Showing posts with label Outsider. Show all posts
Showing posts with label Outsider. Show all posts

Monday, January 3, 2011

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 - Devil, Ghargatula

Devil, Ghargatula (from the Book of Vile Darkness)
Huge Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 24d8+288 (396 hit points)
Initiative: +6
Speed: 50 feet
Armor Class: 20 (-2 size, +2 Dexterity, +10 natural); touch 10, flat-footed 20
BAB/Grapple: +24/+46
Attack: Bite +36 melee (5d8+14, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +36 melee (5d8+14, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +31 melee (3d6+7, slashing, 20 x2) and tail stinger +31 melee (2d6+7 plus poison, piercing, 20 x2)
Space/Reach: 10 feet by 10 feet/15 feet
Special Attacks: Improved grab, poison, swallow whole
Special Qualities: Devil traits, DR 25/+2, outsider traits, regeneration 10, scent, SR 25, summon devil
Saves: Fortitude +26, Reflex +16, Will +16
Abilities: Str 39, Int 7, Wis 11, Dex 14, Con 35, Cha 10
Skills: Climb +38, Intimidate +24, Jump +38, Listen +24, Move Silently +26, Spot +24
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always lawful evil
Advancement: 25 - 36 Hit Dice (Huge)

These terrors, likely to be mistaken for fiendish dinosaurs, either wander about the warmer regions of hell, killing anything that they find (even other devils) or they are employed as guardians in important palaces and cathedrals on that dark plane.

A ghargatula stands 25 feet tall and has a tail 15 feet long. It has terrible claws, and its tail ends in a wicked stinger black with venom - but the ghargatula's massive mouth is its most striking feature. Filled with many rows of teeth the size of daggers and short swords, a ghargatula's maw could engulf a human in a single bite. Its flesh is jagged and dark, almost craggy like the terrible wastelands in hell where it lives.

Ghargatulas speak Infernal.

Combat
Ghargatulas do not possess the magical abilities of other devils, other than a weak attempt at summoning. Instead, they are straightforward, extremely ferocious combatants that use their terrible natural weapons to great effect.

Improved Grab (Ex): If a ghargatula hits a Large or smaller opponent with its bite attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +46). If it successfully grabs a creature that it can also swallow whole, it can attempt to do so in the next round. The ghargatula has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on the grapple check, but the ghargatula is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deal bite damage.

Swallow Whole (Ex): A ghargatula can try to swallow a Medium or smaller opponent that is already in its mouth by making a successful grapple check (grapple bonus +46). The swallowed creature takes 2d8+8 points of crushing damage per round and 8 points of acid damage from the ghargantula's innards. A swallowed creature can cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the innards (Armor Class 20). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. The ghargatula's innards can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller creatures.

Poison (Ex): Each successful tail stinger attack delivers a ghargatula's poison (Fortitude save DC 34). The initial and secondary damage is the same (2d6 points of Dexterity damage).

Regeneration (Ex): A ghargatula takes normal damage from holy and blessed weapons of at least +2 enhancement.

Scent (Ex): A ghargatula can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Summon Devil (Sp): Once per day, a ghargatula can attempt to summon one cornugon with a 25% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no devils answer the summons. Summoned devils automatically return whence they came after an hour. A devil that has been summoned cannot use its own summon devil ability. Most devils do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to gain victory or save their own lives.

Devil Traits: Devils can communicate telepathically with any creature within 100 feet that has a language. Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A devil is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.

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

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General Rules: Monsters - Demon, Shadow

Demon, Shadow (from the Book of Vile Darkness)
Medium Outsider (Chaotic, Evil, Incorporeal)

Hit Dice: 10d8 (45 hit points)
Initiative: +11
Speed: fly 40 feet (perfect)
Armor Class: 22 (+7 Dexterity, +5 deflection); touch 22, flat-footed 15
BAB/Grapple: +10/+17
Attack: Claw +17 melee touch (1d6 vile, slashing, 20 x2)
Full Attack: 2 claws +17 melee (1d6 vile, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Improved grab, pounce, rake, spell-like abilities
Special Qualities: Darkness enhancement, flesh-ripping claws, immunities, incorporeal, light powerlessness, outsider traits
Saves: Fortitude +7, Reflex +16, Will +10
Abilities: Str -, Int 17, Wis 17, Dex 24, Con 10, Cha 20
Skills: Bluff +15, Concentration +10, Diplomacy +12, Hide +30, Intimidate +7, Knowledge: Arcana +16, Knowledge: the Planes +11, Listen +16, Move Silently +20, Search +16, Spot +15
Feats: Combat Expertise, Improved Initiative, Lightning Reflexes
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 11 - 15 Hit Dice (Medium); 16 - 20 Hit Dice (Large)

Shadow demons are denizens of the Hells without corporeal forms, formed from the very essence of evil on that plane. They skitter and flit about with great speed and a supernatural nimbleness, often mistaken for undead shadows. They resemble gaunt, angular shadowy humanoids with batlike wings.

Shadow demons, like night hags and a few other creatures that inhabit the Lower Realm, trade in souls. They use their magic jar ability to trap souls and sell or trade them to more powerful fiends. On the Three worlds, shadow demons sometimes work as advisors or assistants to evil creatures of great power: A dragon, an evil king, a powerful demonologist, or similar villain. Shadow demons generally serve their chosen master well, especially if they are able to gain a great many souls while doing so. If the souls are evil, all the better. Shadow demons are also interested in tempting and corrupting mortals. If, when its master dies, the shadow demon is able to snatch its soul too, all the better.

Shadow demons sometimes serve demon lords directly, but they rarely interact with other demons.

Combat
Shadow demons employ a straightforward strategy in combat: Immerse the battlefield in darkness, then tear foes to shreds with their inky claws.

