A homemade campaign setting - please comment! [Archive] - Wizards Community

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Nilbog

07-20-07, 12:43 PM
Since it seems to be impossible to post attachments, I'll have to post this piece by piece. Please comment, criticize, complain, praise, etc. :)

HISTORY


==== Before Mortals === (up to -1.1 million KC)


At one point, the cosmos was merely Anake, a formless mass of geometric forms colliding, splitting, and growing. Law and chaos, good and evil, fire, earth, air and water, all were so closely mixed that nothing changed. Out of this primeval state awoke the Arbiters. No one now knows whether they were born out of Anake or were created by some higher being beyond the known planes. Three Arbiters were born – one good, one evil, and one neutral. Soon the Arbiters began to compete in shaping the cosmos to their ends. Between them, the fifteen major planes were created, last among them the Material plane world of Tellura.

At some point, after the shaping of the cosmos but before the coming of the Weil, the Arbiters created servants for themselves. Some speculate that these beings were altered from existing species, while others suggest they were created anew. Some theorist wizards have even suggested that the servant forms might be ancestral to their normal analogues.

Either the earliest of the servants of the Arbiters, or some of the first naturally evolved sentient minds, gained power and became deities. These beings existed in a state of reduced power, diminished but immortal, until mortals came in significant numbers to worship the deities. The Arbiters do not command the deities; nor do the deities have any power over the Arbiters. The Arbiters, however, know that even “immortal” deities can be slain or fade from neglect, and that they alone are truly immortal.

==== First Mortals === (-1.1 million to -4,000 KC)
The first of the humanoid races to achieve a culture were the Weil. While all the other humanoid races of Tellura have waxed in power and culture over time, the Weil have dwindled drastically in body, mind, and civilization. The first Weil were as tall as a human and broader-shouldered, a mighty race, keen in mind as well. Over the many millennia they have declined, due to the curse of Relch. Even now many in Tellura wonder at the extreme antiquity of the Weil – their empire held the Continent a million years before humans, elves, or dwarves could make a stone knife. That culture was incredible in its beauty, with architecture thin, light and exceedingly strong, poetry and song beautiful beyond a modern imagining, rulership fair, just, and rarely harsh. Sadly, few relics and no written records remain from those days, so great was the catastrophe of their ending.

==== Beginning of Humans, Elves and Dwarves === (-4,000 to -1,500 KC)
After untold millennia the Weil empire began to shrink. In the lands at its edges sprung up the other humanoid races – humans in the isles of the Far Southwest, dwarves in the mountains of Eidrhelm, and elves in the forests of the Continent. These races met and began to intermingle. It is said that the first gnomes appeared at this time, deriving from elven and dwarven parents. Even with the decline of the Weil empire’s power and beauties, the world of Tellura dwelt in harmony for the most part, broken only by the occasional incursions of evil dragons and monsters from beyond the Crescent Sea. A human colony developed there, and often made deals with the monsters for its survival. It slowly became a cruel, harsh society.

==== The Alien Wars ===(-1,500 to 4 KC)
But the Arbiter of Evil was not satisfied with these occasional raids. It allied with a cruel tyrant known only as the Dark Hunter, who ruled the first human kingdom on the continent. The Dark Hunter wished to become a god so as to avoid death and retain his power. He shaped a massive portal that cut through all the known planes, releasing massive power and transforming him into a demigod. However, it also led Relch, a deity of evil and insanity from beyond the Fifteen Planes, and its lesser cousins Htalk and Frehn into the world of Tellura. With them they brought the Outermost, shape-shifting, silvery beings from another world enslaved many ages ago. Through the hole in Anake created by their entrance, demons, devils, and celestials poured into the Corner Planes. The demons and devils quickly exterminated almost all of the native fiends, while the celestials incorporated them into their own hierarchies.
An eruption of evil energies also entered the world with the alien gods. Those humanoids near the point in where the alien gods burst into the Material Plane were transformed into greater vampires, incredibly powerful undead lords.
For a millennium and a half most of the world lived in fear. Various resistance movements and outright wars erupted throughout that time, with all the greatest champions of the humanoid races going to battle, and all being crushed. All but the last – Ktar the Great, the mightiest of wizards. He cleverly attempted to draw the alien gods into all-out war with the native gods. Finally, Relch devoured Eth the Golden, a demi-god of wealth. (Some believe that Ktar encouraged Relch to do this, but there is no proof.) The resulting fury of the gods gave Ktar his chance. He caught Htalk nearly unaccompanied and battled it over the sea for two days, Htalk growing as they fought. Htalk dripped lava from a dozen wounds, which spilled into the sea and formed the Volcanic Isle and the goblins, and they fought still. Finally, Ktar succeeded in banishing Htalk beyond the Fifteen Planes, into Anake. He later trapped Frehn, weakened from the battle of the gods, within a magical gem. (This is the event from which Tellura's main calendar, Ktar's Count, is based.) The native gods banished Relch, the only remaining alien deity. Sadly, just as Relch vanished, he laid a deadly curse upon the Weil, dooming them to dwindle and be reduced to dwarfed versions of their former selves, wandering in the wild. Sometime after this war, Ktar disappeared into the planes, not to be seen again for more than 1,200 years.

====Settlement of Golhavna and Eidrhelm === (4 to 200 KC)

After the end of the Alien Wars, humans, elves, and dwarves flourished, though the Weil on the continent continued to decline. Ships were built capable of crossing the sea, and humans migrated northeast, settling first in Golhavna and later in more eastern Eidrhelm.
In Eidrhelm, skirmishes and small wars with the dwarves led eventually to a more paranoid attitude toward non-human humanoids. However, eventually, in 197 KC, the Treaty of Eidrhelm was signed, in which all the mountain country north of the Feud River (named for these wars) was given to the dwarves. Elves migrated southwest from the continent across the Crescent Sea, settling in the deep forests of northern Golhavna. This raised little protest, as the human inhabitants feared those forests.
On the continent, the greater vampires formed an uneasy coalition to govern the northern part of the continent, where they found themselves. They devised great magic. Their first experiments led to the creation of many types of undead. They continued to experiment, warping the forms of many creatures and creating most of the hybrid monsters present in modern Tellura. But still they were not satisfied. So that no competitors would ever arise to challenge their rule, they prepared and finally cast a mighty spell. It subtly changed the connections between Tellura and the Plane of Death so greater vampires could no longer be created. Though invented for their own selfish purposes, this later proved to be a great boon for the living inhabitants of Tellura.

