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| RLRapp11-27-06, 11:39 PM | This thread is intended as a directory of creatures with the fiendish template applied. Eventually this thread will contain all D20 SRD creatures that can have the fiendish template in alphabetical order. Here are alphabetical post links with the creatures in the post. #1 Aboleth, Ankheg, Ape (no link that's this one!) #2 Aranea, Assassin Vine, Athach #3 Baboon, Badger, Basilisk #4 Bat, Black Bear, Brown Bear #5 Polar Bear, Behir, Bison #6 Boar, Bugbear, Bulette #7 Camel, Cat, Cheetah #8 Chimera, Choker, Chuul #9 Cloaker, Cockatrice, Crocodile #10 Giant Crocodile, Darkmantle, Delver #11 Derro, Destrachan, Digester #12 Deinonychus, Elasmosaurus, Megaraptor #13 Triceratops, Tyrannosaurus, Dire Ape #14 Dire Badger, Dire Bat, Dire Bear #15 Dire Boar, Dire Lion, Dire Rat #16 Dire Shark, Dire Tiger, Dire Rat #17 Dire Wolf, Dire Wolverine, Dog #18 Riding Dog, Donkey, Doppleganger #21 Dragon Turtle, Dragonne, Drider #22 Deurgar, Eagle, Elephant #23 Drow Elf, Ethereal Filcher, Ethereal Marauder #24 Ettercap, Ettin, Frost Worm #25 Shrieker, Violet Fungus, Gargoyle #28 Cloud Giant, Fire Giant, Frost Giant #29 Hill Giant, Stone Giant, Giant Worker Ant #30 Giant Soldier Ant, Giant Queen Ant, Giant Bee #31 Giant Bombardier Beetle, Giant Fire Beetle, Giant Stag Beetle #32 Giant Praying Mantis, Giant Wasp, Gibbering Mouther #33 Girallon, Gnoll, Svirfneblin #34 Goblin, Gorgon, Grey Render #35 Grick, Griffon, Grimlock #37 Annis Hag, Green Hag, Sea Hag #38 Halfling, Harpy, Hawk #39 Hippogriff, Hobgoblin, Heavy Horse #40 Light Horse, Heavy Warhorse, Light Warhorse #42 Hyena, Kobold, Kraken #43 Krenshar, Lamia, Leopard #44 Lion, Lizard, Monitor Lizard #45 Lizardfolk, Locathah, Manta Ray #46 Manticore, Medusa, Merfolk #47 Mimic, Minotaur, Monkey #52 Mule, Dark Naga, Spirit Naga #53 Water Naga, Octopus, Giant Octopus #54 Ogre, Ogre Mage, Black Pudding #55 Gelatinous Cube, Gray Ooze, Ochre Jelly #56 Orc, Otyugh, Owl #57 Owlbear, Phantom Fungus, Phase Spider #58 Phasm, Pony, Warpony #59 Porpoise, Purple Worm, Rat #60 Raven, Razor Boar, Remorhaz #61 Rhinoceros, Roc, Roper #62 Rust Monster, Sahuagin, Satyr #63 Scorpionfolk, Seacat, Shambling Mound #64 Shark, Shocker Lizard #66 Criosphinx, Gynosphinx, Hieracosphinx #67 Spider Eater, Nixie, Squid #69 Giant Squid, Stirge, Bat Swarm #70 Centipede Swarm, Hellwasp Swarm, Locust Swarm #71 Rat Swarm, Spider Swarm, Tarrasque #72 Tendriculos, Tiger, Toad #73 Troglodyte, Troll, Weasel #74 Baleen Whale, Cachalot Whale, Orca #75 Will-O'-Wisp, Winter Wolf, Wolf #76 Wolverine, Worg, Wyvern #77 Yrthak PSIONIC MONSTERS #78 Blue, Brain Mole, Dromite #79 Elan, Folugub, Grey Glutton #80 Intellect Devourer, Maenad, Neothelid #81 Phthisic, Puppeteer, Flesh Harrower Puppeteer #82 Temporal Filcher, Thought Eater, Thought Slayer #83 Udoroot, Xeph EPIC MONSTERS #84 Devastation Centipede, Devastation Spider, Devastation Scorpion #85 Devastation Beetle, Genius Loci, Ha-Naga #86 Hoary Steed, Legendary Bear, Legendary Tiger #87 Mu Spore, Ruin Swarm Fiendish Aboleth Size/Type: Huge Aberration (Aquatic, Extraplanar) Hit Dice: 8d8+40 (76 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 60 ft. Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 Base Attack/Grapple: +6/+22 Attack: Tentacle +12 melee (1d6+8 plus slime) Full Attack: 4 tentacles +12 melee (1d6+8 plus slime) Space/Reach: 15 ft./10 ft. 15 ft./10 ft. Special Attacks: Enslave, psionics, slime, smite good Special Qualities: Aquatic subtype, damage reduction 5/magic, darkvision 60 ft., mucus cloud, resistance to cold 10 and fire 10, spell resistance 13 Saves: Fort +7, Ref +3, Will +11 Abilities: Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17 Skills: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8 Feats: Alertness, Combat Casting, Iron Will Environment: Underground Organization: Solitary, brood (2-4), or slaver brood (1d3+1 plus 7-12 skum) Challenge Rating: 9 Treasure: Double standard Alignment: always lawful evil Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan) Level Adjustment: — The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds. Aboleths speak their own language, as well as Undercommon and Aquan. Combat An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers. A fiendish aboleth’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Enslave (Su) Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based. Psionics (Sp) At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19). Effective caster level 16th. The save DCs are Charisma-based. Slime (Ex) A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based. A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction. Smite Good (Su) Once per day a fiendish aboleth can make a normal melee attack to deal 8 points of extra damage against a good foe. Mucus Cloud (Ex) An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based. Skills An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Psionic Aboleth If using the Psionics rules, make the following substitutions to the aboleth. Size/Type: Huge Aberration (Aquatic, Psionic) Special Attacks: Psi-like abilities, slime Feats: Alertness, Combat Manifestation, Iron Will Combat A psionic aboleth does not possess spell-like abilities or the enslave ability of the standard aboleth. Instead, it has psi-like abilities, including psionic dominate. Psi-Like Abilities At will—disable (30-ft. cone, 12 HD, DC 20*), false sensory input (five targets, DC 16*), mental disruption (20-ft. radius, DC 18*), mindlink (unwilling, nine targets, DC 14*); 3/day—ego whip (ML 7th, 2d4, DC 17*), id insinuation (ML 7th, three targets, DC 17*), psionic dominate (any target, 24 hours, DC 20*), thought shield (power resistance 21, 3 rounds*); 1/day—psionic modify memory (DC 17), remote viewing (DC 17), wall of ectoplasm (DC 17). Manifester level 13th. The save DCs are Charisma-based. *Includes augmentation for the aboleth’s manifester level. Fiendish Ankheg Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d10+12 (28 hp) Initiative: +0 Speed: 30 ft. (6 squares), burrow 20 ft. Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18 Base Attack/Grapple: +3/+12 Attack: Bite +7 melee (2d6+7 plus 1d4 acid) Full Attack: Bite +7 melee (2d6+7 plus 1d4 acid) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite good, spit acid Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, tremorsense 60 ft. Saves: Fort +6, Ref +3, Will +2 Abilities: Str 21, Dex 10, Con 17, Int 3, Wis 13, Cha 6 Skills: Climb +8, Listen +6, Spot +3 Feats: Alertness, Toughness Environment: Warm plains Organization: Solitary or cluster (2-4) Challenge Rating: 3 Treasure: None Alignment: Always evil (any) Advancement: 4 HD (Large); 5-9 HD (Huge) Level Adjustment: — The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some specimens are yellow rather than brown. It is about 10 feet long and weighs about 800 pounds. An ankheg burrows with legs and mandibles. A burrowing ankheg usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so. It often digs a winding tunnel up to 40 feet below the surface in the rich soil of forests or farmlands. The tunnel is 5 feet tall and wide, and from 60 to 150 feet long ([1d10 + 5] × 10). Combat An ankheg usually lies 5 to 10 feet below the surface until its antennae detect the approach of prey. It then burrows up to attack. (Treat this as a charge, even though the ankheg does not need to move 10 feet before attacking.) Clusters of ankhegs share the same territory but do not cooperate. Improved Grab (Ex) To use this ability, an ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it. Smite Good (Su) Once per day a fiendish ankheg can make a normal melee attack to deal 3 points of extra damage against a good foe. Spit Acid (Ex) 30-ft. line, once every 6 hours; damage 4d4 acid, Reflex DC 14 half. One such attack depletes the ankheg’s acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. The save DC is Constitution-based. An ankheg does not use this ability unless it is desperate or frustrated. It most often spits acid when reduced to fewer than half its full normal hit points or when it has not successfully grabbed an opponent. Fiendish Ape Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d8+11 (29 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+12 Attack: Claws +7 melee (1d6+5) Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2) Space/Reach: 10 ft./10 ft. Special Attacks: Smite good Special Qualities: Damage reduction 5/magic, Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 9, scent Saves: Fort +6, Ref +6, Will +2 Abilities: Str 21, Dex 15, Con 14, Int 3, Wis 12, Cha 7 Skills: Climb +14, Listen +6, Spot +6 Feats: Alertness, Toughness Environment: Warm forests Organization: Solitary, pair, or company (3-5) Challenge Rating: 3 Advancement: 5-8 HD (Large) Level Adjustment: — These powerful omnivores resemble gorillas but are far more aggressive; they kill and eat anything they can catch. An adult male ape is 5½ to 6 feet tall and weighs 300 to 400 pounds. These fiendish creatures are commonly summoned by the summon monster III spell. A fiendish ape’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Smite Good (Su) Once per day a fiendish ape can make a normal melee attack to deal 4 points of extra damage against a good foe. Skills Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. |
| RLRapp11-29-06, 06:41 PM | Fiendish Aranea Size/Type: Medium Magical Beast (Extraplanar, Shapechanger) Hit Dice: 3d10+6 (22 hp) Initiative: +6 Speed: 50 ft. (10 squares), climb 25 ft. Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: +3/+3 Attack: Bite +5 melee (1d6 plus poison) or web +5 ranged Full Attack: Bite +5 melee (1d6 plus poison) or web +5 ranged Space/Reach: 5 ft./5 ft. Special Attacks: Poison, spells, smite good, web Special Qualities: Change shape, darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8 Saves: Fort +5, Ref +5, Will +4 Abilities: Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14 Skills: Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6 Feats: Improved Initiative, Iron WillB, Weapon Finesse Environment: Temperate forests Organization: Solitary or colony (3-6) Challenge Rating: 4 Treasure: Standard coins; double goods; standard items Alignment: always evil (any) Advancement: By character class Level Adjustment: +6 An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb. An aranea weighs about 150 pounds. The hump on its back houses its brain. Araneas speak Common and Sylvan. Combat An aranea avoids physical combat and uses its webs and spells when it can. In a battle, it tries to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom. Poison (Ex) Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish aranea can make a normal melee attack to deal 3 points of extra damage against a good foe. Spells An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells. Typical Sorcerer Spells Known (6/6; save DC 12 + spell level) 0— daze, detect magic, ghost sound, light, resistance; 1st—mage armor, silent image, sleep. Web (Ex) In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire. Change Shape (Su) An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison. The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares). An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form. Skills Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. Fiendish Assassin Vine Size/Type: Large Plant (Extraplanar) Hit Dice: 4d8+12 (30 hp) Initiative: +0 Speed: 5 ft. (1 square) Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +3/+12 Attack: Slam +7 melee (1d6+7) Full Attack: Slam +7 melee (1d6+7) Space/Reach: 10 ft./10 ft. (20 ft. with vine) Special Attacks: Constrict 1d6+7, entangle, improved grab, smite good Special Qualities: Blindsight 30 ft., camouflage, damage reduction 5/magic, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10, spell resistance 9 Saves: Fort +7, Ref +1, Will +2 Abilities: Str 20, Dex 10, Con 16, Int 3, Wis 13, Cha 9 Environment: Temperate forests Organization: Solitary or patch (2-4) Challenge Rating: 4 Treasure: 1/10th coins; 50% goods; 50% items Alignment: Always neutral Advancement: 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal) Level Adjustment: — The assassin vine is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine. An assassin vine can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity. A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Combat An assassin vine uses simple tactics: It lies still until prey comes within reach, then attacks. It uses its entangle ability both to catch prey and to deter counterattacks. Constrict (Ex) An assassin vine deals 1d6+7 points of damage with a successful grapple check. Entangle (Su) An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial). The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th). Improved Grab (Ex) To use this ability, an assassin vine must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Smite Good (Su) Once per day a fiendish assassin vine can make a normal melee attack to deal 4 points of extra damage against a good foe. Blindsight (Ex) Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration. Camouflage (Ex) Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version. Fiendish Athach Size/Type: Huge Aberration (Extraplanar) Hit Dice: 14d8+70 (133 hp) Initiative: +1 Speed: 35 ft. in hide armor (7 squares); base speed 50 ft. Armor Class: 20 (-2 size, +1 Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19 Base Attack/Grapple: +10/+26 Attack: Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8) Full Attack: Morningstar +12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12 melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged (2d6+4) Space/Reach: 15 ft./15 ft. Special Attacks: Poison, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, resistance to cold 10 and fire 10, spell resistance 19 Saves: Fort +9, Ref +5, Will +10 Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6 Skills: Climb +9, Jump +18, Listen +7, Spot +7 Feats: Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite) Environment: Temperate hills Organization: Solitary, gang (2-4), or tribe (7-12) Challenge Rating: 10 Treasure: ½ coins; double goods; standard items Alignment: Always chaotic evil Advancement: 15-28 HD (Huge) Level Adjustment: +7 The athach is a hulking, misshapen biped. An adult stands some 18 feet tall and weighs about 4,500 pounds. Athachs speak a crude dialect of Giant. Combat Athachs charge into melee combat unless their opponents are out of reach, in which case they throw rocks. They sometimes try to overrun armored opponents to reach unarmored opponents in back ranks. With its first few melee attacks, an athach tends to flail about indiscriminately. After a few rounds, it concentrates on foes that have been hitting it most often and uses its bite on whoever has dealt it the most damage. A fiendish athach’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish athach can make a normal melee attack to deal 14 points of extra damage against a good foe. |
| RLRapp12-02-06, 09:05 PM | Fiendish Baboon Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 1d8+1 (5 hp) Initiative: +2 Speed: 40 ft. (8 squares), climb 30 ft. Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: +0/+2 Attack: Bite +2 melee (1d6+3) Full Attack: Bite +2 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 6, scent Saves: Fort +3, Ref +4, Will +1 Abilities: Str 15, Dex 14, Con 12, Int 3, Wis 12, Cha 4 Skills: Climb +10, Listen +5, Spot +5 Feats: Alertness Environment: Warm plains Organization: Solitary or troop (10-40) Challenge Rating: ½ Advancement: 2-3 HD (Medium) Level Adjustment: — Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog. Males can be 2 to 4 feet long and weigh as much as 90 pounds. Combat Baboons usually attack in groups. Smite Good (Su) Once per day a fiendish baboon can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish Badger Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8+2 (6 hp) Initiative: +3 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/-5 Attack: Claw Claw +4 melee (1d2-1) Full Attack: 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1) Space/Reach: 5 ft./5 ft. Special Attacks: Rage, Smite good Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +4, Ref +5, Will +1 Abilities: Str 8, Dex 17, Con 15, Int 3, Wis 12, Cha 6 Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3 Feats: Agile, TrackB, Weapon FinesseB Environment: Any evil-aligned plane Organization: Solitary, pair, or cete (3-5) Challenge Rating: ½ Alignment: Always chaotic evil Advancement: 2 HD (Small) Level Adjustment: — The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds. Combat Badgers attack with their sharp claws and teeth. Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily. Smite Good (Su) Once per day a fiendish badger can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills A badger has a +4 racial bonus on Escape Artist checks. Fiendish Basilisk Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 6d10+12 (45 hp) Initiative: -1 Speed: 20 ft. (4 squares) Armor Class: 16 (-1 Dex, +7 natural), touch 9, flat-footed 16 Base Attack/Grapple: +6/+8 Attack: Bite +8 melee (1d8+3) Full Attack: Bite +8 melee (1d8+3) Space/Reach: 5 ft./5 ft. Special Attacks: Petrifying gaze, smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, damage reduction 5/magic, spell resistance 11 Saves: Fort +9, Ref +4, Will +3 Abilities: Str 15, Dex 8, Con 15, Int 3, Wis 12, Cha 11 Skills: Hide +0*, Listen +7, Spot +7 Feats: Alertness, Blind-Fight, Great Fortitude Environment: A chaotic evil plane Organization:Solitary or colony (3-6) Challenge Rating: 6 Treasure: None Alignment: Always chaotic evil Advancement: 7-10 HD (Medium); 11-18 HD (Large) Level Adjustment: — A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds. Combat A basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures. A fiendish basilisk’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Petrifying Gaze (Su) Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based. Smite Good (Su) Once per day a fiendish basilisk can make a normal melee attack to deal 6 points of extra damage against a good foe. Skills *The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings. |
| RLRapp12-04-06, 07:49 PM | Fiendish Bat Size/Type: Diminutive Magical Beast (Extraplanar) Hit Dice: ¼ d8 (1 hp) Initiative: +2 Speed: 5 ft (1 square), fly 40 ft. (good) Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14 Base Attack/Grapple: +0/-17 Attack: — Full Attack: — Space/Reach: 1 ft./0 ft. Special Attacks: — Special Qualities: Blindsense 20 ft., darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +2, Ref +4, Will +2 Abilities: Str 1, Dex 15, Con 10, Int 3, Wis 14, Cha 4 Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8* Feats: Alertness Environment: Temperate deserts Organization: Colony (10-40) or crowd (10-50) Challenge Rating: 1/10 Advancement: — Level Adjustment: — Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats. Combat Blindsense (Ex) A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense. Skills *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. Fiendish Black Bear Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +2/+6 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +5, Ref +4, Will +2 Abilities: Str 19, Dex 13, Con 15, Int 3, Wis 12, Cha 6 Skills: Climb +4, Listen +4, Spot +4, Swim +8 Feats: Endurance, Run Environment: Temperate forests Organization: Solitary or pair Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply. Black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long. Combat Black bears rip prey with their claws and teeth. Smite Good (Su) Once per day a fiendish black bear can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills A black bear has a +4 racial bonus on Swim checks. Fiendish Brown Bear Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 6d8+24 (51 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +4/+16 Attack: Claw +11 melee (1d8+8) Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 11, scent Saves: Fort +9, Ref +6, Will +3 Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6 Skills: Listen +4, Spot +7, Swim +12 Feats: Endurance, Run, Track Environment: Cold forests Organization: Solitary or pair Challenge Rating: 5 Advancement: 7-10 HD (Large) Level Adjustment: — These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly. Combat A brown bear attacks mainly by tearing at opponents with its claws. A fiendish brown bear’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Smite Good (Su) Once per day a fiendish brown bear can make a normal melee attack to deal 6 points of extra damage against a good foe. Skills A brown bear has a +4 racial bonus on Swim checks. |
| RLRapp12-07-06, 07:16 PM | Fiendish Polar Bear Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d8+32 (68 hp) Initiative: +1 Speed: 40 ft. (8 squares), swim 30 ft. Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +6/+18 Attack: Claw +13 melee (1d8+8) Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite good Special Qualities: darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 13, scent Saves: Fort +10, Ref +7, Will +3 Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6 Skills: Hide -2*, Listen +5, Spot +7, Swim +16 Feats: Endurance, Run, Track Environment: Cold plains Organization: Solitary or pair Challenge Rating: 6 Advancement: 9-12 HD (Large) Level Adjustment: — These long, lean carnivores are slightly taller than brown bears. Combat Polar bears fight just as brown bears do. A fiendish polar bear’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Smite Good (Su) Once per day a fiendish polar bear can make a normal melee attack to deal 8 points of extra damage against a good foe. Skills A polar bear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A polar bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. Fiendish Behir Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 9d10+45 (94 hp) Initiative: +1 Speed: 40 ft. (8 squares), climb 15 ft. Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19 Base Attack/Grapple: +9/+25 Attack: Bite +15 melee (2d4+12) Full Attack: Bite +15 melee (2d4+12) Space/Reach: 15 ft./10 ft. Special Attacks: Breath weapon, constrict 2d8+8, improved grab, rake 1d4+4, smite good, swallow whole Special Qualities: Can’t be tripped, damage reduction 5/magic, darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10 and fire 10, spell resistance 14, scent Saves: Fort +11, Ref +7, Will +5 Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12 Skills: Climb +16, Hide +5, Listen +4, Spot +4, Survival +2 Feats: Alertness, Cleave, Power Attack, Track Environment: Warm hills Organization: Solitary or pair Challenge Rating: 10 Treasure: Standard Alignment: Always evil (any) Advancement: 10-13 HD (Huge); 14-27 HD (Gargantuan) Level Adjustment: — The behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is about 40 feet long and weighs about 4,000 pounds. It can fold its limbs close to its long, narrow body and slither in snake fashion if it desires. The coloration of behirs ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous but are actually used for preening the creature’s scales, not for fighting. Behirs speak Common. Combat A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. It can employ its claws only against foes caught in its coils. If beset by a large number of foes, it uses its breath weapon. A fiendish behir’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 19 half. The save DC is Constitution-based. Constrict (Ex) A behir deals 2d8+8 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well. Improved Grab (Ex) To use this ability, a behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round. Rake (Ex) Six claws, attack bonus +15 melee, damage 1d4+4. Smite Good (Su) Once per day a fiendish behir can make a normal melee attack to deal 9 points of extra damage against a good foe. Swallow Whole (Ex) A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent. A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Skills Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish Bison Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d8+15 (37 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13 Base Attack/Grapple: +3/+13 Attack: Gore +8 melee (1d8+9) Full Attack: Gore +8 melee (1d8+9) Space/Reach: 10 ft./5 ft. Special Attacks: Stampede, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 10, scent Saves: Fort +7, Ref +4, Will +1 Abilities: Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4 Skills: Listen +7, Spot +5 Feats: Alertness, Endurance Environment: Temperate plains Organization: Solitary or herd (6-30) Challenge Rating: 3 Advancement: 6-7 HD (Large) Level Adjustment: — These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting. A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal. A fiendish bison’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Smite Good (Su) Once per day a fiendish bison can make a normal melee attack to deal 5 points of extra damage against a good foe. Stampede (Ex) A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based. |
| RLRapp12-08-06, 09:33 PM | Fiendish Boar Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+12 (25 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 16 (+6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +2/+4 Attack: Gore +4 melee (1d8+3) Full Attack: Gore +4 melee (1d8+3) Space/Reach: 5 ft./5 ft. Special Attacks: Ferocity, smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +6, Ref +3, Will +2 Abilities: Str 15, Dex 10, Con 17, Int 3, Wis 13, Cha 4 Skills: Listen +7, Spot +5 Feats: Alertness, Toughness Environment: Temperate forests Organization: Solitary or herd (5-8) Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them. A boar is covered in coarse, grayish-black fur. Adult males are about 4 feet long and 3 feet high at the shoulder. These fiendish creatures are commonly summoned by the summon monster III spell. Combat Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Smite Good (Su) Once per day a fiendish boar can make a normal melee attack to deal 3 points of extra damage against a good foe. Fiendish Bugbear Size/Type: Medium Humanoid (Extraplanar, Goblinoid) Hit Dice: 3d8+3 (16 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 17 (+1 Dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16 Base Attack/Grapple: +2/+4 Attack: Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2) Full Attack: Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9 Skills: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4 Feats: Alertness, Weapon Focus (morningstar) Environment: Temperate mountains Organization: Solitary, gang (2-4), or band (11-20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level) Challenge Rating: 2 Treasure: Standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment: +3 Bugbears speak Goblin and Common. Combat Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant. Smite Good (Su) Once per day a fiendish bugbear can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills Bugbears have a +4 racial bonus on Move Silently checks. Bugbears As Characters Bugbear characters possess the following racial traits. +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma. Medium size. A bugbear’s base land speed is 30 feet. Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1. Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot. Racial Feats: A bugbear’s humanoid levels give it two feats. +3 natural armor bonus. +4 racial bonus on Move Silently checks. Special Attacks: Smite good. Special Qualities: Darkvision 60 ft., energy resistance, spell resistance, scent. Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. Favored Class: Rogue. Level adjustment +3. Fiendish Bulette Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 9d10+45 (94 hp) Initiative: +2 Speed: 40 ft. (8 squares), burrow 10 ft. Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20 Base Attack/Grapple: +9/+25 Attack: Bite +16 melee (2d8+8) Full Attack: Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4) Space/Reach: 15 ft./10 ft. Special Attacks: Leap, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 14, scent, tremorsense 60 ft. Saves: Fort +11, Ref +8, Will +6 Abilities: Str 27, Dex 15, Con 20, Int 3, Wis 13, Cha 6 Skills: Jump +18, Listen +9, Spot +3 Feats: Alertness, Iron Will, Track, Weapon Focus (bite) Environment: Temperate hills Organization: Solitary or pair Challenge Rating: 9 Treasure: None Alignment: Always evil (any) Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan) Level Adjustment: — Also known as the landshark, the bulette is a terrifying predator that lives only to eat. Combat A bulette attacks anything it regards as edible, choosing the easiest or closest prey first. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). When burrowing underground, a landshark relies on its tremorsense ability to detect prey. A fiendish bulette’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. When it senses something edible (that is, senses movement), it breaks to the surface, crest first, and begins its attack. Leap (Ex) A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +15 attack bonus, but it cannot bite. Smite Good (Su) Once per day a fiendish bulette can make a normal melee attack to deal 9 points of extra damage against a good foe. |
| RLRapp12-09-06, 07:00 PM | Fiendish Camel Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10 Base Attack/Grapple: +2/+10 Attack: Bite +0 melee (1d4+2*) Full Attack: Bite +0 melee* (1d4+2*) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +5, Ref +6, Will +1 Abilities: Str 18, Dex 16, Con 14, Int 3, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Alertness, Endurance Environment: Warm deserts Organization: Domesticated or herd (6-30) Challenge Rating: 1 Advancement: — Level Adjustment: — Camels are known for their ability to travel long distances without food or water. The statistics presented here are for the dromedary, or one-humped camel, which thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot higher. The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40 feet), and has a higher Constitution score (16). Carrying Capacity A light load for a camel is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A camel can drag 4,500 pounds. Combat *A camel’s bite is treated as a secondary attack and adds only half the camel’s Strength bonus to the damage roll. Smite Good (Su) Once per day a fiendish camel can make a normal melee attack to deal 3 points of extra damage against a good foe. Fiendish Cat Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ½ d8 (2 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Claw +4 melee (1d2-4) Full Attack: 2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 6, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 7 Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3 Feats: Stealthy, Weapon FinesseB Environment: Temperate plains Organization: Domesticated or solitary Challenge Rating: ¼ Advancement: — Level Adjustment: — The statistics presented here describe a common housecat. Combat Cats prefer to sneak up on their prey. Smite Good (Su) Once per day a fiendish cat can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8. Fiendish Cheetah Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +4 Speed: 50 ft. (10 squares) Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11 Base Attack/Grapple: +2/+5 Attack: Bite +6 melee (1d6+3) Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip, smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent, sprint Saves: Fort +5, Ref +7, Will +2 Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 12, Cha 6 Skills: Hide +6, Listen +4, Move Silently +6, Spot +4 Feats: Alertness, Weapon Finesse Environment: Warm plains Organization: Solitary, pair, or family (3-5) Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — Cheetahs are swift feline predators of the plains. A cheetah is 3 to 5 feet long and weighs 110 to 130 pounds. Combat Cheetahs make sudden sprints to bring down prey. Trip (Ex) A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah. Smite Good (Su) Once per day a fiendish cheetah can make a normal melee attack to deal 3 points of extra damage against a good foe. Sprint (Ex) Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge. |
| RLRapp12-10-06, 07:34 PM | Fiendish Chimera Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 9d10+27 (76 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 50 ft. (poor) Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18 Base Attack/Grapple: +9/+17 Attack: Bite +12 melee (2d6+4) Full Attack: Bite +12 melee (2d6+4) and bite +12 melee (1d8+4) and gore +12 melee (1d8+4) and 2 claws +10 melee (1d6+2) Space/Reach: 10 ft./5 ft. Special Attacks: Breath weapon, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 14, scent Saves: Fort +9, Ref +7, Will +6 Abilities: Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10 Skills: Hide +1*, Listen +9, Spot +9 Feats: Alertness, Hover, Iron Will, Multiattack Environment: Temperate hills Organization: Solitary, pride (3-5), or flight (6-13) Challenge Rating: 9 Treasure: Standard Alignment: Always chaotic evil Advancement: 10-13 HD (Large); 14-27 HD (Huge) Level Adjustment: +4 (cohort) A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera’s dragon head might be black, blue, green, red, or white. Chimeras can speak Draconic but seldom bother to do so, except when toadying to more powerful creatures. Combat The chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting. Several chimeras attack in concert. A fiendish chimera’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) A chimera’s breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera’s breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based. To determine a chimera’s head color and breath weapon randomly, roll 1d10 and consult the table below. 1d10 Head Color Breath Weapon 1-2 Black 40-foot line of acid 3-4 Blue 40-foot line of lightning 5-6 Green 20-foot cone of gas (acid) 7-8 Red 20-foot cone of fire 9-10 White 20-foot cone of cold Smite Good (Su) Once per day a fiendish chimera can make a normal melee attack to deal 9 points of extra damage against a good foe. Skills A chimera’s three heads give it a +2 racial bonus on Spot and Listen checks. *In areas of scrubland or brush, a chimera gains a +4 racial bonus on Hide checks. Carrying Capacity A light load for a chimera is up to 348 pounds; a medium load, 349-699 pounds, and a heavy load, 700-1,050 pounds. Fiendish Choker Size/Type: Small Aberration [Extraplanar] Hit Dice: 3d8+3 (16 hp) Initiative: +6 Speed: 20 ft. (4 squares), climb 10 ft. Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15 Base Attack/Grapple: +2/+5 Attack: Tentacle +6 melee (1d3+3) Full Attack: 2 tentacles +6 melee (1d3+3) Space/Reach: 5 ft./10 ft. Special Attacks: Improved grab, constrict 1d3+3, smite good Special Qualities: Darkvision 60 ft., quickness, resistance to cold 5 and fire 5, spell resistance 8 Saves: Fort +2, Ref +5, Will +4 Abilities: Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7 Skills: Climb +13, Hide +10, Move Silently +6 Feats: Improved InitiativeB, Lightning Reflexes, Stealthy Environment: Underground Organization: Solitary Challenge Rating: 2 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always chaotic evil Advancement: 4-6 HD (Small); 7-12 HD (Medium) Level Adjustment: — These vicious little predators lurk underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. The creature weighs about 35 pounds. Chokers speak Undercommon. Combat A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey. A choker attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line. Constrict (Ex) A choker deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components. Improved Grab (Ex) To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block. Quickness (Su) Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round. Smite Good (Su) Once per day a fiendish choker can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish Chuul Size/Type: Large Aberration (Aquatic, Extraplanar) Hit Dice: 11d8+44 (93 hp) Initiative: +7 Speed: 30 ft. (6 squares), swim 20 ft. Armor Class: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19 Base Attack/Grapple: +8/+17 Attack: Claw +12 melee (2d6+5) Full Attack: 2 claws +12 melee (2d6+5) Space/Reach: 10 ft./5 ft. Special Attacks: Constrict 3d6+5, improved grab, paralytic tentacles, smite good Special Qualities: Amphibious, damage reduction 5/magic, darkvision 60 ft., immunity to poison, resistance to cold 10 and fire 10, spell resistance 16 Saves: Fort +7, Ref +6, Will +9 Abilities: Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5 Skills: Hide +13, Listen +11, Spot +11, Swim +13 Feats: Alertness, Blind-Fight,Combat Reflexes, Improved Initiative Environment: Temperate marshes Organization: Solitary, pair, or pack (3-5) Challenge Rating: 9 Treasure: 1/10th coins; 50% goods; standard items Alignment: always chaotic evil Advancement: 12-16 HD (Large); 17-33 HD (Huge) Level Adjustment: — A horrible mix of crustacean, insect, and serpent, the chuul is an abomination that lurks submerged or partially submerged, awaiting intelligent prey to devour. Although amphibious, chuuls are not good swimmers and actually prefer to be on land or in very shallow water when they attack. A chuul is about 8 feet long and weighs 650 pounds. Chuuls speak Common (or Undercommon, for the underground variety). Combat A chuul prefers to wait by the shore, submerged in murky water, until it hears nearby prey (in or out of the water) that it can attack with surprise. A chuul grabs with its claws and constricts its foe, then passes the opponent to its paralytic tentacles. It tries to always have one claw free, so if it faces a large number of opponents, it drops a paralyzed or dead victim and continues attempting to grab, constrict, and paralyze the rest. A fiendish chuul’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) On a successful grapple check, a chuul deals 3d6+5 points of damage. Improved Grab (Ex) To use this ability, a chuul must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles. Paralytic Tentacles (Ex) A chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature’s mandibles. Smite Good (Su) Once per day a fiendish chuul can make a normal melee attack to deal 11 points of extra damage against a good foe. Amphibious (Ex) Although chuuls are aquatic, they can survive indefinitely on land. Skills A chuul has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp12-11-06, 07:49 PM | Fiendish Cloaker Size/Type: Large Aberration (Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +7 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16 Base Attack/Grapple: +4/+13 Attack: Tail slap +8 melee (1d6+5) Full Attack: Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2) Space/Reach: 10 ft./10 ft. (5 ft. with bite) Special Attacks: Moan, engulf, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 11, shadow shift Saves: Fort +5, Ref +5, Will +7 Abilities: Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15 Skills: Hide +8, Listen +13, Move Silently +12, Spot +13 Feats: Alertness, Combat Reflexes, Improved Initiative Environment: Underground Organization: Solitary, mob (3-6), or flock (7-12) Challenge Rating: 6 Treasure: Standard Alignment: always chaotic evil Advancement: 7-9 HD (Large); 10-18 HD (Huge) Level Adjustment: — When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker’s ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent. A cloaker has a wingspan of about 8 feet. It weighs about 100 pounds. Cloakers speak Undercommon. Combat Cloakers usually lie still, watching and listening for prey. If facing a single opponent, a cloaker uses its engulf attack. Against multiple foes, it lashes with its tail in concert with its moan and shadow shift abilities to reduce the opposition’s numbers, then engulfs a survivor. Multiple cloakers usually split up, leaving one or two behind to use special abilities while the rest make melee attacks. A fiendish cloaker’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Moan (Ex) A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can cause one of four effects. Cloakers are immune to these sonic, mind-affecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. All save DCs for moan effects are Charisma-based. Unnerve Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a DC 15 Will save or enter a trance, unable to attack or defend themselves until the moaning stops. Fear Anyone within a 30-foot spread must succeed on a DC 15 Will save or become panicked for 2 rounds. Nausea Anyone in a 30-foot cone must succeed on a DC 15 Fortitude save or be overcome by nausea and weakness. Affected characters fall prone and become nauseated for 1d4+1 rounds. Stupor A single creature within 30 feet of the cloaker must succeed on a DC 15 Fortitude save or be affected as though by a hold monster spell for 5 rounds. Even after a successful save, the creature must repeat the save if the cloaker uses this effect again. Engulf (Ex) A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim. Smite Good (Su) Once per day a fiendish cloaker can make a normal melee attack to deal 6 points of extra damage against a good foe. Shadow Shift (Su) A cloaker can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects. Obscure Vision The cloaker gains concealment (20% miss chance) for 1d4 rounds. Dancing Images This effect duplicates a mirror image spell (caster level 6th). Silent Image This effect duplicates a silent image spell (DC 15, caster level 6th). The save DC is Charisma-based. Fiendish Cockatrice Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 5d10 (27 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 60 ft. (poor) Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11 Base Attack/Grapple: +5/-1 Attack: Bite +9 melee (1d4-2 plus petrification) Full Attack: Bite +9 melee (1d4-2 plus petrification) Space/Reach: 5 ft./5 ft. Special Attacks: Petrification, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 10 Saves: Fort +4, Ref +7, Will +2 Abilities: Str 6, Dex 17, Con 11, Int 3, Wis 13, Cha 9 Skills: Listen +7, Spot +7 Feats: Alertness, Dodge, Weapon FinesseB Environment: Temperate plains Organization: Solitary, pair, flight (3-5), or flock (6-13) Challenge Rating: 4 Treasure: None Alignment: Always evil (any) Advancement: 6-8 HD (Small); 9-15 HD (Medium) Level Adjustment: — A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A cockatrice weighs about 25 pounds. Combat A cockatrice fiercely attacks anything that it deems a threat to itself or its lair. Flocks of cockatrices do their utmost to overwhelm and confuse their foes, and sometimes fly directly into their opponents’ faces. A fiendish cockatrice’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Petrification (Su) Creatures hit by a cockatrice’s bite attack must succeed on a DC 12 Fortitude save or instantly turn to stone. The save DC is Constitution-based. Cockatrices have immunity to the petrification ability of other cockatrices, but other petrification attacks affect them normally. Smite Good (Su) Once per day a fiendish cockatrice can make a normal melee attack to deal 5 points of extra damage against a good foe. Fiendish Crocodile Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+6 Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, smite good Special Qualities: Darkvision 60 ft., hold breath, low-light vision, resistance to cold 5 and fire 5, spell resistance 8 Saves: Fort +6, Ref +4, Will +2 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 12, Cha 2 Skills: Hide +7*, Listen +4, Spot +4, Swim +12 Feats: Alertness, Skill Focus (Hide) Environment: Warm marshes Organization: Solitary or colony (6-11) Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach. These fiendish creatures are commonly summoned by the summon monster III spell. Combat Improved Grab (Ex) To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning. Smite Good (Su) Once per day a fiendish crocodile can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. |
| RLRapp12-12-06, 07:24 PM | Fiendish Giant Crocodile Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 7d8+28 (59 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 Base Attack/Grapple: +5/+21 Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12) Full Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, hold breath, low-light vision, resistance to cold 10 and fire 10, spell resistance 12 Saves: Fort +9, Ref +6, Will +3 Abilities: Str 27, Dex 12, Con 19, Int 3, Wis 12, Cha 2 Skills: Hide +1*, Listen +5, Spot +5, Swim +16 Feats: Alertness, Endurance, Skill Focus (Hide) Environment: Warm marshes Organization: Solitary or colony (6-11) Challenge Rating: 5 Advancement: 8-14 HD (Huge) Level Adjustment: — These huge creatures usually live in salt water and can be more than 20 feet long. Giant crocodiles fight and behave like their smaller cousins. These fiendish creatures are commonly summoned by the summon monster V spell. A fiendish giant crocodile’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish giant crocodile can make a normal melee attack to deal 7 points of extra damage against a good foe. Fiendish Darkmantle Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d10+1 (6 hp) Initiative: +4 Speed: 20 ft. (4 squares), fly 30 ft. (poor) Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17 Base Attack/Grapple: +1/+0 Attack: Slam +5 melee (1d4+4) Full Attack: Slam +5 melee (1d4+4) Space/Reach: 5 ft./5 ft. Special Attacks: Darkness, improved grab, constrict 1d4+4, smite good Special Qualities: Blindsight 90 ft., darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +3, Ref +2, Will +0 Abilities: Str 16, Dex 10, Con 13, Int 3, Wis 10, Cha 10 Skills: Hide +10, Listen +5*, Spot +5* Feats: Improved Initiative Environment: Underground Organization: Solitary, pair, clutch (3-9), or swarm (6-15) Challenge Rating: 1 Treasure: None Alignment: Always good (any) Advancement: 2-3 HD (Small) Level Adjustment: — The darkmantle hangs from a ceiling by a muscular "foot" at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background. A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds. Combat A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent’s head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again. Darkness (Su) Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking. Improved Grab (Ex) To use this ability, a darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it attaches to the opponent’s head and can constrict. Constrict (Ex) A darkmantle deals 1d4+4 points of damage with a successful grapple check. Blindsight (Ex) A darkmantle can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle. Smite Good (Su) Once per day a fiendish darkmantle can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills A darkmantle has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks. Fiendish Delver Size/Type: Huge Aberration (Extraplanar) Hit Dice: 15d8+78 (145 hp) Initiative: +5 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 24 (-2 size, +1 Dex, +15 natural), touch 9, flat-footed 23 Base Attack/Grapple: +11/+27 Attack: Slam +17 melee (1d6+8 plus 2d6 acid) Full Attack: 2 slams +17 melee (1d6+8 plus 2d6 acid) Space/Reach: 15 ft./10 ft. Special Attacks: Corrosive slime, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, immunity to acid, resistance to cold 10 and fire 10, spell resistance 20, stone shape, tremorsense 60 ft. Saves: Fort +12, Ref +6, Will +11 Abilities: Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12 Skills: Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground) Feats: Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness Environment: Underground Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: always evil (any) Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan) Level Adjustment: — A delver is about 15 feet long and 10 feet wide. It weighs about 6,000 pounds. Delvers speak Terran and Undercommon. Combat A delver prefers to fight from its tunnel, which it uses to protect its flanks while lashing out with its flippers. A delver expecting trouble may honeycomb an area with tunnels, leaving most closed with layers of stone 1 or 2 inches thick. The delver can quickly dissolve the stone cover and pop up to attack unexpectedly. A fiendish delver’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Corrosive Slime (Ex) A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver’s mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent’s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save. These save DCs are Constitution-based. Smite Good (Su) Once per day a fiendish delver can make a normal melee attack to deal 15 points of extra damage against a good foe. Stone Shape (Ex) A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell (caster level 15th). |
