Showing posts with label Monstrous Humanoid. Show all posts
Showing posts with label Monstrous Humanoid. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Kuo-Toa

Kuo-Toa (from the Monster Manual)
Medium Monstrous Humanoid (Aquatic)

Hit Dice: 2d8+2 (11 hit points)
Initiative: +0
Speed: 20 feet, swim 50 feet
Armor Class: 16 (+6 natural) or 18 (+6 natural, +2 large wooden shield); touch 10, flat-footed 16 or 18
BAB/Grapple: +2/+3
Attack: Shortspear +3 melee (1d6+1, piercing, 20 x2, 20 feet x5) or bite +3 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Shortspear +3 melee (1d6+1, piercing, 20 x2, 20 feet x5) and bite +3 melee (1d4+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Lightning bolt, pincer staff
Special Qualities: Adhesive, amphibious, darkvision 60 feet, immunity to poison and paralysis, keen sight, light blindness, electricity resistance 10, slippery
Saves: Fortitude +2, Reflex +3, Will +5
Abilities: Str 13, Int 13, Wis 14, Dex 10, Con 13, Cha 8
Skills: Craft or Knowledge (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
Feats: Great Fortitude, Skill Augmentation (Listen and Spot)
Environment: Temperate aquatic
Organization: Patrol (2 - 4 plus 1 3rd level whip), squad (6 - 11 plus 1 or 2 3rd level whips, 1 or 2 4th level monitors, and 1 8th level fighter), band (20 - 50 plus 100% noncombatants plus 2 3rd level whips, 2 8th level fighters, and 1 10th level fighter), or tribe (40 - 100 plus 1 3rd level whip per 20 adults, 1 4th level monitor, 4 8th level fighters, 1 10th level whip, and 2 10th level fighters)
Challenge Rating: 2
Treasure: Standard
Alignment: Often neutral evil
Advancement: By character class
Level Adjustment: +3

The kuo-toa are an ancient line of aquatic humanoids noted for their sinister nature and diabolical tendencies.

An average kuo-toa stands roughly 5 feet tall and weighs about 160 pounds. They have rounded bodies covered in scales, giving it the appearance of being pudgy. They have slender arms and legs, ending in broad hands and distended feet that look like flippers. They have fishlike, bullet-shaped heads with bulging black eyes and a wide mouth full of sharp teeth. Although kuo-toas are generally a silver-gray color, their pigmentation changes with their mood. An angry kuo-toa is dark red, while a frightened one becomes pale gray or even white. The air around a kuo-toa carries a strong odor of rotting fish.

Kuo-toas speak Aquan, Infernal, and Kuo-Toa.

Combat
Kuo-toa tactics and weapons vary greatly depending upon the training and skills of the individual encountered. A group of kuo-toa fighters usually fights in formation, throwing spears before closing in to melee range.

Lightning Bolt (Su): Two or more kuo-toa clerics, known as whips, operating together can generate a stroke of lightning every 1d4 rounds. The whips must join hands to launch the bolt, but need merely be within 30 feet of one another while it builds. The lightning bolt deals 1d6 points of electricity damage per whip, but a successful Reflex save (DC 13 + number of whips) halves this amount.

Pincer Staff: Many kuo-toa fighters and all whips of 7th level or higher carry this Large exotic weapon. A pincer staff deals 1d10 points of bludgeoning damage, threatens a critical hit on a natural 20, and deals double damage on a critical hit. It has a 10-foot reach and cannot be used against an adjacent opponent. A wielder that hits an opponent of at least Small but no larger than Large size can attempt to start a grapple as a free action without provoking an attack of opportunity. If the wielder wins the grapple check, the staff establishes a hold and grabs the opponent, dealing 1d10 points of damage each round the hold is maintained.

Adhesive (Ex): Kuo-toas use their own body oil and other materials to giver their shields a finish almost like flypaper, holding fast any creatures or items touching the,. Anyone who makes an unsuccessful melee attack against kuo-toa must succeed on a DC 14 Reflex save or the attacker's weapon sticks to the shield and is yanked out of the wielder's grasp. Creatures using natural weapons are automatically grappled if they get tuck. A kuo-toa requires 1 hour and special materials costing 20 shillings to coat a shield with adhesive. The adhesive remains good for up to three days or until it actually catches someone or something in which case the shield can trap no additional items since the adhesive is used up. Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check.

Amphibious (Ex): Although kuo-toa breathe by means of gills, they can survive indefinitely on land.

Keen Sight (Ex): Kuo-toas have excellent vision thanks to their to independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.

Light Blindness (Ex): Abrupt exposure to bright light, such as sunlight or a daylight spell, blinds kuo-toa for 1 round. On subsequent rounds they are dazzled while operating in bright light.

Slippery (Ex): All kuo-toas secrete an oily film that makes them difficult to grapple or snare. Webs, magical or otherwise, don't affect kuo-toas, and they can usually wriggle free from most other forms of confinement.

Skills: Kuo-toas have a +8 racial bonus on Escape Artist checks and a +4 racial bonus on Spot and Search checks.

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

Kuo-Toa Characters
A kuo-toa's favored class is rogue. Most kuo-toa leaders are cleric/rogues or clerics (known as whips). Kuo-toa clerics almost universally worship Iku-Tyrma. Kuo-toa monks, called monitors, also exist.

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General Rules: Monsters - Gorgon, High

Gorgon, High (adapted from the Creature Collection)
Medium Monstrous Humanoid

Hit Dice: 9d8+27 (67 hit points)
Initiative: +2
Speed: 30 feet, swim 30 feet
Armor Class: 19 (+2 Dexterity, +7 natural); touch 12, flat-footed 17
BAB/Grapple: +9/+12
Attack: Trident +13 melee (1d8+3, piercing and slashing, 20 x2, 10 feet x5) or bite +12 melee (1d4+2 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Trident +13 melee (1d8+3, piercing and slashing, 20 x2, 10 feet x5) or 8 bites +12 melee (1d4+2 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet (snakes 20 feet)
Special Attacks: Poison, spells
Special Qualities: Darkvision 60 feet, DR 10/+1, immunities, spell resistance 15
Saves: Fortitude +9, Reflex +5, Will +8
Abilities: Str 17, Int 15, Wis 15, Dex 15, Con 17, Cha 11
Skills: Bluff +3, Concentration +8, Craft: Alchemy +6, Decipher Script +4, Disguise +6, Hide +3, Intimidate +7, Knowledge: Arcana +6, Listen +3, Search +7, Spellcraft +3, Spot +5
Feats: Extend Spell, Quicken Spell, Skill Augmentation (Listen and Spot), Weapon Focus (Trident)
Environment: Any land or underground
Organization: Solitary or cabal (2 - 5)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 8 - 12 HD (Medium)
Level Adjustment: -

The high gorgons are among Belial's most faithful creations, and now that he has been imprisoned in a freezing wasteland, the gorgons work secretly to restore him.

There are two varieties of gorgon - the bestial low gorgon and the humanoid high gorgon. Although nearly as different as humans and lions, both varieties of gorgon are repulsively interfertile, and the females of both species can be fertilized by males of either kind. They lay clutches of 1d6 eggs, one in five of which typically hatches into a high gorgon - the rest become low gorgons.

A high gorgon resembles a solidly built human with slightly grayish, almost glistening skin. They have no body hair whatsoever - a fact that they often conceal with cosmetics, hoods, or wigs. A small seam runs from the bottom of the breastbone to just above the genitals. When the high gorgon wishes to reveal its true nature, the seam splits wide open, revealing a mass of intertwines serpents that strike out at the gorgon's enemies. High gorgons usually have yellow, amber, or brown eyes, and their teeth are unusually perfect.

