Bestiary Nefarious - Monsters of The East
Bestiary Nefarious - Monsters of The East
Bestiary Nefarious - Monsters of The East
Klauk
Bestiary Nefarious
By
Stephen C. Klauk
Edited by
John Klauk
Illustrations by
Jason Ruehl
Stephen C. Klauk
Special Thanks
To all my players over the many years for being the guinea pigs for the creatures within. Also, many thanks to Sean Macdonald
and his amazing creature creator at the Kencyclopedia – it has saved me many hours of tedious work. Well done Sean!
Index
Index .................................................... 3 Baquada Corsair ........................ 71 Dire Animal .....................................126
Monsters by Type ................................ 6 Baquada Pirate Lord.................. 72 Dire Hamster................................127
Monsters Introduction........................ 10 Bastuu-I ............................................. 73 Dire Rabbit................................... 128
Reading The Entries ...................... 10 Bastuu-I Feline Matron ............. 74 Dire Turtle....................................129
Statistics Block .......................... 10 Bastuu-I Priestess ...................... 75 Diseased...........................................130
New Weapons............................ 11 Bastuu-I Princess....................... 75 Doppelganger Ooze .........................131
New Feats .................................. 14 Beastlands animal.............................. 76 Dragon, General...............................132
Description Block ...................... 16 Beastlands Dog.............................. 77 Imperial Dragon...........................136
Open Content ................................. 16 Beetle, General .................................. 78 Nippon Dragon ............................ 138
Accursed ............................................ 18 Adamantine Beetle ........................ 79 Randese Dragon........................... 140
Accursed Human Rogue ................ 20 Godsteel Beetle ......................... 80 Skierian Dragon ...........................142
Accursed Human Murderer........ 21 Bloodseeker Beetle........................ 81 Vegan Dragon ..............................144
Accursed Human Slayer ............ 21 Goldspinner Beetle ........................ 82 Western Dragon ........................... 146
Accursed Human Serial Killer ... 22 Headhunter Beetle ......................... 83 Drakkenwyrm ..................................148
Acephos ............................................. 23 Wolf Beetle ................................... 84 Dreamslayer .....................................150
Animus............................................... 24 Hellwolf Beetle ......................... 85 Dwelf ...............................................151
Dire Ape Animus ........................... 26 Phomicus Beetle............................ 86 Dwelf Minstrel.........................153
Annikan ............................................. 27 Spharon ......................................... 87 Dwelf Stone Chanter................ 153
Annikan Alpha........................... 28 Spharon, Immature Swarm........ 88 Dwelf Ringer of Steel ..............154
Annikan Jackal King.................. 28 Spharon Mummy....................... 89 Earth Lumberer ................................155
Annikan Jackal Lord.................. 29 Bedlam .............................................. 90 Eeylene ............................................157
Apolii ................................................. 31 Bloodhound ....................................... 91 Ekimma............................................159
Araby ................................................. 32 Bloodrose .......................................... 92 Elephant, White ...............................160
Araby Dervish............................ 33 Bloodmole ......................................... 93 Elogre...............................................161
Araby Sahid ............................... 33 Burrow Worm ................................... 94 Elogre Forester.........................163
Araby Saluke ............................. 34 Cactus Folk........................................ 95 Elogre Forester.........................163
Argosi ................................................ 35 Cactus Folk Explorer................. 96 Elogre Enchantress...................164
Aspidoceleon ..................................... 36 Cactus Folk Protector ................ 97 Elogre Witch ............................ 165
Aspii .................................................. 37 Cactus Folk Lord ....................... 97 Elogre Hag ...............................166
Blooded Aspii ................................ 38 Camille .............................................. 99 Engine of Hunger.............................167
Aspii Blooded Servant ............... 40 Capricornus ..................................... 100 Envy Childe .....................................168
Aspii Blooded Snakeskin........... 40 Cavern Crawler ............................... 101 Fauna Tree .......................................169
Aspii Blooded Viper .................. 41 Chuut-I ............................................ 102 Fettered ............................................170
Aspii Degenerate ........................... 42 Ankhbearer .................................. 103 Firebird ............................................172
Aspii Slave..................................... 44 Cobra Newt ..................................... 105 Fire Dragon ...................................... 173
Aspii Slave Minotaur ................. 45 Cobracon ......................................... 106 Flesh Engine, General......................174
True Aspii ...................................... 46 Colossus .......................................... 107 Flesh Engine, Builder...................175
True Aspii Demagogue.............. 49 Corpseslayer .................................... 108 Flesh Engine, Carpetbagger .........176
Aspii Wyrm ................................... 50 Corrupted Soul ................................ 109 Flesh Engine, Memorizer.............177
Auraling ............................................. 52 Corrupted Soul Half-orc Monk ... 110 Flesh Engine, Sweeper.................178
Auraling Hero ............................ 53 Corrupted Soul Hand of Doom 111 Flesh Engine, Warrior..................179
Auraling Champion.................... 54 Corrupted Soul Master Harvester Flesh Engine Dreadnought.......180
Auraling Cavalier....................... 54 ................................................. 112 Fluttercat ..........................................181
Avangi ............................................... 56 Crypt Wyrm .................................... 113 Flying snake.....................................182
Avenclaar, General ............................ 57 Death Blossom ................................ 114 Fowler ..............................................183
Bear Avenclaar .............................. 59 Death Dancer................................... 115 Fowler Quill............................. 184
Cobra Avenclaar ............................ 60 Demon, General .............................. 116 Fowler Featherlight..................185
Eagle Avenclaar............................. 61 Azura Demon .............................. 117 Fowler Roost Lord ...................185
Lion Avenclaar .............................. 63 Pazuzi Demon ............................. 119 Forest Runner...................................187
Mouse Avenclaar ........................... 65 Rose Demon ................................ 120 Dark Runner.................................188
Wolf Avenclaar.............................. 67 Vanadar Demon......................... 121 Geshara ............................................189
Baku-Shaksta ..................................... 68 Demon Flower................................. 122 Geshara Bully .......................... 190
Baquada ............................................. 69 Demon Knight ................................. 123 Geshara Thug ........................... 191
Baquada Mariner ....................... 71 Demon Steed ................................... 125 Geshara Warlord ......................191
Introduction
This book almost got left behind.
About a year ago, in 2007, I finished my first monster
book for the D&D – Bestiary Malfearous. I was very proud of
it for it was the cumulation of nearly 20 years of playing and
designing for the game. Halfway into the project, I realized I
wouldn’t be able to fit all the creatures into a single volume,
so I split it in two, with the intention of taking about another
year to finish the latter half.
Unfortunately, the unexpected hit – the
announcement of 4th edition. I started to scramble to finish the
book before the new edition would appear, knowing few
people would be interested in a book for the old edition once
the new was out.
Time was against me. The first book was selling
slow, so I didn’t have an art budget. I finished correcting the
text and started some playtesting (which didn’t get finished),
but wading through making over 200 new pieces of art by
myself with my not-so-great talent - it was just too much.
Another project – my attempt to salvage 4E for my own home
game, also put this project on the back burner. Too long of a
delay, I’m afraid.
Rather than let it moulder away, I’ve decided to give
this book away for free, incomplete as it is. So please, enjoy
this.
If you do enjoy this, go to drivethrustuff.com and
give my first book, Bestiary Malferous a shot. It’s pretty
cheap and has a lot of extras – pictures, printable counters and
the like – that I just couldn’t get to in this book.
Maybe, one day, I’ll see a new edition of this book
printed one day for a new edition of D&D.
But never for 4th edition.
http://amberos.wikispaces.com/
Monsters Introduction creature wears armor that reduces its speed, the creature’s base
land speed follows.
If the creature has other modes of movement, these
Reading The Entries are given after (or in place of) the land speed. Unless noted
Each monster description is organized in the same otherwise, modes of movement are natural (not magical).
general format, as outlined below. This information is
reproduced from the SRD, with some elaboration where the Armor Class
entries vary from the standard layout. The Armor Class line gives the creature’s AC for
normal combat and includes a parenthetical mention of the
Statistics Block modifiers contributing to it (usually size, Dexterity, and
This portion of a monster description contains basic natural armor). The creature’s touch and flat AC follow the
game information on the creature. combat ready AC.
A creature’s armor proficiencies (if it has any)
Name depend on its type, but in general a creature is automatically
This is the name by which the creature is generally proficient with any kind of armor it is described as wearing
known. The descriptive text may provide other names. (light, medium, or heavy), and with all lighter kinds of armor.
Zanzer: Used by coral dwarves, on one end it sports a he may elect to drop the Zanzer instead of suffering a reversal.
harpoon-like hook and on the other it bears a great double- Coral dwarves treat this as a martial weapon. All others treat
bladed axe. It is a double weapon. On a hit with the harpoon it as an exotic weapon. Cost: 50 gp, Dam: 1d6/1d8, Crit:
head, the attacker may start a grapple. If he loses the grapple, x3/x3; Wt: 15 lb., Type: Piercing & Slashing
Space/Reach
New Masterwork Qualities (From the Amberos Play This line describes how much space the creature
Guide) takes up on the battle grid and thereby needs to fight
Weapons, armor and shields can be made masterwork effectively, as well as how close it has to be to threaten an
in different ways, allowing for different game effects. Only opponent. The number before the slash is the creature’s space,
one masterwork quality can be applied to an item, and each of or how many feet one side of the creature occupies. The
the different masterwork qualities still qualifies an item to be number after the slash is the creature’s natural reach. If the
enchanted. The masterwork quality as described below creature has exceptional reach due to a weapon, tentacle, or
replaces the normal masterwork quality modifiers to an item; the like, the extended reach and its source are noted in
it does not stack with the original masterwork rules. The parentheses at the end of the line.
different masterwork qualities are described below.
The standard masterwork quality for a weapon is Height/Weight
considered to be Balanced (+1 bonus to hit). With the The “average” range of height for a creature is given
exception of Balanced and Razor-sharp, masterwork qualities here in feet and inches; for long creatures (such as dragons,
retain their functionality in magical weapons. Masterwork worms and quadrupeds), this is the length of the creature. The
qualities are applied before magical modifiers or feat number in parentheses is the average height/length of the
modifiers. So for example, a +1 keen barbed scimitar has a creature. In most cases, females are 10%-30% shorter.
critical range of 13-20/x2. Avians tend to have a wingspan approximately triple
The standard masterwork quality for armor is their height.
considered to be Fitted (reduce armor check by 1).
The standard masterwork quality for shields is Weight
considered to be Durable (reduce armor check by 1). The “average” weight range for the creature is given
Caster: The armor is loose-fitting to accommodate here in pounds (lbs.). The number in parentheses is the
the intricate gestures required in spellcasting. Caster’s armor average weight for the creature. In most cases, females are
reduces the chance of spell failure by 10%, but also reduces 15-40% lighter.
the Armor Bonus by –1. Padded armor cannot be made into
caster armor. Cost: +150 gp Special Attacks and Special Qualities
Many creatures have unusual abilities. A monster
Damage entry breaks these abilities into special attacks and special
This line indicates the damage caused by each attack qualities. The latter category includes defenses, vulnerabilities,
listed in the Attack and Full Attack line. and other special abilities that are not modes of attack. A
The damage that each attack deals is noted special ability is extraordinary (Ex), spell-like (Sp), or
parenthetically. Damage from an attack is always at least 1 supernatural (Su). Additional information (when needed) is
point, even if a subtraction from a die roll reduces the result to provided in the creature’s descriptive text.
0 or lower. When a special ability allows a saving throw, the
A creature’s primary attack damage includes its full kind of save and the save DC is noted in the descriptive text.
Strength modifier (1-1/2 times its Strength bonus if the attack Most saving throws against special abilities have DCs
is with the creature’s sole natural weapon) and is given first. calculated as follows: 10 + 1/2 the attacker’s racial Hit Dice +
Secondary attacks add only ½ the creature’s Strength bonus. the relevant ability modifier.
If any attacks also have some special effect other than The save DC is given in the creature’s description
damage, that information is given here. along with the ability on which the DC is based.
Unless noted otherwise, creatures using natural weapons deal
double damage on critical hits.
Manufactured Weapons: Creatures that use swords, bows,
spears, and the like follow the same rules as characters do.
The bonus for attacks with two-handed weapons is 1½ times
the creature’s Strength modifier (if it is a bonus), and is given
first. Offhand weapons add only ½ the Strength bonus and are
given second in the parentheses.
Damage Reduction (Variant Rules): A creature with this good, or lawful) can overcome this type of damage reduction
special quality ignores damage from most weapons and with its natural weapons and weapons it wields as if the
natural attacks. Wounds heal immediately, or the weapon weapons or natural weapons had an alignment (or alignments)
bounces off harmlessly (in either case, the opponent knows the that match the subtype(s) of the creature.
attack was ineffective). The creature takes normal damage When a damage reduction entry has a dash (–) after
from energy attacks (even nonmagical ones), spells, spell-like the slash, no weapon negates the damage reduction.
abilities, and supernatural abilities. A certain kind of weapon A few creatures are harmed by more than one kind of
can sometimes damage the creature normally, as noted below. weapon. A weapon of either type overcomes this damage
The entry indicates the amount of damage ignored reduction.
(usually 5 to 15 points) and the type of weapon that negates A few other creatures require combinations of
the ability. different types of attacks to overcome their damage reduction.
Some monsters are vulnerable to piercing, A weapon must be both types to overcome this damage
bludgeoning, or slashing damage. Some monsters are reduction. A weapon that is only one type is still subject to
vulnerable to certain materials, such as alchemical silver, damage reduction.
adamantine, or cold-forged iron. Attacks from weapons that
are not made of the correct material have their damage Spell Resistance (Variant Rules): A creature with spell
reduced, even if the weapon has an enhancement bonus. resistance can avoid the effects of spells and spell-like abilities
Some monsters are vulnerable to magic weapons. that directly affect it. To determine if a spell or spell-like
Any weapon with at least a +1 magical enhancement bonus on ability works against a creature with spell resistance, the
attack and damage rolls overcomes the damage reduction of caster must make a caster level check (1d20 + ½ caster level
these monsters. Such creatures’ natural weapons (but not their + level of spell cast). If the result equals or exceeds the
attacks with weapons) are treated as magic weapons for the creature’s spell resistance, the spell works normally, although
purpose of overcoming damage reduction. the creature is still allowed a saving throw. If you use this
A few very powerful monsters are vulnerable only to method, you may wish to change SR for monsters from other
epic weapons; that is, magic weapons with at least a +6 books to the method of calculating SR below.
enhancement bonus. Such creatures’ natural weapons are also The standard rules set a creature’s spell resistance at
treated as epic weapons for the purpose of overcoming 11 + CR of the monster. However, for the purposes of this
damage reduction. book, a different standard was adopted. Creatures in this book
In the case of magic damage reduction, a number have their spell resistance calculated at 11 + ½ HD + Cha
follows. If the magic weapon does not have an enhancement modifier. In most creatures, this tends to provide spell
bonus equal to or greater than the plus listed, it does not resistance lower than calculating it by CR, but in the case of
bypass damage reduction. Likewise, if the creature is attacked natural spell-using creatures, may often be higher than what is
with damage-inflicting spells that are not of a spell level equal expected.
to or greater than the indicated plus, the creature gains its If a creature has the “lesser magic resistance” special
damage reduction against the attack. It should be noted that quality, it gains a +5 bonus to SR (already calculated in). If
spells that deal energy damage (acid, cold, electricity, fire or the creature has the “magic resistant” special quality, it gains a
sonic as well as negative energy and force spells) which +10 bonus to SR (again, already calculated in). Finally,
normally bypass damage reduction will have their damage certain creatures that have DR/magic gain a bonus to SR when
reduced if they are not of sufficient level to bypass the damage spells are used against them that are lower level than the
reduction. Likewise, the creature gains a +2 bonus to Spell minimum weapon plus to bypass DR. The creature gains a +2
Resistance (if any) per spell level below the minimum to bonus to spell resistance per spell level below the minimum.
bypass DR. If you wish to use the standard rules to recalculate the
Some monsters are vulnerable to chaotic-, evil-, SR of the monsters within, just remember that the standard
good-, or lawful-aligned weapons. When a cleric casts align formula is 11 + CR of the creature.
weapon, affected weapons might gain one or more of these
properties, and certain magic weapons have these properties as
well.
A creature with an alignment subtype (chaotic, evil,
Author’s Notes – DR and other monster books: The alternate DR rules harkens back to previous editions of the rules, where many
creatures required weapons with a certain magic bonus to be harmed. These rules seek to bring some of that quality back, as well as
render creatures immune (above and beyond spell resistance) to certain low-level spells. If you choose to use the alternate DR rules
listed above, you may desire to carry this ability over to creatures from other books. The conversion is quite simple – for every 4 CR,
give the creature a +1. Thus, for example, a CR 8 creature that normally has DR 5/magic would have DR 5/magic +2. If you’re
building your own monsters, we suggest the following
CR 1/8 – 1 DR 2/magic +0 CR 5-8 DR 5/magic +2 CR 13-16 DR 10/magic +4
CR 1-4 DR 5/magic +1 CR 9-12 DR 10/magic +3 CR 17-20 DR 15/magic +5
Advancement Society
The monster entry usually describes only the most This entry is only found in creatures that organize
Commonly encountered version of a creature. The themselves into large cultural groups. It gives information for
advancement line shows how tough a creature can get, in a stereotypical community the creature belongs to. As always,
terms of extra Hit Dice. (This is not an absolute limit, but there are atypical examples of every society and the DM is
exceptions are extremely rare.) Often, intelligent creatures free to change, alter or ignore portions of the society entry as
advance by gaining a level in a character class instead of just needed.
gaining a new Hit Die.
On Amberos
Level Adjustment This information gives anecdotal information about
This line is included in the entries of creatures suitable for use the creature as befits a campaign set on Amberos. Many
as player characters or as cohorts (usually creatures with undead and extraplanar creatures lack this entry as they either
Intelligence scores of at least 3 and possessing opposable have no special niche on Amberos or, being extraplanar, hail
thumbs). Add this number to the creature’s total Hit Dice, from regions beyond Amberos.
including class levels, to get the creature’s effective character
level (ECL). A character’s ECL affects the experience the As Characters
character earns, the amount of experience the character must This gives a brief insight into why a member of this
have before gaining a new level, and the character’s starting species might take up a life of adventurer. Following is a list
equipment. of information required to build the race into a player
character. The section ends with information on the gods
Description Block worshipped by the race and domains allowed for worshippers
The information following the statistic block gives of that god. Note that player characters tend to be exceptional,
expanded information to run the creature in the game, as well and the character is not required to worship the god presented
as describing tactics, the ecological niche of the creature and in the entry.
other factors. For those races that are advanced by class levels,
example characters follow. These are not absolutes, but
First Appearance represent additional creature builds that can quickly be
The italicized text gives DMs a way to describe the dropped into an adventure. All example characters use the
creature when its true nature is first revealed. The description elite array of 15, 14, 13, 12, 10, and 8, before racial and level
often factors the creature’s tactics or general demeanor into modifiers. If you are deconstructing the stats, please note
the description and may not always be appropriate to the there may be additional modifiers for level (+1 for every 4
situation. Feel free to modify or discard the description to fit character levels/add’l HD) and/or magic items added into the
the encounter. ability scores.
Note that the abbreviated stat profile only lists the
Overview changes from the main entry. The value of the creature’s gear
The paragraphs following the creature’s description is listed in a separate entry and should be deducted from any
give an overview of the creatures and its general habits. The treasure it would normally have. The DM is free to modify the
final paragraph states what languages the creature usually gear used by the creature; it is simply presented to ease in
knows. equipping and statting the creature.
Accursed Draining Bite (Sp): The bite of the accursed drains the
strength of a foe. With a successful bite, the accursed
Accursed are humanoids that have transformed by a causes 1d6 Strength damage. Lost strength can be
malevolent curse, usually one tied to an area or structure. The recovered at the rate of 1 point per day of rest.
malignant evil of the area wroughts a slow change over the Extended Reach (Ex): The accursed arms lengthen
individual, slowly swinging them towards evil behavior and considerably, doubling its reach.
granting them foul abilities even at their body undergoes Fear Aura (Su): The accursed radiates an aura of
malevolent changes. dread out to 15 feet. Those in the area of effect with
Accursed is a template that can be applied to any Hit Dice or levels less than or equal to the accursed
humanoid or giant. This is referred to as the base creature. racial hit dice must make a Will save (DC 10 + ½
accursed racial HD + Chr modifier) or be shaken. This
Type: The accursed type changes to monstrous humanoid and is a mind-affecting ability.
gains the evil subtype. Mad Scream (Su): As a standard action, the accursed
Hit Dice: The accursed gains 6d8 hit dice. These are can unleash a sonic scream that damages and causes
considered racial hit dice. confusion. The sonic scream affects a 15 foot cone,
Initiative: Same as base creature, modified by ability score dealing 3d6 sonic damage (Fort DC 10 + ½ racial HD +
changes. Con modifier for half damage). Those who fail a Will
Speed: The accursed gains a pair of bat-like wings that allow save (DC 10 + ½ racial HD + Con modifier) are
flight at a rate of 70 feet (poor). confused for 2d4 rounds, as per the spell. A victim who
Armor Class: The accursed gains a +4 bonus to Natural succeeds the saving throw against the scream cannot be
armor. confused by further mad screams for the remainder of
BAB/Grapple: The accursed gains a +4 bonus to Base the day, but still suffers sonic damage.
Attack. Grapple is recalculated based on the new Base attack Poison (Ex): The accursed grows a sinewy tail tipped
and ability modifiers with a stinger. The accursed can attack with tail as a
Attacks: The accursed gains a natural attack routine of two secondary attack and the tail deals 1d3 + ½ Str modifier
claws and a bite. The bite is considered a secondary attack + poison. Poison: Type: Injected; Fort DC 10 + ½
routine. The base damage for the claws and bite is based on racial HD + Con modifier. Init: 1d6 Con; Sec: 1d6
size, as shown on the table below. Accursed retain any Con.
weapon attacks they had prior to their transformation. Shapechanger (Su): The accursed gains the
shapechanger subtype. As a move action, the accursed
Size Claw Bite can change into another creature or mimic another
Small 1d3 1d4 person of its choice. This acts in all regards like a
Medium 1d4 1d6 polymorph with a caster level equal to the level/HD of
Large 1d6 1d8 the accursed.
Spellcaster (Sp): The accursed must already have the
Space/Reach: Same as base creature. ability to cast spontaneously. It does not suffer a
Special Att: The accursed gains two of the following penalty to Charisma, but instead gains a +4 bonus to
attack forms listed below. Charisma and a –2 penalty to Strength. The accursed
Body Spikes (Ex): The accursed body is covered in increases its spellcaster level by 6 for the purposes of
sharp, bony spikes. It is treated as if wearing armor determining spells known and spells per day.
spikes, and is considered proficient in their use. Summon (Su): The accursed can attempt to summon
Cursed Claws (Su): The claws of the accursed spread demons from the abyss once per day, with a 50%
its own curse to victims. Victims struck by the claw chance of success. The accursed can summon up to
attacks of the accursed must make a Will save (DC 10 + 2HD of demons per level or HD it has. Any single
½ racial HD + Con modifier) or be transformed into an summoned demon cannot have HD greater than the
accursed. Transformation takes 1d3+1 hours, in which summoner’s HD/level. The summoned demons remain
the victim is considered fatigued as he is wracked by for 1 hour, and cannot perform any summons of their
the growing pain of the curse. The transformation can own.
be reversed with Dispel Evil, Remove Curse (requiring Special Qual: The accursed gains darkvision 60 feet. If it
a level check vs. the accursed HD/levels), Wish or already has darkvision, the range is doubled. An accursed also
Miracle spell. Once the transformation finishes, only a gains Fire resistance 20, Acid resistance 10 and Regeneration
Wish or Miracle can reverse it. equal to their constitution modifier. An accursed cannot
Desecration (Sp): As a full-round action, the accursed regenerate fire or acid damage it takes.
can reproduce the effects of a desecration spell with a Saves: Same as base creature, modified by augmented
caster level equal to its level/HD. ability scores and additional hit dice (Fort +2, Reflex +2, Will
+2)
Acephos
Medium Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 20 ft. (4 squares)in hide armor; base speed
30 ft.
Armor Class: 16 (+1 Dex, +2 natural, +3 hide armor),
touch 11, flat 15
BAB/Grapple: +2/+7
Attack: Bite +7 melee (1d8+5)
Full Attack: Bite +7 melee (1d8+5) and 2 slam +2 melee
(1d4+2)
Space/Reach: 5 ft./5 ft.
Height: 5 ft. + 2d4 inches (5 ft. 5 in.)
Weight: 200 lbs + 2d10 x 10 lbs. (310 lbs.)
Special Att: -
Special Qual: Darkvision 60 ft., resistance to energy
Saves: Fort +3, Ref +2, Will +3
Abilities: S21 D12 C15 I10 W11 Ch 8
Skills: Balance -2, Climb +2, Escape Artist -2,
Hide -2, Intimidate +2, Jump +2, Listen 0,
Move Silently -2, Sleight of Hand -2, Spot
+3, Survival +6, Swim -1, Tumble -2
Feats: Run, Track Acephos on Amberos
Environment: Cold or Temperate mountains or Acephos infest the mountain ranges of the Skienlands
underground and Randu, where tribes of the creatures prey on communities
Organization: Solitary, Pack (2-5), or Swarm (5-20) within the raiding bands reach.
CR: 3
Treasure: 50% coins, 25% items
Alignment: Usually chaotic evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adj: +2
This leathery-looking humanoid has a face that
is seated directly into its chest. It has a huge
maw filled with yellow teeth, and its waves its
fists as it lets out an awful screech.
Acephos are vicious predatory beasts that despise
outsiders. They are willing to attack any non-acephos that
enter their area, and breed with frightening speed. While
acephos are capable of using tools and simple melee weapons,
they do not manufacture their own items other than the crude
hide armor they wear. They can generally be found wandering
the badlands, looking for something to kill and eat - very little
else seems to interest them.
Combat
Normally, an acephos enters combat by charging a
foe, slamming it with its fist or clubbing them with an
improvised weapon. They will often attempt to grapple an
opponent, and will often bite a held victim mercilessly. An
acephos will rarely chase foes if it has a kill available to it.
Unfortunately, acephos don't take prisoners and
generally consume any being they kill - items and all.
Resistance to Energy (Ex): Acephos ignore 15 points of fire
or cold damage from any attack directed against them.
Combat
An animus dire ape is a simple beast - it charges the
opponent and attempts to maul them with tooth and claw. It is
fearless and will not back down from a fight.
Plague (Su): Bite (Injury; DC 15; Incub: 1 day; Init: 1d3 Con;
Sec: 1d3 Con) A victim slain by the disease has their soul
consumed, preventing them from being raised or resurrected
short of a Wish or Miracle spell.
Rend (Ex): An animus dire ape that hits with both claw
attacks latches onto the opponent’s body and tears the flesh.
This attack automatically deals an extra 2d6+12 points of
damage.
Apolii into trees and fleeing at full speed once out of reach of an
enemy. However, if forced into a corner with no avenue of
Medium Animal escape, Apolii have been known to go into blood frenzy,
Hit Dice: 4d8+12 (30 hp) striking to take out their opponent before they go down
Initiative: +4 themselves.
Speed: 40 ft. (8 squares), climb 30 ft. (6 squares) Blood Frenzy (Ex): An apolii reduced to ¼ normal hit points
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat 16 (7 hp) or less goes into a berserk fury. The apolii gains a +4
BAB/Grapple: +3/+7 bonus to strength and constitution, but suffers a –2 penalty to
Attack: Bite +7 melee (1d6 +4) AC (as per a barbarian’s rage ability). Furthermore, the apolii
Full Attack: Bite +7 melee (1d6 +4) and 2 claw +2 melee is not disabled or knocked unconscious at 0 or negative hit
(1d4 +2) points, but can continue fighting until reduced to –10 hit
Space/Reach: 5 ft./5 ft. points, at which time it drops dead. The blood frenzy lasts for
Height: 5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 7 rounds or until the apolii is reduced to –10 or less hit points.
Weight: 200 + 2d4 x 20 lbs (300 lbs.) Improved Grab (Ex): If an apolii hits with a claw attack, it
Special Att: Blood frenzy, improved grab, rend deals normal damage and attempts to start a grapple as a free
Special Qual: Low-light vision action without provoking an attack of opportunity. No initial
Saves: Fort +7, Ref +8, Will +1 touch attack is required. Apolii can only use this ability
Abilities: S19 D19 C17 I2 W11 Ch8 against medium-sized or smaller creatures.
Skills: Balance +8, Climb +12, Intimidate +2, Jump Rend (Ex): If an apolii hits the same opponent with both claw
+6, Listen +2, Spot +2, Tumble +6 attacks in the same round, or has successfully grappled an
Feats: Acrobatic, Alertness opponent, it may deal rending damage to target. The rend
Environment: Warm forests deals 2d4+3 damage.
Organization: Solitary, Family (2-5), or Pod (5-20) Skills: An apolii gains a +8 racial bonus to climb checks. It
CR: 3 can choose to take 10 on a climb check even if rushed or in
Treasure: None combat.
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large) Apolii on Amberos
Level Adj: +3 (Animal Companion only) Apolii can be found on the islands of the western
This black ape-like creature has a blossom of coast of Amberos, such as Arocnek. However, they are most
crimson fur that runs from the tips of its fingers up well known for dwelling in the Forna Sea and the islands
to its elbows. It hoots at you in a somewhat beyond the east of Amberos. There are fables of an Apolii
unfriendly manner, waving its massive arms and city – made of gold and ivory - hidden on a misty isle
baring its large canines. It follows you with cat-like somewhere deep in the Forna sea, protected by a bank of fog
yellow eyes, and it moves with amazing grace. and a host of whirlpools.
The apolii are ape-like creatures that are often found on
tropical islands. They live in small family groups, eating
insects or other small creatures - they are carnivorous, and will
refuse to eat fruits or vegetables. Apolii will generally use
threatening gestures and body language to attempt to scare
away creatures that come within their territory. They are much
more likely to flee attackers if they can outdistance their
opponents by climbing and swinging through trees, but if one
or more of their number comes under attack, the family will
generally fight viciously to save their brethren.
Apolii cannot speak or understand language, but can
be taught a wide variety of tricks. Trained Apolii can learn
four times the number of tricks that other animals are capable
of learning.
Combat
Apolii generally will only attack prey of size smaller
willingly, and only attack larger prey if forced. Attacking
Apolii prefer to charge opponents and grapple, using their
tremendous strength to rip their opponents apart. When
reduced to half hit points or less, most Apolii attempt to
disengage from combat and escape - preferably by climbing
Araby Arabics often let themselves be driven by greed, and will often
attack individuals of other races simply to rob them.
Medium Humanoid (Dwarf) The araby presented above had base ability scores of
Hit Dice: 1d8+3 (8 hp) 12, 11, 13, 10, 9 and 8 respectively.
Initiative: +1 Araby qualities (Ex): Arabics gain the following special
Speed: 20 ft. (4 squares) abilities.
Armor Class: 15 (+1 Dex, +3 studded leather armor, +1 • +2 bonus to Tumble checks. Arabics are known for
buckler), touch 11, flat 14 their flexibility and graceful movements.
BAB/Grapple: 0/+2 • +2 bonus to Appraise checks. Arabics have a nose
Attack: Scimitar +2 melee (1d6 +2) for business and prize themselves on knowing the
Full Attack: Scimitar +2 melee (1d6 +2) value of items they encounter
Space/Reach: 5 ft./5 ft.
• +2 bonus to Fortitude saves against poison.
Height: 3 ft. 9 in. + 2d4 in. (4 ft. 2 in.)
Arabics have an unnatural toughness to resist
Weight: 130 lbs + 2d6 x 5 lbs (165 lbs.)
poisons.
Special Att: -
• +2 bonus to Fortitude saves against fire damage.
Special Qual: Araby qualities, low-light vision
Arabics have a natural resistance to high
Saves: Fort +4, Ref +1, Will -1
temperatures and gain the indicated bonus against fire
Abilities: S12 D11 C15 I10 W9 Ch6
attacks. Furthermore, arabics do not suffer heat
Skills: Appraise +4, Balance -2, Climb -1, Craft
exhaustion damage.
(Weaponsmith) +4, Escape Artist -2, Hide -
2, Jump -1, Listen -1, Move Silently -2, • Scimitar & shortbow familiarity. Arabics treat
Sleight of Hand -2, Spot 0, Swim -5, scimitars and shortbows as simple weapons, instead
Tumble +2 of martial weapons.
Feats: Dodge • Stability. Arabics gain a +4 bonus against bull rush
Environment: Warm deserts or trip attacks.
Organization: Solitary, Company (2-5), Family (5-20 +0-2
Dervish), Tribe (20-40 + 1-6 Dervish +0-3 Araby Society
mountain lions + 0-1 Sahid), Kalab (40-60 Arabics primarily dwell on the surface in deep desert areas, in
+2-12 Dervish + 1-6 mountain lions + 0-1 communities dominated by female matriarchs. Unlike
dire tiger + 1-2 Sahid + 0-1 Saluke), or dwarves, Arabics are a race that prefers to be above ground,
Nation (60+ plus 5-20 Dervish + 5-20 only spending its time in the mines when their work shift
mountain lion + 0-4 dire tigers + 1-4 Sahid + requires it. While the males generally perform the physical
1 Saluke) labor tasks, the females run the home and have the final say in
CR: ½ all business matters.
Treasure: Standard Most Arabic groups are organized into Kalabs, a group of two
Alignment: Usually lawful neutral to three tribes that have been united by marriage. These
Advancement: By Character Class extended families watch over each other and work together for
Level Adj: +0 the betterment of all its members. A Kalab generally has one
This darkly-tanned, squat humanoid is dressed in or more mine holdings, using the precious metals they mine to
loose fitting cloth and wielding a rune-covered craft items with which to trade with other Kalabs or outsiders.
scimitar. Its weather-worn face sports a short, At the same time, many Kalabs are not above raiding other
black beard and his head is covered with a societies to make a quick profit or to destroy opposition to
gemstone-adorned turban. their trade monopolies. It is rare for Kalabs to attack other
Araby are offshoots of dwarves who dwell in desert Kalabs, but it has been known to happen.
areas, usually in rocky badlands. There they live in small
communities that mine the surrounding area for treasures and Arabics on Amberos
engage in trade with other races. Dwellers of the wastes of far Randu, the Arabics
Araby speak Common and Terran. They have were mercenary dwarves who fought alongside and lived with
darkvision out to 60 feet. Ghan’s people after they parted ways with the Kingdom of
The plural form of the name is Arabics. Malovak. The harsh life in the badlands of Randu forced them
to change many of their customs and habits, though many of
Combat the tribes have turned to mining the harsh lands in which they
Arabics tend to fight in packs, surrounding and now dwell, supplementing their needs with raids or forays into
baiting opponents. It is not unknown among arabics to ride more hospitable areas.
camels or horses into combat, and to use ranged weapons.
Argosi in a 30 ft. radius as per the Bless spell, with a casting level of
10th. The argosi also causes dissonance among enemies of the
Large Construct ship, affecting enemies in the same area of effect as if under
Hit Dice: 10d10+30 (85 hp) the effect of a Doom spell (caster level 10, spell DC: 14).
Initiative: +4 Fast Healing (Ex): An argosi heals 3 hit points per round
Speed: 30 ft. (6 squares) (can't run) except from fire or acid attacks.
Armor Class: 23 (-1 size, +14 natural), touch 9, flat 23 Sea Legs (Ex): An Argosi is never affected by the motion of
BAB/Grapple: +7/+18 the ship it is on. It does not suffer penalties to attack, armor
Attack: Spear +14 melee (2d6+10;x3) class or skill checks due to the ship’s motion.
Full Attack: Spear +14/+8 melee (2d6+10;x3) Ship Merge (Su): An argosi is bonded to a single ship, and
Space/Reach: 10 ft./10 ft. cannot willingly leave the deck of the ship it is bonded to.
Height: 12 ft. However, the ship can assume (or subsume) the position of
Weight: 3,000 lbs. figurehead on the ship. When it does so, the ship it is merged
Special Att: - with gains the construct’s regeneration ability and can be
Special Qual: Construct traits, darkvision 60 ft., low-light piloted by the argosi as if it had a full crew. Further, the
vision, morale boost, fast healing 3, sea legs, argosi can animate the ship for 10 minutes once a day while
ship merge merged, as if using the Animate Object spell. The casting
Saves: Fort +3, Ref +3, Will +5 level for this ability is 10th, but affects the entire ship (ignore
Abilities: S25 D10 C- I10 W14 Ch15 the normal size/area limitations for the spell). If the ship the
Skills: Hide -4, Knowledge (Geography) +7, Listen argosi is merged with is destroyed, the argosi is destroyed as
+4, Profession (Sailor) +13, Spot +4, Use well.
Rope +8
Feats: Alertness, Improved Initiative, Improved Creating an Argosi
Sunder, Power AttackB, Weapon Focus An argosi’s body is whittled from a single block of
(Shortspear) wood (usually ash), weighing at least 3,000 lbs. The wood
Environment: Any aquatic must be of exceptional quality, and costs 300 gp. Assembling
Organization: Solitary the body requires a DC 17 Craft (sculpting) check or DC 17
CR: 7 Craft (Woodworking) check.
Treasure: None CL 12th; Craft Construct, animate object or transformation,
Alignment: Always neutral contact other plane or divination, geas/quest, caster must be at
Advancement: 6-10 HD (Large); 11-15 HD (Huge) least 12th level; Price 37,000 gp; Cost 19,000 gp + 1,500 XP.
Level Adj: -
This female, painted wooden figure creaks Argosi on Amberos
slightly as it hefts its spear. It towers above the
The creation of argosi is a high art among the
height of a man, and despite being made of solid
shipbuilders of Saltbrine, who have experimented with stone
wood, the tresses of its clothes move as if they
versions for their granite ships. Some shipbuilders in Shovnov
were made of cloth.
Coast and Millos have also learned the craft of creating argosi,
The Argosi is an animated ship's figurehead. It is
and there are ancient argosi found in the fleet of ships from the
created to protect and fight for the ship it is bonded to. They
FarrenLands, though shipbuilders in that land seem to have
are popular among seamen, and feared by pirates. An Argosi
lost the skill to create new argosi.
speaks the language of its creator, and often has a silken voice
Argosi have also been commissioned for vessels from
that always seems to have words of comfort for its crew.
other nations in the west, and the secrets have apparently been
Besides being inspiring, Argosi are usually bound to the
learned in places such as Randu and Ran Da Khan.
ship they were created for, and can take control of the ship if
boarded, damaged or if the crew is otherwise incapacitated.
Argosi speak the language of their creator.
Combat
Argosi will enter combat to defend their vessel from
hostile boarders or sea monsters, striking with spear and fist as
it attempts to rally the crew. While an argosi's prime concern
is the safety of the ship, it will also go to great lengths to
protect the captain of the ship, and will fight as the captain
directs.
Morale Boost (Su): The presence of an argosi radiates a
constant aura that raises the morale of friendly crewmembers
Aspidoceleon slowly crush and bleed its enemy. If possible, they will drag
their foe into the depths to drown, if it is an air breather or
Gargantuan Magical Beast (Water) ship.
Hit Dice: 40d10+403 (623 hp) Breath Weapon (Su): An aspidoceleon can breath a gout of
Initiative: +0 super-heated acid out to a distance of 60 feet that fills a 20
Speed: swim 20 ft. (4 squares) foot radius area. Those caught in the area of effect suffer 10d6
Armor Class: 24 (-4 size, +18 natural), touch 6, flat 24 acid damage and 10d6 fire damage (Reflex DC 30 for half).
BAB/Grapple: +40/+64 The aspidoceleon can breath every 1d4+1 rounds.
Attack: Bite +49 melee (2d8+12;19-20/x2) Constrict (Ex): An aspidoceleon can deal 2d6+9 bludgeoning
Full Attack: Bite +49 melee (2d8+12;19-20/x2), tail +43 damage after making a successful grapple check with its tail.
melee (2d6+6) Improved Grab (Ex): If an aspidoceleon hits a huge or
Space/Reach: 20 ft./25 ft. smaller opponent with a tail or bite attack with a melee
Length: 55 ft. + 1d10 ft. (60 ft.) weapon, it deals normal damage and attempts to start a grapple
Weight: 64,000 lbs + 3d4 x 2,000 lbs (79,000 lbs/ as a free action without provoking an attack of opportunity.
39.5 tons) No initial touch attack is required.
Special Att: Breath weapon, constrict, improved grab, Lasting Breath (Ex): An aspidoceleon can hold its breath for
swallow whole 1 hour per point of constitution before suffering the effects of
Special Qual: DR 5/-, darkvision 60 ft., fast healing 5, drowning.
lasting breath, low-light vision Swallow Whole (Ex): If an aspidoceleon begins its turn with
Saves: Fort +34, Ref +22, Will +14 large-sized or smaller opponent held in its mouth (see
Abilities: S35 D10 C31 I6 W13 Ch12 Improved Grab), it can attempt a new grapple check (as
Skills: Hide -12, Listen +23, Spot +23, Swim +20 though attempting to pin the opponent). If it succeeds, it
Feats: Awesome Blow, Alertness, Blind Fighting, swallows its prey, and the opponent takes bite damage. A
Cleave, Devastating Critical (Bite)E, Great swallowed creature is considered to be grappled, while the
Cleave, Great Fortitude, Improved Critical aspidoceleon that did the swallowing is not. A swallowed
(Bite), Improved Sunder, Overwhelming creature can try to cut its way free with any light slashing or
CriticalE, Perfect HealthE, Penetrate Damage piercing weapon by dealing 60 points of damage to the AC 19
Reduction (Magic)E, Power Attack, Weapon interior, or it can just try to escape the grapple. If the
Focus (Bite) swallowed creature escapes the grapple, success puts it back in
Environment: Temperate, Warm aquatic the attacker’s mouth, where it may be bitten or swallowed
Organization: Solitary again.
CR: 18 Fast Healing (Ex): An aspidoceleon regains hit points at an
Treasure: None exceptionally fast rate, regaining 5 hit points per round.
Alignment: Always neutral Except where noted here, fast healing is just like natural
Advancement: 41-80 HD (Gargantuan); 81-120 HD healing. Fast healing does not restore hit points lost from
(Colossal) starvation, thirst, or suffocation, and it does not allow a
Level Adj: - creature to regrow lost body parts.
The water bursts aside as serpentine neck erupts Skills: An aspidoceleon has a +8 racial bonus to swim
from the water. The long neck ends in a reptilian checks, and can take 10 even when rushed or in combat.
head spouting steam, and the whole is connected
to a turtle-like body the size of an island. Aspidoceleon on Amberos
Massive flippers slowly tread water on each side These creatures are a terror of the southern and
of the turtle shell, and a long, snake-like tail western seas of Amberos. Though they are thankfully rare,
coils and twists behind the creature. there are numerous accounts of vessels dragged to the watery
Aspidoceleon are sea monsters that have a habit of depths of the ocean by this creature.
preying on ships and other large aquatic life. Sailors tend to
simply refer to them as “sea serpents”. Wrapped in an armored
shell, they are predators of the high seas, though they rarely
attack small targets.
Combat
Aspidoceleon usually lurk under the surface of the
water moving slowly until they spot a target of opportunity -
usually something the size of a small whale or larger. The
beast then rushes at the target and attempts to grapple. Once it
is grappling with its enemy, it uses it constriction and bite to
Aspii
Aspii are a race of degenerate snake folk created
from a close association with the reptile god of snakes. While
their association with snakes gives them a virtual immortality
in that they do not die of old age, they are horribly twisted
toward evil in both frame and mind.
Aspii are all the more dangerous for their alchemical
knowledge, which they use to force others to become like
them, and which they use to taint the form of other living
things to their will.
Oddly, aspii and menten are bitter enemies, each
pursuing their ultimate goal of domination and transformation
of all things into a form best suited to their own shape. The
hatred is so great that several aspii septs are dedicated to
nothing less than rooting out the location of menten enclave
and then overwhelming and destroying such bastions.
All aspii have the following characteristics
Scent (Ex): Aspii can “smell” the air with their forked
tongues and can easily find that which their sight overlooks.
Darkvision: All aspii have the ability to see with their slitted
eyes in utter darkness – even magical darkness - as if it were
daylight. Though the range varies by species, this ability is
tied to the shape of their eyes. If they use magic or other
means to alter the shape of their eyes, they lose this natural
darkvision.
Aspii on Amberos
Aspii are the creation of Aspus, lord of scales. Most
true aspii were once Aharati humans who were lured to the
snake god by its twisted promises of immortality during the
horrible rampage of Guaradrell.
Aspii Degenerate
Small Monstrous Humanoid (Reptilian)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, +1 Dex, +3 natural), touch 12,
flat 14
BAB/Grapple: +2/-3
Attack: Bite +2 melee (1d3-1 + poison)
Full Attack: Bite +2 melee (1d3-1 + poison), claw -3
melee (1d2-1) and tail -3 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Height: 3 ft. 3 in. + 2d4 in. (3 ft. 8 in.)
Weight: 30 lbs + 2d4 x 3 lbs. (45 lbs.)
Special Att: Poison
Special Qual: Darkvision 60 ft., low-light vision, scent
Saves: Fort +1, Ref +4, Will +4
Abilities: S9 D13 C12 I6 W13 Ch5
Skills: Balance +9, Climb +9, Hide +11, Listen +5,
Move Silently +3, Spot +5, Survival +6,
Swim +7
Feats: Stealthy
Environment: Warm plains or forests
Organization: Solitary, Brood (2-5), or Nest (5-20)
CR: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adj: +2 (cohort)
This creature looks like a green, legless lizard Combat
the size of a child. It has an atrophied pair of Degenerates are bloodthirsty trackers and despite
forelimbs that it flails about as it slithers their small size, will viciously attack prey much larger than
forward. As it moves its head sways from side to themselves. Worse of all, degenerates often hunt in packs, and
side as the yellow eyes glance about and its will swarm single prey to quickly bring it down before moving
forked tongue flickers to taste the air. on to attack another.
Degenerates are hunting beasts the Aspii use to track Because of their great intelligence (for an animal-like
prey and kill it. Despite their small size, degenerates can be creature), degenerates have shown a great amount of cunning.
quite deadly and must be specially trained by blooded aspii They learn quickly from their mistakes, can often escape
rangers to prevent them from turning on other aspii. confinement, and have been known to employ their
Surprisingly, degenerates are hatched from true aspii eggs; the surroundings to injure their opponents. Though degenerate
parent simply needs to will to create an egg that will spawn a aspii do not use tools, they can manipulate door handles,
degenerate “child”. true aspii have little to no emotional activate in-place traps and even solve problems of how to
attachment to degenerates; they are simply tools to be used in reach prey that has otherwise cut itself off from approach.
the eyes of the true and blooded aspii. Poison (Ex): An degenerate aspii’s bite inflicts a paralytic
In extremely rare cases, degenerates have been known poison that slows the victim down and makes them easy prey
to live in the wild and develop their own blood-thirsty to be captured or overwhelmed by aspii swarms. (DC 12 Fort.
communities. There are fanciful tales of degenerate aspii Init: 1d3 dexterity, Sec: 1d4 dexterity).
communities that have learned to build their own dwellings Skills: Aspii degenerates have a +4 racial bonus on Hide,
and use tools, but to date, no such habitation has been found Listen, and Spot checks and a +8 racial bonus on Balance and
by aspii or other races. Climb checks. An aspii degenerate can always choose to take
Degenerates are relentless hunters, and will dog their 10 on a Climb check, even if rushed or threatened. Aspii
prey until called off or slain. Degenerates can be trained by degenerates use either their Strength modifier or Dexterity
other aspii and can be purchased for about 500 gp each. They modifier for Climb checks, whichever is higher. An aspii
can be taken as animal cohorts by aspii druids and aspii degenerate has a +8 racial bonus on any Swim check to
rangers, despite the creatures being humanoids. perform some special action or avoid a hazard. Aspii
Degenerates cannot speak, but understand aspii. degenerates can choose to take 10 on a Swim check, even if
Aspii Slave
True Aspii have the ability to transform other
humanoid creatures into subservient serpentine creatures
under the control of the Aspii.
Aspii Slave is a template that can be applied to any
humanoid, giant or monstrous humanoid creature that failed its
secondary saving throw against the True Aspii’s venom attack.
Type: An aspii slave’s type does not change, but it gains the
Reptilian subtype
Hit Dice: An Aspii Slave’s hit dice doubles
Initiative: Unmodified
Speed: An Aspii Slave’s movement rate is unmodified
Armor Class: The Aspii Slave gains a scaly covering that
increases the base creature’s Natural Armor class by +2
Attack: An Aspii Slave loses all ability to fight with ranged
weapons, but retains the ability to attack with manufactured
melee weapons any natural attack routines and gains a bite and
claw attack routine if it did no have one. The bite attack is
poisonous. The damage dealt by the attack is based on size, as
shown below.
Space/Reach: Unchanged from the base creature
Special Att: The Aspii slave retains any extraordinary or
supernatural special attacks, but loses the ability to cast spells
or use spell-like abilities. The bite of an Aspii slave is
venomous, though other Aspii are immune to the venom.
Special Qual: The Aspii slave gains the Scent ability and
darkvision 60 feet. Aspii slaves are also mentally enslaved to
the Aspii by the venom that courses through their veins.
Saves: The Aspii slave has a base Will save of +0, despite
it’s hit dice or levels.
Abilities: An Aspii slave gains a +4 bonus to Strength and
Constitution Scores. Its intelligence is reduced to a 3 and its
Charisma suffers a –8 penalty, to a minimum of 1.
Skills: An Aspii Slave gains no additional skill points,
despite the increase in hit dice.
Feats: The Aspii Slave gains the Toughness and Diehard
feat for free. Any feats they gain for the increased hit dice are
always melee combat feats.
CR: Equal to ¾ of the new hit dice with the following
adjustment: +1 (1-3 HD ), +2 (4-6 HD), +4 (7+ HD)
Treasure: None
Alignment: Always neutral evil
Level Adj: +2 (cohort)
Combat
Aspii slave minotaurs are practically mindless, they
will charge into as directed by their aspii herder, or lacking an
aspii to control them, attack any living creature that it comes
into contact with. Aspii slave minotaurs do not flee from
combat willingly, and are as unwilling to disengage a foe even
when directed to do so by an aspii minder (opposing Handle
Animal checks with a Will Save).
Poison Bite (Ex): Injected, Fort DC 20; Init: 1d3 Con; Sec:
1d6 Con
Powerful Charge (Ex): An aspii slave minotaur typically
begins a battle by charging at an opponent, lowering its head
True Aspii sentient beings. Thus, they often use their sorcerous powers to
Large Aberration (Reptilian) convert captured subjects into spawn that more resembles
Hit Dice: 7d8 +21 (52 hp) themselves – a process that has already produced two “slave”
Initiative: +6 races that are capable of reproducing normally – Aspii Wyrms
Speed: 30 ft. (6 squares) and Aspii Degenerates. Unfortunately, most blooded Aspii
Armor Class: 22 (-1 Size,+2 Dex, +6 Natural, +5 must be produced through mating of True Aspii and
Breastplate) touch 11, flat 20 humanoids, but the Aspii one day hope to be able to cease the
BAB/Grapple: +4/+11 practice in favor of only true aspii existing.
Attack: Bite +8 melee (1d8+4 + poison) or Aspii speak Common and Aspii and can communicate
Greatsword +7 melee (3d6+6;19-20/x2) or with any snake (as per the speak with animals ability) at will.
Composite Longbow (+4 Str) +5 ranged Aspii often know the languages of humanoids who live around
(2d6+4;x3) them – often Dwarven, Elvin, Gnomish, Orcish or Goblinoid.
Full Attack: Bite +8 melee (1d8+4 + poison), 2 claws +5
melee (1d6+2) or Combat
Greatsword +7 melee (3d6+6;19-20/x2) or True aspii are terrifying opponents, able to wield
Composite Longbow (+4 Str) +5 ranged weapons with skill as well as be able to fight with sorcerous
(2d6+4;x3) power. Aspii are unafraid to fight other races, whom they
Space/Reach: 10 ft./10 ft. generally see as inferior; even in defeat they rarely admit they
Length: 15 ft. + 2d4 ft. (20 ft.) were bested by superior foes. Aspii fight with all the cunning
Weight: 1,000 lbs. + 2d6 x 50 lbs. (1,350 lbs) and skill available to them, often in concert with other aspii
Special Att: Poison, Hypnotic Gaze, Spells spawn such as blooded, degenerates or even astride aspii
Special Qual: Darkvision 60 ft., DR 5/slashing, low-light wyrms. The true aspii will often collect trophies, such as eyes,
vision, fast healing 4, natural caster ears, teeth or fingers from opponents as proof of their prowess,
Saves: Fort +5, Reflex +4, Will +6 and in most cases will prefer to take as many prisoners as they
Abilities: S19 D15 C17 I16 W13 Ch15 can to convert to slave or experimental fodder.
Skills: Climb +8, Balance +6, Bluff +12, Climb Aspii are known to have their own variant of the
+14, Concentration +13, Hide +2, Listen Shadowdancer and Arcane Archer prestige class that is feared
+10, Spellcraft +13, Spot +5, Swim -2 among other races.
Feats: Multiattack, Power Attack, Weapon Focus Fast Healing (Ex): Aspii can heal 4 hit points of damage a
(Bite) round. Fast healing does not restore hit points lost from
Environment: Warm forest or plains starvation, thirst, or suffocation, and it does not allow a
Organization: Solitary (1), Hunt (2-5), Cult (5-20 Aspii creature to regrow lost body parts.
