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Deadliest Creatures Tome Compress
Deadliest Creatures Tome Compress
Herbert A. Beas, Bret Boyd, Jarad Fennell, B.D. Flory, Jason Hardy, Kurt Hausheer,
M.K. Mc/xrtor, Gary Mcbride, W. Jason Peck, Geoff Skellams and James M. Ward
EDITING
Christy Everette
Alex Jacobs
PROJECT DEVELOPMENT
Christoffer Trossen
GRAPHIC DESIGN
William W. Connors
LAYOUT
Kathryn L. Connors
COVER ART
"Spawn of the Bone Orchard" by Chris Arneson
INTERIOR ART
Phil Renne
Printed in Canada.
..
Medium-size Elemental (Air)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 16 (+2 Dex, +4 natural), Touch 12, Flat-
footed 14
Base Attack/Grapple: +21 +3
Attacks: Slam +3 melee (ld6+1), bite +3 melee
(ld6+1)
Full Attack: 2 slams +3 melee (ld6+1), bite +1
melee (ld6+1)
Space/Reach: 5 ft./I0 ft.
Special Attacks: Snatch
Special Qualities: Air Mastery, Awareness,
Elemental Traits
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 13, Dex 14, Con 12, Int 12, Wis 8,
Cha 12
Skills: Hide +5, Listen +5, Move Silently +5,
Sleight of Hand +5, Spot +4
Feats: Alertness, Multiattack
Climate/Terrain: Any land and underground
Organization: Solitary or pair but trouble. The elemental's capricious nature
Challenge Rating: 2 causes it to wander from place to place, only about
Treasure: None providing amusement for itself. Several children's
Alignment: Usually chaotic neutral stories have emerged that describe the flipit as an
"air monkey" and the swirling bringer of woe." In
II
Advancement: 4-6 (Medium-size); 7-9 (Large)
Level Adjustment: - these tales the flipit takes a person's most treasured
possession and throws it into a dangerous spot.
More often than not, the protagonist of the story
DESCRIPTION perishes before he can reclaim his property. The
An irritating air elemental, those who know flipit moves on to find more prey, untouched by
of its existence often refer to the flipit as the feelings of guilt or remorse for its actions.
IIelemental imp." This being's ability to pull items Like most fairy tales, these stories have more
from another's grasp has brought about all manner than a kernel of truth to them. Flipits have indeed
of dreadful situations, from children crying to snatched others' personal effects and pitched
kings dying. them onto rooftops, into raging rivers, and over
The flipit resembles a skinny, hairless ape with cliffs. The victims are commonly injured while
incredibly long arms for its size. A faint orange retrieving their property as the flipit harries them
glow highlights the flipit' s features, much like the on every step of the journey. These pranks are the
light shed from a faerie fire spell. While in flight the elemental's mainstay and its appearance is cause
creature's short legs curl and its arms trail behind. for concern among all that see its telltale glow.
When aglow, its face can be seen grinning evilly. As Since no one in their right mind would willingly
an elemental, these features are unfixed, swirling summon a flipit (those with the power to control
in a constant chaotic state. The rotation of the them invariably have better things to summon)
elemental is so fast, however, that the features are their presence is indicative of a naturally-occurring
often recognizable to those concentrating on them. portal or rift into the elemental plane of air. This is a
The flipit was only discovered and recorded boon to those persons searching for such apertures
within recent decades, but this short time has been but other positive uses for the creature are few.
enough to tell onlookers that they bring nothing One enterprising merchant group has managed
to capture a few flipits and magically encase them Awareness (Ex): The ape-like facade of the flipit
in large lantern-like devices. These items are sold is illuminated when it is near to humanoids. Within
to caravan masters as an early warning system to 30 feet of any intelligent humanoid, the flipit faintly
announce the approach of potential danger. The glows an orange color with the intensity of a candle.
glow of a flipit occurs whether the creature desires This light serves less to warn the flipit of danger,
it or not when humanoids draw near to it. After and more, to perversely delight it by mocking the
setting up camp sentries place the flipit lantern far creatures who know what is terrorizing them.
enough away from the perimeter so they do not set Elemental Traits: Immune to poison, sleep,
off its glow, while at the same time being able to paralysis, and stunning. Flipits are not subject to
keep an eye on it. The approach of bandits or other critical hits.
humanoids is then heralded affording the guards Snatch (Ex): A flipit can use concentrated
an extra minute or two to prepare their defenses. bursts of air to snatch an object from a creature's
Should the flipit's prison be damaged or hand and hurl it away from them. This ability is
the elemental intentionally freed its rescuers are identical to the spell telekinesis as cast by a 10th-
granted a favor. Such a gesture of thanks is usually level sorcerer. It is usable every other round as a
the snatching of an enemy's weapon when the standard action.
rescuing group (or person) finds itself in combat.
This action satisfies the flipit' s own urge to thank FLIPIT SOCIETY
its saviors while at the same time giving itself
pleasure. Unfortunately, the creature's inability to What many people don't know is that
speak Common makes its intentions unclear and flipits actually have a very advanced culture.
the constant shadowing of its rescuers more often The problem, at least according to traditional
than not forces them to drive it away with words sociological views, is that this culture is based on
or actions. After this, the flipit leaves for a time theft. To flipits, KurIan Deos, god of property, is the
and then finds the group again in order to snatch greatest being in the universe, and theft is a way of
something away from them for their ingratitude. worshipping him. By making other people work
The malevolent acts of flipits are believed by for their property, they are reminded of Kurlan
sages to be the result of unnatural origins. Certain Deos's gifts.
magical cultures exorcised their criminals' souls Flipit society originates from the elemental
from their bodies and exiled them to another plane. plane of air and is best described as a kleptocracy.
The souls were commanded to "be forever buffeted Once every ten years flipits return to the plane
by the winds of their misdeeds." It is possible with all the treasures whose owners didn't survive
that these souls somehow gained form within the the recovery process (flipits value these items as
elemental plane of air. If this theory is correct, the symbolic artifacts of the value of property). For
motives of flipits become more understandable, if over a week flipits try and take the items others
not forgivable. However, this theory has yet to be collected while retaining their own. Whoever has
proven, since the creatures do not generally tarry in the most at the end of the week is the new Great
one place long enough for magical communication Exalted Stealer of the Shiny and rules the flipits for
the next decade. The Great Exalted Stealer of the
to be attempted.
Shiny has few duties, the most significant being
deciding what plane the flipits will steal from and
COMBAT who may steal there. While the past few rulers have
The flipit is content to snatch items and retreat all raided the prime material plane, previous rulers
to a safe distance yet the creature is easily provoked. targeted the various heavens and hells (taking
If denied its snatch ability, attacked, or injured, it great delight in tormenting fiends), the two energy
does not hesitate to use its natural weapons against planes (flipits are highly amused when a negative
a foe. When fighting as a pair, one flipit attacks energy creature tries to pursue their treasure into
while the other continues to snatch weapons and the positive energy plane), and even the infinite ~
items from its companion's target. transitive planes. '
Air Mastery (Ex): Airborne creatures suffer
a -1 penalty to attack and damage rolls against a
flipit because of the creature's familiarity with this
environment.
Gargantuan Plant
Hit Dice: 8d8+40 (76 hp)
Initiative: -1
Speed: 0 ft.
AC: 15 (-1 Dex, +10 natural, -4 size), Touch 5,
Flatfooted 15
Base Attack/Grapple: +6/+27
Attacks: Lashing vine +11 melee (ld10+8)
Full Attack: 3 lashing vines +11 melee (ld10+8)
Space/Reach: 30 ft./15 ft.
Special Attacks: Sleep Pollen, Improved Grab,
Swallow Whole
Special Qualities: Plant, Tremorsense, Camouflage,
Primary Root, Flower Bush
Saves: Fort +11, Ref +1, Will +2
Abilities: Str 28, Dex 8, Con 20, Int -, Wis 10, Cha
1
Climate/Terrain: Tropical jungles
Organization: Solitary
Challenge Rating: 6
Treasure: No coins; 50% goods (stone only); 50%
items (stone only)
displaying no movement or traces of former victims
Alignment: Always neutral
(all such traces having been swept into its digestive
Advancement: 9-16 HD (Gargantuan); 17-24 HD
chamber), and is often drenched in sunlight.
(Colossal)
Level Adjustment: - Despite its outward appearance, the glade of
horror is a highly dangerous predatory plant. The
orange flowers continuously produce two forms
DESCRIPTION of pollen. The first has a potent sweet odor and is
A glade of horror is a gargantuan plant that reminiscent of honey-suckle. This pollen carries in
feeds upon living creatures by disguising itself as a the air surrounding the plant for distances up to half
tranquil jungle glade. It then lures victims into range a mile, often attracting animals or other creatures. The
of its lashing vines with its sweet-smelling pollen. This second pollen emitted by the glade of horror's flowers
horrid carnivorous plant depends upon subtlety and has a very short range but is far more dangerous. This
camouflage to lure prey. The main body of the glade of pollen is a strong narcotic that puts living creatures
horror consists of a gigantic mass of short, green roots within 10 feet of the plant to sleep and leaves them
that appear virtually identical to grass. In the center of vulnerable to its lashing vines.
this mass rises a low hill-like structure roughly 10 feet Glades of horror are found only in equatorial
in diameter. Beneath that structure grows the main jungles and wet climates where it is always hot and
root of the plant and its digestive chamber. The glade there is both an over-abundance of water and living
of horror can open an orifice at the top of the hill (5 prey. Virtually unknown to humanoids, except for a
feet in diameter) at will, exposing a shallow pit filled very few highly-skilled jungle tribes and a handful
with digestive juices and unfolding three 30 foot long of scholars, few in civilized lands have even heard
lashing vines. Three large thorn bushes, each covered of the monstrous plants. Even those who have think
with a host of bright orange, tulip-like flowers, such stories are nothing more than superstitious
surround the hill. Larger glade of horror specimens myths. Those tribes who are familiar with the glades
have been known to have as many as six flower of horror often use the monstrous plants to enhance
bushes with a corresponding number of lashing vines. their own reputations and defend themselves from
The glade of horror normally appears quite tranquil, other tribes.
Since most people are ignorant of the plants' must make a successful Strength (DC 18) or Escape
existence, little is known of their life-spans, rate Artist (DC 22) check. If the glade of horror draws a
of reproduction, or use as a medicinal or magical victim within 5 feet of its digestive chamber orifice, it
component. However, two unconfirmed stories do attempts to swallow it whole (see below).
trouble those few scholars in the know. The first Swallow Whole (Ex): A glade of horror can
regards an unnamed tribe that is known to trade herbs attempt to swallow a grappled opponent of Large Size
and tribal drugs to caravan traders. Rumors persist of or smaller by making a successful grapple check. If
a sweet-smelling perfume that the tribe often trades, a successfully swallowed, victims are dropped into a pit
substance that is said to have an almost supernatural of digestive juices (9 feet in diameter and 3 feet deep),
ability to attract the attentions of the opposite sex. It taking 4d4 points of digestive acid damage per round.
is believed that this substance, and possibly others, A swallowed opponent may attempt to escape by
is being made of extracts from the flowers of a glade making a successful Strength (DC 18) or Escape Artist
of horror. The second tale is even wilder and is (DC 22) check. The opponent may also attempt to cut
considered strongly suspect among the scholars who its way out by using a size small or smaller slashing
know enough to understand its implications. The weapon and doing at least 20 points of damage.
rumor claims that a rich and powerful prince has had Muscular action automatically constricts and closes
a glade of horror magically teleported to his personal the hole after the opponent leaves. There is enough
garden by a powerful wizard. Collections of exotic room in the digestive chamber for 2 large, 4 medium,
creatures and plants are not unknown among the or 8 small creatures.
opulently rich, but such a feat seems impossible. Still, Plant: A glade of horror is immune to mind-
if true, the implications could be terrible indeed. influencing effects, poison, sleep, paralysis, stunning,
and polymorphing. It is not subject to critical hits.
COMBAT Tremorsense (Ex): A glade of horror can
automatically sense the location of anything within 60
Using its tremorsense, a glade of horror can feet that is in contact with the ground.
detect the approach of potential prey. Once suitable Camouflage (Ex): A glade of horror has developed
prey (one or more creatures of Small size or larger) its disguise to appear perfectly innocuous when not
is detected the glade of horror waits a few moments actively attacking prey. To notice the creature as
before releasing its sleep-inducing pollen. Once at anything other than a simple jungle glade requires
least one potential victim approaches within 10 feet a successful Spot check (DC 24). Characters with the
and becomes motionless the glade of horror opens its Survival or Knowledge (nature) skills may use those
digestive chamber orifice and attacks with its lashing skills to notice the plant as well.
vines. If a potential victim comes within 10 feet does Primary Root (Ex): The glade of horror is a robust
not become motionless and attempts to move away, plant adapted to survive in a harsh environment. It can
the glade of horror attacks before the meal can escape. withstand severe damage, even total destruction of its
Sleep Pollen (Ex): Any living creature within surface roots and flower bushes, and still grow back.
10 feet of the glade of horror when it releases its To reflect this, all damage done to the glade of horror
sleep pollen must make a successful Fortitude save is ignored unless directed against its primary root (the
(DC 19) or fall asleep for 5d6 rounds. This narcotic- hill-like structure at the center of the plant). The hit
induced sleep is very heavy, and only magic (such as a points, AC, and other crucial information reflected in
neutralize poison spell) can awaken a victim before the the statistics above apply to this primary root.
pre-described duration ends. Elves and half-elves are Flower Bush (Ex): Though the glade of horror does
immune to this pollen. not need its flower bushes to attack prey, they do serve
Improved Grab (Ex): To use this ability, the glade as a potent weapon for luring victims to the plant. If
of horror must hit with one or more of its lashing vine attacked directly in combat, these bushes have AC 12
attacks. If it successfully deals damage the glade of and 15 hit points each. The glade of horror requires six
horror may attempt to start a grapple as a free action full weeks to re-grow a destroyed flower bush.
that does not provoke an attack of opportunity. If it
successfully latches on to its prey it deals no further
damage but automatically draws the grabbed victim
back 10 feet toward its digestive chamber each round
unless the victim breaks free (sleeping victims are
automatically drawn 15 feet). To break free, a victim
Huge Construct
Hit Dice: 10dl0 (55 hp)
Initiative: -1
Speed: 30 ft. (can't run)
AC: 17 (-2 size, -1 Dex, +10 natural), Touch 7,
Flatfooted 17
Base Attack/Grapple: +7/+24
Attack: Slam +15 melee (2d6+9)
Full Attack: 2 slams +15 (2d6+9)
Space/Reach: 10 ft./15 ft.
Special Attacks: Assimilate, improved grab,
swallow whole
Special Qualities: Construct, damage reduction
15/ + 1, magic immunity
Saves': Fort +3, Ref +2, Will +3
Abilities: Str 28, Dex 9, Con =. Int 6, Wis 11, Cha
10
Skills: Climb +15, Jump +16
Feats: Weapon Focus (Slam)
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 9
Treasure: Standard intruders, for example, but the glut's master cannot
Alignment: Always neutral specify exceptions that are to be allowed to pass
Advancement: 11-22 HD (Huge); 23-30 HD other than himself.
(Gargantuan) Obviously, the risk of mishap is fairly high if
Level Adjustment: - the creator ever expects visitors. Fortunately, the
caster, with a simple command, can force the glut to
expel any creature it is currently assimilating.
DESCRIPTION Gluts cannot speak or communicate in any
Gluts are a particularly insidious type of fashion. Unlike some other golems, multiple gluts
flesh golem. They possess several of the golem's never exist in close proximity for long. Though the
advantages, as well as the ability to absorb smaller reason for this is unknown, multiple gluts invariably
creatures into its form, gaining mass and becoming attempt to assimilate one another, destroying each
even more formidable in combat. other in the process.
Unlike the patchwork corpus of true flesh Creating a glut is a grisly process and usually
golems, gluts are one unified blob of slightly only the most evil or deranged spellcasters attempt
amorphous flesh, which is vaguely humanoid in it. Even ignoring the rather gruesome creation
appearance. At creation, they stand roughly 20 feet process, the glut's combat abilities are quite
tall, and their bodies wobble and quiver like gelatin. horrific.
Their flesh is pearly gray in color, and translucent.
The bones of past victims are easily visible, flesh CONSTRUCTION
and muscle long since stripped away.
Gluts have rudimentary intelligence, and can The flesh of a glut can come from any animal or
obey simple commands. They can distinguish humanoid source that has not decayed significantly
their master (whom they serve faithfully) from since death. Live subjects are acceptable, though
other humanoids, but lack the ability to further they do not remain alive for long. Assembly is a
distinguish other humanoids from one another. fairly straightforward process: the fat must then
They can be ordered to guard an area against all be rendered from this flesh. It is important to note
that the creator cannot simply use pre-rendered
fat. This process is part of the creation ritual, and the cooperation rules for each character aiding his
must be performed by the creator himself. Many escape (see Cooperation in Chapter 4: Skills of the
gallons of fat must be accumulated, requiring the Player s Handbook).
equivalent of twenty Small, ten Medium-size, or 5 Opponents swallowed by the glut suffer the
Large creatures. effects of any magic just as the glut does (though
The glut costs about 50,000 gp to create, which other sources of damage and effects do not affect
includes all costs. Assembling the body requires a the swallowed opponent), with one exception:
successful Craft (sculpture) check (DC 15), in order though the swallowed opponent does not suffer
to shape the fat into the desired form. any damage from electricity attacks, nor does
The creator must be at least 17th level and he heal damage as the glut does. Otherwise, the
able to cast arcane spells. Completing the ritual swallowed opponent is affected (or not) by magic
drains 1,500 XP from the creator, and requires bull s exactly as described under Immunities, below.
strength, geas/quest, limited wish, polymorph any object, If the glut is killed, any opponents that have
and soul bind. been swallowed may freely extricate themselves
from its grasp.
COMBAT Assimilate (Ex): Once the glut has swallowed
an opponent, the opponent is in danger of being
Construct: Immune to mind-influencing effects, assimilated by the glut. At the beginning of each of
poison, disease, and similar effects. Not subject to the glut's actions, the opponent must make a Will
critical hits, sub dual damage, ability damage, save (DC 15) or suffer Id4 temporary Charisma
energy drain, or death from massive damage. damage. If the opponent is reduced to a Charisma
Improved Grab (Ex): If the glut hits a single in this fashion, it has been wholly absorbed into the
opponent with both slam attacks in a single round, glut's being, and dies.
it may attempt to start a grapple as a free action When the glut fully assimilates an opponent,
without provoking an attack of opportunity. The the unfortunate's features play across the glut's
target must be at least one size category smaller "face," almost like a ghostly mockery of its victim.
than the wall walker. Thereafter, it may use its Any character that sees this must make a Will save
swallow whole ability. (DC 15) or become shaken for Id4 rounds. Further,
Swallow Whole (Ex): As a full round action, the glut immediately gains 1 Hit Die. Its base
the glut may swallow an opponent it is grappling. attack bonus and saving throws increase to match
The opponent must be at least two size categories according to the rules of monster advancement
smaller than the glut. The glut does not pop its in the MM A glut's size increases as it assimilates
opponent into its mouth, but instead presses the opponents. If it reaches 23 Hit Dice, it grows to
opponent into the mass of its torso. The glut's flesh Gargantuan size, and gains the size change bonuses
gives way, and the opponent is enfolded into the and penalties as listed in the MM
glut's massive torso. Escape requires an opposed Opponents killed in this fashion are more than
Strength check, which may be attempted on each of just dead, as their soul has been consumed by the
the opponent's actions. The opponent, while within glut. Victims cannot be returned to life through
the glut, is held fast, and may not attack the glut clone, raise dead, reincarnation, resurrection, true
in any manner. A glut may only use this ability if resurrection, or even limited wish, miracle, or wish. If
another opponent is not already swallowed (or has the glut is destroyed, a victim can subsequently be
escaped), or he has assimilated any opponent he has restored to life, but only through a miracle or wish
previously swallowed. spell followed by a true resurrection.
Unswallowed opponents may attempt to aid Magic Immunity (Ex): Gluts are immune to all
a swallowed opponent's escape. In order to do so, spells, spell-like abilities, and supernatural effects,
the unswallowed opponent must make an unarmed except as follows. Acid and sonic based effects slow
attack roll against the glut. If successful, he plunges them (as the spell) for 2d6 rounds, with no saving
his arm into the creature's corpus and grabs hold throw. A cold effect breaks any slow effect on the >
of the swallowed opponent. This may be attempted golem and cures 1 point of damage for every 3
by any number of characters, so long as each is points of damage it would otherwise deal. The
adjacent to the glut. Thereafter, when the swallowed golem rolls no saving throw against electricity
character attempts to escape, he may benefit from effects.
Large Vermin
Hit Dice: 2d8+4 (13 hp)
Initiative: -1
Speed: 20 ft.
AC: 11 (-1 Size, -1 Dex, +3 natural), Touch 8,
Flatfooted 11
Base Attack/Grapple: +1/ +9
Attacks: Grease blast -1 ranged (ld3 + special)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Grease Blast, Trample
Special Qualities: Fire Vulnerability, Vermin
Traits
Saves: Fort +5, Ref -1, Will +0
Abilities: Str 19, Dex 8, Con 15, Int -, Wis 10, Cha
2
Climate/Terrain: Any land and underground
Organization: Solitary, pair, brood (2-5), or pod
(5-10)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Huge)
harming of them under penalty of death. These
Level Adjustment: -
creatures have even been known to wage war
on subterranean neighbors who use the grease
DESCRIPTION bugs as beasts of burden.
Grease bugs are hardy vermin that can Elsewhere in the world, however, the
show up anywhere in a campaign world. bugs are often harvested and their carcasses
Known for their acrid smell and the telltale oily stripped of their oil-producing glands. The
stains in their wake, these bugs are an irritant greasy substance is easily extracted and used
to adventurers and a boon to entrepreneur- in the fashioning of scented oils, lantern fluid,
minded persons who harvest the carcasses for lubricants, paints, and even a cooking additive
their multiple market commodities. (although this latter use is commonly restricted
The grease bug is a large, centipede-like to the less civilized surface dwellers, like ogres
creature with glistening, purple slime littered and trolls). The skin has been used throughout
in patches across its light red-colored exterior. the years to make candle wicks, canvas, and
It measures a dozen feet in length and weighs cheap waterproof sacks.
approximately 1,000 pounds. The feet on its Adaptable to any climate and terrain, the
many-segmented body are very thin and end grease bug is most often discovered enjoying
in sharp points. A stubby tubule between the its favorite pastime - eating. The bug consumes
creature's tiny eyes is capable of firing a wad any vegetable matter through the tiny mouth
of the same greasy substance seen on the body. beneath its tubule. It is not carnivorous and is
This tubule constantly drips its purple grease only dangerous to those creatures that threaten
when the creature is excited. it or its home. A grease bug lair is almost always
Due to a propensity for fleeing in the found within a spot sheltered from direct
face of resistance, the grease bug maintains a sunlight. It is not the heat that bothers it as much
healthy presence in the world because of its as the light for the bugs are generally nocturnal
connection to primitive monstrous humanoid creatures. Reproduction is accomplished by
tribes. For some reason these humanoids revere laying eggs. The grease bug buries a single egg
grease bugs as sacred beings and forbid the beneath the soil, which then hatches into 2d12
larvae after a week. The parents care for these This grease can be burned, both removing the
hatchlings as they mature into full-grown adults negative effects and harming whoever is there.
in one month. The average lifespan of a grease If a greased area is affected by fire everyone on it
bug is 6 years. takes Id6 fire damage (this includes not only the
square hit but any greased connected squares,
COMBAT greased squares connected to them, and so on),
no save allows. People within five feet of the
Preferring flight to a fight, the grease bug greased area must make a Reflex save (DC 15)
defends itself only when the need arises. The or suffer half damage.
standard tactic of the bug is to fire a grease Trample (Ex): As a standard action on each
blast at the closest enemy and then attempt to round, the grease bug can trample opponents of
trample him. If only one attacker is seen but he up to Medium-size. The bug has only to move
is out of blasting range, the grease bug charges over the targets to deal Id4+4 bludgeoning
this target. If more than three opponents are damage. A trampled opponent may either
present the grease bug tries to flee unless it is make an attack of opportunity with a -4 penalty
either cornered or defending its lair. However, or attempt a Reflex save (DC 15) to avoid the
if the grease bug knows it has allies nearby (as maneuver.
with a pod), if often answers intruders with
an attack of its own. The bugs have even been
known to trample over each other to keep an AWAKENED GREASE BUGS
opponent down. No thought is given to tactics. While grease bugs are normally impossible
The bugs rely on instinct, surprise, and numbers to train, some monstrous druids have found a
to win their fights. Opponents are often times way to do so. An awakened grease bug can be
fearful that these creatures, which look very trained to serve as a warrior or, more often, as
much like other monstrous centipedes, harbor a mount. There are tales of the good knight Sir
venom in their grease blasts and take overly Veramir entering the Kashmian forest with over
great precautions before engaging in close a hundred lancers. An hour later he limped out, !
combat. alone, on foot, and covered in grease.
Fire Vulnerability (Ex): A grease bug
takes double damage from fire attacks unless GREATER AWAKEN
a successful Fortitude save is made for half
damage. A successful save halves the damage, Transmutation
and a failure doubles it. The bug's grease is also Level: Drd 6
highly flammable. Components: V, S, DF, XP
Grease Blast (Ex): As a standard action, the Casting Time: 12 hours
grease bug can fire a slimy projectile from its Range: Touch
tubule at an opponent. On a successful hit, the Target: Creature touched
target takes Id3 damage from the mildly acidic Duration: Instantaneous
properties of the grease. In addition, the target Saving Throw: Will negates
must succeed a Reflex save (DC 12) or slip and Spell Resistance: Yes
fall. A creature that successfully saves can only
move at half-speed until a round is taken to As awaken except it can also affect magical
remove the slick fluid from its feet. beasts, vermin, and all plants (not just trees).
The maximum range of the blast is 20 feet XP Cost: 300 XP.
and covers a 5-ft. square area. If the bug does not
score a hit, the blast is treated as a grenade-like
weapon (see Chapter 8: Combat in the Player s
Handbook). The grease bug is immune to its own
grease effects.
[fa'aJgin
Large Animal
Hit Dice: 8d8+18 (54 hp)
Initiative: +1
Speed: 60 ft.
AC: 16 (+1 Dex, +6 natural, -1 size), Touch 10,
Flat-footed 15
Base Attack/Grapple: +6/ + 16
Attacks: Claw +9 melee (ld6+4), bite +9 melee
(ld4+4)
Full Attack: 2 claws +9 melee (ld6+4), bite +7
melee (ld4+2)
Space/Reach: 10 ft./S ft.
Special Attacks: Bear down, improved grab
Special Qualities: Low-light vision, darkvision,
scent
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 19, Dex 13, Con 17, Int 2, Wis 13,
Cha6
Skills: Listen +6, Spot +7
Feats: Multiattack
Climate/Terrain: Temperate and warm plains
Organization: Solitary or herd (20-40)
away from its compatriots, to be brought to bay by
Challenge Rating: 6
the rest of the ha' algin herd and killed. Ha' algin
Treasure: None
are slightly faster than horses, which allows them
Alignment: Always neutral
to hunt their favored prey even when the horses
Advancement: -
stampede. Indeed, it is common for the scent of a
Level Adjustment: -
ha' algin to send a herd of wild horses into a panic,
and just as common for the ha' algin to cull one from
DESCRIPTION the herd for a meal once it begins to tire.
The ha' algin is a quadrupedal beast, resembling In lean times, ha' algin have been known to
a horse or other equine creature. A few major hunt smaller prey. Such alternate food sources are
differences set the Ha' algin apart from its more sometimes as small as hares. Often, in such desperate
common cousins, however. First and foremost, the times, individual ha' algin break off from the herd to
ha' algin is a carnivorous creature, a fact most clearly hunt for themselves, and sometimes stay away for
reflected by its mouthful of razor-sharp teeth. months. Such prodigals are always welcomed into
Though the skeletal structure and musculature of the herd upon their return, however.
its head and neck are similar to its equine cousin It is rare that aha' algin resorts to hunting
the horse, its jaw is set slightly lower on its neck a humanoid of any sort, though not completely
to accommodate these larger teeth. Similarly, unheard of. Usually, this only occurs if the ha' algin
exaggerated musculature beneath the hinge of its are pressed to the point of starvation, and even
jaw gives its neck a slightly bulbous appearance. then, they only attack solitary humanoids, and only
Rather than hooves, its long legs end in pads not when accompanied by at least three other ha' algin.
dissimilar to a canine's, the feet of its forelegs It is not unknown for humanoids - particularly
crowned with claws. Otherwise, the creature is monstrous humanoids - to domesticate ha' algin for
similar to a horse in appearance and size. use as war steeds. Though of animal intelligence,
The ha' algin feeds almost exclusively on horses. ha' algin seem to relish such work, and sometimes
They live and hunt in herds. A common tactic is for press the attack even when their rider slumps
several ha' algin to insinuate themselves into a herd dead in the saddle. However, in battle, they are
of wild horses, then gradually force a single animal not stupid creatures and retreat when faced with
overwhelming odds. Of course, if the rider has Domesticated ha' algin do not understand
fallen, they are more likely than not to escape to verbal commands of any sort. Instead, the rider must
freedom rather than return to the stables. rely on physical guidance. Further, thanks to their
Adult ha' algin are virtually impossible to muzzle full of sharp teeth, a horse's bit and bridle
train, but young are a great deal more amenable. is inappropriate for these creatures, and custom kit
Therefore, ha' algin young demand a high price must be designed for their use. This usually costs
on the black market, though most civilized" races
/I roughly four times that of a standard bit and bridle.
consider these creatures unsuitable as mounts. Similarly, domesticated ha' algin cannot be fed oats,
Training an adult ha' algin requires the trainer nor can they be left to simply graze. They must be
to make several successive Handle Animal checks fed a steady diet of fresh meat.
over the course of six months, at the rate of one
check a month. The DC begins at 35 for the first COMBAT
check. Provided this check is successful, the DC for
the following check falls to 30. The DC is reduced When hunting, ha' algin tend to separate a
by 5 for each additional successful check. After single victim from its pack and attempt to run it
six consecutive successful checks, the ha' algin is to ground. This is true whether the intended prey
considered trained and may take a rider. If any of is hare, wolf, horse, or even human. Though they
the checks fail, the process begins anew. Young possess a powerful bite, ha' algin rarely utilize their
ha' algin, however (those not yet grown to full size), teeth in combat, preferring to flay their victims with
require only three successive checks, and the DC their razor sharp claws. In order to do so, they must
begins at 25, dropping by 5 after each successful rear up or kick behind it like a horse.
check. Assuming a ha' algin is trained almost from
Ha' algin are mammals, and aha' algin female birth, it can be taught to use its bite attack in combat.
bears only one foal at a time. Ha' algin mothers This is the preferred approach of most trainers, as a
are usually back to full strength within roughly 36 ha' algin's claw attack threatens to throw any rider
hours of delivery. During this period they are able to that may be mounted upon its back. In the wild,
travel with the herd but not hunt. Ha' algin mothers ha' algin only resort to bite attacks when injured
are not fed during this period, which aids them in and unable to rear in order to deliver a claw attack,
quickly returning to fighting trim. Gestation period or when pregnant.
Improved Grab (Ex): If a ha' algin is not bearing
is usually about 11 months, at the end of which a
ha' algin foal is born. The young are hairless, but a rider and hits with both claw attacks it may bear
develop a short, stubbly coat after about 24 hours, down on an opponent that is at least one size
and a full coat after a week. The young are raised category smaller than the ha' algin.
Bear Down (Ex): Once aha' algin strikes its
collectively by the herd. Ha' algin foals do not
nurse from their mothers, or at all, in fact. Instead, victim with both claws, it leans forward and places
a ha' algin - which mayor may not be the mare that its weight against its opponent, driving it to the
bore the foal - regurgitates a small portion of its earth. The opponent is considered grappled by
meals for the foal to ingest. This partially digested the ha' algin. While grappling an opponent, the
meat is gentler on the young ha' algin's digestive ha' algin may make no other attacks. However, the
system. When the foal reaches approximately 6 opponent suffers 4d6 damage from the weight of
months old, it begins to feed as an adult ha' algin. A the ha' algin.
Darkvision (Ex): Ha' algin have darkvision with
ha' algin reaches full size after about two years.
