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d20 Genjitsu Games A Flock of Foes - A Bestiary of Inspirations
d20 Genjitsu Games A Flock of Foes - A Bestiary of Inspirations
F es
A
Be n
s
A
stia ti o
ry of Inspira
Nevin Flanagan
A Flock of Foes
A Bestiary of Inspirations
by Nevin Flanagan
Requires the use of the Dungeons & Dragons PLAYER’S HANDBOOK, published by Wizards of the
Coast, Inc. This product utilizes updated material from the v.3.5 revision.
About the Creator the author of NIGHTLIFE, IT CAME FROM THE LATE, LATE, LATE SHOW,
and HAIIIII-YA! His official website and contact info may be
This book was written by Nevin Flanagan. Nevin has been seen at www.bradleykmcdevitt.com. He resides in Bowling
playing D&D and other role-playing games since 1985. He Green, Ohio with his wife Jessica.
role-played through most of college, helped several friends Raised on RPGs, fantasy novels, movies and comic books;
develop world and rule ideas, and graduated with a degree in Sergio “Obsidian” Isaza has been depicting whatever runs
digital media production. His career has explored a number of through his imagination since he could hold a pencil. After
directions including teaching English in Japan, administration, graduating as a Graphic Designer he decided that there was
technical writing, graphic design, computer programming, nothing he’d rather do than draw fantasy art and the rest
hospital administration and electronics retailing. is--well--the rest.He has also worked with 12 to Midnight,
When he’s not earning a living or designing a new game Mongoose Publishing, Bluedevil Games, Darkfuries and sev-
setting, Nevin enjoys fantasy and sci-fi reading; Japanese eral other RPG publishers, and is the author of the webcomic
music, anime & manga (comics); console RPGs; aikido; and, “COMMISSIONED”. If any time is left after that, he dedicates it to
of course, role-playing. reading, gaming and martial arts. His online portfolio can be
viewed at www.theministryofabnormality.com.
Melissa Cox is an avid lover of the human figure as well
About the Illustrators as anything mysterious and evocative, and tries to include all
Bradley K. McDevitt has worked on numerous games of that in my work. She is most inspired by comics, movies,
including DUNGEONS & DRAGONS (via DRAGON and DUNGEON), anime, and the life around her. Her online portfolio is available
LEGEND OF THE FIVE RINGS, BATTLETECH, TRAVELLER: THE NEW ERA, at assylem.deviantart.com. Aside from art, she enjoys gaming
WEIRD WAR II, DEADLANDS, SAVAGE WORLDS, Goodman Games’
COMPLETE GUIDE series, and THE WHISPERING VAULT. He is also
with friends, playing lots of video games, reading, writing and
mountain biking. Melissa lives in Cinncinati, OH. 3
Cropminder (Celestial <Ankheg>) A cropminder does not use this ability unless it is desperate
or frustrated. It most often spits acid when reduced to fewer
Large Magical Beast (Good, Extraplanar) than half its full normal hit points or when it has not success-
Hit Dice: 3d10+12 (28 hp) fully grabbed an opponent.
Initiative: +0
Speed: 30 ft., burrow 20 ft.
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18 Dimension Crawler
Base Attack/Grapple: +3/+12 (Aranea Horizon Walker)
Attack: Bite +7 melee (2d6+7 good piercing + 1d4 acid)
Full Attack: Bite +7 melee (2d6+7 good piercing + 1d4 acid) Medium Magical Beast (Shapechanger), Rgr 3, Horizon
Space/Reach: 10 ft./5 ft. Walker 6
Special Attacks: Improved grab, spit acid, smite evil +3 Hit Dice: 3d10+9d8+12 (73 hp)
Special Qualities: Darkvision 60 ft., energy resistance (acid Initiative: +6
5, cold 5, electricity 5), low-light vision, spell resistance Speed: 50 ft., climb 35 ft.
8, tremorsense 60 ft. Armor Class: 17 (+3 Dex, +1 natural, +3 studded leather),
Saves: Fort +6, Ref +3, Will +2 touch 13, flat-footed 14
Abilities: Str 21, Dex 10, Con 17, Int 3, Wis 13, Cha 6 Base Attack/Grapple: +12/+12
Skills: Climb +8, Listen +6, Spot +3 Attack: +2 sickle +17 melee (1d6+2 ghost touch magic cold
Feats: Alertness, Toughness iron slashing) or bite +15 melee (1d6 piercing + poison) or
Environment: Warm plains +2 shortbow +17 ranged [60 ft.] (1d6+1 magic silver pierc-
Organization: Solitary or cluster (2–4) ing, 19-20/x3) or web +15 ranged [10 ft.] (entanglement)
Challenge Rating: 3 Full Attack: +2 sickle +17/+12/+7 melee (1d6+2 ghost touch
Treasure: None magic cold iron slashing) or bite +15 melee (1d6 piercing
Alignment: Always lawful good plus poison) or +2 shortbow +15/+15/+15/+10/+5 ranged
Advancement: 4 HD (Large); 5–9 HD (Huge) [60 ft.] (1d6+1 magic silver piercing, 19-20/x3) or web +15
Level Adjustment: — (Summon monster IV) ranged [10 ft.] (entanglement)
Space/Reach: 5 ft./5 ft.
Cropminders resemble ankhegs cast from satin-polished Special Attacks: Favored enemy (+2 vs. undead), poison,
bronze. They serve a similar function in the pastures and fields spells, web, wild empathy +7
of divine paradises to the ankhegs of the material plane, aer- Special Qualities: Change shape, darkvision 60 ft., low-light
ating soil and rooting out pests and infestations creeping in vision, planar mastery (aligned), terrain mastery (forest,
from the infernal planes. hills, mountains, marsh, plains)
Formians sometimes employ these creatures in maintain- Saves: Fort +12, Ref +11, Will +9
ing their fields. Abilities: Str 10, Dex 16, Con 12, Int 18, Wis 18, Cha 18
The acid of a cropminder can be distilled with a DC 20 Skills: Climb +14, Concentration +10, Escape Artist +6,
Craft [alchemy] check into a solution that deals 1d8 damage Gather Information +6, Hide +13, Jump +13, Knowledge
on a direct hit (1d3 splash) and also functions like holy water, [geography] +18, Listen +23, Move Silently +19, Search
dealing 2d4 good damage to undead and evil outsiders with +8, Spot +23, Survival +19, Use Rope +6
a direct hit (1 hp splash damage); these effects are cumula- Feats: Alertness, EnduranceB, Improved Critical [shortbow],
tive. This concoction has a market price of 50 gp for creation Improved Initiative, Investigator, Iron WillB, Rapid ShotB,
purposes, but cannot usually be bought due to the rarity of TrackB, Weapon Finesse
the ingredients. Environment: The multiverse
Organization: Solitary
Combat Challenge Rating: 12
Treasure: +2 cold iron ghost touch sickle, +2 shortbow of
Because cropminders are usually encountered on the Mate- speed, 40 silver arrows, 10 +1 undead bane arrows, 5 +1
rial plane only when summoned, they rarely have developed brilliant energy arrows; masterwork studded leather; ring
tunnel systems; however, they still burrow to outmaneuver of mind shielding, ring of water walking.
foes, and often appear from beneath the ground when sum- Alignment: Neutral
moned. Advancement: By character class
A cropminder’s natural weapons overcome damage reduc- Level Adjustment: +4
tion as good-aligned weapons.
Improved Grab (Ex): To use this ability, a cropminder must This powerful denizen’s knowledge of the planes is invalu-
hit with its bite attack. It can then attempt to start a grapple able, and it makes a very capable escort. It can also provide an
as a free action without provoking an attack of opportunity. If interesting recurring antagonist for higher-level campaigns.
the cropminder is damaged after grabbing its prey, it retreats
backward down its tunnel at its land speed (not its burrow
speed), dragging the victim with it.
Combat
Smite Evil (Su): Once per day, a cropminder can make a Poison (Ex): Injury, Fort DC 13, initial damage 1d6 Str, sec-
melee attack that deals +3 damage if it strikes an evil oppo- ondary damage 2d6 Str. The save DC is Constitution-based.
nent. The extra damage is equal to its HD. Sorcerer Spells (6/6; caster level 3rd, save DC 14 + spell
Spit Acid (Ex): 30-ft. line, once every 6 hours; damage level): 0—daze, detect magic, ghost sound, light, resistance;
4d4 acid, Reflex DC 14 half. One such attack depletes the 1st—mage armor, silent image, sleep.
cropminder’s acid supply for 6 hours. It cannot spit acid or Change Shape (Su): An aranea’s natural form is that of a
Combat
This creature likes to take advantage of its quickness when
attacking from surprise, dealing sneak attack damage to two
different flat-footed targets if possible.
Alignment: Usually neutral evil Constrict (Ex): A choker deals 1d3+3 points of damage
Advancement: By character class with a successful grapple check against a Large or smaller
Level Adjustment: +4 creature. Because it seizes its victim by the neck, a creature
in the choker’s grasp cannot speak or cast spells with verbal
Darkrunners generally look like centaurs with tiger stripes components.
in their glossy black coats and hair, and mahogany skin. They Improved Grab (Ex): To use this ability, a choker must hit a
have a hard, rebellious look in their eyes. They often employed Large or smaller opponent with a tentacle attack. It can then
by devils as conscript cavalry. attempt to start a grapple as a free action without provok-
A darkrunner is as big as a heavy horse, but much taller and ing an attack of opportunity. If it wins the grapple check, it
slightly heavier. A darkrunner is about 7 feet tall and weighs establishes a hold and can constrict. Chokers receive a +4
about 2,100 pounds. racial bonus on grapple checks, which is already included in
Darkrunners speak Sylvan and Infernal. the statistics block.
Quickness (Su): Although not particularly dexterous, a
Combat choker is supernaturally quick. It can take an extra standard
action or move action during its turn each round.
A darkrunner employing a lance deals double damage Evasion (Ex): When an ambush whip succeeds on a Reflex
when it charges, just as a rider on a mount does. A darkrunner’s save for half damage against a particular effect, it instead
natural weapons overcome damage reduction as evil-aligned takes no damage.
magic weapons; any weapons that it wields overcome damage Skills: A choker has a +8 racial bonus on Climb checks
reduction as evil-aligned weapons. and can always choose to take 10 on Climb checks, even if
Smite Good (Su): Once per day, a darkrunner can declare rushed or threatened.
one melee attack a smite attack, dealing +4 damage if it strikes
a good target. The extra damage is equal to its HD.
Dark Historian (Cloaker Bard)
Ambush Whip (Choker Rogue) Large Aberration, Brd 6
Hit Dice: 6d8+6d6+36 (84 hp)
Small Aberration, Rog4 Initiative: +7
Hit Dice: 3d8+4d6+7 (32 hp) Speed: 10 ft., fly 40 ft. (average)
Initiative: +6 Armor Class: 19 (–1 size, +3 Dex, +7 natural), touch 12,
Speed: 20 ft., climb 10 ft. flat-footed 16
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, Base Attack/Grapple: +8/+13
flat-footed 17 Attack: Tail slap +12 melee [reach 10] (1d6+5 bludgeoning)
Base Attack/Grapple: +5/+8 Full Attack: Tail slap +12 melee [reach 10] (1d6+5 bludgeon-
Attack: Tentacle +9 melee (1d3+3 bludgeoning) or light mace ing) and bite +7 melee (1d4+2 slashing)
+10 melee (1d6+3 bludgeoning) Space/Reach: 10 ft./5 ft.
