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URBAN ARCANASHADOW CREATURES - SQUID TO LIQUEFIED ZOMBIESquid
SPECIES TRAITS Aquatic: Squid can move in water without making Swim checks, and they cannot drown in water. Improved Grab (Ex): To use this ability, the squid must hit with its tentacle arm attack. If it gets a hold, the squid automatically deals bite damage each round the hold is maintained. Squid and giant squid are treated as one size category larger for purposes of determining their grapple check bonus. If a giant squid makes a successful strike with its tentacle rake attack against a target smaller than itself, it can constrict (see below). Constrict (Ex): A giant squid deals automatic tentacle damage with a successful grapple check against creatures smaller than itself. Ink Cloud (Ex): Both the squid and giant squid can emit a cloud of jet-black ink as a free action. The squid’s ink cloud fills a 10-foot cube, while the giant squid’s ink cloud fills a 20-foot cube. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex): A squid or giant squid can jet backward once per round as a full-round action. This increases the squid’s speed to 240 feet and the giant squid’s speed to 320 feet. Darkvision (Ex): Squid can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and squid can function with no light at all. Bonus Feats: Normal squid (but not giant squid) gain the bonus feats Weapon Finesse (bite) and Weapon Finesse (tentacles) SwarmA swarm is a collection of Fine or Diminutive creatures (usually creatures of the vermin or animal types, but not always) that acts as a single creature. Swarms include flocks of birds, swarms of bees, writhing nests of poisonous snakes, and any other conglomeration of creatures that tends to move as a solid mass. A swarm has the characteristics of its original type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Defense. The swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (if comprised of flying creatures) 5 feet on a side, but its reach is 0 feet. To attack, the swarm moves into an opponent’s fighting space, which provokes an attack of opportunity. It can occupy the same fighting space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm may provoke an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures. Larger swarms are represented by multiple swarms, or multiple 5-foot squares. Swarms are presented in a variety of sizes, with a typical example of their type. SPECIES TRAITS Swarm: Swarms are not subject to critical hits or flanking. A swarm takes half damage from ballistic, slashing, and piercing weapons. It is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate) unless the swarm is susceptible to mind-affecting effects. (If it has a mind, it has a single hive mind that can be targeted by a mind-affecting spell, though swarms of vermin are mindless and thus immune to such effects.) A swarm takes a –10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenade-like weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead. A swarm that fails a Fortitude save against massive damage disperses and does not reform until its hit points return to full. Swarms don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage. A swarm’s attacks are nonmagical unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, incorporeality, or other special abilities may make a creature immune (or at least resistant) to damage from the swarm. Swarms cannot attempt trip or grapple checks, nor can they be tripped or grappled themselves. Swarms do not threaten creatures in their square and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below. Distraction (Ex): Any intelligent creature vulnerable to a swarm’s damage that begins its turn with a swarm in its fighting space is distracted. The target must attempt a Fortitude save (DC 10 + swarm’s Hit Dice) or become nauseated for 1 round by the intense pain of countless bites, stings, and pinches. A creature that takes no damage from the swarm’s attack is not subject to distraction. Nauseated creatures are unable to attack or do
