Professional Documents
Culture Documents
Creature Collection Revised PDF
Creature Collection Revised PDF
Credits
OriginalEdition Producers:
Clark Peterson and Bill Webb
OriginalEditionAuthors:
Andrew Bates, Kraig Blackwelder, Carl Bowen, John
Chambers, Trevor Chase, Ken Cliffe, Geoff
Grabowski, Jess Heinig, Jeff Holt, Mike Lee, Ben
Monk, James Stewart, Cynthia Summers, Richard
Thomas, Mike Tinney, Jed Walls, Stephan Wieck
and Stewart Wieck
OriginalEdition Developers:
Kraig Blackwelder, Trevor Chase, Ken Cliffe, Geoff
Grabowski,JessHeinig,StephanWieckandStewartWieck
OriginalEditionEditors:
Carl Bowen, John Chambers, James Stewart and
Cynthia Summers
Updatestov 3.5:
Justin Achilli, Andrew Bates, Bill Bridges, Joseph D.
Carriker, Jr., Michael B. Lee, Ethan Skemp and
Stephan Wieck.
Art Director:
Richard Thomas
Layoutand Typesetting:
Mike Chaney
Graphic Designer:
Matt Milberger
lnten'orMsts:
Jeff Holt, Brian Leblanc, Steve Ellis, Andrew Bates,
Ron Spencer, Alex Sheikman, Andrew Trabbold,
Guy Davis, Rich Thomas, Jeff Rebner, Mike Danza,
Matt Mitchell, Steve Prescott, Drew Tucker, Langdon
Foss, Melissa Uran, Talon Dunning, Mitch Byrd, Jim
Nelson, Tim Truman and Mike Chaney
Check out upcoming Sword and Sorcery Studio products online at:
http://www.swordsorcery.com
%
rlw
S W 0 R D &
s0 RcERy
sT uD10 s
Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc
This printing of Creature ColkChon Remsed is published in accordance with the Open Game License See the @en Game License Appendix
of this book for more information
Scarred Lands DM's Screen, Scarred Lands Gazetteer Termana, Creature Collection. Creature Collection 2 Dark Menagerie, Relics and
Rituals, Relics and Rituals 2 Lost Lore, Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and Sorcery Studio and the Sword
and Sorcery logo are trademarks of White Wolf Publishing, Inc All rights reserved
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
"d2O System'' and the "dZO System"logo are Registered Trademarks owned by Wizards of the Coast and are used according to the terns of the
d2O System License version 1 0 A copy of this License can be found at www wizards corn
Dungeons &Dragons@ and Wizards of the Coast@ are Regiatered Trademarks of Wizards of the Coast, and are used with Permission
PRINTED IN CANADA.
CREACURE C O L L E C T I O N R E V I S E D
Preface
Abandoned
Albadian Battle Dog
Alley Reaper
Amalthean Goat
Angler Ooze
Aquamis
Asaatth
Barrow Worm
Bat Devil (Piterin)
Belsamaug
Berserker Wasp
Blade Hood
Blight 'Wolf
Blood Mare
Bone Lord
Bottle- [mp
Brewer Gnome
Carnivid of Shadows, The
Carnival King, Jack of Tears
Carnivial Krewe, Alligator Warrior
Carnival Krewe, Blood Kraken
Carnivial Krewe, Necromantic Golem
Cathedral Beetle
Cave Moth
Cave Shrike
Celesti4an
Cerulean Roc
Charduin-slain
Char fiend
Child Trap
Coal Goblin
Cold Slime
Coreanic Steed
Crescent Elk
Desert Falcon
Dire Monitor
Dragon, Mock
Dragon., Tar
Dragon, Wrack
Dragon., Firewrack
Dragon, Seawrack
Dragon., Woodwrack
Dread Raven
Dream Snake
Drowned Lady
Dune Delver
Dwarf Hound
Dweller at the Crossroads
4
5
7
8
9
10
11
12
14
15
17
19
20
21
22
23
24
25
27
30
32
34
35
37
38
39
40
41
42
43
44
45
47
48
50
51
52
53
54
57
58
60
61
63
64
65
66
68
69
Ebon Eel
Emperor Stag
Feral (Demon)
Firedrake
Fleshcrawler
Forge Wight
Frost Ape
Garabund, the Obsidian Hound
Giant, Steel
Giant, Stick
Goblin Bear
Golem, Bone
Golem, Copper
Golem, Lead
Golem, Mithril
Golem, Silver
Golem, Wood
Gore Beetle
Gorgon, High
Gorgon, Low
Great Swan, The
Grippett
Hamadryad
Hanid
Harpy
Harriet, Great
Hill Howler
Hollow Knight
Hookwing
Hornsaw Unicorn
Huror
Ice Basilisk
Ice Ghoul
Ice Haunt
Ice Weasel
Inn-wight
Iron Tusker
Keffiz
Lotus Flowers
Manster
Manticora
Marrow Knight
Memory Eater
Mere-lurker
Mill Slug
Miredweller
Miser Jackal
Mistwalker
Moon Cat
70
71
72
73
74
76
77
79
80
81
82
83
84
85
86
81
88
89
90
92
93
94
95
96
97
99
100
101
103
104
105
104
107
109
110
111
112
113
114
117
118
120
121
122
123
124
126
127
128
TABLE O F CONTENTS
Murderspri te
Muskhorn
Narleth
Night Singer
Night Terror
Night Tyrant
Orafaun
Paragon Crocodile
Plaguecat
Proud, The
Pyre
Ratman (Slitheren)
Ratman, Brown Gorger
Ratman, Diseased
Ratman, Foamer
Ratman, Red Witch
Ratroo
Reaver, The
Red Colony
River Nymph
Rumbler
Runnk
Sage Camel
Sand Burrower
Sandmasker
Savant Hydra
Scythe Falcon
Searing Wind
Seaspark
Sentry Crows
Serpent Root
Siren Vulture
Skin Devil
Skyquill
Slarecian
Slarecian Gargoyle
Slarecian Ghoul
Slarecian Language Virus
Slarecian Muse
Slarecian Shadowman
Sleet Devil
Solar Scarab
Sour Grub
Spider-Eye Goblin
Spire Wyvern
Spirit of the Plague
Steel Beetle
Storm Kin
Strife Elemental
Swamp Gobbler
Tanil's Fox
129
130
13 1
132
133
134
135
136
137
138
140
141
143
144
146
147
149
150
15 1
152
153
154
155
157
158
160
161
162
163
164
165
166
167
168
170
171
173
174
176
178
180
181
182
183
184
185
186
187
188
189
190
Thunder Orb
Trogodon
Troll, Steppe
Ubantu Tribesman
Undead Ooze
Unholy Child
Valraven
Vengaurak
Vrail
Well Spirit
Willow Tree Warrior
Wolf Spider, Giant
Woodshaunt
Wyrmspawn
191
192
194
196
197
198
199
200
201
202
203
204
205
206
208
Butcher Spirit
Carnival Krewe, Plague Wretch
Fatling
208
209
211
212
213
215
216
217
219
220
Hag
Hag, Brine
Hag, Cavern
Hag, Ice
Hag, Moon
Hag, Storm
Hag, Swamp
Inquisitor
Morgaunt
Tokal-infested
Unhallowed, The
Unhallowed, Faithless Knight
Unhallowed, False Lover
Unhallowed, Forsaken Priest
Unhallowed, Treacherous Thief
222
224
226
227
228
230
23 1
234
235
Dwarves
Dwarves, Charduni
Dwarves, Forsaken
Dwarves, Mountain
Elves
Elves, Dark Elves
Elves, Forsaken Elves
Elves, Wood Elves
Gnomes
Gnolls
Half-elves
Half-orcs
Halflings
Humans
Terali
235
235
23 7
23 7
239
239
240
240
24 1
247
248
242
243
243
244
245
P RE F A C E
Clark Peterson
Necromancer GamedSword &SorceryStudios
October, 2002
CREATURE C O L L E C T I O N REVISED
Abandoned
Large Humanoid (Abandoned)
Hit Dice:
2d&4 (13hp)
Initiative:
+O
speed:
40 ft.
Armor Class:
14 (-1 size, +5natural)
Base AttacMGrapple:
+1/+9
Attack:
Club +4 melee (ldb4) or slam +4 melee
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats
Environment:
Organization:
ChallengeRating:
Treasure:
Alignment:
(ld6+4)
Club +4 melee (ld6+4)and slam -1 melee
(ld6+4)
10 ft./tO ft.
Musk
Track
Fort +5,Ref +0,Will +O
Str 19,Dex 10,Con 15, lnt 6, WK 10,Cha 7
Climb +9,Hide +1/+5,Listen +1, Jump +9,
Survival +1
Power Attadc
Warmforest
Solitary, pair, family (2-4), or tribe (5-20)
1
None
C R E A T U R E C O L L E C T I O N REVISED
Combat
Abandoned typically scatter upon intrusion
by any other kind of humanoid, seeking places to
watch strangers from afar and to hide themselws. In time, however, these aloof observers
begin to yell and screech to each other, growing
increasingly resentful of their betters, until
the tribesmen literally pour from t h e jungles,
swinging whatever weapons come to hand.
Musk (Ex):A n Abandoned exudes a pungent musk t h a t appeals to members of its own
race but t h a t other races find nauseating. Anyone within 10 feet of an Abandoned must succeed
at a DC 13 Fortitude save or be overcome by the
stench. Those so affected suffer a -2 penalty o n
all saves, checks, and attacks for 2d6 rounds.
Track (Ex): T h e Abandoned are expert
trackers in territories with which they are familiar, gaining t h e benefit of t h e Track feat in warm
forest environments.
Skills: Because of their muscular frames,
Abandoned gain a +4 racial bonus o n Climb,
Hide and Jump checks. In warm forest environments, they gain a n additional +4 competence
bonus o n Hide checks.
Abandoned Characters
Abandoned characters have the following
racial traits.
- +8 Strength, +4 Constitution,
-4 I n t e l l i g e n c e , -4 C h a r i s m a .
- Large size.
- Space/Reach: 10 ft./lO ft.
- A n Abandoneds base land speed is 40 feet.
- Racial Hit Dice: A n Abandoned begins
with two levels of humanoid, which provide 2d8
Hit Dice, a base attack bonus of +1, and base
saving throw bonuses of Fort +3, Ref +O, Will +O.
- Racial Skills: A n Abandoneds humanoid levels give it skill points equal to 5 x ( 2 + I n t
modifier, minimum 1). Its class skills are Climb,
Hide, Jump, Listen and Survival. Abandoned
gain a +4 racial bonus o n Climb, Hide and Jump
checks. They gain a +4 competence bonus on
Hide checks while in a warm forest.
-Racial Feats: A n Abandoneds humanoid
levels gives it o n e feat.
- Weapon and Armor Proficiency: A n
Abandoned is automatically proficient with
simple weapons.
- +5 natural armor bonus.
- Special Attacks (see above): Musk.
- Special Qualities (see above): Track.
- Automatic Languages: Viren.
- Favored Class: Barbarian.
- Level Adjustment: + 1
CREATURE C O L L E C T I O N REVISED
2d8+2(11 hp)
+4
45 Ft. (7 squares)
I? (+1 size, +4 Dex, +4natural),
touch 15,
flat-footed 11
Base AttacMGapple:
Attack:
Full Attack:
Space/Reach:
SpecialAttacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Advancement
Level Adjustment
Albadjan Wolf
+1/-2
Bite +6mdee (ldbl)
Bite +6melee (ldbl)
5 R.15 ft.
Lockjaw, low-light vision
Loose-skinned
Fort +4,Ref +7,Will +O
Str 13,Dex 18,Con 13,Int 2, WK 10,Cha 5
Listen +5, Move Silently t6,Spot +5,
Survival +2
Weapon Finene
Any hill, mountains, and plains
SolitaryOT pair
1
3-4 HD (Small); 5-6 HD (Medium)
+l (cohort)
Descriptjon
In the cold northlands of Albadia, the most popular
pastime is dogfighting. Men and women there breed and
raise a breed of dog known as the Albadian battle dog, a
marvelous and vicious fighter. A typical specimenweighs 90
to 110 pounds. Its loose folds of flesh help it avoid serious
injury from most bites (the skinpulls away from the muscles
before they can be pierced),and its strong, low-slung frame
provides great balance and mobility.
Combat
The battle dog relies mainly on its great speed in
combat. Injuries do not bother it overly much. It
typically initiates combat with a charge and uses its
speed and agility (relatively high AC) to disengage if
necessary. If it scores a bite, the dog locks its jaws
and simply attempts to outlast its opponent.
Lockjaw (Ex): When a battle dog
hits with its bite attack, it may lock its A
powerful jaws onto its victim. It loses
its Dexterity bonus to AC (its AC
drops to 15) while latched on in this
way, but eachround thereafter it deals
automatic bite damage. The dog releases its victim if reduced to half its
current hit points or at its masters
bidding. A victim can free himself
from the dogs jaws with a successful
Some unknown number of years ago (but certainly before the Divine War), an unsavory and
unscrupulous breeder crossbred his battle dogs with
timber wolves captured in the mountains just north of
Albadia. It took several generations of this breeding
to get the mix he desired - one that combined the
obedience of the battle dog with the stamina of the
wolf. He succeeded at last, at least well enough to
begin to dominate the dog-fighting circuit. The crossbreeding was eventually discovered, though, and the
fellow was hanged. (They take their dog fighting very
seriously in Albadia.) Out of respect, the animals hed
created were set loose instead of slaughtered. That
pack of two score or so dogs carved out a territory
among the wolves. Not only have they managed to
maintain i t - theyve thrived. Dubbed Albadian
wolves, these animals now roam much of northwestern Ghelspad in packs of 2 to 8. Similar to the
Albadian battle dog, the Albadian wolf is somewhat
larger but lacks the discipline to perform the lockjaw
attack. Typical Albadian wolf stats are as follows:
AlbadianWolf:CRl;SZMediumanimal;HDM8+6;hpI?;lnit+3;Spd45
ft. (?squares);AC16(+3Dex,+3natural), touch13,flat-footed13;Base
AttacWG-apple +2/+3;Atk bite +5 melee (ld8+1);Full Attack bite +5
melee(ld8+1);SQ low-light vision, scent, loose-skinned; AL N SV Fort
+5, Ref +6,Will +l;
Str 13,Dex 17, Con 15, Int 2, Wis 11,Cha 5.
. .
C R EAT U R C 0 L LE CT I 0N
R VI5 E D
Alley Reaper
Medium Undead (incorporeal)
Hit Dce:
M12 (17 hp)
initiahve:
+2
Speed:
Armor Clm:
Base AttacWGapple:
Attack:
Full Attack:
Space/Reach
SpecialAttadis:
SpecialQualities:
Saves:
Abilihes:
Skills:
Feats
Ennronment
organizatlon:
Challenge Rating:
Treasure:
Alignmetk
Advancement
Level Adjustment
30 ft. (6 squares)
14(+2Dex, +2 deflection)
5ftJ5ft
Fear
Incorporeal, undead
Fort +1, Ref +3, Will +1
Wltary
3
Standard
Always chaotic evil
4-9 HD (Medium)
-
Descmption
An alley reaper 1s the spint of an
assasin or cutthroat who died wth
b l d on his hands.Belsameth considlenng that person particularly iruthless, cunning, and
deceitful -gave him an extended lease not on Me, but
on t h e world. Little more
than shadows, these spints
seem 1 o walk as men, conceallng themselves under
long, tattered black cloaks.
In truth, they have no substance. If a reapers cloak 1s
remobed, all thats found
underneath 1s a collection
of p m stolen from murder
victims,andtheweapht
the ghost used to kill ~nlife.
All of these items spill to the
Combat
The alley reaper always seeks to ambush its victims, and then dismembers them horribly to inspire as
much fear and furor in the community as possible. It
does not attack with its material shortsword (which
remains under the reapers cloak), but with a spectral
version of that same weapon that deals spiritual
damage as opposed to bodily wounds.
Fear (Su): Three times per night, as a free action,
a reaper may make a fear attack. Spectral winds fill its
cape, making it resemble the wings of a vulture spread
over a kill. From the shadows of the cape, the faces of
the reapers victims can be seen shrieking in horror. All
within 30 feet who see the reaper
must succeed at a DC 15 Will save
or be fnghtened for ?d4 rounds.
Incorporeal (Ex):An alley reaper is little more than a
malevolent shadow, given
form only by its cloak.
When robed, it must pass
through doors as a living
ersonwouldorelse leave
s cloak and other possessions behind (which
it is always loath to do,
although it is n o t
harmed in doing so).
Regardless, it gains all
the benefits of being
incorporeal (see the
MM, Introduction),
whetherrobedornot.
Skills: Alley
reapers gain a +8 racia1 bonus on Hide
checks in dark or shad-
C R E A T U R E C O L L E C T I O N REVISED
Amalthean Goat
Medium Magical Beast
Hit Dice:
8d10+48(92hp)
Initiative:
+3(Dex)
Speed:
60 ft. (12 squares)
Armor Class:
21 (+3Dex, +8natural),touch 13,flat-footed
18
Base AttacMGapple:
Attack:
+8/+13
Horm +I3 melee (2d&7 [ram] or 2d6+7
[ewe])
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
5 ft.15 ft.
Powerfulcharge (ram only)
Amaltheanmilk(eweonly),damageredudion
lO/magic, immunities,fast healing 2
Fort +14,Ref +Q, Will +5
Str 20, Dex 16,Con 23, lnt 2, Wis 12, Cha 12
Balance +4,Intimidate+4 (ram only), Jump
+Q, Listen +3,Sense Motive +4 (ewe only),
spot +2
Great Fortitude, Improved Natural Attack,
Iron Will
Temperate and warm mountains
Pair or family (3-4)
..
None
Always neutral
The goat has the sturdy build ofa bighorn sheep, but
pelt seems almost to shine with health and vitality. A
massive pair of horns curves back from its skull.
its
Descriptjon
These unusual creatures are
renowned for a single
reason: The milk of
an Amalthean ewe
has incredible healing power, said to be
able tocure diseases,
negate poisons, and
even heal wounds.
Many people covet
this milk, particularly
those without access to the divine powers of clerics -but the
difficulty lies in obtaining the
milk. A n Amalthean ram guards every
ewe, and both, having been raised on a diet of
Amalthean milk, are stronger and more resilient than
any natural animals.
Amalthean goats are not herd animals; their
remarkable resilience provides sufficient protection
from predators, such that they dont need to rely on
numbers to survive. They are almost invariably en-
Combat
The Amalthean ewe fights only to defend any
lambs she might have. The ram, however, is rather
belligerent,
and he does his best to defend his ewe
(and any lambs) from anyone he deems a threat. He
rarely fights to the death; if his opponents retreat, he
is content to let them withdraw.
Powerful Charge (Ex): An Amalthean rams
charge attack always inflicts double damage; this
becomes trip1e damage if the ram is charging down-
hill.
AmaltheanMilk (Su):The milk ofan Amalthean
ewe has many beneficial effects. One draught cures 5
points of damage and 2 points of ability damage,
neutralizes any nonmagical poisons in the bloodstream, and cures any nonmagical diseases that the
target may be suffering. A ewe can be milked
for three draughts each day, but she can
spare only one draught if shes currently
nursing a lamb. Taking any more affects the lambs growth adversely.
Immunities (Ex):Amalthean
goats are immune to poison
CREATURE C O L L E C T I O N REVISED
Angler Ooze
Large Ooze
Hit Dice:
Initiahe:
Speed:
Armor C
l
h
:
Base A W G r a p p l e :
Attack:
Combat
+3/+6
Space/Reach:
SpecialAttacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Full Attack
Feats:
Environmnt
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
Level Adjustment
Solitary
3
None
Always neutral
5-4 HD (Large); 10-12 HD (Huge)
The translucent ooze slithers forward, its reddishbrown form difficult to see in the shadows
Descriptjon
A n average angler ooze at rest is about 5 feet in
diameter, stretching out to 15 feet in length and only a
few feet across when in motion (they cover the
largest area when moving). The slimes di;i
gestive acids affect only animal matter,
f
so it can conceal itself in
brush andunderground
cover during the heat
ofthe ldaywithoutdeq
_.
C R E A T U R E C O L L E C T I O N REVISED
Aquantjs
Large MagicalBeast
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttaddGapple:
Attack
Full Attack:
Space/Reach:
Special Atacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
ChallengeRating:
Treasure:
Alignment
Advancement
Level Adjustment
QdlO+?(54 hp)
+3 (+3 Dex)
30 R. (6 squares)
18(-1 size,+3Dex, +6natural),touch 12,flatfooted 15
+4/+15
Bite+10 melee (2d8+3)
Bite +10 melee (2d8+3)
10 RJtO R.
-
Water walking
Fort +7, Ref +11, Will -2
Str 15, Dex 17, Con 13, Int 2, Wis 3, Cha 2
Listen +6, Move Silently +3, Spot +4
IrnprovedNaturalAttack,Lightning Reflexes,
Skate-By Attack (as Ride-By Attack, but
usedwhile water walking)
Any aquatic
Solitary, pair, pod (1-8) or cluster (4-20)
5
Standard
Always neutral
4-14 HD (Large); 15-24 HD (Huge)
Descriptjon
O n the most remote shores of Lake Minagan,
toward central Termana, is one of the most beautiful
sights of nature in the Scarred Lands. Gazing upon a
pod or cluster of aquantis as they swoop and turn
along the surface of the lake allows one to forget for a
moment the world's devastation. With their skinflaps unfurled, they seem to skate across the surface of
the lake in search of fish or other prey upon which to
feed. Travelers be warned, however: Humanoids in
boats are certainly not exempt from the appetites of
these colorful reptiles.
Aquantis can run across the water without the aid of
the wind, hut with it they can achieve remarkable speeds in
nearly any direction (save directly into the wind). Their
Combat
The aquantis can he adeadly foe, especially when
the wind is in its favor (and an aquantis generally
waits to attack large prey until it has a favorable path).
It sweeps by boats and uses its long neck to reach onto
the deck and pluck unfortunate sailors away.
Water Walking (Ex):Although it would seem
to he impossible for a creature so large, the aquantis
can walk atop the water.
CREATURE C O L L E C T I O N REVISED
Asaatth
Medium Monsbws Humanoid (Reptilian)
Hit Dice:
M8+3(16 hp)
Initiatwe
+3
speed:
40 ft. (8 squares)
Armor Ctm:
23 (+3 Dex, +5mtural,+5 serpent mail)
Base AttacMGapple:
+3/+4
A&
Scimitar+4mdee(ld6+1)orjavelin+6ranged
Full Attack
Space/Reach:
SpecialAttack:
SpecialQualities:
Saves:
Abilitles:
Skills:
Feats
Ennronment
0rfJanizatlon:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
(ld6+1)
Scimitar+4 mdee (ld6+1) and bite -1 melee
(ld3and pow)and claw -1 melee(ld3) and
tail slap -1 melee (ld6) or javelin +6 ranged
(ld6+1)
5 ftJ5 ft.
Poison, spelk
Darkvision60 ft., keensenses, scent
Fort +2, Ref +6,Will +5
Str 12, Dex 17, Con 13, Int 15, Wis 14, Cha 13
Concentratlon+4, Craft (alchemy) +5, Hide
+6, Jump +3, Listen +4, Move Silently +8,
Search+4,Spdlcraft+6,Spot+4,UseMagical Device+3
Combat Casting, Expertise
Temperatedesert and marsh
Pair, squad (3-7), war band (10-50, plus a
3rd-levelsergeantper15warnmandl commanderof4thto6thlevel),wclan(50-500,
plus a 3rd-level sergeant per 15 adults, 1-2
commanders of 4th to 6th level, and 1 dire
knight of 7th to Pth level)
4
Standard
Usually chaotic evil
By characterclass
+5
from
Description
Aaatthi are an ancient race of serpentine
warnor-wds. It is said that their empire
once extended across virtually the entre
landscape of Ghelspad. Now they are
encounteredprunanly f the Swamps
ofKan ThettothevastUkrudanDesert
Scattered rum hlnt at their ancient
domain, but only isolated clans remain of the asaatthi themselves.
The serpentfolk were masters at
craftmg magical items that they used to
dotnmateother races and further the greatn w of their maker, Mormo the Serpentmother.
~~
CREATURE C O L L E C T I O N REVISED
Cost
Armor
Bonus
Maximum Annor
Dex
Check
Bonus
Penalty
Combat
Asaatthi are experts in warfare both mundane and
mystic. They prefer guerilla-style tactics due to their small
numbers,but they are comfortablecoordinating large-scale
assaults as well (often directing other dark races against
humanoids). Given a choice, asaatthi will lay traps and
ambush opponents, but they are not likely to back down
from a straight-upfight.Even so,the serpentfolkare far from
stupid.They'llretreat iftheoddsaren't in their favor andplan
vengeance for another time.
Keen Senses (Ex):An asaatthsees three times as well
as a human in low-lightconditions and has darkvisionto 60
feet. A serpent-manalso has the scent ability: he can use his
sense ofsmell todetect approachingenemieswithin30feet,
can sniff out hidden foes as a move action, and may track by
sense of smell.
Poison (Ex):Asaatth saliva contains a mild poison.
The victim of an asaatth's bite must make a DC 12Fortitude
save or be nauseated for 2d4+2 minutes.
Arcane
Speed
Welght
Spell
Failure
Spells:Allasaatthicastspellsas3rd-levelwizards(save
DC 13 + spell level).
Skills: Asaatthi receive a +2 racial bonus on Move
Silently and Spellcraft checks.
Asaatth Characters
Most classed asaatthi encountered are fighters
and/or wizards, although the occasional druid, rogue,
or sorcerer is not uncommon. Asaatth characters
have the following racial traits.
-+2 Strength, +6 Dexterity, +2 Constitution, +2
Intelligence, +4 Wisdom, +2 Charisma.
- Medium size.
- Spacemeach: 5 ft./5 ft.
- An asaatth's base land speed is 40 feet.
-Racial Hit Dice: A n asaatth begins with three
levels of monstrous humanoid, which provide 3d8 Hit
Dice, a base attack bonus of +3,and base saving throw
bonuses of Fort +1, Ref +3, Will +3.
-Racial Skills: An asaatth's monstrous humanoid
levels give it skill points equal to 6 x (2 + Int modifier,
minimum 1). Its class skills are Concentration, Craft,
Hide, Jump, Listen, Move Silently, Search, Spellcraft,
Spot and Use Magical Device. Asaatthi gain a +2 racial
bonus on Move Silently and Spellcraft checks.
-Racial Feats: An asaatth's monstrous humanoid levels give it two feats.
-Weapon and Armor Proficiency: A n asaatth
is automatically proficient with simple weapons,
martial weapons, light armor and medium armor.
- +5 natural armor bonus.
- Special Attacks (see above): Poison, spells.
- Special Qualities (see above): Darkvision 60
ft., keen senses, scent.
- Automatic Languages: Asaatth, Common,
Draconic.
- Favored Class: Wizard.
- Level Adjustment: +5
C R A T U R E COLLECTION R E V I S E D
Barrow Worn
Huge Vermin
Hit Dice:
Initiative:
Speed:
Armor (lass:
Base AttaddGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
Level Adjustment:
+11/+26
Bite +16melee (2d8+10)
Bite +16melee (2d8+10)
15 WlO ft
Improvedgrab
Blindsight, light sensitivity, vermin traits
Fort +11, Ref +5, Will +4
Str24,DexlO,Con15,1nt -, Wis8,Cha4
Hide +O*, Listen +11
-
Any underground
Solitary
8
Moth coins; 50% goods;50% items
Always neutral
16-20 HD (Huge); 21-30 HD (Gargantuan)
-
Desclrjptjon
The barrow worm is a massive creature with no
obvious eyes or other sensory organs; instead,
rows of fine bristles along the entire length of its
body allow it to see.
Barrow worms are a common hazard in crypts
or subterranean passages, preying upon unwa
animals or individuals that pass too near their
lairs. A barrow worm locates a long, narrow
fissure or tunnel into which it can squeeze,
coding itself back into the darkness like a
great spring. When a victim passes close by,
it strikes, grabs the target in its serrated
mandibles, and then recoils back into its
hole, making it difficult for the victim to
escape and nearly impossible for others to assist
him.
Combat
The barrow worm remains still in its fissure,
far from any sources of light, and detects approaching victims by changes in air pressure
and vibration. It is not a n intelligent predator,
and once it locks its mandibles around a
victim, it tries to drag the target inside its
hole whether the prey fits or not. The mandibles saw continuously at the victim,
inflicting deep, jagged wounds until the
C R E A T U R E C O L L E C T I O N REVISED
(poor)
18 (+4 Dex, +3 natural, +1 small shield)
+2/+3
Short sword +3 melee (ld6+1)
Short sword +3 melee (ld6+1) and bite -2
melee (ld4) and 2claws -2 melee (ld3)
5W5R
FFYAttadc
Temperate and warm mountaimand plains
Solitary, family (3-12), OT roost (13-48)
2
Standard
usually neutral
By character class
+3
Descnptjon
T h e bat devils are rather
inaccurately named; this sentient race of bat-people suffers
from a bad reputation t h a t it
hasnt fairly earned. O n e of t h e
few humanoid races naturally
capable of f l i g h t , b a t devils
stand around six feet tall when
fully upright. T h e i r batlike features a n d huge, leathery wings
t e n d to frighten o t h e r races,
which h a v e dubbed t h e bat-folk
devils o u t of s u p e r s t i t i o n .
( T h e i r name for themselves is
t h e P i t e r i n , or t h e flying
p e op 1e. )
Bat devils typically eat monstrous insects a n d birds, which
they catch o n t h e wing, but they
have been known to augment
their diet by carrying off young
herd animals. As they see little
difference between a ranchers
Combat
Unless given n o means of escape, bat devils
prefer to fly away from combat at t h e earliest
opportunity. W h e n forced to defend their roosts,
they wield scavenged weapons with their feet,
engaging opponents as they remain airborne. If
cornered, a bat devil may fight with t h e long
claws o n its feet or even deliver a wicked bite.
CREATURE C O L L E C T I O N REVISED
Will +3.
- Racial Skills: A bat devils monstrous
humanoid levels give it skill points equal to 5 x
( 2 + Int modifier, minimum 1). Its class skills are
Climb, Hide, Listen, Move Silently, Search a n d
Spot. Bat devils receive a +10 racial bonus o n
Listen checks due to their excellent hearing.
However, due t o their accordingly weak eyesight, they receive a -4 racial penalty to Spot
checks a n d to Search checks conducted by sight.
- Racial Feats: A bat devils monstrous
humanoid levels give tt one feat.
- Weapon and Armor Proficiency: A bat
devil is automatically proficient with simple
weapons, martial weapons and shields.
- +3 natural armor bonus.
-Special Qualities (see above): Blindsight,
pedal dexterity.
- Automatic Languages: Piterin.
- Favored Class: Rogue.
- Level Adjustment: +3
C R E A T U R E C O L L E C T I O N REVISED
Belsamaug
Small MonstrousHumanoid
4d8 (18 hp)
Hit Dice:
+2
Initiative:
30 feet (6squares)
Speed:
16(+1 size, +2Dex, +3studded leather)
Armor Class:
+4/+0
Base AttaddGapple:
Small dagger+7melee (ld3)or small dagger
Attack:
+7ranged(ld3)
Small dagger +7mdee (ld3)or small dagger
Full Attack
+7ranged(ld3)
5Ft15k
SpaceIReach:
Find prey
SpecialAttacks:
Darkvlsion?O feet, invisibility,melding
SpecialQualities:
Fort +1,Ref +6,Will +4
Saves:
Str 11, Dex 14,Con 11, lnt 10,Wis 11, Cha 10
Abilities:
Hide+7,Listen+Z,MoveSilentk+5,Search
Skills:
+2,Spot +4,
Survival+2
Track, Weapon Finesse
Feats:
Any land
Environment
Pack (4-8)
Organization:
3
ChallengeRating:
Standard
Treasure:
Always neutralevil
Alignment
By character class
Advancement
t3
Level Advancement
Descnptjon
When the moon looks down upon
the Scarred Lands, Belsameths children are summoned to roam the
night and hunt unwary prey. The
belsamaug were once a vicious
race of goblinoids, twisted and
blessed by Belsameth, that
now rage and hunger beneath the soil
in stasis by day. By
night, a belsamaug
materializes invisibly
from the ground and pre
pares to hunt.
Belsamaug are sinister creatures, if one can see them to judge,
standing nearly four feet tall, with
long, narrow, impish features.
They emphasize their narrow
frames and opal eyes with
skintight leather, and often adorn themselves
with past victims
knives and daggers, which they usually keep as trophies of their kills.
While belsamaug can only rise a t night,
their most terrifying trait is t h a t they c a n be
seen only in moonlight. If moonlight does n o t
strike them, they are invisible. Reflected moonlight reveals a belsamaug, but even t h e most
acute visual senses do not. A belsamaug often
taunts its opponents i n this way, darting invisibly from o n e shadow to t h e next.
Belsamaug usually travel in packs; like wolves,
belsamaug are experts at luring and herding prey. They
prefer easy prey, and their keen senses allow them to
track a victim through the harshest of climates. It is
said that belsamaug can sniff out the wounded, the ill,
and the infirm from miles away, and relentlessly pursue
such weak opponents.
While most of these vile creatures stick to
rural roads, more t h a n a few have found their
way into tents and even country estates. W o e to
t h e city with belsamaug in its streets.
When the moon finally vanishes with dawn, the
belsamaugs reign of terror is briefly at an end. Each
seeks a safe place, and melds back into the earth
whence it came. Only one small trace of its presence
is left behind: a smooth hunk of basalt that marks its
resting place. The few sages who know this secret
debate the significance of this enigmatic stone -the
predominant theory claims that it is both the mark
of Belsameth and a portion of the black goblins
heart. Regardless, if this stone is shattered, the
belsamaug is slain and never rises again.
Belsamaug speak their own
dialect of Goblin.
Belsamaug Characters
Belsamaug prefer t h e rogue class, although
clerics (of Belsameth) and sorcerers are also
fairly c o m m o n a m o n g t h e m . Many classed
belsamaug are multiclassed rogues. Belsamaug
characters possess t h e following racial traits.
- +4 Dexterity.
- Small size.
- A belsamaug's base land speed is
- Racial H i t Dice:
30 feet
A belsaniaug begins
C R E A T U R E C O L L E C T ON R E V I S E D
BerserkerWasp
Diminuhve Vermin (Swarm)
Hit Dice:
10d8 (1 hp)
Initiative:
+4
Speed:
5 feet (1 square), fty 60 Feet (gad)
Armor Class:
18(+4 size, +4Dex), touch 18,Flat-footed14
Base AttacMGapple:
+7/Attack:
Swarm (2d6 plus poison)
Full Attack:
Swarm (2d6 plus poison)
Space/Reach
lft/OR
SpecialAttacks:
D~straction,poison
SpecialQualities:
Cold vulnerability, keen scent, swarm traits,
vermin traits
Saves:
Fort +7, Ref +7,Will +3
Abilities:
Str 1, Dex 18, Con 10, Int -, Wis 10, Cha 2
Skills:
Listen +4, Spot +4, Survival +8
Feats:
Track
Environment
Temperate and warm forest and plains
Organization:
Solitary, hive(1-3swanm),or horde(4-8
SWal-lIlS)
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
6
None
Always neutral
None
Descnptj on
Berserker wasps are six-inch-long insects with red
bodies and double sets of shinyblack wings. When enraged,
their wings produce a deep, raspy buzzing, which in swarms
of a hundred or more produces a bone-shaking drone that
often panics even well trained beasts.
The berserkerwasp isahardy, adaptablebreedofinsect.
Itdoesnot buildnests,but rather attacks
and paralyzes large animals, using
them as living hosts for its eggs
and as nourishment for the
hatchlings when they emerge.
The wasps are dormant
UI the winter, emerging from
burrows in the earth during the
second week of spring. Queens
then take to the air,attractingas
many males as possible,
and proceed to travel
through the forests and
grasslands,looking for a
place to lay their eggs.
Scouts range up to a
mile ahead of the swarm,
seeklng out possible victims.
Berserker wasps are drawn to
the scent of blood, and their
sensitiveolfactorybulbscansense
Combat
Berserker wasps depend on their great flying
speed and sheer numbers to bring down their prey,
summoned by pheromones broadcast from their wideranging scouts and roaring down upon victims
seemingly out of nowhere.
Distraction (Ex):Any living creature that begins its turn with a berserker wasp swarm in its space
must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex):Injury, Fortitude DC 15,
initial and secondary damage l d 6 Dex.
The save DC is Constitution-based.
Cold Vulnerability (Ex): Berserker wasps take double
damage from coldbased attacks.
Keen Scent
(Ex): Berserker
wasps scent ability is
roughly five times
more powerful than
the standard: they
can notice creatures
by smell within 150
feet.
Skills: A berserker wasp swarm has
a +4 racial bonus to Spot
and Listen checks, and a +8
bonus to Survival checks.
CREATURE C O L L E C T I O N REVISED
Blade Hood
Laqe Animal
Hit Dice:
Initiatrve:
Speed:
Armor ct;Ms:
Base AttiKklGapple:
Attack
Full Attadc:
Space/Reach:
SpecialAttacks:
Special Qualities
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Advancement
Level Adjustment
Low-light vision
Fort t7, Ref +?, Will +O
Str18,Dex15,Con14,Int2,Wis7,Chr14
Escape Artist +5, Hide t4, Listen+7, Move
Silently +8, Spot +5
Alertness, lmproved Initiative, Lightning
Reflexes
Any temperate andwarm landand under
grand
Solitary
3
7-12 HD (Large); 13-18 HD (Huge)
-
Descrjptjon
Blade hoods are large, cunning serpents
and underground lairs. They
are nlot venomous, but they
make up for this shortcoming
with other adaptations. Theyre
usually deep violet to black in
color, although lighter variations
Combat
Blade hoods use surprise when possible, but can
become impatient and charge forth, relying on their
dreadful charge attack to run prey down. Older or
wilier specimens are generally cautious about attacking tool-wielding creatures. Such serpents usually
strike with slashing passes to test a potential victim.
If a target fails to put up much of a fight, the snake
seeks to constrict it to death.
Quick Strike (Ex):A blade hood c m launch its
body length at an opponent in a lightning-fast strike.
It gains a +4 bonus to its attack roll when charging,
rather than the usual +2 bonus.
Improved Grab (Ex): T o use this ability, the
blade hood must hit a Medium or smaller opponent
with its bite attack. If it gets a hold, it can constrict.
Constriction (Ex):A blade hood deals ld8+6
points of crushing damage and ld8 points of slashing
damage with a successful grapple check against Medium or smaller creatures.
CREATURE C O L L E C T I O N REVISED
Bljght Wolf
Large Magical Beast
Hit Dice:
Initiative:
&110+40(84 hp)
+4
Speed:
90 feet (18squares)
17(-1size,+4Dex,+4natwal),touchl3,flat-
Armor Class:
footed 13
Base AttaddGapple:
Attack:
Full Attack:
+8/+15
Bite +11 melee(ld&3 plus poison)
Bite +11 melee(ld8+3plus poison) and 2
claws +'? melee (ld6+1)OT Bite +11 d e e
(ld&3) and tail +9melee (ld8+1)
10ftI5 ft
Space/Reach:
Special Attacks:
Special Qualities:
Damagereductii5/magic,immunities,scent,
Saves:
Abilities:
Skills:
Feats
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
7
Standard
Always chaotic evil
This strange beast has the dark, furry kad of a great wolf,
but the rest ofits body i s m e reminismt ofadragon. Its lude is
ccwered in lustrous black s c a h and its paws are tip@ withcruel
talons.A par of bat-like wings sproutsfimits shoulders.
Description
The blight wolf is another creature spawned
in the terrible contest of magic between the
gods and the titans, bel
born when apack ofwolves
bloodofthe fallentitanMo
then these fell beasts
the forsaken wastes and desolate
places of the world, preylng upon
all they encounter.
Although not strong
enough to allow true flight, the
blight wolfs wings permit it to
travel frightenmgly quickly, to
jump for incredibly long distances, and to pounce upon
victims from improbable
heights. The creature's tail is
long and scaly, and ends m a
pomt like barbed steel. Its eyes are
black as pitch, and its howl sounds
like a wind blowing out of the
netherworlditself.Worse,the blight
Y
Combat
The blight wolfchills its enemies' hearts with itsbaleful
howl and then overwhelmsthem with sheer ferocity. The
wolves are fnghteningly crafty beasts and can demonstrate
surprising patience, attacking savagely for a few heartstopping moments, then fading into the darkness, only to
strike again an hour later.They keep thiiup until the enemy
is exhausted, and then move in for the kill.
Chilling Howl (Su): When a blight wolf howls, all
creatureswithm an 800-footdiameter (with the blight wolf
at the center) must succeed at a DC 15Will save or become
panicked for ld6 rounds. Whether or not the save is
successful, an affected creature is immune to the effects of
that blight wolf's howl again for 24 hours. This is a sonic,
mind-affecting fear ability.
Poisonous Bite (Ex): Bite, DC 19 Fortitude save;
initial and secondary damage ld6 temporary Constitution.
Immunities (Ex):Blight wolves are immune to mindaffectingspells and effects, and to paralysis and nonlethal
damage.
Partial Flight (Ex): Blight wolves can fly at a speed of
60 feet ( 12 squares) for up to 3 rounds at a time, after which
they may not fly again for an equal number of rounds; they
are treated as having clumsy maneuverability.Due
toitswings,ablightwolf'smaximumjumpmg distance is not limited by its height,
and,moreover, it doubles the result of all
Jumpchecksfor thepqmeofdetermmingjumping distance. If a blight wolf should lose the use of
any reason, it loses the partial flight
ability, and its ground speed is reduced to 60 feet.
Sense Purity (Su): Blight wolves automatia l l y sense g o d creatures, spells, and items
withln 60 feet at will, as if they had spent
s concentratingwith adetectgood
spellactive.Thisabilitydoesnot constitute an action. If a blight wolf actually
spends one round concentratmg, it
can also discern whether a particular
good subject is also lawful.
Skills: Blight wolves receive a +6
racial bonus on Move Silently and Spot
checks. *They receive a +4racial bonus
on Survivalwhen trackmg by scent.
~
CREATURE C O L L E C T I O N REVISED
Bloodmare
Large Mqical Beast
Hit Dice:
Initiative:
Sped:
Armor Clms:
Base A W G a p p l e :
Attack:
Full Attack
SpaceIReach:
SpecialAttacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organizatm:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
10d10t50(105 hp)
t2
60 Feet (12 sqwres)
15(-1 size, +2Dex, t 4 natural), touch 11, flatFooted 13
+10/+16
HOOF t11 melee (ld6t2)
2hooves t11 melee(ld6tZ)andbite t7 melee
(ld8t1)
10 ft15 ft
Equine lure, trample ld&3
Damage reduction 5/magic, tireless
Fort +12,Ref t?, Will +3
Str 15, Dex 15,Con 20, Int 8,Wis 10,Cha 15
Jump +8,Listen +11,Spot +11
Alertnen, Power Attack, Run, Weapon Focus (bite)
Any Forest, hill, and plains
Solitary
6
Standard
Combat
Always neutralevil
Descriptjon
AA
CREATURE C O L L E C T I O N REVISED
Bone Lord
Large Aberration
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttacMGapple:
Attack:
Full Attack:
Space/Reach:
SpecialAttacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
+O
60 Feet (12 squares)
18(-lsize,+?natural),touchp,nat-footedl8
+?/+I7
Bite/gore/rake/slarn+13 melee (ld8+4)
Bite/gore/rake/slarn +13melee(ld8+4), additional (seebelow) bites/gores/rakes/slams
+11melee (ld8+4)
10 Ft/lO Ft
-
7
Doublestandard
Always neutral evil
13-22 HD (Large); 23-36 HD (Huge)
-
Descriptjon
Bonelordshave been encounteredOnly
msmg
remains Of
from the
battlefields and lurching
about in search of livmgprey. No one knows what dark magic
created these monsters. Some rumors claim that a wizards
expenmentwent catastrophicallywrong,while others
suggest that such creatures were mortals
cursed by a vengeful power for
wrongs committed against
the gods.
A bone lord IS not an
undead skeleton, however. Its
true Myis a pmklsh-gray
h g u - althougheven that
is subject to debate, as it is
not properly a plant, either.
The so-called fungus grows
along the surfaceofbones,joming them at the joints and
thickenlngmplacesthatareanalogous to muscles.Abone lords shape
-humanoid, animal, a peculiar mut
of skeletons - and the weapons it
wields-claws, teeth,jaggedorchbhke
Combat
A bone lord is a seemingly random collection of monstrous, bestial and humanoid skulls; clublike limbs; claws;
dagger-like ribs; and so forth. The creature can bear amulets,
jewelry,orbitsofclothingorannorleftoverfrompastvictims,
and might even use them to entice curious adventurers.
Multiple Natural Weapns (Ex):In the first round of
combat, a bone lord can make a full attack with ld4 bony
appendages,whether jaws, claws,bony clubs, or any combination thereof. In every subsequentround, it produces one more
such weapon, up to a maximum number equal to its HD.
The bone lord can use any one of these to make a
standard attack. Its attack bonus and damage is the same
regardless, though the type of damage d i c t e d corresponds to
the attack (piercing for a bite or gore, slashing for a rake,
bludgeoning for a slam).
Shape Control (Ex):Up to once per round as a free
action,a bone lord may alter its shape with a successfulDc 20
Escape Artist check UI order to take the best advantage of the
surrounding terram. For example, thls might allow it to pass
through small tunnelsor expand outward to fill a cave mouth.
Tnls effectively permits the bone lord to act as if it were up to
two sues larger or smaller than its actual slze -whatever
sueismostbeneficialatanygivenmomentthough no actual numeric or combat
benefits are gamed. Thus,abone
lord may move throughsmall
spaces as dit were Small, or it
might gain the 20 feet by 20
feet face statistic of aGxgantuancreatureifitwereusefdHowever,
it does not gain the AC and attack
modifiers or the reach benefits commensurate with thw sues.
Bone lords are immune to
polymorphmg effects.
Vulnerability to Fire (Ex):
Bonelordstakedoubledamagefrom
fu-e-basedattacks.
Skills: Bone lords receive a
+8 racial bonus on Escape Artist
CREATURE C O L L E C T I O N REVISED
Tiny U n d i d
Hit Dice:
Initiative:
Speed:
Armor Cllms:
Base AttacMGapple:
Attack:
Full Attack
Space/Reach:
Special Attacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feats:
Environnwnt
Organizahon:
Challenge Rating:
Treasure:
Alignment:
Level Adjustment
4
None
Descriptjon
Rumor has it that these horrible shadowy creatures are
crafted from the ghosts of children by usmdg dark ntuals. They
often serve as deadly assistants
and helpers to malevolent WEards or necromancers, so that
their murderous impulses can
be better mddulged.
Rottle-imps seem to be
macle of shadow and smoke;
the name imp IS actually a
mnomer, as thesebemgs are
not extraplanar creatures at
all, but created undead. They
live mide small enchanted
bottles or other sealable contamdeB,whcharesometimes
given to those whom the
presenter wants dead. However, such bottles have
turr~eiup md unexpected
p l a ~ a n d s i t u a t id~u, d -
Combat
Although bottle-imps are not the most imposing
creatures, they can make terrifying combatants. They
dart around with incredible speed, which grants them
surprising reach for their size, biting at foes in order to
incapacitate them before slashingwith their tiny swords.
Bottle-imps are inordinately strong for their tiny stature.
A bottle-imp can travel up to 100 feet from its
bottle, always connected by a small tether of smoke
(which can be disrupted without injuring the imp,
although the imp senses the disturbance). Some necromancers who command bottle-imps wear the bottles at
their waists, releasing the imps to aid them in combat.
The only way to destroy a bottle-imp permanently is to smash its bottle. Due to its magical
construction, such a vessel is treated as having hardness 10, with 10 hit points, and a Break DC of 26.
Sleep Bite (Su): Anyone bitten by a bottle-imp
must make a successful DC 12 Fortitude save or fall
into a deep slumber for 10d6 minutes.
Smoke Form (Ex): Bottle-imps can turn gaseous at
will, as ifby thegaseotlsfmspellcast by a4th-level sorcerer.
Retreat (Su): When a bottle-imp IS reduced to
0 hit points, it is not destroyed; instead, it automatically and instantaneously becomes gaseous,
teleports into its bottle, and pulls in the stopper.
After 24 hours, it returns to full itrength and
may once again exit its bottle.
Vanishing Bottle (Su): Three
times per night, as a standard action, a bottle-imp may teleport
its bottle to any location up to
300 feet away; this functions
as the vanish spell, except the
imp need not touch its bottle,
there is no chance ofthe bottle
being disintegrated, and the
bottle cannot be sent to the Ethereal Plane. When the bottle teleports,
the imp travels with it. Of course, if the
imp perceives an attack directed at its
bottle, it usually activates the bottles
vanishing power to escape. The imp
has usually scouted out the surrounding area to find the most
innocuous locations to hide its
bottle in the event of an emergency (wine cellars and
gutters are favorites).
--
CREATURE C O L L E C T I O N REVISED
Brewer Gnome
Small Fey
Hit Dice:
Initiative:
Speed:
Armor class:
Base Attack/Gapple:
Attack
Full Attack:
Space/Reach:
SpecialAttacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
ChallengeRating:
'Treasure:
Alignment
Advancement
Level Adjustment
2d6+2(7 hp)
+2
20 feet (4 squares)
13 (+1 size,+ZDex), touch 13, flat-footed 11
+1/-5
Club +O melee (ld6-2)
Club +O melee(ld6-2)
5ft/5ft
Belch, spelk, spell-like abilities
Magml brewing, low-light vsion
Fort +1, Ref +5,Will +4
Str 6, Dex 14, Con 12, Int 13, Wa 12, Cha 14
Appralse +2, Bluff +5, Concentration +2,
Craft (alchemy) t14, Escape Arttst +4, Hide
+7, Knowledge(nature)+10,Ltsten+4,Move
Silently +8, Profenion (brewer) +18, Sleight
of Hand+3, Spot+4,Spellcraft+2,Survi~l+3
&ew Potion', Craft Wondrous Item
Any t e m p t e
Clan (5-14)
4
1/4coins; standardgoods;doubleitems(mually potions and wondrousitems)
usually chaotlc neutral
By c h a d e r class
+5
Descnptjon
Often mistaken for the strange gnomes of Termana,
brewer gnomes are actuallyone of the fey races. They travel
the countryside with their extended families, collecting
strange ingredients to make the brews for which they are
famous -or mfamous, depending upon whom one asks.
When they are not collecting ingredients, brewer
gnomesfiidsecludedgladesormountaintoplocales to setup
camp and do their brewing. (They never travel within
several miles of large settlements or towns, however, being
truly rural folk at heart, however social in character.) The
brewer gnomes then proceed to have a large party until they
are all quite worse off for it.
The gnomes are alsohappy to barter with anyone who
happensupontheirencampments,orwhoencountersthem
during their searches for strange ingredients Anyone who
manages tosurviveafewofthebrewergnomes'drrnksduring
formalintroductionsis acceptedas a worthy tradingpartner.
Brewer gnomes are happy to collect gems and potions of all
kinds, and they might even solicit offers to find certain rare
CREATURE C O L L E C T I O N REVISED
or dangerous ingredients in exchange for their goods. They
do not, however, let their asks of brew go cheaply.
13rewer gnomes stand 3 feet tall and dress in bright
colors. Some clans have been known to take in ogres
or hill giants who get their fill of drink in exchange for
carting around heavy casks and for eating anyone who
acts rudely to the brewer gnomes.
Comlbat
Brewer gnomes prefer the bottle to the bared
blade, and never enter combat voluntarily. If they are
attacked or their possessions are being stolen, the
gnomes either attempt to escape with what goods
they can or drive off the attacker(s) with spells,
depending on the situation.
Belch (Su):Asafullattackaction,abrewergnomecan
imbibe one of its brews and belch it forth as anattack. Silver
MoonAle (seebelow) is the most commonbrew used for this
purpose. A victim of the ale used in this way does not gain
the flying benefit if he succeeds at his saving throw.
Alternately,the gnome may quaff some of its highest
proof brew and then spew it forth in a 10-foot cone,which
then ignites magically. Anyone within the cone takes
2d4 points of fire damage (Reflex half, DC 12).
Magical Brewing: Brewer gnomes create many
wonderful concoctions. In general, these brews might
grant the drinker a penalty to Dexterity, Wisdom, and
Intelligence per mug, and a bonus to Strength, Constitution, and/or Charisma. These bonuses and
penalties all fade at a rate of 1 point per hour once the
drinking stops. The brews are stored in casks, each
holding a dozen mugs of drink. The following are but
a few of the possible brews.
Pussionberry Cider - This lovely cider is fermented from rare passionberries, and it seems to
augment the berrys amorous side effects. Anyone
drinking the cider gains a +2 bonus to Charisma for
every mug imbibed, but suffers a -2 penalty to Wisdom per mug, and a net -2 circumstance penalty on
all saves against Enchantment spells, illusions, and
Sense Motive checks. If a drinker sees or speaks with
any reasonably suitable mate (preferred sex or same
race) while under the influence of this drink, he must
succeed at a DC 14 Will save to avoid becoming
infatuated with his newfound love.
Pond Scum Stout - Although no one cares to
know what the brewer gnomes put in this stout, no one
complains of its excellent, hearty flavor. The stout
grants a +2 bonus to Strength and a-2 penalty to both
Intelligence and Wisdom per mug, and anyone drinking it is immune to fear effects for 1 hour per mug.
Silver Moon Ale -A smooth draught that can go
right to ones head. Anyone who is not a dwarf,
gnome, or fey who drinks this ale must succeed at a
DC 14 Fortitude saving throw or pass out. Each
additional mug imbibed requires another save, and
increases the DC by +l. Anyone who passes out
remains asleep for one year per mug unless they are
woken up: 3 full rounds of slapping and yelling in a
victims ear, or else a blow that actually deals at least
1 point of damage is required to wake the victim.
Those who do not succumb to the ales slumber
(including dwarves, gnomes, and fey who drink the
stuff) find themselves in an abundantly cheerful mood,
and if the moon is visible, they also gain the ability to
fly. This functions as the fly spell cast bb a 12th-level
sorcerer, activated once per mug imbibed.
Waterfall Wine -This bubbly white wine grants
the ability to breathe underwater for 1 hour per drink
as the water breathing spell.
Spells: Brewer gnomes cast spells as 4th-level
sorcerers (save DC 12 + spell level). All brewer
gnomes know the 0-level spell quick sober (see Relics
&Rituals), and most know at least one combative or
defensive spell.
Spell-like Abilities: 2/day - inemibility. This
ability is as the spell cast by a 4th-level sorcerer.
Skills: Brewer gnomes receive a +4racial bonus
on Move Silently checks, a +8 bonus to Craft (alchemy) and Knowledge (nature) checks, and a +12
racial bonus on Profession (brewer) checks.
Feats: Brewer gnomes receive Brew Potion as a
bonus feat.
C R EAT U RE GO L L E CT 1 O N REV1SED
&??e
Krewe of Bones
Blood Bayou is a place of death and decay, and
the Carnival of Shadows rejoices in it. Those things
that are dead-yet-walk serve in the Krewe of Bones,
this most military of the krewes. There is little alternative - with so many members of the group being
nearly mindless, shambling creatures, the only alternative to discipline and strict regimentation is a
chaos that the other krewes could not permit.
Even the most independent or rebellious of the
krewes members are of an at least minimally strategic
or military bent. Those members willing to accept
commissions and intelligent enough to command are
assigned positions leading units of less intelligent
undead. Those who are disinterested in such matters
are placed o n detached duty in the Krewe of Mangroves or on indefinite furlough and are allowed to
go about their business until they are called up to
serve the krewe. The whole matter is treated with
grave formality, and krewe members are essentially
subject to conscription in time of need.
The Krewe of Bones has the honor of providing
the Jack of Tears personal guard, and will lead the
carnival in war should that ever prove necessary.
Each unit in the Krewe of Bones is uniformed by
its officers, many of whom are sons of Mirth (see
Relics Q Rituals 2: Lost Lore). While there are no
standards, uniforms tend to be both flamboyant and
sensible. Most members wear intimidating gear on
parade or when attending court functions - often
the half-rotted heads of enemies or necklaces made of
enemies fingers - if only to remind other carnival
members who it is that will save them in times of war.
Lord Quick, the leader of Plagues, envies the
permanence of Baron Mirths servants and believes
that the baron steals his followers.
Baron Mjrth
T h e leader of the Krewe of Bones, Baron Mirth
is - like the force he commands - the personification of discipline and order. Mirth knows well
that h e is subordinate to his liege, the Jack ofTears.
Rumor has it that the baron was created by the
Momus himself. and that he was once one of De-
C REAT U RE CO L LE CT 1 0 N R E V 1SED
moiselle Antunes more fortunate lovers. Whatever the truth, the skeletal baron swaggers through
the carnival, secure in his position and publicly
jovial about all matters. In private, however, h e
argues that the carnival must expand to protect
itself, and sees every intruder or counterattack
against a raiding party as an excuse to lobby the
dispassionate Jack for a campaign of conquest.
h4irth is a huge creature, almost seven feet tall,
always dressed in brilliantly polished armor and a
flowing scarlet cape. H e carries a bastard sword and
a shield emblazoned with a n unmarked scarlet
field. He goes about a t all times escorted by at least
a dozen of his crack shock troops. Ever the ladys
man, the baron keeps a small harem of undead
concubines.
Krewe of Mangroves
Blood Bayou itself is home to many singular
creatures, hateful beings who have chosen to lurk in
the mud and mire away from a world that shuns them.
Its a place of misfits and madmen, and also of terrible
beasts - lifewrack and seawrack dragons, spiders
grown huge and cunning amid the glades, deadly
alligator men, and other beasts without names. These
misfits together form one of the most powerful krewes
in the carnival.
The Krewe of Mangroves is, perversely, the least
active of the Jacks societies. It exists to protect and
aid the interests of the exiles and misanthropes who
choose to make the bayou their home. Most such
berngs have little or no interest in the outside world.
Its also the poorest of krewes. While the leaders of
other groups go to the court of the Laughing Man
dressed in finery, the leaders of the Mangroves rely on
barbarian splendor.
And splendid it is. W i t h their fur caps and
bone jewelry, their carved-wood fetishes and canes,
spider-silk robes and swamp-tanned leather, the
members of this krewe are terrible to behold. What
matter that there are n o precious metals or jewels
among their garb - how can a mere display of
wealth match the majesty of renegade wizards in
cloth-of-man colors, with their leashed alligators?
Can mere money compare to the meticulous perfection of the alligator-man warriors with their
count less bone ornaments?
Internally, the Krewe of Mangroves is the least
formal and probably the most welcoming of the
Laughing Mans societies. T h e bayou is a dangerous
place for nearly any solitary soul, and all must
respect each other if they are to take shelter with
one another from time to time. This krewe exists to
protect its members and to give them a social outlet
on those occasions, however rare, when they want
or need it. Its not that members exist in harmony
-many are in fact at constant war with each other
Demoiselle Antunes
The leader of the Krewe of Mangroves is the
Demoiselle Antunes, who some say has inhabited the
bayou since before the Titanswar. None know how
old the Demoiselle really is. She seems to have been
the same late middle age for as long as anyone willing
to talk about the matter can remember. Surely the
Jack of Tears knows her age, but he isnt telling.
Jovial in her evil, the Demoiselle is known for her
string of lovers as well as for her penchant for transforming unfaithful paramours into a wide variety of
fitting shapes. Transformation is not her only strength,
though. The Demoiselle far outstrips any of the others
in the carnival for her knowledge of formal magic.
Her name is often associated with the White Lady, a
powerful magician from a time before, who disappeared under questionable circumstances. T h e
Demoiselle leads her krewe almost by default, being
its most powerful member willing to accept the position.
Krewe of Plagues
The most festive of the Jack of Tears krewes, the
Krewe of Plagues is the very image of the dame
macabre. Brilliant in its gold-and-scarlet regalia, with
the music of its lepers castanets and bells, this krewe
welcomes the misshapen and misbegotten of Blood
Bayou, offering shelter, safety, and relief from the
agonies of their ailments to all the worlds deformed.
Of course, such relief is not without price. Most
who join were in some way sick or twisted before.
When they enter into the service of Lord Quick,
however, they become bearers of various horrific
diseases, yet are kept alive by Quicks good graces and
potent magic. They live painlessly themselves, but
transmit ailments among each other just as other
people shake hands.
Although they revel in their illness, all Plague
Krewe members know that they survive only at the
sufferance of their leader. Those who displease him
die quickly and horribly - and those who commit
grave offenses perish slowly and horribly, as Lord
Quick revokes his protection bit by bit.
Unlike the other Bayou societies, the Krewe of
Plagues has very few interests of its own. Unlike the
Krewe of Waves, it isnt constantly on the alert for
intruders, nor is it self-involved as are the Krewes of
Bones and Mangroves. Instead, most Plaguers live at
the Jack of Tears great rickety seaside festival as a
staff of permanent revelers. They serve as courtiers
Lord Quick
T h e master of t h e stricken, Lord Quick
dresses as t h e quintessential harlequin, constantly disguised. Unlike t h e Jack of Tears,
however, h e wears a domino over his face rather
t h a n holding a mask. For all his smiles, Quicks
breath reeks of carrion, his t e e t h are blackened
and chipped, and his tongue is a rainbow of
diseased colors.
A brutal political player, Lord Quick seems
much more a peer of the Laughing Man than other
krewe leaders, and there is much speculation about
his origins. Some believe that h e was a considerable force of evil, like the Laughing Man himself,
who somehow came to be allied with the Jack of
Tears. Others believe him to be a lieutenant of the
titans - most likely of Chern - hiding from the
wrath of the gods. Whatever the case, h e is the only
krewe leader to ever cause the Jack of Tears to lose
his temper, and h e seems to be the only one who
entertains designs o n the Momus throne. T h a t h e
still lives and retains his position despite these facts
would seem to mean something - but perhaps,
after all, nothing more than that the King of the
Carnival is amused by the antics of his minion.
Krewe of Waves
T h e Krewe of Waves consists of t h e Jack of
Tears aquatic followers. This does not include
pirates. Although buccaneers of t h e area are
wary of (and sometimes pay tribute to) Q u e e n
Ran, who leads t h e Krewe of Waves, they are
independent of t h e Krewe of Waves and t h e Jack
of Tears in general. T h e members of the Krewe of
Waves make their home in t h e ocean, and are a
dark and mysterious breed.
Cold and aloof as their deep, black homes,
t h e members of t h e Krewe of Waves largely eschew t h e pageantry and carnivalesque air affected
by members of other krewes. These creatures live
Queen Ran
A vast black kraken, Queen R a n is t h e icehearted ruler of t h e Krewe of Waves. She is a
vicious, wicked creature who delights in the
riches t h a t descend into her black and frigid
domain. A s brutal and passionless as t h e sea she
rules, Queen R a n dresses i n cloth of diamonds
and carries the scepters of drowned kings in her
many arms. A black magician of t h e vilest sort,
fouler t h a n the Jack of Tears himself, Ran is said
to strike pacts with infernal princes, dealing with
them as o n e ruler to another.
