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d20 Modern System Reference Document



URBAN ARCANA


SHADOW CREATURES - OCTOPUS TO SPIRIT


Octopus


Octopus
Giant Octopus


Small animal
Large animal

CR:

1/6 (1/2 if venomous)
8

HD:

1/2 d8; hp 2
8d8+8; hp 44

Mas:

11
13

Init:

+3
+2

Spd:

5 ft., swim 30 ft.
10 ft., swim 30 ft.

Defense:

15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural)
18, touch 11, flatfooted 16 (–1 size, +2 Dex, +7 natural)

BAB/Grap:

+0/-3
+6/+15

Atk:

+4 melee (special, tentacles)
+10 melee (1d4+7, tentacle slam)

Full Atk:

+4 melee (special, tentacles), –1 melee (1d4, bite)
+10 melee (1d4+5, 8 tentacle slams), +5 melee (1d8+2, bite)

FS/Reach:

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

SQ:

Aquatic, improved grab, poison (DC 10), ink cloud, jet, low-light vision
Aquatic subtype, improved grab, constrict, ink cloud, jet, low-light vision

AL:

none
none

SV:

Fort: +2, Ref: +5, Will: +1
Fort: +7, Ref: +8, Will: +3

AP/Rep:

0/+0
0/+0

Ability Scores:

Str: 10, Dex: 17, Con: 11, Int: 3, Wis: 12, Cha: 3
Str: 20, Dex: 15, Con: 13, Int: 2, Wis: 12, Cha: 3

Skills:

Escape Artist +13, Hide +7, Listen +5, Move Silently +5, Spot +5
Escape Artist +12, Hide +2, Listen +5, Move Silently +4, Spot +5

Feats:

Weapon Finesse (bite, tentacles)
None

Advancement:

1–2 HD (Small); 3–7 HD (Medium)
9–12 HD (Large); 13–24 HD (Huge); 25–42 (Gargantuan)

SPECIES TRAITS

Aquatic: Octopi can move in water without making Swim checks and cannot drown in water.

Improved Grab (Ex): To use this ability, a normal octopus must hit with its tentacle attack (which itself deals no damage). If it gets a hold, it automatically deals bite damage each round the hold is maintained. If a giant octopus successfully hits with a tentacle slam against a target smaller than itself, it can deal automatic bite damage each round or it can constrict (see below).

Constrict (Ex): A giant octopus that succeeds in grappling an opponent smaller than itself deals 1d4+5 points of damage per round as it constricts.

Poison (Ex): Some small octopi have venomous bites. Bite: Fortitude save (DC 10 + 1/2 octopus’s Hit Dice + octopus’s Constitution modifier); initial and secondary 1d2 Strength damage.

Ink Cloud (Ex): Both the octopus and giant octopus can emit a cloud of jet-black ink as a free action. The normal octopus’s ink cloud is a 10-foot cube, while the giant octopus’s ink cloud fills a 20-foot cube. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): An octopus or giant octopus can jet backward once a round as a full-round action, at a speed of 200 feet.

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: Both octopi and giant octopi can change colors and squeeze into small spaces. They gain a +4 species bonus on Hide checks and a +10 species bonus on Escape Artist checks.

Bonus Feats: Normal octopi gain the bonus feats Weapon Finesse (bite) and Weapon Finesse (tentacles).


Orc


Orc
Orc Strong Hero 2/Tough Hero 1


Medium humanoid
Medium humanoid

CR:

1/2
3

HD:

1d8; hp 4
2d8+4 plus 1d10+2; hp 24

Mas:

11
15

Init:

+0
+0

Spd:

30 ft.
30 ft.

Defense:

14, touch 10, flat-footed 14 (+4 scale mail)
18, touch 13, flat-footed 18 (+3 class, +5 breastplate)

BAB/Grap:

+0/+2
+2/+6

Atk:

+2 melee (1d3+2 nonlethal, unarmed strike) or +2 melee (1d12+3/x3, greataxe)
+7 melee (1d6+5 nonlethal, unarmed strike) or +7 melee (1d12+7/x3, greataxe)

Full Atk:

+2 melee (1d3+2 nonlethal, unarmed strike) or +2 melee (1d12+3/x3, greataxe) or +0 ranged)
+7 melee (1d6+5 nonlethal, unarmed strike) or +7 melee (1d12+7/x3, greataxe) or +2 ranged (1d8+4, compound bow)

FS/Reach:

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

SQ:

darkvision 60 ft., light sensitivity
darkvision 60 ft., light sensitivity

AL:

varies
varies

SV:

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

AP/Rep:

0/+0
1/+2

Ability Scores:

Str: 15, Dex: 10, Con: 11, Int: 9, Wis: 8, Cha: 8
Str: 18, Dex: 10, Con: 15, Int: 11, Wis: 10, Cha: 6

Skills:

Listen +2, Read/Write Orc, Speak Orc, Spot +1
Climb +6, Jump +6, Knowledge (streetwise) +3, Read/Write Orc, Repair +2, Speak Language (any one), Speak Orc, Spot +2

Feats:

Archaic Weapons Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Simple Weapons Proficiency
Archaic Weapons Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Brawl, Power Attack, Simple Weapons Proficiency, Weapon Focus (greataxe)

Talents:

N/A
(Strong Hero): Melee smash
(Tough Hero): Remain conscious

Possessions:

Scale mail, greataxe, casual clothes or fatigues, sunglasses (negates light sensitivity)
Breastplate, greataxe, compound bow with 20 arrows, casual clothes or fatigues, sunglasses (negates light sensitivity)

Advancement:

By character class
By character class

SPECIES TRAITS

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

Light Sensitivity (Ex): Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the radius of effects or spells that duplicate bright sunlight (such as daylight).

