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Monsters Unleashed

Volume 2
Table of Contents Who to Blame

Asherake 3 Writers: Mark Gedak, Stefen Styrsky


Kahrn 4 Editors: Thomas Baumbach, Stefen Styrsky
Adult Kahrn 4 Cover: Rick Hershey, Standard Stock with ad-
Light Sleeper Feat 5 ditional material by Michael Scotta
Kahrn Larva 5 Monster Art: Michael Scotta
Jewel Golem, Sapphire 6 Published By: Purple Duck Games
About Jewel Golems 6
Controlling Jewel Golems 7
Ogrillon 8
Ogrillon Society 9
Desperate Battler Feat 9
Ogrillon Racial Traits 9
Sample NPC Ogrillon 9
Reaper Falcon 10
Reaper Falcon Companion 10
Monsters by Role 10
Writing for the Ducks 11
Contact Information 11
Open Game License 11
Tokens XX

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Paul Woods tee compatibility, and does not endorse
this product.
ASHERAKE a hold usually flies off with the victim, preferably to
Tall and powerful, these tiger-headed winged human- be added to the ranks of asherake slaves or dropped
oids exude a cruel menace. Wide bat-like wing pro- from a height.
trude from their fur-covered bodies.
The feared asherake are a loathsome race of flying
ASHERAKE CR 4 (XP 1,200) tigerlike humanoids. They stand about 7 feet tall, are
LE Large monstrous humanoid covered with thick fur, and have wings that spread out
Init +7; Senses darkvision 60 ft., scent; Perception +12 10 feet. They are intelligent and organized, and their
DEFENSE society is hierarchical and highly advanced. The origin
AC 16, touch 12, flat-footed 13 of the asherake is not clear. Some say that they hail
(+2 armor, +3 Dex, +2 natural, -1 size) from a far off plane, while others claim they evolved
hp 45 (6d10+12) in distant jungles from hungry beasts. Whatever the
Fort +4, Ref +8, Will +4 explanation, the asherake are here to stay.
OFFENSE Asherake are typically raiders, their floating ships
Speed 30 ft, fly 60 ft. (average) attacking a town and carrying off its inhabitants. Ash-
Melee bastard sword +9/+4 (1d10+6/19- erake always begin combat by dropping a few dozen
20) or 2 claws +9 (1d6+4 plus grab), bite slaves onto the town in an attempt to
+9 (1d8+4) demoralize the defenders. These slaves
Space 10 ft.; Reach 5 ft. are dropped from a great
Special Attacks flying grapple height for maximum
STATISTICS effect. This same tactic
Abilities Str 19, Dex 17, Con is used if the asherake
14, Int 14, Wis 11, Cha 13 are attacking a mili-
Base Atk +6; CMB +11 (+15 tary unit, except that
grapple); CMD 24 the dropped slaves
Feats Flyby Attack, are used as missile
Improved Initiative, Skill weapons to flatten
Focus (Perception) the opposing troops.
Skills Fly +10, Init- Falling bodies inflict
imidate +7, Perception 1d6 damage for every
+12, Stealth +8 20 feet they fall. Typically
Languages Asherake, asherake drop the slaves
Common, Sylvan from 200 feet, for 10d6
ECOLOGY points of damage.
Environment warm After the bombardment,
forests the asherake swoop down and
Organization solitary, attempt to carry off slaves, us-
patrol (4-9), crew (20-80 ing their flying grapple ability. If
plus 20-160 noncombatant melee is necessary, or if the asher-
humanoid slaves, three 5th ake fight with flying opponents,
level fighter lieutenants, two they prefer bastard swords to
7th level sorcerers, and one their natural weapons.
11th level cleric as captain) If higher level asherake are
Treasure NPC Gear (bastard sword, leather armor, present, they direct troops and
other gear) relay orders from the captain, who usually remains
SPECIAL ABILITIES on the ship, using his magic to immobilize and bind
Flying Grapple (Ex) If a flying asherake hits a Medium captured opponents. Asherake sorcerers also remain
or smaller opponent with both claws, the asherake with their ship, casting fireball or stinking cloud spells
can start a grapple as a free action without provok- from portholes at the town or troops below.
ing an attack of opportunity. An asherake who gets
Asherake Society ship holds an entire crew of asherake (see organiza-
The foundation of asherake culture is the principle tion). Asherake navies are led by a flagship manned by
that all other races are inferior and subservient to two crews and a 15th level sorcerer admiral.
them. Their colonies spread like plagues over the
land, and they overrun and enslave anyone in their Knowledge Lore
path. Asherake make their homes in huge black flying (nature) DC
ships, kept aloft by some arcane magic. These blasted 14 Asherake never keep prisoners alive
hulks with tattered sails and rank upon rank of black long. They are fattened and con-
oars are filled with snarling asherake, who attack sumed.
land-based populations and carry them off to a life of
19 Asherake fly over the land aboard
bitter servitude. No one has ever gone into the cen-
magical flying ships.
ter of their lands and returned, but it is rumored that
they are ruled from a mountain kingdom by a mad 24 Asherake prefer to swoop at prey
emperor. from high above, grab them and fly
As asherake rarely have peaceful contact with other off with them.
races, little is understood about their society. It is 29 Asherake are quick to rebuke any
known that they speak their own language, which has lesser creature that rises above its
a 30 character alphabet, and is oddly similar to Dover. appointed station.
Asherake almost never learn other languages as they
have no respect for other cultures. They do know KAHRN
basic commands in Common, which they find useful This furry creature possesses four powerful arms that
for giving orders to their slaves. Slaves who manage end in grasping three-fingered hands. It mouth is filled
to escape from their ships say that the asherake are with multiple rows of teeth and its eyes are a solid
extremely cruel masters; slaves rarely survive more purple colour.
than a year in servitude.
