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d20 MENACECREATURES - ELOHIM TO JYNXELOHIM
SPECIES TRAITS Elemental: An elohim has the traits and immunities common to elementals. Fear Aura (Su): When in its fire form (see below), an elohim projects an aura of righteous wrath that is fearsome to behold. Each creature within 30 feet must succeed on a Will save (DC 10 + 1/2 the elohim’s Hit Dice + its Charisma modifier) or cower until the elohim moves out of range, until it stops using its fire form ability, or until 10 rounds have elapsed. Thereafter, the creature is shaken for 24 hours. A creature that makes a successful saving throw or has stopped cowering after a failure is immune to that elohim’s fear aura for 24 hours. Fire Form (Ex): At will, an elohim can assume fire form, changing its body and equipment into a pillar of living, semisolid flame. In this form, the elohim can use its flame shield ability and swing its flame sword normally, but any normal, unattended objects it touches immediately catch on fire. Any creature that touches or is touched by an elohim in fire form takes 2d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 the elohim’s Hit Dice + its Charisma modifier) halves the damage. A creature that grapples with an elohim in this form takes 4d6 points of fire damage per round of grappling (no saving throw). In fire form, the elohim can deal an extra 2d6 points of fire damage to an opponent with a successful unarmed attack, though it usually prefers to use its flame sword. An elohim in fire form can fly at a speed of 60 feet with perfect maneuverability, and it gains damage reduction 10/+1 and a +10 circumstance bonus on Escape Artist checks. Assuming fire form or reverting to human form requires a full-round action. An elohim that is killed or knocked unconscious while in fire form instantly reverts to its human form. Fire Subtype (Ex): Elohim are immune to fire damage and take 50% more damage from cold attacks. Flame Shield (Su): At will as an attack action, an elohim can summon a shield of semisolid fire that floats near its body. This shield grants the creature a +2 bonus to Defense, and any adjacent foe that makes a melee attack against the elohim takes 1d6 points of fire damage from the shield. If desired, the elohim can use an attack action to send the flame shield hurtling toward a foe up to 100 feet away with no range penalty. On a successful ranged touch attack, the shield deals 3d6 points of fire damage to the designated foe; a successful Reflex save (DC 10 + 1/2 the elohim’s Hit Dice + the elohim’s Charisma modifier) halves the damage. The elohim loses the shield’s other benefits, and the shield itself disappears. Flame Sword (Su): At will as a free action, an elohim can summon forth a greatsword made of semisolid fire. The elohim must use both hands to wield this weapon, which deals 2d6 points of damage and 3d6 points of fire damage on a successful hit. The sword threatens a critical hit on a roll of natural 20 and deals double damage on a confirmed critical hit. Should the weapon leave the hands of the elohim, it vanishes in a puff of smoke. Telepathy (Su): An elohim can speak telepathically to any other creature within 100 feet. Its telepathic words are comprehensible to any intelligent creature, even if the creature and the elohim share no common language. An elohim cannot read thoughts, so any creature that receives a telepathic message from an elohim must respond verbally in a language that the latter can understand in order to converse. ETOILE
SPECIES TRAITS Device Operation (Ex): At will as an attack action, an etoile can turn on any machine powered by electricity with a touch, even if the device usually requires a key, a passcode, or other security bypass to activate. If the object lacks a power source, it operates for only 1 round after activation. If desired, an etoile can supply continuous power to operate an unpowered device. To do so, it must keep all three pincers in contact with the device, and it can do nothing else except move (assuming it can lift the device). A single etoile generates enough power to continuously operate a desktop computer. Multiple etoile supplying power to the same device increase the available power in direct proportion to their number; that is, doubling the number of etoile doubles the available power, tripling it triples the power, and so on. Electric Shock (Ex): When an etoile hits with a melee or melee touch attack, it can choose to shock its foe for an additional 1d6 points of electricity damage as a free action. Electricity Immunity (Ex): Etoile are immune to electricity. Elemental: An etoile has the traits and immunities common to elementals. Mechanical Healing (Ex): An etoile cannot heal normally. To regain hit points lost to damage, it must either be repaired like a mechanical device or devour the corpse of one of its own kind. All the normal rules for healing via the Treat Injury skill can be applied to an etoile, but a Repair check rather than a Treat Injury check is required. Any creature (including an etoile) without a mechanical repair kit takes a penalty on Repair checks, just as a character lacking a first aid kit would when making Treat Injury checks. Alternatively, an etoile can consume the body of a dead etoile to heal itself. This process requires an available etoile corpse and three full-round actions. As soon as consumption is complete, the etoile regains all lost hit points and heals all ability damage. Nannite Infection (Ex): Through a process as yet unknown, an etoile naturally produces microscopic machines known as