Bonus Feats: Orcs receive the bonus feats Archaic Weapons Proficiency, Armor Proficiency (light), and Armor Proficiency (medium). They may treat orc double axes as archaic weapons instead of exotic weapons.


Otyugh


Otyugh
Advanced Otyugh


Large aberration
Huge aberration

CR:

4
7

HD:

6d8+18; hp 45
12d8+60; hp 114

Mas:

17
24

Init:

+1
+0

Spd:

20 ft.
20 ft.

Defense:

18, touch 10, flat-footed 17 (–1 size, +1 Dex, +8 natural)
19, touch 8, flatfooted 19 (–2 size, +11 natural)

BAB/Grap:

+4/+12
+8/+24

Atk:

+7 melee (1d6+6, tentacle rake)
+14 melee (2d4+12, tentacle rake)

Full Atk:

+7 melee (1d6+4, 2 tentacle rakes), +2 melee (2d6+2 plus disease, bite)
+14 melee (2d4+8, 2 tentacle rakes), +9 melee (2d8+4 plus disease, bite)

FS/Reach:

10 ft. by 10 ft./10 ft. (15 ft. with tentacles)
15 ft. by 15 ft./15 ft. (20 ft. with tentacles)

SQ:

darkvision 60 ft., improved grab, constrict 1d6+4, disease;
darkvision 60 ft., improved grab, constrict 2d4+8, disease

AL:

none
none

SV:

Fort: +5, Ref: +3, Will: +6
Fort: +9, Ref: +4, Will: +9

AP/Rep:

0/+0
0/+0

Ability Scores:

Str: 18, Dex: 12, Con: 17, Int: 5, Wis: 12, Cha: 6
Str: 26, Dex: 10, Con: 21, Int: 5, Wis: 12, Cha: 6

Skills:

Hide +5 (+13 in lair), Listen +9, Speak Language (any one), Spot +9
Hide +0 (+8 in lair), Listen +15, Speak Language (any one), Spot +15

Feats:

Alertness
Alertness, Improved Damage Threshold

Advancement:

7–8 HD (Large); 9–15 HD (Huge)
13–15 HD (Huge)

SPECIES TRAITS

Otyughs weigh 500–750 pounds. They speak one local language.

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

Improved Grab (Ex): To use this ability, the otyugh must hit an opponent at least one size category smaller than itself with a tentacle attack. If it gets a hold, it can constrict (see below).

Constrict (Ex): An otyugh deals automatic tentacle damage to a creature smaller than itself with a successful grapple check.

Disease (Ex): An otyugh’s bite carries a nasty disease called filth fever. Filth fever—bite: Fortitude save (DC 16) negates; incubation period 1d3 days; initial and secondary damage 1d3 Dex and 1d3 Con.

Skill Bonus: An otyugh gains a +8 species bonus on Hide checks when in its lair, due to its natural coloration.


A platonic is a powerful entity of Shadow devoted to a particular cause or abstract concept. A platonic is compelled to protect and advance its cause at every opportunity, which often brings it into contact with mortals whose goals are more complex and nebulous.

Platonics can change their appearance at a whim, but most choose to appear as handsome humans of either gender. If they aren’t bothering to disguise their otherworldly origin, their skin has a faint luminescent quality.

Each platonic has an abstract principle to which it is fanatically devoted. Platonics are beholden to what they call the Pact of the Boundless. A series of rules that all platonics follow, the Pact mandates that when possible, platonics won’t reveal their true nature to mundanes. Furthermore, platonics are compelled to act as subtly as possible.

Platonics naturally speak all languages. They choose their height and weight, but generally pick something within human norms.

SPECIES TRAITS

Aura of Menace (Su): A terrible aura surrounds platonics moved to anger or violence. Any hostile creature within a 20- foot radius of an enraged platonic must succeed at a Will save (DC 17 + platonic’s Charisma modifier) to resists its effect. Those who fail suffer a –2 morale penalty on attacks and saves and a –2 penalty to Defense for one day or until they successfully injure the platonic who generated the aura. A creature that has resisted or broken the effect cannot be affected again by that platonic’s aura for one day.

Spell-Like Abilities): At will—bestow curse, change self, detect magic, dispel magic, fear, status, telekinesis, teleport. In addition, platonics generally have four additional spell-like abilities (each usable at will) chosen from the spell lists and three spelllike abilities (each usable once per day) chosen from among the incantations. These seven spell-like abilities relate to the platonic’s cause in some way, and they tend to be split evenly between offense, defense, and utility abilities. A platonic’s spell-like abilities are as the spells cast by a 10th-level Mage or Acolyte.

Tongues (Su): All platonics can speak with any creature that has a language, as though using a tongues spell cast by a 10th-level caster. This ability is always active.

Extradimensional Storage (Su): Platonics can store up to 50 pounds of gear extradimensionally, sending it away or calling it to hand as a free action once per round. They usually store weapons, cash, and other generally useful goods in this manner.

Keen Vision (Ex): All platonics have low-light vision and 60-foot darkvision.

Immunities (Ex): Platonics are immune to cold, electricity, petrification, and sonic attacks.

Energy Resistances (Ex): Platonics have acid resistance 20 and fire resistance 20.

Damage Reduction 30/+3 (Ex): A platonic ignores the first 30 points of damage dealt by weapons of less than +3 enchantment.

Spell Resistance (Ex): A platonic has spell resistance equal to 10 + Hit Dice.

Fast Healing 10 (Ex): A platonic heals 10 points of damage each round so long as it has at least 1 hit point.

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


Sraosha (Platonic of Contract Enforcement)

Medium outsider


CR: 17

HD: 15d8+75;hp: 142

Mas: 20

Init: +5

Spd: 30 ft.

