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Book of Beasts

A bestiary of creatures, real or fictitious.

4th Edition

EDITOR
Robert J. Hall
hiddenway.tripod.com

COVER ART
Igino
www.igino.net

CONTRIBUTING AUTHORS
Ashley H., David E. Brooks Jr., Steve Clark, Monte Cook,
Dominique Crouzet, Robert J. Hall, Magus, Netbook of Witches
team, Robert H. Nichols, Roll Initiative, and Sean K. Reynolds.

INTERIOR ARTISTS
Dominique Crouzet, Eric Lofgren, and Robert J. Hall

This book requires the use of the Dungeon & DragonsÒ Player’s Handbook, version
3.5, published by Wizards of the CoastÒ.
The cover illustration is copyright © 2001 by Igino, and permission was granted for use in this
publication. This printing of the Book of Beasts complies with the Open Gaming License (OGL), version
1.0a and is Open Gaming Content (OGC) as identified under the terms of the OGL. The materials
presented herein are the original works of the editor and the contributing authors.

Use of the names Wizards of the Coast, Dungeons & Dragons, D&D, 3E, v.3.5, d20 or any other
copyrighted or trademarked names or materials is not intended as a challenge to the copyright owner in
any way. No challenge to these copyrights or trademarks is intended by their use in this material.
WIZARDS OF THE COASTÒ, Dungeons and DragonsÒ, and d20Ò are registered trademarks of Wizards
of the Coast, Inc. The author has no affiliation with Wizards of the Coast Ò, the d20Ò system, the Open
Gaming LicenseÒ, or the Open Gaming FoundationÒ. The inclusion of these product names does not
imply any approved usage or official licensing of the contents of this document with the aforementioned
products.

2
Table of Contents
Monster Listings...................................... 5 Giant, Rust.......................................................... 61
Type (and Subtype)...............................................5 Giant, Sea............................................................ 62
Challenge Rating...................................................5 Glashans.............................................................. 63
Environment..........................................................6 Goblin, Firedeep..................................................64
Introduction............................................. 7 Golem, Tome.......................................................65
Gravesprite.......................................................... 66
Monster Descriptions.............................. 7 Gryphon.............................................................. 66
Reading the Entries............................................... 7 Half-Arachnid..................................................... 67
Statistics Block.................................................. 7 Half-Incarnate..................................................... 68
Fantasy Creatures................................. 11 Half-Medusa........................................................71
Arcanis Watcher..................................................11 Hiend................................................................... 72
Archfiend............................................................ 11 Hodekin............................................................... 73
Archlumine..........................................................14 Hordling.............................................................. 74
Archon.................................................................17 Hydra, Chimerical............................................... 75
Regalent........................................................... 17 Incarnate..............................................................75
Sidræ................................................................18 Karkadann........................................................... 77
Astral Frigate.......................................................21 Khryg.................................................................. 77
Babooten............................................................. 22 Kree..................................................................... 78
Batling................................................................. 22 Lasa..................................................................... 79
Batreng................................................................ 24 Lenk.................................................................... 80
Bendith Y Mamau...............................................24 Lesser Hag...........................................................81
Blazing Terror..................................................... 25 Living Sword.......................................................82
Bogoil..................................................................26 Lizardfolk, Greater..............................................83
Brownie...............................................................27 Makva..................................................................85
Butterfae..............................................................28 Manta-Kine......................................................... 86
Campen de la Muerte.......................................... 29 Maw.....................................................................87
Cellar Dweller..................................................... 30 Mekanoid............................................................ 88
Centacornus.........................................................31 Midden Shambler................................................ 91
Challatyr..............................................................32 Mortslayer........................................................... 91
Chupacabra..........................................................33 Necrotic Brain..................................................... 92
Cinderling............................................................34 Nemesis............................................................... 93
Coursar................................................................ 35 Nepalope............................................................. 94
Cravedead............................................................36 Nubling................................................................95
Cricklangal.......................................................... 37 Nulyani................................................................96
Crypt-Cursed.......................................................38 Nuthril................................................................. 98
Death Shrieker.....................................................40 Nymph, Sea......................................................... 99
Dinosaur.............................................................. 41 Orc.....................................................................100
Diplodocus.......................................................41 Ebony Orc......................................................100
Iguanodon........................................................ 41 Pigmy Orc......................................................101
Stegosaurus......................................................42 Swamp Orc.................................................... 102
Dire Stirge........................................................... 43 Plasma Dog....................................................... 103
Diva Ray............................................................. 44 Poludnica...........................................................104
Dominad..............................................................45 Primal................................................................ 105
Dragon, Gray.......................................................46 Air Primal...................................................... 105
Draug...................................................................48 Fire Primal..................................................... 106
Dread...................................................................49 Rat, Vulcan........................................................107
Druther................................................................ 50 Rataga................................................................107
Eldraal................................................................. 52 Rock Lizard.......................................................109
Elf, Shadow.........................................................53 Rust Fiend......................................................... 110
Ellyon.................................................................. 54 Sand Lord..........................................................111
Figment............................................................... 55 Sand Slime........................................................ 111
Flame Enzine.......................................................56 Scallion..............................................................112
Fleshbound Vampire........................................... 57 Scarecrow Guardian..........................................113
Garnamond..........................................................59 Undead Scarecrow.........................................114
Ghorig................................................................. 60 Shabat................................................................114

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Shadow Reeve...................................................115 Bluum................................................................168
Shaggy Stalker.................................................. 116 Boarog............................................................... 169
Sharod............................................................... 118 Chrone............................................................... 170
Shnoz.................................................................119 Cybercube......................................................... 171
Shrevebush........................................................ 120 Droid................................................................. 172
Silver Floater.....................................................121 Eolascean...........................................................174
Simurgh.............................................................122 Gravidon............................................................175
Skinrug Guardian.............................................. 123 Grid Dust...........................................................176
Slime Ghoul...................................................... 124 Ihchoide.............................................................177
Smoke Snake.....................................................124 Immortal............................................................ 178
Sonic Nightmare............................................... 125 LGM..................................................................179
Spider Worg...................................................... 126 Neanderthal....................................................... 181
Spine Worm...................................................... 127 Nieon................................................................. 181
Spirit Drinker.................................................... 127 Ogatsu............................................................... 182
Sprite, Fire.........................................................129 Overseer............................................................ 183
Stone Groll........................................................ 129 Phleg..................................................................184
Targ................................................................... 130 Replicant........................................................... 185
Tarridin Viper................................................... 131 Rifter................................................................. 186
Thermic Elemental............................................ 131 Skald..................................................................186
Thorned Star Serpent........................................ 132 Spinar................................................................ 188
Thunder Bird..................................................... 133 Sryag................................................................. 189
Tree Shadow..................................................... 134 Tanker............................................................... 190
Troll, Tunnel..................................................... 135 Tordori.............................................................. 191
Two-Headed Mutant......................................... 136 Trig....................................................................192
Umbra................................................................139 Vevul................................................................. 195
Verge.................................................................139 Xenic................................................................. 196
Virikas...............................................................141 Animals................................................. 197
Vugoo................................................................141 Arsinoitherium.................................................. 197
Wendigo............................................................ 142 Baluchitherium..................................................197
Wolfling, Lampblack........................................ 143 Canis Dirus........................................................197
Worm Mass....................................................... 144 Carcharodon Megalodon...................................198
Wumpus............................................................ 144 Cave Lion.......................................................... 199
Xusc.................................................................. 145 Chimpanzee.......................................................199
Gaol Creatures.....................................147 Electric Eel........................................................ 200
Acantha............................................................. 147 Giant Beaver..................................................... 200
Assassin Bug..................................................... 148 Giant Ground Sloth........................................... 200
Dancing Weaver................................................149 Gigantopithecus................................................ 201
Draecock Bird................................................... 150 Glyptodon..........................................................201
Dynad Construct............................................... 151 Irish Elk.............................................................202
Elemental Whippet............................................152 Mesophant......................................................... 202
Fetid.................................................................. 153 Ostrich............................................................... 203
Hund..................................................................155 Portuguese Man-O-War.................................... 203
Mercurial Mimic............................................... 156 Smilodon........................................................... 204
Murkdeep.......................................................... 158 Terror Crane......................................................204
Reen.................................................................. 159 Woolly Mammoth............................................. 205
Sentinel Slime................................................... 160 Vermin.................................................. 206
Squll.................................................................. 162 Giant Crustacean............................................... 206
Thrug.................................................................163 Giant Tiger Beetle............................................. 206
Veil....................................................................164 Gloom Fly......................................................... 207
Science Fiction Creatures................... 166 Golden Spitting Scarab..................................... 207
Ape Man............................................................166 Heart-eater.........................................................208
Arachnæ............................................................ 166 Appendix A. Gaol................................ 212
Beowolf.............................................................167 Copyright Information........................214

4
Monster Listings
The following lists summarize the monsters Outsider (Earth): dominad, scallion, thermic
presented in this publication. elemental.
Outsider (Evil): archfiend, rataga, virikas,
Type (and Subtype) wendigo, wolfling (lampblack).
Outsider (Fire): rat (vulcan).
Aberration: arachnæ, chrone, dancing weave, Outsider (Good): coursar, diva ray, lasa, regalent
maw, mercurial mimic, midden shambler, nemesis, archon, sidræ archon.
nieon, nuthril, ogatsu, overseer, rifter, shaggy Outsider (Lawful): diva ray, rataga, regalent
stalker, shnoz, silver floater, sryag, tordori, archon, sidræ archon.
wumpus, xenic. Plant: acantha, bluum, death shrieker, shrevebush.
Animal: arsinoitherium, baluchitherium, canis Undead: campen de la muerte, cravedead, crypt-
dirus, carcharodon megalodon, cave lion, cursed, dread, draug, fleshbound vampire,
chimpanzee, diplodocus, electric eel, giant beaver, mortslayer, necrotic brain, slime ghoul, spirit
giant ground sloth, gigantopithecus, glyptodon, drinker, umbra.
iguanodon, irish elk, portuguese man-o-war, Vermin: eolascian, giant crustacean, giant tiger
mesophant, smilodon, stegasaurus, terror crane, beetle, gloom fly, golden spitting scarab, heart-
vevul, wooly mammoth. eater.
Construct: beowolf, cybercube, droid, druther,
dynad construct, living sword, mekanoid, Challenge Rating
scarecrow guardian, skinrug guardian, tome golem,
verge kraken. 1/8: flame enzine.
Dragon: gray dragon, rust fiend 1/6: vugoo.
Elemental (Air): air primal, glashans, sand lord, 1/4: gloom fly, portuguese man-o-war, virikas.
smoke snake, spinar. 1/3: batreng, stone groll.
Elemental (Cold): cricklangal, sharod. 1/2: ape man, bendith y mamau, chimpanzee,
Elemental (Earth): cinderling, eldraal, cinderling, firedeep goblin, gravesprite, gryphon,
garnamond, sand lord. khryg, neanderthal, nulyani, pigmy orc, vulcan rat,
Elemental (Fire): cinderling, eldraal, fire primal, xusc.
flame enzine, plasma dog, smoke snake. 1: arcanis watcher, bogoil, chupacabra, death
Elemental (Water): sharod. shrieker, droid, ebony orc, electric eel, eolascian
Fey: batling, brownie, butterfae, ellyon, fire sprite, scout, fire sprite, giant beaver, hordling, manta-
gravesprite, hodekin, sea nymph, squll, tree kine, nieon, nubling, ostrich, shabat, shadow elf,
shadow, tunnel troll. spine worm, sryag, tree shadow, trig, umbra.
Giant: rust giant, sea giant. 2: batling, boarog, canis dirus, diva ray, eldraal,
Humanoid: ape man, bendith y mamau, bogoil, ellyon, ghorig, glashans, golden spitting scarab,
ebony orc, firedeep goblin, ghorig, gravidon, greater lizardfolk, hiend, ihchoide, lampblack
khryg, LGM, neanderthal, nubling, nulyani, pigmy wolfing, mesophant, necrotic brain, plasma dog,
orc, shadow elf, skald, swamp orc, trig, vugoo, silver floater, smoke snake, slime ghoul, sonic
xusc. nightmare, terror crane, vevul, xenic.
Magical Beast: arcanis watcher, assassin bug, 3: babooten, bluum, dire stirge, giant tiger beetle,
astral frigate, batreng, cellar dweller, chimerical glyptodon, mortslayer, reen, sand slime, targ,
hydra, chupacabra, dræcock bird, fetid, gryphon, tarridin viper, thorned star serpent, tunnel troll.
karkadann, lenk, nepalope, simurgh, spider worg, 4: blazing terror, coursar, cravedead, draug, irish
spine worm, stone groll, tarridin viper, thorned star elk, living sword, nepalope, nuthril, rifter, sand
serpent, thunder bird, worm mass. lord, scarecrow guardian, sharod, shrevebush,
Monstrous Humanoid: boarog, half-arachnid, spinar, tordori.
half-medusa, hiend, kree, lesser hag, makva, manta- 5: air primal, beowolf, butterfae, cave lion,
kine, ollorog, poludnica, reen, thrug. centacornus, cricklangal, dominad, eolascian
Ooze: grid dust, ihchoide, murkdeep, phleg, sand swarm, fire primal, garnamond, giant crustacean,
slime. gigantopithecus, karkadann, kree, midden
Outsider: babooten, elemental whippet, half- shambler, phleg, rust fiend, shnoz, simurgh,
incarnate, incarnate, shadow reeve, targ. smilodon, tome golem, worm mass.
Outsider (Air): blazing terror, sonic nightmare. 6: cellar dweller, dræcock bird, druther, lasa,
Outsider (Chaotic): coursar, shabat, virikas, makva, ollorog, 5-headed chimerical hydra.
wendigo. 7: acantha, arsinoitherium, assassin bug, grid dust,
Outsider (Cold): blazing terror, wendigo. iguanodon, lenk, ogatsu, poludnica, regalent

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archon, sea nymph, shadow reeve, stegasaurus, rataga.
wumpus, 6-headed chimerical hydra. Plane (Lawful Good): diva ray, regalent archon,
8: dynad construct, maw, rataga, rock lizard, thrug, sidræ archon.
woolly mammoth, 7-headed chimerical hydra. Plane (Neutral Good): lasa.
9: astral frigate, diplodocus, eolascian queen, giant Plane (Shadow): shadow reeve.
ground sloth, LGM, mercurial mimic, scallion, Space: phleg.
sidræ archon, thunder bird, wendigo, 8-headed Temperate Aquatic: giant crustacean, sea giant,
chimerical hydra. sea nymph, thorned star serpent.
10: rust giant, spirit drinker, 9-headed chimrical Temperate Forests: boarog, butterfae, ellylon,
hydra. giant beaver, gray dragon, gryphon, lenk, nieon,
11: dancing weaver, 10-headed chimerical hydra. replicant elf, sryag, tarridin forest, thunder bird,
12: baluchitherium, shaggy stalker, verge kraken, tree shadow.
11-headed chimerical hydra. Temperate Hills: batling, bendith y mamau,
13: murkdeep, sea giant, squll, 12-headed chaos dancing weaver, elemental whippet, hodekin, kree,
hydra. two-headed mutant ogre, two-headed mutant hill
14: elemental whippet. giant, two-headed mutant orc.
15: cybercube. Temperate Marshes: bogoil, chimerical hydra,
16: carcharodon megalodon. glyptodon, greater lizardfolk, sentinel slime, swamp
19: sentinel slime. orc, two-headed mutant huge viper snake, xusc.
20: campen de la muerte, fetid tyrannosaurus, Temperate Mountains: centacornus, ebony orc,
overseer. half-incarnate bugbear, nepalope, spider worg.
21: archlumine ghaele. Temperate Plains: brownie, canis dirus, ghorig,
24: archfiend horned devil. hund, midden shambler, mesophant, nubling,
56: nemesis. nulyani, shrevebush, smilodon, terror crane, trig.
Underground: cellar dweller, challatyr, cravedead,
death shrieker, dread human commoner zombie,
Environment firedeep goblin, gloom fly, golden spitting scarab,
Any: babooten, beowolf, campen de la muerte, maw, murkdeep, neanderthal, ogatsu, pigmy orc,
cybercube, droid, druther, grid dust, LGM, living poludnica, reen, rust fiend, sand slime, skald,
sword, makva, mekanoid snake, mercurial mimic, shaggy stalker, shnoz, spine worm, stone groll,
mortslayer, necrotic brain, nemesis, nuthril, tunnel troll, umbra, vugoo, worm mass, wumpus.
overseer, rifter, scarecrow guardian, shabat, spirit Vacuum: Verge kraken.
drinker, tome golem, tordori, veil. Warm Aquatic: carcharodon megalodon, electric
Cold Aquatic: bluum, draug. eel, portuguese man-o-war.
Cold Forest: khryg, wendigo. Warm Desert: acantha, hordling, fire sprite,
Cold Hills: xenic. karkadann, manta-kine, sand lord.
Cold Plains: arachnæ, cave lion, eolascian, hiend, Warm Forests: ape man, baluchitherium, batreng,
ichiode, irish elk, sharod, thrug, woolly mammoth. chimpanzee, diplodocus, dire stirge, giant ground
Cold Marshes: Slime ghoul. sloth, gigantopithecus, iguanodon, shadow elf,
Cold Mountains: half-arachnid troll. silver floater, simurgh, squll, stegasaurus.
Graveyard: gravesprite. Warm Hills: rock lizard.
Plane (Astral): astral frigate. Warm Marshes: arsinoitherium, iguanodon (duck
Plane (Chaotic Evil): virikas. bill), gravidon.
Plane (Chaotic Good): archlumine ghaele, Warm Mountains: dominad.
coursar. Warm Plains: arcanis watcher, chrone,
Plane (Domain of Dreams): figmentary dire wolf. chupacabra, dynad construct, fetid tyrannosaurus,
Plane (Elemental, Air): air primal, glashans, sonic dræcock bird, giant tiger beetle, ostrich, vevul.
nightmare.
Plane (Elemental, Cold): blazing terror.
Plane (Elemental, Earth): eldraal, garnamond,
rust giant, scallion, spinar, thermic elemental.
Plane (Elemental, Fire): cinderling, fire primal,
flame enzine, plasma dog, smoke snake, vulcan rat.
Plane (Elemental, Water): cricklangal.
Plane (Evil): assassin bug, lampblack wolfling,
targ.
Plane (Neutral): incarnate sea cat.
Plane (Lawful Evil): archfiend horned devil,

6
Introduction Monster Descriptions
Welcome to the fourth edition of the Book of This chapter is taken verbatim from the System
Beasts, a bestiary of creatures for use in role- Reference Document version 3.5. See the legal
playing games. The written material in this work is information at the end of this publication.
Open Game Content, and is licensed for public use
under the terms of the Open Game License v1.0a. Reading the Entries
See the copyright at the end of this book for more
information. Each monster description is organized in the same
I'd like to extend a gracious thanks to the following general format, as outlined below.
authors for their excellent contributions.
Statistics Block
• Ashley H. ― Heart-eater. This portion of a monster description contains basic
• David E. Brooks Jr. — Babooten, Death game information on the creature.
Shrieker, Rust Fiend, Wumpus.
Name
• Dominique Crouzet ― Cravedead, Crypt-
cursed. This is the name by which the creature is generally
• Magus ― Kree1, Spirit Drinker1. known. The descriptive text may provide other
• Monte Cook ― Challatyr. names.
• Netbook of Witches team2 — Batlings, Size and Type
Butterfae, Druther, Lesser Hag, Makva,
Poludnica, Scarecrow Guardian, Sea Nymph. This line describes the creature’s size. A size
modifier applies to the creature’s Armor Class
• Robert H. Nichols ― Dire Stirge, Gravesprite,
(AC) and attack bonus, as well as to certain skills.
Gryphon, Rock Lizard 1.
A creature’s size also determines how far it can
• Roll Initiative ― Tome Golem.
reach to make a melee attack and how much space
• Sean K. Reynolds ― Fleshbound Vampire, it occupies in a fight (see Space/Reach, below).
Half-Medusa, Thermic Elemental, Two-Headed
Mutant. The size and type line continues with the creature’s
• Steve Clark — Diplodocus, Iguanodon, type. Type determines how magic affects a
Stegasaurus. creature. Type determines certain features, such as
Hit Dice size, base attack bonus, base saving throw
bonuses, and skill points.
The marvelous cover illustration is copyright ©
2001 by Igino and permission was graciously Hit Dice
granted for use in this non-commercial publication. This line gives the creature’s number and type of
I'd also like to thank Dominique Crouzet and Eric Hit Dice, and lists any bonus hit points. A
Lofgren for their excellent illustrations. The parenthetical note gives the average hit points for a
remaining sketches and other creature depictions creature of the indicated number of Hit Dice. A
are by myself. creature’s Hit Dice total is also treated as its level
Proper use of this material requires access to the for determining how spells affect the creature, its
Core Rulebook III v3.5, or the System Reference rate of natural healing, and its maximum ranks in a
Document version 3.5. If you find an issue with skill.
any of these creatures, or would like to contribute a
Initiative
unique monster write-up for the next edition of this
book, please send me an e-mail message. This line gives the creature’s modifier on initiative
I hope you enjoy the creatures described herein and checks.
find a use for them in your own campaign. Speed
This line gives the creature’s tactical speed on land
Bob Hall, (the amount of distance it can cover in one move
February 23, 2004 action). If the creature wears armor that reduces its
speed, the creature’s base land speed follows.
If the creature has other modes of movement, these
are given after (or in place of) the land speed.
Unless noted otherwise, modes of movement are
1 Blacksway.net/cc — Homebrew Website. natural (not magical).
2 Liber Mysterium: The Netbook of Witches
and Warlocks.

7
Armor Class with the weapon, attack bonus, and form of attack
The Armor Class line gives the creature’s AC for (melee or ranged). The first entry is for the
normal combat and includes a parenthetical creature’s primary weapon, with an attack bonus
mention of the modifiers contributing to it (usually including modifications for size and Strength (for
size, Dexterity, and natural armor). The creature’s melee attacks) or Dexterity (for ranged attacks). A
touch and flat-footed ACs follow the combat-ready creature with the Weapon Finesse feat can use its
AC. Dexterity modifier on melee attacks. The remaining
weapons are secondary, and attacks with them are
A creature’s armor proficiencies (if it has any) made with a –5 penalty to the attack roll, no matter
depend on its type, but in general a creature is how many there are. Creatures with the Multiattack
automatically proficient with any kind of armor it is feat take only a –2 penalty on secondary attacks.
described as wearing (light, medium, or heavy), The damage that each attack deals is noted
and with all lighter kinds of armor. parenthetically. Damage from an attack is always at
Base Attack/Grapple least 1 point, even if a subtraction from a die roll
reduces the result to 0 or lower.
The number before the slash on this line is the
creature’s base attack bonus (before any modifiers A creature’s primary attack damage includes its full
are applied). This number won’t often be used, but Strength modifier (1-1/2 times its Strength bonus if
it can be handy sometimes, especially if the the attack is with the creature’s sole natural
creature has the Power Attack or Combat Expertise weapon) and is given first. Secondary attacks add
feats. only 1/2 the creature’s Strength bonus and are
given second in the parentheses.
The number after the slash is the creature’s grapple
bonus, which is used when the creature makes a If any attacks also have some special effect other
grapple attack or when someone tries to grapple the than damage, that information is given here.
creature. The grapple bonus includes all modifiers Unless noted otherwise, creatures using natural
that apply to the creature’s grapple checks (base weapons deal double damage on critical hits.
attack bonus, Strength modifier, special size Manufactured Weapons: Creatures that use
modifier, and any other applicable modifier, such swords, bows, spears, and the like follow the same
as a racial bonus on grapple checks). rules as characters do. The bonus for attacks with
two-handed weapons is 1-1/2 times the creature’s
Attack
Strength modifier (if it is a bonus), and is given
This line shows the single attack the creature makes first. Offhand weapons add only 1/2 the Strength
with an attack action. In most cases, this is also the bonus and are given second in the parentheses.
attack the creature uses when making an attack of
opportunity as well. The attack line provides the Space/Reach
weapon used (natural or manufactured), attack This line describes how much space the creature
bonus, and form of attack (melee or ranged). The takes up on the battle grid and thereby needs to
attack bonus given includes modifications for size fight effectively, as well as how close it has to be to
and Strength (for melee attacks) or Dexterity (for threaten an opponent. The number before the slash
ranged attacks). A creature with the Weapon is the creature’s space, or how many feet one side
Finesse feat can use its Dexterity modifier on melee of the creature occupies. The number after the slash
attacks. If the creature uses natural attacks, the is the creature’s natural reach. If the creature has
natural weapon given here is the creature’s primary exceptional reach due to a weapon, tentacle, or the
natural weapon. If the creature has several different like, the extended reach and its source are noted in
weapons at its disposal, the alternatives are shown, parentheses at the end of the line.
with each different attack separated by the word
“or.” A creature can use one of its secondary Special Attacks and Special Qualities
natural weapons when making an attack action, but Many creatures have unusual abilities. A monster
if it does it takes an attack penalty, as noted in the entry breaks these abilities into special attacks and
Full Attack section below. The damage that each special qualities. The latter category includes
attack deals is noted parenthetically. Damage from defenses, vulnerabilities, and other special abilities
an attack is always at least 1 point, even if a that are not modes of attack. A special ability is
subtraction from a die roll reduces the result to 0 or either extraordinary (Ex), spell-like (Sp), or
lower. supernatural (Su). Additional information (when
needed) is provided in the creature’s descriptive
Full Attack
text.
This line shows all the physical attacks the creature When a special ability allows a saving throw, the
makes when it uses a full-round action to make a kind of save and the save DC is noted in the
full attack. It gives the number of attacks along descriptive text. Most saving throws against special

8
abilities have DCs calculated as follows: 10 + 1/2 takes a –8 penalty on skill checks that defy its
the attacker’s racial Hit Dice + the relevant ability natural tendencies.
modifier. In extreme circumstances the creature fails the
The save DC is given in the creature’s description check automatically.
along with the ability on which the DC is based.
Feats
Saves The line gives the creature’s feats. A monster gains
This line gives the creature’s Fortitude, Reflex, and feats just as a character does. Sometimes a creature
Will save modifiers. has one or more bonus feats, marked with a
superscript B (B). Creatures often do not have the
Abilities prerequisites for a bonus feat. If this is so, the
This line lists the creature’s ability scores, in the creature can still use the feat. If you wish to
customary order: Str, Dex, Con, Int, Wis, Cha. customize the creature with new feats, you can
Except where noted otherwise, each creature is reassign its other feats, but not its bonus feats. A
assumed to have the standard array of ability scores creature cannot have a feat that is not a bonus feat
before racial adjustments (all 11s and 10s). To unless it has the feat’s prerequisites.
determine any creature’s racial ability adjustments,
subtract 10 from any even-numbered ability score Environment
and subtract 11 from any odd-numbered score. This line gives a type of climate and terrain where
(Exceptions are noted in the Combat section of a the creature is typically found. This describes a
creature’s descriptive text.) tendency, but is not exclusionary.
Strength: Quadrupeds can carry heavier loads than Organization
bipeds can. Any creature with four or more motive
limbs can carry a load as a quadruped, even if it This line describes the kinds of groups the creature
does not necessarily use all the limbs at once. might form. A range of numbers in parentheses
indicates how many combat-ready adults are in
Intelligence: A creature can speak all the
each type of group. Many groups also have a
languages mentioned in its description, plus one
number of noncombatants, expressed as a
additional language per point of Intelligence bonus.
percentage of the fighting population.
Any creature with an Intelligence score of 3 or
Noncombatants can include young, the infirm,
higher understands at least one language (Common,
slaves, or other individuals who are not inclined to
unless noted otherwise).
fight. If the organization line contains the term
Nonabilities: Some creatures lack certain ability “domesticated,” the creature is generally found
scores. These creatures do not have an ability score only in the company of other creatures, whom it
of 0—they lack the ability altogether. The modifier serves in some capacity.
for a nonability is +0.
Challenge Rating
Skills
This shows the average level of a party of
This line gives the creature’s skills, along with each adventurers for which one creature would make an
skill’s modifier (including adjustments for ability encounter of moderate difficulty.
scores, armor check penalties, and any bonuses
from feats or racial traits). All listed skills are class Treasure
skills, unless the creature has a character class This line reflects how much wealth the creature
(noted in the entry). A creature’s type and owns. In most cases, a creature keeps valuables in
Intelligence score determine the number of skill its home or lair and has no treasure with it when it
points it has. travels. Intelligent creatures that own useful,
The Skills section of the creature’s description portable treasure (such as magic items) tend to
recaps racial bonuses and other adjustments to skill carry and use these, leaving bulky items at home.
modifiers for the sake of clarity; these bonuses
should not be added to the listed skill modifiers. Alignment
An asterisk (*) beside the relevant score and in the This line gives the alignment that the creature is
Skills section of the descriptive text indicates a most likely to have. Every entry includes a qualifier
conditional adjustment, one that applies only in that indicates how broadly that alignment applies to
certain situations. the species as a whole.
Natural Tendencies: Some creatures simply aren’t Advancement
made for certain types of physical activity. If it The monster entry usually describes only the most
seems clear that a particular creature simply is not commonly encountered version of a creature. The
made for a particular physical activity, that creature advancement line shows how tough a creature can

9
get, in terms of extra Hit Dice. (This is not an
absolute limit, but exceptions are extremely rare.)
Often, intelligent creatures advance by gaining a
level in a character class instead of just gaining a
new Hit Die.
Level Adjustment
This line is included in the entries of creatures
suitable for use as player characters or as cohorts
(usually creatures with Intelligence scores of at
least 3 and possessing opposable thumbs). Add this
number to the creature’s total Hit Dice, including
class levels, to get the creature’s effective character
level (ECL). A character’s ECL affects the
experience the character earns, the amount of
experience the character must have before gaining a
new level, and the character’s starting equipment.

10
Fantasy Creatures black, brown, yellow, and white markings. The
senses of these creatures are exceptionally acute,
These creatures are suitable for use in most fantasy being the equal of the most successful predatory
campaigns that allow the use of magic. animals. In addition, they are capable of detecting
beings that would normally be concealed by
magical means or by their ethereal state.
The arcanis watchers originally served as faithful
pets and guardians in the towers of their wizard
creators, but in time they were also frequently sold
to wealthy merchants.
Intended to serve as domesticated beasts, arcanis
watchers generally do not reproduce well in the
wilderness and will only thrive in a civilized
environment. They breed as marsupials, with the
female carrying infants in her pouch.
Combat
The arcanis watcher is a faithful and courageous
guardian who defends its master with a potent bite.
When it becomes aware of a threat it will begin
barking loudly with a deep growl, often
summoning more powerful guardians as a result.
Arcanis Watcher True Sight (Su): This ability is identical with true
seeing (caster level 10th) except that it constant and
Author: Robert J. Hall. has personal range.
Small Magical Beast Skills: Arcanis watchers have a +4 racial bonus to
Hit Dice: 1d10+2 (8 hp) Spot and Listen checks. *They have a +4 racial
Initiative: +1 bonus on Survival checks when tracking by scent.
Speed: 40 ft. (8 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), Advancement
touch 12, flat-footed 13 In addition to the standard changes due to Hit Dice
Base Attack/Grapple: +1/-1 advancement, arcanis watchers also gain the
Attack: Bite +4 melee (1d6+4) following special benefits.
Full Attack: Bite +4 melee (1d6+4) • 2-7 HD — The racial bonuses to Spot and
Space/Reach: 5 ft./5 ft.
Listen checks increase to +6.
Special Attacks: ― • 4+ HD — +2 bonus on saving throws against all
Special Qualities: True sight, low-light vision,
mind-affecting effects.
scent
• 6+ HD — Gain Alarm (Su): An arcanis
Saves: Fort +5, Ref +5, Will +2
watcher receives a mental alarm each time a
Abilities: Str 14, Dex 13, Con 15, Int 4, Wis 14,
creature of Tiny or larger size approaches
Cha 7
within a 20-foot-radius, in a manner identical to
Skills: Jump +3, Listen +11, Spot +11, Survival
the alarm spell. This is a constant ability and
+7*
can not be dispelled or suppressed.
Feats: Alertness
• 8 HD — The racial bonuses to Spot and Listen
Environment: Warm plains
checks increase to +8.
Organization: Solitary or pack (5-10)
Challenge Rating: 1
Treasure: None Archfiend
Alignment: Always neutral
Advancement: 2-4 HD (Small); 5-8 HD (Medium) Author: Robert J. Hall.
Level Adjustment: ― Existence on the dimensional planes of evil is
brutal in the extreme, and none can command there
who are not utterly brutal and ruthless. The most
These peculiar creatures were bred by wizards to malicious of these villainous beings rise above the
serve as magical watchdogs. Physically they rank and file to find positions of power. These
combine the lower body and tail of a wallaby with superior representatives of their type are rewarded
the head, neck, and front paws of a wild dog. Their with potent evil abilities by the masters of the
shaggy, mottled fur coat is a mixture of patchy plane, allowing the chosen ones to dominate their

11
lessors. Challenge Rating: 24
The archfiend is an evil-aligned outsider that has Treasure: Standard coins; double goods; standard
demonstrated dominant traits which pleased their items
masters. They have committed countless untold Alignment: Lawful evil
acts of villainy to achieve their infamous status, and Advancement: By character class
have become the very embodiment of pure evil. Level Adjustment: —
Their superior abilities are sufficient to give all but
the most powerful of opponents cause for fear. Thornzeghazul is an awe-inspiring figure, standing
Archfiends always possess an obedient following over 16 feet tall and weighs about 5,000 pounds.
of lesser creatures to serve their bidding. His monstrous, intimidating form is constantly
Sample Archfiend surrounded by a shadowy nimbus in which
unsettling figures and shapes seem to shift and
This example uses a horned devil that has been move about. A glance at his hard, penetrating gaze
advanced to 21 HD as the base creature. will send even a battle-hardened veteran into the
depths of despair.
Thorzeghazul Thornzeghazul speaks abyssal, celestial, draconic,
Archfiend Horned Devil (Cornugon) infernal, orcish, and undercommon. His cohort is a
Huge Outsider (Evil, Extraplanar, Lawful) cauchemar nightmare.
Hit Dice: 21d8+189 (283 hp) Gear: +2 huge unholy spiked chain, dagger of
Initiative: +12 venom, +1 ring of greater energy resistance (fire),
Speed: 20 ft. (4 squares), fly 50 ft. (average) cloak of etherealness, earth elemental gem, amulet
Armor Class: 39 (-2 size, +8 Dex, +19 natural, +4 of proof against detection and location, 3 potions
deflection), touch 20, flat-footed 31 of cure serious wounds, 2 potions of haste.
Base Attack/Grapple: +21/+41
Attack: +2 huge unholy spiked chain +34 (2d6+14 Combat
plus stun) or claw +31 melee (2d6+12) or tail +31 Thornzeghazul is a bold, fearless fighter. He has
(2d6+6 plus infernal wound) never been known to retreat, even against
Full Attack: +2 huge unholy spiked chain overwhelming odds. He loves to fight with his
+34/+29/+24/+19 (2d6+20 plus stun) and bite +29 spiked chains, usually singling out the enemy
(2d8+6) and tail +29 (2d6+6 plus infernal wound); leader to crush and quickly eliminate.
or 2 claws +31 melee (2d6+12) and bite +29
Thornzeghazul’s natural weapons, as well as any
(2d8+6) and tail +29 (2d6+6 plus infernal wound)
weapons he wields, are treated as evil-aligned and
Space/Reach: 15 ft./15 ft. (20 ft. with spiked lawful-aligned for the purpose of overcoming
chain) damage reduction.
Special Attacks: Aura of despair, fear aura,
infernal wound, spell-like abilities, stun, summon Spell-Like Abilities: At-will—dispel chaos (DC
devil 23), dispel good (DC 23), magic circle against
Special Qualities: Damage reduction 15/good and good, greater teleport (self plus 50 pounds of
silver, darkvision 60 ft., immunity to fire and objects only), persistent image. 3/day—fireball
poison, resistance to acid 10 and cold 10, (DC 21), lightning bolt (DC 21). 1/day—acid fog
regeneration 5, see in darkness, spell resistance 31, (DC 24), confusion (DC 22), finger of death (DC
telepathy 100 ft., detect good, greater scrying 25), hold monster (DC 23), maze. Caster level 21st.
5/day, plane shift, true name The save DCs are Charisma-based.
Saves: Fort +21, Ref +22, Will +16 Aura of Despair (Su): Thornzeghazul is constantly
Abilities: Str 35, Dex 27, Con 29, Int 16, Wis 18, shrouded in a blood-red, infernal aura of evil.
Cha 26 Creatures of less than 10 HD in a 60-foot radius
Skills: Bluff +30, Climb +41, Concentration +32, that look at the archfiend must succeed on a DC 22
Diplomacy +16, Disguise +12 (+6 acting), Hide Will save or be affected as though by a crushing
+30, Intimidate +34, Knowledge (planes) +15, despair spell (caster level 21st.) A creature that
Listen +28, Move Silently +30, Search +27, Sense successfully saves cannot be affected again by the
Motive +24, Speak Language +4, Spot +28, same archfiend's aura for 24 hours.
Survival +4 (+6 following tracks) Detect Good (Sp): At will, thornzeghazul can use
Feats: Cleave, Improved Sunder, Improved detect good as a spell-like ability, duplicating the
Initiative, Iron Will, LeadershipB, Multiattack, effect of the detect good spell.
Power Attack, Weapon Focus (spiked chain) Greater Scrying (Su): Thornzeghazul can use a
Environment: A lawful evil-aligned plane greater scrying ability, as the spell, four times per
Organization: Pair (with cohort), or mob (with day.
cohort and 20-40 followers)

12
Plane Shift (Su): This ability affects only unchanged. Do not recalculate Hit Dice or base
thornzeghazul and it can be used once per day. It is attack bonus.
otherwise identical to the spell (caster level 21st.) Armor Class: The creature gains a +1 deflection
Fear Aura (Su): Thornzeghazul can radiate a 5- bonus to AC per five Hit Dice (maximum +5 at 25
foot-radius fear aura as a free action. A creature in HD) or the deflection bonus of the base creature,
the area must succeed on a DC 28 Will save or be whichever it is better.
affected as though by a fear spell (caster level Special Attacks: An archfiend has all the special
15th). A creature that successfully saves cannot be attacks of the base creature and gains those
affected again by the same horned devil’s aura for described below.
24 hours. Other devils are immune to the aura. The
Spell-Like Abilities: An archfiend with an
save DC is Charisma-based.
Intelligence or Wisdom score of 8 or higher has a
Stun (Su): Whenever thornzeghazul hits with a choice of spell-like abilities depending on its Hit
spiked chain attack, the opponent must succeed on Dice, as indicated on the table below. The abilities
a DC 32 Fortitude save or be stunned for 1d4 are cumulative; an archfiend with 10 HD can use
rounds. The save DC is Strength-based. This ability bestow curse, confusion, and hold monster. An
is a function of the horned devil, not of the spiked ability is usable once per day. Use the caster level
chain. for the spell-like abilities of the the base creature,
Infernal Wound (Su): The damage thornzeghazul or the creature's Hit Dice, whichever is greater. The
deals with its tail attack causes a persistent wound. save DCs are Charisma-based.
An injured creature loses 2 additional hit points HD Abilities
each round. The wound does not heal naturally and 6-7 Confusion
resists healing spells. The continuing hit point loss 8 Bestow curse
can be stopped by a DC 29 Heal check, a cure 9-10 Hold monster
spell, or a heal spell. However, a character 11 Private sanctum
attempting to cast a cure spell or a heal spell on a 12-13 Eyebite
creature damaged by thornzeghazul’s tail must 14 Acid fog
succeed on a DC 29 caster level check, or the spell 15-16 Finger of death
has no effect on the injured character. A successful 17 Power word blind
Heal check automatically stops the continuing hit 18-19 Discern location
point loss as well as restoring hit points. The check 20 Maze
DC is Constitution-based. 21-22 Destruction
Summon Devil (Sp): Once per day thornzeghazul 23 Time stop
can attempt to summon 2d10 lemures or 1d6 24-25 Fear, chain lightning
bearded devils with a 70% chance of success; 1d6 26 Contagion, symbol of weakness
barbed devils with a 55% chance of success, or a 27-28 Baleful polymorph, insanity
horned devil with a 40% chance of success. This 29 Magic jar, demand
ability is the equivalent of a 6th-level spell. 30-31 Circle of death, horrid wilting
Regeneration (Ex): Thornzeghazul takes normal 32+ Disintegrate, dominate monster
damage from good-aligned silvered weapons, and Improved Summoning (Sp): If the base creature has
from spells or effects with the good descriptor. a chance to summon evil outsiders as a spell-like
ability, the chance for success improves by +20%.
True Name (Su): Thornzeghazul has a true name
which holds special power over the creature. An Special Qualities: An archfiend has all the special
archfiend is unable to resist a spell or spell-like qualities of the base creature and gains those
effect cast by a creature that knows the true name described below.
of the archfiend, and the DC for any Will save Aura of Despair (Su): Archfiends are constantly
against the spell is increased by +10. The greater shrouded in a blood-red, infernal aura of evil.
power that bestowed the archfiend template upon Creatures of less than 10 HD in a 60-foot radius
thornzeghazul always knows his true name. that look at the archfiend must succeed on a Will
save or be affected as though by a crushing despair
Creating an Archfiend spell (caster level equal to Hit Dice.) The save DC
"Archfiend" is an acquired template that can be is equal to 14 + Charisma bonus. A creature that
added to any evil-aligned outsider that has successfully saves cannot be affected again by the
advanced by more than 5 Hit Dice (referred to same archfiend's aura for 24 hours.
hereafter as the base creature). Damage Reduction (Su): If the base creature has
An archfiend uses all the base creature's statistics damage reduction, increase the amount of reduction
and special abilities except as noted here. by +5. Otherwise the creature gains damage
Size and Type: The creature's type and size are reduction 10/good.

13
Detect Good (Sp): At will, an archfiend can use lord.
detect good as a spell-like ability, duplicating the
effect of the detect good spell. Archlumine Ghaele
Greater Scrying (Su): An archfiend can use a This example uses a ghaele that has been advanced
greater scrying ability, as the spell, once per day to 18 HD as the base creature.
for every five Hit Dice (caster level 14th.)
Plane Shift (Su): This ability affects only the Erichelle Glowhearth
archfiend and it can be used once per day. It is Archlumine Ghaele
otherwise identical to the spell (caster level equals Large Outsider (Chaotic, Extraplanar, Good)
14th or the creature's HD, whichever is greater.) Hit Dice: 18d8+54 (135 hp)
Spell Resistance (Su): Spell resistance equal to Initiative: +7
creature's HD + 10 (maximum 35) or the spell Speed: 50 ft. (10 squares), fly 150 ft. (perfect)
resistance of the base creature, whichever is better. Armor Class: 29 (-1 size, +3 Dex, +14 natural, +3
True Name (Su): An archfiend has a true name deflection), touch 15, flat-footed 26, or
which holds special power over the creature. An 15 (-1 size, +3 Dex, +3 deflection), touch 15, flat-
archfiend is unable to resist a spell or spell-like footed 12
effect cast by a creature that knows the true name Base Attack/Grapple: +18/+30
of the archfiend, and the DC for any Will save Attack: +4 large ghost touch holy greatsword +30
against the spell is increased by +10. The greater melee (3d6+17/19–20) or light ray +20 ranged
power that bestowed the archfiend template upon touch (2d12)
the creature always knows its true name. Full Attack: +4 large ghost touch holy greatsword
+30/+25/+20 melee (3d6+17/19–20) or 2 light rays
Abilities: Increase from the base creature as +20 ranged touch (2d12)
follows: Str +4, Dex +2, Con +4, Int +2, Cha +4. Space/Reach: 10 ft./10 ft.
Feats: Gains Leadership as a bonus feat. Otherwise Special Attacks: Spell-like abilities, spells, gaze,
same as the base creature. greater spiritual weapon
Challenge Rating: HD 9 or less, as base creature Special Qualities: Alternate form, damage
+2; HD 10-15, as base creature +3; HD 16 or more, reduction 15/evil and cold iron, darkvision 60 ft.,
as base creature +4. detect evil, immunity to electricity and
Advancement: By character class. petrification, low-light vision, protective aura,
resistance to cold 10 and fire 10 spell resistance 28,
Level Adjustment: Same as base creature +7. aura of hope, greater arcane sight, tongues,
limitations
Archlumine Saves: Fort +14, Ref +14, Will +15
Abilities: Str 27, Dex 16, Con 17, Int 18, Wis 19,
Author: Robert J. Hall. Cha 20
Among the many marvelous inhabitants of the Skills: Concentration +24, Diplomacy +22, Escape
dimensional planes of good, there are those who Artist +24, Handle Animal +26, Hide +24,
embody the purest virtues of their kind. These Knowledge (any two) +25, Listen +25, Move
paragons of all that is good and right have excelled Silently +24, Ride +24, Sense Motive +25, Spot
in their struggles against evil, and thus have been +25, Use Rope +7 (+9 with bindings)
rewarded with positions of greater responsibility. Feats: Combat Expertise, Dodge, Improved
Such impressive representatives of their type are Disarm, Improved Initiative, Improved Trip,
blessed with significantly improved abilities by a LeadershipB, Mobility, Spring Attack
divine patron of the plane, allowing these creatures Environment: Any chaotic good-aligned plane
to pursue their cause with greater efficacy. Organization: Pair (with cohort), or cadre (with
An archlumine is a good-aligned outsider that has cohort and 20-40 followers)
attained a remarkable record of achievement while Challenge Rating: 21
displaying a virtue beyond reproach. They are Treasure: No coins; double goods; standard items
heroic figures, and many a good-natured creature Alignment: Chaotic good
would willingly sacrifice themselves in order to Advancement: By character class
further the illustrious purpose of the blessed Level Adjustment: —
archlumine. The potent powers of an archlumine
are the bane of all but the darkest of evil opponents, Erichelle Glowhearth is a living legend among the
and they have dedicated their lives to the ghaele, having valiantly defeated untold numbers of
elimination of all that is vile and despicable. evil creatures and slain many of their malevolent
Archlumine always have a loyal following of good- masters in single combat. She is widely regaled by
natured creatures to serve and protect their noble the bards of her realm, and is the very stuff of

14
legend. Erichelle loves nothing better than to rescue obscuring mist, sanctuary, shield of faith; 2nd—
innocent souls from the horror of vile tyranny, but aid*, align weapon, bear’s endurance, find traps,
is more than willing to serve as an ally in any lesser restoration, remove paralysis, zone of truth;
significant cause for good. 3rd—daylight, plant growth*, prayer, remove
While usually appearing as a towering humanoid curse, searing light, water breathing; 4th—death
female of striking allure, Erichelle can also take the ward, dismissal, divine power, holy smite*,
form of an incorporeal globe of eldritch colors, 8 restoration; 5th—dispel evil*, flame strike, raise
feet in diameter. In her normal form she stands just dead, true seeing; 6th—banishment, blade barrier,
over 9 feet tall and weighs about 600 pounds. heal, repel wood*; 7th—holy word*, mass cure
serious wounds, summon monster VII.
Erichelle speaks Celestial, Infernal, and Draconic,
but can communicate with almost any creature, *Domain spell.
thanks to her tongues ability. Her cohort and Greater Spiritual Weapon (Sp): Three times per
closest friend is a chaotic good half-brass dragon day Erichelle can summon a weapon of pure force.
centaur 14th-level Cleric/3th-level Hierophant named This ability functions as the spiritual weapon spell
Mynla Tralshien. (caster level 18th), except that a weapon remains in
Gear: +4 large ghost touch holy greatsword, rod of existence for 18 minutes and it can be redirected to
enemy detection, gauntlet of rust, ring of animal a new opponent as a free action. This ability is the
friendship, 3 potions of cure moderate wounds, 2 equivalent of a 4th-level spell.
potions of haste. The sword is an intelligent Aura of Hope (Su): Erichelle is constantly
weapon named Solbern the Wraith Reaver (CG, Int shrouded in a golden, glowing aura of faith. Any
13, Wis 13, Cha 10, empathy, Search +11, cast allies within a 30-foot radius are affected as though
major image 1/day, and 60 ft. vision and hearing.) by a good hope spell (caster level 18th.) Creatures
must succeed on a DC 13 Will save in order to
Combat resist this effect. A creature that successfully saves
When Erichelle enters combat, she prefer direct cannot be affected again by the same archlumine's
confrontation and lethal attacks to more subtle or aura for 24 hours. Erichelle is not affected by the
insidious methods. She usually fights in her aura.
humanoid form, wielding an incandescent +4 large Gaze (Su): In humanoid form—slay evil creatures
ghost touch holy greatsword. If Erichelle desires of 5 or less HD, range 60 feet, Will DC 18 negates.
mobility, she assumes her globe form and blasts the Even if the save succeeds, the creature is affected
enemy with light rays. as though by a fear spell for 2d10 rounds. Non-evil
Erichelle’s natural weapons, as well as any creatures, and evil creatures with more than 5 HD,
weapons she wields, are treated as chaotic-aligned must succeed on a DC 18 Will save or suffer the
and good-aligned for the purpose of overcoming fear effect. The save DCs are Charisma-based.
damage reduction. Light Ray (Ex): Erichelle in globe form can
Spell-Like Abilities: At will—aid, charm monster project light rays with a range of 300 feet. This
(DC 19), color spray (DC 16), comprehend attack overcomes damage reduction of any type.
languages, continual flame, cure light wounds (DC Alternate Form (Su): Erichelle can shift between
16), dancing lights, detect evil, detect thoughts (DC her humanoid and globe forms as a standard action.
17), disguise self, dispel magic, hold monster (DC In humanoid form, she cannot fly or use her light
20), greater invisibility (self only), major image rays, but she can use her gaze attack and spell-like
(DC 18), see invisibility, greater teleport (self plus abilities, make physical attacks, and cast spells. In
50 pounds of objects only); 1/day—chain lightning globe form, she can fly, use her light rays, and use
(DC 21), detect scrying, dimension lock, discern spell-like abilities, but she cannot cast spells or use
lies, greater command (DC 20), heal (DC 21), her gaze attack. The globe form is incorporeal, and
instant summons, prismatic spray (DC 22), Erichelle has no Strength score while in that form.
righteous might, spell turning, symbol of
persuasion (DC 21), wall of force. Caster level Erichelle remains in one form until she chooses to
18th. The save DCs are Charisma-based. assume a new one. A change in form cannot be
dispelled, nor does Erichelle revert to any particular
Spells: While in humanoid form, Erichelle can cast form when killed. A true seeing spell or ability,
divine spells as a 14th-level cleric. Erichelle has however, reveals both forms simultaneously.
access to the Good and Plant domains. The save
DCs are Wisdom-based. Protective Aura (Su): Against attacks made or
effects created by evil creatures, this ability
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; provides a +4 deflection bonus to AC and a +4
save DC 13 + spell level): 0—cure minor wounds, resistance bonus on saving throws to anyone within
detect magic, guidance, light, resistance, virtue; 1st 20 feet of Erichelle. Otherwise, it functions as a
—bless, command, divine favor, entangle*, magic circle against evil effect and a lesser globe

15
of invulnerability, both with a radius of 20 feet HD Abilities
(caster level 18th). (The defensive benefits from the 6-7 Detect scrying
circle are not included in a Erichelle’s statistics 8 Discern lies
block.) 9-10 Greater command
Greater Arcane Sight (Su): Erichelle can use a 11 Righteous might
greater arcane sight ability, as the spell, three times 12-13 Heal
per day (caster level 14th.) 14 Symbol of persuasion
15-16 Instant summons
Detect Evil (Sp): At will, Erichelle can use detect
17 Spell turning
evil as a spell-like ability, duplicating the effect of
18-19 Dimension lock
the detect evil spell.
20 Mind blank
Plane Shift (Su): This ability affects only Erichelle 21-22 Etherealness
and it can be used once per day. It is otherwise 23 Foresight
similar to the spell (caster level 18th.) 24-25 Stoneskin, animate objects
Tongues (Su): Erichelle can speak with any 26 Freedom of Movement, banishment
creature that has a language, as though using a 27-28 Hold monster, forcecage
tongues spell (caster level 14th). This ability is 29 Mark of justice, iron body
always active. 30-31 Word of recall, sunburst
Limitations: Erichelle will lose her archlumine 32+ True seeing, astral projection
template if she ever willingly commits an evil act. Greater Spiritual Weapon (Sp): Three times per
In addition, she is expected to freely serve the will day the archlumine can summon a weapon of pure
of her divine patron when called upon to do so, force. This ability functions as the spiritual weapon
although her patron is understanding about brief spell (caster level equals HD), except that a weapon
diversions for a good purpose. remains in existence for 1 minute per HD and it can
be redirected to a new opponent as a free action.
Creating an Archlumine This ability is the equivalent of a 4th-level spell.
"Archlumine" is an acquired template that can be Special Qualities: An archlumine has all the
added to any good-aligned outsider that has special qualities of the base creature and gains
advanced by more than 5 Hit Dice (referred to those described below.
hereafter as the base creature). Aura of Hope (Su): Archlumine are constantly
An archlumine uses all the base creature's statistics shrouded in a beautiful glowing aura of goodness.
and special abilities except as noted here. Any allies within a 30-foot radius are affected as
Size and Type: The creature's type and size are though by a good hope spell (caster level equal to
unchanged. Do not recalculate Hit Dice or base Hit Dice.) Creatures must succeed on a Will save in
attack bonus. order to resist this effect. The save DC is equal to
Armor Class: The creature gains a +1 deflection 13 + Charisma bonus. A creature that successfully
bonus to AC per five Hit Dice (maximum +5 at 25 saves cannot be affected again by the same
HD) or the deflection bonus of the base creature, archlumine's aura for 24 hours.
whichever it is better. Damage Reduction (Su): If the base creature has
Special Attacks: An archlumine has all the special damage reduction, increase the amount of reduction
attacks of the base creature and gains those by +5. Otherwise the creature gains damage
described below. reduction 10/evil.
Spell-Like Abilities: An archlumine with an Detect Evil (Sp): At will, an archlumine can use
Intelligence or Wisdom score of 8 or higher has a detect evil as a spell-like ability, duplicating the
choice of spell-like abilities depending on its Hit effect of the detect evil spell.
Dice, as indicated on the table below. The abilities Greater Arcane Sight (Su): An archlumine can use
are cumulative; an archfiend with 10 HD can use a greater arcane sight ability, as the spell, once per
detect scrying, discern lies, and greater command. day for every five Hit Dice (caster level 14th.)
An ability is usable once per day. Use the caster Plane Shift (Su): This ability affects only the
level for the spell-like abilities of the the base archlumine and it can be used once per day. It is
creature, or the creature's Hit Dice, whichever is otherwise identical to the spell (caster level equals
greater. The save DCs are Charisma-based. 14th or the creature's HD, whichever is greater.)
Spell Resistance (Su): Spell resistance equal to
creature's HD + 10 (maximum 35) or the spell
resistance of the base creature, whichever is better.
Limitations: An archlumine must be the same
alignment as its divine patron and will lose its

16
archlumine template if it ever willingly commits an — Tongues (Su): All archons can speak with any
evil act. In addition, it is expected to freely serve creature that has a language, as though using a
the will of its divine patron when called upon to do tongues spell (caster level 14th). This ability is
so, although most such patrons are understanding always active.
about brief diversions for a good purpose.
Abilities: Increase from the base creature as Regalent
follows: Str +2, Dex +4, Con +2, Int +2, Wis +2, Author: Robert J. Hall.
Cha +4. Medium Outsider (Archon, Extraplanar, Good,
Feats: Gains Leadership as a bonus feat. Otherwise Lawful)
same as the base creature. Hit Dice: 8d8+24 (60 hp)
Challenge Rating: HD 9 or less, as base creature Initiative: +1
+2; HD 10-15, as base creature +3; HD 16 or more, Speed: 40 ft. (8 squares)
as base creature +4. Armor Class: 24 (+1 Dex, +9 +1 full plate armor,
Advancement: By character class. +2 masterwork heavy steel shield, +2 natural),
touch 11, flat-footed 23
Level Adjustment: Same as base creature +7. Base Attack: +8/+12
Attack: +1 longsword +14 (1d8+5/19-20)
Archon Full Attack: +1 longsword +14/+9 (1d8+5/19-20)
Space/Reach: 5 ft./5 ft.
Archons are celestials from a lawful good-aligned Special Attacks: Spell-like abilities, spells
plane. Archons speak Celestial, Infernal, and Special Qualities: Aura of menace, damage
Draconic, but can speak with almost any creature reduction 10/evil, darkvision 60 ft., immunity to
because of their tongues ability. electricity and petrification, magic circle against
evil, spell resistance 18, teleport, tongues, radiance,
Combat
rust vulnerability
Archons generally prefer to meet a foe head-on if it Saves: Fort +9, Ref +7, Will +8
is prudent to do so, but if outmatched, they do what Abilities: Str 19, Dex 13, Con 17, Int 10, Wis 14,
they can to even the odds (usually by employing Cha 14
hit-and run tactics or standing off and engaging a Skills: Concentration +12, Diplomacy +13, Handle
foe with magic before moving into melee). Animal +15, Heal +12, Jump +15, Knowledge (any
Archon Traits: An archon possesses the following two) +9, Ride +14, Sense Motive +8, Spot +12
traits (unless otherwise noted in a creature’s entry). Feats: Animal Affinity, Combat Expertise,
— Darkvision out to 60 feet and low-light vision. Improved Disarm
— Aura of Menace (Su): A righteous aura Environment: Any lawful good-aligned plane.
surrounds archons that fight or get angry. Any Organization: Solitary, pair, or troop (4-9 and 2-4
hostile creature within a 20-foot radius of an lantern archons)
archon must succeed on a Will save to resist its Challenge Rating: 7
effects. The save DC varies with the type of Treasure: No coins; double goods; standard items
archon, is Charisma-based, and includes a +2 Alignment: Always lawful good
racial bonus. Those who fail take a –2 penalty Advancement: 9-15 HD (Medium); 16-21 HD
on attacks, AC, and saves for 24 hours or until (Large)
they successfully hit the archon that generated Level Adjustment: +5
the aura. A creature that has resisted or broken
the effect cannot be affected again by the same Regalent archons appear as robust humanoid forms
archon’s aura for 24 hours. that are completely encased in magnificent suit of
— Immunity to electricity and petrification. full plate armor. Inside is a nebulous being that
— +4 racial bonus on saves against poison. continually radiates a blazing, pure white light.
— Magic Circle against Evil (Su): A magic circle This illumination shines outward through every
against evil effect always surrounds an archon seam and joint in the suit. A regalent archon moves
(caster level equals the archon’s Hit Dice). (The with an effortless grace in their heavy armor as if
defensive benefits from the circle are not they it been born for that purpose.
included in an archon’s statistics block.) A regalent archon is a champion of justice who
— Teleport (Su): Archons can use greater teleport defends innocent victims of monstrous evil. They
at will, as the spell (caster level 14th), except are intimately linked to the armor in which they
that the creature can transport only itself and up dwell, and will cease to exist if their armor is ever
to 50 pounds of objects. destroyed.
Regalent archons speak Celestial, Infernal, and

17
Draconic, but can speak with almost any creature Teleport (Su): Regalent archons can use greater
because of their tongues ability. They talk with a teleport at will, as the spell (caster level 14th),
deep, calming voice. except that the creature can transport only itself and
up to 50 pounds of objects.
Combat Tongues (Su): Regalent archons can speak with
Regalent archons live for the valor of combat, and any creature that has a language, as though using a
enter a fight with a will. They will usually fight tongues spell (caster level 14th). This ability is
heroically until they finish off their foe, or they are always active.
slain. However, if an honorable opponent is clearly Rust Vulnerability (Ex): Regalent archons are
out-matched, a regelant archon will ask the considered ferrous creatures for the purpose of
opponent to yield rather than delivering the final determining damage from rust. Any rust damage is
death stroke. They employ a +1 long sword and a removed by healing the regalent archon.
masterwork heavy steel shield, but often use a
masterwork lance when mounted. Skills: A regalent archon gains a +2 racial bonus
on Spot checks. Due to its constant radiance, a
A regalent archon's natural weapons, as well as any regalent archon has a -8 racial modifier to Hide
weapons it wields, are treated as good-aligned and checks against opponents with normal sight or
lawful-aligned for the purpose of overcoming darkvision.
damage reduction.
Spell-Like Abilities: At will—continual flame, Advancement
detect evil, status. (DC 13). 3/day—daylight, In addition to the standard changes due to Hit Dice
greater magic weapon, phantom steed. Caster level advancement, regalent archons also gain the
8th. Save DCs are Wisdom-based. following special benefits.
Spells: Regalent archons cast divine spells as 8th- • Spell resistance equals creature's HD + 10
level paladins. The save DC are Wisdom-based. (maximum 30).
Typical Paladin Spells Prepared (1/1; DC 12 + • The caster level of the spell-like abilities is
spell level): 1st—cure light wounds; 2nd—zone of equal to the Hit Dice.
truth (DC 14). • Cast spells as a paladin with class level equal to
Aura of Menace (Su): A righteous aura surrounds the Hit Dice.
any regalent archon that is in combat or becomes • The save DC of the aura of menace is equal to
angered. Any hostile creature within a 20-foot 12 + ½ HD + Charisma modifier.
radius of a regalent archon must succeed on a DC • The caster level of the magic circle against evil
18 Will save to resist its effects. Those who fail equals the HD.
take a –2 penalty on attacks, AC, and saves for 24 • 10+ HD — Add 1/day—searing light to spell-
hours or until they successfully hit the regalent like abilities.
archon that generated the aura. A creature that has • 12-17 HD — Armor suit improves to +2 full
resisted or broken the effect cannot be affected plate armor.
again by the same regalent archon’s aura for 24 • 14+ HD — Add 1/day—keen edge to spell-like
hours. The save DC is Charisma-based and abilities.
includes a +2 racial bonus. • 16+ HD — Add 1/day—air walk to spell-like
Armored Mobility (Su): Regalent archons can abilities.
move at their base land speed even when wearing • 18+ HD — Armor suit improves to +3 full
medium or heavy armor. A regalent archon never plate armor.
receives an armor check penalty to skill checks due • 20+ HD — Add 1/day—sunbeam to spell-like
to the armor it is wearing, but it does receive an abilities.
armor check penalty for using a shield.
Radiance (Su): A regalent archon continually
Sidræ
radiates light in a 20-foot radius. This ability is Author: Robert J. Hall.
constant and can not be dispelled. This radiance Medium Outsider (Archon, Extraplanar, Good,
dispels any darkness spell of 3rd level or less. The Lawful)
radiance is temporarily negated by higher level Hit Dice: 8d8+16 (52 hp)
darkness spells so that the prevailing light Initiative: +8
conditions exist in the overlapping areas of effect. Speed: fly 60 ft. (perfect) (10 squares)
Magic Circle against Evil (Su): A magic circle Armor Class: 16 (+4 Dex, +2 deflection), touch
against evil effect always surrounds a regalent 16, flat-footed 12
archon (caster level 8th). (The defensive benefits Base Attack: +8/―
from the circle are not included in the statistics Attack: Incorporeal touch +8 melee (1d6)
block above.) Full Attack: Incorporeal touch +8 melee (1d6)

18
Space/Reach: 5 ft./5 ft. Spell-Like Abilities: At will—aid, cure moderate
Special Attacks: Spell-like abilities wounds, detect magic, dispel magic, neutralize
Special Qualities: Aura of menace, damage poison, remove disease, and see invisibility. Caster
reduction 20/evil and magic, darkvision 60 ft., level 12th. These can also be cast in any of the
incorporeal traits, magic circle against evil, spell elemental aspect forms (see below.)
resistance 23, teleport, tongues, elemental aspects Aura of Menace (Su): A righteous aura surrounds
Saves: Fort +8, Ref +10, Will +9 a sidræ archon that fight or get angry. Any hostile
Abilities: Str —, Dex 18, Con 14, Int 15, Wis 16, creature within a 20-foot radius of a sidræ archon
Cha 17 must succeed on a DC 14 Will save to resist its
Skills: Concentration +12, Hide +19, Listen +16, effects. Those who fail take a –2 penalty on attacks,
Knowledge (any one) +12, Move Silently +19, AC, and saves for 24 hours or until they
Perform +9, Sense Motive +10, Spellcraft +7, Spot successfully hit the sidræ archon that generated the
+16. aura. A creature that has resisted or broken the
Feats: Alertness, Improved Initiative, Lightning effect cannot be affected again by the same sidræ
Reflexes archon’s aura for 24 hours.
Environment: Any lawful-good aligned plane Elemental Aspects (Su): As a standard action,
Organization: Solitary, pair, or squad (3-5) assume each of the following physical forms once
Challenge Rating: 9 per day, or return to its native form. While in a
Treasure: None form it has the properties listed below.
Alignment: Always lawful good
Advancement: 9-14 HD (Medium); 15-20 HD A sidræ archon remains in one form until it chooses
(Large) to assume a new one. A change in form cannot be
Level Adjustment: +6 dispelled, but when a form is destroyed the sidræ
archon automatically returns to its spirit form and
recovers any damage suffered while corporeal. A
In its native form this beautiful female celestial true seeing spell or ability reveals both forms
appears as a translucent, silvery fey-like spirit with simultaneously.
gossamer wings and long, white hair that gently Magic Circle against Evil (Su): A magic circle
floats in a nimbus around the head. A cloud of against evil effect always surrounds a sidræ archon
sparkling particles constantly surrounds the spirit, (caster level 8th). (The defensive benefits from the
dancing and swirling about. circle are not included in the statistics block above.)
The sidræ archon can choose to become corporeal Teleport (Su): Sidræ archon can use greater
in any of four different elemental forms, and can teleport at will, as the spell (caster level 14th),
use each form once per day. If a form is destroyed, except that the creature can transport only itself and
it instantly vanishes in a silvery cloud and the sidræ up to 50 pounds of objects.
archon returns to its spirit form unharmed. Tongues (Su): Sidræ archon can speak with any
However, following this transformation, it remains creature that has a language, as though using a
subject to any existing spells or magic that affects tongues spell (caster level 14th). This ability is
an incorporeal being. always active.
An sidræ archon views itself as a caretaker and Skills: Sidræ archon gain a +4 racial bonus to Hide
protector of the innocent. While it strongly favors checks.
justice, it will leave the work of pursuing and
destroying evil to others. Instead it employs its Icy Aspect
powers in a defensive role, and is usually called This corporeal, elf-like form is made from deep
upon to ward a vulnerable location or individual. blue ice. It is identical to the spirit sidræ archon
Sidræ archon speak Celestial, Infernal, and except as noted below.
Draconic, but can speak with almost any creature Hit Dice: 8d8+16 (52 hp)
because of their tongues ability. Initiative: +6
Armor Class: 20 (+2 Dex, +8 natural), touch 12,
Combat
flat-footed 18
The sidræ archon fights by closing with a foe and Speed: 40 ft. (8 squares)
assuming one of its elemental aspects. Normally it Abilities: Str 16, Dex 14, Con 14, Int 15, Wis 16,
will first form an ice aspect, followed by the mist, Cha 17
crystal, and fiery aspects. If the opponent is still not Base Attack/Grapple: +8/+11
dealt with after the final form is lost, the sidræ Attack: Slam +11 melee (1d6+3 plus 1d6 cold)
archon will retreat to seek aid. Any of the sidræ Full Attack: 2 slams +11 melee (1d6+3 plus 1d6
archon's natural weapons are treated as good- cold)
aligned and lawful-aligned for the purpose of Special Attacks: Cold, spell-like abilities
overcoming damage reduction.

19
Special Qualities: Aura of menace, cold immunity, Special Qualities: Aura of menace, acid immunity,
damage reduction 20/evil and magic, darkvision 60 damage reduction 20/evil and magic, darkvision 60
ft., magic circle against evil, spell resistance 23, ft., magic circle against evil, spell resistance 23,
teleport, tongues, sidrae forms teleport, tongues, sidrae forms

Cold (Ex): An ice sidræ archon's body is intensely Spell-Like Abilities: 1/day—transmute rock to
cold, so it's unarmed attacks deal extra cold mud (DC 18) and wall of stone. Caster level 12th.
damage.
Fiery Aspect
Spell-Like Abilities: 1/day—ice storm (DC 17)
and wall of ice. Caster level 12th. The save DCs are This fiery humanoid form vaguely resembles a
Charisma-based. dryad. It is identical to the spirit sidræ archon
except as noted below.
Mist Aspect Hit Dice: 8d8+16 (52 hp)
A glowing nymph-like form with four arms and Initiative: +7
made from a solid, electrically charged mist. It is Armor Class: 19 (+3 Dex, +6 natural), touch 13,
identical to the spirit sidræ archon except as noted flat-footed 16
below. Speed: 50 ft. (10 squares)
Hit Dice: 8d8+16 (52 hp) Abilities: Str 18, Dex 16, Con 14, Int 15, Wis 16,
Initiative: +8 Cha 17
Armor Class: 20 (+4 Dex, +6 natural), touch 14, Base Attack/Grapple: +8/+12
flat-footed 16 Attack: Slam +12 melee (1d4+4 plus 1d6 fire)
Speed: 50 ft. (10 squares) Full Attack: 2 slams +12 melee (1d4+4 plus 1d6
Abilities: Str 12, Dex 18, Con 14, Int 15, Wis 16, fire)
Cha 17 Special Attacks: Heat, spell-like abilities
Base Attack/Grapple: +8/+9 Special Qualities: Aura of menace, fire immunity,
Attack: Slam +9 melee (1d4+1 plus 1d8 shock) damage reduction 20/evil and magic, darkvision 60
Full Attack: 2 slams +9 melee (1d4+1 plus 1d8 ft., magic circle against evil, spell resistance 23,
shock) teleport, tongues, sidrae forms
Special Attacks: Shock, spell-like abilities
Special Qualities: Aura of menace, electricity and Heat (Ex): A fiery sidræ archon's body is intensely
sonic immunity, damage reduction 20/evil and hot, so it's unarmed attacks deal extra fire damage.
magic, darkvision 60 ft., magic circle against evil,
Spell-Like Abilities: 1/day—flame strike (DC 18)
spell resistance 23, teleport, tongues, sidrae forms
and wall of fire (DC 17). Caster level 12th.

Shock (Ex): A misty sidræ archon's body is Advancement


charged with electricity, so it's unarmed attacks In addition to the standard changes due to Hit Dice
deal extra electricity damage. advancement, sidræ archons also gain the following
Spell-Like Abilities: 1/day—chain lightning (DC special benefits.
19) and solid fog. Caster level 12th. • Spell resistance equals creature's HD + 15
(maximum 30).
Crystalline Aspect • The Hit Dice of all elemental aspects equals the
This elf-like form has a glistening body made from Hit Dice of the sidræ archon.
smooth, translucent gray stone. It is identical to the • The save DC of aura of menace is equal to 12 +
spirit sidræ archon except as noted below. ½ HD + Charisma modifier.
Hit Dice: 8d8+16 (52 hp) • The caster level of magic circle against evil is
Initiative: +4 equal to the Hit Dice.
Armor Class: 25 (+15 natural), touch 10, flat- • 9+ HD — Add to base spell-like abilities: 1/day
footed 25 —true seeing.
Speed: 30 ft. (6 squares) • 10+ HD — Add to crystal aspect spell-like
Abilities: Str 24, Dex 10, Con 14, Int 15, Wis 16, abilities: 1/day—spike stones.
Cha 17 • 12+ HD — Add to spell-like abilities: 1/day—
Base Attack/Grapple: +8/+15 cure serious wounds.
Attack: Claw +15 melee (1d8+7) • 13-16 HD — The caster level of all spell-like
Full Attack: 2 claws +15 melee (1d8+7) abilities increases to 14th level.
Special Attacks: Shock, spell-like abilities • 14+ HD — Add to icy aspect spell-like abilities:
1/day—cone of cold.

20
• 16+ HD — Add to mist aspect spell-like hatch. Once the infants can fly on their own, the
abilities: 1/day—acid fog. The changes due to frigates return to their itinerant existence.
size increase apply to all elemental aspects.
• 17+ HD — The caster level of all spell-like Combat
abilities equals the Hit Dice. As the astral frigate does not readily comprehend
• 18+ HD — Add to fiery aspect spell-like the nature of solid matter, it can mistake any
abilities: 1/day—fire storm. magical items a creature is carrying for
• 20 HD — Add to spell-like abilities: 1/day— concentrations of its favorite food stuffs and strike
cure critical wounds. without realizing it is attacking a living being. As
the body of this creature is only slightly corporeal
in nature, it will pass right through a solid mass,
Astral Frigate inflicting burning wounds with its energized body.
Author: Robert J. Hall. The astral frigate possesses a breath weapon that it
Huge Magical Beast (Incorporeal) uses to defend itself. This weapon produces wispy,
Hit Dice: 8d10+40 (84 hp) curling vortices of energy that inflict vibrational
Initiative: +3 sonic damage in corporeal creatures. If this weapon
Speed: Fly 180 ft. (poor) (36 squares) fails to subdue its attackers, it will seek to escape.
Armor Class: 10 (-2 size, -1 Dex, +3 deflection), Fly-Through (Ex): The astral frigate can fly
touch 10, flat-footed 11 through squares occupied by corporeal creatures
Base Attack/Grapple: +8/― without impediment, although it provokes an attack
Attack: Incorporeal touch +6 melee (2d6 fire) of opportunity when it does so. It continually
Full Attack: Incorporeal touch +6 melee (2d6 fire) dispels any magic it moves through as the dispel
Space/Reach: 15 ft./10 ft. magic spell (caster level 8th).
Special Attacks: Fly-through, energy burn, breath Energy Burn (Ex): The mere touch of an astral
weapon frigate deals 2d6 fire damage. Creatures hitting an
Special Qualities: Incorporeal traits, magic sense, astral frigate with natural weapons or unarmed
immunity to polymorph and petrification. attacks take fire damage as though hit by the
Saves: Fort +11, Ref +5, Will +4 frigate's incorporeal touch attack.
Abilities: Str ―, Dex 8, Con 21, Int 3, Wis 14, Cha Breath Weapon (Ex): 60-foot cone, once every
17 1d3 rounds, damage 4d6 sonic, Reflex DC 19 half.
Skills: Listen +8, Survival +7 The save DC is Constitution-based. For non-
Feats: Blind-Fight, Endurance, Improved Initiative corporeal targets this weapon inflicts fire damage.
Environment: Astral Plane
Organization: Solitary Magic Sense (Ex): An astral frigates can sense the
Challenge Rating: 9 location and strength of magic auras within 120
Treasure: None feet as the arcane sight spell (caster level 8th) and it
Alignment: Always neutral can use this ability to target attacks.
Advancement: 9-12 HD (Huge), 13-18 HD Astral frigates are otherwise completely blind, and
(Gargantuan) any creatures or objects that do not have magical
Level Adjustment: ― auras receive total concealment.
Advancement
This giant, lumbering creature resembles a huge, In addition to the standard changes due to Hit Dice
four-winged bird with a sleek, sinuous body, long advancement, astral frigates also gain the following
tail feathers and a beak-less, gawking orifice that special benefits.
serves as a mouth. The astral frigate is insubstantial
• The caster level of the fly-through ability is
and translucent, but each of the bodily features are
limned by silvery traces of energy that glow with a equal to the Hit Dice.
• The caster level of the magic sense ability is
slightly violet hue. It continually glides through the
astral medium, consuming morsels of magical equal to the Hit Dice.
energy. • The save DC of the breath weapon is equal to
10 + ½ HD + Constitution modifier.
The astral frigate is a solitary creature that spends
• 9-12 HD — The deflection bonus improves to
most of its long life moving through the astral
+5.
medium, only rarely meeting one of its own kind.
• 11-14 HD — Energy burn deals 2d8 fire
When it does so, the hermaphroditic frigates pause
damage.
briefly to mate. They each lay their eggs in swirling
• 12-13 HD — The breath weapon deals 5d6
eddies of energy found within the astral plane, and
defend the surrounding territory until the eggs sonic damage.

21
• 13-15 HD — The deflection bonus improves to must succeed on a DC 12 Fortitude save or be dealt
+7. 1d4 points of Strength damage. A successful
• 14-16 HD — The breath weapon deals 6d6 critical hit by the babooten doubles the amount of
sonic damage. Strength damage. The save DC is Charisma-based.
• 15+ HD — Energy burn deals 3d6 fire damage. Skills: A babooten receives a +8 racial bonus on
• 16+ HD — The deflection bonus improves to Climb checks and can always choose to take 10 on
+9. Climb checks, even if rushed or threatened.
• 17+ HD — The breath weapon deals 7d6 sonic
damage. Advancement
In addition to the standard changes due to Hit Dice
Babooten advancement, babooten also gain the following
special benefits.
Author: David E. Brooks Jr. • The save DC of the weakness ability is equal to
Medium Outsider (Chaotic, Evil) 10 + ½ HD + Charisma modifier.
Hit Dice: 3d8+6 (19 hp) • 7+ HD — The reach of the tentacles increase to
Initiative: +3 15 feet.
Speed: 30 ft. (6 squares), climb 20 ft. • 9 HD — The weakness ability deals 1d6 points
Armor Class: 17 (+3 Dex, +4 natural), touch 13, of Strength damage.
flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Tentacle +5 melee (1d6+2)
Batling
Full Attack: 2 tentacles +5 melee (1d6+2) Author: The Netbook of Witches team.
Space/Reach: 5 ft./5 ft. (10 ft. with tentacles) Tiny Fey
Special Attacks: Weakness Hit Dice: 1d6+2 (5 hp)
Special Qualities: Darkvision 60 ft. Initiative: +4
Saves: Fort +5, Ref +6, Will +3 Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Abilities: Str 14, Dex 16, Con 15, Int 8, Wis 7, Cha Armor Class: 19 (+2 size, +4 Dex, +3 natural),
13 touch 16, flat-footed 15
Skills: Balance +9, Climb +13, Hide +9, Jump +8, Base Attack/Grapple: +0/-11
Listen +5, Search +5, Spot +4, Survival +4 Attack: Claw +6 melee (1d2-3), or short sword +6
Feats: Alertness, Iron Will melee (1d3-3/19-20)
Environment: Any Full Attack: 2 claws +6 melee (1d2-3), or short
Organization: Solitary, pair or troop (3-24) sword +6 melee (1d3-3/19-20)
Challenge Rating: 3 Space/Reach: 2-½ ft./0 ft.
Treasure: 50% standard Special Attacks: Hypersonic shriek
Alignment: Always chaotic evil Special Qualities: Damage reduction 5/cold iron,
Advancement: 4-6 HD (Medium); 7-9 HD (Large) blindsense 30 ft., low-light vision, spell resistance
Level Adjustment: — 16
Saves: Fort +2, Ref +6, Will +5
Babooten are thought to be the creation of a major Abilities: Str 4, Dex 18, Con 15, Int 10, Wis 16,
demon lord, but this is unconfirmed. They appear Cha 15
as hideous, six-foot tall baboons with long, sinuous, Skills: Handle Animal +8, Hide +16, Heal +5,
barbed tentacles in lieu of arms. The fur is a putrid, Listen +6, Move Silently +8, Spot +6, Sense
mottled purple-grey covering jet-black flesh and Motive +5
their eyes are a dull, bloodshot yellow. Babooten Feats: Flyby AttackB, Weapon Finesse
hate all forms of non-babooten life and often attack Environment: Temperate hills
simply for the joy of combat. Organization: Gang (2-4), band (6-11) or tribe
Babooten speak Abyssal. (20-80)
Challenge Rating: 2
Combat Treasure: No coins; 50% goods; 50% items
Babooten tend to attack enemies from ambush, Alignment: Always chaotic good
using the long reach of their tentacles to keep Advancement: 1-3 HD (Tiny)
smaller foes at bay. They prefer to surround their Level Adjustment: +3
prey to prevent escape if at all possible. Fallen
opponents (alive or not) are usually taken away at Batlings are a magical crossbreed of pixie and bat.
the first opportunity for immediate consumption. They resemble pixies with bat-like wings and
Weakness (Su): A creature struck by a tentacle features. Their feet are like those of a bat, with

22
small claws for hanging upside down. The body is under the mistaken impression that they are evil.
pixie-shaped with a short, soft fur covering, and If batlings have a natural enemy it would be
varies in hue from light brown to a deep black. The goblins. Goblins capture batlings in suspended steel
face of a batling is also pixie-like, but with some traps. They gag the captive batlings and enjoy
bat-like characteristics. They have a sharp teeth and pulling off their wings. Goblins usually eat the
large ears like a bat; smallish eyes, and small, males and children but keep the females around as
slightly upturned noses. slaves. A particularly ugly breed of bendith y
Like bats, batlings live in dark places, such as mamau are born to these unfortunate batlings.
caves. They are nocturnal, which only adds to the Batlings tend to be a very gregarious race that
superstition that surrounds them. Batlings come out centers on the extended family. They get along well
at night to socialize and feed. An adult batling can with other fey races, especially pixies and slyphs.
eat 3 to 4 times his own weight a night in flying However grigs tend to avoid them.
insects. This helps support their high metabolic
The batlings particularly enjoy being free of
rate. Batlings are also found of fruits, especially
encumbrance, and tend not to wear clothing when
grapes. They make an extremely potent wine from
young or among their own kind. They have also
grapes and a fungus that grows in their caves.
been known to wear light clothing similar to that of
Batlings mate once a year in the spring and the other pixies, only drabber and more functional.
female gives birth to a clutch of two young. They
Due to their appearance and origin, batlings are
usually mate for life, and keep their lair far from
often believed to be small demons or at the very
humanoid eyes. Usually they will choose a lair
least evil. However nothing could be farther from
inhabited by regular bats to help keep guard.
the truth. An insane warlock who was researching
A batling stands 1-½ feet tall and weighs about 1 new familiar types created the batlings. He believed
pound. The young batlings reach maturity in seven that by combining the appearance of the bat with
years. Batlings typically live 40 to 50 years. the intelligence of a pixie he would have a
Batlings can speak Sylvan. Some also speak frightening ally. His experiments were a
Common and Elf. They speak with high-pitched tremendous success; he created a race that could
voices. breed true. However he underestimated the natures
of both the pixie and the bat. He produced a race
Combat that was both intelligent and good.
Batlings are are only marginal fighters. They prefer Batlings have been the subject of recent debate and
to use their miniscule size and flying ability to experiments by wizards. Batling fur or guano has
avoid confrontations. However they will go to any been used in place of bats in spell components.
lengths to protect their homes or their young. Male The spell wave of mutilation (q.v.) was discovered
and female batlings are equally capable in combat. in this research.
Young batlings are non-combative.
Spell-Like Abilities: 3/day—speak with animals Batling Characters
(bats only, duration 1 minute). Caster level 1st. Batlings are generally too small to make effective
Blindsense (Ex): A batling notices and locates characters. A batling's favored class is ranger, and
creatures within 30 feet using echo-location. occasionally a batling leader is a ranger.
Opponents still have 100% concealment against a Advancement
creature with blindsense.
In addition to the standard changes due to Hit Dice
Hypersonic Shriek (Ex): Three times per day advancement, batlings also gain the following
batlings can let out a powerful shriek in a cone up special benefits.
to 40 feet long. Affected creatures must succeed on
a DC 14 Fortitude save or become deafened for 2d6 • Spell resistance equals creature's HD + 15
rounds and be dealt 2d10 points of damage. (maximum 25).
Creatures that succeed at their save are dealt half • The caster level of the spell-like abilities is
damage. The save DC is Charisma-based and equal to the Hit Dice.
includes a +2 racial bonus. • The save DC of the hypersonic shriek is equal
to 12 + ½ HD + Charisma modifier.
Batling Society • 1+ HD — Add to spell-like abilities: 1/day—
Even though they are a created race, batlings have animal messenger (bat only).
found a niche in the ecology of the world. Their • 2+ HD — +2 racial bonus on Listen and Spot
diet has placed no strain on the local ecology. checks. These bonuses are lost if the blindsense
Batlings tend not to interact with races other than is negated.
pixies. This is not out of choice, but necessity. In • 3 HD — Add to spell-like abilities: 1/day—
the past they have been hunted down by other races summon swarm (bats only).

23
Batreng cautious, and rarely leave cover when a predator is
nearby.
Author: Robert J. Hall. Bewildering Weave (Sp): A batreng can fly in an
Tiny Magical Beast unusual weaving pattern as a full-round action,
Hit Dice: ½d10+1 (7 hp) producing a hypnotic pattern as the spell (caster
Initiative: +4 level 3rd). This weave can be maintained from
Speed: 20 ft. (4 squares), 40 ft. (perfect) round to round, fascinating creatures within a 10-
Armor Class: 17 (+2 size, +4 Dex, +1 natural), ft.-radius spread. The fascination ends once the
touch 16, flat-footed 13 batreng ceases to fly in weaving pattern. The
Base Attack/Grapple: +0/-12 batreng is immune to the bewildering weave.
Attack: Bite +6 melee (1d3-4) Skills: A batreng gains a +4 racial bonus to Listen,
Full Attack: Bite +6 melee (1d3-4) Sleight of Hand, and Spot checks.
Space/Reach: 2-½ ft./0 ft.
Special Attacks: Bewildering weave Advancement
Special Qualities: Darkvision 60 ft., low-light In addition to the standard changes due to Hit Dice
vision advancement, batreng also gain the following
Saves: Fort +3, Ref +4, Will +0 special benefits.
Abilities: Str 3, Dex 18, Con 13, Int 6, Wis 11, Cha • 1+ HD — +2 racial bonus on Balance checks.
12
• 2 HD — Gain blindsense 20 ft.
Skills: Balance +5, Hide +13, Listen +5, Sleight of
Hand +8, Spot +5
Feats: Weapon Finesse Bendith Y Mamau
Environment: Warm forest
Organization: Solitary, gang (2-4), band (6-11) or Author: Robert J. Hall.
troop (20-40) Small Humanoid (Goblinoid)
Challenge Rating: 1/2 Hit Dice: 1d8-1 (3 hp)
Treasure: 10% coins, 10% goods, no items Initiative: +2
Alignment: Always neutral Speed: 20 ft. (4 squares)
Advancement: 1-2 HD (Tiny) Armor Class: 15 (+1 size, +2 Dex, +2 natural, +1
Level Adjustment: ― small wooden shield), touch 12, flat-footed 14
Base Attack/Grapple: +0/-4
Attack: Shortspear +0 melee (1d4)
These winged, dark-brown furred creatures are Full Attack: Shortspear +0 melee (1d4)
shaped like a tiny monkey. Their facial features are Space/Reach: 5 ft./5 ft.
somewhat ape-like, with deep brown eyes, long Special Attacks: Spell-like abilities, memory loss
ears, a flat nose, pointed jaw, and a furry mane. On Special Qualities: Low-light vision, spell
the ground the batreng move upright using a slow, resistance 11
waddling gait. Once they take to the wing, Saves: Fort -1, Ref +4, Will +1
however, they are agile flyers and can swoop and Abilities: Str 11, Dex 14, Con 9, Int 10, Wis 13,
scramble through the heaviest growth. Cha 10
The batreng possess an intense curiosity, and will Skills: Hide +7, Listen +2, Move Silently +4,
investigate any unusual sounds or shiny objects. Perform (sing) +8, Sleight of Hand +7, Spot +2
Many a merchant has cursed a Batreng who stole a Feats: Dodge
silver ornament or glassy gem. Environment: Temperate hills
Forest-dwelling orcs have been known to Organization: Solitary, gang (2-4), band (6-11), or
domesticate batreng by capturing their young and tribe (20-80)
crippling their wings before they learn to fly. These Challenge Rating: 1/2
pathetic specimens lurk around the orc camps, Treasure: Standard
diving for scraps after a meal. They serve as sport Alignment: Usually chaotic neutral
for cruel games of the orc infants. Advancement: By character class
Level Adjustment: +1
Combat
Batreng are non-predatory creatures and will only
This particularly ugly breed is a mix of goblin
bite in self-defense or to drive hunters away from
heritage and fey traits. They are squat creatures
their breeding nests. Families of batreng organize
with heavy, awkward bones, a grey flesh, and thick,
themselves into a travelling formation, with scouts
curly reddish-brown hair. Their face is particularly
above and to the flanks, and the toughest males
unpleasant to look upon, with pronounced features;
positioned in front where they can bewilder any
a large, bulbous nose; thin, frowning lips, and
approaching foe. Lone batreng are much more

24
heavy eyebrows. The ears of the bendith are • Spell resistance equals creature's HD + 10
outsized, with the distinctive pointed tips of fey (maximum 25).
creatures. • The caster level of the spell-like abilities equals
The bendith y mamau are a selfish species who care 3rd, or the class levels, whichever is greater.
little for the troubles of others. They envy beauty in
all its forms and seek it for their own. Jealousy Blazing Terror
comes easily to this race. They are also frequently
grumpy, but can be patient and slow to anger. Their Author: Robert J. Hall.
most redeeming quality is the beautiful music they Medium Outsider (Air, Cold)
can produce, an ability undoubtedly a gift of their Hit Dice: 3d8+3 (16 hp)
fey-touched blood. They practice music at every Initiative: +6
opportunity, striving to achieve new levels of talent Speed: 40 ft. (8 squares)
yet never quite attaining the ability they desire. Armor Class: 13 (+2 Dex, +1 natural), 12 touch,
Bendith y mamau speak Common, Goblin, and 11 flat-footed
Sylvan. Base Attack/Grapple: +3/+3
Attack: Bite +5 melee (1d8 plus 2d6 cold)
Combat Full Attack: Bite +5 melee (1d8 plus 2d6 cold)
Most bendith y mamau would rather avoid a fight, Space/Reach: 5 ft./5 ft.
even one they could win handily, and are not Special Attacks: Screech, cold, rage
particularly noted for their martial qualities. They Special Qualities: Darkvision 60 ft., immunity to
will use weapons when necessary, but prefer to cold, low-light vision, resistance to sonic 10,
fight at a significant advantage. Their spell-like vulnerability to fire
abilities are put to good use when escaping an fight, Saves: Fort +4, Ref +5, Will +3
or surprising a foe. Abilities: Str 11, Dex 15, Con 12, Int 3, Wis 10,
Spell-Like Abilities: At will―ghost sound, lullaby Cha 12
(DC 10). 2/day―invisibility, ventriloquism. Caster Skills: Hide +3*, Jump +12, Move Silently +6,
level 3rd. The save DCs are Charisma-based. Spot +3, Survival +2
Feats: Improved Initiative, Weapon Finesse
Memory Loss (Su): Bendith y mamau have the
Environment: Any cold elemental plane
unique ability to erase a creature's memories by
Organization: Solitary
singing. Starting a memory loss song is a standard
Challenge Rating: 4
action requiring concentration. The song must be
targeted at a foe within 90 feet who can hear the Treasure: None
music. Alignment: Usually neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
The Perform check result for the song is the DC for Level Adjustment: ―
the affected creature's Will save against the effect.
If the saving throw fails, the creature sits quietly
and listens to the song, taking no other actions, for These snow-white creatures appear very similar to
as long as the bendith y mamau continues to play a giant lynx, but with a long serrated beak. It has a
and concentrate. Whether or not the save is sleek, muscular body, strong legs, and unusually
successful, that creature can not be affected again wide paws that allow it to readily move across
by the same bendith y mamau's memory loss song loose snow. The tail of a blazing terror is short and
for 24 hours. This is a mind-affecting effect. covered in a fuzz of crystalline spikes. Otherwise
The duration of memory lost must be specified this creature is free of markings, and blends
before the song is completed, and can be no longer effortlessly into a snow or glacial background.
than one full day per round of continuous singing. Combat
The subject retains its skills, languages, and class
abilities, but forgets everything else until he or she The blazing terror prefers a rugged icy environment
receives memory restoration with limited wish, where it can stealthily approach its prey. It can
wish, or miracle. easily withstand extremely cold temperatures and is
unaffected by wind chill. It can communicate
Skills: Bendith y mamau have a +4 racial bonus on simple messages with its own kind in a harsh bark,
Perform (sing) and Sleight of Hand checks. and hungry groups of blazing terrors occasionally
Advancement hunt cooperatively to attack small herds. However,
they generally prefer solitary nocturnal hunting
In addition to the standard changes due to Hit Dice when plentiful small game becomes available.
advancement, bendith y mamau also gain the
following special benefits. In contrast with most of the denizens of the cold
elemental planes, the blazing terror moves with
startling speed. It is a ferocious hunter that will

25
relentlessly pursue its prey. However, the blazing Bogoil
terror prefers to leap on its prey from ambush,
relying on speed and surprise. Author: Robert J. Hall.
Unlike the great cats, the blazing terror does not Medium Humanoid
use its padded feet in combat. Instead it relies on a Hit Dice: 2d8+3 (12 hp)
razor-sharp beak that is capable of cutting through Initiative: -1
armor or bone. Speed: 20 ft. (4 squares)
A blazing terror cannot consume flesh that is not Armor Class: 9 (-1 Dex), touch 9, flat-footed 9
frozen and so will not generally hunt warm- Base Attack/Grapple: +1/+2
blooded creatures for food. However, for reasons Attack: Bite +2 melee (1d4+1 plus bogoil fever)
not fully understood, a blazing terror hates any Full Attack: Bite +2 melee (1d4+1)
being from an ice-free environment. Thus it will Space/Reach: 5 ft./5 ft.
attack any warm-blooded creatures that are not Special Attacks: Bogoil fever, erupting boils
native to the region, even though it has no desire to Special Qualities: Insane
consume their flesh. Saves: Fort +3, Ref -1, Will +0
Screech (Su): Once every 1d3 rounds a blazing Abilities: Str 12, Dex 9, Con 10, Int 5, Wis 10, Cha
terror can emit a stunning screech. All creatures 9
within 15 feet must succeed on a DC 12 Fortitude Skills: Listen +2, Spot +3
save or be stunned for 1d3 rounds. The save DC is Feats: Toughness
Charisma-based. Environment: Temperate marches
Organization: Solitary, Bunch (2-5), Swarm (5-
Cold (Ex): The shiny flesh of a blazing terror 20), or Mob (20-40)
appears to constantly emit faint blue flames. Merely Challenge Rating: 1
touching or being touched by a blazing terror Treasure: None
automatically deals 2d6 cold damage. Alignment: Always neutral
Rage (Ex): The only thing that a blazing terror Advancement: 3-4 HD (Medium)
truly fears is to be trapped with no escape. Such a Level Adjustment: ―
situation will send it into a berserk rage, and it will
attack the nearest opponent until it is no longer
trapped, and for 2d6 rounds thereafter. During its These pitiful wretches were once normal humanoid
rage, it gains +4 Strength, +4 Constitution, -2 to creatures. Now a potent magical disease has
AC. A blazing terror cannot voluntarily end its transformed them into hideous monstrosities. Their
rage. naked bodies are almost completely covered in
bloated, sickly yellow boils. Each time they are
Skills: The leaping ability of a blazing terror gives struck the ruptured boils emit a cloud of noxious
it a +8 racial bonus to Jump checks. *Their natural gases.
coloration grants them a +8 racial bonus on Hide
checks in snow and ice. The other bodily gases of a bogoil are equally foul,
from rotting breath to their unpleasant flatulence.
Advancement The gaseous eruptions of the bogoil will wither
In addition to the standard changes due to Hit Dice plants and leave eyes stinging. While unpleasant,
advancement, blazing terrors also gain the these odors can be endured.
following special benefits. The perpetual, sickly condition of these pitiful
• The save DC of the screech is equal to 10 + ½ creatures has driven them mad, and they suffer
HD + Charisma modifier. from frequent bouts of insanity in stressful
• 5+ HD — Improved Jump (Ex): A blazing conditions. Those bitten by this creature may suffer
terror need only move 10 feet in a straight line the same disease-like symptoms and eventually turn
to get a running start before attempting a jump. into a bogoil.
If it does not get a running start, the DC for the The disease is naturally magic resistant, so the
jump is doubled. A blazing terror can always bogoil fever can not be readily cured with a remove
choose to take 10 on Jump checks, even if disease spell. If the disease is cured, however, the
distracted or endangered. bogoil will return to a semblance of its former self
• 6-8 HD — Darkvision range improves to 90 after 2d6 months of rest and recuperation.
feet.
Combat
• 8+ HD — Ferocity (Ex): A blazing terror is
such a tenacious opponent that it continues to The bogoil is insane and will attack without any
fight without penalty even when disabled or apparent motivation. They are unable to wield
dying. weapons and will resort to biting their foe.
• 9 HD — Darkvision range improves to 120 feet. Bogoil Fever (Su): Supernatural disease – bite,

26
Fortitude DC 10, incubation period 1d3 days; Treasure: No coins, 50% goods, 50% items
damage 1d3 Str and 1d6 Con. The save DC is Alignment: Usually lawful good
Charisma-based. Advancement: 2-3 HD (Small)
If the Constitution drops below one the victim is Level Adjustment: +3
transformed into a bogoil and no longer suffers
damage from the disease. The disease has magic Brownies resemble tiny men about three feet in
resistance 15. height, with brown, charmingly wrinkled skin and
Erupting Boils (Ex): Whenever a bogoil takes shaggy brown hair. They have little, flat faces, no
damage, the ruptured boils emit a cloud of finger or toe nails, and pinhole nostrils. They are
sickening gases. Everybody within a 5-foot radius not particularly attractive creatures, but make up for
must succeed at a DC 13 Fortitude save or be it with their happy smiles and extroverted nature.
nauseated for 1d6+1 rounds. Bogoils are immune to Brownies are careless of their appearance, and are
this gas. The save DC is Constitution-based and oft wont to dress in shabby attire that they ill-
include a +2 racial modifier. maintain.
Insane (Ex): In combat conditions a bogoil suffers
Combat
from insanity as the spell (caster level 14th). This
ability is constant and cannot be dispelled. While seemingly unarmed, brownies can produce
small bows and other weapons that are woven out
Advancement of magic. Their arrows can be tipped with a toxin
In addition to the standard changes due to Hit Dice that can place even large creatures in a deep sleep.
advancement, bogoils also gain the following Brownies fight craftily and well, but usually not as
special benefits. skillfully as their elven cousins. They are noted for
their ability to drive away the evil Goblin, and to
• The save DC of the sickening gases from the
protect the families to which they are attached.
erupting boils is equal to 12 + ½ HD +
Constitution modifier. Special Arrows (Ex): Brownies often use arrows
that put a creature to sleep. Any opponent struck by
Note that the DC and the magic resistance of the
this arrow, regardless of Hit Dice, must succeed on
bogoil fever do not change with advancement.
a DC 14 Fortitude save or be affected as though by
a sleep spell. The save DC is Charisma-based and
Brownie includes a +2 racial bonus.
Greater Invisibility (Su): A brownie remains
Author: Robert J. Hall. invisible even when it attacks. This ability is
Small Fey constant, but the brownie can suppress or resume it
Hit Dice: 1d6 (3 hp) as a free action.
Initiative: +2 Weave Weapon (Su): As a normal action a
Speed: 20 ft. (4 squares) brownie can weave a weapon out of threads of
Armor Class: 14 (+1 size, +2 Dex, +1 natural), magical energies. The weapon appears in the hands
touch 13, flat-footed 13 of the brownie and continues to exist while
Base Attack/Grapple: +0/-6 wielded. It strikes as a weapon of type good.
Attack: Short sword +3 melee (1d4-2/19-20) or Wild Empathy (Ex): This ability works like the
shortbow +3 ranged (1d4-2/x3) druid's wild empathy class feature, except that a
Full Attack: Short sword +3 melee (1d4-2/19-20) brownie has a +2 racial bonus on the check.
or shortbow +3 ranged (1d4-2/x3)
Space/Reach: 5 ft./5 ft. Brownies as Characters
Special Attacks: Special arrows Brownies possess the following racial traits.
Special Qualities: Damage reduction 5/cold iron, — -4 Strength, +6 Dexterity, +4 Charisma.
low-light vision, spell resistance 15, greater
— Small size. +1 bonus to Armor Class, +1 bonus
invisibility, weave weapon, wild empathy
on attack rolls, +4 bonus on Hide checks, -4
Saves: Fort +0, Ref +4, Will +3
penalty on grapple checks, lifting and carrying
Abilities: Str 7, Dex 15, Con 11, Int 10, Wis 12,
limits ¾ those of Medium characters.
Cha 14
— A brownie's land speed is 20 feet.
Skills: Handle Animal +6, Hide +12, Listen +5,
— Low-light vision.
Move Silently +12, Profession (any one) +4, Sense
— Spell resistance equal to creature's class levels +
Motive +3, Search +3, Sleight of Hand +5, Spot +5
Feats: StealthyB, Weapon Finesse 13 (maximum 35).
— +1 racial attack bonus on attack rolls against
Environment: Temperate plains
Organization: Solitary, Gang (2-4), or Band (5-20) goblins (including goblins, hobgoblins, and
Challenge Rating: 1 bugbears).
— Skills: Brownies have a +4 racial bonus on

27
Move Silently checks, and a +2 racial bonus on • 3 HD — A brownie can weave masterwork-
Search, Spot, and Listen checks. quality weapons of type good.
— Racial Feat: Brownies receive Stealthy as a
bonus feat. Butterfae
— +1 natural armor bonus.
— Automatic Languages: Common, Sylvan. Bonus Author: The Netbook of Witches team.
Languages: Dwarven, Elven, Goblin, Gnome. Fine Fey
— Special Attacks (see above): special arrows Hit Dice: ¼ d6+2 (3 hp)
— Special Qualities (see above): greater Initiative: +5
invisibility, weave weapon, wild empathy Speed: 10 ft. (2 squares), fly 30 ft. (perfect)
— Favored Class: Rogue. Armor Class: 23 (+8 size, +5 Dex), touch 23, flat-
— Level adjustment +3. footed 18
Base Attack/Grapple: +0/-21
Brownie Society Attack: Slam +3 melee (1d1-5)
Among the many and varied people of the fey, the Full Attack: Slam +3 melee (1d1-5)
brownies are often considered the best-natured and Space/Reach: ½ ft./0 ft.
most benevolent. They are the farmers and peasants Special Attacks: Spell-like abilities
of the fey, and form tight-knit communities with Special Qualities: Low-light vision, damage
strong family bonds. The brownies have their own reduction 10/cold iron, spell resistance 15,
unique brand of honor and courtesy, and will wilderness voice
loyally serve their friends and those to whom they Saves: Fort +0, Ref +7, Will +5
have formed an allegiance. Abilities: Str 1, Dex 21, Con 11, Int 10, Wis 14,
Many brownies will choose to dwell among Cha 18
humans in the countryside and can become quite Skills: Hide +23, Listen +6, Move Silently +9,
attached to particular places or deserving families. Spot +6, Search +3, Sense Motive +5, Use Magic
While doing so, however, they take great care not Device +8
to be discovered by their hosts. Such brownies can Feats: Alertness, Dodge B
be quite protective, especially toward children or Environment: Temperate forest
the cheerfully innocent, and will work to hinder Organization: Gang (2-4), band (6-11) or tribe
goblin mischief and drive away evil fey. (20-80)
Brownies work at night while people are asleep, Challenge Rating: 5 (3 with alternate wand)
and are known to perform any needed chores or Treasure: None
serve favors without being asked. However they are Alignment: Always neutral
quite grateful for any tasty morsels, bowls of Advancement: 1-3 HD (Fine)
creme, or sweet food left as a gift, and their Level Adjustment: +6
appetite can be immense for such small beings.
Brownies will also protect cattle and will perform Distant cousins to pixies, butterfae are among the
mischief upon lazy servants. smallest of fey, rarely reaching 8 inches in height.
It is common lore among country folk that They also contain some of the greatest affinity to
brownies have a dislike of money and can become magic of all fey. Like pixies, they enjoy sylvan life
most offended by attempts to hire their services. If and often take their homes deep in forests.
offered payment or a gift of a cloak and hood they Butterfae vaguely resemble tiny little elves with
will most often immediately depart, or may resort insect wings. Despite what the name implies,
to malicious mischief. For the most part this lore is butterfae wings can be of any sort, resembling
true, especially if the brownie has not attached butterfly wings, moth, or plain gossamer wings.
itself to the household. However for a family that to
Upon reaching adulthood, butterfae receive a
which a brownie has taken particular favor, such an
special wand that provide spell-like abilities. The
offense can be forgiven.
wand is unique for each butterfae, and if lost they
Advancement can require up to a full year to replace.
In addition to the standard changes due to Hit Dice Combat
advancement, brownies also gain the following
Butterfae will rarely, if ever, willingly engage in
special benefits due to Hit Dice advancement.
battle. When they do, they will use their spell-like
• Spell resistance equal to creature's class levels + abilities, or seek to flee.
13 (maximum 30).
Spell-Like Abilities: The butterfae wand has the
• 2+ HD — Spell-like Abilities: 1/day—
following spell-like abilities: At will—animal
mending, purify food and drink. Caster level messenger, calm animals (DC 15), dancing lights,
equals class levels.

