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Gamer's Guide To Creature Upgrading and Enhancement
Gamer's Guide To Creature Upgrading and Enhancement
Blackguard: Prestige class that represents a champion of evil. Like paladins, in a way, except former paladins in this class are
more powerful than their non-paladin comrades.
Raggamoffyn: An animate pile of clothing that tries to control humanoids for its own gain.
Undead: Corpses and spirits animated or bound through necromantic processes to do their creators bidding, or make life hell for
peasants.
Magical Beast: Creatures that may resemble animals, but are more powerful and/or intelligent.
Aberrations: Things weirder than Magical Beasts and may or may not be smart.
Plants: Vegetables.
Chapter I:
Minions, and how to make them better!
Humans, as rule of thumb, tend to be stupid. This chapter will teach you how to make them better guardians! We
come in many flavors, according to my friend Jira.
Section 1: Undead (cue Theremin) & Deathless
Bone Creature
Sometimes creatures that rise as undead skeletons retain their intellect and abilities. Bone fighters wield deadly weapons and
clank about in ancient armor. Bone sorcerers cast dreadful spells and are often confused with liches. Bone wyverns darken the
skies and threaten with their poisoned, skeletal tails.
Bone creatures cannot be the result of a simple animate dead spell, but could arise from a create undead or create greater undead
spell, as undead of their equivalent Hit Dice.
"Bone" is a template that can be added to any nonundead, corporeal creature that has a skeletal system (referred to hereafter as
the base creature). The creature's type changes to undead. It retains all type modifiers and subtypes, if applicable.
The bone creature uses all the base creature's statistics and special abilities except as noted here.
Speed: Winged bone creatures retain the ability to fly, now, however, the flight is magical, as the fly spell, but it still uses the
creature's original fly speed.
AC: Natural armor bonus changes to a number based on the bone creature's size.
Size Bonus
Tiny or smaller +0
Small +1
Medium-size +2
Large +3
Huge +4
Gargantuan +6
Colossal +10
Attacks: A bone creature retains all the natural attacks and weapon proficiencies of the base creature, except for attacks that can't
work without flesh, such as a mind flayer's tentacle attacks. A creature with hands gains one claw attack per hand; a bone creature
can strike with all of them at its full attack bonus. If the creature already had claw attacks with its hands, use the bone creature
attack format and damage, if they're better. The base creature's base attack bonus does not change.
Damage: Natural and manufactured weapons deal normal damage. A claw attack deals damage depending on the bone creature's
size.
Size Damage
Diminutive or Fine 1
Tiny 1d2
Small 1d3
Medium-size 1d4
Large 1d6
Huge 2d4
Gargantuan 2d6
Colossal 2d8
Special Qualities: Same as the base creature. In addition, all bone creatures gain darkvision with a range of 60 feet, undead traits,
and various immunities.
Immunities (Ex): Bone creatures have cold immunity. Because they lack flesh or internal organs, they take only half damage
from piercing and slashing weapons.
Abilities: Modify the base creature as follows: Str +0, Dex +4, Con -, Int +0, Wis +0, Cha +0.
Feats: Same as the base creature, plus the bone creature gets the Weapon Finesse feat with any one weapon for free.
Corpse Creature
Not all corpses risen as undead are shambling, slow-moving zombies. Some retain their intellect and abilities. Surrounded by the
stench of death, the flesh of these creatures hardens and becomes brittle but retains great strength. Corpse clerics still pay homage
to their dark gods. Corpse warriors heft mighty weapons with skill. Corpse beholders still spray deadly rays from shriveled
eyestalks. They cannot be the result of a simple animate dead spell, but could arise from a create undead or create greater undead
spell, as undead of their equivalent Hit Dice.
"Corpse" is a template that can be added to any nonundead, nonconstruct, nonplant corporeal creature (referred to hereafter as the
base creature). The creature's type changes to undead. It retains all type modifiers and subtypes, if applicable. The corpse
creature uses all the base creature's statistics and special abilities except as noted here.
Speed: Winged corpse creatures retain the ability to fly. However, their maneuverability becomes clumsy.
AC: The corpse creature gains a natural armor bonus based on its size.
Size Bonus
Tiny or smaller +0
Small +1
Medium-size +2
Large +3
Huge +4
Gargantuan +6
Colossal +11
The corpse creature keeps the natural armor bonus of the base creature if it's better.
Attacks: The corpse creature retains all the natural attacks and weapon proficiencies of the base creature. A corpse creature also
gains a slam attack. The base creature's base attack bonus does not change.
Damage: Natural and manufactured weapons deal normal damage. A slam attack deals damage depending on the corpse
creature's size. For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack.
Size Damage
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Qualities: Same as the base creature. In addition, all corpse creatures gain darkvision with a range of 60 feet and undead
traits.
Abilities: Modify the base creature as follows: Str +4, Dex -2, Con -, Int +0, Wis +0, Cha +0.
A death knight's physical form is that of its decayed body. The face is a blackened skull covered with patches of rotting flesh,
with two pinpoints of orange light in the eye sockets. The voice of a death knight is chilling, seeming to echo from deep within.
Death knights were powerful people in life, and so they often wear expensive or magic clothing and armor. They are quite fond
of wearing flowing capes to mark them as figures of importance.
Hit Dice: All the character's Hit Dice (current and future) become d12s.
AC: The death knight has +5 Natural Armor, or the character's natural armor, whichever is better.
Attacks: Death knights usually fight with martial weapons, but if disarmed they will use a touch attack.
Damage: The death knight's touch attack uses negative energy to deal damage equal to 1d8+the death knight's Charisma bonus to
living creatures. Each successful touch attack also deals 1 point of Constitution damage. A Will save (DC=10+1/2 death knight's
HD+death knight's Charisma modifier) reduces the damage by half and negates the Constitution damage. Characters with natural
attacks can use their natural weaponry or use the touch attack, as they prefer.
Special Attacks: A death knight retains all the character's special attacks and gains those described below.
Abyssal Blast (Su): Once per day, a death knight can unleash a blast of eldritch fire. The blast fills a 20 foot radius spread
anywhere within a range of 400+40 feet per HD of the death knight. The blast deals 1d6 points of damage per HD of the death
knight (maximum 20d6). Half of the damage is fire damage, but the rest results directly from divine power and is therefore not
subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic. A Reflex save
(DC=DC=10+1/2 death knight's HD+death knight's Charisma modifier) reduces the damage by half.
Fear Aura (Su): Death Knights are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD with 15 feet of a
death knight must succeed at a Will save (DC=10+1/2 death knight's HD+death knight's Charisma modifier) or be affected as
though by a fear spell cast by a sorcerer of the death knight's level.
Undead Followers: A death knight attracts lesser undead creatures that happen to exist within a 200 mile radius. It may have up
to twice its levels in Hit Dice of followers. The followers arrive monthly in the following increments: 1d6 ghouls, 1d4 ghasts,
1d12 Medium skeletons, 1d4 wights, or 1d8 medium zombies once per week. These creatures are in addition to any undead
creatures the death knight might be able to command or rebuke as a class ability.
Spells: A death knight can cast any spells it could while alive unless alignment restrictions prohibit the casting of a particular
spell.
Special Qualities: A death knight retains all the character's special qualities and gains those described below.
Damage Reduction (Su): A death knight's undead body is tough, giving the creature damage reduction 15/+1.
Immunities (Ex): Death knights are immune to cold, electricity, and polymorph in addition to those immunities possessed by
undead (see undead traits, below).
Spell Resistance (Su): A death knight gains spell resistance 20+1 per character's level beyond 10th.
Summon Mount (Su): A death knight has the ability to summon a mount, typically a nightmare, though it may be of any other
species normally used as a mount. The mount may have no more Hit Dice than half the death knight's levels. If the mount is lost
or killed, the death knight may summon another one after a year and a day.
Turn Immunity (Ex): A death knight cannot be turned. It can be banished with holy word, however, just as if it were an evil
outsider. (The banished death knight returns to the plane of the evil god it serves.)
Undead Traits: No Constitution score. Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not
subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength,
Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Cannot heal damage on its own if it has no Intelligence
score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special
quality works regardless of the creature’s Intelligence score. Immunity to any effect that requires a Fortitude save (unless the
effect also works on objects or is harmless). Uses its Charisma modifier for Concentration checks. Not at risk of death from
massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Not affected by raise dead and reincarnate
spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the
living creatures they were before becoming undead. Proficient with its natural weapons, all simple weapons, and any weapons
mentioned in its entry. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all
lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are
proficient with any form of armor. Undead do not breathe, eat, or sleep. The character has Darkvision 60 ft.
Abilities: A death knight gains +4 to Strength and +2 to both Wisdom and Charisma. Being undead, it has no Constitution score.
Level Adjustment: +5
Create Skeletal Warrior (Su): A death knight of at least 15 HD may transform a dead humanoid (who may be dead no more than
one year) into a skeletal warrior completely under its control. The process takes one hour of concentration by the death knight,
which must begin again if interrupted. The skeletal warriors who serve a death knight count against his total undead followers.
Power Word (Sp): A death knight can use a power word once per day as cast by a wizard of the death knight’s hit dice.
Symbol (Sp):
Spell-Like Abilities (Sp): A death knight of at least nine hit dice can use Detect Magic, Dispel Magic, and Wall of Ice once per
day as a wizard of the death knight’s hit dice.
Special Qualities: A death knight of Krynn picks up the following special attacks in addition.
See Invisibility (Su): A death knight can see invisible and ethereal creatures as if constantly under the effects of a see invisibility
spell.
Death Knight Characters
A death knight PC's effective character level (ECL) is equal to the creature's character level +5; thus, a 7th-level fighter/3rd-level
blackguard has an ECL of 15 and is the equivalent of a 15th level character.
A character with the ability to spontaneously cast cure spells who becomes a death knight loses that ability, but gains the ability
to spontaneously cast inflict spells.
Dry Lich
A dry lich is an especially horrid sort of undead spellcaster and the ultimate destiny of a walker in the waste. A dry lich is not
purposefully evil, but it is absorbed with its own agenda and has little regard for living things. It spends its unnatural existence
continuing to spread the waste and preserve whatever it encounters as dry, mummified monuments. A dry lich is gaunt, skeletal,
and usually humanoid (although some monstrous humanoids and aberrations occasionally follow the walker’s path). Its flesh is
parchment dry and clings tightly to its bones, and a thick crust of glittering white salt covers its body. A weird green light lights
its hollow eye sockets. It is garbed as it was in life, which is generally a simple and practical costume rather than the ornate robes
of typical liches. Dry lich clerics usually wear heavy armor, since walkers in the waste had immunity to dehydration and heat
effects even before they became undead. The mysterious Dusty Conclave closely guards the secret of becoming a dry lich, and at
least one other dry lich must participate in another’s creation. A dry lich speaks any languages it knew in life.
Size and type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points.
Hit Dice: Convert all current and future hit dice to d12s.
Armor Class: The base creature’s natural armor class bonus increases by 5.
Attack: A dry lich retains the desiccating touch of the base creature. If the base creature can use weapons, a dry lich retains this
ability. A creature with natural weapons retains those weapons. A dry lich fighting without uses either its desiccating touch or
its primary natural weapon (if it has any). A dry lich armed with armed with a weapon uses its touch or its weapon, as it desires.
Full Attack: A dry lich fighting without uses either its desiccating touch or its primary natural weapon (if it has any). If armed
with a weapon, it usually uses the weapon as its primary attack along with a desiccating touch as a natural secondary attack,
provided it has a way to make that attack (either a free hand or a natural weapon it can use as a secondary attack).
Damage: A dry lich without natural weapons has a desiccating touch attack that deals 5d6 points of desiccation damage (or 5d8
to plants and water elementals) to living creatures; a Fortitude save DC 10+1/2 dry lich’s HD+dry lich’s Wisdom modifier halves
the damage. A dry lich with natural weapons can choose to deliver the desiccating touch through one of its natural attacks.
Special Attacks: A dry lich retains all the special attacks of the base creature and gains those described below. Save DCs are
10+1/2 dry lich’s HD+dry lich’s Charisma modifier unless otherwise specified.
Aura of Despair (Su): A dry lich is surrounded by a terrible sense of age, loss, and death. Any creature in a 60 foot radius must
succeed on a Will save or be shaken for 1d4 rounds. A creature that saves successfully cannot be affected by the same aura for
24 hours.
Constitution Drain (Su): Any living creature a dry lich hits with its touch attack must succeed on a Fortitude save or take 1d6
Constitution drain. With each successful drain, the dry lich gains 5 temporary hit points.
Special Qualities: A dry lich retains all the base creature’s special qualities and gains those described below.
Damage Reduction (Su): A dry lich’s salt cured flesh is leathery and tough, giving it damage reduction 10/bludgeoning and
magic.
Fast Healing (Ex): A dry lich has fast healing 2 in arid climates. A humid climate, water based magic such as fog cloud, and
immersion in water all prevent fast healing.
Immunities (Ex): Dry liches have immunity to dehydration, heat, polymorph (though they can use polymorph effects on
themselves), and mind-affecting abilities.
Unholy Toughness (Ex): Dry liches also apply their Charisma modifier to all hit dice.
Water Weakness: All water damages dry liches as if it were holy water.
Abilities: Increase from the base creature as follows: Str +2, Wis +4, Cha +2. As an undead creature, dry liches have no
Constitution score.
Skills: Dry liches have a +8 racial bonus on Hide, Intimidate, Listen, Move Silently, Search, and Spot checks. Otherwise, same
as base creature.
Level Adjustment: +5
An evolved undead is an undead whose body is flushed with more negative energy than normal due to an exceptionally long
lifetime. Any undead may gain this template, and in doing so, it retains all its previous abilities, but becomes more powerful than
before.
When an intelligent undead creature survives for 100 years or more (or when the DM decides to create an undead monster with a
twist), there is a 1% chance that its connection to the Negative Energy Plane grows more mature. When this "evolution" occurs,
the undead gains this template. Each additional 100 years of existence affords an additional 1% chance of a more mature
connection, plus an additional 1% chance for each previous evolution. For example, if an undead creature's connection to the
Negative Energy Plane evolved three times previously, it has a 4% chance to gain one more step of maturation the next time its
age requires an evolution check. Every step of evolution means that the evolved andead template can be applied again to the
undead creature (setting this template apart from most other templates, which can be applied only once).
"Evolved undead" is an acquired template that can be added to any undead with an Intelligence score (referred to hereafter as the
base creature). An evolved undead uses all the base creature's statistics and special abilities except as noted here. This template
does not alter the creature's type.
Note: Unlike most templates, an evolved undead can potentially acquire this template more than once, evolving more with each
application.
Armor Class: The base creature's natural armor bonus improves by 1. If the creature is incorporeal, its deflection bonus to AC
improves by 1.
Special Attacks: An evolved undead retains all the special attacks of the base creature and gains one spell-like ability from the
following list. You can choose this ability from the list below, or roll randomly. The spell-like ability gained herein can be used
once per day. If the undead already has the indicated ability, it gains another use; if it already has the ability as an at-will ability,
choose another ability. The spell-like ability has a caster level equal to the evolved undead's HD (if the caster level is too low to
cast the spell in question, choose another). The save DCs are Charisma-based:
1 circle of death
2 cloudkill
3 cone of cold
4 confusion
5 contagion
6 creeping doom
8 greater invisibility
9 haste
10 hold monster
11 see invisibility
12 unholy blight
Special Qualities: An evolved undead retains all the special qualities of the base creature and gains the one described below.
Fast Healing (Ex): An evolved undead heals 3 points of damage each round so long as it has at least 1 hit point.
Abilities: Evolved corporeal undead gain +2 Strength and +2 Charisma. An evolved incorporeal creature gains only +2 Charisma.
Organization: An evolved undead usually becomes a leader among those of its base kind.
While the spawn of Kyuss are bearers and victims of their master's corruption, those who garner the demigod's favor are blessed
by worms. Former fanatics, crazed visionaries, and purposefully sacrificed beasts, these favored spawn of Kyuss wreak his
terrible will with an array of corruptive abilities. Found either alone or enslaved to the service of mad prophets, favored spawn
take a vast array of forms and imply the demigod of worm's direct interest. In recent years appearances of the favored spawn have
risen, evidencing the impending Age of Worms.
"Favored Spawn of Kyuss" (known simply as the "favored" to cultists of Kyuss) is an inherited template that can be added to any
living, corporeal creature. A favored spawn uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to undead. Do not recalculate Hit Dice, base attack bonus, or saves. Size is
unchanged.
Special Attacks: A favored spawn retains all the special attacks of the base creature and also gains the following special attacks.
Create Spawn (Su): Once per round as a free action, a favored spawn of Kyuss can transfer a worm from its own body to that of
an opponent. It can do this whenever it hits with a natural attack or an unarmed attack, but it can also make the transfer by means
of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet. Each worm
is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. On the spawn's next
action, the worm burrows into its host's flesh. A creature with a natural armor bonus of +5 or better is immune to this burrowing
effect. The worm makes its way toward the host's brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that
period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a dispel
evil or neutralize poison effect delays its progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills
it. Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse
or remove disease) or slays its host (death occurs at o Intelligence). A Small, Medium, or Large creature slain by a worm rises as
a new spawn of Kyuss (not a favored spawn) 1d6+4 rounds later; a Tiny or smaller creature quickly putrefies, and a Huge or
larger creature becomes a normal zombie of the appropriate size. Newly created spawn are not under the control of their creator,
but they usually follow whatever favored spawn of Kyuss created them. If a creature is infested with multiple worms, a single
remove curse or remove disease destroys all the worms infesting the creature at once. A favored spawn attacking a helpless
opponent may use its foul embrace ability instead of this ability.
Fear Aura (Su): A spawn of Kyuss continuously radiates a fear effect. This ability functions like a fear spell (caster level 7th,
Will save DC 14 + the favored spawn's Charisma modifier), except that it affects all creatures within a 40-foot radius. Any
creature that makes a successful saving throw against the effect cannot be affected again by the fear aura of that favored spawn of
Kyuss for 24 hours.
Foul Embrace (Su): By pressing its face against a helpless victim, the favored spawn of Kyuss can infest the victim with a rain of
2d6 worms. This ability is treated the same as the create spawn ability, but a victim slain by the resulting infestation rises as a
favored spawn of Kyuss rather than a normal zombie.
Kyuss' Gift (Su): Any creature hit by a favored spawn of Kyuss' natural attack or unarmed attack must succeed at a DC 14
Fortitude save or contract this supernatural disease. The incubation period is 1 day, and the disease deals 1d6 points of
Constitution damage and 1d4 points of Wisdom damage. These effects manifest as rotting flesh and dementia. An affected
creature gets only half the benefits of natural and magical healing, though a remove disease effect removes the affliction.
In addition to the previously described abilities, a favored spawn with 10 HD or more gains one of the following additional
special attacks as a gift from Kyuss himself. Saving throws against these effects are against a DC of 10 + half the favored
Spawn's Hit Dice + the favored spawn's Charisma modifier.
Infested Skin (Su): The favored spawn of Kyuss is so infested with worms that any creature that strikes it with an unarmed strike,
natural weapon, or light weapon must make a Reflex save or a Kyuss worm is transferred to the attacker's body. Any creature that
shares the same square as the favored spawn (such as might occur during a grapple, bull rush, or Tumble check) must make a
Reflex save to avoid the same fate.
Noxious Breath (Su): Once every id4 rounds, as a standard action, the favored spawn of Kyuss can exhale nauseating vapor from
its mouth in a 15-foot cone. All creatures in this area must make a Fortitude save or be nauseated for 1d4 rounds.
Wormburst (Su): Once per day as a standard action, the favored spawn of Kyuss can expel a 10-foot-radius burst of worms from
its body. All creatures in this area of effect must make a Reflex save or become infested by 1d6 Kyuss worms.
Special Qualities: A favored spawn retains all the special qualities of the base creature and gains the following.
Damage Reduction (Ex): A favored spawn of Kyuss gains damage reduction 5/silver. If the favored spawn has 10 or more Hit
Dice, this increases to damage reduction 10/silver.
Turn Resistance (Ex): A favored spawn of Kyuss has turn resistance +3.
Abilities: Increase from the base creature as follows: Str +4, Int +2, Wis +2, Cha +2. Favored spawn are undead and as such do
not have a Constitution score.
Feats: A favored spawn of Kyuss gains Improved Unarmed Strike as a bonus feat.
Challenge Rating: +2 (for creatures with 9 HD or less) or +3 (for creatures with 10 HD or more).
A fleshvigor looks like the base creature, although its mouth and teeth are larger, and its skin often has a flushed or fevered
appearance. Fleshvigors behave just like normal undead of the base creature's kind.
Creating a Fleshvigor
"Fleshvigor" is an acquired template that can be added to any non-skeletal corporeal undead, referred to hereafter as the base
creature. A fleshvigor uses all the base creature's statistics and special abilities except as noted here. An undead can acquire the
fleshvigor template through a magical process; fleshvigor undead that can create spawn make spawn of the appropriate type with
the fleshvigor template (so a fleshvigor ghoul creates fleshvigor ghoul spawn, and so on).
Attack: A fleshvigor retains all the attacks of the base creature and also gains a bite attack if it does not already have one.
Damage: If the base creature did not have a bite attack, use the damage value appropriate for its size as shown on the following
table.
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Qualities: A fleshvigor retains the special qualities of the base creature and gains the following special qualities.
Cannibalistic Healing (Su): Fleshvigors draw power from dead bodies they eat. As a full-round action, a fleshvigor may devour
the flesh of a dead creature two or more sizes smaller than itself, leaving nothing but bones. Eating a creature one size smaller
requires 5 rounds, and a creature the same size requires a full minute. Upon finishing its meal, the fleshvigor heals 5 hit points for
every racial Hit Die of the consumed creature (not counting class levels, so a 5th-level human fighter counts as a 1-HD humanoid
for this purpose); creatures of less than 1 HD heal the undead only 1 hit point. This healing cannot put the fleshvigor above its
normal hit point total. The fleshvigor also gains fast healing for 5 minutes after using this ability. A fleshvigor cannot eat a
creature larger than itself in this manner, nor does it gain any healing from consuming the flesh of such a creature. Eating in this
manner is an extraordinary ability, but the healing derived from the act of eating is a supernatural effect. After a meal, a
fleshvigor's ruddy color visibly increases. Unintelligent fleshvigors (such as fleshvigor zombies) automatically fall upon and
devour dead bodies in their vicinity as soon as combat ends. A creature consumed by an undead with this ability and the spawn
ability normally will not rise as an undead, as there isn't enough material left to form a creature of the spawning undead's kind.
Likewise, they cannot be raised by a raise dead spell because the body is not whole enough to support life. Greater life-restoring
magic (such as resurrection) works normally.
Abilities: Increase from the base creature as follows: Str +2.
Ghosts are the spectral remnants of intelligent beings that cannot rest easily in their graves.
A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered.
Creating a Ghost
“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous
humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.
A ghost uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points.
It gains the incorporeal subtype. Size is unchanged.
Hit Dice: All current and future Hit Dice become d12s.
Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.
Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests
(see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is
higher.
Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that
are not ethereal.
Full Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures
that are not ethereal.
Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost
usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).
Special Attacks: A ghost retains all the special attacks of the base creature, although those relying on physical contact do not
affect nonethereal creatures. The ghost also gains a manifestation ability plus one to three other special attacks as described
below. The save DC against a special attack is equal to 10 + 1/2 ghost’s HD + ghost’s Cha modifier unless otherwise noted.
Corrupting Gaze
Corrupting Touch
Draining Touch
Frightful Moan
Horrific Appearance
Malevolence
Manifestation
Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s
gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against
ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity
modifier to attack rolls only.
Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability
score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds
its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must
succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that
successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately
take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that
successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is
similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a
receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s
space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful
Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24
hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature; it cannot affect
or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible
but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or
spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at
will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its
touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal
Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal
Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but
they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and
can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on
nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these
planes.
Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is
higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Special Qualities: A ghost has all the special qualities of the base creature as well as those described below.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore
itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed
returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a
ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact
means varies with each spirit and may require a good deal of research.
Abilities: Same as the base creature, except that the ghost has no Constitution score and its Charisma score increases by +4.
Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.
Treasure: None.
Alignment: Any.
Frostfell Ghosts
The Monster Manual describes many common powers of ghosts, including corrupting touch, manifestation, and corrupting gaze.
Some ghosts created in the frostfell possess unusual powers not often found elsewhere. Additional ghostly powers are described
below.
Chill Ray (Su): A frostfell ghost can attack with a ray of cold light. The ray has a range of 90 feet. The ghost must make a
ranged touch attack to hit with the ray. On a successful hit, the chill ray deals 1d8 Constitution damage. In addition, the target
must make a Will Save or be affected as if by a slow spell for five rounds. A ghost that uses its chill ray power must wait 1d4
rounds before it can use the power again.
Coldfire Radiance (Su): A frostfell ghost can manifest an aura of coldfire in a 10 foot radius. The aura lasts until the beginning
of the ghost’s next turn. Any creature within this area takes 2d6 frostburn damage, plus an additional 1d6 points of frostburn
damage on the following round. In addition, creatures exposed to coldfire may contract coldfire ruin (Supernatural disease, aura,
Fortitude DC 20, incubation period of one day; damage 1d8 Constitution).
Frigid Touch (Su): A frostfell ghost that hits with its frigid touch attack deals 2d6 frostburn damage. Against ethereal
opponents, the frigid touch deals no damage. Against nonethereal opponents, the ghost adds its Dexterity modifier instead of its
Strength modifier to attack rolls.
Special Qualities: Frostfell ghosts often have one or more of the following special qualities.
Immunity to Cold (Ex): Some frostfell ghosts are immune to cold damage.
Spell Resistance (Ex): Some frostfell ghosts have spell resistance equal to 13+ Hit Dice. Increase the ghost’s Challenge Rating
by 1 if you assign it this power.
Keening Spirit
A keening spirit is a kind of ghost, created specifically from the spirit of an evil female elf of any elf subtype. Known for its
constant weeping and groaning, the creature is sometimes referred to as a groaning spirit. It shares most of the characteristics of
the ghost template except special attacks and special qualities; those it receives are detailed below.
Special Attacks: All keening spirits retain the special attacks they had in life and gain the following ones.
Destructive Touch (Su): A keening spirit that hits a living target with its incorporeal touch attack deals 1d8 points of damage.
Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its
Dexterity modifier to attack rolls only.
Fear Aura (Su): A keening spirit is shrouded in a dreadful aura of death and evil. Any creature within a 60- foot radius that looks
at it must succeed at a Will save (DC 10 + 1/2 keening spirit's HD + keening spirit's Charisma modifier) or be affected as though
by a fear spell cast by a sorcerer of the keening spirit's character level.
Keening (Su). A keening spirit's most dreaded weapon is its wail or keen. This ability functions like the wail of the banshee spell,
but it affects any number of creatures within a 30-foot spread centered on the keening spirit. A successful Fortitude save (DC 10
+ 1/2 keening spirit's HD + keening spirit's Charisma modifier) negates the effect. A keening spirit can use this ability only once
per day.
Spells: A keening spirit can cast any spells it could while alive.
Special Qualities: All keening spirits retain the special qualities they had in life and gain the following ones.
Spell Resistance (Ex): A keening spirit has SR equal to 1 its class level.
Ghostly Equipment
When a ghost forms, all its equipment and carried items usually become ethereal along with it. In addition, the ghost retains 2d4
items that it particularly valued in life (provided they are not in another creature’s possession). The equipment works normally on
the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement,
however, can harm material creatures when the ghost manifests, but any such attack has a 50% chance to fail unless the weapon
is a ghost touch weapon (just as magic weapons can fail to harm the ghost).
The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the
ethereal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting
place.
Gravetouched Ghoul
Like traditional ghouls, gravetouched ghouls haunt graveyards, battlefields, and other places rich with the carrion for which they
hunger. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary. Ghouls are said to be
created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may
or may nor be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of
exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul. The transformation from living beings
into fell creatures of the night has warped their minds, making them cunning and feral.
While most humanoids who engage in such activities and return from the grave are mere ghouls, in rare occasions the creation of
a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess
the standard statistics for a ghoul, but instead the base creature gains this gravetouched ghoul template. These templated creatures
are said to be "touched by the King." The DM decides when this occurs.
"Gravetouched ghoul" is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous
humanoid with Intelligence and Charisma scores of 3 or higher (referred to hereafter as the base creature).
A gravetouched ghoul speaks all the languages it spoke in life (usually Common). It has all the base creature's statistics and
special abilities except as noted here.
Size and Type: The creature's type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus,
saves, or skill points. Size is unchanged.
Attack: A gravetouched ghoul retains all the attacks of the base creature and also gains a bite and two claw attacks if it didn't
already have them. If the base creature uses weapons, the gravetouched ghoul retains this ability. A creature with natural weapons
retains those natural weapons. A gravetouched ghoul fighting without weapons uses its bite attack. A gravetouched ghoul armed
with a weapon uses its bite or weapon as it desires.
Full Attack: A gravetouched ghoul fighting without weapons uses its bite and two claws to attack. If armed with a weapon, it
chooses whether to use the weapon or use its natural attacks.
Damage: Gravetouched ghouls have bite and claw attacks. If the base creature does not have this attack form, use the appropriate
damage value from the table below according to the gravetouched ghoul's size. Creatures that have other kinds of natural
weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Fine 1 -
Diminutive 1d2 1
Special Attacks: A gravetouched ghoul retains all the special attacks of the base creature and gains those described below. Saves
have a DC of 10 + 1/2 the gravetouched ghoul's HD + gravetouched ghoul's Cha modifier unless otherwise noted.
Ghoul Fever (Su): Disease-bite, Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted humanoid
that dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the
abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves
like a normal ghoul in all respects. A humanoid of 4 HD or higher rises as a ghast, rather than a ghoul.
Paralysis (Ex): Victims hit by a gravetouched ghoul's bite or claw attack must make a successful Fortitude save or be paralyzed
for 1d4+1 rounds. Elves have immunity to this paralysis.
Special Qualities: A gravetouched ghoul retains all the special qualities of the base creature and gains those described below.
Abilities: Increase from the base creature as follows: Str +2, Dex +4, Int --2, Wis +4, Cha +2. As an undead creature, a
gravetouched ghoul has no Constitution score.
Feats: A gravetouched ghoul retains all its feats, and it gains Multiattack as a bonus fear.
Organization: Solitary, gang (2-4 ghouls plus 1 gravetouched ghoul), or pack (7-12 ghouls plus 1-4 gravetouched ghouls).
Most half-undead are created when a creature's mother is transformed into a vampire, ghoul, or wight while pregnant. Others
result from dread curses, botched resurrections, necromancers' experiments, or the intervention of dark gods. Regardless of their
origins, half-undead are shunned creatures that exist in the gray area between the living and the dead - alive but cursed with the
taint of unlife.
Four kinds of half-undead have been encountered thus far, each derived from a particular sort of undead stock: katanes (half-
vampires), gheden (half-zombies), ghuls (half-ghouls), and fetch (half-ghosts). Each has its own special powers and weaknesses,
although all share certain half-undead traits (see sidebar).
Half-Undead Characters
Half-undead tend to be gaunt, pale beings with disturbingly feral mannerisms or haunting, unearthly beauty, depending on their
kind. Some of them, filled with hate and self-loathing, are driven to hunt their own "kin" in a desperate effort to atone for the
circumstances of their births. Others embrace their natures and become the bane of the weak and innocent. The half-undead turn
to adventuring with some frequency, since they tend not to fit in with normal society. Evil gods value them as clerics and go out
of their way to lure evil half-undead into their priesthoods.
Half-undead can choose any class, although they tend to shy away from paladinhood. Ghedens tend to become fighters and
barbarians because their inability to feel pain makes them unusually effective on the battlefield. Fetch tend to become clerics and
sorcerers, and katanes and ghuls show no particular class preferences. A half-undead character retains the favored class of the
base creature.
Half-Undead Varieties
Each kind of half-undead is presented here as a template that can be applied to any giant, humanoid, or monstrous humanoid
creature. They use all the base creature's statistics and special abilities except as noted. Where ability score decreases are
indicated, the minimum score is 1.
Fetch
Fetch are the least common of the half-undead, since the blending of the corporeal with the ethereal is a logistical nightmare.
Some fetch are born when the gods allow a woman to carry the child of her deceased love's spirit. Others are ghosts. spectres, or
other incorporeal undead who were restored to life with flawed magic.
Whatever their origins, fetch are powerful yet frail creatures that tend to rely more on their special powers than on physical
prowess in combat. Many become so sickly that they require almost constant care from family or friends.
A fetch resembles a sorrowful human with hair, skin, and eyes of a nearly transparent white, blue, or ash-gray color. A typical
fetch appears sickly and physically weak and speaks in a soft, melodious voice.
Special Attacks: A fetch retains all the special attacks of the base creature and gains those described below.
Telekinesis (Sp): Once every and rounds, a fetch can use telekinesis as a caster of a level equal to the fetch's total HD.
Unnerving Gaze (Su): A fetch can unnerve an opponent with a glance. Any living being that meets its gaze must succeed at a
Will save (DC 10 + one-half the fetch's total Hit Dice + the fetch's Charisma modifier) or be shaken for the next 10 minutes. A
successful save renders a creature immune to that fetch's gaze for 24 hours.
Special Qualities: A fetch has all the special qualities at the base creature and those common to all half-undead (see the Half-
Undead Traits) also has the following special qualities.
Detect Incorporeal Undead (Sp): At will, a fetch can detect any form of incorporeal undead. This ability works like the detect
undead spell (caster level equals fetch's HD) but it only detects incorporeal undead.
Ghost Form (Su): A fetch can create a spirit body capable of traveling about freely and engaging in combat. This ability is usable
once per day and requires a full round action.
At the beginning of the following round the fetch's body lies in a comatose state while a shimmering, incorporeal duplicate of it
moves about freely. This ghost form glows with an eerie light whose color corresponds to the fetch's alignment - evil fetch glow
crimson, neutral fetch glow a sickly green shade, and good fetch glow electric blue. The ghost form has access to all of the
fetches special abilities, skills, spells and feats, but it has no weapons or equipment and can use only items that an incorporeal
creature can handle. Destroying the ghost form returns the fetch's spirit to its body immediately and eals 1 point of damage for
each minte that it used it ghost form ability. Otherwise, the fetch can remain in ghost form indefinately or return to its body as a
full-round action.
Immunities (Ex): A fetch is immune to ability damage, ability drain, and the special attacks of ghosts.
Unnatural Aura (Su): Animals, both wild and domesticated, can sense the unnatural presence of a fetch at a distance of 15 feet.
They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within
that range.
Abilities: Change from the base creature as follows: Str -2, Dex +2, Con -2, Cha +2.
Organization: Solitary, gang (2-4 normal base creatures and fetch), or party (2-8 normal base creatures and 2-4 fetches).
Gheden
Ghedens are spawned by melding mortal essence with zombies, skeletons, or other undead automatons. They rarely occur
without the intervention of a necromancer or evil deity, although botched resurrections sometimes bring the unfortunate soul back
as a gheden.
A gheden is a gray, corpse-like being with hollow, black eyes and a distant expression. It often smells of freshly dug earth.
Ghedens range from extremely gaunt to think and muscular. They are the least powerful of the half-undead, but their inability to
feel pain gives them and edge in combat.
Special Qualities: A gheden has all the special qualities at the base creature and those common all half-undead (see Half-Undead
Traits. It also the following special qualities.
Dead Nerves (Ex): A gheden has a weak sense of touch and is incapable of feeling pain. It is unaffected by nonlethal damage,
stunning and eath by massive damage. This lack of sensation also imposes a -8 penalty on any skill check that involves fine
motor control or a sense of touch, such as Open Lock or Sleight of Hand checks, but grants a +4 bonus on Concentration checks
provoked by damage.
Detect Mindless Undead (Sp): At will, a gheden can detect any form of mindless undead. This ability works like the detect
undead spell (caster level equals gheden's total HD), but it only detects mindless undead.
Abilities: Change from the base creature as follows: Str +4, Dex -2, Int -2, Cha -4.
Organization: Solitary, gange (2-4 normal base creatures and 2-4 ghedens).
Ghul
Ghouls, lacedons, and ghasts occasionally transform expectant mothers into their own kind. In most cases, the child does not
survive the change. When it does a ghul is the result. A rare few ghuls survive to adulthood thanks to a protective instinct within
their ghoulish mothers. Those raised in the company of ghouls tend to be spiteful and self-loathing, while those who manage to
enter human society are often persecuted for their uncouth dietary needs.
Ghuls are fearsome creatures. They are gaunt, almost emaciated, with rough, leathery skin. Sharp teeth fill their mouths and long
tongues loll out between yellow fangs. They have black, green, pale purple, or chalk-white skins, and pupilless yellow, red, or
green eyes that glow faintly in low light. Unless a ghul take special care to bathe frequently, it stinks of carrion and dried blood.
Attack: A ghul retains all the attacks of the base creature aznd also gains a bite attack if it didn't already have one. If the base
creature can use weapons, the ghul retains this ability. A creature with natural weapons retains those weapons. A ghul fighting
without weapons uses either its bite attack or its primary natural weapon (if it has any). A ghul armed with a wepon uses its bite
or a weapon, as it desires.
Full Attack: A ghul fighting without weapons uses either its bite attack or its natural weapons (if it has any). If armed with a
weapon, it usually uses the weapon as a primary attack along with a bite or other natural weapon as natural secondary attack.
Damage: Ghuls have bite attacks. If the base creature does not have this attack form, use the appropriate damage from the table
below according to the ghul's size. creatures that have a bite attack retain their old damage values or use the appropriate value
from the table, whichever is better.
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A ghul retains all the special attacks of the base creature and also has the following special attack.
Paralysis (Ex): A ghul can inflict paralysis with an unarmed strike or bite attack once per day per Hit Die. The opponent must
make a Fortitude save (DC 10 + 1/2 ghul's HD + ghul's Charisma modifier or be paralyzed for 1d4+1 minutes. Elves are immune
to this paralysis.
Special Qualities: A ghul has all the special qualities of the base creatore and those common to all half-undead (see the Half-
Undead Traits). They also have the following special qualities.
Gruesome Hunger (Ex): The digestive system of a ghul is designed to digest carrion to the exclusion of all else. Ghuls can devour
raw or putrefled food at any stage of decay without ill effect. Ghuls hunger for the flesh of intelligent creatures, especially that of
their mortal kin. This hunger rises every six days and can be fought off with a DC 15 Will save. Each successful save staves off
the hunger for another day. A ghul that fails this save must eat a quantity of raw or rotten flesh of an intelligent creature equal to
one-tenth its weight before moonrise of the next day, or be sickened until it has eaten half its weight in rotten or raw meat from
an intelligent creature within 24 hours.
Immunities (Ex): A ghul has immunity to disease and ingested poisons. It gains a +4 racial bonus on saves against poisons of
other kinds. Odor-based attacks, such as the stinking cloud spell or a ghast's stench ability, have no affect on a ghul. Ghuls are
invulnerable to paralysis inflicted by ghouls, lacedons, ghasts, or other ghuls.
Abilities: Change from the base creature as follows: Str +2, Dex +4, Wis +4, Cha +2.
Skills: Ghuls have a +2 racial bonus on Climb, Hide, Jump and Move Silently.
Organization: Solitary, gang (2-4 normal base creatures and 1 ghul; or 2-4 ghouls and 1 ghul), oir party (2-8 normal base
creatures and 2-4 ghuls; or 2-8 ghouls, 1-2 ghats and 2-4 ghuls).
Katane (Half-Vampire)
Cursed with a thirst for living blood and possessed of awful powers befitting creatures of the night, katanes are some of the more
common half-undead. The humanhike appearance and social behavior of vampires and their spawn result in ample opportunities
for half-breed creation, and some vampires retain enough human sentiment to care for the child, improving the katane's chances
of survival.
Katanes are pale and slender, with jet-black hair and red, black, green, or yellow eyes. They have pronounced canines that extend
for feeding and slightly pointed ears. Some of the less fortunate (those with a Charisma score of 7 or below) have batlike features.
Special Attacks: A katane retains all the special attacks of the base creature and also has the following special attacks.
Blood Drain (Ex): Much like its undead progenitor, a katane can drain blood from a living victim with its fangs by making a
successful grapple check. If it pins the foe, it drains blood dealing 1d4 points of Constitution drain each round the pin is
maintained. On each such successful attack, the katanne gains 5 temporary hit points.
Charm Person (Sp): A katane can influence a humanoid creature by locking gazes with it. This functions as a charm person spell
(caster level equals katane's total Hit Dice). The save DC of this ability is 10 + katane's Hit Dice + katane's Charisma bonus. The
katane can use this ability a number of tinnes per day equal to its Charisma bonus (if any, minimum 1 time per day).
Special Qualities: A katane has all the special qualities of the abse creature and those common to all half-undead (see Half-
Undead). They also have the following special qualities.
Blood Hunger (Ex): Katanes are able to surviv on normal food, but nevertheless they hunger for the blood of the living. This
hunger rises evedry three days and can be fought off with a DC 15 Will save. Each successful save staves off the hunger for
another day. A katane that fails this save must drain blood from a creature before sunrise of the next day or take a -1 moral
penalty on atytacks, checks and saves; this penalty increases by -1 each additional day the katane goes without draining blood.
Once the katane has dealt 1d4 points of Constitution damage to a living creature, the penalties disappear and are not incurred
again provided the katane drains blood every three days.
Immunities (Ex): Katanes are invulnerable to vampires' domination and suffer none of the weaknesses of their fully undead kin.
Light Sensitivity (Ex): Katanes are dazzled in bright sunlight or within the radius of a daylight spell.
Sense Vampires (Su): A katane can sense the presence of other katanes, vampires, vampire spawn, and any other form of undead
that feeds on living blood within 200 feet. This abitity only allows the katane to determine the presence of such a creature in the
area, not the number or power of such creatures, and the ability cannot be used to aid in blind-fighting or to pinpoint a target.
Spider Climb (Ex): A katane can climb sheer surfaces as though with a spider climb spell.
Abilities: Change from the base creature as follows: Str +2, Dex +2, Cha +2.
Skills: Katanes have a +4 racial bonus on Bluff. Hide, Listen, Move Silently, and Spot checks.
Organization: Solitary, gang (2-4 normal base creatures and 1 katane; or 2-4 vampires and 1 katane), or party (2-8 normal base
creatures and 2-4 katanes; 0r 2-8 vampires and 2-4 katanes).
Half-Undead Traits
Call of Undeath (Ex): There is a 3% chance per Hit Die that, upon a half-undead's death, it will rise as a full undead creature of
its undead progenitor's kind.
Darkvision (Ex): A half-undead gains darkvision with a range of 60 feet. If the base creature already had darkvision, use the
greater range.
Detection (Ex): Half-undead register as undead creatures for the purposes of spells and effects that detect undead (such as detect
undead). A half-undead counts as half its HD for the purposes of aura strength.
Fortification (Ex): When a critical hit or sneak attack is scored on the half-undead, there is a 50% chance that the critical hit or
sneak attack is negated, and damage is instead rolled normally. If a half-undead wears magic armor with any form of the
fortification quality, use the better percentage value.
Necrotic Life (Ex): Even on a failed save, a half-undead suffers only half damage from spells and effects that deal hit point
damage due to negative energy, such as inflict spells, and with a successful save, a half-undead suffers no damage.
Slow Aging (Ex): Upon reaching maturity, a half-undead ages at one-fourth of the base creature's normal rate.
Turn Kind (Ex): A half-undead cleric gains a +2 bonus on checks made to turn, rebuke, command, or bolster undead creatures of
its ancestral kind.
Vulnerability to Holy Water (Ex): Holy water scalds the flesh of a half-undead, dealing 1d4 points of damage per direct hit with a
flask.
Vulnerability to Turning (Ex): Any turning attempt targeting the half-undead that would turn or rebuke an undead of the half-
undead's HD imposes a -4 penalty on the half-undead's attacks, saves, skill checks, and ability checks. This effect lasts for 10
rounds or until the creature that turned or rebuked the half-undead attacks the half-undead. A turn attempt that would destroy or
command an undead of equivalent Hit Dice instead stuns a half-undead for 2d4 rounds.
Saves: A half-undead creature gains a +2 racial bonus on saves against fear, poison, disease, paralysis, and spells from the
necromancy school.
Half-Vampire
In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully
with living humanoids or monstrous humanoids, creating half-vampire offspring. Also, in the unusual case of a pregnant
humanoid or monstrous humanoid who survives a vampire's blood drain attack, the child may be born "tainted" by the attacker's
vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither
among the living or the undead. A half-vampire is drawn to other living creatures, and feels far more comfortable when living in
towns or cities. Still, half-vampires know that they must keep their identines secret or else risk the hatred and violence of others.
Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.
Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward
neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the
evil of their ancestry.
Creating A Half-Vampire
"Half-vampire" is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the
base creature). The creature's size and type do not change.
A half-vampire uses all the base creature's statistics and special abilities except as noted here.
Attack: A half-vampire retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the
base creature can use weapons, the half-vampire retains this ability. A creature with natural weapons retains those natural
weapons. A half-vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has one). A
half-vampire armed with a weapon uses its slam or a weapon, as it desires. A half-vampire's natural weapons are treated as magic
weapons for the purpose of overcoming damage reduction.
Full Attack: A half-vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has one).
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: A half-vampire has a slam attack. If the base creature does not have this attack form, use the appropriate damage value
from the table below according to the half-vampire's size. Creatures that have other kinds of natural weapons retain their old
damage values or use the appropriate value from the table below, whichever is better.
Medium 1d6
Special Attacks: A half-vampire retains all the special attacks of the base creature and gains one of those described below. Saves
have a DC of to + 1/2 half-vampire's HD + half-vampire's Cha modifier unless otherwise noted.
Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple
check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained.
A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a
victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this
way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below.
Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes.
This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-
vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire's
influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a
half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.
