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URBAN ARCANA


SHADOW CREATURES - EAGLE TO LIZARD


Eagle

Small animal


CR: 1

HD: 1d8+1;hp: 5

Mas: 12

Init: +2

Spd: 10 ft., fly 80 ft. (average)

Defense: 14,touch: 13, flat-footed: 12 (+1 size, +2 Dex, +1 natural)

BAB: +0;Grap: -4

Atk: +3 melee (1d3, claw)

Full Atk: +3 melee (1d3, 2 claws), –2 melee (1d4 bite)

FS: 5 ft. by 5 ft.;Reach: 5 ft.

SQ: low-light vision

AL: None

SV: Fort: +3, Ref: +4, Will: +2

AP ;Rep

Str: 10, Dex: 15, Con: 12, Int: 2, Wis: 14, Cha: 6

Skills: Hide +6, Listen +7, Spot +7 (+15 during daylight).

Feats: Weapon Finesse (claw, bite).

Advancement: 2–3 HD (Medium); 4–6 HD (Large).


SPECIES TRAITS

Low-Light Vision (Ex): Eagles can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Skill Bonuses: Eagles gain a +8 species bonus on Spot checks during daylight.

Bonus Feats: Eagles gain the bonus feats Weapon Finesse (bite) and Weapon Finesse (claw).


Efreeti


Efreeti
Efreeti Archaic Weaponsmaster 5 (Efreeti Noble)


Large outsider
Large outsider

CR:

8
13

HD:

10d8+20; hp 65
10d8+20 plus 5d10+10; hp 112

Mas:

14
14

Init:

+7 (+3 Dex, +4 Improved Initiative)
+7 (+3 Dex, +4 Improved Initiative)

Spd:

30 ft., fly 20 ft. (perfect)
30 ft., fly 20 ft. (perfect)

Defense:

18, touch 12, flat-footed 15 (–1 size, +3 Dex, +6 natural)
Defense 21, touch 15, flat-footed 18 (–1 size, +3 Dex, +6 natural, +3 class)

BAB/Grap:

+10/+20
+13/+23

Atk:

+15 melee (1d8+9 plus 1d6 fire, slam)
+19 melee (1d8+9 plus 1d6 fire, slam) or +20 melee (2d6+12/ 18–20 plus 1d6 fire, Huge falchion)

Full Atk:

+15/+10 melee (1d8+9 plus 1d6 fire, slam)
+19/+14/+9 melee (1d8+9 plus 1d6 fire, slam) or +20/+15/+10 melee (2d6+12/18–20 plus 1d6 fire, Huge falchion)

FS/Reach:

10 ft. by 10 ft./10 ft.
10 ft. by 10 ft./10 ft.

SQ:

heat, spell-like abilities, polymorph (self only), immune to fire, cold vulnerability, telepathy, darkvision 60 ft.
heat, spell-like abilities, polymorph (self only), grant wishes, immune to fire, cold vulnerability, telepathy, darkvision 60 ft., imbue weapon +1, quick weapon draw, expert in your field (falchions)

AL:

evil, law
evil, law

SV:

Fort: +9, Ref: +10, Will: +9
Fort: +13, Ref: +11, Will: +10

AP/Rep:

0/+0
2/+2

Ability Scores:

Str: 23, Dex: 17, Con: 14, Int: 12, Wis: 15, Cha: 15
Str: 24, Dex: 17, Con: 14, Int: 12, Wis: 15, Cha: 15

Skills:

Bluff +12, Concentration +12, Craft (any one) +8, Escape Artist +11, Intimidate +13, Listen +12, Move Silently +11, Read/Write Auran, Read/Write Ignan, Read/Write Infernal, Read/Write Language (any one), Sense Motive +11, Speak Auran, Speak Ignan, Speak Infernal, Speak Language (any one), Spellcraft +9, Spot +12.
Bluff +12, Concentration +12, Craft (any one) +8, Escape Artist +7, Intimidate +13, Knowledge (history) +6, Listen +12, Move Silently +11, Read/Write Auran, Read/Write Ignan, Read/Write Infernal, Read/Write Language (any one), Sense Motive +11, Speak Auran, Speak Ignan, Speak Infernal, Speak Language (any one), Spellcraft +9, Spot +12.

Feats:

Archaic Weapons Proficiency, Combat Reflexes, Dodge, Improved Initiative.
Archaic Weapons Proficiency, Cleave, Combat Reflexes, Improved Disarm, Improved Initiative, Power Attack, Weapon Focus (great falchion), Weapon Specialization (great falchion).

Possessions:

None
Huge falchion

Advancement:

11–15 HD (Large); 16–30 HD (Huge); or as character class
11–15 HD (Large); 16–30 HD (Huge); or as character class

SPECIES TRAITS

An efreeti typically uses its polymorph ability to conceal its true form: that of a 12-foot-tall giant with brick-red skin, fiery eyes, small horns, and jutting tusks. The average efreeti weighs about 2,000 pounds. Efreet read, write, and speak Auran, Ignan, and Infernal, and one or more common or local languages.

Heat (Ex): An efreeti deals 1d6 points of additional fire damage whenever it hits in melee or each round it maintains a hold while grappling.

Spell-like Abilities: 1/day—detect magical aura, gaseous form, invisibility, wall of fire (save DC 16). These abilities are as the spells cast by a 10th-level Mage (save DC 12 + spell level). The DCs are Charisma-based.

Polymorph (Sp): An efreeti can cast polymorph, at will, as a move action. This ability is similar to the polymorph incantation except that no skill checks or components are required, the efreeti cannot transform any creature other than itself, and the efreeti can remain in its new form indefinitely.