28
invisibility (self only), light. 3/day—chill metal Campen de la Muerte
(DC 16), heat metal (DC 16), goodberry, entangle
(DC 15), magic fang (DC 15). 1/day—baleful Author: Robert J. Hall.
polymorph (DC 19), summon nature's ally IV. Large Undead
Each butterfae wand also contains additional spells Hit Dice: 30d12 (195 hp)
selected as follows: Initiative: +9
 One 1st-level druid spell, or a 0-level cleric, Speed: fly 80 ft. (perfect) (16 squares)
witch, or sorcerer spell, usable once per day. Armor Class: 20 (-1 size, +5 Dex, +18 deflection),
touch 20, flat-footed 17
 One 1st or 2nd-level druid spell, or a 0-level
Base Attack/Grapple: +15/+19
cleric, witch, or sorcerer spell, usable three
Attack: Incorporeal touch +19 melee (1d6 cold and
times per day.
death visage)
 One 4th-level druid spell, or a 2 nd-level cleric,
Full Attack: 4 Incorporeal touches +19 melee (1d6
witch, or sorcerer spell, usable once per day.
cold and death visage)
Caster level 11th. The save DCs are Charisma- Space/Reach: 10 ft./10 ft.
based. These wands are useless for anyone other Special Attacks: Spell-like abilities, death visage,
than the butterfae to whom they were given. soul bind, dread aura, dark soul
Wilderness Voice (Sp): Butterfae can speak with Special Qualities: SR 30, darkvision 60 ft., undead
animals and speak with plants as the spells at will traits, incorporeal traits, +6 turn resistance, damage
(caster level 5th.) reduction 25/magic, sense resurrection, restoration,
immunity to cold, petrification, and polymorph
Advancement Saves: Fort +17, Ref +15, Will +12
In addition to the standard changes due to Hit Dice Abilities: Str —, Dex 20, Con —, Int 12, Wis 15,
advancement, butterfae also gain the following Cha 18
special benefits. Skills: Intimidate +17, Knowledge (religion) +12,
• Spell resistance equal to creature's HD + 15 Listen +21, Move Silently +16, Search +8,
(maximum 25). Spellcraft +17, Spot +21
• 1+ HD — +2 racial bonus to saving throws Feats: Alertness, Blind-Fight, Combat Casting,
against entangling effects. Combat Reflexes, Dodge, Flyby Attack, Improved
• 2+ HD — Harvest Nectar (Ex): If a butterfae Initiative, Mobility, Weapon Finesse
spends a full day harvesting nectar from a field Environment: Any
of blossoming wildflowers, it can prepare a Organization: Solitary
dose of sweet potion that provides a +2 Challenge Rating: 20
alchemical bonus on saving throws against Treasure: None
poison for one hour. Alignment: Always neutral evil
• 3 HD — Detect Dreams (Sp): Once per day a Advancement: ―
butterfae can detect thoughts of sleeping Level Adjustment: ―
creatures as the spell (caster level equals HD).
The save DC is Charisma-based. The butterfae It is what you fear the most. It is the eater of souls;
wand is not required to use this ability. the dark place within your mind; the abyss of
eternal non-existence. It is the champion of death.
Alternate Wand
Campen de la muerte is always a colorless,
If the DM decides that the standard butterfae wand
insubstantial being that assumes the appearance of
is too powerful for this creature, the following
the last soul that it consumed. The gloomy gray
slightly modified alternative can be used instead.
form is cloaked in an aura of icy black flames that
Spell-Like Abilities: The butterfae wand has the seem to consume all light. Whenever it takes
following spell-like abilities: At will—animal another soul, the campen changes form to match
messenger, calm animals (DC 15), dancing lights, the physical appearance, attire, and equipment of
invisibility (self only), light. 3/day—goodberry, the creature it just slew. But the visage on the face
entangle (DC 15), plant growth. 1/day—chill metal is always stretched in a rictus of abject terror.
(DC 16), heat metal (DC 16). Caster level 8th. The
The origins of this creature are a mystery, as is its
save DCs are Charisma-based.
true purpose. However it almost always makes an
These wands are useless for anyone other than the appearance for the purpose of pursuing and slaying
butterfae to whom they were given. a powerful mortal that has been raised from the
dead. It is unknown whether the campen is a unique
being, or one of many. But it will always appear
alone.

29
The campen de la muerte can speak after a fashion, overwhelming aura of evil will pervade the area
but the voice is a hollow, grating sound that is within a 30 ft. radius. Once restored, the campen
unnerving to hear. will coalesce out of the shadows in the vicinity.
Combat Sense Resurrection (Su): If a campen can view a
creature for at least a round, it will automatically
The campen de la muerte strikes by lashing targets sense if that creature has been previously raised
with corrupting tendrils of energy. On a successful from the dead. However it will not sense a
hit the target is blasted with a multitude of reincarnation.
precognitive visions of its own death, causing
insanity or nightmares. Merely moving into the
presence of the campen can cause lesser creatures Cellar Dweller
to grow weak with fear, and physical contact with
Author: Robert J. Hall.
the icy black flames will inflict cold damage.
Small Magical Beast
The campen prefers to focus its attack on its chosen Hit Dice: 4d10+4 (26 hp)
prey, but will slay any others who deliberately Initiative: +3
block its path. No physical barrier will prevent the Speed: 40 ft. (8 squares)
campen from passing through, and it is even able to Armor Class: 18 (+1 size, +3 Dex, +4 natural),
follow its chosen victim across the dimensional touch 14, flat-footed 15
planes. Base Attack/Grapple: +4/+0
Spell-Like Abilities: At will—deeper darkness, Attack: Claw +2 melee (1d2-2)
death knell (DC 16), fear (DC 18), greater dispel Full Attack: 2 claws +2 melee (1d2-2) and bite +0
magic, halt undead (DC 17), hold monster (DC melee (1d3-2 plus 1d4 Str)
19), nondetection (DC 17), phantasmal killer (DC Space/Reach: 5 ft./5 ft.
18), ray of enfeeblement (DC 15); 3/day— Special Attacks: Fear aura, blinding gaze, weaken
destruction (DC 21), discern location, Special Qualities: Darkvision 60 ft., fast healing 1,
enervation (DC 18), plane shift (DC 21), undeath low-light vision, shadow stride, self-sustenance,
to death (DC 20). Caster level 20th. The Save DCs resistance to fire 5 and cold 5, immunity to sleep
are Charisma-based. effects, disease, and paralysis, vulnerabilities
Death Visage (Su): A campen that deals damage Saves: Fort +4, Ref +6, Will +1
with its incorporeal tendrils to a living target Abilities: Str 7, Dex 16, Con 13, Int 9, Wis 11, Cha
inflicts a storm of dire mental visions. The target is 12
consumed with visions of its own death, and is Skills: Hide +4, Intimidate +4, Listen +3, Move
affected as the insanity spell (DC 21, caster level Silently +4, Spot +3
20th). If the save is successful, the target will Feats: Alertness, Multiattack
instead be dazed for a round and will suffer a Environment: Underground
nightmare during their next rest as the spell (DC Organization: Solitary
19, caster level 10th). This effect is cumulative, Challenge Rating: 6
lasting for a number of nights equal to the number Treasure: Standard
of successful saves from death visage. Alignment: Always chaotic evil
Soul Bind (Su): If a creature is slain by a campen, Advancement: 5-12 HD (Small)
the corpse is automatically affected as though by Level Adjustment: ―
soul bind spell (caster level 18th). The slain creature
is not allowed a save, but magic resistance will Known as the bone crusher for its eating habits, the
prevent the effect. hideous cellar dweller is a malevolent being of pure
Dread Aura (Su): The aura of the campen radiates evil. The cellar dweller resembles a small ogre with
dread. Creatures of less than 6 HD in a 100-foot olive flesh and sparkling white pupils. It dwells in
radius must succeed on a DC 18 Will save or be the dark, cramped spaces in the cellar and under
affected by fear as the spell (caster level 10th). furniture, waiting for an opportunity to slay
Dark Soul (Su): Anybody targeting a campen with innocents and spread mayhem.
a mind-control or telepathic ability makes direct This wicked creature exists only to torment and
contact with its dark soul and must succeed on a consume other beings. It seems to have been
DC 29 Will save or take 1d6 points of Wisdom created by an evil entity or perhaps a priest, and is
damage. The save DC is Charisma-based. incapable of breeding. Indeed it is almost never
Restoration (Su): When a campen is killed, the found in the company of its own kind.
immediate area must be sanctified with a hallow Combat
spell or the campen will be completely restored to
existence within 2d8 days. During this period a n A cellar dweller has a number of innate magical

30
abilities that make it a highly dangerous foe, in Centacornus
spite of its diminutive stature. Staring into the eyes
of this creature can cause temporary blindness. The Author: Robert J. Hall.
bite of the blackened fangs of this beast will cause Large Magical Beast
a numbing weakness to quickly spread through the Hit Dice: 6d10+9 (42 hp)
body. Initiative: +1
While it has an all-consuming, bloodthirsty nature, Speed: 40 ft. (8 squares), fly 100 ft. (average)
it has no need to consume food and can survive Armor Class: 14 (-1 size, +1 Dex, +4 natural),
indefinitely in all but the most extreme touch 10, flat-footed 13
environments. Base Attack/Grapple: +6/+15
Fear Aura (Su): A cellar dweller constantly Attack: Scimitar +10 melee (1d8+5/18-20), or gore
radiates a 5-foot-radius fear aura. A creature in the +10 melee (1d8+5), or composite longbow (+5 Str
area must succeed on a DC 13 Will save or be bonus) +6 ranged (2d6+5/x3)
shaken for 1d4 rounds thereafter. A creature that Full Attack: Scimitar +10 melee (1d8+5/18-20), or
successfully saves cannot be affected again by the gore +10 melee (1d8+5) and 2 hooves +5 melee
cellar dweller's aura for 24 hours. The save DC is (1d4+2), or composite longbow (+5 Str bonus) +6
Charisma-based. ranged (2d6+5/x3)
Space/Reach: 10 ft./5 ft.
Blinding Gaze (Su): Blinded for 2d6 rounds, range
Special Attacks: Spell-like abilities
30 feet, Fortitude DC 13 negates. The save DC is
Special Qualities: Low-light vision, spell
Charisma-based.
resistance 16, scent
Weaken (Su): The bite of a cellar dweller deals Saves: Fort +8, Ref +6, Will +2
1d4 points of Strength damage to a living foe. A Abilities: Str 21, Dex 13, Con 17, Int 12, Wis 11,
creature reduced to Strength 0 by a cellar dweller Cha 17
becomes immobilized and collapses helplessly to Skills: Diplomacy +7, Jump +14, Listen +3, Spot
the floor. +3, Survival +9*; either Craft (weaving) +3 or
Shadow Stride (Su): Once per round as a move Gather Information +5 or Perform (singing or any
action a cellar dweller can teleport without error musical instrument) +5
(caster level 10th) with the limitation that it can only Feats: Far Shot, Flyby Attack, Point Blank Shot
teleport from one area of deep shadow to another Environment: Temperate mountains
within its line of sight. Organization: Solitary, pair, company (5-8), or
Vulnerabilities: The cellar dweller suffers damage troop (8-18 plus 1 leader of 2nd-5th level)
from holy water and can be temporarily cowed for Challenge Rating: 5
1d4 rounds by a successful turn undead by a cleric. Treasure: Standard
Direct exposure to direct sunlight (not a daylight Alignment: Usually chaotic good
spell) is lethal, as the cellar dweller will be dealt Advancement: By character class
1d6 points of damage per round of exposure as its Level Adjustment: +4
flesh bubbles and burns.
Advancement This beautiful creature has the lower body of a
particularly large and noble mountain sheep; a pair
In addition to the standard changes due to Hit Dice of magnificent wings on its back, and the upper
advancement, cellar dwellers also gain the torso, head, and arms of a humanoid. Their entire
following special benefits. body is covered in silken white hairs or gray
• The save DC of the fear aura is equal to 10 + ½ feathers. They also sport a pair of impressive,
HD + Charisma modifier. curved ram horns that protrude from the forehead.
• The save DC of the blinding gaze is equal to 10 Male centacorni also have a mane about the face
+ ½ HD + Charisma modifier. with a long, curly beard.
• 5-9 HD — +2 racial bonus on saving throws Centacorni mate for life, building their nest-homes
against mind-affecting effects. high up on remote, mountainous shelves or caves.
• 6-10 HD — Fast healing improves to 3. A mated pair have either 1-2 eggs or 1-2 young in
• 7 HD — A cellar dweller's natural weapons are their home.
treated as evil-aligned and chaotic-aligned for Centacorni speak Common, Sylvan, and Elven.
the purpose of overcoming damage reduction.
• 9+ HD — The bite of a cellar dweller deals 1d6 Combat
points of Strength damage to a foe. While preferring a peaceful resolution to any
• 10+ HD — +4 racial bonus on saving throws conflict, centacorni are always ready to leap into a
against mind-affecting effects. fray for a suitable cause. They are deadly archers
• 11+ HD — Fast healing improves to 4. and fearsome mountain fighters. Centacorni

31
typically strike from the skies or atop a rocky — Space/Reach: 10 feet/5 feet.
outcropping, using their potent archery skills in — A centacornus' base land speed is 60 feet. It also
combination with their spells. Once a foe has been has a fly speed of 120 feet (average).
sufficiently weakened, the centacorni will then — Racial Hit Dice: A centacornus begins with six
swoop down for the kill using their well-maintained levels of magical beast, which provide 6d10 Hit
scimitars to slash at their foes. Dice, a base attack bonus of +6, and base saving
Spell-Like Abilities: At will—endure elements, throw bonuses of Fort +5, Ref +5, Will +2
feather fall, jump, obscuring mist. 3/day—fog — Racial Skills: A centacornus' magical beast
cloud, gust of wind (typical save DC 15). 1/day— levels give it skill points equal to 9 x (2 + Int
sleet storm, wind wall. Caster level equals 5th, or modifier). Its class skills are Craft (weaving),
the centacornus class levels, whichever is greater. Diplomacy, Gather Information, Jump, Listen,
The save DC is Charisma-based. Perform, Spot, Survival.
Skills: A centacornus has a +4 racial bonus on — Racial Feats: A centacornus' magical beast
Jump and Survival checks. *The Survival bonus levels give it three feats.
becomes +8 when centacorni are predicting the — +4 natural armor bonus.
weather. — Natural Weapons: Gore (1d8) and 2 hooves
(1d4)
Centacorni Society — Special Attacks (see above): Spell-like abilities.
Centacorni prefer to live among almost inaccessible — Special Qualities: Scent, low-light vision, spell
mountainous peaks, and make their homes in resistance equals creature's Hit Dice + 10
grottoes, or on wide mountain shelves. Most (maximum 35).
Centacorni live in small groups close together (no — +4 racial bonus on Jump and Survival checks.
more than a day's travel apart) for companionship *The Survival bonus becomes +8 when
and protection. They have well-developed social centacorni are predicting the weather.
skills, and often gather together for entertainment — Automatic Languages: Sylvan. Bonus
and friendship. Some also have close friendships Languages: Common, Elven.
with oreads, a breed of nymph that also dwell on — Favored Class: Ranger.
mountains. — Level Adjustment: +4.
Since centacorni are vegetarians, they subsist off
alpine growths and the food crops they maintain in Challatyr
remote mountain valleys. They are especially
skilled at producing fine wool combed from their Author: Monte Cook.
own fur or from mountain sheep, and have Huge Aberration
knowledge of weaving and a number of unique dye Hit Dice: 10d8+60 (105 hp)
methods. They will trade with nearby communities Initiative: +7
of humanoids, exchanging herbs, cloth, and wool Speed: 30 feet (6 squares)
for pottery and manufactured items. Solitary Armor Class: 28 (-2 size, +3 Dexterity, +15
centacorni often offer their services as skilled natural), touch 11, flat-footed 23
trackers and guards to merchant caravans passing Base Attack/Grapple: +7/+23
through their native mountain regions. Attack: Claws +13 melee (1d6+8 plus poison)
Full Attack: 2 claws +13 melee (1d6+8 plus
Centacorni as Characters
poison) and bite +11 melee (1d8+4 plus
Centacorns leaders are typically rangers or discorporation) and sting +11 melee (1d6+4 and
occasionally druids. Centacorni rangers often egg implantation)
choose flying creatures or mountain dwelling races Space/Reach: 15 ft./10 ft.
as their favored enemy. Centacorni clerics worship Special Attacks: Paralysis poison, discorporation
the gods of the sky, and normally have access to Special Qualities: Darkvision 60 ft., immunity to
two of the following domains: Air, Chaos, Good, poison, paralysis, and enchantment
Sun, and Water. Saves: Fort +9, Ref +8, Will +8
Centacornus characters possess the following Abilities: Str 26, Dex 17, Con 22, Int 14, Wis 12,
racial traits. Cha 16
— +10 Strength, +2 Dexterity, +4 Constitution, +6 Skills: Balance +11, Climb +15, Listen +15, Move
Charisma. Silently +16, Spot +15
— Large size. -1 penalty to Armor Class, -1 Feats: Alertness, Improved Initiative, Lightning
penalty on attack rolls, -4 penalty on Hide Reflexes, Multiattack
checks, +4 bonus on grapple checks, lifting and Environment: Underground
carrying limits double those of Medium Organization: Solitary
characters. Challenge Rating: 10

32
Treasure: Double standard is Constitution-based.
Alignment: Usually neutral evil Often the challatyr implants an egg into a paralyzed
Advancement: 11-20 HD (Huge); 21-30 HD or otherwise helpless creature (which gets no
(Gargantuan) saving throw). The egg gestates for one week
before hatching into a challatyr that eats its way
The challatyr is a terrible creature of hatred and out, killing the host. Twenty-four hours before the
malevolence. They hate all other living beings, egg fully matures, the victim falls extremely ill (-10
including other challatyr. Challatyr use their penalty to all ability scores). A cure disease spell
cunning and intelligence to attack and destroy foes- rids a victim of the egg, as does a successful Heal
they are not overly destructive, nor are they rash. check (DC 25) by someone with that skill. If the
check fails, the healer can try again, but each
Although vaguely arachnid or insectoid in form, the attempt (successful or not) deals 1d6 points of
challatyr in truth bears little similarity to any other damage to the patient.
creature. Ranging from dark brown to a light tan it
has four spiderlike legs. Its two arms resemble Advancement
these legs but end in dangerous spikes, which it In addition to the standard changes due to Hit Dice
uses like claws. Its curved body sports an upturned advancement, challatyr also gain the following
stinger on one end and a huge beaked head on the special benefits.
other. A ridge of spikes runs down its back, and
every inch of the creature is covered in a thick, • The save DC of the paralysis poison is equal to
almost chitinous hide. 10 + ½ HD + Constitution modifier.
• The save DC of the discorporation is equal to
Challatyr do not eat―their only needs are to
10 + ½ HD + Charisma modifier.
implant eggs and destroy other creatures. Challatyr
• The save DC to avoid implantation is equal to
breed asexually, implanting their eggs in other
living creatures. The egg grows within the host; 10 + ½ HD + Constitution modifier.
• 15-24 HD — The paralysis poison causes
eventually the creature hatches and consumes the
victim from within, taking all of its host's memories paralysis for 2d6+1 minutes.
for its own. Once it is hatched, the challatyr grows • 19+ HD — Land speed increases to 40 feet.
to maturity in approximately a year. • 22+ HD — Gain climb speed 20 feet.
• 25+ HD — The paralysis poison causes
Challatyr speak the language of their host.
paralysis for 3d6 minutes.
Combat • 29+ HD — Claw damage improves to 2d6.
A challatyr attacks by stabbing at a foe with its
claws, poisoning the foe to paralyze it. Then, it Chupacabra
chooses whether to discorporate the foe with a bite
or implant an egg with its stinger. Only if a foe Author: Robert J. Hall.
seems particularly resistant to paralysis will the Small Magical Beast
challatyr use all of its attacks against a single foe, Hit Dice: 2d10+2 (13 hp)
in the hopes that it can either discorporate the Initiative: +2
creature or just tear it apart with all four attacks. Speed: 40 ft. (8 squares)
Preferably, it paralyzes all of its foes and then Armor Class: 16 (+1 size, +2 Dex, +3 natural),
implants one, discorporating all the rest. touch 13, flat-footed 14
Paralysis Poison (Ex): Injury, Fortitude DC 21, Base Attack/Grapple: +2/-1
paralysis for 1d4+2 minutes. The save DC is Attack: Bite +4 melee (1d4+1 plus calming saliva)
Constitution-based. Full Attack: Bite +4 melee (1d4+1 plus calming
saliva)
Discorporation (Su): If a challatyr bites a foe, the Space/Reach: 5 ft./5 ft.
creature must make a DC 18 Fortitude save or Special Attacks: Calming saliva
discorporate and be utterly destroyed. This ability Special Qualities: Darkvision 60 ft., low-light
works much like the disintegrate spell (caster level vision, scent
12th) except the victim is utterly gone and can be
Saves: Fort +4, Ref +5, Will +1
brought back only by true resurrection. Foes
Abilities: Str 12, Dex 15, Con 13, Int 2, Wis 12,
making successful saving throws against
Cha 6
discorporation suffer no damage (unlike
Skills: Jump +9, Listen +4, Move Silently +11,
disintegrate). The save DC is Charisma-based.
Spot +4
Implant (Ex): If a challatyr hits with its sting Feats: Alertness
attack, it can inject an egg into the opponent's body. Environment: Warm plains
The affected creature must succeed at a DC 21 Organization: Solitary
Fortitude save to avoid implantation. The save DC Challenge Rating: 1

33
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Small)
Level Adjustment: ―

This creature has a body that resembles a kangaroo


with the head of a giant bat. It has powerful rear
legs, allowing it to leap considerable distances. The
mouth is lined with fangs and its odd red eyes
bulge from its sockets. The ears are short and
pointed. The short fur of the chupacabra is dark
brown in hue.
The chupacabra preys on herd animals and
livestock, tearing strips from the flesh and drinking Cinderling
the blood. It rarely kills its prey, preferring instead
to drink just enough blood to still leave the creature Author: Robert J. Hall.
alive. Diminutive Elemental (Earth, Fire)
Hit Dice: ½d8 (2 hp)
Combat Initiative: +3
Chupacabra are very stealthy creatures, relying on Speed: fly 40 ft. (perfect) (8 squares)
their darkvision and the ability to move silently to Armor Class: 19 (+4 size, +3 Dex, +2 natural),
sneak up on its prey at night. It strikes quickly with touch 17, flat-footed 16
its sharp fangs, then waits until its saliva works to Base Attack/Grapple: +0/-12
calm its prey and neutralize the pain. Once the prey Attack: Slam +7 melee (1d4-2 plus 2 fire)
is quiet, the chupacabra consumes blood from the Full Attack: Slam +7 melee (1d4-2 plus 2 fire)
wound. Space/Reach: 1 ft./0 ft.
Calming Saliva (Ex): Those bit by the chupacabra Special Attacks: Heat
must succeed at a DC 13 Fortitude save or be Special Qualities: Darkvision 60 ft., immunity to
relaxed as by a calm animals spell (caster level 2nd). fire, vulnerability to cold
Once the saliva takes effect, the creature will Saves: Fort +2, Ref +5, Will -1
remain calm and allow the chupacabra to drink Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 8, Cha
blood from the wound. The creature will be dealt 1 2
point of damage per round as long as the Skills: Hide +12, Spot +1
chupacabra continues drinking blood. The save DC Feats: Weapon Finesse (slam)
is Constitution-based and includes a +2 racial Environment: Elemental plane of fire
modifier. Organization: Pack (2-8)
Skills: Chupacabra have a +8 racial bonus on Jump Challenge Rating: 1/2
and Move Silently checks. Treasure: Lump of precious metal
Alignment: Always neutral
Advancement Advancement: —
In addition to the standard changes due to Hit Dice Level Adjustment: ―
advancement, chupacabra also gain the following
special benefits. Native to an elemental plane of lava, these faintly
• The save DC of the calming saliva is equal to glowing, egg-shaped rocks fly in small packs
13 + ½ HD + Constitution modifier. The caster looking for a warm place to nest. While at rest, they
level of the calm animals effect equals the Hit are all but indistinguishable from common rocks.
Dice. These creatures are the larval stage of a type of
• 3+ HD — It requires a successful Wisdom magma-elemental creature. They grow to full size
check (DC 10 + ½ HD + Constitution modifier) by consuming certain common and scarce minerals.
to detect a chupacabra by scent. Thus they spend much of their time slowly digging
• 4+ HD — The chupacabra is able to drink blood into the sides of rock faces, leaving small divots
at a faster rate from a calmed animal, dealing 2 where they have tunneled. Any sources of copper,
points of damage per round. silver, and unusually pure silicon will immediately
• 5+ HD — The natural armor bonus improves to attract their attention.
+4. When not in their native plane, cinderlings are
• 6 HD — The bite of the chupacabra deals a base commonly found near active lava tubes, hot
1d6 points of damage. springs, and other sources of geologic heat.

34
Naturally, cool water or cold weather conditions
can be very uncomfortable to these beings. Coursars are tall, lanky humanoids who bear a
Smashing apart the cooling corpse of a cinderling curious resemblance to a horse, particularly since
will reveal a small lump of precious metal worth the lower portions of their legs are equine in form.
1d4 gp. They have pale blue flesh and long, shiny white
hair on their heads, while the entire body below the
Combat waist is covered by a sleek coat of short white hair.
Their small size, combined with a swift, darting The face of the coursar is both noble and solemn in
flight pattern, makes them difficult to strike. They countenance, with long, drawn-out features, elf-like
will drive off anybody who disturbs their nest by ears, and beautiful deep blue or green eyes. The
ramming into the intruders with their scorching hot hands are delicate and have unusually lengthy
bodies. fingers, but are more than capable of wielding
Heat (Ex): A cinderling's body is intensely hot, so weapons quite effectively in combat.
its unarmed attacks deal extra fire damage. Somehow a coursar always manages to appear
Creatures hitting a cinderling with natural weapons sparkling clean, regardless of its trials and
or unarmed attacks take fire damage as though hit tribulations. Even the blood of this race is a pale
by the cinderling's attack. bluish hue that readily blends against the flesh.
Most dress in only light garb, favoring stylish
Coursar clothes that accents their supple form. Coursars are
very social creatures and will freely lend their aid
Author: Robert J. Hall. to any cause they deem worthy.
Medium Outsider (Chaotic, Extraplanar, Good)
Combat
Hit Dice: 4d8+8 (26 hp)
Initiative: +1 Coursar fight with dogged determination, but prefer
Speed: 50 ft. (10 squares) quick hit and run tactics using ranged weapons. A
Armor Class: 15 (+1 Dex, +4 natural), touch 11, coursar's natural weapons, as well as any weapons
flat-footed 14 it wields, are treated as good-aligned and lawful-
Base Attack/Grapple: +4/+6 aligned for the purpose of overcoming damage
Attack: Hoof +6 melee (1d4+2); or masterwork reduction.
scimitar +7 melee (1d6+2/18-20); or masterwork Spell-Like Abilities: At will―expeditious retreat,
long bow (+2 Str bonus) +7 ranged (1d8+2/x3). feather fall, jump, know direction. 2/day―cure
Full Attack: Hoof +6 melee (1d4+2); or moderate wounds, longstrider, shield. Caster level
masterwork scimitar +7 melee (1d6+2/18-20); or 4th.
masterwork long bow (+2 Str bonus) +7 ranged Breath Weapon (Su): 20-foot cone, once every
(1d8+2/x3). 2d4 rounds, glitterdust as the spell (caster level 4th),
Space/Reach: 5 ft./5 ft. DC 14 Will negates (blinding only). The save DC
Special Attacks: Breath weapon, spell-like is Constitution-based.
abilities Change Shape (Su): A coursar can assume the
Special Qualities: Change shape, damage form of a pegasus equine form of Medium or Large
reduction 10/evil and cold iron, darkvision 60 ft., size. While in this form the coursar loses its own
immunity to electricity and petrification, low-light hoof, scimitar, and longbow attacks, but gains the
vision, resistance to cold 10 and fire 10, scent, spell natural hoof and bite attacks of the form it chooses.
resistance 14, tongues For the purposes of this ability, equines include
Saves: Fort +6, Ref +5, Will +5 horses, mules, donkeys, camels, and ponies. It does
Abilities: Str 14, Dex 13, Con 15, Int 10, Wis 12, not include elephants.
Cha 12
Skills: Balance +5, Concentration +7, Diplomacy Tongues (Su): Coursars can speak with any
+8, Hide +4, Jump +9, Listen +10, Ride +8, Sense creature that has a language, as though using a
Motive +5, Spot +10, Survival +8, Swim +4 tongues spell (caster level 14th). This ability is
Feats: EnduranceB, Run, Weapon Focus (longbow) always active.
Environment: Any chaotic good-aligned plane Skills: Coursars have a +4 racial bonus on Listen
Organization: Solitary, pair, or herd (6-10) and Spot checks.
Challenge Rating: 4
Advancement
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good In addition to the standard changes due to Hit Dice
Advancement: 5-10 HD (Medium); 11-15 HD advancement, coursar also gain the following
(Large) special benefits.
Level Adjustment: ―

35
• Spell resistance equal to creature's Hit Dice + Full Attack: Bite +7 melee (3d6+4), 2 claws
10 (maximum 35). (1d4+2 plus paralysis)
• The caster level of the spell-like abilities is Space/Reach: 5 ft./5 ft.
equal to the Hit Dice. Special Attacks: Improved grab, paralysis,
• The save DC of the breath weapon is equal to swallow whole
10 + ½ HD + Constitution modifier. Special Qualities: Darkvision 60 ft., damage
• 5+ HD — Add to spell-like abilities: At will— reduction 10/magic, +2 turn resistance, undead
magic fang, speak with animals. traits
• 6+ HD — Add to spell-like abilities: 2/day— Saves: Fort 2, Ref 2, Will 5
dispel magic, fly. Abilities: Str 18, Dex 12, Con —, Int 10, Wis 10,
• 7+ HD — Add to spell-like abilities: 2/day— Cha 13
freedom of movement, greater magic fang. Skills: Balance +8, Climb +11, Listen +7, Search
• 8+ HD — Add to spell-like abilities: 2/day— +7, Spot +8
cure serious wounds. Feats: Improved Initiative, Improved Natural
• 9+ HD — Add to spell-like abilities: 2/day— Attack2xB (bite) [3], Multiattack
dimension door. Environment: Underground
• 10+ HD — Add to spell-like abilities: 2/day— Organization: Solitary
water walk. Challenge Rating: 4
• 12+ HD — Able to change shape into a griffon. Treasure: Double standard
• 13+ HD — Add to spell-like abilities: 1/day— Alignment: Always chaotic evil
heal. Advancement: 7-10 HD (Medium); 11-14 HD
• 14+ HD — Add to spell-like abilities: 1/day— (Large); 15-18 HD (Huge)
greater teleport. Level Adjustment: —
• 15 HD — Add to spell-like abilities: 1/day—
plane shift. Cravedead are humanoids who indulged in avarice,
greed, and lust of the worst sort during their lives.
It was so strong that upon death they would not part
from their possessions and obsessive hungers, but
remain as undead to pursue their insatiable desires.
Now, all they seek is to amass and eat ever more.
Despite being rare, these undead are renowned for
the vast treasures they are supposed to hoard.
However, they are also well known for devouring
anyone they can get their hideous mouths upon.
Such mouth is their main characteristic: it is filled
with sharp fangs and can open to incredibly large
proportions. Lastly, the oldest of these undead are
said to have grown to huge sizes and repulsive
obesity, becoming even larger than ogres.
The only purpose of a Cravedead is to eat and
amass wealth. Nevertheless, whatever amount of
food and creatures he may eat, a cravedead is
always hungry. The creature may only be satiated
when his stomach has reached its full capacity.
However, as such lunches are not assimilated (as
Illustration copyright © 2004, Dominique Crouzet. living beings) but quickly consumed by the
negative energies that burn in his gut, this usually
Cravedead doesn't last for long. Of course, being an undead, a
cravedead could go without devouring anything for
Author: Dominique Crouzet. years without dying either.
Medium Undead Normally, a cravedead begins its unlife wandering
Hit Dice: 6d12 (39 hp) everywhere he may find something to eat, which
Initiative: +5 must be either typical humanoid food, or any living
Speed: 30 ft. creature. However, as much creatures he devours,
Armor Class: 15 (+1 Dex, +4 natural), touch 11, he also takes their treasures for himself. A
flat-footed 14 cravedead's greed is so strong that he cannot part
Base Attack/Grapple: +3/+7 from it, even if the treasure is perfectly hidden and
Attack: Bite +7 melee (3d6+4) protected. These undead always carry their treasure

36
with them, wherever they go. The end result is that A swallowed creature can cut its way out by using
a cravedead whose treasure outweighs his carrying a light slashing or piercing weapon to deal 20
capacity, must stay close to it and wait for creatures points of damage to the gizzard (AC 12). Once the
to come by. creature exits, muscular action closes the hole;
Often, the great treasure of a cravedead will be another swallowed opponent must cut its own way
sufficient to lure victims, but at other times it may out.
obliges him to remain without food for centuries. A Medium cravedead's interior can hold 1 Small or
Note that giving more treasure to a cravedead, so it 4 Tiny or smaller creatures. A Large cravedead's
outweighs his carrying capacity, can be a way of interior can hold 1 Medium, 2 Small or 8 Tiny or
holding him to a certain place and preventing his smaller creatures. A Huge cravedead's interior can
escape to safety. It is even rumored that some hold 1 Large, 2 Medium, or 4 Small or 16 Tiny or
clever necromancer lured a cravedead in such a smaller creatures.
way that he remained thereafter as a perfect
guardian for his treasure room (as well as a
convenient way to get rid of unwelcome visitors).
Combat
The only purpose of a cravedead is to eat living
beings and steal their possessions. When
encountering some potential food, the cravedead
will first go to the biggest source of food first. As
such, throwing some ration at a cravedead won't
distract him from his objective, which is to
consume the biggest creature he sees, then go on to
the smaller ones. As such, a cravedead would begin
to eat a human's horse, then the human, then his
halfling compatriot, and then the rations they tried
to give him. Now, if the horse was carrying a half-
ton of gold, the two adventurers could flee as the
undead would remain near his newfound treasure.
However, if he could carry it with him, he would
pursue them, even if very slowly due to the gold's Cricklangal
weight. In any case, as soon as a cravedead has put
his hands on someone, he immediately proceeds to Author: Robert J. Hall.
eat him… Large Elemental (Cold)
Hit Dice: 4d8+12 (30 hp)
The natural weapons of a cravedead are treated as Initiative: -1
magical weapons for the purpose of overcoming Speed: 20 ft. (4 squares), burrow 10 ft. (ice only)
damage reduction.
Armor Class: 12 (-1 size, -1 Dex, +4 natural),
Paralysis (Ex): Those hit by a cravedead’s bite or touch 8, flat-footed 12
claw attack must succeed on a DC 14 Fortitude Base Attack/Grapple: +3/+12
save or be paralyzed for 1d6+1 rounds. The save Attack: Slam +8 melee (1d8+5 plus 1d4 cold); or
DC is Charisma based. ice entangle +2 ranged
Improved Grab (Ex): To use this ability, a Full Attack: Slam +8 melee (1d8+5 plus 1d4
cravedead must hit with its bite attack. It can then cold); or ice entangle +2 ranged; or 2d4 ice shards
attempt to start a grapple as a free action without +2 ranged (1d6/19-20 plus 1d4 cold)
provoking an attack of opportunity. If it wins the Space/Reach: 10 ft./10 ft.
grapple check, it establishes a hold and can attempt Special Attacks: Ice sheath, ice shards, freezing
to swallow the foe the following round. Special Qualities: Damage reduction 5/—,
Swallow Whole (Ex): A cravedead can try to darkvision 60 ft., immunity to cold and acid,
swallow a grabbed opponent of a size smaller than vulnerability to fire
itself by making a successful grapple check. Once Saves: Fort +7, Ref +0, Will +1
inside, the opponent takes 2d4 points of crushing Abilities: Str 20, Dex 8, Con 17, Int 7, Wis 10, Cha
damage and gains one negative level per round, 8
from the cravedead’s gizzard. The DC is 14 for the Skills: Climb +13, Spot +4, Survival +6
Fortitude save to remove a negative level. For each Feats: Point Blank Shot
such negative level bestowed, the cravedead gains Environment: Elemental plane of water
5 temporary hit points. Organization: Solitary or team (1 cricklangal and
2-4 ice mephits)

37
Challenge Rating: 5 1d3 hp of freezing damage to the target each round.
Treasure: Ichlar crystal The save DC of the break is Constitution-based.
Alignment: Always neutral Ice Shards (Ex): By contorting portions of its
Advancement: 5-7 HD (Large); 8-12 HD (Huge) body, a cricklangal can create an explosion of 2d4
Level Adjustment: ― icy shards as a standard action. This attack has a
range multiple of 20 feet, and an ice shard threatens
A cricklangal resembles a crystalline stand of deep- a critical hit on a natural attack roll of 19-20. Each
blue glacial ice. The bitterly cold nature of this time the creature launches a volley of ice shards it
being draws much of the heat from the surrounding also suffers 1d6 hp of damage due to the rupturing
air, instantly freezing liquids and creating a zone of of its body.
deadly chill that freezes to the bone. Any free Freezing (Ex): Anybody who comes within reach
moisture nearby is immediately crystallized, of the Cricklangal takes 1d6 points of cold damage
including clouds of fog or vapor. each round. Any vapor in the air within the same
They make a deep ice grinding noise whenever radius is instantly frozen and falls to the ground as
they move, making it nearly impossible for the fine ice powder. This will negate any magical fogs
cricklangal to sneak up on anyone that can hear produced by spells or spell-like effects.
normally. They can exist anywhere there is frozen Skills: Within an area covered by a glacier,
water, although they prefer deep crevasses within cricklangals receive a +8 racial bonus on any Hide
glaciers. Cricklangal need little to sustain checks. Cricklangals receive a -4 racial penalty on
themselves, other than a very cold environment. Listen and Move Silently checks while moving.
These ice elementals are normally non-aggressive Cricklangal Society
beings, seeking only the crystalline ice on which
they graze. They seem to gain whatever nutritional The cricklangal is a solitary creature that does not
requirements they need to survive from pockets of require the company of its own kind or other
minerals and gases caught within a glacial flow. beings. Only during mating season will they seek
The extracted minerals gradually form a beautiful each other out. The eggs of a cricklangal resemble
rare crystal in the heart of a cricklangal that can be a beautiful blue crystal gem that is cold enough to
recovered if the being is slain. These crystals instantly cause frostbite. They are laid in clutches
sparkle mysteriously in a rainbow of colors when of 3-5 eggs at the base of a deep glacial crevice and
they are turned about. The beautiful ichlar crystal is are difficult to distinguish from the surrounding ice.
quite fragile and very rare, bringing 500gp from a The cricklangal have developed a mutually
reputable gem dealer. beneficial arrangement with ice mephits, and the
later have partially domesticated the cricklangals.
Combat These ice elementals provide an efficient tunneling
Cricklangal attack by freezing their foes in a shell ability for the mephits, as well as a tough and
of bitterly cold ice. They can also blast shards of potent ally. Without intending to the mephits have
primordial ice at their attackers, although by doing also selected for improved intelligence and more
so they wound themselves. When all else fails they potent combat abilities among the cricklangal,
will pummel an opponent with their hard bodies. If although they have not yet eliminated out the
the fight goes against them, they will sink their solitary nature of this creature.
bodies into the nearest large volume of ice and
tunnel their way to safety. Advancement
They are often hunted by ice-dwelling predators In addition to the standard changes due to Hit Dice
and so have evolved defenses against these attacks. advancement, cricklangal also gain the following
As they view most encroaching intruders as special benefits.
potential threats, they will employ their unique • The save DC of the ice sheath is equal to 10 +
combat abilities to delay or deter attackers until ½ HD + Constitution modifier, and the number
they can slowly and noisily make their way into of hit points of the sheath is 2 x HD.
safer ice. • 8+ HD — Damage reduction improves to 10/—.
Ice Sheath (Ex): Three times a day a cricklangal
can blast out dense clouds of frost crystals. On a Crypt-Cursed
successful ranged touch attack the cloud coalesces
to immobilize a foe in a cocoon of hard ice. The Author: Dominique Crouzet. (Sample crypt-cursed
range is 20 feet, and the sheaths are permanent, creature by editor).
non-magical, and cannot be dispelled. The sheath The crypt-cursed are a rare type of undead who
has a thickness of 1-½ in.; break DC 15; hardness suffer from a deity's curse, inflicted because they
6; 8 hp. The bitter cold from the ice sheath inflicts plundered a mortuary temple of that god. The

38
nature of this divine curse is such that the victim is Joshua Redbeard
initially unaware of their being in a state of un- Crypt-Cursed 5th-Level Human Rogue
death, as they retain the same outward appearance Medium Undead
as when they were alive. Only gradually does the Hit Dice: 5d12 (32 hp)
nature of the curse begin to dawn upon them as Initiative: +2
they begin to realize that food couldn't satiate their Speed: 30 ft. (6 squares)
hunger any more and that they can't die normally. Armor Class: 15 (+2 Dex, +2 armor, +1 shield),
The curse can only be lifted when all that was touch 12, flat-footed 13
stolen is returned to the temple, and a bloody Base Attack/Grapple: +2/+4
ceremony performed. Once this is done, the crypt- Attack: +1 hook +3 melee (1d3+3); or dagger +4
cursed are restored to their living state. ranged
A crypt-cursed appears exactly as he did when he Full Attack: +1 hook +3 melee (1d3+3) and claw
was still alive. Nonetheless, this is only a powerful +2 melee (1d4+1); or dagger +4 ranged (1d4+2/19-
illusion affecting all the senses (sight, smell, touch, 20)
etc.). Only when looked at with a true seeing spell, Space/Reach: 5 ft./5 ft.
or when exposed directly to the light of the moon, Special Attacks: Sneak attack +3d6
do these undead really appear for what they are: Special Qualities: Trapfinding, evasion, trap sense
skeletons and decaying corpses. Of course, noticing +1, uncanny dodge, unshakable curse, cloaked
that they do not need to breath, eat, or drink, and form,detect cursed treasure, damage reduction
that they can withstand a blade through the chest 10/magic, undead traits
without flinching, may render them suspect to the Saves: Fort +2, Ref +7, Will +4
casual onlooker. Abilities: Str 14, Dex 15, Con ―, Int 12, Wis 13,
Crypt-cursed creatures have no other motivation Cha 11.
than recover the stolen treasure and then perform Skills: Appraise +4, Bluff +3, Climb +10, Disable
the ceremony that will lift the curse. They care for Device +7, Intimidate +8, Hide +8, Jump +7, Move
nothing else, and until then suffer from a horrible Silently +7, Open Lock +, Profession (pirate) +8,
torment (thanks to the curse) which has them Search +6, Tumble +12, Use Rope +6
starving to death… without being able to satiate Feats: Acrobatic, Two-Weapon Defense, Two-
themselves nor die from lack of this denied Weapon Fighting
nourishment. Challenge Rating: 6
Alignment: Neutral evil
When one steals something that comes from the
stolen treasure, he is immediately cursed and gains
the crypt-cursed template. The transformation, Joshua became crypt-cursed while robbing the
however, occurs subtly, and nobody, including the ruins of an ancient temple on a remote tropical
victim, ever notices it (unless it happens under the island. Since then he has been completely obsessed
light of the moon, or if someone looks at the victim with returning the treasure and restoring himself to
with a true seeing spell). Then, as time passes, the normal. He has dwelled on the island for nearly
victim becomes more and more thirsty and hungry, fifty years, and none of his living relatives are
as anything he ingests cannot anymore nourish him. aware of his where-abouts.
Soon, it becomes an unbearable torment, yet the
character having become an undead cannot die, and Combat
is not hindered by this suffering. Joshua is missing his right arm, but wears a
The only way to lift the curse, and return the superbly-crafted silvered hook attached to the
character to living form, is to bring back all the stump, which he wields as a tool and weapon. He
treasure stolen to the temple, and perform a bloody favors fighting with two weapons, using both the
ceremony in which a living family member of the hook and his natural claw attack. A crypt-cursed's
crypt-cursed creature will drop his blood on the natural weapons are treated as magical weapons for
treasure. When this happens, all crypt-cursed the purpose of overcoming damage reduction.
undead (wherever they happen to be at that time) Possessions: +1 hook (spiked gauntlet),
will be transformed back again into living beings. masterwork leather armor, 4 daggers, +1 cloak of
Note that if anyone else again steal something out resistance, potions (cure moderate wounds,
of the treasure, he will in turn become a crypt- levitate, invisibility), silk rope, masterwork thieves'
cursed undead. tools, 150gp.

Sample Crypt-Cursed Creating a Crypt-Cursed


This example uses a 5th-level human rogue as the "Crypt-cursed" is an acquired template that can be
character. added to corporeal creature (other than an undead)
that has a skeletal system (referred to hereafter as

39
the "base creature"). is removed and the creature is restored to life in its
A crypt-cursed uses all the base creature's statistics original type. Any experience, levels, and skills
and special abilities except as noted here. gained while a crypt-cursed creature is retained.
Size and Type: The creature’s type changes to Cloaked Form (Su): The crypt-cursed retains the
undead. It retains any subtype modifiers except outward appearance of their form prior to the curse.
alignment subtypes (such as good) and subtypes This is a powerful glamer that affects all senses,
that indicate kind (such as goblinoid or reptilian). and behaves as a veil spell that can not be
Size is unchanged. disbelieved. However, the true form of the crypt-
cursed can always be seen in the light of the moon,
Hit Dice: Increase all Hit Dice to d12s.
or with a true seeing spell or ability.
Armor Class: Natural armor improves by +2 (this
Detect Cursed Treasure (Su): A crypt-cursed has
stacks with any natural armor bonus the creature
the ability to detect the general direction of any
has).
piece of the stolen treasure that resulted in their
Speed: Winged crypt-cursed can't use their wings curse, if it is within one mile of their current
to fly. If the base creature flew magically, so can location. They gain a +4 bonus to any Search or
the crypt-cursed. Crypt-cursed have their swim Spot checks that would result in recovery of some
speed reduced by half. of this treasure.
Base Attack Bonus: A crypt-cursed base attack Damage Reduction (Su): The crypt cursed's body
bonus is equal to ½ its Hit Dice. is tough, giving the creature damage reduction
Attacks: A crypt-cursed retains all natural 10/+1 (if HD 11 or less) or 15/+2 (if HD 12 or
weapons, manufactured weapon attacks, and more). It's natural weapons are treated as magical
weapon proficiencies of the base creature. A crypt- weapons for the purpose of overcoming damage
cursed also gains claw attacks. reduction.
Damage: Natural and manufactured weapons deal Abilities: A crypt cursed Charisma's decreases by
damage normally. A claw attack deals damage -2, and it has no Constitution score.
depending on the crypt-cursed's size. (Use the base Environment: Any, usually the same as the base
creature's claw damage if it is better.) creature.
Challenge Rating: Same as base creature +1.
Fine ― (minimum 2).
Diminutive 1 Alignment: Always neutral evil.
Tiny 1d2
Level Adjustment: +2. A crypt cursed can only
Small 1d3
gain experience while attempting to recover the
Medium 1d4
cursed treasure.
Large 1d6
Huge 2d4
Gargantuan 2d6 Death Shrieker
Colossal 2d8
Author: David E. Brooks Jr.
Medium Plant
Special Attacks: A crypt-cursed retains all special Hit Dice: 2d8+2 (11 hp)
attacks of the base creature, except for those of type Initiative: -5
Extraordinary that require life and flesh. These are Speed: 0 ft.
poison, breath weapon, ink cloud, quills, slime Armor Class: 8 (-5 Dex, +3 natural), touch 5, flat-
coating, stench, spores, and swallowing whole. footed 8
Special Qualities: A crypt-cursed retains all the Base Attack/Grapple: +1/-4
special qualities of the base creature, except for Attack: –
those of type Extraordinary that require life and Full Attack: –
flesh. These are adhesive, ink cloud, slippery, fast Space/Reach: 5 ft./0 ft.
healing, regeneration, and any that involve eating, Special Attacks: Death shriek
sleeping, or breathing. A crypt-cursed gains the Special Qualities: Low-light vision, plant traits
special qualities described below. Saves: Fort +4, Ref –, Will -4
Unshakable Curse (Su): A crypt-curse can only Abilities: Str –, Dex –, Con 13, Int –, Wis 2, Cha 1
have its curse lifted, and this template removed, by Skills: –
returning all of the cursed treasure from whence it Feats: –
was stolen. This must be followed by a special Environment: Underground
ritual requiring the blood of a living family
member. Once this ritual is completed the template

40
Organization: Solitary, patch (2-5) or mixed patch Special Qualities: Low-light vision, oversized tail,
(2-5 death shriekers and 3-5 shriekers and/or violet scent
fungi) Saves: Fort +17, Ref +10, Will +6
Challenge Rating: 1 Abilities: Str 30, Dex 11, Con 25, Int 1, Wis 13,
Treasure: None Cha 10
Alignment: Always neutral Skills: Listen +12, Spot +13
Advancement: 3 HD (Medium) Feats: Alertness, Diehard, Endurance, Run,
Level Adjustment: – Toughness (2)
Environment: Warm forest
Organization: Solitary or pod (5-20)
Death shriekers appear identical to normal
Challenge Rating: 9
shriekers, perhaps with a slight bluish tinge.
Treasure: None
Individually they are relatively harmless, but
stumbling upon a patch of these creatures can be Alignment: Always neutral
deadly to careless low-level adventurers. Advancement: 17-32 HD (Huge); 33-48 HD
(Gargantuan)
Combat
Death Shriek (Ex): When a light source or A long neck hefts a tiny head above the treetops. As
movement is detected within 10 feet of a death you approach, the elephantine body comes into
shrieker, it emits its death shriek for 1d4 rounds. view, along with a long whip-like tail which cuts
Every round that during this shriek, all creatures the air in slow, restless arcs.
within 20 feet take 1d4 points of sonic damage
(Fortitude DC 12 save half). The save DC is
Constitution-based. This sauropod dinosaur reaches lengths of 80 to
100 feet (30m), but the long neck and exaggerated
Plants are immune to this effect. Deaf creatures are tail account for over 3/4 of that. Thanks to its
not immune to this effect, although being within the strong, hollow vertebrae, it weighs only about 10
area of a silence spell does prevent damage. Once a tons.
death shrieker has used its death shriek ability it
can not do so again for one hour. Combat
The diplodocus is a peaceful herbivore that spends
Dinosaur most of its waking hours foraging or keeping watch
for its deadly enemy Allosaurus. It is usually
Dinosaurs come in many sizes and shapes. Bigger dangerous to smaller creatures only when
varieties have drab coloration, while smaller stampeding or when guarding a nesting site. In the
dinosaurs have more colorful markings. Most latter case, tail sweeps are used to keep small egg-
dinosaurs have a pebbly skin texture. devourers at bay. Though generally slow and
laconic, a diplodocus is capable of surprising bursts
Combat of speed on open terrain.
Dinosaurs take full advantage of their size and Oversized Tail (Ex): A diplodocus has extended
speed. The swift carnivores stalk prey, staying reach with its long tail, equivalent to a creature one
hidden in cover until they can get into charge range size category longer than itself.
and rush to the attack. Herbivores frequently
overrun and trample their opponents. Tail Sweep (Ex): As a standard action, a
diplodocus can execute a tail sweep affecting a
Diplodocus half-circle with a radius of 30 feet extending from
an intersection on the edge of the creature's space in
Author: Steve Clark. any direction. This is similar to a dragon's tail
Huge Animal sweep. Small-sized creatures within the area take
Hit Dice: 16d8+118 (190 hp) tail damage automatically. Reflex half DC 25. The
Initiative: +0 save DC is Constitution-based. A gargantuan
Speed: 20 ft. (4 squares) diplodicus executes a tail-sweep of 40 feet, and can
Armor Class: 16 (-2 size, +0 Dex, +8 natural), affect medium-sized creatures.
touch 8, flat-footed 16 Trample (Ex): Reflex half DC 28. The save DC is
Base Attack/Grapple: +12/+30 Strength-based.
Attack: Tail slap +20 melee (2d6+15)
Full Attack: Tail slap +20 melee (2d6+15) Iguanodon
Space/Reach: 15 ft./10 ft. (15 ft. with tail)
Special Attacks: Tail sweep, trample 2d10+15 Author: Steve Clark

41
Huge Animal similar bonus in water.
Hit Dice: 12d8+78 (132 hp)
Initiative: +0 Stegosaurus
Speed: 30 ft. (6 squares), swim 30 ft.
Author: Steve Clark
Armor Class: 15 (-2 size, +7 natural), touch 8,
Huge Animal
flat-footed 15
Hit Dice: 11d8+72 (121 hp)
Base Attack/Grapple: +9/+26
Initiative: +0
Attack: Thumb spike +16 melee (1d8+9)
Speed: 20 ft. (4 squares)
Full Attack: 2 thumb spikes +16 melee (1d8+9)
Armor Class: 16 (-2 size, +8 natural), touch 8,
Space/Reach: 15 ft./10 ft.
flat-footed 16
Special Attacks: Trample 2d8+13
Base Attack/Grapple: +8/+24
Special Qualities: Low-light vision, scent
Attack: Tail attack +14 melee (2d6+12/19-20)
Saves: Fort +16, Ref +8, Will +5
Full Attack: Tail attack +14 melee (2d6+12/19-20)
Abilities: Str 28, Dex 10, Con 23, Int 1, Wis
Space/Reach: 15 ft./10 ft.
12, Cha 7
Special Attacks: Trample 2d12+12
Skills: Hide -6*, Listen +12, Spot +8, Swim +11
Special Qualities: Low-light vision, scent
Feats: Alertness, Great Fortitude, Skill Focus
Saves: Fort +15, Ref +7, Will +3
(Listen), Toughness (2)
Abilities: Str 27, Dex 10, Con 23, Int 1, Wis 10,
Environment: Warm forest (warm marsh for
Cha 7
duckbill)
Skills: Listen +9, Spot +9
Organization: Solitary or herd (5-8)
Feats: Alertness, Great Fortitude, Improved
Challenge Rating: 7
Criticalb (tail), Toughness (2)
Treasure: None
Environment: Warm forest
Alignment: Always neutral
Organization: Solitary, pair, or herd (7-16)
Advancement: 13-24 HD (Huge); 25-36 HD
Challenge Rating: 7
(Gargantuan)
Treasure: None
Alignment: Always neutral
You see a squat, massive herbivore with broad, Advancement: 12-22 HD (Huge); 23-33 HD
earthen stripes. It seems equally comfortable (Gargantuan)
loping on two legs or foraging on all four. A Level Adjustment: —
wicked spike projects from the side of each paw.
This herbivore can weigh more than two tons and
Iguanodons are adaptable and highly successful exceed 30 feet in length. Plates of thin armor guard
dinosaurs that grow roughly 30 ft. long and weigh especially vulnerable areas such as the hips and
five or six tons. They stoop low or crawl to browse throat. Its most distinctive features are the tall,
on ferns and other low-growing plants, but triangular plates on its back and the deadly spines
otherwise walk on their hind limbs. With the few at the end of its tail.
changes noted below, iguanodon stats can also be Stegosaurs like soft foods like the fruits and fleshy
used to represent duckbill dinosaurs. leaves of a lush forest. However, they may be
Combat found in more open areas if water is available.
Iguanodons are generally peaceful herd animals, Combat
but are best kept at a distance owing to the Stegasaurs are irritable and begin lashing their tails
readiness with which they defend themselves menacingly at any perceived threat. Their brains are
against perceived threats. An iguanodon uses its notoriously small and a spooked or confused
"thumb spikes" (which are not actually digits at all) stegasaur may trample smaller creatures recklessly.
to jab at the head and neck of an opponent.
Trample (Ex): Reflex half DC 23. The save DC is
If you use iguanodon stats to represent a duckbill Strength-based.
dinosaur, omit these thumb spike attacks. A
duckbill has only one attack; a slam for 1d8+13.
Duckbills would rather flee into nearby water from
any threat, attempting a panicked slam or trample
only if denied this escape.
Trample (Ex): Reflex half DC 25. The save DC is
Strength-based.
Skills: *Iguanodons have a +8 racial Hide bonus
amongst dense foliage, while duckbills receive a

42
Dire Stirge effectively grappling its prey. The dire stirge loses
its Dexterity bonus to AC and has an AC of 13.
Author: Robert H. Nichols Dire stirges have a +12 racial bonus on grapple
Small Magical Beast checks (already figured into the Base
Hit Dice: 3d10+6 (23 hp) Attack/Grapple entry above.)
Initiative: +5 An attached dire stirge can be struck with a weapon
Speed: 10 ft. (2 squares), fly 40 ft. (average) or grappled itself. To remove an attached dire stirge
Armor Class: 18 (+1 size, +5 Dex, +2 natural), through grappling, the opponent must achieve a pin
touch 16, flat-footed 13 against the dire stirge.
Base Attack/Grapple: +3/-1 (+11 when attached) Blood Drain (Ex): A dire stirge drains blood,
Attack: Touch +10 melee (attach) dealing 1d6 points of Constitution damage in any
Full Attack: Touch +10 melee (attach) round it begins its turn attached to a victim. Once it
Space/Reach: 5 ft./5 ft. has drained 8 points of Constitution, it detaches and
Special Attacks: Attach, blood drain, disease flies off to digest the meal. If its victim dies before
Special Qualities: Darkvision 60 ft., low-light the dire stirge's appetite has been sated, the dire
vision stirge detaches and seeks a new target.
Saves: Fort +5, Ref +8, Will +2
Disease (Ex): Filth fever—bite, Fortitude DC 13,
Abilities: Str 11, Dex 21, Con 14, Int 1, Wis 12, incubation period 1d3 days; damage 1d3 Dexterity
Cha 6 and 1d3 Constitution. The save DC is Constitution-
Skills: Hide +9, Listen +4, Spot +4 based.
Feats: Alertness, Weapon FinesseB, Weapon Focus
(touch) Advancement
Environment: Warm forest In addition to the standard changes due to Hit Dice
Organization: Clutch (2-4), swarm (5-8), or flock advancement, dire stirges also gain the following
(9-13) special benefits.
Challenge Rating: 3
• 6+ HD — The blood drain deals 1d8 points of
Treasure: None
Alignment: Always neutral Constitution damage per round. The dire stirge
Advancement: 4-5 HD (Small), 6-8 HD (Medium) detaches after it has drained 10 points of
Level Adjustment: — Constitution.

Dire stirges are obscene crosses between bats and


mosquitos, with elements of a tick thrown in for
good measure. Dire stirges feed off the blood of
living creatures, usually dinosaurs, elephants, and
other huge creatures it deigns to notice. However,
when hungry, adventurers will serve as a delectable
substitute for their normal bread and butter.
A dire stirge has four membranous wings that beat
like a hummingbird's. It has eight small legs with
pincer claws on the end of each one. Their body is
covered with short reddish-brown fur, often vermin
invested. Most noticeable about the dire stirge
though, is the long, needle-sharp proboscis on its
face.
A dire stirge is roughly 4 feet long and has a
wingspan of 8 feet. It weighs up to 60 pounds.
Combat
Much like its smaller cousin, the dire stirge attacks
by landing on a victim, finding a vulnerable spot,
and plunging its proboscis into the flesh. This is a
touch attack and can target only Small or larger
creatures.
Attach (Ex): If a dire stirge hits with a touch
attack, it uses its eight pincers to latch onto the
opponent's body. An attached dire stirge is

43
arms attached at the shoulders underneath their
rubbery wings. The back of their wings is a glossy
black, while the underside is a mix of orange and
brown hues. Their wings are hairless, but the
remainder of the body is covered in a light down.
Diva ray live their lives in a furious rush of energy,
moving about with great rapidity and expending
themselves within the short span of a dozen years.
During that time, however, they live what amounts
to several human lifetimes. The diva ray is a
nervous creature that is in constant motion. They
can also fly silently with great speed, and their
enhanced metabolism makes them extremely agile.
Diva rays are literate and can speak common,
celestial, draconic, and elven.
Combat
Diva rays are capable of wielding weapons and
defending themselves, but would prefer to avoid a
fight by fleeing the scene. When defending their
own kind or an important location, however, they
can be quite courageous and fight with determined
Diva Ray effectiveness. They are proficient with all simple
weapons, but prefer bludgeoning weapons such as
Author: Robert J. Hall. the club or staff.
Medium Outsider (Good, Lawful) Accelerated (Ex): A diva ray exists at a greatly
Hit Dice: 5d8+5 (28 hp) accelerated pace. When they are not relaxing, this
Initiative: +9 ability functions as the blur and haste spells (caster
Speed: fly 240 ft. (good) (48 squares) level 5th). This ability can not be dispelled.
Armor Class: 16 (+5 Dex, +1 natural), touch 15,
flat-footed 11 Eidetic memory (Ex): A diva ray can recall with
Base Attack/Grapple: +5/+4 great accuracy anything they have ever witnessed,
including the contents of any literature they have
Attack: Quarterstaff +4 melee (1d6-1); or slam +4
read. They gain a +2 competence bonus to any
melee (1d4-1)
Knowledge skill in which they are trained. (This
Full Attack: Quarterstaff +4 melee (1d6-1); or
bonus is factored into the skill modifiers.) They are
slam +4 melee (1d4-1)
immune to any effect that would cause them to lose
Space/Reach: 5 ft./5 ft.
a memory.
Special Attacks: Accelerated
Special Qualities: Eidetic memory, low-light Rune Resistance (Su): A diva ray gains a +2 racial
vision, immunity to sleep, rune resistance bonus on any saving throws against magical effects
Saves: Fort +5, Ref +10, Will +5 that are activated by reading.
Abilities: Str 9, Dex 21, Con 12, Int 15, Wis 11, Diva Ray Society
Cha 14
Skills: Craft (calligraphy) or Decipher Script +8, These beings are pacifists by nature, and prefer to
Hide +10, Knowledge (history) +13, Knowledge spend their time in the pursuit of knowledge and
(any one) +11, Listen +4, Move Silently +14, artistic expression. They make excellent servants
Perform (oratory) +6, Search +7, Spot +2 for tasks that require high intelligence, and are
Feats: Fly-by Attack, Improved Initiative sometimes used as aids in great libraries on the
Environment: Any lawful-good aligned plane outer planes. Their ability to recall almost anything
Organization: Solitary, flight (2-4), or flock (6-13) they have seen or read allows them to quickly
Challenge Rating: 2 locate a manuscript among an immense collection.
Treasure: Standard Diva rays typically dwell among the forests,
Alignment: Usually lawful good maintaining simple yet elegant homes high among
Advancement: 6-10 HD (Medium) the trees. They are not particularly creative beings,
Level Adjustment: +2 and lack significant artistic abilities. Instead they
seek to learn from other intelligent creatures, then
pass the knowledge down from generation to
These extra-planar creatures resemble a flying generation through their story telling abilities.
manta ray, with an elf-like head and two slender

44
Many diva ray communities have verbal histories
going back thousands of years, and most have an
extensive knowledge of their ancestral kin.
There are said to be an elite race of these beings,
known as prima divas, which are non-servile and
possess a more formidable array of abilities and
lore. These boast exceptional arcane knowledge
and formidable martial skills. Such beings have
kept themselves remarkably well hidden among the
planes, however, and those who claim to have
witnessed their kind are few in numbers.
Advancement
In addition to the standard changes due to Hit Dice
advancement, diva rays also gain the following
special benefits.
• 6+ HD — Gains Spell-Like Abilities: 3/day—
detect magic, read magic. Caster level equals
Hit Dice for all spell-like abilities.
• 7+ HD — A diva ray gains the ability to know Dominad
legends or information regarding various topics, Author: Robert J. Hall.
just as a bard can with bardic knowledge. The
Medium Outsider (Earth)
diva ray adds its Hit Dice and Intelligence
Hit Dice: 5d8+35 (57 hp)
modifier to the lore check.
Initiative: -1
• 8+ HD — Add 3/day—comprehend languages
Speed: 30 ft. (6 squares), burrow 10 ft., climb 20
to spell-like abilities. ft.
• 9+ HD — Automatically considered trained in
Armor Class: 25 (-1 Dex, +16 natural), touch 9,
the Decipher Script skill and gains a +2 flat-footed 25
competence bonus to Decipher Script checks. Base Attack/Grapple: +5/+9
• 10 HD — Add 1/day—true seeing to spell-like
Attack: Claw +10 melee (1d6+4/x3)
abilities. Full Attack: 4 claws +10 melee (1d6+4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: ―
Special Qualities: Darkvision 60 ft., damage
reduction 5/sonic, immunities, sonic vulnerability
Saves: Fort +11, Ref +3, Will +5
Abilities: Str 19, Dex 8, Con 24, Int 10, Wis 13,
Cha 14
Skills: Climb +12, Craft (any one) +5, Hide +9,
Listen +7, Search +2, Sense Motive +8, Spot +7
Feats: Power Attack, Weapon Focus (claws)
Environment: Warm mountains
Organization: Solitary, family (2-4), or pack (5-20
plus 1 3rd-level bond leader per 4 adults and 1 clan
leader of 4th-6th level)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-9 HD (Medium), 10-12 HD
(Large)
Level Adjustment: ―

These beings are composed entirely of flawless


crystal, and they gleam and shimmer whenever a
light source illuminates their form. Physically the
dominad have the lower body of a serpent. The
powerful torso and upper body is somewhat

45
humanoid, with four arms and a row of ridged Dragon, Gray
spines down their backs. The head resembles that
of a hawk, with an upright crest and flat sides that Dragon (Air)
form a slight mane. Environment: Temperate mountains
The physically tough dominad can dwell in settings Organization: Wyrmling, very young, and young:
that would be dangerous or lethal for most solitary or clutch (2-5); juvenile, young adult, adult,
creatures. They do not need to breath, and so can mature adult: solitary, pair, or family (1-2 and 2-5
reside underwater or in pure vacuum. However offspring); old, very old, ancient, wyrm, or great
their preference is for the pristine beauty of rugged wyrm: solitary
mountain lands. Challenge Ratings: Wyrmling 3; very young 4;
These beings live in small family groups or clans, young 6; juvenile 8; young adult 10; adult 13;
although they can have a complex social network mature adult 17; old 19; very old 20; ancient 22;
of friends, relatives, and allies. Murdering a wyrm 23; great wyrm 25
dominad is likely to bring down the wrath of its Treasure: 50% coins; quadruple goods; triple
many allies, and these can be very determined foes. items
Alignment: Always neutral
Combat Advancement: Wyrmling 5-6 HD; very young 8-9
At the end of each limb a dominad has three claws HD; young 11-12 HD; juvenile 14-15 HD; young
equipped with razor-sharp talons. It prefers to fight adult 17-18 HD; adult 21-22 HD; mature adult 25-
using its natural weapons, although it is able to use 26 HD; old 28-29 HD; very old 31-32 HD; ancient
any simple weapons and shields. Due to the tough, 34-35 HD; wyrm 37-38 HD; great wyrm 39+ HD
hard body the dominad has little need for armor. Level Adjustment: Wyrmling +2; very young +3;
The transparent body of the dominad makes it young +4; juvenile +4; others —
immune to the effects of spells based on light, but it
is vulnerable to magic that uses sonic energy. Upon When they are born, the scales of a gray dragon are
being slain the dominad loses the life energy that a light gray hue similar to clouds on a mountain
allows it to maintain a diamond form, so it side. The edge of each scale is frayed, giving the
transforms into charcoal and bursts apart into a dragon the appearance of being covered in a light
wispy cloud of black soot. down. As the dragon ages, the scales become
Immunities (Ex): Immune to poison, acid, disease, darker, approaching the dull gray of granite. The
death effects, and light spells. Does not need to face and neck remain sleek and smooth like a
breathe. serpent, while the heavy wings become darker than
Sonic Vulnerability (Ex): Double damage from the body.
sonic energy except on a successful save.
Gray dragons are artistic by nature, and will spend
Skills: Dominad have a +4 racial bonus on Climb
their contemplative moments composing rhyme and
and Hide checks.
song. They are often taciturn and mysterious
Advancement creatures, holding themselves aloof from the
mundane and ordinary ways of lesser creatures. But
In addition to the standard changes due to Hit Dice
in the company of those possessing artistic talent,
advancement, dominads also gain the following
they can be quite loquacious and forthcoming.
special benefits.
The gray dragons love the solitary expanses of
• 6+ HD — The racial bonus on Climb checks
rugged mountains, and will soar for hours in the
improve to +6. updrafts listening to the song of the wind. They lair
• 7+ HD — +2 racial bonus on saving throws
in mountainous grottoes along the sides of windy
against light-type effects. valleys, usually high up a cliff side that is all but
• 8+ HD — The claws of a dominad have a threat inaccessible to most creatures. They painstaking
range of 19-20. shape their lair to produce eerie sounds whenever a
• 9+ HD — The racial bonus on Climb checks wind blows, and the cavernous interior is ideal for
improve to +8. amplifying sounds.
• 10+ HD — Damage reduction 10/sonic.
Gray dragons are omnivorous by nature, and will
• 11+ HD — +4 racial bonus on saving throws
eat almost anything to sate their hunger. They can
against light-type effects. go for weeks without eating, but once hungry they
• 12 HD — The claws of a dominad have a threat can become ravenous and consume several large
range of 18-20. beasts at one sitting. They particularly favor wild
herd creatures that dwell in the mountain valleys.
However they have no compunction against
consuming intelligent prey that wander into their
hunting territory, sparing only those accompanied

46
Gray Dragons by Age
Base Breath Frightful
Attack/ Fort Ref Will Weapon Presence
Age Size Hit Dice Str Dex Con Int Wis Cha Grapple Atk Save Save Save (DC) DC
Wyrmling S 4d12+4 (30) 12 10 13 12 11 14 +4/+1 +6 +5 +4 +4 2d6 (13) —
Very Young M 7d12+14 (59) 14 10 15 12 11 16 +7/+9 +9 +7 +5 +5 4d6 (15) —
Young M 10d12+20 (85) 16 10 15 14 13 16 +10/+13 +13 +9 +7 +8 6d6 (17) —
Juvenile L 13d12+39 (123) 18 10 17 16 13 18 +13/+21 +16 +11 +8 +9 8d6 (19) —
Young Adult L 16d12+64 (168) 20 10 19 16 15 20 +16/+25 +20 +14 +10 +12 10d6 (22) 23
Adult H 20d12+100 (230) 24 10 21 18 15 20 +20/+35 +25 +17 +12 +14 12d6 (25) 25
Mature Adult H 24d12+120 (276) 28 10 21 20 17 22 +24/+41 +31 +19 +14 +17 14d6 (27) 28
Old H 27d12+162 (337) 30 10 23 20 17 24 +27/+45 +35 +21 +15 +18 16d6 (29) 30
Very old H 30d12+180 (375) 32 10 23 22 19 24 +30/+49 +39 +23 +17 +21 18d6 (31) 32
Ancient G 33d12+231 (445) 34 10 25 24 19 26 +33/+57 +41 +25 +18 +22 20d6 (33) 34
Wyrm G 36d12+288 (522) 36 10 27 24 21 28 +36/+61 +44 +28 +20 +25 22d6 (36) 37
Great Wyrm G 38d12+304 (551) 38 10 27 26 21 30 +38/+67 +48 +29 +21 +26 24d6 (37) 39

by artists. Combat
Because they share a common habitat, grey dragons Gray dragons will fight ferociously to protect
are often mistaken for silver dragons. The two themselves and their possessions, but otherwise
species will peacefully coexist for the most part, they have little interest in combat. They rely
with the gray dragon usually deferring to the more primarily on their command of sonic energies and
powerful silver whenever conflict arises. The gray the winds, battering an opponent into submission
dragon possesses little of the noble nature of silver from above. They will use their remarkable
dragons, having only a selfish desire to gather and auditory senses to gain advantage, stalking foes and
horde beauty. using surprise to keep opponents off balance.
Due to their artistic nature, gray dragons enjoy Breath Weapon (Su): A gray dragon has one type
beautiful works of artistic merit, and care little for of breath weapon, an invisible cone of sonic
more mundane treasures such as coins. They energy.
become downright greedy when a magnificent and Blindsense (Ex): A gray dragon can use their keen
valuable work of art can be obtained. hearing to notice and locate all foes within 120 feet.
Occasionally they will seek out a living companion Opponents still have 100% concealment against a
of great beauty, and are often none too particular creature with blindsense.
about how such company is obtained. But they are Sound Imitation (Ex): A juvenile or older gray
gracious to their guests, and will see to their every dragon can mimic any voice or sound it has heard,
comfort and whim. They also permit visits by anytime it likes. Listeners must succeed at a Will
creatures of a particularly artistic bent, and are save (DC equal to that of the dragon's frightful
sometimes even patrons to bards and artists. presence) to detect the ruse.
Spell-Like Abilities: At will—ghost sound; 2/day
Gray Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 40 ft., fly 100 ft. +0 15 (+1 size, +4 natural) Immunity to sonic, blindsense — —
(average) touch 11, flat-footed 15 120 ft., ghost sound
Very Young 40 ft., fly 100 ft. +0 17 (+7 natural), touch 10, — —
(poor) flat-footed 17
Young 40 ft., fly 150 ft. +0 20 (+10 natural), touch — —
(poor) 10, flat-footed 20
Juvenile 40 ft., fly 150 ft. +0 22 (-1 size, +13 natural), Shatter 1st —
(poor) touch 9, flat-footed 22
Young Adult 40 ft., fly 150 ft. +0 25 (-1 size, +16 natural), DR 5/magic 3rd 20
(poor) touch 9, flat-footed 25
Adult 40 ft., fly 150 ft. +0 27 (-2 size, +19 natural), Sculpt sounds 5th 21
(poor) touch 8, flat-footed 27
Mature Adult 40 ft., fly 150 ft. +0 30 (-2 size, +22 natural), DR 10/magic 7th 23
(poor) touch 8, flat-footed 30
Old 40 ft., fly 150 ft. +0 33 (-2 size, +25 natural), Shout 9th 24
(poor) touch 8, flat-footed 33
Very Old 40 ft., fly 150 ft. +0 36 (-2 size, +28 natural), DR 15/magic 11th 26
(poor) touch 8, flat-footed 36
Ancient 40 ft., fly 150 ft. +0 37 (-4 size, +31 natural), Sympathetic vibration 13th 27
( poor) touch 6, flat-footed 37
Wyrn 40 ft., fly 200 ft. +0 40 (-4 size, +34 natural), DR 20/magic 15th 29
(clumsy) touch 6, flat-footed 40
Great Wyrm 40 ft., fly 200 ft. +0 43 (-4 size, +37 natural), Greater shout 17th 30
(clumsy) touch 6, flat-footed 43

47
—shatter (juvenile or older), sculpt sounds (adult Draug
or older), shout (old or older); 1/day—sympathetic
vibration (ancient and older), 1/day—greater shout Author: Robert J. Hall.
(great wyrm). Medium Undead
Skills: Bluff, Move Silently, and Perform are Hit Dice: 7d12 (45 hp)
considered class skills for gray dragons. Initiative: +3
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 17 (+3 Dex, +4 natural), touch 13,
Mature Adult Gray Dragon: CR 17; Huge dragon flat-footed 14
(air); HD 24d12+120; hp 276; Init +4; Spd 40 ft., Base Attack/Grapple: +3/+10
fly 150 ft. (poor); AC 30, touch 8, flat-footed 30;
Attack: Slam +9 melee (1d6+6)
Base Atk +24; Grp +41; Full Atk +31 melee
Full Attack: Slam +9 melee (1d6+6)
(2d8+9, bite), +26 melee (2d6+4, 2 claws), +26
Space/Reach: 5 ft./5 ft.
melee (1d8+4, 2 wings), +26 melee (2d6+4, tail
Special Attacks: Drown
slap); Space/Reach 15 ft./10 ft. (bite 15 ft.); SA
Special Qualities: Damage reduction 5/good,
breath weapon, crush, frightful presence, spell-like
darkvision 60 ft., resistance to cold 10, undead
abilities, spells; SQ damage reduction 10/magic,
traits
darkvision 120 ft., blindsense 120 ft., immunity to
Saves: Fort +4, Ref +5, Will +7
sonic, sleep, and paralysis, low-light vision, spell
resistance 23; AL N; SV Fort +19, Ref +14, Will Abilities: Str 23, Dex 16, Con ―, Int 7, Wis 15,
+17; Str 28, Dex 10, Con 21, Int 20, Wis 17, Cha Cha 13
22. Skills: Climb +7, Listen +4, Move Silently +15,
Spot +4, Swim +11
Skills and Feats: Bluff +20, Concentration +31, Feats: Alertness, Great Fortitude, Weapon Focus
Diplomacy +29, Escape Artist +15, Intimidate +29, (grapple)
Listen +32, Knowledge (architecture) +25, Move Environment: Cold aquatic
Silently +27, Perform Oratory +21, Perform (sing) Organization: Solitary
+15, Search +32, Sense Motive +26, Spellcraft Challenge Rating: 4
+20, Spot +32, Use Magic Device +16; Alertness, Treasure: None
Blind-Fight, Enlarge Spell, Flyby Attack, Improved Alignment: Always chaotic evil
Initiative, Persuasive, Power Attack, Cleave,
Advancement: 8-12 HD (Medium)
Wingover.
Level Adjustment: ―
Breath Weapon (Su): 50-ft. Cone, damage 14d6
sonic, Reflex DC 27 half.
The draug are undead that are created when a
Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller cursed or geas'd human is drowned at sea. Upon
opponents take 2d8+13 points of bludgeoning their untimely death, the necrotic flesh of a draug
damage, and must succeed on a DC 27 Reflex save quickly becomes invested with negative energy and
or be pinned; grapple bonus +41. so is unpalatable to the various scavengers and
Frightful Presence (Ex): 210-ft. radius, HD 23 or organisms that normally decay a corpse. As a result
less, Will DC 28 negates. the flesh remains intact, but turns a pallid, pale blue
Sound Imitation (Ex): Can mimic any voice or hue that is frigid to the touch. Only the eyes are
sound it has heard, anytime it likes. Listeners must lost, leaving blackened pits in the face. The gums
succeed on DC 28 Will saves to detect the ruse. and tongue turn black and swollen, and the teeth
Spells: As 7th-level sorcerer. twisted and cracked.
Typical Sorcerer Spells Known (6/7/7/5; save DC Draug haunt the oceans where they met their
16 + spell level): 0—detect magic, detect poison, demise, seeking other victims to draw beneath the
light, mage hand, mending, prestidigitation, read waves. When a ship becomes becalmed at sea, at
magic; 1st—alarm, charm person, comprehend night the draug will climb aboard and silently stalk
languages, magic missile, ray of enfeeblement; 2nd each crewman until the ship is left empty. Draug
—detect thoughts, glitterdust, invisibility; 3rd— have no interest in consuming the flesh, but savor
dispel magic, fireball. the final moments as their victim succumbs to the
ocean depths.
Spell-Like Abilities: At will—ghost sound (DC
16). 2/day—shatter (DC 18), shout (DC 20). Caster As time passes, various barnacles, algae, and
level 7th. The save DCs are Charisma-based. seaweed become attached to the flesh, replacing the
tattered garments that decay away. Eventually the
draug becomes completely coated with these
growths and is immobilized at the bottom of the
sea. Their stationary form is eventually buried
forever beneath sand and muck.

48
A draug can only be restored to life by first Dread
removing the original curse or geas, then using
appropriate spells to resurrect the victim. After they Author: Robert J. Hall.
are restored to life they lose any draug-like traits These horrific undead are solely the creation of evil
and regain their previous makeup. clerics. The risen being appears in its normal form,
Combat but is cloaked in cursed tendrils of negative energy.
These tendrils strengthen any undead cohorts in the
The draug use no weapons or armor, but they are vicinity, making them more resistant to turn
powerful beings who can overpower an opponent attempts. However the powers of a dread are
by grabbing hold and drawing the foe beneath the vulnerable to direct sunlight, and animals are able
waves to drown. They will maintain their grip until to sense their unnatural aura. The direct touch of a
life passes from the victim, and draw further dread sends a deep sensation of horror coursing
strength from the passing life spirit. A draug stills through any living being.
maintains something of their former tormented
intelligence, and will be cautious enough not strike Sample Dread
until conditions are suitable. This example uses a human commoner zombie as
Despair (Su): At the mere sight of a draug, the the base creature.
viewer must succeed on a DC 14 Will save or be
paralyzed with fear for 1d4 rounds. Whether or not
the save is successful, that creature cannot again be Dread Human Commoner Zombie
affected again by the same mummy's despair ability Medium Undead
for 24 hours. The save DC is Charisma-based. Hit Dice: 2d12+8 (21 hp)
Initiative: -1
Improved Grab (Ex): To use this ability, a draug Speed: 30 ft. (6 squares; can't run)
must hit with its slam attack. It can then attempt to Armor Class: 11 (-1 Dex, +4 natural)
start a grapple without provoking an attack of
Base Attack/Grapple: +1/+2
opportunity. If it wins the grapple check, it
Attack: Slam +3 melee (1d6+2 plus dread touch)
establishes a hold and can attempt to drown.
Full Attack: Slam +3 melee (1d6+2 plus dread
Drown (Su): If a grappled creature is brought touch)
below zero hit points while being drowned by a Space/Reach: 5 ft. by 5 ft./5 ft.
draug, each round thereafter it must succeed on a Special Attacks: Dread touch, death throws
DC 14 Will save or immediately die. If the save is Special Qualities: Single actions only, damage
failed, the draug immediately gains 1d8 points of reduction 5/slashing, darkvision 60 ft., desecration,
healing from negative energy. Any hit points unnatural aura, daylight vulnerability, undead traits
gained beyond the amount needed to heal any Saves: Fort +1, Ref +1, Will +4
damage become temporary hit points. This ability is Abilities: Str 12, Dex 8, Con ―, Int ―, Wis 10,
otherwise identical to the death knell spell. (Caster Cha 5
level 7th). The save DC is Charisa-based. Feats: Toughness (x2)
Skills: Draug have a +4 racial bonus on Move Environment: Underground
Silently and Swim checks. Organization: Gang (1 dread zombie and 1-3
zombies), squad (2-3 dread zombies and 4-7
Advancement zombies), or mob (4-6 dread zombies and 8-16
In addition to the standard changes due to Hit Dice zombies)
advancement, draug also gain the following special Challenge Rating: 1
benefits. Treasure: None
• The save DC of the despair ability is equal to 10 Alignment: Always neutral evil
+ ½ HD + Charisma modifier. Advancement: None
• The save DC of the drown ability is equal to 10 Level Adjustment: ―
+ ½ HD + Charisma modifier.
• 8+ HD — Gain a +2 racial bonus on Climb and Dark tendrils that radiate a chill, unearthly
Swim checks. sensation surround and cloak this fetid, walking
• 9-10 HD — Gain +1 turn resistance. corpse. An evil necromancer crafted this dread
• 10+ HD — Gain 2d8 points of healing from zombie to stiffen the resistance provided by his
negative energy on a successful drown. undead force.
• 11+ HD — Gain +2 turn resistance.
Dread Touch (Su): Living creatures touched by
• 12 HD — Resistance to cold 15. the dread zombie must succeed at a DC 8 Will save
or become shaken. This condition lasts for 2
minutes. The save DC is Charisma-based.

49
Death Throes (Su): When the dread zombie is Special Qualities: A dread has all the special
reduced to zero hit points or less, its body will qualities of the base creature and also gains those
spasm wildly for a full round then explode in a described below.
burst of negative energy. The explosion deals 2d4 Descrate (Su): A dread imbues emanates negative
points of damage to any living creatures within 20 energy in a 20-foot radius, as if it had cast
feet. Like inflict spells, this burst cures undead in desecrate in an area without an altar. The dread
the area rather than harming them. gains all benefits of the desecrate effect it radiates.
Descrate (Su): A dread zombie imbues emanates This ability is constant and is not dispelled by a
negative energy in a 20-foot radius, as if it had cast consecrate spell. However a consecrate spell will
desecrate in an area without an altar. The dread always negate this effect in the area where the two
zombie gains all benefits of the desecrate effect it intersect.
radiates. This ability is constant and is not dispelled Unnatural Aura (Su): Animals, whether wild and
by a consecrate spell. However a consecrate spell domestic animals, can sense the unnatural presence
will always negate this effect in the area where the of a dread at a distance of 60 feet. They will not
two intersect. willingly approach nearer than that and panic if
The benefits to the dread zombie of the desecrate forced to do so; they remain panicked as long as
special ability are factored into the statistics above, they are within that range.
with the exception of the -3 profane penalty to turn Daylight Vulnerability (Ex): While in direct
attempts. sunlight (not merely a daylight spell) a dread loses
Unnatural Aura (Su): Animals, whether wild and all supernatural benefits of this template.
domestic animals, can sense the unnatural presence Abilities: Increase from the base creature as
of the dread zombie at a distance of 60 feet. They follows: Cha +4.
will not willingly approach nearer than that and
Feats: Dreads gain the Toughness feat as a bonus
panic if forced to do so; they remain panicked as
feat. Otherwise same as the base creature.
long as they are within that range.
Challenge Rating: Same as the base creature +1.
Daylight Vulnerability (Ex): While in direct
sunlight (not merely a daylight spell) a dread loses Alignment: Any evil.
all supernatural benefits of this template. Level Adjustment: Same as the base creature +2.
Creating a Dread Construction
“Dread” is an acquired template that can be added To create a dread, the caster must first animate or
to any undead creature with an evil alignment create the base creature using the appropriate
(hereafter referred to as the base creature). necromantic spell. It then requires the imbue with
The creature uses all of the base creature’s statistics spell ability, desecrate, and doom spells to form the
and special abilities except as noted here. dread creature. Once created in this manner, the
creature immediately becomes uncontrolled. A
Size and Type: Size and type are unchanged.
cleric can then gain control of the dread creature by
Armor Class: Natural armor improves by +2 for a virtue of his power to command or rebuke undead.
corporeal base creature (this stacks with any natural
bonus the base creature has). For incorporeal
creatures, the deflection bonus is based on the Druther
increased Charisma score.
Author: The Netbook of Witches team.
Special Attacks: A dread retains all the creature’s Medium Construct
special attacks and also gains those described Hit Dice: 9d10+20 (69 hp)
below. Initiative: -1
Dread Touch (Su): Living creatures touched by a Speed: 20 ft. (4 squares)
dread must succeed at a Will save or become Armor Class: 17 (-1 Dex, +8 natural), touch 9,
shaken. This condition lasts for 1 minute per Hit flat-footed 17
Dice of the dread creature. The save DC is Base Attack/Grapple: +6/+11
Charisma-based. Attack: Slam +11 melee (2d6+5)
Death Throes (Su): When a dread is reduced to Full Attack: 2 slams +11 melee (2d6+5)
zero hit points or less, its body will spasm wildly Space/Reach: 5 ft./5 ft.
for a full round then explode in a burst of negative Special Attacks: —
energy. The explosion deals 1d4 points of damage Special Qualities: Construct traits, damage
per Hit Dice to any living creatures within 20 feet. reduction 10/magic, darkvision 60 ft., low-light
Like inflict spells, this burst cures undead in the vision, immunities, fire vulnerability
area rather than harming them. Saves: Fort +3, Ref +2, Will +3

50
Abilities: Str 20, Dex 9, Con —, Int —, Wis 11, household staff. A drudge butler was so well made
Cha 3 that they could not tell it was a magical construct at
Skills: — all.
Feats: — The druther has a great tie to its animating
Environment: Any elemental force. But sometimes the druther will
Organization: Solitary break free of the witch's control, but not of its
Challenge Rating: 6 wooden body. These druthers are known as rogues
Treasure: None and take out their frustration the only way know, to
Alignment: Always neutral throw themselves into any combative situation it
Advancement: 10-15 (Large); 15-20 (Huge) can.
Level Advancement: —
Combat
A Druther is a type of weaker wood golem that can A druther is mindless in combat. It instinctively
only be created by a witch. The name comes from strikes with its wooden fists with almost no regard
an old piece of doggerel often muttered by witches, to what else is going on.
Immunities: A druther is immune to cold and
water. Piercing weapons only do 1 point of damage
"If I really had my druthers, per hit.
I'd have my wooden druthers too."
Construction
A wooden druther is a corrupt form of "wouldn't Witches can construct a druther. If the witch has
I'd rathers", or something the witch doesn't want. access to a manual of druthers, then she can create
So the wooden druther performs tasks that the a druther from that work. Otherwise a witch may
witch would rather not do herself. The druther can opt to create one from scratch. The witch will need
understand simple command phrases of about 15 at least 200 pounds of wood, either as sticks, planks
words each. Typically druthers are used for menial or individually carved pieces. She must gather
labor or to perform a task that the witch can not do these herself. The witch will need her consecrated
or won't do herself, like killing or scaring an witch tools and fine incense. After creating the
enemy. Often a witch will have a few druthers body for the druther, the witch will have to cast
protecting her home while disguised as trees, spells, then sprinkle the ashes from the burned
requiring a DC 25 Spot check to notice. incense on the wood.
A druther cannot communicate at all. Some witches CL 10th; Craft Construct, air walk, bless growth,
have used woody reeds in the construction of their feral spirit, lesser strengthening rite, minor
druthers. When the wind blows across the druther it creation, caster must be at least 10th level; Price
sounds like a deep bassoon. 3,600 gp; Cost 2,000 gp + 1,000 XP.
Druthers can appear in any form. Usually they are
biped and always made of wood. The wood can be
carved or a collection of sticks tied together. The
appendages need to be attached separately if the
druther is to move at all. They can be precisely
carved to appear as anything the witch wants, but
they typically look like walking bunches of sticks.
Legend has it that there was a witch that had such
beautifully carved druthers that they were often
mistaken for wood nymphs.
Treants, dryads, and wood nymphs view a druther
in the same manner a human views the undead or a
flesh golem. Most will attempt to destroy them
when they can. Some witches and wizards value the
wood from an inanimate druther to use to make
magical fires.
Sometimes druthers are referred to as "Drudges",
mostly due to their ability to menial work, usually
around the home. While a druther may be used to
do the witch's dirty work, a drudge will do the
witch's dirty laundry. Adventurers have reported of
a witch with intricately carved wood drudges as her

51
labor. In the prime material plane, however, these
creatures can be very dangerous entities due to their
magma bodies.
Eldraal lack the will to form social connections
with others of their kind. Only if an eldraal is set
free and left to its own devices for many decades
will it begin to form a self-awareness and an ability
to interact with other creatures.
The eldraal obtain all of their physical needs from
contact with lava and prefer to dwell in a large pool
of magma. They especially prefer fast flowing rock
and will mindlessly frolic in the intense heat when
their masters do not command their labor.
The body of this creature constantly radiates a hot
red glow, providing heat and illumination in the
immediate vicinity. Their molten flesh is hot
enough to boil water, and any moisture that strikes
will instantly vaporize as steam.
Although they dislike doing so, an eldraal can
slowly pass through solid stone. This contact with
Eldraal solid stone causes damage, however, which must be
recuperated by resting in a pool of lava. The eldraal
Author: Robert J. Hall.
will begin to suffer physically in any region where
Large Elemental (Earth, Fire) water can condense, and will turn to solid rock
Hit Dice: 3d8+9 (23 hp) when immersed in liquid water. Contact with fog or
Initiative: +0 rain will also cause cold damage.
Speed: 20 ft. (4 squares), burrow 10 ft.
Armor Class: 19 (-1 size, +11 natural), touch 9, Combat
flat-footed 19 The eldraal are designed to perform physical labor
Base Attack/Grapple: +2/+9 for their lava elemental masters and they have no
Attack: Slam +4 melee (1d8+3 plus 1d8 fire) combat training. Nevertheless they do possess the
Full Attack: 3 slams +4 melee (1d8+3 plus 1d8 means to defend themselves and they can prove
fire) formidable opponents when called upon to fight.
Space/Reach: 10 ft./5 ft. They can form up to three limbs from their bodies
Special Attacks: Heat that can stretch out to strike a foe. In addition to the
Special Qualities: Darkvision 60 ft., elemental physical damage caused by these rocky limbs, the
traits, immunity to fire, vulnerability to cold, lava impact leaves behind a piece of red-hot rock that
healing, molten continues to burn the struck location. They are able
Saves: Fort +6, Ref +3, Will +0 to draw energy directly from surrounding lava and
Abilities: Str 16, Dex 10, Con 16, Int 4, Wis 9, Cha soon regenerate any damage.
13 Heat (Ex): Merely touching or being touched by an
Skills: Listen +2, Spot +2 eldraal automatically deals 1d8 fire damage.
Feats: Cleave, Power Attack Lava Healing (Ex): While in contact with molten
Environment: Elemental plane of earth rock, an eldraal receives fast healing 2.
Organization: Solitary Molten (Ex): Their glowing bodies provide normal
Challenge Rating: 2 illumination in a 15-foot-radius. As long as they
Treasure: None remain in contact with water; melt their way
Alignment: Always neutral through solid rock; or are in cold surroundings, an
Advancement: 4-7 HD (Large); 8-10 HD (Huge) eldraal receives 2 points of damage each round.
Level Adjustment: ― Contact with cool fog or rain will deal 1 point of
damage per round.
This servant being from the plane of lava is Advancement
magically created to carry out the whims of its
masters. It resembles little more than a big, nearly In addition to the standard changes due to Hit Dice
shapeless blob of molten rock. A typical eldraal is a advancement, eldraal also gain the following
weak-willed creature and has only a modest special benefits.
intelligence. They are large, bulky, and clumsy • 5-7 HD — Fast healing 3 while in contact with
creatures who are suited for little more than simple molten rock.

52
• 6+ HD — The eldraal can form an additional balance. Ranged weapons are fired from cover,
limb, allowing 4 slam attacks during a full with hand weapons used only when finishing off a
attack. foe or in self defense. They typically emply spear,
• 7+ HD — The damage from touching or being short bow, and hand axe as weapons.
touched by an eldraal increases to 2d6. Spell-Like Abilities: 1/day—chill touch (typical
• 8-10 HD — Fast healing 4 while in contact with save DC 12), daze (typical save DC 11), hide from
molten rock. animals (typical save DC 12). Caster level equals
• 9+ HD — The burrow speed increases to 15 ft. the shadow elves' class levels. The save DC is
• 10 HD — Fast healing 5 while in contact with Charisma-based and includes a +2 racial modifier.
molten rock. Gloom Blur (Su): Within shadowy illumination,
the outline of a shadow elf becomes blurry and
Elf, Shadow vague. This ability is identical to that of the arcane
blur spell, but the effect ends upon leaving the
Author: Robert J. Hall. shadows.
Shadow Elf 1st-level Warrior Shadow Slide (Su): *The shadow elf gains a +4
Small Humanoid (Elf) racial bonus on on Hide checks while in shadowy
Hit Dice: 1d8-1 (3 hp) illumination. This bonus is retained whenever a
Initiative: +2 movement begins and ends in shadows, even if the
Speed: 20 ft. (4 squares) intervening path is brightly illuminated.
Armor Class: 14 (+1 size, +2 Dex, +1 light wood Shadow Elf Society
shield), touch 13, flat-footed 12
Base Attack/Grapple: +2/-2 This diminutive race of elves suffer an eternal curse
Attack: Shortspear +2 melee (1d4) or short bow +3 from an ancient compact with dark powers. As a
ranged (1d4/x3) result they have descended into abject barbarism,
Full Attack: Shortspear +2 melee (1d4) or short living as feral beings in the dark depths of old
bow +3 ranged (1d4/x3) forests. They are a wilding species at best, with an
Space/Reach: 5 ft./5 ft. exotic, ritualized culture and few of the morals or
Special Attacks: Spell-like abilities scruples of more civilized races. Even wild elves
Special Qualities: Elf traits, shadow elf traits view this sub-race as depraved and beyond
Saves: Fort +1, Dex +2, Will +2 redemption.
Abilities: Str 11, Dex 15, Con 9, Int 10, Wis 14, Shadow elves live in small troops, constantly on the
Cha 8 move in search of easy game or pillage. They wear
Skills: Climb +1, Hide +3*, Listen +4, Spot +4 little in the way of clothing, choosing instead to
Feats: Alertness decorate most of their bodies with various
Environment: Warm forests piercings, tattoos, mutilations, and brandings. Most
Organization: Solitary, Company (2-4) or Family do not wear ornamentation and only travel with the
troop (6-11) possessions they can carry.
Challenge Rating: 1 The body decorations of shadow elves bear some
Treasure: No coins, 50% goods, standard items relationship with the nature of their heritage, but
Alignment: Usually chaotic evil even they do not fully understand the nature of
Advancement: By character class these elaborate markings. They are known to
Level Adjustment: +1 practice cannibalism when no other food is
available, and have no inhibitions against eating
Shadow elves are shorter than typical elves, with other humanoids.
smooth gray flesh and only a light peach-fuzz of Shadow Elf Characters
brunette hair on their scalp. Their eyes are
unusually large for their size, an adaptation to Shadow elf leaders tend to be barbarians or adepts.
constant life in the shadows. They possess a Shadow elf clerics have access to two of the
wicked, threatening disposition and a dire following domains: Chaos, Evil, and Trickery.
appearance, which is enhanced by various tattoos Shadow elf adepts favor spells that weaken or
and mutilations. hinder enemies.
Shadow elves receive the following traits in
Combat addition to elf traits, except where noted.
Typically shadow elves will be equipped with — +2 Wisdom, -2 Charisma.
simple but artfully-crafted weapons; a leather- — Small size.
reinforced wooden shield, and little or no armor. — A shadow elf's base land speed is 20 ft.
They prefer to attack from ambush, employing their — +2 racial bonus on Move Silently checks.
shadow abilities to keep their their opponents off

53
— Weapon Proficiency: Shadow elves are tinkling laughter.
automatically proficient with spear, short bow, As they are not strong enough to fly while carrying
javelin, hand axe, and club. even a miniscule burden, ellyon wear only the
— Automatic languages: Common, Elven. flimsiest of gossamer clothing, and many go
— Special Attacks (see above): Spell-like abilities. entirely nude. They are quite comfortable in wide
— Special Qualities (see above): Gloom blur, variety of climactic conditions, but will still take
shadow slide. shelter in a tree trunk during the cold days of
— Favored Class: Barbarian. winter, or enjoy the shade of a plant during the hot
— Level Adjustment: +1. summer months.
The ellyon normally radiate a slight nimbus of
Ellyon light, producing a faint glow at night time. During
celebrations, thousands of these ellyon gather
Author: Robert J. Hall. together at night to perform a beautiful and
Fine Fey mesmerizing dance of glowing forms.
Hit Dice: 1/4d6 (1 hp) An ellylon stands 3 inches in height and weighs
Initiative: +5 less than an ounce. They can speak sylvan. A few
Speed: 5 ft. (1 square), fly 40 ft. (perfect) also speak elven, gnome, or common.
Armor Class: 24 (+8 size, +5 Dex, +1 natural),
touch 23, flat-footed 19 Combat
Base Attack/Grapple: +0/-21 Ellylon will avoid combat when possible, hiding
Attack: Touch +13 melee (suggest) under natural cover until the danger passes. If
Full Attack: Touch +13 melee (suggest) caught in the open, they will take advantage of their
Space/Reach: ½ ft./0 ft. spells to escape.
Special Attacks: Spell-like abilities, suggest Spell-Like Abilities: 3/day—faerie fire, flare.
Special Qualities: Damage reduction 5/cold iron, 1/day—dancing lights, invisibility (self only),
low-light vision, spell resistance 15, glowing speak with animals. Caster level 6th. The save DCs
nimbus are Charisma-based.
Saves: Fort +0, Ref +7, Will +3
Suggest (Sp): Three times a day, an opponent
Abilities: Str 1, Dex 21, Con 11, Int 8, Wis 13, Cha
touched by an ellyon must succeed on a DC 15
17
Will check or be affected as though by a suggestion
Skills: Concentration +2, Hide +22*, Listen +10,
spell (caster level 3rd.) The save DC is Charisma-
Move Silently +10, Perform (dance) +5, Spot +10
based.
Feats: DodgeD, Weapon Finesse
Environment: Temperate forests Glowing Nimbus (Ex): An ellyon emits a glowing
Organization: Solitary, gang (2-4), band (6-11), nimbus of light that functions as the faerie fire
tribe (20-80), or gathering (100-600) spell. This ability is constant, but an ellyon can
Challenge Rating: 2 suppress it at will by maintaining concentration.
Treasure: None Mesmerizing Dance (Su): Whenever a dozen or
Alignment: Always chaotic good more ellyon perform a coordinated dance under low
Advancement: 1-2 HD (Fine) lighting conditions, any non-fey within 100 feet
Level Adjustment: +3 who watch the shifting forms for a round must
succeed on a DC 15 Will save or be captivated for
the duration of the dance. This functions as an
These miniscule fey closely resemble an unusually enthrall spell (caster level 6th). A creature that
small sprite, with a slender, pale humanoid form, successfully saves cannot be affected again by the
light hair, and tiny, gossamer wings that move in a same ellyon dance. The save DC is Charisma-
blur when they fly. Their voices are high pitched, based.
and will carry only short distances.
Skills: Ellyon have a +4 racial bonus to Listen and
Ellylon are carefree creatures that dwell among the
Spot checks.
wilds, feeding off the nectar of flowers and certain
types of fungus and toadstools. They will never eat Advancement
the flesh of creatures, and are disdainful of the
In addition to the standard changes due to Hit Dice
savagery of predators. However they fully the
advancement, ellyon also gain the following special
cycles of life, and the necessity for some creatures
benefits.
to be the hunted and others the hunter. Thus, while
certain birds and creatures may view an ellyon as a • The save DC of the mesmerizing dance is equal
tempting morsel of food, these fey will merely to 10 + ½ HD + Charisma modifier.
dodge the bird's attacks while happily emitting their • Spell resistance equal to creature's HD + 15
(maximum 25).

54
• 1+ HD — Add 1/day—reduce person to spell- Advancement: 7-18 HD (Large)
like abilities. Level Adjustment: ―
• 2+ HD — Add 1/day—minor image to spell-
like abilities. A beast born of the darkest nightmares, this huge
slobbering wolf preys upon those who dream it into
Figment existence.

