Showing posts with label Magical Beast. Show all posts
Showing posts with label Magical Beast. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Jaculi

Jaculi (from Serpent Kingdoms)
Medium Magical Beast

Hit Dice: 6d10+18 (51 hit points)
Initiative: +3
Speed: 30 feet, climb 20 feet, swim 20 feet
Armor Class: 16 (+3 Dexterity, +3 natural); touch 13, flat-footed 13
BAB/Grapple: +6/+9
Attack: Bite +9 melee (1d6+4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +9 melee (1d6+4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Animal trance, constrict 1d8+4, flying gore, improved grab
Special Qualities: Darkvision, 60 feet, low-light vision, scent, chameleon power, spring
Saves: Fortitude +7, Reflex +8, Will +3
Abilities: Str 17, Int 11, Wis 12, Dex 17, Con 15, Cha 2
Skills: Balance +11, Climb +11, Hide +10, Jump +20, Listen +10, Spot +10, Swim +11
Feats: Power Attack, Skill Augmentation (Listen and Spot), Toughness
Environment: Warm forests
Organization: Solitary or coil (4 - 40)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 7 - 12 Hit Dice (Large)

Although the name jaculi is sometimes used as a collective term for tree-dwelling snakes, including the boomslang and the emerald tree boa, the jaculi is a particular kind of creature.

A jaculi looks like a snake with mauve to dark purple scales. Its bony arrowhead-shaped head is studded with stubby but sharp parallel horns that point straight forward towards its nose.

Combat
Jaculi are intelligent hunters that never forget past experiences. They are wise enough to attack isolated creatures, avoid falling onto pointed objects or obvious weapons, and seek out sleeping prey. A jaculi typically uses its animal trance ability to lure small birds or furred forest creatures into a nest or den, then slithers inside and uses its body to block the exit.

Against formidable foes, a jaculi begins combat by launching itself from a high spot, such as a tree branch or the roof of a building, for a flying gore attack. Should it face attacks from more than a single foe - or a hard fight from its chosen victim - it springs to the nearest tree and climbs out of reach. If pursued, it jumps from tree to tree to get away, seeking a place to hide, then turns and follows its foes unseen, attacking again when conditions are advantageous.

Jaculis usually swallow small prey whole, but they can also bite and chew, savaging prey too large to swallow. Unless they are starving, they eat only prey they have killed themselves less than two days ago. when feeding hungry young, jaculi sometimes slay a large beast and hides in or under the corpse to await vultures or other carrion-feeders, which it slays as well.

Animal Trance (Sp): Once per day, a jaculi can sway in place and flash its eyes to hold prey motionless. This mind-affecting ability works like the spell of the same name. Caster level 12th, save DC 9.

Chameleon Power (Sp): At will, a jaculi can change the coloration of its body as a standard action to match its surroundings, gaining a +10 circumstance bonus on Hide checks.

Constrict (Ex): On a successful grapple check, a jaculi deals 1d8+4 points of bludgeoning damage.

Flying Gore (Ex): A jaculi can hurl itself down on an opponent like an arrow from a point 30 feet or more above. This flying gore attack is made as a +10 melee attack and deals 1d8+6 points of piercing damage from the jaculi's horns and does not provoke attacks of opportunity.

Improved Grab (Ex): To use this ability, a jaculi must hit with its bite attack. 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 hold and can constrict. If a jaculi takes more than 10 points of damage, it flees to seek easier prey.

Spring (Ex): A jaculi can gather its coils and then launch itself in a jump. The Jump DC for both long jumps and high jumps are halved, and no running start is required. Furthermore, when jumping down, the jaculi takes damage as if it had dropped 70 feet fewer than it actually did.

Skills: A jaculi has a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Balance, Climb, and Jump checks.

A jaculi can always choose to take 10 on a Climb check, even if rushed or threatened.

A jaculi uses either its Strength modifier or its Dexterity modifier for Climb checks, whichever is higher.

A jaculi 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.

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General Rules: Monsters - Amphisbaena

Amphisbaena (from Serpent Kingdoms)
Large Magical Beast

Hit Dice: 6d10+12 (45 hit points)
Initiative: +3
Speed: 40 feet, climb 20 feet
Armor Class: 17 (-1 size, +3 Dexterity, +5 natural); touch 12, flat-footed 14
BAB/Grapple: +6/+11
Attack: Bite +8 melee (1d6+1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: 2 bites +8 melee (1d6+1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Poison
Special Qualities: Darkvision, 60 feet, hardened corpse, immunity to cold, low-light vision, scent
Saves: Fortitude +7, Reflex +8, Will +3
Abilities: Str 13, Int 2, Wis 12, Dex 16, Con 15, Cha 3
Skills: Balance +15, Climb +11, Hide +6, Listen +13, Spot +13, Tumble +9
Feats: Combat Reflexes, Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7 - 9 Hit Dice (Large); 10 - 18 Hit Dice (Huge)

An amphisbaena is an aggressive pit viper about 13 feet long with a head at each end of its body. Small horns above each eye help the creature rip the skin that bunches at its middle when it molts. The coloration of its scales is as varied as that of vipers.

Short distances are navigated with an odd sidewinding motion similar to that of many other snakes. The creature typically travels longer distance by retracting its fangs, grasping one of its necks with the other mouth, and rapidly rolling along like a hoop.

Combat
An amphisbaena can attack with both its heads simultaneously, and each head may strike a separate target if desired. Moreover, an amphisbaena's two heads give it an advantage over normal snakes in that it can feed and defend itself against threats at the same time.

Poison (Ex): Bite, Fortitude DC 15, initial and secondary damage 1d8 Constitution. The save DC is Constitution-based.

Hardened Corpse (Su): Just before death, and amphisbaena attempts to bite one head with the other. If it succeeds, its body turns to hardened stone upon death.

Skills: An amphisbaena has a +4 racial bonus on Hide and Tumble checks, and a +8 racial bonus on Climb, Listen, and Spot checks, and a +12 racial bonus on Balance checks.

An amphisbaena can always choose to take 10 on a Climb check, even if rushed or threatened.

An amphisbaena can use either its Strength or its Dexterity modifier for Climb checks, whichever is better.

Feats: An amphisbaena's Combat Reflexes feat allows it to use both of its head for attacks of opportunity each round.

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General Rules: Monsters - Sohr, Battle

Battle Sohr (from the Book of Eldritch Might III)
Huge Magical Beast

Hit Dice: 9d10+45 (94 hit points)
Initiative: +2
Speed: Fly 50 feet (average)
Armor Class: 17 (-2 size, +2 Dexterity, +7 natural); touch 10, flat-footed 15
BAB/Grapple: +9/+25
Attack: Bite +15 melee (2d6+12, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +15 melee (2d6+12, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 20 feet/10 feet
Special Attacks: -
Special Qualities: Blindsight 120 feet, control weather, flight
Saves: Fortitude +11, Reflex +8, Will +4
Abilities: Str 27, Int 3, Wis 12, Dex 15, Con 21, Cha 6
Skills: Listen +12, Spot +12
Feats: Flyby Attack
Environment: Any land
Organization: Solitary or pod (6 - 11)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10 - 13 Hit Dixw (Huge); 14 - 27 Hit Dice (Gargantuan)

Believed to be extinct, battle sohr are an ancient magical creation attributed to the Tauta' that display the markings of both druidic and arcane magic. These ferocious creatures grew to about 30 feet long. Black and white in color, their retained the appearnce of the creatures they were based upon:Orcas. Their pectoral fins were long, flat, and broad, like massive wings. Like normal sohr, they were created through magic. Domesitcated battle sohr were ridden like warhorses, except that their great size allowed room for two to ride together. While the initial rider controlled the beast and often bore a lance, the second was usually an archer or crossbow wielder. Each would sit within a massive leather saddle designed for two.