| RLRapp12-13-06, 06:34 PM | Fiendish Derro Size/Type: Small Monstrous Humanoid (Extraplanar) Hit Dice: 3d8+3 (16 hp) Initiative: +6 Speed: 20 ft. (4 squares) Armor Class: 19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17 Base Attack/Grapple: +3/-1 Attack: Short sword +4 melee (1d4/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison) Full Attack: Short sword +4 melee (1d4/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison use, spell-like abilities, sneak attack +1d6, smite good Special Qualities: Madness, darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 15, vulnerability to sunlight Saves: Fort +2, Ref +5, Will +6 Abilities: Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16* Skills: Bluff +5, Hide +10, Listen +1, Move Silently +8 Feats: Blind-Fight, Improved Initiative Environment: Underground Organization: Team (2-4), squad (5-8 plus 1 3rd-level sorcerer), or band (11-20 plus 30% noncombatants plus 3 3rd-level sorcerers and 1 sorcerer of 5th-8th level) Challenge Rating: 3 Treasure: Standard coins; double goods; standard items Alignment: Always chaotic evil Advancement: By character class Level Adjustment: — (+4 if sane) Derro are afflicted by a form of racial madness, which most often manifests as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. Derro are capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely last more than a few weeks. Of course, no derro is capable of recognizing that he is out of his mind. Combat Derro are stealthy and bloodthirsty. They like to carefully arrange cruel traps and deadly ambushes, and strike savagely from hiding. They delight in taking captives who can be tortured to death later, and favor traps and poisons that disable without killing. Madness (Ex) Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell. *The racial madness of the derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma. Poison Use (Ex) Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison. Smite Good (Su) Once per day a fiendish derro can make a normal melee attack to deal 3 points of extra damage against a good foe. Sneak Attack (Ex) Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations. Spell-Like Abilities At will—darkness, ghost sound; 1/day— daze (DC 13), sound burst (DC 15). Caster level 3rd. The save DCs are Charisma-based. Vulnerability to Sunlight (Ex) A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun. Skills Derro have a +4 racial bonus on Hide and Move Silently checks. Fiendish Destrachan Size/Type: Large Aberration (Extraplanar) Hit Dice: 8d8+24 (60 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +6/+14 Attack: Claw +9 melee (1d6+4) Full Attack: 2 claws +9 melee (1d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Destructive harmonics, smite good Special Qualities: Blindsight 100 ft., damage reduction 5/magic, immunities, protection from sonics, resistance to cold 10 and fire 10, spell resistance 13 Saves: Fort +5, Ref +5, Will +10 Abilities: Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12 Skills: Hide +8, Listen +25, Move Silently +7, Survival +9 Feats: Dodge, Improved Initiative, Lightning Reflexes Environment: Underground Organization: Solitary or pack (3-5) Challenge Rating: 10 Treasure: None Alignment: Always neutral evil Advancement: 9-16 HD (Large); 17-24 HD (Huge) Level Adjustment: — The dungeon-dwelling destrachan looks like some bizarre, nonintelligent beast, but it’s an incredibly evil and crafty sadist. A destrachan has a pair of complex, three-part ears that it can adjust to be more or less sensitive to various sounds. It is blind, yet hunts with a sense of hearing more precise than most creatures’ sight. From its tubular mouth a destrachan emits carefully focused harmonics, producing sonic energy so powerful it can shatter a stone wall. So skilled is a destrachan at controlling the sounds it emits that it can choose what type of material to affect with its attack. A destrachan is about 10 feet long from its mouth to the tip of the tail and weighs about 4,000 pounds. A destrachan speaks no language but understands Common. If a destrachan must communicate, it does so through action. Combat A destrachan uses its claws only as a last resort or to finish off foes weakened by its sonic attacks. It often enters battle with surprise if possible. It first focuses on destroying metal armor and weapons and then changes to harmonics that disrupt flesh. A fiendish destrachan’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Destructive Harmonics (Su) A destrachan can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 30-foot radius. It can tune the harmonics of this destructive power to affect different types of targets. All save DCs are Charisma-based. Flesh Disrupting tissue and rending bone, this attack deals 4d6 points of damage to all within the area (Reflex DC 15 half). Nerves A destrachan can focus its harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the area (Reflex DC 15 half). Material When using this form of harmonics, a destrachan chooses wood, stone, metal, or glass. All objects made of that material within the area must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack. Blindsight (Ex) A destrachan can use hearing to ascertain all foes within 100 feet as a sighted creature would. Immunities Destrachans have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Protection from Sonics (Ex) While they can be affected by loud noises and sonic spells (such as ghost sound or silence), destrachans are less vulnerable to sonic attacks (+4 circumstance bonus on all saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is effectively blinded, and all targets are treated as having total concealment. Smite Good (Su) Once per day a fiendish destrachan can make a normal melee attack to deal 8 points of extra damage against a good foe. Skills A destrachan has a +10 racial bonus on Listen checks. Fiendish Digester Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 8d10+24 (68 hp) Initiative: +6 Speed: 60 ft. (12 squares) Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 Base Attack/Grapple: +8/+11 Attack: Claw +11 melee (1d8+4) Full Attack: Claw +11 melee (1d8+4) Space/Reach: 5 ft./5 ft. Special Attacks: Acid spray, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immunity to acid, low-light vision, resistance to cold 10 and fire 10, spell resistance 13, scent Saves: Fort +9, Ref +10, Will +3 Abilities: Str 17, Dex 15, Con 17, Int 3, Wis 12, Cha 10 Skills: Hide +9, Listen +6, Jump +21, Spot +6 Feats: Alertness, Improved Initiative, Lightning Reflexes Environment: Warm forests Organization: Solitary or pack (3-6) Challenge Rating: 8 Treasure: None Alignment: Always evil Advancement: 9-12 HD (Medium); 13-24 HD (Large) Level Adjustment: — A digester stands about 5 feet tall and is 7 feet long from snout to tail. It weighs about 350 pounds, Combat A digester is a hunting and eating machine. When it is not hungry (which is rarely), it lies low and avoids most other creatures. When hunting, it looks about for a likely target, then charges forth and delivers a gout of acid. If the initial attack is insufficient to kill the prey, the digester attacks with its hind feet until it can spray acid again. A fiendish digester’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Acid Spray (Ex) A digester can spray acid in a 20-foot cone, dealing 4d8 points of damage to everything in the area. Once a digester uses this ability, it can’t use it again until 1d4 rounds later. The creature can also produce a concentrated stream of acid that deals 8d8 points of damage to a single target within 5 feet. In either case, a DC 17 Reflex save halves the damage. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish digester can make a normal melee attack to deal 8 points of extra damage against a good foe. Skills A digester’s coloration gives it a +4 racial bonus on Hide checks. It also has a +4 racial bonus on Jump checks. |
| RLRapp12-14-06, 07:22 PM | Fiendish Deinonychus Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 4d8+16 (34 hp) Initiative: +2 Speed: 60 ft. (12 squares) Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 Base Attack/Grapple: +3/+7 Attack: Talons +7 melee (1d8+4) Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Pounce, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 9, scent Saves: Fort +8, Ref +6, Will +2 Abilities: Str 19, Dex 15, Con 19, Int 3, Wis 12, Cha 10 Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10 Feats: Run, Track Environment: Warm forests Organization: Solitary, pair, or pack (3-6) Challenge Rating: 4 Treasure: None Alignment: Always evil (any) Advancement: 5-8 HD (Medium) Level Adjustment: — A deinonychus is bright green along its back and flanks, with a much lighter shade of the same color on its underside. The body has darker spots or stripes. Its tail extends straight out behind itself, held aloft by an intricate structure of bony supports, thus allowing its weight to be carried entirely by the back legs. It weighs about 600 pounds. These fiendish creatures are commonly summoned by the summon monster V spell. Combat A deinonychus uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A deinonychus has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics. A fiendish deinonychus’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pounce (Ex) If a deinonychus charges, it can make a full attack. Smite Good (Su) Once per day a fiendish deinonychus can make a normal melee attack to deal 4 points of extra damage against a good foe. Skills A deinonychus has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks. Fiendish Elasmosaurus Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 10d8+66 (111 hp) Initiative: +2 Speed: 20 ft. (4 squares), swim 50 ft. Armor Class: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11 Base Attack/Grapple: +7/+23 Attack: Bite +13 melee (2d8+12) Full Attack: Bite +13 melee (2d8+12) Space/Reach: 15 ft./10 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 15, scent Saves: Fort +15, Ref +9, Will +4 Abilities: Str 26, Dex 14, Con 22, Int 3, Wis 13, Cha 9 Skills: Hide -4*, Listen +4, Spot +9, Swim +16 Feats: Dodge, Great Fortitude, Toughness (2) Environment: Warm aquatic Organization: Solitary, pair, or herd (5-8) Challenge Rating: 9 Treasure: None Alignment: Always evil (any) Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan) Level Adjustment: — Though it resides primarily in the water, an elasmosaurus only breathes air. An elasmosaurus has a total length of some 30 feet, including a tail half as long as its entire body, and weighs about 5,000 pounds. Observers who see only its head or tail might easily mistake it for a massive snake. These fiendish creatures are commonly summoned by the summon monster VI spell. Combat An elasmosaurus is aggressive and attacks anything it notices. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, it travels with its head out of the water, snapping down quickly to seize prey. A fiendish elasmosaurus’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish elasmosaurus can make a normal melee attack to deal 10 points of extra damage against a good foe. Skills *An elasmosaurus has a +8 racial bonus on Hide checks in water. Fiendish Megaraptor Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d8+43 (79 hp) Initiative: +2 Speed: 60 ft. (12 squares) Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +6/+15 Attack: Talons +10 melee (2d6+5) Full Attack: Talons +10 melee (2d6+5) and 2 foreclaws +5 melee (1d4+2) and bite +5 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 13, scent Saves: Fort +10, Ref +8, Will +4 Abilities: Str 21, Dex 15, Con 21, Int 3, Wis 15, Cha 10 Skills: Hide +9, Jump +27, Listen +12, Spot +12, Survival +12 Feats: Run, Toughness, Track Environment: Warm forests Organization: Solitary, pair, or pack (3-6) Challenge Rating: 8 Treasure: None Alignment: Always evil (any) Advancement: 9-16 HD (Large); 17-24 HD (Huge) Level Adjustment: — This creature is a larger version of the deinonychus, standing about 12 feet tall with a total length of 24 feet. It has the same appearance, habits, and abilities of the smaller version. These fiendish creatures are commonly summoned by the summon monster VII spell. A fiendish megaraptor’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pounce (Ex) If a megaraptor charges, it can make a full attack. Smite Good (Su) Once per day a fiendish megaraptor can make a normal melee attack to deal 8 points of extra damage against a good foe. Skills A megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks. |
| RLRapp12-15-06, 06:54 PM | Fiendish Triceratops Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 16d8+124 (196 hp) Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18 Base Attack/Grapple: +12/+30 Attack: Gore +20 melee (2d8+15) Full Attack: Gore +20 melee (2d8+15) Space/Reach: 15 ft./10 ft. Special Attacks: Powerful charge, smite good, trample 2d12+15 Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 21, scent Saves: Fort +19, Ref +9, Will +6 Abilities: Str 30, Dex 9, Con 25, Int 3, Wis 12, Cha 7 Skills: Listen +13, Spot +12 Feats: Alertness, Great Fortitude, Toughness (4) Environment: Temperate plains Organization: Solitary, pair, or herd (5-8) Challenge Rating: 11 Treasure: None Alignment: Always evil (any) Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan) Level Adjustment: — A triceratops has a body about 25 feet long and weighs about 20,000 pounds. Combat These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A triceratops uses its trample attack on smaller opponents. A fiendish triceratop’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Powerful Charge (Ex) When a triceratops charges, its gore attack deals 4d8+20 points of damage. Smite Good (Su) Once per day a fiendish triceratops can make a normal melee attack to deal 16 points of extra damage against a good foe. Trample (Ex) Reflex half DC 28. The save DC is Strength-based. Fiendish Tyrannosaurus Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 18d8+99 (180 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13 Base Attack/Grapple: +13/+30 Attack: Bite +20 melee (3d6+13) Full Attack: Bite +20 melee (3d6+13) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab, smite good, swallow whole Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 23, scent Saves: Fort +16, Ref +12, Will +8 Abilities: Str 28, Dex 12, Con 21, Int 3, Wis 15, Cha 10 Skills: Hide -2, Listen +14, Spot +14 Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track Environment: Warm plains Organization: Solitary or pair Challenge Rating: 10 Treasure: None Alignment: Always evil (any) Advancement: 19-36 HD (Huge); 37-54 HD (Gargantuan) Level Adjustment: — Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail. These fiendish creatures are commonly summoned by the summon monster VIII spell. Combat A tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple—charge in and bite. A fiendish tyrannosaurus’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round. Smite Good (Su) Once per day a fiendish tyrannosaurus can make a normal melee attack to deal 18 points of extra damage against a good foe. Swallow Whole (Ex) A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Skills A tyrannosaurus has a +2 racial bonus on Listen and Spot checks. Fiendish Dire Ape Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d8+13 (35 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 15 ft. Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+13 Attack: Claw +8 melee (1d6+6) Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3) Space/Reach: 10 ft./10 ft. Special Attacks: Rend 2d6+9, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 9, scent Saves: Fort +6, Ref +6, Will +5 Abilities: Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7 Skills: Climb +14, Listen +5, Move Silently +4, Spot +6 Feats: Alertness, Toughness Environment: Warm forests Organization: Solitary or company (5-8) Challenge Rating: 4 Treasure: None Alignment: Always evil (any) Advancement: 6-15 HD (Large) Level Adjustment: — A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds. These fiendish creatures are commonly summoned by the summon monster V spell. Combat Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent. A fiendish dire ape’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rend (Ex) A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage. Smite Good (Su) Once per day a fiendish dire ape can make a normal melee attack to deal 18 points of extra damage against a good foe. Skills Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. |
| RLRapp12-16-06, 09:00 PM | Fiendish Dire Badger Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+15 (28 hp) Initiative: +3 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +2/+4 Attack: Claw +4 melee (1d4+2) Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Rage, smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +7, Ref +6, Will +4 Abilities: Str 14, Dex 17, Con 19, Int 3, Wis 12, Cha 10 Skills: Listen +6, Spot +6 Feats: Alertness, Toughness, TrackB Environment: Temperate forests Organization: Solitary or cete (2-5) Challenge Rating: 2 Treasure: None Alignment: Always evil (any) Advancement: 4-9 HD (Large) Level Adjustment: — These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose. A dire badger is from 5 to 7 feet in length and can weigh up to 500 pounds. Combat Dire badgers attack with their sharp claws and teeth. Rage (Ex) A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. Smite Good (Su) Once per day a fiendish dire badger can make a normal melee attack to deal 3 points of extra damage against a good foe. Fiendish Dire Bat Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d8+12 (30 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (1d8+4) Full Attack: Bite +5 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good Special Qualities: Blindsense 40 ft., darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 9 Saves: Fort +7, Ref +10, Will +6 Abilities: Str 17, Dex 22, Con 17, Int 3, Wis 14, Cha 6 Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8* Feats: Alertness, Stealthy Environment: Temperate deserts Organization: Solitary or colony (5-8) Challenge Rating: 3 Treasure: None Alignment: Always evil (any) Advancement: 5-12 HD (Large) Level Adjustment: — A dire bat has a wingspan of 15 feet and weighs about 200 pounds. These fiendish creatures are commonly summoned by the summon monster III spell. Combat Dire bats swoop down upon unsuspecting prey from above. A fiendish dire bat’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. Smite Good (Su) Once per day a fiendish dire bat can make a normal melee attack to deal 4 points of extra damage against a good foe. Skills Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. Fiendish Dire Bear Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 12d8+51 (105 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 Base Attack/Grapple: +9/+23 Attack: Claw +19 melee (2d4+10) Full Attack: 2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, scent Saves: Fort +12, Ref +9, Will +9 Abilities: Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10 Skills: Listen +10, Spot +10, Swim +13 Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw) Environment: Cold forests Organization: Solitary or pair Challenge Rating: 9 Treasure: None Alignment: Always evil (any) Advancement: 13-16 HD (Large); 17-36 HD (Huge) Level Adjustment: — The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible. A typical dire bear is 12 feet long and weighs as much as 8,000 pounds. Combat A dire bear attacks by tearing at opponents with its claws. A fiendish dire bear’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Smite Good (Su) Once per day a fiendish dire bear can make a normal melee attack to deal 12 points of extra damage against a good foe. |
| RLRapp12-17-06, 07:09 PM | Fiendish Dire Boar Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 7d8+21 (52 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +5/+17 Attack: Gore +12 melee (1d8+12) Full Attack: Gore +12 melee (1d8+12) Space/Reach: 10 ft./5 ft. Special Attacks: Ferocity, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 12, scent Saves: Fort +8, Ref +5, Will +8 Abilities: Str 27, Dex 10, Con 17, Int 3, Wis 13, Cha 8 Skills: Listen +8, Spot +8 Feats: Alertness, Endurance, Iron Will Environment: Temperate forests Organization: Solitary or herd (5-8) Challenge Rating: 5 Treasure: None Alignment: Always evil (any) Advancement: 8-16 HD (Large); 17-21 HD (Huge) Level Adjustment: — Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however. These fiendish creatures are commonly summoned by the summon monster V spell. Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds. Combat A dire boar charges its opponent, trying to rip the target open with its tusks. A fiendish dire boar’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Ferocity (Ex) A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Smite Good (Su) Once per day a fiendish dire boar can make a normal melee attack to deal 7 points of extra damage against a good foe. Fiendish Dire Lion Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d8+24 (60 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +6/+17 Attack: Claw +13 melee (1d6+7) Full Attack: 2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 1d6+3, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 13, scent Saves: Fort +9, Ref +8, Will +7 Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10 Skills: Hide +2*, Listen +7, Move Silently +5, Spot +7 Feats: Alertness, Run, Weapon Focus (claw) Environment: Warm plains Organization: Solitary, pair, or pride (6-10) Challenge Rating: 7 Treasure: None Alignment: Always evil (any) Advancement: 9-16 HD (Large); 17-24 HD (Huge) Level Adjustment: — Dire lions are patient hunters, just like their smaller cousins, but apt to take on bigger prey. Dire lions grow to be up to 15 feet long and weigh up to 3,500 pounds. Combat A dire lion attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. It often jumps onto a creature larger than itself. A fiendish dire lion’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex) If a dire lion charges, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +12 melee, damage 1d6+3. Smite Good (Su) Once per day a fiendish dire lion can make a normal melee attack to deal 8 points of extra damage against a good foe. Skills Dire lions have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. Fiendish Dire Rat Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8+1 (5 hp) Initiative: +3 Speed: 40 ft. (8 squares), climb 20 ft. Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/-4 Attack: Bite +4 melee (1d4 plus disease) Full Attack: Bite +4 melee (1d4 plus disease) Space/Reach: 5 ft./5 ft. Special Attacks: Disease, smite good Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to cold 5, and fire 5, spell resistance 6 Saves: Fort +3, Ref +5, Will +3 Abilities: Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4 Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 Feats: Alertness, Weapon FinesseB Environment: Any evil-aligned plane Organization: Solitary or pack (11-20) Challenge Rating: 1/3 Treasure: None Alignment: Always lawful evil Advancement: 2-3 HD (Small); 4-6 HD (Medium) Level Adjustment: — Dire rats are omnivorous scavengers, but will attack to defend their nests and territories. A dire rat can grow to be up to 4 feet long and weigh over 50 pounds. These fiendish creatures are commonly summoned by the summon monster I spell. Combat Dire rat packs attack fearlessly, biting and chewing with their sharp incisors. Disease (Ex) Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish dire rat can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Dire rats use their Dexterity modifier for Climb and Swim checks. |
| RLRapp12-18-06, 09:36 PM | Fiendish Dire Shark Size/Type: Huge Magical Beast (Aquatic, Extraplanar) Hit Dice: 18d8+66 (147 hp) Initiative: +2 Speed: Swim 60 ft. (12 squares) Armor Class: 17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15 Base Attack/Grapple: +13/+27 Attack: Bite +18 melee (2d8+9) Full Attack: Bite +18 melee (2d8+9) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab, smite good, swallow whole Special Qualities: Darkvision 60 ft., damage reduction 10/magic, keen scent, resistance to cold 10 and fire 10, spell resistance 23 Saves: Fort +14, Ref +13, Will +12 Abilities: Str 23, Dex 15, Con 17, Int 3, Wis 12, Cha 10 Skills: Listen +12, Spot +11, Swim +14 Feats: Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite) Environment: Cold aquatic Organization: Solitary or school (2-5) Challenge Rating: 11 Treasure: None Alignment: Always evil (any) Advancement: 19-32 (Huge); 33-54 (Gargantuan) Level Adjustment: — Dire sharks attack anything they perceive to be edible, even larger creatures. These fiendish creatures are commonly summoned by the summon monster IX spell. This monstrous fish can grow to a length of 25 feet and weigh more than 20,000 pounds. Combat Dire sharks bite with their powerful jaws, swallowing smaller creatures in one gulp. A fiendish dire shark’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a dire shark must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round. Smite Good (Su) Once per day a fiendish dire shark can make a normal melee attack to deal 18 points of extra damage against a good foe. Swallow Whole (Ex) A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge dire shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents. Keen Scent (Ex) A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile. Skills A dire shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fiendish Dire Tiger Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 16d8+48 (120 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +12/+24 Attack: Claw +20 melee (2d4+8) Full Attack: 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 2d4+4, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 21, scent Saves: Fort +13, Ref +12, Will +11 Abilities: Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10 Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10 Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw) Environment: Warm forests Organization: Solitary or pair Challenge Rating: 10 Treasure: None Alignment: Always evil (any) Advancement: 17-32 HD (Large); 33-48 (Huge) Level Adjustment: — Dire tigers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard. These fiendish creatures are commonly summoned by the summon monster VIII spell. Dire tigers grow to be over 12 feet long and can weigh up to 6,000 pounds. Combat A dire tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. A fiendish dire tiger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex) If a dire tiger charges, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +18 melee, damage 2d4+4. Smite Good (Su) Once per day a fiendish dire tiger can make a normal melee attack to deal 16 points of extra damage against a good foe. Skills Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. Fiendish Dire Weasel Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12 Base Attack/Grapple: +2/+4 Attack: Bite +6 melee (1d6+3) Full Attack: Bite +6 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Attach, blood drain, smite good Special Qualities: darkvision 60ft., low-light vision, resistance to cold 5, and fire 5, spell resistance 8, scent Saves: Fort +3, Ref +7, Will +4 Abilities: Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 11 Skills: Hide +8, Listen +3, Move Silently +8, Spot +5 Feats: Alertness, Stealthy, Weapon FinesseB Environment: Temperate hills Organization: Solitary or pair Challenge Rating: 2 Treasure: None Alignment: Always evil (any) Advancement: 4-6 HD (Medium); 7-9 HD (Large) Level Adjustment: — Dire weasels grow to be up to 10 feet long and can reach a weight of 700 pounds. These fiendish creatures are commonly summoned by the summon monster III spell. Combat Dire weasels stalk their prey in the dark and then leap on it, biting and clawing. Attach (Ex) A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature. Blood Drain (Ex) A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached. Smite Good (Su) Once per day a fiendish dire weasel can make a normal melee attack to deal 3 points of extra damage against a good foe. |
| RLRapp12-19-06, 07:48 PM | Fiendish Dire Wolf Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+15 Attack: Bite +11 melee (1d8+10) Full Attack: Bite +11 melee (1d8+10) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good, trip Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 11, scent Saves: Fort +8, Ref +7, Will +6 Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10 Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* Feats: Alertness, Run, TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary or pack (5-8) Challenge Rating: 4 Treasure: None Alignment: Always evil (any) Advancement: 7-18 HD (Large) Level Adjustment: — Dire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds. These fiendish creatures are commonly summoned by the summon monster IV spell. Combat Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can. A fiendish dire wolf’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish dire wolf can make a normal melee attack to deal 6 points of extra damage against a good foe. Trip (Ex) A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf. Skills A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent. Fiendish Dire Wolverine Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d8+23 (45 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 10 ft. Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 Base Attack/Grapple: +3/+13 Attack: Claw +8 melee (1d6+6) Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3) Space/Reach: 10 ft./5 ft. Special Attacks: Rage, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 10, scent Saves: Fort +8, Ref +7, Will +5 Abilities: Str 22, Dex 17, Con 19, Int 3, Wis 12, Cha 10 Skills: Climb +14, Listen +7, Spot +7 Feats: Alertness, Toughness, TrackB Environment: Cold forests Organization: Solitary or pair Challenge Rating: 5 Treasure: None Alignment: Always evil (any) Advancement: 6-15 HD (Large) Level Adjustment: — Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds. These fiendish creatures are commonly summoned by the summon monster V spell. Combat Dire wolverines attack opponents wantonly, fearing no other creatures. A fiendish dire wolf’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rage (Ex) A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. Smite Good (Su) Once per day a fiendish dire wolverine can make a normal melee attack to deal 5 points of extra damage against a good foe. Skills A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish Dog Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8+2 (6 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/-3 Attack: Bite +2 melee (1d4+1) Full Attack: Bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +4, Ref +5, Will +1 Abilities: Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6 Skills: Jump +7, Listen +5, Spot +5, Survival +1* Feats: Alertness, TrackB Environment: Any evil-aligned plane Organization: Solitary or pack (5-12) Challenge Rating: 1/3 Alignment: Always evil Advancement: — Level Adjustment: — The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs. Combat Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down. Smite Good (Su) Once per day a fiendish dog can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent. |
| RLRapp12-20-06, 08:13 PM | Fiendish Riding Dog Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: darkvision 60ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 7, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6 Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1* Feats: Alertness, TrackB Environment: Temperate plains Organization: Solitary or pack (5-12) Challenge Rating: 1 Advancement: — Level Adjustment: — This category includes working breeds such as collies, huskies, and St. Bernards. Carrying Capacity A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds. Combat If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Smite Good (Su) Once per day a fiendish riding dog can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent. Fiendish Donkey Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+1 Attack: Bite +1 melee (1d2) Full Attack: Bite +1 melee (1d2) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: darkvision 60ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 7, scent Saves: Fort +4, Ref +4, Will +0 Abilities: Str 10, Dex 13, Con 12, Int 3, Wis 11, Cha 4 Skills: Balance +3, Listen +3, Spot +2 Feats: Endurance Environment: Temperate deserts Organization: Solitary Challenge Rating: 1/6 Advancement: — Level Adjustment: — These long-eared, horselike creatures are surefooted and sturdy. The statistics presented here could also describe burros. Carrying Capacity A light load for a donkey is up to 50 pounds; a medium load, 51-100 pounds; and a heavy load, 101-150 pounds. A donkey can drag 750 pounds. Combat A donkey bites only when it has no way to escape. Smite Good (Su) Once per day a fiendish riding donkey can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills Donkeys have a +2 racial bonus on Balance checks. Fiendish Doppleganger Size/Type: Medium Monstrous Humanoid (Shapechanger) Hit Dice: 4d8+4 (22 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +4/+5 Attack: Slam +5 melee (1d6+1) Full Attack: Slam +5 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Detect thoughts, smite good Special Qualities: Change shape, darkvision 60 ft., damage reduction 5/magic, immunity to sleep and charm effects, resistance to cold 5 and fire 5, spell resistance 9 Saves: Fort +4, Ref +5, Will +6 Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13 Skills: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6 Feats: Dodge, Great Fortitude Environment: Any Organization: Solitary, pair, or gang (3-6) Challenge Rating: 4 Treasure: Double standard Alignment: always evil (any) Advancement: By character class Level Adjustment: +6 Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils. A doppelganger’s appearance is deceiving even when it’s in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance. Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived. In its natural form a doppelganger is about 5½ feet tall and weighs about 150 pounds. Combat When in its natural form, a doppelganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropriate. In such cases, it uses its detect thoughts ability to employ the same tactics and strategies as the person it is impersonating. A fiendish doppleganger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Detect Thoughts (Su) A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. Change Shape (Su) A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. Smite Good (Su) Once per day a fiendish doppleganger can make a normal melee attack to deal 4 points of extra damage against a good foe. Skills A doppelganger has a +4 racial bonus on Bluff and Disguise checks. *When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks. Doppelgangers As Characters Doppelganger characters possess the following racial traits. +2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma. Medium size. A doppelganger’s base land speed is 30 feet. Darkvision: Doppelgangers can see in the dark up to 60 feet. Racial Hit Dice: A doppelganger begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Racial Skills: A doppelganger’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot. Racial Feats: A doppelganger’s monstrous humanoid levels give it two feats. +4 natural armor bonus. +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks. Special Attacks (see above): Detect thoughts, smite good. Special Qualities (see above): Change shape, damage reduction, immunity to sleep and charm effects, energy resistance, spell resistance. Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran. Favored Class: Rogue. Level adjustment +6. |
| RLRapp12-20-06, 11:40 PM | Reserved for chromatic dragons. |
| RLRapp12-20-06, 11:43 PM | Reserved for Chromatic Dragons. |
| RLRapp12-21-06, 12:00 AM | Fiendish Dragon Turtle Size/Type: Huge Dragon (Aquatic, Extraplanar) Hit Dice: 12d12+60 (138 hp) Initiative: +0 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 25 (-2 size, +17 natural), touch 8, flat-footed 25 Base Attack/Grapple: +12/+28 Attack: Bite +18 melee (4d6+8) Full Attack: Bite +18 melee (4d6+8) and 2 claws +13 melee (2d8+4) Space/Reach: 15 ft./10 ft. Special Attacks: Breath weapon, capsize, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, immunity to fire, sleep, and paralysis, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, scent Saves: Fort +13, Ref +8, Will +9 Abilities: Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12 Skills: Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21 Feats: Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch Environment: Temperate aquatic Organization: Solitary Challenge Rating: 11 Treasure: Triple standard Alignment: always evil (any) Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan) Level Adjustment: — Its rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell resemble light dancing on open water. The turtle’s legs, tail, and head are a lighter green, flecked with golden highlights. An adult dragon turtle can measure from 20 to 30 feet from snout to tail, with a shell from 15 to 25 feet in diameter, and can weigh 8,000 to 32,000 pounds. Dragon turtles speak Aquan, Draconic, and Common. Combat Dragon turtles are fierce fighters and generally attack any creature that threatens their territory or looks like a potential meal. A fiendish dragon turtle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 21 half; effective both on the surface and underwater. The save DC is Constitution-based. Capsize (Ex) A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long. Smite Good (Su) Once per day a fiendish dragon turtle can make a normal melee attack to deal 12 points of extra damage against a good foe. Skills A dragon turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Dragon turtles have a +8 racial bonus on Hide checks when submerged. Fiendish Dragonne Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 9d10+27 (76 hp) Initiative: +6 Speed: 40 ft. (8 squares), fly 30 ft. (poor) Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +9/+17 Attack: Bite +12 melee (2d6+4) Full Attack: Bite +12 melee (2d6+4) and 2 claws +7 melee (2d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, roar, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 13, scent Saves: Fort +9, Ref +8, Will +4 Abilities: Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12 Skills: Listen +11, Spot +11 Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Track Environment: Temperate deserts Organization: Solitary, pair, or pride (5-10) Challenge Rating: 9 Treasure: Double standard Alignment: always evil (any) Advancement: 10-12 HD (Large); 13-27 HD (Huge) Level Adjustment: +6 (cohort) A dragonne possesses huge claws and fangs, and large eyes, usually the color of its scales. A dragonne is about 12 feet long and weighs about 700 pounds. Dragonnes speak Draconic. Combat A dragonne’s wings are useful only for short flights, carrying the creature for 10 to 30 minutes at a time. Nevertheless, it uses its wings effectively in battle. If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position. A fiendish dragonne’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pounce (Ex) If a dragonne charges, it can make a full attack in the same round. Roar (Su) A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based. Smite Good (Su) Once per day a fiendish dragonne can make a normal melee attack to deal 9 points of extra damage against a good foe. Skills Dragonnes have a +4 racial bonus on Listen and Spot checks. Carrying Capacity A light load for a dragonne is up to 348 pounds; a medium load, 349-699 pounds, and a heavy load, 700-1,050 pounds. Fiendish Drider Size/Type: Large Aberration (Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 15 ft. Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +4/+10 Attack: Dagger +5 melee (1d6+2/19-20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/×3) Full Attack: 2 daggers +3 melee (1d6+2/19-20, 1d6+1/19-20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/×3) Space/Reach: 10 ft./5 ft. Special Attacks: Spells, spell-like abilities, smite good, poison Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 17 Saves: Fort +5, Ref +4, Will +8 Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16 Skills: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9 Feats: Combat Casting, Two-Weapon Fighting, Weapon Focus (bite) Environment: Underground Organization: Solitary, pair, or troupe (1-2 plus 7-12 Medium monstrous spiders) Challenge Rating: 8 Treasure: Double standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment: +6 Driders speak Elven, Common, and Undercommon. Combat Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach. A fiendish drider’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based. Spell-Like Abilities 1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based. Spells Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer. Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level) 0—daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st—mage armor, magic missile, ray of enfeeblement, silent image; 2nd— invisibility, web; 3rd—lightning bolt. Smite Good (Su) Once per day a fiendish drider can make a normal melee attack to deal 6 points of extra damage against a good foe. Skills A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. |