Defense: 32,touch: 17, flat-footed: 27 (+5 Dex, +15 natural, +2 deflection)

BAB: +15;Grap: +21

Atk: +24 melee (1d8+12/19–20, +3 longsword) or +21 melee (1d4+6, unarmed strike) or +23 ranged (2d8+3, +3 M–16A2) or +19 ranged (4d8+3, +2 M–16A2 burst)

Full Atk: +24/+19/+14 melee (1d8+12/19–20, +3 longsword) or +21/+16/+11 melee (1d4+6, unarmed strike) or +23/+18/+13 ranged (2d8+3, +2 M–16A2) or +19/+14/+9 ranged (4d8+3, +2 M16A2 burst)

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

SQ: aura of menace, spell-like abilities, tongues, extradimensional storage, keen vision, immunities, acid and fire resistance 20, damage reduction 30/+3, SR 25, fast healing 10

AL: contract enforcement

SV: Fort: +14, Ref: +14, Will: +15

AP ;Rep

Str: 23, Dex: 21, Con: 20, Int: 20, Wis: 23, Cha: 24

Skills: Computer Use +7, Diplomacy +25, Intimidate +25, Investigate +23, Knowledge (business) +23, Knowledge (civics) +23, Listen +24, Research +25, Search +25, Sense Motive +24, Spot +24.

Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Burst Fire, Combat Martial Arts, Personal Firearms Proficiency, Simple Weapons Proficiency.

Spell-Like Abilities: At will—bestow curse (DC 21), break enchantment, change self, detect magical aura, discern lies, dispel magic, fear (DC 21), hold person (DC 20), status, telekinesis (DC 22), teleport, wall of force; 1/day—baleful polymorph (DC 24), greater dispel magic, teleport. Caster level 10th; save DC 17 + spell level.

Possessions: +3 longsword, +3 M16A2 (both items stored extradimensionally), +2 ring of protection.

Advancement: By character class


Porpoise

Medium animal


CR: 1/2

HD: 2d8+2;hp: 11

Mas: 13

Init: +3

Spd: swim 80 ft.

Defense: 15,touch: 13, flat-footed: 12 (+3 Dex, +2 natural)

BAB: +1;Grap: +1

Atk: +4 melee (1d4, slam)

Full Atk: +4 melee (1d4, slam)

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

SQ: aquatic, blindsight

AL: none or school

SV: Fort: +4, Ref: +6, Will: +1

AP 0;Rep +0

Str: 11, Dex: 17, Con: 13, Int: 5, Wis: 12, Cha: 6

Skills: Listen +10 (+6 if blindsight is negated), Spot +10 (+6 if blindsight is negated)

Feats: Weapon Finesse (slam)

Advancement: 3–4 HD (Medium); 5–6 HD (Large)


SPECIES TRAITS

Porpoises measure 4–6 feet long and weigh 110 to 170 pounds. The following stats may also be used to describe whales of similar size.

Aquatic: Porpoises can move in water without making Swim checks and cannot drown in water.

Blindsight (Ex): Porpoises can “see” by emitting high-frequency sounds, inaudible to most other creatures. This form of echolocation allows them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.

Skill Bonuses: Porpoises gain a +4 species bonus on Listen and Spot checks. These bonuses are lost if blindsight is negated.

Bonus Feat: Porpoises gain the bonus feat Weapon Finesse (slam).


Rat, Dire


Dire Rat
Advanced Dire Rat


Small animal
Large animal

CR:

1/3
4

HD:

1d8+1; hp 5
9d8+36; hp 76

Mas:

12
18

Init:

+3
+1

Spd:

40 ft., climb 20 ft.
40 ft., climb 20 ft.

Defense:

15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural)
13, touch 10, flat-footed 12 (–1 size, +1 Dex, +3 natural)

BAB/Grap:

+0/-4
+6/+16

Atk:

+4 melee (1d4, bite)
+11 melee (1d8+9, bite)

Full Atk:

+4 melee (1d4, bite)
+11 melee (1d8+9, bite)

FS/Reach:

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

SQ:

disease, darkvision 60 ft., scent
disease, darkvision 60 ft., scent

AL:

none
none

SV:

Fort: +3, Ref: +5, Will: +3
Fort: +3, Ref: +5, Will: +3

AP/Rep:

0/+0
0/+0

Ability Scores:

Str: 10, Dex: 17, Con: 12, Int: 1, Wis: 12, Cha: 4
Str: 22, Dex: 13, Con: 18, Int: 1, Wis: 12, Cha: 4

Skills:

Climb +14, Hide +11, Move Silently +6, Swim +11
Climb +18, Hide +5, Move Silently +4, Swim +15

Feats:

Weapon Finesse (bite)
None

Advancement:

2–3 HD (Small); 4–6 HD (Medium); 7–12 HD (Large); 13–24 HD (Huge)
9–12 HD (Large); 13–24 HD (Huge

SPECIES TRAITS

Disease (Ex): Dire rats carry a Shadow disease called filth fever. Filth fever—bite: Fortitude save (DC 12) negates; incubation period 1d3 days; initial and secondary damage 1d3 Dex and 1d3 Con.

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

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

Skill Bonuses: Dire rats gain a +8 species bonus on Swim checks. Dire rats apply their Strength or Dexterity bonus (whichever is higher) to Climb and Swim checks.

Bonus Feat: Dire rats gain the bonus feat Weapon Finesse (bite). Advanced dire rats lose this feat if their Strength bonus exceeds their Dexterity bonus.


Retriever


Retriever
Advanced Retriever


Huge construct
Gargantuan construct

CR:

11
13

HD:

10d10+40; hp 95
18d10+80; hp 179

Mas:

-
-

Init:

+3
+3

Spd:

50 ft.
50 ft.

