt; Special Qualities: Immunity to fire, low-light vision, plant traits, tremorsense 60 ft., vulnerability to cold; Saves: Fort +9, Ref +3, Will -4; Abilities: Str 4, Dex 16, Con 22, Int --, Wis 2, Cha 1; Skills: --; Feats: Weapon Finesse[B]; Environment: Warm mountains (volcanoes); Organization: Solitary, pair, patch (3-4), or grove (5-12); Challenge Rating: 2; Treasure: 1/10th coins; 50% goods; 50% items (no flammable objects); Alignment: Always neutral; Advancement: 3-6 HD (Medium); Level Adjustment: -Lava Spurt (Ex): Once per minute, a lavabriar can expel a gout of lava from its flower. The lavabriar makes a ranged touch attack (attack bonus +4) against any target within 60 feet. A successful hit deals 2d6 points of fire damage, and those hit take an additional 1d6 points of automatic fire damage on the next round unless the lava is scraped off (a full-round action). Pale Flenser The pale flenser may at first look like nothing more than a strange fungus inhabitant of the Underdark, but in truth these cruel and hateful plants are fairly intelligent. Despite this intelligence, the pale flensers seem to have no interest in forming societies or achieving anything apart from frugal survival. More likely, the actual needs and desires of these fungi menaces are so alien in nature that they simply cannot be comprehended by humanity. A pale flenser consists of a collection of bulbous, leathery, gas-filled bags, each of which is about the size of a human head. From atop this mass of bags seethes a writhing forest of hundreds of 15-foot-long, terribly thin tendrils. These tendrils are studded with tiny razor-sharp barbs. The whole mass is either pale yellow or pale brown in color; the tendrils are milky and almost translucent. The pale flenser's leathery bags quickly fill with volatile gas, allowing it to float on air currents. It can propel itself through the air with great speed by venting this foul-smelling gas. A pale flenser weighs about 80 pounds. They communicate with others of their kind with a complex sign language; although understanding of the languages of other creatures is not above their intellect, it certainly seems to be above their interest. Pale flensers can grow to Huge size. Once a pale flenser becomes Huge, it can no longer fly and gains a ground speed of 5 feet. A pale flenser gains nourishment from feeding on the blood and other vital fluids of vertebrate creatures. It prefers to stalk and attack landbound creatures, and it takes advantage of its ability to fly and stay out of reach of dangerous melee attacks while lashing with its tendrils. Although a pale flenser has hundreds of tendrils, it can make a maximum of six attacks per round with them. The flenser's tendrils are treated as ranged attacks with a maximum range increment of 15 feet, similar to the way attacks with a whip are made. The flenser's tendrils inflict lethal damage on a hit and tend to carve large shallow wounds that provide the fungus with lots of blood to settle down on and soak up. A flenser feeds only on helpless targets; the act of feeding inflicts no additional damage on the victim since the flenser feeds so slowly. A pale flenser has no melee attacks; if it is confronted in melee it attempts to flee and resume making ranged attacks. Medium-Size Plant; Hit Dice: 3d8+6 (19 hp); Initiative: +3; Speed: Fly 50 ft. (average); AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; Attacks: 6 tendrils +5 ranged; Damage: Tendril 1d4/18-20/x3; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Augmented critical, disease, explosive; Special Qualities: Blindsight 80 ft., plant traits, sunlight vulnerability; Saves: Fort +5, Ref +4, Will +3; Abilities: Str 10, Dex 17, Con 15, Int 8, Wis 15, Cha 10 Last printed 8/11/2011 11:56:00 a8/p8 100

Climate/Terrain: Any underground; Organization: Solitary, pair, cluster (2-5), or swarm (7-12); Challenge Rating: 3; Treasure: None; Alignment: Usually neutral evil; Advancement: 4-6 HD (Large); 7-9 HD (Huge) Augmented Critical (Ex): A pale flenser threatens a critical hit on a natural attack roll of 18-20. On a successful critical hit with a tendril attack, it deals triple damage. Disease (Ex): Anyone wounded by a pale flenser must succeed at a Fortitude saving throw (DC 13) or become infected by its spores. Pale flenser spores have an incubation period of 1d3 days, after which their growth manifests as itchy pale streaks just under the skin. The growth deals 1d3 points of temporary Dexterity damage (see Disease in Chapter 3 of the Dungeon Master's Guide). Explosive (Ex): The gas filling the pale flenser's bags is quite explosive. If a pale flenser ever takes fire damage, it must make a Fortitude saving throw (DC 10 + half the fire damage it takes), or it explodes. This explosion has a burst of 20 feet and deals 3d6 points of fire damage to all in this area (Reflex DC 13 half). Blindsight (Ex): A pale flenser is blind, but it maneuvers and fights as well as a sighted creature by detecting heat and subtle shifts in air currents. This ability enables it to discern objects and creatures within 80 feet. The pale flenser usually does not need to make Spot or Listen checks to notice living creatures within range of its blindsight. Plant Traits (Ex): A pale flenser is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. Sunlight Vulnerabilty (Ex): A pale flenser is susceptible to sunlight and takes 1 point of temporary Constitution damage per minute of exposure to such conditions (no saving throw allowed). A pale flenser reduced to 0 Constitution in this manner melts into a steaming puddle of noxious white paste. Plantform (Template) Often created by powerful druids or nature deities to protect sacred glens, groves, and other natural areas, plantforms are most often found in the role of ardent guardians. Not merely mindless automatons, plantforms are as intelligent and creative as their fleshy kin, and thus are able to improvise to outwit their foes or others that would defile their designated areas. Some of these creatures are merely variant races. Plantforms are very similar in appearance and form to the creature upon which they are based. However, their features are altered significantly to reflect their plant nature, such as leaves or moss instead of hair, bundles of vines for arms and legs, trunk-like torsos, thorns instead of claws, and so forth. Plantforms generally do not possess finer features such as nostrils, fingernails, and the like, although they do retain the same contours and shapes in locations where those features would occur in the non-plantform version of the creature. Plantform is a template that can be added to any creature type except constructs, elementals, outsiders, plants, and creatures antithetical to a plant form, like a fire creature (referred to hereafter as the base creature). After assuming the template, the base creatures type changes to Plant. All subtype information remains the same. A plantform uses the base creatures statistics and inherent racial special abilities except as noted below. Hit Dice: Die type changes to d8. AC: Natural armor improves by +3. Attacks: Attack bonuses are recalculated as if the creature were always of the Plant type. Claws and teeth become woody thorns or ridges. Plantforms gain a slam attack that may be used in place of a natural attack. Damage: Plantforms do slam damage according to their size and the Plant type. Special Attacks: Same as the base creature. Optionally, consider adding one or more of the special attacks below to a plantform. Feel free to modify these attacks as you see fit for less or more efficacy. Choices include: Awaken (Sp): Once per day per 4 HD, the plantform can awaken a single tree, Huge or smaller, as a full-round action at a range of 25 ft. + 5 ft per 2 HD. The tree uproots itself and animates over the next full round, and it then follows the directions of the plantform that awakened it. Such animated trees have the same statistics as a tree awakened by the awaken spell. The tree works for the plantform that animated it for 1 hour per HD of the animating plantform, or until dismissed. It returns to its original place once the animation ends or it is dismissed. Further, if the magic animating the tree is somehow dispelled, it takes root where the magic fades. CR +1. Blood Draining (Ex): The plantform has the ability to drain the lifeblood from other creatures in the form of temporary Constitution. A plantform drains a number of Constitution points per round according to it size on the Constrict damage chart below (maximum 1d8). Fine creatures drain 1 point of temporary Constitution ever other round. To begin draining opponents blood, the plantform must make a successful grapple check resulting in a pin, followed by an appropriate natural attack (whether bite, claw, or thorns). For every point of Constitution drained in this manner, the plantform gains 1d4 temporary hit points, up to double its maximum normal hit points. The temporary hit points fade at the rate of 1d4 per hour as the plantform metabolizes the blood. CR +0 to +1. Constrict (Ex): Via vine-like appendages, the plantform can constrict with a successful grapple attack against creatures one size smaller than it, or smaller. This attack deals damage according to the chart below: Last printed 8/11/2011 11:56:00 a8/p8 101

Size Diminutive Small Large Gargantuan

Damage 1 1d3 1d6 2d6

Size Tiny Medium Huge Colossal

Damage 1d2 1d4 1d8 2d8

The plantform can still move (if its strong enough to carry its victim) while constricting, but it cannot use any attack requiring the constricting appendages. CR +0, or +1 if combined with Improved Grab. Entangle (Sp): Once per day per 2 HD (minimum 1), the plantform creature can animate plants around itself at a range of 25 ft. + 5 ft per 2 HD. The spell otherwise functions as an entangle spell cast by a druid of the plantforms HD. CR +1. Group Attack (Ex): In some of the special attacks in this list, the attacks allow one use per certain number of HD. Instead of allowing a lesser creature to use the attack once, consider allowing a group of plantforms that equal that HD measure to enact the attack as a group effort. Determine the areas of effect for some of those effects in the same way, but add the areas occupied by smaller creatures together. The saving throw is determined by counting the HD of all the participants in the concerted effort and the average Constitution modifier. Each lesser creature can participate in the attack only once per day. CR as the attack divided among the group. Improved Grab (Ex): To use this ability, the plantform must hit with a natural attack. CR +0. Poison, Paralysis (Ex): The plantforms natural attacks (including, possibly, simple contact) deliver a paralysis agent. Any opponent struck by the plantforms natural attack must make a Fortitude saving throw (DC 10 + one-half of the plantforms HD + its Constitution modifier) or suffer initial and secondary Strength damage according to the plantforms size. Use the damage table in Constrict above for the number of dice to roll for this damage (minimum 1). CR +0 to +1. Poison, Lethal (Ex): The plantforms natural attacks deliver a lethal poison. Any opponent struck by the plantforms natural attack must make a Fortitude saving throw (DC 10 + one-half of the plantforms HD + its Constitution modifier) or suffer initial and secondary Constitution damage according to the plantforms size. Use the damage table in Constrict above for the number of dice to roll for this damage (minimum 1). CR +1 to +2. Sap, Adhesive (Ex): The plantform exudes sap that acts as a powerful adhesive, holding fast any creatures or items touching it. A sap-covered plantform automatically grapples any creature it hits with its natural attack(s). The creature then adds its HD + its Constitution modifier to subsequent grapple checks. The plantform may automatically deal damage with natural attacks each round against any creature stuck to it, up to its maximum number of attacks. A weapon that strikes a sap-coated plantform is also stuck fast unless the wielder succeeds at a Reflex save (DC 10 + one-half of the plantforms HD + its Constitution modifier). A successful Strength check (DC 10 + one-half of the plantforms HD + its Constitution modifier) is needed to pry it off. Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the plantform still has half its normal bonus to grapple checks. The plantform can reabsorb its adhesive at will, but the substance does not break down after the creature dies (see Aberrant Adhesive in the Aberrant template for treasure possibilities). CR +0 to +1. Sap, Caustic (Ex): The plantform exudes sap that acts as a powerful acid or base, which also sticks to any creatures or items touching it. The sap deals damage according to the Constrict damage chart above (minimum 1, maximum 1d8). Further, it sticks to the item that it touched, delivering damage for an additional round per 3 HD the plantform creature possesses (maximum 5 rounds). Strong alcohol dissolves the sap and stops the damage. (For a more biologically viable form of this sap, the sap only damages living matter via an intense cellular reaction and is not actually caustic. Such sap doesnt affect objects at all.) CR +0 to +1. Sap, Irritant (Ex): Any form of direct skin-toskin contact with the plantform delivers an irritant agent. Any opponent making such contact must make a Fortitude saving throw (DC 10 + one-half of the plantforms HD + its Constitution modifier) suffer 1 to all rolls for 1d4 days (at least when using the affected member). CR +0. Aroma (Ex): Any spore attacks (see below) may be duplicated by an aroma. Scents travel on the wind up to 100 ft. + 10 ft. per HD of the plantform delivering the aroma. Aromas do not produce any sort of obscuring cloud, but can be affected by wind direction, increasing in range downwind (up to double) and decreasing in range upwind (at least half). Aroma or Pollen, Charming (Ex): Once per day per 2 HD the plantform possesses, it can release a strong aroma or fine pollen that attracts those who interact with the substance. The normal effect is per charm person or animal (Will save negates, DC 10 + one-half of the plantforms HD + its Charisma modifier). Plantforms with 7 or more HD may choose to use charm monster instead, once per day per 4 HD. An opponent that makes the save still finds the aroma pleasant and attractive. One who fails the save seeks out the plantform creating the aroma and reacts according to the appropriate spell. Both effects last 1 day/HD the plantform possesses. You may want to pick a specific type of creature towards which the aroma is aimed; this may even include vermin (considering the scent to be a physical influence on a chemical level instead of actually mind-affecting). CR +0 to +1. Last printed 8/11/2011 11:56:00 a8/p8 102

Aroma or Pollen, Dominating (Ex): Once per day per 7 HD the plantform possesses, it can release a strong aroma or fine pollen that attracts and subjugates the minds those who interact with the substance. The normal effect is per dominate person and dominate animal (Will save negates, DC 10 + one-half of the plantforms HD + its Charisma modifier). Plantforms with 20 or more HD may choose to use dominate monster instead, once per day per 15 HD. An opponent that makes the save still finds the aroma pleasant and attractive. One who fails the save seeks out the plantform creating the aroma and reacts according to the appropriate spell. Both effects last 1 day/HD the plantform possesses. You may want to pick a specific type of creature towards which the aroma is aimed. CR +1 to +2. Spores or Pollen (Ex): Spores or thick pollen produce a cloud that spreads a distance from the plantform equal to the largest dimension of the creatures Face (creatures with a fighting space less than 5 ft. by 5 ft. create a cloud that fills only their own square). The spores obscure all sight, including darkvision, beyond 10 ft. A creature within 10 ft. has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cant use sight to locate the target. The spores settle out of the air at a rate of 1 round per HD the plantform possesses. A moderate wind (11+ mph) disperses the spores in 4 rounds; a strong wind (21+ mph) disperses the spores in 1 round. Spores or Pollen, Blinding (Ex): Once per day, plus once per 3 HD, the plantform releases blinding spores (Fortitude save, DC 10 + one-half of the plantforms HD + its Constitution modifier). An opponent that makes the save is shaken while in the cloud and one round after leaving it. One who fails the save is blinded while in the cloud and for 1d6 minutes after leaving it. Any opponent that fails the save by 5 or more is blinded permanently. CR +1. Spores or Pollen, Hallucinogenic (Ex): Once per day, plus once per 4 HD, the plantform releases spores causing strange (sometimes pleasant, sometimes horrible) hallucinations (Fortitude save negates, DC 10 + one-half of the plantforms HD + its Constitution modifier). An opponent that makes the save is shaken while in the cloud and one round after leaving it. One who fails the save begins to behave randomly for a number of minutes equal to the plantforms HD, as indicated on the following table. Roll again on the chart at the end of each result. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creatures turn (or every minute, if desired). Any affected creature that is attacked automatically retaliates against its attackers on its next turn. CR +1 to +2. 1d10 Roll 12 37 89 10 Behavior Wander away for 1 minute (unless prevented probably following a pleasant image) Sit and do nothing for 1 minute (except look about at the sights) Attack nearest creature for 1 round (fearing for your life) Act normally for 1 round

Spores or Pollen, Infectious (Ex): Once per day, plus once per 5 HD, the plantform releases spores that cause a transformation disease (Fortitude save, DC 10 + one-half of the plantforms HD + its Constitution modifier). An opponent that makes the save is nauseated while within the cloud and for 1d4 rounds after leaving it. Anyone who fails the save contracts a disease that does 1d3 Wisdom damage per day. During the course of the disease, the victim suffers intense pain and hallucinations. He or she cannot eat (suffering starvation as normal) and begins to show signs of plantlike growths as the disease progresses. If the victims Wisdom is reduced to 0, he or she is allowed a final Will saving throw (same DC). If that save fails, the victim becomes an NPC plantform creature under the control of the infecting plantform. Remove disease ends this infection immediately, and the disease is not magical in nature. CR +1. Spores or Pollen, Noxious (Ex): Once per day, plus once per 2 HD the plantform possesses, the plantform releases nauseating spores. Living creatures in the cloud are nauseated (Fortitude negates, DC 10 + one-half of the plantforms HD + its Constitution modifier), making them unable to attack, cast spells, concentrate on spells, and so on. The only action a nauseated character can take is a single move (or move-equivalent action) per turn. These effects last as long as the character is in the cloud and for 1d4+1 rounds after he or she leaves the cloud. (Roll separately for each nauseated character.) Those who succeed at their saves but remain in the cloud must continue to save each round. CR +1. Thorns or Needles, Fixed (Ex): The arms, legs, and other appendages, as well as the body, of the plantform are covered in long, hooked thorns. Plantforms with thorns are always considered armed and their attacks always do actual (rather than subdual) damage. Fixed thorns grant the plantform a +2 circumstance bonus to grapple checks, and the thorns inflict extra damage according to the Constrict chart (minimum 1 point) when the creature holds or is in a hold in a grapple. The thorns add piercing damage to all unarmed or natural attacks of the plantform according to the same chart, using a size category three steps smaller than the plantforms actual size. CR +0 to +1. Thorns or Needles, Projectile (Ex): The plantform can launch two volleys of thorns per day per HD it possesses. Each volley contains 2d4 thorns and has a range increment equal to the smallest dimension of the creatures Face. Each thorn does damage according to the Constrict chart above (Fine creatures do 1 point for Last printed 8/11/2011 11:56:00 a8/p8 103

every 2 thorns), using a size category three steps smaller than the plantforms actual size. Projectile thorns are too loose in the creatures body to inflict extra damage in melee combat. CR +0 to +1. Vines (Ex): The plantform gains two vines per 5 HD (minimum 2) that literally function as other appendages, granting the creature one additional slam attack each round per two vines (as secondary attacks if used in conjunction with other attacks), and may be used in place of other natural attacks (primary or secondary). This slam does damage according to the Constrict damage chart above (minimum 1 point), as if the creature were one size smaller. Each vine that makes a successful grapple attack on a single opponent adds +2 to subsequent grapple checks against the same opponent. Further, vines allow a plantform to grapple and pin opponents, while keeping its other appendages free to attack and threaten its area. The creature still suffers a 1 circumstance penalty to AC for each grappled opponent. Improved grab improves the utility of the vines, but it is not automatically included with them. A plantform with thorns can do thorn damage with its vines. Vines, thorns, and blood drain (see above) together allow a plantform to blood drain through its vines along with thorn damage. Further, vines may be used to constrict if the plantform has that ability (each additional vine on one opponent adding one-half of the original damage). Thorns also add to this constrict damage. Each vine can take one-fifth of the hit points of the base plantform before being severed. CR +0 to +1. Special Qualities: A plantform retains all special qualities of the base creature, and gains the following: Camouflage (Ex): Plantforms in appropriate overgrown surroundings receive a +10 circumstance bonus to Hide. In vegetated areas that are more sparsely populated by plants, a plantform receives half of that bonus. Low-light vision (Ex): Plantforms have can see twice as far as humans in poor lighting conditions, so long as they have visual capability. If the base creature has better low-light vision, it is retained. Plant: As plants, plantforms are immune to poison, sleep, paralysis, stunning, and polymorphing. They are also not subject to critical hits or mind-influencing effects. Tremorsense (Ex): A plantform creature can detect the location of any other creature or object in contact with the ground within a number of feet radius of itself equal to its reach x 10 ft. Optional Special Qualities: Consider the following special qualities for a plantform: Regeneration (Ex): The plantform regenerates at a rate equal to 3 plus one-quarter of the plantforms HD. Normally fire and acid can overcome this regeneration. In some cases, cold or some other form of energy is more appropriate. If it loses a limb or body part, the lost portion regrows in (15/regeneration rate in hit points, round down) d6 minutes (minimum 1d6). The creature can reattach the severed member instantly by holding it to the stump. CR +1. Resistances (Ex): Plantforms are often resistant to substances and forms of energy that do not readily affect the plant matter of which the creature is composed. For example, a wet, mossy creature might be resistant to fire. CR +0 to around +1 per 30 points of resistance or a single immunity. Vulnerabilities (Ex): The plantform is vulnerable to some substance or energy form (your choice, usually fire). The creature takes double damage from the item in question. If the attack with the substance or energy allows a saving throw, the plantform takes double damage on a failed save and normal damage on a successful save. CR 0 to 1 for multiple weaknesses. Woody (Ex): The plantform has a woody hide and structure and therefore a DR of 5 only versus piercing damage. CR +0. Saves: Saves are recalculated for the creature as if it were always of the Plant type. Abilities: Modify from base creature as follows: Strength +2, Dexterity 2, Constitution +2, Wisdom +2. Skills: Plantforms usually speak Sylvan instead of any other language. CR: Base creatures CR +1. Add any modifications due to special attributesthree CR 0 abilities equals CR +1; Alignment: Plantforms are often neutral; Advancement: Plantforms advance via the Plant type, excepting skills (see above), with ranges equal to those of the base creature. If the base creature is allowed a character class, so is the plantform. Plantforms always favor the druid class if Wisdom is 15+, the ranger class if Wisdom is 11-14, or barbarian if Wisdom is 10 or less; ECL: +1 to +3, depending on the number and nature of its special attacks and qualities. Root of All Evil At last I have identified the current location of a rare plant species! It is a burrowing plant, topped by pale green leaves. I believe that it lives mostly underground, but with a need to surface periodically to partake of the nourishing sunlight. I may have only a short time to study it before it relocates. Several shadows seem to accompany it. After much wearisome research, I have found considerable folklore and little fact about this mysterious plant. Several legends speak of a plant known as "the root of all evil." Some accounts relate the seemingly impossible; all contradict one another. One farfetched tale tells of a powerful druid who became a lich and created the root of all evil. Scholars of the undead scoff at the notion of a lich druid and assert that he must have been a cleric with dominion over plants. Another version of the myth says that a root or tuberous plant (variously: a carrot, a parsnip, a dahlia) that sprouted on the grave of an evil dead god grew into the warped plant called the root of all evil. The most popular tale (at least the most often recounted story) tells of a dryad's tree that was cut down to a stump. Dying, the dryad retreated into the root system and prayed to all the gods for a chance at revenge. Last printed 8/11/2011 11:56:00 a8/p8 104