Improved Grab (Ex): If a shadow demon hits a Medium or smaller opponent with both claw attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it hits with both claws, it can also rake in the same round. The shadow demon has the option to conduct the grapple normally or simply use its claws to hold the opponent (-20 penalty on the grapple check, but the shadow demon is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage from both claws.

Pounce (Ex): If a shadow demon dives or leaps upon a foe during the first round of combat, it can make a full attack (including a rake attempt) even though it has moved.

Rake (Ex): On any round that a shadow demon has a hold of an opponent, it can make two rake attacks (+17 melee touch) with its hind legs for 1d6 points of vile damage each. The shadow demon can also attempt to rake when it pounces on an opponent.

Spell-Like Abilities (Sp): At will - darkness; Once per day - deeper darkness, damming darkness; Once per week - magic jar. Caster level 10th; Save DC 15 + spell level.

Darkness Enhancement (Ex): Shadow demons gain power from being within total darkness. They gain a +4 enhancement to Armor Class, attack rolls, damage rolls, saving throws, skill checks, and ability checks in such conditions.

Flesh-Ripping Claws (Su): When a shadow demon's claws touch flesh, they become corporeal, allowing the creature to claw, rake, and even grapple with opponents, yet still ignore their armor. The shadow demon's claw and rake attacks are thus made as touch attacks. Fleshless creatures, such as certain constructs, are immune to the attacks of a shadow demon. Corporeal foes attempting to grapple the shadow demon can only attempt to escape; they cannot deal damage or pin in a grapple. All damage a shadow demon's claws deal is vile damage.

Immunities (Su): A shadow demon is immune to fire, cold, and electricity as well as mind-affecting effects, poison, sleep, paralysis, stunning, and disease. It is not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage.

Light Powerlessness (Ex): A shadow demon is drained in bright light (such as sunlight) and flees from it. Within such light it takes a -4 penalty to Armor Class, attack rolls, damage rolls, saving throws, skill checks, and ability checks.

Incorporeal: A shadow demon 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 shadow demon 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 shadow demon always moves silently and cannot be heard with Listen checks if it does not wish to be.

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

Skills: Shadow demons receive a +10 racial bonus on Hide checks.

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General Rules: Monsters - Demon, Babau

Demon, Babau (from the Book of Vile Darkness)
Medium Outsider (Chaotic, Evil)

Hit Dice: 7d8+28 (59 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 25 (+1 Dexterity, +14 natural); touch 11, flat-footed 24
BAB/Grapple: +7/+12
Attack: Greataxe +12 melee (1d12+7, slashing, 20 x3)
Full Attack: Greataxe +12/+7 melee (1d12+7, slashing, 20 x3) and bite +7 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +12 melee (1d6+5, slashing, 20 x2) and bite +7 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Sneak attack +2d6, spell-like abilities, weakness gaze
Special Qualities: Demon traits, DR 10/+1, outsider traits, protective slime, SR 17, summon demon
Saves: Fortitude +9, Reflex +6, Will +6
Abilities: Str 21, Int 14, Wis 13, Dex 12, Con 18, Cha 16
Skills: Climb +15, Disable Device +12, Disguise +13, Escape Artist +6, Hide +14, Listen +14, Move Silently +14, Open Lock +11, Search +15, Sleight of Hand +6
Feats: Cleave, Power Attack
Environment: Any land and underground
Organization: Solitary or gang (3 - 6)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 8 - 14 Hit Dice (Large); 15 - 21 Hit Dice (Huge)

Babaus are powerful assassins that strike with a sudden ferocity. They are devious and careful, forming careful plans before going into battle - always making sure that they do not have to engage in a fair fight. Almost every demon lord has a number of babaus that he or she employs as spies and killers. They occasionally work with succubi.

Babus are tall and gaunt, looking like elongated skeletons covered in black leathery skin. The back of their skull sports a singular curved horn. Their rough flesh is covered in a thick, reddish paste that they secrete from smelly pores. They have pointed ears and a mouth full of jagged teeth.

Combat
Babaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. Although they can use their claws in combat, babus prefer to use weapons, usually those requiring two hands to wield.

Sneak Attack (Ex): A babau can make a sneak attack like a rogue, inflicting +2d6 points of damage whenever a foe is denied his or her Dexterity bonus or when the babau is flanking an opponent.

Spell-Like Abilities (Sp): At will - darkness, desecrate, cause fear, dispel magic, fly, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only); Once per day - polymorph self, wrack. Caster level 7th; Save DC 13 + spell level.

Weakness Gaze (Su): A babau has a gaze attack that deals 1d3 points of Strength damage to any creature that fails its Fortitude save (DC 16).

Protective Slime (Ex): Because of the slippery slimy jelly that coats its skin, a babau takes half damage from slashing and piercing weapons. Further, any weapon that strikes it is corroded and ruined by a touch of the goo. A magic weapon must succeed at a Reflex save (DC 17) or be corroded and ruined. Bare flesh exposed to the slime (through unarmed attacks or grappling) automatically takes 1d6 points of acid damage per round or per strike.

Summon Demon (Sp): Once per day, a babau can attempt to summon one babau with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

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

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

Skills: Babaus receive a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.