Defense:

21, touch 11, flat-footed 18 (–2 size, +3 Dex, +10 natural)
23, touch 9, flat-footed 20 (–4 size, +3 Dex, +14 natural)

BAB/Grap:

+7/+25
+13/+39

Atk:

+15 melee (2d4+10, claw) or +8 ranged touch (special, eye ray)
+23 melee (2d6+14, claw) or +12 ranged touch (special, eye ray)

Full Atk:

+15 melee (2d4+10, 4 claws), +10 melee (1d6+5, bite) or +8 ranged touch (special, eye ray)
+23 melee (2d6+14, 4 claws), +19 melee (1d8+7, bite) or +12 ranged touch (special, eye ray)

FS/Reach:

15 ft. by 15 ft./10 ft.
20 ft. by 20 ft./15 ft.

SQ:

construct, eye rays (DC 18), fast healing 5, find target, improved grab
construct, eye rays (DC 22), fast healing 5, find target, improved grab

AL:

evil, master
evil, master

SV:

Fort: +3, Ref: +6, Will: +3
Fort: +6, Ref: +9, Will: +6

AP/Rep:

0/+0
0/+0

Ability Scores:

Str: 31, Dex: 17, Con: -, Int: -, Wis: 11, Cha: 1
Str: 39, Dex: 17, Con: -, Int: -, Wis: 11, Cha: 1

Skills:

None
None

Feats:

None
None

Advancement:

11–15 HD (Huge); 16–30 HD (Gargantuan)
18–30 HD (Gargantuan)

SPECIES TRAITS

A typical retriever weighs about 6,500 pounds. It does not speak.

Construct: Retrievers 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.

Eye Rays (Su): A retriever’s eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire one ray, as a free action. An individual ray is usable only once every 4 rounds. It can fire an eye ray in the same round as it makes physical attacks. The save DC for all rays is 10 + 1/2 the retriever’s Hit Dice + the retriever’s Dexterity modifier. The four eye effects are:

    Fire: Deals 12d6 points of fire damage to the target (Reflex half).

    Cold: Deals 12d6 points of cold damage to the target (Reflex half).

    Electricity: Deals 12d6 points of electricity damage to the target (Reflex half).

    Petrification: The target must succeed on a Fortitude save or turn to stone permanently.

Fast Healing 5 (Ex): Retrievers regain 5 hit points per round. Fast healing stops working when the retriever is reduced to 0 hit points or fewer.

Find Target (Sp): When ordered to find an item or being, a retriever does so unerringly, as though guided by discern location. The being giving the order must have seen (or have an item belonging to) the creature to be found, or have touched the object to be located. This ability is the equivalent of an 8th-level spell.

Improved Grab (Ex): To use this ability, the retriever must hit with its bite attack. If it wins the grapple check, it establishes a hold and grips the opponent fast in its mouth. This is how it usually “retrieves” things.


Roach Thrall

Medium aberration


CR: 2

HD: 3d8+3;hp: 16

Mas: 12

Init: +6 (+2 Dex, +4 Improved Initiative)

Spd: 30 ft. (bipedal) or 40 ft. (as insect)

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

BAB: +2;Grap: +2

Atk: +2 melee (1d4, claw)

Full Atk: +2 melee (1d4, 2 claws or 4 claws)

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

SQ: human host, multiple limbs, resistance to massive damage, darkvision 60 ft.

AL: roach thralls

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

AP 0;Rep +0

Str: 11, Dex: 14, Con: 12, Int: 14, Wis: 13, Cha: 7

Skills: Bluff +5 (+10 when pretending to be its human host), Climb +4, Disguise +5 (+15 inside human host), Jump +4, Listen +6, Read/Write Language (any three), Sense Motive +5, Speak Language (any three), Spot +6, Swim +4.

Feats: Alertness, Archaic Weapons Proficiency, Deceptive, Improved Initiative, Simple Weapons Proficiency.

Advancement: 4–6 HD (Medium) in cockroach form.


SPECIES TRAITS

Roach thralls learn the dominant human language in their area quickly—generally within a few weeks of emerging from their eggs. They lose the ability to speak if they emerge from their human host, but they still understand any human language they know. In their true forms, roach thralls can wordlessly speak to each other by linking their antennae. In roach form, a roach thrall is about 5 feet long and weighs about 150 pounds.

Human Host: While inside its human host, the roach thrall can’t use its natural weapons or darkvision. The host body has 10 hit points; if it’s reduced to 0 or fewer hit points, the roach thrall automatically spends a full-round action growing out of the ruined host.

The roach thrall can voluntarily cast aside its host body as a full-round action.

Multiple Limbs: Once they’ve emerged from their human hosts, roach thralls walk upright for a few days before reverting to the gait of a cockroach. This is a preference, not a mandate; the roach thrall can choose whether to be upright or not once per round as a free action. An upright roach thrall has a speed of 30 feet and can use four limbs to attack. Otherwise, it has a speed of 40 feet and can only use two limbs to attack.

Resistance to Massive Damage (Ex): Although roach thralls aren’t vermin, they share some attributes with cockroaches. Roach thralls gain a +5 species bonus on Fortitude saves to negate the effects of massive damage.

Darkvision (Ex): Roach thralls outside of their human hosts can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and otyughs can function with no light at all.

Skill Bonus: The roach thrall living inside a human host gains a +10 species bonus on Disguise checks. It also gains a +5 species bonus on Bluff checks when attempting to pass itself off as its human host.


Sidhe

SPECIES TRAITS

Use the information on Fey to create new sidhe.