One dark god heard her plea, and as the dryad died, the god let the dryad's tree root come alive as a vengeful, evil entity that despises all living creatures. Regardless of the origins the so-called root of all evil, I have here an ideal opportunity to investigate the reality of the creature. After consulting a local cleric and availing myself of divinations, I've determined that the plant does exhibit some undead traits, though it cannot be turned. I had naively thought that an invisibility to undead spell might enable me to study my subject creature more closely. Indeed, it did protect me from the shadows, but not from the root. I will be some days healing from my foolishness. Its bite is most vicious. I still do not know why undead creatures seem to seek out its company. I have much yet to learn. Perhaps I can impose upon the druid, Sinensis, to see if she can communicate with the plant. Alas, my poor friend! How brave and foolish we both were! I have never seen a plant less impressed by a druid. The desire to talk to it drew Sinensis too close. The plant swallowed her whole and burrowed deep into the earth, beyond the reach of my talents... - Sativa the Inquisitive, fey sorcerer and scholar of animate plants Roots of all evil hate life and seek to kill all living, blood-bearing beings that they encounter. Odd in appearance, a root of all evil resembles a large parsnip with a vicious maw surrounded by green, ferny foliage like the top. A root of all evil feeds primarily on blood, but also needs at least two hours of sunlight per week. Roots of all evil are never found with others of their kind. However, undead often form a happenstance symbiotic partnership with the plant by inhabiting areas frequented by a root of all evil. They benefit from the root's magic circle against good and the root benefits from the undead's occasional flanking and additional attacks, especially when attacking a group of living creatures. Roots of all evil generally rest underground, waiting for the vibrations that indicate a creature passing nearby. If their blood scent perceives a likely foe, roots burrow to the surface, seeking to surprise their prey, grabbing it and swallowing it whole. Vile Water Roots: An aquatic plant counterpart to the root of all evil, the vile water root inhabits sizeable bodies of salt water. It usually chooses to dwell near sunken ships, especially those inhabited by undead. Apart from their habitat, they differ from the land species by having no land speed and a swim speed of 30 ft. Huge Plant; Hit Dice: 13d8+65 (123); Initiative: -1 (Dex); Speed: 20 ft., burrow 30 ft.; AC: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20; Attacks: Bite +17 melee; Damage: Bite 2d6+13 and 2d6 unholy/19-20; Face/Reach: 15 ft. by 10 ft./10 ft.; Special Attacks: Improved grab, swallow whole, smite good; Special Qualities: Blood scent, DR 10/+1, magic circle against good, plant traits, SR 19, tremorsense, unholy bite; Saves: Fort +13, Ref +5, Will +4; Abilities: Str 28, Dex 9, Con 21, Int 7, Wis 11, Cha 10 Skills: Hide +4, Listen +13, Spot +13 Feats: Improved Critical (bite), Lightning Reflexes, Weapon Focus (bite) Climate/Terrain: Any land; Organization: Solitary; Challenge Rating: 8; Treasure: None; Alignment: Always neutral evil; Advancement: 14-16 HD (Huge); 17-32 HD (Gargantuan); 32-48 HD (Colossal) Improved Grab (Ex): If the root of all evil hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +26). If it gets a hold, it can attempt to swallow on the next round (see below). Alternatively, the root has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on the grapple check, but the root is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage. Smite Good (Su): Once per day, a root of all evil can make a normal attack to deal +13 points of damage to a good foe. Swallow Whole (Ex): A root of all evil can swallow a grabbed creature that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +26), provided it already has that opponent in its maw (see Improved Grab, above). Once inside the root, the opponent takes 2d6+13 points of bludgeoning damage and 1d4 points of Constitution damage from blood drain per round from hundreds of tiny, biting and sucking mouths inside the root of all evil. A successful grapple check allows the swallowed creature to climb out of the interior and return to the root's maw, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 25 points of damage to the interior (AC 20) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, the hole seals; thus, another swallowed opponent must cut its own way out. The root's interior can hold 1 Large, 2 Small, 4 Tiny, 8 Diminutive, or 16 Fine opponents. Blood Scent (Su): A root of all evil can sense the presence of all animals, beasts, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, outsiders, and shapechangers within 60 feet. (Constructs, elementals, oozes, plants, undead, and vermin are not noticed by this supernatural ability.) Magic Circle against Good (Su): This ability continuously duplicates the effects of the spell of the same name. The root of all evil cannot suppress this ability. Plant Traits: A root of all evil is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. Tremorsense (Ex): Roots of all evil can automatically sense the location of anything within 60 feet that is in contact with the ground. Last printed 8/11/2011 11:56:00 a8/p8 105

Unholy Bite (Ex): A root of all evil's bite attack functions as an unholy weapon and deals +2d6 points of bonus unholy (evil) damage against all of good alignment. Feats: A root of all evil gains feats as though it were an undead. Skills: A root of all evil receives skill as though it were undead. *It has a +20 racial bonus on Hide checks in areas with other vegetation. Verminvine A verminvine is a strange tropical plant that uses swarms of poisonous and carnivorous insects to gather nutrients and to defend itself. A typical verminvine consists of a large mass of dark green foliage that grows on the base of a tree trunk or hangs from a tree's lowest limbs like sheets of thick moss. Large round leaves are tangled into this mossy mass, and the whole plant constantly sweats a runny red liquid that smells of fermenting fruit. Growing from the center of the mass is a long, fibrous, brown vine that can whip about like a tentacle when the plant is attacking. Locals quickly learn to avoid places that smell of fermenting fruit in the jungle, for these regions are often the haunt of large patches of verminvine. The fluids the plant constantly weeps attract swarms of insects from the surrounding regions, which swarm all over the plant and drink the fluid. In so doing, the insects become little more than slaves of the verminvine and can be directed by the plant to attack its prey. Verminvines cannot speak, but they understand and recognize simple words in the predominant local language and use knowledge gained in this manner to aid in securing food. A verminvine lashes out at any creature that passes near it with its single vine, attempting to hold a creature motionless while its enslaved swarm of vermin kill it. The dead body is then allowed to drop over the mass of the plant, where the thick round leaves slowly absorb nutrients from the decomposing flesh. If faced with creatures that use reach or ranged attacks, the verminvine retaliates with its insect plague ability and tries to force such enemies within reach of its main attack. Large Plant; Hit Dice: 4d8+8 (26 hp); Initiative: +1; Speed: 10 ft., climb 10 ft.; AC: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13; Attacks: Slam +6 melee; Damage: Slam 1d8+6; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Constrict 1d8+6, improved grab, insect plague, vineswarm; Special Qualities: Plant traits, tremorsense, verminbond; Saves: Fort +6, Ref +2, Will +1; Abilities: Str 18, Dex 12, Con 15, Int 5, Wis 11, Cha 10 Skills: Climb +12 Climate/Terrain: Warm forests; Organization: Solitary or patch (2-6), plus 50% chance of 1d4 miscellaneous vermin per plant; Challenge Rating: 3; Treasure: Standard; Alignment: Always neutral; Advancement: 5-8 HD (Large); 9-12 HD (Huge) Improved Grab (Ex): If a verminvine hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +11). If it gets a hold, it also constricts on the same round. Thereafter, the verminvine has the option to conduct the grapple normally, or simply use its vine tentacle to hold the opponent (-20 penalty on grapple check, but the verminvine is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage. Constrict (Ex): With a successful grapple check, a verminvine can crush a grabbed opponent, dealing 1d8+6 points of bludgeoning damage. Insect Plague (Su): As a full round action, the verminvine can direct its attending swarm of vermin to form a horde of creeping, hopping, and flying insects. This horde forms a cloud of vermin that acts differently than the normal attending vineswarm. First of all, it fills four 5-foot squares; the verminvine can shape the cloud into whatever continuous shape it wishes. The cloud can travel at a speed of 10 feet in any direction (not all of the vermin the swarm can fly, even though a fair portion of the cloud may be made of flying insects), to a limit of 60 feet from the originating verminvine. The cloud returns to the originating verminvine at top speed by the shortest possible route once the latter stops controlling it. This cloud blocks vision, and spellcasting within the cloud is impossible. Each creature inside the cloud takes 1 point of damage at the end of each round spent within it from the bites and stings. Invisibility offers no protection against this effect. In addition, every creature within the cloud must make a Will save (DC 12) each round or flee at its fastest possible speed in a random direction from the cloud; this is an extraordinary fear effect. Heavy smoke drives off the insects, as does fire or high wind. A single torch is ineffective against the insect plague, but any magical fire effect or nonmagical fire of at least Medium-size can disperse the cloud. If the plague is dispersed, it retreats to the verminvine. Plant Traits (Ex): A verminvine is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light vision. Tremorsense (Ex): A verminvine can automatically sense the location of any creature or object within 60 feet that is in contact with the ground. Verminbond (Ex): The odor exuded by a verminvine causes all creatures of the vermin type to interpret the plant as an ally. Any vermin that comes within 15 feet of the verminvine must make a Will save (DC 12) or become attracted to the plant and remain in the immediate area for 1d3 hours before moving on. Each time a verminvine is encountered, there is a 50% chance that it is attended by 1d4 Medium-size vermin (usually giant Last printed 8/11/2011 11:56:00 a8/p8 106

ants). These vermin are present in addition to the vineswarm, though they act as individual creatures and should be accounted for as such in the encounter. Vineswarm (Su): The verminvine is constantly surrounded by swarms of biting and stinging insects. Any creature that occupies a square that is threatened by the verminvine is attacked by this swarm, even when the verminvine itself cannot attack or threaten targets. Once a swarm is dispersed, it takes the verminvine 1 hour to attract a new swarm. See the vineswarm below for more information about a sample swarm. Sample Vineswarm Medium-Size Vermin (Swarm of Fine Creatures); Hit Dice: 4d8+4 (22 hp); Initiative: +3; Speed: 10 ft.; AC: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11; Attacks: Swarm; Damage: Swarm 1d4; Face/Reach: 5 ft. by 5 ft./0 ft.; Special Attacks: Distraction (DC 13); Special Qualities: Swarm traits, vermin traits; Saves: Fort +5, Ref +4, Will +1; Abilities: Str 1, Dex 16, Con 13, Int --, Wis 10, Cha 2 Climate/Terrain: Warm forests; Organization: Swarm; Challenge Rating: 1; Treasure: --; Alignment: Always neutral; Advancement: -The vineswarm gathers due to the will of the verminvine (see above). A vineswarm attacks to defend the verminvine or to assist the verminvine in gaining the nutrients it requires. See the verminvine for more about the vineswarm. Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm composed of Fine creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another. A swarm is immune to any spell or effect that targets a specific number of creatures (including singletarget spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an Intelligence score and a hive mind. A swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead. Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. Wind effects deal 1d6 points of subdual damage to the swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air elemental's whirlwind). A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage. A creature in the swarm who takes no actions other than fighting the swarm off takes 1 point of damage on its turn. A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 points of damage (as noted above). Distraction (Ex): Any living creature vulnerable to the swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 13 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based. Vermin Traits: A vineswarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).

Undead
Ancient Defender An ancient defender looks as it did in life except that its skin is a pale blue. The creature seems to glow with an aura of righteousness and its eyes shine a harsh blue. A defender carries with it all the equipment it had in life. Although good aligned, ancient defenders are usually cold and emotionless towards most creatures in general. They rarely have any pity for evil creatures and believe that those who use their physical bodies for evil purposes do not deserve to keep them. Although an ancient defender will not normally attack good or neutral creatures, it assaults evil creatures ferociously and without mercy. It starts out by shielding itself with protection from evil or magic circle against evil if it has spawn nearby. It then pummels the offenders with its slam attack to whittle away their will and finishes them off with its longsword. Ancient defenders often guard tombs, ruins, or similar places to keep whatever treasure lies there out of evil hands. Once per year a defender may choose to awaken one of the zombies under its control. The awakened zombie is lawful good and gets intelligence, wisdom, and charisma equal to that of its creator and loses its "partial actions only". Although it is no longer controlled by the ancient defender, it usually chooses to stay by its side. After another year of serving the defender, the awakened celestial zombie becomes a defender itself. Medium Undead; Hit dice: 2d12(12hp); Initiative: +1(Dex); Speed: 30ft; AC: 14(+1 dex,+2 natural, +1 padded armor); Attacks: Slam+5 melee, longsword+1 melee; Special Attacks: Burning Justice, Spell-like Last printed 8/11/2011 11:56:00 a8/p8 107

abilities; Damage: Slam 1d4+4; Face/Reach: 5ft by 5ft/5ft; Special Attacks: Burning Justice, Spell-like abilities, Create spawn; Special Qualities: Undead; Saves: Fort -, Ref +1, Will +5; Abilities: Str 18, Dex 12, Con -, Int 11, Wis 16, Cha 12 Skills: Move Silently and Sense Motive +2 Feats: Iron Will Organization: Solitary, Right (1 defender and 2-5 celestial zombies), Leadership (1 defender, 2-5 zombies and one awakened zombie) or crusade (2-4 defenders and 4-15 zombies); Challenge Rating: 2; Treasure: Standard, Double Blessed weapons; Alignment: Always Lawful good; Advancement: (2-5 HD) Medium Spell-like abilities: At will: Detect Evil, Detect Good; 3 per day: Protection From Evil, Protection From Chaos, Cure Light wounds, Inflict Light wounds; 1 per day: Magic Circle against evil, bless weapon Burning Justice: An evil creature hit by an ancient defender's slam attack must make a will save (DC 18) or take 1d6 temporary charisma damage which it heals from at a rate of one point per hour. A creature reduced to zero charisma by this attack loses all will and becomes helpless. Create Spawn (Su): A living creature reduced to zero charisma and slain by a defender rises as a celestial zombie 1d4 days afterwards. Blazing Bones Blazing bones are an extremely rare type of undead, created when magic goes awry. These unfortunate souls are the result of a poorly prepared contingency spell by a wizard or cleric, who is killed by fire. This twisted magic keeps the victim in a state of undeath, forever tormented by the fire that killed it, and hopelessly insane. The only hope they have for momentary relief of this pain is to hurl flame at other creatures, forcing these beings to become fiery killers. A blazing bones is very similar to an undead skeleton in appearance, although it is crowned with a nimbus of flame along its head and shoulders, and its hands are surrounded by small balls of fire. Though highly intelligent, blazing bones serve no purpose other than to cause destruction by fire. They hate the living as much as any other undead, and even hate other undead beings for their lack of fiery torment. They avoid all non-living beings, in favor of seeking out something to kill. Though they cannot be controlled by other beings, evil spellcasters have tried before to replicate the process of creating a blazing bones, hoping to coerce the monster into serving as a guardian. Blazing bones speak the same languages they did in life, though most of their speech is roared taunts or threats crackling out of their empty mouths, or attempts to trick potential victims. Blazing bones can melee with other creatures, using their fiery punches, but love to let loose with their other flame powers. It may hurl fire as a substitute for one of its slam attacks, or forego both attacks to use its firestorm power. The flames of a blazing bones inflict double damage on most types of cold undead, including vampires, liches, wights, and ghouls. Medium-size Undead (Fire); Hit Dice: 5d12 (35 hp); Initiative: +6 (+2 Dex, +4 Improved Initiative); Speed: 30 ft; AC: 17 (+2 Dex, +5 natural); Attacks:2 slams +3 melee; Damage: Slam 1d4+1 and 1d3 fire; Face/Reach: 5 ft by 5 ft/5 ft; Special Attacks: Hurl fire, firestorm; Special Qualities: Undead, fire subtype, absorb magical fire, half damage from piercing and slashing, vulnerable to water; Saves: Fort +1, Ref +5, Will +7; Abilities: Str 13, Dex 14, Con -, Int 16, Wis 16, Cha 12 Skills: Bluff +9, Hide +5, Knowledge (arcana) +11, Listen +13, Search +10, Sense Motive +9, Spellcraft +11, Spot +13 Feats: Alertness, Dodge, Improved Initiative, Lightning Reflexes, Toughness Climate: Any land and underground; Organization: Solitary; Challenge Rating: 5; Treasure: None; Alignment: Always chaotic evil; Advancement: 6-15 HD (Medium-size) Hurl Fire (Su): A blazing bones can hurl a head-sized ball of flame at a range of 20 feet. This miniature fireball deals 2d4 points of fire damage to creatures and objects that fail a Reflex save (DC 13). Firestorm (Su): Once per minute, a blazing bones can create a whirlwind within itself, collapsing into a spinning pile of fiery bones, exploding outward like a fireball spell. All creatures and objects within a 30-foot radius sphere of the blazing bones suffer 6d6 points of fire damage (Reflex DC 13 for half damage). If a blazing bones successfully grapples a creature before using its firestorm attack, that creature receives no saving throw. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save. Absorb Magical Fire (Su): Fire and heat generated by magic items, spells, or the like serve to heal a blazing bones. The monster treats all damage inflicted by magical fire as hit points gained, first healing it to its maximum normal hit points, and then permanently adding on to its normal hit point total. Every 8 hit points gained in this way increases the blazing bones Hit Dice by 1 Hit Die. Half Damage From Piercing and Slashing (Ex): Piercing and slashing weapons deal only half damage to a blazing bones, with a minimum of 1 point of damage. Vulnerable To Water (Ex): Blazing bones are especially vulnerable to normal water and holy water. Normal water causes 1d4 points of damage to the blazing bones, per splash and 2d4 per bucket, and holy water causes 4d4 points of damage per vial. Originally found in Ruins of Myth Drannor Last printed 8/11/2011 11:56:00 a8/p8 108

Bog Mummy Wherever a spark of unlife or negative energy touches a corpse naturally preserved by swamp mud, the result is a bog mummy. Bog mummies are always found roaming the place where they arose, and very rarely venture from it. In the Great Swamp, the Witch of the Fens, Thingizzard, provides the spark of negative energy needed to create bog mummies. A bog mummy appears as a withered, desiccated husk, covered in mud and wearing whatever apparel it had on at the time of death (though its clothes are now tattered and filthy). In battle, a bog mummy attacks with its fists, attempting smash any living creature it encounters. Medium-Size Undead; Hit Dice: 8d12+3 (55 hp); Initiative: +3 (-1 Dex, +4 Improved Initiative); Speed: 20 ft; AC: 17 (-1 Dex, +8 natural); Attacks: Slam +7 melee; Damage: Slam 1d6+4 and bog rot; Face/Reach: 5 ft by 5 ft/5 ft; Special Attacks: Despair, bog rot, create spawn; Special Qualities: Undead, resistant to blows, marsh move, damage reduction 5/+1, fire resistance 20, cold vulnerability; Saves: Fort +2, Ref +1, Will +8; Abilities: Str 17, Dex 8, Con , Int 6, Wis 14, Cha 15 Skills: Hide +9, Listen +10, Move Silently +9, Spot +10 Feats: Alertness, Improved Initiative, Toughness Climate/Terrain: Any marsh; Organization: Solitary, wardens (2-4), or guardians (6-10); Challenge Rating: 6; Treasure: Standard; Alignment: Always chaotic evil; Advancement: 9-16 HD (Medium-size); 17-24 HD (Large) Despair (Su): At the mere sight of a bog mummy, the viewer must succeed at a Will save (DC 16) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummys despair ability for one day. Bog Rot (Su): Supernatural diseaseslam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d6 temporary from the same ability score. Creatures afflicted with bog rot do not heal naturally and gain one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. Create Spawn (Su): Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death)or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works). Spawn are under the command of the bog mummy that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Resistant to Blows (Ex): Physical attacks deal only half damage to bog mummies. Apply this effect before damage reduction. Marsh Move (Ex): Bog mummies suffer no movement penalties for moving in marshes or mud. Cold Vulnerability (Ex): A bog mummy takes double damage from cold attacks unless a save allows for half damage. A successful save halves the damage and a failure doubles it. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Bog mummies have darkvision with a range of 60 feet. Great Swamp Bog Mummy Bog mummies from the Great swamp carry a particularly virulent form of bog rot. The information below replaces the information above (for the Great Swamp version of the bog mummy). A character slain by this disease rises as a Great Swamp bog mummy (see the create spawn ability above). Great Swamp Bog Rot (Su): Supernatural diseaseslam, Fortitude save (DC 20), incubation period 1 hour; damage 1d2 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d2 temporary from the same ability score. Creatures afflicted with Great Swamp bog rot do not heal naturally and gain one-half benefit from magical healing. Unlike normal diseases, Great Swamp bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. The Bog Mummy first appeared in Dragon 283 (Pengelly and Walton, 1997), but this version is taken from Return to White Plume Mountain (Cordell, 1999). Bog Wraiths Bog wraiths are the undying spirits of those whom drown in the murky waters of a swamp. These malignant ghosts feed from the misery of those who slowly drown within the muddy waters of haunted fens. These wraiths appear as faces figures wrapped in flowing black robes. Their robes constantly drip with the brackish waters of the fen they haunt. Their hands are wickedly clawed, though they are loath to use them. Bog wraiths much greatly prefer to use their abilities to draw victims into the fens and drown them with their sinkhole ability. Bog wraiths hate the daylight, though it has no power over them. Wherever they go they warp the natural plant life of the swamp, trees die and plants become gray and lifeless. Reeds and grasses thrive in the presence of the wraith, but natural decomposers are absent. After decades of a wraiths haunting the local marshes become deadly peat bogs. Bog wraiths prefer not to engage in combat. Instead, they flee their opponents and try to lure them deeper into the swamp. Whenever something new enters the bog the wraiths use telepathy to learn the Last printed 8/11/2011 11:56:00 a8/p8 109

