Showing posts with label Aberration. Show all posts
Showing posts with label Aberration. Show all posts

Tuesday, January 4, 2011

General Rules: Monsters - Naga, Ha

Ha-Naga (from Serpent Kingdoms)
Colossal Aberration

Hit Dice: 24d8+264 (372 hit points)
Initiative: +18
Speed: 60 feet, fly 120 feet (perfect)
Armor Class: 41 (-8 size, +14 Dexterity, +1 dodge, +24 natural); touch 17, flat-footed 26
BAB/Grapple: +18/+42
Attack: Coil whip +24 melee (4d6+8, bludgeoning, 20 x2)
Full Attack: Coil whip +24 melee (4d6+8, bludgeoning, 20 x2) and sting +22 melee (2d8+4 plus poison, piercing, 20 x2) and bite +22 melee (4d6+4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 30 feet by 30 feet/20 feet
Special Attacks: Charming gaze, constrict 4d6+12, improved grab, poison, spells
Special Qualities: Darkvision, 60 feet, chameleon scales, damage reduction 15/+5, flight, spell resistance 33
Saves: Fortitude +19, Reflex +24, Will +24
Abilities: Str 27, Int 35, Wis 31, Dex 38, Con 32, Cha 36
Skills: Bluff +40, Concentration +38, Diplomacy +48, Disguise +40 (+42 if acting), Escape Artist +41, Hide +35, Intimidate +44, Knowledge: History +39, Listen +37, Move Silently +41 (+47 when flying), Search +39, Sense Motive +37, Spellcraft +39, Spot +37, Survival +10 (+12 when following tracks), Use Rope +14 (+16 for bindings)
Feats: Combat Casting, Dodge, Eschew Materials, Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Multiattack, Spell Knowledge, Weapon Finesse
Environment: Warm forests
Organization: Solitary, pair, or nest (3 - 4)
Challenge Rating: 22
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 25 - 48 Hit Dice (Colossal)

The ha-naga is a massive and powerful naga lord, often worshiped by other nagas as a god. If refers to make its lair in the ruins of an ancient civilization - preferably one that it has personally brought low. It usually establishes its nest in a former center of society, such as a temple, a throne room, or a coliseum. In this place, the ha-naga gathers together the treasures of the lost society, piling up art, fine jewelry, and the recorded history of the civilization as tributes to its own devastating prowess. In the Three Worlds, there are only a handful of known ha-nagas, the most well-known of which is Louviar's chief lieutenant whi maintains his lair in an ancient temple in the hart of the Polþian Swamp.

A ha-naga is a gigantic snake with the head of a classically beautiful human and a body that measures 100 feet or more in length. It has no set color, rather its scales adopt the hues and shades of its surroundings, much like a chameleon's do.

Ha-nagas speak at least thirteen languages, but one of them is always Infernal. They commonly include Jeblic, Kansattish, Karstish, and Sûlic in the languages they speak.

Combat
Though it has no wings, a ha-naga can sly, winding and coiling through the air in a manner similar to a water snake's motion. It uses this ability to its advantage in combat, swirling above and around foes while using its gaze attack or casting spells. Like its smaller serpentine cousins, a ha-naga prefers to use its spells in combat, resorting to melee only when absolutely necessary. when it does engage foes directly, it uses its coiled body like a whip, stings with its tail, and constricts with its body.

Charming Gaze (Su): A ha-naga's gaze functions like the mass charm spell against creatures within 90 feet. Will save DC 35 negates. The save DC is Charisma-based.

Constrict (Ex): A ha-naga deals 4d6+12 points of damage with a grapple check against a Huge or smaller opponent.

Improved Grab (Ex): To use this ability, a ha-naga must hit with its coil whip 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 hold and can constrict.

Poison (Ex): Sting, injury, Fortitude DC 33, initial and secondary damage 2d8 Constitution. The save DC is Constitution-based.

Spells: A ha-naga casts spells as a 21st level sorcerer, and can casts pell sfrom the cleric list and from the Pestilence, Plague, and Temptation domains. The cleric spells and domain spells are considered arcane spells for the ha-naga, meaning that it does not need a divine focus to cast them.

Typical spells known (6/10/9/9/9/9/8/8/8/8; save DC 23 + spell level) 0th level - arcane mark, detect magic, ghost sound, light, mage hand, message, open/close, prestidigitation, reach magic; 1st level - alarm, comprehend languages, disguise self, mage armor, magic missile; 2nd level - eagle's splendor, protection from arrows, spectral hand, Tasha's hideous laughter, touch of idiocy; 3rd level - fireball, lightning bolt, rage, suggestion; 4th level - crushing despair, fire shield, ice storm, stoneskin; 5th level - baleful polymorph, dominate person, nightmare, wall of force; 6th level - chain lightning, greater heroism, true seeing; 7th level - greater arcane sight, insanity, Mordenkainen's sword; 8th level - mass charm monster, demand, polar ray; 9th level - meteor swarm, power word kill, prismatic sphere, wail of the banshee, and wish.

Chameleon Scales (Ex): Because of its ever-changing scales, a ha-naga blends in with its surroundings, gaining a +10 circumstance bonus on Hide checks.

Flight (Su): A ha-naga can fly as though with the fly spell at 120 feet with perfect maneuverability. This ability grants it a +6 circumstance bonus on Move Silently checks when flying.

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Monday, January 3, 2011

General Rules: Monsters - Naga, Iridescent

Iridescent Naga (from Serpent Kingdoms)
Large Aberration

Hit Dice: 9d8+27 (67 hit points)
Initiative: +2
Speed: 40 feet
Armor Class: 15 (-1 size, +2 Dexterity, +1 dodge, +3 natural); touch 12, flat-footed 12
BAB/Grapple: +6/+12
Attack: Sting +7 melee (2d4+2 plus poison, piercing, 20 x2)
Full Attack: Sting +7 melee (2d4+2 plus poison, piercing, 20 x2) and bite +2 melee (2d4+1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/5 feet
Special Attacks: Hypnotic sway, poison, spells
Special Qualities: Darkvision, 60 feet, iron mind
Saves: Fortitude +6, Reflex +7, Will +9
Abilities: Str 15, Int 14, Wis 16, Dex 14, Con 16, Cha 17
Skills: Bluff +10, Concentration +14, Diplomacy +7, Disguise +5 (+7 if acting), Intimidate +5, Listen +12, Sense Motive +8, Spellcraft +11, Spot +12
Feats: Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Skill Augmentation (Listen and Spot)
Environment: Temperate forests
Organization: Solitary, pair, or nest (3 - 4)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 10 - 18 Hit Dice (Large); 19 - 27 Hit Dice (Huge)

Iridescent nagas spend their lives wandering the land in search of new discoveries of hidden beauty. They favor ancient, overgrown ruins that have been transformed into places of wild splendor as temporary lairs.