Asherake soldiers are highly organized, and all quite KAHRN, ADULT CR 7 (XP 3,200)
mindful of rank. They perform no labor of their own CN Large magical beast
except for killing and enslaving. All of their needs are Init +5; Senses low-light vision; Perception +15
catered to by slaves of all races, who feed them, clean DEFENSE
for them, manufacture their armor and clothes, enter- AC 20, touch 10, flat-footed 19
tain them, man the oars on the ships, and even serve (+1 Dex, +10 natural, -1 size)
as meals for the asherake when no prey population hp 115 (10d10+60); fast healing 5
is available. One odious asherake habit is to fatten Fort +12, Ref +8, Will +5
humans through overfeeding, keeping them in small, OFFENSE
tight pens. Refusal to eat is punished by death. Once a Speed 30 ft.
poor soul has fattened to a gross degree, he is used as Melee 4 claws +14 (1d6+5 plus grab), bite +14 (1d8+5
the main course at a sacred asherake feast. plus anti-poison)
The one exception to the slave labor rule is weapon Space 10 ft.; Reach 10 ft.
crafting. The asherake never let any slave touch a Special Attacks rend (2 claws, 2d6+7)
weapon upon penalty of death. Asherake are quite STATISTICS
proud of their weaponsmiths, and the weapons they Abilities Str 21, Dex 12, Con 20, Int 7, Wis 15, Cha 14
create are of the highest quality. Base Atk +10; CMB +16 (+20 grapple); CMD 27 (31 vs.
Asherake have their own religion, which seems to be trip)
the driving force behind their actions. Their chief god, Feat Combat Reflexes, Improved Initiative, Light
Baraka, is worshipped as the god of mastery, and all Sleeper, Power Attack, Toughness
other gods are viewed as servants to him. Skills Perception +15
Each flying ship is captained by a priest of Baraka SQ spawn
who directs its course and actions. These ships levi- ECOLOGY
tate by inherent enchantments and are propelled Environment any
through the air by huge oars manned by slaves. Each
Organization solitary KAHRN, LARVA CR 2 (XP 600)
Treasure standard CN Small magical beast
SPECIAL ABILITIES Init +2; Senses low-light vision; Perception +6
Anti-Poison (Ex) Bite – save Fort DC 20; frequency 1/ DEFENSE
round for 5 rounds; effect heals 2d8; cure 1 save; The AC 18, touch 13, flat-footed 16
save DC is Constitution-based. (+2 Dex, +5 natural, +1 size)
Spawn (Su) After 4 rounds of continuous combat, the hp 17 (2d10+6); fast healing 2
kahrn can, as a full-round action, attempt to repro- Fort +6, Ref +5, Will +1
duce. The spawn forms as a bud on its back, which SPEED
spurts open the following round, producing a larval Speed 30 ft.
kahrn. The creature can use this ability only once Melee 4 claws +3 (1d3), bite +3 (1d4)
every six months. Special Attacks rend (2 claws, 2d3)
STATISTICS
Kahrn are creatures of evolved to live and thrive in Abilities Str 11, Dex 15, Con 17, Int 5, Wis 12, Cha 9
an environment of violence. Asexual creatures, these Base Atk +2; CMB +1; CMD 13 (17 vs. trip)
magical beasts draw energy from combat with other Feat Light Sleeper
sentient creatures in which to fuel their own propaga- Skill Perception +6
tion. They are not mindless beasts though and will
often take the time to evaluate a foe at a distance to Kahrn larvae look like smaller versions of the parents.
determine if it can provide them with the energy they They feed on combat like adults, and they are born
need before attacking. hungry, eager to join in the battle that gave them
For obvious reasons, the kahrn seeks out combat. It life. They are about 4 feet high and 3 feet long. Their
has no interest in fighting an opponent it cannot de- hairless bodies are covered in moist grey flesh. After
feat. In combat, it usually refrains from using its bite. about a year, the larvae mature into adults, but they
However, if a weak opponent appears to be faltering, are forced to fend for themselves immediately. Their
the kahrn uses the healing poison in its bite to restore rend attack inflicts only 2d3 points of damage. They
and sustain it, so it can continue to fight. The kahrn have no venom, nor can they create spawn.
will never use its bite on an obviously superior foe.
Knowledge Lore
(arcana) DC
17 These nomadic creatures find it
easier to seek the prey they need
when they are not tied to a particular
area.
22 Kahrn shy from heavily populated
areas. Although these areas provide
many viable opponents they find the
noise and smell of civilization repul-
sive.
27 The anti-poison possess by the kahrn
is sought by wizards who wish to
develop arcane healing options.
32 Kahrn cannot spawn through conflict
Light Sleeper with their own species and find oth-
You sleep lightly and are ready for action the moment ers of their own kind to be threat to
you awake. their reproductive success.
Benefit: The character makes Perception checks while
asleep as though awake. Further, he can act immedi-
ately upon waking.
JEWEL GOLEM, SAPPHIRE guards within the royal chamber to help co-ordinate
Composed completely of blue sapphires, this human- defences against nefarious actions.
oid construct sports sharp needles along the length of They possess neither innate love for their charge nor
its arms and legs. devotion to the concepts of law, chaos, evil or good.
They are simply dedicated to the solemn duty they
SAPPHIRE GOLEM CR 8 (XP 4,800) are charged with and will do their utmost to see that
N Medium construct they fulfill those duties.