Children of the Night (Su): Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that
has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base
creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds
and serve the half-vampire for up to 1 hour.
Special Qualities: A half-vampire retains all the special qualities of the base creature and also gains those described below.
Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day,
it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood
directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC
20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become
exhausted.
The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until
the vampire fails another save). Using its blood drain ability eliminates a half-vampire's fatigue immediately, or reduces
exhaustion to fatigue.
Only half-vampires with the blood drain special attack (see above) gain this special quality.
Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its
full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but
other forms of healing still function normally).
Abilities: Increase from the base creature as follows: Str +2, Dex +2, Cha +2.
Skills: Half-vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as the base
creature.
Feats: A half-vampire gains Improved Initiative, if the base creature doesn't already have that feat.
Organization: Solitary.
Huecuvas are undead creatures created from clerics, druids, paladins, or monks who have failed in their vows. As punishment for
their heresies, they are doomed to undeath. Huecuvas are sometimes created when a good at neutral cleric changes his alignment
to evil and dies without seeking atonement for his wrongs, or when an evil priest is subjected to a particularly powerful curse by
her patron deity.
Huecuvas retain dim memories of their old lives and often dwell in desecrated shrines and broken temples that mock their former
orders. They hate all living things, but they especially loathe good-aligned priests.
Creating A Huecuva
"Huecuva" is an acquired template that can be added to any humanoid (hereafter referred to as the base creature with at least one
level in the cleric, druid, paladin, or monk class. The creature's type changes to undead. Unlike lich-dom, which preserves the
intellect and powers of the base creature, the transformation to a huecuva exacts a terrible toll on the victim's mind, reducing its
Intelligence to barely sentient levels. The huecuva uses all the base creature's statistics and special abilities except as noted here.
AC: The base creature's natural armor increases by +4. Huecuvas often wear the armor they wore in life - especially armor
intended for ceremonial purposes.
Attacks and Damage: A huecuva retains all the attacks of the base creature and also gains a slam attack if the base creature does
not have one. If the base creature does not have a slam attack, use the appropriate value based on the huecuva's size (see the table
below) but only humanoids are eligible. A base creature with natural attacks uses the value from the table below or the base
creature's damage, whichever is greater.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A huecuva retains all the special attacks of the base creature. In addition, huecuvas expose any victims hit with a
natural attack to a deadly disease known as huecuva blight.
Huecuva Blight (Su): Victims hit by a huecuva's slam attack must succeed on a Fortitude save (DC 14) or fall prey to the disease
called huecuva blight. The incubation period is 1 day; at the end of that time, the disease deals 1d2 points of Strength and
Constitution damage. An infected victim must make a saving throw each day thereafter or take another 1d2 points of Strength
and Constitution damage. The effects of huecuva blight are cumulative each day until the victim reaches 0 Constitution (and
dies), makes two consecutive successful saves, or receives magical treatment (such as a remove disease spell).
Special Qualities: Huecuvas retain all the special qualities of the base creature and gain the following additional qualities.
Turn Resistance (Ex): A huecuva is treated as an undead with 2 more Hit Dice than it actually has for the purposes of turn,
rebuke, command, or bolster attempts.
Divine Conversion: A cleric who becomes a huecuva loses access to the domains he had in life and replaces them with the Death
and Evil domains. A cleric who previously was able to turn undead loses that ability and gains the ability to rebuke or command
undead, like other evil clerics.
A paladin who becomes a huecuva gains special abilities much like a fallen paladin who becomes a blackguard. See the
information on fallen paladin blackguard abilities to determine the huecuva's special abilities.
Abilities: Change from the base creature as follows: Str +2, Int -6, Wis +2, Cha +2. As undead creatures, huecuvas have no
Constitution score.
Treasure: Standard.
Animated by a particularly hateful brand of necromancy, juju zombies are malicious, murderous creatures enslaved by the mighty
spells that created them. Armed with powerful abilities, juju zombies are far superior to the mindless, shambling corpses that
most adventurers thnik of when they hear the word "zombie." A juju zombie appears to be an ordinary zombie at first glance,
although it is generally in better condition than most of the walking dead. Its flesh has a grayish cast, and its skin is leathery and
hard. A hateful light burns in its sunken eyes - the juju zombie comprehends its condition and loathes the foul magic that sustains
it. A juju zombie free to do as it wishes is a bloodthirsty thing, driven to destroy the living and bring woe wherever it wanders.
"Juju zombie" is a template that can be added to any formerly living corporeal creature with an Intelligence score of at least 1
(referred to hereafter as the "base creature"). The creature's type changes to "undead." It uses all the base creature's statistics and
special abilities except as noted here.
Speed: In addition to its land speed, a juju zombie gains a climb speed equal to one-half its base speed if it does not have a climb
speed already.
Attacks and Damage: A juju zombie retains all the attacks of the base creature and also gains a slam attack if it doesn't already
have one. If the base creature does not already have a slam attack, use the values listed in the table below. A base creature with
natural attacks retains its old damage rating or uses the values below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Qualities: A juju zombie retaiiis all the base creature's special qualities and also gains those special qualities listed below.
Damage Reduction (Su): The fell sorcery animating a juju zombie makes it difficult to destroy and gives it damage reduction
5/slashing. Piercing and bludgeoning weapons have little effect on its tough hide.
Abilities: Adjust from base creature as follows: Str +4, Dex +2, Int -4 (minimum 1), Cha +2. As undead creatures, juju zombies
have no Constitution score.
Skills: Since juju zombies possess a natural climb speed, they receive a,+8 racial bonus on all Climb checks and can always
choose to take 10, even if rushed or threatened.
Feats: Same as the base-creature, except that a juju zombie gains Improved Initiative, Power Attack, and Toughness, assuming
the base creature meets the prerequisites and does not already have these feats.
Treasure: None.
Advancement: -.
Lich
A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical
powers to unnaturally extend its life.
A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have long ago
been lost to decay, but bright pinpoints of crimson light burn on in the empty sockets.
Liches speak Common plus any other languages they knew in life.
Creating a Lich
“Lich” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it
can create the required phylactery; see The Lich’s Phylactery, below.
A lich has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type 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.
Armor Class: A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack: A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability.
A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its
primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A lich fighting without weapons uses either its touch 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 touch as a natural secondary attack, provided
it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living
creatures; a Will save (DC 10 + 1/2 lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural weapons can use its
touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural
weapon attack.
Special Attacks: A lich retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 +
1/2 lich’s HD + lich’s Cha modifier unless otherwise noted.
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look
at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that
successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently
paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check
reveals that the victim is still alive...
Spells: A lich can cast any spells it could cast while alive.
Special Qualities: A lich retains all the base creature’s special qualities and gains those described below.
Turn Resistance (Ex): A lich has +4 turn resistance.
Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its
natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves),
and mind-affecting attacks.
Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.
Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as
the base creature.
Organization: Solitary or troupe (1 lich, plus 2–4 vampires and 5–8 vampire spawn).
Lich Characters
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class
abilities it had in life.
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only
way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10
days after its apparent death.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells
and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to
that of its creator at the time of creation.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been
transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets, or similar items.
Mummified Creature
Mummies are undead creatures, embalmed using ancient necromantic lore. Often set as guardians for sacred sites, mummies
defend their charges until destroyed. Should a mummy be unable to defend its charge for any reason, it becomes an unreasoning
spirit of vengeance, hunting those who desecrated the site its master set it to defend. A mummy appears withered and desiccated,
its features hidden beneath centuries-old funereal wrappings. It moves with a slow, shambling gait and groans with the weight of
the ages. Symbols of the deity it once served often mark one of these horrid creatures. While other undead stink of carrion, the
herbs and powders used to create a mummy give off a sharp, pungent odor, like that of a spice cabinet. Mummified creatures
speak the languages they spoke in life.
Mummified Characters
It is possible to play a mummy character. The process of becoming a mummy is usually involuntary, but expressing the wish to
become one to the proper priests, and paying the proper fees, can convince them to bring you back to life as a mummy—
especially if some of your friends make sure the priests do what you paid them to do. The mummy retains all class abilities it had
in life, provided that its new ability scores still allow it to use them (a wizard may lose access to some spell levels, for instance).
A loss of Intelligence does not retroactively remove skill points from a mummified creature. Mummified characters have the
preferred class they had in life. If they are unable to continue in that class because of a change in ability score or alignment, their
preferred class is fighter.
Necromental
A necromental is the undead remnant of an elemental creature. It retains only a fraction of the self-awareness that the elemental
had in life, but it becomes twisted and evil.
Creating a Necromental
"Necromental" is an acquired template that can be added to any elemental (referred to hereafter as the base creature). A
necromental uses all the base creature's statistics, attacks, and special abilities except as noted here.
Size and Type: The base creature's type changes to undead, and it gains the augmented subtype. It retains any other subtypes as
well, except for alignment (such as good) subtypes. Do not recalculate base attack bonus, saves, or skill points. Size is
unchanged.
Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), and raise remaining Hit Dice to d12s.
Special Attacks: A necromental retains all attacks of the base creature and gains those described below.
Create Spawn (Su): An elemental slain by a necromental's energy drain attack rises as a necromental 1d4 days after death.
Energy Drain (Su): Living creatures hit by a necromental's natural weapon attack gain one negative level. A necromental can use
its energy drain ability once per round, regardless of the number of natural weapon attacks the necromental possesses. The save
DC to remove the negative level 24 hours later is 10 + 1/2 the necromental's HD. When a necromental bestows a negative level
on a victim, it gains 5 temporary hit points (10 on a critical hit). These temporary hit points last for up to 1 hour.
Special Qualities: A necromental retains all the special qualities of the base creature and gains the one described below.
Fast Healing (Ex): A necromenral heals 3 points of damage each round as long as it has at least 1 hit point and is within 5 feet of
some form of its element (air for necromentals with the air subtype; earth, stone, or metal for necromentals with the earth
subtype; flame for necromentals with the fire subtype; or water for necromentals with the water subtype).
Abilities: A necromental has no Constitution score. Its Intelligence changes to 1, its Wisdom changes to 10, and its Charisma
changes to 1.
Advancement: Same as base creature (or - if the base creature advances by character class)
Level Adjustment: -
Necropolitan
Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration. A
necropolitan's skin is dry, withered, and powdery. Its eyes are as pale as driven snow, and as lifeless. It continues to dress in the
fashion it preferred while living. Necropolitans are considered citizens of the little-known city of Nocturnus, but if their nature is
revealed elsewhere, they are feared and hunted like common monsters.
Creating a Necropolitan
"Necropolitan" is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the
base creature). A necropolitan speaks any languages it knew in life, and it has all the base creature's statistics and special abilities
except as noted here.
Size and Type: The creature's type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus,
saves, or skill points. Size is unchanged.
Special Qualities: A necropolitan retains all the special qualities of the base creature and gains those described below.
Resist Control (Ex): Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead
spell.
Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same rate as a living
creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an inflict spell) heals them.
Abilities: Same as the base creature, except that as undead creatures, necropolitans have no Constitution score.
Level Adjustment: Same as the base creature. (Becoming a necropolitan involves losing a level - see Ritual of Crucimigration,
below - so the advantages of the undead type cancel out what would otherwise be a larger adjustment.)
Ritual of Crucumigration
Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if
successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written
plea.
The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix
the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the
petitioner's fingers and up the arms is not what finally ends the petitioner's mortal life, however, since death usually comes from
asphyxiation and heart failure. As petitioners feel death's chill enter their bodies, many have second thoughts, but it is far too late
to go back - the cursed nails and chanting of the ritual ensures that the Crucimigration is completed. The ceremony that lasts for
24 hours - the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant
initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner's last breath, the ritual
leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the
petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.
Game Effect: Immediately upon opening its undead eyes, a new necropolitan loses a level as if the spell raise dead had been used
on it and it was alive instead of animate. (If the subject has no levels to lose, it is simply destroyed.) It then also loses an
additional 1,000 XP. If the loss of this much XP forces the necropolitan to lose another level, then it loses another level. No spell,
not even restoration, can restore this lost XP. Petitioners may not spend experience points they don't have - if the level loss and
the 1,000 XP cost drains a creature to 0 XP or less, it is destroyed, turned to dust, and can never he raised or revived again using
any means. If the ritual is interrupted before it is completed, the petitioner is merely dead.
Pennaggolan
Pennaggolans are among the most fearsome undead creatures in existence. A type of vampire, they prey on the weak and sickly,
attacking lone farm-houses or small bands of travelers while they sleep. In its natural form, a pennaggolan is a horrid floating
head, with entrails and intestines hanging down from the neck. The creature can manipulate these gruesome tentacles with
hideous strength, whipping them around throats and limbs to squeeze the life out of irs victims before feeding on their blood.
Pennaggolans prefer to use stealth and guile to search for food. They can appear as normal humans by squeezing their entrails
back into their original bodies, and often infiltrate isolated communities disguised as travelers or peasants. They can only feed in
their natural form, however, and they are easily recognized in this form. Pennaggolans speak any languages they knew in life.
Creating A Pennaggolan
"Pennaggolan" is a template that can be added to any humanoid creature (referred to hereafter as the "base creature"). The
creature's type changes to "undead." It uses all the base creature's charateristics and special abilities except as noted here.
Speed: In humanoid form, a pennaggolan's speed is the same the base creature. In its natural form, it flies at a speed of 50 feet
(good maneuverability).
Attacks: A pennaggolan retains all the attacks of the base creature and also gains a bite attack if it didn't already have one. In its
natural form, it can attack with its entrails at irs base attack bonus, and with its bite at -5 from its base attack bonus (even if its
base attack bonus is +5 or lower).
Damage: A pennaggolan's bite attack deals 1d6 damage + 1/2 the creature's Strength modifier. Its entrails attack deals 1d4+ the
creature's Strength modifier.
Special Attacks: A pennaggolan retains all the special attacks of the base creature and also gains those described below. Saves
have a DC of 10 + 1/2 pennaggolan's HD + pennaggolan's Taint score unless noted otherwise. Its Taint score is equal to half irs
Charisma score +1.
Domination (Su): A pennaggolan can crush an opponent's will just by looking into his or her eyes. This is similar to a gaze attack,
except that the pennaggolan must take a standard action, and those merely looking at it are not affected. Anyone the pennaggolan
targets must succeed at a Will save or fall instantly under the pennaggolan's influence as though by a dominate person spell cast
by a 12th-level maho-tsukai. The ability has a range of 30 feet.
Improved Grab (Ex): To use this ability, the pennaggolan must hit with its entrails attack. If it gets a hold, it can constrict and
bite.
Constrict (Ex): A pennaggolan deals automatic entrails damage to a Medium-size or smaller opponent with a successful grapple
check.
Blood Drain (Ex): A pennaggolan can suck blood from a living victim with its fangs if it pins the victim. By draining blood, it
inflicts 1d4 points of permanent Constitution drain each round the pin is maintained.
Create Spawn (Su): Pennaggolans usually kill their victims by strangulation before draining all their blood. If a character dies
from a pennaggolan's blood drain ability, however, the victim is at risk of rising again as a pennaggolan. If the body remains
unburied for three days, it is transformed into a pennaggolan. The new creature is not under the control of the pennaggolan that
created it, but it is irredeemably evil, feeling no attachment to its old life.
Special Qualities: A pennaggolan retains all the special qualities of the base creature and those listed below, and also gains the
undead type and the Shadowlands subtype.
Damage Reduction (Su): A pennaggolan's undead body is tough, giving the creature damage reduction 5/+1.
Turn Resistance (Ex): A pennaggolan has +4 turn resistance. In humanoid form, a pennaggolan cannot be turned.
Alternate Form (Su): A pennaggolan can make itself appear humanoid by squeezing its entrails back into the shell of its original
body. (It must first soak the entrails in vinegar to reduce their engorgement.) In this form, it appears to be its original alignment
when detect evil spells or the like are used on it, and it cannot be turned. If the body is destroyed while the head is separated from
it, the pennaggolan dies in 1d4 days.
Fear Aura (Su): As a free action, a pennaggolan in its natural form can create an aura of fear in a 30-foot radius. Creatures within
this distance of the pennaggolan must succeed at a Will save or become shaken. Shaken creatures suffer a -2 morale penalty on
attack rolls, weapon damage rolls, and saving throws.
Fast Healing (Ex): A pennaggolan heals 5 hit points of damage each round.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Int +2, Wis +2, Cha +4. As undead creatures, pennaggolans
have no Constitution score. A pennaggolan's Taint score equals half its Charisma score +1.
Skills: Pennaggolans receive a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Otherwise same as the base creature.
Feats: Pennaggolans gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base
creature meets the prerequisites and doesn't already have these feats. The pennaggolan loses the benefit of any ancestor feat the
base creature possessed.
Organization: Solitary
Pennaggolan Characters
Pennaggolans are always lawful evil, which causes characters of certain classes to lose their class abilities. In addition, characters
who formerly turned undead now rebuke undead, and characters with a familiar, special mount, or animal companion lose that
ally.
Ravenous Creatures
Those undead that dine upon the flesh of humanoids occasionally catch a magical virus that twists them still further, granting
them even greater powers.
"Ravenous" is a template that can be added to any corporeal undead (referred to hereafter as the "base creature"). It is most
common among undead that feast on humanoid flesh, such as ghouls, ghasts, and some zombies. A ravenous undead possesses an
exaggerated maw filled with especially sharp, jagged teeth. Some even sport multiple rows of teeth. It can also unhinge its jaw in
order to take larger bites and feed its perpetual hunger all the quicker. A ravenous undead uses all the base creature's statistics and
special abilities except as noted here.
Attacks: A ravenous creature retains all the attacks of the base creature and also gains a bite attack if it didn't already have one.
Damage: Ravenous creatures have bite attacks. If the base creature does not have this attack form, use the damage values in the
table below. Creatures with natural bite attacks deal damage as if they were one size larger on the table below or retain their
original damage, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A ravenous creature retains all the special attacks of the base creature and also gains those listed below.
Feed (Ex): A ravenous creature deals automatic bite damage with a successful grapple check.
Improved Grab (Ex): To use this ability, the ravenous creature must hit with a natural attack. If it gets a hold, it can feed.
Need to Feed (Ex): A ravenous creature is driven by a consuming hunger, not a lust for battle. Whenever it slays a living
opponent, the ravenous undead must succeed at a DC 15 Will save or immediately stop to eat its kill. When eating, a ravenous
creature can do nothing else. It loses its Dexterity bonus to AC and does not make attacks of opportunity.
Abilities: Increase from the base creature as follows: Str +4, Dex +2.
Environment: Any.
Challenge Rating: Same as the base creature +1.
Treasure: Half of the base creature's treasure. Ravenous undead sometimes collect wealth if their base type is inclined to, but their
hunger often causes them to overlook treasure in favor of flesh.
By James Jacobs
Poachers and hunters are naturally drawn to certain creatures whose body parts are valued as trophies. Unfortunately, beasts that
are slain by hunters sometimes rise as undead monsters cursed to forever stalk those who inflicted such a distasteful end upon
them. Restless prey creatures are filled with a burning hatred for all life, and their unholy energies gift them with intelligence far
above that normally possessed by living creatures of the same type. Many restless prey creatures seek out the hunter who killed
them to return the favor, but success in this endeavor does not bring release for the undead monster. Such creatures often remain
to haunt the areas of their death or the homes of their victims.
"Restless prey" is a template that can be applied to any animal, vermin, or beast. The restless prey creature's type changes to
undead. It uses all the base creature's statistics and special abilities except as noted here.
Speed: A restless prey creature moves at twice the speed of the original creature. A restless prey creature with flight has average
maneuverability.
Attacks: Although a restless prey creature has suffered from the brutal excision of its natural attacks, in its new form it has
regrown these attacks as extensions of its once living body. A restless prey creature's natural attacks are composed of pure force
and remain the same as those of the base creature, except that they are force attacks and they ignore armor, natural armor, and
shield bonus, as touch attacks do. A restless prey creature's force attacks are not subject to damage reduction.
Damage: A restless prey creature's natural attacks deal force damage in the same amount of damage as the original creature's
attacks, except that they gain a damage bonus equal to the creature's Charisma modifier (minimum +1). This bonus damage
stacks with bonus damage from high Strength.
Special Attacks: A restless prey creature retains the base creature's extraordinary abilities. In addition, it gains the following two
special attacks.
Energy Drain (Su):Any living creature that takes damage from a restless prey creature's attack gains one negative level. For each
negative level bestowed, the restless prey creature heals 5 points of damage. If the amount of healing is more than the damage the
creature has suffered, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as
restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 10 + half the restless prey
creature's Hit Dice + Charisma modifier) to remove it. Failure means the opponent's level (or HD) is reduced by one.
Fear Aura (Su): As a free action, a restless prey creature can produce a fear effect. This ability functions exactly like a fear spell
(caster level equals the restless prey creature's Hit Dice; save DC 10 + half the restless prey creature's Hit Dice + Charisma
modifier), except that it affects all creatures within a 15-foot radius around the restless prey creature. Any creature that makes a
successful saving throw against the effect cannot be affected again by that restless prey creature's fear aura for one day.
Special Qualities: A restless prey creature gains all the traits normally possessed by creatures of the undead type. In addition, they
gain the following special qualities as well.
Preserved Hide: A restless prey creature's natural armor toughens. In addition to its normal natural armor, it gains a bonus equal
to the creature's Charisma modifier (minimum of +1).
Restless Prey Symbiosis (Su): A restless prey creature gains a +2 profane bonus to its Charisma score for each additional restless
prey creature within 30 feet. This bonus persists as long as the creatures stay within 30 feet of each other. Additional profane
bonuses to Charisma scores from additional creatures within 30 feet stack with each other. For example, each member of a group
of 3 restless prey rhinoceroses gain a total +4 profane bonus to their individual Charisma scores, as long as all three remain
within 30 feet of each other.
Abilities: A restless prey creature gains +6 to its Intelligence and Charisma scores, but being undead, it has no Constitution score.
Skills: Restless prey creatures receive a +8 racial bonus to Hide, Listen, Move Silently, and Spot checks. Otherwise same as the
base creature.
Feats: Restless prey creatures gain 1 feat for every 3 Hit Dice (minimum of 1 feat).
Treasure: None
Revenants are undead avengers who have returned from the grave to track down and kill their murderers. They exist only for
revenge against their killers and any who aided them. A revenant looks like a decaying and ravaged version of the murdered
person at the time of his or her death. Its skin is drawn tightly against the bones, and its clammy flesh may sport open wounds. Its
eyes seem lifeless until it faces its killer, then they blaze with unnatural light. Revenants sometimes spontaneously form even
from victims whose bodies were completely destroyed, indicating that the magic that brings revenants to life can also reform their
bodies. Such a revenant lacks any magic items that were left with its original body. A revenant possesses most of the abilities it
had in life, including weapon use and magical abilities. Its alignment changes to neutral, which can prevent the use of class
abilities for certain character classes. Revenants who were formerly arcane spellcasters do not keep their familiars after becoming
revenants. Clerics and paladins who had positive energy powers instead become users of negative energy. Instead of turning
undead, such a character can rebuke undead, and instead of spontaneously casting cure spells, he or she can spontaneously cast
inflict spells. A cleric can still pray for spells from his or her deity, though all such prayer must now occur at midnight. Revenant
wizards may have difficulty accessing their spellbooks, but revenant sorcerers have no such problems. Revenants can speak all
their original languages, though they seldom converse. A revenant ordinarily ignores anyone who was not involved in its death,
unless such a creature is guarding the guilty party. Though a revenant may desire revenge against accomplices, to the deed, it
tends to make that goal secondary to its primary mission. A revenant that has completed its mission of revenge crumbles on the
spot, and its spirit moves on to its next destination. A revenant that cannot accomplish its mission decays slowly. About six
months after its creation, it can no longer hold itself together, so it crumbles into dust. The spirit departs, having failed in its
quest. The minor artifact known as the claw of the revenancer allows its wearer to create revenants to serve him or her. These
revenants' desire to hunt down their killers is overwhelmed by their requirement to serve the wearer of the claw. They rarely have
the opportunity to use their special attacks or their ability to find the guilty, but they still make powerful undead servants -
particularly when they are created from the bodies of powerful characters.
Creating a Revenant
Revenant is a template that can be added to any humanoid creature type (referred to hereafter as the base creature). The creature's
type changes to undead. It uses all the base creature's statistics and special abilities except as noted here.
Hit Dice: All the base creature's Hit Dice become d12s.
Special Attacks: A revenant retains all the special attacks of the base creature and also gains the abilities described below.
Vengeful Strike (Ex): Any melee attack the revenant makes against its killer inflicts an additional +1d10 points of damage.
Paralyzing Glare (Ex): The first time a revenant confronts its killer, the latter must make a Will save (DC 10 + 1/2 the revenant's
Hit Dice and/or levels + the revenant's Charisma modifier) or be paralyzed for 2d4 rounds.
Special Qualities: A revenant retains all the special qualities of the base creature and also gains undead traits and those listed
below.
Fast Healing (Ex): A revenant regains lost hit points at the rate of 3 per round, as long as it has at least 1 hit point. Fast healing
does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the revenant to regrow or reattach lost
body parts, except for damage dealt by fire.
Immunities (Ex): Revenants are immune to acid, gas, cold, electricity, and polymorph.
Find the Guilty (Ex): So long as a revenant and its killer are on the same plane of existence, the revenant knows in which
direction its killer can be found and how far away he or she is. Depending on the magical abilities of the base creature, this
extraordinary sense may even be made to work across planar boundaries.
Undead Traits: A revenant is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects,
necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits,
subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A revenant cannot be raised, and
resurrection works only if it is willing. The creature has darkvision (60-foot range).
Abilities: A revenant gains +4 to its Strength and +2 to its Charisma, but it has no Constitution score since it is undead.
Organization: Solitary
Advancement: -
Revived Fossil
Revived fossils are the remains of animals or monsters that were preserved in a petrified state. Fossils are found encased in stone
or other geological deposits, but revived fossils are the freed and animated remains of the dead. They are mindless automatons
that obey the orders of their evil masters. A revived fossil does only what it is ordered to do. It can draw no conclusions of its
own and takes no initiative. Because of this limitation, its instructions must always be simple, such as "Kill anyone who walks
down this road." A revived fossil attacks until destroyed, for that is what it was created to do. Revived fossils cannot be created
with the animate dead spell, but instead are created through special necromantic rituals that vary depending on the fossil to be
revived.
"Revived fossil" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal
system (referred to hereafter as the base creature). A revived fossil has all the base creature's statistics and special abilities except
as noted here.
Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and
subtypes that indicate kind (such as goblinoid or reptilian). It also gains the augmented subtype.
Hit Dice: Drop any Hit Dice gained from experience and raise remaining Hit Dice to dl2s.
Speed: Winged revived fossils can't use their wings to fly. If the base creature flew magically, so can the revived fossil.
Armor Class: Natural armor bonus changes to a number based on the revived fossil's size:
Size Bonus
Small +9
Medium +12
Large +15
Huge +18
Gargantuan +24
Colossal +30
Attacks: A revived fossil retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base
creature, except for attacks that can't work without flesh (such as a mind flayer's tentacle attacks). A creature with hands gains
one claw attack per hand; a revived fossil can strike with each of its claw attacks at its full attack bonus. A revived fossil's base
attack bonus is equal to 1/2 its Hit Dice.
Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the revived
fossil's size. (If the base creature already had claw or talon attacks, use whichever damage value is higher.)
Size Damage
Tiny 1d4
Small 1d8
Medium 2d6
Large 2d8
Huge 2d10
Gargantuan 2d12
Colossal 2d20
Special Attacks: A revived fossil retains none of the base creature's special attacks.
Special Qualities: A revived fossil loses most special qualities of the base creature, though it retains any extraordinary special
qualities that improve its melee or ranged attacks. A revived fossil also gains the following special qualities.
Bonus Hit Points: Because its body is a mass of stone, a revived fossil is hard to destroy. It gains bonus hit points based on size,
as shown on the following table.
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
Damage Reduction 10/Adamantine: Revived fossils are similar to animated stone statues.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A revived fossil's Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and
its Charisma changes to 1.
Feats: A revived fossil loses all feats of the base creature but gains Combat Reflexes.
Hit Dice CR
1/2 1/3
2-3 2
4-5 3
6-7 4
8-9 5
10-11 6
12-14 7
15-17 8
18-20 9
Treasure: None.
Advancement: As base creature (or - if the base creature advances by character class).
Level Adjustment: -
Sacred Watcher
When a character of great virtue dies while another person is in her care, she sometimes clings to a form of life as a sacred
watcher. Not undead but deathless, a sacred watcher is very similar to a ghost. Rather than haunting the place of her death or
otherwise harassing the living, however, a sacred guardian continues to watch over her ward until someone else can assume that
responsibility.
Normally, a sacred watcher exists on the Ethereal Plane, where she can still watch over her ward but remain mostly out of sight.
When the need arises, she can partially manifest on the Material Plane, enough to have some effect on her surroundings while
remaining incorporeal. On the Ethereal Plane, a sacred watcher looks much as she did in life, except that she is surrounded with a
softly glowing nimbus of silvery light. When manifested, she appears insubstantial and translucent, as though formed completely
our of her silvery radiance.
"Sacred watcher" is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast,
monstrous humanoid, or plant of good alignment (referred to hereafter as the "base creature").
Size and Type: The creature's type changes to "deathless." Size is unchanged.
Hit Dice: All current and future hit dice become dl2s.
Speed: Sacred watchers have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.
Armor Class: Natural armor is the same as the base creature but applies only to ethereal encounters. When the sacred watcher
manifests (see below) its natural armor value is +0, but it gains a deflection bonus equal to its Charisma modifier or +1,
whichever is higher.
Attack: The sacred watcher retains all the attacks of the base creature, although those relying on physical contact do not affect
non ethereal creatures.
Full Attack: The sacred watcher retains all the attacks of the base creature, although those relying on physical contact do not
affect non ethereal creatures.
Damage: Against ethereal creatures, a sacred watcher uses the base creature's damage ratings. Against non ethereal creatures, the
sacred watcher usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).
Special Attacks: The sacred watcher retains all the special attacks of the base creature, although those relying on physical contact
do not affect non ethereal creatures. The sacred watcher also gains a manifestation ability plus 1to 3 other special attacks
described below. Saves have a DC of 10 + 1/2 sacred watcher's HD + sacred watcher's Charisma modifier unless noted otherwise.
Manifestation (Su): Every sacred watcher has this ability. A sacred watcher dwells on the Ethereal Plane and as an ethereal
creature, it cannot affect or be affected by anything in the material world. When a sacred watcher manifests it partly enters the
Material plane and becomes visible but incorporeal on the Material plane. The manifested sacred watcher can be harmed only by
other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal
source. The manifested sacred watcher can pass through solid objects at will, and its own attacks pass through armor. The
manifested sacred watcher can always move silently A manifested sacred watcher can strike with its touch attack or a ghost
touch weapon. If it has a weapon with at least a +1 enhancement bonus, it can use this weapon against material creatures, but any
such attack has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magical weapons can fail to harm the
ghost). A manifested sacred watcher remains partially on the Ethereal Plane, where is it not incorporeal. Opponents on either the
Material or Ethereal planes can attack a manifested sacred watcher. The sacred watcher's incorporeality helps protect it from foes
on the Material plane, but not against foes on the Ethereal plane. When a spellcasting sacred watcher is not manifested and is on
the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a
spellcasting sacred watcher manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane
normally unless the spells rely on touch. A manifested sacred watcher's touch spells don't work on material targets. A sacred
watcher has two home planes, the Material and the Ethereal, and it is not considered extraplanar on either plane.
Positive Energy Touch (Su): A sacred watcher can make a hit with an incorporeal touch attack to infuse a target with positive
energy. Undead foes (even incorporeal ones) take an additional 2d8+5 points of damage. The sacred watcher can channel this
positive energy into living creatures as well, healing up to 2d8+5 points of damage. The sacred watcher can control its positive
energy enough to avoid healing living foes (dealing only the base damage). This power can be used up to five times per day.
Special Qualities: A sacred watcher has all the special qualities of the base creature and those listed below, and gains the
deathless type.
Rejuvenation (Su): In most cases, it's difficult to destroy a sacred watcher through simple combat: The "destroyed" spirit often
restores itself in 2d4 days. Even the most powerful spells are often only temporary solutions. A sacred watcher that would
otherwise be destroyed returns to its mission with a successful level check (1d20 + sacred watcher's level or HD) against DC 16.
As a rule, the only way to conclusively end a sacred watcher's existence is to ensure it fulfills the purpose that sustains it.
Ward (Su): A sacred watcher is constantly aware of her ward's precise location and status: whether he is unharmed, wounded,
disabled, staggered, unconscious, dying, dead, and so on. She can move instantly to her ward's location as though using greater
teleport, except that this ability allows her to cross planar boundaries. She can only transport herself and up to 50 pounds of
ethereal objects. She can also scry on her ward at will (as though she had cast scrying), with no saving throw allowed and success
guaranteed.
Abilities: Same as the base creature, except that the sacred watcher has no Constitution score, and its Charisma score increases by
+4.
Skills: Sacred watchers receive a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.
Organization: Solitary
Treasure: None.
"Scion of Kyuss" is a template that can be added to any Medium-size or smaller humanoid, monstrous humanoid, or giant with 9
or more HD, any Large humanoid, monstrous humanoid, or giant with 13 or more HD, or any Huge or larger humanoid,
monstrous humanoid, or giant (referred to hereafter as the "base creature"). Creatures with this template have their type changed
to "undead." It uses all the base creature's statistics and special abilities except as noted here.
Damage: The base creature's natural and manufactured weapons deal damage normally. If the base creature does not have a better
natural attack, it gains a slam attack that deals damage based on the creature's size:
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A scion of Kyuss retains all the base creature's special attacks and gains those listed below. Saves for abilities
listed below have a DC of 10 + 1/2 the scion's HD + the scion's Charisma modifier unless noted otherwise.
Create Spawn (Su): A creature killed by a scion of Kyuss rises as an undead creature 1d4 days after death. The victim returns as a
spawn of Kyuss if it is a giant, humanoid; or monstrous humanoid that does not qualify for the scion of Kyuss template and as a
scion of Kyuss if it does. Other creatures do not rise as undead.
Fear Aura (Su): A scion of Kyuss continuously radiates a fear effect. This ability functions like a fear spell (caster level 15th),
except that it affects all living creatures within a 40-foot radius. Any creature that makes a successful saving throw against the
effect cannot be affected again by the fear aura of that scion of Kyuss for 24 hours.
Implant Worm (Su): Once per round as a free action, a scion of Kyuss can transfer a worm from its own body to that of an
opponent. It can do this whenever it hits with a natural attack, but it can also make the transfer by means of a successful melee
touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 20 feet, See the Scion of Kyuss Worms
sidebar for more details.
Worm Expulsion (Su): Once per day as a standard action, a scion of Kyuss can cause a 20-foot burst of worms from its body.
Each creature in the area is coated with 2d4 worms. See the Scion of Kyuss Worms sidebar for more details.
Special Qualities: A scion of Kyuss retains all the base treature's special qualities and gains those listed below.
Fast Healing (Ex): A scion of Kyuss regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost
from starvation, thirst, or suffocation, and it does not allow the scion of Kyuss to regrow or reattach lost body parts.
Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, and any effect that
requires a Fortitude save vnless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability
drain, energy drain, or death from massive damage. A scion of Kyuss cannot be raised, and resurrection works only if it is
willing. The creature has darkvision (60-foot range).
Abilities: Increase from base creature as follows: +8 Strength, +1 Intelligence, +2 Wisdom, and +6 Charisma. Being undead, a
scion of Kyuss lacks a Constitution score.
Climate/Terrain: Any
Silveraiths are incorporeal undead creatures that glow with pale blue energy (like that created by a chill touch spell). Their forms
are vaguely skeletal, but they suggest clothing the creatures often wore in life, such as flowing robes or full plate armor.
Silveraiths are created through a specific application of the create greater undead spell. The caster must be of a level sufficient to
create a ghost, and the subject must have been a creature to which the silveraith template can be added. The spell must be cast on
the Negative Material Plane, or in an area where negative energy is overwhelmingly present.
Creating a Silveraith
"Silveraith" is a template that can be added to any living creature of at least 5 levels or Hit Dice that uses magic, whether it is an
arcane or divine spellcaster or a creature with supernatural or spell-like abilities (referred, to hereafter as the base creature). The
creature's type changes to undead, and it gains the incorporeal subtype. It uses all the base creature's statistics and special abilities
except as noted here.
Hit Dice: All the base creature's Hit Dice increase to dl2s.
Speed: A silveraith gains a fly speed of 30 feet (or the base creature's fly speed, if that is greater), with perfect maneuverability.
AC: The silveraith has a deflection bonus to its AC equal to 5 + its Charisma bonus (if any). As an incorporeal creature, it has no
natural armor bonus.
Attacks: The silveraith can make a number of incorporeal touch attacks equal to the base creature's number of natural attacks. For
example, a Small dragon silveraith would have three incorporeal touch attacks (from its bite and two claw attacks). If the
silveraith has more than one incorporeal touch attack, it makes additional attacks beyond the first at a -5 penalty (unless,it has the
Multiattack feat). A silveraith applies its Dexterity modifier to its touch attack rolls.
Damage: A silveraith's incorporeal touch attacks function as inflict serious wounds spells that deal 3d8+1 points of damage per
level (maximum 3d8+10). A successful Will save (DC 10 + 1/2 silveraith's level + silveraith's' Charisma modifier) reduces the
damage by half.
Special Attacks: A silveraith retains all the base creature's supernatural and spell-like special attacks (but not its extraordinary
ones) and also gains those listed below. All saving throw DCs are equal to 10 + 1/2 silveraith's HD + silveraith's Charisma
modifier unless noted otherwise.
Magic Absorption (Su): A silveraith can ready an action to absorb spells targeted at it as if it were a rod of absorption. When it
absorbs spell energy, it creates a backlash of negative energy that deals 1d6 points of damage per absorbed spell level to the
caster of the spell (Will save for half). A negative energy protection spell negates this damage, and undead spellcasters are
actually healed by this effect.
Spells: A silveraith can cast any spells it could cast while alive, except for healing spells or other spells utilizing positive energy.
Special Qualities: A silveraith retains all the base creature's supernatural and spell-like special qualities (but not its exceptional
ones) and also gains those listed below.
Create Spawn (Su): An arcane or divine spellcaster killed outright by the backlash of the silveraith's magic absorption power rises
as a silveraith itself in 1d4 days. If the victim would not otherwise qualify for the template, it does not become a silveraith. The
silveraith exercises no special control over spawn created in this manner.
Immunities (Ex): Silveraiths are immune to cold, electricity, polymorph, and mind-affecting attacks.
Incorporeal Subtype: A silveraith can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-
like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source; except for
force effects or attacks made with ghost touch weapons. A silveraith can pass through solid objects, but not force effects, at will.
Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A
silveraith always moves silently and cannot be heard with Listen checks if it doesn't wish to be.
Turn Resistance (Ex): A silveraith has +4 turn resistance.
Undead Traits: A silveraith is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects,
necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits,
subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A silveraith cannot be raised, and
resurrection works only if it is willing. The creature has darkvision (60-foot range).
Abilities: A silveraith gains +2 to Intelligence, Wisdom, and Charisma, but as an incorporeal undead creature, it has no Strength
or Constitution score.
Skills: A silveraith receives a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise its skills are the same as the
base creature's.
Organization: Solitary
Treasure: None
Alignment: Any nonlawful and nongood. Lawful or good designators change to neutral. Thus, a chaotic good creature becomes a
chaotic neutral silveraith, while a lawful good creature becomes neutral.
Skeletal dragons are created via the animate dead spell and function as normal skeletons in most ways, though they retain a few
of their draconic abilities and qualities even after death. Despite a skeletal dragon's loss of sentience, the pinpoints of red light
smoldering in its eye sockets betray the spark of unlife that still exists.
Like typical skeletons, skeletal dragons do only what they are ordered to do. They can draw no conclusions of their own and take
no initiative. Necromancers particularly prize skeletal dragons, because they make formidable guardians. They are sturdier than a
typical skeleton of their size, and their added qualities strike terror into would-be intruders.
Powerful draconic spellcasters have even been known to animate the skeletons of their fallen rivals or, in the case of particularly
vile dragons, family members who have passed away.
"Skeletal" is an acquired template that can be applied to any dragon (referred to hereafter as the base dragon). A skeletal dragon
uses all the base dragon's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to undead. Do not recalculate the creature's base attack bonus, saves, or skill points.
Size is unchanged.
Hit Dice: The base dragon's Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abilties, below).
However, a skeletal dragon gains bonus hit points equal to its HD.
Speed: The creature retains its land speed, but loses fly and swim speeds. If it had a burrow or climb speed, it retains that as well.
Armor Class: Replace the base dragon's existing natural armor bonus to AC with a new natural armor bonus based on its size.
Up to Tiny +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +6
Colossal +10
Attacks: Same as the base dragon, except that skeletal dragons cannot make crush attacks.
Special Attacks: A skeletal dragon loses all supernatural and spell-like special attacks possessed by the base dragon. It retains any
exceptional special attacks (such as frightful presence or improved grab).
Special Qualities: A skeletal dragon loses all supernatural and spell-like special qualities possessed by the base dragon. It retains
any exceptional special qualities (such as immunities or blindsense). It loses any subtypes it had, though if the base dragon had
any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the
subtype. It also gains additional special qualities as noted below.
Damage Reduction (Ex): Skeletal dragons have damage reduction 5/bludgeoning.
Undead Traits: A skeletal dragon is immune to mind-affecting effects poison, magic sleep effects, paralysis, stunning, disease,
death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to
critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or
death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet
(unless the base dragon had a greater range).
Saves: As undead, skeletal dragons are immune to anything that requires a Fortitude save unless it affects objects.
Abilities: A skeletal dragon retains the base dragon's Strength, Dexterity, and Charisma scores. Being undead, a skeletal dragon
has no Constitution score. It also has no Intelligence score. Its Wisdom score becomes 10.
Skills: A skeletal dragon loses all skill ranks and racial skill bonuses possessed by the base dragon.
Feats: A skeletal dragon loses all feats possessed by the base dragon. It gains Improved Initiative as a bonus feat.
Environment: Any
Organization: Any
Treasure: None.
Advancement: Up to +2 HD
Level Adjustment: -
Skeletal Warrior
Skeletal warriors were dangerous combatants in life who are forced to battle on after death. They usually wear the armor they
died in and carry the same weapon, though some masters rearm them with superior equipment. A skeletal warrior does not look
different from a normal skeleton at first glance, though it may be better equipped. Its bones appear more cracked and yellowed
with age, though it never loses strength or vitality because of it. The skeletal warrior’s eye sockets are hollow and black, except
for tiny pin pricks of red light. To be considered for transformation to a skeletal warrior, a character must be at least third level.
Skeletal warriors understand, but do not speak, any languages they knew in life.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: The skeletal warrior has +2 natural armor bonus, or the character’s natural armor bonus, whichever is better.
Damage: The skeletal warrior’s touch attack uses negative energy to deal 1d6 points of damage plus the skeletal warrior’s
Strength modifier. Characters with natural weapons can use their natural weaponry or their touch attack, as they prefer.
Special Qualities: A skeletal warrior retains all the character’s special qualities and gains those described below.
SR 13+1/HD
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A
skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this
limitation, its instructions must always be simple. A skeleton attacks until destroyed.
Creating a Skeleton
“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system
(referred to hereafter as the base creature).
Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and
subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities
except as noted here.
Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature
has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell.
Speed: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton.
Armor Class: Natural armor bonus changes to a number based on the skeleton’s size:
Tiny or smaller +0
Small +1
Medium or Large +2
Huge +3
Gargantuan +6
Colossal +10
Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature,
except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike
with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to 1/2 its Hit Dice.
Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s
size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.)
Diminutive or Fine 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A skeleton retains none of the base creature’s special attacks.
Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that
improve its melee or ranged attacks. A skeleton gains the following special qualities.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A skeleton’s Dexterity increases by +2; it has no Constitution or Intelligence score, its Wisdom changes to 10, and its
Charisma changes to 1.
Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.
Organization: Any.
1/2 1/6
1 1/3
2–3 1
4–5 2
6–7 3
8–9 4
10–11 5
12–14 6
15–17 7
18–20 8
Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature (or — if the base creature advances by character class).
Level Adjustment: —.
Spectral Creature
Spectral creatures are incorporeal undead often mistaken for ghosts or other such horrors. They haunt the places where they died,
retaining their sentience but hating all living beings. A spectral creature looks so much as it did in life that it can be easily
recognized by those who either knew the individual or have access to depictions such as paintings or the like. In many cases, the
evidence of a violent death is visible on the creature’s semitransparent, faintly luminous body. The chill of death hangs in the air
around a spectral creature and lingers in the places it haunts.
Spectral Characters
Spectral characters with class levels generally take levels of barbarian, fighter, or ranger. These classes offer good Hit Dice and
attack bonuses that the spectral character uses to make its incorporeal touch more effective. The preferred class of spectral
characters is fighter. They rarely take spellcaster levels because, as incorporeal creatures, they cannot handle material
components. Some multiclass as rogues to get the class abilities and increased access to skills (their incorporeal nature allows
them to move silently and hide without those rogue class skills).
Spectral Minion
A spectral minion is the soul of an intelligent humanoid who died before fulfilling an important vow. Even in death, spectral
minions are bound by the vow or quest placed upon them when they were alive. Spectral Minions appear as they did in life,
except they are semi-transparent. Any items are duplicated in this form, but cannot be taken or given away. Their personalities
are altered slightly, the quest dominating their train of thought. These quests often cannot be completed with the aid of the living.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: Spectral minions lose their natural armor bonus and armor and shield bonus, but gain a deflection bonus equal to
their Charisma modifier.
Damage: The spectral minion can attack only with a weapon it had in life.
