Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Tuesday, January 4, 2011

General Rules: Monsters - Muzotek (Drone)

Muzotek (Goblin Drone) (adapted from the Monster Manual II)
Small Aberration (Goblinoid)

Hit Dice: 5d8-5 (18 hit points)
Initiative: +3
Speed: 30 feet, climb 20 feet
Armor Class: 18 (+1 size, +3 Dexterity, +1 Dodge, +3 natural)
BAB/Grapple: +3/-3
Attack: Bite +7 melee (1d6-2 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +7 melee (1d6-2 plus poison, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -3 melee (1d3-2, piercing and slashing, 20 x2) or light crossbow +7 ranged (1d8, piercing, 19-20 x2, 80 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Enslave, poison
Special Qualities: Darkvision 60 feet, immune to mind-affecting effects, vermin affinity
Saves: Fortitude +0, Reflex +4, Will +6
Abilities: Str 6, Int 15, Wis 14, Dex 17, Con 9, Cha 16
Skills: Balance +11, Climb +11, Disable Device +10, Intimidate +9, Jump +11, Move Silently +11
Feats: Dodge, Mobility, Simple Weapon Proficiency, Weapon Finesse
Environment: Any temperate or warm land and underground
Organization: Nest (3 - 8)
Challenge Rating: 4
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +8

Muzotek are vicious insect-like šotek males who mostly exist to fertilize the hive queen and scheme against one another. Their six-legged bodies are covered with stiff hair which makes them look something like a giant wolf spider. Instead of a spider's head, however, the muzotek has a long, flexible neck that extends upward and backward, then turns toward the front again in a large S-curve. Atop that sleek neck sits a small, narrow head like that of an eel. Its jaws are lined with tiny, needle- sharp teeth, and small, black eyes pushed well forward on the face. Some have a narrow beard growing on the front edge of its chin.

Unlike most other šotek, muzotek show great interest in their appearance, favoring bright colors and gaudy displays of wealth. The typical muzotek dyes its naturally tan fur in one of many different hues and patterns. A muzotek usually wears decorative clothing, as much jewelry as it can get its claws on, and a belt or bandoleer with pouches for carrying valuables.

Muzotek speak Karstish, Infernal, and either Rhadynnic or Sorglish.

Combat
Muzotek are not tremendous fighters and they know it. Whenever possible, they have other šotek fight for them while they linger nearby looking for opportunities to use their enslave ability. Muzotek often try to make their foes more vulnerable to enslavement by using their poison first, usually delivered via a crossbow bolt. These creatures are nimble and difficult to corner.

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

Poison (Ex): Muzotek poison is especially virulent, considering that the creature itself is so frail. A muzotek delivers its poison with a successful bite attack, dealing initial and secondary damage of 1d4 Wisdom. A Fortitude save DC 14 negates this effect. As a standard action, a muzotek can coat a weapon with poison from its fangs. The poison remains active for 1 minute after application and functions as it does when delivered by means of a bite.

Enslave (Su): Three times a day, a muzotek can attempt to enslave any one living creature within 30 feet, This ability functions similar to a dominate monster spell as if cast by a 16th level sorcerer with a Will save DC of 15. The subject can attempt a new Will save (DC 15) every 24 hours to break free. Otherwise the muzotek's control is broken only by the death of either the muzotek or the enslaved creature, or by a remove curse or dispel magic effect, or if the muzotek travels more than 1 mile from the enslaved creature.

Immune to Mind-Affecting Effects: Muzotek are immune to all mind-affecting effects.

Skills: A muzotek uses its Dexterity score instead of its Strength score for Climb and Jump checks.

Favored Class: A muzotek's favored class is sorcerer. Many also become wizards.

Muzotek Society
Muzotek live in hives, always alongside other šotek, and only leave the safety of the hive when their nasty dispositions get them ejected by other goblinoids at the behest of the hive queen. These creatures are vicious murderers and slavers, constantly vying with one another to earn the favor of their hive queen. Their rapacity makes them enemies of most other creatures, often including their šotek sisters, who only tolerate them because they are required to perpetuate the hive.

Of all the races Muzotek enslave, umber hulks are their favorite. Every muzotek possesses at least one umber hulk raised from birth into a life of slavery and conditioned to accept that situation as the natural order. These umber hulk slaves take orders from their master muzotek without question or thought. Umber hulk guards keep less compliant slaves under control and also act as soldiers in the near constant internecine warfare between muzotek within a hive as they vie for dominance.

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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 - Squid

Squid (from the Monster Manual)
Medium Animal (Aquatic)

Hit Dice: 3d8 (13 hit points)
Initiative: +3
Speed: Swim 60 feet
Armor Class: 16 (+3 Dexterity, +3 natural); touch 13, flat-footed 13
BAB/Grapple: +2/+8
Attack: Arms +4 melee (0)
Full Attack: Arms +4 melee (0) and bite -1 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision
Saves: Fortitude +3, Reflex +6, Will +2
Abilities: Str 14, Int 1, Wis 12, Dex 17, Con 11, Cha 2
Skills: Listen +7, Spot +7, Swim +10
Feats: Endurance, Skill Augmentation (Listen and Spot)
Environment: Temperate aquatic
Organization: Solitary or school (6 - 11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4 - 6 Hit Dice (Medium); 7 - 11 Hit Dice (Large)

These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.

Combat
Squids attempt to grapple foes and then bite them.

Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. A squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

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

Squids as Animal Companions
A squid may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a squid as an animal companion.

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General Rules: Monsters - Owl, Screech

Owl, Screech (from Tome & Blood)
Diminutive Animal

Hit Dice: 1d8 (4 hit points)
Initiative: +3
Speed: 10 feet, fly 30 feet (average)
Armor Class: 18 (+4 size, +3 Dexterity, +1 natural); touch 17, flat-footed 15
BAB/Grapple: +0/-15
Attack: Talons +7 melee (1d2-3, piercing and slashing, 20 x2)
Full Attack: Talons +7 melee (1d2-3, piercing and slashing, 20 x2)
Space/Reach: 1 foot by 1 foot/0 feet
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +5, Will +2
Abilities: Str 4, Int 2, Wis 14, Dex 17, Con 10, Cha 4
Skills: Listen +14, Move Silently +20, Spot +6 (+14 in areas of shadowy illumination)
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: -

Screech owls are nocturnal, rodent-eating birds that make very little noise in flight.