For more detail on the Blood Bayou and the
Krewes that rule it, see the Blood Bayou sourcebook.
CREATURE C O L L E C T I O N REVISED
speed.
hk
kAttadJGapple:
Attadc
FdAttadc
SPmelReech:
SpecdAbds
SpecdQcrdk
hes
h i l i
skills
FeaLr:
orgall-
Cha
e
lngewng
T
m
18d8+?0 (l??
hp)
+3
30 ft. (6 squares)
24(+3Dex,+Il natural), touch13,flat-fwted
21
+18/+20
Scepter touch +20(6d6)
Scepter touch+20/+15/+10/+5melee(6d6)
5 ftJ5 ft.
Reality manipulation
Damage redudion lO/magic, dream entity,
everwatchingeye, master of the bayou, spell
resistance 24, walker on the world, word is
bond
Fort +17,Ref +l5,Will +16
Strl5,Dexl7,Con20,lnt20,Wis18,Cha30
(24)
Bluff+28,Concentration+26,Dipb~+22,
EscapeArtist +12,Forgery+ll,Gatherlnformation +22, Hide +12, lntimidate +1?,
Knowiedge(arcana) +14, Knowledge(geography) +11, Knowledge (history) +11,
Knowledge (religion) +11, Listen +13,Move
Silently +12, Perform +16 [+I? with mask],
Pick Pocket +12, Read Lips +14, Search +14,
Spellcraft +23,Spot +13, Survival +7, Use
Magic Device+22, Use Rope+?
Craft Rod, Craft Wondrous Item, Empower
Spell, Maximize Spell, Spell Penetration
Any land(Blood Ebyou)
Solitary (unique)
25
Triple standard
Chaotic evil
AclmmEk
By characterclan
LevdAdjustment:
Descrjptjon
Perhaps t h e J a c k of T e a r s was o n c e n o t h ing m o r e t h a n a n e v i l s p i r i t . I t c o u l d be t h a t
h e o n c e r o a m e d th e n i g h t roads i n a c o r p s e c a r t or a circus wagon, t h e wheels of w h i c h
left t r a c k s of b l o o d , a n d h e i n f l i c t e d ill l u c k ,
miscarriage, a n d s u d d e n d e a t h w h e r e v e r h e
w e n t . C e r t a i n l y , t h i s is t h e origin many wizards a t t r i b u t e t o h i m , b u t t h e jealous h a v e
always t a k e n d e l i g h t i n c a s t i n g aspersions.
W h a t e v e r t h e J a c k of T e a r s o n c e was, h e
became something more when h e came to
Blood Bayou a n d fed u p o n t h e b l o o d of
Kadum. T h e L a u g h i n g M a n is n o t a c h i l d of
t h e t i t a n s any more t h a n are most i n h a b i t a n t s of t h e Bay of T e a r s . H e h a s simply grown
m i g h t y by way of Kadums suffering.
A l t h o u g h h e is a j e s t i n g f i g u r e , t h e
L a u g h i n g M a n is u n d o u b t e d l y a force of e v i l ,
o n e w h o is wise e n o u g h t o make himself
useful t o h i s n e i g h b o r s so t h a t t h e y must
t o l e r a t e h i s e x i s t e n c e . But t o t h e i n d i v i d u a l s
w h o d e a l w i t h h i m , t h e Laughing M a n is a
m e r c i l e s s t r i c k s t e r w h o twists words a n d
g r a n t s requests w i t h a ruthlessly l i t e r a l e a r .
The J a c k of T e a r s rules h i s swamp-kingd o m from a g r e a t , rickety carnival t h a t lies i n
t h e c e n t e r of t h e bayou, c o n n e c t e d t o t h e
o c e a n by a c h a n n e l so t h a t members of t h e
Krewe of W a v e s c a n come a n d go freely. H e r e ,
on a brightly p a i n t e d t h r o n e of childrens
toys, h e presides over t h e endless festival of
h i s m i n i o n s a n d h o l d s audiences with those
daring o r foolish e n o u g h t o approach h i m .
Combat
T h e J a c k of T e a r s h a s n e v e r b e e n b r o u g h t
t o b a t t l e . H e uses h i s magical s c e p t e r a n d
spells i n c o m b a t . H i s s c e p t e r Foolscap is a
t h i c k w a n d , w h i t e on o n e e n d a n d b l a c k o n
t h e o t h e r : t h e b l a c k e n d deals 6d6 p o i n t s of
damage with but a t o u c h , while t h e white
e n d cures all illnesses a n d wounds a n d r e stores all lost a b i l i t i e s , levels, a n d a m p u t a t e d
limbs as if by t h e spells greater restoration,
heal, a n d regenerate. T h e w h i t e e n d c a n be
used a n y n u m b e r of t i m e s p e r day, b u t o n l y
o n c e p e r b e i n g per day; t h e J a c k of T e a r s
m i g h t use i t on a n y o n e h e agrees t o bless ...
f o r a price.
The Jacks mask a c t s as a cloak of charisma +6.
R e a l i t y M a n i p u l a t i o n ( S u ) : T h e J a c k of
T e a r s b e n d s a n d folds reality as easily a s
t h o u g h h e were simply c o n t r o l l i n g aspects of
a p l e a s a n t d r e a m . For game purposes, h e may
c a s t a n y d i v i n e or a r c a n e spell as a s t a n d a r d
a c t i o n . By c h o o s i n g to cast s u c h a spell a s a
f u l l - r o u n d a c t i o n , h e may a l t e r i t as if h e h a d
applied a n y m e t a m a g i c f e a t h e desires. I n
a n y c a s e , M o m u s d o e s n o t require m a t e r i a l
c o m p o n e n t s . T h e s e spells f u n c t i o n as if cast
by a n 1 8 t h - l e v e l spell caster.
D r e a m E n t i t y ( E x ) : N o t affected by c r i t i c a l h i t s , p o i s o n , d e a t h from massive injury,
paralysis, s l e e p , disease o r d e a t h effects.
E v e r w a t c h i n g E y e ( S p ) : As a free act i o n , t h e J a c k c a n use greater scrying as a n
CREATURE C O L L E C T I O N REVISED
1 8 t h level sorcerer to view any area i n Blood
Bayou or a r o u n d t h e C a r n i v a l of S h a d o w s '
c u r r e n t l o c a t i o n . He may spy o n a specific
individual, o r move h i s scrying sensor a b o u t
t h e area freely.
CREATURE C O L L E C T I O N REVISED
Camjval Krewe,AlljgatorWarrior
Fd Attadc
Featr
+7
blade.
De scriptj on
Solitary swamp-dwelling predators, alligator warriors are some of t h e most
dangerous inhabitants of Blood Bayou. Its
unclear if they existed before t h e area came
to be saturated with t h e blood of Kadum. If
they did, its impossible to say what they were
like originally.
Alligator warriors are extreme1
territorial and independent. They
typically gather for only three purposes. T h e first is for mating, and
in t h e early spring t h e booming
sounds of alligator-warrior males calling out territorial challenges creates a n
incessant evening din. T h e second is for organized activities such as meetings of their
krewe or festivals a n d dances; despite their
predatory bent and solitary nature, these creat u r e s c a n b e s u r p r i s i n g l y g r e g a r i o u s by
intention. T h e third occasion is to h u n t intruders. W h e n t h e i r territory is i n v a d e d ,
alligator warriors put aside their own disputes
CREATURE COLLECTION R E V I S E D
Combat
Alligator warriors favor throwing spears,
which they hurl with t h e use of a throwing stick
(range increment 20 ft.), and knives or short,
curved swords. Most alligator warriors wear bonestudded leather armor.
Skills: Alligator warriors get a +2 racial
bonus o n Survival checks.
checks.
- Racial Feats: A n alligator warrior's monstrous humanoid levels give it three feats.
-Weapon and Armor Proficiency: A n alligator warrior is automatically proficient with
simple weapons, martial weapons and light armor.
- +10 natural armor bonus.
- Automatic Languages: Common.
- Favored Class: Fighter.
- Level Adjustment: +7
CREATURE C O L L E C T I O N REVISED
+1
Featr
T-)
Solitary
10
Triple standard
Always lawful evil
8-14 HD (Large); 15-21 HD (Huge)
Descriptjon
'These inky black creatures are the
leaders of the Krewe of Waves and are the
terrors of shipping and coastal villages
throughout the Bay of Tears. Blood krakens
are rclatively small for krakens (usually about
12 feet long) and shy from physical conflict, hut their leadership abilities and
mastery ofthe magicofweather and
destruction make them extremely
dangerous, especially when supported hy their coteriesof followers.
Most blood krakens have personal
entourages of one or more sea
hags and a number of shark-folk.
Such courts might he as small as
a school of 8 to 12 or as large as a
village of 50 or more, depending
Combat
Blood krakens are usually reluctant to enter combat, using their followers to take care of such matters
while they stay back and offer magical support. When
forced into combat, krakens attempt to strangle victims with their powerful arms.
Improved Grab (Ex): To use this ability, the
blood kraken must hit with a tentacle attack. If it gets
a hold it can constrict.
Constrict (Ex):A blood kraken automatically
deals 1d6+3points of damage with a successful grapple
check against Large or smaller creatures.
Spells: A blood kraken casts spells as a n
8th-leveldruid(saveDC 13 +spelllevel).
Ink Cloud (Ex):Once every three
hours, a blood kraken can emit a thick
ink cloud, 20 feet high by 20 feet
wide and 30 feet long. This cannot be penetrated by sight,even
by darkvision,and any creature withln the cloud gains
total concealment. The
kraken uwally uses its
ink cloud as a means of
escaping a losing battle.
Jet (Ex):Ablood
kraken can propel itself through water at
a speed of 300 feet as
a douhle move action.
Skills: Blood
krakens receive a +4
racial bonus on Use
Magic
Device
checks. *They receive a + 12 racial bonus
on Hide checks in lowlight or darkened conditions.
CREATURE C O L L E C T I O N REVISED
Any
Solitary, pair, or company (3)
None
Always neutral
Descrjp t j on
N o t every corpse is reanimated ,
sufficiently intact t o serve as a n individual warrior, and many who begin
undeath in good repair become so severely damaged that they can n o longer
perform field service. From these remnants are made t h e Krewe of Bones
so-called necromantic golems. T h e y are
golems only in that they are constructed,
usually by sewing or lashing remains
together around carefully constructed
hardwood a n d iron frames. T h e rest of
t h e process is completed by t h e Krewes
sons of Mirth (see Relics & Rituals 2:
Lost L o r e ) , using t h e powers of t h e
blood a n d curses t h a t saturate Blood
Bayou t o give a sort of life to t h e
dead tissue. After t h e proper rituals
are enacted, the pieces of t h e golem
gain a dark communal life and begi
acting as parts of a single, terrible undea
C REAT U RE CO L LE CT I ON R E V 15 ED
%?4
Combat
A necromantic golem does its masters bidding fearlessly and without hesitation. If t h e
riders in t h e howdah are destroyed during battle,
t h e golem will continue to attack anything in
sight except its masters.
IJndead Construct: Although the necromantic golem is technically a construct, it shares
many of the traits of undead creatures. It is susceptible to being turned as an undead creature.
However, it cannot be destroyed by a high-level
clerics turning attempt, but merely turned.
Immunity to Magic (Ex): A necromantic
golem is immune to any spell or spell-like ability
Constructj on
A necromantic golem is created by binding
t h e remains of a t least two corpses around hardwood and iron frames. In some cases, more bodies
may be necessary. T h e ritual for animation requires t h e expenditure of 750gp worth of mystic
herbs, powders and oils. N o t e that creating a
necromantic golem requires casting a spell with
t h e evil descriptor.
Assembling t h e body requires a DC 13 Craft
( l e a t h e r w o r k i n g ) a n d C r a f t (woodworking)
check.
CL 9 t h ; Craft Construct, animate dead, bulls
strength, geaslquest, limited wish, caster must be
at least 9 t h level; Price 35,000 gp; Cost 15,500
gp + 970 XP.
CREATURE C O L L E C T I O N R E V I S E D
CathedralBeetle
Largevermin
Hit Dice:
6d8+18(45 hp)
lmtiatk
+1
4 0 ft. (8squares), fly 30 R.(clumsy)
17(-1 size,+l Dex,+7 natural), touch 10,flatFooted 16
+4/+12
Bite +8melee (2d&6)
Bite +8melee (2d8+6)
IO ftJ5 ft.
Acid spray
Vermin traits
Fort +8,Ref +3, Will +2
Str18,Dex12,Con16,Int-, WislO,Cha13
speed:
Armark
BaseAttack/Gqpk
AttadC
FdAttadC
space/Reach:
specdAttakr:
specdQudlties:
saves
h i l i
Skilk
F&
oiymmhm
16)
chdlenge-
Treanre:
Nigrment:
None
Advancement:
A l w a neutral
~
7-14 HD (Large); 15-18 HD (Huge)
MAdjusbmk
Not only is this tremendous beetle larger than an ox,
the horns and ridges adorning its glistening bronze carapace give it the impression ofa piece of Gothic architecture
come to life.
Descriptjon
The cathedral beetle is neither the most dangerous threat
nor the most fantastic roaming the
Scarred Lands, but it is certainly one
of the most striking. This immense
insect, fully 9 feet long and 4 feet
high and weighing nearly 800
pounds on average, is most notable for its ornate bronze-colored
carapace. T h e ridged horns
adorning its head look something like fluted spires, while
its wing cases seem to be engraved with a n arch pattern
much like t h e vaulted
molding on the interior of
a cathedral - hence the
creatures name.
Combat
T h e cathedral beetle, like other beetles, has
mandibles with tremendous crushing power. If it
perceives a foe as edible - that is, smelling more of
flesh or vegetable matter than of metal or stone
(which may rule out heavily armored foes) - it
usually charges and makes a trip attempt, seeking to
pin prey with its superior weight and begin eating
them. If the foe resists, it tries to bite sufficiently large
chunks until its prey stops resisting.
If the beetle perceives a threat
as inedible, or too dangerous to be worth its while,
?
it sprays a cloud of acid
from its mouth and
retreats in t h e
r
confusion. This
can get horribly
messy w h e n
multiple cathedral beetles are
involved. T h e
beetle does not
spray acid unless
pressed severely, as
acid-dissolved opponents are difficult to eat.
Acid Spray (Ex):20-ft.
cone, once per hour, Reflex
DC 16 half. The save DC is
Constitution-based.
CREATURE C O L L E C T I O N REVISED
Cave Moth
ldlO (5 hp)
+O
Any underground
Fluny (5-lo), swarm (11-30)
114
None
Always neutral
2 HD (Tiny); 3 HD (Small)
-
E~
Cave moth is a
4
remarkable misnoA
mer: this creature *
is actually a nearly
transparent form of
ooze that makes its
home in dungeon passages and cave networks.
While digesting its kills,
the cave m o t h builds up gases
within its body that are lighter
t h a n air, allowing i t to float.
By undulating, t h e cave m o t h 4
can propel itself through t h e air. 1
Flurries of cave moths flap to- -I
gether through corridors in search
of prey.
- .
Dam,ige dealt to
a cave moth in the process of smothering a
victim IS split between cave m o t h
a n d vtc tim (round
odd numbers to t h e
moth).
Confounding
A p p e a r a n c e (Ex):
Cave moths ,are difficult
to see, requiring a DC 15
Spot check to notice one.
Even if a creature sees t h e
b cave moth, i t must t h e n
make a second DC 15 Spot
check to notice that it is something other t h a n a simple patch
of wet stone (if i t is resting o n a
wall or ceiling) or a large moth (if
i t is flying).
Blindsight (Ex): A cave m o t h
can sense creatures within 60 feet by
means of minute changes i n moisture, temperature a n d air pressure.
Descnptjon
Combat
i
9.
CREATURE C O L L E C T I O N REVISED
Cave Shrike
12d10+68(114 hp)
-3
15R. (3squares), climb 15 R.
5 (-2 size, -3 Dex), touch 5, Flat-footed 5
+4/+22
4 tentaclest14 melee (ld6+5)
4 tentacles+14d e e (ld6+5)
10RJlO R. (100 ft. with tentacles)
Adhesive
Vulnerability to electriky, blindsight, ooze
traits
7
Standard
Always neutral
13-24 HD (Huge);
25-36 HD (Gargantuan)
The disgusting creature has a quiwering, protoplasmic central body ringed with a number of slimy, elastic
tentacles.
DescriDtj
_ _ _ ~ on
-~
J-
Combat
The cave shrikes method of attack is simple pick up a victim and drop it from a great height,
usually 80 to 100 feet. Each tentacle is easily strong
enough to lift 200 pounds, and they can combine to
lift heavier prey. Tentacles can be targeted individually (AC 7), but one must take 12 points of slashing
damage before being severed.
Adhesive (Ex): The cave shrikes tentacles seCrete a sticky substance that helps them grip and hold
an opponent. A victim hit by a tentacle is automatically held, and remains that way unless that
creature breaks free, which requires a
successful DC 21 Escape Artist or
1figp
d
h
CREATURE C O L L E C T I O N REVISED
Celestjan
kPHit Dice:
lnitiatk
+O
speea
hk
BaseAttadJGapple:
AttadC
N I Attadc
SPaoelReadr
specdAttadcs:
specdQudlbies
15 ft.115 ft.
Wind control, spelk
Cloudform,resistametocdd20, immunities,
Orgarizatiom
wlengew
hes
Abili
%k
Featr:
Treenre:
Standard
Ngment:
A*
LevdAdjusbnent:
Descnptjon
In the eyes of the divine races, the various giants were
blasphemers who fought against the gods, and they were
justly punishedafterthe defeatoftheir titan masters.The
stnrmgcdEnkilipasseddownamostironicpunishment to the Hundred-Handed Ones, a cadre of
the strongest andmost arrcgantgiantkin,for the
role they played in the Divine War. Enkili tore
their physical forms asunder, sapping their
vitality and making them as hollow as the
wind. Thus, these giants, who had formerly crushed dwarves with one blow
of their mighty fists, became no more
powerful than a spmg breeze doomed to an eternity as strange
creatures of the clouds and mists.
Hut the celestians, as they are
now known, are not as dim-witted as
most of their gigantic brethren. Since
the Dvine War, they have taken new
strength from the realms of magic. Their accu
transformation has only increased their
fury, sothecelestiansspreaddestruction
wherever they go.
Although its size never
changes, a celestian can take al-
Combat
A celestian moves as freely as air. It ohen strikes with
little warning, descendingdirectlyover a foe. Consisting of
a vaprous substance, the creature cannot harm an opponent physically. However, it canstill inflict serious damage
through use of is magic.
WindControl (Sp):Acelestiancanmanipulatewinds
within 90 feet of itself as a free action. It can cause anything
fromadeadcalmtoseverewindswithinthisarea(seeDMG,
Chapter 3, Weather).
Spells: A celestian casts spells as a sorcerer of a level
equal to its HD. It does not require material componentsor
spellfociforthesespells,thoughitmustusetheStillSpellfeat
to cast spells requiring somatic components, due to its
immaterial form.
Cloud Form (Ex):A celestian is insubstantial: It has
damage reduction 15/magic, and is immune to poison and
critical hits. It cannot use touch spells. It cari pass through
eventhe tiniest ofcracks,but cannot enter water. Due
to its curse, a celestian may never become material
by any means short of divine magic.
Immunities: A celestian is immune to polymorgh arid paralysis, as
well as acid and electricitydamage.
Vulnerabilities: Due to being
cursed by the gods, a celestians
spellresistancedoes not function
against clerical magic (but works
normally against druidic or arcane magic). Furthermore, a
celestian may be turned or destroyed by clerics of any
alignment witha successfulturning check (it may not be rebuked
or commanded, but evil or neutral
stillturnor destroy acelestian).
celestian is not undead; it is
merely vulnerable to turning in
e same manner that undead
CREATURE C O L L E C T I O N REVISED
Cerulean Roc
16dIO (88hp)
t4
20 R. (4 squares), Fly 170 R. (poor)
16(-1 size, +4Dex, t3 natural), touch 13,flatFooted 12
t16/+21
Beak 4 6 mdee (2dbt)
Beak t16 melee(2dbl) and2talonstlt d e e
(W
9
Standard
ld8 E M
1
LevdAdjurbnent:
Description
The majesticceruleanrocis alsoknownmorepejoratively
as the chaosbird,for it throws the natural laws ofnature into 3
disarray wherever it goes. Meeting cerulean rocs has proven to
be an especiallyharrowing experience for travelers caught out 4
in the open -be it on land or sea -where they are unable to
exape the effects of the birds flight.
No one knows for certain where the cerulean roc nests.
Somehold that the roc springsfrom the cerulean ether itself,for
the bird is sometimessighted during those hours when the sky
is most radiant. Whenever a cerulean roc approaches or 5
departs, it always does so from the distant horizon, and those
withthepowerofflightwhohavepursueditfindtotheir dismay
that,eventually,itsimplydisappearsintothevau1tofsky.There
appears to be no rhyme or reason to a cerulean rocs coming or 6
going.
Cerulean rocs seldom approach civil& lands. They
prefer to travel the skies above the wilder realms of the scarred 7
Lands. Other flying beasts rarely prey upon cerulean rocs,
perhapsbecausetheyxewaryoforcansomehowsensetherocs
unpredictable powers.
8
Combat
Cerulean rocs rarely need to enter combat, but they use
their sharp beaksand terrible talons to great effect if they must.
Chaos Effects (Su): Whenever a cerulean roc flies
overhead,oneof thefollowingeighteffectsoccurs(roll ld8):
BendStrrligM/Sml~Atnight,thestarsinthehewensappeartobend,
twist, rotateandotherwisechangeposition,wchthattravelencannotuse
them to determine direction.In daylight hours, the sun itself appears to
change positioninthe sky, movinghigheror lower, or to an illogicalpoint
in the heavens(due north, for example). This warp remainsin effect until
the next dawn or dusk.
W&
The winds howl, slowly at First, then gain in intensity. In the
first round after the rocs passing, the winds are strong; in the second
round,theybecomes; inthethirdround,thq,becomeawindstm;
and inthe fourth round, they arehumane-force winds. This intensityof
windlastsforM4 rounds,afterwhich timethewindsdiedownat thesame
rate they increased(one levelof intensityper round), untilthey returnto
theirstartingstate.ForinFmtionon windeffects,see DMG,Chapter3,
Weather.
S p e c b d M Multi-cdored lightningFillstheskies overfiead,blindingall
who fail a DC 19Fortitude save For M4 x IO minutes.
Desertwind:Adlythirstgripsthethroakofthosebeneath thecerulean
roc, affectingthemas if they hadgonetoolongwithout water.All affected
creaturesmust makeaDC23Fortitudesaveortakeld6poinkoFnonlethal
damageand becomeFatigued.Creatureswho makethe saving throw are
entirely unaffected, while those who fail are considered to have taken
thirst damage+ DMG, Chapter 8, The Environment, Stwationand
77irst),andmustdrinkatleast 3gallonsoFwaterandrestForlhourtobe
r i OF the Fatigued condition.
R$ocatg All creabresandsmalllandmark items (bculden, trees,etc.) in
the vicinitysafely teleport From200 to 1600Feet in a randomdirection
(roll ld8: 1 north, 2 = northeast, 3 = east,etc.), as if by means of the
dimemion door spell. Relocated creatures never arrive inside a solid
object, and do not risk being transpwtedto the Astral Plane.
LudcTheceruleanrocfliesuponthewindsoFFortune,aridFortunebrings
wccess -OT failure. Eachcreature that views the ceruleanroc for one
Full round gains a t2d6-7 morale modifier to attack rolls, saves, and
checks for the remainderOF the day.
CantentednessAsemeofwdlbeingaffedsanyonewhoviewtherocFor
one Ful round. Natural healing rates double, onb half rations need be
consumed to fill ones belly, and sleeping times are halved For the next
Week
W&
Gold dust Falk from the Rocs wing tips, but this disappearsas it
strikestheground.Anymeintheareawithawitablecontainermayde
aDexteritychecktocollectthegdddustasitFalls:shecdlectsanmwnt
of golddust ecplal in value to her Dexteritycheck result x 3 gp. Once the
dust has been caught in thii way, it becomes permanent and will not
disappew if it thereafter touches the ground.
CREATURE C O L L E C T I O N REVISED
ChaJcdun-Sla jn
Mediiuldead
Ht Dim.
Initiative:
speed:
hk
Fd AttadC
F&
Combat
Although they lack conventional intelligence,
Chardun-slain rely on whatever martial experience
they had in life. They fight like trained soldiers, be it
in close combat or during a coordinated siege. Most
Chardun-slain use whatever armor and weapons they
carried to war in life.
Finishing Blow (Su): Any victim with 10 or
fewer current hit points who is struck in combat by a
Chardun-slain must make a DC 14 Fortitude save or
take double damage. This ability does not function
against creatures protected by any
I
defensive spell with the
good or holy descriptor.
CREATURE C O L L E C T I O N R E V I S E D
Charf j end
MediiMonsbastkmmoid
2d8t2 (11 hp)
+5
40 ft. (8squares)
12(+1 Dex, +1 natural), touch 11, flat-footed 11
~
+1/+1
Bite t1 melee (2d4)
Bite t 1 melee (2d4) and 2 claws -4 melee
(Id41
5 R/5 ft.
Stench
Desecrate, immunityto fire, keenscent
Fort 4, Ref t4, Will +2
Str 11, Dex 13, Con 13, Int 10,WE 8,cha 8
Hide+3,Jump+6,Listen+5,Sewch+6, Spot
t7
lmprovedlnitiative
1
None
3-6 HD (Medium-size)
Descriptjon
A race of scavengers
that feed upon dead flesh,
charfiends earned their
name through their
charred meat.
These creatures
often lair i n
t h e ruins of
burned build-
T h e s t i n k of
burning hair, scorched
skin, and sizzling fat stimulates charfiends appetite,
and they are drawn irresistibly to burning homes, funeral
pyres, and even sacrificial
rites. Despite their own foul
odor, charfiends can seem-
Combat
W h e n discovered feasting, charfiends usually
flee unless they have a clear advantage. W h e n
facing a n obviously inferior foe, charfiends circle
around their prey, first slashing at him with teeth
and claws, then closing in until they overwhelm
the victim and tear him apart with their grossly
enlarged fangs. If cornered, charfiends fight like
wild animals, endangering themselves just long
enough to escape.
Keen Scent (Ex):Charfiends have the standard scent ability, but they can notice and follow
the smell of burning flesh from distances of up to 2
miles.
Stench (Ex):T h e stench of scorched
flesh and acrid smoke clings t o a
charfiends patchy hide. Upon first
a charfiend, all within
10 feet must succeed at a DC 12
Fortitude save or become sickened, suffering a -2 morale
penalty to all attacks, saves,
a n d skill checks for ld8
&-
Desecrate (Su):
h a r f i e n d s are sur-
CREATURE C O L L E C T I O N REVISED
Child Trap
its center. The gas dances and weaves on air currents churned
by acluster ofvibration-sensitivefronds.The gas is intoxicating
and induces sleep, and the same substance coats the inside of
the traps leaves and fronds as a sticky resin.
When a hapless victim is lured in and lulled, the plants
Medimplant
Hit Dm
lnitiativee
speed:
0 ft.
IO (-5 Dex,+5 natural), touch 5, flat-footed 10
Armorcksc
k A W +
AttadC
FdIAttadc
+O
-
5 ft.15 ft.
space/Reedr
SpeCtdAbdCS
SpeCdQLeEbier
Immobile,damageredudm2/-,pbnttralts,
saws
vulnerabilityto Fire
Fort +4, Ref -, Will +O
Abili
skik
F&
Str10,Dex--,Con13,Int--,Wls10,Cha1
Warm Forest
OIyana
ChaAenge-
Advancement:
None
112
Standard
None
3-4 HD (Medium-size); 5-6 HD (Large)
LBvelAdjusbnent:
Treaare:
Nigrment:
Descriptjon
Thisunmuming tropical plant is one of the more lethal
beautiesever to be transported to the verdant shoresof the Lush
Isle inthe Blood Sea. While philosopher-kingsand world-wise
mendicants alike find peace in contemplating its delightful
exterior where it grows wild in various locales all over the
scarred h d s , the scurrilous denizens of the Lush Isle have
c h m n well their islands first line of defense against the casual
interloper. While the organism is calming and delightful to
contemplate from afar, its appetite for prey has eamed this
sedentary predator its name countless times over.
The child traps outer surface is coarse and tough due to
the bone, hair, and clothing it metabolizes, but it is
quite vulnerable to fire. In fact, the intoxicat
ing, sleep-inducinggas it emits is explosive
when exposed to open flame. Child traps
are resistant to most herbicidal poisons,
but they cannot digest metal. A resourceful scavenger -such as those who guard
theLushIslescoastfortheirDiratemasters
-might find all sorts of tnnkets in the
gullet of a gorged child trap. A large
enough quantity of metal, such as a full
suit of plate m o r , is almost certam to
(chokea child trap to death,eventually.
combat
The child trap attracts curious animals (or monitored children) with its
bnqht, shlning colors and by emitting a delightful dlsplay of indescent gas from an onfice directly in
CREATURE C O L L E C T I O N REVISED
Coal Gobljn
SmaHmanoid(G0blinOld)
2d8+2 (11 hp)
+2
3 0 f t (6 squares)
15(+lsize,+2Dex,+2leatherwmor),touch13,
BaseAttaddGapple:
AttadC
FdAttadC
flat-footed 13
+1/-3
Short sword+2 melee (ld6) OT net +4ranged
(special) or shortbow +4ranged(ld6)
Short sword+2 melee(ld6) or net +4ranged
(special) or shortbow +4ranged(ld6)
5 ft J5 ft.
-
Descrj p t j on
Before t h e T i t a n s w a r , many
k i n d s of g o b l i n k i n l i v e d a l l across
S c a r n . T h e y were h u m a n o i d v e r m i n ,
creatures b o r n from t h e p o l l u t e d p o r t i o n s of t h e world a n d d e d i c a t e d to
malice. However, t h e Titanswar d e stroyed many goblin warrens, a n d e n t i r e
c l a n s were wiped o u t merely for h a p p e n ing t o be i n a n armys o r a dragons
way.
Those who fought died, but
t h o s e w h o h i d survived. T h e
largest a n d most dangerous c l a n
of survivors was t h e c o a l goblins, creatures w i t h j e t - b l a c k
s k i n a n d a n i n h e r e n t gift for
e
s t e a l t h . T h e i r leaders took t h e m
deep u n d e r g r o u n d , emerging from
t i m e t o t i m e o n l y t o w a t c h t h e progress of t h e
war. During t h i s troubled t i m e , t h e coal goblins learned t o pray, a n d Belsameth, goddess
of assassins, answered.
C o a l goblins now ply t h e t r a d e of murder
t o make e n d s meet. A l t h o u g h t h e y grow mushrooms a n d h u n t for subsistence, t h e y also
waylay sleeping travelers for t h e i r goods. A
good p o r t i o n of t h e i r income comes from t h e
f a i t h f u l of B e l s a m e t h , t h o u g h ; m a n y a
Belsamite priest knows h o w t o c o n t a c t a nest
of c o a l goblins should t h e y be n e e d e d . S o m e
nests h a v e e v e n moved quietly i n t o t h e c i t ies, where t h e y lair i n sewers a n d t u n n e l s .
T h e y emerge i n secret to victimize t h e u r b a n
p o p u l a t i o n a n d fulfill t h e i r o w n needs. A n d
as always, t h e y keep t h e i r patroness i n t h e i r
prayers. .. .
Combat
C o a l goblins never get involved in
s t r a i g h t - u p brawls if t h e y c a n h e l p it. If t h e y
cannot overcome their opponents
CREATURE C O L L E C T I O N R E V I S E D
with traps, sneak attacks, a n d missile fire,
they r e t r e a t as best they c a n i n order t o f i g h t
a n o t h e r time. If c o r n e r e d , they fight like rabid animals ( a n d theyre tougher t h a n t h e y
look). If a way out exists, they d o n t s t a n d
a n d fight unless t h e a d v a n t a g e is clearly
theirs.
Stonecunning (Ex): C o a l goblins h a v e
t h e s t o n e c u n n i n g ability identical t o t h a t of
dwarves.
Skills: C o a l goblins receive a +4 racial
bonus o n S e a r c h checks a n d a +6 racial bonus
o n H i d e a n d Move S i l e n t l y checks.
Small size.
- Space/Reach: 5 ft./5 ft.
- A coal goblins base land speed is 30 feet.
- Racial H i t Dice: A coal goblin begins
w i t h two levels of h u m a n o i d , which provide
2d8 H i t Dice, a base a t t a c k bonus of + 1 , a n d
base saving throw bonuses of Fort + 0 , Ref + 3 ,
-
Will +O.
- Racial Skills: A coal goblins h u m a n o i d levels give it skill p o i n t s equal t o 5 x ( 2 +
I n t modifier, minimum 1). Its class skills are
Hide, Listen, Move Silently, Search a n d S p o t .
Coal goblins g a i n a +4racial bonus o n S e a r c h
checks a n d a +6 racial bonus o n H i d e a n d
Move S i l e n t l y checks.
- Racial Feats: A coal goblins h u m a n oid levels gives it o n e feat.
- W e a p o n a n d Armor Proficiency: A coal
goblin i s automatically proficient with simple
weapons, martial weapons a n d light armor.
- Special Qualities (see above):
Darkvision 1 2 0 f t . , s t o n e c u n n i n g .
- Automatic Languages: Common, Goblin.
- Favored Class: Rogue.
- Level A d j u s t m e n t : + 2
CREATURE C O L L E C T I O N REVISED
Cold Sljme
7d10+36(74 hp)
-5 (Dex)
10R. (Zsquares), climb 10 R.
4 (-1 size, -5 Dex), touch 4, flat-footed 4
+51+12
Slam +8melee (ld6+3and ld4 cold)
Slam +8melee (ld6+3and ld4 cold)
10R.15 R.
Engulf, freezing cold
Blindsight,ooze
Fort +5,Ref -3, Will -3
Str 17,Dex 1, Con 17, Int -, Wis 1, Cha 1
Any cold
Solitary
3
Standard
Always neutral
8-14 HD (Large); 15-21 HD (Huge)
Descnptjon
r!
Combat
Cold slimes respond to most
stimuli by lashing out, o r by e n gulfing victims i n t h e i r
near-solid mass and draining t h e targets heat.
E n g u l f ( E x ) : Alt h o u g h i t moves
slowly, a cold slime
c a n simply mow down
P
Medium or smaller creaY
tures as a standard action.
I t c a n n o t make a slam attack during
a round in which it engulfs. T h e cold slime
CREATURE C O L L E C T I O N REVISED
Coreanjc Steed
5dlOc20 (47 hp)
+2
50 ft. (10 squares)
16(-1 size, +2Dex, +5natural), touch 11,flatFooted14
+5/+13
Hoof +8 melee (ldbt4)
2hooves+8mdee(ldbt4)andbite+6melee
(ld8+2)
10ft.15 ft.
Trample ld&6
Spell-like abilities, immunities
Fort +8,Ref +6, Will +3
Str 18, Dex 15,Con 19, Int 10, Wis 14, Cha 14
Animal Empathy +5, Jump +?, Listen +?,
Search +3, Sense Motive+7, Spot +4
Alertness, Multiattack
Temperate and warm plains
Solitary or herd (4-24)
4
None
Desclrjptjon
Legends tellofa young paladinnamed Permenthes
who traveled the fertile plains of Scarn during the
Age of Sun. He was known far and wide for his many
good deeds, but he was susceptible to the deadly sin of
pride. It was pride that drove young Permenthes to
erect a temple to his deity, Corean, upon a hill in the
midst of what was once the vast and fertile plain of
Merses. At first he exhorted, then commanded, then coerced the people
of the d a i n to helD him.
telling them
their/ to forget
planring
//
CREATURE C O L L E C T I O N REVISED
legends say that when a holy knight calls for his steed,
he must first pray before a fountain or well that lies
within a sacred vale or field, and the quest to find his
sacred mount becomes known to him.
Once a Coreanic steed answers the call of a
paladin, the steed serves its master until one of them
dies or until the paladin falls from the grace of Corean.
The Coreanic steed can understand and obey any
commands given by its master, though it asserts its
own judgment when necessary in the course of fulfilling its instructions.
Coreanic steeds that still await their call to serve
a paladin of Corean travel in small herds across the
Bleak Savannah. They are known to help lost or
Combat
Coreanic steeds use their powerful hooves and
bite in combat.
Trample (Ex):Reflex DC 16 half. The save DC
is Strength-based.
Spell-Like Abilities: l/day -detect evil, discern
lies. These are as the spells as cast by a 1st-levelcleric,
except that both abilities have a range of only 20 feet.
The Coreanic steed stamps the ground and neighs
furiously when it senses an evil being or a lie.
Immunities (Ex):Coreanic steeds are immune
to charm and fear effects.
CREATURE C O L L E C T I O N REVISED
Crescent Elk
%I&?
(22 hp)
+2
70 Ft. (14 squares)
14(-1 size,+2 Dex, +3nabI), touchll, flatfooted 12
+2/+10
Gore +5melee (ld8+4)
Gore +5 melee (ld8+4) a d 2 hooves +O
melee (ld6+2)
10Ft.15Ft.
Low-light vision
Fort +8, Ref +5, Will +1
Str 18, Dex 15, Con 16, lnt 2, Wis 10, Cha 12
Balance+8,Listen+7,Move Silently+S,Spot
+7
Alertness, Great Fortitude
Cold and temperate hilland mountains
Herd (5-30)
2
4-6 HD (Large)
Description
The crescent elk gets its name from its sweeping,
curved antlers. Both males and females sport them,
which they do not shed seasonally as other animals
might.
A simple herbivore, the crescent elk is one of the
hardier animals to populate the Scarred Lands, The
animals have a n impressive sense of balance and can
navigate steep slopes much like mountain goats do.
Although dangerous when cornered, they are still
preyed upon by hunters such as hill howlers. Even
humans eat crescent elk if they can catch them; the
meat is good, if somewhat bitter.
A few nomadic tribes of elves in the southern
reaches of the grasslands known as Virduks Promise
have managed to domesticate crescent elks, using
them as pack animals and even war mounts. Male
crescent elk can support up to 180 pounds without
difficulty, and a properly trained war elk can fight
effectively at its riders command.
War elk are notorious for accepting only one
rider in their entire lifetime, which makes their
market value relatively poor. Recently weaned
crescent elk can sometimes be found for sale at
trade centers where nomads come to barter.
The mice usuallv runs about 300 gold coins,
which doesnt include the cost (If training.
Combat
In the wild, crescent elk are inclined to run
rather than fight. They stand and fight only when
cornered or when defending their calves. Against
opponents that run low to the ground and might
strike for the elks underbelly, such as wolves, a
crescent elk lowers its head and uses its sickle-like
antlers to gore. If facing predators that are more likely
to strike for the head, neck, or heart (which many
humanoids do), an elk is more likely to rear up,
CREATURE C O L L E C T I O N REVISED
Desert Falcon
Large Animal
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttacWGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Advancement
Level Adjustment
4d8+12(30 hp)
+2
20 ft. (4 sqwres), fly 100 ft. (poor)
12(-1 size, +2Dex, +1 natural), touch 11, flatfooted 10
+3/+11
Bite +6melee (ld6+4)
Bite +6 melee (ld6+4),2 claws +1 melee
(ld4+2)
10ftJ5 ft. (10 ft. with bite)
Low-light vision
Fort +7, ReF +6,Will +2
Str 18,Dex 15,Con 16, Int 2, Wis 13, Cha 8
Move Silently +9,Spot +8,Survival+7
FlybyAttack, Snatch
Warm desertand mountains
Solitary
2
5-9 HD (Large); 10-12 HD (Huge)
-
Descnptjon
The wide-spanned desert falcon is an animal of
prodigious stamina. It makes its home in the mountains that ring the Desert of Onn, and can fly all the
way across that wasteland without stopping, should
circumstances dictate - at least to the north and
south. No one seems to know the extent of the desert
westward; perhaps the great falcons can manage that
as well. It lives on ratroos, Ubantu tribesmen and any
other prey it can catch alone in the great golden
expanse.
These great falcons are solitary and territorial
creatures, and they consider all they can survey from
their nests to be their territory. Although they are
large enough to carry a man, they do not allow
themselves to be ridden or even approached. Even
the chicks learn to fend for themselves immediately
after being hatched. Wounded, grounded falcons lash
out at anything that moves nearby.
Variants
Another species of the great falcon lives on the
icy tundra surrounding the Knife Mines of southern
Fenrilik. An even larger variety is reputed to live on
the virtually impassable cliffs of the Lush Isle, subsisting on small whales that surface for air, but such
rumors remain substantiated only by a handful of
captured pirates.
Combat
Great desert falcons swoop straight down on prey
rather than circling for a n opportune moment. If the
intended victim is part of a group - and if the falcon
is hungry enough -it swoops down and tries to pluck
its meal right from the midst of the pack. Alternatively, the falcon swoops low to the ground trying to
scatter a pack and isolate its prey. The falcon then
scoops up its chosen prey and returns to its nest to
devour it.
Falcons instinctively approach from a direction
that does not allow their shadow to fall near their
intended prey; as a result, in most cases, creatures
must make Listen checks to hear the falcon approach,
rather than Spot checks to see it.
CRATUR C O L L E C T I O N REVISED
Dire Monitor
Large Animal
Hit Dice:
Initiative:
+5
Speed:
A r m Cbss:
Base A W G a p p l e :
Attack:
Full Attack:
Space/Reach:
SpecialAttacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feats
Environment
Organizahon:
ChallengeRating:
Advancement
Level Adjustment:
ground
Solitary
3
7-12 HD (Large); 13-18 HD (Huge)
The powerfully built reptile is almost 12 feet longthough roughly half of that is its strong, whiplike mil. Its
blunt snout is lined with rows of razor-sharp teeth that
curve backward, and its reddish-black hide has a rough,
pebbly texture.
Description
Combat
The dire monitor remains deathly still until the
moment of attack, nearly always catching its prey by
surprise. A monitor dragged out onto dry land is still
a formidable opponent, using its whiplike tail to
knock its victims off their feet.
Improved Grab (Ex):To use this ability, the dire
monitor must hit an opponent of Medium or smaller
with its bite attack. If it gets a hold, it grabs the
opponent with its mouth and drags it into deep water,
attempting to pin its prey to the bottom. The dire
monitor deals bite damage each round the hold is
maintained.
Trip (Ex):A creature hit by a dire monitors tail
slap is subject to an immediate trip attempt by the
monitor. This is a free action that does not provoke
attacks of opportunity.
Skills: Dire monitors receive a +4racial bonus
on Climb and Jump checks. *A dire monitor receives
a +10 racial bonus on Hide checks when submerged.
CREATURE C O L L E C T I O N REVISED
Dragon, Mock
Huge Animal
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttacMGapple:
Attacks:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feak
Environment
Organization:
Challenge Rating:
Advancement
Level Adjustment
6d8+18(45 hp)
t5
40 ft. (8squares), swim 20 ft.
17(-2size,+1 Dex,+8natural),touch?,natfooted 16
+4/t17
Bite +7 melee (ld&5)
Bite +7 melee (ld&5) and 2 claws +5 melee
(ld6t2) OT tail slap +5 melee (2d6+7)
15 ft./lO ft. (15. feet with tail)
Venom breath, crush 2d&7
Low-light v i s i i
Fort +8,Ref +6, Will +3
Str 20, Dex 12, Con 16, Int 2, Wis 12, Cha 10
Climb +13, Jumpt18, Listen+?,Spot +5
Alertness, Improved Initiative, Multiattadc
T e m p t e and warm hill
SolitaryOT pair
4
7-14 HD (Huge); 15-18 HD (Gargantuan)
-
Descriptjon
After the Titanswar ended, the surviving dragons - the living weapons of the titans - went to
ground to avoid the ViCtoriOUS gods and their servants. It was difficult to hide, however, as any report
of something even vaguely dragonlike would bring
down inconvenient mobs of pious
prospective dragon-slayers. It was then that
one of the most cunning of their
number devised a clever plan: to
spread decoys throughout the
land, in order to hide in plain
sight.
Through unknown means,
this dragon reconfigured some of
the giant lizards of the Scarred
Lands into mock dragons -cunning facsimiles t h a t look
convincing enough to fool most observers. T h e scales have the same A
brilliant hue and the eyes are A
the same menacing yellow,
but the creature is a
sham.
For all its
menacing demeanor, the
mock dragon is rela-
Combat
The mock dragon starts combat with a tail slap,
preferring to expend as little energy as possible. If
irritated further, the great lizard spits its venomous
cloud and then attacks with claws and teeth, focusingon one opponent at a time. The mock dragon prefers
to save its second venom attack as a prelude to fleeing
the combat, and will only use it as a last resort.
Venom Breath (Ex):2/day -20-foot-diameter
cloud of toxic mist, causing blindness for 2d20 minutes and dealing 3d4 points of poison damage; a DC
16 Fortitude save negates the blindness and halves
the damage.
. .
Crush (Ex): A mock dragon can jump onto
action*This Is effective Only
OPPonent as a
Or
opponents. A crush attack
against
affects as many
as can fit under the mock
dragons body (10 ft. by 15 ft.). Creatures in the
affected area
must succeed at a DC 16 Reflex save or be pinned, suffering
2d8+7 points of crushing damage. If t h e mock dragon
pin, treat it as a
maintains the
normal grapple
Ettack. Pinned
crushing
damage
opponents raw
1
1
eacn
rouna
if
they
dont
escape.
4q
, I
Skills: A mockdragon receives
a +4 racial bonus on Jump checks.
L
CREATURE C O L L E C T I O N REVISED
Dragon, Tar
Dragon (Earth)
Environment
Organization:
Challenge Rating:
wyrm 21
TreasUre:
Alignment
Advancement
Quadruple standard
Usually lawful evil
Wymiing 3-4 HD (Small); veryyoung 6-7
HD (Medium); young 7-10 HD (Medium);
jwenile12-13HD(Large);youngadultl5-16
Description
Like most o t h e r true dragons, tar dragons
come i n many sizes a n d ages, but only two
h a v e b e e n seen in t h e Scarred Lands since
t h e great war. O n e of these was a fledgling
dragon t h a t was slain i n i t s infancy. T h e o n l y
known surviving tar dragon dwells in t h e
s o u t h e r n p o r t i o n of T e r m a n a . It is known t o
t h e wild n a t i v e s of t h e area as Orraganjus, o r
V o m i t Eater.
T h e tar dragon is a n immense creature of
vast knowledge. H e appears t o be more s t o u t
t h a n most dragons. H i s agility seems likewise
less t h a n t h a t of o t h e r dragon breeds, b u t h e
is by n o means clumsy. T h e s t r e n g t h h e possesses m o r e t h a n c o m p e n s a t e s f o r a n y
deficiencies of speed.
Combat
T h e tar dragon is a poor flyer, but his
undersized wings c a n keep h i m aloft a n d o u t
of melee range of his victims u n t i l h e has
immobilized as many of his o p p o n e n t s as possible w i t h his b r e a t h weapon. O n c e enough of
his foes are c a p t u r e d in his tarry v o m i t , h e
lands t o e i t h e r devour his caDtured urev
CREATURE C O L L E C T I O N R E V I S E D
h e
Attadd
AY
Str Dex
Wyrmling
Veryyoung
Young
Juvenile
YoungAdult
Adult
MatureAdult
Old
Verydd
Ancient
wyrm
G-eatwyrm
S
M
M
L
13
15
17
19
23
L
H
H
H
H
G
G
G
2d12+2(15)
M12+10(42)
8d12+16(68)
lld12+33(104)
14d12+56(147)
17d12+85(195)
2Od12+100(230)
23d12+138(287)
26d12+156(325)
2?d12+203(391)
32d12+256(464)
35d12+280(507)
Con
Int
WK
11
11
13
15
15
17
17
Cha Grapple
10
10
12
14
17
14
19
16
10 21
16
10 21
17 18
10 23
19 18
10 23
10 25
21 20
10 27
21 20
10 27 22 23 22
10
10
10
10
10
27
24
31
33
35
37
39
13
15
15
10
10
12
14
14
16
16
18
18
20
20
+2/-1
+5/+7
+8/+11
+11/+15
+14/+24
+17/+33
+20/+37
+23/+41
t26/+49
+2?/+53
+32/+57
+35/+61
Frightful
DC
+3
+7
+11
+15
+20
+4
+6
+8
+10
+13
+25 +15
+B +I7
+33 +l?
+37 +21
+41 +23
+45 +26
+49 +27
+3 +3
+4 +4
12
14
+5 +7 16
+7 +? 18
+? +11 21
+11 +13 23
+12 +15 25
+13 +17 27
+15 +19 29
+16 +21 31
+18 +23 34
+I? +25 35
19
21
23
25
27
29
31
33
Wynnling
Initiative
AC
Special Abilities
+O
+O
14(+4 natural)
+O
17(+7 natural)
+O
touch?, flat-footed 14
+O
22 (-1
17
+O
DR 5/magic
touch 9, flat-footed 22
touch 8, flat-footed 24
18
+O
27 (-2
20
+O
DR lO/magic
touch 8, flat-Footed 27
touch 8, flat-footed 30
22
+O
23
+O
DR 15/magic
touch 8, flat-footed 33
touch 6, flat-footed 34
25
+O
26
+O
DR 2O/magic
touch 6, flat-footed 37
touch 6, flat-footed 4 0
28
swim 40 ft.
Veryyoun9
Caster ISR
Level
Speed
F e a r s o m e B i t e (Ex): T h e t a r dragons
b i t e t h r e a t e n s a c r i t i c a l o n a roll of 18-20.
I m p r o v e d G r a b (Ex):T o use t h i s ability,
t h e t a r dragon must h i t a n o p p o n e n t of u p t o
two sizes smaller t h a n itself w i t h its bite a t tack. If i t gets a h o l d , i t c a n a t t e m p t t o swallow
its prey.
S w a l l o w W h o l e (Ex):T h e t a r dragon c a n
try to swallow a grabbed o p p o n e n t of up t o
two sizes smaller t h a n itself by making a succ e s s f u l g r a p p l e check. O n c e i n s i d e , t h e
CREATURE C O L L E C T I O N REVISED
o p p o n e n t takes crushing damage e q u a l t o t h e
t a r dragons claw damage, plus 2d8+6 p o i n t s
of acid damage per r o u n d from t h e t a r dragons
digestive juices. A swallowed c r e a t u r e c a n
c l i m b o u t of t h e t a r dragons gut w i t h a successful grapple c h e c k . T h i s r e t u r n s i t to t h e
dragons m o u t h , w h e r e a n o t h e r successful
grapple c h e c k is n e e d e d t o get free. A swallowed c r e a t u r e c a n also c u t its way o u t using
a light slashing weapon t o d e a l 25 p o i n t s of
damage t o t h e s t o m a c h (AC 2 0 ) . O n c e t h e
c r e a t u r e e x i t s , muscular a c t i o n closes t h e
h o l e ; a n o t h e r swallowed o p p o n e n t must c u t
its o w n way out.
T h e dragons i n t e r i o r c a n hold up t o 2
creatures of two sizes smaller t h a n t h e tar
dragon; 4 creatures t h r e e sizes smaller; 8 c r e a tures four sizes smaller; o r 16 creatures five o r
more sizes smaller t h a n t h e t a r dragon.
Tarred Skin (Ex):An opponent that successfully hits a tar dragon with a weapon must
make a Reflex save (DC 10 + 1/2 t h e dragons
HD) to avoid having t h e weapon become stuck to
the dragons sticky body. T h e weapon can only be
+13,Listen+34,Search+24,SenseMotive+24,Spot+34,
Survival +34, Use Magic Device + 10.
Feats: Alertness, Blind-Fight, Cleave, Flyby Attack,
Hover, Improved Initiative, Improved Sunder, Power
Attack, Wingover.
Breath Weapon (Su): 50 ft. cone, immobilizes,
Reflex Dc 29 negates.
Crush (Ex):Area 15 ft. by 15 ft.; Small or smaller
opponents take 2d8 points of bludgeoning damage, and
must succeed on a Dc 29 Reflex save or be pinned; grapple
bonus +39.
Frightful Presence (Ex):180-ft. radius, HD 25 or
less, Will Dc 27 negates.
CREATURE C O L L E C T I O N REVISED
Dragon (Wrack)
Designed as living siege weapons of the titans,
the wrack dragons were created to serve their masters
as officers and warriors in the war against the gods.
Few wrack dragons survived the war or the concerted
cleansing operations the gods staged immediately
afterward. However, those that did survive are generally the craftiest of their breed, and many still lead the
remnants of the forces they once commanded (or the
descendents of those remnants, in the case of more
short-lived and prolific races).
Wrack dragons are fierce and terrible beasts,
clever and malicious, and many have a natural aptitude for magic. All are formed from elemental wrack
-natural elements exposed to harmful energies and
imbued with a destructive spiritual resonance. The
titans amplified and shaped this energy into great,
lithe, beasts of war -wrack dragons, though technically constructs, were made into true dragons, but
they do not have age categories nor the other trappings of natural dragons. These creatures have but
one form and do not age as mortal creatures, instead
sustaining themselves by unleashing devastation into
the world around them and then feeding on the
resultant carnage, fueling their own existences with
the very wrack that created them.
There are several sorts of wrack dragon. Some
were formed from water-wrack, the debris of the everchurning ocean filtered and strained and imbued with
a primal hate. Poisonous beasts, these creatures served
as the lieutenants and scouts of the titans. Others
were formed from fire-wrack; embers, ash, burnt bones
and tongues of flame. These served as the officers and
the elite shock troops of the titans. Finally, some were
made from life-wrack, the leavings of the constant
struggle for survival. These are creatures of bleached
bones and storm-twisted tree-limbs, of young animals
CREATURE C O L L E C T I O N REVISED
Dragon, Fjrewrack
Huge Dagon (Fire)
Hit Dice:
Initiative:
speed:
Armor Class:
Base A b M G a p p l e :
Attack:
Full Attack:
SpacelReach:
Special Attacks:
SpecialQwlities:
Saves:
Abilihes:
Skills:
Feats
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
16d12+96(200 hp)
+4
60 ft. (12 squares), burrow 10ft.
32 (-2 size, +4 Dex, +20 natural), touch 12,
flat-footed 28
+161+37
Bite +29 mdee (2d8t13 and 2d6 fire)
Bitet 2 9 mdee (2d&13), 2 slams +24 melee
(2&7 and 2d6 fire), tail slap +24 melee
(2d6+19 and 2d6 fire)
15 ftJ10 ft. (15 ft. with bite)
k t h weapon, chdtingaura, crush 2d8+19
and2d6fire, frightfulpresence, livingfurnace
Blindsight160R.,damagereductionlO/magic,
fire subtype, immunities, spell resistance 15
Fort tl6,Ref t14, Will +11
Str 36, Dex 18, Con 22, lnt 12,Wis l3,Cha 10
Climb +21, Hide +12, Jump +32, Knowledge
(arcana) +13, Listen +22, Search +13, Sew
Motive+12, Spot t22
Alertness,Cleave, Geat Cleave, Leadership,
Power Attack
Warm desert, mountains and underground
Solitary, pair, or section (3-4)
12
Standard
Always lawful evil
Level Adjustment
Descrjptjon
Firewrack dragons were the generals and
elite warriors of t h e titan armies. While n o t
magically adept or as clever as their woodwrack
cousins, they are larger and more capable in
combat.
Fighters to the last, firewrack dragons combine aggressive instincts with a keen intellect
focused o n finding the most direct way to the
soft underbelly of a problem. Most firewracks
died in the Divine War, and those t h a t did n o t
were hunted down shortly thereafter - how
many places can a huge mass of smoldering timbers a n d b u r n t flesh hide? Most of those t h a t do
survive exist underground or in blasted volcanic
wastelands where their smoldering hides do not
betray them.
Firewrack dragons are scalding hot to t h e
touch, so t h a t anything coming i n t o contact
with their charcoal form is likely to catch fire,
yet they are n o t surrounded by a billowing corona of flames, nor do their very footsteps melt
metal and stone.
Combat
Firewrack dragons are the thickest and most
heavily built of their kind. They have doglike legs,
and they use their bulk and burning mass to good
advantage in combat. They most commonly smash
against or roll over opponents, searing them with
their great heat. Firewracks typically single out
and seek to neutralize the most dangerous opponent as quickly as possible, tending to see enemy
magicians as the greatest threat, even to the exclusion of equally dangerous warriors. Firewracks
almost always use their breath weapon in the first
round of combat if opponents are within range.
L i v i n g F u r n a c e (Ex): T h o s e h i t by a
firewrack dragons attacks must succeed at a DC
24 Reflex save or catch fire. T h e flame burns for
l d 4 rounds. A burning creature can take a move
action to put out the flame. Creatures hitting a
firewrack with natural weapons or unarmed attacks take 2d6 points of fire damage, as though
hit by t h e dragons attack, and also catch fire
unless they succeed at a DC 24 Reflex save.
Choking A u r a (Ex): Firewrack dragons are
constantly surrounded by foul, billowing smoke
in a 10-foot radius. This grants the dragon halfconcealment (20% miss chance) against those
within t h e smoke. Further, all creatures within
the smoke must make a Fortitude save (DC 15,
+ 1 per previous check) each round, or spend t h e
round coughing and choking. A character who
chokes for any two consecutive rounds takes l d 6
points of nonlethal damage.
Breath Weapon ( S u ) : Every l d 4 rounds, a
firewrack dragon may breathe a hideous blast: a n
80-foot cone of cruel smoke and brilliant, agonizing fire. This deals 9d10 points of fire damage,
plus a n additional ldlO points of fire damage
each hour for t h e next 2d6 hours unless those
affected are magically cured of disease. Against
living creatures, this manifests itself as flash
burns, t h e n peeling skin and illness; against
objects, it is scorching flames t h a t t h e n smolder
for hours o n end; against plants, disease, rot, and
wilting. A successful DC 24 Reflex save reduces
the initial damage by half, and those who succeed at a DC 24 Fortitude save resist t h e
continuing disease effects completely.
Frightful Presence (Ex): 180 ft.; DC 18
Will save or become panicked for 4d6 rounds if
less t h a n 3 HD or levels, or else shaken for 4d6
rounds if 4 HD or levels or higher.
CREATURE C O L L E C T I O N REVISED
Dragon, Seawrack
I ,
+1o/+n
Space/Reac h:
Special Attadis:
SpecialQualities:
Saves:
Abilitii
Skills:
Feats:
(2d6+4)
15 ftJl0 ft. (15 ft. with bite)
Breath weapon, frightful presence
BlindsightlOOk~*~r~~ionlo~ic~
immunities,spell reststance 12
Fort +11,Ref +11, Will +8
Str 28, Dex 18,Con 18,Int 12,Wis 12, Cha 6
Hide +?, Knowledge(arcam) +6,Listen+14,
Move Silently +17, Search +14,Spot +14
lmproved Initiative, Leadership,Power At-
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
combat
tack
Any aquatic and manh
Solitary, pair, or force (3-4)
7
Standard
Always neutralevil
11-24 HD (Huge); 25-30 HD
(Gargantuan)
its m m t and
Themost c o m m o n o f t h e w k
dragon breeds, the seawrack LS a
dangerous opponent, resistant to
lesser magic and more than canumber of foes. These creatures were the officers of
large units of regular
trmps, and most have
an mtlnctual severe,
Seawrackdragomkeep theirtacticssimple-attackfrom
ambush (usually from hiding mostly submerged under water),
weaken as many foes as possible with a breath attack, and then
pick the remaining ones off, starting with the most dangerous.
This doesnt make them stupid, but rather simply not
subtle. A seawrack dragon caneasily pick out a figure using
magic or an officer, and can devise plans that exploit
enemies weaknesses. After all, they are small-unit a m manders. Most just dont apply themselves to long-term
planning for conquest or growth - they are content to
survive and destroy what they can. Large barren areas
surroundmanyseawracklairs-deadzoneswheretheplants
are stunted and the water is made undrinkable by the
dragons venom.
Breath Weapon (Su):Every 2d4 rounds, the
seawrack dragon
can breathe a q-foot cone of
noxious fumes. Those caught within it must
succeed at a DC 19 Fortitude save or be museated for ld4+ 1 rounds. T h e who succeed
still suffer a 4 penalty to attack rolls
and to skill and ability checks for the
next ld4+1 rounds, and if they are
spellcasters they must also make a
Concentration check (DC 19 +
spelllevel)t o a s t any spellduring
FrightfulPresence (Ex):100
feet; DC 13 Will save or become
pmucked for 4d6 rounds if less than3
matters. In terms of
ties: Seawrack
vived - most
bered
their
cousins and re-
Skills: Seawrack
ns receive a +8racial
CREATURE C O L L E C T I O N REVISED
Dragon, Woodwrack
Huge Dragon (Earth)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment
Descriptj on
L i g h t n i n g fast a n d deadly, impossibly
s t e a l t h y for c r e a t u r e s so h u g e , t h e
w o o d w r a c k d r a g o n s w e r e o f t e n used as t h e
e l i t e assassins of t h e t i t a n a r m i e s . T h e y
a l s o s o m e t i m e s a c t e d as c o m m a n d e r s of d e t a c h e d o r g u e r r i l l a t r o o p s , a n d as a d v i s o r s
a n d r o a m i n g s o r c e r e r s i n t h e s e r v i c e of
t h e i r more c o m b a t i v e firewrack cousins.
W o o d w r a c k dragons prefer t o live i n
forests a n d marshes, particularly d a r k or
tropical o n e s where they are closest t o t h e
f o r c e s f r o m w h i c h t h e y were b i r t h e d . W h i l e
Combat
Woodwrack dragons arent direct fighters, p r e f e r r i n g t o a t t a c k f r o m a m b u s h . M o s t
s e e k t o g e t i n t o t h e m i d s t of t h e i r p r e y
before a t t a c k i n g , p e r h a p s by l a u n c h i n g
themselves downward from t h e treetops
(usually carrying those treetops down with
t h e m t o c l u t t e r t h e b a t t l e f i e l d ) . If f o r s o m e
r e a s o n they c a n n o t fly, t h e y h i d e a l o n g t h e
forest floor u n t i l their targets stand almost
o n t o p of t h e m .
O n c e in c o m b a t , w o o d w r a c k d r a g o n s
use t h e i r s p e e d c o m b i n e d w i t h t h e i r Flyby
A t t a c k feat t o strafe t h e i r foes. T h e y also
use m a g i c r e g u l a r l y t o assist t h e m i n c o m b a t : m o s t use s t e a l t h , d i r e c t d a m a g e , a n d
c o m p u l s i o n s p e l l s as a m a t t e r of c o u r s e ,
attempting to avoid direct confrontation.
