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lo c k of Fo

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.

Produced in the United States of America.


Design, writing, logos and layout by Nevin Flanagan.
Editing and review by Jennifer Flanagan.
Interior Illustration by Sergio Villa Isaza, Brad K. McDevitt & Melissa Cox
Enhancements and supplements are available through our Website:
http://genjitsugames.com/
‘d20 System’ and the d20 System logo are trademarks of Wizards of the Coast, Inc. in the United
States and other countries and are used with permission. Dungeons & Dragons® and Wizards of
the Coast® are trademarks of Wizards of the Coast, Inc. in the United States and other countries
and are used with permission.
A FLOCK OF FOES © 2004 Nevin Flanagan
This edition of A FLOCK OF FOES is released under version 1.0a of the Open Game License, using
version 6 of the d20 trademark license and version 5 of the d20 System Guide.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with
Section 1(e) of the Open Game License, version 1.0a: Any and all Genjitsu Gaming logos, identifying marks and
trade dress, including but not limited to A Flock of Foes and A Bestiary of Inspirations; the names suggested for the
various advanced versions of creatures herein; and any and all illustrations. Any material incorporated from another
work as Open Game Content under the OGL that otherwise fits the above descriptions is not Product Identity. The
above Product Identity is not Open Game Content
Designation of Open Game Content: Subject to the Product Identity designation above, any of the following is
Open Game Content and may be used freely under the terms of the Open Game License v1.0a: All statistics and
ability explanations for the creatures detailed herein, as well as items or substances associated with them; and any-
thing else contained herein which is already Open Game Content by virtue of being incorporated from one of the
Open Game Content sources listed in the license and copyright section at the end of this work.
Any portion of this book designated as Open Game Content above which is not incorporated from one of the
sources listed in the license and copyright section is hereby added to the body of Open Game Content and if so
used, should bear the notice “A FLOCK OF FOES ©2005 Nevin Flanagan.” Permission to use this Open Game Content
is granted solely under the terms of the Open Game License version 1.0a. This material is protected by the copyright
laws of the United States of America. Any reproduction, retransmission or unauthorized use of the Product Identity
herein, or any use of the Open Game Content herein not consistent with the Open Game License, is prohibited
without the express written permission of Nevin Flanagan, except for purposes of review or under the proper auspices
of the Open Game License. Any purchaser of this volume may print or photocopy it in whole or part for personal
use only.
This document is fictional in nature, and no significance should be attached to any resemblance to any familiar
element of reality.
Contents
Introduction 3 Slithering Stone (Gray ooze + 5 HD)............................... 23
What is A Flock of Foes? ................................................... 3 Spirit of Avarice (Ghost <Adult blue dragon>) ................. 11
How to Use This Book ............................................................3 Spiritgold (Celestial <Wraith>)........................................ 34
Why A Flock of Foes? .............................................................3 Spotted Brute (Lycanthrope (Hyena) <Orc Barbarian>).... 24
About the Creator ...................................................................3 Steel Smotherer (Ironcrafted <Darkmantle+2HD>) ......... 39
About the Illustrators ..............................................................3 Suffocating Night (Darkmantle + 3HD) ........................... 10
Creatures 4 Sunchaser (Celestial <Roc>) ........................................... 26
Ambush Whip (Choker Rogue) ......................................... 7 Swarms........................................................................... 29
Ancient Watcher (Gargoyle + 8HD) ................................ 14 Clutter Swarm.......................................................................29
Ardencroft’s Creation (Fleshcrafted <Marilith>) ............... 38 Monkey Swarm ....................................................................30
The Baron of Stellwood Manor Quasit Swarm.......................................................................30
(Vampire <Human Adept>)............................................. 18 Raven Swarm........................................................................31
Bloodfang (Vampire <Medusa>) ..................................... 20 Stirge Swarm ........................................................................31
Viper Swarm.........................................................................31
Bog Fiend (Half-fiend
Terror Cock (Fiendish <Cockatrice + 4HD>) ..................... 8
<Lycanthrope (Giant Crocodile) <Troll>>) ...................... 32
Vicarious Wyrmling
Bull Devil (Half-fiend <Minotaur>) ................................. 21
(Half-dragon (Copper) <Halfling Fighter>)....................... 16
Brass Serpent (Half-dragon (Brass) <Salamander>) .......... 28
Wood Warden (Half-dragon (Silver) <Nymph Ranger>) .. 23
Clay Bird (Claycrafted <giant eagle>) .............................. 40
Cropminder (Celestial <Ankheg>)..................................... 4 Appendix: The Animated 35
Dark Historian (Cloaker Bard)........................................... 7 Creating a crafted servant ............................................... 35
Darkrunner (Fiendish <Centaur>) ..................................... 6 Sample Crafted Servants ................................................. 38
Death Jackal (Lich <Gnoll Cleric>) ................................. 15 Animated Darkly: Death Walking ................................... 41
Ape Zombie .........................................................................44
Dimension Crawler (Aranea Horizon Walker) ................... 4
Bat Zombie Swarm ...............................................................44
Divine Mystic (Half-celestial <Elf>)................................. 12 Behir Skeleton ......................................................................41
Eagle of Bacchus (Half-celestial <Satyr>) ........................ 28 Crocodile Skeleton ...............................................................42
Enveloping Nightmare Deinonychus Skeleton ..........................................................42
(Lycanthrope (Giant octopus - 2HD) <Sahuagin>).......... 27 Dire Bear Skeleton................................................................42
Fallen Comtesse (Ghost <Human Aristocrat>) ................. 17 Dire Rat Skeleton..................................................................42
Granite Charger (Stonecrafted <rhinoceros>) .................. 40 Elephant Zombie ..................................................................45
Great Bodak (Bodak + 9HD)............................................. 6 Hydra Zombie ......................................................................45
Lizardfolk Zombie ................................................................46
Haunted Murder (Ghost <Raven swarm>) ....................... 25
Marilith Skeleton ..................................................................43
Hero of the Hive (Half-celestial <Myrmarch formian>) ... 14 Megaraptor Zombie..............................................................46
Horrendous Howling Horde Minotaur Skeleton ................................................................43
(Fiendish <Monkey Swarm>) .......................................... 22 Pegasus Zombie....................................................................46
Howling Haunt (Ghost <Destrachan>)............................ 10 Sahuagin Mutant Skeleton ....................................................43
Lizard Guardian (Lich <Lizardfolk Druid>) ..................... 18 Sea Cat Zombie ....................................................................46
Mad Charger (Half-fiend <Unicorn>).............................. 33 Huge Shark Skeleton ............................................................44
Medusa Drake (Half-dragon (Green) <Basilisk + 5HD>) ... 5 Constrictor Snake Zombie ....................................................45
Large Viper Skeleton .............................................................43
Nightflyer (Lycanthrope (Dire bat - 2HD) <Gnome>) ...... 16
Triceratops Skeleton .............................................................44
Rainbow Apparition (Ghost <Couatl>) .............................. 9 Unicorn Skeleton..................................................................44
Scion of the abyss Vrock Zombie ......................................................................46
(Lich <Half-fiend <Dark elf> Wizard>) ........................... 13 Baleen Whale Zombie ..........................................................47
Seaspirit (Ghost <Merfolk Ranger>) ................................ 21 Creatures by Challenge Rating 48
Serpent Sorcerer (Behir Sorcerer) ...................................... 5 Creatures by Advancement Type 49
Serpents of Retribution (Celestial <Viper Swarm>) .......... 34
OPEN GAME LICENSE Version 1.0a 50
Introduction
What is A FLOCK OF FOES? a wealth of bestiaries and other collections of creatures and
enemies. There are more creatures available now than anyone
A FLOCK OF FOES is a d20 fantasy bestiary, containing crea- could ever hope to use, or remember.
tures built entirely by using creatures from the d20 SYSTEM The d20 SYSTEM REFERENCE DOCUMENT, and the rulebooks from
REFERENCE DOCUMENT, and adding classes, templates and extra which it was derived, provided us not only with a healthy
hit dice according to the rules in that same document. sampling of possible monsters, but also with numerous op-
tions for improving them, such as templates, levels of NPC or
heroic classes, or additional hit dice and size. Those options
How to Use This Book provide us, the players and game masters, with a substantial
The creatures in this book have been arranged alphabeti- wealth of possible antagonists and allies.
cally by base creature, so if you are looking for an enhanced This book explores these options. It provides inspiration as
dragon, look near the beginning. The table of contents, how- to how you can make interesting uses of the rules you already
ever, has been arranged alphabetically by the names given know. It also gives you examples of how the rules can be bent
to the advanced creatures, and does not therefore proceed in a little in places to make them fit better: these are indicated
page order. For your convenience, an index sorted by chal- by “Rules Flags,” which detail how the regular rules have
lenge rating and another by type of advancement (such as been changed and why. Moreover, it makes a handy refer-
template applied, etc.) is also provided. ence for the creatures detailed here, saving you the difficulty
of working out the stats and changes yourself. The material is
designed so that it can be dropped right into your game with
Why A FLOCK OF FOES? a minimum of effort, as the biggest complaint of the modern
“You mean, this is just stuff from the regular rulebooks? So game master these days is said to be inadequate time to do
why do I need this?” all the needed work.
Quite simply, there are numerous rulebooks out there that That said, enjoy the creatures herein, and happy gaming!
offer new monsters, templates, classes and everything else
under the sun. The “open sourcing” of the d20 System has Nevin Flanagan
led to an incredible proliferation of rules options, including

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

4 deal acid damage during this time. The save DC is Constitu-


tion-based.
Medium monstrous spider. It can assume two other forms.
The first is a unique Small or Medium humanoid; an aranea
in its humanoid form always assumes the same appearance The offspring of an unusually large basilisk and an ap-
and traits, much as a lycanthrope would. In humanoid form, parently desperate green dragon, this creature is invariably
an aranea cannot use its bite attack, webs, or poison. hungry.
The second form is a Medium spider-humanoid hybrid. The eyes and condensed breath of a medusa drake can
In hybrid form, an aranea looks like a Medium humanoid be reduced and distilled with other ingredients and a DC 25
at first glance, but a DC 18 Spot check reveals the creature’s Craft [alchemy] check to produce a powerful poison with
fangs and spinnerets. The aranea retains its bite attack, webs, initial damage 2d4x5 acid and secondary damage 3d6 Dex.
and poison in this form, and can also wield weapons or wear Creatures slain by the acid damage dissolve into gook, mak-
armor. When in hybrid form, an aranea’s speed is 30 feet. ing raise dead ineffective; creatures reduced to 0 Dex by this
An aranea remains in one form until it chooses to assume a poison turn permanently to stone. This is an injury poison with
new one. A change in form cannot be dispelled, nor does an a Fortitude DC of 19 and a market price of 3,000 gp.
aranea revert to its natural form when killed. A true seeing spell
reveals its natural form if it is in humanoid or hybrid form.
Web (Ex): In spider or hybrid form, an aranea can throw a
Combat
web up to six times per day. This is similar to using a net but Petrifying Gaze (Su): Turn to stone permanently, range
has a maximum range of 50 feet, with a range increment of 30 feet; Fortitude DC 16 negates. The save DC is Charisma-
10 feet, and is effective against targets of up to Large size. The based.
web anchors the target in place, preventing movement. Breath Weapon (Su): 1/day, 30-ft. cone, 6d8 acid damage,
An entangled creature can escape with a DC 13 Escape Reflex 20 half; the save DC is Constitution-based.
Artist check or burst the web with a DC 17 Strength check. The Skills: *The basilisk’s dull coloration and its ability to remain
check DCs are Constitution-based, and the Strength check DC motionless for long periods of time grant it a +4 racial bonus
includes a +4 racial bonus. The web has 6 hit points, hardness on Hide checks in natural settings.
0, and takes double damage from fire.
Terrain Mastery: The dimension crawler has a +4 compe-
tence bonus on Hide, Listen, Move Silently, and Spot check, Serpent Sorcerer (Behir Sorcerer)
and a +1 insight bonus to attack and damage rolls against Huge Magical Beast, Sor8
creatures of the forest, hill, marsh, mountains or plains. Hit Dice: 9d10+8d4+95 (154 hp)
Planar Mastery: For the purposes of any effect that affects Initiative: +1
only a particular alignment or has varying effects based on the Speed: 40 ft., climb 15 ft.
recipient’s alignment, the horizon walker receives the most Armor Class: 27 (-2 size, +1 Dex, +11 natural, +1 insight, +2
favorable result as if it had that alignment. deflection, +4 force armor), touch 12, flat-footed 26
Skills: Araneas have a +2 racial bonus on Jump, Listen, and Base Attack/Grapple: +13/+29
Spot checks. They have a +8 racial bonus on Climb checks Attack: Bite +19 melee (2d4+12 piercing)
and can always choose to take 10 on Climb checks even if Full Attack: Bite +19 melee (2d4+12 piercing)
rushed or threatened. Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, constrict 2d8+8, improved

Medusa Drake grab, rake 1d4+4, swallow whole, spells


Special Qualities: Can’t be tripped, darkvision 60 ft., immunity
(Half-dragon (Green) <Basilisk + 5HD>) to electricity, low-light vision, scent
Saves: Fort +13, Ref +9, Will +11
Large Dragon (Augmented magical beast) Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 14
Hit Dice: 11d12+55 (124 hp) Skills: Climb +16, Concentration +17, Hide +5, Listen +4,
Initiative: -2 Spellcraft +2, Spot +4*, Survival +2
Speed: 20 ft., fly 40 ft (average) Feats: Alertness, Cleave, Combat Casting, Improved Critical
Armor Class: 20 (-1 size, -2 Dex, +13 natural), touch 7, flat- [ray], Power Attack, Track
footed 20 Environment: Warm hills
Base Attack/Grapple: +11/+25 Organization: Solitary or pair
Attack: Claw +19 melee (1d6+10 slashing) Challenge Rating: 15
Full Attack: 2 claws +19 melee (1d6+10 slashing) and bite Treasure: 1,300 gp; 3 gems (60 gp, 200 gp, 700 gp); potion
+14 melee (3d6+5 piercing) of protection from arrows 10/magic, arcane scroll (scare),
Space/Reach: 10 ft./5 ft. arcane scroll (disguise self, magic weapon, shatter), dusty
Special Attacks: Petrifying gaze, breath weapon rose prism ioun stone, ring of protection +2, bracers of
Special Qualities: Darkvision 60 ft., low-light vision, immune armor +4, elemental gem (air).
to sleep, paralysis and acid. Alignment: Neutral
Saves: Fort +14, Ref +5, Will +4 Advancement: 10–13 HD (Huge); 14–27 HD (Gargantuan)
Abilities: Str 31, Dex 6, Con 21, Int 5, Wis 12, Cha 13 Level Adjustment: —
Skills: Hide +9*, Listen +12, Spot +12, Swim +14
Feats: Alertness, Blind-Fight, Great Fortitude, Improved Natu- This creature possesses notable magic power despite its
ral Attack [bite] limited intellect. Its protective bracers have been fitted over its
Environment: Warm deserts, riversides or forests horns, and it performs somatic gestures principally with its tail.
Organization: Solitary Its hawk familiar often rides perched on one of its horns.
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil Combat
Advancement: 12–18 HD (Large)
Level Adjustment: —
The serpent sorcerer is interested in magic and jewels,
mostly in that order; it will attempt to bargain with capable 5
adventurers who have something of interest to it, but prefers Saves: Fort +6, Ref +8, Will +12
to intimidate those it thinks are weaker than itself. If beset by a Abilities: Str 22, Dex 14, Con —, Int 6, Wis 12, Cha 12
large number of foes, it uses its breath weapon. It can employ Skills: Listen +17, Move Silently +16, Spot +17
its claws only against foes caught in its coils. Feats: Ability Focus [gaze], Alertness, Dodge, Improved Initiative,
Sorcerer Spells (6/7/7/5/3, CL 8th): 0—daze, detect magic, Improved Sunder, Power Attack, Weapon Focus [slam]
detect poison, disrupt undead, mage hand, open/close, ray Environment: A chaotic evil-aligned plane
of frost, resistance; 1st—hypnotism, mage armor, ray of en- Organization: Solitary or gang (2–4)
feeblement, reduce person, shocking grasp; 2nd—scorching Challenge Rating: 13
ray, summon monster II, touch of idiocy; 3rd—displacement, Treasure: None
hold person; 4th-enervation. Alignment: Always chaotic evil
Breath Weapon (Su): 20-foot line, once every 10 rounds, Advancement: 19–27 HD (Large)
damage 7d6 electricity, Reflex DC 19 half. The save DC is Level Adjustment: —
Constitution-based.
Improved Grab (Ex): To use this ability, a behir must hit a Bodaks are the undead remnants of humanoids who have
creature of any size with its bite attack. It can then attempt to been destroyed by the touch of absolute evil. This bodak has
start a grapple as a free action without provoking an attack absorbed a remarkable quantity of dark energy and become
of opportunity. If it wins the grapple check, it it establishes a very powerful. It often uses Power Attack to make slam attacks
hold and can attempt to constrict the opponent or swallow at +10 melee that deal 2d6+17 bludgeoning damage, or uses
the opponent in the following round. Improved Sunder to destroy shields and weapons.
Constrict (Ex): A behir deals 2d8+8 points of damage with A bodak retains fleeting memories of its past life and can
a successful grapple check. It can make six rake attacks each speak Common (or some other humanoid language).
round against a grappled foe as well.
Rake (Ex): Six claws +19 melee (1d4+4 slashing).
Swallow Whole (Ex): The serpent sorcerer can try to swal-
Combat
low a grabbed Medium or smaller opponent by making a Death Gaze (Su): Death, range 30 feet, Fortitude DC 22
successful grapple check. If it swallows an opponent, it can negates. The save DC is Charisma-based.
use its Cleave feat to bite and grab another opponent. Create Spawn (Su): Any humanoid slain by a bodak’s death
A swallowed creature takes 2d8+8 points of bludgeoning gaze is transformed into a bodak 24 hours later. These spawn
damage and 8 points of acid damage per round from the are not automatically under the command of their creator.
behir’s gizzard. A creature can cut its way out by using a light They do not possess any of the abilities they had in life.
sharp weapon to deal 25 points of damage to the gizzard (AC Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for
15). Each swallowed opponent must cut its own way out. its merest touch burns their impure flesh. Each round of ex-
A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or posure to the direct rays of the sun deals 1 point of damage
128 Diminutive or smaller opponents. to the creature.
Skills: Behirs have a +8 racial bonus on Climb checks
and can always choose to take 10 on Climb checks, even if
rushed or threatened. * This sorcerer receives a +3 bonus to Darkrunner (Fiendish <Centaur>)
Spot checks in sunlight. Large Monstrous Humanoid (Evil, Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Familiar Initiative: +2
Speed: 50 ft.
Goshawk: Small Magical Beast 17; 77 hp; +2 init; Spd 10 Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11,
ft., fly 80 ft. (average); AC 18 (t13/ff16); BA/Gr +13/+9; Atk flat-footed 12
Talons +16 melee (1d4 slashing); Full Atk 2 Talons +16 melee Base Attack/Grapple: +4/+12
(1d4 slashing) and bite +11 melee (1d4 slashing); Sp/Re 5 ft./5 Attack: Halberd +7 melee (1d10+6 evil slashing, x3) or
ft.; SA Deliver touch spells; SQ Low-light vision, improved composite (+4) longbow +5 ranged [110 ft.] (1d8+4 evil
evasion, empathic link, speak with master; Fort +9, Ref +10, piercing, x3)
Will +11; Abl Str 10, Dex 15, Con 12, Int 9, Wis 14, Cha 6; Full Attack: Halberd +7 melee (1d10+6 evil slashing, x3)
Listen +4, Spot +14; Feats: Weapon Finesse. and 2 hooves +3 melee (1d6+2 evil magic bludgeoning);
or composite (+4) longbow +5 ranged [110 ft.] (1d8+4

Great Bodak (Bodak + 9HD) evil piercing, x3)


Space/Reach: 10 ft./5 ft.
Large Undead (Extraplanar) Special Attacks: Smite good +4
Hit Dice: 18d12 (106 hp) Special Qualities: Damage reduction 5/magic, darkvision 60
Initiative: +6 ft., energy resistance (cold 5, fire 5), spell resistance 9
Speed: 20 ft. Saves: Fort +3, Ref +6, Will +5
Armor Class: 21 (-1 size, +2 Dex, +10 natural), touch 11, Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11
flat-footed 19 Skills: Listen +3, Move Silently +4, Spot +3, Survival +2
Base Attack/Grapple: +9/+14 Feats: Dodge, Weapon Focus [hoof]
Attack: Slam +14 melee (2d6+9 bludgeoning) Environment: An evil-aligned plane.
Full Attack: Slam +14 melee (2d6+9 bludgeoning) Organization: Solitary, company (5–8), troop (8–18 plus
Space/Reach: 10 ft./10 ft. 1 leader of 2nd–5th level), or tribe (20–150 plus 30%
Special Attacks: Create spawn, death gaze noncombatants plus 10 3rd-level sergeants, 5 5th-level
Special Qualities: Damage reduction 10/cold iron, darkvision lieutenants, and 1 leader of 5th–9th level)

6 60 ft., electricity immunity, energy resistance (acid 10, fire


10), undead traits, vulnerability to sunlight
Challenge Rating: 4
Treasure: Standard
Special Attacks: Improved grab, constrict 1d3+3, sneak at-
tack +2d6
Special Qualities: Darkvision 60 ft., evasion, quickness, trap-
finding, trap sense +1, uncanny dodge
Saves: Fort +3, Ref +9, Will +6
Abilities: Str 16, Dex 14, Con 13, Int 4, Wis 14, Cha 7
Skills: Climb +13, Craft [trapmaking] +3, Hide +14, Jump +2,
Listen +6, Move Silently +10, Spot +6
Feats: Deflect Arrows, Improved InitiativeB, Lightning Reflexes,
Stealthy
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: Masterwork light mace, small steel mirror, 2300
gp, ring of jumping
Alignment: Usually chaotic evil
Advancement: 4–6 HD (Small); 7–12 HD (Medium)
Level Adjustment: —

This dungeon-dwelling terror epitomizes “nasty, brutish and


short.” It works best as a flunky or assassin for a more prominent
dungeon denizen, but is usually encountered alone.