In 200 KC, 22,000 humans lived in Eidrhelm, along with 5,000 dwarves and 780 gnomes. 27,000 humans, 3,000 elves, and 2,000 Weil lived in Golhavna.

==== Development of Civilizations === (200 to 850 KC)

Over the next six or seven centuries, both islands developed a culturally rich Bronze and later Iron Age feudalism supported by the rich low-lying plains, though Eidrhelm was always somewhat less centralized (perhaps due to the mountains preventing easy travel and enforcement). Around 400 KC, humans were able to discover the dwarven secret of iron smelting, and the production of simple steel. Gnomes in Eidrhelm, always marginalized in dwarven society, flourished by serving as traders between dwarven and human communities. They became a race of travelers and merchants. Many learned the arts of sailing, to trade with Golhavna and other lands. At this time, the first dwarven clerics appeared, having learned from humans. Dwarves were historically very simple and unformalized in religious matters. The access to healing spells greatly lengthened the life expectancy and increased the dwarven population greatly. Thus, huge cities were built and dug, until many of the mountains of Eidrhelm were hollow. Some dwarves sailed overseas in human or gnomish ships to establish colonies in the wild mountains of the Continent.

In 675 KC, a serious epidemic of soulchill broke out in Eidrhelm. This deadly supernatural disease weakens both body and spirit, and it is resistant to ordinary cures. Over 25,000 humans died of the disease, almost 10% of the population, before effective spells were distributed by clerics. Due to their separate society, despite increased trade, very few dwarves died of the disease. Most gnomes avoided infected regions and were therefore also safe.

Then, Estan, noble of Goria, conquered several of the other small feudal kingdoms in Golhavna after they had conspired unsuccessfully to rob him of lands. These lands were officially consolidated in 846 KC. Thus was the foundation laid for an unified Golhavnan nation. The elves remained independent in their cold northern forest.

Three years later Belara united the nation of Eidrhelm after the model of Estan, and founded his own dynasty.

In 850 KC, 450,000 humans lived in Eidrhelm, along with 126,000 dwarves and 12,400 gnomes. 520,000 humans, 89,000 elves, and 5,400 Weil lived in Golhavna.

====The Golden Age === (850 to 1,045 KC)
Both Eidrhelm and Golhavna flourished. Estan I eventually married a female astral deva, Otibana. Therefore, the royal line of Golhavna contained celestial blood. Eight kings ruled Eidrhelm and seven ruled Golhavna while the Golden Age lasted. In this period, lasting just under two centuries, the two island nations grew closer together. The feud with the dwarves was now definitively settled, and an agreement was signed defining the boundary between human and elven lands. The gnomes were now accepted more freely into dwarven society (though still not as equals).
Exploration also was a great success. Ships were built that could sail farther than any before. Arbun the arch-bard led two expeditions to the far north of the Continent, discovering the Icegouge Mountains and their odd races of monsters. On his second expedition, he used ships enchanted with the (newly developed) airship spell. The first explorations of the Volcanic Isle were made, though many died beneath the fangs of its inhabitants. Ironically, it would be one of these explorations that spelled the end of the Golden Age.
An explorer whose name is not now remembered awoke some evil which had remained on the Volcanic Isle since it had formed from Htalk's blood. Some believe the Arbiter of Evil secretly guided him. A gateway to the Pit of Dread opened, and evil came forth. A swarm of demons swept through the sea and descended on hapless Eidrhelm, the nearest large center of population. Just as in the beginning of the Alien Wars millennia earlier, the wave of extraplanar evil turned many nearby into undead. Due to the effects of the greater vampires’ spell, no greater vampires and only a few vampires were created. Most of the undead became ghouls, ghasts, or mohrgs.
The armies of both islands came to war, but by the time the Golhavnan army arrived, a huge demon had already slain Belara VIII and established itself as the Ever-Burning, lord of Eidrhelm. The demonic forces quickly decimated the remaining Eidrhelmin forces and turned on the Golhavnaans. The battle was terrible, and both sides suffered heavy losses. Finally it ended, in a victory for neither side. Too few demons remained to attack Golhavna, but Eidrhelm was firmly under demonic control. Swiftly the demons began hunting and slaying humans for sport, inventing new torments, and dominating the people with fear and deadly whims. Golhavna sat, watching the developments. It is believed by many that about this time Ktar may have returned from the planes; but to others this is merely a myth.

==== The Current Age === (1,045 KC and on)

The demons continued to torment humans and dwarves and war among themselves. Despite the utterly unreliable nature of demons, the Ever-Burning seems secure in his power simply due to his immense personal strength and ability. No challenger could defeat him.
Neither the Arbiters nor the deities have acted; some of the more wild speculators among wizards and sages believe that some evil being has possession of the Stone of Frehn and has discovered some way to use it to prevent intervention.
Thanuir

07-21-07, 03:21 AM
So, this'll be for games of demon-hunting? Is there room for anything else? Are demons defeated in physical battles or must their influence over the minds of the people be prevented, somehow?
Nilbog

07-21-07, 11:44 AM
So, this'll be for games of demon-hunting? Is there room for anything else?

Demon hunting is a major theme, but there's room for lots else. Demons only dominate that island (Eidrhelm); the Far Southwest was designed for a more pulp-style game (think Edgar Rice Burroughs - fierce environments, nasty wildlife...)

This'll be clearer when I post more of it.

Are demons defeated in physical battles or must their influence over the minds of the people be prevented, somehow?

Both, really. They can be killed physically, but they have a spell that turns humans into evil servants.
Nilbog

07-22-07, 09:15 PM
NEW SPELLS

New Descriptor: (Ki) – These spells were developed during the Order of the Arcane Path’s magical experiments into the nature of ki, most infamously championed by Ranna. All Ki spells affect only living creatures.

Airship
Transmutation
Level: Sor/Wiz 9, Clr 9
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect: One ship or boat of Gargantuan or smaller size
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You enchant a ship or boat of Gargantuan size or smaller (under 64 feet long) so that it can fly at a speed of 40 feet. The captain or pilot of the boat must make a Profession (sailor) check (DC 10, +5 per 10 mph of wind speed) or the boat has clumsy maneuverability. If he succeeds, the boat has average maneuverability.

This spell can be made permanent with a permanency spell and a cost of 4,000 XP.