High gorgons don;t have a culture of their own; they imitate human society as best they can, all the better to fit in. They gather in small cabals to exchange information and magic, and they particularly prize any rumors that might lead to another piece of the puzzle to unlocking Belial's icy prison.

Combat
High gorgons usually try to conceal their true nature if at all possible. They typically fight with weapons and spells as if they were human, even to the point of adopting popular skirmish tactics. If there is no way to prevent their nature from being revealed, they pull their bellies open to bite at opponents with their serpentine heads. Their lairs are often defended with traps, magical and otherwise, as well as a kennel of low gorgons.

Immunities (Ex): High gorgons are immune to all poisons and sleep, and they have Acid Resistance 10.

Poison Blade (Ex): High gorgons are in the habit of anointing their weapons with an acidic poison partially derived from their own. Anyone wounded by a high gorgon's weapon must make a successful DC 18 Fortitude save or suffer 1d4+3 additional points of damage.

Poison (Ex): The snakes growing from a high gorgon's belly are venomous. Bite; injury, Fortitude negates DC 19; initial and secondary damage 1d8 temporary Constitution damage. The save DC is Constitution-based. If a victim is bitten by multiple snakes during a gorgon's attack, the DC for the saving throw is raised by 1 for each bite after the first. A victim may only suffer from one dose of venom at a time, ignoring subsequent bites until the initial venom has had its full effect. Once the minute has elapsed and the venom has had its full secondary effect, the character can be poisoned again.

Snakes (Ex): A high gorgon can strike with up to eight snakes at once; these serpents can be severed if specifically targeted with an edged weapon. An individual snake is Armor Class 20 and requires 15 hit points of damage to sever. An average high gorgon has 15 to 20 snakes attached to its spine inside its abdomen.

Spells: Each high gorgon can still draw on a portion of Belial's power, granting the ability to cast spells as a favored soul of a level equal to the creature's Hit Dice (usually 9th-level). They favor spells that diminish or warp their opponents, such as necromantic or transmutation spells.

Notes: I made slight modifications to the high gorgon's poison ability to bring it in line with the format used for poisons in 3.5 edition Dungeons & Dragons. I also changed the high gorgon's spellcasting ability from sorcerer to favored soul, on the grounds that a high gorgon as written does not have sufficiently high Charisma to cast sorcerer spells effectively, but has a high enough Wisdom to cast favored souls spells reasonably well. I changed their cold resistance to acid resistance, because ti fits the creature better thematically. Finally, I changed the default weapon from a scimitar to a trident to better reflect their position as Belial's creations in the Three Worlds.

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General Rules: Monsters - Serpent Person, Civilized

Serpent Person, Civilized (adapted from the Freeport Trilogy)
Medium Monstrous Humanoid (Shapechanger)

Hit Dice: 1d8-1 (3 hit points)
Initiative: +4
Speed: 30 feet, swim 15 feet
Armor Class: 16 (+1 natural, +5 chainmail); touch 10, flat-footed 16
BAB/Grapple: +1/+1
Attack: Falchion +1 melee (2d4, slashing, 18-20 x2) or shortbow +1 ranged (1d6, piercing, 20 x3, 60 feet x10)
Full Attack: Falchion +1 melee (2d4, slashing, 18-20 x2) or shortbow +1 ranged (1d6, piercing, 20 x3, 60 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Change shape, darkvision 60 feet, snake blooded
Saves: Fortitude +1, Reflex +0, Will +0
Abilities: Str 10, Int 13, Wis 10, Dex 11, Con 8, Cha 13
Skills: Disguise +1, Escape Artist +2, Hide +1, Knowledge: Arcana +5, Swim +2
Feats: Improved Initiative, Skill Augmentation (Listen and Spot)
Environment: Any land an underground
Organization: Solitary
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +1

The serpent people once ruled a vast empire. Their advanced knowledge of sorcery and the planes could not help them when the Unspeakable One was summoned to the heart of their domains. A very few serpent people are descended from those who survived with their sanity intact. This civilized breed, mostly sorcerers, has thrived over the centuries by remaining out of sight. They either live in seclusion or adept the forms of humans or alvari, living among their successors.

Serpent people are bipedal, but they retain the sinuous necks and long tails of snakes. Coloration varies widely.

Combat
Civilized serpent people spend their entire lives in hiding and fight only when they are sure they can win. Most are sorcerers or clerics. Although civilized serpent people have fangs, they never use them in combat, considering this barbaric. Once a fight turns against them, they try to flee and use their change shape ability to escape detection.

Change Shape (Su): A civilized serpent person may assume the form of any Small or Medium humanoid. In humanoid form, the serpent person loses its swim speed. A serpent person can remain in its humanoid form until it chooses to assume a new shape, but may only assume a new shape up to three times per day,. A change in form cannot be dispelled, but a serpent person reverts to its natural form when killed. A true seeing spell or ability reveals its normal form.

Snake-Blooded: For all effects related to race, a civilized serpent person is considered a yuan-ti. Civilized serpent people, for example, are just as vulnerable to special effects that affect only yuan-ti as their yuan-ti masters are, and they can use magic items that are only usable by yuan-ti.

Skills: Serpent people have a +4 racial bonus on Escape Artist and Hide checks. When using its change shape ability, a civilized serpent person gains a +10 circumstance bonus on Disguise checks. A serpent person 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.

Civilized Serpent People as Characters
Civilized serpent people have their choice of classes but most favor the sorcerer or favored soul classes. The information in the statistics block reflects a 1st level warrior, although most civilized serpent people are likely to be of higher level.

Civilized serpent people characters possess the following racial traits:
  • Type: Civilized serpent people are monstrous humanoids with the shapechanger subtype.

  • Ability Scores: +2 Intelligence, +2 Charisma, -2 Constitution.

  • Size: Medium.

  • Speed: Civilized serpent people have a base land speed of 30 feet and a swim speed of 15 feet.

  • Darkvision: A civilized serpent person can see in the dark out to 60 feet.

  • Scales: A civilized serpent person's scales gives them a +1 natural armor bonus.

  • Change Shape: A civilized serpent person may assume the form of any Small or Medium humanoid. In humanoid form, the serpent person loses its swim speed. A serpent person can remain in its humanoid form until it chooses to assume a new shape, but may only assume a new shape up to three times per day,. A change in form cannot be dispelled, but a serpent person reverts to its natural form when killed. A true seeing spell or ability reveals its normal form.

  • Racial Feat: A civilized serpent person gains Improved Initiative as a bonus feat.

  • Snake-Blooded: For all effects related to race, a civilized serpent person is considered a yuan-ti. Civilized serpent people, for example, are just as vulnerable to special effects that affect only yuan-ti as their yuan-ti masters are, and they can use magic items that are only usable by yuan-ti.

  • Serpent people have a +4 racial bonus on Escape Artist and Hide checks. When using their shape change ability, civilized serpent people gain a +10 racial bonus on Disguise checks.

  • Automatic Languages: Sulic and either Sorglish or Rhadynnic.

  • Bonus Languages: Any

  • Favored Class: Sorcerer.

  • Additional Favored Class: Adept.

  • Exclusive Class: Beguiler.