Blooded + 0-1 Aspii Blooded Viper + 0-6 Hypnotic Gaze (Su): A true aspii who gazes into the eyes of
Aspii Degenerates + 1-3 True Aspii + 0-1 an opponent can induce a paralytic state in the victim that
Aspii Demagogue), Slaughter (6-20), Tribe renders them susceptible to suggestion. Those who meet the
(21-50 True Aspii + 15-200 Blooded Aspii + gaze of a true aspii must make a Will save (DC15) or stand
2-12 Aspii Degenerates + 0-4 Huge helpless for 2d4 round. The save DC is Charisma based.
Constrictor Snakes +0-1 Aspii wyrms) While so helpless, the aspii can attempt to utter a suggestion to
CR: 7 the victim as a full-round action (as per the Suggestion spell,
Treasure: Standard caster level 7th). If the victim is attacked or harmed while
Alignment: Always Chaotic Evil helpless, the trance is shattered, though any suggestions
Advancement: Large (8-12 HD), Huge (13-14 HD) or By remain in place.
Character Class Natural Caster: A true aspii does not suffer arcane spell
Level Adj: +6 failure when wearing armor or employing shields.
This monstrous, glimmering green serpent has a Poison (Ex): The bite of a true aspii – by it’s cobra head and
humanoid upper body, with ropy, scaled arms not its snake-headed hands – delivers a toxin that transforms
that end in the head of snakes. It has the head of the victim in an Aspii slave, if it does not kill them. True
a great cobra, and a two-handed sword and bow Aspii also can coat an arrow tip or their melee weapon as a
are sheathed on its back. Its chest and arms are move-equivalent action. True Aspii poison (Injected; DC 16;
covered with what at first appear to be tattoos, Init: 1d3 Con; Sec: Transformation). A victim who fails the
but which you quickly realize are simply colorful saving throw for the secondary effects is transformed into an
and intricate decorated scales. Aspii Slave (see Aspii Slave Template).
Sometimes mistakenly referred to as ophidians, the Spells (Sp): A True Aspii can cast spells as if they were 7th
aspii are a race of snake-men bent on reshaping the world to level sorcerers. Aspii prefer illusion and enchantment spells.
their twisted, reptilian view. According to the Aspii If a True Aspii gains sorcerer levels, they act as if they were 7
themselves, they were created to replace and rule over all
Aspii Wyrm However, once an aspii wyrm has dealt with all of its moving
Huge Dragon (Earth, Reptilian) opponents, it will turn to devour the carcasses of remaining
Hit Dice: 19d12+152 (275 hp) prey - so the pretender needs to escape as quickly as possible.
Initiative: +0 Breath Weapon (Su): An aspii wyrm can spit a gout of acid
Speed: 30 ft. (6 squares), burrow 15 ft. (3 squares) in a stream 60 feet long and 5 feet wide. Those caught in the
Armor Class: 18 (-2 size, +10 natural), touch 8, flat 18 area of effect suffer 19d4 acid damage (Reflex DC 25 for
BAB/Grapple: +19/+37 half).
Attack: Bite +27 melee (3d6+15 + poison) Constrict (Ex): On a successful grapple check with a
Full Attack: Bite +27 melee (3d6+15 + poison) grappled enemy, an aspii wyrm inflicts an additional 3d6+15
Space/Reach: 15 ft./15 ft. points of damage.
Length: 20 ft. + 2d8 ft. (29 ft.) Fast Healing (Ex): An Aspii Wyrm heals 5 hit points a round
Weight: 18,000 lbs. + 2d8 x 750 lbs. (24,750 lbs/ from damage it takes. Except where noted here, fast healing is
12 tons) just like natural healing. Fast healing does not restore hit
Special Att: Breath weapon, constrict, improved grab, points lost from starvation, thirst, or suffocation, and it does
poison not allow a creature to regrow lost body parts.
Special Qual: Darkvision 60 ft., dragon traits, DR 5/magic, Improved Grab (Ex): If an aspii wyrm hits an opponent with
fast healing 5, low-light vision, scent its bite, it may start a grapple without suffering an attack of
Saves: Fort +19, Ref +13, Will +13 opportunity.
Abilities: S30 D10 C27 I3 W15 Ch13 Poison (Ex): The bite of an aspii wyrm delivers a deadly
Skills: Balance +8, Climb +29, Hide -4, Listen +17, poison (Injected, DC 27 Fort; Pri: 1d8 Con, Sec: 2d4 Con).
Spot +16, Swim +29 Skills: Aspii wyrms have a +4 racial bonus on Hide, Listen,
Feats: Blind Fighting, Cleave, Die Hard, and Spot checks and a +8 racial bonus on Balance and Climb
EnduranceB, Great Cleave, Lightning checks. An aspii wyrm can always choose to take 10 on a
Reflexes, Power Attack, Track Climb check, even if rushed or threatened. Aspii wyrms use
Environment: Any land either their Strength modifier or Dexterity modifier for Climb
Organization: Solitary, or Family (2-5) checks, whichever is higher. An aspii wyrm has a +8 racial
CR: 15 bonus on any Swim check to perform some special action or
Treasure: None avoid a hazard. It can always choose to take 10 on a Swim
Alignment: Always neutral evil check, even if distracted or endangered. It can use the run
Advancement: 20-38 HD (Huge); 39-57 HD (Gargantuan) action while swimming, provided it swims in a straight line.
Level Adj: -
This enormous snake-like creature is covered in
hard plates that look like slabs of rock. Sharp
protrusions and horns cover the length of the
entire creature, and its head has a distinctive
draconic appearance with a frill of horns and a
maw filled with dagger-like teeth.
Created with the foulest aspii magic, aspii wyrms are
spawned from corrupted dragon eggs to become guardians and
engines of destruction for the aspii's needs. Regardless of the
dragon type from which an aspii wyrm is spawned, they all
possess much the same abilities and temperament - strong, evil
and covetous.
Aspii do not speak a language, but older specimens
can generally understand at least one language, usually Auran
or Common.
Combat
Aspii wyrms are engines of destruction - they slither
towards their enemy, snapping and crushing those unfortunate
to get in the way, and breath their caustic breath to burn down
barriers or slay fleeing prey. Aspii wyrms will pursue any
fleeing prey, but prey that lies down sometimes can fool them
and pretend to be dead - such a maneuver requires a bluff
check, but will assure the victim they are attacked last.
Auraling
Small Fey (Extraplanar)
Hit Dice: 2d6+2 (9 hp)
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: 19 (+1 size, +2 Dex, +2 natural, +4 chain
shirt), touch 13, flat 17
BAB/Grapple: +1/-3
Attack: Rapier +2 melee (1d4;18-20/x2)
Full Attack: Rapier +2 melee (1d4;18-20/x2)
Space/Reach: 5 ft./5 ft.
Height: 3 ft. + 2d4 in. (3 ft. 5 in.)
Weight: 20 lbs. + 2d4 x 2 lbs. (30 lbs.)
Special Att: -
Special Qual: Fast healing 1, low-light vision
Saves: Fort +1, Ref +5, Will +3
Abilities: S11 D15 C12 I11 W11 Ch13
Skills: Balance 0, Climb -2, Escape Artist 0,
Handle Animal +6, Heal +5, Hide +4, Jump
+3, Listen +9, Move Silently 0, Perform +6,
Search +2, Spot +9, Swim -4, Tumble +6
Feats: Alertness
Environment: Aurora
Organization: Solitary, Brace, Company (2-5 + 0-1 hero),
Squad (5-20 + 0-3 Heroes + 0-1 Champion)
or Crusade (5-20 + 1-4 Heroes + 1-2
Champions + 0-1 Cavalier)
CR: 1/3
Treasure: Standard
Alignment: Always neutral good
Advancement: By Character Class
Level Adj: +3
The golden-haired creature before you has
impossibly large, pointed ears and huge almond- Fast Healing (Ex): Auralings regain 1 hit point per minute.
shaped eyes. Its arms are thin and gangly, and its Fast healing does not restore hit points lost from starvation,
lower body seems to be that of a spotted pony. It thirst, or suffocation, and it does not allow a creature to
wears a rapier and lute strapped to its back, and its regrow lost body parts.
upper torso is covered in a gleaming chain mail shirt. Skills: An auraling gains a +4 bonus to Tumble checks and
Auralings are spirits of Aurora, the dreamlands. They are gains a +2 racial bonus on Listen, Search and Spot checks. An
“perfect” elves, untainted by evil, curious by nature and auraling who merely passes within 5 feet of a secret or
frolicsome at all times. They are generally adventurous and concealed door is entitled to a Search check to notice it as if he
astute, wanting to know and learn all that can be learned. were actively looking for it.
Auralings rarely travel to the Mortal Realm, but may
sometimes be encountered in the wild. They dislike civilized Auralings on Amberos
areas and unwholesome folk, and will often quite brashly seek Auralings are only encountered in Aurora or the Even
out and hunt down evil - even if victory over said evil is most Cordum, and never willingly found on Amberos proper.
assuredly beyond their skill. However, during the height of the Elvin golden age, the
Auralings speak fey and elvin. auralings did venture to the Evanthium Coridium, though none
would ever dare willingly venture beyond the safe haven of
Combat the elvin homelands nowadays. However, there are always
Auralings enjoy a good duel, and if cornered by "big rumors and legends of auralings held captive by evil beings as
folk", will often challenge said members to a quick duel. servants or slaves on Amberos. There are also legends of
When confronting evil, Auralings use all of their frolicsome auralings trapped in the dream of some eternal sleeper, or
tricks to taunt, cajole and avoid their attackers blow while auralings who visit Amberosians in their dreams, occasionally
delivering painful cuts and scratches with their own attacks.
Avangi
Medium Undead
Hit Dice: 7d12 (45 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 24 (+4 Dex, +10 natural), touch 14, flat 20
BAB/Grapple: +3/+8
Attack: Claw +9 melee (1d6 +5) or weapon +9
melee (varies)
Full Attack: 2 Claw +9 melee (1d6 +5) or weapon +9
melee (varies)
Space/Reach: 5 ft./5 ft.
Height: 5 ft. 5 in. + 2d6 in. (6 ft.)
Weight: 150 lbs. + 1d4x25 lbs. (200 lbs)
Special Att: Withering gaze
Special Qual: Darkvision 60 ft., turn resistance 4, undead
traits
Saves: Fort +2, Ref +6, Will +5
Abilities: S21 D19 C -- I11 W10 Ch15
Skills: Climb +10, Escape Artist +9, Intimidate +7,
Listen +5, Search +5, Spot +5, Survival +10
Feats: Improved Initiative, Track, Weapon Focus
(Claws)
Environment: Any land
Organization: Solitary
CR: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adj: -
This pale corpse moves with unnatural grace as its
burning yellow eyes seem to scan the area in who had an evil bend in life may happily rampage through
search of someone or something. Its sharp teeth whoever or whatever wanders into their path.
are set in angry grimace and long black nails Withering gaze (Su): Those within 30 feet of the Avangi
extend from its enlarged talon-like hands. who are viewing the creature must make a Fort DC 15 save or
The avangi is the corporeal remains of an individual that lose 1d4 Constitution permanently. The Avangi gains 5
has come back to wreck vengeance on those it feels wronged it temporary hit points (10 on a critical hit) whenever it drains an
in life and lead to its death. The avangi looks much like it did ability score, no matter how many points it drains. Temporary
in life, except paler and thinner, as if consumed by some hit points gained in this fashion last for a maximum of 1 hour.
unknown hunger. The wounds that ended its life seem stitched
back together, leaving the creature nearly unmarred, despite Avangi In Amberos
the condition of the original body. Avangi are tireless and near
Strangely, according to most legends, avangi are
faultless trackers; few can hide from an Avangi for long. Once
granted their undead existence by Zzadasa, the Judge, as a
an avangi has finished its mission, it collapses into a heap, and
boon to wreck vengeance on their slayers. Priests of Zzadasa
rots into nothingness within a minute. Avangi can speak the
violently oppose this legend stating that undeath is against the
native or primary language they knew in life (only one), and
laws of nature and is thus completely out of character for
can understand all the languages they knew when living.
Zzadasa. These priests claim that avangi are instead testament
to the fact that though the undead god Teeth has been
Combat
imprisoned, he still has the power to raise the dead – in this
Avangi normally only lash out those they have case, the avangi – for his own dark purposes.
returned to wreck vengeance on. They will attack those who Avangi can be found anywhere on Amberos, though
get in their way or attack them first, usually ignoring the latter they tend to show up more often in heavily populated areas
once they are out of the avangi's way. Some avangi have been such as cities more so than in rural or areas of wilderness.
known to warn others to stay out of their way, while those
Avenclaar, General animal dwelling on the Beastlands. At some point, one of the
few deities that dwell in the Beastlands – or in same cases the
For millennium, the wars in the lower planes have Beastlands itself – augmented and transformed the creature
raged across the multiverse, and many have been the time the into an avenclaar, granting it sentience and giving it a purpose.
wars have spilled into other planes. When many centuries ago This augmentation means that the avenclaar’s true form is that
the great wars spilled into the Beastlands, the powers and of an animal, and it can assume its old shape with little effort
plane themselves fought back, creating the avenclaars to (though it retains its augmented intelligence and some of its
defend the plane from these sinister attacks. Now, even augmented abilities).
though the threat of the wars and feuds of the lower planes Secondly, despite coming from a rather neutral-
dare not reach into the Beastlands, many of the avenclaar now orientated plane, all avenclaar have a mission to hunt down
travel to other planes to hunt down and destroy fiends on the and destroy evil wherever they find it. While a rare few
Mortal Realm. avenclaar have become so caught up in their mission that they
It is thought by many scholars that these wars are actually evil themselves, the majority of avenclaar are of
continue, in part, due to the tainted “animals” of the lower good alignment.
planes – many scholars think these monstrosities of evil may Oddly, avenclaars do not have the grand lifespan of
have once been Beastlands petitioners taken to the Beastlands other celestial or infernal beings; they generally exist no
by fiendish beings where they were tortured and turned into longer than a human’s lifespan at most. While they do not age
the evils they are now. In that regard, the avenclaar continue in a manner that causes them to decline physically, when their
the fight to protect those animals on the prime from similar term runs its course they die, are reborn to the Beastlands and
fates – and it is thought the avenclaar have even ventured perhaps a new creature is elevated to avenclaar status.
before to fiendish planes to rescue prominent petitioners from Since avenclaars are in fact actually animals, Druids
the Beastlands. or Rangers can take them as animal companions able to
The avenclaar do not have the ability to plane shift by contact the Beastlands via spell or travel. However,
themselves, and rely on the powers of the Beastlands or avenclaars are independent, sentient creatures and will
various druidic groups to summon them to the different areas generally demand more respect and require more interaction
where they are needed. than that of a normal animal companion.
Avenclaar usually work alone or in groups consisting There are six basic avenclaar detailed here; the
of the same “species”. In very rare cases, avenclaars of variety of wildlife in the Beastlands and temperament of the
different types may unite together to bring down a particularly planar powers has produced other avenclaar types, but they are
despicable foe or organization. Such alliances rarely last generally short-lived and created for specific purposes.
beyond the completion of the task at hand, but most avenclaar On Amberos, most avenclaar can be found in the
come away from such alliances with feelings of camaraderie Lands of Sarve, Kennestone or in the Wild Waste. The
and friendship, making such an alliance between its former avenclaar are also known to fight an unending battle against
associates more likely in the future. the Demon Jungle, and have been spotted around the Shafra
All avenclaar share several special traits – the first of hills in the Skienlands. Avenclaar have also been encountered
which is the fact that at one time, each avenclaar was a normal in Aurora and other various outer planes. Oddly, the
Bear Avenclaar
Avenclaar, Bear (Humanoid Form) Avenclaar, Bear (Bear Form)
Medium Outsider (Augmented animal) Large Outsider (Augmented animal)
Hit Dice: 8d8+32 (68 hp) 8d8+32 (68 hp)
Initiative: +1 +1
Speed: 20 ft. (4 squares) in breastplate; base speed 30 ft., 30 ft. (6 squares)
Fly 70 feet (Average)
Armor Class: 22 (+1 Dex, +6 natural, +5 breastplate), 16 (-1 size, +1 Dex, +6 natural), touch 10, flat 15
touch 11, flat 21
BAB/Grapple: +8/+15 +8/+18
Attack: Greataxe +16 melee (1d12+12;x3) Bite +15 melee (1d8+8)
Full Attack: Greataxe +16/+11 melee (1d12+12;x3), Bite +15 melee (1d8+8), 2 claws +9 melee (1d6+4)
Bite +11 melee (1d8+8)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Height: 5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 8 ft. 6 in. +2d6 in. (9 ft. 1 in.)
Weight: 125 lbs. + 5d4 x 5 lbs. (187 lbs.) 1,400 lbs. + 2d4 x 100 lbs. (1,900 lbs.)
Special Att: Rage Rage, Rend
Special Qual: Alternate form, DR 10/cold iron, Alternate form, DR 10/cold iron,
darkvision 60 ft., outsider traits darkvision 60 ft., outsider traits
Saves: Fort +10, Ref +7, Will +7 Fort +10, Ref +7, Will +7
Abilities: S27 D13 C19 I10 W12 Ch15 S27 D13 C19 I10 W12 Ch15
Skills: Balance -3, Climb +15, Diplomacy +13, Climb +19, Diplomacy +13, Handle Animal +13,
Escape Artist -3, Handle Animal +13, Hide -3, Knowledge (nature) +11, Listen +12, Sense Motive +12,
Jump +4, Knowledge (nature) +11, Spot +12, Survival +12, Swim +12
Listen +12, Move Silently -3, Sense
Motive +12, Sleight of Hand -3, Spot +12,
Survival +12, Swim +6
Feats: Cleave, EnduranceB, Great Cleave, Power Attack, Cleave, EnduranceB, Great Cleave, Power Attack, RunB,
B B
Run , Track TrackB
Environment: Beastlands Beastlands
Organization: Solitary, Hunt (2-5), or War party (5-20) Solitary, Hunt (2-5), or War party (5-20)
CR: 9 9
Treasure: None None
Alignment: Always chaotic good Always chaotic good
Advancement: 9-16 HD (Medium); 17-24 HD (Large) 9-16 HD (Medium); 17-24 HD (Large)
Level Adj: +5 (cohort) +5 (cohort)
This shaggy humanoid has dark skin and a bear- and their DR to protect them from harm. Bear avenclaars
like face. Its body bulges with muscles and a pair rarely grant mercy or back down from a fight, even if losing.
of white feathered wings sprout from its back. In Rage (Ex): Once per day, as per the barbarian ability of the
its pudgy hands it holds an engraved greataxe same name, an Avenclaar bear can rage, gaining a +4 bonus to
that seems to be covered with odd runes. Strength and Constitution, a +2 bonus to will saves and
Bear avenclaars are manifestations of the might of suffering a –2 penalty to AC. An Avenclaar bear’s rage lasts
animals. They are strong, stubborn and ready to fight. They for 9 rounds.
are rarely idle, and once they spot some evil, they are quick to Rend (Ex): If the bear avenclaar hits the same opponent with
move to amend it - usually through strength of arms. Bear both its claw attacks in a single round, it may deal an
Avenclaars speak celestial and Common. additional 2d6 +14 points of rending damage.
Alternate Form (Su): A bear avenclaar’s natural form is that
Combat of a ferocious brown bear. At will, it can assume a humanoid
Bear avenclaars wade into battle with little heed to form. The creature is effectively camouflaged as a creature of
their own safety. They are quick to anger and generally react its new form, and it gains a +10 bonus on Disguise checks if it
violently to any evil or threat they encounter. If backed into a uses this ability to create a disguise.
corner they will assume their bear form and grapple an Skills: A bear avenclaar has a +4 racial bonus on swim
opponent, relying on their great strength to crush their foes checks.
Cobra Avenclaar
Avenclaar Cobra (Humanoid Form) Avenclaar Cobra (Animal Form)
Medium Outsider (Augmented animal) Small Outsider (Augmented animal)
Hit Dice: 4d8+12 (30 hp) 4d8+12 (30 hp)
Initiative: +7 +7
Speed: 30 ft. (6 squares), fly 90 ft. (good) 20 ft. (4 squares)
Armor Class: 22 (+7 Dex, +5 natural), touch 17, 23 (+1 size, +7 Dex, +5 natural), touch 18, flat 16
flat 15
BAB/Grapple: +4/+5 +4/+2
Attack: Rapier +11 melee (1d6+1;18-20/x2) Bite +12 melee (1d4-2 + poison)
Full Attack: Rapier +11 melee (1d6+1;18-20/x2) Bite +12 melee (1d4-2 + poison)
or bite +5 melee (1d4-2 + poison)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Height: 5 ft. 5 in. + 2d4 in. (5 ft. 10 in.) 3 ft. + 3d4 in. (3 ft. 7 in.)
Weight: 110 lbs. + 3d6 x 5 lbs. (160 lbs.) 10 lbs. + 2d8 x 2 lbs. (28 lbs.)
Special Att: - -
Special Qual: Alternate form, DR 5/cold iron, Alternate form, DR 5/cold iron,
darkvision 60 ft., outsider traits darkvision 60 ft., outsider traits, scent
Saves: Fort +7, Ref +11, Will +5 Fort +7, Ref +11, Will +5
Abilities: S12, D25, C17, I11, W13, Ch15 S6, D25, C17, I11, W13, Ch15
Skills: Balance +9, Escape Artist +9, Handle Balance +13, Climb +11, Escape Artist +9, Handle
Animal +10, Hide +15, Jump +3, Knowledge Animal +10, Hide +23, Jump +3, Knowledge (nature) +8,
(nature) +8, Listen +5, Spot +5, Survival +9, Listen +9, Spot +9, Survival +9, Swim +6*, Tumble +17
Swim +9*, Tumble +17
Feats: Acrobatic, Agile, Weapon FinesseB Acrobatic, Agile, Weapon FinesseB
Environment: Beastlands Beastlands
Organization: Solitary, Hunt (2-5), or Gathering (5-20) Solitary, Hunt (2-5), or Gathering (5-20)
CR: 5 5
Treasure: None None
Alignment: Always lawful good Always lawful good
Advancement: 5-8 HD (Medium); 9-12 HD (Large) 5-8 HD (Medium); 9-12 HD (Large)
Level Adj: +3 (cohort) +3 (cohort)
This sleek humanoid's skin has a green tinge to abilities at their disposal to disarm, trip, impair or otherwise
it, and the face is somewhat reptilian in render their victim incapable of striking back effectively.
appearance. In its hand it holds a slim rapier, Alternate Form (Su): A cobra avenclaar’s natural form is that
which it wields with confident grace. From the of a hooded cobra. At will, it can take a humanoid shape. The
humanoid's back sprout a pair of multi- creature is effectively camouflaged as a creature of its new
colored feathered wings. form, and it gains a +10 bonus on Disguise checks if it uses
The avenclaar cobra is the manifestation of nature's this ability to create a disguise.
speed and grace. An avenclaar cobra strikes silently and Poison (Ex): In its cobra form, an cobra avenclaar’s bite
swiftly, slipping into areas unseen and slipping out just as injects a neurotoxin into victims it bites (Injected, DC 15 Fort;
easily. It is not uncommon to see Avenclaar cobra using Init: 1d3 Con; Sec: 1d6 Con).
unusual and fanciful weapons in their war against the fiends. Skills: Cobra avenclaars have a +4 racial bonus on Hide,
Avenclaar cobras speak Abyssal, Infernal and Common. Listen, and Spot checks and a +8 racial bonus on Balance and
Climb checks in animal form. A cobra avenclaar can always
Combat choose to take 10 on a Climb check, even if rushed or
Avenclaar cobras prefer to strike from an unseen threatened. Cobra avenclaars use either their Strength modifier
position or from a distance. If presented with heavy resistance, or Dexterity modifier for Climb checks, whichever is higher.
they will attempt to slip away, drawing out individuals to A cobra avenclaar has a +8 racial bonus on any Swim check to
attack and destroy them one at a time. Wherever possible, perform some special action or avoid a hazard. It can always
avenclaar cobras prefer surgical strikes - slipping past choose to take 10 on a Swim check, even if distracted or
guardians or other obstacles and removing individual threats endangered. It can use the run action while swimming,
before slipping away unseen. If forced to fight, or against the provided it swims in a straight line.
foe they have chosen to face, avenclaar will use whatever
Eagle Avenclaar
Avenclaar Eagle (Humanoid Form) Avenclaar Eagle (Eagle Form)
Medium Outsider Small Outsider
Hit Dice: 4d8+8 (26 hp) 4d8+8 (26 hp)
Initiative: +2 +2
Speed: 30 ft. (6 squares), fly 100 ft. (average) 10 ft. (2 squares), fly 100 ft. (good)
Armor Class: 19 (+2 Dex, +3 natural, +4 chain shirt), 16 (+1 size, +2 Dex, +3 natural), touch 13, flat 13
touch 12, flat 17
BAB/Grapple: +4/+6 +4/+0
Attack: Two-bladed sword +4 melee (1d6+2;18-20/x2) Talons +6 melee (1d4)
Full Attack: Two-bladed sword +4/+4/-1 melee 2 talons +6 melee (1d4) and bite –2 melee (1d4)
(1d6+2 / 1d6+2;18-20/x2) and bite +6 melee
Space/Reach: 5 ft./5 ft. 2 ½ ft./ 0 ft.
Height: 5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 34 + 1d4 in. (3 ft.)
Weight: 120 lbs. + 3d6 x 5 lbs. (170 lbs.) 9 lbs. + 1d4 lbs. (11 lbs.)
Special Att: Spells -
Special Qual: Alternate form, DR 5/cold iron, Alternate form, DR 5/cold iron,
darkvision 60 ft., outsider traits darkvision 60 ft., outsider traits
Saves: Fort +6, Ref +6, Will +11 Fort +6, Ref +6, Will +11
Abilities: S15 D15 C15 I11 W25 Ch15 S10 D15 C15 I11 W25 Ch15
Skills: Balance 0, Climb 0, Concentration +9, Concentration +9, Diplomacy +9, Handle Animal +9,
Diplomacy +9, Escape Artist 0, Handle Knowledge (nature) +7, Hide +10, Search +7, Sense
Animal +9, Hide 0, Jump 0, Knowledge Motive +14, Spot +19, Survival +14
(nature) +7, Listen +10, Move Silently 0,
Search +7, Sense Motive +14, Sleight of
Hand 0, Spot +11, Survival +14, Swim -2,
Tumble 0
Feats: Improved Initiative, Two-weapon fighting, Improved Initiative, Two-weapon fighting, Weapon
Weapon FinesseB FinesseB
Environment: Beastlands Beastlands
Organization: Solitary, Hunt (2-5), or Flight (5-20) Solitary, Hunt (2-5), or Flight (5-20)
CR: 5 5
Treasure: None None
Alignment: Always lawful good Always lawful good
Advancement: 5-8 HD (Medium); 9-12 HD (Large) 5-8 HD (Medium); 9-12 HD (Large)
Level Adj: +3 (cohort) +3 (cohort)
This slim humanoid has a mottled skin tone and been known to retreat to fight another day, though they have
a hawkish face. Its long fingers are twisted about never been known to surrender.
a fanciful two-bladed sword and a pair of golden Alternate Form (Su): An eagle’s avenclaar natural form is
feathered wings sprouts from its back. that of a bald eagle. At will, it can assume a humanoid form
Eagle avenclaar are a manifestation of nature's insight. as a move-equivalent action. Its weapon and armor merge
Eagle avenclaar are wise and quick to notice danger. They also with its natural form in animal form. The creature is
have an intimate connection back to the Beastlands, allowing effectively camouflaged as a creature of its new form, and it
them to cast a small list of divine spells, channeled from their gains a +10 bonus on Disguise checks if it uses this ability to
home plane. create a disguise.
An eagle avenclaar speaks Celestial, Elvin and Spells (Sp): An avenclaar in humanoid form can cast spells as
Common. if it were a 4th level cleric, with the domains of Animal and
Good. Spell saves are DC 17 + spell level. While in animal
Combat form, it cannot cast spells, but can use its domain powers.
Eagle avenclaar are careful to only enter fights that Skills: Eagle avenclaar have a +8 racial bonus on Spot checks
they feel they can win. They will use their skills and spells to in eagle form.
full effect to destroy their enemy or improve their chance of
success in their endeavors. If faced with overwhelming Typical Cleric Spell List
opposition, or if the fight goes badly, avenclaar eagles have (5/6/5; CL 4;Spell DC 17 + Spell Level; Domains: Animal,
Good)
Lion Avenclaar
Avenclaar Lion (Humanoid Form) Avenclaar Lion (Lion Form)
Medium Outsider (Augmented animal) Large Outsider (Augmented animal)
Hit Dice: 5d8+15 (37 hp) 5d8+15 (37 hp)
Initiative: +3 +3
Speed: 30 ft. (6 squares), fly 65 ft. (average) in scale 40 ft.
mail armor; base speed 40 ft. fly 75 ft.
Armor Class: 23 (+3 Dex, +4 natural, +4 scale mail armor, 16 (-1 size, +3 Dex, +4 natural), touch 12, flat 13
+2 heavy wooden shield), touch 13,
flat 20
BAB/Grapple: +5/+11 +4/+14
Attack: Bastard sword +11 melee (1d10+6;19-20/x2) Claw +10 melee (1d4+6)
Full Attack: Bastard sword +11 melee (1d10+6;19-20/x2) 2 claws +10 melee (1d4+6), bite +5 melee (1d8+3)
and bite +6 melee (1d6+3)
or composite longbow (+6 Str) +8 ranged (1d8+6;x3)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft.
Height/Length: 5 ft. 6 in. + 2d6 in. (6 ft. 1 in.) 9 ft. + 2d6 in. (9 ft. 6 in.)
Weight: 130 lbs. + 5d4 x 5 lbs. (192 lbs.) 185 lbs. + 4d6 x 10 lbs. (325 lbs.)
Special Att: Fear aura, spells Pounce, improved grab, rake 1d4 +3
Special Qual: Alternate form, DR 5/cold iron, Alternate form, DR 5/cold iron,
darkvision 60 ft., outsider traits, SR 17 darkvision 60 ft., outsider traits, SR 17, scent
Saves: Fort +7, Ref +7, Will +5 Fort +7, Ref +7, Will +5
Abilities: S23 D19 C17 I11 W13 Ch25 S23 D19 C17 I11 W13 Ch25
Skills: Balance -3, Bluff +17, Climb 0, Diplomacy +17, Balance +8, Bluff +17, Diplomacy +17, Handle Animal
Escape Artist -3, Handle Animal +15, Hide -3, +15, Hide +4*, Knowledge (Nature) +8, Intimidate +17,
Intimidate +17, Jump 0, Knowledge (nature) +8, Listen +7, Move Silently +9, Sense Motive +11, Spot +7
Listen +5, Move Silently -3, Sense Motive +11,
Sleight of Hand -3, Spot +5, Swim -14, Tumble -3
Feats: AlertnessB, RunB, Negotiator, Persuasive AlertnessB, RunB, Negotiator, Persuasive
Environment: Beastlands Beastlands
Organization: Solitary, Pride (2-5), or Hunt (5-20) Solitary, Pride (2-5), or Hunt (5-20)
CR: 6 6
Treasure: None None
Alignment: Always chaotic good Always chaotic good
Advancement: 6-10 HD (Medium); 11-15 HD (Large) 6-10 HD (Medium); 11-15 HD (Large)
Level Adj: +5 (cohort) +5 (cohort)
The hardy humanoid before you has a golden the enemy has been weakened, moving in to strike with melee
tinge to its preponderance of body hair, and has attacks to finish opponents off.
a cat-like face that is framed by a well-trimmed Alternate Form (Su): The Avenclaar Lion’s natural form is
beard and long, golden locks of hair. From the that of a lion. At will, it can assume a humanoid form. Its
being's back sprout a pair of golden, feathered weapons and armor merge with its body when it changes from
wings. humanoid to animal form. The creature is effectively
The Avenclaar lion is a personification of the forces camouflaged as a creature of its new form, and it gains a +10
of nature. They are proud and charismatic creatures who seek bonus on Disguise checks if it uses this ability to create a
to enlighten others to the plights of the "helpless". Of all the disguise.
Avenclaar, the Avenclaar lion is the most likely to aid non- Fear Aura (Su): The use of this ability is a free action. Those
animal creatures, though they often will ask for favors from within 30 feet of the Avenclaar Lion when it attacks must
those they assist at a later date. The Avenclaar lion speaks make a Will save (DC 19) or act as if under the effects of a
Celestial, Infernal, Elvin, Dwarven, Common and Goblinoid. fear spell (cast at 5th level ability). An opponent can be
subjected to the fear aura only once per combat.
Combat Improved Grab (Ex): To use this ability, an Avenclaar lion
Avenclaar lions are both fierce fighters and powerful in lion form must hit with its bite attack. It can then attempt to
spellcasters. They prefer to attack with elemental-based magic start a grapple as a free action without provoking an attack of
first to soften their target, then strike with ranged attacks until opportunity. If it wins the grapple check, it establishes a hold
and can rake.
Mouse Avenclaar
Avenclaar Mouse (Humanoid Form) Avenclaar Mouse (Mouse Form)
Medium Outsider (Augmented animal) Diminutive Outsider (Augmented animal)
Hit Dice: 4d8+4 (22 hp) 4d8+4 (22 hp)
Initiative: +9 +9
Speed: 30 ft. (6 squares), fly 120 ft. (average) 10 ft. (6 squares)
Armor Class: 20 (+5 Dex, +2 natural, +3 studded leather 21 (+4 size, +5 Dex, +2 natural), touch 19, flat 16
armor), touch 15, flat 15
BAB/Grapple: +4/+4 +4/-9
Attack: Short sword +4 melee (1d6;19-20/x2) Bite +3 melee (1d2-5)
Full Attack: Short sword +4 melee (1d6;19-20/x2) Bite +3 melee (1d2-5)
or sling +9 ranged (1d4)
Space/Reach: 5 ft./5 ft. 1 ft./0 ft.
Height: 4 ft. 9 in. + 2d4 in. (5 ft. 2 in.) 3 in.
Weight: 90 lbs. + 2d6 x 5 lbs. (125 lbs.) 1/10 lb.
Special Att: - -
Special Qual: Alternate form, DR 5/cold iron, Alternate form, DR 5/cold iron,
darkvision 60 ft., outsider traits, spell immunity darkvision 60 ft., outsider traits, spell immunity
Saves: Fort +5, Ref +9, Will +5
Abilities: S11 D21 C13 I25 W13 Ch15 S1 D21 C13 I25 W13 Ch15
Skills: Balance +4, Bluff +9, Climb -1, Decipher Decipher Script +7, Disable Device +14, Disguise +19,
Script +7, Disable Device +14, Disguise +9, Escape Artist +11, Gather Information +9,
Escape Artist +11, Gather Information +9, Handle Animal +9, Hide +22, Knowledge (nature) +14,
Handle Animal +9, Hide +6, Jump -1, Listen +9, Move Silently +21, Search +14,
Knowledge (nature) +14, Listen +9, Move Sense Motive +8, Spellcraft +14, Survival +8, Tumble +4,
Silently +21, Search +14, Sense Motive +8, Use Magic Device +9
Sleight of Hand +4, Spellcraft +14, Spot +4,
Survival +8, Swim -2, Tumble +4, Use Magic
Device +9
Feats: Dodge, Improved Initiative, StealthyB Dodge, Improved Initiative, StealthyB
Environment: Beastlands Beastlands
Organization: Solitary, Squad (2-5), or Nest (5-20) Solitary, Squad (2-5), or Nest (5-20)
CR: 5 5
Treasure: None None
Alignment: Always chaotic good Always chaotic good
Advancement: 5-8 HD (Medium); 9-12 HD (Large) 5-8 HD (Medium); 9-12 HD (Large)
Level Adj: +3 (cohort) +3 (cohort)
This lithe humanoid appears to be slightly last resort, and prefer to use traps or other ensnarement to
hunched and has a mouse-like face and overly whittle away or incapacitate foes. Avenclaar mice are the most
large ears. She wears pitch black studded leather likely among the Avenclaar to use tools and gizmos, and some
armor, and wields a short sword with incredible have even taken to crafting their own items for their personal
deftness. use.
The Avenclaar mouse is the epitome of worldly Alternate Form (Su): An Avenclaar mouse’s natural form is
knowledge. They are quick in both speed and wit, and are the that of a small gray mouse. At will, they can assume
problem-solvers of the Avenclaar. Though generally quiet, in humanoid form. When changing into mouse form, all of their
a mixed group of Avenclaar, it is usually the Avenclaar mouse weapons, gear and armor become part of their mouse form.
who plans all of the group's activities and does the background The creature is effectively camouflaged as a creature of its
work of collecting information on their foe. new form, and it gains a +10 bonus on Disguise checks if it
Avenclaar mice speak every known language that has uses this ability to create a disguise.
a written form. Spell Immunity (Ex): Avenclaar mice avoid the effects of
spells and spell-like abilities that directly affect it. This works
Combat exactly like spell resistance, except that it cannot be overcome,
Avenclaar mice choose their combats very carefully, and only applies to spells of 3rd level or less. Spells that do not
and use the terrain and their abilities to their full potential to allow spell resistance are not affected by spell immunity.
bring down foes. They generally use direct combat only as a Skills: An avenclaar mouse gains a +8 bonus to move silently
and a +4 bonus to listen checks.
Wolf Avenclaar
Avenclaar Wolf (Humanoid Form) Avenclaar Wolf (Humanoid Form)
Medium Outsider (Augmented animal) Medium Outsider (Augmented animal)
Hit Dice: 4d8+28 (46 hp) 4d8+28 (46 hp)
Initiative: +1 +2
Speed: 20 ft. (4 squares), fly 50 ft. (average) in banded 50 ft. (10 squares)
mail armor; base speed 30 ft. fly 60 ft.
Armor Class: 22 (+1 Dex, +4 natural, +6 banded mail armor, 15 (+2 Dex, +4 natural), touch 11, flat 14
+1 light wooden shield), touch 11, flat 21
BAB/Grapple: +4/+5 +4/+5
Attack: Flail +5 melee (1d8+1) Bite +5 melee (1d6+1)
Full Attack: Flail +5 melee (1d8+1) Bite +5 melee (1d6+1)
and bite +1 melee (1d6+1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Height/Length: 5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 4 ft. + 2d6 in. (4 ft. 7 in.)
Weight: 125 + 3d6 x 5 lbs. (175 lbs.) 40 + 1d12 x 5 lbs. (70 lbs.)
Special Att: - Trip
Special Qual: Alternate form, DR 5/cold iron, Alternate form, DR 5/cold iron,
darkvision 60ft., outsider traits, scent darkvision 60ft., outsider traits, scent
Saves: Fort +11, Ref +5, Will +5 Fort +11, Ref +5, Will +5
Abilities: S13 D15 C25 I13 W13 Ch15 S13 D15 C25 I13 W13 Ch15
Skills: Balance -6, Climb -2, Diplomacy +10, Climb +5, Diplomacy +10, Handle Animal +10,
Escape Artist -6, Handle Animal +10, Knowledge (nature) +9, Listen +5, Sense Motive +9,
Hide -6, Jump +2, Knowledge (nature) +9, Sense Motive +9, Spot +5, Survival +9, Swim +6
Listen +5, Move Silently -6, Sense
Motive +9, Sleight of Hand -6, Spot +5,
Survival +9, Swim -9, Tumble -6
Feats: Combat Expertise, Improved Trip, TrackB, Combat Expertise, Improved Trip, TrackB,
Weapon Focus (Bite)B Weapon Focus (Bite)B
Environment: Beastlands Beastlands
Organization: Solitary, Chase (2-5), or Pack (5-20) Solitary, Chase (2-5), or Pack (5-20)
CR: 5 5
Treasure: None None
Alignment: Always chaotic good Always chaotic good
Advancement: 5-8 HD (Medium); 9-12 HD (Large) 5-8 HD (Medium); 9-12 HD (Large)
Level Adj: +3 (cohort) +3 (cohort)
This well-built humanoid has a thin wolfish grin Combat
spread across its face and piercing blue eyes. He A lone Avenclaar wolf fights with cunning, often
has wild gray hair with bushy white sideburns using hit and run tactics to lure opponents to their doom.
and sports a slick black goatee. His ears are When fighting as a group, Avenclaar fight especially well,
slightly elongated, and his large hands firmly maneuvering to help flank opponents and aid companions in
grasp a flail in one hand and a wooden shield in the battle wherever possible.
the other. Alternate Form (Su): An Avenclaar’s wolf natural form is
Avenclaar Wolves are the personification of the living that of a wolf. At will, it can assume a humanoid form. When
tenaciousness of the wild. They are hale and hardy creatures transforming to animal shape, the Avenclaar’s gear, weapons
and implacable foes who rarely tire easily. They are also to a and armor become part of its animal shape. The creature is
fault curious, and great socializers. Among the Avenclaar, it is effectively camouflaged as a creature of its new form, and it
the Avenclaar Wolf who is most likely to be found wandering gains a +10 bonus on Disguise checks if it uses this ability to
a civilized area. They are also one of the few Avenclaar types create a disguise.
who prefer to operate in numbers rather than alone.
Avenclaar wolves can speak Infernal, Abyssal and
Common.
Baku-Shaksta the pocket dimension, forming a temporary rip into the outer
planes and its final home.
Small Aberration (Shadow) Baku-Shaksta cannot speak but generally understand
Hit Dice: 4d8 (18 hp) Common and Shadow.
Initiative: +5
Speed: 15 ft. (3 squares), fly 60 ft. (good) Combat
Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, Baku-shaksta use their spell-like abilities to lure prey
flat 14 to them, and then attack from ambush. They often use their
BAB/Grapple: +3/-1 dancing lights ability to attract prey to a location, then strike
Attack: Claw +9 melee (1d3) from behind. In other cases, they may swoop in on prey,
Full Attack: 2 Claws +9 melee (1d3) unleash their hypnotic pattern and then attempt to feed on prey
Space/Reach: 5 ft./0 ft. one at a time.
Length: 3 ft. + 1d6 in. (3 ft. 3 in.) Baku-shaksta are exceptionally cunning and
Weight: 10 lbs. + 1d4 lbs. (12 lbs.) intelligent, and will seek to separate groups before striking at
Special Att: Ability damage individuals, often using their magical abilities in an attempt to
Special Qual: Blindsight, darkvision 60 ft., fast healing 3, lead off members of a group for easy attacking. It has been
spell resistance 14, spells-like abilities known to lead victims into treacherous areas or even into the
Saves: Fort +1, Ref +6, Will +4 path of other predators to whittle down numbers before
Abilities: S10 D21 C11 I13 W11 Ch16 striking at a juicy target.
Skills: Hide +16, Listen +3, Move Silently +9, Spot Ability Damage (Su): The claw attacks of a baku-shaksta deal
+7 1d2 points of Dexterity ability damage. If an attack that causes
Feats: Hover, Weapon Finesse ability damage scores a critical hit, it deals twice the indicated
Environment: Plane of Shadow amount of damage (if the damage is expressed as a die range,
Organization: Solitary roll two dice). Ability damage returns at the rate of 1 point per
CR: 3 day for each affected ability.
Treasure: 50% coins, double goods, standard magic Blindsight (Ex): Baku-shaksta have the ability to “feel” their
(wondrous items only) surroundings, as if their sense of touch were extended into the
Alignment: Always neutral evil surrounding area. This has an effect radius of 30 feet, but only
Advancement: 5-8 HD (Small); 9-12 HD (Medium) works in twilight or pure darkness. The creature usually does
Level Adj: - not need to make Spot or Listen checks to notice creatures
This tawny creature has an elongated body within range of its blindsight ability.
that has bright orange fur. A fox-like tail Fast Healing (Ex): A Baku-shaksta heals 3 hit points per
dangles behind it and its wings seem to be round in areas of torchlight or greater light. Except where
made of shadow, though they end in brightly noted here, fast healing is just like natural healing. Fast
colored feather tips. The creature has a healing does not restore hit points lost from starvation, thirst,
miniature elephantine head and its long, or suffocation, and it does not allow a creature to regrow lost
powerful legs end in sharp scything claws. body parts.
The baku-shaksta is thought to be the larval form of the evil Spells-like Abilities (Sp): A Baku-shaksta can use the
race of maleafants. Sages believe that maleafants lay eggs in following abilities as if a 3rd level sorcerer. Dancing Lights –
the Plane of Shadow, which quickly hatch as these malevolent at will, Darkness - 3x/day, Flare –at will, Hold Person –
hunters. 3x/day, Hypnotic Pattern – 1x/day, Light - at will. The spell
The baku-shaksta uses its bright colors and spell-like DCs are 13 + spell level.
abilities to hunt for prey on the realm of shadow. Unlike many
creatures native to this realm, the baku-shaksta is brightly Baku-Shaksta on Amberos
colored and adorned to attract prey to it, which it then uses its
Occasionally, a summons directed at the Plane of
vicious abilities to kill and devour. The creature is capable of
Shadow will inadvertently bring a baku-shaksta to the vicinity,
muting its colors to grey, but usually only does so when
along with the creature that was to be summoned originally.
attempting to ambush prey. When attacking or using its
Such an occurrence is thought only to happen when the baku-
hypnotic pattern ability, baku-shaksta prefer to use their full
shaksta was in the midst of hunting the summoned creature,
colors to dazzle and frighten prey.
though exactly how the baku-shaksta arrives at the mortal
Upon reaching its maximum advancement range, it is
plane is not understood. Unfortunately for the caster, the
believed that baku-shaksta create an inky black color pool that
baku-shaksta is not under the control of the caster, and is not
leads to a pocket dimension. There, in the pocket dimension
dismissed if the original summoning spell is ended or the
the baku-shaksta undergoes a transformation into a maleafant.
summoned creature otherwise dispatched.
When the transformation completes, the Maleafant tears out of
Baquada
Medium Humanoid (Human, Shapechanger) Medium Animal (Aquatic, Shapechanger)
Humanoid Form Fish Form
Hit Dice: 1d8 (4 hp) 1d8 (4 hp)
Initiative: +1 +1
Speed: 30 ft. (6 squares) Swim 60 ft. (12 squares)
Armor Class: 18 (+1 Dex, +3 natural, +3 studded leather 14 (+1 Dex,+3 natural), touch 11, flat 13
armor, +1 light wooden shield), touch 11,
flat 17
BAB/Grapple: +0/+0 +0/+0
Attack: Scimitar +0 melee (1d6;18-20/x2) nil
Full Attack: Scimitar +0 melee (1d6;18-20/x2) nil
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Height: 5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 5 ft. 6 in. + 2d6 in. (5 ft. 11 in.)
Weight: 125 lbs. + 3d6 x 5 lbs. (175 lbs.) 125 lbs. + 3d6 x 5 lbs. (175 lbs.)
Special Att: - -
Special Qual: Alternate form Alternate form
Saves: Fort +0, Ref +1, Will +0 Fort +0, Ref +1, Will +0
Abilities: S11 D13 C11 I10 W10 Ch10 S11 D13 C11 I10 W10 Ch10
Skills: Balance -1, Climb -2, Escape Artist -1, Escape Artist +4, Knowledge (local) +4, Swim +8
Hide -1, Jump -2, Knowledge (local) +4,
Listen 0, Move Silently -1, Sleight of Hand -1,
Spot 0, Swim +6, Tumble -1
Feats: Skill Focus (Escape Artist) Skill Focus (Escape Artist)
Environment: Warm aquatic Warm aquatic
Organization: Solitary, Crew (2-5), Pod (5-20), or Solitary, Crew (2-5), Pod (5-20), or
School (20-40) School (20-40)
CR: ¼ ¼
Treasure: Standard None
Alignment: Always neutral Always neutral
Advancement: By Character Class By Character Class
Level Adj: +0 +0
The portion of this humanoid that rises above the Combat
water appears to be human, but the part below is Baquada, in their fish form, are practically unable to
obviously that of a fish - by the looks of it, a very fight. Even on land, they are poor fighters and rarely advance
large salmon. in combat-orientated classes; they do tend to make devout
Baquada are a race of humanoid beings, thought to once priests however, but never of a sea god, who will not accept
have been humans who lived in coastal dwellings, who were them as priests.
cursed by the god of the sea. When a Baquada touches salt Alternate Form (Su): A baquada’s natural form is humanoid.
water, the submerged portion becomes that of a fish. To When submerged in salt water, they take on the shape of a
ensure the curse works as the god intended, all Baquada are large salmon. The creature is effectively camouflaged as a
drawn to the sea, and prefer to spend a majority of their time creature of its new form, and it gains a +10 bonus on Disguise
in the water. Those who do not seek the sea quickly become checks if it uses this ability to create a disguise. All of the
insane and murderous - driven to reach the sea and immerse baquada’s gear and armor become part of the new shape.
themselves. These cursed beings prefer a life of fishing and Skills: A baquada gains a +8 racial bonus to swim checks. It
living at the edge of the sea. Baquada make poor pirates, as may choose to take 10 on swim checks, even when rushed or
they will often jump ship to relish swimming in the ocean. in combat.
Generally speaking, baquada are both drawn to, and
fear the sea. They have an instinctive fear of deep waters and Baquada Society
the deprivations of the sea god who has cursed them, but they It is not unknown for baquada to live among human
cannot stand to be out of sight of the ocean’s edge communities, keeping their true nature secret from the rest of
Baquada speak Common. the populace as they ply their trade as sailors or fishermen.
There are also a few communities that are entirely
composed of baquada, and though they tend to follow the
organization and structure of nearby communities, they tend to
Baquada as Characters
Baquada prefer to remain close to the edge of the sea,
too fearful to stray into open waters, but still drawn to the
powerful waters. Some baquada conquer their fear of the sea
god who have cursed them, and travel the waters in search of
adventure – or perhaps an end to their curse.
Baquada have the following abilities.
• Medium size
• Shapechanger subtype
• Aquatic subtype (in fish form)
• Base Land speed 30 ft., Swim 60 ft.
• Normal vision.
• +2 Dex. Baquada tend to have quick reactions.
• +3 natural armor. Even in human form, a
baquada’s skin is covered in flesh-colored scales.
• Alternate Form (Su): A baquada’s natural form is
humanoid. When submerged in salt water, they take
on the shape of a large salmon. The creature is
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit
Dice improve the animal companion’s base attack and base save bonuses. A Beastlands Animal’s base attack bonus is equal to ¾
its Hit Dice. A Beastlands Animal has good Fortitude and Reflex saves. A Beastlands Animal does not gain additional skill
points with an increase in hit dice, but does gain additional feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the Beastlands Animal’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the Beastlands Animal’s Strength and Dexterity scores.
Type: The creature’s type is unchanged, but it gains the animal companion instead gains a second attack with
Augmented Animal subtype its primary natural weapon, albeit at a –5 penalty.
Hit Dice: See table Improved Evasion (Ex): When subjected to an attack
Initiative: Recalculate based on changes to ability scores that normally allows a Reflex saving throw for half
Speed: Unchanged from base creature damage, a Beastlands animal takes no damage if it
Armor Class: See table makes a successful saving throw and only half
BAB/Grapple: Advance according to hit dice damage if the saving throw fails.
Attack: Recalculate attack bonus based on changes to hit dice Saves: Advanced by hit dice increase
and ability scores Abilities: See table
Full Attack: Recalculate attack bonus based on changes to hit Skills: No change from base creature.
dice and ability scores Feats: As determined by hit dice advancement
Space/Reach: No change from base creature Environment: Any land
Special Att: See table Organization: Solitary or Pack (1 + 2d8 normal animals)
Special Qual: See table CR: See table
Spell Resistance (Su): A Beastlands animal gains Treasure: None
spell resistance equal 10 + ½ its Hit Dice + Chr Alignment: Always neutral
modifier. This ability also resists a druid or ranger’s Advancement: None
attempt to make the creature an animal companion. Level Adjustment: +3 (cohort)
Evasion (Ex): If a Beastlands Animal is subjected to
an attack that normally allows a Reflex saving throw
for half damage, it takes no damage if it makes a
successful saving throw.
Devotion (Ex): A Beastlands Animal gains a +4
morale bonus on Will saves against enchantment
spells and effects.
Multiattack: A Beastlands Animal gains Multiattack
as a bonus feat if it has three or more natural attacks
and does not already have that feat. If it does not
have the requisite three or more natural attacks, the
Combat
Adamantine beetles are aggressive when facing others, and
tend to rely on their general imperviousness to attacks to rout
foes. Adamantine beetles usually strike to sunder a foe's
equipment, showing itself to be superior, if not killing the foe
outright.
Sunder (Ex): As part of an attack or full-attack action, an
adamantine beetle may make a sunder attack, without
provoking an attack of opportunity, as part of it’s normal
attack (meaning it deals normal damage to the victim in
addition to the sunder damage). Because the adamantine
beetle’s mandibles are lined with adamantine, it may ignore
any hardness when attempting to damage an item.
Combat
Bloodseeker beetles, if unhindered by their trainer,
will use their pounce ability to overtake foes, and then shred
their victim with their scythe-like claws. Bloodseekers only
seem to fear fire, and even then will seek a way around such
sources to attack prey. Once engaged, they will not relent, and
often even “domesticated” bloodseekers have to be beaten off
their victim by minders who don't want said victim killed.
Pounce (Ex): When a creature with this special attack makes
a charge, it can follow with a full attack.
Skills (Ex): A bloodseeker beetle gains a +20 racial skill
bonus to Survival when tracking wounded prey. It also gains
a +8 bonus to climb and jump skills.