| RLRapp12-22-06, 08:11 PM | Fiendish Duergar Duergar, 1st-Level Warrior Size/Type: Medium Humanoid (Dwarf, Extraplanar) Hit Dice: 1d8+5 (9 hp) Initiative: +0 Speed: 20 ft. in chainmail (4 squares); base speed 20 ft. Armor Class: 17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17 Base Attack/Grapple: +1/+2 Attack: Warhammer +2 melee (1d8+1/×3) or light crossbow +1 ranged (1d8/19-20) Full Attack: Warhammer +2 melee (1d8+1/×3) or light crossbow +1 ranged (1d8/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Duergar traits, smite good, spell-like abilities Special Qualities: Darkvision 120 ft., duergar traits, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +4*, Ref +0*, Will -1* Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4 Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently -4, Spot +2 Feats: Toughness Environment: Underground Organization: Team (2-4), squad (9-16 plus 3 3rd-level sergeants and 1 leader of 3rd-8th level) or clan (20-80 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 3-6 6th-level lieutenants, and 1-4 9th-level captains) Challenge Rating: 1 Treasure: Standard coins, double goods, standard items Alignment: always lawful evil Advancement: By character class Level Adjustment: +3 Sometimes called gray dwarves, these evil beings dwell in the underground. Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time. Duergar speak Dwarven and Undercommon. Smite Good (Su) Once per day a fiendish duergar can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Duergar Traits (Ex) These traits are in addition to the hill dwarf traits, except where noted. -4 Charisma instead of -2. Darkvision out to 120 feet. Immunity to paralysis, phantasms, and poison. This trait replaces the hill dwarf’s +2 racial bonus on saving throws against poison. +2 racial bonus on saves against spells and spell-like abilities. Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries. Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell. +4 racial bonus on Move Silently checks. +1 racial bonus on Listen and Spot checks. Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. This trait replaces the hill dwarf’s automatic and bonus languages. Favored Class: Fighter. Level adjustment +3 Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh. The duergar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Challenge Rating Duergar with levels in NPC classes have a CR equal to their character level. Duergar with levels in PC classes have a CR equal to their character level +1. If using the Psionics rules, a psionic Duergar differs from the standard Duergar in the following ways: Size/Type Medium Humanoid (Dwarf, Psionic) Special Attacks Duergar traits, psi-like abilities Combat A psionic duergar does not possess the spell-like abilities of standard duergars. Instead, it has psi-like abilities. Psi-Like Abilities 1/day—expansion, invisibility. These abilities are as the power (or spell) manifested by a psion (or sorcerer) of the duergar’s Hit Dice (minimum 3rd level) and affect only the duergar and whatever he carries. Duergar As Characters Duergar characters possess the following racial traits. +2 Constitution, -4 Charisma. Medium size. Duergar base land speed is 20 feet. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision out to 120 feet. Immunity to paralysis, phantasms, and poison. +2 racial bonus on saves against spells and spell-like effects. Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground). Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd). Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell. Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal. Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. Favored Class: Fighter. Level Adjustment: +3. Fiendish Eagle Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8+1 (5 hp) Initiative: +2 Speed: 10 ft. (2 squares), fly 80 ft. (average) Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +0/-4 Attack: Talons +3 melee (1d4) Full Attack: 2 talons +3 melee (1d4) and bite -2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +3, Ref +4, Will +2 Abilities: Str 10, Dex 15, Con 12, Int 3, Wis 14, Cha 6 Skills: Listen +4, Spot +16 Feats: Alertness, Weapon FinesseB Environment: Temperate mountains Organization: Solitary or pair Challenge Rating: ½ Advancement: 2-3 HD (Medium) Level Adjustment: — These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots. A typical eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey. Combat Eagles dive at prey, raking with their powerful talons. Smite Good (Su) Once per day a fiendish eagle can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills Eagles have a +8 racial bonus on Spot checks. Fiendish Elephant Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 11d8+55 (104 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15 Base Attack/Grapple: +8/+26 Attack: Gore +16 melee (2d8+15) Full Attack: Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15) Space/Reach: 15 ft./10 ft. Special Attacks: Smite good, trample 2d8+15 Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 16, scent Saves: Fort +12, Ref +7, Will +6 Abilities: Str 30, Dex 10, Con 21, Int 3, Wis 13, Cha 7 Skills: Listen +12, Spot +10 Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen) Environment: Warm plains Organization: Solitary or herd (6-30) Challenge Rating: 9 Advancement: 12-22 HD (Huge) Level Adjustment: — Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden. This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as mammoths and mastodons. Combat Elephants tend to charge at threatening creatures. A fiendish elephant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish elephant can make a normal melee attack to deal 11 points of extra damage against a good foe. Trample (Ex) Reflex half DC 25. The save DC is Strength-based. |
| RLRapp12-26-06, 05:17 PM | Fiendish Drow Elf Drow, 1st-Level Warrior Size/Type: Medium Humanoid (Elf, Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 Dex, +4 chain shirt, +1 light shield), touch 11, flat-footed 15 Base Attack/Grapple: +1/+2 Attack: Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20) Full Attack: Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite good, spell-like abilities Special Qualities: Drow traits, resistance to cold 5 and fire 5, spell resistance 12 Saves: Fort +2, Ref +1, Will -1* Abilities: Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10 Skills: Hide +0, Listen +2, Search +4, Spot +3 Feats: Weapon Focus (rapier) Environment: Underground Organization: Squad (2-4), patrol (5-8 plus 2 2nd-level sergeants and 1 leader of 3rd-6th level), or band (20-50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 6th-level lieutenants, and 1d4 9th-level captains) Challenge Rating: 1 (see text) Treasure: Standard Standard Alignment: always neutral evil Advancement: By character class Level Adjustment: +4 Also known as dark elves, drow are a depraved and evil subterranean offshoot. White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red. Drow usually coat their arrows with a potent venom. Poison (Ex) An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it. Smite Good (Su) Once per day a fiendish elf can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Drow Traits (Ex) These traits are in addition to the high elf traits, except where noted. +2 Intelligence, +2 Charisma. Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision. Spell resistance equal to 11 + class levels. +2 racial bonus on Will saves against spells and spell-like abilities. Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels. Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency. Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class. Level adjustment +4 The drow warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Challenge Rating Drow with levels in NPC classes have a CR equal to their character level. Drow with levels in PC classes have a CR equal to their character level +1. Fiendish Ethereal Filcher Size/Type: Medium Aberration (Extraplanar) Hit Dice: 5d8 (22 hp) Initiative: +8 Speed: 40 ft. (8 squares) Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13 Base Attack/Grapple: +3/+3 Attack: Bite +3 melee (1d4) Full Attack: Bite +3 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, detect magic, ethereal jaunt, resistance to cold 5 and fire 5, spell resistance 10 Saves: Fort +1, Ref +5, Will +5 Abilities: Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10 Skills: Listen +9, Sleight of Hand +12, Spot +9 Feats: Dodge, Improved Initiative Environment: Underground Organization: Solitary Challenge Rating: 4 Treasure: No coins; standard goods; double items Alignment: always evil (any) Advancement: 6-7 HD (Medium); 8-15 HD (Large) Level Adjustment: — Ethereal filchers are bizarre-looking creatures with a penchant for snatching trinkets from passersby. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them spectacular pickpockets. Ethereal filchers do not speak. Combat An ethereal filcher prowls about, using its ethereal jaunt ability to move about unseen (and often through solid objects). Upon locating a likely mark, it shifts to the Material Plane, attempting to catch its victim unaware. The creature attempts to seize an item, then retreats quickly back to the Ethereal Plane. It is not above delivering a bite to distract its target. Once it secures a trinket, it scurries back to its lair to admire its prize. When badly wounded, a filcher escapes rather than continuing the fight. A fiendish ethereal filcher’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Any number of simple ruses can blunt a filcher’s attack. Detect Magic (Su) Ethereal filchers can detect magic as the spell (caster level 5th) at will. Ethereal Jaunt (Su) An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th). Smite Good (Su) Once per day a fiendish ethereal filcher can make a normal melee attack to deal 5 points of extra damage against a good foe. Skills Ethereal filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks. Fiendish Ethereal Marauder Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d10 (11 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 Base Attack/Grapple: +2/+4 Attack: Bite +4 melee (1d6+3) Full Attack: Bite +4 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., ethereal jaunt, resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +3, Ref +4, Will +1 Abilities: Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10 Skills: Listen +5, Move Silently +5, Spot +4 Feats: Improved Initiative Environment: Ethereal Plane Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always evil (any) Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — Ethereal marauders live and hunt on the Ethereal Plane. Ethereal marauders’ coloration ranges from bright blue to deep violet. An ethereal marauder stands about 4 feet tall, but its overall length is about 7 feet. It weighs about 200 pounds. Ethereal marauders speak no known languages. Survivors of their attacks on the Material Plane claim that they emit an eerie, high whine that varies in pitch depending on the creature’s speed and health. Combat Once a marauder locates prey, it shifts to the Material Plane to attack, attempting to catch its victim flat-footed. The creature bites its victim, then retreats quickly back to the Ethereal Plane. When badly hurt or wounded, a marauder escapes to its home plane rather than continuing the fight. Ethereal Jaunt (Su) An ethereal marauder can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th). Smite Good (Su) Once per day a fiendish ethereal marauder can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills Ethereal marauders have a +2 racial bonus on Listen, Move Silently, and Spot checks. |
| RLRapp12-26-06, 05:24 PM | Fiendish Ettercap Size/Type: Medium Aberration (Extraplanar) Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 Base Attack/Grapple: +3/+5 Attack: Bite +5 melee (1d8+2 plus poison) Full Attack: Bite +5 melee (1d8+2 plus poison) and 2 claws +3 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite good, web Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 10 Saves: Fort +4, Ref +4, Will +6 Abilities: Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8 Skills: Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8 Feats: Great Fortitude, Multiattack Environment: Warm forests Organization: Solitary, pair, or troupe (1-2 plus 2-4 Medium monstrous spiders) Challenge Rating: 4 Treasure: Standard Alignment: always neutral evil Advancement: 6-7 HD (Medium); 8-15 HD (Large) Level Adjustment: +4 An ettercap is about 6 feet tall and weighs about 200 pounds. Ettercaps speak Common. Combat Ettercaps are not brave creatures, but their cunning traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its keen-edged claws and venomous bite. It usually will not come within melee reach of any foe that is still able to move. A fiendish ettercap’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) Injury, Fortitude DC 15, initial damage 1d6 Dex, secondary damage 2d6 Dex. The save DC is Constitution based and includes a +2 racial bonus. Smite Good (Su) Once per day a fiendish ettercap can make a normal melee attack to deal 5 points of extra damage against a good foe. Web (Ex) An ettercap can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire. Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire. An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web. Skills Ettercaps have a +4 racial bonus on Craft (trapmaking), Hide, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish Ettin Size/Type: Large Giant (Extraplanar) Hit Dice: 10d8+20 (65 hp) Initiative: +3 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. Armor Class: 18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18 Base Attack/Grapple: +7/+17 Attack: Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6) Full Attack: 2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 15, superior two-weapon fighting Saves: Fort +9, Ref +2, Will +5 Abilities: Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11 Skills: Listen +10, Search +1, Spot +10 Feats: Alertness, Improved Initiative, Iron Will, Power Attack Environment: Cold hills Organization: Solitary, gang (2-4), troupe (1-2 plus 1-2 brown bears), band (3-5 plus 1-2 brown bears), or colony (3-5 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins) Challenge Rating: 8 Treasure: Standard Alignment: always chaotic evil Advancement: By character class Level Adjustment: +7 Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. An ettin never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years. Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5. Combat Though ettins aren’t very intelligent, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead. A fiendish ettin’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish ettin can make a normal melee attack to deal 10 points of extra damage against a good foe. Superior Two-Weapon Fighting (Ex) An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons. Skills An ettin’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks. Fiendish Frost Worm Size/Type: Huge Magical Beast (Cold, Extraplanar) Hit Dice: 14d10+70 (147 hp) Initiative: +4 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 18 (-2 size, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +14/+30 Attack: Bite +21 melee (2d8+12 plus 1d8 cold) Full Attack: Bite +21 melee (2d8+12 plus 1d8 cold) Space/Reach: 15 ft./10 ft. Special Attacks: Trill, cold, breath weapon, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, death throes, immunity to cold, low-light vision, resistance to fire 10, spell resistance 19, vulnerability to fire Saves: Fort +14, Ref +9, Will +6 Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 11 Skills: Hide +3*, Listen +5, Spot +5 Feats: Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite) Environment: Cold plains Organization: Solitary Challenge Rating: 14 Treasure: None Alignment: always evil (any) Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan) Level Adjustment: — A frost worm cannot burrow through stone, but can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter. A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds. Combat Frost worms lurk under the snow, waiting for prey to come near. They begin an attack with a trill and then set upon helpless prey with their bite. A fiendish frost worm’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Trill (Su) A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th. The save DC is Charisma-based. Cold (Ex) A frost worm’s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits. Breath Weapon (Su) 30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm’s trill get no saving throw. The save DC is Constitution-based. Death Throes (Ex) When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22). The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish frost worm can make a normal melee attack to deal 10 points of extra damage against a good foe Skills *A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment. |
| RLRapp12-28-06, 10:09 PM | Fiendish Shrieker Size/Type: Medium Plant (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: -5 Speed: 0 ft. 10 ft. (2 squares) Armor Class: 8 (-5 Dex, +3 natural), touch 5, flat-footed 8 Base Attack/Grapple: +1/-4 Attack: — Full Attack: — Space/Reach: 5 ft./0 ft. Special Attacks: Shriek Special Qualities: Darkvision 60 ft., low-light vision, plant traits, resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +4, Ref —, Will -4 Abilities: Str Ø, Dex Ø, Con 13, Int 3, Wis 2, Cha 1 Skills: — Feats: — Environment: Underground Organization: Solitary or patch (3-5) Challenge Rating: 1 Treasure: None Alignment: Always evil (any) Advancement: 3 HD (Medium) Level Adjustment: — A shrieker is a stationary fungus that emits a loud noise to attract prey or when disturbed. Shriekers live in dark, subterranean places, often in the company of violet fungi, whose poison they are immune to. Shriekers come in of shades of purple. Combat A shrieker has no means of attack. Instead, it lures prey to its vicinity by emitting a loud noise. Shriek (Ex) Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus’s noise means there is food nearby. Fiendish Violet Fungus Size/Type: Medium Plant (Extraplanar) Hit Dice: 2d8+6 (15 hp) Initiative: -1 Speed: 10 ft. (2 squares) Armor Class: 13 (-1 Dex, +4 natural), touch 9, flat-footed 13 Base Attack/Grapple: +1/+3 Attack: Tentacle +3 melee (1d6+2 plus poison) Full Attack: 4 tentacles +3 melee (1d6+2 plus poison) Space/Reach: 5 ft./10 ft. Special Attacks: Poison, smite good Special Qualities: Darkvision 60 ft., low-light vision, plant traits, resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +6, Ref -1, Will +0 Abilities: Str 14, Dex 8, Con 16, Int 3, Wis 11, Cha 9 Skills: — Feats: — Environment: Underground Organization: Solitary, patch (2-4), or mixed patch (2-4 violet fungi and 3-5 shriekers) Challenge Rating: 3 Treasure: None Alignment: Always evil (any) Advancement: 3-6 HD (Medium) Level Adjustment: — Violet fungi resemble shriekers and are often found growing among them. A violet fungi’s coloration ranges from purple overall to dull gray or violet covered with purple spots. Combat Shriekers and violet fungi often work together to attract and kill prey. When the shriekers’ hellish racket attracts a curious creature, the violet fungus tries to kill it. Both creatures enjoy the fruits of a successful hunt. A violet fungus flails about with its tentacles at living creatures that come within its reach. Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish violet fungus can make a normal melee attack to deal 2 points of extra damage against a good foe. Fiendish Gargoyle Size/Type: Medium Monstrous Humanoid (Earth, Extraplanar) Hit Dice: 4d8+19 (37 hp) Initiative: +2 Speed: 40 ft. (8 squares), fly 60 ft. (average) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +4/+6 Attack: Claw +6 melee (1d4+2) Full Attack: 2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and gore +4 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze, resistance to cold 5 and fire 5, spell resistance 9 Saves: Fort +5, Ref +6, Will +4 Abilities: Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7 Skills: Hide +7*, Listen +4, Spot +4 Feats: Multiattack, Toughness Environment: Any Organization: Solitary, pair, or wing (5-16) Challenge Rating: 5 Treasure: Standard Alignment: always chaotic evil Advancement: 5-6 HD (Medium); 7-12 HD (Large) Level Adjustment: +7 Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain. Gargoyles speak Common and Terran. Combat Gargoyles either remain still, then suddenly attack, or dive onto their prey. A gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive. Smite Good (Su) Once per day a fiendish gargoyle can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Skills Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone. Kapoacinth These cousins of the gargoyle have the aquatic subtype. They have a base land speed of 40 feet and a swim speed of 60 feet (no fly speed) and are found only in aquatic environments. Gargoyles As Characters Gargoyle characters possess the following racial traits. +4 Strength, +4 Dexterity, +8 Constitution, -4 Intelligence, -4 Charisma. Medium size. A gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average). Darkvision out to 60 feet. Racial Hit Dice: A gargoyle begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Racial Skills: A gargoyle’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone. Racial Feats: A gargoyle’s monstrous humanoid levels give it two feats. +4 natural armor bonus. Special Qualities (see above): Damage reduction 10/magic, freeze, energy resistance, spell resistance. Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran. Favored Class: Fighter. Level adjustment +7. |
| Delfedd12-28-06, 10:16 PM | I don't... understand. Why? Why do we need this? It's fairly simple to convert the normal creatures to fiendish versions. |
| RLRapp12-28-06, 10:42 PM | I don't... understand. Why? Why do we need this? It's fairly simple to convert the normal creatures to fiendish versions. Because It's there. ;) |
| RLRapp12-29-06, 11:54 PM | Fiendish Cloud Giant Size/Type: Huge Giant (Air, Extraplanar) Hit Dice: 17d8+102 (178 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 25 (-2 size, +1 Dex, +12 natural, +4 chain shirt), touch 9, flat-footed 24 Base Attack/Grapple: +12/+32 Attack: Gargantuan morningstar +22 melee (4d6+18) or slam +22 melee (1d6+12) or rock +12 ranged (2d8+12) Full Attack: Gargantuan morningstar +22/+17/+12 melee (4d6+18) or 2 slams +22 melee (1d6+12) or rock +12 ranged (2d8+12) Space/Reach: 15 ft./15 ft. Special Attacks: Rock throwing, smite good, spell-like abilities Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, oversized weapon, resistance to cold 10 and fire 10, rock catching, scent, spell resistance 22 Saves: Fort +16, Ref +6, Will +10 Abilities: Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13 Skills: Climb +19, Craft (any one) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (stringed instruments) +2, Sense Motive +9, Spot +15 Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack Environment: Temperate mountains Organization: Solitary, gang (2-4), family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions), or band (6-9 plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions) Challenge Rating: 13 Treasure: Standard coins; double goods; standard items Alignment: always neutral evil Advancement: By character class Level Adjustment: — Cloud giants’ skin ranges in color from milky white to light sky blue. Their hair is silvery white or brass, and their eyes are iridescent blue. Adult males are about 18 feet tall and weigh about 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be 400 years old. Cloud giants dress in the finest clothing available and wear jewelry. To many, appearance indicates station. The better the clothes and the finer the jewelry, the more important the wearer. They also appreciate music, and most can play one or more instruments (the harp is a favorite). Combat Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. A favorite tactic is to circle the enemies, barraging them with rocks while the giants with magical abilities confound them with spells. A fiendish cloud giant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects) up to five range increments. The range increment is 140 feet for a cloud giant’s thrown rocks. Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt. Oversized Weapon (Ex) A cloud giant wields a great, two-handed morningstar (big enough for Gargantuan creatures) without penalty. Smite Good (Su) Once per day a fiendish cloud giant can make a normal melee attack to deal 17 points of extra damage against a good foe. Spell-Like Abilities 3/day—levitate (self plus 2,000 pounds), obscuring mist; 1/day—fog cloud. Caster level 15th. Cloud Giant Characters Most cloud giant groups include a sorcerer or a cleric. Evil-aligned clerics have access to two of the following domains: Death, Evil, or Trickery. Fiendish Fire Giant Size/Type: Large Giant (Extraplanar, Fire) Hit Dice: 15d8+75 (142 hp) Initiative: -1 Speed: 30 ft. in half-plate armor (6 squares); base speed 40 ft. Armor Class: 23 (-1 size, -1 Dex, +8 natural, +7 half-plate armor), touch 8, flat-footed 23 Base Attack/Grapple: +11/+25 Attack: Greatsword +20 melee (3d6+15) or slam +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire) Full Attack: Greatsword +20/+15/+10 melee (3d6+15) or 2 slams +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, immunity to fire, low-light vision, resistance to cold 10, rock catching, spell resistance 20, vulnerability to cold Saves: Fort +14, Ref +4, Will +9 Abilities: Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11 Skills: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14 Feats: Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack Environment: Warm mountains Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 1 adept or sorcerer of 3rd-5th level plus 2-4 hell hounds and 2-3 trolls or ettins), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 hell hounds, 12-22 trolls, 5-12 ettins, and 1-2 young red dragons) Challenge Rating: 12 Treasure: Standard Alignment: Always lawful evil Advancement: By character class Level Adjustment: +6 Some fire giants have bright orange hair. An adult male is 12 feet tall, has a chest that measures 9 feet around, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old. Fire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel. Combat Fire giants heat their rocks in a nearby fire, geyser, or lava pools, so that they deal extra fire damage. They favor magic flaming swords in melee (when they can get them). They are also fond of grabbing smaller opponents and tossing them somewhere very hot. A fiendish fire giant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet for a fire giant’s thrown rocks. Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Smite Good (Su) Once per day a fiendish fire giant can make a normal melee attack to deal 15 points of extra damage against a good foe. Fire Giant Characters Most groups of fire giants include clerics. A fire giant cleric has access to two of the following domains: Evil, Law, Trickery, or War (most choose Trickery or War, some choose both). Fiendish Frost Giant Size/Type: Large Giant (Cold) Hit Dice: 14d8+70 (133 hp) Initiative: -1 Speed: 40 ft. (8 squares) Armor Class: 21 (-1 size, -1 Dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21 Base Attack/Grapple: +10/+23 Attack: Greataxe +18 melee (3d6+13/×3) or slam +18 melee (1d4+9) or rock +9 ranged (2d6+9) Full Attack: Huge greataxe +18/+13 melee (3d6+13/×3) or 2 slams +18 melee (1d4+9) or rock +9 ranged (2d6+9) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, immunity to cold, low-light vision, resistance to fire 10, rock catching, spell resistance 19, vulnerability to fire Saves: Fort +14, Ref +3, Will +6 Abilities: Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11 Skills: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12 Feats: Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack Environment: Cold mountains Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 35% noncombatants plus 1 adept or sorcerer of 3rd-5th level plus 2-4 winter wolves and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons) Challenge Rating: 11 Treasure: Standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment: +6 A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers. An adult male is about 15 feet tall and weighs about 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old. Combat Frost giants usually start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous battleaxes. A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them. A fiendish frost giant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet for a frost giant’s thrown rocks. Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Smite Good (Su) Once per day a fiendish frost giant can make a normal melee attack to deal 14 points of extra damage against a good foe. Frost Giant Characters Many groups of frost giants include clerics. A frost giant cleric has access to two of the following domains: Chaos, Destruction, Evil, or War (most choose Destruction or War, some choose both). |
| RLRapp12-30-06, 11:29 PM | Fiendish Hill Giant Size/Type: Large Giant (Extraplanar) Hit Dice: 12d8+48 (102 hp) Initiative: -1 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. Armor Class: 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20 Base Attack/Grapple: +9/+20 Attack: Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7) Full Attack: Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to cold 10 and fire 10, rock catching, spell resistance 17 Saves: Fort +12, Ref +3, Will +4 Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7 Skills: Climb +7, Jump +7, Listen +3, Spot +6 Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub) Environment: Temperate hills Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs) Challenge Rating: 9 Treasure: Standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment: +6 Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out. Adults are about 10½ feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old. Combat Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Hill giants love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs. A fiendish hill giant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet for a hill giant’s thrown rocks. Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt. Smite Good (Su) Once per day a fiendish hill giant can make a normal melee attack to deal 12 points of extra damage against a good foe. Hill Giants As Characters Reckless brutes of incredible strength but little wit, hill giant characters are never truly accepted into society. Yet they do well on its edges and frontiers, forging a strong and profitable existence. Despite their rugged appearance and great size, their basically humanoid shape makes it easy for them to relate with more civilized folk. Hill giant characters possess the following racial traits. +14 Strength, -2 Dexterity, +8 Constitution, -4 Intelligence, -4 Charisma. Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A hill giant’s base land speed is 40 feet. Low-light vision. Racial Hit Dice: A hill giant begins with twelve levels of giant, which provide 12d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +4, and Will +4. Racial Skills: A hill giant’s giant levels give it skill points equal to 15 × (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot. Racial Feats: A hill giant’s giant levels give it five feats. +9 natural armor bonus. Special Attacks (see above): Rock throwing, smite good. Special Qualities (see above): Damage reduction, energy resistance, spell resistance, rock catching. Weapon and Armor Proficiency: A hill giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields. Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc. Favored Class: Barbarian. Level adjustment +6. Fiendish Stone Giant Size/Type: Large Giant (Earth, Extraplanar) Hit Dice: 14d8+56 (119 hp) Initiative: +2 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. Armor Class: 25 (-1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 23 Base Attack/Grapple: +10/+22 Attack: Greatclub +17 melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12) Full Attack: Greatclub +17/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged (2d8+12) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to cold 10 and fire 10, rock catching, spell resistance 19 Saves: Fort +13, Ref +6, Will +7 Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11 Skills: Climb +11, Hide +6*, Jump +11, Spot +12 Feats: Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot Environment: Temperate mountains Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding/trading party (6-9 plus 1 elder), or tribe (21-30 plus 35% noncombatants plus 1-3 elders and 3-6 dire bears) Challenge Rating: 10 (elder 11) Treasure: Standard Alignment: always evil (any) Advancement: By character class Level Adjustment: +6 (elder +8) Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds. Stone giants can live to be 800 years old. Combat Stone giants fight from a distance whenever possible, but if they can’t avoid melee, they use gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes. A fiendish stone giant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock. Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt. A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock. Smite Good (Su) Once per day a fiendish stone giant can make a normal melee attack to deal 14 points of extra damage against a good foe. Skills *A stone giant gains a +8 racial bonus on Hide checks in rocky terrain. Stone Giant Elders Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level sorcerers. Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock (DC 17). The save DC is Charisma-based. One in ten elders is a sorcerer, usually of 3rd to 6th level. Stone Giants As Characters Strong, silent loners, stone giant characters are a rare sight in human lands. Stone giant characters possess the following racial traits. +16 Strength, +4 Dexterity, +8 Constitution, +2 Wisdom. Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A stone giant’s base land speed is 40 feet. Darkvision out to 60 feet and low-light vision. Racial Hit Dice: A stone giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. Racial Skills: A stone giant’s giant levels give it skill points equal to 17 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, and Spot. A stone giant has a +8 racial bonus on Hide checks in rocky terrain. Racial Feats: A stone giant’s giant levels give it five feats. +11 natural armor bonus. Special Attacks (see above): Rock throwing, smite good. Special Qualities (see above): Damage reduction, energy resistance, spell resistance, rock catching. Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc. Favored Class: Barbarian. Level adjustment +6. Fiendish Giant Worker Ant Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +0 Speed: 50 ft. (10 squares), climb 20 ft. Armor Class: 17 (+7 natural), touch 10, flat-footed 17 Base Attack/Grapple: +1/+1 Attack: Bite +1 melee (1d6) Full Attack: Bite +1 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, smite good Special Qualities: Resistance to cold 5 and fire 5, spell resistance 7, scent, vermin traits Saves: Fort +3, Ref +0, Will +0 Abilities: Str 10, Dex 10, Con 10, Int 3, Wis 11, Cha 9 Skills: Climb +8 Feats: TrackB Environment: Temperate plains Organization: Gang (2-6) or crew (6-11 plus 1 giant ant soldier) Challenge Rating: 1 Treasure: None Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet. Combat Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting. Smite Good (Su) Once per day a fiendish giant worker ant can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened. |
| RLRapp12-31-06, 05:16 PM | Fiendish Giant Soldier Ant Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +0 Speed: 50 ft. (10 squares), climb 20 ft. Armor Class: 17 (+7 natural), touch 10, flat-footed 17 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (2d4+3) Full Attack: Bite +3 melee (2d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, acid sting, smite good Special Qualities: Resistance to cold 5 and fire 5, spell resistance 7, scent, vermin traits Saves: Fort +4, Ref +0, Will +1 Abilities: Str 14, Dex 10, Con 13, Int 3, Wis 13, Cha 11 Skills: Climb +10 Feats: TrackB Environment: Temperate plains Organization: Solitary or gang (2-4) Challenge Rating: 2 Treasure: None Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet. Acid Sting (Ex) A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage. Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting. Smite Good (Su) Once per day a fiendish giant soldier ant can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish Giant Queen Ant Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d8+4 (22 hp) Initiative: -1 Speed: 40 ft. (8 squares) Armor Class: 17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (2d6+4) Full Attack: Bite +5 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite good Special Qualities: Resistance to cold 5 and fire 5, spell resistance 9, scent, vermin traits Saves: Fort +5, Ref +0, Will +2 Abilities: Str 16, Dex 9, Con 13, Int 3, Wis 13, Cha 11 Skills: — Feats: TrackB Environment: Temperate plains Organization: Hive (1 plus 10-100 workers and 5-20 soldiers) Challenge Rating: 3 Treasure: 1/10 coins; 50% goods; 50% items Advancement: 5-6 HD (Large); 7-8 HD (Huge) Level Adjustment: — Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet. A fiendish giant queen ant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting. Smite Good (Su) Once per day a fiendish queen soldier ant can make a normal melee attack to deal 4 points of extra damage against a good foe. Skills *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish Giant Bee Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 80 ft. (good) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+2 Attack: Sting +2 melee (1d4 plus poison) Full Attack: Sting +2 melee (1d4 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite good Special Qualities: Resistance to cold 5 and fire 5, spell resistance 8, Darkvision 60 ft., vermin traits Saves: Fort +3, Ref +3, Will +2 Abilities: Str 11, Dex 14, Con 11, Int 3, Wis 12, Cha 9 Skills: Spot +5, Survival +1* Feats: — Environment: Temperate plains Organization: Solitary, buzz (2-5), or hive (11-20) Challenge Rating: 1 Treasure: No coins; ¼ goods (honey only); no items Advancement: 4-6 HD (Medium); 7-9 HD (Large) Level Adjustment: — Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive. Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies. Smite Good (Su) Once per day a fiendish giant bee can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves. |
| RLRapp12-31-06, 05:46 PM | Fiendish Giant Bombardier Beetle Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (+6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +1/+2 Attack: Bite +2 melee (1d4+1) Full Attack: Bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Acid spray, smite good Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 7, vermin traits Saves: Fort +5, Ref +0, Will +0 Abilities: Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 9 Skills: — Feats: — Environment: Warm forests Organization: Cluster (2-5) or click (6-11) Challenge Rating: 2 Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs. Acid Spray (Ex) When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish giant bombardier beetle can make a normal melee attack to deal 2 points of extra damage against a good foe. Fiendish Fire Beetle Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16 Base Attack/Grapple: +0/-4 Attack: Bite +1 melee (2d4) Full Attack: Bite +1 melee (2d4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., vermin traits, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +2, Ref +0, Will +0 Abilities: Str 10, Dex 11, Con 11, Int 3, Wis 10, Cha 7 Skills: — Feats: — Environment: Any evil-aligned plane Organization: Cluster (2-5) or colony (6-11) Challenge Rating: 1/3 Alignment: Always evil (any) Advancement: 2-3 HD (Small) Level Adjustment: — These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long. Smite Good (Su) Once per day a fiendish giant fire beetle can make a normal melee attack to deal 1 point of extra damage against a good foe. Giant Stag Beetle Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 7d8+21 (52 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19 Base Attack/Grapple: +5/+15 Attack: Bite +10 melee (4d6+9) Full Attack: Bite +10 melee (4d6+9) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good, trample 2d8+3 Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 12, vermin traits Saves: Fort +8, Ref +2, Will +2 Abilities: Str 23, Dex 10, Con 17, Int 3, Wis 10, Cha 9 Skills: — Feats: — Environment: Temperate forests Organization: Cluster (2-5) or mass (6-11) Challenge Rating: 5 Advancement: 8-10 HD (Large); 11-21 HD (Huge) Level Adjustment: — These creatures are serious pests that greedily devour cultivated crops. A single beetle can strip an entire farm in short order. An adult giant stag beetle is about 10 feet long. A fiendish giant stag beetle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish giant stag beetle can make a normal melee attack to deal 7 points of extra damage against a good foe. Trample (Ex) Reflex half DC 19. The save DC is Strength-based. |
| RLRapp12-31-06, 06:06 PM | Fiendish Giant Praying Mantis Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d8+8 (26 hp) Initiative: -1 Speed: 20 ft. (4 squares), fly 40 ft. (poor) Armor Class: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14 Base Attack/Grapple: +3/+11 Attack: Claws +6 melee (1d8+4) Full Attack: Claws +6 melee (1d8+4) and bite +1 melee (1d6+2) Space/Reach: 10 ft (4 squares)./5 ft. Special Attacks: Improved grab, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 9, vermin traits Saves: Fort +6, Ref +0, Will +3 Abilities: Str 19, Dex 8, Con 15, Int 3, Wis 14, Cha 11 Skills: Hide -1*, Spot +6 Feats: — Environment: Temperate forests Organization: Solitary Challenge Rating: 4 Advancement: 5-8 HD (Large); 9-12 HD (Huge) Level Adjustment: — This patient carnivore remains completely still as it waits for prey to come near. These fiendish creatures are commonly summoned by the summon monster IV spell. A fiendish giant praying mantis's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus). Smite Good (Su) Once per day a fiendish giant praying mantis can make a normal melee attack to deal 4 points of extra damage against a good foe. Skills A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage. Fiendish Giant Wasp Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d8+10 (32 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 60 ft. (good) Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Sting +6 melee (1d3+6 plus poison) Full Attack: Sting +6 melee (1d3+6 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 10, vermin traits Saves: Fort +6, Ref +2, Will +2 Abilities: Str 18, Dex 12, Con 14, Int 3, Wis 13, Cha 11 Skills: Spot +9, Survival +1* Feats: — Environment: Temperate forests Organization: Solitary, swarm (2-5), or nest (11-20) Challenge Rating: 4 Advancement: 6-8 HD (Large); 9-15 HD (Huge) Level Adjustment: — Giant wasps attack when hungry or threatened, stinging their prey to death. They take dead or incapacitated opponents back to their lairs as food for their unhatched young. These fiendish creatures are commonly summoned by the summon monster IV spell. A fiendish giant wasp’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish giant wasp can make a normal melee attack to deal 5 points of extra damage against a good foe. Skills Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves. Fiendish Gibbering Mouther Size/Type: Medium Aberration (Extraplanar) Hit Dice: 4d8+24 (42 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 20 ft. Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18 Base Attack/Grapple: +3/+3 Attack: Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness) Full Attack: 6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness) Space/Reach: 5 ft./5 ft. Special Attacks: Gibbering, spittle, improved grab, blood drain, smite good, swallow whole, ground manipulation Special Qualities: Amorphous, damage reduction 5/bludgeoning & magic, darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 9 Saves: Fort +7, Ref +4, Will +5 Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13 Skills: Listen +4, Spot +9, Swim +8 Feats: Lightning Reflexes, Weapon Finesse Environment: Underground Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: always evil (any) Advancement: 5-12 HD (Large) Level Adjustment: — A gibbering mouther is a horrible creature seemingly drawn from a lunatic’s nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures. A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds. Gibbering mouthers can speak Common, but seldom say anything other than gibberish. Combat A gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round. A fiendish gibbering mouther’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Gibbering (Su) As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based. Smite Good (Su) Once per day a fiendish gibbering mouther can make a normal melee attack to deal 4 points of extra damage against a good foe. Spittle (Ex) As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based. Improved Grab (Ex) To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Swallow Whole (Ex) The gibbering mouther can attempt to swallow a grappled opponent of Medium or smaller size by making a successful grapple check. (The gibbering mouther doesn’t actually “swallow” the opponent—it engulfs it within its amorphous form—but the effect is essentially the same.) Once inside, the gibbering mouther can use its blood drain ability. A swallowed creature can cut its way out by dealing 5 points of damage to the gibbering mouther (same AC). The gibbering mouther’s body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures. Blood Drain (Ex) A swallowed opponent automatically takes 1d4 points of Constitution damage each round. Ground Manipulation (Su) At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned). Amorphous (Ex) A gibbering mouther is not subject to critical hits. It cannot be flanked. Skills Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks. A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp12-31-06, 09:27 PM | Fiendish Girallon Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 7d10+20 (58 hp) Initiative: +3 Speed: 40 ft. (8 squares), climb 40 ft. Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15 Base Attack/Grapple: +7/+17 Attack: Claw +12 melee (1d4+6) Full Attack: 4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3) Space/Reach: 10 ft./10 ft. Special Attacks: Rend 2d4+9, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 12, scent Saves: Fort +7, Ref +8, Will +5 Abilities: Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7 Skills: Climb +14, Move Silently +8, Spot +6 Feats: Iron Will, Toughness (2) Environment: Warm forests Organization: Solitary or company (5-8) Challenge Rating: 7 Treasure: None Alignment: Always evil (any) Advancement: 8-10 HD (Large); 11-21 HD (Huge) Level Adjustment: — Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds. Combat A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, a girallon seeks to tear a single opponent to bits as quickly as it can. These fiendish creatures are commonly summoned by the summon monster VII spell. A fiendish girallon's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rend (Ex) A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage. Smite Good (Su) Once per day a fiendish girallon can make a normal melee attack to deal 7 points of extra damage against a good foe. Skills A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Fiendish Gnoll Size/Type: Medium Humanoid (Extraplanar, Gnoll) Hit Dice: 2d8+2 (11 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15 Base Attack/Grapple: +1/+3 Attack: Battleaxe +3 melee (1d8+2/×3) or shortbow +1 ranged (1d6/×3) Full Attack: Battleaxe +3 melee (1d8+2/×3) or shortbow +1 ranged (1d6/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +4, Ref +0, Will +0 Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8 Skills: Listen +2, Spot +3 Feats: Power Attack Environment: Warm plains Organization: Solitary, pair, hunting party (2-5 and 1-2 hyenas), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level and 5-8 hyenas), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 7-12 hyenas; underground lairs also have 1-3 trolls) Challenge Rating: 1 Treasure: Standard Alignment: always chaotic evil Advancement: By character class Level Adjustment: +3 Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7½ feet tall and weighs 300 pounds. Gnolls speak Gnoll. Combat Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Because of its shield, a gnoll’s modifier on Hide checks (untrained) is -2, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain). Smite Good (Su) Once per day a fiendish gnoll can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Gnolls As Characters Gnoll characters possess the following racial traits. Strength +4, Constitution +2, Intelligence -2, Charisma -2. Size Medium. A gnoll’s base land speed is 30 feet. Darkvision out to 60 feet. Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0. Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Listen and Spot. Racial Feats: A gnoll’s humanoid levels give it one feat. +1 natural armor bonus. Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc. Favored Class: Ranger. Level adjustment +3. Fiendish Svirfneblin Svirfneblin, 1st-Level Warrior Size/Type: Small Humanoid (Extraplanar, Gnome) Hit Dice: 1d8+4 (8 hp) Initiative: +1 Speed: 15 ft. in banded mail armor (3 squares); base speed 20 ft. Armor Class: 23 (+1 size, +1 Dex, +4 dodge, +6 banded mail, +1 buckler), touch 16, flat-footed 18 Base Attack/Grapple: +1/-3 Attack: Heavy pick +2 melee (1d4/×4) or light crossbow +3 ranged (1d6/19-20) Full Attack: Heavy pick +2 melee (1d4/×4) or light crossbow +3 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, smite good Special Qualities: Gnome traits, resistance to cold 5 and fire 5, svirfneblin traits, spell resistance 12 Saves: Fort +5, Ref +3, Will +2 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4 Skills: Hide +2, Listen +2, Spot +2 Feats: Toughness Environment: Underground Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 Medium earth elementals) Challenge Rating: 1 Treasure: Standard Alignment: always evil (any) Advancement: By character class Level Adjustment: +5 Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground. A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years. Svirfneblin speak Gnome, Common, and Undercommon. Smite Good (Su) Once per day a fiendish goblin can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Svirfneblin Traits (Ex) These traits are in addition to the rock gnome traits, except where noted. -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. These adjustments replace the rock gnome’s ability score adjustments. Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. Darkvision out to 120 feet and low-light vision. Spell resistance equal to 11 + class levels. +2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnome’s racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat. +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against all creatures (figured into the statistics for the character presented here). This trait replaces the rock gnome’s dodge bonus against giants. Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnome’s automatic and bonus languages. Spell-Like Abilities: 1/day—blindness/deafness (typical save DC 13), blur, disguise self. Caster level equals the svirfneblin’s class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnome’s spell-like abilities. Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels). +2 racial bonus on Craft (alchemy) and Listen checks. +2 racial bonus on Hide checks, which improves to +4 underground. Favored Class: Rogue. Level adjustment +5. |