An iridescent naga appears multihued because its fine, mirrorlike scales split light into many colors. It has a vaguely human head, colorful feathers in lieu of hair, and a frill of silver feathers running from its neck down to its tail tip.

Iridescent nagas speak Celestial and two other commonly spoken languages such as Enslaic, Rhadynnic, or Sorglish.

Combat
Iridescent nagas avoid combat if possible, preferring to hypnotize their foes and suggest other courses of action. Should hostilities ensue, iridescent nagas prefer the high ground, where they can employ their spells and hypnotic swaying while staying out of their foes' reach.

Hypnotic Sway (Su): By swaying in place, an iridescent naga can produce an effect like that of a hypnotism spell that affects every creature within 30 feet. A DC 17 Will save negates this effect. The save DC is Charisma-based.

Poison (Ex): Bite or sting, injury, Fortitude DC 17, initial damage deep sleep for 2d4 minutes, secondary damage none. The save DC is Constitution-based.

Spells: An iridescent naga casts spells as a 7th level sorcerer.

Typical sorcerer spells known (6/7/7/5; save DC 13 + spell level) 0th level - daze, detect magic, light, mage hand, message, open/close, read magic; 1st level - color spray, comprehend languages, expeditious retreat, magic missile, shield; 2nd level - eagle's splendor, mirror image, scorching ray; 3rd level - fly, lightning bolt.

Iron Mind (Su): iridescent nagas are immune to all mind-influencing effects.

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General Rules: Monsters - Abollar (Template)

Abollar (from Blackdirge's Dungeon Denizens)

Upon rare occassions, aboleths have been known to breed with their humanoid slaves in a mysterious process unknown to the surface world. An aboleth's motivation for doing this is also unknown, as the resulting offspring, known as an abollar, is often a pariah and is generally shunned by both its parent races. Most abollars become evil mercenaries with little loyalty to anyone.

The majority of abollar are hideous, slime-coated humanoids with long, thin tentacles hanging below each arm. The abollar's face possesses three enormous jelly-like eyes, very much like its aboleth parent. Abollar posses some of the traits of the aboleth.

"Abollar" is a template that can be added to any corporeal aliving creature, although it is far more common amongst giants, humanoids, and monstrous humanoids. An abollar uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to aberration, and it gains the aquatic subtype. Size is unchanged. Do not racalculate Hit Dice, base attack bonus, or saves.

Hit Dice: Same as the base creature.

Speed: The abollar's slime coating allows it to breathe and move effortlessly underwater. Unless the base creature has a better swim speed, an abollar gains a swim speed equal to the base creature's land speed.

Armor Class: Natural armor impoves by +1 (this stacks with any natural armor bonus that the base creature may have).

Attacks: An abollar has two tentacle attacks that can be used as natural weapons. If the base creature can use weapons, the abollar retains this ability. An abollar fighting without weapons uses a tentacle when making an attack action. When it has a weapon, most abollar prefer to use the weapon instead. An abollar fighting without weapons uses both trnacles when making a full attack. If armed with a weapon, it uses the weapon as its primary attack and the tentacles as a natural secondary attack.

Damage: Abollars have tentacle attacks. If the base creature does not have this attack form, use the damage values on the table to the right. Otherwise, use the base creature's damage values if they are greater.
SizeTentacle Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
3d6
Colossal
4d6

Special Attacks: An abollar retains all the special abilities of the base creature and also gains the following ones:
  • Slime (Ex): A creature struck by an abollar's tentacle must make a Fortitude save (DC = 10 + abollar's racial Hit Dice + abollar's Constitution modifier) or begin to transform over the next 1d4 rounds, as its skin becomes completely covered with a thin, clear mucous. An affected creature must keep its mucous-covered skin completely submerged in cool, fresh water or suffer 1d4 points of damage every round. Additionally, the mucous reduces the affected creature's natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before or after the transformation is complete will restore an afflicted creature to normal.
Special Qualities: An abollar retains all the special qualities of the base creature, and also gains the following ones:
  • Amphibious.
  • Darkvision with a range of 60 feet.
  • Immunity to poison.
  • Acid resistance 5 and cold resistance 5.
  • Vulnerability to fire
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Strength +2, Constitution +2, Charisma +4.
Skills: An abollar gains skill points as an aberrations and has skill points equal to (2 + Intelligence modifier x (Hit Dice x 3). Do not include Hit Dice from class levels in this calculation - the abollar gains aberration skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, and other skills as cross class.

Abollars have a +2 racial bonus on Listen and Spot checks. An abollar 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.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1 (minimum 2)
Treasure: Same as the base creature.
Alignment: Always evil (any).
Advancement: Same as the base creature.
Level Adjustment: Same as the base creature +2

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General Rules: Monsters - Beholderkin, Eyeball

Beholderkin, Eyeball (from Monsters of Færûn)
Tiny Aberration

Hit Dice: 1d8 - 1 (3 hit points)
Initiative: +3
Speed: 5 feet, fly 40 feet (good)
Armor Class: 18 (+3 Dexterity, +4 size, +1 natural)
BAB/Grapple: +0/-12
Attack: Eye ray +7 ranged touch (see below)
Full Attack: Eye ray +7 ranged touch (see below) or bite -3 melee (1d3-2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 1 foot by 1 foot/0 feet
Special Attacks: Eye rays
Special Qualities: Darkvision 60 feet, immunities, all-around vision, flight
Saves: Fortitude -1, Reflex +3, Will +2
Abilities: Str 6, Int 2, Wis 10, Dex 16, Con 9, Cha 10
Skills: Hide +15, Search +6, Spot +6
Feats: Skill Augmentation (Listen and Spot)
Environment: Underground
Organization: Solitary, pair, or pack (4)
Challenge Rating: ½
Treasure: None
Alignment: Usually neutral evil
Advancement: 2 - 3 Hit Dice (Tiny)

Eyeballs are 8-inch-wide relatives of the dreaded beholders. Normally they live as wild animals, but they can also be adopted as familiars by evil spellcasters.

Like their kin, the true beholders, eyeballs have a central eye and smaller eyestalks atop their orb. Eyeballs only have four smaller eyes and their central eye is only used for vision. Even so, eyeballs living in the wild are fierce underground predators, particularly in the rare circumstances when enough of them come together to hunt as a pack.

Eyeballs cannot be domesticated or trained in any fashion unless they are taken on as familiars by evil spellcasters.

Combat
Hunting in the wild, eyeballs relay upon their ray of frost. Wild eyeballs tend not to pick fights with creatures that are much bigger than they are unless the eyeballs are operating as a pack, in which case some will attempt to daze the target while others frost-burn it. Like normal animals, wild eyeballs will flee situations they feel they cannot win.