Combat
When threatened, a goldspinner beetle opens its hard
shell and beats its wings, creating a loud buzzing noise. If this
does not ward off attackers, the beetle usually attempts to fly
away. If backed into a corner, it will snap at foes with its
mandibles, attempting to seek a way out of combat. Luckily,
goldspinner beetles prefer to eat vegetation, and will not attack
individuals for food, though it might be aggressive if wounded
or caught.
Transformation (Su): Goldspinner beetles can consume
vegetable matter and regurgitate the material as a gold thread
to line its nest. If left alone for a week or more, the
goldspinner can create enough golden thread to be sold for
1d4 gp. In a pinch, goldspinner beetles can produce 1d2 cp of
golden thread per hour.
Combat
Headhunter beetles quickly rush a target, attempting
to overpower and kill a foe before it has a chance to resist. A
headhunter beetle attack is usually directed at the throat of its
target where it attempts to behead the victim as quickly as
possible with its massive slicing mandibles. If a headhunter
beetle cannot quickly dispatch a foe it will often scurry to a
safe hiding place and attempt to ambush the victim at its next
convenience. The creature is rather single-minded, and will
rarely break off an attack to seek out other prey.
Behead (Ex): If a headhunter beetle scores a critical or is able
to deliver a coup de grace to an opponent that is paralyzed or
otherwise helpless, the headhunter automatically beheads an
opponent of medium-size or smaller.
Paralysis (Ex): The bite of a headhunter beetle is a special
enzyme that renders the victim immobile if they fail a Fort
save (DC 15). Note that it is not considered a poison.
Paralyzed creatures cannot move, speak, or take any physical
actions. The creature is rooted to the spot, frozen and helpless.
Unlike hold person and similar effects, a paralysis effect does
not allow a new save each round. A winged creature flying in
Combat
Wolf beetles attack by rushing an opponent, and
attempting to drag them down where they can be slashed to
ribbons. There is little the beetles fear, and even when badly
injured rarely will back down from a fight. They have been
known to jump ravines, run through flames and wade through
rivers to reach foes. However, the beetle’s innate tremorsense
gives the creatures an unusual gift to sense structurally
unsound areas, and they will not pursue foes into such areas.
Also worth noting is that the beetles tremorsense makes them
able to detect the presence of creatures such as bulette, thoqua
and other burrowing creatures, which the wolf beetles will
often track and hunt.
Improved Trip (Ex): If the wolf beetle hits with one of its
attacks, it may attempt a trip attack without suffering an attack
of opportunity. If the wolf beetle fails to trip the opponent, it
does not suffer a counter trip attack.
Poison (Ex): The bite of a wolf beetle injects a paralytic
poison into the victim. (Injected, Fort DC13; Init: 1d4 Str;
Sec: paralysis). The paralysis lasts for 2d4 rounds.
Combat
Hellwolf beetles attack by rushing an opponent, and
attempting to drag them down where they can be slashed to
ribbons. There is little the beetles fear, and even when badly
Combat
A lone phomicus beetle will attempt to pounce lone
or weak prey unaware and sate itself on blood from the victim.
Against stronger or more numerous foes, it uses its enervation
ray to attempt to strike undead targets, turning them against
their former fellows and feeding on whatever remains are left.
Enervation Ray (Sp): As a standard action, a phomicus
beetle can emit a black ray of negative energy 30 feet long.
The ray strikes as a ranged touch attack and inflicts 1 negative
level on the victim if they fail a DC 10 Fort save. For each
additional 2 Phomicus beetles assisting in the attack, the
saving throw DC increases by 1.
Spells-like Abilities (Sp): A phomicus beetle can use the
following abilities at will: Resistance, Daze or Touch of
Fatigue. The Phomicus beetle uses these abilities as a 1st level
caster, with a base DC of 10.
Combat
A spharon attacks by leaping for the chest of its foe,
where it attempts to firmly attach itself. It has razor-sharp
pincers for teeth that can tear easily through steel and bone,
where it attempts to break through to and seize and infest the
victim’s heart.
Vermin Qualities: Vermin are immune to mind influencing
effects.
Create Spawn (Su): If a spharon successfully latches onto a
victim, it may inject eggs into the victim to spawn more
spharons as a free action. The victim must make a Fort save
DC 14 or be infested with the eggs (Spharon Infestation
disease; Infection: injury; DC 14; Incubation: 1 day; Damage:
1d3 Con). Once the victim is reduced to 0 Con or less, the
former host dies and becomes a Spharon Mummy, controlled
by negative energy fed to it by the attached spharon.
Combat
An immature spharon swarm is voracious, devouring
any creature of flesh it encounters as it relentlessly rushes
forward. The swarm will divert itself from its current path to
run down a creature, otherwise it will continue in a straight
line until it encounters an impassible obstacle or detects a
living being within 120 feet.
Swarm Traits: A swarm has no clear front or back and no
discernable anatomy, so it is not subject to critical hits or
flanking. A swarm made up of Tiny creatures takes half
damage from slashing and piercing weapons. A swarm
composed of Fine or Diminutive creatures is immune to all
weapon damage. Reducing a swarm to 0 hit points or lower
causes it to break up, though damage taken until that point
does not degrade its ability to attack or resist attack. Swarms
are never staggered or reduced to a dying state by damage.
Also, they cannot be tripped, grappled, or bull rushed, and
they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a
specific number of creatures (including single-target spells
such as disintegrate), with the exception of mind-affecting
effects (charms, compulsions, phantasms, patterns, and morale
effects) if the swarm has an Intelligence score and a hive
mind. A swarm takes half again as much damage (+50%) from
Combat
A spharon mummy is a mindless creature driven only
with the desire to inflict pain on others and spread its
infestation to others. It generally attacks by mauling victims
with its claws.
Infest (Ex): Once per round, as a free action, any one being
in melee combat with the spharon mummy is subject to a +3
melee touch attack by the immature spharons in the creature’s
system. A struck victim must make a Fort save (DC 14) or be
infested with the immature spharons (Spharon Infestation
disease; Infection: injury; DC 14; Incubation: 1 day; Damage:
1d3 Con). Once a victim is reduced to 0 Con or less, 1d20
mature spharons erupt from the corpse. The former host then
becomes a Spharon Mummy.
Fire Vulnerability (Ex): A spharon mummy suffers double
damage from fire attacks unless it makes it saving throw.
Combat
Bloodhounds are cunning hunters, and often attack
from ambush. It is not uncommon for them to lead victims
into traps or attempt to lure opponents into positions where the
bloodhound has the advantage. They sometimes work in
Combat
Bloodrose attempt to hypnotize victims to move near
them, then twist about their opponent and drain out the
victim's blood through its thorns. As it feeds, the rose of the
creature usually remains transfixed on the victim.
Attach (Ex): If a bloodrose hits with its bite attack, it attaches
itself to the victim and can automatically begin draining blood.
The bloodrose is considered grappling while attached.
Blood Drain (Ex): A bloodrose that has attached itself can
drain 1d4 Constitution per round from a victim. This is
temporary ability damage.
Charm Scent (Su): A bloodrose excretes a powerful scent
that charms victims who smell it (Will DC12 negates). The
scent causes the victim to move to the bloodrose and leave
itself open to its bite attack. The bloodrose’s bite attack does
not break the charm effect. The charm scent has a range of 30
feet and otherwise acts a Charm Monster spell. Caster level 1.
Fast Healing (Ex): A bloodrose regains 2 hit points per round
Fast healing does not restore hit points lost from starvation,
thirst, or suffocation, and it does not allow a creature to
regrow lost body parts.
Combat
Bloodmoles inch their way towards victims and then
attempt to burrow into the flesh of their victim. Outside of a
host, their undulating motion looks extremely humorous, but
once within a few feet of a victim it will surge forward and
burrow into flesh. Once into a victim, it generally appears as a
quick moving bulge that rampages up and down the victim's
body, sending the victim into the throes of madness.
Burrow (Ex): If a blood mole hits with its claw attacks, it
deals normal damage and digs into the target’s flesh. From
that point on, the blood mole is considered to be grappling the
target, though it does so from inside the victim’s body,
automatically dealing claw damage to the victim each round as
it moves about inside the victim’s system. Attempting to
remove the bloodmole requires an opposed grapple check
against the bloodmole (to squeeze it out of the body) or a
successful slashing attack against the victim (using the
victim’s AC without Dex modifiers or the bloodmoles AC,
whichever is higher). In the latter case, the victim suffers the
damage of the slashing attack, but if successful, the bloodmole
is cut out. Either method deals an additional 1d6 damage to
the victim as the bloodmole is removed.
Combat
Burrow worms attack by quickly burrowing towards
its intended target and attacking with its mandible-laden jaws.
If the target is much larger than itself it uses its mobility to
attack and run away from its opponent before it can be
counter-attacked. Against smaller targets, it will attempt to
swallow the victim whole.
Improved Grab (Ex): If a burrow worm hits a large sized or
smaller opponent with its bite, it deals normal damage and
attempts to start a grapple as a free action without provoking
an attack of opportunity. No initial touch attack is required.
Each successful grapple check it makes during successive
rounds automatically deals the damage indicated for the attack
that established the hold. When a creature gets a hold after an
improved grab attack, it pulls the opponent into its space. This
act does not provoke attacks of opportunity. It can even move
Barbed Attack
Your unarmed attack deals extra piercing damage.
Prerequisites: Cactus folk, BAB 1+
Benefit: As part of an unarmed attack, you may deal an extra
1d4 piercing damage with each attack.
Hurl Thorns
You have trained to be able to hurl your bodily thorns.
Prerequisite: Cactus folk, BAB 4+
Benefit: As a standard action or as part of a full-attack action,
you can hurl a number of thorns from your body at opponents
as a ranged attack. The range increment is 10 feet, and you
deal 1d4 + Str modifier points of piercing damage on a
successful hit.
Combat
Capricornus fight by charging their enemy and
attempting to gore them. Once in melee, they strike with
hooves and horns and only flee if met with superior force.
Such fleeing is often only to go and round up allies to help,
though.
Combat
Cavern crawlers generally take advantage of their
climb ability to struck from an unseen or awkward to reach
position. They are wily enough to attack unarmored targets
first, attempting to quickly bolster its ranks with undead
minions. The cavern crawler has little fear of death, and has
been known to fight on despite overwhelming odds,
attempting to take out as many enemies as possible before
succumbing to its prey.
Poison (Su): The bite of a cavern crawler injects the victim
with a deadly poison that transforms the victim into a zombie
under the cavern crawler's control if the save is failed (injury;
DC 15; Init: 1d4 Con; Sec: Transformation)
Skills: Cavern crawlers have a +4 racial bonus on Spot
checks, and a +8 racial bonus on Climb and Hide checks. They
can use either their Strength or Dexterity modifier for Climb
checks, whichever is higher. Monstrous scorpions can take 10
on Climb checks, even if threatened or distracted.
Combat
The quickest way to engage a Chuut-I in combat is to
besmirch a god - either through statements or by attempted
desecration of a temple the Chuut-I is defending. Chuut-I are
extremely unforgiving of the latter offense, and will fight to
the death against desecrators, whereas they may only beat a
blasphemer into submission. Chuut-I will often rush an
opponent and strike with a whirlwind of claw, fang and tail
slaps. Some Chuut-I prefer to fight with weapons - usually
exotic ones at that.
Combat
Cobra newts are not aggressive creatures, and usually
only attack if threatened or if their territory is invaded. A
cobra newt is a simple attacker; it normally warns its opponent
by rearing up on its hind legs and puffing wide its hood and
hissing; if this fails to deter an attacker, it charges prey and
bites, hoping to drive the opponent off.
Poison (Ex): The bite of a cobra newt injects a toxin that
attacks the nervous system. Type: injected; Fort save DC 11;
Init: 1d4 Dex; Sec: 1d8 Con and 1d4 Wis. A victim who
makes both secondary saves successfully regains 1 point of
lost Dex.
Water Dependency (Ex): If a cobra newt is not kept damp, it
suffers 1d4 points of Constitution damage per hour until it
able to moisten its skin. A cobra newt can freely breathe
while underwater or on land.
Skills: A cobra newt gains a +8 bonus to swim checks and
can use its Dexterity modifier instead of its Strength when
swimming. A cobra newt can take 10 when swimming, even
when distracted or under duress.
Combat
The cobracon is an aggressive predator, preferring to
swoop down on foes at least two sizes smaller than it and use
its acid spittle to paralyze or blind its foes. Once a foe is
injured, the cobracon will land to devour the meal. If attacked,
the serpent is quick to use its venomous bite to defend itself,
and rarely will disengage from a chosen target.
Constrict(Ex): A cobracon deals 2d6+12 damage with a
successful grapple check against opponents of up to Huge
size.
Improved Grab(Ex): To use this ability, the cobracon must
hit with its bite attack. If it gets a hold, it can constrict.
Poison(Ex): Bite, fortitude save (DC 15); initial and
secondary damage 1d6 temporary Dexterity.
Poison Spittle(Ex): As a ranged touch attack, the cobracon
can spit its venom at a foe to cause blindness. The victim
must make a DC 14 Fortitude save or be blinded for 2d6
minutes.
Combat
Colossi are titanic fighters, and while mindless, fight
with the cunning of a skilled warrior. A colossus might not be
inventive in its attacks, but will do its best to cause the greatest
harm to its foes by whatever means available to it. Most
colossus are armed with two weapons and will prefer to wade
into combat utilizing these massive weapons. If engaged with
a foe that is attacking from outside their proscribed defensive
area, they are not adverse to locating and using titanic ranged
weapons (such as trees or boulders) to pummel such foes; wise
creators often arm their colossuses with ranged weapons for
such occurrences. Colossus reserve using their breath weapon
against multiple foes or targets that will easily burn. They
generally will refrain from using their breath weapon in areas
that will harm their proscribed area to protect.
Combat
A corspeslayer is an engine of destruction that
initially attempt to foil any attempt of escape by unleashing its
entangle vines and then closing to melee. They have been
known to uproot boulders to use as ranged weapons, but they
are careful not to harm plant life - if they can help it.
Breath Weapon (Su): As a standard action, a corpseslayer
can breath a cloud of noxious gas out to a range of 30 feet that
covers a 20 foot area. Those in the area of effect suffer 5d6
damage (Fort save DC 18 for half). A corpseslayer can breath
once per minute.
Entangling Vines (Su): In place of a slam attack, a
corpseslayer can extend the vines from its body out to a range
Combat
A corrupted soul monk approaches enemies invisibly
and attempts to trip and beat a foe to a pulp. If facing a
singular opponent, they will erupt into flame and harass their
opponent until they win or are slain. If facing numerous
opponents, the corrupted soul monk will use its natural ability
to become invisible to sow confusion and continue to ambush
its prey.
Combat
A death blossom's only attack is its life-draining
energy ray. It cannot otherwise attack or defend itself, and if
threatened will use the ray as often as it must until destroyed
or prey leaves it alone.
Death Ray (Su): As a standard action, a death blossom can
unleash an ebony ray of negative energy as a ranged touch
attack with +2 to hit out to a range of 15 feet. Those struck by
the ray suffer a negative level and the death blossom gains 5
temporary hit points. These temporary hit points remain for 10
minutes.
Skills: A death blossom hiding in natural surroundings gains
a +10 bonus to hide checks.
Combat
Death dancers always attempt to hypnotize prey
before beginning an attack. If they fail to hypnotize an
opponent, they will often slink off in search of easier prey.
When attacking, a death dancer usually leaps at its opponent.
Hypnotic Dance (Su): As a move-equivalent action, a death
dancer can rise up and begin swaying, creating an effect equal
to that of a hypnotic pattern. The spell DC is 12. Caster level
2. The effect lasts until the death dancer ceases “dancing”
plus an additional 1d4+1 rounds.
Poison (Ex): The bite of death dancer contains a deadly toxin.
Type: Injected; Fort save DC 12; Init: 1d6 Con; Sec: 1d10
Con.
Sudden Leap (Ex): A death dancer can make a special
charge attack where it leaps at the prey. A sudden leap is
handled like a charge, but the death dancer does not need to
move 10 feet to perform the sudden leap. The death dancer
does not need to make a jump check to perform the sudden
leap, but can use its jump skill to clear obstacles that might be
in the way.
Skills: A death dancer has a +4 bonus to climb skill checks
and jump checks. It may use its dexterity instead of its
strength when making climb checks.
Combat
Pazuzi generally swoop down to rake foes with their
claws, and in numbers, may attempt to pick up foes and drop
them from great heights onto rocks or other dangerous terrain.
They rarely remain near opponents long enough for the
opponent to counterattack. However, lone Pazuzi, while
Combat
Demon flowers only fight in self-defense by lashing
at foes with their thorny tendrils. They prefer to drug their
victims with their supernatural pollen and cause the victims to
fight, watching from nearby. Demon flowers have been known
to organize themselves into large armies of flowers to attack
villages and subject them to their magical pollen attack, and
loot & pillage the town as its inhabitants fight each other.
Maddening Fragrance (Su): As a standard action, a demon
flower can exude a smell that drives creatures in a 20 ft.
spread into a maddening rage. A Will DC 10 save negates the
effect. Those who fail the save immediately fly into a berserk
rage, attacking any nearby living creature for 1d6+2 rounds.
A demon flower can attempt to affect creatures that fail the
saving throw, but cannot affect those who succeed the save for
another day.
Combat
Demon steeds maneuver themselves to cut opponents
off and kill them individually. They will generally charge into
combat, using their flame-wreathed hooves to batter and kill
as many as their can. Their poison bite is deadly, and demon
steeds greatly enjoy inflicting its pain on opponents.
Poison (Ex): The bite of a demon steed injects a mind-
destroying poison into its victim (Injury; DC 16; init: 1d2 Int;
Sec: 3d6 Int).
Powerful Charge (Ex): When a Demon steed makes a charge
(or its master orders it to charge), its attack deals an extra 1d8
Combat
Dire hamsters are poor combatants overall, but if
backed into a corner, they can be quite ferocious. Their teeth
are extremely dangerous, and they have the ability to chew
through even stone with their sharp teeth.
Dire Hamsters usually attack creatures only smaller
than they are and that appear to be weak or injured. If faced
with a determine opponent, most dire hamsters will depart to
seek easier prey.
Skills: Dire hamsters have a +8 racial bonus on Climb checks
and Escape Artist checks and can always choose to take 10 on
Climb checks, even if rushed or threatened.
Combat
Dire rabbits usually rush opponents, attempting to
bowl them over with their quick stride and sharp claws. If
surrounded, they will use their powerful hind legs to kick at
opponents and knock them away.
Trample (Ex): As a full-round action, a dire rabbit can move
up to twice its speed and literally run over any opponents of
large size or smaller dealing 1d6+7 bludgeoning damage
(Reflex DC19 for half damage)
Skills: Dire rabbits gain a +8 racial bonus to Jump checks and
Listen checks.
Combat
Dire turtles are offensive creatures, hissing as they
lunge at a foe. They prefer to bite down on a single opponent,
using their sharp beak to slowly bleed an opponent out as they
depend on their strong shell to protect them against their foe.
Because of their relatively slow gait, once engaged a dire
turtle rarely stops attacking until its opponent is dead or flees.
Luckily for their enemies, the plodding nature of dire turtles
makes them unlikely to chase down fleeing foes.
Clamp (Ex): If a dire turtle starts a round in a grapple, it may
automatically inflict its bite damage to an opponent.
Improved Grab (Ex): If a dire turtle hits with its bite attack,
it may automatically attempt to start a grapple. No to hit roll
is required.
Plod (Ex): Dire turtles cannot double move, jog or run. They
may still perform charge attacks, but may not perform two
successive charge attacks or more
Bite: Bite attacks deal the listed damage plus the dragon’s rear legs deal claw damage). If snatched or crushed by a larger
Strength bonus. The dragon also can use its bite to snatch dragon, a dragon can respond only with grapple attacks to try
opponents (see the descriptions of feats below). Bite attacks winning free, or with bite or breath weapon attacks. If
use the full attack bonus. grappled by a creature smaller than itself, the dragon can
Claw: Claw attacks deal the listed damage plus half the respond with any of its physical attacks other than a tail
dragon’s Strength bonus (round down). The dragon also can sweep.
use its claws to snatch opponents (see the descriptions of feats The dragon can always use its breath weapon while
below). Claw attacks are at -5 to the attack bonus. grappling, as well as its spells and spell-like or supernatural
Wing: The dragon can slam opponents with its wings, even abilities, provided it succeeds at Concentration checks.
when flying. Wing attacks deal the listed damage plus half the Breath Weapon (Su): Using a breath weapon is a standard
dragon’s Strength bonus (round down) and are at -5 to the action. Once a dragon breathes, it can’t breathe again until 1d4
attack bonus. rounds later. If the dragon has more than one type of breath
Tail Slap: The dragon can slap one opponent each round with weapon, it still can breathe only once every 1d4 rounds. A
its tail. A tail slap deals the listed damage plus 1 1/2 times the blast from a breath weapon always starts at the dragon’s
dragon’s Strength bonus (round down) and is at -5 to the mouth and extends in a direction of the dragon’s choice, with
attack bonus. an area as noted below. If the breath weapon deals damage,
Crush: A flying or jumping dragon of at least Huge size can creatures caught in the area can attempt Reflex saves to take
land on opponents as a standard action, using its whole body half damage; the DC depends on the dragon’s age and type,
to crush them. Crush attacks are effective only against listed in the individual entry. Saves against nondamaging
opponents three or more sizes smaller than the dragon (though breath weapons use the same DC, but the types vary as noted
it can attempt normal overrun or grapple attacks against larger in the variety descriptions.
opponents). Breath weapons come in two basic shapes, line and
A crush attack affects as many creatures as can fit under the cone, whose areas vary with the dragon’s size.
dragon’s body (see Table: Dragon Face and Reach above).
Creatures in the affected area must succeed at a Reflex save Dragon Breath Weapons
against a DC equal to that of the dragon’s breath weapon or be
pinned, automatically taking bludgeoning damage during the Line* Cone**
next round unless the dragon moves off them. If the dragon Dragon Size (Length) (Length)
chooses to maintain the pin, treat it as a normal grapple attack. Tiny 30 ft. 15 ft.
Pinned opponents take crush damage each round if they don’t Small 40 ft. 20 ft.
escape. Medium-size 60 ft. 30 ft.
A crush attack deals the listed damage plus 1 1/2 Large 80 ft. 40 ft.
times the dragon’s Strength bonus (round down). Huge 100 ft. 50 ft.
Tail Sweep: A dragon of at least Gargantuan size can sweep Gargantuan 120 ft. 60 ft.
with its tail as a standard action. The sweep affects a half Colossal 140 ft. 70 ft.
circle with a diameter of 30 feet, centered on the dragon’s rear.
A Colossal dragon’s tail sweep has a 40-foot radius. Creatures *A line is always 5 feet high and 5 feet wide.
within the swept area are affected if they are four or more **A cone is as high and wide as its length.
sizes smaller than the dragon. The sweep automatically deals
the listed damage plus 1 1/2 times the dragon’s Strength bonus Frightful Presence (Ex): A young adult or older dragon can
(round down). Affected creatures can attempt Reflex saves to unsettle foes with its mere presence. The ability takes effect
take half damage, against a DC equal to that of the dragon’s automatically whenever the dragon attacks, charges, or flies
breath weapon. overhead. Creatures within a radius of 30 feet x the dragon’s
Grappling: Dragons do not favor grapple attacks, though their age category are subject to the effect if they have fewer HD
crush attack and Snatch feat (see the descriptions of feats) use than the dragon.
normal grapple rules. A potentially affected creature that succeeds at a Will
If grappled by a creature the same size or larger, a save (DC 10 + 1/2 dragon’s HD + dragon’s Charisma
dragon can return the attack with its bite and all four legs (the
One Hour
Normal 15 miles 20 miles 30 miles 40 miles
Hustle 24 miles 40 miles 60 miles 80 miles
One Day
Normal 120 miles 160 miles 240 miles 320 miles
Adult +1,800 gp +0 12
Dragons do not tire as quickly as other creatures when moving Mature Adult +2,400 gp +1 14
overland. If a dragon attempts a hustle or forced march, check Old +3,000 gp +2 16
for nonlethal damage once every 2 hours instead of every Very Old +3,600 gp +3 18
hour. Ancient +4,200 gp +4 20
Wyrm +4,800 gp +5 22
Dragonhide (variant rules) Great Wyrm +5,400 gp +6 24
Armorsmiths can work with dragon hides to produce
masterwork armor or shields for the normal cost. One dragon
produces enough hide for a single suit of masterwork hide
armor for a creature up to one size smaller than the dragon. By
selecting only choice scales and bits of hide, an armorsmith
can produce one suit of masterwork scale mail for a creature
up to two sizes smaller, one suit of masterwork half-plate for a
creature three sizes smaller, or one masterwork breastplate or
suit of full plate for a creature four sizes smaller. In each case,
there is enough hide to produce a small or large masterwork
shield in addition to the armor, provided that the dragon is of
at least Large size.
Dragonhide is tougher than most normal armors, and
usually grants a better armor bonus than regular armors made
from lesser materials. Dragon armor provides a +1 Armor
Bonus for each age category past Adult of the dragon it came
from, above and beyond the normal armor bonus the type of
armor it is crafted into should have. Likewise, medium and
heavy armors grants 2 points of energy resistance per age
categories of the dragon, as shown below:
Dragon Resistance
Type
Air Sonic 2
Earth Acid 2
Fire Fire 2
Radiant Lightning 2
Shadow Negative 2
Water Cold 2
Purchasing Dragonhide
Dragonhide is treated as masterwork armor for
calculating base cost. There is an additional cost associated
with the armor based on the age category of the dragon, as
shown below.
Age Size Hit Dice (hp) AC Str Dex Con Int Wis Cha
Wyrmling M 5d12 + 10 (42 hp) 19 (+5 natural, +4 Dex) touch 14, flat 15 15 19 15 14 15 14
Very Young L 9d12 + 27 (85 hp) 20 (+8 natural, -1 size, +3 Dex), touch 12, flat 17 21 17 17 16 17 16
Young L 12d12 + 36 (114 hp) 23 (+11 natural, -1 size, +3 Dex), touch 12, flat 20 25 17 17 16 17 16
Juvenile L 14d12 + 56 (147 hp) 26 (+14 natural, -1 size, +3 Dex), touch 12, flat 23 29 17 19 18 19 18
Young Adult H 18d12 + 90 (207 hp) 27 (+17 natural, -2 size, +2 Dex), touch 10, flat 25 31 15 21 18 19 18
Adult H 22d12 + 110 (253 hp) 30 (+20 natural, -2 size, +2 Dex), touch 10, flat 28 33 15 21 20 21 20
Mature Adult H 25d12 + 150 (312 hp) 33 (+23 natural, -2 size, +2 Dex), touch 10, flat 31 33 15 23 20 21 20
Old G 28d12 + 196 (378 hp) 33 (+26 natural, -4 size, +1 Dex), touch 7, flat 32 35 13 25 24 25 24
Very Old G 31d12 + 248 (449 hp) 36 (+29 natural, -4 size, +1 Dex), touch 7, flat 35 37 13 27 26 27 26
Ancient G 34d12 + 306 (527 hp) 39 (+32 natural, -4 size, +1 Dex), touch 7, flat 38 39 13 29 28 29 28
Wyrm G 37d12 + 370 (610 hp) 42 (+35 natural, -4 size, +1 Dex), touch 7, flat 41 41 13 31 30 31 30
Great Wyrm C 40d12 + 400 (660 hp) 40 (+38 natural, -8 size, +1 Dex), touch 3, flat 39 45 11 31 32 33 32
BAB / Breath
Grapple Attack Fort Ref Will Weapon Fear
Age Bonus Save Save Save (DC) DC SR
Wyrmling +5/+7 +7 +6 +4 +6 2d12 (16) -- --
Very Young +9/+18 +13 +9 +6 +9 4d12 (19) -- --
Young +12/+23 +18 +11 +8 +11 6d12 (21) -- --
Juvenile +14/+27 +22 +13 +9 +13 8d12 (23) -- --
Young Adult +18/+36 +26 +16 +11 +15 10d12 (25) 23 24
Adult +20/+39 +29 +17 +12 +17 12d12 (27) 25 26
Mature Adult +24/+43 +33 +20 +14 +19 14d12 (29) 27 28
Old +26/+52 +36 +22 +15 +22 16d12 (32) 30 31
Very Old +30/+55 +39 +25 +17 +25 18d12 (35) 33 34
Ancient +32/+58 +42 +27 +18 +27 20d12 (38) 36 37
Wyrm +36/+63 +47 +30 +20 +30 22d12 (40) 38 39
Great Wyrm +38/+71 +47 +31 +21 +32 24d12 (42) 40 41
Caster CR
Age Speed Special Abilities Level
Wyrmling 40 feet (8 squares), fly 150 ft. (poor) Water breathing -- 3
Very Young 40 feet (8 squares), fly 150 ft. (poor) 1st 5
Young 40 feet (8 squares), fly 150 ft. (poor) Polymorph Self 3rd 8
Juvenile 40 feet (8 squares), fly 150 ft. (poor) Call Lightning 5th 11
Young Adult 40 feet (8 squares), fly 150 ft. (poor) DR 5/magic +1 7th 14
Adult 40 feet (8 squares), fly 150 ft. (poor) Minor Globe of Invulnerability 9th 15
Mature Adult 40 feet (8 squares), fly 150 ft. (poor) DR 10/magic +2 12th 19
Old 40 feet (8 squares), fly 200 ft. (clumsy) Wind wall 15th 22
Very Old 40 feet (8 squares), fly 200 ft. (clumsy) DR 15/+3 17th 23
Ancient 40 feet (8 squares), fly 200 ft. (clumsy) Control Weather 19th 25
Wyrm 40 feet (8 squares), fly 200 ft. (clumsy) DR 20/+4 21st 27
Great Wyrm 40 feet (8 squares), fly 200 ft. (clumsy) Storm of Vengeance 23rd 29
Can also cast cleric spells and those from the Law, Protection and Weather domains as arcane spells
Age Size Hit Dice (hp) AC Str Dex Con Int Wis Cha
Wyrmling S 3d12+3 (22 hp) 14 (+1 size, +3 natural) touch 11, flat 14 10 10 12 10 13 10
Very Young M 5d12+5 (37 hp) 14 (+4 natural) touch 10, flat 14 12 10 13 11 14 12
Young M 7d12+14 (59 hp) 15 (+5 natural) touch 10, flat 15 14 10 14 12 15 14
Juvenile L 9d12+18 (76 hp) 15 (-1 size, +6 natural) touch 9, flat 15 16 10 15 13 16 16
Young Adult L 11d12+33 (104 hp) 16 (-1 size, +7 natural) touch 9, flat 16 18 10 16 14 17 18
Adult L 13d12+39 (123 hp) 18 (-1 size, +9 natural) touch 9, flat 18 20 10 17 16 18 20
Mature Adult H 15d12+60 (157 hp) 19 (-2 size, +11 natural) touch 8, flat 19 22 10 19 18 19 22
Old H 17d12+85 (195 hp) 21 (-2 size, +13 natural) touch 8, flat 21 24 10 21 20 20 24
Very Old H 19d12+114 (237 hp) 23 (-2 size, +15 natural) touch 8, flat 23 26 10 23 22 22 26
Ancient G 21d12+147 (283 hp) 22 (-4 size, +16 natural) touch 6, flat 22 28 10 25 24 24 28
Wyrm G 23d12+184 (333 hp) 24 (-4 size, +18 natural) touch 6, flat 24 30 10 27 26 26 30
Great Wyrm G 25d12+225 (387 hp) 26 (-4 size, +20 natural) touch 6, flat 26 32 10 29 28 28 32
Caster CR
Age Speed Special Abilities Level
Wyrmling 20 ft (4 squares), fly 50 ft (good) (10 squares) Water Breathing -- 2
Very Young 30 ft (4 squares), fly 70 ft. (good) (14 squares) Monster Summoning I 1st 4
Young 30 ft (4 squares), fly 70 ft. (good) (14 squares) 2nd 5
Juvenile 30 ft (4 squares), fly 90 ft. (good) (18 squares) Monster Summoning II 3rd 6
Young Adult 30 ft (4 squares), fly 90 ft. (good) (18 squares) DR 5/magic +1 5th 7
Adult 30 ft (4 squares), fly 90 ft. (good) (18 squares) Polymorph, Monster Summoning III 7th 9
Mature Adult 40 ft (4 squares), fly 90 ft. (good) (18 squares) 9th 10
Old 40 ft (4 squares), fly 90 ft. (good) (18 squares) DR 10/magic +2, Monster Summoning IV 12th 13
Very Old 40 ft (4 squares), fly 90 ft. (good) (18 squares) Monster Summoning V 15th 16
Ancient 40 ft (4 squares), fly 90 ft. (good) (18 squares) Monster Summoning VI 17th 19
Wyrm 40 ft (4 squares), fly 90 ft. (good) (18 squares) DR 15/magic +3, Monster Summoning VII 19th 21
Great Wyrm 40 ft (4 squares), fly 90 ft. (good) (18 squares) Control Weather, Monster Summoning VIII 21st 23
Age Size Hit Dice (hp) AC Str Dex Con Int Wis Cha
Wyrmling S 2d12 (13 hp) 12 (+1 size, +1 natural) touch 11, flat 12 8 10 10 11 13 10
Very Young M 3d12 (19 hp) 12 (+2 natural) touch 10, flat 12 9 10 11 12 15 11
Young M 5d12+5 (37 hp) 13 (+3 natural) touch 10, flat 13 10 10 12 13 17 12
Juvenile M 6d12+12 (51 hp) 15 (+5 natural) touch 10, flat 15 12 10 14 14 19 14
Young Adult L 8d12+24 (76 hp) 16 (-1 size, +7 natural) touch 9, flat 16 14 10 16 15 21 16
Adult L 9d12+36 (94 hp) 18 (-1 size, +9 natural) touch 9, flat 18 16 10 18 16 23 18
Mature Adult L 11d12+55 (126 hp) 20 (-1 size, +11 natural) touch 9, flat 20 18 10 20 17 25 20
Old H 12d12+72 (150 hp) 21 (-2 size, +13 natural) touch 8, flat 21 20 10 22 18 27 22
Very Old H 14d12+91 (182 hp) 23 (-2 size, +15 natural) touch 8, flat 23 22 10 24 19 29 24
Ancient G 15d12+120 (217 hp) 23 (-4 size, +17 natural) touch 6, flat 23 24 10 26 20 31 26
Wyrm G 17d12+153 (263 hp) 25 (-4 size, +19 natural) touch 6, flat 25 26 10 28 21 33 28
Great Wyrm C 18d12+180 (297 hp) 23 (-8 size, +21 natural) touch 2, flat 23 28 10 30 22 35 30
Breath CR
Attack Fort Ref Will Weapon Fear Caster
Age Bonus Save Save Save (DC) DC SR Level
Wyrmling +2 +3 +3 +4 2d4 (11) -- -- -- 2
Very Young +2 +3 +3 +5 3d4 (11) -- -- -- 2
Young +5 +5 +4 +7 4d4 (13) -- -- -- 3
Juvenile +7 +7 +5 +9 6d4 (15) -- -- -- 3
Young Adult +9 +9 +6 +11 8d4 (17) 17 17 -- 5
Adult +11 +10 +6 +12 10d4 (18) 18 18 1st 6
Mature Adult +14 +12 +7 +14 12d4 (20) 20 20 3rd 7
Old +15 +14 +8 +16 14d4 (22) 22 22 5th 8
Very Old +18 +16 +9 +18 16d4 (24) 24 24 7th 10
Ancient +18 +17 +9 +19 18d4 (25) 25 25 9th 11
Wyrm +21 +19 +10 +21 20d4 (27) 27 27 11th 12
Great Wyrm +19 +21 +11 +23 22d4 (29) 29 29 13th 14
Age Size Hit Dice (hp) AC Str Dex Con Int Wis Cha
Wyrmling S 4d12+4 (30 hp) 14 (+1 size, +3 natural), touch 11, flat 14 10 19 13 10 11 10
Very Young M 7d12+14 (59 hp) 16 (+6 natural), touch 10, flat 16 12 18 15 11 13 10
Young M 10d12+20 (85 hp) 19 (+9 natural), touch 10, flat 19 14 17 15 12 15 12
Juvenile M 13d12+39 (123 hp) 22 (+12 natural), touch 10, flat 22 16 16 17 13 17 12
Young Adult L 16d12+64 (168 hp) 24 (-1 size, +15 natural), touch 9, flat 24 18 15 19 14 19 14
Adult L 19d12+95 (218 hp) 27 (-1 size, +18 natural), touch 9, flat 27 21 14 21 15 21 14
Mature Adult L 21d12+105 (241 hp) 30 (-1 size, +21 natural), touch 9, flat 30 24 13 21 16 23 16
Old H 24d12+144 (300 hp) 32 (-2 size, +24 natural), touch 8, flat 32 27 12 23 17 25 16
Very Old H 27d12+162 (337 hp) 35 (-2 size, +27 natural), touch 8, flat 35 30 11 23 18 27 18
Ancient H 30d12+210 (405 hp) 38 (-2 size, +30 natural), touch 8, flat 38 33 10 25 19 29 20
Wyrm G 33d12+264 (478 hp) 39 (-4 size, +33 natural), touch 6, flat 39 36 9 27 20 31 22
Great Wyrm G 35d12+280 (507 hp) 42 (-4 size, +36 natural), touch 6, flat 42 39 8 27 22 33 24
Breath CR
Attack Fort Ref Will Weapon Fear Caster
Age Bonus Save Save Save (DC) DC SR Level
Wyrmling +4 +5 +8 +4 2d6 (13) -- -- -- 2
Very Young +8 +7 +9 +6 4d6 (15) -- -- -- 4
Young +12 +9 +10 +9 6d6 (17) -- -- -- 5
Juvenile +16 +11 +11 +11 8d6 (19) -- -- 1st 7
Young Adult +20 +14 +12 +14 10d6 (22) 20 3rd 8
Adult +24 +16 +13 +16 12d6 (24) 21 5th 9
Mature Adult +28 +18 +14 +19 14d6 (25) 23 7th 10
Old +32 +20 +15 +21 16d6 (28) 25 9th 12
Very Old +37 +22 +16 +24 18d6 (29) 27 11th 14
Ancient +41 +24 +17 +26 20d6 (33) 30 13th 16
Wyrm +46 +27 +18 +29 22d6 (34) 32 15th 18
Great Wyrm +49 +28 +19 +31 24d6 (35) 34 17th 21
Age Size Hit Dice (hp) AC Str Dex Con Int Wis Cha
Wyrmling S 2d12+2 (15 hp) 12 (+1 size, +1 natural) touch 11, flat 12 10 10 12 6 11 10
Very Young M 4d12+8 (44 hp) 13 (+3 natural) touch 10, flat 13 12 10 14 6 13 10
Young M 6d12+18 (57 hp) 15 (+5 natural) touch 10, flat 15 14 10 16 7 15 12
Juvenile L 8d12+32 (84 hp) 16 (-1 size, +7 natural) touch 9, flat 16 16 10 18 7 17 12
Young Adult L 10d12+50 (115 hp) 18 (-1 size, +9 natural) touch 9, flat 18 18 10 20 8 19 14
Adult L 12d12+72 (150 hp) 20 (-1 size, +11 natural) touch 9, flat 20 20 10 22 8 20 16
Mature Adult H 14d12+98 (189 hp) 21 (-2 size, +13 natural) touch 8, flat 21 22 10 24 9 21 18
Old H 16d12+128 (232 hp) 23 (-2 size, +15 natural) touch 8, flat 23 24 10 26 9 22 20
Very Old H 18d12+162 (279 hp) 25 (-2 size, +17 natural) touch 8, flat 25 26 10 28 10 23 22
Ancient H 20d12+200 (330 hp) 27 (-2 size, +19 natural) touch 8, flat 27 28 10 30 11 24 24
Wyrm G 22d12+242 (385 hp) 27 (-4 size, +21 natural) touch 6, flat 27 30 10 32 12 25 26
Great Wyrm G 24d12+288 (444 hp) 29 (-4 size, +23 natural) touch 6, flat 29 32 10 34 13 26 28
BAB / Breath CR
Grapple Attack Fort Ref Will Weapon Fear Caster
Age Bonus Save Save Save (DC) DC SR Level
Wyrmling +2/-1 +3 +4 +3 +3 1d8 (12) -- -- -- 2
Very Young +4/+5 +5 +6 +4 +5 2d8 (14) -- -- -- 3
Young +6/+8 +8 +8 +5 +7 3d8 (16) -- -- -- 3
Juvenile +8/+15 +10 +10 +6 +9 4d8 (18) -- -- -- 4
Young Adult +10/+18 +13 +12 +7 +11 5d8 (20) 17 -- -- 5
Adult +12/+21 +16 +14 +8 +13 6d8 (22) 19 19 -- 6
Mature Adult +14/+28 +18 +16 +9 +14 8d8 (24) 21 21 -- 7
Old +16/+31 +21 +18 +10 +16 10d8 (26) 23 23 -- 8
Very Old +18/+34 +24 +20 +11 +17 12d8 (28) 25 25 -- 10
Ancient +20/+36 +27 +22 +12 +19 14d8 (30) 27 27 1st 11
Wyrm +22/+44 +28 +24 +13 +20 16d8 (32) 29 29 3rd 12
Great Wyrm +24/+47 +31 +26 +14 +22 18d8 (34) 31 31 5th 15
Ag
e Speed Special Abilities
Wyrmling 40 ft. (8 squares), fly 100 ft. (good) Immune to Acid
Very Young 40 ft. (8 squares), fly 150 ft. (average)
Young 40 ft. (8 squares), fly 150 ft. (average)
Juvenile 40 ft. (8 squares), fly 150 ft. (average)
Young Adult 40 ft. (8 squares), fly 150 ft. (average) Suggestion
Adult 40 ft. (8 squares), fly 150 ft. (average) Immune to Fire, DR 5/magic +1
Mature Adult 40 ft. (8 squares), fly 200 ft. (poor)
Old 40 ft. (8 squares), fly 200 ft. (poor) DR 10/magic +2
Very Old 40 ft. (8 squares), fly 200 ft. (poor) Immune to Cold
Ancient 40 ft. (8 squares), fly 200 ft. (poor) Locate Object
Wyrm 40 ft. (8 squares), fly 200 ft. (poor) DR 15/magic +3
Great Wyrm 40 ft. (8 squares), fly 200 ft. (poor) Immune to Lightning
Age Size Hit Dice (hp) AC Str Dex Con Int Wis Cha
Wyrmling S 1d12 (6 hp) 12 (+1 size, +1 natural) touch 11, flat 12 8 10 10 3 10 8
Very Young S 2d12 (13 hp) 14 (+1 size, +3 natural) touch 11, flat 14 10 10 11 3 11 9
Young M 3d12+3 (22 hp) 15 (+5 natural) touch 10, flat 15 11 10 12 4 12 10
Juvenile M 4d12+4 (30 hp) 17 (+7 natural) touch 10, flat 17 12 10 13 4 14 11
Young Adult M 5d12+10 (42 hp) 19 (+9 natural) touch 10, flat 19 13 10 14 5 16 12
Adult L 7d12+21 (66 hp) 20 (-1 size, +11 natural) touch 9, flat 20 14 10 16 5 18 14
Mature Adult L 9d12+36 (94 hp) 22 (-1 size, +13 natural) touch 9, flat 22 16 10 18 6 20 16
Old L 11d12+55 (126 hp) 24 (-1 size, +15 natural) touch 9, flat 24 18 10 20 6 22 18
Very Old H 13d12+78 (162 hp) 25 (-2 size, +17 natural) touch 8, flat 25 20 10 22 7 24 20
Ancient H 15d12+105 (202 hp) 27 (-2 size, +19 natural) touch 8, flat 27 22 10 24 7 26 22
Wyrm H 17d12+136 (246 hp) 29 (-2 size, +21 natural) touch 8, flat 29 24 10 26 8 28 24
Great Wyrm G 19d12+171 (294 hp) 29 (-4 size, +23 natural) touch 6, flat 29 26 10 28 9 30 26
BAB / Breath CR
Grapple Attack Fort Ref Will Weapon Fear Caster
Age Bonus Save Save Save (DC) DC SR Level
Wyrmling +1/-3 +1 +2 +2 +2 2d4 (10) -- -- -- 1
Very Young +2/-1 +3 +3 +3 +3 3d4 (11) -- -- -- 2
Young +3/+3 +3 +4 +3 +4 4d4 (12) -- -- -- 2
Juvenile +4/+5 +5 +5 +4 +6 5d4 (13) -- -- -- 3
Young Adult +6/+6 +6 +6 +4 +7 6d4 (14) -- -- -- 3
Adult +7/+13 +8 +8 +5 +9 7d4 (16) 15 -- -- 4
Mature Adult +9/+16 +11 +10 +6 +11 8d4 (18) 17 -- -- 5
Old +11/+19 +14 +12 +7 +13 9d4 (20) 19 19 -- 6
Very Old +13/+22 +16 +14 +8 +15 10d4 (22) 21 21 -- 7
Ancient +15/+29 +19 +16 +9 +17 11d4 (24) 23 23 -- 8
Wyrm +17/+32 +22 +18 +10 +19 12d4 (26) 25 25 -- 10
Great Wyrm +19/+39 +23 +20 +11 +21 13d4 (28) 27 27 -- 12
Combat
Dreamslayers prefer to approach their targets in
such a way to lower the victim's defenses. However, a
Dwelves as Characters
Many dwelves cannot passively sit by and watch
the evils of the world unfold. Such dwelves often become
actively involved in seeking out evil and destroying it.
Dwelf characters gain the following abilities:
• Base Movement 30 feet.
• Low-Light Vision: A dwelf can see twice as far as
a human in starlight, moonlight, torchlight, of poor
illumination. She retains the ability to distinguish
color and detail under these conditions.
• Immunity to sleep spells and similar magical
effects, and a +2 racial bonus on saving throws
against enchantment spells or effects.
• +1 racial bonus on saving throws against poison.
• +1 racial bonus on saving throws against spells
and spell-like effects (but not enchantment
effects).
• +1 racial bonus on attack rolls against orcs and
goblinoids.
• +2 dodge bonus to Armor Class against
monsters of the giant type. Any time a creature
loses its Dexterity bonus (if any) to Armor Class,
such as when it’s caught flat, it loses its dodge
bonus, too.
• +1 racial bonus on Appraise checks that are
related to stone or metal items.
• +1 racial bonus on Craft checks that are related
to stone or metal.
• +1 racial bonus on Listen, Search, and Spot
checks.
• Stability: A dwelf gains a +4 bonus on ability
checks made to resist being bull rushed or tripped
when standing on the ground (but not when
climbing, flying, riding, or otherwise not standing
firmly on the ground).
Combat
Ekimma prefer to move about at night, and often
haunt non-giant communities near where they lived. They
prefer to enter a residence to attack sleeping individuals, but
if faced with awakened foes, they slap and bite at their foes,
using their cold breath to steal as much life from their
victims as they can. If turned, but not destroyed by a cleric
Ekimma will usually depart from a community to seek
easier prey in a nearby settlement.
Ability Drain (Su): The bite of an Ekimma permanently
drains 1 point of Strength from a victim.
Grave Breath (Su): The icy breath that issues from an
Ekimma’s nostrils has the cold of the grave. Anyone in
SuggestionE
4 : Charm MonsterE, ConfusionE, Phantasmal KillerI
th
Combat
A fauna tree lashes at victims with its ropy vines
and/or attempts to bite opponents who come too close. The
fauna tree can attack up to eight separate opponents, but can
only use at most two slam attacks against a single opponent.
Each slam attack can inject the fauna tree’s bizarre poison,
which can quickly turn a victim into a plant.
When a victim becomes overcome by the fauna’s
poison, it moves to cover the victim with its trunk-like body,
where its "root" system can drain the victim's blood at its
leisure.
The biggest weakness a fauna tree has is against
ranged weaponry or spells, and against such attacks the
fauna tree will often attempt to move into deep woods
where it is much more difficult to hit.
Poison (Ex): The slam attack of a fauna tree is covered with
a greenish sludge similar to green slime that transforms
victims into plant matter (injury, DC 16; init: 1 Dex; sec:
transformation). The transformation acts as baleful
Combat
Firebirds usually swoop down on their foe, raking
with talons and burning foes with their fiery wings. They are
also apt to rain down spells on their foes, and are not above
employing the aid of other beings in their attacks.
Combat
Fire dragons generally attack by breathing first,
then rushing into melee. They greatly depend on their fire
ability to damage opponents, and should they encounter a
foe resistant to their attacks will quickly withdraw and seek
other prey, sometimes even abandoning their hoard in the
Combat
Flesh engines, when unleashed to fight, wail
horribly as they slash at foes with their terrible claws or
attempt to bite with the massive felling jaws on their
underbody. Once engaged, flesh engines will not flee from
combat, and even Mentens find it difficult to gain back
control over these beasts.
Combat
A carpetbagger's only method of attack is to
attempt to scoop up victims and hold them in its body
cavities until the foe can be dealt with. If under severe
attack, it can attempt to disgorge its cargo of mentens, who
can then deal with attacks against the creature. If a
carpetbagger is en route when it is attacked, the creature will
Combat
Memorizers are rather feeble in melee combat, and
if attacked, generally attempt to flee. However, if it can get
close enough to a foe it needs to interrogate or torture, it can
use its mind-reaming abilities to cause agonizing pain to its
victim, rendering them unconscious. Against such
opponents, the ganglia nerve of the memorizer can be used
to strangle incapacitated foes.
Combat
A sweeper does not attack per se as much as it
attempts to consume - anything and everything. If a creature
is foolish enough to remain in a sweepers path, the sweeper
will have no compunction about devouring it. It is possible
to anger and draw the attention of these beasts, but rarely is
it wise to do so, for sweepers have excellent tracking ability
and will go out of their way to track down those that harm
it.
Consume (Ex): As a full-attack action, a Flesh engine
Sweeper can bull rush an opponent with intent to swallow
the victim in one fell swoop. If the Flesh engine
Combat
A flesh engine dreadnought is pure brutality on the
battlefield. After first scouring the field ahead of it with
Combat
Fluttercats prefer to sneak onto prey from above,
dropping onto their foe to catch them unawares. Their
ability to climb, jump and fly means that most vermin they
chase have little chance to escape. Fluttercats have been
known to raid bird's nests, but will rarely, if ever, chase prey
underground.
Skills: Fluttercats have a +4 racial bonus on Hide and Move
Silently checks. Fluttercats have a +8 racial bonus on
Balance checks. A fluttercat has a +10 racial bonus to
Climb and Jump checks. They use their Dexterity modifier
instead of their Strength modifier for Climb and Jump
checks. In areas of tall grass or heavy undergrowth, the Hide
bonus rises to +8.
Training A Fluttercat
Since fluttercats were created from housecat stock,
they are very easy to train. Training a fluttercat requires a
Combat
Flying snakes are almost constantly on the wing,
and will swoop in to strike at victims and continue attacking
until the foes ceases to move. They seem to have a disgust
of sweet-smelling perfumes and generally will avoid areas
of strong-smelling odors unless attacked or otherwise
provoked.
Poison (Ex): A flying snake’s bite injects a deadly nerve
toxin into the victim (injected, DC 12; init: 1d8 Con; sec:
2d6 Con).
Skills: A flying snake gains a +10 racial bonus to climb and
balance checks. A flying snake may use its dexterity instead
of its strength when climbing.
Combat
Forest runners track their prey and generally wait
for an opportune moment to strike. A particularly hungry
forest runner may act impulsively and strike straight away,
Combat
Geth often slink towards opponents on the ground,
rushing forth in a charge as they close. Geth prefer to attack
with claw and tooth, saving their breath weapon against
buildings or large groups of foes (usually twenty or more).
Geth dislike fighting in or from on wing, and will
generally only use their flight to flee a combat gone bad, or
to reach a town or other edifice far away. If attacked while
Gnomlings on Amberos
The goddess Discoff blessed the unions of several
gnome and Halfling marriages during the Elvin Golden Age,
creating the race of Gnomlings.
Most gnomling communities on Amberos can
actually be found in the Hawk Lands and Hawklord, with a
smattering in the land of Llinn.
Gnomling as Characters
Generally even more outgoing than their cousins,
gnomlings often enter a stage of wanderlust in their earlier
years before retiring to their original community, or an
adopted community they encounter in later life.
Gnomlings have the following abilities.
• Base Speed 20 feet.
• Small Size. A Small character gets a +1 size bonus
to Armor Class, a +1 size bonus on attack rolls, and
a +4 size bonus on Hide checks.
• Str –2. As small creatures, gnomlings are
generally physically weaker than most other
species.
Combat
A fellroot golem is generally under the command
of a druid and will perform as ordered, if simply. If left to
fend for themselves, they generally await an enemy to
approach, then enwrap a limb about the victim and crush it
to death. If a fellroot golem senses it has the advantage, it
will sometimes rumble forward to engage the enemy,
attempting to catch and squeeze as many victims as it can.
Constrict (Ex): A fellroot golem can crush an opponent for
1d6+7 bludgeoning damage, after making a successful
grapple check in addition to damage dealt by the slam
attack.
Improved Grab (Ex): If a fellroot golem hits a medium-
sized opponent or smaller with a slam attack, it deals normal
damage and attempts to start a grapple as a free action
without provoking an attack of opportunity. No initial touch
attack is required. The fellroot golem has the option to
conduct the grapple normally, or simply use the part of its
body it used in the improved grab to hold the opponent. If it
chooses to do the latter, it takes a –20 penalty on grapple
checks, but is not considered grappled itself; the creature
Combat
A gold golem will generally attempt to grapple a
living opponent, turning them to gold in the process.