| RLRapp12-31-06, 09:37 PM | Fiendish Goblin 1st-Level Warrior Size/Type: Small Humanoid (Extraplanar, Goblinoid) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14 Base Attack/Grapple: +1/-3 Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) Full Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +3, Ref +1, Will -1 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2 Feats: Alertness Environment: Temperate plains Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves) Challenge Rating: 1/3 Treasure: Standard Alignment: always neutral evil Advancement: By character class Level Adjustment: +2 A goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common. Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level. Combat Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage. Smite Good (Su) Once per day a fiendish goblin can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Skills Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1. Challenge Rating Goblins with levels in NPC classes have a CR equal to their character level -2. Goblins As Characters Goblin characters possess the following racial traits. -2 Strength, +2 Dexterity, -2 Charisma. Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. A goblin’s base land speed is 30 feet. Darkvision out to 60 feet. +4 racial bonus on Move Silently and Ride checks. Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. Favored Class: Rogue. The goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Fiendish Gorgon Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d10+40 (85 hp) Initiative: +4 Speed: 30 ft. (6 squares) Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20 Base Attack/Grapple: +8/+17 Attack: Gore +12 melee (1d8+7) Full Attack: Gore +12 melee (1d8+7) Space/Reach: 10 ft./5 ft. Special Attacks: Breath weapon, smite good, trample 1d8+7 Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 13, scent Saves: Fort +11, Ref +6, Will +5 Abilities: Str 21, Dex 10, Con 21, Int 3, Wis 12, Cha 9 Skills: Listen +9, Spot +8 Feats: Alertness, Improved Initiative, Iron Will Environment: Temperate plains Organization: Solitary, pair, pack (3-4), or herd (5-13) Challenge Rating: 10 Treasure: None Alignment: Always evil (any) Advancement: 9-15 HD (Large); 16-24 HD (Huge) Level Adjustment: — A typical gorgon stands over 6 feet tall at the shoulder and measures 8 feet from snout to tail. It weighs about 4,000 pounds. Gorgons are nothing if not aggressive. They attack intruders on sight, attempting to trample, gore, or petrify them. There is no way to calm these furious creatures, and they are impossible to domesticate. Combat Whenever possible, a gorgon begins an encounter by charging at its opponents. A fiendish gorgon's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) 60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 19 negates. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish gorgon can make a normal melee attack to deal 8 points of extra damage against a good foe. Trample (Ex) Reflex DC 19 half. The save DC is Strength-based. Fiendish Grey Render Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 10d10+70 (125 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19 Base Attack/Grapple: +10/+20 Attack: Bite +15 melee (2d6+6) Full Attack: Bite +15 melee (2d6+6); 2 claws +10 melee (1d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, rend 2d6+9, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 15, scent Saves: Fort +14, Ref +7, Will +4 Abilities: Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8 Skills: Hide +2, Spot +10, Survival +3 Feats: Cleave, Power Attack, Improved Bull Rush, Track Environment: Temperate marshes Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: always evil (any) Advancement: 11-15 HD (Large); 16-30 HD (Huge) Level Adjustment: +7 (cohort) A gray render stands about 9 feet tall in spite of its hunched posture and is about 4 feet wide. It weighs about 4,000 pounds. Gray renders are never found in groups. Each of these asexual creatures produces one offspring and carries it for a time in a pouch, but thereafter the young render must fend for itself. A unique quality of the gray render is its tendency to bond with, protect, and provide for another creature (or group of creatures) native to its surroundings. Whether accepted or not, the render always attempts to remain fairly close, watching over its adopted charge(s) and daily bringing an offering of meat. It never willingly harms adopted creatures and retreats if they attack it. Combat A gray render attacks to kill, whether to bring down prey or to protect itself or those it has adopted. When hunting, it sometimes attempts to hide and wait for prey to wander close. A fiendish gray render's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Rend (Ex) A gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d6+9 points of damage. Smite Good (Su) Once per day a fiendish grey render can make a normal melee attack to deal 10 points of extra damage against a good foe. Skills Gray renders have a +4 racial bonus on Spot checks due to their six keen eyes. |
| RLRapp12-31-06, 10:34 PM | Fiendish Grick Size/Type: Medium Aberration (Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Tentacle +3 melee (1d4+2) Full Attack: 4 tentacles +3 melee (1d4+2); bite -2 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Damage reduction 10/magic, darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 7, scent Saves: Fort +0, Ref +2, Will +5 Abilities: Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5 Skills: Climb +10, Hide +3*, Listen +6, Spot +6 Feats: Alertness, TrackB Environment: Underground Organization: Solitary or cluster (2-4) Challenge Rating: 3 Treasure: 1/10 coins; 50% goods; 50% items Alignment: always evil (any) Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — An adult grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark, with a pale underbelly. Combat Gricks attack when hungry or threatened. They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick’s rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, a grick normally drags its victim back to its lair to be eaten at its leisure. A grick’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Multiple gricks do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag dead or unconscious prey away. Smite Good (Su) Once per day a fiendish grick can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. *Their coloration affords gricks a +8 racial bonus on Hide checks when in natural rocky areas. Fiendish Griffon Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 7d10+21 (59 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 80 ft. (average) Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +7/+15 Attack: Bite +11 melee (2d6+4) Full Attack: Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+2, smite good Special Qualities: Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 12, scent Saves: Fort +8, Ref +7, Will +5 Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8 Skills: Jump +8, Listen +6, Spot +10 Feats: Iron Will, Multiattack, Weapon Focus (bite) Environment: Temperate hills Organization: Solitary, pair, or pride (6-10) Challenge Rating: 5 Treasure: None Alignment: Always evil (any) Advancement: 8-10 HD (Large); 11-21 HD (Huge) Level Adjustment: +5 (cohort) Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. A griffon weighs about 500 pounds. A griffon cannot speak, but understands Common. Combat Griffons prefer to pounce on their prey, either diving to the attack or leaping from above. A fiendish griffon’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pounce (Ex) If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +8 melee, damage 1d6+2. Smite Good (Su) Once per day a fiendish griffon can make a normal melee attack to deal 7 points of extra damage against a good foe. Skills Griffons have a +4 racial bonus on Jump and Spot checks. Training A Griffon Although intelligent, a griffon requires training before it can bear a rider in combat. To be trained, a griffon must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a griffon requires an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon. Carrying Capacity A light load for a griffon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. Fiendish Grimlock Size/Type: Medium Monstrous Humanoid (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+4 Attack: Battleaxe +4 melee (1d8+3/×3) Full Attack: Battleaxe +4 melee (1d8+3/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Blindsight 40 ft., immunities, resistance to cold 5 and fire 5, spell resistance 7, scent Saves: Fort +1, Ref +4, Will +2 Abilities: Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6 Skills: Climb +4, Hide +3*, Listen +5, Spot +3 Feats: Alertness, TrackB Environment: Underground Organization: Gang (2-4), pack (10-20), tribe (10-60 plus 1 leader of 3rd-5th level per 10 adults). Challenge Rating: 1 Treasure: Standard coins; standard goods (gems only); standard items Alignment: Always neutral evil Advancement: By character class Level Adjustment: +4 Grimlocks are blind, but their exceptional senses of smell and hearing allow them to notice foes nearby. As a result, they usually shun ranged weapons and rush to the attack, brandishing their stone battleaxes. Blindsight (Ex) Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded. Immunities Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Smite Good (Su) Once per day a fiendish grimlock can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills *A grimlock’s dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus on Hide checks when in mountains or underground. Grimlocks As Characters Grimlock characters possess the following racial traits. +4 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom, -4 Charisma. Medium size. A grimlock’s base land speed is 30 feet. Racial Hit Dice: A grimlock begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3. Racial Skills: A grimlock’s monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, and Spot. Grimlocks gain a +10 racial bonus on Hide checks in mountain or underground settings. Racial Feats: A grimlock’s monstrous humanoid levels give it one feat. Weapon Proficiency: A grimlock is automatically proficient with the battleaxe. +4 natural armor bonus. Special Qualities (see above): Blindsight 40 ft., immunities, scent. Automatic Languages: Common, Grimlock. Bonus Languages: Draconic, Dwarven, Gnome, Terran, Undercommon. Favored Class: Barbarian. Level adjustment +4. |
| General_Ridley01-01-07, 12:26 AM | I don't... understand. Why? Why do we need this? It's fairly simple to convert the normal creatures to fiendish versions. quick reference guide. good for a DM in a pinch. |
| RLRapp01-01-07, 10:24 PM | Fiendish Annis Hag Size/Type: Large Monstrous Humanoid (Extraplanar) Hit Dice: 7d8+14 (45 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 Base Attack/Grapple: +7/+18 Attack: Claw +13 melee (1d6+7) Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, rake 1d6+7, rend 2d6+10, smite good, spell-like abilities Special Qualities: Damage reduction 2/bludgeoning & 5/magic, darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 19 Saves: Fort +6, Ref +6, Will +6 Abilities: Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10 Skills: Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +5, Intimidate +2, Listen +10, Spot +10 Feats: Alertness, Blind-Fight, Great Fortitude Environment: Cold marshes Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants) Challenge Rating: 7 Treasure: Standard Alignment: always chaotic evil Advancement: By character class Level Adjustment: — An annis commonly uses its disguise self ability to take the form of an exceptionally tall human, a fair giant, or an ogre. An annis stands some 8 feet tall and weighs about 325 pounds. Combat Though physically powerful, these hags do not favor simple assaults but try to divide and confuse their foes before combat. They love to pose as commoners or gentlefolk to lull their victims into a sense of false security before they attack. A fiendish annis hag’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Rake (Ex) Attack bonus +13 melee, damage 1d6+7. An annis can attack a grappled foe with both claws at no penalty. Rend (Ex) An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage. Smite Good (Su) Once per day a fiendish annis hag can make a normal melee attack to deal 7 points of extra damage against a good foe. Spell-Like Abilities 3/day—disguise self, fog cloud. Caster level 8th. Fiendish Green Hag Size/Type: Medium Monstrous Humanoid (Extraplanar) Hit Dice: 9d8+9 (49 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 30 ft. Armor Class: 22 (+1 Dex, +11 natural), touch 11, flat-footed 21 Base Attack/Grapple: +9/+13 Attack: Claw +13 melee (1d4+4) Full Attack: 2 claws +13 melee (1d4+4) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, smite good, weakness, mimicry Special Qualities: Darkvision 90 ft., damage reduction 5/magic, resistance to cold 10 and fire 10, spell resistance 18 Saves: Fort +6, Ref +7, Will +7 Abilities: Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14 Skills: Concentration +7, Craft or Knowledge (any one) +7'), Hide +9, Listen +11, Spot +11 Swim +12 Feats: Alertness, Blind-Fight, Combat Casting, Great Fortitude Environment: Temperate marshes Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants) Challenge Rating: 7 Treasure: Standard Alignment: always chaotic evil Advancement: By character class Level Adjustment: — Green hags are found in desolate swamps and dark forests. A green hag is about the same height and weight as a female human. Combat Green hags prefer to attack from hiding, usually after distracting foes. They often use darkvision to their advantage by attacking during moonless nights. A fiendish green hag’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Spell-Like Abilities At will—dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing. Caster level 9th. The save DC is Charisma-based. Weakness (Su) A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based. Mimicry (Ex) A green hag can imitate the sounds of almost any animal found near its lair. Smite Good (Su) Once per day a fiendish green hag can make a normal melee attack to deal 9 points of extra damage against a good foe. Skills A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fiendish Sea Hag Size/Type: Medium Monstrous Humanoid (Aquatic, Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 40 ft. Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+7 Attack: Claw +7 melee (1d4+4) Full Attack: 2 claws +7 melee (1d4+4) Space/Reach: 5 ft./5 ft. Special Attacks: Horrific appearance, evil eye, smite good Special Qualities: Amphibious, resistance to cold 5 and fire 5, spell resistance 14, darkvision 60 ft. Saves: Fort +2, Ref +4, Will +4 Abilities: Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14 Skills: Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12 Feats: Alertness, Toughness Environment: Temperate aquatic Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants) Challenge Rating: 4 Treasure: Standard Alignment: always chaotic evil Advancement: By character class Level Adjustment: — The sea hag is found in the water of seas or overgrown lakes. A sea hag is about the same height and weight as a female human. Combat Sea hags are not subtle and prefer a direct approach to combat. They usually remain in hiding until they can affect as many foes as possible with their horrific appearance. Horrific Appearance (Su) The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 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 hag’s horrific appearance for 24 hours. The save DC is Charisma-based. Evil Eye (Su) Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based. Smite Good (Su) Once per day a fiendish sea hag can make a normal melee attack to deal 3 points of extra damage against a good foe. Amphibious (Ex) Although sea hags are aquatic, they can survive indefinitely on land. Skills A sea hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Hag Covey From time to time, a trio of hags gathers as a covey. Usually this foul triune includes one hag of each type, but this is not always the case. Combat Hags in a covey rely on deception and their boosted magical abilities in combat. A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These minions are often disguised with a veil spell to appear less threatening and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below). Spell-Like Abilities 3/day—animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), veil (DC 19), vision. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate. Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 gp (see below). Hag Eye A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours. |
| RLRapp01-04-07, 09:53 PM | Fiendish Halfling Halfling, 1st-Level Warrior Size/Type: Small Humanoid (Extraplanar, Halfling) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 20 ft. (4 squares) Armor Class: 16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15 Base Attack/Grapple: +1/-3 Attack: Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20) Full Attack: Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Halfling traits, smite good Special Qualities: Darkvision 60 ft., halfling traits, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +4, Ref +2, Will +0 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Skills: Climb +2, Hide +4, Jump -4, Listen +3, Move Silently +1 Feats: Weapon Focus (longsword) Environment: Warm plains (Deep halfling: Warm hills) (Tallfellow: Temperate forests) Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 dogs, and 2-5 riding dogs) Challenge Rating: ½ Treasure: Standard Alignment: always evil (any) Advancement: By character class Level Adjustment: +2 Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century. Halflings speak Halfling and Common. Most halflings encountered outside their home are warriors; the information in the statistics block is for one of 1st level. Combat Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches. Their tactics are very much like those of elves but place more emphasis on cover and concealment and less on mobility. Smite Good (Su) Once per day a fiendish halfling can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Halfling Traits (Ex) Halflings possess the following racial traits. +2 Dexterity, -2 Strength. Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. A halfling’s base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. Favored Class: Rogue. The halfling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Subraces The information above is for the lightfoot halfling, the most common halfling variety. There are two other major halfling subraces, which differ from lightfoot halflings as follows. Tallfellow Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds. They generally speak Elven in addition to Common and Halfling. Tallfellow Traits (Ex) These traits are in addition to the lightfoot halfling traits, except where noted. +2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it. This trait replaces the lightfoot’s +2 bonus on Listen checks. Tallfellows are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks. Deep Halfling These halflings are shorter and stockier than the more common lightfeet. Deep halflings are about 2½ tall and weigh between 30 and 35 pounds. Deep halflings speak Dwarven fluently. Deep Halfling Traits (Ex) These traits are in addition to the lightfoot halfling traits, except where noted. Darkvision out to 60 feet. Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal. Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks. Fiendish Harpy Size/Type: Medium Monstrous Humanoid (Extraplanar) Hit Dice: 7d8 (31 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 80 ft. (average) Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: +7/+7 Attack: Club +7 melee (1d6) Full Attack: Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Captivating song, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 12 Saves: Fort +2, Ref +7, Will +6 Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17 Skills: Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3 Feats: Dodge, Flyby Attack, Persuasive Environment: Temperate marshes Organization: Solitary, pair, or flight (7-12) Challenge Rating: 5 Treasure: Standard Alignment: always chaotic evil Advancement: By character class Level Adjustment: +5 Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new "toys" will it release them from suffering by killing and consuming them. Combat When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon. A fiendish harpy’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Captivating Song (Su) The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based. A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save. Smite Good (Su) Once per day a fiendish harpy can make a normal melee attack to deal 7 points of extra damage against a good foe. Skills Harpies have a +4 racial bonus on Bluff and Listen checks. Fiendish Hawk Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 60 ft. (average) Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/-10 Attack: Talons +5 melee (1d4-2) Full Attack: Talons +5 melee (1d4-2) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +2, Ref +5, Will +2 Abilities: Str 6, Dex 17, Con 10, Int 3, Wis 14, Cha 6 Skills: Listen +4, Spot +16 Feats: Alertness, Weapon FinesseB Environment: Temperate forests Organization: Solitary or pair Challenge Rating: 1/3 Advancement: — Level Adjustment: — These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less. These fiendish creatures are commonly summoned by the summon monster I spell. Combat Hawks combine both talons into a single attack. Smite Good (Su) Once per day a fiendish hawk can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills Hawks have a +8 racial bonus on Spot checks. |
| RLRapp01-04-07, 10:27 PM | Fiendish Hippogriff Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d10+9 (25 hp) Initiative: +2 Speed: 50 ft. (10 squares), fly 100 ft. (average) Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +6, Ref +5, Will +2 Abilities: Str 18, Dex 15, Con 16, Int 3, Wis 13, Cha 8 Skills: Listen +4, Spot +8 Feats: Dodge, Wingover Environment: Temperate hills Organization: Solitary, pair, or flight (7-12) Challenge Rating: 2 Treasure: None Alignment: Always evil (any) Advancement: 4-6 HD (Large); 7-9 HD (Huge) Level Adjustment: — Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds. Combat Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas. Smite Good (Su) Once per day a fiendish hippogriff can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills Hippogriffs have a +4 racial bonus on Spot checks. Training A Hippogriff A hippogriff requires training before it can bear a rider in combat. Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff. Carrying Capacity A light load for a hippogriff is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. Fiendish Hobgoblin 1st-Level Warrior Size/Type: Medium Humanoid (Extraplanar, Goblinoid) Hit Dice: 1d8+2 (6 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Longsword +2 melee (1d8+1/19-20) or javelin +2 ranged (1d6+1) Full Attack: Longsword +2 melee (1d8+1/19-20) or javelin +2 ranged (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +4, Ref +1, Will -1 Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8 Skills: Hide +3, Listen +2, Move Silently +3, Spot +2 Feats: Alertness Environment: Warm hills Organization: Gang (4-9), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24), or tribe (30-300 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 2-4 dire wolves, and 1-4 ogres or 1-2 trolls) Challenge Rating: ½ Treasure: Standard Alignment: always lawful evil Advancement: By character class Level Adjustment: +3 Hobgoblins are larger cousins of goblins. Hobgoblins’ hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. Hobgoblins speak Goblin and Common. Most hobgoblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level. Combat These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first, in preference to other opponents. Smite Good (Su) Once per day a fiendish hobgoblin can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Skills Hobgoblins have a +4 racial bonus on Move Silently checks. The hobgoblin warrior presented here had the following ability scores before racial adjustments Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Hobgoblin Characters Hobgoblin characters possess the following racial traits. +2 Dexterity, +2 Constitution. A hobgoblin’s base land speed is 30 feet. Darkvision out to 60 feet. +4 racial bonus on Move Silently checks. Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc. Favored Class: Fighter. Level adjustment +3. Fiendish Heavy Horse Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +2/+9 Attack: Hoof -1 melee (1d6+1*) Full Attack: 2 hooves -1 melee (1d6+1*) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +5, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 1 Advancement: — Level Adjustment: — The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider. Smite Good (Su) Once per day a fiendish heavy horse can make a normal melee attack to deal 3 points of extra damage against a good foe. Carrying Capacity A light load for a heavy horse is up to 200 pounds; a medium load, 201-400 pounds; and a heavy load, 401-600 pounds. A heavy horse can drag 3,000 pounds. |
| RLRapp01-06-07, 06:33 PM | Fiendish Light Horse Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +2/+8 Attack: Hoof -2 melee (1d4+1*) Full Attack: 2 hooves -2 melee (1d4+1*) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +5, Ref +4, Will +2 Abilities: Str 14, Dex 13, Con 15, Int 3, Wis 12, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated or herd (6-30) Challenge Rating: 1 Advancement: — Level Adjustment: — The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider. Smite Good (Su) Once per day a fiendish light horse can make a normal melee attack to deal 3 points of extra damage against a good foe. Carrying Capacity A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds. Fiendish Heavy Warhorse Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d8+12 (30 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Hoof +6 melee (1d6+4) Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 9, scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 18, Dex 13, Con 17, Int 3, Wis 13, Cha 6 Skills: Listen +5, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 3 Advancement: — Level Adjustment: — These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. A fiendish heavy warhorse’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish heavy warhorse can make a normal melee attack to deal 4 points of extra damage against a good foe. Carrying Capacity A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds. Fiendish Light Warhorse Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +6, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 17, Int 3, Wis 13, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 1 Advancement: — Level Adjustment: — These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Smite Good (Su) Once per day a fiendish light warhorse can make a normal melee attack to deal 3 points of extra damage against a good foe. Carrying Capacity A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds. |
| RLRapp01-06-07, 06:52 PM | Reserved for Fiendish hydras. |
| RLRapp01-06-07, 07:03 PM | Fiendish Hyena Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip, smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 7, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 14, Dex 15, Con 15, Int 3, Wis 13, Cha 6 Skills: Hide +3*, Listen +6, Spot +4 Feats: Alertness Environment: Warm deserts Organization: Solitary, pair, or pack (7-16) Challenge Rating: 1 Advancement: 3 HD (Medium); 4-5 HD (Large) Level Adjustment: — Hyenas are pack hunters infamous for their cunning and their unnerving vocalizations. The statistics presented here are for a striped hyena, which is about 3 feet long and weighs about 120 pounds. Combat A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Trip (Ex) A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena. Smite Good (Su) Once per day a fiendish hyena can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth. Fiendish Kobold 1st-Level Warrior Size/Type: Small Humanoid (Extraplanar, Reptilian) Hit Dice: 1d8 (4 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14 Base Attack/Grapple: +1/-4 Attack: Spear +1 melee (1d6-1/×3) or sling +3 ranged (1d3-1) Full Attack: Spear +1 melee (1d6-1/×3) or sling +3 ranged (1d3-1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., light sensitivity, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +2, Ref +1, Will -1 Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2 Feats: Alertness Environment: Temperate forests Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 plus 2-4 dire weasels), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 5-8 dire weasels) Challenge Rating: ¼ Treasure: Standard Alignment: always lawful evil Advancement: By character class Level Adjustment: +2 Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies. A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog. Combat Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal. They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. Smite Good (Su) Once per day a fiendish kobold can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. Skills Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. The kobold warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Challenge Rating Kobolds with levels in NPC classes have a CR equal to their character level -3. Kobold Characters Kobold characters possess the following racial traits. -4 Strength, +2 Dexterity, -2 Constitution. Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. A kobold’s base land speed is 30 feet. Darkvision out to 60 feet. Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. Racial Feats: A kobold character gains feats according to its character class. +1 natural armor bonus. Special Qualities (see above): Light sensitivity. Automatic Languages: Draconic. Bonus Languages: Common, Undercommon. Favored Class: Sorcerer. Level adjustment +2. Fiendish Kraken Size/Type: Gargantuan Magical Beast (Aquatic, Extraplanar) Hit Dice: 20d10+180 (290 hp) Initiative: +4 Speed: Swim 20 ft. (4 squares) Armor Class: 20 (-4 size, +14 natural), touch 6, flat-footed 20 Base Attack/Grapple: +20/+44 Attack: Tentacle +28 melee (2d8+12/19-20) Full Attack: 2 tentacles +28 melee (2d8+12/19-20) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6) Space/Reach: 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm) Special Attacks: Improved grab, constrict 2d8+12 or 1d6+6, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, ink cloud, jet, low-light vision, resistance to cold 10 and fire 10, spell resistance 25, spell-like abilities Saves: Fort +21, Ref +12, Will +13 Abilities: Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20 Skills: Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16 Feats: Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will Environment: Temperate aquatic Organization: Solitary Challenge Rating: 12 Treasure: Triple standard Alignment: always neutral evil Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal) Level Adjustment: — Six of the beast’s tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body. Krakens speak Common and Aquan. Combat Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days. A fiendish kraken’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Constrict (Ex) A kraken deals automatic arm or tentacle damage with a successful grapple check. Jet (Ex) A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Ink Cloud (Ex) A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. Smite Good (Su) Once per day a fiendish kraken can make a normal melee attack to deal 20 points of extra damage against a good foe. Spell-Like Abilities 1/day—control weather, control winds, dominate animal (DC 18), resist energy. Caster level 9th. The save DC is Charisma-based. Skills A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp01-06-07, 10:06 PM | Fiendish Krenshar Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d10 (11 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/+2 Attack: Bite +2 melee (1d6) Full Attack: Bite +2 melee (1d6) and 2 claws +0 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Scare, smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 7, scent Saves: Fort +3, Ref +5, Will +1 Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13 Skills: Hide +4, Jump +9, Listen +3, Move Silently +6 Feats: Multiattack, TrackB Environment: Temperate forests Organization: Solitary, pair, or pride (6-10) Challenge Rating: 1 Treasure: None Alignment: always evil (any) Advancement: 3-4 HD (Medium); 5-8 HD (Large) Level Adjustment: +4 (cohort) The krenshar is a strange, catlike carnivore with extremely flexible skin on its head. A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds. Combat Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack. Scare (Ex or Su) As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus). Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be affected again by the same krenshar’s scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based. Smite Good (Su) Once per day a fiendish krenshar can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills Krenshars have a +4 racial bonus on Jump and Move Silently checks. Fiendish Lamia Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 9d10+9 (58 hp) Initiative: +2 Speed: 60 ft. (12 squares) Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +9/+17 Attack: Touch +12 melee (1d4 Wisdom drain) or dagger +12 melee (1d6+4/19-20) or claw +12 melee (1d4+4) Full Attack: Touch +12 melee (1d4 Wisdom drain); or dagger +12/+7 melee (1d6+4/19-20) and 2 claws +7 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good, spell-like abilities, Wisdom drain Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 14 Saves: Fort +7, Ref +8, Will +7 Abilities: Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 12 Skills: Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Spot +11 Feats: Dodge, Iron Will, Mobility, Spring Attack Environment: Temperate deserts Organization: Solitary, pair, or gang (3-4) Challenge Rating: 8 Treasure: Standard Alignment: always chaotic evil Advancement: 10-13 HD (Large); 14-27 HD (Huge) Level Adjustment: +6 A typical lamia is about 8 feet long and weighs about 700 pounds. Combat Though a lamia is powerful and dangerous in close combat, it has no stomach for a fair fight. It uses its illusion abilities to lure heroes into perilous situations, and then uses its Spring Attack feat to bound out of the shadows and drain Wisdom from its opponents. When it has sapped the will of its victim, it uses its enchantment abilities to beguile and ensnare the unfortunate soul. A lamia forced into physical combat attacks with a dagger in one of its human hands and a pair of lion-like claws. A fiendish lamia’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish lamia can make a normal melee attack to deal 9 points of extra damage against a good foe. Spell-Like Abilities At will—disguise self, ventriloquism; 3/day—charm monster (DC 15), major image (DC 14), mirror image, suggestion (DC 14); 1/day—deep slumber (DC 14). Caster level 9th. The save DCs are Charisma-based. Wisdom Drain (Su) A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion. Skills Lamias have a +4 racial bonus on Bluff and Hide checks. Fiendish Leopard Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +4 Speed: 40 ft (8 squares), climb 20 ft. Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11 Base Attack/Grapple: +2/+5 Attack: Bite +6 melee (1d6+3) Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, pounce, rake 1d3+1, smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +5, Ref +7, Will +2 Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 12, Cha 6 Skills: Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6 Feats: Alertness, Weapon Finesse Environment: Warm forests Organization: Solitary or pair Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — These jungle cats are about 4 feet long and weigh about 120 pounds. They usually hunt at night. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions. Combat Improved Grab (Ex) To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex) If a leopard charges a foe, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +6 melee, damage 1d3+1. Smite Good (Su) Once per day a fiendish leopard can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. |
| RLRapp01-06-07, 11:43 PM | Fiendish Lion Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d8+10 (32 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +3/+12 Attack: Claw +7 melee (1d4+5) Full Attack: 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, improved grab, rake 1d4+2, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 12, scent Saves: Fort +6, Ref +7, Will +2 Abilities: Str 21, Dex 17, Con 15, Int 3, Wis 12, Cha 6 Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5 Feats: Alertness, Run Environment: Warm plains Organization: Solitary, pair, or pride (6-10) Challenge Rating: 4 Advancement: 6-8 HD (Large) Level Adjustment: — The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics. A fiendish lion’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Pounce (Ex) If a lion charges a foe, it can make a full attack, including two rake attacks. Improved Grab (Ex) To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Rake (Ex) Attack bonus +7 melee, damage 1d4+2. Smite Good (Su) Once per day a fiendish lion can make a normal melee attack to deal 5 points of extra damage against a good foe. Skills Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. Fiendish Lizard Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ½ d8 (2 hp) Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Bite +4 melee (1d4-4) Full Attack: Bite +4 melee (1d4-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 2 Skills: Balance +10, Climb +12, Hide +12, Listen +3, Move Silently +4, Spot +3 Feats: Stealthy, Weapon FinesseB Environment: Warm forests Organization: Solitary Challenge Rating: 1/6 Advancement: — Level Adjustment: — The statistics presented here describe small, nonvenomous lizards of perhaps a foot or two in length, such as an iguana. Combat Lizards prefer flight to combat, but they can bite painfully if there is no other option. Smite Good (Su) Once per day a fiendish lizard can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills Lizards have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Lizards use their Dexterity modifier instead of their Strength modifier for Climb checks. Fiendish Monitor Lizard Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+9 (22 hp) Initiative: +2 Speed: 30 ft. (6 squares), swim 30 ft. Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/+5 Attack: Bite +5 melee (1d8+4) Full Attack: Bite +5 melee (1d8+4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8 Saves: Fort +8, Ref +5, Will +2 Abilities: Str 17, Dex 15, Con 17, Int 3, Wis 12, Cha 2 Skills: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11 Feats: Alertness, Great Fortitude Environment: Warm forests Organization: Solitary Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — This category includes fairly large, carnivorous lizards from 3 to 5 feet long. Combat Monitor lizards can be aggressive, using their powerful jaws to tear at prey or enemies. Smite Good (Su) Once per day a fiendish lizard can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills A monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8. |