Full Attack: 2 tentacles +9 melee (1d3+3 bludgeoning) or Special Attacks: Moan, engulf, bardic music (countersong,
light mace +8 melee (1d6+3 bludgeoning)
Space/Reach: 5 ft./10 ft.
fascinate, inspire competence, inspire courage +1, sug-
gestion), spells 7
Special Qualities: Bardic knowledge, darkvision 60 ft., sonic, mind-affecting effects. Unless otherwise specified, a
shadow shift creature that successfully saves against one of these effects
Saves: Fort +7, Ref +10, Will +13 cannot be affected by the same moan effect from the same
Abilities: Str 21, Dex 16, Con 17, Int 14, Wis 16, Cha 16 cloaker for 24 hours. All save DCs for moan effects are Cha-
Skills: Concentration +9, Decipher Script +10, Hide +8, risma-based.
Knowledge [history] +10, Knowledge [arcana] +6, Listen UNNERVE: Anyone within a 60-foot spread automatically
+14, Move Silently +12, Perform [oratory] +13, Speak Lan- takes a –2 penalty on attack and damage rolls. Those forced
guage [Draconic, DrowB, Dwarven, Infernal, Orc, TerranB], to hear the moan for more than 6 consecutive rounds must
Spellcraft +10, Spot +14 succeed on a DC 15 Will save or enter a trance, unable to
Feats: Alertness, Combat Reflexes, Improved Initiative, Craft attack or defend themselves until the moaning stops.
Wand, Enlarge Spell FEAR: Anyone within a 30-foot spread must succeed on a
Environment: Underground DC 15 Will save or become panicked for 2 rounds.
Organization: Solitary NAUSEA: Anyone in a 30-foot cone must succeed on a DC
Challenge Rating: 11 15 Fortitude save or be overcome by nausea and weakness.
Treasure: 1,700 gp, 9 gems (2,212 gp total), potion of enlarge Affected characters fall prone and become nauseated for
person, arcane scroll (protection from arrows, pyrotech- 1d4+1 rounds.
nics), wand of shatter (31 charges), wand of detect secret STUPOR: A single creature within 30 feet of the cloaker must
doors (26 charges), spellbook (detect undead, dispel magic, succeed on a DC 15 Fortitude save or be affected as though
dominate monster, enervation, fireball, gentle repose, il- by a hold monster spell for 5 rounds. Even after a successful
lusory wall, invisibility, invisibility sphere, lightning bolt, save, the creature must repeat the save if the cloaker uses
mage’s sword, magical circle against chaos/evil/good/law, this effect again.
major image, nightmare, reduce person, sleep, sleet storm, Engulf (Ex): A cloaker can try to wrap a Medium or smaller
slow, summon swarm, telekinesis, teleport, vampiric touch, creature in its body as a standard action. The cloaker attempts
wall of ice) a grapple that does not provoke an attack of opportunity. If
Alignment: Neutral it wins the grapple check, it establishes a hold and bites the
Advancement: 7–9 HD (Large); 10–18 HD (Huge) engulfed victim with a +4 bonus on its attack roll. It can still
Level Adjustment: — use its whiplike tail to strike at other targets.
Attacks that hit an engulfing cloaker deal half their damage
This creature is of a more cerebral bent than most of its to the monster and half to the trapped victim.
kind, interested in history and magical lore, but what ex- Shadow Shift (Su): A cloaker can manipulate shadows as a
actly it is trying to learn or do with this knowledge remains standard action. This ability is effective only in shadowy areas
a mystery. and has three possible effects.
Like most of its kind, it is not above dining on intelligent OBSCURE VISION: The cloaker gains concealment (20% miss
creatures; but being also interested in talk and lore, it will not chance) for 1d4 rounds.
usually attack those who seem civilized, devouring creatures DANCING IMAGES: This effect duplicates a mirror image spell
such as goblins or underground animals. If offered a worthy (caster level 6th).
trade of magic or lore, it may bargain with the spellbook in SILENT IMAGE: This effect duplicates a silent image spell (DC
its keeping or one of its wands. 15, caster level 6th). The save DC is Charisma-based.
Rainbow Apparition Air, Good, and Law domains. All such spells are considered
arcane spells for a couatl, meaning that the apparition does
(Ghost <Couatl>) not need a divine focus to cast them.
Sorcerer Spells (6/7/7/7/4; CL 9): 0—daze, flare, guidance,
Large Undead (Augmented outsider, Native) obscuring mist, open/close, ray of frost, resistance, touch of
Hit Dice: 9d12 (64 hp) fatigue; 1st—cause fear, doom, protection from chaos, reduce
Initiative: +7 person, sanctuary; 2nd—scorching ray, silence, spectral hand,
Speed: Fly 60 ft. (perfect) spiritual weapon (spiked chain); 3rd—inflict serious wounds,
Armor Class (manifested): 17 (-1 size, +3 Dex, +5 deflection), magic circle against evil, summon monster III; 4th—giant
touch 17, flat-footed 14 vermin, phantasmal killer.
Base Attack/Grapple: +9/— Telepathy (Su): A couatl can communicate telepathically
Attack: Touch +12 incorporeal melee (1d4 Str drain) with any creature within 90 feet that has an Intelligence score.
Full Attack: Touch +12 incorporeal melee (1d4 Str drain) The creature can respond to the couatl if it wishes–no com-
Space/Reach: 10 ft./5 ft. mon language is needed.
Special Attacks: Constrict 2d8+6*, corrupting gaze, draining Awestriking Appearance (Su): Any living creature within
touch, awestriking appearance, manifestation, improved 60 feet that catches sight of the rainbow apparition takes 1d4
grab*, poison*, psionics, spells points of Strength damage, 1d4 points of Dexterity damage,
Special Qualities: Darkvision 60 ft., rejuvenation, telepathy and 1d4 points of Constitution damage (Fortitude 19 negates).
90 ft., turn resistance +4 A creature cannot be affected by this ability of the rainbow
Saves: Fort +6, Ref +9, Will +10 apparition again for 24 hours, whether or not it saved suc-
Abilities: Str 18, Dex 16, Con —, Int 17, Wis 19, Cha 21 cessfully.
Skills: Concentration +17, Diplomacy +19, Hide +11, Jump Corrupting Gaze (Su): The rainbow apparition can make a
+0, Knowledge [history] +15, Knowledge [religion] +15, gaze attack against all living creatures within 30 ft. Creatures
Listen +24, Search +23, Sense Motive +16, Spellcraft +15 that meet the apparition’s gaze suffer 2d10 damage and 1d4
(+17 scrolls), Spot +24, Survival +4 (+6 following tracks), Charisma damage (Fortitude 19 negates).
Tumble +15, Use Magic Device +17 (+17 scrolls) Draining Touch (Su): The rainbow apparition causes 1d4
Feats: Dodge, Empower Spell, Eschew MaterialsB, Hover, points of Strength drain each time it hits with its incorporeal
Improved Initiative touch attack. On each such successful attack, it gains 5 tem-
Environment: Ancient ruins porary hit points.
Organization: Solitary, pair, or flight (3–6) Manifestation (Su): A ghost dwells on the Ethereal Plane
Challenge Rating: 12 and, as an ethereal creature, it cannot affect or be affected
Treasure: 7,700 gp, 9 art objects (6,120 gp total), a +2 shield by anything in the material world. When a ghost manifests,
of electricity resistance, and bracers of armor +5 can be it partly enters the Material Plane and becomes visible but
found among the remains of those who challenged the ap- incorporeal on the Material Plane. A manifested ghost can be
parition before, and it does not covet these items; 1,300 gp, harmed only by other incorporeal creatures, magic weapons,
2 art objects (worth 4,000 gp and 5,000 gp), a phylactery of or spells, with a 50% chance to ignore any damage from a
undead turning and a python rod (with a +3/+3 enhance- corporeal source. A manifested ghost can pass through solid
ment rather than the usual +1) are stored as offerings within objects at will, and its own attacks pass through armor. A
the area that it guards, and it will not allow anyone near
them or give them up.
manifested ghost always moves silently. A manifested ghost
remains partially on the Ethereal Plane, where it is not in- 9
corporeal, and can be attacked by opponents on either the If it wins the grapple check, it attaches to the opponent’s
Material Plane or the Ethereal Plane. upper body, blinding them, and can constrict.
When a rainbow apparition is not manifested and is on the Constrict (Ex): A darkmantle deals 1d6+7 points of blud-
Ethereal Plane, its spells cannot affect targets on the Material geoningdamage with a successful grapple check.
Plane, but they work normally against ethereal targets. When Blindsight (Ex): A darkmantle can “see” by emitting high-
it manifests, its spells continue to affect ethereal targets and frequency sounds, inaudible to most other creatures, that
can affect targets on the Material Plane normally unless the allows it to ascertain objects and creatures within 90 feet.
spells rely on touch. It must use spectral hand to affect mate- A silence spell negates this ability and effectively blinds the
rial targets with touch spells. darkmantle.
Rejuvenation (Su): A destroyed rainbow apparition will Skills: A darkmantle has a +4 racial bonus on Listen and
generally restore itself in 2d4 days. Even the most power- Spot checks. These bonuses are lost if its blindsight is negated.
ful spells are usually only temporary solutions. A ghost that The creature’s variable coloration gives it a +4 racial bonus
would otherwise be destroyed returns to its old haunts with on Hide checks.
a successful level check (1d20 + ghost’s HD) against DC 16.
Setting it to rest forever usually requires destroying or making
harmless whatever it is that the creature guards (which, of Howling Haunt (Ghost <Destrachan>)
course, it will not let the PCs anywhere near). Large Undead (Augmented Aberration, Incorporeal)
Improved Grab (Ex)*: To use this ability, a couatl must hit a Hit Dice: 8d12 (56 hp)
creature of up to two size categories larger with its bite attack. Initiative: +5
It can then attempt to start a grapple as a free action without Speed: Fly 30 ft. (perfect)
provoking an attack of opportunity. If it wins the grapple check, Armor Class (manifested): 13 (–1 size, +1 Dex, +3 deflection),
it establishes a hold and can constrict. touch 13, flat-footed 12
Constrict (Ex)*: A couatl deals 2d8+6 points of damage Base Attack/Grapple: +6/—
with a successful grapple check. Attack: Incorporeal touch +7 melee (1d4 Wisdom drain)
Poison (Ex)*: Injury, Fortitude DC 19, initial damage 2d4 Str, Full Attack: Incorporeal touch +7 melee (1d4 Wisdom
secondary damage 4d4 Str. The save DC is Charisma-based. drain)
Space/Reach: 10 ft./5 ft.