Sentience (Ex): Most swarms have the Intelligence of a single member of the swarm. Sentient swarms have a hive mind. A swarm with a hive mind has a higher Intelligence score but is susceptible to mind-affecting spells as if it was a single intelligent creature. Sentient swarms have skills as a magical beast (2 xInt score, plus 1 additional skill point per HD beyond 1 HD). Medium vermin (swarm of Tiny vermin) CR: 2 HD: 4d8;hp: 18 Mas: 10 Init: +3 Spd: 20 ft., climb 10 ft. Defense: 13,touch: 13, flat-footed: 10 (+3 Dex) BAB: +3;Grap: - Atk: swarm (1d6 plus poison, swarm) Full Atk: swarm (1d6 plus poison, swarm) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: swarm, vermin, distraction, poison, resistance to massive damage, darkvision 60 ft. AL: none SV: Fort: +4, Ref: +4, Will: +1 AP 0;Rep +0 Str: 1, Dex: 16, Con: 10, Int: -, Wis: 10, Cha: 2 Skills: Climb +3, Move Silently +8, Spot +5 Feats: None Advancement: None SPECIES TRAITS Vermin: A monstrous spider swarm is immune to mindaffecting attacks. Poison (Ex): Bite—Fortitude save (DC 14); initial and secondary damage 1d4 Str. Resistance to Massive Damage (Ex): A monstrous spider swarm gains a +5 species bonus on Fortitude saves to negate the effects of massive damage. Darkvision (Ex): A monstrous spider swarm can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the spiders can function with no light at all. Medium animal (swarm of Diminutive animals) CR: 3 HD: 6d8+6;hp: 33 Mas: 12 Init: +3 Spd: swim 30 ft. Defense: 14,touch: 13, flat-footed: 11 (+3 Dex, +1 natural) BAB: +4;Grap: - Atk: swarm (2d6, swarm) Full Atk: swarm (2d6, swarm) FS: 5 ft. by 5 ft.;Reach: 0 ft. SQ: swarm, aquatic, distraction, low-light vision AL: none SV: Fort: +6, Ref: +8, Will: +2 AP 0;Rep +0 Str: 1, Dex: 17, Con: 12, Int: 1, Wis: 10, Cha: 1 Skills: Hide +8, Spot +5 Feats: None Advancement: None SPECIES TRAITS Aquatic: A swarm of piranha can move in water without making Swim checks and cannot drown in water. Low-Light Vision (Ex): A swarm of piranha can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions. Medium vermin (swarm of Fine vermin) CR: 5 HD: 5d8;hp: 22 Mas: 10 Init: +5 Spd: fly 20 ft. (perfect) Defense: 15,touch: 15, flat-footed: 10 (+5 Dex) BAB: +3;Grap: - Atk: swarm (3d6 plus poison, swarm) Full Atk: swarm (3d6 plus poison, swarm) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: swarm, sentience, distraction, poison, resistance to massive damage, darkvision 60 ft. AL: none SV: Fort: +4, Ref: +6, Will: +2 AP 0;Rep +0 Str: 1, Dex: 20, Con: 01, Int: 10 (— when dispersed), Wis: 12, Cha: 2 Skills: Hide +7, Intimidate +4, Listen +7, Move Silently +7, Spot +7 Feats: None Advancement: None SPECIES TRAITS The killer bees in this swarm possess a hive mind. If dispersed, the bee swarm loses its intelligence (as individual bees are nonintelligent). Poison (Ex): Bite—Fortitude save (DC 14) negates; initial and secondary damage 1d3 Con. Resistance to Massive Damage (Ex): A sentient killer bee swarm gains a +5 species bonus on Fortitude saves to negate the effects of massive damage. Darkvision (Ex): A sentient killer bee swarm can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the killer bees can function with no light at all. Medium vermin (swarm of Fine vermin) CR: 1 HD: 2d8;hp: 9 Mas: 10 Init: +5 Spd: 10 ft., fly 30 ft. (perfect) Defense: 15,touch: 15, flat-footed: 10 (+5 Dex) BAB: +1;Grap: - Atk: swarm (1d6, swarm) Full Atk: swarm (1d6, swarm) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: swarm, vermin, distraction, resistance to massive damage, darkvision 60 ft. AL: none SV: Fort: +3, Ref: +8, Will: +0 AP 0;Rep +0 Str: 1, Dex: 20, Con: 10, Int: 1, Wis: 10, Cha: 2 Skills: Listen +5, Spot +5 Feats: None Advancement: None SPECIES TRAITS Vermin: A shadowmoth swarm is immune to mind-affecting attacks. Resistance to Massive Damage (Ex): A shadowmoth swarm gains a +5 species bonus on Fortitude saves to negate the effects of massive damage. Darkvision (Ex): A shadowmoth swarm can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the shadowmoths can function with no light at all. Medium undead (swarm of Fine undead) CR: 2 HD: 3d12;hp: 19 Mas: - Init: +1 Spd: 20 ft. Defense: 13,touch: 11, flat-footed: 12 (+1 Dex, +2 natural) BAB: +1;Grap: - Atk: swarm (2d4, swarm) Full Atk: swarm (2d4, swarm) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: swarm, undead, immunities, distraction, darkvision 60 ft AL: none SV: Fort: +1, Ref: +2, Will: +3 AP 0;Rep +0 Str: 3, Dex: 12, Con: -, Int: -, Wis: 10, Cha: 1 Skills: None Feats: None Advancement: None SPECIES TRAITS Undead: Skeletal rat swarms are immune to