| RLRapp01-07-07, 12:05 AM | Fiendish Lizardfolk Size/Type: Medium Humanoid (Extraplanar, Reptilian) Hit Dice: 2d8+2 (11 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 15 (+5 natural), or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17 Base Attack/Grapple: +1/+2 Attack: Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1) Full Attack: 2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, hold breath, resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +1, Ref +3, Will +0 Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 Skills: Balance +4, Jump +5, Swim +2 Feats: Multiattack Environment: Temperate marshes Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level) Challenge Rating: 1 Treasure: 50% coins; 50% goods; 50% items Alignment: always evil (any) Advancement: By character class Level Adjustment: +3 A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds. Lizardfolk speak Draconic. Combat Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes. Hold Breath A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. Smite Good (Su) Once per day a fiendish lizardfolk can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Skills Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. Lizardfolk As Characters Lizardfolk characters possess the following racial traits. +2 Strength, +2 Constitution, -2 Intelligence. Medium size. A lizardfolk’s base land speed is 30 feet. Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0. Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. Racial Feats: A lizardfolk’s humanoid levels give it one feat. Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields. +5 natural armor bonus. Natural Weapons: 2 claws (1d4) and bite (1d4). Special Qualities (see above): Hold breath. Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc. Favored Class: Druid. Level adjustment +3. Fiendish Locathah Size/Type: Medium Humanoid (Aquatic, Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 60 ft. Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 Base Attack/Grapple: +1/+1 Attack: Longspear +2 melee (1d8/×3) or light crossbow +2 ranged (1d8/19-20) Full Attack: Longspear +2 melee (1d8/×3) or light crossbow +2 ranged (1d8/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +3, Ref +1, Will +1 Abilities: Str 10, Dex 12, Con 10, Int 13, Wis 13, Cha 11 Skills: Craft (any one) +6, Listen +6, Spot +6, Swim +8 Feats: Weapon Focus (longspear) Environment: Warm aquatic Organization: Company (2-4), patrol (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or tribe (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: ½ Treasure: Standard Alignment: always evil (any) Advancement: By character class Level Adjustment: +3 Although humanoid in shape, locathahs are clearly more fish than human. The average locathah stands 5 feet tall and weighs 175 pounds. Females and males look very much alike, although the former can be recognized by the two ochre stripes marking their egg sacs. Locathahs speak Aquan. Combat Any battle with locathahs usually begins with the creatures loosing volleys of bolts from their crossbows; underwater, their crossbows have a range increment of 20 feet. If they have managed to set up an ambush or other trap, they continue to employ crossbows for as long as possible. Otherwise, they close to bring their longspears into play. Although primarily used for fishing, these spears make formidable weapons. Locathahs lack teeth, claws, and other natural weapons, so they are not especially dangerous if unarmed. A weaponless locathah will generally turn and flee. Smite Good (Su) Once per day a fiendish locathah can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Skills A locathah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fiendish Manta Ray Size/Type: Large Magical Beast (Aquatic, Extraplanar) Hit Dice: 4d8 (18 hp) Initiative: +0 Speed: Swim 30 ft. (6 squares) Armor Class: 12 (-1 size, +3 natural), touch 9, flat-footed 12 Base Attack/Grapple: +3/+9 Attack: Ram -1 melee* (1d6+1) Full Attack: Ram -1 melee* (1d6+1) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 9 Saves: Fort +4, Ref +4, Will +2 Abilities: Str 15, Dex 11, Con 10, Int 3, Wis 12, Cha 2 Skills: Listen +7, Spot +6, Swim +10 Feats: Alertness, Endurance Environment: Warm aquatic Organization: Solitary or school (2-5) Challenge Rating: 1 Advancement: 5-6 HD (Medium) Level Adjustment: — These fish are nonaggressive and generally avoid contact with other creatures. They filter plankton and similar small organisms from the water through their gaping, toothless maws. Combat *If threatened, a manta ray uses its size and weight to ram opponents. This is treated as a secondary attack. A fiendish manta ray’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish manta ray can make a normal melee attack to deal 4 points of extra damage against a good foe. Skills A manta ray has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp01-08-07, 09:14 PM | Fiendish Manticore Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 6d10+24 (57 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 50 ft. (clumsy) Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +6/+15 Attack: Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19-20) Full Attack: 2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19-20) Space/Reach: 10 ft./5 ft. Special Attacks: Spikes, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 11, scent Saves: Fort +9, Ref +7, Will +3 Abilities: Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9 Skills: Listen +5, Spot +9, Survival +1 Feats: Flyby Attack, Multiattack, TrackB, Weapon Focus (spikes) Environment: Warm marshes Organization: Solitary, pair, or pride (3-6) Challenge Rating: 6 Treasure: Standard Alignment: always lawful evil Advancement: 7-16 HD (Large); 17-18 HD (Huge) Level Adjustment: +5 (cohort) A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak Common. Combat A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle. A fiendish manticore’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Spikes (Ex) With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period. Smite Good (Su) Once per day a fiendish manticore can make a normal melee attack to deal 6 points of extra damage against a good foe. Skills *Manticores have a +4 racial bonus on Spot checks. Fiendish Medusa Size/Type: Medium Monstrous Humanoid (Extraplanar) Hit Dice: 6d8+6 (33 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +6/+6 Attack: Shortbow +8 ranged (1d6/×3) or dagger +8 melee (1d4/19-20) or snakes +8 melee (1d4 plus poison) Full Attack: Shortbow +8/+3 ranged (1d6/×3); or dagger +8/+3 melee (1d4/19-20) and snakes +3 melee (1d4 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Petrifying gaze, poison, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 11 Saves: Fort +3, Ref +7, Will +6 Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15 Skills: Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8 Feats: Point Blank Shot, Precise Shot, Weapon Finesse Environment: Temperate marshes Organization: Solitary or covey (2-4) Challenge Rating: 8 Treasure: Double standard Alignment: always lawful evil Advancement: By character class Level Adjustment: — A medusa is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). The creature often wears garments that enhance its body while hiding its face behind a hood or veil. A typical medusa is 5 to 6 feet tall and about the same weight as a human. Medusas speak Common. Combat A medusa tries to disguise its true nature until the intended victim is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. It uses normal weapons to attack those who avert their eyes or survive its gaze, while its poisonous snakes strike at adjacent opponents. A fiendish medusa’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 15 negates. The save DC is Charisma-based. Poison (Ex) Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish medusa can make a normal melee attack to deal 6 points of extra damage against a good foe. Fiendish Merfolk 1st-Level Warrior Size/Type: Medium Humanoid (Aquatic, Extraplanar) Hit Dice: 1d8+2 (6 hp) Initiative: +1 Speed: 5 ft. (1 square), swim 50 ft. Armor Class: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20) Full Attack: Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Amphibious, darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +4, Ref +1, Will -1 Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10 Skills: Listen +3, Spot +3, Swim +9 Feats: Alertness Environment: Temperate aquatic Organization: Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises) Challenge Rating: ½ Treasure: Standard Alignment: always evil (any) Advancement: By character class Level Adjustment: +3 A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds. Merfolk speak Common and Aquan. Most merfolk encountered outside their home are warriors; the information in the statistics block is for one of 1st level. Combat Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range increment of 30 feet. Merfolk often barrage their enemies before closing, when they resort to tridents. Amphibious (Ex) Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge. Smite Good (Su) Once per day a fiendish merfolk can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Skills A merfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The merfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Merfolk Characters A merfolk’s favored class is bard. |
| RLRapp01-08-07, 09:33 PM | Fiendish Mimic Size/Type: Large Aberration (Extraplanar, Shapechanger) Hit Dice: 7d8+21 (52 hp) Initiative: +1 Speed: 10 ft. (2 squares) Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 15 Base Attack/Grapple: +5/+13 Attack: Slam +9 melee (1d8+4) Full Attack: 2 slams +9 melee (1d8+4) Space/Reach: 10 ft./10 ft. Special Attacks: Adhesive, crush, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immunity to acid, mimic shape, resistance to cold 5 and fire 5, spell resistance 12 Saves: Fort +5, Ref +5, Will +6 Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10 Skills: Climb +9, Disguise +13, Listen +8, Spot +8 Feats: Alertness, Lightning Reflexes, Weapon Focus (slam) Environment: Underground Organization: Solitary Challenge Rating: 5 Treasure: 1/10th coins; 50% goods; 50% items Alignment: always evil (any) Advancement: 8-10 HD (Large); 11-21 HD (Huge) Level Adjustment: — A mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds. Mimics speak Common. Combat A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party. A fiendish mimic’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off. Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. Crush (Ex) A mimic deals 1d8+4 points of damage with a successful grapple check. Mimic Shape (Ex) A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late. Smite Good (Su) Once per day a fiendish mimic can make a normal melee attack to deal 7 points of extra damage against a good foe. Skills A mimic has a +8 racial bonus on Disguise checks. Fiendish Minotaur Size/Type: Large Monstrous Humanoid (Extraplanar) Hit Dice: 6d8+12 (39 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed — (see text) Base Attack/Grapple: +6/+14 Attack: Greataxe +9 melee (3d6+6/×3) or gore +9 melee (1d8+4) Full Attack: Greataxe +9/+4 melee (3d6+6/×3) and gore +4 melee (1d8+2) Space/Reach: 10 ft./10 ft. Special Attacks: Powerful charge 4d6+6, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, natural cunning, resistance to cold 5 and fire 5, spell resistance 11, scent Saves: Fort +6, Ref +5, Will +5 Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8 Skills: Intimidate +2, Listen +7, Search +2, Spot +7 Feats: Great Fortitude, Power Attack, Track Environment: Underground Organization: Solitary, pair, or gang (3-4) Challenge Rating: 5 Treasure: Standard Alignment: always chaotic evil Advancement: By character class Level Adjustment: +4 A minotaur stands more than 7 feet tall and weighs about 700 pounds. Minotaurs speak Giant. Combat Minotaurs prefer melee combat, where their great strength serves them well. A fiendish minotaur’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Powerful Charge (Ex) A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage. Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed. Smite Good (Su) Once per day a fiendish minotaur can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Skills Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks. Minotaurs As Characters Minotaur characters possess the following racial traits. +8 Strength, +4 Constitution, -4 Intelligence (minimum 3), -2 Charisma. Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A minotaur’s base land speed is 30 feet. Darkvision out to 60 feet. Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5. Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks. Racial Feats: A minotaur’s monstrous humanoid levels give it three feats. Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons. +5 natural armor bonus. Natural Weapons: Gore (1d8). Special Attacks (see above): Powerful charge. Special Qualities (see above): Natural cunning, scent. Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran. Favored Class: Barbarian. Level adjustment +4. Fiendish Monkey Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Bite +4 melee (1d3-4) Full Attack: Bite +4 melee (1d3-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite good Special Qualities: Low-light vision, darkvision 60ft., resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5 Skills: Balance +12, Climb +10, Escape Artist +4, Hide +10, Listen +3, Spot +3 Feats: Agile, Weapon FinesseB Environment: Any evil-aligned plane Organization: Troop (10-40) Challenge Rating: 1/6 Alignment: Always chaotic evil Advancement: 2-3 HD (Small) Level Adjustment: — The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin. Combat Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously. Smite Good (Su) Once per day a fiendish monkey can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks. |
| RLRapp01-10-07, 07:51 PM | Reserved for fiendish monstrous centipede. |
| RLRapp01-10-07, 08:13 PM | Reserved for fiendish monstrous scorpion. |
| lint trap01-10-07, 09:09 PM | This is just silly. Not complaining, though. |
| RLRapp01-11-07, 09:20 PM | Reserved for fiendish monstrous spider. |
| RLRapp01-11-07, 09:25 PM | Fiendish Mule Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +6, Ref +4, Will +1 Abilities: Str 16, Dex 13, Con 17, Int 3, Wis 11, Cha 6 Skills: Listen +6, Spot +6 Feats: Alertness, Endurance Environment: Warm plains Organization: Domesticated Challenge Rating: 1 Advancement: — Level Adjustment: — Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile. Combat A mule’s powerful kick can be dangerous. Carrying Capacity A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A mule can drag 3,450 pounds. Smite Good (Su) Once per day a fiendish mule can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling. Fiendish Dark Naga Size/Type: Large Aberration (Extraplanar) Hit Dice: 9d8+18 (58 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +6/+12 Attack: Sting +7 melee (2d4+2 plus poison) Full Attack: Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, smite good, spells Special Qualities: Darkvision 60 ft., damage reduction 5/magic, detect thoughts, guarded thoughts, immunity to poison, resistance to charm, resistance to cold 10 and fire 10, spell resistance 14 Saves: Fort +5, Ref +7, Will +8 Abilities: Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17 Skills: Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11 Feats: Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes Environment: Temperate hills Organization: Solitary or nest (2-4) Challenge Rating: 10 Treasure: Standard Alignment: always lawful evil Advancement: 10-13 HD (Large); 14-27 HD (Huge) Level Adjustment: — Dark nagas speak Common and Infernal. Combat Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach. A fiendish dark naga’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish dark naga can make a normal melee attack to deal 9 points of extra damage against a good foe. Spells Dark nagas cast spells as 7th-level sorcerers. Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level) 0—daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st—expeditious retreat, magic missile, ray of enfeeblement, shield, silent image; 2nd—cat’s grace, invisibility, scorching ray; 3rd—displacement, lightning bolt. Resistance to Charm Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block). Detect Thoughts (Su) A dark naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 15 negates). This ability is always active. The save DC is Charisma-based. Guarded Thoughts (Ex) Dark nagas are immune to any form of mind reading. Fiendish Spirit Naga Size/Type: Large Aberration (Extraplanar) Hit Dice: 9d8+36 (76 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 Base Attack/Grapple: +6/+14 Attack: Bite +9 melee (2d6+6 plus poison) Full Attack: Bite +9 melee (2d6+6 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Charming gaze, poison, smite good, spells Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 10 and fire 10, spell resistance 14 Saves: Fort +7, Ref +6, Will +9 Abilities: Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17 Skills: Concentration +13, Listen +14, Spellcraft +10, Spot +14 Feats: Ability Focus (charming gaze), Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes Environment: Temperate marshes Organization: Solitary or nest (2-4) Challenge Rating: 11 Treasure: Standard Alignment: always chaotic evil Advancement: 10-13 HD (Large); 14-27 HD (Huge) Level Adjustment: — Spirit nagas speak Abyssal and Common. Combat Spirit nagas meet foes boldly so as to use their gaze attacks to best effect. They quickly slither forward to bite foes that avert their eyes. A fiendish spirit naga’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Charming Gaze (Su) As charm person, 30 feet, Will DC 19 negates. The save DC is Charisma-based. Poison (Ex) Injury, Fortitude DC 18, initial and secondary damage 1d8 Con. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish spirit naga can make a normal melee attack to deal 9 points of extra damage against a good foe. Spells Spirit nagas cast spells as 7th-level sorcerers, and can also cast spells from the cleric spell list and from the Chaos and Evil domains as arcane spells. The cleric spells and domain spells are considered arcane spells for a spirit naga, meaning that the creature does not need a divine focus to cast them. Typical Spells Known (6/7/7/5; save DC 13 + spell level) 0—cure minor wounds, daze, detect magic, mage hand, open/close, ray of frost, read magic; 1st—charm person, cure light wounds, divine favor, magic missile, shield of faith; 2nd—cat’s grace, invisibility, summon swarm; 3rd—displacement, fireball. |
| RLRapp01-12-07, 09:28 PM | Fiendish Water Naga Size/Type: Large Aberration (Aquatic, Extraplanar) Hit Dice: 7d8+28 (59 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 50 ft. Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +5/+12 Attack: Bite +7 melee (2d6+4 plus poison) Full Attack: Bite +7 melee (2d6+4 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, smite good, spells Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 12 Saves: Fort +6, Ref +5, Will +8 Abilities: Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15 Skills: Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11 Feats: Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes Environment: Temperate aquatic Organization: Solitary, pair, or nest (3-4) Challenge Rating: 8 Treasure: Standard Alignment: always evil (any) Advancement: 8-10 HD (Large); 11-21 HD (Huge) Level Adjustment: — Water nagas speak Aquan and Common. Combat Water nagas prefer to stay mostly concealed in a body of water while they launch a spell attack. A fiendish water naga’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish water naga can make a normal melee attack to deal 7 points of extra damage against a good foe. Spells Water nagas cast spells as 7th-level sorcerers but never use fire spells. Typical Sorcerer Spells Known (6/7/7/4; save DC 12 + spell level) 0—acid splash, daze, detect magic, light, mage hand, open/close, read magic; 1st—expeditious retreat, magic missile, obscuring mist, shield, true strike; 2nd—invisibility, acid arrow, mirror image; 3rd—protection from energy, suggestion. Skills A water naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fiendish Octopus Size/Type: Small Magical Beast (Aquatic, Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13 Base Attack/Grapple: +1/+2 Attack: Arms +5 melee (0) Full Attack: Arms +5 melee (0) and bite +0 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, smite good Special Qualities: Ink cloud, darkvision 60 ft., jet, low-light vision, resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +3, Ref +6, Will +1 Abilities: Str 12, Dex 17, Con 11, Int 3, Wis 12, Cha 3 Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9 Feats: Weapon Finesse Environment: Warm aquatic Organization: Solitary Challenge Rating: 1 Advancement: 3-6 HD (Medium) Level Adjustment: — These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape. These fiendish creatures are commonly summoned by the summon monster I spell. Combat Improved Grab (Ex) To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. Ink Cloud (Ex) An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex) An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Smite Good (Su) Once per day a fiendish octopus can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. fiendish Giant Octopus Size/Type: Large Magical Beast (Aquatic, Extraplanar) Hit Dice: 8d8+11 (47 hp) Initiative: +2 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +6/+15 Attack: Tentacle +10 melee (1d4+5) Full Attack: 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2) Space/Reach: 10 ft./10 ft. (20 ft. with tentacle) Special Attacks: Improved grab, constrict, smite good Special Qualities: Ink cloud, damage reduction 5/magic, darkvision 60 ft., jet, low-light vision, resistance to cold 10 and fire 10, spell resistance 13 Saves: Fort +7, Ref +8, Will +3 Abilities: Str 20, Dex 15, Con 13, Int 3, Wis 12, Cha 3 Skills: Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13 Feats: Alertness, Skill Focus (Hide), Toughness Environment: Warm aquatic Organization: Solitary Challenge Rating: 10 Advancement: 9-12 HD (Large); 13-24 HD (Huge) Level Adjustment: — These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers. These fiendish creatures are commonly summoned by the summon monster VII spell. Combat An opponent can attack a giant octopus’s tentacles with a sunder attempt as if they were weapons. A giant octopus’s tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant octopus’s tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days. A fiendish giant octopus’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) A giant octopus deals 2d8+6 points of damage with a successful grapple check. Improved Grab (Ex) To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Ink Cloud (Ex) A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex) A giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Smite Good (Su) Once per day a fiendish giant octopus can make a normal melee attack to deal 8 points of extra damage against a good foe. Skills A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp01-12-07, 10:16 PM | Fiendish Ogre Size/Type: Large Giant (Extraplanar) Hit Dice: 4d8+11 (29 hp) Initiative: -1 +0 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. Armor Class: 16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16 Base Attack/Grapple: +3/+12 Attack: Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) Full Attack: Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 9 Saves: Fort +6, Ref +0, Will +1 Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Skills: Climb +5, Listen +2, Spot +2 Feats: Toughness, Weapon Focus (greatclub) Environment: Temperate hills (Merrow: Temperate aquatic) Organization: Solitary, pair, gang (3-4), or band (5-8) Challenge Rating: 4 Treasure: Standard Alignment: always chaotic evil Advancement: By character class Level Adjustment: +4 Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common. Combat Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals. A fiendish ogre’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish ogre can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Merrow These cousins of the ogre have the aquatic subtype. They dwell in freshwater lakes and rivers. They have a base land speed of 30 feet and a swim speed of 40 feet and are found only in aquatic environments. Instead of the typical ogre’s greatclub, they prefer to use longspears in melee (attack +8 melee, damage 1d8+7). Ogres As Characters Ogre characters possess the following racial traits. +10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma. Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. An ogre’s base land speed is 40 feet. Darkvision out to 60 feet. Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. Racial Skills: An ogre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot. Racial Feats: An ogre’s giant levels give it two feats. Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields. +5 natural armor bonus. Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran. Favored Class: Barbarian. Level adjustment +4. Fiendish Ogre Mage Size/Type: Large Giant (Extraplanar) Hit Dice: 5d8+15 (37 hp) Initiative: +4 Speed: 40 ft. (8 squares), fly 40 ft. (good) Armor Class: 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18 Base Attack/Grapple: +3/+12 Attack: Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/×3) Full Attack: Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/×3) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, smite good Special Qualities: Change shape, darkvision 90 ft., damage reduction 5/magic, low-light vision, regeneration 5, resistance to cold 5 and fire 5, spell resistance 19 Saves: Fort +7, Ref +1, Will +3 Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17 Skills: Concentration +11, Listen +10, Spellcraft +10, Spot +10 Feats: Combat Expertise, Improved Initiative Environment: Cold hills Organization: Solitary, pair, or troupe (1-2 plus 2-4 ogres) Challenge Rating: 9 Treasure: Double standard Alignment: always lawful evil Advancement: By character class Level Adjustment: +9 The ogre mage is a more intelligent and dangerous variety of its mundane cousin. An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor. Ogre mages speak Giant and Common. Combat Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle. A fiendish ogre mage’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Spell-Like Abilities At will—darkness, invisibility; 1/day— charm person (DC 14), cone of cold (DC 18), gaseous form, sleep (DC 14). Caster level 9th. The save DCs are Charisma-based. Smite Good (Su) Once per day a fiendish ogre mage can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Flight (Su) An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Change Shape (Su) An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant. Regeneration (Ex) Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts. Ogre Mages As Characters Ogre mage characters possess the following racial traits. +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma. Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. An ogre mage’s base land speed is 40 feet. It also has a fly speed of 40 feet (good). Darkvision: Ogre mages can see in the dark up to 60 feet. Racial Hit Dice: An ogre mage begins with five levels of giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. Racial Skills: An ogre mage’s giant levels give it skill points equal to 8 × (2 + Int modifier [minimum 1]). Its class skills are Concentration, Listen, Spellcraft, and Spot. Racial Feats: An ogre mage’s giant levels give it two feats. +5 natural armor bonus. Special Attacks (see above): Spell-like abilities. Special Qualities (see above): Regeneration 5, spell resistance 19. Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Goblin, Infernal, Orc. Favored Class: Sorcerer. Level adjustment +9. Fiendish Black Pudding Size/Type: Huge Ooze (Extraplanar) Hit Dice: 10d10+60 (115 hp) Initiative: -5 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 3 (-2 size, -5 Dex), touch 3, flat-footed 3 Base Attack/Grapple: +7/+18 Attack: Slam +8 melee (2d6+4 plus 2d6 acid) Full Attack: Slam +8 melee (2d6+4 plus 2d6 acid) Space/Reach: 15 ft./10 ft. Special Attacks: Acid, constrict 2d6+4 plus 2d6 acid, improved grab, smite good Special Qualities: Blindsight 60 ft., darkvision 90 ft., damage reduction 5/magic, resistance to cold 10 and fire 10, spell resistance 15, split, ooze traits Saves: Fort +9, Ref -2, Will -2 Abilities: Str 17, Dex 1, Con 22, Int 3, Wis 1, Cha 1 Skills: Climb +11 Feats: — Environment: Underground Organization: Solitary Challenge Rating: 9 Treasure: None None Alignment: Always neutral evil Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan) Level Adjustment: — The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds. Combat A black pudding attacks by grabbing and squeezing their prey. A fiendish black pudding’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Acid (Ex) The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based. The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. Constrict (Ex) A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid. Improved Grab (Ex) To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Smite Good (Su) Once per day a fiendish black pudding can make a normal melee attack to deal 10 points of extra damage against a good foe. Split (Ex) Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points. Skills A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. |
| RLRapp01-13-07, 07:03 PM | Fiendish Gelatinous Cube Size/Type: Large Ooze (Extraplanar) Hit Dice: 4d10+32 (54 hp) Initiative: -5 Speed: 15 ft. (3 squares) Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4 Base Attack/Grapple: +3/+7 Attack: Slam +2 melee (1d6 plus 1d6 acid) Full Attack: Slam +2 melee (1d6 plus 1d6 acid) Space/Reach: 10 ft./5 ft. Special Attacks: Acid, engulf, paralysis, smite good Special Qualities: Blindsight 60 ft., darkvision 60 ft., damage reduction 5/magic, immunity to electricity, ooze traits, resistance to cold 5 and fire 5, spell resistance 9, transparent Saves: Fort +9, Ref -4, Will -4 Abilities: Str 10, Dex 1, Con 26, Int 3, Wis 1, Cha 1 Skills: — Feats: — Environment: Underground Organization: Solitary Challenge Rating: 4 Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone) Alignment: Always evil (any) Advancement: 5-12 HD (Large); 13-24 HD (Huge) Level Adjustment: — The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube’s body. A typical gelatinous cube is 10 feet on a side and weighs about 15,000 pounds, though much larger specimens are not unknown. Combat A gelatinous cube attacks by slamming its body into its prey. It is capable of lashing out with a pseudopod, but usually engulfs foes. A fiendish gelatinous cube’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Acid (Ex) A gelatinous cube’s acid does not harm metal or stone. Engulf (Ex) Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus. Paralysis (Ex) A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish gelatinous cube can make a normal melee attack to deal 4 points of extra damage against a good foe. Transparent (Ex) Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed. Fiendish Gray Ooze Size/Type: Medium Ooze (Extraplanar) Hit Dice: 3d10+15 (31 hp) Initiative: -5 Speed: 10 ft. (2 squares) Armor Class: 5 (-5 Dex), touch 5, flat-footed 5 Base Attack/Grapple: +2/+3 Attack: Slam +3 melee (1d6+1 plus 1d6 acid) Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid) Space/Reach: 5 ft./5 ft. Special Attacks: Acid, constrict 1d6+1 plus 1d6 acid, improved grab, smite good Special Qualities: Blindsight 60 ft., darkvision 60 ft., immunity to cold and fire, ooze traits, spell resistance 8, transparent Saves: Fort +6, Ref -4, Will -4 Abilities: Str 12, Dex 1, Con 21, Int 3, Wis 1, Cha 1 Skills: — Feats: — Environment: Cold marshes Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always evil (any) Advancement: 4-6 HD (Medium); 7-9 HD (Large) Level Adjustment: — A gray ooze can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds. Combat A gray ooze strikes like a snake, slamming opponents with its body. Acid (Ex) A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based. The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. Constrict (Ex) A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid. Improved Grab (Ex) To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Smite Good (Su) Once per day a fiendish gray ooze can make a normal melee attack to deal 3 points of extra damage against a good foe. Transparent (Ex) A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage. Fiendish Ochre Jelly Size/Type: Large Ooze (Extraplanar) Hit Dice: 6d10+36 (69 hp) Initiative: -5 Speed: 10 ft. (2 squares), climb 10 ft. Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4 Base Attack/Grapple: +4/+10 Attack: Slam +5 melee (2d4+3 plus 1d4 acid) Full Attack: Slam +5 melee (2d4+3 plus 1d4 acid) Space/Reach: 10 ft./5 ft. Special Attacks: Acid, constrict 2d4+3 plus 1d4 acid, improved grab, smite good Special Qualities: Blindsight 60 ft., darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 11, split, ooze traits Saves: Fort +8, Ref -3, Will -3 Abilities: Str 15, Dex 1, Con 22, Int 3, Wis 1, Cha 1 Skills: Climb +10 Feats: — Environment: Temperate marshes Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always evil (any) Advancement: 7-9 HD (Large); 10-18 HD (Huge) Level Adjustment: — An ochre jelly can grow to a diameter of about 15 feet and a thickness of about 6 inches, but can compress its body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 5,600 pounds. Combat An ochre jelly attempts to envelop and squeeze its prey. A fiendish ochre jelly’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Acid (Ex) An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage. Constrict (Ex) An ochre jelly deals automatic slam and acid damage with a successful grapple check. Improved Grab (Ex) To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Smite Good (Su) Once per day a fiendish ochre jelly can make a normal melee attack to deal 6 points of extra damage against a good foe. Split (Ex) Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points. Skills An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. |
| RLRapp01-14-07, 08:25 PM | Fiendish Orc 1st-Level Warrior Size/Type: Medium Humanoid (Extraplanar, Orc) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13 Base Attack/Grapple: +1/+4 Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3) Full Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., light sensitivity, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +3, Ref +0, Will -2 Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 Skills: Listen +1, Spot +1 Feats: Alertness Environment: Temperate hills Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: ½ Treasure: Standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment: +2 An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well. Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 1st level. Combat Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them. Light Sensitivity (Ex) Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Smite Good (Su) Once per day a fiendish orc can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Orcs As Characters Orc Traits (Ex) Orcs possess the following racial traits. +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma. An orc’s base land speed is 30 feet. Darkvision out to 60 feet. Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon. Favored Class: Barbarian. The orc warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Fiendish Otyugh Size/Type: Large Aberration (Extraplanar) Hit Dice: 6d8+9 (36 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17 Base Attack/Grapple: +4/+8 Attack: Tentacle +4 melee (1d6) Full Attack: 2 tentacles +4 melee (1d6) and bite -2 melee (1d4) Space/Reach: 10 ft./10 ft. (15 ft. with tentacle) Special Attacks: Constrict 1d6, disease, improved grab, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 11, scent Saves: Fort +3, Ref +2, Will +6 Abilities: Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6 Skills: Hide -1*, Listen +6, Spot +6 Feats: Alertness, Toughness, Weapon Focus (tentacle) Environment: Underground Organization: Solitary, pair, or cluster (3-4) Challenge Rating: 5 Treasure: Standard Alignment: always evil (any) Advancement: 7-8 HD (Large); 9-18 HD (Huge) Level Adjustment: — A typical otyugh has a body 8 feet in diameter and weighs about 500 pounds. Otyughs speak Common. Combat An otyugh attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. Otyughs slash and squeeze opponents with their tentacles, which they also use to drag prey into their mouths. A fiendish otyugh’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) An otyugh deals automatic tentacle damage with a successful grapple check. Disease (Ex) Filth fever—bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Improved Grab (Ex) To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Smite Good (Su) Once per day a fiendish otyugh can make a normal melee attack to deal 6 points of extra damage against a good foe. Skills *An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration. Fiendish Owl Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/-11 Attack: Talons +5 melee (1d4-3) Full Attack: Talons +5 melee (1d4-3) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite good Special Qualities: Low-light vision, darkvision 60ft., resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +2, Ref +5, Will +2 Abilities: Str 4, Dex 17, Con 10, Int 3, Wis 14, Cha 4 Skills: Listen +14, Move Silently +17, Spot +6* Feats: Alertness, Weapon FinesseB Environment: Any evil-aligned plane Organization: Solitary Challenge Rating: ¼ Alignment: Always evil (any) Advancement: 2 HD (Small) Level Adjustment: — The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack. Combat Owls swoop quietly down onto prey, attacking with their powerful talons. Smite Good (Su) Once per day a fiendish owl can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination. |
| RLRapp01-15-07, 09:31 PM | Fiendish Owlbear Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d10+25 (52 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +5/+14 Attack: Claw +9 melee (1d6+5) Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 10, scent Saves: Fort +9, Ref +5, Will +2 Abilities: Str 21, Dex 12, Con 21, Int 3, Wis 12, Cha 10 Skills: Listen +8, Spot +8 Feats: Alertness, Track Environment: Temperate forests Organization: Solitary, pair, or pack (3-8) Challenge Rating: 5 Treasure: None Alignment: Always evil (any) Advancement: 6-8 HD (Large); 9-15 HD (Huge) Level Adjustment: — An owlbear’s coat ranges in color from brown-black to yellowish brown; its beak is a dull ivory color. A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. Adventurers who have survived encounters with the creature often speak of the bestial madness they glimpsed in its red-rimmed eyes. Combat Owlbears attack prey—any creature bigger than a mouse—on sight, always fighting to the death. They slash with claws and beak, trying to grab their prey and rip it apart. A fiendish owlbear’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Smite Good (Su) Once per day a fiendish owlbear can make a normal melee attack to deal 5 points of extra damage against a good foe. Fiendish Phantom Fungus Size/Type: Medium Plant (Extraplanar) Hit Dice: 2d8+6 (15 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 14 (+4 natural), touch 10, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, plant traits, greater invisibility, resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +6, Ref +0, Will +0 Abilities: Str 14, Dex 10, Con 16, Int 3, Wis 11, Cha 9 Skills: Listen +4, Move Silently +6, Spot +4 Feats: Alertness Environment: Underground Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always neutral evil Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator among subterranean inhabitants. Combat A phantom fungus usually roams quietly, hunting for prey. It attacks lone individuals almost anywhere, but when tackling groups it prefers an open space where it has a better chance . Greater Invisibility (Su) This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed. Smite Good (Su) Once per day a fiendish phantom fungus can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills A phantom fungus has a +5 racial bonus on Move Silently checks. Fiendish Phase Spider Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d10+15 (42 hp) Initiative: +7 Speed: 40 ft. (8 squares), climb 20 ft. Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +5/+12 Attack: Bite +7 melee (1d6+4 plus poison) Full Attack: Bite +7 melee (1d6+4 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, ethereal jaunt, low-light vision, resistance to cold 5 and fire 5, spell resistance 10 Saves: Fort +7, Ref +7, Will +2 Abilities: Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10 Skills: Climb +11, Move Silently +11, Spot +4 Feats: Ability Focus (poison), Improved Initiative Environment: Warm hills Organization: Solitary or cluster (2-5) Challenge Rating: 6 Treasure: None Alignment: Always evil (any) Advancement: 6-8 HD (Large); 9-15 HD (Huge) Level Adjustment: — Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane. A typical phase spider’s body is 8 feet long. It weighs about 700 pounds. Phase spiders cannot speak. Combat Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane. A fiendish phase spider’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th). Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish phase spider can make a normal melee attack to deal 5 points of extra damage against a good foe. Skills A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. |
| RLRapp01-16-07, 07:31 PM | Fiendish Phasm Size/Type: Medium Aberration (Extraplanar, Shapechanger) Hit Dice: 15d8+30 (97 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 Base Attack/Grapple: +11/+12 Attack: Slam +12 melee (1d3+1) Full Attack: Slam +12 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Alternate form, amorphous, darkvision 60 ft., damage reduction 10/magic, resilient, resistance to cold 10 and fire 10, scent, spell resistance 20, telepathy 100 ft., tremorsense 60 ft. Saves: Fort +11, Ref +11, Will +11 Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14 Skills: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8 Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility Environment: Underground Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: always chaotic evil Advancement: 15-21 HD (Huge); 22-45 HD (Gargantuan) Level Adjustment: — A phasm is an amorphous creature that can assume the guise of almost any other creature or object. A phasm in its natural form is about 5 feet in diameter and 2 feet high at the center. Swirls of color indicate sensory organs. In this form, a phasm slithers about like an ooze and can attack with a pseudopod. It weighs about 400 pounds. Phasms can speak Common but prefer telepathic communication. Combat When faced with potential danger, a phasm is equally likely to retreat, parley, or attack, as its fancy strikes. If pursued or harassed, a phasm transforms into the most fearsome creature it knows and attacks. When seriously hurt, it changes to some fast or agile form and tries to escape. A fiendish phasm’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Amorphous (Ex) A phasm in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked. Resilient (Ex) A phasm has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block). Smite Good (Su) Once per day a fiendish phasm can make a normal melee attack to deal 15 points of extra damage against a good foe. Alternate Form (Su) A phasm can assume any form of Large size or smaller as a standard action. A phasm can remain in its alternate form until it chooses to assume a new one or return to its natural form. Tremorsense (Ex) A phasm can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself. Skills *When using shapechange, a phasm gains a +10 circumstance bonus on Disguise checks. Fiendish Pony Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Hoof -3 melee (1d3*) Full Attack: 2 hooves -3 melee (1d3*) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 7, scent Saves: Fort +4, Ref +4, Will +0 Abilities: Str 13, Dex 13, Con 12, Int 3, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Endurance Environment: Temperate plains Organization: Solitary Challenge Rating: ¼ Advancement: — Level Adjustment: — The statistics presented here describe a small horse, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider. Combat *A pony not trained for war does not normally use its hooves to attack but rather to run. Its hoof attack is treated as a secondary attack and adds only half the pony’s Strength bonus to damage. Smite Good (Su) Once per day a fiendish pony can make a normal melee attack to deal 2 points of extra damage against a good foe. Carrying Capacity A light load for a pony is up to 75 pounds; a medium load, 76-150 pounds; and a heavy load, 151-225 pounds. A pony can drag 1,125 pounds. Fiendish Warpony Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+3 Attack: Hoof +3 melee (1d3+2) Full Attack: 2 hooves +3 melee (1d3+2) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 7, scent Saves: Fort +5, Ref +4, Will +0 Abilities: Str 15, Dex 13, Con 14, Int 3, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Endurance Environment: Temperate plains Organization: Domesticated Challenge Rating: ½ Advancement: — Level Adjustment: — Warponies are bred for strength and aggression, and are similar to light warhorses. Combat A warpony can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Smite Good (Su) Once per day a fiendish warpony can make a normal melee attack to deal 2 points of extra damage against a good foe. Carrying Capacity A light load for a warpony is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A warpony can drag 1,500 pounds. |