Change Self (Sp): A sidhe can change its appearance at will, as per the change self spell cast by a 10th-level Mage.

Immunities (Ex): A sidhe is immune to one or more specific types of energy or weapon damage. Sidhe roll on the immunity column of Table: Sidhe Immunities and Resistances.

Energy Resistance (Ex): A sidhe is resistant to one or more specific types of energy damage. Sidhe roll on the immunity column of Table: Sidhe Immunities and Resistances.

Damage Reduction (Su): Sidhe have damage reduction, as noted in the chart below. One-of-a-kind sidhe lords may have even higher damage reduction (usually 15/+2).

Sidhe Hit Dice Damage Reduction
8 or fewer 5/+1
9–16 10/+1
17 or more 15/+2

Low-Light Vision (Ex): Sidhe 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.

Allegiances: All sidhe have a primary allegiance to chaos.

Bonus Feat: Sidhe gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.

Automatic Languages: Sidhe can speak Sylvan (the language of fey) and a number of additional languages equal to their Intelligence bonus. Sidhe with an Intelligence of 8 or higher can also read and write these languages.

Advancement: By character class.

Table: Sidhe Immunities and Resistances

Roll d% Immunity Roll d% Resistance
01-06 Acid damage 01-21 None (do not roll again)
07-12 Cold damage 22-27 Acid resistance 10
13-18 Sonic/concussion damage 28-30 Acid resistance 20
19-24 Electricity damage 31-36 Cold resistance 10
25–30 Fire damage 37-39 Cold resistance 20
31-36 Ballistic damage 40-45 Sonic/concussion resistance 10
37-42 Bludgeoning damage 46-48 Sonic/concussion resistance 20
43-48 Piercing damage 49-54 Electricity resistance 10
49-54 Slashing damage 55-57 Electricity resistance 20
55-60 Poison damage 58-63 Fire resistance 10
61-66 Radiation damage 64-66 Fire resistance 20
67-100 Choose one, and roll again 67-100 Choose one, and roll again

Dreamghast (Sidhe)

Medium fey


CR: 7

HD: 10d6+10;hp: 45

Mas: 16

Init: +2

Spd: 30 ft.

Defense: 17,touch: 12, flat-footed: 15 (+2 Dex, +5 natural)

BAB: +5;Grap: +6

Atk: +6 melee (1d6+1/19–20, machete) or +6 ranged)

Full Atk: +4 melee (1d6+1/19–20, machete), +0 melee (1d6/19–20, 3 machetes) or +6 ranged

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

SQ: fascinate, change self, despair, detect dreams, dream eating, enslave, memory loss, damage reduction 10/+1, fire resistance 10, immunities, low-light vision

AL: chaos, evil

SV: Fort: +4, Ref: +5, Will: +8

AP 0;Rep +0

Str: 12, Dex: 14, Con: 13, Int: 11, Wis: 13, Cha: 20

Skills: Concentration +14, Intimidate +18, Listen +13, Spot +14.

Feats: Archaic Weapons Proficiency, Combat Reflexes, Improved Damage Threshold, Multiweapon Fighting*, Simple Weapons Proficiency.
*The Multiweapon Fighting feat functions just like the Two-Weapon Fighting feat, except you need more than two arms to use it. The primary attack takes a –2 penalty, and all the secondary attacks take a –6 penalty.

Possessions: Four machetes

Advancement: By character class


SPECIES TRAITS

Fascinate (Sp): A dreamghast can fascinate onlookers by staring at the targets and speaking softly. The targets must be within 60 feet of the dreamghast and must be able to see and hear the dreamghast. The dreamghast must also see the creatures it intends to fascinate. The distraction of a nearby combat or other dangers prevents the ability from working. Otherwise, creatures that fail a Will save (DC 21) remain stationary and quiet, staring at and listening to the dreamghast as long as the dreamghast maintains the fascinate effect for up to 1 minute.

Any potential threat (such as a thrall of the dreamghast moving behind the fascinated creature) allows an affected target a new save against the fascinate effect. Any obvious threat, such as drawing a weapon, automatically breaks the effect. While using the fascinate ability, a dreamghast must spend an attack action each round concentrating. The fascinate ability is a spell-like, mind-affecting charm ability.

Despair (Su): The mere sight of a dreamghast in its true form forces the viewer to succeed at a Will save (DC 21) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that dreamghast’s despair ability for one day.

Detect Dreams (Sp): A dreamghast can observe the dreams of a sleeping creature within 60 feet. This functions like the detect thoughts power manifested by a 10th-level Telepath, except that it only functions on sleeping creatures.

Devour Dreams (Su): A dreamghast can caress the forehead of a sleeping victim and consume its dreams for itself. The process requires 10 minutes of uninterrupted feeding, during which time a cloud or roiling vapor emerges from the victim’s head and is sucked into the dreamghast’s gaping maw. Once the dream is devoured, the dreamghast gains a +1 luck bonus on attacks, ability checks, skill checks, and saves and 4 temporary hit points per Hit Die of the victim. The luck bonus and temporary hit points last for 24 hours. At the end of the dream-eating process, the dreamghast chooses whether it wants to enslave the victim or cause memory loss (see below); either is a free action. A sleeping victim has no chance of waking during the dream-devouring process.

Enslave (Su): If the dreamghast considers a dream-eating victim particularly interesting or useful, he may implant a series of enslavement commands in the victim’s mind. The target must succeed at a Will save (DC 21) or be affected as though by a domination power manifested by a 10th-level Telepath. The dreamghast commands the enslaved victim telepathically when the victim sleeps; when the victim is awake, it acts on previous orders but can’t be given new ones. An enslaved creature obeys the dreamghast’s commands until freed by a dispel magic or remove curse spell or a negate psionics power. The enslaved creature can also attempt a new Will save every 24 hours to break free. The control is also broken if the dreamghast dies or travels more than 1 mile from its slave.