Arbun's Wordtwist
Transmutation
Level: Brd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 15-ft.-radius emanation centered on you
Duration: 1 min./level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes; see text

This spell causes magical speech or sonic attacks to be twisted into ineffective gibberish. When Arbun's wordtwist is cast, all creatures in the area (except you) cannot cast spells using verbal components or activate command word-operated items. In addition, you and any allies in the area gain effective sonic resistance 5 for the duration of the spell. Any nonmagical forms of speech are completely unaffected.

The famed bard and explorer Arbun created this spell to help resist the attacks of windscreamers.

Blasphemous Alteration
Transmutation (Evil)
Level: Sor/Wiz 8
Components: V, S
Casting Time: 10 minutes
Range: Touch
Effect: One humanoid
Duration: Permanent
Saving Throw: Fortitude negates, then Will partial
Spell Resistance: Yes

This evil spell transforms the victim into a lower-planar being, a servant of the evil demonic forces. The victim must be helpless or willing. At the end of the spell, the victim must make a Fortitude save. If it fails, it receives the fiendish template and must make a Will save or obey the caster's next order as if it were a suggestion spell.

Ki Blast
Evocation (Ki)
Level: Sor/Wiz 3, Sense 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: One living creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

A beam of energy leaps from your hand, striking the target creature unerringly and inflicting 1d8 points of damage per 2 caster levels (maximum 5d8). If the target succeeds at a Will save, it takes only 1d8 damage.

Ki Fog
Evocation (Ki)
Level: Sor/Wiz 5, Sense 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
A cloud of energy descends, scrambling the senses of living creatures. All living creatures in the area suffer a -10 penalty on Listen and Spot checks, and function in combat as if their opponents had total concealment.

Ktar's Decay
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: One solid object or normal plant
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You decay an object, inflicting 1d4 damage + 1 point per caster level (maximum 1d4+5). This damage ignores hardness. This can affect normal plants, but not plants which are creatures.

It is believed that Ktar the Great developed this spell in his younger days, to foil assassins by decaying their daggers.


Tidal Wave
Evocation (Water)
Level: Drd 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: One 10-ft. cube per caster level
Duration: Instantaneous
Saving Throw: Reflex half; Fortitude special
Spell Resistance: No

This spell essentially calls forth a large quantity of water just above the heads of every creature in the area. Such creatures take 1d6 bludgeoning damage per caster level (maximum 15d6), but a Reflex save is allowed for half damage. Any creature failing its Reflex save must make a Fortitude save or be knocked prone.


Ktar's Cometary Wrath
Evocation (Cold)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 30-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

When you cast this spell, the targeted area is rent by cataclysm. A miniature comet plummets into the area, creating a massive explosion and a spray of icy shards. Any creature in the area takes 1d8 damage per caster level (maximum 20d8), but a Reflex save is allowed for half damage. Half of this damage is bludgeoning damage, and half of it is cold damage.
Ktar created this spell in preparation for his battle with Htalk’s minions.

Sense Domain
Granted Power: +3 bonus on Spot and Listen checks.
Sense Domain Spells
Spell Name Description
1 Detect Undead Reveals undead within 60 ft.
2 See Invisibility Reveals invisible creatures or objects.
3 Arcane Sight Magical auras become visible to you.
4 Ki Blast Energy inflicts 1d8/2 levels damage.
5 Telepathic Bond Link lets allies communicate.
6 Ki Fog Living creatures suffer penalties on checks and combat.
7 Greater Arcane Sight As arcane sight, but also reveals magic effects on creatures and objects.
8 Moment of Prescience You gain insight bonus on single attack roll, check, or save
9 Foresight Sixth sense warns of impending danger.

NEW MAGIC ITEMS:



Specific Weapons
These weapons are almost always made with exactly the attributes listed.

Filthrazor
Filthrazor is a +1 scimitar. It allows the wielder to cause filth fever (as the contagion spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the contagion effect must be invoked in the same round that the scimitar strikes.
Moderate necromancy; Market Price: 8,315 gp; CL 5th; Craft Magic Arms and Armor, contagion.

Blizzardblade
Blizzardblade is a +2 longsword in most areas. However, if in a region of arctic climates, or any environment where the temperature is below freezing, it functions as a +3 longsword.

These swords were first designed by Arbun in preparation for his arctic expeditions.

Moderate evocation; Market Price: 13,315 gp; CL 9th; Craft Magic Arms and Armor, sleet storm.

Artifacts

Armor of Arbun (major artifact)

This is the armor given to the arch-bard Arbun before one of his explorations by the deity Sonicha. It grants the wearer resistance to cold and physical blows.

This is a +6 greater cold resistance invulnerability chain shirt. In addition, the wearer can cast cone of cold once per day as a spell-like ability at 20th caster level.

CL: 21st.

Stone of Frehn (major artifact)


This huge black gem, as large as a man's fist, contains a significant portion of the power of the alien deity Frehn, master of rot and decay. Any non-evil creature possessing or using the stone receives two negative levels. These never result in actual level loss, but cannot be removed in any way (including restoration spells) while the stone is used or possessed. The stone gives its user a +6 bonus on all saves against disease as long as it is in his personal possession. In addition, a possessor of the stone can make Charisma checks to unleash its other powers. Attempting to use a power is a standard action. A successful Charisma check against the listed DC activates the spell-like ability. The powers are: contagion (DC 13), insanity (DC 17), finger of death (DC 17), empowered disintegrate (DC 18), ruin (epic spell, DC 20), and plague of terror (epic spell, DC 20, see below – “Epic Play in Tellura”.)

CL: 21st.
Nilbog

07-23-07, 09:09 AM
ARMY OF FROZEN CHAOS
Soldier of Frozen Chaos
Medium Undead (Cold)
Hit Dice: 2d12 (13 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 16 (+5 natural, +1 Dex), touch 11, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3); or longsword +3 melee (1d8+2)
Full Attack: Bite +3 melee (1d6+3); or longsword +3 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ray of cold
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +0, Ref +1, Will +5
Abilities: Str 15, Dex 13, Con —, Int 13, Wis 14, Cha 12
Skills: Climb +7, Jump +7, Listen +7, Move Silently +6, Spot +7
Feats: Improved Initiative
Environment: Any cold land
Organization: Solitary, pack (2-5), or patrol (6-10 plus 1 knight of frozen chaos)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-6 HD (Medium)
Level Adjustment: —

Soldiers of frozen chaos resemble animated skeletons coated in ice that groans when the creature moves. However, they glow faintly in complete darkness. They also possess great cunning and a twisted intelligence. Soldiers of frozen chaos speak Abyssal and Common.

Soldiers of frozen chaos are created when chaotic or evil mortal humanoids die of cold with a great crime on their souls. Since many outlaws and unsavory types flee north, often unprepared for the harsh conditions, this is all too common.