Combat
Screech owls swoop quietly down onto prey, attacking with their powerful talons.

Skills: Screech owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

Screech Owls as Familiars
Screech Owls can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with screech owl familiars gain a +3 bonus to Move Silently checks. Screech owls are suitable familiars for Tiny spellcasters.

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General Rules: Monsters - Horned Lizard

Horned Lizard (from Sandstorm)
Tiny Animal

Hit Dice: 1d8+1 (5 hit points)
Initiative: +1
Speed: 15 feet, burrow 5 feet
Armor Class: 16 (+2 size, +1 Dexterity, +3 natural); touch 13, flat-footed 15
BAB/Grapple: +0/-10
Attack: Bite +0 melee (1d3-2, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +0 melee (1d3-2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Blood squirt
Special Qualities: Low-light vision, spines
Saves: Fortitude +3, Reflex +3, Will +2
Abilities: Str 7, Int 1, Wis 14, Dex 12, Con 13, Cha 6
Skills: Hide +13, Listen +6, Spot +6
Feats: Skill Augmentation (Listen and Spot)
Environment: Warm deserts
Organization: Solitary or clutch (5 – 50)
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: -

Horned lizards are adapted to life in the waste. They are generally harmless - their diet consists of insects, spiders, and similar creatures - but they are capable of defending themselves effectively.

Horned lizards resemble large toads, but their flat, round bodies are covered with sharp spines. They have short, thick tails, and their skin is a collage of desert colors.

Combat
A horned lizard that is threatened uses its blood squirt ability to surprise and distract predators. It then escapes by burrowing into the sand.

Blood Squirt (Ex): A horned lizard can spray a small quantity of blood from its eyes, out to a distance of 5 feet. The blood loss causes no harm to the creature, but it is disconcerting to those who view this ability. Foes who see this display must make a DC 11 Will save or be shaken for 1 round. The save DC is Constitution-based.

Spines (Ex): A horned lizard is covered with sharp, thornlike spines. An opponent that hits it with a natural weapon or an unarmed attack automatically takes 1d2 points of piercing damage.

Skills: A horned lizard gains a +4 racial bonus to Hide checks.

Horned Lizards as Familiars
Horned lizards can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with horned lizard familiars gain a +2 bonus to Will saves.

Horned Lizards as Animal Companions
A horned lizard may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a horned lizard as an animal companion.

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General Rules: Monsters - Hmeerak

Hmeerak (Mercenaries)
Medium Humanoid (Orc)

Hit Dice: 1d8 (4 hit points)
Initiative: +3
Speed: 30 feet
Armor Class: 14 (+3 Dex, +1 natural), touch AC 13, flat-footed AC 11
BAB/Grapple: +1/+1
Attack: Shortsword +4 melee (1d6, piercing, 19-20 x2) or shortbow +4 ranged (1d6, piercing, 20 x3, 60 feet x10)
Full Attack: Shortsword +4 melee (1d6, piercing, 19-20 x2) or shortbow +4 ranged (1d6, piercing, 20 x3, 60 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-like ability
Special Qualities: Darkvision 60 feet, self-camouflage
Saves: Fortitude +0, Reflex +5, Will +1
Abilities: Str 11, Int 12, Wis 12, Dex 16, Con 11, Cha 10
Skills: Climb +2, Hide +5, Listen +2, Move Silently +5, Spot +2
Feats: Weapon Finesse
Environment: Any land and underground
Organization: Gang (2 - 4) or squad (11 - 20 plus 2 3rd level sergeants and 1 leader of 3rd - 3th level) or band (30 - 100 plus 1 3rd level sergeant per 10 adults, 5 5th level lieutenants, and 3 7th level captains, plus 150% noncombatants)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +0

Physically, hmeeraks resemble slimmer versions of their cousin orcs. What they may lack in brawn and strength, they make up in stealth, for hmeeraks possess an uncanny ability to conceal themselves. Not only are they good at hiding, they can also alter the pigment of their skin to blend in with their surroundings, rather like chameleons.

Hmeeraks inhabit just about every climate and terrain type, and wherever they occur other intelligent races regard them as inveterate troublemakers. They prefer robbin, stealing, and raiding to just about any other form of subsitence. Because of their ability to blend in with their surroundings, they feel no need to restrict their movements to night time. They discount the risk of being spotted during the day, knowing that they can blend in with their surroundings in a pinch.

Hmeeraks speak a dialect of Euroz.

Combat
Hmeeraks strike from ambush as a matter of course, using their ability to blend in with their surroundings to catch their foes unawares. When hiding, they keep their weapons hidden by their bodies. Their absolute confidence in their self-concealment skills can backfire on them when a keen-eyed opponent does manage to spot them. In such situations, a hmeerak may well panic or allow itself to be caught flat-footed.

Blend (Sp): Up to three times per day, a hmeerak may attempt to deceive its opponents in combat by using its ability to camouflage itself. For a period of time no exceeding 5 rounds, it may alter the colo of its skin, during which time it receives a +2 natural armor bonus to its Armor Class. It continues to receive this bonus even if the opponent shifts position to view it from a different angle. It does not receive this bonus against opponents who are flanking it.

Self-Camouflage (Ex): A hmeerak may attempt to blend in with its immediate surroundings by changing the color of its skin. This happens almost instantaneously, and the only requirement is that it must remain perfectly still and silent when using this ability. As long as it is using this ability, a hmeerak gains a +4 circumstance bonus to all Hide checks.

Hmeerak Society
Hmeeraks generally live in large tribal groups, but rarely occupy anything as obvious as a village or settlement. They have more than enough intelligence to build for themselves and lead settled lives, but their natural proclivities make them uncomfortable with the idea of living out in the open. They feel much more at ease living in caves, hidden in jungles or swamps, or under the canopy of heavy forest.