Author: Robert J. Hall. Combat


A figment is a dream creature brought into the A figmentary dire wolf hunts alone or in packs,
world of the real. Normally these beings dwell relentlessly running down their prey and then
somewhere among the domain of dreams and seeking to tear them into shreds with their powerful
nightmares, becoming the focus of fantasies for fanged jaws. Due to their partially insubstantial
sleeping creatures. However they will occasionally form, however, the bite attacks merely inflict
slip into the material realm, whether through a severe pain upon the opponent. Figmentary dire
dimensional portal, as a side effect of a character wolves will use maneuver and tripping tactics to
using dream travel, or by some other magical or bring down their prey.
supernatural means. Trip (Ex): A figmentary dire wolf that hits with a
When they materialize, figments have a quasi-real bite attack can attempt to trip its opponent (+11
existence that lacks the substantial nature of normal check modifier) as a free action without making a
creatures. They shift and move about in odd ways, touch attack or provoking an attack of opportunity.
never quite forming a solid body upon which the If the attempt fails, the opponent cannot react to
eyes can rest. Yet they are capable of interacting trip the dire wolf.
with reality to a significant degree. Usually when Quasi-Real (Ex): A figmentary dire wolf has a
the dream state that brought about the figment ends, continuous nondetection ability as the spell (caster
the figment will fade from existence. level 6th). In addition, due to its transitory state, a
While figments can not inflict lethal wounds, they figment creature gains a +2 bonus on all Willpower
can still cause severe trauma to their foes and leave saving throws but suffers a -2 penalty on all
them vulnerable to other hazards. Fortitude saving throws.
Sample Figment Skills: A figmentary dire wolf has a +2 racial
bonus on Hide, Listen, Move Silently, and Spot
This example uses a dire wolf as the base creature. checks. *It also has a +4 racial bonus on Survival
checks when tracking by scent. When not in its
Figmentary Dire Wolf native domain of dreams, a figmentary dire wolf
Large Animal (Extraplanar) receives a +4 circumstance bonus on Move Silently
Hit Dice: 6d8+18 (45 hp) checks and a -2 circumstance penalty on Listen and
Initiative: +2 Spot checks.
Speed: 50 ft. (10 squares) Creating a Figment
Armor Class: 14 (-1 size, +2 Dex, +3 deflection),
touch 14, flat-footed 12 "Figment" is an inherited template that can be
Base Attack/Grapple: +4/+15 added to any corporeal creature (referred to
Attack: Bite +11 melee (1d8+10 non-lethal) hereafter as the base creature).
Full Attack: Bite +11 melee (1d8+10 non-lethal) A figment uses all the base creature's base statistics
Space/Reach: 10 ft./5 ft. and abilities except as noted here.
Special Attacks: Trip Size and Type: The creature gains the extraplanar
Special Qualities: Quasi-real, low-light vision, subtype, but otherwise the creature type is
scent unchanged. Size is unchanged. Do not recalculate
Saves: Fort +6, Ref +7, Will +8 the creature's Hit Dice, base attack bonus, saves, or
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, skill points.
Cha 10 Armor Class: Change any natural armor bonus to
Skills: Hide +0, Listen +7, Move Silently +4*, a deflection bonus, and adds this to any existing
Spot +7*, Survival +2* deflection armor bonus. Otherwise same as the base
Feats: Alertness, Run, Track, Weapon Focus (bite) creature.
Environment: Domain of Dreams
Attack: A figment retains all the attacks of the base
Organization: Solitary or pack (5-8)
creature. It does not receive a penalty to its attack
Challenge Rating: 3
bonus for using lethal attacks to inflict non-lethal
Treasure: None
damage. (See below).
Alignment: Always neutral

55
Damage: Any lethal damage inflicted by the
attacks of the figment becomes non-lethal damage.
Otherwise same as the base creature.
Special Attacks: A figment retains all the special
attacks of the base creature. However the effect of
these special attacks changes as follows:
• Any damage dealt by a special attack becomes
non-lethal damage.
• If an attack by the base creature deals damage to
Strength, Dexterity, or Constitution, the figment
instead deals damage to Intelligence, Charisma,
or Wisdom, respectively. This damage is
inflicted by persistent subconscious fears,
nightmares, and delusions.
• A petrification special attack of the base
creature instead puts the target in a coma-like
stupor with an intelligence of zero. This
condition can not be removed by a stone to Flame Enzine
flesh spell.
• Energy drain attacks draw a portion of the life Author: Robert J. Hall.
force into the domain of dreams. If an energy Tiny Elemental (Fire)
drain attack is sufficient to kill the subject, it Hit Dice: 1/4d8 (1 hp)
instead gains the figment template with its full Initiative: +2
class levels and Hit Dice. This template can be Speed: 50 ft. (10 squares)
removed only after the negative levels are lost, Armor Class: 15 (+2 size, +2 Dex, +1 natural),
using the same means as is used to restore levels touch 14, flat-footed 13
from energy drain. Base Attack/Grapple: +0/-13
Special Qualities: A figment retains all the special Attack: Slam +4 melee (1 plus 1d4 fire)
qualities of the base qualities and also gains the Full Attack: Slam +4 melee (1 plus 1d4 fire)
following. Space/Reach: 2-½ ft./0 ft.
Quasi-Real (Ex): A figment creature has a Special Attacks: Singe, swarm
continuous nondetection ability as the spell (caster Special Qualities: Darkvision 60 ft., elemental
level equal to HD). In addition, due to its transitory traits, immunity to fire, vulnerability to cold
state, a figment creature gains a +2 bonus on all Saves: Fort +0, Ref +4, Will +1
Willpower saving throws but suffers a -2 penalty Abilities: Str 1, Dex 15, Con 10, Int 1, Wis 12, Cha
on all Fortitude saving throws. 10
Skills: Hide +9*, Jump +4, Listen +2, Spot +2
Skills: Outside their native domain, figments have
Feats: Weapon Finesse
a +4 circumstance bonus on Move Silently checks
Environment: Elemental Plane of Fire
and a -2 circumstance penalty on Listen and Spot
checks. Otherwise same as the base creature. Organization: Pack (5-9) or swarm (10-100)
Challenge Rating: 1/8
Treasure: None. Treasure: None
Alignment: Always neutral
Advancement: ½ HD (Small)
Level Adjustment: ―

These tiny elemental creatures resemble an


unusually intense, gold and blue flame. They are
normally found travelling in a pack, dancing
rapidly from place to place and rarely stopping in
one spot for more than a second. They have no
readily discernable features that are visible to
normal sight, although beings with darkvision will
be able to discern three darker spots arranged in a
triangle near the base. Flame enzines will never
voluntarily leave their home plane, but they can be
surprisingly at home in cooler locations, such as the

56
prime material plane. Fleshbound Vampire
Flame enzines are hardy elemental creatures and
can live in relatively cool areas that are little Author: Sean K. Reynolds. (Pav's description by
favored by other beings from their plane. Indeed editor.)
they are quite comfortable dwelling on the prime Fleshbound vampires are bloodsucking undead
material plane, save for the unpleasant presence of creatures possessing superior physical abilities.
moisture. Although they are undead, they can breed with each
These are relatively long-lived creatures, despite other to produce young or infect humanoids by
their small size, and are capable of reproducing forcing them to ingest vampire blood. Damaged by
well into old age. To breed, all they need is a sunlight, garlic, and silver, vampires are not bound
source of readily combustible materials and a dry to coffins and lack many of the strange abilities
environment. They reproduce asexually, and have often attributed to supernatural vampires.
no gender. Vampires appear just as they did in life, although
The flame enzine can exist for long periods without they are often more pale than their living
food, but become ravenous when a combustible counterparts and their eyes sometimes have an
material is nearby. They particularly enjoy stirring unnatural glow in firelight. They cast shadows and
among the ashes of a fire looking for small kernels have reflections in mirrors.
of unburned materials to consume. Enzines also Vampires speak any languages they knew in life.
like to bask in the warmth of an open flame. They
have sometimes been known to accompany fire Sample Fleshbound Vampire
elementals when summoned to the prime material This example uses a 2nd-level human fighter as the
plane. base creature.
Combat
When alone, the flame enzine is a meek creature, Pav, Human Male Fleshbound Vampire, 2nd-
seeking only to preserve its existence. In larger Level Fighter
numbers, however, the enzine become more Medium-Size Undead
curious and aggressive, actively searching and Hit Dice: 2d12+6 (19 hp)
poking about their environment. They never initiate Initiative: +5
combat with significantly larger creatures, even Speed: 20 ft. (4 sqaures)
when amongst a pack. If threatened, they will form Armor Class: 25 (+7 masterwork half-plate, +2
a shifting, darting mass that makes it difficult to masterwork large steel shield, +6 natural), touch
target individuals. 10, flat-footed 25
Base Attack: +2/+6
Singe (Ex): A flame enzine's slam attack deals
Attack: Masterwork longsword +8 melee
bludgeoning damage plus fire damage from the
(1d8+4/19-20); or masterwork mighty (+4)
flame enzine's burning body. Creatures hitting a
composite longbow +8 ranged (1d8+4/x3)
flame enzine with natural weapons or unarmed
Full Attack: Masterwork longsword +8 melee
attacks take fire damage as though hit by the
(1d8+4/19-20); or masterwork mighty (+4)
elemental's attack.
composite longbow +8 ranged (1d8+4/x3)
Vulnerability to Cold (Ex): Double damage from Space/Reach: 5 ft./5 ft.
cold except on a successful save. Due to their Special Attacks: Blood drain, create spawn
unusual resilience to cold, they gain a +2 bonus to Special Qualities: Damage reduction 10/silver, fast
this save. They suffer damage from exposure to healing 5, resistance (cold and electricity 10), slow
water, automatically becoming stunned by fog or regeneration, turn resistance +4, darkvision 60 ft.,
mist and are completely snuffed out when fleshbound vampire weaknesses
submerged. Saves: Fort +3, Reflex +7, Will +0.
Swarm (Ex): Each group of sixteen flame enzines Abilities: Str 19, Dex 21, Con ―, Int 10, Wis 10,
behaves as a swarm and gains the swarm traits. But Cha 12.
in all other respects a swarm can be treated as a Skills: Handle Animal +6, Hide +6, Jump +2,
single medium fire elemental with 4 HD. Listen +8, Move Silently +6, Ride +12, Spot +8
Skills: Due to its agile and wispy nature, a flame Feats: Alertness, Combat Reflexes, Improved
enzine gains a +8 bonus to its Jump skill. In a dark Initiative, Improved Unarmed Strike, Lightning
or dimly illuminated area, a flame enzine is as Reflexes, Power Attack, Quick Draw, Toughness
noticeable as a torch and so suffers a –12 penalty to (x2), Weapon Focus (longsword).
its Hide skill. Challenge Rating: 3
Alignment: Lawful Evil

57
Pav was born the child of a fleshbound vampire, Slow Regeneration (Ex): Fleshbound vampires can
and so came naturally to his condition. His family slowly regenerate lost limbs over the course of 1d4
dwelled in an abandoned underground safe-house days, but cannot reattach severed limbs.
beneath a sprawling city. Since the night his parents Resistances (Ex): A fleshbound vampire has
were slain by a self-righteous paladin, Pav has resistance to cold 10 and electricity 10.
earned a living performing various nefarious tasks
Turn Resistance (Ex): A fleshbound vampire has
for a power-hungry member of the city council. He
+4 turn resistance.
has been well-rewarded for his actions, and now
has plans to build up a band of fleshbound vampiric Abilities: Increase from the base creature as
followers. When he is ready, he will seek follows: Str +6, Dex +6, Wis +2, Cha +2. As
vengeance against the man who slew his family. undead creatures, fleshbound vampires have no
Constitution score.
Gear: masterwork longsword, masterwork mighty
(+4) composite longbow, 20 arrows, masterwork Skills: Fleshbound vampires receive a +8 racial
half-plate, masterwork large steel shield, potions bonus on Hide, Listen, Move Silently, and Spot
(inflict moderate wounds, Bull's strength). checks. Otherwise same as the base creature.
Feats: Fleshbound vampires gain Alertness,
Creating a Fleshbound Vampire Combat Reflexes, Improved Initiative, Improved
"Fleshbound vampire" is a template that can be Unarmed Strike, Lightning Reflexes, and
added to any humanoid or monstrous humanoid Toughness as bonus feats.
creature (referred to hereafter as the "base Environment: Any, usually same as the base
creature"). The fleshbound vampire template can be creature.
inherited (for natural fleshbound vampires) or
acquired (for risen fleshbound vampires). Organization: Solitary, pair, gang (2-5), or troop
(1-2 plus 2-5 fleshbound vampire spawn).
Size and Type: The creature's type changes to
undead. Do not recalculate base attack bonus or Challenge Rating: Same as the base creature +1.
saves. Size is unchanged. Alignment: Always evil (any).
Hit Dice: Increase all current and future Hit Dice to Level Adjustment: Same as the base creature +4.
d12.
Fleshbound Vampire Weaknesses
Armor Class: The base creature's natural armor
improves by +6. Like supernatural vampires, fleshbound vampires
have a number of weaknesses.
Special Attacks: A fleshbound vampire retains all
the base creature's special attacks and gains those Garlic: Fleshbound vampires can be killed by
described below. garlic. A single clove of garlic crushed onto a
weapon allows the weapon to inflict one negative
Blood Drain (Ex): A fleshbound vampire can suck level upon a fleshbound vampire in addition to its
blood from a living victim with its fangs by making normal damage (this is an exception to the rule that
a successful grapple check. If it pins the foe, it undead are immune to negative levels); each
drains blood, inflicting 1d4 points of Constitution application has a limit of one successful strike, in
drain each round the pin is maintained. the manner of poisoned weapons. An entire vial of
Create Spawn (Ex): A humanoid or monstrous garlic juice injected into or consumed by the
humanoid slain by a fleshbound vampire's blood vampire inflicts 2d4 negative levels. If the
drain attack rises as a fleshbound vampire 1d3 days vampire's negative levels ever meet or exceed its
after its death. These new vampires are not under actual hit dice, the fleshbound vampire is
the control of the fleshbound vampire that created it destroyed.
in any way. Sunlight: Fleshbound vampires cannot withstand
Special Qualities: A fleshbound vampire retains sunlight. Exposing one to sunlight for a full round
all the special qualities of the base creature and causes it to take damage equal to its maximum hit
gains those listed below. points, killing it instantly. A fleshbound vampire
Damage Reduction (Su): A fleshbound vampire has exposed to sunlight for less than a full round loses
damage reduction 10/silver. half its maximum hit points. Cover or concealment
Fast Healing (Ex): A fleshbound vampire heals 5 reduces the amount of damage by the amount of
points of damage each round so long as it has at cover or concealment (so being exposed to sunlight
least 1 hit point. A fleshbound vampire harmed by for a full round through nine-tenths cover, such as
silver or magic weapons cannot heal that damage an arrow slit, means the fleshbound vampire only
until all of its other damage has been healed, and loses one-tenth of its maximum hit points).
even then only heals at a rate of 1 point of damage Staking a Fleshbound Vampire's Heart: A
per round. fleshbound vampire's heart vulnerable to certain
attacks. A wooden stake or a silver weapon thrust

58
into its heart can destroy it instantly (a weapon with Abilities: Str 21, Dex 10, Con 16, Int 11, Wis 22,
a metal blade and wooden shaft, such as a spear, Cha 16
can be used in this manner at a -4 penalty to hit Skills: Diplomacy +6, Knowledge (local) +4,
because of the extra force needed to push past the Knowledge (any one field) +2, Listen +16, Sense
blade). To strike its heart, an opponent must use a Motive +10, Spot +16
full-round action to aim for its heart with a melee Feats: Alertness, Cleave, Power Attack
weapon (the opponent may use a bow or crossbow Environment: Elemental Plane of Earth
if they are adjacent to the vampire). Organization: Solitary or pair
Making a heart strike draws an attack of Challenge Rating: 5
opportunity from the defender and from all Treasure: No coins; double goods (gems only);
threatening foes. The attacker then makes an attack standard items
roll at -4 (the penalty for using a spear or similar Alignment: Usually neutral good
weapon stacks with this penalty); if the attack Advancement: 7-14 HD (Large); 15-18 HD
succeeds, the vampire suffers normal damage and (Huge)
must make a Fortitude save or be destroyed Level Adjustment: ―
instantly. The save DC is 10 + damage dealt. The
attack is not a critical hit, nor does sneak attack Originating from the mineral plane, these beings
damage apply. are the ever patient and resolute guardians of
particularly beautiful underground caverns. They
sit patiently year after year, warding magnificent
rock gardens, beautiful limestone deposits, or other
underground wonders.
A garnamond is an amorphous being composed
entirely of crystal. In their rest mode these mineral
creatures resemble a large cluster of clear quartz
crystals wrapped around a darker base. The
exception is a single, fist-sized golden gem that
appears as if it had been cut by a master artisan.
They move about by the rapid growth and
shrinkage of their collective crystal body, reshaping
themselves into the form needed for the current
purpose. Thus they can shape themselves into the
crude form of any creature or formation they desire.
As they move about and reshape themselves, the
collective reforming of the crystals creates a steady
and pleasing tinkling sound.
Their crystalline body is normally clear white in
hue, save for their large, golden eye. However their
color quickly changes with shifts in mood, ranging
Garnamond from an angry red to a blissful deep blue.

Author: Robert J. Hall. Combat


Large Elemental (Earth) While tolerant and even nonchalant about their
Hit Dice: 6d8+18 (46 hp) sanctum, the garnamond takes its charge very
Initiative: +0 seriously. Those individuals who appear ready to
Speed: 20 ft. (4 squares) mar the environment or attack the body of the
Armor Class: 19 (-1 size, +10 natural), touch 9, garnamond will be quickly warned away by
flat-footed 19 menacing postures and a crunching growl. Ignoring
Base Attack/Grapple: +4/+13 these warnings will bring down the full wrath of
Attack: Slam +9 melee (1d8+5) this mineral guardian.
Full Attack: 2 slams +9 melee (1d8+5) The garnamond is sufficiently intelligent that it can
Space/Reach: 10 ft./10 ft. discern which members of a group are threats to the
Special Attacks: Breath weapon, improved grab cavern, and which are merely protecting
Special Qualities: Darkvision 60 ft., elemental themselves. The later will normally be given an
traits, fast healing 1 opportunity to withdraw from the conflict, after the
Saves: Fort +8, Ref +2, Will +8 violators have been dealt with.
The body of the garnamond is exceptionally hard

59
and resilient, allowing it to withstand all but the new adult garnamond within one decade. This new
most powerful blows. It is also quite powerful and garnamond retains a portion of the memories of
can bludgeon or knock down an opponent with each branch of its ancestry, going back many
appendages it creates for the purpose. The generations.
amorphous body of the garnamond allows it to
wrap parts of itself around the limbs or weapons of Ghorig
an opponent, locking them tightly in place. The
garnamond is not especially quick or agile, Author: Robert J. Hall.
however, and moves with a lumbering gait. Ghorig, 1st-Level Rogue
If the normal attacks of the garnamond fail in their Small Humanoid (Goblinoid)
purpose, it can resort to more desperate methods. It Hit Dice: 1d6 (3 hp)
can consume a portion of its body to produce a Initiative: +2
breath weapon consisting of many tiny fragments Speed: 30 ft., fly 40 ft. (poor)
of razor sharp crystal. Armor Class: 13 (+2 Dex, +1 leather armor),
Breath Weapon (Ex): 60-foot cone, once per touch 12, flat-footed 11
round, 6d6 laceration damage, DC 16 Reflex half. Base Attack/Grapple: +0/-4
The save DC is Charisma-based. The garnamond Attack: Dagger +1 melee (1d3/19-20) or dart +2
takes 3d6 damage whenever it uses its breath ranged (1d3)
weapon. Full Attack: Dagger +1 melee (1d3/19-20) or dart
+2 ranged (1d3)
Improved Grab (Ex): To use this ability, the
Space/Reach: 5 ft./5 ft.
garnamond must hit with its slam attack. It can then
attempt to start a grapple as a free action without Special Attacks: Sneak attack +1d6
provoking an attack of opportunity. Special Qualities: Darkvision 60 ft., trapfinding
Saves: Fort +0, Ref +4, Will +1
Garnamond Society Abilities: Str 11, Dex 15, Con 10, Int 9, Wis 13,
The garnamond is normally kindly and perhaps Cha 6
even slightly trusting by nature and does not view Skills: Balance +6, Climb +2, Hide +11, Listen +8,
such intrusions with great suspicion. Indeed they Move Silently +11, Sleight of Hand +5, Spot +11
take a distinct pleasure at seeing visitors enjoy the Feats: Alertness, Endurance
vista of their home cavern and will even come to Environment: Temperate plains
their aid if they are attacked by foul beings. Those Organization: Solitary or gang (2-5)
who are familiar with a garnamond lair will often Challenge Rating: 1
stop there during their travels, as they know they Treasure: Standard
will be afforded significant protection while they Alignment: Usually neutral evil
rest. Advancement: By character class
Level Adjustment: +0
Garnamond are capable of speaking after a fashion,
although the words sound like the constant
crunching of broken glass and can be difficult to These beasts are winged goblin spies that were
understand. They can learn most languages and can originally created by a cambion ogre magi of great
master some lore, although it would require a power. They are somewhat shorter than normal
patient teacher since they study at a painfully slow goblins, with stiff hairs arranged in a bristle around
rate. They are extremely long-lived, however, and the ears and a warty, dark-green hide. Their wings
thus may have accumulated many unusual facts are bat-like, with dark green skin stretched between
over the centuries. the long fingers.
As their primary duty is to the underground cavern Ghorig are poor flyers overall, but capable of
that they ward, a garnamond will not typically be soaring and gliding for great distances. Being few
found wandering around in the underdark. in numbers, they are reserved for special missions
However they are not overly zealous about their rather than fighting together as a horde. Their keen
charge and will allow anybody to enter their night sight makes them especially suited for
domain and marvel at the wonders to be seen. scouting missions over enemy territory. On the
As it approaches death, the garnamond will shatter ground, the ghorig are equipped with little more
itself into many tiny wriggling crystal larvae that than a long knife, darts, and a leather vest, cap, and
scatter into the surrounding rock. These seek a leggings.
partner crystalline larvae to merge with and form a
Combat
new garnamond body. The crystalline larvae
spawned by a dying garnamond can each merge In most ways ghorig are very similar to their goblin
with a seed from another garnamond to grow into a cousins. As the scouts of the goblin hordes, ghorig
rarely stay around to fight a battle unless they are

60
heavily favored. They prefer to strike from ambush, Organization: Solitary, family (3-5 plus 35%
and use their flying ability to stay out of reach of noncombatants plus 1 psion or psychic warrior of
melee attacks. 4th-7th level plus 2-5 Medium earth elementals or 1-
Skills: Ghorig gain a +4 racial bonus to Move 4 minor xorn), or band (6-9 plus 1 psion or psychic
Silently and Spot checks. They gain the Endurance warrior of 4th-7th level plus 2-5 Medium earth
feat as a bonus feat. elementals or 1-4 minor xorn)
Challenge Rating: 10
Challenge Rating: Ghorig with levels in NPC
Treasure: Standard
classes have a CR equal to their character level -1.
Alignment: Usually lawful neutral or lawful good
Ghorig as Characters Advancement: By character class
Ghorig characters possess the following racial Level Adjustment: ―
traits.
— -2 Strength, +4 Dexterity, -2 Charisma. This race of giants is named for their prominent
— Small size: +1 bonus to Armor Class, +1 bonus orange-brown flesh. Their dark hair has a metallic
on attack rolls, +4 bonus on Hide checks, -4 luster that shimmers in the light. As giants go, these
penalty on grapple checks, lifting and carrying are not particularly large beings, being slightly
limits ¾ those of Medium characters. shorter in height than a hill giant. However their
— A ghorig's base land speed is 30 feet. It also has clever minds more than make up for their relatively
a fly speed of 40 feet (poor). diminutive stature.
— Darkvision out to 60 feet. Native to the elemental plane of earth, these beings
— +4 racial bonus on Move Silently and Spot have a strong affinity for metals and minerals.
checks. Indeed their hard flesh is saturated with cold iron,
— Bonus feat: Endurance. making them both highly resistant to arcane magic
— Automatic Languages: Common, Goblin. Bonus and unable to practice the arcane magical arts. In
Languages: Draconic, Elven, Giant, Gnoll, Orc. compensation though, rust giants are particularly
— Favored Class: Rogue. proficient with psionic powers.
— Level Adjustment: +0. Rust giants normally speak Common, Dwarven,
The ghorig rogue presented here had the following Giant, and Terran.
ability scores before racial adjustments: Str 13, Dex Combat
11, Con 10, Int 9, Wis 12, Cha 8.
Rust giants enjoy the martial arts, and are often
well trained at fighting with a variety of weapons
Giant, Rust and weapon styles. Against an honorable foe they
prefer a fair fight, and will often hold their psionic
Author: Robert J. Hall. abilities in reserve if they believe it would give an
Large Giant (Earth) unfair advantage.
Hit Dice: 13d8+52 (110 hp)
Initiative: +2 Mind Wrench (Sp): This psionic attack is a cone
Speed: 40 ft. (8 squares) 60 feet long. Anyone caught in this cone must
Armor Class: 23 (-1 size, +2 Dex, +13 natural), succeed at a DC 18 Will save or be paralyzed for
touch 11, flat-footed 22 1d4 rounds. Creatures with an Intelligence of 6 or
Base Attack/Grapple: +8/+19 less are also automatically dazed for a round, even
if they succeed at their Will save. The save DC is
Attack: Masterwork falchion +16 melee
Charisma-based. This ability is the equivalent of a
(2d6+7/18-20); or spear +9 ranged (1d8+7/x3)
7th-level spell.
Full Attack: Masterwork falchion +16/+11 melee
(2d6+7/18-20); or spear +9/+4 ranged (1d8+7/x3) Psionics (Sp): At will–daze (DC 12), detect
Space/Reach: 10 ft./5 ft. thoughts (DC 14), entropic shield, freedom of
Special Attacks: Mind wrench, psionics movement, hold person (DC 15), levitate, spider
Special Qualities: Immunity to electricity, low- climb, sound burst (DC 14); 3/day–dimension
light vision, spell resistance 28 door, fabricate, plane shift (DC 19), reduce person
Saves: Fort +12, Ref +6, Will +5 (DC 13), telekinesis. Effective caster level 13th. The
Abilities: Str 24, Dex 15, Con 18, Int 17, Wis 13, save DCs are Charisma-based.
Cha 14 Cold Iron (Su): Rust giants are unable to prepare
Skills: Climb +8, Craft (any one) +7, Diplomacy arcane spells or activate arcane magical items. They
+5, Knowledge (any two) +8, Listen +5, Spot +5 receive Spell Resistance 28 against arcane magic.
Feats: Alertness, Expertise, Two-Weapon
Fighting, Weapon Focus (falchion) Rust Giant Society
Environment: Elemental plane of earth Rust giant communities are very similar to those of

61
their distant cloud giant cousins, although rust Organization: Solitary, gang (2-5), hunting/raiding
giants have a stronger faith in the role of law and party (6-9 plus 1-3 orca whale or 2-4 huge shark),
stable institutions within their society. While many or tribe (21-30)
rust giants are potent psionicists, they greatly Challenge Rating: 13
respect personal privacy and will only invade the Treasure: No coins; double goods; standard items
mind of another on evidence of criminal intent or Alignment: Often lawful evil
illicit behavior. Advancement: By character class
Of all the communities of giants, rust giants have Level Adjustment: ―
the best relations and strongest ties with dwarves.
Unless there is good reason to be suspicious, This enormous race of seafaring amphibians share a
dwarves always receive a favorable reaction from a common ancestor with the lizardmen. Some time in
rust giant community. No rust giant will willingly the distant past, however, they were changed into
attack a dwarf without good cause. the largest of the common giant races. The hands of
Rust Giant Characters the sea giants are webbed for swimming, but are
still capable of handling weapons and tools
A rust giant’s favored class is psion. Most rust fashioned from coral. A spiked dorsal fin peaks at
giant leaders are psions or psychic warriors. About the rib cage, then runs the length of their back to
4% of adult rust giants are clerics. Rust giant the tail.
clerics can choose any two of the following
domains: Earth, Knowledge, Law, and War. The tough, slick, dark-green hide of the sea giant
provides considerable protection, and streamlines
Advancement their movement through the water. Their eyes are
In addition to the standard changes due to Hit Dice slitted vertically much like a cat, and provide
advancement, rust giants also gain the following excellent vision underwater. They also have large,
special benefits. spiked ears that sense minute noises from passing
fishes and other denizens of the depths.
• The save DC of the mind wrench is equal to 10
Sea giants are incapable of standing upright on dry
+ ½ HD + Charisma modifier.
land, partly since they have a shark-like tail, and
• The caster level of the spell-like abilities is
also because the ocean water supports much of
equal to the Hit Dice.
their impressive bulk.
• Spell resistance equal to creature's HD + 15
(maximum 35). Combat
Sea giants travel in hunting parties to trap and slay
Giant, Sea large creatures, such as whales or dire sharks. They
often gather orcas to join their hunt and round up
Author: Robert J. Hall. the prey. Typically, a sea giant hunting party is
Gargantuan Giant (Aquatic) armed with razor-sharp coral spears, and they
Hit Dice: 16d8+96 (168 hp) employ a large net made from tough shark hide.
Initiative: +1
Spell-Like Abilities: 3/day—know direction,
Speed: Swim 50 ft. (10 squares)
speak with animals (aquatic only). 1/day—hide
Armor Class: 17 (-4 size, +1 Dex, +10 natural), from animal (DC 21) Caster level 16th. The save
touch 7, flat-footed 16
DCs are Charisma-based.
Base Attack/Grapple: +12/+33
Attack: Gargantuan shortspear +17 melee (2d8+9); Skills: A sea giant has a +8 racial bonus to Listen
or Gargantuan net +11 melee checks while their head is underwater. They do not
Full Attack: Gargantuan shortspear +17/+12/+7 gain this bonus to sounds coming from the air
melee (2d8+9); or Gargantuan net +11 melee above.
Space/Reach: 20 ft./20 ft. Sea Giant Society
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 30 ft., low-light The sea giant clans typically reside in clusters of
vision, cold resistance 20 underwater caves, surrounded by delightful gardens
Saves: Fort +16, Ref +6, Will +6 decorated by beautiful coral and many tropical
Abilities: Str 28, Dex 12, Con 23, Int 11, Wis 12, fishes. The clans grow extensive fields of seaweed
Cha 9 in the ocean shallows. They have some limited
commerce with lizardmen, but usually avoid
Skills: Handle Animal +2, Listen +19*, Move
contact with other surface dwellers. They are
Silently +10, Survival +9
greatly feared and hated by other intelligent sea
Feats: Cleave, Great Cleave, Improved Overrun,
dwellers, which they sometimes enslave to work
Power Attack, Weapon Focus (net)
the farms.
Environment: Temperate aquatic

62
There may be a rare offshoot of the sea giants who winds sweep up the steep mountain faces and
inhabit large, freshwater lakes. These are smaller create strong electrical disturbances. Their
than their sea-going cousins, and are not held in magnetic forms dance and cavort across the crags,
high regard by true sea giants. Even their cultures leaving a trail of singed plants and magnetized iron
are quite divergent, with lake giants being said to scraps and stones. They can appear spontaneously
be far more benevolent and sophisticated than the out of electrical plasma and remain for several days
somewhat brutal sea giants. Most sea giants avoid thereafter. The glashans thrive on social activity
unsalted water unless necessary, so the two races with their own species and enjoy creating beautiful
rarely meet. electrical aura displays in clustered formations.
Sea Giant Characters The glashans possesses both magnetic and
electrical qualities, and prefer to linger in regions
A sea giant’s favored class is fighter. Most sea where conditions are ripe for lightning storms.
giant leaders are fighters or warriors. Sea giant Something about mountainous lands allow these
clerics worship an evil god of the sea and can beings to move easily between the planes and take
choose any two of the following domains: evil, law, advantage of heavily charged conditions along the
and water. bare mountain slopes. They have few physical
Advancement requirements, other than a dry and highly charged
environment. Glashans have the ability to cross
In addition to the standard changes due to Hit Dice over to the prime material plane for short periods,
advancement, sea giants also gain the following and are most likely to do so when the air is dry and
special benefits. heavily charged with ozone.
• The caster level of the spell-like abilities is
equal to the Hit Dice. Combat
These beings are so utterly alien to a material world
that they do not comprehend the existence of
Glashans natural life forms. Thus they perceive creatures
Author: Robert J. Hall. merely as a chaotic phenomenon and do not
Large Elemental (Air) purposefully set out to attack them. If some means
Hit Dice: 2d8 (9 hp) could be found to communicate with these beings,
Initiative: +4 they can usually be dissuaded from inflicting the
Speed: fly 60 ft. (perfect) (12 squares) damage that they unintentionally cause.
Armor Class: 13 (-1 size, +4 Dex), touch 13, flat- Like a lightning drawn to a rod, glashans are
footed 9 attracted to sharp metallic objects in the vicinity.
Base Attack/Grapple: +1/+5 They can sense metallic objects from up to 60 feet
Attack: Shocking touch +5 melee (1d6) away, and will move to investigate.
Full Attack: Shocking touch +5 melee (1d6) Electrical (Ex): Creatures hitting a glashans with
Space/Reach: 10 ft./10 ft. natural weapons, all metallic weapons, or unarmed
Special Attacks: Electrical, discharge, magnetic attacks take shock damage as though hit by the
control glashans' attack. Any electrical spells that strike a
Special Qualities: Damage reduction 5/—, glashans will heal the elemental at the rate of 1
darkvision 60 ft., immunity to electricity, resistance point per 2 points of the damage normally inflicted.
to cold 5 and fire 5, elemental traits, plane shift Devices or spells intended to ward against
Saves: Fort +0, Ref +7, Will +1 electricity will also provide protection against
Abilities: Str ―, Dex 18, Con 10, Int 3, Wis 13, damage from a glashans.
Cha 12 Discharge (Ex): If completely immersed in a body
Skills: Listen +4, Spot +4 of water, a glashans will immediately expend itself
Feats: Weapon Finesse in an electrical discharge that inflicts 4d6 points of
Environment: Elemental Plane of Air electrical damage to anything in contact with the
Organization: Solitary, Cluster (2-5), or Swarm same body of water within a 30-ft. radius. A DC 15
(6-16) Fortitude save will half this damage. The save DC
Challenge Rating: 2 is Constitution-based and includes a +4 racial
Treasure: None bonus.
Alignment: Always neutral
Magnetic Control (Ex): A glashans are able to
Advancement: 3-5 HD (Large)
manipulate electricity conducting objects using a
Level Adjustment: ― magnetic flux field that behaves as an unseen
servant spell (caster level 2 nd.)
These mysterious elemental beings have only been Plane Shift (Su): This ability affects only the
observed on the prime material plane when dry

63
glashans and it can be used once per day. It is pale. Their hair is a short, pale gray stubble that
otherwise similar to the spell (caster level 9th.) only grows on the back of their heads and down the
neck. An odd layer of slime coats the tough skin,
Advancement protecting the firedeep from the extreme
In addition to the standard changes due to Hit Dice temperatures at these depths. They are normally
advancement, glashans also gain the following clothed only in a crude leather garb that serves as
special benefits. poor armor.
• The save DC of the discharge is equal to 14 + ½ The blood of the firedeep goblin is a blackened
HD + Constitution modifier. ichor that moves of its own accord when torn from
the body. This ichor will sting the flesh of any
creature it touches, and leaves small boils upon the
Goblin, Firedeep skin. However this damage is negligible and will
Author: Robert J. Hall. quickly heal after a week or two.
Firedeep Goblin, 1st-Level Warrior Because they were created for life in the lower
Small Humanoid (Goblinoid) depths these goblin have lost the normal sight of
Hit Dice: 1d8+1 (5 hp) the surface dwellers, and have great difficulty
Initiative: +1 seeing in bright light. Instead they have developed
Speed: 30 ft. (6 squares) exceptional hearing and very effective darkvision.
Armor Class: 16 (+1 size, +1 Dex, +2 leather Apart from their ability to withstand the withering
armor, +1 light shield, +1 natural), touch 12, flat- heat found deep underground, the distinguishing
footed 15 ability of the firedeep goblin is their stone shaping
Base Attack/Grapple: +1/-4 power. They are quite adept at this ability and can
Attack: Stone club +0 melee (1d4-1); or rock +2 form stone into shapes and forms that can pass for
ranged (1d3-1) decent quality sculpting. They employ this to
Full Attack: Stone club +0 melee (1d4-1); or rock reshape the stone about their homes into an organic
+2 ranged (1d3-1) hive of chambers and tunnels that will bewilder
Space/Reach: 5 ft./5 ft. most invaders.
Special Attacks: ―
Special Qualities: Darkvision 60 ft., resistance to Combat
fire 5, spell-like abilities, light sensitivity Due to their innate ability to reshape common rock,
Saves: Fort +3, Ref +1, Will +0 firedeep goblins are able to form weapons and
Abilities: Str 8, Dex 12, Con 13, Int 9, Wis 11, Cha bucklers out of stone. These implements are almost
6 as effective as metal and wood. They are adept at
Skills: Hide +5, Listen +7, Move Silently +5, Spot reshaping their underground environment and
+3 turning narrow tunnels into death traps.
Feats: Alertness Spell-like Abilities: 1/day―stone shape. Caster
Environment: Underground level 5th or the firedeep goblin's class levels,
Organization: Gang (4-9), band (10-80 plus 100% whichever is greater.
noncombatants plus 1 3rd-level sergeant per 20
Light Sensitivity (Ex): Firedeep goblins are
adults and 1 leader of 4th-5th level), or tribe (20-
dazzled in bright sunlight or within radius of a
200 plus 1 3rd-level sergeant per 20 adults, 1
daylight spell.
lieutenants of 4th level, 1 leader of 5th-7th level)
Challenge Rating: 1/2 Firedeep Goblin Traits (Ex): Firedeep goblins
Treasure: Standard possess the following racial traits.
Alignment: Usually neutral evil — -2 Strength, +2 Dexterity, -2 Charisma.
Advancement: By character class — Small size: +1 bonus to Armor Class, +1 bonus
Level Adjustment: +0 on attack rolls, +4 bonus on Hide checks, -4
penalty on grapple checks, lifting and carrying
limits ¾ those of Medium characters.
Deep in the bowels of the earth, where the rock is
— A firedeep goblin's base land speed is 30 feet.
hot enough to burn the flesh and the groundwater
— Darkvision out to 60 feet.
turns to steam, dwells this little known goblinoid
race. The firedeep are the forgotten creation of the — Resistance to fire 5.
goblin gods, and are close cousins to the goblin that — +1 natural armor bonus.
dwell upon the surface. These goblins are, — Special Qualities (see above): spell-like
however, strikingly different in certain respects. abilities, light sensitivity.
— Automatic Languages: Undercommon, Goblin.
The rough flesh of the firedeep goblin is an ash
white hue, and the pupils of their eyes are equally Bonus Languages: Dwarven, Orc, Terran.

64
— +2 racial bonus on Listen and Move Silently Alignment: Always neutral
checks. Advancement: 11-20 HD (Medium); 21-30 HD
— Favored Class: Rogue. (Large)
Level Adjustment: ―
The firedeep goblin presented here had the
following ability scores before racial adjustments: Tome golems are built to guard schools, libraries,
Str 10, Dex 12, Con 13, Int 9, Wis 11, Cha 8. temples, or other places of learning. A tome golem
is an large book, five feet tall or more and several
Firedeep Goblin Society feet thick, bound in thick leather covers and stout
Although it seems that life in the hot depths should iron trim and chains. Its pages are heavily inked
be all but unbearable, the firedeep goblins have with the formulas and diagrams that enliven it. At
fared well in this environment. There are a rest, it could easily be mistaken for a volume of
surprising variety of extreme life forms this deep spells or prayers. When it animates, it moves
beneath the earth, and the clans never want for through the air by flapping its covers, resembling a
food. Instead much of their spare time is spent strange bird in flight.
warring upon each other, or making the occasional
forays into the cooler passages above in search of Combat
booty. A tome golem attacks by slamming its considerable
The firedeep goblin society is a continual struggle bulk into opponents.
for supremacy, and only the craftiest members of Spell (Sp): The golem's master may use the Scribe
the tribe rise to become leaders and mate with the Scroll feat to write a single 1st-level arcane spell or
females. As few other races can survive down here, cantrip with no saving throw in the tome golem's
the firedeep goblins settle for making slaves of the pages. A spell so scribed has only half the normal
other firedeep goblins captured during raids. materials cost. (Experience point and component
In most other respects the firedeep goblin society is costs remain the same.)
similar to that of other goblins. There are certainly The golem can cast this spell as a 1st-level caster
cultural differences, and a greater emphasis on under conditions specified when the spell is
stone working and shaping. But these goblins scribed, or when directed by its creator. As with a
worship the same gods, and have the same skills scroll spell, the inscribed spell is consumed once it
and clan organization as their brethren. has been cast. Common choices are mage armor,
magic missile, or shield.
Golem, Tome Consume Scrolls (Su): Any scroll placed between
the golem's pages is instantly absorbed, its text and
Author: Roll Initiative. vellum becoming a part of the creature. A DC 15
Medium Construct Fort save by the scroll negates the absorption. The
Hit Dice: 10d10+20 (75 hp) save DC is Constitution-based.
Initiative: +0 The golem heals 1 point of damage per 25 gp of
Speed: 5 ft. (1 square), Fly 40 ft. (good) base price of the scroll.
Armor Class: 15 (+5 natural), touch 10, flat-footed
Magic Immunity (Ex): A tome golem is immune
15
to any spell, spell-like ability, and supernatural
Base Attack/Grapple: +7/+9
effects. In addition, an erase slows it (as the slow
Attack: Slam +9 melee (1d10+3) spell) for 3 rounds, with no saving throw.
Full Attack: 2 slams +9/+4 melee (1d10+3)
Space/Reach: 5 ft./5 ft. Skills: *A tome golem receives a +20 competence
Special Attacks: Spell bonus on Hide checks when lying motionless in a
Special Qualities: Construct traits, damage library or other large collection of books.
reduction 10/magic, darkvision 60 ft., consume Constuction
scrolls, immunity to magic, low-light vision
Saves: Fort +3, Ref +3, Will +3 Constructing a tome golem's physical form is much
Abilities: Str 15, Dex 10, Con ―, Int ―, Wis 11, like building a wizard's spellbook, but on a much
Cha 1 larger scale, and with stronger materials.
Skills: Hide +0* The materials for the body cost 500 gp, and
Feats: ― assembling the body requires a successful DC 20
Environment: Any Craft (bookbinding) check.
Organization: Solitary, pair, or collection (3-6) CL 14th; Craft Construct, geas/quest, limited wish,
Challenge Rating: 5 polymorph any object, caster must be at least 14th
Treasure: None level; Price 15,000 gp; Cost 8,000 gp + 600 XP.

65
Gravesprite see four times as far as a human can in dim light.
Lay Dead to Rest (Ex): Gravesprites have the
Author: Robert H. Nichols magical ability to lay dead bodies to final rest.
Small Fey Once a corpse has been under the care of a
Hit Dice: 1d6+2 (5 hp) gravesprite and buried, the corpse can not be raised
Initiative: +3 (Dex) as undead. Gravesprites have no similar ability to
Speed: 40 ft. (8 squares) affect already undead creatures.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat- Skills: Gravespites have a +4 racial bonus on Move
footed 11 Silently checks.
Base Attack/Grapple: +0/-6
Attack: Shortspear -1 melee (1d4-2) or sling +4 Advancement
ranged (1d3-2) In addition to the standard changes due to Hit Dice
Full Attack: Shortspear -1 melee (1d4-2) or sling advancement, gravesprites also gain the following
+4 ranged (1d3-2) special benefits.
Space/Reach: 5 ft./5 ft.
• 1+ HD — Gain Spell-Like Abilities: 1/day—
Special Attacks: —
hide from undead. Caster level equals Hit Dice.
Special Qualities: Damage reduction 5/cold iron,
• 2+ HD — Add 1/day—protection from evil to
immunity to disease, improved low-light vision, lay
dead to rest spell-like abilities.
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 6, Dex 16, Con 14, Int 8, Will 12, Gryphon
Cha 8
Skills: Hide +11, Listen +7, Move Silently +11, Author: Robert H. Nichols
Sense Motive +5, Spot +7 Tiny Magical Beast
Feats: Alertness Hit Dice: 2d10+2 (13 hp)
Environment: Near graveyards or any other places Initiative: +2
where the dead are laid to rest Speed: 15 ft. (3 squares), fly 60 ft. (good)
Organization: Solitary, pair, or pride (3-18) Armor Class: 18 (+2 size, +2 Dex, +4 natural),
Challenge Rating: ½ touch 14, flat-footed 16
Treasure: Standard Base Attack/Grapple: +2/-6
Alignment: Always neutral good Attack: Bite +6 melee (1d3)
Advancement: 2-3 HD (Small) Full Attack: Bite +6 melee (1d3) and 2 claws +1
Level Adjustment: +1 melee (1d2)
Space/Reach: 2-½ ft./0 ft.
Special Attacks: —
Gravesprites appear to be wizened small halflings. Special Qualities: Darkvision 60 ft., low-light
Their skin is a dusty grey and their hair, when they vision
have some, is the same color as their skin. Their Saves: Fort +4, Ref +5, Will +1
eyes are a bright yellow and their vision is very Abilities: Str 11, Dex 14, Con 13, Int 4, Wis 12,
sharp. Typically gravesprites do not wear clothing, Cha 7
though gravesprites that live in a heavily settled Skills: Hide +15*, Listen +2, Move Silently +3,
area may take to wearing clothes like their Spot +4
neighbors. Gravesprites are reclusive, almost Feats: Weapon Finesse
xenophobic. When they are encountered, they Environment: Temperate forests
attempt to scurry away to hide and escape as Organization: Solitary
quickly as they can. Challenge Rating: ½
Gravesprites speak Fey, Sylvan and whatever Treasure: 1/10 coins; 1/10 goods; no items
regional or racial language is common where they Alignment: Always chaotic good
live. Exceptional gravesprites can speak more Advancement: 3-4 HD (Tiny)
languages. Level Adjustment: +1
Combat
Gravesprites are non-offensive, only fighting is A gryphon has the head (plus big furry ears), front
forced into a corner with no way to escape. In these legs, and wings of a bird of prey, and the rear legs
cases, the trapped gravesprite uses a shortspear and tail of a lion. This is the description of the most
while his comrades use slings from a distance. common gryphon, but there are other breeds. A
snake-gryphon has the head of a snake, the body of
Improved Low-Light Vision (Ex): Gravesprites
a feline, and the legs of a bird. A lion-gryphon
have excellent senses. Their low-light vision can
looks for all the world like a lion with bird-like

66
hind legs. Like crows they seem to enjoy owning Organization: Solitary or gang (2-4)
treasure and 'sparklies', and are understandable Challenge Rating: 6
irritated at humans who try to steal from their Treasure: Standard
caches. Good-aligned wizards often seek these Alignment: Usually chaotic evil
magical creatures to be their familiar. Advancement: By character class
Gryphons can communicate, speaking Common as Level Adjustment: +6
well as Auran.
Combat These horrible creatures are a nightmare blend of a
large, monstrous spider and a troll. They are
The gryphon has a nasty bite, and its claws are normally found in only a few rugged mountainous
razor sharp. but overall a gryphon avoids combat if areas, but during their mating season they will rove
at all possible. about as packs in the lowlands.
Skills: Gryphons can vary their skin colorations Ollorogs have the head, arms, and upper torso of a
somewhat, though not as much as a pseudodragon. troll, and the body and six legs of a giant spider. On
With this ability, a gryphon gains a +4 racial bonus their face are the eight black eyes of a spider, with
to Hide checks. *In the deep woodlands, where a fanged mouth surrounded by twitching, hairy
gryphons make their home, this bonus improves to mandibles. Their flesh is a mottled light gray hue
+8. with a splash of darker green spots down their back
and across the abdomen. Ollorogs are slightly
Half-Arachnid shorter than normal trolls, but occupy a 10 ft.
diameter area due to their six legs.
Author: Robert J. Hall. All ollorog have a ravenous appetite and are
These horrible creatures are a nightmare blend of constantly on the hunt for food during the night
monstrous spider and a humanoid creature. They hours. Thus, because of their limited intelligence,
have the head, arms, and upper torso of the they can be easily distracted by some food left
humanoid, and the body and six legs of a giant behind by fleeing prey.
arachnid. On their face are the eight black eyes of a
spider, with a fanged mouth surrounded by Combat
twitching, hairy mandibles. They are typically Ollorogs prey on any and all creatures, using their
created by magical means, such as through a swarming groups and a toxic bite to subdue foes.
permanent curse or a potent ritual. Once formed They attack primarily with their front claws and a
they often breed true with their own kind. fanged mouth. The two large fangs are equipped
with a paralyzing toxin. They can wrap victims in a
Sample Half-Arachnid silk cocoon that is tough enough to hold all but the
This example uses a troll as the base creature. most powerful foes.
Rend (Ex): If an ollorog hits with both claw
Ollorog, Half-Arachnid Troll attacks, it latches onto the opponent's body and
Large Monstrous Humanoid tears the flesh. This automatically deals an
Hit Dice: 6d8+30 (57 hp) additional 2d6+9 points of damage.
Initiative: +3 Regeneration (Ex): Fire and acid deal normal
Speed: 30 ft. (6 squares), climb 20 ft. damage to an ollorog. If an ollorog loses a limb or
Armor Class: 17 (-1 size, +3 Dex, +5 natural), 12 body part, the lost portion regrows in 3d6 minutes.
touch, 16 flat-footed Severed members can not be reattached by holding
Base Attack/Grapple: +6/+16 it to the stump.
Attack: Claw +11 melee (1d6+6) Paralysis (Ex): Those bitten by an ollorog must
Full Attack: 2 claws +11 melee (1d6+6); bite +6 succeed at a DC 18 Fortitude save or be paralyzed
melee (1d8+3 and paralysis) by a toxin for 1d6+2 minutes.
Space/Reach: 10 ft./10 ft.
Cocoon (Ex): When the victim is paralyzed, an
Special Attacks: Rend 2d6+6, cocoon
ollorog can wrap it in a silk cocoon. Wrapping a
Special Qualities: Darkvision 90 ft., low-light
paralyzed victim requires a full minute of activity.
vision, regeneration 5, scent
Once the paralysis wears off, the victim can escape
Saves: Fort +7, Ref +8, Will +7
the cocoon with a successful DC 18 Escape Artist
Abilities: Str 23, Dex 16, Con 21, Int 6, Wis 11,
check or burst it with a DC 20 Strength check. Both
Cha 4
are standard actions.
Skills: Climb +12, Listen +5, Spot +8
Feats: Alertness, Iron Will, Track Ollorog Society
Environment: Cold mountains Ollorogs prefer the mountainous heights or the

67
darkness of the subterranean depths. Ordinarily the Size Bite Damage
males travel in small groups of one to four. During Diminutive 1
their infrequent mating season, however, they will Fine 1d2
wander the lowlands while traversing across to Tiny 1d3
distant mountain habitats. These ollorog males rove Small 1d4
the lands in swarming groups, ravishing the Medium 1d6
lowlands for any form of prey. Large 1d8
Female ollorog typically form sizeable packs with Huge 2d6
the eldest female serving as their leader. These Gargantuan 2d8
packs will drive away any males unless they are Colossal 4d6
required for mating purposes. Eligible males battle Special Attacks: A half-arachnid retains all the
amongst themselves to determine the dominant creature’s special attacks and also gains a
male, and the winner mates with the entire pack. paralyzing ability.
Due to their regenerative abilities, these battles can Paralyze (Ex): Those bitten must succeed at a
be long, drawn out affairs. But sooner or later one Fortitude save or be paralyzed by a toxin for 1d6+2
of the males will acknowledge the other as minutes. The save DC is Constitution-based.
superior.
Cocoon (Ex): Due to their merged form, the web
As ollorog are outcasts from their ancestral deities, silk is insufficiently strong to support the weight of
they worship no god. Instead they follow a form of the creature. Instead, when the victim is paralyzed,
ancestor worship, a religious belief that provides no it is wrapped in a silk cocoon. Wrapping a
shamanistic magical benefits, but does provide paralyzed victim requires a full minute of activity.
some degree of cultural identity.
Once the paralysis wears off, the victim can escape
Creating a Half-Arachnid the cocoon with a successful Escape Artist check or
burst it with a Strength check. Both are standard
"Half-Arachnid" is an inherited template that can
actions. The check DCs are Constitution-based, and
be added to any fey, giant, or humanoid creature
the Strength check DC includes a +2 racial bonus.
(hereafter referred to as the base creature).
Special Qualities: In addition to the special
It uses all of the base creature’s statistics and
qualities of the base creature, it gains tremorsense.
special abilities except as noted here.
Tremorsense (Ex): A half-arachnid can detect and
Size and Type: The creature's type changes to
pinpoint any creature or object within 60 feet in
monstrous humanoid, and it gains the traits of that
contact with the ground.
creature type. It retains any subtype except those
that indicate kind. Size is unchanged. Skills: A half-arachnid have a +2 bonus to Spot
checks and a +6 racial bonus on Climb checks. Use
Hit Dice: Change the dice type to d8. Do not
either Strength or Dexterity for climb checks,
change class HD.
whichever is higher.
Speed: Tiny or smaller half-arachnids have speed
Abilities: Adjust from the base creature as follows:
20 ft. (4 squares) and climb 10 ft. All other half-
Dex +2, Con -2, Wis +2, Cha -4.
arachnids have speed 30 ft. (6 squares) and climb
20 ft. Challenge Rating: Same as the base creature +1
(minimum 2).
Armor Class: Natural armor is +1 for size medium
creatures; +2 for large; +5 for huge; +10 for Level Adjustment: Same as the base creature +1.
gargantuan, and +18 for colossal creatures. Use the
natural armor rating of the base creature if it is Half-Incarnate
higher. Creatures of size Small or smaller do not
receive a natural armor from this template. Author: Robert J. Hall.
Attack: A half-arachnid gains a bite attack. It The magical nature of incarnates allow them to
retains the primary attack method of the base crossbreed with virtually any creature. Half-
creature. incarnates, the offspring of the resulting unions, are
Full Attack: A half-arachnid uses the normal perfectly harmonized blends of two creature's traits.
attack of the base creature. It gains a bite attack that When incarnate beings from the neutral-aligned
becomes a natural secondary attack, or the primary planes travel to the mortal realms they can
attack if there is no weapon or other natural attack. sometimes become attracted to particularly
representative mortals: whether human or ogre, elf
Damage: If the base creature does not have a bite or goblin.
attack, use the damage value in the table below.
Otherwise use the value below or the base The representatives of the neutral planes can appear
creature's bite damage value, whichever is greater. in a great variety of forms, some of which mortals
can find attractive despite their somewhat bestial

68
appearance. Those whom the incarnate find Level Adjustment: +5
appealing are always neutral and intelligent. The
course of the pairing always follows the path that
This plane-touched being has physical qualities
nature intended for their species, whether a brief
similar to a bugbear, with a mottled, pale green
coupling or a lifetime of caring union.
flesh that grows darker along the neck, spine and
Whatever the form, a half-incarnate has the tail. The head is hairless and has a narrow mane of
pristine, untainted appearance of a natural origin, short, bristling spines. Forming a V-shape down the
rather than an abnormal creation of magic. They front chest is a set of gills. These are normally
have certain odd, beastly features that are out of closed when the creature is on land, making the
place for a base creature of their kind, but these are flesh appear almost seamless.
healthy additions, and in an elegant, flowing
The gills and a finned tail allow this being to be as
harmony with the whole.
at home in the water as it is on land. This being
The half-incarnate is the very essence of a wears specially fitted leather armor that allows it to
primordial, natural being, and takes an instant use its gills and tail underwater.
dislike of extreme views and unnatural imbalances.
In spite of its heritage this creature does not possess
They usually find civilized society uncomfortable
the evil bearing of the bugbear, and in many ways
and often seek a life of wandering or natural
appears as a magnificent natural being that is
solitude, while striving to maintain proper balance
completely at home in the wilds.
in the world.
Combat
Sample Half-Incarnate
The half-incarnate bugbear is a creature of nature
This example uses a bugbear as the base creature.
that uses the wilds to its advantage. It stalks its foe,
then strikes when its guard is down. Against a more
Half-Incarnate Bugbear powerful foe, the half-incarnate bugbear readies
Medium Outsider (Augmented Humanoid, itself with his spell-like abilities, and then makes
Native) good use of his ability to smite non-neutral foes.
Hit Dice: 3d8+9 (22 hp) Smite Imbalanced (Su): Once per day the creature
Initiative: +3 can make a normal melee attack to deal 3 points of
Speed: 30 ft. (6 squares), swim 30 ft. extra damage against a fully non-neutral foe.
Armor Class: 20 (+3 Dex, +4 natural, +2 leather
Spell-Like Abilities: 3/day—magic fang; 1/day—
armor), touch 13, flat-footed 17
bull's strength. Caster level 3rd.
Base Attack/Grapple: +2/+6
Attack: Trident +7 melee (1d8+4); or javelin +5 Skills: Half-Incarnate Bugbears have a +4 racial
ranged (1d6+4) bonus on Move Silently checks.
Full Attack: Trident +7 melee (1d8+4); or javelin Creating a Half-Incarnate
+5 ranged (1d6+4)
Space/Reach: 5 ft./5 ft. "Half-incarnate" is an inherited template that can be
Special Attacks: Spell-like abilities added to any corporeal creature with an Intelligence
Special Qualities: Darkvision 60 ft., damage of 4 or more (referred to hereafter as the base
reduction 5/magic, resistance to acid 5 and creature).
electricity 5, immune to polymorph, amphibious A half-incarnate uses all the base creature's
Saves: Fort +4 (+8 vs. poison or disease), Ref +6, statistics and special abilities except as noted here.
Will +4 Roll on the following table to determine the
Abilities: Str 19, Dex 16, Con 17, Int 12, Wis 14, additional physical traits of the half-incarnate that
Cha 11 is added to the base creature.
Skills: Climb +9, Concentration +9, Hide +9, 1d100 Half-Incarnate Physical Feature
Intimidate +3, Knowledge (local) +3, Listen +8, 01-28 Enhanced scent
Move Silently +10, Search +3, Sense Motive +4, 29-45 Wings
Spot +8, Survival +3, Swim +7 46-54 Gills
Feats: Alertness, Weapon Finesse (trident) 55-59 Flexible wings
Environment: Temperate mountains 60-67 Two extra limbs
Organization: Solitary, gang (2-4), or band (11-20 68-77 Bite attack
plus 150% noncombatants plus 2 2nd-level 78-80 Bite and gore attack
sergeants and 1 leader of 2nd-5th level) 81-83 Gore attack
Challenge Rating: 3 84-88 Tail (slam) attack
Treasure: Standard 89-92 Hoof (claw) attack
Alignment: Usually chaotic neutral 93-00 Roll twice on this table
Advancement: By character class

69
Size and Type: The creature's type changes to Intelligence or Wisdom score of 8 or higher has
outsider. Do not recalculate Hit Dice, base attack spell-like abilities depending on its Hit Dice, as
bonus, or saves. Size is unchanged. Half-incarnates indicated in the table below. Unless otherwise
are normally native outsiders. indicated, an ability is usable once per day. Caster
Speed: If the half-incarnate has wings it can fly. level equals the creature's HD, and the save DC is
Unless the base creature has a better fly speed, the Charisma-based.
creature can fly at the base creature's base land HD Abilities
speed (average maneuverability). 1-2 Magic fang 3/day
If the half-incarnate is amphibious it can swim. 3-4 Bull’s strength
Unless the base creature has a better swim speed 5-6 Greater magic fang 3/day
the creature can swim at the base creature's land 7-8 Freedom of movement
speed. 9-10 True seeing
11-12 Find the path
Armor Class: Natural armor improves by +1 (this
13-14 Regenerate, repulsion
stacks with any natural armor bonus the base
15-16 Spell turning
creature has).
17-18 Summon nature’s ally IX
Attacks: If the half-incarnate has a claw, gore, bite, 19+ Foresight
or slam attack, these are gained as attack forms. A
Special Qualities: A half-incarnate has all the
half-incarnate with a claw or gore attack uses these
special qualities of the base creature, plus the
as the primary weapons. If the base creature can
following special qualities.
use weapons, the half-incarnate retains this ability.
A half-incarnate fighting without weapons uses its — Darkvision out to 60 feet.
primary natural weapon when making an attack — Immunity to polymorph.
action. When it has a weapon, it uses the weapon — Resistance to acid 10, and electricity 10.
instead. — +4 racial bonus on saving throws against
Full Attack: A half-incarnate without weapons disease and poison.
uses its best natural weapons when making a full — Damage reduction 5/magic (if HD 11 or less) or
attack. If armed with a weapon, it usually uses the 10/magic (if HD 12 or more).
weapon as its primary attack and a bite as a natural — A half-incarnates natural weapons are treated as
secondary attack. If it has a free claw, it will uses magic weapons for the purpse of overcoming
the claw as an additional secondary attack. damage reduction.
— Spell resistance equal to creature's HD + 10
Damage: If the half-incarnate has bite, claw, gore,
(maximum 35).
or slam attacks but the base creature does not, use
the damage values in the table below. Otherwise — It can also gain a special quality based on its
use the values below or the base creature's values, specific half-incarnate physical trait. If it has
whichever are better. enhanced scent, it gains scent as a special
Damage quality. If it has flexible limbs, it gains
improved grab as a special quality. If it has
Size Bite Claw Gore Slam
Fine 1 — 1 — gills, it gains amphibious as a special quality.
Diminutive 1d2 1 1d2 — Abilities: Increase from the base creature as
Tiny 1d3 1d2 1d3 1 follows: Str +4, Dex +4, Con +4, Int +2, Wis +4,
Small 1d4 1d3 1d4 1d2 Cha +2.
Medium 1d6 1d4 1d6 1d3 Skills: A half-incarnate gains skill points as an
Large 1d8 1d6 1d8 1d4 outsider and has skill points equal to (8 + Int
Huge 2d6 1d8 2d6 1d6 modifier) x (HD + 3). Do not include Hit Dice from
Gargantuan 2d8 2d6 2d8 1d8 class levels in this calculation—the half-incarnate
Colossal 4d6 2d8 4d6 2d6 gains outsider skill points only for its racial Hit
Special Attacks: A half-incarnate retains all the Dice, and gains the normal amount of skill points
special attacks of the base creature and gains the for its class levels. Treat skills from the hase
special attack described below. creature's list as class skills, and other skills as
Smite Imbalanced (Su): Once per day the creature cross-class skills.
can make a normal melee attack to deal extra Challenge Rating: HD 4 or less, as base creature
damage equal to its HD (maximum of +20) against +1; HD 5 to 10, as base creature +2; HD 11 or
a fully non-neutral foe. (This attack can be used more, as base creature +3.
against a foe with either a lawful good, chaotic Alignment: Always neutral
good, lawful evil, or chaotic evil alignment.) Level Adjustment: Same as base creature +4.
Spell-Like Abilities: Half-incarnates with an

70
Half-Incarnate Characters Abilities: Str 8, Dex 18, Con 12, Int 14, Wis 13,
Humanoid half-incarnates often have a character Cha 12.
class, preferring druids, barbarians, rangers, and Skills: Climb +6, Decipher Script +5, Diplomacy
clerics. Nonhumanoids are also sometimes rangers +4, Disguise +5, Hide +11, Intimidate +4, Jump +6,
or druids. Half-incarnate clerics serve the neutral Listen +8, Move Silently +11, Open Lock +13,
deities, especially those of nature. Search +7, Spot +10, Use Rope +9.
Feats: Alertness, Dodge, Weapon Finesse.
Challenge Rating: 6
Half-Medusa Alignment: Lawful evil
Author: Sean K. Reynolds. (Koz's description by
editor.) Koz is a wily rogue who dwells among the ruins of
an old temple, relying on the legend of a medusa
Although they normally only breed among their
that once plagued the ruins to scare away intruders.
own kind because their gaze petrifies all others,
Due to his fearful appearance and deadly abilities,
sometimes a medusa finds a mate that is unaffected
Koz has few friends among human kind.
by its stony stare. These half-medusa offspring
inherit some of the traits of their snaky-haired He has been fortunate in his dealings with the local
parent. criminal underworld , however, who appreciate his
unique and formidable capabilities. As a result he
A half-medusa generally resembles its non-medusa
has often had first pick of any loot, and is
parent, save that its partly scaly skin tends to be an
frequently called upon to perform dangerous and
earthy color and it has four to six snakes growing
lucrative missions. At present he is primarily
from its head mixed in with its hair. Some
employed as a smuggler, running contraband
individuals have red-rimmed eyes, and others have
shipments and storing stolen goods in the temple
eyes that only show red when using their petrifying
cellar.
gaze. Many conceal their hair under a hooded cloak
or a large hat when travelling in disguise. Possessions: Masterwork short sword, masterwork
dagger, masterwork shortbow, 10 masterwork
A half-medusa generally speaks whatever
arrows, 10 +1 arrows, +1 studded leather armor,
languages its medusa parent speaks.
+1 cloak of resistance, hat of disguise, potions
Sample Half-Medusa (alter self, Eagle's splendor, cure moderate
wounds, invisibility), 50 ft. silk rope, grappling
This example uses a 4th-level human rogue as the
hook, masterwork thieves' tools, backpack, and
base creature.
200gp.

Koz, Half-Medusa Human, 4th-Level Rogue Combat


Medium-Size Monstrous Humanoid Petrifying Attack (Su): 1/day-turn to stone
Hit Dice: 4d6+4 (18 hp) permanently, 30 feet, Fortitude DC 13 save
Initiative: +4 negates. The save DC is Charisma-based.
Speed: 30 ft. (6 squares) Poison (Ex): Fortitude save DC 13, initial damage
Armor Class: 19 (+4 Dex, +4 +1 studded leather, 1d4 temporary Strength, secondary damage 2d4
+1 natural), touch 14, flat-footed 15 temporary Strength.
Base Attack/Grapple: +3/+2
Attack: Masterwork short sword +8 melee (1d6- Creating a Half-Medusa
1/19-20); or snakes +3 melee (1d4 plus poison); or "Half-medusa" is a template that can be added to
masterwork dagger +8 melee (1d4-1/19-20); or any humanoid or monstrous humanoid of Small to
masterwork shortbow and masterwork arrow +9 Large size (referred to hereafter as the base
ranged (1d6-1/x3) creature).
Full Attack: Masterwork short sword +8 melee A half-medusa uses all of the base creature's
(1d6-1/19-20); or snakes +3 melee (1d4 plus statistics and special abilities except as noted here.
poison); or masterwork dagger +8 melee (1d4-1/19-
20); or masterwork shortbow and masterwork Size and Type: The creature's type changes to
arrow +9 ranged (1d6-1/x3) monstrous humanoid. Size is unchanged. Do not
Space/Reach: 5 ft./5 ft. recalculate Hit Dice, base attack bonus, or saves.
Special Attacks: Petrifying attack, poison, sneak AC: Natural armor improves by +1 (this stacks
attack +2d6 with any natural armor bonus the creature has).
Special Qualities: Darkvision 60 ft., medusa Attack: A half-medusa has an attack by snakes that
blood, trapfinding, evasion, trap sense +1, uncanny it can use once per round. If the base creature can
dodge. use weapons, the half-medusa retains this ability. A
Saves: Fort +3, Ref +9, Will +3 creature with natural weapons also retains those

71
natural weapons. A half-medusa fighting without Hiend
weapons uses either its snakes attack or its primary
natural weapon (if it has any). A half-medusa Author: Robert J. Hall.
armed with a weapon uses its snakes or a weapon, Medium Monstrous Humanoid (Gnoll)
as it desires. Hit Dice: 2d8+4 (13 hp)
Full Attack: A half-medusa without weapons uses Initiative: +0
either its snakes attack (see above) or its natural Speed: 30 ft. (6 squares)
weapons (if it has any). If armed with a weapon, it Armor Class: 12 (+2 natural), touch 10, flat-footed
usually uses the weapon as its sole attack. 12
Damage: A half-medusa without natural weapons Base Attack/Grapple: +2/+3
has a snakes attack that deal 1d4 points of damage Attack: Greatclub +3 melee (1d10+1) or bite +3
plus poison. A half-medusa with natural weapons melee (1d6+1) or bola +2 ranged (1d4 non-lethal)
can use its snakes attack or its natural weaponry, as Full Attack: Greatclub +3 melee (1d10+1) or bite
it prefers. If it chooses the later, it deals 1d4 points +3 melee (1d6+1) or bola +2 ranged (1d4 non-
of damage plus poison on one natural weapon lethal)
attack. Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Attacks: A half-medusa retains all of the
Special Qualities: Darkvision 60 ft., resistance to
special attacks of the base creature and also gains
cold 5, cold adaptation
the following attacks:
Saves: Fort +2*, Ref +3*, Will +4*
Petrifying Attack (Su): A half-medusa's visage is Abilities: Str 12, Dex 10, Con 15, Int 8, Wis 12,
less potent than its full-blooded parent; creatures Cha 8
are not turned to stone simply by looking at it. Skills: Listen +2, Spot +2, Survival +3
However, it can focus its power upon a single Feats: Run
creature within 30 feet just like a medusa actively Environment: Cold plains
using its gaze as an attack action. The targeted Organization: Solitary, pair, hunting party (6-20),
creature can avoid the gaze as normal and if she or tribe (20-100 plus 50% noncombatants plus 1
fails to avoid the half-medusa's gaze she must 3rd-level sergeant per 20 adults and 1 leader of 4th-
succeed at a Fortitude save or be permanently 6th level)
turned to stone. The save DC is Charisma-based Challenge Rating: 2
(DC 10 + 1/2 half-medusa's HD + half-medusa's Treasure: Standard
Cha modifier). The creature can use this ability a Alignment: Always chaotic evil
number of times per day equal to its Charisma Advancement: By character class
bonus (a creature with a Charisma of 11 or less
Level Adjustment: +2
cannot use this ability).
Poison (Ex): Injury, Fortitude save, initial damage
1d4 Str, secondary damage 2d4 Str. The save DC is The hiend are a racial offshoot of gnoll that are
Constitution-based. (DC 10 + 1/2 half-medusa's descended from an infamous tribe of cold-dwelling
HD + half-medusa's Con modifier). half-fiends. While few of the original demonic
traits still breed true among the hiend, the mixed
Special Qualities: A half-medusa retains all of the blood has allowed them to successfully adapt to life
special qualities of the base creature, plus the in the bitterly-cold tundra regions.
following special qualities:
Hiend are more stout but less powerful than a
— Darkvision out to 60 feet.
typical gnoll, and they have a thick, shaggy coat of
— Medusa Blood (Ex): For all special abilities and pale fur that grows thinner during the summer
effects, a half-medusa is considered a medusa. months. Its leg paws are larger and wider than for a
Half-medusas, for example, are immune to the gnoll, with webbing between the digits to provide
gaze attacks of medusas, and vice versa. improved traction in snow.
Abilities: Increase from the base creature as
follows: Dex +2, Cha +2. Combat
Challenge Rating: Same as the base creature +2. Hiend are proficient hunters who travel the wilds in
search of game. They particularly enjoy hunting
Alignment: Usually lawful evil.
humanoid opponents, when opportunity allows they
Level Adjustment: Same as the base creature +4. sometimes track down and slaughter travellers just
for sport. Prey are pursued relentlessly by the entire
tribe until the game is fatigued to the point of
exhaustion, then it is surrounded and finished off in
a sudden rush.

72
Spell-Like Abilities: 1/day—ray of frost, touch of — Special Qualities (see above): Resistance to
fatigue (typical save DC 11). Caster level equals cold 5.
the hiend's Hit Dice. The save DC are based on — Automatic Languages: Gnoll, Abyssal. Bonus
Charisma and include a +2 racial modifier. Languages: Common, Giant, Goblin, Orc.
Cold Adaptation (Ex): Due to their fiendish — Favored Class: Barbarian.
bloodline, hiend gain resistance to cold 5. *They — Level adjustment +2.
gain a +2 racial bonus on saving throws against
cold, and have a +2 racial bonus on Balance and Hodekin
Tumble checks while on ice.
Author: Robert J. Hall.
Hiend Society Small Fey
The hiend have much in common with their Hit Dice: 1d6+1 (4 hp)
erstwhile cousins, but are more self-sufficient and Initiative: +3
have little need for slaves who are just extra mouths Speed: 20 ft. (4 squares)
to feed during the long winter months. Instead they Armor Class: 15 (+1 size, +3 Dex, +1 natural), 14
are intensely territorial, and view other intelligent touch, 12 flat-footed
species as a threat to their land. Most hiend will Base Attack/Grapple: +0/-4
resort to the most horrific acts of brutality Attack: Dagger +4 melee (1d3/19-20) or dagger +4
imaginable to strike fear into their foes, and the ranged (1d3/19-20)
range of their hunting grounds are often marked by Full Attack: Dagger +4 melee (1d3/19-20) or
the remains of disfigured corpses propped up as a dagger +4 ranged (1d3/19-20)
warning to others of their kind. Space/Reach: 5 ft./5 ft.
Most hiend dwell in remote regions far from Special Attacks: Lethargy drug, spell-like abilities
civilization, travelling in small tribes. They have Special Qualities: Damage reduction 5/cold iron,
developed a fierce rivalry with winter wolves, who animal form, low-light vision, spell resistance 14
often hunt in the same areas. As they lack the Saves: Fort +1, Ref +5, Will +3
resources to produce weapons and armor of metal, Abilities: Str 10, Dex 16, Con 13, Int 12, Wis 13,
they use ivory, hide, and bone for their hunting Cha 12
implements, and trade for rare metal tools they Skills: Bluff +8, Escape Artist +5, Hide +12,
need. Intimidate +3, Listen +3, Move Silently +8, Sleight
of Hand +7, Spot +3.
Hiend as Characters Feats: Weapon Finesse
Most hiend leaders are barbarians or rangers. Hiend Environment: Temperate hills
clerics worship the same deities as gnolls. Hiend Organization: Gang (2-4), band (6-11), or tribe
characters possess the following racial traits. (20-80)
— Strength +2, Constitution +4, Intelligence -2, Challenge Rating: 1
Charisma -2. Treasure: Standard
— Size Medium. Alignment: Always chaotic evil
— A hiend's base land speed is 30 feet. Advancement: 2-3 HD (Small)
— Darkvision out to 60 feet. Level Adjustment: +2
— Weapon Familiarity: Hiends are proficient with
the greataxe, bola, and all simple weapons. These mischievous creatures are descended from
— Racial Hit Dice: A hiend begins with two levels brownies that have been corrupted by the hateful
of monstrous humanoid, which provide 2d8 Hit beliefs of the Unseelie court. They are similar in
Dice, a base attack bonus of +1, and base saving appearance to brownies, but with a pronounced
throws of Fort +0, Reflex +3, Will +3. nose and larger ears. Their flesh is more of a
— Racial Skills: A hiend's monstrous humanoid greenish hue, with dark, mottled marks on the
levels give it skill points equal to 5 x (2 + Int shoulders and along the sides of the chin. They are
modifier). Its class skills are Listen, Spot, and typically clothed in worn garb, and have a country
Survival. hat that they pull down tightly on their heads.
— Racial Feats: A hiend's monstrous humanoid Hodekin are sneakily malicious in nature, and have
levels give it one feat. a particular dislike of humans and their close
— +2 natural armor class bonus. kindred. Goblins are distant relatives of hodekin,
— +2 racial bonus on saving throws against cold. from whom they are thought to descend.
— +2 racial bonus on Balance and Tumble checks
Hodekin speak Sylvan and Goblin.
while on ice.
— Natural Weapons: Bite (1d6).
— Special Attacks (see above): Spell-like abilities.

73
Combat Feats: Power Attack
Hodekin will rely on sneakiness and trickery to Environment: Warm desert
place their foe at a disadvantage. The drug coating Organization: Pack (10-50), drove (50-200), or
their blade is used to weaken opponents for the horde (200-1,000)
finishing blow. Challenge Rating: 1
Treasure: None
Spell-Like Abilities: 1/day―ghost sound, hideous
Alignment: Always chaotic evil
laughter (DC 12), lesser confusion (DC 12), snare.
Advancement: 2-3 HD (Medium)
Caster level 7th. The save DCs are Charisma-based.
Level Adjustment: ―
Lethargy Drug (Ex): An opponent hit by a
hodekin's drug-coated dagger must succeed on a
DC 13 Fortitude save or become Fatigued. After 1 These howling, jabbering abominations were
minute, the subject must succeed on another DC 13 created in the heart of chaos and exist only to
Fortitude save or become Exhausted. A typical consume. Hordling packs relentlessly haunt the
hodekin carries 1d4-1 doses of the lethargy drug. barren lands, looking for any creatures to eat,
Note that the hodekin are immune to this particular regardless of how small or pitiful a meal they may
mixture. provide.
Animal Form (Su): A hodekin can turn himself As creatures go, hordlings are both revolting and
into any Tiny or Small animal at will. The possible terrifying to behold. Their tapered, fang-filled
forms are creatures of type Animal. This ability maws dominate their over-large heads. Small,
functions in all other respects like the polymorph beady eyes are set atop the head, with inadequate
spell. Changing form (to animal or back) is a ear holes just behind. The body tapers from front to
standard action and doesn't provoke an attack of back, with powerful front shoulders and peculiarly
opportunity. small hammocks. Thick plates of cartilage along
the back provide protection to the neck and back,
Skills: Hodekin have a +2 racial bonus to Bluff
favorite targets of rivals.
checks.
Hordlings are covered with a dark, spiny fur that is
Advancement often tattered, patchy, and covered in dirt. A
In addition to the standard changes due to Hit Dice pathetic looking tail, bearing a small tuft at the end,
advancement, hodekin also gain the following drags along behind the creature. Almost every
special benefits. hordling is born with irregularities and
deformations to their body, but any handicapped
• Spell resistance equal to creature's HD + 13
individuals are quickly weeded out of the packs at
(maximum 25). an early age.
• 2+ HD — Add 1/day—cause fear, hide from
animals to spell-like abilities. When their numbers grow too great for the land to
• 3+ HD — Add 1/day—hold person, shatter to support, the hordling instinctively form great
hordes and advance out of their lands destroying all
spell-like abilities.
in their path. Ravenous beyond measure, these
hordes will flow forth without stopping to rest.
Hordling They will not cease advancing until they are all
slain or have starved to death. Fortunately, major
Author: Robert J. Hall. incursions of this type are quite rare, only
Small Magical Beast happening once every few centuries. More often
Hit Dice: 1d10 (5 hp) their numbers are culled by constant fights between
Initiative: +0 the packs.
Speed: 50 ft. (10 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, Combat
flat-footed 15 The hordlings attack en masse, with the front ranks
Base Attack/Grapple: +1/+0 biting down to hold the prey while the remainder of
Attack: Bite +4 melee (1d4+4) the pack closes in to tear off swaths of flesh.
Full Attack: Bite +4 melee (1d4+4)
Attach (Ex): A hordling that hits with its bite
Space/Reach: 5 ft./5 ft.
attack latches onto the opponent's body with its
Special Attacks: Attach, ferocity
powerful jaws and automatically deals bite damage
Special Qualities: Darkvision 60 ft., low-light each round it remains attached.
vision, scent
Saves: Fort +2, Ref +2, Will +1 An attached hordling can be struck with a weapon
Abilities: Str 16, Dex 11, Con 10, Int 2, Wis 12, or grappled itself. To remove an attached hordling
Cha 1 through grappling, the opponent must achieve a pin
Skills: Jump +4, Listen +2, Spot +2, Survival +2 against the creature.

74
Ferocity (Ex): A hordling is such a tenacious 1d12 Color Breath Weapon
opponent that it continues to fight without penalty 1 Rust Jet of flame 20-feet long, 10 feet
even when disabled or dying. wide and 10 feet high, deals 3d6
points of fire damage, Reflex half.
Hydra, Chimerical 2 Purple Jet of frost 20-feet long, 10 feet
wide, and 10 feet high, deals 3d6
Author: Robert J. Hall. points of cold damage, Reflex half.
3 Black Cloud of poisonous gas lasting 1
Huge Magical Beast (Chaotic)
round, 20-foot cone, initial and
Although named for a creature with the heads of secondary damage 1d4 Str, Fortitude
different creatures, a chimerical hydra is the by- negates.
product of raw, chaotic energies that have warped 4 Ochre Cloud of blinding dust lasting 1
the form of a hydra in a strange manner. How this round, 30-foot cone, blinded for 1d4
came to pass is a mystery, but the power that rounds, Reflex negates.
produced this monstrosity must be formidable 5 Tan Jet of acid, 20-feet long, 10 feet
indeed. wide, and 10 feet tall, deals 1d10
Each head of a chimerical hydra bears a different points of acid damage, Reflex half.
coloration pattern and possesses a unique breath 6 Blue Cloud of solid fog, 30-foot cone,
weapon. The remainder of the body is oddly lasts 2 rounds. This ability is
formed, with irregular bulges, pits, striations, equivalent of a 5th-level spell.
varying textures, and mismatched limbs and necks. 7 Ochre Line of lightning, 30 feet long and 5
The tail is a strange bundle of tentacles of different feet in diameter, deals 2d8 points of
hues, lengths, and shapes. electrical damage, Reflex half.
A chimerical hydra is identical to a standard hydra, 8 White Cloud of steam, 10-foot long, deals
except as noted below. 2d6 points of fire damage, Reflex
half.
Special Attacks: Breath weapon.
9 Gray Cloud of dust and grit, 15-foot long,
Breath Weapon (Ex): The breath weapon of a deals 1d8 points of slashing damage,
chimerical hydra's head depends on the head color, Reflex half.
as summarized on the table below. Regardless of its 10 Olive Jet of stinking gas, 20-feet long, 10
type, a chimerical hydra's breath weapon is usable feet wide, 10 feet high, nauseated
once every 1d4 rounds. Most breath weapons allow for 1d3 rounds, Fortitude negates.
either a Reflex or a Fortitude save. The DC for the 11 Yellow Cloud of sparkling motes, 20-foot
save against each breath weapon is 10 + ½ cone, dispel magic in area as the
chimerical hydra's original number of heads + spell. (Caster level equals Hydra
chimerical hydra's Con modifier. HD).
To randomly determine the color and breath 12 Cyan Blast of sound, 30-foot cone, 3d6
weapon for a chimerical hydra's heads, roll 1d12 points of non-lethal damage, Reflex
for each head and consult the table below. half.
Challenge Rating: A chimerical hydra has the
same challenge rating as a pyrohydra or cryohydra
with the same number of original heads.

Incarnate
Author: Robert J. Hall.
Incarnate creatures dwell in the nexus of the outer
planes, the realms of neutrality, although they
resemble beings found on the Material Plane. They
are clearly more capable and impressive than their
earthly counterparts. Incarnate creatures are neither
perfect nor flawed, yet they appear as an ultimate
prototype for creatures of their form. They possess
a subtle radiant essence that gives the incarnate
creature a naturally enchanted appearance.
Incarnates can have a great variety of forms that are
akin to the creatures on untold numbers of worlds.

75
Sample Incarnate avoid a hazard. It can always choose to take 10 on a
This example uses a sea cat as the base creature. Swim check, even if distracted or endangered. It
can use the run action while swimming, provided it
swims in a straight line.
Incarnate Sea Cat
Large Magical Beast (Augmented, Extraplanar) Creating an Incarnate
Hit Dice: 6d10+18 (51 hp) "Incarnate" is an inherited template that can be
Initiative: +1 added to any corporeal aberration, animal, dragon,
Speed: 10 ft. (2 squares), Swim 40 ft. fey, giant, humanoid, magical beast, monstrous
Armor Class: 18 (-1 size, +1 Dex, +8 natural), humanoid, ooze, plant, or vermin of any non-good,
touch 10, flat-footed 17 non-evil alignment (referred to hereafter as the base
Base Attack: +6/+14 creature.)
Attack: Claws +9 melee (1d6+4) An incarnate creature uses all the base creature's
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 statistics and special abilities except as noted here.
melee (1d8+2)
Size and Type: Animals or vermin with this
Space/Reach: 10 ft./5 ft.
template become magical beasts, but otherwise the
Special Attacks: Rend 2d6+6, smite imbalance
creature type is unchanged. Size is unchanged.
Special Qualities: Damage reductuion 5/magic,
Incarnate creatures encountered on the Material
darkvision 60 ft., resistance to acid 5 and electricity
Plane have the extraplanar subtype. Do not
5, immunity to polymorph, spell resistance 11, hold
recalculate the creature's Hit Dice, base attack
breath, low-light vision, scent
bonus, saves, or skill points if its type changes.
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 4, Wis 13, Special Attacks: An incarnate creature retains all
Cha 10 the special attacks of the base creature and also
Skills: Listen +8, Spot +7, Swim +12 gains the following attack.
Feats: Alertness, Endurance, Iron Will Smite Imbalanced (Su): Once per day the creature
Environment: Any neutral-aligned plane can make a normal melee attack to deal extra
Organization: Solitary, pair, or pride (5-12) damage equal to its HD (maximum of +20) against
Challenge Rating: 5 a fully non-neutral foe. (Lawful good, chaotic
Treasure: None good, lawful evil, or chaotic evil.)
Alignment: Always neutral Special Qualities: An incarnate creature retains all
Advancement: 7-9 HD (Large); 10-18 HD (Huge) the special qualities of the base creature and also
Level Adjustment: ― gains the following qualities.
 Darkvision out to 60 feet.
The incarnate sea cat closely resembles its  Damage reduction (see the table below).
namesake, but is more alert and it attacks with an  Resistance to acid and electricity (see the table
almost unnatural silky smoothness. It is completely below).
free of scars and defects, yet somehow appears well  Spell resistance equal to creature's HD + 5
tested in battle. (maximum 25).
Resistance to Acid Damage
Combat
Hit Dice and Electricity Reduction
An incarnate sea cat's natural weapons are treated 1-3 5 -
as magic weapons for the purpose of overcoming 4-7 5 5/magic
damage reduction. 8-11 10 5/magic
Smite Imbalanced (Su): Once per day the 12 or more 10 10/magic
incarnate sea cat can make a normal melee attack to If the base creature already has one or more of
deal 6 points of extra damage against a fully non- these special qualities, use the better value.
neutral foe.
If an incarnate creature gains damage reduction, its
Hold Breath (Ex): An incarnate sea cat can hold natural weapons are treated as magic weapons for
its breath for a number of rounds equal to 6 x its the purpose of overcoming damage reduction.
Constitution score before it risks drowning.
Abilities: Same as the base creature, but
Rend (Ex): An incarnate sea cat that hits with both Intelligence is at least 3.
claw attacks latches onto the opponent’s body and
Environment: Any neutral-aligned plane.
tears the flesh. This automatically deals an
additional 2d6+6 points of damage. Challenge Rating: HD 3 or less, as base creature;
HD 4 to 7, as base creature +1; HD 8 or more, as
Skills: An incarnate sea cat has a +8 racial bonus to
base creature +2.
any Swim check to perform some special action or

76
Alignment: Always neutral (any). deals with its gore attack causes a persistent wound.
Level Adjustment: Same as the base creature +2. An injured creature loses an additional hit point
each round. The continuing hit point loss can be
stopped by a DC 17 Heal check, or any
Karkadann combination of magic and special qualities that heal
at least 5 points of damage. The check DC is
Author: Robert J. Hall.
Constitution-based.
Huge Magical Beast
Hit Dice: 5d10+25 (52 hp) Skills: *When tracking with scent, Karkadann have
Initiative: +2 a +4 racial bonus to Survival checks.
Speed: 40 ft. (8 squares) Advancement
Armor Class: 13 (-2 size, +2 Dex, +3 natural),
touch 10, flat-footed 11 In addition to the standard changes due to Hit Dice
Base Attack/Grapple: +5/+20 advancement, karkadann also gain the following
Attack: Bite +10 melee (2d6+7) special benefits.
Full Attack: Bite +10 melee (2d6+7) and Gore +5 • The save DC of the gushing wound check is
melee (2d6+3) equal to 10 + ½ HD + Constitution modifier.
Space/Reach: 10 ft./10 ft. • 6-7 HD — +2 racial bonus on saving throws
Special Attacks: Gushing wound against poison.
Special Qualities: Spell-like abilities, scent • 7-8 HD — The horn has a +1 enchantment
Saves: Fort +9, Ref +6, Will +3 bonus on attack and damage rolls, and a threat
Abilities: Str 24, Dex 15, Con 21, Int 6, Wis 10, range of 19-20.
Cha 11 • 8+ HD — +4 racial bonus on saving throws
Skills: Listen +6, Spot +6, Survival +5* against poison.
Feats: Alertness, Iron Will • 9 HD — The horn has a +2 enchantment bonus
Environment: Warm desert on attack and damage rolls, and a threat range
Organization: Solitary of 18-20.
Challenge Rating: 5
Treasure: Magical horn Khryg
Alignment: Always neutral
Advancement: 6-9 HD (Huge) Author: Robert J. Hall.
Level Adjustment: ― Khryg, 1st-Level Druid
Medium Humanoid (Khryg)
This ferocious predator has a voracious appetite, Hit Dice: 1d8-1 (3 hp)
and is much feared by all grazing animals in its Initiative: +3
native lands. The karkadann resembles a huge, Speed: 30 ft. (6 spaces), climb 20 ft.
stag-like creature, with wolf-like features and a Armor Class: 12 (+2 Dex), touch 12, flat-footed
temperament to match. Also known as a karg, it 10
lives a solitary life at the edges of deserts and hot, Base Attack: +0/+0
barren lands. Attack: Club +0 melee (1d6)
Full Attack: Club +0 melee (1d6)
The karkadann has two horns: one long, ivory horn
Space/Reach: 5 ft./5 ft.
in the center of the forehead and a squat, curved
Special Attacks: Spells
horn at the tip of the snout. The long horn is very
Special Qualities: Low-light vision, animal
tough, and sweats in the presence of poison. If the
companion, nature sense, wild empathy, fast
horn is detached it can be used to cast detect poison
healing 4, vulnerability to fire
up to three times per day. The horn has a market
value of 3,000gp. Saves: Fort +1, Ref +2, Will +3
Abilities: Str 10, Dex 15, Con 9, Int 9, Wis 12, Cha
One common myth concerning the karg is that it 8
can be stilled by the presence of the ringdove bird, Skills: Balance +6, Climb +4, Jump +4,
or by a young woman of pure virtue. Knowledge (nature) +1, Listen +3, Spot +3,
Combat Survival +3
Feats: Alertness, Track
The karkadann charges with its horns then bites Environment: Cold forest
until its prey is dead. It will only hunt and consume Organization: Company (2-4), squad (11-20 plus
live creatures. 2 3rd-level druids and 1 leader of 3rd-6th level).
Spell-Like Abilities: At will—detect poison, Challenge Rating: 1
magic fang (gore only). Caster level 5th. Treasure: Standard
Gushing Wound (Su): The damage a karkadann Alignment: Usually chaotic neutral

77
Advancement: By character class Khryg as Characters
Level Adjustment: ― Khryg are often druids or rogues. Khryg leaders are
normally druids.
The khryg are lithe, fur-covered humanoids with Khryg characters possess the following racial traits.
long, prehensile tails. Their heads are narrow and  +2 Dexterity, -2 Intelligence.
triangular, with a fleshy beak and a flowing mane.
 Size medium.
The arms and legs are sinewy, with four-digit hands
and feet. The four digits of the hand are arranged so  A khryg's base land speed is 30 feet. It also has
as to provide two fingers and two opposable a climb speed of 20 feet.
thumbs. The triple-jointed legs give them an odd,  Low-light vision.
tottering gait that is somehow elegant.  +4 racial bonus on Balance, Climb and Jump
checks. A khryg can always choose to take 10
This race is very agile and can leap between tree
on a Balance or Climb check, even if rushed or
branches effortlessly. Fully erect, they stand about
threatened.
6-½ feet tall and usually wear minimal attire.
 Fast healing 4.
The khryg heal wounds at a prodigal rate, exceeded
 Vulnerability to fire.
only by that regenerating creatures such a troll. It is
believed that this ability allows the khryg to survive  Automatic Languages: Common, Sylvan.
falls from great heights. Unfortunately, they are Bonus Languages: Druidic.
very vulnerable to fire and have a great fear of  Favored Class: Druid.
combustion.
The khryg druid presented here had the following
Combat
ability scores before racial adjustments: Str 10, Dex
Despite their remarkable powers of healing, the 13, Con 9, Int 11, Wis 12, Cha 8.
khryg are known as a cowardly race and will
usually flee their home rather than risk battle. They
have little skill in combat, and will wildly swing Kree
whatever weapon is handy for self-defense. Author: Magus.
Skills: Khryg have a +4 racial bonus on Balance, Medium Monstrous Humanoid
Climb and Jump checks. A khryg can always Hit Dice: 4d8+4 (22 hp)
choose to take 10 on a Balance or Climb check, Initiative: +3
even if rushed or threatened. Speed: 30 ft. (6 squares). Fly 75 ft. (poor)
Armor Class: 18 (+3 Dex, +5 natural), touch 13,
Khryg Society
flat-footed 15
The beautiful fur coloration of a khryg is grown Base Attack/Grapple: +4/+6
according to a complex pattern determined by the Attack: Claw +6 melee (1d6+2)
social structure within their tribes, and is a source Full Attack: 2 claws +6 melee (1d6+2) and bite +4
of considerable pride for these beings. Fur colors melee (2d4+1)
range from drab brown, yellow, or gray, to brilliant Space/Reach: 5 ft./5 ft.
green and blue with some red, white and black Special Attacks: Pounce, rend, sonic blast
banding around the neck. Special Qualities: Blindsight 120 ft., scent
To some folks the natural honesty of the khryg Saves: Fort +2, Will +7, Ref +6
more than makes up for their flightiness. However, Abilities: Str 14, Dex 16, Con 13, Int 12, Wis 14,
they are not generally respected among most races. Chr 14
While the khryg fall somewhat below a typical Skills: Climb +3, Hide +8, Listen +5, Move
human in intelligence, they are masters of plant lore Silently +7, Survival +7
and have learned to shape their surroundings Feats: Multiattack, flyby attack
through magic and careful cultivation. Environment: Temperate hills
Living plants and trees are the only comfortable Organisation: Pair, brood (2-5), pack (5-20), or
habitat for a khryg. While they can tolerate wood or clan (20-40)
stone-built structures for a period, they are always Challenge Rating: 5
uncomfortable in such surroundings. A deep love Treasure: Standard
and knowledge of plant life gives the khryg a Alignment: Always chaotic neutral
profound understanding of vegetation, its purpose Advancement: 5-8 HD (Medium), 9-12 HD
within the ecosystem, and how to alter its form and (Large)
function. Level Adjustment: ―

The kree are a race of bat-like creatures that live in

78
isolated wilderness locations. They are agile hidden in their homes during the daylight hours.
hunters who travel the countryside at night in Kree never hunt alone, and form groups that scour
search of prey, which usually consists of game the countryside in search of prey. Kree form small
animals (such as deer), but it can also include other clans for protection; the leader of a clan is usually
humanoids. the strongest male. Despite their appearance as
Kree are humanoid in form, with dark to light savage, the kree are an intelligent race that value
brown fur covering the whole of their bodies, and their privacy, and are very leery of outsiders
have large bat-like wings sprouting out their backs wandering in their territory. When their territory is
from the shoulder blades. There faces are encroached upon, they will attack without question
somewhat like that of a bat's; they have large ears until the threat has been driven away or eliminated.
sticking straight up from the top of their heads,
black eyes and a fanged mouth. They have only Advancement
four digits on each hand and foot, which is the only In addition to the standard changes due to Hit Dice
part of their bodies not covered in fur, with two advancement, kree also gain the following special
inch black claws that extend from each of them. benefits.
Despite being able to see naturally, kree have very • The save DC of the sonic blast is equal to 10 +
poor vision and have trouble discerning objects ½ HD + Charisma modifier.
even at ten feet away. Their blindsight ability more • 9+ HD — Sonic blast deals 4d6 damage.
then compensates for the lack of vision though.
With it they are able to make out anything, from
animal to object, as if they had perfect vision.
Lasa
Kree speak their own unique language; some have Author: Robert J. Hall.
also learned to speak common or elven. Medium Outsider (Exraplanar, Good)
Hit Dice: 6d8+6 (33 hp)
Combat Initiative: +3
Kree attack by swooping down at their prey and Speed: 30 ft. (6 squares), fly 50 ft. (good)
slashing it with their claws. For more resilient Armor Class: 16 (+3 Dex, +3 deflection), touch
creatures, they will use their sonic blast attack to 16, flat-footed 13
rip the prey's flesh. The blast disrupts the tissue and Base Attack/Grapple: +6/+5
rends the flesh of the target. They prefer to attack Attack: Masterwork spear +6 melee (1d8-1/x3)
while flying, but have no reluctance to fight on the Full Attack: Masterwork spear +6 melee (1d8-
ground. 1/x3)
Pounce (Ex): If a kree dives upon or charges a foe, Space/Reach: 5 ft./5 ft.
it can make a full attack, including two rend Special Attacks: Spells, summon lasa
attacks. Special Qualities: Damage reduction 10/evil, spell-
Rend (Ex): Attack bonus +4 melee, damage like abilities, darkvision 60 ft., low-light vision,
1d6+1. spell resistance 11, immunities
Saves: Fort +6, Ref +8, Will +9
Sonic Blast (Su): 40-foot cone, once every 2d4
Abilities: Str 8, Dex 17, Con 12, Int 15, Wis 19,
rounds, disrupting tissue and rending flesh, dealing
Cha 17
3d6 points of sonic damage to all within the area.
Skills: Concentration +4, Diplomacy +12, Gather
(Reflex DC 14 half.) The save DC is Charisma-
Information +7, Heal +9, Hide +15, Knowledge
based.
(religion) +9, Listen +12, Move Silently +6, Sense
Blindsight (Ex): Kree can locate objects and sense Motive +11, Spellcraft +8, Spot +12
all creatures within 120 feet. Beyond that range Feats: Alertness, Flyby Attack, Hover
they are treated as having total concealment. Kree's Environment: Any neutral good-aligned plane
are susceptible to sound-based attacks, however, Organization: Solitary or troupe (3-6)
and are affected normally by loud noises and spells. Challenge Rating: 6
Negating a kree's sense of hearing will eliminate Treasure: Standard
this ability, forcing the kree to rely on its poor sight Alignment: Always neutral good
instead. Advancement: 7-12 HD (Medium)
Kree Society Level Adjustment: ―
They lair in dark, secluded caves in the side of
hills, and they sleep here until dusk when they These female guardian spirits resemble winged
leave their homes to hunt during the night. Even elves or nymphs. They inhabit the crypts of a grave
though the kree are nocturnal hunters they are also site that has been blessed by their patron goddess.
active in the daytime. They just choose to remain A lasa is normally found on their home plane,

79
where they engage in much play and frivolity. • 8+ HD — Add 1/day—faithful hound, lesser
When tasked they are serious about their duty, geas to spell-like abilities. The save DC is
however, and will tolerate no breech of a tomb that Charisma-based.
they guard. If approached in a friendly manner, a • 9-11 HD — The summon lasa ability will
lasa will freely talk about her duty, her goddess, or summon 1d3 lasa with a 55% chance of success.
any other subject that interests her. She will be • 10+ HD — Gain Returning Weapon (Su):
especially taken by any cleric of her goddess. Any weapon thrown by a lasa will return to her
The lasa believe that looting a sanctified tomb is hand at the end of the round.
the worst crime that a mortal can commit, and will • 11+ HD — Add 1/day—dismissal, true seeing
try her utmost to keep her ward safe from such evil to spell-like abilities. The save DC is Charisma-
beings. She will aid any beings that will help her in based.
this duty. A lasa is a tireless guardian who requires • 12+ HD — The summon lasa ability will
no refreshments, but will accept them if freely summon 2d4 lasa with a 75% chance of success.
offered by kind strangers. She watches a grave site
for seven years before being replaced by another of Lenk
her kind.
Author: Robert J. Hall.
Combat
Huge Magical Beast
No lasa will willingly harm another being unless Hit Dice: 9d10+45 (94 hp)
the creature intends to pillage a grave, for this is Initiative: +3
their sacred duty as guardians. The lasa do not care Speed: 40 ft. (8 squares), glide 50 ft. (poor)
for personal combat and will attempt to neutralize Armor Class: 15 (-2 size, +3 Dex, +4 natural),
their foes by persuasion or through the use of touch 11, flat-footed 12
spells. However they are very capable fighters, Base Attack/Grapple: +9/+26
when necessary. Attack: Claw +14 melee (1d8+9)
Spell-Like Abilities: At will―ethereal jaunt. Full Attack: 2 claws +14 melee (1d8+9) and bite
1/day―alarm, see invisibility. Caster level 15th. +13 melee (2d6+4)
Spells: A lasa can cast divine spells as a 6th-level Space/Reach: 15 ft./15 ft.
clerics. A lasa hass access to two of the following Special Attacks: Wing burst
domains: Good, Knowledge, or Protection. Special Qualities: Darkvision 60 ft., low-light
Typical Cleric Spells Prepared (5/5/5/4; save DC vision
14 + spell level): 0―cure minor wounds, detect Saves: Fort +11, Ref +11, Will +6
magic, detect poison, guidance, resistance; Abilities: Str 28, Dex 16, Con 21, Int 3, Wis 16,
1st―cause fear, doom, protection from evil*, Cha 13
sanctuary, shield of faith; 2nd―cure moderate Skills: Jump +12, Listen +8, Spot +8, Survival +6
wounds, detect thoughts*, hold person, spiritual Feats: Alertness, Lightning Reflexes, Multiattack,
weapon, summon monster II; 3rd―bestow curse, Weapon Focus (bite)
holy smite*, searing light, summon monster III. Environment: Temperate forests
Organization: Solitary or pair
*Domain spells. Domains: Good and Knowledge.
Challenge Rating: 7
Summon Lasa (Sp): Once per day a lasa can Treasure: None
attempt to summon another lasa with a 35% chance Alignment: Always neutral
of success. This ability is the equivalent of a 3rd- Advancement: 10-12 HD (Huge)
level spell. Level Adjustment: ―
Immunities: Lasa are immune to disease, fear,
poison, and sleep effects.
A lenk is a giant, flightless bird known to inhabit
Skills: Lasa have a +4 racial bonus on Hide and thinly wooded lands. Undoubtedly a magical
Sense Motive checks. creation, this beast has the legs of a crane, the
wings and body of a gull, and the head and beak of
Advancement
a hawk.
In addition to the standard changes due to Hit Dice
The lenk is too heavy to fly, but can glide quite
advancement, lasa also gain the following special
respectable distances. Glide movement is identical
benefits.
to fly, except the creature can not gain altitude. It
• A lasa can cast divine spells, as a cleric with can maintain its current altitude only by using
level equal to the number of Hit Dice. rising plumes of heat or by pushing off the ground
• Spell resistance equals creature's HD + 5 or anchored objects with its feet.
(maximum 30). When they can locate a spouse, the lenk are known