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.

Combat Terror Cock


The dark historian usually prefers to avoid combat. If forced, (Fiendish <Cockatrice + 4HD>)
it seeks to disable opponents, and kills if it is overly hungry
or sees no other way to end the hostility. Medium Magical Beast (Evil, Extraplanar)
Bardic Music (Su): The dark historian can effect certain Hit Dice: 9d10+18 (72 hp)
powerful effects through performance, as follows. Initiative: +2
COUNTERSONG: For up to ten rounds, the dark historian can Speed: 20 ft., fly 60 ft. (poor)
make a Perform check that creatures within 30 ft. may use Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
in place of their saving throws against sonic or language- Base Attack/Grapple: +9/+9
dependent effects. Attack: Bite +11 melee (1d6 piercing plus petrification)
FASCINATE: The dark historian can fascinate up to two crea- Full Attack: Bite +11 melee (1d6 piercing plus petrification)
tures for up to six rounds, and make a suggestion to one of Space/Reach: 5 ft./5 ft.
them (Will 16 negates). Special Attacks: Petrification, smite good +9
INSPIRE COURAGE: The dark historian may grant allies within Special Qualities: Damage reduction 5/magic, darkvision 60
earshot a +1 morale bonus to attacks, weapon damage rolls, ft., energy resistance (cold 10, fire 10), low-light vision,
and saves against fear. spell resistance 14
INSPIRE COMPETENCE: The dark historian can grant a single Saves: Fort +8, Ref +8, Will +4
creature within 30 ft. a +2 competence bonus on checks to Abilities: Str 10, Dex 15, Con 14, Int 3, Wis 13, Cha 9
a single skill for up to two minutes. Skills: Listen +9, Spot +9
Bard Spells (3/4/3, CL 6): 0—dancing lights, detect magic, Feats: Ability Focus [petrification], Alertness, Dodge, Flyby
lullaby, message, prestidigitation, read magic; 1st—ven- Attack, Weapon FinesseB
triloquism, identify, comprehend laguages, unseen servant; Environment: Temperate plains
2nd—cure moderate wounds, shatter, tongues. Organization: Solitary, pair, flight (3–5), or flock (6–13)
Moan (Ex): A cloaker can emit a dangerous subsonic moan Challenge Rating: 4

8 as a standard action. By changing the frequency, the cloaker


can cause one of four effects. Cloakers are immune to these
Treasure: None
Alignment: Always neutral evil
Advancement: 10–15 HD (Medium) Alignment: Lawful good
Level Adjustment: — Advancement: 10–13 HD (Large); 14–27 HD (Huge)
Level Adjustment: +12
This creature is often employed by demons in various
blood sports and arenas. Its wattles and comb are a startling This ancient guardian probably watches over something fell
blue color, the best clue to distinguish it from its mundane and indestructible that should not be released. It will destroy
cousin. anything that refuses to be dissuaded from passing it.
The tongue of a terror cock can be used in the creation Couatls speak Celestial, Common, and Draconic, and also
of stone salve, reducing the cost of creation to 1,250 gp and have the power of telepathy (see below).
100 xp.
Combat
Combat Abilities marked with a * are only effective against creatures
A terror cock’s bite is treated as being an evil-aligned magic on the Ethereal plane.
weapon for purposes of overcoming damage reduction. Note that this couatl uses an alternate spell list, and some
Petrification (Su): Creatures hit by a terror cock’s bite at- of its psionics have been changed to allow for its undeath.
tack must succeed on a DC 18 Fortitude save or instantly Since it is now permanently bound to the Ethereal plane, its
turn to stone. The save DC is Constitution-based. Terror cocks ethereal jaunt ability is useless.
have immunity to the petrification ability of other cockatrices Psi-Like Abilities: The rainbow apparition can use the fol-
(including terror cocks), but other petrification attacks affect lowing abilities as a 9th-level manifester. The save DCs are
them normally. Charisma-based. At will—aura sight, cloud mind (DC 15),
Smite Good (Su): Once per day, a terror cock can make a detect psionics, read thoughts (DC 15); 3/day—eradicate
single melee attack as a smite attack, which deals +9 dam- invisibility (70 ft., DC 16), mind trap (5 rounds), time hop
age if it strikes a good creature. The extra damage is equal (Huge creatures, DC 16).
to its HD. Spells: The rainbow apparition casts spells as a 9th-level
sorcerer with access to the cleric list, and from the lists for the

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.

Suffocating Night Special Attacks: Destructive harmonics, draining touch, fright-


ful moan, horrific appearance
(Darkmantle + 3HD) Special Qualities: Blindsight 100 ft., immunities, protection
from sonics, rejuvenation, +4 turn resistance
Medium Magical Beast Saves: Fort +5, Ref +5, Will +10
Hit Dice: 4d10+12 (38 hp) Abilities: Str 18, Dex 12, Con —, Int 12, Wis 18, Cha 16
Initiative: +3 Skills: Hide +16, Listen +33, Move Silently +7, Search +9,
Speed: 20 ft., fly 30 ft. (poor) Survival +9
Armor Class: 15 (-1 Dex, +6 natural), touch 9, flat-footed 15 Feats: Dodge, Improved Initiative, Lightning Reflexes
Base Attack/Grapple: +4/+9 Environment: Underground
Attack: Slam +9 melee (1d6+7 bludgeoning) Organization: Solitary or pack (3–5)
Full Attack: Slam +9 melee (1d6+7 bludgeoning) Challenge Rating: 10
Space/Reach: 5 ft./5 ft. Treasure: None
Special Attacks: Darkness, improved grab, constrict 1d6+7 Alignment: Usually neutral evil
Special Qualities: Blindsight 90 ft. Advancement: 9–16 HD (Large); 17–24 HD (Huge)
Saves: Fort +7, Ref +3, Will +1 Level Adjustment: —
Abilities: Str 20, Dex 8, Con 16, Int 2, Wis 10, Cha 10
Skills: Hide +11, Listen +6*, Spot +6* This creature haunts the passages in a 100-ft. radius
Feats: Improved Initiative, Hover around the spot where it was killed by a cave-in, continuing
Environment: Underground to spread woe and pain to all who would pass. Its haunted
Organization: Solitary, pair, clutch (3–9), or swarm (6–15) realm may also contain some incidental treasure left by those
Challenge Rating: 3 less fortunate.
Treasure: None The unearthly moan of this creature may be prescribed as
Alignment: Always neutral a means of destroying an artifact made of crystal.
Advancement: 4-9 HD (Medium); 10-17 HD (Large)
Level Adjustment: — Combat
This is an unusually large darkmantle, about seven feet This creature’s tactics have not changed much since it be-
from the end of its foot to the tips of its tentacles. came undead. It prefers to destroy creatures’ weapons and
armor before attacking them directly.
Combat Blindsight (Ex): A howling haunt can use hearing to ascer-
tain all foes within 100 feet as a sighted creature would. A
Darkness (Su): Once per day a darkmantle can cause dark- haunt whose sense of hearing is impaired is effectively blinded,
ness as the darkness spell (caster level 5th). It most often uses and all targets are treated as having total concealment.
this ability just before attacking. Destructive Harmonics (Su): A howling haunt can blast
Improved Grab (Ex): To use this ability, a darkmantle must sonic energy in a cone up to 80 feet long. It can also use this
hit a Huge or smaller creature with its slam attack. It can then attack to affect any creatures or objects within a 30-foot radius.

10 attempt to start a grapple as a free action without provoking


an attack of opportunity.
It can tune the harmonics of this destructive power to affect
different types of targets. All save DCs are Charisma-based.
FLESH: Disrupting tissue and rending bone, this attack deals
4d6 points of damage to all within the area (Reflex 17 half). Spirit of Avarice
NERVES: A howling haunt can focus its harmonics to knock (Ghost <Adult blue dragon>)
out foes rather than slay them. This attack deals 6d6 points of
nonlethal damage to all within the area (Reflex 17 half). Huge Undead (Augmented Dragon, Earth, Incorporeal)
MATERIAL: When using this form of harmonics, a howling Hit Dice: 21d12 (142 hp)
haunt chooses wood, stone, metal, or glass. All objects made Initiative: +4
of that material within the area must succeed on a DC 17 For- Speed: Fly 150 ft. (perfect)
titude save or shatter. Objects (or portions of objects) that have Armor Class (manifested): 11 (-2 size, +3 deflection), touch
up to 30 hit points are potentially affected by this attack. 11, flat-footed 11
Draining Touch (Su): A howling haunt that hits a living Base Attack/Grapple: +21/—
target with its incorporeal touch attack drains 1d4 points from Attack: Incorporeal touch +20 melee (3d6 negative energy)
its target’s Wisdom score. On each such successful attack, the Full Attack: Incorporeal touch +20 melee (3d6 negative energy)
ghost heals 5 points of damage to itself. Space/Reach: 15 ft./15 ft.
Frightful Moan (Su): A howling haunt can emit a frightful Special Attacks: Breath weapon, corrupting touch, frightful
moan as a standard action. All living creatures within a 30-foot presence, horrific appearance, manifestation, spells, spell-
spread must succeed on a DC 17 Will save or become panicked like abilities, telekinesis
for 2d4 rounds. This is a sonic necromantic mind-affecting fear Special Qualities: Blindsense 60 ft., damage reduction 5/cold
effect. A creature that successfully saves against the moan can- iron, immunities, rejuvenation, sound imitation, spell re-
not be affected by the same ghost’s moan for 24 hours. sistance 21, +4 turn resistance, undead traits
Horrific Appearance (Su): Any living creature within 60 Saves: Fort +12, Ref +12, Will +15
feet that views a howling haunt must succeed on a DC 17 Abilities: Str 27, Dex 10, Con —, Int 16, Wis 17, Cha 20
Fortitude save or immediately take 1d4 points of Strength Skills: Bluff +18, Concentration +29, Hide +13, Listen +27, Search
damage, 1d4 points of Dexterity damage, and 1d4 points of +27, Spellcraft +21, Spot +27, Use Magic Device +27
Constitution damage. A creature that successfully saves against Feats: Ability Focus [breath weapon], Ability Focus [horrific
this effect cannot be affected by the same ghost’s horrific ap- appearance], Alertness, Blind-Fight, Flyby Attack, Improved
pearance for 24 hours. Initiative, Improved Natural Attack [incorporeal touch],
Immunities: Howling haunts have immunity to gaze at- Weapon Focus [incorporeal touch]
tacks, visual effects, illusions, and other attack forms that Environment: An isolated desert cavern
rely on sight. Organization: Solitary
Manifestation (Su): A ghost dwells on the Challenge Rating: 16
Ethereal Plane and, as an ethereal crea- Treasure: 13,000 gp, 600 pp; 25 gems
ture, it cannot affect or be affected by (includes a 7,000 gp pink diamond
anything in the material world. When and a 4,000 gp jacinth; total value
a ghost manifests, it partly enters 17,746 gp), 9 art objects (total
the Material Plane and becomes 4,600 gp); +1 breastplate,
visible but incorporeal on the divine scroll (cause fear,
Material Plane. A manifested lesser restoration, sound
ghost can be harmed only burst), divine scroll (cure
by other incorporeal crea- moderate wounds, ob-
tures, magic weapons, or scuring mist), potion of
spells, with a 50% chance endure elements, potion
to ignore any damage from of delay poison, +1 heavy
a corporeal source. A mani- steel shield, arcane
fested ghost can pass through scroll (enlarge person,
solid objects at will, and its own hideous laughter), potion
attacks pass through armor. A of cure serious wounds,
manifested ghost always moves divine scroll (darkvision,
silently. A manifested ghost can strike with giant vermin), +1 seek-
its touch attack. A manifested ghost remains ing shortbow of dis-
partially on the Ethereal Plane, where it is tance, wand of slow (22
not incorporeal. A manifested ghost can be charges), bracers of armor +5
attacked by opponents on either the Material Alignment: Lawful Evil
Plane or the Ethereal Plane. Advancement: 22-23 HD (adult)
A ghost has two home planes, the Material Level Adjustment: —
Plane and the Ethereal Plane. It is not considered extraplanar
when on either of these planes. This covetous dragon was so obsessed with the size and
Protection from Sonics (Ex): While they can be affected sanctity of its hoard that it would not even leave it in death.
by loud noises and sonic spells (such as ghost sound or si- The easiest way to work it into an adventure is to leave some
lence), destrachans are less vulnerable to sonic attacks (+4 object that the PCs require tucked into its treasure. Keep in
circumstance bonus on all saves) because they can protect mind that even though it cannot leave, it is resourceful and
their ears. may find ways to pursue the PCs through third parties. It is
Skills: A howling haunt has a +10 racial bonus on Listen also lawful in its bent and may consider certain bargains if it
checks. is not in the best position of strength.
11
Combat Divine Mystic (Half-celestial <Elf>)
Breath Weapon (Su): 100-ft. line, 12d8 electricity, Reflex Medium Outsider (Augmented humanoid, Elf, Good, Native),
27 half, every 1d4 rounds. Drd4/Sor5/Mystic Theurge 3
Frightful Presence (Ex): This ability takes effect automati- Hit Dice: 4d8+8d4+12 (53 hp)
cally whenever the dragon attacks, charges, or flies overhead. Initiative: +1
Creatures within a radius of 180 ft. are subject to the effect if Speed: 30 ft., fly 60 ft. (good)
they have fewer than 21 HD. A potentially affected creature Armor Class: 17 (+2 Dex, +1 natural, +4 force armor), touch
that succeeds on a DC 25 Will save remains immune to that 12, flat-footed 15
dragon’s frightful presence for 24 hours. On a failure, creatures Base Attack/Grapple: +6/+7
with 4 or less HD become panicked for 4d6 rounds and those Attack: Shortspear +10 melee (1d6+4 good magic piercing, x3)
with 5 or more HD become shaken for 4d6 rounds. Dragons Full Attack: Shortspear +10/+5 melee (1d6+4 good magic
ignore the frightful presence of other dragons. piercing, x3)
Horrific Appearance (Su): Any living creature within 60 Space/Reach: 5 ft./5 ft.
feet that views a spirit of avarice must succeed on a DC 27 Special Attacks: Spell-like abilities, smite evil +12, spells
Fortitude save or immediately take 1d4 points of Strength Special Qualities: Damage reduction 10/magic, darkvision
damage, 1d4 points of Dexterity damage, and 1d4 points of 60 ft., elf traits (immune to sleep, low-light vision), energy
Constitution damage. A creature that successfully saves against resistance (acid 10, cold 10, electricity 10), immune to
this effect cannot be affected by the spirit of avarice’s horrific disease, nature sense, resist Nature’s lure, save bonuses,
appearance for 24 hours. spell resistance 22, trackless step, wild empathy +12*,
Immunities (Ex): a spirit of avarice is immune to sleep, woodland stride
paralysis, and electricity. Saves: Fort +7, Ref +8, Will +16
Manifestation (Su): A ghost dwells on the Ethereal Plane Abilities: Str 12, Dex 16, Con 12, Int 15, Wis 20, Cha 20
and, as an ethereal creature, it cannot affect or be affected Skills: Concentration +16, Diplomacy +18*, Knowledge [ar-
by anything in the material world. When a ghost manifests, cana] +10, Knowledge [nature] +9, Knowledge [religion]
it partly enters the Material Plane and becomes visible but +11, Sense Motive +10, Spellcraft +17, Survival +12
incorporeal on the Material Plane. A manifested ghost can be Feats: Extend Spell, Greater Spell Penetration, Lightning Re-
harmed only by other incorporeal creatures, magic weapons, flexes, Negotiator, Spell Penetration
or spells, with a 50% chance to ignore any damage from a Challenge Rating: 15
corporeal source. A manifested ghost can pass through solid Treasure: 300 pp; 2 art objects (2,000 gp, 100 gp); +3 short-
objects at will, and its own attacks pass through armor. A spear, necklace of fireballs type VII, circlet of persuasion,
manifested ghost always moves silently. A manifested ghost bracers of armor +4
can strike with its touch attack. A manifested ghost remains Alignment: Neutral good
partially on the Ethereal Plane, where it is not incorporeal. A Level Adjustment: +4
manifested ghost can be attacked by opponents on either the *The circlet of persuasion adds a +3 bonus to the divine
Material Plane or the Ethereal Plane. mystic’s wild empathy and Diplomacy checks.
When a spellcasting ghost is not manifested and is on the
Ethereal Plane, its spells cannot affect targets on the Material This elven master of magic has the sharp, neat wings of a
Plane, but they work normally against ethereal targets. When falcon, and her eyes shine ice-blue.
a spellcasting ghost manifests, its spells continue to affect She is thoroughly devoted to good, of course, but occa-
ethereal targets and can affect targets on the Material Plane sionally can be sidetracked absent-mindedly by the desire for
normally unless the spells rely on touch. magical knowledge.
Telekinesis (Su): A spirit of avarice can use telekinesis as a She most likely appears as an ally to heroic adventurers
standard action (caster level 21st). When it uses this power, (who may or may not be the PCs).
it must wait 1d4 rounds before using it again.
The spirit of avarice typically uses this power to shape and
manipulate its hoard, swallowing enemies into it or buffeting Combat
them with sharp gems or ancient weapons. Any weapon the divine mystic wields overcomes damage
Spell-like Abilities: 3/day—create/destroy water (DC 25), reduction as a good-aligned weapon.
ventriloquism. Save Bonuses (Ex): The divine mystic has a +2 bonus to
Sound Imitation (Ex): A spirit of avarice can mimic any saving throws against enchantment spells and effects, and a
voice or sound it has heard, anytime it likes. Listeners must +4 bonus on saving throws against poison.
succeed on a Will save (DC 25) to detect the ruse. Spell-like Abilities (caster level 12): At will—daylight; 3/
Sorcerer Spells (6/8/5, caster level 5th, save DC 15 + spell day—protection from evil; 1/day—bless, aid, detect evil, cure
level): 0—acid splash, arcane mark, daze, detect magic, guid- serious wounds (DC 18), neutralize poison, holy smite (DC 19),
ance, read magic; 1st—entropic shield, curse water, remove remove disease, dispel evil (DC 20), holy word (DC 22).
fear, mage armor; 2nd—hold person, flaming sphere. Nature Sense (Ex): The divine mystic has a +2 bonus on
Knowledge [nature] and Survival checks.
Wild Empathy (Ex): The divine mystic can improve the at-
Rules Flag titude of an animal. This ability functions just like a Diplomacy
check made to improve the attitude of a person. The mystic
Because a ghost cannot generally be struck by non- rolls 1d20 and adds her druid level and her Charisma modifier
magical weapons in any case, the spirit of avarice’s damage to determine the wild empathy check result.
reduction has been changed to cold iron, the traditional ward The divine mystic can also use this ability to influence a

12 against supernatural threats. Also, its corrupting touch attack


has been increased in damage due to its size.
magical beast with an Intelligence score of 1 or 2, but she
takes a –4 penalty on the check.
Woodland Stride (Ex): The divine mystic may move through Special Attacks: Fear aura, paralyzing touch, smite good +15,
any sort of undergrowth (such as natural thorns, briars, over- spell-like abilities, turn resistance +4
grown areas, and similar terrain) at her normal speed and Special Qualities: Damage reduction 15/bludgeoning and
without taking damage or suffering any other impairment. magic, drow traits (darkvision 120 ft., light blindness),
However, thorns, briars, and overgrown areas that have been energy resistance (acid 10, fire 10), immunities (cold,
magically manipulated to impede motion still affect her. electricity, polymorph attacks, mind-affecting attacks),
Trackless Step (Ex):The divine mystic leaves no trail in natu- spell resistance 26, undead traits
ral surroundings and cannot be tracked. She may choose to Saves: Fort +5, Ref +9, Will +13*
leave a trail if so desired. Abilities: Str 14, Dex 18, Con —, Int 23, Wis 18, Cha 20
Resist Nature’s Lure (Ex): The divine mystic gains a +4 Skills: Concentration +23, Decipher Script +24, Hide +12,
bonus on saving throws against the spell-like abilities of fey. Knowledge [arcana] +24, Knowledge [the planes] +24,
Druid Spells (6/6/4/3/2, caster level 7th, save DC 15 + spell Knowledge [religion] +24, Listen +12, Move Silently +12,
level): 0—create water, cure minor wounds x2, guidance, pu- Search +14, Sense Motive +12, Spellcraft +26 (+28 deci-
rify food and drink, resistance; 1st—magic fang, entangle, cure phering scrolls), Spot +12, Survival +4 (+6 on other planes),
light wounds, jump, speak with animals, endure elements; Use Magic Device +14 (+16 using scrolls)
2nd—barkskin, flaming sphere, lesser restoration, tree shape; Feats: Combat Expertise, Empower SpellB, Forge RingB, Greater
3rd—call lightning, water breathing, wind wall; 4th—flame Spell Penetration, Improved Familiar, Scribe ScrollB, Silent
strike, repel vermin. SpellB, Spell Penetration, Weapon Finesse
Sorcerer Spells (6/8/7/6/4, caster level 8th, save DC 15 + Environment: Underground
spell level): 0—resistance, detect poison, detect magic, daze, Organization: Solitary
disrupt undead, mending, arcane mark, message; 1st—ani- Challenge Rating: 21
mate rope, identify, hold portal, detect undead, magic missile; Treasure: 3,100 pp; 26 art objects (total value: 19,385 gp);
2nd—arcane lock, touch of idiocy, rope trick; 3rd—dispel rod of maximize spell, wand of fear (30 charges), ring
magic, greater magic weapon; 4th—polymorph. of protection +2, amulet of natural armor +2, rapier of
puncturing; spellbook (1st—alarm, burning hands, cause
Familiar fear, charm person, enlarge person, floating disk, magic
missile, protection from chaos/evil/good/law; 2nd—false
Red Hawk: Tiny Magical Beast 12; 26 hp; +3 init; Spd 10 ft., life, flaming sphere, gust of wind, hypnotic pattern, protec-
fly 60 ft. (average); AC 20 (t15/ff17); BA/Gr +6/–4; Atk Talons tion from arrows, resist energy, scorching ray, spider climb,
+11 melee (1d4–2 slashing); Sp/Re 2-1/2 ft./0 ft.; SA Deliver summon monster II, whispering wind; 3rd—clairaudience/
touch spells; SQ Low-light vision, improved evasion, empathic clairvoyance, daylight, deep slumber, flame arrow, invis-
link, speak with master; Saves: Fort +6, Ref +6, Will +13; Abl ibility sphere, magic circle against chaos/evil/good/law,
Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6; Skills: Listen +4, protection from energy, rage, slow, stinking cloud, sugges-
Spot +16; Feats: Alertness, Weapon FinesseB. tion, water breathing; 4th—dimension door, mass enlarge
person, fear, polymorph, shadow conjuration, wall of fire;
Companion 5th—break enchantment, interposing hand, overland flight,
wall of stone; 6th—disintegrate, mass fox’s cunning, mass
Horned Owl: Tiny Animal 3; 13 hp; +3 init; Spd 10 ft., fly owl’s wisdom, repulsion, true seeing, veil; 7th—project
40 ft. (average); AC 19 (t15/ff16); BA/Gr +1/–10; Atk Talons image, spell turning; 8th—incendiary cloud, moment of
+6 melee (1d4–3 slashing); Sp/Re 2-1/2 ft./0 ft.; SQ Low-light prescience, temporal stasis)
vision, evasion, share spell, link; Saves Fort+2 Ref+5 Will+2; Alignment: Neutral evil
Abl Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4; Skills: Listen Advancement: By character class
+15, Move Silently +17, Spot +7*; Feats: Alertness, Weapon Level Adjustment: +10
FinesseB. * A scion of the abyss has a +2 bonus to Will saves against
spells and spell-like effects.