Eye Rays (Su): Unlike true beholders which can use all their eye ray attacks the same round, eyeballs can only use one of their four rays at a time. In addition, an eyeball that uses a daze ray or a ray of frost cannot use another daze ray or ray of frost for 2 rounds. Each eye's effect resembles a spell cast by a sorcerer (levels vary depending on the eye) but follows the rules for a ray.
  • Cause Fear: As the spell, with a range of 35 feet. The Will save DC is 10.
  • Daze: As the spell, with a range of 35 feet. The Will save DC is 10.
  • Mage Hand: As the spell cast by a 4th-level sorcerer, except that the eyeball can use the ray without having to use a move-equivalent action to move an unattended object weighing no more than 5 pounds up to 15 feet per round. The ray has a range of 35 feet.
  • Ray of Frost: As the spell, with a range of 35 feet.
Immunities (Ex): Eyeballs are immune to charm and command effects.

All-Around Vision (Ex): Eyeballs are exceptionally alert. Their many small eyes give them a +4 racial bonus on Spot checks and a +8 racial bonus on Search checks. Opponents gain no flanking bonuses when attacking an eyeball. Once an eyeball has acted during an encounter, its all-around vision negates any sneak attacks.

Flight (Ex): An eyeball's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

Eyeballs as Familiars
Eyeballs can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of neutral evil, take the Improved Familiar feat, and be at least a 5th-level caster. One of the primary advantages of having an eyeball as a familiar is that the spellcaster can convert one of its eyes permanently into a spellray eye.

Spellray Eye (Su): A spellcaster can use their eyeball familiar as a vehicle for the delivery of a touch spell. The master casts the spell on her familiar and the next time the eyeball acts, it must attempt to strike another target with its spellray. If this ranged touch attack succeeds, the spell affects the ray's target as if the spellcaster had delivered the touch spell. If the eyeball does not discharge the spell on its next action, the spell is lost.

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General Rules: Monsters - Naga, Banelar

Banelar Naga (from Serpent Kingdoms)
Huge Aberration

Hit Dice: 7d8+35 (66 hit points)
Initiative: +5
Speed: 30 feet, swim 30 feet
Armor Class: 14 (-2 size, +1 Dexterity, +5 natural); touch 9, flat-footed 13
BAB/Grapple: +5/+21
Attack: Sting +11 melee (2d6+8 plus poison, piercing, 20 x2)
Full Attack: Sting +11 melee (2d6+8 plus poison, piercing, 20 x2) and bite +6 melee (1d8+4 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 20 feet by 20 feet/10 feet
Special Attacks: Poison, spells
Special Qualities: Darkvision, 60 feet, fast healing 2, immunity to acid and poison, magic items, resist petrification
Saves: Fortitude +7, Reflex +3, Will +8
Abilities: Str 26, Int 17, Wis 16, Dex 13, Con 21, Cha 16
Skills: Bluff +8, Concentration +10, Diplomacy +9, Disguise +3 (+5 if acting), Intimidate +10, Listen +8, Sense Motive +8, Spellcraft +12 (+14 when deciphering scrolls), Spot +8, Swim +16, Use Magic Device +12 (+14 when using scrolls)
Feats: Combat Casting, Eschew Materials, Improved Initiative, Spell Focus (Enchantment)
Environment: Temperate marshes
Organization: Solitary, pair, or nest (3 - 4)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 8 - 14 Hit Dice (Huge); 15 - 21 Hit Dice (Gargantuan)

Banelar nagas are evil, nagalike creatures whose mastery of spells and magic items makes them deadly opponents.

A banelar naga has a snakelike body covered in dark, purple-green scales and an oversized humanoid head. Its eyes are green-white and glistening with malice, and tiny tentacles grow in a ring about its mouth. its brown tail ends in a wicked looking stinger.

Although its tentacles are too weak to wield weapons, they can be used to wear, manipulate, or carry minor items such as rings, keys, wands, and bits of food. Banelar nagas can breathe air or water with equal ease.

Banelar nagas speak Sûlic, Euroz, and one other commonly used language such as Enslaic, Kansattish, Rhadynnic, or Sorglish.

Combat
A banelar attacks with its bite and the stinger at the end of its tail, both of which inject venom. In addition, the creature can choose from a wide range of magical abilities to complement these attacks.

Poison (Ex): Bite or sting, injury or contact, Fortitude DC 18, initial damage 2d4 Constitution, secondary damage unconsciousness for 1d3 hours. As a side effect of the poison, the victim's skin turns blue around the wound until the secondary damage ends. The save DC is Constitution-based.

Spells: A banelar naga casts spells as a 6th level cleric with access to the Pestilence, Plague, and Temptation domains and as a 6th level wizard. It can cast a single spell every round as a free action while attacking.

Typical cleric spells prepared (5/4+1/4+1/3+1; save DC 13 + spell level, DC 14 + spell level for enchantment spells): 0th level - detect magic, detect poison, light, purify food and drink, resistance; 1st level - bane, cure light wounds, command, divine favor, summon swarm (domain spell); 2nd level - aid, darkness, enthrall (domain spell), owl's wisdom, resist energy; 3rd level - cure serious wounds, magic circle against good, protection from energy, suggestion (domain spell).

Typical wizard spells prepared (4/4/4/3; save DC 13 + spell level, DC 14 + spell level for enchantment spells) 0th level - acid splash, daze, mage hand, open/close; 1st level - charm person, mage armor, magic missile, shield; 2nd level - fox's cunning, mirror image, Tasha's hideous laughter, touch of idiocy; 3rd level - dispel magic, haste, lightning bolt.

Magic Items: Banelar nagas collect magic items and use them freely. Their tentacles can wear or manipulate amulets, rings, wands, rods, potions, and similar small items.

Resist Petrification (Ex): A banelar gains a +3 racial bonus on saving throws made to resist petrification.

Skills: A banelar has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always take 10 on a Swim check, even if distracted or threaten. it can use the run action while swimming, provided it swims in a straight line.

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General Rules: Monsters - Fatling

Fatling (adapted from the Creature Collection)
Huge Aberration

Hit Dice: 6d8+33 (60 hit points)
Initiative: -4
Speed: 5 feet
Armor Class: 14 (-2 size, -4 Dexterity, +10 natural)
BAB/Grapple: +4/+16
Attack: Crush +4 melee (2d4+4, bludgeoning, 20 x2)
Full Attack: Crush +4 melee (2d4+4, bludgeoning, 20 x2)
Space/Reach: 10 feet by 10 feet/5 feet
Special Attacks: Spells, envelop
Special Qualities: Darkvision 60 feet, DR 4/-, immunities, wild empathy
Saves: Fortitude +11, Reflex -2, Will +7
Abilities: Str 19, Int 11, Wis 14, Dex 3, Con 19, Cha 3
Skills: Concentration +5, Intimidate +6, Listen +3, Sense Motive +3
Feats: Enlarge Spell, Great Fortitude, Quicken Spell, Toughness
Environment: Any land
Organization: Solitary (plus 100 - 200 lard worms)
Challenge Rating: 5
Treasure: Double standard coins
Alignment: Always neutral evil
Advancement: 6 - 8 HD (Huge)

Bål's highest priests and most favored servants are blessed by their buried lord. Bål's favor is clear to those who know what to look for: A patch of jaundiced, greasy melons grows up somewhere near the followers' shrines. Eating these repulsive fruits transforms an intended individual into a reflection of the Devourer himself. The servant becomes a fatling, a grotesquely obese monstrosity around whom other adherents to the Iron Lord gather to perform their disgusting rituals, in hopes of currying the buried demon's favor. Repugnant as a fatling might be, followers of Bål who honor the creature would give their very lives to protect their demonic patron's chosen one.