Ha' algin herds are nomadic and aggressive. a range of 60 feet.
Carrying Capacity: A light load for a ha' algin is
Rather than hunt within a defined territory, they
up to 300 pounds; a medium load, 301-600 pounds;
roam the planes and grasslands freely. If they
a heavy load, 601-900 pounds. A ha' algin can drag
arrive in an area with competitive predators, one
of two things happens. If the ha' algin feel they 4,500 pounds.
are overmatched - which seems to be governed as
much by instinct as experience in the area - they
move on peaceably. If the herd is stronger than
its competition it simply considers other predators
another source of food.
Medium-size Plant
Hit Dice: 10d8+30 (75 hp)
Initiative: -1
Speed: 5 ft. (can't run)
AC: 17 (-1 Dex, +8 natural), Touch 9, Flatfooted
17
Attacks: Tentacle +8 melee (ld10+1 plus poison)
Full Attack: 6 tentacles +8 melee (ld10+1 plus
poison)
Space/Reach: 5 ft./15 ft.
Special Attacks: Domination, Improved Grab,
Constriction
Special Qualities: Plant, Blindsight, Healing
Berries, Sleeping Heart, Telepathy
Saves: Fort +10, Ref +2, Will +5
Abilities: Str 16, Dex 8, Con 16, Int -, Wis 14, Cha
10
Climate/Terrain: Any except arctic
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Neutral evil
In time, using its power of domination, a heart
Advancement: 11-16 (Medium-size); 17-24
shrub can take over an entire village. The victim
(Large)
villagers turn into slaves, puppets of the creature.
Level Adjustment: -
They work tirelessly to appease their master, turning
their town into a snare for travelers needed to feed
DESCRIPTION the hunger of the heart shrub. When the servants fail
To the untrained eye, the heart shrub (sometimes to provide it with sufficient food, the creature turns
called a blood vine) appears to be an innocuous, even upon them. Finally, when the heart shrub has grown
attractive, shrub. It is a small bush, vibrant green in so large and ravenous that all its servants have been
color, with bright red berries that are slightly oblong annihilated, it will bloom and spread its seeds to all
and, with some imagination, the bush might look like neighboring lands, spreading its scourge far and wide.
a stylized heart. The berries are delicious, prolific, and This creature can actually uproot and slowly move
even offer a minor healing effect. The heart shrub lacks itself. However, most heart shrubs are reluctant to do
thorns or sharp leaf spines of any sport. It appears to this as they are extremely vulnerable above ground.
be a perfect medicinal plant and is often cultivated by
ignorant herbalists because of this. This action can COMBAT
easily destroy an entire small town.
It is only when someone approaches the bush
In truth, the heart shrub is a malevolent creature
alone, and preferably at night, that the heart shrub
that feeds upon flesh and blood. It uses its berries
reveals its true nature. It can sense targets in its area
as a means of controlling thralls who serve as both
by vibration and is a patient hunter. It can also detect
feeders and food. The origin of the heart shrub is much
heat and only attacks warm-blooded targets (undead,
debated, but many cite esoteric tomes referring to an
constructs, reptilian creatures, and other cold-blooded
ancient archmage known as Gregorius Faun, renowned
for his creation of plant creatures. Whether Gregorius beings are safe from the heart shrub unless they attack
first). The photosynthesis of its leaves tell the heart
is an actual historical character or an alias is difficult to
shrub when it is day and night. If the Heart Shrub
ascertain. What is beyond debate is the great damage
that even a single heart shrub can inflict. is hungry, it attacks; its six tentacles erupt from the
ground, catching their prey by surprise. The tentacles
rip the victim apart and drag the meaty bits back down price of 150 gpo A single medium size heart shrub has
the holes, left by their eruption, to feed its fleshy core. enough poison to make 4 doses while a large heart
The fleshy heart can be anywhere from ten to fifteen shrub can make 8.
feet deep and is a thick-skinned horrid mass of tissue Domination (Su): Once per day, the heart shrub
surrounding a toothed maw that can grind even bones can create a perfect and appealing berry which, if
to meal. The creature never attacks living creatures consumed, affects the eater as if under the influence
with its maw, which is comparatively vulnerable. of the spell dominate monster, as cast by an 18th level
Instead, the maw only feeds on dead meat. Once a wizard (Will save DC 15). The berry also heals 2d8+5
victim has been consumed, the tentacles till the dirt, hit points. This domination lasts for as long as the
so the blood is dispersed. This takes ten minutes and victims continues to eat the smaller berries (which
makes signs of a struggle very hard to find (Search DC reinforce the domination), for eighteen days after
25). the consumer stops eating berries, or until the Heart
If the heart shrub only employed this tactic, it Shrub is killed. This domination differs by the spell
would be deadly enough. Yet, the heart shrub is far only in intensity. The domination of the heart shrub is
more insidious. Once it has claimed its first victim and so complete that it can command its thralls to perform
sated itself on flesh and blood, the heart shrub employs actions radically against their nature. Only those over
another method of attack. In the space of a day, the 8 HD receive another saving throw (Will save DC 20)
heart shrub can produce a single domination berry. when given such orders. If the victim fails its save, the
This large, beautiful berry appears particularly sweet order is still performed. This effect only occurs when
and delicious. Whoever eats it is subject to domination. the berry is eaten fresh.
In time, the heart shrub will slowly dominate more Improved Grab (Ex): To use this ability, the heart
and more of the creatures in the area. Once dominated, shrub must hit with its tentacle attacks. If it successfully
the heart shrub can communicate with its minions grabs a creature, the heart shrub begins to constrict the
telepathically. It commands its followers to feed it. A victim using its constriction attack (see below).
small town dominated by a heart shrub can turn into a Constriction (Ex): A heart shrub deals 1d10+3
death trap for travelers. The followers will use knock points of damage plus poison with a successful grapple
out poison on unsuspecting travelers, bind them, and attack against Large sized or smaller creatures.
feed them to the heart shrub. Blindsight (Ex): Heart shrubs have no visual
In return for their slavish devotion, the heart shrub organs but can sense all creatures within 50 feet using
keeps the community alive. Continued consumption sound, heat, and vibration.
of the healing berries has several effects. First, they Healing Berries (Ex): Eating the berries of the
prolong the domination and make the consumer more heart shrub when uncontrolled heals one hit point per
vulnerable (a cumulative -1 for every month they have handful. This effect only occurs when eaten fresh. The
been eating berries). Second, the berries slowly (over berries quickly lose their healing properties (within an
a period of six months) make the consumer immune hour).
to disease (exactly like the paladin ability). This effect Sleeping Heart (Su): The heart shrub can shed its
continues as long as the thrall eats the berries. Finally, body at will and fall into a dormant state. This small
after a year of consumption, the thrall gains a +2 to seed pod contains the mind and malevolence of the
Strength, Dexterity and Constitution. To gain these heart shrub but is helpless and harmless. If planted
benefits, the berries must be picked and eaten fresh. in rich suitable soil, the heart shrub will return to its
Preserved berries grant no such benefit. monstrous form over a period of three months. These
Plant: The heart shrub is immune to mind- seed pods are highly valued by certain evil individuals
influencing effects, poison, sleep, paralysis, stunning, and can sit dormant for years.
and polymorphing. It is not subject to critical hits. Telepathy (Su): The heart shrub can communicate
Poison (Ex): Any tentacle hit or constriction telepathically with any creature within 100 feet that has
inflicts a poison effect from its thorns. Initial damage a language. Generally, the heart shrub only chooses to
is paralysis (2d6 minutes, DC 17 to resist) with no communicate with those it has dominated.
secondary damage. Once paralyzed, the heart shrub
continues to attack its victim with tentacles until the
victim is ripped to easily digestible shreds. This poison
can be extracted and concentrated and has a market
Huge Magical Beast
Hit Dice: 10d10+50 (105 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft.
AC: 17 (+2 Dex, +1 enhancement, +6 natural, -2
size), Touch 10, Flatfooted 15
Base Attack/Grapple: +101 +23
Attacks: Bite +16 melee (2d8+8)
Full Attack: Bite +161 + 11 melee (2d8+8)
Space/Reach: 15 ft. (coiled)/10 ft.
Special Attacks: Improved grab, swallow whole,
thrashing constriction
Special Qualities: Camouflage, frightful presence,
magical scales, scent
Saves: Fort +8, Ref +9, Will +9
Abilities: Str 26, Dex 14, Con 20, Int 3, Wis 14, Cha
8
Skills: Balance +5, Hide +8, Listen +6, Move
Silently +17, Spot +6
Feats: Alertness, Skill Focus (Hide), Stealthy,
Track
Climate/Terrain: Savannah and other regions of
deep grassland in diameter and 50 feet long, weighing about
Organization: Solitary or mated pair 28,000 lbs. Its long, serpentine body is devoid
Challenge Rating: 8 of appendages and is covered in thick scales of
Treasure: None green, dull yellow, or brown (the coloration varies
Alignment: Usually neutral evil with the foliage of the season). Its enormous head
Advancement: 11-16 HD (Huge); 17-30 HD is long and narrow like that of a crocodile, with a
(Gargantuan) huge maw lined with 4-inch fangs.
Level Adjustment: - Though husheks display little intelligence,
they are highly cunning, preferring to ambush
their prey. When stalking they demonstrate
DESCRIPTION highly developed hunting skills, such as
A hushek (pronounced who-shek), approaching from down-wind or even luring
sometimes called a "lurker in the grass," is a prey to them when the occasion allows. They are
huge serpentine predator with a reputation for primarily active during the day and, like sharks,
striking suddenly from the concealment of tall when not feeding or mating they are constantly
grass. They are highly aggressive and fearless stalking more prey.
hunters, often attacking large herds of animals or Unsurprisingly, husheks are the top of
even traveling caravans to satisfy their voracious their food chain, eating whatever they like
appetites. The word "hushek" means serpent of
1/ and fearing nothing. A hushek has even been
death" in several tribal languages. known to attack an unwary dragon feeding in its
Some scholars believe that husheks are territory. Husheks do not usually win such rare
evolutionary thrown-backs, creatures that encounters though the victorious dragon leaves
should have died out with the massive reptiles the hushek corpse uneaten. This is wise, as the
that once reigned supreme when the world was meat of a hushek is foul tasting, rots quickly, and
young. Regardless, the species has haunted the induces intense nausea in most creatures that eat
tall grasses of the tropical lands for eons, preying it (treat as a poison, Fortitude DC 12, initial and
upon animals and men alike. An adult hushek secondary 1d2 Constitution). Few creatures can
appears as a gigantic snake-like monster, 4 feet tolerate the taste.
The body of a hushek does have its uses, Frightful Presence (Ex): Any creature within
however. The scales of the creature are extremely 40 feet who witnesses the initial strike of a hushek,
hard and, in the hands of a talented artisan, can and who is not directly attacked by either its bite
be used to fashion scale mail armor. Such armor or thrashing constriction, must make a successful
is quite resilient and is seen as a mark of high Will save (DC 14) or become panicked. Affected
favor among the gods of several savannah tribes. creatures remain panicked for 4d6 rounds.
Aside from their scales, the numerous huge teeth Magical Scales (Su): The scales of a hushek
of a hushek are made of highly sought after ivory. are innately magical, giving it a +1 enhancement
When polished, hushek ivory displays such a bonus to armor class.
brilliant sheen that it almost glows in bright Scent (Ex): A hushek gets a +4 bonus to
light. Hushek ivory is most commonly used in survival checks when attempting to track by
earrings, nose-rings, necklaces, and other pieces scent.
of jewelry, though it is sometimes used to make Skills: Husheks receive a +8 racial bonus to
the tiny idols of the various gods throughout the Hide and Move Silently.
world. Swallow Whole (Ex): A hushek can attempt
Those who have returned to the civilized to swallow a grabbed opponent of Medium-size
lands from expeditions to the savannahs often or smaller by making a successful grapple check.
bring back with them rumors of a great dry Once successfully swallowed, opponents take
lakebed nestled somewhere in the vast foothills 2d6+8 points of crushing damage plus 2d4 points
beyond the savannahs. Many tribes whisper that of digestive acid damage per round from the
this is where husheks go to die and the lakebed hushek's gizzard. A swallowed opponent may
is said to be littered with their bones. Those same attempt to cut its way out of the hushek's throat
tribes claim that the lakebed is the home of a pair by using a Small or Tiny slashing weapon to deal
of hushek so large and ancient that they must 20 points of damage (AC 20). Once an opponent
be the gods of the monsters, watching over the exits, muscular action seals the rupture, and
remains of their race for all time. other swallowed creatures must cut their own
way out.
COMBAT Thrashing Constriction (Ex): On its initial
successful bite attack against a group of Medium-
Husheks attack prey (any non-hushek they size or smaller creatures, the hushek uses its
see) on sight. When attacking groups of creatures improved grab ability to latch on to the victim as
husheks strike at a creature in the middle of the normal. If successful, the hushek uses the victim
group, attempting to grab the victim with their as a lever to bring its coils to bear against adjacent
sharp teeth and flip their thrashing coils into the opponents instead of attempting to swallow the
surrounding area to snatch up stragglers. The victim whole. The hushek then begins to wildly
hushek then attempts to swallow the primary thrash its coils about in an attempt to constrict
victim whole while constricting nearby victims its opponents. It may make a free grapple check
in preparation for further attacks with its maw. against all creatures within 5 feet of the initial
Camouflage (Ex): A Hushek gets a +10 victim. Success indicates that the new victim is
circumstance, bonus to Hide checks in natural grappled by the hushek's coils and is dealt 2d6+8
settings. points of bludgeoning damage.
Improved Grab (Ex): To use this ability, the
hushek must hit with its bite attack. If it gets a
hold, it automatically deals bite damage and can
HUSHEK ARMOR
attempt to swallow the victim. Note that if this is One Hushek contains enough choice scales
the hushek's initial successful attack, and there to make a single suit of armor (any type listed
is more than one potential prey present, it will in the Player s Handbook) for one medium size
forego the swallow whole attempt on the first creature. Shields cannot be made. This armor
round it successfully bites in favor of its thrashing is masterwork quality and retains the Hushek's
constriction ability (see below). Once the hushek enhancement bonus. In addition, the wearer
has successfully levered itself into position to use gains a +8 equipment bonus to Hide checks in
its thrashing constriction ability, it attempts to natural settings.
swallow all opponents it successfully bites.
Small Monstrous Humanoid
Hit Dice: 4d8+4 (23 hp)
Initiative: +7
Speed: 20 feet
AC: 16 (+1 size, +2 natural, +3 Dex) 14 touch, 13
flat-footed
Base Attack/Grapple: +41 +0
Attacks: Bone claw +5 melee (ld4+2), bite +5
melee (ld3+2)
Full Attack: 2 bone claws +5 melee (ld4+2), bite
+0 melee (ld3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spray
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 10, Dex 16, Con 12, Int 11, Wis 14,
Cha 12
Skills: Hide +10, Listen +4, Move Silently +6,
Spot +4, Survival +4
Feats: Improved Initiative, Improved Grab
Climate/Terrain: Forest
Organization: Solitary, gang (2-4), or pack (5-10)
The extension and retraction of the hyrblit's
Challenge Rating: 3
hand claws also releases a stinking, greenish gray
Treasure: Standard
poison spray from the same openings. This gas-like
Alignment: Often chaotic evil
spray is the same as that which a hyrblit can also
Advancement: 5-8 HD (Small); 9-12 HD (Medium-
release from its hindquarters and is used not only
size)
for defense but also to mark territory, as the scent
Level Adjustment: -
lingers long after the toxic effects have worn off.
Though omnivorous, hyrblits favor a diet of
DESCRIPTION mostly raw meat and they routinely hunt and kill
The hyrblit is a humanoid creature that looks local game to sustain themselves and their packs.
like a strange cross between a skunk and a cat. These packs are reclusive and generally dwell deep
Though clearly feline in nature, a hyrblit stands on within thick forests and woodlands where they make
its hind legs and is covered head to toe with deep their homes high in the trees and sleep on the larger
red fur. A broad white stripe runs from the hyrblit's branches. During the winter months hyrblits enter a
forehead and back down the length of its spine. period of hibernation, taking cover in burrows dug
Black tiger-like stripes radiate out from this stripe between the roots of their home trees and waiting
and curl around the torso and arms. Though their out the passage of the colder months.
features are distinctly feline hyrblits have no tails. Despite these distinctly animal practices hyrblits
Hyrblits walk on their hind legs and have five- are intelligent creatures, and many speak Common,
fingered hands capable of wielding small melee Elven and Sylvan. They prefer a primitive, simpler
weapons though they tend to prefer their natural way of life, isolated from other humanoid races,
weapons. A quartet of bone claws, each roughly which they find revolting. Dedicated to a ruthless
six inches long, can extend and retract from the kill-or-be-killed philosophy, hyrblits shun all
knuckles of these hands. These claws can be used governments and large social groupings. They rarely
both for combat and for climbing, aided by the enter the towns and cities that other intelligent races
much-smaller toe claws. are so fond of constructing. Hyrblits very rarely
gather in groups larger than a single pack and will
bitterly attack anyone, even others of their own All living creatures within the spray's 45-degree
kind, who infringe on their territory or preferred arc must make a Fortitude save (DC 13) or be
hunting grounds. nauseated for Id6 + 2 rounds. Nauseated characters
Hyrblits have an average life span of 45 years may only take a single move or move-equivalent
and are considered fully-grown at 15. They are action per turn for the duration of this effect.
patriarchal with packs ruled by a dominant male In addition to the nauseating effects, the toxic
that is usually the strongest or smartest of his group. nature of hyrblit spray may also cause damage if
Many born of the pack are forced out upon reaching injected or inhaled (DC 17 to save in either case).
maturity, left to find their own way in the cold, cruel Initial damage from hyrblit spray is Id4 hit points.
world that surrounds them. Secondary damage is Id2 temporary Constitution
loss.
COMBAT Hyrblits may use their spray ability six times
per day.
Fiercely territorial, hyrblits viciously attack any Improved Grab (Ex): If a hyrblit hits an
intruders venturing into their territory but vary
opponent its own size or smaller with both claw
tactics depending on who the interlopers are and attacks, it does normal damage and attempts to
how many are present. Neither particularly strong start a grapple as a free action without provoking
nor terribly brave, solitary hyrblits or smaller gangs an attack of opportunity (grapple bonus +4). The
generally focus on stealth and surprise tactics, trying hyrblit then has the option to conduct the grapple
to sneak up on interlopers. Unless the perceived normally, or simply use its claws to hold the
invaders are hyrblits themselves they will not opponent (-20 on grapple check, but the hyrblit
challenge them face-to-face. is not considered grappled). In either case, each
If outnumbered, hyrblits prefer not to attack at successful grapple check it makes during successive
all and will often gather additional reinforcements rounds automatically deals damage for two claw
from their own pack. They will either stay in the attacks.
shadows, awaiting any opportunity to somehow
even the odds (typically by picking off weaker
members of their quarry's party from the rear) or SOCIETY
silently move off, hoping to avoid detection. If more Hyrblits are social creatures in only the loosest
than two-thirds of their gang or pack are killed or possible sense of the word, as their behavior is
otherwise incapacitated, hyrblits will generally more akin to wolf or wild dog packs than to tribal
scatter, melting into the shadows and underbrush. organization. Strongly believing in a survival of
U
In combat, hyrblits prefer to use their spray to the fittest" mentality, they shun artificial constructs
stun or incapacitate their prey first and follow this of law and government, carving out their arboreal
attack with their bone claws. Particularly aggressive communities in the depths of woodlands as far as
hyrblits may even try to grab their victims, so they possible from civilization.
can bring their fangs into playas well. What little organization they do respect is that of
Though humanoid, hyrblits prefer to use their the pack, typically made up of an equal mix of male
claws, teeth, and spray in combat. In the rare cases and female hyrblits led by a dominant male (known
where they do use manmade weapons, their weapon as the alpha). Hyrblit young are often regarded as
of choice is either the dagger or the club. a threat to the integrity of the pack, and far more
Spray (Ex): Hyrblits have glands located in the often than not, the dominant male forcefully ejects
backs of their hands and at the base of their spines hyrblit offspring from the pack. Only if the young
which can release a fine, gas-like spray of greenish hyrblit can successfully resist the alpha's efforts can
gray liquid that is both foul-smelling and toxic if it remain with the pack after reaching maturity - an
inhaled or swallowed. If released from the hands event that usually heralds the ascendance of a new
(an incidental action of extending or retracting the pack alpha. Hyrblits from outside the pack are as
bone claws just above their knuckles), this gas is often regarded as intruders as members of any other
only effective on creatures within five feet of the race.
attacking hyrblit. Hyrblits do not practice any religion or
follow any known gods, and their primitive social
development also does not recognize higher
learning or the magical arts.
Medium-size Undead
Hit Dice: 6d12 (39 hp)
Initiative: +4
Speed: 30 ft.
AC: 15 (+5 natural), Touch 10, Flat-footed 15
Base Attack/Grapple: +31 +4
Attacks: Claw +5 melee (ld4+1)
Full Attack: 2 claws +5 melee (ld4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Extract, Frightful Presence, Improved
Grab
Special Qualities: Create Spawn, Undead Traits
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 12, Dex 11, Con -, Int 14, Wis 13, Cha 10
Skills: Bluff +9, Hide +9, Listen +12, Move Silently +9,
Search +11, Spot +12
Feats: Alertness, Improved Initiative, Lightning
Reflexes, Weapon Focus (claw)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (2-4)
Challenge Rating: 4
Treasure: Standard
An ik'taan possesses no memories of its life prior to
Alignment: Usually lawful evil
death and is completely devoted to its lich creator. Should
Advancement: 7-9 (Medium-size); 10-12 (Large)
the humanoid that existed before the transformation ever
Level Adjustment: - come into contact with a part of its former life (an old
friend, homeland, or personal item), there is a slight (5 %)
DESCRIPTION chance the creature may recognize it. Yet even if the ik'taan
does recall this thing from its past, it would only pause
Ik'taan (or "lichlings" as they are commonly called)
long enough to either remember if it poses a threat to, or if
are the personal undead servants of liches. They perform
it can be used by, its master.
mundane tasks for their powerful masters and propagate
The term lichling came about over long ages. In order
their kind by ripping the hearts from living beings.
Male and female ik'taan share the same physical to avoid conflict, these seldom seen creatures hide their
traits. They possess wicked claws, eyes slit like a snake's, undead status when running their master's errands. When
and a tattered hooded cloak hanging from a muscular they were discovered to have connections with liches,
frame. They do not have a nose but two small nostril the term seemed to naturally evolve from the observed
holes are located between eyes that rest below a thinning, relationship. Inexperienced adventurers often take the
straight mop of hair. term literally and expect a more powerful foe than the
As long as there have been liches, there have been ik'taan truly represents. This is not to say, however, that
ik'taan to serve them. When a lich attains its undead the lichlings pose no threat - nothing could be further
status, it often fashions an ik'taan from the first humanoid from the truth - but a party prepared to take on a powerful
it slays. Gender and race are of no concern when choosing undead mage is usually more than capable of dealing with
the first ik'taan of a lich's brood. After slaying its chosen a lichling provided they do nothing foolish.
humanoid, the undead lord returns with the corpse to its The ability to rip a foe's still-beating heart right out
lair. Here, the body is prepared with spoken enchantments of his chest is enough to make any opponent think twice
and ancient glyphs inscribed across the skin. The being's about engaging the ik'taan in melee. Besides being a
heart is casually removed at the ritual's conclusion and the graphically lethal attack, this heart extraction is the manner
ik'taan is born as an independently thinking entity that in which lichlings reproduce. The magic which creates the
performs tasks for its master. first ik'taan carries through its" descendants" and causes
other humanoids slain in this manner to arise as lichlings
after 12 hours. These new ik'taan are under the command
of the same lich of the ik'taan that slew them. This need to When an ik'taan is met near its lair, its first action is
propagate, however, is also a minor flaw in the ik'taan's always offensive. The lichling is usually on guard duty
design. If the creature does not extract a humanoid's heart with a number of skeletons and zombies under its direct
over a month's time, it becomes focused on doing so to the command and has the ability to call upon more powerful
exclusion of all else. The ik'taan forgoes its duties until a undead, such as wraiths, specters, ghouls, and shadows. It
heart can be removed and "ingested." Rational thought sends these mindless minions into battle with the intruders
is subdued by the overwhelming need to extract a heart. while watching the fight from a safe vantage point, noting
This urge is thought to be an echo of the lich's own need any exploitable weaknesses the intruders may have and
to create an ik'taan in the first place. A few sages desire sending word of them back to its master. The ik'taan
research but, for obvious reasons, is not likely to occur. proceeds to shadow the intruders if they penetrate the lair
Encountering an ik'taan during this hunger phase and attacks them at the most opportune time.
is the exception, not the rule. Lichlings are encountered Inside the lair is the only place ik'taan are encountered
surprisingly often in urban areas. Black markets and seedy as a group. Multiple lichlings use their frightful presence
establishments are frequented by ik'taan looking to buy before attacking. They attempt to separate one member of
spell components, information, or just out spying for their the intruding group, one lichling performing the extraction
masters. When encountered on the road, the lichling is while its fellows keep the other foes at bay or use the aid
either going to or from its lair or transporting materials to another action to give the extracting ik'taan a +2 to its
its master's allies. During these outings, an ik'taan carefully grapple check.
hides its form within voluminous hooded robes of light Create Spawn (Su): Creatures slain by an ik'taan's
colors. It must take special care to cover its chest area, extract attack rise as ik'taan after 12 hours. They do not
because the gaping wounds left after the heart extraction possess any of the abilities they had in life.
can never be healed or otherwise sealed by magical or Extract (Ex): An ik'taan that begins its turn with both
natural means. An ik'taan can bluff its way out of most claws attached to an opponent, and successfully maintains
situations unless this hole is discovered. If questioned, it its hold, may extract the opponent's heart, instantly killing
pretends to be a lone traveler, itinerant monk, or a leper. him. The opponent must make a Fortitude save (DC 12 +
Traveling ik'taan almost always travel alone in order to the ik'taan's total number of HD) or be killed in this way.
keep suspicion low. An it'taan that misses the Extract attack may attempt
Lichlings act as guards for their master's lair. They again in the following round so long as it retains hold of
serve as perimeter sentries and are never allowed to its prey.
oversee the protection of an important item or chamber Frightful Presence (Ex): This ability only manifests
directly. The lich knows these servants are weaker than when the ik'taan screams at an opponent. Unless those
the adventurers foolish enough to approach its lair, but witnessing the scream within a 30 ft. radius succeed a Will
the ik'taan intellect makes them good field commanders save (DC 13), they become shaken. This ability does not
for lesser undead, able to take actions without direct have an effect on creatures with 6 HD or more.
overseeing by the lich itself. Improved Grab (Ex): To use this ability, an ik'taan
must inflict a critical hit with a claw attack. If it does, it
has pierced the target's chest and begun to reach for the
COMBAT heart. After a successful grab, the ik'taan can try to imbed
An ik'taan's actions in combat depend on whether its other claw into the target with a single grapple check
it is encountered near or away from its master's lair. The (dealing normal claw damage). The opponent can escape
lichling avoids direct melee as much as possible when with a successful grapple check or Escape Artist check, but
carrying out tasks in an urban area. In such situations it the ik'taan gets a +4 circumstance bonus if its other claw is
attempts to scare opponents with its frightful presence attached at the beginning of the opponent's turn.
ability before retreating to a secret location already scouted Undead Traits: Ik'taan are immune to mind-
out when it first entered the community. The exception to influencing effects, poison, sleep, paralysis, stunning, and
this procedure is if the creature is confronted by only one disease. They are not subject to critical hits, non-lethal
foe. The lichling still attempts to frighten the person but, if damage, ability damage, energy drain, or death from
successful, immediately tries to use its extraction power. massive damage.
When confronted in the rural wilderness, the ik'taan
flees and hides. Upon escaping detection, the undead
follows those that discovered its true nature. It tracks their
movements, numbers, strengths, and weaknesses before
returning to its assigned duties. AIl information learned is
reported to the lich upon returning to the lair.
Tiny Magical Beast
Hit Dice: 3d10 (17 hp)
Initiative: +4
Speed: 20 ft., burrow 8 ft.
AC: 21 (+4 Dex, +5 Natural, +2 Size) touch 16,
flat-footed 17
Base Attack/Grapple: +3/-5
Attacks: Claw +5 melee (ld3)
Full Attack: 4 claws +5 melee (ld3 each)
Space/Reach: 2 ftl1 ft.
Special Attacks: None
Special Qualities: Partial Construct Traits, DR
5 I magic and slashing or magic and piercing,
Fire Resistance 5, Metalsense, Tremorsense,
Susceptibility to Cold, Darkvision 50 ft.
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 18, Con 10, Int 2, Wis 14,
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Cha3
~ C'L' '3
Skills: Hide +12, Listen +6, Move Silently +4,
Spot +6, Survival +4
Feats: Alertness
Climate/Terrain: Any except cold, marsh, or
aquatic. of their number, the creatures learned how to
Organization: Cluster (2-8), swarm (9-16), or hive fight back, in their own limited way, and spread
(20-100) out ever farther, eventually overrunning the
Challenge Rating: 3 lands in their endless quest for the minerals they
Treasure: None magically crave and the organic food they still
Alignment: Always chaotic neutral need to survive.
Advancement: 4-10 HD (tiny); 11-12 (small) The iron burrock is much larger than an
Level Adjustment: - average crawling insect, with the largest being
no bigger than one foot from head to tail and
weighing no more than seven pounds. They look
DESCRIPTION like giant beetles with a hide of dull, galvanized
The tiny iron burrock is an example of good iron and walk on eight legs, any four of which
intentions gone horribly wrong. A well-meaning may be used against attackers or prey. They
wizard, whose name is lost to antiquity, magically radiate magic, and even burrocks in hibernation
enhanced large native beetles into construct-like may be found by a detect magic spell that detects
hybrids of metal and magic, perpetually hungry their aura of transmutation. They are able to
for minerals found in stone and soil. Intended to see and sniff out the presence of raw metallic
aid in tilling fields in difficult environments, yet minerals with their tiny eyes and wiry antennae,
able to breed quickly and cheaply produce more allowing the burrocks to consume fuel for their
burrocks for larger fields, the purpose of the reproductive cycles. When enough minerals are
burrock's existence was benign. However, their consumed (roughly up to the burrock's own
magically enhanced reproductive systems and weight), the burrock produces a cluster of six
the resurfaced survival instincts of the beetles to twelve magical eggs in the nearby soil. These
used as a basis for these magical creatures led eggs hatch within a week's time, unleashing a
to wildly uncontrolled breeding and migration cluster of smaller burrocks that immediately
of these creatures when the seasons changed. As begin devouring any local minerals.
the iron burrock population swelled and efforts
to contain the creatures slaughtered thousands
In addition to metals, iron burrocks also They are also not subject to critical hits, non-
require organic food to survive. Though they lethal damage, ability damage, energy drain, or
often attack underground-dwelling animals and death from massive damage.
smaller insects for such sustenance. When food However, unlike constructs, iron burrocks
is scarce they have been known to swarm upon can heal damage at a rate of one hit point per
larger prey, including passing adventurers. This day. Iron burrocks have darkvision with a range
is particularly true in the case of burrocks that of 50 feet. Magical healing methods, such as any
have been drawn deeper underground in search cure wounds spell, function normally.
of more metals. Metalsense (Ex): Iron burrocks can sense the
Iron burrocks are not intelligent and cannot presence of any metallic minerals within a range
be reasoned with. Among themselves, they of 60 feet and are attracted to these sources,
communicate only the most basic information, regardless of origin. In all other ways this is
such as the location of food or minerals, by an like the spell detect magic except it detects metal
insectoid system of natural scents and body instead of sources of magic.
language, but they lack the ability to be trained. Tremorsense (Ex): Iron burrocks can
automatically sense the location of anything
COMBAT within 60 feet that is in contact with the ground.