A soldier of frozen chaos will always obey any knights of frozen chaos in the area. Without them, it serves only chaos. Its only joy in existence is battle, and it loves to tear apart living creatures.

COMBAT
Soldiers of frozen chaos are quick and vicious. They first loose their ray of cold, then attack with fangs or weapons.

Ray of Cold (Sp): A soldier of frozen chaos can create a ray of cold once per round. This is identical to the ray of frost spell as cast by a 1st-level sorcerer except that it has a range of 50 feet.

Knight of Frozen Chaos
Medium Undead (Cold)
Hit Dice: 7d12+3 (48 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 19 (+8 natural, +1 Dex), touch 11, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+3); or longsword +1 +8 melee (1d8+4)
Full Attack: Slam +6 melee (1d6+3); or longsword +1 +8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frost blast
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +2, Ref +3, Will +7
Abilities: Str 17, Dex 13, Con —, Int 13, Wis 14, Cha 12
Skills: Climb +13, Jump +13, Listen +12, Move Silently +11, Spot +12
Feats: Improved Initiative, Toughness, Weapon Focus (longsword)
Environment: Any cold land
Organization: Solitary or patrol (1 plus 6-10 soldiers of frozen chaos)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-21 HD (Medium)
Level Adjustment: —

Knights of frozen chaos resemble tall animated skeletons coated in ice that groans when the creature moves. However, they glow a bright blue in complete darkness. They are even more cruel than their lesser cousins. Knights of frozen chaos speak Abyssal and Common.
Knights of frozen chaos are created when chaotic or evil mortal humanoids of 7th level or above die of cold with great guilt on their souls.

A knight of frozen chaos will command soldiers of frozen chaos. On those rare occasions when a number of knights joined forces, they led a terrible army against human, elven, Weil, and dwarven lands.

COMBAT
Knights of frozen chaos are quick and vicious. They first loose their frost blast, then order their underlings into combat.

Frost Blast (Sp): A knight of frozen chaos can create a powerful blast of cold once per day. This is identical to the fireball spell as cast by a 6th-level sorcerer except that it deals cold damage.


FIEND

These fiends were the original inhabitants of the Pit of Dread. When the demons and devils arrived at the beginning of the Alien Wars, they quickly broke the power of the much weaker local fiends. The frilkabrin and mastix are now very rare, and the gugatra have been incorporated into the demonic and devilish forces. Several other fiend types are completely extinct. Only the unique fiends of great power still retain influence. Some of these have managed to stay in power by filling a role that none of the invaders were suited for (such as Driggiff and ), but Telemos, at least, is of sufficient power to terrify the mightiest lords of balors or pit fiends.

Fiend, Frost (Frilkabrin)
Medium Outsider (Evil, Extraplanar)
Hit Dice: 11d8+47 (96 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 19 (+7 natural, +2 Dex), touch 12, flat-footed 17
Base Attack/Grapple: +11/+13
Attack: Claw +14 melee (1d6+2 and 1d6 cold)
Full Attack: 2 claws +14 melee (1d6+2 and 1d6 cold), tail slap +9 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chill, frost blast, spell-like abilities
Special Qualities: Darkvision 60 ft., DR 10/good, low-light vision, fire and cold resistance 10
Saves: Fort +11, Ref +9, Will +7
Abilities: Str 15, Dex 14, Con 18, Int 11, Wis 10, Cha 21
Skills: Climb +17, Jump +21, Listen +17, Move Silently +17, Search +15, Spellcraft +15, Spot +17
Feats: Alertness, Improved Initiative, Toughness, Weapon Focus (claw, tail slap)
Environment: Pit of Dread
Organization: Solitary or patrol (1 plus 2 knights of frozen chaos)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 12-22 HD (Medium); 23-33 HD (Large)
Level Adjustment: —

A frilkabrin, commonly known as a "frost fiend", resembles a tall, exceptionally gaunt humanoid with a flexible, thick tail. Its head is topped with bony lumps and spines. Its skin is ice-blue. A frost fiend stands 7 feet tall and weighs 195 pounds.

Frilkabrin are one of the last surviving remnants of the original fiends of the Pit of Dread. Due to the arrival of demons and devils, they are now exceptionally rare, verging on extinction. Their power is completely broken, and they are no longer a serious concern for the plane’s new rulers. But in an infinite plane there will always be strongholds for the last of the original fiends. These strongholds are ruled by the frost fiends.

Combat

A frost fiend begins combat with spell-like abilities and its frost blast.

Chill (Su): A frost fiend's claw attacks inflict 1d6 additional cold damage.

Frost Blast (Sp): A frost fiend can create a powerful blast of cold once per day. This is identical to the fireball spell as cast by an 8th-level sorcerer except that it deals cold damage.

Spell-Like Abilities: At will - bane, chill touch, disrupt undead, halt undead, ray of enfeeblement, spectral hand, unholy blight. 3/day - control undead. 1/day - enervation.

Fiend, Sac (Gugatra)
Medium Outsider (Evil, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d4+1); or club +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d4+1); or club +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Diseased spit
Special Qualities: Darkvision 60 ft., fire resistance 10, low-light vision, outsider traits
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 12, Dex 11, Con 12, Int 3, Wis 10, Cha 7
Skills: Listen +8, Spot +8, Survival +6, Swim +7
Feats: Alertness
Environment: Pit of Dread
Organization: Solitary or fester (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral evil
Advancement: 3-4 HD (Medium)
Level Adjustment: —

A gugatra, commonly known as a "sac fiend", resembles a hideously bloated bipedal frog. Its body seems to be ravaged by disease. Its skin is yellow-green. A sac fiend stands 5 feet tall and weighs 150 pounds.

They are often conscripted by demons or devils into their armies as living weapons, to spread poison. Therefore, they were allowed to survive in great numbers. Even in the Pit of Dread, they are one of the most wretched beings, barely above the level of the herdstamp (see below). More powerful beings will sometimes eat them, being immune to their poison.


Gugatra are one of the last surviving remnants of the original fiends of the Pit of Dread. Due to the arrival of demons and devils, the power of this original race is completely broken, and they are no longer a serious concern for the plane’s new rulers. Unlike the other types of fiend originally present, gugatra are still very common, because the demon and devil leaders found them useful and too weak and stupid to rebel.

Combat

A gugatra will spit its poison, then bite. If they form part of an army, they may wield clubs instead of biting. If the battle seems to be going against them, they are likely to flee.