Combat
Battle sohr were trained for combat, and flew fearlessly into the fray, attacking with a firece bite.

Blindsight (Ex): Battle sohr 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 ability and forces a battle sohr to rely on its vision, which is approximately as good as a human's.

Control Weather (Su): Battle sohr can control weather to a limited degree, causing storms to part just enough to allow them to pass unaffected by the harsh winds, lightning, or other dangers.

Flight (Ex): A battle sohr'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.

Skills: Battle sohr gain a +4 racial bonus to Spot and Listen checks. These bonuses go away if blindsight is negated.

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General Rules: Monsters - Shocker Lizard

Shocker Lizard (from the Monster Manual)
Small Magical Beast

Hit Dice: 2d10 + 2 (13 hit points)
Initiative: +6
Speed: 40 feet, climb 20 feet, swim 20 feet
Armor Class: 16 (+1 size, +2 Dexterity, +3 natural); touch 13, flat-footed 14
BAB/Grapple: +2/-2
Attack: Bite +3 melee (1d4, bludgeoning, piercing, and slashing 20 x2)
Full Attack: Bite +3 melee (1d4, bludgeoning, piercing, and slashing 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Stunning shock, lethal shock
Special Qualities: Darkvision 60 feet, electricity sense, immunity to electricity, low-light vision
Saves: Fortitude +4, Reflex +5, Will +1
Abilities: Str 10, Int 2, Wis 12, Dex 15, Con 13, 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; ½ goods; ½ items
Alignment: Always neutral
Advancement: 3 - 4 Hit Dice (Small); 5 - 6 Hit Dice (Medium)

The shocker lizard is a sleek reptile-like creature whose body can generate intense electrical shocks.

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. They have bullet-shaped heads sporting a large pair of horns that sweep back from the sides like spiky ears with a similar structure on the tip of their tails.

Shocker lizards prefer warm and damp conditions, and often lurk in swamps, shaded riverbanks, and water-filled caves. They hunt fish, reptiles, and small animals, but also scavenge or take larger prey from time to time. They spend most of their time hiding and waiting for prey to happen by.

A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds.

Combat
Unless it is very hungry, a shocker lizard dislikes fighting creatures larger than itself, and usually tries to warn off intruders by emitting a series of rapid clicks. The sound is actually a low-power electrical discharge and living creatures within 10 feet can feel the current tickling their skins and scalps. If the warning fails, the lizard raises its horns and tail to administer stunning shocks.

A shocker lizard relies upon its electricity abilities in combat. A lizard tends to bit 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.

Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.

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 + the number of lizards contributing) reduces the damage by half.

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 save DC 12 for half damage). The save DC is Constitution-based.

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 the Strength modifier for Climbs 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 a special action or avoid a hazard. It can always choose to take 10 ion a Swim check even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Shocker Lizards as Familiars
Shocker lizards 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 have the electricity subtype or make a pact with a powerful being with dominion over electricity, take the Improved Familiar feat, and be at least a 5th-level caster.

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General Rules: Monsters - Guardian Hound

Guardian Hound (from Mercenaries)
Small Magical Beast

Hit Dice: 1d10 + 2 (7 hit points)
Initiative: +3
Speed: 40 feet
Armor Class: 15 (+1 size, +3 Dexterity, +1 natural)
BAB/Grapple: +1/-2
Attack: Bite +3 melee (1d4+1, nonlethal, 20 x2)
Full Attack: Bite +3 melee (1d4+1, nonlethal, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-Like Abilities
Special Qualities: Scent
Saves: Fortitude +4, Reflex +5, Will +1
Abilities: Str 13, Int 7, Wis 12, Dex 17, Con 15, Cha 6
Skills: Listen +4, Spot +4, Survival +6, Swim +4
Feats: Track
Environment: Any land
Organization: Solitary or hunting pack (2 - 5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 - 5 Hit Dice (Small)

Scholars believe that guardian hounds were first bred by the legendary wizard Elesh the Mighty. According to legend, at one point in his life Elesh was plagued by a gang of half-orc looters. He hired bounty hunters who used tracking dogs to hunt down the marauders, but the half-orcs proved skillful at ambushing them. Elesh set out creating a breed of bloodhound that could not only track fugitives, but hold them in place until help arrived to seal their fate. His work culminated in a species that looked in all respects like an ordinary dog, but which also had spell-like abilities to paralyze the minds of their prey.

Guardian hounds are valued by bounty hunters and formal law enforcement alike, allthe more so because they are both expensive to acquire and notoriously difficult to breed. Because of their scarcity, their masters employ them individually. Even so, small packs have been rumored to exist.

Combat
Guardian hounds are highly disciplined animals; they know what they are supposed to do and they do not waver from it. They engage in melee combat like normal dogs, except that they only inflict nonlethal damage. Their conditioning prepares them to pursue and subdue, not attack and kill.

Before engaging in melee, guardian hounds use their spell-like abilities to hold their quarry in place until their handlers can finish the job.

Hold Person (Sp): Three times per day, a guardian hound may cast hold person (Will save DC 11 negates) as a 5th level sorcerer. The save DC is Charisma-based.

Hold Monster (Sp): Once per day, a guardian hound may cast hold monster (Will save DC 13 negates) as a 7th level sorcerer. The save DC is Charisma-based.

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General Rules: Monsters - Hellwasp Swarm

Hellwasp Swarm (adapted from the Monster Manual and Dragon Magazine #329)
Diminutive Magical Beast (Evil, Extraplanar, Swarm)

Hit Dice: 12d10+36 (102 hit points)
Initiative: +10
Speed: 5 feet, fly 40 feet
Armor Class: 20 (+4 size, +6 Dexterity); touch 20, flat-footed 14
BAB/Grapple: +12/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 feet by 10 feet/0 feet
Special Attacks: Distraction, inhabit, poison
Special Qualities: Damage Reduction 10/+1, Darkvision 60 feet, hive mind, immune to weapon damage, low-light vision, resistance to fire 10, swarm traits
Saves: Fortitude +10, Reflex +14, Will +7
Abilities: Str 1, Int 6, Wis 13, Dex 22, Con 14, Cha 9
Skills: Hide +19, Listen +10, Spot +10
Feats: Ability Focus (Poison), Improved Initiative, Iron Will, Skill Augmentation (Listen and Spot), Toughness
Environment: Infernal Hells
Organization: Solitary, fright (2 - 4 swarms), or terror (5 - 8 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful evil
Advancement: None
Level Adjustment: -

Hellwasps are vicious, foul-tempered magical insects from the infernal planes. 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 unloving) 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.