Init +6; Senses darkvision 60 ft., low-light vision; Per-
ception +8 Construction
DEFENSE The birthing gem of a sapphire golem must be a
AC 20, touch 12, flat-footed 18 sapphire worth at least 2,500 gp. Preparing the gem
(+2 Dex, +8 natural) requires a Craft (gemcutting) DC 15.
hp 64 (8d10+20)
Fort +2, Ref +4, Will +4 SAPPHIRE GOLEM
DR 10/magic; Immune construct traits, magic CL 17th; Price 55,125 gp
OFFENSE CONSTRUCTION
Speed 30 ft. Requirements Craft Construct, atonement, detect
Melee 2 slams +13 (1d6+5/19-20) evil, detect good, polymorph any object, limited wish,
Ranged 8 sapphire needles +10 (1d4) magic circle against evil, wish; Skill Craft (gemcutting)
Spell-Like Abilities (CL 8th; concentration +10) DC 15; Cost 28,812 gp
Constant – magic circle against evil
At-will – detect evil, detect good, neutralize poison
1/month – atonement Knowledge Lore
STATISTICS (arcana) DC
Abilities Str 20, Dex 15, Con —, Int 16, Wis 15, Cha 15 18 Sapphire golems are intelligent con-
Base Atk +8; CMB +13 (+15 disarm); CMD 25 structs charged with the protection
Feats Bodyguard, Combat Expertise, Combat Reflexes, of an individual.
Improved Disarm, Improved InitiativeB
23 Sapphire golems are able to fire
Skills Intimidate +10, Knowledge (history) +11, Knowl-
sharp crystalline needles from their
edge (local) +11, Sense Motive +10, Perception +10
arms and legs.
Languages telepathy 100 ft.
SPECIAL ABILITIES 28 Sapphire golems are susceptible to
Immunity to Magic (Ex) A sapphire golem is immune the power of sonic-based magic and
to any spell or spell-like ability that allows spell resis- psionics.
tance. In addition, certain spells and effects function 33 It is rumored that a sapphire golem
differently against the creature, as noted below was once directed to defend the king-
• Any spell with the sonic descriptor ignore this dom and not the lord of the kingdom.
resistance but do no damage on a successful save and Finding the lord a threat to the lon-
only half damage on a failed save. gevity of the kingdom, the sapphire
Sapphire Needles (Ex) Sapphire golems are capable golem killed and replaced him.
of shooting 24 sapphire needles per day from their
fingertips as a ranged attack. The golem can fire up to
8 sapphire needles in one round as a full attack.
ABOUT JEWEL GOLEMS
CONSTRUCTING JEWEL GOLEMS
Sapphire golems are intelligent constructs designed The cost listed for jewel golems includes all ma-
to act as bodyguards and advisors within royal courts. terials and spell components that are consumed or
They contain the history of the land they serve and become a permanent part of it.
possess a keen sense into the motives of corporeal The first step in the creation of a jewel golem is
beings that come before the court. They communi- the selection and enchantment of the birthing gem,
cate telepathically with their charge and with other from which the golem’s physical body will eventually
be crafted. In game terms, this requires a character birthing gem is prepared, the creator can wait as long
of the appropriate level, possessing the Craft Con- as he likes before using that gem to actually construct
struct feats. The initial preparation of the birthing a jewel golem. A gem prepared by one person can
gem requires two weeks of work, during which the even be used by another person.
creator must spend at least 8 hours each day in a
specially prepared laboratory or workroom, in Controlling Jewel Golems
which (among other things) a circle of carefully There are two types of jewel golem: con-
aligned mirrors is used to focus solar and trolled and free.
lunar energy into the birthing gem. This A jewel golem’s creator can com-
chamber is similar to an alchemist’s mand a controlled golem if it is within
laboratory and costs 500 gp to estab- 60 feet and can see and hear its
lish. creator. If uncommanded, a con-
In addition, this preparation pro- trolled golem usually follows
cess consumes 1/10th of the total its last instruction to the best
cost of the golem in question. Only of its ability, though if at-
the most exceptional of gems are tacked it returns the attack.
capable of focusing the intense The creator can give the
mystic energies that form the golem a simple program to
heart of a jewel golem. Lesser govern
stones, or flawed stones, will its actions in his or
shatter during the prepara- her absence, such as
tion process, but only after “Remain in this area
consuming the preparation and attack all creatures
cost. that enter” (or only a
Once the birthing gem specific type of crea-
has been prepared, the true ture), “Ring a gong and
work of creating the golem attack,” or the like.
can begin. An extensive pro- However, jewel golems
cess of magical rituals, requir- are generally more intel-
ing two additional months to ligent than traditional golems,
complete, must be performed. allowing them to carry out more
During this time, the gem is used complex tasks. A jewel golem be-
as a crystalline matrix from comes free in one of two ways: if
which the body of the jewel one is separated from its master
golem is spontaneously created. for more than 3 months without
In addition, the elemental spirit an active command — or if its
that powers the golem is gathered master dies while the golem
and bound to the evolving struc- does not have an active com-
ture of the golem’s body. mand — it will automatically
During this period, when not become free and capable of
working on the rituals, the pursuing its own goals. If,
creator must rest and can however, it is separated
perform no other activities from its master for more
except eating, sleeping, or than 3 months — or its
talking. Interruption of this master dies while it has
work for any reason will cause an active command —
the creator to lose control of the arcane the jewel golem must
energies he is attempting to harness, destroying the make an Intelligence check once
birthing gem and forcing him to start from scratch if per year against a DC equal to the caster level of its
he wishes to continue. Note, however, that once the master in order to become a free golem.