Poison Spit (Ex): Once per hour, a sac fiend can spit a stream of venomous fluid up to 30 feet as a ranged touch attack (no range increment). Fort DC 12, initial and secondary damage 1d3 Dex.

Fiend, Scourge (Mastix)
Medium Outsider (Evil, Extraplanar)
Hit Dice: 9d8+27 (67 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 18 (+5 natural, +3 Dex), touch 13, flat-footed 15
Base Attack/Grapple: +9/+13
Attack: Claw +14 melee (1d8+4)
Full Attack: 2 claws +14 melee (1d8+4), bite +9 melee (1d6+2 and wounding)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, wounding
Special Qualities: Darkvision 60 ft., DR 10/good, low-light vision, fire and cold resistance 10
Saves: Fort +9, Ref +9, Will +6
Abilities: Str 15, Dex 14, Con 18, Int 11, Wis 10, Cha 21
Skills: Climb +17, Jump +21, Listen +17, Move Silently +17, Search +15, Spellcraft +15, Spot +17
Feats: Alertness, Power Attack, Weapon Focus (bite, claw)
Environment: Pit of Dread
Organization: Solitary or patrol (1 plus 2 knights of frozen chaos)
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral evil
Advancement: 12-22 HD (Medium); 23-33 HD (Large)
Level Adjustment: —

A mastix, commonly known as a "scourge fiend", resembles a tall, powerful humanoid woman with scaly plating. It also has long, blade-like claws on its hands, serving as formidable weapons. Its skin is greenish-black. A scourge fiend stands 7 feet tall and weighs 195 pounds.

Mastix are one of the last surviving remnants of the original fiends of the Pit of Dread. Due to the arrival of demons and devils, they are now exceptionally rare, verging on extinction. Their power is completely broken, and they are no longer a serious concern for the plane’s new rulers. But in an infinite plane there will always be strongholds for the last of the original fiends. These strongholds are largely inhabited by the scourge fiends.

Combat

A scourge fiend begins combat with spell-like abilities, then charges into melee.

Wounding (Su): A scourge fiend's bite attack inflicts 1 point of Constitution damage, as if it were a wounding weapon.

Spell-Like Abilities: At will - bane, bull’s strength, doom, ray of enfeeblement, unholy blight. 3/day - haste. 1/day - enervation.





GALESCREAMER
Size/Type: Medium Elemental (Air)
Hit Dice: 6d8+12 (39 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 40 ft. (perfect)
Armor Class: 21 (+5 Dex, +7 natural), touch 15, flat-footed 17
Base Attack/Grapple: +4/+7
Attack: Claw +8 melee (1d6+3)
Full Attack: 2 claws +8 melee (1d6+3) and bite +5 melee (1d4+1) and 2 rakes +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Swoop
Special Qualities: Darkvision 60 ft., elemental traits, DR 5/magic, resistance to cold 5
Saves: Fort +4, Ref +10, Will +2
Abilities: Str 17, Dex 20, Con 14, Int 6, Wis 11, Cha 11
Skills: Listen +6, Move Silently +8, Spot +6
Feats: Alertness, Multiattack, Weapon Focus (claw)
Environment: Any cold land
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: —

These predators resemble blue, half-vaporous winged panthers with huge claws. They hunt the far north of Tellura, especially the Icegouge Mountains. A galescreamer is about 7 feet long and weighs about 30 pounds due to its nonsolid nature.

COMBAT

Galescreamers swoop upon their prey, shrieking fiercely.

Swoop (Ex): If a galescreamer in flight attacks an opponent on the ground, it gains a +1 bonus to the attack rolls for its claw attacks. (This bonus has not been factored into the above stat block.)

.

OUTERMOST

Outermost Serf
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d6+1)
Full Attack: Slam +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., immunity to poison, resistance to acid 10 and fire 10.
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 12, Dex 10, Con 12, Int 5, Wis 11, Cha 11
Skills: Escape Artist +7*, Listen +5, Move Silently +5, Profession (any one) +5, Spot +5
Feats: Endurance
Environment: Any land and underground
Organization: Solitary, pair, work gang (3-8 plus 1 taskmaster), or colony (16-20 plus 2-5 taskmasters and 1 baron)
Challenge Rating: 1
Treasure: No coins, standard items and goods
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: +1

An outermost serf is the lowest form of the species. The creature is about 4 1/2 feet tall, weighs around 80 pounds, and resembles a colorless, partially translucent humanoid with large, strong hands. Outermost serfs in modern Tellura speak crude Common, though the outermost race once had its own language.

Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human.

Outermost serfs form 85% of the species and serve to fulfill all the basic day-to-day work of the society.

Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars.


*Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks.

Outermost Taskmaster
Size/Type: Large Outsider (Extraplanar)
Hit Dice: 7d8+21 (52 hp)
Initiative: +0
Speed:30 ft. (6 squares)
Armor Class: 17 (-1 size, +7 natural, +1 small shield), touch 9, flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Claw +11 melee (1d8+4)
Full Attack: 2 claws +11 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to poison, resistance to acid 10 and fire 10.
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 18, Dex 10, Con 16, Int 11, Wis 11, Cha 13
Skills: Bluff +11, Diplomacy +11, Escape Artist +12*, Listen +12, Move Silently +10, Profession (any one) +10, Sense Motive +10, Spot +12
Feats: Alertness, Endurance, Weapon Focus (claw)
Environment: Any land and underground
Organization: Solitary, work gang (1 plus 3-8 serfs), or colony (2-5 plus 1 baron and 16-20 serfs)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: +1

An outermost taskmaster is a higher-ranking form of the species than serfs. The creature is about 8 feet tall, weighs around 500 pounds, and resembles a colorless, rough-skinned humanoid with four arms. Its back has hardened into a scaly, opaque carapace. Two arms end in wicked talons, while the other two end in human-like hands. Outermost taskmasters in modern Tellura speak Common, though the outermost race once had its own language.

Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human.

Outermost taskmasters form 10% of the species and serve to loosely manage the work of serfs, whether kindly or cruelly depending on alignment. They are far more intelligent than the simple serfs, but are still not especially original thinkers. Due to their chaotic nature, they can be rather unreliable.

Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars.

COMBAT

If a taskmaster enters combat, it tries to crush its opponents in its mighty claws.

Spell-Like Abilities: 3/day - charm person (DC 12), command (DC 12). Caster level 7th. Save DCs are Charisma-based.

*Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks.