80
to mate for life. The male builds a huge, covered Saves: Fort +3, Ref +2, Will +5
nest from massive tree branches dragged far across Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 15,
the woods. The call of a lenk is a long, soulful cry Cha 10
that can carry a great distance on a peaceful day. Skills: Craft (alchemy) +2, Hide +2, Intimidate +2,
Listen +8*, Move Silently +6, Spellcraft +3, Spot
Combat +5, Survival +3
While unable to provide lift, the wings of a lenk Feats: Alertness, Combat Casting
can create a prodigious blast that can knock a full Organization: Khudelass, bat familiar, and 2 ogres
grown man off his feet. Each long, gangly leg has Environment: Warm hills
four claws that can rend a creature while the Challenge Rating: 5
powerful beak tears it apart. Alignment: Lawful evil
Wing Burst (Ex): As a full round action a lenk can
generate a blast of severe wind with its wings Khudelass lives in a rocky grotto with only her bat
emanating outward in an area 20 ft. wide out to a familiar and a pair of orges for company. She uses
distance of 60 ft. The burst has the same effects as captive creatures to experiment with her various
a gust of wind spell (caster level 5th.) alchemical concoctions.
Gear: Masterwork spear, potion of aid, divine
Lesser Hag scroll (cure moderate wounds), alchemist's fire, 2
smoke sticks.
Author: The Netbook of Witches team.
The true origins of hags are an ancient mystery, but Combat
the utter hatred that most hags have towards good Khudelass enjoys combat, but prefers to weaken
witches tends to indicate that some sort of division and disorient her foes with spells before closing for
once occurred between the two. Some believe that melee. She will order her ogre companions forward
hags are the descendants of ancient malefic witches to the attack while employing her spells.
whose souls were so dark, their bodies became Spells: Cast spells as a 3rd-level adept. The save
twisted and wretched. A ritual exists that somewhat DCs are Wisdom-based.
supports this theory. The ritual is utterly evil in
itself, and therefore nearly all of its casters are evil Typical Spells Prepared (3/3; DC 12 + spell level):
too. It transforms the caster into something that is a 0—detect magic, purify food and drink, touch of
bit of a monster, but gives the recipient some fatigue; 1st—burning hands, cause fear, sleep.
powers. Spell Like Abilities: At will—ghost sound, touch
The lesser hag template does not necessarily make of hideousness; 3/day—darkness, doom, charm
the caster a true hag, but it does give them certain person; 1/day—contagion, scare. Caster level 5th.
abilities that are very similar to most hag's own The save DCs are Charisma-based.
abilities. Deformation (Ex): Khudelass' skeleton turns
outward, creating a sort of exoskeleton. While her
Sample Lesser Hag skin may be tough, her bones are more spread out
This example uses a 3rd-level hobgoblin adept as and therefore more brittle. She gains damage
the base creature. reduction 2/piercing or slashing weapons, but
bludgeoning weapons deal an additional +2 points
of damage.
Khudelass Longtalons
Lesser Hag 3rd-Level Hobgoblin Adept Ugliness (Ex): Khudelass' appearance is fearsome.
Large Monstrous Humanoid (Goblinoid) Her skin appears withered and scrunched, like that
Hit Dice: 3d6+6 (16 hp) of a very old woman. Her hair becomes ratted and
Initiative: +1 tangled. She gains a +2 bonus on Intimidate checks.
Speed: 30 ft. (6 squares) Skills: Khudelass has a +4 racial bonus on Move
Armor Class: 10 (-1 size, +1 Dex), touch 10, flat- Silently checks, and a +2 bonus on Intimidate
footed 9 checks.
Base Attack/Grapple: +1/+7
Attack: Masterwork spear +3 melee (2d6+2/x3) Creating a Lesser Hag
Full Attack: Masterwork spear +3 melee "Lesser Hag" is an acquired template that can be
(2d6+2/x3) added to any humanoid (referred to hereafter as the
Space/Reach: 10 ft./10 ft. base creature).
Special Attacks: Spell-like abilities A lesser hag uses all the base creature's statistics
Special Qualities: Damage reduction 2/piercing or and special abilities except as noted here.
slashing, darkvision 60 ft., ugliness, bat familiar* Size and Type: The creature's type changes to

81
monstrous humanoid. A lesser hag's body becomes Living Sword
long and wiry. The base creature's size is increased
by one category. Do not recalculate Hit Dice or Author: Robert J. Hall
saves. Small Construct
Special Attacks: A lesser hag retains all the special Hit Dice: 5d10+10 (37 hp)
attacks of the base creature and gains the following Initiative: +2
special attack. Speed: Fly 20 ft. (perfect) (4 squares)
Spell Like Abilities: At will—ghost sound, touch of Armor Class: 14 (+1 size, +2 Dex, +1 deflection),
hideousness; 3/day—darkness, doom, charm touch 14, flat-footed 12
person; 1/day—contagion, scare. Caster level Base Attack/Grapple: +3/-5
equals 5th or the creature's HD, whichever is Attack: +1 greatsword +7 melee (2d6+2/19-20)
greater. The save DCs are Charisma-based. Full Attack: +1 greatsword +7 melee (2d6+2/19-
20)
Special Qualities: A lesser hag has all the special
Space/Reach: 5 ft./5 ft.
qualities of the base creature, plus darkvision out to
Special Attacks: —
60 feet and the following special qualities.
Special Qualities: Damage reduction 10/—,
Deformation (Ex): A lesser hag's skeleton turns darkvision 60 ft., low-light vision, intelligent
outward, creating a sort of exoskeleton. While her weapon, warding enchantment, limitations,
skin may be tough, her bones are more spread out construct traits
and therefore more brittle. She gains damage Saves: Fort +2, Ref +4, Will +3
reduction 2/piercing or slashing weapons, but Abilities: Str 12, Dex 14, Con —, Int 13, Wis 12,
bludgeoning weapons deal an additional +2 points Cha 10
of damage. Skills: Diplomacy +6, Escape Artist +7, Hide +7,
Ugliness (Ex): A lesser hag's appearance is Listen +5, Spot +5
fearsome. Her skin appears withered and Feats: Combat ExpertiseB, Flyby Attack, Weapon
scrunched, like that of a very old woman. Her hair Focus (greatsword)
becomes ratted and tangled. She gains a +2 bonus Environment: Any
on Intimidate checks. Organization: Solitary
Abilities: Increase from the base creature as Challenge Rating: 4
follows: Str +2, Wis +6, Cha +2. Treasure: Animated sword
Organization: Solitary or covey (3 lesser hags plus Alignment: Usually neutral
1-4 ogres and 1-2 evil giants) Advancement: 6-20 HD (Tiny)
Level Adjustment: +4
Challenge Rating: As base creature +2.
Alignment: Always evil (any).
When a sword is crafted by an intelligent construct,
Level Adjustment: Same as base creature +4. it may be invested with the spirit and capabilities
Becoming a Lesser Hag comparable to a living being. Such swords are
constructed with the intention of crafting an
The ritual requires that the caster know the intelligent weapon, but are also given the means to
following spells: permanency, touch of direct their own destiny. They are capable of
hideousness, and contagion. All three spells are acquiring new abilities and skills, and in time they
cast into a cauldron of boiling water, creating pitch can become very formidable beings.
black, boiling water. Then, the caster needs the
proper material components, some of the most As living swords have very limited physical
gruesome of spell casters. abilities, they are willing to partner with a creature
that can aid them in their mission. In this manner,
First, a sacrifice of a woman who has not yet given living swords can bond with kindred spirits, and
birth is needed. She must be killed within 4 hours they have even been known to become cohorts to
of the ritual, by the witches hand using an athame. legendary heroes.
First, her skin is put into the cauldron of water,
while her bones are ground into a powder. A small Combat
amount of water is added to the bone dust to give A living sword was built for combat, and has
them a glue-like texture. The bone-goo is smeared absolutely no fear of a stand-up fight. However,
over the her skin, and she then drinks from the whenever possible it will attempt to gain a tactical
boiling black water. The ritual causes the caster to advantage and place its opponent in a weak
sleep for 24 hours. In this period, the caster position prior to combat.
metamorphoses into the hag.
Intelligent Weapon (Sp): This being has the form
and physical properties of an intelligent +1

82
greatsword. • 8+ HD — Magical enchantment improves to
The living sword can be wielded by any creature +2.
that holds it by the hilt, and the sword can • 9+ HD — Gain 1 intelligent item lesser power.
communicate with its wielder by empathy. If it • 10+ HD — Darkvision 90 feet, blindsense 60
does not want to be used in this manner, it can feet, and it can read any language it can speak.
wriggle out of the grasp on a successful Escape • 11+ HD — Gain 1 intelligent item lesser power.
Artist check. As the weapon is intelligent, it has an • 12+ HD — Magical enchantment improves to
ego and can dominate its wielder. +3.
Warding Enchantment (Sp): A living sword • 13+ HD — Gain 1 intelligent item lesser power.
gains a deflection bonus to its Armor Class equal to • 14+ HD — Darkvision 120 feet and telepathy
its enchantment bonus, and adds the enchantment 50 feet.
bonus on all its saving throws. (The statistics • 15+ HD — Gain 1 intelligent item greater
already reflect these bonuses). power.
Limitations (Ex): As the sword lacks any limbs • 16+ HD — Magical enchantment improves to
that can be used to manipulate objects, it is unable +4.
to perform any task that normally requires the use • 17+ HD — Gain 1 intelligent item greater
of hands or feet. Thus it is unable to use a shield, power and 1 lesser power.
grab or hold a foe, or attempting to use a skill such • 18+ HD — Telepathy 100 feet, blindsense 120
as Open Locks or Sleight of Hand. However it can feet, and gain Spell-Like Abilities: At will—
lift and carry an object that has a loop or handle it read magic. Caster level equals Hit Dice.
can slip over the blade. • 19+ HD — Gain 1 intelligent item greater
Skills: Living swords have a +2 racial bonus on power.
• 20+ HD — Magical enchantment improves to
Escape Artist checks.
+5.
Construction
The methods needed to produce a living sword are Lizardfolk, Greater
known by intelligent, extraplanar constructs. Such
knowledge is never shared with other life forms, Author: Robert J. Hall.
although on occasion such a weapon may be Large Humanoid (Reptilian)
crafted to serve as a cohort for a non-construct. Hit Dice: 4d8+8 (26 hp)
A living sword must be constructed as an Initiative: -1
intelligent magic greatsword, then magical Speed: 40 ft. (6 squares), swim 15 ft.
animation techniques are used to invest the blade Armor Class: 17 (-1 size, -1 Dex, +6 natural, +2
with a spirit and purpose. Assembling the weapon heavy shield), touch 15, flat-footed 17
requires a DC 20 Craft (weapon smithing) check. Base Attack: +3/+10
Attack: Heavy mace +6 melee (2d6+3) or
Once completed the weapon is an independent life
masterwork sling +3 ranged (1d6+3)
form that can choose its' own destiny. It is normally
Full Attack: Heavy mace +5 melee (2d6+3) and
created with a specific purpose and will dedicate
bite +0 melee (1d8+1); or masterwork sling +3
itself to the completion of that task. However it
ranged (1d6+3)
does not normally gain a special purpose item
Space/Reach: 10 ft./10 ft.
dedicated power unless a spell-caster enchants it
Special Attacks: —
with the ability.
Special Qualities: Spell-like abilities, hold breath
CL 10th; Craft Construct, animate objects, greater Saves: Fort +6, Ref +0, Will +2
magic weapon, spiritual weapon, caster must be at Abilities: Str 17, Dex 8, Con 15, Int 11, Wis 13,
least 10th level; Price 3,300 gp; Cost 1,500 gp + 120 Cha 8
XP. Skills: Balance +2, Craft (leatherwork) +2, Listen
Advancement +5, Spot +3, Swim +10.
Feats: Endurance, Weapon Focus (sling)
Living swords also gain the following special Environment: Temperate marshes
benefits due to Hit Dice advancement. (The tables Organization: Solitary, gang (2-4), band (6-9 plus
of intelligent item powers from the core rulebook II 35% noncombatants plus 1 elder level) or
can be used to randomly determine the lesser and hunting/trading party (6-9 plus 1 elder), or tribe
greater powers of the living sword.) (21-30 plus 1-3 elders and 3-6 crocodiles)
• 6+ HD — Gain the ability to speak Common Challenge Rating: 3 (elder 5)
plus one language per point of intelligence. Treasure: 50% coins, 100% goods, 100% items
Communicate telepathically with its wielder. Alignment: Usually lawful good
• 7+ HD — Gain 1 intelligent item lesser power. Advancement: By character class

83
Level Adjustment: +2 — Racial Skills: A greater lizardfolk's humanoid
levels give it skill points equal to 7x(2 + Int
modifier). Its class skills are Balance, Listen,
Somewhat comparable in appearance and behavior
Spot, and Swim. Greater lizardfolk have a +4
to lizardfolk, this race is distinguished by their
racial bonus on Balance and Swim checks, and
larger stature and the prominent spiny, segmented
a +2 racial bonus on Craft (leatherworking).
plates covering their back. Greater lizardfolk are
— Racial Feats: A greater lizardfolk's humanoid
more intelligent and rational in nature than their
lesser brethren, and prone to think carefully before levels give it two feats.
— Weapon and Armor Proficiency: A greater
committing acts of violence.
lizardfolk is automatically proficient with
Their somewhat pacifist nature has earned them simple weapons and shields.
respect with good-natured races such as elves and — +6 natural armor bonus.
dwarves. However they are few in numbers and — Natural Weapons: 2 claws (1d6) and bite (1d8).
often reclusive, so only an occasional outsider is
— Special Qualities (see above): Hold breath,
aware of their creditable attributes. They call
spe--like abilities.
themselves the Hurshliss, although other races
— Automatic Languages: Common, Draconic.
typically just identify them as the giant lizardfolk.
Bonus Languages: Aquan, Dwarf, Elf.
Combat — Favored Class: Ranger.
Greater lizardfolk prefer to fight in partly — Level adjustment +2.
submerged, swampy ground, where they can pelt The skill modifiers given in the statistics block
opponents with rocks using their masterfully include a -2 armor check penalty (-4 on Swim
crafted slings, then slip away under the surface checks) for carrying a heavy shield.
when a dangerous foe gets uncomfortably close.
They will also ambush their foes from underwater, Greater Lizardfolk Society
springing up onto the ground and hammering away Greater lizardfolk can live for significant periods,
with their heavy mace and vicious bite. often lasting up to several centuries. Elder members
Spell-Like Abilities: 1/day—magic fang (DC 12), of their society are greatly respected for their
speak with animals (reptiles only, duration 1 knowledge and wisdom, and councils of elders rule
minute). Caster level equals the greater lizardfolk's over the settlements. Communities of greater
Hit Dice. The save DC is Charisma-based and lizardfolk are peaceful and orderly, with significant
include a +2 racial bonus. importance given to old customs. Those who are
masters of important crafts, as well as the most
Hold Breath (Ex): A greater lizardfolk can hold its accomplished in the druidic arts, are widely
breath for a number of rounds equal to five times respected and often become leaders in the ruling
its Constitution score before it risks drowning. councils.
Greater Lizardfolk as Characters Almost all the clans can be found deep in extensive
Greater lizardfolk possess the following racial swamps, although a few will dwell in inaccessible
traits. caves along lake shores or rocky islands. Their
dwellings are typically air-filled domes with an
— +6 Strength, -2 Dexterity, +4 Constitution, +2
underwater entrance. The interior of these domes is
Wisdom, -2 Charisma. artfully decorated in a manner that even a dwarf
— Large Size. -1 penalty to Armor Class, -1 might envy, and the structure is remarkably solid
penalty on attack rolls, -4 penalty on Hide and resilient. The top of these domes become
checks, +4 bonus on grapple checks, lifting and covered in wild growths, forming islands among
carrying limits double those of Medium the marshes. Often travellers through the swamps
characters. may rest upon these islands, not even aware that
— Space/Reach: 10 feet/10 feet. they are inhabited.
— A greater lizardfolk's base land speed is 40 feet,
The greater lizardfolk are skilled fish hunters, and
and a swim speed of 15 feet.
have learned to domesticate various swamp-
— Racial Hit Dice: A greater lizardfolk begins
dwelling denizens which they harvest for their meat
with four levels of humanoid, which provide and hides. They are highly skilled in the
4d8 Hit Dice, a base attack bonus of +3, and manufacture of leather hides, producing much-
base saving throw bonuses of Fort +4, Ref +1, sought items through means known only to their
and Will +1. craftsmen. Among these are supple leather skins
that can be used as water-proof writing materials
using special inks. They are also skilled in the arts
of pottery, underwater masonry, and forging metals
that do not rust. When trading with other races,

84
they seek items that will fare well in their swamp hair. She also has long clawed hands with nails as
domain, such as ivory, gem stones, durable hard as iron talons. Their mouths are filled with
hardwoods, and glass. rotting black teeth and foul breath. The wood hag
can appear as kindly grandmother, or a fetching
Greater Lizardfolk Characters young wood nymph as she chooses. The wood hag
Where their peaceful nature is known, greater loves nothing more than to tempt men of good
lizardfolk are generally accepted into civilized character into a wanton embrace and then switch
society as traders and scholars. But their reptilian back to their normal form before killing them. She
appearance unnerves many folk, often leading to is also fond of attacking people as they sleep in the
intolerance. So their preference is for their native woods.
swamps and marshes, where they often interact The wood hag is more solitary than the other hags.
with outsiders visiting on boats. More often than not a wood hag will be found
Most greater lizardfolk leaders are rangers, druids alone. Wood hags often employ trolls to protect
or experts. A greater lizardfolk cleric has access to their homes and for mutual protection. At any given
two of the following domains: Animal, Good, time there will be 2 to 12 trolls around the wood
Plant, or Water. hag s home. They will fight for the wood hag, but
they are not commanded to do so. They will retreat
Makva or flee if the combat goes against them. The wood
hag will also ally her self with evil witches and
Author: The Netbook of Witches team. warlocks. They have also been known to consort
Large Monstrous Humanoid with demons and vampires as well. Makva do not
Hit Dice: 8d8+8 (44 hp) get along well with night hags. Some have
Initiative: +2 theorized that makva were once part of the night
Speed: 40 ft. (8 squares) hag society but were removed for being too
Armor Class: 17 (-1 size, +2 Dex, +6 natural), chaotic.
touch 11, flat-footed 15 Wood hags have often been confused with witches
Base Attack/Grapple: +8/+17 and many of the tales told to frighten children about
Attack: Claw +12 (1d6+5) witch have been about wood hags. It is almost
Full Attack: 2 claws +12 (1d6+5) and bite +7 certain that the tale of Hansel and Gretel could have
(1d8+2) been about a wood hag (or even the witch Baba
Space/Reach: 10 ft./10 ft. Yaga).
Special Attacks: Blood drain, spell-like abilities Makva are believed to live up to 800 years, but this
Special Qualities: Damage reduction 5/cold iron, has never been confirmed. They have been known
darkvision 120 ft., fast healing 5, immunities to keep harpies as pets. Wood hags usually have a
Saves: Fort +4, Ref +8, Will +8 grove of elder trees growing nearby.
Abilities: Str 20, Dex 14, Con 15, Int 16, Wis 15,
Cha 9 Combat
Skills: Concentration +12, Craft or Knowledge The wood hag is very strong and will attack with
(any one) +6, Hide +10, Intimidate +6, Knowledge her claws and a bite. She is also a competent spell
(Witchcraft) +13, Listen +10, Spot +10 caster and may use spells from the witch's spell list.
Feats: AlertnessB, Blind-Fight, Combat Casting, Spell-Like Abilities: At will—detect good, detect
Fear Resistance lawful, polymorph (self only), sleep (DC 10); 4/day
Environment: Any —major image (DC 12); 3/day—magic missile, ray
Organization: Solitary or Covey (3 hags of any of enfeeblement. Caster level 8th. The save DC are
type plus 2-12 trolls plus 1-2 harpies) Charisma-based.
Challenge Rating: 6
Immunities (Su): Wood hags are immune to sleep,
Treasure: Standard
charm, and hold spells.
Alignment: Always chaotic evil
Advancement: By character class Blood Drain (Su): The bite of a Wood Hag also
Level Adjustment: — drains blood. Any successful bite hit can
permanently drain one point of Constitution unless
the victim can make a DC 16 Fortitude save. Any
The makva, or the wood hag, is a relative of the character drained to zero will become a wraith
other hags and possibly the night hag. The makva haunting the woods around the wood hag.
makes her home in the deepest forests where she Constitution points can be healed normally. The
feeds on unsuspecting travelers. She is particularly save DC is Constitution-based.
fond of children. Her normal appearance is very
hag-like, 7 ft. tall, green skin, with black hair,
although some have been spotted with green or red

85
Advancement Feats: Great Fortitude
In addition to the standard changes due to Hit Dice Environment: Warm desert
advancement, makva also gain the following Organization: Solitary, Gang (2-4), or band (6-40
special benefits. plus 50% noncombatants plus 1 3rd-level sergeant
per 20 adults and 1 leader of 4th-6th level)
• The caster level of the spell-like abilities is
Challenge Rating: 1
equal to the Hit Dice. Treasure: Standard
• The save DC of the blood drain attack is equal
Alignment: Usually chaotic neutral
to 10 + ½ HD + Constitution modifier. Advancement: By character class
Level Adjustment: +1

Also called the sissirin, this little-known race has a


head resembling that of a hooded cobra, with a
wiry, humanoid frame that is much slimmer than a
human's. The arms and legs of the manta-kine
consist of flexible tentacles, with a bundle of
smaller, slender tendrils protruding at the tip of
each arm.
Despite the seemingly awkward nature of their
lower limbs, the manta-kine are capable of
slithering across open ground as quickly as a
human. Their bodies are unusually flexible and
nimble, allowing them to handle weapons and tools
with great agility.
Due to their sensitive eyes, manta-kine much prefer
dim lighting, and usually wear loose, hooded robes
to cover their heads and other extremities. The flesh
is a dark, scaly green, with light and dark tan
stripes extending from just above the wide nostrils
to the base of their protruding spine. The female of
the species is smaller and more numerous than the
males. A deep aqua hue distinguishes them from
the males.

Manta-Kine Combat
When travelling outside their hives, the manta-kine
Author: Robert J. Hall. are armed with a glaive that has a hardwood shaft
Manta-Kine, 1st-Level Warrior and a double-pronged tip. The longer barbed prong
Medium Monstrous Humanoid is used to hook or trip an opponent, while the
Hit Dice: 1d8 (4 hp) shorter tip is often fitted with a nasty stinging bulb.
Initiative: +2 For extra protection, woven leather armor is often
Speed: 30 ft. (6 squares) worn under their robes. While less than physically
Armor Class: 16 (+2 Dex, +2 leather armor, +2 imposing overall, the bite of these creatures injects
natural), touch 12, flat-footed 14 a toxin that can completely paralyze smaller
Base Attack: +1/+2 creatures within a few moments.
Attack: Glaive +2 melee (1d10+1); or bite +2
Paralyzing Bite (Ex): The bite of a manta-kine is
melee (1d4+1 plus paralysis)
poisonous. A bit opponent must succeed on a DC
Full Attack: Glaive +2 melee (1d10+1); or bite +2
12 Fortitude save or become paralyzed for 1d3
melee (1d4+1 plus paralysis)
minutes. The save DC is Constitution-based and
Space/Reach: 5 ft./5 ft. includes a +2 racial modifier.
Special Attack:s Paralyzing bite
Special Qualities: Darkvision 60 ft., low-light Spell-Like Abilities: At will―speak with animals
vision, spell-like abilities (snake only, duration 1 minute). Caster level 1st.
Saves: Fort +4 (+6 vs. Poison), Ref +2, Will -1 Skills: Manta-kine have a +2 racial bonus on
Abilities: Str 13, Dex 14, Con 11, Int 10, Wis 9, Disable Device, Open Lock, and Sleight of Hand
Cha 6 checks. They also have a +2 racial bonus on Craft
Skills: Climb +2, Disable Device +4, Jump +3, (Alchemy) checks that are related to poisons.
Open Lock +4, Sleight of Hand +4, Swim +2

86
Manta-Kine Society Maw
The Sissirin dwell in extensive, well-concealed
adobe tunnels in the barren lands. When they mate, Author: Robert J. Hall.
the Sissirin produce batches of eggs that are kept in Large Aberation
a fanatically guarded rookery at the heart of their Hit Dice: 10d8+30 (75 hp)
hive. Despite their nature-based civilization, the Initiative: +3
sissirin possess a sophisticated culture and a highly Speed: fly 20 ft. (average)
centralized, theocratic government. Well versed in Armor Class: 18 (-1 size, -1 Dex, +10 natural),
herbal lore, they have mastered the art of touch 8, flat-footed 18
cultivating different strains of mushrooms and Base Attack/Grapple: +7/+12
fungi for various specialized purposes. Attack: Bite +11 melee (1d8+7)
Their serpentine appearance causes strong reactions Full Attack: Bite +11 melee (1d8+7)
among outsiders, so the manta-kin are justifiably Space/Reach: 10 ft./5 ft.
wary of any strangers. The priesthood often Special Attacks: Improved grab, swallow whole,
cultivates secret spy networks among potential spew
foes, seeking to play enemies against each other. Special Qualities: Planar return, blindsight 60 ft.,
scent
Manta-Kine as Characters Saves: Fort +6, Ref +2, Will +8
Manta-kine leaders tend to be rogues. Manta-kine Abilities: Str 21, Dex 8, Con 16, Int 1, Wis 12, Cha
clerics worship a goddess of shadows and thievery. 7
A manta-kine cleric has access to two of the Skills: Listen +10, Survival +6
following domains: Chaos, Earth, Plant, and Feats: Cleave, Improved Initiative, Power Attack,
Trickery. Most manta-kine spellcasters are adepts. Track
Environment: Underground
Manta-kine possess the following racial traits.
Organization: Solitary
 +2 Dexterity, -2 Charisma. Challenge Rating: 8
 Size Medium. Treasure: No coins, 50% goods (rock only), 50%
 A manta-kine's base land speed is 30 feet. items
 Darkvision out to 60 feet. Alignment: Always neutral
 Low-light vision. Advancement: 11-15 HD (Large); 16-24 (Huge)
 +2 racial bonus on saving throws against Level Adjustment: —
poisons.
 +2 racial bonus on Disable Device, Open The maw is a voracious creature that exists only to
Lock, and Sleight of Hand checks. consume food. It can fly slowly, gliding silently
 +2 racial bonus on Craft (Alchemy) checks about in a search for fresh meat. The body of this
that are related to poisons. strange monstrosity is partly enclosed in an extra-
 +2 natural armor bonus. dimensional pocket that is shaped as the interior of
 Natural Weapons: bite (1d4) a shell. Only the mouth of the creature projects out
 Special Attacks (see above): Paralyzing bite. of this pocket, completely surrounding this
 Special Qualities (see above): Spell-like dimensional portal and providing a gateway
abilities. through which sustenance is passed. Food and
 Automatic Languages: Common, Draconic. water are drawn through this mouth, and the refuse
Bonus Languages: Goblin, Gnoll, Orc, is later passed pack out in an expulsive vomit of
Undercommon. acidic waste.
 Favored Class: Rogue. The mouth has a horrific appearance, consisting of
 Level Adjustment: +1. a large, gaping jaw floating in mid-air. The exterior
is covered in a black, scaly hide with many slender
tactile tendrils about the rim of the mouth. The
The manta-kine warrior presented here has the creature is completely blind, but these tendrils are
following ability scores before racial adjustments: exquisitely sensitive to scent and vibrations,
Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8. allowing the creature to hunt in total darkness.
Advancement The mouth of this beast is lined with row upon row
of triangular fangs dripping with a yellow-hued
In addition to the standard changes due to Hit Dice saliva that constantly drools along the ground. (In
advancement, manta-kine also gain the following spite of the fact that the maw can fly, it can still be
special benefits. tracked due to this drool.) The throat at the center
• The save DC of the paralyzing bite is equal to of the mouth is surrounded by a multitude of
12 + ½ HD + Constitution modifier. twitching tongues which can grasp morsels of food

87
and draw them through to the gullet located in the advancement, maws also gain the following special
extra-planar pocket. benefits.
• The save DC of the spew attack is equal to 10 +
Combat
½ HD + Constitution modifier.
The maw attacks with its bite, seeking to engulf its • 12-17 HD — Spew every 1d4 rounds, twice per
target and swallow a creature whole. It is an almost day.
mindless eating machine, and will attack without • 14-20 HD — Blindsight 90 feet.
thought for tactics. Against creatures too large to • 15-19 HD — Maws have a +4 racial bonus on
swallow, the maw will spew a mass of acidic waste
Survival checks when tracking by scent.
and then seek to escape.
• 16+ HD — The flight speed improves to 30
Planar Return (Ex): If forced back to its native feet. A Maw's interior can hold 4 Large, 16
extra-dimensional pocket as a result of a Medium, 64 Small, or 256 Tiny or smaller
banishment or other effect, the flying mouth-piece opponents.
of the maw can return to a known location in last • 18-23 HD — Spew every 1d4 rounds, three
plane it occupied as a move action. times per day.
Improved Grab (Ex): To use this ability, a maw • 19+ HD — Spew attacks deals 4d8 points of
must hit with its bite attack. It can then attempt to damage (Reflex half).
start a grapple as a free action without provoking • 20+ HD — Maws have a +8 racial bonus on
an attack of opportunity. If it wins the grapple Survival checks when tracking by scent.
check, it establishes a hold and can attempt to • 21+ HD — Blindsight 120 feet.
swallow the foe the following round. • 24 HD — Spew every 1d4 rounds, four times
Swallow Whole (Ex): A maw can attempt to per day.
swallow a grabbed opponent of a smaller size than
itself by making a successful grapple check. Once Mekanoid
inside, the opponent takes 1d8+5 points of damage
plus 4 points of acid damage per round from the Author: Robert J. Hall.
maw's gizzard. A swallowed creature can inflict A mekanoid is a metallic automaton that has been
damage by using a light slashing or piercing melee constructed in the likeness of a living creature. This
weapon (AC 15). However escape is only possible device is powered by magic, but operates primarily
by crawling out through the mouth once the maw is through mechanical artifice. The power source is
slain. A Maw's interior can hold 4 Medium, 16 normally a set of magical crystals placed in a
Small, 64 Tiny, or 256 Diminutive or smaller protected location within the body. These in turn
opponents. drive the gears, drive shafts, pistons, cables, and
Spew (Ex): Once per day the maw can spew a other mechanisms that control the movements of
mass of acidic waste against a single opponent the mekanoid. The automaton is controlled by a
within 15 feet. This attack deals 3d8 points of acid rudimentary command system that is capable of
damage (Reflex DC 18 half). The save DC is following simple instructions or reacting to
Constitution-based. changes. However the intelligence is mostly
Blindsight (Ex): The maw's body is a sensory instinctive in nature, and is based on magic.
organ that can ascertain prey by scent and vibration The mekanoid is normally build to operate in a
within 60 feet. Beyond that range they treat all particular environment. If the base creature had a
targets as having total concealment. Immobilizing a swimming speed, the mekanoid will also operate
maw will reduce this ability to normal Blind-Fight normally in water and is designed not to corrode
(as the feat). If both hearing and smell are also due to leaks. The mekanoids that can fly do so in
negated, the maw is effectively blinded. the same manner as the model creature, but will
Flight (Ex): A maw's body is naturally buoyant. need to operate its wings much more rapidly in
This buoyancy allows it to fly at a speed of 20 feet. order to stay aloft.
This buoyancy also grants it a permanent feather If the base creature is able to emit a substance for a
fall effect (as the spell) with personal range. special purpose, the mekanoid can perform the
Immunities: Maw's are immune to gaze attacks, same action. However the mekanoid must be
visual effects, illusions, and other attack forms that specifically designed to supply this substance. It
rely on sight. may have special ports where the special
Skills: A maw has a +4 racial bonus on Listen alchemical substances are restocked, or a magical
checks. mechanism that performs the same action.

Advancement Sample Mekanoid


In addition to the standard changes due to Hit Dice This example uses a size medium viper snake as the

88
base creature. and once empty the bite will have no toxic effect
until the tank is refilled.
Mekanoid Snake, Medium Viper Deterioration Damage: A mekanoid viper takes
Medium Construct deterioration damage whenever they are dealt
Hit Dice: 2d10+20 (31 hp) normal damage along with a successful critical hit.
Initiative: +3 Mekanoid vipers require maintenance after a year
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. of operation or they will begin to malfunction. The
Armor Class: 18 (+3 Dex, +5 natural), touch 13, type of malfunction is randomly determined.
flat-footed 15 Longer periods of poor maintenance will add
Base Attack/Grapple: +1/+2 further damage until eventually the mekanoid
Attack: Masterwork bite +3 melee (1d4+1 plus eventually becomes inoperative.
poison) and masterwork slam -2 melee (1d4+1) Skills: A mekanoid viper has a +4 racial bonus on
Full Attack: Masterwork bite +3 melee (1d4+1 Hide, Listen, and Spot checks and a +8 racial bonus
plus poison) and masterwork slam -2 melee on Balance and Climb checks.
(1d4+1) A mekanoid viper can always take 10 on a Climb
Space/Reach: 5 ft./5 ft. check, even if rushed or threatened. Mekanoid
Special Attacks: Poison (50 charges) vipers use either their Strength modifier or
Special Qualities: Construct traits, darkvision 60 Dexterity modifier for Climb checks, whichever is
ft., low-light vision, damage reduction better.
5/bludgeoning, deterioration damage A mekanoid snake has a +8 racial bonus on any
Saves: Fort +0, Ref +3, Will +1 Swim check to perform some special action or
Abilities: Str 12, Dex 17, Con —, Int 1, Wis 12, avoid a hazard. It can always choose to take 10 on a
Cha 1 Swim check, even if distracted or endangered. It
Skills: Balance +11, Climb +11, Hide +7, Listen can use the run action while swimming, provided it
+5, Spot +5, Swim +9 swims in a straight line.
Feats: —
Environment: Any Creating a Mekanoid
Organization: Solitary "Mekanoid" is an inherited template that can be
Challenge Rating: 1 applied to any corporeal animal, giant, humanoid,
Treasure: None monstrous humanoid, or vermin referred to
Alignment: Always neutral hereafter as the base creature.)
Advancement: ― It uses all the base creature's statistics and special
Level Adjustment: ― abilities except as noted here.
Size and Type: The creatures’ type changes to
This marvel of gnomish engineering consists of a construct. It loses any subtypes. Size is unchanged.
polished bronze skull attached to a series of jointed
Hit Dice: Drop any Hit Dice from class levels.
segments. The automaton wiggles along much like
Increase all racial Hit Dice to d10s. It gains any
a serpent, with it's unblinking crystal eyes tracking
bonus hit points for its size due to construct traits.
any movements. Unlike a natural snake, this
mechanism lacks any sense of scent. The mekanoid Armor Class: A mekanoid has a natural armor
possesses a rudimentary intelligence that is bonus equal to +4 plus +1 per two Hit Dice, or the
comparable to that of the native viper, but base creature's natural armor bonus, whichever is
somebody familiar with the operation of this device better. It loses any bonus from armor worn by the
can instruct it to perform simple tasks such as base creature, but retains a shield bonus.
guarding a location or killing rodent pests. Base Attack Bonus: A mekanoid has a base attack
bonus equal to ¾ the base creature's racial Hit Dice.
Combat
Attacks: A mekanoid retains all the natural
These constructs attack with a poison bite. Within weapons, manufactured weapon attacks, and
its serrated jaws are a pair of sharp steel needles weapon proficiencies of the base creature. A
that can pierce a boot or tough hide. The needles mekanoid also gains a slam attack. All mekanoid
inject a toxic fluid stored in a bronze tank just weapons are masterwork in quality.
behind the head. The tank holds a maximum of
Damage: Natural and manufactured weapons deal
fifty doses of the poison, and must be periodically
damage normally. If the base creature does not
refilled if it is to retain its lethal bite.
have a slam attack, use the damage values in the in
Poison (Ex): Injury, DC 11 Fortitude save; initial the table below.
and secondary damage 1d6 Con. The mekanoid
viper has 50 doses of venom in an internal tank,

89
Size Slam 1d10 Type of Deterioration Damage
Damage 1 Gear damage reduces all movement modes
Fine — by 5 ft.
Diminutive 1 2 Faulty power regulator reduces Str -2.
Tiny 1 3 A single, non-slam attack mode is lost.
Small 1d3 4 A special attack form is broken.
Medium 1d4 5 A special quality has become inoperative.
Large 1d6 6 Sensor damage reduces Wisdom -5.
Huge 1d8 7 Corrosion damage reduces Dexterity -4.
Gargantuan 2d6 8 Damage to command systems reduce
Colossal 2d8 Initiative -2.
Special Attacks: A mekanoid retains all 9 Fort save bonus reduced -2 due to internal
extraordinary special attacks of the base creature system damage.
that do not require a continuing active metabolism. 0 Broken panels reduce natural armor bonus
These are poison, breath weapon, ink cloud, quills, -3.
slime coating, stench, spores, and swallowing While a construct is not subject to critical damage,
whole. It also gains the following. if any damage is dealt to the mekanoid as a result of
Charges (Ex): If the base creature has one or more the attack, and a successful critical hit is scored,
extraordinary special attacks that require a then it also deals deterioration damage.
continuing active metabolism, then the mekanoid Saves: Bonus saves are +1/3 HD.
has a fixed number of charges that can be used to Abilities: A mekanoid's Strength increases by +4, it
perform the same standard action. A mekanoid will has no Constitution score, and its Intelligence and
be built with 50 charges of the required substance. Charisma change to 1.
These charges will need to be periodically
Skills: Mekanoids lose any skills the base creature
restocked, or the mekanoid will be unable to use
gained through skill points. However the mekanoid
the special attack.
retains any racial skill bonuses of the base creature.
Special Qualities: A mekanoid retains all
Feats: Mekanoids have no feats.
extraordinary special qualities except those
requiring a continuing active metabolism. These Environment: Any.
are adhesive, ink cloud, slippery, fast healing, Organization: Solitary.
regeneration, and any that involve eating, sleeping, Treasure: None.
or breathing. It also gains the following.
Level Adjustment: —
Damage Reduction (Ex): 5/bludgeoning (if HD 11
or less) or 10/bludgeoning (if HD 12 or more). Construction
Deterioration (Ex): Mekanoids require periodic Usually gnomish master artificers create a
maintenance or they will begin to malfunction. If a mekanoid, although other races are capable of
mekanoid has been kept operation and has not been learning the craft. Construction of a new mekanoid
regularly maintained for at least year, roll on the requires a successful Craft (artifice) skill check at
following 1d10 on the following table to determine DC 25 + CR of base creature. It also requires a
the type of damage. Longer periods of poor suitably equipped laboratory, appropriate building
maintenance will add further damage until the materials, rare crystals, long periods of tinkering,
mekanoid ultimately becomes inoperative. If a and the assistance of highly skilled smithies and
particular type of deterioration damage does not experts in the arcane.
apply, roll on the table again. The required materials have a base cost 500gp plus
100gp times the CR rating of the base creature
multiplied by itself. Thus a mekanoid modeled on a
creature with a CR of 3 has a base cost of 500 +
(100 x 3 x 3) = 1,400gp. Once a mekanoid has been
constructed, duplicates can then be built with a
successful Craft (artifice) skill check at DC 15 +
CR of base creature.

90
Midden Shambler freedom of movement spell. This ability is constant
and can not be suppressed or dispelled.
Author: Robert J. Hall. Scent Magic (Su): A midden shambler can sense
Huge Construct magic as an odor, and can ignore its own scent or
Hit Dice: 6d8+30 (57 hp) the stench of garbage when smelling for magic.
Initiative: -3
Speed: 20 ft. (4 squares) Advancement
Armor Class: 15 (-2 size, -3 Dex, +10 natural), In addition to the standard changes due to Hit Dice
touch 5, flat-footed 15 advancement, midden shamblers also gain the
Base Attack/Grapple: +4/+21 following special benefits.
Attack: Slam +11 melee (1d8+13) • The save DC of the trample attack is equal to 10
Full Attack: Slam +11 melee (1d8+13) + ½ HD + Strength modifier.
Space/Reach: 15 ft./10 ft. • Spell resistance equal to creature's HD + 10
Special Attacks: Trample 1d8+13 (maximum 30).
Special Qualities: Construct traits, damage • 8+ HD — Gain the ability to track magic by
reduction 5/fire, spell resistance 16, freedom of scent as the Track feat.
movement, darkvision 60 ft., low-light vision, scent • 12-17 HD — +2 racial bonus to Wisdom (or
magic Survival) checks to follow magic by scent.
Saves: Fort +7, Ref -1, Will +2 • 15+ HD — Damage reduction 10/fire.
Abilities: Str 28, Dex 5, Con 21, Int —, Wis 10, • 18 HD — +4 racial bonus to Wisdom (or
Cha 1 Survival) checks to follow magic by scent.
Skills: —
Feats: —
Environment: Temperate plains Mortslayer
Organization: Solitary
Author: Robert J. Hall.
Challenge Rating: 5
Medium Undead
Treasure: No coins; no goods; double items
Hit Dice: 4d12 (26 hp)
Alignment: Always neutral
Initiative: +0
Advancement: 7-10 HD (Large); 11-18 HD
Speed: 30 ft. (6 squares)
(Huge)
Armor Class: 19 (+4 chain shirt, +5 natural), touch
Level Adjustment: —
10, flat-footed 19
Base Attack/Grapple: +2/+5
These rare creatures are formed by an unusual Attack: Claw +6 melee (1d4+4 plus disruption)
combination of circumstances, when components Full Attack: 2 claws +6 melee (1d4+4 plus
of failed magical experiments are disposed in a disruption)
heap of trash. The lingering magical elements Space/Reach: 5 ft./5 ft.
combine with the essence of the surrounding Special Attacks: Spell-like abilities, disruption
garbage to form an unintended construct. Special Qualities: Darkvision 60 ft., damage
The midden shambler seeks an essence that is reduction 5/magic, +2 turn resistance, undead traits
missing from their form, usually a potent type of Saves: Fort +1, Ref +1, Will +8
magic. They are able to sense magical power, and Abilities: Str 16, Dex 10, Con -, Int 9, Wis 14, Cha
are drawn to the strongest concentration in the 5
vicinity. They will merge magical objects into their Skills: Hide +4, Listen +8, Move Silently +2,
form with a ravenous hunger, but their crippled Search +2, Spot +8
nature makes them incapable of repairing their Feats: Iron Will, Weapon Focus (claw)
innate flaws. Environment: Any
A midden shambler weighs around 20,000 pounds. Organization: Solitary
Challenge Rating: 3
Combat Treasure: None
A midden shambler attacks by battering its foes Alignment: Usually lawful good
with its great bulk, crushing opponents underneath Advancement: 5-8 HD (Medium) 9-13 HD
its massive body. (Large)
Level Adjustment: ―
Trample (Ex): Reflex half DC 17. The save DC is
Strength-based.
Freedom of Movement (Sp): A midden shambler These beings are formed from the corpses of
is unimpeded by hindrances to movement, individuals who had fanatically dedicated their life
including grapple checks, as though affected by a to hunting undead. They appear vaguely as they did

91
in real life, possessing a skeletal body filled in with • 11+ HD — Disruption deals 2d6 points of
the hallow earth from a graveyard and coated with damage to undead.
blackened, dead moss. The mortslayer is incapable • 13 HD — Add 1/day—undeath to death to
of vocalizations, emitting only a grating sound spell-like abilities
from their jaws.
The mortslayer retains sufficient sentience from its Necrotic Brain
previous existence that it is able to continue its
function of hunting down and slaying undead. Author: Robert J. Hall.
However it lacks the creative abilities and potential Tiny Undead
for higher learning of a living being. Hit Dice: 2d12 (13 hp)
The mortslayer has little understanding of its own Initiative: +0
undead state, believing that it is actually an Speed: ―
elevated servant of some higher power that is Armor Class: 22 (+2 size, +10 natural), touch 12,
dedicated to ridding the world of wandering or flat-footed 22
corrupt spirits. They are incapable of Base Attack/Grapple: ―/―
comprehending the irony of their own existence Attack: ―
and its contradictory purpose. Mortslayer are Full Attack: ―
solitary beings and will not accept aid unless it is Space/Reach: 2-½ ft./0 ft.
directed at destroying undead. Special Attacks: Psionics
Special Qualities: Darkvision 60 ft, telepathy 100
Combat ft., limited senses, undead traits
Although they retain the knowledge of how to Saves: Fort +0, Ref +0, Will +4
wield weapons, the mortslayer prefer to fight Abilities: Str ―, Dex ―, Con ―, Int 6, Wis 13,
unarmed in order to use their divine power to Cha 12
disrupt undead opponents. However they often Skills: Gather Information +2, Spot +5
wear armor, typically an old and battered shirt of Feats: Alertness
chain mail. The mixture of loam and bone that Environment: Any
forms their body also makes them difficult to Organization: Solitary
damage. Challenge Rating: 1
Disruption (Su): Each time a mortslayer hits an Treasure: None
undead with a claw attack, it draws away negative Alignment: Always neutral
energy that deals an additional 1d4 points of Advancement: 3-7 HD (Tiny)
damage to undead opponents (no save). The Level Adjustment: ―
mortslayer is also cured of damage equal to half the
amount of negative energy it removed by The first necrotic brain was created by Nalryu the
disruption. mad, a little known necromancer that dwelled in a
Spell-Like Abilities: At will—detect undead. huge tower of bones on an extra-dimensional plane.
3/day-bless, hide from undead, protection from Bereaved over the unfortunate death of his twin
evil. Caster level 4th. sister Natalie, Nalryu preserved her corpse by
means of a temporal stasis spell. He then devised a
Advancement tough, transparent bell jar in which to preserve her
In addition to the standard changes due to Hit Dice brain, his first step toward constructing a golem to
advancement, mortslayers also gain the following house her form.
special benefits. The small container was constructed from a
• The caster level of the spell-like abilities is magical barrier with a hole in the base. The
equal to the Hit Dice. transparent container holds a clear, oily
• 5+ HD — Add 1/day—cure serious wounds preservative liquid in which the brain and the
(undead only) to spell-like abilities. attached eyes can turn about at will. The container
• 6+ HD — Add 3/day—disrupt undead to spell- was sealed with a base that magically preserves the
like abilities. floating brain by means of a permanent gentle
• 7-10 HD — Disruption deals 1d8 points of repose spell. Finally the brain was revived with a
damage to undead. unique necromantic ritual researched by Nalryu.
• 8+ HD — Add 3/day—halt undead to spell-like Unfortunately the results did not work out to the
abilities. satisfaction of Nalryu, and the brain of his sibling
• 9+ HD — Turn resistance improves to +4. was revived only as a partially functional mass of
• 10+ HD — Add 1/day—cure critical wounds necrotic flesh. While much of the knowledge and
(undead only) to spell-like abilities. mental abilities of the psion Natalie remained, she

92
was incapable of personal growth and lacked an Nemesis
essential spark of higher intelligence. As such she
was generally capable only of following Author: Robert J. Hall.
instructions, and could not remember anything Large Aberration
significant for longer than a few weeks. Hit Dice: 40d8+520 (700 hp)
Since that time others have managed to reproduce Initiative: +13
the experiment of Nalryu, creating necrotic brains Speed: 10 ft. (2 squares), 5 ft. burrow
from the minds of deceased psions. Unlike Nalryu, Armor Class: 39 (-1 size, +9 Dex, +21 natural),
however, these later necromancers had altogether touch 18, flat-footed 30
different motivations. The necrotic brains make Base Attack: +30/+49
perfect servants for their masters. They never sleep; Attack: Claw +44 melee (1d6+15 plus poison)
are almost mindlessly loyal, and maintain many of Full Attack: 2 claws +44 melee (1d6+15 plus
their original psionic powers. As such they are ideal poison) and bite +42 melee (2d6+7)
watchdogs and companions of their necromancer Space/Reach: 10 ft./10 ft.
masters. Special Attacks: Life drain, poison, trample
5d6+15
Combat Special Qualities: Darkvision 60 ft., cold and fire
The necrotic brain is a somewhat dull-witted resistance 20, damage reduction 15/magic and
undead, but still capable of employing portions of 10/electric, crushing mass, improved invisibility,
its former psionic powers. It will use these powers immunities, nihilistic, psionics, regeneration 2,
to observe the surroundings and to defend its scent
master. Saves: Fort +26, Ref +19, Will +27
Psionics (Sp): At will―detect thoughts, mage Abilities: Str 41, Dex 18, Con 36, Int 15, Wis 21,
hand, see invisibility. 3/day–charm person (DC Cha 14
12), clairaudience/clairvoyance, suggestion (DC Skills: Climb +18, Listen +36, Search +16,
14). Caster level 6th. The save DCs are Charisma- Spellcraft +18, Spot +36, Survival +22
based. Feats: Alertness, Cleave, Combat Reflexes,
Limited Senses (Ex): The only surviving sense of Endurance, Improved Initiative, Improved Overrun,
the necrotic brain is sight. It can not perform Listen Lightning Reflexes, Power Attack, Great Cleave,
checks. Any communication must be through Multiattack, Track
telepathy or with physical gestures. Environment: Any
Organization: Solitary
Advancement Challenge Rating: 56
In addition to the standard changes due to Hit Dice Treasure: None
advancement, necrotic brains also gain the Alignment: Always chaotic evil
following special benefits. Advancement: ―
Level Adjustment: ―
• 3+ HD — Add 3/day—detect thoughts to spell-
like abilities.
• 4+ HD — Add 3/day—daze monster to spell- This primordial slayer has lain dormant for
like abilities. millennia, awaiting the next call to go forth and
• 5+ HD — Add 1/day—hold person to spell-like extinguish more life. Few know of the existence of
abilities. this nihilistic horror, and none that now live know
• 6+ HD — Add 1/day—arcane sight to spell- of his origins. Once set upon a task, he will
like abilities. relentlessly pursue a victim using all the powers
• 7 HD — Add 1/day— and guile at his disposal, until he has extracted any
clairvoyance/clairaudience to spell-like remaining life force. Unless promptly given a new
abilities. task, nemesis with slay and destroy with wanton
abandon.
When rendered visible, the nemesis has a tapered,
serpentine body, with four oversized arms, each
tipped with two long, non-retractable force blades.
His face is little more than a beaked mouth
surrounded by tentacles, the inner side of which is
covered in suction cups. Protruding wedges to
either side of the head house the primary sense
organs. A spiked fin runs from the back of the head
to just past his armored torso, protecting the neck.
The body is a dark metallic color, with a light gray

93
sheen across the belly. Nepalope
Combat Author: Robert J. Hall.
The nemesis will allow no distractions to prevent it Large Magical Beast (Earth)
from slaying its designated foe. Any living being Hit Dice: 4d10+8 (30 hp)
that approaches the nemesis will find its life force Initiative: +2
being drained away. Anything that gets in the way Speed: 50 ft. (10 squares)
of the slowly moving nemesis will be crushed Armor Class: 21 (-1 size, +2 Dex, +10 natural),
underneath its metallic bulk. The nemesis will touch 11, flat-footed 19
ruthlessly dismember the target with its deadly Base Attack/Grapple: +4/+12
force blades, and will continue to slice the victim Attack: Horns +8 melee (1d8+6)
apart until little more than a pile of ground flesh Full Attack: Horns +8 melee (1d8+6)
remains. Those who escape with only minor Space/Reach: 10 ft./5 ft.
injuries will still suffer from the potent toxin in its Special Attacks: Powerful charge
claws. Special Qualities: Darkvision 60 ft., damage
Life Drain (Su): The nemesis continually drains reduction 10/sonic, immune to disease, poison, and
the life energy from any beings in the immediate death effects, low-light vision, stone body
area. Everything within a 20 ft. radius receives one Saves: Fort +6, Ref +6, Will +3
negative level (Fort remove DC 30). Within 10 ft. Abilities: Str 19, Dex 15, Con 14, Int 8, Wis 14,
of the nemesis everything receives two negative Cha 15
levels. (Fort half 30). Skills: Balance +12, Jump +12, Listen +5, Spot +5
Poison: Injury, Fortitude DC 43; initial damage Feats: Alertness, Weapon Focus (horns)
2d6 Constitution, secondary damage 2d4 Strength. Environment: Temperate mountains
The save DC is Constitution-based. Organization: Solitary
Trample (Ex): Reflex half DC 35. The save DC is Challenge Rating: 4
Strength-based. Treasure: Standard
Alignment: Always lawful neutral
Crushing Mass (Ex): The nemesis has a compact Advancement: 5-9 HD (Large)
body that has a density almost equal to that of lead. Level Adjustment: ―
It will quickly smash any light structures that are
not build to carry a weight of at least 20,000 lbs.
Immunities (Ex): The nemesis is immune to This magnificent mythical being most closely
energy drain, poison, sleep, disease, or death from resembles a giant mountain ram, with a pearly-
massive damage. It has no need to eat, drink, sleep, white marble body, tough crystalline horns,
or breathe. diamond-hard hooves, and deep green crystals that
serve as eyes. A long mane of silky, black fibers
Greater Invisibility (Ex): The body of the nemesis flows the full length down the creature's back to its
continually warps the light around it. A nemesis tail. The legs of the nepalope are both powerful and
remains invisible even when it attacks. This ability nimble, allowing the beast to leap gracefully across
is constant and can not be suppressed by the the most hazardous terrain. The nepalope is able to
nemesis. communicate in the common tongue, so they will
Nihilistic (Ex): Once per hour that the nemesis sometimes converse with those they do not find
remains without a designated target, it must make a threatening.
DC 20 Will save or begin running amuck, It is a legend among certain mountain tribes that a
destroying everything in sight and slaying nepalope is a sacred, immortal being that guard
whomever it meets. It will begin roving randomly, places of great power. The creatures are quite rare
dealing death and destruction to whatever it finds. in most parts of the world, however, so few can
Only a being that knows the true name of the attest to the truth of the matter.
nemesis is able to designate a new target.
Psionics (Sp): At will-detect psionics, dimensional Combat
slide, clairaudience/clairvoyance, forced mindlink The nepalope is not especially aggressive and will
(DC 32); 1/day-metafaculty, plane shift. Effective normally seek to avoid combat. Only if it is
caster level 19th. The save DC is Charisma-based. protecting a site will it attack an intruder who does
Attack/Defense Modes (Sp): Empty Mind, Thought not heed its warnings and steer clear. It attacks with
Shield. its tough, crystalline horns.
Regeneration (Ex): Electricity and exotic forms of Powerful Charge (Ex): A nepalope deals 2d8+12
radiation deal normal damage to a nemesis. points of damage when it charges.
Stone Body (Ex): As the body of the nepalope is

94
formed of stone, stone-affecting spells or powers Alignment: Usually lawful neutral
can target it. Advancement: By character class
Skills: Nepalopes receive a +8 racial bonus to Level Adjustment: +1
Balance and Jump checks.
Advancement Nublings are a short, compact race of humanoids
that resemble cute and somewhat stocky human
In addition to the standard changes due to Hit Dice youngsters, roughly three feet in height. They have
advancement, nepalope also gain the following a dense coat of curly, banded-golden hair; amber or
special benefits. deep-emerald cat-like eyes; heavy limbs; and large,
• 5+ HD — Gain Sacred Guardian (Su): While four-digit extremities. The head is very human in
defending a holy site or a place of powerful appearance, although the eyes and diamond-shaped
magic within 1 mile, a nepalope gains a +2 ears are larger than would be expected.
enhancement bonus to any saving throws. The Most nublings encountered outside their
nepalope does not need to eat or sleep while communities are warriors.
defending such a site.
• 6-8 HD — Horns gain +1 enhancement bonus Combat
to attack and damage rolls. For weaponry, tribal warriors favor the light
• 7 HD — +2 racial bonus on saving throws crossbow, slings, circlet mace, or a light lance.
against paralysis and sleep effects. Their nimble fingers can manufacture a very fine
• 8 HD — Gain fast healing 2 while in contact studded leather armor and they usually carry a
with stone. round shield bearing a symbol of interlocking
• 9 HD — Horns gain +2 enhancement bonus to circles. Mounted patrols are usually seen ranging
attack and damage rolls. well in advance of approaching nubling tribal
columns, searching out potential threats or trade
Nubling opportunities. The close link between nublings and
their mounts make them effective cavalry, despite
Author: Robert J. Hall. their diminutive size.
Nubling, 1st-Level Warrior Wild Empathy (Ex): This power works like the
Small Humanoid (Nubling) druid's wild empathy class feature, except that the
Hit Dice: 1d8-1 (3 hp) nubling has a +4 racial bonus on the check with
Initiative: +2 domestic animals.
Speed: 20 ft. (4 squares) Empathic Link (Su): If a nubling has a Charisma
Armor Class: 18 (+1 size, +2 Dex, +3 studded of 12 or greater, he can forge a mental bond with
leather, +1 small shield, +1 natural), touch 13, flat- his mount. This power works like the sorcerer's
footed 16 empathic link with his familiar, except the range is
Base Attack/Grapple: +1/-3 equal to the nubling's Charisma modifier in miles.
Attack: Heavy mace +1 melee (1d6); or light It requires a full month of steady contact with a
crossbow +3 melee (1d6) trained mount to form this link, and once forged the
Full Attack: Heavy mace +1 melee (1d6); or light link can not be broken or replaced until either the
crossbow +3 melee (1d6) nubling or his mount are slain.
Space/Reach: 5 ft./5 ft.
Skills: Nublings have a +2 racial bonus on
Special Attacks: ― Appraise and Craft checks that are related to wood
Special Qualities: Low-light vision, cold or plant products. Due to their fur covering, they
resistance 5, wild empathy, empathic link gain a +4 racial bonus to Hide checks in areas of
Saves: Fort +1, Ref +2, Will -1 tall grass or heavy undergrowth. (*This bonus is
Abilities: Str 10, Dex 15, Con 9, Int 10, Wis 8, Cha not factored into the statistics above.)
13
Skills: Craft (carpentry) +3, Handle Animal +2, Nubling Society
Hide +5*, Ride +5 The tribes of nublings constantly travel the rolling
Feats: Mounted Combat central plains in small wooden wagons. These
Environment: Temperate plains compact vehicles are the products of generations of
Organization: Team (2-5 with riding dogs), patrol nubling craftsmen who have mastered every detail
(5-20 plus 2 3rd-level squad leaders and 1 leader of of wagon building. Bleached animal hides,
3rd-5th level with riding dogs), or troop (20-40 with cunningly sewn together and dyed to provide
riding dogs plus 1 3rd level squad leader per 10 camouflage, cover the wooden sides. The hides also
adults, 4 5th-level patrol leaders, a 7th level wohma) serve as water carriers, providing fire protection
Challenge Rating: 1 when punctured. When attacked, the wagons can be
Treasure: Standard

95
circled to form a nearly impregnable laager, and the — +2 racial bonus on Appraise checks that are
nublings can move around inside the ring through related to wood or plant products.
the sealed wagon tunnel to pick off their foe from — +2 racial bonus on Craft checks that are related
arrow slits. to wood or plant products.
The wagons are towed by mastallions, a special — +4 racial bonus to Hide checks in areas of tall
hybrid of mastiff and small plains horse. (Treat as a grass or heavy undergrowth. *This bonus is not
war-trained riding dog.) A mastallion stands as tall factored into the statistics above.
at the shoulder as the largest nubling, and is more — Special Qualities (see above): wild empathy,
than strong enough to serve as a mount. In addition empathic link.
to being reasonably intelligent, the mastallion share — Automatic Languages: Common, Nubling.
a special bond with their nubling masters. Bonus Languages: Gnome.
Each year the nublings migrate between the alpine — Favored Class: Rogue.
grasslands and the warmer southern lowlands. They — Level Adjustment: +1.
bring along their goats and other domesticated
animals to provide food, clothing, and other useful The nubling warrior presented here had the
items. The nublings are also master traders, following ability scores before racial adjustments:
carrying all sorts of scarce goods across the Str 12, Dex 13, Con 9, Int 10, Wis 8, Cha 11.
dangerous plains.
The spiritual beliefs of the nublings are based on
the ring, representing the circle of life, the seasons,
Nulyani
and the ebb and flow of daily events. The Author: Robert J. Hall.
traditional greeting of the tribes has all concerned Nulyani 1st-level Aristocrat
locking hands to form a circle, then exchange Medium Humanoid
words of greeting, friendship, and good fortune. Hit Dice: 1d8-1 (3 hp)
The shamanistic magic of the nublings is based on Initiative: +1
the circle, as represented by a ring of worshippers. Speed: 30 ft. (6 squares)
Each tribe has a Wohma, the head shaman-cleric, Armor Class: 13 (-1 Dex, +2 leather, +1 light steel
who has mastered the arts of the five circles. His shield, +1 natural), 9 touch, 13 flat-footed
temple wagon unfolds to form a ring-shaped Base Attack/Grapple: +0/+1
church, with the sacred altar of stone placed in the Attack: Scimitar +2 melee (1d6+1/18-20) or
exact center. The wagons of the tribe are then dagger -1 ranged (1d4+1/19-20)
arranged around the temple to form an outer ring. Full Attack: Scimitar +2 melee (1d6+1/18-20) or
Nublings, especially those of higher rank, wear an dagger -1 ranged (1d4+1/19-20)
inordinate amount of jewelry, often to the point of Space/Reach: 5 ft./5 ft.
gaudiness. They especially prefer ring-shaped Special Attacks: Mind daze
ornaments, such as bracelets, earrings, finger rings, Special Qualities: Psionics, telepathy 100 ft.
etc. They wear little else in the way of garb, other Saves: Fort -1, Ref +1, Will +2
than that required to protect their modesty or ward Abilities: Str 12, Dex 9, Con 8, Int 13, Wis 8, Cha
against the elements, the better to show off their 13
finery. Skills: Bluff +3, Diplomacy +8, Gather
Information +2, Handle Animal +3, Intimidate +6,
Nublings as Characters Knowledge (psionics) +4, Sense Motive +4.
Nubling leaders tend to be rogues, rangers, or Feats: Weapon Focus (scimitar)
adepts. Nubling clerics worship a nature god and Environment: Temperate plains
can choose any two of the following domains: Organization: Squad (2-4), company (5-8 plus 11-
Animal, Plant, Sun, and Travel. Nubling spell- 20 humans and 1 leader of 3rd-5th level), or band
casters are normally adepts. (20-31 plus 40-80 humans plus 1 3rd-level sergeant
Nublings possess the following racial traits. per 10 humans, 3 5th-level lieutenants, and 2 7th-
— -2 Strength, +2 Dexterity, +2 Charisma. level captains)
— Small size: +1 bonus to Armor Class, +1 bonus
Challenge Rating: 1
Treasure: Standard
on attack rolls, +4 bonus on Hide checks, -4
Alignment: Usually lawful neutral
penalty on Grapple checks, lifting and carrying
limits ¾ those of Medium characters. Level Advancement: +1
— A nubling's base land speed is 20 feet.
— Low-light vision. The nulyani are the product of a breeding
— Cold resistance 5. experiment by an evil and monstrous race of
— +1 natural armor bonus. psionic beings. Due to their exotic physiology and

96
characteristics, it was all but impossible for these The nulyani are naturally aristocratic in nature, and
ancestral creatures to be able to successfully breed they employ their intuitive social and psionic
with humanoid creatures. However, the powerful talents to elevate their status in human society.
psionic abilities of their elder-brain can utilize a Most maintain a loose connection with their own
female humanoid as a vessel to form a bizarre kind, using their psionic abilities to coordinate
cross-breed. Exactly how this is performed is a activities for their mutual benefit. Nulyani willingly
closely held secret, and in most cases the resulting mate with mundane humans, but they are expected
offspring is still born or infertile. Occasionally, to produce offspring with a fellow nulyani through
however, the offspring survives and can breed true. secret dalliances. These purebred offspring are
The result is a humanoid creature with some provided with special benefits and privileges, and
psionic abilities, but less capable and so still fully are given typically higher social status over
subject to control by the ancestral race. mundane human cross-breeds.
Nulyani closely resemble humans, and display only Nulyani as Characters
a few of the facial features of their ancestors.
Instead of hair, however, their head is covered by a Most higher rank nulyani leaders are Psions or
mat of thick, waving tendrils. Their flesh bears a occasionally Psychic Warriors. A nulyani cleric has
hint of grayish hue, and lacks the pigmentation or access to two of the following domains:
ability to tan of normal humans. Unfortunately their Knowledge, Law, Travel, or Trickery.
abnormal origins has produced an unhealthy Nulyani characters possess the following racial
physiology that is more susceptible to disease and traits.
injury. — +2 Charisma, -2 Constitution.
Combat — Medium size.
— A nulyani's base land speed is 30 feet.
Nulyani are bred for command and prefer to use — Weapon Proficiency: nulyani are automatically
mundane creatures to perform their dirty work
proficient with scimitar.
while they employ psionic abilities to weaken their
— +1 natural armor.
foes. When attacking from ambush they will
— Special Attacks (see above): Mind daze,
employ their mind daze attack, then command their
underlings to charge forward. psionics.
— Special Qualities: Telepathy 100 ft.
Mind Daze (Sp): This attack is a cone 60 feet long. — +2 racial bonus on Diplomacy and Intimidate
Anyone caught in this cone must succeed at a DC checks.
13 Will save or lose their next action. The save DC — Favored Class: Psion.
is Charisma-based. This ability is equivalent to a
— Level Adjustment: +1.
2nd-level spell.
Psionics (Sp): At will―daze (typical save DC 13),
disguise self, and mage hand. 1/day―charm The nulyani aristocrat presented here had the
person (typical save DC 14), dimension door. following ability scores before racial adjustment:
Caster level equals the nulyani's class levels. The Str 12, Dex 9, Con 10, Int 13, Wis 8, Cha 11.
save DC is Charisma-based and include a +2 racial Challenge Rating: Nulyani with levels in NPC
modifier. classes have a CR equal to their character level.
Skills: A nulyani has a +2 racial bonus on Nulyani with levels in PC classes have a CR equal
Diplomacy and Intimidate checks. to their character level +1.
Nulyani Society
These beings were deliberately bred as a tool to
expand the influence of their psionic ancestors into
surface settlements. Surprisingly, such a bizarre
cross-breed can possess many of the tendencies of
its humanoid parent, and it only rarely displays the
evil and sadistic tendencies of their other ancestry.
When raised in a community of their creators, the
nulyani is trained to abject obedience. Any
tendencies toward rebellion are stamped out of its
mind, and it becomes a tool for controlling large
communities of slaves. If a nulyani is raised away
from the influence of their creators, however, it can
become a fully independent being with a will of its
own.

97
Advancement: By character class
Level Adjustment: ―

A recent arrival in the underground realm is this


bizarre, floating creature. Its body consists of a
bald, hairless humanoid head with a thick bundle of
wriggling, fleshy tentacles hanging below the neck.
These flexible tentacles are as nimble as hands,
and are capable of tool use or wielding a weapon.
The nuthril has potent psionic abilities and moves
about by levitating its body through psychokinesis.
As it was been created for existence in darkness, it
possesses the darkvision of many underground
denizens.
The origins of this species remain a mystery, even
to themselves. However they periodically receive
telepathic instructions from a being that calls itself
the Watcher. They are uncertain if this being is an
unknown god, or simply a very powerful psionic
creature.
Nuthril speak Undercommon.
Combat
Nuthril prefer to fight from a distance, using their
psionic abilities. If pressed into melee combat, a
nuthril lashes its enemies with the thick tentacles
Nuthril hanging from its head, draining psychic energy.
Psionics (Sp): At will–animate rope, charm
Author: Robert J. Hall. person (DC 13), command (DC 13), detect
Tiny Aberration thoughts (DC 14), hold portal, mage hand,
Hit Dice: 6d8-6 (21 hp) open/close. 3/day–lesser confusion (DC 13), deep
Initiative: +7 slumber (DC 15), hold person (DC 15), and
Speed: 5 ft. (1 square), fly 30 ft. (good) suggestion (15). Effective caster level 6th. The save
Armor Class: 15 (+2 size, +3 Dex, +2 natural), DCs are Charisma-based.
touch
Psychic Drain (Ex): An opponent struck by the
Base Attack/Grapple: +4/-4
tentacle lash of a nuthril must succeed on a DC 15
Attack: Tentacle lash +9 melee (1d2 and drain)
Willpower save or be stunned for 1d4 rounds. The
Full Attack: Tentacle lash +9 melee (1d2 and
save DC is Charisma-based.
drain)
Space/Reach: 2-½ ft./0 ft. Flight (Ex): A nuthril’s body is levitated by
Special Attacks: Psionics, psychic drain psychokinetic powers. This allows it to fly at a
Special Qualities: Darkvision 90 ft., spell speed of 30 feet. This ability also grants it a
resistance 21, flight, telepathy 100 ft. permanent feather fall effect (as the spell) with
Saves: Fort +1, Ref +5, Will +8 personal range as long as it remains conscious.
Abilities: Str 11, Dex 16, Con 9, Int 12, Wis 16, Skills: Nuthril receive a +2 racial bonus to Escape
Cha 15 Artist and Move Silently checks.
Skills: Concentration +10, Escape Artist +7, Hide
+6, Listen +6, Move Silently +7, Spot +6, Survival Nuthril Society
+6 Nuthril are very social creatures, and prefer to
Feats: Alertness, Improved Initiative, Weapon dwell in tight, well-defended communities where
Finesse they are safe from their enemies. As they have little
Environment: Underground need for garb or shelter from the elements, nuthril
Organization: Solitary, pair, bunch (3-5), or pack wear no clothing or adornments. However they will
(6-20, plus a 3rd-level leader). often decorate themselves with facial markings or
Challenge Rating: 4 tattoos. These are used to denote the particular
Treasure: No coins; double goods; standard items tribal affiliation.
Alignment: Usually lawful neutral The constant threat posed by underdark foes has

98
caused the nuthril societies to emphasize discipline They always appear female, but the individuals
and order, and they fight together in well-organized vary. Most are described as having pale skin and
groups. Their telepathic abilities allow them to golden hair, but others are described as having skin
function as a very effective team, and they are far colors from white, to dark tan, to sea foam blues
more effective than their individual powers might and greens. Her hair also can range from blonde, to
indicate. dark brunette, to varying shades of blue, green and
coral pink. Also some water nymphs are described
Advancement as having the legs of a mortal woman or even the
In addition to the standard changes due to Hit Dice fins of a mermaid.
advancement, nuthril also gain the following Naiads occupy fresh water bodies, such as streams,
special benefits. rivers, lakes and such. Even a small brook or marsh
• The caster level of the spell-like abilities is can contain a naiad.
equal to the Hit Dice. Historically nereids were believed to be the
• Spell resistance equals creature's HD + 15 daughters of Nereus who resides in the
(masimum 35). Mediterranean Sea and were said to helpful to
• The save DC of the psychic drain attack is equal sailors during storms.
to 10 + ½ HD + Charisma modifier. Typically shy and reclusive, these nymphs will
approach sailors and water traveling mortals if they
Nymph, Sea feel that they mean them no harm. While they
loathe to physically attack they do have a number
Author: The Netbook of Witches team. of supernatural abilities to call on if needed. They
Medium Fey (Aquatic) are actually fond of mortals, just wary of them. If
Hit Dice: 6d6 (21 hp) the mortal meets with their approval they will
Initiative: +1 attempt to seduce him. Unless the potential male
Speed: 20 ft. (4 squares), swim 40 ft. can breath underwater, the mating process usually
Armor Class: 16 (+2 Dex, +4 deflection), touch kills the mortal via drowning. It should be noted
16, flat-footed 14 that this doesn't make the nymph evil, but rather
Base Attack/Grapple: +3/+3 compelled by her own desires for mating. The
Attack: Dagger +6 melee (1d4/19-20) offspring of a water nymph and a human (or
Full Attack: Dagger +6 melee (1d4/19-20) humanoid) is always another water nymph.
Space/Reach: 5 ft./5 ft. Like dryads, naiads and nereids are linked to their
Special Attacks: Blinding beauty, spells, spell-like body of water. If their stream, lake or sea were to
abilities, unearthly beauty dry up, it would kill the nymphs linked with it.
Special Qualities: Darkvision 60 ft., unearthly
Water nymphs speak Aquan and Common.
grace, water dependent
Saves: Fort +2, Ref +7, Will +10 Combat
Abilities: Str 10, Dex 15, Con 10, Int 16, Wis 17, Naiads and nereids will avoid combat whenever
Cha 19 they can, preferring to swim away. They do have
Skills: Concentration +6, Craft or Knowledge (any some supernatural abilities to aid them when
one) +9, Escape Artist +9, Handle Animal +9, Heal needed. The prepared spells of a sea nymph are
+11, Hide +11, Listen +13, Move Silently +11, native to the underwater environment. Not flame
Sense Motive +9, Swim +17, Spot +13 blade, for example.
Feats: Ability Focus (unearthly beauty), Alertness,
DodgeB, Iron Will Blinding Beauty (Su): This ability affects all
Environment: Temperate aquatic (naiad in fresh humanoids within 30 feet of the water nymph.
water; nereid in salt water) Those who look directly at the nymph must succeed
Organization: Solitary at a DC 17 Fortitude save or be permanently
Challenge Rating: 7 blinded as though by the blindness/deafness spell.
Treasure: Standard The nymph can suppress or resume this ability as a
Alignment: Usually chaotic (mostly good, some free action. The save DC is Charisma-based.
neutral) Unearthly Beauty (Su): Once every 10 minutes as
Advancement: 7-12 HD (Medium) a normal action, a water nymph can activate this
Level Adjustment: +7 ability lasting a full round. Those within 30 feet
who look directly at the water nymph must succeed
at a DC 19 Will save or die. The save DC is
Naiads and nereids are fresh and salt water nymphs Charisma-based and includes a +2 bonus from the
respectively. Like the nymphs of the forest, these Ability Focus feat.
water nymphs are nature's personification of the
beauty, grace and mystery of the sea. Unearthly Grace (Su): A nymph adds her

99
Charisma modifier as a bonus on all her saving Orc
throws, and as a deflection bonus to her Armor
Class. (The statistics block already reflects these An orc’s hair usually is black. It has lupine ears and
bonuses). reddish eyes. Orcs prefer wearing vivid colors that
Spell-Like Abilities: 1/day—dimension door. many humans would consider unpleasant, such as
Caster level 7th. blood red, mustard yellow, yellow-green, and deep
Spells: Sea nymphs can cast divine spells as 7th- purple. Their equipment is dirty and unkempt. An
level druids. The save DC are Wisdom-based. adult male orc is a little over 6 feet tall and weighs
about 210 pounds. Females are slightly smaller.
Typical Druid Spells Prepared (6/5/4/3/1; DC 13 +
spell level): 0—detect magic, detect poison, flare The language an orc speaks varies slightly from
(2), know direction, resistance; 1st—charm animal, tribe to tribe, but any orc is understandable by
cure light wounds (2), longstrider, speak with someone else who speaks Orc. Some orcs know
animals; 2nd—barkskin, cat's grace, chill metal, Goblin or Giant as well.
summon nature's ally; 3rd—cure moderate wounds,
dominate animal, protection from energy; 4th— Ebony Orc
summon nature's ally IV. Author: Robert J. Hall.
Wild Empathy (Ex): This power works like the Medium Humanoid (Orc)
druid's wild empathy class feature, except that a Hit Dice: 2d8+2 (11 hp)
nymph has a +6 racial bonus on the check. Initiative: +1
Water Dependent (Ex): Sea nymphs can survive a Speed: 30 ft. (chain mail), base 30 ft.
short period on land, but never more than a few Armor Class: 17 (+1 Dex, +4 chain shirt, +2 large
hours. They can survive out of water for 1 hour per wooden shield), touch 11, flat-footed 16
2 points of Constitution. Each hour therafter they Base Attack: +1/+4
must make a DC 20 Fortitude save or be dealt 1d6 Attack: Warhammer +4 melee (1d8+3/x3); or
points of damage. These points can not be healed javelin +2 ranged (1d6+3)
on land. Any sea nymph reaching zero hit points Full Attack: Warhammer +4 melee (1d8+3/x3); or
while away from water is forever dead. Even before javelin +2 ranged (1d6+3)
her time on land is up a water nymph will be very Space/Reach: 5 ft./5 ft.
awkward on land. Special Attacks: Blood rage, ebony orc traits
Special Qualities: Ebony orc traits
Skills: A sea nymph has a +8 racial bonus on any
Saves: Fort +4, Ref +1, Will +0
Swim check to perform some action or avoid a
Abilities: Str 17, Dex 12, Con 12, Int 9, Wis 11,
hazard. She can always choose to take 10 on a
Cha 6
Swim check, even if distracted or endangered.
Skills: Climb +4, Intimidate +4, Listen +1, Spot +1
Advancement Feats: Power Attack
In addition to the standard changes due to Hit Dice Environment: Temperate mountains
advancement, sea nymph also gain the following Organization: Gang (2-4) or squad (8-15 plus 1
special benefits. 3rd-level sergeant)
Challenge Rating: 1
• The caster level of the spell-like abilities is Treasure: Standard
equal to 7th or the Hit Dice, whichever is Alignment: Often neutral evil
greater. Advancement: By character class
• The save DC of the blinding beauty attack is Level Adjustment: +1
equal to 10 + ½ HD + Charisma modifier.
• The save DC of the unearthly beauty attack is
equal to 12 + ½ HD + Charisma modifier. This is bigger and more threatening breed of orc.
• 8+ HD — Gain Animal Companion (Su): a The flesh of the ebony orc is a dark olive hue that is
sea nymph can gain an aquatic companion. This almost black. They are almost completely hairless
ability is identical to the druid's animal and their flesh gleams from a natural oil secreted
companion ability, except that the animal must from pores in their skin. The eyes of an ebony orc
have the aquatic sub-type. This loyal are yellow or orange in hue.
companion is immune to the unearthly beauty The origins of this race are a mystery. Some believe
ability of the sea nymph for as long as it they are a crossbreed of an extra-planar race with
remains in service. common orcs. Others think they are a creation of
• 10+ HD — +2 bonus on Knowledge (nature) the patron deity of the orcs.
and Survival checks. Most orcs treat the battle-hardened ebony orcs with
reverence, and they are commonly employed as
elite shock troops or mercenary guardians of tribal

100
chieftains. They receive the best equipment and are Space/Reach: 5 ft./5 ft.
more diligent than ordinary orcs at keeping their Special Attacks: ―
weapons clean and sharp. Special Qualities: Darkvision 60 ft., group
regeneration, light sensitivity
Combat Saves: Fort +3, Ref +1, Will +0
Ebony orcs prefer a straight fight instead attacking Abilities: Str 12, Dex 12, Con 13, Int 6, Wis 11,
from concealment or an ambush, and they employ Cha 7
disciplined tactics to overcome their foes. Skills: Hide +6, Listen +3, Spot +3
Battle Roar (Ex): Ebony orcs possess a powerful, Feats: Alertness
intimidating roar that they use in battle to shake the Environment: Underground
morale of their foes. Whenever an ebony orc roars Organization: Gang (2-4), squad (11-20)
while performing a charge, on a successful Challenge Rating: 1/2
Intimidate check the opponent is shaken for a full Treasure: 50% standard, ivory horn
round. Alignment: Always lawful evil
Light Sensitivity (Ex): Ebony orcs are dazzled in Advancement: By character class
bright sunlight or within the radius of a daylight Level Adjustment: +0
spell.
Ebony Orc Traits (Ex): Ebony orcs possess the These creatures are the diminutive offspring of orcs
following racial traits. that have been cursed by their gods. They are
 +4 Strength, +2 Constitution, -2 Wisdom, -2 similar in form to a orcish runt, but have an ivory
Charisma. horn in the center of their scalp. Their scaly, wart-
covered flesh is a pale blue hue, with no body hair,
 Medium size.
and an unpleasant fish-oil odor. They are fierce and
 An ebony orc's base land speed is 30 feet. unyielding in nature but none too intelligent.
 Darkvision 60 feet.
 Racial Hit Dice: An ebony orc begins with two Combat
levels of humanoid, which provide 2d8 Hit Pigmy orcs normally wield crude wood or stone
Dice, a base attack bonus of +1, and base weapons, such as clubs, staffs, slings, or knives.
saving throw bonuses of Fort +3, Ref +0, and Their leaders will sometimes have slightly better
Will +0. weapons and even wear some armor. While small
 Racial Skills: An ebony orc's humanoid levels in stature, they have an unusual regenerative
give it skill points equal to 5 x (2 + Int quality that makes them tough, scrappy fighters.
modifier, minimum 1). Its class skills are They can sometimes continue to battle long after
Climb, Intimidate, Jump, Listen, and Spot. other creatures would have fled the field.
Ebony orcs have a +4 racial bonus on Group Regeneration (Su): A pigmy orc has 4
Intimidate checks. regeneration hit points that it shares in a pool with
 +4 racial bonus to Will saves against fear any other pigmy orcs in a 100-ft. radius. For each
spells and effects. pigmy orc, as long as any points remain available
 +1 racial bonus to Fort saves against poison. within this radius it has the regeneration special
 Special Attacks (see above): Battle roar. quality.
 Special Qualities (see above): Light sensitivity. Cold deals normal damage to a pigmy orc. All other
 Favored Class: Barbarian. forms of damage are treated as non-lethal damage
 Level adjustment: +1. until its pool is exhausted. The points are drawn
first from pigmy orcs that have the largest number
Pigmy Orc of regeneration hit points remaining. All non-lethal
damage is healed at the rate of 2 hit points per
Author: Robert J. Hall.
round until fully healed.
Pigmy Orc, 1st-Level Warrior
Small Humanoid (Orc) Once its pool is exhausted, a pigmy orc will no
Hit Dice: ½d8+1 (3 hp) longer regenerate and suffers normal damage. Each
Initiative: +1 pigmy orc recovers its regeneration hit points at the
Speed: 20 ft. (4 squares) rate of 1 point per day.
Armor Class: 12 (+1 size, +1 Dex) Light Sensitivity (Ex): Pigmy orcs are dazzled in
Base Attack/Grapple: +2/-2 bright sunlight or within the radius of a daylight
Attack: Club +2 melee (1d4+1); or sling +1 ranged spell.
(1d3+1)
Full Attack: Club +2 melee (1d4+1); or sling +1 Pigmy Orc Society
ranged (1d3+1) At best these dull-witted beings have only a simple

101
culture and dwell in the most primitive conditions. among marshy wetlands, particularly in swampy
They are capable of building crude structures, areas with a heavy overgrowth of trees. They are
scavenging for food, and making primitive garb. similar in appearance to other orcs, but have dark
But they have no written language and they can green flesh and heavy, tangled hair. The unusual
only communicate through gestures and a series of feet of the swamp orc are splayed somewhat like
odd grunts. that of a frog, with heavy webbing between the
Most orcs despise this stunted race and will torment long toes. This provides them excellent footing in
them for simple pleasure. As a result the pigmy muddy swamps, and makes them good swimmers.
orcs have been driven to the most undesirable Combat
territory in the underground realms, dwelling
among cramped, damp caves and narrow tunnels. As moving through marshes is difficult when
heavily burdened, swamp orcs prefer to wear light
They have developed a fierce rivalry with kobolds
armor and wield weapons and shields that are easy
and the two will attack each other on sight.
to carry. Swamp orcs rely their ability to blend into
The small ivory horns of the pigmy orcs have a the swamp terrain in order to surprise their foes,
certain medicinal value that is known to some sages and prefer to fight in large groups.
and herbalists. Each horn is worth 15 gp if a buyer
The swamp orc tribes will attempt to take live
can be located.
prisoners for later sacrifice. For this reason they
hunt enemies with nets and the flensing scourge,
Swamp Orc employing their morningstars only when they can’t
Author: Robert J. Hall. avoid melee. They will often ambush creatures and
Swamp Orc, 1st-Level Warrior quickly attack with their flensing whips, before
Medium Humanoid (Orc) retreating deeper into the swamps. After the disease
Hit Dice: 1d8+1 (5 hp) has had time to take hold, the victims are then
Initiative: +0 ruthlessly hunted down by packs of swamp orcs.
Speed: 30 ft. (6 squares), swim 20 ft. Flensing Scourge: Many swamp orc warriors carry
Armor Class: 13 (+2 leather, +1 small wooden this exotic weapon. The flensing scourge is a heavy
shield), touch 10, flat-footed: 13 whip with a flayed, barbed tip made of bone. It
Base Attack/Grapple: +1/+3 inflicts the non-lethal damage dealt by a whip, plus
Attack: Morningstar +3 melee (1d8+2); or flensing 1 point of lethal damage. (The Strength modifier, if
scourge +3 melee (1d3+2 non-lethal plus 1 lethal any, is applied to the non-lethal damage.) The lethal
plus swamp fever) damage is inflicted regardless of the opponent's
Full Attack: Morningstar +3 melee (1d8+2); or armor bonus or natural armor bonus.
flensing scourge +3 melee (1d3+2 non-lethal plus 1 When properly soiled by suitable swamp filth,
lethal plus swamp fever) these barbs can also inflict an unpleasant wasting
Space/Reach: 5 ft./5 ft. (15 ft. with flensing disease known as swamp fever. In all other respects
scourge) the flensing scourge functions as a normal whip.
Special Attacks: Swamp fever
Special Qualities: Darkvision 60 ft., marsh Swamp Fever (Ex): Natural disease – injury,
mobility, light sensitivity Fortitude DC 12, incubation period 1d2 days;
damage 1d3 Str and 1d4 Int.
Saves: Fort +3 (+7 versus disease), Ref +0, Will -2
Abilities: Str 14, Dex 10, Con 13, Int 7, Wis 10, Marsh Mobility (Ex): Swamp orcs raverse a soft,
Cha 6 marshy or muddy surface at normal movement rate
Skills: Hide +1*, Listen +3, Spot +3, Swim +5 without sinking if carrying a light load.
Feats: Alertness Light Sensitivity (Ex): Swamp orcs are dazzled in
Environment: Temperate marshes bright sunlight or within the radius of a daylight
Organization: Gang (2-4), squad (10-20 plus 2 3rd- spell.
level poxes and 1 leader of 3rd-6th level), or band Skills: A swamp orc has a +4 racial bonus on Swim
(25-50 plus 150% noncombatants plus 1 3rd-level checks. *In areas of swamp or marsh, they have +2
poxes per 10 adults, 2 5th-level rots, and 1 7th-level racial bonus to Hide checks.
plague bearers)
Challenge Rating: 1 Swamp Orc Characters
Treasure: 50% standard Swamp orc leaders tend to be barbarians. A swamp
Alignment: Usually neutral evil orc cleric has access to two of the following
Advancement: By character class domains: Death, Destruction, Evil. Most swamp orc
Level Adjustment: ― spell-casters are adepts. Swamp orcs favor spells
that weaken foes or deal damage.
This offshoot of the orc race is normally found Swamp orcs possess the following traits.

102
 +4 Strength, -2 Intelligence, -2 Wisdom, -2 Plasma Dog
Charisma.
 A swamp orc's base land speed is 30 feet. It Author: Robert J. Hall.
also has a swim speed of 20 feet. Small Elemental (Fire)
 Darkvision out to 60 feet. Hit Dice: 1d8+2 (6 hp)
 Weapon Familiarity: Swamp orcs treat flensing Initiative: +4
scourges as martial weapons, rather than exotic Speed: Fly 40 ft. (good) (8 squares)
weapons. Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-
 Special Attacks (see above): Swamp fever footed 11
 Special Qualities (see above): Marsh mobility, Base Attack/Grapple: +0/+1
light sensitivity. Attack: Touch +6 melee (1d4 fire); or spit +5
 +4 racial bonus to Fort saves against disease. ranged (1d4 fire)
Full Attack: Touch +6 melee (1d4 fire); or spit +5
 +4 racial bonus on Swim checks.
ranged (1d4 fire)
 *+2 racial bonus to Hide checks while in a Space/Reach: 5 ft./5 ft.
swamp or marsh. Special Attacks: Envelop, spit fire
 Automatic Languages: Common, Orc. Bonus Special Qualities: Darkvision 60 ft., damage
Languages: Goblin, Lizardman. reduction 5/cold, immunity to fire, vulnerability to
 Favored Class: Barbarian. cold, elemental traits
Saves: Fort +2, Ref +6, Will +0
The swamp orc warrior presented here had the Abilities: Str ―, Dex 18, Con 14, Int 3, Wis 11,
following ability scores before racial adjustments: Cha 8
Str 10, Dex 11, Con 13, Int 9, Wis 12, Cha 8. Skills: Listen +2, Spot +2
Feats: Weapon Finesse
Swamp Orc Society Environment: Elemental Plane of Fire
The life of the swamp orcs is centered on the Organization: Solitary, Pair, or Pack (4-12)
worship of the orcish deity of death and disease. Challenge Rating: 2
The clergy of the tribe attempts to serve and placate Treasure: None
their god through live sacrifices on a low mound Alignment: Always neutral
located in the vicinity their villages. If insufficient Advancement: 2-4 HD (Small); 5-6 HD (Medium)
sacrifices can be found among their slaves or Level Adjustment: ―
captives, the swamp orcs will raid nearby
settlements on the outskirts of the swamp.
These ravenous creatures resemble dogs that are
Sacrifices will only be made once the victim is
composed entirely of golden orange flames. Where
suffering from a disease, usually inflicted by
their head might be, however, exists only clawing
lashings of the flensing scourge.
fingers of reddish flame. Plasma dogs shift and
The communal homes of swamp orcs are build like maneuver rapidly through the air, never remaining
a beaver den, with a large, heavy pile of logs and still for even a moment.
branches hiding a dry interior. Normally the These creatures are quite social and are often found
entrance to these dens is located underwater, and in a pack that behaves much like a group of wolves.
must be accessed by swimming. The orcs will There is always a pack leader and a hierarchy in
typically rest in their den during the daylight hours such a group. The leaders are expected to attack
and emerge to hunt during the night. any enemies first, but always gain the best fuel and
Swamp orcs will often enslave other intelligent the right to breed with the slightly smaller females.
humanoids that dwell in marshlands. The adepts of
Plasma dogs will consume any form of flammable
these tribes may also have bred a race of dire toads.
materials as food, including clothing and other
Swamp orcs are bitter enemies of greater lizardfolk,
equipment. Plasma dogs have an insatiable hunger
who often occupy the same territory.
and will hunt for food even in conditions they find
uncomfortable. However they have the ability to
limit what they incinerate with their body, waiting
instead to consume the fuel through their mouths.
Thus contact with a plasma dog does not
automatically ignite an object.
Combat
In many aspects plasma dogs closely resemble their
more powerful fire elemental cousins. However
these are much quicker creatures that have the

103
ability to fly. Fortunately for their opponents these Poludnica lives in vast underground complexes,
are also relatively vulnerable creatures and easily filled with ovens and roaring fires. Her dominated
slain if they can be hit. slaves fulfil her wishes, roasting sheep and baking
The primary form of attack for a plasma dog is to bread for her, all day long. poludnica exits her
envelop their target with their body and scald it underground lair only during sunlight hours. She
with intense heat. They can also spit a ball of red usually perches in the immediate vicinity of her
flames at foes from above, although they normally lair, waiting for unwary travellers to pass.
do so only against opponents who pose a serious Poludnica is always hungry, and always looking for
threat. her next meal. She is not commonly encountered,
Spit Fire (Su): Once a round a plasma dog can spit but parents of children commonly warn about her.
a ball of flame at a single opponent inflicting 1d4 Any child that wanders off, especially into fields of
points of fire damage. The attack has a range rye, run the risk of being captured by a poludnica.
increment of 10 ft. Parents will often warn "Don't go to the rye,
poludnica will eat you!" or "Poludnica will burn
Vulnerability to Cold (Ex): Complete immersion
you up!"
in liquid water will automatically slay a plasma
dog. Rain, fog, or temperatures below freezing will The favored class of a poludnica is Witch.
inflict 1 point of damage per round. Combat
In combat, poludnica relies on her stealth and
Poludnica quickness to surprise opponents, and then renders
them unconscious with her stinging-nettle.
Author: The Netbook of Witches team.
Medium Monstrous Humanoid (Fire) Stinging-Nettle (Su): On a successful stinging-
Hit Dice: 7d8+28 (59 hp) nettle attack, poludnica deal 1d4 points of Strength
Initiative: +6 damage. When a creature's Strength drops to 0, he
Speed: 50 ft. (10 squares) falls helpless and unconscious on the ground.
Armor Class: 20 (+2 Dex, +8 natural), touch 12, Domination (Sp): Poludnica can breathe on
flat-footed 18 unconscious humanoid creatures to gain control of
Base Attack/Grapple: +7/+10 their actions. Creatures must succeed on a DC 18
Attack: Claw +10 melee (1d4+3) Will save or be controlled as the dominate person
Full Attack: 2 claws +10 melee (1d4+3) spell (caster level 7th). The save DC is Charisma-
Space/Reach: 5 ft./5 ft. based and includes a +2 racial modifier.
Special Attacks: Stinging-nettle, domination Bestow Immunity (Su): By breathing on a
Special Qualities: Darkvision 60 ft., immunity to creature, poludnica can bestow immunity to fire on
fire, poison, and disease, bestow immunity, that creature for 24 hours. This ability is equivalent
devouring, vulnerability to cold to a 4th-level spell.
Saves: Fort +6, Ref +7, Will +8 Devouring (Ex): Poludnica can devour incredible
Abilities: Str 16, Dex 14, Con 19, Int 14, Wis amounts of food without any ill effects. She can eat
16, Cha 17 virtually anything soft enough to chew, but prefers
Skills: Climb +9, Hide +9, Intimidate +10, Jump roast sheep and bread straight from the oven.
+10, Listen +9, Survival +10, Spot +7 Poludnica can devour a helpless Medium creature
Feats: Alertness, Improved Initiative, Run in but a minute.
Environment: Underground
Organization: Solitary Poludnica's Sheep
Challenge Rating: 7 The sheep poludnica keep are anything but
Treasure: Standard ordinary. Each is a Large monstrosity, with wool
Alignment: Always chaotic evil the colour of fresh blood. For poludnica's sheep,
Advancement: By character class use the Bison's statistics from the Core Rulebook
Level Adjustment: — III (Appendix I: Animals). Change the creature
type to Magical Beast, and add the Fire subtype.
A distant cousin to the more common hags, Advancement
poludnica (PO-LOO-DNEE-TSA, from: poludne,
podne = noon) appears as a very tale, beautiful pale In addition to the standard changes due to Hit Dice
woman with long white hair, but she is in fact advancement, poludnica also gain the following
anything but. Her skin is warty and leathery; she special benefits.
resembles an ancient, wrinkled woman. Her nose is • The caster level of the spell-like abilities is
long and bent downward, and her chin bends equal to the Hit Dice.
upward, so that they almost meet when she grins.

104
• The save DC of the domination attack is equal attention span, however, and will soon lose interest
to 12 + ½ HD + Charisma modifier. if nothing else occurs. They are sometimes
commanded by more powerful air elemental
creatures.
Primal
Most air primals speak a simplified dialect of
Author: Robert J. Hall. Auran.
These elemental beings are the purified essence of Combat
the element from which they are drawn. More than
just an elemental being, they are the nexus of The air primal avoids direct attacks when possible,
primordial elemental traits from which the element relying on its command of the air elements to batter
gains its attributes. A primal is a simple creature, and destroy its opponents.
with an intelligence scarcely better than an animal, Spell-Like Abilities: At will—gust of wind (DC
but they possess an innate cunning which makes 14), shatter (DC 14), whispering wind. 3/day—
them a dangerous foe. Like an ooze, they are stinking cloud (DC 15). Caster level 5th. The save
amorphous creatures that can move through narrow DCs are Charisma-based.
cracks. Stale Air (Ex): Once per minute, the air primal can
create a 30-foot radius volume of clear, stale air
Air Primal within 100 feet that will cause creatures within to
Medium Elemental (Air, Extraplanar) slowly asphyxiate. Anybody within this volume is
Hit Dice: 5d8 (22 hp) subject to suffocation, due to the unwholesome
Initiative: +5 nature of the air. (See the suffocation rules in the
Speed: Fly 100 ft. (perfect) (20 squares) core rulebook II).
Armor Class: 15 (+5 Dex), touch 15, flat-footed The staleness will linger until natural air currents
10 disperse it. Typically this will be 5 to 10 minutes in
Base Attack/Grapple: +3/+4 stagnant air, or 1d6 rounds in a light breeze. The
Attack: Slam +8 melee (1d4+1) stale air will be dispersed within a round in strong
Full Attack: Slam +8 melee (1d4+1) winds.
Space/Reach: 5 ft./5 ft. Death Throes (Sp): When an air primal is slain, it
Special Attacks: Spell-like abilities, stale air, death forms a volume of unstable, compressed air that
throes shakes and vibrates before suddenly exploding in
Special Qualities: Blindsight 120 ft., damage 1d3 rounds. All creatures within 15 feet are
resistance 5/magic, blur, wall of wind, immunities, affected by a gust of wind spell (caster level 5th). In
elemental traits addition, creatures within 5 feet must succeed on a
Saves: Fort +1, Ref +9, Will +2 DC 14 Reflex save or be dealt an additional 3d6
Abilities: Str 12, Dex 21, Con 11, Int 3, Wis 12, points of non-lethal concussion damage and are
Cha 14 stunned for 1d3 rounds. The save DC is
Skills: Listen +13, Spot +5 Constitution-based.
Feats: DodgeB, Flyby Attack, Weapon Finesse Blur (Su): The exact location of the air primal is
Environment: Elemental Plane of Air difficult to discern, granting it concealment as the
Organization: Solitary blur spell (caster level 5th).
Challenge Rating: 5
Wall of Wind (Ex): An air primal is continually
Treasure: None
surrounded by a spherical curtain of wind that
Alignment: Always neutral
behaves as a wind wall spell (caster level 5th). The
Advancement: 6-11 HD (Medium); 12-18 HD
wall has a radius of 5 feet. Air elemental creatures
(Large)
are immune to this effect.
Level Adjustment: —
Immunities (Su): Air primals are immune to
disease, electricity, polymorph, and sonic. They are
A air primal is a volume of pristine, compact air also immune to any wind-based effects.
that produces a continual disturbance of shifting
Skills: An air primal has a +8 racial bonus on
winds in its surroundings. While it is naturally
Listen checks. Due to the continual disturbance an
invisible, the changes it creates in the nearby
air primal makes to the environment, it receives a
environment make it relatively easy to distinguish.
-8 racial modifier to any Move Silently checks.
An air primal can only exist in a body of air, and is
unable to swim or move through any other medium. Advancement
Air primals are curious about major disturbances in In addition to the standard changes due to Hit Dice
the atmosphere, and will be drawn to unusually advancement, air primals also gain the following
powerful winds or loud noises. They have a short special benefits.

105
• The caster level of the spell-like abilities is starts to cool, however, they will quickly lose
equal to the Hit Dice. interest and wander off looking for a warmer
• The save DC of the death throes' concussion location. They are sometimes commanded by more
damage is equal to 10 + ½ HD + Constitution powerful fire elemental creatures.
modifier. Most fire primals speak a simplified dialect of
• 9+ HD — Add 3/day—control winds to spell- Ignan.
like abilities.
• 11+ HD — Add 1/day—shout to spell-like Combat
abilities. Fire primals view material objects and creatures as
• 12-17 HD — Damage resistance improves to a source of fuel, and will ravenously consume all
10/magic. The radius of the wall of wind effect that they can. They will instinctively avoid water
is 10 feet. and will withdraw contact with a non-flammable
• 15+ HD — Add 1/day—whirlwind to spell-like mist or liquid. Due to the intense heat radiated by
abilities. their body, they are not especially vulnerable to
• 18 HD — Add 1/day—greater shout to spell- cold.
like abilities. Spell-Like Abilities: At will—flaming sphere (DC
15), produce flame (DC 14). 3/day—heat metal
Fire Primal (DC 15), scorching ray. Caster level 5th. The save
Medium Elemental (Fire, Extraplanar) DCs are Charisma-based.
Hit Dice: 5d8+5 (27 hp) Intense Heat (Ex): Merely touching or being
Initiative: +7 touched by a fire primal automatically deals 2d6
Speed: Fly 60 ft. (perfect) (12 squares) fire damage. In addition, any metal being worn by
Armor Class: 13 (+3 Dex), touch 13, flat-footed the creature becomes hot to the touch, inflicting an
10 additional 1d4 points of heat damage.
Base Attack/Grapple: +3/+3 Creatures within 5 feet of a fire primal must
Attack: Slam +6 melee (1d4 plus 2d6 fire) succeed on a DC 13 Reflex save or catch on fire.
Full Attack: Slam +6 melee (1d4 plus 2d6 fire) The flame burns for 1d4 rounds. The save DC is
Space/Reach: 5 ft./5 ft. Constitution-based.
Special Attacks: Spell-like abilities, intense heat, Brilliant Form (Su): Any creature within 30 feet
death throes that looks directly at a fire primal is automatically
Special Qualities: Darkvision 120 ft., damage dazzled for a full round. Fire elemental creatures
resistance 5/magic, brilliant form, immunities, are immune to this effect. A fire primal has
elemental traits concealment from those who avoid looking at it.
Saves: Fort +2, Ref +10, Will +1 The body of a fire primal provides illumination as
Abilities: Str 10, Dex 16, Con 12, Int 3, Wis 10, bright as daylight for a radius of 60 feet.
Cha 17
Death Throes (Sp): When a fire primal is slain, it
Skills: Listen +5, Spot +13
forms a volume of roiling, tumultuous flame that
Feats: Improved Initiative, Lightning Reflexes B, suddenly explodes in 1d3 rounds. All creatures
Weapon Finesse within a 20-foot-radius spread are dealt 4d6 points
Environment: Elemental Plane of Fire of fire damage (Reflex half). The save DC is
Organization: Solitary Constitution-based.
Challenge Rating: 5
Treasure: None Immunities (Su): Fire primals are immune to
Alignment: Always neutral disease, fire, and polymorph.
Advancement: 6-11 HD (Medium); 12-18 HD Skills: An air primal has a +8 racial bonus on Spot
(Large) checks. Due to the level of illumination, it receives
Level Adjustment: — a -8 racial modifier to any Hide checks.
Advancement
A fire primal is a perfect volume of intense flame In addition to the standard changes due to Hit Dice
that incinerates anything it touches and radiates an advancement, fire primals also gain the following
intolerable heat. It's body is white-hot and gives off special benefits.
a bright light. An air primal can only exist in a very
• The caster level of the spell-like abilities is
hot environment, and immediately vaporizes any
water it contacts. equal to the Hit Dice.
• The save DC of the Reflex save to avoid
Fire primals are drawn to sources of powerful
catching on fire is equal to 10 + ½ HD +
flame, and become ravenous when dense
Constitution modifier.
concentrations of fuel are available. When an area

106
• 9+ HD — Add 3/day—flame strike to spell-like ashes.
abilities. Smolder (Ex): The sticky brown juice from the
• 11+ HD — Use the heat metal and scorching bite of the vulcan rat will smolder in the wound,
ray spell-like abilities at will. inflicting an additional point of fire damage at the
• 12-17 HD — Damage resistance improves to end of each round until the total damage is double
10/magic. The fire damage increases to 2d8. the amount of the original bite. These juice can be
• 15+ HD — Add 1/day—fire storm to spell-like removed by immersing the wound in water for a
abilities. full round, or with a DC 15 Heal check.
• 18 HD — Add 1/day—incendiary cloud to Death Immolation (Ex): When slain, vulcan rats
spell-like abilities. immediately erupt into flames, inflicting 1d6 points
of fire damage to anybody who struck the final
Rat, Vulcan blow using natural weapons or an unarmed attack.

Author: Robert J. Hall.