Scion of the abyss


(Lich <Half-fiend <Dark elf> Wizard>)
Combat
Medium Undead (Augmented Outsider, Elf, Evil, Native), A scion of the abyss’s natural weapons overcome dam-
Wiz15 age reduction as magic weapons. Any weapons it wields
Hit Dice: 15d12 (103 hp) (including its natural weapons) overcome damage reduction
Initiative: +4 as evil-aligned weapons.
Speed: 30 ft., fly 30 ft. (average) Fear Aura (Su): Liches are shrouded in a dreadful aura of
Armor Class: 23 (+4 Dex, +7 natural, +2 deflection) touch death and evil. Creatures of less than 5 HD in a 60-foot radius
16, flat-footed 19 that look at the scion of the abyss must succeed on a DC 22
Base Attack/Grapple: +7/+9 Will save or be panicked for 15 rounds. A creature that suc-
Attack: Rapier +13 melee (1d6+2 magic evil piercing plus 1 cessfully saves is shaken for 1 round but cannot be affected
Con, 18-20) or touch +11 melee (1d8+5 negative energy again by the scion’s aura for 24 hours.
plus paralysis) Paralyzing Touch (Su): Any living creature a scion of the
Full Attack: Rapier +13/+8 melee (1d6+2 magic evil piercing abyss hits with its touch attack must succeed on a DC 22
plus 1 Con, 18-20) and touch +4 melee (1d8+5 negative Fortitude save or be permanently paralyzed. Remove paralysis
energy plus paralysis) or 2 claws +11 melee (1d4+2 magic or any spell that can remove a curse can free the victim. The
evil slashing) and bite +6 melee (1d6+1 magic evil piercing effect cannot be dispelled. Anyone paralyzed by a lich seems
plus 1d8+5 negative energy)
Space/Reach: 5 ft./5 ft.
dead, though a DC 20 Spot check or a DC 15 Heal check
reveals that the victim is still alive. 13
Smite Good (Su): Once per day the scion of the abyss can Its position in the hive is usually somewhat less clearly
make one melee attack as a smite attack, which deals +15 defined, for while it champions leadership and justice, it
damage if it strikes a good target. The extra damage is equal seeks to temper these virtues with beneficence, and prosper-
to its HD. ous concern for those beneath it.
Wizard Spells (4/6/6/5/5/5/4/2/1, caster level 15, save DC
15 + spell level): 0—ray of frost, mage hand, acid splash,
flare, read magic, daze; 1st—burning hands, silent detect
Combat
magic, floating disk, magic missile x2, protection from good; Like most myrmarchs, the hero of the hive sometimes uses
2nd—summon monster II, scorching ray x2, hypnotic pat- javelins for ranged attacks, coated with poison from its stinger.
tern, silent charm person, whispering wind; 3rd—magic circle It is an awesome opponent of abyssal creatures in particular,
against law, stinking cloud, deep slumber, suggestion, daylight; but will also champion its people against devils.
4th—empowered scorching ray, shadow conjuration, wall of The hero of the hive’s natural weapons, as well as any weapons
fire, silent invisibility sphere, dimension door; 5th—interposing it wields, are treated as lawful-aligned and good-aligned for the
hand, wall of stone x2, break enchantment, silent polymorph; purpose of overcoming damage reduction. Its natural weapons
6th—true seeing, disintegrate, veil, empowered wall of fire; also overcome damage reduction as magic weapons.
7th—project image, spell turning; 8th—temporal stasis. Smite Evil (Su): Once per day, the hero of the hive can
Spell-like Abilities (caster level 15): 4/day—darkness; make a single melee attack as a smite attack; this attack deals
3/day—poison (DC 18), unholy aura (DC 22); 1/day—blas- +12 damage if it strikes an evil opponent. The extra damage
phemy (DC 21), contagion (DC 17), dancing lights, desecrate, is equal to its HD.)
faerie fire, horrid wilting (DC 22), unhallow (DC 19), unholy Poison (Ex): Injury, Fortitude DC 22, initial and secondary
blight (DC 18). damage 2d6 Dex. The save DC is Constitution-based.
Spell-Like Abilities: At will—charm monster (DC 19),

Hero of the Hive clairaudience/clairvoyance, daylight, detect chaos, detect


thoughts (DC 17), magic circle against chaos, greater teleport;
(Half-celestial <Myrmarch formian>) 3/day—protection from evil; 1/day—aid, bless, cure serious
wounds, detect evil, dictum (DC 22), dispel evil (DC 20), holy
Large Outsider (Lawful, Extraplanar, Good) smite (DC 19), holy word (DC 22), neutralize poison, order’s
Hit Dice: 12d8+72 (126 hp) wrath (DC 19), remove disease. Caster level 12th. The save
Initiative: +9 DCs are Charisma-based.
Speed: 50 ft., fly 100 ft. (good)
Armor Class: 30 (-1 size, +5 Dex, +16 natural), touch 14,
flat-footed 25 Ancient Watcher (Gargoyle + 8HD)
Base Attack/Grapple: +12/+22 Large Monstrous Humanoid (Earth)
Attack: Sting +17 melee (2d4+6 lawful good magic piercing Hit Dice: 12d8+75 (129 hp)
plus poison) or javelin +16 ranged [30 ft.] (1d6+6 piercing Initiative: +2
[plus poison]) Speed: 40 ft., fly 60 ft. (average)
Full Attack: Sting +17 melee (2d4+6 lawful good magic pierc- Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11,
ing plus poison) and bite +15 melee (2d6+4 lawful good flat-footed 15
magic piercing); or javelin +16/+11 ranged [30 ft.] (1d6+6 Base Attack/Grapple: +12/+20
piercing [plus poison]) Attack: Claw +17 melee (1d8+6 magic slashing)
Space/Reach: 10 ft./5 ft. Full Attack: 2 claws +17 melee (1d8+6 magic slashing) and
Special Attacks: Poison, spell-like abilities, smite evil +12 bite +15 melee (1d8+3 magic piercing) and gore +15 melee
Special Qualities: Damage reduction 10/magic, darkvision 60 (1d8+3 magic piercing)
ft., fast healing 2, hive mind, immunities (disease, poison, Space/Reach: 10 ft./10 ft.
petrification, cold), energy resistance (acid 10, electricity Special Attacks: —
10, fire 10, sonic 10), spell resistance 25 Special Qualities: Damage reduction 10/magic, darkvision
Saves: Fort +14, Ref +13, Will +13 60 ft., freeze
Abilities: Str 23, Dex 20, Con 22, Int 18, Wis 20, Cha 21 Saves: Fort +12, Ref +10, Will +8
Skills: Climb +21, Concentration +20, Diplomacy +22, Hide Abilities: Str 23, Dex 14, Con 22, Int 6, Wis 11, Cha 7
+16, Knowledge [arcana] +19, Knowledge [the planes] Skills: Hide +7*, Listen +6, Spot +6
+16, Listen +20, Move Silently +20, Search +19, Sense Feats: Great Fortitude, Improved Natural Attack [claw], Mul-
Motive +20, Spot +20, Survival +5 (+7 following tracks) tiattack, Power Attack, Toughness
Feats: Dodge, Improved Initiative, Mobility, Multiattack, Environment: Any
Spring Attack Organization: Solitary, pair, or wing (1-2 plus 6–20 regular
Environment: A lawful-aligned plane gargoyles)
Organization: Solitary, team (1 plus 1 normal myrmarch) or Challenge Rating: 7
platoon (1 plus 7 workers and 6 warriors) Treasure: Standard
Challenge Rating: 13 Alignment: Usually chaotic evil
Treasure: Standard Advancement: —
Alignment: Always lawful good Level Adjustment: +5
Advancement: 13HD (Large); 19HD (Huge)
Level Adjustment: — Ancient watchers may simply be well-grown, elder gar-
goyles, or they may be bound into some kind of guardianship
This iridescent insectoid was hatched from an egg blessed or servitude.

14 by a powerful archon. Its carapace shines, and it sports a


brilliant set of butterfly wings.
If the horn of an ancient watcher is ground and added to
the granite and diamond dust used to cast a stoneskin spell,
the spell grants damage reduction 15/adamantine and absorbs Treasure: 3,000 gp; 1,000 gp worth of gems, 825 gp worth
a total of 250 points before discharged. or small portable art objects (with the lich’s phylactery
hidden among them); divine scroll (detect chaos, magic
Combat stone, summon monster II), divine scroll (command,
flaming sphere, shillelagh), divine scroll (detect snares
The ancient watcher is less likely to wait from a hidden and pits, sanctuary), divine scroll (summon monster
place and more likely to be planted in front of a door or cave, I, summon swarm, water walk); *boots of striding and
guarding the contents. They sometimes watch and control nar- springing; †+2 half-plate of fire resistance, +2 wounding
row mountain passes as trolls are said to watch bridges. frost scythe; the haft of the scythe is a staff of necromancy
Any gargoyle’s natural weapons are treated as magic weap- with 35 charges.
ons for the purpose of overcoming damage reduction. Alignment: Chaotic evil
Freeze (Ex): An ancient watcher can hold itself so still it Advancement: By character class
appears to be a statue. An observer must succeed on a DC 20 Level Adjustment: +5
Spot check to notice the watcher is really alive.
Skills: Gargoyles have a +2 racial bonus on Hide, Listen, The death jackal is a dreadful ravager, a classic villain
and Spot checks. *The Hide bonus increases by +8 when a whose raison d’etre is the continued spread of destruction
gargoyle is concealed against a background of stone. and misery. It has gotten very good at it.

Death Jackal (Lich <Gnoll Cleric>) Combat


Medium Undead (Augmented humanoid, The death jackal prefers to send undead troops against a
Gnoll), Clr12 village or location en masse, spreading as much terror as
Hit Dice: 14d12 possible before revealing itself to crush any remain-
(96 hp) ing hope in the survivors. It prefers to pick foes off
Initiative: +2 one at a time so that their comrades can
Speed: 40 ft.* watch their defeat.
Armor Class: 26 (+2 Dex, Cleric Spells (6/6+d/5+d/5+d/3+d/
+5 natural, +9 half 3+d/2+d, caster level 12th, save DC
plate), touch 12, flat- 14 + spell level): 0—detect magic x2,
footed 24 guidance x2, light x2; 1st—bane, cause fearD,
Base Attack/Grapple: deathwatch, doom, entropic shield, protection
+10/+12 from good, shield of faith; 2nd—align weapon,
Attack: +2 wounding darkness, death knell, desecrate, owl’s widom,
frost scythe +15 melee spiritual weaponD; 3rd—animate deadD, blindness/
(2d4+4 magic piercing deafness, contagion, dispel magic, invisibility purge,
+1d6 cold + 1 Con, summon monster III; 4th—dimensional anchor, dis-
19-20/x4) or touch +12 missal, divine powerD, giant vermin; 5th—dispel good,
melee (1d8+5 negative flame strikeD, insect plague, unhallow; 6th—blade bar-
energy plus paralysis) rierD, harm, summon monster VI. The death jackal can
Full Attack: +2 wounding spontaneously exchanged prepared spells for inflict
frost scythe +15/+10 spells of equal or lower level. Summon monster spells
melee (2d4+4 magic are typically employed to summon fiendish dire wolver-
piercing +1d6 cold + ines, howlers, or fiendish hyenas. D-Domain spell.
1 Con, 19-20/x4) Fear Aura (Su): The death jackal is shrouded in a dread-
Space/Reach: 5 ft./5 ft. ful aura of death and evil. Creatures of less than 5 HD
Special Attacks: Rebuke in a 60-foot radius that look at it must succeed on a Will
undead, death touch save (DC 17) or be panicked for 14 rounds. A creature
12d6 1/day, fear aura, that saves cannot be affected again by the death jackal’s
paralyzing touch, aura for 24 hours.
spells Paralyzing Touch (Su): Any living creature hit by the death
Special Qualities: Damage reduction 15/bludgeoning and jackal’s touch attack must succeed on a Fortitude save (DC 17)
magic, darkvision 60 ft., energy resistance (fire 10†), im- or be permanently paralyzed. Remove paralysis or any spell
munities (cold, electricity, polymorph attacks), +4 turn that can remove a curse can free the victim.
resistance, undead traits The effect cannot be dispelled. Anyone paralyzed by a lich
Saves: Fort +11, Ref +5, Will +10 seems dead, though a DC 20 Spot check or a DC 15 Heal
Abilities: Str 14, Dex 14, Con —, Int 12, Wis 18, Cha 12 check reveals that the victim is still alive.
Skills: Concentration +17, Hide +10, Jump +7, Listen +15, Undead Traits: Immune to all mind-affecting effects
Move Silently +10, Search +11, Sense Motive +12, Spell- (charms, compulsions, phantasms, patterns, and morale
craft +7, Spot +15 effects); Immune to poison, sleep effects, paralysis, stun-
Feats: Power Attack, Cleave, Craft Staff, Craft Wondrous Item, ning, disease, and death effects; Not subject to critical hits,
Improved Critical [scythe], Martial Weapon Proficiency nonlethal damage, ability drain, or energy drain; immune to
[scythe]B, Weapon Focus [scythe]B damage to its physical ability scores (Strength, Dexterity, and
Environment: Warm plains Constitution), as well as to fatigue and exhaustion effects;
Organization: Solitary or coterie (1 plus 2d4 ghouls plus 3d6 healed by negative energy such as inflict spells; not at risk of
gnoll zombies)
Challenge Rating: 15
death from massive damage, but when reduced to 0 hit points
or less, it is immediately destroyed. 15
Nightflyer (Lycanthrope (Dire bat - 2HD) <Gnome>)
Gnome Form Hybrid Form Bat Form
Small Humanoid (Gnome, Medium Humanoid (Gnome, Medium Humanoid (Gnome,
Shapechanger), Rog1 Shapechanger), Rog1 Shapechanger), Rog1
Hit Dice: 1d6+2d8 (15 hp) 1d6+2d8+3 (18 hp) 1d6+2d8+3 (18 hp)
Initiative: +1 +6 +7
Speed: 20 ft. 20 ft., fly 20 ft. (average) 20 ft., fly 40 ft. (good)
Armor Class: 16 (+1 size, +1 Dex, +2 leather, 23 (+6 Dex, +2 leather, +5 23 (+7 Dex, +5 natural), touch
+2 natural), touch 12, flat- natural), touch 16, flat-footed 18, flat-footed 15
footed 15 17
Base Attack/Grapple: +1/-4 +1/+0 +1/+0
Attack: Heavy mace +1 melee (1d6-1 Claw +0 melee (1d4-1 slashing) Bite +0 melee (1d6-1 piercing)
bludgeoning) or light crossbow or light crossbow +5 ranged [80
+2 ranged [80 ft.] (1d6 piercing, ft.] (1d6 piercing, 19-20)
19-20)
Full Attack: Heavy mace +1 melee (1d6-1 2 claws +0 melee (1d4-1 slashing) Bite +0 melee (1d6-1 piercing)
bludgeoning) or light crossbow and bite -5 melee (1d6-1 piercing)
+2 ranged [80 ft.] (1d6 piercing, or light crossbow +5 ranged [80
19-20) ft.] (1d6 piercing, 19-20)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Sneak attack +1d6, spell-like Sneak attack +1d6, spell-like Sneak attack +1d6, spell-like
abilities abilities abilities
Special Qualities: Alternate form, blindsense 40 Alternate form, blindsense 40 Alternate form, blindsense 40
ft., low-light vision, +2 vs. illu- ft., damage reduction 5/silver, ft., damage reduction 5/silver,
sions, trapfinding low-light vision, +2 vs. illu- low-light vision, +2 vs. illu-
sions, trapfinding sions, trapfinding
Saves: Fort +3, Ref +5, Will +3 Fort +4, Ref +10, Will +3 Fort +4, Ref +11, Will +3
Abilities: Str 8, Dex 12, Con 10, Int 11, Str 8, Dex 24, Con 12, Int 11, Str 8, Dex 24, Con 12, Int 11,
Wis 11, Cha 13 Wis 11, Cha 13 Wis 11, Cha 13
Skills: Balance +7, Bluff +5, Disguise Balance +12, Bluff +5, Dis- Balance +13, Bluff +5, Disguise
+5, Escape Artist +7, Hide +7, guise +5, Escape Artist +12, +5, Escape Artist +13, Hide
Knowledge [local] +4, Listen Hide +12, Knowledge [local] +13, Knowledge [local] +4,
+6*, Move Silently +5, Open +4, Listen +6*, Move Silently Listen +6*, Move Silently +11,
Lock +5, Sleight of Hand +5, +10, Open Lock +10, Sleight of Open Lock +11**, Sleight of
Spot +6 Hand +10, Spot +4* Hand +11**, Spot +4*
Feats: Agile, Iron WillB, Stealthy Agile, Iron WillB, Stealthy Agile, Iron WillB, Stealthy
Environment: Temperate Hills Changing form with this ability is a standard action.
Organization: Solitary A slain lycanthrope reverts to its humanoid form, although
Challenge Rating: 3 it remains dead. Separated body parts retain their animal form,
Treasure: Standard however.
Alignment: Usually chaotic neutral Blindsense (Ex): A nightflyer uses echolocation to pinpoint
Advancement: by character class creatures within 40 feet. Opponents still have total concealment
Level Adjustment: +2 against the lycanthrope unless it can actually see them.
Skills: *Nightflyers have a +4 racial bonus on Spot and Lis-
This creature is typically concealed in a gnomish commu- ten checks. These bonuses are lost if its blindsense is negated.
nity but may have ventured into the world as an adventurer. **These skills require hands to use effectively and can’t be
It is not cruel or inhumane, but is unpredictable and basically used in animal form.
self-interested. Being able to fly and find its way in the dark
gives it a decided advantage as a burglar.
Vicarious Wyrmling
Combat (Half-dragon (Copper) <Halfling Fighter>)
Spell-like Abilities: 1/day—speak with animals, dancing Small Dragon (Augmented humanoid, Halfling), Ftr 4
lights, ghost sound, prestidigitation. Hit Dice: 4d10+8 (34 hp)
Alternate Form (Su): A nightflyer can shift into dire bat Initiative: +7
form as though using the polymorph spell on itself, though Speed: 20 ft.
its gear is not affected, it does not regain hit points for chang- Armor Class: 20 (+1 size, +3 Dex, +2 force armor, +4 natural),
ing form, and only dire bat form can be assumed. It does not touch 14, flat-footed 17
assume the ability scores of the animal, but instead adds the Base Attack/Grapple: +4/+5
animal’s physical ability score modifiers to its own ability Attack: Claw +11 melee (1d4+7 slashing)

16 scores. A nightflyer also can assume a bipedal hybrid form


with prehensile hands and animalistic features.
Full Attack: 2 claws +11 melee (1d4+7 slashing) and bite +5
melee (1d4+2 piercing)
Space/Reach: 5 ft./5 ft. The Comtesse was murdered and her estate usurped by a
Special Attacks: Breath weapon bloodthirsty relative, and her foremost concern is revenge. To
Special Qualities: Halfling traits, immunity to acid lay her to rest, her usurper must be slain or humiliated beyond
Saves: Fort +7, Ref +5, Will +1* redemption. If she is allowed to participate in this by possess-
Abilities: Str 21, Dex 16, Con 14, Int 12, Wis 8, Cha 12 ing one of the PCs and taking up her family’s hereditary sword
Skills: Bluff +3, Climb +12, Hide +7, Intimidate +4, Jump +12, (the +1 silver longsword listed above), her soul will be purified
Listen +1, Move Silently +5, Swim +9 and merge with her sword, becoming an intelligent +2 merci-
Feats: Combat Reflexes, Improved Natural Attack [claw], ful ghost touch silver longsword with the power of speech,
Weapon Focus [claw], Improved Initiative, Weapon Spe- 60-ft darkvision and hearing and the following powers: zone of
cialization [claw] truth 3/day, bless 3/day, and continual deathwatch. The sword
Challenge Rating: 6 has an Intellegence of 12, a Wisdom of 13 and a Charisma of
Treasure: Bracers of armor +2, elixir of fire breath, potion of 16, and its Ego score is 13. Its alignment is neutral good and
cure moderate wounds it desires to assist in the dispensation of justice to those who
Alignment: Chaotic good require it and mercy to those who deserve it.
Level Adjustment: +3
* A vicarious wyrmling receives a +2 morale bonus on saves
against fear effects.
Combat
Bard Spells (3/1, caster level 2, save DC 15 + spell level):
This pint-size terror is out to live the good life; he’s a swash- 0—daze, dancing lights, flare, lullaby, open/close; 1st—cure
buckling BON VIVANT, rolling from tavern to pub, and dashing light wounds, summon monster I.
off on bold adventures and noble causes. He could easily Corrupting Touch (Su): A ghost that hits a living target
prove a help to player characters, but it wouldn’t be hard for with its incorporeal touch attack deals 1d6 points of dam-
them to run afoul of him, either. He’s an excellent surprise for age. Against ethereal opponents, it adds its Strength modifier
people who expect a halfling to be a poor fighter. to attack and damage rolls. Against nonethereal opponents,
it adds its Dexterity modifier to attack rolls only.
Combat Frightful Moan (Su): A ghost can emit a frightful moan as
a standard action. All living creatures within a 30-foot spread
The vicarious wyrmling prefers to use his claws, which are must succeed on a Will save (DC 17) or become panicked for
startlingly long. He falls back on his breath weapon only in 2d4 rounds. This is a sonic necromantic mind-affecting fear
a desperate situation. effect. A creature that successfully saves against the moan
Breath Weapon (Su): 60-ft. line, 6d8 acid, Ref. 12 half. cannot be affected by the same ghost’s moan for 24 hours.
Malevolence (Su): Once per round, an ethereal ghost

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

18 serve the vampire for up to 1 hour.