A few hmeeraks live discreetly in towns and cities, but disguise themselves as another species, usually half-orcs. Hmeeraks worship Ilistra, the goddess of cunning, who blesses rogues and assassins.

Hmeerak Characters
Hmeeraks are hated, generally with a passion. It is difficult to imagine that characters who have lived for any time in areas where hmeerak raids are a fact of life would have anything to do with one. For parties who can stomach them, a hmeerak in the mix could prove quite useful in situations that require stealth and concealment.

A hmeerak’s favored class is rogue.

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General Rules: Monsters - Celestial, Harmonious Choir of the Words

Celestial, Harmonious Choir of the Words (from Dragon Magazine #353)
Small Outsider (Extraplanar, Good, Incorporeal)

Hit Dice: 10d8 (45 hit points)
Initiative: +9
Speed: Fly 120 feet (perfect)
Armor Class: 26 (+1 size, +5 Dexterity, +10 deflection); touch 26, flat-footed 21
BAB/Grapple: +10/-
Attack: Light ray +17 ranged touch (2d4 Strength and 2d4 Wisdom, 20 x2)
Full Attack: Light ray +17 ranged touch (2d4 Strength and 2d4 Wisdom, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Bardic music, incarnate vessel, spells, spell-like abilities, turn undead
Special Qualities: Bardic knowledge, damage reduction 10/evil, immunity to acid, electricity, mind-affecting effects, necromantic effects, and polymorphing, dispel silence, glyph mastery, incorporeal, outsider traits, protective aura, spell resistance 23, words of creation
Saves: Fortitude +7, Reflex +12, Will +12
Abilities: Str -, Int 20, Wis 20, Dex 20, Con 10, Cha 20
Skills: Appraise +5 (+7 with related Craft skills), Concentration +13, Craft: Any Three +22, Diplomacy +22, Knowledge: Arcana +22, Knowledge: Any Two others +22, Knowledge: All Others +5, Listen +18, Perform: Singing +22, Sense Motive +20, Spellcraft +2, Spot +18
Feats: Improved Counterspell, Improved Initiative, Skill Augmentation (Diplomacy and Sense Motive), Weapon Focus (Ray)
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral good
Advancement: 11 - 30 Hit Dice (Small) or by character class

These small, glowing oblong balls of light bear a faint and alien face with runes coming from their mouths. The text streams outward constantly, fading as it reaches the periphery of the celestial's light. The creature's voice is that of dozens of beings speaking in perfect unison. The voices speak an endless stream of gibberish in a mesh of dozens of languages. The colors of the face within the sphere of light and the runes floating from the mouth vary by individual, although most exhibit cooler colors such as blue, green or violet.

A harmonious choir of the words is a living embodiment of the Words of Creation, the words used to create all things at the beginning of everything.it is, in fact, made up of many words, which, like a sentence or a paragraph, come together into a single structure. They are voluble and often friendly, loving nothing so much as deeply intellectual conversations whether among peers or more like tutorials. To a harmonious choir, the wrestling of ideas, the enjoyment of learning, and the beauty of language are their own rewards. They sing frequently, compose poetry, and constantly seek out knowledge, no matter how trivial. Harmonious choirs gladly share their knowledge, but keeping them on topic often proves difficult. Getting a complete answer from a harmonious choir requires a successful DC 15 Bluff or Diplomacy check.

Harmonious choirs of the words speak all known languages.

Combat
Harmonious choirs are creatures of language and song and prefer to avoid combat. If pushed, they do not shy from defending themselves or those under their protection. A harmonious choir usually begins combat by targeting spellcasters with its own spell-like abilities and spells before turning to its light ray.

A harmonious choir's natural weapons are treated as good-aligned for the purpose of overcoming damage reduction. Harmonious choirs often take levels in the bard class. Their bard levels stack with their racial bardic knowledge, bardic music, and spellcasting abilities.

Bardic Knowledge (Ex): As a 10th level bard, with a total bonus of +15.

Bardic Music (Ex): A harmonious choir can duplicate the Bardic Singing abilities countersong, fascinate inspire courage, inspire competence, suggestion, and inspire greatness, up to a total of ten times per day as a 10th level bard.

Dispel Silence (Su): The harmonious choir may dispel magical silence, such as a silence spell, at will. Caster level 10th.

Glyph Mastery (Ex): The harmonious choirs can automatically bypass (with no effect) or dispel any magical glyph, rune, symbol, or writing, including explosive runes, glyphs of warding, and symbols as a 10th level caster. It never suffers from the negative effects of magical writing unless it chooses to.

Incarnate Vessel (Su): Once per round, a harmonious choir can merge its body with another creature on the same plane as itself. This ability is similar to a magic jar spell except it does not require a receptacle. To use this ability, the choir must be manifested and it must try to move into the target's space; moving into the target's space to use the incarnate vessel ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 20 Will save. A creature that successfully saves is immune to that harmonious choir's incarnate ability for 24 hours and the celestial cannot enter the target's space. If the save fails, the harmonious choir vanishes into the target's body. Protection from good and similar effects ward a creature from this ability. The save DC is Charisma-based.

Protective Aura (Su): All allies within 20 feet who can at least see or hear the harmonious choir (including the harmonious choir itself) gain a +4 sacred bonus to Armor Class and a +4 resistance bonus on saving throws against an evil creature's attacks, spells, and supernatural and spell-like abilities. The harmonious choir can lower or reactivate this aura as a free action. In addition, this aura produces the following continuous effects: Arcane sight, detect evil, know direction, light, speak with animals, speak with plants, tongues, and true seeing. The save DC's are 15 + spell level and are Charisma-based.

Spells: Harmonious choirs cast spells in a manner similar to a sorcerer that has become a bard, as a 10th level caster. They typically know the following spells. The save DCs are 15 + spell level and are Charisma-based:
  • 4th Level: (1 spell slot) Modify memory, rainbow pattern.

  • 3rd Level: (3 spell slots) Confusion, good hope, remove curse, slow.

  • 2nd Level: (4 spell slots) Blindness/deafness, calm emotions, eagle's splendor, mirror image.

  • 1st Level: (5 spell slots) Animate rope, lesser confusion, remove fear, sleep.