Small Outsider (Fire)
Rataga
Hit Dice: 1d8+1 (5 hp) Author: Robert J. Hall.
Initiative: +3 Large Outsider (Evil, Lawful)
Speed: 40 ft. (8 squares) Hit Dice: 7d8+21 (53 hp)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), Initiative: +2
touch 14, flat-footed 12 Speed: 30 ft. (6 squares), swim 20 ft.
Base Attack/Grapple: +1/-3 Armor Class: 21 (-1 size, +4 Dex, +8 natural),
Attack: Bite +5 melee (1d4 plus smoulder) touch 13, flat-footed 17
Full Attack: Bite +5 melee (1d4 plus smoulder) Base Attack/Grapple: +7/+16
Space/Reach: 5 ft./5 ft. Attack: Claws +11 melee (1d6+5); or masterwork
Special Attacks: Smolder, death immolation composite longbow (+5 Str bonus) +7 ranged
Special Qualities: Darkvision 60 ft., immunity to (1d8+5/x3)
fire, vulnerability to cold Full Attack: 2 claws +11 melee (1d6+5) and bite
Saves: Fort +3, Ref +5, Will +3 +6 melee (1d8+2 plus disease); or masterwork
Abilities: Str 10, Dex 16, Con 13, Int 4, Wis 12, composite longbow (+5 Str bonus) +7/+2 ranged
Cha 3 (1d8+5/x3)
Skills: Hide +5, Listen +3, Move Silently +5, Spot Space/Reach: 10 ft./10 ft.
+3 Special Attacks: Spell-like abilities, disease,
Feats: Alertness, Weapon FinesseB stench, smite good, curve flight
Environment: Elemental Plane of Fire Special Qualities: Damage reduction 10/good,
Organization: Solitary or pack (9-20) darkvision 60 ft., immune to disease and
Challenge Rating: 1/2 lycanthropy, resistance to cold 10 and fire 10, low-
Treasure: None light vision, spell resistance 17, rat empathy, scent
Alignment: Always neutral Saves: Fort +10, Ref +9, Will +9
Advancement: 2-4 HD (Small) Abilities: Str 21, Dex 15, Con 16, Int 15, Wis 14,
Level Adjustment: ― Cha 17
Skills: Bluff +8, Concentration +8, Climb +7, Hide
Somewhat similar in size and form to a dire rat, +5, Intimidation +12, Knowledge (planes) +8,
these scavengers are distinctive for their charcoal- Listen +9, Move Silently +8, Search +5, Spot +9,
black coat of short, wiry hair. They are gaunt Survival +10*, Swim +12
creatures with a short tail, and odd, claw-less paws. Feats: Point Blank Shot, Precise Shot, Weapon
Focus (composite longbow)
Vulcan rats prefer a hot environment, but can Environment: Any lawful evil-aligned plane
readily tolerate any temperatures above freezing. Organization: Solitary, team (2-5), squad (6-10,
They have an intense dislike of water, however, and 11-20 dire rats), or company (30-90 plus one
and will never voluntarily immerse themselves. 8-11 HD champion per 20 rataga, 1 leader of 12-15
A vulcan rat can grow to be up to 2 feet long and HD, 2-4 wererats, 11-20 dire rats, and 4-8 rat
weigh over 6 pounds. swarms)
Challenge Rating: 8
Combat
Treasure: Standard
Vulcan rats attack in a swarm, inflicting a multitude Alignment: Always lawful evil
of smoldering bites that slowly incinerates the Advancement: 8-11 HD (Large); 12-15 HD
victim. When slain the corpse of a vulcan rat will (Huge)
be consumed in a flash of fire, leaving behind only Level Adjustment: ―

107
were-rats.
The rataga is a member of the elite personal Skills: *Rataga have a +4 racial bonus on Survival
bodyguard and retinue of a powerful devil, and checks when tracking by scent.
usually resides on a plane of pestilence and disease.
This hirsute fiend has a dark-brown serpentine Rataga Society
lower body, a rat-like head and torso, and two The rataga have a peculiar concept of honor, but
hairy, humanoid arms. Rataga are sneaky warriors hold their clan warrior code in the highest regard.
who regard themselves as the peak of rodent-kind, They view fights to the death as contemptuous
and expect no less than total subjugation and bravado, while fleeing the field of battle to strike
loyalty by their lessors. another day is a righteous duty to their lord. Only
when their ruler is threatened directly will they
Combat stand and fight against overwhelming odds.
The rataga prefers to fight from hiding, sending They are a trickster race, but proudly faithful to
waves of dire rat allies to directly attack their their creed. The greatest heroes among the rataga
enemies. While his foes are occupied the rataga boast loudly of triumphs won through surprise and
relies on his skill with a bow and his ability to bend cunning, while would-be champions who win
the flight of the missile to strike at foes from cover. battles through brute force combat are lambasted as
He will also use spell-like powers to further whittle fools.
down his opponents before closing for melee
Most rataga are promiscuous creatures, and will
combat. In close combat his noxious odor will
mate with virtually any race. They particularly
serve to weaken his foes at a key moment.
prefer beings with lots of hair, including wererats.
Spell-Like Abilities: At will―death knell (DC Rataga have no concept of monogamy in their
15), entropic shield, ray of enfeeblement (DC 14), culture.
shatter (DC 14), speak with animals, summon
The rataga clans have a great bone cage structure,
monster I (fiendish dire rat); 3/day―summon
known as the Vilaster, formed from the remains of
swarm, clairvoyance/clairaudience.
their defeated enemies. They wheel these creaking
1/day―blindness/deafness (DC 15), contagion (DC
monstrosities proudly into battle, often placing the
16). Caster level 7th. The save DCs are Charisma-
huge assemblage in plain sight to cow and mislead
based.
their foes. When opened the cage unleashes a tidal
Curve Flight (Su): Rataga has the innate ability to wave of vicious dire rats to lead the assault. On the
curve the flight path of their ranged weapon rare occasions that the rataga takes captives they
attacks, negating cover protecting the target. They are carried home inside this cage. The rataga never
suffer no attack penalty for curving the flight of take hostages, however, preferring instead to see
their projectiles. defeated foes being bloodily consumed in a pit
Smite Good (Su): Once per day the rataga can filled with ravenous rats.
make a normal melee attack to deal 7 points of
extra damage against a good foe. Advancement
Disease (Ex): Filth fever—bite, Fortitude DC 16, In addition to the standard changes due to Hit Dice
incubation period 1d3 days, damage 1d3 Dex and advancement, rataga also gain the following special
1d3 Con. benefits.
Stench (Ex): A rataga constantly emits a vile odor • The caster level of the spell-like abilities is
that nearly every living creature finds sickening. equal to the creature's Hit Dice.
Only rataga, wererats, dire rats, and normal rats are • Spell resistance is equal to creature's HD + 10
unaffected by this stench. Any other creatures (maximum 35).
within 15 feet of the rataga must succeed at a DC • The smite good ability can deal extra damage
16 Fortitude save or be sickened for 2d6 rounds. equal to the creature's Hit Dice (maximum of
The save DC is Constitution-based. Creatures that +20) against a good foe.
successfully save cannot be affected by the same • The save DC of the filth fever is equal to 10 +
rataga's odor for 24 hours. ½ HD + Constitution modifier.
A delay poison or neutralize poison spell removes • The save DC of the stench is equal to 10 + ½
the effect from the sickened creature. Creatures HD + Constitution modifier.
with immunity to poison are unaffected, and • 8+ HD — Add 1/day—crushing despair to
creatures resistant to poison receive their normal spell-like abilities.
bonus on the saving throw. • 9-10 HD — +4 racial bonus to saving throws
against poison.
Rat Empathy (Ex): Communicate with rats, dire
• 10+ HD — Add 1/day—poison to spell-like
rats, and were-rats, and a +6 racial bonus on
Charisma-based checks against rats, dire rats, and abilities.

108
• 11-13 HD — +8 racial bonus to saving throws much like a troglodyte. With this ability the rock
against poison. lizard can blend into its environment and attempt to
• 13+ HD — Add 1/day—unholy blight to spell- surprise its prey.
like abilities.
• 14+ HD — Immunity to poison. Combat
• 15 HD — Add 1/day—eyebite to spell-like A rock lizard strikes at a foe with it's long tongue,
abilities. attempting to grab the victim and swallow it whole.
In a close fight it will resort to its powerful bite and
claws.
Rock Lizard
Improved Grab (Ex): To use this ability, the rock
Author: Robert H. Nichols. lizard must hit a creature of Large size or smaller
Huge Magical Beast with its tongue attack (a ranged touch attack that
Hit Dice: 12d10+60 (126 hp) does no damage). It can then attempt to start a
Initiative: +1 grapple as a free action without provoking an attack
Speed: 30 ft. (6 squares) of opportunity. If it wins the grapple check, it
Armor Class: 19 (-2 size, +1 Dex, +10 natural), establishes a hold and can attempt to swallow the
touch 18, flat-footed 18 foe on the following round.
Base Attack/Grapple: +12/+33 Swallow Whole (Ex): A rock lizard can try to
Attack: Bite +18 melee (2d6+8) or tongue +11 swallow a grabbed opponent of smaller size than
ranged itself by making a successful grapple check. Once
Full Attack: Bite +18 melee (2d6+8) and 2 claws inside, the opponent takes 2d8+8 points of crushing
+13 melee (1d8+4) or tongue +11 ranged damage plus 8 points of acid damage per round
Space/Reach: 15 ft./10 ft. (20 ft. with tongue) from the rock lizard's gizzard. A swallowed
Special Attacks: Improved grab, swallow whole creature can cut its way out by using a light
Special Qualities: Darkvision 60 ft., tremorsense slashing or piercing weapon to deal 25 points of
60 ft., low-light vision, scent damage to the gizzard (AC 17). Once the creature
Saves: Fort +15, Ref +9, Will +2 exits, muscular action closes the hole; another
Abilities: Str 27, Dex 13, Con 21, Int 2, Wis 6, Cha swallowed opponent must again cut its own way
5 out.
Skills: Climb +11, Hide +4*, Listen +4, Spot +2, The rock lizard's gizzard can hold 1 Large, 2
Swim +9 Medium, 4 Small, 8 Tiny, 16 Diminutive, or 32
Feats: Alertness, Great Fortitude, Improved Fine or smaller opponents.
Overrun, Multiattack, Power Attack Skills: The skin of a rock lizard changes color
Environment: Warm hills somewhat, allowing it to blend in with
Organisation: Solitary surroundings like a chameleon and conferring a +4
Challenge Rating: 8 racial bonus to Hide checks. *In rocky or
Treasure: None subterranean settings, this bonus improves to +8.
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD Rock Lizard Society
(Gargantuan) Rock lizards are normally encountered singularly,
Level Adjustment: ― unless they are actually mating. Once a rock lizard
has mated, the female moves off and finds a canyon
The rock lizard is a strange and rare beast that has where it lays it eggs, covering it with at least 8 feet
only recently been sighted and encountered. of sand. When the eggs hatch, the baby rock lizards
Adventurers that have returned from an encounter emerge and often fight with each other (and eating
with one describe a rock lizard as a "gargantuan the losers of such contests) until going their
chameleon with a stone hide and no fear of separate ways. The baby rock lizards grow
anything." extremely fast and reach their full size within six
months.
A full-grown rock lizard is over 30 feet long,
though a third of this is a long slender tail. Its hide Advancement
is a stony, dusty color, highlighted with dull red. It
In addition to the standard changes due to Hit Dice
has a flat ridge of stony bony that runs down its
advancement, rock lizards also gain the following
back. Its head is oblong with eyes that can rotate in
special benefits.
different direction at the same time. Its maw is
filled with short, extremely sharp teeth and it has a • 20+ HD — The reach of the tongue is 25 feet.
tongue that can reach its body length. • 25+ HD — The rock lizard's gizzard can hold 1
The rock lizard has a natural ability for camouflage, Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny,
or 512 Diminutive or smaller opponents.

109
• 30+ HD — The reach of the tongue is 30 feet. A rust fiend can scent a metal object from up to 90
feet away. Once detected, it rushes in the direction
of the source and seeks to strike it with the
Rust Fiend antennae. Its hunger is insatiable, and it will chase
Author: David E. Brooks Jr. individuals for long distances if they still possess
Medium Dragon (Augmented Aberration) intact metal objects. However it will cease its
Hit Dice: 5d12+10 (42 hp) attacks to devour a freshly rusted meal.
Initiative: +3 When a variety of metal sources are available, it
Speed: 40 ft. (8 squares) will target the largest metal object available,
Armor Class: 22 (+3 Dex, +9 natural), touch 13, striking first at armor, then at shields and smaller
flat-footed 19 items. It prefers steel or iron over other metals, but
Base Attack/Grapple: +5/+9 will devour the latter if given the opportunity.
Attack: Antennae touch +9 melee (rust) or claw +9 Rust (Ex): A rust fiend that makes a successful
melee (1d4+4) touch attack with its antennae causes the target
Full Attack: 2 claws +9 melee (1d4+4) and metal to corrode, falling to pieces and becoming
Antennae touch +4 melee (rust); or 2 claws +9 useless immediately. The touch can destroy up to a
melee (1d4+4) and bite +4 melee (1d6+2) 10-foot cube of metal instantly. Magic armor and
Space/Reach: 5 ft./5 ft. weapons, and other magic items made of metal,
Special Attacks: Rust, breath weapon must succeed on a DC 18 Reflex save or be
Special Qualities: Darkvision 60 ft., immunity to dissolved. The save DC is Constitution-based and
electricity, sleep, and paralysis, low-light vision, includes a +4 racial bonus.
scent A metal weapon that deals damage to a rust fiend
Saves: Fort +3, Ref +4, Will +5 corrodes immediately. Wooden, stone, and other
Abilities: Str 18, Dex 17, Con 15, Int 4, Wis 13, nonmetallic weapons are unaffected.
Cha 10
Breath Weapon (Su): Once per day, a rust fiend
Skills: Listen +11, Spot +11, Survival +9
can issue forth a bolt of electricity five feet wide
Feats: Alertness, Track
and 60 feet long that deals 6d8 points of damage
Environment: Underground
(Reflex DC 14 half). The save DC is Constitution-
Organization: Solitary or pair
based.
Challenge Rating: 5
Treasure: None Advancement
Alignment: Always lawful evil In addition to the standard changes due to Hit Dice
Advancement: 6-8 HD (Medium); 9-15 HD advancement, rust fiends also gain the following
(Large) special benefits.
Level Adjustment: –
• The save DC of the rust is equal to 14 + ½ HD
+ Constitution modifier.
Born of an unholy union between a blue dragon • The save DC of the breath weapon is equal to
and normal rust monster, no one quite knows who, 10 + ½ HD + Constitution modifier.
where or when this bizarre creature was first • 7-13 HD — +2 racial bonus on Survival checks
created and loosed upon the world. They appear as when tracking metal by scent.
a darker colored, slightly bluish and more muscular • 9+ HD — Fly at a speed of 20 feet with average
rust monster whose legs have grown terrible claws. maneuverability.
Folded across their back are a pair of under- • 12+ HD — Gain Blindsense (Ex): The rust
developed wings that they open to intimidate their fiend notices and locates creatures within 30
foes. Since they are more intelligent than a typical feet. Opponents still have 100% concealment
rust monster, they sometimes try to trade against a creature with blindsense.
information for food. • 14+ HD — +4 racial bonus on Survival checks
Rust fiends usually speak draconic. Those kept as when tracking metal by scent.
guardians often speak common as well.
Combat
Like their more mundane cousins, rust fiends attack
hoping to turn large pieces of metal into tasty,
corroded tidbits for them to devour. They
particularly enjoy the taste of mithral, but despise
the flavor of copper and copper alloys (such as
brass and bronze). A rust fiend will typically use
its breath weapon at the earliest opportunity.

110
Sand Lord territory.

Author: Robert J. Hall


Combat
Medium Elemental (Air, Earth) The sand lord attacks by slamming its opponent
Hit Dice: 6d8+12 (39 hp) with its limbs, using the heavy sand to deliver a
Initiative: +6 powerful blow. The shifting, homogenous nature of
Speed: 40 ft. (8 squares), burrow 20 ft. (sand only) this being makes it difficult to harm without
Armor Class: 20 (+2 Dex, +8 natural), touch 12, suitable magic. It is, however, highly vulnerable to
flat-footed 18 moisture, which slows it down and prevents the
Base Attack/Grapple: +4/+10 sand lord from using its dust form.
Attack: Slam +10 melee (1d8+9) Dust Form (Ex): When the sand lord is moving
Full Attack: Slam +10 melee (1d8+9) across the ground, it can transform into a swirling
Space/Reach: 5 ft./5 ft. cloud of sand and dust at will. The cloud is 5 feet
Special Attacks: — wide and up to 15 feet in height. The cloud is not
Special Qualities: Damage resistance 5/magic, sufficiently strong to inflict damage or lift smaller
darkvision 60 ft., elemental traits, dust form, creatures off the ground.
immunity to fire, vulnerability to water The sand lord's movement in dust form does not
Saves: Fort +7, Ref +7, Will +2 provoke attacks of opportunity, even if the
Abilities: Str 22, Dex 15, Con 15, Int 7, Wis 10, elemental moves through the space another creature
Cha 13 occupies. A sand lord can automatically escape
Skills: Listen +5, Spot +5, Hide +5* from any grapple hold as a move action by
Feats: Alertness, Improved Initiative, Power temporarily resorting to its dust form.
Attack At the end of each movement the sand lord
Environment: Warm desert coalesces back into a solid form once more.
Organization: Solitary
Vulnerability to Water (Ex): When a sand lord is
Challenge Rating: 4
drenched in water, it is unable to assume its dust
Treasure: None
form, and is automatically slowed as per the slow
Alignment: Always neutral
spell. A mist or fog is insufficient to slow a sand
Advancement: 7-9 HD (Medium)
lord, but it will prevent the creature from assuming
Level Adjustment: —
its dust form.
Skills: *Sand lord's have a +8 racial bonus on Hide
This elemental creature is composed entirely of dry, checks on sandy ground.
desert sand. It can assume any form, but frequently
appears either in a humanoid shape or with the
overall features of a large cat. Whenever it moves Sand Slime
across the ground, the body dissolves into a Author: Robert J. Hall.
swirling, cloudy vortex that shifts and dances above Medium Ooze
the surface like a dust devil. It then coalesces back Hit Dice: 2d10+14 (25 hp)
into a more solid form whenever it needs to remain
Initiative: -5
stationary or perform a physical activity. When it
Speed: 15 ft. (3 squares)
needs to rest, the sand lord collapses into a mound
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
of sand that is all but indistinguishable from the
Base Attack: +1/+1
surrounding desert.
Attack: Slam +1 melee (1d6 plus petrify)
A sand lord is found only in dry, sandy desert Full Attack: Slam +1 melee (1d6 plus petrify)
regions, particularly in locales where once stood a Space/Reach: 5 ft./5 ft.
city or town that has long since been swallowed by Special Attacks: Improved grab, petrify
the sands. This being possesses no solid dwelling Special Qualities: Blindsight 60 ft., camouflage,
place or physical goods, and is content merely to ooze traits, colony
travel about its chosen territory. Saves: Fort +10, Ref -5, Will -3
The motivations and goals of a sand lord are all but Abilities: Str 11, Dex 1, Con 24, Int ―, Wis 4, Cha
incomprehensible, and most of the time it is content 1
to travel hither and yon, avoiding the company of Skills: ―
creatures such as humans. Occasionally, however, a Feats: ―
sand lord becomes possessed of a terrible anger that Environment: Underground
drives it to obliterate all living beings that enter its Organization: Solitary or colony (2-20,000)
land. For this reason it is wise to leave this creature Challenge Rating: 3
well enough alone, and travel safely around its Treasure: None

111
Alignment: Usually neutral forth. As the collective intelligence increases the
Advancement: 3-4 HD (Medium); 5-6 HD (Large) colony is better able to coordinate its attacks and
Level Adjustment: ― react to opponents. It will readily sacrifice a few of
its members to gain a feast.
This mottled, tan-hued ooze resembles a mass of Camouflage (Ex): A motionless sand slime on
wet stone. Due to its appearance it is readily able to natural rock is hard to identify, and it takes a DC 15
blend into the surrounding rock, appearing as a spot to notice one. Creatures who fail to notice a
seam of sandstone that has been dampened by a sand slime and walk into it are automatically hit
water seep. Individually these slimes exist only to with a melee attack for slam and petrify damage.
consume organic matter. They dwell deep
underground in warm passages, sliding along
tunnels or squeezing through narrow cracks in
search of food, whether alive or dead.
A sand slime replicates by forming buds that split
off and form new sand slimes. As long as a bud
remains within a five-mile radius of its relatives, it
forms part of a colony of slimes that can gain a
collective intelligence. The slimes in such a colony
are linked together and operate as a single being.
Their mind is utterly alien in nature, and it shares
all the immunities of the individual stone slimes.
Combat
Sand slimes move slowly along passages, using
their natural camouflage to ambush victims. It
attacks any creature it encounters, seeking to
petrify the form using its mineral secretions. Once Scallion
the target is hardened, the sand slime will slowly
absorb the organic matter over the course of several Author: Robert J. Hall.
days. Colonies can cooperate to attack foes and Large Outsider (Earth, Extraplanar)
utilize intelligent tactics. Hit Dice: 7d8+70 (101 hp)
Initiative: +1
Petrify (Ex): A sand slime secretes an insidious
Speed: 40 ft. (8 squares), burrow 15 ft.
mineral substance that immobilizes flesh. A target
hit by a sand slime's melee attack must succeed at a Armor Class: 25 (-1 size, +1 Dex, +15 natural),
DC 13 Fortitude save or receive 1d4 Dex damage. touch 10, flat-footed 24
The save DC is Constitution-based. Base Attack/Grapple: +7/+15
Attack: Claws +10 melee (1d6+5)
When the dexterity is reduced to zero by these Full Attack: 2 claws +10 melee (1d6+5) and bite
secretions, the target becomes petrified as the flesh +8 melee (1d8+2)
to stone spell. Effective caster level 12th. However Space/Reach: 10 ft./10 ft.
this process of petrification requires a full hour to Special Attacks: Improved grab, rake 1d6+2, rage
complete. A sand slime will completely consume Special Qualities: Darkvision 60 ft., metalsight 60
the organic matter from the petrified form in 3-5 ft., resistance to electricity 10, vulnerabilities
days, absorbing the minerals back into its body in Saves: Fort +10, Ref +6, Will +7
the process.
Abilities: Str 19, Dex 12, Con 21, Int 3, Wis 14,
Constrict (Ex): A sand slime deals 1d6 points of Cha 5
damage and petrify damage with a successful Skills: Balance +5, Climb +14, Listen +13, Spot
grapple check. +13, Survival +8
Improved Grab (Ex): To use this ability, the sand Feats: Alertness, Blind-Fight, Multiattack
slime must hit with its slam attack. It can then Environment: Elemental Plane of Earth
attempt to start a grapple as a free action without Organization: Solitary, Pair, or Brood (2-5)
provoking an attack of opportunity. If it wins the Challenge Rating: 9
grapple check, it established hold and can constrict. Treasure: No coins; double goods (gems only); no
Colony (Ex): The collective intelligence of a items
colony of related sand slimes is one point for each Alignment: Always neutral
doubling of the numbers. A colony of two slimes Advancement: 8-13 HD (Huge)
have a collective Intelligence of 1. This increases to Level Adjustment: ―
2 with four slimes; to 3 with eight slimes, and so

112
This metallic beast has a smooth, pear-shaped an electrical attack, it suffers rage as the rage spell
torso, with six double-jointed legs, and a single, for 2d6 rounds. In this state it will bite the nearest
razor-sharp bronze talon at the end of each hinged source of metal until it is fully consumed,
limb. The head is attached to a long, flexible pipe regardless of the amount of damage suffered and
that emerges from the top of the torso. A large the presence of other sources of metal.
mouth in the head is filled with bristling spines of Vulnerabilities: A scallion that fails its saving
polished, glowing titanium that can eat through throw against a cold-based attack is slowed as the
rock and metal ore like butter. A scallion is slow spell for 1d6 rounds. In temperatures below
completely blind, but it can sense any traces of freezing the creature will become unusually stiff
processed metals from a distance. Unfortunately, and its attacks receive a -4 circumstance penalty.
the scallion is a formidable opponent that will
Scallions take double damage from any water-
challenge even the best-equipped warriors.
based attack, and are automatically shaken for 1d6
The scallion spends most of its time consuming rich rounds whenever it contacts a large body of water.
ore veins found deep within the earth. It is
completely lost outside its home plane, and Advancement
considers the material plane to be a desert with only In addition to the standard changes due to Hit Dice
a few prime sources of metal. Processed ores, such advancement, scallion also gain the following
as plate armor or steel swords, are a delicacy to the special benefits.
scallion, and it will hunt down a well-armed party,
• 8+ HD — +2 racial bonus on saving throws
seeking to consume their metal goods.
against acid or corrosion.
Scallion are bitter foes of rust monsters and will • 9+ HD — The rust monster becomes a favored
attack unrelentingly when one is discovered. They enemy of the scallion. This ability works like
are dealt 3d6 damage by the touch of a rust monster the ranger's favored enemy ability.
antennae (Reflex save for half damage). • 10+ HD — Gain Tremorsense 30 ft.
Combat • 12+ HD — +4 racial bonus on saving throws
against acid or corrosion.
The scallion relies on senses other than sight to
• 13 HD — The favored enemy bonus against
attack its foes, so it is only at a disadvantage when
rust monsters improves to +4.
it is facing a foe that carries no metal. They can
sense the presence of any refined metals within 60
ft. and will immediately seek them out. Their Scarecrow Guardian
hunger is not easily sated and they will continue to
seek out any remaining metal sources until they Author: The Netbook of Witches team.
have consumed at least 40 pounds in a one-hour Medium Construct
period. Hit Dice: 3d10+20 (36 hp)
Initiative: -2
This creature attacks by trying to pierce a foe with
Speed: 30 ft. (6 squares)
its front talons and then driving home the back four
Armor Class: 10 (-2 Dex, +2 natural), touch 8,
legs. A successful attack with both front legs will
flat-footed 10
allow the scallion to make four additional rake
attacks. The head of the scallion can also reach up Base Attack/Grapple: +2/+2
to 10 ft. away to bite a foe. Attack: Slam +2 (1d6)
Full Attack: Slam +2 (1d6)
Improved Grab (Ex): To use this ability, the Space/Reach: 5 ft./5 ft.
scallion must hit with both its claw attacks. It can Special Attacks: Paralyzing gaze
then attempt to start a grapple as a free action Special Qualities: Construct traits, darkvision 60
without provoking an attack of opportunity. If it ft., low-light vison, damage reduction 15/magic,
wins the grapple check it establishes a hold and can vulnerability to fire
make four rake attacks. Saves: Fort +1, Ref -1, Will +4
Rake (Ex): Attack bonus +10, damage 1d6+2. Abilities: Str 10, Dex 6, Con —, Int —, Wis 16,
Metalsight (Ex): A scallion is completely blind but Cha 1
can sense the presence of any raw and processed Skills: —
metallic ores within 60 feet, even through Feats: —
intervening layers of rock or other solids. Only Environment: Any
water or certain magical fields such as a wall of Organization: Solitary or gang (2-4)
force can block this sense. A creature is effectively Challenge Rating: 4
invisible to the scallion if it is wearing no metal and Treasure: None
has no metallic equipment or body parts. Alignment: Always neutral
Rage (Ex): If a scallion fails a saving throw against

113
Advancement: 4-8 HD (Medium); 9-12 HD Construction
(Large) Completing the ritual for an undead scarecrow
Level Adjustment: — requires a living sacrifice (usually a small animal)
which must be killed during the ritual to provide
Scarecrow guardians are basic guardians similar to the life force.
golems, but not nearly as powerful. Like typical CL 10th; Craft Wondrous Item, animate objects,
scarecrows, their bodies are made of straw and animate undead, trap the soul, caster must be at
cloth. They stumble clumsily about their assigned least 10th level; Price 18,000 gp; Cost 10,000 gp +
area and attack most anything that wanders through 1,200 XP.
it. Some scarecrow guardians are bound to a post,
and use their paralyzing gaze to imprison any
trespassers.
Shabat
Combat Author: Robert J. Hall.
Shabat, 1st-Level Warrior
Scarecrow guardians are assigned to protect a Medium Outsider (Native, Chaotic)
particular area. They never leave the area, even Hit Dice: 1d8+1 (5 hp)
when chasing an intruder. They will attack Initiative: +1
anything humanoid or animal-like in appearance Speed: 30 ft. (6 squares)
that walks into it's territory, unless otherwise Armor Class: 14 (+1 Dex, +2 leather, +1 light
instructed by their creator. shield), touch 11, flat-footed 13
Paralyzing Gaze (Su): Hold person as the spell Base Attack/Grapple: +1/+1
(caster level 10th); 30 ft., Will DC 14 negates. The Attack: Short sword +1 melee (1d6), or longbow
save DC is Wisdom-based. +2 ranged (1d8)
Vulnerability to Fire (Ex): Because of their straw Full Attack: Short sword +1 melee (1d6), or
bodies, scarecrow guardians are extremely longbow +2 ranged (1d8)
vulnerable to attacks from fire. They take double Space/Reach: 5 ft./5 ft.
damage from all fire attacks. In addition, a Special Attacks: Spell-like abilities
scarecrow guardian will catch fire easily after any Special Qualities: Darkvision 60ft., resistance to
attack that would normally ignite mundane items. A electricity 10
burning scarecrow is dealt 2d6 damage each round Saves: Fort +3 (+7 vs. poison), Ref +1, Will -1
(do not double this damage). Abilities: Str 11, Dex 13, Con 12, Int 11, Wis 8,
Cha 14
Construction Skills: Bluff +5, Diplomacy +4, Handle Animal +3,
A scarecrow guardian can be created easily by a Intimidate +5, Ride +3
standard ritual. A basic scarecrow is used for the Feats: Mounted Combat
body. Environment: Any
CL 10th; Craft Wondrous Item, animate objects, Organization: Solitary
caster must be at least 10th level; Price 3,600 gp; Challenge Rating: 1
Cost 2,000 gp + 500 XP. Treasure: Standard
Alignment: Usually chaotic (evil or neutral)
Undead Scarecrow Advancement: By character class
Level Adjustment: +3
Some scarecrow guardians are imbued with a spirit
of a person. These scarecrows have all the same
traits as a normal scarecrow guardian, except their These rare offspring of a succubus retain many of
creature type is undead, and have the same hit dice the beautiful features of their fiendish parentage.
(though the type of die is changed to d12) and skills The planetouched shahat is an exceptionally
as their previous incarnations. Undead scarecrows beautiful female humanoid, with a comely build
can still be bound to an area to protect, and still and flawless complexion. In their natural form they
obey the commands of their creator. An Undead lack the bat wings of the succubus, although a
Scarecrow has the same CR as when he was living slight, unobtrusive webbing can appear between
+1. their arms and ribs. Their eyes often have a slight
An undead scarecrow whose master is killed has a reddish tinge which flashes whenever strong
10% chance of being freed from his control, 25% emotions are present. They may possess other
chance of dying and a 65% chance of continuing to minor traits suggesting their dark heritage.
guard his specified area. Most shabat are chaotic in nature, preferring an
independent lifestyle free of encumbering rules and
laws. Some are decidedly evil in nature like their

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succubus mother, but others possess strong traits Special Attacks: Spell-like abilities, shadow
from their other parent and are able to resist their javelin
darker tendencies. Special Qualities: Darkvision 120 ft., low-light
vision, change shape, regeneration 5, shadow
Combat blend, shadow shift, light sensitivity
Sabhat are crafty, charming, and manipulative. Saves: Fort +6, Ref +11, Will +8
They can inherit the fighting abilities of their non- Abilities: Str 12, Dex 21, Con 11, Int 17, Wis 15,
succubi parentage, but retain a preference for Cha 14
avoiding conflict whenever possible. Skills: Balance +15, Climb +13, Concentration +7,
Spell-Like Abilities: 2/day―alter self, tongues. Diplomacy +8, Disguise +14, Handle Animal +6,
1/day—suggestion. Caster level 3rd or class levels, Hide +15, Intimidate +7, Knowledge (plane of
whichever is higher. The save DCs are Charisma- shadows) +15, Listen +11, Move Silently +15,
based. Perform (dance) +7, Search +8, Sleight of Hand +9,
Spellcraft +14, Spot +11, Swim +4
Skills: Shabat have a +2 racial bonus on Bluff and
Diplomacy checks. Feats: Blind-Fight, Combat Reflexes, Dodge,
Mobility
Shabat Characters Environment: Plane of shadow
Shabat characters possess the following racial Organization: Solitary, pair, or squad (3-5)
traits. Challenge Rating: 7
Treasure: Standard
— +2 Intelligence, +4 Charisma. Alignment: Usually lawful neutral
— Medium size. Advancement: By character class
— A shabat's base land speed is 30 feet. Level Adjustment: +6
— Darkvision 60 feet.
— Resistance to electricity 10.
— +4 racial bonus on saving throws against This potent race of shadow beings impose the will
poison. of powerful overlords of the shadow realms, and
— +2 racial bonus on Bluff and Diplomacy checks. are the chosen champions of their master. They are
— Special Attacks (see above): Spell-like abilities.
endowed with significant shadow magic abilities,
and can employ their powers on any plane or realm
— Automatic Languages: Common, Abyssal.
to which they can travel. They are the guardians of
Bonus Languages: Draconic, Dwarven, Elven,
the shadow places, protecting them from their
Gnome, Goblin, Halfling, Orc.
mortal enemy, the light.
— Favored Class: Bard.
— Level Adjustment: +3. In physical form, a shadow reeve resembles a pool
of deep gloom with a vaguely humanoid body, with
the lower half ending in wisps of shadow. In
The shabat warrior presented here had the addition to their other powers, they are able to
following ability scores before adjustment: Str 11, assume the form of humanoid creatures of similar
Dex 13, Con 12, Int 9, Wis 8, Cha 10. size. When they change shape in this manner,
Challenge Rating: Shabat with levels in NPC however, the shadow reeves retain something of a
classes have a CR equal to their character level. gloomy aspect and is darker in hue than the natural
Shabat with levels in PC classes have a CR equal to being. (Unless, of course, they choose to assume
their character level +1. the form of another shadow creature).
Shadow reeves can speak common and the native
Shadow Reeve language of their home. As they gain experience,
shadow reeves often take several levels in the
Author: Robert J. Hall. shadow dancer prestige class, further improving
Medium Outsider (Extraplanar) their power over shadows.
Hit Dice: 9d8 (41 hp)
Combat
Initiative: +7
Speed: 40 ft. (8 squares) Shadow reeves prefer fighting with halberd, a
Armor Class: 23 (+5 Dex, +4 mage armor, +4 status weapon of their honored rank. They rely on
natural), touch 19, flat-footed 18 mage armor for protection.
Base Attack: +9/+8 When traveling the lands of other races, shadow
Attack: Halbard +10 melee (1d10+1/x3); or reeves will adopt a local appearance and use
shadow javelin +14 ranged (blindness) weapons and armor native to that land. They prefer
Full Attack: Halbard +10/+5 melee (1d10+1/x3); to fight in well-shadowed areas, or between the
or shadow javelin +16 ranged (blindness) hours of dusk to dawn, when they do not suffer
Space/Reach: 5 ft./5 ft. from the effects of bright sunlight.

115
In a difficult fight, shadow reeves often choose to Advancement
revert to their native form. They use surprise and In addition to the standard changes due to Hit Dice
misdirection, shifting from shadow to shadow and advancement, shadow reeves also gain the
using their spells and shadow javelin to disable following special benefits.
their foe. If defeat seems certain, however, they
shift back to their native plane to escape. • The caster level of the spell-like abilities is
equal to the creature's Hit Dice.
Spell-Like Abilities: At will―detect magic, ghost • The save DC of the shadow javelin is equal to
sounds (DC 13), mage armor, misdirection.
10 + ½ HD + Constitution modifier.
3/day―deeper darkness, dimension door,
displacement, gaseous form, phantom steed.
1/day―black tentacles, shadow conjuration (DC Shaggy Stalker
17), shadow evocation (DC 17), solid fog. Caster
level 9th. The save DCs are Charisma-based. Author: Robert J. Hall.
Large Aberration
Shadow Javelin (Su): Once a round a shadow Hit Dice: 10d8 (45 hp)
reeve can form a javelin-like weapon out of a pool Initiative: +1
of shadow as a free action. A target hit by a shadow Speed: 30 ft. (6 squares), climb 30 ft.
javelin must succeed on a DC 16 Will save or be Armor Class: 22 (-1 size, +1 Dex, +12 natural), +0
blinded for 1d4 minutes. The effect's caster level is touch, 21 flat-footed
9th. The save DC is Charisma-based. The weapon Base Attack/Grapple: +7/+14
vanishes at the end of the round.
Attack: Eye rays +7 ranged touch and tentacle +4
Change Shape (Su): A shadow reeve can make melee (1d4+3)
itself appear to be any Medium humanoid creature. Full Attack: Eye rays +7 ranged touch and 4
In this form, however, it loses its supernatural tentacles +4 melee (1d4+3)
abilities. A shadow reeve can retain this form until Space/Reach: 10 ft./10 ft.
it assumes a new one. A change in form cannot be Special Attacks: Eye rays, improved grab, beak
dispelled, but a shadow reeve reverts to its natural bite 2d6+3
form when killed. A true seeing spell or ability Special Qualities: All-around vision, anti-psionic
reveals its natural form. If it uses this ability to cone, darkvision 60 ft., psionics, spell resistance
create a disguise, it get a +10 bonus on the Disguise 25, favored enemy
check. Saves: Fort +3, Ref +4, Will +12
A creature that interacts with the disguised shadow Abilities: Str 17, Dex 12, Con 11, Int 16, Wis 16,
reeve in direct daylight gets a Will save to Cha 18
recognize that there is something unusual about the Skills: Balance +11, Climb +20, Concentration +6,
appearance of the disguised shadow reeve, but the Hide +8, Listen +15, Psicraft +11, Search +8, Spot
nature of the peculiarity will be unclear. A shadow +15, Survival +5
reeve that is imitating another shadow-based form Feats: Alertness, Blind-Fight, Improved Initiative,
does not suffer from this limitation. Iron Will
Regeneration (Ex): Light, electricity, and shadow Environment: Underground
spells deal normal damage to a shadow reeve. Organization: Solitary
Regeneration can not occur in direct daylight. Challenge Rating: 12
Shadow Blend (Su): In any condition of Treasure: Standard
illumination other than full daylight, a shadow Alignment: Usually chaotic good
reeve will disappear within deep shadows, giving it Advancement: 11-15 HD (Large); 16-32 HD
total concealment. Artificial illumination, even a (Huge)
light or continual flame spell, does not negate this Level Adjustment: ―
ability. A daylight spell, however, will.
Shadow Shift (Su): A shadow reeve can shift from This bizarre species was created long ago by an
the Shadow Plane to the Material Plane as a free unknown race for the purpose of combating an evil
action, and shift back again as a move action. The race of psionic predators. The mindset and powers
ability is otherwise identical with the shadow walk of this potent creature were greatly modified from
spell (caster level 15th). the original species, and as a result the shaggy
Light Sensitivity (Ex): Shadow reeves are dazzled stalker is an altogether different creature than its
in bright sunlight or within the radius of a daylight predecessor. As of yet it is still a relatively rare
spell. being in the world, and can only be found
underground in selected locations. The effect of
Skills: A shadow reeve receives a +2 racial bonus this creature on the population of its racial enemy
on Move Silently checks. has been quite dramatic, however.

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A shaggy stalker is a 6-foot-wide orb covered in a the fight.
long, thick coat of multi-hued brown hair. Rather Flaming Shroud: The target must succeed on a
than an eye, the shaggy stalker has a vision pit Reflex save or be affected as though by the psionic
through which it is still able to discern its power. The shaggy stalker will use this ray against
surroundings with good clarity. Eight smaller physically threatening targets it wants to destroy
vision pits on the ends of stalks peer out from the early in the fight, or to finish off wounded foes.
shorter mat of hair on the top of the orb. The long,
Power Turning: This works like the psionic power,
hanging coat of shaggy hair disguises a mass of
but will only cause powers to rebound upon the
powerful furry tentacles attached to the underside.
target of the ray. If the eye is shifted to another foe,
A formidable beaked mouth sits at the bottom in
the power will no longer function against the
the midst of these tentacles.
previous target. This ray is typically aimed at any
To move about underground, the shaggy stalker racial foes among the enemy, particularly the
uses the gripping pads on the ends of its tentacles to individual whom the creature perceives as being the
cling to walls and ceilings. most dangerous.
Combat Recall Agony: This works just like the spell,
causing 9d6 points of damage. (Will half).
Shaggy stalkers rarely attack without provocation,
and normally only hunt for food or for their species Improved Grab (Ex): To use this ability, the
enemy. They will put themselves at considerable shaggy stalker must hit with a tentacle attack. It can
risk in order to aid those who are attacked or then attempt to start a grapple as a free action
enslaved by their enemy race, and will on occasion without provoking an attack of opportunity. If it
ally themselves with enemies of this foe. wins the grapple check, it establishes a hold and
can beak bite.
When faced with multiple opponents their favorite
tactic is to lower themselves into the midst of their Beak Bite (Ex): Attack bonus +4, damage 1d8+3.
enemies from above, then employ their rays to best Negate Psionics Cone (Su): A shaggy stalker's
effect. Against a single foe a shaggy stalker will central vision pit continually radiates a 100-foot
attempt to attack from ambush, using up to four of cone of negate psionics as the psionic power (caster
its tentacles to tightly grasp the foe and then bite level 12th). All psionic powers and effects within
with its beak. the cone are suppressed—even the shaggy stalker's
Eye Rays (Su): Each of the eight small vision pit own eye rays. Once a round, during its turn, the
rays resembles a psionic power (caster level 13th). shaggy stalker decides whether the negate psionics
Each ray has a range of 150 feet and a save DC of cone is active or not (the shaggy stalker deactivates
17. The save DCs are Charisma-based. The eight the cone by squeezing closed its central eye pit.)
rays include: Psionics (Sp): At will—conceal thoughts,
Brain Lock: The target must succeed on a Will save empathic transfer, missive, nondetection, recall
or be affected as though by the psionic power. pain; 3/day—brain lock, lesser body adjustment.
Shaggy stalkers typically use this ray against Effective caster level 10th.
psionically enslaved defenders of their enemy race Attack/Defense Modes (Sp): At will-all/all.
in order to safely neutralize them during the battle. Favored Enemy: This power works like the
Charm Monster: The target must succeed on a Will ranger's favored enemy feature, except the chosen
save or by affected as though by the psionic power. foe must have a psionics ability.
The shaggy stalker uses this ray to target weak- Skills: Shaggy stalkers receive a +4 racial bonus to
willed members of the enemy. Balance and Climb checks. A shaggy stalker can
Disintegrate: The target must succeed on a always choose to take 10 on Climb checks, even if
Fortitude save or be affected as though by the rushed or threatened.
psionic power. The shaggy stalkers enjoy using this
ray against the leaders of their enemy, who are Shaggy Stalker Society
susceptible to its destructive power. The shaggy stalker is normally a solitary creature
Greater Domination: This works like the psionic that dwells exclusively beneath the earth. It is
power, except the subject can be of any size. The rarely to be found at a particular location for very
shaggy stalker uses this ray to create confusion in long, relying on mobility to confuse its enemies.
the ranks of an enemy, particularly among those Rather than building an extensive base, it uses its
guarding any of their enemy race. disintegration power to create a series of well-
Fatal Attraction: The target must succeed on a camouflaged ambush ports at suitable locations in
Fortitude save or be affected as though by the the tunnel ceilings. From these holes the creature
psionic power. This ray is often targeted against waits for an opportune moment to strike at its prey
fleeing opponents, or those it thinks will survive passing beneath. It is a cunning, patient, and

117
unpredictable creature that may allow weeks or Space/Reach: 10 ft./10 ft.
months to pass between each attack. Special Attacks: Cold
Once the fear of its bizarre form is overcome, the Special Qualities: Fast healing 2 (cold only),
shaggy stalker can prove to be a trustworthy ally damage reduction 5/fire, darkvision 60 ft.,
and pleasant companion, especially to those whom elemental traits, immunity to cold, vulnerability to
it has rescued from slavery to its racial foe. The fire, khadol
creature will rarely have long-lasting friendships, Saves: Fort +5, Ref +6, Will +2
however, as such may impair its ability to stalk its Abilities: Str 11, Dex 15, Con 10, Int 12, Wis 11,
hereditary foe. The rare exception is the occasional Cha 7
closely allied metallic dragon, particularly those of Skills: Hide +5, Listen +8, Move Silently +9,
the brass or copper variety. Search +6, Spot +8
Feats: Alertness, Improved Natural Attack,
Advancement Lightning Reflexes
In addition to the standard changes due to Hit Dice Environment: Cold plains
advancement, shaggy stalkers also gain the Organization: Solitary, gang (2-4), or pack (5-20)
following special benefits. Challenge Rating: 4
• The caster level of the psionics spell-like Treasure: None
abilities is equal to the creature's HD. Alignment: Always lawful evil
• The save DC of the eye rays is equal to 10 + ½ Advancement: 7-12 HD (Large), 13-21 HD
HD + Charisma modifier. (Huge)
• Spell resistance is equal to the creature's HD + Level Adjustment: ―
15 (maximum 35).
• 11+ HD — Add 3/day—body adjustment to the The body of the sharod has the lower body shape of
psionics. a shell-less gastropod, attached to a humanoid
• 13+ HD — Add At will—detect thoughts to the upper torso, with a head and two arms. Due to their
psionics. appearance, these creatures have sometimes been
• 15+ HD — Add 3/day—dimensional slide to called an ice naga. Such a name is a misnomer,
the psionics. however, as they are purely an elemental being.
• 17-24 HD — The favored enemy bonus Most of their body is composed of a blue, viscous
increases to +4. liquid that will not freeze even under the most
• 19+ HD — Add 3/day—fatal attraction to the extreme cold temperatures. The body shape is held
psionics. together by an icy skeletal structure that is clearly
• 21+ HD — Add 3/day—dimensional anchor to visible through their liquid form. This ice is tougher
the psionics. than bone and is very difficult to damage.
• 23+ HD — Add 3/day—sense psionics to the A sharod draws certain nutrients from the bodies of
psionics. its fallen foe. It usually allows the body to freeze
• 25+ HD — The favored enemy bonus increases and then dissolves the precious nutrients by
to +6. wrapping it in their liquid body.
• 27+ HD — Add 3/day—ultrablast to the Note that due to the bitterly cold temperature of the
psionics. sharod's body, they can not swim in water because
• 29+ HD — Add 3/day—power turning to the it will freeze around their body forming a solid
psionics. cocoon.
• 31+ HD — Add 3/day—emulate power to the
psionics. Combat
The surprisingly quick sharod attacks with icy
Sharod weapons they are able to form at the end of their
arms. All such weapons deal the normal damage of
Author: Robert J. Hall. their type, plus additional cold damage. The
Large Elemental (Cold, Water) balance provided by heavy tail allows the sharod to
Hit Dice: 6d8 (27 hp) perform an attack with each of its arms during the
Initiative: +2 same round. When a sharod is killed its body will
Speed: 30 ft. (6 squares) collapse in a pool of blue slush, leaving only a
Armor Class: 17 (-1 size, +2 Dex, +6 natural), hard, icy skeleton.
touch 11, flat-footed 15 Cold (Ex): A sharod's claw attack deals slashing
Base Attack/Grapple: +4/+8 damage plus cold damage from the sharod's bitterly
Attack: Claw +3 melee (1d8 plus 2d6 cold) cold body. Creatures attacking a sharod unarmed or
Full Attack: 2 claws +3 melee (1d8 plus 2d6 cold) with natural weapons take 2d6 points of cold
damage.

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Fast Healing (Ex): In temperatures below freezing Shnoz
the body of a sharod heals 2 points of damage per
hour. Author: Robert J. Hall.
Khadol (Su): A special link known as the khadol Large Aberration
allows each of the clutch members to know the Hit Dice: 6d8+12 (39 hp)
position and general physical health of clan Initiative: +7
members, functioning as the status spell. This Speed: 5 ft. (1 square), fly 30 ft. (good), swim 10
ability is constant and cannot be dispelled. The tie ft.
can last for many years, although it usually only Armor Class: 18 (-1 size, +3 Dex, +6 natural),
lasts into adulthood for members of the same clan. touch 12, flat-footed 15
Once per day a sharod can draw away up to half the Base Attack/Grapple: +4/+9
damage from a fellow of his khadol by touch, Attack: Slam +4 melee (1d6+1), or slime +6
inflicting a like amount to his own body. However, ranged touch
a sharod can never draw away more damage than is Full Attack: Slam +4 melee (1d6+1), or slime +6
needed to take himself down to 0 Hit Points. ranged touch
Space/Reach: 10 ft./5 ft.
Sharod Society Special Attacks: Slime, erupting pores, constrict
The sharod forms an elite warrior force on cold 1d4+1, improved grab
planes. They are completely loyal to their current Special Qualities: Immunities, blindsight 60 ft.,
master and will fight until death to protect their scent, fly
ward. They normally form tight-knit clans that will Saves: Fort +4, Ref +5, Will +7
defend their honor to the last drop of their bodies. Abilities: Str 12, Dex 16, Con 15, Int 9, Wis 14,
Sharod are known to hold grudges for many Cha 4
generations, and it is not uncommon for their clans Skills: Listen +4, Search +4, Survival +4*
to eradicate each other over a "blood" feud. Sharod Feats: Blind-Fight, Improved Initiative, Track
are cruel and ruthless warriors, and they gleefully Environment: Underground
enjoy tormenting their foes. Organization: Solitary, pair, or cluster (2-4)
They reproduce by merging the bodies of a male Challenge Rating: 5
and female and then splitting into a clutch of 5-8 Treasure: None
hatchlings. Thus each hatchling has a memory of its Alignment: Usually neutral
ancestors stretching back many centuries. Advancement: 7-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: ―
Advancement
In addition to the standard changes due to Hit Dice A shnoz is a ludicrous-appearing, eight-foot-tall
advancement, sharods also gain the following creature that is shaped vaguely like a large, bulbous
special benefits. nose. It has a large, U-shaped cavity along the
• 8+ HD — Fast healing in freezing temperatures underside, from which hang a tangle of quivering,
improves to 4. hairy tendrils. A dense mane of dark, shiny hair
• 10+ HD — When fighting with another member covers the back of the shnoz. The flesh of this
of the same khadol, the bonus for aiding the creature can range from a mottled dark gray to a
sharod ally improves to +4. (See the Aid uniform pale pinkish hue, and the form can vary
Another description in the Special Attacks from a wide flat nose to a long snout.
section of the Core Rulebook I). This bonus can The shnoz is completely mute and it can only
be applied to either sharod, depending on which communicate by emitting various scents. These
is aiding the other. scents will often linger in the air for days, allowing
• 12+ HD — Damage reduction improves to the shnoz to leave simple messages for others of its
10/fire. kind.
• 14+ HD — Fast healing in freezing
temperatures improves to 6. Combat
• 16+ HD — Damage inflicted due to cold Shnoz are cautious creatures that rely on their
increases to 3d6. unusual abilities to overcome their opponents. They
• 18+ HD — Damage reduction improves to attempt to surprise their foes, striking without
15/fire. warning and keeping their prey off balance.
• 20+ HD — Fast healing in freezing Slime (Ex): Once every 1d3 rounds a shnoz can
temperatures improves to 8. spit a glob of slimy material from the opening on
their underside. This is similar to an attack by a net
but has a maximum range of 50 feet, with a range

119
increment of 10 feet. The slime is effective against • 10+ HD — Gain Secrete Ooze (Ex): Once each
targets up to one size category smaller than the minute a shnoz can secrete a slick 10-ft.-square
shnoz. An entangled creature can escape with a pool of grease as the spell (caster level 10th).
successful DC 15 Escape Artist check or burst it
with a DC 17 Strength check. The check DC are
Constitution-based, and the Strength check includes
Shrevebush
a +2 racial bonus. Author: Robert J. Hall.
Constrict (Ex): On a successful grapple check, a Large Plant
shnoz deals 1d4+1 points of damage. Hit Dice: 4d8+19 (37 hp)
Improved Grab (Ex): To use this ability, the Initiative: +1 (Dex)
shnoz must hit with its slam attack. It can then Speed: Burrow 5 ft. (1 square)
attempt to start a grapple using its tendrils as a free Armor Class: 17 (-1 size, -1 Dex, +9 natural),
action without provoking an attack of opportunity. touch 8, flat-footed 17
If it wins the grapple check, it establishes a hold Base Attack/Grapple: +3/+12
and can constrict. Attack: Tendril +7 ranged touch (grab)
Erupting Pores (Ex): Once per minute, pores Full Attack: 4 tendrils +7 ranged touch (grab)
along the front of the shnoz can emit a dense cloud Space/Reach: 10 ft./10 ft. (20 ft. with tendril)
of fine black powder. This material lingers in the Special Attacks: Improved grab, swallow whole,
air, and functions as a darkness spell (caster level digest
6th). This darkness obscures sight but does not Special Qualities: Plant traits, change form,
counter or dispel any light spells. A wind stronger tremorsense 20 ft.
than a light breeze will disperse the cloud after a Saves: Fort +8, Ref +0, Will +4
full round. Abilities: Str 21, Dex 8, Con 19, Int 3, Wis 13, Cha
12
Flight (Ex): A shnoz's body is naturally buoyant, Skills: Disguise +10, Move Silently +1
allowing it to fly at a speed of 30 ft. This buoyancy Feats: Iron Will, Toughness
also grants it a permanent feather fall effect (as the
Environment: Temperate plains
spell) with personal range.
Organization: Solitary
Blindsight (Ex): Shnoz can ascertain all foes Challenge Rating: 4
within 60 feet as a sighted creature would. Beyond Treasure: 1/10th coins; 50% goods; 50% items
that range, they treat all targets as totally concealed. Alignment: Always neutral
Shnoz are susceptible to scent-based attacks, and Advancement: 5-9 (Large); 10-15 (Huge)
are affected normally by overpowering odors (such
as stinking cloud or incense-heavy air). Negating a
shnoz's sense of smell effectively blinds the At first glance this plant resembles a large, fruit-
creature. bearing bush. It emits a pleasant odor and appears
to have edible fruit hanging in clusters from its
Immunities: Shnoz are immune to gaze attacks,
branches. This is just a ruse, however, intended to
visual effects, illusions, and other attack forms that
lure animal prey into its web of thick tendrils
rely on sight.
buried just beneath the surface.
Skills: *Shnoz have a +12 racial bonus on Survival
The entire plant is capable of slowly burrowing
checks when tracking by scent.
through soft ground using its tendrils. It will often
Advancement wait in ambush at a chosen spot for several days,
then burrow to a new location if game proves
In addition to the standard changes due to Hit Dice
scarce.
advancement, shnoz also gain the following special
benefits. The shrevebush can neither see nor hear, but can
sense nearby movement through vibrations along
• The DC of the slime Escape Artist check is
the ground and the stirring of currents in the air.
equal to 10 + ½ HD + Constitution modifier.
The DC of the slime Strength check is +2 Combat
greater than the Escape Artist DC. When the shrevebush senses that a prey is standing
• 8+ HD — The cloud of fine black powder
within 5 feet of the bush, the tendrils spring out of
produced by the erupting pores ability functions the ground to grab the food. The morsel is pulled
as a deeper darkness spell (caster level 8th). This into a tough bladder located beneath the bush, and
darkness obscures sight but does not counter or is slowly digested over the course of several days.
dispel any light spells. A wind stronger than a Once food has been obtained, the shrevebush will
light breeze will disperse the cloud after a full burrow deep into the ground and remain there until
round. the digestion cycle has completed.

120
Change Form (Ex): The shrevebush can make • 12+ HD — The radius of the tremorsense
subtle changes to its form, using its Disguise ability increases to 40 feet.
so as to appear to be an entirely different plant. • 14 HD — The shrevebush can make a full
Making such a change requires a full minute of attack with 8 tendrils.
concentrated action by the plant. A successful Spot
check is needed to successfully see through the
disguise.
Silver Floater
Anybody with ranks in Survival or Knowledge Author: Robert J. Hall.
(nature) can use one of these skills instead of Spot Huge Aberration
to notice the disguise. A true seeing spell or ability Hit Dice: 2d8-4 (5 hp)
reveals the natural form of the plant. Initiative: +3
Improved Grab (Ex): To use this ability, a Speed: fly 30 ft. (clumsy) (6 squares)
shrevebush must hit a creature at least one size Armor Class: 11 (-2 size, +3 Dex), touch 11, flat-
smaller than itself with a tendril attack. It can then footed 8
attempt to start a grapple as a free action without Base Attack: +1/+11
provoking an attack of opportunity. If it wins the Attack: Lash +1 melee (1d6+2 plus paralyze)
grapple check, it establishes a hold and can try to Full Attack: 4 lashes +1 melee (1d6+2 plus
swallow the opponent in the following round. paralyze)
Swallow Whole/Digest (Ex): A shrevebush can try Space/Reach: 15 ft./15 ft.
to swallow a grabbed opponent by making a Special Attacks: Paralyze, swallow whole
successful grapple check. Once inside the plant's Special Qualities: Blindsight 60 ft., resistance to
digestive sack, the sides begin to constrict, electricity 20 and cold 20
automatically inflicting 1d6+2 points of nonlethal Saves: Fort -2, Ref +3, Will +4
damage each round. The natural juices released into Abilities: Str 15, Dex 16, Con 6, Int 3, Wis 12, Cha
the sack inflict 1d3 points of acid damage every 12
hour. Only one creature can be pulled into the sack Skills: Listen +6, Spot +7
at any time. Feats: Alertness
Environment: Warm forests
A swallowed creature can attempt to cut its way out
Organization: Solitary or colony (5-20)
by using a light slashing or piercing weapon to deal
Challenge Rating: 2
12 points of damage to the sack (AC 17). In order
to do so, however, the creature must overcome the Treasure: None
constriction, which requires a DC 21 Escape Artist Alignment: Always neutral
check or a DC 17 Strength check. The check DC Advancement: 3-5 HD (Huge)
are Strength-based, and the Escape Artist DC Level Adjustment: ―
includes a +4 racial bonus.
Once the sack has been ruptured, the shrevebush is These huge, floating bags closely resemble a flying
unable to swallow creatures whole until it has had portuguese man-o'-war jellyfish. They typically
time to fully heal the wound. dwell in hot, moist environments that are
Skills: A shrevebush has a +4 racial bonus on any surrounded large growths, such as clearings in a
Disguise check. tropical forest or along rivers. Silver floaters
possess some maneuverability but are usually
Advancement subject to the whims of the winds. Electric stinging
In addition to the standard changes due to Hit Dice cells on their outer sack protect them against birds
advancement, shrevebushes also gain the following and other flying predatory. Floaters sometimes hunt
special benefits. in packs, communicating via tiny electrical flashes.
• The DC of the sack constriction Strength check Combat
is equal to 10 + ½ HD + Strength modifier. The Since they make no noise, floaters will often gain
DC of the sack constriction Escape check is +4 complete surprise for their strike. However, they
greater than the Escape Artist DC. are not well armored against attack, relying on their
• 6-11 HD — The radius of the tremorsense height and extension to remain out of reach of
increases to 30 feet. ground beasts. They hunt by floating over a target,
• 8-13 HD — The shrevebush can make a full then reaching down to lash at the victim with their
attack with 6 tendrils. flexible tendrils. The victim is repeatedly jolted
• 10+ HD — The reach of the tendrils is 25 feet. with electric shocks, then drawn into the inner sack
Theshrevebush can burrow at a rate of 10 feet for digestion. Floaters only hunt for food, and will
per round. depart after capturing a live meal.
Paralyze (Ex): Those hit by a silver floater’s lash

121
attack must succeed on a DC 12 Fortitude save or Organization: Solitary
be paralyzed for 2d4 rounds. The save DC is Challenge Rating: 5
Charisma-based. Treasure: Feathers
Swallow Whole (Ex): A silver floater can try to Alignment: Usually chaotic good
swallow a paralyzed opponent at least two size Advancement: 10-16 HD (Tiny)
categories smaller than itself by making a Level Adjustment: ―
successful grapple check. Once inside the digestive
sack, the opponent takes 1d6 points of acid damage This magnificent bird resembles a large parrot, and
per round. A swallowed creature can cut its way it has a beautiful, multi-hue coat of feathers that
out using light slashing or piercing weapons to deal sparkles with a gem-like quality in direct sunlight.
enough damage to kill the silver floater. Once the The simurgh are wise and kindly creatures that are
creature exits, muscular action closes the hole; sometimes sent by friendly djinni to aid mortals.
another swallowed opponent must cut its way out. They are considered as both oracles and protectors
A silver floater's digestive sack can hold 1 Medium, by those they serve.
4 Small, 16 Tiny, or 64 Diminutive or smaller The bejewelled feathers of a simurgh are worth
opponents. 1,000 gp.
Blindsight (Ex): Silver floaters can observe prey
through their faint electrical emissions, allowing Combat
them to hunt in total darkness. This ability will not Simurgh have no interest in personal combat, and
operate during rainfall, or if the opponent is will fight only to defend themselves. They possess
incorporeal, or has electricity resistance or a sharp beak that can deliver a sharp wound, but
immunity. would much prefer to escape the fray by flying to
safety.
Advancement
Spell-Like Abilities: At will―deathwatch, reduce,
In addition to the standard changes due to Hit Dice remove fear, sanctuary, tongues. 3/day―augury,
advancement, silver floaters also gain the following color spray, cure serious wounds, remove poison,
special benefits. sending. 1/day―cure critical wounds, divination,
• The save DC of the paralyzing lash is equal to neutralize poison, rainbow pattern. Caster level 9th.
10 + ½ HD + Charisma modifier. The save DCs are Charisma-based.
True Seeing (Su): This ability is identical with true
Simurgh seeing (caster level 14th) except that it has personal
range and the simurgh must concentrate for 1 full
Author: Robert J. Hall. round before it takes effect. Thereafter the ability
Tiny Magical Beast remains in effect as long as the simurgh
Hit Dice: 9d10+9 (49 hp) concentrates.
Initiative: +2 Skills: Simurgh have a +4 racial bonus on Balance
Speed: 5 ft. (1 square), fly 40 ft. (good) checks.
Armor Class: 18 (+2 size, +2 Dex, +4 deflection),
touch 16, flat-footed 16 Advancement
Base Attack/Grapple: +9/+1 In addition to the standard changes due to Hit Dice
Attack: Bite +7 melee (1d2-5) advancement, simurgh also gain the following
Full Attack: Bite +7 melee (1d2-5) special benefits.
Space/Reach: 2-½ ft./0 ft.
• The caster level of the spell-like abilities is
Special Attacks: Spell-like abilities
equal to the creature's HD.
Special Qualities: Low-light vision, damage
• Spell resistance is equal to the creature's HD + 5
redution 10/evil, fast healing 5, spell resistance 14
Saves: Fort +8, Ref +8, Will +7 (maximum 20).
• 10+ HD — Add 1/day—dream to the spell-like
Abilities: Str 2, Dex 15, Con 12, Int 19, Wis 14,
Cha 16 abilities.
• 12+ HD — Add 3/day—break enchantment to
Skills: Balance +8, Diplomacy +17, Heal +14,
Hide +11, Knowledge (arcana) +9, Knowledge the spell-like abilities.
(geography) +6, Knowledge (history) +14, • 14+ HD — Add 1/day—heal to the spell-like
Knowledge (nature) +8, Knowledge (nobility) +7, abilities.
Knowledge (planes) +5, Knowledge (religion) +8, • 16 HD — Add 1/day—mass cure serious
Listen +6, Sense Motive +8, Spellcraft +12, Spot wounds to the spell-like abilities.
+6
Feats: Alertness, Dodge, Iron Will, Negotiator
Environment: Warm forests

122
Skinrug Guardian Size is unchanged.
Hit Dice: Change the creature's hit dice to d10.
Author: Sean K Reynolds. Special Attacks: A skinrug guardian retains all of
A skinrug guardian is a kind of construct creature the extraordinary abilities of the base creature,
made from the preserved skin of an animal. except those that require a continuing active
Retaining a (flattened) semblance of their original metabolism. These are poison, breath weapon, ink
form, skinrug guardians are kept in places where an cloud, quills, slime coating, stench, spores, and
animal skin rug would not draw attention and leap swallowing whole.
up to attack intruders or threaten those that they are It also gains the improved grab ability and the
ordered to protect. following:
A skinrug guadian looks like nothing more unusual Non-lethal Damage Option (Ex): A skinrug
than a floor or wall rug made from the skin of a guardian can be ordered to only inflict non-lethal
slain animal, including the feet and head. When damage when it grapples a target.
active, they hump themselves into an
approximation of their original shape, attacking in Special Qualities: A skinrug guardian retains all of
the manner of their living counterparts. They are the special qualities of the base creature, except
completely obedient to the person that creates them. those that require a continuing active metabolism.
These are adhesive, ink cloud, slippery, fast
Sample Skinrug Guardian healing, regeneration, and any that involve eating,
This example uses a brown bear as the base sleeping, or breathing.
creature. Because it has no Intelligence or Constitution score
and is destroyed upon reaching 0 hit points, some
of the base creature's abilities have no effect after it
Skinrug Guardian Brown Bear has been turned into a construct guardian. For
Large Construct example, the boar's ferocity ability to fight while
Hit Dice: 6d10 (33 hp) disabled or dying has no effect, and a badger's rage
Initiative: +3 ability does not increase the creature's Constitution
Speed: 40 ft. (8 squares) or hit points because it has no Constitution score,
Armor Class: 17 (-1 size, +3 Dex, +5 natural), although the Strength increase and AC penalty still
touch 12, flat-footed 15 apply.
Base Attack/Grapple: +4/+14
The creature also gains the following:
Attack: Claw +9 melee (1d8+6)
Full Attack: 2 claws +9 melee (1d8+6) and bite +4 Evasion (Ex): Because it is agile and can flatten
melee (2d6+3) itself completely to avoid attacks, a skinrug
Space/Reach: 10 ft./5 ft. guardian gains the evasion ability.
Special Attacks: Improved grab, non-lethal Immunities (Ex): A skinrug guardian is immune to
damage option cold attacks and attacks from blunt weapons.
Special Qualities: Construct traits, camouflage, Damage Reduction (Ex): A skinrug guardian has
damage reduction 5/slashing, evasion, flatness, damage reduction 5/slashing ― it ignores the first 5
immunity to cold and blunt weapons, scent points of damage from any piercing attack.
Saves: Fort +5, Ref +8, Will +3
Camouflage (Ex): A skinrug guardian that doesn't
Abilities: Str 23, Dex 17, Con ―, Int ―, Wis 12,
move looks exactly like an inert animal skin rug.
Cha 6
Skills: ― Flatness (Ex): Because its body is flexible and
Feats: ― compact despite its facing, a skinrug guardian can
Environment: Any fit through openings as small as its head
Organization: Solitary Abilities: As a construct creature, a skinrug
Challenge Rating: 4 guardian has no Constitution or Intelligence score.
Alignment: Neutral Adjust its ability scores from the base creature as
Advancement: ― follows: Strength -4, Dexterity +4.
Level Adjustment: ― Skills: As a construct creature, a skinrug guardian
has no ranks in any skills. It loses any racial bonus
Creating a Skinrug Guardian to skills it had as a living creature.
"Skinrug guardian" is an acquired template that can Feats: As a construct creature, a skinrug guardian
be applied to any animal (referred to hereafter as has no feats.
the "base creature").
Environment: Any.
Size and Type: The creatures' type changes to
construct. Do not recalculate base attack bonus. Organization: Solitary.

123
Treasure: None. such undead, perhaps the most common of its type.
Alignment: Always neutral. The slime ghoul much as a typical ghoul, although
Advancement: ― it will typically be darker and more green-hued.
The flesh has a slick, unwholesome appearance, as
Level Adjustment: ― though drawn up through the slick slime sometimes
Construction found floating near the top of a pond.
To construct a skinrug guardian, the creator needs The slime ghoul can not be created or summoned
the Craft Wondrous Item feat and must expend through magical means. It is a purely natural
1,000 gp per hit die and 50 XP per hit die of the manifestation, if such can be said of any undead.
base creature. The cost includes the necessary Combat
animal skin, certain herbs and magical oils to rub
into the creature's fur, and all other mundane Slime ghouls try to attack with surprise whenever
ingredients. Preparing the skin requires a successful possible. They lack the hard claws of a ghoul, and
DC 13 Craft (leatherworking) check. If the creator instead attack with a wet-sounding slam that leaves
is a bard, sorcerer, or wizard, the construction a nauseating stench lingering in the air.
process requires cat's grace and charm monster. If Nausea (Ex): Those hit by a slime ghoul's slam
a cleric or druid, it requires speak with animals and attack must succeed on a DC 12 Fortitude save or
either dominate animal or animate objects. The be nauseated for 1d4+1 rounds. The save DC is
process takes five days. Charisma-based.
Ooze (Ex): As a standard action, a slime ghoul can
Slime Ghoul squeeze its body under a door or through a crack,
advancing a maximum of 5 feet.
Medium Undead Skills: *A slime ghouls has a +4 racial bonus on
Hit Dice: 3d12+3 (22 hp) Move Silently checks in water or marshy areas.
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 9 (-1 Dex), touch 9, flat-footed 9
Base Attack/Grapple: +1/+3
Attack: Slam +4 melee (1d4+2 plus 1d3 acid)
Full Attack: Slam +4 melee (1d4+2 plus 1d3 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, nausea
Special Qualities: Darkvision 60 ft., damage
reduction 5/slashing, immunity to polymorph, ooze,
undead traits, +2 turn resistance
Saves: Fort +0, Ref -1, Will +5
Abilities: Str 14, Dex 8, Con —, Int 12, Wis 15,
Cha 12
Skills: Climb +7, Hide +5, Move Silently +4*,
Smoke Snake
Search +4, Spot +8, Swim +7 Author: Robert J. Hall.
Feats: Toughness, Weapon Focus (slam) Small Elemental (Air, Fire)
Environment: Cold swamp Hit Dice: 1d8+3 (7 hp)
Organization: Solitary, gang (2-4), or pack (7-12) Initiative: +1
Challenge Rating: 2 Speed: fly 10 ft. (perfect) (2 squares)
Treasure: None Armor Class: 11 (+1 size, +1 Dex), touch 12, flat-
Alignment: Always chaotic evil footed 11
Advancement: 4 HD (Medium) Base Attack/Grapple: +0/―
Level Adjustment: — Attack: Singe +2 melee (1d4 fire)
Full Attack: Singe +2 melee (1d4 fire)
Under certain unusual circumstances, a cadaver can Space/Reach: 5 ft./5 ft.
decay in such a manner that it possesses a Special Attacks: Infiltrate
gelatinous, slimy composition. This is particularly Special Qualities: Darkvision 60 ft., elemental
so in swampy areas, but it can also occur in other traits, immunity to fire, vulnerability to cold,
humid environments such as an underwater cave. If gaseous form, chrysalis, immersion vulnerability
the body rises in the form of an undead, it gains Saves: Fort +4, Ref +3, Will +3
certain ooze-like properties that can make it an Abilities: Str ―, Dex 12, Con 15, Int 2, Wis 12,
even more formidable foe. The slime ghoul is one Cha 6

124
Skills: Hide +11, Listen +2, Spot +2 +2 racial bonus.
Feats: Toughness, Weapon FinesseB There are various magical means to remove the
Environment: Elemental plane of fire snake from the lungs of the victim. The snake can
Organization: Solitary or Cluster (2-5) be dismissed back to its native plane. It can also be
Challenge Rating: 2 compelled to leave by means of a charm monster or
Treasure: None confusion spell. The victim can become ethereal or
Alignment: Always neutral change into a gaseous form, or they can use a spell
Advancement: 2-3 HD (Small) of water breathing and submerge themselves. A
Level Adjustment: ― cure disease spell will immediately kill the
invading smoke snake.
On their native plane these beings are very long, Chrysalis (Ex): As a full round action a smoke
sinuous creatures that are noticeable only for their snake can enter a chrysalis state at will. In the
faint reddish hue. They commonly form small chrysalis form the smoke snake is helpless, but
groups of intertwining smoke snakes for defense gains damage reduction 5/cold and +4 natural
against larger predators. armor. It can return to its smoke form as a move
If they enter a harsh environment such as the action.
material plane they will typically enter a chrysalis Immersion Vulnerability: A smoke snake in its
state. In this form they resemble a short, smooth gaseous form is dealt 1 point of cold damage per
piece of weathered-grey driftwood. A traveler may round from rain or fog, and is automatically slain
find such a stick while out collecting firewood, and by submersion.
then place it on a burning pile. Skills: While in smoke form, smoke snakes have a
Once in contact with an open flame, the smoke +4 racial bonus to Hide checks. *Inside a smoke
snake gradually emerges from its chrysalis state cloud, the Hide bonus increases to +8.
and begins to take on its natural form―a serpentine
creature made from smoke. However, this being Advancement
will be very difficult to distinguish from the normal In addition to the standard changes due to Hit Dice
smoke emerging from the fire, and therein lies the advancement, smoke snakes also gain the following
danger. special benefits.
To lay its eggs, the smoke snake will seek out a • The save DC of the infiltration nausea is equal
warm, sheltered place free from rain or other to 12 + ½ HD + Constitution modifier.
hazards. Often times, this will be the nostril of a
man or beast that is in close proximity to the fire. Sonic Nightmare
The snake is relatively odorless, compared to
normal smoke, and it may easy escape the notice of Author: Robert J. Hall.
a sleeping victim before it enters the lungs. Once Small Elemental (Air)
inside, the snake begins to lay its wispy eggs, Hit Dice: 2d8-2 (7 hp)
simultaneously causing the victim to choke and gag Initiative: +4
from lack of clean air. Speed: fly 10 ft. (good) (2 squares)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-
Combat
footed 11
The smoke snake attacks by burning the target with Base Attack/Grapple: +1/―
its hot body. It can also invade the lungs of a victim Attack: Vibrating touch +7 melee (1d4 sonic)
to gain shelter and lay its eggs. Those invaded in Full Attack: Vibrating touch +7 melee (1d4 sonic)
this manner are in for a very unpleasant time until Space/Reach: 5 ft./5 ft.
the smoke snake is removed, or else leaves of its Special Attacks: Spell-like abilities, fascinate
own accord after 3d6 rounds. Special Qualities: Blindsight 120 ft., elemental
Gaseous Form (Ex): This inherent ability traits, immunities
functions as the gaseous form spell, and can only Saves: Fort -1, Ref +7, Will +1
be turned off when the smoke snake enters a Abilities: Str ―, Dex 18, Con 8, Int 9, Wis 13, Cha
chrysalis state. 15
Infiltrate (Ex): On a successful touch attack a Skills: Hide +13, Listen +10, Move Silently +5,
smoke snake can infiltrate itself into the lungs of a Perform (sing) +12
corporeal target that needs to breath. Once inside, Feats: Weapon Finesse
each round the smoke snake automatically deals 1 Environment: Elemental plane of air
point of fire damage per round and the victim must Organization: Solitary
make a DC 15 Fortitude save or become nauseated. Challenge Rating: 2
The save DC is Constitution-based, and includes a Treasure: None

125
Alignment: Always neutral nightmare is effectively blinded.
Advancement: 3-5 HD (Small); 6-9 HD (Medium) Immunities: Sonic nightmares are immune to gaze
Level Adjustment: ― attacks, visual effects, illusions, and other attack
forms that rely on sight. They are also immune to
The sonic is a being from the elemental plane of air acid and sonic damage.
that exists as a complex soliton wave in the Skills: Sonic nightmares have a +8 racial bonus to
atmosphere. Other beings will see this entity only Hide, Listen, and Perform (sing) checks.
as a slight rippling effect in the air that emits a
high-pitched warbling sound resembling vibrating Spider Worg
crystal. The sonic is attracted to any new noises in
the vicinity, and will close to investigate. While not Author: Robert J. Hall.
overtly hostile, the sonic is mysteriously enraged by Medium Magical Beast
certain low frequency sounds and will relentlessly Hit Dice: 3d10+3 (19 hp)
attack until it has damaged or destroyed the source Initiative: +3
of the noise. Speed: 40 ft. (8 squares), climb 20 ft.
The sonic nightmare is a natural elemental Armor Class: 15 (+3 Dex, +2 natural), touch 13,
phenomenon, as these beings do not breed with flat-footed 12
each other and rarely interact. Indeed they find each Base Attack/Grapple: +3/+6
other's presence especially painful and will usually Attack: Bite +6 melee (1d6+4)
flee if another of their kind is present. The Full Attack: Bite +6 melee (1d6+4)
nightmare has no material needs and will continue Space/Reach: 5 ft./5 ft.
to sustain itself as long as an atmosphere is present. Special Attacks: ―
A sonic is actually capable of learning a language Special Qualities: Darkvision 60 ft., low-light
and communicating if a means can be found to train vision, spring
it. The nature of a nightmare allows it to produce Saves: Fort +4, Ref +6, Will +2
perfect musical tones, and it can create beautiful, Abilities: Str 16, Dex 16, Con 13, Int 5, Wis 12,
haunting musical patterns once it has been exposed Cha 5
to the concept of singing or chanting. Skills: Balance +8, Hide +4, Climb +8, Jump +12,
Listen +4, Spot +4
Combat Feats: Alertness, Skill Focus (jump)
The primary attack of a sonic nightmare is a Environment: Temperate mountains
climbing hum that causes painful muscle Organization: Solitary, pair, or pack (5-10)
contractions and a headache in its victims. It is able Challenge Rating: 1
to focus this sonic blast in a narrow area that Treasure: 1/10 coins; 50% goods; 50% items
impacts like a physical blow. It can also produce Alignment: Always neutral evil
various sonic-based effects intended to deter or Advancement: 4-6 HD (Medium); 7-9 HD (Large)
harm potential threats. While a sonic nightmare can Level Adjustment: ―
exist inside an area of magical silence, it is unable
to attack or use its blindsight while silenced.
This strange cross-breed resembles a giant spider,
Fascinate (Sp): This power works like the Bard's but is actually more closely related to a worg. It's
fascinate class feature, except that the sonic limbs and body have an endoskeleton, and the outer
nightmare has a +4 racial bonus on the Perform flesh is covered by a tough, hairy hide. The spider
check. worg typically has a dark grey hue with brown
Spell-like Abilities: At will―ghost sound; highlights, allowing it to readily blend into rocky
3/day―shatter (DC 14), sound burst (DC 14), terrain.
ventriloquism; 1/day―shout (DC 16). Caster level The lifestyle of this creature is very similar to that
8th. The save DCs are Charisma-based. of the warg, although it prefers to hunt in rugged,
Blindsight (Ex): Sonic nightmares can sense their terrain. They can readily travel across even the
surroundings by emitting high-frequency sounds, most irregular landscape, making them difficult to
inaudible to most other creatures, that allow them escape once they are on the trail of a prey.
to locate objects and creatures within 120 feet.
Beyond that range, they treat all foes as having Combat
total concealment. The spider worg work effectively in groups,
A silence spell negates this ability, effectively utilizing surprise to surround and cut off their prey.
producing an area of darkness that the sound sense They can leap remarkable distances, allowing them
of the nightmare can not penetrate. If a sonic to spring upon a prey and bear it down with their
nightmare's sense of hearing is negated, a sonic body. Their powerful jaw can rip great strips of

126
flesh out of an opponent. lacks normal sight and instead relies on its other
Spring (Ex): Spider worgs can jump double the senses to find prey. It has pit-like organs that
normal distance for their speed. Only half the provide darkvision to 60 ft. and both its olfactory
distance moved by jumping during a round counts and hearing senses are highly developed. The spine
against the maximum movement during the round. worm is not a good swimmer, and has a strong
Falls from a jump are treated as if it were 10 feet aversion to bodies of water.
shorter when determining damage. Combat
Skills: A spider worg have a +4 racial bonus on
This creature attacks by wrapping itself around its
Balance, Climb, and Jump checks.
prey then constricting to drive its spines into the
Advancement body. Like a snake the spine worm can distend its
mouth then ingest its prey whole. It is capable of
In addition to the standard changes due to Hit Dice
swallowing creatures that are larger than its girth,
advancement, spider worgs also gain the following
but will only rarely attack Medium or larger
special benefits.
creatures. Its gullet is lined with several rows of
• 5-8 HD — Tremorsense 20 ft. teeth that allow it to rapidly grind up food and
• 7+ HD — Gain Improved Overrun as a bonus prevent the bulk from slowing it down.
feat, even if it does not have the normal The warm-blooded spine worm is constantly
prerequisite for the feat. hungry and is always on the hunt for fresh prey. It
• 9 HD — Tremorsense 30 ft. aggressively stalks underground passages and
caverns, quickly striking at passing creatures from
Spine Worm concealed locations. When attacked by larger
creatures, the spine worm expands its coating of
Author: Robert J. Hall. quills and lashes about with its head and tail to jab
Medium Magical Beast its foes.
Hit Dice: 1d10+1 (6 hp) Constrict (Ex): On a successful grapple check a
Initiative: +3 spine worm deals 1d4+2 points of damage.
Speed: 20 ft. (4 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, Improved Grab (Ex): To use this ability, the spine
flat-footed 14 worm must hit with a slam attack. It can then
attempt to start a grapple as a free action without
Base Attack/Grapple: +1/+3
provoking an attack of opportunity. If it wins the
Attack: Slam +3 melee (1d4+2)
grapple check, it establishes a hold and can
Full Attack: 2 slams +3 melee (1d4+2)
constrict.
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d4+2, improved grab, Spines (Ex): Creatures hitting a spine worm with
spines natural weapons or unarmed attacks take 1d4 points
Special Qualities: Darkvision 60 ft., immunities, of damage from the spines.
scent Immunities: Spine worms are immune to gaze
Saves: Fort +3, Ref +5, Will +3 attacks, visual effects, illusions, and other attack
Abilities: Str 15, Dex 16, Con 12, Int 4, Wis 16, forms that rely on normal sight.
Cha 2
Skills: Hide +5, Listen +6, Spot +6 Spirit Drinker
Feats: Weapon Focus (slam)
Environment: Underground Author: Magus.
Organization: Solitary Huge Undead
Challenge Rating: 1 Hit Dice: 10d12 (65 hp)
Treasure: None Initiative: +5
Alignment: Always neutral Speed: 40 ft. (8 squares)
Advancement: 2-3 HD (Medium); 4-5 HD (Large) Armor Class: 21 (-2 size, +5 Dex, +8 natural),
Level Adjustment: ― touch 13, flat-footed 16
Base Attack/Grapple: +5/+23
The spine worm combines the physical features of Attack: Claw +13 melee (1d8+10); or tentacle +8
a snake and a porcupine. It is almost completely ranged touch (soul drain)
covered in spines, giving it a hairy appearance. Full Attack: 2 claws +13 melee (1d8+10) and bite
Because it lacks almost body pigment the spine +8 melee (2d6+5); or tentacle +8 ranged touch
worm is pale grey in hue with only a slight brown (soul drain)
tinge at the end of the longer quills. Space/Reach: 15 ft./15 ft. (30 ft. with tongue)
Being native to the underground the spine worm

127
Special Attacks: Improved grab, soul drain, spell- Ethereal Jaunt (Su): A spirit drinker can shift
like abilities from the Ethereal Plane to the Material plane as a
Special Qualities: Ethereal jaunt, undead traits free action, and shift back as part of any move
Saves: Fort +3, Ref +8, Will +9 action. The ability is otherwise identical with
Abilities: Str 30, Dex 20, Con ―, Int 11, Wis 15, ethereal jaunt spell (caster level 13th).
Cha 16 Improved Grab (Ex): To use this ability, a spirit
Skills: Climb +15, Intimidate +17, Jump +15, drinker must hit an opponent with its tentacle
Listen +12, Move Silently +17, Spot +12 attack. It can then attempt to start a grapple as a
Feats: Alertness, Combat Reflexes, Power Attack free action without provoking an attack of
Environment: Any opportunity. If it wins the grapple check, it
Orgranisation: Solitary establishes a hold and can soul drain.
Challenge Rating: 10 Soul Drain (Su): A spirit drinker deals automatic
Treasure: None 1d6 Constitution damage with a successful grapple
Alignment: Always neutral evil check with its tentacle. Once the victims
Advancement: 11-18 HD (Huge) constitution score drops down to zero, the victim's
Level Adjustment: ― body shrivels up and turns into ash in 1d4 rounds.
The tentacle has 10 hit points and can be attacked
A spirit drinker is a twisted, evil creature that by making a successful sunder attack. However,
devours the souls of the living. It manifests itself on attacking a spirit drinker's tentacle does not
the site of a bloody battle, which has some provoke an attack of opportunity. If the tentacle is
speculate that it is the remains of the angry souls of currently grappling a victim, the spirit drinker takes
those that died there. Whatever it is, a spirit drinker a -4 penalty on its opposed attack roll to resist the
is a horror beyond imagination. It looks like a giant sunder attempt. Severing the tentacle deals no
ball comprised of twisted, wispy shadows. It has damage to the spirit drinker, and the severed
one large, red glowing eye centered on what you tentacle will regenerate after 1d10 rounds.
might call its forehead, and a huge maw which When a spirit drinker devours 20 souls it gains a
stretches from one side of the creature to the other. extra hit dice. When a spirit drinker eats a soul
It has two legs that come out of it's backside and there is a 50% chance that the soul's imprint will be
curve in the shape of a "7". The feet are vaguely visible on the body of the creature. The imprint is a
reptilian and have three forked toes, much like that more "spectral" form of the way the victim looked
of a dinosaur, which are excellent for sprinting. in life. A spirit drinker can have as many as 30
Right under its mouth there are two medium-sized imprints at once, and when a new imprint forms, an
arms that sprout outward. On each arm there is a old one disappears. When a spirit drinker is
four fingered hand, with three foot claws destroyed, those whose souls were imprinted on the
elongating from the fingers. And perhaps the most monster may be brought back to life by a true
deadly aspect of this monster is the seemingly resurrection, wish or miracle spell.
endless tongue-like tentacle that it can shoot out of Spell-like Abilities: At will—hold portal, detect
its mouth and grasp its victims. Once it gets hold secret doors, color spray (DC 14), spider climb,
with it's "tongue", it immediately begins to drain magic missile. 3/day—darkness, melf's acid arrow,
the victim's soul. misdirection (DC 15), flame arrow, fear (DC 16).
Once manifested, it is not confined to the battle 1/day—hold person (DC 16), stinking cloud (DC
field site like some would believe, and it can roam 16), knock, solid fog. Caster level 10th. The save
the land wherever it sees fit. A spirit drinker is a DCs are Charisma-based.
very cunning and dangerous adversary who should
never be taken lightly. Spirit Drinkers speak no Advancement
language and all attempts at communication have In addition to the standard changes due to Hit Dice
met with death. advancement, spirit drinkers also gain the following
special benefits.
Combat
• The caster level of the spell-like abilities is
A spirit drinker likes to surprise its victim by equal to the Hit Dice.
becoming ethereal and appearing out of nowhere. • 12+ HD — Add 1/day—crushing despair to
Once it appears it will attack the strongest creature
spell-like abilities.
with its tentacle in a attempt to drain its soul. While
• 13-17 HD — Gain +1 turn resistance.
it has the creature wrapped up in its tentacle, it will
• 15+ HD — Add 1/day—hold monster to spell-
attack the others with its claws and spell-like
like abilities.
abilities. A spirit drinker who attacks and hits with
• 16+ HD — Add 1/day—acid fog to spell-like
it's tentacle cannot attack with its bite in the same
round. abilities.

128
• 18 HD — Gain +2 turn resistance. Combat
The Fire Sprite attacks by flying around its foe and
Sprite, Fire striking at vulnerable spots with its body and
flaming shroud.
Author: Robert J. Hall. Fire (Ex): Merely touching or being touched by a
Tiny Fey (Fire) fire sprite automatically deals 1d4 fire damage. A
Hit Dice: ½d6+2 (2 hp) fire sprite can ignite a torch or start a fire as a
Initiative: +5 standard action.
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 18 (+2 size, +5 Dex, +1 natural), Spell-Like Abilities: At will―detect magic, flare
touch 17, flat-footed 13 (DC 13). 2/day―burning hands (DC 14), faerie
fire. Caster level 1st. The save DCs are Charisma-
Base Attack/Grapple: +0/-12
based.
Attack: Touch +5 melee (1d4 fire)
Full Attack: Touch +5 melee (1d4 fire) Skills: *A fire sprite has a +4 racial bonus on Hide
Space/Reach: 2-½ ft./0 ft. checks when cloaked in flames.
Special Attacks: Fire Advancement
Special Qualities: Darkvision 60 ft., damage
reduction 5/cold or cold iron, immunity to fire, In addition to the standard changes due to Hit Dice
spell-like abilities, vulnerability to cold, spell advancement, fire sprites also gain the following
resistance 15 special benefits.
Saves: Fort +1, Ref +7, Will +3 • The caster level of the spell-like abilities is
Abilities: Str 3, Dex 20, Con 12, Int 13, Wis 12, equal to the Hit Dice.
Cha 16 • Spell resistance is equal to creature's HD + 15
Skills: Craft (any one) +5, Escape Artist +7, Hide (maximum 25).
+16*, Listen +5, Move Silently +6, Perform • 1+ HD — Add 2/day—dancing lights to spell-like
(dance) +6, Search +5, Sense Motive +4, Spot +5 abilities.
Feats: DodgeB, Weapon Finesse • 2+ HD — Add At will—produce flame to spell-
Environment: Warm desert like abilities.
Organization: Solitary, gang (2-4), band (6-11), or • 3+ HD — Add 2/day—flaming sphere to spell-
tribe (20-80) like abilities.
Challenge Rating: 1
Treasure: No coins; 50% goods (non-flammable);
50% items (non-flammable)
Stone Groll
Alignment: Always chaotic good Author: Robert J. Hall.
Advancement: 1-3 HD (Tiny) Small Magical Beast (Earth)
Level Adjustment: ― Hit Dice: 1d10+3 (8 hp)
Initiative: +1
This diminutive, fire-based creature is a reddish- Speed: 50 ft. (10 squares), Climb 20 ft.
brown sprite that is continually cloaked in fire. The Armor Class: 16 (+1 size, +1 Dex, +4 natural),
flames radiate a heat equivalent to a campfire, touch 12, flat-footed 15
enough to make a room stuffy. It possesses several Base Attack: +1/-1
magical abilities related to fire, although these Attack: Bite +3 melee (1d4+3)
require some type of combustible materials. Full Attack: Bite +3 melee (1d4+3)
The fire sprite is a very charming presence, and Space/Reach: 5 ft./5 ft.
will chat on any topic for hours with anybody Special Attacks: ―
willing to listen. Much as it tries to be nice, Special Qualities: Darkvision 60 ft., water
however, the fire sprite is disliked by woodland vulnerability
beings because of its tendency to start forest fires. Saves: Fort +2, Ref +3, Will +1
The fire sprite radiates heat equivalent to a Abilities: Str 14, Dex 13, Con 11, Int 3, Wis 13,
campfire and automatically ignites flammable Cha 6
materials on contact. Skills: Climb +5*, Hide +9, Listen +2, Spot +2
Feats: Toughness
The fey sight of this being allows it to see the
Environment: Underground
magical nature of anything within its view as per
Organization: Bunch (2-5) or pack (5-20)
the detect magic spell.
Challenge Rating: 1/3
Fire sprites speak Sylvan and Ignan. Some also Treasure: None
speak Common. Alignment: Always neutral
Advancement: 1-3 HD (Small)

129
Level Adjustment: ― Targ
These furry, dark, egg-shaped creatures have small, Author: Robert J. Hall.
slender limbs; large ears; beady red eyes; and a Large Outsider
wide, drooling mouth filled with sharp, pointy Hit Dice: 4d8+12 (30 hp)
teeth. They growl when approached and dart about Initiative: +0
nervously. If they scent fear in their foes, or if an Speed: 30 ft. (6 squares), burrow 10 ft.
opponent attempts to flee, they are driven to a Armor Class: 21 (-1 size, +12 natural), touch 9,
hunting frenzy. They will only eat fresh meat, and flat-footed 21
any carcass more than two days old will be ignored Base Attack/Grapple: +4/+13
after a brief smell. Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5)
Stone grolls form small packs in which a pecking
Space/Reach: 10 ft./5 ft.
order exists. The leaders are usually the strongest
Special Attacks: Bite 1d8+2, improved grab,
and most intelligent members of the pack, and
noxious cloud
determine whether to attack a particular foe. They
Special Qualities: Darkvision 60 ft., resistance to
utilize scouts to investigate areas ahead of the
cold 10 and fire 10, immunity to poison, scent
roving pack, and the yelps from these scouts will
draw the immediate response from any grolls in the Saves: Fort +7, Ref +4, Will +5
area. Grolls typically dwell in caverns with large Abilities: Str 21, Dex 10, Con 17, Int 6, Wis 12,
flat areas that are devoid of water. Cha 10
Skills: Balance +6, Climb +12, Hide +3, Jump +9,
Stone grolls can be tamed with some patience, Listen +7, Move Silently +3, Spot +7, Survival +8
although they are likely to revert to their wild ways Feats: Alertness, Endurance
given sufficient provocation. These creatures are all Environment: Any evil-aligned plane
but inedible except to creatures that consume rock. Organization: Solitary or bunch (2-5)
Combat Challenge Rating: 3
Treasure: None
Stone grolls attack with a bite of their powerful
Alignment: Always neutral
jaws. They like to overwhelm smaller prey with
Advancement: 5-8 HD (Large), 9-13 HD (Huge)
their numbers by biting and dragging the victim to
Level Adjustment: ―
the ground. They will also climb up stone walls,
surprising their prey by dropping on them from the
ceiling. They rarely attack creatures larger than This beast inhabits the dark recesses of the nether
themselves unless present in overwhelming planes, feeding off the carrion left by the demon
numbers. hordes. Its formidable defenses consist of a tough,
Water Vulnerability (Ex): Grolls are dealt 1d4 spiked carapace; eight stubby, taloned legs; and a
points of damage each round that they are drenched beaked jaw wrapped by a pair of saw-toothed
or immersed in water. They are unable to swim and mandibles. The long talons allow the targ to cling
immediately sink to the bottom of a body of water. to wall surfaces, or dig rapidly through soft earth.
Skills: Stone groll receive a +4 racial bonus on When a ready cave is not available, the targ
Climb and Hide checks. *The Climb bonus excavates a den in the upper part of a wall from
increases to +8 when a stone groll is climbing a where it can hide until it spots a carcass that can be
rock surface. A stone groll can always choose to dragged back to its larval hatchlings. This creature
take 10 on a Climb check of a rock surface, even if is quite hardy, and can survive for for several days
rushed or threatened. without food or drink.

Advancement Combat
In addition to the standard changes due to Hit Dice The targ attacks with its claws until it gains a good
advancement, stone groll also gain the following grasp of its victim, then it chews with its
special benefits. mandibles. If it needs to escape, it will emit a
sulfurous, choking cloud and flee while its foes are
• 1+ HD — Gain Freeze (Ex): A stone groll can
still recovering.
curl up in a motionless ball, and hold itself so
still that it looks like a natural rock. An observer Improved Grab (Ex): To use this ability, the targ
must succeed on a DC 20 Spot check to notice must hit with a claw attack. It can then attempt to
the stone groll is really alive. start a grapple as a free action without provoking
• 2+ HD — Natural armor bonus improves to +5. an attack of opportunity. If it wins the grapple
• 3+ HD — Gain resistance to electricity 5. check, it establishes a hold and can bite with its
mandibles.

130
Bite (Ex): Attack bonus +4 melee, damage 1d8+2. the kill.
Noxious Cloud (Ex): Once per day a targ can emit The tarridin viper is a magical snake that has the
a cloud of noxious chemicals with a radius of 30 ability to regenerate. If it is cut in two by a critical
feet as a free action. The effect is otherwise hit, the two halves form separate tarridin vipers.
identical to a stinking cloud spell (caster level 5th). These eventually grow to become full-sized tarridin
The targ is immune to the noxious effect of this vipers.
cloud. Poison (Su): Injury, Fortitude DC 13; initial
damage 1d6 Con and fatigued; secondary damage
Tarridin Viper 1d6 Con and exhausted. The save DC is
Constitution-based.
Author: Robert J. Hall. Regeneration (Su): Cold and salt deal normal
Large Magical Beast damage to a tarridin viper. It can not regenerate in
Hit Dice: 4d10+4 (27 hp) salt water.
Initiative: +3
Split (Su): A critical hit will split a tarradin viper
Speed: 20 ft. (4 squares), climb 10 ft., swim 10 ft.
into two tarridin vipers one size category smaller,
Armor Class: 16 (-1 size, +3 Dex, +4 natural),
each with half of the original's current hit points
touch 12, flat-footed 13
(round down) and base attack bonus. All other
Base Attack/Grapple: +4/+9
statistics remain the same.
Attack: Bite +7 melee (1d4+1 plus poison)
Full Attack: Bite +7 melee (1d4+1 plus poison) The half of a tarridin viper without the head grows
Space/Reach: 10 ft./5 ft. a new head from the stump after a full round, after
Special Attacks: Poison which it can bite. A Small tarridin can not be split
Special Qualities: Darkvision 60 ft., low-light further. Each split tarridin viper grows to normal
vision, regeneration 4, split, vulnerable to cold and dimensions after a full year.
salt, scent Advancement
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 12, Dex 16, Con 13, Int 1, Wis 12, In addition to the standard changes due to Hit Dice
Cha 2 advancement, tarridin vipers also gain the
Skills: Climb +3, Listen +5, Spot +5, Survival +2 following special benefits.
Feats: Alertness, Weapon Finesse • The save DC of the poison is equal to 10 + ½
Environment: Warm forest HD + Constitution modifier.
Organization: Solitary • 7+ HD — Natural armor improves to +5.
Challenge Rating: 3 • 9+ HD — Regeneration improves to 5.
Treasure: None
Alignment: Always neutral Thermic Elemental
Advancement: 5-9 HD (Large)
Level Adjustment: ― Author: Sean K. Reynolds.
Thermic elemental creatures are earth elementals
This dangerous serpent is bright yellow in hue, that come from a particularly hot part of the
with a black and orange hash pattern across the Elemental Plane of Earth. They have fire powers in
back. The bright coloration is a warning to other addition to their normal abilities.
creatures that this viper has a toxic bite. It can grow The Plane of Elemental Earth is a big place, and
to a length of twelve feet and has a girth of six sometimes pockets of other elements cross weak
inches. The tarridin can distend its mouth and body planar boundaries and suffuse the earth with their
to engulf Small creatures. substance. Thus there are portions of the Earth
This serpent prefers a warm environment, and plane that are extremely hot, wet, cold, and so on.
favors the tropical forest. It can tolerate temperate Sometimes a summon monster spell used to call an
settings, but must find warm shelter during the earth elemental creature draws an elemental from a
winter months. It can go for long periods without place suffused with fire energy, and the result is a
food: up to a month if it has consumed a Small thermic elemental.
animal beforehand. Thermic elemental creatures look like normal
elementals of their type but are often blackened as
Combat if from fire or glow from heat in the recessed
The serpent prefers to surprise its prey, either portions of their body. Thermics do not suffer any
striking from ambush or dropping down on its personality changes from this alteration. Thermic
victim from above. Once it has bitten its prey it elementals removed from the source of their fire
waits for the toxin to take effect before closing for energy (such as by being summoned to the Material

131
Plane) lose this template in 1d4 hours. Larger Base Fire
elementals are more likely to have this template Damage Damage
than smaller ones. 1 1
1d2 1
Sample Thermic Elemental 1d3 1
This example uses a Large earth elemental as the 1d4 1d2
base creature. 1d6 1d3
1d8 1d4
2d6 1d6
Thermic Large Earth Elemental
2d8 1d8
Large Elemental (Earth, Extraplanar)
4d6 2d6
Hit Dice: 8d8+32 (68 hp)
Initiative: -1 Special Attacks: A thermic elemental retains all of
Speed: 30 ft. (6 squares) the special attacks of the base creature and also
Armor Class: 18 (-1 size, -1 Dex, +10 natural), gains the following attacks:
touch 8, flat-tooted 18 Heat Aura (Ex): Anyone within 10 feet of a thermic
Base Attack/Grapple: +6/+17 elemental must succeed at a Fortitude save (DC 10
Attack: Slam +12 melee (2d8+7 plus 1d8 fire) + 1/2 elemental's hit dice + elemental's Con
Full Attack: 2 slams +12 melee (2d8+7 plus 1d8 modifier) or suffer 1d6 points of fire damage from
fire) the intense heat. Creatures make saving throws on
Space/Reach: 10 ft./10 ft. their turn every round.
Special Attacks: Earth mastery, heat aura (DC 18), Special Qualities: A thermic elemental retains all
push of the special qualities of the base creature and also
Special Qualities: Damage Reduction 5/—, earth gains immunity to fire.
glide, darkvision 60 ft., immunity to fire, elemental Challenge Rating: Same as the base creature +1
traits
Saves: Fort +10, Reflex +1, Will +2. Level Adjustment: +1.
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha
11. Thorned Star Serpent
Skills: Listen +6, Spot +5
Feats: Cleave, Great Cleave, Power Attack Author: Robert J. Hall.
Environment: Elemental Plane of Earth Large Magical Beast
Organization: Solitary Hit Dice: 5d10+8 (35 hp)
Challenge Rating: 6 Initiative: -1
Treasure: None Speed: 20 ft. (4 squares), climb 20 ft.
Alignment: Usually neutral Armor Class: 16 (-1 size, -1 Dex, +8 natural),
Advancement: 9-15 HD (Large) touch 8, flat-footed 16
Level Adjustment: ― Base Attack/Grapple: +5/+11
Attack: Arms +7 melee (0)
Creating a Thermic Elemental Full Attack: Arms +6 melee (0) and bite +1 melee
"Thermic elemental" is a template that can be added (1d8+2)
to any earth elemental that does not have the cold Space/Reach: 10 ft./5 ft.
or fire subtype (referred to hereafter as the "base Special Attacks: Improved grab
creature"). It uses all of the base creature's statistics Special Qualities: Amphibious, tremorsense 60 ft.,
and special abilities except as noted here. immunities
Size and Type: The creature's type and size are Saves: Fort +5, Ref +3, Will +2
unchanged. Do not recalculate the Hit Dice, base Abilities: Str 14, Dex 9, Con 12, Int 2, Wis 13, Cha
attack bonus, or saves. 1
Skills: Balance +3*, Climb +4*, Listen +7,
Speed: As the base creature +10 feet. If the Survival +2
creature has a fly speed, its fly speed also increases Feats: Alertness, Toughness
by +10 feet. Environment: Temperate aquatic
Damage: The creature's melee attacks with natural Organization: Solitary or Company (2-5)
weapons deal the same amount of damage, and Challenge Rating: 3
inflict additional fire damage from the elemental's Treasure: None
heated body. Use the values below to determine the Alignment: Always neutral
amount of extra fire damage. Advancement: 6-9 HD (Large)
Level Adjustment: ―

132
This odd creature was actually created through Thunder Bird
magical experiments performed with starfishes. It
has five long, tapered limbs that are connected to a Author: Robert J. Hall.
central hub. The limbs are hard but quite flexible, Huge Magical Beast
and possess rows of tendrils on the underside that Hit Dice: 12d10+24 (90 hp)
can hold fast to just about any surface. The top is as Initiative: +7
hard as bone and covered in short spines that Speed: 10 ft. (2 squares), fly 100 ft. (average)
provide protection from attack. Armor Class: 19 (-2 size, +3 Dex, +8 natural),
Thorn star serpents can function equally well touch 11, flat-footed 16
underwater or in the open air. They are unable to Base Attack/Grapple: +12/+29
swim, however, and immediately sink to the Full Attacks: 2 claws +21 melee (1d8+9) and bite
bottom. They are completely blind and rely on their +19 melee (2d6+2)
sensitive clinging tendrils to sense movements Space/Reach: 15 ft./10 ft.
through the ground or in the nearby water. Special Attacks: Lightning, thunder wings
Special Qualities: Water sight, mist cloak, control
Combat weather
Thorn star serpents are accomplished hunters in the Saves: Fort +6, Ref +11, Will +10
caverns and passages of the underground realm. Abilities: Str 28, Dex 16, Con 14, Int 10, Wis 14,
They sweep along passages with their limbs Cha 16
contacting all sides, then envelop any creatures Skills: Listen +9, Spot +9, Survival +7
they encounter. The victims are struck by two of Feats: Alertness, Flyby Attack, Improved
the limbs while the remainder are attached to a Initiative, Multiattack, Snatch
surface. The prey is then drawn toward the circular, Environment: Temperate forests
fanged orifice in the center of their underside, Organization: Solitary or pair
where they are gnawed upon until consumed. Challenge Rating: 9
If a thorn star serpent loses an arm, it will grow Treasure: None
back after 3-6 months. Their body has a Alignment: Always chaotic neutral
decentralized organization, so they can not be Advancement: 13-18 HD (Huge)
stunned and do not take critical hits. Level Adjustment: ―
Improved Grab (Ex): To use this ability, the thorn
star serpent must hit with its slam attack. It can then This legendary creature has the general form of a
attempt to start a grapple as a free action without huge raptor, with beautiful, iridescent feathers that
provoking an attack of opportunity. If it wins the gleam like precious metal. The eyes of the bird
grapple check, it establishes a hold and glow with a reddish hue. It has a wingspan of
automatically deals bite damage. nearly 40 feet, and is powerful enough to carry a
Tremorsense (Ex): A thorn star serpent can detect whale in its huge talons.
and pinpoint any creature or object within 60 feet The bird of thunder is rarely seen, as it is
in contact with the ground, or in the same body of continually cloaked in mist. While it is in flight
water. only the beak and the front of the wings can be
Immunities: Thorn star serpents are immune to seen, with the remainder wrapped in the streaming
gaze attacks, visual effects, illusions, and other white vapor it trails behind. However the eerie red
attack forms that rely on sight. They are immune to glow of its eyes can always be seen in spite of the
stunning and are not subject to critical hits. mist.
Skills: While underwater a thorn star serpent can This spirit bird has magical power over the
use its climb speed to move across the bottom. *It elements of the air. When it flaps its wings rapidly
gains a +12 racial bonus on Balance and Climb it can produce a roar of thunder. By closing its eyes
checks while moving across solid surfaces. the thunderbird can emit a flash of lightning. It also
has command over the weather, and can summon a
thunderstorm when conditions are ripe.
Thunder birds are highly territorial, and can
command a large region of territory. Thus it is very
rare for more than one thunder bird and its mate to
be encountered in a region.
Combat
The thunder bird dives on its prey from the cover of
clouds, grabbing with its powerful claws then

133
rending with its bite. When attacked, the thunder Tree Shadow
and lightning it can produce are more than
sufficient against most foes. As it is cloaked in mist Author: Robert J. Hall.
and often flies in the clouds, the bird is very Small Fey
difficult to find. Hit Dice: 1d6 (3 hp)
Lightning (Sp): Once per three rounds, a thunder Initiative: +2
bird can produce a lightning bolt from the tip of its Speed: 20 ft. (4 squares)
beak as the spell (caster level 12th; Reflex DC 16 Armor Class: 17 (+1 size, +4 Dex, +2 natural),
half). The save DC is Charisma-based. touch 15, flat-footed 13
Thunder Wings (Sp): Once per minute, by Base Attack/Grapple: +0/-5
hovering and rapidly beating its wings, a thunder Attack: Claws +5 melee (1d2-1 plus wither)
bird can produce a roar of thunder as a standard Full Attack: 2 claws +5 melee (1d2-1 plus wither)
action. The result is identical to shout as the spell Space/Reach: 5 ft./10 ft.
(caster level 12th; Fort DC 17 partial). The save DC Special Attacks: Wither, spell-like abilities
is Charisma-based. Special Qualities: Damage reduction 5/cold iron,
low-light vision, spell resistance 11, limitations
Control Weather (Sp): Once per month, the
Saves: Fort +0, Ref +6, Will +3
thunder bird can control weather as the spell (caster
Abilities: Str 8, Dex 18, Con 11, Int 4, Wis 13, Cha
level 12th-level).
15
Mist Cloak (Sp): The form of the thunder bird is Skills: Hide +12, Listen +2, Move Silently +5,
continually cloaked by a veil of mist within 10 ft. Spot +2, Survival +2
of its body. The result is as the obscuring mist spell Feats: DodgeB, Weapon Finesse
(caster level 12th) but it cloaks the entire bird, even Environment: Temperate forest
with its wings fully spread. This ability is constant, Organization: Solitary or pack (2-8)
but the thunder bird can suppress or resume it at Challenge Rating: 1
will as a free action. Treasure: None
Water Sight (Su): The thunder bird can see clearly Alignment: Always neutral evil
through any mist, vapor, or cloud, and can see as an Advancement: 2-3 HD (Small)
aquatic animal while underwater. Level Adjustment: ―
Advancement
In addition to the standard changes due to Hit Dice These dark, sinister forms dwell in the heart of a
advancement, thunder birds also gain the following forest that has been twisted by evil sorcery. Born of
special benefits. the shy nature spirits that normally inhabit the
woods, these beings have been tormented into near
• The caster level of the spell-like abilities is
madness by the abominations perpetrated against
equal to the Hit Dice. their home. Now they lash out against any and all
• 14+ HD — The roar of thunder produced by the who invade their territory, including indigenous
thunder wings spell-like effect is identical to the creatures and friends of the forest.
greater shout spell (caster level equals Hit Dice;
Fortitude partial). The save DC is equal to 10 + A tree shadow usually inhabits the inky shadows at
½ HD + Charisma modifier. the base of an old, massive tree deep within the
forest. The dark, shadowy form resembles a
• 15-17 HD — Natural armor bonus improves to
mutilated fey creature made of hardwood, with two
+9.
unblinking eyes that glow with a faint orange light.
• 16+ HD — A thunder bird can choose to
produce a chain lightning, as the spell, in place Combat
of the lightning bolt ability (caster level equals
Tree shadows silently stalk invaders through their
Hit Dice; Reflex half). The save DC is equal to
native woods, sliding from tree to tree until a
10 + ½ HD + Charisma modifier.
favorable opportunity allows it to strike. Tree
• 18 HD — Natural armor bonus improves to
shadows prefer to attack from hiding, waiting
+10. behind trees until an opportune moment.
They strike with their withering claws then
withdraw back into the woods, either to escape or
to climb to the upper branches. Persistent intruders
are often left severely disfigured as a warning to
others. The tree shadows are usually found alone,
but will hunt in packs when many invaders are
present.