W o o d w r a c k s a l s o t e n d t o use t h e i r b r e a t h
weapons for indirect attacks rather t h a n
for s i m p l e d a m a g e , f o r e x a m p l e sawing d o w n
t r e e s w i t h a b l a s t of l i g h t i n g o r s t a r t i n g
t a c t i c a l l y a d v a n t a g e o u s blazes w i t h t h e s u p e r - h e a t e d air s u r r o u n d i n g t h e b o l t .
B r e a t h W e a p o n (Su): Every l d 6
rounds, a woodwrack d r a g o n c a n b r e a t h e a
5 0 - f o o t l i n e of l i g h t n i n g t h a t d e a l s lOdlO
p o i n t s of e l e c t r i c i t y d a m a g e ( R e f l e x h a l f ,
DC 25).
F r i g h t f u l P r e s e n c e (Ex): 180 f e e t ; DC
2 2 W i l l s a v e o r b e c o m e panicked f o r 4d6
r o u n d s if less t h a n 3 H D o r l e v e l s , o r e l s e
shaken f o r 4d6 r o u n d s if 4 HD o r l e v e l s o r
higher.
CREATURE C O L L E C T I O N REVISED
Pounce (Ex): If a w o o d w r a c k d r a g o n
d i v e s o r l e a p s u p o n a f o e as its first m e l e e
a c t i o n a g a i n s t t h a t f o e , i t c a n m a k e a full
a t t a c k e v e n if i t h a s a l r e a d y t a k e n a m o v e
action that round.
Rake (Ex):A w o o d w r a c k d r a g o n t h a t
pounces o n a n opponent c a n make two
r a k e a t t a c k s ( + 2 3 m e l e e ) w i t h i t s h i n d legs
f o r 2d6+5 p o i n t s of d a m a g e e a c h . As l o n g
as i t r e m a i n s a t o p a n o p p o n e n t , i t c a n c o n t i n u e t o r a k e e a c h r o u n d , in a d d i t i o n t o i t s
normal attacks.
Spells: W o o d w r a c k d r a g o n s c a s t s p e l l s
as 1 2 t h - l e v e l s o r c e r e r s ( s a v e DC 1 3 + s p e l l
level).
Immunities: W o o d w r a c k d r a g o n s a r e
i m m u n e t o e l e c t r i c i t y , paralysis, p o i s o n ,
CREATW RE C O L L E C T I O N REVISED
2%
Dread Raven
Small Magical Beast
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
+3
10 ft. (2 squares), fly 80 ft. (poor)
16(+1 size, +3Dex, +2 natural), touch 14,
flat-footed 13
+2/-4
Bite+l melee(ld4-2),2claws -4 melee
Bite +1 melee (ld4-2) and 2claws -4
melee (ld3-2)
5 ft.15 ft.
Spells
Keen vision
Fort +4, Ref +6, Will +2
Str 7, Dex 17, Con 12, l n t 10, Wis 14, Cha
13
Skills:
Feats:
Environment:
hill
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment
3
None
Usually neutral evil
3-6 HD (Small)
Descnptjon
Particularly c l e v e r a n d nasty, dread
ravens g a t h e r like plagues in places a l ready troubled by b l i g h t , warfare a n d
d e v a s t a t i o n . M u c h larger a n d m o r e intelligent t h a n t h e i r more c o m m o n k i n ,
dread ravens pose a t h r e a t to travelers
because of t h e i r a p p e t i t e for flesh a n d
because they are o f t e n trained t o serve
as spies for evil masters.
Dread ravens are similar to s e n try crows; b o t h a r e i n c l i n e d t o d e a l
w i t h t h e people of t h e world. H o w e v e r , somewhere a l o n g the l i n e ,
dread ravens t o o k a d a r k t u r n , p e r h a p s as a result of t r a i n i n g by
malicious o r abusive spellcasters.
Perhaps King Virduks b a t t l e mages c o n t r i b u t e d t o this
u n f o r t u n a t e d e v e l o p m e n t ; h e is
said to h a v e b e c o m e obsessed
w i t h bird-sentries after his defeat
of t h e dwarves a t I r o n T o o t h Pass.
Combat
Dread r a v e n s are scavengers more t h a n
h u n t e r s . T h e y prey u p o n t h o s e w h o h a v e already f a l l e n - t h e more t e n d e r t h e flesh t h e
b e t t e r ( t h u s t h e i r preference for t h e r e m a i n s
of c h i l d r e n , women a n d s h e l t e r e d lords). If
starving, t h e y will seek t o s n a t c h small c h i l d r e n from t h e i r p a r e n t s a n d peck t h e i r victims
a p a r t i n sheltered roosts.
Spells: A dread raven casts spells as a
3 r d - l e v e l sorcerer (save DC 11 + spell l e v e l ) .
T h e h i e r a r c h y of a dread r a v e n flock o f t e n
d e p e n d s u p o n w h i c h bird has t h e most useful
(read: d e a d l y ) spells.
K e e n Vision (Ex): Dread r a v e n s c a n see
roughly twice as far as a h u m a n i n a n y l i g h t
c o n d i t i o n , a n d t h e y h a v e 9 0 - f o o t darkvision.
Skills: A dread r a v e n receives a + 6 racial
bonus o n S p o t checks.
CREATURE C O L L E C T I O N REVISED
Dream Snake
Tiny MagicalBeast
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttacMGapple:
Attack
Full Attack
SpaceReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
2d10-2 (9hp)
+3
20 ft. (4 sqwres)
16(+2size,+3Dex,+1 natural),touchlS,flatfmted 13
+2/-10
Bite to melee(1 plus energy drain)
Bite t o melee(1 plus energy drain)
2 112RJO R.
Comadream,dreamcomb-idion,~drain
Etherealness
Fort +2, Ref +6,Will t 1
Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 4
Descnptjon
Thesemonstershidemtheetherandconsumesleeping
creaturesenergy.Theycarenotawhitforavictimsphysica1
remams, leaving it, once dralned of lie, for scavengers.
Dreamsnakesare typically foundnear large concenmtions of livlng bemgs. They find creatures with strong Me
forcesmostappealing: Arat is but asmck,while ahorse offers
a feast. The serpentsfind intellect and willpower to be great
delicacies, makmg wizards and clerics rank among their
choicest targets.
Combat
A dream snake cannot normallybe seen on
the Material Plane. Spells or abilities that pierce
the Ethereal Plane reveal the dream snake as a
smoky, translucent, yet still serpentlne shape. In
dream or on the Ethereal Plane, the monster looks
completely solid and can be lnteractedwith normally.
A dream snakeonly attacksa
has induced a coma. Whether this state makes the
victimsenergy more appeallngor simply makes
for an easier target is unknown. From
Ethereal Plane, the dream snake follows its Material Plane w e t until
it lies down to sleep. Then, the
snake coils ethereally around the
targets neck, uses its coma induc-
ing power, and attaches its own open mouth to the victims.
It then feeds on the targets life energy until the victim dies
or the snake is forced to flee or is killed.
Coma Dream (Su): The dream snake may affect a
single living, sleeping target with this attack. If the victim
fails a DC 12 Will save, the dream snake has successfully
brought the victims sleeping spirit across to the Ethereal
Plane, and may use its dream constriction ability on the
victim. (The dream snake is especially adept at this psychic
attack,makingtheDCforthesave12 insteadofwhatwould
normally be an 8 due to its Charisma penalty.)
On a successful saving throw, the targets spirit still
enters the Ethereal Plane,but the dreamerhas control of his
dream self. He may combat the dream snake (which is
probably already wrapped around his throat) as one ethereal
creature fighting another. The victims dream self is treated
as having all of his normal statistics, includingspells, supernatural abilities, and so forth, but has no possessions. The
victim may attempt to awaken himself with a DC 12 Will
save; each such attempt is a full round action that provokes
an attack of opportunity from the snake. If successful, the
victim leaves the Ethereal Plane and his consciousness
returns to his sleeping body.
A sleeping victim who is conscious on the Ethereal
Plane may awakened normally as a full round action by
anyone on the Material Plane.
Dream Constriction (Su):While a victim remains in
the coma dream, the dream snake feasts on his life force,
dealing ld4pointsof damage per round. The victim appears
.to others on-the Matenal Plane as if he is suffenng a homd
nightmare as he clutches his throat as if choking while still
asleep. The victim may only be awakened by dlspelling the
comadreameffect.Thisretumshisconsciousnesstohfibody
on the Matenal Plane. The victim can then be awakened
be
nomally.
Energy Drain (Ex): A dream s a k e attempts to
bite opponents on the Ethereal Plane; a creature
bittenby thedreamsnake receivesonenegativelevel.
The Fortitudesave to remove the negative level has
aI
Xof 12. (The dream snake is espxially talented
with thispsychic attackaswell,onceagalnmaking
the DC for the save 12 mtead of what
an 8 due to its
CREATURE C O L L E C T I O N R E V I S E D
Drowned Lady
Tiny Animal (Aquatic)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttaddGapple:
Attack:
Full Attack:
Space/Reach
Special Attacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Advancement
Level Adjustment
ld8-l(3 hp)
+O
Swim 60 ft. (12 squares)
12 (+2 size), touch 12, flat-Footed 12
to/-8
Bite (touch) +2 melee(ld3)
Bite (touch) +2 mdee (ld3)
Alertness
Temperateaquatic
Solitary or school (3-6)
113
2 HD (Tiny); 3 HD (Small)
Description
that
The drowned lady is an
lingers i n t h e waters depths, constantly eyeing
the brighter
above for the movement Of
likely prey. W h e n a fish -or even a swimmer passes overhead, the drowned lady rises from the
depths a n d locks its jaws around t h e victim.
Once it has
part Of its prey) the fish
starts sucking incredible amounts of water i n t o
five bladders located around its body, swelling
itself i n t o a large ovoid shape. Its body t h e n
begins a rapid filtering process t h a t retains
heavier particles from t h e water while jettisoning filtered water upward through special ducts,
effectively increasing its mass and dragging its
prey downward. T h e drowned lady t h e n sits o n
the river floor for days, slowly digesting its meal.
O n c e it has finished, t h e fish empties its bladders a n d sets o u t once again to h u n t .
Drowned ladies are favorites of nobles whose
strongholds incorporate moats or lakes as part of
their defenses. The fish eagerly attacks swimmers as well as other fish, making t h e waters
hazardous for attackers o r potential escapees.
Combat
The drowned ladys method of attack is
simple and quite effective, with it acting as a
CREATURE C O L L E C T I O N R E V I S E D
Dune Delver
Huge A h a t i o n
Hit Dice:
Initiative:
speed:
A r m Class:
Base AttacWGapple:
Attad:
Full Attack:
Space/Reach:
Special Attacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
+O
h o w 30 ft. (6 squares) (in sand only)
15 (-2 size, +7natural), touch 8, flat-footed
15
+7/+22
Bite +13melee (2d8+10)
4 bites +13melee (2d&10)
15 RJlO ft. (30 R. with bite)
Improved grab, swallow whole
Tremoneme
Fort +14, Ref +6,Will +3
Str 25, Dex 11, Con 17, lnt 3, Wis 5, Cha 5
Hide +IO*,Listen +18
Great Fortitude, Improved Natural Armor,
lmprovedNaturalAttacLWeaponFocus(bite)
Warm desert
Solitary
8
Standard
Always neutral
Descriptjon
Desert n o m a d s share horrific tales a r o u n d
t h e campfire of t h e s t r a n g e a n d terrifying
d u n e d e l v e r . T h i s rarely s e e n c r e a t u r e escapes t h e b l i s t e r i n g d e s e r t h e a t by b u r r o w i n g
deep under t h e sand and sending thick, tent a c l e - l i k e f e e d i n g t u b e s t o t h e surface to lie
i n w a i t for passing prey.
T h e d u n e delvers unique physiology
h e l p s i t m o v e t h r o u g h the loose d e s e r t s a n d
a n d a n c h o r s i t w h e n h u n t i n g for food. W h e n
disturbed, t h e d e l v e r e x t e n d s four tubes, e a c h
t i p p e d w i t h a large, b u l b - l i k e m o u t h filled
w i t h c u r v e d t e e t h , w i t h w h i c h i t grabs and
swallows prey.
A d u n e d e l v e r is voracious a n d n o t very
intelligent, attacking anything t h a t creates
sufficient v i b r a t i o n s i n the s a n d t o c a t c h its
a t t e n t i o n . A n y t h i n g larger t h a n a small lizard causes o n e o r m o r e of t h e m o u t h s t o
e x p l o d e upward f r o m just b e n e a t h t h e s u r face to g r a b t h e v i c t i m a n d s w a l l o w i t .
A n y t h i n g p u l l e d i n t o a delvers m o u t h is
swallowed automatically, w h e t h e r sand,
people o r burning torches.
Combat
T h e d u n e delvers senses are a c u t e , b u t
its m i n d is not so k e e n . G e n e r a l l y , t h e d e l v e r
d o e s not use m o r e t h a n t w o of its f e e d i n g
t u b e s t o g r a b prey; if sorely pressed, t h e c r e a t u r e t r i e s t o m a n e u v e r itself to g e t a m o u t h
d i r e c t l y u n d e r a t a r g e t a n d t a k e i t by surprise. A s l o n g as t h e d e l v e r senses v i b r a t i o n s
i n t h e s a n d , i t keeps t r y i n g to swallow w h a t e v e r i t senses.
T h e o n l y way to k i l l a d e l v e r is t o s o m e h o w a t t a c k i t s body - some 20 f e e t b e n e a t h
t h e s a n d - o r t o feed i t s o m e t h i n g l e t h a l
s u c h as i r o n spikes o r b u r n i n g o i l ( a n d e v e n
t h a t may t a k e s o m e t i m e ) .
Improved Grab (Ex):T o use t h i s a b i l i t y ,
t h e d u n e delver must h i t a n opponent with
its b i t e a t t a c k . If i t gets a h o l d , i t c a n try to
swallow t h e o p p o n e n t .
Swallow Whole (Ex): On a successful
grapple c h e c k , o n e of t h e d u n e delvers m o u t h
t u b e s c a n swallow a h e l d o p p o n e n t of M e d i u m o r s m a l l e r size. A swallowed t a r g e t
suffers 2d8+1O p o i n t s of c r u s h i n g damage
a n d l d 8 p o i n t s of a c i d d a m a g e e a c h r o u n d
from t h e d u n e delvers muscular c o n t r a c t i o n s a n d d i g e s t i v e juices. I t t a k e s 3 full
r o u n d s to swallow prey a l l t h e way d o w n a
m o u t h t u b e (10 f e e t p e r r o u n d ) . Escaping
requires a successful grapple c h e c k f o r every
10 f e e t of the 3 0 - f o o t m o u t h t u b e , as the
v i c t i m struggles against t h e c o n t r a c t i n g t u b e .
O n e l a s t successful grapple c h e c k is r e q u i r e d
to g e t f r e e of t h e m o u t h s grabbing t e e t h .
A swallowed c r e a t u r e c a n also c u t its
way o u t of a m o u t h t u b e using a l i g h t w e a p o n
(AC 13). T h e s u b j e c t is c o n s i d e r e d t o h a v e
c u t a large e n o u g h o p e n i n g after i n f l i c t i n g
10 p o i n t s of s l a s h i n g damage. O n c e t h e creat u r e e x i t s , m u s c u l a r a c t i o n closes t h e c u t ;
a n o t h e r swallowed o p p o n e n t must c u t h i s
o w n way o u t .
O n c e a swallowed c r e a t u r e h a s b e e n c a r r i e d a l l t h e way d o w n i n t o t h e d e l v e r s
s t o m a c h ( h a v i n g t r a v e l e d t h e full l e n g t h of a
m o u t h t u b e ) , a v a l v e i n t h e delvers s t o m a c h
seals. T h i s gives t h e d e l v e r a +10 b o n u s to
a n y o p p o s e d g r a p p l e c h e c k s a g a i n s t t h e swallowed c r e a t u r e of i t t r i e s to c l i m b o u t . T h e
v i c t i m c a n s t i l l c u t i t s way o u t w i t h a l i g h t
CREATURE C O L L E C T I O N R E V I S E D
weapon against AC 13; t h i s requires i n f l i c t ing 25 p o i n t s of slashing damage.
N o t e t h a t c u t t i n g o n e s e l f f r e e may leave
the c r e a t u r e buried u n d e r roughly 10 t o 20
f e e t of s a n d , if h e was d r a w n far e n o u g h
d o w n t h e delvers m o u t h t u b e .
T r e m o r s e n s e (Ex): A d u n e delver c a n
a u t o m a t i c a l l y sense t h e l o c a t i o n of a n y t h i n g
w i t h i n 150 feet t h a t is i n c o n t a c t w i t h t h e
ground.
Skills: A d u n e d e l v e r h a s a + 8 r a c i a l
b o n u s o n L i s t e n checks. * A d u n e d e l v e r r e c e i v e s a +20 racial b o n u s o n H i d e c h e c k s
w h e n lying c o m p l e t e l y submerged u n d e r t h e
sand.
CREATURE C O L L E C T I O N REVISED
Dwarf Hound
Medium Magical Beast
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttacMGapple:
Attack:
Full Attack:
SpaceIReach:
S p a 1 Attadcs:
S p a 1 Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Advancement
Level Adjustment:
+O
35 ft. (7 squares)
12 (+2natural), touch 10, Flat-Footed 12
+2/+5
Bite +5 melee(ld6+4)
Bite +5 mdee (ld6+4)
5 ft15 Ft.
Deafeningbark, fearless loyalty
Darkvision60 Ft.,ore nose, light sensitivity
Fort +lo, Ref +3, Will +2
Str 16, Dex 11, Con 20, Int 2, Wis 13, Cha 8
Escape Artist +6,Jump +4, Listen +3, Move
Silently +6, Spot +7
Any underground
Solitary, pair, or pack (3-4)
2
4-6 HD (Medium)
+2 (cohat)
Description
Legends say that the human King of Darakeene presented a dozen prize mast& to King Thorvann as a gesture of
gratitude for the dwarvesaid duringthe goblln lnvasions. Its
not llkely that the human kmg expectedthe dour dwarves to
do much with the gdt, but Thorvannfell in love wth the dogs
andbeganbreedingtheminhisundergroundhalls.Tnebreed
that resulted some generations later is nothmg
less than extraordinary -a m e mucture
canineloyaltyandstrengthcombinedwith
the dwarven passion for dee
dark places and v e m of
Combat
A dwarfhounds loud bark is indeedworse than its bite.
It is utterly fearless in defense of its master and wont back
down from any attacker,no matter how large or dangerous.
Once a dwarf hound attacks a target, n o h n g can deter it
except death or its masters express command.
Deafening Bark (Ex):A dwarf hound barks constantly in battle or when it smells prey or precious ore. All
creatureswithin a 60-foot radius of the dog must succeed at
a Dc 16Will save or be stunned for ld4 rounds. Even if the
save succeeds, the creature suffers a -2 morale penalty to
attack rolls, saves, and checks for the next ld4 rounds.
Whether or not the save is successhl,an affected creature 1s
immune tothe effects ofthat houndsdeaferung bark for one
day.
Mountaindwarvesga1na+4racialbonusonWillsaves
against dwarfhoundsdeafeningbark (seeAppenduc Two);
success means no effect, while failure is the equivalent of a
success for others.
Fearless Loyalty (Ex):A powerful bond grows between a dwarf hound and its master, such that the hound
gains a +2 bonus on all attack rolls, checks, and saves if it
witnesses its master belng threatened or harmed.
This bonus lasts as long as the threat is immediate
and apparent. The dog must be under the
mastersownershipforone fullmonth
for thls bond to be establlshed, and
lastsfortherestofthehoundslife.
Ore Nose (Ex):A dwarf
houndcanlocate preciousmetalsbyscentwithm30feet, just
as other dogs can locate creatures by scent, and may track
such metals bv scent with a
Wisdom check (if a fleelng opponent bears a large quantity of
gold, for instance, a dwarf hound
CREATURE C O L L E C T I O N REVISED
8d8+40(76hp)
+'7
60ft. (12squares)
Base AttaddGapple:
+8/+12
Attadc
Full Attack:
Space/Reach
Special Attacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feats
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
5ftJ5ft.
Blufft15,Diplomacy+15,Heal+l5,Hide+16,
Knowledge (arcana) t16,Knowledge (religion) t16,lntimidate t15, Listen +15, Move
Silently +16,Search +16,Sense Motive +15,
Spot +15
Alertness, lmproved Initiative, Iron Will
Any land
Solitary (unique)
12
None
Neub-al evil
-
Descnptjon
Many legends portray crossroads as
places of fateful meetmgs and supernatural
encounters. It's said that if a man wants
somethlng more than he wants his very soul,
he can find it at the crossroads at midnight.
No one knows who or what the dweller
at the crossroads may be; most believe it to be
a kind of demon, while others think it is merely
an incarnation of Enkili, the trickster god.
Regardless, a traveler on a quest who pauses at
a crossroads at midnight is likely to meet a
stranger m a flowing black
cloak, his face concealed in
the depths of a dark h o d .
He offers the traveler his
heart's desire, but there's alwaysapricetobepaid, sooner
or later. Many travelers
take the deal, believing
that they cancheat the
hdedstranger, but
Combat
fi
Ebon Eel
Medium Animal
Hit Dice:
Initiative:
Speed:
Armor class:
Base AttaddGapple:
Attack:
Full Attack:
Space/Reach:
Special Attack:
S p a l Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Advancement
Level Adjustment:
+I
Swim 60 ft. (12 squares)
13(+3Dex), touch 13,flat-footed 10
+2/+4
Bite +5melee (ld8+3)
Bite +5mdee (ld8+3)
5 ft./ 5 ft.
Blindingspray
Low-light vision
Fort +3,ReF +6,Will -1
Str 15,Dex 17,Con 10, Int 1, Wis 6,Cha 4
Hide +6,Listen +1, Spot +6,Swim +6
lmpmved Initiative, Weapon Finene
Any aquatic (saltwater only)
Solitary
1
4-5 HD (Medium); 6 HD (Large)
-
Descnptjon
T h e ebon eel is a voracious a n d territorial
predator t h a t favors shallow-water caves and the
wrecks of sailing ships, lying in wait to dart out
and trap unwary passersby i n its powerful jaws.
T h i s salt-water eel is famous for its attacks
o n swimmers and treasure divers i n t h e wreckstrewn waters of t h e Liars Sound i n southern
Ghelspad, sometimes lurking within split-open
treasure chests or within t h e hollows of a sunken
suit of ceremonial armor. T h e eel attacks its
victims by exuding a n amber-tinted cloud of
liquid from pores around its head t h a t spreads
quickly through t h e water a n d attacks t h e preys
eyes, causing them t o swell shut. T h u s blinded,
t h e victim is a n easy meal for t h e predators
lightning speed and powerful jaws.
Ebon eels are absolutely fearless and extremely territorial; any creature that enters its
territory is attacked without hesitation.
Combat
Unless a n unlucky creature sticks its face o r
hand into t h e eels hiding place, its normal
method of attack is to spend up t o a minute lying
in wait and pumping its blindness-producing
toxin i n t o t h e surrounding water. W h e n t h e
victim begins to thrash a n d churn the water, the
creature strikes, darting in to bite deeply and
t h e n swimming away again.
Blinding Spray (Ex):The ebon eel can exude a
chemical irritant into the water that causes pain and
swelling in a victims eyes. Creatures within 10 feet of
the eel must make a DC 11Fortitude save or be blinded
for ld6 minutes. This roll must be made each round for
unaffected creatures that remain within 10 feet of the
eel. The eel can produce enough of this chemical to
last 15 rounds, and can refill its supply at a rate of 1
rounds-worth every 30 minutes.
Skills: Ebon eels receive a +6 bonus to
Hide checks in darkened or shadowy settings.
CREATURE C O L L E C T I O N R E V I S E D
Emperorstag
Large Magical Beast
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttaddGapple:
Attack:
Full Attack:
Space/Reach
Special Attack:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
A Iignment
Advancement
Level Adjustment
+5
180 ft. (36 squares)
21(-1 size,+5 Dex, +7 Mtural), touch14,flatfooted 16
+8/+17
Antlers +12 melee (2d6+7)
Antlers +12 2d6+7 and 2 hooves +7 melee
ld6+2
10 R/5 ft.
Str21,Dex21,Con25,Int20,Wis20,Cha1?
Animal Empathy +20,Hide +13*, Knowledge
(nature) +13, Liden +1?, Move Silently +13,
Spot +17
Alertness, Blind-Fight, Combat Reflexes,
Dodge, Endurance, lrnproved Critical (antlers), Mobility
Temperate forest
Solitary
8
None
Always lawful neutral
4-24HD (Large)
-
Thestagishugeandmajestic,with
larpe, intelligenteyes and a rich b r m
Descnptjon
Rangers speak in
reverent tones of a leg%
endary creature called the
emperor stag, a powerful spirit
that rules over the deep forests
and maintains the laws of wood
and glen at the command of
Denev, the Earth Mother. His 7
rack of antlers spreads like the
branchesofavenerable oakandgleams
like polished iron.
Within the bounds of its forest,
1
the emperor stag is the chosen agent of
1
the earth goddess and is able to cross its
Y
environs with the speed of the wind and
bear witness to the acts of any who pass
through its territory. The stag is able to
speak the languages of all the animals
that live in the forest, and many act
\,
as his eyes and ears, passing word
Combat
T h e emperor stag attacks only if provoked or to
repay a n act of wanton violence committed within its
realm. It is a fearsome creature in combat, lashing out
with its hooves and ravaging victims with its mighty
rack of antlers. T h e antlers of the emperor stag are
harder than iron and capable of penetrating the
toughest armor; they are treated as a + 2 magic weapon
that deals triple damage on a successful critical (crit
19-20/x3, due to the Improved Critical feat). At
need, the stag can summon other denizens of the
forest to assist its efforts.
Bonus Feats: The emperor stag receives Dodge,
Endurance and Mobility as bonus feats.
R u n Like the Wind (Su): T h e emperor
stag is one of Denevs swiftest servants. Once
per night, it can run from one geographical
int to another with the speed of the wind,
covering up to 100 leagues a n hour.
Speak with Animals (Ex): The emperor
a n speak with and be understood by any
a1 native to the forests.
Skills: The emperor
stag receives a +4racial bonus o n
Listen and Spot
checks, and a +8
racial bonus on
Animal Empathy
checks. *When
standing still
in the forest,
the emperor
stagreceivesa
+4racial bonus o n
7
I
CREATURE C O L L E C T I O N R E V I S E D
Feral (Demon)
Meckum Outsider (Chaotic, Evil)
Hit Dice:
2d8+4 (13 hp)
Initiative:
+O
30 ft. (6 squares)
Speed:
12(+2 natural), touch 10, flat-footed 12
Armor Class:
+2/+3
Base AttaddGapple:
Spear +3 melee (ld&l) OT spear +2 ranged
Attack:
Full Attack:
Sp/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
(ld84)
Spew +3 melee (ld8+1) and claw -2 melee
(ld4) or spear +2 ranged(ld&l)
5 ft./5R.
Howl
Damageredudion5/coldiron,demonicqualities,outsidertraits,packmind,pad<swl,scent
Fort +5, Ref +3, Will +2
Str 12, Dex 10,Con 14, lnt 9,Wis 8, Cha 5
k (seetext)
Standard
Always chaotic evil
3-6 HD (Medium)
-
Descriptjon
When seen in the Scarred
Lands, ferals seldom have a purpose
other than the utter destruction of
anything in their path. They are
dirpatched at the whim of the demon god Vangal to please him with
rape and murder and other atrocities that they leave in their wake.
A pack of ferals that falls upon a
villageleavesnaughtbut acrudely
designed temple of gore and
rubble to their g d .
Fabricated from
themostbrutishsouls
that make their way
into the Abyssal Caldera
that LSVangal's kingdom,
a pack of ferals is formed
from a singlesoul that is spline
tered into as many as fifteen parts.
Forged thus from a single wicked
soul, a pack of ferals can operate
with one mind. Their most fearsome aspect, however, is the fact
V I
Combat
Ferals always seek open ground to fight, preferring to
spread out and attack foes from all sides. They use crude
spears to injure before closing it to fiiish a victim with their
clawed hands.
Howl (Ex):When a feral howls, all creatures except
other evil outsiders within a 90-foot spread must succeed at
a DC 8 Will save or become panicked for 2d4 rounds. This
isasonic,mind-affecting feareffect. Whetheror not thesave
is succe&l, an affected creature is immune to that feral's
howl for one day.
Packmind (Ex):All ferals of a pack who are on the
same plane remain in constant telepathic and sensory
communication:if one is awareof aparticulardanger,all are;
ifone inagrouD is not flat-footed,none are.No feral inaDack
unless all of &em are.
is
Packsoul (Ex):Feral packs share a common
v
'
"uw
_ - ~ - . _
CREATURE C O L L E C T I O N R E V I S E D
Fjredrake
Large Magical Beast (Fire)
8d10+48(92hp)
Hit Dice:
+3(Dex)
Initiative:
70 R.(14 squares)
Speed:
l?(-lsize,+3Dex,t7natural), touch12,flatArmor Class:
footed 16
+8/t15
Base AttacMGapple:
Bite +10mdee (ld&3 plus 2d6 fire
Attack:
Bite t10 melee (ld&3 plus 2d6 fire) and 2
Full Attack:
claws +8melee ( l d b l and 2d6 fire)
10 R.15 R.
SpadReach:
SpecialAttacks:
Livingf u m e , death throes
Damage reduction Slmagic, fire subtype
Special Qualities:
Fort +12, Ref t7, Will
Saves:
Str 16,Dex 17,Con 22, Int 3, We 7, Cha 6
Abilities:
Balance +8,Climb +8,Hi& t4*, Jump +8,
Skills:
spot +4
Dodge, Multiattack,Power Attack
Feats:
Warm desert, mountains, plains, and underEnvironment
ground
Solitary, pair, clutch (3-4), w colony (5-8,
Organization:
plus 100%young)
6
Challenge Rating:
Standard
Treasure:
Alignment
Alwaysneutral
7-16 HD (Large); 17-24 HD (Huge)
Advancement
Level Adjustment
to
Descnptjon
Many sages feel that the firedrake is the result of
early experiments by the titans that eventually
resulted in the creation of firewrack dragons.
Firedrakes are most often found near
sources of geothermal heat such as geysers, d o r m a n t v o l c a n o e s , a n d
subterranean lava flows. They are fierce
and aggressive, staking out a
that supplies them with a ready source
of heat and attacking any who violate
their domain. Occasionally, when
a volcano becomes active and
begins spewing lava, reports
surface of firedrakes following flows and attacking
anything in their path,
, I
apparently driven
wra
into a murderous
frenzy
by
the
*
volcanos activity.
An
adult
firedrake c a n have
Combat
T h e firedrake attacks with tooth and claw,
inflicting horrible damage simply from the heat
radiating from its body. W h e n cornered i n its own
territory, t h e reptile tries to force opponents to
fight dangerously close to scalding steam and lava
flows, where it clearly has t h e advantage.
L i v i n g F u r n a c e (Ex): T h o s e h i t by a
firedrakes attacks must succeed at a DC 20 Reflex
save or catch fire. T h e flame burns for ld4 rounds.
A burning creature can take a move action to put
out the flame. Creatures hitting a firedrake with
natural weapons or unarmed attacks take 2d6
points of fire damage, as though h i t by t h e drakes
attack, and also catch fire unless they succeed at
a DC 20 Reflex save.
D e a t h T h r o e s (Ex):W h e n a firedrake dies, it
releases its heat in a concussive blast that deals
3d8 points of force damage and 3d8 points of fire
damage to all creatures within 30 feet (Reflex
half, DC 20). Unfortunately, this explosion usually renders most of t h e ruby-like nodules o n the
creatures back worthless: roll ld8-6 to determine
how many remain intact.
Fire Subtype (Ex): Immunity to fire; vulnerability to cold (double damage from cold except
o n a successful save).
Skills: Firedrakes receive a +4 racial bonus
o n Balance, Climb, .Jump,
- and Spot checks.
*In fiery or ruddily lit areas, firedrakes
receive a +4 racial bonus on Hide
checks.
I ,
CREATURE C O L L E C T I O N R E V I S E D
Fleshcrawler
Medium Undead
Hit Dice:
Initiative:
Speed:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
Level Adjustment
Descrjptjon
Fleshcrawlers were once wicked
humans who made dark bargains and
ultimately were taken to the Abyssal
Caldera, where demon lords made
them undead and gave them dark
gifts. Fleshcrawlers are sent back to
t h e Scarred Lands as s n a t c h e r s ,
bounty hunters, or retrievers for the
demons.
At first glance, fleshcrawlers resemble pale humans in black leather
armor sporting an array of ritualistic
scars, brands, and piercings. In the
palms of their hands (and o n the
CREATURE C O L L E C T I O N REVISED
Combat
Fleshcrawlers like t o prepare ambushes for
their chosen prey. W h e n hunting in a group,
fleshcrawlers use pack tactics and work together
like a well-oiled machine. Some have even been
known t o carry others o n their backs, allowing
the carried fleshcrawler to make five tether attacks.
T e t h e r s of Sinew (Ex): If a fleshcrawler
hits w i t h a tether attack, the tethers barbs or
hooks sink into the opponents body, dealing
l d 6 points of damage with a hand (or foot)
tether and 2d6 points of damage with the mouth
tether, and latching o n t o the opponents body.
T h e fleshcrawler can draw a Medium opponent
25 feet closer each round as a move action that
requires an opposed Strength check (if the victim wins the Strength check, h e does not move);
this does not provoke attacks of opportunity.
For each size the target is below Medium, this
rate increases by 10 feet per round ( a Tiny crea-
CREATURE C O L L E C T I O N R E V I S E D
Forge Wjght
Tiny Elemental (Fire)
Hit Dice:
6d8+24 (51 hp)
Initiative:
+7
Speed:
0 ft.
16(+2size,+3 Dex,+l natural), touchl5,
Armor Class:
flat-footed 13
Base Attack/Grapple: +6/-4
Slam + 4 melee (ld3-2 and Id8 fire)
Attack:
Slam + 4 melee (ld3-2 and Id8 fire)
Full Attack:
2 1/2 ft. ft.
Space/Reach:
Special Attacks:
Heat metal
Damage reduction 5/-,
darkvision 60
Special Qualities:
ft., elemental traits, fire subtype
f o r t +6, Ref t8, Will -1
Saves:
Str 6, Dex 16, Con 18, Int 4, Wis 4, Cha
Abilities:
/o
4
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement:
Level Adjustment:
4
None
Always neutral
7-12 HD (Tiny); 13-18
HD (Small)
Descriptjon
In ancient times, master smiths across t h e
land would keep their forges h o t through sacrifice to Thulkas, t i t a n of iron and fire. In return,
Thulkas would send a tiny but powerful fire
spirit to inhabit t h e smith's forge a n d keep i t
ever burning. Unfortunately, t h e world changes;
titans fall and t h e old smiths die.
Sometimes, if a castle was ruined in war o r a
smith died suddenly without a n apprentice or
heir, there would be n o one t o perform t h e rites
to free t h e forge wight from its labor. A few of
these forges remain in t h e depths of shattered
fortresses or in towns long deserted, and t h e
spirits trapped within their cold shells are twisted
and hitter from their long, cold imprisonment.
Combat
The forge wight strikes out a t its victims by
heating and warping t h e metal weapons and
armor they carry. It can never leave its forge, but
if victims get t o o close, they are subject t o attack
by t h e wight: itself.
Heat Metal (Su): A forge wight c a n heat
any number of metal objects within 30 feet of
itself a t will as a standard action; it can target
objects within t h e area selectively. This effect is
Frost Ape
Medium Humanoid
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttacMGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
2d&6 (15hp)
+O
30 R. in hi& armor (6 squares), base speed
40 Ft.
17(+4natural,+3 hide), touch 10,flat-footed
17
t1/+3
Club +3 melee (ld6+2) or slam +3 melee
(ld4+2) or rock +1 ranged(ld4+2)
Club +3 melee (ld6t2) and slam -2 melee
(ld4+1)or rock t1 ranged (ld4+2)
5 FtA Ft.
Nonlethalexpertise
Feats:
Environment
Organization:
Great Fortitude
Challenge Rating:
Treasure:
Alignment
Advancement
Level Advancement
+2
Descrjpt j on
T h e great herbivorous creatures now known as frost apes are
not indigenous to the vast glacier continent of Fenrilik that they inhabit. They
once climbed among the verdant jungle
cliffs of the Lush Isle, guarding it with
rough force against any intruders. W h e n
war erupted between the gods and the
titans, the young god Chardun singled
the great apes out for their strength and
intelligence. He drafted them into service
as soldiers against the armies of the titans,
stealing the entire race from their home
and sending them off to war. This enforced
servitude left the Lush Isle open for sub
sequent domination by the pirates of
newly founded Bloodport.
Chardun failed t o account for
the surprising fact that the great apes
would not kill intelligent creatures. While they
CRATURE COLLECTION R E V I S E D
kn o w n as t h e frost apes. T h e y are somewhat
more bitter, harsh, a n d brutal t h a n their Lush
Isle :ancestors, b u t they still refuse t o kill o u t right. They are n o t averse to letting a n o p p o n e n t
die, but they d o n o t force t h e issue.
Frost apes have n o real language, but they c a n
be understood among their own kind with surprisingly meaningful bellows, grunts, and gestures.
Corn ba t
Frost apes attack en masse with a basic grasp
of infantry tactics. They surround their opponents, using group grappling tactics, t h e n pound
them with fists, clubs, rocks, a n d chunks of ice.
They always attack using their n o n l e t h a l expertise ability. A frost ape will use l et h al force only
if defending its mate or its young, a n d even t h e n
only if n o n l e t h a l damage seems ineffective.
N o n l e t h a l Expertise (Ex): Frost apes suffer
n o penalties w h e n attacking to deal n o n l e t h a l
damage with weapons t h a t usually deal normal
damage.
Skills: Frost apes receive a + 2 racial bonus
o n Listen checks, a n d a + 4 racial bonus o n
Climb a n d J u m p checks.
CREATURE C O L L E C T I O N REVISED
speed:
Armor Class:
Base AttacWGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks
Special Qualities:
Saves:
Abilities:
Skills:
Feak
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
Level Adjustment:
+2
45 R. (4 squares)
28 (-2 size, +2 Dex, +18 natural), touch 10,
flat-footed 26
+23/+43
Bite +35 melee (4d6+12)
Bite +33 melee (4d6+12) and 2 claws +31
melee (2d6+6)
15 RJ15R.
Sense prey
Damageredudion25/magic, spellresistance
30, single-mindedness,scent
Fort +17, Ref +15, Will +10
Str 35, Dex 14, Con 18, lnt 7, Wis 12, Cha 10
Listen+16, Search+ll,Spot +16,Survival+7*
Alertness, Cleave, Endurance, Improvedh
1
1
Rush, Iron Will, Multiattack, Power Attack,
Run
Any land
Solitary (unique)
14
None
Alwarj lawful evil
24+ HD (Huge)
-
Descnptjon
Garabrud, the Obsidian Hound, is a thiig of dread
legend.Purported to be one ofthree great mastlffs that served
a titan, theObsidianHoundistheonly suchmastiffstillseen
the bard
roaming the land. Its behavior is
AdromeW who was the first to
the Hound and
observe its tracking and killing behavior. Adrometus ballads tell that the Hound normally behaves as any other wild
creature-it spends most of its time sleeping and hunting.
However, at seemingly random times, it is
r o u s ed
Combat
Garabrud attacks with its powerful bite, and if its
opponent is Large or larger, the Hound also rakes with its
front paws.
Sense Prey
CREATURE C O L L E C T I O N REVISED
Gjant, Steel
Gargantuan Giant
Hit Dice:
Initiative:
SpeeCl:
Armor Class:
Base AttaddGapple:
Attadc
Full Attack:
melee(4d6+8)and3slams+l2melee(ld8+4)
or 4 slams +14 melee (ld8+8) or rock +6
ranged (2d&8)
Space/Reach:
20 R./20 ft.
Special Attacks:
Rock throwing
Damage redudion lO/adarnantine, immunities, vulnerabilitytoelectricity,metalhealing,
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
rodtcatching,lo~-li~v~~~~~n60~
Fort +13, Ref +4Will +4
Str 26, Dex 11, Con 19, Int 13,Wis 11, Cha 4
Appraise +7, Climb +?, Craft
(weapommithing) +17, isten +9,Profession
(miner) +17, Search +2
Cleave, ImprovedSunder, Multiattack,Power
Attack, Weapon Focus(warhammer)
W a n mountains a d underground
Solitary or group (2-12)
10
Triple standard
Always lawful neutral
15-28 HD(Gargantwn); 29-42
HD(Colos-
4
Level Adjustment:
finding these metallic giants lairs, for it is told that they have
treasure brought from the bowels of the world that makes a
dragons trove seem a pittance.
Steel giants speak Dwarven, Terran and the Common tongue.
Combat
When steel giants fight, they wield a masterwork,metal
warhammer with one of their upper armsand slam opponents
withtheirotherthreearms.Thevfavorusinetheirwarhammers
brnetimes
made Of
to sunder Omnentsweapons.
Steel giants c m o t raise their lower pair ofa m over their
Y
DescriDtjon
_
l
_
_
_
l
_
_
_
_
_
CREATURE C O L L E C T I O N REVISED
Giant, Stjck
Colossal Giant
Hit Dice:
Initiative:
speed:
Armor Class:
Combat
Descnptjon
Needle
Spray
(Ex): O n c e
per day,
as a s t an d ar d act i o n ,
a stick giant can
s p r ay a v o l l e y of
needles t o a range
of 40 feet. The spray is cone-shaped
ing damage t o t h o s e w i t h i n
t h e area. Affected creatures
c a n make a DC 29 Reflex
save t o halve t h e damage.
W i l d emp at h y (Ex): As
t h e druid class ability.
CREATURE C O L L E C T I O N REVISED
Gobljn Bear
L q e Animal
Hit Dice:
Initiative:
+O
Speed:
Armor Class:
Base AttacMGapple:
Attadc
Full Attack:
Space/Rrach:
Special Attacks:
Special Qualibes:
Saves:
Abilities:
Skills:
Feats
Ennronnment:
Organtzatton:
Challenge Rating:
Advancement
Level Adjustment
Temperate forest
sdltary
7
11-20 HD (Large)
pelt
Description
Goblin bears are, in fact, neither goblin nor bear,
but essentially giant wolverines. The voracious omnivores earned their name through aggressive assaults
o n travelers' campsites. Constantly searching for food
to ease their burning appetite, goblin bears have been
known to walk brazenly into a camp and begin rooting through packs in search of provisions, almost
daring anyone to do anything about it. Most travelers
familiar with the breed wisely choose to stand aside
and let the beast eat what it finds,
bec auSe the goblin bear is
easilyenragedandstubborn t o a f a u l t ,
fighti n g
h
Combat
An enraged goblin bear is aggressive and headstrong, attacking without regard for safety or survival
and giving ground to n o one, no matter how big or
fearsome. A goblin bear prefers to overbear its prey,
savaging with tooth and claw and trusting to its spiny
flanks to keep other attackers at bay.
Rage (Ex):A goblin bear that takes damage in
combat flies into a berserk rage the following round,
clawing and biting madly until either it or its opponent 1s dead. It gains +4 Strength, +4C:onstltutlon,
and -2 AC. It cannot end Its rage voluntarily, and
while raging It 1s immune to mind-affecting attacks,
as well as nonlethal damage.
Improved Grab (Ex): To use this ability, the
goblin bear must hit with its bite attack. If it gets a
hold, it can shake.
Shake (Ex):If a goblin bear gets a hold with its
bite attack, it shakes and tears its opponent's body
with neck-breaking force. This attack automatically
deals an additional 2d8+7 points of damage.
Spines (Ex):Agoblin bear'sfur isactuallyformed
of tough spines, much like those of a porcupine. These
barbs stand erect when the creature is enraged. A n
opponent that successfully hits the goblin bear in
melee must make a DC 20 Reflex save or take Id6
points of piercing damage from the spines. Creatures
with IO-foot or longer reach who are using
weapons or any opponents using
CREATURE C O L L E C T I O N REVISED
Golem, Bone
Medium Construct
Hit Dice:
Initiatwe:
Speed:
t1
30 R. (6 squares)
I3(+lDe~+2mhl)*touch11~at-f~td12
Armor Class:
Base AttaddGapple:
Attack:
tO/tO
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Bone absorption
Saves:
Abilities:
Skills:
Feats:
Environment
Organizatton:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
combat
Bone golems do not rely on trickery or subtlety in their
attacks. When given a command, they pursue it straightfor-
g e o n , n g , I m m u n l ? . t o m a g i ~ , ~ t ~ ~ ,wardly,surmomtmgobstacleswithonlytherequisiteamount
~~
Solitary
1
Standard
Always neutral
2 HD (Medium); 3 HD (Large)
-
Descnptjon
Bonegolemsare afavored toolofScmedhds
necromancers. They make excellent traveling
bodyguards, grave robbers, and collection agents
for the more organized guilds of necromancers in
the Scarred Landslarge cities.
Bone golems seem to house residual intelhgence from the spints of the dead from which the
golems are constructed. This glimmerof intelhgencemakesthegolemsrelativelyeasytocontrol,
and they carry out complex lists of commands
with plcddmg, methcdical surety. They cannot speak, nor, it IS assumed, can they hear
any voice other than that of their creator.
Bone golemshands bend mto variousutilitananshapes, makmg thegolems
- If not exactly master thieves -at
least able to open locked doors and
carry out their grim business. The main
flaw inthebonegolemsdesignis that it wemout
very quickly. Shingles and flakes of bone rub off
constantly,leaving dusty tracks and prints wherevertheconstructgoes.Abonegolemdrmteptes
completely over the course of a month if left to its
own devices. To stave off its inevitable decay, it
must constantly have new bones incorporated
into its body. Many necromancers keep
golems supplied by keeping them
busy at collecting bones. How-
of force.
The bone golem replenishes itself only by incorporating
more fresh bones into itself. It therefore seeks to slay most
living thiigs to continueits own existence; it requires at least
fivecompleteMediumskeletonseachmonth. When they are
in need of sustenance, they batter thelr foes to the ground,
stripthefleshfromthem,breakoffasmuchboneastheyneed,
and absorb it directly mto their bodies.
Bone Absorption (Ex):It takes the golem 30 minutes
to incorporate a smgle Medium skeleton. For absorption
purposes, one Medium skeleton equals 4 Small, 16 Tiny, 32
Diminutive,or 64 Fine skeletons.
Undead Construct:Although the bone golem IS technically a construct, it shares many of the traits of undead
creatures. It IS susceptible to being turned as an undead
creature.
Immunityto Magic (Ex):A bone golem is immune to
any spell or spell-like ability that allows spell resstance,
except for any spell which can specifically heal or damage
undead creatures. Such spells affect the bone golem as If
it were undead. Being healed in this manner
does not remove the bone golems need to
absorb bones to sustain itself.
Hand Tools (Ex):A bone golems
hands canassume the shapesof various
simpletoolssuch askniie-sdblades,
hammerheads,cups,clampswedges,
crude saws and lock-picking mtru-
ments.ThegolemcanmakeDisable
Devicechecks with a +O bonus, and
Open Lock checks with a +5 bonus.
Other such checks might be possible, at a GMs discretion.
Golem, Copper
Large censtruct
Hit Dice:
12d10+30(96 hp)
-1
20 ft. (4 squares)
Combat
Desclrjption
C REAT U RE CO L L E CTI O N R E V 15 ED
Golem, Lead
Huge Construct
Hit Dice:
Initiative:
speed:
Armor Class:
BaseAttacMGapple:
Attack:
Full Attack:
Space/Reach:
SpecialAttacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Any land
Solitary
14
Treasure:
None
Alignment:
Advancement:
Level Adjustment:
Alwaysneubal
Description
Lead golems are truly massive constructs,
standing 14 to 15 feet tall and weighing a n earthshaking 15,000 pounds or more. Their weight 1
overwhelms the floors of most normal buildings, and their fists can batter structures to
rubble in minutes. Their frame includes some
aperture from which it releases its poisonous
gas, commonly its mouth or a hole in its chest.
The dark elves of Dier Drendal are especially fond of creating lead golems, often
crafting them with massive clawed hands with
which to dig tunnels. Such golems have also
been used in the dark elves attacks o n the
dwarves of Burok Tom.
Lead golems follow only the commands
of their creators. They understand and
obey basic verbal commands, but can be
programmed with fairly complex instructions if the creator invests about
Combat
Poisonous Gas (Su): Every 2d4 rounds, a lead
golem may billow out a 30-foot cone of poisonous gas
as a free action. Anyone in the cone must succeed at
a DC 20 Fortitude save; initial damage ld6 temporary
Constitution, secondary damage death.
Immunity to Magic (Ex): A lead golem is immune to any spell or spell-like ability that allows spell
resistance, except for any magic effect that specifically targets metal, which slows the golem (as the slow
spell) for 2d6 rounds, with no saving throw.
Constructj on
A lead golem is constructed from 15,000pounds
of lead. The construction materials cost 12,500 gp.
Creating the golem requires a successful DC 20 Craft
(armorsmithing) or Craft (weaponsmithing) check.
CL 17th; Craft Construct, geaslquest, limited wish
andpolymorph any object, caster must be at least 17th
level; Price 190,000 gp; Cost 100,000 gp + 7,200 XP.
involved, the construction of a lead golem is hazardous work; at the end of the final ritual, the creator
must make Fortitude saves as if he were struck by the
golems Poisonous gas attack.
Descxjptjon
Priests of Corean tell the tale that the MithrilGolem was
forged bytheirgcdtouseagainstthetitanKadumintheDivine
War. Themyth holds that the M i h l Golem succeeded in
holding Kadum by its tail for but an instant,but that was long
enough for the bestial titan to be gutted and chained by the
gods. However, Kadums tremendous strength warped and
danagd the otherwise indestructible Golem. M e r the Divine War, the golemspurpose fulfilled,Corean left the Golem
behind on the land rather than taking it to the gods home.
\mile some heretics doubt such an origin, it is certain
that fbllowing the Divine War, a colossal statue of nighindestructible metal was discovered on the coast of the Blood
Sea.Acting on visions from their god, the priests of Corm
constructed a temple around the statue. The rapidly growing
city of Mithril has since sprung up around it.
For the past 150 years, the Mithnl Golem has stood
motionless while the M i h l Temple of Corean and a
growing city have been constructed around it. The faithful
have no doubt that their god would rouse his construct to
action should he ever desire its service -such as to answer
the pmyers of one of hishighpriests or to defend the city over
WhichtheGolemholdsitssilentvigil. Indeed, iftheunfaithful
Combat
The Mithril Golem uses its monolithicfists to pulverize
nearly anything it hits, and, in the rare case that afoe survives
such a pummeling, it then grabs and squeezes until its foe
expires. In addition to its fist attack, it can simply rundown
smaller foes.
Improved Grab (Ex):To use this ability, the Mithnl
Golem must hit with both of its slam attacks. If it gets a hold,
it canconstrict.
Constrict (Ex):If the M i h l Golem gets a hold on an
opponent,it squeezeswith itsmightyhands,dealing 12dl0+30
pointsofdamagewithasuccessfulgrapplecheck.It continues
to constrict each round as long as it maintains its hold.
Trample (Ex):Reflex DC 43 half. The save DC is
Strength-based.
Mrhd (Ex):The Mithnl Golem gains +40bonus hit
points due to its solid mithril construction.Thisbonus was
once higher, but the damage d i c t e d on the Golem has left
its indelible mark.
Immunity to Magic (Ex):The Mithril Golem is
immune to any spell or spell-like ability that allowsspell
resistance.
Golem, Silver
Medium Construct
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Gapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
+4
30 ft. (6 squares), fly 90 ft. (pax)
23(+4Dex,+'?natural),touch14,flat-footeed
19
+4/+7
Slam +7melee (2d8+3)
2slams +7melee (2d8+3)
5 ft.15 ft.
Flamegout
Comtrudtraits,immunitytomagic,darkvision
60 ft, damage reduction Yadamantine
Fort +2, Ref +6,Will +2
Str 16,Dex l8,Con -, Int --,Wis 11, Cha 1
Depending o n the situation and their instructions, silver golems usually at t ack from t h e
air with their flame gout a n d t h e n land to attack
w i t h their hands. Unlike their larger plodding
cousins, silver golems are quite fast a n d agile i n
combat.
Flame Gout (Su): Every l d 6 + 1 rounds, a
silver golem c a n spout forth a 20-foot c o n e of
fire from its ruby a d o r n m e n t as a standard action, dealing 3d6 points of damage (Reflex half,
DC 13).
Any land
Solitary or pair
5
None
uswllyneutral
7-9HD (Medium); 10-18
-
Combat
HD (Large)
Description
Silver golems are
splendid-looking constructs who understand
and can obey fairly long
and complex instruct i ons from t h e i r
creators, including orders u p t o several
sentences in length. For
this reason, wizards often use silver golems as
messengers, bodyguards,
and even as personal attendants.
A few rare manuals for
silver golem creation have
beenuncovered that are thought
to have been penned by the go
Corean himself. Such
golems with a true rudimentary intellect of
their own. Despite their apparent intelligence
Constructjon
A silver golem is constructed
from 500 pounds of pure silver.
T h e construction materials cost
8,000 gp, a t least 5,000 of
w h i c h must c o m e from a
single ruby. Creating t h e
golem requires a successf u l DC 20 C r a f t
(whitesmithing)
check.
CL 7 t h ; C r a f t
C o n s t r u c t , flame arr o w , f l y , geaslquest,
limited wish polymorph
any object, caster must
be at least 7th level;
Price 24,000 gp; C o s t
16,000 gp + 640 XI'.
If a silver golem is
d e s t r o y e d , t h e ruby
might be salvaged from
its remains. A successf u l DC 3 0 C r a f t
(gemcutting) or C r af t
(whitesmithing) check
recovers t h e gem, while
failure means t h e ruby shatters i n t o pieces worth a total
. Assuming t h e heavy
body of a silver golem c a n be taken t o a
smithy, it c a n be melted down into t h e
equivalent of 25,000or more silver pieces.
Golem, Wood
Medrum Construct
Hit Dice:
Initiatwe:
Speed:
Armor Class:
7d10+20(58 hp)
-2
15 ft. (3 squares)
18(-2Dex, 40 natural),touch8,Flat-footed
18
Base AttacMGapple:
A*
+5/+4
Full Attadr:
SpacdReach:
Special Attacks:
Special Qualities:
Saves:
Abilihes:
Comtrudtralk,immunij.tomagiC,darkviSlon
6o
10/meta'7
reductionlO/slashing, regeneration1
Sblls:
Feats:
Ennronment
Organizatton:
Challenge Rating:
Treasure:
Any land
5
None
Alignment
Always neutral
Advancement
Level Adlustment
Construction
Wood golems are human-sized constructs made
from up to 2,000 pounds of any hard wood that has
died but not yet begun to rot. T h e construction
materials cost 3,500 gp. Creating the golem requires
a successful DC 15 Craft (woodworkinq) check.
CL 14th; Craft Construct, hveoak, spike growth,
wood shape, caster must be at least 14th level; Price
18,000 gp; Cost 9,000 gp + 720 XP.
Once animated, the golem obeys only simple
commands given by its creator. However, for each
week of the eolem's animated life,
CREATURE C O L L E C T I O N R E V I S E D
Gore Beetle
Tiny Vermin
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttackIGapple:
Attack:
Full Attadc
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
ld&2 (6 hp)
+2
30 ft. (6 squares), climb 20 ft.
17(+2size,+ZDex,c3 natural), tmhl4,flatfooted 15
+Of-10
Bite +4 mdee (ld4-2)
Bite +4 melee (ld4-2)
2 112 ft.10 ft.
Gasburst
Vermin traits
Fort +4, Ref +2, Will +O
Str 6, Dex 15, Con 15, Int -, WE IO,Cha 2
Climb +8,Hi& +2, Spot +2
Weapon Finesse'
Any temperate land and underground
Solitary or nest (10-20 adults)
1/2
Ifloth coins; l/lOth goods;no items
Always neutral
2-3 HD (Tiny)
-
Descnptjon
Gore beetles are armored insects the size of a
housecat, their heads dominated by four compound
eyes and a pair of large, saw-like mandibles. They
range in color from a dull brown to a grayish-black,
and their carapaces are often crusted with clots of
dried blood and flesh from eating carrion - hence
their gruesome name.
Gore beetles are common sights in large cities or
ruined castles, where there's plenty ofrefuse available
for constructing nests and plenty of rotting meat to
feed themselves and their young. Primitives within or
at the edges of southern jungles actually venerate
these insects, considering them gifts from the earth
goddess that keep their villages clean. Most places,
however, find the bugs a nuisance and put prisoners to
work eliminating their nests.
Gore beetles collect bits of trash and waste and
build low, irregularly shaped nests to guard their
young and store food. They prefer to locate these nests
Combat
Gore beetles shunt waste gases from their digestive processes into a series of sacs located underneath
their armor; when threatened, they vent this gas in a
burst, inflicting nausea and eye irritation on their
victims. W h en defending their nests, they attack
aggressively, venting their gas sacs to irritate their
foes and then biting deeply with their powerful mandibles. As long as anest is threatened, the beetles fight
to the death.
Gas Burst (Ex): Once per day, the gore beetle
may eject noxious gas in a 10-foot burst as a free
action. All creatures in the burst must make a DC 14
Fortitude save or become nauseated for Id4 rounds
and suffer a 4 penalty to Spot checks for 2d4 hours.
Skills: Gore beetles receive a +2 racial bonus o n
Spot checks and a +10 racial bonus on Climb checks.
CREATURE C O L L E C T I O N R E V I S E D
Gorgon, Hjgh
Med~umMonstrous Humanoid
Hit Dice:
Initiative:
Sped:
Annor Class:
Base AttaddGapple:
Attack:
Full Attack:
Space/Reach
Special Attadis:
Special 'Qualities:
Saves:
Abilities:
Skills:
+?/+12
Scimitar +10 melee (ld6+3and poison) and
scimitar +10melee (ld6t3and poison) and 8
snake bitest5melee(1 persnake,and poison)
Scimitar +10/+5melee (ldb3 and poison)
and scimitar +10 melee (ld6+3and poison)
and 8 snake bites t5 melee (1 pec snake and
poison)
5ftJ5 ft. (snakes 10 ft.)
Snakes, poison, spells
Damage reduction 5/magic, immunities, resistance to cold 20, spell resistance15
Fort +6,Ref +8,Will +8
Sb-l7,Dex15,Con17,1nt15,Wis15,Cha17
Bluff +6,Concentration+?,Craft(akhemy)
+6,DecipherScript +5,Dlsgui+13,Hidec6,
Intimidate+6, Knowiedge(arcana) +7,Listen
+5,Search+7,Spellcraft +lo,Spot +5,Swim
CREATURE C O L L E C T I O N REVISED
Combat
High gorgons usually t r y t o c o n c e a l t h e i r
t r u e n a t u r e if a t all possible. T h e y typically
fight w i t h we a p o n s a n d spellcasting as if t h e y
were h u m a n , e v e n t o t h e p o i n t of a d o p t i n g
p o p u l a r s ki rmi sh t a c t i c s. If t h e r e i s n o way t o
prevent their nature from being revealed,
h o w e v e r , t h e y p u l l t h e i r bellies o p e n t o b i t e
at opponents with their serpentine heads.
T h e i r lairs are o f t e n d e f e n d e d w i t h t r ap s ,
mag i cal a n d o t h e r w i s e , as well as a k e n n e l of
low g o r g o n s .
S n a k e s (Ex):A n av er ag e h i g h g o r g o n h a s
1 0 t o 15 p o i s o n o u s s n ak es a t t a c h e d t o its
s p i n e inside its a b d o m e n . I t c a n s t r i k e w i t h
u p t o 8 s n ak es a t o n c e ; t h e s e s e r p e n t s c a n be
s ev er ed if specifically t a r g e t e d w i t h a s l as h ing w e a p o n ( A C 20, 10 h p d amag e t o s e v e r ) .
P o i s o n (Ex): S c i m i t a r - I n j u r y , DC 1 7
F o r t i t u d e s av e n e g a t e s , l d 4 C o n / l d 4 C o n .
This p o i s o n is a l c h e m i c a l l y d i s t i l l ed f r o m t h e
gorgons o w n s n a k e v e n o m .
S n a k e b i t e - I n j u r y , DC 14 F o r t i t u d e
save n e g a t e s , l d 8 C o n / l d 8 C o n . T h e s e s n ak es
a t t a c k as t h e i r o w n e n t i t i e s a n d a c t i n d e p e n dently from t h e high gorgon - should a high
g o r g o n be r e n d e r e d u n c o n s c i o u s , t h e s n ak es
a r e s t i l l a c t i v e ( t h o u g h if t h e high g o r g o n
d i es , t h e s n a k e s perish as w e l l ) . If a v i c t i m is
b i t t e n by m u l t i p l e s n a k e s d u r i n g t h e s ame
r o u n d , t h e DC for t h e s av i n g t h r o w is raised
by 1 for e a c h b i t e af t er t h e first. For e x a m p l e ,
a c h a r a c t e r b i t t e n by four s n ak es would h a v e
t o mak e a DC 18 F o r t i t u d e save for t h e f o u r t h
b i t e . H o w e v e r , t emp o r ar y C o n s t i t u t i o n d a m age from multiple bites does n o t stack,
m e a n i n g t h a t t h e mo s t C o n s t i t u t i o n a v i c t i m
c a n lose f r o m t h e b i t e of t h e s e s n a k e s is 16
p o i n t s ( 8 of w h i c h must be i n f l i c t e d as s e c ondary d a m a g e ) . H i g h gorgon v e n o m is
c o n s i d e r e d a n a t u r a l p o i s o n for t h e p u r p o s es
of c e r t a i n c r e a t u r e s p o i s o n i m m u n i t y ( s u c h
as h i g h - l e v e l d r u i d s , e t c . ) .
Spells: All h i g h gorgons c a s t spells as a
sorcerer of a l e v e l e q u a l t o t h e gorgons HD
( s a v e DC 1 3 + spell l e v e l ) . T h e y f av o r spells
t h a t i n s o me way d i m i n i s h , p a i n , or warp
t h e i r o p p o n e n t s , o f t e n t e n d i n g t o w ar d N e c r o man cy o r T r a n s m u t a t i o n spells.
I m m u n i t i e s (Ex): H i g h g o r g o n s are i m m u n e t o paralysis, p o i s o n , a n d sleep effects.
S p e l l R e s i s t a n c e (Ex): A high g o r g o n
h a s s p el l r e s i s t a n c e e q u a l t o 1 1 + 1 / 2 its h i g h
g o r g o n HD (i.e., usually SR 15).