  • Level Adjustment: +1
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General Rules: Monsters - Tren

Tren (adapted from Serpent Kingdoms)
Medium Humanoid (Aquatic, Reptilian)

Hit Dice: 4d8+8 (26 hit points)
Initiative: +5
Speed: 30 feet, swim 40 feet
Armor Class: 22 (+1 Dex, +8 natural, +1 dodge, +2 armor), touch AC 12, flat-footed AC 20
BAB/Grapple: +3/+5
Attack: Greatsword +5 melee (2d6+3, slashing, 19-20 x2) or claw +5 melee (1d4+2, piercing and slashing, 20 x2) or longbow +4 ranged (1d8, piercing, 20 x3, 100 feet x10)
Full Attack: Greatsword +5 melee (2d6+3, slashing, 19-20 x2) and bite +3 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +5 melee (1d4+2, piercing and slashing, 20 x2) and bite +3 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2) or longbow +4 ranged (1d8, piercing, 20 x3, 100 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Stench
Special Qualities: Darkvision 60 feet, hold breath
Saves: Fortitude +6, Reflex +2, Will +1
Abilities: Str 15, Int 7, Wis 10, Dex 13, Con 14, Cha 10
Skills: Hide +3 (+7 in rocky or subterranean environments), Move Silently +4, Spot +2, Swim +10
Feats: Dodge, Improved Initiative, Multiattack
Environment: Temperate aquatic and marshes
Organization: Solitary, pair, gang (3 - 5), band (6 - 10 plus 50% noncombatants and 1 leader of 3rd - 6th level), or tribe (30 - 60 plus 50% noncombatants plus 2 lieutenants of 3rd - 6th level and 1 leader of 4th - 10th level)
Challenge Rating: 3
Treasure: 50% coins; standard goods, 50% items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Trens are a powerful crossbreed of lizardfolk and troglodytes. The results are stronger than the typical specimen of either race. Trens prefer to live underground in environments that are dark, cold, and wet, often in the same settlements as troglodytes or lizardfolk. A tren is a lizardlike creature about the same height as a human. It has muscular limbs and walks erect, trailing a long slender tail behind it. Its lizardlike head features a wide jaw and a mouth filled with razor sharp teeth.

Trens speak Sûlic.

Combat
Trens prefer to wear light armor and use steel weapons. Their melee weapon of choice is the greatsword, though most also carry longbows for striking from a distance. Though they prefer melee combat to ranged, they typically attack in organized formations, adjusting their tactics to their environment. Because they almost never possess magic, one or two archers normally stay behind the fighters to distract spellcasters.

Hold Breath (Ex): A tren can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning (see page 304 of the Dungeon Master's Guide).

Stench (Ex): When a tren is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal finds offensive. Every living creature except other trens and troglodytes within 30 feet of a tren must succeed at a DC 14 Fortitude save or be sickened for 10 rounds. A creature subject to stench from multiple trens must make only one saving throw, though a separate save is necessary is necessary for any troglodyte stench present. A creature that successfully saves cannot be affected by the same tren's stench for 24 hours. A delay poison or neutralize poison spell removes the effect. Creatures immune to poison are unaffected and a creature resistant to poison receives its normal bonus on the saving throw.

Skills: The scales of a tren can change color, allowing it to blend in with its surroundings like a chameleon and conferring a +4 racial bonus on Hide checks. In rocky or subterranean environments, this bonus improves to +8.

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General Rules: Monsters - Ratman, Daywalker

Daywalker Ratman (adapted from the Creature Collection II: Dark Menagerie)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8+6 (15 hit points)
Initiative: +3
Speed: 30 feet, climb 15 feet, burrow 10 feet
Armor Class: 15 (+3 Dexterity, +2 natural); touch AC 13, flat-footed AC 12
BAB/Grapple: +2/+2
Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) or shortspear +2 melee (1d8, piercing, 20 x3, 20 feet x5)
Full Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -3 melee (1d4, piercing and slashing, 20 x2) or shortspear +2 melee (1d8, piercing, 20 x3, 20 feet x5) or javelin +5 ranged (1d6, piercing, 20 x2, 30 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Leap attack, fire resistance 10
Special Qualities: Darkvision 60 feet, speak with rats
Saves: Fortitude +3, Reflex +6, Will +3
Abilities: Str 10, Int 12, Wis 10, Dex 16, Con 16, Cha 12
Skills: Climb +2, Jump +13, Search +2, Spot +3, Survival +5
Feats: Track
Environment: Any desert
Organization: Solitary, pair, band (3 - 30 ratmen, plus one leader of 4th level), warband (10 - 120 ratmen with 1 fighter of 4th - 7th level per 30 ratmen, plus 1 8th - 10th level druid per 100 ratmen)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Daywalkers stride under the burning wasteland sun. These ratman tribes gather around smoldering embers that were scattered when Surtan was cast down in the War in Heaven. Indeed, the daywalkers believe that all deserts of the Three worlds were created where such sparks landed.

These tribes feed Surtan's fire by gathering all wood and combustible materials they can find in the wastes, in tribute to their infernal master. Seasoned desert travelers who see light on the night horizon know to avoid it, for fear that the ratmen may try to use them to fuel Surtan's rage.

These sun-bleached slytheen gain their name from foregoing their nightly existence and honoring their profane master by traveling under the sun by day, so that he may see them, know they worship him, and take solace in his imprisonment. Daywalking is not pleasant to these vermin, and they often wrap themselves ins trips of cloth and gauze, even if for psychological rather than physical comfort from the burning heat.

Ratmen speak Slytheen, a language of chittering and sibilant hisses similar to that of rodents, and they can also communicate with rats and dire rats.

Combat
Daywalkers are skilled predators, making astounding leaps over dunes to attack caravans, seemingly from out of nowhere. They can also burrow through the sand and spring upward from the ground. Although they attack for food, their most cherished prizes are wagons, chests, and barrels - materials made of wood that they can burn for a long time. The ratmen typically use spears made from fire-hardened bone - the remains of travelers used to ease Surtan's suffering.

Leap Attack (Ex): Daywalkers can leap extended distances and make the equivalent of a Spirited Charge attack with their spears inflicting triple damage with spears and double damage with any other weapon at the end of such a maneuver without penalty. They have a +8 racial bonus to their Jump skill and have no maximum Jump distance.

Speak with Rats (Su): Ratmen have the ability to speak with rats and dire rats as if they were using the spell speak with animals.

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General Rules: Monsters - Muckdweller

Muckdweller (adapted from Serpent Kingdoms)
Tiny Monstrous Humanoid

Hit Dice: ¼d8 (1 hit point)
Initiative: +7
Speed: 20 feet, swim 20 feet
Armor Class: 18 (+2 size, +3 Dexterity, +3 natural); touch AC 15, flat-footed AC 15
BAB/Grapple: +0/-11
Attack: Bite +5 melee (1d3-3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d3-3, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Squirt
Special Qualities: Darkvision 60 feet
Saves: Fortitude +0, Reflex +5, Will +1
Abilities: Str 4, Int 10, Wis 9, Dex 16, Con 10, Cha 8
Skills: Balance +5, Hide +13, Listen +1, Spot +1, Swim +11
Feats: Improved Initiative, Weapon Finesse
Environment: Temperate marshes
Organization: Solitary or pack (5 - 20)
Challenge Rating: ¼
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 1 -2 Hit Dice (Tiny); 3 Hit Dice (Small)
Level Adjustment: +0

Muckdwellers are bipedal amphibians that dwell in swamps, marshes, and mud-bottomed bodies of still water. Many serve lizardfolk or yuan-ti tribes, surviving on the periphery of such societies and venerating their gods.

Muckdwellers are omnivorous, but they prefer frsh, warm meat to plants, insects, and aquatic animals. They dwell below the water but maintain, above-water areas for resting, eating, and hoarding shiny objects. Though they are not tool users, they do occasionally build rafts of reeds, twigs, and mud on which they float and hunt, as well as shelters where they can hide from predators. Muckdwellers hibernate during the winter months in temperate or colder climes.

A muckdweller looks like a miniature bipedal dinosaur with mottled gray and brown scales and a pale yellow underbelly. Its short tail is used for balancing and swimming. It has partially webbed rear feet and small, weak, prehensile foreclaws.