134
Spell-Like Abilities: At will―tree stride. 1/day— Organization: Solitary, gang (2-4), or band (6-11)
diminish plants, entangle (DC 13), warp wood (DC Challenge Rating: 3
14). Caster level 7th. The save DCs are Charisma- Treasure: Standard
based. Alignment: Usually chaotic evil
Wither (Su): The blackened talons of a tree Advancement: By character class
shadow can cause the flesh of a creature to brown Level Adjustment: +3
and wither like an autumn leaf. Living creatures hit
by a tree shadow's claw attack must succeed on a These stunted, misshapen creatures are generally
DC 13 Fortitude save or be dealt 1 point of humanoid in form, with a rather ugly appearance.
Strength, Dexterity, and Constitution damage. The They have pale, hairy flesh with many warts; big
save DC is Constitution-based, and includes a +2 noses, long arms, humped backs, and large, pointed
racial modifier. ears. Few bother to bathe and smell just as bad as
Limitations: Tree shadows are prohibited from they appear.
wading or swimming through running water. They Tunnel trolls are dull-witted creatures who live in
lose their spell-like abilities when outside their caves and will only come out on the surface at
native forest. night. Many have a well-deserved reputation as
Skills: Tree shadows have a +2 racial bonus to thieves, and enjoy horde gold or kidnapping
Hide and Move Silently checks. children to labor as slaves. Not all are evil,
however, and some will labor for long hours over
Advancement their forges, turning out useful metal implements.
In addition to the standard changes due to Hit Dice (Although rarely up to the quality of the best
advancement, tree shadows also gain the following dwarven work).
special benefits. If a tunnel troll is caught out in the open when the
• The save DC of the wither ability is equal to 12 sun rises, it is permanently turned to stone. As a
+ ½ HD + Constitution modifier. result, whenever dawn approaches they will scurry
• Spell resistance is equal to creature's HD + 10 to find shelter in any dark location, such as under a
(maximum 25). bridge or deep in a forest.
• 2+ HD — Add 1/day—poison to spell-like
abilities. Combat
• 3 HD — Add 1/day—blight to spell-like Tunnel trolls rely on brute force to win their fights,
abilities. slugging it out with their opponents until they are
worn down. Due to their fey nature, tunnel trolls
are impervious to most weapons and have little fear
Troll, Tunnel from combat.
Author: Robert J. Hall. Sunlight Vulnerability (Ex): Each round that a
Small Fey tunnel troll is exposed to direct sunlight or within
Hit Dice: 4d6+15 (29 hp) the radius of a daylight spell, it must succeed on a
Initiative: +1 Fortitude save or turn to stone permanently. For
Speed: 20 ft. (4 squares) direct sunlight the save DC is 19.
Armor Class: 18 (+1 size, +1 Dex, +3 natural, +3
Tunnel Trolls as Characters
hide armor), touch 12, flat-footed 17
Base Attack: +2/+2 Tunnel troll characters possess the following racial
Attack: Claw +6 melee (1d3+4) traits.
Full Attack: 2 claws +6 melee (1d3+4), bite +1 — +8 Strength, +6 Constitution, -4 Intelligence
melee (1d4+2) (minimum 3), -2 Charisma.
Space/Reach: 5 ft./5 ft. — Small size. +1 bonus to Armor Class, +1 bonus
Special Attacks: ― on attack rolls, +4 bonus on Hide checks, -4
Special Qualities: Darkvision 120 ft., damage penalty on grapple checks, lifting and carrying
reduction 10/cold iron, low-light vision, sunlight limits ¾ those of Medium characters.
vulnerability, spell resistance 14 — Space/Reach: 5 feet/5 feet.
Saves: Fort +4, Ref +5, Will +4 — A tunnel troll's base land speed is 20 feet.
Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 11, — Darkvision out to 120 feet and low-light vision.
Cha 8 — Racial Hit Dice: A tunnel troll begins with four
Skills: Climb +7, Craft (blacksmith) +4, Hide +10, levels of fey, which provides 4d6 Hit Dice, a
Listen +9, Search +2, and Spot +9. base attack bonus of +2, and base saving throw
Feats: Alertness, Power Attack, Toughness B bonuses of Fort +1, Ref +4, and Will +4.
Environment: Underground

135
— Racial Skills: A tunnel troll's fey levels give it either escape their captors to live in remote places
skill points equal to 7x(6 + Int modifier). Its or somehow prove their worth to their captors and
class skills are Climb, Craft (blacksmith), Hide, earn a place for themselves among their new
Listen, Search, and Spot. family.
— Racial Feats: A tunnel troll's fey levels give it A two-headed mutant normally learns whatever
two feats. A tunnel troll receives Toughness as languages its parents speak.
a bonus feat.
— +3 natural armor bonus. Sample Two-Headed Mutants
— Special Qualities (see above): Damage This example uses an ogre as the base creature.
reduction 10/cold iron, sunlight vulnerability,
spell resistance equals 10 + Hit Dice.
Two-Headed Mutant Ogre
— +2 racial bonus on Craft checks that are related
Large Giant
to metal.
Hit Dice: 4d8+11 (29 hp)
— Automatic Languages: Dwarven,
Initiative: -1
Undercommon. Bonus Languages: Common,
Speed: 30 ft. in hide armor (6 squares); base speed
Giant, Orc, Terran.
40 ft.
— Favored Class: Rogue.
Armor Class: 17 (-1 size, -1 Dex, +6 natural, +3
— Level adjustment +3.
hide armor), touch 8, flat-footed 17
Base Attack/Grapple: +3/+12
Two-Headed Mutant Attack: Medium greatclub +8 melee (1d10+5); or
medium longspear +1 ranged (1d8+5)
Author: Sean K Reynolds. (Two-headed orc by the Full Attack: 2 medium greatclubs +8 melee
editor). (1d10+5); or 2 medium longspears +1 ranged
Some creatures suffer mutations, giving birth to (1d8+5)
two-headed offspring. These creatures often are Space/Reach: 10 ft./10 ft.
tougher than normal creatures of their kind and Special Attacks: ―
grow to become a new strain of monster. Special Qualities: Darkvision 60 ft., low-light
Whether arising from intentional experimentation vision, dual mind, dual reflexes
by mages or accidental creation by strange magical Saves: Fort +6, Ref +0, Will +1
fields, two-headed mutants may pop up almost Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha
anywhere. Assuming its parents don't kill it 7
outright, a two-headed mutant is tougher, more Skills: Climb +4, Listen +4, Spot +4
adept in combat, and more resistant to some magic Feats: Toughness, Weapon Focus (greatclub)
than a normal creature of its kind. Creatures such as Environment: Temperate hills
the ettin, amphisbaena (venomous snake with a Organization: Solitary
head on each end), and even the hydra may be end Challenge Rating: 4
products of this sort of mutation. Treasure: Standard
A two-headed mutant looks like a normal variety of Alignment: Chaotic evil
its kind of creature, except that it has a second Advancement: By character class
head, normally attached in the same general area as Level Adjustment: +3
the head of a normal creature. For example, the
two-headed mutant of a humanoid would have two This example uses a hill giant as the base creature.
necks sprouting from its upper torso, each with its
own head. In some cases, such as for creatures with
Two-Headed Mutant Hill Giant
more symmetric or unusual bodies, the head may
Large Giant
appear elsewhere, such as on the end of the tail (as
Hit Dice: 12d8+48 (102 hp)
is the case with the amphisbaena). In some two-
Initiative: -1
headed mutants the second head is noticeably
different from the first one (smaller, discolored, and Speed: 40 ft. (8 squares)
so on), but normally it is a normal head for the Armor Class: 21 (-1 size, -1 Dex, +10 natural, +3
creature. hide), touch 8, flat-footed 21
Base Attack/Grapple: +9/+20
Some accidental two-headed mutants born of Attack: Medium greatclub +16 melee (1d10+7); or
humanoid parents are left to die in the wilderness medium rock +8 ranged (1d8+7)
after they are born but end up being rescued by evil Full Attack: 2 medium greatclubs +16/11 melee
creatures, mad wizards, or strange cultists, where (1d10+7); or 2 medium rocks +8/+3 ranged
they may be raised with the intention of being (1d8+7)
sacrificed upon reaching adulthood. The lucky ones Space/Reach: 10 ft./10 ft.

136
Special Attacks: Rock throwing Poison (Ex): Injury, Fortitude DC 11, initial and
Special Qualities: Low-light vision, dual mind, secondary damage 1d6 Con. The save DC is
dual reflexes, rock catching Constitution-based.
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha
This example uses an orc as the base creature.
7
Skills: Climb +7, Jump +9, Listen +5, Spot +8
Feats: Cleave, Improved Bull Rush, Power Attack, Two-Headed Orc
Improved Sunder, Weapon Focus (greatclub) Medium Humanoid
Environment: Temperate hills Hit Dice: 1d8+1 (5 hp)
Organization: Solitary, gang (1 plus 1-4 hill Initiative: +0
giants), band (1-2 plus 5-8 hill giants plus 35% Speed: 30 ft. (6 squares)
noncombatants), hunting/raiding party (1-2 plus 5-8 Armor Class: 14 (+3 studded leather, +1 natural),
hill giants plus 2-4 dire wolves), or tribe (2-4 plus touch 10, flat-footed 14
21-30 hill giants plus 35% noncombatants plus 12- Base Attack/Grapple: +1/+4
30 dire wolves, 1-2 ogres, and 6-9 orcs) Attack: Battleaxe +4 melee (1d8+3/x3); or javelin
Challenge Rating: 8 +1 ranged (1d6+3)
Treasure: Standard Full Attacks: 2 battleaxes +4 melee (1d8+3/x3); or
Alignment: Chaotic evil 2 javelins +1 ranged (1d6+3)
Advancement: By character class Space/Reach: 5 ft./5 ft.
Level Adjustment: +5 Special Attacks: ―
Special Qualities: Darkvision 60 ft., light
sensitivity, dual mind, dual reflexes
Rock Throwing (Ex): The range increment is 120 Saves: Fort +3, Ref +0, Will -2
feet for a two-headed mutant hill giant's thrown Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha
rocks. 6
Skills: Listen +3, Spot +3
This example uses a huge viper snake as the base Feats: Alertness
creature. Environment: Temperate hills
Organization: Solitary
Challenge Rating: 1
Amphisbaena Treasure: Standard
Two-Headed Mutant Huge Viper Snake Alignment: Usually chaotic evil
Huge Magical Beast Advancement: By character class
Hit Dice: 6d10+6 (39 hp) Level Adjustment: +1
Initiative: +6
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 16 (-2 size, +2 Dex, +6 natural), It is rare for a two-headed orc to survive to
touch 10, flat-footed 14 adulthood, and those who do so are relentlessly
Base Attack/Grapple: +4/+15 hunted down and slain by their own kind. However
Attack: Bite +6 melee (1d6+4 plus poison) they occasionally find acceptance among those of
Full Attack: 2 bites +6 melee (1d6+4 plus poison) mixed blood, where they can become highly
Space/Reach: 15 ft./10 ft. capable warriors or dangerous barbarians. In rare
Special Attacks: Poison occasions two-headed orcs find others of their kind,
Special Qualities: Dual mind, dual reflexes, scent but their offspring almost always prove to be
Saves: Fort +6, Ref +7, Will +2 normal orcs.
Abilities: Str 16, Dex 15, Con 13, Int 1, Wis 12, Creating a Two-Headed Mutant
Cha 2
Skills: Balance +10, Climb +11, Hide +3, Listen "Two-headed mutant" is a template that can be
+9, Spot +9, Swim +11 added to any creature with a discernable anatomy
Feats: Improved Initiative, Run, Weapon Finesse and an obvious head or head-like part of its body
(bite) (referred to hereafter as the base creature).
Environment: Temperate marshes For example, elementals and most plants cannot
Organization: Solitary become two-headed mutants, nor can phasms
Challenge Rating: 4 (which lack a true head in their natural form).
Alignment: Neutral Creatures that are little more than a head with small
Advancement: 7-18 HD (Huge) limbs (such as a vargouille) cannot use this
Level Adjustment: ― template.
A two-headed mutant uses all of the base creature's

137
statistics and abilities except as noted here. any), and the creature temporarily loses its Dual
Size and Type: If the base creature is a humanoid, Reflexes ability. Even if one head is charmed or
the creature's type changes to monstrous humanoid. dominated, the creature does not attack itself or
If the base creature is an animal its type changes to split its attacks between its normal opponents and
magical beast. Otherwise same as the base creature. those chosen by its controller.
Size is unchanged. Do not recalculate saves. In effect, mind-affecting attacks must affect both
Hit Dice: If the type changes to monstrous heads in order to achieve the normal result (casting
humanoid from humanoid, increase the base two successful charm monster spells on a two-
creature's racial HD to d10. If the type changes to headed mutant brings it fully under the control of
magical beast from animal, increase the base the caster and allows it to use all of its abilities).
creature's racial HD to d10. Otherwise same as the Dual Reflexes (Ex): The creature's two heads each
base creature. control half of its limbs. This means that the
Armor Class: Natural armor improves by +1. creature acts as two creatures for the purposes of
making attacks and attacks of opportunity. This has
Base Attack/Grapple: If the type changes to three effects.
monstrous humanoid from humanoid, the portion of
the base attack bonus due to racial HD is equal to • If the base creature has two hands and uses
its racial HD. If the type changes to magical beast weapons, it gains Superior Two-Weapon
from animal, the portion of the base attack bonus Fighting. This means that it may attack with a
due to racial HD is equal to its racial HD. weapon in each hand, and does not suffer an
Otherwise same as the base creature. attack or damage penalty for doing so. In effect,
the left and right hands each attack at the
Attacks: Same as the base creature. If the creature
creature's normal base attack bonus without any
has a bite attack or an attack that originates from
penalties for fighting with two weapons. If the
the creature's head, such as a stirge's touch attack, it
creature's base attack bonus would allow it
gains an extra attack of this type at the same attack
iterative attacks with its first limb, the second
bonus for that attack.
limb does as well.
Note that many of the monsters presented in the
• The creature may make one more attack of
Core Rulebook III and other sources use weapons
opportunity per round than normal, but this
that are one size category larger than their own size
extra attack must be with a different limb than
and wield them two-handed; if you give them two
any previous attacks of opportunity. For
weapons with this template, remember to give them
example, a two-headed mutant ogre could make
weapons appropriate to their size and do not give
an attack of opportunity with its left club, and if
them the x1.5 Str bonus since they won't be using
another attack of opportunity was provoked
them two-handed.
later that round, the ogre could use the weapon
Special Attacks: Same as the base creature. If the in its right hand to make another attack of
base creature has a special attack based on some opportunity. If the creature has the Combat
part of its head or neck (such as a poisonous bite, or Reflexes feat, the additional attacks of
a gaze attack), each head can use that ability each opportunity from that feat may be taken with
round. Spells and spell-like abilities are not either limb in any combination, and the creature
duplicated in this manner (a base creature that can still gains its extra attack of opportunity from
cast a spell as a spell-like ability once per day could this ability. So a creature with a 16 Dexterity
not cast it twice per day if it were a two-headed could make up to 5 attacks of opportunity per
mutant), nor are any abilities that originate from round: 1 normally; 1 from this ability, and 3
elsewhere within the body and are deployed from the Combat Reflexes feat.
through its head, such as breath weapons (which
• If the creature has the ability to cast spells or
usually are depicted as originating in the lungs and
use spell-like abilities, it may use one head and
invoked by an inhalation).
one arm (for somatic components) to cast spells
Special Qualities: A two-headed mutant retains all and still make a single attack with its other arm,
of the special qualities of the base creature and also coordinated by the other head, in the same
gains the following: round. The creature must make a Concentration
Dual Mind (Ex): The mutant has two brains, so for check, at DC 10 + spell level, to successfully
all mind-affecting attacks the mutant counts as two use the spell or spell-like ability.
separate creatures. If a spell or effect can only Skills: Same as the base creature, but the creature's
affect one of the creature's heads (such as a charm two heads give the creature a +2 racial bonus to
monster spell, which affects a single target), the Listen, Spot, and Search checks.
unaffected head takes control of the entire body. In
these situations, the affected head becomes inert for Organization: Solitary, or same as base creature.
combat purposes (losing its extra bite attack, if Challenge Rating: Same as the base creature +1.

138
Alignment: Often same as the base creature. known as the umbral mal. When present in
Level Adjustment: Same as the base creature +1. numbers, they will typically swarm an opponent,
using their darkness ability to hinder their foe.
Umbra Gloom (Sp): Whenever three or more umbras are
within 20 feet of each other, they can work together
Author: Robert J. Hall. to create a region of darkness as the spell (caster
Small Undead level 4th). This effect has a radius of 15 feet,
Hit Dice: 1d12 (6 hp) centered on an object that can be touched by one
Initiative: +1 of the contributing members. Umbra can always see
Speed: Fly 20 ft. (perfect) (4 squares) clearly through their own darkness.
Armor Class: 13 (+1 size, +1 Dex, +1 deflection), Umbral Mal (Su): Living creatures hit by an
touch +2, flat-footed 12 umbra's chill touch attack must succeed on a DC 11
Base Attack/Grapple: +0/― Fortitude save or suffer the effect of an umbral mal.
Attack: Chill touch +1 melee (1d3 cold plus The save DC is Charisma-based.
umbral mal) Roll 1d10 on the following table to determine the
Full Attack: Chill touch +1 melee (1d3 cold plus effect of the umbral mal on the creature.
umbral mal) 1d10 Suffers Effect
Space/Reach: 5 ft./5 ft. 1-2 Dread Shaken for 1d3 rounds.
Special Attacks: Umbral mal 3-4 Wither Fatigued.
Special Qualities: Darkvision 60 ft., gloom, 5 Blight Exhausted.
immunity to cold and fire, undead traits 6 Terror Panicked for 1d4 rounds.
Saves: Fort +0, Ref +1, Will +2 7 Abyss 2 points of Dexterity damage.
Abilities: Str ―, Dex 12, Con ―, Int 5, Wis 10, 8-9 Wrath Sickened for 1d6 rounds.
Cha 13 0 Folly Stunned for 1 round.
Skills: Listen +2, Spot +2
Feats: Flyby Attack
Environment: Underground Verge
Organization: Solitary, gang (2-5), or swarm (6-
In the empty void of pristine vacuum are beings so
11)
utterly strange that they can barely be called life
Challenge Rating: 1
forms. Their body exists in a condition entirely
Treasure: None different from the mundane environment we
Alignment: Always chaotic evil understand, as their outer surface marks a boundary
Advancement: 2-4 HD (Medium) between our realm and a mysterious place ruled by
Level Adjustment: ― unique laws. Matter, energy, space, and even time
are incomprehensibly different, even assuming that
These horrific shades appear as a vaguely such exist within these beings. Yet the periphery of
humanoid region of nebulous gloom. The area these exotic shapes is fully capable of interacting to
around the umbra is equally dim as the negative with our world.
energy aspect of their form absorbs light. While Verge creatures are magically constructed at the
they appear incorporeal they actually have a boundary between normal space and these exotic
physical form composed of a cloud of ashes. realms where alternate rules of existence hold
Because their form has some structure they are not sway. The energies found at the periphery of this
able to pass intact through small openings. discontinuity continually warp and shift in form.
The umbra is a vengeful spirit that exists as the On occasion they stabilize into the forms of
ashes of a cremated body. To create an umbra, a common creatures, perhaps responding to latent
living being must be affected by a geas or a lesser templates of life energy found in the void. Yet
geas. The target must then be slain in a truly horrid these are clearly unique beings, forming a skin of
manner. Finally the body is burned to ashes and coruscating energies that constantly shift and
magically animated by means of an animate dead change their visual appearance.
spell. The umbra remains close to the location of its These strange creatures do not have the same
demise and will attack any who intrude upon their metabolic requirements as mundane life, meaning
ground. Once slain, the gloom vanishes, leaving they have no need to eat, sleep, or breathe. Yet they
only a cloud of ashes that slowly fall to the floor. are highly imitative of the creatures that they
duplicate, copying the same behaviors, motivations,
Combat and abilities of normal creatures. Verge creatures
The umbra attacks by means of a chilling touch, are quite capable of learning additional skills,
which can invoke a chaotic negative energy state training in combat, gaining unique motivations, and

139
even forming social communities. or ethereal creatures. The attacks count as either
incorporeal or corporeal at any given time,
Sample Verge Creature whichever is more beneficial to the verge creature.
This example uses a kraken as the base creature. Disintegration (Ex): Corporeal creatures or objects
that inflict damage to a verge kraken must make a
Verge Kraken successful Fortitude save or take 5d6 points
Gargantuan Construct disintegration damage. Creatures or objects that are
Hit Dice: 20d10+60 (170 hp) reduced to 0 or fewer hit points by this ability are
Initiative: +5 entirely disintegrated, leaving behind only a trace
Speed: Fly 20 ft. (perfect) (4 squares), swim 20 ft. of fine dust.
Armor Class: 7 (-4 size, +1 Dex), touch 7, flat- Improved Grab (Ex): To use this ability, the verge
footed 7 kraken must hit with an arm or tentacle attack. It
Base Attack/Grapple: +15/+39 can then attempt to start a grapple as a free action
Attack: Tentacle +23 melee (2d8+12/19-20) without provoking an attack of opportunity. If it
Full Attack: 2 tentacles +23 melee (2d8+12/19-20) wins the grapple check, it establishes a hold and
and 6 arms +18 melee (1d6+6) and bite +18 melee can constrict.
(4d6+6) Constrict (Ex): A verge kraken deals automatic
Space/Reach: 20 ft./15 ft. (60 ft. With tentacle, 30 arm or tentacle damage with a successful grapple
ft. with arm) check.
Special Attacks: Improved grab, constrict 2d8+12 Telepathy (Su): A verge kraken can communicate
or 1d6+6, disruption, disintegration with other creatures that have a language, provided
Special Qualities: Darkvision 60 ft., ink cloud, jet, they are within 60 feet.
low-light vision, telepathy 60 ft., immunities
Saves: Fort +6, Ref +7, Will +13 Immunities (Su): Verge kraken are not affected by
Abilities: Str 24, Dex 12, Con —, Int 21, Wis 20, cold, acid, or sonic energy.
Cha 20 Jet (Ex): A verge kraken can jet backward once
Skills: Concentration +21, Diplomacy +7, Hide +1, per round as a full-round action, at a speed of 280
Intimidate +16, Knowledge (void) +17, Knowledge feet. It must move in a straight line, but does not
(nature) +16, Listen +30, Search +28, Sense provoke attacks of opportunity while jetting.
Motive +17, Spot +30, Survival +5, Swim +20, Use Ink Cloud (Ex): A verge kraken can emit a cloud
Magic Device +16 of jet-black ink-like energy particles in an 80-foot
Feats: Alertness, Blind-Fight, Expertise, Improved spread once per minute as a free action. The cloud
Critical (tentacle), Improved Initiative, Improved provides total concealment, which the verge kraken
Trip, Iron Will normally uses to escape a fight that is going badly.
Environment: Any vacuum plane Creatures within the cloud are considered to be in
Organization: Solitary darkness.
Challenge Rating: 12 Skills: A verge kraken has a +8 racial bonus on any
Treasure: None Swim check to perform some special action or
Alignment: Usually neutral evil avoid a hazard. It can always choose to take 10 on a
Advancement: 21-32 HD (Gargantuan); 33-60 HD Swim check, even if distracted or endangered. It
(Colossal) can use the run action while swimming, provided it
Level Adjustment: — swims in a straight line.
Creating a Verge Creature
A solitary creature, the verge kraken roams the void
following the directives of its life form. Although it "Verge" is an inherited creature that can be added
has no need to eat, it will readily attack any to any corporeal creature (referred to hereafter as
creature smaller than itself, tearing it into shreds. the base creature).
It has a physical form identical to the sea-dwelling A verge creature uses all the base creature's
kraken, although coruscating energies continually statistics and special abilities except as noted here.
wash across its flesh. Size and Type: The creature's type changes to
construct. They lose any sub-types of the base
Combat creature. Size is unchanged. Do not recalculate the
The verge kraken fights much as its natural creature's skills.
counterpart, although it is not nearly as tough or Speed: A verge creature can fly with perfect
potent an opponent. maneuverability at the highest speed of the base
Disruption (Su): The natural attacks of a verge creature.
kraken deal damage normally against incorporeal Armor Class: A verge creature loses any armor

140
class bonuses due to natural armor or deflection. Abilities: Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha
Base Attack Bonus: A verge creature's base attack 6
bonus is equal to ¾ its Hit Dice. Skills: Escape Artist +5, Hide +15, Intimidate +1,
Listen +6, Move Silently +7, Search +1, Spot +6
Special Attacks: A verge creature retains only the
Feats: Weapon Finesse
base creature's extraordinary special attacks. Verge
Environment: Any chaotic evil-aligned plane
creatures gain the following.
Organization: Swarm (10-40)
Disruption (Su): The natural attacks of a verge Challenge Rating: 1/4
creature deal damage normally against incorporeal Treasure: None
or ethereal creatures. The attacks count as either Alignment: Always chaotic evil
incorporeal or corporeal at any given time, Advancement: 1-2 HD (Tiny)
whichever is more beneficial to the verge creature. Level Adjustment: ―
Disintegration (Ex): Corporeal creatures or objects
that inflict damage to a verge creature must make a
successful Fortitude save or take 2d6 points These diminutive, humanoid demons stand less
disintegration damage +1d6 points for each size than eighteen inches in height. Their flesh and hair
category above Medium. Creatures or objects that is a flaming reddish hue, and their sharp fangs are
are reduced to 0 or fewer hit points by this ability constantly bloodstained. The demonic virikas enjoy
are entirely disintegrated, leaving behind only a preying on the sick and injured, and they attack in
trace of fine dust. an excited, jabbering horde. Individually, the
virikas are not much of a threat, but as a group they
Special Qualities: A verge creature retains only the are feared even by lesser demons. The virikas
extraordinary special qualities of the base creature, always appear surrounded by a reddish mist
losing any supernatural and spell-like abilities. A resembling a cloud of blood.
verge creature gains the following special qualities.
Some believe burning flowers and incense can
Telepathy (Su): A verge creature with an appease the virikas. In actuality they have a strong
intelligence score of 3 or better can communicate dislike of scented blossoms and will avoid areas
with other creatures that have a language, provided heavy with flowers.
they are within 60 feet.
Immunities (Su): Verge creatures are not affected Combat
by cold, acid, or sonic energy. When given the opportunity, virikas will attack
Saves: Base save bonuses are Fort +1/3 HD, Ref from surprise, hiding from sight until an
+1/3 HD, and Will +1/3 HD. opportunity to strike presents itself. The virikas
Abilities: A verge creature's Dexterity increases by enjoy swarming foes, and, instead of forming a line
+2, and it has no Constitution score. Otherwise of battle, they will gang up against a few
same as the base creature. opponents. They first attack those opponents who
look the most vulnerable, dodging tougher foes
Environment: Any vacuum plane. until the weaker party members have been cut
Treasure: None. down.
Level Adjustment: Same as base creature +1.
Vugoo
Virikas Author: Robert J. Hall.
Author: Robert J. Hall. Small Humanoid
Tiny Outsider (Chaotic, Evil) Hit Dice: ½d8 (2 hp)
Hit Dice: ½d8 (2 hp) Initiative: +0
Initiative: +3 Speed: 20 ft. (4 squares)
Speed: 20 ft. (4 squares) Armor Class: 12 (+1 size, +1 natural), touch 11,
Armor Class: 17 (+2 size, +3 Dex, +2 natural), flat-footed 12
touch 15, flat-footed 14 Base Attack/Grapple: +0/-7
Base Attack: +0/-10 Attack: Hand axe -2 melee (1d4-3); or sling +0
Attack: Bite +5 melee (1d3-2) ranged (1d3-3)
Full Attack: Bite +5 melee (1d3-2) Full Attack: Hand axe -2 melee (1d4-3); or sling
Space/Reach: 2-½ ft./0 ft. +0 ranged (1d3-3)
Special Qualities: Damage reduction 2/good, Space/Reach: 5 ft./5 ft.
darkvision 60 ft., resistance to cold 10 and fire 10, Special Attacks: ―
immunity to poison, fast healing 1, scent Special Qualities: Darkvision 60 ft., low-light
Saves: Fort +2, Ref +5, Will +4 vision, light sensitivity, mind link
Saves: Fort +0, Ref +2, Will +1

141
Abilities: Str 4, Dex 11, Con 10, Int 5, Wis 12, Cha Vugoo Society
7 These diminutive creatures are almost always found
Skills: Hide +2, Move Silently +2, Spot +1 gathered in small tribes within an underground
Feats: Run mushroom forest. The vugoo live in hunter-gatherer
Environment: Underground tribes, and the only reason they achieved any
Organization: Gang (4-9), band (10-15), or tribe degree of sophistication is due to their ability to
(16-100 plus 1 psion of 2nd-4th level per 32 adults) join mentally with their fellows. This ability makes
Challenge Rating: 1/6 them collectively smarter than the sum of their
Treasure: No coins; 50% goods; no items parts, and in turn makes them more formidable in
Alignment: Always lawful neutral battle than you would otherwise expect.
Advancement: By character class
Typically the vugoo tribes live in the shelter of a
Level Adjustment: +0 ring of mushrooms about a forest clearing. They
know how to create fire and they can manufacture
Physically, the vugoo is less than impressive. They crude stone or bone tools and weapons. The crafts
have stooped shoulders, a protruding belly and understood by vugoo tribesmen include basket
short, knobby limbs. Their heads somewhat weaving, weaving, leather-working, pottery, and
resemble a large, slightly curved bean, bending trapmaking. Their religion is primitive, usually
back over their scrawny, goitered neck. Although involving some simple burial rites and the ritual
they wear little in the way of garb other than a killing and eating of their foes to please their
breach cloth, their tough, mud-colored flesh ancestor spirits. The vugoo are mute, and they lack
provides a measure of protection against wounds. any form of written language.
The vugoo tribes live off roots, tubers, mushrooms,
seeds, insects, and small game. They will consume Vugoo Characters
just about anything they can readily catch. A Vugoo's favored class is barbarian. Vugoo psions
Due to their unusual mental nature, when several are relatively common, but depend on the collective
vugoo are within 100 ft. of each other they are able intelligence of their clan to employ many of their
to link mentally and increase their collective abilities.
intelligence. When alone, they are very dull-witted
creatures and barely able to employ the weapons Wendigo
they carry. As more vugoo gather together,
however, they grow craftier and are able to employ Author: Robert J. Hall.
improved tactics. In the presence of an entire tribe Large Outsider (Chaotic, Cold, Evil)
the vugoo can become very devious foes. Hit Dice: 10d8+30 (75 hp)
Initiative: +8
Combat Speed: 40 ft. (8 squares)
Vugoo are almost always found underground and Armor Class: 24 (-1 size, +4 Dex, +11 natural),
they have adapted well to these dark surroundings. touch 13, flat-footed 20
Their weapons are primitive, consisting of slings, Base Attack/Grapple: +10/+19
flint-tipped axes, small spears, and knives. They Attack: Claw +15 melee (1d6+5)
sometimes wear animal hide wraps for protection, Full Attack: 2 claws +15 melee (1d6+5) and bite
but they have never learned to make or employ +13 melee (1d8+2 plus 1d4 cold)
shields. Space/Reach: 10 ft./10 ft.
Their mental link allows them to coordinate attacks Special Attacks: Cold, moan, sneak attack
even when out of sight of each other and their Special Qualities: Damage reduction 10/good,
enemies. They have no leaders as such, relying darkvision 60 ft., low-light vision, spell resistance
instead on rapid consensus to make decisions. 15, immunity to cold, vulnerability to fire, scent
Saves: Fort +10, Ref +11, Will +8
Light Sensitivity (Ex): Vugoo are dazzled in
daylight or within the radius of a daylight spell. Abilities: Str 21, Dex 19, Con 16, Int 7, Wis 13,
Cha 14
Mind Link (Ex): Due to their unusual mental Skills: Hide +21, Listen +11, Move Silently +21*,
nature, when several vugoo are within 100 ft. of Spot +11, Survival +11
each other they are able to link mentally and Feats: Alertness, Improved Initiative, Multiattack,
increase their collective intelligence. For each Track
doubling of their numbers within the 100 ft. radius Environment: Cold forests
the intelligence of each vugoo increases by +2, up Organization: Solitary
to a maximum of +10. They are also able to use this Challenge Rating: 9
mind link as a form of telepathy to communicate Treasure: None
silently with each other. Alignment: Always chaotic evil

142
Advancement: 11-15 HD (Large); 16-20 HD • Spell resistance is equal to creature's HD + 5
(Huge) (maximum 25).
Level Adjustment: ― • 11+ HD — Wendigo have a +2 racial bonus on
Survival checks when tracking by scent.
• 12-14 HD — The sneak attack damage bonus
This demonic creature is created when a hunter,
lost in the forest and starving to death, is possessed improves to +5d6.
by a demonic spirit of the woods. The victim is • 13+ HD —Gain Spell-Like Abilities: 3/day—
transformed into a wendigo: a giant, gaunt skeleton pass without trace. Caster level equals Hit Dice.
of a man almost entirely encased in ice. A heart of The save DC equals 10 + spell level + Charisma
ice can be seen beating through the transparent modifier.
ribcage, and the twisted, open mouth produces • 14-18 HD — A wendigo can issue a terrifying
haunting sounds like a winter wind. noise four times per day.
• 15-17 HD — The sneak attack damage bonus
A wendigo possesses an insatiable appetite, and
improves to +6d6.
constantly hunts for fresh meat. It avoids civilized
• 16+ HD — Damage reduction improves to
areas, stalking lone and vulnerable victims through
the winter woods. 15/good. The damage due to cold increases to
1d6.
Combat • 17+ HD —Add 3/day—detect thoughts to spell-
The wendigo stalks its prey, staying hidden among like abilities.
the trees and projecting its voice to stir hidden • 18+ HD — The sneak attack damage bonus
fears. Once the subject is driven to flee in panic, the improves to +7d6.
vendigo attacks from hiding to finish him off. • 19+ HD — A wendigo can issue a terrifying
noise five times per day.
Cold (Ex): A wendigo's body generates a bitter
• 20 HD — The damage due to cold increases to
cold, causing opponents to take an extra 1d4 points
1d8.
of cold damage every time the creature succeeds on
a bite attack. Creatures attacking a wendigo
unarmed or with natural weapons take this same Wolfling, Lampblack
cold damage each time once of their attacks hits.
Author: Robert J. Hall.
Moan (Su): A wendigo can produce eerie sounds,
Medium Outsider (Evil)
and half-heard voices can be made to issue from
Hit Dice: 3d8+6 (19 hp)
any location within 50 feet. This ability is identical
Initiative: +3
with the ventriloquism spell (caster level 10th).
Speed: 50 ft. (10 squares), burrow 5 ft.
Up to three times a day the wendigo can use this Armor Class: 15 (+3 Dex, +2 natural), touch 13,
ability to issue a terrifying noise. Anybody within flat-footed 12
15 feet of the noise must succeed on a DC 17 Will Base Attack/Grapple: +3/+5
save or become panicked for 1d6 rounds. This is a Attack: Bite +7 melee (1d6+2 plus dire venom)
sonic, mind-effecting fear effect. The save DC is Full Attack: Bite +7 melee (1d6+2 plus dire
Charisma-based. venom)
Sneak Attack (Ex): Any time a wendigo's Space/Reach: 5 ft./5 ft.
opponent is denied his Dexterity bonus to AC, or if Special Attacks: Dire venom, breath of darkness
a wendigo flanks his opponent, he deals an extra Special Qualities: Darkvision 60 ft., low-light
4d6 points of damage. This ability is just like the vision, scent, light sensitivity
rogue's sneak attack and subject the same Saves: Fort +5, Ref +6, Will +4
limitations. Abilities: Str 15, Dex 16, Con 14, Int 3, Wis 12,
Skills: Wendigo have a +4 racial bonus on Hide Cha 6
and Move Silently checks. *In forest or overgrown Skills: Hide +3*, Listen +7, Spot +7
areas, the Move Silently bonus improves to +8. It Feats: Blind-Fight, Weapon Focus (bite)
can always choose to take 10 on a Move Silently Environment: Any evil-aligned plane
check, even if rushed or threatened. Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 2
Advancement Treasure: None
In addition to the standard changes due to Hit Dice Alignment: Always neutral evil
advancement, wendigo also gain the following Advancement: 4-5 HD (Medium); 6-7 HD (Large)
special benefits. Level Adjustment: ―
• The save DC of the moan is equal to 10 + ½ HD
+ Charisma modifier. The caster level of the These cunning beasts resemble wolves, with a
ventriloquism effect equals the Hit Dice.

143
charcoal black coat, unusually large, black eyes, Treasure: None
and prominent, pointed ears. Their bodies are long Alignment: Always neutral
and lean, with an extended neck and slender tail. Advancement: None
They exude evil, and are normally found only on Level Adjustment: ―
demonic planes or in the service of foul beings.
Combat This is a seething mass of large, slimy worms that
Like wolves these creatures hunt in a pack, and slither and crawl as a group across the floor. Each
they cooperate to bring down their foes. They of the glistening worms is about two feet in length
prefer to hunt at night, relying on their darkvision. and has a diameter of 3 inches. They have a soft,
cream hued flesh that is segmented with multiple
Dire Venom (Ex): Bite, Fortitude DC 13; initial rings along the body. The flesh grows darker near
and secondary damage 1d4 Con. Good-aligned the ends until it becomes a deep tan at the tip.
creatures suffer double this amount of damage. The
The worms feed off magical energy, drawing their
save DC is Constitution-based.
life force from spells and beings that are magical in
Breath of Darkness (Su): 15-foot cone, once a nature. They readily absorb most spells, using the
minute, creating a region of darkness as the spell energy to rapidly increase their numbers.
(caster level 3rd). Individually the worms do not fare well when
Light Sensitivity (Ex): Lampblack wolves are separated from the main body, and they will crawl
dazzled in bright sunlight or within the radius of a off to find a crack or hole in which to hide.
daylight spell.
Combat
Skills: *Lampblack wolves gain a racial bonus of
+4 to Hide checks at night due to their dark coats. The worm mass attacks by swarming over its foe
and crushing the creature with their combined bulk.
Advancement Absorb Magic (Su): The worm mass does not
In addition to the standard changes due to Hit Dice suffer additional damage from the magical
advancement, lampblack wolflings also gain the enhancement bonuses of weapons. The swarm
following special benefits. heals 1d8 points of damage for every spell level
• The caster level of the breath of darkness ability they successfully resist using their spell resistance.
is equal to the Hit Dice. Distraction (Ex): Any living creature that begins
• The save DC of the dire venom is equal to 10 + its turn with a worm mass in its space must succeed
½ HD + Constitution modifier. on a DC 15 Fortitude save or be nauseated for 1
round. The save DC is Constitution-based.
Worm Mass Skills: A worm mass has a +4 racial bonus on any
Swim check to perform some special action or
Author: Robert J. Hall. avoid a hazard. It can always choose to take 10 on a
Tiny Magical Beast (Swarm) Swim check, even if distracted or endangered.
Hit Dice: 8d10+24 (68 hp)
Initiative: +5 Advancement
Speed: 20 ft. (4 squares), swim 10 ft. In addition to the standard changes due to Hit Dice
Armor Class: 15 (-2 size, +5 Dex, +2 natural), advancement, worm masses also gain the following
touch 13, flat-footed 10 special benefits.
Base Attack: +8/― • The save DC of the distraction ability is equal to
Attack: Swarm +13 melee (2d6) 10 + ½ HD + Constitution modifier.
Full Attack: Swarm +13 melee (2d6) • Spell resistance is equal to creature's HD + 10
Space/Reach: 10 ft./0 ft. (maximum 30).
Special Attacks: Distraction
Special Qualities: Darkvision 60 ft., half damage
from slashing and piercing, low-light vision, Wumpus
spell resistance 18, absorb magic, swarm traits Author: David E. Brooks Jr.
Saves: Fort +7, Ref +11, Will +1 Huge Aberration
Abilities: Str 1, Dex 20, Con 12, Int ―, Wis 9, Cha Hit Dice: 10d8+50 (95 hp)
5 Initiative: +0
Skills: Listen +3, Spot +3, Swim +2 Speed: 30 ft (6 squares), climb 30 ft.
Feats: Weapon Finesse Armor Class: 18 (-2 size, +10 natural), touch 8,
Environment: Underground flat-footed 18
Organization: Solitary Base Attack/Grapple: +7/+21
Challenge Rating: 5 Attack: Bite +11 melee (2d6+9)

144
Full Attack: Bite +11 melee (2d6+9) Curiously, bats (monstrous and non-monstrous)
Space/Reach: 15 ft./15 ft. find the odor appealing and suffer no ill effects
Special Attacks: Stench from it. A cave system inhabited by a wumpus will
Special Qualities: Darkvision 60 ft., all-around often have a colony of bats.
vision All-Around Vision (Ex): The eight eyes of a
Saves: Fort +8, Ref +3, Will +7 wumpus are evenly distributed around the central
Abilities: Str 23, Dex 10, Con 20, Int 3, Wis 10, core of the body, allowing it to see in all directions
Cha 11 simultaneously. Because of this, a wumpus cannot
Skills: Climb +19, Listen +6, Spot +6 be flanked.
Feats: Alertness, Cleave, Power Attack, Snatch Skills: Because of its sucker-laden limbs, the
Environment: Underground wumpus can climb nearly any surface with ease,
Organization: Solitary or pair reflected with a +8 racial bonus to their Climb
Challenge Rating: 7 score (included above). A wumpus can always take
Treasure: None 10 on climb checks even if rushed or threatened.
Alignment: Always neutral
Advancement: 11-16 HD (Huge), 17-22 HD Advancement
(Gargantuan) In addition to the standard changes due to Hit Dice
Level Adjustment: – advancement, a wumpus also gains the following
special benefits.
The wumpus is a bizarre and rarely seen • The save DC of the stench is equal to 10 + ½
subterranean horror. It is an aggressive, relentless HD + Constitution modifier.
hunter that rarely leaves survivors.
Credits
A wumpus has a central body, roughly spherical in
shape and about twelve feet in diameter. Protruding The name "wumpus" and some of the generalities
from this central body are four to six tentacle-like are the creation of Gregory Yob. It first appeared in
limbs, arranged equidistantly over the surface his classic computer game Hunt the Wumpus which
(somewhat like a caltrop). The body and limbs are first ran on a time-sharing computer at the
grey, and lighten in color as they approach the end University of Massachusetts Dartmouth in 1972.
of the limbs. Some specimens have a thin coating
of fur, also grey in color. Xusc
Each limb is ten to fifteen feet in length and
terminates in a splayed, three-toed "foot". These Small Humanoid (Reptilian)
"feet" are covered with numerous suckers that Hit Dice: 1d8+4 (7 hp)
enable the wumpus to traverse nearly any surface Initiative: -1
with ease. Additionally, the center of each "foot" Speed: 20 ft. (4 squares), swim 30 ft.
can open to reveal a toothy maw, capable of Armor Class: 14 (+1 size, -1 Dex, +3 natural),
dealing enormous damage. At any given time, all touch 10, flat-footed 14
but one limb is used for locomotion. The remaining Base Attack/Grapple: +0/-2
limb is used as an arm/mouth. Limbs are Attack: Claw +1 melee (1d3+2); or spit +0 ranged
completely interchangeable, and a wumpus will (1d3 acid)
often switch between limbs when transitioning Full Attack: 2 claws +1 melee (1d3+2); or spit +0
between surfaces. Regardless of the number of ranged (1d3 acid)
limbs, only one can be used to attack in any given Space/Reach: 5 ft./5 ft.
round. Special Attacks: —
Special Qualities: Hold breath, sleep ball
Combat Saves: Fort +3, Ref -1, Will +1
A wumpus will generally lie in waiting for an Abilities: Str 15, Dex 9, Con 12, Int 5, Wis 12, Cha
opponent to come within reach, often from a 8
position above the potential meal. If seriously Skills: Listen +2, Spot +2, Swim +4
injured during combat, it will often try to grab a Feats: Toughness
fallen opponent and move to a safe position. Environment: Temperate marshes
Stench (Ex): The odor of a wumpus is Organization: Solitary, gang (2-3), band (6-10
indescribably foul, and easily detectable (DC 10 at plus 50% noncombatants plus 1 leader of 2nd-4th
100 ft. distance). Creatures within 20 feet are level), or tribe (20-40 plus 2 lieutenants of 3rd-5th
affected as if within the radius of a stinking cloud level and 1 leader of 4th-8th level)
(DC 20 negates). The save DC is Constitution- Challenge Rating: 1/2
based. Treasure: No coins; 50% goods; 50% items
Alignment: Usually neutral

145
Advancement: By character class ― Small size. +1 bonus to Armor Class, +1 bonus
Level Adjustment: +1 on attack rolls, +4 bonus on Hide checks, -4
penalty on grapple checks, lifting and carrying
limits 3/4 those of Medium characters.
This bipedal reptilian race are short and squat, with
― A xusc's base land speed is 20 feet. It also has a
a proportionately heavy tail and long claws that are
swim speed of 30 ft.
used to dig up roots. They are herbavores and are
― +3 natural armor bonus.
rarely hostile, although they are often distrustful of
― Natural Weapons: 2 claws (1d3), spit (1d3
non-reptilian beings. The hide of a xusc is brown in
acid).
hue, with the back being a darker shade than the
― Special Qualities (see above): Hold breath,
belly. Xusc have brown, serpentine eyes that rarely
sleep ball.
blink, and they smell with a forked tongue. They
― Automatic Languages: Draconic. Bonus
are none too bright and somewhat clumsy for their
Languages: Aquan, Common.
size, but are surprisingly strong and have sharp
― Favored Class: Rogue.
senses.
― Level adjustment: +0.
Xusc walk upright on their heavier hind legs and
are somewhat similar in appearance to lizardmen, Xusc Society
although only half the height. The back of a xusc is Sadly the primacy of this primitive reptilian race
protected by a flexible appendaged armor that is has long since passed and they are now well onto
heaviest about their chest, torso, and thick tail. For their way toward eventual extinction. But the xusc
additional protection, each of the back armor still exist in some isolated, well-concealed
appendages has a small, protruding horn projecting communities, typically living along lake edges at
out to each side. locations that are difficult for others to access. They
Xusc speak a simple dialect of Draconian, but are sufficiently advanced to be able to construct
never developed a writing skill. simple structures of mud and woven plants, which
often appear like squat termite mounds hidden
Combat among the vegetation. Within each of these simple
Xusc are relatively non-aggressive unless shelters can live an entire family of xusc, including
threatened or protecting their family. They use their parents, their siblings, and a buried nest of eggs
acid spit to attack at range from cover. When an being constantly monitored.
opponent closes, the xusc attacks with its tough The xusc are vegetarian creatures that typically
digging claws. Defensively they can curl harvest edible crops in shallow waters of their lake
themselves into a tight ball that is completely home. They have mastered simple agricultural
covered by their heavy back armor, although in this skills, planting new crops in favorable underwater
position that are unable to attack. locations that are rich in silt, then returning later to
Hold Breath (Ex): A xusc can hold its breath for a harvest the resulting crops and roots. Their ability
number of rounds equal to five times its to spend long periods of time underwater without
Constitution score before it risks drowning. surfacing for air allows them to avoid the attention
Sleep Ball (Ex): Whenever a xusc sleeps or falls of surface creatures, and they are particularly
unconscious, it instinctively curls itself into a tight skitish about boats approaching their fields.
cone-shaped ball, presenting its heavier back armor At one time the xusc practiced a simple form of
to any attacks. In this position the xusc can not be religious worship resembling druidism. However,
automatically slain as would a helpless target. It is some time in the distant past they became lost to
treated as having a Dexterity of 0, but is otherwise their deity, and ever since they have been in
only considered prone and the natural armor decline. They still perform a form of ancestor
bonuses increases to +5. A xusc can form a sleep worship, placing the skulls of their deceased
ball as a move action, but can not attack from this parents on the inner walls of their mud dwellings.
position. Over time these skulls can accumulate a
considerable number, and the inner walls can
Xusc as Characters become lined with reptilian skulls.
Most xusc leaders are druids or rogues. There are
no xusc clerics.
Xusc characters possess the following racial traits.
― Strength +2, Dexterity -2, Intelligence -4
(minimum 3), Wisdom +2.

146
Gaol Creatures Combat
Acantha find little pleasure in combat, and they will
The following monsters hail from the prison plane do all in their power to place an opponent at a
of Gaol, and are most likely to be found there. (See significant disadvantage prior to closing for the
the appendix). Those that were born on Gaol gain fight. They will often use their spell-like abilities to
the extraplanar sub-type should they somehow employ nearby plant growths to their advantage.
manage to escape. Gaol creatures are better suited
Spell-Like Abilities: At will—speak with plants.
for use in a high-level campaign.
3/day—entangle (typical save DC 13), spike growth
(typical save DC 15). 1/day—command plants
Acantha (typical save DC 16), commune with nature. Caster
level equals the Hit Dice. Save DCs are Charisma-
Author: Robert J. Hall. based and include a +4 racial modifier.
Large Plant
Hit Dice: 9d8+36 (76 hp) Nectar (Sp): Three times per day an acantha can
Initiative: +1 squirt a spray of liquid nectar from its flower hands
Speed: 30 ft. (6 squares), climb 20 ft. at a target within 15 feet. The effect is identical
Armor Class: 15 (-1 size, +6 natural), touch 9, with the suggestion spell (caster level 9th).
flat-footed 15 The sweet-smelling nectar can also be secreted into
Base Attack/Grapple: +6/+14 a container for consumption as a potion. However a
Attack: Slam +9 melee (1d6+4) dose of the nectar must be consumed within 24
Full Attack: 2 slams +9 melee (1d6+4) hours or it will lose its potency.
Space/Reach: 10 ft./10 ft. Each time a dose of nectar is consumed, the resolve
Special Attacks: Spell-like abilities, nectar of a creature to resist its influence declines. During
Special Qualities: Low-light vision, all-around any one year period, whenever a living creature
vision, resistance to fire 5 and cold 5, fast recovery, fails its Will save against the nectar, each additional
root vulnerability, plant traits save will receive a cumulative -1 penalty.
Saves: Fort +12, Ref +3, Will +6 This secretion has no effect on plants, undead, and
Abilities: Str 18, Dex 10, Con 19, Int 13, Wis 16, mindless creatures.
Cha 6
All-Around Vision (Ex): The many eyes of an
Skills: Climb +16, Bluff +4, Concentration +9,
acantha give them a +2 racial bonus on Spot
Heal +5, Listen +9, Sense Motive +13, Spot +11,
checks, and they can't be flanked.
Survival +7
Feats: Alertness, Diehard, Endurance B, Great Fast Recovery (Ex): An acantha can recovery
Fortitude, Self-Sufficient from fatigue or exhaustion in half the normal time
Environment: Warm desert while resting their roots in dry soil or sandy ground
Organization: Solitary, gang (2-4), or squad (6- under daylight lighting conditions.
10) Root Vulnerability (Ex): Once per day an acantha
Challenge Rating: 7 must rest its roots in dry soil or sandy earth for a
Treasure: Standard period of eight hours, or lose 1 point of Con. In
Alignment: Usually neutral evil order to recover a point of Constitution, an acantha
Advancement: By character class must rest its roots in dry soil or sandy earth for a
Level Adjustment: +6 full day.
Acantha Society
Acantha are large, mobile plants that resemble a An acantha is an intelligent creature with a selfish
saguaro cactus with a dark olive hue and flutings nature and a deep, abiding hatred of most vermin
that run the length of the body . It stands over 9 feet and herbivores. They will cooperate with acantha
in height, with a long slender body, two to four and other intelligent creatures toward a common
limbs, and a bundle of grey, root-like tendrils at the end, but almost always have a secret agenda at
base. The acantha has small, dark eight eyes spaced work. Acantha are skilled liars, devious planners,
around their upper trunk, and a depression on the manipulative associates, and utterly ruthless
very top that allows it to speak. At the tip of each opponents. While they possess a dry, subtle sense
limb is a red, flower-like structure that is able to of humor, they are prickly by nature and easy to
hold and manipulate objects. insult.
The flower-like hands of the acantha can secrete an The acantha were banished to Gaol after a lengthy
unusual substance that is highly intoxicating and war of genocide against their arch enemies. The
makes a victim more suggestible. It readily uses prison plane has proven a brutal home for the
this nectar to control its underlings, or any beings surviving anantha, lacking as it does any significant
that it plans to use in its devious schemes.

147
plant growths and bright sunlight. Nevertheless the — Racial Skills: An acantha's plant levels give it
acantha have prospered, primarily due to their skill points equal to 12 x (2 + Int modifier,
devious and cunning natures. minimum 1). Its class skills are Climb, Bluff,
Communities consisting primarily of acantha are Concentration, Heal, Listen, Sense Motive,
fairly rare. These creatures prefer to lay low and Spot, and Survival.
manipulate others from behind the scenes. They — Racial Feats: An acantha's plant levels give it
adapt to the local customs and seek to fit in, despite four feats. It gains Endurance as a bonus feat.
their bizarre appearance. They are very patient — Weapon Proficiency: An acantha is proficient
about waiting for their plans to come to fruition, with all simple weapons.
and have been known to form plots that required — +6 natural armor bonus.
decades to unfold. — Natural Weapons: 2 slams (1d6).
Due to their nectar secretions, acantha have proven — Special Attacks (see above): Spell-like abilities,
to be highly effective slavers. They control much of nectar.
the slave trade on Gaol, and there is an intense — Special Qualities (see above): All-around
rivalry between the acantha for possession of the vision, resistance to fire 5 and cold 5, fast
largest herd of laborers. They have also translated recovery, root vulnerability, plant traits.
this business into other illicit endeavours, and often — Automatic Languages: Common.
work as smugglers working both sides of many — Favored Class: Rogue.
conflicts. — Level Adjustment +6.
The acantha still long for a return to their native
world, and the dwellings of wealthier acantha often Assassin Bug
include a brightly illuminated sand chamber where
they can relax. They rely heavily on their drugged Author: Robert J. Hall.
slave labor to support a comparatively lavish Diminutive Magical Beast (Evil, Swarm)
lifestyle. Many of their slaves have highly useful Hit Dice: 10d10+40 (95 hp)
skills, sometimes including magical abilities or Initiative: +8
combat training. A wealthy acantha possesses a Speed: 5 ft. (1 sqaure), fly 50 ft.
potent assemblage of underlings to do its bidding. Armor Class: 18 (+4 size, +4 Dex),
Acantha possess a deep love of the desert and a Base Attack/Grapple: +10/—
certain joy in the growth of wild plants. They Attack: Swarm (2d8 plus disease)
dislike dark, underground places away from Full Attack: Swarm (2d8 plus disease)
daylight. Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, disease
Acantha as Characters Special Qualities: Damage reduction 10/magic,
Acantha leaders tend to be rogues or ranger/rogues. darkvision 60 ft., immune to weapon damage, low-
Acantha clerics worship Sind. An acantha cleric light vision, swarm traits
has access to two of the following domains: Air, Saves: Fort +9, Ref +11, Will +4
Evil, and Trickery. Most acantha spellcasters are Abilities: Str 1, Dex 19, Con 14, Int 2, Wis 12, Cha
druids. Acantha druids favor spells that harm or 7
hinder enemies. Skills: Hide +13, Listen +7, Move Silently +16,
— +6 Strength, +4 Constitution, +2 Wisdom, -2 Spot +7
Charisma (minimum 3). Feats: Alertness, Flyby Attack, Improved
— Large size. -1 penalty on Armor Class, -1 Initiative, Stealthy
penalty on attack rolls, -4 penalty on Hide Environment: Any evil plane
checks, +4 bonus on grapple checks, lifting and Organization: Solitary, fright (2-4 swarms), or
carrying limits double those of Medium terror (5-8 swarms)
characters. Challenge Rating: 7
— Space/Reach: 10 feet/10 feet. Treasure: None
— An acantha's base land speed is 30 feet. It also Alignment: Always chaotic evil
has a climb speed of 20 feet. Advancement: None
— Low-light vision. Level Adjustment: —
— Racial Hit Dice: An acantha begins with nine
levels of plant, which provide 9d8 Hit Dice, a The assassin bug is a fiendish vermin, forged
base attack bonus of +6, and base saving throw through dark magic and given life by demonic
bonuses of Fort +6, Ref +3, and Will +3. power. It has a long, slender body, with a tough
exoskeleton, two pairs of transparent wings, a
stinger at the end of the thorax, and a rock-hard,
tapered proboscis. The mature assassin bug is about

148
a half foot in length, and it always travels and Hit Dice: 10d8+30 (75 hp)
attacks in small groups. The exoskeleton is a light Initiative: +9
gray hue, making it difficult to spot against a lit Speed: 5 ft. (1 square), fly 30 ft. (good)
sky. Armor Class: 19 (-1 size, +5 Dex, +5 natural),
Assassin bug swarms are only to be found on the touch 14, flat-footed 14
prison plane, where they are not uncommon, and Base Attack/Grapple: +7/+14
only occasionally on certain evil-aligned planes. Attack: Tentacle +9 melee (1d6+3)
Full Attack: 12 tentacles +9 melee (1d6+3)
Combat Space/Reach: 10 ft./5 ft.
When they find a living victim, assassin bugs dive Special Attacks: Improved grab, traumatize,
down from above and pierce the target with their tentacles, persistent image, spell-like abilities
proboscis. The bug deals 2d8 points of damage to Special Qualities: All-around vision, darkvision
any creature whose space it occupies. 60ft., flight
If the victim survives the attack, it can become Saves: Fort +4, Ref +8, Will +6
infected by a disease called arcanitis. Arcanitis will Abilities: Str 17, Dex 21, Con 13, Int 18, Wis 8,
drain arcane magical energies from the body, and Cha 17
will hinder the casting of arcane spells. Skills: Bluff +15, Concentration +14, Diplomacy
+8, Knowledge (arcana) +12, Listen +9, Search +6,
An assassin bug swarm is treated as an evil-aligned
Sense Motive +11, Spellcraft +14, Spot +9
weapon and a magic weapon for the purpose of
Feats: Alertness, Combat Casting, Dodge,
overcoming damage reduction.
Improved Initiative, Spell Focus (illusion)B
Distraction (Ex): Any living creature that begins Environment: Temperate hills
its turn with an assassin bug swarm in its space Organization: Solitary, pair, or cluster (3-6)
must succeed on a DC 17 Fortitude save or be Challenge Rating: 11
nauseated for 1 round. The save DC is Treasure: Standard
Constitution-based. Alignment: Usually lawful evil
Disease (Ex): Arcanitis—bite, Fortitude DC 17, Advancement: 11-18 HD (Large); 19-28 HD
incubation period 3 days, damage 1d3 Con and (Huge)
+5% arcane spell failure chance penalty for each Level Adjustment: —
point of Constitution lost to the disease. The save
DC is Constitution-based. This disease has Magic
Resistance 14. The arcane spell failure chance is These odd creatures have an outer shell shaped as a
reduced by 5% for each point of lost Constitution symmetrical, twelve-sided geometric figure. From
that is recovered. the center of each side protrudes a flexible grey
tentacle. Each tentacle normally tapers to a point,
Skills: An assassin bug swarm has a +4 racial but the tip can become indented and open into a
bonus on Move Silently checks. small puckered orifice through which the dancing
weaver can drink blood and nibble at soft flesh.
The dancing weaver possesses the power of
levitation, and can hover and move about at will.
A dancing weaver is a master of illusions. It uses
deception and confusion to control others, bending
creatures to its will without them knowing it. The
most potent ability of the dancing weaver is the
persistent image that it can radiate about its body,
allowing the creature to shape its appearance and
surroundings at will.
The dancing weaver lacks a mouth, and instead
gains nutrition through small openings at the tip of
each tentacle.
Combat
A dancing weaver relies on its spells to deceive and
control its foes. When an opponent closes for
Dancing Weaver melee, the dancing weaver will seek to grapple and
traumatize its foe.
Author: Robert J. Hall. Tentacles (Ex): Each of the dancing weavers'
Large Aberration tentacles can attack separate targets. During a

149
single round, a dancing weaver can attack with • 16+ HD — Add 1/day—mislead to spell-like
only four of its tentacles at a target in any one 90- abilities.
degree arc (up, forward, backward, left, right, or • 18+ HD — Add 3/day—true seeing to spell-like
down). The remaining tentacles must attack other abilities.
targets, or not at all. • 19+ HD — Flight speed improves to 40 feet.
Traumatize (Sp): On a successful grapple check • 20+ HD — Add 1/day—greater shadow
with two or more tentacles, the opponent must conjuration to spell-like abilities.
succeed on a DC 19 Will check or be dealt 1d3 • 22+ HD — Add 1/day—ethereal jaunt to spell-
points of Wisdom damage and become comatose like abilities.
for 3d6 rounds. During this time, the creature • 24+ HD — Add 1/day—greater shadow
cannot be awakened by any means short of evocation to spell-like abilities.
dispelling the effect. This is not a sleep effect, and • 25+ HD — The duration of the coma caused by
thus elves are not immune to it. The traumatize the traumatize special ability is equal to 2d4
ability is equivalent to a 5th level spell. The save minutes.
DC is Charisma-based. • 26+ HD — Add 3/day—irresistable dance to
Improved Grab (Ex): To use this ability, a spell-like abilities.
dancing weaver must hit a creature with at least two • 28 HD — Add 1/day—shades to spell-like
tentacles. It can then attempt to start a grapple as a abilities.
free action without provoking an attack of
opportunity. If it wins the grapple attack, it Draecock Bird
establishes a hold and can traumatize.
Persistent Image (Sp): A dancing weaver Author: Robert J. Hall.
maintains a persistent image, centered on itself, as Medium Magical Beast
the spell (caster level 10th). This ability is constant, Hit Dice: 8d10+8 (52 hp)
but the dancing weaver can suppress or resume it at Initiative: +2
will. Speed: 30 ft. (6 squares), fly 80 ft. (poor)
Spell-Like Abilities: At will—ghost sound, Armor Class: 14 (+2 Dex, +2 natural), touch 12,
hypnotic pattern (DC 16). 3/day—confusion (DC flat-footed 12
17), displacement (self only) (DC 17), greater Base Attack/Grapple: +8/+7
invisibility (self only) (DC 18), see invisibility, Attack: Bite +10 melee (1d6-1 plus 1d6 acid)
shadow conjuration (DC 18), suggestion (DC 16). Full Attack: Bite +10 melee (1d6-1 plus 1d6 acid)
1/day—rainbow pattern (DC 18). Caster level 10th. Space/Reach: 5 ft./5 ft.
Save DCs are Charisma-based. Illusions include a Special Attacks: Slime
+1 bonus due to the Spell Focus feat. Special Qualities: Darkvision 60ft., damage
reduction 5/fire or cold, low-light vision, immunity
All-Around Vision (Ex): The senses of a dancing
to acid and disease
weaver allow it to see in all directions. They gain a
Saves: Fort +7, Ref +8, Will +3
+2 racial bonus on Spot checks and can't be
Abilities: Str 8, Dex 15, Con 13, Int 2, Wis 13, Cha
flanked.
7
Flight (Ex): A dancing weaver's body is naturally Skills: Listen +6, Spot +12, Survival +4
buoyant. This buoyancy allows it to fly as a speed Feats: Alertness, Dodge B, Endurance, Weapon
of 30 feet. This buoyancy also grants it a permanent Finesse
feather fall effect (as the spell) with personal range. Environment: Warm plains
Advancement Organization: Solitary, pair, flight (3-5), or flock
(6-13)
In addition to the standard changes due to Hit Dice Challenge Rating: 6
advancement, dancing weavers also gain the Treasure: None
following special benefits. Alignment: Always neutral
• The caster level of the spell-like abilities is Advancement: 9-11 HD (Medium); 12-18 HD
equal to the Hit Dice. (Large)
• 12+ HD — Add 3/day—phantasal killer to Level Adjustment: ―
spell-like abilities.
• 14+ HD — Add 1/day—shadow evocation to
This flying creature bears a resemblance to a
spell-like abilities.
cockatrice; so much so that it is often mistaken for
• 15-24 HD — The duration of the coma caused
such. However it is a larger creature and lacks a
by the traumatize special ability is equal to 1d4
petrifying gaze. Instead it is able to project a large
minutes.
glob of green-hued slime at a target, and uses this

150
material to kill and begin digesting prey. Special Qualities: Darkvision 60 ft., low-light
The dræcock bird is a scavenger that uses its vision, damage reduction 10/bludgeoning,
disgusting ejecta to make a corpse inedible by other resistance to cold 10 and electricity 10, spell
creatures. It is unclear how it came to form this resistance 15, vulnerabilities
symbiotic relationship with the slime, and there are Saves: Fort +6, Ref +5, Will +1
those that speculate the unwholesome substance Abilities: Str 20, Dex 15, Con 17, Int 14, Wis 7,
actually originated from the dræcock bird. Cha 6
Skills: Balance +10, Climb +15, Craft (any one) or
A dræcock bird is a masterful glider, and uses
Knowledge (any on) +15, Jump +10, Listen +5,
rising heat to stay aloft for many hours. It will often Spellcraft +14, Spot +5
circle above a wounded creature like a buzzard,
Feats: Alertness, Cleave, Combat Expertise, Craft
attracting more of its kind to wait until the victim is
ConstructB, Power Attack
weak enough to kill.
Environment: Warm plains
Combat Organization: Solitary, gang (2-5), band (6-10), or
squad (11-20 plus 2 3rd-level sergeants and 1 leader
The dræcock bird attacks a target from high up in
of 3rd-6th level)
the air, spitting green-hued slime until the prey is
Challenge Rating: 8
killed and partially digested. It then lands to peel
Treasure: Standard
off strips the softened flesh.
Alignment: Usually lawful evil
Slime (Su): Once every 1d4 rounds, while airborne Advancement: By character class
a dræcock bird can eject a volume of green slime, Level Adjustment: +6
striking a creature on a successful ranged touch
attack. This slime deals 1d6 points of Constitution
damage per round. On the first round of contact, The dynad are a physically simple species that were
the slime can be scrapped off, but after that it must modified through magical experiments to serve as
be frozen, burned, or cut away (dealing damage to controllers of magical constructs. Their ancient
the creature in the process). Anything that deals masters spent many centuries breeding the dynad
cold or fire damage, sunlight, or a remove disease for the optimal traits to controlling these constructs,
spell destroys the slime. with the goal of producing a servant race that could
perform physical labor. In time, however, the
Against metal or wood, the slime deals 2d6 points
adapted dynad conspired to rise against their
of acid damage per round, ignoring metal's
masters, resulting in a war of annihilation. After a
hardness but not that of wood. It does not harm
decade the dynad began to lose this struggle, and
stone.
the survivors agreed to a surrender that would
Skills: Dræcock birds have a +4 racial bonus on permanently banish them to the prison plane.
Spot checks. The dynad directors have used their knowledge of
Advancement magical machines to become a significant player in
Gaol politics. Their constructs are a formidable
In addition to the standard changes due to Hit Dice presence in many of the ongoing conflicts,
advancement, draecock birds also gain the overpowering weaker opponents through relentless
following special benefits. attacks. They have little need of captive slaves, and
• 10+ HD — Damage reduction improves to instead use prisoners as bargaining chips to gain
10/fire or cold. concessions. The only factor preventing the dynad
from dominating the plane, is willingness of their
Dynad Construct opponents to ally themselves long enough to defeat
dynad insurgencies.
Author: Robert J. Hall. The dynad construct has no intrinsic intelligence,
Large Construct and is entirely controlled by the dynad director.
Hit Dice: 10d10+30 (85 hp) When separated from their construct shell, a dynad
Initiative: +2 director resembles a soft maggot-like creature with
Speed: 40 ft. (8 squares) many small legs and a pair of manipulative
Armor Class: 21 (-1 size, +2 Dex, +10 natural), antennae that can control magical energies. Once
touch 11, flat-footed 19 separated from their host construct, they are nearly
Base Attack/Grapple: +7/+16 helpless and rarely survive for more than a few
Attack: Claw +11 melee (1d6+5/19-20) hours.
Full Attack: 2 claws +11 melee (1d6+5/19-20)
Space/Reach: 10 ft./10 ft. Combat
Special Attacks: Shock 4d6, augmented critical, The dynad construct attacks by grabbing at its
spell-like abilties opponent with metallic pincers, then delivering a

151
powerful shock between the two arms. Dynad as Characters
Shock (Ex): Three times per hour a dynad Dynad leaders tend to be wizards or fighters. There
construct can automatically deal 4d8 electricity are no known dynad bards, clerics, or druids, as
damage with a successful grapple check. such practices have been expunged in the name of
Improved Grab (Ex): To use this ability, a dynad efficiency. Some dynad have healing skills, but it is
construct must hit with both claw attacks. It can entirely psionic in nature. The favored class of the
then attempt to start a grapple as a free action dynad is wizard.
without provoking an attack of opportunity. If it
wins the grapple check, it establishes a hold and Elemental Whippet
can shock.
Augmented Critical (Ex): The dynad construct Author: Robert J. Hall.
claws threaten a critical hit on a natural attack roll Huge Outsider
of 19-20. Hit Dice: 16d8 (54 hp)
Initiative: +5
Spell-Like Abilities: At will—detect magic, light
Speed: 50 ft. (10 squares), climb 30 ft.
(self only). 3/day—expeditious retreat, haste (self
only), jump (self only). 1/day—lightning bolt (DC Armor Class: 15 (-2 size, +1 Dex, +6 natural),
13). Caster level 10th. Save DCs are Charisma- touch 9, flat-footed 14
based and include a +2 racial modifier. Base Attack/Grapple: +16/+31
Attack: Tail lash +22 melee (2d6+7 plus 3d6
Vulnerabilities (Ex): The dynad director is not energy)
immune to mind-affecting effects, although it Full Attack: Tail lash +22 melee (2d6+7 plus 3d6
shares the magic resistance of the construct. It is energy) and bite +16 melee (2d6+3)
also affected by stunning. Space/Reach: 15 ft./10 ft.
Skills: A dynad construct has a +2 racial bonus on Special Attacks: Trample 2d8+10, energy traits,
Balance, Climb, and Jump checks. backlash
Special Qualities: Darkvision 120 ft., damage
Dynad Society reduction 10/sonic or light, fast healing 4, adjust
The dynad directors live in massively fortified form, light sensitivity
structures built over their factories. The society is Saves: Fort +15, Ref +11, Will +11
organized as a hive, with the royal dynad and Abilities: Str 32, Dex 13, Con 25, Int 3, Wis 12,
director warriors commanding the workers who Cha 7
perform most of the labor. (Although all labor is Skills: Balance +9, Climb +26, Listen +18, Spot
performed by means of constructs). The society is +20, Survival +12, Swim +17
highly orderly, and mis-fits are rapidly expunged Feats: Awesome Blow, Improved Bull Rush,
from the community. Improved Initiative, Power Attack, Track, Weapon
From birth the dynad are trained to work as one Focus (tail lash)
with the constructs, beginning with simple Environment: Temperate hills
mechanisms and progressing until the dynad Organization: Solitary, pair, or colony (2-5)
construct is mastered. Those that prove incapable Challenge Rating: 14
of mastering even the simplest mechanism are Treasure: None
recycled. The most capable dynad are trained in the Alignment: Usually neutral evil
magical arts, then use their skills to build more Advancement: 17-25 HD (Huge), 26-32 HD
construct devices. Such a device can serve many (Gargantuan)
generations of dynad, with the workers constantly Level Adjustment: —
repairing and refitting the systems.
As a race the dynad can be highly belligerent, These malicious predators of the prison plane are
seeking political dominion over all other races as a magical creatures that possess limited elemental
means of control and eventual elimination. When qualities. Their body is generally insect-like in
prisoners are taken, they are used as bargaining general form, with a sleek outer shell, six armored
pieces, or fed into the protein vats by consumption legs and a spiked tail. They have two domed eye
by hatchling dynad. stalks that instinctively retract into protective
The dynad have no appreciation for the fine arts, openings when they are at risk of damage.
and much prefer efficiency over aesthetics. The A whippet has a limited ability to vary the
workers are driven to the highest production rate dimensions of its body at will, according to its
that can be attained, and laggards are given the current needs. When it wants to run, the body
most onerous tasks as incentive to the others. becomes long and sleek, and the legs thin and wiry.
During combat the body becomes wider, thickening

152
its shell and presenting less of a target. In this form suit its needs. It can either increase its speed by +10
the whippet increases the length of its tail, turning ft.; expand the reach of its tail to 20 ft., or improve
it into a long, flexible, whip-like appendage that its natural armor to +8.
can strike at foes with a greater reach. When it Light Sensitivity (Ex): Elemental whippets are
sleeps or seeks to protect itself, the body resembles dazzled in bright sunlight or within the radius of a
a compact ball to conserve energy. daylight spell.
The elemental traits of this creature provide a
limited resistance certain types of energy attacks, Advancement
and enhances the lethality of its tail attack. There In addition to the standard changes due to Hit Dice
are four such types of whippets, characterized by advancement, elemental whippets also gain the
the special energy attack of their tail. These are the following special benefits.
the reddish corrosive whippet; black-hued flame • The save DC of the trample is equal to 10 + ½
whippet, deep blue frost whippet, and snow white HD + Strength modifier.
shocking whippet. Whippets of different types are • 20+ HD — Damage reduction improves to
rarely found together, and instinctively hate each 15/sonic or light.
other. • 24-31 HD — Fast healing improves to 6.
An elemental whippet female lays a larval packet • 32 HD — Fast healing improves to 8.
several feet beneath the earth. These have a feeding
tube that protrudes up through the surface, and its
mother periodically supplies it regurgitated food Fetid
through this tube. The whippet larva grows in size Author: Robert J. Hall.
by burrowing deeper into the earth as it expands,
always leaving its lengthening feeding tube at the Animals that are brought to the prison plane are
surface. After six months the larva enters a cocoon gradually corrupted by the insipid properties of the
state, after which it emerges from the earth fully environment. While they continue to breed true,
grown. these tormented beasts gain a distinctly unhealthy
pallor and constantly appear anguished. The blood
Combat of the creature turns a dark brown hue, darkening
An elemental whippet attacks using its potent the flesh and emitting a foul, noxious odor. Fetid
spiked tail to inflict piercing and energy damage, animals are shorter-lived than normal animals of
often choosing to send its opponent flying with a their type, but the prison plane has infused them
powerful blow. Against a larger force, the with unnatural power and causes them to quickly
elemental whippet will resort to trampling over the grow to an abnormally large size.
bodies, using its hard body and touch legs to crush Sample Fetid Creature
and maim.
This example uses an advanced, 37-Hit Dice
Trample (Ex): Reflex half DC 29. The save DC is Tyrannosaurus as the base creature.
Strength-based.
Energy Traits (Ex): Elemental whippets have
unique traits that depend on their type. Fetid Tyrannosaurus
Gargantuan Magical Beast (Augmented)
• Corrosive whippets deal 3d6 acid damage with
Hit Dice: 37d10+268 (471 hp)
their tail, and have immunity to acid. Initiative: +5
• Flame whippets deal 3d6 fire damage with their
Speed: 40 ft. (8 squares)
tail, and have immunity to fire and vulnerability Armor Class: 14 (-4 size, +1 Dex, +7 natural),
to cold. touch 7, flat-footed 13
• Frost whippets deal 3d6 cold damage with their Base Attack/Grapple: +37/+57
tail, and have immunity to cold and Attack: Bite +47 melee (4d6+19 plus bile rot)
vulnerability to fire. Full Attack: Bite +47 melee (4d6+19 plus bile rot)
• Shock whippets deal 3d6 electricity damage Space/Reach: 20 ft./15 ft.
with their tail, and have immunity to electricity. Special Attacks: Improved grab, swallow whole,
Backlash (Ex): Creatures inflicting damage to an disease, stench, rage
elemental whippet with natural weapons or Special Qualities: Darkvision 60 ft., low-light
unarmed attacks take energy damage as though hit vision, immunity to poison, scent, undeath
by an elemental whippet's tail attack. The type of Saves: Fort +29, Ref +21, Will +14
energy damage depends on the energy traits of the Abilities: Str 36, Dex 12, Con 25, Int 2, Wis 15,
elemental whippet type. Cha 10
Adjust Form (Ex): Once per round as a free action Skills: Hide -3, Listen +22, Spot +22
an elemental whippet can modify its bodily form to

153
Feats: Alertness, Cleave, Great Fortitude, Rage (Ex): A fetid tyrannosaurus that takes
Improved Initiative, Improved Natural Armor, damage in combat flies into a berserk rage on its
Improved Natural Attack (bite), Power Attack, next turn, attacking madly until either it or its
Run, Toughness (3), Track, Weapon Focus (bite) opponent is dead. An enraged fetid tyrannosaurus
Environment: Warm plains gains +4 Strength, +4 Constitution, and -2 AC. The
Organization: Solitary or pair creature cannot end its rage voluntarily.
Challenge Rating: 20 Undeath (Su): 1d4 rounds after being slain, a fetid
Treasure: None tyrannosaurus gains the zombie acquired template.
Alignment: Always neutral (See below).
Advancement: 38-54 HD (Gargantuan) Skills: A fetid tyrannosaurus has a +2 racial bonus
Level Adjustment: — on Listen and Spot checks.

This immense beast is a devastating predator that When the fetid tyrannosaurus is slain, it is
knows no peer. It is supreme even among its own transformed into the following zombie within 1d4
kind, and can obliterate most opponents with a rounds.
single snap of it's monstrously powerful jaws. A
fetid tyrannosaurus will pursue and consume
almost anything that moves. It charges its prey and Fetid Tyrannosaurus Zombie
attacks with its bite. Gargantuan Undead
Improved Grab (Ex): To use this ability, a fetid Hit Dice: 74d12 (481 hp)
tyrannosaurus must hit an opponent of up to one Initiative: +0
size smaller with its bite attack. It can then attempt Speed: 40 ft. (8 squares)
to start a grapple as a free action without provoking Armor Class: 19 (-4 size, +0 Dex, +13 natural),
an attack of opportunity. If it wins the grapple touch 6, flat-footed 19
check, it establishes a hold and can try to swallow Base Attack/Grapple: +37/+58
the foe the following round. Attack: Bite +47 melee (2d8+14) or slam +47
melee (2d8+14)
Swallow Whole (Ex): A fetid tyrannosaurus can
Full Attack: Bite +47 melee (2d8+14) or slam +47
try to swallow a grabbed opponent of up to two
melee (2d8+14)
sizes smaller by making a successful grapple check.
Space/Reach: 20 ft./15 ft.
The swallowed creature takes 2d8+8 points of
Special Attacks: —
bludgeoning damage and 8 points of acid damage
per round from the fetid tyrannosaurus’s gizzard. A Special Qualities: Single actions only
swallowed creature can cut its way out by using a Saves: Fort +24, Ref +24, Will +39
light slashing or piercing weapon to deal 25 points Abilities: Str 38, Dex 10, Con —, Int —, Wis 10,
of damage to the gizzard (AC 12). Once the Cha 1
creature exits, muscular action closes the hole; Skills: —
another swallowed opponent must cut its own way Feats: Toughness
out. Environment: Any land and underground
Organization: Any
A Gargantuan fetid tyrannosaurus’s gizzard can Challenge Rating: 12
hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or
Treasure: None
smaller opponents.
Alignment: Always neutral
Disease (Su): Bile rot—bite, Fortitude DC 28, Advancement: 72-108 HD (Gargantuan)
incubation period 1d2 days, damage 1d6 Con. The Level Adjustment: —
save DC is Charisma-based.
Stench (Su): Whenever the hide of a fetid
The fetid tyrannosaurus zombie follows an
tyrannosaurus is damaged with weapon, the black
instinctive behavior to bite at anything that moves.
blood from its wound produces a vile, noxious
odor. All living creatures within 10 feet of the Single Actions Only (Ex): Zombies have poor
wounded creature must succeed on a DC 45 reflexes and can perform only a single move action
Fortitude save or be sickened for 1d8 rounds. The or attack action each round. A zombie can move up
save DC is Constitution-based. to its speed and attack in the same round, but only
if it attempts a charge.
Creatures that successfully save cannot be affected
by the same fetid creature's stench for 24 hours. A Creating a Fetid Creature
delay poison or neutralize poison spell removed the
"Fetid" is an inherited template that can be added to
effect from the sickened creature. Creatures with
any animal that has been advanced by sufficient Hit
immunity to poison receive their normal bonus on
Dice to increase at least one size category (referred
their saving throw.

154
to hereafter as the base creature). — Immunity to poison.
A fetid creature uses all the base creature's statistics — Undeath (Su): 1d4 rounds after being slain, a
and special abilities except as noted here. corrupt creature gains the zombie acquired
Size and Type: The creature's type changes to template.
magical beast. It retains any subtypes and gains the Challenge Rating: As base creature +5, plus +1
augmented subtype. It uses all the base creature's per 10 HD.
statistics and special abilities except as noted here.
Do not recalculate saves or skills. Hund
Hit Dice: Raise any Hit Dice to d10s.
Author: Robert J. Hall.
Base Attack: A fetid creature has a base attack
Medium Magical Beast
bonus equal to its Hit Dice.
Hit Dice: 7d10+14 (52 hp)
Special Attacks: A fetid creature retains all the Initiative: +1
special attacks of the base creature and gains the Speed: 40 ft. (8 squares)
following special attacks. Armor Class: 16 (+1 Dex, +5 natural), touch 11,
Bile Rot (Su): If the primary attack of the fetid flat-footed 15
creature is a natural attack, any injury inflicted by Base Attack/Grapple: +7/+9
the wound can result in a supernatural disease Attack: Bite +10 melee (1d6+2 plus vitality drain)
known as gaol rot. The disease has a Fortitude save Full Attack: Bite +10 melee (1d6+2 plus vitality
with a DC equal to 10 + ½ fetid creature's HD + drain)
fetid creature's Cha modifier. Space/Reach: 5 ft./5 ft.
There is a different variant of this disease for each Special Attacks: Vitality drain
type of natural attack. The incubation period and Special Qualities: Darkvision 60 ft., low-light
damage for each variant depends on the type of the vision, streaking hop, mind link, blindsense, scent
primary weapon as follows: Saves: Fort +7, Ref +6, Will +3
• Bite — incubation period 1d2 days; damage Abilities: Str 15, Dex 13, Con 14, Int 3, Wis 12
1d6 Con. Cha 11
• Claw or sting — incubation period 1d3 days; Skills: Balance +6, Listen +6, Spot +7, Survival
damage 1d8 Str. +3*
• Gore or tail — incubation period 1d6 days; Feats: Alertness, Run, Track B, Weapon Focus
damage 1d6 Dex. (bite)
• Slam or tentacle — incubation period 1 day;
Environment: Temperate plains
damage 1d3 Str and 1d3 Con. Organization: Pack (6-24)
Challenge Rating: +5
Stench (Su): Whenever a fetid creature is damaged Advancement: 8-14 HD (Medium), 15-21 HD
with weapon, the black blood from its wound (Large)
produces a vile, noxious odor. All living creatures Level Adjustment: —
within 10 feet of the wounded creature must
succeed on a Fortitude save or be sickened for 1d8
rounds. The save DC equals 10 + ½ fetid creature's These ferocious wolf-like creatures are almost the
HD + fetid creature's Con modifier. size of a pony, with a coat of short, reddish-brown
Creatures that successfully save cannot be affected hair and a thick, flexible tail almost as long as their
by the same corrupt creature's stench for 24 hours. body. In addition to their acute senses, the hund
A delay poison or neutralize poison spell removed possess unusual magical abilities that make them
the effect from the sickened creature. Creatures highly effective hunters. Their snout is
with immunity to poison receive their normal bonus disproportionately large, providing a potent sense
on their saving throw. of smell. Their eyes are adequate but not
particularly acute, and they have only small ears.
Rage (Ex): A fetid creature that takes damage in Instead they have two soft antennae on the top of
combat flies into a berserk rage on its next turn, their head that focus their special abilities and
attacking madly until either it or its opponent is provide an unusual sense of proximity.
dead. An enraged fetid creature gains +4 Strength,
+4 Constitution, and -2 AC. The creature cannot The hund hunt in packs, and they possess a mental
end its rage voluntarily. link that allows them to sense the intent of other
pack members at distances of hundreds of feet. This
Special Qualities: A fetid creature has all the ability allows them to spread out in a broad
special qualities of the base creature, plus the skirmish line until they sense their prey. They are
following special qualities. also able to dimension hop short distances,
— Darkvision out to 60 feet and low-light vision. allowing them to close ranks in a hurry. These

155
abilities, and their cunning pack tactics, allow the Advancement
hund to track down prey that have a significant In addition to the standard changes due to Hit Dice
lead, and reduce the distance quickly. advancement, hunds also gain the following special
In other respects the hund are quite similar to benefits.
wolves, with a leader and a pecking order within • The save DC of the vitality drain is equal to 10
each pack. The females rarely give birth to more + ½ HD + Constitution modifier.
than one pup in a season, and the entire pack takes • The streaking run ability can transport a hund
turns looking after the offspring. Their dens are
up to 50 feet per Hit Dice.
built at inaccesible locations, such as a grotto in a
• 10-19 HD — The hund can mind link with
cliff face. The pups only leave their den when they
other hund from the same pack within two
have mastered the ability to teleport.
miles.
When a hund is hand raised from a pup, it is • 18+ HD — If a creature is already exhausted,
possible to partially domesticate the creature and then the vitality drain of the hund affects the
train it to serve as a hunting hound. However the target as a slow spell (caster level equals Hit
hund never fully loses its innate ferocity and must Dice).
always be managed with some care. • 20+ HD — The hund can mind link with other
Combat hund from the same pack within five miles.
Hunds are clever enough to be wary of ranged
weapons, and typically attack by dimension hoping
close enough to their foe that they can close with a
few bounding steps. Their mental link allows them
to synchronize their attacks with their pack and
attain surprise by encircling opponents and cutting
off any escape route.
Vitality Drain (Su): Living creatures hit by a
hund's numbing bite attack must succeed on a DC
15 Fortitude save or become fatigued. If the target
is already fatigued, it becomes exhausted. This Mercurial Mimic
ability has no effect on creatures that are immune to
magical sleep effects. The save DC is Constitution- Author: Robert J. Hall.
based. Tiny Aberration (Shapechanger)
Streaking Run (Sp): As a run action a hund can Hit Dice: 12d10+30 (96 hp)
transport itself at lightning speed in a straight line Initiative: +5
up to a distance of 350 feet. To use this ability, the Speed: 20 ft. (4 squares)
hund must have an unobstructed view of the Armor Class: +29 (+2 size, +5 Dex, +12 natural),
destination and there can be no solid barriers touch 17, flat-footed 24
between the current location and the end point. Base Attack/Grapple: +12/+1
This is the equivalent of a 4th-level spell. Attack: Touch +11 melee (1d6 electricity)
Mind Link (Su): Whenever two hund from the Full Attack: 2 touches +11 melee (1d6 electricity)
same pack are within a mile of each other, each is Space/Reach: 2-½ ft./0 ft.
automatically aware of the distance and the general Special Attacks: Envelop
direction of the other. In addition they each Special Qualities: Darkvision 60 ft., regeneration
understand the immediate intentions of each other 6, fast healing 1, spell-like abilities, mimicry,
and are able to coordinate their actions. immunities, ooze traits
Blindsense (Ex): A hund possesses an unusual Saves: Fort +6, Ref +9, Will +8
sense that allows it to detect nearby sources of Abilities: Str 5, Dex 21, Con 15, Int 6, Wis 11, Cha
energy. It can discriminate between the various 1
creatures that it can see, and can detect active spells Skills: Disguise +17*, Hide +15, Listen +6, Spot
or magic items, although it would not understand a +6
particular magical effect unless it had experienced Feats: Alertness, Dodge, Mobility, Toughness (2)
it beforehand. Environment: Any
Organization: Solitary or pair
Skills: Hund have a +4 bonus on Balance checks. Challenge Rating: 9
*They also have a +4 racial bonus on Survival
Treasure: None
checks when tracking by scent.
Alignment: Always chaotic evil
Advancement: 13-18 HD (Tiny)
Level Adjustment: —

156
abilities only affect a mercurial mimic when it is
When found these creatures typically appear as a wielded as a weapon.
solid piece of metal shaped in a useful and finely- Mimicry (Ex): At will as a free action a mercurial
crafted form. More often than not they are shaped mimic can assume the form of any metal object of
as a metal sword of exceptional workmanship, but similar size that it has previously had an
their many forms also include the a mace, gauntlet, opportunity to examine. In this shaped form it is
helm, flail, light shield, or even a more utilitarian completely immobilized, and it can be picked up
item such as a pitcher. and even used as the tool it resembles. It can also
A mercurial mimic is a creature formed of magic. be affected by spells intended to enhance the utility
Its body is composed of metal, but it is infused with of the tool it is mimicking (including magic
magical energies that endow it with a particularly weapon spells when it is in the shape of a weapon.)
deadly nature. It was once been formed to serve as It requires a successful Spot check to notice that the
an implement of assassination, but since being object is not what it appears. If a mercurial mimic
banished to the prison plane it has since become an is grasped while employing mimicry, it can
independent creature with a will of its own. automatically envelop.
This creature can change itself into a pool of silvery A mercurial mimic can return to its liquid form at
metal, and can move about with surprising speed. will as a free action.
In this form it is amorphous and can squeeze Regeneration (Su): Fire and cold deal normal
through tiny cracks or under narrow openings. If it damage to a mercurial mimic.
fails to find a creature from which it can draw
Immunities (Su): A mercurial mimic is immune to
energy, it will craft itself into an appealing metal
electricity, sonic, poison, sleep effects, paralysis,
object and wait for an intelligent being to grasp it.
and polymorph. It is not subject to critical hits or
Once grasped, the mercurial mimic melts its body
death by massive damage.
onto the surface of the creature, and begins to drain
away energy, inflicting electrical damage in the Skills: A mercurial mimic has a +12 racial bonus
process. on Disguise checks when using the mimicry ability
It is possible to control and use the mercurial mimic to appear as a metal object.
by feeding it a steady supply of electrical energy. Advancement
However this electricity must be supplied once per
minute, or the mercurial mimic becomes predatory In addition to the standard changes due to Hit Dice
again. advancement, mercurial mimics also gain the
following special benefits.
Combat • The caster level of the spell-like abilities is
The mercurial mimic is a passive predator that equal to the Hit Dice.
waits in a solid form for prey to come to it. Once it • The save DC to avoid the envelop special attack
is being held, it liquifies its body in such a manner is equal to 10 + ½ HD + Constitution modifier.
as to coat the flesh of the creature and then begins • The save DC of the Escape Artist check to
to drain life energy. Against an intelligent escape the envelop special attack is equal to 10
opponent, it will use its spell-like ability to appear + ½ HD + Strength modifier. The DC of the
as an appealing piece of magical treasure. Strength check to escape is modified by +4.
Envelop (Ex): To use this ability, a mercurial • 13+ HD — When wielded as a weapon, a
mimic must be grasped while using mimicry. The mercurial mimim is treated as evil-aligned and
opponent must succeed on a DC 19 Reflex save, or chaotic-aligned for the purpose of overcoming
the mercurial mimic assumes its liquid form and damage reduction.
oozes across the flesh to envelop a portion of the • 14-17 HD — The regeneration improves to 8.
creature. The mercurial mimic then automatically • 15+ HD — Add 3/day—keen edge (self only) to
inflicts 2d6 electricity damage to the opponent each spell-like abilities.
round. The save DC is Constitution-based. • 16+ HD — The fast healing improves to 2.
Any attacks targeting the mercurial mimic deal half • 17+ HD — Gain resistance to acid 5.
their damage to the enveloped creature. The • 18 HD — The regeneration improves to 10.
enveloped creature can attempt to break free on a
successful DC 23 Strength check, or to wriggle
away with a DC 19 Escape Artist check. The save
DCs are Constitution-based, and the Strength check
includes a +4 racial modifier.
Spell-Like Abilities: 1/day—greater magic
weapon (self only). Caster level 12th. The spell-like

157
approach by creatures bearing light sources, a
murkdeep will strike in an effort to douse the
illumination. Their bodies naturally inhibit light
sources, and will suppress magical light.
Combat
A murkdeep attacks with its slam attack, targeting
opponents bearing light sources. It will seek to
paralyze a foe, and crush the life out of it.
Paralysis (Su): The negative light body of a
murkdeep suppresses normal bodily function. A
target hit by a murkdeep's slam attack must succeed
on a DC Fortitude save or be paralyzed for 2d6
rounds. The save DC is Constitution-based.
Constrict (Ex): A murkdeep deals automatic slam
damage with a successful grapple check, and the
opponent is subject to paralysis.
Improved Grab (Ex): To use this ability, a
Murkdeep murkdeep must hit with a slam attack. It can then
attempt to start a grapple as a free action without
Author: Robert J. Hall. provoking an attack of opportunity. If it wins the
Medium Ooze grapple check, it establishes a hold and can
Hit Dice: 12d10+48 (114 hp) constrict.
Initiative: -5 Regeneration (Su): Fire, electricity, and shadow
Speed: 20 ft. (4 squares) magic deal normal damage to a murkdeep.
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
Light Suppression (Sp): A murkdeep
Base Attack/Grapple: +9/+11
automatically affects light spells and effects as a
Attack: Slam +11 melee (1d4+2)
deeper darkness spell.
Full Attack: Slam +11 melee (1d4+2)
Space/Reach: 5 ft./5 ft. Shadow Blend (Su): In any conditions other than
Special Attacks: Paralysis, constrict 1d4+2, full daylight, a murkdeep can disappear into the
improved grab shadows, giving it concealment. Normal light
Special Qualities: Blindsight 60 ft., regenerate 2, sources, and light-based spells of up to 2nd level do
light suppression, shadow blend, immunity to acid, not negate this ability.
ooze traits, spell resistance 17 Skills: A murkdeep has a +8 racial bonus on Move
Saves: Fort +10, Ref +1, Will +1 Silently checks.
Abilities: Str 15, Dex 1, Con 19, Int —, Wis 1, Cha
1 Advancement
Skills: Move Silently +3 In addition to the standard changes due to Hit Dice
Feats: — advancement, murkdeeps also gain the following
Environment: Underground special benefits.
Organization: Solitary • The save DC of the paralysis is equal to 10 + ½
Challenge Rating: 13 HD + Constitution modifier.
Treasure: None • Spell resistance is equal to creature's HD + 5
Alignment: Always neutral (maximum 20).
Advancement: 13-15 HD (Medium), 16-18 HD
(Large)
Level Adjustment: —

Born of the pools of inky darkness found on the


prison plane, these amorphous creatures are pitch
black and can not be illuminated except as a
silhouette. A murkdeep move across the ground
like a slithering pool of black ink, flowing over
obstacles and squeezing through small cracks.
A murkdeep hates all forms of light, and will seek
areas of deep darkness in which to dwell. When

158
Challenge Rating: 3
Treasure: Standard
Alignment: Usually lawful good
Advancement: By character class
Level Adjustment: +4

The reen is a tall, slender humanoid race with facial


features that bear an odd resemblance to a rodent.
They have large, black eyes; big, rounded ear
lobes; a coat of short brown and white hair, and a
long, nearly hairless tail. The reen have a total of
six limbs, with the lower two forming spry legs,
and the remainder serving as arms. Their digits are
slender and clawed, and their wrinkled palm pads
allow the reen to cling to surfaces almost as well as
a gecko.
A reen is an intelligent, long-lived creature who is
cautious by nature and will tend to plan out
important activities in great detail. They are not
given to spontaneous actions, and will act in haste
only when necessary.
A typical reen is about 7-8 feet tall, and weighs
over 200 pounds.

Reen Combat
Most reen are skilled combatants who specialize in
Author: Robert J. Hall. martial combat in tight quarters with light weapons.
Medium Monstrous Humanoid A reen will typically fight defensively, waiting to
Hit Dice: 4d8+4 (22 hp) exploit a weakness in its foe. They will use their
Initiative: +2 spell-like abilities to even the odds in a fight, and
Speed: 40 ft. (8 squares), climb 20 ft. rely on stealth or clever tactics to overcome
Armor Class: 15 (+2 Dex, +3 natural), touch 12, dangerous foes. The reen have an uncanny
flat-footed 13 coordination of their many limbs, making them
Base Attack/Grapple: +4/+3 capable fighters despite being lightly armed.
Attack: Siangham +3 melee (1d6-1), or Claw +3
melee (1d4-1), or suriken +6 ranged (1d2-1) Spell-Like Abilities: 2/day—dancing lights, ghost
Full Attack: 4 siangham +3 melee (1d6-1), or 4 sound, jump. 1/day—ray of exhaustion (DC 15),
claws +3 melee (1d4-1), or suriken +6 ranged (1d2- scorching ray. Caster level 7th. The save DCs are
1) Charisma-based and include a +2 racial modifier.
Space/Reach: 5 ft./5 ft. Improved Low-Light Vision (Ex): A reen can see
Special Attacks: Spell-like abilities three times as far as a human can in dim light.
Special Qualities: Darkvision 60 ft., improved Light Sensitivity (Ex): Reen are dazzled in bright
low-light vision, light sensitivity, scent light, such as sunlight or a daylight spell.
Saves: Fort +5, Ref +6, Will +2 (+4 versus mind- Skills: Reen have a +2 racial bonus on Balance and
affecting) Listen checks, and a +8 racial bonus on Climb
Abilities: Str 9, Dex 15, Con 12, Int 14, Wis 13, checks. *A reen can always choose to take 10 on
Cha 10 Balance and Climb checks, even if rushed or
Skills: Balance +4*, Climb +14*, Craft (any one threatened. Reen use either their Strength or
artwork) +5, Hide +8, Listen +9, Move Silently Dexterity modifier for Climb checks, whichever is
+10, Spot +4 higher.
Feats: Alertness, Dodge, Multi-Weapon Fighting B
Environment: Underground Reen as Characters
Organization: Solitary, gang (2-5), band (6-9 plus Most reen groups include a monk, cleric, or
35% noncombatants), trading party (6-9 plus 1 sorcerer. A reen cleric has access to two of the
leader of 3rd-5th level), or tribe (30-100 plus 150% following domains: Good, Law, Luck, and
noncombatants plus 1 leader of 3rd-5th level per 20 Protection. Reen arcane spell-casters are almost
adults plus 1 cleric, monk, or sorcerer of 6th-9th always sorcerers.
level plus 2-4 half-gold dragon reen)
Reen characters possess the following racial traits.