Fallen Comtesse can merge its body with a creature on the Material Plane.
This ability is similar to a magic jar spell (caster level 10th),
(Ghost <Human Aristocrat>) except that it does not require a receptacle. To use this abil-
ity, the ghost must be manifested and it must try to move into
Medium Undead (Augmented Humanoid, Human, Incorpo- the target’s space; moving into the target’s space to use the
real), Ast 2, Brd 2 malevolence ability does not provoke attacks of opportunity.
Hit Dice: 4d12 (30 hp) The target can resist the attack with a successful Will save
Initiative: +2 (DC 20). A creature that successfully saves is immune to that
Speed: Fly 30 ft. (perfect) same ghost’s malevolence for 24 hours, and the ghost cannot
Armor Class (manifested): 17 (+2 Dex, +5 deflection), touch enter the target’s space. If the save fails, the ghost vanishes
17, flatfooted 17 into the target’s body.
Base Attack/Grapple: +2/— Manifestation (Su): Every ghost has this ability. A ghost
Attack: Incorporeal touch +4 melee (1d6 negative energy) dwells on the Ethereal Plane and, as an ethereal creature, it
Full Attack: Incorporeal touch +4 melee (1d6 negative energy) cannot affect or be affected by anything in the material world.
Space/Reach: 5 ft./5 ft. When a ghost manifests, it partly enters the Material Plane
Special Attacks: Bardic music (countersong, fascinate, inspire and becomes visible but incorporeal on the Material Plane.
courage +1), corrupting touch, frightful moan, malevo- A manifested ghost can be harmed only by other incorporeal
lence, manifestation, spells creatures, magic weapons, or spells, with a 50% chance to
Special Qualities: Bardic knowledge +5, rejuvenation, +4 ignore any damage from a corporeal source. A manifested
turn resistance ghost can pass through solid objects at will, and its own attacks
Saves: Fort +0, Ref +5, Will +7 pass through armor. A manifested ghost always moves silently.
Abilities: Str 8, Dex 14, Con —, Int 12, Wis 13, Cha 20 A manifested ghost can strike with its touch attack or with a
Skills: Appraise +7, Decipher Script +7, Diplomacy +16, ghost touch weapon. A manifested ghost remains partially on
Gather Information +14, Hide +10, Knowledge [local] +6, the Ethereal Plane, where is it not incorporeal.
Knowledge [history] +7, Knowledge [nobility & royalty] +7, When a spellcasting ghost is not manifested and is on the
Listen +9, Search +9, Sense Motive +8, Spot +9 Ethereal Plane, its spells cannot affect targets on the Material
Feats: Blind-Fight, Diligent, Dodge Plane, but they work normally against ethereal targets. When
Environment: A deserted forest or basement a spellcasting ghost manifests, its spells continue to affect
Organization: Solitary ethereal targets and can affect targets on the Material Plane
Challenge Rating: 4 normally unless the spells rely on touch. A manifested ghost’s
Treasure: +1 silver longsword touch spells don’t work on nonethereal targets.
Alignment: Neutral A ghost has two home planes, the Material Plane and the
Advancement: By character class
Level Adjustment: +5
Ethereal Plane. It is not considered extraplanar when on either
of these planes. 17
The Baron of Stellwood Manor just by looking onto his or her eyes. This requires a standard
action against a single target within 30 ft., and the target may
(Vampire <Human Adept>) attempt to avoid it as if it were a gaze attack. The vampire’s
target must succeed on a Will save (DC 16) or fall instantly
Medium Undead (Augmented Humanoid, Human), Ast 1, under the vampire’s influence as though by a dominate person
Adp 4 spell (caster level 12th). The ability has a range of 30 feet.
Hit Dice: 5d12 (38 hp) Create Spawn (Su): A humanoid or monstrous humanoid
Initiative: +7 slain by a vampire’s energy drain rises as a vampire spawn
Speed: 30 ft. 1d4 days after burial.
Armor Class: 24 (+3 Dex, +5 chain mail, +6 natural), touch If the vampire instead drains the victim’s Constitution to 0
13, flat-footed 21 or lower, the victim returns as a spawn if it had 4 or less HD
Base Attack/Grapple: +2/+5 and as a vampire if it had 5 or more HD. In either case, the
Attack: Scimitar +6 melee (1d6+3 slashing, 19-20) or light new vampire or spawn is under the command of the vampire
crossbow +6 ranged [80 ft.] (1d8 piercing, 19-20) or slam that created it and remains enslaved until its master’s destruc-
+5 melee (1d6+3 bludgeoning plus energy drain) tion. At any given time a vampire may have enslaved spawn
Full Attack: Scimitar +5 melee (1d6+3 slashing, 19-20) and totaling no more than twice its own Hit Dice; any spawn it
slam +0 melee (1d6+3 bludgeoning plus energy drain) or creates that would exceed this limit are created as free-willed
light crossbow +6 ranged [80 ft.] (1d8 piercing, 19-20) vampires or vampire spawn. A vampire that is enslaved may
Space/Reach: 5 ft./5 ft. create and enslave spawn of its own, so a master vampire can
Special Abilities: Blood drain, children of the night, create control a number of lesser vampires in this fashion. A vampire
spawn, dominate, energy drain, spells may voluntarily free an enslaved spawn in order to enslave
Special Qualities: Alternate form, damage reduction 10/silver a new spawn, but once freed, a vampire or vampire spawn
and magic, energy resistance (cold 10, electricity 10), fast cannot be enslaved again.
healing 5, gaseous form, spider climb, +4 turn resistance, Energy Drain (Su): Living creatures hit by a vampire’s slam
vampire weaknesses attack gain two negative levels. For each negative level be-
Saves: Fort +1, Ref +6, Will +9 stowed, the vampire gains 5 temporary hit points. A vampire
Abilities: Str 16, Dex 16, Con —, Int 15, Wis 17, Cha 18 can use its energy drain ability once per round. The Fortitiude
Skills: Bluff +18, Concentration +9, Diplomacy +8, Forgery +5, DC to remove negative levels inflicted by the Baron is 16.
Gather Information +6, Hide +11, Intimidate +8, Knowl- Alternate Form (Su): A vampire can assume the shape of
edge [arcana] +6, Listen +13, Move Silently +11, Ride +5, a bat, dire bat, wolf, or dire wolf as a standard action. This
Search +10, Sense Motive +16, Spellcraft +9, Spot +13, ability is similar to a polymorph spell cast by a 12th-level
Use Magic Device +7 character, except that the vampire does not regain hit points
Feats: Alertness B, Combat Expertise, Combat ReflexesB, for changing form and must choose from among the forms
DodgeB, Improved InitiativeB, Lightning ReflexesB, Magi- mentioned here. While in its alternate form, the vampire loses
cal Aptitude, Persuasive its natural slam attack and dominate ability, but it gains the
Challenge Rating: 6 natural weapons and extraordinary special attacks of its new
Treasure: 700 gp, 7,000 sp; potion of owl’s wisdom, divine form. It can remain in that form until it assumes another or
scroll (goodberry, jump), masterwork scimitar, masterwork until the next sunrise.
light crossbow, chain mail. Fast Healing (Ex): A vampire heals 5 points of damage each
Alignment: Lawful evil round so long as it has at least 1 hit point. If reduced to 0 hit
Level Adjustment: +8 points in combat, it automatically assumes gaseous form and
attempts to escape. It must reach its coffin home within 2 hours
A rustic nobleman, good-looking in a rough way, fond of or be utterly destroyed. (It can travel up to nine miles in 2 hours.)
hunting and seemingly sympathetic to the plight of his sub- Any additional damage dealt to a vampire forced into gaseous
jects’ disappearing children and family members. form has no effect. Once at rest in its coffin, a vampire is help-
The Baron of Stellwood Manor is an EL 8 encounter if found less. It regains 1 hit point after 1 hour, then is no longer helpless
with two vampire spawn. and resumes healing at the rate of 5 hit points per round.
If desired, the Baron can be used as the usurper who dis- Gaseous Form (Su): As a standard action, a vampire can
placed the Fallen Comtesse above. assume gaseous form at will as the spell (caster level 5th), but
it can remain gaseous indefinitely and has a fly speed of 20
Combat feet with perfect maneuverability.
Spider Climb (Ex): A vampire can climb sheer surfaces as
Adept Spells (3/3/1, caster level 4, save DC 12 + spell level): though with a spider climb spell.
0—detect magic, ghost sound, touch of fatigue; 1st—command,
cure light wounds, obscuring mist; 2nd—mirror image.
Blood Drain (Ex): A vampire can suck blood from a living Lizard Guardian
victim with its fangs by making a successful grapple check. If (Lich <Lizardfolk Druid>)
it pins the foe, it drains blood, dealing 1d4 points of Constitu-
tion drain each round the pin is maintained. On each such Medium Undead (Augmented Humanoid, Reptilian), Drd 11
successful attack, the vampire gains 5 temporary hit points. Hit Dice: 13d12 (80 hp)
Children of the Night (Su): Vampires command the lesser Initiative: +1
creatures of the world and once per day can call forth 1d6+1 Speed: 30 ft.
rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
a standard action. These creatures arrive in 2d6 rounds and Base Attack/Grapple: +9/+10
Seaspirit (Ghost <Merfolk Ranger>) it partly enters the Material Plane and becomes visible but
incorporeal on the Material Plane. A manifested ghost can be
Medium Undead (Augmented Humanoid, Aquatic, Incorpo- harmed only by other incorporeal creatures, magic weapons,
real), Rgr 2 or spells, with a 50% chance to ignore any damage from a
Hit Dice: 2d12+3 (21 hp) corporeal source. A manifested ghost can pass through solid
Initiative: +3 objects at will, and its own attacks pass through armor. A
Speed: Fly 30 ft. (perfect), swim 50 ft. manifested ghost always moves silently. A manifested ghost
Armor Class (manifested): 15 (+3 Dex, +2 deflection), touch remains partially on the Ethereal Plane, where is it not in-
15, flat-footed 12 corporeal, and can be attacked by opponents on either the
Base Attack/Grapple: +2/— Material Plane or the Ethereal Plane.
Attack: Telekinesis (violent force) +5 ranged (as item hurled) A ghost has two home planes, the Material Plane and the
Full Attack: Telekinesis (violent force) +5/+5 ranged (as item Ethereal Plane. It is not considered extraplanar when on either
hurled) of these planes.
Space/Reach: 5 ft./5 ft. Telekinesis (Su): A seaspirit can use telekinesis as a standard
Special Attacks: Corrupting gaze, favored enemy [aberrations action (caster level 12th). When a ghost uses this power, it must
+2], malevolence, manifestation, telekinesis wait 1d4 rounds before using it again. A seapirit can handle up
Special Qualities: Low-light vision, rejuvenation, +4 turn to 300 pounds, throw up to 2 objects or creatures with violent
resistance, wild empathy +6 force, and makes combat maneuvers with a +5 bonus.