Memory Loss (Su): Once the dreamghast eats someone’s dreams, it may consume the subject’s memories as well. The victim must succeed at a Will save (DC 21) or suffer complete memory loss. The victim has no memory of his identity, background, family, friends, and so forth. The memory loss has no effect on languages known, class-related talents, or other class features. The subject temporarily loses all Knowledge skills but retains all other skills. The memory loss persists until the victim receives a break enchantment spell or undergoes 1d6 months of therapy.

Immunities (Ex): A dreamghast is immune to ballistic damage.

Fire Resistance 10 (Ex): Dreamghasts ignore the first 10 points of fire damage dealt by any single attack.


Faun (Sidhe)

Medium fey


CR: 4

HD: 5d6;hp: 17

Mas: 11

Init: +2

Spd: 30 ft.

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

BAB: +2;Grap: +2

Atk: +2 melee (1d6, gore) or +2 melee (1d6/18–20, sword cane) or +5 ranged (2d6, Colt Python)

Full Atk: +2 melee (1d6, gore) or +2 melee (1d6/18–20, sword cane) or +5 ranged (2d6, Colt Python)

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

SQ: nchanting music, change self, cold resistance 10, damage reduction 5/+1, immunities, lowlight vision

AL: chaos

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

AP 0;Rep +0

Str: 10, Dex: 15, Con: 11, Int: 10, Wis: 9, Cha: 14

Skills: Bluff +10, Disguise +12, Hide +14, Listen +3, Move Silently +12, Perform (sing) +14, Perform (any one) +14, Spot +3.

Feats: Archaic Weapons Proficiency, Great Fortitude, Personal Weapons Proficiency, Simple Weapons Proficiency.

Possessions: Musical instrument, loaded Colt Python (.357 revolver), sword cane (usually disguised as an umbrella or within the musical instrument’s case).

Advancement: By character class


SPECIES TRAITS

Enchanting Music (Su): Music is magical to fauns, and they can create a variety of enchanting effects on listeners with a carefully crafted song. When a faun infuses its song with its fey power, all creatures within a 60-foot spread of the satyr (except other sidhe) must succeed at a Will save (DC 13) or be affected by attraction, as the power manifest by a 10thlevel Telepath. Once per day, the faun can use his music to instead create a lesser domination effect (Will save, DC 15, negates) or mental blast effect (Will save, DC 15, negates) targeted at one specific listener.

It takes the faun a full-round action to use enchanting music. Anyone who successfully saves against the faun’s enchanting music cannot be affected by music from that faun for one day.

Immunities (Ex): A faun is immune to bludgeoning damage, enabling it to survive a barfight unscathed.

Cold Resistance 10 (Ex): Fauns ignore the first 10 points of cold damage dealt by any single attack.

Skill Bonuses: Fauns gain a +4 species bonus on Hide, Listen, Move Silently, Perform, and Spot checks.


Skunk Ape


Skunk Ape
Skunk Ape Dedicated Hero 3/Acolyte 2


Medium monstrous humanoid
Medium monstrous humanoid

CR:

1/2
5

HD:

1d8; hp 4
3d6+9 plus 2d8+6; hp 37

Mas:

11
16

Init:

+1
+5 (+1 Dex, +4 Improved Initiative)

Spd:

30 ft.
30 ft.

Defense:

13, touch 11, flatfooted 12 (+1 Dex, +2 natural)
16, touch 14, flat-footed 15 (+1 Dex, +2 natural, +3 class)

BAB/Grap:

+1/+2
+4/+5

Atk:

+2 melee (1d4+1, claw)
+5 melee (1d4+1, claw) or +5 ranged (1d4, sling)

Full Atk:

+2 melee (1d4+1, 2 claws) or +2 ranged)
+5 melee (1d4+1, 2 claws) or +5 ranged (1d4, sling) or +5 ranged touch (special, net)

FS/Reach:

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

SQ:

stench, woodland stride, darkvision 60 ft.
stench, woodland stride, darkvision 60 ft., divine spells, turn or rebuke undead 2/day

AL:

good
good

SV:

Fort: +0, Ref: +3, Will: +1
Fort: +8, Ref: +4, Will: +7

AP/Rep:

0/+0
2/+3

Ability Scores:

Str: 13, Dex: 12, Con: 11, Int: 8, Wis: 8, Cha: 8
Str: 13, Dex: 12, Con: 16, Int: 10, Wis: 14, Cha: 8

Skills:

Hide +5, Listen +5, Move Silently +5, Speak Skunk Ape, Spot +5
Concentration +7, Knowledge (theology and philosophy) +6, Listen +7, Read/Write Language (any one), Sense Motive +8, Speak Language (any one), Speak Skunk Ape, Spellcraft +4, Spot +7, Survival +7, Treat Injury +4

Feats:

Alertness, Simple Weapons Proficiency
Alertness, Archaic Weapons Proficiency, Heroic Surge (2/day), Improved Initiative, Lightning Reflexes, Simple Weapons Proficiency, Track.

Talents:

N/A
(Dedicated Hero): Empathy, skill emphasis (Survival)

Spells:

N/A
(4/4): 0—cure minor wounds, detect magical aura, read magic, resistance; 1st—bless, cure light wounds, mending, shield of faith

Possessions:

N/A
Sling with 20 bullets, net, holy symbol (totem necklace), shaman’s bag (treat as medical kit)

Advancement:

By character class
By character class

SPECIES TRAITS

Skunk apes speak their own language, which has no written form. They may read, write, and speak a number of additional languages equal to their Intelligence bonus (if any).