Special Qualities: A spectral minion retains all the creature’s extraordinary special qualities but loses spells and spell-like
abilities, and gain the following special qualities.
Incorporeal: Can only be harmed by other incorporeals, and +1 magic weapons, with a 50% chance to ignore corporeal damage.
SR 12+1/HD
Immune to turning
A spectral mage is an undead arcane spellcaster given unlife by magic, sometimes willing, sometimes not. Incorporeal and only
able to interact with the corporeal world with difficulty, a spectral mage retains all the abilities it had in life and uses those
abilities to punish those who affront its undead existence. A spectral mage appears much as it did when it died, and is
immediately recognizable by anyone who knew it in life. Its face is haunted with the horrors of undeath, and its appearance is
wasted and tired. Its incorporeal form appears to bear the same magic items the creature had when it died, although these are not
actual items. Spectral mages can be created with the create greater undead spell cast by a cleric of at least 16th level.
"Spectral mage" is a template that can be applied to any arcane spellcaster (referred to hereafter as "the character"). The creature's
type changes to "undead (incorporeal)" It uses all the character's statistics and special abilities except as noted here.
AC: A spectral mage, like all incorporeal creatures, has a deflection bonus equal to its Charisma bonus (minimum +1).
Attacks: The spectral mage cannot make normal physical attacks but gains an incorporeal touch attack at its normal base attack
bonus plus its Dexterity modifier.
Damage: A spectral mage's incorporeal touch attack inflicts no damage, but causes paralysis (see below).
Special Attacks: A spectral mage retains all the special attacks of the character (except those that cannot be used by incorporeal
beings, such as grappling) and a has paralysis incorporeal touch attack. Saves have a DC of 10 +1/2 spectral mage's HD +
spectral mage's Charisma modifier.
Paralysis (Su): A creature touched by a spectral mage must make a Fortitude saving throw or be paralyzed for a number of rounds
equal to the spectral mage's hit dice.
Special Qualities: A spectral mage retains all the special qualities of the character (except those that cannot be used by
incorporeal beings) and those listed below, and gains the undead (incorporeal) type.
Corporeal Manipulation (Su): A spectral mage can manipulate material objects as a standard action. Its ability to manipulate
objects is limited to what can be accomplished with a mage hand spell. This allows a spectral mage to use material components
for spells and turn pages in its spellbook so it can prepare spells. The spectral mage needs to be in contact with the item to use
this ability, so it must be touching the components it wishes to use in order to cast spells needing those components. This also
allows the spectral mage to use magic items that do not need to be worn to function.
Item Link (Su): A spectral mage has a magical link to the items it carried when it died. It can sense the exact location of these
objects as a standard action. Most spectral mages search for and gather their material possessions, guarding them to a paranoid
extent.
Madness (Ex): Every time a spectral mage enters combat, it must attempt a Will saving throw (DC 15). If it fails, it goes mad 1d4
rounds later as the trauma of combat pushes it over the brink. This madness functions exactly like the confusion spell and lasts
for 10 rounds.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a spectral mage at a distance of 30
feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within
that range.
Abilities: As undead (incorporeal) creatures, spectral mages have no Strength or Constitution scores.
Skills: A spectral mage receives a +8 racial bonus on Hide, Intimidate, and Intuit Direction checks. Otherwise as the character.
Feats: Spectral mages gain Alertness, Blind-Fight, Combat Reflexes, and Improved Initiative, assuming the character doesn't
already have those feats.
Advancement: A spectral mage cannot gain class levels but can gain Hit Dice equal to its original class level (advancing as
undead).
Spectral Savant
A silhouette of what once walked as a man now walks in permanent shadow. Its eyes burn from the darkness with a compelling,
ravenous hunger.
"Spectral savant" is an acquired template that can be added to any humanoid creature (referred to here-after as the base creature),
provided it can complete the transformation ritual (see below).
A spectral savant has all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is
unchanged. The creature gains the incorporeal subtype.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: A spectral savant has a deflection bonus to Armor Class equal to 5 + its Charisma modifier.
Attack: A spectral savant has a touch attack that it can use once per round. The touch attack deals 1d6 points of cold damage, and
affects the victim with energy drain and/or (against a psionic foe) siphon power.
Special Attacks: A spectral savant retains all the special attacks of the base creature and gains those described below. Saves have
a DC of 10 + 1/2 spectral savant's HD + spectral savant's Cha modifier unless otherwise noted.
Energy Drain (Su): living creatures hit by a spectral savant's slam attack (or any other natural weapon the spectral savant might
possess) gain one negative level. For each negative level bestowed, the spectral savant gains 5 temporary hit points that last for
up to 1 hour. A spectral savant can use its energy drain ability once per round.
Siphon Power (Su): A spectral savant can make a touch attack once per round and drain a number of power points from a living
psionic character or creature, equal to its HD or lower. For creatures that possess only psi-like abilities, the spectral savant drains
one use of the highest-level ability available to that creature, gaining a number of psionic power points appropriate to the ability
plus any augmentations, based on the manifester level of the creature. For example, if a spectral savant were to drain the single
use of mind thrust that a cerebrilith receives in a day, it would receive 9 power points, since the cerebrilith manifests that power
at 9th level (normally requiring 9 power points to do so). If the number of power points that the spectral savant would receive
exceeds its maximum (spectral savant's HD), the remaining power points are lost to the spectral savant. A spectral savant cannot
attempt to draw more than its HD in power points in a single attack, from a creature that normally uses power points, simply to
make them unavailable to that creature.
Special Qualities: A spectral savant retains all the base creature's special qualities and gains those described below.
Resistances (Ex): A spectral savant has resistance to cold 10 and electricity 10.
Undead Traits: A spectral savant is immune to mind-affecting spells and abilities, poison, sleep effects, paralysis, stunning,
disease, death effects, and any effect that requires a Fortitude save unless it also works on objects otis harmless. It is not subject
to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain,
fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing.
Abilities: Increase from the base creature as follows: Dex +2, tnt +2, Wis +2, Cha +4. As an undead incorporeal creature, a
spectral savant has no Strength score and no Constitution score.
Skills: Spectral savants have a +8 racialbonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, or troupe (1-2 plus 3-5 psion/psychic warrior pupils).
Treasure: Standard.
Alignment: Any.
The process of becoming a spectral savant on purpose is extraordinarily taxing. No good-aligned creature undertakes the process
willingly. Sometimes spectral savants spontaneously arise when a psion is killed in a particularly egregioius fashion, or when a
psion is killed prior to accomplishing an important quest. When savants arise in this fashion, they are nor automatically evil. If
they drain energy or siphon psionic power from three or more good-aligned creatures, however, their alignment shifts to evil.
A spectral savant retains all class abilities it had in life, except it can no longer recover power points simply by resting.
The transformation ritual first requires that the psion or erudite obtain or create a cognizance crystal capable of storing 17 power
points, plus acquire a number of mundane crystals whose combined value is no less than 10,000 gp. The character must also be
able to manifest 6th-level psionic powers. Once the prerequisites are met, the character can begin the ritual. Once the ritual
begins, the mundane crystals are destroyed over the course of one night and the cognizance crystal is subsumed into the body of
the character. The character also expends 4,500 XP to complete the ritual. When the character finishes the ritual, he arises as a
spectral savant, at which time his power points are totally expended. He must find another psionic character or creature to gain
additional power points as described above.
Spellstitched
Spellstitched creatures are undead creatures that have been powerfully enhanced and fortified by arcane means. The undead gain
the ability to cast spells, can resist being turned, and become more difficult to attack in melee. The process benefits undead with
intelligence far more than it helps those that are mindless, since intelligent undead can discharge their spells tactically.
The outward sign that an undead creature has been spellstitched is its rune-covered body. The runes are carved into the bones of
skeletal undead or tattooed on the rotting flesh of other corporeal undead. These runes may not be immediately noticeable to an
observer, appearing to be cracks in bones or wrinkles in the skin.
Spellstitched creatures can be created only by a wizard or sorcerer of sufficient level to cast the spells to be imbued in the
undead's body The process for creating a spellstitched creature requires the expenditure of 1,000 gp for carving or tattooing
materials as well as 500 XP for every point of Wisdom that the undead creature possesses. Undead that are spellcasters can
spellstitch themselves.
"Spellstitched" is a template that can be added to any corporeal undead (referred to hereafter as the base creature). The template
uses all the base creature's statistics and special abilities except as noted here.
Special Attacks: A spellstitched creature retains all the special attacks of the base creature and gains the following special attack.
Spell-like Abilities: A spellstitched creature with a Wisdom score of 10 or higher ran be imbued with spell-like abilities. All
spells selected must be from the schools of Conjuration, Evocation, or Necromancy. These abilities are used as if the spells were
cast by a sorcerer of the same level as the number of Hit Dice the spellsrirched creature possesses.
Spells Known is the number of different spells the creature has access to as spell-like abilities. A creature with a Wisdom score
higher than 10 gains the spells from the row on the table corresponding to its Wisdom score, and the spells from all the rows
above that row.
Times/Day is the number of times per day that the creature can use spell-like abilities of a given level. The creator of the creature
must decide how to allocate the spells known. Once this determination has been made for a particular ability, it cannot be
changed. For instance, the sample spellstitched creature has magic missile and obscuring mist as its 1st-level spell-like abilities. It
can use magic missile three times per day and obscuring mist once per day. The creator cannot later change either the spells or
the times per day each can be used.
Special Qualities: A spellstitched creature retains all the special qualities of the base creature and gains the following special
qualities.
Damage Reduction: A spellstitched creature with 1-3 HD has no damage reduction. One with 4-7 HD has DR 5/+1; one with 8-Il
HD has DR S/+2; and one with 12 or more HD has DR 10/+3.
Spell Resistance: A spellstitched creature has spell resistance equal to 15 + base creature's Charisma bonus.
Turn Resistance (Ex): A spellstitched creature has +2 turn resistance. This value is added to the base creature's turn resistance (if
any).
If the base creature already has one or more of these special qualities, use the better value.
The vampire that explodes onto a flock of bats, the mummy that crumbles into a pile of scorpions - these are swarm-shifters,
undead that have been granted the dark power to become swarms.
A swarm-shifter appears like a normal undead creature until its body explodes into a swarm. There are many varieties of swarm-
shifters, and although some are more common than others, swarm-shifters do not seem limited to certain kinds of swarms by their
form of undeath.
Creating A Swarm-shifter
"Swarm-shifter" is an acquired template that can be added to any corporeal undead with an Intelligence score (referred to
hereafter as the base creature).
A swarm-shifter uses all the base creature's statistics and special abilities except as noted here.
Note: Unlike most templates, an undead can potentially acquire this template more than once, gaining a new swarm form with
each application.
Size and Type: The base creature's type and size do not change, but it gains the shapechanger subtype. When in swarm form, it
also has the swarm subtype and a new size (as determined by the particular swarm form, each described below). The swarm's size
influences how wind affects it and how weapons damage it.
Hit Dice: The base creature retains its Hit Dice and hit points when it takes swarm form, but changing forms heals damage (as
described in the swarm form ability description, below).
Speed: When in swarm form, the base creature has the movement modes and speeds listed for the particular kind of swarm (each
described below).
Armor Class: When in swarm form, change the base creature's natural armor according to its size change using Creature Size
Changer. In swarm form, the base creature also gains a new size modifier to Armor Class depending on the swarm's size.
Base Attack/Grapple: When in swarm form, the base creature cannot grapple or be grappled. See the swarm subtype for details.
Attack and Full Attack: When in swarm form, the base creature lacks its normal attacks. Instead, a swarm-shifter has a swarm
attack. This attack automatically damages any creature in the swarm-shifter's space when it ends its move.
If the base creature's natural attacks are treated in a manner that allowed it to overcome damage reduction, it retains that ability
with its swarm attack in swarm form. For example, if the base creature's natural attacks are treated as chaotic-aligned for the
purposes of overcoming damage reduction, its swarm attack is also treated as chaotic-aligned for this purpose. See the swarm
subtype description for more details about the swarm attack.
Damage: The amount of damage a swarm-shifter deals with its swarm attack is based on its Hit Dice, as shown in the table
below.
HD Damage
1-5 1d6
16-20 4d6
21 or more 5d6
Space/Reach: When the base creature is in swarm form, it has a space of 10 feet. In swarm form, it has a reach of 0 feet, it cannot
make attacks of opportunity, and it provokes attacks of opportunity when it enters a creature's space. The swarm can occupy
another creature's space and moves through other creatures' squares without impediment and vice versa. The swarm can move
through holes and cracks large enough for its component creatures.
Special Attacks: When in swarm form, a swarm-shifter loses all the special attacks of the base creature. It gains the distraction
and swarm special attacks, and gains new special attacks dependent on the swarm form it takes (as described in the individual
swarm form entries below).
Swarm (Ex): As described under the Attack and Damage entries above, the base creature in swarm form has a swarm attack.
Special Qualities: The base creature retains all special qualities and gains the swarm form special quality. When the base creature
is in swarm form, it also gains the hive mind special quality. It loses special qualities of the base creature that rely on the base
creature's shape or abilities it lacks in swarm form. In addition, it gains other special qualities dependent on the swarm form it
takes (as described in the individual entries below).
Hive Mind (Ex): A swarm-shifter with this ability is immune to any spell or effect that targets a specific number of creatures
(including single-target spells such as disintegrate), with the exception of effects that command, control, turn, rebuke, bolster, or
destroy undead specifically. A swarm-shifter in swarm form is affected by turn and rebuke attempts just like the base creature.
Swarm Form (Su): The base creature can take the form of an undead swarm at will. The swarm (or swarms, if this template is
applied multiple times) the base creature can turn into is chosen when this template is first applied. Each form alters the base
creature in swarm form in different ways (as described in the individual entries below).
Changing shape to or from swarm form is a standard action that infuses the undead with negative energy and heals 1 hit point of
damage per HD of the base creature. The undead cannot change from swarm form to its normal form in an area where its body
could not normally fit. As with the alter self spell, the base creature's items are absorbed into the swarm form and provide no
benefit. When it would normally be dispersed due to damage taken, the swarm reverts to the base creature's form and is destroyed
(except in the case of vampires, liches, and other undead with special destruction rules).
If the swarm-shifter has multiple swarm forms, it can change from one swarm form directly into another, losing the first swarm's
traits and gaining those of the other. When switching from one swarm form to another, the undead does not heal damage.
Although the use of this ability is a supernatural effect, remaining in one form or another is not supernatural, and the base
creature in swarm form does not change into its normal shape in an antimagic field. True seeing and similar magic reveals both
forms.
Abilities: The base creature's Strength and Dexterity scores are different in swarm form due to the swarm creatures size. When
the base creature takes swarm form, change the base creature's Strength and Dexterity scores according to Creature Size Changer.
This template cannot reduce the base creature's Strength in swarm form to less than 1.
Skills: An undead in swarm form gains a +10 bonus on Disguise checks to act like a normal grouping of its constituent creatures.
An undead in sand swarm form gains this bonus when acting like inanimate sand. An undead in parts swarm form gains this
bonus when acting like inanimate body parts. In swarm form, the swarm creatures' new size, speed, and ability scores can affect
skill bonuses. An undead in swarm form loses the ability to speak.
Feats: Same as the base creature, but when the base creature is in swarm form it cannot benefit from feats that rely on attacks
(such as Power Attack and Combat Expertise), special attacks of the base creature, or other abilities the base creature cannot use
in swarm form.
Challenge Rating: Same as the base creature +1. If this template is applied multiple times, the base creature's Challenge Raring
increases by 2, regardless of how many swarm forms the creature can take in excess of one.
Level Adjustment: -
Swarm Forms
When this template is applied, one of the following forms must be chosen for the swarm-shifter:
Special Attacks: An undead in bat swarm form has the following additional special attack.
Wounding (Ex): A living creature damaged by the swarm attack continues to bleed, losing 1 hit point per round thereafter.
Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped with a DC 10 Heal check or the
application of a cure spell or some other healing magic.
Special Qualities: An undead in bat swarm form has the following additional special qualities, in addition to darkvision out to 60
feet and undead traits.
Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet by hearing.
Immune to Weapon Damage (Ex): Weapon attacks are useless against a swarm of Diminutive creatures.
Special Qualities: An undead in beetle swarm form has the following additional special qualities, in addition to darkvision out to
60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm ofbeerles can pinpoint the location of anything in contact with the ground within 60 feet.
Special Attacks: An undead in centipede swarm form has the following additional special attack.
Poison (Ex): Swarm attack, Fortitude DC 10 + 1/2 swarm HD + Cha modifier, initial and secondary damage 1d4 Dex.
Special Qualities: An undead in centipede swarm form has the following additional special quality, in addition to darkvision out
to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless against a swarm of Diminutive creatures.
Swarm of Undead Flies
Special Attacks: An undead in fly swarm form has the following additional special attack.
Disease (Ex): Red ache - swarm attack, Fortitude DC 10 + 1/2 swarm HD + Cha modifier, incubation period 1d3 days, damage
1d8 Dex.
Special Qualities: An undead in fly swarm form has the following additional special quality, in addition to darkvision out to 60
feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless against a swarm of Fine creatures.
Special Attacks: An undead in leech swarm form has the following additional special attack.
Wounding (Ex): A living creature damaged by the swarm attack continues to bleed, losing 1 hit point per round thereafter.
Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped with a DC 10 Heal check or the
application of a cure spell or some other healing magic.
Special Qualities: An undead in leech swarm form has the following additional special qualities, in addition to darkvision out to
60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm of leeches can pinpoint the location of anything in contact with the ground or in the water with it
within 30 feet.
Speed: 20 ft.
Special Attacks: An undead in maggot swarm form has the following additional special attack.
Extended Nausea (Ex): A creature nauseated by a maggot swarm's distraction special attack remains nauseated for 2d4 rounds.
Special Qualities: An undead in maggot swarm form has the following additional special quality, in addition to darkvision out to
60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless against a swarm of Fine creatures.
Swarm of Undead Parts
This swarm is composed of the body of the base creature broken into a pile of bones, sometimes including rotted flesh and
organs. This swarm can skitter and slosh across the ground or rise in a cyclone of limbs and pieces.
Special Attacks: An undead in parts swarm form has the following additional special attack.
Fear (Su): A creature damaged by a parts swarm must make a successful Will save (DC 10 + 1/2 the swarm's HD + Cha modifer)
or be frightened for 1d4 rounds.
Parts (Ex): A parts swarm undead is a swarm made up of the body parts of the undead creature. This causes the swarm to deal an
extra 1d6 points of damage with its swarm attack.
Special Qualities: An undead in parts swarm form has the following additional special quality, in addition to darkvision out to 60
feet and undead traits.
Half Damage From Slashing and Piercing (Ex): Slashing and piercing attacks deal half damage to a swarm of Tiny creatures.
Special Attacks: An undead in rat swarm form has the following additional special attack.
Disease (Ex): Filth fever - swarm attack, Fortitude DC 10 + 1/2 swarm HD + Cha modifier, incubation period 1d3 days, damage
1d3 Dex and 1d3 Con.
Special Qualities: An undead in rat-swarm form has the following additional special qualities, in addition to darkvision out to 60
feet and undead traits.
Half Damage From Slashing and Piercing (Ex): Slashing and piercing attacks deal half damage to a swarm of Tiny creatures.
Special Qualities: An undead in sand swarm form has the following additional special quality, in addition to darkvision out to 60
feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless against a swarm of Fine creatures.
Swarm of Undead Scorpions
Speed: 20 ft.
Special Attacks: An undead in scorpion swarm form has the following additional special attack.
Poison (Ex): Swarm attack, Fortitude DC 10 + 1/2 swarm HD + Cha modifier, initial and secondary damage 1d2 Con.
Special Qualities: An undead in scorpion swarm form has the following additional special qualities, in addition to darkvision out
to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm of scorpions can pinpoint the location of anything in contact with the ground within 60 feet.
Special Attacks: An undead in spider swarm form has the following additional special attack.
Poison (Ex): Swarm attack, Fortitude DC 10 + 1/2 swarm HD + Cha modifier, initial and secondary damage 1d3 Str.
Special Qualities: An undead in spider swarm form has the following additional special qualities, in addition to darkvision out to
60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm of spiders can pinpoint the location of anything in contact with the ground within 60 feet.
Swordwraith
Creating A Swordwraith
"Swordwraith" is a template that can be added to any humanoid or monstrous humanoid creature with levels in fighter (referred
to hereafter as the base creature). The creature's type changes to undead. It uses all the base creature's statistics and special
abilities except as noted here.
Special Attacks: A swordwraith retains all the special attacks of the base creature and also gains the following attack.
Strength Damage (Su): A creature struck by a swordwraith's melee weapon takes 1 point of Strength damage.
Special Qualities: A swordwraith retains all the special qualities of the base creature and also gains the following special
qualities.
Damage Reduction (Su): A swordwraith's insubstantial appearing body is tough, giving the creature damage reduction 10/+2.
Despite their appearance, swordwraiths are not incorporeal.
Turn Resistance (Ex): A swordwraith is treated as an undead with 2 more Hit Dice than it actually has for the purposes of turn,
rebuke, command, or bolster attempts.
Abilities: Same as the base creature except that, as undead creatures, swordwraiths have no Constitution score.
Skills: Swordwraiths gain a +4 racial bonus on Hide and Move Silently checks.
Organization: Solitary, company (2-8), or squadron (11-20 plus 1 leader of 1-4 levels higher).
Treasure: Standard.
Umbral characters
Umbral creatures with class levels are rare due to their low Intelligence. Those that do manage to attain class levels usually take a
relatively simple class, such as barbarian or fighter. A few multiclass as rogues for the class abilities (their incorporeal nature
allows them to move silently and hide without those rogue class skills). Their preferred class is fighter.
Vampire
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves.
Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance,
vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.
Creating a Vampire
“Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as
the base creature).
A vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). 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: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not
vulnerable to immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus improves by +6.
Attack: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base
creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A
vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with
a weapon uses its slam or a weapon, as it desires.
Full Attack: A vampire 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: Vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from
the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values
or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC
of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins
the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack,
the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat
swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might
summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack,
except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets
must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level
12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the
Vampire Spawn entry) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a
vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and
remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than
twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A
vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires
in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or
vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain
two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy
drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its
alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary
special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is
not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic
weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points
in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be
utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form
has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and
resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can
remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, and Cha 4. As an undead creature, a
vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise
same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base
creature meets the prerequisites and doesn’t already have these feats.
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)
Vampire Weaknesses
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they
recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A
recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make
melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a
ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may
freely enter public places, since these are by definition open to all.
Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on
fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a
single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire
in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.
Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed,
unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their
equivalent).
Vampire Characters
Vampires are always evil, which causes characters of certain classes to lose some class abilities. In addition, certain classes take
additional penalties.
Clerics: Vampire clerics lose their ability to turn undead but gain the ability to rebuke undead. This ability does not affect the
vampire’s controller or any other vampires that a master controls. A vampire cleric has access to two of the following domains:
Chaos, Destruction, Evil, or Trickery.
Sorcerers and Wizards: Vampire sorcerers and wizards retain their class abilities, but if a character has a familiar other than a rat
or bat, the link between them is broken, and the familiar shuns its former companion. The character can summon another
familiar, but it must be a rat or bat.
Vampire Lord
In the machinations of vampires, the undead creatures vie against the living and against each other. Power is all, and the
accumulation of power is the goal of these foul beings. Sometimes they rise up against their creators; on rare occasions they
succeed in breaking the iron control of their "master" and slay it. These creatures can go beyond the normal vampire, and become
an even more vile and horrible undead: a vampire lord. Few are ever seen, or recognized if seen. Possessing few of the
weaknesses of their lesser kindred, they walk among mortals with little fear of discovery. They are the rulers of vampire
communities. In a world where vampire conclaves battle against each other, the vampire lords play chess with their lesser
kindred.
Vampire lords are those few vampires who meet a strict set of requirements. They each have lived as a vampire for at least 100
years, and have acquired 10 or more class levels or Hit Dice. They tend to possess levels of arcane spellcasting classes, but not
always. A vampire lord was formerly a vampire under the control of another vampire (not a vampire lord) and has slain its
creator. Further, the vampire lord must have created at least 10 vampires and survived an assassination attempt by one of its
subjects before achieving vampire lord status.
Vampire lords are few and far between, and each is fiercely territorial. They know that run-of-the-mill vampires cannot match
their power, but another vampire lord is a definite threat. As they gain power, they become more arrogant towards those they
believe pose no threat, and more fearful of any real threat to their continued existence. Thus, if a vampire ord arises in the
territory of another, the newcomer is driven away or destroyed as quickly as possible. Vampire lords command hundreds of
undead servants throughout their vast territories, and can have legions of vampire servants at their beck and call.
Unlike normal vampires, a vampire lord does not look the least bit unusual. It looks exactly like it did when alive and in the peak
of health. It has lost the pale, hardened, almost feral look of the vampire. A vampire lord always surrounds itself with wealth and
opulence, but it never forgets that the opulence is a by-product of power, not the primary goal.
Vampire lords speak any languages they knew in life or learned as a vampire.
Vampire lord is a template that can be applied to any humanoid or monstrous humanoid creature with a character level of at least
10 that has already had the vampire template applied to it (hereafter referred to as the "base vampire"). So, make a vampire, and
then apply this template to it. The creature uses all the special abilities of the base vampire, except as noted below.
Hit Dice: Same as base vampire, then add +1 hit point per level or HD of the base vampire
Speed: Same as base vampire, plus vampire lords can fly with speed 50 ft. and perfect maneuverability.
Special Attacks: A vampire lord retains all the special abilities of the base vampire, except as modified below, and also gains
those noted below. The saving throw, where applicable, is 10 + 1/2 the vampire lord's class and nonclass HD + the vampire lord's
Charisma modifier, unless noted otherwise.
Domination (Su): As base vampire, except that a vampire lord can do this either by gaze or voice. It does not require line of sight
to the target, but the target must be able to hear the vampire lord's voice when it speaks at a normal volume level.
Energy Drain (Su): As base vampire, but a living creature hit by a vampire lord's slam attack takes 3 negative levels.
Blood Drain (Su): As base vampire, but a vampire lord's blood drain inflicts 1d4+2 points of Constitution drain each round the
pin is maintained.
Special Qualities: The vampire lord retains all the special qualities of the base vampire, except as modified below, and gains
those listed below.
Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level
druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal
shape to another without having to revert to its humanoid form.
Children of the Night (Su): As base vampire, but the creatures summoned forth serve the vampire lord until released. Further, the
vampire lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a
range of 10 miles.
Control Weather (Sp): A vampire lord can cast either control weather or fog cloud as a 12th-level sorcerer at will.
Create Spawn (Su): As base vampire, but vampire lords create only vampire slaves, never vampire spawn. The new vampire is
enslaved to the vampire lord until its master's death, and the willpower of the vampire lord is too strong to allow it to break free
of its enslavement.
Damage Reduction (Ex): A vampire lord is extremely tough; it has damage reduction 10/+3.
Fast Healing (Ex): As base vampire, but a vampire lord heals 8 hit points each round so long as it has at least 1 hit point. It has 24
hours to reach a place of rest (rather than 2 hours) if brought to zero hit points. A vampire lord can have many places of rest
prepared, since the only requirement is some soil from its homeland (the place where the base vampire was born).
Telekinesis (Su): A vampire lord can use telekinesis (caster level 12th) at will.
Telepathy (Su): A vampire lord can communicate telepathically with any living creature within 100 feet that has a language, and
with any vampire under its direct control to a range of 1 mile.
Saves: Same as the base vampire, plus the vampire lord applies its Charisma modifier to all saving throws in addition to its other
ability modifiers (as a paladin does).
Abilities: Increase from the base vampire as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampire lords
have no Constitution scores.
Skills: A vampire lord receives an additional +4 racial bonus to Scry and Sense Motive checks, and a +8 racial bonus to
Diplomacy and Intimidate checks.
Feats: Vampire lords gain Iron Will and Leadership as bonus feats, assuming the base vampire does not already have these feats.
Organization: Solitary
Alignment: Any evil. In the transformation from vampire to vampire lord, the creature recovers the Law-Neutral-Chaos bent of
the original creature. Thus, a Lawful Neutral monk who becomes a vampire turns Chaotic Evil, and when it becomes a vampire
lord it turns Lawful Evil.
Vampire lords have far fewer weaknesses than normal vampires, a benefit of their quest for power. Vampire lords cannot be
repelled by garlic or holy symbols, though they can be turned. Mere presentation of a holy symbol has no effect. They have no
fear of mirrors, and they cast reflections as living beings do. Vampire lords can cross over or through running water with no
impediments. They are not harmed in any way by immersion in running water. A vampire lord is not as vulnerable to sunlight as
a normal vampire, and can go about in broad daylight if it desires. Under sunlight, it takes a -4 penalty to all ability scores and on
all attacks, saves, and skill checks. Also, a vampire lord in sunlight cannot use any of its supernatural powers. Victims of its
domination power are not freed of the vampire lord's control during daylight hours; the vampire lord can verbally command any
creature in its thrall even in direct sunlight. Spells that produce sunlight effects cannot harm a vampire lord; only direct light from
the sun can weaken it. If the vampire lord is destroyed while exposed to direct sunlight, it seems to die, but unless the body is
disposed of as described below, it assumes gaseous form as soon as the sun sets and attempts to return to its coffin. A vampire
lord is not killed outright by a wooden stake driven through its heart, though the stake does cause normal damage if it can bypass
the creature's damage reduction. The only way to make sure that a vampire lord does not return is to cut its head from its body,
burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in
holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow
separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire lord can regenerate in a
week if the ashes are placed inside one of its places of rest.
Vampiric Dragon
A vampiric dragon is forever anchored to its hoard; much like a normal vampire craves its coffin. It appears much as it did as a
living dragon, though its eyes gleam with a feral and predatory glint. It dreams only of death and evil, spreading legends of its
treasure to draw in unwitting adventurers in order to create vampire spawn. Thankfully, such creatures are rare in the extreme,
most often created by energy draining effects or unique confluences of negative energy.
Like normal vampires, vampiric dragons cast no shadows and throw no reflections in mirrors. They speak any languages they
knew in life.
"Vampiric" is a template that can be added to any dragon of at least adult age (referred to hereafter as the base dragon).
The creature uses all the base dragon's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to undead, and it loses any subtypes it had in life. Do not recalculate the creature's
base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: The base dragon's Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abilities, below).
However, a vampiric dragon gains bonus hit points equal to four times its HD.
Attacks: A vampiric dragon retains all the attacks of the base dragon. Unlike typical vampires, a vampiric dragon does not gain
slam attacks.
Special Attacks: A vampiric dragon retains all the special attacks of the base dragon and also gains those noted below. Saves
have a DC of 10 + 1/2 vampiric dragon's HD + vampiric dragon's Cha modifier unless noted otherwise.
Blood Drain (Ex): A vampiric dragon can suck blood from a living victim one size category smaller than itself or larger. If it pins
the foe with whom it is grappling, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained.
Charm (Su): The voice of a vampiric dragon can bewitch listeners. This requires a full-round action by the vampiric dragon, but
any creature within 30 feet per age category of the base dragon who can hear its voice must make a Will save or become charmed
(as charm monster). The charm is immediately broken if the vampiric dragon uses its frightful presence within range of the
charmed individual or makes an attack against the charmed indiviual. A vampiric dragon need not see its targets to use this
power.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampiric dragon's energy drain attack rises as a vampire
spawn 1d4 days after death.
If a vampiric dragon instead drains its victim's Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as
a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampiric dragon that
created it and remains enslaved until its master's death.
An adult or older dragon slain by a vampiric dragon's blood drain returns as a vampiric dragon under the command of the
vampiric dragon that created it, as noted above. Young adult or younger dragons slain by its blood drain attack, and any dragons
slain by its energy drain attack, rise instead mindless zombie dragons.
Domination (Su): A vampiric dragon can crush an opponent's will just by looking into its eyes. This ability works similarly to a
gaze attack, except that the vampiric dragon must use a standard action, and those merely looking at the creature are not affected.
Anyone the vampiric dragon targets must succeed on a Will save or fall instantly under the vampiric dragon's influence as though
by a dominate monster spell (caster level 18th). The ability has a range of 30 feet plus 10 feet per age category of the base
dragon.
Energy Drain (Su): A living creature hit by a vampiric dragon's claw attack gains one negative level.
Special Qualities: A vampiric dragon retains all the special qualities of the base dragon (except for any subtypes it possessed) and
gains those noted below. If the base dragon had any immunities based on its subtype (such as immunity to fire for the fire
subtype), it keeps those immunities despite losing the subtype.
Fast Healing (Ex): A vampiric dragon heals 5 hit points of damage each round so long as it has at least I hit point. If reduced to 0
hit points or lower, a vampiric dragon automatically assumes gaseous form (fly speed 40 feet, otherwise as the spell) and attempts
to escape. It must reach its hoard within 2 hours orbe utterly destroyed. (It can travel up to 18 miles in 2 hours.) Once at rest upon
its hoard, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round. For obvious reasons, a
vampiric dragon prefers to keep its hoard well concealed from adventurers and would-be thieves.
Resistance (Ex): A vampiric dragon has resistance to cold 20 and electricity 20.
Undead Traits: A vampiric dragon is immune to mind-effecting effects, poison, magic sleep effects, paralysis, stunning, disease,
death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to
critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or
death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet
(unless the base creature had a greater range).
Vampiric Weaknesses: Vampiric dragons share the typical vampire's vulnerability to sunlight. Direct sunlight slows a vampiric
dragon, allowing it only a single standard action or move action each round. A vampiric dragon can survive exposure to direct
sunlight for a number of consecutive rounds equal to its age category, after which it is utterly destroyed. Driving a wooden stake
through a vampire dragon's heart slays it, just as with a normal vampire, (though for larger dragons, you'll need a stake the size of
a spear).
Unlike other vampires, vampiric dragons are not injured by immersion in water. Vampiric dragons are not repelled by garlic or
mirrors (though they don't keep mirrors in their hoards), and they can freely cross running water. They cannot enter a home
unless invited, but most simply destroy the home and then pick through the rubble for their victims.
Saves: As undead, vampiric dragons are immune to anything that requires a Fortitude save unless it affects objects.
Abilities: Increase from the base dragon as follows: Str +4, Dex +6, mt +2, Wis +2, Cha +4. As undead creatures, vampiric
dragons have no Constitution score.
Skills: Vampiric dragons have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Feats: Vampiric dragons gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the
base dragon meets the prerequisites and doesn't already have the feats.
Advancement: Up to +2 HD.
Creating a Wight
“Wight” is an acquired template that can be added to any humanoid (hereafter called the base creature). A wight has all the base
creature’s characteristics except as noted here.
Size and Type: The creature’s type changes to undead.
Hit Dice: All the creature’s Hit Dice change to d12s.
AC: The wight gains a +4 natural armor bonus or retains the base creature’s natural armor bonus, whichever is higher.
Attacks: The wight retains all the base creature’s attacks, and all its natural weapons can deliver its energy drain special attack.
Damage: The wight retains the base creature’s damage and adds energy drain to any damage done by natural weapons.
Special Attacks: A wight gains the energy drain special attack, described below. The DC of the saving throw for any of its special
attacks is equal to 10 + 1/2 wight’s HD + wight’s Cha modifier.
Energy Drain (Su): Any living creature struck by a wight’s natural attack must succeed on a Fortitude saving throw or gain two
negative levels. For each negative level it bestows, the wight heals 5 points of damage. If the amount of healing is more than the
damage the creature has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a
spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed on a Fortitude save (same DC) to
remove it. Failure means the opponent’s level (or Hit Dice) is reduced by one.
Special Qualities: A wight gains the special qualities described below.
Create Spawn (Su): Any humanoid slain by a wight rises as a wight in 1d4 rounds. Such a spawn is under the command of the
wight that created it and remains enslaved until its master’s death. The spawn does not possess any of the abilities it had in life
but gains the wight template. A wight can control a number of spawn equal to its HD 2. If it creates a spawn that causes it to
exceed this limit, the spawn longest under its control is released.
Undead Traits: A wight is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects,
necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits,
subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A wight cannot be raised, and
resurrection works only if it is willing. The creature has darkvision (60-foot range).
Abilities: +2 Str, +2 Dex, +2 Wis, +4 Cha. As an undead, a wight has no Constitution score.
Climate/Terrain: Any land and underground.
Organization: Solitary, pair, gang (3–5), or pack (6–11).
Challenge Rating: Base creature’s CR +3.
Treasure: None.
Alignment: Always lawful evil.
Level Adjustment: +4.
Wight Characters
A wight’s preferred class is sorcerer. Many wights combine high Charisma scores with high Wisdom scores, making them
excellent clerics.
Wraith
Wraiths are incorporeal creatures born of evil and darkness. They despise all living things, as well as the light that nurtures them.
Although composed of darkness, wraiths are more or less humanoid in shape. They are utterly featureless except for the glowing
red pinpoints of their eyes. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This
does not affect the creature’s Armor Class or combat abilities but only reflects the shape it had in life.
Creating A Wraith
“Wraith” is an acquired template that can be added to any humanoid. A wraith has all the base creature’s characteristics except as
noted here.
Size and Type: The creature’s type changes to undead, and it takes the incorporeal subtype.
Hit Dice: All the creaure’s Hit Dice change to d12s.
Speed: Fly 60 ft. (perfect).
AC: The creature loses its natural armor bonus, but gains a deflection bonus equal to its Charisma modifier or +1, whichever is
greater.
Attacks: The creature loses all its attacks and gains an incorporeal touch attack.
Damage: The base damage for the wraith’s incorporeal touch attack depends on the size of the creature, as shown on the table
below. The attack also deals 1d6 points of Constitution drain.
Size Damage
Fine -
Diminutive 1
Tiny 1d2
Small 1d3
Medium-size 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A wraith loses the base creature’s special attacks and gains Constitution drain.
Constitution Drain (Su): Any living creature hit by a wraith’s incorporeal touch attack must succeed on a Fortitude save (DC 10 +
1/2 wraith’s HD + wraith’s Cha modifier) or take 1d6 points of Constitution drain.
Special Qualities: A wraith loses all the base creature’s special qualities and gains those described below.
Create Spawn (Su): Any humanoid slain by a wraith rises as a wraith in 1d4 rounds. Such a spawn is under the command of the
wraith that created it and remains enslaved until its master’s death. The spawn does not possess any of the abilities it had in life
but gains the wraith template. A wraith can control a number of spawn equal to its HD 2. If it creates a spawn that causes it
to exceed this limit, the spawn longest under its control is released.
Incorporeal Subtype: A wraith can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like
abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for
force effects or attacks made with ghost touch weapons. A wraith can pass through solid objects, but not force effects, at will. Its
attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A wraith
always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
Turn Resistance (Ex): A wraith gains turn resistance +2.
Undead Traits: A wraith is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects,
necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits,
subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A wraith cannot be raised, and
resurrection works only if it is willing. The creature has darkvision (60-foot range).
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a wraith at a distance of 30 feet.
They do not willingly approach nearer than that and become panicked if forced to do so; they remain panicked as long as they are
within that range.
Sunlight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A
wraith caught in sunlight cannot attack and can take only partial actions.
Abilities: +6 Dex, +4 Int, +4 Wis, +4 Cha. As an incorporeal undead, a wraith has no Strength or Constitution score.
Feats: A wraith gains Improved Initiative as a bonus feat.
Climate/Terrain: Any land and underground.
Organization: Solitary, pair, gang (3–5), or pack (6–11).
Challenge Rating: Base creature’s CR +5.
Treasure: None.
Alignment: Always lawful evil.
Level Adjustment: +7.
WRAITH CHARACTERS
Those who rise from the dead as wraiths are particularly likely to take class levels due to their increased Intelligence. They
generally prefer levels of barbarian, fighter, or ranger, since those classes offer good Hit Dice and strong attack bonus
progression—benefits a wraith character can use even though it cannot handle material objects. A wraith’s preferred class is
fighter.
Zombie
Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple.
Creating a Zombie
“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system
(referred to hereafter as the base creature).
Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that
indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted
here.
Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If
the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the
animate dead spell.
Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class: Natural armor bonus increases by a number based on the zombie’s size:
Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11
Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.
Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature.
A zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size.
(Use the base creature’s slam damage if it’s better.)
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A zombie retains none of the base creature’s special attacks.
Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that
improve its melee or ranged attacks. A zombie gains the following special quality.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A
zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A zombie’s Strength increases by +2, its Dexterity decreases by 2; it has no Constitution or Intelligence score, its
Wisdom changes to 10, and its Charisma changes to 1.
Feats: A zombie loses all feats of the base creature and gains Toughness.
Organization: Any.
1/2 1/8
1 1/4
2 1/2
4 1
6 2
8–10 3
12–14 4
15–16 5
18–20 6
Treasure: None.
Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.
Level Adjustment: —.
Zombie Dragon
A zombie dragon is created by use of the animate dead spell or by a vampiric dragon. It functions as a normal zombie in most
ways, though it retains a few of its draconic abilities and qualities even after death.
A zombie dragon stinks of death, and its once glorious scaled hide sports gaping holes chewed by worms. Because of the
creature's utter lack of intelligence, the instructions given to a newly created zombie dragon must be very simple, such as
"Destroy anything that comes within sight."
Zombie dragons are often used as sentries (although they aren't capable of calling for help, the sounds of the battle usually serve
to raise the alarm) or guardians. Draconic spellcasters capable of creating such creatures may use the bodies of dead rivals or, in
the case of particularly vile necromancers, deceased family members.
"Zombie" is a template that can be added to any dragon of at least adult age (referred to hereafter as the base dragon). The
creature uses all the base dragon's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to undead, and it loses any subtypes it had in life. Do not recalculate the creature's
base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: The base dragon's Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abiliries, below).
However, a zombie dragon gains bonus hit points equal to twice its HD.
Armor Class: Reduce natural armor bonus to one-half the base dragon's value (rounding down).
Special Attacks: A zombie dragon retains any exceptional special attacks of the base dragon (such as improved grab), except for
special attacks with a save DC based on the base dragon's Charisma (such as frightful presence). It loses all supernatural and
spell-like special attacks possessed by the base dragon, except for any breath weapon attack, which is altered as noted below.
Breath Weapon (Su): A zombie dragon keeps the base dragon's breath weapon (if any), though it deals only half the listed
damage. Breath weapons that don't deal damage (such as the brass dragon's sleep breath weapon) are unchanged. The save DC to
resist the dragon's breath weapon is 10 + 1/2 zombie dragon's HD + zombie dragon's Cha modifier.
Special Qualities: A zombie dragon loses all supernatural and spell-like special qualities possessed by the base dragon. It retains
any exceptional special qualities (such as immunities or blindsense). It loses any subtypes it had, though if the base dragon had
any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the
subtype. It also gains additional special qualities as noted below.
Slow (Ex): like zombies, zombie dragons have poor reflexes and can perform only a single standard action or move action each
round.
Undead Traits: A zombie dragon is immune to mind-affecting effects, poison, magic sleep effects, paralysis, stunning, disease,
death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to
critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or
death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet
(unless the base dragon had greater range).
Saves: As undead, zombie dragons are immune to anything that requires a Fortitude save unless it affects objects.
Abilities: Adjust from the base dragon as follows: Str +0, Dex -2, Cha -6. Being undead, a zombie dragon has no Constitution
score. It also has no Intelligence score. Its Wisdom score becomes 10 (regardless of the base dragon's Wisdom).
Skills: A zombie dragon loses all skill ranks and racial skill bonuses possessed by the base dragon.
Feats: A zombie dragon loses all feats possessed by the base dragon. It gains Toughness as a bonus feat.
Environment: Any
Organization: Any.
Treasure: None.
Advancement: Up to +2 HD.
Level Adjustment: -
Section 2 Half-Breeds (Bastard and/or otherwise)
Acidborn Monster
When a dungeon builder needs a deterrent, the only thing better than a giant pit of acid is a giant pit of acid with a shark in it.
Until recently, this dream could not be realized because the shark always died after a short time in the acid. New breeding and
rearing techniques, however, have yielded aquatic animals that can swim and breathe in acid as easily as their standard
counterparts do in the ocean.
Size and Type: If the base creature is an animal, its type changes to magical beast (augmented animal).
Armor Class: The base creature’s natural armor bonus increases by +2.
Special Attacks: An acidborn monster’s natural weapons deal 1d6 points of acid damage in addition to their normal damage.
Special Qualities: An acidborn monster retains the special qualities of the base creature, and also gains the following qualities.
—Breathe Acid (Ex): An acidborn monster is capable of breathing acid just as it once breathed water. It is in no danger of
drowning if immersed in acid. However, the monster loses its ability to breathe in regular water, though it can hold its breath for
as long as it is able.
Anarchic creatures dwell in planes of chaos, the realms of disorder. Although they may resemble creatures from the Material
plane, they appear less finished, their features more rough and uneven, their fur or scales blotched and tattered, their appearance
more ragged and horrific. They are also called the Unfinished, and some say they were first drafts, abandoned to the roiling
planes of chaos by forgotten creators.
"Anarchic" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical
beast, monstrous humanoid, ooze, plant, or vermin of nonlawful alignment. An anarchic creature uses all the base creature's
statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if
its type changes.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size
is unchanged. Anarchic creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks: An anarchic creature retains all the special attacks of the base creature and also gains the following special
attack.
Smite Law (Su): Once per day, an anarchic creature can make a normal attack to deal extra damage equal to its Hit Dice
(maximum 20 points) against a lawful opponent.
Special Qualities: An anarchic creature retains all the special qualities of the base creature and also gains the following special
qualities:
1-3 - -
4-7 1 -
8-11 3 -
12 or more 5 5/magic
If the base creature already has one or more of these special qualities, use the better value. If an anarchic creature gains damage
reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
In their foul veneration of the Spider Queen, the drow of the Underdark have created many new creatures that manifest spiderlike
features. Usually characterized by thick black hair growing in rough clumps, large multifaceted eyes, and mandibles dripping
with poison, these arachnoid creatures are horrible abominations that range from loyal servants of the drow to deadly renegades
on the outskirts of drow civilization.