  • 0th Level: (3 spell slots) Daze, ghost sound, lullaby, mage hand, mending, prestidigitation.

Spell-Like Abilities: At will - analyze dweomer, commune, daylight, detect thoughts, discern lie, enthrall, flare, legend lore, message, read magic, speak with dead, stone tell. Three times per day - dispel evil, dispel magic, glyph of warding, major image. Once per day - erase, hold person, shatter, shout, suggestion, summon monster V, teleport. Caster level 10th. The save DC's are 15 + spell level and are Charisma-based.

Turn Undead (Su): A harmonious choir of the words can turn undead eight times per day as a 10th level cleric.

Words of Creation (Ex): A harmonious choir can use Words of Creation (see the Book of Exalted Deeds) without taking damage. Using the Words of Creation doubles the effects of the bardic singing abilities inspire courage, inspire competence, inspire greatness, and inspire heroics. For bardic singing abilities that require a Perform check such as countersong or fascinate, the Words of Creation grant the choir a +4 sacred bonus on the check. The Words of Creation also increase the saving throw DC for the suggestion and dominate abilities by +2. The Words of Creation increase the choir's effective caster level for the song of freedom by +2.

The Words of Creation can enhance any process of creation. If the Words of Creation are spoken as part of the casting of a Conjuration (Creation) spell, the duration of the spell is doubled. If they are spoken while using a Craft skill, they grant the crafter a +4 sacred bonus on the Craft check.

The Words of Creation help energize good magic. If used in conjunction with a good spell that has a verbal component, the Words of Creation increase the spell's effective caster level by +1.

If the harmonious choir has discovered a creature's true name, by means such as through the use of legend lore or commune spell-like abilities, it can exercise power over that creature in a number of different ways, each of which requires a full round action. it can impose a -4 penalty on creature saving throws to resist a specific compulsion spell or effect. it can reduce the creature's spell resistance by 4 or reduce the amount of its damage reduction by 5. This reduction lasts for 1 minute. It can cast teleport or greater teleport on the creature without including itself as a target of the spell. It can gain a +6 bonus on its opposed Charisma checks to compel service from the creature after it summons it with a planar binding spell.

Outsider Traits: A harmonious choir of the words has darkvision with a range of 60 feet. It cannot be raised or resurrected.

Incorporeal: A harmonious choir can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. A harmonious choir can pass through solid objects, but not force effects, at will. Its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A harmonious choir always moves silently and cannot be heard with Listen checks if it does not wish to be.

Skills: Harmonious choirs have a +4 racial bonus on all Craft, Knowledge, and Perform checks and the ability to use all Knowledge skills untrained.

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General Rules: Monsters - Formian Worker

Formian Worker (from the Monster Manual)
Small Outsider [Lawful, Extraplanar]

Hit Dice: 1d8 + 1 (5 hit points)
Initiative: +2
Speed: 40 feet
Armor Class: 17 (+2 Dexterity, +1 size, +4 natural)
BAB/Grapple: +1/-2
Attack: Bite +3 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +3 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Darkvision 60 feet, cure serious wounds, hive mind, immunities, make whole, resistance to electricity 10, fire 10, and sonic 10
Saves: Fortitude +3, Reflex +4, Will +2
Abilities: Str 13, Int 6, Wis 10, Dex 14, Con 13, Cha 9
Skills: Climb +10, Craft: any one +5, Hide +6, Listen +4, Search +2, Spot +4
Feats: Skill Focus (Craft: selected skill)
Environment: Mechanus
Organization: Team (2 4 ) or crew (7 - 18)
Challenge Rating: ½
Treasure: None
Alignment: Always lawful neutral
Advancement: 2 - 3 Hit Dice (Medium)

Workers are the lowest ranking and most common formians. They exist only to serve, performing all the necessary, lowly tasks that the hive needs done.

While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, the can communicate just fine - although their intelligence still limits the concepts that they can grasp.

A formian resembles a cross between an ant and a centaur is are covered in a brownish-red carapace. A worker is about 3 feet long and about 2½ feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.

Combat
Formian workers fight only to defend their hive cities, using their mandibled bite. A forman worker's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.

Cure Serious Wounds (Sp): Eight workers together can heal a creature's wounds as though using the cure serious wounds spell (caster level 7th). This is a full-round action for all eight workers.

Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one formian in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Immunities (Ex): Formian workers are immune to poison, petrifaction, and cold.

Make Whole (Sp): Three workers together can repair an object as though using the make whole spell (caster level 7th). This is a full-round action for all three workers.

Formian Workers as Familiars
Formian workers 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 lawful neutral, take the Improved Familiar feat, and be at least a 7th-level caster.

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General Rules: Monsters - Demon, Manes

Demon, Manes (from the Book of Vile Darkness)
Small Outsider (Chaotic, Evil)

Hit Dice: 1d8 (4 hit points)
Initiative: +0
Speed: 20 feet
Armor Class: 14 (+1 size, +3 natural); touch 11, flat-footed 14
BAB/Grapple: +1/-3
Attack: Claw +2 melee (1d3, slashing, 20 x2)
Full Attack: 2 claws +2 melee (1d3, slashing, 20 x2) and bite +0 melee (1d4, bludgeoning, slashing, and piercing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Acidic cloud, demon traits, DR 5/+1, outsider traits
Saves: Fortitude +2, Reflex +2, Will -2
Abilities: Str 10, Int 3, Wis 3, Dex 10, Con 10, Cha 3
Skills: Climb +2, Jump +2
Feats: Multiattack
Environment: Any land and underground
Organization: Solitary, swarm (6 - 15), or horde (10 - 100)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 2 - 6 Hit Dice (Small)

Formed directly from the souls of evil creature sent to the Hells for eternity, manes are the lowest of the demons, even lower than dretches. They have no magical abilities at all, and are almost mindless. They act more like wild beasts than anything else.

Manes are 2-foot tall humanoids with pale, bloated flesh riddled with maggots. Their white eyes show no sign of sentience, but their claws and jagged teeth betray their feral nature. Manes cannot speak, but can understand simple concepts spoken in any language (as a side effect of their limited use of demonic telepathy).