There are several exceptions to this: the aquama- hp 8 (1d10+2)
rine and opal golems are never controlled — they Fort +4, Ref +1, Will +1
begin their existence as free golems. Diamond and OFFENSE
pearl golems are always considered controlled, unless Speed 30 ft.; 40 ft. charge, run, withdraw
their master specifically gives them their freedom. Melee ogre hook +5 (1d10+4/x3)
Moonstone golems are constantly contesting their STATISTICS
control — they make an Intelligence check at the Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10
moment of their creation, and will continue to make Base Atk +1; CMB +4; CMD 15
Intelligence checks every year until they are success- Feats Desperate Battler, Weapon Focus (ogre hook)
fully free, against a DC equal to the Skills Intimidate +4
caster level of their master. It is ru- Languages Common, Orc
mored, however, that certain “free” ECOLOGY
moonstone golems are still con- Environment any land or underground
trolled by some greater imperative. Organization solitary, gang (2-5), tribe (5-30
Bloodstone golems are also a special plus 1 sergeant of 4th level per 10 adults
case: they will obey the commands of and 1 leader of 5th-7th level) or warband
anyone associated with the holy site (3-8 plus 10-24 orcs)
they are guarding, unless those orders Treasure NPC Gear (ogre hook, other
interfere with their ability to protect treasure)
the holy site. They can only become
free golems if the holy site is Ogrillons are a fierce half-ogre race
completely destroyed, at which born of a union between a female orc
point they must make an and a male ogre. They tend to act like
Intelligence check ogres, but they are far more violent and
against a DC equal aggressive than their larger kin. Ogrillons
to the caster level of are usually only slightly taller than orcs,
the divine spellcaster with features that strongly favor their orc
involved in their cre- parent — so much so that most ogrillons
ation — otherwise they are indiscernible from normal orcs.
continue guarding the place where Ogrillons love nothing more than
the holy site once stood. Dark blood- combat. They are a race so inborn to
stone golems, on the other hand, be warriors that they seem almost
follow the standard control rules depressed and dejected when they are
described above. not involved in melee. They only time
an ogrillon laughs is when it is the
center of a whirlwind of melee and
OGRILLON covered in its opponent’s blood. Ogril-
This ugly brute appears to be a mix of orc and per-
lons do not care for armor or weapons and in fact
haps ogre blood. Its skin is covered in closely fitting
carry very little gear at all. They do, however, like gold
bony plates and nodes akin to an alligator. Its hair is
pieces and usually keep a few in a filthy pouch with
greasy, ragged, and generally unkempt. It exudes a
other shiny trinkets as lucky charms.
strong sour odor from its body.
Ogrillons disdain the use of armor, relying solely on
their natural armor to protect them. They also disdain
OGRILLON CR 1/3 (135 XP)
the use of weapons, preferring to leap headlong into
Ogrillon warrior 1
a fray with fists swinging madly.
CE Medium humanoid
Int +1; Senses darkvision 60 ft.; Perception +1
DEFENSE Ogrillon Society
AC 13, touch 11, flat-footed 12 Ogrillons have no society to call their own. Since they
(+1 Dex, +2 natural) are born of female orcs, ogrillon children are generally
raised in orc clans. Their size, strength, and ferocity
are welcomed by the orcs, and ogrillons usually oc- 16 Ogrillons often have tribal sleeve
cupy a place of reverence in an orc clan. Ogrillons, of tattoos. Ogrillon gifted with natural
course, think little of the admiration of their orc kin. magical prowess or a fondness for
Battle is the only thought that regularly enters the book work often become proficient in
ogrillon mind. creating spell tattoos (see Inkantations
- A Sourcebook of Tattoo Magic & Body
Desperate Battler (Combat) Art by 4 Winds Fantasy Gaming).
Your experiences fighting against numerous foes that 21 Ogrillons collect bone trophies from
have already overwhelmed your allies, friends, and foes they have killed.
family have forced you to excel at fighting on your
26 Occasionally an albino ogrillon is born
own.
with natural psionic potential. The
Benefit: When no ally is within 10 feet of you and you
young, if not killed outright, often train
are not receiving benefits from the aid another ac-
as psionic warriors or soulknives.
tion, you gain a +1 morale bonus on melee attack and
damage rolls.
Sample Non-Player Character
OGRILLON RACIAL TRAITS (10 RP)
+2 to Strength, Wisdom and -2 Intelligence: Ogrillon KARESH, PIT SLAVE CR 1/2 (200 XP)
characters tend to be strong and observant but poorly Male ogrillon rogue 1
learners. NE Medium humanoid
Medium: Ogrillon are Medium creatures and have no Init +2; Senses darkvision 60 ft.; Perception +6
bonuses or penalties due to their size. DEFENSES
Normal Speed: Ogrillons have a base speed of 30 ft. AC 14, touch 12, flat-footed 12
Darkvision: Ogrillons can see in the dark up to 60 ft. (+2 Dex, +2 natural)
Combat Ready: Ogrillons begin play with one combat hp 9 (1d8+1)
feat for which they qualify, typically Improved Un- Fort +1, Ref +4, Will +2
armed Strike. OFFENSE
Dense Hide: Ogrillons possess a +2 natural armor Speed 30 ft.; 40 ft. charge, run, withdraw
bonus. Melee unarmed strike +3 (1d4+3)
Orc/Ogre Blood: Ogrillons count as both orcs and Special Attacks sneak attack +1d6
ogres for any effect related to race. STATISTICS
Sprinter: Ogrillons gain a +10 ft. racial bonus to speed Abilities Str 16, Dex 14, Con 13, Int 8, Wis 14, Cha 8
when using the charge, run or withdraw actions. Base Atk +0; CMB +3; CMD 16
Weapon Familiarity: Ogrillons are proficient with Feats Defensive Combat Training, Improved Unarmed
greataxes and any weapons with the word “orc” or Strike
“ogre” in its name as a martial weapon. Skills Acrobatics +6, Bluff +3, Climb +7, Escape Artist
Languages: Ogrillons begin play speaking Common +6, Knowledge (local) +3, Perception +6, Stealth +6
and Orc. Ogrillons with high intelligence scores can SQ trapfinding
choose from the following: Abyssal, Giant, Infernal, Languages Common, Orc
Goblin, or Undercommon. Gear none

Knowledge Lore Karesh was captured in a raid on an orcish encamp-


(local) DC ment. He was thrown into the fighting pits of Al-A-
11 Ogrillon have perfected a form of Acktir after he managed to kill and almost escape
mixed martial arts that include many captivity three times. Grudgingly respected for his
trips and holds. cunning, the ogrillon has begun to develop a bit of a
following among the patrons of the fighting pits.