Outermost Spy
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, +4 natural, +1 small shield), touch 11, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Longsword +9 melee (1d8+2)
Full Attack: Longsword +9/+4 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +1d6, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., immunity to acid and poison, resistance to electricity 10 and fire 10.
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 14, Dex 12, Con 16, Int 15, Wis 15, Cha 17
Skills: Bluff +12, Diplomacy +12, Disguise +12, Escape Artist +12*, Hide +12, Intimidate +12, Listen +13, Move Silently +12, Sense Motive +12, Spot +13
Feats: Alertness, Stealthy, Weapon Focus (longsword)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: +5

An outermost spy is a fairly high-ranking form. In its natural form, the creature is about 6 feet tall, weighs around 160 pounds, and resembles a colorless humanoid. However, it almost always appears in another form. Outermost spies in modern Tellura speak Common and Undercommon, though the outermost race once had its own language.

Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human.

Outermost spies form about 2% of the species and serve to merge with the societies of humanoids, either to harm them or merely to gain information. They are quite intelligent and quick-thinking.

Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars.

COMBAT

If they must fight, outermost spies use stealth and sneak attacks.

Sneak Attack (Ex): When attacking a flat-footed or flanked opponent with a discernible anatomy, the outermost spy gains +4 to its attack roll and +1d6 to damage. Only the first attack in a round can be a sneak attack.

Spell-Like Abilities: 3/day - charm person (DC 14), command (DC 14). 1/day - invisibility. Caster level 6th. Save DCs are Charisma-based.

Change Shape (Su): An outermost spy can assume any humanoid form of Medium size.

*Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks.

Outermost Baron
Size/Type: Large Outsider (Extraplanar)
Hit Dice: 9d8+36 (75 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +8 natural, +1 small shield), touch 9, flat-footed 18
Base Attack/Grapple: +9/+18
Attack: Claw +14 melee (1d8+5)
Full Attack: 2 claws +14 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to poison, resistance to acid 10 and fire 10.
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 20, Dex 10, Con 18, Int 14, Wis 11, Cha 17
Skills: Bluff +15, Diplomacy +15, Escape Artist +14*, Intimidate +15, Listen +14, Move Silently +12, Profession (any one) +12, Sense Motive +12, Spot +14
Feats: Alertness, Endurance, Improved Initiative, Weapon Focus (claw)
Environment: Any land and underground
Organization: Solitary or colony (1 plus 2-5 taskmasters and 16-20 serfs)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: +6

An outermost baron is the highest-ranking form of the species. The creature is about 9 feet tall, weighs around 650 pounds, and resembles a colorless, rough-skinned humanoid with four arms. Its back has hardened into a scaly, opaque carapace. Two arms end in enormous, curled talons, while the other two end in human-like hands. Outermost barons in modern Tellura speak Common, though the outermost race once had its own language.

Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human.

Outermost barons form about 3% of the species and serve to manage the other forms. They tend to rule based on personal power rather than law, due to the chaotic nature of outermost. They are the most intelligent outermost.

Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars.
COMBAT

If a baron enters combat, it first weakens and divides foes with spell-like abilities, then tries to crush its opponents.

Spell-Like Abilities: 3/day - charm monster (DC 17), charm person (DC 14), command (DC 14). 1/day - greater magic fang. Caster level 9th. Save DCs are Charisma-based.

Change Shape (Su): An outermost baron can assume any humanoid or giant form of Medium or Large size.

*Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks.

Half-Outermost
Many of the Outermost spies and barons that escaped from the rule of Relch and the other alien gods took on humanoid form and intermarried with humans. Their children are the half-outermost.

A half-outermost is shaped like its other parent, but is silvery and slightly translucent.

"Half-outermost" is an inherited template that can be applied to any humanoid or giant of Small to Huge size (the base creature). The base creature's type remains unchanged.

Armor Class: Natural armor increases by 3.

Special Attacks: A half-outermost retains its special attacks and gains the following:

Spell-Like Abilities: 3/day – charm person, command. Those half-outermost with 5 or more HD can also use charm monster three times per day. Caster level = 1/2 half-outermost's HD, save DC 10 +half-outermost's Charisma modifier + spell level.

Special Qualities: A half-outermost retains its special qualities and gains cold and acid resistance 5.

Skills: A half-outermost gains a +2 bonus to Escape Artist checks due to its slightly malleable flesh.

Environment: Any land

Challenge Rating: As base creature + 1

Alignment: Often chaotic (any)

Unique Outermost

As a chaotic species, outermost do not always fall entirely into one of the four major forms. Occasionally (around 5% of the time if at least one parent is a baron, spy, or unique outermost, about 1% of the time otherwise), an outermost is born with unusual abilities. Due to the outermost's chaotic nature and respect for personal power above politics, these unique individuals tend to become very influential.

Some unique outermost are visually identical to one of the four major types of outermost, while others have beautiful or hideous forms. Even half-outermost can be born with these abilities.

"Unique outermost" is an inherited template that can be applied to any outermost or any creature with the half-outermost template (the base creature). The base creature's type remains unchanged.

Armor Class: Natural armor increases by 2.

Special Attacks: An unique outermost retains its special attacks and gains one of the following:

Additional Spell-like Abilities (Light) (Sp): An unique outermost with this ability has skin that emits a beautiful, rosy light. It can use flare (save DC 10 + unique outermost's Charisma modifier) at will, and daylight once per day. Caster level is equal to the unique outermost’s Hit Dice.

Additional Spell-like Abilities (Fire) (Sp): An unique outermost with this ability is tinted red. It can use burning hands (save DC 11 + unique outermost’s Charisma modifier) three times per day, and scorching ray once per day.

Additional Spell-like Abilities (Evil) (Sp): An unique outermost with this ability smells foul. It can use bane (save DC 11 + unique outermost’s Charisma modifier) three times per day, and desecrate once per day.

Rend (Ex): This special ability can only be applied to outermost with two or more claw attacks. If the unique outermost hits with two or more claws in a single round, it tears flesh for 1d6 + 1 ½ times the unique outermost’s Strength bonus.

Chaos Burst (Su): This special ability can only be applied to outermost with Charisma 15 or greater. It can be used once per day. Every nonchaotic creature in a 20-foot-radius burst centered on the outermost takes 3d6 points of damage (Fortitude DC 10 + 1/2 unique outermost's HD + outermost's Charisma modifier for half).