Combat
Manes are largely mindless, but devoted to savagery and fury. They obey their masters and throw themselves into battle heedless of danger, but they are slow, stupid, and largely ineffective combatants. As weak as they are, they can overcome foes by their numbers.

Acidic Cloud (Ex): When a manes dies, it dissolves into a cloud of noxious vapor. Anyone within 10 feet of a slain mane who fails a Reflex save (DC 20) takes 1d6 points of acid damage.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Manes are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: A manes has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Rope Golem

Rope Golem (adapted from Dragon Magazine #302)
Large Construct

Hit Dice: 16d10+30 (118 hit points)
Initiative: +2
Speed: 30 feet (cannot run)
Armor Class: 27 (-1 size, +2 Dexterity, +16 natural); touch 11, flat-footed 25
BAB/Grapple: +12/+26
Attack: Slam +21 melee (2d8+10, bludgeoning, 20 x2)
Full Attack: 2 slams +21 melee (2d8+10, bludgeoning, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Constrict, improved grab, rope whirlwind, strangle
Special Qualities: Construct, darkvision 60 feet, magic immunity, DR 40/+3, fire vulnerability, unravel
Saves: Fortitude +5, Reflex +7, Will +5
Abilities: Str 30, Int -, Wis 11, Dex 14, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2 - 4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 17 - 23 Hit Dice (Large); 24 - 49 Hit Dice (Huge)

Also called hangman golems, rope golems are composed of numerous ropes that are twisted and wrapped into the shape of a humanoid figure. Standing almost twice the height of a normal human, the rope golem's face is only a rough outline, with two pure white globs of energy burning where the eyes would be. A rope golem cannot speak, but it expresses acknowledgement of command with the twisting of ropes.

Combat
A rope golem is a ferocious combatant that tries to get in close with opponents before unleashing its rope whirlwind. If it is guarding a location or object, it typically unravels itself, appearing like a long-disused rope.

Constrict (Ex): With a successful grapple check, a rope golem can crush a grabbed opponent, dealing 2d8+15 points of bludgeoning damage.

Fire Vulnerability (Ex): A rope golem takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.

Improved Grab (Ex): If a rope golem hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets hold, it also constructs on the same round. Thereafter, the rope golem has the option to conduct the grapple normally or simply use the ropes to hold the opponent (-20 penalty on the grapple check but the rope golem is not considered grappled). In either case, each successful grapple check it makes during successive round automatically deals constrict damage.

Magic Immunity (Ex): A rope golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. Animate rope causes 1d8 points of damage. A mending spell heals the rope golem of 2d8 points of damage.

Rope Whirlwind (Ex): The rope golem can extend a number of ropes and begin to spin, flailing everything in a 10-foot radius. Hits are resolved as slam attacks that do not allow the rope golem to use its improved grab ability. This does not provoke an attack of opportunity, and the rope golem can use his ability once every 1d4 rounds.

Strangle (Ex): When the rope golem grapples a living opponent, it can make a strangle attack as a attack action against the foe it grapples. The ripe golem and its foe make opposed grapple check (or the foe can escape with an Escape Artist check). If the rope golem exceeds the foe's grapple check by 10 or more, it squeezes the breath from that opponent, suffocating the creature in addition to dealing constrict damage. On the following rounds, the rope golem can continue to suffocate the creature as a free action that requires no grapple check so long as the creature does not somehow escape the grapple. This causes the creature to drop to -1 hit points on the second round of suffocation and -10 on the third. When the rope golem grapples an unconscious creature (such as one being suffocated) it does not count as grappled and can make attacks and move about normally.

Unravel (Ex): Once per day, as a standard action, a rope golem can unravel its form to become a heap of tangled ropes that fills a 10-foot-by-10-foot area. While in this form, the rope golem cannot attack or move, but it gains fast healing 5. The rope golem can reform into its humanoid appearance as a full-round action.

Construct: Rope golems are immune to mind-influencing effects, poison, paralysis, stunning, disease, death effects, and necromancy effects. Rope golems cannot heal damage on their own, but often can be repaired through the use of the Craft Construct feat or arcane magic. Rope golems are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Rope golems are not at risk of death from massive damage but are immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a rope golem cannot be raised or resurrected.

Construction
A rope golem's body is crafted from numerous magically crafted ropes. The golem costs 90,000 shillings to create, which includes 1,250 shillings for the construction of the body. Creating the body is a complex task that requires a successful DC 20 Use Rope check. The creator must be 16th level and able to cast arcane spells.

Caster Level: 16th; Prerequisites: Craft Construct, animate rope, geas/quest, limited wish, polymorph any object; Market Price: 180,000 shillings; Cost to Create: 90,000 shillings and 2,400 experience points.

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General Rules: Monsters - Rabid Creature (Template)

Rabid Creature (adapted from Wrath & Rage: A Guidebook to Orcs and Half-Orcs)

Orcish wastes are foul beyond description, and in addition to its hideous smell and appearance, it also teems with diseases and parasites. A magical variant of rabies is induced by a tiny organism spread in water infected with euroz waste. It infests the brain and nervous system of its host, turning even the most timid creature into an aggressive, mindless killer. Because this organism is found in orcish waste, rabid creatures are commonly found downstream of orc settlements. Often the first clue that orcs have colonized a region is a wave of attacks by rabid animals.

"Rabid" is a template that can be added to any corporeal animal, dragon, fæy, giant, humanoid, magical beast, or monstrous humanoid with an Intelligence score, hereafter referred top as the "base creature". The creature's type does not change.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A rabid creature retains all the special attacks of the base creature, and gains the following:
  • Ferocity (Ex): Rabid creatures are so hateful and tenacious that they continue to fight without penalty even while disabled or dying. If the base creature already has this ability, the rabid creature gains a +2 circumstance bonus on attack and damage rolls while disabled or dying.

  • Frenzy (Ex): Once per day, a rabid creature may fly into a paroxysm or destructive fury. A frenzied creature may take an extra partial action either before or after its regular action, and can more one-and-a-half times as fast as normal. Frenzy lasts for a number of rounds equal to the rabid creature's Hit Dice (minimum 1).