Susceptibility to Cold: Iron burrocks began
The iron burrock is not aggressive by nature; their original migration when the weather turned
generally, it only attacks if attacked first, or if cold and the earth they were intended to till
it identifies a target as something that can be gradually began to freeze. This deliberate flaw,
consumed. In general, iron burrocks ignore intended to send the creatures into a hibernation
creatures larger than themselves when hunting from which they would awaken the following
for food, but only as long as smaller creatures spring, instead drove them to exodus, spreading
are available and plentiful enough to sustain and moving toward warmer climates. This same
their population. Their metalsense ability flaw remains evident today in the burrocks'
enables them to track large deposits of metallic obvious susceptibility to all cold attacks or
minerals that can be consumed for reproduction, and cold weather conditions. Any time an iron
so characters wearing metal chain or plate armor burrock is subjected to temperatures below
may attract more attention from burrocks eager freezing level, such as being struck by chill metal,
to consume and multiply. chill touch, or cone of cold, increase any listed
If iron burrocks attack larger prey for damage effects by Id6.
any reason they generally do so en masse. Furthermore, the burrock's speed after
Choosing the most tempting target or targets, the subjected to such conditions is reduced by
burrocks swarm the creature, striking out with half, and all attack rolls and saving throws
all appendages, unconcerned with tactics and made during that time will suffer a -2 penalty.
oblivious to any other threats. The attacks are Burrocks reduced to half their hit points as a
quite mindless in nature and continue to until the result of a cold-based attack immediately enter
burrocks the burrocks bring down their prey or a hibernation cycle and become inert. They will
they are destroyed. Five iron burrocks can strip remain that way for Id6 hours after the effects
a medium-sized creature to the bone in less than wear off, after which they become fully active
five minutes - ten, if it was wearing any metallic again and will eagerly attack the nearest food
armor. source.
Partial Construct Traits: Although they
are not true constructs, the unique nature of
their creation gives iron burrocks many of the
same benefits. Iron burrocks are immune to
mind-affecting effects, poison, sleep, paralysis,
stunning, disease, death effects, necromantic
effects, and any effect that requires a Fortitude
save unless that effect also works on objects.
Medium-size Monstrous Humanoid
Hit Dice: 7d8 (31 hp)
Initiative: +1
Speed: 30 ft.
AC: 16 (+1 Dex, +5 natural), Touch 11, Flat-footed 15
Base Attack/Grapple: +7 1+7
Attacks: Shortspear +8 melee (ld8), shortspear +9
ranged
Full Attack: Shortspear +81 +3 melee (ld8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Weapon Bond
Special Qualities: Damage Reduction 5 I magic, Levitate,
Scent
Saves: Fort +4, Ref +6, Will +8
Abilities: Str 11, Dex 13, Con 10, lnt 12, Wis 16, Cha 16
Skills: Animal Empathy +8, Balance +6, Concentration
+5, Craft (any) +7, Heal +8, Hide +9, Listen +5, Spot
+6, Wilderness Lore +8
Feats: Great Fortitude, Spell Penetration, Weapon Focus
(shorts pear)
Climate/Terrain: Any hill, mountain, and underground
Organization: Solitary, pair, or covey (3 kratch plus 1-5
while there is still a covey of these humanoids living there,
lantern archons)
the race has since expanded into the hills, mountains, and
Challenge Rating: 6
underground of the rest of the world.
Treasure: Standard
Each community of kratch (the singular and plural
Alignment: Always chaotic good of the word) is comprised of three members. They live
Advancement: By character class in inaccessible locales where their innate power to levitate
Level Adjustment: +5 becomes one of the only of means gaining access. These
humanoids live off of the land, tending personal gardens
DESCRIPTION and consuming the occasional small animal on important
feast days. The bulk of each day is spent walking barefoot
Kratches are a deceptively powerful subspecies of
through their territory or meditating. The kratch have a
hags. These benevolent, spiritual humanoids aid others
special relationship with the lantern archons that share
they encounter while eternally struggling to rid the world
the daily journeys when they visit the covey. Together,
of hag evil.
these good creatures monitor the surrounding area for
A kratch looks very much like a wizened old man.
evil creatures that threaten visitors or themselves. They
Hunched over with black-rimmed eyes, a kratch is
provide succor to all who ask for it, giving food and
deceptively powerful, its frame hidden by light toned
healing freely. The humanoids also enjoy crafting small
baggy clothing. Its legs are bowed, hands gnarled, but
objects from the stones they live around. Every. ~o often,
its wide open eyes are clearly alert for danger. Kratches
a known covey is visited by nearby communities who
typically live 250 years.
trade food and supplies for some of the expertly-fashioned
The natural world is a system of checks and balances.
kratch stoneware.
For every plant and creature, there is another plant and
When a kratch's meditations finally reveal his destiny
creature that opposes it. The kratch is yet another example
he loses his position within a covey. This is a defining
of this balance. The divine forces of good and evil monitor
moment in these humanoids' existences in which they
each other very closely and when the vile hag race was
see in perfect clarity what they were born to do. Whether
created, their righteous opposites were not far behind.
this is defending a community from oppression, bringing
Kratch civilization can trace its origins back to a heavily
divine healing to those who are without it, or destroying
wooded mountain plateau they refer to as the Cradle. And
their hated hag cousins, the kratch's destiny is personal,
and he leaves the covey without word of his destination.
The other kratch know what has transpired and silently repressing negative emotions before their destiny-quest.
wish their comrade luck in his quest. If the destiny is They have no reservations about slaying those creatures
particularly challenging, a lantern archon accompanies that are obviously evil.
the kratch for the journey. The glowing sphere typically As part of a group, kratch enjoy a position behind the
follows the kratch from high above during the day and low front lines where they can heal injured friends or take the
to the ground at night. These positions draw less attention place of a fallen comrade in melee. They scan the battlefield
to the humanoid. after dispatching an opponent and use their shortspear's
Even if the kratch joins with others on his journey ray of healing power to help comrades that might otherwise
(usually an adventuring band), his constant traveling be too far away.
companion is his personal shortspear. Each kratch crafts Whether a kratch is alone or with a group he will
his own spear from wood that comes from the Cradle. It is attack hags on sight. The first act he performs is to close
vertically notched with divine symbols and dotted spirally into melee and use the weaken resistance power of his
with a particular color. Other variant decorations have shortspear. Once the spell resistance of his hated foes is
been observed, but this pattern is the most common. While lowered he pounds her with every offensive spell at his
these shortspears may appear the same to outsiders, each disposal. If the battle goes against the kratch, he levitates to
is somehow different and personalized to the kratch who safety in order to heal himself before rejoining the battle.
made it. The weapon is a sacred instrument that the kratch Once battle has begun with a hag, the only outcome is for
bonds with before leaving to complete his destiny-quest. her or the kratch to die.
Once bonded, the humanoid can channel divine energy Levitate (Su): The kratch can move through the air
through it to produce supernatural effects (see the Weapon vertically at will. This ability functions like a levitate spell
Bond ability below). The shortspear itself is not magical (caster level 5th), except this condition is so natural to the
but merely a vessel through which a kratch can channel kratch that he suffers no attack penalty while levitating.
his divine energy. Scent (Ex): A kratch can detect approaching creatures,
If lost or stolen, the kratch must retrieve his shortspear sniff out hidden foes, and track by sense of smell.
as quickly as possible. Every day spent without it reduces Spells: A kratch can cast spells as a 7th-level cleric
his effective cleric level by one. He can only fashion one (spells/ day: 6/5/4/3/1; save DC 13 + spell level).
spear in his lifetime so such a loss is a tragic event that Weapon Bond (Su): Using his personal shortspear, the
most kratch never recover from. These humanoids exile kratch can perform the following actions up to three times
themselves to inhospitable climates where they become per day while holding it:
feral and lose any hope of ever rejoining their fellows or Ray of Healing - A kratch can spontaneously cast cure
completing their destiny. Beside these exiles, it is theorized spells as if he was a cleric of 7th-level. However, instead of
that more, as yet undiscovered, species of kratch exist in a touch delivery, the positive energy is channeled through
the world. Since they directly oppose the hags, whom have the shortspear and capable of being delivered to a target
a few other sub-species, the theory is plausible. But if other from up to 60 feet away. No attack roll is required, but
kratch types do exist they have not yet decided to reveal if this power is attempted while in melee combat, the
themselves. kratch provokes an attack of opportunity. A kratch cannot
Kratch sometimes become clerics, druids, monks, otherwise spontaneously cast cure spells.
paladins, and rangers. Kratch rangers always choose hags, Weaken Resistance-If the kratch scores a critical hit
giants, and ogres as favored enemies (since the latter two on an opponent, he may expend a spell slot of any level
humanoids often consort with hags). Cleric is their favored (besides zero) to lower the spell resistance of the target by
class. These humanoids worship a being called Alendri, 5 + spell level expended. For example, the kratch scores a
and they can choose two of the following domains: critical hit with his shortspear against a hag and decides to
Animal, Good, Plant, and Protection. spend the level 4 spell he has not yet cast. This wipes the
spell from memory but channels its energy through the
spear and into the hag, lowering her SR by 9. This effect
COMBAT lasts for a number of rounds equal to 3 + kratch's Charisma
The kratch do not negotiate with evil beings, modifier (if positive).
especially hags. They know diplomacy never sways hearts
so mired in hatred. While they can use their shortspears
as ranged weapons, kratch do not throw them unless a
fleeing opponent is about to escape. The bond with their
weapon is so strong that they prefer letting an opponent
get away (and catching up to them later) rather than
tossing it into an unknown situation. On their own, kratch
use their spears to fight with a ferocity that comes from
Medium-size Monstrous Humanoid
Hit Dice: 6d8 (27 hp)
Initiative: +1
Speed: 30 ft.
AC: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +61 + 10
Attacks: Scythe +6 melee (2d4, x4)
Full Attack: Sickle +61 +1 (2d4, x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Radiate Disease
Special Qualities: Darkvision 60 feet, Disease
Immunity, Poison Resistant
Saves: Fort +2, Ref +6, Will +8
Abilities: Str 11, Dex 13, Con 10, Int 16, Wis 16, Cha 8
Skills: Bluff +6, Disguise +5, Hide +5, Innuendo +8,
Listen +7, Move Silently +7, Sense Motive +8,
Spot +8
Feats: Dodge, Improved Grapple, Mobility Disease surrounds leprous vagrants like a cloud.
Climate/Terrain: Any land Analyze dweomer can help a spell caster discover
Organization: Solitary this aura of sickness. Spells like true seeing do not,
Challenge Rating: 7 since there is nothing illusory or unreal about a
Treasure: Standard leprous vagrant's appearance.
Alignment: Chaotic evil Leprous vagrants are often mistaken for
Advancement Range: - humans, though they are not. Their origins are
Level Adjustment: - widely disputed; some sages claim their ancestors
were once human but became twisted and
DESCRIPTION corrupted by disease that turned them and their
descendants into monsters. Others believe that
Leprous vagrants are pathetic, repellant the disease they carry did not originate on this
creatures. They seem barely able to walk, yet over plane and both the disease and its carriers came
time, they have brought down warriors, wizards, from somewhere elseStill others believe a wizard,
and even kings. They wait at roadsides and public secluded in a distant fortress, produces more and
squares, begging for alms and even warning more leprous vagrants for some hidden purpose.
people away from them because of their disease, In general, the activities of leprous vagrants
all the while killing specific targets for purposes show little evidence of being part of a larger plan.
only the vagrants understand. No one has discovered a pattern to where they
Leprous vagrants appear as diseased beggars, appear and when. They simply materialize in a
stooped over and begging for alms from passers- town or alongside a country road, stay long enough
by. They cover themselves in several layers of to frighten away anyone who sees them, dispose of
rotting fabric - clothing, cloaks, and blankets. their target, then disappear without explanation.
According to some stories these scraps are actually There are no records of leprous vagrants ever
an organic part of the creature, a form of thick, associating with any other creatures, except to beg
patchy hide. for alms. They ignore attempts at conversation,
Leprous vagrants stand and walk with an walking away if these attempts grow too forceful.
extreme hunch, practically crawling on all fours. Some who have seen them believe they are not
Any visible skin is either yellow or grey and capable of utterances beyond" Alms for the poor!"
perpetually peeling. When their hands come into and "Leper! Beware!" Yet on some rare occasions
sight they are often missing a few fingers. Their where two leprous vagrants are in the same place,
eyes are usually whitened or clouded and they they have been observed talking with each other,
have only a few long wisps of steel-grey hair.
though neither mundane nor magical means have have not seen the scythe a leprous vagrant carry
been able to discern what they say. The vagrants under his cloak until the moment it flashes out and
at least seem to be cordial with each other, as there cuts into their flesh.
are no records of them ever fighting with one of Finishing off their quarry is of the utmost
their own kind. In the observed conversations, importance to leprous vagrants. They will not flee
they appear receptive to each other if not overtly a dangerous situation as long as their prey is alive.
friendly. In any encounter where a leprous vagrant does
Other than these brief conversations, leprous not have a specific target they are quite willing to
vagrants act alone. Over time, some rulers have retreat and preserve their own lives.
attempted to coax leprous vagrants into their Radiate Disease (Ex): Any creature that comes
service as assassins, but the vagrants consistently within five feet of a leprous vagrant is exposed to
resist such overtures. Part of the difficulty of leprous rot, an extremely fast-acting and potentially
attempting to employ a leprous vagrant is that the deadly cousin to ordinary leprosy (Inhaled; DC 18;
vagrants do not seem to want anything. Though Incubation: 1 day; Damage: 2d4 Con, -3 on attack
they consistently beg passers-by for coins or scraps rolls). The -3 penalty on attack rolls immediately
of food, more often than not they leave behind affects anyone infected by the disease, while the
anything they are given. Bags of gold have been other symptoms do not show up until the next
dangled in front of leprous vagrants, but their eyes day. The save is made at a -2 penalty if the leprous
never focus on the bag. The vagrant never reaches vagrant has physical contact with the victim.
forward to grab it, while he continues to mutter The first symptom of the disease is weakness
" Alms! Alms for the poor!" and occurs just after infection. The next day
No one has been able to discern a pattern patches of skin begin to flake off the victim's
in whom and when leprous vagrants choose to extremities, and numbness settles into their hands
attack. Sometimes they let a party go by without and feet. The rot spreads until either the victim
incident, other times they pick out a single person makes a successful save or is cured through magic.
or two from a group to kill, still other times they Unlike other forms of leprosy, the numbness and
slaughter an entire party. There are no obvious lesions disappear as the victim recovers.
patterns in their attacks. they have killed people Remove disease heals anyone affected by leprous
of every alignment, while letting others of each rot but does not affect the leprous vagrant.
alignment go unscathed. Low-ranking members Poison Resistant (Ex): Leprous vagrants
of some royal families have been stricken by the receive +5 on saving throws for poison.
disease the vagrants carry, while higher-ranking
members who have met the vagrants receive a TACTICS
free pass. Every time the leprous vagrants kill, a A leprous vagrant is a melee combatant,
new theory as to the motivation of their attacks is drawing into close range and engaging his target
advanced, only to be seemingly disproved by their up close and personal.
next kill. Prior to combat: Wait along a well traveled
route and determine when and where to expect
COMBAT the target.
Leprous vagrants are assassins, using their Round 1: Bull rush the target ignoring any
pathetic disguise to approach their quarry and attacks of opportunity caused by movement
strike with the advantage of surprise. In many (though try and surprise and followers to negate
cases, leprous vagrants have made their kill such attacks).
without ever entering combat by getting close to Round 2: If target has been infected by radiate
their prey and infecting him with their disease. disease use scythe until all guards are infected or
The victim dies without ever knowing he has dead. If target has not been infected start a grapple
been attacked. The creatures have a sixth sense with it. Continue grappling until the target is
for knowing when they have successfully infected infected or dead.
their target and know when to break off their Round 3: When target is infected use scythe on
attack if infection is their only goal. anyone else still fighting. When they are all dead
Though they often avoid open combat, leprous or infected, flee.
vagrants are more skilled in battle than their
outward appearances suggest. Many warriors
Medium-size Animal (Aquatic, Reptilian)
Hit Dice: 2d8+4 (13hp)
Initiative: +2
Speed: 40 ft.
AC: 18 (+2 Dex, +6 natural), Touch 12, Flat-
footed 16
Base Attack/Grapple: +1/ +3
Attacks: Claws +3 melee (ld4+2), bite +3
melee (ld6+2 plus poison)
Full Attack: 2 claws +3 melee (ld4+2), bite
-2 melee (ld6+1 plus poison)
Space/Reach: 5 ft'; 5 ft.
Special Attacks: Poison
Special Qualities: Scent, Difficultto Train
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis
12, Cha 6
Skills: Survival +6
Feats: Track
Climate/Terrain: Any warm land (usually
marsh and jungle)
Organization: Solitary or pack (2-10)
Challenge Rating: 3 blues and yellows. The lizardfolk tribes
Treasure: None often speak of the different breeds of
Alignment: Always neutral lizard hounds, giving them such exotic
Advancement: 3-8 HD (Medium-size) names as "muck skippers," "jungle woe,"
Level Adjustment: - and "keening redcrests." The subtle
differences between these breeds are
often lost on humans and demi-humans.
DESCRIPTION Training lizard hounds is a difficult
These dog-sized, bipedal raptor- art to master. Lizard hounds are intensely
like reptiles are frequently found in the distrustful of mammals or anyone who
company of lizardfolk. When properly spends too much time around mammals.
trained, they are courageous and loyal For example, any attempts to train them
defenders of their homes and camps. like dogs inevitably end in disaster. The
Though packs of lizard hounds still reason for this is simple: lizards do not
dwell in the wild, they are most often think like dogs. In order to train a lizard
encountered as the guards and pets hound as a "watch dog," lizardmen
of lizardfolk. They are also valued as will often hide lizard hound egg shells
trackers and are often used by lizardfolk around the place they wanted guarded.
rangers to hunt for prey and to search for In time, the lizard hound comes to
intruders into the marshland homes of think of this place as an egg clutch and
the tribes. will fiercely defend the clutch from any
The lizard hound is about the size of intruders. Mammal humanoids that
a large rottweiler or German shepherd. have successfully trained lizard hounds
Unlike dogs, however, they are bipedal. gain some measure of respect from
Their heads are perched on long, snake lizardmen tribes who generally believe
like necks and they balance their stances that mammals are too stupid to master
with long tails. They are covered in this subtle art.
segmented scales patterned in greens,
Lizard hound eggs and pups are their prey and leap at them in unison.
valuable to lizardmen. An unhatched, If cornered, however, lizard hounds are
viable egg or a young pup will fetch 20 ferocious.
gp (or more often, the equivalent in trade In combat beside lizardfolk, the
goods) from lizardmen while a well- situation is different. Lizardfolk rarely
trained adult could easily fetch 150 gpo use lizard hounds in large combats unless
Lizard hounds speak no languages, but the situation is desperate. When they
trained individuals often understand do use them, they unleash the hounds
simple commands in draconic. Wild while standing back and throwing their
lizard hounds are ferocious hunters and javelins. Lizardfolk tribes that routinely
attack any animal they think they can use lizard hounds are often distinctive in
overcome. Training does little to quell this that they use the hounds' venom on their
viciousness against mammals. Indeed, weapons. These tribes are often proficient
lizardfolk training often reinforces the at using this poison and have no chance
tendency of all lizard hounds to regard of poisoning themselves when using an
mammals as either food or intruders. envenomed weapon.
Like the lizardfolk, lizard hounds Poison (Ex): The lizard hound's venom
are equally at home in the water and on is administered by bite attack (Fortitude
land. It is rare to find packs of wild lizard save, DC 15, initial and secondary damage
hounds outside of marshes (although Id6 temporary Constitution). The venom
there are breeds that have adapted quickly spoils when extracted (within Id6
to drier land and some scholars even minutes), but some lizardmen tribes have
speak of desert dwelling lizard hounds). perfected a secret method of keeping the
Some lizard hounds' preferred method poison intact. They frequently use lizard
of hunting is very similar to crocodiles, hound venom on their weapons, making
hiding at the water's edge, waiting for a perfectly serviceable blade poison.
prey to come close, and leaping at them Difficult to Train (Ex): Lizard hounds
as they lean down to drink. are naturally hostile whenever mammals
In the wild, lizard hounds are pack (such as humans and demi-humans) try
hunters. They often use surprisingly to train them. All Handle Animal checks
cunning tactics, including having one of made by mammals add +5 to their DC.
their members pretend to be wounded in On the other hand, lizardmen and other
order to draw would-be predators into an reptilian species find lizard hounds
ambush. It is easy to mistake this cunning simple to train. The lizard hounds
for actual intelligence, and some forest seem remarkably at ease around these
dwelling humans have spread the rumor creatures. All reptilian races receive a +2
that these lizards are actually highly circumstance bonus when making Handle
intelligent and have their own secret Animal checks involving lizard hounds.
language. In actuality, the lizard hound
is a creature of animal instinct. This is
reflected in their combat style.
COMBAT
Lizard hounds are pack predators;
they cooperate with each other. If a single
lizard hound attacks, it is either wounded,
defending its young or is a trained guard
hound. Lizard hounds rarely fight to the
death. If they are wounded or outmatched,
they will run. They prefer ambush tactics
and are naturally stealthy. The preferred
method of attack is to slowly surround
Large Lorkan Medium Lorkan Small Lorkan
Large Aberration Medium-Size Aberration Small Aberration
Hit Dice: 10d8+30 (81 hpj 6d8+6 (36 hpj 4d8 (18hp)
Initiative: +1 +2 +3
Speed: 20ft. 25ft. 30 ft.
AC: 20 (-1 size, +1 Dex, +10 natural), 18 (+2 Dex, +6 natural), 16 (+1 size, +3 Dex,
+2 natural), Touch 14,
Flat-footed 13
Touch 10, Flat-footed 19 Touch 12, Flat-footed 16
Base Attack/Grapple: +7/+15 +4/+4
Attacks: Slam +10 melee (2d4+4) Slam +4 melee (ld6) Slam +1 melee (ld4-2)
Full Attack: 2 slams +10 melee (2d4+4)
Space/Reach: 5 ft./5 ft. 5 ft. /5 ft. 5 ft. /5 ft.
Special Attacks: Consume, improved grab Consume, improved grab Consume, improved grab
Special Qualities: Divide, scent Divide, scent Immunities, scent
Saves: Fort +6, Ref +4, Will +8 Fort +3, Ref +4, Will +6 Fort +1, Ref +4, Will +5
Abilities: Str 19, Dex 12, Con 17, Str 11, Dex 14, Con 13, Str 7, Dex 16, Con 11, 1
Int 12, Wis 12, Cha 8 Int 12, Wis 12, Cha 8 Int 12, Wis 12, Cha 8
Listen +14, Search +14, Spot +14 Listen +10, Search +10, Spot +10 Listen +8, Search +8, Spot +8
Power Attack, Toughness (x2) Power Attack, Toughness Power Attack ~
Climate/Ierrain:
Organization:
Any underground
Solitary or cluster (2-5)
Any underground
Pair
Any underground
Pair I
Challenge Rating: 7 3 1
Treasure: Standard Standard Standard
Alignment: Always neutral Always neutral Always neutral
Advancement: 7-9 HD (Medium-size) 5HD (Small)
Level Adjustment:
COMBAT
Lorkan generally do not attack other creatures,
unless the victim is carrying a quantity of refined metal. Consume (Ex): If a lorkan is grappling an opponent
In this case, the lorkan is a relentless foe, though it that is wearing metal armor, it automatically attempts
seems to bear no particular malice toward its victim. to consume the armor, in addition to dealing grappling
Usually, the lorkan will attempt to subdue its victim damage as normal. In order to do so, the lorkan must
before feeding off his possessions, but if the opponent grapple its opponent for a number of consecutive rounds
is wearing metal armor, the lorkan may simply grapple equal to the Armor bonus of the armor in question. If
with the opponent and feed on the spot. the armor magical in any way, this time requires ten
H is possible for lorkan to divide during combat times the usual amount of time. If successful,the armor
(usually due to a particularly powerful blow in just the is rendered useless. If the grapple is broken before the
right spot). This appears to cause them no discomfort, lorkan can fully consume the armor, there is no lasting
and they simply keep attempting to feed as they were effect.
before the split. Divide (Ex): Any time a Large or Medium-size
Lorkan generally go after the highest quality lorkan is dealt a critical hit with a melee weapon, it
material they can find to feed on, whether carried automatically divides into two lorkan of the next lesser
by another or not. They prefer alloys to pure metals. size category. One lorkan begins in the same square,
This makes steel armor and weaponry particularly while the second appears in any adjacent square. Both
appealing, though a canny adventurer with alloyed begin at average hit points, though if the lorkan was
coins in his pocket could easily use his belt pouch as a grappling with an opponent when it divided, it is no
distraction while he escapes with his equipment intact. longer considered grappling (and must move out of its
Scent (Ex): Lorkans can detect the presence of opponent's square).
metals and alloys by scent at a distance of 30 feet. Immunities (Ex): Small lorkan are not subject to
Improved Grab (Ex): If a lorkan hits with both critical hits.
slam attacks on the same opponent, it may immediately
grapple the opponent as a free action without provoking
an attack of opportunity. Thereafter, it may consume.
Medium-Sized Outsider (Chaotic, Evil)
Hit Dice: 16d8 (72 hp)
Initiative: +4
Speed: 30 ft.
AC: 16 (+6 natural), Touch 10, Flat-footed 16
Base Attack/Grapple: +16/+17
Attacks: Claw +17 melee (ld4+1), bite +17 melee
(ld6+1)
Full Attack: 2 claws +17 melee (ld4+1), bite +12
melee (ld6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Echo, proxy
Saves: Fort +11, Ref +10, Will +15
Abilities: Str 12, Dex 11, Con 12, Int 12, Wis 16,
Cha 16
Skills: Bluff +22, Diplomacy +22, Disguise +22,
Gather Information +22, Hide +19, Listen
+22, Move Silently +19, Search +20, Spot +22
Feats: Dodge, Improved Initiative, Iron Will,
Mobility
Climate/Terrain: Any land or underground
Organization: Solitary
Fortunately, it is not as simple as them merely
Challenge Rating: 14
stepping through to our side of these portals. It is at
Treasure: Standard
once more difficult and far more horrifying. Mirror
Alignment: Always chaotic evil
haunts can only gain access to the Prime Material
Advancement: -
Plane by making mental contact with a mortal who
gazes upon them, and only through truly reflective
DESCRIPTION surfaces. Though they can observe the Prime Material
Mirror haunts are extraplanar creatures that exist Plane through any reflective surface, water surfaces
as dark reflections of mortal beings. Sages theorize and other things that cast unstable reflections are not
they were once creatures of the Prime Material Plane a reliable gateway. Further, in order to gain permanent
who were somehow banished to their current home, a access to the Prime Material Plane, these creatures
dimension of eternal darkness and cold. They dabbled require regular contact with an individual mortal,
in magical energies too powerful to control and were which virtually requires a reflective device be used
excised from the Prime Material Plane by some higher regularly.
power. Others posit that the creatures are and always While mirror haunts do require a mortal, they do
have been creatures native to the darkness beyond the not require cooperation. Over time, these creatures
stars. Whatever their true origin, they constantly seek gradually assume the appearance of their victims.
to invade the Prime Material Plane. After they have sufficiently disguised themselves as
The creatures accomplish this through the only their opponents, they enter the Prime Material Plane
means available to them: mirrors. Whether by some through any mirror.
dark design or by simple twist of fate, mirror haunts Once arrived on the Prime Material Plane, these
can gaze into the Prime Material Plane through creatures immediately set about assuming the life and
reflective surfaces of all kinds: still pools of water, the habits of their victims. This is a long, time consuming
shine of newly polished steel or, most often, mirrors. process, and one which hopefully goes unnoticed by
For all of history, these creatures have lurked at the the mirror haunt's victim, lest the process of subsuming
edges of our awareness. With the invention of mirrors, the victim's life to the mirror haunt's own ineffable
however, we gave them not only a window to our purpose be hindered.
world, but also a door.
Once the mirror haunt arrives in the Prime Material Mirror haunts, in their native shape, are vaguely
Plane, it is only a matter of time before either the haunt humanoid creatures, with flesh so black that the eye
or its victim overpowers the other in a cosmic test of seems to slide across it. Their joints and bones bend
wills, of which the victim may not even be aware. at impossible angles, and their eyes seem to hold an
Over the course of the next dozen or so days, infinitude of void, and stars - impossibly distant stars
the spirits of the mirror haunt and the victim vie - sparkle deep within.
for the right to exist on the Prime Material Plane, as
n~ture can only accept one of the two. Unfortunately, COMBAT
rrurror haunts are strong of will, and they often easily
overpower their chosen victims, going on to live their Until revealed in their true form, mirror haunts
stolen lives. Fortunately, this process can be hindered echo their victims in every respect (behaviorally and
by a victim who discovers the extraplanar creature. statistically) except as noted below. Once revealed,
If the victim is overcome, he ages at an accelerated their statistics match those given in the statistics block
rate, and his presence seems to diminish. Though he above.
does not actually shrink, he appears smaller somehow Echo (Ex): If for thirteen nights in a row a potential
to those who know him, his voice quieter, his gaze victim gazes into the same mirror, says nothing, falls
distant. These symptoms gradually grow more and asleep, wakes up, says nothing, and looks in the mirror
n:ore pronounced until one day, the victim simply ... again, the mirror haunt may thereafter echo that victim.
disappears. He does not wink out of existence suddenly This allows the mirror haunt to pass through the mirror
- nothing so blatantly sinister. Instead, he falls ill for and into the Prime Material Plane, disguised as the
several days, during which time the mirror haunt victim (+10 racial bonus to disguise checks).
makes its final bid for control of the victim's life. If the Proxy (Ex): Once arrived in the Prime Material
mirror haunt succeeds, its spirit and consciousness is Plane, the mirror haunt assumes all of the statistics of
fused with the victim's forevermore, and the mirror its intended victim, including (but not limited to) racial
haunt remains in control. benefits, class abilities, feats, and spellcasting ability.
It is unknown at this time exactly how many Further, the mirror haunt is equipped with its choice of
mirror haunts have already succeeded in establishing exact copies of any equipment the victim wore during
their existence in the Prime Material Plane, nor what any of the thirteen visits to its mirror, even otherwise
their ultimate agenda in this reality actually is. Indeed, unique items. Only the mirror haunt's alignment
whether or not they even have a unified agenda and subtype remain intact (though it is no longer
remains to be seen. Their overriding goal may simply considered an Outsider, but whatever monster type
be establishing a life on this plane, removed from the its victim is with the augmented outsider subtype).
bone cutting cold and eternal darkness of their own Further, the mirror haunt gains the special quality fast
dimension. Or, perhaps they seek not to dominate the healing 10.
humanoid races of the Prime Material Plane, but to After 24 hours, the mirror haunt and its victim
replace them entirely - to relegate humanoids to the must make opposed Will saves. The victor is unaffected,
same void whence the mirror haunts came, and claim while the loser suffers 1 point of permanent Charisma
the Prime Material Plane for their own. damage. If the victim is reduced to 0 Charisma first, he
Despite their ineffable motives and alien cunning, is expelled to the mirror haunt's home dimension, and
mirror haunts can be defeated. The key to their defeat the mirror haunt fully assumes the victim's identity,
lies in their discovery. If confronted, they first attempt including all of his memories. If the mirror haunt is
to convince their accuser that they are who they claim reduced to 0 Charisma, it is forced back to its native
to be. Indeed, they continue to assert this even through form (though not expelled from the Prime Material
interrogation, torture, even unto the point of death Plane), and may be killed normally.
- though they cannot truly be killed by most mortals. For each full round during a 24 hour period the
Only their victims are capable of harming them victim remains in physical contact with the mirror
in any lasting fashion, and even then the battle is haunt (usually requiring a grapple), the mirror haunt
ultimately one of wills rather than weaponry. If a suffers a cumulative -1 circumstance penalty to the
mirror haunt is ultimately overcome, it reverts to its Will save described above. Prolonged contact is the
natural form, and may be killed, though they do not only known way for the victim to exert his prior claim
yield easily.
to his own identity.
Huge Magical Beast
Hit Dice: 10d10+50 (105 hp)
Initiative: +2
Speed: 40 ft
AC: 21 (+2 Dex, -2 size, +11 natural), Touch 10,
Flatfooted 19
Base AttackiGrapple: +10/+26
Attacks: Bite +16 melee (2d6+4 plus poison)
Space/Reach: 30 ft./15 ft.
Special Attacks: Poison, Gaze Attack, Breath
Weapons, Blinding Spittle
Special Qualities: Regeneration 5, Improved Grab,
Constrict, Deaf, Tremorsense, Resistances
Saves: Fort +12, Ref +9, Will +15
Abilities: Str 27, Dex 14, Con 20, Int 5, Wis 15,
Cha 13
Skills: Spot + 15
Feats: Combat Reflexes, Multiattack
Climate/Terrain: Any warm land
Organization: Solitary or pair
Challenge Rating: 12
Treasure: None
in a final warning gesture. Creatures that do not
Alignment: Usually neutral
quickly flee from either of these warnings often end
Advancement Range: 11-20 HD (Huge); 21-28 HD
up dead.