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General Rules: Monsters - Demon, Ilkean Annihilator

Demon, Ilkean Annihilator (adapted from the Book of Eldritch Might III; originally D'Stradi Annihilator)
Large Outsider (Chaotic, Evil)

Hit Dice: 13d8+65 (123 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 24 (-1 size, +1 Dexterity, +14 natural); touch 17, flat-footed 20
BAB/Grapple: +10/+13
Attack: Claw +18 melee (2d6+6 plus poison, piercing and slashing, 20 x2)
Full Attack: 2 claws +18 melee (2d6+6 plus poison, piercing and slashing, 20 x2) and bite +16 melee (2d8+3 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Energy-draining spew, poison, spell-like abilities, summon demon
Special Qualities: Demon traits, DR 20/+2, outsider traits, spell resistance 26
Saves: Fortitude +13, Reflex +9, Will +12
Abilities: Str 22, Int 10, Wis 14, Dex 13, Con 20, Cha 15
Skills: Climb +19, Concentration +18, Intimidate +15, Knowledge: the Planes +13, Listen +15, Search +13, Spot +15, Survival +15
Feats: Cleave, Iron Will, Multiattack, Power Attack
Environment: Any land and underground
Organization: Solitary or pack (4 - 7)
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 14 - 18 Hit Dice (Large); 19 - 23 Hit Dice (Huge)

Stout, sturdy engines of destruction, Ilkean annihilators resemble huge reptiles with red, scaly, skin. Their enormous maws bristle with daggerlike teeth, and their long, muscular arms sport vicious claws. On the snout of their long, snakelike heads grows a swollen, yellow-orange nodule, and their backs are ridged. These demons stand about 9 feet tall.

Ilkean annihilators were created for one purpose only: To kill mortal foes. Full of rage and hatred, these demons serve their purpose well.

They speak Infernal, Kansattish, and Sûlic.

Combat
Ilkean annihilators charge into combat lusting for battle. Still, they are not stupid; they use their powers wisely. With their energy-draining spew they try to control where their enemies can and cannot go. They use their teleport power to reposition themselves tactically. Both their claws and their bite contain venom sacs full of poison that hardens muscle tissue.

Energy-Draining Spew (Su): This demon can project a stream of reddish oil from a nodule on its head. It can make a ranged touch attack with the oil against a foe up to 30 feet away as a standard action. if successful, the oil that strikes the foe bestows two negative levels. Should the attack fail, the oil forms a slick puddle in a 5-foot-square area where the target stands. Anyone entering the area over the next 6 rounds automatically gains 2 negative levels (the original target, if he moves out of the area on his next available action, suffers no ill effects). Ridding a character f these negative levels requires a DC 21 Fortitude save.

Poison (Ex): Claw and bite, DC 21 Fortitude save; initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.

Spell-Like Abilities (Sp): At will - darkness, cause fear, desecrate, dispel magic, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only); once per day - chaos hammer. Caster level 13th; Save DC 12 + spell level.

Summon Demon (Sp): Once per day, an Ilkean annihilator can attempt to summon one Ilkean annihilator with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

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

Outsider Traits: An Ilkean annihilator has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Hell Hound

Hell Hound (from the Monster Manual)
Medium Outsider [Evil, Extraplanar, Fire, Lawful]

Hit Dice: 4d8 + 4 (22 hit points)
Initiative: +5
Speed: 40 feet
Armor Class: 16 (+1 Dexterity, +5 natural); touch 11, flat-footed 15
BAB/Grapple: +4/+5
Attack: Bite +5 melee (1d8+1 plus 1d6 fire, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d8+1 plus 1d6 fire, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Breath weapon, fiery bite
Special Qualities: Darkvision 60 feet, immunity to fire, scent, vulnerability to cold
Saves: Fortitude +5, Reflex +5, Will +4
Abilities: Str 13, Int 6, Wis 10, Dex 13, Con 13, Cha 6
Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7 (+15 when tracking by scent)
Feats: Improved Initiative, Run, Track
Environment: Hells
Organization: Solitary, pair, or pack (5 - 12)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5 - 8 Hit Dice (Medium); 9 - 12 Hit Dice (Large)
Level Adjustment: +3 (cohort)

Hell hounds are aggressive, fire-breathing canines from the Infernal Realms. Specimens are frequently brought to the Three Worlds to serve evil beings, and many have established indigenous breeding populations.

A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds.

Hell hounds do not speak, but understand Infernal.

Combat
Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.

A hell hound's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire; Reflex save DC 13 for half damage. The save DC is Constitution-based.

Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

Skills: Hell hounds gain a +5 racial bonus on Hide and Move Silently checks. Hell hounds gain a +8 racial bonus on Survival checks when tracking by scent due to their keen sense of smell.

Hell Hounds Workers as Familiars
Hell hounds 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 evil, take the Improved Familiar feat, have a Base Attack Bonus of at least +5, and be at least a 5th-level caster.

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General Rules: Monsters - Devil, Kocrachon

Devil, Kocrachon (from the Book of Vile Darkness)
Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 6d8+6 (33 hit points)
Initiative: +8
Speed: 30 feet; fly 60 feet (perfect)
Armor Class: 21 (+4 Dexterity, +1 dodge, +6 natural); touch 15, flat-footed 16
BAB/Grapple: +6/+9
Attack: Bite +9 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +9 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +4 melee (1d4+1, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Disease, spell-like abilities
Special Qualities: Devil traits, DR 15/+1, outsider traits, sadism, SR 17, summon devil
Saves: Fortitude +6, Reflex +9, Will +7
Abilities: Str 16, Int 17, Wis 14, Dex 19, Con 13, Cha 16
Skills: Bluff +12, Diplomacy +5, Heal +11, Hide +13, Intimidate +12, Jump +9, Listen +10, Move Silently +10, Search +9, Spot +8
Feats: Dodge, Improved Initiative
Environment: Any land and underground
Organization: Solitary or team (3 - 6)
Challenge Rating: 6
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 7 - 8 Hit Dice (Medium); 10 - 12 Hit Dice (Large)

Kocrachons are diabolic torturers, When the damned are sent to hell to face torment, it is often the insectoid kocrachons that perform the sick and terrible duties - and they relish the task. These devils are likely to be found in terrible hellish citadels, working for some greater devils.