In order to attack, a hellwasp swarm moves into opponents' spaces, which provokes attacks of opportunity. It can occupy the same space as a creature of any size, since it crawls and flies all around its prey, but remains a creature with a 10 foot by 10 foot space. Hellwasp swarms never make attacks of opportunity, but they can provoke attacks of opportunity. A hellwasp swarm’s attacks are evil-aligned and magical. Damage reduction sufficient to reduce the swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm.

Unlike other creatures with a 10 foot by 10 foot space, a hellwasp swarm is shapeable. It can occupy any four contiguous space and it can squeeze through any space large enough to contain one of its component creatures.

Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed at a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Hive Mind (Ex): Any hellwasp swarm with at least 1 hit point per Hit Die (12 hit points for a standard 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.

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. Amy 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, effective transforming it into a zombie of the appropriate size for so long as the swarm remains inside. if a hellwasp swarm inhabits a living victim, it can neutralize 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 0 Constitution 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 the host.

Poison (Ex): Injury, Fortitude DC 13; initial and secondary damage 1d4 Dexterity. The save DC is Constitution-based.

Swarm: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A bat swarm is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it 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 an opponent. 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 (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. A bat swarm is susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a bat swarm, treat the swarm as a creature of Diminutive size. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Vulnerabilities
Hellwasp swarms are extremely difficult to fight with physical attacks. They have a few special vulnerabilities as follows.

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon's normal damage can't affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.

Hellwasp Swarms as Familiars
Bat swarms 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 take the Improved Familiar feat, be within alignment one step of lawful evil, and be at least a 16th-level caster. Powerful goblinoid and goblinoid-blooded spellcasters have been known to have hellwasp swarm familiars.

The hellwasp swarm is a magical beast swarm familiar. Swarm familiars do not gain the ability to speak with others of their kind, and neither the swarm nor its master gains the Skill Augmentation (Listen and Spot) feat. Instead, the following special qualities are substituted for those standard familiar abilities.

Granted Abilities: In addition to special abilities gained as a result of standard familiar progression, swarm familiars also bestow the following abilities upon their masters. The hellwasp swarm's master gains immunity to her swarm's nauseating effect and its wounding attack and can occupy the same space as her familiar without suffering penalties. Swarm familiar granted abilities replace the granted abilities listed for improved familiars.

Hive Mind (Ex): Hellwasp swarm familiars gain a hive mind that connects them to each other by the arcane power of their master. The master gains an empathic link and the ability to share spells with the hive mind of the swarm familiar.

Nonhealing (Ex): When a swarm takes damage, part of it is physically destroyed. Therefore, swarm familiars cannot be healed in the normal manner. Instead, new creatures much be summoned to the swam to replace those that have died. A summon swarm spell "cures" a swarm familiar by replacing dead creatures in the swarm at a rate of 1d6 hit points per caster level. The number of hit points healed in this manner cannot exceed the swarm's maximum hit point total. Only a druid or the wizard to whom the swarm familiar belongs can cure a swarm familiar in this fashion. Summon swarm spells used to heal a familiar create no other effect.

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General Rules: Monsters - Mammoth of Iku-Tyrma

Mammoth of Iku-Tyrma (from the Unholy Warrior's Handbook)
Huge Magical Beast

Hit Dice: 11d10 + 55 (115 hit points)
Initiative: +1
Speed: 40 feet
Armor Class: 24 (+1 Dexterity, -2 size, +7 natural, +8 armor)
BAB/Grapple: +11/+29
Attack: Gore +16 melee (2d8 + 15, piercing, 20 x2)
Full Attack: 2 gores +16 melee (2d8 + 15, piercing, 20 x2) and 2 stamps +11 melee (2d6 + 5, bludgeoning, 20 x2)
Space/Reach: 10 feet by 20 feet/10 feet
Special Attacks: Smite good, trample 2d8 + 15
Special Qualities: Blind-sight, cold resistance 15, acid resistance 15, damage resistance 5/+2
Saves: Fortitude +12, Reflex +8, Will +3
Abilities: Str 30, Int 3, Wis 11, Dex 13, Con 21, Cha 7
Skills: Listen +7, Spot +6
Feats: Cleave, Power Attack
Environment: Any underground
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always lawful evil
Advancement: 9 - 16 Hit Dice (Huge), 17 - 24 Hit Dice (Gargantuan)

The great war mammoth of Iku-Tyrma towers over the battlefield as a living siege weapon. In battle, this evil beast wear hell-forged full plate barding, concealing every inch of its body. Eight great curving tusks twist out of its maw. As a calf, each mammoth has its eyes burned out with boiling blood, the scent of which remains in the tortured beast's nostrils - it thereafter thirsts for the destruction of humanity. As Iku-Tyrma's infernal servants breed these creatures in the depths of the Frost Giant God's fortress, they are never encountered in the wild. Frost giants and unholy warriors devoted to Iku-Tyrma sometimes receive these creatures to reinforce a mortal army at war with the forces of light.

Mammoths of Iku-Tyrma can understand, but cannot speak, Infernal.

Whenever encountered on the field of battle, mammoths of Iku-Tyrma are encased in their full plate barding, and atop their backs are war platforms that provide 50% cover to their inhabitants. The platform can hold six occupants or two ballista and their crews. Those calling the creatures use them as vanguards of their armies, sowing massive destruction among their enemies. The very sight of the mammoth on the battlefield is erosive to their opponent's morale.

Unholy warriors devoted to Iku-Tyrma of at least 16th level may select a mammoth of Iku-Tyrma as their dark ally. Their effective unholy warrior level is treated as being ten levels lower than normal for the purpose of determining the special powers the mammoth receives as a result of its status as a dark ally.

Smite Good (Su): Once per day, the mammoth of Iku-Tyrma may make a normal attack dealing additional damage equal to its Hit Dice (maximum +20) against a good foe. If the mammoth accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.

Trample (Ex): As a move action, the mammoth of Iku-Tyrma may move through occupied squares, inflicting the listed damage. This action provokes an attack of opportunity; however, those foregoing such attempts may make a Reflex save (DC 20) to move to an adjacent square to avoid the damage.

Blind-Sight (Su): Having had its eyes removed, the mammoth relies upon other methods of "vision". The mammoth can see all creatures within 60 feet regardless of lighting conditions. Sonic attacks or being deafened reduces this range to 10 feet for as long as the effect remains.