creatures intentions and weaknesses. The wraiths then use ventriloquism and the light spell to create the illusion of a human being holding a lantern, calling for assistance. This illusion allows the wraith to make a bluff check against the sense motive check of the victim. If the bluff is successful the wraith can draw the victim into a natural trap within the bog. Medium sized Undead (incorporeal); Hit Dice 3d12 (20); Initiative +0; Speed Flight 30 ft; AC 14 (+4 deflection); Attacks +3; Damage 1D8 (corrupting touch); Face/Reach 5 ft; Special Attacks: Sinkhole; Special Quality: Incorporeal, spell like abilities, telepathy, undead; Saves: Fort +1, Ref +1, Will +5; Abilities: Str 14, Dex 11, Con -, Int 10, Wiz 14, Cha 8 Skills: Bluff +5, Hide +8, Listen +10, Move silently +8, Spot +10 Feats: Alertness Climate/Terrain: Swamps; Organization: Solitary; Challenge Rating: 2; Treasure: None; Alignment: Chaotic evil; Advancement: 4-6 HD (medium) Incorporeal (su): Can only be harmed by incorporeal creatures, +1 or better weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and its own attacks will pass through armor. Bog wraiths always move silently. Telepathy (su): A bog wraith can sense the thoughts of any individual within 100 feet. Wraiths use this ability discern the intentions of intruders in the swamp. Bog wraiths can use this ability at will. Sinkhole (su): A bog wraith can use this ability three times each day to turn normally solid swamp ground into a natural trap. The wet muck of a sinkhole entraps victims and sucks them downward. A bog wraith targets an area no bigger than 10 square feet. Everyone within the area must make a reflex save against a DC 13 or be entrapped. Once entrapped a victim cannot move. Over the course of ten rounds the victim is drawn into the sinkhole. A victim may escape by making a strength check against a DC of 15, or against a DC of 10 if he can grab onto something not already sinking in the mud. If the victim cannot escape the sinkhole before the tenth round he or she is buried alive. The character becomes immobile and begins to drown. Pulling a buried character out of the mud requires a strength check against a DC of 20. Spell Like Abilities (su): At will a bog wraith may cast darkness, ghost sound, light, and ventriloquism. Undead (su): Immune to mind-influencing effects, poisons, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage. Boneworm The dreaded boneworm is an amalgamation of dead desert-dwelling monks and priests. The insane tangle of bodies is fueled by a hatred of the deity and religion that failed to protect them all from starvation, thirst, and general insanity. A boneworm is a massive creature that rarely measures less than 50 feet in length. Its wormlike shape consists of a mass of thousands of charred bones bound together by a thin membrane of tendons and scorched, leathery flesh. Hundreds of half-formed faces -- faces of the bodies the boneworm formed from -- press out of the leathery flesh at random points on the creature. These faces constantly contort into expressions of madness or rage, and they endlessly cry out twisted hymns and warped prayers to mock those deities they once revered. The original boneworm came into existence when a large monastery located in the depths of a desert suddenly succumbed to a terrible disease known as bonefire. Some believe this disease came from one of the lower planes or even the Elemental Plane of Fire. In any case, the disease spread quickly, causing its victims to burn to death from the inside out as their skeletons became infused with terrible heat. It wasn't until after the victims died that the true purpose of the disease made itself known: The bodies of those who died of bonefire drew together and began to grow numerous new bones. The bones twisted together in a terrible braid of bone and dead flesh until it finally formed the monstrous abomination known as a boneworm. Boneworms have little interest in communicating with anyone, but they do understand the Common tongue. A boneworm is a near mindless entity. The combined madness of the dozens of undead bodies that comprise its being leaves little room for organized thought or combat tactics. As a result, a boneworm simply slithers toward any living creatures it detects and attacks them by rearing up and slamming them with its body. Gargantuan Undead (Fire); Hit Dice: 18d12 (117 hp); Initiative: -4; Speed: 30 ft.; AC: 17 (-4 size, -4 Dex, +15 natural), touch 2, flat-footed 17; Attacks: Slam +14 melee; Damage: Slam 3d6+13; Face/Reach: 30 ft. by 30 ft./15 ft.; Special Attacks: Desiccation aura, disease, dreadful chanting; Special Qualities: DR 15/+1, fire subtype, SR 20, undead traits; Saves: Fort +6, Ref +2, Will +11; Abilities: Str 28, Dex 3, Con -, Int 5, Wis 10, Cha 17 Skills: Climb +15, Intuit Direction +3, Listen +5, Spot +5 Feats: Power Attack Climate/Terrain: Warm desert and underground; Organization: Solitary; Challenge Rating: 12; Treasure: None; Alignment: Always chaotic evil; Advancement: 19-36 HD (Gargantuan), 37-54 HD (Colossal) Desiccation Aura (Su): Living creatures within 30 feet of a boneworm are subject to the monster's desiccation aura. Each round, a victim of this aura must make a Fortitude save (DC 19) or suffer 1 point of Constitution drain as moisture seeps from his body through the skin and slips through the air toward the boneworm. The boneworm heals 5 points of damage each round its aura desiccates living creatures (despite the Last printed 8/11/2011 11:56:00 a8/p8 110

total amount of Constitution drain inflicted, since a portion of the moisture is lost to evaporation), gaining any excess as temporary hit points. Disease (Ex): Any creature hit by a boneworm's slam attack must succeed at a Fortitude save (DC 19) or contract bonefire. The incubation period is instantaneous, and the disease deals 1d4 points of temporary Charisma damage and 1d4 points of temporary Constitution damage (see Disease, in the Dungeon Master's Guide). Victims of bonefire break into fevers as their bones pulsate with light and heat. They stink of cooked flesh, and their skeletons become visible from within their blistering bodies after two hours (unless the victim is treated effectively). Bonefire is highly contagious and is also transmitted by physical contact. Anyone who touches a person or creature diseased with bonefire (whether victims are alive or dead) must make a Fortitude save (DC 19) or catch the disease. A dead body remains infected with bonefire for a week after its death, whereupon the skeleton finally burns out in a spectacular flash of light. If at any time 18 or more bodies infected with bonefire are located within 30 feet of each other, the bodies rapidly meld together, as if drawn by a fell telekinesis, to a point at the center of the spread. Over the course of only 1 round, the bodies bind together and form a boneworm with a number of Hit Dice equal to the number of bodies that formed it. Dreadful Chanting (Su): A boneworm's numerous mouths constantly chant half-remembered hymns and prayers. This chanting, consisting as it does of dozens of different hymns, sounds like a swarm of giant flies trying to mimic human voices with their buzzing. This effect unnerves and disturbs the living, especially those who can cast divine spells. A living creature within 90 feet of a chanting boneworm must make a Will saving throw (DC 19) against this mind-affecting, sonic fear effect or become shaken. Divine spellcasters suffer a -4 penalty on this saving throw. A shaken creature suffers a -2 penalty on all attack rolls, weapon damage rolls, and saving throws. Additionally, a divine spellcaster must make a successful Concentration check (DC 20 + spell level) to cast a spell in the area of the boneworm's chanting. Fire Subtype: A boneworm is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure. Undead Traits: A boneworm is immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-influencing effects, and any effect requiring a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals it, and it is not at risk of death from massive damage but is destroyed at 0 hit points or less. A boneworm has darkvision (60-foot range). It cannot be raised, and resurrection works only if it is willing. Crypt Thing A crypt thing is a kind of undead guardian that is built to watch over a particular site or object and deal with intruders in a non-lethal manner. The creature appears as nothing more unusual than a skeletal figure in tattered robes. When active, its eyes glow with a fierce red light. A crypt thing exists only to guard, and it typically watches over a religious treasure, tomb or holy site. It normally waits in an alcove or on a chair provided for it. It speaks Common and is willing to converse with those that do not threaten it while it tries to scare away creatures it thinks are easily cowered. A cleric of 14th level or higher can use create undead to create a crypt thing. A crypt thing attacks only if assaulted or if it believes it cannot drive away those who enter the place it guards. Its first act is to use its scatter defilers ability, and then it attacks with its claws until all its enemies are dead or fleeing. If approached by creatures it has dispered with its scatter defilers ability, it attacks immediately. Medium-Size Undead; Hit Dice 6d12 (39 hp); Intitaitve +7; Speed 30; AC 17 (+3 Dex, +4 natural, touch 13, flat-footed 14); Attack claw +7; Full attack 2 claws +7 melee; Damage Claw 1d6; Face/Reach: 5 / 5; Special Attacks: Scatter Defilers; Special Qualities: Turn Resistance +4, Undead Traits; Saves: Fort +2, Ref +5, Will +7; Abilities: Str 10, Dex 16, Con -, Int 11, Wis 15, Cha 13 Skills: Bluff +6, Diplomacy +10, Disguise +1 (+3 acting), Escape Artist +8, Intimidate +8, Listen +7, Sense Motive +7, Spot +8, Use Rope +3 (+5 binding) Feats: Deflect Arrows, Improved Initiative, Weapon Finesse, Wepon Focus (claw) Climate / Terrain: Underground; Organization: Solitary; Challenge Rating: 3; Treasure: See Text; Alignment: Always neutral; Advancement: 7-12 HD (Medium-size), 13-18 HD (Large) Scatter Defilers (Su): Once per day, a crypt thing can target its enemies with a teleportation effect, which causes them to be transported 1d10x10 feet in a random direction (Will DC 14 negates). Targets that fail their saves arrive safely in the closest open space to the destination (including shifting up or down if necessary) if a solid body occupies that location. This ability affects a number of enemies equal to the crypt things Hit Dice, and all targets must be within a 30 burst centered on the crypt thing. The transported targets cannot take any actions until their next turn. Turn Resistance (Ex): While within 50 of the location or object it guards, a crypt thing is treated as an undead with 4 more hit dice than it actually has for the purpose of turn, rebuke, command or bolster attempts. Undead Traits: A crypt thing is immune to mind-affecting effects, poison, sleep, paralysis, stunning, diseas, death effects, necromantic effects (unless specifically targeting undead) and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain or death from massive damage. A crypt thing cannot be raised and resurrection works only if it is willing. A crypt thing has 60 darkvision. Last printed 8/11/2011 11:56:00 a8/p8 111

Death Tyrant The death tyrant is an undead form of beholder aking to a zombie, though it retains some of the behodlers innate magical abilites. A death tyrant appeas as a rotting, mold-encrusted beholder. Gaping wounds whether from injury or simply decomposition exspose the insides of its body and it is either missing a few eyestalks or has a milky film over some of its eyes. Because of its zombie-like state, it moves and turns more slowly than other beholders, and it does not speak or understand language. A death tyrant is programmed with specific instructions when it is created. These instructions are usually quite simple; for example Attack all humans who enter this chamber until they are destroyed or flee. Do not leave this chamber. A death tyrant with no instructions simply attacks all living things it perceives. Though it is a mindless undead, it still fights as if it had intelligence, using its eyes as effectively as possible. Large Undead; Hit dice 11d12 (71); Initiative: +0; Speed: Fly 15 (average); AC: 20 (-1 size, +11 natural); Attacks: Bite +4 melee; Damage: Bite 2d4; Face/Reach: 5 x 5 / 5; Special Attacks: Eye Rays +4 rangd touch; Special Qualities: All-around vision, antimagic cone, feather fall, flight, partial actions only, +2 turn resistance, undead traits; Saves: Fort +3, Ref +3, Will +11; Abilities: Str 10, Dex 10, Con -, Int -, Wis 15, Cha 17 Skills: Search +8, Spot +20 Feats: Flyby Attack, Iron Will, Shot on the Run Climate/Terrain: Any land or underground; Organization: Solitary; Challenge Rating: 13; Treasure: Standard; Alignment: Always Neutral; Advancemnet: 12-16 HD (Large), 17-33 HD (Huge) All-Around Vision (Ex): A death tyrants many eyes give it a +4 racial bonus to Search and Spot checks. Opponents gain no flanking bonus when attacking it. Antimagic Cone (Su): Unles it has loss the use of its central eye (see below), a death tyrant continually produces a 150 antimagic cone extending straight in front its body. This cone functions just like antimagic field cast by a 13th level sorcerer. All magical and supernatural powers and effects within the cone are suppressed even the death tyrants own eye rays. Once each round, during its turn, it decided which way it will face and whether the antimatic cone is active or not. The creature can deactivate the cone by shutting its central eye. Note that a death tyrant can bite only those directly ni front of it. Eye Rays (Su): In life, a death tyrant had ten small eyes on stalks atop its body, each with its own supernatural power, plus a large central eye. Typically, a given death tyrant has lost use of 1d4+1 of these eyes, selected randomly. Eacwh of the surviving small eyes can produce a magical ray once per round, even when the death tyrant is attacking physically or moveing at full speed. Each of the surviving small eyes can produce a magical ray once per round, even when the death tyrant is attacking physically or moving at full speed. The creatur can easily aim all its eyes upward, but its body tends to get in the way when it tries to aim its eyes in other directions. During a round, it can aim only three eyes at targets in one arc other than up (forward, right, left, backward or down). The remaining eyes must aim at targets in othr arcs or not at all. A death tyrant can tilt and pan its body each round to change which rays it brings to bear in an arc. Each eyes effect resembles a spell cast by a 13th level sorcerer but follows the rules for a ray. All rays have a range of 150 feet and a save DC of 18. 1. Charm Monster: The target must succeed in a Will save or be affected as though by the spell. 2. Charm Person: The target must succeed at a Will save or be affected as though by the spell. 3. Disintegrate: The target must succeed at a Will save or be affected as though by the spell. 4. Fear: This works like the spell, except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell. 5. Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. A target who makes a successful save still takes 3d6+13 points of damage. 6. Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. 7. Inflict Moderate Wounds: This works just like the spell, dealing 2d8+10 points of damage or half the amount with a successful Will save. 8. Slow: This works like the spell, except that it affects one creature. The target must succeed at a Will save or be affected as though by the spell. 9. Sleep: This works like the spell, except it affects one creature with any number of hit dice. The target must succeed at a Will save or be affected as though by the spell. 10. Telekinesis: The beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save. Feather Fall (Sp): The death tyrants natural buoyancy grants it a permanent feather fall effect with personal range. Flight (Ex): A death tyrants body retains its natural buoyancy, allowing it to fly as the spell, as a free action, at a speed of 15 feet. Partial Actions Only (Ex): Death tyrants are slow and unresponsive, so they can perform only partial actions. Thus, they can move or attack, but can do both only if they charge (a partial charge). Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage. Last printed 8/11/2011 11:56:00 a8/p8 112

Dracolich (Template) The dracolich is an undead creature resulting from the transformation of an evil dragon. A dracolich can be created from any of the evil dragon subspecies. It appears as a skeletal or semi-skeletal version of its former self, with glowing points of light in its shadowy eye sockets. Dracolich is a template that can be added to any evil dragon (hereafter referred to as the base creature). When creating a dracolich, use the base creatures statistics and special abilities as a starting point, then make the following adjustments. Hit Dice: As base creature. Speed: As base creature. A dracolich flight becomes a supernatural ability. AC: As base creature, with an additional +2 natural armor bonus (the hide toughens when the dragon becomes a dracolich). Attacks: As the base creature, except the dracolich cannot make an effective crush attack. Damage: As base creature, plus and additional 1d6 points of cold damage. A successful attack may also paralyze the victims; see special attack below. Special Attacks: A dracolich retains all the special attack forms of its original dragon form, including breath weapon, spell use and spell-like abilities. Some of these are enhanced and it also gains some new abilities. Control Undead (Sp): Once every three days, a dracolich can cast control undead as a 15th level sorcerer. The dracolich cannot cast other spells while this ability is in effect. Frightful Presence (Ex): Since the dragons charisma score increases by 2, the save DC for the dracolichs frightful presence ability increases by 1. Paralyzing Gaze (Su): The gaze of a dracolichs glowing eyes can paralyze victims within 40 feet who fail a fortitude save (DC 10 + HD + Cha mod). If the saving throw is successful, the character is forever immune to the gaze of that particular dracolich. If it fails, the victim is paralyzed for 2d6 rounds. Paralyzing Touch (Su): A creature struck by any of the dracolichs physical attacks must make a Fortitude save (DC 10 + HD + Cha mod) or be paralyzed for 2d6 rounds. A successful saving throw against this effect does not confer any immunity to further attacks. Special Qualities: A dracolich retains all the special qualities of its original form. Again, some are enhanced and the dracolich gains some new ones as well. Immunities: In addition to the standard undead immunities, a dracolich is immune to polymorph, cold and electricity. Like a skeleton, it only takes half damage from piercing or slashing weapons. Invulnerability: If a dracolich is slain, its spirit immediately returns to its phylactery. If there is no reptilian corpse within 90 feet for the spirit to possess, it is trapped until such a time, if ever, that a corpse becomes available. A dracolich is difficult to destroy. If its spirit is currently contained in its phylactery, destroying that item when a suitable corpse is not in range destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its phylactery is destroyed. The fate of a disembodied dracolich spirit that is, a spirit with no body or phylactery is unknown, but presumably it is drawn to the lower planes. Spell Resistance (Ex): Becoming a dracolich increase the dragons spell resistance by +3, with a minimum of 16. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage. Saves: As base creature. As undead, dracoliches are immune to anything that requires a Fortitude unless it also affects objects. Abilities: Being undead, the dracolich has no constitution score. Its charisma score is increased by +2, which increases the save DC against its frightful presence and special powers. Otherwise, the dracolichs ability scores remain the same as the base creatures. Skills and Feats: As the base creature. Climate / Terrain: As base creature; Organization: Solitary; Challenge Rating: Base creature +3; Treasure: As base creature; Alignment: Always evil; Advancement Range: Up to +2 HD Dracolich Creation The process usually involves a cooperative effort between the evil dragon and a cults wizards, but especially powerful cult leaders may have been known to coerce an evil dragon to undergo the transformation against its will. Any evil dragon is a possible candidate for transformation, although dragons of old age or older, with spellcasting abilities, are preferred. Once a candidate is secured, the Cult wizards first prepare the phylactery, an inanimate object that will hold the dragons life force. The phylactery must be a solid item of not less than 2000 gp value and resistant to decay. Gemstones, particularly ruby, pearl, carbuncle and jet are commonly used. The phylactery is created using the Craft Wondrous Item feat. The cost is 50000 gp so the wizard preparing it must spend 2000 xp and 25000 gp in materials. The caster level of the dracolich phylactery is 13th, so the character must have been able to control death. Next, a special brew is prepared for the evil dragon to consume (cost 2500 gp and 200 xp, Brew Potion, caster level 11th; the secret of creating the brew is known only to those who have read the Tome of the Dragon). The potion is a lethal poison and slays the dragon for whom it was prepared without fail. If any other creature drinks the brew, the save DC is 25 and the initial Last printed 8/11/2011 11:56:00 a8/p8 113

and secondary damage is 2d6 Constitution drain (permanent). Upon the death of the imbibing dragon, its spirit transfers to the phylactery, regardless of the distance between them. A Dracolichs Phylactery Whether the dracolich first dies, and any time its physical form is destroyed thereafter, its spirit instantly retreats to its phylactery regardless of the distance between that and its body. A dim light within the phylactery indicates the presence of the spirit. While so contained, the spirit cannot take any actions except to possess a suitable corpse; it cannot be contacted nor attacked by magic. The spirit can remain in the phylactery indefinitely. A spirit contained in a phylactery can sense any reptilian or dragon corpse in a 90 radius of medium size or smaller. It can attempt to possess this character. Under no circumstances can the spirit possess a living body. The spirits original body is ideal, and any attempt to possess it is automatically successful. To process a suitable corpse other than its own, the dragon must pass a Charisma check DC 10 for a dragon, DC 15 for any dragon type creature that is not a true dragon) or DC 20 (for any other kinds of creatures). If the check fails, the dracolich can never possess that particular corpse. If the corpse accepts the spirit, it becomes animated. If the animated corpse is the spirits former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich (see below). Proto-Dracoliches A proto-dracolich has the mind and memories of its original form but the hit points and spell immunities of the dracolich. A proto-dracolich can neither speak nor cast spells. Further, it cannot cause chilling damage, use a breath weapon or cause fear as a dracolich. Its strength, speed and AC are those of the possessed body. The proto-dracolich can transform immediately to its full dracolich form by devouring at least 10% of its original body. Failing that, it transforms to its full form over the course of 2d4 days. When the transformation is complete, the dracolich resembles its original body. It can now speak, cast spells and employ the breath weapon it originally had, in addition to gaining the abilities of a dracolich. A dracolich typically keeps a few spare bodies of a suitable size near the hiding place of its phylactery, so that if its current form is destroyed it can possess and transform a new body with in a few days. Destroying a Dracolich Defeating a dracolich is not an easy proposition. First its physical form must be destroyed a not inconsiderable undertaking. Then its phylactery must be located and destroyed before the dracolich successfully possesses a new body and begins to transform it. It may prove more expedient to locate the phylactery and remove it from the vicinity of any suitable reptilian corpses before confronting the dracolich itself. Flayed One The Flayed Ones (a.k.a. the Flayed Ones of Xipe Totec, or simply the Chosen) are devotees of an ancient and primordial power of war and fertility. Xipe Totec as he is referred to by these devotees has had a small sphere of influence over numerous planes. These followers originate from an alternate Prime Material Plane where the most loyal of Xipe Totecs subjects would undergo a ritual of transformation into an undead state. The ultimate hope of every true believer of Xipe Totec was to achieve undeath so that they would be able to spread his will throughout the universe for all eternity. Physically these abominations are among the most horrific of all undead. Flayed Ones appear very similar because they share a grisly common feature; they have absolutely no layers of skin to mask their bodies. Looking upon them is maddening to say the least because every bloody sinewy, tendon, and ligament is clearly visible for all to see. What is more horrific is the fact that they continually seem to ooze fresh blood from every corner of their body. Even while moving a Flayed One clearly leaves a visible trail to follow and the stench of perpetual death follows them wherever they go. Despite the lack of an outer hide they move with a fluid grace fitting that of a trained warrior and each has ritually scared their faces and chest with symbols and markings honoring Xipe Totec. Only these markings can clearly illustrate the differences between any two specimens. Their similar builds and height suggest that the Flayed Ones were originally taken from a single caste or group of devotees hence the reason they show little variation between individuals (all have ritually sacrificed their genitalia prior to becoming undead). The keen observer who is able to overcome the shock of their initial appearance will also see that their teeth have been filed and sharpened to a dagger like display. These modifications were made in life because among the many rites of Xipe Totec cannibalism was very prominent. The process of becoming a Flayed One is an arduous undertaking. First, the ritual must be conducted by a priest of sufficient level since there are a number of spells required to bring about the change. Second, the receipt of Xipe Totecs blessings must be a truly loyal devotee. If the subject is unwilling then the transformation cannot take place at all. Assuming all of these conditions are met there is still only a small chance that the subject will rise to become a Flayed One (see spell entry Gift of Servitude for exact details of the transformation process). After their creation the Flayed One is generally left to do as it pleases. It is understood that if the transformation was successful then it was indeed the blessings of Xipe Totec that allowed it to be born. As such it is not uncommon that a Flayed One will stay within a temple or shrine associated to Xipe Totec. More often than not devotees will sacrifice victims to the Flayed One because it is believed that these chosen ones have the ear of their god. It is just as likely that victims are regularly sacrificed (either ritually, or simply throne Last printed 8/11/2011 11:56:00 a8/p8 114