"Arachnoid creature" is a template that can be added to any animal, beast, or magical beast (referred to hereafter as the base
creature). The creature's type changes to aberration. An arachnoid creature uses all the base creature's statistics and special
abilities except as noted here.
Speed: The creature gains a climb speed equal to half its base speed (round up to the nearest 10 feet). This grants the creature a
+8 racial bonus on Climb checks and additional benefits, as described in the Monster Manual.
AC: The creature's natural armor bonus increases by an amount based on its size, as shown on the table below.
Attacks: An arachnoid creature gains a bite attack, if it did not have one already, in addition to the base creature's attacks. It also
gains four additional limbs of the same type as any limbs it already has. If the base creature has natural attacks with its limbs, it
can make additional such attacks with these extra limbs. A base creature with no limbs (such as a purple worm) does not gain
additional limbs.
Damage: If the base creature does not have a bite attack, use the damage value in the table. Otherwise, use the value above or the
base creature's bite damage, whichever is greater.
Special Attacks: An arachnoid creature's bite delivers a debilitating poison, with initial and secondary damage as shown on the
table. The saving throw DC for the poison is equal to 10 + half the creature's Hit Dice + its Constitution modifier + the DC
modifier shown on the table. The arachnoid creature also retains all the special attack forms of the base creature.
Special Qualities: An arachnoid creature retains all the special qualities of the base creature and also gains immunity to all mind-
influencing effects (charms, compulsions, phantasms, patterns, and morale effects).
Abilities: An arachnoid creature's Dexterity score increases by +4 and its Intelligence score decreases by -4. (Treat a result of 0 or
below as mindless, with no Intelligence score).
Skills: An arachnoid creature has skill points equal to twice its Intelligence score, plus two per extra Hit Die. Mindless arachnoid
creatures have 10-11 skill points, like vermin. Hide, Jump, Spot, and all skills from the base creature's skill list are class skills; all
others are cross-class skills. An arachnoid creature gains a +4 racial bonus on Hide checks and a +6 racial bonus on Jump and
Spot checks.
Feats: An arachnoid creature has a number of feats equal to its Intelligence bonus (if any), plus 1 feat per 4 extra Hit Dice, or the
base creature's total number of feats, whichever is greater. Mindless arachnoid creatures have no feats.
Climate/Terrain: Underground.
Creature Size Natural Armor Bite Damage Initial and Secondary Damage (DC mod)
Fierce, primordial beings composed of the multiverse's elements, dragons are among the most powerful creatures tied to any
specific elemental form. There are those, however, who also become inexorably linked with the driving forces of the multiverse:
alignments.
A deity sometimes bestows archdragon status upon a dragon as a reward for exceptional service. Other times, dragons traveling
to other planes might find themselves overwhelmed or corrupted by the unbound planar energies existing there and unwillingly
transform into an archdragon. Archdragons appear similar to other dragons of their color, with some alterations to form based on
the alignment with which they link.
Creating an Archdragon
"Archdragon" is an acquired template that can be added to any true dragon (referred to hereafter as the base creature). It is an
enhancement of the dragon's form centered on an alignment focus. There are four types of archdragons, one for each nonneutral
alignment: chaotic, evil, good, and lawful.
An archdragon gains the extraplanar subtype and the alignment subtype appropriate to its archdragon type. Upon becoming an
archdragon, the base creature loses any other alignment subtypes. If the base creature changes the aspect of its alignment
associated with its archdragon type, it loses the archdragon template.
All Archdragons
Speed: An archdragon's flying maneuverability improves by one step. For example, a base creature with poor maneuverability
becomes an archdragon with average maneuverability.
Special Attacks: An archdragon retains all the special attacks of the base creature and gains those described below.
Aligned Aura (Su): Once per day, an archdragon can surround itself with an aligned aura. Each aura's effect is dependent on the
archdragon's alignment type. The aura extends in a radius equal to 20 feet per age category and lasts for 1d4 rounds plus the
dragon's age category.
Breath Weapon (Su): An archdragon's breath weapons gain an additional quality dependent on its alignment.
Spells (Sp): If it can already cast spells from cleric domains, the archdragon gains access to additional domains based on its
alignment type. The archdragon loses access to spells with an alignment subschool opposite its archdragon alignment, If the base
creature is not an innate spellcaster, it is unaffected by this.
Special Qualities: An archdragon retains all the special qualities of the base creature and gains those described below.
Immunities (Ex): Archdragons are immune to disease, fear, and polymorph effects.
Telepathy (Su): An archdragon can communicate telepathically with any intelligent creature that has a language within 100 feet.
True Seeing (Su): All archdragons can continually see through illusions and invisibility. This acts as a continuous true seeing
spell, which the archdragon can suppress or renew as a free action at will.
Chaotic
A chaotic archdragon is unrestrained turmoil given form. Its horns and scales frequently and randomly grow and shrink. The
timbre of its voice constantly changes in tone and pitch from high-pitched squeaks to a rumbling bass. The coloration of its hide,
scales, and eyes flickers between different hues with each passing second.
Special Attacks: A chaotic archdragon retains all the special attacks of the base creature. It gains the special attacks of all
archdragons, and it also gains those described below.
Blinding Breath (Su): A chaotic archdragon's breath is infused with sparkling dust identical in effect to the glitterdust spell. A
separate Will save negates the blinding effects of the glitterdust-infused breath. All effects of the glitterdust remain until the
dragon can use its breath weapon again.
Chaos Aura (Su): A chaos aura appears as a swirling mist of scintillating sparks. Anyone inside the aura hears a steady hiss of
harmless static. Creatures without the chaotic subtype take 1d6 points of damage each round, as jolts of magical energy and small
physical objects whirl around and randomly strike those within it. Creatures with the chaotic subtype are immune to this damage.
In addition, all attacks made within the chaos aura (except those made by the chaotic archdragon itself) suffer a miss chance.
Melee attacks have a 20% miss chance. Ranged attacks have a 50% miss chance.
Spells: Chaotic archdragons have access to the Chaos, Luck, and Trickery domains in addition to any other domains they
normally have access to. As with other cleric and domain spells, the chaotic archdragon casts these as arcane spells.
Special Qualities: A chaotic archdragon retains all the special qualities of the base creature and gains the special qualities of
archdragons. It also gains acid, fire, and sonic resistance 10.
Evil
Evil archdragons are foul versions of their former selves. Their bodies seem to exude shadow, giving them an otherworldly
malevolence. Whatever features the base creature had are greatly exaggerated in a ghastly way to make the archdragon appear
more frightful. These dreadful archdragons dine on intelligent, living beings to the exclusion of all other fare.
Special Attacks: An evil archdragon retains all the special attacks of the base creature. It gains the special attacks of all
archdragons, and it also gains those described below.
Corrupting Aura (Su): A corrupting aura appears as thick shadows interspersed with ghostly, translucent images swirling about
within. Any non-evil living creature within the aura must make a Fortitude save (DC 10 + 1/2 dragon's Hit Dice + dragon's
Charisma modifier) each round, or take 1 point of Constitution and Wisdom damage.
In addition, due to the shadowy light within the aura, all creatures (except the evil archdragon) suffer a -4 penalty on Search and
Spot checks while in the aura.
Infectious Breath (Su): An evil archdragon's breath weapon spreads the demon fever disease. A creature damaged by the breath
weapon is automatically infected by the disease, which then manifests itself as normal.
Spells: Evil archdragons have access to the Death, Evil, and War domains in addition to any other domains they normally have
access to, As with other cleric and domain spells the evil archdragon casts, these are arcane spells.
Special Qualities: An evil archdragon retains all the special qualities of the base creature and gains the special qualities of
archdragons. It also gains acid, cold, and fire resistance 10.
Good
The base creature acquires a more noble and regal appearance upon becoming a good archdragon. If the base creature is
chromatic, its color takes on softer tones, lessening its sinister appearance. Good archdragons radiate a soft white glow, lending
them an angelic look. Good archdragons limit themselves to only eating nonorganic matter, although occasionally they will dine
on the corpses of fiends and other incorrigible creatures.
Special Attacks: A good archdragon retains all the special attacks of the base creature. It gains the special attacks of all
archdragons, and it also gains those described below.
Aura of Wholesomeness (Su): An aura of wholesomeness appears as a soft white light with glittering gold motes floating about
within. Good creatures gain fast healing as long as they remain within the aura. Evil creatures must succeed at a Will save each
round (DC 10 + 1/2 dragon's Hit Dice + dragon's Charisma modifier) or take 1d6 point of damage. Evil outsiders and undead take
2d6 points of damage each round instead.
In addition, due to the relaxing nature of the aura, all creatures (except the good archdragon) suffer a -1 on attack and damage
rolls (minimum 1 point of damage) while in the aura.
Holy Breath (Su): A good archdragon's breath weapon gains a disrupting quality dangerous to undead. Undead damaged by the
breath weapon must succeed at a Fortitude save or be disintegrated and utterly destroyed.
Spells: Good archdragons have access to the Good, Healing, and Protection domains in addition to any other domains they
normally have access to. As with other cleric and domain spells the good archdragon casts, these are arcane spells.
Special Qualities: A good archdragon retains all the special qualities of the base creature and gains the special qualties of
archdragons. It also gains cold, electricity, and sonic resistance 10.
Lawful
Regardless of the base creature's appearance, the hide and scales of all lawful archdragons are steely in color and texture, and
they are cool to the touch. Lawful dragons eat only metal and gems, and they enjoy spending hours cataloging their treasure.
Special Attacks: A lawful archdragon retains all the special attacks of the base creature. It gains the special attacks of all
archdragons, and it also gains those described below.
Antimagic Breath (Su): A lawful archdragon's breath weapon gains an antimagic quality. Creatures damaged by the dragon's
breath are affected as if in an antimagic field that covers themselves and their equipment. The antimagic effect of the breath lasts
1d4 rounds.
Aura of Imposing Order (Su): An aura of imposing order appears to contain perfectly vertical "raindrops" of energy that fall at a
uniform rate and speed. Nonlawful creatures are affected as by a doom spell as long as they remain within the aura. In addition,
attacks based on an energy type, such as fireball or lightning bolt (except those originating from the lawful archdragon itself),
deal minimum damage within the aura. Energy effects are affected regardless of whether or not they originate within the aura.
Spells: Lawful archdragons have access to the Knowledge, Law, and Strength domains in addition to any other domains they
normally have access to. As with other cleric and domain spells the lawful archdragon casts, these are arcane spells.
Special Qualities: A lawful archdragon retains all the special qualities of the base creature and gains the special qualities of
archdragons. It gains cold, electricity, and fire resistance 10.
Environment: Upon becoming an archdragon, the dragon becomes a native of the plane where it gained the archdragon template.
Alignment: A chaotic archdragon's alignment changes to chaotic neutral, an evil archdragon's alignment changes to neutral evil, a
good archdragon's alignment changes to neutral good, and a lawful archdragon's alignment changes to lawful neutral.
Level Adjustment: +4
Axiomatic Creature
Axiomatic creatures dwell on lawful planes, the domains of order. Although they may resemble creatures from the Material
Plane, they are more perfectly formed, their features sharper and more precise, their fur or plumage shinier, their appearance
clearer and more heroic. They are often called "perfect" creatures, and some say that the axiomatic versions are the true and ideal
first models, of which all other creatures of the type are merely imitations.
"Axiomatic" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical
beast, monstrous humanoid, ooze, plant, or vermin of nonchaotic alignment.
An axiomatic creature uses all the base creature's statisics and abilities except as noted here. Do nor recalculate the creature's Hit
Dice, base attack bonus, saves, or skill points fits type changes.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size
is unchanged. Axiomatic creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks: An axiomatic creature retains all the special attacks of the base creature and also gains the following special
attack.
Smite Chaos (Su): Once per day, the creature can make a normal attack to deal extra damage equal to its Hit Dice maximum 20
points) against a chaotic opponent.
Special Qualities: An axiomatic creature retains all the special qualities of the base creature and also gains the following special
qualities.
Resistance to cold 5, electricity 5, fire 5, and sonic 5. If the creature has 12 or more Hit Dice, these resistances increase to 10.
Linked Minds (Ex): Axiomatic creatures of the same kind within 300 feet of one another are in constant communication. If one is
aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No axiomatic creature in the
group is considered flanked unless all of them are. If the base creature already has one or more of these special qualities, use the
better value.
Challenge Rating: Up to 3 HD, as the base creature, 4 to 7 HD, as the base creature +1; 8 or more HD, as the base creature +2.
Creating a Blightspawned
"Blightspawned" is a template that can be added to any animal, beast, or plant (referred to hereafter as the "base creature"). The
creature's type changes to "plant," if it is not already a plant. It uses all the base creature's statistics and special abilities except as
noted here.
Special Attacks: A blightspawned creature retains all the special attacks of the base creature, and also gains those special attacks
listed below.
Blight Touch (Su): Supernatural disease - any natural attack, Fortitude save (DC 10 + 1/2 blightspawned's HD + blightspawned's
Constitution modifier), incubation period 1d6 days; damage 1d4 temporary Constitution and 1d4 temporary Charisma. Unlike
normal diseases, the effects of blight touch continue until the victim reaches Constitution 0 (and dies), Charisma 0 (becoming a
blightspawned creature, if the victim qualifies; see Create Spawn, below), or receives a remove disease spell or similar magic
(see Disease.
Create Spawn (Su): An animal or plant infected by a blightspawned's blight touch becomes a blightspawned itself if its
Charisma reaches 0 before its Constitution does. When a creature infected by blight touch becomes a blightspawned, it recovers
all ability score points lost to the progress of the disease.
Special Qualities: A blightspawned retains all the base creature's special qualities, and also gains those special qualities listed
below.
Plant Traits (Ex): A blightspawned is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to
critical hits or mind-affecting effects. A blightspawned creature also has low-light vision.
Undead Transformation (Su): Each month a creature lives as a blightspawned, it must succeed at a Fortitude save (DC 15 + 1
per previous saving throw attempted) or die. A blightspawned that dies in this fashion animates as a juju zombie.
Abilities: Adjust from the base creature as follows: Str +4, Con +2, Wis -2, Cha -2.
Treasure: None
Captured ones speak common and whatever languages the base creature speaks.
Hit Dice: A captured one maintains separate Hit Point totals for each of its two parts.
Armor Class: Use either the raggamoffyn's natural armor or the base creature's natural armor, whichever is higher.
Special Qualities: Both the Raggamoffyn and the base creature retain any special qualities they had previously.
Construct Traits: Low-light vision. Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and
necromancy effects. Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see
the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special
quality still benefits from that quality. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue,
exhaustion, or energy drain. Immunity to any effect that requires Fortitude saves (unless the effect also works on objects, or is
harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Since it was
never alive, a construct cannot be raised or resurrected.
Senses (Ex): The raggamoffyn sees and hears everything that the base creature is able to.
Shared Damage (Ex): An attack on a captured one deals half its damage to the raggamoffyn and half to the dominated creature.
Saves: A captured one uses the raggamoffyn's base Fortitude, Reflex, and Will saves.
Abilities: A captured one uses the Constitution, Intelligence, and Charisma scores of the base creature and the Strength,
Dexterity, and Wisdom scores of the Raggamoffyn.
Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more
powerful creatures that are created when a celestial mates with a non-celestial creature.
“Celestial” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical
beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to hereafter as the base creature).
A celestial creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit
Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size
is unchanged. Celestial creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following attack.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD
(maximum of +20) against an evil foe.
Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following qualities.
1–3 5 —
4–7 5 5/magic
8–11 10 5/magic
12 or more 10 10/magic
If the base creature already has one or more of these special qualities, use the better value.
If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming
damage reduction.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Chameleon creatures are the results of forced crossbreeding experiments involving chameleons and other creatures. A chameleon
creature has skin that alters its color to match the surrounding environment - and a long tongue with which it can make touch
attacks.
"Chameleon Creature" is an inherited template that can be added to any corporeal creature except a construct, undead, or
elemental (referred to hereafter as the base creature). A chameleon creature uses all the base creature's statistics and special
abilities except as noted here.
Size and Type: The creature's type remains the same, but it has the reptilian subtype if humanoid. Size is unchanged.
Attacks: A chameleon creature has a tongue attack with 10-foot reach. This attack deals no damage, but it is especially useful for
delivering touch spells.
Speed: A chameleon creature has a climb speed equal to one-half its highest nonflying speed. If the creature has only a fly speed,
it has a climb speed of 10 feet.
Special Qualities: A chameleon creature has all the special qualities of the base creature, plus low-light yision.
Skills: A chameleon creature has a +10 racial bonus on Hide checks and a +4 racial bonus on Move Silently checks. Because it
has a climb speed, a chameleon creature receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb
checks even if rushed or threatened.
Chimeric creatures are hybrids that combine the traits of a monstrous goat and a chromatic dragon with those of a third creature,
which must be an animal, beast, or vermin. A chimeric creature has at least three heads. The goat head sits to the right of the
other heads. It has glowing amber eyes and long ochre horns. The scaly dragon head sirs to the left and has black eyes. The
dragon scales of a chimeric creature may be black, blue, green, red, or white. The central head of a chimeric creature is the head
of the third creature. A chimeric creature has the hindquarters of a black goat, the wings of a dragon, and the forequarters of the
third creature. See Chimera. Chimeric creatures speak Draconic.
"Chimeric" is a template that can be added to any Medium-size, Large, or Huge animal, beast, or vermin (referred to hereafter as
the base creature). The creature's type changes to magical beast. It uses all the base creature's statistics and special abilities except
as noted here. Adding the chimeric template to a lion results in a chimera. (That monster is considered to already have the
chimeric template.)
Hit Dice: Increased to d10. Use the base creature's Hit Dice or 9 Hit Dice, whichever is higher.
Speed: Same as base creature, but chimeric creatures gain wings and can fly at a speed of 50 feet (poor).
Attacks and Damage: A chimeric creature retains all 3 the attacks of the base creature and also gains a bite attack for 2d6 points
of damage from its dragon head and a butt attack for 1d8 points of damage from its goat head.
Whichever natural weapon has the highest base damage becomes its primary attack. If two natural weapons have the same base
damage, the one that also delivers a special attack (such as poison) is primary. If a tie still exists, choose one of the tied attacks to
be primary for that creature.
Special Attacks: A chimeric creature retains all the special attacks of the base creature and also gains a breath weapon based on
its dragon variety
Breath Weapon (Su): Every 1d4 rounds, a chimeric creature's dragon head can use a breath weapon that deals 3d8 points of
damage. Anyone in the area can make a Reflex save for half (DC 10 + 1/2 chimeric creature's Hit Dice + chimeric creature's
Constitution modifier). Use all rules for dragon breath (see the Dragon entry), except as specified in the table below.
To determine the head color and breath weapon randomly roll 1d10 and consult the table below.
*The line is always 5 feet high, 5 feet wide, and 40 feet long.
**The cone is always 20 feet long.
Abilities: Increased from the base creature as follows: Str +4, Dex +1, Con +4, Int +2, Wis +0, Cha +0.
Skills: A chimeric creature's three heads give it a +2 racial bonus on Listen and Spot checks.
Treasure: Standard.
Advancement: Same as base creature if it originally had 9 or more Hit Dice; otherwise 10-18 (same size category); 19-27 (one
size category larger).
Corrupted Creature
Powerful evil, unchecked and rampant, can horribly alter any aspect of the physical world, and creatures are no exception.
Twisted by malevolence, corrupted creatures take on a hideous appearance and gain evil powers and dire intent.
Corrupted creatures have unique countenances, each reacting to the source of malevolence in a different way. Most have twisted,
misshapen (often asymmetrical) forms; mottled, discolored flesh; and reddish eyes. Although one might be tempted to confuse a
corrupted creature with a fiendish or half-fiend creature, the corrupted creature usually has a more mutated and ungainly
appearance.
"Corrupted" is a template that can be added to any corporeal creature that is nor an outsider (referred to hereafter as the base
creature). Creatures that gain this template change their type to aberration. A corrupted creature uses all the base creature's
statistics and special abilities except as noted here.
AC: The flesh of corrupted creatures becomes tougher and more resilient. Add +4 to the natural armor bonus of the base creature
if it is Large or smaller, if it is Huge or larger, add +8.
Damage: The corrupted creature's claws lengthen, teeth multiply, and muscles harden. The damage die used when the creature
deals damage with natural attacks increases by one die type, so that 1d6 becomes 1d8, 1d8 becomes 2d6, and so on, as if the
creature were one size larger.
Special Attacks: A corrupted creature retains all the special attacks of the base creature.
Special Qualities: A corrupted creature retains all the special qualities of the base creature and also gains darkvision with a range
of 60 feet plus acid immunity. It also gains the special qualities described below.
Damage Reduction (Ex): Corrupted creatures gain damage reduction according to their Hit Dice.
1-3 -
4-7 5/+1
8-11 5/+2
12+ 10/+3
If the base creature already has damage reduction, use the better value.
Disruptive Attack (Su): The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal
nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage). For
example, a 14-HD corrupted frost worm deals an additional 7 points of vile damage with its bite attack.
Enhanced Power (Su): The save DCs of any and all of the corrupt creature's special attacks increase by +4.
Fast Healing (Ex): Each round, a corrupted creature heals damage equal to half of its Hit Dice (maximum of 10 points healed). If
the base creature already has fast healing, use the better value.
Abilities: Modify the base creature as follows: Str +4, Dex -2, Con +4, Int +0, Wis -2, Cha -2.
Climate/Terrain: Any land and underground.
Challenge Rating: Up to 3 HD, same as base creature +1, 4 HD to 7 HD, same as the base creature +2, 8+ HD, same as the base
creature +3.
Dark creatures dwell on the Plane of Shadow, sometimes crossing into other planes where the barriers between dimensions are
weak. Just as parts of the Plane of Shadow resemhle a strange, distorted version of the Material Plane, dark creatures superficially
resemble creatures from the Material Plane. Dark creatures are shadowy, more elusive, and spookier than their material
counterparts. Gray and black are their most common colors, and they almost never boast bright hues such as white or yellow.
Other creatures native to the Plane of Shadow exist that have stronger or weaker connections to the energies of the place (such as
the shadow mastiff) and do not follow this template.
"Dark" is an acquired or inherited template that can be added any creature (referred to hereafter as the base creature).
Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane
versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff.
A dark creature has all the base creature's statistics and special abilities except as noted here.
Size and Type: Type and size are unchanged. Dark creatures encountered away from the Plane of Shadow have the extraplanar
subtype.
Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following.
Darkvision 60 ft.
Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or
a similar effect).
Skills: Same as the base creature, plus Hide +8 and Move Silently +6.
Challenge Rating: Same as the base creature or same as base creature +1; see below.
Alignment: Usually one step different from the base creature, rarely good.
Level Adjustment: +1
Demonically Fused Elemental
Demonically fused elementals are normal elementals corrupted and tainted with demonic essence. The composite being is a new
sort of creature, wholly evil with a different agenda and different powers than their normal elemental counterparts. Demonically
fused elementals usually appear as darker, more sinister versions of the original elemental creature.
"Demonically fused elemental" is a template that can be added to any elemental creature. Elementals with this template keep their
creature type. A demonically fused elemental uses all the base creature's statistics and special abilities except as noted here.
Special Attacks: A demonically fused elemental creature retains all the special attacks of the base creature and also gains haste
and smite good.
Smite Good (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum
of +20) against a good foe. The creature must decide to use its smite power before its attack. A missed smite good attack is
wasted.
Special Qualities: A demonically fused creature retains all the special qualities of the base creature and also gains the following
abilities:
Resistance Table
1-3 5 -
4-7 10 5/magic
8-11 15 10/magic
12+ 20 15/magic
If the base creature already has one or more of these special qualities, use the better value.
Haste (Su): Because the creature is an actual composite entity, and both the demon and elemental are - at least somewhat -
separately aware, the demonically fused elemental continually gains benefits of haste.
Abilities: Increase from the base creature as 5: Str +4, Dex +4, Con +2, Int +4, Wis +0, and Cha +2.
Environment: Any.
Challenge Rating: Up to 3 HD, as base creature +1.4 HD to 7 HD, as base creature +2. 8+ HD, as base creature +3.
A drider is a humanoid partially turned into a monstrous spider. The spider goddess Lolth subjects above-average 6th-level drow
to a special test; those who fail become driders. Driders are hated by drow, but often consider themselves specially blessed by
their goddess and form their own expatriate cartels in which they work together sporadically under an air of intense distrust. They
learn and expand their knowledge through loose information trades and temporary alliances. Thanks to these exchanges and
individual experimentation, drider clerics, sorcerers, and wizards have learned how to effect the same change bestowed by their
goddess on any humanoid. Though they consider their form to be a blessing, they know that changing other creatures into driders
constitutes hideous torture. Drow-based driders enjoy the irony of their blessing being any other creature's bane. Driders change
not just in body, but in mind. Regardless of the base creature's former alignment, the new drider is chaotic evil. The base
creature's memories and past convictions remain, but are swirled in a haze of destructive, anarchic urges that force the creature to
commit chaotic evil acts. Only a wish or miracle spell can change a creature back from this new form. A polymorph other spell
can change a drider's shape, but its mind continues to be trapped in the same chaotic evil haze. Once changed, the creature is set
loose to wander the Underdark alone. Other creatures, even other driders, seldom accept their company, though a drider may
travel with spiders if he or she can stand to associate with the vermin. Regardless of origin, driders attack other creatures they
find, normally through ambush. They greedily collect treasure from their kills. Drow are generally amused by these rejects made
in a reject's image, especially when a surface elf is made into a drider. However, drow do not suffer these aberrations to live any
longer than they would a drider made from a drow. They do their laughing after the kill.
Creating a Drider
The process of change is fairly involved. It takes three days to complete, working eight hours a day, but requires no special
equipment or laboratory beyond the drider's innate sorcerous abilities. The creature changed must be helpless, but does not have
to be conscious.
"Drider" is a template that can be added to any humanoid creature (referred to hereafter as the "base creature"). The creature's
type changes to "aberration" and loses all subtypes. The new drider uses all the base creature's statistics and special abilities
except as noted here.
Size: Increase size one step over the base creature. The drider's new size determines its minimum Hit Dice, minimum natural
armor, bite damage, and poison damage:
New Size Minimum Hit Dice Minimum Natural Armor Bite Damage Poison Damage
Hit Dice: If the base creature has fewer Hit Dice than the minimum drider Hit Dice for its size, it gains "aberration levels" until it
reaches the minimum (use the "Creature advancement by type" table on page 13 of the Monster Manual). For this purpose, a
fractional Hit Die counts as a whole Hit Die, so a kobold drider gains 3 Hit Dice for a total of 3-1/2, which counts as 4 Hit Dice.
If the base creature already has the minimum Hit Dice, then Hit Dice are not changed.
AC: Natural armor rises to minimum natural armor. If the base creature already has greater than minimum natural armor, it keeps
that natural armor.
Attack: The drider gains a bite attack if it does not already have one. It uses its own base attack or the base attack of an aberration
of its Hit Dice (as cleric). It can use its bite alone or as a natural secondary attack.
Damage: Bite damage depends on the drider's size. If the base creature already has a bite attack that deals more damage, it keeps
that damage.
Special Attacks: A drider retains all the special attacks of the base creature and also gains spell-like abilities and a poisonous bite.
1/day -- dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, and levitate. These
abilities are as the spells cast by a sorcerer of the drider's sorcerer level (save DC 10 + Cha modifier + spell level). If the drider
has no sorcerer levels, the abilities are cast as a 1st-level sorcerer.
Poison DC = 10 + 1/2 Hit Dice + Con modifier. The listed Strength damage from poison is both initial and secondary damage.
Special Qualities: A drider retains the special qualities of the base creature and gains Spell Resistance equal to 11 + Hit Dice.
Saves: The drider retains the saves of the base creature. If it gains aberration levels, its saves increase according to multiclassing
rules. (Aberrations have saves as sorcerers.)
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +8, Wis +2, Cha +2. The drider also gains ability score
increases as a character would, according to its total character level. That is, a 2nd-level character who gains four aberration
levels is a 6th-level character and gains one more ability score point at 4th-level.
Skills: The drider retains the base creature's skills. For each aberration level it gains, it gets +2 skill ranks plus its Int mod (but at
least 1 skill point per Hit Die gained). Its class skills are Climb, Concentration, Hide, Listen, Move Silently, Spellcraft, and Spot.
A drider receives a +4 racial bonus to Hide and Move Silently checks.
Feats: The drider retains all feats of the base creature. It receives extra feats as a character would, according to its total character
level. For example, a 2nd-level character who gains four aberration levels is a 6th-level character and gains two more feats -- one
at 3rd level and one at 6th.
Climate/Terrain: Underground
Organization: Solitary
It isn't necessary to determine the source of a draconic creature's heritage (unlike with half-dragons), since the creature doesn't
gain any abilities related to its dragon ancestor (such as resistance to a certain type of energy).
Size and Type: Animals with this template become magical beasts, but otherwise the creature type is unchanged. Size is
unchanged.
Damage: Draconic creatures have two claw attacks. If the base creature does not have this attack form, use the damage values in
the table below. Otherwise, use the base creature's damage, whichever is greater.
Saves: A draconic creature has a +4 racial bonus on saves against magic sleep effects and paralysis, thanks to its heritage.
Abilities: Increase from the base creature as follows: Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +2.
Skills: Draconic Creatures have a +2 racial bonus on intimidate and Spot checks.
Dragonspawn are referred to by their color, which they take from the dragon overlord that created them (For example, when a red
dragon overlord creates dragonspawn, they are red dragonspawn). They often bear striking similarities to the dragon overlord
that made them (such as a green dragonspawn having a fin on its head, or a blue having a horn on its nose), while the features that
are shared by all are wings, claws, scales, and a tail. When humans and half-elves are the victims of this process, they still retain
their basic body shape and thus differ from draconians in that members of each gender can usually be separated on sight from
others.
Creating a Dragonspawn
“Dragonspawn” is a template that can be added to any corporeal humanoid or monstrous humanoid from Small to Large size
(referred to hereafter as the base creature). The creature’s type changes to monstrous humanoid. Dragonspawn gain the subtype
of their creator (For example, a black dragonspawn gains the water subtype). It uses all of the base creature’s statistics and
special abilities except as noted here.
Armor Class: The Dragonspawn has +7 natural armor or the base creature’s natural armor, whichever is better.
Speed: Dragonspawn fly at twice the base land speed of the base creature (Average maneuverability), or with the creature’s base
fly speed, whichever is better.
Attacks: Dragonspawn may use weapons as the base creature, or may use natural weapons. Its bite is the primary attack, and its
two claw attacks are secondary.
Size Damage
Small 1d3
Medium 1d4
Large 1d6
Special Attacks: Dragonspawn retain all of the special attacks of the base creature and also gain new abilities as listed below.
Breath Weapon (Su): The dragonspawn gains a breath weapon based on the dragon variety of its creator, usable once every 2d4
rounds. The saving throw DC equals 10+1/2 the dragonspawn’s HD+ the dragonspawn’s Constitution modifier.
Special Qualities: Same as base creature, plus lowlight vision and darkvision 30 ft.
Feats: Same as base creature. Dragonspawn also have access to dragon feats.
The dust of the waste is not all arid dirt and fine sand. Creatures long-dead eventually become dust, and as dust they can return.
Dustform creatures appear more or less as they did in life, though in form only. Even casual observation reveals that they are
composed entirely of compacted dust, like realistic but nor quite finished statues. Dustform creatures understand whatever
languages they understood in life, though they can no longer speak them.
"Dustform" is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A
dustform creature uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to construct. Do not recalculate base attack bonus, saves, or skill points. Size is
unchanged.
Hit Dice: Change all current and future Hit Dice to d10s.
Attack: A dustform creature retains all the attacks of the base creature and gains a slam attack if it didn't already have one. If the
base creature can use weapons, the dustform creature retains this ability. A creature with natural weapons retains those natural
weapons. A dustform creature fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A
dustform creature armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A dustform creature fighting without weapons uses either irs slam attack (see above) or its natural weapons (if it has
any). If armed with a weapon, it usually uses the weapon as irs primary attack along with a slam or other natural weapon as a
natural secondary attack.
Damage: Dustform creatures have slam attacks. If the base creature does nor have this attack form, use the appropriate damage
value from the table below according to the dustform creature's size. Creatures that have other kinds of natural weapons retain
their old damage values or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A dustform creature loses all the special attacks of the base creature, but gains those described below. Saves
have a DC of 10 + 1/2 dustform creature's HD + dustform creature's Cha modifier unless noted otherwise.
Breath Weapon (Su): As a standard action every 2d4 rounds, a dustform creature can spew out a 10-foot cone of dust and sand.
The cone deals 1d6 points of damage for each 2 Hit Dice the creature possesses, and creatures within the area can make Reflex
saves for half damage. The save DC is Charisma-based. If the base creature already has a breath weapon, that breath weapon
changes to sand, with a Charisma-based saving throw DC. Otherwise, all details remain the same. For example a dustform
juvenile blue dragon could spew forth a line of sand (rather than lightning) once every 1d4 rounds, dealing 8d8 points of damage,
with a Reflex save DC of 19.
Special Qualities: A dustform creature retains all the special qualities of the base creature and gains the following abilities:
Blindsight (Ex): Dustform creatures are blind, but they can sense all creatures within 60 feet as a sighted creature would by
detecting subtle vibrations in the air around them. Beyond that range, they treat all targets as having total concealment.
Construct Traits: Constructs have immunity to poison, sleep, paralysis, stunning, and mind-affecting spells and abilities. They are
not subject to extra damage from critical hits or flanking. In addition, a dustform creature cannot be polymorphed into a
nondustform creature.
Damage Reduction (Su): Dustform creatures have damage reduction 5/magic. A dustform creature's own natural weapons are
treated as magic weapons for the purpose of overcoming damage reduction.
Abilities: Adjust the base creature's abilities as follows: Str +4, Dex -2. As a construct, a dustform creature has no Constitution or
Intelligence score.
Skills: dustform creatures have a +8 racial bonus on Hide checks made in a sandy or dusty environment. Otherwise same as the
base creature.
Treasure: None.
Advancement: None.
Dustform creatures have one fatal weakness. A critical hit with a bludgeoning weapon forces the dustform creature to make a
Will save to remain cohesive; otherwise it dissolves into lifeless dust again. The DC for the Will save is equal to 10 + damage
dealt.
Effigy Creature
Effigies are magically animated automatons built in the form of living creatures. They are things of clockwork mechanisms and
always animated by an elemental spirit bound to their mechanical shells. Magical artificers and artisans capable of creating such
complex devices are few and far between, so effigies are not at all common. Unlike with most constructs, an effigy creature's
true nature is not always immediately obvious. Some are quite lifelike, revealing their true nature only after taking serious
damage. An observer must succeed at a DC 20 Spot check to notice that the effigy is an automaton, not a living creature of its
type. Effigy creatures do only what they are instructed to do by their creators. They draw no conclusions of their own and follow
orders explicitly with no regard for their own safety. The commands given them must be simple, such as "Remain here and attack
any elves who enter this room," or "Follow and defend against any who attack my party." An effigy’s creator can command it if
the effigy is within 60 feet and can see and hear him. If uncommanded, an effigy usually follows its last instruction to itself if
attacked. An effigy's creator can order the creature to obey the orders of another individual (who can in turn order effigy to obey
someone else), but the effigy's creator can always resume control over his creation by commanding the effigy to obey him alone.
Damaged effigies can be repaired by means of any repair spell or by manual repair in an appropriate workshop or laboratory. The
individual performing the repairs must have the Craft Construct feat or 10 ranks in Knowledge (architecture and engineering),
and must spend 50 gp and 1 hour per hit point restored.
Creating an Effigy
"Effigy" is n acquired template that can be added to any corporeal aberration, animal, dragon, giant, humanoid, magical beast,
monstrous humanoid, or vermin (referred to hereafter as the base creature). An effigy uses all the base creature's statistics and
special abilities except as noted here.
Size and Type: The creature's type changes to construct. It loses all subtypes and does not gain the augmented subtype.
Recalculate base attack bonus, saving throws, feats, and skills accordingly as described below.
Hit Dice and Hit Points: Drop any Hit Dice gained from class levels (to a minimum of 1) and change remaining Hit Dice to 10s.
As a construct, the creature loses any bonus hit points for high Constitution, but gains bonus hit points based on its size, as shown
below:
Fine to Tiny -
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
Armor Class: An effigy's natural armor bonus improves by 2 points. It is crafted from material generally tougher than iving flesh.
Base Attack Bonus: As a construct, an effigy creature's base attack bonus is equal to 3/4 irs Hit Dice (as a cleric).
Attack: An effigy retains all the natural attacks and weapon proficiencies of the base creature. An effigy based on a humanoid or
human-shaped creature with no natural attacks gains a slam attack as shown below, which it can use in place of a weapon attack.
An effigy that has two slam attacks can wield a weapon in one hand and make a slam attack with its offhand at a -5 penalty,
adding 1/2 its Strength bonus on the damage roll.
Size Attack
Fine or Diminutive -
Special Attacks: An effigy loses all supernatural special attacks, spell-like abilities, and extraordinary special attacks for which a
target's saving throw is based on the effigy's Constitution (since the creature no longer has a Con score). It retains any
extraordinary special attacks that do not allow a saving throw (such as rake, rend, or constrict) or any for which the target's saving
throw is based on the creature's Strength (such as trample) or Dexterity (such as a howler's quills).
Special Qualities: An effigy loses all the special qualities of the base creature, but it gains the special qualities given below.
Damage Reduction (Su): An effigy gains damage reduction based on the base creature's Hit Dice:
1-3 1/adamantine
4-6 3/adamantine
7-10 5/adamantine
11-15 7/adamantine
16-20 10/adamantine
21 or more 15/adamantine
Saving Throws: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/3 HD.
Abilities: An effigy creature's Strength increases by 4, and it takes a -2 penalty to Dexterity. It has no Constitution or Intelligence
score, and has Wisdom 11 and Charisma 1.
Skills and Feats: An effigy creature loses all skill points and all feats except for those feats that improve its attacks (such as
Improved Natural Attack, Multiarrack, Weapon Finesse, or Weapon Focus).
Environment: Any.
Organization: None.
Treasure: None.
Advancement: None.
Level Adjustment: -
Elder Eidolon
The art of crafting magical constructs to serve as guardians has existed for eons. It was an old practice when the humanoid races
took their first tentative steps toward the mastery of magic, and today, most constructs that exist are based on the humanoid form.
Yet constructs from previous epochs still exist in the darkest, most secluded regions of the world. Known collectively as elder
eidolons, these ageless creatures guard sits that have long since been abandoned, the races that built them having faded into
obscurity. Eidolons are all that remain of these ancient races, and from their form one can surmise that the world is better off
without them.
An elder eidolon is built of ancient rock, basalt, porphyry, obsidian, or other igneous stone. Its surface is covered with ancient
runes or glyphs from forgotten, dead languages. While the features of an eidolon might appear somewhat eroded or timeworn, the
creatures remain quite sturdy and dangerous. Eidolons are mindless, and do only what they are ordered to do by their creators.
The process for creating eidolons has long since passed into antiquity, so eidolons that still exist are without masters. They
continue to perform their prior tasks, relentless and eternal in their obedience. These instructions must be simple, such as
"Remain here and attack any humanoids that enter this room" or "Patrol the perimeter of this building." Often, the focus of an
eidolon's task has long since crumbled away, yet the construct continues to guard or patrol for eons after the location itself has
gone to dust.
Damaged eidolons repair themselves quickly, or can be repaired in an appropriate workshop or laboratory. The person
performing the repairs must have the Craft Construct feat or 10 ranks in Knowledge (architecture and engineering), and must
spend 50 gp and 1 hour per hit point restored.
"Elder eidolon" is an inherited template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast,
monstrous humanoid, plant, or vermin. An eidolon uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to construct. It loses all subtypes and does nor gain the augmented subtype. It uses all
the base creature's statistics and special abilities except as noted here. Recalculate base attack bonus, saving throws, feats, and
skills as described below.
Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1 Hit Die) and change remaining Hit Dice to d10s. As a
construct, the creature loses any bonus hit points for a high Constitution, but gains bonus hit points based on its size, as shown
below:
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
The creature's natural armor improves by 4 points. The creature also gains a +4 deflection bonus to its Armor Class, since its
form does not wholly exist in the Material Plane. See Otherworldly Geometry, below.
Base Attack: The creature's base attack bonus changes to its Hit Dice x 3/4, as a cleric.
Attack: An elder eidolon retains all the natural attacks, manufactured weapon attacks, and weapon proficiencies of the base
creature. An eidolon based on a creature that has no natural attacks gains a slam attack as shown below, which it can use in place
of a manufactured weapon attack. (An eidolon with two slams can wield a weapon in one hand and make a slam attack with its
off-hand at a -5 penalty, adding half its Str bonus to the damage roll).
Size Attack
Special Attacks: An elder eidolon loses all of the supernatural special attacks, spell-like abilities, and extraordinary special
attacks allowing a saving throw based on Constitution. It retains extraordinary special attacks that do nor permit a saving throw
(such as rake, rend, or constrict) or that allow a saving throw based on Strength (such as trample). In addition, an eidolon gains
the following special attack:
Insanity Aura (Su): The elemental forces that power an elder eidolon warp rime and space and cause horrible hallucinations in
those nearby. Any living creature within 10 feet of an eidolon mrisr make a successful Will saving throw (DC 10 + 1/2 the
eidolon's Hit Dice + Wis modifier) each round or become confused for 1 round.
Special Qualities: An elder eidolon loses all special qualities of the base creature, but gains the special qualities listed below.
Construct Traits: An eidolon has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy
effects, mind-affecting spells and abilities (charms, compulsions, phanrasms, patterns, and morale effects), and any effect that
requires a Fortitude save unless it also works on objects or is harmless. It is nor subject to extra damage from critical hits,
nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be
repaired. It has darkvision our to 60 feet and low-light vision.
Damage Reduction: An eidolon gains damage reduction based on the base creature's Hit Dice:
1-3 1/adamantine
4-6 3/adamantine
7-10 5/adamantine
11-15 7/adamantine
16 or more 10/adamantine
Fast Repair (Ex): An eidolon repairs damage to itself at a rare of 5 hit points per round as long as it is above 0 hit points.
Immunity to Magic (Ex): An eidolon is immune to any spell or spell-like ability that allows spell resistance. In addition, certain
spells and effects function differently against the creature, as noted below.
Etherealness immediately repairs damage to an eidolon equal to the spell's caster level. Dimensional anchor causes an eidolon to
cease functioning for 1 round (treat as if dazed). Dimensional lock does not interfere with an eidolon's operation, but an eidolon
that enters the area of a dimensional lock spell or similar effect loses the benefits of its otherworldly geometry and its insanity
aura.
A transmute rock to mud spell slows an eidolon (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to
rock heals all of its lost hit points.
A stone to flesh spell does nor actually change an eidolon's structure, but negates its damage reduction and immunity to magic for
1 round.
Otherworldly Geometry (Su): An eidolon's form incorporates what should be impossible geometrics. This warping of planar
realities around an elder eidolon grants it a +4 deflection bonus to its Armor Class.
Saves: Recalculate an eidolon's saving throws. The eidolon's base save bonuses are Fort +1/3 Hit Dice, Ref +1/3 Hit Dice, and
Will +1/3 Hit Dice.
Abilities: Modify the base creature's ability scores as follows: Strength +8, Dexterity +4. An eidolon has no Constitution or
Intelligence score. Change its Wisdom score to 11, and its Charisma score to 1.
Skills and Feats: An eidolon loses all skill points and feats, except feats that improve its attacks, such as lmproved Natural
Attack, Multiattack, or Weapon Finesse.
Environment: Any.
Organization: None.
Treasure: None.
Advancement: -
Level Adjustment: -
Constructing An Elder Eidolon
Although the technique to build eidolons is ancient and, for all practical purposes, lost to time, rules for creating them are
presented here. Discovering the secrets of creating eidolons could form the core of a high-level adventure. The eidolon's creator
must have the Craft Consrrnict feat. The eidolon's body must be built from stone, and requires a DC 25 Craft (sculpting or
stonemasonry) check. Knowledge (architecture and engineering) can be substituted for the Craft skill when building an eidolon.
The cost of the eidolon's body depends on its size:
Size Cost
Tiny 500 gp
Small 1,000 gp
Medium 2,000 gp
Large 5,000 gp
Huge 10,000 gp
Gargantuan 25,000 gp
Colossal 50,000 gp
The market price is 6,000 gp per Hit Die of the eidolon, plus the cost of its body. The cost to create is 3,000 gp and 240 XP per
Hit Die, plus the cost of the body. The minimum caster level to create an eidolon is equal to its Hit Dice. For example, a
Gargantuan eidolon with 20 Hit Dice has a marker price of 145,000 gp and requires 4,800 XP to create. The cost to create is
85,000 gp, and the caster must be at least 20th level.
Elemental Creature
"Air elemental" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature") of the
following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to elemental (air). It
uses all the base creature's statistics and special abilities except as noted here.
Speed: An air element creature has a fly speed of 100 feet, unless the base creature has a higher fly speed, with perfect
maneuverability.
Special Attacks: An air element creature retains all the special attacks of the base creature and also gains the following.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty on attack and damage rolls against an air element creature.
Special Qualities: An air element creature retains all the special qualities of the base creature and also gains the following special
qualities:
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
1-7 -
8-11 5/+1
12+ 10/+1
If the base creature already has one or more of these special qualities, use the better value.
Skills: Same as the base creature. If the air element creature has an Intelligence of 4 or greater, it speaks Auran.
Feats: Same as the base creature, with the added feat of Flyby Attack.
Entropic creatures dwell on the Negative Energy Plane. In addition to large quantities of undead, entropic creatures ideally
adapted to the negative energy environment inhabit the plane.