Dominate (Su): A vampire can crush an opponent’s will
Attack: Claw +10 melee (1d4+1 slashing + 1d8+5 negative
energy) or touch (1d8+5 negative energy plus paralysis)
Full Attack: 2 claws +10 melee (1d4+1 slashing) and bite +8 A druid can also use this ability to influence a magical
melee (1d4 piercing + 1d8+5 negative energy); or touch beast with an Intelligence score of 1 or 2, but she takes a –4
+8 melee (1d8+5 negative energy plus paralysis) penalty on the check.
Special Attacks: Spells, fear aura, paralyzing touch, wild Woodland Stride (Ex): The lizard guardian may move
empathy +9* through any sort of undergrowth (such as natural thorns, bri-
Special Qualities: Damage reduction 15/bludgeoning and ars, overgrown areas, and similar terrain) at his normal speed
magic, immunities (cold, electricity, polymorph attacks, and without taking damage or suffering any other impairment.
mind-affecting attacks), nature sense, resist Nature’s lure, However, thorns, briars, and overgrown areas that have been
trackless step, +4 turn resistance, wild shape (4/day, Tiny- magically manipulated to impede motion still affect him.
Large), woodland stride Trackless Step (Ex): The lizard guardian leaves no trail in
Space/Reach: 5 ft./5 ft. natural surroundings and cannot be tracked. He may choose
Saves: Fort +7, Ref +7, Will +12 to leave a trail if so desired.
Abilities: Str 12, Dex 12, Con —, Int 16, Wis 20, Cha 15 Resist Nature’s Lure (Ex): The lizard guardian has a +4 bonus
Skills: Balance +9, Concentration +16, Handle Animal +6*, on saving throws against the spell-like abilities of fey.
Heal +7, Hide +9, Jump +7, Knowledge [nature] +15, Wild Shape (Su): The lizard guardian can turn herself into
Knowledge [religion] +8, Listen +21, Move Silently +9, any Tiny, Small, Medium or Large animal and back again up
Ride +9, Search +11, Sense Motive +13, Spellcraft +12, to four times per day. Her options for new forms
Spot +13, Survival +18, Swim +10 include all creatures with the animal type. This
Feats: Multiattack, Natural Spell, Combat Casting, Silent ability functions like the polymorph spell, except
Spell, Track as noted here. The effect lasts for 1 hour per druid
Environment: Temperate marshes level, or until she changes back. Changing form
Organization: Solitary (to animal or back) is a standard action and doesn’t
Challenge Rating: 14 provoke an attack of opportunity.
Treasure: 4,000 gp; 6 gems (1,200 gp, 500 The form chosen must be that of an animal the
gp, 110 gp, 60 gp, 40 gp, 10 gp: total 1,920 lizard guardian is familiar with.
gp); amulet of natural armor +1, ring of coun- A druid loses her ability to speak while in ani-
terspells (cure critical wounds), staff of the mal form because she is limited to the sounds that
woodlands (28 charges) a normal, untrained animal can make, but she can
Alignment: Neutral evil communicate normally with other animals of the same
Advancement: By character class general grouping as her new form.
Level Adjustment: +5 The new form can’t have more than 11 hit dice.
*The lizard guardian’s unnatural aura of Fear Aura (Su): Liches are shrouded in a dreadful
undeath gives him a -4 penalty on all aura of death and evil. Creatures of less than 5 HD in
Handle Animal and wild empathy a 60-foot radius that look at the lizard guardian must
checks. succeed on a Will save (DC 18) or become panicked
for up to 12 rounds; creatures that save are shaken for
This dread creature has made itself an one round only. A creature that successfully saves can-
eternal protector for its tribe. not be affected again by the lizard guardian’s aura
The lizardfolk, however, for 24 hours.
typically call on it only Paralyzing Touch (Su): Any living creature hit by
in the direst need, since it the lizard guardian’s touch attack must succeed on a
often exacts dreadful Fortitude save (DC 18) or be permanently paralyzed.
prices for its aid or Remove paralysis or any spell that can remove a
grants decidedly curse can free the victim.
two-edged assis- The effect cannot be dispelled. Anyone paralyzed
tance. by a lich seems dead, though a DC 20 Spot check or a
DC 15 Heal check reveals that the victim is still alive.
Skills: Because of their tails, lizardfolk have a +4 racial
Combat bonus on Jump, Swim, and Balance checks. The lizard
Druid Spells (6/7/5/5/4/4/2, caster level 11, save DC 15 guardian’s undead nature gives him a -4 penalty on Handle
+ spell level): 0—detect magic, detect poison, flare, guid- Animal checks, and a +8 racial bonus on Hide, Listen, Move
ance x2, resistance; 1st—calm animals, detect snares and Silently, Search, Sense Motive, and Spot checks.
pits, entangle, faerie fire, hide from animals, produce flame
x2; 2nd—chill metal, flame blade, fog cloud, hold animal,
soften earth and stone; 3rd—contagion, poison, protection
Animal Companion
from energy, sleet storm, spike growth; 4th—blight, dispel Giant Crocodile: Huge Animal 9; 76 hp; +1 init; Spd 20
magic, giant vermin, rusting grasp; 5th—baleful bolymorph, ft., swim 30 ft.; AC 18 (t9/ff17); BA/Gr +6/+23; Atk Bite +13
call lightning storm, cure critical wounds, wall of fire; 6th—fire melee (3d8+13 piercing) or tail slap +13 melee (1d12+13
seeds, ironwood. bludgeoning); Sp/Re 15/10; SA Improved grab (bite); SQ Eva-
Nature Sense (Ex): The lizard guardian has a +2 bonus on sion, link, hold breath, low-light vision, share spells; Saves
Knowledge [nature] and Survival checks. F+10 R+7 W+4; Str 28, Dex 13, Con 19, Int 1, Wis 12, Cha
Wild Empathy (Ex): The lizard guardian can improve the at- 2; Skills–Hide +3, Listen +5, Spot +5, Swim +16; Feats–Alert-
titude of an animal. This ability functions just like a Diplomacy ness, Endurance, Improved Natural Attack [bite], Skill Focus
check made to improve the attitude of a person. The guardian [Hide]; CR 5.
rolls 1d20 and adds her druid level and her Charisma modifier
(total +13) to determine the wild empathy check result.
This creature is habituated to its master’s undead presence.
It knows five tricks: attack, down, fetch, guard, and work. 19
Bloodfang (Vampire <Medusa>) Rules Flag
Medium Undead (Augmented monstrous humanoid)
Hit Dice: 6d12 (44 hp) The bloodfang’s children of the night and alternate form
Initiative: +6 abilities have been adjusted to better reflect its reptilian nature.
Speed: 30 ft. Also, medusae do not normally have improved grab; to make
Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 19 this foe more interesting, it has been enhanced with the feat
Base Attack/Grapple: +6/+9 described below.
Attack: Shortbow +10 ranged [60 ft.] (1d6 piercing, x3) or dag-
ger +9 melee (1d4+3 piercing, 19–20) or snakes +9 melee
(1d4+1 magic piercing plus poison and energy drain) or slam Grappling Attack
+9 melee (1d6+3 magic bludgeoning plus energy drain) Choose a natural weapon that you possess. You have mas-
Full Attack: Shortbow +10/+5 ranged [60 ft.] (1d6 piercing, x3); tered using this weapon to grab an opponent.
or dagger +9/+4 melee (1d4+3 piercing, 19–20) and snakes Prerequisite: A natural attack that can sink into or wrap
+4 melee (1d4+1 plus poison) or snakes +9 melee (1d4+1 around an opponent.
magic piercing plus poison and energy drain) and slam +4 Benefit: You gain the improved grab ability. To use this abil-
melee (1d6+3 magic bludgeoning plus energy drain) ity, you must score a hit aginst a creature your size or smaller
Space/Reach: 5 ft./5 ft. with the natural weapon that you chose when you selected
Special Attacks: Blood drain, children of the night, create this feat. You deal normal damage and can attempt to start a
spawn, dominate, energy drain, improved grab, petrifying grapple as a free action that does not provoke an attack of
gaze, poison opportunity.
Special Qualities: Alternate form, damage reduction 10/silver
and magic, darkvision 60 ft., energy resistance (cold 10,
electricity 10), fast healing 5, gaseous form, spider climb, Blood Drain (Ex): A vampire can suck blood from a living
turn resistance +4 victim with its fangs by making a successful grapple check. If
Saves: Fort +2, Ref +11, Will +7 it pins the foe, it drains blood, dealing 1d4 points of Constitu-
Abilities: Str 16, Dex 19, Con —, Int 14, Wis 15, Cha 19 tion drain each round the pin is maintained. On each such
Skills: Bluff +19, Diplomacy +6, Disguise +11 (+13 acting), successful attack, the vampire gains 5 temporary hit points.
Hide +12, Intimidate +6, Listen +12, Move Silently +18, Children of the Night (Su): Vampires command the lesser
Search +10, Sense Motive +10, Spot +19 creatures of the world and once per day can call forth 2d4
Feats: AlertnessB, Combat ReflexesB, DodgeB, Grappling Attack spider swarms, 1d4+1 bat swarms, or a pack of 3d6 medium
[snakes]*, Improved InitiativeB, Lightning ReflexesB, Point vipers as a standard action. These creatures arrive in 2d6
Blank Shot, Precise Shot rounds and serve the vampire for up to 1 hour.
Environment: Temperate marshes Dominate (Su): A vampire can crush an opponent’s will
Organization: Solitary or covey (2–4) just by looking onto his or her eyes. This is similar to a gaze
Challenge Rating: 9 attack, except that the vampire must use a standard action,
Treasure: 3,000 gp; 13 gems (1,200 gp, 600 gp x2, 130 gp x3, and those merely looking at it are not affected. Anyone the
50 gp x4, 10 gp x3: total value 3,020 gp); horn of blasting, vampire targets must succeed on a Will save or fall instantly
+2 light wooden shield of light fortification, dust of appear- under the vampire’s influence as though by a dominate person
ance, potion of resist acid 10. spell (caster level 12th). The ability has a range of 30 feet.
Alignment: Usually lawful evil Create Spawn (Su): A humanoid or monstrous humanoid
Advancement: By character class slain by a vampire’s energy drain rises as a vampire spawn (see
Level Adjustment: — the Vampire Spawn entry in the MM) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or
A spawn that proved the destruction of her master, the lower, the victim returns as a spawn if it had 4 or less HD and as
bloodfang is now seeking to establish herself as a power a vampire if it had 5 or more HD. In either case, the new vampire
in the shadows. If active in an area of savage or monstrous or spawn is under the command of the vampire that created it
humanoids, she may work more openly, ruling by fear rather and remains enslaved until its master’s destruction. At any given
than manipulation. time a vampire may have enslaved spawn totaling no more than
twice its own Hit Dice; any spawn it creates that would exceed
Combat this limit are created as free-willed vampires or vampire spawn.
A vampire that is enslaved may create and enslave spawn of
When subduing opponents, a bloodfang usually uses its its own, so a master vampire can control a number of lesser
dominating gaze as a backup to its petrifying attack, since vampires in this fashion. A vampire may voluntarily free an en-
those who succeed on their Fortitude saves often have poor slaved spawn in order to enslave a new spawn, but once freed,
Will save bonuses. a vampire or vampire spawn cannot be enslaved again.
Improved Grab (Ex): To use this ability, a bloodfang must Energy Drain (Su): Living creatures hit by a vampire’s slam
hit a Medium or smaller creature with its snakes attack. It can attack (or any other natural weapon the vampire might possess)
then attempt to start a grapple as a free action without pro- gain two negative levels. For each negative level bestowed,
voking an attack of opportunity. If it wins the grapple check, the vampire gains 5 temporary hit points. A vampire can use
the bloodfang pulls its opponent into its own space and can its energy drain ability once per round.
attempt to pin on its next action. Alternate Form (Su): A bloodfang can assume the shape of
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, a bat, dire bat, monitor lizard, or deinonychus as a standard
Fortitude DC 15 negates. The save DC is Charisma-based. action. This ability is similar to a polymorph spell cast by a

20 Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str,


secondary damage 2d6 Str. The save DC is Constitution-based.
12th-level character, except that the bloodfang does not regain
hit points for changing form and must choose from among the
forms mentioned here. While in its alternate form, the blood-
fang loses its natural slam attack and dominate ability, but it
Combat
gains the natural weapons and extraordinary special attacks Corrupting Gaze (Su): A seaspirit can make a gaze attack
of its new form. It can remain in that form until it assumes against all living creatures within 30 ft. Creatures that meet
another or until the next sunrise. the apparition’s gaze suffer 2d10 damage and 1d4 Charisma
Fast Healing (Ex): A vampire heals 5 points of damage each damage (Fortitude 19 negates).
round so long as it has at least 1 hit point. If reduced to 0 hit Malevolence (Su): Once per round, an ethereal ghost
points in combat, it automatically assumes gaseous form and can merge its body with a creature on the Material Plane.
attempts to escape. It must reach its coffin home within 2 hours This ability is similar to a magic jar spell (caster level 10th),
or be utterly destroyed. (It can travel up to nine miles in 2 hours.) except that it does not require a receptacle. To use this abil-
Any additional damage dealt to a vampire forced into gaseous ity, the ghost must be manifested and it must try to move into
form has no effect. Once at rest in its coffin, a vampire is help- the target’s space; moving into the target’s space to use the
less. It regains 1 hit point after 1 hour, then is no longer helpless malevolence ability does not provoke attacks of opportunity.
and resumes healing at the rate of 5 hit points per round. The target can resist the attack with a successful Will save
Gaseous Form (Su): As a standard action, a vampire can (DC 17). A creature that successfully saves is immune to that
assume gaseous form at will as the spell (caster level 5th), but same ghost’s malevolence for 24 hours, and the ghost cannot
it can remain gaseous indefinitely and has a fly speed of 20 enter the target’s space. If the save fails, the ghost vanishes
feet with perfect maneuverability. into the target’s body.
Spider Climb (Ex): A vampire can climb sheer surfaces as Manifestation (Su): A ghost dwells on the Ethereal Plane
though with a spider climb spell. and, as an ethereal creature, it cannot affect or be affected
by anything in the material world. When a ghost manifests,

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

22 from ever becoming lost, and enables them to track enemies.


Further, they are never caught flat-footed.
swarm to 0 hit points or lower causes it to break up; swarms
are never staggered or reduced to a dying state by damage.
Also, they cannot be tripped, grappled, or bull rushed, and manently. A nymph can suppress or resume this ability as a
they cannot grapple an opponent. free action. The save DC is Charisma-based.
A swarm is immune to any spell or effect that targets a Breath Weapon (Su): 30-ft. cone, 6d8 cold damage, Reflex
specific number of creatures (including single-target spells half (DC 14). Usable once per day; the save DC is Constitu-
such as disintegrate). A swarm takes half again as much dam- tion-based.
age (+50%) from spells or effects that affect an area, such as Spell-Like Abilities: 1/day—dimension door. Caster level 7th.
splash weapons and many evocation spells. Druid Spells (6/5/4/3/2, caster level 7, save DC 14 + spell
level): 0—cure minor wounds, detect magic, flare, guidance,

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.

Spotted Brute (Lycanthrope (Hyena) <Orc Barbarian>)


Orc Form Hybrid Form Hyena Form
Medium Humanoid (Orc, Medium Humanoid (Orc, Medium Humanoid (Orc,
Shapechanger), Bbn2 Shapechanger), Bbn2 Shapechanger), Bbn2
Hit Dice: 2d12+2d8+4 (31 hp) 2d12+2d8+12 (39 hp) 2d12+2d8+12 (39 hp)
Initiative: +2 +3 +3
Speed: 40 ft. 60 ft. 60 ft.
Armor Class: 19 (+2 Dex, +5 scale, +2 22 (+3 Dex, +5 scale, +4 natural), 22 (+3 Dex, +5 scale, +4 natu-
natural), touch 12, flat- touch 13, flat-footed 22 ral), touch 13, flat-footed 22
footed 19
Base Attack/Grapple: +3/+5 +3/+7 +3/+7
Attack: Double axe +7 melee Double axe +9 melee (1d8+6 Bite +8 melee (1d6+7 piercing
(1d8+4 slashing, x3) or com- slashing, x3) or claw +8 melee plus lycanthropy)
posite short bow +5 ranged (1d4+5 slashing) or composite
[70 ft.] (1d6+3 piercing, x3) short bow +7 ranged [70 ft.]
(1d6+3 piercing, x3)
Full Attack: Double axe +5 melee Double axe +7 melee (1d8+5 Bite +8 melee (1d6+7 piercing
(1d8+3 slashing, x3) and slashing, x3) and double axe +7 plus lycanthropy)
double axe +5 melee melee (1d8+2 slashing, x3) and
(1d8+1 slashing, x3) or com- bite +3 melee (1d6+2 piercing plus
posite short bow +5 ranged lycanthropy) or 2 claws +8 melee
[70 ft.] (1d6+3 piercing, x3) (1d4+5 slashing) and bite +3
melee (1d6+2 piercing plus lycan-
thropy) or composite short bow +7
ranged [70 ft.] (1d6+3 piercing, x3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rage, curse of lycanthropy Rage, curse of lycanthropy Rage, curse of lycanthropy, trip
Special Qualities: Alternate form, darkvision Alternate form, damage reduction Alternate form, damage reduc-
60 ft., light sensitivity, low- 10/silver, darkvision 60 ft., light tion 10/silver, darkvision 60 ft.,
light vision, lycanthropic sensitivity, low-light vision, lycan- light sensitivity, low-light vision,
empathy, scent, uncanny thropic empathy, scent, uncanny lycanthropic empathy, scent,
dodge dodge uncanny dodge
Saves: Fort +7, Ref +5, Will +4 Fort +9, Ref +7, Will +4 Fort +9, Ref +7, Will +4
Abilities: Str 16, Dex 15, Con 13, Int Str 20, Dex 19, Con 17, Int 8, Wis Str 20, Dex 19, Con 17, Int 8,
8, Wis 14, Cha 6 14, Cha 6 Wis 14, Cha 6
Skills: Climb +6, Handle Animal Climb +8, Handle Animal +1, Climb +8, Handle Animal +1,
+1, Hide +3, Jump +6, Lis- Hide +3*, Jump +8, Listen +7, Spot Hide +3*, Jump +8, Listen +7,
ten +7, Spot +6, Survival +5 +6, Survival +5 Spot +6, Survival +5
Feats: Alertness, Exotic Weapon Alertness, Exotic Weapon [double Alertness, Exotic Weapon
[double axe], Iron WillB, axe], Iron WillB, Two-weapon [double axe], Iron WillB, Two-
Two-weapon Fighting Fighting weapon Fighting
Environment: Temperate hills This fellow will typically be encountered as an adventurer,
Organization: Solitary or within a larger group of orcs having been driven off by his kindred, or as a minor warlord
Challenge Rating: 4 leading other orcs or brigands by force.
Treasure: Masterwork double axe, composite (+3) shortbow, Rage (Ex): Once per day, a spotted brute can enter a rage,
40 arrows, +1 wild scale mail gaining a further +4 bonus to Strength and Constitution, a
Alignment: Chaotic evil +2 morale bonus on Will saves, and suffering a -2 penalty to
Advancement: By character class AC. He gains +8 hit points when entering his rage and loses
Level Adjustment: +3 -8 hit points when leaving it. His rage lasts for 6 rounds, or