into an enclosed temple for sport) so that the murderous beings will have a steady supply of blood and keep their hostilities aimed towards outsiders and not the followers. It should be noted that since they are intelligent Chaotic Evil undead the Flayed One can gain just as much amusement by spreading death and carnage among the followers of Xipe Totec. Others have instead established themselves as demi-gods and have entire tribes of humans, and humanoids worshiping them out of fear. These villains become the most dangerous creatures of all having entire legions of fanatical warriors to serve the banner of Xipe Totec (or even their own insidious agenda). In general Flayed Ones rarely congregate together unless it serves some common goal. A Flayed One is a truly dangerous opponent. Not only are they intelligent combatants, but also they usually have allies to call upon. Whenever a Flayed One is encountered it is likely that other worshipers of Xipe Totec are not far behind (commoners, warriors, and adepts, DMs discretion). In this regard a confrontation with warriors and priests in addition to the Flayed One is more than likely. When attacking they swing their bloodied fists and will also seek to bite opponents with their wicked teeth. Though most disdain the use of weapons some have resorted to using maces and axes wielding them with impressive skill thanks in part to their unholy strength. Also given their dazzling array of powers engaging in hand to hand combat is considered suicidal unless the opponent can overcome its formidable array of defenses. Medium-Size Undead; Hit Dice: 8d12 (52); Initiative: +6 (+2 Dex, +4 Improved Initiative); Speed: 30 ft.; AC: 16 (+2 Dex, +4 natural); Attacks: 2 slams +8 melee, bite +3 melee; Damage: Claw 1d6+4, bite 1d4+2; Face/Reach: 5 ft. by 5ft./5 ft.; Special Attacks: Blood drain, blood droplets, frightful presence, and stench Special Qualities: Damage reduction 10/+1, turn resistance +2, undead qualities; Saves: Fort +2, Ref +4, Will +8; Abilities: Str 19, Dex 14, Con -, Int 14, Wis 14, Cha 13 Skills: Climb +10, Intimidate +12, Listen +8, Search +8, and Spot +8 Feats: Alertness, Dodge, Improved Initiative Climate/Terrain: Any tropical or sub-tropical land Organization:Solitary, war party (1 Flayed One, 1-8 followers), or Tribal (1-6 Flayed Ones and 10-100 followers); Challenge Rating: 8; Treasure: None; Alignment: Always chaotic evil; Advancement: 9-12 HD (Large) Blood Drain (Ex): A Flayed One can suck the blood from their victims as long as they can make a successful grapple check. If it can pin a foe then the Flayed One will drain blood (standard bite damage), and inflict 1 point of permanent Constitution drain each round. Blood Droplets (Ex): While it attacks the swift movements of the Flayed One causes everyone within a radius of 5 ft. to be sprayed with its fine droplets of blood. Thank to its unholy nature and the vile potions used in its creation the blood inflicts and additional 1d4 points of damage per round of combat the Flayed One is engaged in. The blood is similar to acid and any beings immune to that attack form take no damage. Frightful Presence (Ex): The visage of these beings is such that any one within 30 feet of the Flayed One who witness it engaged in combat or otherwise enraged must make a successful Will save (DC 15) or become frightened (see page 84 and 85 in the DMG). This ability will only hamper creatures with less hit dice or levels than the Flayed One. Stench (Ex): Another reason why engaging in melee combat with these unholy creatures is so costly is the stink of death and decay that surrounds them. Anyone within 10 feet must make a Fortitude save (DC 15) or suffer intense nausea suffering a 2 penalty on all attacks, saves and skill checks for 2d6 rounds. After this initial shock (or save) the player does not have to roll again to resist the stench. Damage Reduction (Su): Thanks to their undead state the Flayed One reduces 10 points from any damage it sustains unless from a silver or magical weapon. One exception is any weapon that has been blessed by a Lawful Good priest. Such weapons deal damage normally. Holy Water will also deal 2d6 points of damage per vial thrown at the creature. Turn Resistance (Ex): Thanks to the blessings conferred upon it during its transformation a Flayed One gains a +2 modifier when resolving turn or rebuke attempts made by clerics or paladins. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Haunt The haunt is the spirit of a person that died before completing some vital task. A haunt inhabits an area within 60 feet of where its body died. It never leaves this area. It desires but one thingits final rest. To accomplish this it must possess a living creature and finish the task that prevents it from finding eternal rest. A haunt only attacks humanoid creatures. A haunt attacks using its incorporeal touch. It concentrates on a single foe, attempting to render it helpless by draining its Dexterity. Once that victim reaches Dexterity 0, the haunt uses its malevolence ability to possess the body and attempts to finish its task. If the haunt is attacked while possessing a body, it uses all the abilities of the host to defend itself. Medium-Size Undead (Incorporeal); Hit Dice: 5d12 (32 hp); Initiative: +4 (+2 Dex, +4 Improved Initiative); Speed: 20 ft, fly 30 ft; AC: 14 (+2 Dex, +2 deflection); Attacks: Incorporeal touch +4 melee; Damage: Incorporeal touch 1d3 temporary Dexterity damage; Face/Reach: 5 ft by 5 ft/5 ft; Special Attacks: Dexterity damage, malevolence, strangle; Special Qualities: alternate form, undead, incorporeal, vulnerability, immunity to turning, reform body; Saves: Fort +1, Ref +3, Will +6; Abilities: Str , Dex 15, Con , Int , Wis 14, Cha 14 Feats: Blind-Fight, Improved Initiative Last printed 8/11/2011 11:56:00 a8/p8 115

Climate/Terrain: Any land and underground; Organization: Solitary; Challenge Rating: 4; Treasure: None; Alignment: Any; Advancement: 6-9 HD (Medium-size); 10-15 HD (Large) Dexterity Damage (Su): The touch of a haunt deals 1d3 points of temporary Dexterity damage to a living foe. A creature reduced to Dexterity 0 by a haunt is attacked by the haunts malevolence ability. Malevolence (Su): The haunt can use this ability once per round, and only does so against a foe whose Dexterity has been reduced to 0. This ability is similar to magic jar as cast by a 10th-level sorcerer except that it does not require a receptacle. The victim receives a Will save (DC 17) to avoid. If the attack succeeds the haunt vanishes into the opponents body and the hosts Dexterity returns to normal. The haunt uses the hosts body to complete the task that binds it to the Material Plane. Once the task is completed, the haunt leaves the host and fades away forever. When the haunt leaves the host, the victims Dexterity is 3. Lost Dexterity points are regained at the rate of 1 point per hour. If the material body is slain while the haunt is contained in it, the creature haunts the area where its host was slain. Strangle (Su): If an opponent possessed by the haunt (i.e., one the haunt has successfully used its malevolence against) has an alignment opposite to that of the haunt, the creature attempts to strangle the victim using the victims own hands. Unless precautions are taken to restrain the possessed victims hands, they immediately reach for the throat and begin strangling the haunt-possessed body. An opponent takes 1d4 points of damage each round until his hands are forcibly restrained (Strength check at a DC equal to the victims Strength), the haunt is ejected from the body, or the victim dies. The victim cannot hold his breath while being strangled in this manner. Alternate Form (Su): A haunts natural form is that of a translucent image appearing much as the person did in life. As a standard action, it can assume one other form. A haunt can alter its form so as to appear as a luminescent ball of light (possibly being mistaken for a will-o-wisp in this form). It cannot use its Dexterity damage attack or its malevolence attack in this form and loses its incorporeality. The haunt gains a +1 size bonus to its AC while in this form. A haunt remains in one form until it chooses to assume a new one. A change in form cannot be dispelled. Vulnerability (Ex): A haunt can be forcibly ejected from a host if hold person is cast on the victim and the haunt fails its Will save. A dispel evil instantly ejects the haunt and slays it forever. Immunity to Turning (Ex): A haunt cannot be turned or rebuked. Reform Body (Su): A haunt that is slain reforms at full strength in one week. A haunt slain by dispel evil does not reform. Hungry Dead (Template) In most respects the hungry dead appear to be otherwise normal zombies, however they have a spark of savage intelligence and are capable of limited speech. Adventurers who mistake the hungry dead for mere zombies are in for a horrifying surprise: the hungry dead are undead creatures that crave the flesh of the living. They rise from the grave hunt the night, ever seeking victims to sate their eternal hunger. Such is their unnatural hunger that once a victim is slain 2-5 hungry undead will stop attacking to feed on the dead victim. Hungry dead will not eat other undead, only fresh slain corpses. The animating force of the hungry dead is concentrated in a particular part of the body (such as the head); one of these creatures cannot be destroyed by physical attacks except by the destruction of that body part. Hungry dead is a template that can be added to any corporeal creature other than an undead (referred to hereafter as the base creature). The creatures type changes to Undead. It retains most type modifiers (such as Fire or Aquatic), but loses alignment type modifiers (such as Good) and type modifiers that indicate kind (such as Goblinoid or Reptilian). Hungry dead keep Air, Aquatic, Cold, Earth, Electricity, Fire, Water subtypes. They lose Chaotic, Evil, Good, Lawful, Reptilian, and Humanoid (e.g., Elf) subtypes. It uses all the base creatures statistics and special abilities except as noted here. Hit Dice: Same as base creature +1, increase to d12 Speed: Same as base creature -10 ft. (minimum 10 ft.) AC: The base creatures nature armor improves by +2. Although a hungry dead may carry a shield it used in life, it is incapable of using it defensively, and gains no AC benefit from it Special Attacks: The hungry dead retains only the natural attacks of the base creature and also gains 2 slams and a bite attacks if it didnt already have them. Recalculate the hungry deads melee attack bonuses based on its new type (undead) and ability scores. The slams are the primary attack, and the bite is the secondary attack. Damage: Hungry dead have 2 slams and a bite attacks. If the base creature does not have this attack form, use the damage value in the table below. Size: Bite Damage Diminutive: 1; Fine: 1d2; Tiny: 1d3; Small: 1d4; Medium-size: 1d6; Large: 1d8; Huge: 2d6; Gargantuan: 2d8; Colossal: 4d6 Special Attacks: The hungry dead looses all special attacks, and gains Improved Grab if it didnt already have it. Improved Grab (Ex): If a hungry dead hits an opponent of its size or smaller with both slam attacks in a single round, it attempts a grapple with its opponent. Upon a successful grapple check, the hungry dead latches on and delivers a bite attack. The bite attack automatically hits. Last printed 8/11/2011 11:56:00 a8/p8 116

Special Qualities: Special Qualities: The hungry dead loses all special qualities except any subtypes it retains (such as the Fire subtype). The hungry dead gains the Undead type. Animating Force (Su): DR --/animating force. Hungry dead only take hit point damage from attacks that strike the body part containing their animating force. Other successful strikes on a hungry dead will damage the body, but otherwise inflict no real harm. Although the hungry dead are technically immune to critical hits, a critical hit is required to strike the animating force. The first attack roll of a natural 19 or 20 against a hungry dead will strike the animating force. Once the location of the animating force is known, opponents can specifically target that location by accepting a -4 modifier to their attack roll. Saves: Recalculate saves based on new Hit Dice and ability scores Abilities: Str +2, Con , Int 3, Wis 10, Cha 1 Skills: The hungry dead looses all skills Feats: The hungry dead looses all feats except Improved Initiative. If the base creature did not have Improved Initiative, it gains this feat for free Climate: Same as base creature; Organization: Mob (5-20); Treasure: None; Alignment: Always neutral evil; Advancement: Hit dice are based on Advanced Hit Dice, if applicable Sample Hungry Dead This example Hungry Dead uses a Centaur as the base creature Hungry Dead Centaur; Large Undead; Hit Dice: 5d12 (32 hp); Initiative: +6 (Dex, Improved Initiative); Speed: 40 ft; AC: 15 (-1 size, +2 Dex, +4 natural); Attacks: 2 hooves +6 or 2 slams +6, bite +1 Damage: Hoof 1d6+5, slam 1d6+5, bite 1d6+2; Face/Reach: 5 ft. by 10 ft./5 ft; Special Attacks: Improved Grab; Special Qualities: Animating force, undead; Saves: Fort +1, Ref +3, Will +4; Abilities: Str 20, Dex 14, Con , Int 3, Wis 10, Cha 1 Feats: Improved Initiative Climate/Terrain: Temperate forest; Organization: Mob (5-20); Challenge Rating: 3; Treasure: None; Alignment: Neutral evil Dragon #138 Hungry Waters Hungry waters may come into being wherever someone has drowned; in certain cases, the spirit of the dead may infest the area, causing the water to become a deathtrap for the unwary swimmer. The very waters become the new body of the angry spirit, which is continually seeking to bring new souls to share its eternal torment. With each such drowning victim, the area grows more deadly. Hungry Waters appear as nothing more than large pools of water, though perhaps a bit calmer on the surface than most. The waters infested by the spirit look very calm; indeed they seem phenomenally easy to swim through. This impression usually lasts until the swimmer is halfway through the area, at which point powerful undertows develop, dragging the swimmer under (the DC of any Swim checks made in this area is 25). If the swimmer does manage to escape the flow of water, the area will return to normal, with no sign of the dangerous currents. Although the hungry waters can be forced into dormancy with fire, the only true way to get rid of them completely is to perform an exorcism of the area in which they drowned. Large Undead; Hit Dice: 4d12 (26); Initiative: -4 (-4 Dex); Speed: Swim 5 ft.; AC: 17 (-4 Dex, +11 natural); Face/Reach: 5 ft by 5 ft / 15 ft; Special Attacks: Improved Grab, Swallow Whole; Special Qualities: Blindsight, Damage Reduction 30/fire; Saves: Ref +0, Fort +2, Will +1; Abilities: Str 19, Dex 2, Con -, Int 2, Wis 2, Cha 2 Climate/Terrain: Any aquatic; Organization: Swarm; Challenge Rating: 3; Treasure: Standard; Alignment: Always evil; Advancement Range: 5-10 HD (Huge) Mummy, True (Template) The true mummy is the pinnacle of the embalmers artsentient undead as powerful as many a lich. The true problem with becoming one is that almost all the vital work for the creation of the true mummy occurs after the death of the person to be preserved, and there are no guarantees that the embalmer will do the job correctly, or that he will not steal the immortal power of the true mummy as his own, leaving the true mummy as a nearly mindless automaton of the gods of death. Generally, someone who becomes a true mummy had an overwhelming goal motivating him towards eternal life in this blessed form. This goal propels the new mummy through his unlife. True mummies are, thus, less scheming and secretive than a lich in how they perceive and interact with the world of the living. A true mummy is a preserved corpse animated by divine necromancies. Unlike traditional mummies (unless their sacred vessels are stolen or destroyed, see below), the true mummy remains in good physical condition, avoiding the fate of the dull-minded corpses that are lesser mummies. The process of embalming usually makes a true mummy appear as a body wrapped in fine linen, which is covered with ritual writings, from head to toe. Some traditions do not cover the mummys head, or unwrap the mummy completely after a successful ritual. Such mummies may even look almost alive. True mummies may wear and use any accoutrement that a living creature of their base type can. 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True Mummy is a template that can be added to any sentient (Intelligence 3+), living, corporeal creature that is not an outsider or plant (hereafter referred to as the base creature). The base creatures type changes to Undead. Unless otherwise noted, in this template HD stands for Hit Dice plus any character levels the creature possesses. A true mummy uses all of the base creatures statistics and special abilities except as noted here. Hit Dice: Increase die type to d12. AC: Natural armor improves by +4. Attacks: The mummy has a slam attack that may be used in place of other attacks. Damage: Mummies do slam damage as an undead creature of their size. If the slam is the mummys only natural attack, it gets 1.5 time the mummys Strength bonus (positive only) as bonus damage, instead of the normal x1. Special Attacks: The true mummy retains all the base creatures special attacks, besides those that require an active metabolism (like poison), and gains: Gaze of Despair (Su): Under the withering gaze of the longdead mummy, living victims must succeed at a Will save (DC equal to 10 + one-half of the true mummys HD + its Charisma bonus) or cower in fear for 1d6+1 rounds, remaining shaken for the next 3d6 rounds. Special Qualities: The true mummy retains all the base creatures special qualities according to the same restriction in Special Attacks above and gains the following: Damage Reduction (Ex): True mummies have DR 10/+2. Darkvision (Ex): True mummies can see in non-magical darkness up to a range of 60 ft., or the base creatures range, whichever is better. Fast Healing (Ex): As long as the true mummy is in possession of its sacred vessels (see below), it regains hit points at an exceptionally fast rate, even when reduced below zero hit points. Each round the true mummy heals 5 + one-half of the its HD in hit points. The mummy recovers even from the utter destruction of its body. Immunities (Ex): The true mummy is immune to cold, electricity, and polymorphing. Resistant To Blows (Ex): Physical attacks deal only half damage to the true mummy. Apply this effect before applying damage reduction. Turn Resistance (Ex): A true mummy has turn resistance equal to one + one-third of its HD. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Abilities: Modify from the base creature as follows: Strength +6, Wisdom +4, Charisma +4. As an undead creature, the true mummy has no Constitution score. Feats: A true mummy gains Toughness as a bonus feat. CR: Base creatures CR +2; Treasure: Standard coins; double goods; double items; Alignment: Usually evil; Advancement: By character class; ECL: +5 Necroclasm What at first appeared to be a fast-moving cloud of volcanic ash resolves into something far more terrible. Thousands of burning bodies and blackened skeletons tumble and roil in the cloud. Periodically, huge tentacles formed of ash and bodies emerge from the cloud to swipe away buildings and great swaths of trees. The unliving bodies emit a constant thunderous scream, as if a volcano had learned to wail in agony from the fire in its core. The necroclasm is one of the largest forms of undead; fortunately, they are limited in range to the volcano that spawned them. A necroclasm forms when a large group of evil creatures are destroyed by a volcanic eruption. Typically, a city of evil-doers founded on the slopes of what was assumed to be a dormant volcano form the building blocks of a new necroclasm. The creature itself is, in some ways, similar to a swarm of burning undead bodies, although the creature displays few of the actual qualities of the swarm subtype. Necroclasms possess some intelligence, but they have little interest in turning their evil outward into surrounding regions. They prefer to haunt a forty to sixty mile radius about the base of their parent volcano, and they constantly scour the landscape for living creatures to eradicate and absorb into their mass. A necroclasm must retreat to the cauldron of its parent volcano during the night; unlike most undead, these creatures are active only during the day. They retain their abilities and mobility at all times within the volcano itself, but they cannot physically move beyond the rim of its caldera until sunrise. Colossal Undead; Hit Dice: 50d12 (325 hp); Initiative: +8; Speed: 30 ft. (6 squares), fly 80 ft. (perfect) (16 squares); Armor Class: 29 (-8 size, +4 Dex, +20 natural, +3 deflection), touch 9, flat-footed 25; Base Attack/Grapple: +25/+58; Attack: Slam +34 melee (4d6+17/19-20); Full Attack: 4 slams +34 melee (4d6+17/19-20); Space/Reach: 30 ft./30 ft.; Special Attacks: Fiery aura, incineration, thunderous roar; Special Qualities: Damage reduction 15/+2, darkvision 60 ft., immunity to electricity and fire, spell resistance 26, undead traits, vulnerability to cold; Saves: Fort +16, Ref +22, Will +27; Abilities: Str 44, Dex 18, Con --, Int 6, Wis 6, Cha 16; Skills: Balance +8, Intimidate +23, Jump +21, Listen +30, Spot +30, Tumble +30; Feats: Alertness, Ability Focus (thundrous roar), Awesome Blow, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Whirlwind Attack[B]; Environment: Any volcano; Last printed 8/11/2011 11:56:00 a8/p8 118