| RLRapp01-17-07, 07:34 PM | Fiendish Porpoise Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +3 Speed: Swim 80 ft. (16 squares) Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 Base Attack/Grapple: +1/+1 Attack: Slam +4 melee (2d4) Full Attack: Slam +4 melee (2d4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Blindsight 120 ft., hold breath, low-light vision, darkvision 60ft., resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +4, Ref +6, Will +1 Abilities: Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6 Skills: Listen +8*, Spot +7*, Swim +8 Feats: Weapon Finesse Environment: Any evil-aligned plane Organization: Solitary, pair, or school (3-20) Challenge Rating: ½ Alignment: Always neutral evil Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — Porpoises are mammals that tend to be playful, friendly, and helpful. A typical porpoise is 4 to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can describe any small whale of similar size. Combat Blindsight (Ex) Porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s. Smite Good (Su) Once per day a fiendish porpoise can make a normal melee attack to deal 2 points of extra damage against a good foe. Hold Breath (Ex) A porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Skills A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. Fiendish Purple Worm Size/Type: Gargantuan Magical Beast (Extraplanar) Hit Dice: 16d10+112 (200 hp) Initiative: -2 Speed: 20 ft. (4 squares), burrow 20 ft., swim 10 ft. Armor Class: 19 (-4 size, -2 Dex, +15 natural), touch 4, flat-footed 19 Base Attack/Grapple: +16/+40 Attack: Bite +25 melee (2d8+12) Full Attack: Bite +25 melee (2d8+12) and sting +20 melee (2d6+6 plus poison) Space/Reach: 20 ft./15ft. Special Attacks: Improved grab, swallow whole, poison, smite good Special Qualities: darkvision 60 ft., damage reduction 10/magic, resistance to cold 10 and fire 10, scent, spell resistance 21, tremorsense 60 ft. Saves: Fort +17, Ref +8, Will +4 Abilities: Str 35, Dex 6, Con 25, Int 3, Wis 8, Cha 8 Skills: Listen +18, Swim +20 Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting) Environment: Underground Organization: Solitary Challenge Rating: 14 Treasure: No coins, 50% goods (stone only), no items Alignment: Always neutral Advancement: 16-32 HD (Gargantuan); 33-48 HD (Colossal) Level Adjustment: — The body of a mature purple worm is 5 feet in diameter and 80 feet long, weighing about 40,000 pounds. The creature has a poisonous stinger in its tail. Combat In battle, a purple worm forms into a coil 20 feet in diameter, biting and stinging anything within reach. A fiendish purple worm’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a purple worm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round. Poison (Ex) Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish purple worm can make a normal melee attack to deal 16 points of extra damage against a good foe. Swallow Whole (Ex) A purple worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Skills A purple worm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fiendish Rat Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ¼ d8 (1 hp) Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Bite +4 melee (1d3-4) Full Attack: Bite +4 melee (1d3-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite good Special Qualities: Low-light vision, darkvision 60ft., resistance to cold 5 and fire 5, spell resistance 6, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 2, Dex 15, Con 10, Int 3, Wis 12, Cha 2 Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10 Feats: Stealthy, Weapon FinesseB Environment: Any Organization: Plague (10-100) Challenge Rating: 1/8 Advancement: — Level Adjustment: — These omnivorous rodents thrive almost anywhere. Combat Rats usually run away. They bite only as a last resort. Smite Good (Su) Once per day a fiendish rat can make a normal melee attack to deal 1 points of extra damage against a good foe. Skills Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp01-18-07, 07:57 PM | Fiendish Raven Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ¼ d8 (1 hp) Initiative: +2 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-13 Attack: Claws +4 melee (1d2-5) Full Attack: Claws +4 melee (1d2-5) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite good Special Qualities: Low-light vision, darkvision 60ft., resistance to cold 5, and fire 5, spell resistance 6 Saves: Fort +2, Ref +4, Will +2 Abilities: Str 1, Dex 15, Con 10, Int 3, Wis 14, Cha 6 Skills: Listen +5, Spot +7 Feats: Alertness, Weapon FinesseB Environment: Any evil-aligned plane Organization: Solitary Challenge Rating: 1/6 Alignment: Always lawful evil Advancement: — Level Adjustment: — These glossy black birds are about 2 feet long and have wingspans of about 4 feet. They combine both claws into a single attack. The statistics presented here can describe most nonpredatory birds of similar size. These fiendish creatures are commonly summoned by the summon monster I spell. Combat Smite Good (Su) Once per day a fiendish raven can make a normal melee attack to deal 1 point of extra damage against a good foe. Fiendish Razor Boar Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 15d10+45 (127 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 27 (-1 size, +1 Dex, +17 natural), touch 10, flat-footed 26 Base Attack/Grapple: +15/+27 Attack: Tusk slash +22 melee (1d8+8) or 1 bite +22 melee (1d8+8) Full Attack: Tusk slash +22 melee (1d8+8) and 2 hooves +17 melee (1d4+4) or 1 bite +22 melee (1d8+8) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good, trample 2d6+12, vorpal tusks Special Qualities: Damage reduction 5/- & 10/magic, darkvision 60 ft., fast healing 10, low-light vision, scent, resistance to cold 10 and fire 10, spell resistance 21 Saves: Fort +12, Ref +10, Will +7 Abilities: Str 27, Dex 13, Con 17, Int 3, Wis 14, Cha 9 Skills: Listen +8, Spot +8, Survival +8 Feats: Alertness, Awesome Blow, Diehard, Endurance, Improved Bull Rush, Power Attack Environment: Temperate or warm forest or mountains Organization: Solitary Challenge Rating: 12 Treasure: None Alignment: Always evil (any) Advancement: 16-30 HD (Large); 31-45 HD (Huge) Level Adjustment: — This enormous boar has a black-bristled hide marked by hundreds of old scars. Its eyes are wild and bloodshot, and its tusks are more than three feet long, gleaming like polished ivory and sharper than many swords. Combat A razor boar attacks intruders on its territory without provocation or warning. If attacking more than one target, it often attempts to trample it's opponents. The creature is swift for its size, and the thickness of it's hide allows it to shrug off many blows. Razor boars, with their fast healing, have been known to recover from seemingly mortal wounds, track down their attackers using their scent ability, and exact revenge. A fiendish razor boar’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Vorpal Tusks (Ex) On a successful critical hit against a creature of up to one size category larger than itself, the razor boars's tusk slash attack severs the opponents head (if it has one) from its body. Though some creatures, such as golems and undead other than vampires, are not affected by the loss of their heads, most creatures die when their heads are cut off. Smite Good (Su) Once per day a fiendish razor boar can make a normal melee attack to deal 15 points of extra damage against a good foe. Trample (Ex) Reflex DC 25 half. The save DC is Strength-based. Fiendish Remorhaz Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 7d10+35 (73 hp) Initiative: +1 Speed: 30 ft. (6 squares), burrow 20 ft. Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19 Base Attack/Grapple: +7/+23 Attack: Bite +13 melee (2d8+12) Full Attack: Bite +13 melee (2d8+12) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab, smite good, swallow whole Special Qualities: Darkvision 60 ft., damage reduction 5/magic, heat, low-light vision, resistance to cold 5 and fire 5, spell resistance 12, tremorsense 60 ft. Saves: Fort +10, Ref +6, Will +3 Abilities: Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10 Skills: Listen +8, Spot +8 Feats: Awesome Blow, Improved Bull Rush, Power Attack Environment: Cold desert Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: always evil (any) Advancement: 8-14 HD (Huge); 15-21 HD (Gargantuan) Level Adjustment: — A remorhaz is whitish-blue in color but pulses with a reddish glow from the heat its body produces. The creature is a little more than 20 feet long, with a body about 5 feet wide. It weighs about 10,000 pounds. Remorhazes cannot speak. Combat Remorhazes hide under the snow and ice until they hear movement above them, then attack from below and surprise prey. A fiendish remorhaz’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a remorhaz must hit an opponent least one size category smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent the following round. Smite Good (Su) Once per day a fiendish remorhaz can make a normal melee attack to deal 7 points of extra damage against a good foe. Swallow Whole (Ex) When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round from the remorhaz’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz’s interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents. Heat (Ex) An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz’s heat. This heat can melt or char weapons; any weapon that strikes a remorhaz is allowed a DC 18 Fortitude save to avoid destruction. The save DC is Constitution-based. Skills Remorhazes have a +4 racial bonus on Listen checks. |
| RLRapp01-19-07, 07:46 PM | Fiendish Rhinoceros Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d8+40 (76 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16 Base Attack/Grapple: +6/+18 Attack: Gore +13 melee (2d6+12) Full Attack: Gore +13 melee (2d6+12) Space/Reach: 10 ft./5 ft. Special Attacks: Powerful charge, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 13 Saves: Fort +11, Ref +6, Will +3 Abilities: Str 26, Dex 10, Con 21, Int 3, Wis 13, Cha 2 Skills: Listen +14, Spot +3 Feats: Alertness, Endurance, Improved Natural Attack (gore) Environment: Warm plains Organization: Solitary or herd (2-12) Challenge Rating: 6 Advancement: 9-12 HD (Large); 13-24 HD (Huge) Level Adjustment: — The rhinoceros is infamous for its bad temper and willingness to charge intruders. The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like). These fiendish creatures are commonly summoned by the summon monster VI spell. Combat When it is harassed or annoyed, a rhinoceros lowers its head and charges. A fiendish rhinocero’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Powerful Charge (Ex) A rhinoceros deals 4d6+24 points of damage when it makes a charge. Smite Good (Su) Once per day a fiendish rhinoceros can make a normal melee attack to deal 8 points of extra damage against a good foe. Fiendish Roc Size/Type: Gargantuan Magical Beast (Extraplanar) Hit Dice: 18d8+126 (207 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 80 ft. (average) Armor Class: 17 (-4 size, +2 Dex, +9 natural), touch 8, flat-footed 15 Base Attack/Grapple: +13/+37 Attack: Talon +21 melee (2d6+12) Full Attack: 2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6) Space/Reach: 20 ft./15 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 23 Saves: Fort +18, Ref +13, Will +9 Abilities: Str 34, Dex 15, Con 24, Int 3, Wis 13, Cha 11 Skills: Hide -3, Listen +10, Spot +14 Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover Environment: Warm mountains Organization: Solitary or pair Challenge Rating: 11 Treasure: None Alignment: Always evil (any) Advancement: 19-32 HD (Gargantuan); 33-54 (Colossal) Level Adjustment: — A roc’s plumage is either dark brown or golden from head to tail. These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A roc weighs about 8,000 pounds. Combat A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings. A fiendish roc’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish roc can make a normal melee attack to deal 18 points of extra damage against a good foe. Skills Rocs have a +4 racial bonus on Spot checks. Fiendish Roper Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 10d10+30 (85 hp) Initiative: +5 Speed: 10 ft. (2 squares) Armor Class: 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23 Base Attack/Grapple: +10/+18 Attack: Strand +11 ranged touch (drag) or bite +13 melee (2d6+6) Full Attack: 6 strands +11 ranged touch (drag) and bite +13 melee (2d6+6) Space/Reach: 10 ft./10 ft. (50 ft. with strand) Special Attacks: Drag, smite good, strands, weakness Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immunity to electricity, low-light vision, resistance to cold 10 and fire 10, spell resistance 30, vulnerability to fire Saves: Fort +10, Ref +8, Will +8 Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12 Skills: Climb +12, Hide +10*, Listen +13, Spot +13 Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand) Environment: Underground Organization: Solitary, pair, or cluster (3-6) Challenge Rating: 14 Treasure: No coins; 50% goods (stone only); no items Alignment: always chaotic evil Advancement: 11-15 HD (Large); 16-30 HD (Huge) Level Adjustment: — A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper’s coloration and temperature change to match the features of the surrounding cave. Ropers speak Terran and Undercommon. Combat A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise. When prey comes within reach, it lashes out with its strands. In melee, it bites adjacent opponents with its powerful maw. A fiendish roper’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Drag (Ex) If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper. Smite Good (Su) Once per day a fiendish roper can make a normal melee attack to deal 10 points of extra damage against a good foe. Strands (Ex) Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action. Weakness (Ex) A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based. Skills *Ropers have a +8 racial bonus on Hide checks in stony or icy areas. |
| RLRapp01-20-07, 08:43 PM | Fiendish Rust Monster Size/Type: Medium Aberration (Extraplanar) Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 Base Attack/Grapple: +3/+3 Attack: Antennae touch +3 melee (rust) Full Attack: Antennae touch +3 melee (rust) and bite -2 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Rust, smite good Special Qualities: Darkvision, damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 10, scent Saves: Fort +2, Ref +4, Will +5 Abilities: Str 10, Dex 17, Con 13, Int 3, Wis 13, Cha 8 Skills: Listen +7, Spot +7 Feats: Alertness, Track Environment: Underground Organization: Solitary or pair Challenge Rating: 4 Treasure: None Alignment: Always evil (any) Advancement: 6-8 HD (Medium); 9-15 HD (Large) Level Adjustment: — The hide of these creatures varies in color from a yellowish tan underside to a rust-red upper back. A rust monster’s prehensile antennae can rust metals on contact. The typical rust monster measures 5 feet long and 3 feet high, weighing 200 pounds. Combat A rust monster can scent a metal object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal. The creature targets the largest metal object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour the latter if given the opportunity. A fiendish rust monster’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rust (Ex) A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Smite Good (Su) Once per day a fiendish rust monster can make a normal melee attack to deal 5 points of extra damage against a good foe. Fiendish Sahuagin Size/Type: Medium Monstrous Humanoid (Aquatic, Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 60 ft. Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15 Base Attack/Grapple: +2/+4 Attack: Talon +4 melee (1d4+2) or trident +4 melee (1d8+3) or heavy crossbow +3 ranged (1d10/19-20) Full Attack: Trident +4 melee (1d8+3) and bite +2 melee (1d4+1); or 2 talons +4 melee (1d4+2) and bite +2 melee (1d4+1); or heavy crossbow +3 ranged (1d10/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Blood frenzy, rake 1d4+1, smite good Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, resistance to cold 5 and fire 5, spell resistance 7, speak with sharks, water dependent Saves: Fort +3, Ref +4, Will +4 Abilities: Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9 Skills: Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, Survival +1* Feats: Great Fortitude, MultiattackB Environment: Warm aquatic Organization: Solitary, pair, team (5-8), patrol (11-20 plus 1 3rd-level lieutenant and 1-2 sharks), band (20-80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1-2 sharks), or tribe (70-160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1-4 underpriestesses of 3rd-6th level, 1 7th-level priestess, and 1 baron of 6th-8th level plus 5-8 sharks) Challenge Rating: 2 Treasure: Standard Alignment: always lawful evil Advancement: 3-5 HD (Medium), 6-10 HD (Large), or by character class Level Adjustment: +4 (+5 if four-armed) Most sahuagin feature green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds. Sahuagin are the natural enemy of aquatic elves. The two cannot coexist peacefully: Wars between them are prolonged, bloody affairs that sometimes interfere with shipping and maritime trade. Sahuagin have an only slightly less vehement hatred for tritons. Sahuagin speak their own language, Sahuagin. Thanks to their high Intelligence scores, most sahuagin also speak two bonus languages, usually Common and Aquan. Combat Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin tears with its feet as it strikes with its talons or a weapon. About half of any group of sahuagin are also armed with nets. Blindsense (Ex) A sahuagin can locate creatures underwater within a 30-foot radius. This ability works only when the sahuagin is underwater. Blood Frenzy Once per day a sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a -2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily. Rake (Ex) Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attacks while swimming. Smite Good (Su) Once per day a fiendish sahuagin can make a normal melee attack to deal 2 points of extra damage against a good foe. Freshwater Sensitivity (Ex) A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed. Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light. Speak with Sharks (Ex) Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sahuagin can use the Handle Animal skill to befriend and train sharks. Water Dependent (Ex) Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules). Skills A sahuagin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks. *A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home. *A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks. Sahuagin Mutants About one in two hundred sahuagin has four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the claw and bite attacks. If a community of aquatic elves is located within 100 miles of a sahuagin community, about one in one hundred sahuagin looks just like an aquatic elf. These creatures, called malenti, have a swim speed of 40 feet, can remain out of water for 1 hour per point of Constitution, and have freshwater sensitivity and light sensitivity (dazzled in bright light). Malenti have no natural attacks. They are otherwise identical with sahuagin. Fiendish Satyr Size/Type: Medium Fey (Extraplanar) Hit Dice: 5d6+5 (22 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+2 Attack: Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/×3) Full Attack: Head butt +2 melee (1d6) and dagger -3 melee (1d4/19-20); or shortbow +3 ranged (1d6/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Pipes, smite good Special Qualities: Darkvision, damage reduction 5/cold iron and magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 10 Saves: Fort +2, Ref +5, Will +5 Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground) Feats: AlertnessB, Dodge, Mobility Environment: Temperate forests Organization: Solitary, pair, band (3-5), or troop (6-11) Challenge Rating: 3 (without pipes) or 5 (with pipes) Treasure: Standard Alignment: always chaotic evil Advancement: 6-10 HD (Medium) Level Adjustment: +4 A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf. Satyrs speak Sylvan, and most also speak Common. Combat The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing. A fiendish satyr’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pipes (Su) Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based. Smite Good (Su) Once per day a fiendish satyr can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Skills Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks. Satyrs As Characters Satyr characters possess the following racial traits. +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma. Medium size. A satyr’s base land speed is 40 feet. Low-light vision. Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d6 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Racial Skills: A satyr’s fey levels give it skill points equal to 8 × (6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks. Racial Feats: A satyr’s fey levels give it two feats. A satyr receives Alertness as a bonus feat. +4 natural armor bonus. Natural Weapons: Head butt (1d6). Special Attacks (see above): Pipes, smite good. Special Qualities (see above): Damage reduction 5/cold iron & magic. Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome. Favored Class: Bard. Level adjustment +4. |
| RLRapp01-20-07, 09:15 PM | Fiendish Scorpionfolk Size/Type: Large Monstrous Humanoid (Extraplanar) Hit Dice: 12d8+12 (66 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 Base Attack/Grapple: +12/+20 Attack: Sting +15 melee (1d8+4) or lance +15 melee (2d6+6/x3) Full Attack: Sting +15 melee (1d8+4) and 2 claws +13 melee (1d6+2) and lance +11/+6/+1 melee (2d6+6/x3) Space/Reach: 10 ft./5 ft. Special Attacks: Trample 1d8+6, poison, smite good, spell-like abilities Special Qualities: Darkvision 60 ft., damage reduction 10/magic, resistance to cold 10 and fire 10, spell resistance 18 Saves: Fort +5, Ref +9, Will +10 Abilities: Str 19, Dex 12, Con 13, Int 8, Wis 14, Cha 15 Skills: Diplomacy +4, Intimidate +6, Sense Motive +7, Listen +7, Spot +7 Feats: Alertness, Cleave, Multiattack, Power Attack Environment: Warm desert, plains and hills Organization: Solitary, pair, company (3-5), patrol (6-20 plus 2-8 Medium-size monstrous scorpions plus 1 3rd-5th level ranger), or troop (21-40 plus 4-32 Medium-size monstrous scorpions and 1-4 Large monstrous scorpions plus 1 6th-8th level cleric plus 1 6th-8th level ranger) Challenge Rating: 9 Treasure: Standard Alignment: always Lawful evil Advancement: By character class Level Adjustment: +6 From the waist up, a scorpionfolk appears to be a four-armed humanoid covered with black armor. From the waist down, it looks like an enormous scorpion. One pair of arms ends in vicious claws, while the other pair end in humanoid hands. A scorpionfolk has waxy, gray skin, and its eyes are entirely black. Scorpionfolk speak Common and Terran. Combat Scorpionfolk use major image to create illusions of small oases or wells, luring travelers into traps. They then charge their opponents, attacking with their lances. Any who survive are trampled and attacked with stingers, claws, and any melee weapons carried by the creatures. In addition to their claws and sting, scorpionfolk may use falchions, lances, spears, scimitars, short bows, or crossbows. A fiendish scorpionfolk’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Lance A scorpionfolk employing a lance deals double damage when it charges, just as a rider on a mount does. Trample (Ex) Reflex half DC 20. The save DC is Strength-based. Poison (Ex) A scorpionfolk delivers its poison (Fortitude save DC 17) with each successful sting attack. The initial and secondary damage is 1d4 points of Dexterity damage. Smite Good (Su) Once per day a fiendish scorpionfolk can make a normal melee attack to deal 12 points of extra damage against a good foe. Spell-Like Abilities 1/day - major image; 2/day - mirror image, Caster level 10th; save DC 12 + spell level. Scorpionfolk As Characters Scorpionfolk characters possess the following racial traits. +8 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +4 Wisdom. +4 Charisma. Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/5 feet. A scorpionfolk’s base land speed is 40 feet. Darkvision out to 60 feet. Fire Resistance 5 Spell Resistance 18 Racial Hit Dice: A scorpionfolk begins with twelve levels of monstrous humanoid, which provide 12d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +4, Ref +8, and Will +8. Racial Skills: A scorpionfolk’s monstrous humanoid levels give it skill points equal to 15 × (2 + Int modifier). Its class skills are Diplomacy, Spot, Intimidate, Listen and Sense Motive Racial Feats: A scorpion’s monstrous humanoid levels give it four feats. +6 natural armor bonus. Automatic Languages: Common, Terran. Bonus Languages: any. Favored Class: Ranger. Level adjustment +6. Fiendish Seacat Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 6d10+18 (51 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 40 ft. Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +6/+14 Attack: Claw +9 melee (1d6+4) Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Rend 2d6+6, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, hold breath, low-light vision, resistance to cold 5 and fire 5, spell resistance 10, scent Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 Skills: Listen +8, Spot +7, Swim +12 Feats: Alertness, Endurance, Iron Will Environment: Temperate aquatic Organization: Solitary, pair, or pride (5-12) Challenge Rating: 5 Treasure: None Alignment: Always evil (any) Advancement: 7-9 HD (Large); 10-18 HD (Huge) Level Adjustment: — A typical sea cat is 12 feet long and weighs 800 pounds. Combat Sea cats attack on sight, either for food or to defend their territory, and use both claws and teeth to grab and rend their prey. They display tremendous courage, always fighting to the death, even against creatures many times their size. Pairs and prides of sea cats attack in concert, trying to wear the opponent down until one beast can dispatch it. A fiendish sea cat’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Hold Breath (Ex) A sea cat can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Rend (Ex) A sea cat that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+6 points of damage. Smite Good (Su) Once per day a fiendish sea cat can make a normal melee attack to deal 5 points of extra damage against a good foe. Skills A sea cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fiendish Shambling Mound Size/Type: Large Plant (Extraplanar) Hit Dice: 8d8+24 (60 hp) Initiative: +0 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20 Base Attack/Grapple: +6/+15 Attack: Slam +11 melee (2d6+5) Full Attack: 2 slams +11 melee (2d6+5) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, constrict 2d6+7, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10, spell resistance 13 Saves: Fort +9, Ref +2, Will +4 Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9 Skills: Hide +3*, Listen +8, Move Silently +8 Feats: Iron Will, Power Attack, Weapon Focus (slam) Environment: Temperate marshes Organization: Solitary Challenge Rating: 8 Treasure: 1/10th coins; 50% goods; 50% items Alignment: always evil (any) Advancement: 9-12 HD (Large); 13-24 HD (Huge) Level Adjustment: +8 Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants. A shambler’s brain and sensory organs are located in its upper body. A shambler’s body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds. Combat A shambling mound batters or constricts its opponents with two huge, armlike appendages. A fiendish shambling mound’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Constrict (Ex) A shambler deals 2d6+7 points of damage with a successful grapple check. Immunity to Electricity (Ex) Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour. Smite Good (Su) Once per day a fiendish shambling mound can make a normal melee attack to deal 8 points of extra damage against a good foe. Skills Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area. |
| RLRapp01-22-07, 08:30 PM | Fiendish Shark Size/Type: Medium Animal (Aquatic, Extraplanar) Hit Dice: 3d8+3 (16 hp) Initiative: +2 Speed: Swim 60 ft. (12 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/+3 Attack: Bite +4 melee (1d6+1) Full Attack: Bite +4 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Blindsense, darkvision 60 ft., keen scent, resistance to cold 5 and fire 5, spell resistance 8 Saves: Fort +4, Ref +5, Will +2 Abilities: Str 13, Dex 15, Con 13, Int 3, Wis 12, Cha 2 Skills: Listen +6, Spot +6, Swim +9 Feats: Alertness, Weapon Finesse Environment: Cold aquatic Organization: Solitary, school (2-5), or pack (6-11) Challenge Rating: 1 Advancement: 4-6 HD (Medium); 8-9 HD (Large); 11-17 HD (Huge) Level Adjustment: — These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length. These fiendish creatures are commonly summoned by the summon monster II spell. Combat Sharks circle and observe potential prey, then dart in and bite with their powerful jaws. Blindsense (Ex) A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater. Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile. Smite Good (Su) Once per day a fiendish shark can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fiendish Shocker Lizard Size/Type: Small Magical Beast Hit Dice: 2d10+2 (13 hp) Initiative: +6 Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft. Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14 Base Attack/Grapple: +2/-2 Attack: Bite +3 melee (1d4) Full Attack: Bite +3 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Stunning shock, lethal shock, smite good Special Qualities: Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision, resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +4, Ref +5, Will +1 Abilities: Str 10, Dex 15, Con 13, Int 3, Wis 12, Cha 6 Skills: Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10 Feats: Improved Initiative Environment: Warm marshes Organization: Solitary, pair, clutch (3-5), or colony (6-11) Challenge Rating: 2 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always evil (any) Advancement: 3-4 HD (Small); 5-6 HD (Medium) Level Adjustment: — A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds. Combat A shocker lizard relies on its electricity abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all home in on their comrade’s discharges and attempt to administer their shocks to the foe. Stunning Shock (Su) Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half). The save DC is Constitution-based. Lethal Shock (Su) Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half. Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 feet. Smite Good (Su) Once per day a fiendish shocker lizard can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks. Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A shocker lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fiendish Skum Size/Type: Medium Aberration (Aquatic, Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 40 ft. Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+5 Attack: Bite +5 melee (2d6+4) Full Attack: Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Rake 1d6+2, smite good Special Qualities: Darkvision 60 ft., amphibious, resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +1, Ref +1, Will +3 Abilities: Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6 Skills: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12 Feats: Alertness Environment: Underground Organization: Brood (2-5) or pack (6-15) Challenge Rating: 2 Treasure: None Alignment: Usually lawful evil Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: +5 A skum is about the same height and weight as a human. Skum speak Aquan. Combat Rake (Ex) Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming. Smite Good (Su) Once per day a fiendish skum can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills *Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A skum has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp01-23-07, 07:04 PM | Reserved for fiendish snakes. |
| RLRapp01-30-07, 08:48 PM | Fiendish Criosphinx Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 10d10+30 (85 hp) Initiative: +0 Speed: 30 ft. (6 squares), fly 60 ft. (poor) Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20 Base Attack/Grapple: +10/+20 Attack: Gore +15 melee (2d6+6) Full Attack: Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+3, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 15 Saves: Fort +10, Ref +7, Will +3 Abilities: Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11 Skills: Intimidate +8, Listen +11, Spot +1 Feats: Alertness, Cleave, Flyby Attack, Power Attack Environment: Warm deserts Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: Always evil (any) Advancement: 11-15 HD (Large); 16-30 HD (Huge) Level Adjustment: +5 (cohort) These sphinxes are always male. They lack the intelligence of the androsphinx. Combat Criosphinxes attack with their claws, as do their kin, but they can also butt with their horns. They don’t cast spells and employ only the most simple battle tactics. A fiendish criosphinx’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rake (Ex) Attack bonus +15 melee, damage 1d6+3. Smite Good (Su) Once per day a fiendish criosphinx can make a normal melee attack to deal 10 points of extra damage against a good foe. Fiendish Gynosphinx Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d10+8 (52 hp) Initiative: +5 Speed: 40 ft. (8 squares), fly 60 ft. (poor) Armor Class: 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20 Base Attack/Grapple: +8/+16 Attack: Claw +11 melee (1d6+4) Full Attack: 2 claws +11 melee (1d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+2, smite good, spell-like abilities Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 13 Saves: Fort +7, Ref +7, Will +8 Abilities: Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19 Skills: Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17 Feats: Combat Casting, Improved Initiative, Iron Will Environment: Warm deserts Organization: Solitary or covey (2-4) Challenge Rating: 10 Treasure: Double standard Alignment: Always evil (any) Advancement: 9-12 HD (Large); 13-24 HD (Huge) Level Adjustment: +6 (cohort) These sphinxes are the female counterparts of androsphinxes. Combat In close combat, gynosphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, they prefer to avoid combat whenever possible. A fiendish gynusphinx’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rake (Ex) Attack bonus +11 melee, damage 1d6+2. Smite Good (Su) Once per day a fiendish gynosphinx can make a normal melee attack to deal 8 points of extra damage against a good foe. Spell-Like Abilities 3/day—clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day—comprehend languages, locate object, dispel magic, remove curse (DC 18), legend lore. Caster level 14th. The save DC is Charisma-based. Once per week a gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning as the spells (caster level 18th), except that all save DCs are 22 and each symbol remains a maximum of one week once scribed. The save DCs are Charisma-based. Fiendish Hieracosphinx Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 9d10+18 (67 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 90 ft. (poor) Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17 Base Attack/Grapple: +9/+18 Attack: Bite +13 melee (1d10+5) Full Attack: Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+2, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and fire 10, spell resistance 14 Saves: Fort +8, Ref +8, Will +5 Abilities: Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10 Skills: Listen +10, Spot +14 Feats: Alertness, Cleave, Flyby Attack, Power Attack Environment: Warm deserts Organization: Solitary, pair, or flock (4-7) Challenge Rating: 7 Treasure: None Alignment: Always chaotic evil Advancement: 10-14 HD (Large); 15-27 HD (Huge) Level Adjustment: +5 (cohort) Combat Hieracosphinxes can make short work of even the most dangerous opponents with their claws. They are not particularly intelligent, but are cunning enough to dive at their enemies from above with their flying ability. A fiendish hieracosphinx’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rake (Ex) Attack bonus +13 melee, damage 1d6+2. Smite Good (Su) Once per day a fiendish hieracosphinx can make a normal melee attack to deal 9 points of extra damage against a good foe. Skills Hieracosphinxes have a +4 racial bonus on Spot checks. |
| RLRapp01-31-07, 06:08 PM | Fiendish Spider Eater Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d10+20 (42 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 60 ft. (good) Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +4/+13 Attack: Sting +8 melee (1d8+5 plus poison) Full Attack: Sting +8 melee (1d8+5 plus poison) and bite +3 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Implant, poison, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, freedom of movement, low-light vision, resistance to cold 5 and fire 5, spell resistance 9, scent Saves: Fort +9, Ref +5, Will +2 Abilities: Str 21, Dex 13, Con 21, Int 3, Wis 12, Cha 10 Skills: Listen +10, Spot +11 Feats: Alertness, Dodge Environment: Temperate forests Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always evil (any) Advancement: 5-12 HD (Huge) Level Adjustment: — A spider eater is about 10 feet long and 4 feet high, and has a wingspan of about 20 feet. It weighs about 4,000 pounds. Combat A spider eater attacks with its venomous sting and powerful mandibles. Its usual tactic is to deliver a sting, then back off, hovering out of reach until the venom takes effect. A fiendish spider eater’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Implant (Ex) Female spider eaters lay their eggs inside paralyzed creatures of Large or larger size. The young emerge about six weeks later, literally devouring the host from inside. Poison (Ex) Injury, Fortitude DC 17, initial damage none, secondary damage paralysis for 1d8+5 weeks. The save DC is Constitution-based. Freedom of Movement (Su) Spider eaters have a continuous freedom of movement ability as the spell (caster level 12th). When the spider eater serves as a mount, this effect does not extend to its rider. Smite Good (Su) Once per day a fiendish spider eater can make a normal melee attack to deal 4 points of extra damage against a good foe. Skills Spider eaters have a +4 racial bonus on Listen and Spot checks. Training A Spider Eater A spider eater requires training before it can bear a rider in combat. Training a spider eater requires six weeks of work and a DC 25 Handle Animal check. Riding a spider eater requires an exotic saddle. A spider eater can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Spider eater eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 3,000 gp to rear or train a spider eater. Carrying Capacity A light load for a spider eater is up to 306 pounds; a medium load, 307-612 pounds; and a heavy load, 613-920 pounds. Fiendish Nixie Size/Type: Small Fey (Aquatic, Extraplanar) Hit Dice: 1d6 (3 hp) Initiative: +3 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11 Base Attack/Grapple: +0/-6 Attack: Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20) Full Attack: Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Charm person, smite good Special Qualities: Amphibious, damage reduction 5/cold iron, darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 16, water breathing, wild empathy Saves: Fort +0, Ref +5, Will +3 Abilities: Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18 Skills: Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +8, Perform (sing) +7, Search +3, Sense Motive +5, Spot +8, Swim +6 Feats: Alertness, DodgeB, Weapon FinesseB Environment: Temperate aquatic Organization: Gang (2-4), band (6-11), or tribe (20-80) Challenge Rating: 1 Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls) Alignment: Always neutral Advancement: 2-3 HD (Small) Level Adjustment: +5 Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes. A nixie stands about 4 feet tall and weighs about 45 pounds. Nixies speak Aquan and Sylvan. Some also speak Common. Combat Nixies rely on their charm person ability to deter enemies, entering combat only to protect themselves and their territory. Charm Person (Sp) A nixie can use charm person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based. Smite Good (Su) Once per day a fiendish nixie can make a normal melee attack to deal 1 point of extra damage against a good foe. Amphibious (Ex) Although nixies are aquatic, they can survive indefinitely on land. Water Breathing (Sp) Once per day a nixie can use water breathing as the spell (caster level 12th). Nixies usually bestow this effect on those they have charmed. Wild Empathy (Ex) This ability works like the druid’s wild empathy class feature, except that a nixie has a +6 racial bonus on the check. Skills A nixie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Nixies have a +5 racial bonus on Hide checks when in the water. Fiendish Squid Size/Type: Medium Magical Beast (Aquatic, Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +3 Speed: Swim 60 ft. (12 squares) Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +2/+8* Attack: Arms +4 melee (0) Full Attack: Arms +4 melee (0) and bite -1 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, smite good Special Qualities: Ink cloud, jet, low-light vision, resistance to cold 5 and fire 5, spell resistance 8 Saves: Fort +3, Ref +6, Will +2 Abilities: Str 14, Dex 17, Con 11, Int 3, Wis 12, Cha 2 Skills: Listen +7, Spot +7, Swim +10 Feats: Alertness, Endurance Environment: Temperate aquatic Organization: Solitary or school (6-11) Challenge Rating: 1 Advancement: 4-6 HD (Medium); 7-11 HD (Large) Level Adjustment: — These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales. These fiendish creatures are commonly summoned by the summon monster II spell. Combat Improved Grab (Ex) To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks. Ink Cloud (Ex) A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. 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 can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Smite Good (Su) Once per day a fiendish squid can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| LordCallubonn02-01-07, 02:14 PM | :OMG! Holy Fiendish Fiends Bat Man!! |
| RLRapp02-01-07, 09:29 PM | Fiendish Giant Squid Size/Type: Huge Magical Beast (Aquatic, Extraplanar) Hit Dice: 12d8+18 (72 hp) Initiative: +3 Speed: Swim 80 ft. (16 squares) Armor Class: 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14 Base Attack/Grapple: +9/+29 Attack: Tentacle +15 melee (1d6+8) Full Attack: 10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4) Space/Reach: 15 ft./15 ft. (30 ft. with tentacle) Special Attacks: Constrict 1d6+8, improved grab, smite good Special Qualities: Ink cloud, jet, low-light vision, darkvision 60 ft., damage reduction 10/magic, resistance to cold 10 and fire 10, spell resistance 17 Saves: Fort +9, Ref +11, Will +5 Abilities: Str 26, Dex 17, Con 13, Int 3, Wis 12, Cha 2 Skills: Listen +10, Spot +11, Swim +16 Feats: Alertness, Diehard, Endurance, Toughness (2) Environment: Temperate aquatic Organization: Solitary Challenge Rating: 11 Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan) Level Adjustment: — These voracious creatures can have bodies more than 20 feet long and attack almost anything they meet. These fiendish creatures are commonly summoned by the summon monster VIII spell. Combat An opponent can attack a giant squid’s tentacles with a sunder attempt as if they were weapons. A giant squid’s tentacles have 10 hit points each. If a giant squid is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant squid’s tentacles deals 5 points of damage to the creature. A giant squid usually withdraws from combat if it loses five tentacles. The creature regrows severed limbs in 1d10+10 days. A fiendish giant squid’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) A giant squid deals 1d6+8 points of damage with a successful grapple check. Improved Grab (Ex) To use this ability, a giant squid must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *A giant squid has a +4 racial bonus on grapple checks. Ink Cloud (Ex) A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. 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 giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Smite Good (Su) Once per day a fiendish giant squid can make a normal melee attack to deal 12 points of extra damage against a good foe. Skills A giant squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fiendish Stirge Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: 1d10 (5 hp) Initiative: +4 Speed: 10 ft (2 squares), fly 40 ft. (average) Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12 Base Attack/Grapple: +1/-11 (+1 when attached) Attack: Touch +7 melee (attach) Full Attack: Touch +7 melee (attach) Space/Reach: 2½ ft./0 ft. Special Attacks: Attach, blood drain, smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +2, Ref +6, Will +1 Abilities: Str 3, Dex 19, Con 10, Int 3, Wis 12, Cha 6 Skills: Hide +14, Listen +4, Spot +4 Feats: Alertness, Weapon Finesse B Environment: Warm marshes Organization: Colony (2-4), flock (5-8), or storm (9-14) Challenge Rating: ½ Treasure: None Alignment: Always evil (any) Advancement: — Level Adjustment: — A stirge’s coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. The proboscis is pink at the tip, fading to gray at its base. A stirge’s body is about 1 foot long, with a wingspan of about 2 feet. It weighs about 1 pound. Combat A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures. Attach (Ex) If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge. Blood Drain (Ex) A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target. Smite Good (Su) Once per day a fiendish stirge can make a normal melee attack to deal 1 point of extra damage against a good foe. Fiendish Bat Swarm Size/Type: Diminutive Magical Beast (Swarm) Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 5 ft. (1 square), fly 40 ft. (good) Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +2/— Attack: Swarm (1d6) Full Attack: Swarm (1d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, smite good, wounding Special Qualities: Blindsense 20 ft., darkvision 60 ft., immune to weapon damage, low-light vision, resistance to cold 5 and fire 5, spell resistance 8, swarm traits Saves: Fort +3, Ref +7, Will +3 Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 14, Cha 4 Skills: Listen +11, Spot +11 Feats: Alertness, Lightning Reflexes Environment: Temperate deserts Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms) Challenge Rating: 2 Treasure: None Alignment: Always neutral evil Advancement: None Level Adjustment: — A bat swarm is nocturnal, and is never found aboveground in daylight. Combat A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex) Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish bat swarm can make a normal melee attack to deal 3 points of extra damage against a good foe. Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. Blindsense (Ex) A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment). Skills A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated. |
| RLRapp02-03-07, 07:40 PM | Fiendish Centipede Swarm Size/Type: Diminutive Magical Beast (Extraplanar, Swarm) Hit Dice: 9d8-9 (31 hp) Initiative: +4 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14 Base Attack/Grapple: +6/— Attack: Swarm (2d6 plus poison) Full Attack: Swarm (2d6 plus poison) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, poison Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immune to weapon damage, resistance to cold 10 and fire 10, spell resistance 14, swarm traits, tremorsense 30 ft., vermin traits Saves: Fort +5, Ref +7, Will +3 Abilities: Str 1, Dex 19, Con 8, Int 3, Wis 10, Cha 2 Skills: Climb +12, Spot +4 Feats: Weapon FinesseB Environment: Underground Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms) Challenge Rating: 6 Treasure: None Alignment: Always neutral evil Advancement: None Level Adjustment: — Combat A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. A fiendish centipede swarm’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Distraction (Ex) Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Poison (Ex) Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish centipede swarm can make a normal melee attack to deal 9 points of extra damage against a good foe. Skills A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Fiendish Hellwasp Swarm Size/Type: Diminutive Magical Beast (Extraplanar, Evil, Swarm) Hit Dice: 12d10+27 (93 hp) Initiative: +10 Speed: 5 ft. (1 square), fly 40 ft. (good) Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14 Base Attack/Grapple: +12/— Attack: Swarm (3d6 plus poison) Full Attack: Swarm (3d6 plus poison) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, inhabit, poison, smite good Special Qualities: Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, resistance to cold 10 and fire 10, low-light vision, spell resistance 17, swarm traits Saves: Fort +10, Ref +14, Will +7 Abilities: Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9 Skills: Hide +19, Listen +10, Spot +10 Feats: Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness Environment: A evil-aligned plane Organization: Solitary, fright (2-4 swarms), or terror (5-8 swarms) Challenge Rating: 10 Treasure: None Alignment: Always lawful evil Advancement: None Level Adjustment: — A single hellwasp resembles a thumb-sized normal wasp, except its carapace is gleaming black with ruby-red stripes, and its compound eyes are an iridescent green. In swarms, hellwasps form a collective hive mind intelligence with infernal cunning and bloodlust. Combat Like any swarm, a hellwasp swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. The swarm can take over the bodies of its prey and infest both the living and the dead, using them as horrible living (or unliving) puppets to accomplish acts of wickedness that a swarm of insects could never attempt. A hellwasp swarm’s attack is treated as an evil-aligned weapon and a magic weapon for the purpose of overcoming damage reduction. Distraction (Ex) Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Inhabit (Ex) A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage. If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead. A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host. A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host. Poison (Ex) Injury, Fortitude DC 18, initial and secondary damage 1d6 Dex. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish hellwasp swarm can make a normal melee attack to deal 12 points of extra damage against a good foe. Hive Mind (Ex) Any hellwasp swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard hellwasp swarm) forms a hive mind, giving it an Intelligence of 6. When a hellwasp swarm is reduced below this hit point threshold, it becomes mindless. Fiendish Locust Swarm Size/Type: Diminutive Magical Beast (Extraplanar, Swarm) Hit Dice: 6d8-6 (21 hp) Initiative: +4 Speed: 10 ft. (2 squares), fly 30 ft. (poor) Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14 Base Attack/Grapple: +4/— Attack: Swarm (2d6) Full Attack: Swarm (2d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immune to weapon damage, resistance to cold 5 and fire 5, spell resistance 11, swarm traits, vermin traits Saves: Fort +4, Ref +6, Will +2 Abilities: Str 1, Dex 19, Con 8, Int 3, Wis 10, Cha 2 Skills: Listen +4, Spot +4 Feats: — Environment: Temperate plains Organization: Solitary, cloud (2-7 swarms), or plague (11-20 swarms) Challenge Rating: 4 Treasure: None Alignment: Always neutral evil Advancement: None Level Adjustment: — A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path. Combat A locust swarm surrounds and attacks any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. A fiendish locust swarm’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Distraction (Ex) Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish locust swarm can make a normal melee attack to deal 6 points of extra damage against a good foe. Skills A locust swarm has a +4 racial bonus on Listen and Spot checks. |