24 for 8 rounds if in hybrid or animal form, after which he is


fatigued.
Alternate Form (Su): A spotted brute can shift into hyena Speed: 10 ft., fly 40 ft. (perfect)
form as though using the polymorph spell on itself, though its Armor Class: 15 (+2 size, +2 Dex, +1 deflection), touch 15,
gear is not affected, it does not regain hit points for changing flat-footed 13
form, and only hyena form can be assumed. It does not assume Base Attack/Grapple: +3/—
the ability scores of the animal, but instead adds the animal’s Attack: Incorporeal swarm (1d6 Wisdom drain) or ethereal
physical ability score modifiers to its own ability scores. A swarm (2d6 piercing plus blindness)
spotted brute also can assume a bipedal hybrid form with Full Attack: Incorporeal swarm (1d6 Wisdom drain) or ethereal
prehensile hands and animalistic features. swarm (2d6 piercing plus blindness)
Changing form with this ability is a standard action. Space/Reach: 10 ft./0 ft.
A slain lycanthrope reverts to its humanoid form, although Special Attacks: Blindness, distraction, draining touch
it remains dead. Separated body parts retain their animal form, Special Qualities: Darkvision 60 ft., half damage from slashing
however. or piercing weapons, low-light vision, rejuvenation, swarm
Curse of Lycanthropy (Su): Any humanoid or giant hit by traits, +4 turn resistance, undead traits
a natural lycanthrope’s bite attack in animal or hybrid form Saves: Fort +5, Ref +9, Will +4
must succeed on a DC 15 Fortitude save or contract lycan- Abilities: Str 1, Dex 15, Con —, Int 2, Wis 14, Cha 10
thropy. If the victim’s size is not within one size category of Skills: Hide +10, Listen +15, Search -4, Spot +18
the lycanthrope the victim cannot contract lycanthropy from Feats: Alertness, Improved Initiative, Lightning Reflexes,
that lycanthrope. Afflicted lycanthropes cannot pass on the Weapon FinesseB
curse of lycanthropy. Environment: Temperate forests
Lycanthropic Empathy (Ex): In any form, Organization: Solitary
a spotted brute can communicate and Challenge Rating: 7
empathize with normal or dire Treasure: None
hyenas, dogs, wolves and other Alignment: Neutral
canines. This gives them a +4 Advancement: —
racial bonus on checks when Level Adjustment: —
influencing the animal’s
attitude and allows the The haunted mur-
communication of der is believed to be
simple concepts and (if the result of a curse
the animal is friendly) or other taint of evil
commands, such as on a forest or the
“friend,” “foe,” “flee,” area around an
and “attack.” undead lord’s
Light Sensitivity: demesne. They
Spotted brutes, re- are difficult to lay
gardless of form, are to rest—it is usu-
dazzled in bright ally neccesary to
sunlight or within break the spell
the radius of a day- binding them to
light spell. this world.
Trip (Ex): A spot-
ted brute in hyena
form that hits with
its bite attack can
Combat
attempt to trip Blindness
the opponent (+5 (Ex)*: Any ethe-
check modifier) as a real creature
free action without which takes
making a touch at- swarm damage
tack or provoking an from a haunted
attack of opportunity. murder is blinded
If the attempt fails, the permanently unless
opponent cannot react to it makes a Reflex
trip the hyena. save (DC 15). The
Skills: *Hyenas have a +4 save DC is Dexterity-
racial bonus on Hide checks based.
in areas of tall grass or heavy Distraction (Ex): Any
undergrowth. living creature that begins
its turn with a haunted murder

Haunted Murder in its space must succeed on a


DC 13 Fortitude save or be nause-
(Ghost <Raven swarm>) ated for 1 round. The save DC is Consti-
tution-based.
Tiny Undead (Augmented animal, incorporeal, swarm) Draining Touch (Su): When a haunted murder ends its move
Hit Dice: 6d12 (40 hp)
Initiative: +6
for the round, any corporeal creatures in the spaces it occupies
suffer 1d6 points of permanent Wisdom drain. The haunted 25
murder heals 5 points of damage each time a creature takes Space/Reach: 20 ft./15 ft.
Wisdom damage in this way. Special Attacks: Smite evil +18
Frightful Cry (Su): A haunted murder’s cries have chilling Special Qualities: Damage reduction 10/magic, darkvision
undertones. At the start of each of the haunted murder’s turns, 60 ft., energy resistance (acid 10, cold 10, electricity 10),
all living creatures within a 30-foot spread of the haunted mur- low-light vision, spell resistance 23
der must succeed on a Will save (DC 13) or become panicked Saves: Fort +18, Ref +13, Will +9
for 2d4 rounds. This is a sonic necromantic mind-affecting fear Abilities: Str 34, Dex 15, Con 24, Int 3, Wis 13, Cha 11
effect. A creature that successfully saves cannot be affected by Skills: Hide –3, Listen +10, Spot +14
the same haunted murder’s frightful cry for 24 hours. Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power
Manifestation (Su): A haunted murder normally exists invis- Attack, Snatch, Wingover
ibly on the Ethereal Plane, able to perceive the Material Plane Environment: Warm mountains
but not otherwise affecting or affected by it. When a haunted Organization: Solitary or pair
murder manifests, it becomes visible but incorporeal on the Challenge Rating: 11
Material Plane. It may pass freely through solid objects up Treasure: None
to 10 ft. thick, and can only be harmed by magic weapons, Alignment: Always neutral good
spells, or other incorporeal creatures. Even when attacked by Advancement: 19–32 HD (Gargantuan); 33–54 HD (Colossal)
such means, it has a 50% chance to ignore any damage dealt Level Adjustment: —
by a corporeal source.
Whether manifested or not, a haunted murder always fully These great birds live on the tops of unclimbable heavenly
exists on the Ethereal plane, and can be attacked by other mountains. They shine and gleam as if sculpted out of gold.
ethereal creatures as a corporeal creature. Ethereal creatures The tail feathers of a sunchaser have a restorative power
take 2d6 piercing damage from a haunted murder’s swarm second only to that of the phoenix. One such plume can
attack and are at risk of blindness, but do not suffer Wisdom replace the standard material components of a raise dead,
drain. A haunted murder’s deflection bonus to AC does not resurrection or true resurrection spell, eliminating the gold
apply against attacks by ethereal creatures. piece cost and upgrading the spell to the next degree (so that
Rejuvenation (Su): If a haunted murder is destroyed, it a raise dead spell functions like a resurrection, and a resur-
reforms in its haunted area 2d4 days later if it succeeds at a rection spell acts like a true resurrection).
level check (1d20+6) against DC 16. Most haunted murders
exist because of a curse or other evil influence on the land
and can only be completely destroyed by eliminating the Combat
source of the evil. Sunchasers typically descend on their prey with terrifying
Swarm Traits: No clear front or back and no discernable speed and force and carry it away.
anatomy; not subject to critical hits or flanking. Reducing a Smite Evil (Su): Once per day, a sunchaser can make one
swarm to 0 hit points or lower causes it to break up; swarms melee attack as a smite attack which deals +18 damage if it
are never staggered or reduced to a dying state by damage. strikes an evil creature. The extra damage is equal to its HD.
Also, they cannot be tripped, grappled, or bull rushed, and Skills: Sunchasers have a +4 racial bonus on
they cannot grapple an opponent. Spot checks.
A swarm is immune to any spell or effect that targets a
specific number of creatures (including single-target spells
such as disintegrate). A swarm takes half again as much dam-
age (+50%) from spells or effects that affect an area, such as
splash weapons and many evocation spells.
Undead Traits: Immune to all mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale
effects); Immune to poison, sleep effects, paralysis, stun-
ning, disease, and death effects; Not subject to critical hits,
nonlethal damage, ability drain, or energy drain; immune to
damage to its physical ability scores (Strength, Dexterity, and
Constitution), as well as to fatigue and exhaustion effects;
healed by negative energy such as inflict spells; not at risk of
death from massive damage, but when reduced to 0 hit points
or less, it is immediately destroyed.

Sunchaser (Celestial <Roc>)


Gargantuan Magical Beast (Augmented Animal, Extraplanar,
Good)
Hit Dice: 18d8+126 (207 hp)
Initiative: +2
Speed: 20 ft., fly 80 ft. (average)
Armor Class: 17 (–4 size, +2 Dex, +9 natural), touch 8,
flatfooted 15
Base Attack/Grapple: +13/+37
Attack: Talon +21 melee (2d6+12 good magic piercing)

26 Full Attack: 2 talons +21 melee (2d6+12 good magic piercing)


and bite +19 melee (2d8+6 good magic slashing)
An enveloping nightmare
reveals its nature
Enveloping Nightmare (Lycanthrope (Giant octopus - 2HD) <Sahuagin>)
Sahuagin Form Hybrid Form Octopus Form
Medium Monstrous Humanoid Medium Monstrous Humanoid Medium Monstrous Human-
(Aquatic, Shapechanger) (Aquatic, Shapechanger) oid (Aquatic, Shapechanger)
Hit Dice: 8d8+11 (50 hp) 8d8+11 (50 hp) 8d8+11 (50 hp)
Initiative: +1 +4 +4
Speed: 30 ft., swim 60 ft. 30 ft., swim 60 ft. 20 ft., swim 30 ft.
Armor Class: 18 (+1 Dex, +7 natural), touch 21 (+4 Dex, +7 natural), touch 14, 21 (+4 Dex, +7 natural),
11, flat-footed 17 flat-footed 17 touch 14, flat-footed 17
Base Attack/Grapple: +6/+8 +6/+9 +6/+9
Attack: Talon +8 melee (1d4+2 slash- Talon +10 melee [reach 10 ft.] Tentacle +10 melee [reach 10
ing) or trident +8 melee (1d8+3 (1d4+3 slashing) or trident +9 ft.] (1d3+3 bludgeoning)
piercing) or heavy crossbow +7 melee (1d8+3 piercing) or heavy
ranged [120 ft.] (1d10 piercing, crossbow +10 ranged [120 ft.]
19–20) (1d10 piercing, 19–20)
Full Attack: Trident +8 melee (1d8+3 pierc- Trident +9 melee (1d8+3 piercing) 8 tentacles +10 melee [reach
ing) and bite +6 melee (1d4+1 and bite +8 melee (1d4+1slashing); 10 ft.] (1d3+3 bludgeoning)
slashing); or 2 talons +8 melee or 4 talons +10 melee [reach 10 and bite +8 melee (1d6+1
(1d4+2 slashing) and bite +6 ft.] (1d4+3 slashings) and bite +8 piercing)
melee (1d4+1 slashing); or melee (1d6+1 slashing); or heavy
heavy crossbow +7 ranged crossbow +10 ranged [120 ft.]
[120 ft.] (1d10 piercing, 19–20) (1d10 piercing, 19–20)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. (10 ft. with talon) 5 ft./5 ft. (10 ft. with tentacle)
Special Attacks: Blood frenzy, rake 1d4+1 Blood frenzy, rake 1d4+1 Blood frenzy, constrict, im-
proved grab
Special Qualities: Alternate form, blindsense 30 Alternate form, blindsense 30 Alternate form, blindsense 30
ft., darkvision 60 ft., freshwa- ft., damage reduction 5/silver, ft., damage reduction 5/silver,
ter sensitivity, light blindness, darkvision 60 ft., freshwater sensi- darkvision 60 ft., freshwater
low-light vision, lycanthropic tivity, ink cloud, jet, light blind- sensitivity, ink cloud, jet, light
empathy, scent, speak with ness, low-light vision, lycanthropic blindness, low-light vision,
sharks, water dependent empathy, scent, speak with sharks, lycanthropic empathy, scent,
water dependent speak with sharks, water
dependent
Saves: Fort +8, Ref +9, Will +9 Fort +8, Ref +12, Will +9 Fort +8, Ref +12, Will +9
Abilities: Str 14, Dex 13, Con 12, Int 14, Str 16, Dex 19, Con 12, Int 14, Wis Str 16, Dex 19, Con 12, Int
Wis 16, Cha 9 16, Cha 9 14, Wis 16, Cha 9
Skills: Handle Animal +4*, Hide Escape Artist +9*, Handle Animal Escape Artist +14*, Handle
+11*, Listen +9*, Profession +4*, Hide +18*, Listen +9*, Profes- Animal +4*, Hide +18*, Lis-
[hunter] +3*, Ride +3, Spot sion [hunter] +3*, Ride +6, Spot ten +9*, Profession [hunter]
+11*, Survival +3*, Swim +10 +11*, Survival +3*, Swim +11 +3*, Ride +6, Spot +11*,
Survival +3*, Swim +11
Feats: Alertness, Great Fortitude, Iron Alertness, Great Fortitude, Iron Alertness, Great Fortitude,
WillB, MultiattackB, Toughness, WillB, MultiattackB, Toughness, Iron WillB, MultiattackB,
Weapon FinesseB Weapon FinesseB Toughness, Weapon FinesseB
Environment: Warm aquatic Combat
Organization: Solitary, or as a single sahuagin in a larger group
Challenge Rating: 6 Blindsense (Ex): An enveloping nightmare can locate crea-
Treasure: Standard tures underwater within a 30-foot radius. This ability works
Alignment: Usually lawful evil only when the creature is underwater.
Advancement: 3–5 HD (Medium), 6–10 HD (Large), or by Blood Frenzy: Once per day an enveloping nightmare that
character class takes damage in combat can fly into a frenzy in the following
Level Adjustment: +4 round,attacking madly until either it or its opponent is dead. It
gains +2 Constitution and +2 Strength, and takes a –2 penalty
This creature is an afflicted lycanthrope, not a natural one, to Armor Class. It cannot end its frenzy voluntarily.
but is still quite dangerous.
This sahuagin looks like a typical member of its race, but
its coloration may take on faint tinges of red, blue, or purple
Rules Flag
in odd patterns when it is angry, frightened or excited. If en- Monstrous humanoids are not normally subject to the
dangered in combat, it turns into a horror of some abyssal curse of lycanthropy. Also, based on the chosen base animal,
nightmare, with four many-jointed arms and clawed hands, and since sahuagin already have two claw attacks and a bite,
twisting finned legs, two sucker-lined tails, and a mantling
membrane between its face and limbs.
the phrase “a lycanthrope in hybrid form gains two claw at-
tacks” has been taken very literally. 27
Rake (Ex): Sahuagin or hybrid form only, attack bonus +6 Saves: Fort +9, Ref +7, Will +8
melee, damage 1d4+1. An enveloping nightmare also gains Abilities: Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15
two rake attacks when it attacks while swimming. Skills: Bluff +10, Craft [blacksmithing] +18*, Diplomacy +4,
Freshwater Sensitivity (Ex): An enveloping nightmare fully Disguise +2 (+4 acting), Hide +9, Intimidate +4, Listen +8,
immersed in fresh water must succeed on a DC 15 Fortitude Move Silently +9, Search +11, Spot +8
save or become fatigued. Even on a success, it must repeat the Feats: Alertness, Multiattack, Power Attack
save attempt every 10 minutes it remains immersed. Environment: Elemental Plane of Fire
Light Blindness (Ex): Abrupt exposure to bright light (such Organization: Solitary, pair, or cluster (3–5)
as sunlight or a daylight spell) blinds an enveloping nightmare Challenge Rating: 8
for 1 round. On subsequent rounds, they are dazzled while Treasure: 1,000 pp; 15 gems (6,000 gp, 200 gp x2, 100 gp,
operating in bright light. 60 gp x2, 30 gp x3, 14 gp x3, 12 gp x3: total 6,788 gp);
Speak with Sharks (Ex): An enveloping nightmare can com- +3 dwarven waraxe of speed.
municate telepathically with sharks up to 150 feet away. The Alignment: Neutral
communication is limited to fairly simple concepts such as Advancement: 10–14 HD (Medium)
“food,” “danger,” and “enemy.” An enveloping nightmare can Level Adjustment: +8
use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex): An enveloping nightmare can sur- This blazing serpentine creature is covered with bright brass
vive out of the water for 1 hour per 2 points of Constitution scales, and bears an unusual crest and a longer muzzle than
(after that, refer to the drowning rules in the DMG). most salamanders. It is unusually curious and free-thinking for
Ink Cloud (Ex): An enveloping nightmare in hybrid or octopus its kindred, and leads a basically adventurous lifestyle itself.
form can emit a cloud of jet-black ink 15 feet high by 15 feet
wide by 15 feet long once per minute as a free action. The cloud
provides total concealment, which the creature normally uses to
Combat
escape a losing fight. All vision within the cloud is obscured. This creature’s natural weapons are treated as magic weap-
Jet (Ex): An enveloping nightmare in hybrid or octopus form ons for the purpose of overcoming damage reduction.
can jet backward once per round as a full-round action, at Constrict (Ex): A brass serpent deals automatic tail slap dam-
a speed of 200 feet. It must move in a straight line, but does age (including fire damage) with a successful grapple check.
not provoke attacks of opportunity while jetting. Breath Weapon (Su): 60-ft. line, 6d8 fire, Reflex 16 half.
Skills: An enveloping nightmare in hybrid or octopus form Heat (Ex): A brass serpent generates so much heat that its
can change colors, giving it a +4 racial bonus on Hide checks, mere touch deals 1d6additional fire damage. Their metallic
and also can squeeze and contort its body, giving it a +10 racial weapons also conduct this heat.
bonus on Escape Artist checks. An enveloping nightmare in any Improved Grab (Ex): To use this ability, a brass serpent
form has a +8 racial bonus on any Swim check to perform some must hit a creature of up to one size larger than itself with its
special action or avoid a hazard. It can always choose to take 10 tail slap attack. It can then attempt to start a grapple as a free
on a Swim check, even if distracted or endangered. It can use the action without provoking an attack of opportunity. If it wins
run action while swimming, provided it swims in a straight line. the grapple check, it establishes a hold and can constrict.
*Underwater, an enveloping nightmare has a +4 racial Skills: *Brass serpents have a +4 racial bonus on Craft
bonus on Hide, Listen, and Spot checks. [blacksmithing] checks.
*An enveloping nightmare has a +4 racial bonus on Survival
and Profession (hunter) checks within 50 miles of its home.
*An enveloping nightmare has a +4 racial bonus on Handle Eagle of Bacchus
Animal checks when working with sharks. (Half-celestial <Satyr>)

Brass Serpent Medium Outsider (Augmented Fey, Good, Native)


Hit Dice: 5d6+15 (32 hp)
(Half-dragon (Brass) <Salamander>) Initiative: +2
Speed: 40 ft., fly 80 ft. (good)
Medium Dragon (Augmented outsider, Extraplanar, Fire) Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-foot 15
Hit Dice: 9d10+27 (77 hp) Base Attack/Grapple: +2/+4
Initiative: +1 Attack: Head butt +4 melee (1d6+3 good magic bludgeoning)
Speed: 20 ft. or shortbow +4 ranged [60 ft.] (1d6 good piercing, x3)
Armor Class: 22 (+1 Dex, +11 natural), touch 11, flat-foot 21 Full Attack: Head butt +4 melee (1d6+3 good magic bludgeon-
Base Attack/Grapple: +9/+15 ing) and dagger –1 melee (1d4+1 good piercing, 19–20); or
Attack: Waraxe +18 melee (1d10+12 magic slashing plus shortbow +4 ranged [60 ft.] (1d6 good piercing, x3)
1d6 fire, x3) Space/Reach: 5 ft./5 ft.
Full Attack: Waraxe +18/+18/+13 melee (1d10+12 magic slash- Special Attacks: Pipes, smite evil +5, spell-like abilities
ing plus 1d6 fire, x3) and tail slap +13 melee [reach 10 ft.] Special Qualities: Damage reduction 5/cold iron and magic,
(2d6+3 magic bludgeoning plus 1d6 fire) or 2 claws +15 me- darkvision 60 ft., energy resistance (acid 10, cold 10, elec-
lee (1d4+6 magic slashing plus 1d6 fire) and bite +13 melee tricity 10), immunity to disease, low-light vision, SR 15
(1d6+3 magic piercing plus 1d6 fire) and tail slap +13 melee Saves: Fort +4*, Ref +6, Will +7
[reach 10 ft.] (2d6+3 magic bludgeoning plus 1d6 fire) Abilities: Str 14, Dex 15, Con 16, Int 14, Wis 17, Cha 17
Space/Reach: 5 ft./5 ft. Skills: Bluff +11, Diplomacy +11, Disguise +3 (+5 acting),
Special Attacks: Breath weapon, constrict 2d6+3 plus 1d6 Hide +14, Intimidate +11, Knowledge [nature] +10, Listen
fire, heat, improved grab +17, Move Silently +14, Perform [wind instruments] +15,