Muckdwellers speak Sulic.

Combat
Muckdwellers flee unless cornered or certain of an easy kill. Packs of the creatures lurk below the waterline, waiting in ambush for potential prey. Before closing with a foe, muckdwellers employs their spit attacks to blind their opponents.

Squirt (Ex): A muckdweller can squit a jet of water into the eyes of a target up to 25 feet away. Anyone hit by this attack must make a DC 13 Reflex save or be blinded for 1 round. The save DC is Dexterity based.

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

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General Rules: Monsters - Dead Eater

Dead Eater (adapted from Vigil Watch: Warrens of the Ratmen)
Medium Monstrous Humanoid

Hit Dice: 2d8+4 (13 hit points)
Initiative: +6
Speed: 30 feet, burrow 5 feet
Armor Class: 15 (+2 Dexterity, +3 natural); touch 12, flat-footed 13
BAB/Grapple: +2/+3
Attack: Bite +3 melee (1d6+1, bludgeoning, piercing and slashing, 20 x2)
Full Attack: Bite +3 melee (1d6+1, bludgeoning, piercing and slashing, 20 x2) and 2 claws -2 melee (1d4, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Burrowing attack, disease
Special Qualities: Darkvision 60 feet, disease immunity, light sensitivity
Saves: Fortitude +4, Reflex +4, Will +1
Abilities: Str 12, Int 8, Wis 12, Dex 15, Con 15, Cha 6
Skills: Hide +7, Listen +1, Move Silently +7, Search +1, Spot +7
Feats: Improved Initiative
Environment: Any land or underground
Organization: Gang (2 - 5) or pack (8 - 12)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 3 HD (Medium)
Level Adjustment: -

Dead eaters resemble ghouls in both appearance and habits, but they are very much alive and unaffected by clerical turning and other anti-undead measures. They are emaciated, foul-smelling creatures covered with matted hair, their mouths bristling with jagged teeth, their fingernails elongated into dirt-caked claws. Their sunken eyes gleam with the spark of madness.

Dead eaters like to burrow, using their clawed hands to dig elaborate networks of trenches and tunnels in and around their warren. They can often be found hiding or sleeping in these trenches and use them for concealment when the nest is attacked and they wish to ambush invaders.

Combat
Individual dead eaters are cowardly creatures who flee from noises and bright lights. In pack, however, they grow bolder and often combine forces to waylay travelers who are sometimes dragged back to the nest to serve as the main course at a feast.

Though possessed of only minimal intelligence, the dead eaters sometimes display a sort of low cunning. Two or three dead eaters will attack a party and then flee after a round or two of combat, leading pursuers into an ambush as the remainder of their pack emerges from their buried hiding places and assaults their foes with burrowing attacks.

Burrowing Attack (Ex): Dead eaters often conceal themselves beneath a few inches of dirt. A dead eater concealed in this fashion is difficult to see, requiring a DC 25 Spot check. If a foe moves within 5 feet of the concealed dead eater, it may make a grapple attack with a +3 circumstance bonus. if the grapple succeeds, the dead eater may automatically inflict bite damage (and a risk of causing disease) upon its victim until the grapple is broken.

Disease (Ex): Corpse blisters - bite; Fortitude save DC 13; incubation period 1d4 days; damage 1d4 temporary Constitution and 1d4 temporary Strength. Dead eaters also sometimes carry the favored disease of their chosen nest such as slimy doom or scarlet shaking pox.

Disease Immunity (Ex): Dead eaters are immune to all forms of disease.

Light Sensitivity (Ex): Dead eaters suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Skills: Dead eaters receive a +4 racial bonus to Hide, Move Silently, and Spot checks.

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General Rules: Monsters - Ratman, Black Pelt

Ratman, Black Pelt (adapted from Vigil Watch: Warrens of the Ratmen)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8+2 (11 hit points)
Initiative: +5
Speed: 30 feet, climb 15 feet
Armor Class: 12 (+1 Dexterity, +1 natural)
BAB/Grapple: +2/+2
Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -3 melee (1d4, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spells
Special Qualities: Darkvision 60 feet, disruption, magic leech, redirection, speak with rats, SR 14
Saves: Fortitude +1, Reflex +4, Will +4
Abilities: Str 10, Int 16, Wis 13, Dex 13, Con 12, Cha 14
Skills: Concentration +6, Knowledge: Any +4, Knowledge: Arcana +8, Listen +3, Ritual Casting +6, Spellcraft +8, Spot +3
Feats: Improved Initiative
Environment: Any except arctic
Organization: Warband (15 - 120 ratmen, plus one sorcerer of 5th - 8th level per 30 warriors), nest (120 - 1,200 ratmen with leaders as above, plus one 8th - 10th level cleric and one 9th - 12th level sorcerer per 100 warriors)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

Arrogant, manipulative, deceitful, and maniacal - all these describe the black pelts. Ingenious, visionary, loyal, and industrious - these apply as well.

Perhaps alone among the slytheen, this brood preaches unity and labors to forge all ratmen into a single titanic force. To this end they have made overtures of cooperation backed by magical aid (which they have in plenty) to every warren within their expansive reach. If it were not for the unseeing, the black pelts may well have already succeeded.

Combat
Potent magic users, the black pelts harry (or utterly destroy) their opponents with spells before unleashing their servitor creatures to clean up the rest. Since magic is second nature to black pelts, they do not behave as the typical, solitary mage. instead, they fight in teams, using ritual magic to further increase the potential of their invocations. Also, magic use rarely signifies a lack of martial prowess, as it does in other broods. Black pelts develop potent magical abilities, even those who devote most of their life to studying the sword and shield.

Disruption (Sp): Beyond their innate resistance to spells, the black pelts can focus upon the arcane energies of others and disrupt them. Black pelts can effectively cast dispel magic an unlimited number of times per day, but may only use this spell-like ability for the purposes of counterspelling arcane spells (and not divine spells). When it is evident they are facing arcane casters among their opponents, a pack of black pelts will invariably have some of its members ready themselves to disrupt their opponents magical spells.

Magic Leech (Su): Black pelts are considered to have the monk's improved evasion ability when attempting a saving throw against the effects of arcane magic. Furthermore, upon a successful save, the ratman may heal an amount of hit point damage equal to the spell's level or the item's caster level.

Redirection (Sp): On a successful saving throw, the black pelt may actually "store" an arcane spell targeted against it. The ratman may hold such a spell for a number of rounds equal to its Constitution modifier (minimum of 1 round) before "casting" it at a new target of its choosing. This new spell is considered to have been cast by a spellcaster of the original caster's level or the slytheen's caster level (usually equal to their total Hit Dice), whichever is lower. Stored spells not recast in time disperse harmlessly.

Speak with Rats (Su): Black pelt ratmen have the ability to speak with rats and dire rats as if they were using the spell speak with animals.

Spells: Black pelts cast spells as a 3rd level sorcerer.

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General Rules: Monsters - Ratman, Red Witch

Ratman, Red Witch (adapted from the Creature Collection)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 1d8+3 (7 hit points)
Initiative: +2
Speed: 30 feet, climb 15 feet
Armor Class: 13 (+2 Dexterity, +1 natural); touch AC 12, flat-footed AC 11
BAB/Grapple: +1/+1
Attack: Bite +1 melee (1d3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +1 melee (1d3, 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: Spells
Special Qualities: Darkvision 60 feet, speak with rats
Saves: Fortitude +3, Reflex +2, Will +3
Abilities: Str 10, Int 15, Wis 12, Dex 15, Con 16, Cha 8
Skills: Concentration +7, Escape Artist +6, Knowledge: Arcana +6, Spellcraft +6
Feats: Spell Focus (Evocation) or Spell Focus (Necromancy)
Environment: Any except arctic
Organization: Solitary, coen (12-24 witches plus a 4th to 7th level wizard)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Red witches are the most terrifying and mysterious of the ratmen, and also the smallest in number. These vermin are the shortest ratmen as well, typically standing five feet tall, with reddish fur, and with little interest in armor or weapons. Their power derives from a necromantic or evocative ability developed by rigorous and deadly training rituals designed to ensure that only the wiliest and deadliest spell-casters survive.