Fatlings are inhumanly repulsive masses, literally rolls upon rolls of greasy sallow skin. They constantly sweat a foul-smelling, slippery oil that allows them to lumber their bulk around when they choose to move at all. Almost unable to raise their own limbs, fatlings receive the further gift of lard worms, creatures that inhabit the priest's folds and eat whatever might be trapped therein.

Combat
Although fatlings would seem defenseless, they are actually quite potent. Blunt weapons are harmless to them, thanks to the creature's excessive tissue. Sharp weapons may cut through fat, but damage is merely cosmetic. The abominations are also highly magic resistant. Fatlings have a variety of spells at their disposal, and anyone who gets too close to them can be pinned and suffocated under layers of blubber.

Envelop (Ex): Fatlings can make grappling rolls to envelop enemies in their layers of skin. Once a fatling captures an opponent, he simply waits for the victim to suffocate, at which point the priest's lard worms begin the process of consuming the victim. A DC 15 Strength or Escape Artist check is required to pry one's self free of a fatling's folds. Up to two allies can help liberate a victim if he manages to get a hand or foot free before being trapped, which requires a DC 13 Escape Artist roll. Each assistant reduces the DC of escape attempts by 2. An enveloped victim is considered to be drowning.

Immunities (Ex): Blunt weapons deal no damage to fatlings. Slashing weapons deal half damage before damage reduction is applied. Only piercing weapons are truly useful against fatlings.

Oil Secretion (Ex): Fatlings exude a noxious, slippery oil from their skin that helps them move. When they don't move for long periods, this oil pools around them. Individuals following a fatling or who get within 10 feet of him have to make a DC 16 Reflex save each round or slip and fall prone.

Spells: A fatling casts spells as a 7th level cleric. A fatling has access to the Cavern, Decay, Gluttony, Iron, and Subterranean domains.

Wild Empathy (Ex): A fatling's Wild Empathy only applies to lard worms (even though they are vermin and not animals), against whom a fatling has a +10 bonus on Wild Empathy checks. This includes a +8 racial bonus.

Notes: I added a count for how many lard worms a fatling has. I also adjusted the fatling's attack bonus on its crush attack to reflect the fact that it is a Huge creature and thus suffers an attack penalty. I also converted the fatling's Animal Empathy skill to a Wild Empathy special quality. I also reduced the fatling's spellcasting ability from that of a 9th level cleric to that of a 7th level cleric, as the base stats for the creature would not allow it to cast 5th level cleric spells.

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General Rules: Monsters - Mesmeric Crawler

Mesmeric Crawler (modified for rules compliance from Mercenaries)
Large Aberration

Hit Dice: 3d8+3 (16 hit points)
Initiative: +2 (Dexterity)
Speed: 30 feet, climb 15 feet
Armor Class: 15 (-1 size, +2 Dexterity, +4 natural); touch 11, flat-footed 13
BAB/Grapple: +3/+9
Attack: Tentacle +4 melee (Paralysis)
Full Attack: 4 tentacles +4 melee (Paralysis) and bite +2 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: Spell-like ability, paralysis
Special Qualities: Darkvision 60 feet, scent
Saves: Fortitude +2, Reflex +3, Will +4
Abilities: Str 14, Int 6, Wis 12, Dex 15, Con 12, Cha 6
Skills: Climb +6, Listen +5, Spot +5
Feats: Skill Augmentation (Listen and Spot), Multiattack
Environment: Any land and underground
Organization: Solitary or team (2 - 5)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 4 - 5 HD (Large)

Intelligent cousins to the carrion crawler, mesmeric crawlers are horrific looking creatures that can corrupt the minds of others into doing their bidding. The have the same elongated, larva-like body and beady eyes as carrion crawlers. They have fewer legs and tentacles, for if things go its way, a mesmeric crawler will never have to run down or melee with its victims.

Their intelligence and their power to charm others make mesmeric crawlers formidable bounty hunters and those who can stomach dealing with them prize their services. They prefer to use their powers of mind control to compel others to do their hunting for them, so that their quarry need never know that it pursues them. They understand concepts of kinship and freindship hold sway among intelligent races, and that charming a loved one or familiar acquaintance of a fugitive into hunting him or her down can make the task infinitely easier.

Mesmeric crawlers appear to have no language of their own, as they do not speak. Those who have dealt with them report that they seem to understand common lnaguages well enough.

Combat
Mesmeric crawlers prefer to let others do the fighting for them, if fighting becomes necessary. They can track their quarry using their keen sense of smell, but when they have their prey cornered, they would rather use their charm ability to get other creatures to make the actual capture than do it themselves.

If they must, they will melee with their paralyzing tentacles, but they would rather stand back and let their dupes do the work.

Charm Monster (Sp): Up to six times per day, a mesmeric crawler may attempt to charm another creature. This ability fucntions as if the crawler were casting charm monster as a 7th level sorcerer.

Paralysis (Ex): Whenever a mesmeric crawler scores a hit with one of its tentacles, the victim must make a successful DC 13 Forttiude save or be paralyzed for 2d6 minutes.

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General Rules: Monsters - Mana Symbiote

Mana Symbiote (adapted from Twisted Lore)
Fine Aberration

Hit Dice: ¼d8 (1 hit point)
Initiative: +6
Speed: 30 feet
Armor Class: 26 (+6 Dexterity, +8 size, +2 natural)
BAB/Grapple: +0/-12
Attack: Bite +14 melee (1d2-5, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +14 melee (1d2-5, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: ½ feet by ½ feet/0 feet
Special Attacks: -
Special Qualities: Bond
Saves: Fortitude +0, Reflex +6, Will +4
Abilities: Str 1, Int 18, Wis 14, Dex 22, Con 11, Cha 14
Skills: Climb +11, Hide +22, Listen +12, Spot +12
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Cold or temperate mountains
Organization: Solitary or cluster (2 - 24)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful neutral
Advancement: ½ - 1 Hit Dice (Fine)

On their own, mana symbiotes are weak, harmless creatures, posing little to no threat to adventurers or other monsters. In the hands of a wizard, though, these creatures become much more formidable.