nannites within its body. Once per day as a free action, it can inject these nannites into a foe it has damaged with a pincer. The nannites function as a disease, attacking the host creature’s DNA and transforming its structure and psychology over time. A creature injected with nannites must immediately make a Fortitude save (DC 10 + 1/2 the etoile’s Hit Dice + its Intelligence modifier). On a successful save, the creature’s body fights off the infection, destroying the nannites in the process. On a failed save, the creature immediately takes 1 point of Dexterity damage and 1 point of Wisdom damage. Each day thereafter, the creature must succeed on a new Fortitude save at the same DC or take 1d3 points of Dexterity damage and 1d3 points of Wisdom damage. Two successful saving throws in a row indicate that the creature has fought off the nannite infection, but any damage already taken must heal normally. If an infected creature has an Intelligence score of at least 6 and either its Dexterity or its Wisdom score is reduced to 0 by the disease, it is transformed into a sand slave. Such a creature immediately gains the sand slave template (see the “Sand Slave” entry, below), and all ability damage previously dealt by the disease is healed. Thereafter, the new sand slave is a servant of all etoile and can no longer be cured of the nannite infection. Nannite infection has no visible symptoms, and many confuse its debilitating effects with drunkenness or drug use. However, microscopic study of an infected creature’s blood or high-resolution x-rays can reveal the nannites and the alterations they have created in its body structure (see the “Sand Slave” entry for more information). A creature other than an etoile using the Treat Injury skill to treat the disease takes a –10 penalty on Treat Injury checks unless it also has at least 5 ranks in both Knowledge (technology) and Knowledge (physical sciences), or 5 ranks in Disable Device. Etoile are immune to nannite infection. Telepathy (Ex): Though it cannot produce sounds, an etoile can communicate its thoughts and desires to any creature within 200 feet that it can see, regardless of intervening matter such as glass. The target creature “hears” the etoile’s thoughts in whatever language it can most easily understand. However, it cannot communicate thoughts back to the etoile unless it also has telepathy. Etoile do not normally know any languages other than their own thought-speech, so they often rely on their human agents to act as interpreters. FIENDFiends appear in countless forms, although their physical characteristics often reflect some sin or other vile aspect. SPECIES TRAITS Fiends share the following traits: Darkvision (Ex): Fiends have darkvision out to a range of 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a fiend can function with no light at all. Allegiances: All fiends have a primary allegiance to evil. Fiends may also have an allegiance to either chaos or law. Weapon and Armor Proficiency: Fiends receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. They are proficient with their natural weapons and any weapon mentioned in their entries. Fiends noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types. Languages: Fiends can speak Abyssal (the language of demons) and a number of additional languages equal to their Intelligence bonus. Fiends with an Intelligence of 8 or higher can also read and write these languages. Special: Fiends cannot be raised from the dead. BAAL (Unique Archfiend - Charismatic Hero 10/Negotiator 8)Huge outsider CR: 25 HD: 8d8+80 plus 10d6+100 plus 8d8+80;hp: 367 Mas: 31 Init: +4 Spd: 30 ft., fly 80 ft. (poor) Defense: 34,touch: 12, flat-footed: 30 (–2 size, +4 Dex, +6 class, +16 natural) BAB: +19;Grap: +36 Atk: +26 melee (2d6+9, claw) Full Atk: +26 melee (2d6+9, 2 claws), or +26/+21/+16/+11 melee (by weapon), or +22/+17/+12/+7 ranged) FS: 15 ft. by 15 ft.;Reach: 10 ft. SQ: Alternate form, aura of greed, conceal motive, damage reduction 10/+2, darkvision 120 ft., fear aura, immune to fire and poison, no sweat, react first, resistances, sow distrust, spell-like abilities, talk down several opponents AL: Evil, law SV: Fort: +25, Ref: +17, Will: +24 AP 8;Rep +11 Str: 28, Dex: 19, Con: 31, Int: 30, Wis: 24, Cha: 25 Occupation: Entrepreneur Skills: Bluff +44, Computer Use +18, Concentration +16, Diplomacy +44, Forgery +16, Gamble +26, Gather Information +28, Intimidate +43, Knowledge (arcane lore) +29, Knowledge (behavioral sciences) +34, Knowledge (business) +46, Knowledge (civics) +46, Knowledge (current events) +40, Knowledge (history) +24, Knowledge (technology) +18, Knowledge (theology and philosophy) +16, Listen +13, Profession +41, Read/Write Abyssal, Read/Write Arabic, Read/Write Dutch, Read/Write English, Read/Write French, Read/Write German, Read/Write Greek, Read/ Write Italian, Read/Write Japanese, Read/Write Russian, Read/Write Spanish, Research +19, Sense Motive +32, Speak Abyssal, Speak Arabic, Speak Dutch, Speak English, Speak French, Speak German, Speak Greek, Speak Italian, Speak Japanese, Speak Russian, Speak Spanish, Spot +13. Feats: Archaic Weapons Proficiency, Cleave, Confident, Deceptive, Educated, Frightful Presence, Iron Will, Personal Firearms Proficiency, Power Attack, Renown, Simple Weapons Proficiency, Sunder, Trustworthy, Windfall (×4). Talents: (Charismatic Hero): Charm (males), coordinate, favor, greater inspiration, inspiration. Possessions: Vast personal and corporate wealth, collection of ancient Middle Eastern religious artifacts. The archfiend Baal feeds on the corruption of mortals who hunger for