S k i l l s : High gorgons r e c e i v e a + 2 racial
b o n u s o n Knowledge ( a r c a n a ) , S e a r c h a n d
S p e l l c r a f t c h e c k s as well as a +6 r aci al b o n u s
o n Disguise ch eck s .
CREATURE C O L L E C T I O N REVISED
Gorgon, Low
A few people have managed to train low gorgons as
QdlOt54(103hp)
Initiative:
+2(Dex)
Speed:
A m Class:
Base AttacklGapple:
Attack:
Full Attadc
Space/Reac h:
Special Attacks:
ld8+3
Special Qualities:
Saves:
Abilities:
Skills:
Feak
Environment:
Organization:
Chalkye Rating:
Treasure:
Alignment
Advancement
Level Adjustment
~imb+8,HidetZ,]ump+12,L~tent7,Move
Silently t4, Spot t7, Swim 46, Survival t3*
Improved Natural Attack (bite), Improved
NaturalAttack (tail) Power Attack, Run
Any land and underground
Pair,kennel(3-5),pack(6-lO),orherd(ll30)
7
Standard
Usuallyneutralevil
10-20 HD (Large); 21-27 HD (Huge)
-
Description
It seems impossible to believe t
bestial low gorgons are related to the
hum,moid cousins, but thats exac tlv the case. Where the high
gorgons are intelligent and
subtle, the low gorgons are
ravening and savage. Still,
the blood of Mormo binds
them, and the two races
I
are often found in one
anothers company. Its
dark-green scales are thick,
almost metallic, and its long,
flexible tail ends in a bony
knob, much like a great mace.
Low gorgons are rather
more common than their high
brethren, but they still tend to
avoid civilization unless
their kin imported them.
Combat
Low gorgons are malicious brutes that seem to
take exceptional pleasure in ripping living creatures
apart with their teeth and claws. They stalk their prey
for as long as they can, seeking to leap on victims from
above, often only when they think theyve escaped. A
low gorgon typically focuses its claws and bite on one
opponent, not relenting until it has felt its victim die
in its jaws; it reserves its tail attack for those trying to
flank it.
When they hunt in packs, low gorgons demonstrate great cunning, actively seeking out spellcasters,
archers and other ranged combatants. (They even
leap over the heads of defenders to do so.) If directed
by a high gorgon, low gorgons are capable of following
complicated plans, though their natural impatience
can sometimes hinder their efficiency.
Acidic Spittle (Ex):A low gorgons saliva is
remarkably acidic, quickly dissolving organic material and metal. Indeed, the beast is effectivelycapable
of chewing through iron bars. Its bite attackdeals acid
damage; on a successful critical hit with its bite, the
acid damage increases to +2d10.
T h e gorgons acidic saliva deals 40 points of
damage per round to wood or metal objects.
Armor or clothing dissolves and becomes useless immedixely unless it
succeeds at a DC 20 Reflex save.
T h e acid cannot harm stone.
Pounce (Ex):If a low gorgon
leaps upon a foe during the first round
of combat, it can make a full attack
even if it has already taken a move
action.
CREATURE C O L L E C T I O N REVISED
Great Swan,The
Medium Magical Beast
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttaddGapple:
Attack:
Full Attack:
SpacelReach
Special Attacks:
6d10+6(34 hp)
t 4 (Improved Initiative)
1OR.(Zsquares),fly 1OOR.(poor),swim 15R.
20 (+6natural,t 4 deflection), touch 14,flatFooted20
+6/+4
Bite t 4 melee (ld4-2)
Bite +4 melee (ld4-2) and 2 wing slams -1
t ~ l e (ld6-2)
e
5 R.15R.
-
spell
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organizatiom
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
Any land
Solitary (unique)
None
Always lawful good
6+HD (Medium)
Description
W h e n warrior-hero Adurn of Vesh fell at the
Battle of Twisted Timbers, his crestfallen knights and
men-at-arms set his burning remains adrift o n a funeral barge across Mountains Tear Loch (now called
Adurns Tear). Although the
army, interceding o n behalf of
--- *
the defeateddwarvesof Burok
Torn, had won its battle
against Calastia and then
boy-king Virduk, the spirit
of Adurns army was broken by
/
I
Combat
T h e Great Swan never fights, not even in selfdefense. If anyone should seek to attack it, it simply
flies off beyond harm to the best of its ability and great
intelligence. It does the same to almost all who would
try to touch it, except for those destined to lead
kingdoms with an even and fair hand.
Bonus Feats: The great swan acquires Improved
Initiative, Iron Will and Lightning Reflexes as bonus
feats.
Blessing (Sp): T h e
Great Swan may willingly
allow a person to touch it;
whoever does so 1s blessed as
aresult. The blessed individual
gains 2 points of Wisdom permanently, and she is thereafter
capable of taking the Leadership feat even if she does not
meet the usual level requirement for that feat.
CREATURE C O L L E C T I O N REVISED
Gnppett
LargeMagical Beast
Hit Dice:
Initiative:
3d10+3(14 hp)
Speed:
Armorclass:
Base A W G a p p l e :
Attack:
Full Attadc
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
+1 (Dex)
+lo,
2
None
usually neutral
4-4 HD (Lwge)
Descriptjon
The @PPem is a
reptilian creature With a
large,prehensiletongue.h o w n f o r itsabilitiestoblend into
forests and mimic any noise it has head, the MPPett lures
Unsuspecting x h e n ~ e r into
s traps bY imitating Prey Or
fellow party members.
The grippett is capable of shooting its tongue up to 15
feetandcanpullmostsmallercreaturesrightinto itsmouth
to eat-them whole. Larger prey is avoided or killed with the
gnppettspowerfuljawsandclaws,whilethegrippett uses its
mimicry to join the chorus of its victims own death scream.
,4typical grippett extends nearly 20 feet from its nose
to h e tip of its long tail and weighs approximately 1,ooO
p u d . When not using its chameleon ability, its
skin is a light brown or green laced with purple
bands. It has sharp teeth and claws, which it uses
to climb and hunt prey.
Combat
T h e preferred tactic of a grippett is to
track a potential meal for long periods of time,
listening to noises that the grippett can then
imitate. T h e n it finds a suitable hiding spot
and waits, while imitating these noises in hopes
of luring prey. If the grippett succeeds in cap-
C R E A T U R E COLLECTION R E V I S E D
Hamadryad
Medium Plant
Hit Dice:
Initiative:
Speed:
Armor Class:
6d8+30(57 hp)
+2
50 ft. (10squares), climb 30 Ft.
20
.^(+2Dex, +8 natural), touch 12,flatfooted
16
Base AttacWGapple:
Attack:
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
+4/+8
Slam +8melee (ld8+6)
Slam +8melee (ld8+6)
5ftJ5ft.
Sneak attack +2d6
Furtiveness, low-light vision, plant traits, sylvan all=, wild empathy
Fort t10, Ref +4,Will +4
Str 19,D e x M Con 20, Int 13,WS 15,Cha 17
BluR +53 Climb
DlPhacY +59
t4*
Listen Move
Silently +5,Search +3,Spot t3, Survival +4
Hea1+41Hide
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
t59
+49
Any forest
Solitary, pair, or glade (3-7)
Standard
Usually neutral
7-15 HD (Medium)
-
Description
The hamadryads of the Scarred h d s are
deceptively dangerous guardians of the deep
forest.Althoughtheyresembledryads, appearing
as slight-bodiedyoung girls usually d
e
r
s
e
d (at
least partially) in light sluns of forest creatures,
theyare lnfactlivmgplantswithallthe strength
and vitality of their tree cousm.
The most obvious thing that sets a hamadryad apart from a human girl is her hair.
Hamadryadsdonotactuallyhavehair, perse,but
rather a m a s of long, slim,flexible branches like
those of a willow. Thelr toes are long and are able
to lengthen into roots when the
hungry or thirsty. Touchlng a hamadryad is
surest way to determlneher true nature.
hamadryad seems to have normal skin, it is actually
a thin, birchlke bark over a layer of wood. Its
impossible to confuse hamadryad skm with living
flesh and blood.
Hamadryads are not always hostile to those who
enter their forests,but they mark anyone carrying axes
or fire as potential enemies. Each hamadryad forest is
home to a secret glade where the wood
nymphs gather. They keep their communal
Combat
Hamadryads do not relish combat, but they fight to
defend their woods if they judge intruders to be too great a
threat. Many have learned to draw away male stragglers by
pretendingtobeordinary girls,thenmurderlngthe interlopers once they are apart from their group. They use thelr
supenor mobility and camouflage to attack those on the
h g e of the party, lashmg out with quick, yet alarmingly
deadly blows and then disappearing back Lnto the forest until
another opportunity presents it-
SwampHamadryad
Certain secluded swamps or bayous enjoy
the protection of a swamp-dwellingversion of
the hamadryad. These swamp maidens, as
theyre sometimes called, are much like their
forest cousins in most ways. However, these
hamadryads of the swamps tend to be slightly
more inclined toward maliciousness where
interlopers are concerned, and they can
call o n slightly darker allies to
protect their homes.
Attak:
Full Atk&:
Space/Reach
Special Attack:
Special Qualit~es:
5ftAft.
Spelk, spell-like abilltles
Damage reduction lO/cold iron, SR 14, air
walk, plant home, low-light vision
Fort +4, Ref +8,Will +?
Str Q, Dex 14, Con 12, Int 11, WIS16, Cha 22
SaveS:
Abillher:
Skills:
Heal +14,Knowledge(nature)+?,Listen+14,
Feats:
Ennronment
Orqanlzah.
solltary
Challenge Rating:
Treasure:
5
Standard
Alignment:
Advancement
Level Adpbnent
Always neutralg c d
10-18 HD (Medium)
-
Description
The word hand means hope in the Ubantu
dialect, and it is n o surprise that this is the name they
have given both to a particular desert flower and to
the spirit that occupies it. T h e hanid flower is a small,
fragile, succulent plant with long golden-yellow petals. It grows flat o n the sand and is virtually
unnoticeable to one unfamiliar with it. Aside from
the k t that it holds the hanid spirit, the hanid plant
is otherwise a normal plant.
However, a spirit may occupy the hanid plant. A
hanid spirit appears as a beautiful, faintly translucent
desert woman who ~ m d e r the
s desert, moving from
flower to flower. Should she meet a creature indistress
while wandering, she immediately gives s ~ c c o rusing
,
her magical abilities freely if need be.
llaniddonot speak.They admmistercare tothose who
areatdeathsdoorandunattended.Once*eYhaveassisted
Someone,
wander away asquickly as
BecaLse~eY1ovesmall~pre~*mgs,*eYsometimesllnger
for someone
Or she Offers a
bneflv
flower,gem,oro*ermterestingbauble.Acunningoldmage
if a handsome
whWered certain
Once
words of magic to the hanid while it lingered after asslstmg
him, the spint would become temporarily enamored of its
patient.
CodXIt
Hanid never fight, not even to prevent the destruction of their flowers. Instead they will always try
to escape to another flower, perhaps one in a hidden
locale.
Spells: A hanid casts spells as a druid of a level
equal to her Hit Dice; she prepares only spells that
heal, or those that provide sustenance, comfort, protection, and other means of succor.
Spell-Like Abilities: 2/day - znsrlszbility. This
ability is as the spell cast by a 9th-level sorcerer.
Air Walk (Ex):Hanid may walk upon the air as
CREATURE C O L L E C T I O N R E V I S E D
Harpy
Medrum MonstrousH u m a d
4d&4 (22 hp)
Hit Dice:
Initiative:
speed:
+2
20 ft (4 squares), climb 20 Ft., fly 90 H.
(average)
16(+2Dex, +4natural), touch 12,flat-footed
Armor Class:
Base AttacWGapple:
Attack
Full Attadi:
SpacelReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
14
+41+5
Scythe +6scythe (2d4+1)or claw +5melee
(ld4+1)or javelin + 6 ranged (ld6el)
sCythe+6scythe(2d4+1)or2claws+5me~
(ld4+1)or javelin+6 ranged (ld6+l)
5 RJ5 R.
Reapers dive
Str13,DextS,Con13,Int12,
Wis10,ChaQ
Climb +13,Hide +7,Listen +4,Move Silently
+6,Spot +4
FWy Atti&
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
3
Standard
A winged I
woman and par
aboue, the scytht
wickedly.
Descnptjon
T w o
hundred
years ago,
t h e secretive c u l t
called t h e
Sisterhood of
the Sickle Moor
was the terror
the Scarred L;
cities. A largely
cult dedicated
fledgling night-1
Belsameth, tk
hood plied its t
and spies in the
the goddess in
Titanswar tore the land apart, the order
found that their subtle methods did little
good among the armies and beasts massed by
the divine and titanic powers. In desperation,
the cultists offered up their prayers to Belsameth,
harpies h u n t
far and wide for
sacrifices to their
dark goddess.
Most harpies c a n
speak Common; their own
tongue is a garbled blend
of Common and Infernal.
C REAT U RE CO L LE CTI 0 N
R VISED
t
Combat
Harpies fight from the air, where they can control the battle. If grounded, they become much more
desperate, sometimes even losing the will to go on.
They are not particularly swift or adept fliers, but they
are more maneuverable than their great wingspans
might suggest. A common harpy tactic is to remain
silently airborne (or hidden among cliff faces, treetops, or the like) until an opportunity for an ambush
presents itself. They begin any combat with their
lethal diving attack if at all possible, then continue
slashing their foes from above using Flyby Attack.
Reapers Dive (Ex):If a harpy dives at double
speed from at least a 120-foot height and uses its
scythe to attack in the same round, the scythes
critical threat range is tripled (18-20). Further, if the
target of the reapers dive is flat-footed or denied its
Dexterity bonus to AC for any reason, the harpy gains
the benefit of a 4th-level rogues sneak attack, dealing
an additional +2d6 points of damage o n a successful
hit.
Skills: Harpies receive a +2 racial bonus o n Spot
checks and a +4 racial bonus o n Move Silently
checks. In low-light conditions, harpies bonus to
Spot: checks increases to +6.
CREATURE C O L L E C T I O N REVISED
Harrier, Great
Huge Magical Beast
Hit Dice:
Initiative:
Speed:
Armor Class:
20d10+40(150 hp)
+8
30 Ft. (6 squares), fly 150 ft. (average)
21(-2size, +4Dex,+?natural), touch12,flatfooted 17
Base AttaddGapple:
+20/+33
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
Level Adjustment
2 claws +18
Frightful presence
Damagereduction5/magic, immunitytofear,
keen v i s i , ward
Fort +14,Ref +16,Will +5
Str 20,Dex 18,Con 15, Int 7, Wis?, Cha 23
Listen +11, Search +8,Spot +11*
Alertness, Cleave, Flyby Attack, Improved
NaturalAttack (bite), lmproved Natural At-
tack(claw),lmprovedInitiative,PowerAttack
Temperate Forest and mountains
Solitary, pair, OT flight (5-8)
13
Standard
Usually neutralgood
21-44HD(Huge);45-60HD(Gargantuan)
-
Descnptjon
The greatest of beasts employed by
the elves of Uria, the great
harrier is a magnlfi-
Combat
In combat, a harrier is unrelenting, descending
in a whirlwind of claws and fury.
Frightful Presence (Ex): A great harrier is a
creature of sublime beauty, capable of inspiring fear in
its opponents whenever it attacks, charges, or flies
overhead. Creatures within 210 feet having fewer Hit
Dice than the harrier must succeed at a DC 26 Will
save to avoid this effect. O n a failure, creatures with
4 or fewer HD become panicked for 4d6 rounds and
those with 5 or more HD become shaken for 4d6
rounds. The harriers allies (the Urians) are immune
to this effect.
Keen Vision (Ex): A great harrier sees three
times as well as a human in low-light conditions and
four times as well in normal light. Harriers have
darkvision to 120 feet.
Ward (Su): Once per day, as a standard action,
a harrier is capable of erecting an aura of protection
around itself, a radiant sphere that encircles it,
granting the harrier a + 16 deflection bonus
to AC. Any creature(s) riding the harrier also gain this benefit. T h e
ward lasts for 1 minute.
Skills: *Great harriers receive a +16 racial bonus o n
Spot checks in daylight.
CREATURE C O L L E C T I O N R E V I S E D
Hjll Howler
Large MagicalBeast
Hit Dice
Initiatk
Speed:
Armor Class:
Base AtitilcMGapple:
Attadr:
Full Attadr:
SpadReach:
Special Attacks:
Special Qualities:
Saves:
Abilities
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment:
4d10+16(38 hp)
+3 (Dex)
40 R. (8 squares), climb 20 F t
15(-1 size,+3Dex,+3naturaI),touchlZ,flatfooted 12
+4/+15
Bite +10 melee (ld8+7)
Bite +10melee ld8+7 a d 2 claws +8 melee
ldb3
5 WlO ft.
Howl
Darkvlsion120 R.
Fort +8,Ref +7, Will +1
Str 25, Dex 16, Con 18, Int 4, Wis 10, Cha 12
Climb +16, Hi& +3*, Jump +lo,L i e n +3,
MoveSilently +6,Spot +3
Multiattack, Weapon Focus (bite)
'Temperate Forest hill, and mountains
Solitary
4
Standard
Always chaotic evil
5-10 HD (Large); 11-12 HD (Huge)
The huge humanoid beast has broad, hulking shoulders, long, powerfully muscled arms, and a misshapen
head dominated by a gaping, toothy maw.
Descriptjon
The high, lonely foothills and the wooded hollows of the deep mountains are home to the hill
howler. The howler moves with a rolling, ape-like
gait, yet it is surprisingly quickly o n its broad, agile
feet and hands, and it is a nimble climber. When
standing fully erect, the average hill howler is
eight feet tall, though it is not uncommon for
them to grow to 10 feet in height. T h e monster is
covered with coarse brown fur, and the thick,
curved talons on its feet and hands are black. Its
eyes are small and yellow-orange, and reflect
firelight like a cat's.
'The hill howler is a carnivore that lairs in
hard-to-reach caves, claiming a hunting
ground up to 10 square miles around its home.
Once settled, it preys on large game until it
has killed or driven away everything in the
region. It then moves on in search of better
pickings. Hill howlers have a peculiar fondness
for horseflesh, and they stalk even large groups of
travelers passing through their territory. They
hunt at night, when their keen senses give
them a decided advantage over humans or
other animals, and they circle prey for quite e
some time as they calculate the best moment 0
to strike.
Combat
A hill howler generally creeps up on its victim
and pounces from the shadows at the last moment
with a bone-chilling scream. W h en it lands, it dashes
the prey to the ground to kill it with tooth and claw.
Once its victim is dead, it picks up the body and flees.
A typical hill howler can carry off a light horse
without being encumbered significantlv. If its sudden
attack is not effective and the victim puts up a fierce
fight, the monster retreats quickly and is likely to seek
other prey.
H o w l (Ex): W h e n a hill howler shrieks, all
creatures within a 60-foot spread must succeed at a
DC 13 Will save or become shaken for 2d6 rounds.
This is a sonic, mind-affecting fear effect. If a creature
makes its save, it is immune to that howler's howl for
one day.
Skills: Hill howlers receive a +2 racial bonus o n
Jump, Listen, Move Silently, and Spot checks. *In
forested or overgrown areas, they receive a +4 racial
bonus to Hide checks.
CREATURE C O L L E C T I O N R E V I S E D
Hollow Knight
Medium Conshuct
Hit Dice:
Initiative:
speed:
Armor Class:
Base Attack/Gapple:
Attack:
Full Attack:
6d10+20(53 hp)
-2
20 ft. (4 scF"es)
18(-2Dex, +8natural,+2largeshidd), touch
8, flat-footed 18
+4/+8
Heavy lance + 8 melee (ld8+4) or longsword
+8 mdee (ld8+4)
Heavy lance +8melee (ld8+4) or longsword
+8melee (ld8+4)
Space/Reach:
5 ftJ5 ft.
Special Attacks:
Special Qualities:
Comtnrcttraits,immunItytomagic,dxkvision
mored
Fort +2,
Ref +0,Will +2
Str 18,Dex 7, Con -, lnt 10,Wis 10,Cha 10
Skills:
Feats
ImpvedShiiBesh,MCmbat,Ri&
By Attack
Environment
Organization:
Any l a d
Challenge Rating:
'Treasure:
Alignment
Advancement Rate:
Level Adjustment
4
Triple standard
Always lawful neutral
Bycharacter class
+7
Descriptjon
fe
Combat
When mounted, a hollow knight usually charges
with its lance. If possible, the knight attacks other
mounted soldiers, but lacking such targets it deigns to
attack infantry. O n foot, the construct attacks with
its longsword, again choosing to attack those it feels
to be the most worthy opponents, typically an enemy
warrior with the best equipment.
Hollow knights are the very spirit of military
precision. W h e n working together, they are able to
synchronize their movements in ways n o living army
can match, allowing them to more easily capitalize o n
enemy weaknesses and mistakes. Although their
reputation o n the battlefield defines them as fearless
-and being constructs, they are technically immune
to fear effects - many hollow knights are in fact
terrified of dying again and losing their lease o n the
world.
Immunity to Magic (Ex): A hollow knight is
immune to any spell or spell-like ability that allows
spell resistance, except for:
.4ny magical attack that deals electricity damage
paralyzes the knight for 4 rounds or merely slows it (as
per the slow spell) for 4rounds if the knight makes its
saving throw.
Armored (Ex): Essentially being an animated
suit of full plate armor, a hollow knight cannot effectively wear additional armor over its animated armor
body.
CREATURE C O L L E C T I O N REVISED
Hookwjng
Tiny Animal
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttacMGapple:
Attack:
Full Attack
SpmIReach:
Special Attacks:
Special Qualities:
Saves
Abilities:
Skills:
Feats
Environment
Organization:
Challenge Rating:
Advancement
Level Adjustment
2d10-4 (7 hp)
t4
10ft. (2 squares), fly 60 R. (good)
18(+2size,+4Dex,+2natural), touchl6, flatFooted 14
+1/-1
Bite +O melee (ld4-3)
Bite to melee (ld4-3) and 2claws +5mdee
(ld6-3)
2 112 RJO R.
Flying rake 2d4-3
Low-light vision, scale hocks
Fort t1, Ref +7,Will
Str 5, Dex 19,Con 6, Int 2, Wis 10, Cha 6
blance +5, Climb +4, Hi& +12*,Listen +1,
Move Silently +14,Spot +1
Weapon Finesse(claws)
Temperate Forest
Solitary, pair, clutch ( 3 - 9 or colony (10-
to
20)
113
3-4 HD (Tiny)
-
Description
The hookwing is a muscular flying
lizard; each of its four slim legs have four
toes configured much like a bird's talon,
tipped with long, curved nails useful
for gripping precarious perches and
for tearing apart its meals.
Hookwings are solitary hunters that roost in tall trees or the
ruined spires of castle keeps. In
the late summer, after mating,
groups of females come together to make
valued by jewelers and other artificers as watchbeasts. A small and discreet class of hookwing trainers
and handlers has existed among the elves of Elduratre near Gamulganjus where the creatures are more
common, and the humans of Virduk's Promise are
now adopting this practice as well. Trainers pay up to
50 gold coins for healthy eggs.
Combat
W h e t h e r hunting or defending its nest, a
hookwing attacks its victim by flying high into the air,
folding its wings tightly against its body and diving at
its prey like an arrow, using its sharp-edged scales to
tear opponents as it slashes past them.
Flyby Rake (Ex):W h en flying, a hookwing uses
the sharp hooks and ridges of its body as a special rake
attack (+7 bonus), attacking as if it had the Flyby
Attack feat and dealing 2d4-4 points of damage.
Scale Hooks (Ex): Whenever a hookwing is
grappled, its opponent takes ld2 points of damage
each round from its sharp hooks.
Skills: Hookwings receive a +2 racial bonus o n
Balance and Climb checks, and a +4 racial bonus on
Move Silently checks. They may use their Dexterity
modifier instead of Strength for Climb checks.
"Hookwings receive a +6 racial bonus on Hide checks
in forested or overgrown areas.
CREATURE C O L L E C T I O N R E V 1 SE D
Homsaw Unjcom
Lage Magical Beast
Speed:
8d10+48(42hp)
+3(Dex)
80 k (16 squares)
Armor Class:
20(-lsize,+3Dex,+8natural),touch12,flat-
Hit Dice:
Initiative:
fmted 17
Base AttaddGapple:
Attacks:
Full Attadc
SpacelReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
+8/+18
Horn+13melee (2db6)
Horn +13 melee (2d6+6), bite +11 melee
(ld6+3)and 2 hooves +11 melee (ld6+3)
10ftJ5 R (10 ft. with horn)
Enhanced natural weapons, rage
Immunities, spell resistance 18
7
Standard
b l i y &tic
neutral
7-16 HD (Large)
The beast that steps through a break in the undergrowth looks much like a shaggy warhorse with wicked
cbven hooves and pointed teeth. Most striking of all,
however, is a single steel-like serrated horn that grows
from its head.
Descnptjon
Unicorns have always been ferociously territorial beasts that guarded the heart of Scarns forests the Hornsaw unicorn is simply more ferocious than a
normal unicorn. It was one of these beasts, sighted
not long after the Titanswar, that gave the Hornsaw
Forest its new name, for nothing summed up the
changes that forest had undergone better than the
savage beasts its unicorns had become.
The Hornsaw unicorn is omnivorous, and though
its usually content to graze, it will gladly eat the
bodies of intruders who enter its domain. It rarely
hunts for food or sport, but it can be remarkably
aggressive when defending its territory. These beasts
possess an unusual level of cunning, and most have
learned to understand several languages appropriate
to their surroundings (though they cannot themselves speak).
Oddly enough, the Hornsaw unicorn is now
apparently the default breed of unicorn throughout
the Scarred Lands. According to sages, this change is
probably due to breeding between Homsaw unicorns
that migrated outward and the more commonbreed.
If so, it would stand to reason that what is now
commonly called the Homsaw unicorn is a mere halfbreed - implying that there might still be true
Hornsaw unicorns in the depths of the Hornsaw
Forest that are even larger and more vicious than
these brutes.
Combat
T h e Hornsaw unicorn prefers to enter battle by
charging horn-first into its opponents, though it is
canny enough not to do so against any group of foes
that possess spears or other weapons that might be set
to receive its charge. It is perfectly capable of slashing
or stabbing with its horn, biting, and striking with its
forehooves all in the same round.
Enhanced Natural Weapons (Ex): Th e horn,
hooves, and teeth of a Hornsaw unicorn are naturally
as hard as metal, and they are magically hardened as
well (treat them as having hardness 13). They are
treated as magical weapons for purposes of overcoming damage reduction.
Rage (Ex):A Hornsaw unicorn that takes damage in combat flies into a berserk rage the following
round, attacking madly until the end of that combat.
It gains +4 Strength, +4 Constitution, a + 2 morale
bonus to attacks, and -2 AC. It cannot end its rage
voluntarily.
Immunities (Ex): Hornsaw unicorns are immune to poison and disease. (They candigest anything
that they can chew, though only fresh plant matter or
flesh nourishes them.) They are immune to charm
effects.
CREATURE C O L L E C T I O N REVISED
death.Ifshetriumphs,shewinstheagedbearshideasacloak
Hit Dice:
20d10+140(250 hp)
Initiative:
speed:
+O
Armor Class:
Base AttaddGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
The
Str37,DexlO,Con25,lnt18,Wis15,Cha15
Hide +0*,Listen +24, Spot +24, Swim +14,
Survival +5
Alertness, Blind-Fight, Cleave, Great Cleave,
Improved Natural Attack (bite), Power Attack, Run
Cold mountains
Solitary
16
None
Always neutral
21-34HD(Huge);35-60HD(Gargantwn)
creature
analbino
Of
blueice$itterznitsthickpelt,anditsclawslooklikebluesteel.Ice*
blue eyes per keen inteulgmefi.om io;broadfurred
Description
As the emperor stags guard the forests in the
name of Denev, the ice bears, or huror (hoorohr), guard the frozen mountains of northern
Albadia.
The huror is a rare, almost mythical
creature,seldomseenevenbynorthernrangers. It is a creature that guards the pristine
slopesof the mountainsfrom creaturesthat
would warp the land to their bidding.
These bears travel in the heart of great
blizzards that sometimes blanket the surroundingregion formany miles,andstories
tell of them aiding travelers lost in snowstorms, leading them to a shelteringcave
or a nearby settlement.Most times, however, a huror appears as a force of
vengeance, punishing foolhardy hunters
or those who trespass knowingly into the
goddessesholy places.
Legends say that a huror that is close
to death will seek out a great hero in the
northlandsandfightherinaterriblebattle.
If the hero loses the fight, she is spared -
Combat
Hurors are awesome creatures in battle, attacking opponents from amid a magical blizzard that
freezes limbs and blinds eyes. Weapons that strike the
huror are rimed with layers of ice that weigh them
down and potentially shatter them. The bears immense strength and fearsome teeth allow it to bite
through the thickest armor as though it were mere
cloth.
C RE AT U RE CO L LE CTI O N REV1SE D
Ice Basjljsk
Medium MagicalBeast (Cold, Reptilian)
Hit Dice:
Initiative:
speed:
Armor cbu:
Base AttadGapple:
A&&
Full Attack:
Space/Reach:
S p e d Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment:
Description
Ice basilisks are generally believed
to be descended from other Scarred
Lands basilisks, perhaps crossbred with
some from of flying serpent. T h e ice
basilisk moves across the tundra on its
belly like a snake. T h e dorsal spines of
the more common basilisk have fused into
a single unit in the arctic variety, forming a
sharp-edged cartilaginous fin that protrudes
from its head and trails
basilisk uses this fin to break
to hunt fish in the arctic waters. Its body
is almost entirely white, though its
underbelly tends to have the same
yellowish cast to it as its larger
cousin.
Combat
Ice basilisks are fearless
hunters, and they generally at-
C REAT U RE
CO L L E CTI 0 N R VISED
Ice Ghoul
Medium Humanoid (Cold, Ice Ghoul)
2d8+8 (17 hp)
Hit Dice:
+2
Initiative:
30 ft. in hi& armor (6 squares), base speed
Speed:
40 ft.
15 (+2Dex, t 3 hide), touch 12, flat-footed 13
Armor Class:
Base AttaddGapple:
+1/+3
Attack:
Handaxe+3melee(ld6+2)orjavelin+3ranged
(ld6+2)
Full Attadc
Handaxet3mdee(ld6+2)orjavelin+3ran~~d
Space/Reach
(ld6+2)
5 ftJ5 ft.
Special Attacks:
Rage
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
Combat
Ice ghouls rely on cruel cunning to stalk
their prey a n d attack from surprise if possible.
W h e n they charge i n t o battle, they do so w i t h
bloodcurdling howls of rage a n d hunger. Particularly famished ice ghouls stop fighting as
soon as they make their first kill ( o r incapacitate
a foe) i n order t o start eating.
+3
Descnptjon
The precise origin of t h e ice ghoul
race is uncertain. Very likely, they were
o n c e a tribe of h u m a n barbarians i n
n o r t h e r n Ghelspad w h o turned t o cannibalism during a n exceptionally l e a n
winter - t h e titans certainly toyed w i t h
unnatural weather patterns during their reign.
But through u n k n o w n methods, these people
have certainly become something other t h a n
human.
Ice ghouls c a n draw o n some
mysterious reserves of energy t o
keep themselves alive where
normal humans would perish; perhaps, as they seem
to b e l i e v e , t h e h u m a n
flesh they consume grants
t h e m some unusual measure
of Dower. T h e v are able t o subsist
for extremely long periods without food (they
h!W!
C REAT U R E CO L LE CT IO N R E V 1SED
Rage (Ex): O n c e per day, a n ice ghoul c a n
e n t e r a berserk rage w h e n confronted with living prey. It gains + 2 S t r e n g t h , +2 C o n s t i t u t i o n ,
a +3 morale bonus to Will saves, a n d -2 AC. I t
c a n n o t end its rage voluntarily u n t i l combat is
finished.
Slow Metabolism (Ex): Ice ghouls c a n go
without food for 15 days without having t o make
starvation checks, a n d after t h a t time, they need
only make checks every 3 days rather t h a n every
day. Further, a n ice ghoul always uses his Fortitude save bonus i n place of his C o n s t i t u t i o n
modifier w h e n making starvation checks.
Skills: Ice ghouls receive a +4 racial bonus
on Hide checks a n d a +6 racial bonus o n Survival checks.
- Medium size.
- Space/Reach: 5 ft./5 ft.
- A n ice ghoul's base land speed is
40 feet.
+O.
CREATURE C O L L E C T I O N REVISED
Ice Haunt
Medium Undead (Cold)
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttacWGapple:
Attack:
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
'Treasure:
Alignment
Advancement
Level Adjustment
+3/+6
Descrjptjon
Legends say that a man who dies in the snow
cursing the goddess of the bitter arctic winds will rise
again on the night of the full moon, hungry for warm,
raw flesh to fill his shrunken belly.
Ice haunts are the frost-rimed remains of travelers who starved to death in the blizzards of the north,
undead creatures with pale white skin and
withered flesh. Their fingers end in wicked
claws, and their teeth have become
predator's fangs. They can hunt only by
the light of the full moon; while most are
solitary figures, sometimes the cursed souls of
an entire village, lost in a n avalanche, rise again to
torment the living.
Combat
Ice haunts fall upon their victims with
tooth and claw, numbing their victims
with their icy grip as they rend flesh from
bone. They will sometimes grapple their
prey, holding them in a freezing embrace until the victim is overcome by
the chill, and meanwhile dig with
their teeth for warm blood. If outnumbered, ice haunts will endeavor
Ice Weasel
Small Amimal
Hit Dice:
Initiative:
Speed:
Armor class:
Base A b W G a p p l e :
Attack:
Full Attask:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills
Feats:
Environment
Organization:
Challenge Rating:
Advancement
Level Adjustment
2d8+6(15 hp)
+I
30 R. (6squares), swim 20 R.
16(+1 size, +3Dex, +2 natural), touch 14,flat
13
+1/-5
Bite +5mdee (ld4-2)
Bite +5melee (ld4-2)
5 R15 ft.
Attach, blood drain, anticoagulant bite
Low-light vision, scent
2
3-4 HD (Small)
Desctrjptjon
Living i n burrows deep b e n e a t h t h e permafrost, ice weasels e a t mostly birds and arctic
rodents, although they may e a t fish if they live
near water. Ice weasels are closely related t o
both otters a n d wolverines, so they are excellent
swimmers a n d ferocious fighters.
Ice weasels are inquisitive creatures t h at are
undeterred by t h e presence of larger creatures,
especially w h e n they are hungry a n d pre- a / .
sented with a n opportunity t o feed. Groups A
traveling through tundra or muskeg must
be very careful with their food, lest they
wake i n t h e middle of t h e n i g h t t o find
their supplies being dragged away by
ice weasels. Worse, ice weasels are
incredibly defensive of food o n c e
theyve claimed it, a n d they will
invariably fight for rations theyre
in t h e midst of stealing.
Combat
Ice weasels prefer n o t to fight opponents
larger t h a n they are, but if they are hungry o r
cornered, they are intensely vicious fighters. Ice
weasels are also extremely protective of their
cete-mates. If a creature attacks one ice weasel,
h e earns himself a fray with t h e entire group.
Attach (Ex): A n ice weasel t h at hits with
its bite latches o n t o t h e opponents body with
its powerful jaws. An a t t a c h e d ice weasel loses
its Dex bonus to AC ( a n d thus has a n AC of 13).
Blood Drain (Ex): A n ice weasel drains
blood for ld4 points of temporary C o n s t i t u t i o n
damage each round it remains attached.
Anticoagulant Bite (Ex): A n ice weasels
saliva interferes with t h e normal clotting process of mammalian blood. For every successful
bite at t ack a n ice weasel inflicts o n a mammalian target, t h a t target bleeds for 1 point of
damage per round for 10 rounds. This bleeding
c a n be stopped before t h a t time by magical healing or with a successful DC 15 Heal check.
Skills: An ice weasel may use its Dexterity
modifier instead of S t r e n g t h for Swim checks.
@
! ,0
CREATURE C O L L E C T I O N REVISED
* A n ice weasels pale fur grants it a + 2 racial
bonus to Hide checks i n snowy or icy areas.
Inn-Wight
Small Undead (Incorporeal)
Hit Dice:
4d12 (26 hp)
-1
Initiative:
Speed:
30 ft. (6 squares)
11(+lsize,-1 Dex,+ldeflection),towhll,flatArmor Class:
footed 11
Base AttacWGapple:
Attack:
Full Attack:
+1/-4
ld6 thrown objects +1 ranged (ld4 per object) or 1 thrown object +1 ranged (3d4)
ld6 thrown objects +1 ranged (ld4 per object) or 1 thrown object +1 ranged (3d4)
SpacelReach:
5 FtJ5 ft.
Special Attacks:
Special Qualities:
Energy drain
Damage reduction 5/rmgic, incorporeal, SR
12, undead traits
Saves:
Abilities:
Skills:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
Str?,Dex?,Con-,lnt
8, Wis?,Cha?
Climb +4,Hide +?, Listen +4,Spot +4
Any land
Solitary
3
None
Always neutral
Descnptjon
Very old cities have expensive inns. These establishments sometimes add a salt surcharge to the cost
of a room, enough to obtain a small bag of salt each
night to spread in a protective circle around the bed
to keep any wandering inn-wights at bay.
Inn-wights are the ghosts of children who do not
realize that they are dead, and they wander a city in
search of warmth and comfort. Inns are considered
welcoming, and these ghosts crawl into bed with
someone who resembles a lost parent or who at least
appears to offer some inkling of kindness or security.
T h e ghosts presence plagues a victim with nightmares full of loneliness and despair, draining the
warmth -and life -from a persons body. If an innwight remains with a mortal until dawn, the victim
awakens with years of her life stolen away.
These ghosts appear as shimmering, insubstantial forms of children, with sad, lonely faces and
hollow spaces where their eyes should be. They are
not intentionally malicious; they are unaware of the
effects of their suffering.
Combat
If an inn-wight is attacked, it can hurl the objects
in a room at its attacker in a typically childlike fit of
anger. A n inn-wight can, with the sheer force of its
anger, hurl l d 6 objects weighing up to 5 pounds (ld4
damage) each per round without penalty, or one
object that weighs up to 30 pounds (3d4 damage).
Energy Drain (Su): Inn-wights draw energy
from sleeping mortals over the course of an entire
night. To drain a victim successfully, the inn-wight
must be in contact with a victims sleeping form for
a minimum of six hours. During that time, the victim
is wracked by terrible nightmares and may wake up
with a successful DC 11 Will save. If the victim wakes
up, the inn-wights drain attempt fails and it flees the
room. If the life drain is successful, the victim pays a
steep price: he suffers ld2 negative levels, and h e ages
five years, appearing older, with drawn skin and
graying hair. Removing a negative level requires a
successful D C 11 Fortitude save.
C R E A T U RE CO L L E CT I ON R VISE 0
Iron Tusker
large MbglcalBeast
Environment
0rqamZat;on.
Solitary
Challenge Rating:
Treasure:
10
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttacUGapple:
AttadC
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Alignment
Advancement
Level Adjustment
None
Always lawful neutral
16-30 HD (Large); 31-45 HD (Huge)
Description
Legendsclaimthattheirontuskerisnot
a living creature at all, but a physical
madestationof acurse tmposedby
partytotryandstopit.Hunterswhopursuethebeast
intothe
forestquicklyfindthetablestumedonthem,;sthebeastcan
move like a shadow through the dense undergrowth and
surprise scattered members of the party. Even when cornered, the huge beast is to be feared, with a hide that can
shrug off even the strongest blows and tusks that can sever
a limb with horrifying ease.
Defeating an iron tusker in combat is considered
a mark of immense renown in certain kingdoms: the
King's Guard of Darakeene wear the boar's head sigil
on their shields in honor of an iron tusker they slew in
defense of their monarch centuries ago. Stories claim
that a man who eats a piece of an iron tusker's heart
never feels the touch of fear again.
Combat
T h e iron tusker is a veritable killing machine,
attacking intruders on its territory without provocation or warning. If fighting more than one opponent,
it tramples one and slashes the other with its tusks and
forehoofs. It is swift for its size, and the thickness of its
gristly hide allows it to shrug off most blows. Iron
tuskers are known to recover from seemingly mortal
wounds, track their attackers, and exact revenge.
Trample (Ex):Reflex DC 21 half. The save DC
is Strength-based.
Vorpal Tusks (Ex):Upon a successful criticalhit, the
iron tusker's gore attack severs the opponent'shead (if it has
one) from its body. Some creatures,such as many abominations and alloozes,have no heads; others such as golems and
undead creatures (besides vampires) are not affected by the
loss of their head. Most other creatures, however, die when theu
heads are cut off. The iron
tusker's critical threat range is
19-20 with its tusks. The
irontuskermay not employ
itsCleave fatwhenitkills
anenemy mthis fashion.
Scent (Ex):Iron
tuskers c m detect approaching enemies,
sniff o u t h i d d e n
foes, and track by
sense of smell.
C REAT U RE CO L L E CT I O N REV15 ED
speed:
Armor class:
Base AttaddGapple:
Attack:
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feak
Ennronment:
Organization:
Challenge Ratmg:
Treasure:
Alignment:
Advancement:
Level Adjustment:
8d10+24(68 hp)
t4
60 ft. (12squares)
21 (+4Dex, +7natural), touch 14,flat-footed
17
t8/+11
Bite t12 melee(ld8+4)
Bite +12melee (ld8+4)
5 ft.15 f t
Track,
5
None
Always lawfulevil
4-16 HD (Medium); 17-24 HD (Large)
-
Descriptjon
Keffiz are Chardun's hunting hounds, who track
his enemies and whose steel fangs make his displeasure known.
Keffiz are generally encountered under
two circumstances. T h e first is in the
company of savant hydrae, another
of Chardun's servitor creatures. T h e
savant hydrae use keffiz as hunting
hounds and attack dogs, and they
seldom travel without being accompanied by a number of these creatures.
Keffiz, however, can also hunt without the guidance of their hydra handlers.
Far more intelligent than a dog of their size,
keffiz are often dispatched to remote areas
where Chardun or his subordinates suspect
that some threat might lurk. These creatures
patrol large stretches of territory in an irregular circuit, walking their route o n a daily or near-daily basis.
As servants of Chardun, keffiz have a n innate talent
for dominance. While o n patrol, a keffiz will typically
be accompanied by two to four wolves or domestic
dogs that it has recruited. These creatures are fanatically loyal to the keffiz, and they will defend it to the
death.
Combat
In combat, the keffiz first drive any companion
canines that they may have recruited into combat in
order to soften up their opponents. If they have
unreported information, they will use the canines to
draw off or slow pursuit so that they can make their
report. W h en under the command of more powerful
beings, the keffiz themselves are used in this role -to
weaken opponents and delay or misguide pursuit.
Animal Friendship (Su): Three times per day, a
keffiz can invoke a charm effect on a non-magical
canine, causing the animal to view the keffiz as an
alpha pack member. The canine must succeed at a DC
15 Will save to resist, or the beguiling lasts for one
week. This ability otherwise resembles the spell
charm animal (including HD limitation on the number of creatures that can be affected at one time).
Lotus Flowers
T i fw
Description
Many varieties of flowering lotus plants grow
throughout the tropical regions of the Scarred Lands.
While all of the species seem to carry some type of
toxin in their pollen, only rare species are toxic
enough to affect creatures larger than insects or birds.
These rare species are harvested from the wild and
sold at exorbitant prices in black markets to those
arcane sorcerers and assassins knowledgeable in their
uses.
Fresh lotus blossoms carry the full potency of the
plants toxin, but if the flower cannot be used while
fresh, it must be properly dried and prepared by an
alchemist or herbalist. Anyone preparing a poison
from freshly harvested lotus flowers must succeed at
DC 16 Craft (alchemy) or Profession (herbalist)
check. Failure wastes the pollen from the plant, and
failure o n the skill check by more than 5 indicates
that the alchemist or herbalist has poisoned himself
or someone nearby (at the GMs discretion).
Some of the lotus varieties whose poisons are
potent enough to affect humanoids are described
here, but the list is by no means exhaustive.
Black Lotus
T h e black lotus grows from a thorny creeper vine
high in the tree canopy of tropical rain forests, such as
the mighty Gamulganjus. Its small blossoms range
from violet to dark purples that appear nearly black.
Anyone searching for this deadly blossom is in for a
long and usually fruitless search, as the black lotus is
exceedingly rare. Occasionally, dead birds and monkeys at the foot of a tree indicate that the deadly
blossom hangs somewhere above.
Considered the most powerful poison available,
a preparation made from the black lotus is coveted by
assassins. Inhaling the natural pollen fresh from the
plant or a preparation made from dried black lotus
flowers requires a DC 24 Fortitude saving throw, or
the victim collapses dead. Even a successful saving
throw still has a paralyzing effect o n the victim,
effectively lowering his Dexterity by 6 (anyone taken
to zero or less Dexterity falls to the ground completely
paralyzed). Victims who make their save also find
their nose, mouth, and throat numbed by direct
contact from inhaling the poison, making breathing
painful and speech nearly impossible.
Victims of black lotus poisoning show a dark
purple stain around their nostrils or lips depending on
where they inhaled the poison.
O n e dose of black lotus poison will fetch at least
1,000gp the rare time it can even be found on a black
market.
Blue Lotus
Blue lotus pollen can be inhaled or ingested, and
it provides a narcotic effect for its user (or victim).
Anyone trying to shake off its effects may attempt a
DC 13 Fortitude saving throw.
Anyone afflicted by blue lotus will become very
drowsy and begin to hallucinate 1 minute after inhaling it (or 1 0 minutes after ingesting it). T h e effects
last ld4+1 hours.
T h e effects of blue lotus are almost always euphoric for the user. Many of the Scarred Lands
indifferent wealthy take up the use of blue lotus as a
recreational drug, becoming addicted to its pleasurable effects and spending most of their days in a
hallucinatory haze.
T h e visions offered by the blue lotus seem to
bring some benefit to oracles and seers, however.
Anyone under the effects of the lotus may cast
divinatory type magic spells as if they were 3 spellcaster
levels higher. (They do not gain new spells; they just
cast their existing spells at a greater potency.) Also,
anyone using the blue lotus may receive a vision of
future or past events relevant to his own life. Such
visions are left to the GM for whatever story purposes
they might serve.
The side effecrs of the drug do make it ill suited
for adventurers. Anyone under its effects loses two
points of Strength and Dexterity temporarily. These
points return as soon as the blue lotus runs its course.
The victim also sees hallucinatory visions that seem
quite real. These hallucinations appear and disappear
at the GMs discretion, and each hallucination can be
disbelieved like illusion magic. Those under the drugs
effects, however, suffer a -4 penalty to saving throws
against illusionary magic, including dishelieving the
blue lotus induced visions.
Additionally, whenever someone under the effects of blue lotus has an adrenaline surge (such as in
anger, in combat, or during physical exertion), the
hallucination effect becomes more pronounced, and
the visions become more horrific (for instance, beasts
attack the victim). Anyone under an adrenalinerelated hallucination surge suffers a -2 competence
penalty t o attack rolls and will face ld4 hallucinatory
dangers.
Blue lotus typically grows in swampy areas. Its
thick vines yield lots of blue blossoms. W h e n properly
dried and prepared, blue lotus will sell on the black
market for 30 gp a dose.
Golden Lotus
The golden lotus grows in low light, often creeping through underbrush in a forest floor. The flower is
a magnificently large, golden yellow bloom with a
long, brilliant red stigma. The flower gives off a
potent fruity aroma that can be smelled at some
_ _
_______
_ _ ~
CREATURE C O L L E C T I O N REVISED
distance, and the flower itself is sweet and succulent
to the taste.
Anyone who ingests both the golden pollen and
the red stigma of the flower (which anyone eating a
whole blossom would certainly do) will wish they had
chosen another meal. Once these two parts combine,
they form a powerful toxin that may kill the victim.
T h e unlucky victims body then becomes the compost from which spring new golden lotus plants.
Anyone ingesting both stigma and pollen suffers
ld4 points of damage each round until he dies from
internal hemorrhaging. During this time, the victim
is effectively stunned while his muscles go into seizure, and he vomits blood. If the victim succeeds at a
DC 15 Fortitude saving throw, however, he suffers
only one point of damage each minute for 2d4 mmUtes, and he does not suffer any stunning effect.
Assassins prize the golden lotus, as neither the
pollen nor the stigma is poisonous by itself. T h e two
components can sometimes be slipped into a victims
food without detection-or even fed to the victim in
two separate instances. T h e pollen stays active in a victims digestive tract for a day
(during which the victim may feel mild
nausea). If the victim eats the stigma during
that time, the combined toxic effect is
realized.
O n e golden lotus blossom will
fetch upwards of 400 gp o n the
black market.
Green lotus
T h e so-called green lotus is actually a blossom of
the blue lotus picked while
the flower buds are still
green. T h e buds are dried
and then ingested.
T h e green lotus prevents anyone who ingests it
from dreaming properly for ld4+ 1 days unless
they succeed in a DC 20 Fortitude saving
throw. Ingesting the green lotus o n purpose to
experience its effects allows one to change
any positive character level modifier for
ones Fortitude save to a negative modifier.
Since the body will try to reject the toxin
instinctively, though, a save must still
be made.
If afflicted by the green lotus
toxin and thereby prevented from
dreaming, a victim will lose one
point of Wisdom temporarily for
each day spent without dreaming.
Even though the victim will sleep and
Red Lotus
When red lotus pollen is brushed onto its users
skin, its extremely subtle fragrance grants the user a
+3 enhancement bonus to Charisma for all social
exchanges and skill checks in which the subjects of
the skill check are within range to smell the red lotus
(tvpically, 15 feet). T h e pollen does not change
Charisma for any other purpose, so it does not improve a sorcerers magic bonuses, for example. Its
eflecls last one day or until the user bathes, Sweats
profusely, or
away
Applications of red lotus pollen cost 25 gp in the
rare herbalist shop that carries it, or more o n the black
market.
Whjte Lobs
Inhalation or ingestion of fresh white lotus pollen or a dried preparation thereof causes a deathlike
cataleptic state in its victim (within 1 minute if
inhaled or 10 minutes if ingested), unless the victim
succeeds at a DC 13 Fortitude saving throw. Th e
victim gains one additional saving throw each day to
awaken from the coma, but the DC increases by 1
each day.
Additionally, the white lotus is resistant to norOr even magical Poison curing effects.
ma1
Anti-toxinsprovide no Onus to the VCtimS
throw. For spells to have any effect, spellcasters must
Overcome
the
as if had pel1
Resistance equal to the current DC ot the victims
Fortitude save to recover from the coma.
Discerning a white lotus coma from true death is
very difficult, and many a victim has needed to go
through funeral rites (funeral pyre, burial, mummific a t i o n , an d so f o r t h ) before actually dying.
Superstitious assassins are loath to use N hite lotus for
this reason, believing that any victim killed in such a
fashion will rise as undead and seek out the assassin as
its first target.
White lotus grows only in complete shade. If its
Pollen
to direct
It
from
white to violet and becomes inert. White lotus coma
victims exposed to sunlight may have traces of pollen
Openings turn vi1et, but 1s
On their lips Or
coloration is difficult to differentiate from black lotus
stains
White lotus doses sell for 200 gp in black markets.
CREATURE C O L L E C T I O N R E V I S E D
Manster
Large Magical Beast
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttacMGapple:
Attack:
Full Attack:
SpaceIReach:
SpecialAttacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
3
Standard
Usually neutralevil
6-10 HD (Large); 11-15 HD (Huge)
-
Description
Combat
- -~
qy
j
Tp
___--
__-
--
I_
C R EAT U RE CO L LE CT I ON R VISE D
Man tjcora
Medium Monstrous Humanoid
Hit Dice:
2d8+4 (13 hp)
Initiative:
+2
speed:
Armor Class:
Base AttaddGapple:
Attad:
Full Attack:
SpacelReach:
Special Attacks:
Special Qualities:
Darkvision60 R.
SaVer:
Abilities:
Str 13, Dex 15, Con 14, lnt 11, Wis 10, Cha 11
Climb +2, Hde +4, Intimidate +1, Jump +2,
Listen +1, Move Silently +4, Survival +1
Weapon Finesse
Any warm land
Huntingparty (2-5) or pride(10-60)
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
ably inhuman. Their vaguely catlike faces are distended outward, and their teeth are more shark-like
than feline. (A manticora, like a shark, sheds and
replaces its teeth constantly.) Russet-gold fur covers
their bodies, and their legs aredigitigrade.A manticora
also possesses long, retractable black claws o n its
hands and hind paws.
T h e average member of the race stands somewhere between 5 ft. 6 in. and 6 ft. 6 in. tall, although
they tend to lean forward when walking or running o n
two paws. If its hands are free, a manticora can
bound o n all fours, increasing its ground speed.
They tend to weigh about 150 to 200 pounds, with
not a scrap of body fat. Manticora can speak
Leonid and Common, and they can communicate basic concepts (no, mine, kill) to
CREATURE C O L L E C T I O N REVISED
most cat species via body language, growls, and snarls.
Manticoraembody most of the worst traits of cats
and humans. They are affirmed human-eaters; human
flesh is considered a great delicacy among the race.
Furthermore, manticora enjoy hunting for sport, particularly sentient races; they take great pleasure in
their preys fear and pain. To one of Vangals cats, no
greater proof of their hunting superiority appears than
when they can deliver agonizing, terror-strickendeath
to the victim of their choice. By tormenting their
prey, they believe that they reaffirm their position at
the top of the food chain.
Manticora society is based o n the pride, though
these war bands are more inclined to rove from place
to place than t o stake out a territory of their own.
Once they have entered a hunting ground, they take
prey with little regard for the long-term health of the
ecology. Manticora never mark their territories, as
that might deprive them ofpotential prey. A powerful
male leads each pride, along with three or four mates.
Each of these has a few levels in one or more character
classes. Vangals cats are unlikely to keep domestic
animals, although some prides have bred a particularly vicious breed of lion to guard their camps. Only
the strongest prides can afford this luxury, for it
requires them t o bring in more meat.
Combat
Vangals cats can use weapons, but only if they
feel that their prey is dangerous. W h e n confident in
their ability to take a victim down, they resort to
tooth and claw for added intimacy. Skilled at curing
hides, they typically wear armor sewn together from
the hardened skins of their prey, augmented with the
occasional scrap of scavenged metal. W h e n using
weapons, they prefer short harpoons (such as barbed
shortspears) designed to sink into flesh and stay there,
weighting prey down. In closing for the kill on a
dangerous victim, they use spiked chains to entangle
their foes or simple chopping or slashing weapons.
Manticora Characters
Manticora make proficient barbarians, druids,
fighters and rogues. Manticora clerics typically choose
the domains of Destruction and Strength. They have
very few wizards, although some prides are notorious
for bloodlines that produce more than their share of
sorcerers. Manticora characters have the following
racial traits.
- +2 Strength, +4Dexterity, +4Constitution
- Medium size.
- Spacemeach: 5 ft./5 ft.
-A manticoras base land speed is 30 feet while
bipedal or 40 feet while quadripedal.
-Racial Hit Dice: A manticora begins with two
levels of monstrous humanoid, which provide 2d8 Hit
Dice, a base attack bonus of +2, and base saving throw
bonuses of Fort +0, Ref +3, Will +3.
- Racial Skills: A manticoras monstrous humanoid levels give it skill points equal to 5 x (2 + Int
modifier, minimum 1). Its class skills are Climb, Hide,
Intimidate, Jump, Listen, Move Silently and Survival.
- Racial Feats: A manticoras monstrous humanoid levels gives it one feat.
-Weapon and Armor Proficiency: A manticora
is automatically proficient with simple weapons,
martial weapons and light armor.
- Weapon Familiarity: Manticora treat the
spiked chain as a martial weapon rather than an
exotic weapon.
- +2 natural armor bonus.
-Special Qualities (see above): Darkvision 60 ft.
-Automatic Languages: Common and Leonid.
- Favored Class: Ranger.
- Level Adjustment: +2
CREATURE C O L L E C T I O N R E V I S E D
MarrowKnight
bnpUndead
Hit Dice:
Initiative:
speed:
Armor class:
Bare AltaddGrapple:
Attack
Full Attack:
SpaceReach:
Special Attacks:
Special1Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
12d12 (78hp)
+5
60 ft. (12 squares)
21 (-1 size, +1 Dex, +8full plate, +2 natural),
touch 10,flat-footed 20
+6/+14
Lance +Q melee (2d6+6) or greatsword +Q
melee (3d6+6) or longbow +7ranged(2d6)
Lance +4/+4 melee (2d6+6) or greatsword
+?/+4 melee (3d6t6)or longbow +7/+2
ranged (2d6)
10ft.15 ft. (10 ft. with lance)
Trample ld8+6, spurs
Undead
Fort +4, ReF +6, Will +8
Str 18,Dexl4,Con -,lnt 10,WislO,Chal4
Balance+lo,Climb +12, Intimidate+lo,Jump
+12, Listen +lo,Move Silently+lo,Spot +10
Cleave, Improved Initiative, Power Attack,
WeaponFocus(heavy lance), Weapon Focus
(greatsword)
Any land
Patrol (4-6) or column (11-16)
Treasure:
None
Alignment
Advanaement
Level Adjustment
Alwaysneutral
13-24
HD (Large)
Description
The necromancers of Hollowfaust have devised
(or perhaps discovered in some once-forgotten chambers) many undead servitors to guard their labyrinthine
home (and to sally forth as an army, if necessary). O n e
of their crowning achievements in this field is the
elite cavalry called marrow knights. These knights
are crafted from the bones of humans and horses
defeated and collected by the necromancers and
resemble skeletal centaurs; they have been armored
and barded, and long bone spurs protrude from most
major joints.
Marrow knights have a measure of intelligence,
even sentience, but they have no independent thought
of their own. They are compelled through the rites of
creation to obey the necromancers of Hollowfaust;
they possess n o other ambition. Some serve their
masters as steeds; others patrol the outer corridors of
the vast castle, riding down any intruders who might
creep in to steal the necromancers treasures or secrets. Knights without direct orders may come up
with some creative or illogical interpretations of their
Combat
Marrow knights are remarkably quick for undead
and often catch their opponents flat-footed with the
speed of their assaults. They typically hegin combat
with a massed charge, driving lances into targets and
then drawing greatswords to hack at foes. Some,
particularly parapet guards, use longbows to whittle
down opponents at a range. Marrow knights are not
particularly tactically innovative, although those
under a necromancers direction gain the benefit of
their masters intelligence and can folltiw ever more
complicated instructions.
Trample (Ex):Marrow knights can trample its
opponents. W h en it performs an overrun action, its
opponent may not choose to avoid it. If the overrun
is successful, the opponent takes ld8+6 points of
damage.
Spurs (Ex): The bone spurs protruding from
marrow knights serve as a measure of defense. Anyone attempting to grapple a marrow knight in combat
(which may include attempts to leap on its back, body
slams, or bite attacks) must make a successful DC 12
Reflex save or take l d 6 points ofdamage from striking
a spur.
CREATURE C O L L E C T I O N REVISED
Memory-Eater
Medium Undead
Hit Dice:
Initiative:
speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Description
Upon awakening from death, this type of ghoul
retains a bit of its former intelligence and memories, often not even recognizing its undead state.
Cursed t o wander t h e countryside wracked by the
anguish of the dead and the memories of their past
life, memory-eaters often seek out clothing, equipm e n t , a n d especially c o m p a n i o n s t h a t t h ey
remember or with which they have some lingering
connection.
Sometimes, a memory-eater attempts to reclaim its former role in life through sheer brutality
- finding its old home and forcing former loved
ones to acknowledge its presence. These attempts
soon fail as t h e companions evident fear enrages
the memory-eater by reminding it that i t is no
longer of the living. W h e n its attempts to reclaim
its former life fail, the memory-eater usually flies
into a berserk rage, killing anything in its path.
Additionally, a memory-eater gains fractions of
memories and experiences from those upon whom it
feasts. Sadly, many memory-eaters cannot distinguish these memories from each other, causing them
to seek out objects and people that have nothing t o
do with their former existence and once again to try
to resume the normal life of a person whose memo-
C:ombat
Unlike most ghouls, a memory-eater generally does n o t hide itself from society, b u t rather
attempts to confront former companions that can
find. W h e n a memory-eater is reminded of its
undead state (usually by the revulsion o n the faces
of t h e people it confronts), it attacks those responsible.
C r eat e Spawn (Su): Creatures slain by a
memory-eater rise in ld6 days as a memory-eater.
Spawn are n o t under control of t h e memory-eater
t h a t created them. Spawn do n o t possess any of
t h e abilities they had i n life.
Memory Eating (Ex): W h e n devouring a
victim, the memory-eater consumes some images
and memories of t h e victim as well. T h e memoryeater can n o t distinguish these memories from any
others it may have and assumes t h e memories of
the devoured person are its own.
CREATURE C O L L E C T I O N R V I S E D
Mere-Lurker
Tiny Animal (Aquatic)
Ha Dim:
Space/Reach:
2d8-4 (5 hp)
+3
Swim 5 ft. (1 sqmre)
11 (+2slze, -1 Dexhtmh11, flat-footed12
+1/-10
2 hooks -2 melee (ld3-2 plus poison)
2 hooks -2 melee (ld3-2 plus potson)
2 1/2R/O ft.
Special Attack
Polsonhooks,attach
Special Qualities:
Saves:
Low-ltght vlston
Fort +1, Ref +2, Will -2
Str 5, Dex 9,Con 6, Int 1, WE 6, Cha 2
Hide +14, Spot +6,Swim +3
lmpmvedlnttiative
Temperate aquatic and marsh
Colony (5-10)
114
3-4 HD (Tiny); 5-6 HD (Small)
Initiatne:
Speed:
AllWfClam:
Base AAtaddGapple:
Attak:
Full Attack:
Abilrhes:
Skills:
Feats:
Ennmment
0rganizatKm:
Challenge Rahng:
Advancement
Level Adjustment:
Description
Mere-lurkers are commonly found in shallow ponds
or streams where animals and people stop for water.
move about
by pumping air through
small jets situated around their lower body, and at night
they shift to different parts of their territory, moving in
anlong more innocent vegetation for camouflage. Once
in position, the mere*lurkerspowerful tail wraps around
a heavy rock or sunken log to anchor itself. A t first
light t h e h o o d
-.opens and rises to
withina few inches
of the waters surface, waiting for
prey.
Its eyes -the
jewel-like lures .
that give the creature its more
romantic name,
Lovers Folly can reflect even
the
weakest
sources of light.
W h e n an animal
drinks nearby or a
Combat
T h e mere-lurker kills its prey through a combination ofsuffocation and poisoning. Its hood constricts
around its prey with surprising strength, and inwardcurving hooks dig deep into the flesh, injectingpoison
and making escape for the victim that much harder.
Finally, the creature uses its powerfully muscled tail to
pull itself deeper underwater, hopefully drowning the
victim if the poison is not sufficient for the task.