"Entropic" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical
beast, monstrous humanoid, outsider, plant, undead, or vermin (referred to hereafter as the base creature).
An entropic creature uses all the base creature's statistics and abilities except as noted here.
Size and Type: Unless the creature was undead, its type changes to outsider. Do not recalculate the creature's Hit Dice, base
attack bonus, or saves. Size is unchanged. The creature also gains the extraplanar subtype.
Special Attacks: An entropic creature retains all the special attacks of the base creature and also gains the following special
attack.
Negative Energy Ray (Su): An entropic creature can fire a ray of negative energy once every 1d4 rounds with a range of 60 feet.
With a successful ranged touch attack, an entropic creature infuses a target with points of negative energy damage equal to 1d4 +
its Cha modifier. This attack damages living creatures and heals undead.
Special Qualities: An entropic creature has all the special qualities of the base creature, plus the following special qualities.
Limited Spell Resistance (Positive Energy) (Ex): An entropic creature has spell resistance equal to 15 + Hit Dice (maximum 35)
against any spell or spell-like ability that uses positive energy, including cure spells.
Negative Adaptation (Ex): Entropic creatures do not lose hit points or need to make Fortitude saves due to being in a negative-
dominant environment.
Negative Energy Aura (Su): Any living creature within 10 feet of an entropic creature loses 1 hit point per round due to the aura
of negative energy surrounding it. Characters with immunity to negative energy effects, as well as other entropic creatures, are
not affected by this aura. If conscious, an entropic creature can repress this aura as a standard action, but takes I point of Strength
damage for each full minute that the aura is inactive. The aura is always functioning while an entropic creature is unconscious.
Outsider Traits: An entropic creature cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true
resurrection spell can restore life). It has darkvision out to 60 feet.
Abilities: Increase from the base creature as follows: Constitution +2, Charisma +2. Intelligence is at least 3.
Organization: Solitary.
Challenge Rating: 3 HD or fewer, as the base creature +1; 4 to 7 HD, as the base creature +2; 8 or more HD, as the base creature
+3.
Entomanothropes are humans or giants that can transform themselves into monstrous vermin. While similar to lycanthropes, they
differ in the forms they can assume and some of their abilities. As a lycanthrope struggles against its animal nature, an
entomanothrope remains at peace with its vermin nature because it has no alignment conflicts. Entomanothropes in humanoid (or
giant) form resemble the humanoid or giant they are, but they have some verminlike characteristics that depend on the vermin
type. Generally the vermin looks are reflected in the face, but reddish tough skin on the back and arms is not uncommon among
werescorpions.
Creating an Entomanothrope
"Entomanothrope" is a template that can be added to any humanoid or giant (referred to as the base creature). Entomanothropy as
an affliction works exactly as the lycanthropy affliction does, except that the entomanothrope never runs the danger of assuming
the alignment of the vermin type (as vermin really have no moral or ethical sense). Entomathropy can be cured in the same way
as lycanthropy.
Size and Type: The base creature's type does not change, but the creature gains the shapechanger subtype. The entomanothrope
takes on characteristics of some monstrous vermin (not swarms) no more than one size category larger than the base creature
(referred to as the base vermin). Entomanothropes can also adopt a hybrid form that combines features of the base creature and
the vermin. The hybrid form is the same size as the base creature's size. Entomanothropes can assume vermin forms one size
smaller than the base creature size, regardless of the normal size of the vermin type. For example, an entomanothrope that is
humanoid and Large monstrous scorpion could become a Small monstrous scorpion, though its hybrid form would be Medium
and its normal vermin form would be Large.
Hit Dice and Hit Points: Same as the base creature plus the base vermin. To calculate total hit points, apply the best Constitution
modifier that the creature has in any form. Hit points do not change when the entomanothrope changes form.
Speed: Same as the base creature or base vermin, depending on form. Hybrids use the base creature's base land speed. If the
hybrid form has wings (see under Alternate Form below), then the hybrid has a fly speed equal to the lesser of the base creature's
base speed or the base vermin's normal fly speed. For example, the giant wasp has a fly speed of 60 feet. If a human commoner
entomanothrope (speed 30 feet) changed into a hybrid giant wasp form, it would fly at speed 30 feet. If an 11th-level human
monk entomanothrope (base speed 70 feet) changed into a hybrid giant wasp, the hybrid would fly at 60 feet.
Armor Class: The base creature's natural armor bonus increases by +2 in all forms. In hybrid and vermin forms, the natural armor
bonus is equal to the base vermin's or base creature's, whichever is greater.
Base Attack/Grapple: Add the base attack bonus for the base vermin to the base attack bonus for the base creature. The
lycanthrope's grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope's form.
Attacks: Same as the base creature or base vermin, depending on which form the entomanothrope is using. An entomanothrope in
hybrid form uses the base creature's attacks and the base vermin's bite attack (or other primary natural weapon if the vermin form
lacks a bite attack). Monstrous scorpion entomanothropes gain claw attacks in hybrid form.
Damage: Same as the base creature or base vermin, depending on which form the lycanthrope is in. Hybrid monstrous scorpions
have claw attacks that do 1d4 base damage for Medium hybrids, 1d6 base damage for Large hybrids, or 1d8 base damage for
Huge hybrids.
Special Attacks: An entomanothrope retains the special attacks of the base creature in humanoid form, and of the base vermin in
vermin or hybrid form. It also gains the special attacks described below. Class abilities (such as sneak attack) are retained in all
forms.
An entomanothrope spellcaster cannot cast spells while in vermin form and cannot cast spells with verbal components in hybrid
form. Monstrous scorpion entomanothropes cannot cast spells with somatic components in hybrid form.
Curse of Entomanothropy (Su): Any humanoid or giant of size Small to Huge that is hit by an entomanothrope's bite or sting
attack in vermin or hybrid form must succeed on a DC 15 Fortitude save or contract entomanothropy. The curse can be passed
through claw attacks if the hybrid or vermin form does not have a bite or sting attack. Afflicted entomanothropes cannot pass on
the curse of entomanothropy.
Poison (Ex): If the base vermin has a poison bite or sting, or an acid sting, then the entomanothrope gains these special attacks in
its hybrid form. The type of poison (or acid) and the Fortitude save Difficulty Classes remain the same in hybrid or vermin form.
Special Qualities: An entomanothrope retains the special qualities of the base creature and base vermin (except vermin traits), and
it also gains those described below.
Alternate Form (Su): An entomanothrope can assume the form of a single type of vermin as if using a polymorph spell on itself,
though its gear is not affected, it can maintain the new form indefinitely, and it does not gain hit points for changing form. It adds
the physical ability score modifiers to the scores of the base creature rather than gaining the base vermin's physical ability scores
(see how to calculate these under "Abilities" below).
An entomanothrope can also assume a bipedal hybrid form with two humanoid (or giant) arms and legs, and a face like the base
vermin. The hybrid body is basically humanoid, but with fur or hair or skin/plates like that of the base vermin. Werescorpions
have clawed hands. If the base vermin has a tail sting attack, then the hybrid form has it too. If the base vermin has wings, then
the hybrid form has wings also. The fly speed is calculated as per the Speed section above. Changing forms is a standard action.
(See Lycanthropy as an Affliction in the Monster Manual for information about afflicted entomanothropes controlling their
change.)
Damage Reduction (Ex): An entomanothrope in vermin or hybrid form has damage reduction 5/silver.
Entomanothropic Command (Su): In any form, entomanothropes can command vermin of its type (any size) as if using a
command undead spell on mindless undead. This ability affects 2 Hit Dice of the vermin type per Hit Die of the entomanothrope,
and it lasts for 1 hour.
Entomanothropic Immunities (Ex): Entomanothropes have immunity to all mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects) in any form.
Base Save Bonuses: Add the base save bonuses of the base vermin to the base save bonuses of the base creature.
Abilities: All entomanothropes gain +2 Wisdom and -2 Intelligence. In addition, when in vermin or hybrid form, the
entomanothrope's physical ability scores equal the animal's normal ability scores -10 or -11 (subtract 10 from even scores and
subtract 11 from odd scores). For example, a werespider based on a large monstrous spider (Str 15, Dex 17, Con 12) adds +4 Str,
+6 Dex, and +2 Con. An entomanothrope may also gain an ability score increase due to increased Hit Dice (from adding the
template), but this increase cannot be put into Intelligence.
Skills: An entomanothrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its vermin form, as if it had
multiclassed into the vermin type. (Vermin is never its first Hit Die, though, and it does not gain quadruple skill points for any
vermin Hit Die.) Any skill given in the vermin's description is a class skill for the entomanothrope's vermin levels. In any form,
an entomanothrope also has any racial skill bonuses of the base creature and of the base vermin, although conditional skill
bonuses apply only in the associated form.
Feats: Add the base vermin's feats (if any) to the base creature's. If this results in a entomanothrope having the same feat twice,
the entomanothrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat
works as noted in the feat description. This process may give the entomanothrope more feats than a character of its total Hit Dice
would normally be entitled to; if this occurs, any "extra" feats are denoted as bonus feats. This process also may give the
entomanothrope fewer feats than a character of its total Hit Dice would normally be entitled to; if this occurs, choose additional
feats for the entomanothrope so that it has the correct number of feats. A entomanothrope may not meet the prerequisites for all
its feats when in humanoid or giant form. If this occurs, the entomanothrope still has the feats, but cannot use them when in
humanoid or giant form.
Challenge Rating: By class level or base creature, modified according to the Hit Die of the base vermin: 1 HD or 2 HD, +2; 3 HD
to 5 HD, +3, 6 HD to 10 HD, +5, 11 HD to 20 HD, +6; 21 or more HD, +7.
Treasure: Standard.
Level Adjustment: Same as the base creature +2. In addition, an entomanothrope's character level is increased by the number of
racial Hit Dice the base vermin has.
Feral Creature
Feral creatures were once civilized but have now sunk into a primitive, barbarous state. Though they are generally found deep in
the harsh wilderness, feral creatures occasionally wander into more civilized areas. Some eventually adapt, but most consider
“civilization” too confining. Feral creatures appear larger, tougher, and meaner than their more sophisticated cousins. Their feral
nature tends to be obvious from their pronounced fangs and claws. They speak the same languages as the base creatures from
which they were derived
Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on the Material Plane. They
are more fearsome in appearance than their earthly counterparts.
“Fiendish” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical
beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to hereafter as the base creature).
A fiendish creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit
Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size
is unchanged. Fiendish creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks: A fiendish creature retains all the special attacks of the base creature and also gains the following special attack.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total
(maximum of +20) against a good foe.
Special Qualities: A fiendish creature retains all the special qualities of the base creature and also gains the following.
1–3 5 —
4–7 5 5/magic
8–11 10 5/magic
12 or more 10 10/magic
If the base creature already has one or more of these special qualities, use the better value.
If a fiendish creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming
damage reduction.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment: Always evil (any).
Creating a God-Blooded
“God-blooded” is an acquired template that can be added to a creature (referred to hereafter as the base creature) favored by the
deity in question, as defined in the specific deity entries.
Special Actions: The base creature gains the following special action.
Divine Endurance: A god-blooded creature can take a free action to gain damage reduction 10/— from the mingling of divine
blood with its material form. The creature can suppress this ability with another free action. Once the damage reduction has
prevented 40 points of damage, the creature loses all benefits of the god-blooded template, including this ability, except when
otherwise noted.
Other Abilities: All godblooded creatures receive other abilities based on the blood they bathe in. See the deity entries below.
Gruumsh-Blooded
“Gruumsh-blooded” is an acquired template that can be added to any orc.
Gruumsh-blooded orcs are typically created at unholy sites, where clerics of Gruumsh tend iron cauldrons filled with their god’s
bubbling green blood. When an orc bathes in the blood, his left eye shrivels and falls out, leaving an empty socket. The eye
doesn’t regrow even if the orc subsequently loses this template.
Gruumsh’s Glare (Su): Once per day, a Gruumsh-blooded orc can cause a baleful, glowing red eye to appear in his empty eye
socket. The eye creates a 60-foot cone of red energy. All creatures in this area must succeed on Fortitude saves (DC 10 + 1/2 the
orc’s HD + his Con modifier) or be paralyzed for 1 round. Elves take a –4 penalty on this save.
Gruumsh’s Fury (Su): Once per day, as a swift action, a Gruumsh-blooded orc can draw upon the power of the divine blood
within his body to gain a +4 bonus (+8 against elves) on damage rolls for the rest of his turn.
Imix-Blooded
“Imix-blooded” is an acquired template that can be added to any evil creature. A creature gains this template through service to
Imix, Prince of Evil Fire Elementals. The creature must perform a great deed in the name of Imix, and then, when the signs and
omens are promising, stand in a brass cauldron filled with oil and set it alight. If Imix is pleased, he appears and squeezes a single
drop of his fiery blood into the cauldron, granting the creature this template.
Imix’s Wrath (Su): An Imixblooded creature is wreathed in flames that don’t harm its equipment. Once per day, as a swift action,
an Imix-blooded creature can cause fire to flow from its body over its weapons. All the creature’s melee attacks deal an extra 4
points of fire damage until the end of its turn. If an Imix-blooded creature casts a fire spell while affected by this quality, that
spell deals an extra number of points of damage equal to the Imix-blooded creature’s caster level.
Burn (Su): The fires that cloak an Imix-blooded creature lash out to harm those who would dare attack it. Any creature that hits
an Imix-blooded foe with a melee attack takes 3 points of fire damage.
Death Throes (Su): Imix is quick to reward those who follow him, but his fiery anger is legendary. When killed, an Imix-blooded
creature explodes in a 30-foot-radius burst that deals fire damage to each creature or object in the area equal to 1d6 × 1/2 the
Imix-blooded creature’s Challenge Rating. A successful Reflex save (DC 10 + 1/2 the Imix-blooded creature’s HD + its Cha
modifier) halves this damage.
Kord-Blooded
“Kord-blooded” is an acquired template that can be added to any non-evil living creature that has a Strength score of 16 or
higher. Each year, the major temples to Kord hold a great wrestling tournament, and the tournament’s winner wrestles an aspect
of Kord. Whoever pins the other wins. If Kord’s aspect loses, he cuts his palm and drips a drop of blood on the victor’s brow,
bestowing this template. Sometimes Kord bestows this honor on a skilled, relentless competitor that lost the match.
Saves: A Kord-blooded creature gains a +4 bonus on saves against poison and disease.
Kord’s Athleticism (Su): Once per day, as a swift action, a Kord-blooded creature can call upon the blood invested in him to gain
a tremendous surge of prowess. For the next minute, the Kord-blooded creature gains a +4 bonus on Strength and Dexterity
checks, Strength- and Dexterity- based skill checks, and grapple checks. The creature also gains a +1 bonus on damage rolls to
which Strength normally applies.
Kord’s Toughness (Su): Whenever a Kord-blooded creature would take Constitution damage, that damage is halved.
Orcus-Blooded
“Orcus-blooded” is an acquired template that can be added to any evil undead creature. The sacrifice of good-aligned creatures
totaling 20 or more Hit Dice causes an aspect of Orcus to appear and bathe the petitioner with black, tarry blood poured from a
golden chalice. The undead creature covered in this blood then grows goatlike horns and gains the Orcus-blooded template. The
horns disappear when the template is lost.
Herald of Orcus (Su): An Orcus-blooded creature gains a +1 bonus to the save DCs of necromancy spells it casts, as well as a +1
bonus to the save DCs of its spell-like and supernatural abilities.
Wand of Orcus (Su): Once per day, as a swift action, an Orcus-blooded creature can summon a minor wand of Orcus. The wand
appears in the creature’s hand and lasts for 1 minute. It functions as a +2 Morningstar. Once per day, while the wand exists, the
Orcus-blooded creature can use it to deliver a melee touch attack. An opponent so touched must succeed on a Fortitude save (DC
10 + 1/2 the Orcus-blooded creature’s HD + its Cha modifier) or take 4 points of Constitution damage. If that foe fails the save,
the Orcus-blooded creature gains 2 temporary hit points per HD that enemy possesses. These temporary hit points last for 1 hour.
Vecna-Blooded
“Vecna-blooded” is an acquired template that can be added to any evil creature capable of casting 2nd-level or higher arcane
spells. When an arcane spellcaster manages to unravel the Seven Riddles of Vecna, that individual can become Vecnablooded.
None know the true nature of these riddles, but solving them sends a caster to a pocket dimension known as the Oubliette of
Secrets. There, after exposure to a number of bizarre tortures and ordeals at the hands of a strange creature known as the
Anchorite, the caster emerges as a Vecna-blooded creature. The creature loses all distinguishing characteristics, hair, and other
traits, keeping only a small, thin mouth, the faintest trace of a nose, and eyes. These changes are permanent and remain even after
the creature loses this template.
Some sages believe that several Anchorites exist, and that they are the most powerful of Vecna’s servants. They seek out lost
secrets and forgotten lore. Several point to the disappearance of Delether of Hardby as the Anchorites’ work. Every page of the
books in Delether’s library had been carefully removed and replaced with cured human skin—apparently taken from Delether,
judging by the faint remnants of his tattoos found in several of the volumes.
Special Actions: A Vecna-blooded creature gains the following special actions.
Vecna-blooded creature can wrap itself in an aura that makes creatures within 120 feet intermittently forget it’s there. At the start
of each affected creature’s turn, that creature has a 50% chance to be unable to attack the Vecna-blooded creature in any way,
including with spells and special abilities. The aura lasts for 1 minute after it’s activated.
Hidden Spell (Su): Once per day, as a swift action, a Vecna-blooded creature can cause flat-footed opponents to take a –4 penalty
on saves against spells the creature casts on that same turn.
Cloak of Mystery (Su): All knowledge of the Vecna-blooded creature fades from the world. Its original name, its deeds before
becoming Vecna-blooded, and so forth, disappear from memory. Only Vecna and the Vecna-blooded creature retain this
knowledge. A Vecna-blooded creature gains immunity to all divination spells cast against it or cast to learn information about it.
Such divination fails to reveal any information. The Vecna-blooded creature immediately learns the name, appearance, and
location of the caster who attempted the divination. Unlike other god-blooded abilities, the Vecna-blooded creature retains this
special quality after it loses other abilities from this template.
Yeenoghu-Blooded
“Yeenoghu-blooded” is an acquired template that can be added to any gnoll. A gnoll champion gains the Yeenoghu-blooded
template by killing a fellow gnoll who has this template and drinking his blood. In this manner, Yeenoghu ensures that his
children continually strive to prove themselves against each other and their enemies. Occasionally, when an aspect of Yeenoghu
appears before a tribe, the gnolls attack it in a frenzy to become Yeenoghu-blooded. Those who survive and devour the aspect’s
flesh gain this template. A creature that gains this template becomes shrouded in noxious, putrid air. Flies and maggots swarm
over its body, marking its link to the fearsome Demon Prince of Gnolls. It grows long, yellow fangs, and a mixture of pus and
drool spills over its lower lip.
Melee: A Yeenoghu-blooded creature gains a secondary bite attack that deals 1d6 points of damage.
Rot Fangs (Ex): Once per day, as a swift action, a Yeenoghu-blooded creature can imbue its bite with a dreadful necrotic energy.
The next time the gnoll hits an opponent with a bite, that foe must succeed on a Fortitude save (DC 10 + 1/2 the gnoll’s HD + its
Con modifier) or take 1d6 points of Constitution damage.
Gore Stench (Su): A Yeenoghu-blooded creature is caked with putrid filth, dried blood, and gore. Maggots crawl through its fur,
and a horrific stench and a swarm of flies surround it all times. Living creatures (except for gnolls) within 10 feet of a Yeenoghu-
blooded creature must succeed on a Fortitude save (DC 10 + 1/2 the gnoll’s HD + its Con modifier) or be sickened for 1 minute.
If a creature successfully saves against this ability, that creature need not save again for 24 hours. A delay poison or neutralize
poison spell removes the effect from a sickened creature. Creatures that are immune to poison or that have a saving throw bonus
against poison receive those benefits against the stench.
Greenbound Creature
In the crumbling Siluvanedenn ruins of Telardon, powerful and ancient magical energies seep from an unknown number of
buried arcane treasures. These energies transform hapless creatures nearby into plantlike beings of great strength. A greenbound
creature looks much like it did before transformation, although certain changes are apparent. The creature's flesh has been
replaced by pulpy wood and thickly corded creepers, and tiny branches stick out from its torso, arms, and legs. Any feathers, hair,
or fur it once had have been replaced by some combination of green vines, moss, flowers, and leaves. Greenbound creatures
speak any languages they knew before transformation, although their voices are now deep and gravelly.
A "greenbound creature" is an acquired template that can be added to any animal, fey, giant, humanoid, monstrous humanoid, or
vermin (hereafter referred to as the base creature). A greenbound creature uses all the base creature's statistics and special
abilities except as noted here.
Size and Type: The creature's type changes to plant with the appropriate augmented subtype. Do not recalculate base attack
bonus, base saves, or skill points. Size is unchanged.
Armor Class: A greenbound creature's natural armor bonus improves by 6 over that of the base creature.
Attack: A green bound creature retains all the attacks of the base creature and also gains a slam attack if it didn't already have
one. If the base creature can use weapons, the greenbound creature retains this ability. A greenbound creature fighting without
weapons uses either its slam attack or its primary natural weapons (if it has any). A greenbound creature armed with a weapon
uses either its slam attack or a weapon, as it desires.
Full Attack: A greenbound creature 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: A greenbound creature has a slam attack. If the base creature does not have this attack form, use the appropriate damage
value from the table below according to the greenbound creature's size. A creature that has other kinds of natural weapons retains
its old damage values or uses the appropriate values from the table below, whichever is better.
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A greenbound creature retains all the special attacks of the base creature and gains those described below.
Spell-Like Abilities: At will - entangle, pass without trace, speak with plants; 1/day - wall of thorns. Caster level equals
greenbound creature's character level; save DC 10 + spell level + greenbound creature's Charisma modifier.
Special Qualities: A greenbound creature retains all the special qualities of the base creature and gains those described below.
Damage Reduction (Ex): A greenbound creature has damage reduction 10/magic and slashing. A greenbound creature's natural
weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A greenbound creature heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to
0 or fewer hit points in combat, it is slain.
Grapple Bonus (Ex): The thorny hooks on a greenbound creature's hands and feet grant it a +4 bonus on grapple checks.
Resistance to Cold and Electricity (Ex): A greenbound creature gains resistance 10 to cold and electricity.
Tremorsense (Ex): Greenbound creatures can automatically sense the location of anything within 60 feet that is in contact with
the ground.
Abilities: Increase from the base creature as follows: Str +6, Dex +2, Con +4, Cha +4.
Skills: *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.
Treasure: Standard
Special Qualities: A guardian monster retains the special qualities of the base creature, and also gains the following qualities.
Low-light vision.
Illuminated Eyes (Ex): A guardian monster’s eyes glow strongly. While open, they illuminate a 60-foot-radius area around the
monster.
Immunities (Ex): Guardian monsters do not need to sleep. They have immunity to magical sleep effects. Guardian monsters
have a +2 racial bonus on saves against mind-affecting spells or abilities.
Abilities: Change from the base creature as follows: Wis +4, Cha –2.
Skills: A guardian monster has a +6 racial bonus on Listen checks and Spot checks. If the base creature already has a racial
bonus on either check, the bonuses stack.
Feats: A guardian monster gains Blind-Fight as a bonus feat. If the base creature already has that feat, the guardian monster
instead gains any other feat for which it qualifies
No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic
wings, or some other sign of their higher nature.
Creating a Half-Celestial
“Half-celestial” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or
higher and non-evil alignment (referred to hereafter as the base creature).
A half-celestial uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves.
Size is unchanged. Half-celestials are normally native outsiders.
Speed: A half-celestial has feathered wings and can fly at twice the base creature’s base land speed (good maneuverability). If the
base creature has a fly speed, use that instead.
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Special Attacks: A half-celestial retains all the special attacks of the base creature and also gains the following special abilities.
Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will.
Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of
+20) against an evil foe.
Spell-Like Abilities: A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities,
depending on its Hit Dice, as indicated on the table below. The abilities are cumulative
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-
based.
HD Abilities
19–20 Resurrection
Special Qualities: A half-celestial has all the special qualities of the base creature, plus the following special qualities.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
Skills: A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do not include
Hit Dice from class levels in this calculation—the half-celestial gains outsider skill points only for its racial Hit Dice, and gains
the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as
cross-class.
Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Half-doppelgangers blend into and come to terms with their adoptive societies the easiest. Doppelgangers move in and out of
cities, villages, or barbaric tribes with ease, and to help nsure and maintain their secret identities, they often engage in romances
with the natives. It is not unusual for a single doppelganger, either deep undercover or simply fed up with its own scheming
culture, to get lost among humanoids, losing its identity and permanently becoming a member of the township or clan with which
it merged. Offspring from a doppelganger and humanoid almost always remain within the humanoid society; doppelganger clans
find the half-blood's abilities too limited to be of any use. The half-doppelganger is indistinguishable from others of its humanoid
parentage until it reaches maturity. Indeed, an accidental change is often the half-doppelganger's first indication that omething is
amiss with its heritage. Since the half-doppelganger's normal shape is that of its humanoid parent, it is easily able to blend in
with humanoid societies. Once it learns to adapt to its alternate forms, it can use these forms to move about unnoticed. When a
half-doppelganger changes form, its heritage is briefly visible as its skin turns gray in between forms. Even with their limited
hapechanging abilities, half-doppelgangers still make excellent spies and assassins. Once able to care for itself, true
doppelgangers might make contact with the half-doppelganger in hopes of gaining further allies within humanoid societies.
Creating a Half-Doppelganger
"Half-doppelganger" is an inherited template that can be added to any humanoid creature (referred to hereafter as the "base
creature") of Tiny to Large size. A half-doppelganger uses all the base creature's statistics and special abilities except as noted
here.
Size and Type: The base creature's size does not change, but it gains the shapechanger subtype.
Armor Class: The base creature's natural armor bonus improves by +2.
Special Attacks: The base creature retains all its special attacks and gains the following special attacks.
Empathy (Sp): At will - empathy. Caster level equal to racial HD or 1st-level caster if the base creature lacks racial HD. Save DC
equal to 11 + Charisma modifier.
Alternate forms (Su): Upon gaining maturity, the half-doppelganger learns to take three humanoid forms in addition to its own
shape. These three forms may be that of any Medium or Small humanoid, but once a form is chosen, it permanently becomes one
of the half-doppelganger's three alternate choices. For example, if a half-doppelganger learns to take the shape f a female halfling,
male elf, and male orc, those three forms are his alternate forms, and he may not later choose the form of a female gnome. This
ability works like alter self as cast by a 9th level sorcerer, but the half-doppelganger can remain in the chosen form indefinitely.
A half-doppelganger can assume a different form or return to its original form as a standard action. True seeing reveals the half-
doppelganger's original form.
Special Qualities: The base creature retains all its special qualities and gains the following special qualities.
Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance
betrays their nature—scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.
Creating a Half-Dragon
“Half-dragon” is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base
creature).
A half-dragon uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice: Increase base creature’s racial HD by one die size, to a maximum of d12. Do not increase class HD.
Speed: A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average
maneuverability. A half-dragon that is Medium or smaller does not have wings.
Attack: A half-dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature
can use weapons, the half-dragon retains this ability. A half-dragon 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 half-dragon 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: Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in
the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Fine 1 —
Diminutive 1d2 1
Special Attacks: A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon
variety (see the table below), usable once per day. A half-dragon’s breath weapon deals 6d8 points of damage. A successful
Reflex save (DC 10 + 1/2 half-dragon’s racial HD + half-dragon’s Con modifier) reduces damage by half. See Table 2-3.1.
Special Qualities: A half-dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light
vision. A half-dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety. See
Table 2-3.1.
Abilities: Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2.
Skills: A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) x (HD + 3). Do not include Hit
Dice from class levels in this calculation—the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the
normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-
class.
Fire 30-foot Cone of Chaotic Fire (1st to survive, 2nd to not be set on fire) Fire
Frost 30-Foot Cone of Negative Cold (Reflex to survive, Fortitude or 1 point Cold
Charisma damage)
Pyroclastic 30-foot Cone of half-Fire & Sonic Fire or Sonic, 50% chance for
both.
Lung Wang Water breathing, 30-foot Cone of Steam (fire) 6d10 Fire
Creating a Half-Elemental
“Half-elemental” is a template that can be added to any corporeal creature with an Intelligence score of 4 or more (referred to
hereafter as the “base creature”). Because the half-elemental is still mostly flesh, it cannot be of the elemental type. Instead, the
creature’s type changes to “outsider.”
It uses all the base creature’s statistics and special abilities except as noted here.
AC: Natural armor improves by +1, or by +3 for a half-earth elemental.
Special Attacks: A half-elemental retains all the special attacks of the base creature. Half-elementals with an Intelligence or
Wisdom score of 8 or higher possess the following spell-like abilities, using their character level as the caster level, as specified
in the table. Each ability is usable once per day.
Half-Air Elemental
Level Ability
1–2 Obscuring mist
3–4 Wind wall
5–6 Gaseous form
7–8 Air walk
9–10 Control winds
11–12 Chain lightning
13–14 Control weather
15–16 Whirlwind
17–18 Elemental swarm*
19+ Plane shift
*Cast as an air spell only.
Half-Earth Elemental
Level Ability
1–2 Magic stone
3–4 Soften earth and stone
5–6 Stone shape
7–8 Spike stones
9–10 Wall of stone
11–12 Stoneskin
13–14 Earthquake
15–16 Iron body
17–18 Elemental swarm*
19+ Plane shift
*Cast as an earth spell only.
Half-Fire Elemental
Level Ability
1–2 Burning hands
3–4 Produce flame
5–6 Flaming sphere
7–8 Wall of fire
9–10 Fire shield
11–12 Fire seeds
13–14 Firestorm
15–16 Incendiary cloud
17–18 Elemental swarm*
19+ Plane shift
*Cast as a fire spell only.
Half-Water Elemental
Level Ability
1–2 Obscuring mist
3–4 Fog cloud
5–6 Water breathing
7–8 Control water
9–10 Ice storm
11–12 Cone of cold
13–14 Acid fog
15–16 Horrid wilting
17–18 Elemental swarm*
19+ Plane shift
Special Qualities: A half-elemental has all the special qualities of the base creature. Half-elementals are immune to disease and
effects from their own elements (use cold for air) and gain a +4 racial bonus on Fortitude saves against poison.
Saves: Same as the base creature.
Abilities: Change from the base creature as follows:
Air: Str +0, Dex +2, Con +2, Int +2, Wis +2, Cha +2.
Earth: Str +4, Dex –2, Con +4, Int +0, Wis +0, Cha +0.
Fire: Str +0, Dex +4, Con +0, Int +2, Wis +0, Cha +2.
Water: Str +2, Dex +0, Con +2, Int +2, Wis +2, Cha +2.
Skills: A half-elemental has 8 skill points, plus its Intelligence bonus, per Hit Die. Treat skills from the base creature’s list as
class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally. Any racial bonuses
that apply to the base creature apply to the half-elemental as well.
Feats: Half-elementals have one feat for every four levels or the base creature’s total of feats, whichever is greater.
Climate/Terrain: Same as either the base creature or the elemental.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +2.
Alignment: Same as the base creature.
Treasure: Same as the base creature.
Advancement: Same as the base creature.
Half-Farspawn
Much as fiends produce terrible mortal progeny, certain entities of the Far Realm occasionally venture to the Material Plane to
procreate. Sometimes the mortal parent is willing, a fanatical cultist or creature so debased in evil that he or she deliberately
invites the union. Other times, the Far Realm being visits its horrible taint on whatever mortal creature best suits its abhorrent
purpose. In any event, the half-farspawn is a creature in which the fantastically abnormal is cloaked in a guise of mundane flesh
and blood. Half-farspawn are horrible in appearance. By the capririousness of fate and heritage, they might appear largely
normal, strongly favoring the mortal parent, but always prominently bear abnormal features: extra limbs, writhing cilia, tentacles,
translucent flesh, variable coloration, or slavering maws or alien eyes embedded in otherwise normal flesh. With heavy clothing,
a humanoid half-farspawn might conceal its true nature for a time, but anyone viewing the half-farspawn without its coverings
could not possibly miss its differences. Half-farspawn are shunned by most other creatures. While some aberrations regard a
creature descended from the Far Realm as an honored emissary, most others loathe and detest half-farspawn. They might find
refuge in the alien dimensions from which their farspawn progenitor came, but in the Material Plane, they are viewed as madness
incarnate. Only alienists and insane cultists regard half-farspawn as allies and knowingly aid them.
Creating a Half-Farspawn
"Half-farspawn" is an inherited template that can be added to any corporeal creature of the aberration, animal, dragon, elemental,
giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin type (hereafter referred to as the base creature). A
half-farspawn uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is
unchanged. Half-farspawn are normally native outsiders. The creature's natural armor improves by 3.
Attack: A half-farspawn gains two tentacle attacks in additional to any attacks the base creature could normally make. If the base
creature can use weapons, the half-farspawn can still do so. A half-farspawn fighting without weapons uses a tentacle when
making an attack action (unless it has another natural attack it prefers). When it has a weapon, it uses the weapon instead.
A half-farspawn fighting without weapons uses both its tentacles when making a full attack (plus any other natural attacks of the
base creature). If armed with a weapon, it uses the weapon as its primary attack and its tentacles as secondary natural attacks (-5
on the attack roll, half Strength bonus on damage rolls).
Fine 1 0 ft.
Diminutive 1 0 ft.
Special Attacks: A half-farspawn retains all the special attacks of the base creature, and gains the following special attack:
True Strike (Su): Once per day, the creature can make a normal attack with a +20 insight bonus on a single attack roll. The half-
farspawn is nor affected by the miss chance that applies to attacks against a concealed target.
Spell-Like Abilities: A half-farspawn with an Inrelligence score of 3 or higher has spell-like abilities depending on its Hit Dice,
as indicated below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the
creature's Hit Dice, and the save DC is Charisma-based.
HD Abilities
11-12 telekinesis
19 or more implosion
A half-farspawn can summon only pseudonatural animals or vermin with this ability. It can select from any celestial or fiendish
animal or vermin that could be summoned by summon monster IX, but applies the pseudonatural template to the creature rather
than the celestial or fiendish template.
Special Qualities: A half-farspawn has all the special qualities of the base creature, plus the following special qualities:
Immunity to poison.
A half-farspawn's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Change Shape (Su): As a standard action, a half-farspawn can take the form of a grotesque, tentacled mass. This ability functions
as described for the change shape ability, except as follows: The creature's movement modes do not change. The creature retains
the tentacle attacks granted by this template (see Attack, above) and gains two additional tentacle attacks when making a full
attack. The creature becomes amorphous. It cannot be flanked, and is not subject to extra damage from critical hits. Creatures
native to the Material Plane take a -1 morale penalty on attack rolls against a half-farspawn in its amorphous form.
Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +6, Wis +4, Cha +2.
Skills: A half-farspawn gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do not include
Hit Dice from class levels in this calculation - the half-farspawn gains outsider skill points only for its racial Hit Dice, and gains
the normal amount of skill points for its class levels. Treat skills from the base creatures entry as class skills, and other skills as
cross-class skills
Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
Creating a Half-Fey
Half-fey is an inherited template that can be added to any corporeal living creature referred to hereafter as the base creature. The
creatures type changes to fey. It rises all the base creature's statistics and special abilities except as noted here.
Speed: All half-fey have butterflylike wings unless the base creatttre has wings already. A half-fey that did not already have
wings gains a fly speed equal to twice the base creature's fastest mode of movement, with good maneuverabiliry.
Special Attacks: A half-fey with Wisdom or Charisma of 8 or higher (after the ability score adjustments noted below) gains spell-
like abilities, rising its Hit Dice as its caster level. The table below lists the abilities available. These abilities are cumulative; a
half-fey with 3 HD can use the abilities on the 1-2 HD row on the table as well as those on the 3-4 HD row. When a half-fey gets
a choice between two abilities (such as faerie fire or glitterdust at 1-2 HD), it can choose anew between these abilities each day.
HD Abilities
1-2 Charm person at will, hypnotism 1/day, faerie fire or glitterdust 1/day
5-6 Protection from law 3/day, Tasha'a hideous laughter or suggestion 1/day
Special Qualities: Half-fey have low-light vision and are immune to enchantment spells and effects.
Abilities: Adjust from the base creartare as follows: Dex +2, Con -2, Wis +2, Cha +4.
Skills: A half-fey has skill points equal to (6 + its Int modifier) x (its Hit Dice + 3). Treat skills possessed by the base creature as
class skills and other skills as cross-class. If the creature has a class, it gains skill points for class levels normally.
No matter its form, a half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor,
or some other obvious sign that it is tainted with evil.
Creating a Half-Fiend
“Half-fiend” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more
and non-good alignment (referred to hereafter as the base creature).
A half-fiend uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is
unchanged. Half-fiends are normally native outsiders.
Speed: A half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly at the base creature’s base
land speed (average maneuverability).
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Attack: A half-fiend has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can
use weapons, the half-fiend retains this ability. A half-fiend 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 half-fiend 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: Half-fiends have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in
the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Fine 1 —
Diminutive 1d2 1
Special Attacks: A half-fiend retains all the special attacks of the base creature and gains the following special attack.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of
+20) against a good foe.
Spell-Like Abilities: A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit
Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day.
Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD Abilities
3–4 Desecrate
9–10 Contagion
11–12 Blasphemy
19–20 Destruction
Special Qualities: A half-fiend has all the special qualities of the base creature, plus the following special qualities.
Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2.
Skills: A half-fiend gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do not include Hit
Dice from class levels in this calculation—the half-fiend gains outsider skill points only for its racial Hit Dice, and gains the
normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-
class.
Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
Arcane artisans applied their knowledge of golem construction to come up with a way to restore such a person to wholeness.
While the initial results were promising, there was a limit to the effectiveness of the technique--many people who received one or
more new limbs through this process proved unable to withstand the trauma of the transformation and became permanently evil
as a result. Individuals of evil intent now exploit this limitation, purposely creating ravening, unholy crosses between living
beings and golems.
Construction
There are two steps to making a half-golem. The first is constructing the limbs, and the second is attaching the limbs. Molding a
limb from clay, preparing one of flesh, carving it from stone, or forging it from requires an appropriate skill (See specific types
for details) and can be done by anyone. Infusing a formed limb with magic requires the Craft Wondrous Item and Craft Magic
Arms & Armor feats. It takes one month to complete the magical rituals. The creator must labor for at least eight hours each day
in a specially prepared laboratory or workroom. The chamber is similar to an alchemist's laboratory and costs 500 gp to
establish.
When not working on the rituals, the creator must rest and can perform no other activities, just as if he or she were creating a
golem. As with a golem, if the creator is personally constructing the limbs, he or she can perform the building and the rituals
together.
Once created, the limbs are treated as spell completion items. Any character capable of casting the appropriate level of spell (see
specific descriptions) can attach a limb. All that's left to do is perform the final gestures and speak the words needed to imbue the
limb with magic. All the limbs to be attached to a particular body must be of the same type--it's not possible to attach a limb
made of iron to a half-golem that already has a new limb made of stone. Any such attempt automatically fails, leaving the second
type of limb unattached.
The Danger
Each time a limb is attached to his or her body, the recipient makes a Will save. The DC of the save varies according to the
number of new limbs the character has received (See Table 2-5.1, Half-Golem Limbs & Save DCs).
A character who succeeds at all the saves he or she is required to make takes on the attributes of a half-golem as described
below--except that the character retains his alignment, gains a +4 to Constitution, and does not change type or gain construct
traits. As soon as the character fails one of these required saves, he or she becomes a half-golem of Neutral Evil alignment. The
character then has no Constitution score and the character's type changes to construct, granting him or her construct traits. A
Neutral Evil half-golem retains the memories and knowledge of its former life, but its personality becomes murderous and cruel.
It demonstrates the hatred of flesh creatures common to elementals, and it seeks methods appropriate to its class to slaughter as
many flesh creatures as possible.
A half-golem's abilities are primarily those of the character, with the following exceptions.
Initiative: Same as character, -1 to account for the half-golem's reduced dexterity (see table 2-5.2).
AC: A half-golem replaces any natural armor bonus it may have had with a new natural armor bonus that varies according to its
type (see table 2-5.2). The change to Dexterity also affects the half-golem's Armor Class (see table 2-5.2).
Special Qualities: Same as character, plus construct traits (upon a failed Will save), Damage Reduction, and others by type (see
table 2-5.2).
Saves: a half-golem gets a +2 racial bonus on Fortitude saves; otherwise same as character.
Abilities: Half-golems have -2 Dexterity, +4 Constitution (or no Constitution upon a failed Will save), -6 Intelligence, +0
Wisdom, and -6 Charisma. Strength varies by type (see table 2-5.2).
Skills: Same as character, modified by ability changes, skill points do not change retroactively.
Berserk (Ex): A flesh or clay half-golem that takes damage in combat flies into a berserk rage the following round, attacking
wildly, until either it or its opponent is dead. It gains +4 Strength and Constitution and -2 AC. A flesh or clay half-golem cannot
end its berserk state voluntarily. If the flesh or clay half-golem is a barbarian, the bonuses are cumulative with the barbarian rage
ability.
Wound (Ex): The damage a clay half-golem deals doesn't heal naturally. Only a spell of sixth level or higher with the healing
descriptor (such as heal) can repair it.
Haste (Su): After it has engaged in at least one round of combat on a given day, a clay half-golem can use haste upon itself once
during that day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Immunity to Slashing & Piercing (Ex): Slashing and piercing weapons, whether normal or magical, deal no damage to a clay
half-golem.
Slow (Su): A stone half-golem can use slow as a free action once every two rounds. The effect has a range of 10 feet and a
duration of seven rounds, requiring a successful Will save (DC 13) to negate. The ability is otherwise the same as the spell.
Breath Weapon (Su): As a free action, an iron half-golem can emit a cloud of poisonous gas from its limbs in a 10 foot cone
directly in front of it. The cone lasts one round, and the limbs can emit another cloud every 1d4+1 rounds. The initial damage is
1d4 points of Constitution damage, and the secondary damage is death. A fortitude save (DC 10+1/2 the iron half-golem's Hit
Dice+the iron half-golem's Constitution modifier) negates both effects.
Rust Vulnerability (Ex): An iron half-golem is affected by rust attacks, such as that of a rust monster or a rusting grasp spell.
Requirements
The pieces of a flesh limb must come from corpses of the same size and type as the recipient (for instance, a Medium-size
humanoid character cannot use Small animal limbs). The limbs must not have decayed significantly. "Construction" of the limb
requires a successful Craft (leatherworking) or Heal check (DC 20). The rituals cost 10,000 gp and 200 XP and require bull's
strength and geas/quest. Attaching the limb requires the ability to cast sixth level arcane spells.
A clay limb must be sculpted from a single block of clay weighing at least 100 pounds. The sculpting requires a successful Craft
(sculpting) or Profession (mason) check (DC 20). The rituals cost 12,000 gp and 240 XP and require animate objects and
geas/quest. Attaching the limb requires the ability to cast sixth level divine spells.
A stone limb must be chiseled from a single block of stone weighing at least 300 pounds. The carving requires a successful Craft
(stoneworking) check (DC 20). The rituals cost 16,000 gp and 320 XP and require geas/quest and stone to flesh. Attaching the
limb requites the ability to cast sixth level arcane spells.
An iron limb is sculpted from 500 pounds of pure iron. The sculpting requires a successful Craft (armorsmithing) or Craft
(Weaponsmithing) check (DC 20). The rituals cost 20,000 gp and 400 XP and require cloudkill and geas/quest. Attaching the
limb requires the ability to cast sixth level arcane spells.
Half-Illithid
Creating a Half-Illithid
"Half-illithid" is an inherited template that can be added to any corporeal other than a consructr (referred to hereafter as the base
creature). The creature's type changes to aberration. It uses all the base creature's statistics and special abilities except is noted
here.
Attacks: A half-illithid loses its bite attack (if the base creature has one), but gains four tentacle attacks, in addition to the base
creature's attacks (except for a bite).
Damage: If the base creature does not have tentacle attacks, use the appropriate damage value based on the half- illithid's size
(see the table below). Otherwise, use the value from the table or the base creature's damage, whichever is greater.
Fine -
Diminutive 1
Tiny 1d2
Small 1d3
Medium-size 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A half-illithid retains all the special attacks of the base creature. It gains the mind flayer special attacks of mind
blast, improved grab, and extract, and may also have psionic powers.
Mind Blast (Sp): A half-illithid can use this attack once per day. It is a cone 40 feet long. Anyone caught in this cone must
succeed on a Will save (DC 13 + half-illithid's Int modifier) or be stunned for 1d4 rounds.
Improved Grab (Ex): if a half-illithid hits an opponent that is its own size or smaller with a tentacle attack, it deals normal
damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it attaches the
tentacle to the opponent's head. After a successful grab, the half-illithid can try to attach its remaining tentacles with a single
grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the half-illirhid gets a
+2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.
Extract (Ex): A half-illithid that successfully maintains its hold with all four tentacles for 1 full round automatically extracts the
opponent's brain at the beginning of its next turn, instantly killing that creature.
Psionics (Sp): A half-illithid with Intelligence or Wisdom of 8 or higher (after the ability score adjustments noted below) gains
psionic abilities. These abilities are as spells cast by an 8th-level sorcerer (save DC 13 + spell level). The table below lists the
abilities available according to the Hit Dice of the half-illithid. These abilities are cumulative; a half-illithid with 3 HD can use
detect thoughts as well as suggestion.
HD Psionic Abilities
Special Qualities: A half-illithid has all the special qualities of the base creature and also gains the qualities noted below.
Darkvision (Ex): A half-illithid has darkvision with a range of 60 feet (or as the base creature, whichever is better).
Spell Resistance (Ex): A half-illithid has spell resistance equal to 10 + its HD.