wealth and power. As the gap between rich and poor grows ever wider, Baal grows ever more powerful. In this age of nearly limitless corporate expansion and official policies that favor greed and dehumanization, his power is at an all-time high. SPECIES TRAITS Alternate Form (Su): At will as a free action, Baal can assume the form of a human male or revert to his normal form. He can retain either form indefinitely. Aura of Greed (Su): ): Once per day as a free action, Baal can create an aura of greed extending out from his body in a 20-foot radius. Except as noted here, the effect functions like the psionic power domination (manifester level 10th). Each creature within this area must make a successful Will save (DC 21) or be overcome with greed. A creature that fails its saving throw must immediately attack another random creature within 60 feet (possibly even Baal himself) and attempt to take its valuables. If no target is within reach, the affected creature must move toward a randomly chosen target it can see and attack it as soon as possible. This effect is Charisma-based and lasts for 1d4 rounds. As a move action, Baal can specify one creature for other affected creatures to attack instead of allowing random targeting. In this case, the Will save DC drops to 15. Damage Reduction 10/+2 (Su): Baal ignores the first 10 points of damage dealt by any weapon with a magical bonus lower than +2. In campaigns without magic weapons, the GM can either disregard Baal’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion). Fear Aura (Su): At will as a free action, Baal can create an aura of fear in a 20-foot radius around himself. This effect is otherwise identical to that of a fear spell (caster level 10th; Will DC 21). A creature that succeeds on the saving throw cannot be affected again by Baal’s fear aura for 24 hours. Immunities (Ex): Baal is immune to fire and poison. Resistances (Ex): Baal has cold resistance 20 and electricity resistance 20. Spell-Like Abilities: At will—augury, bane, bestow curse, command, comprehend languages, confusion, detect magical aura, discern lies, dispel magic, enhance ability, faith’s fury, fireball, flaming projectiles, flaming wrath, greater command, hold monster, inflict critical wounds, inflict light wounds, inflict moderate wounds, inflict serious wounds, knock, mass inflict light wounds, passwall, prestidigitation, read magic, see invisibility, telekinesis, true seeing, wall of fire. Caster level 10th; save DC 17 + spell level. FLESHRAKER (Knife Fiend)
SPECIES TRAITS Bonus Feat: A fleshraker gains Archaic Weapons Proficiency as a bonus feat. Damage Reduction 10/Ballistic (Ex): A fleshraker ignores the first 10 points of damage dealt by any nonballistic weapon. Death Hunger (Ex): A fleshraker that goes 24 hours without killing a human suffers 1d4 points of Constitution damage. This damage cannot be restored until the fleshraker kills a human, at which point the ability damage heals normally. Fire Resistance 20 (Ex): A fleshraker ignores the first 20 points of damage from any attack that deals fire damage. Immunities (Ex): A fleshraker is immune to slashing and piercing weapons. Wounding Weapon (Su): Any slashing weapon wielded by a fleshraker can inflict terrible wounds that bleed profusely. In addition to the normal damage the weapon deals, the target takes 1 point of damage that round and each subsequent round from bleeding. Multiple wounds from a wounding weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). A successful Treat Injury check (DC 15) or the application of any cure spell stops the bleeding. The weapon does not retain this ability outside the grasp of a knife fiend, although any bleeding wounds it has inflicted continue to bleed if the fleshraker is disarmed. HARRIKEN (Headsnatcher Fiend)Medium-size outsider CR: 4 HD: 4d8+4; hp: 22 Mas: 13 Init: +0 Spd: 30 ft. Defense: 21, touch: 10, flat-footed: 21 (+9 natural, +2 leather armor) BAB: +4;Grap: +5 Atk: +5 melee (1d6+1, slam) or +5 melee (1d8+1/19–20, longsword) Full Atk: +5 melee (1d6+1, slam) or +5 melee (1d8+1/19–20, longsword) or +4 ranged) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: Attach head, body blindsight, darkvision 60 ft., detach head, disguise self (DC 15), electrical rejuvenation, fire resistance 10, indestructible body, telepathy AL: Evil SV: Fort: +5, Ref: +4, Will: +6 AP 0;Rep +0 Str: 13, Dex: 11, Con: 13, Int: 16, Wis: 15, Cha: 16 Skills: Bluff +10, Disguise +10 (+20 when using disguise self ability), Hide +6, Intimidate +9, Listen +6, Move Silently +6, Read/Write Abyssal, Read/Write Languages (any three), Sense Motive +6, Speak Abyssal, Speak Languages (any three), Spot +6. Feats: Heroic Surge (1/day) Advancement: By character class A harriken can detach its head from its body and replace it with the decapitated head of any humanoid creature. In so doing, it can assume the dead creature’s form. To kill a harriken, one must destroy its head. While wearing the head and assuming the form of another creature, a harriken will usually entrust its detached head to loyal underlings or hide it somewhere safe. SPECIES TRAITS Attach Head (Ex): As an attack or move action, a harriken can attach a head (either its own detached head or the severed head of any Medium-size humanoid creature) to its headless body. It gains the visual, auditory, and olfactory senses of the creature whose head it wears; if the creature had low-light vision, for instance, the harriken gains this ability for as long as the head is worn. Body Blindsight (Ex): A harriken’s headless body can sense its surroundings as though it has the