Small bands of red witches seek out areas of magical power and establish underground bases nearby. Their havens are filled with traps, illusions, and the witches' undead servitors. As the absorb and extract the local magical energy, the witches ingest various potions and powders designed to inspire hallucinatory visions to guide their paths into the future.

Some few red witches go off on their own to pursue research they dont care the share with the others. These individuals sometimes find their way into civilization if that is where their visions take them.

Ratmen speak Slytheen, a language of chittering and sibilant hisses similar to that of rodents, and they can also communicate with rats and dire rats.

Combat
Red witches fight primarily with magic, although they often raise undead troops if a battle is imminent. Unless there is a prophecy that demands they do otherwise, these ratmen typically use their arcane powers to flee a superior force. These are the most intelligent, cunning, and subtle of the Slytheen, and their strategems reflect such deviousness.

Speak with Rats (Su): Red witches have the ability to speak with rats and dire rats as if they were using the spell speak with animals.

Spells: A red witch casts spells as a wizard of a level equivalent to their hit dice. All red witches specialize in either the Evocation school of magic or the Necromancy school of magic.

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General Rules: Monsters - Chitine

Chitine (adapted from Monsters of Færûn)
Small Monstrous Humanoid

Hit Dice: 2d8+2 (11 hit points)
Initiative: +1
Speed: 30 feet, climb 20 feet
Armor Class: 16 (+1 size, +1 Dexterity, +3 webbing armor, +1 shield)
BAB/Grapple: +2/+2
Attack: Dagger +3 melee (1d4, piercing and slashing, 19-20 x2) or javelin +4 ranged (1d6, piercing, 20 x2, 30 feet x5)
Full Attack: 3 daggers +3 melee (1d4, piercing and slashing, 19-20 x2) or 3 javelins +4 ranged (1d6, piercing, 20 x2, 30 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Grappling bonus
Special Qualities: Darkvision 60 feet, difficult to disarm, sensitive to sunlight, spider affinity
Saves: Fortitude +1, Reflex +4, Will +3
Abilities: Str 10, Int 12, Wis 11, Dex 13, Con 12, Cha 7
Skills: Balance +5, Climb +9, Craft: Trapmaking +6, Hide +8, Jump +4, Move Silently +5
Feats: Multidexterity, Multiweapon Fighting
Environment: Underground
Organization: Swarm (2 - 8) or tribe (10 - 60 plus 2 - 5 choldrith)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1

Chitines are spiderlike humanoid created by Gangyn as her most useful servants. They build with webbing in the same way that humans employ stone or wood.

Chitines stand just under 4 feet tall and weigh about 85 pounds. Their four spindly arms are long and have an extra joint allowing them a greater range of motion than most humanoids' arms. Their faces are humanlike, but their eyes are faceted and mandibles just from their mouths. They have mottled gray skin and stringy black hair that grows in a tangle from their heads and down their backs.

Chitines secret an oil that keeps them from becoming stuck in their own webs. Their palms and feet are covered with hooks that allow them to climb up walls and across ceilings. They spin sticky webs from an aperture in their bellies and use this webbing as construction material for homes, traps, and armor. Chitine armor grants a +3 armor bonus to Armor Class and has a -1 armor check penalty.

Chitines usually speak Umbran.

Combat
Chitines typically rely upon traps and ambushes to help them overcome larger and more powerful creatures. Frequently they build normal looking spider webs with a seemingly natural way around it concealing a pit, drop net, or similar trap. They can harden their webbing to produce spikes and edges into their traps, typically dealing 1d6 points of damage each.

Chitines are naturally ambidextrous, and can use as many as three weapons at once with no penalties. Weapons, armor, and objects made from hardened webbing deteriorate after several months if not regularly treated with the oil secreted by chitine skin. These items are also susceptible to fire. Two rounds of combat with flame ignites the webbing, burning an item away in 2d4 rounds.

Difficult to Disarm (Ex): Because of the hooks in a chitine's palm, the creature gains a +4 bonus on its opposed check when an opponent tries to disarm it.

Grapple Bonus (Ex): Sometimes chitine choose to grapple humans and capture them alive to serve as sacrifices to the spider goddess Gangyn. Their four arms grant them a +4 bonus on grapple checks (reflected in the statistics above), giving them equal footing with Medium size creatures.

Difficult to Disarm (Ex): Because of the hooks in a chitine's palm, the creature gains a +4 bonus on its opposed check when an opponent tries to disarm it.
Sensitive to Sunlight (Ex): In sunlight and bright magical light (such as a daylight spell), chitines suffer a -1 penalty to attack and damage rolls.

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

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

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

Chitine as Characters
The chitine's favored class is rogue. Chitine wizards and sorcerers are extremely rare, and their priests are actually members of another race - the choldrith. Chitine wizards are almost always illusionists specializing in shadow magic, and their sorcerers are universally descended from the shadow or spider-blooded heritage.

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General Rules: Monsters - Ratman, Storm Chaser

Ratman, Storm Chaser (adapted from Vigil Watch: Warrens of the Ratmen)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8 (9 hit points)
Initiative: +3
Speed: 30 feet, climb 15 feet
Armor Class: 18 (+3 Dexterity, +1 natural, +1 dodge, +1 profane, +2 leather); touch 15, flat-footed 13
BAB/Grapple: +2/+3
Attack: Bite +3 melee (1d3+1, bludgeoning, piercing, and slashing, 20 x2) or falchion +3 melee (2d4+1, slashing, 18-20 x2) or shortbow +5 ranged (1d6, piercing, 20 x3, 70 feet x10)
Full Attack: Bite +3 melee (1d3+1, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -2 melee (1d4, slashing, 20 x2) or falchion +3 melee (2d4+1, slashing, 18-20 x2) or shortbow +5 ranged (1d6, piercing, 20 x3, 70 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, storm anima, storm form, assured morale, immune to electricity, cold resistance 10, speak with rats
Saves: Fortitude +0, Reflex +6, Will +3
Abilities: Str 12, Int 15, Wis 11, Dex 16, Con 10, Cha 12
Skills: Hide +6, Intimidate +6, Jump +3, Spot +5, Tumble +8
Feats: Dodge
Environment: Any except arctic
Organization: Warband (15 - 120 ratmen, plus one sorcerer of 4th - 7th level per 30 warriors), nest (120 - 1,200 ratmen with leaders as above, plus one 8th - 10th level cleric per 100 warriors and 10 - 24 elementals)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

Where the storm chasers pass, only devastation remains. Storm chasers believe themselves to be the incarnation of the basic forces of Chaos willed into existence by the universe itself; unfathomable, undeniable, and immortal. They believe that when one of them dies, the spirit of chaos simply changes hosts, granting all chasers eternal longevity through an endless cycle of incarnations.

Combat
So assured are the storm chasers in their own supposed immortality that they fling themselves into battle without a care. They never surrender and never break, a fact that makes their commanders bold, and even reckless. Unlike many other slytheen, storm chasers attack even when outnumbered. Furthermore, their warriors appear perfectly willing to engage in suicide missions.