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General Rules: Monsters - Misery Cat

Misery Cat (modified for rules compliance from Mercenaries)
Small Magical Beast

Hit Dice: 3d8+3 (16 hit points)
Initiative: +3 (Dexterity)
Speed: 20 feet, climb 20 feet
Armor Class: 15 (+1 size, +3 Dexterity, +1 natural); touch 14, flat-footed 12
BAB/Grapple: +3/-2
Attack: Bite +7 melee (1d6-1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +7 melee (1d6-1, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +2 melee (1d4-1, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-like ability, rend, spit
Special Qualities: Scent
Saves: Fortitude +3, Reflex +6, Will +2
Abilities: Str 9, Int 6, Wis 12, Dex 16, Con 10, Cha 6
Skills: Balance +6, Climb +2, Hide +6, Move Silently +5, Spot +2
Feats: Toughness, Weapon Finesse
Environment: Any land and underground
Organization: Solitary or pack (2 - 8)
Challenge Rating: 3
Treasure: ¼ standard
Alignment: Usually chaotic evil
Advancement: 4 - 5 HD (Medium)

In their true form, misery cats resemble oversized weasels or ferrtes. These sneaks and scavengers derive their name from the fact that their ability to change shape allows them to dupe the settled folk from whom they steal their livelihood, often by disguising themsevles as domestic pets. Usually, they content themselves with snatching bits of food when no one is looking, like cuts of meat or pies left momentarily unattended. They have also been known to do much worse, making off with fowl or small animals, or even newborn children. Such cases are mostly likely the doing of a pack of several or more misery cats working together.

Misery cats occur in all environments and terrain types. In the wild, they live as scavengers and hunters of small animals. When they find themselves in proximity to settled peoples, they react as do vermin, realizing that civilization offers them a bounty richer than they could expect to find otherwise. They make pests of themselves, and their size enables them to make proportionally greater mischief than rats and insects. It is no wonder that they are hunted with a will whenever they are discovered.

Combat
If they are caught in the act of filching, misery cats will flee rather than fight it out. If cornered or caught with their chapechanging ability exhausted, they will do their best to get their pursuers to back off. If getting their backs up, baring their teeth, and hissing will not do, they will spit their highly acidic saliva to blind their foes and then attack with their teeth and claws.

Polymorph Self (Sp): Once per day, a misery cat may use polymorph self as the spell cast by a 7th level sorcerer.

Rend (Ex): If a misery cat sinks its teeth into a foe, it can dig in and rip flesh with its incisors to cause extra damage. Whenever it succeesd in a bite attack, it makes an opposed grapple check against its target. If successful, it automatically deals an extra 1d4 points of damage.

Spit (Ex): Unless surprised, a misery cat can spit in the face of an opponents to blind it before launching into melee combat. It can propel its saliva up to 30 feet (with range increments of 10 feet) as a ranged touch attack. A hit means that the target has been struck in the eyes and must make a DC 15 Fortitude save or be blinded as if by the spell blindness. Every round thereafter, the affected creature may attempt another saving throw as a full round action by trying to flush its eyes. If successful, it is no longer blinded. Creatures with Blindsight are unaffected by this ability.

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General Rules: Monsters - Blood Kraken

Blood Kraken (adapted from the Creature Collection)
Large Magical Beast

Hit Dice: 7d10+21 (59 hit points)
Initiative: +1
Speed: Swim 60 feet
Armor Class: 24 (-1 size, +1 Dexterity, +14 natural); touch 9, flat-footed 23
BAB/Grapple: +7/+14
Attack: Tentacle +9 melee (1d6+3, bludgeoning, 20 x2)
Full Attack: 8 tentacles +9 melee (1d6+3, bludgeoning, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: Improved grab, spells
Special Qualities: Darkvision 60 feet, ink
Saves: Fortitude +5, Reflex +3, Will +8
Abilities: Str 17, Int 14, Wis 17, Dex 12, Con 16, Cha 13
Skills: Diplomacy +8, Hide +3, Innuendo +5, Intimidate +3, Knowledge: Arcana +10, Listen +7, Spellcraft +5, Spot +2, Use Magic Device +3
Feats: Blind-Fight, Forge Ring, Craft Rod, Enlarge Spell, leadership, Maximize Spell
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: 8 - 10 Hit Dice (Large); 11 - 14 Hit Dice (Huge)

These inky black creatures are the terrors of shipping and coastal villages throughout the Three Worlds. Though blood krakens are relatively small - usually 8 to 12 feet from tentacle tip to tentacle tip and shy from physical conflict, their leadership abilities and mastery of the magic of weather and destruction make them extremely dangerous, especially when supported by their coteries of followers.

Most kraken have personal entourages of several sea hags and a number of shark-folk. Such raiding parties might be as small as a school of 8 to 12, or as large as a village of 50 or more.

Most blood kraken are vain creatures, proud of themselves and their power. They bedeck themselves in the riches of the surface world, covering their arms with rings and bracelets, gilding and piercing their beaks, and crowning themselves with a wide variety of circlets, tiaras, and diadems. Most wield scepters or other wands of office salvaged from wreckage, and these can include swords and elaborately carved wooden legs - anything striking will be deemed suitable.

Combat
Blood krakens are typically reticent to enter combat, preferring for their followers to take care of such matters while they stay back and offer magical support. When forced into combat, krakens favor combat magic or attempt to strangle victims with their powerful arms.

Ink (Ex): Blood krakens can spew a thick ink cloud which obscures vision in a 60-foot radius. Not even darkvision can penetrate the ink. A blood kraken may do this once every three hours.

Improved Grab (Ex): To use this ability, the blood kraken 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, the blood established a hold on the opponent. Every round that it maintains a hold on an opponent, the kraken can inflict 1d6+3 points of crushing damage. A kraken can hold onto an opponent with up to two tentacles and it inflicts twice as much crushing damage per round if it does so.

Spells: A blood kraken casts spells as an 8th level cleric. They may select from the Blackwater, Cold, Sloth, Watery Death, Winter domains.

Notes: I changed the blood kraken's "sticky tentacles" ability to the improved grab ability.

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General Rules: Monsters - Mlarraun

Mlarraun (from Serpent Kingdoms)
Medium Magical Beast

Hit Dice: 2d10 (11 hit points)
Initiative: +3
Speed: 20 feet, climb 20 feet, swim 20 feet
Armor Class: 16 (+3 Dexterity, +3 natural); touch 13, flat-footed 13
BAB/Grapple: +2/+1
Attack: Bite +5 melee (1d4-1 plus poison, bludgeoning, piercing, and slashing, 20 x2) or spit +5 ranged touch (poison)
Full Attack: Bite +5 melee (1d4-1 plus poison, bludgeoning, piercing, and slashing, 20 x2) or spit +5 ranged touch (poison)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Poison
Special Qualities: Darkvision, 60 feet, low-light vision, scent, stone torpor
Saves: Fortitude +3, Reflex +6, Will +1
Abilities: Str 8 Int 1, Wis 12, Dex 17, Con 11, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Feats: Weapon Finesse
Environment: Warm plains
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -

The "spitting snakes" are common in the Llaithcoed Forest and the neighboring regions of the At'viras Steppes. They spend their days sleeping, sunning, and hunting. When the opportunity presents itself, a mlarraun may slay several herd beasts of other large creatures at once and leave then as ready food. Mlarrauns eat rotting carrion as readily as they do fres hmeat, and they suffer no ill effects from ingesting flesh tainted with their own poison.