blindsight ability with a range of 30 feet. However, without its own head, the harriken loses its darkvision. Detach Head (Ex): As an attack or move action, a harriken can detach the head (either its own head or the severed head of any Medium-size humanoid creature) from its body. Disguise Self (Su): The harriken can assume the appearance of a specific Medium-size humanoid creature by attaching the creature’s severed head to its body. The illusion lasts as long as the head remains attached. The harriken does not gain any of the creature’s abilities, mannerisms, or knowledge, but it gains a +10 bonus on Disguise checks. Other creatures get a Will save (DC 10 + 1/2 the harriken’s Hit Dice + its Charisma modifier) to pierce the illusion if they interact with it (such as by touching the harriken and having that sensory input not match what they see). A true seeing spell reveals the harriken’s actual horrific appearance. Electrical Rejuvenation (Ex): A harriken is immune to electricity. Furthermore, it heals 1 point of damage for every die of electricity damage it would take normally. For example, a 6d6 lightning bolt heals 6 points of damage to the harriken. Fire Resistance 10 (Ex): A harriken ignores the first 10 points of damage from any attack that deals fire damage. Indestructible Body (Su): While its head is attached to its body, a harriken can be killed. However, if its head is detached, the body stops taking damage when reduced to 1 hit point. Any damage dealt to the body that would knock it below 1 hit point is ignored. If the harriken’s detached head is found and destroyed (Defense 7; hp 5), the harriken’s body is instantly slain. Telepathy (Su): A harriken can communicate telepathically with any creature within 100 feet that has a language. JUMPING JACK (Blood Fiend)
SPECIES TRAITS Breath Weapon (Su): Once every 1d4 rounds, the jumping jack can breathe a 15-foot cone of fire. Each creature in the area takes 2d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 the jumping jack’s Hit Dice + its Constitution modifier) halves the damage. Damage Reduction 10/Silver (Su): A jumping jack ignores the first 10 points of damage dealt by any unsilvered weapon. Immunities (Ex): The jumping jack is immune to fire and poison. Prodigious Leap (Ex): The jumping jack can ignore the 20-foot move requirement for making long and high jumps. If it does move 20 feet before attempting a jump, the distance jumped is doubled. KWEVENCHA (Spider Fiend)Large outsider CR: 7 HD: 8d8+24;hp: 60 Mas: 20 Init: +0 Spd: 30 ft., climb 30 ft. Defense: 23,touch: 10, flat-footed: 23 (–1 size, +14 natural) BAB: +8;Grap: +18 Atk: +13 melee (1d8+6 plus poison, bite) or +7 ranged touch (poison spittle) Full Atk: +13 melee (1d8+6 plus poison, bite) and +8 melee (1d6+3, 2 claws) or +7 ranged touch (poison spittle) FS: 10 ft. by 10 ft.;Reach: 5 ft. SQ: Damage reduction 5/silver, darkvision 60 ft., immunities, improved grab, monstrous spider minions, poison (DC 17), spit poison, telepathy, web cocoon AL: Chaos, evil SV: Fort: +9, Ref: +6, Will: +7 AP 0;Rep +0 Str: 22, Dex: 11, Con: 17, Int: 8 Wis: 13, Cha: 12 Skills: Balance +11, Climb +17, Hide +3, Intimidate +8, Jump +13, Listen +8, Move Silently +7, Read/Write Abyssal, Speak Abyssal, Spot +12. Feats: Improved Damage Threshold, Iron Will. Advancement: 9–14 HD (Large); 15–21 HD (Huge); or by character class SPECIES TRAITS Damage Reduction 5/Silver (Ex): A kwevencha ignores the first 5 points of damage dealt by any unsilvered weapon. Immunities (Ex): A kwevencha is immune to poison. Improved Grab (Ex): To use this ability, the kwevencha must hit a Small or Medium-size creature with its bite attack. If it gets a hold, it deals automatic damage with its bite on subsequent rounds. Monstrous Spider Minions: A kwevencha has 2d6 Tiny monstrous spiders clinging to its body. It can telepathically command these spiders to attack, but the kwevencha must remain within 100 feet of the monstrous spiders to telepathically control them. Poison (Ex): Bite; contact 1d6 Str/1d6 Str; Fortitude save (DC 10 + 1/2 the kwevencha’s Hit Dice + its Constitution modifier) resists. Spit Poison (Ex): A kwevencha can shoot a 20-foot-long line of poisonous spittle at a single target. The save DC and effects of the poison are described above. Stability (Ex): A kwevencha gains a +4 stability bonus on checks to resist trip and bull rush attacks. Telepathy (Su): A kwevencha can communicate telepathically with any creature within 100 feet that has a language. Web Cocoon (Ex): A kwevencha uses a spinneret in its abdomen to weave web cocoons around creatures incapacitated by its poison. A creature trapped inside the cocoon is immobile, although breathing is possible through the porous webbing. A kwevencha’s web cocoon has 20 hit points and a break DC of 26. Dealing damage to the web cocoon deals a like amount of damage to the creature trapped inside. Skill Bonuses: A kwevencha gains a +4 species bonus on Balance, Climb, Jump, and Spot checks. MURDERGAUNT (Whistling Fiend)Large outsider CR: 9 HD: 9d8+27;hp: 67 Mas: 17 Init: +3 Spd: 40 ft. Defense: 25,touch: 11, flat-footed: 23 (–1 size, +2 Dex, +14 natural) BAB: +9;Grap: +17 Atk: +13 melee (1d6+5, armspike) Full Atk: +13 melee (1d6+5, 2 armspikes) or +12 ranged) FS: 10 ft. by 10 ft.;Reach: 5 ft. SQ: Damage reduction 10/+1, darkvision 60 ft., fire resistance 10, immune to sonic/concussion damage, impale, telepathy, whistle (DC 16) AL: Evil SV: Fort: +9, Ref: +9, Will: +7 AP 0;Rep +0 Str: 18, Dex: 16, Con: 16, Int: 13, Wis: 13, Cha: 15 Skills: Balance +12, Climb +13, Escape Artist +12, Hide +14, Jump +13, Listen +10, Move Silently +14, Read/Write Abyssal, Read/Write Language (any one), Speak Abyssal, Speak Language (any one), Spot +10, Tumble +12. Feats: Agile Riposte, Dodge, Stealthy Advancement: By character class SPECIES TRAITS Damage Reduction 10/+1 (Ex): A murdergaunt ignores the first 10 points of damage dealt by any nonmagical weapon. In campaigns without magic weapons, the GM can either disregard the fiend’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion). Fire Resistance 10 (Ex): A murdergaunt ignores the first 10 points of damage from any attack that deals fire damage. Immunities (Ex): A murdergaunt is immune to sonic and concussion damage. Impale (Ex): A murdergaunt that hits with one of its armspikes may choose to impale its opponent. An impaled opponent takes armspike damage each round it remains impaled (on the murdergaunt’s turn). An impaled creature must tear free of the serrated armspike to move to another square, taking 1d6 points of damage in the process. A murdergaunt must tear its armspike from an impaled opponent to move to another square or to free the limb; pulling free the armspike deals an automatic 1d6 points of damage to the impaled creature, but the murdergaunt cannot use the newly freed armspike to attack that round. A murdergaunt can impale two Medium-size or smaller creatures at the same time; however, it cannot make an attack (or attack of opportunity) with an armspike that is currently impaling a foe. Telepathy (Su): A murdergaunt can communicate telepathically with any creature within 100 feet that has a language. Whistle (Su): A murdergaunt can whistle as a free action every round. Creatures within 120 feet who can hear the murdergaunt’s horrid tune must make a Will save (DC 10 + 1/2 the murdergaunt’s Hit Dice + its Charisma modifier). Any creature that fails its Will save cowers until the whistling stops. A cowering creature is frozen in fear, loses its Dexterity bonus, and can take no actions. In addition, a cowering creature takes a –2 penalty to Defense. A creature that saves against the murdergaunt’s whistle cannot be affected by the same murdergaunt’s whistle for 24 hours. The save DC for the whistle is Charisma-based. STYGILOR (Tumor Fiend)Medium-size outsider CR: 4 HD: 6d8+12;hp: 39 Mas: 18 Init: -1 Spd: 20 ft. Defense: 18,touch: 9, flat-footed: 18 (–1 size, +9 natural) BAB: +6;Grap: +8 Atk: +8 melee (1d4+2, claw) Full Atk: +8 melee (1d4+2, 2 claws) and +3 melee (1d6+1, bite) or +5 ranged) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: Damage reduction 5/piercing, darkvision 60 ft., disease sense, frightful presence (DC 15), immune to disease, invisibility, telepathy, wounding gaze (DC 15) AL: Chaos, evil SV: Fort: +7, Ref: +4, Will: +5 AP 0;Rep +0 Str: 15, Dex: 8, Con: 51, Int: 12, Wis: 10, Cha: 15 Skills: Bluff +11, Intimidate +11, Knowledge (any one) +10, Listen +9, Read/Write Abyssal, Read/Write Language (any one), Sense Motive +9, Speak Abyssal, Speak Language (any one), Spot +9. Feats: Frightful Presence, Improved Damage Threshold Advancement: 7–8 HD (Medium-size); 9–12 (Large); 13–18 HD (Huge) SPECIES TRAITS Damage Reduction 5/Piercing (Ex): A stygilor ignores the first 5 points of damage dealt by any nonpiercing weapon. Disease Sense (Ex): A stygilor can sense whether a creature is infected with a disease merely by being within 10 feet of it. It cannot sense nannite infection (see the “Etoile” entry for details). Frightful Presence (Ex): A stygilor can use the Frightful Presence feat once per round as a free action. All creatures within 10 feet that can see the stygilor and have fewer levels or Hit Dice than the stygilor must succeed at a Will save (DC 10 + 1/2 the stygilor’s Hit Dice + its Charisma modifier) or take a –2 penalty on attack rolls, saving throws, and skill checks for 1d6+2 rounds. A successful save grants immunity to the stygilor’s frightful presence for 24 hours. Creatures with an Intelligence of 3 or lower are unaffected. This is a mind-affecting ability. Immune to Disease (Ex): A stygilor is immune to diseases of all sorts. Invisibility (Sp): A stygilor can use invisibility at will (caster level 6th) as an attack action. It often uses this ability to move through hospital wards unseen. Telepathy (Su): A stygilor can communicate telepathically with any creature within 100 feet that has a language. Wounding Gaze (Su): As a free action, a stygilor can fix its gaze upon a single creature within 30 feet. The target must succeed at a Will save (DC 10 + 1/2 the stygilor’s Hit Dice + its Charisma modifier) or take 1d4+2 points of damage, as though struck by one of the stygilor’s horrible claws. The target need not be looking at the stygilor, and wounds inflicted by this attack leave nasty scars once healed. This is a mind-affecting ability. The save DC is Charisma-based. FIRE WISP