Saves: Fort +3, Ref +6, Will +2 Rejuvenation (Su): A ghost that would otherwise be de-
Abilities: Str 13, Dex 17, Con —, Int 8, Wis 14, Cha 14 stroyed returns to its old haunts 2d4 days later if it succeeds at
Skills: Handle Animal +5, Hide +8, Knowledge [geography] a level check (1d20 + 3) against DC 16 when destroyed. The
+4, Listen +15, Search +7, Spot +15, Survival +7 (+9 to seaspirit will only rest easy when its mission is fulfilled.
avoid getting lost), Swim +9 Skills: A merfolk has a +8 racial bonus on any Swim check
Feats: Toughness, Two-Weapon FightingB to perform some special action or avoid a hazard. It can al-
Environment: Temperate aquatic ways choose to take 10 on a Swim check, even if distracted
Organization: Solitary or endangered. It can use the run action while swimming,
Challenge Rating: 4 provided it swims in a straight line.
Treasure: Standard
Alignment: Neutral
Advancement: By character class Solar Crystal (Major Wondrous Item)
Level Adjustment: +6 This is a sphere of perfectly clear crystal about a foot across,
covered with innumerable tiny facets. It is highly reflective
This silvery shimmering spirit was trying to bring a valu- and glows at its core with an intense light. It is effectively sur-
able magic item to the defense of its homeland when it was rounded by a permanent hallow effect centered on it as the
waylaid. Choose a wondrous item or use the solar crystal (see chosen focal point, with a daylight effect bound into it (the
after the combat description). The item may have fallen into daylight’s radius is therefore 40 ft. rather than 60).
the hands of pirates, sahuagin or other miscreants. 9th-level divine wondrous item; moderate evocation
This creature is bound to its death site and cannot assist in [good]; Craft Wondrous Item, hallow, daylight, creator must
retrieving its treasure unless it possesses someone, but knows be good; Price 80,000 gp; Weight 10 lb.
where it is as if using greater scrying on the object or its pos-
sessor at will. Its death site contains some treasure (the items
of some of those who killed it) and it will allow these items to Bull Devil (Half-fiend <Minotaur>)
be taken by someone who allows it to possess them, or who Large Outsider (Augmented monstrous humanoid, Evil, Native)
brings it the item and promises to take it to the ghost’s people
for its intended purpose.
Hit Dice: 6d8+18 (45 hp)
Initiative: +2 21
Speed: 30 ft., fly 30 ft. (average) Hell Cleaver: A typical bull devil’s greataxe deals 2d6 addi-
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11 tional damage to good targets. Against humans, its total attack
Base Attack/Grapple: +6/+16 bonus is +14, and its weapon damage increases to 5d6+11.
Attack: Unholy greataxe +12 melee (3d6+10 magic evil cold Against good humans, both of these effects hold.
iron slashing, x3) or claw +11 melee (1d6+6 magic evil Skills: Minotaurs have a +4 racial bonus on Search, Spot,
slashing) and Listen checks.
Full Attack: Unholy greataxe +12/+7 melee (3d6+9 magic evil
cold iron slashing, x3) and gore +6 melee (1d8+3 magic
evil piercing) or 2 claws +11 melee (1d6+6 magic evil Horrendous Howling Horde
slashing) and bite +6 melee (1d8+3 magic evil piercing) (Fiendish <Monkey Swarm>)
Space/Reach: 10 ft./10 ft.
Special Attacks: +2d6 damage vs. humans or good targets, Tiny Magical Beast (Augmented animal, Evil, Extraplanar,
powerful charge 4d6+9, smite good +6, spell-like abilities Swarm)
Special Qualities: Damage reduction 5/magic, darkvision 60 Hit Dice: 5d8 (26 hp)
ft., energy resistance (acid 10, cold 10, electricity 10, fire Initiative: +2
10), poison immunity, natural cunning, scent, SR 16 Speed: 30 ft., climb 30 ft.
Saves: Fort +7, Ref +7, Will +5 Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Abilities: Str 23, Dex 14, Con 17, Int 11, Wis 10, Cha 10 Base Attack/Grapple: +0/—
Skills: Concentration +5, Craft [trapmaking] +4, Disable Attack: Swarm (1d8 evil piercing)
Device +4, Handle Animal +4, Intimidate +9, Listen +13, Full Attack: Swarm (1d8 evil piercing)
Search +13, Sense Motive +4, Spot +13 Space/Reach: 10 ft./0 ft.
Feats: Great Fortitude, Power Attack, Track Special Attacks: Smite good +1
Environment: Underground Special Qualities: Damage reduction 5/magic, darkvision
Organization: Solitary, gang (2-4), or squad (5-16 plus one 60 ft., energy resistance (cold 5, fire 5), low-light vision,
4th-level captain) SR 10
Challenge Rating: 6 Saves: Fort +2, Ref +4, Will +1
Treasure: Standard coins and goods, hell cleaver (see be- Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5
low) Skills: Balance +12, Climb +12, Escape Artist +4, Hide +10,
Alignment: Always neutral evil Listen +4, Spot +4
Advancement: By character class Feats: Agile, Improved Natural Attack [swarm], Weapon
Level Adjustment: +6 FinesseB
Environment: An evil-aligned plane
An enormous brute tainted by the chthonic planes, a bull Organization: Solitary or barrel (2-4)
devil does not hesitate to enter melee. They serve the legions of Challenge Rating: 4
devils as a beachhead on the Material plane, and are favored Alignment: Always neutral evil
as aerial shock troops when assaulting a fortification. Treasure: None
Bull devils are famous for the hell cleavers they wield, +1 Advancement: —
unholy humanbane cold iron greataxes supposedly given to Level Adjustment: — (summon monster V)
them by their diabolic progenitors. These axes are regarded
as prized trophies by those who must defend people against When the territorial monkeys of the abyssal realms are riled,
their assaults. they mob the source of their irritation with mindless ferocity.
A horrendous howling horde could be summoned by an
evil wizard or it might be released from the menagerie of a pa-
Combat sha or other local governor who maintains his power through
A bull devil’s natural weapons overcome damage reduc- ties to the realms of evil or his powers as a blackguard.
tion as magic weapons. Any weapons it wields (including
natural weapons) overcome damage reduction as evil-aligned
weapons.
Combat
Powerful Charge (Ex): A minotaur typically begins a battle Howling hordes mob anything that resembles a threat or
by charging at an opponent, lowering its head to bring its a meal. A howling horde deals 1d8 damage to any creature
mighty horns into play. In addition to the normal benefits and whose space it occupies at the end of its move, and overcomes
hazards of a charge, this allows the beast to make a single damage reduction as a magical attack.
gore attack with a +9 attack bonus that deals 4d6+6 points Distraction (Ex): Any living creature that begins its turn with a
of damage. swarm in its square must succeed on a DC 12 Fortitude save or
Smite Good (Su): Once per day, a bull devil can declare its be nauseated for 1 round. The save DC is Constitution-based.
melee attack to be a smite attack. This attack has a +6 bonus Smite Good (Su): Good creatures damaged by a howling
to damage if it strikes a good target. The bonus damage is horde’s swarm attack take +1 damage.
equal to its HD. Skills: Howling hordes have a +8 racial bonus on Balance
Spell-like Abilities: 3-day—darkness; 1/day—desecrate, and Climb checks. They can always choose to take 10 on
unholy blight (DC 14). Caster Level 6th; the save DC is Cha- Climb checks, even if rushed or threatened. They use their
risma-based. Dexterity modifier instead of their Strength modifier for Climb
Natural Cunning (Ex): Although minotaurs are not espe- checks.
cially intelligent, they possess innate cunning and logical abil- Swarm Traits: No clear front or back and no discernable
ity. This gives them immunity to maze spells, prevents them anatomy; not subject to critical hits or flanking. Reducing a
Wood Warden light, resistance; 1st—calm animal, cure light wounds, en-
tangle, longstrider, speak with animals; 2nd—barkskin, heat
(Half-dragon (Silver) <Nymph Ranger>) metal, lesser restoration, tree shape; 3rd— call lightning, cure
moderate wounds, protection from energy; 4th—ice storm,
Medium Dragon (Augmented fey), Rgr 3 rusting grasp.
Hit Dice: 9d8+18 (58 hp) Stunning Glance (Su): As a standard action, a wrathful
Initiative: +7 nymph can stun a creature within 30 feet with a look. The
Speed: 30 ft., swim 20 ft. target creature must succeed on a DC 17 Fortitude save or be
Armor Class: 30 (+3 Dex, +5 deflection, +8 enchanted chain- stunned for 2d4 rounds. The save DC is Charisma-based.
mail, +4 natural), touch 18, flat-footed 27 Unearthly Grace (Su): A nymph adds her Charisma modi-
Base Attack/Grapple: +6/+10 fier as a bonus on all her saving throws, and as a deflection
Attack: Claw +10 melee (1d4+4 slashing) or thundering long- bonus to her Armor Class. (The statistics block already reflects
bow +12 ranged [110 ft.] (1d8+7 magic silver piercing + these bonuses).
1 Con, x3 + 2d8 sonic + deafness) Wild Empathy (Ex): This power works like the druid’s wild
Full Attack: 2 claws +10 melee (1d4+4 slashing) and bite +5 empathy class feature, except that a nymph has a +6 racial
melee (1d6+2) or thundering longbow +10/+10/+5 ranged bonus on the check. The wood warden receives an additional
[110 ft.] (1d8+7 magic silver piercing + 1 Con, x3 + 2d8 +3 bonus for her ranger levels.
sonic + deafness) Skills: A nymph has a +8 racial bonus on any Swim check
Space/Reach: 5 ft./5 ft. to perform some special action or avoid a hazard. She can
Special Attacks: Blinding beauty, breath weapon, favored always choose to take 10 on a Swim check, even if distracted
enemy [+2 vs. goblinoids], spells, spell-like abilities, or endangered. She can use the run action while swimming,
stunning glance provided she swims in a straight line.
Special Qualities: Damage reduction 10/cold iron, darkvision
60 ft., immunities (paralysis, sleep and cold), low-light vi-
sion, unearthly grace, wild empathy +9 Slithering Stone (Gray ooze + 5 HD)
Saves: Fort +11, Ref +13, Will +13 Large Ooze
Abilities: Str 18, Dex 17, Con 14, Int 18, Wis 18, Cha 21 Hit Dice: 8d10+64 (112 hp)
Skills: Concentration +11, Diplomacy +13, Escape Artist +12, Initiative: –5
Handle Animal +14, Heal +13, Hide +12, Knowledge [na- Speed: 10 ft.
ture] +13, Listen +15, Move Silently +15, Ride +5, Sense Armor Class: 6 (-1 size, –5 Dex, +2 natural), touch 4, flat-
Motive +13, Spot +16, Survival +13, Swim +12, Use Rope footed 6
+3 (+5 with bindings) Base Attack/Grapple: +6/+15
Feats: Combat Casting, Dodge, Great Fortitude, Improved Attack: Slam +10 melee (1d8+7 plus 1d6 acid)
Initiative, TrackB, Rapid ShotB, EnduranceB Full Attack: Slam +10 melee (1d8+7 plus 1d6 acid)
Environment: Temperate forests Space/Reach: 5 ft./5 ft.