REAPER FALCON
This bird of prey is silver in color. Razor-sharp, bone
blades extend down the outside edge of the bird’s
wing.

REAPER FALCON CR 2 (600 XP)


N Tiny animal
Init +3; Senses darkvision 120 ft., low-light vi-
sion; Perception +9
DEFENSE
AC 15, touch 15, flat-footed 12
(+3 Dex, +2 size)
hp 18 (4d8)
Fort +4, Ref +7, Will +3
OFFENSE
Speed 20 ft., fly 60 ft. (average)
Melee 2 claws +8 (1d2-2), wing bone +8
(1d3-2/18-20)
Special Attacks bleeding strike (+1d4 bleed)
STATISTICS
Abilities Str 6, Dex 17, Con 10, Int 2, Wis 14,
Cha 6
Base Atk +3; CMB +4; CMD 17
Feats Flyby Attack, Weapon Finesse
the reaper falcon would immediately
Skills Fly +9, Perception +9
lose 25% of their maximum hit points
ECOLOGY
and one limb. If the damage reduces the creature to
Environment any land
0 hit points or less, it is decapitated and dies instantly.
Organization solitary, pair or family (1-2 plus 2-5 off-
Reaper falcons with the dismemberment special abil-
spring)
ity cannot be trained as animal companions.
Treasure none
SPECIAL ABILITIES
REAPER FALCON COMPANIONS
Augmented Criticals (Ex) The wing bones of the
Starting Statistics: Size Tiny; Speed 20 ft., fly 40 ft
reaper falcon are razor sharp and threaten a critical
(average); Attacks 2 claws (1d2); Ability Scores Str 6,
hit on a roll of 18-20.
Dex 17, Con 10, Int 2, Wis 14, Cha 6; Special Qualities
Bleeding Strike (Ex) When a reaper falcon deals a
darkvision 60 ft., low-light vision
critical hit with its wing bones it deals an additional
7th Level Advancement: Size Small; Speed fly 60 ft
1d4 points of bleed damage.
(average); Attacks 2 claws (1d3), wing bone (1d4);
Ability Scores Str +4, Dex -2, Con +2; Special Qualities
Reaper falcons are fearless hunters. They are known
augmented critical, bleeding strike
that their razor sharp wing bones can slice through
any foe in their path. They know that virtually any
At 5th arcane caster level, the reaper falcon can be
creature can offer them a meal, though they are
selected as an Improved Familiar.
rarely interested in fighting for the sake of fighting.
Fiercely loyal to their mates, one will always fight to
MONSTERS BY ROLE
the death if their mate is killed. They also make stal-
Any Role: Ogrillon
wart animal companions.
Combat: Asherake
No Role: Reaper Falcon, Sapphire Golem
Variant Reaper Falcons: Some reaper falcons possess
Special: Adult Kahrn, Larva Kahrn
the ability to dismember an opponent on a critical
hit. Mechanically any creature dealt a critical hit by
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OPEN GAME LICENSE VERSION 1.0A Open Game Content may only be Used under and in
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Coast, Inc., and is Copyright 2000 Wizards of the any Open Game Content that you Use. No terms may
Coast, Inc. (“Wizards”). All Rights Reserved. be added to or subtracted from this License except
1. Definitions: (a) “Contributors” means the copyright as described by the License itself. No other terms or
and/or trademark owners who have contributed conditions may be applied to any Open Game Content
Open Game Content; (b) “Derivative Material” means distributed using this License.
copyrighted material including derivative works and 3. Offer and Acceptance: By Using the Open Game
translations (including into other computer languag- Content You indicate Your acceptance of the terms of
es), potation, modification, correction, addition, ex- this License.
tension, upgrade, improvement, compilation, abridg- 4. Grant and Consideration: In consideration for
ment or other form in which an existing work may agreeing to use this License, the Contributors grant
be recast, transformed or adapted; (c) “Distribute” You a perpetual, worldwide, royalty-free, non-exclu-
means to reproduce, license, rent, lease, sell, broad- sive license with the exact terms of this License to
cast, publicly display, transmit or otherwise distribute; Use, the Open Game Content.
(d) “Open Game Content” means the game mechanic 5. Representation of Authority to Contribute: If You
and includes the methods, procedures, processes and are contributing original material as Open Game Con-
routines to the extent such content does not embody tent, You represent that Your Contributions are Your
the Product Identity and is an enhancement over the original creation and/or You have sufficient rights to
prior art and any additional content clearly identified grant the rights conveyed by this License.
as Open Game Content by the Contributor, and means 6. Notice of License Copyright: You must update the
any work covered by this License, including transla- COPYRIGHT NOTICE portion of this License to include
tions and derivative works under copyright law, but the exact text of the COPYRIGHT NOTICE of any Open
specifically excludes Product Identity; (e) “Product Game Content You are copying, modifying or distrib-
Identity” means product and product line names, uting, and You must add the title, the copyright date,
logos and identifying marks including trade dress; ar- and the copyright holder’s name to the COPYRIGHT
tifacts; creatures characters; stories, storylines, plots, NOTICE of any original Open Game Content you Dis-
thematic elements, dialogue, incidents, language, tribute.
artwork, symbols, designs, depictions, likenesses, 7. Use of Product Identity: You agree not to Use any
formats, poses, concepts, themes and graphic, pho- Product Identity, including as an indication as to
compatibility, except as expressly licensed in an- Cook, Skip Williams, based on original material by E.
other, independent Agreement with the owner of Gary Gygax and Dave Arneson.
each element of that Product Identity. You agree not Advanced Player’s Guide. Copyright 2010, Paizo Pub-
to indicate compatibility or co-adaptability with any lishing, LLC; Author: Jason Bulmahn.