They have a dark bluish-purple carapace like and insect's with long, serrated proboscises. Their heads are small; their legs are long and thin, ending in claws that are quite adept at wielding scalpels and other terrible instruments of torture.

Kocrachons speak Celestial, Infernal, Sülic, and one mortal language.

Combat
Kocrachons hate straightforward combat, but they like to inflict pain on helpless victims, slowly and precisely. If they must fight, kocrachons use their spell-like abilities as long as they can.

Disease (Ex): Any creature hit by the kocrachon's bite attack must succeed at a Fortitude save (DC 14) or contract devil chills. The incubation period is 1d4 days, and the disease deals 1d6 points of Strength damage. The victim must make three successful Fortitude saving throws in row to recover (see Disease in Chapter 8 of the Dungeon Master's Guide).

Spell-Like Abilities (Sp): At will - animate dead, cure moderate wounds, desecrate, dispel magic, detect good, detect magic, magic circle against good, liquid pain, major image, sorrow, suggestion, teleport without error (self plus 50 pounds of gear only), wave of grief, wither limb, wrack; Once per day - blasphemy. Caster level 12th; Save DC 13 + spell level.

Sadism: For every 10 points of damage a kocrachon deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.

Summon Devil (Sp): Twice per day, a kocrachon can attempt to summon one kocrachon with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no devils answer the summons. Summoned devils automatically return whence they came after an hour. A devil that has been summoned cannot use its own summon devil ability. Most devils do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to gain victory or save their own lives.

Devil Traits: Devils can communicate telepathically with any creature within 100 feet that has a language. Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A devil is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.

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

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General Rules: Monsters - Dreamwraith

Dreamwraith (adapted from the Creature Collection II: Dark Menagerie)
Medium Outsider (Chaotic, Incorporeal)

Hit Dice: 8d8 (36 hit points)
Initiative: +6
Speed: 40 feet, fly 80 fet (good)
Armor Class: 16 (+2 Dexterity, +1 dodge, +3 deflection); touch 16, flat-footed 13
BAB/Grapple: +8/-
Attack: Incorporeal touch +10 melee (1d4 plus 1d6 Charisma, 20 x2)
Full Attack: Incorporeal touch +10 melee (1d4 plus 1d6 Charisma, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Charisma damage, dreamslip
Special Qualities: Incorporeal, spoken dreams, dreamsight, merge with illusion, outsider traits
Saves: Fortitude +6, Reflex +8, Will +8
Abilities: Str -, Int 16, Wis 14, Dex 14, Con 11, Cha 16
Skills: Bluff +14, Hide +13, Knowledge: Dreams +14, Listen +15, Search +14. Sense Motive +13, Spellcraft +14, Spot +15
Feats: Dodge, Improved Initiative, Skill Augmentation (Listen and Spot)
Environment: Any land and underground
Organization: Solitary or gang (2 - 4)
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic neutral
Advancement: 9 - 12 Hit Dice (Medium); 13 - 16 Hit Dice (Large)

Dreamwraiths are formed from the stuff of dreams. They are an embodiment of dreams and nightmares given form and sentience. When called to the physical plane, dreamwraiths take on a ghostly, slowly shifting form like a roiling fog. The ancient Tauta' are believed to be the first to call and bind dreamwraiths to their will, and spellcasters, especially illusionists and oneiromancers, still call upon these creatures to enhance their illusions or grant them vivid dreams and enhanced emotional experiences.

Combat
Dreamwraiths shun direct attack, preferring to merge with subjects and feed on their emotions. If pressed into combat, a dreamwraith uses its Charisma-draining touch.

Charisma Damage (Su): Living creatures hit by a dreamwraith's incorporeal touch attack must succeed at a Will saving throw (DC 17) or take 1d6 points of temporary Charisma damage as irrational fears and insecurities are revealed and magnified. Lost Charisma returns at a rate of 1 point per hour. A character reduced to 0 Charisma falls unconscious.

Dreamsight (Su): Dreamwraiths have the ability to sense the presence of any being that dreams within 100 feet, and they can effectively "see" the being even if it is invisible or ethereal.

Dreamslip (Su): With a touch, a dreamwraith may attempt to settle into a creature's dreams , feeding upon its psyche and secret emotions. If the subject fails a will saving throw (DC 17) against this mind-affecting sleep effect, the dreamwraith has merged with it. The victim immediately falls into a deep sleep, full of vivid dreams. This sleep brings improved natural healing that restores an extra 1 hit point per level for every eight hours of uninterrupted slumber. A merged creature will not awaken voluntarily save to fulfill bodily needs. If subjected to loud noise, jostling, hunger, thirst, or attack, the sleeping creature has a 20% chance of waking for 1d6 minutes before falling back into a slumber. A merged wraith can be driven out with a dispel chaos, dictum, banishment, or similar spell. Creatures that do not sleep are immune to this effect.

Merge with Illusion (Su): Sometimes, a dreamwraith can be persuaded to merge with an illusion to increase its believability, adding +4 to the spell's DC for the purposes of disbelief. The following spells can be affected by a dreamwraith - change self, hallucinatory terrain, hypnotic pattern, major image, minor image, mirage arcana, nightmare, permanent image, persistent image, programmed image, rainbow pattern, reverse illusion, screen, seeming, silent image, and veil. For spells with extended durations, the dreamwraith will only affect it for a maximum of one day.

Incorporeal: A dreamwraith 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 dreamwraith 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 dreamwraith always moves silently and cannot be heard with Listen checks if it does not wish to be.

Outsider Traits: Dreamwriths have darkvision with a range of 60 feet. They cannot be raised or resurrected.