Mlarrauns are best known for their ability to assume a stone-like form as a kind of torpor when targeted with spells or magical effects. These "stone snakes" are often placed as traps by yuan-ti, nagas, or other scaled ones.

A mlarraun resembles a dark brown or black serpent with an arrowhead-shaped head.

Combat
Though mlarrauns are quite effective in stalking their prey, they are neither cunning nor capable of anticipating danger. Many are trampled by the hooves of beasts that are unaware of their presence.

Poison (Ex): Bite or spit, injury or contact, Fortitude DC 11, initial damage blindness for 2d6 hours, secondary damage blindness for 4d6 hours and 1d4 points of damage. The save DC is Constitution-based. The poison needs not touch the eyes to cause blindness.

Stone Torpor (Su): Any spell or magical effect that specifically targets a mlarraun causes it to instantly lapse into a torpor that lasts for 1d100 days. Its scales become hard and gray, though its body remains flexible. Contact with magic weapons or other magic items tat do not specifically target the mlarraun does not trigger this change.

While in this state, the mlarraun can be posed by manually adjusting its body. Enterprising artisans and trap designers sometimes shape the creature into handles for chests, ornamental "scrollwork", and the like. Such adjustments do not wake the mlarraun. In this form, the creature's natural armor bonus rises to +10.

Damage in excess of one-half its original hit points awakens the mlarraun instantly, as does ny spell that targets it. When it awakens, naturally or by other means, it bites or spits poison at the nearest creature.

Skills: A mlarraun has a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Balance and Climb checks.

A mlarraun can always choose to take 10 on a Climb check, even if rushed or threatened.

A mlarraun can use either its Strength or its Dexterity modifier for Climb checks, whichever is better.

A mlarraun 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.

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General Rules: Monsters - Kallendine

Kallendine (from the Book of Eldritch Might III)
Huge Magical Beast

Hit Dice: 15d10+65 (147 hit points)
Initiative: +3
Speed: 30 feet, climb 30 feet
Armor Class: 27 (-2 size, +3 Dexterity, +8 natural, +8 armor); touch 11, flat-footed 24
BAB/Grapple: +15/+28
Attack: Claw +20 melee (2d6+5, piercing and slashing, 20 x2) or thrown spike +18 ranged (1d8+5 plus poison, piercing, 19-20 x2, 180 feet x1)
Full Attack: 2 claws +20 melee (2d6+5, piercing and slashing, 20 x2) and bite +18 melee (1d8+2 plus poison, bludgeoning, piercing, and slashing, 20 x2) or 6 stingers +18 melee (1d8+5 plus poison, piercing, 20 x2) or 6 thrown spikes +18 ranged (1d8+5 plus poison, piercing, 19-20 x2, 180 feet x1)
Space/Reach: 10 feet by 20 feet/10 feet
Special Attacks: Improved grab, poison, spikes, swallow whole
Special Qualities: Darkvision 60 feet, fast healing 5, termorsense 60 feet
Saves: Fortitude +14, Reflex +12, Will +6
Abilities: Str 20, Int 9, Wis 11, Dex 17, Con 21, Cha 8
Skills: Listen +9, Spot +9
Feats: Iron Will, Multiattack, Power Attack
Environment: Any hive
Organization: Solitary or squad (3 - 6)
Challenge Rating: 13
Treasure: Triple standard
Alignment: Usually lawful neutral
Advancement: 16 - 25 Hit Dice (Huge); 26 - 30 Hit Dice (Gargantuan)

The goblinoid hives bred the kallendine to serve as guardians for their dread queens. These insect-like monstrosities are covered in a black carapace reinforces artificially, once the creatures have achieved adulthood, with glistening steel plates that fit the beasts like plate armor.

The creature's head is wide and flat, set in the front of its massive armored body. The majority of the head is a huge, mandibled mouth. The kaleindine's undersides bristle with a dozen thin, multi-jointed legs. The two front-most legs, twice as large as the rest, end in two cleaver-like claws - also augmented with steel. In addition to the mass of insectoid legs, the kallendine have six prehensile tendrils, three coming out of each side. These tendrils end in wicked, envenomed spines, which the kallendine can throw as spikes or use to sting prey.

Kallendine can move along any surface, as their many legs adhere like those of an insect or spider.

These creatures do not speak, but can understand Karstish.

Combat
A kallendine begins most battles with a volley of spikes, then closes as quickly as it can. Once in melee, it uses its bite to poison does, then immediately swallows them in their weakened state.

Improved Grab (Ex): To use this ability, the kallendine 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 blood established a hold on the opponent. Every round that it maintains a hold on an opponent, the kallendine automatically inflicts bits damage and can attempt to swallow the foe.

Poison (Ex): Both the bite and the stingers of the kallendine hold venom. Fortitude save DC 23; initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength. The save DC is Constitution-based.

Spikes (Ex): Rather than sting an opponent with its spikes, the kallendine can use its tendrils to fling them, causing them to detach and sail through the air like deadly poisoned arrows. New spikes immediately form one the ends of the tendrils. This standard action is an attack with a range of 180 feet and no range increment. A spike deals a critical hit on a natural attack roll of 19 or 20. The creature can launch only 24 spikes in any one day.

Swallow Whole (Ex): A kallendine can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 1d8 points of acid damage per round from the kallendine's digestive processes. A swallowed creature can climb out of the kallendine with a successful grapple check. This returns it to the creature's maw, where another successful grapple check allows it to get free. A swallowed creature can also cut its way out by using claws or a Small or smaller slashing or piercing weapon to deal 25 points of damage to the Armor Class 20 interior of the kallendine. Once the creature exist, fast healing and muscular action close the hole; another swallowed opponent must cut its own way out.

The kallendine's interior can hold two Medium, four Tiny, eight Diminutive, or sixteen Fine or smaller opponents.

Tremorsense (Ex): The kallendine can automatically sense the location of anything within 60 feet that is in contact with the ground.

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General Rules: Monsters - Deremole

Deremole (adapted from Spells & Spellcraft)
Tiny Magical Beast

Hit Dice: 1d10+2 (7 hit points)
Initiative: +2
Speed: 15 feet, burrow 30 feet
Armor Class: 15 (+2 size, +2 natural); touch 12, flat-footed 14
BAB/Grapple: +1/-11
Attack: None
Full Attack: None
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Mind blast
Special Qualities: Blindsight 30 feet, tremorsense 30 feet
Saves: Fortitude +4, Reflex +2, Will +2
Abilities: Str 3, Int 12, Wis 10, Dex 10, Con 14, Cha 4
Skills: Hide +3, Escape Artist +9, Hide +4, Listen +11, Survival +6
Feats: Endurance
Environment: Underground
Organization: Solitary or colony (7 - 16)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: -

Deremoles are a rare breed of furry, black creatures that burrow deep underground and thrive on magical energy. They are nearsighted but have sharp ears and sensitive noses. They live off the residual magical energy of nearby creatures, often making their homes near duergar settlements.

Combat
Deremoles are weak combatants, and try to avoid confrontation if possible. If cornered, they use their mind blast ability and try to flee.