28 Special Qualities: Damage reduction 10/magic, darkvision 60


ft., immunity to fire, low-light vision, vulnerability to cold
Spot +17, Survival +11 (+13 aboveground)
Feats: AlertnessB, Dodge, Mobility
Environment: Temperate forests
Organization: Solitary, pair, band (3–5), or troop (6–11) Swarms
Challenge Rating: 3 (without pipes) or 5 (with pipes) A swarm is a collection of Fine, Diminutive, or Tiny crea-
Treasure: Standard tures that acts as a single creature. A swarm has the character-
Alignment: Always chaotic good istics of its type, except as noted here. A swarm has a single
Advancement: 6–10 HD (Medium) pool of Hit Dice and hit points, a single initiative modifier, a
Level Adjustment: +6 single speed, and a single Armor Class. A swarm makes saving
* Eagles of Bacchus have a +4 racial bonus on saving throws throws as a single creature.
against poison. A swarm occupies four contiguously adjacent spaces on
a battlemap, or covers a total of 100 square ft. (filling a 10 ft.
An eagle of Bacchus has bronzed skin, tawny or red-gold square or a circle 11 ft across, but able to mold itself into any
hair and fur, hooves of shining gold or copper, and wings like space, such as filling 20 ft. of a 5-ft.-wide tunnel); if composed
satin-finished brass. of flying creatures, it also fills the air over its space to a height
Eagles of Bacchus speak Sylvan, and most also speak Com- of 10 ft. Its reach is 0 feet, like its component creatures; in order
mon and Celestial. They are noble but hedonistic, and are to attack, it moves into an opponent’s space, which provokes
boisterous and eager when the chance for battle draws near; an attack of opportunity. It can occupy the same space as a
they generally celebrate as much in anticipation of a fight as creature of any size, since it crawls all over its prey. A swarm
for their victory. can move through squares occupied by enemies and vice
versa without impediment, although the swarm provokes an
Combat attack of opportunity if it does so. A swarm can move through
cracks or holes large enough for its component creatures.
The natural weapons of an eagle of Bacchus overcome dam- A swarm automatically strikes with its swarm attack any
age reduction as magic weapons, and any melee attacks it makes creature whose space it shares at the end of its turn; this does not
overcome damage reduction as good-aligned weapons. require a check or an action on the swarm’s part. Swarm attacks
Spell-like Abilities (caster level 5): At will—daylight; 3/ are not subject to a miss chance for concealment or cover.
day—protection from evil; 1/day—bless, aid, detect evil, cure A swarm’s attacks are nonmagical, unless the swarm’s descrip-
serious wounds, neutralize poison. tion states otherwise. Damage reduction sufficient to reduce a
Smite Evil (Su): Once per day, an eagle of Bacchus can swarm attack’s damage to 0, being incorporeal, and other special
make one melee attack as a smite attack which deals +5 abilities usually give a creature immunity (or at least resistance)
damage if it strikes an evil creature. The extra damage is to damage from a swarm. Some swarms also have poison or
equal to its HD. other special attacks in addition to normal damage.
Pipes (Su): Eagles of Bacchus can play a variety of magical Swarms made up of Diminutive or Fine creatures are sus-
tunes on their pan pipes. Usually, only one in a group carries ceptible to high winds such as that created by a gust of wind
pipes. When it plays, all creatures within a 60-foot spread spell. Determine the effects of wind on a swarm as though the
(except eagles of Bacchus or other satyrs) must succeed on a swarm were the same size as one of its constituent creatures. A
DC 15 Will save or be affected by charm person, sleep, or fear swarm rendered unconscious by means of nonlethal damage
(caster level 10th; the player chooses the tune and its effect). becomes disorganized and dispersed, and does not reform
In the hands of other beings, these pipes have no special until its hit points exceed its nonlethal damage.
powers. A creature that successfully saves against any of the Swarm Traits: No clear front or back and no discernable
pipe’s effects cannot be affected by the same set of pipes for anatomy; not subject to critical hits or flanking; cannot be
24 hours. The save DC is Charisma-based. tripped, grappled, or bull rushed, and cannot grapple an op-
Skills: Satyrs have a +4 racial bonus on ponent; never staggered or reduced to a dying state by damage;
Hide, Listen, Move Silently, Perform, and immune to any spell or effect that targets a specific number of
Spot checks. creatures (including single-target spells such as disintegrate).
A swarm takes half again as much damage (+50%) from
spells or effects that affect an area. A swarm made up of
Tiny creatures takes half damage from slashing and piercing
weapons. A swarm composed of Fine or Diminutive creatures
is immune to all weapon damage. Reducing a swarm to 0 hit
points or lower causes it to break up completely.

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-

30 Skills: Monkey swarms have a +8 racial bonus on Bal-


ance and Climb checks. They can always choose to take
ternate form. The quasit swarm does not regain hit points for
changing form.
A stirge swarm looks like a swirling cloud of rusty wings
Raven Swarm and long probosci.
Tiny Animal (Swarm)
Hit Dice: 6d8 (30 hp)
Initiative: +6
Combat
Speed: 10 ft., fly 40 ft. (average) A stirge swarm quickly surrounds and attacks any warm-
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 blooded creature it encounters.
Base Attack/Grapple: +0/— Attach (Ex): A creature which suffers Constitution dam-
Attack: Swarm (2d6 piercing plus blindness) age from a stirge swarm’s swarm attack suffers damage one
Full Attack: Swarm (2d6 piercing plus blindness) round later as if it were still in the stirge swarm. This is not
Space/Reach: 10 ft./0 ft. cumulative with swarm damage for creatures that are still in
Special Attacks: Blindness, distraction the swarm one round later.
Special Qualities: Half damage from slashing or piercing Blood Drain (Ex): A stirge swarm drains blood, inflicting
weapons, low-light vision, swarm traits 2d6 Constitution damage on any creature whose space it oc-
Saves: Fort +5, Ref +9, Will +4 cupies at the end of its move.
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6 Dispersal (Ex): For each point of Constitution damage that
Skills: Listen +7, Spot +10 it inflicts, a stirge swarm suffers one point of nonlethal dam-
Feats: Alertness, Improved Initiative, Lightning Reflexes, age. A swarm whose nonlethal damage exceeds its hit points
Weapon FinesseB is disorganized and effectively dispersed until it recovers
Environment: Temperate forests nonlethal damage to less than its hit point total.
Organization: Solitary Distraction (Ex): Any creature that begins its turn with a
Challenge Rating: 4 stirge swarm in its square must make a Fortitude save (DC
Advancement: — 16) or be nauseated for one round. The save DC is Constitu-
Level Adjustment: — tion-based.

Ravens are known to attack in large groups when something


large and unwelcome enters their territory. Viper Swarm
Tiny Animal (Swarm)
Combat Hit Dice: 3d8 (17 hp)
Initiative: +7
Blindness (Ex): Any creature which takes swarm damage Speed: 15 ft., climb 15 ft., swim 15 ft.
from a raven swarm is blinded permanently unless it makes a Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15,
Reflex save (DC 15). The save DC is Dexterity-based. flat-footed 14
Distraction (Ex): Any living creature that begins its turn Base Attack/Grapple: +0/—
with a raven swarm in its space must succeed on a DC 13 Attack: Swarm (1d6 piercing plus poison)
Fortitude save or be nauseated for 1 round. The save DC is Full Attack: Swarm (1d6 piercing plus poison)
Constitution-based. Space/Reach: 10 ft./0 ft.
Special Attacks: Poison
Special Qualities: Scent
Stirge Swarm Saves: Fort +2, Ref +5, Will +1
Tiny Magical Beast (Swarm) Abilities: Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Hit Dice: 9d10 (54 hp) Skills: Balance +11, Climb +13, Hide +15, Listen +6, Spot
Initiative: +4 +7, Swim +12
Speed: 10 ft., fly 40 ft. (average) Feats: Athletic, Improved Initiative, Weapon FinesseB
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12 Environment: Temperate marshes
Base Attack/Grapple: +9/— Organization: Solitary or nest (2-3 swarms)
Attack: Swarm (2d6 Constitution) Challenge Rating: 3
Full Attack: Swarm (2d6 Constitution) Advancement: —
Space/Reach: 10 ft./0 ft. Level Adjustment: —
Special Attacks: Attach, blood drain, distraction
Special Qualities: Darkvision 60 ft., dispersal, half damage from
slashing or piercing attacks, low-light vision, swarm traits
Combat
Saves: Fort +8, Ref +10, Will +6 Poison (Ex): Injury, Fortitude save DC 12, initial and second-
Abilities: Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6 ary damage 2d4 Con. The save DCs are Constitution-based.
Skills: Hide +14, Listen +8, Spot +8 Distraction (Ex): Any living creature that begins its turn
Feats: Ability Focus [distraction], Alertness, Great Fortitude, with a swarm in its square must succeed on a DC 11 Fortitude
Iron Will save or be nauseated for 1 round. The save DC is Constitu-
Environment: Warm marshes tion-based.
Organization: Colony (2–4), flock (5–8), or storm (9–14) Skills: Viper swarms have a +4 racial bonus on Hide, Listen,
Challenge Rating: 8 and Spot checks and a +8 racial bonus on Balance, Climb and
Treasure: None Swim checks, and apply their Dexterity modifer to Climb and
Alignment: Always neutral Swim checks in place of their Strength modifier. A viper swarm
Advancement: — can always choose to take 10 on a Climb check or Swim check,
Level Adjustment: — even if rushed or threatened. It can use the run action while
swimming, provided it swims in a straight line.
31
Bog Fiend (Half-fiend <Lycanthrope (Giant Crocodile) <Troll>>)
Troll Form Hybrid Form Crocodile Form
Large Outsider (Augmented gi- Huge Outsider (Augmented gi- Huge Outsider (Augmented gi-
ant, Evil, Native, Shapechanger) ant, Evil, Native, Shapechanger)
ant, Evil, Native, Shapechanger)
Hit Dice: 13d8+106 (166 hp) 13d8+156 (218 hp) 13d8+156 (218 hp)
Initiative: +4 +5 +5
Speed: 30 ft., fly 30 ft. (average) 30 ft., fly 30 ft. (average) 20 ft., swim 30 ft., fly 20 ft. (ave.)
Armor Class: 21 (–1 size, +4 Dex, +8 natu- 23 (–2 size, +5 Dex, +10 natu- 23 (–2 size, +5 Dex, +10 natu-
ral), touch 13, flat-footed 17 ral), touch 13, flat-footed 18 ral), touch 13, flat-footed 18
Base Attack/Grapple: +9/+21 +9/+33 +9/+33
Attack: Claw +16 melee (1d6+8 magic Claw +23 melee (2d4+16 Bite +21 melee (2d8+24 magic
evil slashing) magic evil slashing) evil piercing)
Full Attack: 2 claws +16 melee (1d6+8 magic 2 claws +23 melee (2d4+16 evil Bite +21 melee (2d8+24 magic
evil slashing) and bite +11 melee magic slashing) and bite +18 me-
evil piercing) or tail slap +21
(1d8+4 magic evil piercing) lee (2d6+8 magic evil piercing)melee (1d12+24 magic evil
bludgeoning)
Space/Reach: 10 ft./10 ft. 15 ft./15 ft. 15 ft./10 ft.
Special Attacks: Rend 2d6+12, smite good +13, Rend 4d4+24, curse of lycan- Improved grab, curse of lycan-
spell-like abilities thropy, smite good +13, spell- thropy, smite good +13, spell-
like abilities like abilities
Special Qualities: Alternate form, damage reduc- Alternate form, damage reduction Alternate form, damage reduction
tion 10/magic, darkvision 90 10/magic and silver, darkvision 10/magic and silver, darkvision
ft., energy resistance (acid 10, 90 ft., energy resistance (acid 10, 90 ft., energy resistance (acid 10,
cold 10, electricity 10, fire 10), cold 10, electricity 10, fire 10), cold 10, electricity 10, fire 10),
hold breath, low-light vision, hold breath, low-light vision, hold breath, low-light vision,
lycanthropic empathy, poison lycanthropic empathy, poison lycanthropic empathy, poison
immunity, regeneration 5, scent, immunity, regeneration 5, scent, immunity, regeneration 5, scent,
spell resistance 23 spell resistance 23 spell resistance 23
Saves: Fort +18, Ref +11, Will +6 Fort +22, Ref +12, Will +6 Fort +22, Ref +12, Will +6
Abilities: Str 27, Dex 18, Con 26, Int 10, Str 43, Dex 20, Con 34, Int 10, Str 43, Dex 20, Con 34, Int 10,
Wis 11, Cha 8 Wis 11, Cha 8 Wis 11, Cha 8
Skills: Concentration +15, Handle Concentration +19, Handle Concentration +19, Handle
Animal +6, Hide +19, In- Animal +6, Hide +15*, In- Animal +6, Hide +15*, In-
timidate +6, Listen +18, Move timidate +8, Listen +18, Move timidate +6, Listen +18, Move
Silently +11, Spot +18, Survival Silently +12, Spot +18, Survival Silently +12, Spot +18, Survival
+7, Swim +26 +7, Swim +34 +7, Swim +34
Feats: Alertness, Endurance, Iron Alertness, Endurance, Iron Alertness, Endurance, Iron
WillB, Skill Focus [Hide], Track WillB, Skill Focus [Hide], Track WillB, Skill Focus [Hide], Track
Environment: Temperate swamps and river deltas gear is not affected, it does not regain hit points for changing
Organization: Solitary or troupe (1 bog fiend plus 2–4 trolls form, and only giant crocodile form can be assumed. It does
and 2-8 crocodiles) not assume the ability scores of the animal, but instead adds
Challenge Rating: 12 the giant crocodile’s physical ability score modifiers (Str +16,
Treasure: Standard Dex +2, Con +8) to its own ability scores. It also can assume
Alignment: Always chaotic evil a bipedal hybrid form with prehensile hands and animalistic
Advancement: By character class features.
Level Adjustment: +12 Changing form with this ability is a standard action.
A slain bog fiend reverts to its troll form, although it re-
Giants are also subject to the curse of lycanthropy, and a mains dead. Separated body parts retain their animal form,
weregator such as this creature’s parent might be vicious, evil however.
and warped enough to attact the interest of a demon inter- Hold Breath (Ex): A bog fiend can hold its breath for a
ested in breeding. The ferocious bog fiend may be mistaken number of rounds equal to 4 x its Constitution score before
for a strange new variety of dragon, depending on the form it risks drowning.
in which it is spotted. Improved Grab (Ex): To use this ability, a bog fiend in
A creature like this typically establishes itself as a local petty crocodile form must hit with its bite attack. It can then attempt
warlord, exacting tribute and safe passage tolls. to start a grapple as a free action without provoking an attack
of opportunity. If it wins the grapple check, the bog fiend
establishes a hold on the opponent with its mouth and drags
Combat it into deep water, attempting to pin it to the bottom.
A bog fiend’s natural weapons overcome damage reduction Lycanthropic Empathy (Ex): In any form, bog fiends can
as magic, evil-aligned weapons. communicate and empathize with normal, dire or giant croco-

32 Alternate Form (Su): A bog fiend can shift into animal


form as though using the polymorph spell on itself, though its
diles or alligators. This gives them a +4 racial bonus on checks
when influencing the animal’s attitude and allows the com-
munication of simple concepts and (if the animal is friendly) charm, compulsion), low-light vision, scent, spell resistance
commands, such as “friend,” “foe,” “flee,” and “attack.” 14, wild empathy
Rend (Ex): If a bog fiend in troll or hybrid form hits with Saves: Fort +10, Ref +9, Will +6
both claw attacks, it latches onto the opponent’s body and Abilities: Str 24, Dex 21, Con 23, Int 14, Wis 21, Cha 26
tears the flesh. This attack automatically deals an additional Skills: Jump +23, Listen +14, Move Silently +16, Spot +14,
2d6+9 points of damage. Survival +11*, Bluff +11, Diplomacy +11, Heal +8, Hide +8,
Regeneration (Ex): Fire and acid deal normal damage to Intimidate +11, Sense Motive +8, Use Magic Device +11
a bog fiend. If a bog fiend loses a limb or body part, the lost Feats: Alertness, Skill Focus (Survival)
portion regrows in 3d6 minutes. The creature can reattach the Environment: Temperate forests
severed member instantly by holding it to the stump. Organization: Solitary, pair, or grace (3–6)
Smite Good (Su): Once per day a bog fiend can make a Challenge Rating: 4
normal melee attack that deals +13 damage if it strikes a good Treasure: None
foe. The extra damage is equal to its HD total. Alignment: Always chaotic neutral
Spell-like Abilities: 3/day—darkness, poison (DC 13), un- Advancement: 5–8 HD (Large)
holy aura (DC 17); 1/day—blasphemy (DC 16), contagion (DC Level Adjustment: +8 (cohort)
12), desecrate, unhallow, unholy blight (DC 13).
Skills: A bog fiend in hybrid or crocodile form has a +4 This creature, believed to be the result of a nightmare’s
racial bonus on Hide checks when in the water. A bog fiend rape of a unicorn, is off-white, with a a black mane and tail
in crocodile form has a +8 racial bonus on any Swim check to streaked with crimson, and red eyes. Its wings are black with
perform some special action or avoid a hazard. It can always silvery undersides.
choose to take 10 on a Swim check, even if distracted or en- Mad chargers speak Sylvan and Infernal, and are very
dangered. It can use the run action while swimming, provided thoroughly insane.
it swims in a straight line. Further, a bog fiend in crocodile form A mad charger’s horn can be made into a rod of wonder
can lie in the water with only its eyes and nostrils showing, incurring half the normal costs of creation (3,000 gp and 240
gaining a +10 cover bonus on Hide checks. xp). It can also be used as the head of an enchanted spear that
possesses both the holy and unholy special qualities.

Mad Charger (Half-fiend <Unicorn>) Combat


Large Outsider (Augmented magical beast, Evil, Native)
Hit Dice: 4d10+24 (46 hp) This creature, torn between innate benevolence and a
Initiative: +5 dreadful seed of evil, is one of the most unpredictable crea-
Speed: 60 ft., fly 60 ft. (average) tures ever born. It may attack, render aid, or change its mind
Armor Class: 21 (–1 size, +5 Dex, +7 natural), touch 14, at a moment’s notice.
flat-footed 16 Magic Circle against Evil (Su): This ability continuously
Base Attack/Grapple: +4/+15 duplicates the effect of the spell. A unicorn cannot suppress
Attack: Horn +14 melee (1d8+10 evil magic piercing) this ability.
Full Attack: Horn +14 melee (1d8+10 evil magic piercing) Spell-Like Abilities: Unicorns can use detect evil at will
and 2 claws +6 melee (1d6+3 evil magic slashing) and bite as a free action.
+6 melee (1d8+3 evil magic piercing) Once per day a unicorn can use greater teleport to move
Space/Reach: 10 ft./5 ft. anywhere within its home. It cannot teleport beyond the forest
Special Attacks: Smite good +4, spell-like abilities boundaries nor back from outside.
Special Qualities: Darkvision 60 ft., damage reduction A unicorn can use cure light wounds three times per day
5/magic, energy resistance (acid 10, cold 10, electricity
10, fire 10), magic circle against evil, immunities (poison,
and cure moderate wounds once per day (caster level 5th)
by touching a wounded creature with its horn. Once per day 33
it can use neutralize poison (DC 22, caster level 8th) with Also, they cannot be tripped, grappled, or bull rushed, and
a touch of its horn. The mad charger can also use darkness they cannot grapple an opponent.
3/day and desecrate 1/day , with a caster level of 4. The save A swarm is immune to any spell or effect that targets a
DCs are Charisma-based. specific number of creatures (including single-target spells
Wild Empathy (Ex): This power works like the druid’s wild such as disintegrate). A swarm takes half again as much dam-
empathy class feature, except that a unicorn has a +6 racial age (+50%) from spells or effects that affect an area, such as
bonus on the check. splash weapons and many evocation spells.
Skills: Unicorns have a +4 racial bonus on Move Silently
checks. *Unicorns have a +3 competence bonus on Survival
checks within the boundaries of their forest. Spiritgold (Celestial <Wraith>)
Medium Undead (Good, Extraplanar, Incorporeal)

Serpents of Retribution Hit Dice: 5d12 (32 hp)


Initiative: +7
(Celestial <Viper Swarm>) Speed: Fly 60 ft. (good)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-foot 12
Tiny Magical Beast (Augmented Animal, Extraplanar, Good, Base Attack/Grapple: +2/—
Swarm) Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitu-
Hit Dice: 3d8 (17 hp) tion drain)
Initiative: +7 Full Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Con-
Speed: 15 ft., climb 15 ft., swim 15 ft. stitution drain)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, Space/Reach: 5 ft./5 ft.
flat-footed 14 Special Attacks: Constitution drain, create spawn, smite evil +5
Base Attack/Grapple: +0/— Special Qualities: Damage reduction 5/cold iron, darkvision
Attack: Swarm (1d6 piercing plus poison) 60 ft., daylight powerlessness, divine energy inversion, en-
Full Attack: Swarm (1d6 piercing plus poison) ergy resistance (acid 5, cold 5, electricity 5), incorporeal
Space/Reach: 10 ft./0 ft. traits, +2 turn resistance, spell resistance 10, undead traits,
Special Attacks: Poison, smite evil +1 unnatural aura
Special Qualities: Darkvision 60 ft., energy resistance (acid Saves: Fort +1, Ref +4, Will +6
5, cold 5, electricity 5), scent, spell resistance 8 Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Saves: Fort +2, Ref +5, Will +1 Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Abilities: Str 4, Dex 17, Con 11, Int 3, Wis 12, Cha 2 Search +10, Sense Motive +8, Spot +12, Survival +2
Skills: Balance +11, Climb +13, Hide +15, Listen +6, Spot Feats: AlertnessB, Blind-Fight, Combat Reflexes, Improved
+7, Swim +12 InitiativeB
Feats: Athletic, Improved Inititaive, Weapon FinesseB Environment: Any
Environment: A good-aligned plane Organization: Solitary, gang (2–5), or pack (6–11)
Organization: Solitary or nest (2-3 swarms) Challenge Rating: 6
Challenge Rating: 3 Treasure: None
Alignment: Always neutral good Alignment: Always lawful neutral
Treasure: None Advancement: 6–10 HD (Medium)
Advancement: — Level Adjustment: —
Level Adjustment: —
Spiritgolds are incorporeal spirits born of creatures slain
Combat in the indiscriminate release of vast holy power. They gener-
ally appear as luminescent, nearly formless silhouettes near
The serpents of retribution surround and seek to slay any ancient holy sites or on the sites of ancient battles between
evil creature they encounter. good and evil. They are merciless with evil intruders, but can
Distraction (Ex): Any living creature that begins its turn with occasionally be persuaded to ignore those who are good.
a swarm in its square must succeed on a DC 11 Fortitude save or Spiritgolds speak Common and Celestial. They usually
be nauseated for 1 round. The save DC is Constitution-based. come into existence on the Material plane, but are nonethe-
Poison (Ex): Injury, Fortitude save DC 12, initial and second- less considered extraplanar and can be dismissed or banished
ary damage 2d4 Con. The save DCs are Constitution-based. by appropriate effects.
Smite Evil (Su): Evil creatures damaged by the serpents of
retribution’s swarm attack take +1 damage.
Skills: Serpents of retribution have a +4 racial bonus on
Combat
Hide, Listen, and Spot checks and a +8 racial bonus on Bal- Unnatural Aura (Su): Animals, whether wild or domesti-
ance, Climb and Swim checks, and apply their Dexterity cated, can sense the unnatural presence of a spiritgold at a
modifer to Climb and Swim checks in place of their Strength distance of 30 feet. They will not willingly approach nearer
modifier. The serpents of retribution can always choose to than that and panic if forced to do so; they remain panicked
take 10 on a Climb check or Swim check, even if rushed or as long as they are within that range.
threatened. The swarm can use the run action while swim- Daylight Powerlessness (Ex): A spiritgold’s glow is invisible
ming, provided it swims in a straight line. in natural sunlight (not merely a daylight spell), leaving the
Swarm Traits: No clear front or back and no discernible spiritgold unable to act.
anatomy; not subject to critical hits or flanking. Reducing a Divine Engery Inversion: Despite being undead, spiritgolds,
swarm to 0 hit points or lower causes it to break up; swarms like living beings, take damage from negative energy and are