Trademark or Registered Trademark in conjunction Advanced Race Guide Playtest, Copyright 2011, Paizo
with a work containing Open Game Content except Publishing, LLC; Authors Stephen Radney-Macfarland
as expressly licensed in another, independent Agree- and Jason Bulmahn.
ment with the owner of such Trademark or Registered Pathfinder Campaign Setting: The Inner Sea World
Trademark. The use of any Product Identity in Open Guide. © 2011, Paizo Publishing, LLC; Authors: Keith
Game Content does not constitute a challenge to the Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bul-
ownership of that Product Identity. The owner of any mahn, Joshua J. Frost, Ed Greenwood, Stephen S.
Product Identity used in Open Game Content shall Greer, Jeff Grubb, James Jacobs, Michael Kortes,
retain all rights, title and interest in and to that Prod- Tito Leati, Mike McArtor, Rob McCreary, Erik Mona,
uct Identity. Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F.
8. Identification: If you distribute Open Game Content Wesley Schneider, Leandra Christine Schneider, David
You must clearly indicate which portions of the work Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens,
that you are distributing are Open Game Content. Todd Stewart, James L. Sutter, Greg A. Vaughan, Jer-
9. Updating the License: Wizards or its designated emy Walker, and JD Wiker.
Agents may publish updated versions of this License. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo
You may use any authorized version of this License Publishing, LLC; Author: Jason Bulmahn, based on
to copy, modify and distribute any Open Game Con- material by Jonathan Tweet, Monte Cook, and Skip
tent originally distributed under any version of this Williams.
License. Pathfinder RPG Bestiary, © 2009, Paizo Publishing,
10. Copy of this License: You MUST include a copy of LLC; Author: Jason Bulmahn, based on material by
this License with every copy of the Open Game Con- Jonathan Tweet, Monte Cook, and Skip Williams.
tent You Distribute. Pathfinder Roleplaying Game Ultimate Combat. ©
11. Use of Contributor Credits: You may not market or 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn,
advertise the Open Game Content using the name of Tim Hitchcock, Colin McComb, Rob McCreary, Jason
any Contributor unless You have written permission Nelson, Stephen Radney-MacFarland, Sean K Reyn-
from the Contributor to do so. olds, Owen K.C. Stephens, and Russ Taylor.
12. Inability to Comply: If it is impossible for You to Pathfinder Roleplaying Game Ultimate Magic. © 2011,
comply with any of the terms of this License with Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim
respect to some or all of the Open Game Content due Hitchcock, Colin McComb, Rob McCreary, Jason Nel-
to statute, judicial order, or governmental regulation son, Stephen Radney-MacFarland, Sean K Reynolds,
then You may not Use any Open Game Material so Owen K.C. Stephens, and Russ Taylor.
affected. Anger of Angels. © 2003, Sean K Reynolds.
13. Termination: This License will terminate automati- Angel, Monadic Deva from the Tome of Horrors,
cally if You fail to comply with all terms herein and Revised. © 2002, Necromancer Games, Inc.; Author:
fail to cure such breach within 30 days of becoming Scott Greene, based on original material by E. Gary
aware of the breach. All sublicenses shall survive the Gygax.
termination of this License. Angel, Movanic Deva from the Tome of Horrors,
14. Reformation: If any provision of this License is Revised. © 2002, Necromancer Games, Inc.; Author:
held to be unenforceable, such provision shall be Scott Greene, based on original material by E. Gary
reformed only to the extent necessary to make it Gygax.
enforceable. Barrow Wight from Tome of Horrors, Copyright 2002,
15. COPYRIGHT NOTICE Necromancer Games, Inc.; Authors Clark Peterson and
Open Game License v 1.0a Copyright 2000, Wizards of Scott Greene.
the Coast, Inc. Basidirond from the Tome of Horrors, © 2002, Necro-
System Reference Document Copyright 2000, Wizards mancer Games, Inc.; Author Scott Greene, based on
of the Coast, Inc.; Authors Jonathan Tweet, Monte original material by Gary Gygax.
Baphomet from the Tome of Horrors Revised. © 2002, Devil Dog from Tome of Horrors, Copyright 2002, Nec-
Necromancer Games, Inc.; Author: Scott Greene, romancer Games, Inc.; Authors Scott Greene, based
based on original material by Gary Gygax. on original material by Louis Boschelli.
Book of Fiends. © 2003, Green Ronin Publishing; Dracolisk from the Tome of Horrors, © 2002, Necro-
Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert mancer Games, Inc.; Author Scott Greene, based on
J. Schwalb. original material by Gary Gygax.
Book of Templates: Deluxe Edition Copyright 2003, Dragonnel from Tome of Horrors, Copyright 2002,
Silverthorne Games; Authors Ian Johnston and Chris Necromancer Games, Inc.; Author Scott Greene,
S. Sims. based on original material by Gary Gygax.
Brownie from the Tome of Horrors, Revised. © 2002, Dread Codex II: The Necromancer’s Tome Copyright
Necromancer Games, Inc.; Author: Scott Greene, 2005, Adamant Entertainment. Author K. Axel Carls-
based on original material by E. Gary Gygax. son
Bunyip from the Tome of Horrors Revised. © 2002, Froghemoth from the Tome of Horrors, © 2002, Nec-
Necromancer Games, Inc.; Author: Scott Greene, romancer Games, Inc.; Author Scott Greene, based on
based on original material by Dermot Jackson. original material by Gary Gygax.