Against non-living targets or targets that resist the gold-
changing attack, the gold golem attempts to rend the victim
apart.
Midas touch (Su): As part of its slam attack, a gold golem
can transform living beings into solid gold. The gold golem
can ignore natural armor, but not manufactured armor
bonuses when attempting to strike the target. Those struck
by the gold golem must make a DC 14 Fort save or be
transformed into solid gold.
After one hour, any creature turned to gold
crumbles to worthless yellow powder. The only way to
restore an individual thus destroyed is with True
Ressurection, Wish or Miracle.
Spell Immunity (Su): Gold golems automatically pass
their spell resistance check against any spell, with the
following exceptions. A Chill Metal spell will slow a golem
for 1d4 rounds.
Combat
Holly golems rarely engage in direct combat,
usually only striking out physically when the druid they
accompany is attack. In all other cases the holly golem will
hover near its druidic owner to augment his magic and
remain out of the line of fire of enemy attacks.
Poison (Ex): The slam attack of a holly golem smears a
contact poison onto victims. Type: Contact; DC 11; Init:
1d2 Con; Sec: 1d2 Dex.
Druidic Enhancement (Su): When within 30 feet of a
druid, the druid gains a +1 bonus to caster level and all
plant-affecting or plant-based spells are treated as if under
the effects of a Maximize spell.
Spell Immunity (Ex): A holly golem avoids the effects of
spells and spell-like abilities that directly affect it. This
works exactly like spell resistance, except that it cannot be
overcome. However, the holly golem is fully affected by
any spells that affect plants, and can be used as the target of
a spell that requires vegetation to work (such as entangle).
Combat
Turtleshell golems never initiate an attack, but
work to the best of their abilities to defend their charge from
harm. They have no compunction about putting themselves
in harm's way to defend their charge, and will never stray
out of arm's reach of any being they are assigned to protect
willingly.
Parry (Ex): As a free action, a Turtleshell Golem can give
up one of its attack of opportunities (it has 3) to attempt to
negate any hit made on either itself or an ally within its
threaten area. To successfully negate the attack, the
turtleshell golem makes an attack roll as if to hit, with the
target number being the opponent’s attack roll.
Shield Wall (Ex): A turtleshell golem can rearrange itself
to form a protective wall 5 feet wide, 10 feet tall and up to
20 feet long. The “Wall” has hit points equal to the golem’s
current hit points, and provides cover as if it were a solid
structure. The turtleshell golem can move at a rate of 5 feet
(1 square) in wall form, and cannot make any attacks or
parries.
Combat
A gore wretch usually will swoop down on its foe
from above, clawing and landing nearby. Once on the
ground it uses its retching ability to attack foes, continuing
to attack until slain or its foe is killed, and the gore wretch
consumes their remains.
Combat
Hapi usually retreat from attacks, but they may
become belligerent if their caretakers are threatened or they
are mistreated. A Hapi normally attacks by charging and
goring its foe. Against more powerful or supernatural foes,
it generally prefers to use its symbol ability to ward off
danger. In extreme circumstances, if one of its defenders
falls, it may use its sacrifice ability to bring the ally back to
full health.
Breath of Life (Su): As a full round action, a Hapi may
breath on a living creature to heal its wounds. This acts like
a Cure Moderate Wounds spell cast at 6th level ability.
Sacrifice (Su): As a full-attack action, a Hapi may choose
to sacrifice its own life to save that of another. The recipient
Combat
Hell reapers will use whatever means to get as
close to their target undetected before striking. Once
engaged, they will not willingly flee or change targets until
the one they have been dispensed to slay has been dealt
with. Hell reapers do not care - and actually enjoy - to strike
down bystanders, but will be careful when engaging
opponents by seeking to strike when they will be most likely
Shadows
Evocation [Darkness]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area of Effect: 20-foot radius
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell causes the light in the selected area to
dim, granting anyone within its confines a +5 bonus to Hide
skill checks.
This spell does not work in an area of total
darkness.
Shadows counters or dispels any light spell of
equal or lower spell level.
Arcane Material Component: A bit of sackcloth.
Combat
Hopping gnashers can be cunning, attacking
victims from above, from secret or sometimes even "playing
dead" to get an opponent in range. Once they have engaged,
they will not flee, and have been know to pursue foes great
distances, though they are unable to accurately track victims
once they are out of sight.
Blood Drain (Ex): A hopping gnasher can suck blood from
a living victim with its fangs by making a successful grapple
check. If it pins the foe, it drains blood, dealing 1d4 points
of Constitution drain each round the pin is maintained. On
Combat
Hurrene avoid combat at all costs, and will almost
universally fly away from a combat, uttering curses to
opponents as they do.
Foresight (Su): A hurrene always acts as if under the
influence of a foresight spell at 18th level ability. A hurrene
may touch a single individual to bestow Foresight to
another individual (as if the creature touched had cast it on
themselves), but the Hurrene loses the Foresight bonuses
for itself while the effect remains active on another creature.
Combat
Ichneumon rely on their speed to strike at enemies
quickly. They have been known to leap down the throats of
large reptiles and kill them from the inside. They are
tenacious, and will not flee battle once engaged; they always
fight to the death.
Foe of Reptiles (Ex): An Ichneumon gains a +2 bonus to
Listen, Spot and Survival checks when using these skills
against creatures with the Reptilian subtype. Likewise, the
Ichneumon gains a +2 bonus on damage rolls against
Reptilian creatures.
Harmless consume (Ex): When facing a medium-sized
Reptilian creature or larger opponent, as a full attack that
provokes an Attack of Opportunity, the Ichneumon can
attempt to leap down the victim’s throat to kill it from the
inside. If the attack is successful, the Ichneumon takes no
damage from being swallowed or being inside the victim
and can instead use its bite attack to tear the opponent apart
from the inside. Unless otherwise stated, the interior AC of
foes is equal to 10 + ½ the natural armor value. Dexterity
and size modifiers are not calculated in the AC.
Combat
Igana will usually attempt to run circles around
their opponents, trapping them in a circlet of flame. They
then rush into the "trap" they have created and breath on
opponents. They can be skittish and easily frightened off by
superior forces or displays of cold magic.
Breath Weapon (Su): An Igana can breath a line of fire 30
feet long that deals 3d8 damage to any creature caught in the
area. A successful DC 17 Reflex save reduces the damage
to half. An Igana can breathe fire once every minute.
Fire Trail (Su): When an Igana moves, it leaves behind it a
trail of fire 10 feet wide and 5 feet tall. The burning flames
remain for 3 rounds, and those attempting to pass through
them or caught in the flames suffer 1d6 damage (Reflex DC
15 for half damage). The flames will ignite combustible
materials.
Society
Flyfolk usually congregate in small, semi-nomadic
bands, raiding for food and items as they feel they need
them. Flyfolk generally treat males and females equally, and
footed or struck by an invisible attacker. However, he still Planar Ally, Summon Monster VI
loses his Dexterity bonus to AC if immobilized. 7th: Enlarged Blade Barrier, Destruction, Dictum, Legend
Wild Empathy (Ex): Modify attitude of animal or vermin LoreD, Regenerate
as Diplomacy check 1d20+1 8 : Extended Summon Monster VII, Discern LocationD,
th
Society
Mothfolk are generally nomadic and live a large
part of their early life in a mindless caterpillar-like stage
alone. When a mothfolk reaches maturity, they actually
molt, bursting out of the caterpillar form and arising as true
winged mothfolk.
With their new sentience, many mothfolk are
drawn to ancestral mothfolk gathering places, where they
Combat
Lepidillas generally shy away from combat, relying
on their acid bite and poisonous taste as a last-ditch defense.
However, some caterpillars – those that have tasted
flesh – can be quite aggressive, seeking out easy prey and
risking life and limb for a tasty treat.
Ister-Suul on Amberos
On Amberos, the Old Ones were cast into the
Realm of Madness before any of the mortal races awakened
in the world. The Ister-Suul were the spawn of the
subsequent sea-titans of the Ancient Ones who won the
battle against the Old Ones, and the Ister-Suul built a
thriving kingdom under the seas that traded with the early
titan races.
When the great cataclysm that broke open Tsre
Vestu occurred, several ancient portals to the Old One’s
realms were revealed as they arose from the depths of the
ocean. The undersea kingdom of the Ister-Suul was nearly
destroyed by the rise of these portals in the form of the
continent of Hadjpt-Tuu. The survivors of the Ister-Suul
investigated these portals, and the awakened Old Ones
captured their race and began to subvert it.
The Ister-Suul can be found on Amberos off the
east coast. They often come into conflict with Nydonna’s
Sea Kingdom, and many Randu legends speak of their raids
of the eastern coast. The race has even at one point made an
attempt to destroy the Answan Suwat, which would allow
them to flood into the Forna Sea.
Combat
Low Ister-suul are have few combat skills or
training, and only fight because they are pressed to do so. If
badly outmatched, they tend to quickly flee unless their
leader can somehow press them on to fight. Also, while they
possess human-level intelligence, they rarely apply this
knowledge to combat and thus it is unlikely they will
attempt to lure opponents into traps, plan ambushes or show
great creativity in combat. They are intelligent enough
however, to recognize the greatest threat to their person, and
will attempt to neutralize such threats as quickly as possible,
usually by engaging in melee.
Combat
Javelin snakes strike by first hiding among tree
limbs above an opponent and waiting for the opponent to
close. As the opponent nears, the snake coils up then springs
out of the branches, becoming as strait and rigid as a spear
shaft. They aim for the heart or other vital organs of their
foe, and the force with which they hit usually pierces deep
into the victim, where the snake injects its venom into the
wound before pulling out. The effect is usually an almost
instantaneous kill.
Death Strike (Ex): As a special charge action that only
works against flat-footed opponents, a Javelin snake can
attempt to take an opponent out with a single spear-like
strike to the victim’s heart or other vital organs. If the
javelin snake hits with the death strike, the victim must
Combat
If Jaqai are forced to fight, they attempt to stay out
of the range of melee combat and use their magical ability to
goad and suck up magic from an opponent. Once it has
Combat
When a kafurii makes itself known, it will
generally attack with a flame burst first, then close to melee.
Combat
Koskies caper and dance about their opponent,
weaving spells into their odd dance. They rarely strike in
melee combat, and if they do engage in melee, they almost
Combat
Kraken-Li tend to sweep down on foes, snatching
them up in their barbed tentacles and crushing them,
draining the victim's blood as they do so.
Combat
Lamentors generally use their mere presence to
drain the vitality from those they are nearby. However, if a
victim manages to fend them off, they will rush forward to
claw their victim as they attempt to forcibly drain the life
from the victim.
Strength Damage (Su): A lamentor’s touch causes 1 point
of Strength damage. Lost Strength returns at a rate of 1
point per day.
Wisdom Drain (Su): A lamentor’s primary form of attack
is to drain the will of a victim. As a standard action, the
lamentor can cause all individuals within 15 feet to be
Combat
Lulls are not aggressive creatures and generally
only attack prey they intend to eat - which is usually vermin.
If threatened, most lull will flee, except if they are nesting or
if they face a spellcaster. In such cases, the lull will usually
use its fly-by attack to peck and claw at an opponent while
minimizing the danger to itself from weapon attacks.
Suppress Magic (Ex): A lull generates a field that acts like
dispel magic against all magic items and spell effects in a
30-foot diameter around the lull. Instead of rolling for the
dispel effect, treat the lull as automatically dispelling magic
whose caster level is 15th or lower.
Lull on Amberos
Thankfully, lulls are extremely rare on Amberos.
They seem to congregate in the Hold of Severn, but are
hunted down and killed in all other areas they encountered.
Amberos Lycanthropy: Unlike other campaign worlds, Amberos lycanthropes are not rigidly bound to alignments. Rather than
rewrite all the lycanthropes, this note serves to indicate that the alignment line of all the lycanthropes should read “Alignment: Often
alignment listed”. The lycanthrope alignments listed in this book follow the trend set down by the SRD for those who want to use the
lycanthropes found here in other worlds, but should be ignored for Dark Summit campaigns.
Page 291 of 478 – Stephen C. Klauk
Bestiary Nefarious
Werebee
Werebee (Human Form) Werebee (Hybrid Form) Werebee (Bee Form)
Medium Humanoid Medium Humanoid Medium Humanoid
(Human, Shapechanger) (Human, Shapechanger) (Human, Shapechanger)
Hit Dice: 1d10+2 + 3d8+6 (27 hp) 1d10+2 + 3d8+6 (27 hp) 1d10+2 + 3d8+6 (27 hp)
Initiative: +1 (+1 Dex) +3 (+3 Dex) +3 (+3 Dex)
Speed: 30 ft. base; 20 ft. in chain shirt 20 ft. (4 squares), fly 80 ft. (good) 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 15 (+1 Dex, +4 chain shirt, +2 17 (+3 Dex, +4 natural), 17 (+3 Dex, +4 natural),
Wooden shield), touch 11, flat 16 touch 13, flat 14 touch 13, flat 14
BAB/Grapple: +2/+4 +2/+4 +2/+4
Attack: Rapier +4 melee (1d6+2;18-20/x2) Rapier +4 melee (1d6+2;18-20/x2) or Sting +4 melee (1d4+2 + poison)
Sting +4 melee (1d4+2 + poison)
Full Attack: Rapier +2 melee (1d6+2;18-20/x2), Rapier +2 melee, off-hand Sting +4 melee (1d4+2 + poison)
off-hand Rapier +2 melee (1d6+1;18-20/x2) rapier +2 melee (1d6+1;18-20/x2),
sting –1 melee (1d4+2 + poison)
Or Sting +4 melee (1d4+2 + poison)
Space/Reach: 5-ft./5 ft. 5-ft./5 ft. 5-ft./5 ft.
Height: 5 ft. 3 in. + 2d6 in. (5 ft. 10 in.) same same
Weight: 120 lbs + 2d6 x 7 lbs (169 lbs) ¾ humanoid weight ½ humanoid weight
Special Att: -- poison poison
Special Qual: Alternate Form, bee empathy, Alternate form, bee empathy, Alternate form, bee empathy,
Darkvision 60 ft., scent Curse of Lycanthropy, Curse of Lycanthropy
Darkvision 60 ft., Damage Darkvision 60 ft., Damage
Reduction 10/silver, Scent, Reduction 10/silver, Scent,
Vermin Traits Vermin Traits
Saves: Fort +7, Ref +2, Will +1 Fort +7, Ref +4, Will +1 Fort +7, Ref +4, Will +1
Abilities: S15 D13 C14 I10 W10 Ch10 S15 D17 C14 I10 W10 Ch10 S15 D17 C14 I10 W10 Ch10
Skills: Craft (Brew) +4, Craft (Carpentry) Craft (Brew) +4, Craft (Carpentry) Craft (Brew) +4, Craft (Carpentry)
+3, Handle Animal +4, Intimidate +3, Handle Animal +4, Intimidate +3, Handle Animal +4, Intimidate
+3, Listen +0, Spot +4*, +3, Listen +0, Spot +4*, +3, Listen +0, Spot +4*,
Survival +0* Survival +0* Survival +0*
F F
Feats: Dodge, Two-weapon fighting , Dodge, Two-weapon fighting , Dodge, Two-weapon fightingF,
Weapon Focus (Rapier)B Weapon Focus (Rapier)B Weapon Focus (Rapier)B
Environment: Any temperate or warm land Any temperate or warm land Any temperate or warm land
Organization: Solitary, Buzz (2-5), Hive (11-20) Solitary, Buzz (2-5), Hive (11-20) Solitary, Buzz (2-5), Hive (11-20)
CR: 4 4 4
Treasure: Standard Standard Standard
Alignment: Always neutral good Always neutral good Always neutral good
Advancement: By character class By character class By character class
Level Adj: +3 +3 +3
* A werebee gains a +4 racial bonus to spot and a +4 bonus to Survival checks to orient themselves
Werebees are in actuality, guardians created by rapiers, acting as fire support for the meleeing werebees.
celestial beings whom perform their good works on the Werebee archers have been known to coat their arrows in
prime material plane. poison from their stingers, and will have from 2-5 such
Werebees are staunch foes of evil, and constantly arrows available (damage 1d6+poison).
patrol for miles around their hives for creatures or Curse of Lycanthropy (Su): The poison sting of a
individuals of evil alignment. When such beings are found, werebee forces small, medium or large humanoids or giants
the werebees either quickly dispatch the foe (if so able) or to make a DC 15 Fort save or contract lycanthropy.
return to the hive to gather a larger foe to decimate the evil Poison (Ex): The sting of werebee injects a deadly
being. neurotoxin (Inject; Fort DC 14; Init: 1d4 Dex; Sec: 1d6
Werebees often trade with creatures of good or Dex)
neutral alignment, trading goods, honey or other items for
whatever the hive may need to wage its war against evil. Werebees on Amberos
Werebees speak Common. Werebees are the servants of Shurdeua, the sun
goddess, and under her directive search out evil and destroy
Combat it in those areas that they nest in. Most werebees can be
Werebees usually patrol in hybrid form, and will found in enormous hives build upon the ground in the Lands
swoop down and melee with foes. While in hybrid form, a of Sarve. Since most of that land is swampland, the bees
werebee has six limbs, but can only use two to fight with, often use their engineering skills to drain the surrounding
though they may also employ their poisonous stinger against swampland and turn a mile-wide swath around the hive into
foes. fertile grassland.
Some werebees are equipped with shortbows (+3 to
hit in human form, +5 to hit in hybrid form) instead of twin
Werelion
Werelion (Human Form) Werelion (Hybrid Form) Werelion (Lion Form)
Medium Humanoid Large Humanoid Large Humanoid
(Human, Shapechanger) (Human, Shapechanger) (Human, Shapechanger)
Hit Dice: 1d10+2 + 5d8+20 (49 hp) 1d10+2 + 5d8+20 (49 hp) 1d10+2 + 5d8+20 (49 hp)
Initiative: +1 (+1 Dex) +3 (+3 Dex) +4 (+4 Dex)
Speed: 30 ft. (6 squares) 40 ft. (8 squares) 40 ft. (8 squares)
Armor Class: 17 (+1 Dex, +4 chain shirt, +2 16 (-1 size,+4 Dex, +3 natural), 16 (-1 size, +4 Dex, +3 natural),
Large wooden shield), touch 11, touch 13, flat 12 touch 12, flat 12
flat 16
BAB/Grapple: +4/+6 +4/+16 +4/+16
Attack: Bastard sword +7 melee Bastard sword +7 melee Claw +12 melee (1d4+8)
(1d10+3;19-20/x2) (1d10+3;19-20/x2)
Full Attack: Bastard sword +8 melee Bastard sword +13 melee 2 claws +12 melee (1d4+8) and bite
(1d10+3;19-20/x2) (1d10+8;19-20/x2) and +7 melee (1d8+4)
Bite +7 melee (1d8+4)
Space/Reach: 5-ft./5 ft. 10-ft./10 ft. 10-ft./5 ft.
Height/Length: 5 ft. 3 in + 2d6 in. (5 ft. 10 in.) (H) as lion (L) 7 ft. + 4d8 in. (8 ft. 6 in.)
Weight: 150 lbs + 2d6 x 5 lbs. (185 lbs) as lion 425 lbs. + 2d6 x 5 lbs. (460 lbs.)
Special Att: -- Pounce, improved grab, rake 1d4 Pounce, improved grab, rake 1d4
Special Qual: Alternate Form, lion empathy, Alternate form, lion empathy, Alternate form, lion empathy,
Darkvision 60 ft., scent Curse of lycanthropy, Curse of lycanthropy
Darkvision 60 ft., DR 10/silver Darkvision 60 ft., DR 10/silver
scent scent
Saves: Fort +8, Ref +5, Will +1 Fort +10, Ref +8, Will +1 Fort +10, Ref +8, Will +1
Abilities: S16 D13 C14 I10 W10 Ch10 S26 D19 C18 I10 W10 Ch10 S26 D19 C18 I10 W10 Ch10
Skills: Balance –2, Craft Balance +8, Craft Balance +8, Craft (Weaponsmith) +4,
(Weaponsmith) +4, Jump +2, (Weaponsmith) +4, Hide +4*, Hide +4*, Jump +12, Listen +2,
Listen +2, Hide –3, Move Jump +12, Listen +2, Move Move Silently +8, Spot +7
Silently +2, Spot +7
Feats: Alertness, Exotic Weapon Alertness, Exotic Weapon Alertness, Exotic Weapon
Proficiency (Bastard Sword), Iron Proficiency (Bastard Sword), Iron Proficiency (Bastard Sword), Iron
Will, Run, Weapon Focus Will, Run, Weapon Focus Will, Run, Weapon Focus
(Bastard Sword)B (Bastard Sword)B (Bastard Sword)B
Environment: Any temperate or warm land Any temperate or warm land Any temperate or warm land
Organization: Solitary, Buzz (2-5), Hive (11-20) Solitary, Buzz (2-5), Hive (11-20) Solitary, Buzz (2-5), Hive (11-20)
CR: 4 4 4
Treasure: Standard Standard Standard
Alignment: Always neutral good Always neutral good Always neutral good
Advancement: By character class By character class By character class
Level Adj: +3 +3 +3
Werelions are noble creatures who constantly seek Curse of Lycanthropy (Su): The bite of a werelion forces
out evils to right and hunt down creatures of avarice and evil small, medium or large humanoids or giants to make a DC
to bring to justice. 15 Fort save or contract lycanthropy.
A werelion in humanoid form tends to have a noble Skills: Werelions in hybrid and animal form have a +4
quality to them and often has a warrior’s training and racial bonus on Balance, Hide, and Move Silently checks.
instincts. They are often unafraid of even the staunchest *In areas of tall grass or heavy undergrowth, the Hide bonus
opponent, and do not take insults lightly or kindly. improves to +12.
A werelion speaks common.
Werelions on Amberos
Combat Like most lycanthropes, the werelions are
Werelions are skilled and powerful predators, descendants of those who were loyal to Urdeus, the Night
striking with every advantage available to them. They strike Watchman. Werelions are most commonly found in
with determination and fury. They prefer to quickly close Chiamung, where they live in tribes separate, but protective
and chop an opponent down in melee, usually transforming of, the natives of that land.
into hybrid form to rip an opponent apart while striking fear
into any ally the opponent may have.
Despite their righteous fury against evil, werelions
are careful to avoid harming innocents, and will often accept
the surrender of a foe in the hopes of redeeming the
individual. Against foes they consider irredeemable,
however, a werelion is utterly merciless.
Wereoctopus
Medium Human Cleric 4 Large Human Cleric 4 Large Human Cleric 4
WereOctopus (Human Form) WereOctopus (Octopus Form) WereOctopus (Hybrid Form)
(Human, Shapechanger) (Aquatic, Human, Shapechanger) (Aquatic, Human, Shapechanger)
Hit Dice: 4d8+4 + 8d8+19 (77 hp) 4d8+4 + 8d8+19 (77 hp) 4d8+4 + 8d8+19 (77 hp)
Initiative: -1 (-1 Dex) +1 (+1 Dex) +1 (+1 Dex)
Speed: 20 ft. (4 squares) in chain mail, 20 ft. (4 squares), swim 30 ft. 20 ft. (4 squares), swim 30 ft.
30 ft. (6 squares) base
Armor Class: 16 (-1 Dex, +7 chain mail & heavy 19 (–1 size, +1 Dex, +9 natural), 19 (–1 size, +1 Dex, +9 natural),
Wooden shield), touch 9, flat 16 touch 10, flat 18 touch 10, flat 18
BAB/Grapple: +9/+10 +9/+16 +9/+16
Attack: +1 heavy mace +11 melee (1d6+2) Tentacle +15 melee (1d4+6) Tentacle +15 melee (1d4+6) or
+1 heavy mace +16 melee (1d8+7)
Full Attack: +1 heavy mace +11/+6 melee (1d6+2) 8 tentacles +15 melee (1d4+6) and 6 tentacles +15 melee (1d4+6) and
bite +10 melee (1d8+3) bite +10 melee (1d8+3),
+1 heavy mace +16/+11 melee (1d8+7)
Space/Reach: 5-ft./5 ft. 10-ft./10 ft. (20 ft. with tentacle) 10-ft./10 ft. (20 ft. with tentacle)
Height/Diameter 5 ft. 3 in. + 2d6 in. (5 ft. 10 in.) (D) 6 ft. + 1d4 ft. (8 ft.) as octopus form
Weight: 150 + 2d6 x 5 lbs. (185 lbs.) 500 + 1d4 x 100 lbs. (700 lbs.) as octopus form
Special Att: Spells, Turn Undead Constrict, Curse of Lycanthropy, Constrict, Curse of Lycanthropy,
Improved grab improved grab, spells, turn undead
Special Qual: Alternate form, octopus empathy, Alternate form, DR 10/silver Alternate form, DR 10/silver,
low-light vision, scent ink cloud, jet, low-light vision ink cloud, jet, low-light vision
octopus empathy, scent octopus empathy, scent
Saves: Fort +11, Ref +8, Will +9 Fort +12, Ref +10, Will +9 Fort +12, Ref +10, Will +9
Abilities: S13 D8 C12 I10 W16 Ch 14 S23 D12 C14 I10 W18 Ch14 S23 D12 C14 I10 W18 Ch14
Skills: Balance -4, Concentration +5, Balance +3, Concentration +5, Balance +3, Concentration +5,
Escape Artist +4, Hide +4, Escape Artist +21, Hide +11, Escape Artist +21, Hide +11,
Listen +5, Spot +5, Swim +6 Listen +5, Spot +5, Swim +14 Listen +5, Spot +5, Swim +14
Feats: Agile, Alertness, Lightning Reflexes, Agile, Alertness, Lightning Reflexes, Agile, Alertness, Lightning Reflexes,
Natural SpellB, Skill Focus Natural SpellB, Skill Focus Natural SpellB, Skill Focus
(Hide), Toughness (Hide), Toughness (Hide), Toughness
Environment: Any Any Any
Organization: Solitary Solitary Solitary
CR: 8 8 8
Treasure: Standard Standard Standard
Alignment: Always neutral evil Always neutral evil Always neutral evil
Advancement: By character class By character class By character class
Level Adj: +3 +3 +3
Combat
In its humanoid form, wereoctopuses seem to gain Wereoctopuses prefer to fight in hybrid form,
a rubbery skin and tend to be incredibly flexible, to the point where they can fight on land or in water without penalty.
of being double-jointed. Many also develop dark splotches They tend to enjoy grappling and crushing multiple prey at
on their skin, somewhat akin of an octopus’s natural one time. They will often attempt to lure victims to watery
coloration. areas where they can be easily drowned or are isolated from
In hybrid form, a wereoctopus’s limbs stretch to summoning help.
become tentacles, and the creature moves about in an Alternate Form (Su): A wereoctopus can assume a
upright fashion, it’s thrashing tentacles doubling as legs to humanoid form, a bipedal hybrid form or the form of giant
move it about. octopus.
Wereoctopuses in their natural form often take a Curse of Lycanthropy (Su): Any humanoid or giant hit by
liking to living near coastal areas tend to be canny creatures. a wereoctopus’s bite attack in animal or hybrid form must
They are prone to worshipping sea deities, and many attract succeed on a DC 15 Fortitude save or contract lycanthropy.
“flocks” of followers who sooner or later become prey for Constrict (Ex): A wereoctopus deals 2d8+6 points of
the wereoctopus. damage with a successful grapple check.
The most common races who become Improved Grab (Ex): To use this ability, a wereoctopus
wereoctopuses are humans, locathah, sea elves and mermen. must hit an opponent of any size with a tentacle attack. It
Sahuagin occasionally produce wereoctopuses, but they are can then attempt to start a grapple as a free action without
generally seen as aberrations among the sahuagin who are provoking an attack of opportunity. If it wins the grapple
hunted down and/or drive out as an abominination. check, it establishes a hold and can constrict.
Ink Cloud (Ex): A wereoctopus can emit a cloud of jet-
black ink 20 feet high by 20 feet wide by 20 feet long once
per minute as a free action. The cloud provides total
Wereoctopuses on Amberos
Wereoctopuses are a “divine gift” to many priests
who have devoted themselves to M’kree Malka, who stole
the secret of lycanthrope transformation from Urdeus.
Where becoming a wereshark is something M’kree often
afflicts non-worshippers with to “spread the faith”,
becoming a wereoctopus is generally only bestowed upon
those who willingly become priests of Malka. It is well-
known that the high priest of Malka is granted natural
wereoctopus lycanthropy when he obtains his station, and
Malka is fickle to sometimes gift families with “natural”
wereoctopus offspring when he desires the young one to
grow up as a priest. As for infected wereoctopuses, Malka
sees them as pawns to “spread his gospel”, and has been
known to make the infected wereoctopus into a natural
lycanthrope if they please him.
Also of note is the fact that while most
lycanthropes have their changes bound to the phases of the
moon Luna, a wereoctopus’s changes are tied to the moon
of Triton, due to its association with the sea.
Weresnake, Viper
Medium Human Rogue 1 Medium Human Rogue 1 Medium Human Rogue 1
Weresnake (Human Form) Weresnake (Snake Form) Weresnake (Hybrid Form)
(Human, Shapechanger) (Human, Shapechanger) (Human, Shapechanger)
Hit Dice: 1d6+1 + 2d8+2 (15 hp) 1d6+1 + 2d8+2 (15 hp) 1d6+1 + 2d8+2 (15 hp)
Initiative: +2 +5 +5
Speed: 30 ft. 20 ft. (4 squares), climb 20 ft., 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Swim 20 ft.
AC: 14 (+2 Dex, +2 leather), touch 12, flat 12 18 (+5 Dex, +3 natural), touch 15, 18 (+5 Dex, +3 natural), touch 15, flat 13
BAB/Grapple: +1/+2 +1/+0 +1/+0
Attack: rapier +3 melee (1d6+1;18-20/x2) bite +6 melee (1d4 + poison) bite +6 melee (1d4+poison)
Full Attack: rapier +3 melee (1d6+1;18-20/x2) bite +6 melee (1d4 + poison) bite +6 melee (1d4 + poison)
Space/Reach: 5-ft./5 ft. 5-ft./5 ft. 5-ft./5 ft.
Height: 5 ft. 3 in. + 2d6 in. (5 ft. 10 in.) as human form as human form
Weight: 150 lbs. + 2d6 x 5 lbs. (185 lbs.) 1/3 human form (50 lbs.) as human form
Special Att: Sneak attack +1d6 poison, sneak attack +1d6 poison, sneak attack +1d6
Special Qual: Alternate form, low-light vision, Alternate form, DR 10/silver, Alternate form, DR 10/silver, low-light vision,
Scent, snake empathy low-light vision, scent, snake scent, snake empathy
empathy
Saves: Fort +4 , Reflex +7, Will +1 Fort +4 , Reflex +10, Will +1 Fort +4 , Reflex +10, Will +1
Abilities: S12 D15 C13 I14 W12 Ch8 S10 D21 C13 I14 W12 Ch8 S10 D21 C13 I14 W12 Ch8
Skills: Appraise +6, Balance +8, Bluff +3, Appraise +6, Balance +11, Bluff +3, Appraise +6, Balance +11, Bluff +3,
Climb +7, Disable Device +6, Hide +8, Climb +11, Disable Device +6, Hide +15, Climb +11, Disable Device +6, Hide +15,
Listen +7, Search +6, Sense Motive +5, Listen +11, Search +6, Sense Motive +5, Listen +11, Search +6, Sense Motive +5,
Spot +7, Swim +5 Spot +11, Swim +12 Spot +11, Swim +12
Feats: Improved InitiativeB, Combat Expertise, Improved InitiativeB, Combat Expertise, Improved InitiativeB, Combat Expertise,
Weapon Finesse Weapon Finesse Weapon Finesse
Environment: Any temperate or hot Any temperate or hot Any temperate or hot
Organization: Solitary, Pair (2), Nest (3-5) Solitary, Pair (2), Nest (3-5) Solitary, Pair (2), Nest (3-5)
CR: 3 3 3
Treasure: Standard Standard Standard
Alignment: Always Lawful Evil Always Lawful Evil Always Lawful Evil
Advancement: By character class By character class By character class
Level Adj: +3 +3 +3
Deadly and conniving, viper weresnakes hide their However, on nights of the full moon a viper weresnake is
true intentions until they have cornered or otherwise placed often overcome with the desire to kill, and they will seek out
their victim in a position with no escape. They often are con gullible prey to isolate and kill, using their snake form to
artists or other slick-tongued individuals willing to part a strike.
fool and his money. A weresnake tends to abhor outright Viper weresnakes often milk and store their own
thuggery, and uses implied threats and cunning social poison for use on their weapons, either using cunningly
maneuvering to take down prey, only striking with a hidden, crafted sheathes to keep weapons envenomed or keeping the
envenomed dagger when all else fails. poison in vials that they then use upon their weapons.
In humanoid form, a viper weresnake often sports a Poison (Ex): A weresnake’s bite injects a neurotoxin into
widow’s peak and is very lithe – almost double-jointed. In its victim (Type: Injected; Fort DC 12;Init: 1d6 Con; Sec:
hybrid form, a viper weresnake has the lower half a sinuous 1d6 Con).
serpent, and the upper torso of a humanoid, though covered Skills: Weresnakes have a +4 racial bonus on Hide, Listen,
in glistening scales. The head is always serpentine and and Spot checks and a +8 racial bonus on Balance and
often sports a cobra-like hood. In some cases, instead of a Climb checks. A weresnake can always choose to take 10 on
hood, the viper weresnake may sport a loud rattle at the tip a Climb check, even if rushed or threatened. Weresnakes
of its tail. A small number of viper weresnakes sport neither use either their Strength modifier or Dexterity modifier for
a cobra’s hood nor a rattle, tending to have bright-colored Climb checks, whichever is higher. A weresnake has a +8
scales that are almost hypnotic in nature. racial bonus on any Swim check to perform some special
action or avoid a hazard. It can always choose to take 10 on
Combat a Swim check, even if distracted or endangered. It can use
Unless forced into direct confrontation, weresnakes the run action while swimming, provided it swims in a
prefer to overpower others through social manipulation. straight line.
Wereshark, Large
Medium Human Fighter 1 Large Human Fighter 1 Large Human Fighter 1
Wereshark (Human Form) Wereshark (Shark Form) Wereshark (Hybrid Form)
(Human, Shapechanger) (Aquatic, Human, Shapechanger) (Aquatic, Human, Shapechanger)
Hit Dice: 1d10+2 + 7d8+21 (59 hp) 1d10+2 + 7d8+21 (59 hp) 1d10+2 + 7d8+21 (59 hp)
Initiative: +1 (+1 Dex) +3 (+3 Dex) +3 (+3 Dex)
Speed: 30 ft (6 squares) Swim 60 ft. (12 squares) 30 ft. (6 squares), swim 60 ft. (12 squares)
Armor Class: 17 (+1 Dex, +6chain shirt & 18 (-1 size, +3 Dex, +6 natural), 20 (-1 size, +3 Dex, +6 natural, +2 light wooden
light wooden shield), touch 12, flat 15 shield), touch 12, flat 15
touch 11, flat 16
BAB/Grapple: +5/+7 +5/+14 +5/+14
Attack: Bastard Sword +7 melee Bite +10 melee (1d8+7) Bite +10 melee (1d8+7), Bastard Sword +10
(1d10+2;19-20/x2) Melee (1d10+7;19-20/x2)
Full Attack: Bastard Sword +7 melee Bite +10 melee (1d8+7) Bite +10 melee (1d8+7), bastard sword +10
(1d10+2;19-20/x2) Melee (1d10+7;19-20/x2)
Space/Reach: 5-ft./5 ft. 10-ft./5 ft. 10-ft./10 ft.
Height/Length: 5 ft. 3 in. + 2d6 in. (5 ft. 9 in.) 8 ft. + 1d8 ft. (12 ft.) 8 ft. + 1d4 ft. (10 ft.)
Weight: 150 lbs. + 2d6 x 5 lbs. (185 lbs.) 1,250 lbs. + 1d10 x 100 lbs. (1,850 lbs.) 500 lbs. + 1d8 x 50 lbs. (700 lbs.)
Special Att: -- Curse of lycanthropy Curse of lycanthropy
Special Qual: Alternate Form, Blindsense, Keen Alternate Form, blindsense, DR 10/silver, Alternate Form, DR 10/silver,
scent, shark empathy keen scent, shark empathy keen scent, shark empathy
Saves: Fort +11, Reflex +6, Will +4 Fort +12, Reflex +8, Will +4 Fort +12, Reflex +8, Will +4
Abilities: S15 D13 C14 I10 W14 Ch8 S21 D17 C16 I10 W14 Ch8 S21 D17 C16 I10 W14 Ch8
Skills: Intimidate +3, Listen +7, Spot +10, Intimidate +3, Listen +7, Spot +10, Intimidate +3, Listen +7, Spot +10,
Swim +3 Swim +20 Swim +18
Feats: Alertness, Great Fortitude, Alertness, Great Fortitude, Alertness, Great Fortitude,
Improved Initiative, ToughnessB, Improved Initiative, ToughnessB, Improved Initiative, ToughnessB,
Weapon Focus (Bastard Sword)F Weapon Focus (Bastard Sword)F Weapon Focus (Bastard Sword)F
Environment: Any Any Any
Organization: Solitary Solitary Solitary
CR: 5 5 5
Treasure: Standard Standard Standard
Alignment: Always Chaotic Evil Always Chaotic Evil Always Chaotic Evil
Advancement: By character class By character class By character class
Level Adj: +3 +3 +3
Weresharks tend to be vicious predators preying on Curse of Lycanthropy (Su): The bite of a wereshark in
anything they can get their mouth wrapped around. Luckily, bipedal or shark form requires medium, large or huge
both their bipedal form and shark form require them to be in humanoids or giants to make a DC 15 Fort save or contract
the water, so those far from a large body of water tend to be lycanthropy.
relatively safe. Blindsense (Ex): A wereshark can locate creatures
In humanoid form, weresharks tend have a sharp, underwater within a 30-foot radius. This ability works only
long nose and watery-looking eyes. They often have a when the shark is underwater.
streak of white hair along their sideburns and have thuggish Keen Scent (Ex): A wereshark can notice creatures by scent
dispositions. A wereshark in bipedal form has the body of a in a 180-foot radius and detect blood in the water at ranges
humanoid covered in sharkskin, with the head of a shark, of up to a mile.
gill-like slits in the neck, a prominent dorsal fin and webbed Skills: A shark has a +8 racial bonus on any Swim check to
hands and feet that allow it to move swiftly in water. It can perform some special action or avoid a hazard. It can always
remain out of the water for one minute + Con modifier in choose to take 10 on a Swim check, even if distracted or
minutes. Beyond this time they suffer the effects of endangered. It can use the run action while swimming,
drowning and must either return to water or shift to provided it swims in a straight line.
humanoid form.
Weresharks on Amberos
Combat Weresharks are the divine minions of M’kree,
Weresharks rush to bite their opponent, tearing chosen by his “touch” to do his bidding on Amberos.
huge chunks out of their foe as they swim. Only when on Whether willing or unwilling, weresharks exist to do the
land will a wereshark resort to using weaponry, but so will of M’kree. Generally speaking, even unwilling
vicious is their bite they often forego the use of anything weresharks eventually turn to worships M’kree as their
that does not cause as much damage as their bite. chaotic and evil side slowly takes over.
Alternate Form (Su): A wereshark can assume a M’kree prefers strong, combat-capable individuals
humanoid, bipedal shark form or shark form as a standard for the transformation, and has been known to cause those
action. he deems weak that contract wereshark lycanthropy to be
Maiden of Nature Special Qualities: The maiden retains the special qualities
of the base creature or base animal, depending on current
A maiden of nature is a female humanoid being form.
infused with a powerful connection to the Beastlands. Their Animal Empathy (Ex): In humanoid or animal form, the
connection to the plane grants them the ability to maiden can communicate with normal and dire
communicate with wild animals, to transform into an animal versions of the animal she can transform into, as if
with which they have a strong bond, and they even have the she using the speak with animals spell. The
ability to transform other humanoids into the animal to maiden also gains a +10 bonus when attempting to
which they have their unusual connection. determine or alter the animal’s attitude.
It is not known exactly what causes a maiden of Summon Animal (Su):In humanoid or animal form, the
nature to be “created”, but there are several qualities maiden can summon twice her hit dice in animals
associated with all maidens of nature. First and foremost, that she has empathy with. In the case of tiny or
maidens have a strong bond of friendship to a particular smaller creatures, the maiden can summon swarms
animal type, and often grow up treating or keeping many of the creatures she has empathy with. If the
wild animals as friends or companions. Most maidens are maiden abuses this ability or needlessly endangers
charismatic individuals, and while they may not make many the summoned creatures, she may lose her abilities
friends among others of their own type, they seem to be well (see ex-maidens of nature).
liked by animals. At some point, usually just as the female Unearthly Grace (Su): A maiden of nature adds her
reaches puberty, the plane reaches out and invests the Charisma modifier as a bonus on all her saving
maiden with magical powers. throws, and as a deflection bonus to her Armor
Three sample maidens of nature are described Class (The stat block already reflects these
below. There are many, many more types, though most bonuses).
maidens are linked to animals that are naturally inoffensive Base Save Bonuses: Add the base save bonuses for the
or harmless. That is not to say that there cannot be maidens base creature and animal form, modified by the maiden’s
of wolves, lions or other aggressive creatures, only that they current shape.
are much more rare, as the maiden must have been able to Abilities: The creature retains its base ability scores in
spend many hours with such creatures unharmed before they humanoid form. In animal form, the maiden uses the
gain their special abilities. physical scores (Strength, Dexterity, Constitution) of the
A maiden of nature is a template that can be animal form, but retains her mental ability scores
applied to a female humanoid or female fey creature. (Intelligence, Wisdom, Charisma).
Size and Type: The maiden of nature’s size does not Skills: The maiden gains skills points equal to (2 + Int
change. However, the maiden of nature’s type changes to modifier, minimum 1) per Hit Die of its animal form. If the
Fey and gains the shapechanger subtype. maiden’s base HD were changed, she gains (6 + Int
Hit Dice and Hit Points: If the base creature’s hit dice is modifier, minimum 1) per hit die gained.
less than five, increase to five HD. The maiden also Feats: Add the animal’s feats to the base creatures. If this
receives hit points for the animal form she has affinity to. results in the maiden having the same feat twice, the maiden
To calculate total hit points, apply constitution modifiers gains no additional benefit unless the feat normally can be
according to the score the maiden has in each form. taken more than once, in which case the duplicated feat
Speed: Same as the base creature or animal form, works as noted in the feat description. If this process grants
according to the maiden’s current shape. the maiden more feats that a character of its total Hit Dice
Armor Class: Same as the base creature or animal form, would normally have, the extra feats are noted as bonus
according to the maiden’s current shape. feats. If the maiden’s base Hit Dice was increased and she
Base Attack/Grapple: Add the base attack bonus from the would normally be entitled to more feats after adding in the
humanoid form and animal form. The grapple bonus animal feats, the maiden may take extra feats to fill up the
applies the strength modifier according to the maiden’s open slots as normal.
current shape. Environment: Maidens tend to avoid civilized areas, but it
Attacks: Same as the base creature or base animal, is otherwise equal to the base creature’s.
depending on current form. Organization: Solitary or troupe (maiden plus related
Special Attacks: The maiden retains the special attacks of animals)
the base creature or base animal, depending on current form. Challenge Rating: By class level + 2/3 HD, modified
Transforming Touch (Su): By touch, a maiden of nature can according to the HD of the base animal: less than 1 HD +1;
transform another being into an animal form she 1 HD or 2 HD, +2, 3 HD to 5 HD, +3; 6 HD to 10 HD, +4;
has empathy with. This otherwise acts like a 11 HD to 20 HD, +5; 21 or more HD +6
Baleful Polymorph spell cast by a 5th level sorcerer. Treasure: Standard
The DC is 13 + Chr modifier. The attack is Alignment: Usually Neutral (good or evil tendencies)
Charisma based. Advancement: By character class
Bat Maiden
Medium Fey (Shapechanger, Dwarf) Diminutive Fey (Shapechanger, Dwarf)
Humanoid Form Bat Form
Hit Dice: 5d8+5 + ¼d8+1 (29 hp) 5d8+5 + ¼d8+1 (29 hp)
Initiative: +0 +2 (+2 Dex)
Speed: 20 ft. (4 squares) 5 ft (1 square), fly 40 ft. (good)
Armor Class: 10, touch 10, flat 10 16 (+4 size, +2 Dex), touch 16, flat 14
BAB/Grapple: +3/+3 +3/-14
Attack: dagger +3 melee (1d4;19-20/x2) nil
Full Attack: dagger +3 melee (1d4;19-20/x2 nil
Space/Reach: 5-ft./5 ft. 1 ft./0 ft.
Height: 4 ft. + 1d4 in. (4 ft. 2 in.) 4 in.
Weight: 80 lbs. + 2d4 x 5 lbs. (105 lbs.) 1 lb.
Special Att: Dwarf traits, transforming touch -
Special Qual: Alternate form, bat empathy, dwarf traits, Alternate for, bat empathy, blindsense 20 ft., dwarf traits,
Darkvision 60 ft., summon bats, unearthly grace darkvision 60 ft., low-light vision, summon bats,
unearthly grace
Saves: Fort +7, Ref +6, Will +1 Fort +5, Ref +6, Will +1
Abilities: S10 D11 C12 I10 W11 Ch9 S1 D15 C12 I10 W11 Ch9
Skills: Diplomacy –1*, Handle Animal +6, Diplomacy –1*, Handle Animal +6, Hide +14,
Knowledge (Nature) +7, Listen +11, Move Silently Listen +15*, Move Silently +11, Spot +15*, Survival +7
+11, Spot +11, Survival +7
Feats: Ability Focus (Transforming Touch), Alertness Ability Focus (Transforming Touch), Alertness
Environment: Any Any
Organization: Solitary or Troupe (1 Bat maiden and 1-4 Solitary or Troupe (1 Bat maiden and 1-4
bats swarms) bats swarms)
CR: 4 4
Treasure: Standard Standard
Alignment: Usually Neutral (Evil tendencies) Usually Neutral (Evil tendencies)
Advancement: By character class By character class
Level Adj: +2 +2
Bat maidens are usually attracted to the darker side Transforming Touch (Su): By touch, a bat maiden can
of nature, and it is not unknown for them to use their powers transform another being into a bat. This otherwise acts like
for evil means. It is not unknown for them to associate with a Baleful Polymorph spell cast by a 5th level sorcerer. The
necromancers, vampires and other evil beings. At the same DC is 14. The attack is Charisma based.
time dwarven, gnomish and dark halfling bat maidens tend Animal Empathy (Ex): In humanoid or animal form, the
to more often be of good or neutral bend, as their maiden can communicate with normal and dire versions of
communities do not have the negative connotations often the animal she can transform into, as if she using the speak
associated with bats. with animals spell. The maiden also gains a +10 bonus
Bat maidens speak Common in humanoid form and when attempting to determine or alter the animal’s attitude.
can communicate with any bat. Dwarf Traits (Ex): Dwarves possess the following racial
traits.
Combat +2 Constitution, –2 Charisma.
Bat maidens are not powerful fighters and Medium size.
generally instead attempt to seduce or trick enemies into A dwarf ’s base land speed is 20 feet. However,
lowering their guard, and then striking them with their dwarves can move at this speed even when wearing
transforming touch ability. medium or heavy armor or when carrying a medium or
If forced to defend themselves, they often call their heavy load.
bat allies to form a bat swarm around opponents, allowing Darkvision out to 60 feet.
the bat maiden the opportunity to escape combat. Stonecunning: This ability grants a dwarf a +2 racial
Due to the companions a bat maiden keeps, many bonus on Search checks to notice unusual stonework,
bat maidens also have class levels as either sorcerers or such as sliding walls, stonework traps, new construction
rogues, which allows them to put their abilities to much (even when built to match the old), unsafe stone
more potent use. surfaces, shaky stone ceilings, and the like.
Something that isn’t stone but that is disguised as stone
also counts as unusual stonework. A dwarf who merely
Bird Maiden
Medium Fey (Shapechanger, Human) Diminutive Fey (Shapechanger, Human)
Humanoid Form Bird (Robin) Form
Hit Dice: 5d8 + ¼d8 (23 hp) 5d8 + ¼d8 (23 hp)
Initiative: +0 +2 (+2 Dex)
Speed: 30 ft. (6 squares) 5 ft (1 square), fly 40 ft. (good)
Armor Class: 10 16 (+4 size, +2 Dex), touch 16, flat 14
BAB/Grapple: +3/+3 +3/-14
Attack: dagger +3 melee (1d4;19-20/x2) nil
Full Attack: dagger +3 melee (1d4;19-20/x2) nil
Space/Reach: 5-ft./5 ft. 1 ft./0 ft.
Height: 5 ft. 1 in. + 2d4 in. (5 ft. 6 in.) 3 in.
Weight: 100 lbs. + 2d4 x 5 lbs. (125 lbs.) 1 lb.
Special Att: Transforming touch nil
Special Qual: Alternate form, bird empathy, summon bird, Alternate form, bird empathy, low-light vision, summon
Unearthly grace birds, unearthly grace
Saves: Fort +4, Ref +4, Will +2 Fort +4, Ref +6, Will +2
Abilities: S10 D11 C10 I10 W11 Ch11 S1 D15 C10 I10 W11 Ch11
Skills: Diplomacy +8,Handle Animal +8, Diplomacy +8, Handle Animal +8, Hide +14, Listen +11,
Knowledge (Nature) +8, Listen +11, Perform (Sing) Knowledge (Nature) +8, Listen +11, Perform (Sing) +11,
+11, Spot +11, Survival +8 Spot +11, Survival +8
Feats: Ability Focus (Transforming Touch), Alertness, Alertness, Skill Focus (Perform - Sing)
Skill Focus (Perform - Sing)
Environment: Any Any
Organization: Solitary or Troupe (1 bird maiden and 1-2 bird swarms)
CR: 4 4
Treasure: Standard Standard
Alignment: Usually Neutral (Good tendencies) Usually Neutral (Good tendencies)
Advancement: By character class By character class
Level Adj: +2 +2
creatures, she may lose her abilities (see ex-maidens of
Bird Maidens tend to be charming females of nature).
superior voice. They are often surrounded by a throng of
songbirds, and usually singing some tune or song. Bird Maidens on Amberos
A Bird maiden speaks Common an Auran. Bird maidens are usually found in places such as
the small communities near Kennestone Forest and in both
Combat Alusti and Alusti Sath Tusko. In a manner of speaking,
Most bird maidens are kind hearted and would not fight, being a bird maiden in Alusti is akin to a death sentence, for
even if pressed. However, the throng of birds that usually the druids of Alusti sacrifice a single unmarried maiden over
surrounds such females will often defend her from attack, the age of 18 on Maiden Day, and maidens of nature are
swarming an enemy to drive them away from their always at the top of the list, for they are assumed to be
companion. blessed for the sacred sacrifice.
Transforming Touch (Su): By touch, a bird maiden can
transform another being into a small robin. This otherwise
acts like a Baleful Polymorph spell cast by a 5th level
sorcerer. The DC is 13. The attack is Charisma based.
Animal Empathy (Ex): In humanoid or animal form, the
maiden can communicate with normal and dire versions of
any bird she can transform into, as if she using the speak
with animals spell. The maiden also gains a +10 bonus
when attempting to determine or alter the animal’s attitude.
Summon Animal (Su):In humanoid or animal form, the
maiden can summon twice her hit dice in small songbirds.
Treat the summoned songbirds as bat swarms. If the maiden
abuses this ability or needlessly endangers the summoned
Fish Maiden
Medium Fey (Shapechanger, Human) Tiny Fey (Aquatic, Shapechanger, Human)
Humanoid Form Fish (Carp) Form
Hit Dice: 5d8 + ¼d8 (23 hp) 5d8 + ½d8 (24 hp)
Initiative: +0 +2 (+2 Dex)
Speed: 30 ft. (6 squares) 5 ft (1 square), swim 20 ft. (4 squares)
Armor Class: 10 13 (+2 size, +1 Dex), touch 13, flat 12
BAB/Grapple: +3/+3 +3/-10
Attack: dagger +3 melee (1d4;19-20/x2) nil
Full Attack: dagger +3 melee (1d4;19-20/x2) nil
Space/Reach: 5-ft./5 ft. 1 ft./0 ft.
Height: 5 ft. 1 in. + 2d4 in. (5 ft. 6 in.) 1 ft. + 2d6 in. (1 ft. 7 in.)
Weight: 100 lbs. + 2d4 x 5 lbs. (125 lbs.) 1 lb. + 1d6 lbs. (4 lbs.)