Grant Wishes (Sp): Some efreeti (1% of the total population) are “noble” and can grant up to three wishes to any being (non-genies only) who captures them. Noble efreet perform no other services and, upon granting the third wish, are free of their servitude. Whenever possible, an efreeti will twist the words of a wish to bring pain and destruction upon the wisher. A wish can produce any one of the following effects, at the GM’s discretion:

  • Duplicate any spell, psionic power, or incantation (including raise dead).
  • Undo the harmful effects of a spell, psionic power, or incantation.
  • Increase one creature’s Wealth bonus by +20.
  • Bequeath one nonmagical item with a purchase DC of 60 or less.
  • Bequeath one magic item with a purchase DC of 45 or less.
  • Remove all injuries and afflictions affecting one creature.
  • Transport a number of creatures equal to the efreeti’s Hit Dice to any place the wisher chooses.
  • Undo a single recent event.

Immunities: Efreet are immune to fire.

Cold Vulnerability: Efreet take 50% more damage when they fail a save against any cold-based attack.

Telepathy (Su): An efreeti can communicate telepathically with any creature within 100 feet that has a language.

Darkvision (Ex): Efreet can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and efreet can function with no light at all.


Elephant


Elephant
Advanced Elephant (Mastadon)


Huge animal
Huge animal

CR:

8
10

HD:

11d8+55; hp 104
18d8+90; hp 171

Mas:

21
21

Init:

+0
+0

Spd:

40 ft.
40 ft.

Defense:

15, touch 8, flat-footed 15 (–2 size, +7 natural)
17, touch 8, flat-footed 17 (–2 size, +9 natural)

BAB/Grap:

+8/+26
+13/+33

Atk:

+16 melee (1d6+15, slam) or +16 melee (2d6+15, gore)
+23 melee (1d6+18, slam) or +23 melee (2d6+18, gore)

Full Atk:

+16 melee (1d6+10, slam), +11 melee (2d4+5, 2 stamps) or +16 melee (2d6+15, gore)
+23 melee (1d6+12, slam), +18 melee (2d4+6, 2 stamps) or +23 melee (2d6+18, gore)

FS/Reach:

15 ft. by 15 ft./10 ft.
15 ft. by 15 ft./10 ft.

SQ:

trample 2d6+15, scent, low-light vision
trample 2d6+18, scent, low-light vision

AL:

none
none

SV:

Fort: +12, Ref: +7, Will: +4
Fort: +16, Ref: +11, Will: +7

AP/Rep:

0/+0
0/+0

Ability Scores:

Str: 30, Dex: 10, Con: 21, Int: 2, Wis: 13, Cha: 7
Str: 34, Dex: 10, Con: 21, Int: 2, Wis: 13, Cha: 7

Skills:

Hide –8, Listen +6, Spot +6.
Hide –8, Listen +6, Spot +6.

Feats:

None
None

Advancement:

12–22 HD (Huge).
19–22 HD (Huge).

SPECIES TRAITS

Trample (Ex): An elephant can trample Medium or smaller creatures for 2d6+15 points of damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 25) to halve the damage. The mastadon’s trample deals 2d6+18 points of damage (Reflex save, DC 31, for half damage).

Scent (Ex): This ability allows the elephant to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Low-Light Vision (Ex): Elephants can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.



Elf
Elf Charismatic Hero 4/Arcane Arranger 1


Medium humanoid (Shadowkind)
Medium humanoid (Shadowkind)

CR:

1/2
5

HD:

1d8–1; hp 3
4d6 plus 1d6; hp 19

Mas:

8
10

Init:

+1
+2

Spd:

30 ft.
30 ft.

Defense:

11, touch 11, flatfooted 10 (+1 Dex)
14, touch 14, flat-footed 11 (+3 Dex, +1 class)

BAB/Grap:

+0/+0
+2/+1

Atk:

+0 melee (1d3 nonlethal, unarmed strike) or +0 melee (1d6/18–20, sword cane)
+1 melee (1d3–1 nonlethal, unarmed strike) or +1 melee (1d3 electricity plus paralysis, stun gun) or +5 ranged (2d6, SITES M9)

Full Atk:

+0 melee (1d3 nonlethal, unarmed strike) or +0 melee (1d6/18–20, sword cane) or +1 ranged (1d8, compound bow)
+1 melee (1d3–1 nonlethal, unarmed strike) or +1 melee (1d3 electricity plus paralysis, stun gun) or +5 ranged (2d6, SITES M9)

FS/Reach:

5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.

SQ:

low-light vision, spell immunities
low-light vision, spell immunities, word on the street

AL:

varies
varies

SV:

Fort: -1, Ref: +3, Will: +0
Fort: +2, Ref: +5, Will: +4

AP/Rep:

0/+0
2/+5

Ability Scores:

Str: 11, Dex: 13, Con: 8, Int: 11, Wis: 10, Cha: 10
Str: 8, Dex: 16, Con: 10, Int: 14, Wis: 10, Cha: 15

Skills:

Hide +3, Listen +2, Move Silently +3, Read/Write Elven, Search +2, Speak Elven, Spot +2, Survival +2.
Bluff +11, Computer Use +4, Diplomacy +9, Disguise +11, Gather Information +9, Intimidate +9, Knowledge (arcane lore) +9, Knowledge (current events) +9, Knowledge (popular culture) +9, Knowledge (streetwise) +4, Listen +2, Read/Write Elven, Read/Write Language (any two), Research +4, Search +2, Sense Motive +2, Speak Elven, Speak Language (any two), Spot +2.

Feats:

Archaic Weapon Proficiency, Point Blank Shot.
Archaic Weapon Proficiency, Deceptive, Iron Will, Point Blank Shot, Precise Shot, Simple Weapons Proficiency.

Talents:

N/A
(Charismatic Hero): Charm, coordinate.

Possessions:

Sword cane, compound bow, casual clothes (in urban areas) or fatigues (in rural areas).
Stun gun, SITES M9 (9mm autoloader), 3 box magazines of 9mm ammunition (for SITES M9), casual clothes, PDA, cell phone, compass, disguise kit.

