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MONSTERS (X, Y & Z)
Xill
Medium-Size Outsider (Evil, Lawful)
Hit Dice: 5d8+10 (32 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 20 (+3 Dex, +7 natural)
Attacks: 2 short swords +7 melee, 2 claws +2 melee (or 4 claws +7 melee); or 1
or 2 longbows +8 ranged
Damage: Short sword 1d6+2, short sword 1d6+1, claw 1d4+1; claw 1d4+2, or
longbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, paralysis, implant
Special Qualities: SR 21, planewalk
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11
Skills: Escape Artist +11, Intuit Direction +6, Listen +9, Move Silently +11,
Spot +9, Tumble +11
Feats: Improved Initiative, Multidexterity, Multiweapon Fighting
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-5)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6-8 HD (Medium-size); 9-15 HD (Large)
Combat
Xills are dangerous opponents, attacking with all four limbs at no penalty. More civilized ones use weapons, usually fighting with two at a time so as to leave two claws free for grab attacks.
Xills typically lie in wait on the Ethereal Plane for suitable prey to happen by, then ambush it using their planewalk ability. They make full use of their Tumble skill in combat: Usually, one or two distract physically powerful enemies by attacking, then assuming a defensive stance while their fellows maneuver to advantage.
Xills seldom destroy enemies in combat but take prisoners whenever they can, dragging them back to the Ethereal Plane and implanting them with eggs.
Improved Grab (Ex): To use this ability, the xill must hit with one or more claw attacks. The grapple check has a +2 bonus for each claw that hits. If it gets a hold and maintains it the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.
Paralysis (Ex): Those bitten by a xill must succeed at a Fortitude save (DC 14) or be paralyzed for 1d4 hours. Barbaric xills secrete enough venom to bite two opponents every 6 hours, while their civilized cousins can bite only once per day.
Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents suffer a 20% miss chance on the first round and a 50% miss chance on the second.
Implant (Ex): Xills lay their eggs inside paralyzed creatures. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a successful Heal check (DC 20) by someone with that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Feats: A xill receives the Multiweapon Fighting feat as a bonus feat. With its Multidexterity and Multiweapon Fighting feats, it can attack with all its arms at no penalty as a racial ability.
Xill Characters
Xill clerics can choose any two of the following domains: Evil, Law, Strength, and Travel.
Xorn
Minor Xorn Average Xorn Elder Xorn
Small Outsider
(Earth) Medium-Size
Outsider (Earth) Large Outsider
(Earth)
Hit Dice: 3d8+6
(19 hp) 7d8+14 (45
hp) 15d8+60
(127 hp)
Initiative: +0 +0 +0
Speed: 20 ft., burrow 20 ft. 20 ft., burrow 20 ft. 20
ft., burrow 20 ft.
AC: 23 (+1 size,
+12 natural) 22 (+12
natural) 22
(-1 size, +13 natural)
Attacks: Bite +6 melee, Bite
+10 melee, 3 claws +8 melee Bite +21
melee, 3 claws +19 melee
3 claws +4 melee
Damage: Bite
2d8+2, claw 1d3+1 Bite 4d6+3, claw
1d4+1 Bite 4d8+7,
claw 1d6+3
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 10
ft. by 10 ft./10 ft.