Special Att: Transforming touch nil
Special Qual: Alternate form, fish empathy, summon fish, Alternate form, fish empathy, low-light vision, summon
Unearthly grace fish, unearthly grace
Saves: Fort +4, Ref +4, Will +2 Fort +4, Ref +6, Will +2
Abilities: S10 D11 C10 I10 W11 Ch11 S1 D13 C10 I10 W11 Ch11
Skills: Diplomacy +8, Handle Animal +8, Diplomacy +8, Handle Animal +7, Hide +14, Knowledge
Knowledge (Nature) +8, Listen +10, Spot +10, (Nature) +8, Listen +10, Spot +10, Swim +11*,
Swim +11, Survival +8 Survival +8
Feats: Ability Focus (Transforming Touch), Alertness, Ability Focus (Transforming Touch), Alertness,
Skill Focus (Swim)B Skill Focus (Swim)B
Environment: Any Any
Organization: Solitary or Troupe (1 fish maiden and 1-2 fish schools)
CR: 4 4
Treasure: Standard Standard
Alignment: Usually Neutral (Good tendencies) Usually Neutral (Good tendencies)
Advancement: By character class By character class
Level Adj: +2 +2
Fish Maidens are always found near rivers or seas. empathy with. If the maiden abuses this ability or
While they will never eat of those animals they have an needlessly endangers the summoned creatures, she may lose
empathy to, many delight in seafood such as clams, lobsters, her abilities (see ex-maidens of nature).
seaweed or other such fare.
A fish maiden speaks Common and Aquan. Fish Maidens on Amberos
Fish maidens seem most populous among the
Combat baquada in areas of the Skienlands and Randu. There, they
Most bird maidens are kind hearted and would not fight, are greatly respected, and may become speakers or wise
even if pressed. However, the throng of birds that usually women for their community.
surrounds such females will often defend her from attack,
swarming an enemy to drive them away from their
companion.
Transforming Touch (Su): By touch, a fish maiden can
transform another being into a small carp. This otherwise
acts like a Baleful Polymorph spell cast by a 5th level
sorcerer. The DC is 13. The attack is Charisma based.
Animal Empathy (Ex): In humanoid or animal form, the
maiden can communicate with normal and dire versions of
any fish, as if she using the speak with animals spell. The
maiden also gains a +10 bonus when attempting to
determine or alter the animal’s attitude.
Summon Animal (Su): In humanoid or animal form, the
maiden can summon twice her hit dice in animals that she
has empathy with. In the case of tiny or smaller creatures,
the maiden can summon swarms of the creatures she has
Combat
Manti attack by stinging and biting opponents.
They prefer to use their poison to weaken foes before
moving in to bite. They can be trained to coordinate their
attack with their rider or owner, but they have little
understanding of tactics beyond gaining higher ground or
flanking opponents. They certainly cannot grasp following
complex plans or orders.
Melusinae
Humanoid Form Dragon Form
Medium Humanoid Large Dragon
(Aquatic, Shapechanger) (Aquatic, Shapechanger)
Hit Dice: 1d8+2 + 5d12+20 (56 hp) 1d8+2 + 5d12+20 (56 hp)
Initiative: +2 (+2 Dex) +1 (+1 Dex)
Speed: 20 ft. (4 squares), swim 30 ft. (6 squares) 20 ft. (4 squares), swim 50 ft. (10 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, 20 (+1 Dex, -1 Size, +10 natural), touch 10, flat 19
flat 11
BAB/Grapple: +5/+6 +5/+14
Attack: Trident +1 melee (1d6 +1) Bite +10 melee (1d10+7)
Full Attack: Trident +1 melee (1d6 +1) Bite +10 melee (1d10+7), 4 claws +5 melee (1d8+2),
tail +5 melee (1d8+5)
Space/Reach: 5-ft./5 ft. 10-ft./10 ft., 15 ft. with bite
Height: 5 ft. 3 in. + 2d6 in. (5 ft. 10 in.) 9 ft. + 1d6 ft. (12 ft.)
Weight: 150 lbs. + 2d6 x 5 lbs. (185 lbs.) 700 lbs. + 2d6 x 100 lbs. (1,400 lbs.)
Special Attacks: nil Breath weapon
Special Qualities: Alternate form, blindsight, scent, SR 15 Alternate form, blindsight, dragon traits, scent, SR 15
Saves: Fort +6, Ref +6, Will +6 Fort +8, Ref +5, Will +6
Abilities: S12 D15 C14 I13 W15 Ch14 S21 D12 C19 I13 W15 Ch14
Skills: Disguise +9, Forgery +9, Listen +11, Disguise +9, Forgery +9, Listen +11,
Spot +11, Survival +6, Swim +6 Spot +11, Survival +6, Swim +10
Feats: Deceitful, Power Attack, Cleave Deceitful, Power Attack, Cleave
Environment: Temperate or Warm aquatic Temperate or Warm aquatic
Organization: Solitary, Family (2-5), or Pod (5-20) Solitary, Family (2-5), or Pod (5-20)
Challenge Rating: 4 4
Treasure: Double coins, normal gems and goods Double coins, normal gems and goods
Alignment: Usually neutral evil
Advancement: By Character Class
Level Adjustment: -
This creature has the upper body of a human and A Melusinae can use this attack any number of times a day it
the lower half of a fish. As it undulates in the wishes.
water before you, its form shifts and shimmers, Alternate Form (Su): A Melusinae’s natural form is that of a
becoming that of a sleek reptilian beast with a half-human, half-fish humanoid. As a standard action, it can
great maw full of steam, clawed fins and a transform into a monstrous draconic form. If slain, a
powerful, barbed tail. Melusinae transform back to humanoid form.
Melusinae are predators of the seas that take the
shape of merfolk to lure prey to them. They devour all sorts of Society
intelligent sea races ranging from merfolk, sea elves, triton While melusinae were once humanoids, they have
and even locathah and sahuagin. long ago distanced themselves from their humanoid form and
Melusinae speak Common and Aquan. embraced their draconic shape as their "preferred" form.
At birth, a melusinae is trapped in its humanoid form
Combat until it learns to control its shape, which usually occurs within
Melusinae usually approach in their humanoid form, the first year following birth. Following that, the melusinae
acting in a manner to attract prey and lower their guard. If generally remains in dragon form, except when attempting to
attempting to attract sahuagin, for example, they may feign bait prey toward itself.
weakness, fright or injury to draw the sahuagin close. Young melusinae are kept hidden by their parents
One the enemy is within charge range, the Melusinae until they reach an age that they begin to take draconic form.
transforms to its powerful draconic form and attacks. It is not uncommon for young melusinae to be abused, ignored
Breath Weapon (Su): A Melusinae in draconic form can or mistreated by their parents until they start developing the
breath a cloud of steam 20 feet in diameter that deals 3d8 fire ability to transform, at which time, they gain acceptance in
damage to those in the area of effect (Reflex DC 17 for half). melusinae society. This is usually done to drive any
Melusinae on Amberos
It is not known how melusinae came to be; many
sages believe they may be some sort of result of Ziga’s
attempted corruption of a clan of mermen.
Most melusinae plague the area around Nydonna’s
Sea Kingdom, though there have been reports of the creatures
around the Ksiki Colonies in the south.
Mir’jalla Combat
Medium Fey mir'jalla rarely enter into physical combat, preferring
Hit Dice: 4d6+4 (18 hp) to use their illusions to lure foes into traps or other dangers. If
Initiative: +4 (+4 Dex) caught unprepared and enraged however, they often fly in a
Speed: 30 ft. (6 squares), burrow 30 ft. (6 squares) rage at their opponents, clawing and biting until beaten off or
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat 13 slain. Most mir'jalla are cowards, and if faced with the real
BAB/Grapple: +2/+3 possibility of being seriously harmed or killed will surrender,
Attack: Claw +3 melee (1d4+1) if such is feasible, or run away.
Full Attack: 2 claws +3 melee (1d4+1), bite –2 melee Create Oasis (Su): Once every three days, a mir’jalla can
(1d6 + poison) create an area up to 100 ft. X 100 ft. of drinkable water and a
Space/Reach: 5-ft./5 ft. 15 ft. wide ring of vegetation, which may contain edible plants
Height: 5 ft. + 1d10 in. (5 ft. 5 in.) and fruit-bearing trees. The created oasis is permanent unless
Weight: 80 lbs. + 2d6 x 2 lbs. (94 lbs.) the Mir’jalla who created it chooses to dispel it. Creating an
Special Att: Poison oasis or destroying it requires 10 minutes.
Special Qual: DR 5/cold iron, low-light vision, SR 14 Poison (Ex): The bite of a mir’jalla is poisonous. Type:
Saves: Fort +2, Ref +8, Will +6 Injected. Fort DC 13; Init: 1d4 Str; Sec: 1d8 Str.
Abilities: S12 D19 C13 I14 W15 Ch16 Mirages (Sp): A mir’jalla can create illusions at will as
Skills: Disable Device +9, Handle Animal +10, follows: At will - Disguise Self, Silent Image (DC 14),
Knowledge (geography) +9, Listen +11, Hypnotic Pattern (DC 15). 3x/day – Misdirection (DC 15),
Search +9, Sleight of Hand +11, Spot +11, Mirror Image (DC 15), Invisibility. 1x/day – Hallucinatory
Swim +8 Terrain (DC 17). All effects are at 4th level ability and DCs
Feats: Alertness, Run are Charisma-based.
Environment: Warm deserts
Organization: Solitary, Crew (2-5 mir’jalla + 0-3 giant Mir’jalla Society
scorpions or large vipers)
Mir’jalla are often found in small family groups,
CR: 3
leading a nomadic life in the desert. It is common for the
Treasure: Standard
mir’jalla to create an oasis and stay at the location for 3 days
Alignment: Always chaotic neutral
before unmaking the oasis and moving on again to a new
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
location. About once a month, mir’jalla will leave an oasis
Level Adj: -
they create and not destroy it; this oasis tends to last for about
This thin humanoid has skin the color of burnt
a year before drying out and being reabsorbed by the desert
parchment and a mop of sandy hair. It has thick
completely.
eyebrows and long, slim eyes with green pupils.
Among their own kind, mir’jalla tend to stay with
It has long, elf-like ears pierced with all sorts of
their family until they reach adolescence, at which time they
jewelry, which is oddly out of placed with the
are encouraged to strike out on their own. Most mir’jalla
ragged clothes it wears. The odd smile on its
teens remain alone for only a couple of years before finding a
face reveals long, viper-like canines among its
mate of their own and starting their own family. In some
teeth.
cases, the mir’jalla might return to live with its original
The mir'jalla is a mischievous desert fey that enjoys
family, and in other cases, some mir’jalla prefer to remain
playing pranks on travelers. It both has the ability to create
alone in the desert.
oasises out of thin air and to create mirages and other desert
When traveling long distances, mir’jalla usually do
images to play its pranks on travelers.
so by burrowing under the sand. They leave no trace when
The attitude of a mir'jalla is difficult to predict; it might
doing this, and have been known to use their hallucinatory
openly welcome travelers to a mirage it has created and drink
terrain ability and burrowing ability to fool onlookers into
and dine with them; or it might lure them into the same setting
thinking they are “swimming” in some vast body of water.
to rob them; or it engage the travelers to drink too much and
Mir’jalla have the seemingly innate ability to attract
while the travelers sleep off the drink, disappear into the night
and train both large versions of desert vermin and unusually
with all of their supplies and making the oasis disappear,
large specimens of venomous snakes, which they keep as pets
stranding the travelers in the middle of the desert. Also, a
and companions. However, these creatures are still wild and
mir'jalla may attack travelers to its oasis for seemingly no
untamed, and though they are unlikely to hurt mir’jalla, they
good reason, or at least play cruel pranks. Finally, a mir'jalla
might attack travelers or visitors of the mir’jalla – sometimes
might attempt to lure travelers deeper into the desert with
without provocation.
illusions meant to confuse and confound travelers.
The mir’jalla, though mischievous, are a social race
Mir'jalla can speak Common, fey, elf and the
for the most part, and enjoy company – even if it is to make
language of vermin.
fun of them or pull lavish pranks on them. mir’jalla often will
Mir’jalla on Amberos
The mir’jalla were one of the few fey races that
refused to join the Evanthium Coridium of the Elvin Golden
Age. They remained in the desert lands near Llannhanex and
Iiannhanex. They have been blamed for the creation of the
Blue Desert by the Llannians, but the mir’jalla are silent on
whether or not they had a hand in the creation of the deadly
desert, but do not seem to be immune to its transforming
abilities.
Mockery beat. Mockeries often attack in packs, but rarely use group
tactics, fighting as individuals. They will occasionally gang on
Medium Aberration (Chaos) up on an opponent or lay primitive traps to capture foes for
Hit Dice: 5d8+13 (35 hp) later torture.
Initiative: +4 (+4 Dex) Disease (Ex): The bite of a mockery inflicts its victims with
Speed: 30 ft. (6 squares), fly 75 ft. (average) Throes of Madness. (Type: injected; Fort DC 14; Incubation: 1
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat 15 day; Dam: 1d4 Wis). For each point of Wisdom lost, the
BAB/Grapple: +3/+8 victim acts as if under the effects of a Confusion spell for 4
Attack: Claw +8 melee (1d4+5) hours.
Full Attack: 2 Claws +8 melee (1d4+5), bite +6 melee Fast Healing (Ex): A mockery regains hit points at an
(1d6+2) and tail +6 melee (1d4+2) exceptionally fast rate, regaining 1 hit point per turn. Except
Space/Reach: 5-ft./5 ft. where noted here, fast healing is just like natural healing. Fast
Height: 5 ft. + 2d12 in. (6 ft. 1 in.) healing does not restore hit points lost from starvation, thirst,
Weight: 50 lbs. + 2d100 lbs. (150 lbs.) or suffocation, and it does not allow a creature to regrow lost
Special Att: Disease body parts. Unless otherwise stated, it does not allow lost
Special Qual: Darkvision 60 ft., fast healing 1, resist cold body parts to be reattached.
5, scent
Saves: Fort +3, Ref +5, Will +5 Mockeries on Amberos
Abilities: S21 D19 C15 I9 W13 Ch15 In many of the dark corners of Amberos, handfuls of
Skills: Climb +5, Hide +4, Listen +5, Move mockeries exist, hiding from society and unleashing
Silently +4, Spot +5 unspeakable horrors on lone or foolish humanoids wherever
Feats: Multiattack, Toughness they might. Surprisingly, there are few to be found in the
Environment: Any land Glacier of Seasons, and there seems to be more in the eastern
Organization: Solitary, Brood (2-5), or Pack (5-20) half of Amberos than in the western half.
CR: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adj: -
This hooded figure casts back the cloth covering
its face to reveal a twisted face of melted flesh
and exposed bone. Hallow sockets glimmer with
faint red flame and a pig-like nose sniffs at the
air. Hair covers the remaining twisted shape of
the creature and terrible yellow claws spring
from the malformed hands of the beast.
Mockeries are the demented spawn of humanoids who
have spent too much time in the presence of creatures of the
Realm of Madness. While the presence of a Realm of Madness
creature might not twist the shape of the parent, the weird laws
of the Realm of Madness’s intrusion into the mortal plane can
twist the shape and mind of the unborn, bringing hideous
progeny to life even years later.
Mockeries are savage creatures, with little thought for
more than causing misery. They are destructive, evil and
delight in causing fear and torturing those they meet. They
have an unnatural sense of the presence of creatures from the
Realm of Madness, and will often seek them out to serve or be
near.
Mockeries speak Common and the language of the
Realm of Madness.
Combat
Mockeries are deadly opponents, but prefer to play
and torture opponents. They are generally fearless, but will
avoid large or powerful groups they do not believe they can
Combat
Murderworts attack by releasing their mentally
enslaved bird flock onto opponents, who attack until they have
slain enough food for the murderwort. If physically attacked, a
Murderwort responds by using its barbed limbs to strike foes,
or biting them.
Murderworts are intelligent enough that if foes escape them,
they will generally move to a new location a mile or two
distant from their current location to avoid being hunted down
and destroyed.
Combat
A bird swarm attacks by pecking foes until they stop moving.
Distraction (Ex): Any living creature that begins its turn with
a swarm in its space must succeed on a DC 11 Fortitude save
or be nauseated for 1 round. The save DC is Constitution-
based.
Wounding (Ex): Any living creature damaged by a bird
swarm continues to bleed, losing 1 hit point per round
thereafter. Multiple wounds do not result in cumulative
bleeding loss.
Naga, general
Sometimes referred to as the Children of Aspus, the
naga of Amberos hold a position similar to that of the archons
and angels of the upper planes. Most reptilian creatures –
including the Aspii, various snakes and even creatures such as
crocdads, tend to defer to these creatures as divine or sacred
beings.
The naga of Amberos of are immortal beings and will
not die of natural causes, much like dragons and elves. If
slain, however, they return to the cave of Aspus, where he
creates a new naga from the remains and sends them out into
the world again.
Naga of Amberos tend to be reclusive creatures,
preferring their own company and disdaining that of others.
The exception to this seem to be the Haneru Naga and the
Sumii Naga, who often find themselves sought out by the
humanoid races. The Haneru are generally venerated as
masters of the art of the katana, and the Sumii are often sought
out by those desiring to seek the self-enlightenment so many
Sumii are reputed to reached. While the Haneru tend to
openly welcome those who come to train with them, the Sumii
seem merely to tolerate those who seek their advice.
Balii Naga Charm Gaze (Su): A Balii naga can charm an opponent who
Large Aberration (Earth) gazes into the Balii’s eyes. The gaze has a range of 30 feet
Hit Dice: 12d8+24 (78 hp) and a DC 20 Will save. It otherwise works as a charm
Initiative: +3 (+3 Dex) monster spell with a caster level of 12. The save is Charisma
Speed: 40 ft. (8 squares), swim 20 ft. (4 squares) based.
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, Necromantic Immunity (Su): A Balii naga is immune to
flat 12 spells of the necromantic school, as well as any spell with a
BAB/Grapple: +9/+15 death effect as if it had unbeatable spell resistance. This
Attack: Bite +10 melee (1d8+2 + poison) immunity remains even after death, so it is not possible to
Full Attack: Bite +10 melee (1d8+2 + poison) animate or speak with dead on a Balii naga.
Space/Reach: 10-ft./10 ft. Poison (Ex): The bite of a Balii naga is exceptionally deadly.
Length: 10 ft. + 1d6 ft. (13 ft.) Type: Injected; Fort Save DC 18; Init: Unconsciousness for
Weight: 700 lbs. + 2d4 x 25 lbs. (825 lbs.) 2d4 rounds as the victim thrashes and foams at the mouth +
Special Att: Charm gaze 1d4 Con; Sec: 1d12 Con.
Special Qual: Darkvision 60 ft., necromantic immunity, Spells-like Abilities (Sp): A Balii naga can cast spells as if it
scent, spell resistance 22, spell-like abilities were a 12th level sorcerer, and can also cast spells from the
Saves: Fort +6, Ref +7, Will +10 cleric spell lists and the Death and Evil domains as if they
Abilities: S14 D17 C15 I17 W15 Ch19 were arcane spells. It’s spell DCs are 14 + spell level. The
Skills: Concentration +21, Hide -1, Listen +19, Balii naga does not need a divine focus to cast clerical spells.
Spellcraft +18, Spot +19, Swim +17 The saves are Charisma based.
Feats: Alertness, Combat Casting, Eschew
Materials, Greater Spell Focus Typical Sorcerer Spells known
(Necromancy), Spell Focus (Necromancy) (6/7/7/7/7/5/3; CL 12;DC 14 + Spell Level)
Environment: Temperate, Warm land
Organization: Solitary, or Cabal (2-5) 0th: Arcane Mark, Cure Minor Wounds, Dancing Lights, Daze,
CR: 11 Detect Magic, Inflict Minor Wounds, Mage Hand,
Treasure: Standard Read Magic, Resistance
Alignment: Always neutral evil 1st: Bane, Cause Fear*, Deathwatch*, Doom*, Ray of
Advancement: 13-24 HD (Large); 25-36 HD (Huge) Enfeeblement*
Level Adj: - 2nd: Command Undead*, Death Knell*, Desecrate, False
This elongated, black snake has a golden Life*, Scare*
underbody and a human-like face with whitened 3rd: Animate Dead*, Deeper Darkness, Speak With Dead*,
hair. Its eyes are piercing and blood red, with Vampiric Touch*
slitted pupil like that of a snake. It has a bit of a 4th: Cure Critical Wounds, Enervation*, Unholy Blight
hood like a cobra, on the back of which is a 5th: Slay Living*, Waves of Fatigue*
skull-like pattern in white scales. 6th: Circle of Death*, Create Undead*
* DC +2
The Balii naga is a dangerous, necromantic spell-
casting naga. They are usually found near graves or other ruins
where ample bodies can be raised or summoned. Balii Naga on Amberos
Balii nagas mostly keep to themselves and while The Balii Naga are feared creatures of the Skienlands
away the hours speaking with the dead, determined to learn and Ulanst. They are sometimes found in Simera and Lanster,
secrets for which they can gain more power over others. They and there are rumors of the Balii Naga haunting ancient
rarely venture into civilized areas, and prefer to be left alone. battlefields in Randu.
They take interruptions of their communions poorly, and are
more than willing to add others to the dead around them.
Balii nagas speak Common, infernal and abyssal.
They can communicate with other serpents and snakes as if
utilizing speak with animals.
Combat
Balii nagas disdain physical combat and prefer to
summon undead to fight for them. If caught unprepared, they
will strike with their venomed fangs hoping to kill prey and
then animate it to fight any other opponents it is facing.
Haneru Naga opponents, and will use their wits to gain as much as an
Medium Aberration (Earth) advantage against opponents as they can.
Hit Dice: 5d8+10 (32 hp) Charm immunity (Su): Haneru Naga are immune to spells
Initiative: +2 (+2 Dex) with the Charm descriptor and other mind-affecting magic.
Speed: 20 ft. (4 squares), swim 15 ft. (3 squares) Constrict (Ex): If a Haneru naga successfully grapples an
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat 13 opponent with its tail, it may constrict that opponent for 1d6+2
BAB/Grapple: +3/+7 (+11 with tail) points of damage per round.
Attack: Bite +7 melee (1d6+4 + poison) or katana Constrictor Tail (Ex): The tail of a Haneru is exceptionally
+7 melee (1d10+2;18-20/x2) or composite long, though it normally keeps it coiled up. When attempting
longbow (+4 Str) +5 ranged (1d8+4;x3) to grapple with it’s tail, the Haneru gains a +4 bonus to its
Full Attack: Bite +7 melee (1d6+4), 4 claw +2 melee grapple check and has a 10-foot reach.
(1d4+2) and tail +2 melee (1d6+2) or Poison (Ex): The bite of a Haneru naga injects a numbing
4 katanas +5 melee (1d10+2;18-20/x2) or poison into a victim. Type: Injected; Fort save DC 14; Init:
composite longbow (+4 Str) +5 ranged 1d4 Dex; Sec: 1d4 Dex.
(1d8+4;x3) Spell-like Abilities (Sp): A Haneru naga can cast spells as a
Space/Reach: 5-ft./5 ft. (10 ft. with tail when grappling) 5th level sorcerer.
Length: 5 ft. + 1d4 ft. (7 ft.)
Weight: 100 lbs. + 2d4 x 25 lbs. (225 lbs.) Typical Spells Known
Special Att: Constrict, poison (6/7/5; CL 5; Spell DC 12 + Spell Level)
Special Qual: Charm Immunity, constrictor tail, darkvision 0th: Daze, Detect Magic, Message, Open/Close, Resistance,
60 ft., SR 15, spells-like abilities Touch of Fatigue
Saves: Fort +3, Ref +3, Will +5 1st: Mage Armor, Obscuring Mist, Shield, True Strike
Abilities: S19 D15 C14 I15 W13 Ch15 2nd: Blur, Web
Skills: Climb +8, Concentration +10, Listen +11,
Spellcraft +6, Spot +11, Swim +8 Haneru Naga on Amberos
Feats: Alertness, Combat Casting, Exotic Weapon The Haneru nagas seem only to be found in
Proficiency (Katana)b, Multiweapon Chiamung, where several have been sought out to train
B samurai in the martial arts. However, samurai are careful
Fighting
Environment: Any land never to pledge their allegiance to these naga masters, who
Organization: Solitary or Guard (1 naga + 1d4 Haneru themselves are pawns to the other nagas and not the samurai’s
Naga) daimyo.
CR: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adj: -
This ivory creature has the body of a snake, with
a humanoid head. A pattern of red diamonds
spots its back, and its tail ends in what appears
to be a spiked club. Around its head are
arranged four three-fingered arms, each hand
ending in long, black nails.
Haneru naga are powerful warriors of the naga race,
often found defending other nagas from harm. Sometimes they
are pressed into service by magical means to protect treasures
or other places of value either for the naga or by arcane casters
powerful enough to summon and bind them to service.
Haneru naga speak trade, celestial and infernal.
Combat
Haneru naga are physical combatants, and prefer to
melee their opponents. Any spells they possess are generally
to augment their ability to melee opponents. Haneru are
fearless in combat and generally once they are engaged, they
will fight to the death. They are, however, intelligent
Suuma Naga Constrict (Ex): A Suuma naga that has successfully grappled
Medium Aberration (Earth) a foe with its tail can constrict that opponent for 1d6
Hit Dice: 6d8+24 (51 hp) bludgeoning damage, plus the 1d6+1 tail attack damage.
Initiative: +2 (+2 Dex) Charm immunity (Su): A Suuma naga is unaffected by
Speed: 40 ft. (8 squares), climb 20 ft. (4 squares), charm spells or other mind-affecting magic.
swim 20 ft. (4 squares) Constrictor Tail (Ex): The tail of a Haneru is exceptionally
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat 15 long, though it normally keeps it coiled up. When attempting
BAB/Grapple: +4/+6 to grapple with it’s tail, the Haneru gains a +4 bonus to its
Attack: Bite +6 melee (1d6+2 + poison) grapple check and has a 10-foot reach.
Full Attack: Bite +6 melee (1d6+2 + poison) and 2 tails Fast Healing (Ex): A Suuma naga regains 4 hit points per
+1 melee (1d6+1) round except from fire, cold or acid attacks. Except where
Space/Reach: 5-ft./5 ft. (10 ft. with tail when grappling) noted here, fast healing is just like natural healing. Fast
Length: 4 ft. + 1d4 ft. (6 ft.) healing does not restore hit points lost from starvation, thirst,
Weight: 100 lbs. + 2d4 x 10 lbs. (150 lbs.) or suffocation, and it does not allow a creature to regrow lost
Special Att: Constrict, improved grab, ki strike, poison body parts.
Special Qual: Charm immunity, constrictor tail, darkvision Freedom of Movement (Su): A Suuma naga acts as if under
60 ft., fast healing 4, spell resistance 16 the constant influence of a Freedom of Movement spell with a
Saves: Fort +6, Ref +6, Will +7 caster level of 6.
Abilities: S15 D15 C19 I15 W14 Ch16 Improved Grab (Ex): If a Suuma naga successfully hits a
Skills: Balance +4, Escape Artist +4, Knowledge medium-sized or smaller opponent with its tail, it may start a
(arcana) +11, Listen +13, Spot +13, Use free grapple. The creature has the option to conduct the
Magic Device +12 grapple normally, or simply use the part of its body it used in
Feats: Agile, Alertness, Lightning Reflexes the improved grab to hold the opponent. If it chooses to do the
Environment: Temperate or Warm land latter, it takes a –20 penalty on grapple checks, but is not
Organization: Solitary, or Cloister (2-5) considered grappled itself; the creature does not lose its
CR: 5 Dexterity bonus to AC, still threatens an area, and can use its
Treasure: None remaining attacks against other opponents.
Alignment: Always lawful neutral Ki strike (Su): A Suuma naga’s attacks are considered to be
Advancement: 7-12 HD (Medium); 13-18 HD (Large) lawful for the purposes of defeating DR.
Level Adj: - Poison (Ex): The bite of a Suuma naga injects a paralytic
This dun colored creature has the long, slim poison. Type: Injected; Fort Save DC 17; Init: paralysis for
body of a snake and a bald human head. It 2d4 rounds; Sec: 1d4 Dex
slightly sways and darts as it moves, with an
odd grace you have not seen before. Suuma Nagas on Amberos
Suuma nagas have devoted themselves to the Suuma nagas are primarily found in ancient
perfection of their forms at the cost of the ability to cast spells. Chiamung, Dishnu, the Skienlands and Spi Dak Su. There are
They possess amazing abilities and are powerful fighters. ancient tales of encounters with Suuma nagas among the
Luckily, they are contemplative creatures who generally Randese, but these are very rare occurrences.
disdain fighting and rarely interfere in the matters of another
race.
Suuma nagas speak trade, Common and celestial.
Combat
A Suuma naga generally refrains from combat, and
will generally seek to turn an opponents advantages against
itself. If forced to fight, they are agile melee opponents and
their bevy of abilities can allow them to avoid most harm
directed towards them. Suuma naga often use their venom
when they do not wish to kill a foe, but merely impair them.
Once engaged in combat, a Suuma naga will
generally fight as long and as hard as its opponent; many
Suuma nagas will break off hostilities as quickly as an
opponent tires of the fight. However, if forced to fight to the
death, the Suuma naga will oblige to deliver death to its
opponent.
Nemmick Some Nemmick have been known to lead foes into the hands
of other undead, and then later turn on the undead to feed once
Large Dragon (Earth) healed.
Hit Dice: 10d12+40 (105 hp) Breath Weapon (Su): A Nemmick breathes a cloud of acidic
Initiative: +0 soot that deals acid and fire damage. The cloud can be
Speed: 40 ft. (8 squares), burrow 30 ft. (6 squares) expelled out to 60 feet distant and covers a 20-foot diameter,
Armor Class: 16 (-1 size, +7 natural), touch 9, flat 16 and remains for 1d4+1 rounds. Those caught in the area of
BAB/Grapple: +10/+20 effect suffer 5d6 fire and acid damage (Fort DC 19 for half
Attack: Bite +15 melee (1d8+9) damage). A Nemmick can breath once every 5 rounds.
Full Attack: Bite +15 melee (1d8+9) and 4 claw +10 Improved Grab (Ex): If a Nemmick bites a small creature or
melee (1d6+3) and tail +10 melee (1d8+3) smaller it deals normal damage and attempts to start a grapple
Space/Reach: 10-ft./5 ft. as a free action without provoking an attack of opportunity.
Length: 10 ft. + 2d4 ft. (15 ft.) No initial touch attack is required.
Weight: 700 lbs. + 2d4 x 50 lbs. (950 lbs.) Lesser Magic Resistant (Su): A Nemmick gains a +5 bonus
Special Att: Breath weapon, improved grab, rake, to spell resistance (already calculated into its SR).
swallow whole Rake (Ex): If a Nemmick manages to successfully grapple a
Special Qual: Blindsense, darkvision 60 ft., dragon traits, foe, it can rake with its claws as well. Rake attacks are not
lesser magic resistant, low-light vision, subject to the usual –4 penalty for attacking with a natural
regeneration, resistance to energy 20, SR 23 weapon in a grapple. The Nemmick must begin its turn
Saves: Fort +11, Ref +7, Will +9 grappling to use its rake
Abilities: S22 D11 C18 I11 W15 Ch17 Swallow Whole (Ex): If a Nemmick starts with a small-sized
Skills: Climb +19, Escape Artist +13, Hide +9, or smaller opponent in its mouth, it can attempt a new grapple
Listen +17, Spot +17, Survival +15 check (as though attempting to pin the opponent). If it
Feats: Alertness, Power Attack, Run, Track succeeds, it swallows its prey, and the opponent takes bite
Environment: Any land damage. Swallowed victims suffer 1d6 bludgeoning damage
Organization: Solitary and 1d6 acid damage from the creature’s gizzard each round.
CR: 9 Swallowed opponents can attempt to cut themselves free by
Treasure: None attacking the AC 13 interior and dealing 15 points of damage
Alignment: Always neutral to escape. If the swallowed creature escapes the grapple,
Advancement: 11-20 HD (Large); 21-30 HD (Huge) success puts it back in the attacker’s mouth, where it may be
Level Adj: - bitten or swallowed again.
This six-legged, reptilian beast is covered in Regeneration (Ex): A Nemmick takes normal damage from
black, mud-stained scales. Each scale is the size cold or sonic attacks. Nemmick can regenerate lost limbs in
of a man's open hand, and has a wickedly sharp one minute, though they cannot reattach lost limbs. If a
edge. A line of bladed scales runs along the Nemmick is beheaded, it will die after one minute passes.
creature's back and its long neck is topped with a Resistance to Energy (Ex): A Nemmick has Fire and Acid
sharp-snouted head that breath puffs of acrid resistance 20.
black smoke from its nostrils. Its eyes glow a A dragon possesses the following traits.
hellish red, and a ripple of contempt shudders • Immunity to magic sleep effects and paralysis effects.
down its scales, causing them to clatter like dry
bones. Nemmick on Amberos
The Nemmick is a feral dragon that subsists on
These fearsome beasts can be found practically
necromantic energy and dead flesh. It cannot fly, but generally
anywhere in Amberos. They often take up residences beneath
lives by burrowing underground in graveyards or other areas
ancient cemeteries or forgotten battlefields, feasting on the old
thick with dead bodies or necromantic or negative energy.
corpses buried there.
Nemmick can speak Common and infernal.
Combat
A Nemmick often attempts to strike from ambush,
hiding in the ground under opponents and attempting to drag
foes under the earth where it can devour them at leisure.
Against weak or isolated foes, it will usually burst from the
ground, breath on the foe, and then melee with opponents until
they are slain.
If faced with a superior foe, a Nemmick usually
breathes its putrid breath weapon, then flees underground.
Nippon-Urdu and take great joy in leading infuriated opponents into traps
and other pitfalls.
Small Outsider (Chaos, Evil) Paralysis (Su): The claw attacks of a nippon-urdu cause
Hit Dice: 3d8 (13 hp) temporary paralysis for 1 round unless the victim succeeds a
Initiative: +2 (+2 Dex) DC 11 Fort save.
Speed: 30 ft. (6 squares), fly 40 ft. (average) Poison (Ex): The bite of a nippon-urdu injects a strength-
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, robbing poison (Type: injected; Fort DC 11; Init: 1d4 Str, Sec:
flat 15 1d4 Str)
BAB/Grapple: +3/0 Sneak attack (Ex): A nippon-urdu can make a sneak attack
Attack: Bite +5 melee (1d4+1 + poison) for 2d6 damage. This works like the rogue ability of the same
Full Attack: Bite +5 melee (1d4+1 + poison) and 3 claw name, and stacks with any sneak attack gained from levels or
+0 melee (1d3 + paralysis) other abilities.
Space/Reach: 5-ft./5 ft. Haste (Su): As per the arcane spell, lasting for 5 rounds, self
Height: 3 ft. 1 in. + 2d4 in. (3 ft. 5 in.) only. Caster level 3.
Weight: 25 lbs. + 2d6 x 2 lbs. (39 lbs.)
Special Att: Paralysis, poison, sneak attack +2d6 Nippon-Urdu on Amberos
Special Qual: DR 5/good, darkvision 60 ft., haste, outsider Primarily nippon-urdu comprise the souls of Nippon
traits, SR 12 humans. While Nippon-urdu composed of those of another
Saves: Fort +3, Ref +5, Will +4 race have been encountered, they are far more rare. It is
Abilities: S13 D15 C10 I11 W13 Ch13 believed part of the reason that most nippon-urdu are Nippon
Skills: Bluff +7, Disable Device +6, Disguise +7, is attributed to the first nippon-urdu, who wrote a rather
Hide +14, Listen +9, Move Silently +10, infamous treatise on how he managed to escape Hades in the
Search +6, Spot +9 first place. Many Nippon are familiar with the crimes
Feats: Alertness, Stealthy contained within the book, and those fearing they may face
Environment: Hades similar punishments for their crimes have been known to study
Organization: Solitary, or Brood (2-5) the book in an effort to prepare to return as nippon-urdu
CR: 4 should they die or be slain.
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adj: -
This small humanoid has ebony skin and is bone-
thin. The creature moves in an ape-like fashion,
with powerful knuckles scraping the ground as it
darts about. Wisps of scraggly black hair stand
on end about the crown of its horn-covered head,
and red, malevolent eyes stare at you as it breaks
into a hideous grin.
Nippon-urdu are the souls of the dead who betrayed
their family in one fashion or another. Having escaped the
afterlife to return to the mortal world, they seek to wreak
havoc on the lives of their former family members, or failing
to find them, wreak havoc on whomever they can find. These
creatures are not undead; they are instead planar petitioners
that have fled the realm of Hades. They will often sabotage
items to cause them to fail at a critical moment, and seem to
take great delight in setting up gruesome strings of
malfunctions that cause no end of trouble or danger for others.
Nippon-urdu speak the trade language, and often cannot
seem to be quieted once engaged in speaking.
Combat
Nippon-urdu never fight fair, and prefer to strike
from ambush or when opponents are least capable of
defending themselves. They are masters of hit and run attacks,
Combat
Nissus are simple combatants - they quickly flow
towards an opponent and simply overwhelm them, attempting
to swallow their foes as quickly as possible. Many a devil has
been surprised when the ooze leaps into the air after its prey,
and the ooze will continue attacking until its opponent is
engulfed or the ooze is destroyed.
Hurl Self (Ex): A nissus can elicit a jet of its own body,
spraying foes up to 60 feet away. Those in the area of effect
suffer 3d6 acid damage (DC 19 Reflex save for half). The
attack disperses the nissus over the target area, and it takes the
ooze a full-round action to coalesce before it can move and
attack again. While dispersed, a nissus can be attacked and
damaged only by area effect attacks, but cannot be prevented
Orev spring ambushes and lead foes into traps, but generally prefer
a face-to-face fight.
Medium Humanoid (Elf, Goblinoid) The orev warrior presented here had the following
Hit Dice: 1d8+1 (5 hp) ability scores before racial adjustments: Str 13, Dex 11, Con
Initiative: +0 12, Int 10, Wis 9, Cha 8.
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 chain shirt), touch 10, flat 14 Society
BAB/Grapple: 0/+2 Orevs live in small clans in wilderness areas away
Attack: Falchion +2 melee (2d4+3;18-20/x2) from civilized lands. They often raid humanoid settlements -
Full Attack: Falchion +2 melee (2d6+3;18-20/x2) or including other orc clans for goods and their own glory. Some
longbow +0 ranged (1d8+2;x3) clans prefer isolation and shun contact - either peaceful or by
Space/Reach: 5-ft./5 ft. war - other races.
Height: 5 ft. 3 in. + 2d8 in. (6 ft.) Orevs are independent spirits, and often require a
Weight: 120 lbs. + 2d8 x 5 lbs. (165 lbs.) wide range of skills to successfully survive on their own. Orev
Special Att: - bands usually congregate for company, goods or mutual
Special Qual: Darkvision protection, though most bands are led either by the wisest,
Saves: Fort +3, Ref +0, Will -2 strongest and/or the most devout among their kind. Orevs
Abilities: S15 D11 C12 I10 W7 Ch6 rarely follow one leader for long, and as the Orevs mood
Skills: Balance -2, Climb 0, Escape Artist -2, change, so often does their allegiance.
Handle Animal +2, Hide -2, Intimidate +2, Mated orevs rarely stay together longer than required
Jump 0, Listen -2, Move Silently -2, Sleight to have children and raise them to an age that they can begin
of Hand -2, Spot -2, Swim -2, Tumble -2 to care for themselves - a situation rarely lasting longer than
Feats: Power Attack 15 years at a stretch. There are orev tales of mated orevs
Environment: Any plains or mountains staying together until their deaths in old age, but these legends
Organization: Solitary, Gang (2-5 + 0-1 scouts + 0-2 rarely ever match the reality of changing orev social groups.
warriors), Colony (5-20 + 1-2 scouts + 1-4
warriors + 0-1 champion), or Band (20-40 + Orevs on Amberos
1-4 scouts + 2-8 warriors + 0-1 champion)
Before and during the elvin golden age, it was not
or Tribe (40+ plus 2-4 scouts plus 3-12
uncommon for goblinoids and elves to mingle together, and
warriors plus 1-3 champions)
many marriages were arranged between the races to solidify
CR: ½
power between the Evanthium Coridium and the Golgoloth
Treasure: Standard
Empire. After the transformation of the goblinoids by Ziga,
Alignment: Always chaotic neutral
Greensbeech Earthlayer – the Great Ymin of the elves – used
Advancement: 2 HD (Medium); 3 HD (Large) or By
powerful magic to ensure that elves and goblins could never
Character Class
again consort with one another to produce offspring.
Level Adj: +0
Ziga cursed the orev offspring to become their own
This thin, gangly humanoid has grayish, wart-
race, hoping she could convince the orev it was the work of
covered skin and matted black hair. A pair of
the elves, and trick them into joining her against the elves.
tusks protrudes from its lower jaw, and it has
The orev however, retreated out of elvin lands into the
an overall feral look, despite the sword held in
wilderness to seek their own path. As the ages passed, the
its massive hands and the ill-kept armor it
orev have continued to follow their own path, rather than fall
wears.
in with Ziga and her accursed goblinoids.
Orevs are the offspring of orc and elves. They have
bred as a true race for centuries, as elves and orcs no longer
Orev as Characters
associate with each other and it has become impossible for
modern orcs and elves to mate to produce young. Orevs are independent and adventurous spirits, and it
Orevs are individualists, scorned by both elf and orc is not uncommon for them to strike out for a bit of travel and
society. They prefer to be left alone and are willing to fight to adventure before settling back down.
be left undisturbed. Orev characters have the following abilities:
Orevs speak Common and orc.
• Base Speed 30 feet
Combat • Darkvision 60 feet. An orev can see as well in the
Orevs fight as individuals for their own glory. dark as it can in lighted conditions. Darkvision is
Though they may travel in bands, orevs rarely employ group black-and-white only, however.
tactics and fight as individuals, often competing with one • +2 Strength, -2 Wisdom, -2 Charisma. Orevs are
another for the most kills. They are intelligent enough to fairly strong, but lack concentration to follow through
Paddler
Large Aberration
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Speed: 60 ft. (12 squares), burrow 60 ft. (12
squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat 16
BAB/Grapple: +3/+12
Attack: Bite +7 melee (1d8+5)
Full Attack: Bite +7 melee (1d8+5)
Space/Reach: 10-ft./10 ft.
Length: 6 ft. + 1d6 ft. (9 ft.)
Weight: 400 lbs. + 2d6 x 25 lbs. (575 lbs.)
Special Att: -
Special Qual: DR 5/cold iron, darkvision 60 ft., fire
immunity, tremorsense 30 ft.
Saves: Fort +3, Ref +1, Will +5
Abilities: S21 D11 C15 I13 W13 Ch 9
Skills: Climb +8, Hide -4, Jump +10, Listen +9,
Spot +9
Feats: Endurance, Run
Environment: Warm deserts
Organization: Solitary, or Family (2-5)
CR: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adj: -
This horse-sized turtle has blade-like fins which
it uses to propel itself across the ground at an
amazing rate.
Paddlers are intelligent dwellers of the desert, who
travel to and fro across the sands at lightning speed. They are
peaceful creatures who will often take travelers across the
desert for little or no payment at all. Paddlers have an amazing
knowledge of practically any area in a given desert, and
though they do not speak about their travels, will willingly
take anyone to any place they know of - if asked to go there.
Paddlers speak their own language, and can understand
Common, though they refuse to speak it.
Combat
Paddlers are generally too quick to be caught up in
combat, but if forced into a corner will use their beak-like
maws to snap at opponents.
Paddlers on Amberos
Most paddlers are found in the desert areas of
Llannhanex and the surrounding area. There are herds of
roaming paddlers reputed to have been seen in the deep
deserts of Randu, but these paddlers avoid outsiders, often
diving into the deep sands if approached.
Combat
A Peridoom usually swoops down on opponents with
a shrill screech, attempting to grasp up victims and hold them
until they expire from its energy-draining attack. Held
opponents who fight back are often bashed against rocks or
Combat
Persi bull usually engage an opponent by charging an
opponent, goring them, and then trodden them underfoot. With
its ability to fly, there are few opponents that are out of their
reach.
Persi bull are usually on a mission to attack a specific
person, and they will reserve their breath weapon to use
against such foes.
While Persi bull cannot employ tools or weapons,
they have been known to use their ability to fly and the natural
hazards around them to their advantage. They have been
known to "spring" traps on opponents, collapse walls or other
structural features to bury or get at opponents and similar
tactics.
Breath Weapon (Su): As a standard action, Persi Bull can
breathe a cone of violent wind out to a distance of 30 ft. that
Combat
Pisci swim at their opponent, tear off a hunk of flesh
or brush foes with their abrasive scales and move away.
Individually, they can be easily frightened, but in droves, they
are utterly fearless and ruthless.
Fast healing (Su): Pisci can heal 2 hit points of damage a
round from all sources except acid. Fast healing does not
restore hit points lost from starvation, thirst, or suffocation,
and it does not allow a creature to regrow lost body parts. A
Pisci can regenerate from –9 hit points or fewer. If a pisci
reaches –10 hit points, it dies.
Skills: A Pisci has a +10 bonus to swim checks. It may
choose to take 10 when swimming, even if rushed or in
combat. It may take the run action while swimming, as long
as it moves in a straight line.
Combat
Unlike most swarms, a pisci’s ability to perform a
Spring Attack allows it to injure enemies simply by entering
their square (it cannot injure an opponent more than once per
round, regardless of the number of times it passes through a
square).
Distraction (Ex): Any living creature that begins it turn with
a swarm in its space must succeed on a DC 11 Fortitude save
or be nauseated for 1 round. The save DC is Constitution-
based.
Wounding (Ex): Any living creature damaged by a pisci
swarm continues to bleed, losing 1 hit point per round
thereafter. Multiple wounds do not result in cumulative
bleeding loss. The bleeding can be stopped by a DC 10 Heal
check or the application of a cure spell or some other healing
magic.
Skills: A Pisci has a +10 bonus to swim checks. It may
choose to take 10 when swimming, even if rushed or in
combat.
Phaergrinn in truth care nothing for any being they associate with; they
are merely tools by which the Phaergrinn can allow itself to
Tiny Outsider (Chaos, Evil, Native) gain full access to the mortal realm to wreck its evil.
Hit Dice: 6d8+12 (39 hp) Though they are not themselves chaotic of alignment,
Initiative: +6 (+6 Dex) the mere nature of their existence requires the creatures of the
Speed: 50 ft. (10 squares), fly 100 ft. (good) Realm of Madness to draw on the power of chaos to create
Armor Class: 21 (+2 size, +6 Dex, +3 natural), touch 18, these tiny, yet powerful entities. Thus, charms against chaos,
flat 15 and spells that affect chaotic matter can manipulate the tiny
BAB/Grapple: +6/-1 forms that these beings have taken.
Attack: Slam +9 melee (1d6+1) It should be noted that the Phaergrinn only represents
Full Attack: Slam +9 melee (1d6+1) the smallest sliver of the power of the Realm of Madness
Space/Reach: 2-1/2 ft./0 ft. creature it represents. It is, in many ways, nothing more than a
Height: 1 ft. + 1d4 in. (1 ft. 2 in.) mere puppet manipulated by the invisible strings of the Realm
Weight: 20 lbs. + 1d10 lbs. (25 lbs.) of Madness master that controls it. If the Realm of Madness
Special Att: Ability drain, improved grab creature that controls a Phaergrinn ever manifests itself on the
Special Qual: DR 15/magic +1 or lawful, darkvision 60 ft., mortal plane, it will discard the Phaergrinn “puppet”, killing it.
outsider traits, regeneration 3, spell A slain Phaergrinn dissolves into a puddle of greenish goo.
resistance 18 Phaergrinn speak the language of the Realm of
Saves: Fort +7, Ref +11, Will +9 Madness, Common and up to six other languages of their
Abilities: S12 D23 C15 I19 W15 Ch25 choice.
Skills: Bluff +16, Diplomacy +16, Disable Device
+13, Disguise +9, Escape Artist +15, Combat
Forgery +6, Gather Information +16, Hide Phaergrinn prefer to keep a low presence and avoid
+16, Intimidate +7, Knowledge (arcana) fighting whenever possible. If they can take out a lone foe,
+13, Knowledge (religion) +13, Knowledge they may strike, but will avoid large groups unless their final
(the planes) +13, Listen +11, Move Silently manifestation on the mortal plane is in jeopardy. A phaergrinn
+8, Spot +11, Use Magic Device +16 can fight with surprising ferocity, and will do whatever it takes
Feats: Deceitful, Iron Will, Stealthy to protect and ensure the arrival of its true form on the mortal
Environment: Any land realm.
Organization: Solitary Ability Drain (Su): A phaergrinn that has successfully
CR: 7 grappled an opponent can permanently drain 1 point of
Treasure: Double Standard Wisdom per round from its foe. A victim drained to 0
Alignment: Always neutral evil Wisdom or less is slain and rises in 1d3 days as an allip.
Advancement: 7-12 HD (Tiny); 13-18 HD (Small) Improved Grab (Ex): If a phaergrinn hits with its slam
Level Adj: - attack, it deals normal damage and attempts to start a grapple
This tiny, frog-like creature has a pot belly and as a free action without provoking an attack of opportunity.
spindly arms and legs that end in suckered- No initial touch attack is required. A phaergrinn can grapple
tipped fingers. The lower half of its round head with an opponent of any size, though it cannot restrict the
is nearly split in half with a fearsome grin, and movement of an opponent of medium size or larger, and will
its eyes are black, inky bulbous circles with a be dragged along wherever such a larger creature moves.
skull-like nose wedged between them. Worm-like Regeneration (Ex): A phaergrinn takes normal damage from
tendrils of green hair sprout stiffly from its head, magical or good sources. A phaergrinn can regrow lost limbs
and it has no visible ears. From its back in 1 round and reattach lost limbs by holding them to the
protrude a pair of slime-covered greenish-black stump as a move action.
bat's wings, whose gossamer membranes are thin
enough to be opaque. Phaergrinn on Amberos
Phaergrinn are the evil manifestations of the powerful
Extremely rare, only one or two accounts of
entities of the Realm of Madness. They seek out mortals to
phaergrinn have ever been recorded in Amberos’s history.
bend to their will in the hopes of tricking these beings into
The first occurred just after the fall of the Elvin Golden Age,
opening the doorway between their own bizarre realms and the
and the death of the king of the elves seemed to have stirred
mortal realms.
some wakefulness in the Realm of Madness. Another record
These creatures do their best to appear unassuming to
of a phaergrinn occurred at the tail end of the Dark Age, after
potential allies, sharing their bizarre and vast knowledge in
the defeat of the Dark One by the Circle of Good. Again, the
arcane rituals that will allow mortals to open the gulfs between
stirrings on the continent seemed to have drawn the eyes of the
their own realm and the Realm of Madness. They promise,
Realm of Madness to the mortal lands. Since then, there has
cajole, lie, cheat and will even steal to gain a victim's trust, but
Ptasha life. They often use their roar ability to stun then grapple
opponents. If forced into extended combat, they will use their
Medium-size Outsider (Evil) spells to enhance their physical form and attack. Because they
Hit Dice: 7d8+7 (38 hp) fear death so, they will often flee an opponent when combat
Initiative: +8 does not go their way.
Speed: 90 ft. (18 squares) Alternate Form (Su): At night, a ptasha may assume the
Armor Class: 21 (+4 Dex, +5 natural, +3 deflection), form of a black panther as a move-equivalent action. A
touch 17, flat 18 ptasha’s ability scores and attack routines do not change, but it
BAB/Grapple: +7/+8 cannot cast spells in panther form. In panther form, the ptasha
Attack: claw +11 melee (1d4+1) gains a +8 racial bonus to hide, jump, listen, move silently,
Full Attack: 2 claw +11 melee (1d4+1), bite +6 melee spot and climb checks.
(1d6) Life Drain (Su): If a ptasha successfully grapples and
Space/Reach: 5 ft./5 ft. opponent, they may drain 1d4 points of Dexterity,
Height: 5 ft. 6 in. + 2d4 inches (5 ft. 11 in.) Constitution or Strength per round (Fort DC 16 for half). A
Weight: 150 lbs. + 1d10 x 10 lbs. (205 lbs.) victim drained to 0 Strength or Dexterity cannot move. A
Special Att: Life drain, roar, spells victim drained to 0 or less Constitution is slain.
Special Qual: Alternate form, DR 5/silver, unholy Roar (Su): As a standard action, a ptasha may unleash a
presence deafening and terrifying roar that stuns opponents within 10 ft
Saves: Fort +6, Ref +11, Will +7 .(Fort DC 16 to negate). Stunned opponents are considered
Abilities: S13 D19 C13 I13 W15 Ch17 flat-footed and unable to take any action for 1d4+1 rounds.
Skills: Balance +12, Climb +9, Escape Artist +12, Spells: A ptasha brings back with it several secrets of the
Hide +12, Jump +9, Knowledge (Religion) dead. They may cast spells as a 7th level sorcerer. They prefer
+11, Move Silently +12, Spot +10 necromantic and enchantment spells.
Feats: Improved Initiative, Lightning Reflexes, Unholy Presence (Su): A ptasha adds its Charisma modifier
Weapon Finesse as a deflection bonus to AC.
Environment: Warm desert or mountain
Organization: Solitary Typical Sorcerer Spell List
CR: 8 (6/7/7/5;Caster Level 7;Spell DC 13 + Spell Level)
Treasure: Standard 0: Daze, Detect Magic, Message, Open/Close,
Alignment: Always neutral evil Prestidigitation, Resistance, Touch of Fatigue
Advancement: 8-14 HD (Medium-size); 15-21 HD (Large) 1st: Cause Fear, Chill Touch, Disguise Self, Hold Portal,
Standing before you is a slim, well-built Sleep
humanoid with dark, almost black skin. Its 2nd: Command Undead, Invisibility, Minor Image
equally black hair hangs just below its 3rd: Rage, Vampiric Touch
shoulders, and you can see patches of body hair
down its arms, legs and on its chest. Its cat-like Ptasha on Amberos
eyes gleam in the surrounding darkness and its
Ptasha seem to be more numerous in Llannhanex and
wicked smile reveals a set of animal-like fangs.