Assured Morale (Su): Storm chasers are immune to any negative morale modifiers. Whenever they receive a positive morale modifier, the modifier is increased by a further +1 due to the storm chasers' fanatical faith.

Immune to Electricity (Ex): Storm chasers are immune to electrical attacks.

Speak with Rats (Su): Storm chaser ratmen have the ability to speak with rats and dire rats as if they were using the spell speak with animals.

Storm Anima (Su): The storm chasers cloak themselves in a veil of turbulent winds and crackling energies. This not only confers some manner of protection upon them (accounting for the +1 profane bonus to Armor Class listed above), but it enhances their unarmed attacks, dealing +1d6 points of electrical damage or allowing them to perform a stunning attack as if they had the Stunning Fist feat.

Storm Form (Su): Storm chasers can manifest temporarily as a living entity of wind-driven rain and lightning. In this form, they gain damage reduction 20/+2 and can fly 30 feet per round with average maneuverability. The transformation lasts for two minutes and may be performed twice each day. While in their storm form, storm chasers may not physically attack, but can still cause 1d6 electrical damage with touch attacks.

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General Rules: Monsters - Serpent Person, Degenerate

Serpent Person, Degenerate (adapted from the Freeport Trilogy)
Medium Monstrous Humanoid

Hit Dice: 1d8+1 (5 hit points)
Initiative: +4
Speed: 30 feet, swim 15 feet
Armor Class: 13 (+1 natural, +2 large shield); touch 10, flat-footed 13
BAB/Grapple: +1/+2
Attack: Shortspear +2 melee (1d8+1, piercing, 20 x3) or bite +2 melee (1d4+1 and poison, bludgeoning, piercing, and slashing, 20 x2) or javelin +1 ranged (1d6+1, piercing, 20 x2, 30 feet x5)
Full Attack: Shortspear +2 melee (1d8+1, piercing, 20 x3) or bite +2 melee (1d4+1 and poison, bludgeoning, piercing, and slashing, 20 x2) or javelin +1 ranged (1d6+1, piercing, 20 x2, 30 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Poison
Special Qualities: Darkvision 60 feet, snake blooded
Saves: Fortitude +3, Reflex +0, Will -2
Abilities: Str 13, Int 6, Wis 7, Dex 11, Con 13, Cha 8
Skills: Climb +1, Escape Artist +2, Hide +2, Swim +5
Feats: Improved Initiative
Environment: Any underground
Organization: Solitary or gang (2 - 5)
Challenge Rating: ½
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +0

The serpent people once ruled a vast empire. Their advanced knowledge of sorcery and the planes could not help them when the Unspeakable One was summoned to the heart of their domains. Degenerate serpent people are the wretched offspring of those maddened by the dread god's coming. Most degenerate serpent people live deep underground, rarely coming to the surface.

Serpent people are bipedal, but they retain the sinuous necks and long tails of snakes. Coloration varies widely, though black is dominant among the degenerates.

Combat
Degenerate serpent people fight with no discernible tactics. They act savagely and attack anyone who crosses their path. Very rarely they fall under the sway of a charismatic leader, such as a civilized serpent person sorcerer, who can direct them with simple instructions. Once battle is joined, however, there is no controlling the degenerates. They hurl javelins if they have them, then close to combat.

Poison (Ex): Degenerates have a venomous bite that induces madness. Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Wisdom. The save DC is Constitution based.

Snake-Blooded: For all effects related to race, a degenerate serpent person is considered a yuan-ti. Degenerate serpent people, for example, are just as vulnerable to special effects that affect only yuan-ti as their yuan-ti masters are, and they can use magic items that are only usable by yuan-ti.

Skills: Serpent people have a +4 racial bonus on Escape Artist and Hide checks. A serpent person 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.

Degenerate Serpent People as Characters
Nearly all degenerate serpent people that have a class are warriors. A few are barbarians, but none have the mental capacity to use spells of any kind.

Degenerate serpent people characters possess the following racial traits:
  • Type: Degenerate serpent people are monstrous humanoids.

  • Ability Scores: +2 Strength, +2 Constitution, -4 Intelligence, -4 Wisdom, -2 Charisma.

  • Size: Medium.

  • Speed: Degenerate serpent people have a base land speed of 30 feet and a swim speed of 15 feet.

  • Darkvision: A degenerate serpent person can see in the dark out to 60 feet.

  • Scales: A degenerate serpent person's scales gives them a +1 natural armor bonus.

  • Bite: A degenerate serpent person has a bite attack that inflicts 1d4 points of damage.

  • Poison: A degenerate serpent person's bite attack injects a venom that induces madness. Bite, Fortitude save (DC 10 + Constitution modifier); initial and secondary damage 1d6 temporary Wisdom damage.

  • Snake-Blooded: For all effects related to race, a degenerate serpent person is considered a yuan-ti. Degenerate serpent people, for example, are just as vulnerable to special effects that affect only yuan-ti as their yuan-ti masters are, and they can use magic items that are only usable by yuan-ti.

  • Degenerate serpent people gain a +4 racial bonus on Escape Artist and Hide checks.

  • Automatic Languages: Sulic. Degenerate serpent people are illiterate regardless of class.

  • Bonus Languages: Any

  • Favored Class: Barbarian.

  • Additional Favored Class: Warrior.

  • Exclusive Class: None.

  • Level Adjustment: +0
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General Rules: Monsters - Vudot

Vudot (modified for rules compliance from Mercenaries)
Large Monstrous Humanoid (Vudot)

Hit Dice: 10d8 (45 hit points)
Initiative: +5 (Dexterity, Improved Initiative)
Speed: 30 feet
Armor Class: 13 (-1 size, +1 Dexterity, +3 natural); touch 10, flat-footed 12
BAB/Grapple: +10/+14
Attack: Shortsword +10 melee (1d8, piercing, 19-20 x2)
Full Attack: Shortsword +10/+5 (1d8, piercing, 19-20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Aura of fear, spell-like abilities
Special Qualities: Darkvision 60 feet, spell resistance 15
Saves: Fortitude +3, Reflex +8, Will +10
Abilities: Str 10, Int 17, Wis 17, Dex 12, Con 10, Cha 12
Skills: Concentration +8, Intimidate +5, Knowledge: Nature +7, Listen +7, Search +7, Spot +8, Survival +8
Feats: Improved Initiative, Skill Augmentation (Listen and Spot), Track, Weapon Finesse
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 11 - 13 Hit Dice (Large)

Few who have dealt with vudots have walked away without an intense feeling of disquiet, not least because of their appearance - their elongated, all-black bodies, oversized heads, and featureless faces with fathomless black eyes. Their mouths are so small as to be scarecelyt noticeable, and they rarely speak. In short, they look thoroughly weird and unnatural.

For those who can overcome their revulsion, vudots make powerful allies when it comes to tracking and capturing other intelligent creatures. They have the power to affect minds of others, controlling and dominating them. For this reason alone, vudots turn up as bounty hunters or in the employ of bounty hunters.

Beyond understanding their powers, outsiders know almost nothing of vudots - not where they come from, how they organize themselves or even if they organize themselves, or exactly how they feel about races other than their own. They always work alone, and no one has ever reported seeing a vudot keeping company with another of its kind. So far, no one has dared to shine the light of investigation on them, and they remain things of mystery and dread.

Vudots speak one of the common languages, and appear to comprehend them without difficulty. Whether they have a language of their own remains unknown.

Combat
Vudots don't have much taste for physical combat and they are not much good at it. They much prefer to use their spell-like abilities to set their foes at a disadvantage and force others to do the fighting for them. When engaging an enemy, they stand away from the melee, watching for any sign that they may need to reapply their powers of mind control.