Organization: Solitary; Challenge Rating: 25; Treasure: Double standard (no flammable objects); Alignment: Always chaotic evil; Advancement: 51+HD (Colossal); Level Adjustment: -Necroclasms gain a deflection bonus to their AC equal to their Charisma bonus. Additionally, during the day they gain a +4 profane bonus to their AC. Combat: A necroclasm's preferred mode of attack is to simply charge into the midst of its enemies and become surrounded, after which it uses whirlwind attack to punish all creatures within reach. It usually saves its incineration ability for particularly dangerous creatures, or against targets quick and canny enough to remain out of reach of its melee attacks. Fiery Aura (Su): The air around a necroclasm is heated to abysmal temperatures by the undead creature's burning body. All creatures within 30 feet of a necroclasm suffer 6d6 points of fire damage per round (no saving throw). This is continuous damage for purposes of disrupting spellcasting. Incineration (Su): As a full-round action, a necroclasm can emit a line of white-hot ash to a range of 120 feet. All creatures affected by this line suffer 20d6 points of fire damage; a successful Reflex save (DC 38) halves the damage done. A creature slain by this damage is reduced to ashes and immediately drawn into the necroclasm's body, healing the necroclasm an amount of damage equal to that creature's normal maximum hit point total. The save DC is Charisma-based. Thunderous Roar (Su): A necroclasm constantly emits a thunderous roar of rage, despair, and fear as the thousands of damned souls that constitute its body are forced to constantly relive the terror of their volcanic death. This roar drowns out all conversation within 60 feet of the necroclasm, deafening all creatures for as long as they remain in the area. Additionally, all creatures in this area must make a successful Will saving throw (DC 40) or become shaken for as long as they remain in the area. A successful save makes a creature immune to the necroclasm's thunderous roar for one day. Thunderous roar is a mind-affecting fear effect, and the save DC is Charisma-based. Undead Traits: A necroclasm is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. Darkvision 60 ft. Phantasm Emulator Emulators are outwardly similar to human beings. They are expertly touched up without visible external signs. Upon damage however they release a stream of viscous yellow embalming fluid, and totally nude some stitchings can be seen. An emulator is made from a recently slain human. They play the role of a living person until they decide through independent discretion or are given a command from the Tall Man. Medium Undead; HD: 3d12 (19 hp); Init: +1; Speed: 30ft; AC: 14(+3 natural, +1dex); Attacks: 2 rakes+4 melee or Improvized weapon+0 melee; Damage: Rake 1d6+3, improvized weapon varies; Face/Reach: 5ft by 5ft/5ft; Special Attacks: Living Semblance, improved grab, Sphere Concealment; Special Qualities: Turn Resistance+1, PR 8, SR 11, Cold Resistance 10, Fire Resistance, DR 5/+1; Saves: Fort +1, Ref +1, Wil l+5; Abilities: Str 17, Dex 13, Con -, Int 8, Wis 14, Cha 10 Skills: Disguise +8, Bluff +5, (+2 racial bonus to disguise and bluff) Feats: Skill Focus(disguise) Environment: Any; Organization: Solitary or pair; CR:2 Alignment: Usually Neutral Evil; Treasure: Standard; Advancement: 4-7HD(medium) and by character class Living Semblance (ex): An emulator looks like a living person, and gains a +10 bonus to disguise checks to duplicate them. If the person does not know them, they need a reason for suspicion and a sense motive check at a -3 penalty opposing the bluff check to attempt to see through the ruse. If they know them, they suffer a -1 morale penalty to attack rolls against them. Sphere concealment (ex): An emulator can contain one dead silver ball in their brain or have two in their mammary area. Twisted Emulator: Some emulators are deliberately altered. There skins are wrinkled and prune-like and tougher than leather. Their living semblance is a supernatural ability which can be resumed or supressed at will. They gain a +2 bonus to natural armor, have the special quality Fein Death (ex) which lets them go limp and appear to be destroyed upon taking damage. Phantasm Shrunken Shrunken appear as a short, wrinkled duplicate of a human person. Shrunken are dead bodies embalmed, compressed, and reanimated by the Tall Man. They are highly distorted, wrinkled and hideous in appearance, but those who knew them well can recognize their living visage. Shrunken are feral and bellicose creatures, but they are utterly obedient to the Tall Man. The work as slaves in his home plane, but are also frequently employed on the material plane do to their easy storing and portability. Shrunken usually hide somewhere, behind a curtain, in a cabinet, under a sink, in a box, etc., then make a suprise attack, leaping and clawing at the enemies face. They have pack instincts and eagerly swarm an opponent. If singled out or caught unawares they will use feign death until an opportunity presents itself. Last printed 8/11/2011 11:56:00 a8/p8 119

Small Undead; HD: 2d12+3(16 hp); Init:+6; Speed: 20ft; AC: 15(+1size,+2dex,+2natural); Attacks: bite+3 melee; Damage: Damage: 1d6+1; Face/Reach:5ft by 5ft/5ft; Special Attacks: Face lunge, mob strike; Special Qualities: Undead Traits, Darkvision 60ft, feint death, swarming, compact; Saves:Fort+0,Ref+2,Will+3; Abilities:Str13,Dex15,Con-,Int2,Wis12,Cha4 Skills: Jump+6, climb+6, hide+9, move silently+5, spot+2, listen+2, bluff-2 (recieves skill points as an animal, +2 racial bonus to jump and climb checks) Feats: toughness Climate/Terrain: Any; Organization: Solitary, cluster(2-5), or gang(6-9); CR:2; Alignment: Always Neutral; Treasure: None; Advancement:3-6HD(small); Sanity Loss:0/1d6 (1/1d8 for a shrunken made from a loved one) Face Lunge (ex): A shrunken can do this by making a jump check verses the target's touch AC. The subject becomes nearly-blinded (all opponents have 3/4th's concealment) and the latched-on shrunken goes about viciously clawing, punching, etc. dealing 2d4+2 damage per round. The shrunken loses it's dex bonus to AC. The shrunken can be removed with an opposed grapple check as a standard action. Mob strike (ex): A shrunken gains a +1 circumstantial bonus on attack and damage rolls for each other shrunken flanking a target, to a maximum of +3. Swarming (ex): up to four shrunken can occupy a single 5ft square. Feint Death (ex): A shrunken that takes damage has the option of going limp, falling prone and appearently slain. It takes an opposed sense motive check to detect this ruse, and the shrunken gains a +10 circumstantial bonus to its bluff check for this purpose. Compact (ex): A shrunken weighs as much as a medium-sized creature of its race. It does not suffer any penalties under the heavy gravity trait. Restless Prey (Template) Poachers and hunters are naturally drawn to certain creatures whose body parts are valued as trophies. Unfortunately, beasts that are slain by hunters sometimes rise as undead monsters cursed to forever stalk those who inflicted such a distasteful end upon them. Restless prey creatures are filled with a burning hatred for all life, and their unholy energies gift them with intelligence far above that normally possessed by living creatures of the same type. Many restless prey creatures seek out the hunter who killed them to return the favor, but success in this endeavor does not bring release for the undead monster. Such creatures often remain to haunt the areas of their death or the homes of their victims. "Restless prey" is a template that can be applied to any animal, vermin, or beast. The restless prey creature's type changes to undead. It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Hit Die type changes to d12. Speed: A restless prey creature moves at twice the speed of the original creature. A restless prey creature with flight has average maneuverability. Attacks: Although a restless prey creature has suffered from the brutal excision of its natural attacks, in its new form it has regrown these attacks as extensions of its once living body. A restless prey creature's natural attacks are composed of pure force and remain the same as those of the base creature, except that they are force attacks and they ignore armor, natural armor, and shield bonus, as touch attacks do. A restless prey creature's force attacks are not subject to damage reduction. Damage: A restless prey creature's natural attacks deal force damage in the same amount of damage as the original creature's attacks, except that they gain a damage bonus equal to the creature's Charisma modifier (minimum +1). This bonus damage stacks with bonus damage from high Strength. Special Attacks: A restless prey creature retains the base creature's extraordinary abilities. In addition, it gains the following two special attacks. Energy Drain (Su):Any living creature that takes damage from a restless prey creature's attack gains one negative level. For each negative level bestowed, the restless prey creature heals 5 points of damage. If the amount of healing is more than the damage the creature has suffered, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 10 + half the restless prey creature's Hit Dice + Charisma modifier) to remove it. Failure means the opponent's level (or HD) is reduced by one. Fear Aura (Su): As a free action, a restless prey creature can produce a fear effect. This ability functions exactly like a fear spell (caster level equals the restless prey creature's Hit Dice; save DC 10 + half the restless prey creature's Hit Dice + Charisma modifier), except that it affects all creatures within a 15-foot radius around the restless prey creature. Any creature that makes a successful saving throw against the effect cannot be affected again by that restless prey creature's fear aura for one day. Special Qualities: A restless prey creature gains all the traits normally possessed by creatures of the undead type. In addition, they gain the following special qualities as well. Damage Reduction: A restless prey creature gains damage reduction 20/+2. Preserved Hide: A restless prey creature's natural armor toughens. In addition to its normal natural armor, it gains a bonus equal to the creature's Charisma modifier (minimum of +1). Last printed 8/11/2011 11:56:00 a8/p8 120

Restless Prey Symbiosis (Su): A restless prey creature gains a +2 profane bonus to its Charisma score for each additional restless prey creature within 30 feet. This bonus persists as long as the creatures stay within 30 feet of each other. Additional profane bonuses to Charisma scores from additional creatures within 30 feet stack with each other. For example, each member of a group of 3 restless prey rhinoceroses gain a total +4 profane bonus to their individual Charisma scores, as long as all three remain within 30 feet of each other. Abilities: A restless prey creature gains +6 to its Intelligence and Charisma scores, but being undead, it has no Constitution score. Skills: Restless prey creatures receive a +8 racial bonus to Hide, Listen, Move Silently, and Spot checks. Otherwise same as the base creature. Feats: Restless prey creatures gain 1 feat for every 4 Hit Dice (minimum of 1 feat). Climate/Terrain: As base creature; Organization: Solitary or pack (2-10 restless prey creatures); Challenge Rating: Same as base creature +2; Treasure: None; Alignment: Always chaotic evil; Advancement: As base creature. Skeleton Warrior (Template) The skeleton warrior is a lich-like undead lord that was once a powerful fighter of at least 10th level. Legend tell that the skeleton warriors were forced into their undead lich-like state many ages ago by a powerful demigod that trapped each of their souls in a golden circlet. A skeleton warrior appears as a roughly lich-like creature dressed in the same type of armor worn during life. Its clothes and armor usually show signs of wear and age. A skeleton warriors sole reason for remaining on the Material Plane is to search for and regain the circlet that contains its soul. A skeleton warrior speaks Common and any other languages it knew in life. Skeleton Warrior is a template that can be added to any humanoid creature (referred to hereafter as the character). The characters type changes to undead. It uses all the characters statistics and abilities except as noted here. Hit Dice: Increase to d12 Speed: Same as the character. AC: The skeleton warrior has +4 natural armor or the characters natural armor whichever is better Special Attacks: A skeleton warrior retains all the characters special attacks and also gains those listed below. Saves have a DC of 10 + 1/2 skeleton warriors HD + skeleton warriors Charisma modifier unless noted otherwise. Fear Aura (Su): Skeleton warriors are shrouded in an aura of fear. Creatures with less than 5 HD and in a 30-foot radius must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the skeleton warriors level. Damage Reduction: Skeleton warriors have damage reduction 15/+1. Find Target (Sp): The skeleton warrior can track and find the possessor of its circlet unerringly, as though guided by discern location. Special Qualities: A skeleton warrior retains all the characters special qualities and gains those listed below, and also gains the undead type (Undead, page 6 in the Monster Manual). Darkvision (Ex): Range 60 feet. Turning Immunity (Ex): Skeleton warriors cannot be turned or controlled by clerics of any level or alignment. Spell Resistance (Ex): SR 20 +1 per characters level beyond level 10. Saves: Same as the character Abilities: A skeleton warrior gains +4 to Strength and +2 to Wisdom and Charisma, but being undead, has no Constitution score. Skills: Skeleton warriors gain a +8 racial bonus to Intimidate checks and a +6 racial bonus to Sense Motive and Spot checks. Otherwise, same as character. Feats: Same as the character. Climate/Terrrain: Any land; Organization: Solitary; Challenge Rating: Same as the character +2; Treasure: Standard; Alignment: Any evil; Advancement: By character class Skeleton Warriors Circlet When a fighter is transformed into a skeleton warrior his soul is trapped in a golden circlet. Anyone possessing one of these circlets may control the skeleton warrior whose soul is stored therein within a 300-foot range. The possessor must wear the circlet on his head to control the skeleton warrior. The controller can see through the skeleton warriors eyes, but he may not himself move, attack, or cast spells. Other than taking a 5foot step, the controller may take no action in a round. The controller may force the skeleton warrior into active mode, thereby causing it to fight, search for treasure, and so on. In passive mode, the skeleton warrior stands motionless. While in passive mode, the controller cannot see through the warriors eyes, but may act normally (move, attack, cast spells, etc.).

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Regardless of the mode of control, once the skeleton warrior and controller move to a distance greater than 300 feet of one another control is broken. It is also broken should the circlet be removed from the controllers head. If the circlet remains in the controllers possession he may resume control at any time, but if it leaves his possession, the skeleton warrior will immediately stop what it is doing and proceed at double move speed to attack and destroy the former controller. If a skeleton warrior gains control of the circlet containing its soul, the warrior dies and vanishes. The circlet crumbles to valueless dust. When a character first comes into possession of a circlet, he may be unaware of its significance. He may also be unaware that the skeleton warrior whose soul is contained therein is tracking him. As long as the owner of the circlet and the skeleton warrior remain on the same plane of existence, the warrior may track him. To gain control of a skeleton warrior, the possessor must place the circlet on his head. The would-be controller cannot wear anything else on his head (including a hat, helmet, etc.). The controller must be able to see the skeleton warrior and he must spend one full round establishing control. If the character is interrupted during this time, he must succeed at a Concentration check in order to establish control in the round he is attacked or distracted. If a character in possession of a circlet does not attempt control or fails his Concentration check, the skeleton warrior will attack him in an attempt to destroy him and gain possession of the circlet. This example uses a 12th-level human fighter as the character. Medium-Size Undead; Hit Dice: 12d12 (78 hp); Initiative: +1 (Dex); Speed: 20 ft; AC: 25 (+1 Dex, +4 natural, +10 armor); Attacks: +2 bastard sword +20/+15/+10 melee; Damage: +2 bastard sword 1d10+9; Face/Reach: 5 ft by 5 ft/5 ft; Special Attacks: Fear aura, find target; Special Qualities: Undead, damage reduction 15/+1, SR 22, turning immunity, darkvision 60 ft; Saves: Fort +11, Ref +6, Will +7; Abilities: Str 21, Dex 13, Con , Int 12, Wis 15, Cha 14 Skills: Climb +9, Intimidate +9, Jump +11, Listen +12, Ride +8, Search +5, Sense Motive +8, Spot +15, Swim +10 Feats: Alertness, Armor Proficiency (all), Cleave, Great Cleave, Martial Weapon Proficiency (all), Power Attack, Shield Proficiency, Simple Weapon Proficiency (all), Sunder, Track, Weapon Focus (bastard sword), Weapon Specialization (bastard sword) Climate/Terrain: Any land; Organization: Solitary; Challenge Rating: 14; Treasure: Standard; Alignment: Always neutral evil; Advancement: By character class Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Fear Aura (Su): Skeleton warriors are shrouded in an aura of fear. Creatures of less than 5 HD in a 30foot radius must succeed at a Will save (DC 18) or be affected as though by fear as cast by a sorcerer of the skeleton warriors level. Find Target (Sp): The skeleton warrior can track and find the possessor of its circlet unerringly, as though guided by discern location. Magic Items Carried: +2 full plate armor, +2 bastard sword, cloak of resistance +2, boots of speed. The Skeleton Warrior first appeared in the Fiend Folio (1981). Sycophant The Sycophant is a dastardly undead menace. Once a cleric of a god of disease and suffering, they were either blessed with this state, or cursed with it. The Sycophant appears as they did in life, dressed in the traditional garb of a cleric of their particular faith. The exception being that the wardrobe of the creature is always tattered and filled with holes from which the fat, pulsing red, ticks which retain it's undead state move in and out on their own will. The skin of the Sycophant ranges between a putrescent green to the mottled purple of a week old rotting corpse, having been left in a bog too long to bloat. In addition to their sickly color, their skin is also pockmarked with the many holes from which the tick like creatures that feed from it move in and out of it's bodily cavities. Many older Sycophants are bloated and fat looking creatures who have literally become a multi-generational colony for the blood parasite. Multiple colonies of these deadly ticks also congregate on the outside of a Sycophant during combat, in order to spread to a new a vital host. This gives the already hideous undead creature even more of an intimidating look as they appear to be covered with moving red welts ranging from the size of a quill end to the size of a large golden coin. Most Sycophants are capable spell casters, their evil deities granting them spells to rain down death and disease on their foes. However, most Sycophants are solitary creatures who cannot stand their own appearance, but revel in the divine power which that appearance is attached to. In addition, the Sycophant is mentally and magically linked to all of it's parasites. This allows the Sycophant to control not only it's own ticks telepathically, but also the new undead creatures that are created when the parasite moves to a new host. Sycophants typically lair in ruins, sewers or destroyed temples that were once dedicated to their deity. They are never alone in combat, usually having living clerics studying under them a well as their contigent of undead servants.

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The Sycophant is a cleric and fights as such and can wear armor or wield the weapons it did before it's transformation. However, in order to infest a new host with their parasite, a Sycophant must pound it's enemies with it's fists, bite them with it's rotting teeth, or grapple them in it's parasite covered arms. Medium Sized Undead; Hit Dice: 6d12 +3 (42 HP); Initiative: +2; Speed: 20 ft.; AC: 19 (+9 natural); Attacks: 2 slams +6 melee, Bite +4 melee; Damage: Slam 1d6 + 4, Bite 1d4 +4; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Infest, Explosion; Special Qualities: Undead, Damage Reduction 10/+1, Regenerate 2, Divine Spells, Spawn; Saves: Fort +5, Ref +2, Will +8; Abilities: Str 18, Dex 14, Con -, Int 15, Wis 18, Cha 14 Feats: Toughness, Cleave, Power Attack, Divine Strength Skills: Search +3, Spot +2, Knowledge (Religion) +3, Jump +3 Climate/Terrain: Any; Organization: Solitary or Group (1 - 4); Challenge Rating: 10; Treasure: Standard; Alignment: Always evil; Advancement: By cleric class Infest (Ex): When striking an opponent with a part of it's body, a Sycophant can elect to try and divide it's currently number of ticks to a opponent within range through that limb. Such an action can be noted visually as hundreds of pulsing red welts rushing down the particular body part touching the living enemy of the Sycophant. Should the individual not have some sort of protection from parasitic infestation and they fail a reflex save (DC 20), they have gotten at least 1d20 of the blood ticks on them through their contact with the undead creature. These ticks each have one hit point and their bite causes 1d4 points of damage (maximum possible damage per round is 20d4. The parasites automatically hit as they scurry under armor and pass through magical barriers.) as the beasts begin to burrow into the flesh of the victim. Not only do these magical parasites drain blood from the inflicted, they also began devouring the life energy of the being. This damage begins on the round after a tick has made a successful bite attack and equals one point of constitution drain for every two rounds the tick remains in contact with the victim's skin. Should a victim die, they become a blood tick infested zombie under the mental control of the Sycophant. Explosion (Su): Should a Sycophant every be reduced to 0 hit points through combat, they explode into a swarm of writhing blood ticks which immediately seek out the flesh of a new host nearby, in a 100 ft. The infestation is the same as the one described above, but everyone in the radius would find themselves in trouble as if the creature had struck them itself. Should one of these victims die, they will find their undead body to be the new host for the Sycophant's intelligence. This is how this creature retains it's immortality, even after it's apparent defeat. Regenerate (Su): A Sycophant regenerates physical damage at a rate of 2 points per round. However, damage from spells from the sun domain and fire spells are considered aggravated and are not regenerated and must be healed by the creature using it's own divine spells. Spawn (Su): A victim that dies from infestation by the blood tick, rises one hour later as a zombie (See Core Rulebook II for stats on the zombie) with the exception that the undead has a lesser infest ability in which it can infest a victim with 1d4 blood ticks per attack. Such individuals that die from this attack do not raise as an undead. Divine Spells (Sp): A Sycophant was at least a cleric of 5th level or higher when they were granted or cursed with their undead state. Their undead state does not halt their experience progression and can continue to gain levels in their cleric class even as a Sycophant. Their spells usually come from the domains of Death, Undeath, Poison, Disease or Suffering. This depends on what deity they are associated with. Undead: Immune to mind influencing effects, poison, paralysis, stunning, and disease. Not subject to critical hits, death from massive damage, subdual damage, ability damage, and energy drain. Telekon The Telekon is a type of wraith-like guardian undead created centuries or even millennia ago. The identity of the creators is unknown, and the process is long lost. However, it is known that they were created from human slaves with psychic ability, through a cruel and torturous procedure of enchantment and magical binding. They never leave the room, chamber, hallway or area that they were set to guard, which is usually underground, but the definition of their area can be either broad or precisely defined. While they are typically encountered individually, artifacts of great power have been found to be guarded by several Telekons, in addition to other guardians. Due to their undead nature and related powers, a Telekon is completely powerless in sunlight and loses some abilities of concealment in other bright places. Almost universally, a Telekon will only be found in an underground location, a vault or other important place. They make excellent guardians, and are often found guarding some great treasure, relic or magical item. In other cases, a strategic, sacred or critical location will be the area guarded. Because of their nature as guardians, it has been theorized, but never proved, that a password can be used to bypass a Telekon. Telekons are unintelligent, so it is impossible to communicate with them (with the possible exception of a programmed password). A Telekon will combat intruders with telekinetically wielded weapons. So many weapons can be controlled that even a single Telekon can overwhelm small groups of intruders, flanking all of them. It has been reported that these creatures will use their powers of telekinesis to draw opponents unused magical weapons (q.v. Detect Magic Aura) and use them against their owners; a Reflex save (DC 15) will prevent this from happening. 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or hurl rubble or debris for a high-damage attack. They fight until destroyed, performing their assignment as long and well as possible. However, their instructions apparently can be very complex, since more than one Telekon has been reported to fall back through solid stone to another nearby area littered with weapons to continue the defense. Medium Undead (Incorporeal); Hit Dice: 4d12 (26 hp); Initiative: +6 (+2 Dex, +4 Improved Initiative); Speed: fly 10 ft. (perfect); AC: 14 (+2 Dex, +2 deflection); Attacks: Slam ranged or Greatsword +1 melee, Greatsword 1 melee, Greatsword 1 melee; Damage: Greatsword 2d6; Face/Reach: 5 ft. by 5 ft./30 ft.; Special Attacks: Ethereal Penetration, Telekinetic Slam, Weapon Control; Special Qualities: Concealment, Daylight Powerlessness, Detect Magic Aura, Incorporeal, Telekinesis, Limited Tremorsense, Undead, Weapon Immunity, Weapon Weakness; Saves: Fort +1, Ref +3, Will +5; Abilities: Str: -, Dex: 15, Con: -, Int: -, Wis: 12, Cha: 15 Feats: Improved Initiative Climate/Terrain: Underground; Organization: Solitary or Gang (3-6); Challenge Rating: 6; Treasure: Special; Alignment: Neutral; Advancement Range: 5-9 HD (Medium) Concealment (Ex): In any lighting condition less than natural daylight or bright light (daylight spell), a Telekon one-half concealment (20% miss chance). In shadows or torchlight, it has nine-tenths concealment (40% miss chance). In anything less than torchlight, it is considered invisible, having total concealment (50% miss chance and attacker must guess location). This applies to the Telekon itself, not the controlled weapons; these have concealment based on conditions as normal (pg. 133 in Core Rulebook I, the PH). Daylight Powerlessness (Ex): A Telekon is completely powerless in natural sunlight (not merely a daylight spell). Detect Magic Aura (Su): A Telekon radiates an aura of detect magic. All magic items within 60 feet glow with a slight red glow visible to all. With this knowledge, a Telekon will use available magic weapons in preference to any others. Ethereal Penetration (Su): Even though the weapons controlled by a Telekon are usually normal, the Telekon has the ability to damage ethereal and incorporeal creatures with those weapons. Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will. Always moves silently. Telekinesis (Sp): In lieu of any attack, the Telekon can use the Sustained Force option of the spell Telekinesis as if it were a 3rd level Sorcerer. There is no time limit to this use; the level primarily sets the weight of objects that can be moved (75 pounds). In addition, the Telekon can perform other actions while using this ability, although its use eliminates one attack while active. Telekinetic Slam (Sp): Once every 1d10 rounds, a Telekon can use the Violent Thrust option of the spell Telekinesis as if it were a 9th level Sorcerer. This can be used against creatures or objects. The use of this ability takes the place of one other attack that round. Limited Tremorsense (Ex): As long as a Telekon is in contact with a hard surface (e.g. stone, ice), it can automatically sense the location of anything within 60 feet that is in contact with that surface. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage. Weapon Control (Su): This is a Telekons primary method of attack. The Telekon can telekinetically wield up to twenty-five weapons of up to 20 pounds each. This includes random objects used as improvised weapons. With these weapons, the creature can make up to three attacks per round, one with each of three separate wielded weapons, with attack bonuses of +1/-1/-1. All attacks are simultaneous, and can be directed against up to three opponents. Unless the Telekon faces more opponents than half the number weapons, the weapons will be maneuvered in such a fashion that all opponents are considered flanked and shield bonuses are ignored. Option: For a more involved encounter, each weapon can be maneuvered as a tiny-size flying creature, separate from the Telekon. Flanking and shield bonuses are handled accordingly. Weapon Immunity (Ex): In addition to the benefits against weapons conferred by being incorporeal, a Telekon is resistant to weapon attacks that inflict damage. Only magical weapons can harm a Telekon. Unless an attacker is Ethereal or a Ghost Touch weapon is used, the Telekon will only take damage equal to the magical bonus of the weapon from any weapon attack. Weapon Weakness: Unlike magical weapons, a Telekon has no method of determining weapon quality. The weapons used by a Telekon are, typically, those placed by its creators for its use. Since the methods to create a Telekon are long lost, these weapons are necessarily ancient. These weapons will be in poor condition, having half of their normal hardness and hit points (rounded up). It is possible that some available weapons, never more than a small fraction, will have been scavenged from slain intruders. Since Telekons are never randomly encountered, a DM will have to determine what fraction of the available weapons are the original weapons. Tholker A tholker appears as a rough humanoid shape. The skin is smooth and metallic-colored, with flourescent streaks ranging from spectral green to nightmare indigo in color. The head is a featureless oblong. The hands Last printed 8/11/2011 11:56:00 a8/p8 124