Advancement:

By character class.
By character class.

SPECIES TRAITS

Low-Light Vision (Ex): Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Spell Immunities: Elves are immune to sleep spells and effects, and they gain a +2 species bonus on saves against Enchantment spells or effects.

Skill Bonuses: Elves gain a +2 species bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.

Bonus Feat: Elves gain the bonus feat Archaic Weapons Proficiency.



Gear Golem
Advanced Gear Golem


Large construct
Huge construct

CR:

11
13

HD:

18d10+20; hp 119
25d10+40; hp 177

Mas:

-
-

Init:

-1
-2

Spd:

20 ft. (can’t run)
30 ft. (can’t run)

Defense:

30, touch 8, flat-footed 30 (–1 Dex, –1 size, +22 natural)
31, touch 6, flat-footed 31 (–2 Dex, –2 size, +25 natural)

BAB/Grap:

+13/+23
+17/+35

Atk:

+18 melee (1d8+9, slam)
+25 melee (2d6+15, slam)

Full Atk:

+18 melee (1d8+6, 2 slams)
+25 melee (2d6+10, 2 slams)

FS/Reach:

10 ft. by 10 ft./10 ft.
15 ft. by 15 ft./10 ft.

SQ:

construct, improved grab, gear grind, detonate, magic immunity, darkvision 60 ft.
construct, improved grab, gear grind, detonate (30- foot-radius burst; DC 22), magic immunity, darkvision 60 ft.

AL:

none or master
none or master

SV:

Fort: +6, Ref: +5, Will: +6
Fort: +8, Ref: +6, Will: +8

AP/Rep:

0/+0
0/+0

Ability Scores:

Str: 23, Dex: 9, Con: -, Int: -, Wis: 11, Cha: 1
Str: 31, Dex: 7, Con: -, Int: -, Wis: 11, Cha: 1

Skills:

Hide –5.
Hide –10.

Feats:

None
None

Advancement:

19–24 HD (Large); 25–54 HD (Huge)
26–54 HD (Huge)

SPECIES TRAITS

Gear golems cannot speak. They typically stand 10 feet tall and weigh 4,000 pounds. A gear golem may be created using the create golem incantation.

Construct: Gear golems are immune to mind-influencing effects as well as poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Speed: Gear golems are lumbering constructs that can’t take run actions.

Improved Grab (Ex): To use this ability, the gear golem must hit an opponent smaller than itself with its slam attack. If it gets a hold, it attempts to grind its foe against its spinning gears as a free action (see below).

Gear Grind (Ex): the gear golem successfully grapples a creature smaller than itself, it grinds the creature with its spinning gears for 4d8 points of slashing damage each round the grapple is maintained (including the round in which the grapple is first achieved).

Detonate (Ex): When a gear golem is reduced to 0 or fewer hit points, it explodes in a 20-foot-radius burst of serrated gears and shrapnel. The explosion deals 12d8 points of slashing damage to creatures caught in the radius; a successful Reflex save (DC 19) halves the damage.

Magic Immunity (Ex): A gear golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. The golem rolls no saving throw against fire effects.

Repairable: Gear golems cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage, and each check represents 1 hour of work. A gear golem cannot repair itself.

Darkvision (Ex): Gear golems can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gear golems can function with no light at all.


Gnome


Gnome
Gnome Smart Hero 3/Shadowjack 3


Small humanoid (Shadowkind)
Small humanoid (Shadowkind)

CR:

1/2
6

HD:

1d8+1; hp 5
3d6+6 plus 3d6+6; hp 38

Mas:

12
12

Init:

+0
+0

Spd:

20 ft.
20 ft.

Defense:

11, touch 11, flatfooted 11 (+1 size)
16, touch 16, flat-footed 14 (+1 size, +2 Dex, +3 class)

BAB/Grap:

+0/-5
+2/-3

Atk:

Atk +0 melee (1d3–1 nonlethal, unarmed strike) or +0 melee (1d3 electricity plus paralysis, stun gun) or +1 ranged (blindness, pepper spray)
+2 melee (1d3–1 nonlethal, unarmed strike) or +2 melee (1d3 electricity plus paralysis, stun gun) or +5 ranged (blindness, pepper spray)

Full Atk:

+0 melee (1d3–1 nonlethal, unarmed strike) or +0 melee (1d3 electricity plus stun, stun gun) or +1 ranged (blindness, pepper spray)
+2 melee (1d3–1 nonlethal, unarmed strike) or +1 melee (1d3 electricity plus stun, stun gun) or +5 ranged (blindness, pepper spray)

FS/Reach:

5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.

SQ:

special combat bonuses, illusion mastery, speak with animals 1/day, low-light vision
special combat bonuses, illusion mastery, speak with animals 1/day, low-light vision, read/write code, online presence

AL:

varies
varies

SV:

Fort: +1, Ref: +2, Will: +0
Fort: +4, Ref: +4, Will: +4

AP/Rep:

0/+0
3/+5

Ability Scores:

Str: 8, Dex: 11, Con: 12, Int: 11, Wis: 10, Cha: 11
Str: 8, Dex: 15, Con: 14, Int: 15, Wis: 8, Cha: 13

Skills:

Computer Use +1, Craft (pharmaceutical) +3, Hide +4, Knowledge (technology) +1, Listen +3, Read/Write Gnome, Speak Gnome, Speak Language (any one), Spot +1.
Computer Use +8, Craft (electronic) +8, Craft (pharmaceutical) +6, Decipher Script +8, Disable Device +8, Forgery +6, Gather Information +5, Hide +6, Knowledge (business) +8, Knowledge (current events) +6, Knowledge (popular culture) +6, Knowledge (technology) +8, Listen +1, Profession (any one) +3, Read/Write Gnome, Read/Write Language (any two), Repair +8, Research +11, Search +6, Speak Gnome, Speak Language (any two).