Aura of Fear (Ex): There is no getting around the fact that vudots give everyone the creeps, even those who ally with them. All creatures within 30 feet of a vudot must make a DC 16 Will saving throw. Those who fail receive a -4 fear penalty to all Will saving throws, a -1 fear penalty to attack rolls, and a -1 fear penalty to Armor Class while inside the area of effect. The save DC is Charisma-based.

Charm Monster (Sp): Up to three times per day, vudots may charm any living creature as per the spell charm monster cast by a 15th level sorcerer. The save DC is 15 and is Charisma-based.

Hold Monster (Sp): Up to six times per day, vudots may hold any living creature as per the spell hold monster cast by a 15th level sorcerer. The save DC is 16 and is Charisma-based.

Sleep (Sp): Once per day, vudots may put any living creature to sleep as per the spell sleep cast by a 15th level sorcerer. The save DC is 11 and is Charisma-based.

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General Rules: Monsters - Ratman, Stricken

Ratman, Stricken (Slytheen) (adapted from Vigil Watch: Warrens of the Ratmen)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8+6 (15 hit points)
Initiative: +0
Speed: 40 feet, climb 20 feet, burrow 10 feet, swim 50 feet
Armor Class: 15 (+3 natural, +2 leather); touch 10, flat-footed 15
BAB/Grapple: +2/+4
Attack: Claw +4 melee (1d8+2, slashing, 20 x2)
Full Attack: 2 claws +4 melee (1d8+2, slashing, 20 x2) and bite -1 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, homunculus, reflect pain, additional body parts, speak with rats
Saves: Fortitude +3, Reflex +3, Will +4
Abilities: Str 15, Int 10, Wis 12, Dex 11, Con 16, Cha 10
Skills: Balance +2, Hide +2, Listen +3, Move Silently +2, Spot +3
Feats: Power Attack
Environment: Any
Organization: Warband (5 - 50 ratmen, plus one leader of 4th - 7th level per 15 warriors), nest (100 - 500 ratmen with leaders as above, plus one 8th - 10th level cleric per 100 warriors)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

To the stricken, pain is the world. it is their greatest fear, their greatest ally, their heritage, and their destiny. Sadists and masochists all at once, they rarely let survivors escape them without driving them at least in some measure to madness. The stricken are mutated nearly beyond recognition, their bodies sprouting strange extra limbs and even appendages that appear to be from other species. In their breeding pens, evolution has gone berserk, making these slytheen the most horrific examples of their kind.

Combat
Stricken have no use for subterfuge or stealth. They revel in combat, tearing through terrain and fortifications in a relentless drive to engage their opponents in close combat. Once there, they use their superior physical brawn to overcome their prey. These slytheen fight one on one against opponents of equal strength, resorting to mob tactics only against superior foes.

Homunculus (Ex): The stricken can detach portions of their body, which then acts as independent "minions". Detaching a homunculus is a partial action. A homunculus has however many hit points that the stricken chooses to invest in it; and the stricken loses the same amount, but regains any hit points that remain to the homunculus when it rejoins.

A homunculus is a Tiny creature, has the same Armor Class as its creator +2 due to size, and the same number and type of attacks, albeit at a -1 attack penalty. Damage is likewise the same at that of the stricken, but at -1 per die. A stricken may have as many as five homunculi active at one time; if one is killed, it may create another if it has sufficient hit points to do so. The homunculi are part of the stricken, and act completely under its control. They will never venture farther than 20 feet from the creating stricken. Those forced to do so can take no actions until their creator once more comes within 20 feet. Rejoining with a homunculus is a partial action.

Reflect Pain (Su): The stricken can channel pain against their adversaries: The slytheen converts every 10 points of damage to it or its homunculi suffer into a -1 circumstance penalty to attack rolls and skill checks targeted at any creature within 20 feet. A DC 13 Fortitude save negates this effect. The effect lasts 2d4 rounds, even if the ratman perishes before this duration ends.


Die Roll
Additional Body Part
1 - 10
Arm
6 - 15
Leg
16 - 19
Tail
20
Head
Additional Body Parts (Ex): Stricken are often born with multiple body parts or develop them as they grow, with new limbs, tails, or even heads - often from entirely different species - erupting from their flesh like foul diseases. A stricken receives 1d4 extra body parts. Roll 1d20 on the chart to the right to determine what extra parts it receives. The stricken may receive multiple instances of the same body part (three heads, for example. additional body parts grant the following abilities:
  • Arm: One additional claw attack at +0, inflicting normal claw damage.

  • Leg: Increase base speed by +5 feet, +1 to Balance and Jump checks.

  • Tail: +1 to Dexterity and +1 to Balance and Jump checks.

  • Head: One additional bite attack at -2, inflicting normal bite damage.

Speak with Rats (Su): Stricken ratmen have the ability to speak with rats and dire rats as if they were using the spell speak with animals.

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General Rules: Monsters - Ratman, Foamer

Ratman, Foamer (adapted from the Creature Collection)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8+6 (15 hit points)
Initiative: +2
Speed: 30 feet, climb 15 feet, swim 40 feet
Armor Class: 15 (+2 Dexterity, +1 natural, +2 leather armor); touch AC 12, flat-footed AC 13
BAB/Grapple: +2/+4
Attack: Bite +4 melee (1d3+2, bludgeoning, piercing, and slashing, 20 x2) or greataxe +4 melee (1d12+3, slashing, 20 x3) or throwing spear +4 ranged (1d8+2, piercing, 20 x3, 30 feet x5)
Full Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -1 melee (1d4+1, slashing, 20 x2) or greataxe +4 melee (1d12+3, slashing, 20 x3) or throwing spear +4 ranged (1d8+2, piercing, 20 x3, 30 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, speak with rats
Saves: Fortitude +6, Reflex +5, Will -1
Abilities: Str 14, Int 9, Wis 8, Dex 15, Con 16, Cha 8
Skills: Escape Artist +3, Jump +3, Swim +5
Feats: Power Attack
Environment: Any except arctic
Organization: Warband (15 - 120 ratmen, plus one leader of 4th - 7th level per 30 warriors), nest (120 - 1,200 ratmen with leaders as above, plus one 8th - 10th level cleric per 100 warriors and 10-24 dire rats)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Foamers are the largest of the Slytheen - seven feet tall at the shoulders, with black oily fur and short, slightly flattened prehensile tails. They are the most barbaric of the ratmen, if that's possible,, and are the bane of the seas. These ratmen live only for war and slaughter. Semi-aquatic by nature, they churn out of the water, surrounded by packs of dire rats to rend and tear life from the unprepared. Instead of living in tunnels, the foamers reside on bloodstained and half-sunken boats and ships they have captured, sometimes lashing them together as floating bases. Not possessing sailing skills, they rely on captured slaves to propel these makeshift craft, either by sail or oar. In addition to propelling their ships, foamers' slaves are used to perform any task that is not combat-related as the ratmen consider such chores to e beneath true warriors.

Ratmen speak Slytheen, a language of chittering and sibilant hisses similar to that of rodents, and they can also communicate with rats and dire rats.

Combat
Foamers revel in combat, disdaining the use of shields and blunt weapons, preferring the freedom of light armor and the satisfaction of hacking ans slashing weapons. If missiles are used, they favor throwing spears, although siege weaponry is popular for the mayhem it causes. In many cases, a foamer will carry a tail knife, tail axe, or rarely, a tail mace or other smell weapon on its tail to serve as a deadly distraction for its foes.

Speak with Rats (Su): Foamer ratmen have the ability to speak with rats and dire rats as if they were using the spell speak with animals.