At first glance, wild mana symbiotes look like spiders and are approximately the size of a gnome's fist. The main body of the symbiote resembles a large, unblinking eye. Underneath this eye is a small mouth with two long fangs. When not bonded to a wizard, these creatures can be found living in large groups or clusters high in the mountains, although their tiny size and reclusive nature makes them difficult to locate. Mana symbiotes are at their most effective when bonded with an arcane spellcaster who prepares his spells. All mana symbiotes have spell-like powers that they cannot use on their own. When bonded with an arcane caster, however, these powers can be unleashed.

While most arcane spellcasters must find mana symbiotes in the wild and persuade them to form a symbiotic relationship, mages of the Collegium appear to have figured out a means of raising these creatures in captivity. While the blue robes and silver masks of the wizards of the guild are their most obvious calling cards, being bonded to a mana symbiote is one of the most useful, and such bonded symbioses are universal among full members of the Collegium.

All mana symbiotes can speak one of the common tongues of the Three Worlds, frequently Enslaic, Kansattish, Sûlic, or Rhadynnic. They generally choose only to speak with their host wizard or with other symbiotes in their cluster.

Combat
Wild mana symbiotes unattached to a host wizard are poor fighters and usually scatter if confronted by an attacker. If forced to fight, they will pounce as a group upon a foe, hoping to overwhelm it with their multiple biting attacks.

When bonded with a host, mana symbiotes cannot usually directly contribute to combat, and so their hosts take the lead in battle. They may, however, choose to provide tactical advice to their host.

Bond (Su): While mana symbiotes are all biologically similar, there are four subtypes wthin the species. The only difference between the four subtypes is in the different spell abilities they provide their arcane spellcasting hosts. All mana symbiote clusters are comprised of a single subtype, and symbiotes of different subtypes always fight to the death should they happen to encounter each other. The different subtypes of mana symbiotes are as follows:
  • Offensive Subtype: When this symbiote subtype bonds with an arcane caster, it permanently takes up one of the caster's 1st-level spell slots. In exchange for taking away that spell slot, the offensive mana symbiote gives its host the supernatural ability to cast magic missile at his caster level three times per day as a free action. This ability may not be used more than once per round. 40% of all mana symbiotes found in the wild are offensive symbiotes.

  • Defensive Subtype: When this symbiote subtype bonds with an arcane caster, it permanently takes up one of the caster's 1st-level spell slots. This symbiote subtype gives its host the supernatural ability to cast shield at his caster level three times per day as a free action. This ability may not be used more than once per round. 40% of all mana symbiotes found in the wild are defensive symbiotes.

  • Scrying Subtype: When this symbiote subtype bonds with an arcane caster, it permanently takes up one of the caster's 4th-level spell slots. This symbiote subtype gives its host the supernatural ability to cast scrying at his caster level twice times per day as a free action without the required focus. This ability may not be used more than once per round, and can only be used by a caster capable of casting 4th-level arcane spells. 15% of all mana symbiotes found in the wild are scrying symbiotes.

  • Transport Subtype: When this symbiote subtype bonds with an arcane caster, it permanently takes up one of the caster's 5th-level spell slots. This symbiote subtype gives its host the supernatural ability to cast teleport at his caster level twice times per day as a free action without the required focus. This ability may not be used more than once per round, and can only be used by a caster capable of casting 5th-level arcane spells. Theoretically, 5% of all mana symbiotes found in the wild should be transport symbiotes, but as a practical matter, they are only found bonded to members of the Navigator's Guild.
In addition to these spell-like powers, all mana symbiotes form a telepathic link with their hosts and are able to communicate with them constantly. The symbiotes are actually very personable and highly intelligent creatures, and the symbiotic partnership between symbiote and host typically turns into genuine friendship. Symbiotes are able to share their experiences and knowledge with their hosts and occasionally are able to act as a sort of advisor or sage.

To properly bond with an arcane caster, the mana symbiote must crawl onto the back of one of the caster's hands. Once in place, the symbiote bites into the caster's flesh. as long as the caster willingly allows and accepts the creature's bite, the mana symbiote slowly becomes part of the caster's physical body. Its legs disappear and merge with the wizard's veins, and its body merges into the host's flesh. Only its unblinking eye is left outside the caster's skin. This process of merging takes 1d4 rounds; at the end of the process, the host permanently loses 1 hit point but immediately receives all of the powers and abilities that the mana symbiote provides. Once bonded, both symbiote and host become permanently attached - the only way to separate the two is to kill one of them. If the host does not willingly choose to become one with the symbiote, the bite only causes normal damage and the symbiote cannot merge with the intended host.

Multiple mana symbiotes cannot merge with a single host. Mana symbiotes cannot merge with constructs, even living constructs, and cannot merge with undead casters: The chosen host must be a living being of flesh and blood.

Mana symbiotes cannot bond with arcane casters who cast their spells spontaneously, such as sorcerers. In fact, most mana symbiotes dislike sorcerers intensely. The reasons for this animosity are not entirely clear, but it is this animosity that has caused the widespread belief that mana symbiotes are a gnomish creation, endowed with this dislike of sorcerers as a means of preventing the alvari from appropriating this gnomish invention.

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General Rules: Monsters - Nagahydra

Nagahydra (from Serpent Kingdoms)
Huge Aberration

Hit Dice: 18d8+108 (192 hit points)
Initiative: +2
Speed: 40 feet, swim 50 feet
Armor Class: 21 (-2 size, +2 Dexterity, +1 dodge, +10 natural); touch 11, flat-footed 18
BAB/Grapple: +13/+31
Attack: Bite +22 melee (2d6+10 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: 5 bites +22 melee (2d6+10 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 15 feet by 15 feet/10 feet
Special Attacks: Poison, spells
Special Qualities: Darkvision, 60 feet, fast healing 15, scent
Saves: Fortitude +11, Reflex +10, Will +17
Abilities: Str 30, Int 16, Wis 19, Dex 14, Con 20, Cha 21
Skills: Bluff +18, Concentration +18, Diplomacy +9, Disguise +18 (+20 if acting), Intimidate +21, Listen +21, Sense Motive +17, Spellcraft +16, Spot +21, Swim +18
Feats: Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Iron Will, Lightning Reflexes, Skill Augmentation (Listen and Spot), Toughness, Weapon Focus (Bite)
Environment: Temperate forests
Organization: Solitary, pair, or nest (3 - 4)
Challenge Rating: 18
Treasure: Standard
Alignment: Usually neutral
Advancement: 19 - 36 Hit Dice (Gargantuan); 37 - 54 Hit Dice (Colossal)

A nagahydra is a serpentine monster with five heads, each of which can unleash a devastating array of spells. This fearsome predator haunts the depths of ancient forests, hunting lesser beings for food.