Iiannhanex, with some spillover into surrounding countries.
The ptasha (TAA-shaw) are particularly evil spirits
They are exceptionally rare, and usually only encountered at
who have returned to torment the living. They are not undead,
night. Many sages believe that Ptasha spawn from a secret
but instead inhabit a living, breathing body that can be killed.
shrine hidden in the Pandemonium that the dead manage to
They are, in fact, on the run from the punishments of the
reach, and perform the necessary rituals to return to life.
afterlife, seeking to fulfill their base desires while they still
Of note, the most powerful Ptasha known on
live. Killing them sends them back to the afterlife to endure
Amberos is the former first pharaoh of
the punishments they escaped, so they are very careful and
Llannhanex/Iiannhanex, known as Atosha. Sages believe it
fearful of any situation that puts their bodies at risk.
was Atosha who may have erected the shrine in the
A ptasha appears as a thin humanoid with dark, skin
Pandemonium and created the process by which ptasha are
that appears to be well-tanned. They usually have long, black
spawned – with the aid of Set of the Egyptian pantheon.
hair and have quite a bit of body hair. Their teeth are slightly
elongated and they move with an unnatural swiftness. They
are capable of assuming a panther form at nighttime.
A ptasha can speak Common and abysmal.
Combat
A ptasha often attempts to catch a victim by surprise,
making it much easier to grapple an opponent and drain their
Qadi interpret to the letter of the law. They seem to have intimate
knowledge of the case and its details, even without the need
Large Outsider (Lawful) for witnesses, though they will allow such individuals testify -
Hit Dice: 12d8+48 (102 hp) even if to just to debunk their tales. Luckily for many, a Qadi
Initiative: +3 (+3 Dex) never accuses an individual of a crime; they only arrive to
Speed: 40 ft. (8 squares), fly 120 ft. (good) resolve the guilt or innocence of those already accused of a
Armor Class: 27 (-1 size, +3 Dex, +5 natural, +5 insight, crime.
+5 divine), touch 22, flat 24 Qadi can speak any language it chooses, and does so
BAB/Grapple: +12/+20 with the fluidity of a learned, native speaker.
Attack: Claw +15 melee (1d6+4 + Wis drain) or +2
Flaming Longsword +17 melee (2d6+4 + Combat
1d6 fire;19-20/x2) Qadi are not executioners; they only fight to restrain
Full Attack: 2 Claw +15 melee (1d6+4 + Wis drain) or loosed prisoners or to defend themselves. However, they have
+2 Flaming Longsword +17/+12/+7 melee a mighty arsenal at their disposal to tend to disruptive
(2d6+4 + 1d6 fire) prisoners or mobs if the need arises.
Space/Reach: 10 ft./10 ft. In most cases, Qadi use their symbol ability to restrain
Height: 9 ft. prisoners out of control or mobs intent on descending on them.
Weight: 350 lbs. If attacked personally despite this initial defense, they tend to
Special Att: Fear aura, summon, wisdom drain draw their long sword and attack in their own defense. A Qadi
Special Qual: DR 10/chaos & cold iron, darkvision 60 ft., however, will never quit a case even if it should cost it its life;
outsider traits, resistance to energy 30, spell however, if the case has been resolved and the penalty of the
immunity, symbol, zone of truth law applied to the prisoner, it may choose to simply plane shift
Saves: Fort +12, Ref +11, Will +15 and avoid further confrontations.
Abilities: S19 D17 C18 I19 W25 Ch19 Fear Aura (Su): The use of this ability is a free action. The
Skills: Appraise +19, Bluff +6, Diplomacy +21, aura causes all within 30 feet of the Qadi to be struck as if by a
Forgery +19, Gather Information +21, Hide fear spell. Caster level 12.
-1, Intimidate +6, Knowledge (history) +19, Resistance to Energy (Ex): A Qadi has fire, cold, acid,
Knowledge (nobility) +19, Listen +24, electricity and sonic resistance 30.
Search +21, Sense Motive +24, Spellcraft Spell Immunity (Ex): A Qadi avoids the effects of spells and
+19, Spot +24 spell-like abilities that directly affect it of 6th level or less,
Feats: Alertness, Endurance, Investigator, except spells with Chaos descriptor. Spells that do not allow
Negotiator, Persuasive spell resistance are not affected by spell immunity.
Environment: Nirvana Summon (Sp): Once per day, as a full round action, a Qadi
Organization: Solitary, Quorum (2-5), or Jury (5-20) can summon an inevitable (Kolyarut, Marut or Zelehut). The
CR: 13 inevitable remains until whatever mission it is given by the
Treasure: +2 Flaming Longsword (18,325 gp) Qadi is completed. A Qadi cannot summon another inevitable
Alignment: Always lawful neutral until the first completes its task or is destroyed. Qadi use this
Advancement: 13-24 HD (Large); 25-36 HD (Huge) ability very rarely; usually only to recapture an escaped
Level Adj: - prisoner or when a prisoner has been condemned to death.
This tall, slim humanoid is a full foot taller Some Qadi have been known to use the ability to have the
than a human and has platinum-colored skin inevitable on-hand as a sort of bailiff for legal proceedings.
and a headdress made of fire. It is dressed in Symbol (Sp): As a standard action, a Qadi can activate a
white judge's robes, bedecked with the Symbol of Fear, Symbol of Pain, Symbol of Sleep or Symbol of
adornments of office. At its side is a longsword Stunning as a 12th level caster. Spell DC 14 + spell level.
kept in a sheath engraved with what seem to Wisdom Drain (Su): The claw attack of a Qadi permanently
be the laws of the land. In one outstretched drains 1d4 Wisdom.
hand, it holds a golden balance, and in the Zone of Truth (Sp): As a free action, a Qadi can activate a
other it holds a stack of books. Zone of Truth, as if cast at 22nd level ability with a save DC of
Qadi (KAA-dee) are extraplanar judges whom are 20.
sometimes summoned to arbitrate cases lesser individuals
cannot seem to resolve. Qadi appear of their own free will and Summoning a Qadi
leave of their own free will; however, they always seem to
A Qadi can be summoned with Summon Monster IX
appear where most needed to resolve cases of great import
spell. If summoned by a Planar Ally spell, a Qadi always
when justice is required.
demands payment for its services as a judge.
Qadi are incorruptible and inscrutable. They know
even the minutest laws of the land they arrive in, and always
Combat
A quintarran attacks by slamming opponents with its
fists. It rarely attacks with its claws, but is capable of tearing
huge gouges out of the earth with the sharp nails. Quintarrans
will often use victims to shield themselves from opponent’s
attacks.
Constrict (Ex): If a quintarran hits a single opponent with
two or more claws, it may perform a grapple. If the grapple is
successful, the quintarran can automatically inflict 2d6+11
crushing damage to the victim per round.
Quizzit Confusing Gaze (Su): Those who meet the eyes of a quizzit
must make a DC 14 Will save or become Confused as if struck
Medium-size Aberration by the spell cast by a 4th level caster.
Hit Dice: 4d8+4 (22 hp) Fear (Su): At will as a free action, the quizzit can exude a
Initiative: +7 (+3 Dex, +4 Improved Initiative) magical aura that cause those of 4 HD or less within 10 feet
Speed: 30 feet (6 squares),fly 70 feet (14 who fail a Will DC 14 save to become panicked for 1d4+1
squares),(good) rounds. If a creature makes the Will save, it cannot be
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat 16 affected again for 24 hours.
BAB/Grapple: +3/+4 Fast Healing (Ex): A quizzit heals 1 hit point per round
Attack: Claw +4 melee (1d4) except from fire and acid attacks.
Full Attack: 3 claws +4 melee (1d4), bite +1 melee Skills: Quizzit are storehouses of information. The gain a +5
(2d4+1), tail +1 melee (1d6) bonus and are considered trained in all Knowledge skills.
Space/Reach: 5 ft./5 ft.
Height: 5 ft. + 1d4 in. (5 ft. 2 in.) Quizzit on Amberos
Weight: 250 lbs + 1d10x10 lbs. (305 lbs.) Quizzits can be found primarily in Riddlekill,
Special Att: Confusing gaze, fear Vilalance and the Kirranays. There are tales of them in Ran
Special Qual: Fast healing 1 Da Khan, but no known quizzit has been encountered there for
Saves: Fort +2, Ref +4, Will +6 at least a hundred years.
Abilities: S13 D17 C13 I21 W15 Ch15
Skills: Balance +7, Climb +5, Escape Artist +7,
Intimidate +6, Knowledge (All) +10, Jump
+5, Listen +5, Search +5, Spot +5
Feats: Improved Initiative, Multiattack
Environment: Temperate plains, forest, hills, underground
Organization: Solitary, Pair, Bunch (2-5), or Pack (5-20)
CR: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)
This bizarre-looking creature has a barrel-like
body with three legs, three arms and three faces
spaced radially around the body. Its skin is
smooth, but has a rigid look to it. A smooth,
tentacle-like tail extrudes from beneath the
creature.
A quizzit is an odd creature with three legs, three
faces and three arms spaced radially about the body. A long,
tentacle-like tail extends from the creature’s underside, which
it can use like a fourth arm.
A quizzit has darkvision with a range of 60 feet. It
speaks all known languages and can learn new languages
within just a few minutes.
Combat
Despite their knowledge and sage-like skills, the
quizzit enjoys combat or other tests of arms. Those who
sometimes seek a quizzit out for its knowledge find
themselves challenged to a duel for the information. If the
quizzit wins, it generally demands some form of significant
information from the loser (this can be RP’ed or if the
character makes a Knowledge skill check that beats an
opposed Knowledge skill check by the quizzit by 5 or more).
Losers who are unable to supply new knowledge to the quizzit
generally are slain as “worthless” beings.
Combat
It is not common for a quuran to enter combat, as
they generally allow their minions to fight for them. If forced
to fight however, they are surprisingly capable foes.
However, if at all possible they prefer to disable an opponent
and subject them to their charm abilities.
Charm Gaze (Su): Those meeting the eyes of the quuran
must make a Will DC 23 save or be charmed. A quuran may
only attempt to charm a victim once a day.
Friendly Face (Ex): A quuran always appears to its victims
to be a perfect specimen of the victim’s type. If there are
Raatori
Humanoid Form Bird Form
Large Humanoid Large Humanoid
(Psionic, Shapechanger) (Psionic, Shapechanger)
Hit Dice: 12d8+27 (81 hp) 12d8+27 (81 hp)
Initiative: +0 +0
Speed: 30 ft. (6 squares) 15 ft. (3 squares), fly 100 ft. (good)
Armor Class: 19 (-1 size, +6 natural, +4 chain shirt), touch 9, flat 19 15(-1 size, +6 natural), touch 9, flat 15
BAB/Grapple: +9/+18 +9/+18
Attack: Gore +13 melee (1d8+5) or glaive +13 melee (1d8+2) Claw +13 melee (1d8+5)
Full Attack: Gore +13 melee (1d8+5), 2 claws +8 melee (1d8+2) or 2 claws +13 melee (1d8+5), bite +8 melee (1d6+2)
glaive +13 melee (2d6+7)
Space/Reach: 10 ft./10 ft. 10 ft./10 ft.
Height: 7 ft. 6 in. +2d8 in. (8 ft. 3 in.) same as humanoid
Weight: 150 + 2d8 x 5 lbs (195 lbs.) same as humanoid
Special Att: - -
Special Qual: Alternate form, DR 10/psionic, Alternate form, DR 10/psionic, psionics,
psionics, scent, PR 22 scent, PR 22
Saves: Fort +6, Ref +4, Will +7 Fort +6, Ref +4, Will +7
Abilities: S21 D10 C15 I12 W13 Ch13 S21 D10 C15 I12 W13 Ch13
Skills: Balance -2, Climb +3, Concentration +9, Concentration +9, Hide –6, Listen +9, Psicraft +16,
Escape Artist -2, Hide -6, Jump +3, Listen +9, Spot +16
Move Silently -2, Psicraft +16, Sleight of Hand -2,
Spot +16, Swim +1, Tumble -2
Feats: Aligned attack (Lawful), Deep impact, Iron Will, Aligned attack (Lawful), Deep impact, Iron Will,
Psionic weapon, Toughness Psionic weapon, Toughness
Environment: Warm plains or forests Warm plains or forests
Organization: Solitary, Gang (2-5), or Pod (5-20) Solitary, Gang (2-5), or Pod (5-20)
CR: 11 11
Treasure: Standard Standard
Alignment: Usually Lawful neutral Usually Lawful neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge) 13-24 HD (Large); 25-36 HD (Huge)
Level Adj: - -
This humanoid towers nearly eight feet tall and losing, Raatori will often shift to bird form and attempt to
has the head of a powerful elephant. Its body is escape. If the Raatori willingly initiated a ritualistic combat,
covered in muscles and its arms end in stubby they will abide by the rules set down for the fight.
hands with the claws of an eagle. Alternate Form (Su): A raatori’s natural form is that of an
Raatori are a psionic race of shapechangers, capable of elephant-headed humanoid. As a move-equivalent action, a
assuming the form of a giant bird. They are a warrior race, raatori can shift into the shape of a large, eagle-like bird.
though they have a philosophical bend; they seek the means to Psionics (Ps): A raatori can use the following abilities, at 12th
become the ultimate fighting machines, and to be the very best level ability: Biofeedback – 1x/day, Body Adjustment –
at what they do. 3x/day, Call Weaponry 3x/day, Conceal Thoughts – At will,
Raatori are not mindless fighters, however. They Empathic Feedback 1x/day, Immovability 1x/day, Strength of
choose their opponents wisely, and only pick fight against My Enemy – 1x/day, Vampiric Weapon – 1x/day.
those they feel would challenge their abilities. Even then, they
are prone not to start a fight unless their opponent is itching Raatori on Amberos
for a confrontation as well. Raatori are natives of Ulanst, Lanster and Erakatuo.
Raatori speak their own language, as well as Common. They can be found sometimes in Simera, but are unknown in
other nearby areas such as Kennestone.
Combat
A Raatori prefers ritualized combat, which generally
allows them a round or two to set up their psionic focus and
prepare their attack. If forced into fighting without time to
prepare ahead of time, they will usually attempt to beat the
opponent back to give them a moment or two to psionically
focus for an attack. Failing that, they fight to the best of their
skill and ability. If the fight was spontaneous and they are
Combat
A radiant hawk generally only attacks evil creatures
or beings using negative energy. If their opponent is not
undead, they will often swoop at a foe and attack with claws
and beak. Against undead opponents, a radiant hawk will
pause in the air to use its turning ability to scatter the evil
creatures, forcing them to flee before it.
Healing Aura (Su): By giving up one of its turn attempts for
the day, the radiant hawk can produce an effect equivalent to a
mass cure light wounds spell, at 4th level ability.
Plane Shift (Su): Once per day, as a move-equivalent action,
a radiant hawk can travel to or from the Quasi-elemental plane
of radiance. Radiant hawks normally use this ability to travel
to the plane of radiance once they have exhausted their turning
attempts, and then return to the Mortal Realm the next day.
Turn Undead (Sp): As per the cleric ability at 2nd level
ability. 8x/day; Turn Check 1d20+1; Turn Damage 2d6+3
Combat
Ramudi use their ability to move effortlessly from
one place to another to evade or close with an opponent. They
generally prefer to avoid combat, but in the rutting season
(usually the summertime), Ramudi can become quite
aggressive and have been known to turn on hunters.
Combat
Razorthorn assassins prefer to strike from ambush,
using their ability to blend into their surroundings to attack
foes. If they meet strong resistance, they usually slink back
into the woods and attempt to find another spot to ambush
from.
Razorthorn assassins are cunning enough to create
and use traps made from natural materials, and seem to prefer
ones that sever limbs, perforate foes or crush their prey.
Remnant Defender
Remnant Defenders are undead creatures that are the
remains of those who were entrusted to protect or defend a
specific area, and failed. Haunted by their need to defend an
area beyond death, they rise from the grave to continue
protecting the area they guarded in life.
While many remnant defenders were good beings in
life, in unlife they are hateful towards others – especially those
of a similar race and/or profession as their own. They often
blame others for their own failures, and will attack such
individuals as traitors of the worst sort.
Remnant defender is not a template; defenders tend
to have unique racial qualities (and sometimes abilities tied to
the area they defend). Sample remnant defenders are given
here, but they can be encountered for any race that would the
courage and willpower to defend something beyond the
bounds of life.
Elvin Remnant Defender However, remnant defenders do not need to retain spellbooks
Medium Undead (Elf) or rest to rememorize spells. They regain their spells
Hit Dice: 3d12 (19 hp) automatically after 24 hours. The DC for spells is 12 + spell
Initiative: +2 level. A remnant defender elf has a 15% spell failure chance
Speed: 20 ft. (4 squares) in chain mail armor; base due to armor.
speed 30 ft. Skills: Remnant defender elves have a +2 racial bonus to Spot
Armor Class: 18 (+1 Dex, +2 natural, +5 chain mail and Listen checks
armor), touch 11, flat 17
BAB/Grapple: +1/+3 Typical Spell List
Attack: Longsword +4 melee (1d8+2;19-20/x2) or (4/3/2;CL 3;DC 12 + Spell Level; 15% chance of failure)
longbow +3 ranged (1d8;x3) 0th: Daze, Flare, Touch of Fatigue, Ray of Frost
Full Attack: Longsword +4 melee (1d8+2;19-20/x2) or 1st: Magic Missile x2*, True Strike
longbow +3 ranged (1d8;x3) 2nd: Acid Arrow, Scorching Ray
Space/Reach: 5 ft./5 ft. *Replace with Magic Bolt in Amberos Campaigns
Height: 5 ft. + 1d8 in. (5 ft. 4 in.)
Weight: 30 lbs. + 1d8 x 5 lbs. (50 lbs.) Remnant Defenders on Amberos
Special Att: Spells When Ziga turned to evil, she embarked on a
Special Qual: DR 5/bludgeoning, darkvision 60 ft., campaign of terror against the elves of Amberos, and her
immune to cold, SR 11, undead traits various races and demons slew many elves before the tide was
Saves: Fort +1, Ref +3, Will +3 turned against her. There are many numerous lost and hidden
Abilities: S14 D15 C- I15 W10 Ch10 enclaves across Amberos that once belonged to the elves that
Skills: Balance -3, Climb -3, Concentration +6, were plundered during or shortly after Ziga’s betrayal.
Escape Artist -3, Hide -3, Jump -3, Listen Several of these lost enclaves hold remnant defenders, still
+8*, Move Silently -3, Search +8, Sleight of waiting after centuries for the elves to come and relieve them
Hand -3, Spot +8, Swim -8 of their duties.
Feats: Armored Casting, Weapon Focus
(Longsword)
Environment: Any land
Organization: Solitary, Team (2-5), or Squad (5-20)
CR: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: By Character Level
Level Adj: -
This collection of bones is dressed in what
appears to once have been elvin finery. It wields
a long sword in one hand, and a bow is strapped
across its back.
Remnant Defenders are the remains of warriors slain in
battle while defending some location or item. So strong is their
determination to defend the lost location that after death, their
remains arise in a futile effort to defend what they could not in
life.
Remnant elf defenders can speak Common and elvin.
Combat
Remnant defenders use their weapons and skills to
the best of their ability. Enhanced by their own undeath,
remnant defenders will never willingly flee and always fight to
the death. Often remnant defenders will scorn members of
their own race or former organization, feeling that they were
betrayed or let down in their time of need by these beings -
who now have the audacity to show up.
Spells (Sp): An elvin remnant defender can cast spells as a 3rd
level wizard. They often have only attack spells memorized.
Dwarven Remnant Defender Devilhands of Gehenna during the Dark Age. The dwarves
Medium Undead (Dwarf) were driven from their underground strongholds by the
Hit Dice: 4d12 (26 hp) Devilhands, and now many of the ancient and abandoned
Initiative: +1 underground structures have become the sole residents of
Speed: 20 ft. (4 squares) contingents of dwarven defenders, returned to unholy life to
AC: 22 (+1 Dex, +4 natural, +5 breastplate, +2 defend the ancient halls of their despoiled ancestors.
heavy steel shield), touch 11, flat 21
BAB/Grapple: +4/+6
Attack: dwarven war axe +7 melee (1d10+2;x3)
Full Attack: dwarven war axe +7 melee (1d10+2;x3)
Space/Reach: 5 ft./5 ft.
Height: 4 ft. + 1d6 in. (4 ft. 3 in.)
Weight: 80 lbs. + 2d6 x 5 lbs. (115 lbs.)
Special Att: -
Special Qual: Darkvision 90 ft., DR 3/-, immune to cold,
fighter’s heart, SR 10, undead traits
Saves: Fort +1, Reflex +2, Will +5
Abilities: S15 D13 C- I10 W12 Ch6
Skills: Listen +1, Sense Motive +8, Spot +8
Feats: Dodge, Exotic Weapon Proficiency
(Dwarven War Axe)B, Weapon Focus
(Dwarven War Axe)
Environment: Any subterranean
Organization: Solitary, Pair, Patrol (2-5), Post (5-20)
CR: 2
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By Character Class
Level Adj: -
A taut, almost parchment-like skin covers this
collection of bones. It appears to be a
desiccated dwarven warrior dressed in heavy
armor and wielding an axe and shield. Its eyes
burn with a hellish, hateful light.
Dwarven remnant defenders are often the remains of
defensive positions that were overrun and slaughtered. In
death, they have become highly aggressive, moving forward
from their defensive positions to meet the enemy on the field
of battle. Once engaged against a foe, usually only their own
destruction will cause them cease pursuing a foe.
Dwarven remnant defenders speak Dwarven and
Common.
Combat
Dwarven remnant defenders attempt to close with
their enemy quickly and hack them down. They fight without
giving or expecting quarter from their enemies.
Fighter’s Heart (Ex): A dwarven remnant fighter uses a Full
Base Attack Bonus and can take fighter-only feats.
Immune to Cold (Ex): A dwarven remnant fighter takes no
damage from cold attacks.
Combat
Rhudees attack by lashing their victim and drawing
them in closer, where they use their blade-like feet and poison
mandibles to disassemble prey. Worse, rhudees tend to work
in packs; one rhudee snares an opponent, while the others
pounce on the victim to slash and bite at the prey.
Ridulya on Amberos
While not common, ridulya are primarily
encountered in the Skienlands and the surrounding vicinity.
They are virtually unknown on western Amberos.
These creatures can also be found in the Abyss,
where they use their deceptive appearance to trick charitable
visitors into “helping” them.
Serpenti successful grapple check with its tail. The constrict deals
1d6+1 damage.
Medium Aberration (Reptilian) Poison (Ex): The bite of a serpenti injects a mildly venomous
Hit Dice: 2d8 (7 hp) poison. Type: Injected; Fort DC 10; Init: 1d2 Con; Sec: 1d4
Initiative: +2 (+2 Dex) Con.
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat 13 Society
BAB/Grapple: +1/+2 Serpenti live in clans, usually with members who
Attack: Bite +3 melee (1d6+1 + poison) or have similar features. A serpenti's skin colors and scale
longsword +2 melee (1d8+1;19-20/x2) or patterns differ according to their surroundings; serpenti found
longbow +3 ranged (1d8;x3) in jungles usually have green scales and yellow stripes, for
Full Attack: Bite +3 melee (1d6+1 + poison), 2 claw -3 example, while desert-dwelling serpenti tend to have tan
melee (1d4), tail –3 melee (1d6) or scales and diamond-shaped patterns on their back. Also, the
Longsword +2 melee (1d8+1;19-20/x2) or head and build of many serpenti vary from clan to clan - some
Longbow +3 ranged (1d8/x3) have cobra-like heads while other may have flat, wide heads
Space/Reach: 5 ft./5 ft. similar to rattlesnakes, and others have slim, elongated or
Length: 6 ft. + 3d8 in. (7 ft. 1 in.) pointed characteristics to their head.
Weight: 200 lbs. + 2d8 x 5 lbs. (245 lbs.) Serpenti clans tend to be made up of extended
Special Att: Constrict, poison families, and usually headed by the most capable warrior in
Special Qual: Darkvision 60 ft. the group. However, this does not tend to be a position earned
Saves: Fort -1, Ref +2, Will +3 by battling other serpenti for it; instead serpenti value their
Abilities: S13 D14 C9 I10 W11 Ch6 warriors by the number of external enemies defeated and the
Skills: Listen 0, Spot +5, Survival +5 lack of wounds received in said battles. In many serpenti eyes,
Feats: Weapon Focus (Bite) surviving a battle with grievous wounds shows incompetence,
Environment: Warm land not strength or skill. As such, most serpenti clan leaders tend
Organization: Solitary, Brood (2-5), or Colony (5-20) to lack any sort of permanent, visible or crippling wound.
CR: 2
Treasure: Standard Serpenti On Amberos
Alignment: Usually chaotic neutral
Serpenti are usually encountered in eastern Amberos,
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
in lands such as Simera, Iiannhanex, Llannhanex and across
Level Adj: +3
Randu. Individual Serpenti have been seen as far west as
This snake-headed creature has a humanoid,
Barbed March, though there tends to be an unnatural fear of
scale-covered torso and human-like arms. It's
them in the west due to their similar appearance to the Aspii.
lower body trails into that of a sinuous snake. It
Most ancient serpenti clans worship the ancient
holds a sword and shield in hand, and a bow is
Egyptian gods. However, several clans have switched their
strapped across its back
worship to Titanicus, the Lord of Battle.
Serpenti are a race of snake-like creatures that dwell in
a variety of warm climates. They are fierce warriors who fight
for personal honor and glory. Though not evil, they often
become engaged in petty battles to test their skills or prove
their superiority to others.
Serpenti move by undulating their lower bodies,
allowing them to move forward at a somewhat slow pace but
remain upright and able to fight.
Serpenti speak their own language and Common.
Many learned serpenti enjoy learning to speak draconic or
elvin.
Combat
Serpenti usually rush an opponent and fight with
weapons and bite. Often they attempt to grapple and constrict
a foe if they are able; some serpenti have been known to keep
one foe out of the fight via constriction while they battle
against other opponents.
Constrict (Ex): A serpenti can crush a small-sized opponent
or smaller, dealing bludgeoning damage, after making a
Combat
Sesenti prefer to hide from prey until they are close
enough to strike. A sesenti will then usually rush from cover,
attempting to bowl over the opponent before pouncing on
them and grappling. Once grappling a foe, a sesenti then
attempts to tear said foe apart, using its vicious teeth. In
groups, sesenti tend target their own prey, and rarely help
another sesenti with its prey until it has finished its own meal.
Shock (Ex): As a standard action, a sesenti can release an
electrical jolt from their own bodies that will deal 1d6
Shafra-li Combat
While shafra-li are generally not aggressive, they
Large Outsider (Good, Native) often have had enough of a lifespan to have trained and
Hit Dice: 11d8+47 (96 hp) mastered all sorts of weapons and forms of unarmed combat.
Initiative: +3 (+3 Dex) They fight with all the intelligence and knowledge their long
Speed: 30 ft. (6 squares), fly 60 ft. (good) years have granted them, and they prefer not to strike with
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, deadly force against other good beings, if they can help it.
flat 16 When battling evil or undead, shafra-li can call on the
BAB/Grapple: +11/+20 divine energy of their deific parentage, allowing them blast
Attack: Slam +15 melee (1d6+5) or +1 anarchic said creatures with a holy ray of pure power.
scimitar +15 melee (1d8+5;18-20/x2) If beset by opponents they cannot defeat, it is not
Full Attack: 2 Slams +15 melee (1d6+5) or +1 anarchic uncommon for shafra-li to call on aid from their deific
scimitar +15/+10/+5 melee (1d8+5;18- parentage, which usually arrives in the form of one or more
20/x2( celestials to defend the shafra-li.
Space/Reach: 10 ft./10 ft. Change Shape (Su): A shafra-li has the ability to assume the
Height: 11 ft. + 1d4 in. (11 ft. 2 in.) appearance of a specific creature or type of creature (usually a
Weight: 1,200 lbs + 1d4 x 25 lbs. (1,250 lbs.) humanoid), but retains most of its own physical qualities. A
Special Att: Divine ray, summon creature cannot change shape to a form more than one size
Special Qual: Change shape, DR 10/evil, darkvision 60 ft., category smaller or larger than its original form. This acts as
detect evil, lesser magic resistant, gifts of the Shapechange spell, lasting for 1 hour before the shafra-li
Nirvana, outsider traits, SR 25 must return to its original shape for an equal amount of time.
Saves: Fort +13, Ref +10, Will +10 This ability has a caster level of 11. shafra-li prefer the shapes
Abilities: S21 D17 C19 I17 W17 Ch19 of humanoids and predatory birds.
Skills: Bluff +6, Craft +17, Diplomacy +18, Hide - Detect Evil (Sp): This special ability duplicates the effects of
1, Intimidate +6, Knowledge (arcana) +17, a detect good spell. It can be cast at will.
Knowledge (history) +17, Knowledge Divine Ray (Su): As a standard action, a shafra-li can
(local) +17, Knowledge (religion) +17, unleash a ray of blinding divine energy. This is a ranged
Listen +17, Sense Motive +17, Spellcraft touch attack with a range of 60 feet. It deals 4d6 fire and 4d6
+17, Spot +17, Use Magic Device +18 holy damage to anything it contacts. A shafra-li can unleash
Feats: Endurance, Great Fortitude, Persuasive, this strike once per minute (10 rounds).
Toughness Gifts of Nirvana (Varies): Shafra-li choose one of the
Environment: Warm mountains abilities listed below.
Organization: Solitary, or Covey (2-5)
CR: 12 Master of the Body (Ex): The shafra-li gains
Treasure: Double standard open hand attacks that deal damage like a monk
Alignment: Often chaotic good equal to its hit dice. Thus, it slam attack is
Advancement: 12-22 HD (Large); 23-33 HD (Huge) replaced with an unarmed attack that deals 2d6
Level Adj: - damage per hit, and its full attack with the
This tall being looks like a perfect specimen of a unarmed attack is +15/+10/+5. The shafra-li can
human, though a good foot taller than an flurry of blows for +15/+15/+15/+10/+5.
average human. It is dressed in fine clothing and Master of the Mind (Ex): The shafra-li gains a
bedecked in dazzling jewelry. At its side is a +10 bonus to all knowledge skills and is
gold-hilted scimitar, covered in arcane-looking considered trained in all knowledge skills.
symbols. Master of the Unknown (Sp): The shafra-li can
Shafra-li are the result of the gods consorting with cast spells as an 11th level sorcerer.
mortals. Born with the spark of divinity in them, they are more Master of the Divine Aspect (Sp): The shafra-li
than human, but not quite divine beings. Many are forced to can cast spells and turn undead as a 11th level
live among mortals, yet apart from them. cleric.
Shafra-li are generally amiable and caring, though their Master of the Third Eye (Ps): The shafra-li can
personalities differ as much as humanity's from which it came. use psionics as if it were an 11th level psion.
Most Shafra-li find themselves isolated from human society Master of the Psychic Sword (Ps): The shafra-li
even as many strive to become part of it. gains the abilities of a 11th level soulknife.
Shafra-li speak Common, celestial, draconic and elvin. Master of the Undying (Su): The shafra-li gains
They generally know at least two additional languages as well, regeneration 6.
usually an ancient language Common to the area. Master of the Enlightened Grace (Su): The
shafra-li, as a move action, can become
Shafra-li on Amberos
Shafra-li, and their cousins, the shafra-loa, can be
found in the Shafra mountains of Skienland. There, in the
mountains, secreted away from humanity, the ancient Vedic
gods built a city for the Shafra to dwell in. To this day, both
the shafra-li and shafra-loa coexist in the city.
Shafra-loa on Amberos
While the shafra-loa live with their cousins, the
shafra-li in the mountains of the Skienlands, the truce between
the two is uneasy at best. While the shafra-li tend to hold the
positions of power in the city, the shafra-loa make it clear that
they can dispense with anyone whom consistently displeases
them.
Shrieken
Huge Dragon (Air) Medium Dragon (Air)
Hit Dice: 19d12+114 (237 hp) 19d12+114 (237 hp)
Initiative: +6 +6
Speed: 30 ft. (6 squares), fly 130 ft. (average) 20 ft. (6 squares), fly 100 ft. (average)
(26 squares) in scale mail armor; (20 squares) in scale mail;
base speed 50 ft. (10 squares) fly 200 ft. (good) base 30 ft. (6 squares), fly 150 ft. (average)
(40 squares) (30 squares)
Armor Class: 26 (-2 size, +2 Dex, +10 natural, +4 scale 28 (+2 Dex, +10 natural, +4 scale mail,
mail armor, +2 heavy steel shield), touch 10, +2 heavy steel shield), touch 12, flat 26
flat 24
BAB/Grapple: +19/+38 +19/+30
Attack: Bite +29 melee (2d6 +11) Bite +31 melee (1d6+11)
Full Attack: Bite +29 melee (2d6 +11), longsword Bite +31 melee (1d6+11), longsword
+28/+23/+18/+13 melee (2d6 +11;19-20/x2), +30/+25/+20/+15 melee (1d8+11;19-20/x2),
sting +23 melee (1d8 +5 + poison) sting +25 melee (1d4+5 + poison)
Space/Reach: 15 ft./15 ft. 5 ft./5 ft.
Length: 17 ft. + 1d4 ft. (19 ft.) 6 ft. + 2d8 in. (6 ft. 9 in.)
Weight: 2,000 lbs + 2d4 x 100 lbs. (2,200 lbs.) 300 lbs. + 2d8x10 lbs. (390 lbs.)
Special Att: Breath weapon, fear aura, spells Breath weapon, fear aura, spells
Special Qual: Blindsight, DR 10/-, darkvision 60 ft., Blindsight, DR 10/-, darkvision 60 ft.,
dragon traits, low-light vision, size change, dragon traits, low-light vision, size change,
SR 23, spells SR 23, spells
Saves: Fort +17, Ref +15, Will +13 Fort +17, Ref +15, Will +13
Abilities: S33 D15 C23 I15 W15 Ch16 S33 D15 C23 I15 W15 Ch16
Skills: Balance -4, Bluff +25, Climb +16, Balance –4, Bluff +25, Climb +16,
Diplomacy +14, Escape Artist -4, Hide -12, Diplomacy +14,Escape Artist –4, Hide 4,
Intimidate +14, Jump +16, Knowledge (arcana) Intimidate +14, Jump –1, Knowledge (Arcana)
+24, Listen +24, Move Silently -4, +24, Listen +24, Move Silently –4,
Sense Motive +24, Spellcraft +24, Spot +24, Sense Motive +24, Spellcraft +24, Spot +24,
Swim +3 Swim +3
Feats: Armor Proficiency (Light)B, Armor Armor Proficiency (Light)B, Armor
B
Proficiency (Medium) , Cleave, Improved Proficiency (Medium)B, Cleave, Improved
Critical (Bite), Improved Initiative, Lightning Critical (Bite), Improved Initiative, Lightning
Reflexes, Power Attack, Shield ProficiencyB, Reflexes, Power Attack, Shield ProficiencyB,
Weapon Focus (Bite), Weapon Specialization Weapon Focus (Bite), Weapon Specialization
(Bite) (Bite)
Environment: Any land Any land
Organization: Solitary, or Family (2-5) Solitary, or Family (2-5)
CR: 18 18
Treasure: Standard Standard
Alignment: Always neutral evil Always neutral evil
Advancement: 20-38 HD (Huge); 39-57 HD (Gargantuan) or By Character class
Level Adj: - -
own. Once they have done this, they then start a search for the
This massive reptile, despite being covered in next dragon they can find.
scales, is likewise dressed in chain mail armor. It Shrieken have no regard for the alignment or
stands on its hind feet, wielding a massive long disposition of the dragon they are stalking; they are as happy
sword in one hand and a shield in the other. As it to strike down a red dragon as hunt a silver dragon. They have
watches you with its snake-like head, it opens its been known to seek the aid of humanoids in their quests to kill
mouth and utters a terrifying roar before dragons, and are often willing to share the spoils in return for
advancing forward. capable companions.
Shrieken are draconic aberrations that behave like Shrieken speak Common, Draconic, Dwarven and
humanoids. They forge their own weapons and wear armor, Elvin. It is not uncommon for them to speak different
For reasons unknown, shrieken wage a constant war against languages, usually swapping out one of the humanoid racial
dragons. They follow rumors and tales that lead them to languages for a language of the species they are “fond” of
dragon's lair, where they confront and fight these massive recruiting for aid.
beasts, then take off with the dragon's hoard to add it to their
Shrieken on Amberos
There are legends of Shrieken from the Elvin Golden
Age, but no documented Shrieken appearances have occurred
since the fall of Gwieze’s Shadow Empire until just after the
economic upheaval on Amberos. Following the great
upheaval, the first recorded appearance of a Shrieken occurred
when one came to Castle Vega of the Kingdom of Vall Vega
seeking heroes to aid it in slaying a nearby dragon in the
Crystalmire mountains. The Shrieken claimed to have
Combat
Singing maidens use their charming song to draw
prey to them, then drop the illusion when prey approaches so
it can readily devour them and savor the fear it causes. Though
animals, the creatures are intelligent enough to keep prey alive
for lean times, and cunning enough to learn tactics and set
traps and ambushes for prey.
Charm Song (Su): As a standard action, a singing maiden
can produce a haunting melody capable of acting as a Charm
Person spell on individuals within a 120 feet radius. The Will
save DC is 16. It is otherwise identical to the spell Charm
Person.
Mask of Innocence (Su): As a free action, a singing maiden
can create the illusion that it is a beautiful female humanoid of
Sinister, General
Sinisters are a unique race of lower plane outsiders
that act as spies and agents for the other lower planes. They
are front men sent to worlds to probe and recruit for invasions
from demons, devils or daemons. They are mercenaries, and
officially they are not aligned with any of the three major
factions of the lower planes. However, more often than not,
particular sinisters develop profitable business relationships
with certain underworld figures, and tend to act in a light more
favoring their patron.
Sinisters have varying missions depending on their
type; some are agents sent to foment evil acts, while others act
as spies, observing organizations or structures for weaknesses
their masters may exploit when the time for invasion comes.
Others are secret assassins or warriors, tasking with taking out
key figures before the invasion begins.
Generally speaking, once the invasion begins, most
sinisters disappear from sight, moving on to new worlds to
start the process all over again. Sometimes, certain sinisters
are left behind on worlds following a demonic invasions as
enforcers of their master’s will.
Sinister Traits: Unless otherwise noted, sinisters have the
following traits.
• Immunity to fire and poison
• Resistance to acid 10, cold 10, and electricity 10.
• Summon (Sp): A sinister has the ability to summon
demons, devils or daemons (the success chance and
number of creatures summoned is noted in each
monster description). However, summoned demons,
devils and daemons are not bound to do as the
sinister directs, and often require a boon or service to
be paid before they will aid the sinister.
Sinisters on Amberos
Originally, the Sinisters were agents to the Dark One,
and helped the Lord of Evil to bring his minions to Amberos
to spawn the Skyland Hold.
When the Dark One was defeated and retreated back
to Hell, many sinisters remained behind in secret, hoping to
one day help their master regain a foothold on Amberos.
Those sinisters that fled with the Dark One became the
daemons who took up residence in Gehenna.
However, both the Dark One’s sealing off of Hell and
the enticements that Ziga offered the sinisters remaining on
Amberos caused them to become mercenary forces selling
their services to the highest bidder.
By the time the portal to Hell finally reopened, the
forces of Hell, the Abyss and Gehenna found themselves
unable to freely travel to Amberos. Short of mortal
summoning, the only way these evil outsiders could reach
Amberos was through the callings of the Sinisters – who
quickly learned to take advantage of their unique abilities.
Sinister, Akasta business partners in the lower planes and sending orders to
Large Outsider (Evil, Native, Sinister) various sinister in preparation for invasions.
Hit Dice: 15d8+60 (127 hp) Akasta speak abyssal, Common, infernal, celestial and
Initiative: +3 (+3 Dex) Undercommon. Each akasta knows at least three other
Speed: 30 ft. (6 squares), fly 70 ft. (average) languages, which they usually have learned because they like
Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, the sound of said language.
flat 17
BAB/Grapple: +15/+26 Combat
Attack: Bite +21 melee (1d8+7) or +2 unholy dire Akasta loathe being forced into combat, and strike to
flail (1d8+9 + 2d6 vs. good) destroy enemies as quickly and painfully as possible. They
Full Attack: Bite +21 melee (1d8+7) and 2 claws +16 tend to use their shape soul ability to end most fights before
melee (1d8+3) and tail +16 melee (1d8+3) they start, and failing that, rely on blasting an enemy with their
or +2 unholy dire flail +19/+19/+14 melee spell-like abilities. If a foe is foolish enough to melee them,
(1d8+9 + 2d6 vs. good/1d8+5 2d6 vs. good) they will do their best to clobber the offender in the most
Space/Reach: 10 ft./10 ft. callous manner they can afford.
Height: 8 ft. 3 in. + 2d8 in. (9 ft.) Gaze (Su): Those within 60 feet who gaze into the eyes of an
Weight: 310 lbs. + 2d8 x 10 lbs. (400 lbs.) Akasta must make a Fort save DC 20 or be instantly slain.
Special Att: Gaze, summon, twist shape Though akasta have the ability to suppress the effect if they
Special Qual: DR 15/good, darkvision 60 ft., immunity to choose, they generally prefer to leave the ability active so that
fire and poison, outsider traits, regeneration others are forced to avoid eye-to-eye contact with them.
6, resistance to acid 10, cold 10, and Summon (Sp): An akasta can summon a Pit Fiend or Balor
electricity 10, sinister traits, spell resistance with a 25% chance of success; a horned devil or maralith with
27, spells-like abilities a 50% chance of success; a ice devil or vrock with a 75%
Saves: Fort +13, Ref +12, Will +14 chance of success, or summon 1d4 chain devils or 1d4 babau
Abilities: S25 D17 C19 I19 W17 Ch17 with 100% success. This ability can be used once per day.
Skills: Appraise +13, Bluff +23, Diplomacy +21, This ability is the equivalent of a 7th level spell with a caster
Disguise +12, Escape Artist +12, Gather level of 15. The sinister can choose to allow the summoned
Information +12, Hide -1, Intimidate +23, creature to remain on the prime material plane permanently by
Knowledge (nobility) +22, Knowledge (the taking 1d6 temporary Constitution damage.
planes) +22, Listen +12, Search +22, Sense Twist Shape (Su): As a full-round action, an akasta can
Motive +21, Spellcraft +22, Spot +12, Use change the shape of another being as if using Polymorph Any
Magic Device +21 Object. The spell save is DC 20. The change is permanent.
Feats: Improved Two-Weapon Fighting, Iron Will, Akasta generally reserve this ability as a punishment for those
Persuasive, Skill Focus, Two-Weapon who fail them or to use on opponents immune to their death
Defense, Two-Weapon Fighting gaze. Akasta have been known to use this ability to transform
Environment: Any land demons into devils or daemons or vice versa as it suits their
Organization: Solitary purpose.
CR: 16 Regeneration (Ex): An akasta takes normal damage from
Treasure: +2 unholy dire flail (37,380 gp) and good sources. Regenerating akasta can regrow lost portions of
Standard their bodies and can reattach severed limbs or body parts by
Alignment: Always neutral merely holding the limb to the stump for one round.
Advancement: 16-30 HD (Large); 31-45 HD (Huge) Spells-like Abilities (Sp): An akasta can use the following
Level Adj: - abilities at 15th level ability. Chain Lightning – 2x/day,
This massive, red-scaled humanoid has the head Contact Other Plane 1x/day, Dream – 1x/day, Detect good –
of a handsome female elf, tipped with bone-white at will, Greater Teleport – at will, Vision – 1x/week.
horns. Its six-fingered hands grasp a black pitted
iron dire flail. It is dressed in beautiful robes
and bedecked with an assortment of jewelry.
Akasta are the rulers of the Sinisters. They demand
absolute loyalty from their subordinates, threatening them
with the twisting or destruction of their own forms if they fail
to bend to the Akasta's will.
Akasta rarely deal directly with mortals. They prefer to
work through their agents and deal primarily with the forces of
the underworld in collaborating sending information to their
Sinister, Barrash own AC. If they sense a weak opponent, they will generally
Medium Outsider (Evil, Native, Sinister) use a full power attack to bring that foe crashing down.
Hit Dice: 7d8+28 (59 hp) Barrash never retreat from a fight unless ordered to
Initiative: +2 (+2 Dex) by a superior or their charge.
Speed: 40 ft. (8 squares), fly 50 ft. (average) Improved Grab (Ex): If a barrash with this special attack hits
Armor Class: 12 (+2 Dex), touch 12, flat 10 a large size opponent or smaller with a bite, it deals normal
BAB/Grapple: +7/+11 damage and attempts to start a grapple as a free action without
Attack: Bite +11 melee (1d6+4) or mwk two-bladed provoking an attack of opportunity.
longsword +11 melee (1d8+4;19-20/x2) Rake (Ex): A barrash gains extra natural attacks when it
Full Attack: Bite +11 melee (1d6+4) and 2 claws +9 grapples its foe. Normally, a monster can attack with only one
melee (1d4+2) or Bite +11 melee (1d6+4) of its natural weapons while grappling, but a monster with the
and mwk two-bladed long sword +7/+7/+2 rake ability usually gains two additional claw attacks that it
melee (1d8+4/1d8+2;19-20/x2) can use only against a grappled foe. Rake attacks are not
Space/Reach: 5 ft./5 ft. subject to the usual –4 penalty for attacking with a natural
Height: 5 ft. 7 in. + 2d4 in. (6 ft.) weapon in a grapple. A monster with the rake ability must
Weight: 150 lbs. + 2d10 x 5 lbs. (205 lbs.) begin its turn grappling to use its rake.
Special Att: Improved grab, rake Summon (Su): As a full-round action, a barrash has a 50%
Special Qual: DR 10/good, darkvision 60 ft., immune to chance to summon a bearded devil or babau; or a 75% chance
fire and poison, outsider traits, resistance to to summon 1d4 lemures or 1d4 dretch. A barrash cannot
acid 10, cold 10, and electricity 10, sinister make the summons permanent.
traits, SR 14
Saves: Fort +9, Ref +7, Will +6
Abilities: S19 D15 C19 I13 W13 Ch12
Skills: Bluff +11, Climb +14, Diplomacy +11,
Escape Artist +12, Hide +12, Jump +14,
Listen +11, Sense Motive +11, Spot +11
Feats: Cleave, Combat ExpertiseB, MultiattackB,
Power Attack, Two-weapon fighting
Environment: Any land
Organization: Solitary, Unit (2-5), or Squad (5-20)
CR: 8
Treasure: Standard
Alignment: Always neutral evil
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjust: -
This man-sized humanoid ripples with muscles.
It is covered in a tough, leathery hide and has
the head of bulldog, although sporting a pair of
horns protruding from its forehead. Its pupils
dance with a green flame, and it wears the
trappings of a warrior. In its hands it holds a
two-bladed sword.
Barrash are bodyguards and warriors for the sinister.
They are often tasked with the defense of important sinisters,
headquarters for the sinisters or other places of interest to the
sinister.
They are sometimes “hired” as muscle by demons or
devils, but their loyalty to anything other to the sinisters goes
only as far as the gold flowing through their hands.
Barrash speak abysmal, Common, infernal and sinister.
Combat
Barrash are usually defensive creatures, not initiating
a fight but hastily rushing to the defense of their charge. They
generally fight using their combat mastery to maximize their
Sinister, Velundria wrenching the proverbial rug out from under those they help
Large Outsider (Evil, Native, Sinister) obtain their greatest lusts.
Hit Dice: 13d8+78 (136 hp) While Velundria tend to work openly with those they
Initiative: +3 (+3 Dex) are corrupting, they prefer to stay out of sight of others, or to
Speed: 50 ft. (10 squares), fly 100 ft. (average) appear harmless and/or weak when forced to venture out
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, among others.
flat 14 Velundria usually reserve the use of their possession
BAB/Grapple: +13/+25 ability for when the victim they have been goading finally
Attack: Claw +21 melee (1d6 +8) achieves a position of prominence from which the velundria
Full Attack: 2 Claw +21 melee (1d6 +8) and gore +18 can take the victim’s place and work to further the goals of the
melee (1d8 +4) and 2 hoof +18 melee (1d6 sinister. This is usually precluded by the giving of a gemstone
+4) and tail +18 melee (1d8 +4) to the victim (worth at least 100 gp, of course).
Space/Reach: 10 ft./5 ft. Velundria speak abysmal, celestial, Common,
Height: 9 ft. + 2d4 ft. (14 ft.) draconic and infernal.
Weight: 700 lbs + 2d6 x 100 lbs. (1,400 lbs.)
Special Att: Trample Combat
Special Qual: DR 20/good and silver, darkvision 60 ft., Velundria prefer to remain mobile when fighting,
fast healing 5, immunity to fire and poison, often attempting to draw enemies to their own doom in traps
outsider traits, possess, resistance to acid 10, or other obstacles. Because they prefer to appear defenseless
cold 10, and electricity 10, sinister traits, SR when encountered, most Velundria do not carry weapons or
21 wear armor, though they will certainly defer to such items if
Saves: Fort +14, Ref +11, Will +11 expecting combat. A Velundria who fights with weapons can
Abilities: S27 D17 C23 I19 W17 Ch18 use their head butt as a secondary attack. They tend to prefer
Skills: Bluff +20, Diplomacy +20, Gather light armor (especially mithral armor) and weapons with a
Information +20, Hide +15, Intimidate +20, large critical range.
Knowledge (Dungeoneering) +20, Trample (Ex): As a full-round action, a creature with this
Knowledge (history) +20, Knowledge (the special attack can move up to twice its speed and literally run
planes) +20, Listen +19, Spot +19, Tumble over any opponents at least one size category smaller than
+19 itself. A velundria’s trample attack deals 1d8 + 12
Feats: Cleave, Dodge, Mobility, MultiattackB, bludgeoning damage. Trampled opponents can attempt attacks
Power Attack, Spring Attack, Weapon of opportunity, but these take a –4 penalty. If they do not
Focus (Claw)B make attacks of opportunity, trampled opponents can attempt a
Environment: Any land Reflex save DC 24 to take half damage.
Organization: Solitary, or Covey (2-5) Fast Healing (Ex): A velundria regains 5 hit points per round,
CR: 14 except from acid and good-aligned attacks. Except where
Treasure: Double standard noted here, fast healing is just like natural healing. Fast
Alignment: Always neutral evil healing does not restore hit points lost from starvation, thirst,
Advancement: 14-26 HD (Large); 27-39 HD (Huge) or suffocation, and it does not allow a creature to regrow lost
Level Adj: - body parts.
This creature has the lower body of a monitor Possess (Su): As a full-round action, a velundria can possess
lizard, with crimson scales and back spines. Its the body of an opponent. This is treated as a magic jar spell
upper body is that of a likewise scale-covered (Will save DC 20), except the velundria physically becomes
humanoid, nearly covered in coarse, red fur. one with the victim (no body is left behind). The victim must
It's massive arms end in long-fingered hands have on their possession a gem worth at least 100 gp, which
with black talons. Its face is human-like, with the victim’s soul is displaced into. This effect is at caster level
thick sideburns and a eloquent goatee. From 13. A velundria can choose to extent the possession after 13
its forehead sprout a pair of ram-like horns, hours, but the victim gains a new saving throw to attempt to
and a pair of bat-like wings sprout from its shake off the effects.
back. Its smile reveals long canines, and its Summon (Sp): As a full-round action, a velundria has a 25%
yellow eyes glimmer with foul intelligence. chance to summon a nalfeshnee or an ice devil or a 50%
Velundria are the connivers and con artists of the chance to summon a vrock or a bone devil or a 75% chance to
Sinisters. They seek out mortals who desire power, wealth or summon a succubus or a hellcat. They can make the
knowledge, and tempt them with gifts of whatever they desire, summoning permanent by taking 1d6 Constitution damage or
in return for increasingly wicked deeds. They are the masters by destroying a gem which controls a magic jarred soul. In
of fabricating a self-fulfilling prophecy, and greatly enjoy this latter case, the destruction of the gem kills the imprisoned
Sinister, Walundria nothing more than to crush their enemies underfoot and gnaw
Huge Outsider (Evil, Native, Sinister) on their still-bleeding corpses.
Hit Dice: 17d8+136 (212 hp) Walundria speak abysmal, Common and infernal.
Initiative: +0
Speed: 30 ft. (6 squares), fly 30 ft. (perfect) (6 Combat
squares), burrow 30 ft. (6 squares), swim 30 A walundria simply moves towards a target and
ft. (6 squares) begins disassembling it with claws and fangs. They show no
Armor Class: 20 (-2 size, +12 natural), touch 8, flat 20 mercy and do not slow for any reason, though they move with
BAB/Grapple: +17/+40 a stony purpose in their attacks.
Attack: Bite +30 melee (2d6+22;15-20/x2) Behold the Madness (Su): Those who look at the walundria
Full Attack: Bite +30 melee (2d6+22;15-20/x2) and 2 must make a will save (DC 21) or suffer 1d6 wisdom drain.
claws +28 melee (3d6+15) This drain is permanent, and is a mind-affecting effect.
Space/Reach: 15 ft./15 ft. Constrict (Ex): A walundria can crush an opponent, dealing
Height: 18 ft. + 2d4 ft. (23 ft.) 2d6 + 22 bludgeoning damage, after making a successful
Weight: 2,000 lbs + 2d8 x 250 lbs. (4,250 lbs.) grapple check.