end in translucent, bright white claws that emit a chemical smell. The powerful legs terminate in broad, flat, suction-cup feet. Throlkers are an uncanny species of undead distorted beyond recognition by their reanimation process. Because the features of life are no longer evident after this reshaping process, many mistake them for some form of aberration or outsider. Tholkers take a simple glee in causing fear and death. Despite their limited intellect they are patient, and can employ means to slowly cut off a town from outside resources (habitual raids along trade routes, destroying bridges, felling trees along major roads, destroying signs, etc.). Sometimes they spend weeks just commiting minor acts of vandalism, desecration, and terror such as violating churches and shrines, breaking windows, rattling shutters and banging on doors at night only to move out of sight when the occupants come to see what the cause is, scratching out threatening words on walls, leaving dead animals in beds, and similar acts of petty malice. Once throlkers decide to move in for the kill, they lose any sense of subtlety. Claws slash away ruthlessly in open combat. If they have the good fortune to get an opponent who is helpless, cornered, bound, or otherwise limited in their ability to defend themselves, they will take the penalty to deal subdual damage in order to be assured that the leprous talon side effect causes the killing blow rather than the physical damage. Tholkers fight by slashing with their claws. When in a group they try to gang up on weaker opponents. Medium Undead; HD:3d12 (19hp); Init:+3; Speed: 30ft; AC: 17(+4 natural, +3 dex); BAB/Grapple: +1/+4; Attacks: 2 claws+4 melee; Damage: Claw 1d4+3 (19-20/x2) plus static field; Face/Reach: 5ft by 5ft/5ft; Special Attacks: leprous talons, static field; Special Qualities: darkvision 60ft, blindsight 30ft, undead, turn resistance+1, sucker pads, electricity resistance 10; Str 17,Dex 16,Con -,Int 8,Wis 14,Cha 11 Skills: Hide +3, Move Silently +8, Listen +4 Feats: Improved Critical (claw), (+3 racial bonus to move silently, -2 penalty to hide) Climate/Terrain: Any land; Organization: Solitary, pair, or cluster (3-9); CR:2; Alignment: Usually Neutral Evil; Treasure: gems and magic items only; Advancement: 4-7HD(medium), 8-15HD(large) Static Field (Su): A tholker emits a field of electromagnetic energy that allows it to detect objects and creatures and creates interference. Within the area of its blindsight, brass or steel objects give off small static pricks. Tiny objects of ferrous metal (nails, pins, etc.) will slowly rotate, shake, or hover in the magnetic field, compasses will spin constantly, loadstones of up to five pounds will fly around in circular patterns, and a smell of ozone will permeate the air. Tools with ferrous metal become difficult to use (-2 penalty to skill checks made with them) ferrous weapons are harder to control (-1 penalty to hit rolls, -3 penalty for cold iron weapons). Within 150ft of the throlker, compasses will shiver and a faint whiff of ozone (detectable only to creatures with scent) wafts on the air. Creatures making physical contact with a tholker through bare skin or with metal take 1 point of electric damage. Creatures grappling one take 1d6 points of electric damage each round. A throlker's phosphorescent stripes and glowing claws cause it to give the same illumination as a candle (5ft shadowy) Sucker Pads: a tholker's feet are adaptable suction cups, allowing it to walk with ease along vertical or horizontal surfaces as if by a spider climb spell and granting it a +10 bonus to balance checks. Leprous Talons(su): if a tholker makes a critical hit with its claws, or strikes when a rogue could make a sneak attack (striking a flat-footed opponent, flanking, etc.), the opponent must make a fortitude save dc:16 (+3 racial bonus to dc) or take 2 con damage. A creature slain by the constitution damage of a throlker's leprous talons of medium or greater size with charisma greater than ten has a 33% chance of rising the following night as a thralker unless the body is destroyed, covered with a holy symbol, white flower, or peice of led, or disposed of with full ceremony and funerary rights. Alternate Creation: Any creature that is killed by a tholker's natural attack or injected with tholker blood can be layed upon an iron slab, washed with salt-water, and subjected to a powerful electric charge (at least 7 points of electric damage). This process creates a 67% chance that the subject will be transformed into a tholker, to rise within 1d6 rounds. If they do not rise, the failed transformation warps and corrodes the body into a useless heap of discolored bone and charcoal, destroying the corpse (-30hp). True Ghouls (Template) The loathsome true ghouls were created by Wolfgang Baur back in the days of Second Edition and featured in The Ecology of the Ghoul (Dragon 252) and The Kingdom of the Ghouls (Dungeon 70). Early in 2002 I posted a true ghoul conversion that was evidently liked and reused by many folks around the internet. In 2004 the undead sourcebook Libris Mortis detailed the gravetouched ghoul template, which makes decent approximations of true ghouls. Baur himself included stats for a true ghoul in his 2005 adventure Gathering of Winds (Dungeon 129). But neither of these official versions quite captured the true ghouls I remembered from the original Dungeon adventure, so I've revised and updated my true ghoul template to 3.5e. Far beneath the surface of the earth lies the great and terrible Kingdom of the Ghouls, ruled by an undead race far more dangerous and potent than the common ghoul. These true ghouls are also called shadow ghouls or the Children of Nerull. True Ghoul is an acquired template that can be added to any humanoid or monstrous humanoid with an Intelligence and Charisma score of at least 3 (referred to hereafter as the base creature). True ghouls are Last printed 8/11/2011 11:56:00 a8/p8 125

created from victims who were either slain by true ghouls or were fatally infected by grave-rot. Becoming a true ghoul is very much like multiclassing as an undead and gaining the appropriate Hit Dice. A true ghoul has all the base creatures statistics and special abilities except as noted here. Size and Type: The creatures type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase all current and future Hit Dice to d12s. The creature also gains 3 additional undead HD. Speed: If the base creature can fly, its maneuverability rating drops to Clumsy. Armor Class: The base creature's natural armor bonus improves by +5. True ghouls often wear armor. Base Attack: The base creature's base attack bonus increases by +1 due to the three additional undead HD. Attacks: A true ghoul retains all the attacks of the base creature and also gains a bite and two claw attacks if it didnt already have them. If the base creature can use weapons, the true ghoul retains this ability. True ghouls usually carry weaponsoften spears or swords. In combat true ghouls will normally rely on their teeth and claws, unless facing creatures immune to paralysis. A creature with natural weapons retains those natural weapons. A true ghoul fighting without weapons uses either its bite and claw attacks or its primary natural weapon (if it has any). A true ghoul armed with a weapon uses its bite and claw attacks or a weapon, as it desires. Damage: True ghouls have bite and claw attacks. If the base creature does not have these attack forms, use the appropriate damage values from the table below according to the true ghouls size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better. Size Fine Diminutive Tiny Small Medium Bite 1d2 1d3 1d4 1d6 1d8 Claw 1 1d2 1d3 1d4 1d6 Size Large Huge Gargantuan Colossal Bite 2d6 2d8 4d6 4d8 Claw 1d8 2d6 2d8 4d6

Special Attacks: A true ghoul retains all the special attacks of the base creature and also gains the ability to paralyze foes and inflict grave-rot. True ghouls with 6 or more total HD are also able to drain strength by touch. Paralysis (Ex): Those hit by a true ghouls bite or claw attack must succeed at a Fortitude save (DC equals 10 plus half the true ghouls HD plus its Charisma modifier) or be paralyzed for 2d6+6 minutes. Elves are not immune to a true ghouls paralysis. Grave-Rot (Su): The fangs, claws, and weapons of true ghouls are contaminated with the filth of the grave and may spread disease. At the end of combat, anyone who took damage from the true ghouls claw, bite, or melee weapon attack must succeed at a DC 15 Fortitude save or contract grave-rot: Onset time 1 day, damage 1d6 hit points of damage each day until cured or the victim makes a successful Fortitude Save. Victims are allowed a new saving throw each day. Victims reduced to 0 hit points by grave-rot are transformed into true ghouls. Strength Damage (Su): A true ghoul with 6 or more HD also deals 1 point of Strength damage to a living foe with its claw attacks. A creature reduced to Strength 0 by a true ghoul dies. This is a negative energy effect. Create Spawn (Su): In most cases, true ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell. Slain victims who fail a DC 15 Fortitude saving throw become normal ghouls, while those who succeed arise as true ghouls. If a true ghoul cleric is present, the victim receives a +4 bonus to the saving throw. Casting protection from evil on a body before the end of that time averts the transformation. Special Qualities: A true ghoul retains all the special qualities of the base creature, plus those described below. More powerful true ghouls also gain the ability to animate dead and summon shadows. Damage Reduction (Ex): A true ghoul has damage reduction 5/. Turn Resistance: True ghouls of up to 6 HD possess +2 turn resistance. True ghouls of 6-9 HD possess +3 turn resistance. True ghouls with 10 or more HD possess +4 turn resistance. Animate Dead (Sp): A true ghoul with 8 or more HD can animate dead, as the spell, once per week. The caster level is equal to the true ghouls total HD. Summon Shadows (Su): A true ghoul with 10 or more HD can summon 1d3 shadows once per day. The shadows arrive in 1 round and serve for 10 rounds or until released. Base Save Bonus: The three additional undead HD increase the base creatures base saving throw bonuses as follows: Fort +1, Ref +1, Will +3. Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con , Int +2, Wis +4, Cha +4. As an undead creature, a true ghoul has no Constitution score. Last printed 8/11/2011 11:56:00 a8/p8 126

In addition, a true ghoul may also gain an additional ability score increase by virtue of its extra Hit Dice. Skills: The three extra undead HD give the base creature additional skill points equal to 3 x (4 + Int modifier), as if it had multiclassed into the undead type. (Undead is never its first Hit Die, though, and it does not gain quadruple skill points for any undead Hit Die.) Balance, Climb, Hide, Move Silently, and Spot are considered class skills for the true ghoul's undead levels. True ghouls also gain a +4 racial bonus to Move Silently and the ability to speak Ghoulish. Feats: Same as the base creatures. The base creature also gains an additional feat from its extra undead HD. Climate/Terrain: Underground. Organization: Same as the base creatures; Challenge Rating: Same as the base creatures +4; Treasure: Same as the base creatures; Alignment: Always neutral evil; Advancement: Same as the base creatures; Level Adjustment: +5 True Ghoul Characters True ghouls are always neutral evil, which causes characters of certain classes to lose their class abilities. In addition, certain classes suffer additional penalties. Clerics: Clerics lose their ability to turn undead but gain the ability to rebuke undead. True ghoul clerics have access to the Death, Evil, and Trickery domains. Sorcerers and Wizards: These characters retain their class abilities, but if a character has a familiar, the link between them is broken and the familiar shuns its former companion. Vampire, Corpse (Template) Nosferatu, mullo, or dreaded hopping vampires all have one thing in commonthey are corpses animated by an evil and animalistic will to feed on the living. Not truly sentient, these abominations are like a spiritual plague that can infest almost any creature. Only the bodies of the truly vile or terribly corrupted animate thus, and corpse vampires, resistant to many things that normally affect life drinking undead, are confusing to those experienced with sentient bloodsuckers. Fortunately, corpse vampires are nowhere near as potent. Corpse vampires look like what their namesake indicates walking cadavers, with bloated and bloodfilled innards. The eyes of a corpse vampire glow slightly with the red light of animal rage, and the creature often lairs where it died or was buried, even going so far as reburying itself each dawn. Corpse vampires of speaking creatures sometimes talk, haltingly, of things that meant something to them in life, but these vocal meanderings are often nonsequitur or meaningless. Corpse Vampire is a template that can be added to any living, corporeal creature besides oozes, outsiders, and plants (referred to hereafter as the base creature). After assuming the template, the base creatures type changes to Undead. All other subtype information for the base creature remains unchanged. Corpse vampires use the base creatures statistics and inherent racial special abilities except as noted below. Hit Dice: Remove all HD (and associated abilities) due to character classes and double the remaining HD. Creatures with only levels for HD get the minimum HD for their size and type, which is then doubled. Die type is d12. AC: Natural armor improves by +4. Attacks: All corpse vampires have a primary claw attack and a secondary claw and bite attack, unless the base creature already has a more impressive set of natural attacks or lacks the proper appendages to have claws. In that case, the creature just has a bite attack. The base attack bonus of these attacks is calculated based on the creatures new HD and type. Even if the creature retains the ability to use weapons (see Feats below), it usually favors its natural attacks. Damage: Claws and bite attacks do damage according to the base creatures type. If the creature already had bite and/or claw attacks, instead treat the creature as one size larger and determine its damage. The teeth and claws of bestial corpse vampires grow larger upon their transformation. Special Attacks: A corpse vampire has none of the special attacks of the base creature, except extraordinary ones that come from natural weapons (such as improved grab), but not from a metabolism (like poison). Corpse vampires also have the following: Blood Drain (Ex): A corpse vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it gains a pin it can attempt a single bite as a free action. Thereafter it drains blood, inflicting points of temporary Constitution damage each round the pin is maintained. The amount of this damage is the same as the bite damage of a creature one size smaller, but of the same base type, as the base creature. For example, an animal corpse vampire of Gargantuan size has a blood drain amount equal to the bite damage of a Huge animal, or 2d6 per round. A Fine animal corpse vampire drains 1 point of temporary Constitution every other round. Corpse vampires require 1 point of Constitution per HD in the form of blood every day, often retiring for the evening when theyve had their fill. Each day this quota is not met, the corpse vampire loses one HD temporarily. As the starvation progresses, the corpse vampire rots more and more. If the corpse vampire loses its final HD, it is destroyed and looks like a badly rotted corpse. When the corpse vampire feeds adequately, in an amount equal to its normal requirement plus the number of HD previously lost, it immediately regains one lost HD and the other HD return at the rate of one per day. Last printed 8/11/2011 11:56:00 a8/p8 127

Type Aberration Animal / Beast Dragon Elemental Fey Giant Humanoid Magical Beast Monstrous Humanoid Vermin

F 1 1 -

D 1d2 1 1d2 1 1 1

T 1d3 1d2 1d3 1d2 1 1 1d2 1 1d2

S 1d4 1d3 1d4 1d3 1d2 1d2 1d3 1d2 1d3

Size M 1d6 1d4 1d6 1d4 1d3 1d3 1d4 1d3 1d4

L 2d4 1d6 2d4 1d6 1d4 1d4 1d6 1d4 1d6

H 2d6 2d4 2d6 2d4 1d6 1d6 2d4 1d6 2d4

G 2d8 2d6 2d8 2d6 2d4 2d4 2d6 2d4 2d6

C 4d6 2d8 4d6 2d8 2d6 2d6 2d8 2d6 2d8

Improved Grab (Ex): If the corpse vampire hits with both claws (or bite, if thats the creatures primary attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required, Tiny and Small creatures do not suffer a special size penalty, and the corpse vampire may use this ability against opponents of its size or smaller. When the corpse vampire gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. Otherwise, the corpse vampire attempts to maintain a pin (and to drain blood), following normal rules for grappling. The corpse vampire can move (possibly carrying away the opponent), provided it can drag the opponents weight. Create Spawn (Ex): An appropriate creature slain by a corpse vampires blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a Will save (as if it were alive, DC 10 + one-half of the corpse vampires HD + its Charisma modifier). Evil creatures suffer a 6 penalty to the save, chaotic evil creatures suffer a 10. These new corpse vampires are not under the control of their parent in any way, though they sometimes willingly hunt in packs. Special Qualities: A corpse vampire retains the special qualities of the base creature like those allowed in Special Attacks above. It also gains the following abilities: Damage Reduction (Ex): A corpse vampire is tough and gets DR 2/. Darkvision (Ex): Corpse vampires can see in non-magical darkness up to a range of 60 ft., or the base creatures range, whichever is better. Fast Healing (Ex): Corpse vampires heal 2 points of damage each round so long as they have at least 1 hit point. A corpse vampire harmed by blood loss, sunlight, or garlic cannot heal that damage until all of its other damage has been healed, and even then only heals a number of points equal to the creatures HD per day. Flashbacks (Ex): From time to time, the corpse vampire sees something that reminds it of its life. At the start of every encounter, there is a 5% chance that it notices something about a single opponent (randomly determined, if more than one opponent is present) that causes it to recall its life. If this happens, the corpse vampire takes no action for 1 round, except for acting erratically (pacing, mumbling to itself, speaking, staring, and so on), and thereafter suffers a 2 morale penalty to all attacks directed at that opponent. If actually faced with something (that it does not usually carry) or someone important from its life, like a loved one, a corpse vampire must make a Will saving throw (DC 15), or go mad for 2d6 rounds, taking actions according to this chart: Roll 1 27 89 10 The corpse vampire Cowers, weeps, cries or mutters Acts toward the object as it would have in life (speaking, showing affection or disdain, etc.) Attacks the important person, object or the one carrying an object. Acts normally for one round.

Even if the corpse vampire makes the save, it may pay special attention to the object of its past life. Dialog on the subject is almost always angry and accusatory, though it may have any basis you desire. This behavior is always disturbing. Light Sensitivity (Ex): Corpse vampires take a 1 circumstance penalty on attack rolls in brightly lit areas. Resistance (Ex): A corpse vampire has cold resistance 10. Undead (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Saves: Recalculate as if the creature was always undead, but retain the good save categories of the base creature as well. Will is considered a good save for all corpse vampires, regardless of base creature.