Feats:

Archaic Weapons Proficiency, Magical Heritage, Simple Weapons Proficiency.
Archaic Weapons Proficiency, Educated (business, technology), Gearhead, Magical Heritage, Renown, Simple Weapons Proficiency, Studious.

Talents:

N/A
(Smart Hero): Linguist, savant (Research).

Possessions:

Stun gun, pepper spray, windbreaker, casual clothes, cell phone, PDA.
Stun gun, pepper spray, windbreaker or overcoat, casual clothes, cell phone, PDA, notebook computer, multipurpose tool.

Advancement:

By character class.
By character class.

SPECIES TRAITS

Gnomes speak their own language, Gnome. They usually take the time to learn one or more local languages as well. Particularly bright gnomes may know additional Shadow languages, including Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Special Combat Bonuses: Gnomes gain a +1 species bonus on attack rolls against bugbears, goblins (and other goblinoids), and kobolds. Gnomes also gain a +4 dodge bonus to their Defense against giant-type creatures (such as ogres and trolls); this bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a gnome loses his positive Dexterity bonus to Defense, such as when he’s caught flat-footed, he loses this dodge bonus, too.

Illusion Mastery: Add +1 to the Difficulty Class for all saving throws against Illusion spells cast by gnomes.

Speak with Animals (Sp): Once per day, a gnome can use speak with animals as a spell-like ability to speak with a burrowing mammal (a mole, gopher, ground hog, and so forth). It has a duration of 1 minute, and the gnome is considered a 1st-level caster when he uses this ability, regardless of his actual level.

Low-Light Vision (Ex): Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Saving Throw Bonus: Gnomes gain a +2 species bonus on saving throws against illusions.

Skill Bonuses: Gnomes gain a +2 species bonus on Listen checks. Gnomes who have one or more ranks in the Craft (pharmaceutical) skill also gain a +2 species bonus on Craft (pharmaceutical) checks.

Bonus Feats: Gnomes gain the bonus feat Archaic Weapons Proficiency. They may treat gnome hooked hammers as archaic weapons instead of exotic weapons.

Gnomes with Charisma scores of 10 or higher gain the bonus feat Magical Heritage.


Gremlin

Diminutive fey


CR: 1/6

HD: 1/8d6–1;hp: 1

Mas: 9

Init: +4

Spd: 5 ft.

Defense: 18,touch: 18, flat-footed: 14 (+4 size, +4 Dex)

BAB: +0;Grap: -17

Atk: –1 melee (1, claw or tiny wrench)

Full Atk: –1 melee (1, claw or tiny wrench) or +8 ranged)

FS: 1 ft./1 ft.;Reach: 0 ft.

SQ: disassemble device, mystic aid, spell-like abilities, low-light vision, jury-rigged repair

AL: None

SV: Fort: -1, Ref: +4, Will: +4

AP 0;Rep +0

Str: 1, Dex: 18, Con: 9, Int: 14, Wis: 14, Cha: 10

Skills: Computer Use +6, Craft (electronic) +6, Craft (mechanical) +6, Disable Device +12, Demolitions +10, Escape Artist +8, Hide +18, Listen +8, Move Silently +12, Repair +4, Spot +8, Tumble +8.

Feats: Alertness, Builder (electronic, mechanical), Simple Weapons Proficiency, Stealthy.

Advancement: None


SPECIES TRAITS

Disassemble Device (Ex): When making a Disable Device check, a gremlin completely disassembles the device if the check result is 5 or more higher than the DC of the skill check. Reassembling the device requires a successful Repair check against a DC equal to the gremlin’s Disable Device check result.

Mystic Aid (Su): When a gremlin aids another gremlin with a Disable Device check, the aid another attempt succeeds automatically, granting a +2 bonus to the check. The gremlin providing the aid must be adjacent to the gremlin performing the check.

Spell-like Abilities: 1/day—degauss, haywire, machine invisibility (DC 13), power device. Caster level 1st.

Low-Light Vision (Ex): Gremlins can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Jury-Rigged Repair: Gremlins may only use the Repair skill to jury-rig.

Skill Bonuses: Gremlins gain a +4 species bonus on Demolition and Disable Device skill checks.


Grendelspawn

SPECIES TRAITS

Grendelspawn hiss and growl but seem to have no language of their own.

Acid Spit (Ex): Grendelspawn can spit acid up to 20 feet away as a ranged touch attack; if the acid hits, it deals 2d6 points of acid damage per round until it’s washed off with at least a gallon of water (a full-round action) or until 1 minute passes. A grendelspawn hunter can spit acid twice per day; a grendelspawn queen can spit acid at will.

Rage (Ex): A grendelspawn that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. An enraged grendelspawn gains +4 Strength and +4 Constitution, and it suffers a –2 penalty to Defense. The creature cannot begin or end its rage voluntarily.

Scent (Ex): This ability allows the grendelspawn to detect approaching enemies, sniff out hidden foes, and track by scent.

Keen Sight (Ex): Grendelspawn have darkvision with a range of 60 feet and low-light vision.


Grendelspawn Hunter

Medium magical beast


CR: 6

HD: 9d10+27;hp: 76

Mas: 17

Init: +2

Spd: 40 ft., climb 20 ft.

Defense: 18,touch: 12, flat-footed: 16 (+2 Dex, +6 natural)

BAB: +9;Grap: +14

Atk: +14 melee (1d6+5, bite) or +11 ranged touch (2d6, acid spit)

Full Atk: +14 melee (1d4+5, 2 claws), +12 melee (1d6+2, bite) or +11 ranged touch (2d6, acid spit)

FS: 5 ft. by 5 ft.;Reach: 5 ft.

SQ: acid spit (2/day), rage, scent, keen sight

AL: queen, master

SV: Fort: +9, Ref: +8, Will: +4

AP 0;Rep +0

Str: 20, Dex: 15, Con: 17, Int: 3, Wis: 12, Cha: 11

Skills: Climb +13, Listen +6, Spot +6, Survival +5.