Spoken Dream (Su): Dreamwraiths can converse telepathically with any being within 100 feet who dreams. Such communication manifests in the being as a vivid dream or daydream images and sounds

Notes: The dreamwraith statistics presented here are similar to those found in Creature Collection II, but have been modified to fit the 3.5e rules set. The dreamwraith presented in the source material had too few feats, too few skills, and their skills were calculated incorrectly. I fixed that, giving them the feat Dodge, adding the skill Spellcraft and adding enough skill points to make them an eight hit die outsider.

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General Rules: Monsters - Demon, Quasit

Demon, Quasit (from the Monster Manual)
Tiny Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 3d8 (13 hit points)
Initiative: +7
Speed: 20 feet, fly 50 feet (perfect)
Armor Class: 18 (+2 size, +3 Dexterity, +3 natural); touch 15, flat-footed 15
BAB/Grapple: +3/-6
Attack: Claw +8 melee (1d3-1 plus poison, slashing, 20 x2)
Full Attack: 2 claws +8 melee (1d3-1 plus poison, slashing, 20 x2) and bite +3 melee 1d4-1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, demon traits, DR 5/cold iron or good, outsider traits, fast healing 2, immunity to poison, fire resistance 10
Saves: Fortitude +3, Reflex +6, Will +4
Abilities: Str 8, Int 10, Wis 12, Dex 17, Con 10, Cha 10
Skills: Bluff +6, Diplomacy +2, Disguise +0 (+2 when acting), Hide +17, Intimidate +2, Knowledge: any one +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6
Feats: Improved Initiative, Weapon Finesse
Environment: Hell
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 4 - 6 Hit Dice (Tiny)

Quasits are insidious demons from the Hells. hey are often found serving chaotic evil spellcasters as counselors and spies.

In their natural form, a quasit stands about 1½ feet tall and weigh about 8 pounds. They are tiny humanoid shaped creatures with spiky horns and bat wings. Their hands and feet are long and slender with long claw-tipped digits. warts and pustules cover its greenish skin.

Quasits speak Infernal and one of the common languages from the Three Worlds.

Combat
Although quasits thirst for victory and power as other demons do, they are cowards at heart. They typically attack from ambush using their alternate form ability and invisibility to get within reach, and then scuttle away. When retreating, they use their cause fear ability to deter pursuit.

A quasit's natural weapons as well as any weapons it wields are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Alternate Form (Su): A quasit can assume another form at will as a standard action. Each quasit can assume one or two forms from the following list: bat, Small or Medium monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.

Poison (Ex): Injury. Fortitude DC 13, initial damage 1d4 Dexterity, secondary damage 2d4 Dexterity. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities (Sp): At will - detect good, detect magic, and invisibility (self only); once per day - cause fear (as the spell except its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th. The save DCs are Charisma-based.
Once per week, a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language.

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

Quasits as Familiars
Quasits 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 chaotic evil, take the Improved Familiar feat, and be at least a 7th-level caster.

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General Rules: Monsters - Dreamwrack

Dreamwrack (adapted from the Creature Collection II: Dark Menagerie)
Medium Outsider

Hit Dice: 4d8+4 (22 hit points)
Initiative: +7
Speed: 40 feet
Armor Class: 17 (+3 Dexterity, +4 natural); touch 13, flat-footed 14
BAB/Grapple: +4/+4
Attack: Touch +7 melee (see below)
Full Attack: Touch +7 melee (see below)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Emotion
Special Qualities: Intimate knowledge, empathic link, damage reduction 10/+1, ethereal, outsider traits
Saves: Fortitude +5, Reflex +7, Will +5
Abilities: Str 10, Int 6, Wis 12, Dex 16, Con 13, Cha 20
Skills: Bluff +7, Hide +12, Knowledge: Dreams +5, Listen +8, Move Silently +10, Spot +8
Feats: Improved Initiative, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 5 - 15 Hit Dice (Medium)

Stories of Füllar or Lyßa seeking to punish mortals who would seek to upset the stuff of dreams often include the creation of a dreamwrack. These are spirits created with the dreamlands are disturbed by arcane magic. The half-formed fabric of the disturbed dream does not dissolve as it should. Instead, it coalesces into an amalgam of dream imagery that is linked to the dreamer from whose dream the wrack was formed. Certainly, the oneiromancers of the U'pesuristean Vault can attest to being frequently haunted by dreamwracks as their delve deep into the dreamlands in their arcane research.

Once formed, a dreamwrack seeks out its connected dreamer in the physical world, drawn to him empathically by its need and the dreamers subconscious need to resolve the dream from which the dreamwrack sprang. This misguided hunger for completion drives the dreamwrack to actions that haunt and disturb its dreamer.

Dreamwracks come in three varieties - nightmare, erotic, and anxiety - depending on the nature of the dream from which they were formed. Regardless of type, when they appear on the Three Worlds, their forms are a shadowy collection of shifting images taken from the dream from which the dreamwrack was born. The dreamwrack will even call out in voices imitating the friends, foes, and loved ones of the dreamer as the wrack's image forms in these visages. The dreamwrack might also play out scenes of fright, lust, or failure, as the deepest subconscious of the dreamer might have crafted them. Those who witness the dreamwrack's manifestations will be given glimpses of the subconscious of the dreamer, often in details the dreamer would rather have left to the privacy of his subconscious self.

A dreamwrack's only goal is to make manifest the feelings and mind state in their dreamer which he had during the dreamwrack's creation dream, and thereby complete themselves. Sometimes, doing so involves "haunting" the dreamer for weeks on end, sometimes it is solved in a single visitation.

Combat
Dreamwracks do not really engage in combat per se, although they can certainly be destroyed by it. If injured, they will turn ethereal and flee.