Special Qualities: A rabid creature retains all of the base creature's qualities and gains the following:
  • Mindless (Ex): Rabid creatures have no Intelligence scores. They are immune to all mind-influencing effects, and they automatically fail Intelligence checks.

  • Tortured Sense (Ex): This agonizing disease leaves the victim with its sensory apparatus intact but in constant, searing pain. The rabid creature gains a +8 enhancement bonus on Listen and Spot checks, but takes twice the normal damage from sonic attacks.

Saves: Same as the base creature.

Abilities: Same as the base creature except that rabid creatures are mindless and have no Intelligence score.

Skills: Rabid creatures lose all skills.

Feats: Same as the base creature, except that the creature loses all skills that require thought or intelligence.

Climate/Terrain: Same as the base creature.

Organization: Solitary.

Challenge Rating: Fewer than 2 Hit Dice - same as the base creature; 2 - 5 Hit Dice - as the base creature +1; 6+ Hit Dice - as the base creature +2.

Treasure: Same as the base creature.

Alignment: Always neutral.

Advancement: Same as the base creature.

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General Rules: Monsters - Fiendish Creature (Template)

Fiendish Creature (from the Monster Manual)

Fiendish creatures dwell in the Hells, the realms of evil, although they resemble beings found in the Three Worlds. they are more fearsome in appearance than their earthly counterparts. Fiendish creatures are often mistaken for half-fiends, more powerful creatures that are created when a fiend mates with a nonfiendish creature, or through some foul infernal breeding project.

"Fiendish" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of evil or neutral alignment. Animals or vermin become magical beasts, but otherwise the creature type is unchanged. It gains the subtype "evil". Fiendish creatures encountered in the Three Worlds have the "extraplanar" subtype. A fiendish creature uses all of the base creature's abilities except as noted here.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A fiendish creature retains all the special abilities of the base creature and also gains the following ones:
  • Smite Good (Su): Once per day, a fiendish creature can make a normal attack to deal additional damage equal to it's Hit Die total (maximum of +20) against a good opponent.
Hit DiceDamage ReductionCold, and Fire Resistance
1 - 3
-
5
4 - 7
5/+1
5
8 - 11
5/+1
10
12+
10/+1
10
Special Qualities: A fiendish creature retains all the special qualities of the base creature, and also gains the following ones:
  • Darkvision with a range of 60 feet.
  • Damage reduction (see table to the right).
  • Cold and fire resistance (see table to the right).
  • Spell resistance equal to Hit Dice + 5 (maximum 25).
If the base creature already has one or more of these special qualities, use the better value. If a fiendish creature gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

Saves: Same as the base creature.

Abilities: Same as the base creature, but Intelligence is at least 3.

Skills: Same as the base creature. All fiendish creatures speak Infernal.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 3
Same as base creature
3 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Always evil (any).

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +2.

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General Rules: Monsters - Fox, Flying

Fox, Flying (from Dragon Magazine #341)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +2
Speed: 10 feet, fly 40 feet (average)
Armor Class: 14 (+2 size, +2 Dexterity); touch 14, flat-footed 12
BAB/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5, slashing, 20 x2)
Full Attack: Claws +4 melee (1d2-5, slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +4, Will +2
Abilities: Str 1, Int 2, Wis 14, Dex 15, Con 10, Cha 6
Skills: Listen +5, Spot +7
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

Clever and devious, this huge species of natural fruit bat is frightening to behold. It is not uncommon to find them with wingspans upwards of 5 feet long. The flying fox enjoys sweets. Like most fruit bats, it does not use echolocation.

Combat
Flying foxes combine both claws into a single attack.

Flying Foxes as Familiars
Flying foxes can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Flying foxes are accomplished pranksters and enjoy getting their masters in trouble. Arcane casters with flying fox familiars gain a gains a +3 bonus on Sleight of Hand checks.

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General Rules: Monsters - Corpse Rat Swarm

Corpse Rat Swarm (adapted from Libris Mortis: The Book of Undead and Dragon Magazine #329)
Tiny Undead (Swarm)

Hit Dice: 8d12 (52 hit points)
Initiative: +1
Speed: 15 feet, climb 15 feet
Armor Class: 13 (+2 size, +1 Dexterity); touch 13, flat-footed 12
BAB/Grapple: +4/-
Attack: Swarm (1d6 plus disease)
Full Attack: Swarm (1d6 plus disease)
Space/Reach: 10 feet by 10 feet/0 feet
Special Attacks: Disease, distraction
Special Qualities: DR 5/slashing, darkvision 60 feet, swarm traits, undead traits
Saves: Fortitude +2, Reflex +3, Will +6
Abilities: Str 4, Int -, Wis 10, Dex 13, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary, pack (2 - 4 swarms), or infestation (7 - 12 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -

Like a bone rat swarm, a corpse rat swarm is made up of countless undead rats. These, however, are closer to zombies than skeletons, with hunks of rotting flesh still hanging on their bones. They are even more disease ridden than a normal rat swarm, and every but as hungry for flesh.

Combat
A corpse rat swarm seeks to engulf and devour any living prey it encounters. A corpse rat swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

In order to attack, a corpse rat swarm moves into opponents' spaces, which provokes attacks of opportunity. It can occupy the same space as a creature of any size, since it swarms all around its prey, but remains a creature with a 10 foot by 10 foot space. Corpse rat swarms never make attacks of opportunity, but they can provoke attacks of opportunity. A corpse rat swarm’s attacks are nonmagical. 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 corpse rat 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 corpse rat swarm in its space must succeed at a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Disease (Ex): Filth fever - swarm attack, Fortitude DC 16, incubation period 1d3 days, damage 1d3 Dexterity and 1d3 Constitution. The save DC is Constitution-based and includes a +2 racial bonus.

Swarm: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A corpse rat 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 corpse rat 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 corpse rat 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.

Undead Traits: A corpse rat swarm is immune to mind-influencing effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised and resurrection only works if it is willing. It has darkvision with a range of 60 feet.

Vulnerabilities
Corpse rat 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 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.