Feats: Combat Reflexes, Multiattack, Track.

Rage (Ex): When raging, a grendelspawn hunter gains 18 hit points. Its other statistics change as follows: Mas 21; Defense 16, touch 10, flat-footed 14; Grap +16; Atk +16 melee (1d6+7, bite); Full Atk +16 melee (1d4+7, 2 claws), +14 melee (1d6+3, bite); SV Fort +11; Str 24, Con 21.

Possessions: None

Advancement: 10–15 HD (Medium); 16–27 HD (Large).


GRENDELSPAWN HUNTER TRAITS

Hunters tend to travel in small packs of three to six. Though only marginally intelligent, they often display the cunning common to many predators.


Grendelspawn Queen

Huge magical beast


CR: 12

HD: 14d10+70;hp: 147

Mas: 21

Init: +0

Spd: 20 ft.

Defense: 22,touch: 8, flat-footed: 22 (–2 size, +14 natural)

BAB: +14;Grap: +30

Atk: +20 melee (2d6+12, bite) or +12 ranged touch (2d6, acid spit)

Full Atk: +20 melee (2d4+8, 2 claws), +18 melee (2d6+4, bite), +18 melee (1d6+4, 2 tentacle slams) or +12 ranged touch (2d6, acid spit)

FS: 15 ft. by 15 ft.;Reach: 10 ft.

SQ: acid spit (at will), rage, improved grab, constrict, scent, keen sight

AL: eggs

SV: Fort: +14, Ref: +9, Will: +5

AP 0;Rep +0

Str: 26, Dex: 10, Con: 21, Int: 13, Wis: 12, Cha: 15

Skills: Hide –8, Intimidate +15, Listen +14, Spot +14.

Feats: Blind-Fight, Combat Expertise, Frightful Presence, Multiattack, Power Attack.

Rage (Ex): When raging, a grendelspawn queen gains 28 hit points. Her other statistics change as follows: Mas 25; Defense 20, touch 6, flat-footed 20; Grap +32; Atk +22 melee (2d6+15, bite); Full Atk +22 melee (2d4+10, 2 claws), +20 melee (2d6+5, bite), +20 melee (1d6+5, 2 tentacle slams); SV Fort +16; Str 30, Con 25.

Possessions: None

Advancement: 15–32 HD (Huge); 33–42 HD (Gargantuan).


GRENDELSPAWN QUEEN TRAITS

Grendelspawn queens are generally solitary, although sometimes a small cluster of them will cooperate long enough to protect a joint clutch of eggs. They have a ruthless intellect devoted solely to the protection of their progeny.

The grendelspawn queen gains the following additional special qualities:

Improved Grab (Ex): To use this ability, a grendelspawn queen must hit with its tentacle slam. If it gets a hold, it can constrict (see below).

Constrict (Ex): A grendelspawn queen deals automatic tentacle damage with a successful grapple check against creatures smaller than itself.


Halfling


Halfling
alfling Fast Hero 1/Charismatic Hero 1


Small humanoid (Shadowkind)
Small humanoid (Shadowkind)

CR:

1/2
2

HD:

1d8; hp 4
1d8 plus 1d6; hp 11

Mas:

10
10

Init:

+1
+3

Spd:

20 ft.
20 ft.

Defense:

12, touch 12, flat-footed 11 (+1 size, +1 Dex)
17, touch 17, flat-footed 14 (+1 size, +3 Dex, +3 class)

BAB/Grap:

+0/-5
+0/-4

Atk:

+0 melee (1d3–1 nonlethal, unarmed) or +0 melee (1d4–1/19–20, knife) or +1 ranged (1d4 electricity plus paralysis, taser) or +3 ranged (1d3, slingshot)
+1 melee (1d3 nonlethal, unarmed strike) or +1 melee (1d4/19–20, knife) or +4 ranged (2d4, Pathfinder) or +4 ranged (1d4 electricity plus paralysis, taser) or +5 ranged (1d3, slingshot)

Full Atk:

+0 melee (1d3–1 nonlethal, unarmed) or +0 melee (1d4–1/19–20, knife) or +2 ranged (1d4 electricity plus paralysis, taser) or +3 ranged (1d3, slingshot)
+1 melee (1d3 nonlethal, unarmed strike) or +1 melee (1d4/ 19–20, knife) or +4 ranged (2d4, Pathfinder) or +4 ranged (1d4 electricity plus paralysis, taser) or +5 ranged (1d3, slingshot)

FS/Reach:

5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.

SQ:

special combat bonuses
special combat bonuses

AL:

varies
varies

SV:

Fort: +1, Ref: +4, Will: +1
Fort: +2, Ref: +6, Will: +0

AP/Rep:

0/+0
1/+2

Ability Scores:

Str: 8, Dex: 13, Con: 10, Int: 11, Wis: 10, Cha: 11
Str: 10, Dex: 17, Con: 10, Int: 14, Wis: 8, Cha: 13

Skills:

Bluff +1, Climb +1, Diplomacy +2, Hide +5, Jump +1, Knowledge (any one) +1, Listen +2, Move Silently +3, Read/Write Halfling, Read/Write Language (any one), Sleight of Hand +3, Speak Halfling, Speak Language (any one).
Balance +5, Bluff +3, Climb +2, Diplomacy +3, Escape Artist +5, Gather Information +3, Hide +11, Jump +2, Knowledge (current events) +3, Knowledge (popular culture) +4, Knowledge (streetwise) +4, Listen +3, Move Silently +7, Perform (any one) +2, Read/Write Halfling, Read/Write Language (any three), Sleight of Hand +7, Speak Halfling, Speak Language (any three), Tumble +7.

Feats:

Archaic Weapons Proficiency, Simple Weapons Proficiency.
Archaic Weapons Proficiency, Personal Firearms Proficiency, Simple Weapons Proficiency.