Poison Hooks (Ex): Injury, Forritude DC 9,
initial damage Id2 Dex, secondary damage ld2 Dex.
The mere-lurker stings its prey with poison hooks that
contain a powerful paralytic toxin.
Attach (Ex): If the mere-lurker hits an opponent
with both hooks, it has attached itself to its opponent.
opponent automatically takes hook damage and
poison damage each round the mere-lurker remains
attached. A n attached mere-lurker has A m o r Class 11.
ne
CREATURE C O L L E C T I O N REVISED
MjUSlug
Gargantuan Vermin
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttacWGrapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
?
None
Always neutral
4
-
Descnptjon
T h e mill slug is almost certainly a by-product of t h e Divine W a r - and it was n o t created
intentionally. T h e s e monstrous gastropods are
dangerous mainly by accident; they lack t h e
sentience or e v e n t h e instinct t o be deliberately
menacing. Stretching approximately 70 feet from
eyestalk t o tail-tip as a n adult, a mill slug leaves
massive swaths of barren ground behind i t , as i t
must devour everything i t c a n reach just t o stay
alive.
Mill slugs earn their n a m e for their t e n dency t o destroy windmills. Apparently, t h e
spinning motion of t h e airfoils attracts t h e slugs.
A mill slug hypnotized by a windmills m o t i o n
( o r any o t h e r repetitive m o t i o n of similar size)
will attempt t o smother t h e m o v e m e n t under its
bulk.
Thankfully, mill slugs are rare. A l t h o u g h far
from ideal prey, they are technically edible, a n d
predators otherwise down o n their luck may try
t o take a c h u n k o u t of a passing mill slug. Scholars theorize t h a t mill slugs are relatively i m mu n e
to t h e ravages of aging, a n d t h a t they mate
Combat
Mill slugs are n o t predators. W h e n attacked,
they crush their enemies under their gigantic
bodies if they c a n and do their best to flee if they
c a n n o t . A mill slug bites reflexively at any creature foolish e n o u g h t o a p p r o a c h its rasping
mouthparts, but i t is unlikely to go o u t of its way
to use a bite attack.
Crush (Ex): A l t h o u g h mill slugs h a v e a
small range of mo v emen t a n d t u r n slowly, anyo n e rash enough t o at t ack t h e m from t h e front
risks ending up underneath them. Although their
bodies are soft, mill slugs are also thick-skinned
and unbelievably heavy. Anyone directly i n front
of a mill slug w h e n it moves forward must make
a DC 18 Reflex save or be crushed under its
massive body. T h e mill slugs weight, combined
with t h e smothering slime t h a t finds its way
d o w n throats a n d i n t o lungs, deals 2d12+9 points
of crushing damage e a c h round. Hungry mill
slugs stop o n top of t h ei r victims, waiting for t h e
slime t o s m o t h e r t h e m before e a t i n g t h e i r
catch.
CREATURE C O L L E C T I O N REVISED
Mjredweller
Medium Monstrous Humanoid
Hit Dice:
1nitiatiw:
Speed:
Armor (;lass:
Base AttaddGapple:
Attack
Full A M :
Space/Reach:
Special Attack
Special Qualities:
Saves:
Abilities:
Skilk:
Feats:
Envinnment
Organizak.
Challenp Rating:
Treasure:
Alignment
Advancement
Level Adjustment
+4/+6
Claw +7melee (ld4+2)
2 claws +7melee(ld4+2)
5 ftJ5 ft.
Skinfokl vmp, smother, poison
Standwd
Usually chaotic evil
5-8
+1
.. .
The creature swoops down from a tree and lands
silently, raisingits claws to reveal the jkps of leathery flesh
that stretchfrom arms to legs. As it growls a low, reptilian
snarl, the pinhooks along the interior of this fold rattle
together, causing an unearthly sound - one that is
unmistakably a threat.
Description
Thefoul, reptilian race of miredwellers
inhabits swamps a n d marshes, where they
c a n ambush passing creatures. T h e y t e n d to
inhabit locales near t h e lairs of o t h e r h u manoid races so they h a v e a steady source of
creatures upon which t o feed.
Miredwellers are small for M ed i u m
creatures. T h e y h a v e scaly, waxy
skin and wing-like skin folds ( n o t
unlike a flying squirrels) t h a t are
attached t o t h e sides of their bodi
and their arms. A myriad o f t
curved hooks protrude from t h e inside
of these large flaps. T h e miredweller
attacks by swooping down o n or creeping up b e h i n d its v i c t i m s a n d
wrapping its wings a b o u t
them.
Miredwellers t e n d t o
h u n t i n bands. A favorite tactic is for o n e or two miredwellers
t o b a i t a n o p p o n e n t , such t h a t v i c t i m s c a n be
surprised from behind, therefore becoming more
susceptible t o a skin fold wrap.
Combat
I n combat, t h e miredweller may fight normally with its two claws. Of course, it prefers to
use its deadlv skin folds t o attack.
Skin Fold Wrap (Ex):A miredweller can use its
skin folds to grip opponents, scratching them with the
pinhooks (though only Small or smaller creatures can
actually be entirely wrapped in the folds) as a grapple
attack. T h e miredweller attempts a grapple that does
not provoke an attack of
opportunity. If it gets a hold, it
claws the engulfed victim with a
+4 attack bonus. Attacks that hit
CREATURE C O L L E C T I O N R E V I S E D
an engulfing miredweller deal half their damage to the
monster and half to the trapped victim. Those wrapped
in the skin fold are also subject to being poisoned by
the small pinhooks that line its interior.
Smother (Ex): A wrapped opponent of Small
size or smaller c a n be suffocated while i n t h e
miredwellers skin folds. A creature so wrapped
c a n hold its b r e a t h for 2 rounds per point of
Cons titut i on, after w h i c h it must make a DC 10
C o n s t i t u t i o n c h e c k to c o n t i n u e h o l d i n g its
breath. T h i s check must be made e a c h round,
with the DC increasing by +1 for e a c h previous
success. O n c e a wrapped creature fails a C o n s t i tution check, it begins to suffocate. I n t h e first
round, i t becomes unconscious (0 h p ) ; i n t h e
following round, it drops to -1 h p a n d is dying;
i n t h e third round, it suffocates. A victim c a n
attempt t o escape with a n opposed grapple check,
though t h e miredweller receives a n additional
+8 competence bonus to its grapple c h e c k ( + I 4
total grapple check bonus) owing t o t h e effectiveness of t h e smother attack.
Poison (Ex):Needles -injury, DC 11 Fortitude
save; initial and secondary damage Id2 points of
temporary Strength damage per round. Breaking free
of the skin fold wrap stops poison damage, but victims
remain nauseated for 2d4 rounds
-~
CREATURE C O L L E C T I O N REVISED
Mjser 3ackall
Small Animal
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttacMGapple:
Attack
Full Attack
Space/Reach:
Special Attack:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challetye Rang:
Advancement:
Level Adjustment
ld8 (4 hp)
+3
50 ft. (10squares)
14 (+1 size, +3 Dex), touch 14, flat-footed 11
+Of-6
Bite +3 melee (ld4-2)
Bite +3melee (ld4-2)
5 ft.15 ft.
Narcotic bite
Low-light vision, scent
Fort +2, Ref +5,Will +1
Str 6, Dex 17, Con 11, lnt 2, Ws 13, Cha 13
Hide+3. l u m+5.
~ Listen+5,MoveSilently +2,
Sleight Hand +6
Weapon Finesse
Warm plains
Solitary
bi
114
2-3 HD (Small)
Descrjptjon
T h e miser jackal is a remarkably clever breed
of jackal t h a t is relatively common o n t h e plains
and savannahs of t h e Scarred Lands. T h e animal
has a keen sense of smell a n d is particularly
interested i n metal. It pilfers metallic objects
from travelers or local residents, instinctively
caching t h e m in secret hiding places.
Miser jackals typically approach targets u n der 1 h e cover of dusk, often while a band is still
making camp but before i t settles down an d
posts sentries. T h e y have a n uncanny k n ack for
filching items t h a t a party might need: for instance, a miser jackal might steal a groups t e n t
pegs just as i t begins t o rain or swipe a warriors
scabbard while h e is sharpening his sword. O n c e
t h e jackal has its latest toy, it quietly retreats
before its victims c a n discover t h e loss.
A l t h o u g h this behavior would ordinarily
classify t h e miser jackal as a n intolerable nuisance, many fortune h u n t e r s refuse t o kill t h e
creatures. T h e reason is somewhat surprising:
miser jackals often act as guides for large predators or heavily armed bands of h u man s , leading
t h e m t o t h e lairs of local threats - particularly
rich ones. T h e miser jackals nose for metal a n d
its self-preservation instincts lead it to mark
carefully t h e territories of any creature in possession of more t h a n a coincidental amo u n t of
Combat
Miser jackals would much rather flee t h a n
fight. T h ey fight only when sick or desperate
(such as a mo t h er defending h er pups), a n d e v e n
t h e n are limited t o biting.
Narcotic Bite (Ex): Injury, Fortitude DC
11, initial damage 2 Dex + 2 I n t , secondary
damage 2 Dex + 2 I n t . I n order to defend itself,
t h e miser jackal has t ak en to chewing t h e leaves
of t h e julka weed, a p o t e n t narcotic to which t h e
jackal possesses a natural immunity.
S c e n t (Ex): A miser jackal can smell creatures or sources of metal w i t h i n 60 feet. T h e
range increases t o 120 feet if t h e target is upwind, a n d decreases t o 30 feet if the target is
downwind.
Skills: A miser jackal receives a +5 racial
bonus t o J u m p , Listen an d Sleight of H a n d
checks.
CREATURE C O L L E C T I O N R E V I S E D
Damagereductionl5/maglc,incorpweal,mist
walk, undeadtraits, vulnerability to fire
Fort +2,Ref +4,Will +4
Str10,Dex15,Con-,lnt?,Wis?,~14
Feats
Environment
Organizatm:
Challenge Rating:
Combat
proved lnitiatlve
Any land
solitary
Treasure:
Standard
Alignment
usuallynelitral
Advancement
Level Adjmtmd:
Description
S u p e r s t i t i o u s folk c l o se t h e i r
doors a n d shutters o n spring a n d
a u t u m n n i g h t s a n d say prayers
against t he rising of a fog, for
many believe t h a t t h e swirling
cold fingers of mist are i n fact
the breath of t h e restless dead.
W h e n t h e fog rises, ghosts walk
t h e e a rth, looking for mortals
o u t a t n i g h t who c a n lay t h e m t o
rest -or salve their twisted hate.
Mistwalkers emerge only on
nights w h e n a t h i c k fog rises. T h e y
first appear over t h e spot where they
died, b u t these spirits are free to
roam wherever t h e fog extends, so
they c a n wander many miles. T h e y
a p p e a r as wispy, i n s u b s t a n t i a l
forms, sometimes glowing a pale
green like t h e color of grave mold.
CREATURE C O L L E C T I O N REVISED
Moon Cat
Tiny Magical Beast
Hit Dice:
Initiative:
Speed:
AtlIlor.Class:
Base AttaddGappk:
Attadc
Full A h k
Spacemeach:
Special1Attacks:
Special Qualities:
Saves:
Abilrties:
Skills:
Feats
Environment
Organization:
Challenge Rahng:
Treasure:
Alignment:
Advancement
Level Adjustment
ld10+1(6 hp)
t2
40 R. (8 squares)
14 (+2size, +2 Dex), touch 14, flat-footed 12
+I/-?
Bite tl melee (ld3-1)
Bite +1melee (ld3-1) and 2 claws -4 melee
(ld3-2)
2 112 FtJo ft.
k dwm mmtw, paralysis
Portent, flawless teleport
Fort +3, Ref +4, Will t 3
Str 6, Dex 15, Con 12, Int 5, Wis 17, Cha 16
Hidetll,Listen+7, MoveSilently+3,Spot+7
DdS.
Any land
Solitary
112
Standard
Always neutral
2-3 HD (Tiny)
Description
These creatures are drawn to places or people in
impending crisis. Not always as StraightfOMardas someone
ahout to fight for his life, thiscrisis could involve a number
of significant events -a treaty signing,the birth of a great
villain, the start of a romance, and the like.
Sages and scholars argue whether the moon cat is a
pure[eymystic portent or is simply a beast in tune with the
moon. Those who have encountered a moon cat are in-
Mass ChannMonster (Sp):The moon cat automatically generatesthis effect when it appears. It need not speak
the targets language; the moon cats body language is
sufficient to soothe thosearound it. This ability functions as
themasschmmonsterspellcastbya9th-levelsorcerer,with
a Will save DC 21.
clinedtothinktheformer,asstrangeluckfollowsthemmn
after. Legends agree that encountering a moon cat during a
full moon is good luck, while seeing one during the new
m m n foretells disaster.
W h y the moon cat has appeared or whom it may
approach is seldomclear at the time. Only in the hours, days
or even weeks after it has left is the moon catsinfluencefelt.
Mages believe that a moon cat offers direct access to
powerful magical energy. Not surprisingly,spellcastersof all
stripesare eager to get their hands on a moon cat for study or
even to make one into a familiar. A moon cats successful
capture, though, is so far unknown; the m e times one has
been caught, it has vanished by sunrise.
Combat
A moon cat can use its claws and teeth in combat, but it prefers to rely o n its paranormal abilities for
defense.
CREATURE C O L L E C T I O N REVISED
Murdersprite
Tiny Fey
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttaddGapple:
Attadr:
Full Attack:
SpacelReach
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
ld6+2 (5 hp)
+2
15 Ft. (3 squares), fly 60 R. (good)
16(+2size,+2Dex,
+2natural), touch 14,flatFooted 14
+o/-11
Pin -1 melee(ld3-3 and poison)
Pin -1 melee (ld3-3 and poison)
2 112RJO Ft.
Poisonedw e a p
Low-light vision
Combat
Most murdersprites carry pins, sharpened bits
Hide+6,MoveSilentiy+6,Pi&Lock+6,Spot
+4
aggressive animals. Despite their uncanny durability, they prefer t o avoid combat with creatures
larger t h a n themselves. Typically, murdersprites
at t ack with poison, pitfall, a n d ambush as a last
resort.
Poisoned Weapons (Ex): A n y o n e stabbed
by a murdersprites weapon must deal with t h e
poison t h e creature puts o n its weapons. Pin injury, DC 1 2 Fortitude save; initial damage l d 4
points of temporary Constitution, secondary damage Id4 points temporary Constitution. Each
weapon retains its poison for only o n e stab, after
which t h e murdersprite must coat it i n poison
again (as a move action t h at provokes attacks of
opportunity).
Feats:
Dodge
Environment
Organization.
Challenge Rating:
Any land
Gang (1-4) or nest (1-100)
1/2
Treasure:
Alignment
Advancement
Level Adjustment
Standard
Descriptjon
Cruel a n d bloodthirsty creatures, murdersprites
enjoy
undertaking sabotage, deception,
and observation. Intelligent but
by n o means swift-witted, these
creatures are possessed of a malicious cunning, and they take great
pride in inflicting woe. Unlike many
of the creatures created by t h e T i t a n s,
murdersprites have prospered i n t h e time
since the war. W i t h their fast breeding cycle
a n d malicious intelligence, they have infested m a ny places, displacing r a t s as
vermin o r actually herding t h e m for food.
W h e r e they are found, murdersprites
are mercilessly h u n t e d and destroyed.
T h e y c a n a n d will carry out campaigns
of terror a n d sabotage for little more
reason t h a n t h a t fear a n d pain delight
them. W h e r e they dwell, small child r e n a n d the elderly are set upon a n d
blinded or hamstrung, pets are poisoned a n d
tortured, and every grain silo is a bomb waiting
t o explode.
Muskhorn
Huge Animal
Hit Dice:
Initiative.
speed:
Armor Class:
Base AttacVGapple:
Attack
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
15d8+150(217hp)
-1
50R. (10squares)
27 (-2 size, -1 Dex, +20natural), touch 7,
flat-footed 28
+11/+2?
Gore +l?melee (2d6+15)
Gore +l?mdee (2d6+15)
15ft./lOft.
Corrosive musk, trample 2d6+22
Fort +21,Ref +8,
Will +4
Str 30,Dex 8,Con 30,Int -, Wis 9, Cha?
Climb +23,Jump +24,Listen +2,Spot +2,
Survival+14,Swim +23
Feats:
Environment
Organization:
Challenge Rating:
Advancement:
Level Adjustment:
Temperate plains
Herd(5-10bulk,10-20cows,ld20calves)
12
16-30 HD (Huge); 31-45 HD (Gargantuan)
Descnptjon
Muskhorn herds were once a fixture on the plains
of Termana that spread southward from the Iron
Steppe, but relentless hunting by tribes of steppe trolls
and the recently returned humans have thinned their
numbers greatly, leaving the few remaining herds
openly hostile to anything that moves o n two legs.
Bulls are highly protective of the herd and immediately rush forward to challenge an interloper who
comes too close. During the early spring, when
muskhorn calves are born, the bulls are exceptionally
aggressive and can attack without warning.
Steppe trolls attach considerable mystical significance to the muskhorn, and troll males must successfully
stalk and kill a bull as a rite of passage into adulthood.
The skull and breastbones of the bull are taken back to
the tribe and made into armor that the new adult wears
with pride.
Combat
Enraged muskhorns emit a deafening bellow
a n d charge opponents, hoping t o gore o r trample
them. At t h e same time, t h e angry bull exudes a
powerful musk t h at attacks a n opponents eyes
a n d nose, causing t h e m to b u r n and i t c h abominably. T h e musk has a strong acidic c o n t e n t t h a t
corrodes metal o n co n t act , giving rise to t h e
muskhorns nickname among humans,
swordbreaker.
Corrosive Musk (Ex):A n enraged bull emits
a n acidic musk t h at irritates a n enemys eyes a n d
t h r o at a n d is corrosive to metals. Creatures
within 20 feet of a muskhorn bull must succeed
a t a DC 27 Fortitude save or suffer ;I -2 circumstance penalty t o initiative a n d attack rolls for
l d 4 rounds. A r mo r a n d weapons within this area
of effect corrode immediately, suffering ld6
points of acid damage e a c h round they fail a DC
27 Fortitude save.
T r a m p l e (Ex):Reflex DC 27 half. T h e save
D C is Strength-based.
CREATURE C O L L E C T I O N REVISED
Narleth
Large Aberration
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttacMGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
iofttJioFt.
Skills:
Balance+7,Hide+7,lump+7,Listen+l,Move
Silently +7,spot +2
Feak:
Iron wIII~
asuccessfulDC20EscapeArtistcheckorburstthewebbing
Focus (bte)*
Reflexes
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
Combat
5
Standard
Always chaottc evil
This eight-foot-tall oeature looks like a horrible blending of human and sp&r . Four muscular a m 1
each ending in a clawed hand -sprout from a n
impossibly broad, bony chest. Mulhpk hny
eyes glare from a large insectold head cowered
in bnstly brown spines and sprouting wicious,
fang-hpped mandibles.
Description
The narleth, which inElvenmeans
silken death, may have been created as warriors during the Titanswar
-or may simply have mutated during
the wild magical storms that occurred
shortly afterward.
IntheyearsfollomgtheTitanswar,thenarleth
were a plague agamst elves, terronzing their forests
and preylng u p n their children. Finally, the elves
came together and hunted thee creatures nearly
to extinction.Only afewnarlethremain,haunting lonely caverns or nursing their hatred in
forgotten rum. They delight in causmg misery
to any creature that stumbles into
their clutches.immobilizlne
them 111 C
.a
silken cocoons and dissolving them
with their venom.
f
%-
CREATURE C O L L E C T I O N REVISED
Njght Sjnger
Diminultne Vermin
Hit Dice:
Inittatwe:
Speed:
Armor Class:
Base AttacMGapple
Attack:
Full Attack
Space/Reach
Special Attacks:
Speclal Qualities:
Saves:
Abilities:
Skills:
Feats:
Enmnment
Organizatm:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
ld8-2 (2 hp)
+3
5 ft. (1 square), fly 30 R (perfect)
17(+4 size, +3Dex), touch 17, Flat-footed 14
+Or-17
Sting + melee (ld3-5 plus poison)
Sting + melee (ld3-5 plus poison)
1 RIO ft.
Poison
Vermin traits
Fort +0,
Ref +3, Will +O
Str 1, Dex 17, Con 6, Int -, Wis 10, Cha 4
Climb +5, Hide +12,Spot +2
Weapon Finesse
Warm marsh
Solitary, pair, mating flight (2-8)
1/2
None
Always neutral
2-3 HD (Diminutive)
-
Descriptjon
The beautiful but deadly night singers are large,
5-inch long insects similar to giant dragonflies,
with deep
green bodies and iridescent wings.
.~
The insects long, whiplike abdomen has an
indigo-colored bulb at the tip and a long
curved stinger similar to a scorpions.
A t night, phosphorescent deposits
along the night singersbody cause
it to emit a ghostly green glow.
The insects wings create a
lilting humming noise
that changes pitch as the
creature rises and lowers
in the air.
Superstitious folk in the
swamplands a n d bayous of
southern Ghelspad believe that
night singers are the spirits of bed
trayed lovers, beguiling tr
glowing dance and thei
songs. Certainly, anyone foolish enough to pursue these dancing, singing motes into the humid
night are often never heard from again.
Iluring the summer months when the
night singer is active, it lays eggs along tree
trunks close to the waters edge, and the
female uses its glow and eerie song to drive
away possible predators. If an animal or
Combat
When its eggs are threatened, a night singer
attacks immediately, darting in quickly to sting its
victim and then flying up and out of reach, where its
song can begin work o n the hapless individuals
senses. It maintains its song until the victim flees the
area; the insect does not travel more than 10 yards
from its eggs for any reason.
Poison (Ex):T h e night singers main d e fense is a poison sting t h a t causes terrifying
hallucinations. Any target successfully stung
must succeed o n a DC 15 Fortitude save or suffer
from
incredibly
CREATURE C O L L E C T I O N REVISED
Njght Terror
Medium Magical Beast
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttaddGappk:
Attack:
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Darkvision60 Ft.
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
Level Adjustment:
+8,Spot +1
Alertness, Multiattack
Temperate and warm Forest and plains
Pack (6-10)
2
None
Always chaotic evil
3-6 HD (Medium); 7-9 HD (Large)
Combat
A night terror is effective against ev en
large groups of well-armed t r av elers by virtue of its an i mal
cunning. I t is capable of sophisticated tactics s u ch as
diversions, ambushes, an d
e v e n stealing a victims
pack o r weapons t o draw
h i m i n t o a trap. T h e n i g h t
terror attacks w i t h t e e t h
a n d claws, b u t is k n o w n to
pick u p a dropped weapon
a n d flail ab o u t w i t h i t i n
t h e h e a t of b at t l e.
CREATURE C O L L E C T I O N REVISED
Night Tyrant
Large Vermin
Hit Dice:
Initiative:
Speed:
Armor Class:
Bate AttacMGrapple
Attack:
Full Attack:
SpaceReach
Special Attacks:
Special Qualities:
Saves.
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
&18+8(44 hp)
+3
3 0 ft. (6 squares), climb 3 0 ft.
16(-1 size,+3Dex,+4natural), touchl2,flatfooted 13
+6/+13
Bite +8melee(ld8+4plus poison)
Bite+8melee(ld8+4 plus poison)
10 Ft.15 ft.
Sedative spray, poison
Vermin traits
Fort +7,Ref t5, Will +2
Str 16,Dex 16,Con 12, Int -, Wis 10, Cha 6
Climb t13, Hide +7,Move Silently+11
Warm forest
Sditary
4
1110thcoins; 50%goods;50%items
Always neutral
9-16 HD (Large); 17-24 HD (Huge)
Combat
T h e night tyrant is essentially a coward; if confronted with fierce resistance, it generally flees back
the trees. If cornered, it lashes out
,tS
until
it
can
find
an
opportuforelegsand
nity to escape.
Sedative Spray (Ex):The night tyrant exudes a
fine, golden mist in a 30-foot spread. Potential
victims within 30 feet of the night tyrant
must make a DC 15 Fortitude save or fall
asleep. T h e save DC is Constitutionbased. The night tyrant m,iy expel three
doses of spray in any six-hour period.
Poison: Injury, Fortitude DC 15,
initial and secondary damage Id4
Strength. T h e save DC is ConstituC
A horse-slzed
with a mottled car@ace lowers
Itself from the tree canopy. A thick, sweet smell hangs In
the a n around it.
Descriptjon
The night tyrant is a monstrous
hunting spider, its skin colored in
mottled shades of black, brown, and
green, which give it effective natural
camouflage high in the forest
canopy. The upper side of its
body is covered in a thick hide
that provides it with a form of
natural armor, but its underside
is soft and vulnerable.
CREATURE C O L L E C T I O N R E V I S E D
Orafaun
t o have their dreams interpreted make a pilgrim6d10+6(39 hp)
age here.
+4
T h e orafauna are a good-aligned race an d ,
50 ft. (IO squares)
like t h ei r deity, n o n v i o l e n t . T h e y gather i n
17(-'
natura13+3deflection)7 herds, w h i c h are patriarchal i n structure; a male
12, flat-footed 17
orafaun may h a v e t h r ee t o six wives and 12 t o 18
+6/+10
Base AttacWGapple:
kids.
Gore +5 melee (ld8)
Attack:
Gore +5melee (ld8)
Full Attack:
10R.15R.
SpaceIReach:
Orafauna have special powers related to sleep
Special Attacks:
Sleep, spelk, turn undead
Bonusfeats,
immunitles,giFtoFsustenance
a
n
d
dreams. T h e following powers are ones t h a t
Special Qualities:
orafauna
may perform for any traveler w h o meets
Fort +6, Ref t5,Will +6
Saves:
Str10,DexlO,Conl2,Int
17,Wis18,Cha17
t
h
e
m
anywhere
within t h e Solemnaic Vale.
Abilities:
Skills:
Diplomacy+12,L1sten+15,SemeMot1ve
43,
Bonus Feats: Orafauna gain t h e C o m b a t
SpeakLanguage(Dwarven)+11,Spott15
C a s t i n g feat as a bonus feat.
Alertness, Combat Casting, Empower Spell,
Feats:
Sleep (Su): Orafauna grant t h e gift of sleep
Improvedlnitiative
to
all
travelers w h o request it. T h i s sleep lasts
Temperate hill and mountains
Environment
for
8
hours,
and those receiving this slumber
~10+8
Organization:
Herd (21-40, ,ius a
drowsily
bow
t o t h e grass. T h e sleep heals l d 4
HD)
h i t points of damage a n d revitalizes t h e recipiChallenge Rating:
9
e n t completely, eradicating all fatigue. T h o s e
Standard
Treasure:
Alignment
Always &I good
w h o h a v e come on a special pilgrimage to t h e
Advancement
7-12 HD (Large); 13-18 HD (Huge)
temple a n d made sacrifices t o Erias may be
Level Adjustment
granted prophetic dreams, giving t h e m a h i n t of some
The goat-like creature has a
future e v e n t of parthick pelt, grand, forked horns
ticular importance t o
and cloven hooves that shine like precious
t h e m . Orafauna may beme tal.
stow t h i s gift at will. If pressed,
a n orafaun may use t h i s power
against hostile targets, which
Erias, t h e renegade s o n of Belsameth,
must succeed a t a DC 1 6 Will
is t h e demigod of dreams, a n d n o n e of
save t o resist falling asleep.
his creatures represents t h i s d o m i n i o n
Spells (Sp): T h e patriarch
be tte r t h a n t h e orafauna. Erias creand his chief wife cast spells as
ated the orafauna as his priesthood,
9 t h - l ev el clerics. Additionally,
imbuing t h e m with magical pow
they are able t o spontaneously
ers t o allow t h e m t o describe
cast spells from t h e A i r , Ania n d interpret t h e meaning of
mal, G o o d , Luck, Magic a n d
dreams for those w h o come to
Trickery domains, "losing" a pretheir temple a n d make oblation
pared spell t o cast a spell of equal
t o him.
level from t h e domain spell lists.
Combat
Descnptjon
'
Turn
Undead
(Su):
O r a f a u n a may t u r n u n d e a d 6
times per day as 6 t h - l ev el clerics.
Immunities (Su): Orafauna
are i mmu n e t o mind-influencing
effects a n d spells; they are affected
by sleep a n d paralysis only if they
choose t o be.
Siftofsustenance (Sp): O n c e
per day, a n orafaun c a n cr eat e
enough food a n d water for o n e pers o n for o n e day.
CREATURE C O L L E C T I O N REVISED
Paragon Crocodjle
Huge Magical Beast
8d10+56(100 hp)
+1
30 R (6 squares), swim 60 ft.
14(-2size,+l Dex,+lOmturaI),touch?,flatfooted 18
+8/+23
Bite +13 melee (2d8+7)
Bite +13 melee (2d8+7) and tail +8 melee
(2d6+7)
15 ft.110 Ft.
Improvedgrab
Hit D w .
Initratwe:
speed:
Armor Class:
Bare A W G a p p l e :
Attack
Full A b & :
SpaceIReach
Special Attacks:
Special Qualities:
Combat
Saves:
Abilities:
Str24,Dexl3,Con24,Int14,Wis24,Cha20
Skills:
Hide+2,Intimldate+15,Knowledge(religion)
+7, Listen+13, Spot +12
Feats
Cleave,lmprovdWA&k@te),Poww
Attack
Environment
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
Warm mwsh
7
No coins; standard goods;no items
Ahyays~lgood
4-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment:
t
h
rep&. It is easily
a f f w it ~
is no~nomud
15feet long, ifnot longer, and its mottled hide
Description
As the story goes (and what
reason is there to doubt it?),
shortlyaftertheTitanswara horde
of barbarians stormed the river
city-state of Hetanu, seeking to
take advantage of the citys
weakened defenses. T h e citizens could n o t keep t h e
barbarians out, but just as the
invaders reached the riverside district, t h e sacred
crocodilesof Madrielstemple
surged out of the river. Ignoring their own losses, the
crocodiles tore apart the invaders strongest foes, and
the citizens took this event
as an omen and rallied.
Thanks to the crocodiles,
the city survived.
T h e story records that
Madriel was so pleased with
. . ~.
the creatures actions that she gifted
J.v
C R E A T U RE CO L LE CT 1 O N R V I S E D
Pla guecat
Medium Animal
Hit Dice:
Initiative:
Speed:
Armor Class:
Combat
4d8-4 (14 hp)
+2
40 ft. (18squares), climb 30 ft.
14 (+2Dex, +2natural), touch 12,flat-footed
12
Base AttacMGapple:
Attack:
Full Attack:
+3/+2
Space/Reach:
5 ftJ5 ft.
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats
Environment
Organization:
Challenge Rating:
Advancement:
Level Adjustment
Temperate plains
Pack(5-8 adults, ld4-2
cubs)
2
5-8 HD (Medium); 4-12 HD (Large)
Description
T h e plaguecat is a unique breed of feline
predator t h a t relies more on patience t h a n f erocity t o find its meals. Plaguecats a r e
carrion-eaters, a n d for this reason their claws
a n d te e th are capable of causing fast-acting a n d
potentially lethal infections. T h e i r discolored
hides warn of t h e diseases t h a t they invariably
carry.
These cats h u n t i n small packs a n d a t t a c k
virtually anything, using their numbers t o
surround a n intended victim, t h e n rushing i n
from all sides t o bury their claws a n d t e e t h
i nto their prey. O n c e they have inflicted a
number of deep wounds, they break off a n d
circle t h e victim from a distance, waiting for
t h e bacteria t o infect their prey. T h e cats are
perfectly willing t o shadow a victim for weeks,
watching t h e sickness take its toll until t h e
victim is t o o weak t o fight back. T h e n t h e
cats close in a n d finish t h e lob, dragging t h e
body away a n d either burying i t or dragging i t
up i nto a tree t o ripen for a few more days
before it becomes fit t o eat.
Plaguecats are justly feared and hated by
hum a n settlers i n grasslands such as Virduks
/
/
CREATURE C O L L E C T I O N REVISED
Proud, The
Large Monsbwrs Humanoid
Hit Dice:
M8+6 (19 hp)
lnitlatrve:
sped:
Armor Class:
Base AkaddGrapple:
Attack:
Full Attack
+2
60 R. (12 squares)
17(-1size,+3Dex,+5natura1),touch12,flatfooted 14
+3/+10
Handaxe+6melee(ld6+2/x3)orshortsword
+6melee (ld6+2/19-20) or shortspear +6
melee (ld6+2) or javelin +6ranged (ldb2)
or sling +6 ranged (ld4+2) or net +6ranged
(spec4
Handaxe+6melee(ld6+2/~3)0rshortsword
+6melee (ld6+2/19-20) or shortspear +6
Combat
Description
Proud Characters
C R EAT U RE CO LL E CT 1 ON R E V 1SED
-~
~ ~i~ ~~
three levels of monstrous humanoid, which provide 3d8 H i t Dice, a base a t t a c k bonus of +3, a n d
base saving throw bonuses of Fort +1, Ref +3,
a n d W i l l +3.
- Racial Skills: A proud's monstrous h u manoid levels give it skill points equal t o 6 x ( 2
+ Int modifier). Its class skills are Hide, Jump,
Listen, Move Silently, S p o t a n d Survival.
- A u t o m a t i c Languages: Leonid, C o m m o n .
Bonus Language: Elven, O r c .
- Favored Class: Ranger.
- Level adjustment: +3
- Large size.
-
60 feet.
60 feet.
iA
i proud
~ ~ ~ begins
l :
with
- Darkvision o u t t o
CREATURE C O L L E C T I O N REVISED
Pyre
Medium Elemental(Fire)
Hit Dice
Initiative:
speed:
Armor Class:
Base AttaddGapple:
AttadC
FullAttack:
SpaceIReach
Special Attacks:
SpecialQualities:
+3/+3
Slam +3mdee (ld8 and l d 6 Fire)
Slam +3 melee(ld8 and ld6 Fire)
5 FtJ5 R.
Saves:
Abilities:
Skills:
Feats:
Environment
Dodge, lmprovedlnitiative
Warm desertand mountains
RaidingParty(3-4),outpost(6-1O),settlemt (20-30)
4
Standard
Always chaotic neutral
5-8 HD (Medium); 7-12 HD (Large)
OrganizatMn:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
Descrjptjon
Pyres are a race of fire elementals that were
snatched into the Scarred Lands by Thulkas to use as
soldiery during the Divine War. Unable to return to
their native plane, these creatures now reside exclusively in the Scarred Lands' hottest regions. Very
little of their society has been explored, but initial
reports show clearly that these creatures possess some
level of stratification and organization.
E'yres can definitely communicate and coordinate their efforts, but n o scholar yet understands how.
They rarely travel and can usually be found in the
hottest, driest regions such as the Bleak Savannah or
the Desert of Onn. Very few encounters with pyres
Combat
Pyres flicker about their prey in combat. Even
their slightest touch can inflict severe burns. In some
cases, pyres have been known to engulf their foes to
cause severe burns. In any case, contact with a pyre
typically ignites anything flammable.
Burning Residue (Ex):Any melee hit by a pyre
deals an additional l d 6 points of fire damage and
ignites combustibles if such objects fail a DC 15
Reflex save.
Engulf (Ex): Instead of a simple touch, a pyre
can choose to engulf its foe completelv. Doing this
exacts a toll o n the attacking pyre but has devastating
effects o n the opponent. The pyre can engulf a n
opponent of up to Small size by making a grapple
check. If successful, the foe is engulfed and takes 2d6
points of fire damage each round the hold is maintained. T h e pyre suffers ld6 points of damage as it
expends its life force to use this ability.
CREATURE C O L L E C T I O N REVISED
E?=
Ratman (Slitheren)
Ratman, 1st-level Warrm
Medium Monstrous Humanoid
ld8+3(7 hp)
Hit Dice:
+2
Initiative:
30 ft. (6 squares), climb 15ft.
speed:
16 (+2 Dex, +2 leather, +1 small shield, +1
Armor Class:
natural), touch 12, flat-footed 14
+1/+1
Base AttaddGrapple:
Scimitar +1 melee (1d6/18-20) or claw +3
Attack:
melee (ld4) or shortbow +3 ranged(ld6/x3)
Scimitar +I melee (ld6/18-20) and claw -2
Full Attack:
meIee(ld4);orbite+l melee (ld3) and 2claws
-2 dee(ld4);orshortbow+3ranged(ld6/
x3)
Space/Reach
Special Attacks:
Special Qualities:
Saves:
Abilities.
Skills:
Feats
Environment
Organization.
ChallengeRating:
Treasure:
Alignment:
Advancement
Level Adjustment
5 ftJ5 ft.
Darkvlsion 60 ft.
Fort +3, Ref +4, Will +2
Str 10, Dex 15, Con 16, Int 10,Wis 10,Cha 8
Climb+2, EscapeArtist+4,H&+2, Jump +4,
Listen +2, Move Silently +2
Weapon Finesse (claws)
Any temperate and warm
War band (15-120 ratmen, plus 1 leader of
4th to 7th level per 30 warrim) or nest
(120-1,200 ratmen with leaders as above,
plus 18th- to 10th-level priest p r 100warriors and 10-24 giant rats)
1/2
Standard
Uwdly lawfulevil
By character class
+O
The creature looks like nothing so much as a humansized rat. It wears rags and scraps of armor over its
hunchedform, whichis coveredin short darkfur. Anaked
tail flicks to and fro from its hindquarters as its rodent-like
head peers from the darkness with beady red eyes.
Description
Known as t h e scourge of t h e underealm,
t h e r at men - or slitheren, as they call t h emselves - lurk in t h e dark corners of t h e Scarred
Lands, waiting t o prey upon t h e weak an d u n wary. T h e race was horn in a most disturbing
man n er : rats came after t h e titans fell, gnawing
a n d feasting o n t h e Creators remains. T h e dark
magical energies t h a t cooled in t h e titans flesh
changed t h e rats i n t o a crude semblance of t h e
deities themselves. Deep w i t h i n t h e tunnels t h a t
they had gnawed through t h e offal, t h e r at men
bred, an d each brood became more h u man o i d .
Now, led by their ruling priest-kings, t h e various
nests - e a c h a pale a n d twisted reflection of t h e
t i t an o n which i t fed - emerge upon a n unsuspecting world.
T h e slitheren are a superstitious race, filled
with a burning fear of starvation an d of their
own dark titans, a fear k ep t at a fever p i t c h by
t h e priesthood. Prayers are made twice daily to
t h e priest-king for his intercession w i t h t h e t i tans, an d t h e slitheren year is filled w i t h holy
days an d rituals. I n fact, each tribe observes its
own calendar of tribute events, a n d any comingling of r at men from different nests demands
h o n o r i n g t h e h o l y days of all p a r t i c i p a n t s .
Chewed and carved i n t o r at men
CREATURE C O L L E C T I O N REVISED
over all these rituals in stern judgment, knowing
that only by their efforts are t h e titans appeased.
R a t m e n have long torsos an d arms an d legs
of equal length. T h e y t e n d t o slouch forward
w h e n walking upright, giving t h e m a n odd,
hunchbacked appearance. Their humanoid
hands, complete w i t h opposable thumbs, are
long and capable of very subtle manipulations.
T h e i r fur varies in color depending o n their
subspecies, b u t all h a v e red, beady eyes. R at men
wear clothing and armor stolen or traded for an d
always soiled, dirty, and patched together, as t h e
creatures h a v e n o c o n c e p t of cleanliness.
R a t m e n speak S l i t h e r e n , a language of
chittering a n d sibilant hisses similar t o t h a t of
rodents, a n d they c a n also communicate w i t h
giant a n d normal rats. Most r at men can speak
C o m m o n , as well as t h e secret language of t h e
tit ans.
This profile details a traditional r at man
t h a t could be encountered almost anywhere in
t h e Scarred Lands. T h e following four nests or
sub-species of r a t m e n - t h e Brown Gorgers,
Diseased, Foamers, a n d Red W i t ch es - are only
some of t h e foul t i t a n offspring an d are variations o n t h e common theme.
S e e Vigil W a t c h : W a r r e n s of t h e R a t m e n
for more o n this race.
Combat
W h i l e e a c h subspecies has its own methods
of combat, all r a t m e n share some techniques.
They fight only w h e n in a group, preferably w i t h
three-to-one odds or better a n d from ambush.
Lone r a t m e n a t t e m p t to flee from any form of
conflict, b u t even they c a n be d r i v en i n t o a
Ratman Characters
T h e rare r at man who musters t h e willingness t o pursue a character class is a dangerous
creature indeed. Naturally predisposed toward
stealth an d murder, t h e slitheren favors t h e
ranger or rogue class.
R at men characters possess t h e following racial traits.
- +4Dexterity, +6 Constitution, -2 Charisma.
- Medium size.
- Space/Reach: 5 ft./5 ft.
-A ratmans base land speed is 30 feet, a n d
h e can climb 15 feet per round.
- Racial Skills: A ratman gains a + 2 racial
bonus o n Escape Artist, Hide an d J u mp checks.
- +1 natural armor bonus.
- Darkvision out to 60 feet.
- A u t o m a t i c Languages: C o m m o n ,
Slitheren.
- Favored Class: Ranger or rogue.
- Level A d j u s t men t : +O
ld8+3 (7 hp)
speed:
Armor Class:
Base AttadGapple:
Attack:
Full Attack
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
+2
Darkvision60 R.
Fort +3, Ref +4, Will +2
Str 10, Dex 15, Con 16, Int 10,WIS10,Cha 8
EscapeArtist +2,Hide+4,Jump+2, Listen+3,
Move Silently -2, Spot +3
Feats:
Environment
Organization:
Challenge Rating:
112
Treasure:
Alignment
Advancement:
Level Adjustment
Standard
Uwalty lawfulevil
By character class
+O
Warband(l5-?0ratmen,plusl leaderof4th
to 7th level per 30 warriors) or nest (1201,200 ratnin with ~n is above, 'plus I
8th- to 10th-levelpriest per 100warriors)
Description
As their name implies, these ratmen
fed from the flesh of Gaurak, the Glutton.
They were the first of the nests to leave
the underealm, as they needed other
sources of food after devouring the
rather large piece of Gaurak that created them.
Their priesthood is composed
of grossly obese ratmen who must be
carried in order to preside over a
regular schedule of holy feast days.
In contrast, their priest-king is skeletally thin and eternally hungry,
unable ever to eat enough and in
constant, gnawing pain.
Combat
Brown Gorgers fight as typical ratmen, although
their exclusive use of metal armor gives them a higher
level of protection. In addition, they use large iron
darts as missiles. After a battle, the Gorgers feast upon
the remains of both their enemies and their own dead.
Even more horrific than this battlefield banquet is
what occurs at the Brown Gorgers' warren, to which
the remaining, tatter-skinned dead are dragged.
Brown Gorge1Characters
Brown Gorgers are predisposed toward battle and combat, often becoming fierce fighters in defense of their nests.
Brown Gorger characterspossess the same racial traits
as a basic slitheren (see above), except
for the following.
- Favored Class:
Fighter.
C R EAT U RE C 0 LL CT I O N R E V 1SE D
Ratman, Djseased
Medium Monstrous Humanoid
Hit Dice:
Initiative:
Speed:
Armor Class:
ld8+3 (7 hp)
t1
30 ft. (6 squares),climb 15ft.
15 (+1 Dex, +2 leather, +1 small shield, +1
natural)
BaseAttaddGrapple:
Attack:
Full Attack:
Space/Reac h:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
challenge Rating:
'Treasure
Alignment:
Advancement
Level Adjustment:
+1/+1
Scimitar +1 mdee (1d6/18-20) or claw +3
mdee (ld4) or shortbow +2ranged(ld6/x3)
or sling +2 ranged (ld4)
Scimitar +I melee (ld6/18-20) and claw -3
wlee(ld4);or bite+lmelee(ld3)and2claws
-3 melee (ld4); or shortbow +2 (ld6/~3)OT
sling +2 ranpd(ld4)
5 ft./5 ft.
Poisoned weapons
Darkvlsion60 ft., immunities
Fort +3, Ref +3, Will +3
Str 10, Dex 13, Con 16, Int 12, Wis 12, Cha 10
Climb +2, Diplomacy +2, Escape Artist +2,
HK!~t2, lntimldatet3, Jump +4, Listen +2,
Move Silently +1
WeaponFinesse(claws)
Any temperateand warm
War band (15-120 ratmen, plus 1 leader of
4th to 7th level per 30 warriors) or nest
(120-1,200 rat& with leaders & above,
plus 1 8th- to 10th-level prmt per 60 wa
rionand 10-24 giant rats)
1/2
Standard
Usually laddevil
By characterclass
+1
D escrjp t j on
Those rats t h a t partook of t h e flesh of
C h e r n , t h e U n c l e a n , have formed t h e most
civilized of s l i t h e r e n nests - relatively
speaking, anyway. T h e i r cities are hidden
b e n e a t h those of o t h e r races, though some
aboveground communities exist in the
Mourning Marshes, where legend claims
C h e r n was interred.
Dull gray in color, t h e Disease
wear more clothing t h a n d o o t h e r
slitheren, and are especially par-
CREATURE C O L L E C T I O N R E V I S E D
quire brute strength for conquests. Usually,
however, t h e diseases they inflict for weeks
upon villages and o t h e r targets make for easy
victories. And while t h e Diseased prefer t o
attack from a distance, they have bred a race
of depraved humanoids called t h e dead eaters to serve as their shock troops.
All of these strategies for d o m i n a t i o n
and terror are concocted by t h e Diseased
priest-king, a robed and cowled figure whose
concealed body twitches and pulses as h e
slumps o n his throne. His whispered plans
for conquest are for t h e ears of his priesthood alone.
Combat
T h e Diseased prefer t o strike from afar
w i t h a variety of missile weapons rather t h a n
attack directly. Dead eaters and a n order of
religious zealots called t h e Shields of C h e r n
guard archers, crossbowmen, and slingers o n
t h e battlefield. T h e Shields of C h e r n also
provide bodyguards for t h e priesthood. T h e
honor guard protects itself and its charges
with almost full-body rectangular shields and
attacks with multi-headed spiked flails.
Djseased Characters
Like their lesser ratman cousins, t h e Diseased are given t o stealth and murder, though
they prefer t o use poisons and contagion as
their weapons.
Diseased characters possess t h e same racial traits as a basic slitheren (see above),
b u t for t h e following distinctions.
- + 2 Dexterity, + 6 C o n s t i t u t i o n , + 2
Intelligence, + 2 Wisdom.
-Special Attacks (see above): Poisoned
weapons.
- Special Qualities (see above): Immunities.
- Favored Class: Rogue.
- Level Adjustment: + 1
C RE AT U RE CO LLE CT 1 0N REV15 E D
Ratman, Foamer
Med~umMonstrous Humanoid
Hit Dice:
2d8+6 (15 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), climb 15 ft., swim 40 ft.
Armor class:
15 (+2 Dex, +2 leather, +1 natural), touch 12,
flat-footed 13
Base AttaddGapple:
+2/+4
Attad:
Greataxe +4 melee (ld12+2/x3) or claw +4
melee (ld4+2) or javelin +4ranged(ld6+2)
Full Attack:
Geataxe +4 melee (ld12+2/x3); or bite +4
melee (ld3+2) and 2 claws -1 melee (ld4+1);
or javelin+4 ranged (ld6+2)
Space/Reach:
5 R.15 ft.
Special Attacks:
Special~Qualities:
Darkvision60 ft.
Saves:
Fort +3, Ref +5, Will +2
Abilities.
Str 14, Dex 15, Con 16, lnt 7,Ws 8, Cha 8
Skills:
EscapeArtist +4, Hide+4, Jump+5, Spot +3,
Swim +12
Feats:
Power Attack
Environment
Any temperateand warm
Organization:
War band (15-120 ratmen, plus 1 leader of
4th to 7th level per 30 warriors), or nest
(120-1,200 ratmen with leaders as above.
plus 1 8th- to 10th-level priest p100warriors and 10-24 giant rats)
Challenge Rating:
1
Treasure:
Standard
Alignment
Usuallychaotic evil
Advancement:
By characterclass
Level Adjustment:
Description
Foamers are the largest and
most barbaric of the ratmen which is saying something. They
are weaned on the hate-maddened blood of Kadum, the
Mountainshakerand now live
only for war and slaughter.
Semi-aquatic by nature, they are
the bane of the seas. They chum
from the water, surrounded by
packs of giant rats, to rend the
life from the unprepared. Instead of dwelling in tunnels, the
Foamers reside on bloodstained and
half-sunken boats and ships they have
captured, sometimes lashing them to~
Combat
Foamers lose all control in combat, didaining the use
Foamer Characters
Fierce and savage, some Foamers learn to channel their rage to such an extent that they actually earn
levels i n the barbarian class. These frenzied,
CREATURE C O L L E C T I O N REVISED
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
Level Adjustment
P4)
5 ft.15 ft.
Spelk
Darkvision 60 ft.
Fort t3, Ref +4, Will +3
Str 10, Dex 15, Con 16, Int 15, WE 12, Cha 8
Concentration+6, EscapeArtist +4, Hide+4,
Intimidate +2, Jump +2, Listen t4, Move Silently +3, Sleight of Hand +3, Spellcraft +4,
spot +4
HeightenSpell
Any temperate and warm
Solitaryor coven (12-24 witches, plus 14thto 7th-level wizard)
1
Standard
Usuallylawful evil
By character class
+1
Descnptjon
T h e ratmen who gorged
upon t h e flesh of Mormo are
t h e most terrifying and myst e r i o u s of t h e i r k i n d .
Thankfully, they are also
t h e fewest in number. T h e
Red W i t c h e s were more
heavily imprinted by t h e will
and ways of their titan t h a n any other
slitheren breed. Standing but 5 feet
tall, they are t h e shortest ratmen
as well. They commonly have redd i s h f u r a n d possess l i t t l e
interest i n armor or weapons.
Instead of martial skills,
their power derives from
necromantic or illusionist ability. This t a l e n t
develops through rig-
CREATURE C O L L E C T I O N REVISED
(although she prefers t h e form of a h a u n t ingly beautiful, half-naked human woman in which she amuses herself decadently with
her humanoid slaves).
The Red Witches are unlike the other nests
in another way: some lone ratmen go off on
their own t o pursue research they do not care
to share with the others. These individuals
sometimes find their way into civilization, if
that is where their visions take them.
Combat
Red W i t c h slitheren fight primarily with
magic, though they are also known to raise
undead troops t o do t h e fighting for them.
Unless a prophecy demands t h a t they do o t h erwise, these ratmen typically use their powers
of illusion t o flee a superior force. Obviously,
Red Witches are t h e most intelligent, cunning, and subtle of the slitheren, and their
stratagems reflect such deviousness.
Spells: A Red W i t c h casts spells as a
wizard of a level equal t o its Hit Dice. S h e
CREATURE C O L L E C T I O N REVISED
Ratroo
Tiny Animal
ld8-l(3 hp)
Hit Dice:
Initiative:
+2
Speed:
40 R. (8squares)
Armor Class:
16(t2sizet2Dex+3natura)touch14flatfooted 15
+O/-11
Bite t2 melee(ld4-3)
Bite +2mdee (ld4-3)
2 112 R/O R.
Base AttaddGapple:
Attack
Full Attack:
Space/Reach
Special Attacks:
specla1Qwlltles
Saves.
Abilitm:
Skills:
Feats:
Ennnmment
Swam
Combat
Descnptjon
CREATURE C O L L E C T I O N REVISED
Reaver, The
Garganltuan Vermin
Hit Dice:
initiative:
speed:
Armor Class:
Base Alttack/Grapple
Attack:
Full A
SpacelReach:
Special Attack:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization.
Challenge Rating:
Treasure:
Alignment:
Advancement
Level Adjustment
Any forest
Unique
15
Double standard
Always chaotic evil
Descnptjon
The Reaver has stalked the Scarred Lands' wooded
Combat
The Reaver cannot surprise its opponents,but it need
not do so. Most victims are destroyed almost incidentally as
CREATURE C O L L E C T I O N REVISED
Red Colony
Medium Plant
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttacMGapple:
Attack
Full Attack
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement:
Level Adjustment
M8+16(52 hp)
-5
Combat
+6/+1
Fronds +1 mdee (ld6-5 plus ld6 acid)
Fronds +1 melee (ld6-5 plus ld6 acid)
5 ft.15 R.
Acid
Plant, keen sem
Fort t8,Ref -3, Will +O
Str 1, Dex 1, Con 15, Int 1, Wis 6, Cha 0
3
None
Alwaysneub-al
Description
A red colony is a large clump of algae that inhabits
lakes and ponds. It floats about the surface, moving
via a gentle lashmg of its fronds in search of
prey.Aredcolonyusual1yconsumesother
floating debris - branches, leaves,
insects-but anythingthat touches
the waters surface is vulnerable to
itspredation. Even woodendocks
and boats may be the targets of a
red colonys hunger.
A red colony has between 20 and 40 fronds t h a t
hang down from its body into
the water. These fronds are
similar t o those of jellyfish
in that they work t o entrap,
sting, and consume prey. Red
colony fronds are rarely more
tha n a few feet long, although specimens with
longer fronds have been
encountered.
Some intelligent crea-
c?l
Y
----
/-
CREATURE C O L L E C T I O N REVISED
Rver Nyrnph
Medium Fey (Aquatic)
Hit D k .
Initiative:
+4
20 R. (4 squares); swim ?Oft.
14 (+4 Dex), touch 14; flat-footed 10
+2/+2
Bite +2 ndee (ld6)
Bite +2 melee (ld6) and 2 claws -3 melee
(ld6)
5ft.15 ft.
Sirensong
Damage reduction 5/cold iron, SR 10, lowlightvision, wild empathy, amphibious
Fort +I, Ref +8,Will +?
Str 1O,Dex1Q,Con1O,Int 15, W~20,ChalQ
EscapeArtist+l2,Hide+lZ, Listen+l3, Move
Silently +12, Perform +12, Search +IO,Spot
+lo,Swim +16
Dodge, Mobility
Speed:
Armor class:
Base AttaddGapple:
Attack
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
SaVeS:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenqe Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Temperate aquatic
Pod (1-15)
3
Standard
Always chaotlc neutral
6-10 HD (Medium); 11-15 HD (Large)
+4
Descnptjon
River nymphs are nocturnal
creatures, appearing just after the
sun has set and lingering until
just before dawn. They appear
to be lithe, beautiful beings,
vaguely f e m i n i n e , su r r o u n d e d by soft, jewel
colored auras of ruby, emerald, and sapphire. Their
appearance has occasionally e a r n e d t h e m t h e
misnomer river elves,
though they are not related to elves in any way.
River nymphs - or
river witches, as they are also
sometimes called - are well
k n o w n t o traders a n d merchants
w h o ply w a t e r w a y s a c r o s s t h e
Scarred Lands. These creatures like
t o frolic and cavort as dolphins i n t h e
nighttime waters, tracing glowing paths
just beneath t h e water and circling t h e
Combat
River nymphs lure land-dwellers to their doom
with their powerful glamour, filling a targets minds
with an aching loneliness that draws him into
the water. Victims do not realize they are
drowning until too late. Those that somehow break the spell frighten the river
nymphs, who look sadly at their victim and flee into the dark waters.
Siren Song (Su): A river
nymph can single out one individual a t a time and use its
siren song to lure him or
her into the water. T h e
victim must succeed a t
a DC 16 Will save to
avoid being drawn in.
Once the victim has
succumbed, n o t h i n g
breaks the charm unless it is dispelled or
t h e river n y m p h is
driven oft or defeated.
Blocking ones ears is
partially effective, lowering the save to DC 12.
Wild Empathy (Ex): As
the druid wild empathy class feature except that the river nymph
has a +8 racial bonus when using o n
any river animal and a -4 penalty on
all other animals.
CREATURE C O L L E C T I O N REVISED
Rumbler
Large Animal
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttacWGapple:
Attack:
Full Attack:
Space/Reach
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Advancement
Level Adjustment
6d8+18 (45hp)
+3
30 R. (6 squares)
18(-1 size, -1 Dex,+lO natural), touch 8,flatfooted 19
+4/+11
Bite +6 mdee (ld8+3)
Bite +6 melee(ld8+3)
10RJlO Ft.
Rumblingbite
Deceivingcall, low-light vision
Fort +8, Ref +4,
Will +O
Str 16, Dex 9,Con 17,lnt 2, Wis 6,Cha 8
Climb +6,Hide +1, Intimidate +3,Listen +3,
Spot +3,Swim +10
Alertness, lmproved Initiative,PowerAttack
Temperateand warm land, and underground
Descnptjon
Rumblers fill much of the hot hours of the day
bellowing, declaring their hunting grounds to rivals
and trying to attract mates. These rumblings continue into the evening, but they take o n a more
Combat
Although the reptile is quite capable of running
down most prey, it usually does not expend such
energy. T h e rumbler hunts by ambush, using its ability to throw its voice and frighten prey toward its
waiting jaws. W h e n hunting in packs, rumblers work
together to disorient their prey totally and finally
stampede it toward the packs waiting trap.
Rumbling Bite (Ex):A rumbler bellows even
when its jaws are locked on its prey. W h en bitten by
a rumbler, a victim must make a DC 16 Fortitude save
or be stunned for 1d4 rounds and take an additional
l d 4 points of sonic damage from the beasts roar.
Deceiving Call (Ex):The rumbler can convincingly alter the apparent source of its bellows by 140
feet in open ground. This distance increases to 220
feet in hills or canyons. It can likewise alter the
volume and tone of its rumblings t o deceive the
listener into believing that the creature is retreating,
while it is actually advancing unseen. A DC 18Listen
check or DC 15 Survival check is required t o recognize a rumblers deception.
Runnk
Small Elemental(Cold)
Hit Dice:
Initiatrve:
Speed:
Armor Class:
Base AttaddGapple:
Attack:
Full Attack:
SpacelReach:
Specid Attacks
Special Qualities:
ld&l(5 hp)
+1
60 R (12 squares), fly 160 ft. (perfect)
15(+I size, +1 Dex, +3natural), touch 12,flatFmted 14
+1/-4
2 claws +I melee (ld4-1)
2daws+lmelee(ld4-1),2 piercingkicks -4
melee (ld6-1)
5 ft. 15 ft.
Blizzard band
Darkvision 60 ft., elemental traits, cold sub-
type
Saw:
Abilities:
Skills:
Treasure:
Alignment:
Advancement
Level Adjustment:
Ennronment
Organizatm
Challeqe Rahng:
A
furred creature With SkrP sPlkesjuttzngfrom
e'bow and knee Io'nts glares at You with mulevo'ent~
'laws
eyes. Its three*fzngeredhands d'sPlaY
and its feet are long, pointed spears.
Its
Descrjptjon
Runnks are the living incarnation of the
chaotic ice storms and blizzards that blow
across the Scarred Lands' arctic plains.
While a single runnk is virtually
harmless, a band of runnks is dangerous, and a runnk army can
inspire terror. Runnks travel
about the arctic lands under the cover of blizzards,
and where many travel
together, they generate
their own mobile ice storms.
When the storms of winter begin, runnk armies sweep
upon the northern caravansan
barbarian settlements of the
tundra, wiping away everything
in their path.
Taken together, tunnks are a
chaotic, leaderless force. They
delight in razing any semblance
of order or structure without
concern as to the goodness or wickedness of their actions. Activities such as wiping out a clan of goblin
bandits or causing a merchant road to disappear under
snow and ice are normal for runnks and are done without
thought of benevolence or bane.
Certain peoples and creatures migrate off the tundra during the fall in order to avoid the predations of the
runnks. Numerous folk legends tell of those foolish souls
who were too slow or lazy to remove themselves in time
before the runnks came.
N o one knows how runnks are made or born, but
some of the barbarian shamans hold that runnks are
spawned within the heart of the deepest arctic blizzards.
Runnks speak their own tongue.
Combat
Runnks can pierce their enemies with their skilike feet, which are toeless and pointed at the end.
They can also attack with two claws. They will usually
surround themselves with their blizzard band effect
and settle over their chosen prey, letting the storm
soften up the victims while the runnks attack and
then disappear back into the storm.
Blizzard Band (Su): T en or more runnks traveling together may form a blizzard band, generating a
furious ice Storm that surrounds the run& and follows them as they travel. T h e ice Storm's area ofeffect
has a radius of 20 feet per runnk inside the storm. For
example, 10 runnks travel in a 200-foot radius storm,
while 100 runnks would generate a massive storm
almost a mile in diameter.
While traveling within this ice
storm, runnks may fly at their flying
speed listed above (and may not fly
otherwise except in a
CREATURE C O L L E C T I O N REVISED
Sage Camel
Large Magical Beast
Hit Dice:
Initiative:
Speed:
Armor Class:
lld10+25(85hp)
+3
30 ft. (6squares)
? (-1 size, -1 Dex, +l natural), touch 8,flatFooted ?
Base AttacWGrapple:
Attack:
Full Attack:
+11/+16
Kick +11 melee (ld6+1) or
spit +? ranged
(blindness)
Kick +11 melee (ld6+1) or spit +? ranged
(blindness)
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
10R.15 ft.
Blinding spit, spells
Feats:
Endurance,Improvedlnitiatlve,IronWiII,Run,
Spell Focus(Divination),
Warm desert
Solitaryor company (2-4)
Environment
Organization:
Challenge Rating:
14, Int
07
l7
+lZ7
+7 Knowledge (anyone) +?, Knowledge(nature) +16,
Listen +lo,Sense Motlve +12, Spellcraft +?
str 12*
On
TreaSWe:
Standard
Alignment
Advancement
Level Adjustment
Description
Legends claim that when the
demigod Tamul, the Old Man of
the Desert, was young, h e was
fascinated by the stars. He always
hoped his parents would fly to the
heavens and get a star for him. O n e
day, Tamul saw a star fall to the horizon. He ran for many days and nights to
reach the horizon; h e ran so far and for so
long that his legs grew long and spindly. He
had no time to shave, and his body was soon
covered in hair, all of which became sandy.
He eventually came to the horizon, only to
discover that sandmaskers had used their illusions to
pose as a star. T h e sandmaskers chained Tamul to a
thorny cactus and left two giant scorpions to guard
him for many ages while they held him for ransom.
Tamul studied the stars above him and discovered a way to describe their movements, number, and
distance from each other, which he called Mathematics. Then, he named the stars and deduced their
hidden meanings, which h e called Astrology. Tamul
looked up at the stars for so long that h e stretched his
CREATURE C O L L E C T I O N REVISED
Rumors suggest that somewhere in the vast Desert
of O n n lies the mightiest observatory ever built,
wherein T h e Old Man of the Desert dwells.
Combat
Although sage camels eschew combat, they may
kick with their powerful legs.
Blinding Spit (Ex): A sage camel can spit once
every other round to a range of 30 feet. A creature hit
by ;I sage camels spit must succeed at a DC 17
Fortitude save or be blinded for ld4+5 rounds.