Cave Fisher from the Tome of Horrors, © 2002, Nec- From Stone to Steel Copyright 2003, MonkeyGod
romancer Games, Inc.; Author Scott Greene, based on Enterprises LP.
original material by Lawrence Schick. Giant Slug from the Tome of Horrors, © 2002, Necro-
Character Clip Art & Color Customizing Studio. Copy- mancer Games, Inc.; Author Scott Greene, based on
right 2002, Elmore Productions, Inc.; Authors Larry original material by Gary Gygax.
Elmore and Ken Whitman, art and illustrations by Grippli from the Tome of Horrors Complete, Copy-
Larry Elmore. right 2011, Necromancer Games, Inc., published and
Creature Collection Copyright 2000, Clark Peterson distributed by Frog God Games; Author Scott Greene,
Crystal Ooze from the Tome of Horrors, © 2002, Nec- based on original material by Gary Gygax.
romancer Games, Inc.; Author Scott Greene, based on Ice Golem from the Tome of Horrors, © 2002, Necro-
original material by Gary Gygax. mancer Games, Inc.; Author Scott Greene.
Crystalline Horror from Tome of Horrors, Copyright Inkantations. Copyright 2011, 4 Winds Fantasy Gam-
2002, Necromancer Games, Inc.; Author Scott Greene. ing; Authors Sean OÇonner and Patricia Willenborg,
Daemon, Ceustodaemon (Guardian Daemon) from with Connie J. Thomson and Robert W. Thomson.
the Tome of Horrors, Revised. © 2002, Necromancer Iron Cobra from the Tome of Horrors, © 2002, Necro-
Games, Inc.; Author: Scott Greene, based on original mancer Games, Inc.; Author Scott Greene, based on
material by E. Gary Gygax. original material by Philip Masters.
Daemon, Derghodaemon from the Tome of Horrors, Jade Dragons and Hungry Ghosts, Copyright 2001,
Revised. © 2002, Necromancer Games, Inc.; Author: Green Ronin Publishing; AUhtors Wolfgang Baur, Da-
Scott Greene, based on original material by E. Gary vid “Zeb” Cook, Erik Mona, Leon Phillips, Chris Pra-
Gygax. mas, and Steven Schend.
Daemon, Hydrodaemon from the Tome of Horrors, Jubilex from the Tome of Horrors Revised. © 2002,
Revised. © 2002, Necromancer Games, Inc.; Author: Necromancer Games, Inc.; Author: Scott Greene,
Scott Greene, based on original material by E. Gary based on original material by Gary Gygax.
Gygax. Kech from Tome of Horrors, Copyright 2002, Necro-
Daemon, Piscodaemon from the Tome of Horrors, mancer Games, Inc.; Author Scott Greene, based on
Revised. © 2002, Necromancer Games, Inc.; Author: original material by Gary Gygax.
Scott Greene, based on original material by E. Gary Kostchtchie from the Tome of Horrors Revised.
Gygax. © 2002, Necromancer Games, Inc.; Author: Scott
Dark Creeper from the Tome of Horrors, © 2002, Nec- Greene, based on original material by Gary Gygax.
romancer Games, Inc.; Author Scott Greene, based on Legacy of the Dragons, copyright 2004 Monte J. Cook.
original material by Rik Shepard. All rights reserved.
Dark Stalker from the Tome of Horrors, © 2002, Nec- Marid from the Tome of Horrors III, © 2005, Necro-
romancer Games, Inc.; Author Scott Greene, based on mancer Games, Inc.; Author Scott Greene.
original material by Simon Muth. Mihstu from the Tome of Horrors, Revised. © 2002,
Necromancer Games, Inc.; Author: Scott Greene, son.
based on original material by E. Gary Gygax. Pazuzu from the Tome of Horrors Revised. © 2002,
Minions v3.5 Copyright 2003, Bastion Press, Inc. Necromancer Games, Inc.; Author: Scott Greene,
Mite from the Tome of Horrors, © 2002, Necroman- based on original material by Gary Gygax.
cer Games, Inc.; Author Scott Greene, based on origi- Pech from the Tome of Horrors Revised. © 2002, Nec-
nal material by Ian Livingstone and Mark Barnes. romancer Games, Inc.; Author: Scott Greene, based
Mongrelman from the Tome of Horrors Revised. on original material by Gary Gygax.
© 2002, Necromancer Games, Inc.; Author: Scott Player’s Handbook that were renamed in the System
Greene, based on original material by Gary Gygax. Reference Document. The Compendium can be found
Monster’s Handbook Copyright 2002, Fantasy Flight on the legal page of www.necromancergames.com.
Publishing, Inc. Path of the Magi. © 2002 Citizen Games/Troll Lord
Monte Cook’s Arcana Unearthed. © 2003, Monte J. Games; Authors: Mike McArtor, W. Jason Peck, Jeff
Cook. Quick, and Sean K Reynolds.
Nabasu Demon from the Tome of Horrors, © 2002, Russet Mold from the Tome of Horrors, © 2002, Nec-
Necromancer Games, Inc.; Author Scott Greene, romancer Games, Inc.; Author Scott Greene, based on
based on original material by Gary Gygax. original material by Gary Gygax.