Talents:

N/A
(Fast Hero): Evasion.
(Charismatic Hero): Fast-talk

Possessions:

Slingshot, knife, taser, casual clothes, disposable camera.
Slingshot, knife, loaded Pathfinder (.22 revolver), speed loader (with 6 extra .22 rounds), taser, casual clothes, disposable camera.

Advancement:

By character class.
By character class.

SPECIES TRAITS

Halflings read, write, and speak their own language. Particularly intelligent halflings know other languages as well, including any of the following Shadow languages: Dwarven, Elven, Gnome, Goblin, and Orc.

Special Combat Bonuses: Halflings gain a +1 species bonus on attacks with thrown weapons and slings.

Saving Throw Bonuses: Halflings gain a +1 species bonus on all saving throws. In addition, they gain an additional +2 morale bonus on saving throws against fear.

Skill Bonuses: Halflings gain a +2 species bonus on Climb, Jump, Listen, and Move Silently checks. In addition, halflings gain the bonus skills Read/Write Language (any one) and Speak Language (any one).

Bonus Feat: Halflings gain the bonus feat Archaic Weapons Proficiency.


Homunculus

Most homunculi cannot speak, with exceptions noted below. However, the process of creating a homunculus links it telepathically with its creator. It knows what its master knows and can convey to her everything it sees and hears, up to a range of 1 mile. A homunculus never willingly travels beyond this range; if taken beyond the 1-mile range, it loses telepathic contact with its creator and seeks to regain contact at all costs. If a homunculus is slain, its creator immediately takes 2d10 points of damage. If the master is slain, the homunculus is immediately destroyed.

SPECIES TRAITS

Construct: Homunculi are immune to mind-influencing effects, as well as poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Repairable: Homunculi cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage, and each check represents 1 hour of work. A homunculus cannot repair itself unless it has one or more ranks in the Repair skill.

Darkvision (Ex): Homunculi can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and homunculi can function with no light at all.


Creating a Homunculus

Techno Mages have the ability to construct homunculi. Creating a homunculus requires time, skill, equipment, and various raw materials (including a pint of the creator’s blood) that are consumed during the construction process. Acquiring the necessary equipment and supplies to build a homunculus requires a successful Wealth check (DC 25). Once the necessary supplies are obtained, a Techno Mage must spend 1 week building the homunculus. During this time, the Techno Mage must labor for 8 hours a day. A character not actively working on the ritual must rest and perform no other activities except eating, sleeping or talking. If she misses a day, the process fails, and the ritual must begin anew. At the end of the period, the Techno Mage makes an appropriate Craft check (DC 20). The type of Craft check depends on the nature of the homunculus. A successful check means the procedure has worked. A failed check indicates that the process has failed, although the Techno Mage may start again from scratch. A Techno Mage cannot take 10 or take 20 on the Craft check.

A Techno Mage can create an advanced homunculus with more than 2 Hit Dice (maximum 6 Hit Dice). Each extra Hit Die adds +2 to the purchase DC and +2 to the Craft check DC.

The Techno Mage may create any number of homunculi. However, when a homunculi perishes, its death deals 2d10 points of damage to the Techno Mage. Homunculi are constructs and, as such, may be stored until needed.

Biochemical Homunculus

Tiny construct (incorporeal)


CR: 1

HD: 2d10;hp: 11

Mas: -

Init: +2

Spd: 20 ft., fly 50 ft. (good)

Defense: 15,touch: 15, flat-footed: 13 (+2 size, +2 Dex, +1 deflection)

BAB: +1;Grap: -

Atk: +5 melee (1d2, bite)

Full Atk: +5 melee (1d2, bite)

FS: 2 1/2 ft. by 2 1/2 ft.;Reach: 0 ft.

SQ: construct, repairable, incorporeal, darkvision 60 ft., creature meld

AL: master

SV: Fort: +0, Ref: +2, Will: +1

AP 0;Rep +0

Str: -, Dex: 15, Con: -, Int: 10, Wis: 12, Cha: 7

Skills: Hide +10

Feats: None

Advancement: 3–6 HD (Tiny)


SPECIES TRAITS

A biochemical homunculus is made using the Craft (pharmaceutical) skill and appears as a roughly humanoid wisp of vapor. It can merge with another living being and see through its eyes.

Incorporeal (Ex): A biochemical homunculus can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. It is immune to nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore damage from a corporeal source (except for force effects, such as magic missile, or attacks made with ghost touch weapons). It can pass through solid objects at will, but not force effects (such as a wall of force). Its attacks ignore natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it.

A biochemical homunculi moves silently and cannot be heard with Listen checks. It has no Strength score, so its Dexterity modifier applies both to its melee and ranged attacks. Nonvisual senses, such as blindsight and scent, do not function against biochemical homunculi. A biochemical homunculi cannot be tripped or grappled by a corporeal attacker.

Creature Meld (Su): With a successful melee touch attack, a biochemical homunculus can meld with a living organism of Tiny size or larger and see through that creature’s eyes. It gains none of the host creature’s other senses and exerts no telepathic control over the host creature. If a melded biochemical homunculus is taken more than 1 mile from its creator, it separates from the host creature as a move action and returns to its master with all due haste. If its host creature is slain, the melded biochemical homunculus is immediately destroyed as well.


Digital Homunculus

Tiny construct


CR: 1

HD: 2d10;hp: 11

Mas: -

Init: +2

Spd: 20 ft., fly 50 ft. (good)

Defense: 16,touch: 14, flat-footed: 14 (+2 size, +2 Dex, +2 natural)

BAB: +1;Grap: -9

Atk: +1 melee (1d4–2, bite)

Full Atk: +1 melee (1d4–2, bite)

FS: 2 1/2 ft. by 2 1/2 ft.;Reach: 0 ft.