poison, sleep, paralysis, stunning, disease, necromantic effects, and mindaffecting 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). The swarm is destroyed if reduced to 0 hit points or less. Immunities: A skeletal rat swarm is immune to cold and takes only one-quarter damage from ballistic, piercing, or slashing weapons. Darkvision (Ex): A skeletal rat swarm can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the skeletal rats can function with no light at all. Medium vermin (swarm of Fine vermin CR: 1 HD: 1d8;hp: 4 Mas: 10 Init: +4 Spd: fly 20 ft. (perfect) Defense: 14,touch: 14, flat-footed: 10 (+4 Dex) BAB: +0;Grap: - Atk: swarm (1d4 plus disease, swarm) Full Atk: swarm (1d4 plus disease, swarm) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: arm, vermin, distraction, disease, resistance to massive damage, darkvision 60 ft. AL: none SV: Fort: +2, Ref: +4, Will: +1 AP 0;Rep 0 Str: 1, Dex: 18, Con: 10, Int: -, Wis: 12, Cha: 2 Skills: Listen +6, Spot +6 Feats: None Advancement: None SPECIES TRAITS This cloud of mosquitos drains blood from its victims and also carries a deadly virus. Vermin: A West Nile mosquito swarm is immune to mindaffecting attacks. Disease (Ex): West Nile virus—bite. Fortitude save (DC 12) negates; incubation period 1d4 days; initial damage 1 Dex and 1 Con; secondary damage 1d2 Dex (temporary) and 1d2 Con (temporary or permanent). Resistance to Massive Damage (Ex): A West Nile mosquito swarm gains a +5 species bonus on Fortitude saves to negate the effects of massive damage. Darkvision (Ex): A West Nile mosquito swarm can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the mosquitos can function with no light at all. SPECIES TRAITS gardless of the type of waste that spawned them, toxyderms share the following traits. Elemental: As elementals, toxyderms are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage. They cannot be raised from the dead. Breath Weapon (Ex): A toxyderm has a cone-shaped breath weapon that it can use as an attack action once every 1d4 rounds. The exact length and type of the breath weapon varies depending on the toxyderm. Engulf (Ex): A toxyderm can engulf creatures at least one size smaller than itself as an attack action. It cannot make a slam attack during a round in which it engulfs. The toxyderm merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the engulfing toxyderm, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed at a Reflex save (DC 10 + 1/2 toxyderm’s Hit Dice + toxyderm’s Dexterity modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the toxyderm moves forward. Engulfed creatures are automatically considered grappled and take damage from the toxyderm’s slam attack every subsequent round (no attack roll required). Darkvision (Ex): A toxyderm can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the toxyderm can function with no light at all. CR: HD: Mas: Init: Spd: Defense: BAB/Grap: Atk: Full Atk: FS/Reach: SQ: AL: SV: AP/Rep: Ability Scores: Skills: Feats: Advancement: SPECIES TRAITS Acid (Ex): The chemical toxyderm is made of an acid that dissolves organic material. With each successful slam, the toxyderm deals 2d6 points of acid damage in addition to normal slam damage. A creature continues to take acid damage each round until the acid is rinsed off with water. Breath Weapon (Ex): The chemical toxyderm breathes a 50-foot cone of acid that deals 15d6 points of damage, or half damage if a Reflex save succeeds (DC 10 + 1/2 toxyderm’s Hit Dice + toxyderm’s Constitution modifier). Unlike the garbage toxyderm, the chemical toxyderm takes no damage from its own breath weapon. CR: HD: Mas: Init: Spd: Defense: BAB/Grap: Atk: Full Atk: FS/Reach: SQ: AL: SV: AP/Rep: Ability Scores: Skills: Feats: Advancement: SPECIES TRAITS Disease (Ex): Hantavirus—slam. Fortitude save (DC 14) negates; incubation period 1 day; initial damage 1d2 Str; secondary damage 1d2 Str (temporary or permanent) and 1d2 Con (temporary or permanent). Breath Weapon (Ex): The garbage toxyderm can expel some of its mass in a 50-foot cone. This deals 10d6 points of bludgeoning damage, or half damage if a Reflex save succeeds (DC 10 + 1/2 toxyderm’s Hit Dice + toxyderm’s Constitution modifier). Each time the toxyderm uses its breath weapon, it takes 20 points of damage. Furthermore, any creature that takes damage from the cone must