Special Attacks: Burrow Burrow Burrow
Special Qualities: Xorn qualities Xorn
qualities Xorn
qualities
Saves: Fort +5, Ref +3, Will +3 Fort +7, Ref +5, Will +5 Fort +13, Ref +9, Will +9
Abilities: Str 15,
Dex 10, Con 15, Str 17, Dex 10, Con
15, Str 25, Dex
10, Con 19,
Int 10, Wis 11, Cha 10 Int 10, Wis 11, Cha 10 Int 10, Wis 11, Cha 10
Skills: Hide +10,
Intuit Direction Hide +10, Intuit
Direction +10, Hide +14, Intuit
Direction +18,
+3, Listen +6,
Move Silently +3, Listen +10, Move
Silently +10, Knowledge
(minerals) +12,
Search 6, Spot +8 Search +10,
Spot +14 Listen
+18, Move Silently +18,
Search
+22, Spot +22
Feats: Multiattack Multiattack,
Power Attack Cleave,
Great Cleave, Multiattack,
Power
Attack
Climate/Terrain: Any land Any
land and underground Any
land and underground
and underground
Organization:
Solitary, pair, or Solitary, pair,
or cluster (3-5) Solitary,
pair, or party (6-11)
cluster (3-5)
Challenge Rating: 3 6 8
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 4-6 HD (Small) 8-14 HD (Medium-size) 16-21
HD (Large);
22-45 HD (Huge)
Xorns speak Terran and Common.
Burrow (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.
Xorn Qualities:
Immunities (Ex): Xorns are immune to fire and cold.
Resistances (Ex): Xorns have electricity resistance 10.
Half Damage from Slashing (Ex): Slashing weapons deal only half damage to xorns, with a minimum of 1 point of damage.
All-Around Vision (Ex): Xorns’ symmetrically placed eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Xorns can’t be flanked.
Tremorsense (Ex): Xorns can automatically sense the location of anything within 60 feet that is in contact with the ground.
Yeth Hound
Medium-Size Outsider (Evil)
Hit Dice: 3d8+6 (19 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 70 ft. (good)
AC: 20 (+2 Dex, +8 natural)
Attacks: Bite +6 melee
Damage: Bite 1d8+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Bay, trip
Special Qualities: Scent, flight, damage reduction 10/silver
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha_10
Skills: Listen +8, Spot +8, Wilderness Lore +8*
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)
Combat
Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed at a Will save (DC 12) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that hound’s bay for one day.
Trip (Ex): A yeth hound that hits with its bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the yeth hound.
Flight (Su): A yeth hound can fly as the spell cast by an 11th-level sorcerer, as a free action. A yeth hound that loses this ability falls and can perform only partial actions.
Skills: *A yeth hound receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Yrthak
Huge Magical Beast
Hit Dice: 12d10+36 (102 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 60 ft. (average)
AC: 18 (-2 size, +2 Dex, +8 natural)
Attacks: Bite +15 melee, 2 claws +13 melee
Damage: Bite 2d8+5, claw 1d6+2
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Sonic lance +12 ranged touch, explosion, snatch
Special Qualities: Blindsight, sonic vulnerability
Saves: Fort +11, Ref +10, Will +5
Abilities: Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11
Skills: Listen +19, Move Silently +10
Feats: Flyby Attack, Improved Initiative, _Multiattack
Climate/Terrain: Any hill and mountains
Organization: Solitary or clutch (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Often neutral
Advancement: 13-16 HD (Huge); 17-36 HD (Gargantuan)
Despite their intelligence, yrthaks do not speak.
Combat
An yrthak prefers to attack from the air, strafing the ground with sonic attacks or snatching up and dropping prey (eventually landing to devour the flattened mess).
Sonic Lance (Su): Every 2 rounds, an yrthak can focus sonic energy in a ray up to 60 feet long. This is a ranged touch attack that deals 6d6 points of damage to a single target.
Explosion (Su): The yrthak can fire its sonic lance at the ground, a large rock, a stone wall, or the like to create an explosion of shattered stone. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect’s center. This counts as a use of the sonic lance and thus is usable only once every 2 rounds, and never on a round following a sonic lance attack.
Snatch (Ex): An yrthak that hits a Medium-size or smaller creature with a claw attack attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can fly off with its prey and deal automatic claw damage, though it prefers to drop victims from a height. It can drop a snatched creature as a free action, which deals normal falling damage if the yrthak is flying.
Blindsight (Ex): An yrthak can ascertain all foes within 120 feet. Beyond that range it is considered blinded. Yrthaks are invulnerable to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight.