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Abilities: Modify the base creature as follows: Strength +4, Wisdom 2. The Charisma and Intelligence scores of the base creature are halved (minimum 3, or the base creatures original score if already lower than 3). As undead creatures, corpse vampires have no Constitution score. Skills: Recalculate skill points as if the creature was always undead. Skills the creature had in life are considered class skills for the corpse vampire. Corpse vampires receive a +8 racial bonus to Listen and Spot checks. Feats: Assume the corpse vampire is proficient with whatever armor and weapons the corpse wears or carries. It may retain some of its class feats at your discretion, so long as it still qualifies for them. Corpse vampires gain Alertness, Improved Initiative, and Toughness as bonus feats. Climate/Terrain: Any land and underground; Organization: Solitary, pair, pack (2-5); CR: A corpse vampires challenge rating depends on its size: Tiny or smaller 1/2, Small 1, Medium-size 2, Large 4, Huge 8, Gargantuan 13, Colossal 16. CR goes up if the vampire retains significant extraordinary abilities; Alignment: Always chaotic evil; Advancement: Corpse vampires might be found from all forms of advanced creatures (in HD, not class levels), but do not advance; ECL: +2 (not including any bonus HD). Corpse Vampire Weaknesses: Like supernatural vampires, corpse vampires have a number of weaknesses. Bleeding: Corpse vampires have blood and can bleed (such as when struck with a wounding weapon). Such bleeding, however, only lasts until the wound heals via the corpse vampires fast healing ability. If the vampire somehow bleeds to 0 hit points, it is destroyed. Garlic: Garlic, a blood tonic, is poisonous to corpse vampires. The juice of a garlic clove functions as if it were an acidic poison (this is an exception to the rule that undead are immune to poison); Fortitude DC 16, 1d8 hit points of initial and secondary damage. When damaged by garlic in this way, the corpse vampire suffers burning agony causing a 1 morale penalty to attack rolls and skill checks for 2d6 rounds. Each application has a limit of one successful strike, in the manner of poisoned weapons. An entire one-ounce vial of garlic juice injected into or consumed by the corpse vampire raises the Fortitude DC to 20 and does 4d6 hit points of initial and secondary damage. The agony of such damage is terrible and the morale penalty increases to 4. Heart Vulnerability: A wooden or bone piercing weapon thrust into a corpse vampires heart destroys it instantly. To strike the heart while the corpse vampire is not helpless, an opponent must use a full-round action to aim with a melee weapon or missile weapon at no more than one range increment, or 30 ft., whichever is less. Missile attacks made from further than adjacent to the corpse vampire suffer a 4 circumstance penalty to the attack roll. Spears (or similar weapons) with a non-silver blade may be used as well, but only at a similar penalty because of the extra force needed to push past the blade to the wooden haft. Making a heart strike draws an attack of opportunity. The attacker then makes an attack roll at 4 (the penalty for using a missile weapon from range or non-silver spear stacks with this penalty). If the attack is a critical hit, the corpse vampire suffers normal (not multiplied) damage and must make a Fortitude save (DC 10 + damage dealt) or be destroyed instantly. Sneak attack damage may be applied to the damage, if appropriate, in this one instance (the corpse vampire is otherwise immune to critical hits and sneak attacks). Sunlight: Corpse vampires cannot stand sunlight. Exposing one to sunlight for a full round causes it to take damage equal to its maximum hit points, destroying it instantly. A corpse vampire exposed to sunlight for less than a round loses a percentage of its hit points equal to the percentage of the round spent in the light. Cover or concealment reduces the amount of damage by the amount of cover or concealment (so being exposed to sunlight for a full round through nineteenths cover, such as an arrow slit, means the corpse vampire only loses one-tenth of its maximum hit points). Vampire, Fleshbound (Template) Fleshbound vampires are bloodsucking undead possessing superior physical abilities. Although they are undead, they can breed with each other (or suitable humanoids) to produce young or infect humanoids by forcing them to ingest vampire blood. Damaged by sunlight, garlic, and silver, these vampires are not bound to coffins and lack many of the strange abilities often attributed to supernatural vampires. Fleshbound vampires appear just as they did in life, although they are often more pale than their living counterparts and their eyes sometimes reflect light, like those of a cat. These vampires cast shadows and have reflections in mirrors. Its unlikely that a fleshbound vampires true nature can be guessed by appearance alone. Fleshbound vampire is a template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). After assuming the template, the base creatures type changes to Undead. All other subtype information for the base creature remains unchanged. Unless otherwise noted, in this template HD stands for Hit Dice plus any character levels the creature possesses. Fleshbound vampires use the base creatures statistics and inherent racial special abilities except as noted below. Hit Dice: Die type changes to d12. AC: Natural armor improves by +2. Special Attacks: A fleshbound vampire has all the special attacks of the base creature, including those requiring an active metabolism (meaning Constitution)they can even reproduce biologically. Use Charisma in place of Constitution to calculate save DCs. Fleshbound vampires also have the following: Last printed 8/11/2011 11:56:00 a8/p8 129

Blood Drain (Ex): A fleshbound vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of temporary Constitution damage each round the pin is maintained. Fleshbound vampires require 1 point of Constitution per size category (Fine counts as 1) in the form of blood every day (+1 point per 5 HD, excluding character levels). Each day this quota is not met, the fleshbound vampire loses one HD temporarily. As the starvation progresses, the fleshbound vampire looks more gaunt, corpse-like, and animalistic, until it resembles the undead thing it really is. For example, a Large, 10 HD monstrous humanoid requires 8 Constitution points of blood per day (6 for Large size, 2 for 10 HD). When the starving fleshbound vampire feeds adequately, in an amount equal to its normal requirement plus the number of HD previously lost, it immediately regains one lost HD and the other HD return at the rate of one per day. If the fleshbound vampire loses its final HD, it dies and looks like a shriveled corpse. Create Spawn (Ex): A humanoid or monstrous humanoid slain by a fleshbound vampires blood drain attack rises as a fleshbound vampire the next night after its death. These new fleshbound vampires are not under the control of their parent fleshbound vampire in any way. Special Qualities: A fleshbound vampire retains all the special qualities of the base creature and those listed below: Damage Reduction (Ex): A fleshbound vampires undead body is tough, giving the creature DR 10/silver. Darkvision (Ex): Fleshbound vampires can see in non-magical darkness up to a range of 60 ft., or the base creatures range, whichever is better. Turn Resistance (Ex): A fleshbound vampire retains much of its mortal nature and thus has turn resistance equal to 4 plus one-quarter of the fleshbound vampires HD. Resistance (Ex): A fleshbound vampire has cold and electricity resistance 10. Fast Healing (Ex): A fleshbound vampire heals 5 points of damage each round so long as it has at least 1 hit point. A fleshbound vampire harmed by blood loss, garlic, sunlight, silver, or magic weapons cannot heal that damage until all of its other damage has been healed, and even then only heals at a rate of 1 point of damage per hour. A fleshbound vampire can only heal a number of hit points of sunlight damage per day equal to its own HD. Slow Regeneration (Ex): Fleshbound vampires can slowly regenerate lost limbs over the course of several days, but cannot reattach severed limbs. Infectious Blood (Ex): Fleshbound vampire blood has infectious qualities (see Drinking Fleshbound Vampire Blood below). Undead (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Abilities: Modify the base creature as follows: Strength +4, Dexterity +4, Charisma +2. As undead, fleshbound vampires have no Constitution score. Skills: Fleshbound vampires receive a +6 racial bonus to Listen and Spot checks. Feats: Fleshbound vampires gain Alertness, Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness as bonus feats. Climate/Terrain: Any land and underground; Organization: Solitary, pair, gang (2-5), or troop (2-5 plus 2-5 vampiric thralls); CR: Base creatures CR +1; Alignment: Any evil; Advancement: By character class; ECL: +2. Fleshbound Vampire Characters: Like other vampires, the alignment change to evil prevents the use of certain abilities and advancement in certain classes. A fleshbound cleric must dedicate himself to another god, if his current god will not accept an evil and undead cleric. The character then rebukes undead instead of turning them. Characters with familiars loose those creatures if alignment changes from good to evil, but may regain another in a year and a day. Animals do not shun fleshbound vampires. Fleshbound Vampire Weaknesses: Like supernatural vampires, fleshbound vampires have a number of weaknesses. These weaknesses are exactly like those of a corpse vampire, except as follows: Heart Vulnerability: A wooden or silver piercing weapon must be used to pierce the heart of a fleshbound vampire. Becoming a Fleshbound Vampire: Fleshbound vampires can be created via create greater undead, or the ritual of dark calling, as detailed under the Desiccated template. More likely, however, a new vampire is the offspring of another. Drinking Fleshbound Vampire Blood: Fleshbound vampires have infectious blood. There are a few alternatives to how this blood affects the living, which can all be used together, or you can pick one or more. The default is the Blood Pawn option. The blood of non-fleshbound vampires may have similar effects. Most persons of good heart consider knowingly drinking vampire blood a vile act. Blood Pawn: An appropriate creature that drinks 1 hit point per size category up to Small + 4 hit points per size category above Small of the fleshbound vampires blood gains the Vampiric Thrall template. It must make a saving throw according to that templates addicted special quality or become addicted to fleshbound vampire blood. Consider the option that a fleshbound vampire may not addict any blood pawn with more HD than the vampire itself possesses. An alternate version of this option could grant the Vampiric Thrall template without the accompanying addiction or charma simpler, but less interesting choice. Last printed 8/11/2011 11:56:00 a8/p8 130

Corpse Vampire: Any appropriate creature that drinks, or otherwise ingests, the blood (and perhaps other fluids) of a fleshbound vampire comes back as a corpse vampire when it dies. The time between ingestion and death might be limited, so those who live past the limit do not come back as corpse vampires. Fleshbound Vampire: Any creature of the appropriate type that is disabled or dying and drinks the blood of a fleshbound vampire immediately stabilizes, but transforms into a fleshbound vampire over the next 24 hours. Half-vampire: Any appropriate creature that ingests the blood of a fleshbound vampire (amount set by the DM) must make a Fortitude saving throw (DC 10 + one-half of the fleshbound vampires HD + its Charisma modifier + 1 per previous drink) or gain the Half-vampire (fleshbound variant) template. It is a halfvampire-like creature, not a real half-vampire. (Optionally, the new half-vampire creature may be addicted to blood like a vampiric thrall.) A half-vampire who is created in this way, and subsequently loses the Half-vampire template, immediately suffers aging effects as normal for its species. If such a creature has lived past its racial maximum, it dies and withers. In addition, you might rule the creature goes through withdrawal like a vampiric thrall when the Half-Vampire template is removed (see Vampiric Thrall template, blood of power special quality). Unlike a normal half-vampire, the infected creature can be turned as if it were undead, but has turning resistance equal to one-half of its HD. The afflicted begins to hunger for blood, and must make a Will saving throw (DC as above) against drinking the blood of any sentient creature it sees bleeding (wounded in combat, and so on). If the afflicted creature does drink, it must make a similar saving throw to resist drinking its victim dry. Killing another sentient creature in this manner causes the half-vampire to die and transform into a full fleshbound vampire (losing the Half-vampire template abilities altogether) after the next day has passed into night. The only way to redeem the half-vampire is to kill the fleshbound vampire from which the original blood came, thereby cutting the metaphysical tie. Doing so allows the half-vampire to revert to normal over the next 24 hours. Killing the vampire from whom the blood came has no effect on a victim who has already transformed (or is transforming due to having drunk the blood of a sentient creature) into a fleshbound vampire. Paladins (and clerics of deities offended by the undead) that become a half-vampire, and are later cured, must have atonement cast on their behalf or lose their powers. Healing: Blood from a fleshbound vampire heals 2 points of damage for every 1 hit point worth of blood. It rots quickly when removed from the fleshbound vampire, though a gentle repose spell, or a container with that enchantment, can preserve the blood for the spells duration (or so long as the container remains magical). This option works well if combined with a less attractive option. Stopping Bleeding: Even though a fleshbound vampire can bleed, it has some control over its own blood and may use the Concentration skill (DC 10 + twice the amount of bleeding in hit points) to stop bleeding. This check is a move-equivalent action that does not draw an attack of opportunity, and it must be made each round, or the bleeding resumes (unless the wound causing the bleeding has healed). Vampire Lord (Template) In the machinations of vampires, the undead creatures vie against the living and against each other. Power is all, and the accumulation of power is the goal of these foul beings. Sometimes they rise up against their creators; on rare occasions they succeed in breaking the iron control of their "master" and slay it. These creatures can go beyond the normal vampire, and become an even more vile and horrible undead: a vampire lord. Few are ever seen, or recognized if seen. Possessing few of the weaknesses of their lesser kindred, they walk among mortals with little fear of discovery. They are the rulers of vampire communities. In a world where vampire conclaves battle against each other, the vampire lords play chess with their lesser kindred. Vampire lords are those few vampires who meet a strict set of requirements. They each have lived as a vampire for at least 100 years, and have acquired 10 or more class levels or Hit Dice. They tend to possess levels of arcane spellcasting classes, but not always. A vampire lord was formerly a vampire under the control of another vampire (not a vampire lord) and has slain its creator. Further, the vampire lord must have created at least 10 vampires and survived an assassination attempt by one of its subjects before achieving vampire lord status. Vampire lords are few and far between, and each is fiercely territorial. They know that run-of-the-mill vampires cannot match their power, but another vampire lord is a definite threat. As they gain power, they become more arrogant towards those they believe pose no threat, and more fearful of any real threat to their continued existence. Thus, if a vampire lord arises in the territory of another, the newcomer is driven away or destroyed as quickly as possible. Vampire lords command hundreds of undead servants throughout their vast territories, and can have legions of vampire servants at their beck and call. Unlike normal vampires, a vampire lord does not look the least bit unusual. It looks exactly like it did when alive and in the peak of health. It has lost the pale, hardened, almost feral look of the vampire. A vampire lord always surrounds itself with wealth and opulence, but it never forgets that the opulence is a by-product of power, not the primary goal. Vampire lords speak any languages they knew in life or learned as a vampire. Vampire lord is a template that can be applied to any humanoid or monstrous humanoid creature with a character level of at least 10 that has already had the vampire template applied to it (hereafter referred to as Last printed 8/11/2011 11:56:00 a8/p8 131

the "base vampire"). So, make a vampire, and then apply this template to it. The creature uses all the special abilities of the base vampire, except as noted below. Hit Dice: Same as base vampire, then add +1 hit point per level or HD of the base vampire Speed: Same as base vampire, plus vampire lords can fly with speed 50 ft. and perfect maneuverability. AC: The base vampire's natural armor bonus improves by +6. Attacks: Same as base vampire. Special Attacks: A vampire lord retains all the special abilities of the base vampire, except as modified below, and also gains those noted below. The saving throw, where applicable, is 10 + 1/2 the vampire lord's class and nonclass HD + the vampire lord's Charisma modifier, unless noted otherwise. Domination (Su): As base vampire, except that a vampire lord can do this either by gaze or voice. It does not require line of sight to the target, but the target must be able to hear the vampire lord's voice when it speaks at a normal volume level. Energy Drain (Su): As base vampire, but a living creature hit by a vampire lord's slam attack takes 3 negative levels. Blood Drain (Su): As base vampire, but a vampire lord's blood drain inflicts 1d4+2 points of Constitution drain each round the pin is maintained. Special Qualities: The vampire lord retains all the special qualities of the base vampire, except as modified below, and gains those listed below. Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form. Children of the Night (Su): As base vampire, but the creatures summoned forth serve the vampire lord until released. Further, the vampire lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles. Control Weather (Sp): A vampire lord can cast either control weather or fog cloud as a 12th-level sorcerer at will. Create Spawn (Su): As base vampire, but vampire lords create only vampire slaves, never vampire spawn. The new vampire is enslaved to the vampire lord until its master's death, and the willpower of the vampire lord is too strong to allow it to break free of its enslavement. Damage Reduction (Ex): A vampire lord is extremely tough; it has damage reduction 10/+3. Fast Healing (Ex): As base vampire, but a vampire lord heals 8 hit points each round so long as it has at least 1 hit point. It has 24 hours to reach a place of rest (rather than 2 hours) if brought to zero hit points. A vampire lord can have many places of rest prepared, since the only requirement is some soil from its homeland (the place where the base vampire was born). Telekinesis (Su): A vampire lord can use telekinesis (caster level 12th) at will. Telepathy (Su): A vampire lord can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under its direct control to a range of 1 mile. Turn Resistance (Ex): As base vampire +4 (see Monster Manual). Saves: Same as the base vampire, plus the vampire lord applies its Charisma modifier to all saving throws in addition to its other ability modifiers (as a paladin does). Abilities: Increase from the base vampire as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampire lords have no Constitution scores. Skills: A vampire lord receives an additional +4 racial bonus to Scry and Sense Motive checks, and a +8 racial bonus to Diplomacy and Intimidate checks. Feats: Vampire lords gain Iron Will and Leadership as bonus feats, assuming the base vampire does not already have these feats. Climate/Terrain: Any land or underground; Organization: Solitary; Challenge Rating: Same as base vampire +3; Treasure: Quadruple standard; Alignment: Any evil. In the transformation from vampire to vampire lord, the creature recovers the Law-Neutral-Chaos bent of the original creature. Thus, a Lawful Neutral monk who becomes a vampire turns Chaotic Evil, and when it becomes a vampire lord it turns Lawful Evil; Advancement: By character class Vampire Lord Weaknesses Vampire lords have far fewer weaknesses than normal vampires, a benefit of their quest for power. Vampire lords cannot be repelled by garlic or holy symbols, though they can be turned. Mere presentation of a holy symbol has no effect. They have no fear of mirrors, and they cast reflections as living beings do. Vampire lords can cross over or through running water with no impediments. They are not harmed in any way by immersion in running water. A vampire lord is not as vulnerable to sunlight as a normal vampire, and can go about in broad daylight if it desires. Under sunlight, it takes a -4 penalty to all ability scores and on all attacks, saves, and skill checks. Also, a vampire lord in sunlight cannot use any of its supernatural powers. Victims of its domination power are not freed of the vampire lord's control during daylight hours; the vampire lord can verbally command any Last printed 8/11/2011 11:56:00 a8/p8 132

creature in its thrall even in direct sunlight. Spells that produce sunlight effects cannot harm a vampire lord; only direct light from the sun can weaken it. If the vampire lord is destroyed while exposed to direct sunlight, it seems to die, but unless the body is disposed of as described below, it assumes gaseous form as soon as the sun sets and attempts to return to its coffin. A vampire lord is not killed outright by a wooden stake driven through its heart, though the stake does cause normal damage if it can bypass the creature's damage reduction. The only way to make sure that a vampire lord does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire lord can regenerate in a week if the ashes are placed inside one of its places of rest. Vampire Spawn Variant Strains Vampires of most variant strains are capable of plaguing the world with their vampire spawn (see the Monster Manual), just as base vampires can do. Vampire spawn resemble their masters both in terms of physical traits and in their special attacks and qualities. Vampire spawn of variant strains speak whatever languages they spoke in life, usually a domain language (or Common in campaigns beyond Ravenloft). Vampire spawn of racial strains typically also speak their racial tongue (Dwarven, Elven, and Halfling, respectively). Vampire spawn from variant strains use their unnatural physical gifts to hammer their foes with powerful blows. They also use their special attacks and qualities to strike when foes are most vulnerable. All vampire spawn share the following qualities: Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Skills: Vampire spawn receive a +4 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Vampire spawn of each strain are equally vulnerable to attacks that can repel or destroy their masters. For details, see the Vampire Strains entries in Denizens of Darkness. Chiang-Shi Spawn Medium-Size Undead; Hit Dice: 4d12 (26 hp); Initiative: +6 (+2 Dex, +4 Improved Initiative); Speed: 40 ft.; AC: 15 (+2 Dex, +3 natural); Attacks: 2 claws +5 melee; Damage: Claw 1d4+3 and energy drain; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Stun, energy drain, blood drain; Special Qualities: Undead, +2 turn resistance, damage reduction 10/silver, cold and electricity resistance 10, invisibility, fast healing 2; Saves: Fort +1, Ref +5, Will +5; Abilities: Str 16, Dex 14, Con , Int 13, Wis 13, Cha 15 Skills: Bluff +8, Climb +8, Craft (any one) or Profession (any one) +10, Hide +10, Jump +8, Listen +11, Move Silently +12, Search +8, Sense Motive +11, Spot +11 Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (any Craft or Profession) Climate: Any land and underground; Organization: Solitary or pack (25); Challenge Rating: 4; Treasure: Standard; Alignment: Always chaotic evil; Advancement: Like their masters, chiang-shi spawn have stark white hair and sharp fingernails, though this does not grow over time. A chiang-shi spawn has the following special attacks and qualities. Stun (Su): This is similar to the chiang-shis mesmerism ability (see pg. 150 of Denizens of Darkness), but the save DC is 14, and a victim who fails her save is stunned for 4 rounds (see the Players Handbook glossary). Energy Drain (Su): Living creatures hit by a chiang-shi spawns claw attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14. Blood Drain (Ex): A chiang-shi spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round. Invisibility (Su): A chiang-shi spawn can turn itself invisible at will as a standard action, as the invisibility spell cast by a 6th-level sorcerer, but it can remain invisible indefinitely. The spawn still immediately becomes visible if it makes a direct attack. Fast Healing (Ex): A chiang-shi spawn heals 2 points of damage each round so long as it has 1 hit point. If reduced to 0 hit points in combat, it automatically becomes invisible and intangible and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. Once at rest in its coffin, it regains 1 hit point after 1 hour, then resumes healing at the rate of 2 hit points per round. Nosferatu Spawn Medium Size Undead; Hit Dice: 4d12 (26 hp); Initiative: +6 (+2 Dex, +4 Improved Initiative); Speed: 30 ft.; AC: 15 (+2 Dex, +3 natural); Attacks: Slam +4 melee; Damage: Slam 1d6+3; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Charm, blood drain; Special Qualities: Undead, +2 turn resistance, damage reduction 10/silver, cold and electricity resistance 10, gaseous form, spider climb, restful sleep, lunar regeneration 2, daylight powerlessness; Saves: Fort +1, Ref +5, Will +5; Abilities: Str 14, Dex 14, Con , Int 13, Wis 13, Cha 17 Last printed 8/11/2011 11:56:00 a8/p8 133