Corpse Rat Swarms as Familiars
Corpse rat 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 evil in alignment, and be at least a 11th-level caster. Powerful ratman necromancers often have corpse rat swarm familiars in place of their usual undead servitor.

The corpse rat swarm remains an undead creature, but gains an Intelligence score of 1. 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 corpse rat 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): Corpse rat 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 - Shark, Medium

Medium Shark (from the Monster Manual)
Medium Animal (Aquatic)

Hit Dice: 3d8+3 (16 hit points)
Initiative: +2
Speed: Swim 60 feet
Armor Class: 15 (+2 Dexterity, +3 natural); touch 12, flat-footed 13
BAB/Grapple: +2/+3
Attack: Bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Blindsense, keen scent
Saves: Fortitude +4, Reflex +5, Will +2
Abilities: Str 13, Int 1, Wis 12, Dex 15, Con 13, Cha 2
Skills: Listen +6, Spot +6, Swim +9
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Cold aquatic
Organization: Solitary, school (2 - 5), or pack (6 - 11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4 - 6 Hit Dice (Medium)

These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Medium sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey.

Combat
Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.

Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

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

Medium Sharks as Animal Companions
A Medium shark may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a Medium shark as an animal companion.

Home     Three Worlds     Monsters

General Rules: Monsters - Dragon, Arcane

Dragon, Arcane (adapted from Creature Collection II: Dark Menagerie)
Dragon

Special Attacks: Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Tail-Sweep
Special Qualities: Blindsight, Immunities, Keen Senses, Magic Reservoir, SR
Skills: Arcane dragons have 6 skill points per Hit Die, plus bonus points equal to their Intelligence modifier x Hit Dice and purchase the following skills at 1 rank per skill point: Listen, Spot, and Search. The remaining skill points are generally spent on Bluff, Concentration, Diplomacy, Escape Artist, and Knowledge (any)(all skills taken individually) at a cost of 1 skill point per rank. Dragons cannot purchase skills that are exclusive to a class.
Feats: Arcane dragons have one feat plus an additional feat per 4 hit dice. Dragons favor Cleave, Improved Initiative, Improved Sunder, Power Attack, Skill Augmentation (Listen and Spot), Weapon Focus, and any metamagic feat that is available and useful to sorcerers. They can also choose from the following feats: Flyby Attack, Hover, Quicken Spell-Like Ability, Snatch, and Wingover.
Environment: Any land and underground
Organization: Wyrmling, very young, young, juvenile, and young adult: Solitary or clutch (2 - 5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: Solitary, pair, or family (1 -2 and 2 - 5 offspring)
Challenge Rating: Wrymling 2; very young 3; young 5; juvenile 7; young adult 10; adult 13; mature adult 15; old 17; very old 18; ancient 20; wyrm 22; great wyrm 24
Treasure: Double standard
Alignment: Always neutral evil
Advancement: Wyrmling 4 - 5 HD (Tiny); very young 7 - 8 HD (Small); young 10 - 11 HD (Medium); juvenile 13 - 14 HD (Medium); young adult 16 - 17 HD (Large); adult 19 - 20 HD (Large); mature adult 22 - 23 HD (Huge); old 25 - 26 HD (Huge); very old 28 - 29 HD (Huge); ancient 31 - 32 HD (Huge); wyrm 34 - 35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)

Arcane dragons are among the rarest and most reclusive dragons in the Three Worlds. The descendants of Gáldorléoð live and literally breathe magic. They are often hard to locate, and even more difficult to approach, as they tend to use powerful arcane magic to obscure their location and ensnare those who would invade their lairs. Those who would seek out an arcane dragon should be prepared to enter a web of magical deception and sorcerous traps designed to trick, confuse, and disable potential enemies. Arcane dragons are vast reptilian beasts with cracked, multi-hued skin and draconic faces sporting a single jeweled horn in the center of their foreheads.

Combat
A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

Arcane dragons are physically weaker than most dragons, but they are magically more adept than most. Due to the value of their horns to wizards and sorcerers, they are experienced in combating spellcasters. Arcane dragons use their disjunctive breath weapon to destroy their enemies' magical protections and weapons and then launch their own powerful arcane attacks, resorting to fighting tooth and claw only when forced to do so.

Arcane Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
T
3d12+3 (22)
+0
60 feet; fly 150 feet (average); swim 60 feet; burrow 60 feet14 (+2 size, +2 natural)
12
14
Very Young
S
6d12+6 (45)
+0
60 feet; fly 150 feet (average); swim 60 feet; burrow 60 feet15 (+1 size, +5 natural)
11
15
Young
M
9d12+18 (76)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet18 (+8 natural)
10
18
Juvenile
M
12d12+24 (102)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet21 (+11 natural)
10
21
Young Adult
L
15d12+45 (142)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet23 (-1 size, +14 natural)
9
23
Adult
L
18d12+72 (189)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet26 (-1 size, +17 natural)
9
26
Mature Adult
H
21d12+105 (241)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet
28 (-2 size, +20 natural)
8
28
Old
H
24d12+120 (276)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet
31 (-2 size, +23 natural)
8
31
Very Old
H
27d12+162 (337)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet34 (-2 size, +26 natural)
8
34
Ancient
H
30d12+180 (375)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet37 (-2 size, +29 natural)
8
37
Wyrm
G
33d12+231 (445)
+0
60 feet; fly 250 feet (clumsy); swim 60 feet; burrow 60 feet38 (-4 size, +32 natural)
6
38
Great Wyrm
G
36d12+288 (522)
+0
60 feet; fly 250 feet (clumsy); swim 60 feet; burrow 60 feet
41 (-4 size, +35 natural)
6
41