succeed at a Fortitude save (DC 14) or contract a disease (see above). CR: HD: Mas: Init: Spd: Defense: BAB/Grap: Atk: Full Atk: FS/Reach: SQ: AL: SV: AP/Rep: Ability Scores: Skills: Feats: Advancement: SPECIES TRAITS Radiation (Ex): The area within a quarter-mile of a nuclear toxyderm is considered highly irradiated (see Radiation Sickness, below), so characters receive a low exposure to radiation if they remain in the area for less than a minute and a moderate exposure if they stay longer. If the nuclear toxyderm hits a creature with a slam attack, that creature receives a severe exposure to radiation. Breath Weapon (Ex): The nuclear toxyderm’s breath weapon is a 100-foot cone of white-hot nuclear slag and fullspectrum radiation. It deals 20d6 points of damage to all in its path, or half damage if a Reflex save succeeds (DC 10 + 1/2 toxyderm’s Hit Dice + toxyderm’s Constitution modifier). Any creature that takes damage from the cone also suffers a high exposure to radiation (see the Radiation Sickness). Chain Reaction (Su): If the nuclear toxyderm is reduced to 0 or fewer hit points, it explodes in a blinding flash of light that deals 400 points of damage to everything (creatures and objects alike) within 400 feet and 100 points of damage to everything within a mile; a successful Reflex save halves the damage (DC 10 + 1/2 toxyderm’s Hit Dice + toxyderm’s Dexterity modifier). This explosion generally results in a milehigh mushroom cloud and a highly radioactive crater a quarter-mile across. When characters are exposed to radiation, they may be afflicted with radiation sickness. Radiation sickness functions exactly like exposure to any other disease, following the normal rules for diseases. The Fortitude save DC and the effects of radiation sickness vary with the dose of radiation to which a creature is exposed. Radiation exposure has five degrees: mild, low, moderate, high, and severe. To determine the degree of exposure, start with the type of exposure: either an irradiated area or a specific source of radiation. Then consult Table: Radiation Exposure to determine the degree of exposure based on the total time of exposure within a given 24-hour period (rounding up). The degree of the exposure determines the severity of the radiation sickness, as indicated on Table: Radiation Sickness. At low levels, radiation sickness is a slow disease. Often, a sick character suffers no severe short-term effects. This is reflected in the fact that even with a failed Fortitude save, the character might not suffer any Constitution loss. CR: HD: Mas: Init: Spd: Defense: BAB/Grap: Atk: Full Atk: FS/Reach: SQ: AL: SV: AP/Rep: Ability Scores: Skills: Feats: Talents: Rage: Possessions: Advancement: SPECIES TRAITS An urban wendigo is generally 8 feet tall and weighs 400 pounds. Rage (Ex): An urban wendigo 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 urban wendigo gains +4 Strength and +4 Constitution, and takes a –2 penalty Defense. The creature cannot end its rage voluntarily. Rend (Ex): If an urban wendigo hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatially deals an additional 2d6+9 points of damage. Ferocity (Ex): An urban wendigo is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Peripheral Invisibility (Su): A side effect of the desolation that created the urban wendigo in the first place, the urban wendigo gains the benefit of invisibility, as the spell cast by a 10th-level Mage. By staying out of the direct, focused vision of city dwellers, the urban wendigo can roam the city unseen. Unlike the invisibility spell, any character looking in the general direction of the urban wendigo and taking an attack action to make a Spot check (DC = the urban wendigo’s Hide check) can see the urban wendigo if the check succeeds. Once a character sees an urban wendigo, that character is immune to its peripheral invisibility for 1 hour. Scent (Ex): This ability allows the urban wendigo to detect approaching enemies, sniff out hidden foes, and track by scent. Low-Light Vision (Ex): Urban wendigos 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: Urban wendigos gain a +10 species bonus on Balance, Climb, Jump, and Survival checks. CR: HD: Mas: Init: Spd: Defense: BAB/Grap: Atk: Full Atk: FS/Reach: SQ: AL: SV: AP/Rep: Ability Scores: Skills: Feats: Advancement: CR: HD: Mas: Init: Spd: Defense: BAB/Grap: Atk: Full Atk: FS/Reach: SQ: AL: SV: AP/Rep: Ability Scores: Skills: Feats: Advancement: Vivilors are outsiders who come in response to the summon vivilor spell. Vivilors generally have humanoid shapes, but spellcasters can summon quadupedal or serpentine vivilors if they wish. In addition to their basic statistics, a summoner chooses additional special qualities from Vivilor Menu A or Vivilor Menu B (see below). A spellcaster can substitute two choices on Vivilor Menu A for one choice on Vivilor Menu B, or one choice on Vivilor Menu B for two choices on Vivilor Menu A. Vivilors do not speak. However, a vivilor can understand the instructions of its summoner and follows them to the letter. SPECIES TRAITS Darkvision (Ex): A vivilor can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the vivilor can function with no light at all. Bonus Feat: Vivilors gain the bonus feat Archaic Weapons Proficiency. However, they generally prefer to use their natural weapons in combat. Aquatic: The vivilor gains a swim speed of 60 feet. The vivilor can move in water without making Swim checks and cannot drown in water. Bat Wings: The vivilor gains a fly speed of 60 feet (average maneuverability). Energy Resistance 5 (Ex): The vivilor gains resistance 5 to one energy type of the summoner’s choosing: acid, fire, cold, electricity, or sonic/concussion. Improved Ability Scores: The vivilor gains +2 Strength and +2 Constitution. Quadrupedal: The vivilor has four limbs for locomotion, increasing its ground speed by +20 feet. As a quadruped, the vivilor can also carry heavier loads than bipedal forms. Tentacles: The vivilor can slam opponents using tentacles that increase its reach by +5 feet. Tougher Skin: The vivilor’s natural armor bonus to Defense increases by +1. Amorphous: The vivilor is immune to critical hits and massive damage. It cannot be flanked. Energy Resistance 15 (Ex): The vivilor gains resistance 15 to one energy type of the summoner’s choosing: acid, fire, cold, electricity, or sonic/concussion. Extra Limbs: The vivilor gains three additional slam attacks during its full attack action. These additional slams are treated as secondary attacks (–5 penalty to the attack roll). Feathered Wings: The vivilor gains a fly speed of 90 feet (good maneuverability). Grasping Tentacles (Ex): The vivilor can slam opponents using tentacles that increase its reach by +5 feet. On a successful hit, a tentacle can make a free grapple check without provoking attacks of opportunity. A grappled opponent takes automatic slam damage every round the grapple is maintained. Metallic Skin: The vivilor’s natural armor bonus to Defense increases by +4. Serpentine: The vivilor has a serpentine form. It deals double slam damage against grappled foes. CR: HD: Mas: Init: Spd: Defense: BAB/Grap: Atk: Full Atk: FS/Reach: SQ: AL: SV: AP/Rep: Ability Scores: Skills: Feats: Advancement: SPECIES TRAITS Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds. The spores automatically deal 1d8 points of damage to all creatures within 5 feet of the vrock. They then penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. A delay poison spell stops the spores’ growth for the duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water. Stunning Screech (Su): Once per hour, a vrock can emit a piercing screech. Every creature within a 30-foot radius must succeed at a Fortitude save (DC 10 + 1/2 vrock’s Hit Dice + vrock’s Constitution modifier) or be stunned for 1 round. Dance of Ruin (Su): To use this ability, a group of five or more vrocks join hands in a circle, dancing wildly and chanting. If they dance for 3 rounds, a wave of crackling energy flashes outward in a 100-foot radius. All creature within the radius take 2d20 points of electricity damage (to which vrocks are immune); a successful Reflex save (DC 15) halves the damage. Forcing the vrocks to break the circle stops the dance. Spell-like Abilities): At will—darkness, detect magical aura, displacement, telekinesis (DC 17). These abilities are as the spells cast by a 10th-level Mage. The DCs are Intelligence-based. Psionic Abilities: At will—charm person (DC 12), suggestion (DC 14). These abilities are as the psionic powers manifested by a 10th-level Telepath. The DCs are Charismabased. Summon Vrock (Sp): Once per day, a vrock can attempt to summon another vrock with a 35% chance of success. Summoned vrock return whence they came after 1 hour. A vrock that has just been summoned cannot use its own summon ability for 1 hour. Teleport (Sp): A vrock can teleport itself (plus 50 pounds of objects) to a specific destination up to 1,000 miles away. This ability is similar to the teleport incantation except the vrock cannot teleport other creatures, need not make skill checks to succeed, and does not require any components to activate the ability. The vrock may teleport as a full-round action, at will.