Telepathy (Su): A half-illithid can communicate with any creature within 100 feet that has a language.
Abilities: Increase from the base creature as follows: Int +4, Wis +4, Cha +4.
Organization: Same as the base creature (to a maximum of about to creatures) or cult (6-10 plus 3-5 mind flayers).
Creating a Half-Janni
“Half-janni” is an inherited template that can be added to any humanoid creature (hereafter referred to as the base creature). A
half-janni uses all the base creature’s statistics and special abilities except as noted here.
Armor Class: The base creature’s natural armor improves by 1.
Special Attacks: A half-janni retains all the special attacks of the base creature and also gains the following special attacks.
Spell-Like Abilities: 1/day— enlarge person, invisibility, reduce person, speak with animals.
Caster level equals the half-janni’s HD.
Special Qualities: A half-janni retains all the special qualities of the base creature and also gains the following special qualities.
Planar Jaunt (Sp): Once per day, a half-janni can travel to any elemental plane, the Astral Plane, or the Material Plane as though
using plane shift cast by a 13th-level caster. The half-janni and any willing creatures brought along appear at a random location
on the destination plane. The half-janni and the creatures brought on the planar jaunt remain on the other plane (or any location
on any plane they travel to from there) for a number of minutes equal to the half-janni’s number of Hit Dice. When this duration
expires, the half-janni and all creatures on the planar jaunt return to their original positions on their origin plane. An effect that
suppresses or dispels planar jaunt sends the half-janni and creatures brought along back to the exact places from which they left.
If the space from which the half-janni originated (or a creature that accompanied her on the planar jaunt) is occupied upon its
return, the half-janni (or its companions) appears in the nearest unoccupied space.
Resistance to Fire (Ex): Half-jann have resistance to fire 5.
Abilities: Change from the base creature as follows: Str +2, Dex +2, Int +2, Wis +2.
Feats: Half-jann gain Improved Initiative as a bonus feat.
Challenge Rating: Same as the base creature +1.
Level Adjustment: Same as the base creature +3.
Half-Minotaur
Half-minotaurs are extraordinarily rare, and some believe they are not born so much as made. They only appear near
underground labyrinths or cave systems where minotaurs are known to lurk. Those who research this sort of thing believe that if
such half-blood offspring are born in the mazes, they are either slain immediately or taken out and left to die. Rumors also exist
of mages experimenting with the minotaur’s natural strength and cunning, mixing biologies, trying to create a more perfect evil
minion. These sort of experiments, more often than not, meet with failure.
Those that survive quickly learn to assert themselves in their adoptive societies. They have the size and strength of their
monstrous parent, as well as a keen instinct for tracking prey and finding their path. Most half-minotaurs who reach maturity do
so because they learned to fight for their lives at an early age.
Half-minotaurs are generally larger than their non-minotaur parents. The lower half of their bodies are built like that of their non-
minotaur parents, while their upper halves are covered in thick shaggy hair. Their faces are elongated, with full snouts, and horns
jut from the sides of their heads.
Creating a Haif-Minotaur
"Half-minotaur" is an inherited template that can be added to any creature of the giant, humanoid, or monstrous humanoid type
(referred to hereafter as the "base creature") from Small to Huge in size.
A half-minotaur uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The base creature's type does not change. If the base creature is of Small or Medium size, it gains one size
category, becoming Medium or Large respectively. See Creature Size Changer for changes to the base creature when it gains a
size category. The changes in this template are in addition to the changes outlined there.
Speed: If the base creature's size increased due to the application of this template, all its speeds increase by 10 feet.
Armor Class: The base creature's natural armor bonus improves by +2.
Attacks: If the base creature lacked a gore attack, it gains a gore attack. When not using weapons, the half-minotaur may attack
with its gore at its highest attack value and gaining its full Strength bonus to damage. When using a weapon, a half-minotaur
often uses its gore attack as a secondary natural attack.
Damage: The half-minotaurs's gore attack deals damage according to its size as shown below.
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Special Qualities: A half-minotaur has all the special qualities of the base creature, plus the following special qualities.
Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a
+4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Scent (Ex): The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out
hidden foes, and track by sense of smell alone.
Abilities: Change from the base creature as follows: Str +4, Con +2, Int -2.
Skills: A half-minotaur has a +2 racial bonus on Search, Spot, and Listen checks.
Organization: Solitary.
Challenge Rating: Same as the base creature if it did not gain a size category, otherwise same as the base creature +1.
Less often, but noteworthy enough for poets to create epic sagas of romance and passion, gentle woodland nymphs fall in love
with those who live in their woods, men or elves who treat the land and animals with the reverence and awe such things deserve.
These relationships almost never last, as nymphs are fickle creatures and become bored with mundane mortals. However, on rare
occasions, such liaisons lead to a child, always female, who mixes the best traits of the nymph with those of her lover. Many
nymphs are so overjoyed by the beauty of their children that they raise them as their own daughters, teaching them the ways of
the trees and wilderness, while others find the mixing of their fey blood with mortal baseness abhorrent, and they leave the child
in care of the father and fade away, never to be seen again.
Half-nymphs are always beautiful, vibrant, and graceful. They inherit their mothers' natural loveliness, and their near-perfect
appearance tends to make them stand out in any society in which they are raised. This, of course, has both advantages and
disadvantages. Barbaric tribes who prize strength and combat skills often have little use for "soft" women, aside from trophy-
wives or slaves. In elven societies that greatly value beauty, half-nymphs often quickly rise in influence and power, swaying even
the most grumpy elders with their poise and charm. Human half-nymphs are magnets for suitors, both heroic and base, who go to
great lengths to win their favor.
Creating a Half-Nymph
"Half-nymph" is an inherited template that can be added to any humanoid creature (referred to hereafter as the "base creature").
A half-nymph uses all the base creature's statistics and special abilities except as noted here.
Special Attacks: A half-nymph has all the special attacks of the base creature and gains the following special attack.
Awesome Beauty (Su): This ability affects all humanoids within 30 feet of a half-nymph. Those who look directly at the nymph
must succeed at a Will saving throw (DC 10 + half the half-nymph's racial HD + Charisma modifier) or be shaken for 1 minute.
A creature that remains in range and continues to look at the half-nymph must continue to make saving throws against this
ability. A successful saving throw while already shaken does not free the creature from the affect of the initial failed save. A
failed saving throw while shaken resets the duration of the shaken condition to start from that round. A half-nymph can suppress
or resume this ability as a free action. This is a mind-affecting, fear effect.
Special Qualities: A half-nymph has all the special qualities of the base creature and gains the following special qualities.
Fey Bloodline (Ex): Half-nymphs are considered creatures of the fey type when enchantment magic is directed against them. For
example, the charm person spell does not affect a half-nymph creature, but charm monster affects them normally. Half-nymphs
can also activate magical items restricted to fey creatures.
Low-Light Vision (Ex): A half-nymph can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. The half-nymph retains the ability to distinguish color and detail under these conditions.
Abilities: Change from the base creature as follows: Dex +2, Int +2, Wis +2, Cha +4
Ogre clans rarely develop the sophisticated agricultural or animal husbandry skills need to support their large numbers, and
instead resort to taking what they need from more capable, though far weaker, neighbors. These interactions with neighboring
peoples do not often result in offspring, but when they do, it is almost always shameful.
Half-ogre children are most often born to orc clans that share habitats with ogres, although half-ogre bugbears and gnolls also
exist. Half-ogre humans are rare, and the offspring of ogres and other races even more so.
Half-ogres often stand out among their non-ogre kin as brutish louts, big on muscle and short on brains. Fortunately, this is
exactly the sort of combination that makes them valuable to orc clans. Half-ogres born to orc clans face an uphill struggle, but
once they reach maturity they are often thrust to the front of any combat.
In the ogre clans, they are considered weaker half-breeds that cannot carry their weight, but once they reach maturity, their
slightly higher intelligence can propel them to positions of leadership.
Half-ogres are larger, cruder versions of their non-ogre parent. Their thick mottled skin is covered in coarse brown hair, and they
are prone to warts.
Creating a Half-Ogre
"Half-ogre" is an inherited template that can be added to any creature of the giant, humanoid, or monstrous humanoid type
(referred to hereafter as the "base creature") from Small to Huge in size. A half-ogre uses all the base creature's statistics and
special abilities except as noted here.
Size and Type: The base creature's type does not change. If the creature is of Small or Medium size, it gains a size category,
becoming Medium or Large respectively. See Creature Size Changer for changes to the base creature when it gains a size
category. The changes in this template are in addition to the changes outlined there.
Speed: If the base creature's size increased due to the application of this template, its speeds increase by 10 feet.
Armor Class: The base creatures natural armor bonus improves by +2.
Special Qualities: A half-ogre has all the special qualities of the base creature, plus the following special quality.
Giant Blood (Ex): For all special abilities and effects, a half-ogre is considered a giant in addition to the base creature's type and
subtype. Half-ogres can use magic items with racially specific powers as giants.
Abilities: Change from the base creature as follows: Str +4, Int -2, Cha -2.
Challenge Rating: Same as the base creature if it did not gain a size category, otherwise same as the base creature +1.
Level Adjustment: Same as the base creature if it did not gain a size category, otherwise same as the base creature +1.
Half-Paraelemental
Half-Paraelementals are even rarer than Half-Elementals, and are the offspring of the union between Mortals and paraelemental
creatures, or the end result of the Rare infusion of Para-elemental energy into living beings.
Creating a Half-Paraelemental:
"Half-Paraelemental" is a template that can be added to any corporeal creature with an intelligence score of 4 or more that is not
an elemental (refered to hereafter as the base creature.).
Type: Changes to outsider.
Speed: Ooze half-paraelementals gain a swim speed equal to their land movement or their base swim speed, whichever is greater.
Smoke half-paraelementals gain a fly speed of 60' (average manuverability) or their base fly speed and manuverability, whicever
is greater.
AC: Natural armor increases by +1 for Ooze and Smoke half-paraelementals, and by +2 for Ice and Magma half-paraelementals.
Special Attacks: Half-Paraelementals retain all the special attacks of the base creature. Half-paraelementals with an Int or Wis
score of 8 or higher, possess the following spell-like abilities, using their character levels as the caster level, as specified in the
table. Each ability is useable once per day:
Ice Half-Paraelemental:
Level . . . Ability
1-2 . . . . Chill Touch
3-4 . . . . Fog Cloud
5-6 . . . . Snilloc's Snowball Swarm*
7-8 . . . . Ice Wall
9-10 . . . . Ice Storm
11-12 . . . Cone of Cold
13-14 . . . Otiluke's Freezing Sphere
15-16 . . . Zajimarn's Field of Icy Razors*
17-18 . . . Elemental Swarm (Summons only Ice Paraelementals)
19+ . . . . Planeshift
Magma Half-Paraelemental:
Level . . . Ability
1-2 . . . . Magic Stone
3-4 . . . . Produce Flame
5-6 . . . . Aganazzar's Scorcher*
7-8 . . . . Spike Stones
9-10 . . . . Wall of Stone
11-12 . . . Flame Strike
13-14 . . . Earthquake
15-16 . . . Incendiary Cloud
17-18 . . . Elemental Swarm (Summons only Magma Paraelementals)
19+ . . . . Planeshift
Ooze Half-Paraelemental:
Level . . . Ability
1-2 . . . . Grease
3-4 . . . . Soften Earth and Stone
5-6 . . . . Melf's Acid Arrow
7-8 . . . . Rusting Grasp
9-10 . . . . Freedom of Movement
11-12 . . . Cloudkill
13-14 . . . Crumble
15-16 . . . Slime Wave
17-18 . . . Elemental Swarm (Summons only Ooze Paraelementals)
19+ . . . . Planeshift
Smoke Half-Paraelemental:
Level . . . Ability
1-2 . . . . Obscuring Mist
3-4 . . . . Produce Flame
5-6 . . . . Gaseous Form
7-8 . . . . Air Walk
9-10 . . . . Murderous Mist*
11-12 . . . Flamestrike
13-14 . . . Firestorm
15-16 . . . Incendiary Cloud
17-18 . . . Elemental Swarm (Summons only Smoke Paraelementals)
19+ . . . . Planeshift
Special Qualities: A half-paraelemental creature has all the basic abilities of the base creature. Half-paraelementals are immune
to disease and gain a +4 racial bonus against poison. In addition they get special qualities depending on type.
Ice Half-Paraelementals: Ice subtype and the Icewalking special quality (described under the White Dragon entry in the MM)
Magma Half-Paraelementals: Fire Subtype and tremosrsense 30'
Ooze Half-Paraelementals: Acid Immunity.
Smoke Half-Paraelementals: Fire subtype and becomes breathless (Cannot die from suffocation, since it has no need to breathe.)
Saves: Same as base creature.
Abilities: Changes from the base creature as follows:
Ice: Str +2, Dex +0, Con +4, Int +0, Wis +2, Cha +0
Magma: Str +4, Dex +0, Con +2, Int +0, Wis +2, Cha +0
Ooze: Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha -2
Smoke: Str +0, Dex +2, Con +0, Int +2, Wis +2, Cha +2
Skills:[ A half-paraelemental has 8 skill points, plus it's Int bonus, per Hit Die. Treat skills from the creatures skill list as class
skills, and other skills as cross class, it gains skills for class levels normally. Any racial bonuses that apply to the base creature,
apply to the base creature as well.
Feats: Half-paraelementals have one feat for every four levels or the base creatures total number of feats, whichever is greater.
Half-Paraelemental Characters:
Half-paraelementals often have a character class or two. Half-ice paraelementals favor the fighter and sorcerer class. Half-magma
elementals favor the Barbarian and fighter class, half-ooze elementals favor the druid and rogue classes, and half-smoke
paraelementals favor the rouge and bard classes.
Most Half-paraelemental spellcasters are druids.
Only a few half-paraelementals find acceptance among the civilized races, and as a concequence thereof, most Half-
paraelementals tend to travel a lot. The races most likely to accept half-paraelementals are dwarves, gnolls, orcs, and strangely
enough elves…
Half-Rakshasa
Infamous for their greed and avarice, rakshasas often seek their victories by altering their forms and seducing powerful leaders or
popular heroes. During the course of the seduction, a rakshasa often attempts to bend or break such a figure's ethical foundations
with insidious pillow talk and hidden manipulations. If it suits the rakshasa's plans, a scandalous pregnancy might result. The
rakshasa rarely has interest in any offspring resulting from such a tryst, and the child is left in the hands of the now disgraced
humanoid.
Half-rakshasa offspring are almost always reviled, both for the scandal associated with their births and for their inherent tendency
toward evil and trickery. Half-rakshasas inherit the rakshasa love of an opulent lifestyle and surround themselves as best they can
with fineries. They prefer to clothe themselves in the sheerest of silks and don the brightest gems.
A half-rakshasa tends toward evil, but since its non-rakshasa parent often raises it, virtues and morals can be instilled while the
child is still young and its mind is malleable. Should the rakshasa parent see a future use for its half-blood offspring, rest assured
it will try to corrupt the child.
Creating a Half-Rakshasa
"Half-rakshasa" is an inherited template that can be added to any humanoid creature (referred to hereafter as the "base creature")
of Small to Large size.
A half-rakshasa uses all the base creature's statistics and special abilities except as noted here.
Armor Class: The base creature's natural armor bonus improves by +4.
Attacks: If the base creature lacked claw attacks, it gains two claw attacks. When not using weapons, the half-rakshasa may
attack with both claws at its highest attack value and gaining its full Strength bonus to damage with each claw. When using a
weapon, a half-rakshasa often uses a claw attack as a secondary natural attack.
Damage: The half-rakshasa's claw attack deals damage according to its size as shown below.
Small 1d3
Medium 1d4
Large 1d6
Special Attacks: A half-rakshasa has all the special attacks of the base creature and gains the following special attacks.
Spell-Like Abilities: At will - empathy; 3/day - disguise self. Caster level equal to racial HD or 1st-level caster if the base
creature lacks racial HD. Save DC equal to 10 + spell level + Charisma modifier.
Special Qualities: A half-rakshasa has all the special qualities of the base creature and gains the following special quality.
Abilities: Change from the base creature as follows: Dex +2, Con +2, Cha +2.
Known for tracking the beautiful women who pass through their woods and seducing them with their pipes and song, satyrs
deserve their lascivious reputation. Often, these trysts result in the conception of a half-fey son. These children, sometimes seen
as boons to their community, other times as devil-spawn and abandoned, share some of their father's fey-traits with their mother's
more humanoid characteristics. They often appear as ruddy, rugged individuals with curly red or black hair and protruding
foreheads. Their toes are often fused together, giving a hoof-like appearance, and at least half of them have small rudimentary
horns just visible under their thick hair. Elven and human comminutes living in or near heavily forested areas most often host
half-satyrs, although half-satyrs born to dwarven clans or even orc tribes are not unheard of. The half-satyr's inherent affinity for
music and rhythm often grant them special places in these societies, be it in the local bar with a set of pipes or a lute, or in the
front lines of mongrel hordes with leather war-drums. Their hardy natures and resiliency insures some degree of success
regardless of what profession they choose. Women that meet half-satyrs are often attracted to the air of bravura and daring they
carry about themselves. This same charismatic aura propels many half-satyrs into positions of leadership within their
communities, although their often reckless natures can just as easily make them shunned outcasts.
Creating a Half-Satyr
"Half-satyr" is an inherited template that can be added to any giant, humanoid, or monstrous humanoid creature (referred to
hereafter as the "base creature") of Small to Large size. A half-satyr uses all the base creature's statistics and special abilities
except as noted here.
Armor Class: The base creature's natural armor bonus improves by +2.
Attack: A half-satyr has a head butt attack. A half-satyr fighting with a weapon or natural attack usually attacks with its weapon
or natural attack.
Full Attack: A half-satyr fighting with weapons or natural attacks usually attacks with its head butt as a secondary attack.
Damage: A half-satyr has a head butt attack. This attack deals bludgeoning damage according to the half-satyr's size.
Small 1d3
Medium 1d4
Large 1d6
Special Qualities: A half-satyr has all the special qualities of the base creature, plus the following special qualities.
Fey Bloodline (Ex): HaIf-satyrs are considered fey creatures when enchantment magic is directed against them. For example, the
charm person spell does not affect a half-satyr creature, but charm monster affects them normally. Half-satyrs can also activate
magical items restricted to fey creatures.
Low-Light Vision (Ex): A half-satyr can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of
poor illumination. The half-satyr retains the ability to distinguish color and detail under these conditions.
Skills: HaIf-satyrs have a +2 racial bonus to Hide, Listen, Move Silently, Perform (any one performance type), and Spot.
Trolls, as a rule, breed only with those of their own kind. But from time to time, a troll in rut finds itself without a mate. At such
times, many trolls wander into the territories of other creatures in a nearly blind state of lust. Such trolls are often less particular
about their choice of mates, willing to make an attempt with whatever creature they encounter.
At other times, trolls might breed with polymorphed or otherwise magically altered spellcasters or other creatures in disguise,
hoping to cause just the sort of crossbreed such a union inevitably produces. Some less scrupulous practitioners of the arcane
mysteries have, at times, taken captive trolls and bred them forcibly with other creatures, hoping to produce a new breed of
powerful, resilient, yet easily controlled minion.
A half-troll is typically much tougher than a member of its non-troll parent race. It gains much of the troll's natural ability to
shrug off damage; its superior strength, quickness and hardiness; and some of the natural weaponry that make trolls so fearsome.
Half-trolls also inevitably find that they adopt some of their troll parents' less desirable qualities well. Greenish skin, an elongated
snout, knobby dermal growths, and an insatiable hunger for raw flesh are only a few of these. Half-trolls typically have longer
limbs than their non-troll parents-a trait especially obvious in humanoid, giant, and monstrous humanoid half-trolls.
Creating a Half-Troll
"Half-troll" is an inherited template that can be added to any animal, dragon, fey, giant, humanoid, magical beast, monstrous
humanoid, or outsider (referred to hereafter as the base creature). The creature's type becomes giant, and a half-troll with an
outsider as the base creature also gains the extraplanar subtype. The half-troll uses all the base creature's statistics and special
abilities except as noted here.
Damage: Half-trolls have bite and claw attacks. If the base creature does not have these attack forms, use the appropriate damage
values based on the half-troll's size (see the table below). Otherwise, use the values from the table or the base creature's damage,
whichever is greater.
Fine 1 -
Diminutive 1d2 1
Special Attacks: A half-troll retains all the special attacks of the base creature. Half-trolls also gain two claw attacks (or the base
creatttre's number of claw attacks, whichever is higher) and the special ability to rend.
Rend (Ex): If a half-troll hits with two or more claw attacks against the same opponent, it latches onto the opponent's body and
tears the flesh. This attack automatically deals an additional amount of damage based on the half-troll's size (see the table below).
A half-troll adds 1 1/2 times its Strength modifier to this base rend damage.
Fine -
Diminutive 1d2
Tiny 2d2
Small 2d3
Medium-size 2d4
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8
Special Qualities: A half-troll has all the special qualities of the base creature, plus darkvision with a range of 60 feet, fast healing
5, and scent.
Fast Healing (Ex): A half-troll heals 5 points of damage each round so long as it has at least hit point. Fast healing does not
restore hit points lost from starvation, thirst, or suffocation, and it does not allow a half-troll to regrow or reattach lost body parts.
Scent (Ex): A half-troll can detect approaching enemies, sniff our hidden foes, and track by sense of smell.
Abilities: Adjust from the base creature as follows: Str +6, Dex +2, Con +6, Int -2, Cha -2.
Skills: A half-troll has skill points equal to (2 + its Int modifier, minimum 1) x (its Hit Dice + 3). Treat skills possessed by the
base creature as class skills and other skills as cross-class. If the creature has a class, it gains skill points for class levels normally
Feats: Half-trolls gain feats normally. They tend to favor feats that take advantage of their strength, such as Power Attack and
Cleave, or feats that offset their natural weaknesses, such as Iron Will.
Scrags, or aquatic trolls, often suffer the same urges or are the subject of the same experiments as their landbound relatives. Half-
scrags have the same adjustments as those detailed above for half-trolls, but with the following additional changes: A half-scrag's
land speed is reduced by 5 feet, and it has a swim speed of 20 feet. Its fast healing ability works only if it is immersed in water.
Hivenest Monster
Hivenest monsters are nonliving creatures that house colonies of insects in their bodies, whether deliberately or as a result of
infestation. The bugs crawl across their exterior and through their internal cavities constantly, wrapping their hosts with a layer of
vermin. Hivenest monsters are particularly common in desert lands, where the mummification techniques used on undead tomb
guardians attract swarms of scarab beetles.
A hooded pupil is a humanoid or a giant who was lured by the promises of necromancy, envious of the power the necromancer
wields and the unending existence the vampire enjoys, but yet are not ready to relinquish life.
Hooded pupils usually are found serving an "apprenticeship" with a more powerful intelligent undead. The undead master
sometimes has need for living servants to advance its ends in societies of the living. On the other hand, the living pupil sees
firsthand what it means to fully embrace the darkness.
Hooded pupils are usually only created when a powerful undead bequeaths a secret of necromancy to one who accepts its truth.
As testament to their apprenticeship, hooded pupils are most often dressed in some sort of ominous hooded mantle.
"Hooded pupil" is an acquired template that can be added to any corporeal giant or humanoid (referred to hereafter as the base
creature). The creature's size and type do not change.
A hooded pupil uses all the base creature's statistics and special abilities except as noted here.
Armor Class: The outermost layers of the hooded pupil's skin thickens into an all-encompassing yellow callus, granting the base
creature an improvement of +2 to its natural armor bonus.
Special Attacks: A hooded pupil retains all the base creature's special attacks and gains those described below.
Clutch of Orcus (Sp): Once per day, a hooded pupil can use the spell clutch of Orcus. Caster level 10th. The save DC is
Charisma-based.
Drink Blood (Sp): Once per day, a hooded pupil can suck blood from a living victim who has damage that is yet unhealed (the
hooded pupil doesn't have exceptionally sharp teeth, unless the base creature has a bite attack, so it must sip from wounds). It
does so by making a successful grapple check (it usually prefers to use this ability on foes that are already helpless). Against a
pinned or helpless foe, it drinks blood, dealing 2 points of Constitution damage.
Special Qualities: A hooded pupil retains all the special qualities of the base creature and gains those described below.
Spider Climb (Sp): Hooded pupils can climb sheer surfaces as though with a spider climb spell.
Abilities: A hooded pupil gains a taste of unholy strength and mental vigor. Increase from the base creature as follows: Str +2,
Wis +2, Cha +2.
Skills: Hooded pupils have a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
Feats: Hooded pupils gain Alertness, Improved Initiative, and Lightning Reflexes, if the base creature meets the prerequisites and
it doesn't already have these feats.
Size and type: The creature’s type changes to construct. It loses all previous subtypes, but gains the cold subtype. It uses all the
base creature’s statistics and special abilities except as noted here.
Hit Dice and Hit Points: Drop any class hit dice and change remaining Hit Dice to d10s. As a construct, the creature loses any
Constitution bonus to hit points, but gains bonus hit points based on its size, as show below.
Size Bonus HP
Small +10
Medium +20
Large +30
Huge +40
Gargantuan +60
Colossal +80
Speed: The creature loses any fly speed it formerly possessed. If it had a burrow speed, it keeps its burrow speed, but can only
burrow through snow and ice.
Armor Class: The creature’s natural armor bonus changes based on its size.
Attacks: The ice beast retains all the natural attacks, manufactured weapon attacks, and weapon proficiencies of the base
creature. A humanoid with no natural attacks gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. The slam attack deals damage based on the ice beast’s size,
or use the base creature’s slam attack, whichever is better.
Engulf (Su): As a standard action, the ice beast can attempt to engulf a single opponent it threatens. The opponent can be up to
one size smaller than the ice beast, so a Large ice beast can engulf medium or smaller targets. The target is afforded a DC 10+1/2
ice beast’s HD+ice beast’s Str mod to avoid the attack. A creature engulfed by the ice beast is considered pinned and trapped
inside its body. The engulfed creature takes 2d6 points of cold damage per round on its turn, and may begin to drown (although
the victim can hold its breath). An ice beast can only engulf one victim at a time. To escape, the victim must escape the pin and
then escape the grapple by winning grapple checks against the ice beast. The victim can choose to make Escape Artist checks
instead of Grapple checks. If the ice beast is killed, any engulfed victims are freed.
Frigid Touch (Su): The ice beast deals an extra 1d6 points of cold damage with each successful melee attack.
Ice Breath (Su): As a standard action, the ice beast can breathe cold. Its breath weapon deals 1d6 cold damage per 2 hit dice the
ice beast possesses (minimum 1d6, maximum 10d6) in a 30 foot cone (DC 10+1/2 ice beast’s hit dice, Reflex for half). Once an
ice beast uses its ice breath, it must wait 1d4 rounds before it can use its breath weapon again.
Special Qualities: An ice beast loses all the special qualities of the base creature. It gains the following special qualities.
Cold Subtype (Ex): An ice beast has immunity to cold. It has vulnerability to fire, which means it takes half again as much
(+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Construct Traits: No Constitution score, Low-light vision, Darkvision out to 60 feet, Immunity to all mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease,
death effects, and necromancy effects, Cannot heal damage on their own, but often can be repaired by exposing them to a certain
kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat, A construct with the fast
healing special quality still benefits from that quality, Not subject to critical hits, nonlethal damage, ability damage, ability drain,
fatigue, exhaustion, or energy drain, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects,
or is harmless), Not at risk of death from massive damage, Immediately destroyed when reduced to 0 hit points or less, Since it
was never alive, a construct cannot be raised or resurrected.
Damage Reduction (Su): The ice beast gains damage reduction based on its hit dice, as shown below.
Abilities: An ice beast has no Constitution or Intelligence score. Its Wisdom changes to 10, and its Charisma changes to 1.
Feats: An ice beast loses all feats that do not improve its attack, such as Improved Natural Attack, Multiattack, or Weapon
Finesse.
Level Adjustment:-
Incarnate Construct
An incarnate construct is a construct creature that has been given actual life and a living body by the incarnate construct spell.
Made of flesh and bone, it has a mind and feelings like any true creature; it is no longer the automaton it was created to be. An
incarnate construct looks like a living version of its former self, having normal flesh instead of inanimate material and showing
emotion instead of coldly programmed servitude. Any unusual limbs it had as a construct (such as arms that end in mallets
instead of hands, but not wings or a tail) become normal humanlike limbs proportional to its size. An incarnate construct
normally lives in service to the spellcaster that gave it true life. A few, however, wander the land trying to find their places in the
world now that they can interact with normal people. Still others are orphans, hunting those that slew the person who gave them
life. An incarnate construct speaks one language, usually the primary language of the being that crafted it. Occasionally,
however, one awakens from its unliving state with knowledge of its liberator’s language.
Insectile Characters
Insectile characters’ preferred class is rogue. Some become druids or clerics, but most take advantage of their high Dexterity
scores and their climbing abilities by advancing as rogues.
Ka-tainted
This creature looks like it might have descended from a human, or perhaps once was one. While bipedal, armed, and armored, it
has rough, pebbled, gray-green skin and a massive, distended jaw filled with sharp teeth.
"Ka-Tainted" is an acquired template that can be added to any giant, humanoid, or monstrous humanoid. A Ka-tainted creature
uses all the base creature s statistics and abilities except as noted here. Some features depend upon what kind of dinosaur was
sacrificed in the Tchaltilka ritual. These are noted in subsections of the sections below. While only dinosaurs found in the
Monster Manual are called out in this template, dinosaurs with similar abilities could grant similar bonuses (DM's discretion), and
dinosaurs with different strengths might grant entirely new abilities to the base creature.
Armor Class: Natural armor improves by +2 unless the dinosaur sacrificed was a triceratops.
Attack: Change by dinosaur, otherwise same as the base creature. If the base creature can use weapons, the Ka-tainted retains this
ability. A Ka-tainted fighting without weapons uses its natural attack when making an attack action. When it has weapons, it
usually uses the weapons instead.
Deinonychus or Megaraptor: The Ka-tainted gains two claw attacks, as razor-sharp, hooked claws grow from its feet.
Triceratops: If the dinosaur sacrificed was a triceratops, the Ka-tainted grows two sharp horns and gains a gore attack.
Tyrannosaurus: The Ka-tainted has bite attack, as its jaw enlarges and extends, and its teeth grow pointed and sharp. The Ka-
tainted tyrannosaurus also receives the Improved Natural Attack (bite) as a bonus feat, which increases the damage of its bite
beyond what it would normally deal for a creature of the base creature's size.
Full Attack: If the type of dinosaur sacrificed in the Tchaltilka ritual grants the Ka-tainted a natural attack and the creature is
armed with a weapons, it usually uses the weapon as its primary attack and a claw or other natural attacks as additional secondary
attacks.
Damage: Ka-tainted might have bite, claw, or gore attacks (see Attack and Full Attack above) that deal damage as described in
the Ka-Tainted Natural Attack Damage table. If the base creature has one of these attack forms, use the values below or the base
creature's damage value, whichever is greater.
Special Attacks: A Ka-tainted creature retains all the special attacks of the base creature and gains the following special attack.
Blood of Ka (Su): The blood of a Ka-tainted creature is corrupted in the Tchaltilka ritual, becoming viscous and poisonous. A
Ka-tainted creature's blood acts as a contact poison (DC 10 + 1/2 Ka-tainted's racial Hit Dice + Ka-tainted's Constitution
modifier) that deals initial and secondary damage of 1d6 Intelligence and 1d4 Constitution. Ka-tainted creatures often coat their
weapons in their own blood. Additionally, those who deal damage to a Ka-tainted creature with non-reach handheld weapons or
natural weapons that deal slashing or piercing damage are exposed to the Ka-tainted's poisonous blood. A Ka-tainted creature's
poisonous blood loses potency and becomes harmless 24 hours after it leaves the creature's body. A Ka-tainted is immune to the
effects of its own blood, but not from the blood of other Ka-tainted creatures.
Special Qualities: A Ka-tainted creature retains all the special qualities of the base creature and also gains the following qualities.
Low-light Vision (Ex): If the base creature already possessed low-light vision, then no additional benefit is gained.
Scent (Ex): A Ka-tainted creature gains the scent ability.
Triceratops: Stability (Ex): The Ka-tainted gains the stability quality, identical to the dwarven racial trait.
Abilities: Increase from the base creature as follows: Str +4, Con +2, Int -2.
Deinonychus or Megaraptor: The Ka-tainted creature gains a +2 racial bonus to Hide, Jump, Listen, Spot, and Survival checks.
Elasmosaurus: The Ka-tainted creature gains a +2 racial bonus to Hide checks in water.
Feats: The Ka-tainted creature gains the Toughness feat as a bonus feat.
Tyrannosaurus: The Ka-tainted creature gains the Improved Natural Attack (bite) feat as a bonus feat.
Fine 1 - -
Diminutive 1d2 1 1
*This does not include the damage increase from the Improved Natural Attack (bite) feat which tyrannosaurus Ka-tainted creatures
receive as a bonus feat.
Living Spell
For reasons unknown, in the magical mayhem of the last War spell effect occasionally took on sentience and refused to dissipate.
These living spells srill haunt places blasted by magic, apparently subsisting on ambient magical energy. They seem to kill only
for pleasure, not out of any need to feed.
A living spell appears similar to a normal spell effect, except that-even in the case of an instantaneous spell, such as fireball - the
magical energy lingers, writhing and moving with definite purpose.
"Living spell" is an unusual template, in that it is applied to an arcane or divine spell effect (or in some cases, a group of spell
effects) and not a creature. The characteristics of a living spell are determined by the nature of the spell(s), including the caster
level of the spells. The template can be applied to any spell that creates an area or effect (not targeted spells), but nor a spell
whose effect is already a creature (such as a summon monster spell).
A living spell composed of more than one spell uses the caster level of its highest-level spell for all its spell effects.
Size and Type: A living spell's size depends on its caster level: lst-6th is Medium, 7th-l2th is Large, 13th or higher is Huge. Its
type is ooze.
Hit Dice: A living spell has Hit Dice equal to its caster level. Its Hit Dice are d10s.
Speed: A living spell's speed depends on the spell's range: A spell with a range of close has a speed of 20 feet, a spell with a
range of medium has a speed of 40 feet, and a spell with a range of long has a speed of 60 feet. A spell with any other range has a
speed of 20 feet. If two spells with different ranges combine to make a living spell, the living spell's speed is base on the range of
the slower of the two parent spells.
Armor Class: A living spell has a deflection bonus to its AC equal to its spell level.
Attack: A living spell gains a slam attack it can use once per round. The slam attack deals damage based on the living spell's size
(see the table below), plus its Strength bonus x 1-1/2. A successful slam attack also affects the target as though it were within the
spell effect or area (see Special Attacks, below).
Fine 1
Diminutive 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A living spell has two special attacks.
Spell Effect (Su): A creature hit by a living spell's slam attack is subjected to the normal effect of the spell or spells making up
the creature, as if it were within the area or effect of the spell itself. Saves apply as normal for the spell; the DC is 10 + spell level
+ Cha modifier.
Engulf (Ex): A living spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack
during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover.
Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw.
Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + spell level + Cha modifier) or be
engulfed; on a success, they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are
subject to the full normal effect of the spell(s) each round on the living spell's turn, and are considered to be grappled.
Special Qualities: A living spell has ooze traits, damage reduction 10/magic, and spell resistance equal to 10 + its caster level.
Saves: A living spell has normal saves for a creature of the ooze type (no good saves). It gains a resistance bonus on all saves
equal to the spell level of the highest-level spell upon which it is based.
Abilities: A living spell has Strength, Constitution, and Charisma scores equal to 10 + irs spell level. Its Dexterity and Wisdom
scores are 7 + its spell level. It is mindless, and has no Intelligence score.
Skills and Feats: Living spells, being mindless, have no skills or feats.
Environment: Any land. Living spells are found in the Mournlands and other areas blasted by magic.
Organization: Solitary.
Challenge Rating: A living spell's Challenge Rating is equal to the spell level of the highest-level spell upon which it is based,
plus one-half irs caster level, rounded down (minimum CR 1). If the living spell is based on multiple spells, increase the CR by
one-half the sum of the additional spell levels (minimum increase +1).
Treasure: None.
Alignment: Always neutral. If the original spell had an alignment, the living spell adds that alignment to its neutral alignment.
For example, an evil spell would spawn a neutral evil living spell, a chaotic spell a chaotic neutral living spell, and so forth.
Advancement: -
Level Adjustment: -
Lycanthrope
Lycanthropes are humanoids or giants who can transform themselves into animals. In its natural form, a lycanthrope looks like
any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or
acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal
animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.
Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently
contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other
lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
Creating a Lycanthrope
“Lycanthrope” is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The
lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a lycanthrope
is very much like multiclassing as an animal and gaining the appropriate Hit Dice.
Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The lycanthrope takes
on the characteristics of some type of carnivorous or omnivorous creature of the animal type (referred to hereafter as the base
animal).
This animal can be any predator, scavenger, or omnivore whose size is within one size category of the base creature’s size
(Small, Medium, or Large for a Medium base creature). Lycanthropes can also adopt a hybrid shape that combines features of the
base creature and the base animal. A lycanthrope’s hybrid form is the same size as the base animal or the base creature,
whichever is larger.
A lycanthrope uses either the base creature’s or the base animal’s statistics and special abilities in addition to those described
here.
Hit Dice and Hit Points: Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution
modifiers according to the score the lycanthrope has in each form.
Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base
creature’s speed.
Armor Class: The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the lycanthrope’s natural
armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better.
Base Attack/Grapple: Add the base attack bonus for the base animal to the base attack bonus for the base creature. The
lycanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope’s form.
Attacks: Same as the base creature or base animal, depending on which form the lycanthrope is using. A lycanthrope in hybrid
form gains two claw attacks and a bite attack as natural weapons.
These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with
its natural weapons. The bite attack of a hybrid is a secondary attack.
Special Attacks: A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is
using, and also gains the special attacks described below.
A lycanthrope’s hybrid form does not gain any special attacks of the base animal. A lycanthrope spellcaster cannot cast spells
with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must
succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope
the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
Special Qualities: A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those
described below.
Alternate Form (Su): A lycanthrope can assume the form of a specific animal (as indicated in its entry). It does not assume the
ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. A lycanthrope
also can assume a bipedal hybrid form with prehensile hands and animalistic features.
A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form,
however.
Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes
have full control over this power.
Damage Reduction (Ex): An afflicted lycanthrope in animal or hybrid form has damage reduction 5/silver. A natural lycanthrope
in animal or hybrid form has damage reduction 10/silver.
Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their
animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication
of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Base Save Bonuses: Add the base save bonuses of the base animal to the base save bonuses of the base creature.
Abilities: All lycanthropes gain +2 to Wisdom. In addition, when in animal form, a lycanthrope’s physical ability scores improve
according to its kind, as set out in the table below. These adjustments are equal to the animal’s normal ability scores –10 or –11.
A lycanthrope in hybrid form modifies its physical ability scores by the same amount.
In addition, a lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.
Skills: A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had
multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any
animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. In any form, a
lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only
apply in the associated form.
Feats: Add the base animal’s feats to the base creature’s. If this results in a lycanthrope having the same feat twice, the
lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works
as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would
normally be entitled to; if this occurs, any “extra” feats are denoted as bonus feats.
It’s possible that a lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the
lycanthrope still has the feats, but cannot use them when in humanoid form. A lycanthrope receives Iron Will as a bonus feat.
Alignment: Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures
such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are
perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned.
Level Adjustment: Same as the base creature +2 (afflicted) or +3 (natural). In addition, a lycanthrope’s character level is
increased by the number of racial Hit Dice the base animal has.
Name Animal Form Animal or Hybrid Form Ability Modifiers Preferred Alignment
Werebear Brown bear Str +16, Dex +2, Con +8 Lawful good
Lycanthropes as Characters
Becoming a lycanthrope does not change a character’s favored class but usually changes alignment (see above). This alignment
change may cause characters of certain classes to lose some of their class features.
+2 Wisdom. Physical abilities are increased by the animal form’s ability modifiers when a lycanthrope changes to its
hybrid or animal forms.
Size same as the base creature or the base animal form.
Low-light vision in any form.
Scent in any form.
Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These
additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly.
Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type.
It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the
animal’s description are treated as class skills for the lycanthrope’s animal levels. The lycanthrope’s maximum skill
ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill
adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill
modifiers in any form.
Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the
character has. All lycanthropes gain Iron Will as a bonus feat.
+2 natural armor bonus in any form.
Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in animal or hybrid form
only).
Afflicted lycanthrope: damage reduction 5/silver (in animal or hybrid form only).
Natural lycanthrope: damage reduction 10/silver (in animal or hybrid form only).
Automatic Languages: As base creature.
Favored Class: Same as the base creature.
If you have contracted lycanthropy and are aware of your condition, you can learn Control Shape as a class skill. (If you are an
afflicted lycanthrope not yet aware of your condition, you can attempt Control Shape checks untrained.) This skill determines
whether you can control your shape. If you are a natural lycanthrope, you do not need this skill, since you have full control over
your shape.
Check
Involuntary Change
You must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. If you are injured,
you must also check for an involuntary change after accumulating enough damage to reduce your hit points by one-quarter and
again after each additional one-quarter lost.
On a failed check, you must remain in animal form until the next dawn, when you automatically return to your base form. If you
are aware of your condition, you may make one attempt to return to humanoid form (see below), but if you fail, you remain in
animal form until the next dawn.
Voluntary Change
In addition, if you are aware of your condition, you may attempt to use this skill voluntarily in order to change to animal form,
assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether you have been injured.
1. For game purposes, the full moon lasts three days every month.
Action
Try Again
You can check to resist an involuntary change once each time a triggering event occurs.
You can retry voluntary changes to animal form or hybrid form as often as you like. However, on a failed check to return to
humanoid form, you must remain in animal or hybrid form until the next dawn, when you automatically return to humanoid form.
Special
If you are an afflicted lycanthrope, you cannot attempt a voluntary change until you become aware of your condition (see
Lycanthropy as an Affliction).
Maurid
Maurids are magical manifestations of creatures and beings drawn from the collective memory of the ancient Maure spellcasters,
enhanced and given life by the awesome power of the Id Core. This magic functions similarly to how the spells shadow
conjuration and shades work, except that the creatures created are 100% real and cannot be disbelieved. Maurid creatures behave
as the regular creatures they are based upon, but since they are little more than memories made flesh, they are not true individuals
and thus have no capacity to improve themselves. Although the maurid template can be applied to an advanced creature or a
creature with class levels, a maurid monster cannot advance beyond its original Hit Dice or character levels. Likewise, maurids
are infused with the insanity and chaos that gripped the Maure family in its final days, and as a result are equally chaotic in their
actions and attitudes. A maurid creature looks physically similar to the creature it is based upon, save that its colors are muted
and dull and its outline often wavers and shimmers, almost as if the creature isn't really there.
Creating a Maurid
A maurid uses all the base creature's statistics and abilities except as noted here.
Size and Type: The maurid's size and type do not change, but it gains the maurid subtype.
Hit Dice: Although the maurid's Hit Dice do not change, it automatically gains maximum hit points.
Special Qualities: The maurid retains all the special qualities of the base creature, and in addition it gains the following traits:
Maurid Traits: A maurid has the following traits. Immunity to mind-affecting attacks. Not at risk of death from massive damage,
but when reduced to a hit points or less, it is immediately destroyed in a flash of white energy. A maurid creature reforms with
full hit points at a random point somewhere within 500 feet of the Id Core 24 hours later, as long as the Id Core still exists.
Dependent on the Id Core for life. If the Id Core is destroyed, all maurids immediately take 1d6 points of Constitution drain and
continue to suffer 1d6 points of Constitution drain each day until they reach 0, at which point they vanish forever in a flash of
white energy. If the maurid does not have a Constitution score, it is destroyed the instant the Id Core is destroyed. Maurids do
not breathe, eat, or sleep.
Treasure: As base creature. If a maurid creature has class levels, it also gains gear appropriate for its class level. These objects are
no more real than the maurid, and if stolen or taken from the maurid fade away in one round. This gear also vanishes if the
maurid is destroyed, but reforms with the maurid 24 hours later.
When using maurid creatures in your campaign, you should remember to increase the treasure gained from other sources to
accommodate this factor.
Advancement: None
Mineral Warrior
A mineral warrior is a creature that has undergone a transformation into a creature of living stone. Many creatures embrace this
change willingly, but evil Underdark races sometimes force it on others.
"Mineral warrior" (also called "stony") is an acquired template that can be added to any corporeal creature that is not a construct,
undead, or an elemental (referred to hereafter as the base creature).
A mineral warrior uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type remains the same, but it gains the earth subtype. Size is unchanged.
Speed: A mineral warrior gains a burrow speed equal to one-half the base creature's highest speed. The base creature loses its fly
ability, if any.
Special Attacks: A mineral warrior retains all the special attacks of the base creature and also gains the earth strike attack.
Earth Strike (Ex): Once per day, the mineral warrior can make an exceptionally vicious attack against any foe that stands on stone
or earth. The mineral warrior adds its Constitution bonus to its attack roll and deals 1 extra point of damage per racial Hit Die.
Special Qualities: A mineral warrior has all the special qualities of the base creature, plus the following.
Darkvision (Ex): A mineral warrior has darkvision out to 60 feet or the base creature's darkvision, whichever is better.
Damage Reduction (Ex): A mineral warrior gains damage reduction 8/adamantine. If it already has damage reduction, it retains
both versions and uses the best one that applies.
Abilities: Change from the base creature as follows: +2 Strength, +4 Con, -2 Int (minimum 1), -2 Wis, -2 Cha.
Size and Type: The creature’s type changes to fey. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Convert all current and future racial Hit Dice to d6s. Do not change class Hit Dice.
Special Attacks: A mirage mullah has all the special attacks of the base creature, plus the following special attacks.