Stench (Ex): Skunk apes exude a stench reminiscent of rotting vegetation, ammonia, and decay. When frightened or angry, they can intensify this odor such that all creatures within 30 feet of the skunk ape must succeed at a Fortitude save (DC 12) or be nauseated for 2d6 rounds. A nauseated creature may take only a single move action per turn and may not perform actions requiring concentration or attention. Skunk apes are immune to their own stench but not to the stench of other creatures.

Woodland Stride (Ex): The oily fur of the skunk ape allows it to pass through any sort of undergrowth (thorn bushes, briars, cranberry bogs, and other overgrown areas) at normal speed.

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

Bonus Feat: Skunk apes gain the bonus feat Alertness.


Spirit

SPECIES TRAITS

All spirits have the following capabilities. Particular types of spirits may have additional abilities.

Undead: Spirits are immune to poison, sleep, paralysis, stunning, disease, necromantic effects, and mind-affecting effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or effects of massive damage, or any effect requiring a Fortitude save unless the effect also works on objects or is harmless. They may be healed by application of negative energy (such as an inflict light wounds spell). They are destroyed if reduced to 0 hit points or less (but may be rejuvenated, as noted below).

Incorporeal (Ex): A spirit 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 spirit moves silently and cannot be heard with Listen checks (unless it wished to be heard). 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 an ash wraith. A spirit cannot be tripped or grappled by a corporeal attacker, nor can a spirit make trip or grapple attacks.

Bonuses to Defense: A spirit gains a deflection bonus to its Defense equal to its Charisma modifier (minimum +1). Although it may appear to wear armor and other forms of protection, a spirit receives no natural armor bonus or equipment bonus to Defense.

Corrupting Touch (Su): A spirit that hits a living target with its incorporeal touch attack deals 1d6 points of damage. The spirit adds its Dexterity modifier to the attack roll.

Invisibility (Ex): Spirits are naturally invisible but may be detected by spells that detect or reveal invisible creatures and objects. A spirit may reveal itself willingly, but normally does so only during the night.

Rejuvenation (Su): In most cases, it’s difficult to destroy a spirit through simple combat; the “destroyed” spirit will often restore itself in 2d4 days. As a rule, the only way to get rid of a spirit forever is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require use of the Research skill.

Turn Resistance (Ex): A spirit has +4 turn resistance. If a spirit is turned but cannot flee, it is instead destroyed. However, it may still rejuvenate (see above).

Imprisonment (Ex): Spirits are bound to a particular place. This place is usually a dwelling, building, or similarly contained area. Within this area, they may use their abilities as normal. In addition, some spirits may only be present at particular times (an anniversary of a death, or only between midnight and dawn). They may be released from this imprisonment by particular actions (giving their physical body a proper funeral, restoring a lost or stolen item, getting vengeance on those responsible for their death, and so forth). A spirit may be unaware of the nature of its release, or may be unwilling to divulge those details.

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

Skill Bonuses: Spirits receive a +8 species bonus on Hide, Listen, Search, and Spot checks.


Animating Spirit (Poltergeist)

Medium undead


CR: 2

HD: 1d12;hp: 6

Mas: -

Init: +4 (Improved Initiative)

Spd: 30 ft., fly 30 ft. (good)

Defense: 11,touch: 11, flat-footed: 11 (+1 deflection)

BAB: +0;Grap: -

Atk: +0 melee touch (1d6, corrupting touch)

Full Atk: +0 melee touch (1d6, corrupting touch)

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

SQ: undead, incorporeal, corrupting touch, telekinesis (DC 15), invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft

AL: none or varies

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

AP 0;Rep +0

Str: -, Dex: 11, Con: -, Int: 11, Wis: 11, Cha: 10

Skills: Bluff +4, Diplomacy +4, Hide +12, Intimidate +5, Listen +12, Read/Write Language (any one), Search +12, Sense Motive +4, Speak Language (any one), Spot +12.

Feats: Improved Initiative

Advancement: 2–3 HD (Medium); 4–7 HD (Large


SPECIES TRAITS

An animating spirit can move and throw objects around.

Telekinesis (Su): An animating spirit can use telekinesis as an attack action, at will (as a 10th-level Mage). Creatures subjected to the telekinesis attack are entitled to a Will save (DC 15 + spirit’s Intelligence modifier) to resist.


Frightful Spirit (Apparition)

Medium undead


CR: 3

HD: 2d12;hp: 13

Mas: -

Init: +5 (+1 Dex, +4 Improved Initiative)

Spd: 30 ft., fly 30 ft. (good)

Defense: 12,touch: 12, flat-footed: 11 (+1 Dex, +1 deflection)

BAB: +0;Grap: -

Atk: +1 melee touch (1d6, corrupting touch)

Full Atk:+1 melee touch (1d6, corrupting touch )

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

SQ: undead, incorporeal, corrupting touch, horrific appearance (DC 12), invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft.

AL: none or varies

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

AP 0;Rep +0

Str: -, Dex: 12, Con: -, Int: 12, Wis: 12, Cha: 11

Skills: Bluff +4, Diplomacy +4, Hide +14, Intimidate +5, Listen +14, Search +14, Sense Motive +6, Spot +14

Feats: Improved Initiative

Advancement: 3–5 HD (Medium); 6–9 HD (Large)


SPECIES TRAITS

A frightful spirit’s twisted features horrify all who behold it.

Horrific Appearance (Su): Any living creature within 60 feet that views the frightful spirit must succeed at a Fortitude save (DC 10 + spirit’s Hit Dice + spirit’s Charisma modifier) or immediately suffer 1d4 points of temporary Strength damage, 1d4 points of temporary Dexterity damage, and 1d4 points of temporary Constitution damage. A creature that successfully saves against this effect cannot be affected by the same spirit’s horrific appearance for one day.