Special Qualities: An unique outermost retains its special qualities and gains one of the following:

Extra Body Part (Ex): An unique outermost can have one extra arm, one extra leg, a tail, or a tentacle. An extra arm gives it one additional claw attack. An extra leg increases its speed by 10 ft. A tail gives it a +2 racial bonus on Balance checks and a tail slap attack. A tentacle gives it a slam attack and a +2 racial bonus on grapple checks. The tail slap or slam deals 1d4 damage for an outermost serf or any half-outermost, 1d6 damage for a taskmaster or spy, and 1d8 damage for a baron.

Horrific Appearance (Ex): The body of an unique outermost with this ability is so twisted, hideous, and misshapen that anyone who sets eyes upon one must succeed on a Fortitude save (DC 10 + 1/2 unique outermost's HD + outermost's Charisma modifier) or instantly be weakened, taking 1d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same unique outermost’s horrific appearance for 24 hours. The save DC is Charisma-based.

Scaly Form (Ex): An unique outermost with this ability has thick, hard scales covering most of its body. These scales are unusually tough and resistant, giving the unique outermost fire and cold resistance 15.

Environment: Any land and underground

Challenge Rating: As base creature + 1

Alignment: Always chaotic (any)

VAMPIRE, GREATER
Greater vampires appear just as they did in life, although their features are often filled with a cruel grace and evil nobility.
Greater vampires speak any languages they knew in life.
Creating a Greater Vampire
"Greater vampire" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature).
A vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type changes to undead (augmented humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Increase all current and future Hit Dice to d12s.
Speed
Same as the base creature.
Armor Class
The base creature’s natural armor improves by +8.
Attack
A greater vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the greater vampire retains this ability. A creature with natural weapons retains those natural weapons. A greater vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A greater vampire armed with a weapon uses its slam or a weapon, as it desires.
Full Attack
A greater vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Size Damage
Fine 1d2
Diminutive 1d3
Tiny 1d4
Small 1d6
Medium 1d8
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8
Damage
Greater vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table above according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Special Attacks
A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A greater vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Greater vampires command the lesser creatures of the world and once per day can call forth 2d8 rat swarms, 2d6 bat swarms, or a pack of 4d6 wolves or 1d8+1 dire wolves as a standard action. These creatures arrive in 2d6 rounds and serve the greater vampire for up to 1 hour.
Dominate (Su): A greater vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the greater vampire must use a standard action, and those merely looking at it are not affected. Anyone the greater vampire targets must succeed on a Will save (DC 10 + ½ greater vampire’s HD + greater vampire’s Charisma modifier) or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 15th). The ability has a range of 60 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a greater vampire’s energy drain or blood drain rises as an ordinary vampire 1d4 days after burial. The new vampire is under the command of the greater vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires. A vampire that is enslaved may create and enslave spawn of its own, so a greater vampire can control a number of vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a greater vampire’s slam attack (or any other natural weapon the greater vampire might possess) gain two negative levels. For each negative level bestowed, the greater vampire gains 5 temporary hit points. A greater vampire can use its energy drain ability once per round.

Spell-like Abilities: 3/day - fly, mage armor. 1/day - bestow curse, contagion.
Special Qualities
A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A greater vampire can assume the shape of a bat, dire bat, wolf, dire wolf, or worg as a standard action. While in its alternate form, the greater vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.
Damage Reduction (Su): A greater vampire has damage reduction 10/holy. A greater vampire’s natural weapons are treated as unholy weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A greater vampire heals 8 points of damage each round.
Gaseous Form (Su): As a standard action, a greater vampire can assume gaseous form at will as the spell (caster level 10th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A greater vampire has resistance to cold 15, electricity 15, and fire 15.
Spider Climb (Ex): A greater vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A greater vampire has +6 turn resistance.
Abilities
Increase from the base creature as follows: Str +6, Dex +6, Int +4, Wis +4, Cha +6. As an undead creature, a greater vampire has no Constitution score.
Skills
Greater vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats
Greater vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Environment
Any, usually same as base creature.
Organization
Solitary, pair, gang (3-5), or troupe (1-2 plus 2-5 human vampires of 3rd level)
Challenge Rating
Same as the base creature +4.
Treasure
Double standard.
Alignment
Always evil (any).
Advancement
By character class.
Level Adjustment
Same as the base creature +12
Greater vampires share none of the special weaknesses of ordinary vampires. Their only weakness is holy weapons (see Damage Reduction, above).


VOLCANIC TREE
Volcanic Sapling
Medium Plant (Fire)
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Blindsight 60 ft., plant traits, resistance to fire 5
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 11, Int -, Wis 10, Cha 1
Skills: Hide +0 (+8* in rocky environments)
Feats: Improved Initiative
Environment: Warm mountains
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3–5 HD (Medium); 6–7 HD (Large)
Level Adjustment: —
A volcanic sapling appears to be a small, free-standing outcropping of rock. Anyone approaching it soon discovers that it is a deadly monster, however. Volcanic saplings are, on average, 5 feet high and 2 feet in diameter, weighing 500 pounds. A volcanic sapling has several branches ending in mouth-like, thorn-rimmed appendages.

A volcanic sapling is composed of a thin core of living wood, and a thick bark with the density of heavy (but unfortunately brittle) rock. This protects the plant from heat, but barren rock has few nutrients. Therefore, it must capture live prey.

Volcanic saplings are the young stage of volcanic trees, found on the Volcanic Isle in the far Southwest. At this stage, they have not yet rooted. Despite their appearance, they can actually move at a reasonable speed.

COMBAT
A volcanic sapling breathes fire. If forced into melee, it relies on its bite in combat. Though it appears slow, its jaws can attack with surprising speed.

Breath Weapon (Su): Three times per day, a volcanic sapling can breathe fire in a 10-foot cone inflicting 1d6 points of damage (Reflex DC 11 half). The save DC is Constitution-based.

Blindsight (Ex): Though blind, a volcanic sapling is treated as if it can see all objects and creatures within 60 ft. It suffers no penalties for blindness against creatures or objects within this radius.

Skills: Volcanic saplings have a +8 racial bonus on Hide checks in rocky areas due to their coloration.

Volcanic Tree

Large Plant (Fire)
Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 size, -5 Dex, +15 natural), touch 4, flat-footed 19
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d8+7)
Full Attack: Bite +10 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, hypnosis
Special Qualities: Blindsight 60 ft., plant traits, resistance to fire 10
Saves: Fort +9, Ref -3, Will +2
Abilities: Str 21, Dex 1, Con 16, Int -, Wis 10, Cha 12
Skills: Hide -4 (+4* in rocky environments)
Feats: Improved Initiative (B)
Environment: Warm mountains
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large); 13-19 HD (Huge)
Level Adjustment: —
A volcanic tree appears to be a branched, wind-sculpted outcropping of rock. Anyone approaching it soon discovers that it is a deadly monster, however. Volcanic trees are, on average, 14 feet high and 4 feet in diameter, weighing 5,500 pounds. A volcanic tree has several branches ending in mouth-like, thorn-rimmed appendages.