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

Appendix: The Animated


Magi, priests and necromancers have created golems and An ironcrafted servant with a swim speed has its swim
other magical servitors for centuries; indeed, some of these speed reduced by an additional 10 ft., after adjustments for
creations have survived for centuries, often outlasting their wearing heavy armor; if this reduces its swim speed to 0, it has
creators. While most adepts who bind such servants are more no swim speed. Claycrafted and stonecrafted servants never
comfortable commanding human-like creatures, or find such have swim speeds; moreover, claycrafted servants are severely
forms more suited to the servants’ intended purpose, some find weakened whenever immersed halfway or more.
that some other shape better fills their needs, or has an unusual Armor Class: A crafted servant’s natural armor bonus is
artistic value, or lack the magical might to create the overbear- equal to one-half its hit dice, plus a base value determined
ing gargantua usually associated with the word “golem.” by its type; +6 for fleshcrafted, +8 for claycrafted, +10 for
The following templates allow golem-like constructs of the stonecrafted and +12 for ironcrafted. This replaces the base
four most common materials—flesh, clay, stone & iron—to creature’s natural armor bonus.
be modelled after any creature desirable, and for the special Base Attack/Grapple: A crafted servant’s base attack is
abilities of these creatures to be varied somewhat. equal to three-quarters of its hit dice.
Attack: If the base creature can wield weapons, the crafted

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,

36 3d4 Con, Fortitude negates (DC 10 + one-half the ironcrafted


servant’s HD). Craft Prerequisite: cloudkill.
heal it, or apply other unusual effects.
FLESH: A magical attack that deals cold or fire damage slows one-half the construct’s HD); it takes 1 minute of inactivity by
a fleshcrafted (as the slow spell) for 2d6 rounds, with no saving the construct to reset its berserk chance to 0%.
throw, instead of dealing damage. Once a claycrafted servant goes berserk, on the other hand,
A magical attack that deals electricity damage breaks any there is no known method that can reestablish control.
slow effect on the construct and heals 1 point of damage for Saves: All base saves are equal to one-third the crafted
every 3 points of damage the attack would otherwise deal. If servant’s hit dice, rounding down. Being a construct, the
the amount of healing would cause the fleshcrafted to exceed crafted servant is immune to effects that allow a Fortitude
its full normal hit points, it gains any excess as temporary hit save, unless they can also affect objects.
points. For example, a fleshcrafted hit by a lightning bolt heals Abilities: Determine the crafted servant’s base Strength
3 points of damage if the attack would have dealt 11 points of according to its size and type, then add the base creature’s
damage. A fleshcrafted creature gets no saving throw against Strength bonus to determine the crafted servant’s Strength
attacks that deal electricity damage. score. (Do not apply a negative Strength modifier for the base
CLAY: A move earth spell drives the construct back 120 feet creature’s Strength.)
and deals 3d12 points of damage to it. A disintegrate spell Size Flesh, Clay Stone Iron
slows the construct (as the slow spell) for 1d6 rounds and deals
Fine 2 4 6
1d12 points of damage. An earthquake spell cast directly at a
claycrafted creature stops it from moving on its next turn and Diminutive 2 4 6
deals 5d10 points of damage. The construct gets no saving Tiny 4 6 8
throw against any of these effects. Small 8 10 12
Any magical attack against a claycrafted servant that deals Medium 12 14 16
acid damage heals 1 point of damage for every 3 points of Large 20 22 24
damage it would otherwise deal. If the amount of healing Huge 28 30 32
would cause the servant to exceed its full normal hit points, it Garganutan 36 38 40
gains any excess as temporary hit points. For example, a clay-
Colossal 44 46 48
crafted creature hit by the breath weapon of a black dragon
heals 7 points of damage if the attack would have dealt 22 A crafted servant’s Dexterity score is equal to the base
points of damage. A claycrafted servant gets no saving throw creature’s Dexterity -2; fleshcrafted or claycrafted servants
against magical attacks that deal acid damage. have a maximum Dexterity of 19, ironcrafted servants are
STONE: A transmute rock to mud spell targeted on a stone- limited to a 17 Dexterity, and a stonecrafted servant’s Dex-
crafted creature slows it for 2d6 rounds (as the slow spell), with terity cannot exceed 15. All crafted servants have a Wisdom
no saving throw, while transmute mud to rock heals all of its score of 11, a Charisma score of 1, and no Constitution or
lost hit points. A stone to flesh spell does not actually change Intelligence scores.
the creatures’s structure or substance but negates its damage Environment: Any.
reduction and immunity to magic for 1 full round. Challenge Rating: Equal to one-third of the crafted servant’s
IRON: A magical attack that deals electricity damage slows HD, plus a base value according to the crafted servant’s type;
an ironcrafted creature (as the slow spell) for 3 rounds, with 3 for fleshcrafted, 4 for stonecrafted, and 5 for claycrafted or
no saving throw, instead of dealing damage. ironcrafted servants.
A magical attack that deals fire damage breaks any slow Treasure: None
effect on the ironcrafted and heals 1 point of damage for each Alignment: Always neutral.
3 points of damage the attack would otherwise deal. If the Advancement: Similar to the base creature, but crafted
amount of healing would cause the construct to exceed its full servants can be created at sizes that their model creatures do
normal hit points, it gains any excess as temporary hit points. not ordinarily reach.
For example, an ironcrafted hit by a fireball gains back 6 hit Level Adjustment: —.
points if the damage total is 18 points. An ironcrafted creature
gets no saving throw against fire effects.
Ironcrafted creatures are affected normally by rust attacks, Construction
such as that of a rust monster or a rusting grasp spell. Creating a crafted servant requires the Craft Construct feat
Regeneration (Ex): A claycrafted servant gains regeneration and certain spells, depending of the type of servant being
10, causing it to take only nonlethal damage from piercing crafted. The creator must have a caster level at least equal to
or slashing attacks. Bludgeoning attacks and energy or other the fleshcrafted creature’s final hit dice.
nonphysical attacks deal normal damage (providing that the Flesh animate dead Clay animate objects
claycrafted servant’s magic immunity does not block them). bull’s strength resurrection
Solubility (Ex): A claycrafted servant never has a swim geas/quest One of:
speed; moreover, it suffers the effects of one negative level limited wish • commune
each round that it is at least half immersed, even though con- • dimensional lock
structs are normally immune to negative levels. The Fortitude • flesh to stone
save DC to remove these negative levels is 15.
Stone antimagic field Iron limited wish
Berserk (Ex): When a fleshcrafted or claycrafted creature
geas/quest geas/quest
enters combat, there is a cumulative 1% chance each round
symbol of stunning polymorph any object
that its elemental spirit breaks free and the golem goes berserk.
One of: One of:
The uncontrolled construct goes on a rampage, attacking the
• slow • cloudkill
nearest living creature or smashing some object smaller than
• hold person • enervation
itself if no creature is within reach, then moving on to spread
• invisibility purge • chain lightning
more destruction. The creator of a fleshcrafted servant, if within
60 feet, can try to regain control by speaking firmly and per-
suasively to it, which requires a Charisma check (DC 15 +
The servant’s body must also be assembled or shaped from
valuable raw materials, requiring Craft checks and special 37
ingredients. As with all Craft checks, the check result is multi-
plied by the Craft DC and accumulated until the total exceeds Ardencroft’s Creation (Fleshcrafted <Marilith>)
the finished value of the body. The ingredients and materials Large Construct
cost a total of one-third the value of the finished body. Hit Dice: 16d10+30 (122 hp)
FLESH: Assembling a fleshcrafted creature’s body is a Craft Initiative: +3
[leatherworking] project, but Heal may be used in place of Craft Speed: 40 ft.
for this project (even if the builder has no ranks in Craft [leath- Armor Class: 26 (–1 size, +3 Dex, +14 natural), touch 12,
erworking]); The DC for checks to create the body is equal to flat-footed 23
10 + one-half the resulting construct’s hit dice, and the body’s Base Attack/Grapple: +12/+25
finished value is equal to the fleshcrafted’s hit dice squared, mul- Attack: Slam +21 melee (1d8+9 bludgeoning) or tail slap +21
tiplied by 10 gp. The body must be assembled from appropriate melee (4d6+9 bludgeoning)
body parts which are not significantly decayed, fastened with Full Attack: 6 slams +21 melee (1d8+9 bludgeoning) and tail
special unguents and bindings; if a Craft check result indicates slap +19 melee (4d6+4 bludgeoning)
that any of the raw materials are ruined, the body cannot be used Space/Reach: 10 ft./10 ft.
for the original creature but may be used as raw materials for a Special Attacks: Constrict 4d6+13, improved grab
different fleshcrafted creature with half the cost or less. Special Qualities: Construct traits, berserk, damage reduc-
CLAY: Crafting a claycrafted creature’s body is a Craft [sculpt- tion 5/adamantine, darkvision 60 ft., immunity to magic,
ing] or Craft [pottery] project with checks against a DC equal to low-light vision
10 + one-half the resulting construct’s hit dice, and the finished Saves: Fort +5, Ref +8, Will +5
body’s value is the claycrafted’s hit dice squared, multiplied Abilities: Str 29, Dex 17, Con —, Int —, Wis 11, Cha 1
by 15 gp. The body must be cut from a single block of smooth Skills: Listen +0, Spot +0
clay, and anointed with rare oils and powders. Feats: MultiattackB, Multiweapon FightingB
STONE: Crafting a stonecrafted creature’s body is a Craft Environment: Any
[sculpting] or Craft [stonemasonry] project with checks against Organization: Solitary or pair
a DC equal to 10 + one-half the resulting construct’s hit dice, Challenge Rating: 8
and the body’s finished value is the stonecrafted’s hit dice Treasure: None
squared multiplied by 25 gp. The body must be cut from a Alignment: Always neutral
single block of hard stone, unflawed and of high quality, and Advancement: 17–20 HD (Large); 21–48 HD (Huge)
and cut with chisels of adamant and diamond; if a Craft check Level Adjustment: —
result indicates that any of the raw materials are ruined, the
body cannot be used for the original creature but may be used Ilya Ardencroft’s famous monstrosity (and the numerous
as raw materials for a different stonecrafted creature with half imitations since) bears an initial resemblance to a common
the cost or less. flesh golem, but two extra sets of shoulders and arms have been
IRON: Crafting a ironcrafted creature’s body is a Craft [ar- stacked under the neck, and the torso is attached to a monstrous
morsmithing] or Craft [weaponsmithing] project with checks constrictor’s tail rather than a pair of legs.
against a DC equal to 10 + one-half the resulting construct’s An “ardencrofter” rises about 9 feet tall and measures
hit dice, and the completed body is valued at the stonecrafted’s about 20 feet from head to tip of tail. It weighs about 4,000
hit dice squared multiplied by 35 gp. The body must be forged pounds.
and assembled from ingots of the purest iron, and sigils on
the body (usually on the inside surfaces) inlaid with exotic
enamels. Combat
The market price of a crafted servant is determined by its Berserk (Ex): When an ardencrofter enters combat, there
type, size, and hit dice, according to the table below. Multiply is a cumulative 1% chance each round that its elemental
the hit die value by the constructs total hit dice and add it to spirit breaks free and the construct goes berserk. The uncon-
the base value listed under size and type. trolled construct goes on a rampage, attacking the nearest
Size Flesh Clay Stone Iron living creature or smashing some object smaller than itself if
no creature is within reach, then moving on to spread more
Fine 125 gp 312 gp 625 gp 1,250 gp
destruction. The creature’s creator, if within 60 feet, can try to
Diminutive 250 gp 625 gp 1,250 gp 2,500 gp regain control by speaking firmly and persuasively to it, which
Tiny 500 gp 1,250 gp 2,500 gp 5,000 gp requires a Charisma check (DC 15 + one-half the construct’s
Small 1,000 gp 2,500 gp 5,000 gp 10,000 gp HD). It takes 1 minute of inactivity by the construct to reset
Medium 2,000 gp 5,000 gp 10,000 gp 20,000 gp its berserk chance to 0%.
Large 4,000 gp 10,000 gp 20,000 gp 40,000 gp Constrict (Ex): Ardencroft’s creation deals 4d6+13 points
Huge 8,000 gp 20,000 gp 40,000 gp 80,000 gp of damage with a successful grapple check. The constricted
Gargantuan 16,000 gp 40,000 gp 80,000 gp 160,000 gp creature must succeed on a DC 27 Fortitude save or lose
consciousness for as long as it remains in the coils and for
Colossal 32,000 gp 80,000 gp 160,000 gp 320,000 gp
2d4 rounds thereafter. The save DC is Strength-based.
+ per HD 2,000 gp 3,000 gp 5,000 gp 5,000 gp Improved Grab (Ex): To use this ability, Ardencroft’s creation
The total cost to create a crafted servant is one-half the must hit with its tail slap attack. It can then attempt to start a
market price, plus the cost of the body, plus XP equal to 1/25 grapple as a free action without provoking an attack of oppor-
of the market price. tunity. If it succeeds on the grapple check, it can constrict.
Immunity to Magic (Ex): A fleshcrafted creature effectively

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-

38 Following are four crafted servants, one of each type (flesh,


clay, iron and stone).
fects have unusual effects on a fleshcrafted target; these spells
are not subject to the fleshcrafted’s magic immunity. A magical
attack that deals cold or fire damage slows a fleshcrafted (as
the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks
any slow effect on the construct and heals 1 point
of damage for every 3 points of damage the attack
would otherwise deal. If the amount of healing would
cause the fleshcrafted to exceed its full normal hit
points, it gains any excess as temporary hit points.
For example, a fleshcrafted hit by a lightning bolt heals
3 points of damage if the attack would have dealt 11
points of damage. A fleshcrafted creature gets no saving
throw against attacks that deal electricity damage.
Feats: In combination with its construction, the
Creation’s Multiweapon Fighting feat allows it to at-
tack with all its arms at no penalty.

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.

Steel Smotherer (Ironcrafted <Darkmantle+2HD>)


Small Construct tached to a creature when its static burst is released, the burst
Hit Dice: 3d10+10 (31 hp) generally targets the held creature.
Initiative: -1 Improved Grab (Ex): To use this ability, a steel smotherer
Speed: 15 ft., fly 20 ft. (clumsy) must hit a creature two sizes larger than it or smaller (usually
Armor Class: 23 (+1 size, -1 Dex, +13 natural), touch 10, Huge) with its slam attack. It can then attempt to start a grapple
flat-footed 23 as a free action without provoking an attack of opportunity.
Base Attack/Grapple: +2/+1 If it wins the grapple check, it attaches to the opponent’s
Attack: Slam +5 melee (1d6+4 bludgeoning) head and can constrict.
Full Attack: Slam +5 melee (1d6+4 bludgeoning) Constrict (Ex): A steel smotherer deals 1d6+7 points of
Space/Reach: 5 ft./5 ft. bludgeoning damage with a successful grapple check.
Special Attacks: Improved grab, constrict 1d6+4, static burst Static Burst (Su): After four rounds of combat, the steel
Special Qualities: Construct traits, DR 10/adamantine, smotherer can release a burst of electricity as a standard ac-
darkvision, immunity to magic, low-light vision tion at a creature within 100 ft., dealing 3d6 electricity dam-
Saves: Fort +1, Ref +0, Will +1 age. The bolt then arcs to up to three targets within 50 ft. of
Abilities: Str 16, Dex 8, Con —, Int —, Wis 11, Cha 1 the first target, dealing half as much damage to these targets
Skills: Hide +3, Listen +0, Spot +0 as the original blast. All those affected are allowed a Reflex
Environment: Underground save (DC 11) for half damage. The bolt cannot arc back to the
Organization: Solitary, pair, clutch (3–9), or swarm (6–15) ironcrafted that released it. After using this ability, the steel
Challenge Rating: 6 smotherer cannot use it again for four rounds.
Treasure: None Immunity to Magic (Ex): A steel smotherer effectively has
Alignment: Always neutral perfect spell resistance, ignoring the effects of any spell or
Advancement: 2–3 HD (Small); 4-9 HD (Medium); 10-17 ability that is subject to spell resistance. Certain spells and
HD (Large) effects have unusual effects on a steel smotherer; these spells
Level Adjustment: — are not subject to its magic immunity. A magical attack that
deals electricity damage slows the smotherer (as the slow
A steel smotherer looks like eight tentacles made from spell) for 3 rounds, with no saving throw.
braided iron wire, rising into a central cone ringed with garnet A magical attack that deals fire damage breaks any slow
eyes. Wire from the tentacles is spread out and woven into effect on the construct and heals 1 point of damage for each
enveloping membranes. 3 points of damage the attack would otherwise deal. If the
amount of healing would cause the construct to exceed its full
normal hit points, it gains any excess as temporary hit points.
Combat For example, a steel smotherer hit by a fireball gains back 6
A steel smotherer is usually installed onto the ceiling of a hit points if the damage total is 18 points. Steel smotherers
room as a guardian. It attacks by dropping onto its prey and get no saving throw against fire effects.
wrapping its tentacles around the opponent’s head. Once Steel smotherers are affected normally by rust attacks, such
attached, it squeezes and tries to suffocate the foe. If it is at- as that of a rust monster or a rusting grasp spell.
39
Creation unusual effects on a claycrafted target; these spells are not subject
to the claycrafted’s magic immunity. A move earth spell drives
Crafting a steel smotherer requires a 3rd-level caster the construct back 120 feet and deals 3d12 points of damage to
with the Craft Construct feat and access to the spells limited it. A disintegrate spell slows the construct (as the slow spell) for
wish, geas/quest, polymorph any object, and chain lightning. 1d6 rounds and deals 1d12 points of damage. An earthquake
The body is worth 315 gp, and is crafted from pure iron worth spell cast directly at a claycrafted creature stops it from moving
at least 105 gp, requiring Craft checks against a DC of 11. on its next turn and deals 5d10 points of damage. The construct
Market Price: 25,315 gp. Cost to Create: 12,815 gp + gets no saving throw against any of these effects.
1,000 xp. Any magical attack against a claycrafted that deals acid
damage heals 1 point of damage for every 3 points of damage
it would otherwise deal. If the amount of healing would cause
Clay Bird (Claycrafted <giant eagle>) the construct to exceed its full normal hit points, it gains any
Large Construct excess as temporary hit points. For example, a claycrafted
Hit Dice: 4d10+30 (56 hp) creature hit by the breath weapon of a black dragon heals 7
Initiative: +2 points of damage if the attack would have dealt 22 points of
Speed: 10 ft., fly 55 ft. (poor) damage. A claycrafted gets no saving throw against magical
Armor Class: 21 (–1 size, +2 Dex, +10 natural), touch 11, attacks that deal acid damage.
flat-footed 19
Base Attack/Grapple: +3/+14
Attack: Claw +10 melee (1d8+7 piercing plus fossilization)
Creation
Full Attack: 2 claws +10 melee (1d8+7 piercing plus fos- Crafting a clay bird requires a caster of at least 4th level
silization) and bite +5 melee (2d6+3 slashing plus fos- with the Craft Construct feat and access to the spells animate
silization) objects, resurrection and flesh to stone. The body is worth
Space/Reach: 10 ft./5 ft. 240 gp, requires 80 gp worth of fine clay and materials, and
Special Attacks: Fossilization, haste has a Craft DC of 12.
Special Qualities: Construct traits, berserk, damage reduction Market Price: 22,240 gp. Cost to Create: 11,240 gp +
10/adamantine, darkvision 60 ft., immunity to magic, low- 880 xp.
light vision, regeneration 10
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 24, Dex 15, Con —, Int —, Wis 11, Cha 1 Granite Charger (Stonecrafted <rhinoceros>)
Skills: Listen +0, Spot +0 Large Construct
Environment: Any Hit Dice: 8d10+30 (78 hp)
Organization: Solitary, pair, or eyrie (5–12) Initiative: -1
Challenge Rating: 5 Speed: 20 ft.
Treasure: None Armor Class: 22 (–1 size, -1 Dex, +14 natural), touch 8,
Alignment: Always neutral flat-footed 22
Advancement: 5–8 HD (Large); 9–12 HD (Huge) Base Attack/Grapple: +4/+18
Level Adjustment: — Attack: Gore +13 melee (2d8+15)
Full Attack: Gore +13 melee (2d8+15)
Space/Reach: 10 ft./5 ft.
Combat Special Attacks: Powerful charge, hold person
Special Qualities: Construct traits, damage reduction 10/
Fossilization (Su): When the claycrafted strikes a creature adamantine, darkvision 60 ft., immunity to magic, low-
with an attack that threatens a critical hit, the creature struck light vision.
must succeed at a Fortitude save (DC 10 + one-half the clay- Saves: Fort +2, Ref +1, Will +2
crafted’s HD) or be petrified as if by a flesh to stone spell. Abilities: Str 30, Dex 8, Con —, Int —, Wis 11, Cha 1
Haste (Su): All claycrafted have this ability. After it has Skills: Listen +0, Spot +0
engaged in at least 1 round of combat, a claycrafted creature Feats: Improved Natural Attack [gore]B
can haste itself once per day as a free action. The effect lasts Environment: Any
3 rounds and is otherwise the same as the spell. Organization: Solitary
Berserk (Ex): When a claycrafted creature enters com- Challenge Rating: 6
bat, there is a cumulative 1% chance each round that its Treasure: None
elemental spirit breaks free and the construct goes berserk. Alignment: Always neutral
The uncontrolled construct goes on a rampage, attacking the Advancement: 9–12 HD (Large); 13–24 HD (Huge); 25-36
nearest living creature or smashing some object smaller than HD (Gargantuan); 37-64 HD (Colossal).
itself if no creature is within reach, then moving on to spread Level Adjustment: —
more destruction. Once a claycrafted goes berserk, no known
method can reestablish control. This guardian resembles a great tusked beast, rough-hewn
Regeneration (Ex): A clay bird has regeneration 10, caus- from grainy red stone.
ing it to take only nonlethal damage from piercing or slashing
attacks. Bludgeoning attacks and energy or other nonphysical
attacks deal normal damage (providing that the claycrafted’s
Combat
magic immunity does not block them). Powerful Charge (Ex): A granite charger deals 4d8+30
Immunity to Magic (Ex): A claycrafted creature effectively has points of damage when it makes a charge.