SPECIES TRAITS Ability Scores: A fire wisp has no Strength score. It cannot grapple other creatures or be grappled, and it applies its Dexterity modifier instead of its Strength modifier to melee attack rolls. Blindsight (Ex): A fire wisp can detect the electrical currents in and around creatures and objects within 60 feet. This perception reveals their locations as accurately as normal vision would. Beyond that range, all targets have total concealment with respect to the fire wisp. Elemental: A fire wisp has the traits and immunities common to elementals. Fire Subtype: A fire wisp is immune to fire damage and takes 50% more damage from cold attacks. Damage Reduction 10/+1 (Su): A fire wisp ignores the first 10 points of damage dealt by any nonmagical weapon. In campaigns without magic weapons, the GM can either disregard the fire wisp’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/ concussion). Fiery Leap (Ex): A fire wisp can attack multiple creatures in the same round by leaping from one to the next. A fire wisp can attack as many creatures in a single round as it can reach with a full round of movement (40 feet), leaving behind visible arcs of green fire between the targets. It makes a separate attack roll for each target, and all attacks are made at the fire wisp’s full attack bonus. A leaping fire wisp does not provoke attacks of opportunity as it enters a target’s square. Gaseous (Ex): The gaseous body of a fire wisp can travel through openings as small as pinholes. A fire wisp cannot enter water or other liquids, but unlike other gaseous creatures, it is affected by wind only if it wishes to be. Even tornado- strength winds pass through a fire wisp with no effect if it wants to fly in a different direction. Ignite (Ex): Any creature that takes damage from a fire wisp catches on fire. Immunities (Ex): Fire wisps are immune to electricity and fire damage. GHOUL (TEMPLATE)TEMPLATE TRAITS “Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh (referred to hereafter as the “base creature”). The creature’s type changes to undead. It uses all the base creature’s statistics and special abilities except as noted here. Challenge Rating: Same as base creature +2. Hit Dice: Change to d12 Attacks: A ghoul retains all the attacks of the base creature. It also gains a bite attack and two claw attacks if the base creature didn’t already have them. If the base creature did not have bite or claw attacks, use the base damage values in the table below. Otherwise, use the values below or the base creature’s base damage, whichever is greater.
Special Qualities:
Allegiances: Previous allegiances are lost and replaced by allegiances to chaos and evil. Changed allegiances might cause the loss of particular class abilities. Saves: Same as the base creature, modified by new ability scores. Ability Scores: A ghoul gains the following ability score increases: Str +2, Dex +2. As an undead creature, a ghoul has no Constitution score. Language(s): A ghoul can read, write, and speak whatever languages it could in life. Skills: Same as the base creature, modified for new ability scores. A human ghoul retains the extra skill points afforded to all humans. Feats: A ghoul gains Multiattack as a bonus feat, assuming the base creature meets the prerequisites and doesn’t already have the feat. A human ghoul keeps the extra feat it gained as a 1st-level human character. Advancement: By character class Ghoul (Human Strong Ordinary 1/Tough Ordinary 1Medium-size undead CR: 3 HD: 2d12;hp: 13 Mas: - Init: +2 Spd: 30 ft. Defense: 14,touch: 12, flat-footed: 12 (+2 Dex, +2 natural) BAB: +1;Grap: +4 Atk: +4 melee (1d3+3, claw) Full Atk: +4 melee (1d3+3, 2 claws) and +2 melee (1d6+1 plus disease, bite) or +3 ranged) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: Create spawn, darkvision 60 ft., disease, scent, undead AL: Chaos, Evil SV: Fort: +4, Ref: +2, Will: +0 AP 0;Rep +0 Str: 16, Dex: 14, Con: -, Int: 13, Wis: 10, Cha: 8 Occupation: Blue collar (class skills: Drive, Intimidate) Skills: Craft (mechanical) +5, Drive +6, Intimidate +3, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Profession +4, Read/ Write English, Repair +2, Speak English, Swim +4. Feats: Brawl, Multiattack, Personal Firearms Proficiency, Simple Weapons Proficiency. Possessions: None
SPECIES TRAITS Automatic Language: A grimlock can speak (but not read or write) one local surface language. Blindsight (Ex): A grimlock is blind but can ascertain all creatures and objects within 40 feet just as a sighted creature would. Beyond that range, all targets have total concealment with respect to the grimlock. Grimlocks are affected normally by loud noises and sonic spells (such as shout or silence) and overpowering odors (such as a troglodyte’s stench or incense-thick air). Negating a grimlock’s sense of either smell or hearing denies it the benefits of blindsight, but the grimlock still functions as though it had the Blind-Fight feat. If both smell and hearing are negated, the grimlock is effectively blind. Immunities (Ex): A grimlock is immune to gaze attacks, visual effects, illusions, and all other attack forms that rely on sight. Scent (Ex): This ability allows a grimlock to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skill Bonus: A grimlock’s dull gray skin helps it hide in its native terrain, conferring a +10 species bonus on Hide checks in rocky terrain or underground. HALF-FIEND (TEMPLATE)TEMPLATE TRAITS “Half-fiend” is an inherited template that can be added to any living creature (referred to hereafter as the “base creature”) other than a celestial. The creature’s type changes to outsider. It uses all the base creature’s statistics and special abilities except as noted here. Challenge Rating: Same as base creature +2, or +3 if the half-fiend has wings. Speed: There is a 25% chance that a half-fiend has batlike wings. Such a creature can fly at the base creature’s normal speed (average maneuverability). Defense: The base creature’s natural armor bonus improves by +1. Attacks: A half-fiend retains all the attacks of the base creature. It also gains a bite attack and two claw attacks if the base creature didn’t already have them. If the base creature did not have bite and claw attacks, use the base damage values in the table below. Otherwise, use the values below or the base creature’s base damage, whichever is greater.