(Gargantuan); 29-50 HD (Colossal)
Medusas sometimes keep mortislanges as
Level Adjustment: -
pets or guardians. Of all creatures, they have a
natural immunity to the poison and gaze attacks
DESCRIPTION of mortislanges. Some sages wonder if there is a
A mortislange looks like a massive, 30-foot long biological connection between the two races, with
cobra with a rattlesnake tail and twelve smaller medusas possibly representing the sentient version of
snakes radiating from its body just behind its hood. some parallel evolution. Whatever their connection,
Each of the smaller heads acts independently of the the only time mortislanges peacefully coexist is when
main head. under the control of a medusa owner.
Mortislanges combine qualities of many different
types of snakes, as well as a few abilities that no other COMBAT
snake possesses, such as a petrifying gaze. They are
Mortislanges rarely initiate combat but their
slightly more intelligent than normal snakes but
varied abilities can quickly end them. A mortislange
cannot speak. Like snakes, mortislanges are cold-
can only attack with three lesser heads against any
blooded carnivores. Most are green or brown with
single creature in a round. If it attacks a creature with
stripes or patterns similar to those of normal snakes.
its main head, the mortislange may use three of its
The lesser heads of a mortislange have the same basic
lesser heads to also attack that creature in the same
coloration of the main head, though they may differ
round. As predators, mortislanges only attack when
slightly in hue or tone. It is not possible to determine
hungry, which is typically every other day. They
the special attack of a lesser head by its coloration or
must eat a Large size creature (or 2 Medium-size, 4
marking.
Small, or 8 Tiny creatures) to sate their hunger.
If surprised or approached, a mortislange warns
A mortislange's lesser heads can be cut off
away pestering creatures by shaking its tail like a
without killing the mortislange itself. To sever a
rattlesnake. When alarmed or provoked, it rises up
and extends the cobra-like hood of its main head head, an opponent must hit the lesser head's neck
(represented by a critical hit) with a slashing weapon body part, the lost portion regrows in 3d6 minutes.
and deal 10 points of damage in a single blow. The The creature can reattach the severed member
severed head dies, and the mortislange's natural instantly by holding it to the stump.
regeneration ability closes the wound to prevent Improved Grab (Ex): To use this ability, the
further blood loss. The mortislange can no longer mortislange must hit with a successful bite attack
attack with the severed head but suffers no other from its main head. If it gets hold, it can constrict its
penalties. victim.
Because they prefer to eat their prey, mortislanges Constrict (Ex): A mortislange deals 2d6 + 4
only use their gaze attacks when sorely threatened or damage with a successful grapple check against
outnumbered by at least three to one. Most creatures Large or smaller creatures. In addition, a creature so
are killed by their poison or breath weapons. constricted can be targeted by up to six lesser heads
A mortislange almost never fights to the each round.
death, preferring to retreat as soon as its hit points Deaf (Ex): Mortislanges cannot hear. They are
are reduced by half. Even as it flees, however, it immune to any effect that relies on sound, such
continues to use its breath weapons and gaze attacks as power word spells. They have immunity to sonic
to keep pursuers at bay. attacks.
Poison (Ex): The poison of a mortislange's main Tremorsense (Ex): A mortislange can
head is the most dangerous (Fortitude save (DC 20); automatically sense the location of anything within
initial damage 1d6 temporary Dexterity, secondary 30 feet that is in contact with the ground.
damage 1d6 permanent Dexterity). However, three Resistances: Mortislanges have cold, fire and
of the lesser heads are also poisonous (Fortitude save lightning resistance 10.
(DC 20); initial damage 1d4 temporary Strength +
1 permanent Constitution, secondary damage 1d3 SOCIETY
permanent Constitution).
Gaze Attack (Su): Three of the lesser heads Most mortislanges live and hunt alone. They
have a potent gaze attack, which they can activate mark their territory with glands at the base of their
at will with 30 feet. The victim is turned to stone rattle tails, and other mortislanges either avoid such
permanently (Fortitude save DC 20). areas or attempt to drive off or kill the mortislange
Breath Weapons (Ex): Three of the lesser heads living there. The only time mortislanges meet without
of a mortislange possess a breath weapon. These trying to kill one another is during the mating season
heads may either bite or use their breathe weapons of early spring. As soon as the ground has thawed
in any single round but cannot do both. One head mortislanges emerge from hibernation and begin
breathes fire: Cone of fire, 30 feet, every 2d4 rounds; seeking others of their kind. All mortislanges are
damage 3d6 + 3, Reflex half DC 20. The fiery breath hermaphroditic in nature, allowing any two to come
also ignites any flammable materials within the cone. together and mate. The two dig a crude nest, lay their
One breathes cold: Cone of cold, 30 feet, every 2d4 eggs, fertilize their partner's eggs, cover the nest with
rounds; damage 3d6+3, Reflex half DC 20. The final dirt and underbrush, and part ways. The eggs hatch
head breathes lightning: Line of lightning, 5 feet by near the end of summer. Most mortislange hatchlings
50 feet, every 2d4 rounds; damage 3d6+3, Reflex half attempt to kill and consume one another, until only
DC 20. a handful of hearty creatures are left. These set out
Blinding Spittle (Ex): Three of the mortislange's in different directions and begin hunting small prey
heads can spit a sticky black ooze. The ooze is such as voles and mice.
completely harmless, except when the mortislange A mortislange grows to maturity in two years
attempts to strike its victim's eyes, rendering that but are deadly in one. Immature mortislanges have
creature blind. The blinding spittle attack is a range half the hit dice of their adult brethren. For their
touch attack. However, eyes are diminutive targets special attacks, the DC of each is reduced by 5, but
and gain a +16 size bonus to AC. If an attack is their special abilities are otherwise unchanged (i.e.
successful, the creature is blinded 1d12 hours. they deal the same amount of damage, have the
Regeneration (Ex): Fire and acid deal normal same ranges, etc).
damage to a mortislange. All other damage is treated
as non-lethal damage and is healed at a rate of 5 hit
points per round. If a mortislange loses a limb or
Medium Monstrous Humanoid
Hit Dice: 8d8 (32 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 18 (+2 Dex, +6 Mourning cloak), touch 12, flat-
footed 16
Base Attack Bonus/Grapple: +8/+9
Attacks: Mourning dagger +12 melee, Mourning
Dagger +12 ranged
Full Attack: Mourning dagger +12/ +7 melee
(ld4+2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 feet, infectious
sadness
Saves: Fort +2, Ref +8, Will +10
Abilities: Str 13, Dex 15, Con 10, Int 16, Wis 14,
Cha20
Skills: Bluff +12, Disguise +11, Escape Artist +5,
Listen +8, Move Silently +8, Sense Motive +8,
Spot +8
Feats: Dodge, Iron Will, Quick Draw, Weapon
Finesse (dagger), Weapon Focus (dagger)
Climate/Terrain: Any land infidelity destroyed the one person she truly
Organization: Solitary loved, the woman prayed out to dark gods and
Challenge Rating: 8 fiends to make the pain stop. Some dark forces
Treasure: Standard, plus magical items below resonate with her agony and gladly fulfill the
Alignment: Neutral evil woman's request - with her soul consumed she
Advancement Range: -- can feel nothing else. The shell of sadness and
Level Adjustment: +10 pain that remains behind becomes animated as a
mourning glory.
Description Mourning glories seek to spread the sadness
Often referred to as "sirens of the land," they feel, either by forcing others to feel their
mourning glories use their beautiful forms and emotions or by killing others, thus making
otherworldly attraction to lure creatures to their someone, somewhere mourn the deaths of their
death. A mourning glory appeara as a woman victims in the same way that mourning glories
grieving over the loss of a loved one. Very few grieve over people now centuries dead.
people can approach a mourning glory without Though all mourning glories are evil, there is
feeling at least a hint of the overwhelming grief a marked difference in the way various mourning
and despair they carry with them everywhere glories treat those they encounter. Some are
they go. ruthless, killing anyone that comes near them.
Most sages believe mourning glories were Others prefer to torment their victims, infecting
once human, but they gave into despair and them with despair and waiting until their victims
submitted themselves to dark arts that made beg the mourning glory to take their life. Still
them monstrous, giving them long life spans others have vengeance on their mind, delighting
but preserving them forever in their time of in targeting, torturing, and finally murdering
grief. The truth is far more sinister: a mourning anyone they believe has caused sorrow similar
glory is a woman whose true love was killed to their own.
by a jealous lover she'd been consorting with. While not susceptible to bribes, mourning
Driven insane by the knowledge that her own glories may be bluffed. They listen with particular
attention to tales of violence that springs from
sorrow, and they receive a -2 on their Sense Infectious sadness (Su): Anyone who sees a
Motive check if anyone weaves such an element mourning glory feels at least a touch of the sadness
into their bluff. they radiate; in close quarters, the despair can be
Mourning glories prefer secluded areas and overwhelming. Any creature within 25 feet of a
stay away from cities of any size. No one has ever mourning glory must make a Will save (DC 19)
seen two mourning glories together, though on or be suffused with despair, as in the arcane spell
rare occasions they have been seen acting with emotion (-2 morale penalty to attack rolls, ability
other creatures, such as harpies, medusas, and checks, skill checks, and weapon damage rolls).
darknagas. Any creature failing their Will save by more than
On occasion, people infected by a mourning 10 suffers extreme depression and loses the will
glory's despair become strangely attached to to act in any way.
the creature, staying by her side until they Any creature failing their first Will save must
recover from the gloom. They become as slaves, make a second save in the subsequent round
losing their will in their depression and giving (DC 15); failure on this save means the creature
themselves over to anything the mourning glory is overcome by pity for the mourning glory and
commands. will fight to keep her from harm.
Encounters with mourning glories are very All effects of the infectious sadness quality
rare, and some sages believe there are no more fade within 1d4 rounds once the mourning glory
than a handful of them in existence. is more than 25 feet away.
APPEARANCE ITEMS
Mourning glories appear as tall, slender Mourning Dagger +1: If the damage roll of
women dressed in a clingy black dress and a a mourning dagger is a natural I, it has no effect
nearly opaque veil. Their figure is enough to other than the physical damage. If the roll is
make most men (and some women) who see greater than I, the recipient of the damage must
them take a second look. Their long black hair make a Fort save (DC 15) or have their muscles
is so dark it blends nearly seamlessly into their go immediately limp. The victim falls to the
dresses. ground, as if prostrating himself in mourning.
The face of a mourning glory is never visible They are effectively prone, paralyzed, and
from afar, but they still somehow give the helpless (see DMG p. 301). Muscle control returns
impression of great beauty. A mourning glory in 1d4 rounds.
never removes her veil, or even moves it away Caster level: 10th; Prerequisites: Craft Magic
from her face on her own volition. Beneath the Arms and Armor, ray of enfeeblement; Market
veil, mourning glories' faces are parched, gaunt, price: 18,000gpo
and eyeless. They have no eyebrows or teeth, and Mourning Cloak +6: Along with the listed
they usually hold their mouths in a small, open enhancement bonus to armor class, the cloak
circle. provides immunity against any spells with
emotional effects (e.g. charm spells, emotion, and
COMBAT fear). The wearer of a mourning cloak risks being
infected with the despair that characterizes
Mourning glories' first assault is emotional- mourning glories. Any creature donning the
they radiate despair. Ideally, their victims are cloak must make a Will save (DC 19) or suffer
crushed and debilitated by sadness, after which from despair (as in "Infectious sadness" above).
the mourning glory approaches and slowly The save must be made each day the cloak is
draws a dagger across their throat. worn, and for each consecutive day it is worn the
If their opponents are not affected by despair, DC increases by one. However, if the possessor of
mourning glories try to gain the advantage of the cloak removes it and leaves it off for an entire
surprise, quickly attacking long before anyone day, the DC returns to 17 the next time the cloak
gets close enough to see the inhuman face is worn.
beneath their dark veil. They may throw their Caster level: 6th; Prerequisites: Craft Wondrous
daggers if necessary, but they prefer not to, as Item, emotion; Market price: 12,000gpo
such a weapon is too powerful to risk losing.
Medium-size Undead
Hit Dice: 16d12 (78 hp)
Initiative: +6
Speed: 20 ft
AC: 22 (+2 Dex, +10 natural), Touch 12, Flat-
footed 20
Base Attack/Grapple: +8/+6
Attacks: Melee Touch attack +8 (Disintegration)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, touch of emptiness
Special Qualities: Damage reduction 15/ -, SR 30,
track attacker, spell-like abilities, immunities,
resistances, spell deflection, weakness, death
throes, undead traits
Saves: Fort +5, Ref +7, Will +17
Abilities: Str 7, Dex 15, Con =, Int 23, Wis 25, Cha
23
Skills: Intuit Direction +38, Listen +38, Spot +38
Feats: Great Fortitude, Improved Initiative, Iron
Will
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 20 already exists on the continent). Her skin pulls free of
Treasure: None her muscles, bones and innards; her clothing, eyes, and
Alignment: Always neutral hair turn black.
Advancement Range: - Since a plague wench only ceases roaming when
Level Adjustment: - destroyed, hearty and foolish adventurers must risk
annihilation in order to halt the spread of disease
caused by a roaming plague wench.
DESCRIPTION A plague wench always appears female, and is
Pestilence incarnate, a plague wench leaves always referred to as a she. Plague wenches do not
disease, suffering, and death in her wake. Though a speak, and no one has ever successfully communicated
plague wench appears as an attractive human woman, with one.
her beauty is only skin deep. The flesh that walks upon
the earth harbors within it incorporeal vapors causing COMBAT
a painful and lingering disease.
A plague wench never touches the ground; her A plague wench never actively begins a combat
bare feet levitate a few inches above the surface at a encounter. Most creatures flee from her path, hoping
constant height she cannot alter. She is thus able to to avoid the death she brings. If attacked, the plague
hover over water, but not over a chasm or empty space. wench moves in the direction of her attacker, using her
Any clothing a plague wench wears is dark and tight, dimension door ability to close the distance as quickly
accentuating the outward beauty of the creature. as possible. She attempts her disintegrating touch
Only one plague wench may roam a continent at attack against anyone who attacks her. Creatures
a time. A plague wench is created when a beautiful that do not attack her are effectively invisible, as the
young human woman (under 20 years old, Charisma spell invisibility. See that spell's description for what
constitutes an attack.
If If
16+) survives a deadly plague or pestilence that kills
everyone she knows only to die shortly thereafter Plague wenches never charge or run. They move
by some violent cause (suicide, murder, or the like). at a constant speed of 20 ft. If greater speed is needed,
Several days after she is struck dead, the woman rises they dimension door.
as a plague wench (unless an active plague wench
The plague wench uses her spell-like abilities to Immunities (Ex): Plague wenches are immune to
"heal" herself, rather than using the spells to damage all spells of less than 7th level. The lone exception is
foes. remove disease (see below). In addition, a plague wench
Disease, "Weakening Death" (Ex): Automatic is immune to turn and rebuke undead attempts.
infection (no save); Fortitude DC 26 to avoid damage; Resistances (Ex): A plague wench has acid, fire
Contact; Incubation period varies; 1d4 permanent Str, and sonic resistance 15. She also has cold and lightning
Con, Cha; 1d4 temporary Dex, Int, Wis; victim cannot resistance 30.
shake off the disease naturally, regardless of how Spell Deflection (Su): Any spell that targets the
many successful saves are made. Only a remove disease plague wench (aside from those she casts on herself)
or similar effect can end the disease and allow healing has a 50% chance of affecting a different random target
to begin. within range. If no other targets are within range and
The incubation period varies depending on how the spell is deflected, it simply fizzles away without
close to the plague wench the victim came. Within effect. Check for spell deflection before spell resistance
10 feet of the plague wench, the disease's incubation is rolled and before the plague wench's immunity to
period is 2d4 rounds; new Fortitude saves must spells is determined.
be made every 2d4 rounds thereafter, until either Weakness (Su): A remove disease spell that
the victim dies or is magically cured. To 30 feet, its successfully targets the plague wench deals 1d6 points
incubation period is 1d4 minutes; with new saves of damage per caster level. The spell is still subject to
every 1d4 minutes. To 90 feet, its incubation period the plague wench's spell deflection ability (see above)
is 2d6 hours; with new saves every 2d6 hours. To 180 and SR.
feet, the disease's incubation period is 1 day, with new Death Throes (Ex): Reducing a plague wench
saves required daily. to 0 hit points or less does not immediately destroy
Touch of Emptiness (Su): Any solid thing that it. Instead, at that point it has suffered enough
touches or is touched by a plague wench must damage to knock the hollow skin off. This leaves an
immediately make a Fortitude save (DC 22). Creatures incorporeal mist that is the trapped soul of the young
that fail their save are disintegrated, as the spell cast woman whose death created the plague wench. After
by a 20th level sorcerer. Those that succeed still take comfortably existing within the trapped hollows of
5d6 points of damage. Non-magical weapons used to the plague wench's skin, the soul is displeased to
strike a plague wench are automatically disintegrated be stripped of its physical body again. It lashes out
(no save); magic weapons get a Fortitude save to resist against the destruction of its body, destroying itself
the effect; a successful save has no effect on a magical in a retributive strike. The strike's area is in the form
weapon, while a failed save destroys it. Artifacts used of a 20-foot radius emanation. Everything within
to strike the plague wench only have a 1 % chance of that space is affected as if by a disintegrate spell cast
being destroyed, but still lose all magical abilities by a 20th level sorcerer (Fortitude DC 24). Those that
for Id4 hours if the Fortitude save is failed. Monks succeed still take 5d6 points of damage. This blast
or others who strike the plague wench with natural destroys everything within the radius, including earth
weapons are affected by the disintegrate effect with (leaving a crater) and the very air around the plague
every strike they succeed at. wench. The rush of air moving in to fill the void causes
Track Attacker (Su): A plague wench always a thunderclap that can be heard up to a mile away.
knows who struck her last. She moves in a direct line Undead Traits: Immune to mind-influencing
toward that creature, using dimension door if within effects, poison, sleep, paralysis, stunning and disease.
range. If not, she moves at a constant speed of 20 Not subject to critical hits, subdual damage, ability
feet per round until she can dimension door to her damage, energy drain or death from massive damage.
last attacker's position, where she attempts to strike Immune to effects that require a Fortitude save, unless
her attacker with her Touch of Emptiness ability. If they can also affect an object.
more than one creature harms her in a round, she Skills: A plague wench has a +8 racial bonus to
approaches the one who did the most damage. Survival, Listen, and Spot checks.
Spell-LikeAbilities: At will- dimension door, harm,
inflict critical wounds, inflict light wounds, inflict moderate
wounds, inflict serious wounds. These spells are all cast
as by a 20th level sorcerer. A plague wench is never
disoriented from using her dimension door, and may
take actions the following round.
Diminutive Fey
Hit Dice: 4d6 (14 hp)
Initiative: +1
Speed: 5 ft., 30 ft. flying (medium)
AC: 15 (+1 Dex, +4 Size), Touch 15, Flat-footed
14
Base attack/Grapple: +2/-9
Attacks: Bite +6 melee (ld6+2 plus poison)
Space/Reach: 1 ft./O ft.
Special Attacks: Charm Host, ESP, Memory
Wipe
Special Qualities: Ability Score Adjustment,
Detect Psionics, Psionic Invisibility, Null
Psionics Field, Psionic Mirror, Telepathy
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 12, Dex 12, Can 10, Int 17, Wis 12,
f1.l!. (''€NNe-
Cha8 z-cp$
Skills: Climb +6, Diplomacy +6, Heal +6,
Knowledge (Psionics) +7, Knowledge
(Arcana) +7, Listen +7, Spot +6
Feats: Great Fortitude, Improved Initiative, Iron
Will
a host proves incapable of dominating others over a
Climate/Terrain: Forest
sustained period, the psimorph will revert to more
Organization: Solitary
subtle means to achieve its objective. A psimorph will
Challenge Rating: 5
have its host use whomever she has power over to
Treasure: Standard
buffer and protect the host from any threats, while the
Alignment: Neutral Evil
host pursues any obstacles in her path without looking
Advancement: -
back.
Level Adjustment: -
Some theorize that all the rulers of the world's
empires and kingdoms are hosts for psimorphs. A
OVERVIEW wild notion brought up by sages from time to time is
Psimorphs are from 3 to 6 inches in diameter. that the psimorphs are all working in collusion, being
They are built like cloakers, flat masses of flesh capable controlled by a greater power over their collective
of slowly flying by alternately gliding and flapping consciousness. As psimorphs live in the woods,
their body. The body of the Psimorph is transparent, some believe they seek to preserve the woodlands
revealing the organs and internal flow of their body. by controlling the minds of those who might destroy
A psimorph flies onto the back of a victim's neck and the faerie forests. Others theorize that psimorphs are
applies a paralytic bite. Then he penetrates the skin merely the forest dwelling cousins of the dungeon
and wraps an internally stored tentacle around the dwelling cloakers.
victim's spinal column. After the tentacle is inserted,
the psimorph can control the victim's mind for his own COMBAT
selfish ambitions.
A psimorph attacks only after he has assessed the
A psimorph feeds upon others' fear of his host.
potential strength of a victim. The psimorph will try
When someone is taken over by a psimorph, her
to select the most powerful possible subject as a host
personality undergoes a dramatic shift. Power becomes
when a choice presents itself. The psimorph reads the
the host's obsession, with all her actions reflecting
victim's thoughts with ESP, gains altitude above the
a fervid drive to control others. The host will often
victim's back (most likely catching them flat footed),
take the most reckless, obtuse course toward gaining
then drops down and bites. The bite has a paralysis
said control, using whatever means she possesses. If
poison, giving the psimorph time to dig into the spinal day. The amount of the ability upgrade depends
column area and tap into the brain of the host. Once on how long the host has been occupied by the
inserted, the psimorph leaves a very small bump psimorph.
visible on the exterior of its victim that is very hard to
notice (Search DC 20 or Spot DC 25). Time Occupied Amount Modified
Once attached to a host, the psimorph uses the host
1 day + 1 to anyone ability
to gain power. The psimorph will cause the host to try
3 days +2 to anyone ability
and take the lead of her companions and all situations.
1 week +2 to any two abilities
When faced with a psionic opponent, the psimorph
1 month +3 to anyone ability
will use his mind defenses so the host can enter melee
3 months +3 to any two abilities
or cast spells with relative psionic immunity.
9 months +3 to any three abilities
Charm Host (Ex): Once attached, the psimorph's 1 year +3 to any four abilities
host must make a Fortitude save (DC 20) or be 2 years +3 to any five abilities
charmed. Once the charm has taken hold it may not be 5 years +4 to any 3 abilities
broken as long as the psimorph is attached. 10 years +4 to any 4 abilities
Psionic Invisibility (Su): This ability makes the 20 years +5 to all 6 abilities
psimorph and its host invisible to psionic effects.
While this ability is activated, the psimorph cannot Telepathy (Ex/Sp): A psimorph may communicate
be detected with any psionic power or ability, though telepathically with his host as an extraordinary ability
magic and normal abilities can detect the psimorph as and with anyone else within 30 feet as a psionic
normal. This ability does not hide any of the psimorph' s power.
psionic abilities except Charm Host. This ability is Mini-memory Wipe (Ex): Should a psimorph
always active but can be voluntarily suppressed. believe that an associate of the host threatens his
ESP (Sp): The psimorph may detect the thoughts position he will use his memory wipe ability. This
of others at a range of 60 ft. (Will save DC 20). This is ability has a range of 30 feet and wipes all negative
useable only on one individual at a time. This ability and suspicious thoughts regarding the psimorph's
may be used at will. host from memory (Will save DC 20 negates). This
Detect Psionics (Sp): Psimorphs can detect beings gives the host time to have the individual dealt with
using psionics up to 120 ft. away. Even psionic before it grows suspicious again.
invisibility cannot prevent this ability from detecting a
psionic being (which is why psimorphs can detect one
another and stay out of each other's way). This ability PSIMORPH SOCIETY
is always active but can be voluntarily suppressed. Once every 9 years, a psimorph will reproduce.
Psionic Mirror (Su): This defense will reflect a When this occurs, a new psimorph will bud from the
psionic attack, targeted at the psimorph or his host, body of its parent. If the psimorph has a host he will
directly back at the origin. The attacker must make leave his host to reproduce. The young psimorph is
a saving throw against its own attack. This effect is born with the parent's entire knowledge, enabling it to
useable three times a day. seek a host immediately.
Null Psionics Field (Sp): This is a powerful but Aboleths hate psimorphs. Psimorphs have
risky defense against psionic attacks. Once every ten controlled hosts that have wreaked havoc upon aboleth
rounds, the psimorph may erect an anti-psionic barrier slave cities. The greatest fear for intellect devourers is
with a radius of 10 ft. around the host. This ability to be infiltrated by a psimorph that controls one of their
acts like the power of the same name with several kind. Quite often, after a psimorph's host relationship
additional abilities. If the psimorph hits the barrier's has matured, the host will have accumulated enough
shell he is stunned for 30 minutes. While the psimorph power to lead an assault upon intellect devourer and
may be able to keep his host inside the barrier's shell, aboleth lairs deep beneath the earth. Psimorphs seek
outside forces may move or push the host through the the items that can enhance their own powers from
barrier. such raids, but the aboleths believe the psimorph's
Ability Score Adjust (Ex): When needed, the interests exceed just a lust for their psionic items.
psimorph can enable the host to draw upon untapped
potential for any ability, for up to one hour once per
Medium-size Construct
Hit Dice: 14d10 (77 hp)
Initiative: +4
Speed: 30 ft.
AC: 24 (+4 Dex, +10 Natural), Touch 14, Flat-
footed 20
Base Attack/Grapple: +101 + 11
Attacks: +1Iongsword+12 or self-blade +11
Full Attack: +1 longsword +121 +7 (ld8+2/19-20),
self-blade +6 (ld8+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +3d6, Death
Attack
Special Qualities: Construct qualities, Change
Physical Form, Electricity Resistance 15, Low
Light Vision, Darkvision, Regeneration 10,
SR 15.
Saves: Fort +3, Ref +7, Will +9
Abilities: Str 13, Dex 19, Con -, Int 17, Wis 22,
Cha17
Skills: Hide +14, Move Silently +14
Climate/Terrain: Any
Organization: Solitary changed its appearance once more to appear as the
Challenge Rating: 14 Duke himself and rode out of the castle on Hetrosi's
Treasure: Double Normal own horse.
Alignment: Always neutral evil After word of the assassin's success spread,
Advancement: - Zoranos started making quicksilver assassins to order.
Level Adjustment: - Over the past four years he has made fourteen of
the constructs, eleven of which are still serving their
owners. To ensure that the assassins are not turned
DESCRIPTION back against him, part of the construct's enchantment
Zoranos, an expert transmuter, originally built prevents the construct from attacking its creator.
quicksilver assassins to kill Duke Hetrosi who had put In their natural state, quicksilver assassins appear
a price on the wizard's head for refusing to make him to be a huge puddle of mercury. Zoranos' enchantment
a new magical sword. After Zoranos fought off three animates the construct and allows it to change shape at
mercenary bands he decided the best defense was a will. The mercury takes on a life of its own, instilled
strong offense and created his own assassin to remove with a natural cunning and heartless efficiency. Its
the Duke. disguise abilities are extraordinary, allowing it to
The original assassin was a stunning success. resemble any person, or even part of the surroundings
After disguising itself as one of Duke Hetrosi's guards if it desires. Their shape changing abilities also allow
(whom it had killed entering the castle) it crept into the them to squeeze through extremely tight spaces - as
Duke's bedchamber. Changing its form to become part small as a keyhole - to get to their targets.
of the ornate bed head, it waited until the Duke retired Quicksilver assassins have extraordinary patience
for the evening. Once Hetrosi was asleep it reformed and spend a considerable length of time studying
next to the bed as Zoranos, and skewered the Duke's the target before moving in for the kill. They watch
wife through the heart. The spraying blood woke for weak spots in the target's defenses and use them
Hetrosi who saw what looked like the wizard standing to their full advantage. They usually attack at night,
next to his bed. The assassin delivered the wizard's using the extra protection provided by the darkness
message before slashing the Duke's throat. It then
to help with their disguises, although they have been sneak attack has the additional effect of possibly either
known to strike in broad daylight if the opportunity paralyzing or killing the target (quicksilver assassin's
arises. choice). While studying the victim, the quicksilver
assassin can undertake other actions so long as his
COMBAT attention stays focused on the target and the target
does not detect the quicksilver assassin or recognize
Quicksilver assassins were designed to kill their
the quicksilver assassin as an enemy. If the victim of
targets and then escape from the area as quickly as
such an attack fails her Fortitude saving throw (DC
possible. They rely on stealth and cunning to approach
22) against the kill effect, she dies. If the saving throw
their targets, using their ability to change their physical
fails against the paralysis effect, the victim's mind and
form to hide from pursuers. Wherever possible,
body become enervated, rendering her completely
they blend in with crowds both before and after the
helpless and unable to act for 1d6 rounds plus 1 round
attack to confuse their pursuers. If in a crowd, they
per HD (and/or level) of the quicksilver assassin. If
take advantage of the confusion to switch identities
the victim's saving throw succeeds, the attack is just a
regularly to further throw off the chase.
normal sneak attack. Once the quicksilver assassin has
Quicksilver assassins can use any man made
completed the 3 rounds of study, he must make the
weapon or they can form part of their own bodies into
death attack within the next 3 rounds. If a death attack
stabbing weapons if necessary.
is attempted and fails (the victim makes her save) or
Sneak Attack: If a quicksilver assassin can catch
if the quicksilver assassin does not launch the attack
an opponent when she is unable to defend herseIf
within 3 rounds of completing the study, 3 new rounds
effectively from its attack, it can strike a vital spot for
of study are required before he can attempt another
extra damage. In short, the quicksilver assassin deals death attack.
an additional 3d6 damage any time its target would Construct Qualities (Ex): Immune to mind-
be denied a Dexterity bonus to AC (whether the target influencing effects, poison, disease and similar
actually has a Dexterity bonus or not) or when the
effects. Not subject to critical hits, sub dual damage,
quicksilver assassin flanks its target. This stacks with
ability damage, energy drain, or death from massive
any other sources of sneak attack damage. Should the damage.
quicksilver assassin score a critical hit with a sneak Electricity Resistance (Ex): A quicksilver assassin
attack, this extra damage is not multiplied. ignores the first fifteen points of any electrical damage
Ranged attacks can count as sneak attacks only done to it each round.
if the target is within 30 feet. A quicksilver assassin Change Physical Form (Su): A quicksilver assassin
cannot strike with deadly accuracy beyond that range. can assume any medium-size shape or appearance
With a sap (blackjack) or an unarmed strike, the it chooses. Changing its appearance while keeping
quicksilver assassin can make a sneak attack that the same form is a move equivalent action, while
deals nonlethal damage instead of lethal damage. It changing forms completely is a full-round action.
cannot use a weapon that deals lethal damage to deal The new appearance may be of an existing person,
nonlethal damage in a sneak attack, not even with the or it may be of an inanimate object, completed at the
usual-4 penalty, because it must make optimal use of creature's discretion.
its weapon in order to execute the sneak attack. Regeneration (Ex): Fire and acid deal normal
A quicksilver assassin can only sneak attack damage to a quicksilver assassin. If a quicksilver
living creatures with discernible anatomies - undead, assassin loses a limb or body part, the lost portion
constructs, oozes, plants and incorporeal creatures reforms in 3d6 minutes. The construct can reattach the
lack vital areas to attack. Additionally, any creature severed member instantly by holding it to the stump.
immune to critical hits is not vulnerable to sneak Skills: Quicksilver Assassins get a + 10 racial bonus
attacks. The quicksilver assassin must be able to see to both Hide and Move Silently skill checks.
the target well enough to pick out a vital spot and must
be able to reach a vital spot. A quicksilver assassin
cannot sneak attack while striking at a creature with
concealment or by striking the limbs of a creature
whose vitals are beyond reach.
Death Attack: If the quicksilver assassin studies its
victim for 3 rounds and then makes a sneak attack with
a melee weapon that successfully deals damage, the
Fine Sized Fey
Hit Dice: 2d6 (7 hp)
Initiative: +1
Speed: 5 ft.