Mind Blast (Su): A deremole's mind blast causes 1d4+1 temporary Intelligence damage to on creature within 10 feet. A successful DC 12 Will save negates the attack. The deremole may use this ability three times per day. The save DC is Constitution based.

Blink Dogs as Familiars
Blink dogs 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 take the Improved Familiar feat and be at least a 3rd-level caster. Arcane casters with deremole familiars gain the Improved Initiative feat for free as a bonus feat.

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General Rules: Monsters - T'kraam (Thunderkin)

T'kraam (Thunderkin) (from the Book of Eldritch Might III)
Medium Magical Beast

Hit Dice: 6d10+12 (45 hit points)
Initiative: +4
Speed: 10 feet, fly 60 feet (good)
Armor Class: 21 (+4 Dexterity, +7 natural); touch 14, flat-footed 17
BAB/Grapple: +6/+8
Attack: Tail smash +8 melee (1d8+2 plus d6 electricity, bludgeoning, 20 x2)
Full Attack: Tail smash +8 melee (1d8+2 plus 2d6 electricity, bludgeoning, 20 x2) and bite +6 melee (1d8+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Thunderous roar
Special Qualities: Energy form, electricity immunity, flight
Saves: Fortitude +9, Reflex +9, Will +2
Abilities: Str 15, Int 12, Wis 11, Dex 18, Con 15, Cha 15
Skills: Hide +7, Listen +9, Spot +8, Tumble +7
Feats: Great Fortitude, Multiattack
Environment: Any land
Organization: Solitary or band (3 - 6)
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral evil
Advancement: 7 - 8 Hit Dixw (Medium); 9 - 18 Hit Dice (Large)

The thunderkin thrive in storms and come to the ground only to hunt. They appear to be long, flat serpents with huge heads and sail-like fins. They range in color from blue to red, although they are sometimes violet. Called T'kraam in their own strange language, these creatures inhabit storms, dancing amid the lightning. As such, they can appear anywhere, coming out of the storm-darkened sky to prey upon whatever they can find before returning to the sky.

T'kraam breed quickly and in large numbers. Though highly intelligent, they do not possess the ability to build structures or lairs. Nevertheless, they sometimes inhabit abandoned cloud giant flying fortresses or other magical aerial structures.

Combat
Thunderkin like to fly up to a foe quickly - using a flying tumble maneuver if necessary - and lash with their tails, charged with electricity. They then take on their energy form and dart away. T'kraam only use their thunderous roar ability once they are angry - usually if fighting on the defensive.

Energy Form (Su): Up to three times per day, thunderkin can take on the form of living lightning for 10 rounds. T'kraam become incorporeal but lose their Strength bonus (-2 to listed attack and damage modifiers for their tail smash, and -2 to their attack modifier and -1 to their damage modifier for their bite). Anyone touching them directly or hitting them with a weapon suffers 2d6 points of electricity damage. They can use dimension door as 10th-level sorcerers in living lighting form.

Thunderous Roar (Sp): A t'kraam can loose a roar that stuns all within 60 feet for 1 round (DC 15 Fortitude save to resist). The creature can use this ability only once every 1d4 rounds. Thunderkin are immune to the effects of the thunderous roar.

Flight (Ex): A thunderkin's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 60 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

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General Rules: Monsters - Carrion Crow

Carrion Crow (from the Unholy Warrior's Handbook)
Large Magical Beast

Hit Dice: 6d10 + 18 (51 hit points)
Initiative: +2
Speed: 20 feet, fly 80 feet (average)
Armor Class: 15 (+2 Dexterity, -1 size, +4 natural)
BAB/Grapple: +6/+14
Attack: claw +9 melee (1d6 + 4, piercing and slashing, 20 x2)
Full Attack: 2 claws +9 melee (1d6 + 4, piercing and slashing, 20 x2) and bite +4 melee (1d8 + 2 plus disease, bludgeoning, piercing, and slashing 20 x2)
Space/Reach: 10 feet by 5 feet/5 feet
Special Attacks: Disease, improved grab, ominous presence
Special Qualities: Darkvision 60 feet, low-light vision, evasion, keen sight
Saves: Fortitude +8, Reflex +7, Will +3
Abilities: Str 18, Int 7, Wis 12, Dex 14, Con 17, Cha 8
Skills: Balance +6, Listen +10, Spot +10
Feats: Flyby Attack, Skill Augmentation (Listen and Spot)
Environment: Any land
Organization: Solitary, pair, clutch (2 - 5), or flock (7 - 25)
Challenge Rating: 6
Treasure: None
Alignment: Always evil
Advancement: 7 - 12 Hit Dice (Large), 13 - 18 Hit Dice (Huge)

Carrion crows populate the infernal forests. Most commonly, they seek the tender morsels, such as eyes and organ meat of the fallen warrior in the eternal conflict between the planes. Their hunger draws them to battlefields across the planes. From the battlefield of Gehenna to the wars on the slopes of the heavenly mountains, carrion crows are a regular fixture. In the Three Worlds, these birds emerge at especially large feasts, where demonic or otherwise evil armies have decimated whole cities. Even in these instances, carrion crows are rare in the mortal realms except when in the service of an unholy warrior.

Similar to, but larger than, their mundane cousins, they have oily black feathers covering their bodies, sepia beaks, and gleaming green eyes that glow like a cat's in the darkness. Large, wicked talons curl from their scaly digits, which are razor sharp for slicing into the guts of the dead. Carrion crows speak an odd croaking mimicry of common human tongues such as Sorglish or Rhadynnic, but have perfect understanding of Infernal. They despise giant eagles and attack them on sight.

Combat
In combat, carrion crows prefer to swoop down, raking their foes with their talons. If they grapple their opponents, they peck at the face and eyes. Normally, carrion crows do not attack large groups of the living, preferring instead to target the lone straggler.

Unholy warriors devoted to Halpas may select a carrion crow as their dark ally.

Disease (Su): Carrion crows are carriers of both Filth Fever and Demon Fever. Victim's of the carrion crow's bite attack must attempt Fortitude saves against DC 12 and 18, respectively, to avoid contracting these plagues.

Improved Grab (Ex): To use this ability, the carrion crow must hit an opponent no more than one size category greater than itself with both claw attacks. After dealing normal damage, the carrion crow may start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it deals automatic claw damage each round the hold is maintained, and may make bite attacks with a +4 circumstance bonus. The carrion crow may maintain the grapple as normal.

Ominous Presence (Su): The mere appearance of these creatures evokes fear and confusion in their enemies. All those seeing a carrion crow must attempt a Will save (DC 11) or suffer a -2 penalty to all attack rolls, skill checks, ability checks, and saving throws for the remainder of the encounter. A failed or successful save grants immunity to this ability for 24 hours.

Evasion (Ex): A carrion crow can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the carrion crow is wearing light armor or no armor. A helpless carrion crow does not gain the benefit of evasion.

Keen Sight (Ex): Carrion crows can see twice as far as normal.