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+3/-5
+5 (1d4)
+0 (1d3)
-
-
-
-
Very Young
+6/+2
+8 (1d6+1)
+3 (1d4)
-
-
-
-
Young
+9/+9
+11 (1d8+2)
+6 (1d6+1)
+6 (1d4+1)
-
-
-
Juvenile
+12/+12
+15 (1d8+3)
+10 (1d6+1)
+10 (1d4+1)
-
-
-
Young Adult
+15/+19
+18 (2d6+4)
+13 (1d8+2)
+13 (1d6+1)
+13 (1d8+6)
-
-
Adult
+18/+22
+23 (2d6+6)
+18 (1d8+3)
+18 (1d6+2)
+18 (1d8+9)
-
-
Mature Adult
+21/+29
+27 (2d8+8)
+22 (2d6+4)
+22 (1d8+3)
+22 (2d6+12)
DC 25 (2d8+12)
-
Old
+24/+32
+31 (2d8+9)
+26 (2d6+4)
+26 (1d8+4)
+26 (2d6+13)
DC 27 (2d8+13)
-
Very Old
+27/+35
+35 (2d8+10)
+30 (2d6+5)
+30 (1d8+4)
+30 (2d6+15)
DC 29 (2d8+15)
-
Ancient
+30/+38
+39 (2d8+11)
+34 (2d6+5)
+34 (1d8+5)
+34 (2d6+16)
DC 31 (2d8+16)
-
Wyrm
+33/+45
+41 (4d6+12)
+36 (2d8+6)
+36 (2d6+5)
+36 (2d8+18)
DC 33 (4d6+18)
DC 33 (2d6+18)
Great Wyrm
+36/+48
+45 (4d6+13)
+40 (2d8+6)
+40 (2d6+6)
+40 (2d8+19)
DC 35 (4d6+19)
DC 35 (2d6+19)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
2½ feet by 2½ feet/5 feet
+4
+3
+5
Special, 15-foot cone (12)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+6
+5
+8
Special, 20-foot cone (14)
-
-
-
Young
5 feet by 5 feet/5 feet
+8
+6
+11
Special, 30-foot cone (16)
-
-
2nd
Juvenile
5 feet by 5 feet/5 feet
+10
+8
+12
Special, 30-foot cone (18)
-
-
4th
Young Adult
5 feet by 10 feet/10 feet
+12
+9
+16
Special, 40-foot cone (20)
21
23
6th
Adult
5 feet by 10 feet/10 feet
+15
+11
+16
Special, 40-foot cone (23)
24
25
8th
Mature Adult
10 feet by 20 feet/10 feet
+17
+12
+19
Special, 50-foot cone (25)
25
27
10th
Old
10 feet by 20 feet/10 feet
+19
+14
+21
Special, 50-foot cone (27)
29
29
12th
Very Old
10 feet by 20 feet/10 feet
+21
+15
+23
Special, 50-foot cone (29)
31
30
14th
Ancient
10 feet by 20 feet/10 feet
+23
+17
+26
Special, 50-foot cone (31)
34
32
16th
Wyrm
20 feet by 40 feet/15 feet
+25
+18
+28
Special, 60-foot cone (33)
36
33
18th
Great Wyrm
20 feet by 40 feet/15 feet
+28
+20
+31
Special, 60-foot cone (35)
39
35
20th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
11
14
15
10
13
14
Cold Immunity
Very Young
13
16
17
10
13
16
-
Young
15
16
17
10
15
16
-
Juvenile
17
18
19
10
15
18
Magical Reservoir
Young Adult
19
18
19
10
17
18
Damage Reduction 5/+1
Adult
23
20
21
10
19
20
-
Mature Adult
27
20
21
10
21
20
Damage Reduction 10/+3
Old
29
24
25
10
21
24
Polymorph Self
Very Old
31
26
27
10
23
26
Damage Reduction 15/+3
Ancient
33
28
29
10
23
28
Antimagic Field
Wyrm
35
30
31
10
25
30
Damage Reduction 20/+4
Great Wyrm
37
32
33
10
27
32
Foresight

Blindsight (Ex): An arcane dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon's age category.

Breath Weapon (Su): The arcane dragon's breath weapon is a cone of disjunction that works exactly like the spell Woda's disjunction. All magical effects and magic items within the area of the breath weapon, except for those that the dragon carries or touches, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save (the DC is listed on the table above) or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. The cone of disjunction also has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined. Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, the dragon must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish). Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.

Crush: A jumping or flying arcane dragon of at least Huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are only effective against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must attempt a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attacks. Pinned opponents take crush damage each round if they don't escape.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or charges. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer Hit Dice than the dragon. A potentially affected creature that succeeds at a Will save remain immune to the dragon's frightful presence for one day. On a failure, creatures with 4 or fewer Hit Dice become panicked for 4d6 rounds and those with 5 or more Hit Dice become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Immunities (Ex): Arcane dragons are immune to sleep and paralysis effects. Arcane dragons are also immune to cold damage.

Keen Senses (Ex): A dragon sees four times as well as a human in low-light conditions, and twice as well in normal light. It also has darkvision with a range of 100 feet x the dragon's age category.

Magic Reservoir (Su): An arcane dragon's jeweled horn acts as a reservoir of magical energies in similar manner to a rod of absorption. The horn does not absorb magic, but it can store a number of spell levels equal to the dragon's Intelligence score until the dragon releases this energy in the form of spells. The dragon can use stored spell energy to cast any spell she knows without expending a spell slot. The only restriction is that the levels of spell energy stored in the horn must be equal to or greater than the level of the spell the dragon wants to cast. Expended spell levels are regenerated at a rate of one level per day.

The horn from a slain dragon continues to function in the same fashion when carried or worn, storing a number of spell levels equal to the Intelligence of the slain dragon. These items are highly prized, fetching 10,000 shillings for every spell level they are capable of storing.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities as listed on the table above.

Tail Sweep: A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affects a half-circle with a diameter of 30 feet, centered on the dragon's rear. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep automatically deals the listed damage. Affected creatures can attempt Reflex saves to take half damage.

Spell-Like Abilities: Three times per day - polymorph (self only); twice per day - antimagic field; once per day - foresight.

Spells: An arcane dragon knows and casts arcane spells as a sorcerer of the level indicated on the table above, gaining bonus spells for a high Charisma score.

Skills: Arcane dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die.

Notes: This creature was originally named the Slarecian Dragon in Creature Collection II: Dark Menagerie, but as the Slarecians don't exist in the Three Worlds campaign setting, I renamed them and changed their backstory. Also, this dragon was listed without a frightful presence score, which is a standard element of dragons, so I added it back in.

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