A nagahydra's body is covered with a reticulated array of scales in varying hues. Common colors include black, bright crimson, deep purple, emerald green, green-gold, and silver. A thicket of fiery red and orange spines juts from its body along each of its backbones. A typical specimen is about 20 feet long and weighs about 2,000 pounds.

Nagahydras speak Celestial, Infernal, and two commonly spoken languages such as Enslaic, Jeblic, Kansattish, Rhadynnic, or Sorglish.

Combat
Like a hydra, a nagahydra can attack with all its heads at no penalty, even if it moves or charges during the round.

A nagahydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. The player should indicate where the attack is aimed before making the attack roll. Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a nagahydra's heads from any position in which he could strike at the nagahydra itself because the heads writhe and whip about in combat. An opponent can ready an action to attempt sunder a nagahydra's head when the creature bites at him.

Each of a nagahydra's heads has hit points equal to the creature's full normal hit point total divided by 5. Since a normal nagahydra has has 192 hit points, 38 or more points of damage severs a head. A natural reflex seals the neck shut to prevent further blood loss A nagahydra can no longer attack with a severed head but takes no other penalties. A severed nagahydra head grows back from a stump in 1d4 rounds. The application of at least 5 points of acid or fire damage to a stump (touch attack required to hit) prevents a stump from regrowing for 24 hours. A flaming weapon or similar effect deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect such as a fireball may burn multiple stumps in addition to dealing damage to the nagahydra's body. A nagahydra does not die from losing its heads until all of them have been cut off and the stumps seared by fire or acid.

A nagahydra's body can be slain just like any other creature, but nagahydra's possess fast healing and thus are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body. An area effect deals damage to a nagahydra's head and not to its heads. Targeted magical effects cannot sever a nagahydra's and must be directed at the body unless the deal slashing damage and could be used to make sunder attempts.

Poison (Ex): Bite, injury, Fortitude DC 24, initial and secondary damage 1d12 Constitution. The save DC is Constitution-based.

Spells: A nagahydra casts spells as a 15th level sorcerer, and can also cast spells from the cleric list and from the Domination and Scalykind domains. A nagahydra can cast one spell per round per head, but all spells come from the common pool of spells available.

Typical sorcerer spells known (6/8/7/7/7/7/6/4; save DC 15 + spell level) 0th level - detect magic, detect poison, light, mage hand, open/close, prestidigitation, ray of frost, read magic, resistance; 1st level - alarm, burning hands, mage armor, ray of enfeeblement, Tenser's floating disk; 2nd level - bull's strength, eagle's splendor, fog cloud, scorching ray, see invisibility; 3rd level - blink, dispel magic, fireball, fly; 4th level - confusion, fire shield, stoneskin, wall of fire; 5th level - cone of cold, dominate humanoid, summon monster V, teleport; 6th level - chain lightning, globe of invulnerability, mass hold person; 7th level - forcecage, limited wish.

Skills: A nagahydra has a +2 racial bonus on Listen and Spot checks thanks to its multiple heads.

A nagahydra has a +8 racial bonus on any Swim check made 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.

Feats: A nagahydra's Combat Reflexes feat allows it to use all of its heads for attacks of opportunity.

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General Rules: Monsters - Visceratha

Visceratha (modified for rules compliance from Mercenaries)
Large Aberration

Hit Dice: 12d8+48 (96 hit points)
Initiative: +1 (Dexterity)
Speed: 30 feet
Armor Class: 16 (-1 size, +1 Dexterity, +6 natural); touch 10, flat-footed 15
BAB/Grapple: +9/+18
Attack: Tentacle +14 melee (paralysis) or claw +14 melee (3d8+5, piercing and slashing, 20 x2)
Full Attack: 6 tentacles +14 melee (paralysis) and 2 claws +12 melee (3d8+5, piercing and slashing, 20 x2) and bite +12 melee (3d10+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Chewing, paralysis
Special Qualities: Darkvision 60 feet, scent
Saves: Fortitude +8, Reflex +5, Will +9
Abilities: Str 21, Int 12, Wis 12, Dex 12, Con 18, Cha 11
Skills: Hide +4, Intimidate +4, Listen +7, Search +4, Sense Motive +5, Spot +6, Survival +4
Feats: Cleave, Great Cleave, Multiattack, Power Attack, Skill Augmentation (Listen and Spot)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral
Advancement: 13 - 14 Hit Dice (Large)

Possessed by a truly extraordinary appetite, visceratha must eat flesh almost constantly to survive. They therefore gravitate toward the fringes of settled communities, where they can find prey in quantity and concentration. When they are hungry, they raid for food, bursting upon farms or villages, scooping up as many victims as they can catch and hold in their tentacles, and disappearing as suddenly as they come.

All who witness a visceratha rampage are, to varying degrees, fortunate to have survived it. None who witnesses one can ever forget it. When they are hungry, visceratha typically find a hiding place near an area where they expect prey to pass by. - perhaps a party of travelers or a small merchant caravan, or farm workers harvesting at the edge of a field. When it judges that the time is right, a visceratha springs from cover, propelling itself forward with its thick, powerful legs and its long, dangling arms, with which it pushes off from the ground. The eyes set into its head scan its field of view for prey while its third eye, set in a stalk that emerges fron its forehead, cranes about, looking for more. Six paralyzing tentacles lash out from its body, capturing as many victims as they can reach. Some visceratha will eat on the spot; the rest it will save for later. When it has as much prey as it can handle, it returns to its lair to continue its feast.

As they are always hungry, they are almost always on the hunt, and this makes visceratha a terrible menace to any settled community whom they victimize. They may well pay any price rather than uproot themselves or face extermination by this relentless predator. The best way to get rid of a visceratha is to track it to its lair and surprise it while it is eating or digesting.

Combat
Visceratha can bite and claw, but they prefer to let their tentacles do the work. They use their tentacles to grasp their prey and deliver a paralyzing nerve toxin that can immobilize victims for long periods of time, so that they can be stored if not eaten right away. When a visceratha attacks, it will take the first victim it captures and fork it into its maw and start chewing. All the while, it will lash out with its tentacles and grab at any other living creature in range. When it finishes chewing, there is a 50% chance that it will toss another captive into its mouth and eat it as well. Otherwise, it will simply capture as many victims as its tentacles can hold, and then lope off to its lair to continue eating.

Paralysis (Ex): Whenever a visceratha scores a hit with one of its tentacles, the victim must make a successful DC 15 Fortitude save, or else it is paralyzed for at least one hour. If the victim is still alive one hour after becoming paralyzed, it makes another Fortitude save at the same DC to shake off the effect, and every hour thereafter if necessary, until the paralysis disappears.

Chewing (Ex): When a visceratha pops a victim into its mouth (which requires a standard action), it immediately begins chewing. Chewing takes the form of a melee attack against the victim. Assuming that the victim is paralyzed, the attack is resolved as if the defender is flat-footed. Once the visceratha reduces its victim to less than 0 hit points by chewing, it swallows it, armor, possessions, and all. If, for some reason, the visceratha attempts to eat a victim that is not paralyzed, the victim may attempt to free itself by making an opposed grapple check.