Spell-Like Abilities: At will—ghost sound, mage armor, prestidigitation, shield; 3/day—lullaby, minor image, ventriloquism;
1/day—charm person, lesser confusion.
A mirage mullah with a Charisma of 19 or greater gains the following spell-like abilities as well: At will— mage hand, message,
tongues; 3/day—blindness/deafness, major image, suggestion; 1/day—confusion, hallucinatory terrain; 1/week—bestow curse.
Caster level equals the creature’s HD.
Special Qualities: A mirage mullah retains all the special qualities of the base creature and gains the following special qualities.
Low-Light Vision (Ex): A mirage mullah can see twice as far as a human in conditions of low light (but not total darkness).
Oasis Dependent (Su): Each mirage mullah is mystically bound to the fey oasis where it was transformed, and it can never stray
beyond the light of its various torches, candles, and campfires (about 60 feet from the edge of the camp). Any mirage mullah that
does so becomes ill and must succeed on a DC 12 Will save each hour or permanently lose 1 point each from Strength,
Constitution, and Charisma. The DC increases by +1 for each previous failed check. If a mirage mullah survives 24 hours away
from its fey oasis, it becomes mortal again, losing the mirage mullah template, and regains any ability score points it had lost at
the rate of 1 point per ability per hour.
Daylight Weakness (Su): A mirage mullah exposed to natural sunlight (not merely a daylight spell) takes a –2 penalty on attack
rolls, saving throws, and ability checks, and loses 4 points of Charisma.
Abilities: Change from the base creature as follows: Str –2, Con –2, Int +2, Wis –2, Cha +6.
Level Adjustment: Same as the base creature +3 (+4 if Charisma exceeds 18).
Mobs
An angry mob represents the most dangerous form of crowd. An angry mob might or might not be enraged at the PCs, but as a
general rule the mob mentality overrides the desires and goals of an individual in a mob, and PCs who happen to get in the way
could find themselves the focus of the mob's rage. A mob is treated as a single entity similar to a swarm, except that it is made of
larger creatures. A mob can be composed of Small, Medium, or large creatures, but all the individual creatures must be of the
same type. A mob that incorporates a crowd of goblins and a crowd of chokers is best modeled by two separate mobs. You can
use the following template to create specific types of mobs.
Creating a Mob
"Mob" is an acquired template that can be added to any Small, Medium, or large creature. Generally, mobs are transitory; after
forming, a mob lasts for, at most, 1d4+1 hours before breaking up. Most mobs break up naturally far sooner, once the condition
that caused their formation is no longer a factor. A mob uses all the base creatures statistics and special abilities except as noted
here.
Size and Type: A mob is a Gargantuan creature composed of either forty-eight Small or Medium creatures or twelve large
creatures. The mob's type remains unchanged from the base creature.
Hit Dice: A mob has a single pool of Hit Dice and hit points. All mobs have 30 Hit Dice; this number represents the mob's
mentality and physical mass rather than its race or class, since the individual members of a mob don't use their own abilities or
experience to aid the whole. The type of Hit Dice rolled is set by the mob's racial Hit Dice, not any class levels the mob might
have. Thus, a mob of commoners would roll d8s for hit points, not d4s.
Reducing a mob to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to
attack or resist attack. Mobs are never staggered or reduced to a dying state by damage.
Speed: A mob's speed is 10 feet slower than that of the base creature.
Armor Class: As the base creature, modified by -4 for the mob's Gargantuan size.
Base Attack: Since all mobs have 30 Hit Dice, their base attack bonuses are set depending upon their type.
Aberration, animal, construct, elemental, giant, humanoid, ooze, plant, or vermin +22
Grapple: As base attack bonus, modified by +12 for its size, and as appropriate for its Strength modifier.
Attack/Full Attack: Mobs don't make standard attacks. Rather, they are treated similar to swarms in combat. A mob deals 5d6
points of bludgeoning damage to any creature whose space it occupies at the end of its move, with no attack roll needed. Mob
attacks ignore concealment and cover. A mob's attacks are nonmagical, unless the base creature's attacks are considered magical.
Damage reduction applies to mob attacks.
Space/Reach: A mob occupies a square 20 feet on a side, but its reach is 0 feet. in order to attack, it moves into an opponent's
space, which provokes an attack of opportunity. It can occupy the same space as a creature, since it tramples over and moves
around its victim. A mob can move through squares occupied by enemies, and vice versa, without impediment, although a mob
provokes an attack of opportunity if it does so. A mob can move through openings large enough for its component creatures.
Larger mobs are represented by multiples of single mobs. The area occupied by larger mobs is completely shapeable, though the
mob usually remains in contiguous squares.
Attack Options: A mob's mentality is fueled by emotion; as a result, the individual creatures that make up the mob are unable to
use any attack options that require actions, such as breath weapons, spell-like abilities, and the like, if the base creature has attack
options that affect the damage it deals (such as poison, energy drain, ability damage, improved grab, constrict, rend, or swallow
whole), those special attacks function normally on any creature damaged by the mob. Attack options such as gaze weapons that
function constantly continue to function normally. The save DCs for any of these attacks should be recalculated based on the
mob's 30 Hit Dice.
Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally,
attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while
grappling.
Trample (Ex): A mob that simply moves over a creature and doesn't end its movement with that creature in one of its occupied
squares can trample the creature. A trampled creature takes damage equal to 2d6 points + 1-1/2 times the mob's Strength
modifier. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 25 + the mob's Str
modifier) to take half damage.
Special Qualities: A mob retains all the special qualities of the base creature. In addition, it gains the following special quality.
Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak
attacks. A mob cannot be flanked, tripped, grappled, or bull rushed.
Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target
specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise
incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative
levels equal to its Hit Dice breaks up as if reduced to O hit points. Negative levels gained in this manner are not the result of
negative energy (and thus cannot be blocked by death ward or removed by restoration ), but never result in permanent level loss.
A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation
spells.
Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught
up in the mob. if a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume
that 30%, of its number are slain and 30% are reduced toO hit points. To determine a specific individual's fate, simply roll d%: a
result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim
escapes relatively unscathed.
Saves: A mob's saving throws are calculated as for a 30 HD creature of its type. A mob's base good save is +17, and its base bad
save is +9.
Abilities: A mob's abilities are the same as the base creature, except that its Intelligence, Wisdom, and Charisma scores drop to
10. if the base creature's Intelligence, Wisdom, or Charisma scores are already lower than 10, they do not change.
Skills: Same as the base creature; do not recalculate based on the mob's 30 Hit Dice. The mob's new Intelligence, Wisdom, or
Charisma scores might grant some skills different modifiers.
Feats: Same as the base creature; all mobs gain Improved Bull Rush and Improved Overrun as bonus feats.
Advancement: -
Level Adjustment: -
Monstrous Beast
Strange creatures wander the world, the byproducts of weird experimentation, natural calamity, or twisted couplings. A
monstrous beast is an otherwise normal creature that has gained a monstrous ability.
Lernaean Creatures
These multiheaded creatures have bodies that are immune to attack (but see below). The only way to slay a Lernaean creature is
to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernaean
creature may never have more than twice its original number of heads; any heads it gains beyond that number wither and die
within a day. To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the
stump (AC 19) before the new heads appear. Spells such as disintegrate, finger of death, and slay living kill a Lernaean creature
if they succeed. If the spell deals damage on a successful save, that damage is directed against one of the creature’s heads. A
Lernaean creature has an additional +2 level adjustment.
Pyro Creatures
These reddish creatures can breathe jets of fire 10 feet high,
10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds, and each jet deals 3d6 points of fire damage per head. A
successful Reflex save (DC 10 + 1/2 creature’s number of heads + creature’s Con modifier) halves the damage. The creature also
gains the fire subtype.
Fire Subtype (Ex): A multiheaded pyro creature is immune to fire damage and takes a –10 penalty on saves against cold attacks.
If a cold attack does not allow a saving throw, the creature takes double damage instead.
A pyro creature has an additional +1 level adjustment.
Cryo Creatures
These purplish creatures can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4
rounds, and each jet deals 3d6 points of cold damage per head. A successful Reflex save (DC 10 + ½ creature’s number of heads
+ creature’s Con modifier) halves the damage. The creature also gains the cold subtype.
Cold Subtype (Ex): A multiheaded cryo creature is immune to cold damage and takes a –10 penalty on saves against fire attacks.
If a fire attack does not allow a saving throw, the creature takes double damage instead. A cryo creature has an additional +1
level adjustment.
Multiheaded Characters
Multiheaded creatures that take class levels treat fighter as their preferred class. While some take levels of ranger or barbarian,
their strengths lie in combat rather than in skill use.
Reptilian Creature
Reptilians are scaly, tailed folk often found near bodies of water. Folk tales suggest that in ancient times, dragons created them as
servitor races. Some reptilians still serve dragons, some worship them, and many others are independent. Reptilians can be found
in all but the coldest climates. Their societies and cultures range from primitive to equal with humans. A reptilian is of average
height and weight for the base creature from which it is derived. It has green, gray, or brown scales. Its tail is used for balance
and is roughly half as long as the reptilian is tall. Although they are omnivores, reptilians prefer meat. Primitive reptilians prefer
the flesh of intelligent creatures, while more advanced cultures prefer the flesh of herd animals and wild game. A reptilian speaks
the same languages as the base creature, plus Draconic.
Reptilian Characters
A reptilian character’s preferred class is fighter. Strong, tough, and perceptive, these creatures excel as soldiers. Those with
lawful alignments often take levels of paladin, benefiting from the same racial advantages.
Phantom
Phantoms are creatures that can become incorporeal.
Creating a Phantom
“Phantom” is an acquired template that can be applied to any corporeal creature (referred to hereafter as the base creature). A
phantom uses all the base creature’s statistics and abilities except as noted here. The base creature gains abilities from this
template based on its Challenge Rating. If the creature’s CR increases for any reason, it gains abilities according to its new CR.
Challenge Rating: If the base creature is CR 4 or lower, its new CR is the same as the base creature +1. If the base creature is CR
5 or higher, the new CR is the same as the base creature +2.
Type: Animals or vermin become magical beasts with the appropriate augmented subtype.
AC: All phantoms gain a deflection bonus to Armor Class equal to their Charisma bonus or +1, whichever is higher. A base
creature of CR 5 or higher gains the following special quality.
Phantom Defense (Su): A phantom’s armor bonus, deflection bonus, natural armor bonus, and shield bonus count toward its
Armor Class, whether it or its attackers are incorporeal or corporeal.
Weakness: A phantom retains all the weaknesses of the base creature, and it gains the following weakness. Vulnerability to
Ghost Touch (Ex): If damaged by a ghost touch attack, a phantom takes half again (+50%) as much damage from that attack,
regardless of whether a saving throw is allowed or whether that save succeeds.
Incorporeal Movement (Su): When willingly moving, a phantom becomes incorporeal. A phantom can suppress or resume this
ability as a move action.
Attack Options: A phantom of CR 5 or higher cannot use attack options that require prolonged contact with a target, such as
adhesive and similar attacks. A base creature of CR 5 or higher gains the following attack option.
Phantom Strike (Ex): For the purpose of resolving spells, melee attacks, ranged attacks, and other attacks that require only
momentary contact to deal damage or have their effects, a phantom is considered to be both incorporeal and corporeal when it is
incorporeal. Thus, the phantom receives its normal Strength bonus on attack rolls and damage rolls, and it can use material
components to cast its spells.
Special Actions: A phantom of CR 5 or higher cannot use special actions that require prolonged contact with a target, such as
swallow whole and similar actions. A base creature of CR 5 or higher gains the following special action.
Incorporeal Jaunt (Su): A phantom can become incorporeal as a swift action. It can become corporeal again as a swift action or a
standard action.
Level Adjustment: —.
Phrenic Creature
Seemingly no different from standard examples of their kind, phrenic creatures harbor mental might.
Monsters that naturally possess psionic ability are not found as phrenic creatures. Phrenic creatures are freaks among their kind,
otherwise normal creatures whose minds are more powerful than those of their fellows. Similarly, creatures that advance by
character class are usually not phrenic creatures—they simply take levels in a psionic class to hone their mental powers.
“Phrenic” is an inherited template that can be added to any nonmindless creature that does not already have the psionic subtype
(referred to hereafter as the “base creature”). A phrenic creature uses all the base creature’s statistics and special abilities except
as noted here.
Size and Type: The creature’s type does not change, unless it is an animal (in which case it becomes a magical beast [augmented
animal]). It gains the psionic subtype.
Psi-Like Abilities (Sp): A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The
abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Manifester level is equal to the creature’s HD.
The save DCs for a phrenic creature’s psi-like abilities are Charisma-based.
HD Abilities
17–18 1/day—fission
19–20 1/day—ultrablast
Special Qualities: A phrenic creature has all the special qualities of the base creature, plus the following special qualities.
Power Resistance (Ex): A phrenic creature has power resistance equal to its Hit Dice +10.
Abilities: Increase from the base creature as follows: Int +2 (if Int is 3 or greater), Wis +2, Cha +4.
Feats: A phrenic creature can take psionic feats, if it meets the prerequisites for such feats.
Challenge Rating: Up to 5 HD, same as base creature +1; 6–10 HD, same as base creature +2; 11+ HD, same as base creature +3.
Past the timeless eons that lie between the stars pseudonatural creatures dwell beyond the planes as we know them, nestled in far
realms of insanity. When summoned to the Material Plane, they often take on the form and abilities of familiar creatures, though
they are more gruesome in appearance than their earthly counterparts. Alternatively, they might appear in a manner more
consistent with their origins, manifesting as masses of writhing tentacles or other even more terrible-looking forms.
"Pseudonatural" is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature).
A pseudonatural creature uses all the base creatures statistics and abilities except as noted here. Even though the creature's type
changes, do not recalculate Hit Dice, base attack bonus, or skill points.
Size and Type: The creature's type changes to outsider. Size is unchanged.
Special Attacks: A pseudonacural creature retains all the special attacks of the base creature and also gains the following attack.
True Strike (Su): Once per day, a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition, the
creature suffers no miss chance against a target that has concealment or total concealment when making this attack.
Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following
special qualities.
Resistance (Ex): A pseudonatural creature has resistance to acid and electricity based on the base creature's Hit Dice (see the
table below).
Damage Reduction (Ex): A pseudonatural creature gains damage reduction based on the base creature's Hit Dice (see the table
below).
Spell Resistance (Ex): A pseudonatural creature gains spell resistance equal to 10 + the base creature's HD (maximum 25).
1-3 5 -
4-7 5 5/magic
8-11 10 5/magic
12 or more 15 10/magic
Alternate Form (Su): As a standard action, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another
appropriately gruesome form, as determined by the DM). Despite the alien appearance, its abilities remain unchanged. Other
creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.
Challenge Rating: Up to 3 HD, as base creature; 4 HD to 11 HD, as base creature +1; 12 or more HD, as base creature +2.
Radiant Creature
Radiant creatures are natives of the Plane of Radiance and are at least partially made up of the raw materials and energies of thet
plane. Most radiant creatures are bright, luminous versions of beings found on the Material Plane. A radiant creature is the same
size and shape as its Material Plane counterpart, but it appears as a semi-translucent mass of shimmering, shifting colors and
sparkling lights.
"Radiant" is an inherited template that can be added to any aberration, animal, dragon, fey, giant, humanoid, magical beast, or
monstrous humanoid (referred to hereafter as the "base creature". It uses all the base creature's statistics and abilities except as
noted here.
Size and Type: The creature's type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is
unchanged. Radiant creatures are native outsiders.
Special Attacks: A radiant creature retains all the special attacks of the base creature and also gains the following special abilities.
Rainbow Attack (Su): Radiant creatures constantly shed a glaring aura that most creatures find difficult to look at. Those within
30 feet of a radiant creature must make a Will save (DC 10+1/2 creature's racial Hit Dice + creature's Charisma modifier) or be
dazzled for 1d6 rounds, suffering a -1 penalty on attack rolls, Search checks, and Spot checks. Radiant creatures are immune to
the rainbow aura of other radiant creatures.
Although not a gaze attack in the usual sense this ability uses the same rules for making attacks and avoiding its effects. Thus, a
creature can attempt to look away or close its eyes to avoid the effects of this ability.
Spell like Abilities: A radiant creature with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on
its Hit Dice as indicated on the following table. The abilities are cumulative: a radiant creature with 4 HD can use color spray as
well as blur. Unless other wise noted, an ability is useable once per day. Caster level equals the creature's HD and the save DC is
Charisma-based.
HD Abilities
15-16 Repulsion
Special Qualities: A radiant creature retains all the special qualities of the base creature, plus the following special qualities.
Damage reduction 5/magic (if 11 HD or less) or 10/magic (if 12 HD or more).
Immunity to blindness.
No radiant creature can be dazed, dazzled or stunned.
Fast healing 2 so long as a source of light (other than the radiant creature) shines on the radiant creature.
Skills: Radiant creatures suffer a -8 penalty on Hide chacks, die to their rainbow aura, and they have a +4 racial bonus od Spot
checks.
Creating a Saint
“Saint” is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental
(referred to hereafter as the “base creature”).
Size and Type: The creature’s type changes to “outsider.” The saint has the native subtype. Size is unchanged.
Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.
Special Attacks: A saint retains all the character’s special attacks and gains those listed below.
Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural,
and extraordinary abilities, increase by +2.
Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A
saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8
points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if
hit by the saint’s attack.
Spell-Like Abilities: At will—guidance, resistance, virtue, and bless. A saint’s caster level is equal to its Hit Die total. The save
DCs are Charisma-based.
Special Qualities: A saint retains all the character’s special qualities and gains those listed below, as well as the outsider type.
Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level).
HD Damage Reduction
1–3 —
4–7 5/magic
8–11 5/evil
12+ 10/evil
If the base creature already has damage reduction, use the better value.
Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, to a maximum of 10
points healed). If the base creature already has fast healing, use the better value.
Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks.
Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.
Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a
double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the
saint’s Hit Dice.
Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.
Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric.
This ability is always active.
Attacks: The sanctified creature retains all of its natural weapons and attack bonuses. A sanctified creature’s natural weapons,
and any weapons it wields, are considered good weapons for purpose of overcoming damage reduction.
Special Attacks: The sanctified creature loses all of its preexisting supernatural and spell-like abilities, but retains its
extraordinary abilities. It also gains the light ray special ability (described below).
Light Ray (Su): Once per round, as a standard action, the sanctified creature can fire a ray of light from its eyes or hand. The ray
is treated as a ranged touch attack and has a maximum range of 60 feet. Against evil creatures, the ray deals 1d6 points of damage
per 2 HD of the sanctified creature (maximum 10d6). The light has no harmful effect on nonevil creatures.
Special Qualities: The sanctified creature loses all of its preexisting supernatural and spell-like abilities, but retains its
extraordinary abilities. If the base creature has damage reduction that can be bypassed with good weapons, the sanctified
creature’s damage reduction changes so that evil weapons bypass it instead. A sanctified creature also gains the following special
qualities:
Aura of Menace (Su): A righteous aura surrounds the sanctified creature. Any hostile creature within a 20-foot radius of the
sanctified creature must make a Will save (DC 10 + 1/2 the sanctified creature’s Hit Dice + the sanctified creature’s Cha
modifier) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for one day or until they successfully hit
the sanctified creature that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that
sanctified creature’s aura for one day.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the sanctified creature, as the magic circle
against evil spell (caster level equals the sanctified creature’s Hit Dice, maximum 14th).
Tongues (Su): A sanctified creature can speak with any creature that has a language, as though using a tongues spell (caster level
equals the sanctified creature’s Hit Dice, maximum 14th). This ability is always active.
Feats: The sanctified creature loses any vile feats the base creature possessed (see the Book of Vile Darkness). It does not get to
replace these feats with new ones. However, if it has the good subtype, it gains access to exalted feats.
Environment: Same as base creature, although the plane of residence usually changes to a good-aligned outer plane.
Alignment: Always good. The sanctified creature’s chaos/ law axis does not change.
The seelie court fey view themselves as the most lovely of the beautiful, the most charming of the desirable, and the most
exquisite of all living creatures. Purity and beauty form the basis of their social status. Ordinary fey fall short of the seelie court
fey's status but, while not regarded as equals, are at least tolerated. Unseelie fey are considered repulsive and usually driven out
of seelie court fey demesnes. Seelie court fey dismiss all other beings as beneath their regard. Occasionally, however, a seelie
court fey develops a fondness for a particularly beautiful or talented nonfey, such as a bard with a very high Perform skill or a
weaver with a very high Craft skill. The fey cosset these talented mortals like favored pets. While circumstances might
occasionally force a seelie court fey to associate with nonfey as equals, they rarely do so willingly or with pleasure. Fey high-
society and the fey realms, be they the Plane of Faerie or fey high-society enclaves on the Material Plane, contain the only
creatures whose opinions matter. Politicking thrives in this elitist environment. Seelie fey, having perfected contempt and disdain
for other creatures, also form cliques and factionalize among themselves.
"Seelie court fey" is a template that can be added to any fey creature (referred to hereafter as the "base creature") if it has
exclusively fey ancestry. Creatures who have become fey through any means other than having been born fey from purely fey
parents are not welcome in the seelie court. A seelie court fey uses all the base creature's statistics and special abilities except as
noted here.
Special Attacks: A seelie court fey retains all the special attacks of the base creature and also gains vernal touch.
Spell-Like Abilities: Seelie court fey with an Intelligence or Wisdom score of 8 or higher possess the following spell-like
abilities, using their HD as the caster level, as specified in the table below. Each ability is useable once per day.
Vernal Touch (Su):To receive a vernal touch is like being kissed by springtime itself: full of life and promise. At will, as a
standard action, the seelie fey can touch a creature with a vernal touch. This touch removes dazed, nauseated, fatigued, and
exhausted conditions from living creatures. For undead creatures, a seelie court fey's touch attack acts like a cleric's ability to turn
undead as a cleric of two levels lower would. Unlike a cleric's turn ability, each use ofvernal touch affects only the touched
undead.
Special Qualities: A seelie court fey retains all the special qualities of the base creature and gains the following abilities.
Aura of Glory (Su): A seelie court fey radiates calm. She is immune to fear (magical or otherwise). Allies within 10 feet of her
gain a morale bonus on saving throws against fear effects equal to the seelie court fey's Charisma bonus.
Damage Reduction: Wood and silver weapons have little effect against seelie court creatures, but cold iron weapons harm them
as normal.
Iron Vulnerability (Ex): The mere touch of iron (including steel) deals 1 point of damage to the seelie court fey. A hit with an
iron or steel weapon deals an additional +1d6 points of damage. The fey's DR protects it from this damage. Roll the damage as
normal and apply DR, unless the weapon can defeat the fey's DR.
Sanctuary (Sp): Once per day, a seelie court fey can cast sanctuary on herself. Unlike a normal casting of the spell, this ability
affects only the seelie court fey. Caster level equal to HD; DC 11 + Charisma bonus.
Spell Resistance: SR equal to 10 + base creature's HD. If the creature has better spell resistance already, use that value instead.
Skills: A seelie court fey receives a +4 racial bonus on Bluff, Craft, or Perform (one only, chosen at the time the template is
applied), and Diplomacy checks. Self-absorbed, they also receive a -4 penalty on Listen and Spot checks.
4-5 5/cold iron As above, plus create food and water, enthrall
8-9 5/cold iron As above, plus charm monster, Leomund's secure shelter
12+ 10/cold iron As above, plus mass suggestion, Mordenkainen's magnificent mansion
*Items created by seelie court fey using these spell-like abilities will vanish if touched by iron or steel. Fey cannot create iron or
steel items.
Sentry Ooze
Oozes make ideal additions to any dungeon. They consume the waste produced by other monsters and can be nasty little surprises
in their own right. Some dungeon builders have conducted experiments to grant rudimentary intelligence to oozes by way of
powerful magic. The resulting sentry oozes actively patrol their master’s dungeon for intruders while cleaning it of debris.
Shadow creatures dwell on the Plane of Shadow, sometimes crossing into other planes where the barriers between dimensions are
weak. Just as parts of the Plane of Shadow resemble a strange, distorted version of the Material Plane, shadow creatures
superficially resemble creatures from the Material Plane. Shadow creatures are darker, more elusive, and spookier than their
material counterparts.
Shadow creatures are not to be confused with shadows (undead creatures that dwell on the Plane of Shadow). Other creatures
native to the Plane of Shadow exist that have stronger or weaker connections to the energies of that place (such as the shadow
mastiff) and therefore do not follow this template.
"Shadow" is a template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast,
monstrous humanoid, plant, undead, or vermin (referred to hereafter as the base creature).
A shadow creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit
Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged.
Shadow creatures encountered on the Material Plane have the extraplanar subtype and are native to the Plane of Shadow.
Special Qualities: A shadow creature retains all the special qualities of the base creature, and also gains the following:
Low-light vision.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total
concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Shadow creatures also have one additional special ability for every 4 Hit Dice they possess (minimum of one additional ability)
chosen from the following list:
Cause Fear (Sp): 1/day. Caster level 5th. The save DC is Charisma-based.
Fast healing 2.
Plane Shift (Sp): 1/day, to or from the Plane of Shadow only. Caster level 15th.
If the base creature already has one or more of these special qualities, use the better value.
Skills: Same as base creature. Shadow creatures gain a +6 racial bonus on Move Silently checks.
Shadow-walkers are people who have experienced a magical ritual of the god Mask that attunes a person's body to shadow.
Similar to shades, they gain powers in shadow and darkness. Jalaunther Ithbreeiur, high priest of the Maskarran temple in Thesk,
discovered a rite sacred to his deity called the Ritual of Shadow Walking. This ritual exchanges some of the recipient's life force
for shadowstuff. The recipient appears exactly the same as before, although her shadow stands out as crisp and dark even in
overcast situations. The Shadowmasters use this ritual to allow their agents to enter and leave difficult spots with ease, and they
normally work in pairs, with two agents transporting together to the site of the intended crime.
Creating a Shadow-walker
"Shadow-walker" is a template that can be applied to any humanoid (referred to hereafter as the "base character"). It uses all of
the base character's statistics and special abilities except as noted here.
Special Attacks: A shadow-walker retains all the special attacks of the base character. The shadow-walker also gains the ability to
manipulate shadows, granting her access to various spell-like abilities based on her character level, as shown in the table below.
These spell-like abilities are as the spells cast by a sorcerer of the base character's level.
Level Abilities
A shadow-walker cannot use any of her spelllike abilities in an area of bright light (sunlight or the radius of a daylight spell.
Special Qualities: A shadow-walker retains all the base character's special qualities, and also gains those special qualities listed
below.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or daylight spell) blinds a shadow-walker for 1 round. In
addition, she takes a -1 penalty on all attack rolls, saves and checks when operating in bright light.
Darkvision (Ex): The character gains darkvision with a 60-foot range if she does not have darkvision already.
Abilities: Adjust from the base character as follows: Dex +2, Con -2.
Creating a Skitterhaunt
"Skitterhaunt" is a template that can be added to any vermin (referred to hereafter as the "base creature"). Vermin with this
template become oozes. A skitterhaunt uses all the base creature's statistics and special abilities except as noted here.
Hit Dice: Change to d10. A skitterhaunt also gains bonus hit points for its size as if it were an ooze.
Speed: Reduce by 10; if this reduces a speed type to 0 or less, the skitterhaunt cannot use that movement type.
AC: The base creature's natural armor bonus becomes an armor bonus for the skitterhaunt, as if the creature were actually
wearing armor made from its host's exoskeleton. The reduction of the base vermin's Dexterity score reduces the skitterhaunt's AC
by 2 points.
Damage: The skitterhaunt deals an additional 1d6 points of acid damage on a successful hit.
Special Attacks: The skitterhaunt loses any special attacks that require the manufacturing of a substance from the base creature's
body. This includes poison, acid, and webs. Special attacks like improved grab and squeeze are unaffected. In addition, the
skitterhaunt gains the following additional special attacks.
Acid Spray (Ex): Once every minute, the skitterhaunt can spray a line of acid out from any cracks or openings in its chitinous
armor. The skitterhaunt makes a ranged touch attack against a target within 120 feet. If it hits, the target takes as many d6 of acid
damage as the skitterhaunt has HD. For example, a 4-HD giant wasp skitterhaunt would inflict 4d6 points of acid damage with its
acid spray.
Infest Vermin (Ex): If a skitterhaunt damages a living vermin, it can attempt to infest the vermin. This is a free action for the
skitterhaunt, although it can attempt it only once per round. The damaged vermin must make a Fortitude saving throw (DC 10 +
half the skitterhaunt's HD + its Constitution modifier) to avoid becoming infested. An infested vermin takes 1d8 points of
temporary Strength damage per day. Once its Strength score reaches 0, the vermin dies and the skitterhaunt begins to ooze from
its previous shell into the new host's exoskeleton, replacing the creature's internal organs with its own body. This process rebuilds
the host creature's lost Strength slowly, at the rate of 1 point per day. During this time, the skitterhaunt is helpless and immobile.
When the host creature's Strength returns to its previous value, the skitterhaunt has completely taken over the new vermin's body.
It then awakens, fully mobile, and begins to seek out new vermin to infest.
Special Qualities: The skitterhaunt loses all the special qualities granted for being a vermin, but gains all those granted for being
an ooze. In addition, the skitterhaunt gains the following special qualities.
Blindsight (Ex): A skitterhaunt's entire body is a primitive sensory organ. This enables it to discern objects and creatures within
40 feet. The skitterhaunt usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. A
silence spell negates this ability and forces the skitterhaunt to rely on its vision (which is as good as a human's).
Sonic Immunity (Ex): Skitterhaunts are immune to sonic damage and effects.
Ooze Traits: A skitterhaunt is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. It is not
subject to critical hits or flanking.
Saves: Same as the base creature, modified for new ability scores.
Abilities: A skitterhaunt's Dexterity gains a -4 penalty but its Constitution gains a +4 bonus. The skitterhaunt's Wisdom and
Charisma scores both drop to 1. A skitterhaunt is an ooze, and as such it does not have an Intelligence score.
Skills: A skitterhaunt loses all the skills it had as a vermin and gains no new ones.
Feats: A skitterhaunt loses any feats it had as a vermin and gains no new ones.
Organization: Solitary.
Treasure: None.
Size and Type: The creature’s type changes to aberration. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or
skill points if its type changes. The creature gains the augmented subtype if necessary. Size is unchanged.
Armor Class: Natural armor bonus improves by 2 (this stacks with any natural armor bonus the base creature has).
Special Qualities: A spellwarped creature has all the special qualities of the base creature, plus the following special qualities.
Spell Resistance (Ex): A spellwarped creature gains spell resistance equal to 11 + its Hit Dice. If the creature already has spell
resistance, use the greater of the two values.
Spell Absorption (Su): Whenever a spell fails to penetrate a spellwarped creature’s spell resistance, the creature gains one of the
following benefits, chosen at the time that the spell resolves.
Might: The spellwarped creature gains a +4 enhancement bonus to Strength for 1 minute.
Agility: The spellwarped creature gains a +4 enhancement bonus to Dexterity for 1 minute.
Endurance: The spellwarped creature gains a +4 enhancement bonus to Constitution for 1 minute.
Life: The spellwarped creature gains temporary hit points equal to 5 × the level of the failed spell.
Speed: The spellwarped creature’s base speed increases by a number of feet equal to 5 × the level of the failed spell.
Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fi re, or sonic).
Abilities: Increase from the base creature as follows: Str+4, Dex +2, Con +4, Int +4.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 10, as base creature +1; HD 11 or more, as base creature +2.
Alignment: Usually evil (any). Spellwarped creatures are typically selfish and cruel.
Sometimes mistaken for undead, spirit animals do not arise out of hatred, cruelty, or despair. Rather, they are natural
manifestations of the collective will of animals that lived and died in nature as they were intended. Their spirits continue to exist
in nature, suffusing the land and sea and sky with their power, and bracing nature against the incursion of civilization or
unnatural magic. Spirit animals rarely manifest as actual creatures, and when they do it is almost always at the behest of a
powerful spellcaster.
"Spirit animal" is an acquired template that can be added to any animal (referred to hereafter as the "base creature"). A spirit
animal uses all the base creature's statistics and special abilities except as noted here.
Size and Type: Spirit animals become fey (incorporeal, augmented animal). Do not recalculate base attack bonus, saves, or skill
points. Size is unchanged.
Natural armor is the same as the base creature but applies only to ethereal encounters. When a spirit animal manifests (see below)
its natural armor value is +0, but it gains a deflection bonus equal to its Wisdom modifier or +1, whichever is higher.
Attack: A spirit animal retains all the attacks of the base creature, although those relying on physical contact do not affect
creatures that are not ethereal. When it manifests (see below), a spirit animal gains incorporeal touch attacks identical to its own
natural attacks. These are touch attacks, not melee attacks. A spirit animal adds its Dexterity modifier to attack rolls against
nonethereal targets (and no modifier to its damage rolls).
A spirit animal's natural attacks and incorporeal touch attacks are treated as magic weapons for the purpose of overcoming
damage reduction.
Damage: Against ethereal creatures, a spirit animal uses the base creature's damage. Against nonethereal creatures, a manifested
spirit animal's attacks use the base creature's damage, but all damage dealt is nonlethal (and no Strength modifier is applied to the
damage).
Special Attacks: A spirit animal retains all the special attacks of the base creature, although those relying on physical contact do
not affect creatures that are not ethereal.
When it manifests (see below), a spirit animal may be able to use its special attacks against nonethereal opponents. Special
attacks that deal normal damage or allow extra attacks (such as constrict, pounce, rake, or rend) function as normal, but any
required attack rolls are resolved as touch attacks, and damage they cause is nonlethal damage. Special attacks that deal ability
damage or physically manipulate the foe, such as improved grab, poison, or trip, do not function against nonethereal foes. A spirit
animal also gains the manifestation ability.
Incorporeal Traits: A spirit animal is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and
supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made
with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor,
and shields, but deflection bonuses and force effects work normally against it. An incorporeal creature always moves silently and
cannot be heard with listen checks if it doesn't wish to be.
Manifestation (Su): A spirit animal dwells on the Ethereal Plane. As an ethereal creature, it cannot affect or be affected by
anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), is partly enters
the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested spirit animal can strike with its
natural attacks (see above); these attacks deal nonlethal damage to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal. A manifested spirit animal can be attacked by opponents on either the
Material or Ethereal planes. A spirit animal's incorporeality helps protect it from foes on the Material Plane, but not against foes
on the Ethereal Plane.
Special Qualities: A spirit animal retains all the special qualities of the base creature. It gains the fey type and incorporeal
subtype.
Abilities: Same as the base creature, except that the spirit animal's Wisdom and Charisma scores increase by 4. A manifested
spirit animal has a Strength score of for attacks and actions against creatures or objects on the Material Plane.
Skills: Spirit animals receive a +4 racial bonus on Hide, Listen, Search, and Spot checks. This improves any racial bonuses the
base creature possesses. Otherwise, its skills are the same as the base creature.
Environment: As base creature. Although a spirit animal has two home planes, the Material and the Ethereal, it is not considered
extraplanar when on either plane.
Treasure: None.
Level Adjustment: -
Spirit Of The Woods
The spirit of the woods is a force of nature with sentience and great power, but no form. Despite its name, these spirits are not
limited to woodlands. There are spirits of the deep, spirits of the plains, spirits of the mountains, and so on. Often patrons and
friends of rangers and druids, these spirits embody the will of the land and all creatures in it. These mutable creatures typically
drift in the Ethereal Plane, hovering just beside the lands that spawned them. Although this prevents the spirits from manifesting
most of their power, they can still be dangerous foes if provoked, for the creatures of the wilderness love these benevolent
protectors and savagely attack all who anger them. Traveling through an area overseen by a hostile spirit of the woods means
continual harassment from local creatures. This hostility is not limited to normal animals. A forest spirit might turn owlbears and
dryads against enemies in addition to bears and wolves, while rodents might continually infest enemies' food supplies, and snakes
spook their mounts. On rare occasions, a spirit of the woods needs to manifest in the Material Plane. In order to do this, it must
possess an indigenous creature. The fusion of such power greatly enhances the host body. Although the spirit will try to preserve
the life of the creature it inhabits, killing the host only forces the spirit to return to the Ethereal Plane; it is not harmed in any way.
The spirit of the woods is a template that can be applied to any animal (referred to hereafter as the "base creature"). The creature's
type changes to "magical beast." It uses all of the base creature's statistics and special abilities except as noted here.
Special Attacks: The spirit of the woods retains all special attacks of the base creature and gains those listed below.
Possess Animal (Su): When on the Ethereal Plane, the spirit of the woods can attempt to possess an animal it detects on the
Material Plane (or any plane coexistent with the Ethereal Plane). The spirit of the woods may use this ability 3 times per day. The
chosen animal must succeed at a Will save (DC 15) or the spirit of the woods possesses it. If the spirit of the woods succeeds, its
essence leaves the Ethereal Plane and enters the animal. The animal gains the spirit of the woods template and is completely
controlled by the spirit of the woods. The spirit of the woods can leave the animal as a standard action, whereupon it immediately
appears in the same relative place on the Ethereal Plane in an animal form of its choice (often the most powerful animal form in
the area it frequents). If the animal is killed, the spirit of the woods is forced into the Ethereal Plane and takes form in the same
fashion as if it willfully left. Damage dealt and spell, supernatural, or spell-like effects that affect the spirit's possessed animal
form do not affect its ethereal form, although they might affect its ability to return to the Ethereal Plane (such as if it is rendered
unconscious or charmed). A spirit of the woods can be forced to the Ethereal Plane by entering an antimagic field, and it can be
expelled to the Ethereal Plane by a banishment or dismissal spell (in both cases there is no chance it will be sent to another plane
and it appears in the same relative place on the Ethereal Plane).
Special Qualities: The spirit of the woods retains all special qualities of the base creature and gains those listed below.
Animal Language (Ex): A spirit of the woods can speak with animals at will. In addition, it can speak Druidic and Sylvan.
Ethereal Form: On the Ethereal Plane, the spirit of the woods does not need to possess an animal, but it may assume any animal
shape it wishes. Switching forms is a full-round action, and it may switch its ethereal form up to 3 times a day. If it was forced
out of the Material Plane or voluntarily left, taking form on the Ethereal counts as a use of its ability to take a new ethereal form.
When a spirit of the woods switches ethereal forms, damage dealt and spell, supernatural, or spell-like effects that affect the
spirit's previous ethereal form do not affect its new ethereal form. Ethereal forms are created by picking any animal form as a
base creature and applying the changes detailed in this template. If the ethereal form of the spirit of the woods is slain, it is
destroyed.
Spells: A spirit of the woods casts spells as a 7th-level druid for purposes of determining spell potency, availability, and number
of spells per day. This spellcasting ability is available to it in whatever form it takes, and it never requires material components.
When switching from one form to another, whether an ethereal form or a possessed animal form, it does not regain spells it cast;
spells cast in one form are no longer available to the spirit of the woods in another form.
Symbiotic Characters
Because the guest often has a low Intelligence score, symbiotic characters are rare. Those that exist generally have higher
physical scores than mental scores, so their preferred class is fighter.
Tauric
A tauric creature is a hybrid being possessing the head, arms, and upper torso of a humanoid, and the legs and lower body of an
animal, beast, or vermin. Some are created as the result of magical experiments or as divine punishment for failing their deities,
Tauric creatures of the same kind form a unique race with its own culture, language, and religion. Tauric creatures are not to be
confused with two-legged humanoid/creature hybrids like the minotaur or the satyr, which have different traits from their
apparent component creatures.
Tauric creatures speak the languages of both of their component creatures, as well as any language they have developed as a
people.
Hit Dice: Add the base humanoid's and base creature's Hit Dice to get the tauric creature's Hit Dice, each of which changes to a
d8. A humanoid that normally has a class instead of 1 Hit Die counts as a 1-HD Creature.
AC: A tauric creature has the natural armor bonus of the base creature or the base humanoid, whichever is better.
Attacks and Damage: A tauric creature retains the natural weapons and base damage of the base humanoid and the base creature,
provided that the tauric creature's physical form is capable of delivering those attacks. The absence of the base creature's head
always results in the loss of the base creature's bite attack. If the creature loses its primary attack in this fashion, all of its
remaining natural attacks are still secondary. A tauric creature has the base attack bonus of a monstrous humanoid of the tauric
creature's total nonclass Hit Dice.
Special Attacks: A tauric creature retains the special attacks of the base creature, provided that the tauric creature is capable of
delivering the attack. The absence of the base creature's head always results in the loss of the base creature's breath weapon or
gaze attack.
Special Qualities: A tauric creature retains the special qualities of the base humanoid and the base creature.
Saves: For each saving throw, use the base save for either the base creature or the base humanoid, whichever is higher.
Abilities: A tauric creature uses the base humanoid's Intelligence, Wisdom, and Charisma scores, and it uses the base creature's
Strength, Dexterity, and Constitution scores.
Skills: A tauric creature gains skills as a monstrous humanoid of its nonclass Hit Dice. Treat skills from both the base creature's
list and the base humanoid's list as class skills. If the creature has a class, it gains skill points for class levels normally.
Feats: A tauric creature gains feats as a monstrous humanoid of its nonclass Hit Dice. It favors the feats of the base creature and
the base humanoid.
Telthors are spirit animals or people native to Rashemen, particularly those who died defending the land. Incorporeal and ghostly,
they are still formidable opponents. Many places in Rashemen have guardian spirits, and some trees, rocks, and rivers have them
as well. These spirits are the telthors, and they take a form appropriate to what they are guarding. For example, a mountain may
have a telthor dire bear guardian, a forest might have a telthor dire wolf guardian, and a spring might have a telthor hawk
guardian. Large places or very Important sites might have multiple telthors, each responsible for a part of the site but working
together against a foe that threatens them all. Each berserker lodge of the Rashemi barbarians has a spirit totem, and usually the
lodge itself is watched over by a teithor of that kind. Rashemen is rich in untapped spirit magic, and sometimes in places where
people have died defending the land, an echo in the sleeping spiritual energy grants a person a semblance of life as a telthor.
Normally these people are warriors, fighters, or barbarians, but sometimes a spelleaster can become a telthor. These spirits watch
over the battlegrounds where they died, alert for other invaders or those who would despoil their resting places and those of their
slain allies. If a creature who became a telthor is brought back from the dead, the telthor vanishes and the newly raised person has
no memories of that spirit existence.
Creating a Telthor
"Telthor" is a template that can be applied to any animal or humanoid (referred to hereafter as the "base creature"). The creature's
type changes to "fey," and it gains the incorporeal subtype. It uses all of the base creature's statistics and special abilities except
as noted here.
Telthors can speak and understand Rashemi in addition to any languages the base creature knew.
Speed: A telthor gains a fly speed equal to its normal speed (poor maneuverability), unless itS previous fly speed was better, in
which case the base creature's fly speed and maneuverability is retained.
AC: The telthor loses any natural arm6r bonus but gains a deflection bonus equal to the value of its natural armor bonus. If the
creature already has a deflection bonus to AC, use the greater value. This change does not apply to natural armor or deflection
bonuses granted from spells or magic items.
Attacks: The base creature's melee attacks become incorporeal touch attacks. A creature that used weapons retains the ability to
attack with its melee weapons as melee touch attacks but loses all ranged.attacks. As incorporeal creatures, telthors apply their
Dexterity modifier instead of their Strength modifier to melee attacks.
Special Qualities: A telthor retains all the base creature's special qualities, and also gains those special qualities listed below.
Bound to the Land (Su): A telthor is tied to the place it guards and is weakened if it moves more than 1 mile from] that place.
Outside of this area, it takes 1 point of damage every minute. This damage ends immediately if it enters its home area again.
Telthors can sense the boundaries of their territory and normally do not leave them except to warn others of danger. Rashemen
legends tell of telthors that traveled miles to warn the hathrans of an invasion and then died from the pain of separation before
they could be healed.
Native Animal Empathy (Ex): Telthors can communicate and empathize with animals of their kind. This gives them a +4 bonus
on checks to influence the animal's attitude and allows the communication of simple concepts and (if the animal is friendly)
commands, such as "friend," "enemy," "flee," and "attack." A humanoid telthor chooses one kind of animal for its empathic bond
and gains this ability for that kind of animal only.
Telthor Telepathy (Su): Telthors can communicate with one another telepathically, regardless of language, at a range of 100 feet.
Abilities: Same as the base creature, but Intelligence is at least 3. As incorporeal creatures, telthors have no Strength score.
Treasure: None.
A thomil, or rock spirit, is a kind of earth elemental local to the colder parts of Rashemen. Thomils are created or summoned to
guard Rashemen against its enemies.
A thomil is an animate piece of rock with a humanoid form from the waist up but merging into the rock and earth beneath it. It
normally rests under the earth, only becoming active on the surface when it senses a threat.
Thomils are respected and feared by the Rashemi people, for while they repel invaders, they also strike out at greedy or short-
sighted natives who forget to pay homage to the spirits. Normally, before starting a mining operation or other action that involves
disturbing a large amount of rock, the local people call a hathran to appease the thomils in the area.
Creating a Thomil
"Thomil" is a template that can be applied to any elemental creature with the earth subtype (referred to hereafter as the "base
creature"). Most thomils use an earth elemental as the base creature, but in the deep places under Rashemen's mountains where
the magma warms the earth, some thomils may be based on other elemental creatures such as thoqquas. A thomil uses all of the
base creature's statistics and special abilities except as noted here.
Special Attacks: A thomil retains all the special attacks of the base creature, and also gains the following special attack.
Engulf (Ex): As a standard action, a thomil of size Small or larger may attempt to envelop an opponent at least one size category
smaller than itself. It cannot make a slam attack on the round it engulfs prey. The thomil merely has to move over the opponents,
affecting as many as it can cover. Opponents can make opportunity attacks against the thomil, but if they do, they are not entitled
to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 10 + 1/2 thomil's Hit Dice +
thomil's Constitution modifier) or be engulfed; on a success they are pushed back or aside (opponents' choice) as the thomil
moves forward. Engulfed creatures are considered grappled and trapped within the thomil's body and automatically take crushing
damage each round, based on the thomil's size, as set out below. The thomil adds its Strength modifier to the damage dealt.