AC: 24 (+8 size, +6 splint mail), Touch 18, Flat-
footed 24
Base Attack/Grapple: +1/ -11
Attacks: Tiny longspear +9 melee (ld2) or Tiny
longbow +10 ranged (ld2)
Space/Reach: 2ft./2 ft. (when using a mini-
longspear, otherwise 1ft. by 1ft./1ft.)
Special Attacks: Thundersmash, Rage of the
Rgulbuk
Special Qualities: Darkvision 60 ft.
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 10, Dex 12, Con 10, Int 7, Wis 8, Cha
6
Skills: Climb +5, Intimidate +3, Listen +4, Spot
+4, Survival +4
/
Feats: Far shot, Point blank shot, Track
Climate/Terrain: Forest
Organization: Patrol (9 and 1 shaman) to Horde
Rumored to exist somewhere in the faerie
CR: 3 (for a patrol)
forest are massive underground bastions where
Treasure: Standard
tens of thousands of rgulbuks are based. From
Alignment: Lawful Evil
such bases, massive hordes of these beings issue
Advancement: By character class
forth once a year to conquer and destroy all who
LevelAdjustment: +1
oppose them. Inside these bases, forges are said
to run night and day. Wild rumors report that
DESCRIPTION rgulbuks have even dragged prisoners to these
Hyper aggressive, miniature ore-like beings, underground lairs. About once every year tales
the rgulbuks are ever on the march or laying surface about a rgulbuk horde capturing a fair
siege. These inch-tall beings, native to faerie maiden to sacrifice to their gods. While some
forests, continually drive their hordes against individuals find rgulbuks amusing to observe
the innumerable enemies they are at war in action, death awaits those who underestimate
with. Rgulbuks look like green skinned miniature what these determined, diminutive beings can
orcs, with large fangs. A rgulbuk horde on the unleash. More often than not, it is the rgulbuks
march can stretch up to fifty yards long, wielding who will end up having the last laugh over those
weapons and armor that are similar to that of who find them amusing.
orcs. The rgulbuks' enemies range from "druid
spies" such as shrubs, flowers and small trees to COMBAT
small animals and even lone giants (giants being
Rgulbuks are always at war. They are ever
anyone higher than a tree stump - especially
on the march, in search of enemies to topple and
player characters). Laughter at their efforts serve
glory to be had. Rgulbuks operate in patrols
to fuel the unleashing of massive Thundersmash
ability, coupled with the rain of death from their of roughly 10 warriors or as the main body of
mini catapults and arrows, assault by ground the horde. Rgulbuks are highly regimented,
forces intent upon staking the enemy to the operating from their combat units in perfect
ground, as well as a flying swarm of hornet
riding" air" cavalry.
unison. Rgulbuks typically target "giants" such consists of four companies (about 400 rgulbuks)
as humans, dwarves, elves, gnomes and other led by a level 7 fighter. A regiment consists of two
humanoids of that size to slay. to five battalions (roughly 800 - 2,000 rgulbuks)
Rgulbuks usually open with massive waves and is led by a level 9 fighter. A horde consists
of arrows while their ground troops attempt of 2-10 regiments and is led by a Warlord. The
to trip the enemy with tiny ropes and stakes warlord's level is 11 + the number of regiments
pounded into the earth. Should an enemy appear in the horde.
to be getting the best of the Rgulbuks or, worse Shamans advise each leader in rgulbuk
still, should an enemy laugh and ridicule the society on spiritual matters. Shamans are
Rgulbuks, then the most devastating attack these typically 1 to 2 levels below the warrior they
creatures possess is unleashed. The Rgulbuks support. Shamans heal the wounded and usually
most powerful weapon is the Thundersmash tend to the young ones, teaching them rgulbuk
spell. culture. The shamans are highly respected in
When a force of rgulbuk is threatened by society, reinforcing the order and command of
a superior foe, they quickly adopt a defensive rgulbuk society. Shamans never lead, however; a
posture. Each rgulbuk carries one caltrop (1 unit or tribe always selects a new warrior to lead
damage per caltrop, Id6 caltrops stepped on per should the current one die. Shamans have the
step taken by a human sized being). The caltrops same stats as warriors (except they have ranks
are used to slow down an advancing foe. The in Heal instead of Survival) and generally one
Thundersmash spell is also used in defense when shaman accompanies every patrol.
a superior foe is closing. The favored tactic used Female rgulbuks are not like ore females.
when falling back is for hornet riders to fly in the They are physically powerful, standing alongside
faces of the enemy while caltrops are spread all the males equally. Female rgulbuks raise the
about their feet. This combination has proven young, carrying them while on the march and
itself extremely effective time and again, saving leaving them in the back of the fights when they
the rgulbuks from certain death. assault a foe. Females often become shamans,
Rage of the Rgulbuk (Ex): When laughed at advising males and tending the wounded, but
or ridiculed, rgulbuk warriors gain +5 to hit and they still hold their own as warriors.
+2 damage for the next ten rounds with melee or Rgulbuk society is said to have originated
ranged attacks within 5 feet. from orcs who invaded a faerie forest and were
Thundersmash (Sp): This ability can be used cursed. In faerie woodlands, rgulbuks thrive on
when three or more rgulbuk shamans gather the plentiful food and water coupled with the
and join hands to speak the spell. This spell never-ending supply of "enemies" to overcome.
impacts just one target as directed by the shaman Rgulbuks embrace overcoming obstacles and
leading the Thundersmash ritual. Thundersmash barriers to their size such as, thick grass, streams,
requires five rounds to cast, with a Fortitude save and insects. On rare occasions rgulbuks create
(DC 18) to resist the spell entirely. If the target an air cavalry unit by taming hornets. These
fails to resist, they suffer Id6 damage for every mounted units serve as excellent scouts of the
2 rgulbuk shamans joined in the chain to cast terrain ahead of the horde, as well as being
this spell. The spell also stuns the target for ten particularly savage in combat with their stinging
rounds, allowing the rgulbuk ground forces time attack.
to tie down the enemy for execution. This ability The true marvel of rgulbuk society is their
may be used but once per day by the rgulbuk ability to move across terrain with innovation
shaman who participated in the casting. and teamwork. Bridges made from grass and
mud, cutting down shrubs, taming hornets
RGULBUK SOCIETY and small rodents to perform tasks as needed
all occur while a massive force is underway.
Rgulbuk families live within their military Rgulbuk's armor and weapons are forged,
units. A company of Rgulbuks consists of two lending credence to the notion that a massive
platoons. Each platoon has about forty warriors underground rgulbuk base exists somewhere in
(male and female) and ten young. A platoon the fey forestlands.
leader is a level 3 warrior, while the company
commander is a level 5 warrior. A battalion
Medium-size Monstrous Humanoid (Shapechanger)
Hit Dice: 2d8+6 (15 hp)
Initiative: +5
Speed: 30 ft
AC: 17 (+1 Dex, +6 natural), Touch 11, Flat-footed 16
Base Attack/Grapple: +2/ + 12
Attacks: slam +12 melee (ld6+10)
Full Attack: 2 slams +12 melee (ld6+ 10) I
I
Space/Reach: 5 ft./5 ft. !
Special Attacks: Blood drain, improved grab, spells
Special Qualities: Alter self, darkvision 60 ft, regeneration
2, damage reduction 10/magic, SR 17.
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 30, Dex 12, Con 16, Int 13, Wis 11, Cha 17
Skills: Disguise +13, Hide +11, Move Silently +10, Sense
Motive +5, Spot +11, Survival +2
Feats: Improved Initiative, Iron Will
\. \
Climate/Terrain: Any land and underground \ r "
Organization: Solitary, pair, cluster (2-5) or swarm (5-
/
20)
Challenge Rating: 4
Treasure: Double standard (higher class) or 50%
standard (lower class) only kill their victims if their identities are somehow
Alignment: Often neutral evil revealed, or if the town or city has organized a hunt of
Advancement Range: By character class sangregudjas.
Level Adjustment: +2 Some sangregudjas hide by appearing as thugs,
beggars and other undesirables. Others, however,
prefer the better life, and hide themselves in plain sight
DESCRIPTION by appearing as wealthy socialites, minor nobles or
These blood-sucking parasites use an innate powerful merchants. The latter type works harder to
shapeshifting ability to blend in with their victims, lure maintain its cover, and typically only feed on visiting
them away from companions, and feed off them. nobility and the like. In order to throw off suspicion
Even in their natural forms, sangregudjas look they are often the instigators of citywide hunts meant to
like attractive humans. Their only unnatural-looking eliminate "the sangregudja threat."
features are the long, hollow spines that run the length Sangregudja speak Common, Giant and any two
of their forearms. These arm spines are what they other languages.
use to impale their victims and suck blood. While a
sangregudja can eat and drink as a normal humanoid, COMBAT
mostly to aid it in its disguise, food and drink consumed
this way offers no nourishment and quickly becomes Sangregudja possess a super-human strength that
waste. A sangregudja must draw a pint of blood every they use to good effect.
day or begin to starve and dehydrate (see rules for Alter Self (Su): A sangregudja can assume the
starvation and dehydration in the DMG). shape of any Medium-size humanoid, though they
Sangregudjas often live near the outskirts of a always prefer that of an attractive young member of
population center, feeding off the ignorance and blood the appropriate race. This works like alter self as cast by
of their neighbors. When on the hunt, they never appear a 16th-level sorcerer. The sangregudja can maintain an
in their true forms or in forms that a victim or witness altered appearance for up to three days, at which time it
could identify, meaning that they must often have automatically resumes its natural form. It can assume a
a different look every time they hunt. Sangregudjas new form or return to its own as a standard action.
Blood Drain (Ex): As soon as the sangregudja of a city usually only associate with one another. Like
succeeds at a grapple, as free action it can insert its arm the humanoid cultures in which they live, there is little
spines into its victim inflicting an additionalld8 points chance for upward mobility in sangregudja society.
of damage. Every round the sangregudja maintains its Occasionally,the lower-class shapeshifters become
grapple, blood is drawn from its victim into its arm somewhat careless,and attract more attention than their
spines. This blood loss inflicts Id4 points of temporary upper class brethren care for. At other times, one of the
Con damage to its victim every round (no save) and upper class sangregudjas becomes reckless, or feeds too
heals Id6 hit points to the sangregudja. A sangregudja often in one location, and whispers begin circulating
instinctivelyknows how much blood it can drain from a through the high society circles. In either case, an
creature without killing that creature, though in combat upper class sangregudja usually instigates a purge of
situations it usually ignores that knowledge and drains its lower-class brethren, blaming them for the surge
blood until its victim dies. in deaths and bloodlettings (though particularly high
Spells (Sp): A sangregudja casts spells as a 5th level minded sangregudja may try blaming vampires and
sorcerer. It does not actually possess levels of that class, call for a purge of undead). This tactic usually works,
and therefore does not have any of the other abilities as many humanoids cannot believe that a creature
that a sorcerer has (such as a familiar). Spells from the would betray its entire race in order to maintain its own
schools of illusion and divination are the most likely to position within the society of another. The sangregudjas
be selected, though transmutation is a close third. Due do nothing to convince their neighbors otherwise. This
to their desire to remain inconspicuous, sangregudjas ploy results in blame being shifted from a suspected
almost never select spells from the school of evocation. shapeshifter, or can be used as a tactic to eliminate the
They fear attracting attention to themselves through lower-class competition.
flashy spells, though sangregudja posing as wizards As a result of these betrayals, there is a certain
and sorcerers are apt to select spells from near any amount of class war that constantly operates between
school. the two levels of sangregudjas. Whenever they can,
Improved Grab (Ex): To use this ability, the those of the lower classes attempt to frame or reveal one
sangregudja must hit the same creature with both or more of their higher brethren. Such a coup always
slam attacks in a single round. Any such creature ends bloodily, with sangregudjas of both social levels
struck is automatically grappled, and is subject to the and many of their humanoid neighbors dead.
sangregudja's blood drain ability (see above). In order to gain some level of respect and power,
Regeneration (Ex): Cold and lightning deal normal those stuck in the lower social levels often join or
damage to a sangregudja. A sangregudja can reattach start thieves' guilds and assassins' guilds. They are
lost limbs by holding it to the stump. Otherwise, it particularly desired as assassins, their shapechanging
regrows a limb in 3d6 minutes. It cannot regrow its inherent spellcasting abilities combined with their
head (though it can reattach its head) but decapitation natural attack forms make them ideal untraceable hired
does not kill a sangregudja. Since its primary form of killers. Usually, sangregudja assassins command a price
nutrient ingestion is via its arm spines, a decapitated double that of the going rate.
sangregudja can survive as long as it can locate prey. A
decapitated sangregudja is effectivelyblind and deaf. SANGREGUDJA CHARACTERS
Skills: A sangregudja has a +8 racial bonus to
Disguise, Hide, Move Silently and Spot checks. A sangregudja's favored class is sorcerer. Nearly
all higher-class sangregudjas are sorcerers, while their
lower-class brethren multi-class as sorcerer/rogues or
SANGREGUDJA SOCIETY sorcerer/fighters. Sangregudjas almost never become
Becausethey live offhumanoid blood, sangregudjas clerics, as they find it difficult to devote themselves
need to live near major population centers. The larger to something; being shapeshifters, they often feel that
the town or city they hunt, the more sangregudjas that things in life are not as they seem, particularly religions.
can live together. Also, because of numerous religiously inspired attacks
Most often, sangregudjas operate alone, only on their race, they have a poor opinion of those who
rarely coming together to discuss plans. This usually devote themselves to religion.
happens when a city's guards catch on to the presence
of the sangregudja and move to eliminate them. Those
who choose to emulate the lower classes tend to band
together, while those who invade the upper echelons
Large Monstrous Humanoid
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 50 ft.
AC: 14 (+5 natural, -1 size), Touch 9, Flat-footed
15
Base attack/Grapple: +8/ +18
Attacks: Huge greataxe +12 melee (2d8+5), gore
+12 melee (ld8+2), sting +12 melee (ld6+2
plus poison)
Full Attack: Huge greataxe +12/ +7 melee
(2d8+5), gore +7 (ld8+2), sting +7 melee
(ld6+2 plus poison)
Space/Reach: 10 ft./IO ft.
Special Attacks: Charge 4d6+8, poison
Special Qualities: Ferocity, natural cunning,
scent
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 20, Dex 10, Con 16, Int 5, Wis 10,
Cha5
Skills: Intimidate +3, Search +3
Feats: Cleave, Great Fortitude, Power Attack
armor plating and a long poisonous tail stinger.
Climate/Terrain: Any underground
Only the huge claws of a scorpion are missing. An
Organization: Solitary
adult scorminar stands fully 12 feet tall and weighs
Challenge Rating: 7
more than 3,000 lbs. No encounter with an immature
Treasure: Standard
scorminar has ever been recorded and it is unknown
Alignment: Usually chaotic evil
if the creatures are capable of reproduction.
Advancement: 10-18 HD (Huge); 19-27 HD
(Gargantuan)
Level Adjustment: - COMBAT
Scorminars unfailingly attack any creature they
DESCRIPTION encounter, charging into melee the instant they are
aware of foes.
A scorminar is a horrible magical crossbreed
Charge (Ex): Like minotaurs, a scorminar prefers
between a minotaur and a monstrous scorpion that
to begin battle by charging amongst its foes with its
prowls underground regions, attacking anything it
head lowered and its mighty horns brought to bare.
encounters.
In addition to the normal benefits and hazards of a
It is unknown who first created the scorminars or
charge, this allows the scorminar to make a single
why. What is known is that these foul monstrosities
gore attack that deals 4d6 + 8 points of damage.
are thankfully rare. Often encountered in the
Poison (Ex): Stinger, Fortitude save (DC 18);
same regions one would expect to find minotaurs,
initial and secondary damage ld6 temporary
scorminars savagely attack any living creature
Strength.
they encounter. They view everything as their prey
Natural Cunning (Ex): Perhaps because
and are utterly fearless when they attack, always
a scorminar is mainly a mutated minotaur, it
fighting to the death.
demonstrates an uncanny ability to maintain
Like a minotaur, a scorminar looks like a
its bearings and logically work its way through
powerfully built man with the head of a bull from
confusing labyrinths. A scorminar is immune to
the waist up. Unlike a minotaur, below the waist
~ scorr_ninar has the body of a monstrous scorpion,
mcludmg three pairs of spider-like legs, chitinous
maze spells, cannot become lost, and can unfailingly creatures immediately attacked one another upon
track terrestrial enemies. In addition, they are never sight, and that they were able to make their escape
caught flat-footed. while the two monsters were distracted.
Ferocity (Ex): A scorminar is such a tenacious Perhaps most important to adventurers that
combatant that it continues to fight without penalty may encounter scorminars in their travels is the
even while disabled or dying (see Chapter 8: Combat various uses scholars have found for the anatomy
in the Player s Handbook). of the monsters. First and foremost, their stinger
venom is very potent, and if properly harvested
ECOLOGY from the corpse of a scorminar, as much as five vials
(one dose per vial) can be collected. Of course, this
Scorminars are mutated monsters that have assumes that the creature's venom sac, poison gland
no place in this world. Current scholarly theories and stinger all remain intact upon the scorminar's
concerning this monster's origins include: the demise. A vial of scorminar venom can command
creation of a mad wizard, the work of creatures as much as 250 gp on the black market or from other
from the Darkbelow trying to create a new biological individuals willing to purchase such things. Aside
weapon to use against their enemies on the surface, from the scorminar's venom, the creature's magical
or the result of a divine curse upon a mortal whose nature makes many of their body parts highly
transgression must have been terrible indeed. desirable as components, such as their blood, as it
Whatever its origins, the scorminars fit poorly into can be used as a prime ingredient in potions offury (a
any ecological system, as they invariably attack new magic item, see below for details). Several other
every creature they encounter, no matter how body parts, including their eyes, horns, tongue and
innocuous. Left unchecked, a single scorminar can chitinous plates, can be used as substitutes for the
devastate a whole ecological system. Fortunately, various requirements for creating magical items.
this is rarely the case, as scorminars are usually For example, a scorminar's eyes, if treated with
killed by adventurers or a creature more powerful certain alchemical fluids and then powdered, can
than themselves soon after appearing in a region (it be substituted for the feeblemind spell requirement
is not known where they come from or how). for creating a berserking sword. Such body parts vary
Despite the scorminar's mysterious origins, in cost depending upon whom they are sold to and
quite a few things are known about the creatures. for what purpose, but they must be kept fresh and
They usually are encountered in large, labyrinthine unspoiled to be of any use (the GM is free to come
cave systems underground, though such places up with any manner of uses for the various parts of
must have chambers and passages large enough to a scorminar).
accommodate their bulk. Like minotaurs, scorminars
seem to possess an uncanny ability to navigate such
maze-like regions, never getting lost and easily NEW MAGIC ITEM
outmaneuvering those who try to evade them in
such places. Exactly how such a raging monster Potion of Fury: A character drinking this potion
accomplishes this feat in unknown, but it unfailingly becomes instantly gripped with berserker fury.
does so. In addition to this trait, scorminars seem to The character temporarily gains +4 Strength, +4
possess a number of similar minotaur traits, such Constitution, and a +2 morale bonus on Will saves,
as the tendency to lower their horns to charge into but suffers a -2 penalty to AC. The berserker fury
combat and the overall appearance of the bull-men lasts for 8 rounds. In all other respects, the berserker
from the waist up. From there the similarity ends as fury is identical to the Barbarian Rage ability (see
scorminars seem incapable of even the rudimentary Chapter 3: Classes in the Player s Handbook for more
social interactions of minotaurs. They are invariably details).
hostile to all creatures they encounter, including Caster Level: 4th; Prerequisites: Brew Potion,
minotaurs, and have been witnessed attacking spellcaster level 8th+, creator must have 1 or more
such creatures on numerous occasions. One band levels of barbarian or have 2 pints of fresh scorminar
of renowned adventurers, the Leaping Lions, even blood can be substituted for this requirement (cost
reported witnessing two scorminars encountering 250 gp); Market Price: 500 gpo
one another while pursuing the band through
the Bleakmaw Caverns. The Lions report that the
Medium-size Monstrous Humanoid
Hit Dice: 12d8+24 (78 hp)
Initiative: +6
Speed: 90 ft.
AC: 20 (+6 Dex, +4 monk bonus), touch 16, flat-footed
14
Base Attack/Grapple: +12/ +15
Attacks: Unarmed strike +12 melee (2d6+ 3)
Full Attack: Unarmed strike +12/ + 12/ + 12/ +7 (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ki strike (magic, lawful), leaping kick,
standing kick, stunning attack
Special Qualities: Abundant step, darkvision 60 feet,
diamond body, improved evasion, leap of the
clouds, purity of body, slow fall (60 ft.), still mind,
unexpected leap, wholeness of body
Saves: Fort +6, Ref +14, Will +10
Abilities: Str 16, Dex 22, Con 14, Int 14, Wis 15, Cha 12
Skills: Jump +16, Listen +10, Move Silently +12, Spot +9,
Tumble +14
Feats: Alertness, Combat Reflexes, Dodge, Improved
Trip, Mobility, Run, Spring Attack
The nature of this training academy makes the
Climate/Terrain: Any land
number of students limited, but any who survive its
Organization: Solitary or small group (1-4)
rigorous training emerge with a combination of grace,
Challenge Rating: 12
speed, and strength practically unmatched by any
Treasure: 1/2 standard
humanoid creatures.
Alignment: Any lawful
In this monastery,the four-legged monks are taught
Advancement Range: By character class (if monk, start
that their additional limbs give them an advantage over
at 13th level)
traditional bipeds, and they learn how to exploit their
LevelAdjustment: +11
gift. When their training is complete, the monks can
run backward as quickly as they can forward, and their
DESCRIPTION lateral movement is only slightly slower. The skittering
Stories abound of babies who were not born quite quality of their running, combined with their ability
right, babies with too many (or not enough) limbs. to change directions almost instantly, earned them the
Sometimes these children die very young, other times nickname by which they are commonly known. Scuttle
they adapt to a fairly normal life. Sometimes, though, monks themselves, however, never refer to themselves
a child born with extra limbs disappears shortly after as anything other than a normal monk.
their birth, and much later return to the civilized world Since there is only one monastery in the world
as extraordinary beings. that trains scuttle monks, those who run it do not feel
High on a distant mountaintop sit a number of it is appropriate to force their students to follow one
platformed buildings that make up one of the best- pre-selected spiritual path. They present the students
equipped training facilities for monks in the world. To with a number of options, and each chooses the path
gain admittance to this place, a monk must be strong, they desire. Whatever their choice,though, the students
dedicated, and willing to sacrificeeverything, even their must follow the rigorous discipline expected of any
life, in pursuit of greater strength and knowledge. And monk. Thus, graduates of this academy are always
they must have four legs. lawful, but may be neutral, good, or evil within that
alignment.
Once they leave the training monastery, scuttle purity of body, slow fall, still mind, and wholeness of
monks generally have little to do with each other. Some body. Other special attacks and qualities are described
of this is due to the fact that there are few of them in the below
vast world, and they simply are not in the same place at Flurry of blows (Ex): Scuttle monks normally get
the same time. Their lack of contact, however, also has three attacks per round, but use of this ability gives
elements of respect and fear - each monk knows what it them four - two punches and two kicks. In order to
took for her to complete the scuttle monk training, and perform all of these attacks in a single round, the monk
she knows that anyone else who survived that ordeal must move quickly. This decreases the accuracy of their
would be a formidable opponent. blows, and the attack bonus for these attacks are +9/
+5/ +2/ +0. Additionally, the damage from these attacks
APPEARANCE decreases to 2d8.
Leaping kick (Ex): In this attack, a scuttle monk
Scuttle monks have four legs, two jointed in front leaps high enough in the air to aim a kick at their
like normal humanoid legs, two jointed at the back. All
opponent's head. The height and speed of this attack
four join together at the scuttle monk's hips. Scuttle makes the scuttle monk difficult to hit while they jump.
monks walk on all four legs, keeping them spread A scuttle monk making a leaping kick receives a +2
apart like the legs of a chair to keep them stable and dodge bonus to their AC while making this attack. Since
maneuverable.
they have a better chance to hit their target in the head,
The race and gender of scuttle monks are as varied scuttle monks using the leaping kick threaten a critical
as the race and gender of regular monks. The only hit (x2 damage) on a natural 19 or 20.
consistency in their appearance is a long, thin braid Scuttle monks must have enough space to make
growing from somewhere on their head. Some have this attack. If there are three or more creatures close
it on their scalp, others on the base of their skull, still enough to the monk to threaten him with melee
others on their chin. weapons, the scuttle monk does not have enough room
to make the attack.
COMBAT The leaping kick takes a fair amount of energy, and
Scuttle monks have a number of attack styles they scuttle monks cannot make a series of these attacks in
may choose from, based on each combat situation. They rapid succession. After making one leaping kick, they
may make a series of relatively gentle punches and kicks must wait at least five rounds before making another.
to subdue an opponent, or they may use their front legs Standing kick (Ex): In a standing kick, scuttle
to ward off their enemy and fight a defensive battle, or monks lean on their back legs (or their front legs if their
they may unleash the full range of their running and target is behind them) and kick with the two legs off the
leaping abilities in a whirlwind assault. ground, similar to a horse wheeling its forelegs in battle.
When fighting as part of a group, scuttle monks try This kick gives the same chance at improved critical
to stay away from the tight fighting at the center of most damage as the leaping kick, but does not provide any
battles. They prefer to have plenty of space to their sides AC bonus. This attack may be used in close quarters,
and behind them so they may make the best use of their but, like the leaping kick, it takes too much energy to
maneuverability. perform a rapid series of the attacks. A scuttle monk
On rare occasions, a small group of scuttle monks must wait three rounds after performing one standing
fight together. They fight as a single unit, in complete kick to do another.
harmony. They spread out to give each other room Unexpected leap (Ex): Scuttle monks keep their
and then attempt to force their opponents into the legs spread apart and their center of gravity low. They
range of one of their comrades, allowing one of their are ready to jump in any direction at any moment. The
allies to make a flanking attack on an enemy. Many a unexpected leap helps scuttle monks jump away from a
warrior has prepared for a killing blow against a scuttle perilous combat situation. Opponents who fail a Reflex
monk, only to discover (too late) that another monk has save (DC 20) cannot make an attack of opportunity
skittered to their side and is ready to break their neck against the scuttle monk when they jump through a
with a quick, lethal kick. threatened area. However, if the leap puts the monk
The following scuttle monk special abilities and within range of another enemy, that enemy may make
special qualities are identical to those in the monk an attack of opportunity.
character class: Ki strike, stunning attack, abundant step,
diamond body, improved evasion, leap of the clouds,
Large Magical Beast
Hit Dice: 8d10+24 (60 hp)
Initiative: +4
Speed: 40 ft., Burrow 10 ft.
AC: 20 (-1 size, +11 natural), Touch 9, Flatfooted 20
BaseAttack/Grapple: +8j +21
Attacks: Scythes +14 melee (2d4+7, x4)
Full Attack: 4 Scythes +14 (2d4+7, x4)
Space/Reach:5 ft.j10 ft.
Special Attacks: Magical scythes, magic breaker
Special Qualities: Blind, magic eater, scent, smell
magic, tremorsense
Saves: Fort +9, Ref +6, Will +2
Abilities:Str 20, Dex 10, Con 16, Int 2, Wis 10, Cha 6
Skills: Hide -2, Listen +2, Move Silently +2, Spot +2 firl",
K€NNf
Feats: Improved Initiative, Power Attack, Sunder 70.03
COMBAT
DESCRIPTION
Sidhe lords disdain personal combat, though they
Thousands of years ago, the sidhe were very much like love the hunt. They are often encountered riding unusual
the elves. Being extremely proficient in the arts of magic in or highly magical creatures, such as griffons, nightmares,
a world full of mundane races, the sidhe quickly rose to or unicorns, sometimes with a pack of winter wolves or
dominance and used their power to conquer other planes yeth hounds tracking their prey.
of existence. At some point, the sidhe discovered how Those sidhe lords not hunting can often be found
to conquer all the failings of mortality. They eliminated holding huge celebrations in sylvan glades, surrounded
disease, made their kind impervious to natural poisons by a multitude of fey creatures. All types of fey recognize
and extremely resistant to the ravages of the elements, sidhe as their overlords and will die fighting to protect
and even shrugged off the influence of time. Satisfied, the
them.
empire of the sidhe settled down and began reshaping the In either scenario, if the sidhe lord is forced into a
realms more to their liking. They are still tinkering with battle, he will use his hounds or attendants to hold off his
their work to this day, though at times they vacation in
attackers while he strikes at them with his magic or calls
the uncivilized realms, as they like to call them, of other
for more allies.
Keep in mind that just because sidhe lords are months to a year to regain his strength and recreate his soul
unwilling to casually risk their person in battle, it doesn't container. If he is killed during this time, the sidhe lord is
mean that they are pacifistic or kind. In fact, sidhe lords dead permanently (no spell, short of a wish or miracle, can
make quite liberal use of their spells to humiliate those they restore him).
don't like, and they hold most other races in contempt.
Spell-like Abilities (Sp): At will - animal friendship,
SOCIETY
change self, charm person or animal, detect magic, entangle,
heat metal, invisibility, misdirection, pass without a trace, speak Sidhe lords do not sleep, and it is said that their
with animals, speak with plants, stone tell, tree stride; 3/ day mastery of magic is so complete that on their home planes,
- awaken, bestow curse, find the path, freedom of movement, the overlord of a particular region may cause the sun to rise
liveoak, polymorph other, transport via plants, wall of thorns; or set at a whim. Customarily, sidhe are known to go out
1/ day - elemental storm, plane shift, shapechange. These riding and hunt during the day, and save their nights for
spells are cast as if by a 20th level sorcerer (save DC 14 + their lavish and decadent social gatherings.
spell level).
Summon/Control Fey (Su): Once per day, while in a
Diet
Sidhe do not eat normal food. Though their
wooded area, a sidhe lord may attempt to summon other
celebrations feature culinary wonders, such as unheard-
fey to act as his retainers. The number and type of fey (and
of fruits and vegetables and dishes containing exotic,
the percentage chance they will respond), is as follows;
legendary beasts, such as haunch of salamander or curried
a grove of Id4 + 3 dryads (50%), a band of Id6 + 5 grigs
dragon meat, it is not the substance of these foods that
(70%), a band of Id6 + 5 nixies (60%), a solitary nymph
sustain the sidhe but rather their inherent magic that the
(50%), a gang of 2-4 pixies (40%), or a band of Id4 + 1 satyrs
sidhe consume. These potent dishes have been known to
(40%). Summoned creatures will arrive in Id6 + 4 rounds.
have strange magical effects on mortal creatures, causing
A sidhe lord may command a number of fey retainers at
them to sleep for years or forget who they are.
once equal to his hit dice + his Charisma modifier.
Sidhe Traits (Ex): Sidhe benefit from a number of
Habitat/Society
racial traits. All sidhe are proficient with the longsword, Sidhe society is effete, racist, frivolous, and at times,
rapier, longbow, composite longbow, shortbow and extremely cruel. The value personal expression above all
composite shortbow. They gain a +5 racial bonus to Will
else, viewing reality as a symphony and judging others
saves against enchantment spells or effects. They also gain
by how much they contribute or detract from the overall
a +5 racial bonus to Search, Spot and Listen checks. In theme. Among sidhe one is either an artist or a banal clod.
addition, most sidhe lords traveling outside of their home To a sidhe lord being labeled one of the latter is enough
planes are equipped with a magical rapier, a suit of elven excuse to put an end to someone's life. Sidhe have been
chain, a cloak of elvenkind and a pair of boots of elvenkind. known to fight duels and even wars over esoteric rules of
Immunities (Ex): Sidhe are immune to magic sleep
etiquette or petty differences in aesthetic taste.
spells and effects, as well as all poisons and forms of
disease. Ecology
Resistances (Ex): Sidhe have cold, fire and electricity The sidhe are creatures entirely sustained by magic.
resistance 15. The deterioration of their frail physical forms has been
Vulnerability to Cold Iron (Su): Cold iron, pure iron arrested by potent sorceries, and a single lock of sidhe
taken from a fallen star, is inimical to the sidhe lords and hair is said to contain enough magic to prolong another
their magic. Just the touch of cold iron against the flesh of creature's life for a year or transform a man into an animal
a sidhe lord is enough to cause Id4 points of damage, and or back again. A token favor from a sidhe lord, such as
anyone possessing a piece of cold iron has a spell resistance a lock of hair or a drop of blood, is enough to halve the
of 15 against sidhe spells and spell-like abilities and may experience cost for a spellcaster creating a magical item.
see through the illusions of a sidhe as if affected by a true Normally, these favors must be freely given, but on the
seeing spell. occasions when a mortal being has actually contrived to
Hidden Life (Su): Sidhe lords often hide their souls steal a bit of a sidhe lord's essence, the sidhe have stopped
in a container back on their home plane. The container is at nothing to see that individual destroyed.
typically some small part of the sidhe lord's own body,
such as a lock of hair, a tooth or a finger. When a sidhe lord
is killed while abroad, powerful magicks will summon his
body back to the location of his hidden life within Id4 + 2
minutes of his death. The soul container will then dissolve
and restore the sidhe lord to life. This process is extremely
taxing on the sidhe lord, and it will take him at least six
Medium-size Monstrous Humanoid
Hit Dice: 13d8 (63 hp)
Initiative: +1
Speed: 30 ft.