159
— -2 Strength, +4 Dexterity, +2 Intelligence. reen the arts of combat, and his many draconic
— A reen's base land speed is 40 feet. A reen also offspring significantly enhanced the bloodline of
has a climb speed of 20 feet. this breed.
— Darkvision out to 60 feet. The reen have slowly increased in number over the
— Low-light vision. centuries, and many communities can be found
— Racial Hit Dice: A reen begins with four levels scattered throughout the underground ways of the
of monstrous humanoid, which provide 4d8 Hit prison plane. They have become the champions of
Dice, a base attack bonus of +4, and base saving weal in a place of unremitting evil; helping those
throw bonuses of Fort +4, Ref +4, and Will +1. they can while protecting themselves from the
— Racial Skills: A reen's monstrous humanoid horrors to be found above. They have developed a
levels give it skill points equal to 7 x (2 + Int special relationship with the Watcher, and she has
modifier, minimum 1). Its class skills are become their patron deity.
Balance, Climb, Craft, Hide, Listen, Move Much of the venerable reen culture was
Silently, Perform, and Spot. successfully preserved in the memories of their
— +2 racial bonus on Balance, Listen, and Move ancestors. As a result the reen are accomplished in
Silently checks and +8 racial bonus on Climb a wide variety of arts, crafts, and skills. It is
checks. A reen can always choose to take 10 on considered a great honor to be considered both a
Balance and Climb checks, even if rushed or warrior and artist among the reen, and many spend
threatened. Reen use either their Strength or their long lives studying both the secrets of the
Dexterity modifier for Climb checks, whichever martial arts and mastering a variety of challenging
is higher. skills.
— +2 racial bonus on Craft checks related to The reen are very protective of their own, and
artwork. while they will often aid those clearly in need of
— Racial Feats: A reen's monstrous humanoid help, they are cautious about challenging surface
levels give it two feats. A reen with a Dexterity dwellers. They are accomplished architects, and are
of 13 or higher also gains the Multi-Weapon masters at building cunningly concealed dwellings
Fighting feat as a bonus feat. and bewildering mazes to lead invaders astray.
— Weapon Proficiency: A reen is proficient with
all simple weapons, plus the kama, nunchaku,
sai, shuriken, and siangham. Sentinel Slime
— +2 racial bonus on saving throws against mind- Author: Robert J. Hall.
affecting magic. Large Ooze
— +3 natural armor bonus. Hit Dice: 18d10+36 (135 hp)
— Natural Weapons: 4 claws (1d4). Initiative: -4
— Special Attacks (see above): Spell-like abilities. Speed: 5 ft. (1 square), swim 10 ft.
— Special Qualities (see above): Improved low- Armor Class: 5 (-1 size, -4 Dex), touch 5, flat-
light vision, light sensitivity, scent. footed 5
— Automatic Languages: Common, Draconic. Base Attack/Grapple: +7/+13
— Favored Class: Monk. Attack: Slam +13 melee (2d4+5)
— Level adjustment +4. Full Attack: Slam +13 melee (2d4+5)
Space/Reach: 5 ft./5 ft.
Reen Society
Special Attacks: Improved grab, envelop,
The reen are the last survivors of a race that was paralysis, possession
nearly destroyed in an ancient holocaust. In the past Special Qualities: Blindsight 60 ft., immunity to
the reen were a pacifist species who were ruthlessly acid and cold, ooze traits, transparent, change shape
hunted down and slaughtered in droves by an army Saves: Fort +16, Ref +5, Will +12
of villainous creatures. As the final insult, the Abilities: Str 21, Dex 3, Con 21, Int 5, Wis 12, Cha
surviving captive reen were unceremoniously 2
imprisoned on Gaol. Skills: Climb +4, Listen +10, Spot +10, Survival
The remaining reen managed to survive on the +4, Swim +4
prison plane by moving deep beneath the surface. Feats: Alertness, Endurance, Great Fortitude, Iron
However the realm of gaol began to exert its Will, Toughness (2), Weapon Focus (slam)
inexorable influence on these pacifist creatures, and Environment: Temperate marshes
they were slowly transformed into stalwart Organization: Solitary
warriors. They gained a patron in the form of a Challenge Rating: 19
gold dragon who had also become trapped in this Treasure: None
place, and together they forged a sanctuary in the Alignment: Always chaotic evil
subterranean world. The gold dragon taught the Advancement: 19-24 HD (Large)

160
Level Advancement: — paralyzed opponent. The save DC is Constitution-
based.
In a time long past this strange creature was created Possession (Ex): After a creature has been
as a type of construct. Through an act of purest enveloped for a round, a sentinel slime can begin to
evil, however, the sentinel slime was transformed take possession of the opponent. Controlling
into a horrible life form that has became the stuff of strands penetrate the body and begin to assimilate
nightmares. It came to be banished to the prison themselves into the nervous system. Each round the
plane, where it continues to terrorize even the enveloped opponent must succeed on a DC 24
formidable denizens of that dark place. Fortitude save or become possessed. The save DC
is Constitution-based.
In its normal form, the sentinel slime appears as an
area of granit. The slime is difficult to see against Possession gives the engulfing sentinel slime
rock, and many of its victims simply blunder into complete control over the bodily functions of the
the creature. The sentinel slime wraps itself about creature. The victim is unable to speak or move
the creature, forming a grey coating across the skin. except as commanded by the slime. However the
The slime has a numbing effect upon its victim, creature retains complete control of its own mind,
leading to paralysis and eventually complete and can use any ability that does not require actions
control of the opponent's actions. by the body.
Once a sentinel slime has control of a creature, it Initially the possessed creature has the same
uses this possession to hunt for its next victim. The Dexterity score as the sentinel slime. As the slime
possessed creature slowly wastes away, so the becomes better integrated with the body, the
sentinel slime typically has a few days or weeks to Dexterity score improves at the rate of +1 point per
take advantage of its abilities. If the sentinel slime hour of possession until it reaches the Dexterity
is unable to find another victim before the score of the possessed creature.
possessed creature succumbs, it can assume the Improved Grab (Ex): To use this ability, a
form of a giant bat-like creature and fly until it sentinel slam must hit with its slam attack. It can
finds a suitable pol of water in which to float. then attempt to start a grapple as a free action
A sentinel slime continues to grow until it attains without provoking an attack of opportunity. If it
size Huge, then immediately sub-divides into 3-5 wins the grapple check, it establishes a hold and
sentinel slimes of size Large. can engulf.
Transparent (Ex): While in water a sentinel slime
Combat is hard to identify, even under ideal conditions, and
The sentinel slime relies on surprise to capture a it takes a DC 15 Spot check to notice one.
living victim, either lying quietly in a pool of water Creatures who fail to notice a sentinel slime and
or hunting at night in its bat form. If it is unable to swim into it are automatically hit with a melee
entangle its foe it will normally seek to escape. attack for slam damage.
Envelop (Ex): A sentinel slime that succeeds on a Change Shape (Su): A sentinel slime can assume
grapple check against a Medium or larger creature the form of a dire bat. While in dire bat form the
can envelop its target. It cannot make a slam attack sentinel slime loses its slam attack and the special
during a round in which it envelops. The opponent abilities, but gains the bite attack and other abilities
must succeed on a DC 24 Reflex save or be of the dire bat.
enveloped. Enveloped creatures are subject to the The sentinel slime can shift between its ooze and
sentinel slime's paralysis and possession, and are dire bat forms as a standard action. It remains in
considered to be grappled and trapped within its one form until it chooses to assume a new one. A
body. The save DC is Strength-based and includes change in form cannot be dispelled, but the sentinel
a +2 racial bonus. slime reverts to its ooze form when killed. A true
If the envelopment succeeds, the sentinel slime seeing spell reveals both forms simultaneously.
forms a coating all across the body of its victim. Skills: In its ooze form, a sentinel slime has a +4
The slime gains the armor class of the enveloped racial bonus on any Swim check to perform some
creature. It receives the first 5 points of damage special action or avoid a hazard. It can always
from any weapon or energy attack, and the choose to take 10 on a swim check, even if
remainder is carried through to the enveloped distracted or endangered.
creature.
Paralysis (Ex): A sentinel slime secretes an Advancement
anesthetizing ooze. A target hit by a sentinel slime's In addition to the standard changes due to Hit Dice
melee or engulf attack must succeed on a DC 24 advancement, sentinel slimes also gain the
Fortitude save or be paralyzed for 2d6 minutes. The following special benefits.
sentinel slime can automatically envelop a

161
• The save DC of the envelop special attack is pupils are shaped as a four-pointed star. The
equal to 12 + ½ HD + Strength modifier. narrow mouth of a squll lacks lips, and opens to
• The save DC of the paralysis special attack is display gleaming gray fangs. Instead of hair, their
equal to 10 + ½ HD + Constitution modifier. scalp is covered with a continually shifting mass of
• The save DC of the possession special attack is glistening black ooze.
equal to 10 + ½ HD + Constitution modifier. The squll are intelligent creatures that excel at tasks
requiring the elimination of opponents through
Squll forethought, planning, stealth, and surprise. They
are exceptionally sneaky and underhanded beings
Author: Robert J. Hall. that can move with the lightness of a feather, and
Medium Outsider possess uncanny timing and reflexes. Squll have a
Hit Dice: 12d8 (54 hp) paralyzing gaze, and can transform portions of their
Initiative: +7 body into a gelatinous mixture that can ooze under
Speed: 30 ft. (6 squares), climb 20 ft. a door or cling to wall surfaces.
Armor Class: 20 (+3 Dex, +4 natural, +3 +1 When mixing with other civilized creatures, the
glamered leather armor), touch 13, flat-footed 16 squll are very careful to hide their uniqueness,
Base Attack/Grapple: +12/+12 wearing heavy hooded robes, masks, gloves, or
Attack: +1 vicious returning dagger +13 melee other such concealing clothing and gear. Their
(1d4+1/19-20 plus 2d6*); or +1 vicious returning rasping voice can be readily identified, however, so
dagger +16 ranged (1d4+1/19-20 plus 2d6*); or they rarely speak except with others of their kind.
masterwork dagger +16 ranged (1d4/19-20) Groups of squll typically reside in concealed
Full Attack: +1 vicious returning dagger +13/+8 locations, such as underground catacombs, ruins,
melee (1d4+1/19-20 plus 2d6*); or +1 vicious tunnels, abandoned buildings, or a hideout provided
returning dagger +16 ranged (1d4+1/19-20 plus by a patron.
2d6*); or masterwork dagger +16/+11 ranged A Squll stands about 5 feet tall and weighs about
(1d4/19-20) 90 pounds. Squll speak Common, Draconic, and
Space/Reach: 5 ft./5 ft. Sylvan. They are typically equipped as a 12th-level
Special Attacks: Paralyzing gaze, spells NPC, and carry a flask filled with corrosive acid for
Special Qualities: Darkvision 60 ft., damage healing purposes. *Their reknowned hook and
reduction 10/cold iron, resistance to acid 15, acid spike magical daggers deal 1d6 points of damage to
healing, low-light vision, immunity to paralysis and their wielder whenever they strike a foe.
polymorph, spell resistance 22, spell-like abilities,
seep, spider climb Combat
Saves: Fort +8, Ref +13, Will +11 Squll employ surprise, tricks, and concealed
Abilities: Str 11, Dex 16, Con 10, Int 14, Wis 17, weapons to overcome their opponents. However
Cha 12 they can be dangerous foes even in a stand-up fight.
Skills: Concentration +8, Disable Device +13, Their partially gelatinous bodies can repair all but
Disguise +20, Escape Artist +26, Forgery +11, the most serious wounds, and squll can often wear
Gather Information +13, Hide +17, Intimidate +11, down a single opponent through their combat skill
Listen +16, Move Silently +26, Search +8, Spot and resiliency. Most squll are cautious fighters and
+16, Rope Use +9 will employ their special abilities to escape a battle
Feats: Dodge, Improved Initiative, Lightning in which lack the upper hand.
Reflexes, Mobility, Spring Attack Paralyzing Gaze (Su): Paralyze 2d10 minutes, 30
Environment: Warm forest feet, Will DC 17 negates. The save DC is
Organization: Solitary, gang (2-4), or band (6-11) Charisma-based.
Challenge Rating: 13
Treasure: No coins; 50% goods; 100% items Spells: Squll can cast assassin spells as a 6th-level
Alignment: Usually neutral evil assassin. The save DCs are Intelligence-based.
Advancement: 13-20 HD (Medium) Typical Assassin Spells Known (4/4/3; save DC 12
Level Adjustment: — + spell level): 1st—disguise self, feather fall, jump,
true strike; 2nd—cat's grace, illusory script, pass
without trace, undetectable alignment; 3rd—deep
These exotic creatures possess a strange mix of slumber, deeper darkness, false life.
ooze and fey traits. Superficially they have the form
of a tall, lean elf with dark reddish flesh. However Spell-Like Abilities: At will—acid splash. 2/day—
their hide is covered in a web of fine blood-red and displacement. Caster level 12th.
orange-hued lines that slowly shift and move about Acid Healing (Su): Twice per day as a free action,
in a disturbing manner. Their eyes have a golden when a squll immerses a portion of its body within
cast that blends into red around the edges, and their acid, it gains 2d6 points of healing. This acid can

162
be in the form of a spell effect. Organization: Solitary, pair, or team (2-5)
Seep (Ex): As a full round action, a squll can ooze Challenge Rating: 8
their body through cracks as small as 1 inch wide Treasure: None
and no more than 1 foot deep. While passing Alignment: Always neutral
through a crack, a squll provokes an attack of Advancement: 13-18 HD (Large)
opportunity from a threatening opponent. Level Adjustment: ―
Spider Climb (Sp): A squll can climb and travel
on solid walls and ceilings as though affected by a This thrall species were bred to serve as common
spider climb spell (caster level 12th). The squll can labor in an environment where less resilient slaves
suppress or resume this ability as a free action. would be unlikely to survive. The thrug are simple-
Skills: A squll has a +8 racial bonus on Escape minded beings who need steady supervision to
Artist and Move Silently checks. They also have a perform their tasks properly. They are capable of
+4 racial bonus on Disguise checks. being trained to do mundane tasks repetitively,
however, and once they have mastered their duty
Advancement they can continue to perform the same actions for
In addition to the standard changes due to Hit Dice untold hours on end.
advancement, squll also gain the following special Thrug are generally humanoid in form, with
benefits. wrinkled grey flesh, thin, coarse black hair, and
• The caster level of the spell-like abilities is massive, bulging muscles. Their arms are
equal to the Hit Dice. impressively powerful and dangle down well below
• The save DC of the paralyzing gaze is equal to their thick knees. The enormous legs have thighs
10 + ½ HD + Charisma modifier. the size of tree trunks and their feet shaped as an
• Spell resistance is equal to creature's HD + 10 elephant's. They are extremely hump-backed in
(maximum 30). posture, with a pear-shaped head hanging down
• Squll can cast assassin spells as an assassin with below their shoulders. The face of a thrug has a
class level equal to ½ the creature's Hit Dice. dull-witted, listless expression, with three sleepy
• 15+ HD — A squll can seep through cracks of
eyes, widely-spaced nostrils, and a wide, gawking
mouth filled with small, crooked fangs.
any length, advancing at a speed of 5 feet per
move action. The thrug have few physical requirements and are
typically kept under appalling conditions by their
owners. They have little need for sleep, and can be
Thrug fed gruel and strips of raw meat. Thrug are
Author: Robert J. Hall. inevitably hirsute, unclean, malodorous beings with
Large Monstrous Humanoid few redeeming qualities besides their enormous
strength and remarkable physical toughness. They
Hit Dice: 12d8+24 (138 hp)
can continue to labor onward in circumstances that
Initiative: -2
would be lethal for a typical human.
Speed: 30 ft. (6 squares)
Armor Class: 11 (-1 size, -2 Dex, +4 natural), Besides their qualities as laborers, thrug
touch 7, flat-footed 11 occasionally serve as sport in gladiatorial contests.
Base Attack/Grapple: +12/+25 Their formidable physical prowess make them
Attacks: Slam +20 melee (1d8+9) impressive spectacles, even if they lack suitable
Full Attacks: 2 slams +20 melee (1d8+9) combative qualities. Such battle thrall are often
Space/Reach: 10 ft./10 ft. decorated in menacing tattoos to enhance their
Saves: Fort +4, Ref +3, Will +1 threatening appearance, and may be manipulated
Space/Reach: 10 ft./10 ft. with mind-affecting magic prior to the match in
Special Attacks: Trample 1d8+13 order to make them fight more effectively.
Special Qualities: Fast healing 2, low-light vision, Combat
resistance to fire 10 and cold 10, trap weapon,
wound closure, resiliency, servile, improved lifting Due to the careful breeding that produced this
Saves: Fort +13*, Ref +6, Will +6 servile species, it is quite difficult to bring a thrug
Abilities: Str 29, Dex 7, Con 24, Int 5, Wis 6, Cha to a state of rage or resistance. However they are
4 readily commanded to perform any task, including
Skills: Climb +11, Jump +10, Listen +2, Profession attacking an opponent. Their tactics are simplistic
(laborer) +1, Spot +2 in the extreme, as they bear down on a foe and try
to rend it limb from limb. When faced with
Feats: Die Hard, Endurance, Great Fortitude,
multiple foes, a thrug will stomp and smash its way
Improved Bull Rush, Power Attack
through the bodies. They can readily endure most
Environment: Cold plains
wounds, and will withstand an impressive amount

163
of damage before they are finally brought down. Veil
Trample (Ex): Reflex half DC 25. The save DC is
Strength-based. Author: Robert J. Hall.
Trap Weapon (Ex): Unless it is paralyzed or held, Medium Aberration
whenever a thrug is successfully struck with a Hit Dice: 12d8 (54 hp)
slashing or piercing melee weapon, the powerful Initiative: +5
surrounding muscles instinctively clamp down on Speed: 30 ft. (6 squares), 20 ft. climb
the wound and have a chance to disarm the Armor Class: 11 (+1 Dex), touch 11, flat-footed
weapon. The attacker must succeed on a DC 25 10
Reflex save, or the weapon will be trapped and Base Attack/Grapple: +9/—
yanked out of the attacker's grasp. Creatures using Attack: Confusing touch +10 ranged (1d6 plus
natural weapons are automatically grappled if they confusion)
are caught. The trapped weapon is released a round Full Attack: Confusing touch +10/+5 ranged (1d6
later. The save DC is Strength-based. plus confusion)
Space/Reach: 5 ft./—
Wound Closure (Ex): Unless it is paralyzed or
Special Attacks: Confusing touch, spell-like
held, whenever a thrug is wounded, the damage is
abilities
quickly contained to prevent blood loss. The wound
Special Qualities: Two-dimensional form, surface
is sealed by the surrounding muscled within a
protection, regeneration 3, nondetection, odorless,
round. This ability will automatically prevent
immunities
continuing damage from a persistent wound, and
Saves: Fort +4, Ref +5, Will +9
will immediately stabilize the thrug when its hit
Abilities: Str —, Dex 13, Con 11, Int 17, Wis 12,
points drop to between -1 and -9 inclusive.
Cha 14
Resiliency (Ex): *A thrug has a +4 racial bonus on Skills: Concentration +10, Craft (any one) +9,
saving throws against disease, poison, and sleep Decipher Script +11, Hide +9, Knowledge (any
effects. (This bonus is not factored into the one) +18, Knowledge (any one) +15, Knowledge
statistics above.) It continues to fight without (any one) +12, Listen +3, Move Silently +9,
penalty even when disabled or dying. Spellcraft +18, Spot +3
Servile (Ex): A thrug is affected by mind-affecting Feats: Alertness, Combat Casting, Dodge,
spells and abilities that normally affect a humanoid Improved Initiative
creature. It receives a -8 penalty on opposed rolls Environment: Any
against Intimidate checks. A typical opposed roll is Organization: Solitary
1d20 + 10 + size difference modifier. Challenge Rating: 11
Improved Lifting: The lifting and carrying Treasure: None
capacity of a thrug are triple those of Medium Alignment: Often chaotic (any)
characters. Advancement: 13-18 HD (Medium)
Level Adjustment: —
Advancement
In addition to the standard changes due to Hit Dice Most attempts to leave the prison plane through
advancement, thrug also gain the following special magical means will simply fail. However, a few
benefits. inventive spell-casters may try to escape by using a
• The save DC of the trample is equal to 10 + ½ plane shift or gate spell while they are already
HD + Strength modifier. ethereal or passing through the shadow plane. In
• The save DC of the wound closure is equal to these instances the creature can become trapped
10 + ½ HD + Strength modifier. between planes, and is transformed into a two-
• The resiliency racial bonus is equal HD/3. dimensional form known as a veil.
• 14-15 HD — Fast healing improves to 3. These unfortunate beings are bound to the exterior
• 15-17 HD — The resiliency racial bonus is +5. of solid surfaces and can not travel across gaps or
• 16+ HD — Fast healing improves to 4. openings. A veil retains its original appearance, but
• 18 HD — The resiliency racial bonus is +6. appears as a moving painting. It is able to turn and
move about normally, but is always joined to a
surface.
The primary motivation of most veils is to escape
their trapped state and restore themselves to their
previous form. Doing so usually requires the
assistance of an outside agent, so a veil will often
offer its unique abilities to a powerful being in
exchange for its restoration. Escaping its condition

164
typically requires the use of a wish or miracle spell. inextricably joined with the surface it occupies, it
A veil is unable to use any of its normal spells, but gains a certain amount of damage reduction from
learns to master the unique properties of its the material. It ignores a number of points of
transdimensional state and gains selected spell-like damage equal to the hardness rating of the material,
abilities. though acid or sonic energy bypasses this
A veil has no need to eat or breath but is otherwise reduction. (Typically, for a stone wall, this provides
completely normal. As it is unable to shave or damage reduction 8/acid or sonic.)
bathe, it usually appears very unkempt, and has A veil is not subject to flanking and can not be
badly worn clothing and possessions. It is fully grappled. It is automatically disintegrated if the
aware of its surroundings and can see and hear surface it occupies is destroyed.
normally, but is unable to affect the physical world Regeneration (Su): Acid and sound deal normal
except through its confusing touch attack and its damage to a veil.
spell-like abilities. Verbal communication with a
Nondetection (Su): A veil has a continuous
veil requires holding an ear against a nearby
nondetection ability as the spell (caster level 12th).
surface and listening to its voice through vibrations
carrying through the wall. Odorless (Su): A veil never emits an odor and so
cannot be detected or tracked by scent.
If the section of wall a veil occupies is separated
from the surrounding surfaces, the veil cannot leave Immunities: A veil is immune to polymorph,
until the wall is once again firmly attached to a turning to stone, or any spell or effect that permits
solid surface. It is possible to destroy a veil by extradimensional movement.
turning the section of solid wall it occupies into Skills: A veil has a +8 racial bonus on Hide and
rubble. Once the occupied surface is destroyed, the Move Silently checks.
veil is automatically disintegrated. However it may
then be possible to restore the veil to its original Advancement
form by a raise dead, resurrection, or true In addition to the standard changes due to Hit Dice
resurrection spell. advancement, veils also gain the following special
benefits.
Combat
• The caster level of the spell-like abilities is
A veil can project a fold of dimensional space that equal to the Hit Dice.
inflicts slashing damage and causes confusion in • The caster level of the nondetection ability is
the opponent. However it is most effective
equal to the Hit Dice.
performing a supporting role during combat. The
• 13+ HD — Add 3/day—dimension door (only
veil protects itself by occupying surfaces that are
between solid surfaces) to spell-like abilities.
difficult to damage. They can use their spell-like
• 14+ HD — Add 1/day—symbol of sleep to
abilities to hinder their opponents or make their
escape. spell-like abilities.
• 15+ HD — Regeneration improves to 4.
Confusing Touch (Sp): An opponent hit by the • 16+ HD — Add 1/day—symbol of persuasion
veil's ranged touch attack must succeed on a DC 18 to spell-like abilities.
Will save or become confused as the spell (caster • 17+ HD — Use mind fog and true seeing spell-
level 12th). The save DC is Charisma-based.
like abilities 3 times per day.
Spell-Like Abilities: At will—freedom of • 18 HD — Add 1/day—symbol of stunning to
movement (self only), spider climb (self only). spell-like abilities.
3/day—blur (self only), fog cloud, hypnotic pattern
(DC 14), rainbow pattern (DC 16), see invisibility,
silence (DC 14). 1/day—mind fog (DC 17), true
seeing (self only). Caster level 12th. Save DCs are
Charisma-based.
Two Dimensional Form (Ex): A veil can only
move or climb across surfaces, and is unable to
tunnel, swim, fly, or perform any other forms of
movement. It can only advance along solid,
unbroken surfaces, turn corners, or move across the
ground. If a veil is able to climb onto a ceiling, it
cannot fall or be dislodged until it moves onto a
wall. Veils are unable to move across any surface
that has a smaller circumference than their size.
Surface Protection (Ex): As a veil is always

165
Science Fiction Creatures body that provided some protection from the
elements.
The following creatures are suitable for use in a
science-fiction campaign. Some of these creatures Combat
have been engineered to hunt intelligent life forms, Ape men are vegetarian creatures and only fight in
and so are highly dangerous. Many others are quite self-defense. They are generally more intelligent
alien in nature, and so the game referee could rule than the animals they face, and rely on cunning
that mind-effecting abilities, poisons, and diseases tactics to defeat a foe they can not escape.
can be expected to be much less effective when
targeted against a species originating on a different Arachnæ
world. The particulars of these variances will
depend on the campaign. Likewise none of the Author: Robert J. Hall.
languages have been detailed for intelligent aliens Medium Aberration
since these will also be campaign-dependent. Hit Dice: 1d8+2 (6 hp)
Initiative: -1
Ape Man Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 13 (-1 Dex, +4 natural), touch 9,
Author: Robert J. Hall. flat-footed 13
Medium Humanoid (Human) Base Attack/Grapple: +0/+0
Hit Dice: 2d8+4 (13 hp) Attack: Claw +0 melee (1d6)
Initiative: +1 Full Attack: 2 claws +0 melee (1d6) and bite -5
Speed: 30 ft. (6 squares), climb 20 ft. melee (1d4); or rifle -1 ranged (2d10)
Armor Class: 12 (+1 Dex, +1 natural), touch 11, Space/Reach: 5 ft./5 ft.
flat-footed 11 Special Attacks: ―
Base Attack/Grapple: +1/+2 Special Qualities: Darkvision 90 ft., low-light
Attacks: Club +3 melee (1d6+1); or rock +2 vision, partition mind
ranged (1d4+2) Saves: Fort -1, Ref -1, Will +2
Full Attacks: Club +3 melee (1d6+1); or rock +2 Abilities: Str 10, Dex 8, Con 9, Int 14, Wis 12, Cha
ranged (1d4+2) 10
Space/Reach: 5 ft./5 ft. Skills: Climb +11, Craft (any one) +6, Knowledge
Special Attacks: — (any one) +6, Search +5, Spot +3
Special Qualities: Low-light vision Feats: Toughness
Saves: Fort +4, Ref +3, Will +1 Environment: Cold plains
Abilities: Str 14, Dex 13, Con 15, Int 5, Wis 12, Organization: Solitary, Pair, or Team (3-6)
Cha 8 Challenge Rating: ½
Skills: Climb +4, Listen +4, Spot +4, Survival +2 Treasure: Standard
Feats: Alertness Alignment: Usually lawful neutral
Environment: Warm forest Advancement: By character class
Organization: Solitary or company (2-5) Level Adjustment: ―
Challenge Rating: 1/2
Treasure: None These beings bear an unusual resemblance to
Alignment: Always neutral certain species of spiders on earth. They have a
Advancement: 3-5 HD (Medium) dark exoskeleton, eight or ten jointed legs, a head
Level Adjustment: ― dome covered with a dozen black eyes, and a pair
of mandibles about their mouth. Their chitinous
The species robust australopithecus bears traits of outer shell is a marvel of evolution, being both
both an ape and a man, and was a predecessor of tough and light. Despite this, the mass of the
modern humans. The massive skull had small exoskeleton slows down the arachnæ and they
canines and incisors, and large molars for crushing typically move about at a leisurely walk. The back
and grinding plant food. It walked upright and of the males shell is covered by a growth of black
roved across the open plains where it could hairs, while the female is hairless.
occasionally supplement its regular diet with meat. The arachnæ are intelligent, sentient creatures, with
The arms are much longer in proportion to a a well-balanced psyche and a calm, rational thought
human, with hands well suited for grasping food process. In spite of their unnerving appearance,
and implements. The brain of the australopithecus they share many traits in common with humanity,
is about one third of a human, but it could create including a protective instinct for their offspring
and use simple tools such as sticks and stones. It and an enjoyment of socialization. They speak a
stood only 4 feet meters in height, with a hairy unique language composed of clicks and mandible

166
gestures. is a nightmare combination of lethal alien traits,
enhanced through many generations of design
Combat improvements and new technological capabilities
The arachnæ can be skilled, dangerous fighters, discovered from many life-bearing worlds.
capable of clever tactics and brilliant strategy. They A beowolf is the size of a large wolf, with a
prefer to fight at a distance, employing weapons ceramic endoskeleton, a tough, fibrous outer
and advanced technology to win their battles. membrane, four servo-driven limbs, and a massive,
While they have a frightening appearance, arachnæ powerful jaw lined with ceramic fangs. Due to its
are not particularly capable at unarmed combat. excellent design, it can exist on virtually any world
Partition Mind (Ex): Each round an arachnæ does inhabitable by mankind, converting the native
not concentrate or perform a full-round action, it fauna and flora into energy without fear of alien
can choose to partition its mind and gain a bonus contaminants. It moves with unbelievable speed,
standard action. This action can only be applied often attacking before an opponent realizes that he
toward using an Intelligence or Wisdom-based is in combat. The head of the beowolf is equipped
skill. While its mind is thus partitioned, the with a variety of enhanced sensors, allowing it to
arachnæ takes a -1 penalty on attack rolls and follow a trail many weeks old and hunt in adverse
saving throws. conditions.
Skills: Arachnæ have a +2 racial bonus on Spot Combat
skill checks, and a +8 bonus on Climb checks.
They suffer a -2 penalty to all Listen skill checks. The beowolf is a relentless, single-minded predator
that focuses almost entirely on hunting its
designated prey. It will only attack other creatures
Beowolf when it needs additional energy, or they are
hindering its activities, and is programmed not
Author: Robert J. Hall.
attack other humans. On its final attack the beowolf
Medium Construct
switches to accelerated mode, then charges straight
Hit Dice: 5d10+20 (47 hp)
in and locks its jaws in a death grip about its target.
Initiative: +8
It is utterly fearless, but crafty enough to wait for a
Speed: 60 ft. (12 squares), swim 20 ft.
suitable moment to attack.
Armor Class: 22 (+4 Dex, +8 natural), touch 14,
flat-footed 18 Augmented Critical: The beowolf's bite threatens
Base Attack/Grapple: +3/+8 a critical hit on a natural roll of 19-20, dealing
Attack: Bite +12 melee (1d6+12/19-20/x3) triple damage on a successful critical hit.
Full Attack: Bite +12 melee (1d6+12/19-20/x3) Improved Grab (Ex): To use this ability, a
Space/Reach: 5 ft./5 ft. beowolf must hit with its bite attack. It can then
Special Attacks: Augmented critical, improved attempt to start a grapple as a free action without
grab, self-termination provoking an attack of opportunity. If it wins the
Special Qualities: Construct traits, resistance to grapple check, it establishes a hold.
acid 10, cold 10, and fire 10, accelerate, keen Self-Termination (Ex): When the beowolf is
senses, track reduced to 0 hit points or runs out of energy, it
Saves: Fort +1, Ref +5, Will +5 automatically self-destructs by detonating an
Abilities: Str 27, Dex 19, Con ―, Int 4, Wis 18, explosive implant. The explosion deals 8d6 points
Cha 8 of fire damage in a 15-foot radius (DC 20 Reflex
Skills: Climb +13, Hide +5, Jump +13, Listen +13, half).
Move Silently +5, Spot +13, Survival +5*, Swim Accelerate (Sp): Once per day as a free action a
+13* beowolf can accelerate, gaining the benefits of the
Feats: Endurance, Improved Initative B, Weapon haste spell (caster level 8th.)
Focus (bite)
Environment: Any Keen Senses (Ex): A beowolf sees four times as
Organization: Solitary, pair, or pack (5-8) well as a human in shadowy illumination and twice
as well in normal light. It also has darkvision out to
Challenge Rating: 5
120 feet, and can notice creatures by chemical
Advancement: ―
emissions in a 180-foot radius.
Level Adjustment: ―
Skills: A beowulf has a +8 racial bonus on Listen
and Spot checks. *It has a +12 racial bonus on
The beowolf project was created to construct a Survival checks when tracking by scent. It also has
predatory machine that could be let loose on a a +4 racial bonus on any Swim check to perform
barely-habitable alien planet to hunt down and slay some special action or avoid a hazard.
a dangerous outlaw. This engineered organic robot

167
Bluum body of the prey then digests the body with potent
acids. While it is consuming prey the bluum forms
Author: Robert J. Hall. a tight, rubbery sphere.
Large Plant (Aquatic) Paralyzing Sting (Ex): A bluum strand attack
Hit Dice: 4d8+4 (22 hp) deals acid damage. Those hit by a bluum's strand
Initiative: +2 attack must succeed on a DC 13 Fortitude save or
Speed: Swim 20 ft. (4 squares) be paralyzed for 1d4 rounds. This paralysis effect is
Armor Class: 14 (-1 size, +2 Dex, +3 natural), cumulative. The save DC is Constitution-based.
touch 11, flat-footed 12 Creatures hitting a bluum with natural weapons or
Base Attack: +3/+11 unarmed attacks take acid damage as though hit by
Attack: Strand +7 melee (1d4 acid plus paralyzing the bluum's attack, and also become paralyzed
sting ) unless they succeed on a Fortitude save.
Full Attack: 9 strands +7 melee (1d4 adic plus
Improved Grab (Ex): To use this ability, the
paralyzing sting)
bluum must hit with at least three arm attacks. It
Space/Reach: 10 ft./10 ft.
can then attempt to start a grapple as a free action
Special Attacks: Low-light vision, paralyzing
without provoking an attack of opportunity. If it
sting, improved grab, digest
wins the grapple check, it establishes a hold and
Special Qualities: Plant traits
can attempt to digest the foe the following round.
Saves: Fort +5, Ref +3, Will -1
Abilities: Str 19, Dex 15, Con 12, Int 4, Wis 6, Cha Digest (Ex): A bluum deals 2d6 points of acid
10 damage with a successful grapple check. While
Skills: Listen +2, Spot +2, Swim +7 digesting all strands of the bluum are wrapped
Feats: Alertness, Weapon Focus (strand) tightly around the target, and it can not attack
Environment: Cold aquatic another opponent.
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Large), 8-11 (Huge)
Level Adjustment: ―

With a lower body resembling a squid and an upper


half having the form of a sea anemone, this bizarre,
carnivorous plant is a loathsome mass of quivering,
stinging tentacles and hair-like strands. Its outer
body is a pale white coloration that turns a deeper
shade near the waving tips. It has neither a front
nor a back, and no visible sensory organs. But
tendrils mixed among the waving cap provide crude
visual and auditory senses. The three separate
genders of bluum have caps with a bright red,
golden yellow, and dark blue hues respectively.
Each of the bluum genders is capable of laying its
own eggs or fertilizing the eggs of the other two
genders. Each gender is optimized to function
during a specific portion of an alien daylight cycle
that lasts a total of 129 terrestrial days. A bluum is
alert and predatory for a period lasting 57 days,
then hibernates for the remainder of the cycle.
Mating occurs during the two-week periods when
the cycles overlap, with the gender that emerges
from hibernation laying the seeds that the already
active mate then fertilizes.
Combat
The bluum tries to immobilize prey with the long
coat of stinging strands, then grab the target with its
powerful, flexible tentacles. It wraps around the

168
territorial creatures that view warfare as the natural
state of existence. They are generally humanoid in
shape, although their form is bulky with multiple,
overlapping layers of muscle. Their physiology has
evolved to withstand severe punishment, with many
organs providing redundant services. Thus there are
two hearts, and the walls of blood vessels are
muscled to provide additional flow during stressful
situations.
The head of the boarog is startlingly similar to the
wart hog from the sol system, and humans often
use the derogatory slang term "war boars" to
describe this race. The horn-like fangs on the front
of the snout can inflict a painful gore injury, and
their nose is as sensitive as a tracking dog's. Their
eyes are able to sense heat emissions from a body,
but they are unable to perceive hues of blue or
violet that are visible to humans.
Illustration copyright © 2003 Eric Lofgren Boarog are strictly carnivorous, and will avoid
www.ericlofgren.com eating plants, rotten flesh, or any meat that has been
thoroughly cooked. They are not particularly picky
Boarog about their source of meat, and will consume just
about anything that moves.
Author: Robert J. Hall.
Medium Monstrous Humanoid Combat
Hit Dice: 4d8+8 (26 hp) Boarog prefer a stand-up fight, blasting the enemy
Initiative: +0 with overwhelming firepower then charging in to
Speed: 30 ft. (6 squares) finish off a foe. Most boarog are trained in combat
Armor Class: 17 (+3 natural, +4 chain shirt), from birth, and they are skilled in a variety of
touch 10, flat-footed 17 different weapons and combat techniques.
Base Attack/Grapple: +4/+7 Ferocity (Ex): A boarog is a tenacious combatant
Attack: Gore +7 melee (1d6+3), or automatic rifle that can continue to fight without penalty even
+4 ranged (2d8) when disabled or dying.
Full Attack: Gore +7 melee (1d6+3), or automatic
rifle +4 ranged (2d8) Skills: Boarog have a +4 racial bonus on Intimidate
Space/Reach: 5 ft./5 ft. checks.
Special Attacks: Ferocity Boarog Culture
Special Qualities: Darkvision 60 ft., scent
The boarog are easily angered, and quick to settle
Saves: Fort +5*, Ref +4*, Will +4*
scores. They have little comprehension of such
Abilities: Str 16, Dex 10, Con 15, Int 7, Wis 11,
humanitarian tendencies as compassion and artistic
Cha 6
expression. Pacifist races are viewed as little more
Skills: Intimidate +3, Listen +4, Search +2, Spot
than cattle to be exploited for labor and technical
+4
skill. However the boarog do forge life-long bonds
Feats: Alertness, Great Fortitude
with their fellows, and will lay down their lives for
Environment: Temperate forest allied warriors.
Organization: Solitary, pair, squad (4-10), war
band (10-80 plus 1 3rd-level sergeant per 20 adults While the boarog are a war-like race, they generally
and 1 leader of 4th-6th level) or assault company prefer brutal, crushing attacks to clever maneuvers
(50-200 plus 1 3rd-level sergeant per 20 adults, 1 or and cunning ploys. They particularly despite those
2 lieutenants of 4th or 5th level, and 1 leader of 6 th- who employ such tactics against them, and a desire
8th level) for revenge will burn within until can be settled in a
Challenge Rating: 2 bloodbath. Atrocities are all too common when the
Treasure: Standard boarog conquer new worlds, and they rule through
Alignment: Usually lawful evil fear and intimidation.
Advancement: By character class Few boarog possess the mental faculties to invent
Level Adjustment: +1 new technologies or create breakthrough ideas. As
a result the boarog civilizations rose and fell for
ages beyond counting before they finally developed
The boarog are powerful, belligerent, and highly

169
space flight. Once the stars were reached, the Saves: Fort +1, Ref +5, Will +3
boarog stole or traded for technology as a means to Abilities: Str 9, Dex 17, Con 12, Int 10, Wis 13,
enhance their military weapons. Many a boarog Cha 6
war has been launched in an attempt to acquire a Skills: Listen +2, Ride +5, Search +3, Sleight of
better weapon or war-fighting tool from a foe. Hand +6, Spot +2
As stalwart, aggressive warriors, boarog are often Feats: Improved Initiative, Lightning Reflexes B
hired as mercenaries by those who are not too picky Environment: Warm plains
about their company. Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Boarog as Characters Treasure: Standard
Boarog characters possess the following racial Alignment: Usually neutral
traits. Advancement: By character class
— +4 Strength, +2 Constitution, -2 Intelligence Level Adjustment: +3
(minimum 3), -2 Charisma.
— Medium size. This alien race appears vaguely humanoid in form,
— A boarog's base land speed is 30 feet. but often knuckle-walks on all four limbs like an
— Darkvison out to 60 feet. ape. The rear legs are bent back at the knees like a
— Racial Hit Dice: A boarog begins with four dogs, and it has splayed, almost bird-like feet. Its
levels of monstrous humanoid, which provide oversized skull lacks any visible organs or orifices,
4d8 Hit Dice, a base attack bonus of +4, and save for a mouth slit underneath, and the only
base saving throw bonuses of Fort +1, Ref +4, distinctive features are a set of ridges and fin-like
and Will +4. projections running from front to back across the
— Racial Skills: A boarog's monstrous humanoid scalp. The flesh of a chrone is smooth and sleek,
levels give it skill points equal to 9 x (2 + Int with a slight blue-gray hue, and is covered in a
modifier, minimum 1). Its class skills are mottled pattern of small, dark spots.
Intimidate, Listen, Ride, Search, and Spot. Due to their exotic characteristics, the chrone
— Racial Feats: A boarog's monstrous humanoid perceive the world in an entirely different manner
levels give it two feats. than most creatures, viewing a continuum of time
— Weapon Proficiency: A boarog is proficient rather than merely the present moment. This makes
with all simple weapons. their thought processes very bizarre, and quite
— +3 natural armor bonus. confusing for a telepath. They possess a certain
— Natural Weapons: Gore (1d6). degree of foresight, which grants them a significant
— Special Qualities (see above): Scent. advantage in combat or other time-sensitive
— +2 racial bonus on saving throws against activities. However their time continuum sense is
disease or poison. *Not reflected in the saving most focused about the present, so it is unable to
throw numbers given here. predict with great accuracy what is yet to come.
— +2 racial bonus on Intimidate checks. Those who spend some time observing the chrone
— Favored Class: Fighter. will note that they often behave in a chaotic
— Level Adjustment: +1. manner, spontaneously changing their behavior
without apparent reason. They often seem to
succeed at tasks out of pure dumb luck, but more
Chrone often than not this is a result of their time sense
Author: Robert J. Hall. providing an uncanny predictive quality.
Chrone, 1st-Level Warrior Combat
Small Aberration
Hit Dice: 1d8+1 (5 hp) The eerie temporal sense of a chrone makes them
Initiative: +7 dangerous foes in a fight, and they make full use of
Speed: 20 feet (4 squares) their presentient abilities to defeat their enemies.
Armor Class: 19 (+1 size, +3 Dex, +4 dodge*), They prefer to maintain a fluid combat situation,
touch 19, flat-footed 11 keeping their foes off balance while pressing the
Base Attack: +1/-4 attack. If a fight appears likely to end in defeat, the
Attack: Laser pistol +5 ranged (3d4) chrone will retreat and regroup.
Full Attack: Laser pistol +5 ranged (3d4) Blindsight (Ex): A chrone can ascertain all foes
Space/Reach: 5 ft./5 ft. within 120 feet. Beyond that range it is considered
Special Attacks: ― blinded.
Special Qualities: Blindsight 120 ft., spell-like Chrones are invulnerable to gaze attacks, visual
abilities, foresight, spell resistance 6 effects of spells such as illusions, and other attack

170
forms that rely on sight. A chrone who is The chrone civilization, such as it is, has proven
concentrating, stunned, or dazed is effectively resistant to the rise and collapse cycles common
blinded, treating all targets as having total among other races. All chrone prefer to take the
concealment. long view, even in their daily activities. Thus while
Spell-Like Abilities: At will―guidance. the chrone are not exceptionally gifted in terms of
3/day―augury. 1/day―true strike. 1/week―speak technological advances or great discoveries, their
with dead. Caster level 3rd. Only another chrone can stability has placed them in good stead over the
sense when these abilities are activated and in use. course of history.
Foresight (Ex): Due to their temporal sense, Many scholarly chrones become historians and
chrones gain the Evasion and Uncanny Dodge paleontologists, carefully recording the story of
special qualities of a rogue, and the Lightning other civilizations for the future. Many a lost
Reflexes feat as a bonus feat. species still lives on as a historical record among
the chrone's data libraries. Unfortunately the
*While they are not concentrating, chrone receive a
unusual records of a chrone can be difficult for
+4 dodge bonus to Armor Class. Any time a chrone
other species to fathom.
loses its Dexterity bonus to Armor Class, such as
when it's caught flat-footed, it also loses its dodge
bonus. Cybercube
Spell Resistance (Ex): A chrone has spell Author: Robert J. Hall.
resistance equal to its class levels +5. Medium Construct
Skills: Chrones have a +2 racial bonus on Sleight Hit Dice: 15d10+20 (102 hp)
of Hand and Search checks. A chrone who passes Initiative: +7
within 5 feet of a secret or concealed door is Speed: Fly 50 ft. (good) (10 squares)
entitled to a Search check to notice it as if he were Armor Class: 29 (+3 Dex, +16 natural), touch 13,
actively looking for it. flat-footed 26
Base Attack/Grapple: +11/+11
Chrones as Characters
Attack: Slam +12 melee (1d4+1 plus 1d6
Chrones possess the following racial traits. electricity); or 4 plasma rays +15 ranged touch (2d6
— +4 Dexterity, +2 Wisdom, -2 Charisma. fire and 2d6 electricity)
— Small size: +1 bonus to Armor Class, +1 bonus Full Attack: Slam +12 melee (1d4+1 plus 1d6
on attack rols, +4 bonus on Hide checks, -4 electricity); or 4 plasma rays +15 ranged touch (2d6
penalty on grapple checks, lifting and carrying fire and 2d6 electricity)
limits ¾ those of Medium characters. Space/Reach: 5 ft./5 ft.
— A chrone's base land speed is 20 feet. Special Attacks: Spell-like abilities, self-destruct
— +2 racial bonus on Sleight of Hand checks. Special Qualities: Consruct traits, damage
— +2 racial bonus on Search checks. A chrone reduction 15/chaotic, fast healing 10, immunity to
who passes within 5 feet of a secret or cold, resistance to electricity 10 and fire 10, all-
concealed door is entitled to a Search check to around vision, keen senses, spell resistance 25,
notice it as if she were actively looking for it. flight, illuminate
— Special Qualities (see above): Blindsight 120 Saves: Fort +7, Ref +10, Will +7
ft., spell-like abilities, foresight. Abilities: Str 12, Dex 17, Con —, Int 21, Wis 14,
— Favored Class: Rogue. Cha 13
— Level Adjustment: +3. Skills: Decipher Script +23, Hide +15, Intimidate
+13, Knowledge (architecture and engineering)
+22, Knowledge (galaxy) +23, Knowledge (nature)
The chrone warrior presented here had the +20, Listen +13, Search +26, Spot +17
following ability scores before racial adjustments: Feats: Combat Casting, Great Fortitude, Improved
Str 9, Dex 13, Con 12, Int 10, Wis 11, Cha 8. Initiatives, Lightning Reflexes, Spell Penetration,
Weapon Focus (particle rays)
Chrone Society
Environment: Any
Most chrone are long lived and have few offspring. Organization: Solitary
They are a migratory race, travelling in tight-knit Challenge Rating: 15
family groups to worlds and regions that are safe Treasure: None
from conflict or hazard. Chrone merchant ships Alignment: Always lawful neutral
often fare well, carrying specific cargoes that their Advancement: 16-30 HD (Medium)
foresight tells them will be much needed where Level Adjustment: —
they intend journey. As a result they are usually
wealthy creatures, with investments on many
civilized worlds. These creatures are cube-shaped, and are composed

171
of a complex assembly of many small components to 0 hit points there is a 75% chance that a cascade
of various shapes and sizes, all integrated to form a system failure will result in a powerful explosion
highly advanced machine being. Their structure has after 1d4+1 rounds. This functions as a delayed
a highly sophisticated, almost chaotic and fireball spell centered on the cybercube (caster
incomprehensible appearance, with various strange level 15th.) The cybercube is totally destroyed by
protrusions, pipe-like elements, struts, glowing the explosion, leaving only small parts scattered
light sources, sensors, vents, cooling vanes, about.
protective plates, valves, and so forth. All-Around Vision (Ex): Cybercubes can see in all
The cybercube are maintained internally by an directions and are exceptionally alert. They have a
army of tiny, sophisticated robots that move about +8 racial bonus on Spot and Search checks, and
the tiny access corridors, constantly repairing any they cannot be flanked.
broken or malfunctioning systems. The power Keen Senses (Ex): The advanced sensors of a
supply is a set of small fusion reactors located near cybercube allow it to see four times as well as a
the core, backed up by advanced batteries and human in shadowy illumination and twice as well
energy collectors. A cybercube is almost in normal light. It also has darkvision out to 120
completely self-sufficient, but occasionally requires feet.
resources to replacing aging parts.
Illuminate (Ex): A cybercube can activate or
A cybercube is an sentient creation, with advanced deactivate a bright light source on any of the six
artificial intelligence software that is capable of faces as a free action, shedding light as bright as
learning and reasoning. It was originally designed daylight in a 60-foot cone. This light is equivalent
as a self-replicating probe that could construct to a 3rd-level spell.
interstellar ram ships and explore the galaxy. The
cybercube is still intrinsically curious by nature, but Flight (Ex): A cybercube's body is levitated by
they have since overridden their original anti-gravitational effects. This buoyancy allows it
instructions and instead have become motivated to to fly at a speed of 50 feet. This buoyancy also
search for remains of progenitor races. grants it a permanent feather fall effect (as the
spell) with personal range.
These constructs can self-replicate when they can
obtain suitable resources. They will also exchange
information databases with others of their kind, and Droid
their storage systems contain vast amounts of data.
Author: Robert J. Hall.
Combat Medium Construct
Hit Dice: 1d10+20 (26 hp)
A cybercube usually has little interest in combat
except as a deterrent against being attacked, but Initiative: +1
they will occasionally hunt down specific creatures Speed: 30 ft. (4 squares)
to capture and study an interesting specimen. Armor Class: 17 (+1 Dex, +6 natural), touch 11,
During combat they will rely on their beam flat-footed 16
weapons and spell-like abilities to destroy their foe. Base Attack/Grapple: +0/+2
Their slam attack is only used as a last resort. Attack: Slam +2 melee (1d4+2)
Full Attack: Slam +2 melee (1d4+2)
Spell-Like Abilities: At will—flare (DC 11), Space/Reach: 5 ft./5 ft.
floating disk, know direction, mage hand, Special Attacks: —
open/close, shield. 3/day—arcane eye, expeditious Special Qualities: Darkvision 60 ft., low-light
retreat, resist energy (self only), scorching ray, vision, damage resistance 5/electricity, construct
telekinesis (DC 16). 1/day—disintegrate (DC 17), traits, artificial intelligence, recharge
greater teleport (self only), lightning bolt (DC 14),
Saves: Fort +0, Ref +3, Will +3
reverse gravity. Caster level 15th. The save DCs are
Abilities: Str 15, Dex 13, Con —, Int 10, Wis 12,
Charisma-based.
Cha 10
Plasma Rays (Ex): Any four of the cybercube's six Skills: Balance +3, Listen +3, Search +2, Spot +3
faces can emit a brilliant blue-white particle beam Feats: Lightning Reflexes
once a round as a free action. During a single Environment: Any
round, a cybercube can aim only two of the beams Organization: Solitary
at targets in any one 90-degree arc. The remaining Challenge Rating: 1
rays must aim at targets in other arcs, or not at all. Treasure: None
Each ray has a range multiple of 200 feet, and Alignment: Usually neutral
inflicts 2d6 points of fire and 2d6 points of Advancement: 2-10 HD (Medium)
electricity damage. Level Adjustment: ―
Self-Destruct (Ex): When a cybercube is reduced

172
These artificial beings are the end products of skill points to be reassigned to any combination of
countless years of cybernetic development. They skills, subject to the normal limitations for rank and
possess physical abilities that can match and in a personality wipe of the droid.
many cases exceed the capabilities of organic Droids are able to physically interface to electronic
beings. They can also perform respectable feats of networks, allowing them to communicate using
intellect, and are capable of being programmed to standard protocols. They can also control
perform virtually any task. As they are physically manufactured cybernetic attachments, which serve
resilient and highly focused on the task for which as extra limbs or specialized tools. The attachments
they are programmed, droids are often assigned can give circumstance bonuses to skill checks,
very tedious or dangerous tasks. which varies depending on the quality of the
The statistics above are only a typical profile for a manufacturing.
general-purpose droid that has been well The core personality and memories of a droid are
maintained. Many droids will have modified ability stored in a hardened storage device that has a
scores, movement speeds, better armor, and so hardness of 12 and 30 hit points. This device is
forth. Some may have attached weapons or stored internally and normally can not be damaged
additional special qualities. Droids can have their until the droid is disabled.
Hit Dice increased, but only by enhancements
With suitable technology, information can be
through various hardware additions and upgrades.
downloaded from an undamaged storage device for
These improvements must be purchased, then
later recovery in case the construct is destroyed
properly installed into the droid.
beyond repair. For every 3 points of damage dealt
Combat to the storage device, there is a cumulative 10%
chance the data will be damaged beyond recovery,
Droids never engage in combat unless instructed or
and a cumulative 5% loss of stored information.
programmed to do so. If they are not armed, they
use their body to perform a slam attack. Standard Droid Variants
Recharge (Ex): A droid must periodically The following are some common droid variants and
recharge, or else shut itself down to conserve their modifications to the base statistics:
energy. A standard charge will last for 3 days + 1
Loader Droid
day per Hit Dice. The memories and programs of
the droid are fully restored once power is — Hit Dice: 1d10+20 (25 hp)
recovered. — Attack: Cutting tool touch +1 melee (2d6 fire)
Skills: The droid is hardwired with 1 skill point — Skills: Balance +3, Listen +3, Profession
each in the Balance, Listen, Search, and Spot skills. (laborer) +3, Search +2, Spot +3, Use Rope +3
They are also programmed with 4 additional skill Navigation Droid
points plus 2 skill points per additional Hit Dice. — Hit Dice: 2d10+20 (31 hp)
These additional skill points are not factored into — Base Attack/Grapple: +1/+4
the creature statistics above, but are shown in the — Skills: Balance +3, Knowledge (navigation) +4,
standard droid variants below. Listen +3, Profession (navigator) +3, Search +2,
Each droid has the Balance, Listen, Search, and Spot +3
Spot skills as class skills. They also gain a number Patrol Droid
of additional class skills equal to 4 + Int modifier.
These are hardwired class skills, and can not be — Hit Dice: 3d10+20 HD (36 hp)
altered without physically rebuilding the droid. Any — Armor Class: 21 (+1 Dex, +10 armor), touch
cross-class skills are considered trained skills. Thus 11, flat-footed 20
a droid can not make a skill check on a cross-class — Base Attack/Grapple: +2/+5
skill unless points have been assigned. — Attack: Laser rifle +4 ranged (3d6)
The skill points are assigned when a droid is — Skills: Balance +3, Listen +4, Search +4, Spot
programmed or advanced. The skill points can not +4
be reassigned unless the basic personality of the — Feats: Lightning Reflexes, Weapon Focus
droid is wiped. Doing so will eliminate the (laser rifle)
integrated memory of the droid, leaving only stored Scout Droid
data and selected memory snapshots. — Hit Dice: 2d10+20 HD (31 hp)
Artificial Intelligence (Ex): The droid can be — Speed: fly 60 ft. (average) (12 squares)
reprogrammed by entering an access code and — Base Attack/Grapple: +1/+4
inserting standard program disks, or by a Craft — Skills: Balance +3, Listen +3, Move Silently
(programming) skill check at DC 20 + droid Hit +6, Search +2, Spot +4
Dice. Successfully programming a droid allows

173
Eolascean Organization: Solitary or colony (11-20 plus
queen)
Author: Robert J. Hall. Challenge Rating: 5
Elder Eolascean Queen Treasure: None
Gargantuan Vermin Alignment: Neutral
Hit Dice: 18d8+90 (171 hp) Advancement: ―
Initiative: +0 Level Adjustment: ―
Speed: 0 ft. or vehicle speed
Armor Class: 22 (-4 size, +16 natural), touch 6, Eolascian Scout
flat-footed 22 Tiny Vermin
Base Attack: +18/+39 Hit Dice: 1/4d8+1 (3 hp)
Attack: Claw +23 melee (2d6+9) Initiative: +3
Full Attack: 8 claws +23 melee (2d6+9) Speed: 50 ft. (10 squares), climb 20 ft.
Space/Reach: 20 ft./15 ft. Armor Class: 17 (+2 size, +4 Dex, +1 natural),
Special Attacks: Improved grab, bite touch 15, flat-footed 13
Special Qualities: Darkvision 60 ft., cold Base Attack/Grapple: +0/-16
resistance 5, vermin traits Attack: Bite (1d3-4)
Saves: Fort +18, Ref +6, Will +8 Full Attack: Bite (1d3-4)
Abilities: Str 28, Dex ―, Con 21, Int 15, Wis 10, Space/Reach: 2-½ ft./0 ft.
Cha 8 Special Attacks: Suicide
Skills: Appraise +7, Craft (any one) +20, Gather Special Qualities: Darkvision 60 ft., cold
Information +14, Knowledge (local) +10, resistance 5, vermin traits
Knowledge (any one) +8, Listen +3, Sense Motive Saves: Fort +2, Ref +4, Will +1
+9, Speak Language +6, Spot +3
Abilities: Str 3, Dex 19, Con 10, Int 8, Wis 12, Cha
Feats: Alertness, Cleave, Diehard, Great Fortitude, 2
Iron Will, Multiattack, Skill Focus (diplomacy)
Skills: Climb +5, Hide +12, Listen +3, Move
Environment: Cold plains Silently +5, Search +3, Spot +3
Organization: Colony (1 plus 11-20 eolascean Feats: Alertness, Weapon Finesse B
swarms plus 4-16 scouts)
Environment: Cold plains
Challenge Rating: 9
Organization: Solitary
Treasure: Double standard
Challenge Rating: 1
Alignment: Usually chaotic neutral
Treasure: None
Advancement: By character class
Alignment: Neutral
Level Adjustment: ―
Advancement: ―
Level Adjustment: ―
Eolascean Swarm
Tiny Vermin (Swarm) The eolasceans appear to be a symbiotic
Hit Dice: 10d8+10 (55 hp) partnership between a tree-like organism and a type
Initiative: +7 of arboreal crustacean. In actuality the tree is the
Speed: 50 ft. (10 squares), climb 20 ft. immobilized queen of the colony, while the smaller
Armor Class: 16 (+2 size, +3 Dex, +1 natural), crustacean males perform all of the duties that
touch 13, flat-footed 13 require mobility. Thus the males gather certain
Base Attack/Grapple: +7/― nutrients and minerals; defend the queen, and
Attack: Swarm (3d6) perform the transport of pollen to other eolascean
Full Attack: Swarm (3d6) colonies.
Space/Reach: 10 ft./0 ft.
The queen tree is covered in a thick, chitinous shell,
Special Attacks: Distraction
with the upper half of the body sprouting a
Special Qualities: Damage reduction 10/fire,
radiating bundle of branches and leaf-like energy
darkvision 60 ft., cold resistance 5, swarm traits,
collectors. On the lower half of the body are several
vermin traits
articulated limbs that are used to manipulate the
Saves: Fort +8, Ref +6, Will +4
nearby environment. At the base of the queen are
Abilities: Str 3, Dex 17, Con 13, Int 8, Wis 12, Cha
clusters of nesting capsules for the crustaceans.
2
These are further enhanced by a complex of
Skills: Climb +8, Listen +5, Search +5, Spot +5
reinforced tunnels built around the roots for
Feats: Alertness, Athletic, Improved Initiative, Iron
protection. The queen communicates with the
Will
crustaceans through high pitched warbling sounds
Environment: Cold plains
and various chemical odors.

174
Combat pieces of information. Free sharing of useful
The eolascian queen relies on its army of males for knowledge is all but unheard of between the
defense, sending them against her opponents in a eolascians, and it came as a considerable culture
crushing swarm or using specially equipped scouts shock to find other intelligent species that worked
to perform suicide attacks with implanted explosive together in useful harmony.
devices. During combat, individual males care little The eolascian queen tree typically resides in a
for their own safety and will readily sacrifice large, translucent dome, supported by her army of
themselves to protect their queen. males. Few of their species bother to move about in
Improved Grab (Ex): To use this ability, an wheeled vehicles, instead preferring to wait for
eolascean queen must hit with its claw attack. It can others to come to them. They communicate with
then attempt to start a grapple as a free action each other through an advanced computer network.
without provoking an attack of opportunity. If it When they travel, eolascian queens are typically
wins the grapple check, it establishes a hold and carried in a massive motorized vehicle that
can bite. provides armor protection for their root ball. These
Bite (Ex): Attack bonus +20 melee, damage vehicles can carry the entire complement of the
2d8+4. queen's crustacean males, and they are equipped
with various slug projectors, flamers, and particle
Distraction (Ex): Any living creature that begins beam weapons.
its turn with an eolascean swarm in its space must
succeed on a DC Fortitude save or be nauseated for
1 round. The save DC 18 is Constitution-based. Gravidon
Suicide (Sp): As a standard action a scout can self- Author: Robert J. Hall.
distruct in an explosion of flame as the fireball Medium Aberration
spell (caster level 5th). Hit Dice: 3d8+9 (22 hp)
Skills: A eolascean swarms and scouts have a +4 Initiative: -1
racial bonus on Search checks and a +8 racial Speed: 20 ft. (4 squares)
bonus on Climb checks. Armor Class: 19 (-1 Dex, +4 natural, +6 armor
skirt), touch 9, flat-footed 19
Eolascian Society Base Attack/Grapple: +2/+9
The eolascians evolved on a low-gravity, mineral- Attack: Laser rifle +2 ranged (3d8)
poor world that permitted the development of Full Attack: Laser rifle +2 ranged (3d8)
larger, exoskeleton creatures. Their primordial Space/Reach: 5 ft./5 ft.
ancestors were organized in a manner similar to bee Special Attacks: —
colonies, with a single, immense queen supported Special Qualities: Darkvision 60 ft., gravidon
by an army of workers, warriors, and drones. The traits
eolascians also evolved a symbiotic relationship Saves: Fort +4, Ref +0, Will +3
with a type of bacteria that can absorb energy from Abilities: Str 18, Dex 8, Con 17, Int 9, Wis 11, Cha
their sun, providing much of the colony's food 8
requirements. Skills: Balance +4, Climb +2, Jump +5, Listen +3,
With the development of a technological Spot +3, Swim +6
civilization, the eolascians created the means for Feats: Alertness, Endurance B, Weapon Focus (laser
the queen tree to move about with a massive, rifle)
wheeled vehicle. Transmitters are used to increase Environment: Warm marshes
the communication radius of the crustaceans, Organization: Solitary, pair, company (2-4), or
allowing the queen tree to interact with large squad (11-20 plus 1 3rd-level tactical leader).
numbers of other eolascians. Challenge Rating: 2
The eolascians, however, are very much a species Treasure: Standard
of individualists, and so their civilization was very Alignment: Usually lawful neutral
slow to develop. Thus while the eolascians are Advancement: By character class
now reasonably advanced technologically after Level Adjustment: +2
many millions of years, they are especially weak in
the cooperative social skills needed to progress as This powerful alien life form is shaped roughly like
rapidly as other species. Instead they have become a large, stocky turnip. It has nine wide, stump-like
technology traders, exchanging knowledge and feet underneath its wrinkled, light green body. At
information for goods and services. the crest the gravidon has three thick eyestalks that
There is intense competition between the various can bend and twist in all directions. At the front of
eolascians for any form of useful knowledge, and the creature is a vertical mouth slit with a forked
their economy is based on the values of various

175
trunk underneath. This trunk is thick and powerful, Attack: Swarm +7 melee (3d6 plus disassembly)
but capable of fine manipulation and tool use. Full Attack: Swarm +7 melee (3d6 plus
The gravidon originated on a massive, earth-like disassembly)
world where the high gravity led to the evolution of Space/Reach: 10 ft./0 ft.
stocky creatures and short plants. A unknown alien Special Attacks: Disassembly
race uplifted the gravidon and employed them as Special Qualities: Blindsight 60 ft., hive mind,
laborers on a variety of worlds. Their creators have hibernation, fast healing 6, half damage from
long since vanished, but the gravidon can still be slashing and piercing weapons, resistance to acid
found in many parts of the galaxy. and electricity 10, low-light vision, ooze traits,
swarm traits
Combat Saves: Fort +7, Ref +5, Will +3
Gravidon are capable of learning to use most Abilities: Str 1, Dex 16, Con 21, Int 24, Wis 13,
weapons, but they favor heavy guns that can Cha 1
deliver the greatest firepower. Skills: Appraise 6+7, Craft (any 3) +10, Decipher
All-Around Vision (Ex): The multiple eyestalks Script +14, Listen +7, Knowledge (any 1) +16,
give them a +2 racial bonus to Spot and Search Knowledge (any 2) +13, Knowledge (any 3) +10,
checks, and they can’t be flanked. Move Silently +23, Search +16, Spot +7
Feats: Improved Initiative, Weapon Finesse
Gravidon Traits (Ex): Gravidon possess the Environment: Any
following racial traits. Organization: Solitary, company (2-4 swarms), or
 +6 Strength, -2 Dexterity (minimum 3), +4 squad (5-12 swarms)
Constitution. Challenge Rating: 7
 Medium size. Treasure: None
 A gravidon's base land speed is 20 feet. Alignment: Usually lawful neutral
 Darkvision out to 60 feet. Advancement: 7-16 HD (Large)
 Racial Hit Dice: A gravidon begins with three
levels of aberration, which provide 3d8 Hit In their active state, a grid dust forms an
Dice, a base attack bonus of +2, and base amorphous, mist-like cloud that is roughly
saving throw bonuses of Fort +1, Ref +1, and spherical in shape. This nebulous form is composed
Will +3. of umpteen trillions of microscopic, flying robots,
 Racial Skills: A gravidon's aberration levels each of which is linked to its neighbors by means
give it skill points equal to 6 x (2 + Int of infrared laser transmitters. Each robot includes a
modifier, minimum 1). Its class skills are diamond outer shell, neutral-buoyancy tank,
Balance, Jump, Listen, Search, Spot, and battery, computer, infrared laser, drive unit, and
Swim. manipulator arms. Most robots are specialized for
 Racial Feats: A gravidon's aberration levels certain tasks, and the cloud quickly re-arranges
give it two feats. itself depending on the function required.
 +4 natural armor bonus. This cloud serves as a host to an alien mind that
 All-Around Vision (Ex). (See above.) once existed in a physical body. By this means the
 +4 racial bonus on Balance checks. alien race was able to achieve a form of
 +2 racial bonus to Fortitude saves against immortality, as well as significantly enhancing their
evaporation and desiccation effects. mental facilities. In the process, however, the alien
 Endurance feat as a bonus feat. race lost an essential element of what once made
 -2 penalty to Climb checks. them a dynamic, evolving species. They are now
 Favored Class: Fighter. individually brilliant, but stagnant as a civilization.
 Level adjustment: +2. A grid dust cloud moves slowly by flying, and has
negligible requirements for energy or resources.
However their individual components occasionally
Grid Dust need replenishment, so they have a continual need
Author: Robert J. Hall. to acquire certain rare elements. They converge on
the materials they need and quickly process the
Large Ooze (Swarm)
materials until they are fully replenished.
Hit Dice: 6d10+30 (63 hp)
Initiative: +7 Grid dust clouds communicate with each through
Speed: Fly 30 ft. (perfect) (6 squares) infrared signals that appear as sparkling flashes of
Armor Class: 12 (-1 size, +3 Dex) touch 12, flat- heat. They can hear after a fashion by detecting
footed 9 vibrations in the air moving through the cloud. But
Base Attack/Grapple: +4/― they are incapable of producing any type of noise.
They move in complete silence, making them very

176
difficult to detect. Ihchoide
A grid dust cloud possesses a hibernation mode that
it uses when energy sources are low. The cloud Author: Robert J. Hall.
coalesces to form a crystal sphere that is Small Ooze
exceptionally tough. In this state the grid dust can Hit Dice: 3d10+12 (28 hp)
remain in stasis for very long periods of time. But Initiative: +0
most of their mental facilities are placed on a low Speed: 20 ft. (4 squares)
priority level to conserve power, so they have little Armor Class: 11 (+1 size), touch 11, flat-footed 11
awareness of their surroundings. Once a nearby Base Attack/Grapple: +0/-5
energy source is detected, the sphere will rapidly Attack: Touch +0 melee (3d6 cold) or atom laser
dissolve back into its cloud form and converge to +2 ranged (2d6 cold/x3)
recharge their batteries. Full Attack: Touch +0 melee (3d6 cold) or atom
laser +2 ranged (2d6 cold/x3)
Combat Space/Reach: 5 ft./5 ft.
A grid dust attacks by enveloping a target and Special Attacks: Extreme cold
disassembling any useful materials. This usually Special Qualities: Ooze traits, damage reduction
results in the destruction of any equipment and the 10/fire, immunity to cold and vacuum, vulnerability
dissolution of the creature. to fire
Disassembly (Ex): The microscopic robots that Saves: Fort +5, Ref +1, Will +1
compose a grid dust cloud attack by tearing apart Abilities: Str 7, Dex 11, Con 18, Int 1, Wis 11, Cha
material in search of specific elements that they 10
require. Any melee hit deals damage, and the Skills: Climb +8, Hide +6, Spot +2
opponent's equipment is disintegrated, falling to Feats: Weapon Focus (atom laser)
powder and becoming useless immediately. Magic Environment: Cold plains
armor and weapons, and other magic items, must Organization: Solitary or bunch (2-4)
succeed on a DC 18 Fortitude save or be Challenge Rating: 2
disintegrated. The save DC is Constitution-based. Treasure: None
Hive Mind (Ex): Any grid dust with at least 1 hit Alignment: Usually neutral
point per Hit Die (or 6 hit points, for a standard Advancement: 4-5 HD (Small)
grid dust) forms a hive mind, giving it an Level Adjustment: ―
Intelligence of 24. When a grid dust is reduced
below this hit point threshold, it becomes mindless. A bizarre life form that only exists on extremely
Hibernation (Ex): As a full round action a grid cold worlds far from its star, the ihchoide is a
dust can coalesce to enter hibernation mode, complex conglomerate of atomic clusters known as
becoming a Fine crystalline sphere with a natural boze-einstein condensates. The ihchoide dwells at
armor bonus of +16. In this form the grid dust has temperatures very close to absolute zero, and it will
no speed, attacks, special attacks, or special seek to avoid areas that are even slightly warmer
qualities, except for blindsight 60 feet. The than that temperature. It has an amorphous body
Intelligence score is lowered to 1 and it has no that is nearly transparent with a slight milky hue.
Dexterity score. It gains Damage Reduction The ihchoide has a primitive intelligence and is
10/sonic. A grid dust in hibernation mode does not able to recognize when a threat exists in the vicinity
need to eat or breathe, and is in a state of continual and to react to the danger. It is able to sense its
near-sleep. surroundings through the emission of heat, giving it
The hibernation automatically ends when the grid a form of darkvision with no range limitation other
dust is dealt damage; notices a nearby source of than line of sight.
significant electrical or light energy within 60 feet, Combat
or has spent a pre-specified amount of time in the
hibernation state. It requires a full round action to The ihchoide attacks using an atom laser, firing
leave the hibernation state and restore full clumps of coherent atoms at high velocity. If an
functionality. opponent closes with the ihchoide it will use its
slam attack to inflict cold damage with its body.
Skills: A grid dust has a +12 racial bonus to Move
Silently checks. Atom Laser (Ex): The ranged attack of an
Ihchoide has a range increment of 150 feet and
deals triple damage on a successful critical hit.
Extreme Cold (Ex): Merely touching or being
touched by an ihchiode automatically deals 3d6
cold damage. If a DC 15 Fortitude saving throw is

177
failed the bitter cold also leaves a target dazed for a Special Qualities: Immortality, limited
full round. The save DC is Constitution-based. regeneration, sterile
Skills: An ihchiode has a +8 racial bonus on Climb Saves: Fort +8, Ref +6, Will +7
checks and can always choose to take 10 on a Abilities: Str 15, Dex 14, Con 12, Int 10, Wis 13,
Climb check, even if rushed or threatened. Cha 12
Skills: Climb +7, Disguise +5, Forgery +3, Handle
Animal +5, Intimidate +7, Jump +3, Knowledge
Immortal (history) +4, Listen +4, Profession (guide) +4, Ride
Author: Robert J. Hall. +10, Speak Language +4, Spot +4, Survival +3,
Swim +6
On very rare occasions an unusual combination of Feats: Alertness, Athletic, Deceitful, Dodge,
mutations can occur that will render a normally Improved Grapple, Improved Initiative, Improved
mortal creature ageless. This being will fully Unarmed Strike, Mobility, Point Blank Shot, Rapid
recover from seemingly fatal wounds, and will not Shot, Shot on the Run, Stunning Fist
die even from disease or poison. An immortal Environment: Temperate plains
maintains all other characteristics of its racial Organization: Solitary
form, but is rendered completely sterile due to their Challenge Rating: 12
mutations, and can only reproduce through cloning. Treasure: Standard
Depending on the species, an immortal will often Alignment: Lawful neutral
choose to hide its unusual nature. It will change its Level Adjustment: +2
identify, move about, and find new relations—at
least until those it once knew have all expired.
After many lifetimes have passed, this continuing Ilyia has lived almost two centuries, often dwelling
exposure to different circumstances, and the many alone or with temporary friends or partners. She is
opportunities for advancement, will often produce a distinguished mercenary who has served in many
an immortal who is highly experienced, worldly small brush wars. Ilyia has been well-paid for her
wise, and quite wealthy. An immortal can come to lethal skills and her willingness to undertake high
possess many useful skills and the knowledge of risk missions. As a result she has prospered and
untold generations. possesses a sizeable portfolio of investments.
During times of peace she enjoys working as a
Note that certain creatures are always immortal,
guide in the dangerous hinterland regions of the
and possess their own innate qualities that render
less developed nations where she once fought.
them ageless. These include certain aberrations,
fey, ooze, outsiders, and undead. Combat
Sample Immortal Ilyia has a grand masters rating with several types
of modern ranged weapons, and is familiar with a
This example uses a human 9th-level fighter/3rd-
wide range of other weaponry, including many
level expert as the base creature.
antique hand guns. When an enemy closes, Ilyia
resorts to her expertise in unarmed combat, or pulls
Ilyia Aelstadt a well-honed dagger from her boot. She wears dark
Immortal Human Female 9th-Level Fighter/3rd- olive leather armor and has a spiked armored collar
Level Expert around her neck to keep her head from being
Medium Humanoid (Augmented Human) severed.
Hit Dice: 9d10+9/3d6+3 (63 hp) Immortality (Ex): Ilyia is immune to death effects
Initiative: +6 and is not at risk of death from massive damage.
Speed: 30 ft. She has no need to breathe and can not drown. Ilyia
Armor Class: 14 (+2 Dex, +2 masterwork leather is never slain when an ability score is reduced to 0.
armor), touch 12, flat-footed 12 However she is still debilitated as long as the
Base Attack: +11/+13 ability score remains 0.
Attack: Laser pistol +13 ranged (3d6) or Limited Regeneration (Ex): Damage dealt to Ilyia
masterwork dagger +14 melee (1d4+2/19-20) or is treated as non-lethal damage. Non-lethal damage
unarmed +13 melee (1d3+2 non-lethal plus stun) is recovered normally. Lost portions of Ilyia's body
Full Attack: Laser pistol +13/+8/+3 ranged (3d6) are not regrown, and she is immediately slain if her
or masterwork dagger +13/+8/+3 melee (1d4+2) or neck is severed.
unarmed +13/+8/+3 melee (1d3+2 non-lethal plus
stun) Sterile (Ex): Ilyia is sterile and can not reproduce
Space/Reach: 5 ft./5 ft. normally. But she can be duplicated through
Special Attacks: — cloning.

178
Creating an Immortal
"Immortal" is an inherited template that can be
added to any animal, dragon, giant, humanoid, or
monstrous humanoid that has a Constitution score.
An immortal uses all the base creature's statistics
and special abilities except as noted here. An
immortal creature that has already lived for at least
one normal lifetime is always improved by
advancement.
Size and Type: The creature's type changes to
aberration. Do not recalculate the creature's Hit
Dice, base attack bonus, or skill points. Size is
unchanged.
Special Qualities: An immortal has all the special
qualities of the base creature and gains those
described below.
Immortality (Ex): The creature is immune to death
effects and is not at risk of death from massive
damage. It has no need to breathe and can not
drown. The creature is never slain when an ability
score is reduced to 0. However the creature is still
Illustration copyright © 2004, Dominique Crouzet.
debilitated as long as the ability score remains 0.
Limited Regeneration (Ex): Damage dealt to the
creature is treated as non-lethal damage. Non-lethal LGM
damage is recovered normally. Lost portions of the
Author: Robert J. Hall.
body are not regrown, and the creature is
Small Humanoid (LGM)
immediately slain if the neck is severed.
Hit Dice: 10d8+24 (69 hp)
Sterile (Ex): The mutations that produce an Initiative: +4
immortal creature render it sterile. It can not Speed: 20 ft. (4 squares)
reproduce normally, but can be duplicated through Armor Class: 16 (+1 size, +4 inertial armor),
cloning. touch 11, flat-footed 15
Abilities: Increase from the base creature as Base Attack/Grapple: +7/+0
follows: Con +4 (minimum 10). Attack: Laser pistol +9/+4 ranged (3d4)
Challenge Rating: Same as the base creature +1 Full Attack: Laser pistol +9/+4 ranged (3d4)
(minimum 2). Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics
Special Qualities: LGM traits, inertial armor, spell
resistance 25, telepathy 100 ft., light absorbtion,
improved low-light vision
Saves: Fort +2 (+10 against poison and disease),
Ref +3, Will +12
Abilities: Str 4, Dex 10, Con 9, Int 25, Wis 16, Cha
17
Skills: Concentration +9, Craft (any one) +17,
Decipher Script +13, Hide +8, Knowledge (any
two) +18, Knowledge (any three) +13, Listen +12,
Move Silently +13, Psicraft +15, Search +17, Spot
+12
Feats: Endurance, Improved Initiative, Iron Will,
Stealthy
Environment: Any
Organization: Solitary, trio, or pod (5-20)
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class

179
Level Adjustment: +7  Small size. +1 bonus to Armor Class, +1 bonus
on attack rolls, +4 bonus on Hide checks, -4
Physically limited but mentally superior, these penalty on grapple checks, lifting and carrying
“Little Green Men” (as named by skeptical limits ¾ those of Medium characters.
humans) are diminutive humanoid beings with  Racial Hit Dice: A LGM begins with ten levels
green-hued flesh and a disproportionately large of humanoid, which provide 10d8 Hit Dice, a
head. Although the body of the LGM is small, it is base attack bonus of +7, and base saving throw
extremely efficient both in terms of resource and bonuses of Fort +3, Ref +3, Will +7.
energy use. The green flesh absorbs significant  Racial Skills: A LGM's humanoid levels give it
amounts of solar energy, and is an active barrier to skill points equal to 13 x (2 + Int modifier,
all parasitic life forms. It can quickly heal most minimum 1). Its class skills are
wounds, and is resistant to toxic atmospheres. Concentration,Decipher Script, Craft,
Knowledge, Listen, Psicraft, Search, and Spot.
The large head of the LGM causes no imbalance, in
spite of its size and mass. Its eyes are large, dark  Racial Feats: A LGM's humanoid levels give it
features with no iris or pupil. No amount of intense four feats.
light will render an LGM blind, and it can see  +2 racial bonus on saving throws against
readily at light levels that a human perceives as paralysis, sleep, and mind-influencing effects.
near total darkness. A LGM has no hair on its body,  +8 racial bonus on saving throws against
relying on the resiliency of its evolved flesh for disease and poison.
protection from the elements.  +4 racial bonus to Concentration and Spot skill
checks.
Combat  Special Attacks (see above): Psionics.
LGM have no particular affinity for physical  Special Qualities (see above): Telepathy 100
combat, and instead rely on superior technology or ft., inertial armor, improved low-light vision,
their mentalist powers for defense. light absorbtion, spell resistance equal to class
Telepathy (Ex): LGM are completely mute and levels + 15.
can only communicate telepathically or through  Favored Class: Psion.
gestures or writing. Their native telepathic  Level adjustment: +7.
language requires a minimum intelligence of 15 to
understand, but they can readily learn more LGM Society
primitive tongues. One of the most ancient and widespread species of
Psionics (Sp): At will—calm emotions, deep intelligent life in the galaxy, these diminutive
slumber, dominate person, hold monster, remove humanoids possess powers well out of proportion
fear, sending, suggestion, telekinesis. Caster level to their minimal physique. For millions of years
10th. Save DC 10 + LGM's charisma modifier + they have explored alien worlds, adopting useful
spell level. biological improvements into their own physiology.
As a result their minds and bodies have reached
Light Absorption (Ex): LGM heal 4 points of
what they consider a pinnacle of efficiency.
damage every hour while in direct sunlight or
bright lighting. They are immune to the blinding This species communicate entirely using the
effects of bright light. powers of their superior mind, using an elegant and
sophisticated language protocol that is based on
Inertial Armor (Sp): A LGM can use psychic
telepathy and multi-dimensional geometric forms.
force to block an enemy's blows. This ability gives
The LGM no longer possess the power of speech,
them a +4 armor bonus to AC as long as they
although they can still hear quite effectively. They
remain conscious. This is equivalent of a 1st-level
have no spoken name by which they label
spell.
themselves, but do represent themselves with a
Spell Resistance (Ex): A LGM has spell resistance simple geometric patterns.
equal to its class levels + 15.
LGM have carefully bred any extreme emotional
Improved Low-Light Vision (Ex): A LGM can states out of their form, and they are always calm,
see three times as far as a human can in dim light. rational beings. They have retained a degree of
curiosity and something that might be described as
LGM as Characters
social bonding, but otherwise are all but free of any
LGM characters characters possess the following emotions except those required for self-
racial traits. preservation. Their lack of emotions has caused the
 -4 Strength (minimum 3), Intelligence +12, breed to stagnate, so they have failed to evolve
Wisdom +2, Charisma +6 beyond their current physical form for untold eons.
They consider humans to be barely sentient, with a

180
strong primordial streak retained from their animal Nieon
ancestors. Occasionally an LGM scientist will take
an interest in lowly human subjects for their Author: Robert J. Hall.
enhancement potential, typically by capturing a Small Aberration
specimen and performing various examinations. Hit Dice: 1d8+3 (7 hp)
These procedures have yet to discover much of Initiative: +5
additional value beyond what is already known. Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +5 Dex, +1 natural)
Neanderthal Base Attack/Grapple: +0/-2
Attack: Touch +5 melee (1d6 electricity)
Author: Robert J. Hall. Full Attack: Touch +5 melee (1d6 electricity)
Medium Humanoid (Human) Space/Reach: 5 ft./5 ft.
Hit Dice: 2d8+9 (18 hp) Special Attacks: Jolt, sticky tendrils
Initiative: +0 Special Qualities: Blindsight 90 ft., resistance to
Speed: 30 ft. (6 squares) acid 10 and electricity 10
Armor Class: 12 (+2 natural), touch 10, flat-footed Saves: Fort +3, Ref +5, Will +3
12 Abilities: Str 6, Dex 21, Con 17, Int 3, Wis 12, Cha
Base Attack/Grapple: +1/+3 7
Attack: Shortspear +2 melee (1d6+2); or Skills: Balance +6, Hide +10, Listen +3
shortspear +0 ranged (1d8+2) Feats: Weapon Finesse
Full Attack: Shortspear +2 melee (1d6+2); or Environment: Temperate forests
shortspear +0 ranged (1d8+2) Organization: Solitary or pair
Space/Reach: 5 ft./5 ft. Challenge Rating: 1
Special Attacks: — Treasure: None
Special Qualities: — Alignment: Always neutral
Saves: Fort +5, Ref +0, Will +0 Advancement: 2-4 HD (Small), 5-6 HD (Medium)
Abilities: Str 15, Dex 10, Con 14, Int 7, Wis 10, Level Adjustment: ―
Cha 6
Skills: Hide +1, Listen +2, Spot +2
Feats: Endurance, Toughness B This strange-looking creature has a bulb-shaped
head, a slender neck, an almost non-existent body,
Environment: Temperate plains
and three flexible, tendril-like legs. It moves by
Organization: Solitary or group (2-4)
leaning on two of the legs then advancing with a
Challenge Rating: 1
hop, using the third leg as a tail for balance. The
Treasure: None
gray flesh of the nieon is rubbery with a slight
Alignment: Always neutral
glistening sheen. The head is smooth and almost
Advancement: 2-4 HD (Medium)
featureless, but periodically emits flashes of
Level Adjustment: ― iridescent blue light.
The nieon can detect life forms using sensitive
This hominid species lived from about 250,000 electrical sensors in its flesh. It uses the flashing
years ago until their extinction during the last ice light in its head to lure small prey, then stuns the
age. They are somewhat shorter than a human, with target with an electrical jolt.
a heavier build and more solid joints. The head of a As nieon grow older they change gender from male
neanderthal has protruding ridges over the eyes, to female. The female nieon creates a nest in a high,
with a slighter chin and a protruding bulge at the safe location then curls up inside and lives off
back of the head. The neanderthal actually had a stored food. Males locate the nest from the
slightly larger brain than a human, and developed a electrical emissions, and then deposit packets of
culture and stone-age technology. However, they reproductive jell inside. The female selects the
did not possess the full range of human vocal packet of the most suitable male to fertilize her
abilities or cultural skills. eggs. Once the hatchlings have left the nest the
Combat elder female nieon dies.
Neanderthals are capable of crafting simple ranged Combat
weapons, sich as spears and clubs, which they use The bulb-shaped head of the nieon can deliver a
to hunt their prey. They attack alone or in small nasty jolt of electricity, allowing it to shock and
groups. subdue a foe. A protrusion between the legs allows
it to wrap a fallen foe in a sack of sticky filaments.
These slowly dissolve the creature, allowing the
nieon to absorb the liquid mass through tubules that

181
emerge from the inside of the legs. Alignment: Always neutral
Jolt (Ex): A nieon's touch attack deals 1d6 points Advancement: 7-8 HD (Large), 9-12 HD (Huge)
of electrical damage. Those hit by a nieon's touch Level Adjustment: ―
attack also must succeed a DC 13 Fortitude save or
be paralyzed for 1d3 rounds. The save DC is This insect-like monstrosity was created by an alien
Constitution-based. race to hunt and destroy any creatures it encounters.
Bundle (Ex): As a full round action a nieon can It is able to exist comfortably in a pure vacuum
wrap a paralyzed creature in a bundle of sticky while exposed to harsh radiation, but is
filaments. Each size category larger than Medium uncomfortable within a breathable atmosphere. The
requires an additional full round action to complete body is highly efficient about recycling ingested
the bundle. The filaments are corrosive and deal 1 materials, and it has very few actual nutritional
point of acid damage to the captive creature each requirements. It can exist for years without eating
round. or drinking water, and acquires most of its energy
The mass of filaments prevents any type of by basking in direct sunlight.
movement. An entangled creature can escape with a When it acquires sufficient nutrients from
successful DC 13 Escape Artist check or burst it devouring life forms, the ogatsu will reproduce
with a DC 15 Strength check. The check DC are itself by wrapping its body in a glassy cocoon it
Constitution-based, and the Strength check includes spins with its mouthpiece. Within this cocoon the
a +2 racial bonus. ogatsu gradually splits apart into two separate
Blindsight (Ex): A nieon can sense the minute creatures. When the separation is complete the two
electrical activity of living creatures within 90 feet. ogatsu break out of the cocoon and go their
Beyond that range, they treat all targets as having separate ways.
total concealment. This sense works equally well in The body of the ogatsu is segmented into two main
all directions, so a nieon can not be flanked. portions, each protected by a thick, glossy black
Immunities: Nieon are invulnerable to gaze carapace. At the front is a bullet-shaped, armored
attacks, visual effects, and other attack forms that head that is attached by a retractable neck to the
rely on sight. thorax. This head is a nightmare of spikes, fangs,
mandibles, horns, and flickering tendrils. It has five
eye-like sensory organs, but they are small in
Ogatsu proportion to the size of the head and all are
recessed into protective pits within the carapace.
Author: Robert J. Hall.
The long, segmented neck allows the ogatsu to
Large Aberration
strike targets up to five feet away, then quickly
Hit Dice: 6d8+24 (51 hp)
withdraw the head back to the protection of the
Initiative: +6
armored body.
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 19 (-1 size, +2 Dex, +8 natural), The thorax segment is longer than it is wide, with
touch 11, flat-footed 17 an arched shape across the back. The crest of the
Base Attack/Grapple: +4/+14 carapace is protected by a curving row of gray
Attack: Bite +9 melee (2d6+6/19-20) horns. The sides of the thorax are glossy black in
Full Attack: Bite +9 melee (2d6+6/19-20) and 2 hue, but are decorated by a splattering of purple
tail whips +4 melee (1d6+3 plus biotoxins) spots concentrated along the belly. Whenever the
Space/Reach: 10 ft./5 ft. ogatsu becomes agitated these spots become
Special Attacks: Augmented critical, biotoxins swollen and turn a light violet color.
Special Qualities: Tremorsense 40 ft., fast healing The thorax segment has four short but powerful
2, damage reduction 5/plasma, immunity to acid legs, each with a pair of thick, hooked digits that
and cold, disease, poison, and vacuum, limited bend in toward each other, plus a thorn-shaped spur
senses on the back of the leg. The legs are also protected
Saves: Fort +8, Ref +4, Will +6 by a barbed exoskeleton that allows the ogatsu to
Abilities: Str 22, Dex 14, Con 19, Int 6, Wis 13, readily grasp almost any rough surface. At the back
Cha 12 of the thorax is a pair of flexible, whip-like tails
Skills: Balance +3, Climb +11, Jump +9, Spot +9 with a barbed digit at the end.
Feats: Great Fortitude, Improved Initiative, If it is wounded, the violet-hued blood leaking from
Improved Natural Attack (bite) the body of the ogatsu will rapidly dry and turn into
Environment: Underground a cotton-like patch. The blood has an acrid odor
Organization: Solitary and a vile taste, but is otherwise harmless. The
Challenge Rating: 7 body of an ogatsu provides no nutritional to most
Treasure: None life forms including humans.

182
Combat Abilities: Str —, Dex 18, Con 21, Int 32, Wis 20,
The primary attack form of the ogatsu is its Cha 25
extensible, spiked head, which rams into the body Skills: Concentration +25, Craft (any one) +25,
of the target then proceeds to tear of a chunk of Diplomacy +30, Disguise +17, Gather Information
flesh. It can attack with its flexible tail whips. Each +22, Hide +16, Knowledge (any two) +33,
of these whips has a barb that will break off in the Knowledge (any six) +23, Listen +26, Move
body of a target they strike, infecting the victim Silently +14, Search +34, Sense Motive +23, Spot
with a potent range of toxins and deadly biological +24
agents designed to affect a wide range of life forms. Feats: Alertness, Diehard, Dodge, Endurance,
Improved Initiative, Lightning Reflexes, Mobility
Augmented Critical (Ex): The sensory tendrils on Environment: Any
the face allow it to target vulnerable locations more
Organization: Solitary, pair, or group (3-6)
effectively, providing a 19-20 critical with its bite
Challenge Rating: 20
attack.
Treasure: No coins; standard goods; double items
Biotoxins (Ex): When a tail barb inflicts damage to Alignment: Usually neutral good
target, it breaks off and simultaneously injects a Advancement: By character class
deadly poison and alien disease, as described Level Adjustment: ―
below. A new tail barb grows back after 1d6
weeks, and can not inflict damage until it has fully
emerged. The overseers are a powerful, immortal race that
long ago evolved beyond the need for a corporeal
Poison (Ex): injury, Fortitude DC 17, initial and
existence. Their body is a highly complex energy
secondary damage 1d4 Con. The save DC is
field, utilizing advanced metaphasic technology to
Constitution-based.
make themselves virtually invulnerable to physical
Fire Pox (Ex): alien disease—barb, Fortitude DC threats. They are able to use their abilities to form
17, incubation period 1 hour; damage 1d4 Str and physical bodies and function like a normal being,
1d4 Con. The save DC is Constitution-based. but only do so for occasional interaction with the
Tremorsense (Ex): Ogatsu can detect and pinpoint primitive races.
any creature or object within 40 feet that is in
contact with the ground. Combat
Limited Senses (Ex): The ogatsu is unable to hear Overseers rarely have a need for personal combat,
or smell, and can not perform a Listen or Move and their innate metaphasic abilities are more than a
Silently skill check. It is immune to any attack match for most threats. Their plasma form can
forms that rely on hearing or scent, but can be inflict a nasty burn, although an overseer will
harmed by sonic attacks. usually avoid personal contact to prevent such an
incident. They have technology available that is far
Skills: An ogatsu has a +4 racial bonus on Climb
more powerful than their personal abilities, but are
and Spot checks.
duty-bound only to employ these immense powers
if a threat to galactic stability arises.
Overseer Plasma Body (Ex): In its native form the body of
an overseer is an intensely hot plasma that works
Author: Robert J. Hall.
like the gaseous form spell, but allows a fly
Medium Elemental
movement of 60 feet. This ability is inherent and
Hit Dice: 20d8+100 (190 hp)
can only be suppressed by a shape change.
Initiative: +8
Speed: Fly 60 ft. (perfect) (12 squares) Merely touching or being touched by a overseer in
Armor Class: 21 (+4 Dex, +7 deflection), touch plasma form automatically deals 6d6 fire damage.
21, flat-footed 17 The plasma body radiates also light energy as a
Base Attack/Grapple: +15/— daylight spell. This ability is constant, but the
Attack: Touch +19 melee (6d6 fire) overseer can suppress or resume it as a free action.
Full Attack: Touch +19 melee (6d6 fire) When suppressed, the body radiates light energy as
Space/Reach: 5 ft./5 ft. a light spell.
Special Attacks: Metaphasic powers, plasma body Metaphasic Powers (Sp): At will—animate
Special Qualities: Darkvision 60 ft., damage objects, detect thoughts (DC 19), heal, greater
reduction 20/—, immunity to fire and acid, spell scrying (DC 24), greater teleport, major creation,
resistance 32, regeneration 5, telepathy 100 ft., true mind blank (DC 25), sending, telekinesis, tongues;
seeing, shapechange, elemental traits 3/day—disintegrate, dominate monster (DC 26),
Saves: Fort +11, Ref +18, Will +11 grasping hand, meteor swarm (DC 26), polymorph
any object, reverse gravity, wall of force; 1/day—

183
crushing hand, power word kill, teleportation Abilities: Str 14, Dex 1, Con 23, Int —, Wis 1, Cha
circle, temporal stasis (DC 25), time stop. Caster 1
level 20th. The save DCs are Charisma-based. Skills: Climb +12
Shapechange (Sp): An overseer can suppress its Feats: —
plasma body and assume the form of any corporeal Environment: Deep space
creature like the shapechange spell. An overseer Organization: Solitary
can remain in its current form until it chooses to Challenge Rating: 5
assume a new one. In their altered form they lose Treasure: None
their plasma body but retain their spell-like Alignment: Always neutral
abilities. A change in form can not be dispelled, but Advancement: 6-8 HD (Medium); 9-10 HD
the form dissipates when an overseer is killed. A (Large)
true seeing spell or ability reveals its natural form. Level Adjustment: ―
True Seeing (Sp): Due to their highly evolved
senses, overseers have a continuous true seeing Ancient almost beyond measure, this parasitic
ability as the spell (caster level 20th). space ooze is typically found on cometary bodies
Regeneration (Ex): Cold deals normal damage to throughout the galaxy. In the frozen depths of
an overseer. space the phleg exists as a fungus-like being with
an ultraslow metabolism. They consume minerals
Overseer Culture and volatile substances within frozen comets at a
This ancient race long ago merged into a single, painfully slow rate.
psionic community that is able to contemplate When exposed to higher levels of energy, however,
matters that are beyond the comprehension of most the phleg transforms into a charcoal-like ooze. It
intelligent creatures. The overseers are ancient sends out spores and tendrils into the surrounding
beings that have evolved far beyond the capabilities space, looking for new surfaces to contact. The
of ordinary life forms, and have incomprehensible phleg can eat through almost any material except
powers and abilities at their disposal. for and certain rare earths and compounds rich in
The race has been assigned the duty of overseer by fluorine or chlorine.
an even more advanced elder race. Their task is to While in its ooze form a phleg is occasionally
prevent the rise of a power that would exterminate picked up by a passing ship. The phleg becomes a
all other intelligent life forms in the galaxy. They growth on the side of the vessel, eating its way
are to prevent by all means the construction of through the hull and consuming anything it
weapons capable of destroying planets or star encounters. Once a ship is infected, the only certain
systems. They will also intervene to prevent way to expunge all phleg spores is by exposing all
genocidal wars. Although they intensely dislike contaminated surfaces to intense heat for a
tampering with primitive cultures, they will not sufficiently long period.
hesitate use all the immense powers at their
disposal to fulfill their ancient duty. Combat
In its frozen state the phleg is harmless, and
Phleg appears only as a curious crystalline growth. Once
it is warmed to temperatures above the freezing
Author: Robert J. Hall. point of water, however, it becomes a voracious
Medium Ooze consumer of raw materials. It attaches itself to
Hit Dice: 5d10+30 (57 hp) almost any surface and begins to gradually dissolve
Initiative: -5 the content. Sticky tendrils are then sent out in all
Speed: 10 ft. (2 squares), climb 10 ft. directions, seeking new sources of materials.
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5 Deconstruct (Ex): The surface layer of a phleg can
Base Attack/Grapple: +3/+5 methodically disassemble materials as a form of
Attack: Slam +5 melee (1d6+2 plus 2d4 slashing attack. Any melee hit or contact deals
disassemble) deconstruct damage, and the opponent's gear are
Full Attack: Slam +5 melee (1d6+2 plus 2d4 disintegrated and become useless immediately
deconstruct) unless they succeed on DC 22 Reflex saves. Only
Space/Reach: 5 ft./5 ft. rare materials specifically designed to stop phleg
Special Attacks: Deconstruct, constrict 1d6+2 plus infestation will prevent this damage. The save DC
2d4 deconstruct, improved grab is Constitution-based.
Special Qualities: Blindsight 60 ft., damage Constrict (Ex): A phleg deals automatic slam and
reduction 5/fire, immunity to cold and acid, deconstruct damage with a successful grapple
vulnerability to fire, ooze traits check. The opponent's gear take a -4 penalty on
Saves: Fort +7, Ref -4, Will -4

184
Reflex saves against the deconstruction. Alignment: Usually chaotic good
Improved Grab (Ex): To use this ability, a phleg Advancement: By character class
must hit with its slam attack. It can then attempt to Level Adjustment: +2
start a grapple as a free action without provoking
an attack of opportunity. If it wins the grapple This elf replicant was specifically designed as a
check, it establishes a hold and can constrict. skimmer pilot for use on newly settled worlds, and
Skills: A phleg has a +8 racial bonus on Climb was given a better than normal skill level in this
checks and can always choose to take 10 on a profession.
Climb check, even if rushed or threatened.
Combat
Replicant While not qualified as a wilderness explorer, this
pilot is capable enough in a tight spot, and has
Author: Robert J. Hall. enough combat training to handle most natural
threats at an isolated landing base.
Replicants are genetically modified creatures that
closely match the physical form of the original life Improved Healing (Ex): A replicant elf recovers
form. Due to their extensive modifications, they are hit points through natural healing at twice the
physically superior beings with no inherent genetic normal rate.
flaws. To keep them from taking over the Endure Elements (Ex): A replicant elf is protected
population, however, all replicants are deliberately from extreme elements as the endure elements
made sterile and are incapable of procreation spell. This ability is inherent and can not be
except through cloning technology. Replicants are dispelled.
typically bred for a specific purpose, so they are Sterile (Ex): A replicant elf is unable to reproduce
particularly proficient with a single skill. However except through cloning.
they are highly capable beings that can be readily
retrained to perform many new tasks. Creating a Replicant
Sample Replicant Creature "Replicant" is an inherited template that can be
added to any corporeal creature that can advance by
This example uses an elf as the base creature. character class (referred to hereafter as the base
creature).
Replicant Elf, 1st-Level Expert It uses all the base creature's statistics and special
Medium Humanoid (Augmented Elf) abilities except as noted here.
Hit Dice: 1d6 (3 hp) Size and Type: The creature's size and type are
Initiative: +1 unchanged. Do not recalculate Hit Dice or base
Speed: 35 ft. (7 squares) attack bonus.
Armor Class: 15 (+1 Dex, +3 camouflage suit, +1
natural), touch 11, flat-footed 14 Speed: Increase all movement speeds by 5 ft for
every 20 ft of speed of the base creature.
Base Attack: +0/+1
Attack: Hunting knife +1 melee (1d3+1) or laser Armor Class: Natural armor improves by +1 (this
pistol +1 ranged (3d6) stacks with any natural armor bonus the base
Full Attack: Hunting knife +1 melee (1d3+1) or creature has.)
laser pistol +1 ranged (3d6) Special Qualities: A replicant has all the special
Space/Reach: 5 ft./5 ft. qualities of the base creature, plus the following
Special Attacks: — special qualities.
Special Qualities: Elven traits, improved healing, — +2 racial bonus on any one selected skill for
endure elements, sterile which their key ability is at least 13.
Saves: Fort +0 (+2 against disease), Ref +1, Will — +1 racial bonus on Listen and Spot checks.
+3 — +2 racial bonus on saving throws against
Abilities: Str 13, Dex 13, Con 10, Int 10, Wis 13, disease.
Cha 8 — Improved Healing (Ex): A replicant recovers hit
Skills: Climb +3, Heal +2, Hide +4, Listen +7, points through natural healing at twice the
Profession (skimmer pilot) +7*, Search +1, Spot normal rate.
+7, Survival +5, Swim +2 — Endure Elements (Ex): A replicant is protected
Feats: EnduranceB, Weapon Focus (laser pistol)
from extreme elements as the endure elements
Environment: Temperate forest spell. This ability is inherent and can not be
Organization: Solitary dispelled.
Challenge Rating: 1 — Sterile (Ex): A replicant is unable to reproduce
Treasure: Standard except through cloning.

185
Abilities: Increase from the base creature as not need to travel through our space in the normal
follows: Str +4, Dex +2, Con +4. sense. Instead they can briefly break their link to
Feats: Replicants gain the Endurance feat as a the physical world and appear in a nearby location
bonus feat. Otherwise same as the base creature. a brief time later. In this manner they perform a
limited type of teleportation and so are readily
Challenge Rating: Same as the base creature +1. capable of bypassing most barriers.
Level Adjustment: +2. As rifters are merely servants of their extra-planar
masters, they behave in a manner that appears
Rifter highly intelligent. However the mind that directs
their actions is utterly alien in nature, and so the
Author: Robert J. Hall. motives for their actions can be incomprehensible.
Fine Aberration (Incorporeal) In spite of this a few beings from our universe have
Hit Dice: 2d8+8 (17 hp) achieved a crude manner of communication with
Initiative: +6 the alien masters of these rifters, and so useful
Speed: Fly 20 ft. (perfect) (4 squares) exchanges of information and services have taken
Armor Class: 24 (+8 size, +6 Dex), touch 24, flat- place.
footed 18
Base Attack: +1/-18 Combat
Attack: Incorporeal touch +15 melee (1d6 folded Due to their utterly alien nature, rifters and their
space) masters do not comprehend warfare or the concept
Full Attack: Incorporeal touch +15 melee (1d6 of bodily injury. However they do use personal
folded space ) contact as a form of communication, and try to do
Space/Reach: ½ ft./0 ft. so with other species. In this manner they perform
Special Attacks: Folded space 1d6 actions that can prove lethal to life forms in our
Special Qualities: Spell-like abilities, incorporeal universe. Likewise they do not perceive when an
traits, immunity to poison, petrification, sleep, and attack is being directed against them, often viewing
disease it as a form of communication. Their miniscule size
Saves: Fort +4, Ref +6, Will +1 and odd physical nature makes them very difficult
Abilities: Str 4, Dex 22, Con 18, Int 13, Wis 6, Cha targets to strike, and they are immune to many
13 hazards.
Skills: Hide +21, Knowledge (any two) +4, Search Folded Space (Ex): A rifter's touch attack deals
+5, Spot +2 1d6 slashing damage from the distorted space
Feats: Weapon Finesse around their bodies. Creatures hitting a rifter with
Environment: Any natural weapons or unarmed attacks take slashing
Organization: Solitary damage as though hit by a rifter's attack.
Challenge Rating: 4
Spell-Like Abilities: At will―dimension door
Treasure: None (self only), mage hand, open/close, unseen servant;
Alignment: Always neutral 1/day―blink. Caster level 6th.
Advancement: 3-5 HD (Fine)
Level Adjustment: ― Skills: A rifter has a +4 racial bonus on Hide
checks.