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
An engulfed creature can attempt to cut its way out of the thomil's body with either claws or a light slashing or piercing weapon.
Dealing at least one-quarter of the elemental's normal hit points (AC equal to its flat-footed AC) in this way creates an opening
large enough to permit escape. Once a single swallowed creature exits, the thomil's body reshapes to close the hole; thus, another
swallowed opponent must cut its own way out. The engulfed creature can instead attempt an Escape Artist check (DC 15 + 1/2
thomil's Hit Dice + thomil's Constitution modifier) or~ Strength check (DC 20 + thomil's Strength modifier). The thomil's body
can hold two creatures one size category smaller than itself or four of two or more size categories smaller.
The thomil can move and attack normally while enveloping a creature.
Special Qualities: A thomil retains all the base creature's special qualities, and also gains those special qualities listed below.
Boulder Defense (Ex): A thomil can change its shape to a smooth, immobile, boulderlike form. In this form, the thomil's damage
reduction increases to 15/- and its spell resistance increases by 5, but it cannot move or make attacks. Assuming this form takes a
standard action, while returning to its semihumanoid form is a free action.
Damage Reduction (Ex): A thomil's rocky body grants it DR 10/+1. If the base creature already has damage reduction, use the
better value.
Native Elemental: Thomils are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not
work on them. Spells that send outsiders or elementals to another plane (rather than to their home plane) work normally. Thomils
can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them
to life.
Spell Resistance (Ex): A thomil has SR equal to 5 + the thomil's Hit Dice.
Saves: Thomils receive a +2 morale bonus on all saving throws against spells from creatures they recognize to be Red Wizards.
Abilities: Adjust from the base creature as follows: Con +4, Int at least 10.
A twisted result of yuan-ti experimentation and cross-breeding, a ti-khana creature is a psionic hybrid of reptilian animal or
magical beast and yuan-ti qualities.
Creating A Ti-khana
"Ti-khana" is a template that can be applied to any lizard, dinosaur, snake, or any animal or magical beast that is reptilian. The
creature's type becomes magical beast. It uses all the base creature's statistics and abilities except as noted here.
Attacks: As a magical beast, a ti-khana creature has a base attack bonus equal to its Hit Dice. If the base creature does not have a
bite attack, the ti-khana creature gains one.
Damage: A ti-khana creature's bite attack deals damage as shown on the table below, or as the base creature, whichever is better.
In addition to the damage, a ti-khana's bite injects venom.
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 2d4
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A ti-khana creature gains all the following special attacks:
Poison (Ex): A ti-khana creature delivers its poison (Fort DC 10 + 1/2 creature's HD - creature's Con modifier negates) with each
susccessful bite attack. Initial and secondary damage are the same (1d6 Con).
Psionics (Sp): A ti-khana creature can produce the following effects at will.
Alternate Form: A ti-khana creature can assume the form of a Tiny to Large viper (see the Monster Manual). The ti-khana
creature uses its own or the viper's poison, whichever it prefers.
Aversion: A ti-khana creauure creates a compulsion effect targeting one creature within 30 feet. The subject must succeed on a
Will save (DC 17) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet from any snake,
yuan-ti, or ti-khana, alive or dead; if already within 20 feet, they move away. A subject can overcome the compulsion by making
another Will save (DC 17), but still suffers from deep anxiety. This anxiety causes a -4 penalty to Dexterity until the effect wears
off or the subject is no longer within 20 feet of a snake, yuan-ti, on ti-khana. This ability is otherwise similar to antipathy as cast
by a 16th-level sorcerer.
When a yuan-ti uses this ability, the aversion applies to ti-khana creatures as well as snakes and yuan-ti.
Special Qualities: A ti-khana has spell resistance equal to 13 + the base creature's Challenge Rating.
Skills: A ti-khana creature has normal skill points for a magical beast of its Hit Dice and Intelligence ([2 + Int modifier] x [HD +
3]).
Titanic creatures are created as the result of powerful transformation magic as well as forces of nature gone awry. Because of a
titanic creature's limited intelligence, it is incapable of perceiving itself as a Gargantuan being and has difficulty interacting with
its much "smaller" surroundings. The transformation usually leaves a titanic creature confused or bewildered.
Except for their size, titanic creatures look identical to the smaller creatures they were. Titanic creatures tower over most living
things, ranging between 32 and 64 feet in height (or length). They weigh anywhere from 32,000 to more than 200,000 pounds.
"Titanic" is a template than can be applied to any Medium-size or smaller animal or vermin (referred to hereafter as the base
creature). It uses all the base creature's statistics and special abilities except as noted here.
Speed: Same as base creature or 20 feet, whichever is greater. A titanic creature with flight has clumsy maneuverability
AC: A titanic creature's AC is equal to 10 + the creature's size modifier (always -4 for a Gargantuan creature) + the creature's
Dexterity modifier + 20 (natural armor).
Attacks: A titanic creature's base attack bonus (with any attack it is capable of making) is 18 (25 Hit Dice X 3/4). If the base
creature has no physical attack that deals damage, assign one natural attack appropriate to the base creature.
Damage: Replace the base creature's damage values with the titanic damage values given below.
Face/Reach: A titanic creature's face/reach is 20 ft. by 20 ft., or 10 ft. by 40 ft., or 20 ft. by 40 ft., depending on its body shape.
Special Attacks: A titanic creature retains the special attacks of the base creature and also gains the abilities and modifications
described below.
Area Attacks (Ex): A titanic creature's area attacks (such as a spider's ability to generate webs) increase in size to gigantic
proportions. Multiply the height, width, and length of the base creature's area attack by the area modifier given on the Titanic
Modifiers table.
Increased Damage (Ex): Damage from a special attack other than poison or trample is tripled, if the attack deals hit point damage.
Poison Increase (Ex): If the base creature has a poison attack, increase the initial and secondary damage to 2d6. The save DC to
avoid a titanic creature's poison is 22 + the creature's Constitution modifier.
Trample (Ex): As a standard action during irs turn each round, a titanic creature can trample Huge or smaller opponents. This
attack deals points of damage equal to 3d8 + 1 1/2 times the creature's Strength bonus. A trampled opponent can attempt either an
attack of opportunity at a -4 penalty or a Reflex save (DC 22 the titanic creature's Str bonus) for half damage.
Saves: A titanic creature has a base save bonus of +14 in each category (ability modifiers apply as normal).
Abilities: Strength, Dexterity, and Constitution change as indicated on the Titanic Modifiers table, but the Dexterity score can
never be lower than 10. Intelligence, Wisdom, and Charisma are the same as the base creature.
Skills: Same as base creature, adjusted for size and ability score changes.
Challenge Rating: 13 if base creature's CR is 1 or lower; same as base creature + 13 if base creature's CR is 2 or more.
Advancement: None
Trap Haunt
A trap haunt is the undead remnant of a particularly headstrong rogue who was slain by a trap. Like most ghosts, a trap haunt is
bound to the site of its death - in this case, the very trap that created it.
The actual trap haunt appears as a cold pale vapor that writhes and roils over the surface of the trap. Those who look closely at
this mist can see that it is composed of dozens of insubstantial images of the original victim's face, twisted into a seething mask
of rage and hatred. When at rest or waiting in ambush, the trap haunt is often invisible to the naked eye.
Unlike most ghosts, the trap haunt remembers little of its previous life, save that it was cut short by the unfortunate accident with
the trap that killed it. A trap haunt wants only to lure the living to it so it can use the trap to kill and feed on the souls of the dying
victims in a hopeless and tragic attempt to free itself from the numbing humiliation of its ignominious death. Trap haunts do not
act in an organized or intelligent manner as a general rule.
In some circles, these unique undead creatures have come to be known as "trapparitions." Although the name itself might be a bit
too comical for a creature steeped in such a legacy of pain and suffering, it seems to be catching on in areas with a well-
developed sense of black humor.
Trap haunts are sometimes purposely created by an especially evil and cruel individual who seeks to further protect a trap-filled
lair. Often, such an individual invites a rogue into her lair with the promise of riches and power in return for simply testing her
newest security devices. Typically, the lair contains numerous minor and obvious traps, to lure the rogue into a false sense of
security. Once the rogue's guard is down, the real trap is sprung. Creating trap haunts in this manner is time consuming - only the
most charismatic of victims can become trap haunts. Those who do are well worth the trouble.
A trap haunt can be moved to a new location once it is created, although this is a dangerous process that requires magical means
or clerical assistance to control the undead. Once the undead spirit is quelled, the trap itself must be physically transported to its
new location. Despite the logistics involved, rumors on the black market tell of several thieves' guilds that make tidy profits
harvesting trap haunts and selling the haunted devices to evil warlords and crazed magicians.
"Trap haunt" is a template that can be added to any living creature that possesses at least 1 level of rogue and has been slain by a
trap. The creature (referred to hereafter as the "base creature") must have a Charisma score of at least 18. The base creature's type
changes to undead, and it gains the incorporeal subtype. It otherwise uses all the base creature's statistics and special abilities
except as noted here.
Speed: A trap haunt has a fly speed of 30 feet with perfect maneuverability. It loses all other movement rates.
AC: The trap haunt's natural armor value is +0, but it gains a deflection bonus to its AC equal to its Charisma bonus.
Attacks: The trap haunt retains all of the attacks of the base creature, but these attacks become incorporeal touch attacks. These
attacks are modified by the trap haunt's Dexterity score, not its Strength score. Note that trap haunts cannot use equipment.
Damage: The trap haunt's incorporeal touch attacks cause 1d6 points of cold damage plus additional cold damage equal to the
trap haunt's Charisma bonus.
Special Attacks: The trap haunt retains all the special attacks of the base creature, although those relying on physical contact do
not affect corporeal creatures. In addition, the trap haunt gains the following special attacks.
Animate Dead (Su): As a full-round action, the trap haunt may transform the remains of any creature slain by it or its trap into a
skeleton or zombie of the appropriate size. Once the undead is animated, the trap haunt may control the actions of the undead
minion as a free action. These animated undead cannot move more than 30 feet from the area the trap affects, regardless of who
controls them.
Animate Trap (Su): As a full-round action, the trap haunt may animate the trap that slew it, either triggering or resetting the trap.
Chill Aura (Su): Any living creature within 30 feet of a trap haunt must succeed at a Fortitude save (DC +0 + half the trap haunt's
HD + Charisma modifier) each round or take 1d6 points of cold damage. A trap haunt may suspend or resume the use of this
ability as a standard action. When the chill aura ability is not in use, a trap haunt is invisible as per the spell improved invisibility.
Energy Drain (Su): Any living creature struck by a trap haunt gains 1 negative level. For each 3 negative level bestowed, the trap
haunt heals 5 points of damage. If the amount of healing is more than the damage the trap haunt has taken, it gains any excess as
temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed,
the afflicted opponent must succeed at a Fortitude save (DC 10+ half the trap haunt's HD + Charisma modifier) to remove it.
Failure means the opponent's level (or HD) is reduced by 1.
Special Qualities: The trap haunt has all the special qualities of the base creature and those listed below.
Bonded Trap (Su): Trap haunts cannot move more than 30 feet from the trap that created them, but as long as the trap that created
the trap haunt exists, the undead spirit cannot be slain. If reduced to 0 hit points, the trap haunt merely fades away for 2d6 rounds
before returning at full strength. As long as the trap haunt has at least 1 hit point, its trap's hardness is increased by a number
equal to the trap haunt's Charisma bonus. If the trap is destroyed, the trap haunt continues to inhabit the ruined remains but can no
longer animate the trap. If the trap haunt is then brought down to 0 hit points, it is permanently slain.
Invisibility (Su): When the trap haunt is not using its chill aura ability, it is invisible as per the spell improved invisibility. True
seeing, invisibility purge, see invisibility, and similar spells reveal the presence and location of the trap haunt normally.
Abilities: Same as the base creature, except that the trap haunt's Intelligence becomes 3 and it lacks a Constitution score.
Skills: Same as base creature. Note that an undead creature uses Charisma to modify Concentration checks and an incorporeal
creature is always completely silent unless it wishes to be heard.
Climate/Terrain: Any
Organization: Solitary plus 1d10 (or more) skeletons and 1d10 (or more) zombies
Treasure: Standard. Note that trap haunts are incorporeal creatures with no connection to the Ethereal plane. They cannot use
equipment of any kind.
Fey can breed with anything and, except for the pure-blood-minded seelie court fey, often do. The offspring of these liaisons are
unusual creatures, blending characteristics of both parents, sometimes able to pass as a parent's creature type. In turn, these half-
breeds mate and pass on a blend of features and abilities. After several generations, these mixed creatures often resemble things
out of nightmares or a mad wizard's experiment.
These oddities generally are spurned by their non-fey ancestor's society. The seelie court fey view these creatures at best as
pathetic half-breeds to be spurned with contempt and at worst as despicable perversions of all that is fey, to be hunted down and
put out of their misery.
"Unseelie fey" is a template that can be added to any living creature type (referred to hereafter as the "base creature"). The
creature's type becomes "fey." It uses all the base creature's statistics and special abilities except as noted here.
Speed: Many fey have wings. Some of them are mere vestiges unable to support the weight of the unseelie fey, but most are
useable, enabling the creature to fly at twice the base creature's normal speed (average maneuverability). A base creature that
normally has wings might have wings unusual for its kind. Wings can be of any type listed on the table below. Select the wings
or roll randomly (see the table below).
01-33 None
51-60 Batlike
61-70 Birdlike
71-80 Butterflylike/Mothlike
8i-90 Dragonlike/Scaled
91-100 lnsectlike
Special Attacks: An unseelie fey retains all the special attacks of the base creature and also gains one of the season's power
described below.
Season's Power: Each unseelie fey has a metaphysical connection to one of the seasons and has the related power.
Vernal Touch (Su): To receive a vernal touch is like being kissed by springtime itself, full of life and promise. At will, as a
standard action, the seelie fey can touch a creature with a vernal touch. This touch removes dazed, nauseated, fatigued, and
exhausted conditions from living creatures. For undead creatures, a seelie court fey's touch attack acts like a cleric's ability to turn
undead with a cleric level equal to the unseelie fey's total Hit Dice -2. Unlike a cleric's turn ability, each use of vernal touch
affects only the touched undead.
Summer Caress (Su): Surrounded as if by the warm, verdant air of summer, an unseelie fey with summer's caress is protected by
a magic circle of nature. This ability functions much like a magic circle against evil, except that it protects against attacks from
all creatures of any alignment except for those of the animal, beast, fey, or magical beast creature types. Caster level equal to HD.
Autumn Harvest (Su): Autumn is a time of endings. As a standard action, an unseelie fey can touch a creature with a special
dispelling touch. This touch acts like a targeted dispel magic. The unseelie fey can use this ability a number of times per day
equal to one plus the fey's Charisma bonus (minimum 1). Caster level equal to HD.
Winter Chill (Su): An unseelie fey with winter chill has a presence that disquiets nonfey. The more beautiful the creature is, the
more uncomfortable other beings feel. Living, nonfey creatures within 5 feet of her feel uneasy and suffer a morale penalty on
saves equal to the unseelie fey's Charisma bonus (minimum 1).
Special Qualities: An unseelie fey retains all the special qualities of the base creature and also gains fey qualities and those listed
below.
Damage Reduction: Wood and silver weapons have little effect against unseelie creatures, but iron weapons do (including normal
steel weapons). Once unseelie fey reach 12 or greater hit dice, this ability is replaced by normal damage reduction. See the chart
below for details.
1-3 None
4-7 5/iron
Iron Vulnerability (Ex): The mere touch of iron (including steel) deals point of damage to the unseelie fey. A hit with an iron or
steel weapon deals an additional +1d6 points of damage. Unseelie fey with more than 12 Hit Dice gain damage reduction, which
protects them from most of this vulnerability. When an unseelie fey of 12 or more Hit Dice is hit with or touched by an iron
weapon, calculate damage including the bonus for iron vulnerability (1 point for a touch or normal damage +1d6 for a successful
attack) and then apply the creature's damage reduction.
Vision: Most unseelie fey have low-light vision. Some strange breeding combinations have created odd alternatives (see the table
below).
01-70 Low-light
Abilities: Changes from the base creature as follows: -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma.
Skills: An unseelie fey gains a +4 racial bonus to Intimidate checks. It has the skill points of a fey; equal to 2 x Intelligence score
and +2 per extra Hit Die. Treat skills from the base creature's list and from the bard's class list as class skills and other skills as
cross-class. If the creature has a class, it gains skills for class levels normally.
Feats: Unseelie fey have one feat for every four levels or the base creature's total of feats, whichever is greater.
Climate/Terrain: Any land and underground
Vivacious Creature
Vivacious creatures dwell on the Positive Energy Plane. Thye vast expanses of the plane are populated by rare creatures that have
adapted to its unusual conditions.
"Vivacious" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical
beast, monstrous humanoid, outsider, plant, or vermin (referred to hereafter as the base creature).
A vivacious creature uses all the base creature's statistics and abilities except as noted here.
Size and Type: The creature's type changes to outsider. It gains the incorporeal subtype and the extraplanar subtype. Do not
recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged.
Speed: A vivacious creature gains a fly speed equal to its base land speed with perfect maneuverability.
Armor Class: A vivacious creature loses all natural armor bonuses, but gains a deflection bonus equal to its Charisma modifier or
+1, whichever is higher.
Attack: A vivacious creature retains all the attacks of the base creature, although those relying on physical contact do not affect
nonethereal creatures.
Special Attacks: A vivacious creature retains all the special attacks of the base creature, although those relying on physical
contact do not affect nonethereal creatures. It also gains the following special attack.
Positive Energy Ray (Su): A vivacious creature can fire a positive energy ray once every 1d4 rounds with a range of 60 feet.
With a successful ranged touch attack, the vivacious creature infuses a target with positive energy equal to 1d4 + its Cha
modifier. This attack damages undead and heals living creatures. Creatures that exceed their full normal hit points from this
effect need to make Fortitude saves as if in a positive-dominant environment.
Special Qualities: A vivacious creature has all the special qualities of the base creature. In addition, it gains the following special
qualities.
Fast Healing (Ex): Vivacious creatures regain hit points at a rate of 5 hit points per round.
Limited Spell Resistance (Negative Energy) (Ex): A vivacious creature has spell resistance equal to 15 + Hit Dice (maximum 35)
against any spell or spell-like ability that uses negative energy, including inflict spells.
Outsider Traits: A vivacious creature cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true
resurrection spell can restore life). It has darkvision out to 60 feet.
Positive Adaptation (Ex): Vivacious creatures do not exceed their full normal hit points or need to make Fortitude saves due to
being in a positive-dominant environment.
Positive Energy Aura (Su): Any living creature within 10 feet of a vivacious creature gains 1 hit point per round due to the aura
of positive energy surrounding it. Creatures that exceed their full normal hit points from this effect need to make Fortitude saves
as if in a positive-dominant environment. Creatures with immunity to positive energy effects, as well as other vivacious creatures,
are not affected by this aura. If conscious, a vivacious creature can suppress this aura as a standard action, but the creature takes 1
point of Strength damage for each full minute that the aura is inactive. The aura always functions while the creature is
unconscious.
Abilities: Increase from the base creature as follows: Constitution +2, Charisma +2. Intelligence is at least 3. As an incorporeal
creature, a vivacious creature has no Strength score.
Organization: Solitary.
Challenge Rating: 3 HD or fewer, as the base creature +1; 4 to 7 HD, as the base creature +2; 8 or more HD, as the base creature
+3.
Treasure: None.
As much as mind flayers enjoy devouring the brains of lesser creatures, they remain interested in finding new ways to create
minions. Many creatures are preserved in mind flayer cities and communities for research, or to serve as the basis for a new
monstrous creation suitable as a servant for the illithids. In ages past, mind flayers experimented to discover the proper method
to create a new servitor race, consuming a great many creatures' brains in the process. Only when one illithid proposed leaving a
portion of the brain intact - enough to preserve the motor functions of the body - was the first voidmind creature created. A
voidmind creature hovers on death's door as a result of the process of its creation, drawing power from the psionic ritual used to
infuse it with a semblance of life. The creation of a voidmind creature requires the joint effort of three illithids, one of which
must be the mind flayer that succeeded in attaching all four tentacles to the creature's skull. They begin by eating portions of the
subject's brain until just the part is left that allows the creature to move. Into the near-empty skull, through the holes created by
the tentacles, is poured a quantity of psionically charged, translucent green goo. When the voidmind creature's cranium is again
full, the mind flayers fill the four holes in the skull with dabs of mucus that quickly solidify into loose-fitting plugs. At the end of
the process, the creature is ready and willing to do the foul bidding of its masters. A voidmind creature can think for itself.
Although its brain is nearly gone, the psionic slime put in to replace the gray matter gives the creature the ability to function even
better intellectually than it could before the transformation. The voidmind process also leaves a creature faster, stronger, tougher,
and (most important to the mind flayers) unchanged in physical appearance. A voidmind creature looks in every way like the
creature from which it was made, except for the four plugged holes in its head (which are evident upon close inspection, should
the opportunity arise) that occasionally leak a small amount of the greenish fluid. A voidmind creature makes a near-perfect spy
for the illithids, able to return to its home and its former life with little fear of detection while gathering information in
preparation for the illithids' inevitable onslaught. A voidmind creature is bound to its three mind flayer masters (see the mind
flayer host special quality, below). However, some have won free of their masters. If all three of the illirhids bonded to a
voidmind creature are slain, the creature regains its free will, though it remains physically altered. In addition, a carefully worded
wish or miracle spell can free a voidmind creature of its bond and even reverse the process, although the illithids bonded to the
creature become aware of such an attempt and usually seek out their wayward servant for the purpose of recapturing it or killing
it outright.
"Voidmind" is an acquired template that can be added to any living aberration, animal, dragon, fey, giant, humanoid, magical
beast, monstrous humanoid, or outsider (referred to hereafter as the base creature) of Tiny to Huge size. A voidmind creature
uses all the base creature's statistics and special abilities except as noted here.
Armor Class: Natural armor bonus improves by 4 (this stacks with any natural armor bonus the base creature has).
Attacks: A voidmind creature gains a tentacle attack. At will, the creature can extrude a tentacle (resembling an oversized mind
flayer tentacle) from the psionic slime in the creature's skull. This tentacle sprouts from the head of the voidmind creature and can
attack with a reach 5 feet longer than the base creature's normal reach.
If the base creature can use weapons, the voidmind creature retains this ability. A creature with natural weapons retains those
natural weapons. A voidmind creature fighting without weapons uses the primary natural attacks of the base creature, or the
tentacle attack if the base creature doesn't have natural weapons. When it has a weapon, it usually uses the weapon instead.
Full Attack: A voidmind creature fighting without weapons uses the natural weapons of the base creature, its tentacle attack if
the base creature doesn't have natural weapons. If armed with a weapon, it uses the weapon to make its full attack.
Damage: A voidmind creature gains a tentacle attack. Even if the base creature already has a tentacle attack, use the damage
value on the table below for its new tentacle. In addition, a voidmind creature gains the improved grab ability with its tentacle
(see Special Attacks, below).
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Special Attacks: A voidmind creature retains all the special attacks of the base creature and also gains the following special
abilities.
Cone of Slime (Su): Once per day as a standard action, a voidmind creature can expel the psionically charged slime in its head in
a 30-foot cone. This attack deals 1d6 points of acid damage per Hit Die of the voidmind creature (maximum 20d6). A successful
Reflex save (DC 10 + 1/2 voidmind creature's racial Hit Dice + voidmind creature's Con modifier) halves the damage. In
addition, any creature that takes damage from the spray takes a -2 penalty on its Will saves and is stunned for 1d4+l rounds
(Fortitude save negates the stun; save DC same as above). The psionic slime replenishes itself automatically in 24 hours. The
save DCs are Constitution-based.
Constrict (Ex): A voidmind creature gains the ability to constrict its victim with a successful grapple check. When it constricts,
one of irs tentacles deals damage based on the creature's size (see the table below), plus its Strength bonus x 1-1/2.
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Improved Grab (Ex): To use this ability, a voidmind creature must hit a creature of irs size category or smaller with its tentacle
attack. It can then attempt to starr a grapple as a free action without provoking attacks of opportunity. A voidmind creature has a
+4 racial bonus on grapple checks made with its tentacle. If the creature wins the grapple check, it establishes a hold and can
constrict.
Sentient Tentacle (Ex): A voidmind creature's tentacle attacks of irs own accord. The creature can direct it to attack certain
targets, but the psionic nature of the tentacle enables it to flex and move in combat without hindering the creature's other combat
abilities. A voidmind grimlock that has successfully grappled a creature with irs tentacle can attack another creature at no penalty,
as long as that creature is within a distance equal to the tentacle's reach.
Special Qualities: A voidmind creature retains all the special attacks of the base creature and also gains the following special
abilities.
Immunities (Ex): A voidmind creature has immunity to acid and mind-affecting spells and abilities (charms, compulsions,
phanrasms, patterns, and morale effects). It is also immune to ability damage, ability drain, and energy drain.
Mind Flayer Host (Su): Three mind flayers form a bond with any voidmind creature they create. A different mind flayer cannot
bond itself to a voidmind creature after creation. The creature's masters are instantly aware if the creature takes any damage,
wanders out of range of their control, or is the target of any magic.
Also as a result of this bond, the masters can, as a standard action, see and hear through the eyes and ears of their bonded
voidmind creature to a range of five miles. Maintaining this link requires a mind flayer to concentrate, but the mind flayer
remains aware of irs surroundings and can move normally.
Finally, any one of the three masters can take control of the voidmind creature, at will, as the dominate monster spell (no save).
While controlling the voidmind creature in this fashion, a mind flayer can manifest its own innate psionic abilities through the
voidmind creature, as though the creature were manifesting the ability itself. Any of the mind flayer's psionic powers used in this
fashion can target or affect creatures within range, line of sight, and line of effect of the voidmind creature. So, for example, a
mind flayer can use plane shift to send the voidmind creature to another plane, or it could send itself to another plane. Likewise,
the mind flayer could use suggestion on a target it sees through the voidmind creature's eyes.
Spell Resistance (Ex): Voidmind creatures gain spell resistance equal to 10 + Hit Dice.
Abilities: Change from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Cha -2 (minimum 1).
Skills: Voidmind creatures have a +4 racial bonus on Bluff, Escape Artist, and Intimidate checks. Otherwise same as the base
creature.
Feats: A voidmind creature gains Alertness, Combat Reflexes, and Great Fortitude, if the base creature meets the prerequisites
and doesn't already have these feats.
Organization: Solitary.
Treasure: Standard.
Alignment: Usually lawful evil (an enslaved voidmind creature has the alignment of its illithid masters, while a free-willed
voidmind creature has the alignment of the base creature).
The warbeast is a creature born and raised to serve as a rider's mount. Bred for exceptional strength, aggression, and
surefootedness, these creatures are powerfully built, strong-willed, and openly belligerent.
Creating A Warbeast
"Warbeast" is a template that can be added to any Medium-size or larger animal, beast, or vermin (referred to hereafter as the
base creature). A warbeast uses all the base creature's attributes and special abilities except as noted here. The Monster Manual
describes a few "war creatures" that have qualities similar to those of a warbeast but differ from standard creatures of a given
kind. These creatures are considered to already have a separate "war template" and cannot have the warbeast template added. For
example, one cannor apply the warbeast template to a heavy warhorse.
Attacks: Same as base creature (modified as appropriate for added Hit Die and Strength increase).
Special Qualities: A warbeast retains the special qualities of the base creature and gains the following special quality.
Combative Mount (Ex): A rider on a trained warbeast mount gets a +2 circumstance bonus on all Ride checks. A trained
warbeast is proficient with light, medium, and heavy armor. A vermin warbeast, being mindless and therefore untrainable, cannot
have this ability.
Saves: Same as base creature (modified as appropriate for the added Hit Die and ability score increases).
Abilities: Increase from base creature as follows: Str +3, Dex +0, Con +3, Int +0, Wis +2, Cha +0.
Organization: Solitary
Treasure: None.
Training A Warbeast
A warbeast can be reared and trained just as the base crearure can. If the base creature is a domestic animal, the creature need not
be specially reared, but it must be trained for two months (Handle Animal DC 20) to develop its abilities. A warbeast based on a
wild animal must be reared for one year (Handle Animal DC 15 + HD of the warbeast), then trained for 2 months (Handle
Animal DC 20 + HD of the warbeast). A warbeast based on a beast must be reared for one year (Handle Animal DC 20 + HD of
the warbeast), then trained for 2 months (Handle Animal DC 25 + HD of the warbeast). A warbeast based on a vermin, being
mindless, is untrainable. A trained warbeast is capable of carrying a rider into battle, and it gains the combative mount special
quality (see above).
Market Price: The market price of a warbeast is a function of its Hit Dice: 50 gp/HD for a warbeast of 3 HD or less, or 100 gp +
75 gp/HD for one of 4 HD or more.
Wendigo
Creating a Wendigo
"Wendigo" is an acquired template that can be added to any animal, giant, humanoid, magical beast, or monstrous humanoid
(referred to hereafter as the base creature), although the vast majority of wendigo were once animals or humanoids. A wendigo's
type changes to fey, and it gains the cold subtype. It otherwise uses all of the base creature's statistics and special abilities except
as noted below.
Speed: A wendigo gains a fly speed of 120 feet (perfect), unless its previous fly speed was better, in which case the base
creature's fly speed is retained. The wendigo loses all other movement types, including its base land speed. Wendigos do not
travel on land.
AC: A wendigo gains a deflection bonus to AC equal to its Charisma bonus (minimum of +1)
Attacks: A wendigo's bite is its sole attackIf the base creature does not have a bite attack, the wendigo gains one.
Damage: A wendigo creature's bite attack deals damage as shown on the table below, or as the base creature, whichever is better
It adds 1 1 2 times its Strength bonus to the damage dealt.
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 2d4
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A wendigo retains all the special attacks of the base creature and gains the following special attacks.
Disease (Su): Any creature hit by a wendigo's bite attack must succeed on a Forrirttde save (DC 10 + 1/2 wendigo's HD +
wendigo's Con modifier) or become infected with the wendigo's hunger. The inctibation period is 1d3 days, and the disease deals
1d3 points of Wisdom damage. Additionally, each day that a victim takes Wisdom damage from the disease, he must succeed on
a Will save (DC 10 + 1/2 wendigo's HD + wendigo's Cha modifier) or become overwhelmed with an insatiable hunger for the
flesh of its own race. The victim stalks and tries to kill the closest member of its own race; if it does so, it feeds on the victim's
body and then returns home with no memory of the tragic event. If a victim of this hunger is reduced to a Wisdom score of 0, he
transforms into a wendigo immediately and races off into the night sky at such speed that his feet burn away into bloody charred
stumps.
Maddening Whispers (Su): A wendigo may use its maddening whispers on any one target within 120 feet once per day. The
wendigo may use this ability while wind walking. Only the chosen victim can hear the insane whispers and invitations of the
wendigo. The victim must make a successful Will save (DC 10 + 1 2 wendigo's HD + wendigo's Cha modifier) or take 1d3 points
of Wisdom damage. Typically, a wendigo stalks a chosen victim for days, wearing down the victim's Wisdom score until it
attacks and attempts to bring down its disease upon the poor soul. A wendigo will stop stalking a target that resists the maddening
whispers for more than three days and fly off to seek easier prey.
Ravenous Bite (Ex): A wendigo threatens a critical hit on a natural roll of 18-20 when attacking with its bite, and deals triple
damage on a successful critical hit. A wound resulting from a critical hit bleeds for an additional 3 points of damage per round
thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 6 points of damage per round,
and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of any cure spell or other
healing spell (Heal, healing circle, or the like).
Special Qualities: A wendigo retains all the special qualities of the base creature and gains the following special qualities as
well.
Cold Subtype (Ex): A wendigo is immune to cold damage. It takes half again as much (+50%) damage as normal from fire,
regardless of whether a saving throw is allowed, or if the save is a success or a failure.
Corner of the Eye (Su): A wendigo that stalks a victim while wind walking always seems to lurk just at the corner of its chosen
victim's field of vision. This victim takes a -2 penalty on all Wisdom-based skill checks as long as the wendigo stalks him.
Wind Walk (Su): A wendigo can wind walk at will, transforming from physical form to incorporeal form or back again as a
move action.
Abilities: Increase from base creature as follows: Str +4, Dex +8, Con +4, Wis +2, Cha +4.
Skills: Same as the base creature, except that the wendigo gains a +8 racial bonus on Hide, Move Silently, and Survival checks.
Feats: Same as the base creature, except that the wendigo gains Track.
Organization: Solitary
Winged Characters
A winged character’s preferred class is fighter. Most winged characters prefer ranged combat and take advantage of fighter bonus
feats to quickly acquire feats that make them powerful archers. A few winged characters become rogues, but there is a weight
limit on how much a character can carry and still fly, making it difficult to steal large amounts of goods.
Woodling
Woodling creatures have bonded with nature; to a large extent, they have become plant creatures. These creatures have an
unusual mind-set, much like that of a treant. They are one with nature and at peace with it and themselves.
Creating a Woodling
“Woodling” is an inherited template that can be added to
any corporeal animal, dragon, fey, giant, humanoid, magical
beast, or monstrous humanoid (referred to hereafter as the base creature).
A woodling uses all the base creature’s statistics and abilities except as noted here.
Size and Type: A woodling’s type does not change, but it possesses fully developed plant traits (see below).
Armor Class: The base creature’s natural armor bonus improves by 7.
Attack: A woodling retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the
base creature can use weapons, the woodling retains this ability. A creature with natural weapons retains those natural weapons.
A woodling fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A woodling armed
with a weapon uses its slam or a weapon, as it desires.
Full Attack: A woodling 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: Woodlings have slam attacks. If the base creature does not have this attack form, use the appropriate damage value
from the table below according to the woodling’s size. Creatures that have other kinds of natural weapons retain their old damage
values or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Spell-Like Abilities: A woodling with a Wisdom score of 8 or higher gains spell-like abilities depending on its Hit Dice, as
indicated on the table below. The abilities are cumulative; for instance, a woodling chimera (9 HD) can use entangle once per
day, summon nature’s ally II once per day, speak with plants three times per day, and summon nature’s ally IV once per day.
Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD Abilities
1–2 Entangle 1/day
3–5 Summon nature’s ally II 1/day
6–7 Speak with plants 3/day
8–10 Summon nature’s ally IV 1/day
11–12 Command plants 1/day
13–15 Summon nature’s ally VI 1/day
16–18 Animate plants 1/day
19–20 Summon nature’s ally VIII 1/day
21+ Control plants 1/day and summon nature’s ally IX 1/day
Special Qualities: A woodling creature has all the special qualities of the base creature, plus the following special qualities.
Damage Reduction (Ex): A woodling creature has damage reduction 5/slashing.
Low-Light Vision (Ex): The creature gains low-light vision, enabling it to see twice as well as a human in starlight, moonlight,
torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these
conditions.
Plant Traits: A woodling has immunity to poison, magic sleep effects, paralysis, polymorph, stunning, and mind affecting spells
and abilities (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to extra damage from critical hits.
Skill Bonuses (Ex): A woodling’s skin and hair resemble bark and leaves. Any wings the creature may have are leaflike or
frondlike, and every part of the creature has a distinctly plantlike look that changes with the seasons. It is light green in early
spring, darkening during the summer. In autumn, it turns yellow, orange, or red like a deciduous leaf. In the winter, it is a dry
brown. A woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.
Vulnerability to Fire (Ex): Woodling creatures have vulnerability to fire. A woodling takes half again as much (+50%) damage as
normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Environment: Any aboveground natural.
Challenge Rating: Same as the base creature +2.
Organization: Same as the base creature, except most of a group will be the base creature with usually only one woodling.
Level Adjustment: +3.
Yellow Musk Zombie
"Yellow musk zombie" is an acquired template that can be applied to any living creature that would ordinarily have an
Intelligence score, and whose physiology includes a brain (referred to hereafter as the base creature). The creature's type becomes
plant. It uses all the base creature's statistics and abilities except as noted here.
Attacks: A yellow musk zombie retains all the attacks of the base creature. Most yellow musk zombies ttse the weapons they
used before their transformation.
Special Qualities: A yellow musk zombie gains the following special qualities.
Creeper Loyalty (Ex): Yellow mtisk zombies always act to protect and nurture the yellow musk creeper that created them. They
can range no farther than 100 feet from their progenitor for the first two months of their existence.
Thereafter, they wander freely for 1d4 days before dropping dead. Unless cured (see below), a yellow musk zombie
automatically dies two days after the death of its patron creeper.
Deadened Mind (Ex): A yellow musk zombie recalls nothing of its previous life and it exists only to serve its parent plant. It
cannot make use of class abilities, skills, or feats it previously knew. It also cannot use magic devices, although it can still wield
weapons and use armor.
Plant Traits (Ex): A yellow musk zombie is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to
critical hits or mind-affecting effects. The creature also has low-light vision.
Seeded (Ex): If a yellow musk zombie dies, the growing seed inside its head takes root and grows in to a yellow musk creeper
within 1 hour.
Abilities: Same as the base creature, except that the yellow musk zombie has an Intelligence of 2, and Dexterity and Wisdom
change to 10, unless they were already lower.
Treasure: Same as the base creature (although the zombie retains only whatever it was wearing or carrying when transformed).
Creating A Yuan-Ti
“Tainted one” and “broodguard” are acquired templates that can be added to any human (referred to hereafter as the base
creature). Creatures using these templates have all the base creature’s characteristics except as noted here.
Size and Type: Tainted ones remain humanoids. Broodguards become monstrous humanoids.
AC: Broodguards do not wear armor.
Attacks and Damage: Tainted ones gain a poisonous
bite (see Special Attacks). Broodguards have sharp claws and vicious bites they can use in melee. They use the base attack values
they had as humans, but their claws deal 1d2 points of damage and their bite deals 1d3 points of damage.
Special Attacks: Tainted ones gain the following two special attacks.
Psionics (Sp): The transformation activates latent psionic potential in human minds, granting tainted ones supernatural abilities
similar to those of true yuan-ti. A tainted one can create the following effects through the power of its mind as a sorcerer of its
character level: poison (Fortitude save against a DC of 13 + the tainted one’s Con modifier) and polymorph self (into snake or
snakelike forms only).
Poison Bite (Ex): The saliva of a tainted one is poisonous when ingested or introduced into the blood. A tainted one can only
inject its venom while grappling a foe with exposed skin. The Fortitude save to resist this poison has a
DC of 10 + 1/2 the tainted one’s Hit Dice + the tainted one’s Con modifier. Victims who fail this save take 1d4 points of
Constitution damage. After 1 minute, they must make another save; failure means another 1d4 points of Constitution damage. A
tainted one’s kiss is also poisonous, though in this case the save DC is reduced by 2.
Broodguards do not gain psionics or a poison bite, but instead gain a rage ability.
Rage (Ex): Once per day, a broodguard can enter into a berserk state similar to a barbarian’s rage. In this state, the broodguard
gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but it takes a –2 penalty to Armor Class. The rage
lasts for a number of rounds equal to 3 + the broodguard’s (newly improved) Constitution modifier.
Special Qualities: Tainted ones gain poison immunity and spell resistance.
Poison Immunity (Ex): Tainted ones and broodguards are immune to all forms of snake venom.
Spell Resistance (Ex): Tainted ones gain spell resistance of 12 +1 per three levels. Broodguards gain mental resistance.
Mental Resistance (Ex): Broodguards are immune to hold and charm spells.
Abilities: Tainted ones, +2 Con. Broodguards,
+2 Dex, +2 Con, –4 Int, –4 Cha.
Feats: Tainted ones and broodguards gain Alertness as a bonus feat due to their heightened senses.
Climate/Terrain:Warm land.
Organization: Tainted one, solitary. Broodguard, clutch (2–8) or tribe (9–20).
Challenge Rating: Tainted one, base creature’s CR +1. Broodguard, base creature’s CR.
Treasure: Standard.
Alignment: Usually chaotic evil.
Advancement: Tainted one, by character class. Broodguard: —.
Level Adjustment: Tainted one, +1. Broodguard: +0.
Section 1: Saves
Saving throws, or Saves, for future reference, improve as either good or poor.
Level or Good
Poor Save
HD Save
1 2 0
2 3 0
3 3 1
4 4 1
5 4 1
6 5 2
7 5 2
8 6 2
9 6 3
10 7 3
11 7 3
12 8 4
13 8 4
14 9 4
15 9 5
16 10 5
17 10 5
18 11 6
19 11 6
20 12 6
21 12 7
22 13 7
23 13 7
24 14 8
25 14 8
26 15 8
27 15 9
28 16 9
29 16 9
30 17 10
31 17 10
32 18 10
33 18 11
34 19 11
35 19 11
36 20 12
37 20 12
38 21 12
39 21 13
40 22 13
41 22 13
42 23 14
43 23 14
44 24 14
45 24 15
46 25 15
47 25 15
48 26 16
49 26 16
50 27 16
51 27 17
52 28 17
53 28 17
54 29 18
55 29 18
56 30 18
57 30 19
58 31 19
59 31 19
60 32 20
Every twentieth HD added to a good save improves it by 10(i.e. A 43 HD Dragon has a save value of 23+stat mod, whilst a 43
HD Construct has a save value of 14+stat mod).
Section 2: Attack Bonus
There are three progressions for Attack bonus: Good (1:1), Average (3:4), and Poor (1:2).
Skill
Skill
Level or Ranks
Feats Stats Ranks
HD Cross-
Class
Class
1 1 - 4 2
2 1 - 5 2.5
3 2 - 6 3
4 2 X 7 3.5
5 2 - 8 4
6 3 - 9 4.5
7 3 - 10 5
8 3 X 11 5.5
9 4 - 12 6
10 4 - 13 6.5
11 4 - 14 7
12 5 X 15 7.5
13 5 - 16 8
14 5 - 17 8.5
15 6 - 18 9
16 6 X 19 9.5
17 6 - 20 10
18 7 - 21 10.5
19 7 - 22 11
20 7 X 23 11.5
21 8 - 24 12
22 8 - 25 12.5
23 8 - 26 13
24 9 X 27 13.5
25 9 - 28 14
26 9 - 29 14.5
27 10 - 30 15
28 10 X 31 15.5
29 10 - 32 16
30 11 - 33 16.5
31 11 - 34 17
32 11 X 35 17.5
33 12 - 36 18
34 12 - 37 18.5
35 12 - 38 19
36 13 X 39 19.5
37 13 - 40 20
38 13 - 41 20.5
39 14 - 42 21
40 14 X 43 21.5
41 14 - 44 22
42 15 - 45 22.5
43 15 - 46 23
44 15 X 47 23.5
45 16 - 48 24
46 16 - 49 24.5
47 16 - 50 25
48 17 X 51 25.5
49 17 - 52 26
50 17 - 53 26.5
51 18 - 54 27
52 18 X 55 27.5
53 18 - 56 28
54 19 - 57 28.5
55 19 - 58 29
56 19 X 59 29.5
57 20 - 60 30
58 20 - 61 30.5
59 20 - 62 31
60 21 X 63 31.5
Section 4: Types of Creatures and their parameters of advancement
Aberration:
D8 HD, average Attack, poor Fortitude and Reflex saves, Good Will saves, Skill Points 2+Int modifier, minimum of 1.
Animal:
D8 HD, average Attack, good Fortitude and Reflex saves, poor Will saves, Skill Points 2+Int modifier, minimum of 1.
Beast:
D10 HD, average Attack, good Fortitude and Reflex saves, poor Will saves, Skill Points 2+Int modifier, minimum of 1.
Construct:
D10 HD, average Attack, poor saves across the board. Skill Points 2+Int modifier, minimum of 1, if intelligent, otherwise, no
skills or feats.
Dragon:
D12 HD, good Attack, good saves across the board, Skill points equal to 6 + Int modifier, minimum 1.
Elemental:
D8 HD, average Attack, Good Fortitude (Earth or Water) or Reflex (Fire or Air), poor Reflex (Earth or Water) or Fortitude (Fire
or Air), poor Will saves, Skill points equal to 2 + Int modifier, minimum 1
Fey:
D6 HD, poor Attack, good Reflex and Will saves, poor Fortitude saves, Skill points equal to 6 + Int modifier, minimum 1.
Giant:
D8 HD, average Attack, Good Fortitude saves, poor Reflex and Will saves, Skill points equal to 2 + Int modifier, minimum 1.
Humanoid:
D* HD, average Attack, good Reflex (but can vary) saves, poor Fortitude and Will saves, Skill points equal to 2 + Int modifier,
minimum 1, or by character class.
Magical Beast:
D10 HD, good Attack, Good Fortitude and Reflex saves, poor Will saves, Skill points equal to 2 + Int modifier, minimum 1.
Monstrous Humanoid:
D8 HD, good Attack, good Reflex & Will Saves, poor Fortitude saves, Skill points equal to(2+Int modifier, minimum 1.
Ooze:
D10 HD, average Attack, poor saves across the board, Skill points equal to 2 + Int modifier, minimum 1, if intelligent, otherwise,
no skills or feats.
Outsider:
D8 HD, good Attack, good saves across the board, Skill points equal to 8+ Int modifier, minimum 1.
Plant:
D8 HD, average Attack, good Fortitude saves, poor Reflex and Will saves, Skill points equal to 2+ Int modifier, minimum of 1, if
intelligent, otherwise, no skills or feats.
Undead:
D12 HD, poor Attack, good Will saves, poor Fortitude and Reflex saves, Skill points equal to 4+ Int modifier, minimum of 1, if
intelligent, otherwise, no skills or feats.
Vermin:
D8 HD, average Attack, good Fortitude saves, poor Reflex and Will saves, Skill points equal to 2+ Int modifier, minimum of 1, if
intelligent, otherwise, no skills or feats.