AC: 16 (+1 Dex, +5 Whisper cloak), touch 11, flat-
footed 15
Base Attack/Grapple: +13/ + 13
Attacks: Dagger +13 melee (ld4), dagger +14
ranged (ld4)
Full Attack: Dagger +13/+8/+3 melee (ld4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Silent scream, spells
Special Qualities: Quiet focus, sensitive hearing,
stealth prowl
Saves: Fort +3, Ref +9, Will +11
Abilities: Str 11, Dex 13, Con 11, Int 20, Wis 16,
Cha 14
Skills: Concentration +16, Hide +17, Intimidate
+18, Listen +21, Move Silently +20, Spellcraft
+21, Spot +21
Feats: Alertness, Combat Casting, Craft
Wondrous Item, Dodge, Empower Spell,
Silent sorcerers are united in their dislike
Enlarge Spell, Maximize Spell, Mobility,
for noise and their desire for a quiet world, but
Silent Spell
they differ in their methods for achieving their
Climate/Terrain: Any land
goal. Silent sorcerers of good alignment may be
Organization: Solitary or twosome
content to carve out a quiet piece of the world for
Challenge Rating: 15
themselves and hope that the rest of the world
Treasure: Double Standard
is courteous enough to respect their wishes.
Alignment: Any
Some of them open their sanctuaries to pilgrims
Advancement Range: -
wishing to study magic or other aspects of the
Level Adjustment: -
world in total silence and many of those pilgrims
have come away with revelations they are certain
DESCRIPTION could not have been produced elsewhere. Good
There is a school of thought that believes that silent sorcerers may use silence spells to enforce
in the beginning the world was quiet and that their ideas of peace and calm, but do not attack
everything that has happened since that point with violence unless provoked.
has been a mistake, introducing too much noise. Silent sorcerers of evil alignment, however,
They seek to return to the complete calm and view almost any creature capable of making
quiet that characterized the origin of everything. noise as a blight on the world. They have some
Silent sorcerers belong to this school of limited tolerance for animals that make noise
thought. They do not speak. They prefer clothing (they know no better) but have little patience
made of fabric that does not rustle, fitted snugly for loud humans. These sorcerers know that the
but not tightly, so there are no loose folds. They quietest man in the world is a dead man, and
wear no metal, including armor, rings, and they have little compunction about sending the
necklaces. Some that recognize the usefulness living to join those silent ranks.
of magic items wear stone necklaces or crowns Despite their occasional ferocity, silent
and circlets, but even those items have too much sorcerers are fairly open to new recruits. Every
noise-making potential for some. new member of the order serves to increase
silence in the world. The only requirements to
join the ranks are to be a sorcerer of advanced The Silent Spell feat is crucial to silent
level and to be willing to endure the group's sorcerers, since the vast majority of spells have
secret initiation rituals, which include removal of a verbal component. Silent sorcerers sometimes
the ears, tongue and vocal cords, and sewing the focus on the small number of spells without a
initiate's mouth shut. verbal component, as use of the feat costs a spell
Silent sorcerers have no known language. slot one level higher than normal.
They do not speak, nor do they use any form of Silent scream (Sp): When using this ability,
sign language (believing the movement of the the lips of a silent sorcerer strain against their
hands creates noise). Some silent sorcerers have stitching and emit a blast of quiet similar to the
been known to communicate via detect thoughts cleric spell silence, as cast by a 14th-level cleric.
spells, but others view psychic noise as just The only difference is the area of effect, which is
another interruption to silence and refuse to use a 25-ft.-radius emanation centered on the silent
such spells. sorcerer.
Silent sorcerers occasionally find non- Spells (Sp): Silent sorcerers cast spells as
spellcasters sympathetic to their cause. While 16th-level sorcerers. They may only cast spells
not allowed to join the official ranks of the silent with a verbal component using the Silent Spell
sorcerers, these individuals may ally themselves feat. Spells without a verbal component include
with the sorcerers, traveling and fighting with gaseous form, hypnotic pattern, mislead, and rainbow
them as necessary. pattern.
Even more rarely, the silent sorcerers might Quiet focus (Ex): Silent sorcerers thrive in
find allies among those who recognize their quiet. If they use their silent scream attack and
power and wish to harness their spell-casting all affected creatures fail their Will save, silent
abilities for their own gain. As the silent sorcerers sorcerers gain a +4 bonus on Concentration,
are so stringent in their demands for no noise, Craft, Knowledge, and Profession skill checks
though, such alliances are often short-lived. and all other Intelligence and Wisdom ability
checks.
APPEARANCE Sensitive hearing (Ex): Silent sorcerers make
no noise themselves, and thus are very sensitive
Silent sorcerers have no hair, making the to any surrounding noise. They receive a +4
lump of scar tissue where their ears used to be bonus on all Listen checks.
easily visible. Their mouths are stitched closed Silent prowl (Ex): Since they spend most of
with a series of black "xl/s. Their skin is smooth their lives learning how not to make noise, silent
and very tight, and their eyes seem too far apart, sorcerers move very quietly and receive a +4
as if their skin has been pulled and stretched bonus on Move Silently checks.
from the back of their skull. Other than these
consistent traits, silent sorcerers come in a
variety of genders and body and face types. They
MAGIC ITEMS
usually wear plain light brown or tan robes that Whisper cloak: These garments are made of
are neither loose nor tight. a strange material that deflects both light and
sound waves. It makes the wearer difficult for
COMBAT others to focus on (though not invisible) and
dampens any noise she makes (without entirely
The daggers silent sorcerers carry are more silencing her). Though light, the fabric is strong
often used for cutting rope and skinning game and able to deflect blows and blades. All these
than in combat. They live or die on the strength factors combine to give the wearer of a whisper
of their spell-casting abilities. cloak a +5 bonus to their AC and a +3 bonus on
In almost any given situation, the first Move Silently checks.
combat action by a silent sorcerer is to use their Caster level: 6th; Prerequisites: Craft
silent scream attack. The only exception to this Wondrous Item, obscuring mist, silence; Market
is if the silent sorcerer believes their opponents price: 16,000gpo
are so numerous or so powerful that more drastic
action (like casting chain lightning) must be taken
to ensure survival.
S~B Squid
Gargantuan Magical Beast
Hit Dice: 20dl0 + 180 (290 hp)
Initiative: +8
Speed: Fly 40 ft. (good)
Base Attack/Grapple: +20/+46
AC: 24 (-4 size, +4 Dex, +14 natural)
Attacks: Tentacle rakes +26 melee (2d12+10), arm
+26 melee (ld6+5), bite +26 melee (4d6+5)
Full Attack: 2 tentacle rakes +26 melee (2d12+ 10),
6 arms +21 melee (ld6+5), bite +26/+21/
+16/+11 melee (4d6+5)
Space/Reach: 40 ft./l0 ft. (50 ft. with tentacle)
Special Attacks: Improved grab, constrict
Special Qualities: Jet, obscuring mist, spell-like
abilities
Saves: Fort +21, Ref +16, Will +11
Abilities: Str 31, Dex 18, Con 29, Int 20, Wis 20,
Chal0
Skills: Concentration +27, Escape Artist +27,
Intimidate +23, Knowledge (Nature) +28,
Listen +28, Spot +28, Survival +28
Feats: Dodge, Flyby Attack, Improved Initiative,
Mobility, Multiattack, Power Attack, Their pale blue and purple coloring blends well
Improved Bull Rush against the sky and the clouds that the squid likes
Climate/Terrain: Cold Mountains and Aerial to lurk around, making them very difficult to see
Organization: Solitary at a distance. They also have large flat wing-like
Challenge Rating: 20 fins down both sides of their bodies, helping
Treasure: Double normal them to stay aloft. The squids flap these wings
Alignment: Always chaotic neutral - like a bird - to provide forward momentum
Advancement: 21-32 HD (Gargantuan); 33-60 HD and steering control.
(Colossal) Like the giant squids that live in the deepest
Level Adjustment: - part of the oceans, sky squids mostly stay out of
sight. They live high in the atmosphere, feeding
on large birds and other creatures that also live
DESCRIPTION high above the ground. Occasionally however,
Mountainfolk and cloud sailors sometimes sky squids descend and grab cattle or yaks from
talk of a strange creature that zooms between mountaintop pastures, leaving a trail of bloody
the clouds, rarely bothering to come to earth. bones for miles.
They say it stays up where the air is coldest, Sky squids rarely bother landing. Inside
feeding on the strange creatures that live up their bodies, they have large gas sacs containing
there. But sometimes - or so the stories go a strange, lighter than air gas. This means that
- the creatures descend to prey on livestock or despite their huge size, they can actually float
to attack cloudships. Some sailors tell of how without needing to flap their "wings." Powerful
these gigantic squid-like creatures lurk inside muscles surround the gas sacs, which are able to
large thunderheads and dart out to wrap their squash or open the cells to decrease or increase
tentacles around a passing cloudship, before the amount of lift that each cell provides.
vanishing from sight back into the cloud again. Although not actually needing to land, sky
Sky squids look much like a normal giant squids do possess mountaintop lairs where they
squid. They have the same conical body, with store their treasures. The creatures are extremely
eight trailing tentacles from the base of the body. intelligent and have a love for anything of
golden, particularly ornamental statues. Their They also use cloud cover and the sun's
lairs are filled with exquisite artifacts and gems, glare when attacking, making things as hard
all carefully arranged like a museum. Carefully for the defenders as possible, particularly when
chosen, these lairs are usually impossible to reach assaulting cloudships. Sky squids are intensely
from land and their location is carefully hidden aware of what the air is doing and will often try
- particularly from other sky squids who may to knock a cloudship out of the prevailing wind,
seek to raid another's collection. so that it has trouble giving chase. They also use
The squids sometimes - on rare occasions the blast from their jets to damage - or preferably
-make deals with cloud pirates instead of destroy - the ship's rigging, or to knock sailors
destroying their ships and eating their crews. As off the ship's decks.
long as the pirates collect gold and gems for the When attacking an individual or an animal,
squid, the creature will not destroy their ship. The they normally rake with their barbed tentacles,
squids are notoriously fickle and are sometimes then grab and crush with their arms or drag
paranoid that a crew is keeping treasure from victims into their huge jaws. Sky squids have
it. If it even suspects that a crew is not handing huge appetites and often take cattle or horses
over some treasure, it will slaughter the crew and from mountain farms to satisfy their hunger.
destroy the vessel looking for it. Sky squids show Improved Grab (Ex): To use this ability, the
no remorse for their mistakes either; even if the sky squids must hit an opponent of up to Huge
crew was hiding no treasure, the squids believe size with an arm or tentacle attack. If it gets a
that they stashed it somewhere else. hold, it can constrict its prey.
A sky squid will return to its hidden collection Constrict (Ex): A sky squids deals automatic
at least once a month, to spend several days of arm or tentacle damage with a successful grapple
fondling and polishing. They are very jealous of check against Huge or smaller creatures.
each other's treasure realms, and a sky squid will Jet (Ex): A sky squid can jet backward once
go to extraordinary lengths to locate and raid per round as a double move action, at a speed of
another squid's hoard. Rivalries between sky 360 feet per round. Anyone standing behind the
squids can last for decades, and their blood feuds sky squid when it jets must make a Reflex save
usually end up with one or both of the squids (DC 25) or be knocked from their feet by the rush
dead after a brutal battle. of air.
The sky squids' gas sacs are prized for their Fog Cloud (Ex): A sky squids can emit a thick
lighter-than-air properties. Some sky captains white cloud 80 feet high by 80 feet wide by 120
make a living from hunting down sky squids and feet long once per minute as a free action. The
harvesting the sacs, selling them to wizards for cloud provides total concealment, which the
material components, or to balloon or dirigible sky squids normally use to escape a losing fight.
makers. Creatures within the cloud suffer the effects of
Sky squids speak Common and Celestial. total darkness.
Spell-Like Abilities: 1/ day-control weather,
COMBAT control winds, doom, and resist elements. These
abilities are as the spells cast by a 9th-level cleric
Sky Squids are brutal combatants. Normally, (save DC 15 + spell level).
they prefer to approach their targets - both
ground and aerial ones - with as much stealth
and speed as possible. They are masters of
aerial combat, knowing that maintaining as
much energy in their flight as possible means
the difference between success and failure. Sky
squids attack hard and fast, before using their
jet ability to get them out of trouble extremely
quickly. If they failed to take down their targets
in a single pass, they will come around and
attack again in the same way. They never stick
around to fight in a prolonged melee combat to
the death.
Small Magical Beast
Hit Dice: 1d10+1 (7 hp)
Initiative: +3
Speed: 30 ft., swim 30 ft.
AC: 17 (+3 Dex, +3 natural. +1 size), touch 14,
flat-footed 14
Base Attack/Grapple: +1 I -3
Attack: Claw +2 melee (ld4) or Bite +2 melee
(ld6)
Full Attack: 2 claws +2 melee (ld4), Bite -3 melee
(ld6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sudden leap, long leap
Special Qualities: Darkvision 60 feet, low-light
vision, water camouflage (Hide +8 in water)
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 11, Dex 17, Can 12, Int 4, Wis 12,
Cha11
Skills: Hide +10, Listen +2, Jump +15, Swim +8
Feats: Combat Reflexes
Climate/Terrain: Any land with moisture
Organization: Solitary
Challenge Rating: 1 merchant caravans, and soldiers from routed
Treasure: None armies have all blundered into areas heavily
Alignment: Always neutral populated by lurkers and never returned.
Advancement: Large (2-3 HD) Lurkers enjoy the hunt more than do most
Level Adjustment: - simple animals. Naturally, food is a strong motive
to hunt, but they also feel a thrill when they see
the surprised expression on the face of ambushed
DESCRIPTION prey. They enjoy using their concealment and
In lands inhabited by stillwater lurkers, leaping skills to attack and bring down prey
any body of water from lakes to ponds to small larger and stronger than themselves.
puddles is a potential ambush. Lurkers love to Some lurkers are not choosy about which
hunt, and they thrive wherever they can find humans they eat, and are content to find a good
a hiding space in a well-traveled area. Their hiding place and wait until prey comes along.
coloration gives them a special advantage when Others are more selective and deliberate in
hiding in water (see Combat on the next page), their hunting tactics, choosing a specific quarry,
and since they are very flexible and can make using whatever available water they can find to
themselves low to the ground, they sometimes conceal themselves as they track that quarry,
hide in small puddles. then springing upon it when the opportunity
Lurkers eat meat almost exclusively, only arises. Their quarry is chosen on the basis of size
resorting to vegetation when other prey are and muscle tone, just as a butcher might choose
scarce. Over the years they have developed a cattle.
fondness for human flesh and go out of their way Though they can be very patient waiting
to find places to ambush unwary prey. Creatures for an opportunity for attack to arise, lurkers
of nearly infinite patience, they are content are not always wise in deciding what creatures
to wait in a good spot for days until someone they should attack and which they should leave
walks into their range, though they prefer to eat alone. Lurkers generally cannot resist attacking
more frequently than that. Individual travelers, anything that comes into their range once they
have a good spot, even if the creature passing
by is much more powerful than the lurker. COMBAT
The lurker hopes its speed, leaping ability, and
Lurkers have neither the offensive abilities
advantage of surprise will balance any battle.
nor the armor to defeat most creatures in open
While preferring to be solitary, some legends
combat. They depend on stealth, secrecy, and
tell fearsome stories of bands of lurkers working
leaping ability. If they do not have a good hiding
in concert. According to one account, a band of
spot to start combat, they generally choose to flee
twenty lurkers once set upon the dwellers of
rather than get involved in a losing battle.
a marshy village, killing all 50 inhabitants in a
When they enter combat, lurkers' tactics are
single night. None of the inhabitants heard or
simple - they wait until their prey is in range, use
saw any lurkers in the area until the moment they
a sudden leap to get the initial upper hand, and
leapt out of the water and began ripping out the
try to finish their quarry off with their speed.
villagers' throats.
In rare cases where more than one Lurker
A few attempts have been made to tame or
fights together, their strategy depends on the
train Lurkers for use as assassins, but Lurkers
number of opponents. For groups of three
have not responded well to any of these efforts.
or fewer creatures, the lurkers leap out of
All they care about is getting a good meal, and
their hiding places simultaneously, trying to
the person attempting the training is often at
overwhelm their quarry as soon as possible. For
least as good a meal as any other creature. The
larger groups, one Lurker attacks immediately,
first time anyone attempting to train a lurker lets
while others wait a few rounds for the quarry to
his guard down, the lurker lets him know the
be distracted by the first lurker. When they have
training is over with a leaping attack.
the opportunity, they launch a surprise attack at
one of the opponents' backs or sides.
APPEARANCE Sudden Leap (Ex): A lurker's powerful back
legs allow it to jump quickly from almost any
Lurkers look like large lizards, usually about position. If the sudden leap is long enough to
five feet long and a foot and a half wide. When bring an opponent into the lurker's range, the
on all fours, lurkers are about 8 inches high, lurker may make a bite attack (though not a claw
though they can squat to about half that height. attack) as part of the sudden leap. The speed
Their tails are much shorter than most lizards, and ferocity of the leap gives the lurker -2 on
stretching only a foot or so past their hind legs. their attack roll for the bite, but +6 on damage.
The most notable features of lurkers are their Additionally, a lurker making a sudden leap in
hind legs and their coloration. The rear legs are the first round of combat can make an additional
long and covered with thick, ropey muscles. The standard action that same round if its target did
legs end in wide pads with three strong webbed not detect it before its attack.
toes on each foot, giving the lurker precise control Long Leap (Ex): Lurkers receive a +15 bonus
of the direction of any leap by flexing a few toes. on Jump checks. Their maximum jump distance
A lurker can jump fifteen feet in the air from dry is double that of other creatures their height, and
land, somewhat less than that if they leap out quadruple for a standing high jump.
of water (the maximum distance of their leap is Water Camouflage (Ex): When hiding in
listed under "Long leap," below). water of a foot or more in depth, Lurkers receive
A lurker's coloration is the key to their a +10 bonus on Hide checks. In six inches to one
ability to hide in water. Their scales are blue and foot of water, they receive +5 on Hide checks.
somewhat translucent, and the blood that flows
through their clear veins is green. By increasing
or decreasing their heart rate, they can customize
their coloration to match water in oceans, lakes,
ponds, and even small, mossy puddles (see
"Water camouflage" for more details).
Medium-Size Monstrous Humanoid
Hit Dice: 6d8+12 (41 hp)
Initiative: +6
Speed: 45 ft., fly 80 ft. (poor)
AC: 16 (+2 Dex, +4 natural), Touch 12, Flat-
footed 14
Base Attack/Grapple: +6/ +9
Attacks: Claw +9 melee (ld4+3), slam +9 melee
(ld6+3), or bite +9 melee (ld4+3)
Full Attack: 2 claws +9 melee (ld4+3), slam +4
melee (ld6+3), bite +4 melee (ld4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Stone coloring, damage
reduction 10/magic, freeze, darkvision 60 ft.
Saves: Fort +4, Ref +7, Will +8
Abilities: Str 16, Dex 14, Con 14, Int 8, Wis 17,
Cha11
Skills: Balance +4, Climb +5, Hide +7
Feats: Improved initiative, flyby attack
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or wing (3-4 adults,
plus an equal number of young) the local rock, to the untrained eye, and with
Challenge Rating: 5 the guardian's ability to remain absolutely still
Treasure: None for hours on end. Few can ever be sure whether
Alignment: Often neutral they are in the presence of a stone guardian or a
Advancement: 7-10 HD (Medium-size); 11-14 HD realistic statue. When the guardian is awake, this
(Large) coloring remains, but no longer shifts to match
Level Adjustment: - the surroundings, and its eyes, which appear as
glowing gemstones, seem to constantly move
about the area.
DESCRIPTION Stone guardians are a nocturnal and
By all outward appearances, there is very territorial race, but not a terribly social one. When
little - if anything - to differentiate the stone they are not protecting their lairs, most of these
guardian from a gargoyle. Both share a distorted carnivores actively hunt by night, selecting small
humanoid form that looks as though carved out to medium-sized animals - such as squirrels,
of stone, and both can perch indefinitely without foxes and even deer - as their favored prey. By
moving. But similarities begin to break down day, they will return to their perch, which is
after that. usually located in front of the stone guardian's
The typical stone guardian stands five to lair, and sleep. Stone guardians rarely gather in
six feet in height, weighs over 280 pounds, large groups, though mated pairs are a common
and resembles stone when it sleeps during the Sight, perched before the entrance to their lairs.
day as its hide becomes almost as rigid as the They particularly prefer isolated areas and caves
surrounding rock. This hide actually has the to live in, but only in regions where there are
chameleon-like ability to change color during both ample rock surfaces to blend in with and
the guardian's sleep cycle to match the color plenty of local fauna to hunt.
patterns of whatever stone the creature may have Though they do not look it, stone guardians
perched upon for the day, even changing its tone have the ability to fly using their powerful wings.
to blend in with shadows. After doing this, the Because of their bodies' weight, however, and
creature appears as though it were carved from their poor maneuverability in the air, rather than
fly under their own power most stone guardians stone. Note, however, that if the process is
prefer to lift off from high ground, allowing air interrupted, the coloring change will be only
currents to help them glide. partially complete, and will actually serve to
Stone guardians are intelligent and a few make the guardian more conspicuous as a result,
have even been known to use tools, weapons, receiving a -2 circumstance penalty instead.
and even armor after being trained in their use. These modifiers apply to the racial bonus for
Many stone guardians understand Common Hide checks as described below.
and undercommon, even though they do not Stone guardians that do not undertake the
often speak it, and a few also know the dwarf change, either by staying awake, or upon moving
and gnome languages. Stone guardians can live to a new area with different stone coloring
as long as 300 years, and are considered mature patterns, must receive another full day's sleep to
at 75. adjust again, or neither bonus or penalty applies.
Skills: *Stone guardians receive a +6 racial
COMBAT bonus to Hide checks when concealed against a
background of worked or unworked stone. This
Unless they, their wing or their lair is bonus does not include the bonuses from their
threatened, stone guardians generally do not stone coloring ability.
attack anything other than the prey animals they
dine upon daily. In most cases, they use their
ability to freeze absolutely still along with their STONE GUARDIAN SOCIETY
stone coloring ability, to conceal their presence Stone guardians have no real society as
until an intended victim draws near. Once their such, and live out a primitive existence more
chosen target closes to within ten or fifteen feet, akin to pack animal groupings than anything
the stone guardian suddenly springs to life, else. Most stone guardians are raised in small;
attacking either with their claws, or by slamming transient - and often temporary - groups known
their foe to the ground. as a wing, but leave the group around the time
Stone guardians will fight even if they reach thirty or forty years of age. A typical
outnumbered, but will not fight to the death. If wing consists of an equal number of male and
a stone guardian engaged in combat is reduced female adult guardians, plus young guardians
to less than five hit points, it must make a Will that typically have half the number of hit dice as
save against a DC of 20 to remain in the fight. a guardian adult and none of the feats.
Otherwise, the guardian retreats, taking flight if In certain rare cases, however, stone
at all possible. guardians have been trained by various
Stone guardians that have been trained humanoid races to act as sentinels around
to handle weapons and armor favor wearing important artifacts or areas. Such guardians
customized studded leather and using short are either enslaved first or bargained for their
swords or long swords in battle. services - though getting through their initial
Freeze (Ex): A stone guardian can hold itself fear of all non-guardians would be a formidable
so still it appears to be a statue. An observer must task. Trained stone guardians are often given
succeed at a Spot check (DC 20) to notice that the away by their use of clothing, armor, or weapons,
stone guardian is really alive. and their presence near places where other races
Stone Coloring (Su): Stone guardians possess dwell. A few of these, however, have been
the chameleon-like ability to assume the color known to leave their masters' service, bringing
patterns of whatever stone they perch upon for their newfound knowledge with them to train
a day's rest. For this ability to work, they must others of their kind.
simply spend a full day asleep upon the rocks
they wish to simulate, during which time their
hides gradually acquire the same colors and
patterns as the native terrain. When the effect
is complete, stone guardians who remain in
the area gain an additional +6 racial bonus to
all Hide checks when concealing themselves
against a background of worked or unworked
Large Fey
Hit Dice: 8d6+8 (36 hp)
Initiative: +2
Speed: 40 ft.
AC: 14 (+2 Dex, +3 natural, -1 size), Touch 11, Flat-
footed 12
Base Attack/Grapple: +4/ +9
Attacks: Huge longspear +7 melee (ldl0+4), gore +7
melee (ld8+3)
Full Attack: Huge longspear +7 melee (ldl0+4), gore +2
melee (ld8+1)
FacelReach: 5 ft./l0 ft.
SpecialAttacks: Weakening gaze
Special Qualities: SR 18, damage reduction 10/wood,
spell-like abilities
Saves: Fort +3, Ref +8, Will +10
Abilities: Str 16, Dex 15, Con 13, Int 10, Wis 18, Cha 14
Skills: Animal Empathy +13, Concentration +12, Jump
+14, Listen +15, Spot +15, Survival +15
Feats: Endurance, Track
Climate/Terrain: Blighted forests or wilderness regions
Organization: Solitary
A stralg is a savage, feral-looking creature
Challenge Rating: 6
appearing very much as a large, well-muscledman with
Treasure: None
the head of a stag. Its entire body is covered in thick,
Alignment: Always chaotic neutral
brown fur and its head is capped with an enormous set
Advancement: 9-16HD (Huge); 17-24 HD (Gargantuan)
of black antlers. Even without these towering antlers, a
LevelAdjustment: -
stralg stands more than 8 feet tall and weighs about 650
lbs. The eyes of a stralg always glow a deep red.
DESCRIPTION
Stralg, sometimes known as 'Nature's Avengers,' COMBAT
are woodland spirits that prowl natural settings that
A stralg views all creatures, except animals
have become tainted with evil to wreak vengeance
and plants, as enemies and ignores all attempts to
upon any creatures they view as unnatural to the
communicate with it. It immediately attacks any such
rightful order of the wilderness.
enemy it encounters, weakening opponents with its
No one knows where these creatures come from
gaze attack and wading into melee. Against large
but they only appear in natural settings that have
groups of enemies, it will attempt to summon aid
succumbed to evil after a long struggle. Some scholars
using its summon nature ~ ally III ability. While stralg are
believe that a stralg is formed by the fusion of multiple
unwavering in its pursuit to destroy intruders, they are
druid and ranger spirits that have died trying (and
not above withdrawing if faced with overwhelming
failing) to protect their wilderness homes. Whatever its
odds. A stralg always pursues fleeing enemies to the
origin, a stralg is the walking embodiment of nature's
borders of the tainted woodland it "protects" but rarely
fury. They indiscriminately attack any non-animal
follows past those boundaries unless threatened from
or plant creature they encounter in an attempt to rid
without (by archers, perhaps).
the r~~on of its affliction and return it to its proper
Weakening Gaze (Su): Id4 points of temporary
condition, Though such attacks focus primarily on
Strength damage, 30 feet, Fortitude save (DC 16).
the evil creatures that have come to taint the forest,
all humanoids are subject to such treatment and even
druids and rangers are viewed as intruders.
Damage Reduction (Ex): A stralg has damage also encountered. Venryn also claims that though
reduction lO/wood. 'Wood' weapons must be she lost several companions to the creature's attacks
composed wholly of natural materials and may over the years, she could not help but feel somehow
not contain any worked metals or alloys as part of attuned to the creature, to almost feel that its reactions
their construction (though stone and bone are both were justified and that they reflected her own on some
acceptable additions). subconscious level.
Spell-like Abilities (Sp): A stralg can communicate In the years following this account, such stories
with both plants and animals at will (as either speak with have been more and more frequent, though certainly
animals or speak with plants). A stralg can also, at will, use they are still a rare occurrence. It seems that the more
pass without a trace, as an 8th-level druid. A stralg can the civilized races encroach upon the wilder places of
use summon nature ~ ally III twice a day as the spell cast the world, the more tales of destroyed or corrupted
by an 8th-level druid. wilderness environments are heard and the more
instances of stralg sightings are reported. There are
even some among the more radical groups of druids
ECOLOGY and rangers that say that the stralg is just the beginning,
that the earth itself is heaving under the weight of these
Stralgs are magical spirits that have taken physical blasphemies and is awaking to sorrow, anger and rage.
form. Much like fey creatures, such as pixies, sprites and These groups speak of a coming war, when the earth
dryads, stralgs fit into the natural world as a reflection itself shall summon those creatures who remember the
of the wilderness environment. Whereas other such fey way it was before civilization and humanity began to
creatures serve as the protectors and tenders of thriving destroy the pristine beauty of the untamed wilderness
wilderness landscapes, a stralg manifests due to the and she shall unleash her power and fury to destroy
failure to preserve such natural treasures. As such, them. The stralg and even more terrible manifestations
stralgs are dark, foreboding and hostile, from their shall stalk the civilized races and punish them for their
outward appearances and reactions to humanoids of all transgressions and in the end, the world will return
kinds, seemingly forces of darkness themselves. Because to the way it was: neither peaceful nor tranquil, but
of this, they are rarely recognized as fey creatures, but beautiful - and without the disturbances of civilization.
they are in fact generated by the living earth even as Still, most folk think these ideas are merely the
other more typical fey creatures are. But unlike such ravings of madmen and zealots. For most, the stralg is
bright, happy-go-lucky creatures as sprites and pixies, a terrible monstrosity bent on mayhem. As such, they
stralgs are manifestations of darker emotions - of rage are viewed as obstacles and enemies to those who wish
and anger and a craving for vengeance. to continue their operations in the former wilderness or
Unlike other fey creatures, stralgs cannot be who are seeking to drive away the evil that corrupted
reasoned with - perhaps not even by other fey the landscape in the first place. Scholars have begun
creatures. Stralgs seem only to know the darker to study the creatures, though the stralgs' nature has
emotions of rage, hostility and hate and they lash out at made this difficult and little helpful information has
any and all creatures that they perceive as not naturally been collected. All that is known for certain is that they
of the setting. Usually this means the dark creatures are hostile magical creatures that seem to naturally
that have corrupted the setting in the first place, such fit into natural settings, where despite the stralg's
as goblinoids, undead or other terrible monsters, but appearance, they seem to be neither harmful to, or
stralgs seem to make no distinction between these feared by, the natural creatures of the environment they
creatures and goodly adventurers come to do battle are encountered in. They have never been witnessed
against them. feeding or even drinking, and it is unknown how they
The first recorded instance of a stralg was over six sustain their existence. When defeated, their bodies
hundred years ago in the long-tainted woodland of quickly crumble into a fine black powder within a
Fenerinn's Woe. The druidess Lendra Venryn claimed matter of moments, and even this is quickly dispersed
in her Tales of Restoration that she and her band were by the wind. Though unconfirmed, it is said that this
stalked by creatures matching a stralg's description and powder has the ability to cause barren or tainted land
known behavior on all five forays they made into the to spring to life with healthy plant life within hours of
woodland to try and detect the source of the forest's being spread over such terrain.
taint. On each occasion, Venryn claims the creature
attacked their band and drove them away, though
she also claims to have witnessed the creature attack
bands of evil humanoids that the adventuring band
Huge Plant
Hit Dice: 6d8 +40 (65 hpj
Initiative: +2
Speed: 40 ft.