Necrophidius from the Tome of Horrors, Revised. Sandman from the Tome of Horrors, Revised. © 2002,
© 2002, Necromancer Games, Inc.; Author: Scott Necromancer Games, Inc.; Author: Scott Greene,
Greene, based on original material by Simon Tillbrook. based on original material by Roger Musson.
Nyambe: African Adventures Copyright 2002, Trident Scarecrow from the Tome of Horrors, Revised. ©
Inc. d/b/a Atlas Games; author Christopher W. Dolunt. 2002, Necromancer Games, Inc.; Author: Scott
Occult Lore Copyright 2002, Trident Inc. d/b/a Atlas Greene, based on original material by Roger Musson.
Games. Seafarer’s Handbook, Copyright 2001, Fantasy Flight
Ogrillon from the Tome of Horrors, Revised © 2002, Publishing, Inc.
Necromancer Games, Inc.; Authors Scott Greene and Shadow Demon from the Tome of Horrors, © 2002,
Erica Balsley, based on original material by R. K. R. Necromancer Games, Inc.; Author Scott Greene,
Chilman. based on original material by Neville White.
Open Game Content from The Athenaeum, Lurient’s Skreyn’s Register: The Bonds of Magic. © 2002, Sean
Legacy, and Spirits of Bohnarii by Alex Knapik; Dalika K Reynolds.
by Michelle A. Brown Nephew; Death’s Forsaken and Spells & Spellcraft, Copyright 2002, Fantasy Flight Pub-
Openers of the Way by John Seavey; The Forge and lishing, Inc.
The Reborn by Keith Baker; God Seekers and Justicars Testament: Roleplaying In the Biblical Era, Copyright
by James Maliszewski, The Order of Endings and Sur- 2003, Green Ronin Publishing; Author Scott Bennie
vival Cults by Scott Reeves; Shepherds of the Root and The Book of Arcane Magic. Copyright 2009, 4 Winds
Ten Thousand Heroes by Mike Fantasy Gaming; Authors Connie J. Thomson and Rob-
Mearls; and Way of the Wolf by Justin Bacon; Copy- ert W. Thomson
right 2001, Trident, Inc. d/b/a Atlas Games The Book of Divine Magic. Copyright 2009, 4 Winds
Open Game Content from The Penumbra Bestiary Fantasy Gaming; Authors Connie J. Thomson and
Copyright 2003, Trident Inc. d/b/a Atlas Games; editor Robert W. Thomson, with Katheryn Bauer and Sean
Michelle A. Brown Nephew. O’Connor.
Open Game Content from The Tide of Years, Copyright The Book of Erotic Fantasy. Copyright 2006, Arthaus,
2001, Michelle A. Brown Nephew Inc.; Authors: Gwendolyn F.M. Kestrel and Duncan
Orcus from the Tome of Horrors Revised. © 2002, Scott
Necromancer Games, Inc.; Author: Scott Greene, The Book of Experimental Might. Copyright 2008,
based on original material by Gary Gygax. Monte J. Cook. All rights reserved.
Original Spell Name Compendium Copyright 2002 The Book of Hallowed Might. © 2002, Monte J. Cook.
Clark Peterson; based on NPC-named spells from the The Lore of the Gods, Copyright 2004, Bastion Press,
Paths of Power. Copyright 2009, 4 Winds Fantasy Inc.
Gaming; Authors Sean O’Connor and Patricia Willen- The Village of Briarton Copyright 2003 by Gold Rush
borg, with Connie J. Thomson and Robert W. Thom- Games; Authors Patrick Sweeney, Christina Stiles; Edit-
ing and Additional Material by Spike Y Jones patibility for more information on the compatibility
Tome of Horrors. Copyright 2002, Necromancer license.
Games, Inc.; Authors: Scott Greene, with Clark Pe-
terson, Erica Balsley, Kevin Baase, Casey Christoffer-
son, Lance Hawvermale, Travis Hawvermale, Patrick
Lawinger, and Bill Webb; Based on original content
from TSR.
Tome of Horrors III Copyright 2005 Necromancer
Games, Inc.; Author: Scott Greene, with Casey Christ-
offerson, Erica Balsley, Kevin Baase, Lance Hawver-
male, Travis Hawvermale, Ian S. Johnston, Patrick
Lawringer, Nathan Paul, Clark Peterson, Greg Ragland,
Robert Schwalb and Bill Webb.
Troll, Rock from the Tome of Horrors Revised. © 2002,
Necromancer Games, Inc.; Author: Scott Greene.
Uncommon Character Copyright 2003, Trident Inc.,
d/b/a Atlas Games
Vegepygmy from the Tome of Horrors, © 2002, Nec-
romancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax.
Waysides: Book of Taverns Copyright 2003, Eden Stu-
dios, Inc.
Wood Golem from the Tome of Horrors, © 2002,
Necromancer Games, Inc.; Authors Scott Greene and
Patrick Lawinger.
Yellow Musk Creeper from the Tome of Horrors, ©
2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Albie Fiore.
Yellow Musk Zombie from the Tome of Horrors, ©
2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Albie Fiore.
Yeti from the Tome of Horrors, © 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original
material by Gary Gygax.
The Grand OGL Wiki, http://grandwiki.wikidot.com
Copyright 2008-2011 Purple Duck Games; Authors:
Mark Gedak, Alex Schroeder, Joel Arellano, George
Fields, Yair Rezek, Mike Whalen, Shane O’Connor,
Mike Rickard, John Whamond, Bill Browne, Eric Wil-
liamson, Slatz Grubnik, Charles R. Wenzler Jr, John
Fraser, Jonathon Thompson, Thomas Boxall.
Monster Update, Copyright 2011, Mark Gedak and
Stefen Styrsky; Published by Purple Duck Games.

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