A dreamwrack's only goal is to find comfort through manifesting emotions in their dreamer, so they typically track and follow their dreamer from the ethereal plane and then appear wherever the dreamer is in a situation similar to the emotion that the dreamwrack desires to call forth. Once it manifests and touches its dreamer once, it will typically fade back to the ethereal and end that particular haunting. Unless it is destroyed sooner, a dreamwrack will normally fade away once its dreamer fails to save against its emotion effect 1d4 times.

Intimate Knowledge (Ex): Formed from the subconscious of a dreamer, the dreamwrack possesses intimate knowledge of its dreamer. The dreamer suffers a -4 circumstance penalty against any Will saves to resist the dreamwrack's powers or any Intelligence-, Widsom-, or Charisma-based check involving the dreamwrack.

Empathic Link (Su): The dreamwrack always knows the general direction of its dreamer, and it can track him faultlessly.

Ethereal (Su): A dreamwrack can shift between the dreamlands and the Three Worlds at will.

Emotion (Su): A dreamwrack can make touch attacks to invoke emotions in its victims - any victims, not just its connected dreamer. A Will save (DC 17) is required to resist these mind-affecting powers.
  • Nightmare: Dreamwracks formed of nightmare fragments invoke fear in those they touch. Victims who make their save are shaken; those who fail their save are frightened. Either effect lasts for 2d6 minutes.

  • Erotic: Dreamwracks born of romantic or erotic dreams invoke such passions with their touch. Victims who fail their save against this effect will be enamored with the first suitable mate they see. This effect remains very powerful (similar to a charm spell) for 1d4 hours and then begins to wane over 2d6 days. This effect is characterized more by the primal lusts of the subconscious mind than the romantic ideals of courtship.

  • Anxiety: Dreamwracks born of anxiety dreams are akin to nightmares. Instead of confronting a victim head on with frightful imagery and sound, the anxiety amplifies the dreamer's worries and self-doubt. Those who fail their save to resist the anxiety dreamwrack's touch suffer a -2 morale penalty to attack, damage, and saving throws as well as a -5 morale penalty to skill checks for 1d4 hours. Victims with the Leadership feat are treated as if they do not have that feat for the same duration. The anxiety dreamwrack's touch is based more on despair, so it is not afear effect for the purposes of such immunities.
Outsider Traits: Dreamwracks have darkvision with a range of 60 feet. They cannot be raised or resurrected.

Notes: The dreamwrack statistics presented here are similar to those found in Creature Collection II, but have been modified to bring it into alignment with the 3.5 edition guidelines for outsiders. I added both skills and feats, as the original version of this creature had neither.

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General Rules: Monsters - Dream Folk

Dream Folk (adapted from the Creature Collection II: Dark Menagerie)
Medium Outsider

Hit Dice: 6d8-12 (15 hit points)
Initiative: +4
Speed: 30 feet
Armor Class: 21 (+4 Dexterity, +1 dodge, +6 natural); touch 15, flat-footed 16
BAB/Grapple: +6/+4
Attack: Gore +4 melee (2d6-2, piercing, 20 x2)
Full Attack: Gore +4 melee (2d6-2, piercing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Dream feasting, spell-like abilities
Special Qualities: Dreamsight, dreamwalk, spoken dream, outsider traits
Saves: Fortitude +3, Reflex +9, Will +6
Abilities: Str 6, Int 16, Wis 13, Dex 18, Con 6, Cha 19
Skills: Bluff +13, Diplomacy +17, Hide +13, Knowledge: Arcana +13, Knowledge: Dreams +13, Listen +12, Move Silently +13, Search +13. Sense Motive +13, Spellcraft +13, Spot +12
Feats: Dodge, Mobility, Skill Augmentation (Listen and Spot)
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: 7 - 12 Hit Dice (Medium)

Whether dream folk are born of dreams or merely shaped by them is unknown. Some even believe that the dream folk are the lingering remnants of the ancient Tauta' who retreated to the dream world as the only place to which the dread Hallitsijainen could not follow, but this view is widely derided by most oneiromancers. Lurking in the daydreams and nightmares of mortals, dream folk come in a wide variety of shapes. Some sow discord and suffering so that they may feast more richly on the vivid dreams thus created; others bring peace and succor to those in need.

Dream folk can walk in physical form, but they require time in the dreamlands to maintain their viability. Dream folk have different sizes, varying ability scores and skills, and different natural or manufactured weapons. The statistics above describe a typical dream folk.

Combat
Dream folk prefer to avoid combat, although the darker sort enjoy provoking violence in others. Dream folk particularly fear confronting beings that are unaffected by mental effect or beings who do not dream.

Dreamsight (Su): Dream folk have the ability to sense the presence of any being that dreams within 100 feet, and they can effectively "see" the being even if it is invisible or ethereal.

Dreamwalk (Su): This quality functions like astral projection, except that they subjects directly enter the realm of dreaming within dreamlands, and they may not venture from the dreaming to other places. A dreamwalk can only begin if there is a dreaming being within view. This person acts as a gateway to the dreamlands. if the dreamer is unwilling to have the dreamwalkers invade its dream, it may attempt a Will save (DC 17) to resist and cause the dreamwalk to fail. Dreamwalkers who are repelled in this manner may not attempt to enter that same dream again.

Dream folk that use this ability disappear, entering dreams directly. Other subjects brought along leave their physical bodies in a deep sleep while their dream selves enter the dreamwalk. Once a dreamwalk has begun, the dreamwalkers may enter other parts of the dreamlands. They return to their physical bodies any time they choose, whenever their dream self is destroyed, or whenever a dream they are in collapses when the dreamer awakens or has its dream self or physical body slain. Dream folk that die while dreamwalking are truly dead.