Bonus Feats: T h e sage camel gains its spell focus
as a bonus feat.
Spells: Except for Divination spells (see spelllike abilities, below), a sage camel casts spells as a
5th-level sorcerer. See the sidebar for a sample spell
selection.
Spell-Like Abilities: A t will -comprehend h n guages;6/day -detect thoughts, identify; 5/day- locate
object, tongues; 4/day - detect scrying, locate creature,
scrying; 3/day -analyze dweomer, contact other plane;
. .
CREATURE C O L L E C T I O N REVISED
Sand Burrower
Huge Magical Beast
Hit Dice:
Initiative:
speed:
Armor Class:
10d10+43(98)
-2
45 R (Q squares), bwrow 80 ft.
Base AttacMGapple:
Attack:
Full Attack:
+10/+28
Bite +I8 melee (2d6t10)
Bite +18 melee (2d6+10) and 5 tentacles +13
melee (ld6+5 plus poison)
15 Ft./lO ft.
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
10(-2size,-2Dex,+4naturaI),touch6,flatFooted 10
Poison
Tremorsense
Fort+11, Ref +5, Will +Q
Str 30, Dex 6,Con 19, Int Q, WE 18, Cha 13
Listen +17, Search +8, Spot +Q
Iron Will, Power Attack, Self-Sufficient,
Toughness
Warm desert
Solitary
Q
Standard
Neuttal
11-20 HD (Huge); 21-30 HD (Gargantuan)
-
Description
Most land-dwelling denizens of the Desert of
O n n fear the beasts that the Ubantu tribesmen have
named sand burrowers. These predators hunt day and
night, sliding through the desert sand like serpents
Combat
Sand burrowers slide-squirm at a depth proportional to their length. When they detect a sizeable
vibration above, they surface and attempt to ensnare
the victim with the hooked and venomous tentacles
that ring the inside of their mouths. Once they have
caught their prey, sand burrowers surface completely
to eat. They drop the prey into their 15-deep rows of
in-hooking teeth.
Poison (Ex):O n asuccessful hit, a sand burrowers
tentacles inject prey with the same poison found in
the cacti of the Desert of O n n . Tentacle -injury, DC
19 Fortitude save; initial and secondary damage l d 8
hit points.
Tremorsense (Ex):A sand burrower can automatically sense the location of anything within 60
feet that is in contact with the ground.
Sandm asker
Large Monstrous Humamd
Hit Dice:
12d8+12(66hp)
Initiatne:
+1
Speed:
40 ft (8squares)
Armor Class:
17(-1slze,+lDex,+7natural),touchlO,natfooted 16
Base AttaddGapple:
+12/+1'?
Attack:
Full Attadc
mdee (ld6+4)
Lance+l5/+10/+5melee(ld8+4/~3)orstlng
+15 melee (ld6+4)and 2 claws +10melee
(ld6+2)
Space/Reach
Special Attacks:
Special Qwlibes:
Saves:
Abilhes:
Skills:
Feats:
Enwromnent
Organizatton:
10 ft.15 ft.
Strl?,Dex12,Con13,1~8,Ws14,Cha15
Diplomacy+3,Hide+5,lntirnidate+7,L~ten
+6,SemeMotive+4,Spot+6,Survival+5
Alert-,
Cleave, Improved Crltlcal (lame),
lmproved Overrun, Power Attack
Warm desert, hill, and plains
Company(2-5), patrol(5-20and 2d4 Mediummomtrousscorplons),orb-oop(20-40,
with 4d8 Medium monstrous scorpions and
ld4 Largemonstrousscorpions)
Challenge Rating:
Treasure:
Alignment
Advancement:
Level Adjustment
Stamlwd
Lawful evil
By character class
+15
side
Descriptjon
T h e origins of t h e sandmaskers are told i n
t h e I ale of t h e W a r of t h e Broken Vows. T h e war
appeared all but over i n t h e 33rd year. A n army
of Exemplars stormed t h e fortress of T a r k u n , a
renegade from their ranks w h o made a terrible
bargain with a n unknown evil power. W i t h barely
a n army left and n o avenue of escape, T a r k u n
sacrificed his last possession - his immortal
soul. H e cast his blood o n t o t h e sand, spat t h e
I n c a n t a t i o n of t h e U n k n o w n , and sprinkled dust
from t h e t o m b of U r k a n e t , t h e first Exemplar t o
die in t h e war. From t h e bloody droplets arose
Combat
Sandmaskers lure travelers into traps using
major image to create illusions of small oases o r
wells. T h e y t h e n charge with their lances; any
who survive t h e charge are trampled a n d a t tacked with stingers, claws, a n d anv o t h e r melee
weapons carried. T h o u g h sandmaskers mu c h prefer claws, s t i n g a n d l an ce, t h e y may carry
falchions, spears, scimitars, shortbows or cross-
bowst
Sandmasker Socjety
Groups of 10 or more sandmaskers are led by
with Or more ranger levels. An
with
Or more ranger levels leads
groups of'@ 0' more sandmasker'* Tr"oPs are led
by the highest-1eve1 ranger In the group and
have a
Of at least 6th level*
an
Sandmasker Characters
A sandmasker's preferred class is ranger,
t h o u g h Some t a k e l e v e l s of b a r b a r i a n .
Sandmaskers rarely become druldsl Preferring
levels of cleric instead. Reports of sandmasker
sorcerers are so far unconfirmed.
CREATURE C O L L E C T I O N REVISED
Sandmasker characters possess t h e following racial traits.
- +8 S t re ng t h , +2 Dexterlty, + 2 C o n s t i t u tion, -2 Intelligence, +4Wisdom, +4Charisma.
- Large size.
- SpacelReach: 10 ft./5 ft.
-A sandmaskers base land speed is 40 feet.
- Racial Hit Dice: A sandmasker begins
with 12 levels of monstrous humanoid, which
provide 12d8 H i t Dice, a base a t t a c k bonus of
+12, and base saving throw bonuses of Fort +4,
Ref +8, Will +8.
- Racial Skills: A sandmaskers monstrous
humanoid levels give it skill points equal t o 15
x ( 2 + I n t modifier, minimum 1). Its class skills
are Diplomacy, Hide, Intimidate, Listen, Sense
Motive, S p o t a n d Survival. Sandmaskers gain a
+4 racial bonus o n Hide a n d Listen checks.
____
.-
..
CREATURE C O L L E C T I O N REVISED
Savant Hydra
Medium ouktder (Ed)
Hit Dice:
Initiatne:
speed:
Armor class:
Base AttacWGapple:
Attack:
Full Attack:
1Od8+50(45 hp)
+5
40 ft. (8squares)
22(+5Dex,+7natwd),touch15,flat-footed
22
+10/+13
Bite +13melee (ld4+3and poison)
6 bites +13melee (ld4+3and poison) and 2
claws +8melee (ld6tl)
Spacemeach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats
Ennnmnent
Organization:
Chaflenfle Rating:
Treasure:
Alignment:
Advancement
5 RJ5 ft.
Infectious talom, poison, spelk
Damage reduction 10/+1,SR 18,vigilance
Str16,Dex20,Con20,Int18,Wis16,Cha12
BluFf+l3,Concentration+17, Decipher Script
+11, Diplomacy +12,Forgery +lo,Gather Information +13, Hide +16, Intimidate +15,
Knowledge (arcana) +13,Knowledge (geography) +lo,Listen +13, Move Silently +12,
Sense Motive +15,Spelkraft +13,Spot +16
Combat Reflexes, Silent Spell, Spell Penetration
Any land
Solitary or clutch (2-7)
Standard
Usuallylawiul evil
11-20 HD (Medium); 21-30 HD (Lame)
Level Adjustment
Description
Once known as the Ministers of Chardun, savant
hydrae were created during the Divine War to hunt down
and destroy the servantsof Chardunsrival Mormo. Their
snake-like shape is both a mockery of Mormos own
servants and a tribute to Chardun. They combine the
many heads of vigilance, the reptiliancoldness of loyaltyto
onesduty, and the serpentinevenom reserved for traitors
to the state.
Only a few of the hunting parties that once roamed
thelandsearchingforasaa&i,gorgons, hags,andMormos
other servants remain. Most of the savant hydrae that
people see now are solitary servants of Chardun who run
the gods errands in the world. Some small groups abide,
however, living a shadow existence,hunting those spawn
of Mormo that remain hidden.
Roughly half of all savant hydrae that adventurers
might encounter maintain a brace of keffiz (see the
description in this book) as personal bodyguards. As
creatures made of the very stuff of hell, the hydrae are
brutal, unfeeling creatures - they exist solely to serve
Chardun and to destroy his enemies. They have little
concern for their own safetv and survivd and even less
concern for that of others. If destroying their target or
accomplishing their task requires the death of dupes or
innocent bystanders, then so be it.
Combat
In combat,savanthydraeattempt tokillor cripple their
opponents with combat magic from a distance or from
surprise,thenset their keffiz on the enemy. Only ifthe ke&
areovennatchedorlosing-or ifnokefiare present-will
a savant hydra engage in personal comhat. In such an
instance, it rends foes with its taloned kmds and strikes
repeatedly with its serpentine heads.
Infectious Talons (Ex):Wounds drcted by asavant
hydras talons cannot be healed by magic, only by natural
healing.
Poison (Ex):Those bitten by one of the hydras
serpentineheads risk being poisoned (Bite -injury, DC 20
Fortitude save resists, ld4 Dex/ld4 Dex).
Spells (Sp):Asavant hydrahas the spellcasting ability
and spells of a 7th-level sorcerer. The save DC against a
savant hydras spells is 11 + spell level.
Vigilance (Ex): A savant hydra never sleeps,
and can see in all directions at once owing to its many
heads. *It cannot be flanked or caught flat-footed.
CREATURE C O L L E C T I O N R E V I S E D
Scythe Falcon
Tiny Animal
Hit Dice:
Initiative:
Speed:
Armor Class:
2d8 (? hp)
+3
20 R (4 squares), fly 240 ft. (average)
17(+Zsize,+3Dex,+2naturaI), touch 15,flatfwted 14
Base AttacWGrapple:
Attack:
Full Attack:
SpacelReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Advancement
Level Adjustment
+1/-8
Claw +O melee (ld3-1)
Claw +O melee (ld3-1) and wing -5 melee
(ld6-1)
2 112R/O ft.
Dismemberment
Darkvision 120f t
Fort +3, Ref +6,Will +2
Str 8,Dex 17,Con 10,Int 2, Wis 14,Cha 6
Listen +4,Move Silently +8,Spot +7
WYAkk
Any land
Solitary, pair, or family (1-2 and 2-5 offspring)
2
2-4 HD (Tiny)
Description
Ofall the Scarred Lands' small animals, none is quite
so feared as the scythe falcon. Unlike other small animals
that could pose a danger to intelligent races, the scythe
falcon seeks prey of virtually any size. Armed with extraordinary natural means of attack, a scythe falcon inevitably
makes any encounter with it dangerous.
Like most falcons, the scythe falcon is a very fast flyer.
In fact, it is one of the fastest animalsknown in the Scarred
Lands. Its sleek feathers are normally brown, although the
most notable (and most dangerous) feature of the scythe
falcon is a rmr-sharp ridge of forward-facingbone along the
length of its wings. This bone is featherless and cuts through
flesh as easily as it does the wind.
Scythefalcons mate for life and are frequentlyencountered inpairs.Unlessthe pairhasyoungthat must beguarded
at a nest, they always hunt together. Typically, an attack
involves the pair swooping in at great speed from a tremendousheight. First, one falcon swoops by. If its dismembering
attack is successful, the second bird does not attack but
instead grabs hold of the dismembered limb and d e s it
away. The birds then speed toward their nest, while on the
ground their victims are still trying to react to or determine
what happened.
Ifthefirstfalcon'sattackisunsuccessfu1,thesecondbird
also attacks. They generally continue in thls manner until
they can make away with a meal. When they attack smaller
prey such as mice, they shun their wing attack and simply
scoop their prey from the ground with their claws.
Combat
Scythe falcons are fearless. They know that virtually any creature, no matter its size, can offer them
a meal, though they are generally uninterested in
fighting longer than is required to gain ameal. Fiercely
loyal to their mates, one will almost always fight to
the death if the other is killed.
Dismemberment (Ex):W h e n a scythe falcon
attacks with its razor-sharp wing bone, the threat
range for a critical hit is 18-20. If a critical hit is
successful, roll ld6 for the results of dismemberment
instead of using a critical multiplier:
ld6
1
2
3
4
5
6
Roll Result
head; victim dies instantly
right arm; victim loses 33%
of current h i t points
left arm; victim loses 33% of
current hit points
right leg; victim loses 50%
of current h i t points
left leg; victim loses 50% of
current hit points
vicious chest slash; victim loses 50%
CREATURE C O L L E C T I O N REVISED
a
+
SearingWjnd
Huge Construct
Hit Dice:
initiative:
speed:
Armor Class:
Ease AttacWGapple:
Ab&:
Full Attadc
SpacelReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
12d12+40(118 hp)
+3
Fly 50 R. (4)
(10 squares)
30 (-2 size, +3 Dex, +1? natural), touch 11,
flat-footed 27
+?/+23
seebelow
seebelow
10Ft.130Ft.
Barbed whirl
Comtructtraits, immunitytomagic,darkviibn
60 ft, damage reduction lO/adamantine
Fort t4, Ref +7,Will +4
Str 22, Dex16, Con -, lnt -, Wis 10,Cha
0
Skilk:
Feats
Environment
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
Level Adjustment
10
Standard
Always neutral
Description
In the Scarred Lands, the most powerful summoners can trap entities
from other planes in weapons. AIthoughalmost any kind ofsmall
item or weapon can be
caught up by one of
these creatures,
throwing stars or
smalldaggersare the
most popular (if
such a term even applies to this unusual
entity). Searing winds
serve their masters as
guardians or - as they
did m the Divine War
-as warriors. The wizard Gest Ganest called
upon his searing wind, composed of stars, when Gaurak
sought to eat the man and was
served a mouthful of wounds instead.
Combat
The searingwindi s simple but dangerous. It appears
at first to be just a pile of metal weapons, traditionally
shuriken. Yet n o adventurer wants this horde: when an
intruder enters an area designated by the constructs
creator, this pile rises up into a whirling storm of cutting
mayhem. The ensuing attack has been described as a
gale wind, if that sort of wind carried blades and spikes.
Barbed Whirl (Su): Each round the searing
wind is in combat, roll ld12. The result indicates the
number of attacks the searing wind can make; roll
each attack separately. Due to the winds dispersed
nature, divide the attacks more or less evenly among
all the characters within the creatures reach and
strike at a full attack value of +16 for each. Each
successful attack deals ld8+6 points of piercing damage.
Immunity to Magic (Ex): A searing wind is
immune to any spell or spell-like ability that allows
spell resistance, except magical attacks which deal
cold damage. Such an attack inflicts no damage upon
the searing wind. Instead, it halves the searing winds
attacks per round for aduration of 1round per 5 points
of cold damage rolled o n the attack.
Constructjon
Searing wind is infused into a pile of at least a
dozen weapons of any quality. Th e materials needed to summon and bind
the wind with the weapons costs 3 ,5 0 0 gp.
Creating the searing
wind requires a SUCcessful DC 15 Craft
CL 13th; Craft
C o n s t r u c t , blade
barrier, summon
monster VII, caster
must be at least
Once
animated, the searing
wind obeys its
creators simple commands. However, for
golems animated life, the creator must roll d% and it the result is
01-03, the entity bound to the weapons
returns to its native plane, leaving behind an unremarkable pile of weapons.
CREATURE C O L L E C T I O N R E V I S E D
Seaspark
Diminutive Elemental (Aquatic, Fire)
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttackIGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
ld8 (4 hp)
+5
Swim 60 ft. (12 s q w e s )
+4
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
Any aquatic
ctuster(5-9) or swarm (10-120)
112
Standard
Alwaysneutral
2-3 HD (Diminutrve)
-
Description
Seasparks are a strange form of fire element a l t h a t t h r i v e i n water. A m o n g t h e more
beautiful creatures from t h e elemental planes,
seasparks c a n floating on t h e surface of any large
body of water or drift b e n e a t h it. Seasparks
b e n e a t h t h e surface c a n be noted by t h e trails of
steam rising through t h e water above them. Sages
a n d sailors deliberate upon the origins of these
paradoxical creatures. T h e former tend to
believe t h a t seasparks seek refuge i n water,
because if they were exposed t o air alone
they would burn so h o t t h a t they would
exhaust themselves. Meanwhile, sailors claim t h a t t h e lights are t h e souls
of drowned sailors, come t o claim more
victims t o light up t h e seas ( t h e deceptive lights h a v e lured more t h a n o n e
ship t o wreck upon a craggy shore).
While they are usually content to
drift o n the surface, seasparks are capable
of very fast movement through water. Depending on ones perspective, a swarm of
seasparks speeding across the water can be
either spectacularly beautiful (if one is on land)
or terrifying (if the swarm is headed for ones ship).
Combat
Seasparks prefer to avoid conflict, but they
at t ack as a cluster ( o r a swarm) if antagonized.
Flare (Ex):W h e n irritated, a seaspark at tacks with a w h i t e - h o t lash of flame t h a t deals
2d4 points of fire damage. T h e seaspark c a n
choose t o direct this attack a t a n o p p o n e n t UP to
20 feet distant, or it c a n flare u p i n a 5-foot
radius. Either way, t h e at t ack hits automatically,
t h o u g h t h e victim may make a DC 10 Reflex save
to
the damage+
Immunities (Ex):Seasparks are i mmu n e to
all fire a n d water a t t d s -
Sentry Crow
Tiny Mqical Beast
Hit Dice:
Initiative:
Speed:
ld8+1(5hp)
+4
10ft. (2 squares), fly 90 ft. (average)
Armar class:
Base AttacMGapple:
Ab&:
Full Attack:
SpaceIReach:
SpecialAttacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Alignment
Advancement
Level Adjustment:
+o/-11
Peck +4melee (ld6-3)
Peck +4 melee (ld6-3) and 2 talons -6
melee (ld6-3)
2 1/2 ft.10 ft.
112
Always neutralgood
2-3 HD (Tiny)
-
Combat
Sentry crows avoid direct combat whenever possible, but are known to peck and claw at lone intruders
on dwarven lands and at those who attack the birds
masters. They are relied on mostly for their intelligence, guidance, and insight.
Speak (Ex): Sentry crows can be trained to
speak, usually the dwarven tongue, although they
might be taught Common or other languages. Only
the
sentry crows know more than
one language.
CREATURE C O L L E C T I O N REVISED
Serpent Root
Large Plant
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttacWGrapple:
Attack:
Full Attack:
Space/Reach
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
harvestingserpentrmt,adestructivevinethatthnvedinthe
-2
0 R. (0 squares)
11(-1size,-2Dex,+4natwal),touch7,flatfooted 11
+3/+8
Tendril lash+3melee (ld8+1)
Tendril lash +3melee (ld8+1)
10ftJ5 Ft. (10 R. with tendril)
ImprovedSr;a,constrict ld6+l,vitalitydrain
Plant, damage reduction 5/adamantine, regeneration 1
Fort +9,Ref -1, Will +I
Str 12, Dex6,Con20, Int -, Wlsl0,Cha 10
3
None
Always neutral
Plant 5-8 HD (Large); 9-12 HD (Huge)
-
Descnptjon
W h e n young King Virduk ascended t o
t h e Calastian t h r o n e after his fathers mysterious de a th, t h e new monarch sought
to c o m m e m o r a t e t h e e v e n t w i t h a
crown ing a c h i e v e m e n t . A f t e r t h e
kingdoms years of peaceful relations
with its neighbors, Virduk a n d his c o u n selors decided t h a t a brilliant military
victory would mark t h e king best in t h e
annals of time. T h e dwarves of t h e Iron
T o o t h Pass t o t h e s o u t h made likely
targets - they h a d placed embargoes
o n trade a n d forced t h e good people
of Calastia int o poverty for t o o long.
A l t h o u g h Calastias a t t a c k came as a
surprise, t h e h a n d f u l of dwarves
manning t h e Iron T o o t h stronghold went t o ground a n d held
fast against t h e invaders, repelling attack after attack.
Finally, the wizard Anteas,
chief advisor of Virduks council,
promised a victory where every
warlord had failed. He knew the
7s77
Combat
S e r p e n t root, whether occurring naturally
or transplanted artificially, is devastating to any
town, crop, or wood - n o t t o m e n t i o n unwary
Dassersbv.
Improved G r a b (Ex): To use this ability,
t h e serpent root must h i t a n o p p o n e n t of u p to
Medium w i t h a tendril attack. If i t gets a h o l d , it
c a n constrict.
C o n s t r i c t (Ex):A serpent root deals ld6+1
points of damage with a successful grapple check.
Vitality D r a i n (Ex):T h e serpent root deals
1 p o i n t of damage per day to all living creatures
within 60 feet.
R eg en er at i o n (Ex):Damage dealt t o a serp e n t root is treated as n o n l e t h a l damage. T h e
p l an t heals nonlethal damage at a rate of 1 h p
per round. Fire and acid attacks deal niormal
damage to a serpent root.
CREATURE C O L L E C T I O N REVISED
SirenVulture
Medium Magical Beast
Hit Dice:
Initiative:
ld10+2(7 hp)
Speed:
Armor Class:
Base AttacWGapple:
Attack:
10
+1/+5
Full Attack:
Space/Reac h:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge. Rating:
Treasure:
Alignment
Advancement
Level Adjustment
to
(ld4+2)
5 R.15 R.
Song
Flock (2-12)
1/2
Standard
Usually neutral evil
2-3 HD (Medium)
-
Combat
Most siren vultures fly away instantly if attacked,
but they can fight. If brought down by an Ubantu
slinger or an arrow shot, they draw their wings in close
and stand their ground. If one siren vulture in a group
dies in battle, the others will pick it up and attempt to
escape with it.
Song (Su):T h e siren vulture's song lulls a victim
into a senseless stupor if he fails a DC 12 Will save.
The victim follows the siren vulture for 2d6 rounds, a t
which point the vulture must sing again.
Desc.riptjon
Siren vultures are desert falcons' chief rivals for
prey, but the way they hunt is entirely different.
Where the falcons swoop and strike, siren vultures
lure, circle and wait out their prey.
Where siren vultures come from and where
they go when not hunting is something of a
mystery. Ubantu tribesmen tell stories of
a crooked tree of desert glass -tall as
a mountain - that rings and
chimes as the vultures land and
take off. Such stories also claim
that rhe siren vultures spear
their prey o n long shardbranches of the tree for
1/,
hatched
the featherless,
young tonewly
P
e
/
4-
c;/
f l - x
eat.^,^
1
f
-'
-W"'
CREATURE C O L L E C T I O N REVISED
Skjn Devjl
Medium Humanoid (Skin Devil)
Hit Dice:
M8+20(42 hp)
Initiative:
speed:
Armor Class:
Base AttacWGapple:
Attack
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
Combat
Standard
The terrifying creature looks human, but its skin seems to be expertly
removed to revealglisteningmuscle
and pulsing veins from head to
toe. Odd patches of skin or
Descriptjon
T h e skin devil is
a creature in c o n s t a n t
agony, knowing peace
only w h e n i t c l o t h e s its
form in a n o t h e r s st o l e n
skin. Intelligent a n d murderously c u n n i n g , t h e s e
creatures are exceptionally
capable mimics a n d appear
t o gain a part of a persons
*+.3
CREATURE C O L L E C T I O N REVISED
Skyqujll
Medlum Fey
Hit Dice:
InltldNe
Speed:
Armor Cbss:
Base AttacMGapple:
AttadC
Full Attack
Space/Reach:
Special Attacks:
Special Qualibes:
Feats:
aterain,dakvisi80k,vo1ceofthebuttemy,
low-light vision, damage redudion lO/cold
iron, SR 14
Fort +3,Ref +15, Will +8
Str 8, Dex 22, Con IO,Int 11, Wis 12, Cha 22
Exape
+
Handle
Animal
+I4
Heal
+14, Move Sikntly 49, Spot +14, Swim +12
AbilrtyFocus(spraycolors),Dodge,lmproved
Environment
Organizahon:
Challenp Rating:
Treasure:
Alignment
Advancement
Initiative, LightningReflexes
Any land
(6-8). 0~ flock (9-20)
solitary, pair,
6
Standxd
usually neutral good
ll-20HD(Medium);21-30
Saves:
Abilities:
Skills:
Level Adjustment
Combat
If they must, skyqiiills can hit an opponent with
their gluey hands fi)r slight d:image, but they typically
rely irpm other abilities to end a fight.
Quills (Su): By flapping and releasing the quills
o n the cdgcs of their wings, skyquill, can shower
opponents with rainbow-colored needle,. The needles
cover a 15-foot cone, and anyone in the area of effect
must succeed at :I 1)C: 15 Reflcx save o r be struck by
1 d ?I needles of random color and effect . Consult the
following table for the needles effects:
\\A
@d
-
Descnptjon
Skyquills are the children of Syhana, demigoddess of the clouds, who is herself a daughter
of Madriel, goddess of sky. Madriel has entrusted
to Svhana the care and cultivation of the
clouds.
Skyquills fly among the clouds and shape
them. In fact, the Scarred Lands common
folk know that skyquills are at work w
look up and see clouds changing shape, even on a
day with no breeze. Skyquills can also create and
walk the rainbow Daths. and many believe that of
all creatures only skyquills know what lies at the
end of those colorful bands.
Skyquills keep a carefully guarded secret: they
know that quillflies can be used to cause clouds to
produce rain. Quillflies look like common butterflies,
but they produce a magical nectar that skyquills use to
prepare the clouds if they wish to reward mortals for
a past kindness. Therefore, skyquills are often found
near the ground, caring for quillflies and harvesting
this magical nectar. Not surprisingly, skyquills are
extremely protective of quillflies, and they tend to
\
%-
I . \
~-________-
CREATURE C O L L E C T I O N REVISED
Roll
Color
Effect
Red
Orange
3
4
Yellow
Green
Blue
Violet
M: 15Will save or the victim ISovercome with amorom love for theclosestcreature of the appropriatesex
and at least somewhat similar race. The victim stops all actlvity to proclaim hs love to his newfound scal
mate.lFnocompatiblecreatureenearby,thevictimlapses intoanarcissistic loveand immediateiysearches
for a refledion of himself with whlch to better admire his beauty. The effect lasts 2d4 minutesbefore the
intensityoFtheFeelingsdiminishesgradwl~.Thevictimdefends
himself orhisnew lovefromattack, but he
otherwise remains quite lovestruck and docile.
DC 15Fortitudesave or thevictim tsovercome with ravenous hunger. He immediatelyseeks out food From
the closest available scarce. The effect lasts 2d4 minutes.
As orange, except the victim IS overcome with thirst.
DC15Willsaveorthevictimsovercomewithcur~ityaboutsomera~elementof
hssurroundings(GM's
choice).Thevictimstopsallactlvitytoexaminetheobject,whichmaybeanothercrea~e,abuttemy,a
tree,
orjust what liesontheother sideofthat distant hill.ThiseffectlastsM6minutesoruntilthevictim isattacked.
DC15Willsaveorthevictimsovercomewithatrememloussemeofpeaceandcalm.Shedoes~t~to
attack or do anything strenuous. 1f attacked, she retreats to safety. This effect lasts 2d4 rounds.
DC 15 Will save or the victim falls i n t o a deep sleep, which lasts 2d4 hours or until the
victim is forcibly awakened.
ld6
CREATURE C O L L E C T I O N REVISED
Slarecjan
Many of the scholars and seers who contemplate,
examine, and uncover the history of the Scarred
Lands share a favorite story of a n alternate manner in
which the future might have unfolded. If the gods and
titans hadnot sundered the world in their great battle,
then perhaps a secretive and almost unknown race
called the slarecians would now rule the world. So,
these scholars like to point out for any who
will listen and for those who read their
works, the present state of affairs is,
perhaps, not so bad. To be ruled (probably enslaved) by the slarecians would
be a nightmare when compared to livinq even o n a land ravaged by celestial
war and among races obliterated by
heavenly forces.
Ofcourse, these same scholars can
provide little actual facts about the
slarecians. They know that these humanoids lived almost exclusively below
ground and were masters of strange
powers of the mind that, at one
point, allowed them even to
affect the very gods. T h e
scholars k n o w t h e
slarecians investigated
the blackest of arts,
but whether such
practice was common necromancy
or for a more enlightened purpose
such as medicine
or surgery cannot
be determined.
Sc holars also
kn o w t h a t t h e
scant slarecian literature w r i t t e n i n
Common (as the
slarecian language has
proven resistant even
CREATURE C O L L E C T I O N REVISED
Slarecjan Gargoyle
Large Construct
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttaddGapple:
Attack
Full Attack:
Space/Reach
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
None
Alignment
Advancement
Level Adjustment
Alwaysneub-al
7-12 HD (Large); 13-18 HD (Huge)
This statuesque figure of a humanoid with otherworldly features looks to be carved from stone. Its dull
gray surface makes the creature's vividly colored horn,
which sparkles like colored glass, all the more striking in
appearance.
Description
N o t a race u n t o themselves like some
others kinds of gargoyles, slarecian gargoyles
are believed t o be magical constructs t h a t
o n c e guarded t h e t u n n e l s a n d caverns of a
presumed slarecian civilization. T h e majority of these defenders were likely destroyed
when t h e slarecians were assaulted by t h e
minions of t h e gods a n d t i t a n s , b u t some
obviously escaped t h a t f a t e , for they are
sometimes e n c o u n t e r e d , a l t h o u g h primarily
in very remote locations. S u c h is n o t always
t h e case, t h o u g h : a couple of reports d e scribe a slarecian gargoyle clawing its way
o u t of t h e ground w i t h i n o r n e a r a town o r
village and rampaging against t h e i n h a b i t ants. Most observers assume t h a t t h e
gargoyles were trapped in t u n n e l s o r caves
b e n e a t h t h e ground, finally regained t h e i r
freedom, and t h e n turned upon those nearby
as though t h e y were intruders. Some people
worry about a time when a slarecian gargoyle might dig its way up t o t h e streets of
a city such as M i t h r i l and lay waste t o doz-
Combat
If possible, a slarecian gargoyle attacks
with surprise, often posing as a s t a t u e a n d
t h e n springing upon a foe. A l t h o u g h
slarecian gargoyles d o n o t c o m m u n i c a t e ,
they d o h a v e what must be i n s t i n c t u a l or
i n n a t e tactics, especially when fighting as a
trio. A b l u e - h o r n e d o n e tries t o freeze foes
as a r e d - h o r n e d one wades i n t o melee, looking t o position itself close t o as many foes a t
o n c e ( a n d hopefully nearby a frozen foe, a
t a c t i c t h a t draws comrades in t o save t h e i r
friends). Meanwhile, t h e yellow-horned gargoyle targets spellcasters w i t h its l i g h t n i n g
bolt a t t a c k .
Horn Special A t t a c k ( S u ) : Slarecian
gargoyles are known t o come in t h r e e diff e r e n t varieties distinguished solely by t h e
color of t h e i r gem-like h o r n s . T h e s e t h r e e
colors are red, blue, and yellow, e a c h w i t h
its own unique power.
T h e red-horned gargoyle c a n radiate tremendous h e a t as a free action. T h o s e w i t h i n
5 f e e t of t h e gargoyle suffer l d 4 p o i n t s of
fire damage e a c h round, and any metal weapons o r armor w i t h i n t h a t range also h e a t up
as per t h e druid spell h eat metal.
T h e blue-horned gargoyle may a t t e m p t
t o hold a victim in place magically w i t h a
powerful freezing effect. I t may target o n e
victim per round, who must a t t e m p t a DC
16 Fortitude save. Victims who succeed a t
t h e saving throw are s t i l l slowed t o half
speed as per t h e slow spell; victims who fail
are frozen immobile. T h e gargoyle may use
this power t h r e e times per day.
T h e yellow-horned gargoyle c a n fire a
l i g h t n i n g bolt from its h o r n t h r e e times per
day. T h e b o l t is treated as a ray effect spell
requiring a ranged t o u c h a t t a c k ( a t + 6 ) from
t h e gargoyle t o h i t . T h e target of t h e bolt
suffers 6d6 points of electricity damage ( R e -
C RE AT U RE C 0 L LE CTI O N R E V 1SE D
flex half DC 16). T h e bolt has a range of 60
feet a n d is used i n lieu of a h o r n a t t a c k .
I m m u n i t y t o Magic (Ex):Slarecian gargoyles are immune t o any spell o r spell-like
ability t h a t allows spell resistance, except
as follows:
R e d h o r n e d s 1are c i a n gar g o y 1e s t a k e
damage normally from any magical a t t a c k
t h a t deals cold-based damage.
C REAT U RE CO L L E CT IO N R E V 1 5 ED
Slarecjan Ghoul
Medium Undead
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttaddGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
Description
Some say that when they were set upon simultaneously
by the gods and titans, the only w
survive was to kill themselves. Stories diverge from
there. Some say that slarecian ghouls are all that
remains of a great civilization, while others attest
that the ghouls are but a sampling of a city of
undead slarecians that thnves beneath the
ground.
There is little dispute that these
ghouls were once slarecians.
Whether they became ghouls to
escape destruction or were subject
to it upon death due to a predilection for cannibalism is hardly of
concern to the unfortunates who
face them. Like ordinary ghouls,
the slarecian variety is emaciated, with rotten and decaying
Combat
Slarecianghoulsare deadlyfoes.Muchofthe dangerthey
pose isnot faceduntilafleraghoulisdestroyed-whenvictims
may learn the terrible truth about the slarecian ghouls fetid
touch. A slarecian ghoul attempts to spread its attacks to three
opponents. It expects to afflict most of its foes with fetid touch
and thus force them to retreat, hopefully with one or more
opponentsstillstunnedand unconsciousfrom the fetid touchs
effects. The ghoul may then cany away a meal or pursue
retreating opponents as circumstances warrant.
Fetid Touch (Su):A living creature hit by a slarecian
ghouls attack must succeed at a Dc 16Fortitude save to avoid
havinghisfleshstartrotting.Ifthevictimfails,heisstunnedfor
the next 2d4 rounds. At the end of this time, the victims life
force is whisked away, turning him into a kind of living
undead.
He is considered undead in all respects - immunities,
healing, unaffectedbyraisedeadandsimilarspells,andsoonbut he is not truly undead. Rather, the victim is caught in a
terrible limbo between life and death. Until the effects of the
fetid touch are
removedordissipate,avictimswounds
heal naturally - even magical
spells and potions do not aid in
healiig. Victims i this state
can be hurt further just like
any undead, maklng it a perThe victim acquires a
zombie-likeappearance (ashen
gray skin) until the touchs effectswearoffcompletely.Fetid
touchhasnolaowncureother
than natural recovery, but
some wlzards would certaily
dearly to examine a victim
CREATURE C O L L E C T I O N REVISED
Slarecjan LanguageVjrus
Magical Hazard
Descnptjon
Some wizards who have attempted to decipher
ancient slarecian texts through the use of high magic
succeeded only in afflicting themselves with a bizarre
enchantment or disease. Once afflicted, the victim
cannot speak or write in any language. When she
att ernpts to speak, her voice only enunciates a singsong of garbled gibberish, and when she attempts to
write, her hand moves of its own accord, almost as if
ghost-writing, and etches only scrawling knots of
lines that resemble no known language. T h e victim
also cannot read any language. Though victims can
still think coherently in any language with which
they were fluent before, they h e all ability to cornmunacate externally with such languages.
Were this mental affliction to end there, it would
seem the result of some curse or mystic rune embedde3 i n the slarecian language. Yet the affliction, like
a disease, is contagious, and anyone to whom the
peaks Or anyone who takes more than a
glance of anything the afflicted writes also becomes
suhject to the virus - as if the disease is passed on
through the gibberish the afflicted uses in lieu of
level 15).
CRATURE COLLECTION R E V I S E D
Slarecjan Muse
Tiny Construct
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttaddGappla:
Attack
Full Attack:
Space/Reach:
Special Attack
Special Qualities
SaVeS:
AMltk.
%I10(16 hp)
+O
0 ft.
35 (+25 natural), touch 1, flat-footed 35
None
None
None
2 112 ft.10 ft.
Spell-like abilities, mission
Comtrudtraits,immun~tomagk,darkvision
60 ft, damage reduction lOIadamantine, answer
Fort cl, Ref +1, Will +4
Str -, Dex -,Con -, Int -, Ws 17,Cha
18
-
Skills:
Feats:
Emironment:
Organization:
Challenge Rating:
Treasure:
Alignment
Advanment
Level Adjustment
5
None
Always neutral
4-6 HD (Tiny); 7-4 HD (Small)
Descrhtion
Perhaps a t o n c e t h e most fascinating a n d
most frustrating creature in t h e Scarred
Lands, t h e slarecian muse appears
as n o t h i n g more t h a n a sculpture of a head. The n a t u r e of
t h e head c a n be t h a t of
any race, from h u m a n
t o dwarf t o goblin,
b u t as far as anyone
knows, only o n e
s l a r e c i a n m u s e of
each race exists. Yet
whether a muse exi st s
for
each
i n t e l l i g e n t r a c e or
whether there are
muses for humanoid
races only ( t h u s, n o n e
for dragons a n d so o n )
remains uncertain. T h e
material from which a
muse is sculpted appears t o
be t h e same gem-like material as t h e h o r n s of slarecian
gargoyles.
Evidently unable t o
move e v e n by magical
CREATURE C O L L E C T I O N REVISED
King Dragh ( w h o t h e n ruled from Burok T o r n )
locked his muse away w h e n h e received it, a n d
his great-grandson who rules today has kept it so
( t h o u g h whether t h e muse remains i n Burok
T o r n or whether t h e new dwarven king e v e n
cares o r knows of its presence is unclear).
Of course, muses should be mistrusted, for
though they hold n o specific grudge against those
with whom they consort, they do h a v e a mission
t o complete, t h e details of which remain a mystery. Those wh o take advantage of t h e muses
powers, however, seem t o return t h e favor of t h e
answers by procuring a number of strange, ex otic, a n d expensive items. U n k n o w n to any but
those rulers wh o deliver said items after o b t ai n ing t h e m or hiring others t o d o so, a n object is
devoured by t h e muse a n d never seen again. Shy
of 100 years ago, a centaur king named Narriok
made claims of something of this sort occurring,
but h e later recanted, laughing a t his joke.
O v e r t h e past 200 years, some fortunate
adventurers a n d mercenaries h a v e grown rich
a n d powerful by completing errands for various
rulers. Retrieve a gemstone from some forgotten
cave, o r t he scale of a dragon, or a sacred idol
t h a t is later bathed i n t h e waters of the great
Vaarooshan Falls: slarecian muses seek all m a n ner of peculiar items.
Combat
Slarecian muses d o n o t engage i n combat
unless forced t o do so by aggressive adversaries.
Muses i n t h e possession of racial leaders are
generally protected from such threats, b u t some
of t h e lost muses may n o t be so fortunate. Muses,
however, are extremely difficult t o injure, a n d
those who encounter o n e will more likely fall
prey t o its mind-influencing powers a n d a t t e m p t
t o protect it thereafter. T h e muse t h e n seeks t o
maintain control long enough t o coerce its slave/
friend i nto returning i t to t h e h a n d s of t h e
leaders to whom i t belongs (Le., t h e h u m a n
head, if ever encountered, might desire to travel
to Vashon, h o m e of King Virduk).
C RE AT U RE C 0 L LE CTI 0 N R VISE D
Slarecjan Shadowman
Medium Undead
Hit Dice:
Initiative:
Sped:
Armor class:
Base AttaddGrapple:
Attack:
Full Attack:
SpacelReach
Special Attacks:
Special Qualities:
Skills:
immunity
Fort +1, Ref +11, Will +6
Sb-13, Dex30,Con -, Int 16,W s 14,cha 15
Hide +17, Intimidate +8, Listen +11, Move
Feats:
Environment
Organdion:
Solitary
Challenge Rating:
Treasure:
3
None
Alignment
Alw;n/sneutral
5-8 HD (Medium); 7-12 HD (Large)
-
Saves:
Abilities:
Advancement
Level Adlustment:
Descrjptjon
T h e existence of slarecian shadowmen is a
fact, b u t their nature a n d purpose <ire unclear.
T h ey are believed to be undead creatures, although clerics seem incapable of turning them.
T h e y are also t h o u g h t t o have been spies and/or
assassins for t h e slarecians centuries ago, b u t
this c a n n o t explain why they are en co u n te re d in
t h e present time an d evidently still spy o n o t h ers. W h e t h e r this is because they are ageless a n d
carry out orders given long ago or because some
slarecians yet survive is also unknown.
W h a t is k n o w n , however, is t h e virtual impossibility of detecting t h e creatures. A slarecian
shadowman dwells in darkened areas where it is
indistinguishable from t h e surrounding shadows. Even after it replaces a victims natural
shadow with its own body, a slarecian shadowman
remains difficult to detect - like t h e shadows
themselves, a shadowman can twist an d stretch
its body to duplicate what a natural shadow
would do.
A handful of slarecian shadowmen wander
t h e Scarred Lands o n missions n o o n e c a n h o p e
to understand. Rumors circulate t h a t o n e
CREATURE C O L L E C T I O N REVISED
Combat
A slarecian shadowman c a n be frustratingly
invulnerable or quickly dispatched depending
o n t h e foes it faces. Since it is immune t o almost
everything but light- o r fire-based attacks, a
slarecian shadowman targets first enemies with
t h e ability to harm it. Spellcasters are certain to
be a t t h e top of t h e list, since they might h a v e
l i g h t o r fire spells a t t h e i r disposal. T h e
shadowman tries grafting t o t h e most powerful
spellcaster first t o destroy t h e memory of any
spell t h a t might h a r m it.
Because it is made of t h e stuff of shadows, a
shadowman n o t interested i n remaining camouflaged c a n stretch as m u c h as 30 feet away from
its grafted v i c t i m t o a t t a c k a n o t h e r foe. Its
shadowstuff c o m p o s i t i o n a l so e x p l a i n s t h e
creatures AC of 30 regardless of any possible
modifiers such as size or facing.
Absorb Memory (Su): O n c e a shadowman
grafts to a victim (see below), it c a n access h e r
t h o u g h t s a n d m e m o r i e s . Every day t h a t a
shadowman remains grafted, t h e victim receives
a DC 1 4 W i l l save ( i t is recommended t h a t t h e
GM roll this privately). O n a successful save,
t h e GM may report t h a t t h e victim experienced
a restless night of nightmares. O n a failed save,
t h e slarecian shadowman becomes privy to d %
of t h e victims memories a n d thoughts. T h e
shadowman always keeps t h e highest percentage
roll made thus far - so if o n day 1 i t accesses
56% of t h e victims memories and o n day 2 rolls
24%, t h e shadowman still knows 56% of t h e
victims memories. A slarecian shadowman may
use this ability o n c e per day per graft victim.
Destroy Memory (Su): S e v e n times per
day, b u t n o more t h a n o n c e per round, a slarecian
shadowman may a t t e m p t t o destroy a memory of
someone t o whom it is grafted - a password, a
memorized spell, t h e victims mothers name,
a n d so forth. T h e slarecian shadowman must
have absorbed knowledge of t h e targeted memory
already. Roll d%; if t h e result is equal t o or less
t h a n t h e absorb memory score (see above), t h e
shadowman knows t h e memory and may target it
for destruction.
T h e victim receives a DC 14 Will save t o
resist memory destruction. On a failed save, t h e
memory is lost permanently (though t h e slarecian
shadowman retains i t ) , a n d t h e victim does n o t
notice t h e loss. A memorized spell c a n be re-
CREATURE C O L L E C T I O N REVISED
SleetDevjl
but talespaint itastheembodimentoffrozentravelersanger
8d8+24 (60 hp)
or a manifestation of the cruelty of long northern winters.
+4
Rumors suggest that one of the mighty titans must be buried,
3 0 Ft. (6 squares), swim 3 0 ft.
entirely or in part, beneath the ice at the top of the world.
1?(-1 size,+4Dex,+6natural),touchl3, flatFooted15
+6/+13
Sleet devils often lie buried under snow banks to
Bite +? melee (2dbt3 and ld6 cold)
ambush opponents, although they also seem fond of
Bite +? melee (2d6+3 and ld6 cold), 2 claws
+4 melee (ld6+1 and ld6cold)
openlyand slowly approachinglone travelers to heighten
their preys sense of dread. If a sleet devil feels it can toy
10 ftA0 ft.
Improvedgrab, constrict ld6+3, chill
with its opponents, it strikes casually with teeth and
Cold urbtyp, darkvKion 60 ft., elmefital
claws, playing a cat-and-mousegame until it tires of the
traits, sense heat sources, sleet cloud
sport and goes for the kill. Prey that fights back is a
Fort +lo, Ref +5,Will +3
different affair. In such cases, a sleet devil usually tries to
Str 16,Dex 19, Con 16, Int 7, Wis 13,
14
constrict a suitable foe (preferably one without a large
CImb +6,
Artist +Q, Hide+8, Intimibladed weapon in hand) while biting and tearing at a
date+57Listen+37MoveSilent~+77S~t+47
second. Sleet devils are not foolhardy and will retreat if
Swim +8
combat turns against them.
Power Attack
Improved Grab (Ex): To use this ability, the
Any cdd
sleet
devil must hit an opponent of Medium or smaller
Solitaryor frolic (2-7)
with
a claw attack. It if gets a hold, it can constrict.
5
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttaddGrapple:
Attack:
Full Attack:
Space/Reac h:
SpecialAttacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organizahon:
Challenge Rating:
Combat
Treasure:
None
Alignment:
Advancement
Level Adbustment
CREATURE C O L L E C T I O N REVISED
Solar Scarab
Diminutive Magical Beast
Hit Dice:
ld10-l(4 hp)
Initiative:
speed:
+4
30 ft. (6 Sqwm), climb 30
ft.9
nY 60 ft.
(94
Armor Class:
Base AttacWGrapple:
Attack:
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
18(+4size,+4Dex), touchl8,flat-fmtedl4
+1/-13
Bite +3 melee (ld6-2)
Bite +3 melee (ld6-2)
1 ft.10 ft.
Sdar beam
The exceptionally large scarab beetle trundles forward, its carapace a rich golden hue.
Description
The peculiar magical beetles called solar scarabs
new
in the 'arred
Lands.
are a
due
These golden insects are ParticularlY
to their magical ability to store, focus, and redirect
sunlight. Some branches of the Madrielite church
claim that their powers are clearly a gift from the
goddess, but this assertion is not yet proven.
T h e grapefruit-sized solar scarabs subsist on a
diet of anything organic that is
available, but they also appare ntly
draw
some
nourishment from sunlight. At high noon in
some areas of the desert,
the spiraling flights of
shining solar scarabs
reflect like fireworks.
They can exist without sunlight for a time,
but if a solar scarab
spends more t h a n a
week without exposure
to the sun's rays, it simply wastes away.
A few cults of Madriel
have managed to raise and
trainsolar scarabs, lxgely for
the purposes of assisting them
Combat
Solar scarabs are not particularly aggressive toward most creatures, content simply to eat insects,
carrion, deadwood and other scavenged materials.
They tend to attack either in self-defense or, peculiarly enough, when in the presence of undead. T h e
beetles swarm overhead any undead that cross their
territory in broad daylight, devastating the creatures
with a barrage of solar beams. They are less ready to
use up their stores of light at night, but still strobe
sunlight overhead, as if hoping either to injure the
undead (which might be vulnerable to sunlight) or to
attract other entities to deal with the monsters.
Solar Beam (Su): While in direct sunlight, solar
scarabs can focus the sun's rays into a n intense beam
ofheat. A solar scarab must be i n flight above a target,
although
- it need not be directly between the sun and
its target -the solar scarab can direct the beam with
some precision to a range of 30 feet. Targets must
succeed at a DC 10 Reflex save or take 2d4 points of
heat damage. A solar scarab may focus this solar beam
during cloudy weather or indirect daylight, but it
inflicts only Id4 points of heat damage. If hardpressed, a solar scarab can even release all its stored
solar energy (see below) to produce one full-power
beam that deals 4d4 points ofheatdamage to a range
of
feet.
Sunlight Storage (Su): Excited solar scarabs can
release stored sunlight, lighting the area around them
in a 60-foot radius with genuine solar
radiation. This light counts as pure
sunlight for purposes of affecting creatures that are
vulnerable to sunlight.
A solar scarab can maintain this luminescence
for up to 2 hours before
needing to recharge its
stores. To refill its
stores completely, asolar scarab must be
exposed to direct sunR e s i s t a n c e to
Heat (Ex):Solar scarabs ignore t h e first 10
points of damage from any
heat-based attacks and are immune to the adverse effects of
Sour Grub
Tiny Vermin
Hit Dice:
Initiative:
Speed:
Armor Class:
ld8-l(3)
+O
5 Ft. (1 square)
14 (+2size, -1 Dex, +3 natural), 11 touch, 14
flat-footed
Base AtYscMGapple:
Attadc
Full Attack:
SpaceIReach:
Speclal Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Enwmment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
+o/-12
Bite +1 melee (ld4-4 plus paralysis)
Bite +1 melee (ld4-4 plus paralysis)
2 112 Ft.10ft.
Paralysis
Vermin traits
Fort +1, ReF -1, Will -2
Str 3, Dex 8, Con 8, Int -, WK 6, Cha 2
Hide +7, Listen +2, Move Silently +3
Weapon Finesse6
Any temperate and warm
Writhe (2-12)
113
None
Always neutral
2-3 HD (Tiny)
Descriptjon
Sour grubs are becoming a n increasingly
dangerous threat as cities of t h e Scarred Lands
slowly rebuild, spread, and grow crowded. These
vermin originally lived i n t h e wilds, spawning i n
cesspits and stagnant pools or b e n e a t h t h e rotting carcasses of animals. N o w , however, cities
such as Rahoch attract sour grubs i n alarming
quantities. Sewage drains, refuse piles, and e v e n
privies are infested.
4lthough disgusting and tenacious creatures,
sour grubs do serve a purpose i n many modern
cities. Citizens tolerate t h e m t o a degree because t h e creatures eliminate disease-carrying
rats a n d o t h e r vermin with a singular zeal. T h e y
become a problem w h e n their population spreads
to inhabit almost all locales t h at c a n support
t h e m , even t h e vaults of royalty.
People w h o intrude upon sour grub nesting
areas - which c a n be anywhere from gutters t o
back alleys t o stables - are b i t t en a n d injected
with a paralyzing poison. Falling victim t o this
Combat
Sour grubs have n o combat style; they typically bite from hiding w h en disturbed in their
filthy domains. Any a n d all nearby sour grubs
feed upon a poisoned victim.
Paralysis (Ex):A sour grubs bite injects a
paralysis inducing poison; those bitten must succeed o n a DC 9 Fortitude save or paralyzed for
l d 6 rounds. The save D C is Constitution-based.
T h e grub does n o t inject poison w h en feeding on
a paralyzed victim, but w h en t h e victim rouses
from paralysis, t h e feeding grub will inject its
poison again. Grubs feeding o n a n incapacitated
victim deal ld4-4 points of damage automatically e a c h round they feed.
Skills: A sour grub receives a +4 racial
bonus t o Hide, Listen a n d Move Silently checks.
CREATURE C O L L E C T I O N REVISED
Spjder-Eye Gobljn
Small Humanoid (Goblinoid)
Hit Dice:
2d8 (9 hp)
Initiative:
+2
speed:
30 R (6 squares), climb 20ft.
Armor class:
15 (+I size, +2Dex, +2natural), touch 13, flat-
footed 13
Base AttaddCapple:
AttA:
Full Attadc
SpaceIReach:
Specid Attacks:
Special Qualities:
Saves:
Abilities:
Skilk:
Feats:
Environment
Organization:
Challenge Rating:
'Treasure:
Alignment
Advancement:
Level Advancement
+1/-3
&e +2mdee (ld6 and poison) OT Smalljavelin
+4 ranged (ld4)
Bite +2mdee (ld6 and poison) and 4 claws +O
mdee(ld4) or javelin +4 ranged(ld4)
5 k.15 ft.
Poison
All-around vision, darkvision 60 k.
Fort +0,Ref +5,Will +O
Str 11, Dex 14, Con 10,Int 9, Ws IO,Cha 6
Balance +3, Climb +8, Hide +7,Jump +1, Lsten
+I, Spot + 8
Multiattack
Warm forest and underground
Gang(l-6),raidingband(3-18,plus2-8
with
spider mounts and 1 4th-level leader), cr nest
(5-50, plus 2-20 with spider mounts and 2
4th-levd leaden and 1 8th-level cleric matriarch)
2
Standard
Uwally neutral evil
By character class
+1
Descrjptjon
Goblmoids were among the titans' first attempts at creatmg humanoids. The creatures fell short of a suitable servitor
race and were fast forgotten. They soaked up aspects of
scam 111their primordial state,evohng lnto the vaneties of gobllnoid races that exist m present
times.
Spider-eyegoblm were lnfused
with arachnid spirit dunng their
birth, becomlng one of the most
hideous of an already ugly race.
Spider-eyes breed quickly, but
since the female usually eats
the male dunng matmg and since offspnng consume
the female when they hatch
- the population is smaller
than with other goblmoids.
Spider-eye goblins make
their lairs ln deep jungle canopies or III caverns close to the
land's surface. A mamarchygovernseachsmalltribe,withonefemale
pnestess rullng the mbe. After the titans fell, maTt mbes took to worshiplng the
demigoddessSethris, demon-witchof the web.
combat
Spider-eye tactics rely on ambush, making use of their
natural climbing abilityto hide in the tree canopy or on cavern
ceilings where they rain javelinsand darts upon prey. Though
not bright, spider-eye goblins are cunning with traps. In open
combat (i.e., afairfight),theusualgoblincowardiceoftentakes
hold of a leaderless band.
Poison (Ex): A spider-eye goblin's bite carries a weak
poison.Bite-injury,Dll Fortitudesave,ld2Dex/l&Dex.
All-Around Vision (Ex):Due to their multiple eyes,
spider-eye goblins cannot be flanked.
Skills: Spider-eyegoblins receive a +7 racial bonus to
Spotchecks.Mountedspider-eyegoblinssubstitute
Balancefor
Ride (giant wolf spider).
Optional Feat: Mounted spider-eye goblins may choose
Mounted Combat as an alternate feat.
Spjder-EyeGoblin Characters
Spider-eye goblins are ferocious but not courageous.
Those who take the ranger class gain Multiweapon Fighting
(rather than Two-Weapon Fighting) as a bonus feat if they
choose the melee combat style; the feat is still limited to use
while weahg light or no m o r . Spider-eyegoblin characters
possess the following racial traits.
- +4 Dexterity, -2 Intelligence, -4 Chansma.
-Small slze.
-Spacemeach: 5 ft./5 ft.
-A spider-eyegoblm'sbase land speed IS 30 feet and hs
climb speed 1s 20 feet.
-Racial Hit Dice: A spider-eye goblln begm with two
levels of humanoid,whichprovide 2d8 Hit Dice,a base attack
bonus of + 1,and base savlng throw bonuses of Fort +0,Ref +3,
+o.
C R ATU RE C 0 L L E CT 1 O N
R VISED
SpjreWyvem
Medium Magical Beast
Hit Dice:
&I10 (44hp)
Initiative:
speed:
Armor Class:
+3(Dex)
20 ft. (4squares); fiy 120ft. (poor)
18(+3Dex, +5natural), touch 13,flat-footed
15
Base AttaddGapple:
+81+a
Talon +8 melee (2d6)
2talom+8melee(2d6)orbite+8melee(ld8)
or tail +8mdee (ld10plus paralys~)
5 R.15 ft.
Attadr:
Full Attatk:
Space/Reach
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organizatmn:
Challenge Rating:
Treasure:
Alignmennt
Advancement
Level Adjustment
Paralps
Keen senses, screech of the spires
Fort +6,Ref +?, Will +O
Str 11, Dex 17,Con 11, Int 5,WE 6,Cha 6
Move Silently+8, Search +4,
Spot +13
Improved Natural Attacks (talon, claw and
tail)
Any land
Solitary or pair
4
Standard
Alwaysneutral
9-16 HD (Medium); 17-24 HD (Large)
Descdptjon
The spire wyverns nesting habits explain the roosts
atopthegreat towersoftheScarredLandscities.Youngspire
wyveinsin searchof their own temtory often
h d a roostwithinacityandgounnoticed
until rhey grow large enough to prey
upon stray animalsor children.In
thewild,spirewyvemslnhabit
the treetops or build nests
a spire wyvem is
mixed into its nest
Combat
Spire wyverns may attack with two talons and a
bite or may lance prey with their stinging tail. They
typically do not fight except to secure food or protect
their nest. W h en hunting, they attempt to sting prey
and fly away until their paralyzing venom sets in. The
spire wyvem then scoops up the prey and carries it back
to its nest to devour the helpless victim at its leisure.
Paralysis (Ex):The spire wyverns tail delivers a
paralyzing venom. If the tail-sting hits, the victim
must make a DC 14 Fortitude save; if h e fails, he
suffers paralysis for l d 6 hours.
Keen Senses (Ex): Spire wyverns can see a t
distances of up to 1 mile with a great degree of
accuracy. Their keen senses grant them a + 10 racial
bonus to Spot checks.
Screech of the Spires (Ex):Spire wyvems can
issue agreat, piercing screech. This sound may be heard
up to a mile away, and it is distinctive enough that
guards and/or others familiar with an individual spire
wyvern can recognize its particular call. The screech
also temporarily deafens opponents within 60 feet
for 2d4 rounds unless avictim succeeds at a DC 14
Fortitude save.
11
+3/+3
Touch +4melee (disease)
Touch +4 melee(disease)
5 ftJ5 R.
Disease
Unclead, damage reduction lO/magic, imorp e a l traits
Fort +2, Ref +3, Will +4
Str-, Dex 13, Con -, Int 10,WE 4, Cha 12
BlufF+2,Hide+3,Jump+2,L~ten+3,Spot+3
Alertness, Improved Unarmed Strike
Any land and underground
Solitary, ward(10-20),orplague(25-100)
4
None
Usuallyneutralevil
7-12 HD (Medium); 13-18 HD (Large)
-
Descrjptjon
At the height of the Titanswar, Chem of
the Last Great Sickness and Suffering unleashed a tide of diseases to destroy all life on
Scam. His plagues were certainly deadly, but
the death already caused by the war prevented
the diseases from spreading as far as they could
inanonnallyfunctioningwor1d.Whatusewas
infecting a town if a raid destroyed it the next
day?Why infect young boys if they were just
sent off to die at war? Travel was all but
impossible in those times, and Chem was
unsatisfied by the results of his dwindling
illnesses.
His solution was to use t h e spirits
of those claimed by his plagues t o
spread the sicknesses t o others. After
death, the spirits of those who had
agonized under t h e plague the longest,
those whose wills were broken and
spent at death, returned to t h e mortal
world bound by Cherns will. They
traveled through their towns or along
merchant routes, even o n the fields of
battle, t o spread their diseases.
Now t h e gods have locked C h e r n
away, b u t his divine mandate still
lingers. A very few souls who die
Combat
Spirits of t h e plague exist solely t o h a rass t h e living and spread t h e i r horrible
diseases. They spend their nights passing
through towns, caressing t h e faces of t h e
sleeping i n order t o infect them.
Disease ( S u ) : Any creature touched by a
corporeal spirit of t h e plague must succeed
at a DC 13 Fortitude save o r contract a n
advanced form of whatever disease killed t h e
spirit originally. GMs c a n tailor such diseases t o t h e specifics of their campaigns, b u t
they should assume as a default t h a t t h e
disease has a n onset period of l d l O days a n d
t h a t it subsequently causes l d 3 points of
temporary C o n s t i t u t i o n damage per day u n til i t is cured. Disease-curing magic (remove
disease, wish, a n d t h e like) restores t h e victim t o health.
CREATURE C O L L E C T I O N REVISED
SteelBeetle
Large Construct
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttaddGapple:
Attack:
Full Attadr:
SpaceIReach:
Special Attacks:
Special Qualities:
SaVeS:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
60 ft,damagereductionlO/adamantine,wlnerability
Fort +2, Ref +4, Will +2
Str25,Dex14,Con-,Int --,Wlsll,Chal
-
7
None
Alwaysneutral
4-16 HD (Large); 17-24 HD (Huge)
-
Description
T h e steel beetles were built approximately 80
to 120 years ago by t h e magician Gest Ganest and
his apprentices in their (now abandoned) workshop deep in the Kelder Mountains. Some were
used as security for t h e workshop, but most were
sold for hefty commissions to private indiv i d u a l s as bodyguards a n d war
machines. Over the years, most
of these constructs have
been destroyed or worn
out, but some still stand
Combat
In combat, steel beetles fight as directed by
their owner. Typically, they try to place themselves
between attackers and their owner and lash out
with their great steel claws.
Immunity t o Magic (Ex): A steel beetle is
immune to any spell or spell-like ability that allows
spell resistance, except oddly enough for any necromantic magic attack which causes energy drain.
If t h e effect allows a saving throw, then the steel
beetle must save against the effects (even if th e
effect calls for a Fortitude saving thro\v). If the steel
beetle would suffer a negative energy level of damage from such a n effect, then it instead becomes
inert until reenergized by a new sacrifice.
Vulnerability (Ex):Similar to its necromantic magic vulnerability above, if a steel beetle
suffers negative energy level damage from any supernatural effect, such as t h e touch of some
undead, t h e n it instead becomes inert.
CREATURE C O L L E C T I O N REVISED
Storm Kin
Medium Elemental(Air)
Hit Dice:
10d8+40 (85)
Initiative:
+1
Speed:
60 ft. (12 squares), fly 60 Ft. (perfect), swim
60 ft.
Armor Class:
14(+1 Dex,+3natural), touch11, flat-footed 13
Base AttaddGapple: +7/+12
Attack:
2 slams +12 melee(ld6+5)
2 slams +12 melee (ld6+5)
Full Attack:
SpaceIReach:
5 Ft. I5 ft.
SpecialAttacks:
Elementaleruption
SpecialQualities:
Damage reduction 5/-, darkvision60 ft.,
elementaltraits, immunities, locatedement
Saves:
Fort +7,Ref +8,Will +'?