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General Rules: Monsters - Norling

Norling (modified for rules compliance from Mercenaries)
Large Magical Beast

Hit Dice: 4d10+12 (32 hit points)
Initiative: +1 (Dexterity)
Speed: 50 feet
Armor Class: 17 (-1 size, +1 Dexterity, +1 dodge, +6 natural); touch 11, flat-footed 15
BAB/Grapple: +4/+12
Attack: Hoof +7 melee (1d6+4, bludgeoning, 20 x2)
Full Attack: 2 hooves +7 melee (1d6+4, bludgeoning, 20 x2) and bite +2 melee (1d4+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: Cone of cold
Special Qualities: Cold resistance 10, scent
Saves: Fortitude +7, Reflex +5, Will +2
Abilities: Str 18, Int 3, Wis 12, Dex 13, Con 17, Cha 6
Skills: Listen +5, Spot +5
Feats: Dodge, Skill Augmentation (Listen and Spot)
Environment: Tundra
Organization: Herd (2 - 12) or domesticated
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5 - 6 HD (Large)

Huscarl mercenaries from the far north first brought knowledge of norlings to th wider world, riding them into battle at the beck of employers who found rumors of the ferocity of these sub-arctic humanoid tribes to be entirely justified. Just as formidable as the huscarls were their mounts - ferocious horse-like creatures called norlings.

Norlings resemble oversized Shetland ponies in that they are as large as a typical warhorse and of the same shape, but a thick mat of long hair covers their entire body. This hair even covers their faces, so that their eyes appear only as small, dark coals set deep within their heads. This physiological feature, combined with their magical nature, makes them unusually resistant to cold. Their long coats remain even after thy enter warmer climes, yet no one has ever observed them to suffer ill effects from temperate or even hot environments.

The huscarls are reluctant to part with their mounts, and so few norlings are found on their own outside their native areas. If you come upon one outside the sub-arctic, either its rider became a casualty of war and left it to wander far from home, or it was rustled out of its native habitat. Ambitious warlords have attempted to capture abandoned norlings and breed them for their own use, but always without success. Either they refuse to mate outside their native areas, or their offspring refuse to be tamed by anyone other than a huscarl and they have to be let go.

Combat
Norlings gained noteriety among those who saw them on the battlefield for being as ferocious in a fight as their huscarl riders. They can bite and strike with their hooves like a heavy warhorse, but they also possess a fearsome abiliuty to summon the essence of the cold in which they were born and project it as a weapon.

Cone of Cold (Sp): Up to 3 times per day, a norling can exhale the elemental cold of its native land. This ability functions like a cone of cold cast by a 9th level sorcerer with a save DC of 12. The cone originates at the creature's mouth. Using this ability requires a full-round action, and the norling cannot combine it with any other attack or any form of movement in the same round. The save DC is Charisma-based.

Cold Resistance (Ex): Norlings suffer less from cold damage than other creatures, since they come from as frosty a climate as any living creature can stand. They have cold resistance 10.

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General Rules: Monsters - Dune Beast

Dune Beast (adapted from Dungeon Crawl Classics #45: Malice of the Medusa)
Medium Magical Beast

Hit Dice: 2d10+2 (13 hit points)
Initiative: +2
Speed: 40 feet, climb 30 feet
Armor Class: 13 (+2 Dexterity, +1 natural); touch 12, flat-footed 11
BAB/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3 plus dehydration, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d6+3 plus dehydration, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Dehydration
Special Qualities: Improved tracker, low-light vision, scent
Saves: Fortitude +4, Reflex +5, Will +1
Abilities: Str 15, Int 2, Wis 12, Dex 14, Con 12, Cha 4
Skills: Climb +10, Listen +3, Spot +8
Feats: Skill Augmentation (Listen and Spot)
Environment: Any desert
Organization: Solitary or troop (10 - 40)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 - 3 Hit Dice (Medium)

Dune beasts were at one time normal baboons, but they have long since been tainted by some infernal power. Now they are vicious and ever-hungry predators, scouring the desert for victims large and small. Not even human villages are safe from their plague, and people live in constant fear of the night that a troop of dune beasts will descend upon their community.

A dune beast has a simian face with a broad drooling mouth filled with large teeth, while two large orbs that gleam like burning embers serve as the creature's eyes. Its body is bony and slender, with a red abrasive skin pulled tightly over a jutting ribcage and long, powerful limbs.

Dune beasts require no fresh water and derive all their hydration from the blood of their victims. Indeed, they loath fresh water and avoid even its proximity.

Combat
Dune beasts usually attack in groups, seeking to overwhelm foes through sheer weight of numbers. fearless in the assault, they often attack prey much larger than themselves. They are also patient, and will stalk a wounded creature for miles until they succumb to dehydration..

Improved Tracker (Ex): Dune beasts use Spot checks instead of Survival checks to follow their quarry's trail.

Dehydration (Ex): The saliva of a dune beast carries a powerful poison that causes the victim to suffer terrible dehydration. The poison takes 1d4 minutes to take effect, dealing 1d6 points of nonlethal damage and causing the victim to become exhausted. A successful Fortitude saving throw (DC 14) halves the damage and reduces the exhaustion of fatigue. The subject must make an additional Fortitude saving throw each hour to avoid additional nonlethal damage until he drinks at least a liter of fresh water.

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General Rules: Monsters - Firebird

Firebird (adapted from the Freeport Trilogy)
Large Magical Beast [Fire]

Hit Dice: 4d10+4 (26 hit points)
Initiative: +3
Speed: 10 feet, fly 160 feet (average)
Armor Class: 17 (-1 size, +5 natural, +3 Dexterity); touch 12, flat-footed 14
BAB/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4 plus 1d6 fire, slashing, 20 x2)
Full Attack: 2 claws +7 melee (1d6+4 plus 1d6 fire, slashing, 20 x2) and bite +2 melee (1d8+2 plus 1d6 fire, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Fear aura
Special Qualities: Evasion, damage reduction 5/+1, immunity to fire, low-light vision
Saves: Fortitude +5, Reflex +7, Will +3
Abilities: Str 18, Int 10, Wis 14, Dex 17, Con 12, Cha 10
Skills: Knowledge: Nature +2, Listen +6, Sense Motive +4, Spot +15, Survival +3
Feats: Flyby Attack, Skill Augmentation (Listen and Spot)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 5 - 10 HD (Large)

A firebird resembles a giant eagle with red, orange, and white flames in place of feathers.

Combat
Firebirds prefer to attack from the air, using their flyby attack ability to its best effect.

Fear Aura (Su): All animals within 30 feet of a firebird must succeed at a Will save (DC 10) or become panicked for 1d6 minutes. The save DC is Charisma-based.

Skills: Firebirds gain a +10 racial bonus to Spot checks.