A volcanic tree is composed of a thin core of living wood, and a thick bark with the density of heavy rock. This rock is much less brittle than it was at the sapling stage. This protects the plant from heat, but barren rock has few nutrients. Therefore, it must capture live prey.

Volcanic trees are the adult stage of volcanic saplings, found on the Volcanic Isle in the far Southwest. At this stage, they have rooted to the rock. They must now rely on their unusual hypnotic power to gain prey.

COMBAT
A volcanic tree prefers to lure its prey without a fight, then cook them with its breath weapon. If forced into melee, it relies on its bite in combat. Though it appears slow, its jaws can attack with surprising speed.

Breath Weapon (Su): Three times per day, a volcanic tree can breathe fire in a 30-foot cone inflicting 3d8 points of damage (Reflex DC 18 half). The save DC is Constitution-based.

Attraction (Su): Three times per day, a volcanic tree can bewitch the mind of one creature within 50 feet (Will DC 15 negates). If the victim fails its save, it approaches to within 10 feet of the volcanic tree, doing whatever is necessary to reach the tree, and will not harm the tree until the effect ends, even if it takes damage. This attraction lasts 3 rounds.

Blindsight (Ex): Though blind, a volcanic tree is treated as if it can see all objects and creatures within 60 ft. It suffers no penalties for blindness against creatures or objects within this radius.

Skills: Volcanic trees have a +8 racial bonus on Hide checks in rocky areas due to their coloration.



VULCANUSAURUS
Size/Type: Huge Dragon (Fire)
Hit Dice: 10d12+40 (105 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +10/+25
Attack: Bite +16 melee (2d8+7)
Full Attack: Bite +16 melee (2d8+7) and 2 claws +10 melee (1d6+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 25, Dex 12, Con 18, Int 6, Wis 13, Cha 13
Skills: Climb +20, Intimidate +14, Listen +16, Spot +16, Survival +14
Feats: Alertness, Cleave, Improved Initiative, Power Attack, Weapon Focus (bite)
Environment: Warm mountains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-18 HD (Huge); 19-25 HD (Gargantuan); 26-30 HD (Colossal)
Level Adjustment: —

A vulcanusaurus resembles a gaunt carnivorous dinosaur with four legs and a very long snout. Its head has a blunt, short horn. Its scales are deep red to brown. Vulcanusauruses tend to be around 30 feet in length and weigh around 4,000 pounds.

A vulcanusaurus is descended from dragons and dinosaurs. They are believed to have some ancestry from megaraptors, tyrannosaurus, and red dragons. They have now become their own true-breeding species. They live among the dinosaurs on the Volcanic Isle.

Vulcanusauruses often hunt humans and have become yet another of the myriad deadly threats of the Volcanic Isle.

COMBAT

Vulcanusauruses enter combat breathing fire.

Breath Weapon (Su): Three times per day, a vulcanusaurus can breathe a 30-foot cone of flame that inflicts 3d12 fire damage (Reflex DC 19 half). The save DC is Constitution-based.
Nilbog

08-06-07, 04:58 PM
NEW FEATS

Deluded Cleric
You receive spells from your deity or philosophy through a fiendish entity. Thus, you have a special link to evil extraplanar beings.
Prerequisites: Nongood alignment, cleric level 1st.
Benefit: You can spontaneously cast summon monster spells to summon evil creatures instead of cure or inflict spells.
Special: This feat must be taken at 1st level.

Foe of the Pit
You have special enmity toward fiends.
Benefit: You gain a +1 bonus on attack rolls against evil outsiders.

Improved Consecrated Weapon (Epic)
Your consecrated weapon gains greater power.
Prerequisites: Demonslayer level 10th, Cha 21+.
Benefit: Your consecrated weapon penetrates damage reduction as an epic weapon.

Improved Consecrated Weapon (Bane)
Your consecrated weapon gains greater power.
Prerequisites: Demonslayer level 10th, Cha 23+, Improved Consecrated Weapon (Epic).
Benefit: Your consecrated weapon is treated as a bane (evil outsiders) weapon.

Outer Influence
You have a small trace of Outermost ancestry, giving you a touch of their power over others.
Benefit: You gain a +2 bonus to Sense Motive and Diplomacy checks.

Outer Words
You have tapped into Outermost ancestry, giving you some of their power to command others.
Prerequisites: Outer Influence, spellcaster level 1st.
Benefit: Any language-dependent spells you cast have a +2 to their save DC.

Style of the Holy Strike
Your fists become consecrated.
Prerequisites: Ki strike (lawful), lawful good alignment, Cha 19
Benefits: Your unarmed strikes are treated as good weapons for the purpose of penetrating damage reduction.


NEW RACES




Races - Weil
Weil are a race that, anomalously, and unlike all other humanoid races, have declined over time. It is believed that this is due to a curse by Relch on the entire race.

Weil stand about 3 ½ feet tall. They are more or less human-like in form, but are broader and more muscular. Their hair is sparser than that of humans, and their golden eyes and teeth appear vaguely reptilian. Some humans find this unsettling, while others find it intriguing or even beautiful (due to the golden color of their eyes.)

The Weil have become reconciled to the loss of their great civilization. They now live life to the fullest and for the moment. They tend slightly toward chaotic alignment.

WEIL
* +2 Dexterity, -2 Wisdom.
* Small: As a Small creature, a Weil gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
* Weil base land speed is 20 feet.
* +2 racial bonus on Bluff, Search, and Sense Motive checks.
* +2 racial bonus on saving throws against compulsion and charm effects. Weil value freedom deeply.
* +1 racial bonus on attack rolls with bows.
* Automatic Languages: Common and Weil. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
* Favored Class: Bard. A multiclass Weil’s bard class does not count when determining whether she takes an experience point penalty for multiclassing.

Weil have a lifespan equal to that of gnomes.
GoriceXII

08-06-07, 05:10 PM
Nilbog I really like this setting--it is very straightforward with the beings and such making a lot of story based sense which I always enjoy in a campaign.

I have to say I love the Army of Frozen Chaos the best--I love how it has a drama to it.

I encourage you to keep working on this setting. Very good work all round.