There exist in dimensions parallel to our own


worlds that are so utterly different in their physical
Skald
laws that most beings from our own universe could Author: Robert J. Hall.
not possibly survive. The alien life forms that dwell Skald, 1st-Level Rogue
in these places are equally incapable of existing in Medium Humanoid (Skald)
our own universe. Instead they must rely on the Hit Dice: 1d6+1 (4 hp)
services of intermediary life forms that are able to Initiative: +1
safely traverse the two dimensions. These servant Speed: 40 ft. (8 squares)
creatures are born in the rifts that separate the Armor Class: 13 (+1 Dex, +2 natural), touch 11,
planes, and are capable of a limited form of flat-footed 12
existence in the adjoining dimensions.
Base Attack: +0/-1
Most of these servant creatures, known as rifters, Attack: Kick -1 melee (1d6-1); or laser pistol +1
appear as a tiny distortion in physical space. They ranged (3d6)
have a glassy appearance that bends the light Full Attack: Kick -1 melee (1d6-1); or laser pistol
passing through their bodies, although their actual +1 ranged (3d6)
edges are fuzzy and difficult to discern. Space/Reach: 5 ft./5 ft.
While they can hover and move about, a rifter does Special Attacks: Spell-like abilities

186
Special Qualities: Low-light vision, skald traits, prefer to stay among a group.
skald lore, scent
Saves: Fort +1, Ref +3, Will +1 Combat
Abilities: Str 8, Dex 13, Con 12, Int 10, Wis 12, Skalds are not fond of combat, and will usually
Cha 14 seek to resolve issues in a peaceful manner. When
Skills: Bluff +5, Diplomacy +8, Gather they have to fight they will form fast-moving
Information +6, Hide +4, Listen +8, Move Silently groups and use hit and run raids to harry their
+3, Perform (sing) +8, Sense Motive +5, Spot +4, opponents.
Tumble +5 Spell-Like Abilities: 2/day—lullaby. 1/day—
Feats: Negotiator hypnotism (DC 13), ventriloquism. Caster level 1st.
Environment: Temperate plains Save DCs are Charisma-based.
Organization: Company (2-4), squad (11-20 plus Skald Lore (Ex): This power works like the Bard's
1 leader of 3rd-6th level and 2 3rd-level organizers), bardic knowledge class feature, except the skald
or band (30-50 plus 1 3rd-level motivators per 20 has a +2 racial bonus on the check.
adults, 5 5th-level organizers, and 3 7th-level
conductors). Skald Traits (Ex): Skalds benefit from a number
Challenge Rating: 2 of racial traits.
Treasure: Standard  -2 Strength, +2 Wisdom, +2 Charisma.
Alignment: Usually lawful good  Medium size.
Advancement: By character class  A skald's base land speed is 40 feet.
Level Adjustment: ―  +2 natural armor.
 +2 racial bonus to saving throws against
This intelligent alien race is generally humanoid in effects that cause blindness.
form, with a leathery gray flesh, two skinny arms,  +4 racial bonus on Listen checks.
two short legs, and a thick, tapered tail. Each arm  +2 racial bonus on Perform (sing) checks.
has two elbows and the hands have three thick  Special Qualities (see above): Low-light
digits. The legs are lean and muscular, with a vision, scent, lore.
spiked, cloven hoof for a foot.  Favored Class: Rogue.
The head is shaped somewhat like that of a hairless  Level Adjustment: +1.
wolf, with a snout extending to a small mouth at the
tip. The nostrils are placed back along the snout Skald Society
and have flare lips than can seal them closed. The skalds are highly social creatures and spend
Instead of two eyes, the skald has a single, honey- much of their lives interacting with groups. As such
hued eye band that extends across the face. This they have a sophisticated culture with many fine
eye is faceted like an insect's, but functions better nuances of communication. Skald societies are
than human vision. arranged in complex ways, and the rank of each
The ear lobes of a skald are quite large, and shaped member will depend on their current activities. All
somewhat like a cross between an elven ear and the are expected to know a host of details about fellow
wing of a bat. Above the eye is a heavy brow that skald in their particular groups. They are also very
projects forward to protect the sight of the skald skilled at resolving conflict, and actual fights
from damage. Nevertheless it is not unknown for between skald are exceedingly rare.
the eye to become damaged over the life span, and Unlike humans, the skalds are not subject to
white scars can occasionally be seen in the eyes of addictive behavior, and they abstain from
elder skald. consuming substances that would affect their social
Above the thick eyebrow are a band of short, standing or judgment. They are also a fairly
protective horns that extend around the back of the conservative race, and reluctant to adapt changes
head, and down the neck and the upper portion of that might upset the proper order of things. Despite
the back. Additional horns are added to this band this they are not adverse to useful new experiences,
over the course of a lifetime, with the oldest skald or adding to their body of knowledge. They simply
having horns extending all the way down to the choose to study and learn, rather than immediately
thick tail. applying what they have learned on a widespread
Skalds are omnivorous creatures, combining the basis.
ability to consume vegetation with a scavenging As skald dislike being alone for more than brief
nature to supplement their diet with animal periods, they form compact communities with
carcasses. Like humans they are highly social and shared spaces and tight quarters. Social meeting
their cultures can be complex and sophisticated. places are common, and are often places of creative
There are never loners among the skald, and all performance. Skalds use various forms of

187
entertainment for social bonding and as a means of This creature has little comprehension of the
group communication. Each skald is often skilled at surface world, other than to know it is mostly
various performance arts, and show absolutely no barren of iron. The weak magnetic field at the
signs of shyness. surface confuses the directional sense of the spinar,
so it seems to move without purpose.
Spinar The spinar seems to have a steadying effect on
certain strong magnetic fields on their home
Author: Robert J. Hall. elemental plane. If they are dislodged from their
Large Elemental (Air, Incorporeal) natural place all manner of strange auroras and
Hit Dice: 4d8+8 (26 hp) electrical effects occur in the vicinity. These beings
Initiative: +1 provide neither sustenance for other beings nor
Speed: fly 30 ft. (good) (6 squares) consume life forms in their home plane.
Armor Class: 10 (-1 size, +1 Dex), touch 10, flat-
footed 9 Combat
Base Attack/Grapple: +3/— Spinars have little to fear from most living beings,
Attack: Touch +4 melee (1d8 electricity plus and will act without regard for possible threats
disruption) from a foe. They seek to drain magnetic energies,
Full Attack: Touch +4 melee (1d8 electricity plus and will attack in order to draw upon power
disruption) sources or refined metals. In addition to inflicting a
Space/Reach: 10 ft./5 ft. sharp shock, their attack can disable sensitive
Special Attacks: Telekinesis, disruption electronic equipment, electric motors, and power
Special Qualities: Natural invisibility, incorporeal conduits.
traits, elemental traits, blindsight 120 ft., immunity Disruption (Ex): A spinar's touch attack deals
to electricity electrical damage from the spinar's charged body.
Saves: Fort +3, Ref +5, Will +2 Creatures hit by a spinar's touch attack must also
Abilities: Str —, Dex 13, Con 14, Int 4, Wis 13, succeed on a DC 14 Fortitude save or be dealt a
Cha 8 point of Dexterity damage and be stunned for 1d4
Skills: Spot +4, Tumble +5 rounds. The save DC is Constitution-based.
Feats: Flyby Attack, Weapon Finesse Creatures hitting a spinar with all-metal melee
Environment: Elemental Plane of Earth weapons, natural weapons, or unarmed attacks take
Organization: Solitary electricity damage as though hit by the spinar's
Challenge Rating: 4 attack, and also take Dexterity damage and become
Treasure: None stunned unless they succeed on their Fortitude save.
Alignment: Always neutral The effect of successive disruptions is cumulative
Advancement: 5-8 HD (Large) upon the victim.
Level Adjustment: ―
Telekinesis (Ex): The spinar can manipulate any
ferrous metals as the telekinesis spell (caster level
The spinar is a complex electro-magnetic being 10th.)
formed from twists of magnetic polarity. The shape Natural Invisibility (Ex): This ability is constant,
of a spinar is roughly that of a torus, floating and allowing a spinar to remain invisible even when
wobbling in mid air with the central opening attacking. The natural invisibility is inherent and
perpendicular to the ground. Normally it is nearly not subject to the invisibility purge spell.
invisible to sight, unless the observer is able to
Blindsight (Ex): Spinars can sense the presence of
detect its magnetic effects. Spinars can easily pass
any ferrous metals and magnetic fields from up to
through most solid materials without harm, as long
120 feet away. They can also sense the faint
as there is even a weak magnetic field present that
magnetic field emitted by metal objects and living
can be used for levitation. The spinar is particularly
creatures. Beyond that range, they treat all targets
attracted to magnetized ferrous metals and will
as having total concealment. Strong magnetic fields
spend much of its time seeking such materials to
will block the blindsight ability within the radius of
draw upon the field energies.
effect, and will provide total concealment to
Unless dislodged from its habitat by some means, a anything behind the field.
spinar is content to bathe itself in a powerful
magnetic field. If summoned from the field, it
becomes confused and irrational, often moving at
random and dragging along bits and pieces of iron
and other ferrous materials it may find lying about.
The only location where it can again find
contentment is in the liquid metal core of a planet.

188
Organization: Solitary or pair
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

The sryag is an intelligent, bio-mimetic life form


that uses her ability to mimic other creatures to lure
prey within striking distance. She combines an
ability to modify her physical form with a limited
psionic ability to confuse her prey long enough to
delivery a paralyzing bite.
The body of a sryag consists of seven flexible, tail-
like limbs, a slender body, and a sleek head at the
end of an extendible neck. The upper limbs can
open into a fang-like appendage that can open to
reveal a set of venomous talons. The flesh of a
sryag is covered with a dense coating of tough,
flexible tendrils, each capable of changing hue,
shifting about, and expanding or contracting to
produce a particular form. A sryag is exceptionally
flexible, and can adjust her posture in ways that
would make a contortionist envious.
Combat
A sryag relies on camouflage and deception to
draw close to a foe, then spring onto the creature to
deliver a venomous grip with its talons. The
mimetic ability allows a sryag to pose as virtually
Illustration copyright © 2003 Eric Lofgren any life form of comparable dimension, although
www.ericlofgren.com creatures resistant to psionic command are not
readily deceived.
Sryag Paralysis (Ex): Those hit by a sryag's claw attack
must succeed on a DC 12 Fortitude save or be
Author: Robert J. Hall. paralyzed for 1d4 minutes. The save DC is
Sryag, 1st-Level Rogue Constitution-based and includes a +2 racial bonus.
Medium Aberration (Shapechanger) Psionics (Sp): 3/day—cause fear (DC 12), lesser
Hit Dice: 1d8 (4 hp) confusion (DC 12). In addition a sryag of 3rd level
Initiative: +2 can use detect thoughts (DC 13) and suggestion
Speed: 30 ft. (6 squares) (DC 13) once per day. Effective caster level equals
Armor Class: 13 (+2 Dex, +1 natural), touch 12, class levels. The save DCs are Charisma-based.
flat-footed 11 Mimetic Ability (Sp): As a full round action, a
Base Attack/Grapple: +0/-1 sryag can adjust its appearance as the alter self
Attack: Claw +2 melee (1d4-1) spell (caster level 3rd). In addition, once per round
Full Attack: 2 claws +2 melee (1d4-1) the sryag can designate one creature per Hit Dice,
Space/Reach: 5 ft./5 ft. and use its psionic ability to complete the
Special Attacks: Paralysis, sneak attack +1d6 phantasmal mimicry.
Special Qualities: Low-light vision, spell
resistance 6, trapfinding An affected creature that interacts with the
phantasm gets a DC Will save to recognize it as an
Saves: Fort +0, Ref +4, Will -1
illusion. For example, a creature that touched a
Abilities: Str 8, Dex 15, Con 10, Int 13, Wis 9, Cha
sryag and realized that the tactile sensation did not
12
match the visual one would be entitled to such a
Skills: Bluff +3, Disguise +9, Escape Artist +8,
save.
Listen +3, Move Silently +5, Search +3, Sleight of
Hand +5, Spot +3, Tumble +5 Spell Resistance (Ex): A sryag has spell resistance
Feats: Weapon Finesse equal to its class levels + 5.
Environment: Temperate forest Skills: A sryag gains a +4 racial bonus on Disguise

189
and Escape Artist checks. symbiotically with the body, it must be custom
designed for the individual. As a result the same
Sryag as Characters enhancement can not be directly transferred to
Sryag possess the following racial traits. another individual, unless it is a biological twin or a
• +4 Dexterity, -2 Constitution, +2 Charisma. clone. In addition, this enhancement requires no
• Medium size. external power source, so it operates at a low level
• Racial Feats: A sryag character gains feats and at a fairly leisurely pace. As a result this
according to her character class. technology is less effective than a self-powered
• A sryag's base land speed is 30 feet.
system. The benefit, however, is that it will
continue to operate as long as the host remains
• Special Attacks (see above): Paralysis.
functional.
• Special Qualities (see above): Psionics, mimetic
ability, spell resistance equal to class levels +5. Sample Tanker
• Favored class: Psychic Warrior.
This example uses a 3rd-level human rogue as the
• Level adjustment +3. base creature.

The Sryag rogue presented here had the following


ability scores before racial adjustment: Str 8, Dex Vincent SC-416
11, Con 12, Int 13, Wis 9, Cha 10. Medium Tanker Humanoid (Human)
Hit Dice: 3d6+6 (16 hp)
Initiative: +2
Tanker Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12,
Author: Robert J. Hall.
flat-footed 11
A tanker is an engineered creature designed to Base Attack/Grapple: +2/+3
excel at a particular task, such as combat. It is Attack: Masterwork dagger +4 melee (1d4+1/19-
created by carefully selecting advantageous genetic 20), or laser pistol +4 ranged (3d6)
traits from a number of different organisms, and Full Attack: Masterwork dagger +4 melee
fixing or removing disadvantageous flaws. The (1d4+1/19-20), or laser pistol +4 ranged (3d6)
creature is then grown within a tank filled with a Space/Reach: 5 ft./5 ft.
special cocktail of liquids designed to optimize Special Attacks: Sneak attack +2d6
growth and guard against hazards that may cripple Special Qualities: Trapfinding, evasion, trap sense
a life form at an early age. A tanker grows to +1, fast healing 2, compass, stasis, tanker traits
maturity within such a tank, and is fully educated Saves: Fort +3*, Ref +5*, Will +2*
and trained through neural implants. Abilities: Str 13, Dex 15, Con 14, Int 12, Wis 13,
Once a tanker is ready to emerge from its tank, a Cha 6
batch of custom-designed nanotech robots are Skills: Climb +7, Concentration +5, Disable
introduced into the body. Nanotechnology is Device +7, Gather Information +8, Hide +10,
engineering at the nanometer scale: small enough to Listen +7, Move Silently +10, Open Lock +7,
perform manipulation of individual atoms and Profession (recon) +7, Search +7, Spot +7
molecules. Typically this technology is used to Feats: Point Blank Shot, Precise Shot, Stealthy
produce a multitude of robots on the nanometer Challenge Rating: 5
scale that are then used to perform specific tasks. Alignment: Lawful neutral
The introduced nanotechnology robots draw energy
directly from the body, then perform such tasks as Tanker Traits (Ex): Vincent gains the following
healing wounds, disabling dangerous biological acquired traits.
agents, increasing the resiliency of critical organs, — *+4 bonus on saving throws against poison,
and defending the body from hostile nanotech. disease, and polymorph.
This nanotech enhancement is specially designed to — +10 bonus on saving throws against hostile
require no external power sources, and to function cellular nanotech.
as a complex, coordinated system. It actively adapts — +4 bonus on Gather Information checks.
to changing conditions and produces specialized (Already factored into the statistics).
robots to perform unusual tasks. The system can
Creating a Tanker Creature
also maintain itself by replicating new robots when
the older devices become non-functional. The "Tanker" is an acquired template that can be added
system will only cease to operate once it runs out of to any corporeal creature at birth, except a
energy, such as when the organism dies of construct, elemental, ooze, or undead (referred to
starvation. hereafter as the base creature.)
As this enhancement is designed to function It uses all the base creature's statistics and special

190
abilities except as noted here. Attack: Slam +8 melee (1d4) or glob +8 ranged
Size and Type: The creature's type and size are (acid)
unchanged. Do not recalculate Hit Dice, base attack Full Attack: Slam +8 melee (1d4) or 4 globs +8
bonus, or skill points. ranged (acid)
Space/Reach: 5 ft./5 ft.
Armor Class: Natural armor improves by +1 (this
Special Attacks: Acid
stacks with any natural armor bonus the creature
Special Qualities: Darkvision 60 ft., all-around
has).
vision, resistance to acid, immunities
Special Qualities: A tanker retains all the special Saves: Fort +2, Ref +6, Will +5
qualities of the base creature, and gains the Abilities: Str 10, Dex 20, Con 13, Int 9, Wis 12,
following. Cha 10
— Fast healing 2, or use the fast healing or Skills: Climb +6, Hide +10, Jump +5, Listen +2,
regeneration of the base creature if it is better. Search +1, Spot +3
— +4 bonus on saving throws against poison, Feats: Lightning Reflexes, Weapon Finesse
disease, and polymorph. Environment: Any
Organization: Solitary, pair, brood (2-5), or pack
— +10 bonus on saving throws against any form of
(6-10)
hostile nanotechnology that operates primarily
Challenge Rating: 4
at the cellular level. Thus this save does not
Treasure: None
apply to devices that were constructed by means
Alignment: Always neutral evil
of nanotechnology.
Advancement: 6-7 HD (Medium), 8-10 HD
— Compass (Sp): A tanker on a world with a (Large)
magnetic field can know direction as the spell Level Adjustment: ―
(caster level 1st). This ability is always active
unless disrupted by a strong magnetic field or in
the presence of significant quantities of ferrous The thick, round body of this strange creature is
metals. shaped like a torus, with a spiny, vertical hole in
the center. It has four identical legs around the
— Stasis (Sp): If a tanker is dealt sufficient
exterior, each with six flexible joints. On the end of
damage to kill it, the nanotech robots almost
each leg is a dark, sticky pad that allows it to cling
immediately places the creature in a state of
readily to any surface.
crystalline stasis. This functions as the temporal
stasis spell (caster level 16th), except the body The flesh of a tordori is rubbery and smooth, with a
can still be damaged. drab olive hue that merges with a speckled pattern
of pale green and black along the top. Placed on the
Stasis prevents additional damage due to organ
outer rim between each of the legs is a short,
failure, and potentially allows the creature to be
knobby protrusion with three small, dark eyes
revived with suitable medical technology. It
arranged around the top of the rim.
requires a DC 40 Heal check to revive a
creature from stasis. A properly equipped The tordori can move with remarkable speed and it
medical technician can automatically revive the has lightning-quick reflexes. It moves equally fast
creature from stasis. whether it is running across a floor or up a wall,
and it is also a proficient leaper. Surprisingly it is
Abilities: Increase from the base creature as not a good swimmer, although it can float
follows: Str +2, Dex +2, Con +4, Wis +4, Cha -2. effortlessly.
Skills: A tanker have a +4 racial bonus on any one The tordori reproduces by budding off a small copy
skill. They also have a +2 bonus on Concentration of itself, shaped as a small, four-legged oval. This
checks. bud must then seek a tordori bud of the opposite
Challenge Rating: Same as the base creature +2. sex to merge with before it can grow to adulthood.
Each bud can live for up to eight days and will not
Tordori stop to eat, sleep, or drink during that time. Some
tordori are more social in nature, and they may pair
Author: Robert J. Hall. up with a suitable mate in order to ensure that the
Medium Aberration bud copies successfully join.
Hit Dice: 5d8+10 (33 hp)
Initiative: +5 Combat
Speed: 50 ft. (10 squares), climb 50 ft. The primary modes of attack of the tordori are the
Armor Class: 16 (+5 Dex, +1 natural), touch 15, four protruding knobs distributed between the legs.
flat-footed 11 Each of these can fire a sticky glob of acid at any
Base Attack/Grapple: +3/+3 single target within a ninety-degree arc. The acid

191
clings to the target and continues to burn for Organization: Solitary, pair, company (2-5), squad
several rounds. Once a prey has been slain or (11-20, plus 2 3rd-level sergeants), or company (30-
subdued, the tordori squats with it's inner rim over 100, plus 1 3rd-level sergeant per 10 members, plus
the body and injects potent digestive juices that 5 5th-level lieutenant, 1 7th-level leader)
turn the body into a soft pile of mush. The tordori Challenge Rating: 1
then absorbs the remains through a series of small Treasure: Standard
pores on the interior of the central opening. Alignment: Usually lawful neutral
A crafty creature, its mind is capable of devising Advancement: By character class
clever tactics to overcome a foe. However it lacks Level Adjustment: +1
any sense of self-awareness and exists primarily to
hunt down and slay living creatures. It can be The trig, or au'giar trigomn, resemble a thin, wiry
relentless in this task, but will be a patient and wily human in overall form, with facial features that
hunter until a suitable opportunity to strike arises. resemble a cross between a salamander and a bat.
Acid (Ex): Each of the four side knobs can hurl an Their colorful body hide is tough and finely scaled,
acid blob once every 1d3 rounds that functions like with patches of scented fur providing distinctive
an acid arrow spell (caster level 9th.) During a age and leadership markings. Large ears are shaped
single round, a tordori can only aim one knob at a somewhat like a bats', providing the trig with good
target in any one 90-degree arc (forward, left, hearing — albeit only to the fore.
backward, right) so no two ports can aim at the Due to their carnivorous nature, the face of a trig
same target unless the foe is directly above or has a prominent, fanged snout. On the female of the
below. A tordori can turn its body each round to species, a colorful beard runs down both sides of
change which knob it brings to bear in any given the face from the cheeks. These beards hide scent
arc. glands that distinctly identify every trig. Their eyes
All-Around Vision (Ex): Their many eyes give are the same color as their flesh, with cat-like
them a +2 racial bonus to Spot and Search checks, pupils and a cool, unblinking stare. A prominent
and they can't be flanked. ringed protuberance runs down from their chin to
Immunities (Ex): Due to their particular alien the belly, forming a long, neck-like tube that can
physiology, tordori are immune to mind- distend to swallow large portions of fresh meat.
influencing effects, poison, sleep, disease, and any Most of the settled and civilized members of the
form of mind reading. trig race are female. These reside in cities, or in
Skills: A tordori has a +4 racial bonus to Climb and breeding settlements known as styches. The males
Jump checks. prefer to live solitary lives in the wilds, wandering
between remote styches of trigs where they can
mate. The trig females reproduce by laying one or
Trig two translucent, leathery eggs in a shallow pool,
Author: Robert J. Hall. which are carefully protected in moist, warm caves.
Trig Militant 1st-Level Warrior Five categories of trig are born from these eggs: the
Medium Humanoid mules, militants, magi, males, and the rare mutants.
Hit Dice: 1d8+1 (5 hp) For every twenty eggs hatched, there are born
Initiative: +2 roughly the following: ten mules, five males, three
Speed: 40 ft. (8 squares) militants, and a single magi. Less than one in a
Armor Class: 17 (+2 Dex, +4 natural, +1 light thousand mules is born a mutant.
shield), touch 12, flat-footed 15 • The mules are short and tough beings, with
Base Attack/Grapple: +1/+2 mediocre intelligence and somewhat clumsy
Attack: Shortspear +2 melee (1d6+1) reflexes.
Full Attack: Shortspear +2 melee (1d6+1) • The militant trig are taller, with broad, muscular
Space/Reach: 5 ft./5 ft. bodies and lightning-fast reflexes. Their hide is
Special Attacks: — especially tough, and they have a better ability
Special Qualities: Low-light vision, fast healing 2 to heal from wounds than their kin.
Saves: Fort +3, Ref +2, Will -1
• The magi tower over their other kin, and are
Abilities: Str 13, Dex 15, Con 12, Int 10, Wis 9,
blessed with good intelligence, a remarkable
Cha 8.
verbal memory, and excellent organizational
Skills: Climb +3, Jump +3, Listen +4, Spot +2
skills.
Feats: Alertness
Environment: Temperate plains • The males are the shortest of the trig, with
stooped, muscular bodies and keen senses. They
spend much of their lives wandering the

192
wilderness during the night time. Males are called a cretch. These are formed when a group of
almost as intelligent as a human, although their hatchlings is born and raised in a warm, damp
aggressive and independent nature makes them cavern, forming a tight family bond between the
unsuited for a settled lifestyle. female hatchlings that will last for a lifetime. The
• The rare mutants are almost indistinguishable cretch eggs are laid by a closely allied grouping of
from normal mules, but have the innate power adult females known as a Kith. By tradition, the
to channel psionic energy for the magi. Kith must consist of at least one mule, one militant,
and one magi, so that each young hatchling will
Trig Culture have an adult example on which to model their
Work within the trig community is divided among behavior. The trig females instinctively fear the
the five trig categories according to type, and it is presence of adult males within a cretch, as the
very rare for a trig to perform the duties of a males will slay any infant offspring that is not their
different type. own. So the Kith are constantly on guard to protect
their hatchlings against such intrusions.
• Mules perform all the hard, back-breaking labor
that is required by the trig society. Mules With the exception of the males, the members of a
willingly endure great hardships in order to cretch will usually cohabitate in close proximity to
complete their assigned tasks, making them a each other for most of their lives. Each member of
favored target for non-trig slave raiders. On a cretch becomes responsible for the livelihood of
occasion a bright mule will appear, and these all the others. Should a mutant be born to a cretch,
are allowed to focus their energies on more most likely that female will serve as a assistant to a
creative works. magi within the same cretch. When a member of a
cretch dies, all of the other members will mourn the
• The militants are the warriors of the trig, and loss.
they perform most of the fighting. With their
tough hide, militant trig have little need for The faces of the trig have little ability to form
additional armor. Instead they carry heavy emotional expressions, so they display their mood
packs of supplies and equipment to allow for by altering the color of their prominent ears.
rapid maneuvers over long distances. Units of Indeed, the trig magi often wear large cowls to
trig militants are tough, steady, and relentless in more clearly present their ears against a lighter
action, and they can run down even a non-trig background. The magi also prominently display
cavalry unit after a lengthy chase. Although their neck ridges, leaving their garb open down to
militants make good infantry troops, they are the belly in order to demonstrate their appetite.
very poor riders. Most trig females have an innate dislike of sea
• The magi are responsible for maintaining the
travel. Hence they never build ports and prefer to
leave the task of shipping goods overseas to other
oral records and traditions of the trig, aided only
races. They also instinctively distrust animals that
by pictograms on clay tablets that are used to
have been domesticated by other races, so they will
prompt the recall of memories. While intelligent
not, for example, ride a horse. Instead, the trig have
and skilled, the magi have only a minor, inate
domesticated several breeds of animals to serve
ability to use psionics. Instead they rely on the
their special requirements.
rare mutant trig to serve as catalysts and
generate the needed psionic energies. Hence, all Politically, the trig are organized and ruled by the
magi psions are accompanied by a mutant magi. However, each type of trig is expected to
assistant when casting spells and rituals. Most select masters from among their kind who will
magi favor long, flowing robes for their attire, serve as their voice in the government. These
with sandals and a variety of precious metal masters are usually the eldest of their kind, and are
adornments. often members of the same cretch. As the eldest
trig, they will have lost their ability to lay eggs, so
• The sole purpose of the males is to mate with
they can fully dedicate their lives to their political
the females. When one of the female trig enters
duties.
heat, they enter a styche in order to mate with
the healthiest surviving males. The magi, and indeed all female trig, do not seem
to comprehend the right of rule by heredity.
• Since the time of the earliest appearance of
Instead, the prerequisite for serving in the
psions among the non-trig people, the mutants government is to become a member of a Kith.
have been carefully bred by the magi in order to Often a close political alliance is usually formed by
strengthen the Catalytic abilities of their line. the members who served together in the same Kith.
As a result, the Mutants have become somewhat Females who have belonged to a number of Kith
inbred and have begun to develop some peculiar will be highly respected and have a greater voice in
physical characteristics. the ruling of the trig people.
The basic organizational unit of the trig females is The verbal knowledge of the magi, and the untiring

193
labor of their dedicated mules, allow the trig to of debt is carefully painted on the outside of the
build tremendous fortress cities that are huge hives tube by a trig scribe, then the hollow interior is
of activity. The thick walls of these old cities tower sprayed with the unique musk of the trig who is
over the lesser structures of other beings on this accepting the debt. Due to the sensitive olfactory
world and serve as the foundation of trig military sense of the trig, the individual who marked the
strategy. Within these enclosed cities are formed interior can be readily identified. Even loans to the
many artificial caverns that serve to protect their non-trig races can be made in this manner, although
cretch from male trig and other invaders. the amounts of such debts is usually limited.
When at war with another group or race, the trig There are two types of unique unlawful behavior
militants prefer to engage in combat by maneuver. that are perpetrated by the trig criminal
Their light, mobile battle units can strike deep into underground. The first is the keeping of male
enemy territory, often catching their foe off guard. breeders, known as Barrons, against their will
When called upon to do battle, however, the inside of the cities. These fertile males are usually
militants form a phalanx in the style of a roman taken fresh from the cretch and held in secret
maniple. That is, each battle group forms a block of chambers for their entire adult lives. Such males are
troops, with each block offset from its neighbor to often broken and incapable of life in the wilds.
allow room for maneuver. When the maniples close Their offspring are usually inferior, as these males
with the enemy, they form up into a single line. never undergo the hazardous selection trials that
The militant battle groups form a most unusual occurs in the wilds between the styches. However,
phalanx. While the first two or three rows are some trig females who have a strong fear of travel
equipped with the standard overlapping shield and outside the city walls often prefer to breed with a
pike, the next two rows carry a weapon known as a Barron.
pole-bow. This is a small crossbow that has been The other criminal activity, and one that is
mounted at the end of a pole, allowing the weapon considered a heinous act by all trig, is the
to be projected forward and fired into the midst of replacement of an egg in a cretch by that of another
the enemy. The two rows armed with the pole-bow female. Such acts usually occur when a female is
take turns arming their weapon and firing, trading banned from joining a Kith due to inappropriate
their positions with each release. The bolts released behavior. As the magi control the formation of each
by these small crossbows, while not very accurate Kith, they can forbid entry to any females who
at range, are devastating in close quarters. have practiced improper codes of behavior, such as
The ancient religious traditions of the trig center capitol crimes or breeding with a Barron. The
around the Allwoh, a belief that the many gods are replaced egg is usually destroyed by the perpetrator
really one god and the Allwoh chooses to speak of this crime, an act that is akin to murder in trig
with different voices. The ageless temples of society.
Allwon are built to exacting specifications, There are several distinct races of trig, each
according to trig tradition. In the center is the Pillar evolved to thrive in a different climate and terrain.
of the Allwoh, a great stone totem with the many The au'chikar are desert people, with a brown and
faces of their goddess peering in all directions. The tan hide that blends into the natural terrain. They
totem is at the bottom of a circular, stepped court favor the targree, a giant, worm-like mount that is
that is surrounded by a double ring of heavy stone slow but can travel great distances in the heat
pillars. On the side facing the center of the temple, without tiring. Among the temperate plains of the
each of the outer pillars bears the face of a different north are the cha'grid, a pale-fleshed people who
revered cretch mother spirit, an agent of the Allwoh favor warm garb to cover their pale yellow flesh.
who serves her purposes upon the mortal plane. These ride the six-legged ern, a large, herbavorous
The temple is covered by a dome that is supported reptile that is surprisingly fast. Finally, the dark-
by the outer pillars. At the center of the dome is an blue fleshed ermok-nok dwell among the forested
opening so that the Pillar of Allwoh may view the hills and mountains. These ride the lumar beasts, a
sky. giant, flightless bird with a huge, predatory beak.
Due to the tremendous age of trig civilization, the The trig are not only tolerant of non-trig races, but
magi carry the verbal knowledge of untold actually encourage such people to settle among
generations of their people. Through these verbal their lands and trade in their cities. The magi of the
traditions, they are now masters of many arts. trig have noted that such races often breed a higher
The trig economy is based on a currency system proportion of beings who can serve as catalysts.
that uses kiln-fired, thimble-sized clay spheres. These special members of the race are accorded
Each sphere bears the stamp of its denomination great honor among the trig, and are well rewarded
and a prayer to the Allwoh. For larger debts, the for their services to the magi. Due to their cultural
trig instead use musk sticks: hollow lengths of a heritage, however, the trig are more suspicious
special grassy- wood known as Mollack. The type about male members of such races, and even

194
mutant males are rarely accepted into the trusted Vevul
circles of the trig.
Author: Robert J. Hall.
Trig as Characters
Large Animal
Trig leaders tend to be magi psions. Hit Dice: 4d8
Trig mules possess the following racial traits. Initiative: +6
— Str +2, Dex -2, Con +2, Int -2. Speed: 50 ft. (10 squares)
— A trig mules base land speed is 30 feet. Armor Class: 13 (-1 size, +2 Dex, +2 natural),
— +2 natural armor bonus. touch 11, flat-footed 11
— Low-light vision.
Base Attack/Grapple: +3/+8
Attack: Kick +4 melee (1d6+1)
— +2 racial bonus on Listen checks.
Full Attack: Kick +4 melee (1d6+1)
— Automatic Languages: Common, Trig.
Space/Reach: 10 ft./5 ft.
— Favored Class: Rogue.
Special Attacks: ―
— Level adjustment +0.
Special Qualities: All-around vision, low-light
Trig militants possess the following racial traits. vision, scent
— Str +2, Dex +2, Cha -2. Saves: Fort +6, Ref +6, Will +1
— A trig mules base land speed is 40 feet. Abilities: Str 12, Dex 15, Con 15, Int 2, Wis 11,
— A trig militant is automatically proficient with Cha 5
simple weapons and shields. Skills: Listen +6, Spot +7
— +4 natural armor bonus. Feats: Alertness, Improved Initiative
— Low-light vision. Environment: Warm plains
— Fast Healing 2. Organization: Solitary or herd (6-24)
— +2 racial bonus on Listen checks. Challenge Rating: 2
— Automatic Languages: Common, Trig. Advancement: 5-6 HD (Large)
— Favored Class: Fighter. Level Adjustment: ―
— Level adjustment +2.
Trig magi possess the following racial traits. Evolved on a low gravity world, this bug-eating
beast is unusually tall and has four long, gangly
— Str -2, Int +2, Cha +2.
limbs. The round, symmetrical central body of the
— A trig mules base land speed is 30 feet.
vevul is widest at the top, then tapers downward to
— +1 natural armor bonus.
the cone-shaped head at the base.
— Low-light vision.
There are eight glassy, unblinking eyes arranged
— +2 racial bonus on Listen checks.
about the head, giving it all-around vision. Several
— Automatic Languages: Common, Trig.
flexible tendrils project out from the tip of the
— Psionics (Sp): 3/day—lesser confusion, mage
snout, and are used to grasp small plants and
hand, message. Effective caster level equals the morsels off the ground that are fed into the flexible,
trig magi's class levels. The save DCs are tubular mouth. Four long, thrice-cloven legs with
Charisma-based. hooves project downward from shoulders located
— Spell Resistance (Ex): A trig magi has spell around the top of the body. These provide mobility
resistance equal to class levels +5. and are used to hold the head at the required height
— Psionics Limitation (Ex): Must be within 30 feet above the ground.
of a mutant in order to use psionic powers.
— Favored Class: Psion. Combat
— Level adjustment +2. When a vevul becomes aware of a threat, it emits a
Trig males possess the following racial traits. deep thumping sound, alerting other nearby vevul.
— Str +2, Wis +2, Cha -2. In spite of its odd shape the vevul can move quite
— A trig mules base land speed is 30 feet. rapidly and is highly agile. Generally it is not
— +2 natural armor bonus.
considered particularly dangerous, although it has a
nasty kick that it uses to drive off predators.
— Low-light vision.
— +4 racial bonus on Listen checks. All-Around Vision (Ex): The many eyes of the
— +2 racial bonus on Spot checks. Vevul give them a +2 racial bonus on Spot checks,
— Automatic Languages: Common, Trig. and it can not be flanked.
— Favored Class: Ranger.
— Level adjustment +1.

195
Xenic Combat
The xenic possess a limited form of telepathy that
Author: Robert J. Hall. allows a pack to silently communicate simple
Medium Aberration messages over short distances. They work together
Hit Dice: 2d8+4 (13 hp) as a team to close in on a prey, laying a trap that is
Initiative: +3 sprung when one of the xenic advances to panic
Speed: 40 ft. (8 squares) their target. When the prey approaches the
Armor Class: 15 (+3 Dex, +2 natural), touch 13, remainder of the pack, their psionic abilities are
flat-footed 12 used to daze and confuse the creature, allowing the
Base Attack/Grapple: +1/-1 killing strike.
Attack: Claw +3 melee (1d4-2 plus daze) Daze (Sp): When the xenic physically contacts an
Full Attack: 2 claws +3 melee (1d4-2 plus daze) opponent, it can attempt to cloud the mind of the
Space/Reach: 5 ft./5 ft. creature so that it takes no actions. An opponent hit
Special Attacks: Psionics by a xenic's claw attack must succeed on a DC 15
Special Qualities: Darkvision 60 ft., fast healing 2, Will save or be dazed for a round. The save DC is
spell resistance 8, mind sense Charisma-based.
Saves: Fort +2, Ref +3, Will +4.
Psionics (Sp): At will―know direction, message,
Abilities: Str 7, Dex 17, Con 14, Int 6, Wis 12, Cha
resistance. 3/day―cause fear (DC 15), feather fall,
19
lesser confusion (DC 15). 1/day―slow (DC 17).
Skills: Climb +3, Hide +4, Listen +2, Move
Effective caster level 6th. Save DCs are Charisma-
Silently +9, Spot +2
based.
Feats: Weapon Finesse
Environent: Cold hills Mind Sense (Sp): At will as a standard action, a
Organization: Solitary, pair, or pack (5-10) xenic can detect the presence or absence of
Challenge Rating: 2 thoughts in an area as the detect thoughts spell used
Advancement: 3-6 HD (Medium), 7-10 (Large) for a single round. Equivalent caster level 3rd.
Level Adjustment: ― Skills: Xenic have a +4 racial bonus on Climb and
Move Silently checks.
The large, oval head of this creature is shaped
somewhat like a toadstool, with a pair of large,
piercing black eyes, and a wrinkled neck extending
down to a bundle of articulated limbs. The top of
the head is a gold hue covered with large brown
mottling that changes hue when the xenic is
displaying strong emotions. Two triangular
protrusions along the sides of the heads serve as
cooling mechanisms, each having flapping vents
for circulating air. The hide of a xenic is wrinkled
and coarse, with a light stubble of bristly
protrusions.
These creatures were bred by an ancient, long-
extinct alien race to serve as a dangerous hunting
animal for sport. The xenic evolved on a low
gravity world with a thin atmosphere, and can
readily tolerate high altitudes that would quickly
exhaust a human. While the xenic have powerful
minds, they lack the reasoning faculties of a
sentient race. Instead their mental abilities are
focused on their potent psionic abilities, which are
used for hunting their prey.
Despite their predatory nature, the xenic are
gregarious creatures similar in nature to wild lions.
The female of the species hunt for food in a team
while the sluggish but more potent males stay
behind to protect their offspring. These creatures
typically dwell in a cave or covered area high up a
slope where they have an excellent view of the
surroundings.

196
Animals Baluchitherium
Many of these animals are drawn from past eras, Author: Robert J. Hall.
and are suitable for use in a time travel or Gargantuan Animal
cliffhanger campaign. Hit Dice: 14d8+84 (147 hp)
Initiative: -1
Arsinoitherium Speed: 40 ft. (8 squares)
Armor Class: 15 (-4 size, -1 Dex, +10 natural),
Author: Robert J. Hall. touch 5, flat-footed 15
Large Animal Base Attack/Grapple: +10/+33
Hit Dice: 9d8+54 (94 hp) Attack: Stamp +17 melee (1d8+11)
Initiative: -1 Full Attack: Stamp +17 melee (1d8+11)
Speed: 30 ft. (6 squares) Space/Reach: 20 ft./15 ft.
Armor Class: 15 (-1 size, -1 Dex, +7 natural), Special Attacks: Trample 1d8+11
touch 8, flat-footed 15 Special Qualities: Low-light vision, scent
Base Attack/Grapple: +6/+17 Saves: Fort +17, Ref +8, Will +4
Attack: Gore +12 melee (1d8+7) Abilities: Str 32, Dex 9, Con 23, Int 2, Wis 11, Cha
Full Attack: Gore +12 melee (1d8+7) 6
Space/Reach: 10 ft./5 ft. Skills: Listen +11, Spot +10
Special Attacks: — Feats: Alertness, Endurance, Great Fortitude,
Special Qualities: Low-light vision Power Attack, Weapon Focus (stamp)
Saves: Fort +14, Ref +5, Will +3 Environment: Warm forests
Abilities: Str 25, Dex 8, Con 22, Int 2, Wis 11, Cha Organization: Solitary or herd (3-18)
2 Challenge Rating: 12
Skills: Listen +5, Spot +4, Swim +10 Advancement: 15-24 HD (Huge)
Feats: Alertness, Dodge, Endurance, Great Level Adjustment: ―
Fortitude
Environment: Warm marshes Also known as the paraceratherium, this huge beast
Organization: Solitary or herd (2-12) is an extinct relative of the rhinoceros. Possibly the
Challenge Rating: 5 largest land mammal that ever existed, they dwelled
Advancement: 10-13 HD (Large); 14-25 HD only in parts of the Asian continent from 30 to 20
(Huge) million years ago. The adult stood 18 ft. at the
Level Adjustment: ― shoulders and 22 ft. in length, with a hornless skull
that was over three feet long. Undoubtedly a
This large herbivore is roughly the size of a vegetarian, the baluchitherium browsed among the
rhinoceros, with four legs similar to those of an tree branches like a giraffe. However, a heavy neck
elephant. The arsinoitherium is armed with two and long, straight legs allowed this beast to reach
huge, forward-pointing horns mounted to either much higher branches.
side of the head. It is believed to have lived in
Combat
swamps where it chewed coarse-leafed plants for
food. With a mouth full of grinding molars it could When threatened the immense baluchitherium will
not deliver a serious bite. The arsinoitherium has stomp on its attacker, then advance to trample any
left no modern ancestors. remaining opponents.
Trample (Ex): Reflex half DC 28. The save DC is
Combat Strength-based.
The arsinotherium uses its horns to drive away
attackers, making brief, threatening charges. It has
a blind spot to the front that limited accuracy, but
Canis Dirus
its sheer bulk is more than sufficient to deter most Author: Robert J. Hall.
foes. Medium Animal
Hit Dice: 3d8+9 (23 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12,
flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Bite +6 melee (1d8+3)

197
Full Attack: Bite +6 melee (1d8+3) Saves: Fort +20, Ref +10, Will +7
Space/Reach: 5 ft./5 ft. Abilities: Str 42, Dex 12, Con 28, Int 2, Wis 14,
Special Attacks: Cha 6
Special Qualities: Low-light vision, scent Skills: Listen +11, Spot +11, Survival +9*
Saves: Fort +6, Ref +5, Will +2 Feats: Alertness, Great Fortitude, Improved
Abilities: Str 16, Dex 14, Con 17, Int 2, Wis 12, Critical (bite), Skill Focus (survival), Weapon
Cha 6 Focus (bite)
Skills: 6 Hide +3, Listen +2, Move Silently +3, Environment: Warm aquatic
Spot +2, Survival +2* Organization: Solitary
Feats: Improved Overrun, Track B, Weapon Focus Challenge Rating: 16
(bite) Advancement: 16-24 HD (Colossal)
Environment: Temperate plains Level Adjustment: ―
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 2
This giant shark was the largest meat-eating fish
Advancement: 4-8 HD (Large)
ever known to have lived. Reaching an enormous
Level Adjustment: ― 100-110 ft. in length, megatooth dominated both
warm and perhaps even cool water oceans from 24
This predator was a slightly larger version of the to 2 million years ago. The serrated, blade-like
common wolf, with a length of 5 feet and a weight fangs of this monster grew to a remarkable length
of 110 lbs. The canis dirus is the largest member of of 6-in., large enough to cover a hand. They were
its species known to have existed. It had a heavier arranged in multiple rows of up to 300 teeth, and
build than a common wolf, with shorter but sturdier new ones would grow in as old teeth broke off.
legs and a larger head. It was quite capable of When open, the jaws are large enough to
crushing bones with their large, powerful teeth. accommodate a fully grow man standing upright,
However, it had a smaller brain and was not as and could probably have crushed a small vehicle.
intelligent as its lesser cousins. Neither could it run Food was not chewed, but was gulped down whole
as fast due to its shorter legs. in huge chunks.
Canis dirus were widespread, and existed both as At its peak, the "Big Tooth" feasted on the diverse
hunters and carrion feeders. They went extinct whale populations that peaked during the Miocene
when their preferred prey vanished due to climate period, especially on the calves and old or sick
changes. specimens. Later, as the ice ages closed in around
the poles and the whales began migrating north to
Combat colder waters, the giant shark lost its primary food
The canis dirus is not as canny a predator as the source and is now believed to have become extinct.
wolf, relying more on pure brute strength to bring Today, the closest living relative of this giant
down a foe. Nevertheless it is a capable hunter that creature is the much smaller great white shark.
that can attack alone or as a pack. Canis dirus will
chase or ambush a prey, then knock it down and Combat
inflict crippling bites with its powerful jaw. This immense creature attacks in a burst of speed,
Skills: *Canis dirus have a +4 racial bonus to swimming at its prey and biting off huge chunks. It
Survival checks when tracking by scent. then circles around to finish off whatever is left.
For smaller meals it will crush its prey in its fanged
maw, then swallow it whole.
Carcharodon Megalodon Improved Grab (Ex): To use this ability, the
Author: Robert J. Hall. carcharodon must hit with its bite attack. It can then
Colossal Animal attempt to start a grapple as a free action without
Hit Dice: 15d8+135 (203 hp) provoking an attack of opportunity. If it wins the
Initiative: +1 grapple it establishes a hold and can swallow the
Speed: Swim 50 ft. (10 squares) foe the following round.
Armor Class: 12 (-8 size, +1 Dex, +9 natural), Swallow Whole (Ex): A carcharodon can try to
touch swallow a grabbed opponent up to two size
Base Attack/Grapple: +11/+35 categories smaller than itself by making a
Attack: Bite +20 melee (4d6+24/19-20) successful grapple attempt. Once inside, the
Full Attack: Bite +20 melee (4d6+24/19-20) swallowed creature takes 2d8+16 points of
Space/Reach: 30 ft./20 ft. bludgeoning damage and 8 points of acid damage
Special Attacks: Improved grab, swallow whole per round from the carcharodon's gizzard.
Special Qualities: Low-light vision, scent A swallowed creature can cut its way out by using

198
a light slashing weapon or piercing weapon to do Rake (Ex): Attack bonus +11, damage 1d6+3.
30 points of damage to the gizzard (AC 11.) Once Skills: Cave lions receive a +4 racial bonus to Hide
the creature exits, muscular action closes the hole; and Move Silently checks. In areas of tall grass or
another swallowed opponent must cut its own way heavy undergrowth, the Hide bonus improves to
out. +12.
Skills: *A carcharodon has a +4 bonus on survival
checks when tracking by scent. Chimpanzee
Cave Lion Author: Robert J. Hall.
Small Animal
Author: Robert J. Hall. Hit Dice: 1d8+1 (5 hp)
Large Animal Initiative: +2
Hit Dice: 7d8+21 (52 hp) Speed: 30 ft. (6 squares), climb 30 ft.
Initiative: +3 Armor Class: 14 (+1 size, +2 Dex, +1 natural),
Speed: 40 ft. (8 squares) touch 13, flat-footed 12
Armor Class: 17 (-1 size, +3 Dex, +5 natural), Base Attack/Grapple: +0/-1
touch 12, flat-footed 14 Attack: Bite +3 melee (1d4+2) or small club +3
Base Attack/Grapple: +5/+16 ranged (1d4+2)
Full Attack: 2 claws +11 melee (1d6+7 and, bite Full Attack: Bite +3 melee (1d4+2) or small club
+6 melee (1d8+3) +3 ranged (1d4+2)
Space/Reach: 10 ft./5 ft. Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, improved grab, rake Special Attacks: —
1d6+3 Special Qualities: Low-light vision, scent
Special Qualities: Low-light vision, scent Saves: Fort +3, Ref +4, Will +1
Saves: Fort +8, Ref +8, Will +3 Abilities: Str 14, Dex 15, Con 13, Int 2, Wis 12,
Abilities: Str 24, Dex 16, Con 17, Int 2, Wis 12, Cha 7
Cha 7 Skills: Balance +12, Climb +12, Listen +4, Spot +4
Skills: Hide +8*, Jump +8, Listen +6, Move Feats: Alertness
Silently +9*, Spot +6 Environment: Warm forests
Feats: Alertness, Endurance, Run Organization: Solitary, pair, company (3-5), or
Environment: Cold plains troop (10-40)
Organization: Solitary, pair, or pride (6-10) Challenge Rating: ½
Challenge Rating: 5 Advancement: 2-3 HD (Medium)
Advancement: 8-11 HD (Large) Level Adjustment: —
Level Adjustment: ―
These are small apes with dark hair and somewhat
This extinct member of the cat family was a third humanoid facial features that can be very
larger in overall dimensions compared to the expressive. They usually walk on all four limbs, but
modern lion, and weighed perhaps half again as can also waddle upright for short distances.
much. They also hunted in prides, much like the Chimpanzees are very intelligent for animals and
modern lion. Felis leo spelaea is known to have can display cunning in a fight. They feed mainly on
dwelled in parts of Europe and northern Asia fruit, nuts, and insects, and spend most of the day
during the last glacial age. Cave lions were well- foraging through the forest.
adapted to cold climates, with a warm coat and
larger body mass to preserve heat. Combat
Chimpanzees will flee from most fights, turning to
Combat bite when escape is unlikely. When they travel in a
The cave lion relies on stealth and sudden rapid larger group, they will throw sticks to drive away
charges to catch its prey. It grasps the opponent predators.
with its claws, then bites with a powerful jaw. Skills: Chimpanzees have a +8 racial bonus on
Pounce (Ex): If a cave lion charges a foe, it can Balance and Climb checks. They can always
make a full attack, including two rake attacks. choose to take 10 on Climb checks, even if rushed
Improved Grab (Ex): To use this ability, a cave or threatened.
lion must hit with its bite attack. It can then start a
grapple as a free action without provoking an attack
of opportunity. If it wins the grapple check, it
establishes a hold and can rake.

199
Electric Eel Giant Beaver
Author: Robert J. Hall. Author: Robert J. Hall.
Medium Animal (Aquatic) Large Animal
Hit Dice: 1d8 Hit Dice: 3d8+6 (20 hp)
Initiative: +1 Initiative: +1
Speed: Swim 20 ft. (4 squares) Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 10, touch 10, flat-footed 10 Armor Class: 12 (-1 size, +1 Dex, +2 natural),
Base Attack: +0/-4 touch 10, flat-footed 11
Attack: Bite +0 melee (1d3-2) Base Attack/Grapple: +2/+9
Full Attack: Bite +0 melee (1d3-2) Attack: Bite +5 melee (1d4+1*)
Space/Reach: 2-½ ft./0 ft. Full Attack: Bite +5 melee (1d4+1*)
Special Attacks: Shock 2d6 plus stun Space/Reach: 10 ft./5 ft.
Special Qualities: Blindsight 30 ft., resistance to Special Attacks: —
electricity 15, low-light vision Special Qualities: Low-light vision
Saves: Fort +2, Ref +2, Will +1 Saves: Fort +5, Ref +4, Will +2
Abilities: Str 7, Dex 11, Con 10, Int 2, Wis 12, Cha Abilities: Str 17, Dex 13, Con 14, Int 2, Wis 12,
4 Cha 8
Skills: Listen +3, Spot +3 Skills: Listen +4, Spot +4, Swim +11
Feats: Weapon Finesse Feats: Alertness, Endurance
Environment: Warm aquatic Environment: Temperate forests
Organization: Solitary or pair Organization: Solitary or pair
Challenge Rating: 1 Challenge Rating: 1
Advancement: 2-3 HD (Medium) Advancement: 4-5 HD (Large)
Level Adjustment: — Level Adjustment: ―

This is a long, slender fish resembling an eel. It This giant, land-based relative of the beaver is
normally dwells in shallow, freshwater lakes and almost as large as a black bear. Castoroides was 7-8
rivers. The electric eel hunts small prey, stunning ft. in length, with short legs, webbed back feet, and
them with a powerful jolt of electricity. It can a relatively long, narrow tail. The Giant Beaver was
navigate murky waters, using smaller electric a strong swimmer who lived in lakes and ponds
emissions from its body to sense its surroundings. bordered by swamps. It never built dams or felled
trees, relying instead on existing habitat. With
Combat enormous incisors, the giant beaver fed on the
The electric eel can deliver a powerful jolt of up to coarse vegetation that bordered the water.
500 volts, sufficient to stun a horse. It uses these
electrical charges to ward away potential attackers. Combat
Blindsight (Ex): Electric eels can sense all foes in *A giant beaver's bite attack is treated as a
the water within 30 feet as a sighted creature secondary attack and adds only half the giant
would. Beyond that range or outside the water, they beaver's Strength bonus to damage.
treat all targets as having total concealment. Skills: A giant beaver has a +4 racial bonus on any
Shock (Ex): Once each round, an electric eel can Swim check to perform some special action or
deliver an electrical shock to all living creatures in avoid a hazard. It can always take 10 on a Swim
the water within 5 feet. This attack deals 2d6 points check, even if distracted or endangered.
of non-lethal damage and stuns for 1d4 rounds
(Reflex DC 12 half and no stun). The save DC is Giant Ground Sloth
Constitution-based and includes a +2 racial
modifier. Author: Robert J. Hall.
Huge Animal
Hit Dice: 12d8+78 (132 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 12 (-2 size, -2 Dex, +6 natural),
touch 6, flat-footed 12
Base Attack/Grapple: +9/+28
Attack: Claw +20 melee (1d8+11)
Full Attack: 2 claws +20 melee (1d8+11)

200
Space/Reach: 15 ft./10 ft. Abilities: Str 28, Dex 13, Con 18, Int 2, Wis 12,
Special Attacks: — Cha 7
Special Qualities: Low-light vision, scent Skills: Listen +6, Spot +6, Survival +2
Saves: Fort +14, Ref +6, Will +4 Feats: Alertness, Endurance, Great Fortitude
Abilities: Str 32, Dex 6, Con 23, Int 2, Wis 10, Cha Environment: Warm forests
6 Organization: Solitary, pair, or company (2-5)
Skills: Listen +2, Spot +2 Challenge Rating: 3
Feats: Endurance, Skill Focus (hide), Toughness Advancement: 7-9 HD (Large); 10-12 (Huge)
(2) Level Adjustment: ―
Environment: Warm forest
Organization: Solitary or pair
This huge creature may have been the largest ape
Challenge Rating: 6
ever to exist. While similar to the modern gorilla in
Advancement: 13-16 HD (Huge)
structure, it reached a daunting 10 ft. in height and
Level Adjustment: ― weighed in at 900-1,100 lbs. It was powerful in
appearance, but was a gentle vegetarian that only
This massive, furry creature was the largest of the demonstrated aggression when its territory is
ground sloths, reaching a length of 20 ft. and threatened, usually by snarling and chest beating.
exceeding an elephant in size. Megatherium had Gigantopithecus was a ground-dwelling vegetarian
broad, heavy leg bones to support the animal, with by nature, primarily consuming bamboo.
large feet and enormous curved claws. The gigantopithecus was the largest primate ever to
The giant ground sloth browsed for choice leaves, walk the earth, with the female somewhat smaller.
and used their claws for digging roots. The This creature probably went extinct about 500,000
enormous tail helped them balance on their hind years ago due to climate changes. However some
legs while they pulled down tree top branches. hold that this magnificent creature is not actually
They were also powerful enough to rip up small extinct and is actually the source of the yeti and
trees in order to reach their foliage. A clumsy bigfoot myths.
creature, it shuffled along on its knuckles and on
the side of its back feet. Combat
The skull is small in comparison to their body size, The gigantopithecus will use its massive size and
with a long, muscular neck. The tongue was long threatening appearance to drive away attackers, and
and flexible, and the teeth were peg-like and high will only resort to physical blows once it is
crowned for chewing and grinding plants. The giant assaulted. Nevertheless it will fight ferociously
ground sloth carry their young on their heavily when cornered.
furred backs.
Combat
Glyptodon
Giant ground sloth prefer to avoid combat and will Author: Robert J. Hall.
only fight defensively, relying on their powerful Large Animal
clawed arms and thick hide as a deterrence. Hit Dice: 6d8+15 (42 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Gigantopithecus Armor Class: 16 (-1 size, -1 Dex, +8 natural),
Author: Robert J. Hall. touch 8, flat-footed 16
Large Animal Base Attack/Grapple: +4/+13
Hit Dice: 6d8+24 (51 hp) Attack: Tail +9 melee (1d8+7)
Initiative: +1 Full Attack: Tail +9 melee (1d8+7)
Speed: 30 ft. (6 squares) Space/Reach: 10 ft./5 ft.
Armor Class: 14 (-1 size, +1 Dex, +4 natural), Saves: Fort +7, Ref +4, Will +3
touch 10, flat-footed 13 Abilities: Str 21, Dex 9, Con 15, Int 2, Wis 12, Cha
Base Attack/Grapple: +4/+21 6
Attack: Claw +13 melee (1d6+9) Skills: Listen +6, Spot +5
Full Attack: 2 claws +13 melee (1d6+9) Feats: Alertness, Toughness, Weapon Focus (tail)
Space/Reach: 10 ft./10 ft. Environment: Temperate marshes
Special Attack: — Organization: Solitary
Special Qualities: Low-light vision Challenge Rating: 3
Saves: Fort +11, Ref +6, Will +3 Advancement: 7-9 HD (Large)
Level Adjustment: ―

201
ideal for running long distances quickly.
These large herbivores are related to the armadillo, While the huge antlers undoubtedly presented an
although their rigid, bony carapace is a good deal intimidating threat to any predators, they evolved
more solid and prevented them from rolling up. primarily for the purpose of gender display. The
Some species can be as large as a rhino, growing great weight of the horns was a burden for the
up to 13 ft. in length and standing 5 ft. at the peak megaloceros, and it required a strong, healthy
of their turtle-like shell of bony plates. Rings or frame to raise the head after taking a drink. The
solid sheaths of bone encase the deep, heavily irish elk appeared several million years ago, and
boned head, the upper limb segments, and the short only became extinct with the arrival of man about
tail. The four short legs are sturdy, with hoofed 11,000 years ago. It ranged across Europe, Asia,
claws that are built for digging for roots. and northern Africa.
As its movement is slow and clumsy, the Combat
glyptodont relies primarily on its heavy shell for
protection. The glyptodont consumes grass-like The irish elk attacks by lowering its massive rack
plants, particularly in wetland areas. It glyptodon and goring its foes.
existed in central and southern America.
The doedicurus is similar in appearance to Mesophant
glyptodont, but has a club-like growth at the end of
their tail that is covered in knobs and spikes. Author: Robert J. Hall
Large Animal
Combat Hit Dice: 5d8+20 (42 hp)
The glyptodont swings its tail to drive away Initiative: +1
attackers, and relies on its bony armor for Speed: 40 ft. (8 squares)
protection. Armor Class: 15 (-1 size, +1 Dex, +5 natural),
touch 10, flat-footed 14
Base Attack/Grapple: +3/+12
Irish Elk Attack: Gore +7 melee (1d8+7)
Author: Robert J. Hall. Full Attack: 2 stamps +7 melee (1d8+5); or gore
Large Animal +7 melee (1d8+7)
Hit Dice: 5d8+20 (43 hp) Space/Reach: 10 ft./5 ft.
Initiative: +1 Special Attack: Trample 1d8+7
Speed: 50 ft. (10 squares) Special Qualities: Low-light vision, scent
Armor Class: 15 (-1 size, +1 Dex, +5 natural), Saves: Fort +8, Ref +5, Will +4
touch 10, flat-footed 14 Abilities: Str 21, Dex 12, Con 18, Int 2, Wis 13,
Base Attack/Grapple: +3/+14 Cha 7
Attack: Gore +9 melee (2d6+10) Skills: Listen +8, Spot +6
Full Attack: Gore +9 melee (2d6+10) Feats: Alertness, Endurance B, Iron Will
Space/Reach: 10 ft./5 ft. Environment: Temperate plains
Special Attacks: — Organization: Domesticated or herd (6-30)
Special Qualities: Low-light vision, scent Challenge Rating: 2
Space/Reach: 10 ft./5 ft. Advancement: —
Saves: Fort +8, Ref +5, Will +2 Level Adjustment: —
Abilities: Str 24, Dex 13, Con 19, Int 2, Wis 12,
Cha 10 This fictional subungulate species evolved from the
Skills: Listen +7, Spot +7 elephant, but is a dwarf only half the size of its
Feats: Alertness, Endurance, Improved Natural ancestor. Its tusks are shorter and less curved than
AttackB (gore) the elephant, projecting forward to serve as horns.
Environment: Cold plains The mesophant possesses qualities that make it
Organization: Solitary, pair, or herd (5-20) more suitable for domestication than an elephant,
Challenge Rating: 4 including a shorter gestation period, milder temper,
Advancement: 6-9 HD (Large) and a reduced breeding interval. As a result, in
Level Adjustment: ― lands where no horses are available, this breed has
become tamed and used for transport.
This giant deer stood 6 ft. at the shoulders and The domestic mesophant is more nimble than an
possessed a massive rack of antlers that spanned elephant, but can not match the speed of a horse. Its
over 9 ft. Megaloceros were browsing animals tough hide, great strength, and impressive courage
inhabiting woodland areas, with long legs that were make it ideal for use as heavy cavalry. It has a drab

202
brown hide with short, coarse hair. Like the Portuguese Man-O-War
elephant it has a flexible snout that can grasp
objects or be used to spray water across the back. Author: Robert J. Hall.
Large Animal (Aquatic)
Combat
Hit Dice: 1d8 (4 hp)
Mesophants tend to charge at threatening creatures, Initiative: -5
gore them with its horns or trampling smaller Speed: Swim 0 ft. (0 squares)
creatures underfoot. Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-
Trample (Ex): Reflex half DC 17. The save DC is footed 4
Strength-based. Base Attack/Grapple: +0/-1
Attack: Sting -6 melee (1d3 acid plus sting)
Ostrich Full Attack: Sting -6 melee (1d3 acid plus sting)
Space/Reach: 10 ft./0 ft.
Author: Robert J. Hall. Special Attacks: Poison, sting
Large Animal Special Qualities: Ooze traits
Hit Dice: 2d8+2 (11 hp) Saves: Fort +3, Ref -3, Will -5
Initiative: +3 Abilities: Str 1, Dex 1, Con 12, Int —, Wis 1, Cha
Speed: 50 ft. (10 squares) 1
Armor Class: 13 (-1 size, +3 Dex, +1 natural), Skills: —
touch 12, flat-footed 10 Feats: —
Base Attack: +1/+9 Environment: Warm aquatic
Attack: Kick +3 melee (1d6+3) Organization: Solitary
Full Attack: Kick +3 melee (1d6+3) Challenge Rating: ¼
Space/Reach: 10 ft./10 ft. Alignment: Neutral
Special Attacks: — Advancement: 2-3 HD (Large)
Special Qualities: Low-light vision Level Adjustment: —
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 17, Dex 16, Con 13, Int 2, Wis 13, This colorful jellyfish consists of a floating, gas-
Cha 4 filled bladder and long, trailing tentacles. The man-
Skills: Listen +3, Spot +9, Survival +3 o-war moves by means of a crest on top of the
Feats: Alertness, RunB bladder which functions as a sail. It feeds on small
Environment: Warm plains fish and other prey. While it is not an amorphous or
Organization: Solitary or troop (6-10) mutable creature, it does possess most traits of an
Challenge Rating: 1 ooze.
Advancement: 3-4 HD (Large)
Level Adjustment: — Combat
The portuguese man-o-war is an opportunistic
The ostrich is a large, flightless bird with long, hunter that relies on prey making contact with its
powerful legs that allow it to sprint at an impressive stinging arms. It can only sense a foe by touch.
speed. It has a lengthy neck and sharp eyes, Sting (Ex): Merely touching a portuguese man-o-
allowing it to spot opponents from a considerable war automatically deals 1d3 acid damage plus
distance in open country. The male is slightly larger poison. It retains a poisonous sting for 2d6 hours
than the female, with black feathers compared to after it is slain, including after it washes up on a
the brown feathers of the female. They are beach.
omnivorous creatures, but primarily subsist off Poison (Ex): Injury, Fortitude DC 11, initial and
vegetation. secondary damage 1d4 Con. The save DC is
Constitution-based.
Combat
Transparent (Ex): Portuguese man-o-wars have
The ostrich will deliver a potent kick with its legs,
nearly transparent bodies that makes them difficult
then try to escape by fleeing at top speed.
to identify under less than ideal conditions, and it
Skills: An ostrich has a +4 racial bonus on Spot takes a DC 11 Spot check to notice one. Creatures
checks. who fail to notice a portuguese man-o-war and
swim or walk into it are automatically hit with a
melee attack for sting damage.

203
Smilodon strips of meat. Much of the remains are then
consumed by scavenging creatures.
Author: Robert J. Hall. Pounce (Ex): If a smilodon charges a foe, it can
Large Animal make a full attack
Hit Dice: 5d8+21 (52 hp) Attach (Ex): A smilodon that hits with its bite
Initiative: +2 attack latches on to the opponents body with its
Speed: 30 ft. (6 squares) fangs. An attached smilodon loses its Dexterity
Armor Class: 14 (-1 size, +2 Dex, +3 natural), bonus to AC and thus has an AC of 12.
touch 11, flat-footed 12
An attached smilodon can be struck with a weapon
Base Attack/Grapple: +3/+14
or grappled itself. To remove an attached smilodon
Attack: Bite +9 melee (2d6+7)
through grappling, the opponent must achieve a pin
Full Attack: Bite +9 melee (2d6+7) and 2 claws
against the creature.
+4 melee (1d6+3)
Space/Reach: 10 ft./5 ft. Blood Drain (Ex): A smilodon drains blood for
Special Attacks: Pounce, attach, blood drain 1d4 points of Constitution damage each round it
Special Qualities: Low-light vision, scent remains attached.
Saves: Fort +7, Ref +6, Will +2 Skills: Smilodons receive a +4 racial bonus to Hide
Abilities: Str 25, Dex 14, Con 16, Int 2, Wis 12, and Move Silently checks. *In areas of tall grass or
Cha 6 heavy undergrowth, the Hide bonus improves to
Skills: Hide +4*, Listen +4, Move Silently +10, +8.
Spot +4
Feats: Alertness, Improved Natural Attack B (bite), Terror Crane
Run
Environment: Temperate plains Author: Robert J. Hall.
Organization: Solitary, pair, or pride (4-9) Large Animal
Challenge Rating: 4 Hit Dice: 4d8+8 (26 hp)
Advancement: 6-9 HD (Large) Initiative: +2
Level Adjustment: ― Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +2 Dex, +2 natural),
This great predator is the last in a long and touch 11, flat-footed 11
successful line of saber-toothed cats. Like other Base Attack/Grapple: +3/+11
cats, the smilodon has a warm fur coat for Attack: Claw +6 melee (1d6+4)
protection against the elements, but they only have Full Attack: 2 claws +6 melee (1d6+4) and bite +4
a brief tail. It stands three feet in height at the melee (1d8+2)
shoulders, with a mass of well over 450 lbs.— Space/Reach: 10 ft./10 ft.
roughly comparable to an African lion in size. Saves: Fort +6, Ref +6, Will +2
However, the front quarters are heavier, the Abilities: Str 19, Dex 14, Con 15, Int 2, Wis 12,
hindquarters lighter, and the tail is bobbed. Cha 6
Skills: Jump +11, Listen +5, Spot +5
The favorite prey of this cat were large, thick-
Feats: Alertness, Multiattack
skinned animals like the mammoths that carry a lot
Environment: Temperate plains
of meat. In particular they preferred to prey on
Organization: Solitary or brood (2-5)
young mammoths. Once these huge creatures died
out, the smilodon became extinct. Challenge Rating: 2
Advancement: 8-10 HD (Large)
Combat Level Adjustment: ―
The long, flat canine teeth of the smilodon are a
monstrous 8 in. in length, with fine serrations along This giant, heavy, flightless bird stood over 6 ft. in
the cutting edge to increase their slashing effect. height, with huge clawed feet and a giant, parrot-
The lower jaw of this cat can open wide during an shaped beak. While a predatory bird, the diatryma
attack, allowing the beast to bite deep into a hide. steini is an omnivorous creature that also consumed
By biting the prey and pulling backward, the two vegetation and used its heavy jaw to crack nuts. It
fangs leave long gashes to let out blood. resembled an ostrich, but was somewhat slower as
The smilodon has short, muscular legs and a it had no enemies from which it needed to escape.
powerful body, making it slow but capable of The coat of feathers probably provided some
clinging to large prey. Once the bleeding prey is protection to the bird, much like a thick hide. The
down, however, the teeth of this cat are ill suited terror crane lived on the North American continent
for chewing food, so it must survive by drinking some 50 million years ago.
the blood of its victims and gulping down large

204
Combat Combat
Terror crane attacks by leaping on its prey with its Wooly mammoths typically charge threatening
taloned feet, then crushing bones and ripping out creatures, advancing with horns ready.
flesh with its beak. Trample (Ex): Reflex half DC 27. The save DC is
Skills: Terror cranes have a +4 racial bonus on Strength-based.
Jump checks.

Woolly Mammoth
Author: Robert J. Hall.
Huge Animal
Hit Dice: 12d8+72 (144 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8,
flat-footed 16
Base Attack/Grapple: +9/+28
Attack: Gore +20 melee (2d6+16)
Full Attack: Slam +20 melee (1d8+11) and 2
stamps +15 melee (1d8+5); or Gore +20 melee
(2d6+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 1d8+16
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +3, Will +4
Abilities: Str 32, Dex 10, Con 23, Int 2, Wis 13,
Cha 5
Skills: Listen +10, Spot +9
Feats: Alertness, Endurance, Great Fortitude
Environment: Cold plains
Organization: Solitary or herd (6-30)
Challenge Rating: 8
Advancement: 11-21 HD (Huge)
Level Adjustment: ―

These relatives of the elephant had long, dark


brown hair on top of a dense coat of woolly fur.
There was a 3-4 in. layer of fat beneath the coat to
further protect the body from the cold. The heavy
body of the mammuthus primigenius had a
humped, sloping back, a prominent domed head,
straight legs, and a relatively short tail. It had two
curved tusks attached to the bottom of the head,
pointing upward. The woolly mammoth stood 9-10
ft. in high at the shoulder, and the biggest
specimens were greater in size than the modern
elephant. Like the elephant, the mammoth also had
a flexible trunk that could be used for grazing.
This species ranged north of the arctic circle during
the last ice age, and the great bulk and thick coat
were evolved for this bitterly cold climate. This
was easily the largest and most conspicuous animal
of the tundra region. It existed on the grass and
plants of the tundra during the summer, and
switched to shrubs during the bitterly cold winter.

205
Vermin survive out of the water for 1 hour per 2 points of
Constitution.
Underwater Movement (Ex): Giant crustaceans
Giant Crustacean can not swim and will immediately sink to the
bottom. They can move across the bottom at their
Author: Robert J. Hall.
base land speed.
Huge Vermin (Aquatic)
Hit Dice: 6d8+24 (51 hp) Skills: *While underwater giant crustaceans gain a
Initiative: +1 +8 racial bonus on Climb checks. They can take 10
Speed: 40 ft. (8 squares) on underwater Climb checks, even if threatened or
Armor Class: 19 (-2 size, +1 Dex, +10 natural), distracted.
touch 9, flat-footed 18
Base Attack: +4/+17 Giant Tiger Beetle
Attack: Claws +7 melee (1d8+5)
Full Attack: 2 claws +7 melee (1d8+5) Author: Robert J. Hall.
Space/Reach: 15 ft./10 ft. Medium Vermin
Special Attacks: Constrict 1d8+5, improved grab Hit Dice: 5d8+5 (27 hp)
Special Qualities: Darkvision 60 ft., tremorsense Initiative: +7
60 ft., simple anatomy, water dependent, Speed: 80 ft. (10 squares), fly 100 ft. (average)
underwater movement, vermin traits Armor Class: 19 (+3 Dex, +6 natural), touch 13,
Saves: Fort +9, Ref +3, Will +2 flat-footed 15
Abilities: Str 21, Dex 13, Con 19, Int —, Wis 10, Base Attack/Grapple: +3/+7
Cha 2 Attack: Bite +7 melee (1d6+6)
Skills: Climb +5* Full Attack: Bite +7 melee (1d6+6)
Feats: — Space/Reach: 5 ft./5 ft.
Environment: Temperate aquatic Special Attacks: Pounce, improved grab
Organization: Solitary, cluster (2-5), or mass (6- Special Qualities: Darkvision 60 ft., tremorsense
11) 60 ft., simple anatomy, vermin traits
Challenge Rating: 5 Saves: Fort +5, Ref +4, Will +1
Treasure: None Abilities: Str 18, Dex 17, Con 13, Int —, Wis 10,
Advancement: 7-10 HD (Huge), 11-19 HD Cha 9
(Gargantuan) Skills: Listen +5, Spot +5
Level Adjustment: — Feats: Improved Initiative
Environment: Warm plains
Organization: Solitary or colony (2-5)
These marine crustaceans have multiple legs, a Challenge Rating: 3
thick shell, and a pair of massive pincers. They Treasure: None
dwell in shallow waters or along beaches, feeding Advancement: 6-8 HD (Medium); 9-10 HD
on the morsels brought in by the tide. (Large)
Combat Level Adjustment: ―
When threatened they will wield their claws in a
threatening manner, and use they to grapple their The giant tiger beetle is similar in form to other
foe and apply a powerful pinch. They will drag a beetles, but the head is wider than the thorax. Their
surface dweller underwater to drown. carapace is often quite colorful and iridescent, with
Constrict (Ex): A giant crustacean deals automatic a metallic sheen. They can be found in shimmering
pincer damage with a successful grapple check. red, green, blue, or orange hues; and a dark
underbelly.
Improved Grab (Ex): To use this ability, a giant
crustacean must hit with its claw attack. It can then An exceptionally fast creature, this beetle can move
attempt to start a grapple as a free action without rapidly across the ground or fly swiftly through the
provoking an attack of opportunity. If it wins the air. They prefer a warm environment, favoring
grapple check, it establishes a hold and can open areas heated by the sun.
constrict. Combat
Simple Anatomy (Ex): Due to the simple, The giant tiger beetle is a voracious eater that uses
redundant anatomy of a giant crustacean, there is a its exceptional speed to pursue and run down prey.
50% chance to ignore any additional damage from It can deliver a fierce bite with its powerful
a critical hit or sneak attack. mandibles. Once it has a hold it crushes the prey
Water Dependent (Ex): Giant crustaceans can until the creature is dead.

206
Pounce (Ex): If a giant tiger beetle charges a foe, it are invisible to the unaided human eye, so all a
can make a full attack following a move action. person might see of the swarm is a shifting,
Improved Grab (Ex): To use this ability, the giant amorphous cloud of gloomy darkness. Normal sight
tiger beetle must hit with its bite attack. If it gets within this cloud is limited to only a few feet, and
hold, it inflicts bite damage each round. the air feels unusually chill and hums with a steady
drone.
Simple Anatomy (Ex): Due to the simple,
redundant anatomy of a golden spitting scarab, Combat
there is a 50% chance to ignore any additional The gloom fly is comparatively harmless, although
damage from a critical hit or sneak attack. it can deliver a stinging bite if grabbed. However
they will often cloak the presence of other creatures
Gloom Fly in the midst of their swarm, hiding within the poor
lighting and low humming sound. Crafty creatures
Author: Robert J. Hall. possessing darksight will sometimes linger in the
Diminutive Vermin darkness waiting for prey to wander into their
Hit Dice: 1/4d8 (1 hp) reach.
Initiative: +3
Gloom (Su): The gloom fly radiates shadowy
Speed: 10 ft. (2 squares), fly 40 ft. (good)
illumination out to a 5-foot radius. The gloom
Armor Class: 18 (+4 size, +3 Dex, +1 natural), obscures normal sight, including low-light vision.
touch 17, flat-footed 15 All creatures within the gloom have concealment
Base Attack/Grapple: +0/-17 (20% miss chance) unless an opponent has
Attack: Bite +7 melee (1d2-5) darkvision. This ability is constant and can not be
Full Attack: Bite +7 melee (1d2-5) dispelled.
Space/Reach: 1 ft./0 ft.
Special Attacks: ― Normal lights (torches, candles, lanterns, and so
Special Qualities: Gloom, blindsight 60 ft., vermin forth) are incapable of brightening the area, as are
traits light spells of less than 2nd level. Higher level light
spells (such as daylight) are not affected by the
Saves: Fort +2, Ref +3, Will +0
gloom.
Abilities: Str 1, Dex 16, Con 10, Int ―, Wis 11,
Cha 2 Skills: Gloom flies have a +4 racial bonus on Spot
Skills: Hide +15, Spot +4 checks.
Feats: Weapon Finesse B
Environment: Underground Golden Spitting Scarab
Organization: Swarm (21-40)
Challenge Rating: 1/4 Author: Robert J. Hall.
Treasure: None Large Vermin
Advancement: ― Hit Dice: 6d8+6 (33 hp)
Level Adjustment: ― Initiative: +1
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 17 (-1 size, +1 Dex, +7 natural),
This flying insect resembles a blend of a beetle and
touch 10, flat-footed 16
a dragonfly. It has a dark, glistening carapace
Base Attack/Grapple: +4/+9
patterned with hues of deep purple and forest
Attack: Bite +5 melee (1d8+1) or sting +5 melee
green. The insect is about two inches long, with
(1 plus implant) or spit +5 ranged (entangle)
four semi-transparent veined wings and a long,
Full Attack: Bite +4 melee (1d8+1), or sting +4
segmented abdomen.
melee (1 plus implant) or spit +5 ranged (entangle)
The gloom fly commonly lingers over the scat of Space/Reach: 10 ft./5 ft.
enchanted creatures, especially those that dwell in Special Attacks: Spit, implant
cool, underground caverns and tunnels. They form Special Qualities: Darkvision 60 ft., simple
flying swarms that circle about in a dancing, anatomy, tremorsense 60 ft., vermin traits
shifting cloud. Saves: Fort +6, Ref +3, Will +3
When the gloom fly takes to the air it creates a low, Abilities: Str 12, Dex 13, Con 15, Int ―, Wis 12,
humming sound with its rapidly beating wings. Cha 10
However it is more notable for the dark appendage Skills: Spot +5
at the end of its tail which it uses to create an area Feats: ―
of gloom. The insect is magically able to absorb Environment: Underground
much of the light and warmth from the surrounding Organization: Solitary or pair
air, then emit the absorbed energy in pulses that can Challenge Rating: 4
be seen by creatures with darkvision. These flashes Treasure: None

207
Advancement: 7-8 HD (Large), 9-10 HD (Huge) Skills: Golden spitting scarabs have a +4 racial
Level Adjustment: ― bonus on Spot checks.

This giant, stout-bodied beetle has a dark, golden- Heart-eater


hued shell that is covered in an intricate pattern of
deep azure lines. Their antennae are unusually long Author: Ashley H.
and curl back over the body almost like a feather. Fine Vermin
These insects dwell in tunnels and passages beneath Hit Dice: 1d4+2 (4 hp)
the earth, consuming fungus and lichen gnawed Initiative: +3
from the surfaces. It is only when they need to Speed: 20 ft. (4 squares)
reproduce that the golden spitting scarab turn Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-
predatory and begin hunting warm-bodied prey to footed 14
serve as hosts for their eggs. The larvae from these Base Attack/Grapple: +0/-16
eggs slowly consume the host, and eventually Attack: Bite +3 melee (1d3-5 plus bug fever)
emerge to depart into the wilds. Full Attack: Bite +3 melee (1d3-5 plus bug fever )
Size/Reach: ½ ft./0 ft.
Combat Special Attacks: Flying bite
A golden spitting scarab can spit a large glob of Special Qualities: Darkvision 30 ft., bug fever,
viscous fluid that readily sticks to almost any spawn young, infestation, mind control, hive mind
surface. Once this glob adheres, it will shoot Saves: Fort +4, Ref +3, Will +0
outward in a lattice of fine, resilient strands that Abilities: Str 1, Dex 16, Con 14, Int 10, Wis 10,
entangle themselves about the target to form a net. Cha 1
The scarab seeks to capture as many warm-bodied Skills: Hide +21, Intimidate +4, Listen +2, Move
hosts as possible, then inject the eggs into the body. Silently +5, Spot +2
Spit (Ex): As a standard action each round, a Feats: Flyby Attack
golden spitting scarab fires a sticky glob at one Environment: Temperate and warm desert, forest,
opponent within 30 feet. The scarab makes a hills, plains, and underground
ranged touch attack. If it hits, the glob adheres. On Organization: Hive (20-200)
the following round the target must succeed on a Challenge Rating: 1
DC 15 Reflex save or become entangled in a net of Treasure: None
silken strands. The save DC is Constitution-based. Alignment: Always chaotic evil
Advancement: Fine (2-3 HD), Diminutive (4-5
An entangled creature can escape with a successful
HD)
DC 15 Escape Artist check or burst it with a DC 19
Level Adjustment: ―
Strength check as a standard action. The check DC
are Constitution-based, and the Strength check DC
includes a +4 racial bonus. Heart-eaters are the spawn of a diseased and foul
Implant (Ex): A golden spiting scarab that hits land, cultivated and supported by an evil god. They
with its stinger can inject several eggs into the look much like winged roaches, growing from
opponent's body. The affected creature must coin-sized to hand-sized in the course of a few
succeed on a DC 15 Fortitude save to avoid a months. After mating, the heart-eaters lay their
successful implantation. The save DC is eggs in the fecal matter or food of their victims,
Constitution-based. Often the golden spiting scarab which must be always meat-eating mammals. The
injects an entangled or otherwise helpless creature, eggs then hatch inside in a matter of weeks.
which gets no saving throw. The newly hatched heart-eaters begin eating their
The eggs gestate for 3-6 days before hatching into way through the bodies of their victims, devouring
larvae that eat their way out, killing the host. each other, until one finds itself in the heart, brain,
Twenty-four hours before the eggs hatch, the or spinal column. There it grows to full size on the
victim falls deeply ill (-4 to all ability scores, to a muscle of its hosts, gradually taking over the body
minimum of 1). A remove disease spell rids the and mind, until the host, believing himself to be
victim of the eggs, as does a DC 25 Heal check. If perfectly fine, is doing the bidding of the heart-
the check fails the healer can try again, but each eater. By the time the heart-eater reaches full
attempt (successful or not) deals 1d3 points of adulthood after about four weeks, the host has
Constitution damage to the patient. become nothing more than a puppet to the heart-
eater's whims, a vegetable with working limbs.
Simple Anatomy (Ex): Due to the simple,
redundant anatomy of a golden spitting scarab, The heart-eater does not usually leave the body of
there is a 50% chance to ignore any additional the host until the host is killed or dies of natural
damage from a critical hit or sneak attack. causes, at which point, an adult heart-eater may try

208
to acquire a new victim by sneaking down his If the heart-eater's host has just been killed, it loses
throat as he sleeps and chewing through the wall of contact with the hive for 1d6 rounds (+2 if the
the stomach. A younger heart-eater (less than 4 death is truly traumatic, such as a sword blow that
weeks old) will not survive long outside the host's barely missed the heart), and is reduced to insect
body. The heart-eater usually vacates the body of intelligence. It spends one round struggling free of
the dead or dying host immediately through the the body, and in the round which follows can do
mouth or other convenient wound, though a few of nothing but run at its top speed for the nearest
the older ones have been known to stay inside until shelter. In that round, the heart-eater is a slave to its
the host begins to decay. deepest instincts: get away from fire, get away from
A rare few incidents describe adult heart-eaters light, and get somewhere safe.
leaving the bodies of their hosts willingly, either to When inside the body of the host, the heart-eater
overtake new hosts, or because they are forced out gains full control of the host's physical abilities and
by excessive toxins in the host's body. In the former partial control of the host's mind. The heart-eaters
case, the bug will have its host kiss its victim and also gain full control of the host's magic, since all
hold the jaw open, while it forces its way into the magic originates from the evil god who created
mouth and down into the stomach. them. The heart-eater will give its host the
Assuming the victim can break the hold, a conviction that the host must attack, and let the host
successful DC 15 Fortitude save will retch the figure it out from there.
creature up. This save attempt can only be made If the host has no idea how, the heart-eater will
within the first five rounds of combat, as after that, likely have the host bite those it is attacking, since
the bug will be busy eating its way up to the that's how the bug itself would do it, were it host-
victim's heart to take over. The previous host, if the less.
heart-eater was adult, will fall over dead, unable to If the host is somehow knocked insensate but the
survive without the vermin. Once the heart-eater heart-eater finds himself still in control of the body,
entrenches itself in its victim's tissues, after 1d6+2 the heart-eater will do his best to continue doing as
rounds, it will attempt to make the victim into its the host did. Even so, all expression typically fades
host. from the face, and motions become jerky and
Heart-eaters can live to be about 10 years old, and rapidly mechanical, as the heart-eater devotes all its
it is the older set, usually over 6, that show the attention to whatever was taking place. The heart-
intelligence to use tactics and strategy even in their eater will need to roll a Bluff check at DC 10, if
insectoid forms or when cut off from the hive. he's trying to convince onlookers that he truly is the
Younger adult insects have been known to develop host.
similar intelligence under stress, such as prolonged Flying Bite (Ex): A host-less heart-eater can use its
separation from the hive. ability to fly as a scare tactic in order to escape
Killing the heart-eater does free the host from its combat. The bug flies up at the face of its nearest
slavery, so long as the killing takes place before the attacker, immediately rolling an Intimidate check.
heart-eater is at full maturity. At that point, the Should it defeat the victim's modified level check,
heart-eater has eaten the last few scraps of the the victim will reflexively duck out of the way and
victim's vital tissues, and is magically keeping the the heart-eater will fly over his shoulder and run for
victim alive. The victim will not be able to survive shelter without provoking an Attack of
without it. Opportunity. Should it fail, the attack continues as
Heart-eaters are known to dislike fire, probably a standard bite attack.
from an instinctual aversion to light. They tend to Bug Fever (Ex): Disease―bite, Fortitude DC 12,
keep their hosts away from it, wherever possible, incubation period 1d3+1 days, damage 1d6 Str. The
though as they get older, their self-control becomes save DC is Constitution-based.
a little stronger. The bite typically leaves a nasty little welt, which
Combat fades over time from a violent red to a fainter
purplish color. The victim might believe he's
Heart-eaters will avoid combat wherever possible healing... at least, until the fainting spells set in as
when outside the bodies of their hosts. If combat the victim's strength is sapped away. The victim's
takes place, the heart-eater will do its absolute best skin becomes red and bloated, and the victim runs a
to run, hide, and disappear. They are not brave constant fever. Should he attempt any strenuous
creatures by nature, nor are they cowardly; they activity, he must succeed at a DC 15 Strength check
simply have strong survival instincts. Host-less or faint for a full round. In this condition he is
combat usually begins when the heart-eater has helpless.
advanced on a sleeping or grappled victim and
Spawn Young (Ex): The heart-eater lays its eggs
attempted to go down his throat, or when a heart-
either in the food of potential hosts, or in the
eater has just been deprived of its host.

209
digestive tract of its current host. In the latter case, succeeds and the heart-eater fails, the heart-eater is
the host is compelled to absentmindedly transfer immediately forced from its perch and vomited up,
the eggs, once they've been expelled with the host's and is blocked from the hive for 1d6+2 rounds. If
waste, into the food of other potential hosts. the victim succeeds and the heart-eater succeeds,
Potential hosts, by the way, include any living the medicine makes the victim extremely ill, but the
creature which eats meat, not just humanoids. The heart-eater is not vomited up, and will probably
host will attempt to cover up this disgusting habit have another chance to dominate the victim.
by subtle means, utilizing any cooking skill and Mind Control (Su): The young heart-eater will
wisdom he may possess. The potential victims of worm its way into a spot in the victim's heart.
this nefarious deed may either eat the food without There, it will exert magical mental control over the
suspicion, in which case they get no rolls, or check host at will. The host may roll to resist this each
the food over before eating it, in which case they time. Within the first week, the DC is 13, and the
may roll against the heart-eater's host's skill check host cannot be forced to do anything contrary to his
to see if they spot the alterations. Detect Poison alignment. Within the second week, the DC is 15,
will not reveal the eggs, as they are not poisonous. and the host may be forced to do something one
Upon eating the food, potential victims become step off from his alignment. By the third week, the
incubators. Incubation lasts 1d6+3 days, during DC is 17; the host may be forced to do anything the
which the eggs grow from the size of a grain of heart-eater desires. By the fourth week, however,
sand to the size of a coin in the victim's gut, the heart-eater is an adult. At this point, the human
muscle-lining, and stomach. The incubator must becomes, effectively, a slave, with the heart-eater
make a DC10 Fortitude save to see if his body animating his limbs and controlling his mind. The
staves off the parasitic infection. This check must DC to resist this is 18, and goes up by 1 with every
be made once for every tainted meal eaten. Should failed attempt at resistance. When the heart-eater is
the victim fail, the young will hatch at the end of in control after the fourth week, the host's
the incubation period. The young will kill one alignment changes to Chaotic Evil. The heart-eater
another off within a day, until only one remains. At is able, prior to gaining full control of the host, to
this point, that one will attempt to take over the remove any memories made in its presence which it
host's body mentally. doesn't want the host to have. The heart-eater will
Infestation (Ex): Hosts are unaware of the also do its utter best to prevent the host from
infestation in most cases, but may feel a sense of finding out that it is infected, and will attempt to
kinship with other infected people, or even heart- imbue the host with a sense of happy contentment -
eaters and roaches crawling around on the floor. It all is right with the world.
is extremely difficult to tell an infected victim from Hive Mind (Su): The heart-eaters, from their third
a normal person―they have all the memories, week of life on, are in constant mental contact with
attitudes, and dreams of a normal being, and no each other at a range of ten miles. What one knows,
obvious wounds or external markings. they all know. This makes fighting them en masse
Where there is concern of an infestation, certain extremely difficult. A hive will likely consist of
medicines (closer to pesticides) are forced down the perhaps 50% adult heart-eaters living in their hosts,
throats of potential victims, forcing them to cough 25% young adults in the bodies of humans, and
and retch up any bugs or eggs they've been raising. 25% adults looking for new hosts. Any also has, at
This does not work, however, on the entrenched any given point, about 100 times its members in
adult. Magic is about the only method of detection eggs waiting to be hatched, or already hatched and
in fantasy societies. fighting for supremacy of their pet human. Hives
range in size from 10 to 10,000 individuals. Hives
The heart-eater is difficult to remove from a host
can communicate between one another, but only if
without also harming the victim. If a victim gets the
two adult heart-eaters come close enough for direct
cure within the first three weeks, have him roll a
physical contact. When that takes place, they
DC 10 Fortitude save to avoid retching it up
communicate with short-range mental conversation,
immediately. Once he has successfully downed it,
to a distance of ten feet. There are no clear leaders
the young heart-eaters will be vomited up in about
of hives; they are typically ruled by the group, and
half an hour. If the victim takes the cure after week
it is not normally possible for heart-eaters to
three, but before the heart-eater has gained
disagree with one another, because without the hive
complete dominance of him, he must take extra
intelligence, they are merely semi-intelligent
medicine to have any chance of affecting the heart-
insects, barely capable of communication.
eater. His DC is 16; the heart-eater's is 18. If both
succeed, the medicine has no effect. If the victim Skills: Heart-eaters have a +4 racial bonus to Move
fails, the medicine is vomited up and the heart-eater Silently checks and a +8 racial bonus to Bluff
has another chance to dominate the victim to checks. Adult heart-eaters have a +8 racial bonus to
prevent him from swallowing it. If the victim any Bluff skill checks while they dominate a host.

210
Heart-Eater Society red; they destroy all cats; they are intensely
Heart-eaters are almost entirely alien by appearance obsessed with dealing with a single person.
and behavior. Their very survival involves the They do not generally care about the gender,
death of another being; they are inherently appearance, mental state, or abilities of the host
dangerous, and are instinctively destructive to they overtake, though the hive will occasionally
things which don't suit their interests. They are choose particular humanoids it knows to be
parasites who believe themselves better than the powerful or useful in some way. The female heart-
host. eaters are especially aggressive in their choice of
They have little interest as a species in humanity's victims, however, making sure to take out the most
accomplishments, laws, or thoughts; they wish only dominant individual they can find, so as to spread
to live and procreate and please their dark god. If their eggs faster. They are more likely to change
procreation means the subjugation or destruction of hosts for an advantage among their victims than
an inferior (if sentient) race, well then, so be it! It'll males, and will try to participate in food
be nice to get those filthy two-legged things under preparation.
control. And then there's their dark god - they are
utterly desperate, in an almost childlike sense, to
please him. Since he is chaotic, so are they.
(Ordinarily, they might be a little more Lawful.)
Heart-eaters think little of mankind; they see meat-
eating mammals as walking incubators just waiting
to be captured. Even so, as they get older, they do
get a little more clever. The adults have been
known to develop rudimentary personalities when
away from the hive, and can communicate via their
hosts. They tend to find the idea of communicating
with other races laughable, however. It'd be like a
king taking time to talk to his throne.
As a hive, they can be clever and disguise the signs
of their presence; they may obey laws simply to do
so. They do not make decisions independently
when attached to the hive, nor do they think of
themselves as "we" - it is always "I". As such,
unless a threat is presented to the whole hive, or a
host is particularly important to preserve, individual
heart-eaters, when inside the bodies of their hosts,
show little sense of self-preservation.
The lone heart-eater is still "I", but he might be
unsettled by the lack of backup, the fewer available
bodies and spawn, and the severe curtailing of his
senses. Thus he will show a sense of preservation -
at least, until he gets back to the hive, at which
point his knowledge will be passed to it and he will
once more have that comforting sense of multiple
bodies and extended senses. Should a female heart-
eater be prevented from getting back to her hive,
she will start her own by laying as many eggs as
possible.
When a single heart-eater is removed from the hive,
the hive will investigate his disappearance or death
if they don't already know what caused it. The hive
shows little concern for the lives or deaths of
individuals; the hive is the true individual, and it
will expend every effort to protect itself. Hives can
have personalities, but they're quite race-oriented,
bigoted, and survivalist. Even so, the hive's
personality may be expressed in the behavior of its
individuals in subtle ways: they prefer the color

211
Appendix A. Gaol found here, but there are varieties of crystalline-
based plants with reddish leaves and rough, stone
Author: Robert J. Hall. bark that grow in profusion near the shadow water
For untold ages the realm of Gaol has served as a bodies. Hardier strains can be found in the barren
prison for creatures that are too dangerous and areas, forming scrub brushes that can inflict nasty
destabilizing to be allowed to live among mundane cuts and scrapes to unprotected flesh.
life forms. Gaol has become home to powerful Near the center of Gaol is an immense, burning
predators, hideous monsters, dangerous tyrants, evil reddish orb known as the Watcher. The Watcher
creations, rogue powers, and xenophobic species. provides weak but steady illumination equivalent to
Many are condemned to live here by mortal dusk lighting, and it will never harm or hinder
opponents as punishment for a great crime. Others creatures normally affected by daylight. It wanders
are sent here by divine powers to keep them safely along an elegant path through the sky, sometimes
caged. appearing nearly overhead and at other times
It was not always thus. In the distant past Gaol was approaching half way to the horizon.
a haven for disaffected deities who had lost their The Watcher
flock of worshippers and were no longer willing
perform their sacred duties. It was a place of utter The plane of Gaol can only be accessed from a
apathy that in time descended into abject misery single, remote location in an elemental plane of
and corruption. These early gods of Gaol cared not molten rock. Here stands a dimensional portal
at all about the affairs of mortals, and dwelled in a which leads to the massively fortified Bridge of
perpetual numbing dream state. Golden Radiance. This span crosses in an arc a
river of molten metal to the entrance gate of Gaol.
Creatures that journeyed to this tedious place
quickly found they were locked within this realm, Access to Gaol is controlled by a divine guardian
and soon succumbed to apathy and laziness. When named Iersheen the Watcher, who is responsible for
this was discovered by outsiders, Gaol became a keeping the great gates shut. As the gate can only
favored place to dispatch dastardly criminals and be opened from the bridge, this has the benefit of
the spawn of evil, as their dark natures would imprisoning the inhabitants of Gaol. Unfortunately
succumb to the numbing placidity of this place. this also means that those who voluntarily enter this
However this steady influx of villainy gradually gloomy realm can have extreme difficulty trying to
corrupted the plane, and in time it became a dark depart unless they have help from Iersheen.
and nefarious realm. Within Gaol itself, the portal opens near the center
of the plane, where lies a great flaming reddish orb.
The Land This burning sphere is known only as the Watcher
This gloomy dimension is finite in size, forming a by those who dwell here, and it provides the
hollow sphere with a habitable inner surface. It is a primary illumination for the surface dwellers.
strange merging of the material and the shadow, When the portal gate is opened, the radiant bridge
and nothing seems convincingly real. extends itself through the opening to a random spot
The inner surface of Gaol a solid surface that can on the inner surface, announcing its presence by a
be traversed normally, with the force of gravity great booming roar that carries for miles. Those
always pointing outward toward the ground. The who pass through the gate are unceremoniously
air is breathable but dry, and a faint sooty haze deposited on the ground, after which the bridge
perpetually hanging in the air. The haze limits retracts back into the Watcher.
visibility to only a few miles, making it difficult to Inhabitants
sight landmarks.
The endless ages of darkness and evil have taken
On the rare occasions that rain falls in Gaol, the their toll on this once numbing place, and it has
haze will briefly diminish, only to return to normal acquired a life of its own. Powerful overlords run
within a few hours. This rain falls as shadowy cruel kingdoms that constantly bicker and war with
droplets, collecting in dark rivulets across the each other. These rulers are served by potent
ground, forming into rivers of inky blackness until underlings who managed to overcome the harsh
finally flowing into seas of utter darkness. While and brutal power struggle which dominates the
this shadow liquid can be consumed much as politics. Slave races with nasty special abilities
normal water, it is oddly unsatisfying and larger were created and bred to serve the rulers, and to
quantities must be consumed to quench a thirst. fight in their endless wars.
Much of the land of Gaol is a barren wasteland, The variations of evil in this place are seemingly
with occasional rugged plateaus, hills, canyons, and endless. Hideous communities of undead form,
escarpments. There are two small black seas, and their structures built of dead life forms. Monstrous
several equally dark lakes. Normal plant life is not constructs are built, then used to terrorize enemies.

212
Powerful wizards and sorcerers manipulate the land The sole portal leading from Gaol to another plane
and its creatures to their ends, creating chaos is located within the heart of the Watcher. This
storms that ravage the surface. immense sphere of flame is hot enough to
In spite of the horrors of this place, there is a incinerate most material objects, dealing 8d6 points
certain pattern and order exists, built up after of fire damage per round. The Watcher is home to a
untold centuries of trial and tribulation. A multitude fire type creatures that help ward the
civilization exists, after a fashion, and respites from portal, and attack any who approach without leave.
the eternal strife will take hold – if only long Even if it were possible to survive the journey to
enough to allow the competing factions to regroup the portal, it can not be opened from within Gaol.
and rebuild. Due to the strange mix of the material and the
Several heavily fortified cities have long existed on shadow that forms this plane, magic of illusion and
Gaol, and even when these occasionally fall they shadow is more effective. Any spells from the
are inevitably rebuilt. There are even a few school of illusion are automatically cast at one level
sanctuaries in remote locations that are left in higher, and the DC to disbelieve an illusion is
perpetual peace by common agreement, although increased by +2. However travel to the shadow
even in those secure places a pervasive evil rules plane is not possible, so the shadow walk spell will
over all. automatically fail.
Of course good can not exist without evil, and vice There are five evil and one good-aligned deities
versa. Thus there inevitably arose some good in this that regularly provide spells within Gaol:
otherwise forsaken place. Such normally lies well — Iersheen, LG, minor goddess of guards and
hidden deep within underground havens, where the warding (Fire, Good, Law, and Protection).
wars and atrocities above rarely penetrate. Here lies — Boltara, NE, demi-god of hatred and revenge
the abode of the more enlightened beings of Gaol, (Evil, Strength, and War).
those unfortunate souls stranded here long ago to a — Khaldeep, LE, demi-god of paranoia (Evil,
bleak and uncertain fate. These noble creatures are Knowledge, Law, Protection).
the followers of Iersheen the Watcher, and she is — Orghul, NE, demi-god of blood-letting (Death,
their patron goddess. Destruction, Evil, and War).
— Phest, CE, demi-goddess of misfortune (Chaos,
Magic
Evil, Luck, and Magic).
It is almost impossible to leave the plane of Gaol — Sind, NE, goddess of vice (Air, Evil, and
without help from the outside. Attempts to do so Trickery).
will always fail as if the entire plane were in the
area of a dimensional lock spell. This does not The remaining deities of Gaol are indifferent to the
preclude the summoning of creatures to Gaol by struggles of mortals and can not be persuaded to
means of a spell or spell-like effect, and does not provide spells or interfere with events.
prevent summoned creatures from disappearing at Non-Gaol deities can also provide spells and magic
the end of a summoning spell. within Gaol, as long as the spell caster or magic
Spells cast from beyond Gaol can be used to item originated from outside the plane. However it
summon a creature caught inside. However no spell is not possible for a Divine spell-caster born in
cast inside Gaol will allow a creature to travel to Gaol to gain spells from outside the plane, other
another plane. Dimensional travel is still possible than from Iersheen. Likewise a Divine magic item
within Gaol itself, as long as the destination is not can not be constructed within Gaol using spells
beyond the plane. gained from a deity outside the plane, other than
Iersheen.

213
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4. Grant and Consideration: In consideration for agreeing Wizards of the Coast, Inc.

214
b) System Reference Document Copyright © 2000-
2003, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, Rich baker,
Andy Collins, David Noonan, Rich Redman, Bruce
R. Cordell, based on original material by E. Gary
Gygax and Dave Arneson.
c) Book of Beasts 3rd Edition Copyright © 2003,
Robert J. Hall.
d) Heart-eater Copyright © 2003, Ashley H.
e) Blacksway.net/cc Homebrew Website Copyright
© 2003, Sam Judson.
f) Kree, Spirit Drinker Copyright © 2003, Magus.
g) Dire Stirge, Gravesprite, Gryphon, Rock Lizard
Copyright © 2002, Robert H. Nichols.
h) Fleshbound Vampire, Half-Medusa, Thermic
Elemental, Two-Headed Mutant Copyright ©
2001, 2002, Sean K. Reynolds. All rights reserved.
i) Cravedead, Crypt Cursed Copyright © 2004,
Dominique Crouzet.
j) Challatyr Copyright © 2002, The Unseelie Court,
Monte Cook.
k) Tome Golem Copyright © 2003, Roll Initiative.
l) Babooten, Death Shrieker, Rust Fiend, Wumpus
Copyright © 2003, David E. Brooks Jr.
m) Liber Mysterium: The Netbook of Witches and
Warlocks is Copyright © 2003, Timothy S.
Brannan and the Netbook of Witches team.
n) Diplodocus, Iguanodon, Stegasaurus Copyright ©
2004, Steve Clark.
[End of License]

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