Abilities:
Str20,Dex12,Con1'?,Int13,Wis1'?,Cha14
Skills:
Hide +14, Knowledge (nature) +14, Move
Silently+7,Spot +16
Dodge, IronWill, Power Attack
Feats:
Environment
Any land
Organization:
Solitaty or pack (2-8, depending on size of
disaster)
7
Challenge Rating:
Treasure:
Standard
Always chaotic neutral
Alignment
Advancement
11-20 (Large); 21-30 HD (Huge)
Level Adjustment
Description
Storm kin are the spirits of nature commonly
associated with natural disasters such as hurricanes,
volcanic eruptions, tsunamis, and earthquakes. Before her defeat, t h e titan
Lethene unleashed the elemental forces
of chaos on the upstart gods in the form of
the storm kin. T h e Untamed One thought
of living storms and storm kin as her
elemental shock troops, and more than
one god fell before the combined onslaught of volcanic infernos, shrieking
tornadoes, and enormous maelthese spirits were snu
in the Titanswar, storm
kin are still found inciting volcanoes to erupt
and rivers to flood,
dwelling in the pellucid eyes of storms or
in the smoke-choked
hearts of infernos. Stories claim that any who
face and defeat a storm
kin at the heart of the
cataclysm it inhabits can
a.
hurricanewin&.Findinganddefeatingastormkinwhenthey
workinconcertisadauntingifnotimpssibletask,
but ifbrave
adventurers will not or cannot stop them, entire civilizations
might be snuffed out by these zealous forces of nature.
Combat
If its foes are not burned or blasted to death by
whatever cataclysm in which the elemental resides, a
storm kin will focus all its elemental might against
them. If the disaster is large enough, the storm kin
may stay hidden and direct the storm or conflagration
from afar, letting it consume the hapless victims
without making itself vulnerable.
Elemental Eruption (Su): Storm kin command
wild eruptions of elemental force that they can use as
weapons if provoked. Outside of their particular cataclysm, storm kin can turn small manifestations of
elemental phenomena into enormous ones. Light
rain becomes a monsoon or a terrible hailstorm, and
cook fires flare into infernos. Targets of these attacks
take 2d6 points of damage per round of exposure.
While inhabiting its particular disaster, o n the
other hand, the storm kin can inflict devastating
amounts of damage: winds lift victims off the
ground and blow them into cliffs; storm
surges smack victims flat and suck
them down into the depths in an
overwhelming undertow; lava wells
up from the ground itself to burn
victims alive. Targets of these catastrophic attacks take 10d6 points of
damage per round as they are engulfed by nature's most destructive
energies. A successful DC 19 Reflex save halves this damage. Should
a storm kin leave the area of its
the effects subside in 2d4
Immunities (Ex): Storm kin are
immune to all elemental effects, including cold, electricity, and fire.
LocateElement (Ex): Astorm
kin can sense any manifestation of
. elemental energy such as high
river, or a campfire within
CREATURE C O L L E C T I O N REVISED
Strife Elemental
Medtum Elemental
Hit Dice
Initiatm:
speed:
Armor Class:
+I
18(+1Dex,+3~edleather,+lsmallshiekl,
Full Attack:
SpacelReach:
Special Attacks:
Special Qualihes:
+3/+3
Longsword+3 melee (ld8)
Longsword+3 melee (ld8)
5 ft. I5 ft.
Cause strife
Damage redudion 5/-, darkvtsion 60 ft.,
h n t a l traits, impersonate
Saves:
Abiltttes.
Skills:
Lips +6,Spot +6
Feats:
Ennrunment
Organizatm:
Any land
solitary
Challenge Rahng:
Treasure:
Alignment
Advancement:
Level Adjustment
Combat
If attacktd, a smfe elementalfights with average ability
Standard
usuallychaotic neutral
By c W e r class
-
A n o d s m P t mnofawflage k&,
bu&fa d features
pletely unremrkd&
Sly sm&
on his face.
Descnptjon
Stnfe elementals can be found wherever one faces challenges,be it the heat of battle or the ongomg struggles
of dally survival in the Scarred Lands.
Usmg its power to take the gulse of
a soldier, peasant, or adventurer,
an elemental generally tnes to ge
as close to the actual stnfe as
ptmlde without dealing with it
directly. In a town or village, a
strife elemental may be found
working among the peasants
as a simple farmer, labortng
daily under oppressive heat
and suugglmg to grow crops m
a nearly dertile land. In times
of war, the elemental may take
the guse of an archer or lieutenant, so that it may admire the
eventfromafarwithoutsuccumbmg to the hazardsofwar. It might
a b seek to join agroupof adventurers dunng a quest.
Wherever a strlfe elemental goes, life becomes harsher,
more contentious,and more violent for the people around it. In
fact, should the smfe elemental
CREATURE C O L L E C T I O N REVISED
Swamp Gobbler
Small Monstrous Humanoid
Hit Dice:
6d8
+1
Initiative:
speed:
Armor Class:
hP)
Base AttacWGapple:
Attack:
+6/+3
Bite+7meleeldkl)ortail bldgeon+7melee
(ldkl)
Full Attack:
(Id31
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
3
Standard
Usuallychaotic neutral
Descnptjon
Swamp gobblers were once a clan of poor
halflings tricked in a game with the god Enkili or so goes t he story among those who scorn and
abuse halflings in t h e Scarred Lands (i.e., most
everyone). This clan journeyed in search of lush
green meadows t o make their shire but became lost
in a vast swamp. They wandered for many months
until they ran out of food and began to starve.
Enkili t h e Trickster was intrigued with t h e
laughable little people a n d made
t h e m a n offer. If they would give up
their dreams of finding a shire and
live i n t h e swamp as his playmates,
Enkili would see t h a t they were
fed. A l t h o u g h they were famished,
t h e halflings refused, for they
could n e v e r be happy i n a
swamp! So Enkili made t h e
halflings a n o t h e r offer. H e
produced a knucklebone
die with 500 sides. T h e
clans sheriff would roll
Combat
S w amp gobblers are always hungry, a n d
they at t ack a n y t h i n g t h a t t h e y believe may fill
t h ei r bellies. Adventurers traveling t h r o u g h
swamps i n h a b i t e d by swamp gobblers are always at t ack ed . T h e creatures focus o n a partys
rations. S h o u l d they steal o r w i n such treasure
through combat, they disappear i n t o t h e swamps
only long e n o u g h t o consume t h e food. T h e n
they r e t u r n for m o u n t s or familiars, followed by
any l eat h er goods t h a t t h e adventurers carry.
Eventually, t h e swamp gobblers try t o consume
party members themselves.
S w amp gobblers may drop from h i d i n g i n
tree branches t o deliver a powerful tail-blow
t o a victim. A t t a c k i n g from above is t h e only
s i t u at i o n i n w h i c h t h i s tail at t ack may be
B r e a t h e U n d e r w a t e r (Ex):
S w amp gobblers c a n b r e a t h e n o r mally i n swamp water.
Skills: A swamp gobbler has a
+6 racial bonus on H i d e checks
a n d a + 4 racial bonus o n
Swim checks.
CREATURE C O L L E C T I O N REVISED
TanjlsFox
Tiny Animal
Hit Dice:
Initiative:
Speed:
Armor class:
Base AttacMGapple:
Attadc
Full Attack:
SpaadReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feak
Environment:
Organization:
ChallengeRating:
Advancement
Level Adjustment
ld8 (4 hp)
+8
40 ft. (8 squares)
31(+2size,t8Dex,+ll natural),touch20,flatfooted 23
+o/-10
Bite +8melee(ld3-2)
Bite+8 melee (ld3-2)
2 112k.10ft.
-
Silently+8
Weapon Finesse
Temperate and warm forest
Solitary
112
2-3 HD (Tiny)
-
The fox slides like a shadow through the tall grass, its
movement revealed in telltale flashes of golden fur and
occasional glimpses of inquisitive green eyes.
Description
Legend holds that Tanil, goddess of the hunt,
blessed a family of foxes with supernatural speed and
guile. She then amused herselfby hunting the descendants of this breed. Tanils foxes are quick, clever, and
divinely lucky, some believe. Although every hunter
in the Scarred Lands has a tale of how he came this
close t o catching Tanils fox, the rare person who
actually catches one does so only if he is among the
finest hunters to have ever lived. At most, a hunter
with an arrow or sling gets a single shot at one of these
foxes - a single shot to make his name legend.
Combat
Combat is not the divine function of Tanils fox.
Though one might put up a struggle if cornered
(nearly a n impossibility), such foxes are more likely to
flee at any sign of danger.
Skill Mastery (Ex):A Tanils fox is considered
a master at the Hide skill. T h e fox may take 10 when
hiding, even in stressful situations, just like a highlevel rogue.
CREATURE C O L L E C T I O N R E V I S E D
Thunder Orb
Medium Construct
Space/Reach
Special Attacks:
Special Qualities:
Comtrudtraits,immuni3/tomagic,dwkvlsion
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttacWGrapple:
Attack:
Full Attack:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
'Treasure:
Alignment
Advancement
Level Adjustment
Any land
Solitary, pair, or sentinel gtwp (3-5)
5
None
Always neutral
orb.
Description
Thunder orbs are
magical constructs
t h a t guard vaults,
tombs, or other such
places. Created by a n
arcane spellcaster who
summons an elemental
spirit and imprisons i
inside a n enchanted b
salt construct, thunder I
are a unique construct
ered by the element:
imprisoned within.
Combat
Thunder orbs are bold and fearless in combat.
They take their task of guardianship very seriously,
and they drive away any who come too
They
spark with
whenever they
anyone
Constructjon
A thunder orb must be
sculpted from a single block
of basalt weighing at least 500
r
pounds. The materials and specia1 ingredients cost 1,000 gp.
Fashioning the thunder orb
requires a successful DC 15 Craft (masonry or sculpting) check.
CREATURE C O L L E C T I O N REVISED
Trogodon
h g e Monstrous Humanoid (Reptilian)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AttaCMGapple:
Attack:
Full Attadi:
SpaceIReach:
SpecialAttacks:
SpecialQualities:
Saves:
Abilities:
Skills:
Feat%
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
M8+15(37 hp)
+1
40 ft. (8 squares), swim 40 ft.
14 (-1 size,+l Dex,+4 natural), touchl0,flatFooted13
+51+9
Trident +6melee (ld8+2) or claw +6 melee
(ld6t) or tail slap +7melee (ld8+2)
Trident +6 melee (ld&2) and tail slap +2
melee (ld8+2), or trident +6 melee (ld8+2)
andbite+lmelee(ld8+2),or 2claws+6melee
(ld6+1) and tail slap +2 melee (ld&2), or 2
claws +6 melee (ldbl) and bite +1 melee
(ld&2)
10 ft.15 ft.
Bloodlust
Darkvision60ft., holdbreath,regeneration2
Fort +4,Ref +5,Will +3
Str 15, Dex 13, Con 16, Int 4, Wis 9, Cha 3
Hlde +4*,
Jump+2,Listen+3, Spot +3, Swim
+15
Alertness, Weapon Focus (tail slap)
Temperateand warm marsh
Solitary, pair, or swarm (3-7)
4
Standard
Often chaotic evil
6-10 HD (Large); 11-15 HD (Huge)
+4
Descriptjon
T h e trogodon is a bizarre co mb i n at i o n of
reptile a n d h u m a n t h a t infests t h e swamps of
Kan T h e t . Stupid a n d savage, this creature does
little more t h a n swim i n t h e dank waters, h u n t
for food, a n d attack a n y t h i n g t h a t disturbs it.
Asaatthi are known t o use trogodons t o guard
t h e marshes around their few remaining cities.
Rare intelligent trogodons lead t h e races
rudimentary culture. These greater trogodons
make formidable foes, since they add reasoning
an d c u n n i n g to their physical power an d durability. G r e a t e r trogodons enjoy taking their lesser
cousins o n raids against n o n - t r o g o d o n civilizations, e v e n recruiting n o r m al crocodiles in
attacks. T h e y once made asaatthi targets of these
raids also, b u t t h e serpentfolk displayed ruthless
effectiveness in showing t h e folly of such a n act.
Now, asaatthi lend their martial expertise to
d e v e l o p s i mp l e t a c t i c s for t r o g o d o n raids.
A s aat t h i seldom take active part in t h e attacks
themselves, since trogodons d o n o t take direction well in t h e thick of battle.
Combat
Powerful and brutish, a trogodon knows little
of things like tactics. I t has a degree of c u n n in g ,
t h o u g h , leaping o n unsuspecting prey from ambush i n d an k pools an d swampwater. Otherwise,
it simply strikes hard an d fast. If a trogodon
suffers a significant amo u n t of damage early in a
fight, i t flees to safety. Otherwise, blood lust
overwhelms i t , an d t h e trogodon battles to t h e
death.
Hold B r eat h : A trogodon can hold its breath
for a number of rounds equal to four times its
C o n s t i t u t i o n score before it risks drowning (see
DMG, C h a p t e r 8, W at er Dangers).
Blood L u s t (Ex): Trogodons have a n u n h eal t h y love of violence. W h e n o ne scores a
critical h i t or after t h e first 3 rounds of combat
(whichever comes first), it must make a D C 18
W i l l save. If successful, it must make a Will save
at a cumulative +1 DC each round un til it fails
or u n t i l combat ends. O n c e it fails, t h e trogodon
succumbs t o berserk frenzy o n its n e x t tu rn ,
attacking u n t i l either it or its o p p o n en t is dead.
It gains +4to S t r e n g t h , +4 to Constitution, a + 2
morale bonus o n Will saves an d -2 t o Armor
Class. T h e C o n s t i t u t i o n bonus increases t h e
trogodons h i t points by 2 per hit die, which
vanish when its C o n s t i t u t i o n score returns t o
normal after t h e blood lust ends (these temporary h i t points are n o t lost first as is normally t h e
case; see PHB, C h a p t e r 8, Temporary H i t
Points). T h e trogodon can n o t end its blood lust
voluntarily.
R eg en er at i o n (Ex): Electricity deals n o r mal damage t o a trogodon. If a trogodon loses a
limb or body part, t h e lost portion regrows in
3d6 minutes. A trogodon can reattach the severed member instantly by holding it to t h e stump.
Skills: Trogodons have a +IO racial bonus
o n Swim checks. *Due t o their dappled hides,
trogodons gain a +8 circumstance bonus to Hide
checks w h en in water.
CREATURE C O L L E C T I O N R E V I S E D
Trogodon characters possess t h e following
racial traits.
- +4 S t r e n g t h , + 2 Dexterity, +6 Constitution, -4 Intelligence, -2 Wisdom, -8 Charisma.
- Large size.
-Space/Reach: 10 ft./5 ft.
- A trogodons base land speed is 40 feet,
a nd its base swim speed is 40 feet.
- Racial H i t Dice: A trogodon begins w i t h
five levels of monstrous humanoid, which provide 5d8 H i t Dice, a base attack bonus of +5, a n d
base saving throw bonuses of Fort + I , Ref +4,
W i l l +4.
- Racial Skills: A trogodons monstrous
humanoid levels give it skill points equal to 8 x
( 2 + Int modifier, minimum 1). Its class skills are
Hide, J um p, Listen, S p o t and Swim. Trogodons
gain a +10 racial bonus o n Swim checks a n d a + 8
C R E A T U RE C O LLECTl O N R E V 1SED
Troll, Steppe
Lwge Gmnt
Hit Dice
Initiative:
Speed:
Armor Class:
Base AttacMGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
'Treasure:
Alignment:
Advancement
Level A~djustment
Combat
Steppe trolls prefer t o fight their enemies
from t h e saddle, riding down foes a n d striking
t h e m with long heavy lances o r curved sabers.
Hunters also favor powerful composite bows with
~~~~~~~~~~~~~~~
~~
CREATURE C O L L E C T I O N REVISED
broad iron arrowheads, although steppe troll
culture frowns o n using such weapons i n combat, preferring t o fight enemies face-to-face.
Regeneration (Ex):Fire a n d acid deal n o r mal damage t o a steppe troll. If a steppe troll
loses a limb or body part, t h e lost portion regrows in 3d6 minutes or t h e creature c a n reattach
t h e severed limb by holding i t t o t h e stump.
(ld8).
- Special Qualities (see above): regenerat i o n 3, low-light vision.
- A u t o m a t i c Languages: G i a n t .
- Favored Class: Barbarian.
- Level Adjustment +3
CREATURE C O L L E C T I O N REVISED
Ubantu Tribesman
FdAttadc
ld8 (4 hp)
tl
3 0 ft. (6 syares)
15(+lsize,t 1 Dex, t 3 hideamor), touchl2,flatfmtd 14
+l/tl
Small warhammer +4 melee (ld6tI) or small
javelin t 4 ranged(ld4+1 plus poison)
Small wdnarnmer +4 melee (ld6tl) or small
javelin+4 ranged(Id44 plus poison)
5f
t h ft.
Description
The Ubantu consider themselves
the only truly intelligent creatures who
inhabit the Desert of Onn. They believe that Hedrada protected them
from the ravages of the mad titan
Lethene, Dame of Storms. They
claim that the deserts colossal
tortoises arose from Hedradas
footsteps when the made the
desert. Onns other predators
reputedly exist to protect the
Ubaritu from outsiders and to
punish the weak and sinful
among them.
T h e U b a n t u construct
sprawling tent-cities of bone and
ratroo skin under empty and sunflaked tortoise shells. They are polite
if abrupt, but do not tolerate disruptive visitors. Offending guests are
left the guest in the desert to fend
for themselves. Those who survive do so at Hedradas will,
*I
.u4~2*~~sm-~mv~mm~P
Combat
Ubantu use knives made from sand burrower teeth,
bone atl atls with poison-tipped spears, ratroo-hide slings,
and hand-crafted hammers. They hunt in parties and
fight in bands. In battle, they swarm enemies in as great
a number as possible.
Immunity to Ubantu Poison (Ex): Ubantu are
immune to the poison they make.
Skills: Ubantu tribesmen receive a +5 racial
bonus to Handle Animal, Ride and Survival checks.
Ubantu Characters
The Ubantu are often barbarians, although
they make effective rogues given their size and
agility. Sorcerers and wizards are rare among
them, but priests are venerated as the eyes, ears,
hands, and mouths of Hedrada (whom their
culture depicts as a giant bird). Ubantu possess
the following racial traits.
- +2 Dexterity, -2 Charisma.
-Small size.
-SpaceFeach: 5 ft./5 ft.
- An Ubantus base land speed IS 30 feet.
-Racial Skills: Ubantu gain a +5 racial bonus
to Handle Animal, Ride and Survival checks.
-Automatic Languages: Ubantu.
-Favored Class: Cleric or Ranger.
-Level Adjustment: +O
The Ubantu presented above had the following
ability scores before racial adjustments: Str 13,Dex
15, Con 14, Int 10, Wis 12, Cha 8.
%
?
?
?
CREATURE C O L L E C T I O N REVISED
Undead Ooze
Huge Ooze
Hit Dice:
Initiative:
speed:
Armor Class:
Base AttaMGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
6d10+32(65 hp)
-4
20 Ft. (4 squares), climb 20 Ft.
4 (-2 size, -4 Dex)
+4/+12
Slam +4mdee (ld8 and ld6 cold)
Slam t 4 melee (ld8 and ld6 cold)
15RJ10 Ft.
Cold,engulf, skeletons
Ooze traits, undead, blimkight, creeping
Fort +4,Ref -2, Will -2
Str 10,Dex 3, Con 15, Int -, Wis 2, Cha 1
4
None
Always chaotic evil
Descriptjon
The undead ooze is created when an ooze of any
other sort violates the grave of a restless and evil soul.
A malevolent spirit, still tied to the rotting flesh
consumed by the ooze, occasionally enters it. This is
the last meal the ooze takes as a living creature, as it
is changed into a thing of undeath and filled with a
hatred of the living as well as a low cunning.
Once the transformation is complete, the
oozes former type is undeterminable. It becomes a huge, viscous, black mass from which
the bones of its victims corpses occasionally protrude. Hereafter it stalks the living,
preferring intelligent prey that is the
most terrified of it.
Combat
The undead ooze almost always
tries to approach its victim from behind.
If the target is unarmed and likely to be easy
prey, the ooze takes a moment to reveal its presence and revel in the victims terror before making
the kill. Otherwise, it tries to strike from surprise.
Cold (Ex): Any victim engulfed by the ooze
suffers ld6 points of cold damage per round.
Engulf (Ex): Any Large or smaller opponent hit
by a successful slam attack may be engulfed in the
next round. Victims who do not take attacks of
CREATURE C O L L E C T I O N REVISED
Combat
Unholy Chjld
Tiny UnAad (Incorporeal)
4d12 (26 hD)
Hit Dice:
\
I,
Initiative:
-1
Speed:
Armor Class:
Base AttacMGapple:
13
+2/-10
Attack
Full Attack:
touch (ld6-4)
SpaceIReach
Special Attacks:
Special Qualities:
Saves:
Abilik
Skills:
Feats:
Envirunrnent
Organizahon:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
2
None
targetsufferstheeffectsoffr~tbite,tak~g2d6pointsofcold
damage.The frosttouch also takes effect if the unholy child
claws an opponent.
Descriptjon
These deceptive creatures are the spirits of
drn~
murdered or left to die by their parents.
Noneknowwhat happens afterdeath to instillrage
UI such a young heart, but the sincentyof an unholy
childs consummghatred cannot be doubted.
Some unholy children merely seek revenge against their killers and move
on, while others may haunt a family
-,
or house for generations. The spirit
m,2y be exorcised and bound, but
many clerics believe that what the
spint truly needs is a proper name
(many such infants die unnamed) and funeral rites. Thls
/
folklore is popular and often
scoffed at by those who r e p
larly deal with spints.
The unholy child appears still ;I/scarred by its means of death and
arrayed III a rotting swaddlmg blanket or whatever it was wemng when
it died.
-3
) -
---/
-d
CREATURE COLLECTION R E V I S E D
Valraven
Huge Magical Beast
Hit Dice:
Initiative:
+h
.-
Descrjptjon
Combat
CREATURE C O L L E C T I O N REVISED
Vengaurak
LanpAlberration
Organizabon:
Challenge Rating:
Treasure:
None
Always chaotic evil
8-14 HD (Large); 15-21 HD (Huge)
-
Hit Dice:
Initiative:
Speed:
Armor Class:
Base AHtacMGapple:
AttadC
Full Attack:
Space/Reach
SpectalAttacks
SpecialQualhes:
Saves:
Abilities
Skills
Feats:
Environment
Alignment
Advancement
Level Adjustment
Descriptjon
Vengadarecreaturesthat have been
horribly transformed by the influence
of Gaurak. These monsters, once
burrowing insectsmutated by the
titan's buried essence,
Combat
T h o u g h n o t particularly intelligent,
vengaurak often have opportunity t o ambush
prey at t h e beginning of a rampage. W h e n moving i n t o a new area, they burrow tunnels, t h e n
lie in ambush until detecting prey with their
tremorsense. W ai t i n g under t h e earth until their
hunger spurs t h e m o n , t h e vengaurak are known
t o erupt into city streets, unerringly discovering
an d devouring any who choose t o hide rather
t h a n flee.
Vengaurak are single-minded in combat they d o n o t see enemies, only things to be e a t e n .
T h e i r clawing attacks are i n t en d ed to drag food
t o their t eet h , but they still cause horrendous
wounds. O n c e set o n a target, a vengaurak never
ceases pursuit unless an o t h er tasty bit tries t o
bar its path.
Frenzied C h a r g e (Ex): A vengaurak c a n
make a special charge attack. Charging 60 feet
in a straight l i n e, it c a n make a bite attack
against any foes w i t h i n 5 feet of the charge's
path. W h i l e charging, t h e vengaurak make make
a bull rush a t t a c k as a free action against anyone
directly i n t h e p a t h of its charge; if successful, t h e hull rush knocks
t h e o p p o n en t away 5 feet
so
the
laterally
v e n g a u r a k may c o n tinue its charge. Th is
bull rush a t t e m p t
does n o t provoke a n
a t t a c k of o p p o r t u R en d (Ex): If a
vengaurak hits with
t h r e e or more claw
attacks, it may savag e
its
victim
f u r t h er , au to ma tic a lly
inflicting an additional
l d 8 + 6 points of damage.
Immunities (Ex): Poisons of any sort have n o
effect o n a vengaurak.
T h e creature is also immune to sleep, paralysis,
and any illusion that
does not include a
taste component.
CREATURE C O L L E C T I O N REVISED
Tiny Animal
Base Attack/Gapple:
Attack:
2d8 (? hp)
+4
fly 60 ft. (5 squares), fly 150 ft. (good)
22(+2size, +4Dex, +6natural) touc h16,flatfooted 18
+1/-10
Talon -2 melee (ld10-3 if diving, ld6-3 if
Full Attack:
grounded)
'Talon -2 melee (ld10-3
Hit Dice:
Initiative:
speed:
Armor Class:
if diving, ld6-3 if
grounded)
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats
Environment
Organization.
Challenge Rating:
Advancement
Level Adjustment
WYAbk
Low-light vision
Any mountains
Flock (5-8) or bloodletting (21-32)
1
3-4 HD (Tiny); 5-6 HD (Small)
Descnptjon
Vrail are communal raptors a n d a serious
t h r eat i n many alpine wilderness areas. U n l i k e
most raptors, which dive onto smaller prey a n d
carry t h e m off i n their talons, vrail h u n t as
groups. T h e y swoop d o w n i n quick succession
from different directions, e a c h vrail slashing t h e
target with its razor sharp talons as i t flashes
past. After t h e target bleeds t o d eat h , t h e vrail
descend on t h e body as a flock a n d feed. Vrail
are still dangerous on t h e ground, attacking
targets with their knifelike talons t o protect
their kills. Vrail make their rookeries i n high,
rocky cliff faces, which are typically quite inaccessible. T h e harpies of t h e Scarred Lands are
k n o w n t o keep individual vrail as pets upon
occasion.
Combat
A vrail is very difficult t o h i t while i n t h e
air. O n e may be attacked i n melee combat only
o n t h e round t h a t it swoops in. O n e may be
attacked with missile fire i n t h a t round or t h e
+,-.
I.*** -C+fi--Tird is too far away t o be h i t
,I1 vrail i n a flock at t ack o n
und a n d t h e n circle to surresults. V r a i l c a n m a k e
attacks a maximum of o n c e
rounds. Vrail d o n o t typittack groups of more t h a n
individuals, but circle inwaiting for a n individual
ray too far from t h e group.
s
Well Spjrit
Combat
Base AthddGapple:
Attack
Full Attack
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment
Advancement
Level Adjustment
15 (+4 Dex,
footed 11
+1
deflection), touch
14, flat-
+2/+5
Grapple +4 melee (envelop)
Grapple +9melee (envelop)
5 ftJ5 ft.
Envelop, drown
3
Triple standard
Always neutralevil
6-10 HD (Medium); 11-15
HD (Large)
Descdptjon
If a town does not lie on a river or lake, its villagers
must rely on a well for fresh water. The mundane task
of drawing water becomes quite perilous when the
ghost of a being- who drowned in that well returns
to subject others to the same demise
Since a town cannot survive without water, even the poorest of
hamlets finds the wherewithal to hire magically
inclined mercenaries
to cleanse its water
it is not unknown
+6 racial bonus
C R E A T U R E COLLECTION R E V I S E D
Speed:
Armor Class:
Base AttacWGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
SpecialQualities:
Saves:
Abilities:
Skills:
M8+25(47 hp)
-1
2 0 ft. (4 squares)
15(-1 size,-1 Dex,+7 natural), touchl5,flatfooted 15
+3/+13
Slam +?mdee (ld8+6)
2 slams +?melee (ld8+6)
10 RJlO ft.
lrnprovedgrab,comtridld~6,doubledaamage against objects, trample 2d8+?
Plant traits, damagereduction5hludgeoning
or slashing, vulnerability to fire
Fort +?, Ref +0,Will +3
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
None
Alignment
Advancement
Level Adjustment
Usually neutral
6-10 HD (Large); 13-15 HD (Huge)
-
Descnptjon
O n e of the species of the Arborian
races, the willow tree warriors were created
by Denev as soldiers in the Divine War. Few
new willow tree warriors have been created
since the ascendancy of the gods over the
titans. They can still be found, though, defending groves, springs, mountains, and other places
sacred to Denev. They even go forth in small
copses or even forest-size troops to right a wrong
done to Denev, her holdings, or her followers.
Willow tree warriors stand 10 to 14 feet tall and
are vaguely humanoid in shape. They are lean and
supple, with smooth bark and long hair strands like
willow branches. Their two branch-arms end in hands
that are masses of thick, corded willow branches. In
combat, these hands flail and writhe to entangle
and constrict an opponent.
Combat
Willow tree warriors carry o n fighting until
they perish, unless the situation calls for a strategic retreat. Dependlng on the odds, willow tree
~~
_________
~______.--
CREATURE C O L L E C T I O N REVISED
Combat
M8+10(32)
+3
Base AttacMGapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Ennrunment
Organizatm:
Challenge Rating:
Treasure:
+3/+11
Bite +6 melee (ld8+6plus poison)
Bite +6melee (ld8+6plus poison)
10FtJ5 R.
Leapingattick, poison
Darkvsion60R.,tremorseme60ft.,verm~n
traits
Fort +6,Ref +4, Will +1
Str18D16Con15~nt-We11Cha3
Climb +12, Hide +6,Jump +14,Spot +8
si*,
bad
(1 plus2-20splder-
.Y.goblim)
3
None
Advancement
Always neutral
6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment
Alignment
Descriptjon
G i a n t wolf spiders are a bre
ofahorse, scuttles
T h e giant wolf spider ambushes prey by leaping from concealment, usually maintaining its
attack o n its chosen victim u n t i l t h e prey is
dead. Injured giant wolf spiders c a n be driven
off, however, a n d despite their size and fearsome
appearance, giant wolf spiders are prone to fleeing unless they are extremely hungry. T h e i r
v en o m is comparatively weak for their size, o n e
of t h e reasons t h a t t h e spider-eye goblins were
able t o more or less domesticate t h e m with relative ease.
Leaping Attack (Ex): T h e giant wolf spider
c a n leap up to 4 0 feet, either while running o r
standing still. T h i s leap c a n be used as a charge
attack, a n d the giant wolf spider receives a +4
circumstance bonus to its attack roll when i t
leaps o n t o prey. W h e n n o t used as a part of a
charge attack, this leap is a standard move action.
Poison (Ex): Injury, Fortitude DC 12; in it i a l a n d s e c o n d a r y d a m a g e l d 4 p o i n t s of
temporary S t r en g t h .
Skills: Giant wolf spiders have a +4racial bonus
on Hide checks,a +8 racial bonus on Climband Spot
checks, and a +10 racial bonus on Jump checks. They
may always choose to take 10 on Climb checks, even
if rushed or threatened.
Tiny Fey
Hit Dice:
M6 (17 hp)
Inihahve:
+O
Speed:
Armor Class:
BaseAttacWGrapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
2 112ftJ0 ft.
Combat
T h e woods haunt does not engage in combat
directly. It uses its supernatural powers of illusion to
trick the unwary to their deaths instead.
Wilderness Mastery (Su): T h e woods haunt's
affinity with the forest is so strong that it can create
powerful and subtle illusions to confuse and deceive
travelers. A woods haunt can affect up to 10 targets at
once, and victims must each make a successful DC 12
Will save or be tricked into seeing what the haunt
wants him to see. These illusions are treated as the
Wlklemessmastery
Wildempathy,damageredudion5/cddiron,
Skills:
Feats:
Alertness, Self-Sufficient
Environment
Organizatton:
Challenge Rating:
Treasure:
Alignment
Temperate forest
Advancement
Level Adjustment
spell.
Bluff+6,HandleAnimal+3,Heal-l, Hide+6*,
Knowledge(nature) +?,Ltsten+3,Search+?,
Sense Motlve +3,Spot +3, Survlval+5
S0lltat-Y
3
Standard
Always neub-alevil
6-10 HD (Tiny); 11-15 HD (Small)
-
>-
2
%
Description
A4
4 --?!;I
---.?
6
-.
u
-*@-
-x&f-d
s,-
P'
Wyrmspawn
Hit Dice:
Initiative:
Speed:
Armor Cbss:
Base AttacMGapple:
AttA:
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment
Organizatation:
Challenge Rating:
Treasure:
Alignment:
Advancement
Level Adjustment
Wyrmspawn, Young
Tiny Magical Beast
Wyrmspawn, Adult
Small Magical Beast
ld10-l(4 hp)
+1
20 Ft. (4 squares), climb 20 Ft.
16(+2size, +1 Dex, +3natural), touch 13,flat-footed 15
+1/-10
Bite +O melee
Bite +O melee (1 plus pwalysis) and 2 claws -5 melee (1)
2 112R.10ft.
3d10+3(14hp)
+1
20 Ft. (4 squares), climb 20 ft., fly 80 Ft. (clumsy)
15(+1 size, +1 Dex, +3natural), touch 12, flat-footed 14
+3/-1
Bite +4melee
Bite t4 melee (ld4 plus paralysis) and 2 claws t 2 melee (ld3)
5F
th R.
Paralysis
114
Standard
Always chaotic evil
2-3 HD (Tiny)
Standard
Always chaotic evil
4-6 HD (Small); 7-4
Descrjptjon
~l~~ known as
WyrmS,'* wyrmspawn are
found everywhere from t h e Hornsaw Fore s t co t h e K e l d e r M o u n t a i n s .
Dangerous though t h e creatures
are, their mysterious
m e t h o d of r e p r o d u c tion incites the
most fear i n
humanoids.
Scholars o
the
Scarred
Lands do not
yet u n d e r - a
stand how
4
wyr m sp awn
'
spread their young.
Some legends suggest
that gut wyrms lay eggs
in fruit, while others
claim that the mon- '
sters take form within
someone who performs an evil deed.
However they get
HD (Medium)
CREATURE C O L L E C T I O N REVISED
Combat
Young wyrmspawn h a v e a n overwhelming
desire t o feed, but they flee if attacked. A d u l t
wyrmspawn are similarly cowardly, preferring to
attack weak a n d exposed targets from t h e air. A
flock of wyrmspawn c a n take down a large victim so t h a t all may benefit from t h e feast.
Paralysis (Ex): A wyrmspawns bite c o n tains a paralytic poison. If a n individual is injured
by t h e bite, he must make a Fortitude save (young
DC 9, adult DC 12). T h e poisons initial damage is paralysis for l d 6 + 2 minutes, w i t h no
secondary damage.
L a r v a l Cloud (Ex):O n c e per day, a n adult
wyrmspawn c a n expel a foul cloud a t a n oppon e n t . T h i s cloud covers a 10-foot diameter area;
those c a u g h t w i t h i n t h e area of effect must
succeed a t a DC 13 Fortitude save or be blinded
a n d unable t o b r e a t h e for ld6+2 rounds. T h e
victim must make a second DC 13 Fortitude
save t o avoid ingesting gut wyrm larvae.
Spawn jng
The asexual wyrmspawn spreads its young by flying
low over a living creature and expelling a larval cloud
from itsabdomen.Atsuchanearlystageofgestation, the
wyrm larvae survive only a few seconds of exposure.The
target usually breathes in at least a few. The wyrmspawn
typically sows its seed at night, so the unfortunate victim
often knows nothing is amiss other than waking with a
briefcough from the strangelynoxious air. A wyrmspawn
does not discriminate; sentient beings and livestock
alike may be subject to larval infestation.
The larvae attach themselves to the inside of the
hosts lungs and hatch ld4+2 days later. They chew their
way out from the inside and begin feeding on the host.
Victims suffer 2d6+2 points of damage when the spawn
emerge; a successful DC 15 Fortitude save reduces the
amount by half. Horrifically, creatures that survive the
gut wyrms initial emergence still must contend with the
hungry larvae that wish to consume the rest of their host.
Gut wyrm larvae can be removed through use of
remove disease. Larvae-infested victims who are subjected to poisonous gases might also find that the gas kills
the dormant larvae, assuming the victim himself survives the gas.
Amendjx One:
1
Templates
Butcher Spjrit
Description
Butcher spirits are what remains of animals once
sacrificed in religious rites to feed the relentless hunger of
the titan Gaurak. The animals wholesale slaughter was
avenged by an angry Denev, who sought to destroy the
ravenous lords cults by allowing the animal spirits to
remain in the world to lash out at their murderers. Butcher
spirits linger at the places of their deaths, haunting longabandoned temples or interrupting ceremonies at secret
altars still dedicated to the Voracious One. Robbed of life,
these spirits hate all people and humanoids, whether the
interlopers venerate Gaurak or not.
Butcher spirits are usually tied to the location of their
sacrifice. They are often solitary, seeking revenge for all their
fellow creatures slaughtered at a site. However, some druids
know a tale of a convocation of dead animals that haunts a
ruined temple in the swamplands inland of Liars Sound.
Sometimesbutcher spirits even possess the bodiesof the living
to experience the world again, and to wreak havoc abroad
until rhe first rays of the sun return them to their haunts.
SampleButcher Spjnt
This exampleuses a boar (seeMM, Chapter 2, Boar)as
a base creature.
11 or 16 (+6
+2/+4
+2 melee or gore +4 melee (ld8+3)
Template Changes
Size and Type: The creaturestype changes to undead
(augmented animal). Do not recalculate the creaturesbase
attack bonus, saves or skill points. It gains the incorporeal
subtype. Size is unchanged.
CamjvalKrewe,
PlagueWretch
Descrjptjon
Plaguewretchesareservantsandvictimsofthedreadfullard
SamplePlague Wretch
This example uses a human 4th-level commoner as a
peoplearetheprimaryinhab,tantsoftheongoing,roamingfestival base creature. This human has reached the Old age catthat is the Laughing Mans capital.
Burdened with dozens of diseases and beholden to the
twisted madness of their leader, most wretcheswho survive even
a shorttime in the carnivalare quite mad. Thoughthey may have
pursuedadventuringprofessionspriortotheirexistencehere, they
are now lost in endlessrounds of drinking and celebrating,though
they have not forgotten their skills.
plague wretches are possessed of a tremendous,
stamina and energy, p m of the same gift that allows them to
- even prosper - under the buden of their
to avoid the
Wretches are generally willing to do
displeasure of their lord. They live by his leave alone.
CREATURE C O L L E C T I O N REVISED
Rhemir, the Tinker of the Fever Swamp, plague wretch
4th-level human commoner (advanced to Old Age)
Medium Monstrous Humanoid (augmented humanoid)
Hit Dice: 4d8+27 (45 hp)
Initiative: +O
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5natural), touch 10, flat-footed 15
Base Attack/Grapple: +21+6
Attack: Slam +6melee (ld3+4, plus touch o f death)
Full Attack: 2 slams +6melee (ld3+4, plus touch of death)
SpacehZeach: 5 ft.15 Ft.
Special Attacks: Touch OF death
Special Qualities: Damage reduction 5/magic
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 18,Dex 10, Con 23, lnt 12, Wis 13, Cha 4
Skills: Climb +5,Jump +6,Listen +5,Profession (tinker) +lo,Spot
+5,Swim +5, Use Rope +2, Survival +2
Feats: Skill focus (Profession - tinker), Toughness
Environment: Tropical swamps
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignmenk Neutral evil
Level Adjustment: +2
The Fortitude save against this plague wretch's touch
of death ability is 14.
Possessions: Peasant's garb, worn shoes, tinker's kit,
pack with food and old pots and pans hung from it.
have other kinds of natural weapons retain their old damage values, or use the appropriate value trom the table
below, whichever is better.
Fine
Diminutive
719
Small
Medium
Large
ld2
ld3
Id4
Id6
Id8
2d6
Huge
Gargantuan
Colonal
Fat1jn g
Description
After the Divine War, the gods may have buried
Gaurak the Gorger beneath the earth, never to escape, but
that doesnt mean his vile influence cant still be felt on the
Scarred Lands. The highest priests and most favored of
Gauraks servants (all of whom worship the titan in secret,
often at hidden shrines or in refuse pits) are blessed by their
buried lord. Gauraks favor is clear to those who know what
to look for: A patch of jaundiced, greasy melons grows
somewhere near the followers shrine. Eating these repulsive fruits transforms the druidic priest into a reflection of
the Ravenous One himself.
The servant becomes a fatling, a grotesquely obese
monstrosity around whom other adherents to the titan
gather to perform their disgusting rituals, in hopes of
currying the buried titans favor. Repugnant as a fatling
might he, followers of Gaurak who honor the creature
would give their very lives to protect the titans chosen.
Fatlings are inhumanly repulsive masses, literally rolls
upon rolls of greasy sallow skin. They constantly sweat a
foul-smelling slippery oil that allows them to lumber their
bulk around.. . when they choose to move at all. They are
so obese that they can hardly raise their own limbs. Fatlings
receive the further gift of lard worms (see the Lard Worm
sidebar), creatures that inhabit the priests folds and eat
whatever might be trapped therein, including the decaying
bits of flesh that the fatling routinely sloughs off.
As repulsive as fatlings are, there is one piece of
knowledge that makes them all the more disturbing: They
were once human.
Although fatlings would seem defenseless, theyre
actually quite potent. Blunt weapons cannot harm them,
thanks to the creatures excessive tissue. Sharp weapons
may cut through their fat, but the damage is merely cosmetic. The abominations are also highly resistant to magic.
Fatlings have a variety of spells at their disposal, and
anyone who gets too close can be pinned and suffocated
under layers of blubber.
5 ft. (1 square)
+IO natural),
touch 4, flat-
Full Attack:
Spacemeach: 15 f t A 5 ft.
Special Attacks: Envelop, lard worms (Id6 plus poison)
Special Qualities: Animal companion (dire badger), body dominance, damage reduction 5/piercing, immune to bludgeoning
weapons, mountain dwarf traits, nature sense, oil secretion, resist
natures lure, spell resistance 21, trackless step, venom immunity,
wild empathy, wildshape (4/day, Large; limited by body dominance), woodland stride
Saves: Fort + I 8 Ref t1 Will t13
Abilities: Str 20, Dex 3, Con 24,lnt 12, Wis 18, Cha 1
Skills: Concentration t10,Diplomacy +7, Heal t8, Knowledge
(nature) +IO,Ritual Casting +IO,Spellcraft t14, Survival t17
Feats: Craft Wondrous Items, Enlarge Spell, Great Fortitude,
Ritualist**
Environment: Subterranean
Organization: Solitary
Challenge Rating:
12
Treasure: Normal
Alignment: Neutral evil
t4
Druid Spells Prepared (6/5/5/4/4/2): 0-lvl - create
water, detect poison, shockwave* (x2), spark, virtue. 1st body ofsand**, chameleonskin*, faeriefire, shockwavestrike*,
summon natures ally I. 2nd - barkskin. bolt o f bower**
(x2), charm person or mammal, frog tongue*. 3rd earth blast**, meld into stone, spike growth, stone
shape. 4th -dispel mag^, frostform**, spike
stones, summon natures ally IV. 5th boneblades**, cure critlcal wounds.
Possessions: staff of swarming insects (50 chg), bracers of armor (+2),
wand of cure light wounds (CL Ist,
50 chg), potion of cure moderate
wounds.
* From Relics & Rituals.
** From Relics & Rituals 2:
Level Adjustment:
Sample Fatljng
This example uses a dwarven 10th level druid as a base
creature.
,est Lore.
Creatjng A Fatljng
Fatling is a template that
can be added to any humanoid
creature (hereafter referred to as
the base creature),provided it
is able to cast druid spells.
CREATURE C O L L E C T I O N REVISED
A fatling has all the base creatures statistics and
special abilities except as noted here.
Size and Type: The base creatures size increases to
Huge(the ability modifiersfor this size increase are already
figured into the ability changes below). The creatures type
changes toaberration (augmented humanoid). Do not recalculate base attack bonus, saves or skill points.
Speed: The base creaturesspeed becomes 5 ft.
Armor Class: A fatling has a +10 natural armor class
bonus, or the base creaturesnatural armor bonus, whichever is better.
Attacks: The fatling retains all the attacks of the base
creature and also gains a slam attack if it didnt already have
one. If the base creature can use weapons, the fatling retains
this ability. A creature with natural weapons retains those
natural weapons. A fatling fighting without weapons uses
either its slam attack or its primary natural weapon (if it has
any). A fatling armed with a weapon uses its slam or a
weapon, as it desires.
Full Attacks: The fatling fighting without weapons
uses either its slam attack (see above) or its natural weapons
(if it has any). If armed with a weapon, it usually uses the
weapon as its primary attack along with a slam or other
natural weapon as a natural secondary attack.
Damage: Fatlings have slam attacks. If the base creature does not have this attack form, the slam inflicts 2d8
damage. A base creature with a slam attack retains its old
damage rating or uses the one above, whichever is better.
Spacemeach: The fatlings space/reach becomes 15
ft.,15 ft., unless it was greater.
Special Attacks: A fatling retains all the special attacks
of the base creature and gains those described below.
2 h d o p ( E x ) : A fatling can try to wrap a creature of
Large size or smaller in its body as a standard action. The
fatling attempts a grapple that does not provoke an attack
of opportunity. If it gets a hold, it crushes the victim,
dealing crushing damage each round the hold is maintained. An enveloped victim must hold his breath or
suffocate (see DMG, Chapter 8, Suffocation).
Zmd Worms ( E x ) : Fatlings are infested with colonies
of horrific lard worms, creatures that feed off of the rotting
flesh that collects in the corpulent folds of the fatlings, both
from victims and bits sloughed off by the fatlings themselves. Those who have been successfully enveloped by a
fatling take ld6 damage from lard worms bites every round.
Additionally, the target must make a DC 10 Fortitude save
or be paralyzed for ld6+1 rounds. During that time, the
target automatically takes full bite damage (6 points per
Hag, Brine
Description
The Metamorphosjs
The hag feeds the woman a diet of strange fruits and
herbs, raw fish, poisonous berries, gulls heads, fungal tea or
whatever bilious concoction is appropriate to begin the
evolution. Step by step, the woman casts aside her humanity (or has it stripped from her by her grandmother);by
the time she reaches late middle age, she has mastered the
elemental ways of the hag women.
Untrajned Hags
Not all hags are brought into being by other hags.
There are some women who feel such deep hatred, anguish
or rage that it sustains them through circumstances that
would normally kill them. Sages are not quite sure how such
creatures spontaneously erupt, although Yugman has a
theory, of course: hidden pools of Mormos blood, bile or
breast-milk shed during the Divine War. In game terms,
they are able to ignore the Special Prerequisite listedfor the
templates below, but there must usually be some kind of
extraordinary circumstance involved.
CREATURE C O L L E C T I O N REVISED
9%
18
Base Attack/Grapple: t2/+3
Attack: Claw +3 melee (ld6t4)
Full Attack: 2 claws +3melee (ld6+4),bite -2 melee (ld6+2)
Spacemeach: IO ft./lO ft.
Special Qualities: Darkvision 120 ft., scry, summon familiar
(seahawk - treat as normal hawk)
Saves: Fort +7, Ref +7, Will +8
Abilities: Str 12, Dex 18, Con 18, Int 14,Wis 14, Cha I?
Skills: RlufF +IO, Concentration +11,Craft (alchemy) t 8 , Knowledge (arcana) +8, Spellcraft t?, Swim +?
Feats: Brew Potion, Combat Casting, Craft Wondrous Item, Empower Spell, Great Fortitude, Iron Will, Lightning Reflexes
Enviromment: Temperate aquatic
OrganiTation:Solitary
Challenge Rating: 8
Treasure: Normal
Alignment: Neutral evil
Level Adjustment: t 6
Possessions: wand of magic missiles (CL 1, 50 chg), 3
potions ofshield, 2 potions ofcure light wounds.
SpellsKnown (cast 6/8/4): 0-lvl- chill/warmth*, detect
magic, detect poison, light, prestidigitation, ray offrost. 1st buoyancy net*, shield, shockinggrasp. 2nd - swift water.
* From Relics & Rituals.
4* From Relics & Rituals 2: Lost Lore.
CreatjngABnneHag
Brinehag is a template that can be added to any female
humanoid that is capable of casting sorcerer or adept spells.
A brine hag uses all the base creatures statistics and
special abilities except as noted here.
Size and Type: The base creatures size increases to
Large (the ability modifiers for this size increase are
already figured into those given under Abilities, below).
The creatures type changes to monstrous humanoid
(aquatic, augmented humanoid). Do not recalculate base
attack bonus, saves or skill points.
Hit Dice: Increase all current and future sorcerer or
adept Hit Dice to d8.
Speed: Increase base speed to 40 ft. Brine hags may
also swim with a speed of 80 ft. and climb at a speed of 10
ft. If the creature has better movement rates from its normal
form, use those instead.
Armor Class: A brine hag has a +9 natural armor
bonus or the base creatures natural armor bonus, whichever is better.
Attack: The brine hag has two claw at tacks and a bite
attack, and the claws are the primary natural weapon. If the
base creature can use weapons, the brine hag retains this
ability. A brine hag fighting without weapons uses a claw
when making an attack action. When it has a weapon, it
usually uses the weapon instead.
Full Attack: A brine hag fighting wlthout weapons
uses both claws and its bite when making a full attack. If
armed with a weapon, it usually uses the weapon as its
primary attack and its bite as a natural secondary attack. If
it has a hand free, it uses a claw as an additional natural
secondary attack.
Damage: The brine hags bite attack and claw attacks
both inflict 1d6 damage or the base creatures claw and bite
attack damage, whichever is better.
Spacemeach: The brine hags space/reach becomes
10 ft./lO ft., unless it was greater.
Special Qualities: A brine hag retains all the special
qualitiesof the base creature and gains those describedbelow.
Darkvision ( E x ) : 120 ft.
Scry (Su): When brine hags do take an interest in the
surface, they are able to watch from a distance in their
scrying shells, the iridescent shells of giant oysters that the
brine hag has prepared for her own use. Thisscrying is sightonly and can be maintained for up to an hour a day; the hag
may divide this time into multiple scrying sessions if she
chooses. In all other ways,this is treated as the scry spell cast
at the hags caster level.
Abilities: Increase from the base crearure as follows:
+4Strength, +4Dexterity, +6 Constitution, +4Wisdom,
+4 Charisma.
Skills: Brine hags get a +4 racial bonus to Craft
(alchemy) checks. They also gain a +8 bonus to both Climb
and Swim checks.
Feats: Brew Potion, Great Fortitude, Iron Will,
Lightning Reflexes.
Environment:Any aquatic
0rganization:Solitary or pair
Challenge Rating: Same as the base creature +4.
Treasure: Standard
Alignment: Usually neutral evil
Advancement:Same as base creature.
Level Advancement: Same as the base creature +6.
Hag, Cavern
Description
Cavern hags live underground to learn the secrets of
earthandstone. By the timesheattainsfullhagstatus, acavern
hags eyelids have permanently grown together, making her
stone blind- but no less dangerousfor that. A cavern hag can
smell an enemys whereabouts to within inches.
The cavern hag devotes much of her time to her
alchemy; her acute sense of smell allows her to easily
distinguish one material from another, thus negating any
handicap her blindness might otherwise inflict. A cavern
hag is torn between hate and resentment for all mortals and
a buried longing for human companionship; most cavern
hags compromise by making their lairs in deep caves near
human settlements, where they can capture humans to
torture and devour when the loneliness grows too acute.
Subterranean beasts are the closest thing to a cavern hags
friends, particularly monstrous vermin; some cavern hags
have even managed to tame barrow worms as pets.
In combat, a cavern hag generally prefers to ambush
her victims. She almost always has a means to extinguish
intruders light sources (particularly her spells, which are
chosen with this in mind). Once her prey has been blinded,
she sends in her pets to attack, hurling more spells as she
advances. If a group seems particularly strong, she instead
shadowsthem as they pass through her territory, picking off
any stragglersone by one.
Environment: Subterranean
Organization: Solitary
Challenge Rating: 13
Treasure: Normal
Alignment: Lawful evil
Level Adjustment: t 5
CreatjngACavem Hag
Cavernhag is a templatethat can be added to anyfemale
humanoid that is capable of casting sorcerer or adept spells.
A cavern hag uses all the base creatures statistics and
special abilities except as noted here.
S i and Type:The base creaturessize increases to Large
(the ability modiiers for this sue increase are already figured into
those given under Abilities, below). The creaturestype changes
to monstroushumanoid (augmentedhumanoid).Do not recalculate base attack bonus, saves or skill points.
--
I
_
_
CREATURE C O L L E C T I O N REVISED
Hit Dice: Increase all current and future sorcerer or
adept Hit Dice to d8.
Speed: Increase base speed to 40 fr. Cavern hags may also
climbat a speed equalto their base speed. If the creaturehas better
speed from its normal form, use that rating instead.
Armor Class: A cavern hag has a + 12 natural armor
bonus or the base creature's natural armor bonus, whichevei- is better.
Attack: The cavern hag has two claw attacks and a
bite attack, and the claws are the primary natural weapon.
If the base creature can use weapons, the cavern hag retains
this ability. A cavern hag fighting without weapons uses a
claw when making an attack action. When it has a weapon,
it usually uses the weapon instead.
Full Attack: A cavern hag fighting without weapons uses
htb clawsand its bite when making a full attack. If anned with a
weapon, it usually uses the weapon as its primary attack and its bite
as aimtural secondw attack. If it has ahand free, it uses a claw as
an additional natural secondary attack.
Damage: The cavern hag's bite attack and claw attacks both inflict ld6 damage or the base creature's claw
and bite attack damage, whichever is better.
Spa&each: The cavernhag'sspace/reachbecomes 10ft./
10ft., unless it was greater.
Special Qualities: A cavern hag retains all the special
qualitiesof the base creature and gains those described below.
Bli&&t (Ex) ;The cavernhag can sense her surroundings
and nearbycreaturesin total darknessusing scent,hearingand the
vibration of the air (which she detects through the fine hairs
growingfiomhermoles).Shesuffersnopenaltiesinmeleecombat
and can detect all foes within 120feet as a sightedcreaturewould
(beyond that range, targetscount as totally concealed).Negating
the cavernhag's sense of hearingor smell removes her blindsight,
although she still has access to the Blind-fight feat (see below).
Damage Reduction (Su):The cavern hag's stony hide
gives her a damage reduction of S/magic.
Immunities ( E x ) : Immune to illusions, visual effects,
gaze attacks and other attack forms that rely on sight.
Abilities: Increase from the base creature as follows:
+6 Strength, +2 Dexterity, +4Constitution, +4Wisdom,
+4Charisma.
Skills: Cavern hags gain a +4 racial bonus to Craft
(alchemy) checks. They also gain a +8 bonus to Climb
checks.
Feats: Blind-Fight, Brew Potion, Iron Will, Power
Attack.
Environment: Any underground
Organization: Solitary or pair
Challenge Rating: Same as the base creature +3.
Treasure: Standard
Alignment: Usually lawful evil
Advancement: Same as base creature.
Level Advancement: Same as the base creature +5.
Hag, Ice
Descnptjon
Wrapped in a tattered, dirty collection of the hides of
their prey, ice hags haunt the northern lands, feeling it
their sacred duty to protect the White Wastes of Fenrilik
(where even the faceless giants do not tread) from incursions by humanoids. They haunt the wilderness outside
settlements, avenging themselves on the mortals who once
sent them outside to die of exposure.
Ice hags may dig dens in the ice for themselves and any
attendant animals to sleep in. An ice hag may have various
animal followers, from dire wolves to polar bears; they have
also been known tostrikepactswithsleetdevils toshare prey.
At least one ice hag of notable age and cunning has positioned herself as the chieftainess of a tribe of ice ghouls, who
bring her meat in exchange for her guidance and strength.
Unlessher victim is a lone wanderer or obviously easy prey,
an ice hag tends to order her menagerie of arctic allies to attack a
pm to soften the interlopers up. Once the party has been
weakened -and she has evaluated their tactical preferences thehag either amcksdirectly,usingherbreathwt.aponagainstthe
most dangerous spellasters;or stalks the party, picking them off
one at a time as they sleep.Her vicious claws and terriblestrength
serve an ice hag well in hand-to-hand combat.
17
Base Attack/Grapple:
t8/+12
10 f t /IO f t
Large greataxe ofspellstoring, usually contains ray ofenfeeblement), wand of endure elements (50 chg), wand of ray of
enfeeblement (50 chg), wandofbulls strength (50chg),wand
ofhaste (50 chg).
Spells Known (cast 6/8/8/5) 0-lvl - chill/warmth*,
duncinglights, detect magc, disrupt undeud, ghost sound, rnage
hand, resistance 1st - bladethirst**, endure elements, obccunngmist, ray of enfeeblement, shield 2nd -bullsstrength,
tceshards**, whispering wind 3rd -haste, sleet storm
* From Relics & Rituals
** From Relics & Rituals 2: Lost Lore.
Hag, Moon
Description
The most powerfulof all the k e d Landshags, moon hags
hold dominion over nature, madness and night. These monstrous
crones stand twice the height of a man when they draw themselves
fully upright;their dark skin gleam with strange oils and their wide
~~
__
~-.____-
CREATURE C O L L E C T I O N REVISED
Armor Class: 25 (-1 size, +4 Dex, t12 natural), touch 13, flatfooted 21
Abilities: Str 14, Dex 18, Con 18, Int 12, Wis 21, Cha 22
Skills: Climb +IO,Concentration +15, Craft (alchemy) +IO,Heal
evesshinewithmadness.Theytypical1yprefertoliveinhigh,craggy
mountainsor deep woods. They chooseonly the bitterest and most
magically apt women as candidatesfor the metamorphosis.
Anyone who wanders past these signs, whether from ignorance or recklessness, takes his life into his own hands.
Moon hags have a powerful affinity for the beasts of the
night; their allies have been known to include bat devils,
murdersprites and even high or low gorgons. Coal goblins,
werewolves, harpies and other night-beasts faithful to
Belsameth avoid moon hags, who in return hate the newcomers and their goddess.
In combat, a moon hag likes to enthrall her victims
with spells before she closes in for the kill. She takes a deep
delight in sowing terror and confusion in her enemies. She
frequently enters the presence of her enemies unseen, then
begins using her spells and magic items to best effect. After
her allies have scattered her foes, the moon hag attacks
physically, slashing with her huge claws and biting with her
enormous teeth.
CreatjngAMoon Hag
"Moon hag" is a template that can be added to any
female humanoid that is capable of casting druid and
sorcerer spells.
A moon hag uses all the base creature's statistics and
special abilities except as noted here.
Treasure: Standard
Alignment: Usually neutral evil
Advancement: Same as base creature.
Level Advancement: Same as the base creature +7.
Hag, Storm
Descnptjon
Storm hags are horrible crones who have shrugged off
the tyrannical grip of gravity and mastered the secrets of the
air. Once a storm hag reaches the point in her maturation
process where she takes to the air, she dislikes touching the
ground again; she will only do so in order to instruct a
granddaughteror to brew a potion. Storm hags sleep in
dark clouds during the day and come out to hunt at dusk.
Their skin is a silvery,dusky gray like that of a storm cloud,
their yellow eyes flash like lightning, and their long white
hair balloons out around them as if constantly stirred by
wind.
A storm hag hunts her prey from above, swooping
down to carry off children or other small creatures to
devour. Storm hags are leaner and more agile than their
sister hags, granting them the ability to soar and swoop as
nimbly as bats. Of all the hags, the storm hag is least likely
to have animal or beast allies at her beck and call; few
creatures can keep up to her liking.
In combat, storm hags are prone to flying down,
catching their prey in their hair and then swooping back up
into the sky, where they maul their opponents one-on-one
with their cruelclaws and terrible teeth. Ifastorm hag is not
happy with the way astruggle is going, she lets her prey drop
to the ground and tries again after the fall has softened it up
a hit.
SampleStorm Hag
This example uses a 9th-level human druid as a base
creature.
CREATURE C O L L E C T I O N REVISED
CreatjngAStormHag
"Storm hag" is a template that can be added to any female
humanoid that is capable of casting druid or adept spells.
,4 storm hag uses all the base creature's statistics and
special abilities except as noted here.
Sue and Type: The base creature'ssize increases to "Large"
(the ability modifiers for this size increase are already figured into
t h a e given under Abilities, below).The creature's type changes
to monstrous humanoid (augmentedhumanoid).Do not recalculate b:ae attack bonus, saves or skill pints.
Hag, Swamp
Descnptjon
Swamp hags lair in the deep togs, swamps, bayous and
marshlands that civilized creaturesavoid. They are the smallest of
their kind, rarely reaching nine feet in height. Their skin is
typicallyagreenishbrom,andtheireyesareabright,sicklyyellow.
A hag typically likes to "enhance" her appearancewith whatever
materials are at hand -moss, crocodile skulls, iridescent beetle
. -..,
shells, myriad twigs, teeth, bones, skins and baubles are all likely Item, Empower Spell, Heighten Spell, Maximize Spell, Power Atadornments.The more bonesa swamphag wears,the morepower tack, Track
over life and death she displays.
Environment: Tropical swamp
Swamphags are remarkablyreligious and share a common Organization: Solitary
devotionfor MamaMormo.Although they dislike leavingtheir Challenge Rating: 13
fens, swamp hags are more willing than most to aid attempts to
Treasure: Normal
restore Mormo to health and power. They often cooperatewith
Alignment: Lawful evil
high gorgons toward this very end.
Like their cousins, swamphags enjoythe company of beasts. Level Adjustment: +6
Possessions:wand ofsummon swarm (50 chg), 4 potions
These hags tend to have the largest menageriesof any of their ilk.
of poison, cloak ofarachnida.
A swamphag is rarely found without a contingent of monstrous
Spells Prepared (6/7/6/5/4/3/2): 0-lvl - create water,
vermin, reptiles or other swamp beasts as pets and bodyguards.
detect magic ( x 2 ) ,guidance, shockwave*, spark*. 1st- body
Swamphags are strangelydomesticand build huts that theyguard
ofsand**, cure light wounds ( x Z ) , entangle, Sethrispotency*
ferociously.
(xZ), summon natures ally I. 2nd - animal infusion*,
Swamp hags are wily opponents.Their deadliestadvantage
barkskin,
hunters stalk*, summon natures ally II, summon
is their knowledge of the swamps they inhabit. By using their
swarm, tree shape. 3rd - cure moderate wounds, dominate
camouflageabilities,swamphagscantrackapatty forhoursor days,
animal, greater magic fang, snare, summon natures ally III.
harryingand weakeningthem ifnecessary.When the hag decides
toentercombat,shealwaysdoessoonherterms.Aswamphagwill 4th - dispel magic, &me strike, summon natures ally IV,
touch of the eel*. 5th - animal growth, gutroot*, touch of
typicallyhave her beasts enter the battle first to scatteror weaken
renewal**. 6th - Cherns exhalation**, Mormos serpent
her enemies;then the hag herself will enter the fray. Swamphags
hands*.
despiseclerics. While stalking a group, a swamphag will identify
* From Relics & Rituals.
the priests and healers in the party and make sure that they are
poisonedby spiders,crushedbysnakesoreatenby crocdilesbefore
** From Relics & Rituals 2: Lost Lore.
she turns her attention to any other opponents.
CRE,ATURE COLLECTION R E V I S E D
Speed: Increase base speed to 40 ft. Swamp hags may
also swim at a speed of 40 ft. If the creature has better speed
from its normal form, use that rating instead.
Armor Class: A swamp hag has a +5 natural armor
boiius or the base creaturesnatural armor bonus, whichever is better.
Attack: The swamp hag has two claw attacks and a
bite attack, and the claws are the primary natural weapon.
If the base creature can use weapons, the swamp hag retains
this ability. A swamp hag fighting without weapons uses a
claw when making an attack action. When it has a weapon,
it usually uses the weapon instead.