Immunities: Vrocks are immune to electricity and poison. Damage Reduction 20/+2 (Ex): A vrock ignores the first 20 points of damage dealt by any weapon with less than a +2 magic bonus. Energy Resistance (Ex): Vrocks have acid, cold, and fire resistance 10. Spell Resistance (Ex): A vrock has spell resistance equal to 12 + the vrock’s Hit Dice (SR 20 for a normal vrock). Telepathy (Su): A vrock can communicate telepathically with any creature within 100 feet that has a language. Darkvision (Ex): A vrock can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the vrock can function with no light at all. Skill Bonuses: Vrocks gain a +8 species bonus on Listen and Spot checks. Wererats retain whatever languages they spoke before they contracted lycanthropy. They are generally 5 to 6 feet tall and weigh 125 to 150 pounds. TEMPLATE TRAITS Wererat is a template (usually acquired by contracting lycanthropy, but very occasionally inherited when two wererats mate) that can be added to any humanoid creature (referred to hereafter as the character). A wererat uses the character’s statistics and special qualities in addition to those described below. Challenge Rating: Same as the character +2 Hit Dice: Same as the character plus the dire rat’s base Hit Dice (1d8) Speed: Same as the character while in humanoid form. In hybrid or rat form, speed becomes 40 ft., climb 20 ft. Defense: Same as the character while in humanoid form. In hybrid and animal form, the creature gains a +1 natural armor bonus to Defense. This bonus does not stack with other natural armor bonuses. Base Attck: Same as the character Grapple Bonus: Apply modifiers for Strength and size depending on the lycanthrope’s form Attacks: Same as the character while in humanoid form. In hybrid and rat form, a wererat attacks with its bite, dealing 1d4 points of damage plus its Strength modifier. Special Qualities: A wererat retains all the special qualities of the character and gains the additional special qualities listed below. Alternate Form (Su): A wererat can assume rat or hybrid form, but its gear is not absorbed into the new form. The bipedal hybrid form is about 5 feet tall, with a long tail and thin fur. The limbs are human, but the head looks like a rat’s. Changing to or from rat or hybrid form is a move action. Upon assuming either form, the wererat regains hit points as if having rested for a day. A slain wereat reverts to its humanoid form, although it remains dead. Afflicted wererats find this ability difficult to control. The rare natural wererat has full control over this power. Curse of Lycanthropy (Su): Any humanoid bitten by a wererat’s bite attack (in rat or hybrid form) must succeed at a Fortitude save (DC 15) or contract lycanthropy. Damage Reduction 15/Silver (Su): A wererat in rat or hybrid form ignores the first 15 points of damage dealt by a nonsilver or nonmagical weapon but takes full damage from silvered weapons or weapons with +1 or better magic bonus. Scent (Ex): This ability allows a wererat in rat or hybrid form to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Rat Empathy (Ex): A wererat can communciate with rats in any form and gains a +4 species bonus on Diplomacy checks when influencing a rat’s attitude. A friendly rat understands and heeds simple commands, such “wait,” “watch,” “flee,” and “attack.” Darkvision (Ex): In their rat and hybrid forms, wererats have darkvision with a range of 60 feet. Allegiances: An afflicted wereat gains the law and evil allegiances (displacing other allegiances, if need be). They also generally gain an allegiance to other wererats, although this need not be the primary allegiance. The allegiances to law and evil can be removed only when the wererat has the ability to control the curse of lycanthropy by taking 10 on a Control Shape check. Saves: Same as the character, with a +2 species bonus on Fortitude and Reflex saves Ability Scores: Wererats gain the following ability score increases: Dex +6, Con +2. In addition, they gain the following ability score increase in hybrid form: Str +2 Skill Bonuses: Same as the character, with a +4 species bonus on Listen, Search, and Spot checks when in humanoid form. In rat or hybrid form, these bonuses increase to +8. A wererat in rat form also gains 3 ranks in Climb, 4 ranks in Hide, and 3 ranks in Move Silently. Feats: Same as the character. A wererat gains the bonus feat Weapon Finesse (any one eligible weapon) in humanoid form and the bonus feat Weapon Finesse (bite) in rat or hybrid form. CR: HD: Mas: Init: Spd: Defense: BAB/Grap: Atk: Full Atk: FS/Reach: SQ: AL: SV: AP/Rep: Ability Scores: Skills: Feats: Talents: Possessions: Advancement: Liquefied zombies cannot speak. They are generally between 5 feet and 6 feet tall, and they weigh about 150 pounds. TEMPLATE TRAITS “Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead (referred to hereafter as the base creature). The creature must be in an advanced state of decay, but not yet reduced to a skeletal corpse. The liquefied zombie uses all the base creature’s statistics and special abilities except as noted here. Challenge Rating: A liquefied zombie’s Challenge Rating equals the base creature’s CR + the following modifier based on size: Tiny or smaller +0, Small +1, Medium +2, Large +4, Huge +5, Gargantuan +7, Colossal +10 Type: The creature’s type changes to undead Hit Dice: Drop any Hit Dice gained from experience, triple the number of Hit Dice left, and raise them to d12 Speed: If the base creature could fly, its maneuverability rating as a liquefied zombie drops to clumsy Defense: A liquefied zombie’s natural armor bonus to Defense increases to the following, based on its size (but use the base creature’s natural armor bonus if it’s higher): Small or smaller +0, Medium +1, Large +2, Huge +3, Gargantuan +6, Colossal +10. Attacks: The liquefied zombie retains all the natural attacks, manufactured weapons, and weapon proficiencies of the base creature. A liquefied zombie also gains a slam attack. Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the liquefied zombie’s size (but use the base creature’s slam damage if it’s greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6. For purposes of Strength bonuses to damage, a slam attack attack is considered a two-handed attack. Special Qualities: A liquefied zombie loses all of the base creature’s supernatural and spell-like qualities except for immunity or resistance to specific energy types. A liquefied zombie may retain any or all of the base creature’s extraordinary abilities at the GM’s discretion. In addition to gaining the undead type, a liquefied zombie has the following special quality. Liquefied Spew (Ex): Whenever a liquefied zombie is damaged in combat by anything other than a bludgeoning weapon, some of the liquefied tissue spews forth, covering everything within 5 feet of the liquefied zombie. The scalding liquid deals 1d6 points of damage and exposes anyone it touches to the disease of necrotizing faciitis. Darkvision (Ex): Liquefied zombies have darkvision with a range of 60 feet. Allegiances: A liquefied zombie loses any previous allegiances and adopts a new allegiance to its creator. This allegiance cannot be broken. Saves: A liquefied zombie’s saving throws are based on Hit Dice. Action Points: A liquefied zombie does not acquire or amass action points. It loses any action points gained by the base creature. Reputation Bonus: A liquefied zombie has a +0 Reputation bonus. Ability Scores: A liquefied zombie’s ability scores change as follows: Str +4, Dex –2. Additionally, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma decreases to 1. Skills: The liquefied zombie loses all skills Feats: The liquefied zombie loses all the base creature’s feats except the following: Archaic Weapons Proficiency, Exotic Weapons Proficiency, Personal Firearms Proficiency, and Simple Weapons Proficiency. The liquefied zombie gains the Toughness feat. CR: HD: Mas: Init: Spd: Defense: BAB/Grap: Atk: Full Atk: FS/Reach: SQ: AL: SV: AP/Rep: Ability Scores: Skills: Feats: 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
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