SQ: construct, repairable, darkvision 60 ft., electronic interface

AL: master

SV: Fort: +0, Ref: +2, Will: +1

AP 0;Rep +0

Str: 7, Dex: 15, Con: -, Int: 10, Wis: 12, Cha: 7

Skills: Hide +10

Feats: None

Advancement: 3–6 HD (Tiny)


SPECIES TRAITS

A digital homunculus is made with the Craft (electronic) skill and resembles a mechanical insect. It has the ability to uplink with electronic devices.

Electronic Interface (Ex): A digital homunculus can attach itself to an electronic device, such as a cell phone or computer, and provide a direct link between the device and its master. Provided the homunculus and its master are within 1 mile of each other, the master can use the homunculus’s interface to operate the device by remote. The homunculus also provides a +2 equipment bonus on its master’s Computer Use and Disable Device skill checks provided it can attach itself to the computer or device through which (or against which) these skills are applied.

The digital homunculus must succeed at a melee touch attack to attach to any device in another creature’s possession. It loses its Dexterity bonus to Defense while connected to a device.


Flesh Homunculus

Tiny construct


CR: 1

HD: 2d10;hp: 11

Mas: -

Init: +2

Spd: 20 ft., fly 50 ft. (good)

Defense: 14,touch: 14, flat-footed: 12 (+2 size, +2 Dex)

BAB: +1;Grap: -9

Atk: +1 melee (1d3–2, bite)

Full Atk: +1 melee (1d3–2, bite)

FS: 2 1/2 ft. by 2 1/2 ft.;Reach: 0 ft.

SQ: construct, repairable, darkvision 60 ft., poison, damage reduction 5/+1, fast healing

AL: master

SV: Fort: +0, Ref: +2, Will: +1

AP 0;Rep +0

Str: 7, Dex: 14, Con: -, Int: 10, Wis: 12, Cha: 7

Skills: Hide +10

Feats: None

Advancement: 3–6 HD (Tiny)


SPECIES TRAITS

A flesh homunculus is formed from the living tissue of the Techno Mage. It resembles an emaciated, bipedal bat with needlelike fangs that inject a sleep-inducing venom. It is constructed using the Craft (chemical) skill.

Poison (Ex): Venomous bite: Fortitude save (DC 11); initial damage sleep for 1 minute; secondary damage sleep for another 5d6 minutes.

Damage Reduction 5/+1 (Ex): A flesh homunculus ignores the first 5 points of damage dealt by a nonmagical weapon.

Fast Healing 3 (Ex): A flesh homunculus heals 3 points of damage each round so long as its master is alive and the homunculus has at least 1 hit point.


Mechanical Homunculus

Tiny construct


CR: 1

HD: 2d10;hp: 11

Mas: -

Init: +2

Spd: 10 ft., fly 30 ft. (average)

Defense: 15,touch: 14, flat-footed: 13 (+2 size, +2 Dex, +1 natural)

BAB: +1;Grap: -8

Atk: +2 melee (1d3–1 plus 1d6 acid, bite)

Full Atk: +2 melee (1d3–1 plus 1d6 acid, bite)

FS: 2 1/2 ft. by 2 1/2 ft.;Reach: 0 ft.

SQ: construct, repairable, darkvision 120 ft., acid spittle, skills

AL: master

SV: Fort: +0, Ref: +2, Will: +1

AP 0;Rep +0

Str: 8, Dex: 14, Con: -, Int: 10, Wis: 12, Cha: 7

Skills: Disable Device +3, Hide +10, Listen +3, Repair +4, Speak Language (any one), Spot +3

Feats: None

Advancement: 3–6 HD (Tiny)


SPECIES TRAITS

A mechanical homunculus is made of metal and resembles a miniature robot. It is constructed using the Craft (mechanical) skill. This homunculus has limited artificial intelligence, allowing its master to program it with specific skills.

Darkvision (Ex): The mechanical homunculus has night vision sensors that improve the range of its darkvision to 120 feet.

Acid Spittle (Ex): The bite of a mechanical homunculus injects mild acid that deals an additional 1d6 points of acid damage. The fumes of this acid are not poisonous.

Skills: A mechanical homunculus has 10 skill points, which its master assigns to specific skills when the homunculus is first created. The skill ranks can be assigned only to the following skills: Computer Use, Decipher Script, Demolitions, Disable Device, Knowledge (any), Listen, Navigate, Read/Write Language (any), Repair, Search, Speak Language (any), and Spot. No skill can have more than 5 ranks assigned to it, and all of the skills are treated as class skills. A damaged mechanical homunculus with one or more ranks of Repair can attempt to repair itself or aid another’s attempts to repair it.


Leechwalker

Medium vermin


CR: 10

HD: 13d8 +39;hp: 97

Mas: 16

Init: +0

Spd: 30 ft., swim 20 ft.

Defense: 12,touch: 10, flat-footed: 12 (+2 natural)

BAB: +9;Grap: +13

Atk: +13 melee (1d8+4 plus wounding, tentacle rake)

Full Atk: +13/+13 melee (1d8+4 plus wounding x2, tentacle rakes)

FS: 5 ft. by 5 ft.;Reach: 5 ft.

SQ: All-around vision, blood drink, improved grab, vermin traits, wounding

AL: none

SV: Fort: +11, Ref: +4, Will: +5

AP 0;Rep +0

Str: 18, Dex: 11, Con: 16, Int: -, Wis: 13, Cha: 7

Skills: Hide +3, Listen +5, Move Silently +5, Search +4, Spot +8, Swim +12

Feats: None

Possessions: None

Advancement: 14–26 HD (Medium); 27–39 HD (Large)


SPECIES TRAITS

All-Around Vision (Ex): A leechwalker can see in all directions at once. Because of this, it gains a +4 species bonus on Search and Spot checks, and it cannot be flanked.