Once in a dream, dreamwalkers may encounter other creatures of the dreaming there, such as dreamsnakes, night hags, or the creations of the dreamer himself. They may also communicate with the dreamier as if using the dream spell. A dreamwalker may also seek out a particular dreaming character (Spellcraft check with an extra +5 circumstance penalty to the DC) and then lead other dreamers there. Dream folk gain a +10 racial bonus to Spellcraft checks made for this purpose.

Dream Feasting (Sp): Dream folk within a particular character's dream may feast on that character. The victim must make a Will save (DC 17) or suffer one point of Wisdom drain. Dream folk may attempt to feast once each dream. Victims who suffer from the dream feast will awaken afterward as if from a horrid nightmare, and they will know that they have been assaulted in their sleep.

Spell-Like Abilities (Sp): Twice per day - alter self, charm monster, crushing despair, fear, good hope, invisibility, major image, mirage arcana, modify memory, phantasmal killer, nightmare, rage, scare, seeming, sleep, suggestion, and veil. Caster level 6th; Save DC 14 + spell level.

Spoken Dream (Su): Dream folk can converse telepathically with any being within 100 feet who dreams.

Outsider Traits: Dream folk have darkvision with a range of 60 feet. They cannot be raised or resurrected.

Notes: The dream folk statistics presented here are similar to those found in Creature Collection II, but have been modified to fit the 3.5e rules set. The Scry check associated with the Dream Walking supernatural ability has been changed to a Spellcraft check. Also, the dream folk presented in the source material had too few feats, too few skills, and their skills were calculated incorrectly. I fixed that, giving them the feat Mobility, and adding the skills Hide, Knowledge: Arcana, Knowledge: Dreams, Move Silently, Search, and Spellcraft and adding enough skill points to make them a six hit die outsider.

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General Rules: Monsters - Demon, Rutterkin

Demon, Rutterkin (from the Book of Vile Darkness)
Medium Outsider (Chaotic, Evil)

Hit Dice: 5d8+10 (32 hit points)
Initiative: +2
Speed: 20 feet
Armor Class: 18 (+2 Dexterity, +6 natural); touch 12, flat-footed 16
BAB/Grapple: +5/+7
Attack: Double axe +6 melee (1d8+2, slashing, 20 x3)
Full Attack: Double axe +6/+6 melee (1d8+2/1d8+1, slashing, 20 x3) or 2 claws +7 melee (1d6+2, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-like abilities
Special Qualities: Demon traits, DR 5/silver, outsider traits, SR 14, summon demon
Saves: Fortitude +6, Reflex +6, Will +5
Abilities: Str 14, Int 9, Wis 12, Dex 15, Con 14, Cha 10
Skills: Climb +8, Intimidate +5, Jump +10, Listen +5, Move Silently +6, Spot +5, Tumble +8
Feats: Two-Weapon Fighting, Weapon Focus (Double Axe)
Environment: Any land and underground
Organization: Solitary or gang (3 - 10)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 6 - 10 Hit Dice (Medium); 11 - 15 Hit Dice (Large)

Rough, crude, and bestial, rutterkins understand nothing but brute force. These bullying demons are mean and cruel, trapped in a life of never-ending pain, unhappy unless they are inflicting violence. They roam the Hells in gangs, avoiding those more powerful and hunting those weaker (or even a solitary powerful creature if they can gang up on it). These demons are outcasts even in the Hells. Of all other demons, only the chasmes treat them as allies, and that is only because they find rutterkins easy to master and dominate.

Rutterkin are the misshapen results of the foul and chaotic energies that course through the Hells, formed in a process not unlike the disease known as warp touch. As such, they are always in pain and frequently howl and grimace, writhing and contorting as their corrupted bodies mutate with no rhyme or reason. The forms the rutterkin are cursed with are not always the most efficient, and about 10% of the time, a rutterkin is so malformed that one of its arms does not work, or its limp actually slows its speed by 10 feet.

Standing 5 to 7 feet tall, these twisted, malformed creatures usually are hunched over, walking with a stagger or limp. Their skulls are pointed, their eyes small and vicious, and their features asymmetrical and deformed. Their mottled green and blue-violent skin is nearly hairless. No two look exactly alike.

Combat
Rutterkin prefer the use of weapons, and a few even wear armor. They mainly use double axes with crescent shaped blades, but occasionally one wields a longsword with a serrated edge (usually with a shield) or one of the weapons described below. As demons go, rutterkin have few spell-like or supernatural abilities, and they rarely think of valuable or interesting ways of using the abilities they do have.

Spell-Like Abilities (Sp): At will - darkness, cause fear, telekinesis; Once per day - desecrate. Caster level 6th; Save DC 10 + spell level.

Summon Demon (Sp): Once per day, a rutterkin can attempt to summon one rutterkin with a 15% chance of success or one chasme with a 10% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

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

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

Rutterkin Weapons
All rutterkin are proficient with the double axe, snap-tong, and three-armed blade.

Simple Weapons
Medium
Source
Cost
Damage
Critical
Range
Increment
WeightType
Three-Armed Blade
BoVD
-
1d10
x2
20 feet
3 lbs.Slashing
Large
Source
Cost
Damage
Critical
Range
Increment
WeightType
Snap-Tong
BoVD
-
2d6
x2
-
12 lbs.Piercing

Snap-Tong: Many rutterkin carry this Large exotic weapon rather than a double axe. A wielder that hits an opponent of Small to Large size can attempt to start a grapple as a free action within provoking an attack of opportunity. If the wielder gets hold, the snap-tong grabs the opponent and deals 2d6 points of damage each round the hold is maintained.

Three-Armed Blade: This is a 1-foot wide, three-bladed wedge that is launched from a sling-like device.