Organization: Solitary Special Attacks: Acid, constrict 1d8+7 plus 1d6 acid, im-
Challenge Rating: 10 proved grab
Treasure: Celestial armor, +3 composite (+4) holy thundering Special Qualities: Blindsight 60 ft., immunity to cold and fire,
longbow, 50 +1 wounding silver arrows, ring of shooting ooze traits, transparent
stars, ring of chameleon power, python rod, circlet of per- Saves: Fort +10, Ref -3, Will -2
suasion, slippers of spider climbing Abilities: Str 20, Dex 1, Con 26, Int —, Wis 2, Cha 1
Alignment: Chaotic good Skills: —
Advancement: 7–12 HD (Medium) Feats: —
Level Adjustment: +7 Environment: Cold marshes
Organization: Solitary
This stunningly beautiful creature has silver hair and skin, Challenge Rating: 4
and ultramarine eyes. She is the self-avowed protector of a Treasure: None
perfect and unspoiled mountain forest, which could be in Alignment: Always neutral
the PCs’ path, or could fall under peril, causing her to seek Advancement: 9 HD (Large), 10-16 HD (Huge)
assistance in its protection. Alternatively, there could be a Level Adjustment: —
dangerous evil hidden at the center of the forest, and the
wood warden oversees its confinement. This exceptionally large gray ooze is about 9 feet acros and
four inches thick, weighing 950 pounds.
Combat
Blinding Beauty (Su): This ability affects all humanoids Combat
within 30 feet of a nymph. Those who look directly at a nymph
must succeed on a DC 17 Fortitude save or be blinded per-
A gray ooze strikes like a snake, slamming opponents with
its body. 23
Acid (Ex): A gray ooze secretes a digestive acid that Constrict (Ex): A gray ooze deals automatic slam and acid
quickly dissolves organic material and metal, but not stone. damage with a successful grapple check. The opponent’s clothing
Any melee hit or constrict attack deals acid damage. Armor and armor take a –4 penalty on Reflex saves against the acid.
or clothing dissolves and becomes useless immediately un- Improved Grab (Ex): To use this ability, a gray ooze must hit
less it succeeds on a DC 16 Reflex save. A metal or wooden with its slam attack. It can then attempt to start a grapple as a
weapon that strikes a gray ooze also dissolves immediately free action without provoking an attack of opportunity. If it wins
unless it succeeds on a DC 16 Reflex save. The save DCs are the grapple check, it establishes a hold and can constrict.
Constitution-based. Transparent (Ex): A gray ooze is hard to identify, even under
The ooze’s acidic touch deals 16 points of damage per ideal conditions, and it takes a DC 15 Spot check to notice one.
round to wooden or metal objects, but the ooze must remain in Creatures who fail to notice a gray ooze and walk into it are au-
contact with the object for 1 full round to deal this damage. tomatically hit with a melee attack for slam and acid damage.
Clutter Swarm
Tiny Construct (Swarm)
Hit Dice: 2d10 (45 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/—
Attack: Swarm (1d6 bludgeoning)
Full Attack: Swarm (1d6 bludgeoning)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Construct traits, darkvision 60 ft., half dam-
age from piercing or slashing attacks, hardness 7, low-light
vision, swarm traits 29
Saves: Fort +0, Ref +2, Will -5 10 on Climb checks, even if rushed or threatened. They use
Abilities: Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1 their Dexterity modifier instead of their Strength modifier for
Environment: Any Climb checks.
Organization: Solitary or as created
Challenge Rating: 1
Treasure: None Quasit Swarm
Alignment: Always neutral Tiny Outsider (Chaotic, Extraplanar, Evil, Swarm)
Advancement: — Hit Dice: 11d8 (53 hp)
Level Adjustment: — Initiative: +7
Speed: 20 ft., fly 50 ft. (perfect)
Clutter swarms are created when animate object spells are Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15,
used on large heaps of small objects. flat-footed 15
Base Attack/Grapple: +11/—
Combat Attack: Swarm (3d6 chaotic evil slashing plus poison)
Full Attack: Swarm (3d6 chaotic evil slashing plus poison)
Clutter swarms fight only as directed by the animator. They Space/Reach: 10 ft./0 ft.
follow orders without question and to the best of their abilities. Special Attacks: Poison, spell-like abilities
Construct Traits: Immune to all mind-affecting effects Special Qualities: Alternate form, concealment, damage reduc-
(charms, compulsions, phantasms, patterns, and morale ef- tion 5/cold iron or good, darkvision 60 ft., energy resistance
fects); immune to poison, sleep effects, paralysis, stunning, (fire 10), fast healing 2, frightful presence, half damage from
disease , death effects, and necromancy effects; cannot heal slashing or piercing attacks, poison immunity
damage on their own; not subject to critical hits, nonlethal Saves: Fort +7, Ref +10, Will +8
damage, ability damage, ability drain, fatigue, exhaustion, or Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
energy drain; not at risk of death from massive damage; im- Skills: Bluff +6, Climb +7, Diplomacy +2, Disable Device +8,
mediately destroyed when reduced to 0 hit points or less. Disguise +0 (+2 acting), Hide +17, Intimidate +6, Knowl-
Distraction (Ex): Any living creature that begins its turn edge [the planes] +6, Listen +15, Move Silently +17, Search
with a clutter swarm in its space must succeed on a DC 11 +14, Spellcraft +10, Spot +14, Survival +9
Fortitude save or be nauseated for 1 round. The save DC is Feats: Improved Initiative, Weapon Finesse
Constitution-based. Environment: A chaotic evil-aligned plane
Organization: Solitary
Challenge Rating: 8
Monkey Swarm Treasure: None
Tiny Animal (Swarm) Alignment: Always chaotic evil
Hit Dice: 5d8 (26 hp) Advancement: 4–6 HD (Tiny)
Initiative: +2 Level Adjustment: —
Speed: 30 ft., climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Quasits usually operate singly when on the Material plane,
Base Attack/Grapple: +0/— but are sometimes encountered in large mobs in the depths
Attack: Swarm (1d8 piercing) where they come into being.
Full Attack: Swarm (1d8 piercing)
Space/Reach: 10 ft./0 ft.
Special Attacks: — Combat
Special Qualities: Half damage from piercing or slashing A quasit swarm’s swarm attack is treated as a chaotic-
weapons, low-light vision aligned, evil-aligned weapon for purposes of overcoming
Saves: Fort +2, Ref +4, Will +1 damage reduction .
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 Concealment (Su): A quasit swarm has concealment (20%
Skills: Balance +12, Climb +12, Escape Artist +4, Hide +10, miss chance) as many of its members are usually invisible.
Listen +4, Spot +4 See invisibility negates this concealment.
Feats: Agile, Improved Natural Attack [swarm], Weapon Frightful Presence (Su): Any creature of 11 HD or less that
FinesseB comes within a 30-ft. spread of a quasit swarm must make a
Environment: Warm forests Will save (DC 15) or become frightened. A creature that suc-
Organization: Solitary or barrel (2-4) ceeds at this save is immune to that quasit swarm’s frightful
Challenge Rating: 3 presence for twenty-four hours thereafter.
Advancement: — Poison (Ex): Injury, Fortitude DC 17, initial damage 1d4
Level Adjustment: — Dex, secondary damage 2d4 Dex. The save DC is Constitu-
tion-based and includes a +2 racial bonus.
Combat Spell-Like Abilities: Always active—detect good, detect
magic. While the individual quasits still have the invisibility
Monkey swarms mob anything that resembles a threat or a and cause fear abilities, the nature of the swarm changes
meal, biting, clawing, screaming and flinging filth. these into concealment and frightful presence for the swarm
Distraction (Ex): Any living creature that begins its turn as a whole.
with a swarm in its square must succeed on a DC 12 Fortitude Alternate Form (Su): A quasit swarm can assume the form
save or be nauseated for 1 round. The save DC is Constitu- and statistics of a bat swarm or centipede swarm at will as
tion-based. a standard action. It loses its poison attack while in any al-
34 are never staggered or reduced to a dying state by damage. healed by positive energy. Moreover, they are rebuked or com-
manded rather than turned or destroyed by turning attempts
that use positive energy, and attempts to rebuke or command that created them and remain enslaved until its destruction
them using negative energy instead turn or destroy them. or banishment. They do not possess any of the abilities they
Smite Evil (Su): Once per day, a spiritgold can declare one had in life.
melee attack a smite attack that deals +5 damage if it strikes
an evil target. The extra damage is HD-based. Rules Flag
Constitution Drain (Su): Living creatures hit by a spiritgold’s
incorporeal touch attack must succeed on a DC 14 Fortitude Normally, the celestial template can be applied only
save or take 1d6 points of Constitution drain. The save DC is to a living, corporeal nonevil creature—wraiths, of course,
Charisma-based. On each such successful attack, the spiritgold are 0 for 3 on that score. The exemption is arbitrary, but these
gains 5 temporary hit points. wraiths have received divine energy inversion because it
Create Spawn (Su): Any humanoid slain by a spiritgold makes sense in context. These celestial creatures also gained
becomes a spiritgold in 1d4 rounds. Its body remains intact DR 5/cold iron instead of 5/magic, since they cannot be hit
and inanimate, but its spirit is torn free from its corpse and by nonmagic weapons.
transformed. Spawn are under the command of the spiritgold
Creating a crafted servant servant can be created with as many weapons as it can wield at
once and is proficient in their use, but these weapons are con-
“Fleshcrafted,” “claycrafted,” “stonecrafted” and “ironcraft- sidered natural weapons for the crafted servant. Otherwise, the
ed” are inherent templates that can be used to create creatures crafted servant uses the natural weapons of the base creature. If
from any corporeal creature with a solid form (hereinafter the the base creature has no natural weapons and the crafted servant
“base creature”). The resulting creation has the base creature’s is not created with any weapons, it gains a slam attack.
abilities and statistics except as described below. Full Attack: A crafted servant that gains a slam attack can
Size and Type: Type changes to “construct.” The crafted make as many slams in a round as its base creature could com-
servant has none of the subtypes of the base creature, and does fortably make unarmed strikes (two for most humanoids). A
not gain the augmented subtype. Size is unaffected. crafted servant using manufactured weapons makes a normal
Hit Dice and Hit Points: Drop any hit dice gained from full attack based on the number of weapons it wields and its
class levels, and change all racial hit dice (minimum 1) to base attack. Other crafted servants make a full attack in the
d10s. Additionally, the crafted servant gains additional hit same fashion as the base creature.
points based on its size, as typical for a construct: Damage: For claycrafted, stonecrafted or ironcrafted servants,
Fine — Large 30 increase the damage of any natural weapons (including weapons
created with the servants that would normally be manufactured)
Diminutive — Huge 40
as if they had increased one step in size. If the crafted servant
Tiny — Gargantuan 60 gained a slam attack, determine the damage of that attack ac-
Small 10 Colossal 80 cording to the servant’s size and type, as follows:
Medium 20
Size Flesh Clay,Stone,Iron
Speed: Determine the base creature’s speed if it were
Fine 1d3 1d4
wearing some measure of armor (light armor for fleshcrafted
servants, medium armor for claycrafted servants, and heavy ar- Diminutive 1d4 1d6
mor for stonecrafted or ironcrafted servants). Use this modified Tiny 1d6 1d8
speed as the crafted servant’s base speed. If the base creature Small 1d8 2d4
has an ability that would affect its speed wearing armor, take Medium 2d4 2d6
that ability into consideration normally, with respect to the ap- Large 2d6 2d8
propriate type of armor, when determining the crafted servant’s Huge 2d8 2d10
speed. If the base creature has more than one speed, repeat this
Gargantuan 3d6 3d8
calculation for each movement type the base creature has.