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General Rules: Monsters - Choldrith

Choldrith (adapted from Monsters of Færûn)
Large Aberration

Hit Dice: 4d8+12 (30 hit points)
Initiative: +3
Speed: 30 feet, climb 20 feet
Armor Class: 19 (-1 size, +3 Dexterity, +7 natural)
BAB/Grapple: +3/+11
Attack: Bite +6 melee (2d4+6 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: (2d4+6 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: Poison, spellcasting, web
Special Qualities: Darkvision 60 feet, spell-like abilities, spider affinity, SR 13
Saves: Fortitude +4, Reflex +6, Will +7
Abilities: Str 19, Int 15, Wis 16, Dex 16, Con 17, Cha 14
Skills: Balance +9, Climb +19, Concentration +9, Jump +10, Knowledge: religion +8, Spellcraft +5
Feats: Combat Casting, Lightning Reflexes
Environment: Underground
Organization: Tribe (2 - 5 plus 10 - 60 chitine)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +4

Choldriths are the priest race of the chitine, viewed in their society as blessings form the spider goddess Gangyn.

Choldrith are bloated white spiders about 9 feet in diameter with the humanlike head of a chitine. They have two, large, faceted eyes and large mandibles dripping with poison. Their ears are long and pointed, resembling horns. They have the eight legs of a normal spider, but the front two are more slender and end in functioning hands. Choldriths primarily use these hands for spellcasting and holding food near their mouths.

Choldrith speak Umbran and Infernal.

Combat
Choldriths prefer to remain behind a living shield of chitine warriors, uisng their cleric spells to aid their allies and destroy their enemies. Opponents who break through the line of chitine face the choldrith's poisonous bite.

Poison (Ex): Those hit by a choldrith's bite attack must succeed at a Fortitude save (DC 13) or be injected with poison. The initial damage is paralysis, and the secondary damage is 2d4 points of temporary Constitution damage.

Spell-Like Abilities (Sp): Twice per day - bless, darkness.

Spellcasting: Choldrith have the spellcasting ability of 4th level clerics, with access to the Fear, Illusion, Poison, Shadow, and Spider domains.

Spider Affinity (Ex): Choldrith treat monstrous spiders as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks. Choldrith are almost always found with a variety of monstrous spiders that they keep as pets, mounts, and war beasts. Choldrith can be found with almost any type of monstrous spider.

Web (Su): Choldrith spin webs as monstrous spiders. They can cast 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 Medium or smaller targets. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a successful Escape Artist check (DC 26) or burst it with a Strength check (DC 32). Both are standard actions. The web has 12 hit points.

Choldrith Society
Chitine villages are located in the middle of mazes of traps-laden webbing. The hard-web dwellings resemble domed houses, complete with windows and adorned with decorative shapes. They build freely on cavern floors, walls, and ceilings, connecting their buildings with br9idges of webbing. Suspended in the center of the cavern is a temple devoted to Gangyn. The choldrith - the priests of the chitines - are the undisputed leaders of chitine communities.

Goblinoids hate chitine, and usually attack them on sight. This is probably due to the fact that chitine tend to regard goblinoids (and their vermin pets) as food, and set about hunting them whenever possible.

Choldrith as Characters
Choldrith can only advance as clerics. Each level of cleric a choldrith gains adds one level to is spellcasting ability.

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General Rules: Monsters - War-Worm Queen

War-Worm Queen (from Dungeon Crawl Classics #29: The Adventure Begins)
Large Aberration

Hit Dice: 2d8+8 (17 hit points)
Initiative: -2
Speed: 10 feet
Armor Class: 14 (-1 size, -2 Dexterity, +7 natural); touch 8, flat-footed 14
BAB/Grapple: +1/+9
Attack: Acid spray -2 ranged touch (1d6, acid, 20 x2)
Full Attack: Acid spray -2 ranged touch (1d6, acid, 20 x2)
Space/Reach: 10 feet by 10 feet/5 feet
Special Attacks: Acid spray
Special Qualities: Darkvision 60 feet
Saves: Fortitude +4, Reflex -1, Will +3
Abilities: Str 18, Int 5, Wis 10, Dex 6, Con 19, Cha 2
Skills: Hide +10, Move Silently +9
Feats: Skill Augmentation (Hide and Move Silently)
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 3 - 6 Hit Dice (Large), 7 - 10 Hit Dice (Huge)

War-worm queens are as terrifying as they are disgusting. Massive, fat and gray, they hearken back to another time, when alien powers ruled the races of man. Unable to capture their own prey, queens rely upon worshipers to supply them with a steady diet of humanoid blood. This practice stretches back into time immemorial and many of mankind's oldest temples contain hieroglyphics depicting high priests feeding mammoth war-worms.

Some sages argue that these temples demonstrate that the human race was created for the sole purpose of feeding the endless hunger of the war-worms, citing the race's rapid rate of reproduction and willingness to blindly follow senseless causes.

Given enough time and enough blood, every war-worm has the potential to grow into a queen. At some point in the worm's growth, the fanged face is absorbed, leaving only vestigial fangs and the queen's trademark tongue. Raspy and strong, the tongue is perfectly designed to lap at the wounds of the worm's prey.

Combat
The war-worm queen is largely ineffectual in combat. Her one defense is an acidic excrement she can spray from her abdomen. What it lacks in accuracy, the spray makes up in volume; the attack is capable of drenching an entire adventuring party in burning acid.

Acid Spray (Ex): Once per round, a war-worm queen can launch an acid spray, a ranged touch attack with a range of 20 feet that does not draw an attack of opportunity. The spray is a grenade-like attack, inflicting 1d6 points of acid damage to the target and 1d4 points of splash damage to all creatures within 5 feet of the target.

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General Rules: Monsters - War-Worm

War-Worm (from Dungeon Crawl Classics #29: The Adventure Begins)
Small Aberration

Hit Dice: ½d8+1 (3 hit points)
Initiative: +1
Speed: 20 feet, burrow 10 feet
Armor Class: 13 (+1 size, +1 Dexterity, +1 natural); touch 12, flat-footed 12
BAB/Grapple: +0/-6
Attack: Bite +0 melee (1d4-2, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +0 melee (1d4-2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Blood drain, infest
Special Qualities: Darkvision 60 feet
Saves: Fortitude +1, Reflex +1, Will +2
Abilities: Str 6, Int 5, Wis 10, Dex 13, Con 13, Cha 2
Skills: Hide +9, Move Silently +8
Feats: Skill Augmentation (Hide and Move Silently)
Environment: Any
Organization: Swarm (2 - 24)
Challenge Rating: ¼
Treasure: None
Alignment: Always chaotic evil
Advancement: -

Rising from the blood-soaked earth of battlefields to stalk the living, war-worms are the souls f warriors trapped in the bodies of tormented aberrations. A war-worm resembles a two-foot long chitinous worm with the head of a fanged, human warrior. The bite of a war-worm is fearsome, allowing the worm to tunnel through soil and tear apart armor. The worms leave trails of slime wherever they slither; this acid is slightly acidic, and over the years war-worm warrens will slowly grow larger, eaten away by slime.