Special Att: Behold the madness, constrict, improved Improved Grab (Ex): If a walundria hits a large-sized or
grab smaller opponent with a claw, it deals normal damage and
Special Qual: DR 15/good and silver, darkvision 60 ft., attempts to start a grapple as a free action without provoking
immune to fire, poison and death effects, an attack of opportunity. No initial touch attack is required.
outsider traits, regeneration 10, resistance to Regeneration (Ex): A walundria takes normal damage from
acid 10, cold 10, and electricity 10, sinister acid attacks. Regenerating walundria can regrow lost portions
traits, SR 21, unphased of their bodies in a single round.
Saves: Fort +18, Ref +10, Will +15 Unphased (Su): A walundria can pass through any obstacle
Abilities: S40 D10 C27 I13 W21 Ch16 that would hinder its movement (walls, spheres, obstructions,
Skills: Bluff +15, Climb +27, Diplomacy +15, Hide even other creatures) as if it were clear terrain. It is unaffected
-8, Intimidate +15, Jump +27, Knowledge by any magical effects (such as a prismatic wall) when
(arcana) +13, Listen +17, Search +13, Sense moving through such obstacles.
Motive +17, Spellcraft +13, Spot +17, Swim
+27
Feats: Cleave, Great Cleave, Improved Critical
(Bite), Improved Natural Attack (Claw),
Improved Sunder, MultiattackB, Power
Attack
Environment: Any land
Organization: Solitary, or Gang (2-5)
CR: 18
Treasure: ½ coins, no art, ½ magic
Alignment: Always neutral evil
Advancement: 18-34 HD (Huge); 35-51 HD (Gargantuan)
Level Adj: –
This massive, blubbery humanoid is a mass of
red, festering flesh that crawls with flies and
oozing boils. It has the head of a demonic
walrus, with cruel, curved tusk projecting like
great fangs from its mouth, and curved horns
rising from its forehead. Its massive, three-
fingered pudgy hands in black talons smeared
with a viscous fluid similar to blood. Its eyes
seem to be glazed over with cataracts, and in
them you catch glimpses of yourself - being
flayed to the bone as you scream in pain.
Walundria are creatures of utter madness. They exist in
dark and secluded areas, awaiting the call of the Sinisters to
come forth and wreck havoc across the land. Though they are
intelligent, they are pure engines of destruction who desire
Skurrier Combat
A skurrier usually darts towards its prey and attempts
Small Vermin to bite it, injecting it with venom. It then backs off and lets the
Hit Dice: 3d8+3 (16 hp) poison run its course before returning to devour its prey or to
Initiative: +5 (+5 Dex) bite again to finish it off.
Speed: 60 ft. (12 squares) Poison (Ex): The bite of a skurrier injects a mild venom into
Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, the victim. Type: Injected; Fort save DC 12; Init: 1d6 Con;
flat 14 Sec: 1d6 Con.
BAB/Grapple: +2/-2 Skills: A skurrier gains a +8 racial bonus to climb checks and
Attack: Bite +3 melee (1d4 + poison) a +4 racial bonus to jump checks. When climbing, a skurrier
Full Attack: Bite +3 melee (1d4 + poison) may use its dexterity score instead of its strength score for
Space/Reach: 5 ft./5 ft. skill checks. When buried, a skurrier gains a +20 bonus to
Diameter: 3 ft. + 2d6 in. (3 ft. 7 in.) hide checks.
Weight: 35 lbs. + 2d6 x 5 lbs. (70 lbs.)
Special Att: Poison Skurriers on Amberos
Special Qual: Blindsight 30 feet, darkvision 60 ft.
Skurriers are often found in the lands of Iiannhanex
Saves: Fort +4, Ref +6, Will +2
and Llannhanex, far from civilized areas. They are considered
Abilities: S11 D21 C13 I0 W13 Ch9
pests, but rarely invade humanoid inhabited regions.
Skills: Climb +13, Hide +9*, Jump +4, Listen +7,
Spot +7
Feats: Dodge, Mobility
Environment: Warm deserts
Organization: Solitary, Gang (2-5), or Swarm (5-20)
CR: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adj: –
This circular creature is covered in an orange
chitinous shell. Spread radially about its body
are six spider-like legs. A single eyestalk
protrudes upward from the center of the body,
and the tip is covered with a globular multi-
faceted eye. A tube-like organ extends from
underneath the creature, ending with a small
fanged mouth. The creature darts to and fro as it
quickly spins on its multiple legs.
Skurriers are bizarre, desert-dwelling creatures that
seem to aimlessly race across the desert sands. They tend to
eat smaller creatures they encounter such as desert hares,
snakes and the occasional bird. They will rarely bother prey
larger than tiny size, but starving skurriers have been known to
attack larger prey when desperate for food.
When resting, skurriers tend to completely bury
themselves under the sand, retracting their eyestalk into their
armored body. Creatures passing over them often end up with
a nasty bite as the creature rises from its hiding spot to defend
itself. Skurriers do not bury themselves as a hunting tactic;
they only bury themselves to rest.
While it is not possible to train these creatures for
combat or riding, certain desert dwellers have learned that it is
possible to raise the creatures to be aggressive. However, an
aggressive skurrier does not distinguish between prey or
trainer.
Slashleaf samples that they have bred as defenders of sacred sites in the
Kennestone Forest and surrounding areas. The druids of
Large Plant Kennestone have somehow modified the plants so that they
Hit Dice: 5d8+5 (27 hp) will not spread out of control, but how they managed to do this
Initiative: +5 (+1 Dex, +4 Improved Initiative) is unknown. Vall Vega has been attempting to learn the secret
Speed: 30 ft. (6 squares) in the hope they might be able to use the knowledge to stem
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, the tide of evil plants growing in the Living Forest, or to
flat 13 destroy them outright.
BAB/Grapple: +3/+9
Attack: Bladed slam +6 melee (1d12+2;x3)
Full Attack: Bladed slam +6 melee (1d12+2;x3)
Space/Reach: 10 ft./15 ft.
Height: 7 ft. + 1d4 ft. (9 ft.)
Weight: 200 lbs. + 1d4 x 25 lbs. (250 lbs.)
Special Att: Slashing defense
Special Qual: Low-light vision, plant traits, tremorsense
60 feet, vulnerability to energy
Saves: Fort +5, Ref +2, Will +2
Abilities: S15 D13 C12 I1 W13 Ch6
Skills: Disguise -2, Hide -3, Listen +5, Spot +5
Feats: Improved Initiative, Weapon Focus (Bladed
slam)
Environment: Temperate plains or forests
Organization: Solitary, or Pair
CR: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adj: –
Suddenly the large-leafed plant comes to life,
swinging its tendrils like a barrage of chopping
axes.
Slashleafs are carnivorous plants that use their
unusually sharp, wide leaves to attack prey. They have no
discernable visual organs, and hunt by sensing nearby prey by
their tremorsense.
Slashleafs fear fire, and will avoid confronting
opponents who brandish open flame.
Combat
Slashleafs attempt to hide their presence and strike as
victims move with reach of the plant. They swing wildly at
opponents, hoping the barrage of scything leaves will take
down opponents. A slashleaf is straightforward in while
fighting, and will not flee from combat unless it is set aflame.
Slashing Defense (Ex): Anyone attempting to grapple a
slashleaf automatically takes 2d6 points of slashing damage
from the wildly flailing tendrils of the slashleaf.
Vulnerability to Fire (Ex): Slashleaves are vulnerable to fire.
They take half again as much (+50%) damage as normal from
the effect, regardless of whether a saving throw is allowed, or
if the save is a success or failure.
Slashleaves on Amberos
Slashleaves are found primarily in the Living Forest
of Vall Vega, though the druids of Kennestone have procured
Snake, Tialang Viper Skills: A Tialang viper has a +4 bonus to Climb and Escape
Artist checks. It may use its Dexterity modifier instead of its
Tiny Animal (Reptilian) strength modifier for Climb checks.
Hit Dice: ½d8+1 (3 hp)
Initiative: +7 Tialang Vipers on Amberos
Speed: 30 ft. (6 squares) These deadly snakes are only found in the Tuan hills
Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, that hide Chiamung from the outside world. Legend is that the
flat 13 vipers were placed there as a deterrent for travelers to enter or
BAB/Grapple: 0/-13 leave Chiamung.
Attack: Bite +3 melee (1d3-5 + poison)
Full Attack: Bite +3 melee (1d3-5 + poison)
Space/Reach: 2½ ft./0 ft.
Length: 1 ft. + 1d12 in. (1 ft. 6 in.)
Weight: 1 lb. + 1d3 lbs. (2 lbs.)
Special Att: Poison
Special Qual: Blindsight 30 ft., deadly venom, low-light
vision
Saves: Fort +4, Ref +5, Will +1
Abilities: S1 D16 C15 I2 W13 Ch7
Skills: Climb +7, Escape Artist +7, Hide +11,
Listen +3, Spot +4
Feats: Ability Focus (Poison)B, Improved
Initiative, Weapon FinesseB
Environment: Temperate forests or mountains
Organization: Solitary, or Brood (2-5)
CR: 3
Treasure: None
Alignment: Always neutral
Advancement: 1-2 HD (Tiny); 3 HD (Small)
Level Adj: +3 (cohort)
This foot-long snake is bone white with two long
red stripes down its back. Its yellow eyes are
accented by a black mark that sweeps back
towards it neck.
The Tialang Viper is one of the deadliest snakes whose
fast-acting venom can kill even giants in mere seconds. Even
assassins are wary of attempting to milk these snakes, for they
are aggressive, cunning and slippery. Not only that, but their
venom works not only from a bite, but from mere contact as
well.
Combat
Tialang vipers are aggressive, and will attack any
creature they encounter, regardless of size. They give no
warning before striking, and are quick enough that all but the
quickest of reflexes can avoid them.
Deadly Venom (Ex): Tialang poison is so difficult to handle
properly that creatures do not gain the benefit of the poison
use ability when handling Tialang viper poison.
Poison (Ex): Tialang poison is one of the deadliest venoms in
existence. Type: Injected or contact ; Fort Save DC 14; Init
Dam: 10+1d10 Con; Sec: 1d4 permanent Con and 2d6 Dex.
Victims who fail the initial saving throw become paralyzed by
the poison 1d4+1 rounds after it takes effect. The paralysis
lasts for 2d6 hours.
Somat damage. Riders and equipment that are on the somat are
immune to this aura.
Large Elemental (Air, Earth, Fire, Water) Transform Rider (Su): A somat can alter the physical state
Hit Dice: 6d8+12 (39 hp) of a willing rider so as to protect them from elemental
Initiative: +1 (+1 Dex) damage. As a standard action, the somat can grant itself and its
Speed: 40 ft. (8 squares), fly 100 ft. (perfect), rider one of the following abilities. Immunity to fire, Gaseous
burrow 20 ft. (4 squares) Form (as spell), Earth glide (see below), Water breathing (as
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, spell). A somat can only have one ability active at a time.
flat 11 Each ability functions at caster level 6.
BAB/Grapple: +4/+11 Earth Glide (Su): A somat can glide through stone, dirt, or
Attack: Hoof +6 melee (1d4 +3) almost any other sort of earth except metal as easily as a fish
Full Attack: Hoof +6 melee (1d4 +3) and bite +1 melee swims through water. Its burrowing leaves behind no tunnel or
(1d8 +1) hole, nor does it create any ripple or other signs of its
Space/Reach: 10 ft./10 ft. presence. A move earth spell cast on an area containing a
Length: 8 ft. + 1d4 ft. (10 ft.) burrowing somat flings the somat back 30 feet, stunning the
Weight: 600 lbs. + 1d4 x 150 lbs. (900 lbs.) creature for 1 round unless it succeeds on a DC 15 Fortitude
Special Att: Elemental aura save.
Special Qual: Darkvision 60ft., elemental traits, plane Plane Shift (Su): At will, up to once per hour, as a move-
shift, transform rider equivalent action, a somat can shift from the elemental plane
Saves: Fort +4, Ref +6, Will +3 of Air, Earth, Fire or Water, or back to the prime material
Abilities: Str 17, Dex 13, Con 15, Int 6, Wis 13, Cha plane. When shifting, it can transport a rider and all gear or up
11 to its maximum load to the plane as well. The somat can
Skills: Hide -3, Jump +3, Listen +7, Spot +7 choose to arrive at any destination of its choice upon shifting.
Feats: Alertness, Endurance, Run
Environment: Any land Training a Somat
Organization: Solitary, Crew (2-5), or Herd (5-20) Somat are intelligent beasts, and can only be forcibly
CR: 5 trained if captured as a youngling. Adult somats can only be
Treasure: None trained for riding or combat riding with their consent, which
Alignment: Always neutral they rarely give. Training a young somat for riding requires a
Advancement: 7-12 HD (Large); 13-18 HD (Huge) DC 22 Handle Animal check and 3 weeks. Training a young
Level Adj: +5 (Cohort only) somat for combat riding requires a DC 27 Handle Animal
This unusual horse has a body made of stone, a check and 6 weeks. Training an adult somat for riding is a DC
mane made of flowing mist, hooves of fire and 27 Handle Animal check and takes 5 weeks, whereas training
floats a few inches from the ground. an adult somat for combat riding is a DC 33 Handle Animal
Somat are horses composed of elemental matter. They check and takes 8 weeks. A somat trained for riding costs
are powerful steeds, swift, resilient and intelligent. They can 12,000 gp , while one trained for combat riding costs 13,000
easily travel from one elemental plane to another, and can take gp.
riders and their gear with them unharmed. A somat can carry up to 254 lbs as a light load, 255 –
While it is difficult to capture and train a somat, they 519 lbs as a medium load and 520 – 780 lbs as a heavy load.
are highly prized as steeds; there are even paladins who prefer A somat can drag 3,900 lbs.
somat as mounts.
Somat speak Auran, Aquan, Common, Ignan, and Somat on Amberos
Terran.
For reasons unknown, the Somat seem to favor
appearing in the lands of Randu. The Saracens of Randu
Combat
occasionally procure somat for their leaders and lieutenants,
A somat usually flees from combat, but battle-trained but their capture is so difficult that they are extremely rare –
somat will engage foes by kicking foes with their hooves or and considered a badge of honor for a leader to captured and
biting them with their fire-shrouded iron teeth. Somat are train one themselves.
surprisingly intelligent, and if given the chance, can prepare Lately, the Red Cabal has been attempting to aid the
ambushes or traps to catch unwary opponents. March Riders in procuring some somat as breeding stock for
the March Riders stables. It is said that Red Dengal himself is
Elemental Aura (Su): A somat can choose to shroud itself in interested in gaining a somat stallion for his own use.
an energy of one of the four elements - acid, fire, ice or sonic
energy. Those attempting to melee or grapple the somat must
make a Reflex save (DC X) or suffer 1d6 points of energy
Spider Serpent victim. The spider serpent must first succeed a grapple check
with the opponent, and then makes a bite attack on following
Small Animal rounds. Each successful bite deals 1 point of temporary
Hit Dice: 2d8+6 (15 hp) Constitution damage. Spider serpents tend to only use this
Initiative: +2 (+2 Dex) attack against immobilized foes, and rarely drain more than 4
Speed: 30 ft. (6 squares), climb 20 ft. (4 squares) Constitution from a victim in a given day.
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, Poison (Ex): The bite of a spider serpent delivers a neurotoxin
flat 15 to the victim. Type: Injected; Fort save DC 14; Init: 1d6 Dex ;
BAB/Grapple: +1/-4 Sec: 1d4 Str.
Attack: Bite +1 melee (1d4-1 + poison) Web (Ex): A single strand of serpent spider webbing is strong
Full Attack: Bite +1 melee (1d4-1 + poison) enough to support the spider and one creature of the same size.
Space/Reach: 5 ft./5 ft. Serpent spiders can throw a web eight times per day. This is
Length: 1 ft. 3 in. + 1d8 in. (1 ft. 7 in.) similar to an attack with a net but has a maximum range of 50
Weight: 3 lbs. + 1d4 lbs. (5 lbs.) feet, with a range increment of 10 feet, and is effective against
Special Att: Blood drain, poison, web targets up to one size category larger than the spider (up to
Special Qual: Low-light vision, tremorsense 30 ft. Medium). An entangled creature can escape with a successful
Saves: Fort +6, Ref +7, Will +1 Escape Artist check (DC 10) or burst it with a Strength check
Abilities: S9 D15 C17 I1 W12 Ch8 (DC 18). The check DCs are Constitution-based, and the
Skills: Climb +7, Hide +6, Listen +3, Spot +4 Strength check DC includes a +4 racial bonus. Serpent spiders
Feats: Lightning Reflexes often create sheets of sticky webbing from 5 to 60 feet square.
Environment: Temperate or Warm underground They usually position these sheets to snare flying creatures but
Organization: Solitary, Brood (2-5), or Nest (5-20) can also try to trap prey on the ground. Approaching creatures
CR: 2 must succeed on a DC 20 Spot check to notice a web;
Treasure: None otherwise they stumble into it and become trapped as though
Alignment: Always neutral by a successful web attack. Attempts to escape or burst the
Advancement: 3-4 HD (Small); 5-6 HD (Medium) webbing gain a +5 bonus if the trapped creature has something
Level Adj: - to walk on or grab while pulling free. Each 5-foot section has
This creature has a snake-like body about two 2 hit points, and sheet webs have DR 5/—.
feet long. However, just behind the head of the A spider serpent can move across its own web at its
creature are eight spindly legs, like that of a climb speed and can pinpoint the location of any creature
spider. It glides along a spider-like web, its touching its web.
compound eyes staring at you and glinting in the Skills: A spider serpent has a +8 racial bonus to climb checks,
light. and can take 10 even when running or otherwise distracted.
The spider serpent has aspects of both a snake and a
tarantella. It has a long body covered in tiny scales like a Spider Serpent on Amberos
serpent, but its hairy, spider-like legs allow it to sense foes by Spider serpents can be found throughout Amberos in
vibration. They have a poisonous bite and can spin webs like a the dark underworld of the deepearth. Most intelligent
spider. creatures consider them pests, including the drow, who
Spider serpents tend to feed on small animals of the consider them to be abominations.
underdark, and rarely attempt to engage anything as large or
larger than themselves. However, they are nearly mindless and
won't think twice about attacking prey that makes itself an
easy target.
Combat
Spider serpents weave webs with which to catch
prey. Once prey has been caught firmly in a web, the spider
serpent rushes to deliver a venomous bite before retreating
back to wait for the venom to take effect. Once the victim has
been totally incapacitated, the spider serpent will then wrap
the victim to preserve them, and slowly drain the victim of
vital fluids over a period of a few days. It is not uncommon for
spider serpents to keep a stock of prey on hand in case of lean
times; usually no more than two or three victims at a time.
Blood Drain (Ex): As a special attack, a spider serpent can
grapple an opponent and use its bite to drain the blood of a
Combat
A spiderwolf generally lures prey into its web and
then attacks them once they are near helpless. If it is unable to
draw victims into its web, it will sometimes chase them down
on foot.
Poison (Ex): A spiderwolf’s bite is poisonous. Type:
Injected. Fort DC 17; init: 1d4 Con; sec: 2d8 Con.
Web (Ex): The web of a spiderwolf is very sticky and
difficult to escape. A spiderwolf often builds webbed tunnels
in which to catch prey. They can also shoot a stream of
webbing up to 30 feet as a +3 ranged touch attack. Those
caught in webbing must make a DC 20 Strength check or a
Combat
Stoneroot lower their sensory tendrils in caverns.
These sensory tendrils are similar in appearance to plant roots,
and may extend only a few inches below the roof or drag all
the way to the floor. Once a stoneroot senses prey, it lashes
out at it with its stronger vines, attempting to grab, constrict,
then absorb prey into itself. They will attack just about any
living or moving creature who comes into reach, though they
instinctively avoid undead. Though they can't absorb
constructs, they will attempt to disable and dismantle them -
apparently believe the "real meal" must be somewhere inside.
Tanglethorn Bush Improved Grab (Ex): A tanglethorn bush that hits with a
successful melee attack may start a grapple without provoking
Medium Plant an attack of opportunity.
Hit Dice: 2d8 (9 hp) Poison (Ex): The berries of a tanglethorn bush are poisonous.
Initiative: -5 (-5 Dex) As a standard action, a tanglethorn bush can crush its own
Speed: 0 ft. (0 squares) berries to smear its slam attacks with the poison. Tanglethorn
Armor Class: 6 (-5 Dex, +1 natural), touch 5, flat 6 bushes have no berries during winter. Tanglethorn poison:
BAB/Grapple: +1/+7 Type: contact or injected; Fort save DC 11; Init: 1d4 Con; Sec:
Attack: Slam +3 melee (1d4+2) Nausea. The berries secondary effect causes a victim to
Full Attack: Slam +3 melee (1d4+2) become nauseous for 3d12 minutes.
Space/Reach: 5 ft./5 ft.
Diameter: 4 ft. + 1d4 ft. (6 ft.) Tanglethorn Bushes on Amberos
Weight: 25 lbs. + 1d8 x 5 lbs. (45 lbs.) Wild tanglethorn bushes can be found in the Living
Special Att: Improved grab, poison Forest of the Kingdom of Vall Vega, terrorizing those that run
Special Qual: Empathy, low-light vision, plant traits across it. Druids and Rangers attempting to influence the
Saves: Fort +5, Ref -5, Will +1 cursed tanglethorn bushes of this area raise the DC by 5. At
Abilities: S15 D1 C10 I1 W13 Ch5 the same time, the druids of Kennestone have used tanglethorn
Skills: Listen +1, Spot +6 bushes to protect their holiest of sites for centuries, and they
Feats: Great Fortitude, Improved GrappleB can likewise be found used among the druids of Alura.
Environment: Any land
Organization: Solitary, or Cluster (2-5)
CR: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adj: –
This bush is made of long tendrils of thorn-
covered branches, decked with green leaves and
small red berries. Suddenly, it begins to lash out
with its branches.
A tanglethorn bush is a predatory plant that primarily
feeds on small animals that mistake it for a safe place to hide.
However, they are not above attacking anything that comes
into reach.
Druids or rangers wishing to protect sacred places
from other beings sometimes raise Tanglethorn bushes and
place them around such edifices. While the tanglethorns do
not normally distinguish friend from foe, both spells and use
of animal empathy seem to work on them.
During winter, tanglethorn bushes normally go into a
torpor state and await for the coming of spring to become
active again. However, if threatened while in torpor, they will
come to life to defend themselves.
Combat
A tanglethorn bush normally waits dormant until a
victim is practically in contact with it. It then lashes out with
its many thorn-covered branches, trying to kill or maim the
opponent. If it kills a victim, the plant normally draws it to its
central mass, where it flays the body into fertilizer for itself,
and then hides any remaining bones by burying them.
Empathy (Ex): Tanglethorn bushes can be coerced with a
successful handle animal check as if they were domesticated
animals.
Combat
Tigerwaules use their Detect Evil ability
to locate and target prey. They normally will not
attack any creature that does not detect as evil,
unless attacked first.
Once a tigerwaule has detected an evil
entity, it will rush forward, attempting to pounce
on and take down the foe as quickly as possible.
Often, a tigerwaule will attack an evil entity despite
any commands given to it by companions, heedless
of any danger to itself.
Thunder Tortoise victim with its own weight. This attack deals 2d6 nonlethal
damage to the victim. The victim must succeed an opposed
Large Magical Beast (Earth) Strength check to get the thunder tortoise off them before
Hit Dice: 5d10+10 (37 hp) escaping the grapple or the crush attack.
Initiative: +1 (+1 Dex) Improved Trip (Ex): If a thunder tortoise hits a medium-
Speed: 20 ft. (4 squares) sized or smaller opponent with a bite attack, it may start a free
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, trip without provoking an attack of opportunity
flat 19 Trample (Ex): As a full-round action, a thunder tortoise can
BAB/Grapple: +5/+14 move up to three times its speed and literally run over any
Attack: Bite +9 melee (2d6+5;18-20/x2) opponents of medium size or smaller. A trample attack deals
Full Attack: Bite +9 melee (2d6+5;18-20/x2) and 2 claw 2d6+7 bludgeoning and slashing damage. Trampled opponents
+4 melee (1d8+2) can attempt attacks of opportunity, but these take a –4 penalty.
Space/Reach: 10 ft./10 ft. If they do not make attacks of opportunity, trampled
Length: 10 ft. + 2d4 ft. (15 ft.) opponents can attempt Reflex save DC 17 to take half damage
Weight: 800 lbs. + 2d4 x 75 lbs. (1,175 lbs.) with a successful save. A trampling creature can only deal
Special Att: Armor spikes, crush, Improved Trip, trampling damage to each target once per round, no matter
Trample how many times its movement takes it over a target creature.
Special Qual: DR 3/-, darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +5, Will +2 Training a Thunder Tortoise
Abilities: S21 D12 C15 I2 W12 Ch9 Thunder tortoises are large enough to be used for
Skills: Hide -3, Listen +3, Spot +5, Survival +3 mounts, if the trainer takes care to remove certain armor
Feats: Improved Natural Attack, Run spikes on the creature’s back to allow it to be properly rode.
Environment: Temperate or Warm land As mentioned above, the turtis train the beast as an attack
Organization: Solitary, Gang (2-5), or herd (5-20) beast as well.
CR: 4 Training a thunder tortoise as a combat mount or an
Treasure: None attack animal requires a DC 25 Handle Animal check and
Alignment: Always neutral takes 6 weeks. A trained thunder tortoise costs 2,500 gp.
Advancement: 6-10 HD (Large); 11-15 HD (Huge) A thunder tortoise can carry up to 459 lbs. as a light
Level Adj: – load, 460-918 lbs. as a medium load, and 919-780 lbs. as a
This massive tortoise is nearly as large as a heavy load. A thunder tortoise can drag up to 3,900 lbs.
horse and has a tough shell covered in spikes
and a razor-sharp edge. Its powerful beak looks Thunder Tortoises on Amberos
big and powerful enough to snip a man leg off
Native to the Elemental plane of Earth, thunder
with a single bite, and its front feet end in long,
tortoises are one of the few creatures native to an elemental
black talons.
plane that is not in actuality an elemental. It is believed this is
Thunder tortoises are creatures often employed by the
due the fact the creature originally existed on the Mortal
turtis as pets or attack beasts. These creatures are known for
Realm and was somehow transported to the Elemental Earth
their aggressive nature and carnivorous habits. They are often
plane.
eager to start a fight, and rarely allow the size of an opponent
On Amberos, thunder tortoises are usually found in
to deter them from attacking.
the Skienlands and surrounding nations. They are almost
always found as part of a turtis community or hunting party.
Combat
Thunder tortoises usually begin an assault by
charging a foe and attempting to trample them. Once engaged,
they will bite at an opponent, and have been known to attempt
to trip opponents by rearing up to knock foes down or simply
drag a foe down by biting and yanking the opponent off their
feet. It is not unknown for thunder tortoises to attempt to pin a
foe they have knocked down by standing on top of it, though
they have no special skill in doing so.
Armor Spikes (Ex): A thunder tortoise is considered to be
wearing armor spikes and proficient in their use. It cannot use
the armor spikes against opponents it is using its crush attack
on, but can use them in conjunction with its trample attack.
Crush (Ex): If a thunder tortoise manages to grapple a prone
opponent, it can choose to stand astride the foe and crush the
Tick Bush minutes. This is treated as a 4th level spell with a caster level
of 2.
Large Plant
Hit Dice: 2d8+5 (14 hp) Tick Bushes on Amberos
Initiative: -5 (-5 Dex) Somewhat rare, tick bushes can be encountered in
Speed: 10 ft. (2 squares) Kennestone and the central region around Nyrr Ryann. They
Armor Class: 7 (-1 size, -5 Dex, +3 natural), touch 4, flat 7 are practically unknown as one nears the western or eastern
BAB/Grapple: +1/+5 coast of the continent.
Attack: Slam +0 melee (1d6)
Full Attack: Slam +0 melee (1d6)
Space/Reach: 10 ft./10 ft.
Diameter: 8 ft. + 2d4 ft. (13 ft.)
Weight: 80 lbs. + 2d6 x 5 lbs. (115 lbs.)
Special Att: Enlarge vermin
Special Qual: Low-light vision, plant traits
Saves: Fort +4, Ref -5, Will +0
Abilities: S11 D1 C12 I1 W11 Ch1
Skills: Listen 0, Spot 0, Survival +5
Feats: Toughness
Environment: Temperate, Warm land, plains, forests
Organization: Solitary, or Pair
CR: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-6 HD (Huge)
Level Adj: –
This bush is about is a little taller than a man,
and its leaves are covered with a sticky
substance that resembles bloody saliva. From
the base of the creature you hear scuttling
sounds as suddenly enormous ticks begin to
move from the base of the bush.
The tick bush is an unusual plant that has a symbiotic
relation with vermin. In return for making vermin larger and
more dangerous, the tick bush feeds off the byproduct of their
attacks and provides a protected place for the vermin to
produce their offspring.
While a tick bush can enlarge any vermin nesting
within its confines, it seems that ticks prefer to nest in the
branches of these bushes, and hence their presence has lent the
tick bush its name.
Combat
Tick bushes will not attack unless they are directly
threatened. When it senses the presence of nearby prey, it uses
its enlarge vermin ability to affect a couple of vermin living
within its branches and relies on the vermin's natural instinct
to attack and slay the prey. The tick bush then uproots and
moves over to down prey, where it devours the remains.
Enlarge Vermin (Su): As a standard action, a tick bush can
enlarge up to two vermin at a time. Each use doubles the
height of the vermin and increases it weight by 8. This
increase changes the creature’s size category to the next larger
one. The target advances as a monstrous vermin of its
appropriate size and type. A tick bush can apply this growth
to a vermin more than once, the effects stack and last for 2
Monstrous ticks are blood-sucking vermin that prey Monstrous ticks are blood-sucking vermin that prey
on creatures, draining them of their blood. They are rarely on creatures, draining them of their blood. They are rarely
dangerous on their own, but tend to travel in swarms that can dangerous on their own, but tend to travel in swarms that can
suck victims dry rather quickly. suck victims dry rather quickly.
Combat Combat
A tick attempts to leap onto an opponent and latch A tick attempts to leap onto an opponent and latch
onto the victim. Once attached, it begins drawing blood out of onto the victim. Once attached, it begins drawing blood out of
the victim. the victim.
Attach (Ex): A tick that has hit with its bite automatically Attach (Ex): A tick that has hit with its bite automatically
grapples with its opponent. No attack roll is required, and the grapples with its opponent. No attack roll is required, and the
victim can act normally, as if it were not grappled. Since a victim can act normally, as if it were not grappled. Since a
tick is burrowed into the flesh when it attaches, removing it tick is burrowed into the flesh when it attaches, removing it
deals 1 point of damage to the victim. deals 1d4 point of damage to the victim.
Blood drain (Ex): A monstrous tick that has attached itself to Blood drain (Ex): A monstrous tick that has attached itself to
a victim can drain 1d4 points of Constitution from the victim a victim can drain 1d6 points of Constitution from the victim
per round. per round.
Hit Dice: 4d8 + 4 hp (22 hp) Hit Dice: 9d8 + 36 hp (76 hp)
Initiative: +0 Initiative: +0
Speed: 30 ft. (6 squares) Speed: 40 ft. (8 squares)
Armor Class: 10 (-1 size, +1 natural), touch 9, flat 10 Armor Class: 12 (-2 size, +4 natural), touch 8, flat 12
BAB/Grapple: +3/+7 BAB/Grapple: +6/+16
Attack: Bite +2 melee (1d8 + Blood drain) Attack: Bite +6 melee (2d6+2 + Blood drain)
Full Attack: Bite +2 melee (1d8 + Blood drain) Full Attack: Bite +6 melee (2d6+2 + Blood drain)
Space/Reach: 10 ft./5 ft. Space/Reach: 15 ft./10 ft.
Length: 8 ft. + 1d8 ft. (12 ft.) Length: 15 ft. + 2d8 ft. (24 ft.)
Weight: 400 lbs. + 1d8 x 50 lbs. (600 lbs.) Weight: 800 lbs. + 2d8 x 50 lbs. (1,250 lbs.)
Special Att: Attach, blood drain Special Att: Attach, blood drain
Special Qual: Blindsense, darkvision 60ft. Special Qual: Blindsense, darkvision 60ft.
Saves: Fort +4, Ref +1, Will +1 Saves: Fort +6, Ref +3, Will +3
Abilities: S11 D11 C12 I0 W10 Ch2 Abilities: S15 D11 C14 I0 W10 Ch2
Skills: Climb +5, Hide -4, Jump +4, Listen 0, Spot Skills: Climb +10, Jump +10, Listen 0, Spot +8
+5 Feats: –
Feats: – Environment: Temperate or Warm land
Environment: Temperate or Warm Land Organization: Solitary, Brood (2-5), or Swarm (5-20)
Organization: Solitary, Brood (2-5), or Swarm (5-20) CR: 5
CR: 2 Treasure: None
Treasure: None Alignment: Always neutral
Alignment: Always neutral Advancement: 10-18 HD (Huge)
Advancement: 5-8 HD (Large) Level Adj: –
Level Adj: –
Monstrous ticks are blood-sucking vermin that prey
Monstrous ticks are blood-sucking vermin that prey on creatures, draining them of their blood. They are rarely
on creatures, draining them of their blood. They are rarely dangerous on their own, but tend to travel in swarms that can
dangerous on their own, but tend to travel in swarms that can suck victims dry rather quickly.
suck victims dry rather quickly.
Combat
Combat A tick attempts to leap onto an opponent and latch
A tick attempts to leap onto an opponent and latch onto the victim. Once attached, it begins drawing blood out of
onto the victim. Once attached, it begins drawing blood out of the victim.
the victim.
Attach (Ex): A tick that has hit with its bite automatically
Attach (Ex): A tick that has hit with its bite automatically grapples with its opponent. No attack roll is required, and the
grapples with its opponent. No attack roll is required, and the victim can act normally, as if it were not grappled. Since a
victim can act normally, as if it were not grappled. Since a tick is burrowed into the flesh when it attaches, removing it
tick is burrowed into the flesh when it attaches, removing it deals 1d8 point of damage to the victim.
deals 1d6 point of damage to the victim. Blood drain (Ex): A monstrous tick that has attached itself to
Blood drain (Ex): A monstrous tick that has attached itself to a victim can drain 1d8 points of Constitution from the victim
a victim can drain 1d6 points of Constitution from the victim per round.
per round.
Combat Combat
A tick attempts to leap onto an opponent and latch A tick attempts to leap onto an opponent and latch
onto the victim. Once attached, it begins drawing blood out of onto the victim. Once attached, it begins drawing blood out of
the victim. the victim.
Attach (Ex): A tick that has hit with its bite automatically Attach (Ex): A tick that has hit with its bite automatically
grapples with its opponent. No attack roll is required, and the grapples with its opponent. No attack roll is required, and the
victim can act normally, as if it were not grappled. Since a victim can act normally, as if it were not grappled. Since a
tick is burrowed into the flesh when it attaches, removing it tick is burrowed into the flesh when it attaches, removing it
deals 2d6 points of damage to the victim. deals 3d6 points of damage to the victim.
Blood drain (Ex): A monstrous tick that has attached itself to Blood drain (Ex): A monstrous tick that has attached itself to
a victim can drain 2d6 points of Constitution from the victim a victim can drain 3d6 points of Constitution from the victim
per round. per round.
Combat
A titankite swoops down on prey from above,
attempting to grasp it in its talons and sweep it into the sky. As
it ascends, the titankite pecks at the victim, attempting to
transform the victim into a snail. If it is successful, the
creature then lands and feasts on the transformed creature.
Titankites are intelligent, and wary of foes bearing
weapons. They prefer to attack lone individuals, or to carry
opponents out of the range of other's ability to help them.
They can operate tools and traps, though they do not have the
knowledge of how to create tools of their own.
Tormentor one – such as a giant spider or even their natural form, before
starting an attack.
Large Outsider (Extraplanar, Reptilian) Tormentors speak Abyssal, Common, Infernal and
Hit Dice: 9d8+45 (85 hp) Ignan.
Initiative: +2 (+2 Dex) Combat
Speed: 30 ft. (6 squares), fly 50 ft. (poor) When tormentors encounter opponents who have not
Armor Class: 24 (-1 size, +2 Dex, +13 natural), touch 11, succumbed to their will-withering tortures, they immediately
flat 22 attack. They usually attempt to capture victims in the coils of
BAB/Grapple: +9/+21 their powerful tails and begin to slowly drain the victim's will.
Attack: Spear +16 melee (1d8+8 + 1d6 acid;x3) If unable to capture prey, they will attack until they have slain
Full Attack: Spear +16/+11/+6 melee (1d8+8 + 1d6 acid) or immobilize their prey.
and bite +11 melee (1d8+4 + Wisdom drain) Wisdom Drain (Su): The bite of a tormentor permanently
and tail +11 melee (1d8+4 + 1d6 cold) drains 1d4 Wisdom from a victim if they fail a Fort save DC
Space/Reach: 10 ft./10 ft. (15 ft. with tail) 19.
Height: 5 ft. 3 in. + 2d6 in. (5 ft. 10 in.) Constrict (Ex): A tormentor can crush a medium-sized or
Weight: 130 lbs. + 2d6 x 5 lbs. (165 lbs.) smaller opponent, dealing 1d8 + 8 bludgeoning damage and
Special Att: constrict, improved grab, wisdom drain 1d6 piercing damage, after making a successful grapple check.
Special Qual: Change shape, darkvision 60ft., outsider Improved Grab (Ex): If a hits a medium-sized opponent or
traits, regeneration 4, resistance to fire and smaller with its tail attack, it deals normal damage and
acid 10, spell resistance 21 attempts to start a grapple as a free action without provoking
Saves: Fort +13, Ref +8, Will +12 an attack of opportunity. No initial touch attack is required.
Abilities: S27 D15 C21 I17 W19 Ch17 Change Shape (Su): A tormentor’s natural shape is that of a
Skills: Appraise +17, Bluff +17, Climb +22, snake-like humanoid. As a move-equivalent action, it can
Diplomacy +10, Disguise +17, Escape Artist alter its shape into any other humanoid, animal or vermin of
+16, Hide -2, Intimidate +17, Listen +11, small to large size of its choice. It can assume the shape of a
Sense Motive +18, Spot +18 specific person known to it with a successful disguise check.
Feats: Combat Reflexes, Great Fortitude, Iron Will A tormentor prefers shapes that are familiar to its opponent;
Environment: Hades either those the victim explicitly trusts or is fearful of.
Organization: Solitary, Cluster (2-5), or Squad (5-20) Regeneration (Ex): A tormentor takes normal damage from
CR: 10 fire attacks. Regenerating tormentors can regrow lost portions
Treasure: Standard coins, ½ art, no magic of their bodies and can reattach severed limbs or body parts if
Alignment: Always neutral evil held to the stump for 3 rounds; Severed parts that are not
Advancement: 10-18 HD (Large); 19-27 HD (Huge) reattached wither and die normally.
Level Adj: -
This creature has the lower body of a serpent Tormentors on Amberos
covered in bloody hooked barbs. Its upper body
Tormentors are never found on Amberos, unless
is humanoid, likewise covered in scales. Its arms
somehow summoned by magical means. However, they are
end in six-fingered hands with cruel claws
well-known in legends as tormentors of the dead, applying
stained with blood. Their faces are reptilian,
their tortures to those waiting to be judged in the courts of
with yellow slitted eyes and a black, forked
Jhalah. In some of these tales, tormentors have been known to
tongue.
delay or distract the dead from reaching the courts of Jhalah
Tormentors are the snake-like creatures of the lower
and moving on to their final rest.
planes whose only job is to torment the souls trapped in that
plane. The constantly assail victims with physical and mental
tortures, wearing down their victim's will until they are
absolutely destitute, and then continue to torture them even
more beyond all hope or despair.
Tormentors are well-known for stealing the treasures
and wealth of those they torture. They do this primarily to
prevent their victims from passing into any sort of reward or
final rest in the afterlife.
When tormenting others or facing opponents, they
usually first assume the form of a being the opponent knows
and trust. They are well-known for disassembling themselves
in front of the victim, for the sheer horror it causes. They also
tend to enjoy shifting from the friendly shape to a terrifying
Tree Warrior, General than one seed at a time, nor give the seed to others; the seed
only grows if the tree warrior personally tends to the seed until
While treants are the caretakers and overseers of it reaches maturity. If the tree warrior’s special weapon is
forests, tree warriors are the defenders of the woods. Unlike taken from a tree warrior, the item can possibly be kept and
treants, tree warriors are proactive, seeking out threats to the used by others, if they are of the appropriate size to use them –
forest and destroying them before they can cause the forest however, tree warriors never give these items to others
harm. willingly and will go to great lengths to destroy or recover
Few forests are privileged enough to contain tree them. If a tree warrior loses an item to theft or other means, it
warriors; they were created long ago by treants to protect can generate a seed to create a new weapon to replace the lost
forests when they themselves were incapable of defending a one. In such cases, the original, stolen item loses all its
forest from destruction. Thus, only forests who in the past magical properties and becomes a worthless, twisted piece of
faced utter destruction at some point are likely to have access dead wood when the new seed matures.
to tree warriors, and even the oldest forest is likely to have less Note that these specific items also appear in the
than one hundred of these formidable beings to defend itself at treasure line – their value should be deducted from any other
any one time. When not needed, tree warriors take root and treasure the tree warrior may have when generating a tree
slumber, waiting for the call to arms to defend their woods warrior’s treasure hoard.
from danger.
Some tree warriors may be dormant for ages before Tree Warriors on Amberos
they are awakened from their slumber to sally forth and attack During the Time of Technology, Belli worried that
the forces that threaten their home woods. Yet even as they the rampant growth of cities and pollution caused by
sleep, tree warriors grow and become hardier, much in a technological devices would devastate Amberos. To protect
manner akin to dragonkind. forests from lumbering for fuel and other products on a
There are five different age groups that tree warriors massive scale, Belli used his abilities to create the Tree
pass through. Unlike immortal dragons, tree warriors Warriors to stave off harmful destruction of the natural
eventually reach an age at which they drop seedlings and pass environment. Following the end of the Technological Wars,
away (at the tail end of Forest Lord age). These seedlings then many Tree Warriors went into hibernation, though some were
slowly grow into tree warriors themselves, becoming saplings active during the Dark Age and the First Dragon Wars. In the
in 1d4 years. east, many Tree Warriors awoke and participated on one side
As tree warriors age, they tend to gain special or the other in the Randu Wars, especially in the Ranzana
abilities from their years of communion with the woods in Jungle, where Tree Warriors fought against heavy lumbering
which they have rested. While an active tree warrior may by Randu forces.
have gained several character levels from the first-hand
combat it has seen, age grants the tree warriors insight, size
and abilities no amount of fighting could ever grant it. If a
tree warrior has gained levels and advances in an age category,
it retains any class levels it may have gained from previous
age categories.
The following table lists the different tree warrior
ages
Cedar Tree Warrior against the same foe, seeking a way to turn the odds in its
Medium Plant favor. Often, this may merely meaning backing off to allow its
Hit Dice: 3d8+9 (22 hp) fast healing to take care of any wounds, then striking the
Initiative: +1 (+1 Dex) enemy before they have time to recuperate themselves.
Speed: 30 ft. (6 squares) Fast Healing (Ex): A cedar sapling warrior heals 2 hit points
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat 15 per round. Except where noted here, fast healing is just like
BAB/Grapple: +2/+6 natural healing. Fast healing does not restore hit points lost
Attack: +1 Greataxe +8 melee (1d12+7;x3) from starvation, thirst, or suffocation, and it does not allow a
Full Attack: +1 Greataxe +8 melee (1d12+7;x3) creature to regrow lost body parts.
Space/Reach: 5 ft./5 ft. Spells-like Abilities (Sp): Cedar sapling can use the following
Height: 5 ft. 9 in. + 1d6 in. (6 ft.) abilities as indicated below. Caster level is 3.
Weight: 125 lbs. + 2d6 x 10 lbs. (195 lbs.) True Strike – 3x/day, Bull’s Strength – 1x/day.
Special Att: - Take Root (Su): As a move action, a cedar warrior can root
Special Qual: Fast healing 2, low-light vision, plant traits, himself to the ground upon which he stands. The cedar
spells-like abilities, take root, vulnerability warrior gains a +20 bonus against trip and bull rush attacks,
to energy but cannot perform any action that involves physically
Saves: Fort +5, Ref +2, Will +1 movement. The cedar warrior also loses his Dex bonus to AC
Abilities: S19 D12 C15 I13 W10 Ch15 and to Reflex saving throws. A cedar warrior can uproot
Skills: Climb +10, Listen +3, Spot +3, Survival +6 himself as a move action.
Feats: CleaveB, Power AttackB, Toughness, Vulnerability to Fire (Ex): Tree warriors have vulnerability
Weapon Focus(Greataxe) to a fire. Such a creature takes half again as much (+50%)
Environment: Temperate forests damage as normal from the effect, regardless of whether a
Organization: Solitary, Team (2-5 + 0-1 orchard prince), or saving throw is allowed, or if the save is a success or failure.
Squad (5-20 + 0-1 orchard prince + 0-1
forest king + 0-1 forest lord) Cedar Tree Warriors on Amberos
CR: 4 Cedar tree warriors are found primarily in the
Treasure: +1 Greataxe (2,320 gp) and Standard Northlands of Amberos, with a large concentration in the
Alignment: Always neutral Kennestone forest. Cedar tree warriors fought first against the
Advancement: By Character Class druids of Kennestone, then later assisted them during the First
Level Adj: - Dragon Wars to drive green dragons from the area.
Combat
Cedar warriors generally will quickly rush into melee
range of opponents and begin swinging, attempting to down
foes as quickly as possible. While capable of a wide variety of
tactics and excellent planning, most cedar warriors are only
too happy to wade into the thick of things and start swinging
at a foe with little regard for a plan. Even if overwhelmed, a
cedar warrior rarely backs down, though they are not at all
averse to calling in allies to help turn the tide of battle. If a
cedar warrior is forced to back out of a combat, it will
generally take the time to plan a counterattack at a later point
Cherry Tree Warrior unaware and to even feign surrendering to bring down the
Medium Plant guard of their opponent. Though this has dismayed some
Hit Dice: 3d8+6 (19 hp) students who have been taken in by cherry warriors, the tree
Initiative: +2 (+2 Dex) warriors explain that the end result – victory – justifies the use
Speed: 30 ft. (6 squares) of any tactic.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat 13 Fast Healing (Ex): A cherry sapling warrior heals 2 hit points
BAB/Grapple: +2/+4 per round. Except where noted here, fast healing is just like
Attack: +1 katana +7 melee (1d10+3;18-20/x2) or natural healing. Fast healing does not restore hit points lost
composite longbow (+2 Str) +4 ranged from starvation, thirst, or suffocation, and it does not allow a
(1d8+2;x3) creature to regrow lost body parts.
Full Attack: primary +1 katana +3 melee (1d10+2;18- Ki Strike (Su): Once per day, a cherry sapling warrior can
20/x2), off-hand katana +2 melee utter a furious shout while attacking that grants a +4 bonus to
(1d10+1;19-20/x2) or attacks rolls and deals an extra 3 damage on a successful hit.
Composite longbow (+2 Str) +4 ranged The Ki strike affects only one attack, even if attacking with
(1d8+2;x3) multiple weapons or making multiple attacks in the round.
Space/Reach: 5 ft./5 ft. Spells-like Abilities (Sp): Cherry sapling warriors can use the
Height: 5 ft. + 1d6 in. (5 ft. 3 in.) following abilities as shown below. Caster level is 3 and spell
Weight: 150 lbs. + 1d6 x 5 lbs. (165 lbs.) DC is 12 + spell level. All saves are charisma-based.
Special Att: Ki strike True Strike – 3x/day, Bear’s Endurance – 1x/day.
Special Qual: Fast healing 2, low-light vision, plant traits, Vulnerability to Fire (Ex): Tree warriors have vulnerability
spells-like abilities, vulnerability to energy to a fire. Such a creature takes half again as much (+50%)
Saves: Fort +5, Ref +3, Will +2 damage as normal from the effect, regardless of whether a
Abilities: S15 D15 C15 I13 W12 Ch15 saving throw is allowed, or if the save is a success or failure.
Skills: Diplomacy +2, Listen +7, Sense Motive +7,
Spot +7 Cherry Tree Warriors on Amberos
Feats: Combat ExpertiseB, DodgeB, Exotic Weapon Cherry tree warriors are mostly found in Chiamung,
Proficiency (Katana)B, Two-Weapon with legends of cherry tree warriors skirmishing in the wilds
Fighting, Weapon Focus (Katana) of Dishnu. There is rumor that the Emperor of Spi Dak Su has
Environment: Temperate Forest a cherry tree forest lord that sleeps in the courtyard of the
Organization: Solitary, Team (2-5), or Squad (5-20) Emperor’s palace, ready to act should the cherry wood
CR: 3 buildings of the Emperor’s palace ever be harmed. Many
Treasure: +1 Katana (2,550 gp), composite longbow doubt the legend, but none have yet been willing to put it to
(+2 Str) (300 gp) and Standard the test.
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adj: -
Cherry tree warriors are similar to cedar warriors, but
who have adapted to the oriental fighting styles of the land
they are found within. They tend to be faster and more mobile
than cedar warriors, and are both capable offensive and
defensive warriors.
Unlike many of the other tree warrior types, cherry
warriors have been known to be active during time periods
when they are not defending the woods. In oriental lands,
aspiring students who wish to learn from these mighty forest
spirits techniques and skills known only by the cherry tree
warriors occasionally seek them out.
Cherry tree warriors speak Trade and Goblin.
Combat
Once engaged in combat, cherry tree warriors give no
quarter and accept no quarter. They are not bound by human
morals however, and will use any tactic or skill at their
disposal to ensure their victory. Cherry warriors have been
known to lure opponents into ambushes, to strike foes
Elm Tree Warrior Except where noted here, fast healing is just like natural
Medium Plant healing. Fast healing does not restore hit points lost from
Hit Dice: 3d8+3 (16 hp) starvation, thirst, or suffocation, and it does not allow a
Initiative: +2 (+2 Dex) creature to regrow lost body parts. Unless otherwise stated, it
Speed: 30 ft. (6 squares) does not allow lost body parts to be reattached.
Armor Class: 15 (+2 Dex, +1 natural, +2 deflection), Magic Defense (Su): An elm tree warrior gains a deflection
touch 14, flat 13 bonus to its AC equal to its Charisma modifier.
BAB/Grapple: +2/+3 Resistance to Energy (Ex): An elm sapling warrior has
Attack: Quarterstaff +3 melee (1d6+1) or Wand of energy resistance 5 to any two of the following energy types:
Magic Missile (CL 1) (1d4+1) acid, cold, electricity, fire, sonic. Most elm warriors choose
Full Attack: Quarterstaff +3 melee (1d6+1) or Wand of lightning resistance.
Magic Missile (CL 1) (1d4+1) Spells: An elm sapling can cast spells as if it were a 3rd level
Space/Reach: 5 ft./5 ft. sorcerer. They tend to focus on evocation and buffing spells.
Height: 5 ft. 9 in. + 1d6 in. (6 ft.) Spell DC is 12 + spell level. All spells are charisma-based.
Weight: 150 lbs. + 2d6 x 5 lbs. (185 lbs.) Vulnerability to Fire (Ex): Tree warriors have vulnerability
Special Att: Spells to a fire. Such a creature takes half again as much (+50%)
Special Qual: Fast healing 2, low-light vision, magic damage as normal from the effect, regardless of whether a
defense, plant traits, resistance to energy 5, saving throw is allowed, or if the save is a success or failure.
SR 15, vulnerability to fire
Saves: Fort +4, Ref +3, Will +2 Typical Sorcerer Spell List
Abilities: S12 D15 C13 I15 W12 Ch15 (6/6;CL 3;DC 12 + spell level)
Skills: Concentration +11, Knowledge (arcana) +8, 0th: Detect Magic, Flare*, Ray of Frost*, Mage Hand,
Listen +4, Spellcraft +8, Spot +4 Message
Feats: Combat Casting, Eschew Materials, Scribe 1st: Magic Missile*, Mage Armor, Sleep
ScrollB, Spell Focus (Evocation)B *Replace this spell with Magic Bolt in an Amberos campaign
Environment: Any land
Organization: Solitary, or Team (2-5) Elm Tree Warriors on Amberos
CR: 4 Belli did not create the elm tree warriors until the
Treasure: Wand of Magic Missile (CL 1) 50 charges Elvin Golden Age to counter growing goblinoid destruction of
(750 gp) and Standard forests. Both decent warriors and powerful spellcasters, the
Alignment: Always neutral only known remaining elm tree warriors sleep in the Groon
Advancement: By Character Level forest. There are rumors of a psionic variant of elm tree
Level Adj: - warriors that have been created by the Twilight Forest, but no
verifiable encounters with such beings have ever been
Elm Tree Warriors are the magical artillery of the documented.
tree warrior race. They are rarely the only force available to a
forest for protection, and instead tend to be a smaller part of a
larger force - usually Cedar tree warriors. Sometimes, they
may be the leader of such a force.
Elm Tree Warriors are thoughtful creatures, and
rarely rush into combat. They plot, plan and prepare, striking
only once they feel that they have appropriately sized up an
enemy and taken the proper precautions to prevent their foe
from obtaining a victory.
Combat
Elm Tree Warriors fight primarily with spell attacks
or employ their Wand of Magic Missiles, which has 50
charges. If forced into a melee situation, they strike with their
quarterstaff to defend themselves. Most rely on bodyguards to
protect them from becoming engaged in melee in the first
place.