Full Attack: A swamp hag fighting without weapons
uses both claws and its bite when making a full attack. If
armed with a weapon, it usually uses the weapon as its
primary attack and its bite as a natural secondary attack. If
it has a hand free, it uses a claw as an additional natural
secondary attack.
Damage: The swamp hags bite attack and claw attacks both inflict ld6 damage or the base creatures claw
and bi.te attack damage, whichever is better.
Spacemeach: The swamp hags space/reach becomes
10 ft./lO ft., unless it was greater.
In qujsj tor
Descxjptjon
Inquisitors are the spirits of the priestsof Hedrada who
have been rewarded by their deity with a transformation
into eternal (but not undead) sentinels of law. Hedrada,
god of cities, is believed to have recognized the quickn e s with which his civilized demesnes were infected
with all manner of chaos and anarchy. In an effort to
maintain order, hierarchy and the rule of law, and \
to reward his most earnest mortal servants, Hedrada
added the rank and post of inquisitor to the chain
\
of command among his non-mortal servants.
Should a cleric of Hedrada pass away after
having attained the rank of patriarch, his or her
fellow clergymen consecrate him in a special
ceremony, whereby they commend the clerics
soul to Hedrada. By the decision of Hedrada, the
decea5ed minister mav or mav not be elevated to \
the lowest rung of the gods spiritual service.No
one but Hedrada and his celestial court knows
if the soul has been taken into special service
or not -not even the clerics who perform
the consecration
The inquisitor is chargedwithrooting out all manner of chaotic activity
within areas where Hedradas lawful
touch holds sway The places in which
the Inquisitor operates are many and
varied. human cities, dwarven kingdoms
under mountains, orc and hobgoblin lairs
where hierarchy is respected and deference to
ones superiors is the rule. This may include such
relatively mundane missions as halting the construction of places ofworship dedicated to non-lawful deities,
or the destruction of unregulated thieves guilds The
mision of the inquisitor may also involve something more
eminent, including the location and destruction of a pow-
Q
\\
APPENDIX O N E : TEMPLATES
Due to their lawful bent and phenomenal mental capabilities, inquisitors often build elaborate plans and
countermeasures, of which their allies may see only a small
part.
Inquisitors usually find they attain best results when
they infiltrate a community and work from within to
expunge infecting chaotic elements. After all, their mortal
clerical brethren are able to fight visible opposition; it is the
unseen that inquisitors must combat. Though quite capable in hand-to-hand combat, most inquisitors eschew
such unpredictable violence, insteadworking subtly through
manipulation. Hedrada gifts them with some potent capabilities to aid them in these endeavors.
Sample lnqujsjtor
This example uses a human 8th-levelcleric ofHedrada/
8th-level loremaster (see DMG, Chapter 6) as a base
creature.
CREATUR E
CO L L E CTI O N
R VI$E D
Modgaunt
Descdptjon
Morgaunts are living beings t h a t have become infected by a parasitic grub t h a t enters t h e
body through a wound, or i s ingested with i n fested meat. T h e grub, initially l i t t l e larger t h a n
a grain of rice, works its way into t h e hosts
brain and t h e n begins t o multiply. A s t h e colony
grows, t h e host becomes increasingly violent
and deranged, and develops a n insatiable hunger for meat. Eventually this hunger turns to
cannibalism; t h e morgaunt feeds upon its neighbors and loved ones, killing t h e m as they sleep.
Even if a victim survives a n attack, his wounds
arc almost certainly infected. Before long, a n o t h e r morgaunt emerges t o spread terror and
d e a t h among t h e local folk.
A morgaunts appearance is variable, depending o n how long t h e host body has been
infected. In t h e early stages, a morgaunts host
looks pale and sickly, but otherwise normal. As
t h e infection spreads, and t h e grub colony increases, t h e hosts skin turns sickly gray, and his
eyes become sunken. Soon there are patches of
skin sloughing away from t h e decaying body,
and upon first sight t h e creature appears t o be a
zombie or o t h e r form of undead.
W h e n t h e Order of t h e Morning Sky finds a
town or castle infested w i t h morgaunts, i t is
quickly surrounded. T h e inhabitants are given
three days t o wipe out t h e infestation t h emselves or else everything is put t o t h e t o r c h t o
prevent t h e infection from spreading. This milit a n t order of clerics faithful t o Madriel has
dedicated itself t o rooting out such evil o u t breaks of disease and pestilence, an d maintains
vidual, but rather creates its own mask. It then melds lnto its
social environment, adopting as closely as possible to the Me of
those around it. This 1s not a disguise per se; rather, the lnqulsitor
hasallofthe physicalcharacteristicsoftheracequestion,soonly
supernatural might can determine the creatures true identity.
Questton of True Seeing (Su): The inquicitor is able to
askquestionsofother membersof its apparent race todiscem
their thoughts and motives. It can immediately tell if a
creature is lying, shading the truth, encouraqing improper
assumptions or the like. Note, however, that this does not
tell what the truth is, only whether the subject is lying.
Abilities: Increase from the base creature as follows:
+4 Intelligence, +4 Wisdom, +4 Charisma
Skills: Same ab babe creature.
Feats: Same as base creature.
Environment: Any land
Organization: Solitary
Challenge Rating: Same as base creature +2.
Treasure: Standard
Alignment: Always lawful neutral
Advancement: Same as base creature.
Level Advancement: Same as base creature +4.
APPENDIX O N E : TEMPLATES
mounted forces i n c h a p t e r houses across t h e
lands of Ghelspad to race t o suspected outbreaks
a t a moments notice. In t h e e v e n t t h a t these
clerics are unable t o answer t h e call, rulers sometimes t u r n t o mercenaries or adventurers strong
enough t o d o what must be done.
A morgaunt is capable of using weapons an d
armor t o battle its opponents, b u t is equally
likely t o a t t a c k using claws and t e e t h , t h e better
t o infect its prey. Most times these creatures are
n o t capable of concocting elaborate schemes or
strategies; however, exceptional creatures have
been capable of n o t only acting intelligently o n
their own, but leading large groups of o t h e r
morgaunts.
Sample Morgaunt
This example uses a 2nd-level halfling commoner
as a base creature.
Ballja
Infected by a rampaging morgaunt, Ballia is driven
to infest others. In fact, she is single-handedly responsible for the recent outbreak of morgaunt
infestations in the villages and towns between Urlisian
and Femulyae in New Venir. Unfortunately, it seems
as though the infestation may spread further, for the
government of New Venir (notably favored of
Belsameth) has forbidden the Order of the Morning
Sky to interfere. Meanwhile, Ballia, a small, pained
thing, roams from place to place, spreading her contagion.
Ballia, morgaunt halfling 2nd-level commoner
Small Humanoid
Hit Dice: 2 d 4 + 8 (13 hp)
Initiative: + 5
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, + 5 Dex), touch 16, flat-footed 11
Base Attack/Grapple: +1/-2
Attack: Bite + 3 melee (ld4+1 plus infect)
F u l l A t t a c k : B i t e + 3 m e l e e ( l d 4 + 1 plus i n f e c t ) and
2 claws - 2 m e l e e ( l d 4 )
Space/Reach: 5 ft./5 f t .
Special Attacks: Infect
Special Qualities: Halfling qualities, immunities
Saves: Fort +5, R e f +6, Will +1
Abilities: Str 13, Dex 21, Con 18, Int 9 , Wis IO, Cha 8
Skills: Climb + 4 , Handle Animal +1, Hide +?, Jump +5, Move
Creating A Morgaunt
Morgaunt is an acquired template that can be
added to any humanoid creature (hereafter referred
to as the base creature).
A morgaunt uses all the base creatures statistics
and special abilities except as noted here.
Size and Type: The creatures type does not
change. Size is unchanged.
Speed: Same as the base creature, plus 10 ft.
Attack: The morgaunt has a bite attack and two
claw attacks, and the bite is the primary natural
weapon. If the base creature can use weapons, the
morgaunt retains this ability. A morgaunt fighting
without weapons uses a bite when making an attack
action. When it has a weapon, it usually uses the
weapon instead.
Full Attack: A morgaunt fighting without weapons uses its bite and both claws when making a full
attack. If armed with a weapon, it usually uses the
weapon as its primary attack and its bite as a natural
secondary attack. If it has a hand free, it uses a claw
as an additional natural secondary attack.
Damage: The morgaunts bite attack and claw
attacks both inflict Id4 damage or the base creatures
claw and bite attack damage, whichever is better.
Special Attacks: A morgaunt retains all the
special attacks of the base creature and gains those
described below.
Infect ( E x ) : Anyone damaged by the morgaunts
bite must succeed at a DC 13 Fortitude save to resist
infection by the parasite. Infected victims will gradually show symptoms of carnivorous hunger and violent
mood swings. Each day that passes inflicts 1 point of
permanent Constitution drain on the victim. At Con
1, the victim seems to die, lying in a trancelike state
while it transforms into a morgaunt. When it awakens
in a day, it recovers all lost Constitution by going on
a cannibalistic rampage. If a heal, remove disease, wish
or miracle is cast on the victim before the transformation, the infection is halted. Lost Constitution can be
healed through magical means.
Special Qualities: A morgaunt retains all the
special qualities of the base creature and gains those
described below.
Immunities: The morgaunt is immune to sleep,
paralysis, nonlethal damage, stunning and disease.
Abilities: Because the morgaunts body is being
driven by a colony of creatures inside its brain, the
body can be pushed beyond normal limits of strength
and endurance, receiving the following bonuses:
Strength +4, Dexterity +4, Constitution +8. In addition, the morgaunt gains the following penalties: -2
Intelligence, -2 Wisdom, -4 Charisma.
Skills: Same as base creature.
Feats: Same as base creature.
Environment: Any land
Organization: Solitary or colony (2-12)
Challenge Rating: Same as base creature + 1.
Treasure: Standard
Alignment: Always neutral evil
Advancement: Same as base creature.
Level Advancement: Same as base creature +2.
Tokal-jnfested
Armor Class: 16
footed 12
Description
SampleTokal-jnfested
This example uses a lion as a base creature (see MM,
Chapter 2).
?~~~~~
Tokal lnfestatjon
The parasite inflicts one point of permanent Constitution drain every month. It is treated as a disease for
the purpose of determining which spellscan affect and
remove it. When an attempt to cure the infestation is
made (either with a spell or a DC 20 Heal check), the
host must make a DC 25 Fortitude save; if successful,
the host is cured, but lost Constitution must be restored
magically. If the host fails the save, the tokal parasites
remain in his body and become even more resistant to
attempts to remove them; each failed attempt increases the DC of the Fortitude save by + 1.
yp
Rating:
Alignment: Neutral
Advancement: 6-8 HD (Large)
L e v e l Adjustment: -
CreatingA Tokal-infested
Tokal-infested is an acquired template that can
be added to any animal, dragon, giant, humanoid, magical beast, monstrous humanoid or vermin (hereafter
referred to as the base creature).
A tokal-infested uses all the base creatures statistics and special abilities except as noted here.
Size and Type: The creaturestype does not change.
sizeis unchanged.
The TokalTnbesmen
Dwelling deep in the jungles and dense woods of the
Scarred Lands, these tribesmen are living, breathing breeding grounds for the parasites known as tokal. They have
developed an immunity to the parasites that infest them,
and they are not consumed from within by the growth of
the tokal.
Their motives seem simple enough: hunt for food,
shelter themselves, protect themselves from predators and
find new hosts for the tokal whenever possible.
I t is the presence of the tokal parasite that makes these
otherwise primitive humanoids truly dangerous.The tribesmen and the tokal parasites often think as one, and the
tribesmen gather into raiding parties three or four times a
year to seek out neighboring tribes and infest them with the
The Unhallowed
Sometimes,perhaps once in a hundred years, a child
is born bearing signs that he or she is beloved of the gods.
She may be stronger,smarter, swifter or more beautiful than
any other child. Above all, she is gifted with abundant
blessings and is clearly destined for greatness in the fullness
of time. These souls go on to become mighty warriors,
legendary paramours, silver-tongued thieves or righteous
holy men, meant to share their talents with those in need.
It is a fundamental truth of the universe that the gods
expect much of those to whom they give the greatest gifts.
Sometimes that trust is betrayed. With a single act,
these blessed individuals turn their backs on their sacred
pacts with the gods and heed the call of self-interestand evil.
People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate
life, and the temptations of base nature are always present.
Usually, once these heroes lose their way and use their
mighty skills to indulge their dark sides, there is no turning
back. Such aviolation of sacred trust earns them the eternal
enmity of the gods. When these fallen souls reach the end
CREATURE C O L L E C T I O N REVISED
these spirits frequently roam from place to place, far from
the lands of their birth; many are centuries or millenniaold,
their exploits now only fragments of forgotten lore. If and
when this knowledge is uncovered, the creature must be
confronted in a holy place, its name and crime spoken
aloud to call the attention of the gods. Once this is done,
the being may be fought and destroyed, but even then the
battle is certain to be bloody and grim.
Stories and accusations abound regarding the Unhallowed among the ranks of the living in the Scarred Lands.
Perhaps the most persuasive case is made for Tankaras the
Tortured, the present leader of the pirates of Bloodport. An
often-told rumor relates that King Virduk himself is an
Unhallowed, or in the very least his young wife Queen
Geleeda is one. And there are always accusations among
the clerics of Vesh that one or the other of them has stolen
from che true path of Corean.
Unhallowed,
The Fajthless Knjght
Descriptjon
The faithlessknight was once a bold and noble warrior
who, in a moment of rashness or passion, committed an act
of terrible cowardice or dishonor so great that it violated
the most essential tenets ofhis patrondeitys faith. Now the
craven fiend travels the world spreading terror and pain,
drowning innocent kingdoms in blood and leading many
young knights to their doom.
The faithless knight appears as a hideous, near-skeleta1 corpse, its skin gleaming an unholy greenish-white. It
wears enchanted plate armor and clothes that were once of
the finest quality, now rotted and pitted by years of
pitiless campaigning. Most times, the knight also
rides terrible black warhorse, caparisoned in
matching armor, or, in much more rare cases, has
a bloodmare as his steed. Occasionally, a particularly mighty knight may also have a pack of
hellhounds or even blight wolves at his heels.
These dark warriors plague the living in many
ways, some leading huge war bands of evil creatures
on crusades of conquest, others operating alone, bringing whole kingdoms to ruin by corrupting their knights
and slaughtering the rest on the battlefield.
With its fearsome powers and terribleweapons,the
faithless knight is a veritable engine of destruction,
scything through ranks of warriors like so much
ripe wheat. Most importantly, these warriors
are utterly ruthless and dishonorable, thinking nothing of murdering an unarmed or
helpless foe or using a hostage as a shield.
Rynald of Zath,
the Serpent-tounged.
Rynald was a valiant warrior and ,
woodsman in the north of Zath. He and his q
younger brother Brion grew up in the
troubled times at the onset of the Divi
+I?
ranged (ld8t7)
Full Attack: Greatsword +2O/tIS/tlO melee (2d6+?) or composite longbow tI?/t14/+? ranged (ld8t7)
Space/Reach: 5 ft /5 ft.
Special Attacks: Combat style (archery), cursed weapon
Special Qualities: Animal companion(war horse), frightful presence, invulnerable, undead traits, wild empathy
Saves: Fort +IO,Ref +IO, Will t 4
Abilities: Str 20, Dex 21, Con
Int 12, Wts 12, Cha 18
Skills: Climbt?,Craft(weapons) tIO,HandleAnimal+12, Hidetll,
-.
t15, Search
CREATURE C O L L E C T I O N REVISED
wide across Ghelspad, and became well known for his voice and
his c h m . Eventuallyhe ended up in the city of Melian,wherehe
found his fundsrunning low and his family unwilling to continue
supportinghis exploits.
Relying on the only skill he ever learned, he won the
affections ofthe aging widow Myrael. Within a week he was
comfortably established in her home, and within a month
he was firmly in control of her sizeable fortune. However,
his desires were still not assuaged. Unbenownst to Myrael,
Alador seduced the widows young daughter, Berindar.
When there were no more conquests to challenge him,
Alodar departed town - but not before making public
Berindars indiscretion. Myrael was willing to forgive her
daughter, ignore the gossip, scrape together the muchdepleted remnants of her fortune, and go on. But Berindar
was devastated. With her guilt and the betrayal of her first
love torturing her, she ended her own life.
As the years passed, Alodar continued his preferred
lifestyle, well supported by the noble beds he spent his
nights in. It was on one of these nights that everything
changed for Alodar. He had just convinced a sultry beauty
to accept his passionate kiss, when her face and form
twisted into that of the much aged Myrael. With a laugh
and a second bitter kiss on the fading bards lips, she
explained the glamer spell and poison on her tongue that
would soon kill them both.
While Myrael was mourned and buried, Alodars body
was never found.
A l o d a r S e h l r u n , t h e B i t t e r Rose, f a l s e l o v e r h u m a n
7th-level bard/4th-level wizard
M e d i u m U n d e a d (augmented h u m a n o i d )
Space/Reach:
Alodar Sehlrun of
Arcemoth, The Bjtter
Rose
Alcdar was born to
noble house Sehlrun shortly
the Remakmg.Hewas the
tiful creature the people
ever sen, combining the presence and
dignity of House Sehlrun with the grace
and c k m of hls elven father. His father,
a story eller from Vera-tre, visited often,
whileAlodarspentmatofhw timegrowing
up m hls familys villa m Lave. His childhood was filled with the knowledge that if
ever he had the need to want, there were
dozenswho would happily give. But with all
his comforts and all those who would give
onto hm, still, he felt lacking.
While Alodar was still a handsome
young lad, he grew bored of hls life as a
Veshiannoble.Healsotiredofthestnng
of demmdmgparamours that he had
acquired m Lave. He traveledfar and
5 ft./5
ft.
Special Qualities: Bardic music (7/day; countersong, fascrnate, inspire competence, inspire courage+l, suggestron), bardic
knowledge, invulnerable, pleasing illusion, unearthly glamour,
Saves: Fort +3, Ref +8, Will +12
Abilities: Str 12, Dex 15, Con -, Int 19, Wis 16, Cha 25
Skills: Appraise +5, Bluff +23, Concentration +?, Craft (alchemy) +6, Diplomacy +26, Gather lnformation +23,
Knowledge (arcana) +8,Knowledge (nobility) +13, Listen +5,
Perform (sing) +23,Perform (stringed instruments) +18,Sense
Motive +1?, Spellcraft +12, Tumble +6
Feats: Craft Wondrous Item, Improved Initiative, Scribe Scroll,
+5
The Will save against this false loverspleasing illusion and unearthly glamour abilities is 22.
L e v e l Adjustment:
Unhallowed,
The Forsaken Priest
Descriptjon
There is no greater crime in the eyes of the gods than
that committed when a holy woman forsakes her vows of
obedience and uses her influence to lead innocent members
of the faith down paths of corruption and iniquity. The
forsakenpriest is acreature who betrayed the highest offices
of her patron deity and, since that time, has been a force of
malevolence and temptation to any soul caught in her
clutches.
Like many of the Unhallowed, the forsaken priest can
cloak her true nature behind pleasant-seeming illusions,
worming her way into the trust of rulers and true holy men,
slowly subverting them to the cause ofevil. She drives those
in Power to &use their fo~~owers
and to Perform acts of
brutah and greed, sowing the seeds of war, rapine and
famine everywhere she goes.
These creatures appear to the uninitiated as
grand, dignified men and women whose wisdom is
vast and beyond reproach. They are always eager to
lend an ear and offer advice, filling their victims
minds with honeyed words that turn to poison in
the fullness of time.
The forsaken priest surrounds herself with
fanatical acolytes and supporters who defend
her person with their lives. If an opponent is
willing to cut his way through a barricade
of innocent people, he must still contend
with the clerics fearsome array of spells
and frightful powers of summoning.
good works that were done by these two were well known
along much of western Termana. This bliss, however,
wouldnt last.
Padrinola was among the hardest hit when the Ghoul
King SI ruck. Jephis survived the onslaught, but his wife fell
vicrim to the necromantic energies of the Ghoul King It
was only through the strength given him by Madriel that
Jephis survived the day, destroying the foul undead thing
that WAS once his wife. Though he lived through the day, he
did not survive with his spirit intact. A dark cloud came
over Jephis and he fell into despondency Only when faced
with the fact that more innocent men were falling to the icy
grip of the Ghoul King did Jephis return. The man that
returned bore little resemblance to the once carefree healer
he had been Filled with righteous anger and a near suicidal
determination,Jephis became one of the strongest generals
in the fight against the Ghoul King. In time, the Ghoul
King fell, and peace returned to the land. Jephis. however.
could find no solace in the post-war lull
With only revenge on his mind, Jephis built a temple
to the Redeemer in the rums of Azale. Jephis preached to
his flock about the Ghoul King and how he had only fled
and was not yet defeated. He warned of future attacks and
roused the people to strike first. Inspired by the frenzied
words of their high priest, the townsfolk planned an assault
against the Ghoul King. The strongest and most competent
sailors followed Jephis to Silverisle where they boarded and
commandeered two sailing ships belonging to the Order of
the Sun. Armed with these two ships, Jephis returned to
Azale and amassed his troops. Two hundred townsfolk
sailed with him to Hurlos, the Isle of the Dead. As his army
disembarked, however, the cursed energies of the island
began to assault the invaders. Within minutes, the followers of Jephis fell, died, and were raised again to serve the
Ghoul King. Jephis himself, now only a broken shell of a
man, fled the island forever transformed.
Jephiq,the Demon Pnest of Azale, forsaken pnest human Qthlevel clenc
Medium Undead (augmented humanoid)
Hit Dice: 9d12 (58 hp)
Initiative: t 5
Speed: 60 f t (12 squares)
Armor Class: 28 (+1 Dex, t 9 armor, +3 shield, t 5 natural), touch
11, flat-footed 27
Base AttackIGrapple: t6lt7
Attack: Heavy mace t8 melee (ld8t2)
Full Attack: Heavy mace t8/t3 melee (ld8t2)
Spaceheach: 5 ft.15 ft
Special Attacks: Pleasing illusion, sweet-sounding lies, rebuke
undead
Level Adjustment: t 5
CreatjngAForsaken Priest
Forsaken priest (Unhallowed) is a template that can
be added to any humanoid creature (hereafter referred to as
the base creature) that has levels in the cleric class,
followed one of the gods of good and used his influence in
the clergy to lead worshippers ofhis god away from the gods
tenets.
A forsaken priest has all the base creatures statistics
and special abilities except as noted here.
Size and Type: The creaturestype chanqes to undead.
Do not recalculate base attack bonus, saves or skill points.
Size is unchanged.
Hit Dice: Increase all current and future hit dice to
dl2s.
Speed: Increase base speed to 60 ft.
Armor Class: The forsaken priest has a +5 natural
armor bonus or the base creatures natural armor bonus,
whichever is better.
Special Attacks: A forsaken priest retains all the
special attacks of the base creature and gams those described below. Save DCs are equal to 10 + 1/2 forsaken
priests HD + forsaken priests Charisma modifier unless
otherwise noted.
PleasingIllusion (Su) : The forsaken priest is capable of
concealing her undead features withclever illusions,allowing her to change appearance at will. For this reason, these
creatures have an effective Charismaof +4 whendetermining reaction rolls, followers, etc. (this is in addition to the
Charisma bonus listed below under Abilities).Victims may
see through the illusion only with asuccessful Will save and
only if they know to look for it specifically.
Sweet-Sounding Lies (Su) : The forsaken priest spreads
her corruption by seducing noble souls with blasphemous
advice that nevertheless sounds sweet on the priests tongue.
The priest may whisper a suggestion, no matter how vile,
into apersons ear, and the victim follows it unless he makes
a successful Will save.
Special Qualities: A forsaken priest retains all the
special qualities of the base creature and gains those described below.
Unholy Arts (Su): The forsaken priest can no longer
cast spells as a normal cleric. Though she still uses his
normal spell preparation methods and spell list for a cleric
of his level, his domains become Death and Evil, and he
Unhallowed,
The 'TreacherousThjef
Description
The treacherousthief was cursed by the gods for betraying
those who trusted him, all for the sake of nothing more than
petty greed.He used his skillsto stealfrom those who had almost
nothing to call their own, simply for the JOY of taking what did
not belong to him. He murdered people for nothing more than
a handful ofcoins. And now, in death, there is no treasure in the
world great enough to buy his way out of damnation.
The treacherous thief can disguise his
hideous features with spells of illusion that
allowhim to takedifferent facesat will. His
powers of stealth and sleight of hand
permit him to blip inside the bestguarded vaults or the most secure
sanctums,allowing him to make
away with whatever strikes his '
fancy. Unfortunately, to one
who is centuries dead, wealth is
nothing but a cruel joke. The
thief now takes what pleasure
he can by depriving others of
precious or holy artifacts,or
turns brother against brother
by stealing from one and
placing the blame on the
other. Or worst of all, he earns
the confidence of powerful nobles 4
and corrupts them into a life of
callous thievery as well.
T he treacherous thief
wears a pleasing face and rich
attire, always dressing in the
finest clothes to beguile his
unwitting victims.
The treacherous thief is no
fighter; if confronted, he flees or, better yet, uses gullible dupes to do the
fighting for him. Then, when his foes
are distracted, he fades into the background and delivers a devastating sneak
attack in the confusion.
~
Sample Treacherous
Thjef
This example uses a human 10th level rogue/3rd level
(as per the DMG) as the base
CREATURE C O L L E C T I O N REVISED
Level Adjustment:
+5
CreatingATreacherousThjef
Treacherous thief (Unhallowed)is a template that
can be added to any humanoid creature (hereafter referred
to as the basecreature) that has levels in the rogue or bard
class a.nd performed acts of great treachery.
A treacherous thiefhas all the base creatures statistics
and special abilities except as noted here.
Size and Type: The creaturestype changes to undead.
Do not recalculate base attack bonus, saves or skill points.
Size is unchanged.
Hit Dice: Increase all current and future hit dice to
d12s.
Speed: Increase base speed to 60 ft. The treacherous
thief also receives a climb speed of 60 ft.
Armor Class: The treacherous thief has a +5 natural
armor bonus or the base creatures natural armor bonus,
whichever is better.
Special Attacks: A treacherous thief retains all the
special attacks of the base creature and gains those de-
A pendjxTwo:
[aces of the
Scarred Lands
Dwarves
The precise origins of the dwarves of the Scarred
Lands are generally unknown, though many scholars say
that dwarves were originally crafted by Golthagga to aid
him at his forge - though this is said of many creatures.
The years following the Divine War have not been
kind to the dwarves, and as a result they commonly come
across as a defiant, tenacious and bitter lot, doing their best
to hold onto what few possessions they have left to them,
reduced to city states and underground fortresses.
Ghelspad and Termana are home to three dwarven
subraces. The most prominent of the three matter-of-factly
refer to themselves as the dwarven race, while other races
often call thein mountain
dwarves to distinguis
them from the other
dwarven subraces.
Mountain dwarves are
located primarily in the
city-state of Burok
Torn, though quite a
few have managed to
emigrate toother lands
throughout the whole
of the Ghelspad continent.
T h e second
dwarven race stands
in stark contrast to the
nobility of the mountain
dwarves of Burok Tom, existing as a festering shadow
that reaches out to corrupt everything i t touches. These are
the black-skinned charduni,
who worship the tyrannical god
Chardun and seek to recreate
the Divine War dismantled
a mighty empire in the eastern
Chardunj
The origins of these dwarves are hidden from the
races ofGhelspad. One day centuries ago, the first charduni
scout frigate appeared on the shores of southwestern
Ghelspad. The charduni presence on Ghelspad changed
quickly from ships raiding the coastal towns for fresh slaves
to invasion fleets that proved to be the vanguard of the
charduni forces that would force all of southwestern
Ghelspad to
to
rule.
Then came the Divine War. The charduni -once a
CREATURE C O L L E C T I O N R E V I S E D
titanspawn forces. Pitted immediately against the forces of
the titans at the outset of the war, the Charduni Empire on
Ghelspad crumbled.
The charduni encountered now in Ghelspad are a
bitter but no less tyrannical lot. Raised in a strict society,
charduni expect everyone to know their social station.
Superiors are obeyed, respected and feared; inferiors are
scorned, mistrusted and brutally punished for any failing.
Charduni pride leads them to consider almost any stranger
to be beneath the charduni in station; outsiders will be
treated as inferiors,or even made into slaves,depending on
the ctrcumstances. This is not to say that the charduni are
wirhout social graces toward those who might be useful to
them, but who cannot be put into slavery.. . yet.
Charduni are a militaristic race first and foremost, so
warriors earn great station in charduni society. The respect
afforded the races warriors is surpassed only by the honor
gicen those who are priests to the races namesake god
Chardun. Many high-ranking charduni began their careers
as warriors and later turned to the priestly path. Like other
dwarven races, the charduni also have some affinity for
arcane magic, but for these dwarves that affinity is expressed through darkest necromancy.
Charduni are taller and thinner than the dwarves of
Burok Torn, but their bodies are considerably denser,
making them quite a bit heavier than their more approachable cousins. Their skin is a sickly shade of grey at birth,
darkening with age until it becomes black as pitch. They
dress in simple hides and furs, but adorn themselves with
trinkets of iron and bone or, among the nobility, silver and
gemstones. These latter items are often quite exquisite in
workmanship, and serve as one of the chardunis few
legitimate sources of commerce.
Regions: The charduni capitol of Chorach lies on the
contirient of Termana; presumably, the dwarves are rebuilding their empire on that continent first and foremost.
Their sphere of influence on Ghelspad remains limited to
the southwestern portion of the continent and they are
most often encountered there - though, like any race,
they may be found anywhere.
Despite their hunger for power and their history of
conquest, by outward appearances the charduni seem resigned to advancing their goals in sly and cunning ways
instead of military domination by force. Where charduni
are found on Ghelsdpad, they continue their traditions of
slavery and necromancy even as Veshs Vigils try desperately to uncover the extent of the charduni plots. Further,
the recent overtures of diplomacy between King Virduk of
Calastia and First Minister Asrixthic of Dunahnae lead
some to wonder if the charduni are not also involved in
these negotiations. Some even postulate that Dunahnae
itself IS but a puppet state whose strings stretch back to
Chorach.
Racial Abilities: Charduni have the following racial
traits:
-2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma.
Charduni are resilient and cunning, but known for their
rock-like slowness and surly demeanors.
Medium: As Medium creatures, charduni have no special
bonuses or penalties due to their size.
*Chardmi base speed is 20 feet. However, charduni can
move at this speed even when wearing medium or heavy
armor or when carrying a medium or heavy load (unlike
other creatures, whose speed is reduced in such situations).
Forsaken Dwarves
Long ago, before the Divine War, a race of dwarves
lived in the wintry peaks of the Worlds End mountains,
along the northern coasts of Ghelspad. The opening volleys of the war annihilated the dwarves cities and forced
them to undertake an arduous trek in search of a new
homeland. Unwilling to once again endure the fate handed
to them in the Divine War, the dwarves chose to settle in
the most remote, forbidding area they could find. The name
of this place was Krakadom, the tallest and most treacherous mountain in all of Ghelspad, and perhaps the entire
world. The dwarves have been there ever since, savagely
repulsing any who dare to trespass on their lands.
While considered evil by most people ofthe world, the
forsaken dwarves still possess a strong sense of honor and
duty, and tend to remember slights and kindness in equal
measure. Their paranoia and despair are amplified by the
living mountain which now serves as their home, however;
they are rapidly descending into a realm of dementia and
madness that few people in the Scarred Lands could comprehend or endure.
To an even greater extent than other dwarves of the
Scarred Lands, the people of Krakadom appear primitive
and lost. They have lost the smithing techniques that give
the other dwarves of the Scarred Lands an edge in relations
with other races, and rely on weapons inherited from their
ancestors to ward off intruders. They are otherwise identical to normal dwarves.
Regions: Forsaken dwarves are found only in the
depths of Krakadom. They are extremely territorial, and
quite self-sufficient. Thus, they see no need to travel
anywhere, and violently repulse any and all intruders in
their territory.
Racial Abilities: Forsaken dwarves have the following racial traits:
+2 Constitution, -2 Charisma. Forsakendwarves are sturdy
folk known for their hatred of outsiders.
Medium: As Medium creatures, forsaken dwarves have no
special bonuses or penalties due to their size.
Forsaken dwarf base speed is 20 feet. However, forsaken
dwarvescan move at this speed even when wearing medium
or heavy armor or when carrying a medium or heavy load
(unlike other creatures, whose speed is reduced in such
situations).
Darkvision: Forsaken dwarves can see in the dark up to 120
feet. Darkvision is black and white only, but it is otherwise
like normal sight and forsaken dwarves can function without penalty with no light at all.
Stonecunning: This ability grants forsaken dwarves a +2
racial bonus on Search checks to notice unusual stonework,
such as sliding walls, stonework traps, new construction
(even when built to match the old), unsafe stone surfaces,
shaky stone ceilings, and the like. Something that isnt
stone but that is disguised as stone also counts as unusual
stonework. A forsaken dwarfwho merely comes within 10
feet of unusual stonework can make a Search check as if he
were actively searching, and a forsaken dwarf can use the
Search skill to find stonework traps as a rogue can. A
forsaken dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense
which way is up. Forsaken dwarves have a sixth sense about
stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Mountain Dwarves
Ghelspads dwarves favor subterranean homes built
below mountainous areas, particularly the Kelder mountain range. They have a deep and divine connection to the
earth, and are known for their serious demeanors, impressive tactical skillsand superior craftsmanship- particularly
metalworking such as armor and weaponsmithing. Mountain dwarves also have a rich magical tradition, and count
many wizards among their ranks. Dwarven wizards have
expanded their formidable powers since the Divine War
through research into the runic magic that they acquired
during the conflict. In addition, mountain dwarves have a
strong bond to their demi-god Goran, and dwarven society
CREATURE C O L L E C T I O N R E V I S E D
respects their priests as much as their warriors. Their
mastery of all forms of magic, coupled with their raw
tenacity and superior equipment, has allowed the dwarves
to survive in Ghelspad despite decades of war with both the
Calastian Hegemony and the dark elves of Dier Drendal.
Mountain dwarves tend to be short and stocky, weighing roughly the same as an average human but substituting
girth ,andmuscle mass for height. Beards are socially important to male dwarves, but they rarely adorn them or tend to
them beyond the requirements of good grooming. Female
dwarves have clear complexions and no facial hair until
they reach old age, at which time they usually have slight
facial hair growth. Dwarves prefer to dress in hides and furs
to keep themselves warm; only wealthier dwarves possess
finer clothing, typically bought from humans. Dwarves
have little skill with tailoring and loom work, nor do they
raise the animals or plants necessary for producing thread.
They do have a long and highly respected craft tradition,
which they demonstrate via ornamentation such as finely
made jewelry. They also have a tradition that predates the
Divine War of using their runic language for ornamentation. Calligraphy, sculpture, and metal crafting tend to be
among the most (though hardly the only) respected art
forms among mountain dwarves.
Regions: Following the Divine War, Ghelspads
dwarves had many holdings in the Kelder region; unfortunately, recent conflicts with the Calastian Hegemony have
reduced that influence to the single city of Burok Torn.
However, thedwarves expertise in the arts of metalsmithing
coupled with their need for linens and other items typically
found above ground has resulted in strong trade relationships with the human nations of Ghelspad, and as a result
dwarves can be found in nearly every civilizedregion on the
continent.
Racial Abilities: Mountain dwarves have all of the
following racial traits:
+2 Constitution, -2 Charisma. Mountain dwarves are
tough and hearty, but territorial and reserved.
Medium: As Medium creatures, mountain dwarves have no
special bonuses or penalties due to their size.
Mountain dwarf base speed is 20 feet. However, mountain
dwarves can move at this speed even when wearing medium
or heavy armor or when carrying a medium or heavy load
(unlike other creatures, whose speed is reduced in such
situations).
Darkuision: Mountain dwarves can see in the dark up to 60
feet-.Darkvision is black and white only, but it is otherwise
like normal sight and forsaken dwarves can function without penalty with no light at all.
Stonecunning: This ability grants mountain dwarves a +2
racial bonus on Search checks to notice unusual stonework,
such as sliding walls, stonework traps, new construction
(even when built to match the old), unsafe stone surfaces,
shaky stone ceilings, and the like. Something that isnt
stone but that is disguised as stone also counts as unusual
stonework. A mountain dwarfwho merely comes within 10
feet of unusual stonework can make a Search check as if he
were actively searching, and a mountain dwarf can use the
Search skill to find stonework traps as a rogue can. A
mountain dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense
which way is up. Mountain dwarveshave asixth sense about
stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Mountain dwarves may treat dwarven
waraxes and dwarven urgroshes as martial wcapons, rather
than exotic weapons.
Stability: Mountain dwarves are exceptionally stable on
their feet. A mountain dwarf gains a +4bonus 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).
Runic Heritage: The innate magical nature of mountain
dwarves and their racial mastery of runic magic grants them
the following spell-like abilities: 2/day - detect magic,
arcane mark. These abilities are as the spellscast by a sorcerer
of a level equal to the dwarfs character level. Dwarves use
arcane marks for a variety of purposes, from invisible battlefield instructions, to warnings left in deep tunnels, to
marking possessionswith their clan name. Bvarves also use
such marks on themselves, their clothing and their armaments as decoration, inscribing baleful tidings in their
enemys own language before entering battle with their foe,
or inscribing their clan name, clan history and prayers
before religious and political ceremonies.
+2 racial bonus on saving throws against poison and disease.
Mountain dwarves show remarkable resistance to sickness,
whether caused by pestilence, venom or plant toxin.
+2 racial bonus on saving throws against spells and spell-like
effects. Dwarves have an intrinsic toughness that allows
them to shrug off the worst of most magical attacks.
+4dodge bonus to Armor Class against creatures of the
giant type: This bonus represents special training that
dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants.
+2 racial bonus to melee attack rolls if another dwarf is
within 5 feet. Ages of tunnel fighting have made the
dwarves mastersofclose-quartersteamwork tactics, and this
knowledge is passed down to each generation.
+2 racial bonus on Appraise checks that are related to stone
or metal items. The mountain dwarveshave a natural eye for
these materials that are dearest to them, worked or unworked.
+ 2 racial bonus on Craft checks that are related to stone or
metal. A thorough understanding of these materials improves the quality of dwarven craftsmanship.
+2 racial bonus on Handle Animal checks that are related
to dwarf hounds (see the entry in this book). Mountain
dwarves also gain a +4bonus to their Will saves to resist the
deafening bark of the dwarf hound (as noted in that entry).
Automatic Languages: Common (Ledean) and Dwarven.
Bonus Languages: Draconic, any non-secret language.
Favored Class: Fighter or wizard. A multiclass dwarfsfighter
or wizard class does not count when determining whether
she suffers an XP penalty for multiclassing (see PHB, Chapter 3 , MulticlassCharacters). Dwarves are knownfor their
heritage as a warlike folk, as well as their mastery ofpowerful
runic magic. The choice of fighter or wizard as a characters
preferred class must be selected as soon as the character
acquires a level in either the fighter or wizard class, and it
cannot be changed thereafter. Many mountain dwarves
eventually become members of the dwarven defender prestige class - indeed, it might be said that the survival of
Burok Torn is in part due to their might.
Elves
Created long before the Divine War by the Titan
Denev, elves are the longest-lived of the Scarred Lands
races. Where dwarves have a deep connection to the earth
itself, elves are connected instead to the web of life that
gives the world growth and sustenance. While the races of
elves differ considerably in terms of culture and appearance, one fact remains true for all of them: The Divine War
crushed them, and the years since have been very difficult
indeed. How each of the elven races has chosen to deal with
this burden is a reflection of their inner character.
Three major elven races populate the wilderness regions of the Scarred Lands. The forsaken elves, once called
the high elves, inhabit the continent ofTermana, pursuing
the mystical arts. Haughty and severe, they have been
extremely isolationist since the end of the Divine War.
Wood elves, the most common elves on Ghelspad,
remain close to their titanic roots, worshipping Denev and
pursuing the paths of druidic magic from the depths of the
Ganjus. While they have many philosophical differences
with the rest of the divine races, they remain the most
approachable race of the Scarred Lands elves.
Lastly, the dark elves of Dier Drendal live deep underground, stabbing at the dwarves of Burok Torn in order to
fulfillsome strange agenda that even the dwarves claim not
to know. The true extent of the dark elves plots and
influence is unknown, and the fact that the dwarves refuse
to share what information they possess regarding the elves
only serves to complicate the issue further.
Dark Elves
Deep beneath the peaks of
the Kelder mountain range dwells
a malignant race of elves who are
known only for their hate and
treachery. No one knows why
these elves choose to live
beneath the earth,
not even the
dwarves who
constantly do
battle with
them. What IS known is
that the dark elves are malicious and cruel, hating
everything about their neighbors and their surfacebrethren
They use massive tunnel networks, centered on a massive
underground citv dubbed
Dier Drendal, to strike at
travelers and settlements in
and around the Kelders, sowingfear inall whoencounter them.
The reasons for their powerful hatred are unknown, and in truth it is
something about which the Vigils of
Vesh are not particularly concerned;
what does concern them is what might
happen should the dark elves ally
themselves with any of Ghelspads
more aggressive peoples, such as the
~-
CREATURE C O L L E C T I O N R E V I S E D
Favored Class: Rogue or Sorcerer. A multiclass dark elfs
rogue or sorcerer class does not count when determining
whether he suffers an XP penalty for multiclassing (see
PHB, Chapter 3 , Multiclass Characters). Some dark elves
have mastered their innate magical abilities; others find the
stealth their folk are known for more natural. The choice of
rogue or sorcerer as a characters preferred class must be
selected as soon as the character acquires a level in either
the rogue or sorcerer class, and it cannot be changed
thereafter.
Level Adjustment: + 1.Dark elves are more powerful and gain
levels more slowly than most of the other common races of
Ghelspad. When creating a character of this race, add this
level adjustment to class levels to determine character level
- thus, a dark elven character with four levels in sorcerer
(Sor4) and two in rogue (Rog2) is a 7th level character.
Forsaken Elves
E:orsaken elves -a name used for the remnants of the
high elven race by outsiders- are a rare sight on Ghelspad,
due to the fact that their primary home is on the continent
of Termana.Unlike the wood elves of Ghelspad, the high
elves worshipped a demigod before the Divine War. They
favored arcane magic over the titan-oriented practices of
dniidls, and were known as fierce and proud warriors and
wizards. The Divine War changed all of that, however, as
their patron was killed and the elves themselves were
infected by the titan Chern with an insidious disease. The
malady persists to this day and corrupts the elvesoffspring,
killinj: them within days of being born.
Despite the tragedies afflicting their race, forsaken
elves retain a noble bearing, and carry themselveswithadignity-and, somesay, arrogance
- utterly lacking in the other races of the
Scarred Lands. Their culture is known for its
wealth and magical might. Most forsaken
elves dress in fine robes and tunics of a sort
that puts human garb to shame, and do their
be,t to ignore the goings-on of other races.
Regions: Forsaken elves live almost
exclusively in Termana, though some lost
souls make their way to the shores of
Ghelspad. Few of these remain on the
human-dominated continent for long, however.
Racial Abilities: Forsaken elves have
the following racial traits:
-2 Strength, +2 Dexterity, -2 Constitution, 4 2 Intelligence: Forsaken elves, like
their high elf forbears, are graceful and magi1
cally adept, but their slight frames make them
soniewhat frail.
Medium. As Medium creatures, forsaken elves
have no special bonuses or penalties due to
their size.
Forsaken elf base speed is 30 feet.
Immunity to magic sleep spells and effects.
Forsaken elves simply do not sleep, and no
magic can force them to do so.
* +2 racial saving throw bonus against
Enchantment spells or effects. Sharp
senses and strong wills make the forsaken elves difficult to bedazzle.
*--
Gnomes
The race of gnomes is unknown on Ghelspad, but is
found in substantial numbers in the jungles of southern
Termana. These jungle gnomes are semi-nomadic, traveling the jungle from hunting ground to hunting ground,
spending the rainy season in villages or cave complexes.
Jungle gnomes worship a complex pantheon of jungle
spirits, and are capable of casting druidic magic without
following Denev or any of the other titans. Though they are
aware of the existence of the gods, the gnomes nevertheless
refuse to acknowledge them as anything other than especially powerful spirits, and prefer to pay homage to their
native deities instead. A tradition of illusion-casting wizardry seemsto pervade gnomishculture, with its practitioners
recording their spellsas elaborate mandalic artworkscribed
upon hides, burnt into wood, painted upon walls, or even
tattooed into their very flesh.
Gnomish tribes can contain up to 500 members, but
usually number around 50or 60. They are a peaceful race,
CREATURE C O L L E C T I O N REVISED
Racial Abilities: Junglegnomes have all of the following racial traits:
+2 Constitution,-2 Strength. Jungle gnomes are toughened up by their rough lifestyle, but they are only as strong
as their smaller stature allows.
Small: As Small creatures, jungle gnomes gain a +1 size
bonus to Armor Class, a +1 size bonus on attack rolls, and
a +4 size bonus on Hide checks, but they must use smaller
weapons than human use and their lifting and carrying
limits are three-quarters of those of a Medium character.
Jungle gnome base land speed is 20 feet.
Low-light Vision: Jungle gnomes can see twice as far as a
human in poorly illuminated conditions such as starlight,
moonlight, torchlight and similar circumstances. They retain the ability to distinguish color and detail under these
conditions.
Weapon Familiarity: Jungle gnomes may treat blowguns (see
Players Guide to Fighters and Barbarians) as martial
weapons, rather than exotic weapons. This means, among
other things, that jungle gnomes are not at risk of poisoning
themselves when using poison blowgun darts.
Add + 1 to the Difficulty Class for all saving throws against
illusio~inspells cast by jungle gnomes. Their innate familiarity with these effects make their illusions more difficult to
see through. This adjustment stacks with those from similar
effects, such as the Spell Focus feat.
+2 racial bonus on saving throws against illusions. Their
innate familiarity with this style of magic gives jungle
gnomes a better chance to resist these effects.
Gnolls
Though they are generally considered to be nomadic savages who ravage the lands of central and
western Termana, a few gnolls have settled down,
living in relative peace. Several gnoll tribes thrive in
the Gamulganjus jungle, living alongside - and occasionally going to war with - the humans, gnomes and
terali of that region. Gnoll adventurers are not unheard of, and are sometimes encountered in the
wildernesses of Termana.
Regions: Gnolls are found throughout Termana,
but are most common in mountain and plains regions,
where they live in rough tribal bands and subsist on
hunting, and raiding neighboring tribes or settlements.
Racial Abilities: Gnolls have all of the following
racial traits:
+2 Constitution, +4 Strength, -2 Charisma, -2 Intelligence. Gnolls are feared for their brute strength and
their ability (and willingness) to eat anything to survive. They are not known, however, to be particularly
smart or cautious.
Medium: As Medium creatures, gnolls have no special
bonuses or penalties due to their size.
Gnoll base speed is 30 feet.
Darkvision: Gnolls can see in the dark u p to 60 feet.
Darkvision is black and white only, but is otherwise
like normal sight; gnolls can function without penalty
with no light at all.
Half-Elves
Most of the half-elves in Ghelspad come from the areas
around the Ganjus, especially those areas known for their
allianceswith the elven folk of Vera-Tre -places such as the
Bridged City, Amalthea and Vesh. In such areas, having elven
blocdisnohindrance. Indeed, inmanysuchareas, itisapositive
thing, something of a symbol of the alliance between human
and elf that allowed the Druid War to be won.
Thingsarenot quite so idyllicfor the half-elvesofTermana,
themajorityofwhomdescendfromtheforsakenelves.Cursed by
the titan Chem in the latterdays of the Divine War, elves from
this part of the world are unable to bear healthy children in
pairings within their race; in their desperation, they often steal
human infants (belongingto settlersbrought to Termanaas part
of Virduks Promise), raising them among the elves to serve as
breedingstock. These stolen humans are used to perpetuate the
elves own dying bloodlines, in hopes that their half-elven
progenymightpartiallyoffset the effectsof the vile curseplaguing
their people.
Though they have difficulty finding acceptance among
either humans or elves, these half-elves do have considerable
value in conflicts, and as such find ready acceptance among the
legions of King Virduk. This of courseupsets the elveswho bred
thehalf-elvestobeginwith,butsincetheforsakenelvestreattheir
offspring like half-breed lepersit shouldcome as no surprise that
the half-elvesseek their fortunes elsewhere.
Because of their origins,half-elves lead hard lives; accordingly, they favor no profession in particular. They strive for
acceptancewherever they can find it, and are happy to resort to
thievery if acceptance is not forthcoming. Though sometimes
despisedby both humans and elvesalike, it is clear that half-elves
tend to exhibit some of the best traits of both species. The more
enlightened leaders of human and elven nations recognize this
potential, and will train half-elveswho are willing to serve their
causes.
Indeed, many Termana-bornhalf-elveshave heard of the
greater level ofacceptancethat theirkind canoften find in those
areas aroundthe Ganjusand have begun moving there in slowly
increasingnumbers. Though they are welcome in the area, the
leaders of Vesh and Vera-Tre wonder how many of these halfelves are genuinely seeking new lives and how many are there
under Virduks employ as spies.
Finally, the elves of Uria have been known to mingle
occasionallywith the folk of Karria. Such unions are alwaysbrief
romances, but some occasionally leave a human woman preg
nant to raise a half-elvenchild inKarria.Thosefemaleelveswho
sportwith the humanmenofKarriahavebeenknowntostaywith
him long enough to bear him a child, disappearing one night
Half-Orcs
Once, the orcs were mighty. Each titan claimed a
number of tribes of the orcish folk, and they fought with one
another and preyed upon the weaker races around them.
But now, itsa rough time to be an orc in the Scarred Lands.
The last of the titanspawn races with any real presence on
Ghelspad, orcs are hated and reviled by the whole of the
divine races. Even King Virduk and the dwarves of Burok
Torn agree on one simple fact: Orcs are the enemy, and
must be destroyed. Tolerance is not something for which
the victors of the Divine War are well known, and hence
nearly every orcish settlement outside of the Plains of Lede
CRATURE COLLECTION R E V I S E D
fair bit of sympathy from those they encounter. This does not
mean they are treated well -far from it. Rather, they are simply
allowed to live andmaketheirownwayin the worldlikeeveryone
else.
When enough half-ora gather in a particular region, they
tend to form communities,to the best of their abilities. These
improvised societiesare rarely allowed to remain in one place for
long, as they become rowdy fairly quickly. Interestingly,some
half-orc communitieshave turned this fact into an advantage,
becoming nomadic groups of entertainers, laborers and mineworkers who descend upon a town for a fortnight seekingto put
their prodigiousphysicaltalents to good use. Given the half-orcs
talents with hard physical labor, such groups are typically tolerated wherever they choose to go (and in at least one case,that of
Mulls Town, the half-ora were officiallyrecognized as citizens,
and allowed to remain part of the town permanently).Unfortunately, due to their inclination toward brawling and thieving,
they are rarely allowed to stay for very long.
Half-orcadventurerstend to be scrappers, and their appearance shows it. They own only the things they can beg,borrow or
steal,andtheyaretypicallynotcleverorwealthyenoughtocreate
their own wares. Oddly enough, the tight-knit nature of their
communitiesensures that none live in abject poverty, with no
one individualbecoming eitherparticulxlywealthy orobscenely
pwr. Half-orcsofamoremilitaristicbentwillseekout
thehdean
warcollegesofDarakeene, hopingtobecome mercenariesorelite
warrit)rs.Thecallingseemstosuitthemwell, astheLegionofAsh
has been recruiting more and more half-orc troops into its ranks
in recent years. The Legionsharsh regimens ofphysicaltraining
and proclivity for ritual scarificationgive the half-orcs a way to
consbxctivelyexpresstheirorcishheritage,withoutforcingthem
to a h d o n human societalmores.
Regions: Half-ora are typically found in either the Plains
of M e or the slave pits of Dunahnae. In these regions, they are
nothing more than slaves,and have littlein the way of a future to
lookforward to. Those who can escape,however, make theirway
to human-dominated lands,and settle in places like Darakeene
or Mullis Town and the surroundingenvirons.While officialsin
such regionscomplain about the problem they cause,the halfora can to be tireless workers who contribute substantially to
these regionseconomies.Half-ora who are unwilling to put up
H aIlf ljn gs
Few peoples in the Scarred Lands have sufferedt
the extent halflings have, and none of those were
victorsofthe Divine War. Smalland weak,halflings
have never had much to offer the other races of
the Scarred Lands. As a result, their neighbors
consistently bully and abuse them, taking advantage of every opportunity to disenfranchise
the smaller folk. On Ghelspad, the worst offenders in this regard are dwarves and human.
Humans take advantage of the fact that halflings
are agrarian, and thus tend to have good, hearty
land suitable for human use. Dwarves, on the
other hand, feel that halflings are weak and
stupid,unwillingto stand up to human oppression
and thus unworthy of kindness. To the dwarves
way of thinking, if the halflings wont fight they
shouldnt be taking up valuable resources and
space that can be put to better use.
Despite these unkindnesses, halflings remain resolute in their desire to lead peaceful
lives. Sadly, this desire for peace left their lands
ripe for invasion, a fact King Virduk took full
advantage of when he chose to occupy halfling
lands. Unwilling to be bullied by dwarves,
and unafraidofhumans anddwarves alike,
the halflings simply accepted their fate
and did their best to move on. As aresult,
they have become willing slaves in
Calastias war machine, supplyingfoodand
labor in exchange for a chance at peace.
They eagerly lap up the platitudes bestowed
upon them by King Virduk, even though
they know his words are insincere. The
truth of the matter is irrelevant to them;
they have been taken for granted for so long,
trampled beneath the heels of so many different races that even false kindness is like
meat and drink to them. And even those
who do know of Virduks fakity are quick to
Humans
Of all the races of the Scarred Lands, the humans were
hit the hardest by the Divine War. All of their technological and magical knowledge, all of their traditions, and
seemingly the entirety of their civilization were crushed
between the massive armies of the titans and the gods. In
the end, all that was left of the once proud human kingdoms
were bands of refugees. They found themselves struggling
to survive against the might of the remaining titanspawn
armies, and hoping for allies among the divine races, who
were dubious about the merits ofhumankind. With the end
of the Divine War, humanitysstruggle for survival began.
Surprisingly, the humans rose to the challenge, and
used their innovation and rapid maturation to best advantage. Human settlements grew quickly, depending on large
families and extended clan-units that are, to this day, a
mark of humankind. The remnants of old nations were
swept away (or, if possible, restored to proper working
order), and in their place grew new traditions, new alliances and new economies. In the years before the Druid
War, humanity laid the foundations for explosive growth
and development, and that war proved to be the crucible in
which the current world order was forged. The nation of
CREATURE C O L L E C T I O N REVISED
the Plains of Lede, have taken to wearing rings of metal
through their ears, noses and other parts of their body as
decoration.
Human ingenuity is apparent in just about everything
they do. They seem to excel at nothing, but are instead
competent at nearly everything. They vary tremendously
in terms of customs and temperament, with some nations
embracing the most heinous aspects of slavery and domination while others stand as bastions of righteousness and
cooperation. Unsurprisingly, humans do not seem to be
particdarly inclined to favor any one class as adventurers.
Regions: Humans are found all over Ghelspad, much
to the consternation of most other races. They are especiallydominant in the southernregions,where the Calastian
Hegemony rules with an iron fist. To the northeast, the
humans of Vesh enjoy good relations with most of their
neighbors, while the barbarians of Albadia and the merchants of Darakeene hold their own against invasion from
all sides. Despite their numerous current conflicts, the
position of humans on Ghelspad seems quite secure.
Humans are known for their vast variety -indeed, it
is practically the mark of the humans that two humans
might have fewer traits in common with one another than
said human and a member of another race. Humans enjoy
great physical diversity, which depends on their place of
origin -those humans of eastern Ghelspad, from Calastia
to the Plains of Lede, seem to have darker, slightly olive
complexions. Southwestern Ghelspad sees a darker
complected appearance, while the northwests pale hair
and skin is epitomized in Albadia. The humans ofTermana
tend to darker skin tones than even the newly arrived
Calastian settlers.
While they are the most common race on Termana,
humans are bitterly divided there, scattered about the
western half of the continent in petty, squabbling kingdoms like Azale and Thorvalos. Most are descended from
Ghelspadan slaves who threw off the shackles of the
Charduni Empire; they have had to develop their skills in
nation building and governance over the past century and
a half. For the most part, they are provincial, insular and
quarrelsome. The outgoing folk of Azale and the noble
paladins of Silverisle are exceptions to this, however, and
can he boon companions if given the chance. In addition,
colonists in Virduks Promise have begun to add a more
sophisticated Calastian outlook to the continent.
In the southlands of Termana, however, is another
breed of humanity. A tall, dark-skinned and well-favored
folk, the humans of these lands populate the jungles of the
Gamulganjus, the Iron Sands Desert and the Centaur
Plains. Many ofthe civilizationsof these folkare long-gone,
and they have returned to a nomadic, barbaric lifestyle,
save for the residents of the ancient tepuje cities. It is
noteworthy that many folk of southern Ghelspad -especially in the areas of Zathiske and Shelzar -bear the blood
of these southern Termanans, though the precise nature of
that intermingling seems to have been lost to the past.
Racial Abilities: Humans have all of the following
racial traits:
Medium: As Medium creatures, humans have no special
bonuses or penalties due to their size.
Human base speed is 30 feet.
1 extra feat at 1st level, because humans are quick to master
specialized tasks and are varied in their interests. (With the
Ghelspad
Calastia & the Sweltering Plains: -2 Wisdom, +2
Charisma.Weupon Fumilimity: bastard sword.
The dark-toned, dark-haired, green-eyed charmers who
come from Calastia and S h e h are known throughout the
Smedhdsfortheirdashingpemnalitiesand lackofcommon
sense. Thosebardic tales that feature an unfaithful lover usually
paint that character with these features.
Gascar Cities & Dunahnae: -2 Str, +2 Int or Wis.
Wapm Familiarity: spiked chain in Dunahnae; bastard sword
elsewhere.
Dunahnae and the three scholar-citiesof the Gascar Peaks
(Lokil,Hollowfaust and Glivid Autel) are knmnfor their pale,
dark-hairedscholarsand philosopherswho are weak in body but
strong in mind. Indeed, it is not uncommon to fiid the citizens
of these areasdyingtheir haii black and avoidingthe sunlight,in
order to conform to this ideal all the more. These modifiers also
apply to the titanspawn-tainted nation of Khirdet.
Karria, Darakeene & Albadia: +2 Sa or Con, -2 Int or
Wis. Weupon Familiarity: two-bladed sword in Albadia; bastard
sword elsewhere.
Though they areknownforcomingfiomtnrbarianstock,
the tall, strong, fair folk of Ghelspads northwest are rarely
underestimated.Known for strength of M y , thoughnot necessarily of mind, folk who match this appearance are becoming less
common in Darakeene, as that civilized nation breeds among
other peoples. Albadians, however, often meet these criteria,
especially among the tribes of the north.
The Plainsof Lede: +2 Dex,-2 Cha.Wa#xmFumiliariy:
orc double-axe.
The folk of this part of Ghelspad (which actually includes
the Bridged City) have skin of the same olive-tonesas the rest of
eastern Ghelspad. However, they tend to grow their hair long,
and are known for their quick, clever handsand their surliness.
They are found both among the nomadichorse-tribesof Mansk
as well as the folk of the Bridged City.
to be.
Termana
Crilos & the Gray Isle: +2 Strength, -2 Intelligence.
Terali
Deep in the jungles of southem Termana dwells a race of
creatures who resemble upright, bipedal leopards. They are
known as the terali,and in recent yearstheyhave been seenmore
often outside their forest homeland.
Materially primitive, the terali are nevertheless a highly
spiritua1race.Theylive in tribalgoupsofup to 2oOmembers.Like
the junglegnomes,the terali are semi-nomadic,building villages
for shelterduring the rainy seasonthen wandering the jungleand
living in temporary shelters during the drier hunting season.
Terali are fierce wamors, fighting with spears,d m throwers and
wooden clubs lined with the teeth of predatory animals.
Hereditarychiefsleadthe tribes,advisedby eldersand tribal
sorcerers. About one in 20 terali is born with a black pelt; these
individualsare, for some reason, the only terali who are capable
ofbecomingsorcerers. Thesesorcerers, known as markedones,
are thought to have considerable spiritual power, and their
counsel is always sought and heeded.
From time to time a marked one will decree that a certain
terali must wander the world and seek wisdom. Terali so chosen
sometimes make their way out of the Gamulganjus and into
Termanaproper, occasionallyeven findingwork as mercenaries
or bodyguards. These terali return to their homeland with a
greater understanding of the outside world, and they usually
become highly duential due to the riches that they bring back.
Other wandering terali shun the jungle and chooseto stay in the
outside world, but this is rare.
As habitantsof the LandwithNoGcds,the teraliworship
neither god nor titan; they instead revere the spirits of their
ancestors,and follow the tenetsof unique tribal spiritsof the land
who are said to speak only to chieftainsand marked ones.
Regions: The terali are highly territorial and defend their
traditional hunting grounds fiercely. Today, they are mostly
found in the Gamulganjus region of Termana.
Racial Abilities: T e d have the followingracial traits:
Appendjx:
Legal Informatjon
This printing of Creature Colkctin Revised is done under version 1.0
and/or draft versions of the Open Game License,the d2O SystemTrademark
License, d20 System T r a d e m k Lqo Guide and System Reference Document by permission from Wizards of the Coast. Subsequentprintings of this
book wilU incorporate final versions of the license,guide and document.
Designation of Product Identity: The following items are hereby
designated as Product Identity in accordancewith Section l(e) of the Open
Game License,version 1.O: Any and all Sword and Sorcery Studio logos and
identifyiw mks and trade dress, including all Sword and Sorcery Studio
Product and Product Line names including but not limited to Creature
Collection, Creature Collection2: Dark Menagerie, Relics and Rituals and
ReliuandRitualsZ:htLore, the ScarredLandsandtheScarredLandslogo;
alltextunderthe'DDescription"headerofanycreature,spell,
trueritua1,magic
item, artifact, or NPC's listing; any elements of the Scarred Lands setting,
includingbut not limited to capitalizednames, names of artifacts, characters,
countries, creatures,geographiclocations,gods, historic events, magic items,
organizations, spells or titans; and any and all stories, storylines, plots,
thematic elements, and dialogue; and all amyork, symbols, designs, depictions, illustrations,maps and cartography,likenesses,poses, logos,symbols,or
graphic designs, except such elements that already appear in the d2O System
Reference Document (e.g. Nystul or Bigsby) and are already OGC by virtue
of appearing there. The above Product Identity is not Open Game Content.
,In''
~~~
D~~~
L ,
s book
is ready to
ame License
and are 100%com
System. This book
ew'oaoa
,:,