Damage: Special Qualities: A half-fiend retains all the special qualities of the base creature and gains the additional special qualities described below.
Allegiances: A half-fiend always has an allegiance to evil. Saves: Same as the base creature, modified by new ability scores. Ability Scores: A half-fiend gains the following ability score increases: Str +4, Dex +4, Con +2, Int +4, Cha +2. Skills: A half-fiend gains skill points as an outsider of its nonclass Hit Dice. Treat skills from the base creature’s list as class skills. If the creature has a class, it gains skills for class levels normally. Feats: A half-fiend gains feats as an outsider of its nonclass Hit Dice or as the base creature, whichever gives the greater number of feats. HARPY
SPECIES TRAITS Bonus Feat: A harpy gains Flyby Attack as a bonus feat. Captivating Song (Su): The song of a harpy is a sonic, mind-affecting charm effect that fills a 300-foot spread. Every creature within that area that can hear the harpy must succeed at a Will save (DC 10 + 1/2 the harpy’s Hit Dice + its Charisma modifier) or become utterly captivated for as long as the harpy sings. A captivated creature immediately begins moving toward the harpy, taking the most direct route available. If its path leads into a dangerous area (through flame, off a building, or the like), the creature is entitled to a second saving throw at the same DC to negate the effect. An affected creature within 5 feet of the harpy simply stands there and offers no resistance to the monster’s attacks, although it can defend itself against attacks from other sources. Extremely loud music and other noises (such as an air horn) allow the captivated creature a new Will save. A creature that makes a successful saving throw at any point negates the effect and is immune to that harpy’s song for 24 hours. A harpy is immune to its own captivating song ability and to those of other harpies. Species Bonuses: The harpy’s amazing voice grants it a +4 species bonus on Perform (act), Perform (sing), and Perform (stand-up) checks. HIPPOPOTAMUSLarge Animal CR: 6 HD: 8d8+40;hp: 76 Mas: 20 Init: -1 Spd: 20 ft., swim 20 ft. Defense: 14,touch: 8, flat-footed: 14 (–1 size, –1 Dex, +6 natural) BAB: +6;Grap: +17 Atk: +12 melee (2d6+10, bite) Full Atk: +12 melee (2d6+10, bite) FS: 10 ft. by 10 ft.;Reach: 5 ft. SQ: Hold breath, scent AL: None SV: Fort: +11, Ref: +5, Will: +3 AP 0;Rep +0 Str: 24, Dex: 9, Con: 20, Int: 2, Wis: 12, Cha: 3 Skills: Listen +7, Swim +11 Feats: None Advancement: 9–16 HD (Large); 17–24 HD (Huge) SPECIES TRAITS Hold Breath (Ex): A hippopotamus can seal its nostrils by muscular action and hold its breath for a number of rounds equal to its Constitution score × 10. Scent (Ex): This ability allows a hippopotamus to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skill Bonus: A hippopotamus is agile in the water, gaining a +4 species bonus on Swim checks. INFESTER
SPECIES TRAITS Anesthetic Bite (Ex): The bite of an infester grub releases an anesthetic that numbs nerves. An opponent that does not actually witness the attack must make a successful Wisdom check (DC 20) to notice it. Attach (Ex): If an infester grub successfully deals damage to a warm-blooded opponent, it latches onto the latter’s body in the same round and begins to burrow inside. The burrowing process takes 1 round to complete, during which the grub is flat-footed (Defense 16). Once the grub has finished burrowing into the host, only a tiny wound is left to indicate that anything is amiss. Boost Host (Ex): An attached infester constantly pumps endorphins and other chemicals into the host’s body, increasing its strength and instilling a sense of euphoria and indestructibility. The host gains a +2 bonus to both Strength and Constitution but takes a –2 penalty to Wisdom. These adjustments begin within 1d6 rounds of attachment and remain in effect as long as the infester is within the host’s body. Host Protection (Ex): An attached infester uses its host’s base saving throw bonuses if those are better than its own. Effects that target vermin can’t affect an infester inside a host of another type. Infestation (Ex): Once inside its host, an infester grub slowly makes its way through the bloodstream until it reaches the torso, where it takes up residence and begins drawing nutrients from the host’s body. During this period, its boost host ability (see above) is constantly in effect. Because of the infester’s unique nutritional needs, even a normally herbivorous host gains an insatiable appetite for raw meat—particularly that of its own species. Some instances of cannibalism are the result of infesters that drove their hosts beyond the brink of sanity with their lust for meat. After one month of incubation, the infester reaches its full adult size and starts chewing its way out of the host’s torso. This process takes 1d6 minutes, during which the host experiences excruciating pain. The victim must make a Fortitude save (DC 20) or