A fleshcrafted, claycrafted or ironcrafted servant with a fly Colossal 3d8 3d12
speed has a maneuverability one step worse than the base Special Attacks: A crafted servant retains only those special
creature. A stonecrafted creature with a fly speed has clumsy
maneuverability.
attacks of the base creature specifically based on physical
shape, such as rend, rake, improved grab or constrict. Supernat- 35
ural or spell-like abilities are lost, as are extraordinary abilites Sapping Gaze (Su): Five rounds after entering combat, and
not directly related to form, including poison and disease. every five rounds thereafter, an ironcrafted servant with this
Haste (Su): After a claycrafted servant has engaged in at power can enervate a single living creature by meeting its eyes.
least 1 round of combat, it can haste itself once per day as This is a free action for the ironcrafted servant and is treated
a free action. The effect lasts 3 rounds and is otherwise the as a gaze attack rather than a ranged touch attack, except that
same as the spell. only a single creature can be affected in any given round. If
A claycrafted, stonecrafted or ironcrafted servant can have the ironcrafted servant successfully meets the target creature’s
up to one of the following special abilities, according to its eyes, a black bolt connects their eyes for a moment, inflicting
type; each ability adds an additional spell prerequisite to the the target creature with 1d4 negative levels. These negative
servant’s creation. levels last one hour per hit die of the ironcrafted servant, to
Cursed Wound (Ex): Damage dealt by the natural weapons a maximum of fifteen hours. No save is necessary to avoid
of a claycrafted servant with this ability doesn’t heal naturally permanent level loss. Craft Prerequisite: enervate.
and resists healing spells. A character attempting to cast a Static Burst (Su): After four rounds of combat, this charged
conjuration (healing) spell on a creature damaged by a clay- ironcrafted servant can release a burst of electricity as a stan-
crafted must succeed on a caster level check (DC 15 + the dard action at a creature within 100 ft., dealing 1d6 electricity
claycrafted’s HD), or the spell has no effect on the injured damage per hit die of the ironcrafted (max 20d6). The bolt
character. Craft Prerequisite: commune. then arcs to a number of targets within 50 ft. of the first target,
Binding Presence (Su): Extradimensional or planar travel affecting up to one additional creature per die of damage in
of all kinds into or out of the area around such a claycrafted the original bolt and dealing half as much damage to these
servant becomes impossible once it enters combat. This ability targets as the original blast. All those affected are allowed a
functions continuously starting with the claycrafted’s first ac- Reflex save (DC 10 + one-half the ironcrafted servant’s HD)
tion, and lasts until it does not act for two consecutive rounds. for half damage. The bolt cannot arc back to the ironcrafted
Effects foiled by this barrier include astral projection, blink, di- servant that released it. After using this ability, the ironcrafted
mension door, ethereal jaunt, etherealness, gate, maze, plane servant cannot use it again for four rounds. Craft Prerequisite:
shift, shadow walk, teleport, and similar spell-like or psionic chain lightning.
abilities. The effect does not prevent summoned creatures from Special Qualities: A crafted servant loses most special
disappearing at the end of a summoning spell. This effect cov- qualities of the base creature. It retains any extraordinary
ers an emanation with a radius of 10 ft. plus 1 ft. per hit die of special qualities that improve its melee or ranged attacks.
the claycrafted. Craft Prerequisite: dimensional lock. All crafted servants gain certain traits in common, as well as
Fossilization (Su): When a claycrafted servant with this certain qualities specific to their type.
special attack strikes a creature with an attack that threatens Construct traits: Immune to all mind-affecting effects (charms,
a critical hit, the creature struck must succeed at a Fortitude compulsions, phantasms, patterns, and morale effects), poison,
save (DC 10 + one-half the claycrafted’s HD) or be petrified as sleep effects, paralysis, stunning, disease, death effects, and
if by a flesh to stone spell. Craft Prerequisite: flesh to stone. necromancy effects. Cannot heal damage on its own, but can
Slow (Su): Every two rounds when it is engaged in combat, be repaired through the use of the Craft Construct feat. Not
a stonecrafted servant with this ability generates a slow effect subject to critical hits, nonlethal damage, ability damage,
targeting the nearest creature within 10 ft. that is not already ability drain, fatigue, exhaustion, or energy drain; immune to
slowed. The effect lasts a number of rounds equal to one-half any effect that requires a Fortitude save (unless the effect also
the stonecrafted’s servant’s HD, is negated with a successful works on objects, or is harmless). Not at risk of death from
Will save (DC equals 10 + one-half the stonecrafted servant’s massive damage. Immediately destroyed when reduced to 0
HD), and is otherwise identical to the slow spell. Craft Pre- hit points or less; cannot be raised or resurrected. Does not
requisite: slow. sleep, breathe or eat.
Hold Person (Su): Every three rounds when it is engaged 60-ft darkvision and low-light vision.
in combat, a stonecrafted servant imbued with this power Damage Reduction: A crafted servant’s obdurate body gains
generates a hold person effect targeting the nearest human- damage reduction that can be overcome only by adamantine
oid creature within 10 ft. The effect lasts a number of rounds weapons, according to its size and type, as follows.
equal to one-half the stonecrafted servant’s HD, is negated or Size Flesh Clay Stone Iron
ended with a successful Will save (DC equals 10 + one-half
Fine DR 2 DR 5 DR 5 DR 5
the stonecrafted servant’s HD), and is otherwise identical to
the hold person spell. Craft Prerequisite: hold person. Diminutive DR 2 DR 5 DR 5 DR 5
Invisibility Purge (Su): Whenever it enters combat, such Tiny DR 2 DR 5 DR 5 DR 5
a stonecrafted servant is surrounded by a continual effect Small DR 5 DR 5 DR 5 DR 10
that supresses all invisibility effects within a 15-ft. emanation Medium DR 5 DR 5 DR 10 DR 10
centered on the stonecrafted servant. All invisible objects and Large DR 5 DR 10 DR 10 DR 15
creatures are visible as long as they remain in the affected Huge DR 5 DR 10 DR 15 DR 15
area. This ability takes effect when the stonecrafted servant first Gargantuan DR 10 DR 15 DR 15 DR 15
acts after determining initiative, and remains in force until it
Colossal DR 10 DR 15 DR 15 DR 20
has not acted for two consecutive rounds. Craft Prerequisite:
invisibility purge. Immunity to Magic (Ex): A crafted servant effectively has
Breath Weapon (Su): This is the ability most often granted to perfect spell resistance, ignoring the effects of any spell or abil-
Ironcrafted servants, allowing them to fill an adjacent cube of ity that is subject to spell resistance. Certain spells and effects
equal size to the ironcrafted servant’s space value with a cloud have unusual effects on a crafted servant; these spells are not
of poisonous gas lasting 1 round, as a free action once every subject to the crafted servant’s magic immunity. Depending
1d4+1 rounds; initial damage 1d4 Con, secondary damage on the crafted servant’s material, certain effects may slow it,
Sample Crafted Servants has perfect spell resistance, ignoring the effects of any spell or
ability that is subject to spell resistance. Certain spells and ef-
Creation
Emulating Ardencroft’s work is possible for a 16th-
level caster with the Craft Construct feat and access to
animate dead, bull’s strength, geas/quest and limited
wish. The finished body is worth 2,560 gp, and requires
parts, bindings and infusions worth 853 gp. The DC for
Craft checks made to construct the body is 18.
Market Price: 38,560 gp. Cost to Create: 20,560 gp
+ 1,440 xp.
Dire rats use their Dexterity modifier for Climb and Swim Minotaur Skeleton
checks.
These skeletons are often favored for their imposing pres-
ence and physical power.
Large Viper Skeleton
These forbidding creatures are favored principally for their Combat
psychological impact. These brutes are occasionally armed by their creators with
a falchion instead (2d6+6 slashing, 18-20).
Combat Powerful Charge (Ex): A minotaur skeleton deals 4d6+6
Snake skeletons make use of their improved Dexterity to piercing damage on a successful charge attack.
strike as early in the combat as possible.
Skills: Snake skeletons have a +8 racial bonus on Balance
and Climb checks. A snake skeleton can always choose to Sahuagin Mutant Skeleton
take 10 on a Climb check, even if rushed or threatened. Snake These warriors are sometimes raised by sahuagin clerics to
skeletons use either their Strength modifier or Dexterity modi- assist with raids, act as bodyguards, or ward temples.
fier for Climb checks, whichever is higher.
Combat
When swimming, a sahuagin tears with its feet as it strikes
Marilith Skeleton with its talons or a weapon. When a sahuagin master orders a
In the wake of demonic battles, the bodies of the fallen are skeleton to attack, it usually intends to make a grisly example
sometimes employed as last-ditch troops. of the target, favoring brutal tactics.
Rake (Ex): 2 claws +1 melee (1d4+1 slashing). A sahuagin
Combat also gains two rake attacks when it attacks while swimming.
A skeletal marilith retains its ability to attack with all arms
at no additional penalty.
43
sometimes created by necromancers specifically as a display
Huge Shark Skeleton of contempt for the weakness of “good” or “noble” ideals.
These dread minions are employed to guard sunken trea-
sures and underwater passages, as their cartilaginous skeletons
retain enough buoyancy and fin surface to swim. Ape Zombie
This lumbering hulk is usually employed by a jungle sha-
Combat man as proof of his occult power over his tribesfolk or the
Shark skeletons are less cautious or curious than their living shamans of other clans.
counterparts, either ignoring creatures or attacking without
hesitation. Combat
Skills: A shark skeleton has a +8 racial bonus on any Swim Skills: Apes have a +8 racial bonus on Climb checks and
check to perform some special action or avoid a hazard. It can can always choose to take 10 on Climb checks, even if rushed
always choose to take 10 on a Swim check, even if distracted or threatened.
or endangered. It can use the run action while swimming,
provided it swims in a straight line.
Bat Zombie Swarm
Zombie bat swarms decay more rapidly when exposed
Triceratops Skeleton to sunlight, and are rarely dispatched during the daylight
These creatures are most often found on the grounds of the hours.
most ancient of fallen ruins.