Fast Healing (Ex): A creature with the fast healing special
quality regains hit points at an exceptionally fast rate, usually
1 or more hit points per round, as given in the creature’s entry.
Tumors on Amberos
Tuma, the Destroyer, pulled tumors from the Realm
of Madness before that god himself was destroyed. Since after
the fall of the Elvin Golden Age, no new known tumors have
been brought to Amberos; the only ones that exist on Amberos
have survived from that ancient age. A handful of the
surviving tumors lie in dark places on Amberos, often held in
status awaiting to be awakened by a powerful member of
Tuma’s Waybreath or unsuspecting interlopers into their
domain.
Turkon
Medium Monstrous Humanoid
Hit Dice: 8d8+32 (68 hp)
Initiative: +0
Speed: 15 ft. (3 squares) in full Plate armor; base
speed 20 ft. (4 squares)
Armor Class: 31 (+13 natural, +8 full Plate armor,), touch
10, flat 31
BAB/Grapple: +8/+14
Attack: No-dachi +12 melee (2d6+9;19-20/x3)
Full Attack: No-dachi +12/+7 melee (2d6+9;19-20/x3) or
Composite longbow (+5 Str) +14/+9/+4
melee (1d8+5;x3)
Space/Reach: 5 ft./5 ft.
Height: 4 ft. 6 in. + 2d8 in. (5 ft. 1 in.)
Weight: 250 lbs + 2d10 x 5 lbs. (305 lbs.)
Special Att: –
Special Qual: DR 10/cold iron, low-light vision, resistance
to energy 10, SR 14
Saves: Fort +6, Ref +6, Will +5
Abilities: S22 D10 C19 I9 W8 Ch8
Skills: Balance -8, Climb -2, Escape Artist -8, Hide
-8, Intimidate +3, Jump -2, Listen +1, Move
Silently -8, Sleight of Hand -8, Spot +4,
Swim -22, Tumble -8
Feats: Exotic Weapon Proficiency (No-dachi), retaliate against the turkon's aggression. Turkons do not take
Improved Critical (No-dachi), Power prisoners or ask for mercy. Fleeing from combat shames them,
AttackB, Weapon Focus (No-dachi) and most turkon will willingly die before fleeing to save their
Environment: Any land own lives.
Organization: Solitary, Pair, or Gang (2-5) Resistance to Energy (Ex): Turkons can ignore 10 points of
CR: 9 damage from fire, cold, or acid attacks.
Treasure: None
Alignment: Always neutral evil Turkon Society
Advancement: By character class Turkons generally live in small communities at the
Level Adj: +2 edges of swampland. The communities are generally
Before is what you could best describe as a controlled by the strongest warrior among the local turkons
walking turtle in full plate armor. It holds a and is generally male, though males and females are treated
mammoth sword in its oversized hands, and a with nearly equal respect.
powerful-looking bow has been strapped to the While adult turkon are powerful individuals, younger
side of its armored shell. turkon are easy prey to disease, malnutrition or the abuse of
Turkons are a race of humanoids born with a turtle- their elders. Unlike most other races, the turkon do not
shell like carapace that protects their back and limbs. The actively defend their young until it grows its own protective
turkon are not overly bright, and prize martial prowess over shell – which occurs at puberty. It is not unknown for elder
all. Their race has many accomplished metalsmiths, and they turkon to cook and eat their own unshelled young.
routinely send forth warriors bedecked in suits of plate armor Young turkon males grow up constantly competing
to fight opponents to do battle with for the glory of their race. against each other for food, mates and materials. Young
Turkons only speak their own language and refuse to learn the turkon females grow competing learning household duties and
language of other races. seeking desirable mates – although some females spurn the
domestic life and seek to fight as equals among males. Such
Combat females are usually targeted by the communal leader to be
When a turkon encounters an individual that looks expelled if they do not “calm down”.
formidable, they generally issue a challenge to that individual This competition among the turkon is generally friendly and
to fight in honorable, one-on-one, to-the-death combat. Since non-combatic, as the turkon are generally unwilling to kill one
turkon issue their challenges in their own language, many another over communal matters. The communal leader is
races misinterpret the challenge as a mere assault, and simply always on watch for troublesome or powerful turkons who
Combat
Turtis tend to fight in groups with closed ranks. Using a wall
of shields to defend themselves, they prefer to use their spears
to push opponents into corners or other restrictive areas and
force them to surrender.
Combat
Urqi were former warriors, and fight with all the craft
and skill they possessed in life. Though they have often been
stripped of some of their more formidable abilities they had in
life, they tend to make up for such losses with sheer
ruthlessness in combat.
Vampire Rat Attach (Ex): If a vampire rat hits with a bite attack, it
automatically attaches to the victim and can begin to drain
Diminutive Animal blood. A vampire rat can be removed with a successful
Hit Dice: 1/8d8 (1 hp) grapple check made by the opponent it has attached to, or if
Initiative: +3 (+3 Dex) the rat is slain.
Speed: 15 ft. (3 squares), burrow 5 ft. (1 square) Blood Drain (Ex): When attached to a victim, a vampire rat
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat 14 can drain 1d4 points of Constitution per round. If an attack
BAB/Grapple: 0/-17 that causes ability damage scores a critical hit, it deals twice
Attack: Bite +3 melee (1d2-5) the indicated amount of damage (if the damage is expressed as
Full Attack: Bite +3 melee (1d2-5) a die range, roll two dice). Ability damage returns at the rate
Space/Reach: 1 ft./0 ft. of 1 point per day for each affected ability.
Length: 6 in. + 1d3 in. (7 in.) Disease (Ex): Vampire rats are carriers for black blood fever
Weight: 1 lb. (Type: Injury; Fort DC 10; Dam: 1d3 Con). Black blood fever
Special Att: Attach, blood drain, disease causes the victim to suffer fever and chills, even as the
Special Qual: Low-light vision, scent victim’s blood vessels and blood takes on a dark, almost black
Saves: Fort +2, Ref +5, Will +0 color and becomes increasingly thicker.
Abilities: S1 D17 C10 I2 W11 Ch6
Skills: Climb -5, Hide +17, Listen +3, Move
Vampire Rats on Amberos
Silently +5, Spot +2
These beasties tend to be found mostly in the
Feats: Stealthy, Weapon FinesseB
Crystalmire mountains and the surrounding lands. It is known
Environment: Any underground
that the Ghan filled the tomb of the tyrannical Huren with
Organization: Solitary, Brood (2-5), Nest (5-20), or Drove
these creatures to destroy his coffin and effects for the
(20-40)
afterlife, and as a result, they are sometimes encountered in
CR: 1/4
areas of Randu and the east.
Treasure: None
Alignment: Always neutral
Advancement: ¼ – ½ HD (Diminutive); ½ -1 HD (Tiny)
Level Adj: -
This small black rodent has needle-like teeth and
a long, hairless tail. It has triangular ears and a
thin, long snout that seems to be caked with
dried blood.
Vampire rats are cousins of vampire bats. They live
in underground areas, burrowing maze-like warrens and
feeding off the blood of sleeping animals and humanoids they
come across.
These pests are feared and reviled for the diseases
they carry and their habits of drinking the blood of their
victims. They are sometimes employed as a means of
execution by certain underground races (such as Derro) or
taken as familiars by bloodthirsty or vicious underdark
wizards. Vampire rat familiars grant the same bonus to its
master as a regular rat.
Combat
Vampire rats prefer to attack inert or sleeping targets
when alone, but have been known to swarm prey when in
large numbers. Their saliva contains a mild anesthetic and
anticoagulant, allowing them to wound their prey and then lap
up the resulting blood without worrying about the blood flow
ceasing. However, once the creature stops feeding on blood,
the blood flow will begin to staunch and quickly prevent
additional blood loss.
Vampire rats are easily scared by bright lights or fire,
and will often flee in panic (sometimes creating stampedes
when in large numbers).
Combat
Vegerot fears nothing, and is drawn to the "smell" of
living matter. It also can detect the presence of living creatures
through the victim's motion. Vegerot is extremely
straightforward - it will make a beeline for its prey, ignoring
hazards, barriers and possible pitfalls in its desire to reach its
prey. It always moves towards the closest, largest living thing
and is never seemingly sated.
Disease (Ex): Contact with vegerot can infect a victim with a
rotting disease. Stinking Rot Disease (Incubation: 1d3 days;
DC 12 Fort; Dam: 1d6 Con). A victim who takes any Con
damage from stinking rot exudes a foul smell that nauseates
those within 5 ft. of the victim if they fail a Fort save DC 10.
Those with the scent ability can easily track those suffering
from stinking rot.
Tremorsense (Ex): Vegerot is sensitive to vibrations in the
ground and can automatically pinpoint the location of
anything that is in contact with the ground within 60 feet of
the vegerot’s location.
Vaporshroud Combat
Vaporshrouds slowly wind their way to their targets
Gargantuan Undead (Incorporeal) and enshroud them in mist. They cannot strike opponents
Hit Dice: 16d12 (104 hp) outside of their misty form, and must envelope an opponent to
Initiative: +1 (+1 Dex) strike them. They strike by means of a phantom blow that can
Speed: fly 20 ft. (perfect) (4 squares) take one of many forms - claws, fists, biting or even the
Armor Class: 7 (-4 size, +1 Dex, +3 deflection), touch 10, appearance of weapons aimed at opponents. The very touch of
flat 10 the vaporshroud drains life, and it will attempt to suck the very
BAB/Grapple: +8/+20 life from an individual.
Attack: Slam +4 touch (1d6 + energy drain) Energy Drain (Su): The phantom blows of a vaporshroud
Full Attack: Slam +4 touch (1d6 + energy drain) drain a negative level with each successive hit. If an attack
Space/Reach: 20 ft. (16 squares)/0 ft.* that includes an energy drain scores a critical hit, it drains
Diameter: 18 ft. + 2d8 ft. (27 ft.) twice the given amount. The vaporshroud gains 5 temporary
Weight: - hit points (10 on a critical hit) for each negative level it
Special Att: Energy drain bestows on an opponent. These temporary hit points last for a
Special Qual: Darkvision 60 ft., DR 10/magic +1, mutable maximum of 1 hour. Negative levels remain until 24 hours
shape, obscure vision, share space, SR 22, have passed or until they are removed with a spell, such as
turn resistance 4, undead traits restoration. If a negative level is not removed before 24 hours
Saves: Fort +7, Ref +8, Will +13 have passed, the affected creature must attempt a Fortitude
Abilities: S-, D13 C- I10 W12 Ch17 save (DC 21). On a success, the negative level goes away with
Skills: Hide -9, Listen +1, Move Silently +3, no harm to the creature. On a failure, the negative level goes
Search +19, Sense Motive +20, Spot +20 away, but the creature’s level is also reduced by one. A
Feats: Combat Reflexes, Flyby Attack, Great separate saving throw is required for each negative level.
Fortitude, Iron Will, Lightning Reflexes, Mutable Shape (Ex): The vaporshroud can change its
Stealthy general shape as it chooses. It always fills a volume of sixteen
Environment: Any land 5 –foot squares, but may arrange its form in any pattern it
Organization: Solitary wants, so long as at least one of the 5-foot squares touches at
CR: 15 least one other 5-foot square.
Treasure: None Obscure Vision (Ex): As a free action, a vaporshroud can
Alignment: Always neutral make itself appear like a thick mist. When it does so, it
Advancement: 17-32 HD (Gargantuan); 33-48 HD (Colossal) reduces all sight to 20 foot maximum and incurs a 20% miss
Level Adj: - chance (it’s own attacks are unaffected) to all attacks made
Drifting slowly towards you is a volumous cloud into or through the vaporshroud.
of white vapor. Cold air surrounds the white Share Space (Ex): A vaporshroud can enter, occupy or leave
wisps and you swear you can hear whispered the space of another being (and in fact needs to be in the same
murmuring and tinkling bells emanating from the space as an opponent to properly attack an opponent) and act
mist. You also swear you could see shapes in the normally without drawing an attack of opportunity.
mist - and many eyes watching you.
A vaporshroud is an undead created when many Vaporshrouds on Amberos
individuals die an otherwise avoidable death in a single area.
Vaporshrouds are generally found around the Black
For example, those who die in a fire because the entrance was
Hills of Misake, where Black Marentail killed entire towns in
blocked, or sailors who die upon the reefs in a fog bank are
his quest to master necromantic magic. Vaporshrouds can
prime candidates for creating a vaporshroud.
also be found in ancient battlefields where the soul-energy of
Vaporshroud are very shrewd, and often have a purpose
the dead are not strong enough to form ghosts.
in mind - often seeking to punish someone they feel to blame
for their deaths. Some vaporshrouds have been known to the
descendants of individuals that vaporshroud believed
responsible for their deaths, sometimes even centuries after
their own deaths.
Vaporshrouds cannot speak directly, but those caught in
their mists can sometimes hear the mutterings of the slain
within its folds; it is not uncommon for the vaporshroud to
deliver a message or repeat the last words on their dying lips
to those they are about to consume.
Combat
Whisplings remain fairly motionless, attempting to
disguise themselves as or among normal marshy reeds. When
prey comes within 30 feet of their position, they bend their
reed-like structures at the victim (in a manner akin to aiming a
blowgun) and fire poisoned darts. Once the poison has
incapacitated the victim, the plant moves to its prey and
usually attempts to drown it before consuming its body mass,
starting with draining the victim's blood.
Blood Drain (Ex): A grappling whispling can choose to drain
1d4 Con from its victim per round with a successful grapple
check. Lost constitution points can be regained with regular
rest or magic.
Improved Grab (Ex): If a whispling hits with its bite attack,
it may choose to start a grapple without provoking an attack of
opportunity. A whispling can grapple a large-sized opponent
or smaller.
Wodosen destroying items via their improved sunder ability, and revel
in the mayhem such actions cause.
Medium Fey
Hit Dice: 4d6+16 (30 hp) Wild Swing (Ex): As part of a charge or as part of its normal
Initiative: +4 (+4 Dex) attack routine, a Wodosen can take a –2 penalty to all its
Speed: 30 ft. (6 squares) attacks for the round to make an extra attack.
Armor Class: 21 (+4 Dex, +7 natural), touch 14, flat 17 Resistance to Cold (Ex): A wodosen ignores up to 15 points
BAB/Grapple: +2/+10 of cold damage each time it takes damage from such an attack.
Attack: Slam +11 melee (1d4+8) Spell-like abilities (Sp): At will – Faerie fire, Magic Fang,
Full Attack: 2 Slam +11 melee (1d4+8) Goodberry. 1x/day – Bull’s Strength, Chill Metal,
Space/Reach: 5 ft./5 ft. Longstrider. All spells are cast at 4th level ability and have a
Height: 5 ft. 3 in. + 1d8 in. (5 ft. 7 in.) DC of 12 + spell level.
Weight: 100 lbs. + 2d4 x 5 lbs. (125 lbs.) Vulnerability to Energy (Ex): Wodosen have a vulnerability
Special Att: Wild swing to fire, and takes half again as much (+50%) damage as
Special Qual: Low-light vision, resistance to cold 15, normal from the effect, regardless of whether a saving throw is
spell-like abilities, spell resistance 14, allowed, or if the save is a success or failure.
vulnerability to fire
Saves: Fort +5, Ref +8, Will +5 Wodosen on Amberos
Abilities: S27 D19 C19 I8 W13 Ch15 Thought to originally have been laborers crafted from
Skills: Climb +15, Escape Artist +11, Hide +4, the woods themselves by elves, these creatures are very rare in
Jump +15, Listen +1, Move Silently +11, elvin forests. It is thought by many that at some point –
Spot +8 perhaps after the fall of the Elvin Golden Age, that wodosen
Feats: Improved Sunder, Power Attack, Weapon freed themselves from elvin slavery and retreated into those
Focus (Slam)b places in the world comfortable to them, but far away from
Environment: Cold, Temperate forests elvinkind and other fey.
Organization: Solitary, or Team (2-5)
CR: 3
Treasure: None
Alignment: Usually neutral (evil tendencies)
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adj: -
From the underbrush rushes a tall, slim
humanoid that seems to be carved from the trunk
of a tree. Its massive arms end in huge wooden
mallets instead of hands, and it comes at you
swinging.
Wodosen are malicious fey creatures that enjoy beating
on things. They are extremely strong creatures, but not too
bright, and have little care beyond causing mischief and
mayhem.
It is very rare for a wodosen to be lucid enough to listen
to reason, but they have been known to on rare occasions to
communicate with others. However, the quickest way to
offend them is to attempt to offer them something that they
must hold (such as money, food or even a document). They
are very sensitive to their lack of hands, and such slights, even
if unintentional, can send them into a berserk fury.
Wodosen speak fey and no other language. They rarely
mince words and have no time for idle chat. They tend to
respond to intimidation better than diplomacy; attempts at
diplomacy usually backfire as the Wodosen tends to see the
speaker as an easy target to a good walloping.
Combat
Wodosen charge opponents with reckless abandon,
swinging their mighty hammer-fists. They have a knack for
Xanthus Detect Good (Sp): This special ability duplicates the effects
of a detect good spell. It can usually be cast at will. Xanthus
Large Magical Beast prefer prey of good alignment, and will use this ability to find
Hit Dice: 3d10+12 (28 hp) such victims.
Initiative: +2 (+2 Dex) Improved Trip (Ex): If a xanthus hits an opponent with a
Speed: 60 ft. (12 squares) bite, it can immediately attempt to trip the opponent, without
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, provoking an attack of opportunity .
flat 13
BAB/Grapple: +3/+11 Training A Xanthus
Attack: Bite +6 melee (1d8+4) It is practically impossible to train an adult xanthus to
Full Attack: Bite +6 melee (1d8+4) and hoof +1 melee become a willing mount, though incredibly strong-willed and
(1d6+2) mean-spirited individuals have managed to do so (DC 35
Space/Reach: 10 ft./10 ft. minimum). Most xanthus mounts are captured and raised as
Length: 7 ft. + 1d3 ft. (8 ft.) colts away from the presence of others of their kind. Only
Weight: 450 lbs. + 1d6 x 50 lbs. (600 lbs.) once they reach adulthood are xanthus mounts allowed near
Special Att: Improved Trip other xanthus. Training a xanthus takes 6 weeks and a DC 25
Special Qual: Darkvision 60ft., detect good, low-light Handle Animal check. Trained xanthus can be purchased for
vision, scent 250 gp.
Saves: Fort +7, Ref +5, Will +3 A xanthus can carry up to 300 lbs as a light load,
Abilities: S18 D14 C19 I8 W15 Ch12 301-600 lbs. as a medium load, and 601-900 lbs. as a heavy
Skills: Hide -2, Listen +5, Spot +5 load. A xanthus can drag 4,500 lbs.
Feats: Endurance, Run
Environment: Temperate plains, hills Xanthus on Amberos
Organization: Solitary, or Family (2-5)
Xanthus are only found in the wild steppes of the
CR: 3
east, which is dominated by Randu. They can, on rare
Treasure: None
occasions, be found in the west (and are always imports from
Alignment: Always neutral evil
the east), but few would dare admit that they procured such an
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
evil creature for their own use. Legend has it that evil Ghan
Level Adj: -
in the employ of the Skyland Hold bred the first Xanthus, and
This large, black horse has red, reptilian eyes
they have become a symbol of ruthlessness among the
and a mouth filled with sharp teeth. Its hooves
Saracens of Randu. Most high-ranking officers in Randu’s
look much sharper than a Common horse, and
army use a xanthus as their mount; many of the crueler lords
its mane is wild and long - as well as matted with
allow the xanthus to eat prisoners or hunt down and kill
blood.
deserters from the ranks.
Xanthus are flesh-eating horses thought to be fiendish
descendants of normal horses. They roam the wilderness and
hills in small packs, hunting other creatures in a manner
similar to that of a wolf pack. They seem to prefer humanoid
flesh - elvin flesh in particular.
While most Xanthus are wild creatures, they can
sometimes be captured and train as vicious riding and fighting
beasts - though a humanoid rider should beware for they will
often turn on a master at the first sign of weakness.
Xanthus can speak a guttural version of Common. Most
xanthus packs however, use nonverbal communication to hunt,
track and coordinate bringing down prey.
Combat
Xanthus often attempt to bull rush and trip an
opponent, where it can crush and bite its foe to death. They
dislike running prey to ground, and prefer to ambush
opponents and maim or hobble prey so that its victim cannot
easily escape. Xanthus prefer their meals alive while they
feast, and have been known to torture prey before delivering a
killing blow.
Combat
Xerceans rush opponents and attempt to overwhelm
them as quickly as possible. They have little grasp of tactics,
though given time they can figure out ways to circumvent
obstacles or bypass obstructions. While they travel in packs,
they do not form long-term plans or employ advanced tactics,
though they seem to grasp enough to flank opponents or
Xlexi with psionic abilities or gear above all others. They rely on the
annulus blade to help them thwart psionic attacks and bring
Medium Humanoid (Goblinoid) down such foes.
Hit Dice: 7d8+14 (45 hp) Detect Psionics (Sp): As per the detect magic spell, except it
Initiative: +2 (+2 Dex) detects creatures with power points or items imbued with
Speed: 30 ft. (6 squares) psionic abilities.
Armor Class: 22 (+2 Dex, +4 natural, +4 chain shirt, +2 Immune to Energy (Ex): A Xlexi takes no damage from acid,
heavy wooden shield), touch 12, flat 20 cold, fire or sonic attacks.
BAB/Grapple: +5/+8
Attack: Annulis blade +8 melee (1d8+3 + 1d4+1 Society
PSPs;x3) Xlexi live in small clans in out-of-the-way places
Full Attack: Annulis blade +8/+3 melee (1d8+3 + 1d4+1 where they are least likely to be hunted by others. When clan
PSPs;x2) members learn of the location of psychics or psionic items,
Space/Reach: 5 ft./5 ft. they often send one or more of their members to hunt down
Height: 4 ft. + 2d4 in. (4 ft. 5 in.) and destroy the individual or item. The xlexi thus sent is not
Weight: 75 lbs. + 2d4 x 5 lbs. (100 lbs.) allowed to return to the clan until they fulfill their mission.
Special Att: - Among the xlexi, males tend to be dominant in
Special Qual: Darkvision 60 ft., Detect psionics, immune matters of rulership and say in family matters, but it is not
to energy, PR 19, scent impossible for females to rise to positions of power or
Saves: Fort +4, Ref +4, Will +7 influence in a clan. In some cases, females have been known
Abilities: S17 D15 C15 I19 W15 Ch21 to rule clans, though such affairs rarely last long - usually once
Skills: Balance -2, Climb -1, Escape Artist -2, Hide a male heir of the former clan leader reaches adulthood, the
+8, Jump -1, Listen +12, Move Silently +8, clan matters are turned over. Some females, however, have
Search +14, Sense Motive +12, Sleight of been known to fight such losses of power, though most turn
Hand -2, Spot +12, Swim -9, Tumble -2 out badly for the clan matriarch.
Feats: Closed MindB, Exotic Weapon Proficiency Xlexi clans sometimes arrange large gatherings
(Annulis blade), Hostile Mind, Mental where they swap stories, feast and otherwise carouse and
ResistanceB, Psionic HoleB, Weapon Focus enjoy themselves. This usually occurs at least once a year, and
(Annulis Blade) some clans meet biannually on a regular basis. Xlexi have
Environment: Any land been known to organize psionic witch hunts at these clans
Organization: Solitary meetings, descending on psionic organizations or strongholds
CR: 5 in a mass battle to the death. However, such hunts tend to be
Treasure: Standard rare as they tend to greatly reduce the strength and numbers of
Alignment: Usually Lawful evil the xlexi clans.
Advancement: By character level
Level Adj: +8
This hunched, green-skinned humanoid has Xlexi on Amberos
long black hair and a body covered with
Ziga managed to persuade several goblins during the
strange tattoos. It wears a chain shirt and
Elvin Golden Age to be altered to become psionic hunters.
bears a wooden shield. It also wields a strange
She played on the goblinoids fears of a rebirth of the Time of
blue-green blade that ends in a large disk
Technology in the form of a psionic revolution. The
covered with strange runes.
goblinoids fell for the ploy, and Ziga worked her
Xlexi are psychic holes who hunt down psionicists
transformation on them. When the entire goblinoid race was
and slay them. They have an unnatural hatred and loathing of
transformed into their hideous shapes near the end of the Elvin
all things psionic.
Golden Age, the Xlexi were not left unscathed. However,
It is thought the Xlexi are an offshoot of the goblin
their superior intellect allowed them to shrug off the yoke of
race who evolved to counter the races lack of psionic ability. It
becoming slaves to Ziga, though they are still slaves to their
is not unknown for Xlexi to work with goblinoids, though with
dark hunger to destroy psions.
their obviously superior intellect they often find themselves at
odds with goblinoid bestiality.
Xlexi speak goblinoid and their own tongue. They
often use the latter when hunting in groups against psionicists,
and refuse to teach the language to other races.
Combat
A Xlexi fights with great cunning and skill. They
prefer to melee opponents, and will always seek to battle those
Xuchard Combat
Xuchard dislike combat, but if forced to defend
Large Aberration themselves, they attack with tentacle strikes and a vicious bite.
Hit Dice: 7d8+42 (73 hp) If possible, they will attempt to ensnare prey and charm them
Initiative: +2 (+2 Dex) rather than kill them. They have even been known to
Speed: 30 ft. (6 squares), fly 50 ft. (perfect), swim incapacitate and tie up opponents instead of killing them, such
60 ft. (12 squares) is their aversion to the negative emotions combat causes.
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, Sometimes even a nearby combat is enough to drive the
flat 17 creatures away, at least temporarily.
BAB/Grapple: +5/+14 Charming Caress (Su): A victim caught in a xuchard's
Attack: Slam +9 melee (1d6+5) grapple must make a DC 19 Will save or be charmed as per
Full Attack: 4 Slams +9 melee (1d6+5) and bite +4 the Charm Monster spell. This is treated as if cast at 7th level
melee (1d8+2) ability. The save is Constitution based.
Space/Reach: 10 ft./10 ft. Improved Grab (Ex): If a xuchard strikes with its slam
Diameter: 7 ft. + 2d8 in. (7 ft. 9 in.) attack, it deals normal damage and attempts to start a grapple
Weight: 225 lbs. + 2d8 x 5 lbs. (270 lbs.) as a free action without provoking an attack of opportunity.
Special Att: Charming caress, improved grab, suggestive No initial touch attack is required. A xuchard has the option
gaze to conduct the grapple normally, or simply use the part of its
Special Qual: DR 10/-, darkvision 60 ft., fast healing 4, SR body it used in the improved grab to hold the opponent. If it
19 chooses to do the latter, it takes a –20 penalty on grapple
Saves: Fort +8, Ref +4, Will +10 checks, but is not considered grappled itself; the creature does
Abilities: S21 D15 C23 I23 W17 Ch21 not lose its Dexterity bonus to AC, still threatens an area, and
Skills: Bluff +21, Diplomacy +21, Disguise +15, can use its remaining attacks against other opponents.
Escape Artist +12, Hide +8, Intimidate +17, Fast Healing (Ex): A xuchard regains 4 hit points per round
Listen +3, Sense Motive +19, Spot +13 except from fire or acid attacks. Except where noted here, fast
Feats: Iron Will, Negotiator, Persuasive healing is just like natural healing. Fast healing does not
Environment: Any land restore hit points lost from starvation, thirst, or suffocation,
Organization: Solitary, or Covey (2-5) and it does not allow a creature to regrow lost body parts.
CR: 6 Suggestive Gaze (Su): A xuchard can plant a suggestion, as
Treasure: None per the spell, in the mind of any victim who gazes into its
Alignment: Always chaotic neutral eyes. The range is 30 feet and the victim gains a Will save
Advancement: 8-14 HD (Large); 15-21 HD (Huge) (DC 18) to resist the suggestion. The xuchard uses this ability
Level Adj: - as a 7th level caster. The save is charisma based.
This baggy, purple creature has a ball-like body Skills: A xuchard has a +4 racial bonus to Bluff, Diplomacy
and slick, rubbery skin. The bag-like body sports and Sense Motive skill checks.
a huge, yellow gummed maw filled with needle-
like teeth. It has large, glowing eyes and four Xuchard on Amberos
ropy, slime-covered tentacles extend from the
It is believed that Xuchard may be from the same
side of its body. A large shark-like fin extends
Realm of Madness as the mentens. One deranged sage, whom
upward from its back.
first had been enslaved by Xuchard and then later spent his
Xuchard are hedonistic creatures that delight in morally
career studying them, has postulated that Xuchard are gnomes
depraved actions. They tend to dwell in civilized regions,
who somehow became entrapped on the Realm of Madness
feeding off the emotions of those nearby. The more extreme
during the Elvin Golden Age. However, most reputable sages
the emotions, the more “flavorful” the xuchard finds them.
– and gnomes – scoff at this theory. The creatures infest areas
Unlike many creatures that feed off emotion, xuchard prefer to
under large cities and have been blamed for the corruption and
feed off positive emotions and find negative emotions - hate,
degeneracy of several royal lineages over the ages.
fear and such - as unappetizing.
While xuchard are not in of themselves dangerous, their
desire to get others around them to experience positive
emotions can cause many dangers - for example, they are not
above addicting others to drugs to feed off the euphoria that
such drugs produce.
Xuchard speak Common, Infernal, Celestial, Elvin and
Gnomish.
Combat
Yale attack by charging an opponent, maneuvering
the long, sharp horns to gore its foe. Once engaged, it can
maneuver its horn almost like a sword so that it can continue
to gore its opponent.
Powerful Charge (Ex): When a creature with this special
attack makes a charge, its attack deals 2d8+4 damage in
addition to the normal benefits and hazards of a charge.
Hit Dice: the creature’s racial hit dice doubles. The creature
gains any additional hit points due to it from its increased
Constitution.
Speed: the Yyaunn’s base speed increases by 10 feet.
Special Qualities: the Sslaunn gains the following abilities:
• Fury of the Aunn (Su): The Yyaunn can draw on
the primal forces of nature to produce a myriad of
supernatural events as follows. Earthquake –
1x/week, Storm of Vengeance 1x/week, Creeping
Doom 1x/day, Animal Growth 1x/day, Call
Lightning 1x/day. The spells are cast at a level equal
to the Yyaunn’s hit dice. The save DCs are 10 +
spell level + Charisma modifier. A yyaunn’s ability
to use the above abilities is not limited by its
Charisma score.
• Shapechange (Su): as per the 9th level sorcerer spell
at will at a casting level equal to the Yyaunn’s hit
dice or levels. The shapechange is limited to animal
or magical beast forms.
• Resistance to Fire, Cold, Acid, Electricity and
Sonic (Su): The Yyaunn gains 1 point of resistance
per Hit Dice it has to all attacks involving the Fire,
Cold, Acid, Electricity or Sonic damage.
• Secrets of the Aunn (Sp): A Yyaunn can cast spells
as if it were a druid of a level equal to one-half its hit
dice or levels. Spell DC’s are 10 + spell level +
Wisdom modifier.
Abilities: A Yyaunn gains +4 Strength, +4 Dexterity, +4
Constitution.
Skills: Knowledge (Nature) and Survival become class skills.
The Yyaunn gains a +8 racial bonus to Knowledge (Nature).
CR: 1-4 HD +2; 5-8 HD +3; 9+ HD +4
Level Adjustment: +4
Black Drake Yyaunn at targets as it flies by. They only fight in melee if forced to
Huge Dragon (Augmented, Shapechanger) do so, and will flee any engagement they are losing.
Hit Dice: 12d12 + 36 (114 hp) Acid Breath (Ex): A black drake can breathe a line of acid 5
Initiative: +2 (+2 Dex) feet wide and 60 feet long once every three rounds. The acid
Speed: 40 ft. (8 squares), Fly 150 ft (poor) deals 12d4 damage to targets. A successful Reflex save (DC
AC: 19 (-2 size, +2 Dex, +9 natural) touch 10, 19) halves the damage from the attack.
flat 17 Frightful Presence (Ex): The mere presence of a black drake
BAB/Grapple: +12/+22 yyaunn is unsettling to foes. Whenever the drake attacks,
Attack: Bite +14 melee (3d6+4) opponents with 12 levels or hit dice or less must make a Will
Full Attack: Bite +14 melee (3d6+4), 2 claws +12 melee save (DC 17) or be panicked. A being that makes the saving
(1d4+2), tail slap +12 melee (2d4+2) throw is immune to the Drake’s frightful presence for 24
Space/Reach: 10 ft./10 ft. hours.
Length: 28 ft + 1d4 ft. (30 ft. 6 in.) Blindsight (Ex): All drakes have extremely keen senses and
Weight: 4,000 lbs + 1d10x100 lbs. (4, 500 lbs) can render invisibility and darkness irrelevant to their ability
Special Att: Acid Breath, frightful presence to detect or fight a foe. A black drake yyaunn blindsight
Special Qual: Blindsight, fury of the Aunn, resistance to extends for 120 feet.
fire, cold, acid, electricity and sonic 12, Fury of the Aunn (Su): The black drake yyaunn can draw on
shapechange, secrets of the Aunn the primal forces of nature to produce a myriad of supernatural
Saves: Fort +11, Ref +10, Will +10 events as follows. Earthquake – 1x/week, Storm of
Abilities: S19 D14 C16 I10 W15 Ch12 Vengeance 1x/week, Creeping Doom 1x/day, Animal Growth
Skills: Hide +7*, Knowledge (Nature) +8, Move 1x/day, Call Lightning 1x/day. The spells are cast at a level
silently +17, Search +15, Sense Motive +17 equal to the Yyaunn’s hit dice. The save DCs are 10 + spell
Feats: Flyby Attack, Multiattack, Power Attack, level + Charisma modifier. A yyaunn’s ability to use the
Snatch, Wingover above abilities is not limited by its Charisma score.
Environment: Warm and Temperate Swamps Shapechange (Su): as per the 9th level sorcerer spell at will at
Organization: Solitary or Troup (1 + 1-3 Black Drakes) a casting level of 12. The shapechange is limited to animal or
CR: 9 magical beast forms.
Treasure: Double Standard Secrets of the Aunn (Sp): A Yyaunn can cast spells as if it
Alignment: Always Chaotic Evil were a druid of 6th level Spell DC’s are 12 + spell level.
Advancement: Huge (13-16 HD), Gargantuan (17-24 HD) Below is a typical black dragon yyaunn’s spell list .
A powerful, reptilian creature rises from the Skills: a black dragon yyaunn gains a +8 racial bonus to Hide
morass, its black hide dripping with the watery skill checks in natural surroundings.
sludge. It has a reptilian head and body, with a
pair of leathery wings that double as its front Typical Druid Spell List
legs. Black horns sweep forward from its (3/4/4/2;CL 6;DC 12 + Spell Level)
forehead, and an algae-laden spine runs down 0th: Detect Magic, Guidance, Resistance
the length of its back to end in a wide blade at 1st: Entangle, Faerie Fire, Obscuring Mist, Pass Without
the tail. There is a stench of decay around the Trace
fetid black monstrosity as it gazes at you from a 2nd: Animal Trance, Bull’s Strength, Tree Shape, Warp Wood
skull-like face. There is a disturbing aura of 3rd: Poison, Quench
power lingering about the creature.
Black drake yyaunn are power hungry individuals far Black Drake Yyaunn on Amberos
more powerful and deadly that their black drake peers. They Deep in the heart of the Golens and the Deadgate
feed on rot and corruption and will often ally themselves with Swamp, there are vast repositories of life energies that form
beings they perceive as being powerful but corrupted. Unlike the heart of the Aunn power. Some black drakes have learned
black dragons, Drakes tend to make their lairs in the tree to tap into this power source, corrupting it for their own use.
canopies of the swamp, often near areas of assassin vine or Strangely, true dragons seem either unable or
other such dangers to help protect the lair. unwilling to tap the Aunn for power like black drakes have
done.
Combat
Black drake yyaunn prefer to use the swamp against
their targets to mire, slow or even drown foes. Once the
enemy is entangled, it will swoop in on a target, snatch them
up and drop them from great heights or to breath a line of acid
Zadoc Combat
A zadoc attempts to position itself between its creator
Large Construct and any assailants. It will often rush ranged attackers or hang
Hit Dice: 9d10+30 (79 hp) back and bash opponents who attempt to melee with the
Initiative: +1 (+1 Dex) creator.
Speed: 30 ft. (6 squares) (can't run) Zadoc use any spells contained within themselves
Armor Class: 22 (-1 size, +1 Dex, +10 natural, +2 heavy intelligent - unless told otherwise by their creator, they will
steel shield), touch 10, flat 21 employ any carried spells in a manner to best defend its
BAB/Grapple: +6/+15 creator.
Attack: Slam +10 melee (1d6+5) or Shield bash +10 Body spikes (Ex): A zadoc is covered in long, sharp spikes. If
melee (1d6+2) engaged in a grapple, it can choose to attack with the spikes
Full Attack: Slam +10 melee (1d6+5) or Shield bash +10 without a penalty to hit to deal 1d6 + 5 damage.
melee (1d6+2) or Spell container (Su): A Zadoc can store up to 18 spell levels
Slam +6 melee (1d6+5) and shield bash +6 in its body from its creator. Storing a spell requires the creator
melee (1d6+2) to “cast” the spell into the zadoc while touching the handplate
Space/Reach: 10 ft./10 ft. on its chest. The creator must pay the cost of XP or gold costs
Height: 7 ft. for the spell. The zadoc can later use the spells as if the creator
Weight: 1,750 lbs. had cast the spell. Once a spell is used, it is expended from the
Special Att: Body spikes zadoc's repertoire of stored spells.
Special Qual: Construct traits, DR 10/-, darkvision 60ft., Spell Immunity (Ex): A zadoc avoids the effects of spells and
low-light vision, spell container, spell spell-like abilities that directly affect it. This works exactly
immunity like spell resistance, except that it cannot be overcome.
Saves: Fort +3, Ref +4, Will +4 However, a chill metal acts as a slow spell against a zadoc,
Abilities: S21 D12 C- I10 W12 Ch10 though a heat metal spell will heal it for 1d4 hit points per
Skills: Balance -1, Climb +9, Escape Artist -1, caster level. All other cold spells deal ½ damage (or no
Hide -5, Jump +9, Listen +7, Move Silently damage on a successful save) to a zadoc. All other fire-based
-1, Sleight of Hand -1, Spot +7, Swim +1, spells are subject to the zadoc’s spell immunity.
Tumble -1
Feats: Improved Bull Rush, Improved Shield Bash, Creating A Zadoc
Improved Sunder, Power AttackB, Shield
Creating a zadoc requires 1,000 lbs. of black steel
ProficiencyB, Two-Weapon Fighting
and 200 lbs. of dark wood. Crafting the body costs 7,500 gp
Environment: Any land
and a successful Craft (Blacksmithing) DC 15 check and a
Organization: Solitary
Craft (Carpentry) DC 15 check.
CR: 8
CL 11; Craft Construct, Spell Turning; Price 37,000
Treasure: None
gp; Cost 18,500 gp + 860 XP
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adj: -
This seven foot construct has a body made of
ebony wood and black steel. Its body is covered
with red magical glyphs, and the center of its
chest has a large indentation in it in the shape of
a hand. It it’s left hand it carries a shield with
odd emblem engraved on it.
Zadoc are constructs created to defend wizards.
Similar to shield guardians, Zadoc are primarily defensive
creatures, though they are also storehouses for a wizard's
supplies and certain spells.
A zadoc is under the complete control of its creator,
but is capable of reasoning to better find methods to defend its
creator.
A zadoc can speak and understands one language
chosen by its creator at its time of construction.
Zaramian
Humanoid Form Shark Form
Medium Humanoid (Human, Aquatic) Medium Animal (Human, Aquatic)
Hit Dice: 1d10 + 3d8 + 5 (24 hp) 1d10 + 3d8 + 5 (24 hp)
Initiative: +2 +2
Speed: 30 ft. (6 squares), swim 50 ft. (10 squares) swim 60 ft. (12 squares)
Armor Class: 20 (+2 Dex, +3 natural, +4 chain shirt, +1 light wooden 15 (+2 Dex, +3 natural), touch 12, flat 13
shield), touch 12, flat 18
BAB/Grapple: +1/+5 +3/+4
Attack: Trident +6 melee (1d6+4) Bite +5 melee (1d6+1)
Full Attack: Trident +6 melee (1d6+4) Bite +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Height:
Weight:
Special Att: - -
Special Qual: Alternate form, scent Alternate form, blindsense, keen scent
Saves: Fort +7, Ref +5, Will +2 Fort +6, Ref +5, Will +2
Abilities: S19 D15 C14 I10 W12 Ch8* S13 D15 C 13 I10 W12 Ch8
Skills: Listen +9, Spot +8, Swim +9 Listen +9, Spot +8, Swim +9
Feats: Alertness, Weapon Finesse, Weapon Alertness, Weapon Finesse, Weapon Focus (Trident)F
Focus (Trident)F
Environment: Any aquatic Any aquatic
Organization: Solitary, Team (2-5 plus 0-1 3rd level sergeants), Swarm (5-20 plus one 3rd level sergeant per 5 Zaramian and one 7th level
captain), School (20-40 plus one 5th level sergeant per 10 Zaramians and one 7th level captain per 20 Zaramian), Shoal (40-
60 plus one 5th level sergeant per 10 Zaramians and one 7th level captain per 20 Zaramians and 0-1 5th level shaman), or
Nation (60+)
CR: 2 2
Treasure: Standard Standard
Alignment: Often lawful evil Often Lawful Evil
Advancement: By character class By character class
Level Adj: +2 +2
Alternate Form (Su): A Zaramian’s natural form is its
This human-like being is covered in natural humanoid form, but it has the ability to assume the form of a
sharkskin as has black, oily eyes. Vestigial fins medium-sized shark. This ability works much like the
protrude from its arms and legs and a likewise polymorph spell, except that the creature is limited to the
underdeveloped dorsal fin protrudes from its forms specified, and does not regain any hit points for
back. Its teeth seem to have been filed to a changing its form. The transformation to shark form is not
point, and its hands end in thick white nails. automatic, only occurring after a Zaramian witnesses the death
The being is protected by a chain shirt and of an enemy within 15 feet of its person. It must then fail a
wields a trident and small shield. DC 15 Control Shape skill check to transform. The
Zaramians are the descendants of humans who have transformation takes a standard action and lasts for one hour.
been magically transformed by their close association with Once transformed, a Zaramian cannot change back to
sharks. They are a murderous, yet intelligent lot who humanoid form willingly until an hour has passed. If slain, a
constantly hunger for battle. Zaramian reverts to humanoid form.
Zaramians speak Common. Skills: A Zaramian has a +10 bonus to swim. They can take
10 on a Swim check even when rushed or otherwise distracted.
Combat
Zaramians normally fight with their trident in Society
humanoid form, and tend to work well in groups attacking Zaramians tend to dwell in the ruins of ancient
prey. They prefer to overwhelm an enemy, and once they have civilizations that have sunk beneath the waves. They hunt for
slain their first foe in a combat, tend to become overcome with their food, and often war against other undersea races for
a blood frenzy and transform into shark form to continue the places to live and for sources of food. Zaramians have been
attack. known to take sea elves and merfolk as slaves, but have a
The Zaramian above uses the elite ability array of great hatred for sea devils and will drive them off or kill them.
15,13,14,10,12, 8 and has 1 level of fighter. Zaramians divide their roles up equally, and the
females are just as likely to be engaged in war as to take on
Zaramians on Amberos
Zaramians hail from the ruins of Zarame Kull, the
ancient capital of Randu, which was swept beneath the waves
at the end of the Randu Wars. M’kree Malka, the shark god,
saved the drowning inhabitants from their doom in return for
their worship of him.
Zaramians as Characters
While the transformation wrought by M’kree Malka
makes it difficult for Zaramians to escape their tyrannical
society, there are individuals whom are able to divest
themselves from the oppressive rule under M’kree and strike
out on their own. Zaramians have the following abilities.
• Medium size
• Base speed 30 feet. Swim speed 50 ft. A Zaramian
gains a +8 racial bonus to Swim and can choose to
take 10 even when rushed or otherwise distracted.
• Aquatic subtype. A Zaramian can breath
underwater normally. However, it must hold its
breath when out of water or it will drown from lack
of oxygen flowing through its gills.
• 3d8 Racial Hit Dice. The Zaramian adds three times
his Constitution modifier to this total (min 1 hp/HD).
This gives the Zaramian a Base attack bonus of +2
and base saves of Fort +3, Reflex +3 and Will +3. A
Zaramian gains 2 racial feats.
• (2 + Int Modifier) x 6 Skill Points. A Zaramian’s
racial skills are Intimidate, Listen, Ride, Sense
Motive, Spot, and Swim.
• Alternate Form (Su): A Zaramian’s natural form is
its humanoid form, but it has the ability to assume the
form of a medium-sized shark. This ability works
much like the alter self spell, except that the creature
is limited to the forms specified, and does not regain
any hit points for changing its form. The
transformation to shark form is not automatic, only
occurring after a Zaramian witnesses the death of an
enemy within 15 feet of its person. It must then fail a
DC 15 Control Shape skill check to transform. The
transformation takes a standard action and lasts for
one hour. Once transformed, a Zaramian cannot
change back to humanoid form willingly until an
hour has passed. If slain, a Zaramian reverts to
humanoid form.
• Scent ability.
• +4 Str, +2 Dex. Zaramians are incredibly strong and
quite agile.
Combat
Zerendiz are simple predators. They quickly move
toward any target they sense and attack. They usually open
their assault with their shadow breath, hoping to weaken or
slow prey, then assault their opponent with their taloned
pseudopods, hoping to envelope and devour their prey.
Zerendiz are relentless creatures, and can squeeze through
cracks and other areas less than 1/2 inch wide.
Breath Weapon (Su): A Zerendiz can breathe a cone of
shadow energy that deals 8d6 damage and slows the victim for
1d4 rounds. A successful Reflex DC 26 Reflex save halves
the damage and reduces the slow effect to 1 round. A
Zerendiz can make a breath attack once per minute.
Concealing Mass (Ex): The roiling, protoplasmic mass of a
zerendiz is partly made of shadow, making landing a solid
Combat
A zithius attacks by lunging at the target, hoping to
swallow a foe as it rushes in. They have been known to charge
ships, attempting to smash them in half or using their great
bulk to capsize vessels to get at the fresh food within. They
can be driven off if met with forceful, damaging resistance.
When attacking as a pack, the zithius use their swim-by attack
to make a pass at a foe and move quickly out of range. By
means of such swooping attacks, they can take down prey
even much larger than themselves.
Zuan de or guile to isolate opponents and dispense with them. They are
very unpredictable creatures, and are just as likely to play with
Medium Monstrous Humanoid an opponent as they are to outright kill them. They seem to
Hit Dice: 3d8+6 (19 hp) prefer to toy with those they perceive less powerful than them,
Initiative: +1 (+1 Dex) and have even known to break off combat against those who
Speed: 30 ft. (6 squares), fly 70 ft. (average) surprise them with a flashy or well-placed blow. However,
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat 13 such showmanship is not only successful nor does it save the
BAB/Grapple: +3/+5 victim from later deprivations by the zuan de, who may
Attack: Claw +5 melee (1d4+2) or bastard sword +5 attempt to repeat the victim's former display themselves as
melee (1d10+3;19-20/x2) or longbow +4 part of the defeat of their former opponent.
ranged (1d8;x3) Spells-like Abilities (Sp): A zuan de can use the following
Full Attack: 2 claws +5 melee (1d4+2), bite +3 melee spell-like abilities at caster level 3.
(1d6+1) and tail +3 melee (1d6+1) or Charm Person - 3x/day; Dancing Lights – At will;
bastard sword +5 melee (1d10+3;19-20/x2) Disguise Self – At will; Flare – At will; Prestidigitation – At
or longbow +4 ranged (1d8;x3) will; Reduce Person - 3x/day.
Space/Reach: 5 ft./5 ft.
Height: Society
Weight: Zuan de prefer to be alone, but occasionally
Special Att: - congregate into small groups for mutual entertainment and
Special Qual: Darkvision 60 ft., spell resistance 15, spells- defense. These groups are usually little more than friendships
like abilities culled around similar interests and rarely last past the lifespan
Saves: Fort +5, Ref +4, Will +4 of a single zuan de.
Abilities: S15 D13 C14 I13 W12 Ch16 A zuan de community usually consists of the zuan de,
Skills: Bluff +9, Disguise +9, Listen +4, Spot +4 perhaps a few infernal beings and a handful of the zuan de’s
Feats: Great Fortitude, Multiattack slaves. Zuan de rarely perform work if they can get away with
Environment: Warm land having their slaves do it, and spend of their time fulfilling their
Organization: Solitary, Brood (2-5), or Swarm (5-20) own dark interests.
CR: 3 Zuan de can mate with just about any species,
Treasure: Standard including humanoids and demons or devils, and the result is
Alignment: Usually chaotic neutral (evil tendencies) always a zuan de child. Parents are woefully unattendant to
Advancement: By Character Class their child’s needs, but luckily even zuan de infants are born
Level Adj: +4 with the ability to charm others, and will quickly put the
ability to use to obtain a caretaker for their own needs.
This dark-skinned humanoid bears a pair of
bat wings and small horns that protrude from Zuan De on Amberos
its forehead. Its eyes glow with an unearthly
Zuan de can be found in the Skienlands and areas of
yellow light and its tawny hands end in long,
the Shovnov coast. They have also been encountered in the
vicious claws.
Demon Jungle of Lanster, and according to tales, there are the
The offspring of the guaz de and infernal beings, the
ruins of a mighty city in the heart of the Demon Jungle that
zuan de are dangerous, malicious and bloodthirsty. They use
has been taken over by zuan de and turned into a sort of
their magical abilities to deceive prey and lure them to their
homeland for their kind.
doom or into an embarrassing situation.
Zuan de often ally themselves with fiendish creatures
Zuan De as Characters
summoned to the mortal plane. Either dominating weaker evils
or serving under the stronger, they seek nothing more than an Wanderers and carefree spirits, it is not uncommon
excuse to cause misery and suffering. Their allegiance is for zuan de to take up the mantle of an adventurer. However
passing, as is their desire to cause woe - against one opponent their independent spirit often dissuades them from joining an
they may simply plague the individual with harmless but organized group or settling into a class that requires devotion
embarrassing pranks, or they may lash out with cruel intent to or obedience (such as that of cleric, druid, knight, monk, or
maim, destroy or murder. paladin).
Zuan de speak fey primarily, and also know Abyssal, Zuan de have the following abilities.
Common and Infernal.
• Base Speed is 30 feet. A zuan de also has wings
Combat that allow flight 70 feet (average)
Zuan de, while strong, prefer to be flamboyant in • Monstrous humanoid
combat. They prefer to face enemies one-on-one, using magic • Darkvision 60 ft.
Very Old 23 16 10 14 10 7
Ancient 25 19 11 16 11 8
Wyrm 27 21 12 18 12 10
Great Wyrm 29 23 14 21 15 12
Customer Support
Help us to help you! While every effort went into ensuring the quality of this book, we know there are bound to be
errors somewhere! If you spot a misprint, missing text, ambiguity or other error, e-mail the author at
Stormonu@aol.com. We will send out updated and corrected copies on a monthly basis (or sooner, depending on the
depth and volume of the corrections we receive).
Q) Can the baquada take ranks in Control Shape to control the change to fish?
A) No. Unlike lycanthropy, this curse cannot be controlled.
Q) Can the baquada use Remove Curse to get rid of the shapechanging curse?
A) Not normally. The DM may allow a level check against a 31st level casting or allow Wish or Miracle to negate the curse.
Removing the curse from all baquada would be an Epic level spell at the least.
Q) Waitaminute. There are no stats for a Large Constrictor Snake in the SRD (or anywhere else).
A) The medium constrictor snake was too feeble to use for a constrictor weresnake, and the huge constrictor was just too
big. The large constrictor snake was simply developed from using the monster advancement rules and a bit of
eyeballing. If you want the stats for a basic Large Constrictor Snake, here they are:
Large Constrictor Snake: CR 3; LA -; Large Animal; HD 7d8+7; hp 41; Init +1; Spd 20 ft., climb 20 ft., swim 20 ft.;
AC 15 (-1 size, +3 Dex, +3 natural), touch 12, flat 12; BAB +5; Grp +14 ; Atk bite +9 melee (1d4+5); Space/Reach 10
ft./5 ft.; SA constrict (1d6+7), improved grab; SQ scent; AL (always N); SV Fort +6, Ref +8, Will +3; Str 21, Dex 17,
Con 13, Int 1, Wis 12, Cha 2
Skills and Feats: Balance +11, Climb +13, Hide +10, Listen +7, Spot +7, Swim +11; Alertness, Endurance, Toughness
(Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A
snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength
modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check
to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming, provided it swims in a straight line.)
Constrict (Ex): On a successful grapple, a constrictor snake deals 1d6+7 points of damage
Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and
can constrict.
Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Q) The stats for the Wereoctopus Krakentau seems off – shouldn’t it have DR 5/magic, SR 13 and its Smite Good
deal only +8 damage from the Fiendish template?
A) To make the +2 CR modification fit this epic creature, the application of the fiendish template was fudged slightly to use
the HD + character level of the wereoctopus. If you want to rigidly follow the rules for applying the fiendish template,
change its Damage Reduction to DR 5/magic, drop its SR to 13 and reduce the Smite Good to deal +8 damage. But don’t
blame us if your PC’s then walk all over this terror.
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
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