Blood Drink (Ex): A leechwalker can drink the blood of a grabbed victim with a successful grapple check. This attack deals 2d4 points of Constitution damage.

Improved Grab (Ex): If a leechwalker hits an opponent that is its own size or smaller with a tentacle rake attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it successfully grapples, it can use its blood drink ability in the same round. Thereafter, each successful grapple check automatically deals tentacle rake damage and blood drink damage.

Vermin Traits: A leechwalker is immune to all mindaffecting effects. It also has darkvision (60-foot range).

Wounding (Ex): Damage resulting from the leechwalker’s tentacle rake attack is a wound that bleeds for an additional 3 points of damage every round thereafter. Multiple wounds result in cumulative blood loss (two successful rake attacks mean blood lose of 6 points per round, and so on). The bleeding can be stopped by a successful Treat Injury check (DC 10) or the application of a cure spell or some other healing spell.


Living Dumpster


Living Dumpster
Advanced Living Dumpster


Large construct
Huge construct

CR:

5
9

HD:

8d10+20; hp 64
23d10+40; hp 166

Mas:

-
-

Init:

-2
-2

Spd:

30 ft.
30 ft.

Defense:

19, touch 7, flat-footed 19 (–2 Dex, –1 size, +12 natural)
20, touch 5, flat-footed 20 (–3 Dex, –2 size, +15 natural)

BAB/Grap:

+6/+16
+18/+36

Atk:

+11 melee (1d8+9, slam)
+26 melee (2d6+15, slam)

Full Atk:

+11 melee (1d8+9, slam)
+26 melee (2d6+15, slam)

FS/Reach:

10 ft. by 10 ft./5 ft.
15 ft. by 15 ft./5 ft.

SQ:

construct, wheels, wall smash 2d8+18, swallow whole, darkvision 60 ft.
construct, wheels, wall smash 4d6+30, swallow whole (holds 4 Medium creatures or 8 Small creatures), darkvision 60 ft.

AL:

none
none

SV:

Fort: +2, Ref: +0, Will: +2
Fort: +7, Ref: +5, Will: +7

AP/Rep:

0/+0
0/+0

Ability Scores:

Str: 22, Dex: 7, Con: -, Int: -, Wis: 10, Cha: 1
Str: 30, Dex: 5, Con: -, Int: -, Wis: 10, Cha: 1

Skills:

Hide –6
Hide –11

Feats:

None
None

Possessions:

None
None

Advancement:

9–18 HD (Large); 19–24 HD (Huge)
24 HD (Huge)

SPECIES TRAITS

Living dumpsters do not speak. They weigh between 500 and 1,000 pounds, depending on how much trash they have inside them.

Construct: Living dumpsters are immune to mind-influencing effects, as well as poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Wheels: Because the living dumpster relies on small caster wheels for locomotion, its speed is reduced by half on very soft or soft surfaces such as mud or thick lawns. It can’t negotiate stairs, although it can hop up or down a curb without difficulty.

Wall Smash (Ex): If a living dumpster bull rushes a foe against a wall, it can make a free slam attack against that foe. If the attack succeeds, it deals 2d8+18 points of damage.

Swallow Whole (Ex): If a living dumpster successfully grapples a creature smaller than itself, it can attempt to swallow the creature. If the living dumpster succeeds at a second grapple check, the grappled opponent is swallowed whole. Swallowed characters take 1d8+9 points of damage per round from the vigorous shaking of the living dumpster. The swallowed creature can attack the living dumpster from inside using either its natural weapons or a Small, Tiny, or Diminutive weapon. A living dumpster can hold two Medium creatures (or four Small creatures) at a time.

Darkvision (Ex): Living dumpsters can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and living dumpsters can function with no light at all.


Lizard




Lizard
Giant Lizard

CR:

1/6
2

HD:

1/2 d8; hp 2
3d8+9; hp 22

Mas:

10
17

Init:

+2
+2

Spd:

20 ft., climb 20 ft.
30 ft., climb 30 ft.

Defense:

14, touch 14, flat-footed 12 (+2 size, +2 Dex)
15, touch 12, flat-footed 13 (+2 Dex, +3 natural)

BAB/Grap:

+0/-12
+2/+5

Atk:

+4 melee (1d3–4, bite)
+5 melee (1d8+4, bite)

Full Atk:

+4 melee (1d3–4, bite)
+5 melee (1d8+4, bite)

FS/Reach:

2 1/2 ft. by 2 1/2 ft./0 ft.
5 ft. by 5 ft./5 ft.

SQ:

low-light vision
Poison, low-light vision

AL:

none
none

SV:

Fort: +2, Ref: +4, Will: +1
Fort: +6, Ref: +5, Will: +2

AP/Rep:

0/+0
0/+0

Ability Scores:

Str: 3, Dex: 15, Con: 10, Int: 2, Wis: 12, Cha: 2
Str: 17, Dex: 15, Con: 17, Int: 2, Wis: 12, Cha: 2

Skills:

Balance +10, Climb +6, Hide +14 (+18 in wooded or overgrown areas), Listen +5, Move Silently +6, Spot +5
Balance +10, Climb +13, Hide +6 (+10 in wooded or overgrown areas), Listen +5, Move Silently +6, Spot +5, Swim +11

Feats:

Weapon Finesse (bite)
None

Advancement:

None
4–5 HD (Medium); 6–18 HD (Large); 19–32 HD (Huge); 33–45 HD (Gargantuan)

SPECIES TRAITS

Poison (Ex): Some species of giant lizard have a poisonous bite. Bite: Fortitude save (DC 14); initial and secondary 1d3 Strength damage.

Low-Light Vision (Ex): Lizards can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Skill Bonuses: Lizards use their Dexterity modifier for Climb checks. They gain a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. In wooded or overgrown areas, the species bonus on Hide checks improves to +8.

Bonus Feat: Lizards gain the bonus feat Weapon Finesse (bite).




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