Skills: Bluff +9, Climb +7, Craft (any one) or Profession (any one) +10, Hide +10, Jump +7, Listen +11, Move Silently +12, Search +8, Sense Motive +11, Spot +11 Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (any Craft or Profession) Climate: Any land and underground; Organization: Solitary or pack (25); Challenge Rating: 4; Treasure: Standard; Alignment: Always chaotic evil; Advancement: Like their masters, nosferatu spawn are difficult to distinguish from base vampires or mortals. A nosferatu spawn has the following special attacks and qualities. Charm (Su): This is similar to the vampires domination ability (see the Vampire entry in Appendix Three of the Monster Manual), but the save DC is 15, and the effect is similar to charm person as cast by a 5th-level sorcerer. A charmed subject allows the nosferatu spawn to drain his or her blood (see below). Blood Drain (Ex): A nosferatu spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round. Gaseous Form (Su): As a standard action, a nosferatu spawn can assume gaseous form at will, as the spell cast by a 6th-level sorcerer, but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Spider Climb (Su): A nosferatu spawn can climb sheer surfaces as though with a spider climb spell. Restful Sleep (Ex): A nosferatu spawn heals 2 points of damage each hour it spends sleeping in its coffin so long as it has at least 1 hit point. Lunar Regeneration (Su): A nosferatu spawn gains the regeneration special quality whenever it is directly exposed to the light of the full moon. When a nosferatu is exposed to such moonlight, any damage it has previously suffered is immediately converted to subdual damage, even if the nosferatu spawn had already been slain. The nosferatu spawn automatically heals subdual damage at a rate of 2 points per round. Note that nosferatu, as undead creatures, otherwise ignore subdual damage. Fire, acid and blessed or holy weapons still deal normal damage. Regenerating nosferatu spawn can reattach severed limbs, but cannot regrow them. A decapitated nosferatu spawn cannot heal subdual damage until its head is reattached. Daylight Powerlessness (Ex): Nosferatu spawn cannot use any of their supernatural attacks or qualities between the hours of sunrise and sunset. A nosferatu spawn that is actually exposed to direct sunlight must sleep in its coffin for 8 full hours to regain its powers. A nosferatu spawn can continue to exert influence over previously charmed victims during the day, but it cannot charm new victims. Vrykolaka Spawn Medium-Size Undead; Hit Dice: 4d12 (26 hp); Initiative: +8 (+4 Dex, +4 Improved Initiative); Speed: 30 ft.; AC: 16 (+4 Dex, +2 natural); Attacks: 2 claws +5 melee; Damage: Claw 1d4+3 and disease; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Sleep, blood drain, disease; Special Qualities: Undead, +1 turn resistance,damage reduction 5/silver, cold and electricity resistance 10, swarm, spider climb, fast healing 2; Saves: Fort +1, Ref +7, Will +6; Abilities: Str 16, Dex 18, Con , Int 5, Wis 15, Cha 13 Skills: Bluff +5, Climb +7, Craft (any one) 1 or Profession (any one) +4, Hide +12, Jump +7, Listen +10, Move Silently +12, Search +1, Sense Motive +6, Spot +10 Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (any Craft or Profession) Climate: Any land and underground; Organization: Solitary or pack (25); Challenge Rating: 3; Treasure: Standard; Alignment: Always chaotic evil; Advancement: Vrykolaka spawn are even more hideous than their masters, and are often mistaken for ghouls. A common belief holds that if a vrykolaka is destroyed, all of its spawn die with it. A vrykolaka spawn has the following special attacks and qualities. Sleep (Su): This is similar to the vrykolakas fever sleep ability (see pg. 154 in Denizens of Darkness), but the save DC is 13, and the effect is similar to a sleep spell cast by a 5th-level sorcerer. Blood Drain (Ex): A vrykolaka spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round. Any victim that suffers blood drain also risks infection (see below). Disease (Ex): Every vrykolaka spawn continues to transmit the disease that took its life (typically filth fever, see below). Any living creature that suffers damage from a vrykolaka spawns claw attacks or blood drain must make a successful Fortitude save (DC 13) or contract the spawns disease. Filth fever claw or blood drain, incubation period 1d3 days, damage 1d3 temporary Dexterity and 1d3 temporary Constitution (see Disease in Chapter Three of the Dungeon Masters Guide). Swarm (Su): This is similar to the vrykolakas Alternate Form ability to transform into a swarm of fine vermin, except that the spawns swarming creatures cannot make attacks. Spider Climb (Ex): A vrykolaka spawn can climb sheer surfaces as though with a spider climb spell. Fast Healing (Ex): A vrykolaka spawn heals 2 points of damage each round so long as it has 1 hit point. If reduced to 0 hit points in combat, it automatically assumes its swarm form and attempts to escape. At least half of the swarm must reach its coffin home within 2 hours or the vrykolaka spawn is utterly destroyed. Once at rest in its coffin, it regains 1 hit point after 1 hour then resumes healing at the rate of 2 hit points per round. Last printed 8/11/2011 11:56:00 a8/p8 134

Dwarven Vampire Medium-size Undead; Hit Dice: 4d12 (26 hp); Initiative: +5 (+1 Dex, +4 Improved Initiative); Speed: 20 ft.; AC: 15 (+1 Dex, +4 natural); Attacks: Slam +5 melee; Damage: Slam 1d6+4 and Strength drain; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Fear gaze, Strength drain, blood drain; Special Qualities: Undead, +2 turn resistance,damage reduction 10/+1, cold and electricity resistance 10, stonewalk, fast healing 0/2, dwarf traits; Saves: Fort +1, Ref +4, Will +5; Abilities: Str 16, Dex 12, Con , Int 13, Wis 13, Cha 13 Skills: Bluff +7, Climb +8, Craft (any one) or Profession (any one) +10, Hide +9, Jump +8, Listen +11, Move Silently +11, Search +8, Sense Motive +11, Spot +11 Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (any Craft or Profession) Climate: Any hill, mountains and underground; Organization: Solitary or pack (25); Challenge Rating: 5; Treasure: Standard; Alignment: Always chaotic evil; Advancement: Dwarven vampire spawn share their masters physical traits. A dwarven vampire spawn has the following special attacks and qualities. Fear Gaze (Su): This is similar to the dwarven vampires terror gaze ability, but the save DC is 13. Strength Drain (Su): Living creatures hit by a dwarven vampire spawns slam attack suffer 1d4 points of permanent Strength drain. Blood Drain (Ex): A dwarven vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round. Any victim that suffers blood drain also risks infection (see below). Stonewalk (Su): As a standard action, a dwarven vampire spawn can merge with solid stone at will. This ability is similar to the spell meld into stone, except that the spawn can move freely through the stone at a speed of 20 feet and can remain merged with the stone indefinitely. Fast Healing (Ex): A dwarven vampire spawn heals 2 points of damage each round, so long as it has at least 1 hit point, and then only if it is underground. If reduced to 0 hit points in combat, the dwarven vampire spawn automatically assumes a stonewalking state and attempts to escape. It must travel to its coffin within 2 hours. If it does not reach its coffin, it rematerializes within the stone and is utterly destroyed. Once at rest in its coffin, it regains 1 hit point after 1 hour, then resumes healing the rate of 2 hit points per round. Elven Vampire Spawn Medium-size Undead; Hit Dice: 4d12 (26 hp); Initiative: +9 (+5 Dex, +4 Improved Initiative); Speed: 30 ft.; AC: 17 (+5 Dex, +2 natural); Attacks: Slam +4 melee; Damage: Slam 1d6+3 and Charisma drain; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Horrid gaze, Charisma drain, black thumb; Special Qualities: Undead, +1 turn resistance, damage reduction 10/oakwood, cold and electricity resistance 10, plantwalk, fast healing 2, elf traits; Saves: Fort +1, Ref +8, Will +6; Abilities: Str 14, Dex 20, Con , Int 13, Wis 15, Cha 11 Skills: Bluff +6, Climb +7, Craft (any one) +10 or Profession (any one) +11, Hide +13, Jump +7, Listen +14, Move Silently +15, Search +10, Sense Motive +12, Spot +14 Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (any Craft or Profession) Climate: Temperate forest; Organization: Solitary or pack (25); Challenge Rating: 4; Treasure: Standard; Alignment: Always chaotic evil; Advancement: Like their masters, elven vampire spawn appear as pallid, hideously scarred elves. An elven vampire spawn has the following special attacks and qualities. Denizens of Darkness Errata: An elven victims original Charisma score is restored by the change to undeath. Horrid Gaze (Ex): Anyone who sees an elven vampire spawns face must make an immediate Horror save (DC 12). Charisma Drain (Su): Living creatures hit by an elven vampire spawns slam attack suffer 1d4 points of permanent Charisma drain. Black Thumb (Su): Any plant an elven vampire spawn touches with its bare skin must make a successful Fortitude save (DC 12) or suffer 1d4 points of damage each minute for a duration of 10 minutes. Once started, this withering process can be halted midcourse only by destroying the elven vampire spawn. Like their masters, elven vampire spawn can feel the agony of the plants they touch, and thus try to avoid doing so. Plantwalk (Su): As a standard action, an elven vampire spawn can tree stride at will between living trees, as the spell. Both trees (the entry point and the exit point) automatically come in contact with the spawn and are subject to its black thumb ability. Fast Healing (Ex): An elven vampire spawn heals 2 points of damage each round so long as it has 1 hit point. If reduced to 0 hit points in combat, it automatically attempts to escape to its coffin using its plantwalk ability. If the spawn spends more than 2 continuous rounds outside a tree before it reaches its coffin home, it is utterly destroyed. Once at rest in its coffin, it regains 1 hit point after 1 hour, then resumes healing at the rate of 2 hit points per round. Gnomish Vampire Spawn Gnomish vampires cannot create vampire spawn. Halfling Vampire Spawn Last printed 8/11/2011 11:56:00 a8/p8 135

Small Undead; Hit Dice: 4d12 (26 hp); Initiative: +8 (+4 Dex, +4 Improved Initiative); Speed: 20 ft.; AC: 18 (+1 size, +4 Dex, +3 natural); Attacks: Slam +2 melee; Damage: Slam 1d41 and Strength damage; Face/Reach: 5 ft. by 5 ft./5 ft.; Special Attacks: Fatigue aura, Strength damage, blood drain; Special Qualities: Undead, +2 turn resistance, damage reduction 10/silver, cold and electricity resistance 10, gaseous form, fast healing 2, halfling traits; Saves: Fort +2, Ref +8, Will +7; Abilities: Str 8, Dex 18, Con , Int 13, Wis 15, Cha 17 Skills: Bluff +9, Climb +6, Craft (any one) +10 or Profession (any one) +11, Hide +16, Jump +6, Listen +16, Move Silently +16, Search +8, Sense Motive +12, Spot +12 Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (any Craft or Profession) Climate: Any land and underground; Organization: Solitary or pack (25); Challenge Rating: 3; Treasure: Standard; Alignment: Always chaotic evil, Advancement: -Halfling vampire spawn resemble their masters in both appearance and habit. Halfling vampire spawn are small undead: add a +1 size bonus to attacks and AC. A halfling vampire spawn has the following special attacks and qualities: Fatigue Aura (Su): Living creatures that come within a 30-foot radius of a halfling vampire spawn must make a successful Will save (DC 15) or become fatigued. Creatures that are already fatigued become exhausted (see the Players Handbook glossary). This effect lasts 1d6 rounds. Strength Damage (Su): Living creatures hit by a halfling vampire spawns slam attack suffer 1d4 points of temporary Strength damage. Blood Drain (Ex): A halfling vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round. Gaseous Form (Su): As a standard action, a halfling vampire spawn can assume gaseous form at will, as the spell cast by a 6th-level sorcerer, but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Fast Healing (Ex): A halfling vampire spawn heals 2 points of damage each round so long as it has 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. Once at rest in its coffin, it regains 1 hit point after 1 hour, then resumes healing at the rate of 2 hit points per round. Vampire Wolf Medium-size Undead; Hit Dice: 6d12 (39 hp); Initiative: +8 (Dex, Improved Initiative); Speed: 60 ft; AC: 18 (+4 Dex, +4 natural); Attacks:Bite +6 melee; Damage: Bite 3d4+6 and fall; Face/Reach: 5 ft by 5 ft/5 ft; Special Attacks: Cause fall, improved grab; Special Qualities: Undead, vampiric regeneration, damage reduction 15/silver, scent; Saves: Fort +2, Ref +6, Will +7; Abilities: Str 18, Dex 19, Con ---, Int 6, Wis 14, Cha 10 Skills: Hide +6, Jump +8, Listen +12, Move Silently +8, Spot +10, Wilderness Lore +6 * Feats: Alertness, Improved Initiative Climate: Any land and underground; Organization: Pack (3-18); Challenge Rating: 6; Treasure: None; Alignment: Always evil (as creator); Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large) Vampiric wolves are the result of foul ceremonies used by evil clerics on normal wolf pups. These undead wolves are always black from head to toe, with feral eyes that glow a dark orange. When they have fed on blood within the last 12 hours, their eyes glow a deep red instead. Vampiric wolves are smaller than most wolves, their growth stunted as a result of the process that created them. Vampiric wolves treat the cleric that created them as the leader of their pack, and he has complete control over them. Any other being or creature that attempts to command them will be attacked unless allowed to live by the cleric. The wolves can understand short, simple phrases, and will do their best to follow the commands even when left alone for long periods. The cleric must be careful never to show weakness in front of the pack, as they may turn on him and run free. Vampiric wolves are often used by the cleric as guards for treasure, or concealed portals. Vampiric wolves hunt in the same manner as a pack of normal wolves. If a wolf is able to trap its victim on the ground, it will try to bite and grasp the victim's arm to prevent him from using a weapon. When a victim is helpless and dying, the members of the pack will close in and drink the victim's spilled blood. These wolves are not restricted from moving about in daylight, but normally chose not to do so. Cause Fall (Ex): When a vampiric wolf successfully bites a running or standing victim, she must succeed at a Reflex save (DC 17) or fall prone to the ground for the rest of that round. Improved Grab (Ex): To use this ability, the dread wolf must hit with a bite attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Vampiric Regeneration (Su): Vampiric wolves heal quickly by drinking the blood of their victims. For each hit point of damage a vampiric wolf does with its bite attack, it regains 1 hit point. Light Sensitivity (Ex): Vampiric wolves suffer a -2 penalty to attack rolls in bright sunlight or within the radius of a daylight spell. Last printed 8/11/2011 11:56:00 a8/p8 136

Skills: * Vampiric wolves receive a +4 racial bonus to Wilderness Lore checks when tracking by scent. These wolves are transformed into undead by a corrupting ceremony performed by an evil priest of 9th level or higher. The cleric must capture 3-18 wolf pups that are close to being weaned, but have not yet tasted raw meat. Once he has the proper pups, the cleric performs a ritual using magic that is essentially the opposite of an atonement spell. Every day for three months, he must hand-feed them food that contains either a few drops of human blood, or dust from a dead vampire that has had the bane spell cast upon it, or the pups will die. At the end of these three months, the pups are fully grown. To complete the ritual, the cleric must then slay the wolves with poison, and they will then arise as vampiric wolves. If they are not slain in this way at the proper time, they must each make a Will save (DC 18) or die; success results in the wolves living out the rest of their days as weak, but abnormally bloodthirsty, normal wolves. Originally found in DRAGON Magazine #174 ("Cry Wolf!", Tim Malto), Monstrous Compendium Annual One (1994). Vampiric Fetus Often times we may hear romanticized images of the half-vampire. Those who, filled with angst, struggle against their vampire heritage seeking to protect humanity from the evils of vampirism. Or perhaps others dream of the romanticism of vampires, the dark seduction, or the wondrousness of immortality. However, I would like to share something a little different from my own campaign setting. In the world of Aeth Ryn, there are no half-vampires. Rather when a male vampire engages in sexual relations with a human woman the result can be the vile vampiric fetus. (Female vampires lack the functioning uterine system to support such a child, even if they do produce egg cells, just as the male vampire continues to produce sperm.) The result is caused by the union (some would call infection) of a living egg cell by undead seed. (Usually caused by a vampire seducing an unknowing victim or the victim being dominated and then forced into the act). The vampiric fetus begins its growth much like a normal embryo. However, the changes on the mother are horrific. The mothers bond to the undead creature now growing inside her womb forces her body to undergo a transformation, a sick mockery of the natural changes a womans body undergoes during pregnancy. Where as normal woman suffer morning sickness or other pain, the unfortunate mother of a vampiric fetus early on erupts fangs identical to the vampires. She also gains a likewise unquenchable thirst for blood (a demand placed on her body by the unborn child). Her intimate union with the undead unborn also causes her to suffer similar weaknesses to the vampire. Her flesh when exposed to sunlight similarly burns (causing 1 point of damage per round). She likewise gains a terrible aversion to holy symbols, which if a successful turn check is made the victim becomes frightened and flees (if unable to flee she becomes cowered). However she can not be commanded or destroyed by a turning attempt. However, she gains none of the powers or advantages of the vampire (aside from its blood drain ability). She also ceases to have a shadow or a reflection (another side effect of the vampiric curse). Lastly she also suffers 1 point of damage from being splashed by holy water (rather than the vampires normal 1d6), and suffers 1d6 from total immersion or heavier doses than the usually amount in a vial of holy water. The mothers body in turn grants the undead child several benefits. The undead child itself is treated as part of its mother (thus turning attempts will not destroy or command it). It also does not suffer effects from exposure to sunlight if its host mother is exposed to sunlight (as the walls of the uterus and tissue shield it from direct exposure). The fetus itself never grows beyond the early fetal stages, and thus the mother never shows from her pregnancy. The child also never naturally comes to term, remaining in its mothers womb for as long as she lives (turning her womb into a living tomb). As one can imagine, many zealous vampire hunters have mistaken these innocent victims of a vampire, as vampires themselves. Thus many such mothers die with a stake shoved through their hearts and bleeding to death. If the mother dies (either through bodily harm or even through exposure to sunlight, which burns away portions of the flesh, but neither actually ignites the body nor destroys it) the surviving vampiric fetus will often wait till it judges night has fallen (or it is under the cover of shadows) and then attempt to exit its mothers body (either by trying to crawl out the birth canal or tear its way out of the womb). If the fetus escapes it often spends the rest of its existence hiding (often in sewers) feeding off of small prey (like rats or other vermin). The unborn child is actually much faster and stronger than one might think, having the following stats. These are only really meant for if a party were to stumble across an unprotected vampiric fetus (one whose mother had been slain, otherwise it would continue to stay in the womb). Str 8, Dex 10, Con --, Int 4, Wis 6, Cha 1

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Vermin
Death Worm What at first appears to be a crimson, bloodfilled length of intestineperhaps from a bull or a camel proves itself to be alive as it starts to move. As it turns, a face, featureless but for mandibles and a rounded mouth, slides into view. The death worm is a strange invertebrate that dwells in arid deserts and plains. The color of blood, it is often mistaken for portions of the viscera of a dead animal. It feeds primarily on carrion, but consumes live prey when such becomes available. It has no true eyesight, but is capable of sensing the general location of all creatures within 60 feet, and the precise location of creatures within 30. Death worms are a blood-red in hue, average four feet in length, and are substantially fatter around than other worm-like creatures of comparable length. Death worms are, like all vermin, basically mindless. They attack in a straightforward manner when hungry or threatened. Small Vermin; Hit Dice: 2d8+4 (13 hp); Initiative: +1; Speed: 20 ft. (4 squares), climb 10 ft.; Armor Class: 15 (+1 size,+1 Dex,+3 natural), touch 12, flat-footed 14; Base Attack/Grapple: +1/4; Attack: Bite +4 melee (1d61 plus poison); Full Attack: Bite +4 melee (1d61 plus poison); Space/Reach: 5 ft./5 ft.; Special Attacks: Poison, poison breath; Special Qualities: Blindsense 60 ft., blindsight 20 ft., sightless; Saves: Fort +5, Ref +1, Will +0; Abilities: Str 9, Dex 13, Con 15, Int , Wis 10, Cha 2 Skills: Climb +9, Hide +9 Feats: Weapon Finesse Environment: Any desert and warm plains; Organization: Solitary or colony (324); Challenge Rating: 1; Treasure: None; Alignment: Always neutral; Advancement Range: 34 HD (Small), 56 HD (Medium); Level Adjustment: Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d2 Con.The save DC is Constitutionbased. Poison Breath (Ex): 15-foot cone, once every 1d4 rounds, initial and secondary damage 1d2 Con, Fortitude DC 13. The save DC is Constitution-based. Monstrous Toebiter The creature looks like leaf-shaped monstrous insect at least twice as long as a human is tall. Growths cover and mottle its back. Four of the creature's six legs end in paddle-like feet, but the front two end in huge chitinous hooks. The face is particularly loathsome and is dominated by two huge black eyes and a long, thin, pointed proboscis the size of a rapier. Despite its somewhat comical name, the monstrous toebiter, also known as the monstrous water bug, is a terrifying predator indeed. Smaller versions of this aquatic bug are notorious for latching onto the feet and toes of unwary waders. The monstrous toebiter might pose such a threat to a giant, but against Medium prey, it poses a much more dangerous threat. When floating in swampy water, the bug looks remarkably like a partially submerged moss-covered log. When it attacks, the toebiter's long, thin legs extend out in all directions. Monstrous toebiters are at home in the water, but they do not breathe water. Nevertheless, they can remain underwater indefinitely by extending a long, thin breathing tube from their abdomen up above the surface. Often, this innocuous-looking tube is the only sign above water of a monstrous toebiter's presence Monstrous toebiters are ambush hunters. They lurk on the edges of large open pools in swamplands and wait for their next meal to move out into the pool before they dart out to attack. Despite their size, they are skilled at hiding in undergrowth, and their coloration makes them especially adept at hiding in swamplands. Once a monstrous toebiter selects its prey, it focuses all of its attacks on that creature and tries to gorge itself with blood as quickly as possible before retreating to its underwater lair to digest its meal. Large Vermin; Hit Dice: 10d8+50 (95 hp); Initiative: +1; Speed: 20 ft. (4 squares), swim 40 ft.; Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17; Base Attack/Grapple: +7/+19; Attack: Claw +14 melee (1d6+8); Full Attack: 2 claws +14 melee (1d6+8) and 1 bite +9 melee (1d8+4); Space/Reach: 10 ft./10 ft.; Special Attacks: Blood drain, improved grab, poison; Special Qualities: Camouflage, darkvision 60 ft., vermin traits; Saves: Fort +12, Ref +4, Will +3; Abilities: Str 26, Dex 13, Con 20, Int -- , Wis 10, Cha 2 Skills: Hide -3*, Swim +16 Environment: Temperate swamp; Organization: Solitary; Challenge Rating: 7; Treasure: None; Alignment: Always neutral; Advancement: 11-20 HD (Large), 21-30 HD (Huge); Level Adjustment: -Blood Drain (Ex): A monstrous toebiter drains blood, dealing 1d4 points of temporary Constitution damage in any round when it begins its turn attached to a living victim. Once it has dealt 16 points of temporary Constitution damage, it lets its prey go and swims off to digest the meal. If its victim dies before the monstrous toebiter's appetite has been sated, the vermin drops the body and seeks a new target. Improved Grab (Ex): If a monstrous toebiter hits an opponent that is at least one size category smaller than itself with both claw attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it automatically hits with its bite, dealing automatic bite damage. Thereafter, the monstrous toebiter has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on grapple check, but the monstrous toebiter is not considered Last printed 8/11/2011 11:56:00 a8/p8 138

grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage plus poison. Poison (Ex): A monstrous toebiter delivers its poison (Fortitude save DC 20) with each successful bite attack. The initial and secondary damage is the same (1d6 points of temporary Strength damage). Vermin Traits: A monstrous toebiter is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). It also has darkvision (60-foot range). Skills: A monstrous toebiter has a +4 racial bonus on Hide checks. In a swamp or marsh, the monstrous toebiter's coloration and the shape of its body looks just like a small lump of peat moss or mud protruding from the water, and its Hide bonus improves to +20.

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Open Game License Version 1.0a


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