Combat
Combat A zombie bat swarm seeks to surround and attack any
A triceratops skeleton uses its trample attack on smaller intruder or creatures that it is ordered to attack.
opponents, simply charging right past them. Distraction (Ex): Any living creature that begins its turn
Powerful Charge (Ex): When a triceratops skeleton charges, with a swarm in its space must succeed on a DC 13 Fortitude
its gore attack deals 4d8+20 points of damage. save or be nauseated for 1 round. The save DC is Constitu-
Trample (Ex): Reflex half (DC 28). The save DC is Strength- tion-based.
based. Swarm Traits: No clear front or back and no discernible
anatomy; not subject to critical hits or flanking. Reducing a
swarm to 0 hit points or lower causes it to break up; swarms
Unicorn Skeleton are never staggered or reduced to a dying state by damage.
This creature’s horn has lost its power due to its taint of Also, they cannot be tripped, grappled, or bull rushed, and
negative energy. they cannot grapple an opponent. A swarm takes half again
Such creatures are often regarded by advocates of good or as much damage (+50%) from spells or effects that affect an
nature as one of the foulest acts of corruption possible and are area, such as splash weapons and many evocation spells.
Constrictor Snake Zombie hazard. It can always choose to take 10 on a Swim check,
even if distracted or endangered. It can use the run
Zombie snakes are most frequently found guard- action while swimming, provided it
ing ancient jungle temples, or are employed by swims in a straight line.
smake-people to guard areas that sentient guards
cannot be trusted with.
Elephant Zombie
Combat These massive juggernauts are
Constrictor snakes hunt by grabbing prey often used as seige engines by
with their mouths and then squeezing it with undead warlords. This zombie
their powerful bodies. was animated from a slightly
Constrict (Ex): On a small elephant (10HD).
successful grapple check,
a constrictor zombie deals Combat
1d3+5 points of damage. Trample (Ex): Reflex half
Improved Grab (Ex): To (DC 26). The save DC is Strength-
use this ability, a constrictor based.
zombie must hit with its bite
attack. It can then attempt
to start a grapple as a free Hydra Zombie
action without provoking an Usually the work of a signifi-
attack of opportunity. If it wins cant and powerful necromancer, hy-
the grapple check, it establishes a dra zombies are usually used as tower
hold and can constrict. guards or arena spectacles.
Skills: Zombie constrictors
have a +8 racial bonus on Combat
Balance and Climb checks. Hydra zombies can attack with all
A snake can always choose to their heads at no penalty, even if they
take 10 on a Climb check, even charge during the round.
if rushed or threatened. Snakes A hydra zombie can be stopped only
use either their Strength modifier by slaying its body, but severing its heads
or Dexterity modifier for Climb reduces its danger level and deals
checks, whichever is higher. A snake damage to it. To sever a head, an
has a +8 racial bonus on any Swim check
to perform some special action or avoid a
opponent must make a successful
sunder attempt with a slashing weapon. (The 45
player should declare where the attack is aimed before making Combat
the attack roll.) Making a sunder attempt provokes an attack of Skills: Because of their tails, lizardfolk have a +4 racial
opportunity unless the foe has the Improved Sunder feat. An bonus on Jump, Swim, and Balance checks.
opponent can ready an action to attempt to sunder a hydra’s
head when the creature bites at him. Each of a hydra’s heads
has hit points equal to the creature’s full normal hit point total, Megaraptor Zombie
divided by its original number of heads (14 hp for most hydra Since making a zombie generally requires a fresh corpse,
zombies). Losing a head deals damage to the body equal to these trampling terrors are usually found near primeval grass-
half the head’s full normal hit points (typically 7 damage). A lands, undisturbed jungles and other ancient places.
zombie hydra is not at risk of blood loss. A hydra can no longer
attack with a severed head but takes no other penalties.
Zombie hydras do not regrow heads, but do not die until Pegasus Zombie
their hit point total is exhausted. A headless hydra zombie can Regarded as a defilement as severe as animating a unicorn,
still make slam attacks, although it is effectively blinded. the zombie pegasus is a favored flying mount of blackguards.
Targeted magical effects cannot sever a hydra’s heads (and
thus must be directed at the body) unless they deal slashing
damage and could be used to make sunder attempts. Sea Cat Zombie
Skills: Hydras have a +2 racial bonus on Listen and Spot These creatures are sometimes found near sunken ships or
checks, thanks to their multiple heads. haunted reefs, in placed where they were hunted or fought.
A hydra has a +8 racial bonus on any Swim check to per-
form some special action or avoid a hazard. It can always Combat
choose to take 10 on a Swim check, even if distracted or en- Rend (Ex): A sea cat that hits with both claw attacks latches
dangered. It can use the run action while swimming, provided onto the opponent’s body and tears the flesh. This automati-
it swims in a straight line. cally deals an extra 2d6+6 points of damage.
Feats: A hydra’s Combat Reflexes feat allows it to use all Skills: A sea cat has a +8 racial bonus on any Swim check
its heads for attacks of opportunity. To keep math simple, a to perform some special action or avoid a hazard. It can al-
hydra zombie’s bonus Toughness feat grants it hit points equal ways choose to take 10 on a Swim check, even if distracted
to its number of heads. or endangered. It can use the run action while swimming,
provided it swims in a straight line.
Lizardfolk Zombie
When an “open call” for undead soldiers is held in a marshy Vrock Zombie
region, these are often the dead that the swamp yields up. Casualties in the infernal wars are more common than
either side would like, and it’s not unusual for devils to send a
Elephant Zombie Hydra Zombie (Six Heads) Lizardfolk Zombie
Huge Undead (Evil) Huge Undead (Evil) Medium Undead (Evil, Reptilian)
Hit Dice: 20d12+3 (138 hp) 12d12+6 (84 hp) 4d12+3 (34 hp)
Initiative: -1 +0 -1
Speed: 40 ft. 20 ft., swim 20 ft. 30 ft.
Armor Class: 17 (–2 size, -1 Dex, +10 natu- 19 (–2 size, +11 natural), touch 16 (–1 Dex, +7 natural), touch
ral), touch 7, flat-footed 17 8, flat-footed 9 9, flat-footed 16
Base Attack/Grapple: +10/+29 +6/+18 +2/+4
Attack: Gore +19 melee (2d8+16 pierc- 6 bites +8 melee (1d10+4) or Claw +4 melee (1d4+2 slash-
ing) slam +8 melee (2d6+6 blud- ing) or slam +4 melee (1d6+2
geoning) bludgeoning) or javelin +1
ranged [30 ft.] (1d6+1 piercing)
Full Attack: Slam +19 melee (2d6+11 6 bites +8 melee (1d10+4) or 2 claws +4 melee (1d4+2 slash-
bludgeoning) and 2 stamps +14 slam +8 melee (2d6+6 blud- ing) and slam -1 melee (1d6+2
melee (2d6+5 bludgeoning); or geoning) bludgeoning) and bite -1 melee
gore +19 melee (2d8+16) (1d4+1 piercing); or javelin +1
ranged [30 ft.] (1d6+1 piercing)
Space/Reach: 15 ft./10 ft. 15 ft./10 ft. 10 ft./5 ft.
Special Attacks: Trample 2d8+16 — —
Special Qualities: Damage reduction 5/slashing, Damage reduction 5/slashing, Damage reduction 5/slashing,
darkvision 60 ft., single actions darkvision 60 ft., single actions darkvision 60 ft., single actions
only, undead traits only, undead traits only, undead traits
Saves: Fort +6, Ref +5, Will +12 Fort +4, Ref +4, Will +8 Fort +1, Ref +0, Will +4
Abilities: Str 32, Dex 8, Con —, Int —, Str 19, Dex 10, Con —, Int —, Str 15, Dex 8, Con —, Int —,
Wis 10, Cha 1 Wis 10, Cha 1 Wis 10, Cha 1
Skills: Listen +0, Spot +0 Listen +2, Spot +2, Swim +12 Balance +3, Jump +6, Listen
+0, Spot +0, Swim +6
Feats: ToughnessB Combat ReflexesB, ToughnessB* ToughnessB
46 Challenge Rating:
Advancement:
6
11–17 HD (Huge)
7
—
1
—
demon’s corpse against its former Megaraptor Zombie Pegasus Zombie
comrades. Even if animated on the Large Undead (Evil) Large Undead (Evil)
Material Plane, a vrock’s corpse is Hit Dice: 16d12+3 (125 hp) 8d12+3 (60 hp)
considered extraplanar and can Initiative: +1 +1
be dismissed or banished.
Speed: 60 ft. 60 ft., fly 120 ft. (clumsy)
Armor Class: 19 (–1 size, +1 Dex, +9 natu- 16 (–1 size, +1 Dex, +6 natu-
Baleen Whale ral), touch 10, flat-footed 18 ral), touch 10, flat-footed 15
Base Attack/Grapple: +8/+17 +4/+13
Zombie Attack: Talons +12 melee (2d6+6 slash- Hoof +8 melee (1d6+5 blud-
This behemoth is used by ing) geoning) or slam +8 melee
liches and other greater undead (1d8+7 bludgeoning)
as a powerful seagoing transport Full Attack: Talons +12 melee (2d6+6 2 hooves +8 melee (1d6+5
and hazard to shipping. slashing) and 2 foreclaws +7 bludgeoning) and bite +3 melee
melee (1d4+3 slashing) and bite (1d3+2 bludgeoning) and slam
Rules Flag +7 melee (1d8+3 piercing) +3 melee (1d8+2 bludgeoning)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft.