Groaning Spirit (Banshee)

Medium undead


CR: 4

HD: 3d12;hp: 19

Mas: -

Init: +5 (+1 Dex, +4 Improved Initiative)

Spd: 30 ft., fly 30 ft. (good)

Defense: 12,touch: 12, flat-footed: 11 (+1 Dex, +1 deflection)

BAB: +1;Grap: -

Atk: +2 melee touch (1d6, corrupting touch)

Full Atk: +2 melee touch (1d6, corrupting touch)

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

SQ: undead, incorporeal, corrupting touch, frightful moan (DC 14), invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft.

AL: none or varies

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

AP 0;Rep +0

Str: -, Dex: 13, Con: -, Int: 13, Wis: 13, Cha: 12

Skills: Bluff +6, Diplomacy +6, Hide +14, Intimidate +7, Listen +15, Search +14, Sense Motive +6, Spot +15.

Feats: Improved Initiative

Advancement: 4–7 HD (Medium); 8–12 HD (Large


SPECIES TRAITS

A groaning spirit can panic others with its mournful cry.

Frightful Moan (Su): A groaning spirit can moan as an attack action. All living creatures within a 30-foot spread must succeed at a Will save (DC 10 + spirit’s Hit Dice + spirit’s Charisma modifier) or become panicked for 2d4 rounds. A panicked creature flees as fast as possible, cowers if unable to get away, and defends normally (but cannot attack). This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same spirit’s moan for one day.


Possessing Spirit (Haunt)

Medium undead


CR: 5

HD: 5d12;hp: 32

Mas: -

Init: +6 (+2 Dex, +4 Improved Initiative)

Spd: 30 ft., fly 30 ft. (good)

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

BAB: +2;Grap: -

Atk: +4 melee touch (1d6, corrupting touch)

Full Atk: +4 melee touch (1d6, corrupting touch)

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

SQ: undead, incorporeal, corrupting touch, possession (DC 17), invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft.

AL: none or varies

SV: Fort: +1, Ref: +3, Will: +6

AP 0;Rep +0

Str: -, Dex: 15, Con: -, Int: 15, Wis: 15, Cha: 14

Skills: Bluff +8, Diplomacy +8, Hide +17, Intimidate +9, Listen +17, Search +17, Sense Motive +8, Spot +17

Feats: Combat Reflexes, Improved Initiative

Advancement: 6–9 HD (Medium); 10–15 HD (Large)


SPECIES TRAITS

A possessing spirit can take command of a living physical body.

Possession (Su): Once per round, as an attack action, a possessing spirit can merge with a living creature and seize control of its body. To use this ability, the spirit must first enter the target’s fighting space; doing so does not provoke attacks of opportunity.

The target can resist the spirit’s attempt at possession with a successful Will save (DC 10 + spirit’s Hit Dice + spirit’s Charisma modifier). If the save succeeds, the spirit is rebuffed and pushed into an adjacent square. A target that successfully saves cannot be possessed by that spirit for one day, and the spirit cannot again enter the target’s fighting space during that time. If the save fails, the spirit vanishes into the target’s body and takes control of it.

A possessed creature gains the spirit’s Intelligence, Wisdom, Charisma, base attack bonus, base save bonuses, allegiances, skills, and feats. The possessed creature retains its Strength, Dexterity, Constitution, type, hit points, massive damage threshold, grapple check modifier, fighting space, reach, Reputation bonus, and extraordinary abilities. It loses access to any spell-like abilities, supernatural abilities, action points, and mental abilities (including prepared spells and knowledge gained from life experiences).

While possessing a host creature, the spirit loses its supernatural or extraordinary abilities except for its turn resistance. The possessed creature’s original spirit instantly reinstates itself if the possessing spirit is turned, destroyed, or otherwise dislodged from its host. A possessing spirit can leave its host as a free action, if it so chooses. Any attack that deals massive damage on the host’s body allows the host another Will save to oust the possessing spirit and regain control of its body (whether or not the massive damage Fortitude save succeeds).


Weakening Spirit (Fetch)

Medium undead


CR: 6

HD: 4d12;hp: 26

Mas: -

Init: +6 (+2 Dex, +4 Improved Initiative

Spd: 30 ft., fly 30 ft. (good)

Defense: 13,touch: 13, flat-footed: 11 (+2 Dex, +1 deflection)

BAB: +1;Grap: -

Atk: +3 melee (1d6 plus 1d4 Str drain, corrupting touch)

Full Atk: +2 melee (1d6 plus 1d4 Str drain, corrupting touch)

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

SQ: undead, incorporeal, corrupting touch, draining touch (DC 15), invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft.

AL: none or varies

SV: Fort: +1, Ref: +3, Will: +6

AP 0;Rep +0

Str: -, Dex: 14, Con: -, Int: 14, Wis: 14, Cha: 13

Skills: Bluff +7, Diplomacy +7, Hide +16, Intimidate +7, Listen +16, Search +16, Sense Motive +8, Spot +16

Feats: Improved Initiative

Advancement: 5–8 HD (Medium); 9–14 HD (Large)


SPECIES TRAITS

A weakening spirit draws strength from the bodies of living creatures.

Draining Touch (Su): A living creature wounded by the weakening spirit’s corrupting touch attack must succeed at a Fortitude save (DC 10 + spirit’s Hit Dice + spirit’s Charisma modifier) or suffer 1d4 points of permanent Strength drain. A creature reduced to 0 Strength by a weakening spirit’s draining touch dies and rises as a free-willed weakening spirit 24 hours later.




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