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General Rules: Monsters - Umbral Gloom

Umbral Gloom (from Dragon Magazine #353)
Large Outsider (Evil, Extraplanar)

Hit Dice: 10d8+30 (85 hit points)
Initiative: +6
Speed: 60 feet; swim 40 feet
Armor Class: 23 (-1 size, +2 Dexterity, +8 natural, +4 deflection); touch 15, flat-footed 21
BAB/Grapple: +10/+18
Attack: Slam +14 melee (1d6+4 plus crushing despair, bludgeoning, 20 x2)
Full Attack: 12 slams +14 melee (1d6+4 plus crushing despair, bludgeoning, 20 x2)
Space/Reach: 10 feet by 10 feet/15 feet
Special Attacks: Crushing despair, engulf, spell-like abilities
Special Qualities: All-around vision, control light, damage reduction 10/+1, darkvision 120 feet, deeper darkness, evasion, low-light vision, no discernable anatomy, see in darkness, shadow blend, shadow blessing, shadow stride, shadow talk, spell resistance 21
Saves: Fortitude +10, Reflex +9, Will +8
Abilities: Str 19, Int 12, Wis 13, Dex 15, Con 16, Cha 18
Skills: Bluff +17, Diplomacy +8, Gather Information +17, Hide +17, Intimidate +17, Listen +14, Move Silently +21, Search +22, Sense Motive +14, Spot +22, Survival +1 (+3 when following tracks), Swim +12
Feats: Combat Reflexes, Improved Initiative, Toughness, Weapon Focus (Slam)
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 11 - 14 Hit Dice (Large); 15 - 21 Hit Dice (Huge)

Umbral glooms are a mass of rubbery, glistening black trntacles studded with many small purple eyes, lost within an umbral miasma that seeps from its slimy flesh.

They speak Umbran, Sûlic, and one mortal language.

Combat
Umbral glooms always try to begin combat by removing mist light sources and then sneaking up on their foes to engulf them in despair. They remain hidden as long as possible and do not initiate attacks unless they can do so from ambush. If surprised, umbral glooms quickly douse all lights and use the resulting confusion to flee into the shadows, from whence they begin crafting plans for quick revenge.

An umbral gloom's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

All-Around Vision (Ex): Their many eyes give umbral glooms a +8 racial bonus on Spot and search checks, and they cannot be flanked.

Control Light (Sp): Umbral glooms can decrease the level of natural light within a 120-foot radius by any percentage up to 100%. Creatures within the affected area gain a +1 bonus for each 24% decrease in light.

Crushing Despair (Su): A creature hit by an umbral gloom's slam attack or engulfed by an umbral gloom succumbs to great sadness unless it succeeds at a DC 17 Will save. An affected creature suffers a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. This effect counters and dispels good hope. The save DC is Charisma-based.

Deeper Darkness (Su): An umbral gloom can radiate shadowy illumination in a 60-foot radius at will. All creatures within the area gain concealment (20% miss chance. even creatures that can normally see in such conditions, such as those with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights, such as torches, candles, lanterns, and so forth, are incapable of brightening the area, as are light spells of 3rd or lower level. Higher-level light spells are not affected by the deeper darkness. Deeper darkness counters or dispels any light spell of 3rd or lower level.

Engulf (Ex): An umbral gloom can flow around creature that fit within its space as a standard action. it cannot make a slam attack during a round in which is engulfs. The umbral gloom merely has to more over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against an umbral glom, but if they do, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on DC 17 Reflex saves or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the gloom moves forward. Engulfed creatures are subject to crushing despair and are considered to be grappled. The save DCs are Charisma-based.

No Discernible Anatomy (Ex): Umbral glooms have no discernible anatomy and are not subject to critical hits or stunning.

See in Darkness (Su): Umbral glooms can see perfectly in darkness of any kind, even that created by deeper darkness.

Shadow Blend (Su): In any conditions other than full daylight, the umbral gloom can disappear into the shadows, gaining a high degree of concealment that provides a 40% miss chance and a +10 circumstance bonus on Hide checks. Artificial illumination, even a continual flame, daylight, or light spell, does not negate this ability.

Shadow Blessing (Su): Infused with the stuff of shadows, an umbral gloom gains a constant bonus on initiative checks (included in the statistics above) and a deflection bonus to armor Class equal to its Charisma modifier. In addition, it gains an equal profane bonus on saving throws made against spells and effects from the schools of enchantment, illusion, and necromancy, as well as spells with the darkness descriptor. Once per day, as a standard action, the umbral gloom can share this blessing with others with a touch. The shared blessing lasts for 7 rounds and can only be granted to willing targets; spell resistance does not apply.

Shadow Stride (Su): As a move action, an umbral gloom can vanish from its current location and reappear in any shadowy area within 360 feet, as often as once every 2 rounds.

Shadow Talk (Su): Umbral glooms can communicate through the shadows of the mind. They can whisper short messages to all other creatures of their choice from the Shadow realm as well as worshippers of Gangyn within 500 feet. Creatures within 10 feet of the umbral gloom can also hear its communication with a DC 15 Listen check, but those not specifically targeted by the umbral gloom cannot decipher the ineffable whispers.

Spell-Like Abilities (Sp): At will - knock (by touch only). Three times per day - scare, modify memory (cannot increase clarity or recall), plane shift (self only, to or from the Shadow Realm only). Once per day - nightmare. Caster level 7th; Save DC 14 + spell level and are Charisma-based.

Outsider Traits: An umbral gloom has darkvision with a range of 120 feet. It cannot be raised or resurrected.

Skills: An umbral gloom has a +6 racial bonus on Hide and Move Silently checks and 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 when swimming provided it swims in a straight line.

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