A creature this size cannot Special Attacks: — —
be made into a zombie using a
Special Qualities: Damage reduction 5/slashing, Damage reduction 5/slashing,
standard animate dead spell. The
darkvision 60 ft., single actions darkvision 60 ft., single actions
cost of the required material com-
only, undead traits only, undead traits
ponent is 950 gp, and the spell
must be heightened to 7th level. Saves: Fort +5, Ref +6, Will +8 Fort +2, Ref +3, Will +6
The spell also gains an additional Abilities: Str 23, Dex 13, Con —, Int —, Str 20, Dex 13, Con —, Int —,
XP component of 10 xp for each Wis 10, Cha 1 Wis 10, Cha 1
hit die the undead gains over 20 Skills: Hide -3, Jump +18, Listen +0, Listen +0, Spot +0
(180 xp in this case). Spot +0
Feats: ToughnessB ToughnessB
Challenge Rating: 6 4
Advancement: 18–20 HD (Large) 10-16 HD (Large)
Fin. 47
Creatures by Challenge Rating
Challenge Rating 1/3 Enveloping Nightmare
Dire Rat Skeleton............................................................ 42 (Lycanthrope (Giant octopus - 2HD) <Sahuagin>).......... 27
Challenge Rating 1 Megaraptor Zombie ........................................................ 46
Clutter Swarm................................................................. 29 Spiritgold (Celestial <Wraith>)........................................ 34
Crocodile Skeleton ......................................................... 42 Steel Smotherer (Ironcrafted <Darkmantle+2HD>) ......... 39
Lizardfolk Zombie .......................................................... 46 Vicarious Wyrmling
Sahuagin Mutant Skeleton .............................................. 43 (Half-dragon (Copper) <Halfling Fighter>)....................... 16
Large Viper Skeleton ....................................................... 43 Vrock Zombie................................................................. 46
Challenge Rating 2 Challenge Rating 7
Bat Zombie Swarm ......................................................... 44 Ancient Watcher (Gargoyle + 8HD) ................................ 14
Deinonychus Skeleton .................................................... 42 Haunted Murder (Ghost <Raven swarm>) ....................... 25
Constrictor Snake Zombie............................................... 45 Hydra Zombie ................................................................ 45
Unicorn Skeleton............................................................ 44 Marilith Skeleton ............................................................ 43
Challenge Rating 3 Triceratops Skeleton........................................................ 44
Ape Zombie.................................................................... 44 Challenge Rating 8
Cropminder (Celestial <Ankheg>)..................................... 4 Ardencroft’s Creation (Fleshcrafted <Marilith>) ............... 38
Eagle of Bacchus (Half-celestial <Satyr>) (no pipes) ........ 28 Brass Serpent (Half-dragon (Brass) <Salamander>) .......... 28
Minotaur Skeleton .......................................................... 43 Quasit Swarm ................................................................. 30
Monkey Swarm............................................................... 30 Stirge Swarm................................................................... 31
Nightflyer (Lycanthrope (Dire bat - 2HD) <Gnome>) ...... 16 Challenge Rating 9
Pegasus Zombie.............................................................. 46 Bloodfang (Vampire <Medusa>) ..................................... 20
Serpents of Retribution (Celestial <Viper Swarm>) .......... 34 Challenge Rating 10
Suffocating Night (Darkmantle + 3HD) ........................... 10 Howling Haunt (Ghost <Destrachan>)............................ 10
Viper Swarm ................................................................... 31 Medusa Drake (Half-dragon (Green) <Basilisk + 5HD>) ... 5
Challenge Rating 4 Wood Warden (Half-dragon (Silver) <Nymph Ranger>) .. 23
Ambush Whip (Choker Rogue) ......................................... 7 Challenge Rating 11
Behir Skeleton ................................................................ 41 Dark Historian (Cloaker Bard)........................................... 7
Darkrunner (Fiendish <Centaur>) ..................................... 6 Sunchaser (Celestial <Roc>) ........................................... 26
Fallen Comtesse (Ghost <Human Aristocrat>) ................. 17 Baleen Whale Zombie .................................................... 47
Granite Charger (Stonecrafted <rhinoceros>) .................. 40 Challenge Rating 12
Horrendous Howling Horde Bog Fiend (Half-fiend
(Fiendish <Monkey Swarm>) .......................................... 22 <Lycanthrope (Giant Crocodile) <Troll>>) ...................... 32
Mad Charger (Half-fiend <Unicorn>).............................. 33 Dimension Crawler (Aranea Horizon Walker) ................... 4
Raven Swarm.................................................................. 31 Rainbow Apparition (Ghost <Couatl>) .............................. 9
Seaspirit (Ghost <Merfolk Ranger>) ................................ 21 Challenge Rating 13
Sea Cat Zombie .............................................................. 46 Great Bodak (Bodak + 9HD)............................................. 6
Slithering Stone (Gray ooze + 5 HD)............................... 23 Hero of the Hive (Half-celestial <Myrmarch formian>) ... 14
Spotted Brute (Lycanthrope (Hyena) <Orc Barbarian>).... 24 Serpent Sorcerer (Behir Sorcerer) ...................................... 5
Terror Cock (Fiendish <Cockatrice + 4HD>) ..................... 8 Challenge Rating 14
Challenge Rating 5 Lizard Guardian (Lich <Lizardfolk Druid>) ..................... 18
Clay Bird (Claycrafted <giant eagle>) .............................. 40 Challenge Rating 15
Eagle of Bacchus (Half-celestial <Satyr>) (with pipes) ..... 28 Death Jackal (Lich <Gnoll Cleric>) ................................. 15
Huge Shark Skeleton....................................................... 44 Divine Mystic (Half-celestial <Elf>)................................. 12
Challenge Rating 6 Challenge Rating 16
The Baron of Stellwood Manor Spirit of Avarice (Ghost <Adult blue dragon>) ................. 11
(Vampire <Human Adept>)............................................. 18
Challenge Rating 21
Bull Devil (Half-fiend <Minotaur>) ................................. 21
Scion of the abyss
Dire Bear Skeleton.......................................................... 42
(Lich <Half-fiend <Dark elf> Wizard>) ........................... 13
Elephant Zombie ............................................................ 45
48
Creatures by Advancement Type
Additional Hit Dice Wood Warden (CR 10).................................................... 23
Ancient Watcher (CR 7) .................................................. 14 Half-fiends
Great Bodak (CR 13)......................................................... 6 Bog Fiend (CR 12)........................................................... 32
Medusa Drake (CR 10)...................................................... 5 Bull Devil (CR 6)............................................................. 21
Slithering Stone (CR 4) .................................................... 23 Mad Charger (CR 4) ........................................................ 33
Steel Smotherer (CR 6) .................................................... 39 Scion of the abyss (CR 21) .............................................. 13
Suffocating Night (CR 3) ................................................. 10 Liches
Sunchaser (CR 11) .......................................................... 26 Death Jackal (CR 15)....................................................... 15
Terror Cock (CR 4) ............................................................ 8 Lizard Guardian (CR 14) ................................................. 18
Celestial Creatures Scion of the abyss (CR 21) .............................................. 13
Cropminder (CR 3)............................................................ 4 Lycanthropes
Serpents of Retribution (CR 3) ......................................... 34 Bog Fiend (CR 12)........................................................... 32
Spiritgold (CR 6) ............................................................. 34 Enveloping Nightmare (CR 6).......................................... 27
Class Levels Nightflyer (CR 3)............................................................. 16
Ambush Whip (CR 4) ........................................................ 7 Spotted Brute (CR 4) ....................................................... 24
The Baron of Stellwood Manor (CR 6)............................. 18 Skeletons
Dark Historian (CR 11) ..................................................... 7 Behir Skeleton (CR 4)...................................................... 41
Death Jackal (CR 15)....................................................... 15 Crocodile Skeleton (CR 1)............................................... 42
Dimension Crawler (CR 12) .............................................. 4 Deinonychus Skeleton (CR 2) ......................................... 42
Divine Mystic (CR 15)..................................................... 12 Dire Bear Skeleton (CR 6) ............................................... 42
Fallen Comtesse (CR 4) ................................................... 17 Dire Rat Skeleton (CR 1/3) .............................................. 42
Lizard Guardian (CR 14) ................................................. 18 Marilith Skeleton (CR 7).................................................. 43
Nightflyer (CR 3)............................................................. 16 Minotaur Skeleton (CR 3)................................................ 43
Scion of the abyss (CR 21) .............................................. 13 Sahuagin Mutant Skeleton (CR 1).................................... 43
Seaspirit (CR 4) ............................................................... 21 Huge Shark Skeleton (CR 5) ............................................ 44
Serpent Sorcerer (CR 13)................................................... 5 Large Viper Skeleton (CR 1)............................................. 43
Spotted Brute (CR 4) ....................................................... 24 Triceratops Skeleton (CR 7) ............................................. 44
Vicarious Wyrmling (CR 6) ............................................. 16 Unicorn Skeleton (CR 2) ................................................. 44
Wood Warden (CR 10).................................................... 23 Swarms
Constructs Clutter Swarm (CR 1) ...................................................... 29
Ardencroft’s Creation (CR 8) ........................................... 38 Haunted Murder (CR 7) .................................................. 25
Clay Bird (CR 5) .............................................................. 40 Horrendous Howling Horde (CR 4)................................. 22
Granite Charger (CR 4) ................................................... 40 Monkey Swarm (CR 3) .................................................... 30
Steel Smotherer (CR 6) .................................................... 39 Quasit Swarm (CR 8) ...................................................... 30
Fiendish Creatures Raven Swarm (CR 4) ....................................................... 31
Darkrunner (CR 4) ............................................................ 6 Serpents of Retribution (CR 3) ......................................... 34
Horrendous Howling Horde (CR 4)................................. 22 Stirge Swarm (CR 8) ........................................................ 31
Terror Cock (CR 4) ............................................................ 8 Viper Swarm (CR 3) ........................................................ 31
Ghosts Vampires
Fallen Comtesse (CR 4) ................................................... 17 The Baron of Stellwood Manor (CR 6)............................. 18
Haunted Murder (CR 7) .................................................. 25 Bloodfang (CR 9) ............................................................ 20
Howling Haunt (CR 10) .................................................. 10 Zombies
Rainbow Apparition (CR 12) ............................................. 9 Ape Zombie (CR 3) ......................................................... 44
Seaspirit (CR 4) ............................................................... 21 Bat Zombie Swarm (CR 2)............................................... 44
Spirit of Avarice (CR 16).................................................. 11 Elephant Zombie (CR 6).................................................. 45
Half-Celestials Hydra Zombie (CR 7)...................................................... 45
Divine Mystic (CR 15)..................................................... 12 Lizardfolk Zombie (CR 1)................................................ 46
Eagle of Bacchus (CR 3/5) ............................................... 28 Megaraptor Zombie (CR 6) ............................................. 46
Hero of the Hive (CR 13) ................................................ 14 Pegasus Zombie (CR 3) ................................................... 46
Half-dragons Sea Cat Zombie (CR 4).................................................... 46
Brass Serpent (CR 8)........................................................ 28 Constrictor Snake Zombie (CR 2) .................................... 45
Medusa Drake (CR 10)...................................................... 5 Vrock Zombie (CR 6) ...................................................... 46
Vicarious Wyrmling (CR 6) ............................................. 16 Baleen Whale Zombie (CR 11)........................................ 47
49
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form
in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhance-
ment over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any
work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product
Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depic-
tions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other
trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifi-
cally excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Mate-
rial of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may
be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that
Your Conributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copy-
right date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except
as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not
to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work contain-
ing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership
of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are dis-
tributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any au-
thorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version
of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distrib-
ute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of
the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Mate-
rial so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
OPEN GAME LICENSE V 1.0 Copyright 2000, Wizards of the Coast, Inc.
SYSTEM REFERENCE DOCUMENT Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Wil-
liams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and
Dave Arneson.
A FLOCK OF FOES ©2005 Nevin Flanagan
A Gathering of Inspirations
The rise of the Open Game License has led to the publication of more new creatures than
any gamemaster could hope to remember. A Flock of Foes presents new creatures created
using standard templates and base creatures from the System Reference Document, as
well as the addition of levels in familiar classes. New rule content is kept to a minimum to
facilitate the easy use of these creatures and encounters in your game.
• Over 40 creatures you already know how to run, plus 20 skeletons and zombies.
• Evocative illustrations bring several creatures and antagonists to life.
• Suggestions for related items, power components, story hooks and other tidbits to help
integrate these creatures into your game.
• New templates for creating golems for new base creatures.
• Complete adjusted game statistics for each creature to speed up game preparation.
A Flock of Foes is Genjitsu’s first offering of new creatures built from familiar pieces, de-
signed as an excellent resource for time-starved gamemasters.
This guidebook requires the Dungeons & Dragons Player’s Handbook, 3rd Edition, pub-
lished by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5
revision.
GNJ33003