AC: 20 (-2 Size, +10 Natural, +2 Dex), Touch 10, Flat-
footed 18
Base Attack: +4/ +21
Attacks: Slam +10 melee (2d6+9)or thorns +5 (6d4 plus
poison)
Full Attack: 2 slams +10 melee (2d6 + 9), thorns +0
ranged (6d4 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, Trample
Special Qualities: Plant, Blindsight,Fire Resistance30
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 28, Dex 14, Con 20, Int 8, Wis =, Cha-
Skills: Hide -3, Move Silently +5, Spot +3
Feats: Lightning Reflexes, Weapon Focus (Slam),
Weapon Focus (Thorn)
Climate/Terrain: Warm Forest, Marsh and Hills
Organization: Solitary
Challenge Rating: 6
the forests and swamps - crawling forward by inches
Treasure: 1/10 coins; 50% goods; 50% items
- if they sense prey is nearby but outside of the range of
Alignment: Always neutral
their thorns. Usually, thornspitters prefer to move long
Advancement: 9-16 HD (Large);17-24HD (Huge)
distances at night and feed during the day.
Level Adjustment: -
Thornspitters have a voracious appetite. Although
not particularly greedy, they will attack more than one
DESCRIPTION target at a time if possible. Their normal prey is small
Found mainly in subtropical forests and swamps, animals - such as young deer or foxes - although
thornspitters are huge carnivorous plants that actively they often attack larger prey, including humanoids.
hunt for their own prey. Masters of camouflage, they The plants eat by injecting dozens of tendrils into the
usually resemble large stones covered with thick thorn prey's body and sucking all the fluids out of the body,
bush, although some individuals look more like rotting usually while their prey is still alive. The thornspitter
logs. The creature's main shape is only barely visible will then cover the desiccated corpse with leaves or
through the woody stems and broad, dark green foliage dead vegetation before moving off to find its next kill.
that grows from it. The plants usually feed at least three times a day, taking
Thornspitters are cunning hunters. They wait in an hour or more to digest each victim before hunting
ambush beside animal tracks and when their prey is in again.
close by, they spit dozens of poisonous thorns from a Farmers raising livestock near the edges of forests
hidden woody tube. The thorn's poison paralyzes the hate thornspitters for their voracious appetite. A
prey, allowing the thornspitter to then drag the creature thornspitter stays in the general area as long as it is
off the track to be digested later. They also have a pair of able to catch more food, often eating their way through
thick tentacle-like arms that they use to bludgeon prey whole flocks of sheep or goats. They are tough creatures
into submission if the poison fails to work properly. and their fire resistance leaves farmers with few
Despite their size and bulky appearance, weapons against them, short of attacking with hand-
thornspitters can move surprisingly quickly. They to-hand weapons. Most farmers simply move livestock
have dozens of short trunks protruding from their when they discover a thornspitter has moved into an
undersides, allowing the thornspitter to slide across the area, rather than trying to destroy the creature.
landscape. They are adept at moving silently through
The poison on a thornspitter's thorns is popular Blindsight (Ex): The Thornspitter "sees" using
with rogues and assassins, who use it to paralyze special olfactory organs across its head. Its has an
their victims. However, harvesting fresh ones is incredibly well developed sense of smell and can use
exceptionally difficult, particularly from wild creatures. it to distinguish individuals from the surrounding
Some apothecaries have tried growing thornspitters environment over 100 feet away.
in captivity and harvesting their thorns by enticing Skills: Thornspitters get a +4 racial bonus to Hide,
the creature to attack, and catching all the thorns on a Move Silently and Spot checks. *They receive a +12
special shield. However, thornspitters will not breed bonus to Hide checks when in a swampy or forested
in captivity and usually die within months of their area.
capture; keeping them alive and well is a difficult and
often dangerous business. BREEDING CYCLE.
Unlike most plants, thornspitters do not flower
COMBAT in the springtime. They are also solitary creatures,
Thornspitters rely on stealth when attacking. who have nothing to do with one another. This
They look and act just like normal bushes when prey is makes breeding a difficult proposition. However, the
approaching, not wanting to give away their position. thornspitters have developed a unique solution to the
They let their prey approach, then blast four to six darts problem.
each round at their target. All a victim usually hears is a Male thornspitters leave a special ball of dark
series of faint popping sounds, which does little to give blue pollen along its path as it travels along. These
away the thornspitters position (Listen DC 20 to hear are usually strung from low bushes and shrubs, with
the popping, DC 30 to get a location). The thorns have a substance that looks a lot like spider silk. The males
a range increment of 10 feet, and the maximum range is leave special scent markers in noticeable locations to
50 feet (five range increments). guide the female to the pollen sacs, rather than leaving
The short hollow tube hidden in the foliage fires their discovery to chance.
the thorns. Each thorn is about six inches long and about Female thornspitters, when they later move
a quarter inch wide at the tail end, tapering to a needle through the same areas, detect the marker's subtle
sharp point. Thornspitters have a seemingly unlimited odor and follow them to the pollen sacs. They then use
supply of these darts, which are made from a hardened their tentacles to pick up the balls, which are deposited
resin. Some believe thornspitters have a special gland into a special pouch on the creature's body. Within a
that secretes the resin, which forms into the actual thorn month, the females plant a series of hard seedpods in
as it is fired. the ground, usually near one of their prey's desiccated
If their prey isn't completely paralyzed by the corpses.
poison, or if the plant is forced into melee combat, Young thornspitter plants grow in the one place,
it attacks with a pair of thick club-like limbs and like most plants. It takes an average plant about three
bludgeons its prey into submission. Thornspitters are years to grow to maturity, and during that time they
far stronger than they appear and usually surprise look like a simple thorn bush. However, during the
opponents with the ferocity of their attacks. creature's third winter, the rock-likebody develops and
Plant: Thornspitters are immune to mind- with the coming of spring, the roots snap off, leaving
influencing effects, poison, sleep, paralysis, stunning behind the creature's legs. At that point, the juvenile
and polymorphing. They are also not subject to critical thornspitter moves off in search of its first prey.
hits. Thornspitter pollen is also a highly addictive
Poison (Ex): Thorn, Fortitude Save (DC 18); initial hallucinogenic drug when inhaled or ingested. Users
damage none paralysis for 1d8 + 5 rounds; secondary see and hear visions of beautiful celestial creatures or a
damage none. heavenly paradise, and suffer badly when the pollen's
Trample (Ex): A thornspitter can trample Medium- effects wear off. Shamans use the pollen in exceptionally
size or smaller creatures for 1d12 + 9 points of damage. small doses to help bring on visions, or to help them
Opponents who do not make attacks of opportunity with spirit quests. However, in large doses, the pollen
against the thornspitter can attempt a Reflex save (DC is also highly poisonous and deaths from overdose are
19) to halve the damage. common.
Thornspitter Pollen: Poison, Fortitude Save (DC
20)i initial damage 1d4 WiSi secondary damage 3d6
Wis; cost 600gp.
Large Construct
Hit Dice: 20dl0 (110 hp)
Initiative: -1
Speed: 20 ft. (can't run)
AC: 30 (-1 size, -1 Dex, +22 natural), Touch 8, Flat
footed 32
Base Attack/Grapple: +151 +22
Attacks: Slams +25 melee (2dl0+ 11 plus 5d6
electric)
Full Attack: 2 Slam +25 melee (2dl0+11 plus 5d6
electric)
Space/Reach: 5 ft.II0 ft.
Special Attacks: Chain lightning, thunderbolt,
storm call
Special Qualities: Construct, magic immunity,
damage reduction 251 conducting, rust
vulnerability, electrical shield
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 18
with a ponderous gait and do not run. Instead, they
Treasure: None slowly advance on their enemy pounding them with
Alignment: Always neutral the raw strength and electrical power.
Advancement: 21-26 HD (Large); 27-56 HD Like any golem, thunder lords can be commanded
(Huge) by their creator if the creator is within 60 ft. Unlike other
Level Adjustment: - golems however, thunder lords can be capricious. The
spirit of lightning that dwells in the heart of the gole~
DESCRIPTION makes it much more rebellious that most golems. ThIS
rebellion manifests not by disobeying orders but by
The thunder lord, sometimes called a lightning
their destructive nature. A thunder lord left alone in
golem, is an iron golem that has been modified to
a room and commanded to guard that room will not
wield fearsome electrical powers. Like all golems,
forsake their post but will destroy all the furnishings
they are animated with a spirit from the Elemental
in that room with lighting blasts. Thunder lords do not
Plane of Earth. They differ because that spirit must be
play well with others. It is only a matter of time before
combined with a spirit from the quasi-elemental plane
a thunder lord shoots a lightning bolt at an "ally" who
of lightning (where the elemental plane of air meets the
spends too much time near them. They seem to relish
positive energy plane). Electrical energy relentlessly
the destructive beauty of their lightning. In spite of
courses through the iron frame of the Thunder Lord.
this, thunder lords will never randomly attack another
Thunder lords are an impressive sight. These are
thunder lord or their creator.
not subtle servants, easily hidden in tombs or in lost
Wizards who create these terrible guardians are
ruins. The home of a Thunder Lord is wracked with
inevitably aware of this nature. Thunder lords are
storms and lightning strikes. The echoing blasts of
almost always found in reinforced stone halls, perhaps
thunder ring through out the halls. Their homes are
banded with conductive metal but never filled with
scarred and pocked by electrical burns. Its metal frame
anything even vaguely breakable.
is alive with arcing bolts of raw electrical intensity.
Thunder lords cannot speak, but they are not
silent. Their presence echoes with the noise of thunder.
As they enter combat, the ground shakes beneath their
great mass and issuing peals of thunder. They move
COMBAT deafen its opponents, but has no sonic related game
effects. Instead, this awesome display of power
Thunder lords are fearsome opponents in combat.
(coupled with the chain lightning effect noted above)
Not only do they pummel their opponents with their
acts as afear spell cast upon anyone within line of sight
mighty fists, they project immense amounts of raw
of the thunder lord. Every time the thunder lord uses
electrical power. Lightning bolts ripple from them in
its chain lightning ability again, the Thunderbolt ability
terrifying quantity. Like all golems, they are tenacious
is again activated.
and unrelenting. Trying to reason with a thunder lord
Magic Immunity (Ex): A thunder lord is immune
is a waste of breath.
to all spells, spell-like abilities and supernatural effects
Thunders lords lack any innate sense of cunning.
except as follows. Ice attacks (such as cone of cold)
They generally engage enemies closest first. They
slow the golem (as the slow spell) for 3 rounds, with
will attack their chosen target until it is dead and
no saving throw. A lightning effect breaks any slow
then switch to the next closest target. This lack of fine
effect on the thunder lord and cures 1 point of damage
strategy can be used the Thunder Lord and is probably
for each 3 points of damage it would otherwise deal.
their greatest weakness. If a target that the thunder
For example, a thunder lord hit by a lightning bolt and
lord cannot easily harm is placed in front of the golem,
taking 21 points of damage regains 7 hit points. The
the thunder lord will hammer at its enemy time and
thunder lord rolls no saving throws against lightning
time again even while the construct is damaged by
effects.
other enemies from afar. Thunder lords also do not
Rust Vulnerability(Ex): A thunder lord, much like
remember who amongst their enemies is immune to
an iron golem, is affected normally by rust affects such
lightning. They will strike the closest enemy with their
as that of a rust monster or a rusting grasp spell.
chain lightning power over and over again even if that
DamageReduction25/Conduction:The only way to
enemy is clearly unaffected.
harm a thunder lord is with weapons that drain off the
Construct: Immune to mind-influencing effects,
electricity that powers it. To that end damage reduction
poison, disease and similar effects. Not subject to
applies unless the weapon is capable of conducting
critical hits, nonlethal damage, ability damage, energy
electricity (meaning most metal weapons). Silver and
drain or death from massive damage.
other highly conductive materials do double damage.
Chain Lightning (Sp): On the first round of combat,
If a weapon is insulated it does not count as conducting
as a free action, the thunder lord casts chain lightning
unless it channels the electricity somewhere else. A
as an 18th level spellcaster. Every 1d4 + 1 rounds, the
trailing silver wire (worth gp) can be attached to any
lightning golem casts this effect again (it is still a free
hilted or hafted weapon with a metal tip or blade.
action) until all its enemies are defeated or the golem
This wire redirects electricity from the thunder lord
is destroyed.
when the weapon strikes the golem (but only when
Electrical Shield (Su): Any character who strikes a
the weapon strikes the golem, not when the golem
thunder lord either bare handed or with a conducting
strikes the wielder or uses any of its effects). When the
melee weapon (any metal weapon without an weapon strikes the golem the wielder is protected from
insulated handle) is immediately effected by the spell
the thunder lord's electrical shield ability but everyone
shocking grasp as if cast by an 18th level spellcaster (no
(including the wielder) takes 1d6 damage while the
save). Furthermore, any time the thunder lord strikes
thunder lord cures 1d6 damage.
an opponent with a slam attack, they are also subject
to this effect (as reflected in the stat block above). In
short, it is nearly impossible to touch a thunder lord CONSTRUCTION
without being effected by this effect. This can work as a A thunder lord is crafted from 5,000 pounds of
disadvantage. If the thunder lord for any reason needs pure iron and 1,000 pounds of crystal. The golem
to handle something fragile, this effect will destroy costs 150,000 gp to create which includes 5,000 gp for
those items in short order. the body. Furthermore, the creator requires a shard of
Storm Call (Su): Once per day, a thunder lord elemental lightning, a material usually not for sale at
casts control weather as a free action. The spell always any price (likely requiring an adventure to acquire).
causes storms, preferably electrical storms, to arise. As Assembling the body requires a successful Craft
a result of this effect, the area around a thunder lord (armorsmithing or weaponsmithing) check (DC 25).
is continually overcast, raining and often storming. The creator must be at least 18th level and able to cast
Even in the dead of winter, fierce blizzards assault the arcane spells. Completing the ritual drains 3,000 XP
domains of the thunder lord. from the creator and requires chain lightning, control
Thunderbolt (Su): On the first round of combat, as weather, geaslquest, limited wish, polymorph any object and
a free action, the thunder lord emits a huge booming shocking grasp. The method of making a thunder lord is
blast of thunder. This thunderbolt may temporarily a closely guarded secret amongst powerful wizards.
Colossal Construct
Hit Dice: 40d10 (220 hp)
Initiative: -3
Speed: 40 ft.
AC: 19 (-8 size, -3 Dex, +20 natural), Touch -1,
Flat-footed 19
Base Attack/Grapple: +30/ +69
Attacks: Slams +35 melee (4d6+13)
Full Attack: 2 slams +35 melee (4d6+13)
Space/Reach: 80 ft./15 ft.
Special Attacks: Rumble
Special Qualities: Construct, damage reduction
20/magic, hardness, hollow, magic
immunity, mental link, cannot run
Saves: Fort +13, Ref +10, Will +13
Abilities: Str 37, Dex 4, Con -, Int -, Wis 11, Cha 1
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 22
Treasure: Standard
Alignment: Always neutral
Advancement: 41-60 HD (Colossal)
Tower golems cannot communicate in any fashion,
Level Adjustment: -
even with their creator. If a tower golem is injured, for
example, the damage can only be discovered through
DESCRIPTION visual inspection.
The largest of all golems, tower golems are wizard's
towers that have been animated to defend their master, CONSTRUCTION
or perhaps simply to provide the creator with a mobile
A tower golem's body need not be specially
base of operations.
constructed for the purpose, though its arms and legs
Tower golems vary widely in appearance, from
must be added if this is not the case. A tower golem can
graceful, ivory spires to squat, granite citadels. The only
be created from any stone tower of at least 100 feet in
physical commonality among these constructs is their
height.
long, spindly legs and arms. Indeed, these legs seem
The golem costs 250,000 gp to create. This cost
inadequate to support the stress placed upon them by
includes 150,000 gp for the body (which may be reduced
the gargantuan creatures, but they nonetheless bear the
to 50,000 gp if creating the tower golem from an already
weight with little apparent difficulty.
existing tower, as only the arms and legs need be
Tower golems lack even the most rudimentary
constructed). Assembling the creature requires a Craft
self awareness, and cannot take any action without
(masonry) check (DC 30). Building a tower golem's
the motivating will of their creators. This is most likely
body from scratch requires approximately six months
a safeguard against accidents - if a tower golem's
and a team of at least two dozen laborers and a master
creator is killed, there is no risk of an uncontrolled
foreman. Building the arms and legs alone requires the
rampage through a nearby settlement. Many suspect
same labor force, but only a month.
that some evil wizards have managed to circumvent
The creator must be 16th level and able to cast
this difficulty, allowing tower golems to follow basic
eighth level arcane spells. Completing the ritual drains
commands. Whether this is true or not has yet to be
4,000 XP from the creator, and requires geas/quest, limited
confirmed, though it can be said with some certainty
wish, polymorph any object, and slow.
that no tower golem has ever attacked a settlement,
except while under the direct control of its creator.
Finally, a creator may only be the master of a completes its turn and is made by every creature within
single tower golem at a time. If the creator has created a 40 feet of where the golem was at any point along its
tower golem previously that has not been subsequently movement.
destroyed, the ritual automatically fails (the creator Magic Immunity (Ex): Tower golems are completely
loses no experience, though the gp is still spent). immune to most magical and supernatural effects,
except as follows. A transmute rock to mud spell slows it
COMBAT (as the slow spell) for 2d6 rounds, with no saving throw
allowed. Transmute mud to rock heals all of its lost hit
Tower golems are formidable opponents, to say points. A stone to flesh spell does not actually change
the least. They are tremendous in size, and equally the golem's structure, but makes it vulnerable to normal
powerful. Further, they are a living wizard's tower, and attacks for one full round; for this period, the tower
their masters often perch atop the golem during combat, golem's hardness is O. This does not, however, make it
slinging spells down unto the golem's opponents. The vulnerable to spells, even those that cause damage.
very earth shakes with the golem's every step. Mental Link (Ex): Unlike many golems, tower
Cannot Run: Tower golems, thanks to their golems are incapable of following even the simplest of
tremendous bulk, cannot run. orders. They act only as directed by their masters, and
Construct: Tower golems are immune to mind- lack the ability to retain and follow even the simplest
influencing effects, poison, disease, and similar effects. commands. On each of the tower golem's turns, its
They are not subject to critical hits, subdual damage, creator must make a Concentration check (DC 15) or the
ability damage, energy drain, or death from massive tower golem may take no action. The creator must be
damage. Tower golems have darkvision with a range within line of sight in order to maintain control over the
of 60 feet. tower golem. Saying and other spells are not sufficient
Hardness (Ex): Tower golems are incredibly tough, for this purpose; the controller must be able to see the
and just as difficult to harm as if they were inanimate. tower golem with his own eyes.
A tower golem has hardness as if it were an object, Controlling a tower golem requires only minimal
determined by the material from which the tower concentration, and the controller may act normally on
golem is constructed. Most tower golems - including his own turn, including casting spells and attacking.
those described here - are built of stone, and therefore Only the tower golem's creator may exert mental
have a hardness of 8. See Attack an Object in Chapter 8: control over the tower golem. Lacking this driving will,
Combat of the Player s Handbook for more information a tower golem is inert and harmless. Identifying an inert
on hardness and attacking objects. tower golem requires a Knowledge (arcana) check (DC
The tower golem's hardness does not stack with 20).
damage reduction. If attacked by a non-magical Hollow: When a tower golem is animated, its
weapon the golem benefits from its damage reduction. interior does not change. It retains all of its rooms
If struck by a magical weapon the golem benefits from and furnishings, and creatures may move about freely
its hardness value. within, even as it lumbers on its course. That said, it
Slow (Su): A stone golem can cast slow as a free is sometimes difficult to maintain one's balance while
action every other round. The effect has a range of within a tower that moves and fights. Any character
10 feet and a duration of 7 rounds, and requires a within a tower golem on its turn risks a fall if the
successful Will save (DC 30) to negate. The ability is tower golem takes any action. Occupants must make a
otherwise identical to the slow spell. Balancecheck when the tower golem acts (DC 27), or be
Rumble (Ex): As a full attack action, a tower golem knocked prone. The tower golem's master is immune to
may strike the earth, creating powerful reverberations this effect.
in the ground. Any opponent within 200 feet that is Occupants may attack the tower golemfrom within
Huge or smaller must make a Reflex save (DC 30) or as normal, though entering an active tower golem is
become dazed for Id4 + 1 rounds. near impossible, as any entrances are held far above the
Even if the tower golem does not use this ability, ground by the creature's long legs. Damage inflicted by
opponents are sometimes hard pressed to maintain such attacks is reduced by the tower golem's hardness
their balance, as the earth shakes with the enormous or damage reduction, as normal.
construct's every step. Whenever a tower golem moves
(even if only a 5 ft. step), every ground based creature
within 40 ft. must make a Balance check (DC 30) or
fall prone. This save is made after the tower golem
Small Monstrous Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 20 feet
AC: 15 (+1 size, +1 natural, +3 Dex), touch 14,
flat-footed 12
Base Attack/Grapple: +2/-4
Attacks: Dagger +3 melee (ld4-2), claw +3 melee
(ld3-1), bite +3 melee (ld4-1), dagger +6
ranged (ld4-1)
Full Attack: Dagger +3 melee (ld4-2), 2 claws -2
melee (ld3-1), bite -2 melee (ld4-1)
Space/Reach: 5 ft.15 ft.
Special Attacks: Tail Sweep, Treska Frenzy
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +6, Will +0
Abilities: Str 6, Dex 17, Con 11, Int 8, Wis 10, Cha
10
Skills: Handle Animal +1, Hide +8, Listen +3,
Move Silently +4, Spot +3
Feats: Alertness
Climate/Terrain: Forest or jungle
Closer observation, however, usually reveals
Organization: Solitary, gang (2-5), litter (6-12), or
the subtle differences that reveal the treskas'
tribe (20-50)
true nature, such as opposable thumbs on their
Challenge Rating: 1
clawed, four-finger hands or the patterns of their
Treasure: Standard
mew ling, purring speech. Intelligence is further
Alignment: Often chaotic neutral
evident in their golden-eyed gaze that is far
Advancement: By character class
more intent than one might expect from a mere
LevelAdjustment: +1
animal (even a cat). Not generally evil, the treska
are a nocturnal race of carnivores that prefer the
DESCRIPTION solitude of the forests and jungles in which they
The treska are a race of black-furred feline generally dwell. If attacked, however, treska
humanoids that stand only two feet tall at the become vicious predators and between their
most, and weigh anywhere from 15 to 25 pounds natural claws and other weapons, armed litters
fully grown, barely larger than the domestic cats of these reclusive creatures can be truly deadly.
they tend to resemble. Because of this, many Treska live about 90 years, though some have
who encounter them for the first time tend to been known to live as long as 125, and the elderly
assume they are merely harmless beasts, perhaps are revered by their tribe for their immense
escaped circus felines, trained to perform for the wisdom and experience. While generally
amusement of spectators, or maybe halflings, reclusive, a few have been known to adventure,
transformed into some kind of werecat. Knowing many becoming adept rogues or scouts for their
this, the reclusive treskas often enhance this native tribes. In addition to their own language,
misconception by walking on all fours and treskas usually speak Common or elven, even if
communicating with one another only in their they prefer not to use the language of strangers.
feline language, a mixture of howls, cries, and
purring sounds that is indistinguishable from
those of the animals they resemble.
COMBAT TRESKA SOCIETY
Treska are not usually aggressors. Indeed, Treskas live in very loosely organized tribes,
most are more interested in giving strangers which appear to have no clear leaders, though
a wide berth, watching from the protection of members of a tribe often consult with the eldest
shadows and the undergrowth as they pass by. female for advice and guidance. These tribes
However, if threatened in any way, be it by the are reclusive, often located deep in the woods,
tone of a stranger's voice, the presence of an but close enough to water and other wildlife to
unsheathed weapon, or even an unexpected sustain their hunting parties, and they prefer to
move, treska tend to attack out of panic. In make their homes in the trees, or in naturally
most cases, a threatened treska will release a formed caves. Generally, they regard all non-
screaming cry, punctuated by a hiss, which treskas as intruders or invaders, though their
summons reinforcements when endangered, trust can be won over. In such cases, treskas have
before attacking with any weapons on hand. As been known to warm up to other forest-dwelling
most treska stay close to home, this can mean that races first, such as elves, and are generally more
additional treskas may appear within minutes of trusting of adventuring parties that include one
such a cry for help. non-drow elf among them.
Treska enclaves are often surrounded by an Closer to nature than other intelligent races,
assortment of crude traps meant to either drive treskas revere the "spirit of the land" and do
off nosy parties or alert the treskas within to not often engage in the worship of any set god
the presence of trespassers. They rarely set up in particular. The lack of strict societal laws and
ambushes, except for the purposes of hunting, codes of conduct among treska tribes means
and most treska hunting parties carry daggers to that strangers often cannot know what a taboo
help bring down their prey. is among these half-wild creatures, but despite
Tail Sweep (Ex): The treska's long, semi- their anarchistic nature, treskas generally respect
prehensile tail may be used to deliver a tripping the privacy and property of other treskas. As
attack in place of any normal combat action. This such, while treskas have no clerics most tribes
attack works just like a standard trip attack, but have at least one druid.
the length and flexibility of the treska tail gives When their tribal enclaves are threatened
the treska a +2 bonus and does not provoke an treskas become fierce fighters, often forming
attack of opportunity. A character tripped by haphazard gangs and litters to hunt down,
a successful tail sweep is knocked prone and intercept, and kill anyone identified as a threat
suffers all normal modifiers. to their way of life. In combat, they show no
Treska Frenzy (Ex): Because the treska act as mercy and offer no quarter, killing even those
much on instinct as they do on reason, they can who surrender in what can only be described as a
whip themselves into a battle frenzy that works murderous frenzy.
much like a barbarian's rage ability. Treska can
only use this ability a number of times per day TRESKA CHARACTERS
equal to their number of hit dice, divided by two
(rounding up). While in a frenzy, treskas gain Most treskas are hunters by nature, and often
a temporary +2 to Constitution and Strength, become rangers, fighters or barbarians as a result.
and a +2 morale bonus on all Will saves, but The favored treska character class is ranger, and
suffer a -1 penalty to their AC. The Constitution most select magical beasts or a humanoid race
increase adds 1 temporary hit point per hit die, as their favored enemy. Treska druids tend to
but these hit points are lost once the frenzy become the tribe's "wise ones," whose opinions
ends. While in a frenzy, treskas cannot use any are highly regarded, but are never looked upon
weapons, equipment, skills or feats that require as absolute leaders. The extremely rare treska
concentration, nor can they use their Tail Sweep clerics do not choose a god, instead worshipping
the earth and nature in general, but can choose
attack.
The treska frenzy lasts 1d6 + 4 rounds, and spells from any two of the following domains:
may be initiated as a free action during combat, Air, Animal, Earth, Plant or Water.
but only after the treska has suffered damage of
any kind by an attacker or fails a standard Will
save.
Large Outsider
Hit Dice: 8d8+16 (64 hp)
Initiative: +5
Speed: 40 ft.
AC: 17 (-1 Size, +1 Dex, +7 natural), Touch 10,
Flat-footed 16
Base Attack/Grapple: +81 + 17
Attacks: Slam +12 melee (ld8+5), bite +12 melee
(2d6+5)
Full Attack: 2 slams +12 (ld6+5), bite +7 (2d6+2)
Space/Reach: 5 ft. by 5 ft.II0 ft.
Special Attacks: Improved grab, fear aura
Special Qualities: Malleable self, darkvision 60 ft.,
ethereal jaunt, feed on fear
Saves: Fort +8, Ref +7, Will +8
Abilities: Str 20, Dex 12, Con 15, Int 10, Wis 15,
Cha15
Skills: Bluff +13, Climb+Ie, Disguise +13,
Intimidate +13, Jump +18, Listen +13, Sense
Motive +13, Spot +13
Feat: Improved Initiative, Multiattack
Climate/Terrain: Any land or underground
a mountain lion. Each part is calculated to elicit
Organization: Solitary
as much terror as possible from the creature's
Challenge Rating: 6
victims.
Treasure: None
Alignment: Often lawful evil
Advancement: 13-18 (Huge); 18-24 (Gargantuan) COMBAT
Level Adjustment: +6 Tulpa love to play with their food before
moving in for the kill. First, they will try to
DESCRIPTION sneak up on their quarry and toy with them by
breathing heavily, scratching at a doorpost, or
Tulpa vary greatly in appearance since they
loudly sharpening a knife, all just out the victim's
are formed from the ethereal by the stories that
sight. Whenever their prey goes to investigate the
are told about them. The more stories about
tulpa melts away into the Ethereal Plane only to
people tell about them, the more detailed they
emerge a short time later to resume the fun.
become. Consequently, younger tulpa tend to
When the tulpa finally decides to move in on its
be nasty things, large beasts with a shaggy coat
prey, it travels ethereally to emerge from a place
of dark fur, powerful muscles, and huge mouths
or direction that is totally unexpected. One might
filled with large, white teeth. Those that have
choose to leap from a closet, for example, or from
eyes are equipped with tiny red orbs that never
beneath a bed, or simply from the shadows.
blink.
Tulpa are reluctant to kill their prey, not
Older tulpa, those who have acquired a
because they value another being's life in the least,
name such as "the Horned Shadow" or the
but because they draw strength from the terror of
"Eyeless Hound," are a nightmare mix of
living creatures. Tulpa will watch closely when
elements, incorporating the parts of a dozen
they pounce on a group, noting which creatures
different monsters. One might have a barbed
react in the most extreme fashion. These are the
hook for a right hand, while another might have
beings that the tulpa will choose to leap upon
the head of a large, rabid wolf. A third might
and pull over to the Ethereal Plane with it.
bear a rattlesnake's tail and the ears and snout of
Improved Grab (Ex): If the tulpa hits with the shadows, letting their victims encounter them
both slam attacks, it deals normal damage bit by bit, in order to draw out and intensify the
and attempts to start a grapple as a free action poor soul's terror until it reaches a climax.
without provoking an attack of opportunity. The
tulpa's improved grab only works on creatures Diet
one size less than the tulpa or smaller. Tulpa are not natural, organic creatures, but
Fear Aura (Su): The fear aura of a tulpa is are made up of the stuff of the ethereal. They
continuous. All creatures within a 20 foot radius may pretend to eat, but what truly sustains them
of the creature must make a Will saving throw are the stories told about them and the fear of
against DC 16 or be frozen with fear for 1d6 their victims. Tulpa are known for snatching
rounds. Whether or not the creature is affected by small children and taking these unfortunates
the tulpa's fear spell, it cannot be affected again with them to the Ethereal Plane. Many children
by its fear aura for 1 hour. are kept there, imprisoned sometimes for many
Malleable Self (Su): A tulpa is a being created years, and milked for every last drop of horror
when mortals tell stories about an imaginary that their little bodies possess.
beast so often that the matter of the Ethereal
Plane responds to mortal belief and makes the Habitat/Society
stories a reality. Tulpa are creatures created by Tulpa view the stories told about them as a
the sort of stories that are meant to keep children brand of worship. The more people who believe
tucked in at night and dissuade young people in them, the more powerful the tulpa become, but
from venturing where they are not meant to be. they must be careful not to reveal too much of
Since the stories that give rise to these creatures themselves, lest their existence become mundane
are always changing, the tulpa themselves knowledge and mortals' fear of them begin to
change and become stronger with the retelling. wane.
When a tulpa advances and becomes a Huge There are other types of tulpa: heroic tulpa,
creature, choose one supernatural power from romantic tulpa, and wise tulpa, but the fear tulpa,
the following list. When the tulpa grows to a created from ghost stories and cautionary tales,
Gargantuan size, choose a second supernatural are the most powerful and persistent.
power. The powers that may be selected are:
acid, cold, fire or electricity resistance 20; +ld6 Ecology
acid, cold or fire damage when biting; Scent; or Fear tulpa are like aborted godlings. They
Swallow Whole. begin as faceless boogeymen and jack-o-lanterns,
Ethereal Jaunt (Su): A tulpa can shift from the and as stories about them are told and retold,
Ethereal to the Material Plane as a free action, and each successive storyteller fills in a few more
shift back again as a move equivalent action. The details that provide the tulpa with more physical
ability is otherwise identical to the spell ethereal features and more personality traits. The biology
Jaunt, as if cast by a 15th-level sorcerer. of a tupla tends to reflect and adapt to the
Feed on Fear (Su): A tulpa is empowered environment that their storytellers live in. While
by the terror of the creatures near it. The tulpa a young tulpa that hails from a large city with
is considered to have a fast healing ability equal cold weather might start as an eyeless, speechless
to the number of creatures within 20 feet that thing, driven by pure spite and bearing a shaggy
are currently frozen by the tulpa's fear aura. coat of fur, it could eventually be granted a
Therefore, if there were three creatures within name and begin looking like a well-dressed
20 feet of the tulpa that had failed their saving and dignified, if cadaverous, older gentleman
throws against its fear aura power, the tulpa who likes to lure children into his clutches by
would have a fast healing ability of 3. offering them candy. Sometimes a token mark of
the tulpa's previous incarnation survives into its
SOCIETY new form, such as a fur collar on the coat of the
gentleman in the above example.