The worms hunger for one thing: The blood of the living. They hunt exclusively at night, rising from the earth and swarming sleeping victims. The frequency of their attacks increases after rainstorms, when the ground is wet and easier for the worms to burrow through.

The horrid creature appear most often at the place of a massacre or slaughter, or any place where a large number of souls died senselessly.

Combat
When forced into melee, war-worms try to overwhelm their prey with numbers.

Blood Drain (Ex): A war-worm can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of temporary Constitution drain each round the pin is maintained.

Infest (Ex): A creature slain by a war-worm's blood drain rises as a war-worm zombie 1d4 days after death. The zombie is host to 2d12 larval war-worms that slowly consume the corpse. After 3d20 days, the zombie collapses, devoured from the inside, and the mature war-worms go in search of living prey.

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General Rules: Monsters - Kralovna (Goblin Queen)

Kralovna (Goblin Queen) (adapted from the Monster Manual II)
Large Aberration (Goblinoid)

Hit Dice: 10d8+30 (75 hit points)
Initiative: +3
Speed: 20 feet
Armor Class: 24 (-1 size, +3 Dexterity, +6 deflection, +6 natural)
BAB/Grapple: +7/+15
Attack: Bite +10 melee (2d6+4 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +10 melee (2d6+4 plus poison, bludgeoning, piercing, and slashing, 20 x2) and 6 claws +8 melee (1d4+2, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Poison, spell-like abilities, suggestion
Special Qualities: Darkvision 60 feet, defensive aura, fire resistance 10, immunities, regeneration 4, spell resistance 21, vermin affinity
Saves: Fortitude +6, Reflex +6, Will +12
Abilities: Str 19, Int 16, Wis 21, Dex 16, Con 17, Cha 22
Skills: Bluff +14, Concentration +14, Diplomacy +18, Intimidate +8, Sense Motive +18, Spellcraft +11
Feats: Combat Casting, Combat Reflexes, Dodge, Multiattack, Quicken Spell-Like Ability
Environment: Underground
Organization: Solitary, hive (1 kralovna plus 100 - 600 other šotek)
Challenge Rating: 10
Treasure: Standard coins, standard goods, and double items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +15

The kralovna is a nauseating creature that combines the worst aspects of a worm, and octopus, and an insect. It has exceptional intelligence and is incredibly wise and glib. The kralovna are the queens of the goblinoid hives, ruling over their progeny for the greater good of Ninkurra.

A kralovna stands 10 feet tall. Its wormlike body is pallid and gray, shimmering with pale yellow slime. The creature supports itself and moves about on a set of six suckered tentacles, each of which is tipped with a multifaceted yellow eye. Its "head" consists of a fleshy sheath that houses a set of three cruelly hooked mandibles. Six long, spidery arms tipped with tiny insectoid claws that almost look like humanoid hands protrude from a set of ridges halfway up the creature's body. A kralovna reeks of mold and decay.

Kralovna speak Karstish. Many of them also understand Rhadynnic, Sorglish, and other languages, though they do not have the vocal apparatus to speak them. With its polymorph spell-like ability, a kralovna can assume a form that is capable of speaking any language it desires. This ability also enhances its disguise capabilities, and aids it in laying ambushes for unwary opponents.

Combat
A kralovna prefers to cast spells or use its spell-like abilities from a distance while her šotek progeny close to melee with the enemy. If forced into melee, a kralovna uses its poisonous bite and flails with its six claws. Occasionally, the creature may choose to use poison against one or more foes, then assume humanoid form and use its suggestion ability to bend them to its will.

Poison (Ex): A kralovna delivers its poison with a successful bite attack, dealing initial damage of 1d6 Wisdom and secondary damage of 2d6 Wisdom. A Fortitude save DC 18 negates this effect.

Spell-Like Abilities: At will - chill touch, cause fear, detect magic, disrupt undead, gentle repose, ghoul touch, halt undead, mage hand, polymorph (humanoid form only), read magic, spectral hand. Three times per day - contagion, circle of death, enervation, vampiric touch. Caster level 14th; save DC 16 + spell level.

Suggestion (Sp): When in humanoid form, a kralovna has a melodious and hypnotic voice. By speaking soothingly to any one creature within range that understands its spoken words, the kralovna can create an effect identical to that of a quickened suggestion spell (caster level 10th; Will save DC 19). An opponent in eye contact while it makes its suggestion takes a -2 penalty on the saving throw. The kralovna can use this ability a number of times per day equal to its Charisma modifier (usually six times per day).

Defensive Aura (Sp): A kralovna has a +6 deflection bonus to Armor Class. This ability is always in effect.

Fire Resistance (Ex): The slime that a kralovna constantly exudes grants it fire resistance 10.

Immunities (Su): Due to her steady diet of undead flesh, a kralovna is immune to cold, disease, energy drain, and paralysis.

Regeneration (Ex): A kralovna takes normal damage from acid, fire, and electricity.

Vermin Affinity (Ex): Kralovna treat monstrous vermin as animals for all purposes including a druid's Wild Empathy and Animal Companion abilities, and Handle Animal checks.

Skills: Because of the slime she constantly exudes, a kralovna gains a +10 competence bonus on Escape Artist checks.

Kralovna Society
Kralovna society is functionally šotek society. All other forms of šotek are born of a kralovna hive mother, and exist to further her plans and schemes. All of the hive mothers claim descent from Ninkurra herself, which, if true, would make every goblinoid in the world a descendent of the Infernal Hive Mother. Every šotek hive is centered upon a kralovna hive queen, who rules over her progeny with the absolute, divinely-ordained authority. No goblin hive has more than a single kralovna, as any time there are, they and their offspring immediately start vying for dominance, fighting until one hive mother is either is driven away, or has been completely destroyed along with all of her children.

The notable exception to this "one queen at a time" rule occurs when a goblin hive becomes overcrowded, in which case a ruling queen will oversee the development of a new queen who will be given an entourage of šotek and sent to form a new hive. These ancillary hives often maintain strong relations with their mother hive, and frequently form the basis of large networks of allied goblin forces. If left on their own, a network of mother-daughter hives can take control of vast areas of territory, as evidenced by the existence of the nation of Karst.

Kralovna Characters
A kralovna's favored class is sorcerer, but kralovna clerics are also quite common. Kralovna clerics universally worship Ninkurra. An kralovna cleric has access to two of the following domains: Corruption, Endurance, Goblin, Pain, or Rulership.

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