die when the infester bursts from its torso. Even on a successful save, the host still takes 6d6 points of damage. Once freed from the host, the adult infester seeks out a pool of filth and mud in which to live. It defends itself against any attacks but otherwise avoids conflict. After 1d6 days, the infester gives birth to thousands of grubs and then perishes, its body providing nourishment for its brood. Only a few of these offspring survive beyond the first few hours. The remaining grubs wait patiently until another unsuspecting creature comes along to repeat the cycle. A successful Treat Injury check (DC 25) reveals the presence of an infester inside a host. The parasite can be removed with surgery (Treat Injury DC 30). A failure by 5 or more irritates the infester, which begins burrowing out of the host prematurely, dealing 2d6 points of damage to its host (Fortitude DC 20 half). Vermin: Infesters have blindsight out to a range of 60 feet. They are immune to mind-affecting effects and gain a +5 species bonus on Fortitude saves to negate the effects of massive damage. INTELLECT DEVOURERSmall aberration CR: 8 HD: 6d8+12;hp: 39 Mas: 15 Init: +8 Spd: 40 ft. Defense: 17,touch: 15, flat-footed: 13 (+1 size, +4 Dex, +2 natural) BAB: +4;Grap: +1 Atk: ) Full Atk: ) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: body thief, damage reduction 10/+1, electricity resistance 15, fire immunity, invisibility, psionics AL: Chaos, evil SV: Fort: +4, Ref: +6, Will: +6 AP 0;Rep +0 Str: 13, Dex: 19, Con: 15, Int: 12, Wis: 12, Cha: 10 Skills: Climb +10, Jump +9, Listen +8, Perform (act) +6 (+11 when trying to pass off the possessed body as the original creature), Spot +9. Feats: Alertness, Improved Initiative Advancement: 7–8 HD (Medium-size); 9–12 HD (Large) SPECIES TRAITS Body Thief (Sp): After rendering its victim helpless with its mental blast, an intellect devourer cracks open the victim’s skull, devours the brain within, and physically takes its place, sloughing off part of its own body to fit into the cavity. Once safely in control of the victim’s body, the intellect devourer closes the victim’s wounds with its psionic powers, then removes all physical evidence of its attack and assumes the victim’s identity. All of its psionic powers function on the possessed body as if it were the creature’s own, so its first act after assuming control is to use lesser body adjustment to heal the grievous head wound. As long as the victim was not truly dead (hit points reduced to –10) at the time of the cranial invasion, the intellect devourer can control the body completely, though it may move a bit stiffly. The body theft lasts a maximum of seven days, after which the intellect devourer’s own form once again grows too large to remain inside the cranial cavity. A possessed body uses the ability scores of its controlling intellect devourer, although its Defense is unchanged. It has a maximum of 6 hit points (even when fully healed) and a base attack bonus of +4. The intellect devourer gains none of the victim’s former class abilities or special qualities. Damage Reduction 10/+1 (Su): An intellect devourer ignores the first 10 points of damage dealt by any nonmagical weapon. In campaigns without magic weapons, the GM can either disregard the intellect devourer’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion). Electricity Resistance 15 (Ex): An intellect devourer ignores the first 15 points of electricity damage from any single attack. Fire Immunity (Ex): An intellect devourer is immune to fire damage. Invisibility (Sp): The intellect devourer can become invisible at will, as the invisibility spell (caster level 10th). Psionics (Sp): At will—domination, lesser body adjustment, mental blast. Manifester level 10th; save DC 10 + intellect devourer’s key ability modifier + power level. Skill Bonus: When an intellect devourer consumes a brain, it absorbs some of the victim’s memories, gaining a +5 competence bonus on Perform (act) checks when trying to pass off the possessed body as the original creature. JYNX
SPECIES TRAITS Electricity Immunity (Ex): A jynx is immune to electricity damage, though a successful attack that deals such damage causes it to become visible (see below). Natural Invisibility (Su): A jynx remains invisible even when attacking. Any creature that correctly discerns its location despite being unable to see it has a 50% miss chance on melee and ranged attacks. This ability is always active, but the jynx can suppress or resume it at will as a free action. Rending Claws (Ex): A jynx’s claws ignore the hardness of items made of wood, metal, or plastic. Skill Bonus: A jynx gains a +4 species bonus on Disable Device checks. Spider Climb (Sp): A jynx can travel on any surface as though affected by a spider climb spell. This ability is always active. Questions? Comments? Boredome? Spot a typoe or a broken link? If you have any of these, feel free to send me an e-mail message at: spike_fightwicky@yahoo.ca |