Tulpa never venture out of the ethereal
plane during the day. They only hunt their prey
at night. They may have no natural aversion to
sunlight, but tulpa of this kind prefer to stick to
Medium-sized Outsider (Evil)
Hit Dice: 9d8+45 (85 hp)
Initiative: +8
Speed: 30 ft.
AC: 26 (+12 natural, +4 Dex), Touch 14, Flat-footed
22
Base Attack/Grapple: +9/ + 17
Attacks: Spear of Corruption +12 melee (ld8+7 plus
2d6 to good creatures)
Full Attack: Spear of Corruption +12/ +7 melee
(ld8+7 plus 2d6 to good creatures, see special
rules below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of fear, summon outsider
Special Qualities: Damage reduction 20/+2, SR
23, outsider qualities, spell like abilities,
regeneration 5
Saves: Fort +11, Ref +10, Will +9
Abilities: Str 18, Dex 18, Con 20, Int 16, Wis 16, Cha
20
Skills: Bluff +17, Climb +16, Concentration +17,
Diplomacy +17, Hide +16, Intimidate +17,
The vile emissary can manifest from any evil
Listen +15, Move Silently +16, Search +15, Sense
deity, and its appearance can vary some depending
Motive +15, Spot +15
on the whims of its patron. A vile emissary is a sort
Feats: Dodge, Improved Initiative, Mobility
of minor avatar - literally, the foolish invoker has
Climate/Terrain: Any
been possessed by a small shard of the soul of the
Organization: Solitary
god. This does grant power, that part of the promise
Challenge Rating: 10
is true. It also causes the immediate and permanent
Treasure: Standard
eradication of the invoker's soul. His mind is wiped
Alignment: Any Evil
clean and utterly destroyed. His memories are
Advancement: By character class
subjugated and enslaved to the purposes of the vile
Level Adjustment: +8
emissary. For all intents and purposes, the would-be
lord of evil is destroyed and replaced by a fanatic
DESCRIPTION
servant of the dark god he sought to master.
Scattered across the prime material plane are
A typical vile emissary still resembles his base
various artifacts and scrolls that promise untold
race superficially. However the creature is warped
power and wealth to anyone who invokes the
and twisted. The skin seethes with barely contained
dark gods. When common sense is ignored and
magical energy. The emissary often wears a hood or
these invocations are recited by those far too weak
robe to mask these disturbing appearances so it may
to control them, the fool who invoked them is
more easily move amongst cultists of the dark god.
transformed into a vile emissary. The transformation
Twisting irregular horns are often erupted. Hands
only affects those who are far too weak to deal with
are sometimes clawed. Feet are sometimes hoofed.
the transformation (defined here as having less than
Indeed any physical traits associated with the patron
4 HD and no ability higher than 16). More powerful
deity are possible. They are cosmetic however and
individuals may become a half-fiend (see the MM) or
do not affect the statistics of the vile emissary.
gain the Black Guard prestige class (see the DMG).
Vile emissaries are rarely used by their patron
The vile emissary, by contrast, is what happens
for mere combat. They are instead subtle and
when the individual is so weak that the deity is
corrupting forces. They carry the message of their
entirely able to shape the being to their will.
patron to the prime material plane. They move
hidden amongst the world of mortals, setting Lawful Evil vile emissaries: 2d10 lemures (100%
up cults and furthering the wishes of their god. chance of success) or 1d6 barbezu (75% chance of
They are direct conduits to their evil deity. They success) or 1 erinyes (75% chance of success) or 1d6
are capable of miracles and signs, proof of their hamatulas (50% chance of success) or 1 cornugon
power and divine sanction. They take on pleasing (25% chance of success).
forms trying to represent their goals as noble and Neutral Evil vile emissaries: 2d6 Yeth Hounds
commendable. They are agents of corruption and (100% chance of success) or 1 Nightmare (100%
perversion. As much as they lead evil organizations, chance of success) or 1 Night hag (50% chance of
they also try to infiltrate good ones. Their schemes success) or 1d3 Night Hags riding Nightmares (25%
are as varied as their appearance, but their ultimate chance of success)
purpose is always the same - to further the cause Chaotic Evil vile emissaries: 2d10 dretches
of evil. Anyone who would dare oppose them will (100% chance of success) or 2d6 quasits (75% chance
certainly earn their ire. of success) or 1 succubus (75% chance of success) or
1 vrock (25 % chance of success)
COMBAT Outsider qualities (Ex): Vile emissaries are
immune to fire and poison. Vile emissaries
It is no easy thing to fight a vile emissary. Any have cold, electricity and acid resistance 20. Vile
foe a vile emissary fears can actually win will find emissaries can see perfectly in any kind of darkness
that vile emissary melt away into shadows. Under be it normal or magical (such as created by spells
these circumstances the vile emissary uses his spell- such as darkness and deeper darkness). Vile emissaries
like abilities to flee. It is difficult, after all, for the can communicate telepathically with any creature
dark gods to create vile emissaries. The conditions within 100 feet that has a language.
of formation are very rare. The gods would rather Spell like abilities: At will - animate dead, charm
expend other more common resources (mortal monster, deeper darkness, desecrate, detect good, detect
followers for example) than waste a vile emissary. magic, dispel magic, hold person, invisibility (self only),
When a vile emissary does fight it is either magic circle against good (self only), major image,
because the objective is worth the risk or because the polymorph self, produce flame, see invisibility, suggestion,
emissary senses weakness in a potential adversary. teleport without error (self plus 50 pounds of objects
If at all possible, the vile emissary never fights only), and unholy blight; 3/ day - fireball and lightning
alone, calling up clerics and cultists to support him. bolt. All these abilities are as the spells cast by a
Being evil, the emissary prefers dirty tactics such as 12th-level sorcerer (save DC 12 + spell level).
ambushes, treachery and poison. The emissary has Regeneration (Ex): Vile emissaries take normal
no pride or interest in honorable conflicts. Instead, damage from holy and blessed weapons of at least
the emissary is focused on only one goal- ruthlessly +2 enchantment.
executing the will of its master and creator. Spear of Corruption: This +3 unholy shortspear
Aura of Fear (Su): As a free action, a vile is formed from the raw stuff of magic and evil as
emissary can create an aura of fear in a 5-foot radius. the vile emissary comes into being. The twisted
It is otherwise identical withfear cast by a 12th-level barbed weapon radiates malevolence and exists
sorcerer (save DC 17). If the save is successful, that only to aid in the purposes of evil. Whenever a good
creature cannot be affected by that vile emissary's creature takes 10 points of damage from the spear of
fear aura for one day. Other outsiders of similar corruption from a single hit, they receive a -1 penalty
alignment are immune to this aura. to will saves against spells and spell-like effects from
Summon outsider (Sp): Once per day vile the wielder. This penalty is cumulative (so 20 points
emissaries can summon other outsiders (depending in a single hit would inflict a -2 penalty, and two 10
on their alignment) as though casting a summon point hits would also give a -2 penalty). This penalty
monster spell. Summoned creatures automatically lasts for 24 hours.
return after one hour, and cannot summon other Caster level: 13th level; Prerequisites: Craft Magic
outsiders for that hour. Unlike other fiends, vile Arms and Armor, desecrate, unholy blight, creator
emissaries (being a minor form of avatars) are much must be evil; Market Price: 50,302 gp; Cost to Create:
less hesitant to summon outsiders to their aid. The 25,302 gp + 2,000 XP.
GM should feel free to modify these charts to better
fit specific deities.
Medium Outsider
Hit Dice: 10d8+24 (47 hp)
Initiative: +1
Speed: 90 ft.
AC: 19 (+1 Dex, +8 size), touch 19, flat-footed 18
Base Attack/Grapple: +10/-
Attacks: Touch +14 melee (ld4)
Full Attack: Touch +14/+9 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Corrupting kiss, spell-like
abilities
Special Qualities: Blink, incorporeal
Saves: Fort +7, Ref +11, Will +10
Abilities: Str -, Dex 18, Con -, Int 19, Wis 16, Cha
10
Skills: Bluff +10, Concentration +12, Innuendo
+13, Intimidate +12, Knowledge (arcane)
+15, Knowledge (planes) +15, Listen +14,
Move Silently +14, Scry +16, Sense Motive
+12, Spellcraft +16
Feats: Empower Spell, Maximize Spell, Quicken
Spell
Climate/Terrain: Any land from the burden of a mortal body. Voices of
Organization: Solitary doom may be slain, but without any interference
Challenge Rating: 11 from enemies or marauding adventurers, they
Treasure: 2x standard (1/2 standard for chaotic have the potential to live forever.
evil voices of doom) This is not to say that voices of doom do not
Alignment: Any evil have difficulties with aging. Shortly after they
Advancement: Age (see below) shed their mortal bodies, voices of doom tend to
Level Adjustment: - become lawful evil, engaged in activities similar
to those they performed in life. They amass
magical and political power and material wealth,
DESCRIPTION freed from the pressure of knowing all their gains
Rare is the spell caster who does not spend may be eliminated by their untimely death.
at least a portion of his life pondering how the Though voices of doom may not spend the
magic arts may help him extend his lifetime. wealth they amass, or even touch it, they often
The existence of lichs and other undead are all appreciate its presence. They fill their lairs with
outgrowths of this obsession. their accumulated riches, and they prefer to
Voices of doom have found a unique way travel with an entourage that will carry some of
to escape the death of the body -leave the their wealth for them.
body behind entirely. They are consciousness, However, inevitably, voices of doom learn
intelligence, and ability removed from any the consequences of life without a body. Many
physical presence. of the benefits of wealth and power are tied to
The hermetic magic used to turn a spell caster physical enjoyment, and these benefits are closed
into a voice of doom allows the consciousness to to voices of doom. They may have many servants,
continue to exist away from a body and to retain minions, or slaves, but they almost never have a
the ability to speak (most spell casters theorize real companion. This isolation and separation
it has to do with a version of the magic mouth from the physical world begins to drive them
spell combined with permanency). The immediate insane.
benefit of becoming a voice of doom is freedom
The longer they are separated from their APPEARANCE
physical bodies, the more voices of doom drift
As a disembodied voice, voices of doom
toward chaotic evil alignment. Their wars and
have no appearance. The more newly created
combats are no longer part of a larger scheme
voices use this to their advantage, moving
to gain power, but rather are an extension of a
through crowds of people unheard and unseen.
base desire to destroy. The oldest voices of doom
Older voices of doom are often insecure in their
are bereft of any sort of companionship, all their
incorporeality, and thus make constant noise and
followers having abandoned them or been killed
are always talking or singing to themselves.
by the voice many years ago. They abandon most
of the worldly goods that had been so important
to them. These voices of doom drift silently COMBAT
through the world, looking for something to Voices of doom have no physical presence
destroy, hoping to one day find something that and therefore have very limited physical attacks.
will destroy them first. Their corrupting kiss (see below) allows them to
The statistics above are for a newly created do some damage, but they greatly prefer using
voice. The following modifications may be made their voice as a weapon, both by using their spell-
for older voices:* like abilities and talking.
Voices of doom are fond of talking before
100-200 200-500 500+ combat, trying to intimidate their opposition.
Age: years years years Even when they have servants or followers
Wis -1 -3 -7 fighting for them, a voice of doom often ensures
Will save -1 -2 -4 that their minions withhold their attack until it
HD +1 +2 has said its peace.
Intimidate +2 +2 When combat begins, voices of doom have no
Spellcraft +2 hesitation in unleashing their full complement of
spells. They believe that if things go wrong, they
*These are suggested modifications only. will have no difficulty in slipping away from the
A GM may make different modifications if combat unnoticed and finding a secluded spot to
they wish to create a voice of doom that ages heal and regain their spells.
differently than the typical pattern. As incorporeal creatures, only other
There has been speculation that someday, incorporeal creatures, magic weapons with a
instead of being driven to insane destruction, a bonus of +1 or better, or magic can harm voices
voice of doom might use their separation from of doom. They have a 50% chance to ignore any
the perils, pleasures, and passions of the physical magic damage from a corporeal source.
world to become a voice of pure knowledge and Corrupting kiss (Su): Voices of doom
reason. Such a voice would find joy in learning may attempt to make a touch attack with its
for learning's sake, and become a tremendous incorporeal mouth, doing Id4 damage. Voices
resource for seekers of truth. To date, though, of doom receive an attack bonus of +4 Dex
no one knows of the evolution of such a voice, against material opponents, -3 against ethereal
perhaps because the profane rituals required opponents.
to become a voice of doom preclude such an Spell-like abilities (Sp): Out of necessity,
altruistic being from ever joining their ranks. voices of doom focus on spells with verbal
Voices of doom do not associate with each components only. They may cast the following at
other. The presence of another voice of doom caster level 19: At will-flare; 2/ day - blindness/
serves to remind them of their own strangeness, deafness, contact other plane, hold portal, dimension
a topic on which they do not like to dwell. door, knock, lesser geas, shout; 1/ day - geas/quest,
Additionally, the efforts of voices of doom to mass charm, power word blind, power word stun,
gain wealth and power are often in competition power word kill, time stop, wail of the banshee.
with each other, and in many cases the deepest Blink (Sp): Twice per day, voices of doom
rival of one voice of doom is another voice. may blink, as the spell cast by a 13th-level
sorcerer.
Large Aberration
Hit Dice: 12d8+36 (93 hp)
Initiative: +1
Speed: 30 ft.
AC: 18 (-1 size, +1 Dex, +8 natural), Touch 10, Flat-
footed 17
Base Attack/Grapple: +12/ +20
Attacks: Tentacle +15 melee (ld6+4), bite +15 melee
(2d6+6)
Flatfooted: 6 tentacles +15 melee (ld6+4), bite +10
melee (2d6+6)
Space/Reach: 5 ft. /10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Camouflage, damage reduction 5/
magic, SR 18
Saves: Fort +9, Ref +5, Will +9
Abilities: Str 18, Dex 13, Con 17, Int 4, Wis 12, Cha 10
Skills: Hide -3, Listen +6, Move Silently +6, Spot +6
Feats: Great Fortitude, Toughness
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 8
Behind their stony facade, however, wall walkers
Treasure: Double standard
are repulsive masses of flesh. Their corpus seems to
Alignment: Always neutral
hang off their disguise like a sack of cottage cheese, and
Advancement: 13-16HD (Large);17-24HD (Huge)
their flesh leaves a viscous trail of slime behind them as
Level Adjustment: -
they travel through their underground homes. Several
tentacles sprout from the underside of the beast, which
DESCRIPTION can be extended forward through the cracks in its
Wall walkers are creatures exclusively found face (or beneath and around, if the creature' s facade
in underground environs and only in dungeons or is seamless). Its entire body is dedicated to its simple
other locations where heavy magic use is (or once digestive system, which consists solely of a stomach.
was) prevalent. The actual method of their creation is Any creature consumed passes through its facade and
unknown, though it is likely that they are simply a side is immediately deposited here for digestion.
effect of excessive magical energies being manipulated The creature's flesh is a sickly pink color, shot
in the area. through with black and blue veins that pulse with
Whatever the reason for their existence, wall vile ichor. The creature seems instinctually aware of
walkers are blocky creatures, closely resembling their this vulnerability, and so rarely presents foes with any
native locale. Their front, which they use to conceal except its front side.
themselves within the walls of their homes, can appear When the wall walker consumes a foe, its facade
to be composed of any number of materials, from cracks and gapes wide, revealing a toothless maw
brick, to metal to slime-encrusted stone. Wall walkers and fetid breath. Within, trinkets and weapons of
have no ability to manipulate this appearance. Their past meals are easily visible, though adventurers
natural appearance varies depending on the individual favored with this revelation usually have more
wall walker's environment, much like a chameleon. If pressing concerns than retrieving such treasures, such
a wall walker somehow finds itself in a new locale, as survival. Regardless, when a wall walker is slain,
it takes roughly a week for the creature to adjust its these goods are a rich prize indeed; invariably, they
appearance to its new surroundings, a process as much represent the indigestible contents of a prior meal's
based on instinct as reason. possessions.
Wall walkers have no reproductive system, Damage Resistance (Ex): A wall walker only
insofar as can be determined, nor any sort of society, benefits from its damage resistance when it can present
or even language. This lends further credence to the its tough forward facing to opponents. If attacked by a
theory that these creatures are the side effects (or flanking opponent or from inside its stomach, the walk
perhaps the purpose?) of mystical experimentation, walker receives no benefit from its damage reduction.
rather than creatures of nature, however abhorrent. Improved Grab (Ex): If the wall walker hits a
It is rare that two wall walkers exist within the same single opponent with a number of tentacles equal to
area, though even when this is so, they rarely hunt in or greater than the opponent's Strength modifier, the
tandem, seeming to prefer solitude. wall walker may attempt to start a grapple as a free
action without provoking an attack of opportunity.
COMBAT The target must be at least one size category smaller
than the wall walker. Thereafter, it may use its swallow
Wall walkers prefer to lie in wait until their prey whole ability.
draw near, then attack from ambush. This tactic is Swallow Whole (Ex): If a wall walker makes a
particularly effective due to their natural camouflage, second successful grapple check after grappling with
and the fact that few adventurers expect danger from an opponent, the creature swallows its opponent
the very walls themselves. Generally, wall walkers do whole. The opponent must be at least one size category
not attack unless an adventurer is either alone or far smaller than the wall walker. When swallowed,
enough from his companions that he can be quickly the opponent suffers 2d6 + 8 bludgeoning damage
subdued and swallowed before his companions plus Id6 acid damage per round, as the creature's
arrive. In either case, the wall walker disappears into rudimentary digestive system attempts to break down
the environment when the victim is subdued. Only the heroes biological mass.
desperately hungry wall walkers attack an entire Fortunately, as the wall walker lacks an
party, regardless of their apparent strength (or lack esophagus, and the opponent is therefore digested
thereof). within the creature's "mouth," the opponent may
Once a wall walker consumes its fill (see below) it escape by prying open the creature's jaws. This
attempts to retreat from combat regardless of its odds requires an opposed Strength check, during which
of victory. It simply has no interest in fighting if it has the wall walker receives a +8 circumstance bonus.
already claimed its meal. That said, it is not the most Similarly, the opponent's allies may attempt to pry
subtle or swift of creatures, and has difficulty escaping open the creature's mouth from the outside, though
from even moderately mobile foes. this is dangerous. This, likewise, requires an opposed
Camouflage (Ex): Wall walkers habitually lie in Strength check (though the wall walker receives only
wait at the access point for corridors and hallways, a +4 circumstance bonus). However, any opponent
disguising themselves as walls. As such, it appears attempting to open the wall walker's mouth from the
that the wall walker is simply another part of the outside provokes an attack of opportunity from each
wall, though it conceals a passage behind. In order to of the creature's tentacles.
discover a wall walker, an adventurer must first make If the wall walker is killed, swallowed opponents
a Search check as if attempting to locate a secret door are not automatically expelled, and they must still
(DC 20). If successful, the opponent determines that attempt to escape as described above. Swallowed
the wall walker conceals a passage behind it, but the characters continue to suffer acid damage, but suffer
creature itself is not revealed. no further bludgeoning damage.
If the adventurer subsequently searches for a A wall walker may hold up to two Medium-size
means to access the passage the wall walker conceals, or four Small characters within its gullet at one time.
he must make a Spot check (opposed by the wall Complete digestion requires roughly 24 hours for a
walkers Hide check) to notice the creature is anything Small character, and 48 for a Medium-size character,
other than an actual wall. If successful, the PC isn't though the wall walker cannot digest inorganic
surprised when the wall walker attacks. Otherwise, materials. Such indigestibles tend to collect in its gullet
the wall walker attacks the PC as he examines the wall over several months, and are eventually expelled in
for some hidden lever or switch - and finds only slimy fashion similar to a cat coughing up a hairball.
tentacles reaching out to ensnare him! Skills: Wall walkers receive a +8 racial bonus
to Hide checks when laying an ambush in an
underground environment.
Huge Outsider (Cold)
Hit Dice: 16d8 +80 (152 hp)
Initiative: +1
Speed: 40 ft.
AC: 21 (-2 Size, +12 Natural, +1 Dex), Touch 9,
Flat-footed 20
Base Attack/Grapple: +16/ +29
Attacks: Claw +19 melee (ld8+5), bite +19 melee
(2d6+5)
Full Attack: 2 Claws +19 melee (ld8+5), bite +14
(2d6+2)
Space/Reach: 10 ft. /15 ft.
Special Attacks: breath weapon, energy drain,
frightful presence, improved grab
Special Qualities: Cold subtype, DR 10,
Darkvision 60 ft., Scent, SR 20.
Saves: Fort +15, Ref +11, Will +13
Abilities: Str 20, Dex 12, Con 20, Int 10, Wis 16,
Cha 10
Skills: Concentration +24, Handle Animal +19,
Hide + 12, Intimidate +19, Listen +24, Search
+21, Spot +24, Survival +22.
Feats: Alertness, Blind-fight, Cleave, Power
last meal. Some of the creatures wear the remains
Attack, Track.
of old clothes, although they are always in tatters
Climate/Terrain: Any cold land and no protection from the cold at all.
Organization: Solitary
Their heads are long and thin, with large
Challenge Rating: 15 eyes that let them see even in complete darkness.
Treasure: Double Standard Despite their small noses wastewalkers have an
Alignment: Always lawful evil acute sense of smell and rely heavily on it to track
Advancement: 17-32 HD (Gargantuan)
down their prey when hunting. The creatures
Level Adjustment: - have large - almost oversized - mouths filled
with sharp teeth that they use to rip the flesh from
their victims. Their arms are long and strongly
DESCRIPTION muscled, ending in huge hands with sharp claws.
In depths of winter, or in lands where ice and The creatures are completely immune to the cold;
snow covers the ground year round, the darkness their body temperature is actually below freezing
of the new moon weakens the boundary between level.
the prime material plane and a strange plane of When a wastewalker crosses the dimensional
ice (where the plane of water meets the plane of boundary, the air shimmers and blue lightning
air). When the conditions are right, wastewalkers arcs out into the night. A thick mist boils through
breach the dimensional boundary and hunt for the gate, from which emerges the wastewalker,
fresh prey on the Prime Material Plane. But by who immediately gets its bearings and begins its
dawn, they fade back across the dimensional hunt. It moves out from the gate's location until
boundary, leaving only the bloody remains of the it detects the scent of a living creature, then it
night's feeding frenzy. follows the trail as far as it possibly can, or until
Wastewalkers are enormous bipedal creatures, it finds a new scent that appeals to it more. When
standing about eighteen feet tall and weighing it detects a scent it howls like a wolf, although the
over 5,000 pounds. Their bodies are covered cry is much deeper and its calls often carry for
with thick dark hair, which is usually matted and miles.
encrusted with ice and the frozen remains of their
For some reason, wastewalkers are afraid of to quickly weaken the target. It will however use
man-made structures and will shy away from its breath weapon to ward off other attackers and
even a simple hunter's shack. If it corners its prey make it difficult for them to attack.
in some sort of building, it will circle around and Only after it has overcome all its foes will
wait for the creature to come out. However, if the the wastewalker sit down and feast. It considers
prey hides for more than 30 minutes, the creature internal organs to be an extreme delicacy and will
will move off in search of another victim. It is not often gorge itself on the entrails of all its victims
afraid of caves or other natural formations and before it finishes off the rest of the meat.
will chase its prey inside if it can. Breath Weapon (Su): Wastewalkers can
The wastewalker's home plane is an endless breathe out a cone of cold, 30 feet long, every 1d4
ice-covered mountain range on the border of the rounds; damage 6d6, Reflex save half DC23. The
elemental planes of water and air, scoured clean by creatures are immune to the effects of another
howling winds. The wind there is too strong even wastewalker's breath weapon.
for the wastewalkers, who usually take shelter Energy Drain (Su): Living creatures hit by the
in caves or under rocky overhangs whenever wastewalker's claw attack receive one negative
possible. Few humans level, because of the
have ever managed to creature's extreme low
When the moon is new and the lands are hidden
cross over to the creature's body temperature.
by the darkness of night,
home plane and returned The Fortitude save to
Walk not across the wastes, for death lurks upon
to tell about it; most perish remove the negative
them.
from exposure and a lack level has a DC of 18.
A figure, not of this world, stalks the frozen
of fresh water. Frightful Presence
landscape,
(Ex): The wastewalker's
Hungry for fresh meat and able to bring down
COMBAT appearance
even the largest offoes.
automatically unsettles
Wastewalkers are If the wind howls across the ice, then stay inside.
foes within 30 feet if
relentless hunters. Once For ifyou should venture out into the darkness,
they have fewer HD
they pick up a scent, Youwill not return.
than the wastewalker.
they will chase their prey - Campfire chant of the northlands A potentially affected
for hours or until they creature that succeeds
lose their prey inside a at a Will Save (DC 18)
manmade structure. is immune to the wastewalker's appearance for
Once they catch a victim, their only thought is 24 hours. On a failure, the creature is shaken for
to tear the creature apart and feast on its remains. 5d6 rounds.
The wastewalker's sharp claws are ideally suited Improved Grab (Ex): If the wastewalker hits
to this task, easily able to disembowel a humanoid a Large creature or smaller with a successful claw
within seconds. The creature's sharp teeth are able attack, it deals normal damage and can attempt to
to cut through even the strongest armor, making it grapple as a free action without invoking an attack
an extremely able fighter. of opportunity (grapple bonus +20). If the grapple
Wastewalkers use their size and appearance check was successful, it can automatically do bite
to their best advantage, knowing that they instill damage.
fear into its prey creatures. When it is hunting, it Cold Subtype (Ex): A wastewalker is immune
bellows like a bloodhound, knowing that its prey to cold damage, but takes double damage from fire
is going to run from it, and it often makes as much unless a saving throw for half damage is allowed.
noise as possible - particularly if in a forest - in In that case, the creature takes normal damage on
order to further intimidate its prey. a success and double damage on a failure.
If fighting more than one creature, it will tend Scent (Ex): Wastewalkers can detect living
to concentrate on taking out one target at a time creatures within 100 feet using their sense of smell
as quickly as possible before it tackles the rest. If alone. They can detect the scent left behind by an
it can get close enough to strike its target, it will individual and will track it through the snow like
slash at them as many times as possible, looking a bloodhound, hoping for a feast.
Skills: Wastewalkers get a +2 racial bonus to
Search checks due to their sense of smell.
Joung ~gou~
Medium-Size Plant
Hit Dice: 3d8+9 (24 hp)
Initiative: +0
Speed: 30 ft.
AC: 20 (+10 natural)
Base Attack/Grapple: +21 +6
Attacks: Slam + 6 melee (ld6+4)
Full Attack: 2 slams +6 (ld6+4)
Space/Reach: S ft./S ft.
Special Abilities: Spore cloud, double damage
vs. structures
Special Qualities: Plant, fire vulnerability, half
damage from piercing
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 18, Dex 10, Con 14, Int 10, Wis -,
Cha-
Skills: Hide +4, Survival +4, Listen +4, Spot +4
Feats: Great Fortitude, Improved Bull Rush,
Iron Will, Power Attack, Sunder
Climate/Terrain: Forest
Organization: Solitary or Grove (4-7)
Challenge Rating: 3
Spore Cloud (Ex): A young feyoak's bark is layered
Treasure: Standard
with a thick, soft lichen which has a deep crimson color,
Alignment: Neutral
as well as a thick scent similar to lilies. If contacted, or
Advancement: By character class
it senses movement within five feet, a cloud of spores
Level Adjustment: +1
explode from the lichen in a fifteen foot radius around
the branch or trunk nearest to the being. These spores
DESCRIPTION are harmless to residents of faerie forests, but deadly
Young feyoaks appear identical to treants, save to all others (Fort save DC 16 negates infection). Once
for the crimson mosses adorning them. They are intent infected, the victim becomes seriously ill for five rounds,
on advancing the faerie forests by slaying victims then dies. One day after death, the victim reincarnates
with their death spores. Those who die in this manner into a faerie forest being per the table below. Those who
reincarnate as feyoaks or as other faerie beings. Some are reincarnated cannot recall their past prior to their
druidic sects of faerie forests lead enemies into groves reincarnation nor do they desire to. They have begun a
of young feyoaks to be slain and reincarnated as beings new life. The feyoak will slowly consume the corpse of
more in line with the druid's views. their victim, accelerating their own growth.
Creatures native to the faerie forests find feyoaks Skills: Young feyoaks receive skills as though they
to have a number of uses while those intent on were fey. They receive a +10 racial bonus to Hide checks
causing harm find them to be exceedingly dangerous. made in forested areas.
Regenerative sap, leaves which stop the flow of blood Fire Vulnerability (Ex): A young feyoak takes
when wounded, bark which can be used to repair any double damage from fire attacks unless the attack
items made of wood, are some of the purported uses of allows a save, in which case it take double damage from
young feyoaks. a failure and no damage on a success.
Plant: Immune to mind-influencing effects, poison,
sleep, paralysis, stunning and polymorphing. Not
COMBAT
subject to critical hits.
Double Damage against Objects (Ex): A young
feyoak that makes a full attack against an object or
structure deals double damage.
FEYOAK SOCIETY feyoaks into their mature form rapidly. Most druid sects
Feyoaks live long lives, just like their treant cousins. consider this tampering with nature's will and refuse to
Treants and feyoaks are somewhat at odds, with the indulge in it. Yet, as the forestlands rapidly vanish,
treants viewing the feyoak's approach as questionable. druidical sects have been known to suddenly assume a
Treant sap is the only known cure against the spore more aggressive use of the young feyoak to further their
attack of the feyoaks. religion and preserve the forest. .
Young feyoaks can be quite aggressive in defense Young feyoaks display a unique power with
of the faerie forests. They have been known to even respect to when a dryad selects one as its home. When
travel outside their forests in search of humanoid such an event takes place, the dryad has a 50% chance
settlements to attack. of becoming evil. Should a dryad become chaotic evil
Young feyoaks are very useful to healers and from selecting a young feyoak as its home, the dryad
potion makers. The leaf of a young feyoak can stop the also feeds from victim's slain by the deadly spores of the
bleeding of even the most severe wounds. The sap of feyoak. Over time the evil dryad's power grows as does
the feyoak can heal someone at the rate of 1 hp / minu~e the young feyoak's power. The advantage of a dryad
for up to one hour from a single dose. However, this selecting a young feyoak as her home is that the feyoak
sap is often laden with the spores deadly to non-fey folk can move. For the evil dryad, moving and seeking prey
(Fort save DC 25 or die). Thus, any who are not from increases her power far more rapidly. When a feyoak is
the faerie forest must be very cautious when using these bound with an evil dryad, the table of reincarnation is
altered to that of Table 2.
remedies. The bark of a young feyoak is highly malleable
for the first 15 minutes after it has been stripped from Another manifestation of the evil dryad is that
the tree. It can be used to repair 10 structural points of from 3-6 ghasts can spring forth from the fey oak in
defense. These undead may not travel more than 300 ft.
damage on wood from a single chunk of bark. Wi~
the hour, the bark hardens, resulting in the wood bemg from the young feyoak. The young feyoak's appearance
as hard as it was before. is different than a normal young feyoaks in that it has a
number of thick pods hanging from its branches. These
Young feyoaks require centuries to matur~.
pods are approximately 5 ft. in length and blackish
Feyoaksreproduce through the reincarnation from their
spores. Reaching full maturity requires a young feyoak green in coloration. Within these pods are .th.e unde~d
defenders of the evil dryad, of her past Victims slam.
to feed on the corpse of at least one hundred victims.
The final power an evil dryad possesses is the ability
A fully mature feyoak is much rarer and much more
to command the creatures reincarnated. The creatures
powerful in comparison to the young feyoak. Some
must have been slain by the deadly spores from the
druidic sects sacrificeevil beings to young feyoaks both
young feyoak she is bound to, for her to command
in worship of their gods as well as to mature the young
them.
5. Termination
If, at the end of the cure period, the breach is not cured, Wizards of
the Coast may terminate this License without further written notice to You.