| RLRapp02-03-07, 07:57 PM | Fiendish Rat Swarm Size/Type: Tiny Magical Beast (Extraplanar, Swarm) Hit Dice: 4d8 (18 hp) Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +3/— Attack: Swarm (1d6 plus disease) Full Attack: Swarm (1d6 plus disease) Space/Reach: 10 ft./0 ft. Special Attacks: Disease, distraction, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, half damage from slashing and piercing, low-light vision, resistance to cold 5 and fire 5, spell resistance 9, scent, swarm traits Saves: Fort +4, Ref +6, Will +2 Abilities: Str 2, Dex 15, Con 10, Int 3, Wis 12, Cha 2 Skills: Balance +10, Climb +10, Hide +16, Listen +6, Move Silently +4, Spot +7, Swim +10 Feats: Alertness, Stealthy, Weapon FinesseB Environment: Any Organization: Solitary, pack (2-4 swarms), or infestation (7-12 swarms) Challenge Rating: 3 Treasure: None Alignment: Always neutral evil Advancement: None Level Adjustment: — Combat A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. A fiendish rat swarm’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Disease (Ex) Filth fever—swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Distraction (Ex) Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish rat swarm can make a normal melee attack to deal 4 points of extra damage against a good foe. Skills A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fiendish Spider Swarm Size/Type: Diminutive Magical Beast (Extraplanar, Swarm) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14 Base Attack/Grapple: +1/— Attack: Swarm (1d6 plus poison) Full Attack: Swarm (1d6 plus poison) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, poison, smite good Special Qualities: Darkvision 60 ft., immune to weapon damage, resistance to cold 5 and fire 5, spell resistance 7, swarm traits, tremorsense 30 ft., vermin traits Saves: Fort +3, Ref +3, Will +0 Abilities: Str 1, Dex 17, Con 10, Int 3, Wis 10, Cha 2 Skills: Climb +11, Listen +4, Spot +4 Environment: Warm forests Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms) Challenge Rating: 1 Treasure: None Alignment: Always neutral evil Advancement: None Level Adjustment: — Combat A spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex) Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish spider swarm can make a normal melee attack to deal 2 points of extra damage against a good foe. Skills A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. Fiendish Tarrasque Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 48d10+594 (858 hp) Initiative: +7 Speed: 20 ft. (4 squares) Armor Class: 35 (-8 size, +3 Dex, +30 natural), touch 5, flat-footed 32 Base Attack/Grapple: +48/+81 Attack: Bite +57 melee (4d8+17/18-20/×3) Full Attack: Bite +57 melee (4d8+17/18-20/×3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8) Space/Reach: 30 ft./20 ft. Special Attacks: Augmented critical, frightful presence, improved grab, rush, smite good, swallow whole Special Qualities: Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, resistance to cold 10, scent, spell resistance 32 Saves: Fort +38, Ref +29, Will +20 Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14 Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks) Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6) Environment: Any Organization: Solitary Challenge Rating: 22 Treasure: None Alignment: Always neutral evil Advancement: 49+ HD (Colossal) Level Adjustment: — The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons. The tarrasque cannot speak. Combat The tarrasque attacks with its claws, teeth, horns, and tail. The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction. Augmented Critical (Ex) The tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. Frightful Presence (Su) The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based. Improved Grab (Ex) To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round. Rush (Ex) Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet. Swallow Whole (Ex) The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. Smite Good (Su) Once per day a fiendish tarrasque can make a normal melee attack to deal 20 points of extra damage against a good foe. Carapace (Ex) The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance. Regeneration (Ex) No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead. If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump. Skills The tarrasque has a +8 racial bonus on Listen and Spot checks. |
| RLRapp02-04-07, 07:19 PM | Fiendish Tendriculos Size/Type: Huge Plant (Extraplanar) Hit Dice: 9d8+54 (94 hp) Initiative: -1 Speed: 20 ft. (4 squares) Armor Class: 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16 Base Attack/Grapple: +6/+23 Attack: Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4) Full Attack: Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4) Space/Reach: 15 ft./15 ft. Special Attacks: Improved grab, paralysis, smite good, swallow whole Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, plant traits, regeneration 10, resistance to cold 10 and fire 10, spell resistance 14 Saves: Fort +12, Ref +2, Will +4 Abilities: Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3 Skills: Hide +9, Listen +1, Move Silently +1, Spot +1 Feats: Alertness, Iron Will, Power Attack, Stealthy Environment: Temperate forests Organization: Solitary Challenge Rating: 8 Treasure: 1/10th coins; 50% goods; 50% items Alignment: Always neutral evil Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan) Level Adjustment: — A tendriculos can rear up to a height of 15 feet. It weighs about 3,500 pounds. Animals and other plant creatures are unnerved by the presence of a tendriculos; they avoid it and any place it has been within the last 24 hours. Combat Prowling deep forests or waiting in vegetated areas (looking like nothing more than a small hillock), a tendriculos attacks savagely, showing no fear. It attempts to swallow as much flesh as it can, as quickly as it can. A fiendish tendriculo’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage. Smite Good (Su) Once per day a fiendish tendriculos can make a normal melee attack to deal 9 points of extra damage against a good foe. Swallow Whole/Paralysis (Ex) A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Regeneration (Ex) Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly. Fiendish Tiger Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+14 Attack: Claw +9 melee (1d8+6) Full Attack: 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 1d8+3, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 11, scent Saves: Fort +8, Ref +7, Will +3 Abilities: Str 23, Dex 15, Con 17, Int 3, Wis 12, Cha 6 Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11 Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw). Environment: Warm forests Organization: Solitary Challenge Rating: 5 Advancement: 7-12 HD (Large); 13-18 HD (Huge) Level Adjustment: — These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds. These fiendish creatures are commonly summoned by the summon monster V spell. A fiendish tiger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Improved Grab (Ex) To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex) If a tiger charges a foe, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +9 melee, damage 1d8+3. Smite Good (Su) Once per day a fiendish tiger can make a normal melee attack to deal 6 points of extra damage against a good foe. Skills Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. Fiendish Toad Size/Type: Diminutive Magical Beast (Extraplanar) Hit Dice: ¼ d8 (1 hp) Initiative: +1 Speed: 5 ft. (1 square) Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14 Base Attack/Grapple: +0/-17 Attack: — Full Attack: — Space/Reach: 1 ft./0 ft. Special Attacks: — Special Qualities: Amphibious, darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +2, Ref +3, Will +2 Abilities: Str 1, Dex 12, Con 11, Int 3, Wis 14, Cha 4 Skills: Hide +21, Listen +4, Spot +4 Feats: Alertness Environment: Temperate marshes Organization: Swarm (10-100) Challenge Rating: 1/10 Advancement: — Level Adjustment: — These diminutive amphibians are innocuous and beneficial, since they eat insects. Skills A toad’s coloration gives it a +4 racial bonus on Hide checks. |
| RLRapp02-05-07, 09:41 PM | Fiendish Troglodyte Size/Type: Medium Humanoid (Extraplanar, Reptilian) Hit Dice: 2d8+4 (13 hp) Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 15 (-1 Dex, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +1/+1 Attack: Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6) Full Attack: Club +1 melee (1d6) and claw -1 melee (1d4) and bite -1 melee (1d4); or 2 claws +1 melee (1d4) and bite -1 melee (1d4); or javelin +1 ranged (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Stench, smite good Special Qualities: Darkvision 90 ft., resistance to cold 5 and fire 5, spell resistance 7 Saves: Fort +5, Ref -1, Will +0 Abilities: Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10 Skills: Hide +5*, Listen +3 Feats: MultiattackB, Weapon Focus (javelin) Environment: Underground Organization: Clutch (2-5), squad (6-11 plus 1-2 monitor lizards), or band (20-80 plus 20% noncombatants plus 3-13 monitor lizards) Challenge Rating: 1 Treasure: 50% coins; 50% goods; 50% items Alignment: always chaotic evil Advancement: By character class Level Adjustment: +4 A troglodyte stands about 5 feet tall and weighs about 150 pounds. Troglodytes speak Draconic. Combat Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and clubs. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide. Smite Good (Su) Once per day a fiendish troglodyte can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Stench (Ex) When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. Skills The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8. Troglodyte Characters Troglodyte characters possess the following racial traits. -2 Dexterity, +4 Constitution, -2 Intelligence. Medium size. A troglodyte’s base land speed is 30 feet. Darkvision out to 90 feet. Racial Hit Dice: A troglodyte begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0. Racial Skills: A troglodyte’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Hide and Listen. Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings). Racial Feats: A troglodyte’s humanoid levels give it one feat. A troglodyte receives Multiattack as a bonus feat. +6 natural armor bonus. Natural Weapons: 2 claws (1d4) and bite (1d4). Special Attacks (see above): Stench, Smite Good. Automatic Languages: Draconic. Bonus Languages: Common, Giant, Goblin, Orc. Favored Class: Cleric. Level adjustment +4. Fiendish Troll Size/Type: Large Giant (Extraplanar) Hit Dice: 6d8+36 (63 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 Base Attack/Grapple: +4/+14 Attack: Claw +9 melee (1d6+6) Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: Rend 2d6+9, smite good Special Qualities: Darkvision 90 ft., damage reduction 5/magic, low-light vision, regeneration 5, resistance to cold 5 and fire 5, spell resistance 11, scent Saves: Fort +11, Ref +4, Will +3 Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 Skills: Listen +5, Spot +6 Feats: Alertness, Iron Will, Track Environment: Cold mountains (Scrag: Cold aquatic) Organization: Solitary or gang (2-4) Challenge Rating: 6 Treasure: Standard Alignment: alway chaotic evil Advancement: By character class Level Adjustment: +5 Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile. A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray. Trolls speak Giant. Combat Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack. A fiendish troll’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rend (Ex) If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage. Smite Good (Su) Once per day a fiendish troll can make a normal melee attack to deal 6 points of extra damage against a good foe. Regeneration (Ex) Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Scrag These cousins of the troll have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 20 feet and a swim speed of 40 feet and are found only in aquatic environments. They regenerate only if mostly immersed in water. Fiendish Weasel Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ½ d8 (2 hp) Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Bite +4 melee (1d3-4) Full Attack: Bite +4 melee (1d3-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Attach, smite good Special Qualities: Low-light vision, resistance to cold 5 and fire 5, spell resistance 6, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5 Skills: Balance +12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Spot +3 Feats: Agile, Weapon FinesseB Environment: Temperate hills Organization: Solitary Challenge Rating: ¼ Advancement: — Level Adjustment: — These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets. Combat Attach (Ex) If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature. Smite Good (Su) Once per day a fiendish weasel can make a normal melee attack to deal 1 point of extra damage against a good foe. Skills Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened. |
| RLRapp02-06-07, 07:44 PM | Fiendish Baleen Whale Size/Type: Gargantuan Magical Beast (Extraplanar) Hit Dice: 12d8+78 (132 hp) Initiative: +1 Speed: Swim 40 ft. (8 squares) Armor Class: 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15 Base Attack/Grapple: +9/+33 Attack: Tail slap +17 melee (1d8+18) Full Attack: Tail slap +17 melee (1d8+18) Space/Reach: 20 ft./15 ft. Special Attacks: Smite good Special Qualities: Blindsight 120 ft., damage reduction 10/magic, darkvision 60 ft., hold breath, low-light vision, resistance to cold 10 and fire 10, spell resistance 17 Saves: Fort +14, Ref +9, Will +5 Abilities: Str 35, Dex 13, Con 22, Int 3, Wis 12, Cha 6 Skills: Listen +15*, Spot +14*, Swim +20 Feats: Alertness, Diehard, Endurance, Toughness (2) Environment: Warm aquatic Organization: Solitary Challenge Rating: 8 Advancement: 13-18 HD (Gargantuan); 19-36 HD (Colossal) Level Adjustment: — The statistics here describe a plankton-feeding whale between 30 and 60 feet long, such as gray, humpback, and right whales. These massive creatures are surprisingly gentle. If harassed or provoked, they are as likely to flee as they are to retaliate. A fiendish baleen whale’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish baleen whale can make a normal melee attack to deal 12 points of extra damage against a good foe. Blindsight (Ex) Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s. Hold Breath (Ex) A baleen whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning. Skills A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. Fiendish Cachalot Whale Size/Type: Gargantuan Magical Beast (Extraplanar) Hit Dice: 12d8+87 (141 hp) Initiative: +1 Speed: Swim 40 ft. (8 squares) Armor Class: 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15 Base Attack/Grapple: +9/+33 Attack: Bite +17 melee (4d6+12) Full Attack: Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6) Space/Reach: 20 ft./15 ft. Special Attacks: Smite good Special Qualities: Blindsight 120 ft., damage reduction 10/magic, darkvision 60 ft., hold breath, low-light vision, resistance to cold 10 and fire 10, spell resistance 17 Saves: Fort +15, Ref +9, Will +6 Abilities: Str 35, Dex 13, Con 24, Int 3, Wis 14, Cha 6 Skills: Listen +15*, Spot +14*, Swim +20 Feats: Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness Environment: Temperate aquatic Organization: Solitary or pod (6-11) Challenge Rating: 9 Advancement: 13-18 HD (Gargantuan); 19-36 HD (Colossal) Level Adjustment: — Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids. A fiendish cachalot whale’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish cachalot whale can make a normal melee attack to deal 12 points of extra damage against a good foe. Blindsight (Ex) Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s. Hold Breath (Ex) A cachalot whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning. Skills A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. Fiendish Orca Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 9d8+48 (88 hp) Initiative: +2 Speed: Swim 50 ft. (10 squares) Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14 Base Attack/Grapple: +6/+22 Attack: Bite +12 melee (2d6+12) Full Attack: Bite +12 melee (2d6+12) Space/Reach: 15 ft./10 ft. Special Attacks: Smite good Special Qualities: Blindsight 120 ft., damage reduction 5/magic, darkvision 60 ft., hold breath, low-light vision, resistance to cold 10 and fire 10, spell resistance 14 Saves: Fort +11, Ref +8, Will +5 Abilities: Str 27, Dex 15, Con 21, Int 3, Wis 14, Cha 6 Skills: Listen +14*, Spot +14*, Swim +16 Feats: Alertness, Endurance, Run, Toughness Environment: Cold aquatic Organization: Solitary or pod (6-11) Challenge Rating: 7 Advancement: 10-13 HD (Huge); 14-27 HD (Gargantuan) Level Adjustment: — These ferocious creatures are about 30 feet long. They eat fish, squid, seals, and other whales. A fiendish orca’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish orca can make a normal melee attack to deal 9 points of extra damage against a good foe. Blindsight (Ex) Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s. Hold Breath (Ex) An orca can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning. Skills A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. |
| RLRapp02-07-07, 07:03 PM | Fiendish Will-O'-Wisp Size/Type: Small Aberration (Air, Extraplanar) Hit Dice: 9d8 (40 hp) Initiative: +13 Speed: Fly 50 ft. (perfect) (10 squares) Armor Class: 29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20 Base Attack/Grapple: +6/-3 Attack: Shock +16 melee touch (2d8 electricity) Full Attack: Shock +16 melee touch (2d8 electricity) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immunity to magic, natural invisibility, resistance to cold 10 and fire 10, spell resistance 14 Saves: Fort +3, Ref +12, Will +9 Abilities: Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12 Skills: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks) Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon FinesseB Environment: Temperate marshes Organization: Solitary, pair, or string (3-4) Challenge Rating: 8 Treasure: 1/10 coins; 50% goods; 50% items Alignment: always chaotic evil Advancement: 10-18 HD (Small) Level Adjustment: — Will-o’-wisps can be yellow, white, green, or blue. They are easily mistaken for lanterns, especially in the foggy marshes and swamps where they reside. A will-o’-wisp’s body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch. Will-o’-wisps speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound. Combat Will-o’-wisps usually avoid combat. They prefer to confuse and bewilder adventurers, luring them into morasses or other hazardous places. When they are forced to fight, they loose small electrical shocks, which act as melee touch attacks. A fiendish will-o’-wisp’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Immunity to Magic (Ex) A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze. Smite Good (Su) Once per day a fiendish will-o’-wisp can make a normal melee attack to deal 9 points of extra damage against a good foe. Natural Invisibility (Ex) A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell. Fiendish Winter Wolf Size/Type: Large Magical Beast (Cold, Extraplanar) Hit Dice: 6d10+18 (51 hp) Initiative: +5 Speed: 50 ft. (10 squares) Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +6/+14 Attack: Bite +9 melee (1d8+6 plus 1d6 cold) Full Attack: Bite +9 melee (1d8+6 plus 1d6 cold) Space/Reach: 10 ft./5 ft. Special Attacks: Breath weapon, freezing bite, smite good, trip Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immunity to cold, low-light vision, resistance to fire 10, spell resistance 11, scent, vulnerability to fire Saves: Fort +8, Ref +6, Will +3 Abilities: Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10 Skills: Hide -1*, Listen +6, Move Silently +7, Spot +6, Survival +1* Feats: Alertness, Improved Initiative, Track Environment: Cold forests Organization: Solitary, pair, or pack (3-5) Challenge Rating: 6 Treasure: 1/10 coins; 50% goods; 50% items Alignment: always neutral evil Advancement: 7-9 HD (Large); 10-18 HD (Huge) Level Adjustment: +5 (cohort) A winter wolf grows about 8 feet long and stands about 4½ feet at the shoulder. It weighs about 450 pounds. Winter wolves can speak Giant and Common. Combat Winter wolves typically hunt in packs. Their size, cunning, and formidable breath weapon allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. If they’re in a hurry, white wolves try to pin their foes. A fiendish winter wolf’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based. Freezing Bite (Su) A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon. Smite Good (Su) Once per day a fiendish winter wolf can make a normal melee attack to deal 6 points of extra damage against a good foe. Trip (Ex) A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf. Skills Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent. Fiendish Wolf Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Bite +3 melee (1d6+1) Full Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good, trip Special Qualities: Darkvision 90 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 7, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6 Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats: TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary, pair, or pack (7-16) Challenge Rating: 1 Advancement: 3 HD (Medium); 4-6 HD (Large) Level Adjustment: — Wolves are pack hunters known for their persistence and cunning. These fiendish creatures are commonly summoned by the summon monster II spell. Combat A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Smite Good (Su) Once per day a fiendish wolf can make a normal melee attack to deal 2 points of extra damage against a good foe. Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Skills *Wolves have a +4 racial bonus on Survival checks when tracking by scent. |
| RLRapp02-08-07, 07:40 PM | Fiendish Wolverine Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+15 (28 hp) Initiative: +2 Speed: 30 ft. (6 squares), burrow 10 ft., climb 10 ft. Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+4 Attack: Claw +4 melee (1d4+2) Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Rage, smite good Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 8, scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 14, Dex 15, Con 19, Int 3, Wis 12, Cha 10 Skills: Climb +10, Listen +6, Spot +6 Feats: Alertness, Toughness, TrackB Environment: Cold forests Organization: Solitary Challenge Rating: 2 Advancement: 4-5 HD (Large) Level Adjustment: — These creatures are similar to badgers but are bigger, stronger, and even more ferocious. These fiendish creatures are commonly summoned by the summon monster III spell. Combat Rage (Ex) A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily. Smite Good (Su) Once per day a fiendish wolverine can make a normal melee attack to deal 3 points of extra damage against a good foe. Skills Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish Worg Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 4d10+8 (30 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +4/+7 Attack: Bite +7 melee (1d6+4) Full Attack: Bite +7 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good, trip Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, spell resistance 9, scent Saves: Fort +6, Ref +6, Will +3 Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10 Skills: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2* Feats: Alertness, Track Environment: Temperate plains Organization: Solitary, pair, or pack (6-11) Challenge Rating: 3 Treasure: 1/10 coins; 50% goods; 50% items Alignment: always neutral evil Advancement: 5-6 HD (Medium); 7-12 HD (Large) Level Adjustment: +3 (cohort) A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds. More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin. Combat Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: Each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it. A fiendish worg’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Good (Su) Once per day a fiendish worg can make a normal melee attack to deal 4 points of extra damage against a good foe. Trip (Ex) A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg. Skills A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent. Fiendish Wyvern Size/Type: Large Dragon (Extraplanar) Hit Dice: 7d12+14 (59 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 60 ft. (poor) Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +7/+15 Attack: Sting +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4) or bite +10 melee (2d8+4) Full Attack: Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, improved grab, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immunity to sleep and paralysis, low-light vision, resistance to cold 5 and fire 5, spell resistance 12, scent Saves: Fort +7, Ref +6, Will +6 Abilities: Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9 Skills: Hide +7, Listen +13, Move Silently +11, Spot +16 Feats: Ability Focus (poison), Alertness, Flyby Attack, MultiattackB Environment: Warm hills Organization: Solitary, pair, or flight (3-6) Challenge Rating: 7 Treasure: Standard Alignment: always evil (any) Advancement: 8-10 HD (Huge); 11-21 HD (Gargantuan) Level Adjustment: — A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail. A wyvern’s body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton. Wyverns speak Draconic, but usually don’t bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator. Combat Wyverns are rather stupid but always aggressive: They attack nearly anything that isn’t obviously more powerful than themselves. A wyvern dives from the air, snatching the opponent with its talons and stinging it to death. A wyvern can slash with its talons only when making a flyby attack. A fiendish wyvern’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings. Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish wyvern can make a normal melee attack to deal 7 points of extra damage against a good foe. Skills Wyverns have a +3 racial bonus on Spot checks. |
| RLRapp02-10-07, 06:17 PM | Fiendish Yrthak Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 12d10+36 (102 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 60 ft. (average) Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16 Base Attack/Grapple: +12/+25 Attack: Bite +15 melee (2d8+5) or sonic lance +12 ranged touch (6d6) Full Attack: Bite +15 melee (2d8+5) and 2 claws +13 melee (1d6+2); or sonic lance +12 ranged touch (6d6) Space/Reach: 15 ft./10 ft. Special Attacks: Sonic lance, explosion, smite good Special Qualities: Blindsight 120 ft., damage reduction 10/magic, immunities, resistance to cold 10 and fire 10, spell resistance 17, vulnerability to sonic Saves: Fort +11, Ref +10, Will +5 Abilities: Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11 Skills: Listen +12, Move Silently +10 Feats: Endurance, Flyby Attack, Improved Initiative, Multiattack, Snatch Environment: Temperate mountains Organization: Solitary or clutch (2-4) Challenge Rating: 11 Treasure: None Alignment: Always evil (any) Advancement: 13-16 HD (Huge); 17-36 HD (Gargantuan) Level Adjustment: — A yrthak is blind. It senses sound and movement by means of a special organ on its long tongue. It emits powerfully focused beams of sound from the protrusion on its head. The creature is a yellowish-green color, with the wings and fin being more yellow and the head and body more green. The teeth are yellow. A yrthak is about 20 feet long, with a wingspan of 40 feet. It weighs about 5,000 pounds. Despite their intelligence, yrthaks do not speak. Combat A yrthak prefers to attack from the air, strafing the ground with sonic attacks or snatching up and dropping prey. A fiendish yrthak’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Sonic Lance (Su) Once every 2 rounds, a yrthak can focus sonic energy in a ray up to 60 feet long. This is a ranged touch attack that deals 6d6 points of damage to a single target. Explosion (Su) A yrthak can fire its sonic lance at the ground, a large rock, a stone wall, or the like to create an explosion of shattered stone. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect’s center. This counts as a use of the sonic lance attack and thus is usable only once every 2 rounds, and never on the round following a sonic lance attack. Smite Good (Su) Once per day a fiendish yrthak can make a normal melee attack to deal 12 points of extra damage against a good foe. Blindsight (Ex) A yrthak can ascertain all foes within 120 feet. Beyond that range it is considered blinded. Yrthaks are invulnerable to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight. A yrthak whose sense of hearing is impaired is effectively blinded, treating all targets as having total concealment. Immunities Yrthaks have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Skills Yrthaks have a +4 racial bonus on Listen checks. |
| RLRapp02-10-07, 06:40 PM | You may have thought that with the ythrak this thread was finished, but the SRD also includes monsters from the Psionic & Epic books. And so here I present: Fiendish Blue 1st-Level Psion (Telepath) Size/Type: Small Humanoid (Extraplanar, Goblinoid, Psionic) Hit Dice: 1d4+2 plus 4 (8 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 size, +1 Dex, +4 inertial armor), touch 11, flat-footed 15 Base Attack/Grapple: +0/-6 Attack: Quarterstaff -1 melee (1d4-2) or light crossbow +2 ranged (1d6/19-20) Full Attack: Quarterstaff -1 melee (1d4-2) or light crossbow +2 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Psionic powers, smite good Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +2, Ref +0, Will +3 Abilities: Str 6, Dex 13, Con 14, Int 17, Wis 12, Cha 8 Skills: Concentration +6, Hide +7, Move Silently +7, Psicraft +7, Ride +5, Spot +3 Feats: Psionic Body, Psionic DodgeB Environment: Temperate plains Organization: Solitary, gang (1 plus 4-9 goblin warriors), band (2d10 plus 10-100 goblin warriors plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (2d4 plus 10-24 goblin warriors with worg mounts), or tribe (4d10 plus 40-400 goblin warriors plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves) Challenge Rating: 1 Treasure: Standard Alignment: always neutral evil Advancement: By character class (usually psion) Level Adjustment: +3 Blues are a subrace of goblins with an innate knack for psionics. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black. Blues speak Goblin and Common. Most blues encountered outside their homes are psions; the information in the statistics block is for a psion of 1st level. Combat Blues support goblin warriors in combat and are often called upon to lead a gang of goblins (from the rear) into battle. Psionic Powers The blue described here is a 1st-level psion. Typical Psion Powers Known (power points 3*; save DC 13 + power level): 1st—inertial armor, mind thrust (DC 14), psionic charm (DC 14). Manifester level 1st. The save DCs are Intelligence-based. *The blue shown here has already manifested inertial armor; its reserve is normally 4 power points. Smite Good (Su) Once per day a fiendish blue can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Skills Blues have a +4 racial bonus on Move Silently checks and Ride checks. The blue psion presented here had the following ability scores before racial adjustments: Str 8, Dex 13, Con 14, Int 15, Wis 12, Cha 10. Blues As Characters Blues tend to be psions, although blues raised in communities where their kind are rare may choose the path of the wilder. Blue characters possess the following racial traits. -2 Strength, +2 Intelligence, -2 Charisma. Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ of those of Medium characters. Blue base land speed is 30 feet. Darkvision out to 60 feet. Naturally Psionic: Blues gain 1 bonus power point at 1st level. Racial Skills: A blue character has a +4 racial bonus on Move Silently checks and Ride checks. Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. Favored Class: Psion. Level Adjustment: +3. Fiendish Brain Mole Size/Type: Tiny Magical Beast (Extraplanar, Psionic) Hit Dice: 1d10-2 (3 hp) Initiative: +2 Speed: 15 ft. (3 squares), burrow 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +1/-11 Attack: Bite +5 melee (1d3-4) Full Attack: Bite +5 melee (1d3-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Cascade flu, psi-like abilities, smite good Special Qualities: Low-light vision, power conversion, resistance to cold 5 and fire 5, spell resistance 6, scent Saves: Fort +0, Ref +4, Will +2 Abilities: Str 2, Dex 14, Con 7, Int 3, Wis 14, Cha 11 Skills: Hide +15, Move Silently +7, Listen +6, Spot +2 Feats: Alertness, Weapon FinesseB Environment: Temperate forest Organization: Nest (3-8) Challenge Rating: ½ Treasure: None Alignment: Always neutral evil Advancement: — Level Adjustment: — Brain moles are burrowing animals that use psionic powers to overcome large psionic prey. Small, furry, and nearly blind, brain moles are almost indistinguishable from their common animal cousins. Brain moles eat small insects when they can’t get psionic energy. Combat Brain moles hunger for psionic energy. They hide in loose dirt and detritus on forest floors, watching for the approach of psionic creatures with their detect psionics power. When a suitable target comes in range, the brain moles then attack with their power leech ability. The moles remain hidden as long as possible. If threatened, they use aversion and mind thrust to discourage attackers, using their bite only as a last resort. Cascade Flu (Ex) Disease—bite; Fortitude DC 9, incubation period one day, damage psionic cascade (every time an afflicted character manifests a power, she must make a DC 16 Concentration check; on a failed check, a psionic cascade is triggered [see Psionic Maladies]). The save DC is Constitution-based. Psi-Like Abilities At will—detect psionics, power leech (ML 5th, DC 14); 3/day—aversion (DC 12), mind thrust (DC 11). Manifester level 1st. The save DCs are Charisma-based. Hide Mind (Su) A brain mole cannot be identified as psionic by divination spells or clairsentience powers. Power Conversion (Su) When a brain mole drains a power point by means of its power leech power, it immediately heals 1 hit point. If it is already at full normal hit points, it instead gains psionic sustenance sufficient to supply its need for nourishment for 24 hours. Smite Good (Su) Once per day a fiendish brain mole can make a normal melee attack to deal 1 points of extra damage against a good foe. Skills Brain moles have a +4 racial bonus on Hide and Move Silently checks and a -2 racial penalty on Spot checks. Fiendish Dromite 1st-Level Warrior Size/Type: Small Monstrous Humanoid (Extraplanar, Psionic) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 18 (+1 size, +3 natural armor, +3 studded leather, +1 light shield), touch 11, flat-footed 18 Base Attack/Grapple: +1/-3 Attack: Longsword +3 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) Full Attack: Longsword +3 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities, smite good Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 6, scent Saves: Fort +3, Ref +0, Will -2 Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 7, Cha 10 Skills: Climb +2, Spot +4 Feats: Weapon Focus (longsword), Blind-FightB Environment: Underground Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rdlevel sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 giant beetles, and 2-5 riding giant beetles) Challenge Rating: ½ Treasure: Standard Alignment: always evil (any) Advancement: By character class Level Adjustment: +3 Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness. Dromites speak Common. Most dromites encountered outside their homes are warriors; the information in the statistics block is for a warrior of 1st level. Combat Psi-Like Abilities 1/day: energy ray (fire, 1d6+1). Manifester level 1st. The save DC is Charisma-based. (Other dromites may manifest electricity, cold, or sonic energy rays instead; the energy ray always matches the type of energy the dromite is resistant to.) Smite Good (Su) Once per day a fiendish dromite can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. The dromite warrior presented here had the following ability scores before racial adjustments Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. DROMITES AS CHARACTERS Dromite characters possess the following racial traits. +2 Charisma, -2 Strength, -2 Wisdom. Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ of those of Medium characters. Dromite base land speed is 20 feet. +3 natural armor bonus. Naturally Psionic: Dromites gain 1 bonus power point at 1st level. Special Attacks (see above): Psi-like abilities, smite good. Special Qualities (see above): Resistance to fire 5 (other dromites may have resistance to cold, electricity, or sonics instead of fire), spell resistance, scent. Racial Skills: Dromites have a +2 racial bonus on Spot checks due to their compound eyes. Racial Feats: Dromites gain Blind-Fight as a bonus feat. Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran. Favored Class: Wilder. Level Adjustment: +3. |
| RLRapp02-11-07, 08:52 PM | Fiendish Elan 1st-Level Warrior Size/Type: Medium Aberration (Extraplanar, Psionic) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 14 (+3 studded leather, +1 light shield), touch 10, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Warhammer +3 melee (1d8+1/×3) or longbow +1 ranged (1d8/×3) Full Attack: Warhammer +3 melee (1d8+1/×3) or longbow +1 ranged (1d8/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., repletion, resilience, resistance, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +3, Ref +0, Will -1 Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 6 Skills: Climb +3, Jump +3 Feats: Weapon Focus (warhammer) Environment: Any Organization: Congregate (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: ½ Treasure: Standard Alignment: always evil (any) Advancement: By character class Level Adjustment: +2 Elans typically stand just under 6 feet tall and weigh in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always. Elans speak Common. Most elans are psions or psychic warriors. Combat Repletion (Su) By expending 1 power point, an elan does not need to eat or drink for 24 hours. Resilience (Su) As an immediate action, an elan can reduce the damage he is about to take by 2 points for every 1 power point spent. Resistance (Su) As an immediate action, an elan can spent 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next turn. Smite Good (Su) Once per day a fiendish elan can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. The elan warrior presented here had the following ability scores before racial adjustments Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Elans As Characters Elan characters possess the following racial traits. -2 Charisma. Medium size. Elan base land speed is 30 feet. No darkvision. Naturally Psionic: Elans gain 2 bonus power point at 1st level. Special Qualities (see above): Repletion, resilience, resistance. Automatic Languages: Common. Favored Class: Psion. Level Adjustment: +2. Fiendish Folugub Size/Type: Medium-Size Aberration (Extraplanar) Hit Dice: 4d8+12 (30 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 Base Attack/Grapple: +3/+3 Attack: Tongue +6 melee touch (liquefy crystal) Full Attack: Tongue +6 melee touch (liquefy crystal) and bite +1 melee (2d4) Space/Reach: 5 ft./5 ft. Special Attacks: Liquefy crystal, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 5 and fire 5, spell resistance 9, scent Saves: Fort +4, Ref +4, Will +5 Abilities: Str 10, Dex 17, Con 17, Int 3, Wis 13, Cha 11 Skills: Listen +6, Move Silently +4, Spot +6 Feats: Alertness, Weapon Finesse Environment: Underground Organization: Solitary or pair Challenge Rating: 3 Treasure: None Alignment: Always neutral evil Advancement: 5-6 HD (Medium); 7-14 HD (Large) Level Adjustment: — A folugub can scent a crystal object up to 90 feet away, and once it has the scent, little deters it from its goal. It usually ceases attacking to devour a freshly liquefied crystal. The creature targets the largest crystal object available. A fiendish folugub’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Liquefy Crystal (Ex) A folugub that makes a successful touch attack with its tongue causes the target crystal to change phase, turning immediately from solid to liquid and becoming worthless. The touch can destroy up to a 5-foot cube of crystal instantly. Magic or psionic items made of crystal (including crystalline armor and weapons) must succeed on a DC 19 Reflex save or be liquefied. The save DC is Constitution-based and includes a +4 racial modifier. A crystalline weapon that deals damage to a folugub becomes liquefied immediately. Smite Good (Su) Once per day a fiendish folugub can make a normal melee attack to deal 4 points of extra damage against a good foe. Fiendish Grey Glutton Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 9d10+36 (85 hp) Initiative: -1 Speed: 40 ft. (8 squares) Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20 Base Attack/Grapple: +9/+25 Attack: Bite +15 melee (2d8+8) Full Attack: Bite +15 melee (2d8+8) and 2 claws +10 melee (2d6+4) Space/Reach: 15 ft./10 ft. Special Attacks: Null psionic exhalation, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, power resistance 20, resistance to cold 10 and fire 10, scent Saves: Fort +10, Ref +5, Will +7 Abilities: Str 27, Dex 9, Con 19, Int 3, Wis 15, Cha 20 Skills: Jump +14, Listen +7, Spot +3 Feats: Closed Mind, Hostile Mind, Iron Will, Psionic Hole, TrackB Environment: Underground Organization: Solitary, pair, or cluster (3-5) Challenge Rating: 9 Treasure: None Alignment: Always neutral evil Advancement: 10-20 HD (Huge); 21-27 HD (Gargantuan) Level Adjustment: — A gray glutton attacks anything psionic, or anything that stands in its way of tracking down new psionic prey. Of course, a gray glutton has to eat—and eat a lot to feed its bulk—so when not on the scent it will attack any living creature. It always breaks off attacks against nonpsionic foes if psionic prey is an option. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). No challenge seems too extreme to it, even if that means bulling into the center of a powerful party of manifesters. A fiendish grey glutton’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Null Psionic Exhalation (Su) As a free action, a gray glutton can breathe forth a cloud of pale blue translucent gas into an adjacent 10-foot cube. The gas is psionically poisonous; the initial damage is 1d4 power points, and the secondary damage is 3d4 power points (Fortitude DC 18 negates). Affected psionic characters and creatures subtract the lost power points from their reserves. The save DC is Constitution-based. Once a gray glutton has used its exhalation, it must wait 4 rounds before it can exhale again. Smite Good (Su) Once per day a fiendish grey glutton can make a normal melee attack to deal 9 points of extra damage against a good foe. |