40 perfect spell resistance, ignoring the effects of any spell or ability


that is subject to spell resistance. Certain spells and effects have
Hold Person (Su): Every three rounds when it is engaged
in combat, a granite charger generates a hold person effect
targeting the nearest humanoid creature within 10 ft. The effect construct’s structure or substance but negates its damage
lasts 4 rounds, is negated or ended with a successful Will save reduction and immunity to magic for 1 full round.
(DC 14), and is otherwise identical to the hold person spell.
Immunity to Magic (Ex): A granite charger effectively has
perfect spell resistance, ignoring the effects of any spell or Creation
ability that is subject to spell resistance. Certain spells and Crafting a granite charger requires an 8th-level caster with
effects have unusual effects on a granite charger; these spells the Craft Construct feat and access to the spells antimagic field,
are not subject to its magic immunity. geas/quest, hold person, and symbol of stunning. The body is
A transmute rock to mud spell targeted on a granite char- worth 1,600 gp, and is crafted from a block of granite worth at
ger slows it for 2d6 rounds (as the slow spell), with no saving least 533 gp, requiring Craft checks against a DC of 14.
throw, while transmute mud to rock heals all of its lost hit Market Price: 60,000 gp. Cost to Create: 31,600 gp +
points. A stone to flesh spell does not actually change the 2,400 xp.

Animated Darkly: Death Walking


Many of those without the resources or knowledge to create the raising of undead is inherently disepicable, skeletons and
constructs resort to an easier, faster way to create servants in zombies should gain the (Evil) subtype.
the likeness they desire; they raise the dead. In most fantasy Level Adjustment: —. Mindless undead cannot earn experi-
roleplaying, necromancy is considered a darker art, and those ence or gain class levels.
who practice it risk corruption of their souls; nonetheless, it
provides results with considerably more ease than cutting
stone and binding elementals. Behir Skeleton
Certain entries are common to all simple undead, and have This collection of bones resembles a centipede from a
been omitted from the tables below. nightmare.
Environment: Undead are found wherever their creator
takes them or natural necromantic forces create them. Combat
Organization: Mindless undead have no society or interac- A behir skeleton usually bites and grabs its prey first, then
tion; they are found in whatever groups they were created in, claws it to shreds like a blender. It can employ its claws only
or as they have been assigned by their master. against foes caught in its coils.
Treasure: None. Mindless undead don’t collect treasure. Improved Grab (Ex): To use this ability, the skeleton must
Alignment: Always neutral. Mindless undead cannot make hit a creature of any size with its bite attack. It can then at-
judgements about their actions. However, in campaigns where tempt to start a grapple as a free action without provoking an
attack of opportunity.

Behir Skeleton Crocodile Skeleton Deinonychus Skeleton


Huge Undead (Evil) Medium Undead (Evil) Medium Undead (Evil)
Hit Dice: 9d12 (64 hp) 3d12 (25 hp) 4d12 (31 hp)
Initiative: +6 +6 +7
Speed: 40 ft., climb 15 ft. 20 ft. 60 ft.
Armor Class: 13 (–2 size, +2 Dex, +3 natu- 14 (+2 Dex, +2 natural), touch 15 (+3 Dex, +2 natural), touch
ral), touch 10, flat-footed 11 12, flat-footed 12 13, flat-footed 12
Base Attack/Grapple: +4/+20 +1/+5 +2/+6
Attack: Bite +10 melee (2d4+12 Bite +5 melee (1d8+6 piercing) Talons +6 melee (2d6+4
piercing) or tail slap +5 melee (1d12+6 slashing)
bludgeoning)
Full Attack: Bite +10 melee (2d4+12 Bite +5 melee (1d8+6 piercing) Talons +6 melee (2d6+4 slash-
piercing) or tail slap +5 melee (1d12+6 ing) and 2 foreclaws +1 melee
bludgeoning) (1d3+2 slashing) and bite +1
melee (2d4+2 piercing)
Space/Reach: 15 ft./10 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Improved grab, rake 1d4+4 Improved grab —
Special Qualities: Can’t be tripped, damage Darkvision 60 ft., damage Darkvision 60 ft., damage
reduction 5/bludgeoning, reduction 5/bludgeoning, im- reduction 5/bludgeoning, im-
darkvision 60 ft., immunity to munity to cold, undead traits munity to cold, undead traits
cold, undead traits
Saves: Fort +3, Ref +5, Will +6 Fort +1, Ref +3, Will +3 Fort +1, Ref +4, Will +4
Abilities: Str 26, Dex 15, Con —, Int —, Str 19, Dex 14, Con —, Int —, Str 19, Dex 17, Con —, Int —,
Wis 10, Cha 1 Wis 10, Cha 1 Wis 10, Cha 1
Skills: Climb +16, Hide -6, Listen +0, Hide +2*, Listen +0, Spot +0, Hide +3, Jump +24, Listen +0,
Spot +0, Survival +0 Swim +4 Spot +0, Survival +0
Feats: Improved InitiativeB Improved InitiativeB Improved InitiativeB
Challenge Rating: 4 1 2
Advancement: 10–13 HD (Huge); 14–20 HD
(Gargantuan)
4–5 HD (Medium) 5–8 HD (Large) 41
If it wins the grapple check, it establishes a hold and
can attempt up to six rake attacks against the creature Deinonychus Skeleton
next round. These bristling collections of teeth, claws and ribs
Rake (Ex): Six claws +10 melee (1d4+4 slashing). are sometimes raised from ancient tar pits or other fossil
Only against grappled opponents. sites.
Skills: Behir skeletons have a +8 racial
bonus on Climb checks and can always Combat
choose to take 10 on Climb checks, even Lacking the pack instincts they had in life, these hunt-
if rushed or threatened. ers coordinate only as well as they can be ordered to.
Skills: A deinonychus skeleton has a +8 racial bonus
on Jump checks.
Crocodile Skeleton
Although skeleton crocodiles cannot
easily swim, they are still often found lying Dire Bear Skeleton
in shallow water, ready to drag creatures This ferocious creature is sometimes used as a
in. Not needing to breathe, they can hold guardian by corrupt druids.
victims underwater indefinitely.
Combat
Combat Improved Grab (Ex): To use this ability, the
Improved Grab (Ex): To use this ability, skeleton must hit with a claw attack. It can then
the skeleton must hit with its bite attack. It attempt to start a grapple as a free action without
can then attempt to start a grapple as a provoking an attack of opportunity.
free action without provoking an attack
of opportunity. If it wins the grapple
check, the crocodile skeleton estab- Dire Rat Skeleton
lishes a hold on the opponent with its Like the living rats they are made from, these crea-
mouth and drags it into deep water, tures are usually found in groups.
attempting to pin it to the bottom.
Skills: *A skeleton crocodile lying in Combat
shallow water gains a +10 cover bonus Dire rat skeletons usually swarm around targets,
on Hide checks. tearing strips off with their teeth.
Skills: Dire rats have a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb
checks, even if rushed or threatened.

Dire Bear Skeleton Dire Rat Skeleton Large Viper Skeleton


Large Undead (Evil) Small Undead (Evil) Large Undead (Evil)
Hit Dice: 12d12 (83 hp) 1d12 (6 hp) 3d12 (25 hp)
Initiative: +6 +8 +8
Speed: 40 ft. 40 ft., climb 20 ft. 60 ft.
Armor Class: 13 (–1 size, +2 Dex, +2 natu- 16 (+1 size, +4 Dex, +1 natu- 15 (–1 size, +4 Dex, +2 natu-
ral), touch 11, flat-footed 11 ral), touch 15, flat-footed 12 ral), touch 13, flat-footed 11
Base Attack/Grapple: +6/+20 +0/-4 +1/+5
Attack: Claw +15 melee (2d4+10 Bite +5 melee (1d4 piercing) Bite +0 melee (1d4 piercing)
slashing)
Full Attack: 2 claws +15 melee (2d4+10 Bite +5 melee (1d4 piercing) Bite +0 melee (1d4 piercing)
slashing) and bite +10 melee
(2d8+5 piercing)
Space/Reach: 10 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Improved grab — —
Special Qualities: Darkvision 60 ft., damage Darkvision 60 ft., damage Darkvision 60 ft., damage
reduction 5/bludgeoning, im- reduction 5/bludgeoning, im- reduction 5/bludgeoning, im-
munity to cold, undead traits munity to cold, undead traits munity to cold, undead traits
Saves: Fort +4, Ref +6, Will +8 Fort +0, Ref +4, Will +2 Fort +1, Ref +5, Will +3
Abilities: Str 31, Dex 15, Con —, Int —, Str 10, Dex 19, Con —, Int —, Str 10, Dex 19, Con —, Int —,
Wis 10, Cha 1 Wis 10, Cha 1 Wis 10, Cha 1
Skills: Listen +0, Spot +0, Swim +10 Climb +12, Hide +8, Listen Balance +12, Climb +12, Hide
+0, Move Silently +4, Spot +0, +0, Listen +0, Spot +0, Swim
Swim +4 +0
Feats: Improved InitiativeB Improved InitiativeB, Weapon Improved InitiativeB
FinesseB
Challenge Rating: 6 1/3 1
42 Advancement: 13–16 HD (Large); 17–36 HD
(Huge)
2–3 HD (Small); 4–6 HD (Me-
dium)
4–5 HD (Large)
Marilith Skeleton Minotaur Skeleton Sahuagin Mutant Skeleton
Large Undead (Extraplanar, Evil) Large Undead (Evil) Medium Undead (Aquatic, Evil)
Hit Dice: 16d12 (109 hp) 6d12 (44 hp) 2d12 (18 hp)
Initiative: +9 +5 +6
Speed: 40 ft. 30 ft. 30 ft., swim 60 ft.
Armor Class: 16 (–1 size, +5 Dex, +2 natu- 12 (–1 size, +1 Dex, +2 natu- 14 (+2 Dex, +2 natural), touch
ral), touch 14, flat-footed 11 ral), touch 10, flat-footed 11 12, flat-footed 12
Base Attack/Grapple: +8/+21 +3/+11 +1/+3
Attack: Longsword +16 melee (2d6+9 Greataxe +6 melee (3d6+6 Talon +3 melee (1d4+2 slash-
slashing, 19–20) or slam +16 slashing, x3) or gore +6 melee ing) or trident +3 melee (1d8+3
melee (1d8+9 bludgeoning) (1d8+4 piercing) piercing) or heavy crossbow +2
or tail slap +16 melee (4d6+9 ranged [120 ft.] (1d10 piercing,
bludgeoning) 19–20)
Full Attack: Primary longsword +16/+11 Greataxe +6 melee (3d6+6 Trident +3 melee (1d8+3 pierc-
melee (2d6+9 slashing, 19–20) slashing, x3) and gore +1 melee ing) and 2 talons +1 melee
and 5 longswords +16 melee (1d8+2 piercing) (1d4+2 slashing) and bite +1
(2d6+4 slashing, 19–20) and melee (1d4+1 slashing); or 4
tail slap +14 melee (4d6+4 talons +3 melee (1d4+2 slash-
bludgeoning); or 6 slams +16 ing) and bite +1 melee (1d4+1
melee (1d8+9 bludgeoning) slashing); or heavy crossbow +2
and tail slap +14 melee (4d6+4 ranged [120 ft.](1d10 piercing,
bludgeoning) 19–20)
Space/Reach: 10 ft./20 ft. 10 ft./10 ft. 5 ft./5 ft.
Special Attacks: — Powerful charge 4d6+6 Rake 1d4+1
Special Qualities: Darkvision 60 ft., damage Darkvision 60 ft., damage Darkvision 60 ft., damage
reduction 5/bludgeoning, im- reduction 5/bludgeoning, im- reduction 5/bludgeoning, im-
munity to cold, undead traits munity to cold, undead traits munity to cold, undead traits
Saves: Fort +5, Ref +10, Will +10 Fort +2, Ref +3, Will +5 Fort +0, Ref +2, Will +3
Abilities: Str 29, Dex 21, Con —, Int —, Str 19, Dex 12, Con —, Int —, Str 14, Dex 15, Con —, Int —,
Wis 10, Cha 1 Wis 10, Cha 1 Wis 10, Cha 1
Skills: Hide +1, Listen +0, Move Listen +0, Search +0, Spot +0 Hide +2, Listen +0, Ride +2,
Silently +5, Spot +0 Spot +0, Swim +10
Feats: Improved InitiativeB, Multi- Improved InitiativeB Improved InitiativeB, Multiat-
weapon FightingB tackB
Challenge Rating: 7 3 1
Advancement: 17–20 HD (Large); 21–48 HD — 3–5 HD (Medium), 6–10 HD
(Huge) (Large)

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.

Huge Shark Skeleton Triceratops Skeleton Unicorn Skeleton


Huge Undead (Evil) Huge Undead (Evil) Large Undead (Evil)
Hit Dice: 10d12 (70 hp) 16d12 (110 hp) 4d12 (31 hp)
Initiative: +7 +4 +8
Speed: Swim 60 ft. 30 ft. 60 ft.
Armor Class: 14 (–2 size, +3 Dex, +3 natu- 11 (–2 size, +3 natural), touch 15 (–1 size, +4 Dex, +2 natu-
ral), touch 11, flat-footed 11 8, flat-footed 10 ral), touch 13, flat-footed 11
Base Attack/Grapple: +5/+18 +8/+26 +2/+11
Attack: Bite +8 melee (2d6+7 slashing) Gore +16 melee (2d8+15 pierc- Horn +6 melee (1d8+8 pierc-
ing) ing)
Full Attack: Bite +8 melee (2d6+7 slashing) Gore +16 melee (2d8+15 pierc- Horn +6 melee (1d8+8 pierc-
ing) ing) and 2 hooves +1 melee
(1d4+2 bludgeoning)
Space/Reach: 15 ft./10 ft. 15 ft./10 ft. 10 ft./5 ft.
Special Attacks: — Powerful charge 4d8+20, —
trample 2d12+15
Special Qualities: Darkvision 60 ft., damage Darkvision 60 ft., damage Darkvision 60 ft., damage
reduction 5/bludgeoning, im- reduction 5/bludgeoning, im- reduction 5/bludgeoning, im-
munity to cold, undead traits munity to cold, undead traits munity to cold, undead traits
Saves: Fort +3, Ref +6, Will +8 Fort +5, Ref +5, Will +10 Fort +1, Ref +5, Will +4
Abilities: Str 21, Dex 17, Con —, Int —, Str 30, Dex 11, Con —, Int —, Str 20, Dex 19, Con —, Int —,
Wis 10, Cha 1 Wis 10, Cha 1 Wis 10, Cha 1
Skills: Listen +0, Spot +0, Swim +13 Listen +0, Spot +0 Jump +17, Listen +0, Move
Silently +4, Spot +0
Feats: Improved InitiativeB Improved InitiativeB Improved InitiativeB
Challenge Rating: 5 7 2
44 Advancement: 11–17 HD (Huge) 17–32 HD (Huge); 33–48 HD
(Gargantuan)
5–8 HD (Large)
Ape Zombie Bat Zombie Swarm Constrictor Snake Zombie
Large Undead (Evil) Diminutive Undead (Evil, Swarm) Medium Undead (Evil)
Hit Dice: 8d12+3 (60 hp) 6d12+3 (48 hp) 6d12 (47 hp)
Initiative: +1 +1 +3
Speed: 30 ft., climb 30 ft. 5 ft., fly 20 ft. (clumsy) 20 ft., climb 20 ft., swim 20 ft.
Armor Class: 16 (–2 size, +1 Dex, +6 natu- 15 (+4 size, +1 Dex), touch 15, 16 (+2 Dex, +4 natural), touch
ral), touch 10, flat-footed 15 flat-footed 14 12, flat-footed 14
Base Attack/Grapple: +4/+14 +3/— +3/+7
Attack: Claw +9 melee (1d6+6 slash- Swarm (2d6 piercing) Bite +7 melee (1d3+5 piercing)
ing) or slam +9 melee (1d8+6
bludgeoning)
Full Attack: 2 claws +9 melee (1d6+5 Swarm (2d6 piercing) Bite +7 melee (1d3+5 piercing)
slashing) and bite +4 melee
(1d6+2 piercing)
Space/Reach: 10 ft./10 ft. 10 ft./0 ft. 5 ft./5 ft.
Special Attacks: — Distraction Constrict 1d3+5, improved grab
Special Qualities: Damage reduction 5/slashing, Darkvision 60 ft., immune to Damage reduction 5/slashing,
darkvision 60 ft., single ac- weapon damage, single actions darkvision 60 ft., single actions
tions only, undead traits only, swarm traits, undead traits only, undead traits
Saves: Fort +2, Ref +1, Will +6 Fort +1, Ref +2, Will +3 Fort +2, Ref +4, Will +5
Abilities: Str 22, Dex 13, Con —, Int —, Str 5, Dex 13 Con —, Int —, Wis Str 19, Dex 15, Con —, Int —,
Wis 10, Cha 1 10, Cha 1 Wis 10, Cha 1
Skills: Climb +14, Listen +0, Spot +0 Listen +0, Spot +0 Balance +10, Climb +12, Hide
+2, Listen +0, Spot +0, Swim +12
Feats: ToughnessB ToughnessB ToughnessB
Challenge Rating: 3 2 2
Advancement: 10–16 HD (Large) Flight (2-4 swarms), or colony 8–10 HD (Medium); 12–20 HD
(11-20 swarms) (Large)

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)

Sea Cat Zombie Vrock Zombie Baleen Whale Zombie


Large Undead (Evil) Large Undead (Extraplanar, Evil) Colossal Undead (Aquatic, Evil)
Hit Dice: 12d12+3 (86 hp) 20d12+3 (138 hp) 38d12+3 (255 hp)
Initiative: +0 +1 +0
Speed: 10 ft., swim 40 ft. 30 ft., fly 50 ft. (clumsy) Swim 40 ft.
Armor Class: 20 (–1 size, +11 natural), touch 24 (–1 size, +1 Dex, +14 natu- 27 (–8 size, +25 natural), touch
9, flat-footed 20 ral), touch 10, flat-footed 23 2, flat-footed 27
Base Attack/Grapple: +6/+15 +10/+21 +19/+52
Attack: Claw +10 melee (1d6+5 slash- Claw +16 melee (2d6+7 slash- Tail slap +28 melee (2d6+25
ing) or slam +10 melee (1d8+7 ing) bludgeoning) or slam +28 me-
bludgeoning) lee (4d6+25 bludgeoning)
Full Attack: 2 claws +10 melee (1d6+5 2 claws +16 melee (2d6+7 Slam +28 melee (4d6+17
slashing) and bite +5 melee slashing) and bite +11 melee bludgeoning) and tail slap +23
(1d8+2 piercing) and slam +5 (1d8+3 slashing) and 2 talons melee (2d6+8 bludgeoning)
melee (1d8+2 bludgeoning) +11 melee (1d6+3 piercing)
Space/Reach: 10 ft./5 ft. 10 ft./10 ft. 20 ft./15 ft.
Special Attacks: Rend 2d6+6 — —
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 +4, Ref +4, Will +8 Fort +6, Ref +7, Will +12 Fort +12, Ref +12, Will +21
Abilities: Str 21, Dex 10, Con —, Int —, Str 25, Dex 13, Con —, Int —, Str 45, Dex 11, Con —, Int —,
Wis 10, Cha 1 Wis 10, Cha 1 Wis 10, Cha 1
Skills: Listen +0, Spot +0, Swim +13 Hide -3, Listen +0, Move Si- Listen +0, Spot +0, Swim +25
lently +1, Search +0, Spot +0
Feats: ToughnessB ToughnessB ToughnessB
Challenge Rating: 4 6 11
Advancement: 14–18 HD (Large); 20 HD (Huge) — 40–72 HD (Colossal)

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;
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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-
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trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifi-
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(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
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
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to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work contain-
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
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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

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