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General Rules: Monsters - Unholy Riven

Unholy Riven (from the Book of Eldritch Might III)
Medium Monstrous Humanoid

Hit Dice: 12d8+48 (102 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 32 (+1 Dexterity, +1 dodge, +20 natural); touch 12, flat-footed 30
BAB/Grapple: +12/+17
Attack: Slam +17 melee (1d8+7, bludgeoning, 20 x2)
Full Attack: Slam +17/+12/+7 melee (1d8+7, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Drain spells, energy drain, destroy magic items, greater dispelling
Special Qualities: Darkvision 60 feet, detect magic, immunities, magic immunity, see invisibility
Saves: Fortitude +10, Reflex +11, Will +8
Abilities: Str 20, Int 19, Wis 11, Dex 13, Con 18, Cha 17
Skills: Climb +15, Hide +21, Listen +12, Search +15, Spellcraft +13, Spot +12
Feats: Combat Reflexes, Dodge, Great Fortitude, Lightning Reflexes, Mobility, Power Attack, Skill Augmentation (Listen and Spot), Spring Attack
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 13
Treasure: Standard coins, standard goods, no items
Alignment: Always neutral evil
Advancement: 13 - 18 Hit Dice (Medium); 18 - 24 Hit Dice (Large)
Level Adjustment: -

The unholy riven were once good-aligned humanoid arcane spellcasters. At some point in their otherwise respectable and virtuous lives, they committed a particularly atrocious act. This sudden change of alignment is always connected to the use of magic, either through crafting an evil spell or using a spell to commit the act.

The sudden influx of evil arcane energy infuses the arcanist, transforming the character into an ebony-skinned creature covered in arcane symbols and runes. It now appears to be a being of black magic given form: Incarnate evil power embodied as the ultimate expression of null-magic and life-draining negativity.

The unholy riven feeds on arcane power. It lurks in the shadows, hunting mages of all types. It seeks to drain the spells and eventually the life force from an arcanist. Thoroughly evil and entirely corrupt, the unholy riven kills with glee and revels in misery. The very name strikes fear into the hearts of even the most powerful arcane spellcasters.

Combat
The unholy riven's favored mode of combat is to Spring Attack from an ambush in the dark. Obviously it focuses its attacks against arcanists, to the point where it ignores non-spellcasters altogether. When it must face non-spellcasters, it uses its ability to destroy magic items and drain levels to weaken them, hoping they will simply flee. If they do not, it slaughters them - gaining enjoyment but no sustenance.

Destroy Magic Items (Su): if the unholy riven touches a magic item (automatic for unattended items, a touch attack against a held item), the item must make a caster level check (1d20 + the item's caster level) with a DC of 19. Failure results in the item's disintegration.

Detect Magic (Sp): The unholy riven can use detect magic at will, as a free action.

Drain Spells (Su): With a touch attack (or as part of its slam attack) the unholy riven can drain spells (or spell slots) from an arcane spellcaster. Each touch drains 2d6 levels of prepared spells or unused spell slots, starting with the highest-level spells or unused spell slots and working down. Each drained spell level gives the unholy riven 1d6 temporary hit points, and every five drained spell levels grants it a +1 enhancement bonus to attack and damage rolls and a +1 deflection bonus to Armor Class.

Energy Drain (Su): Living creatures touched or slammed by an unholy riven suffer one negative level. The Fortitude save required to remove the negative level has a DC of 19.

Greater Dispelling (Sp): The unholy riven can use greater dispelling at will, as a standard action.

Immunities (Ex): The unholy riven is immune to poison and cold.

Magic Immunity (Su): No spell, spell-like ability, or supernatural ability can affect the unholy riven, including even an antimagic field. Spells cast with the unholy riven as the target (as opposed to with it simply in the area) give the creature power as if it had drained them.

See Invisibility (Sp): The unholy riven can use see invisibility at will, as a free action.

Skills: An unholy riven's ebony skin and shadowy nature help it hide, conferring a +10 racial bonus on Hide checks.

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General Rules: Monsters - Orc, Black

Black Orc (adapted from the Fury in the Wasteland: The Orcs of Tellene)
Medium Monstrous Humanoid (Orc)

Hit Dice: 2d8+2 (11 hit points)
Initiative: +0
Speed: 20 feet (base speed 30 feet)
Armor Class: 15 (+5 iron mantle armor)
BAB/Grapple: +2/+4
Attack: Spiked chain +4 melee (2d4+3, bludgeoning and piercing, 20 x2, reach and close, trip, +2 disarm) or throwing blade +2 ranged (1d6+2, slashing, 20 x3, 15 feet x5)
Full Attack: Spiked chain +4 melee (2d4+3, bludgeoning and piercing, 20 x2, reach and close, trip, +2 disarm) or throwing blade +2 ranged (1d6+2, slashing, 20 x3, 15 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Darkvision 60 feet, endurance, poison and disease resistance, sunlight resistance
Saves: Fortitude +3, Reflex +0, Will -1
Abilities: Str 15, Int 11, Wis 8, Dex 10, Con 13, Cha 6
Skills: Intimidate +4, Listen +4, Spot +4
Feats: Exotic Weapon Proficiency (Spiked Chain)
Environment: Any
Organization: Gang (2 - 4) or squad (11 - 20 plus 2 3rd level serjeants and 1 leader of 3rd - 6th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1

Black orcs are the dominant strain among orcs and brook no rivals. They are not born, but rather artificially created via a foul ritual bestowed upon the priests of Khil. Intended to survive harsh and adverse conditions, they possess enhanced stamina and intelligence, but lack social grace to a degree even greater than common orcs. Black orcs have little tolerance for failure from their minions. Generally found as leaders of a tribe, black orcs hate being subservient to any being.

Black orcs speak Euroz. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable to anyone who speaks Euroz.

Combat
Black orcs are direct and brutal attacking in a whirl of chains and spikes. They revel in preying upon the weak. One of their favorite tactics is to trip and opponent and then batter him while he is prone. They also favor taking prisoners to serve as slaves.

Endurance (Su): Black orcs can run for days without need for rest, and gain a +4 bonus on saves or Constitution checks involving endurance. This bonus stacks with that gained from the Endurance feat.

Poison and Disease Resistance (Su): Black orcs commonly eat and drink from sources that would poison a human. They are also of unnatural origin and are immune to all natural poisons ans diseases. Against supernatural toxins and diseases, such as mummy rot or lycanthropy, they receive a +4 bonus to their Fortitude saves.

Sunlight Resistant (Ex): Black orcs are made of tougher material than other orcs, and are not dazzled when in sunlight or under the effects of a daylight spell.

Black Orcs as Characters
Black orc characters possess the following racial traits:
  • Type: Black orcs are monstrous humanoids with the orc subtype.

  • Ability Scores: +4 Strength, +2 Constitution, -2 Wisdom, -4 Charisma.

  • Size: Medium.

  • Speed: Black orcs have a base land speed of 30 feet.

  • Darkvision: Black orcs can see in the dark out to 60 feet.

  • Endurance: Black orcs can run for days without need for rest, and gain a +4 bonus on saves or Constitution checks involving endurance. This bonus stacks with that gained from the Endurance feat.

  • Poison and Disease Resistance: Black orcs commonly eat and drink from sources that would poison a human. They are also of unnatural origin and are immune to all natural poisons and diseases. Against supernatural toxins and diseases, such as mummy rot or lycanthropy, they receive a +4 bonus to their Fortitude saves.

  • Automatic Languages: Black orcs speak Euroz.

  • Bonus Languages: Anfagen Zwursprache, Desprache, Infernal, Jattalaic, Karstish, Kellish, Nordlish, Sorglish, Terran, Zwursprache

  • Favored Class: Fighter.

  • Additional Favored Class: Warrior.

  • Exclusive Class: Pit Fighter.

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