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General Rules: Monsters - Bat, Night Hunter

Bat, Night Hunter (from Monsters of Færûn)
Medium Magical Beast

Hit Dice: 2d10 + 2 (13 hit points)
Initiative: +3
Speed: 10 feet, fly 50 feet (perfect)
Armor Class: 14 (+3 Dexterity, +1 natural)
BAB/Grapple: +1/+1
Attack: Tail stab +1 melee (1d6, piercing, 20 x2)
Full Attack: Tail stab +1 melee (1d6, piercing, 20 x2) and bite -4 melee (1d6, bludgeoning, piercing, and slashing 20 x2) and 2 claws -4 melee (1d4, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Frightful Presence
Special Qualities: Darkvision 180 feet
Saves: Fortitude +4, Reflex +6, Will +0
Abilities: Str 10, Int 11, Wis 11, Dex 16, Con 13, Cha 10
Skills: Hide +8, Listen +5, Move Silently +8, Spot +5, Survival +3
Feats: Multiattack
Environment: Any land and underground
Organization: Swoop (2 - 12)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 3 - 6 Hit Dice (Large)

Night hunters are vicious bats that emit weird echoing, loonlike screams as they swoop to attack their prey. They are large creature with a 7-foot wingspan and long, triangular, razor-sharp tails. Their fur is velvet black and their eyes are violet, orange, or red.

Combat
Night hunter packs swoop in to bite prey, slashing with their wing claws, and stabbing with their dexterous tails. They often stalk their prey, flying low and dodging behind hillocks, ridges, trees, or stalagmites, terrorizing their would-be victims with their screams as they approach.

Frightful Presence (Ex): Night hunter emit eerie screams in combat that unnerve weak opponents. Creatures with less than 2 Hit Dice who are within 30 feet of a screaming night hunter must make a Will save (DC 11) or be shaken for 5d6 rounds. Characters who are shaken suffer a -2 morale penalty on attack rolls, checks, and saving throws.

Night Hunters as Familiars
Night hunters 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.

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General Rules: Monsters - Deathcoils

Deathcoils (from Serpent Kingdoms)
Huge Magical Beast

Hit Dice: 11d10+22 (82 hit points)
Initiative: +3
Speed: 20 feet, climb 20 feet, swim 20 feet
Armor Class: 15 (-2 size, +3 Dexterity, +4 natural); touch 11, flat-footed 12
BAB/Grapple: +11/+26
Attack: Bite +16 melee (1d8+10, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +16 melee (1d8+10, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 15 feet by 15 feet/10 feet
Special Attacks: Constrict 1d8+10, improved grab, poison breath
Special Qualities: Darkvision, 60 feet, low-light vision, scent
Saves: Fortitude +8, Reflex +10, Will +4
Abilities: Str 25, Int 10, Wis 12, Dex 17, Con 13, Cha 2
Skills: Balance +17, Climb +17, Hide +10, Listen +12, Spot +12, Swim +17
Feats: Endurance, Skill Augmentation (Listen and Spot), Skill Focus (Hide), Toughness
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 7
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 12 - 22 Hit Dice (Huge); 23 - 33 Hit Dice (Gargantuan)

Horrific tales tell of deathcoils devouring an entire party of adventurers one by one. The mighty constrictor snake likes to lurk on forest fringes, where wild herd animals stray from the plains to dine on tree foliage. The creature's ability to hibernate for months at a time enables it to survive even the coldest winters.

A dethcoils eats carrion, all other snakes, and fresh prey of all kinds. It even attacks its own kind on sight unless the opponent is clearly larger. The smaller deathcoils usually flees from such a confrontation, and the aggressor rarely pursues for long.

A deathcoils is a dark green snakelike creature with round black and brown markings that help it hide in forest settings. It can grow up to 80 feet long.

Combat
Deathcoils are aggressive, relentless hunters. Those that live near water often drag their prey underwater to drown it. They usually save their breath weapon for defense against numerous foes, or to slay formidable opponents.

Deathcoils have the intelligence to plan ambushes, and they often collect treasure from victims and scatter it near a cave or a good ambush area to lure prey off a trail. They have also been known to drive animals into ravines and over precipices, then leave their broken bodies for later feasting while they hunt other creatures.

Constrict (Ex): On a successful grapple check, a deathcoils deals 1d8+10 points of bludgeoning damage.

Improved Grab (Ex): To use this ability, a deathcoils must hit with its bite attack. 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 hold and can constrict. A deathcoils often drags grabbed prey underwater to drown.

Poison Breath (Ex): Twice per day, a deathcoils can breathe a 60-foot cone of poisonous gas (inhaled, Fortitude save DC 16, initial damage sleep for 2d4 hours or until damage is taken, secondary damage 1d6 Constitution).

Skills: A deathcoils has a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Balance and Climb checks.

A deathcoils can always choose to take 10 on a Climb check, even if rushed or threatened.

A deathcoils uses either its Strength modifier or its Dexterity modifier for Climb checks, whichever is higher.

A deathcoils 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.

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General Rules: Monsters - Tree Python

Tree Python (from Serpent Kingdoms)
Medium Magical Beast

Hit Dice: 3d10+6 (22 hit points)
Initiative: +3
Speed: 20 feet, climb 20 feet, swim 20 feet
Armor Class: 16 (+3 Dexterity, +3 natural); touch 13, flat-footed 13
BAB/Grapple: +3/+6
Attack: Bite +6 melee (1d3+4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +6 melee (1d3+4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Constrict 1d3+4, improved grab
Special Qualities: Darkvision 60 feet, low-light vision, chameleon skin, scent, spring
Saves: Fortitude +4, Reflex +6, Will +2
Abilities: Str 17, Int 10, Wis 12, Dex 17, Con 13, Cha 2
Skills: Balance +11, Climb +14, Hide +20, Listen +10, Spot +10, Swim +11
Feats: Skill Augmentation (Listen and Spot), Toughness
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic evil
Advancement: -

The natural hue of this intelligent, tree-lurking constrictor snake is a dull greenish-brown, but its chameleon power allows it to blend in constantly with its surroundings. Its hue alters swiftly and automatically to match its surroundings, scale by scale. Thus, its protruding head might be sky blue, its midsection the green of leaves, and its rear the brown shade of a branch. These colors alter as it moves, keeping pace with its backgrounds.

Combat
Tree pythons are intelligent hunters that never forget previous experiences. They are wide enough to drop onto the last creature in a passing group, choose isolated targets, and avoid falling onto glinting metal. Tree pythons usually hunt by night and sleep by day, but they have been known to follow promising prey tirelessly, keeping pace and attacking it later while it slumbers.

Constrict (Ex): On a successful grapple check, a tree python deals 1d3+4 points of damage.

Improved Grab (Ex): To use this ability, a tree python 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 hold and can constrict.

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

Spring (Ex): A tree python can gather its coils and then launch itself in a jump. The Jump DC for both long jumps and high jumps are halved, and no running start is required. Furthermore, when jumping down, the tree python takes damage as if it had dropped 90 feet fewer than it actually did.

Skills: A tree python has a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Balance and Climb checks.

A tree python can always choose to take 10 on a Climb check, even if rushed or threatened. A tree python uses either its Strength modifier or its Dexterity modifier for Climbs checks, whenever is higher.

A tree python 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.

Tree Pythons as Familiars
Tree pythons 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 take the Improved Familiar feat, and be at least a 3rd-level caster.

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