| RLRapp02-12-07, 08:41 PM | Fiendish Intellect Devourer Size/Type: Small Aberration (Evil, Extraplanar, Psionic) Hit Dice: 6d8+15 (42 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16 Base Attack/Grapple: +4/+1 Attack: Claw +6 melee (1d3+1) Full Attack: 4 claws +6 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Body thief, psi-like abilities, smite good Special Qualities: Blindsight 60 ft., damage reduction 10/adamantine & 5/magic, darkvision 60 ft., immunity to fire, power resistance 23, resistance to cold 5 and electricity 15, vulnerability to protection from evil Saves: Fort +4, Ref +7, Will +6 Abilities: Str 13, Dex 21, Con 15, Int 12, Wis 12, Cha 14 Skills: Bluff +15, Concentration +11 (+15 when manifesting defensively), Hide +14, Listen +14, Move Silently +16 Feats: Combat Manifestation, Toughness, Up the Walls, Wild TalentB Environment: Underground Organization: Solitary or pod (2-4) Challenge Rating: 8 Treasure: ½ coins; double goods; standard items Alignment: Always chaotic evil Advancement: 7-8 HD (Small); 9-15 HD (Medium); 16-18 HD (Large) Level Adjustment: +6 Intellect devourers understand Common but must be in possession of a body to speak. An intellect devourer in possession of a body also knows the languages known by that victim. A fiendish intellect devourer’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Body Thief (Su) When an intellect devourer overcomes a lone victim, it consumes the victim’s brain and enters the skull. As a full-round action that provokes attacks of opportunity, the devourer can merge its form with that of a helpless or dead creature of Small size or larger. The devourer cannot merge its body with that of a creature immune to extra damage from critical hits. When an intellect devourer completes its merging, it psionically consumes the brain of the victim (which kills it if it is not already dead). The devourer can exit the body at any time as a standard action, bursting the victim’s skull and resuming its normal form. After consuming its victim’s brain, an intellect devourer can instead choose to animate the body for up to seven days as if it were the victim’s original brain. The devourer retains its hit points, saving throws, and mental ability scores, as well as its psi-like abilities. It assumes the physical qualities and ability scores of the victim, as if it had used polymorph to assume the victim’s form. As long as the intellect devourer occupies the body, it knows the languages spoken by the victim and very basic information about the victim’s identity and personality, but none of the victim’s specific memories or knowledge. Psi-Like Abilities At will—cloud mind, compression, detect psionics, ego whip (2d4, DC 16*), empty mind (+5 on Will saves*), id insinuation (three targets, DC 16*); 3/day—body adjustment (2d12*), intellect fortress, painful strike. Manifester level 7th. The save DCs are Charisma-based. *Includes augmentation for the intellect devourer’s manifester level. Smite Good (Su) Once per day a fiendish intellect devourer can make a normal melee attack to deal 6 points of extra damage against a good foe. Blindsight (Ex) An intellect devourer can use nonvisual means to ascertain all foes within 60 feet as a sighted creature would. Vulnerability to Protection from Evil (Ex) An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell. Skills Intellect devourers have a +8 racial bonus on Bluff checks, useful for passing off the possessed body as the original. They also have a +8 racial bonus on Move Silently checks and Listen checks. Fiendish Maenad 1st-Level Warrior Size/Type: Medium Humanoid (Extraplanar, Maenad, Psionic) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 14 (+3 studded leather, +1 light shield), touch 10, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Longsword +3 melee (1d8+1/19-20) or longbow +1 ranged (1d8/×3) Full Attack: Longsword +3 melee (1d8+1/19-20) or longbow +1 ranged (1d8/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities, smite good Special Qualities: Darkvision 60 ft., outburst, resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +3, Ref +0, Will -1 Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 Skills: Climb +3, Jump +3 Feats: Weapon Focus (longsword) Environment: Warm hills Organization: Party (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: ½ Treasure: Standard Alignment: always evil (any) Advancement: By character class Level Adjustment: +2 Maenads typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible. Maenads speak their own language and Common. Combat Psi-Like Abilities 1/day—energy ray. A maenad can deal only sonic damage with this ability. Manifester level equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. Outburst (Ex) Once per day for up to 4 rounds a maenad can subjugate his mentality. He takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength. Smite Good (Su) Once per day a fiendish maenad can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. Maenads As Characters Maenad characters possess the following racial traits. Medium size. Maenad base land speed is 30 feet. Naturally Psionic: Maenads gain 2 bonus power points at 1st level. Special Attacks (see above): Psi-like abilities, smite good. Special Qualities (see above): Outburst, energy resistance, spell resistance. Automatic Languages: Common, Maenad. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Goblin. Favored Class: Wilder. Level Adjustment: +2. Fiendish Neothelid Size/Type: Gargantuan Aberration (Extraplanar, Psionic) Hit Dice: 25d8+200 (312 hp) Initiative: +2 Speed: 20 ft. (4 squares) Armor Class: 28 (-4 size, -2 Dex, +24 natural), touch 4, flat-footed 28 Base Attack/Grapple: +18/+40 Attack: Tentacle rake +24 melee (2d6+10/19-20) Full Attack: 4 tentacle rakes +24 melee (2d6+10/19-20) Space/Reach: 30 ft./30 ft. Special Attacks: Breath weapon, improved grab, psi-like abilities, smite good, swallow whole Special Qualities: Blindsight 100 ft., darkvision 60 ft., damage reduction 10/magic and 5/-, power resistance 25, resistance to cold 10 and fire 10 Saves: Fort +16, Ref +6, Will +16 Abilities: Str 30, Dex 7, Con 27, Int 16, Wis 15, Cha 20 Skills: Climb +38, Knowledge (psionics) +31, Listen +30, Psicraft +31, Spot +30 Feats: Cleave, Improved Critical (tentacle rake), Improved Initiative, Power Attack, Psionic Endowment, Psionic Fist, Psionic Meditation, Speed of Thought, Wild Talent Environment: Underground Organization: Solitary Challenge Rating: 17 Treasure: Standard Alignment: Always lawful evil Advancement: 26-45 HD (Colossal) Level Adjustment: — A mature neothelid is a gigantic worm scores of feet long and weighing tens of thousands of pounds. Although they understand Undercommon, they rarely communicate in a meaningful way. A fiendish neothelid’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Breath Weapon (Su) Cone of acid 50 feet long, once every 1d4 rounds; damage 14d10 acid, Reflex half DC 30. Improved Grab (Ex) To use this ability, a neothelid must hit a creature with two tentacles during the same attack. If it gets a hold, it automatically deals tentacle damage and can attempt to swallow the foe. Psi-Like Abilities At will—body equilibrium, psionic charm (all targets, duration 15 days, DC 21*), clairvoyant sense, psionic levitate, read thoughts (DC 17*), psionic suggestion (seven targets, DC 17*), telekinetic force (500 lb., DC 18*), telekinetic maneuver (+4 bonus, DC 19*), telekinetic thrust (500 lb., DC 18*), psionic teleport, trace teleport, truevenom (DC 19); 3/day—mind thrust (15d10, DC 23*), psychic thrust (6d6, DC 16**). Manifester level 15th. The save DCs are Charisma-based. *Includes augmentation for the neothelid’s manifester level. **Includes the inherent +4 save adjustment described in the power. Smite Good (Su) Once per day a fiendish neothelid can make a normal melee attack to deal 20 points of extra damage against a good foe. Swallow Whole (Ex) A neothelid can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+15 points of crushing damage plus 2d6 points of acid damage per round from stomach secretions. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the stomach (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A neothelid’s interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Blindsight (Ex) A neothelid can use nonvisual means to ascertain all foes within 100 feet as a sighted creature would. |
| RLRapp02-13-07, 07:19 PM | Fiendish Phthisic Size/Type: Large Monstrous Humanoid (Extraplanar, Psionic) Hit Dice: 6d8+30 (57 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +6/+16 Attack: Claw +11 melee (1d6+6) Full Attack: 2 claws +11 melee (1d6+6) and bite +6 melee (1d6+3 plus mind feed) Space/Reach: 10 ft./10 ft. Special Attacks: Mind feed, psi-like abilities, smite good Special Qualities: Damage reduction 10/magic, darkvision 60 ft., regeneration 5, resistance to cold 10 and fire 5, spell resistance 11, scent Saves: Fort +9, Ref +6, Will +8 Abilities: Str 23, Dex 12, Con 21, Int 10, Wis 16, Cha 16 Skills: Listen +11, Move Silently +7, Spot +11 Feats: Alertness, Great Fortitude, Improved Initiative Environment: Any Organization: Solitary or gang (2-4) Challenge Rating: 7 Treasure: Standard Alignment: Always chaotic evil Advancement: 7-12 HD (Large); 13-18 HD (Huge) Level Adjustment: — A phthisic stands 10 feet tall and weighs 600 pounds. It vaguely resembles the person whose mind the phthisic escaped from, but is severely distorted (someone who knows the individual from whom the phthisic sprung can make a DC 25 Spot check to note the resemblance). A fiendish phthisic’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. A phthisic speaks the primary language of the mind that birthed it, usually Common. Combat Mind Feed (Ex) A phthisic that hits with its bite attack deals 1d4 points of Intelligence damage. If this effect reduces the opponent’s Intelligence score to 0, the ability damage becomes ability drain. Psi-Like Abilities 3/day—brain lock (affects animals, fey, giants, humanoids, magical beasts, and monstrous humanoids, DC 15*), dimension slide, ego whip (1d4, DC 15*), mental barrier, mind thrust (ML 4th, 4d10, DC 15*), skate; 1/day—body adjustment (heal 1d12*), catapsi (DC 18). Manifester level 6th. The save DCs are Charisma-based. *Includes augmentation for the phthisic’s manifester level. Regeneration (Ex) Fire and acid deal normal damage to a phthisic. Smite Good (Su) Once per day a fiendish phthisic can make a normal melee attack to deal 6 points of extra damage against a good foe. Fiendish Puppeteer Size/Type: Fine Magical Beast (Extraplanar, Psionic) Hit Dice: ¼ d10 (1 hp) Initiative: +2 Speed: 5 ft. (1 square) Armor Class: 20 (+8 size, +2 Dex), touch 20, flat-footed 18 Base Attack/Grapple: +1/-20 Attack: Bite +4 melee (1d2-5) Full Attack: Bite +4 melee (1d2-5) Space/Reach: ½ ft./0 ft. Special Attacks: Enthrall, psi-like abilities, smite good Special Qualities: Blindsight 60 ft., host protection, resistance to cold 5 and fire 5, spell resistance 6, telepathy 20 ft. Saves: Fort +2, Ref +4, Will +5 Abilities: Str 1, Dex 15, Con 11, Int 14, Wis 16, Cha 14 Skills: Hide +22, Listen +7, Sense Motive +7, Spot +7 Feats: Iron Will Environment: Underground Organization: Solitary or pack (2-8) Challenge Rating: 1 Treasure: None Alignment: always lawful evil Advancement: — Level Adjustment: — Puppeteers do not speak, though they can speak indirectly using a host body’s vocal cords, in whatever language the host knows (usually Common). Combat Puppeteers use their psionic powers in conjunction with their enthrall ability to gain control over potential hosts. Once it is in control, a puppeteer almost exclusively relies on the host’s mental and physical abilities, although it can use its own powers to enhance their effectiveness in a particularly dangerous situation. Enthrall (Ex) If a puppeteer is in physical contact with a person it has charmed (the puppeteer establishes a physical hold by means of slender infiltrating tendrils), the subject acts as if dominated. (Puppeteers often seek to charm victims first and then “ask” to be picked up.) So long as the puppeteer remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken. Psi-Like Abilities 3/day— detect psionics, mental barrier, psionic charm (DC 13). Manifester level 1st. The save DCs are Charisma-based. Smite Good (Su) Once per day a fiendish puppeteer can make a normal melee attack to deal 1 point of extra damage against a good foe. Blindsight (Ex) A puppeteer can ascertain creatures by nonvisual means within 60 feet. Hide Mind (Su) A puppeteer cannot be identified as psionic by divination spells or clairsentience powers. Host Protection (Ex) A puppeteer in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the puppeteer is specifically targeted. A puppeteer that is attached to its host is treated as a creature in a grapple for the purpose of striking at the puppeteer instead of the host (but the host is not considered grappled in turn). Telepathy (Su) A puppeteer can communicate telepathically with any creature within 20 feet that has a language. Fiendish Flesh Harrower Puppeteer Size/Type: Small Magical Beast (Extraplanar, Psionic) Hit Dice: 3d10+15 (31 hp) Initiative: +3 Speed: 20 ft. (4 squares) Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +3/+1 Attack: Bite +6 melee (1d6+2) Full Attack: Bite +6 melee (1d6+2) and 2 tail blades +1 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities, smite good Special Qualities: Blindsight 60 ft., resistance to cold 5 and fire 5, spell resistance 8, telepathy 20 ft. Saves: Fort +8, Ref +6, Will +4 Abilities: Str 14, Dex 17, Con 21, Int 11, Wis 12, Cha 12 Skills: Hide +10, Move Silently +6, Listen +6, Spot +6 Feats: Alertness, Iron Will Environment: Underground Organization: Solitary or cluster (2-5) Challenge Rating: 2 Treasure: None None Alignment: always lawful evil Advancement: 4-6 HD (Small); 7-9 HD (Medium) Level Adjustment: — Puppeteers do not speak, though they can speak indirectly using a host body’s vocal cords, in whatever language the host knows (usually Common). Combat Puppeteers use their psionic powers in conjunction with their enthrall ability to gain control over potential hosts. Once it is in control, a puppeteer almost exclusively relies on the host’s mental and physical abilities, although it can use its own powers to enhance their effectiveness in a particularly dangerous situation. Blindsight (Ex) A puppeteer can ascertain creatures by nonvisual means within 60 feet. Telepathy (Su) A puppeteer can communicate telepathically with any creature within 20 feet that has a language. Smite Good (Su) Once per day a fiendish flesh harrower puppeteer can make a normal melee attack to deal 3 points of extra damage against a good foe. Psi-Like Abilities 3/day—concealing amorpha, hustle, mental barrier; 1/day—vigor (+15 hp*). Manifester level 3rd. *Includes augmentation for the flesh harrower’s manifester level. |
| RLRapp02-14-07, 07:57 PM | Fiendish Temporal Filcher Size/Type: Large Aberration (Extraplanar, Psionic) Hit Dice: 8d8+16 (52 hp) Initiative: +7 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +6/+11 Attack: Claw +6 melee (1d6+1) Full Attack: 4 claws +6 melee (1d6+1) and bite +1 melee (1d8) and horn +1 melee (1d4) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, psi-like abilities, smite good, time filch Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to cold 10 and fire 10, spell resistance 13 Saves: Fort +4, Ref +5, Will +7 Abilities: Str 13, Dex 17, Con 14, Int 7, Wis 12, Cha 14 Skills: Listen +7, Spot +7, Tumble +6 Feats: Alertness, Dodge, Improved Initiative Environment: Any Organization: Solitary Challenge Rating: 4 Treasure: Standard Alignment: always evil (any) Advancement: 9-15 HD (Large) Level Adjustment: — Temporal filchers do not speak. A fiendish temporal filcher’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Improved Grab (Ex) To use this ability, a temporal filcher must hit a creature of Large size or smaller with two claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and uses its time filch ability. Psi-Like Abilities At will—chameleon, distract (DC 13), psionic dimension door, psionic levitate, wall walker; 3/ day—mental barrier. Manifester level 8th. The save DC is Charisma-based. Time Filch (Su) If a temporal filcher successfully grapples a Large or smaller creature, it latches onto the opponent’s body and shifts 7 minutes forward in time as a free action. Observers (if any) see the temporal filcher and its prey disappear in a shimmer, then reappear 7 minutes later in exactly the orientation and condition they left. For the filcher and its prey, no time passes at all. The victim must succeed on a Will save (DC 16) or be dazed for 1 round from temporal disorientation. The ability is otherwise identical to time hop manifested by an 8th-level manifester. Smite Good (Su) Once per day a fiendish time filcher can make a normal melee attack to deal 8 points of extra damage against a good foe. Fiendish Thought Eater Size/Type: Small Aberration (Extraplanar, Psionic) Hit Dice: 3d8 (13 hp) Initiative: +8 Speed: 40 ft. (8 squares) Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13 Base Attack/Grapple: +2/-1 Attack: +4 melee touch (eat thoughts) Full Attack: +4 melee touch (eat thoughts) Space/Reach: 5 ft./5 ft. Special Attacks: Eat thoughts, psi-like abilities, smite good Special Qualities: Darkvision 60 ft., ethereal jaunt, resistance to cold 5 and fire 5, spell resistance 8 Saves: Fort +1, Ref +5, Will +4 Abilities: Str 12, Dex 18, Con 11, Int 7, Wis 12, Cha 14 Skills: Hide +10, Listen +5, Spot +5 Feats: Alertness, Improved Initiative Environment: Ethereal Plane Organization: Solitary or group (1-3) Challenge Rating: 2 Treasure: None Alignment: always evil (any) Advancement: 4-6 HD (Small) Level Adjustment: — Thought eaters do not speak. Combat A thought eater can spend a maximum of 10 continuous rounds on the Material Plane before its wispy flesh finally dissipates and it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than continuing the fight. Eat Thoughts (Su) A thought eater can drain psionic power points with a successful melee touch attack. Each touch drains 6 power points from the opponent (or fewer, if the opponent has fewer than 6 points remaining). Against a nonpsionic creature or a psionic creature that currently has no power points, this touch attack instead deals 1 point of Intelligence damage, which provides nourishment equivalent to 6 power points. A thought eater requires 12 power points per day to survive but will gorge itself on weak prey. Psi-Like Abilities At will—detect psionics, distract (DC 13), precognition, psionic daze (DC 13*); 3/day—thought shield. Manifester level 3rd. The save DCs are Charisma-based. *Includes augmentation for the thought eater’s manifester level. Smite Good (Su) Once per day a fiendish thought eater can make a normal melee attack to deal 3 points of extra damage against a good foe. Ethereal Jaunt (Su) A thought eater can shift from the Ethereal Plane to the Material Plane as part of any move action, and then shift back again as a free action. The ability is otherwise identical to the psionic ethereal jaunt power. Fiendish Thought Slayer Size/Type: Huge Aberration (Extraplanar, Psionic) Hit Dice: 14d8+70 (133 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22 Base Attack/Grapple: +10/+26 Attack: Bite +17 melee (3d6+12) Full Attack: Bite +17 melee (3d6+12) Space/Reach: 15 ft./15 ft. Special Attacks: Mind-consuming gaze, psi-like abilities, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/magic, ethereal jaunt, power resistance 21, resistance to cold 10 and fire 10 Saves: Fort +11, Ref +5, Will +10 Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 15 Skills: Climb +12, Jump +20, Listen +7, Spot +8 Feats: Alertness, Cleave, Great Fortitude, Power Attack, Weapon Focus (bite) Environment: Ethereal Plane Organization: Solitary or pack (2-4) Challenge Rating: 15 Treasure: Standard Alignment: Always chaotic evil Advancement: 15-28 HD (Huge) Level Adjustment: — Thought slayers do not speak. Combat A thought slayer can spend a maximum of 10 continuous minutes on the Material Plane before its wispy flesh finally dissipates and it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than continuing the fight. A fiendish thought slayer’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Mind-Consuming Gaze (Su) Instantly kill (by draining the mind away), range 30 feet, Fortitude DC 19 negates. The save DC is Charisma-based. This is considered a mind-affecting death effect. If a thought slayer’s gaze is met indirectly (such as through a mirror or a reflection in water), the opponent does not die on a failed save but instead is dazed for 14 rounds. This otherwise is a gaze effect. The gaze cannot affect creatures on the Material Plane while the thought slayer remains ethereal, but it can affect ethereal creatures while the thought slayer is on the Material Plane. Psi-Like Abilities At will—brain lock (any nonmindless, DC 14*), chameleon, detect psionics, distract (DC 13); 3/day—body adjustment (5d12*), mental barrier (+6 AC, 2 rounds*), mind trap (10 rounds*), precognition, wall walker; 1/day—escape detection. Manifester level 14th. The save DCs are Charisma-based. *Includes augmentation for the thought slayer’s manifester level. Smite Good (Su) Once per day a fiendish thought slayer can make a normal melee attack to deal 14 points of extra damage against a good foe. Ethereal Jaunt (Su) A thought slayer can shift from the Ethereal Plane to the Material Plane as part of any move action, and then shift back again as a free action. The ability is otherwise identical to the psionic ethereal jaunt power. |
| RLRapp02-15-07, 07:26 PM | Fiendish Udoroot Size/Type: Huge Plant (Extraplanar, Psionic) Hit Dice: 6d8+18 (45 hp) Initiative: +0 Speed: 0 ft. Armor Class: 11 (-2 size, -5 Dex, +8 natural), touch 3, flat-footed 11 Base Attack/Grapple: +4/— Attack: — Full Attack: — Space/Reach: 15 ft./0 ft. Special Attacks: Double manifest, psi-like abilities Special Qualities: Blindsight 60 ft., darkvision 60 ft., damage reduction 5/magic, immunity to electricity, plant traits, resistance to cold 10 and fire 10, spell resistance 11 Saves: Fort +8, Ref +4, Will +5 Abilities: Str Ø, Dex Ø, Con 16, Int 4, Wis 13, Cha 14 Skills: Listen +10 Feats: Iron Will, Lightning Reflexes Environment: Temperate forest Organization: Solitary or patch (2-4) Challenge Rating: 6 Treasure: 1/5 coins; 50% goods; 50% items Alignment: Always neutral evil Advancement: 7-16 HD (Huge); 17-18 HD (Gargantuan) Level Adjustment: — Combat An udoroot can be killed only if its root is dug up or exposed, then burned, hacked apart, or otherwise destroyed. Severing or destroying all six crowns puts the plant out of commission, allowing excavation of the helpless root. The crowns are Medium objects with a hardness of 5 and 7 hit points. To sever a crown, an opponent must use the sunder action. The crowns can also be affected by spells or effects that affect an area or targeted by spells that affect an individual target. An udoroot takes no damage from having a crown severed or destroyed. A severed crown dies and can no longer be used to attack, but the udoroot takes no other penalties. As long as the root system remains intact, the crown regrows in about a month. Double Manifest (Ex) An udoroot senses its surroundings and manifests its psi-like abilities through its crowns. It can manifest two psi-like abilities per round, as long as it has at least two crowns remaining. Psi-Like Abilities At will—energy stun (electricity, 2d6, DC 15*), false sensory input (DC 15), id insinuation (two targets, DC 15*), mind thrust (ML 4th, 4d10, DC 14*), telekinetic force (275 lb., DC 15*), thought shield (power resistance 16*); 3/day—astral construct (3rd level*), body adjustment, mental barrier. Manifester level 6th. The save DCs are Charisma-based. An udoroot can use its body adjustment power to repair damage to one of its crowns, as long as the crown has not been severed or destroyed. *Includes augmentation for the udoroot’s manifester level. Blindsight (Ex) An udoroot can ascertain all foes by nonvisual means within 60 feet. If its crowns are destroyed, it can no longer perceive its surroundings. Plant Traits An udoroot is immune to poison, sleep, paralysis, stunning, polymorphing, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to critical hits. Fiendish Xeph 1st-Level Warrior Size/Type: Medium Humanoid (Extraplanar, Psionic, Xeph) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 Base Attack/Grapple: +1/+1 Attack: Rapier +2 melee (1d6/18-20) or longbow +2 ranged (1d8/×3) Full Attack: Rapier +2 melee (1d6/18-20) or longbow +2 ranged (1d8/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite good Special Qualities: Burst, darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 6 Saves: Fort +3, Ref +1, Will -1 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Skills: Climb +2, Jump +2 Feats: Weapon Finesse Environment: Warm forest Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: ½ Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +2 Xephs speak their own language and Common. Combat Burst (Su) Three times per day, a xeph can increase his or her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds. Smite Good (Su) Once per day a fiendish xeph can make a normal melee attack to deal points of extra damage equal to his HD against an good foe. The xeph warrior presented here had the following ability scores before racial adjustments Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Xephs As Characters Xeph characters possess the following racial traits. * -2 Strength, +2 Dexterity. * Medium size. * Xeph base land speed is 30 feet. * Darkvision out to 60 feet. * Naturally Psionic: Xephs gain 1 bonus power point at 1st level. * +1 racial bonus on saving throws against powers, spells, and spell-like effects. * Special Qualities (see above): Burst. * Racial Feats: A xeph character gains feats according to his or her character class. * Automatic Languages: Xeph, Common. * Favored Class: Soulknife. * Level Adjustment: +2. |
| RLRapp02-16-07, 04:42 PM | And here are the Epic Monsters. I am not going to include all monsters that the template could be applied to, only those that would benefit significantly. Fiendish Devastation Centipede Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 128d8+1,152 (1,728 hp) Initiative: +13 (Dex) Speed: 80 ft. Armor Class: 55 (-8 size, +13 Dex, +40 natural) Base Attack/Grapple: +96/+128 Attack: Bite +99 melee (20d10+16 plus poison) Full Attack: Bite +99 melee (20d10+16 plus poison) Space/Reach: 50 ft./40 ft. Special Attacks: Poison, smite good Special Qualities: Darkvision 300 ft., resistance to cold 10 and fire 10, SR 50, DR 10/- Saves: Fort +75, Ref +55, Will +42 Abilities: Str 33, Dex 37, Con 29, Int 3, Wis 10, Cha 2 Skills: Climb +19, Hide +1, Jump +31, Spot +8 Environment: Any land Organization: Solitary or cluster (2-5) Challenge Rating: 41 Treasure: None Alignment: Always neutral evil Advancement: None A fiendish devastation centipede’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) Bite, Fort save (DC 83); initial and secondary damage 2d12 temporary Dex. Smite Good (Su) Once per day a fiendish devastion centipede can make a normal melee attack to deal 20 points of extra damage against a good foe. Skills Devastation centipedes receive a +8 racial bonus on Climb, Hide, and Spot checks. Fiendish Devastation Spider Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 128d8+1,280 (1,856 hp) Initiative: +14 (Dex) Speed: 60 ft., climb 40 ft. (80 ft., climb 40 ft.) Armor Class: 58 (-8 size, +14 Dex, +42 natural) Base Attack/Grapple: +96/+125 Attack: Bite +101 melee (18d10+19 plus poison) Full Attack: Bite +101 melee (18d10+19 plus poison) Space/Reach: 50 ft./40 ft. Special Attacks: Poison Special Qualities: Darkvision 300 ft., resistance to cold 10 and fire 10, SR 50, DR 10/- Saves: Fort +76, Ref +56, Will +42 Abilities: Str 37, Dex 39, Con 30, Int 3, Wis 10, Cha 2 Skills: Climb +21, Hide +2 (-2), Jump +25 (+39), Move Silently +14, Spot +8 (+12) Environment: Any land Organization: Solitary or cluster (2-5) Challenge Rating: 43 Treasure: None Alignment: Always neutral evil Advancement: None A fiendish devastation spider’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) Bite, Fort save (DC 84); initial and secondary damage 2d12 temporary Con. Smite Good (Su) Once per day a fiendish devastation spider can make a normal melee attack to deal 20 points of extra damage against a good foe. Web (Ex) A single web strand is strong enough to support the spider and one creature of Gargantuan size. Web-spinning devastation spiders can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 150 feet, with a range increment of 30 feet, and is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 38) or burst it with a Strength check (DC 44). Both are standard actions. Web-spinning spiders often create sheets of sticky webbing about 1,000 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 24 hit points, and sheet webs have damage reduction 20/-. A devastation spider can move across its own sheet web at its climb speed and can determine the exact location of any creature caught in the web. Skills Web-spinning devastation spiders receive a +4 racial bonus on Hide and Spot checks. Hunting spiders receive a +6 racial bonus on Jump checks and a +8 racial bonus on Spot checks (using the modifiers given in parentheses). *All devastation spiders gain a +8 competence bonus on Hide and Move Silently checks when using their webs. Fiendish Devastation Scorpion Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 128d8+1,408 (1,984 hp) Initiative: +12 (Dex) Speed: 100 ft Armor Class: 60 (-8 size, +12 Dex, +46 natural) Base Attack/Grapple: +96/+126 Attack: Claw +102 melee (10d10+14) Full Attack: 2 claws +102 melee (10d10+14), sting +97 melee (8d10+7 plus poison) Space/Reach: 50 ft./40 ft. Special Attacks: Improved grab, squeeze, poison, smite good Special Qualities: Darkvision 300 ft., resistance to cold 10 and fire 10, SR 50, DR 15/- Saves: Fort +77, Ref +54, Will +42 Abilities: Str 38, Dex 35, Con 32, Int 3, Wis 10, Cha 2 Skills: Climb +22, Hide +4, Jump +42, Spot +8 Environment: Any land Organization: Solitary or cluster (2-5) Challenge Rating: 44 Treasure: None Alignment: Always neutral evil Advancement: None A fiendish devastation scorpion’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, the devastation scorpion must hit with its claw attack. If it gets a hold, it hangs on and squeezes. Squeeze (Ex) A devastation scorpion that gets a hold on a Gargantuan or smaller opponent automatically deals damage with both claws and its sting. Poison (Ex) Sting, Fort save (DC 85); initial and secondary damage 2d12 temporary Str. Smite Good (Su) Once per day a fiendish devastation scorpion can make a normal melee attack to deal 20 points of extra damage against a good foe. Skills Devastation scorpions receive a +8 racial bonus on Climb, Hide, and Spot checks. |
| RLRapp02-24-07, 06:13 PM | Fiendish Devastation Beetle Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 128d8+2,304 (2,880 hp) Initiative: +10 (Dex) Speed: 70 ft. Armor Class: 72 (-8 size, +10 Dex, +60 natural) Base Attack/Grapple: +96/+128 Attack: Bite +104 melee Full Attack: Bite +104 melee (25d10+24) Space/Reach: 50 ft./40 ft. Special Attacks: Trample 30d10+24, acid cloud, smite good Special Qualities: Darkvision 300 ft., resistance to cold 10 and fire 10, SR 60, DR 20/- Saves: Fort +84, Ref +52, Will +42 Abilities: Str 42, Dex 31, Con 46, Int 3, Wis 10, Cha 9 Skills: Jump +28, Listen +0, Spot +0 Environment: Any land Organization: Solitary or cluster (2-5) Challenge Rating: 52 Treasure: None Alignment: Always neutral evil Advancement: None A fiendish devastation beetle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Trample (Ex) A devastation beetle can trample Gargantuan and smaller creatures for 30d10+24 points of damage. Opponents who do not make attacks of opportunity against the devastation beetle can attempt a Reflex save (DC 90) to halve the damage. Acid Cloud (Ex) A devastation beetle exudes a constant vapor that radiates outward in every direction for 60 feet. This vapor deals 6d6 points of acid damage each round to anyone caught in the cloud. Smite Good (Su) Once per day a fiendish devastion beetle can make a normal melee attack to deal 20 points of extra damage against a good foe. Fiendish Genius Loci Size/Type: Colossal Ooze (Extraplanar) Hit Dice: 70d10+1,400 (1785 hp) Initiative: -2 (Dex) Speed: 5 ft., burrow 5 ft. Armor Class: 0 (-2 Dex, -8 size) Base Attack/Grapple: +52/+88 Attack: Slam +64 melee (4d10+20) Full Attack: 10 slam +64 melee (4d10+20) Space/Reach: Varies (see text) Special Attacks: Enslave, improved grab, constrict 4d10+30, smite good Special Qualities: Blindsight 200 ft., darkvision 60 ft., damage reduction 10/magic, fast healing 50, ooze traits, resistance to cold 10 and fire 10, spell resistance 25 Saves: Fort +43, Ref +21, Will +30 Abilities: Str 50, Dex 6, Con 50, Int 3, Wis 24, Cha 26 Skills: Jump +5 Environment: Any Organization: Solitary Challenge Rating: 32 Treasure: Standard Alignment: always any evil Advancement: None A genius loci is difficult to spot, since it looks like any other section of landscape. A genius loci itself has minimal intelligence, but rather “emulates” the sentience of any creature it currently enslaves (see below), if any. Each genius loci has only a single enslaved creature at one time, though other creatures may also inhabit the surface of the genius loci. Any creature entering a genius loci who makes a successful Survival check (DC 31) realizes that something is amiss, though it is difficult to tell exactly what. Genius loci do not speak directly, though they may do so through their currently enslaved thrall. Combat A genius loci can directly attack any creature standing on its surface with animated parts of itself, delivering slam attacks. It also directs its enslaved thrall against those it attacks. If its slave is slain, it selects another of its foes as its next, newest slave. Once a genius loci animates a portion of itself to attack the boundaries of its form become clear, and the creature becomes open to attack (Survival checks to determine the extent of the genius loci are no longer necessary). The animated part of the genius loci has a reach of 15 feet. A fiendish genius loci’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Enslave (Su) A genius loci can use the epic spell enslave once per round as a free action until it successfully enslaves a foe (Will DC 53 to resist). The DC is Charisma-based. Once it has a slave, it cannot enslave another until its current slave dies, is imprisoned, or is otherwise incapacitated. A slave becomes free if its genius loci master is slain. A genius loci forces its slave to remain with it, though it may send its slave off to temporarily visit nearby locations in order to draw in unsuspecting victims. In fact, the “purposes” of the genius loci are to some degree influenced by the current slave. The genius loci has no Intelligence score of its own; thus, its emulation of its slave’s intelligence sometimes transfers attitudes and goals. However, a slave can only go so far in influencing its mobile master, and cannot knowingly attempt to free itself from the genius loci that keeps it close. Improved Grab (Ex) If the genius loci hits a Gargantuan or smaller creature with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The genius loci has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals slam attack damage, in addition to constriction damage. Constrict (Ex) A genius loci crushes its opponent, dealing 4d10+30 points of bludgeoning damage, after making a successful grapple check. Smite Good (Su) Once per day a fiendish genius loci can make a normal melee attack to deal 20 points of extra damage against a good foe. Ooze Traits An ooze is an amorphous or mutable creature. Oozes are immune to poison, sleep, paralysis, stunning, and polymorphing. They have no clear front or back and are therefore not subject to critical hits or flanking. Oozes are blind but have the blindsight special quality. They have no Intelligence scores and are therefore immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Fiendish Ha-Naga Size/Type: Colossal Aberration (Extraplanar) Hit Dice: 20d8+220 (310 hp) Initiative: +14 (Dex) Speed: 60 ft., fly 120 ft. (perfect) Armor Class: 40 (-8 size, +14 Dex, +24 natural armor) Base Attack/Grapple: +15/+39 Attack: Coil whip +21 melee (4d6+8) Full Attack: Coil whip +21 melee (4d6+8), sting +19 melee (2d8+4 plus poison), bite +13 melee (4d8+4) Space/Reach: 30 ft./ 20 ft. Special Attacks: Charming gaze, poison, improved grab, constrict 4d6+12, smite good Special Qualities: Darkvision 60 ft., Flight, SR 30, DR 5/epic & 10/magic, resistance to cold 10 and fire 10 Saves: Fort +17, Ref +22, Will +22 Abilities: Str 27, Dex 38, Con 32, Int 35, Wis 31, Cha 36 Skills: Appraise +35, Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21, Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33 Feats: Dodge, Flyby Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon Finesse Environment: Temperate and warm land or underground Organization: Solitary or nest (2-4) Challenge Rating: 24 Treasure: Standard Alignment: always chaotic evil Advancement: 21-40 HD (Colossal) A ha-naga’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Combat Flight (Su) As per the fly spell, 120 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks. Charming Gaze (Su) As mass charm monster, 90 ft., Will save (DC 33). The DC is Charisma-based. Chameleon Ability (Ex) Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks. Improved Grab (Ex) To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict. Constrict (Ex) A ha-naga deals 4d6+12 points of damage with a successful grapple attack against Huge or smaller opponents. Poison (Ex) Sting, Fort save (DC 31); initial and secondary damage 2d8 temporary Con. The DC is Constitution-based. Smite Good (Su) Once per day a fiendish ha-naga can make a normal melee attack to deal 20 points of extra damage against a good foe. Spells Ha-nagas can cast spells as 21st-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based. |
| RLRapp02-27-07, 12:11 AM | Fiendish Hoary Steed Size/Type: Large Magical Beast (Cold, Extraplanar) Hit Dice: 12d10+36 (102 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 40 ft., fly 90 ft. (good) Armor Class: 23 (-1 size, +4 Dex, +10 natural) Base Attack/Grapple: +12/+22 Attack: Hoof +17 melee (3d6+6) Full Attack: 2 hooves +17 melee (3d6+6), bite +15 melee (5d8+3) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., cold immunity, fire vulnerability, air walk, astral projection and etherealness, magic circle against good, misty breath, SR 20, DR 10/magic and 5/cold iron, immunities, resistance to fire 10 Saves: Fort +11, Ref +12, Will +5 Abilities: Str 22, Dex 18, Con 17, Int 6, Wis 13, Cha 14 Skills: Jump +10, Listen +8, Spot +13 Feats: Alertness, Endurance, Flyby Attack, Improved Initiative, Multiattack Environment: Any cold Organization: Solitary (with rider) Challenge Rating: 11 Treasure: None Alignment: Always neutral evil Advancement: 13-24 HD (Large); 25-36 HD (Huge) A hoary steed’s natural weapons are treated as magic for the purpose of overcoming damage reduction. Combat Air Walk (Su) A hoary steed can ride through the air as well as on the ground, as though affected by a permanent air walk spell. Smite Good (Su) Once per day a fiendish hoary steed can make a normal melee attack to deal 12 points of extra damage against a good foe. Astral Projection and Etherealness (Su) These abilities function just like the spells of the same names as cast by a 20th-level caster. Magic Circle Against Good (Su) This ability continuously duplicates the effects of the spell. A hoary steed cannot suppress this ability. Misty Breath (Su) The breath of a hoary steed functions like a constant obscuring mist spell. Immunities (Ex) A hoary steed is immune to all charm and hold spells or abilities. Fiendish Legendary Bear Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 20d8+140 (230 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 50 ft. Armor Class: 21 (-1 size, +2 Dex, +10 natural) Base Attack/Grapple: +15/+32 Attack: Claw +27 melee (2d6+13) Full Attack: 2 claws +27 melee (2d6+13), bite +22 melee (4d6+6) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite evil Special Qualities: Darkvision 60 ft., DR 10/magic, resistance to cold 10 and fire 10, SR 25, scent Saves: Fort +19, Ref +14, Will +11 Abilities: Str 36, Dex 14, Con 24, Int 3, Wis 16, Cha 12 Skills: Climb +15, Jump +21, Listen +14, Spot +14, Swim +20 Feats: Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track Environment: Any forest, hill, mountains, plains, and underground Organization: Solitary or pair Challenge Rating: 11 Treasure: None Alignment: Always neutral evil Advancement: 21-40 HD (Large) A fiendish legendary bear’s natural weapons are treated as magic for the purpose of overcoming damage reduction. Combat Improved Grab (Ex) To use this ability, a legendary bear must hit with a claw attack. Smite Good (Su) Once per day a fiendish legendary bear can make a normal melee attack to deal 20 points of extra damage against a good foe. Fiendish Legendary Tiger Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 26d8+188 (305 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 50 ft. Armor Class: 23 (-1 size, +4 Dex, +10 natural) Base Attack/Grapple: +19/+34 Attack: Claw +29 melee (2d6+11) Full Attack: 2 claws +29 melee (2d6+11), bite +24 melee (2d8+5) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, improved grab, smite good, rake 2d6+5 Special Qualities: Darkvision 60 ft., DR 10/magic, resistance to cold 10 and fire 10, SR 25, scent Saves: Fort +22, Ref +19, Will +12 Abilities: Str 32, Dex 18, Con 24, Int 3, Wis 14, Cha 10 Skills: Climb +13, Hide +15, Jump +19, Listen +12, Move Silently +15, Spot +12, Swim +16 Feats: Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Toughness (×2), Track Environment: Any forest, hill, mountains, plains, or underground Organization: Solitary or pair Challenge Rating: 12 Treasure: None Alignment: Always neutral evil Advancement: 27-48 HD (Large) A fiendish legendary tiger’s natural weapons are treated as magic for the purpose of overcoming damage reduction. Combat Pounce (Ex) If a legendary tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex) To use this ability, the legendary tiger must hit with a bite attack. If it gets a hold, it can rake. Rake (Ex) A legendary tiger can make two attacks (+30 melee) against a held creature with its hind legs for 2d6+5 points of damage each. If the legendary tiger pounces on an opponent, it can also rake. Smite Good (Su) Once per day a fiendish legendary tiger can make a normal melee attack to deal 20 points of extra damage against a good foe. Skills Legendary tigers receive a +8 racial bonus on Hide and Move Silently checks. *In areas of tall grasses or heavy undergrowth, the Hide bonus improves to +16. |
| RLRapp02-27-07, 06:00 PM | Fiendish Mu Spore Size/Type: Colossal Plant (Extraplanar) Hit Dice: 35d8+405 (562 hp) Initiative: +5 (-3 Dex, +8 Superior Initiative) Speed: 40 ft. Armor Class: 27 (-3 Dex, -8 size, +28 natural) Base Attack/Grapple: +26/+55 Attack: Tendril +31 melee (2d6+13/19-20) Full Attack: 4 tendrils +31 melee (2d6+13/19-20), 1 bite +26 melee (4d6+6/19-20) Space/Reach: 30 ft./30 ft. Special Attacks: Spore cough, improved grab, smite good, swallow whole Special Qualities: , blindsight 210 ft., DR 10/epic, fast healing 10, plant traits, resistance to acid 20, cold 10, and fire 10, SR 25, sticky Saves: Fort +28, Ref +14, Will +20 Abilities: Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28 Skills: Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47, Spot +47 Feats: Cleave, Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved initiative, Lightning Reflexes, Power Attack Epic Feats: Epic Reflexes, Epic Toughness (×3), Superior Initiative Environment: Any Organization: Solitary, pair, or polyp (3-7) Challenge Rating: 23 Treasure: Standard Alignment: always chaotic evil Advancement: 36+ HD (Colossal) Mu spores speak Common and Terran. A mu spore’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Combat Spore Cough (Su) Once every 1d4 rounds a mu spore can release a cloud of burrowing spores. This spore cough is treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points of damage to all creatures and structures in the area, or half damage to any creatures that make a Reflex save (DC 36). The DC is Charisma-based. Improved Grab (Ex) If a mu spore hits with a tendril, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Gargantuan and smaller opponents. The mu spore has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its tendril to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the damage given for the tendril. Swallow Whole (Ex) If the mu spore begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite damage. A swallowed creature takes the twice the damage given for the mu spore’s bite every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon, if it can deal 33 points of damage in this fashion, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in the mu spore’s mouth, where it may be bitten or swallowed again. Smite Good (Su) Once per day a fiendish mu spore can make a normal melee attack to deal 20 points of extra damage against a good foe. Sticky (Ex) Sticky tendrils cover a mu spore, many more than the four main tendrils it uses for combat. Any creature that touches or successfully attacks a mu spore with a melee weapon is subject to a free improved grab check by the mu spore, as if the mu spore had successfully attacked the creature with a tendril. A creature wielding a melee weapon must immediately relinquish its grip on its weapon, or proceed with the grapple check. If the subject relinquishes its grip on its weapon, the weapon is swallowed the following round. Creatures who attack the mu spore in melee without a weapon they can release (such as those with natural attacks only) do not have this option. Plant Traits Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects. Fiendish Ruin Swarm Size/Type: Tiny Magical Beast (Extraplanar, Swarm) Hit Dice: 50d8+500 (725 hp) Initiative: +16 Speed: 20 ft., climb 20 ft., fly 90 ft. (perfect) Armor Class: 30 (+2 size, +16 Dex, +2 natural), touch 28, flat-footed 14 Base Attack/Grapple: +37/— Attack: Swarm (5d6) Full Attack: Swarm (5d6) Space/Reach: 10 ft./0 ft. Special Attacks: Blinding, distraction (DC 45), smite good Special Qualities: Blindsense, fast healing 15, DR 10/magic, resistance to cold 10 and fire 10, SR 25, swarm traits, vermin traits Saves: Fort +37, Ref +34, Will +22 Abilities: Str 3, Dex 42, Con 30, Int 3, Wis 23, Cha 32 Skills: — Feats: — Environment: Any Organization: Solitary, cloud (2-4 swarms), or plague (5-8 swarms) Challenge Rating: 25 Treasure: None Alignment: Always neutral evil Advancement: None A fiendish ruin swarm’s natural weapons are treated as magic for the purpose of overcoming damage reduction. Combat Blinding (Ex) Any living creature that begins its turn with a ruin swarm in its space must make a Fortitude save (DC 51) or be blinded for one round. The save DC is Dexterity-based. Blindsense (Ex) The ruin swarm notices and locates creatures within 200 ft. Opponents still have 100% concealment against the swarm (but swarm attacks ignore concealment). Distraction (Ex) Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 45 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based. Smite Good (Su) Once per day a fiendish ruin swarm can make a normal melee attack to deal 20 points of extra damage against a good foe. Swarm Traits A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another. A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage. Vermin Traits A ruin swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range). |
| LordCallubonn07-25-07, 12:07 AM | this is useful man, do let her die!!! :bump: |