An yrthak whose sense of hearing is impaired is effectively blind, treating all targets as totally concealed.
Sonic Vulnerability (Ex): Yrthaks are affected by loud noises and sonic spells (such as ghost sound or silence) and are more susceptible to sound-based attacks, suffering a -2 racial penalty to all saves.
Immunities: Yrthanks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Skills: Yrthaks receive a +4 racial bonus to Listen checks.
Zombie
Tiny Zombie Small Zombie Medium-Size Zombie
Tiny Undead Small
Undead Medium-Size
Undead
Hit Dice: 1/2
d12+3 (6 hp) 1d12+3 (9
hp) 2d12+3
(16 hp)
Initiative: -1
(Dex) -1 (Dex) -1
(Dex)
Speed: 20 ft. 30
ft. 30
ft.
AC: 11 (+2 size, -1 Dex) 11 (+1 size, -1 Dex, +1 natural) 11 (-1 Dex, +2 natural)
Attacks: Slam +2 melee Slam
+1 melee Slam
+2 melee
Damage: Slam 1d3 Slam 1d4 Slam
1d6+1
Face/Reach: 2 1/2
ft. by 5
ft. by 5 ft./5 ft. 5
ft. by 5 ft./5 ft.
2 1/2 ft./0 ft.
Special Qualities: Undead, partial Undead, partial actions only Undead,
partial actions only
actions only
Saves: Fort +0, Ref -1, Will +2 Fort +0, Ref -1, Will +2 Fort +0, Ref -1, Will +3
Abilities: Str 9,
Dex 8, Con -, Str 11, Dex 8,
Con -, Str
13, Dex 8, Con -,
Int -, Wis 10, Cha 1 Int -, Wis 10, Cha 1 Int -, Wis 10, Cha
1
Feats: Toughness Toughness Toughness
Large Zombie Huge
Zombie Gargantuan
Zombie
Large Undead Huge
Undead Gargantuan
Undead
Hit Dice: 4d12+3
(29 hp) 8d12+3 (55
hp) 24d12+3
(159 hp)
Initiative: -1
(Dex) -1 (Dex) -1
(Dex)
Speed: 40 ft. 40
ft. 40
ft.
AC: 11 (-1 size,
-1 Dex, +3 natural) 11 (-2 size, -1
Dex, +4 natural) 11 (-4 size,
-1 Dex, +6 natural)
Attacks: Slam +4 melee Slam
+7 melee Slam
+15 melee
Damage: Slam 1d8+4 Slam 2d6+7 Slam
2d8+10
Face/Reach: 5 ft.
by 5 ft./10 ft. 10 ft. by 10 ft./15
ft. 20 ft. by
20 ft./20 ft.
Special Qualities: Undead, partial Undead, partial actions only Undead,
partial actions only
actions only
Saves: Fort +1, Ref +0, Will +4 Fort +2, Ref +1, Will +6 Fort +8, Ref +7, Will +14
Abilities: Str 17,
Dex 8, Con -, Str 21, Dex 8,
Con -, Str
25, Dex 8, Con -,
Int -, Wis 10, Cha 1 Int -, Wis 10, Cha 1 Int -, Wis 10, Cha
1
Feats: Toughness Toughness Toughness,
Improved Critical
(slam)
Colossal
Zombie
Colossal
Undead
Hit Dice: 48d12+3 (315 hp)
Initiative: -2 (Dex)
Speed: 40 ft.
AC: 11 (-8
size, -2 Dex, +11 natural)
Attacks: Slam +25 melee
Damage: Slam 4d6+13
Face/Reach: 40 ft. by 40 ft./25
ft.
Special Qualities: Undead, partial actions only
Saves: Fort +16,
Ref +14, Will +26
Abilities: Str 29, Dex 6,
Con -,
Int
-, Wis 10, Cha 1
Feats: Toughness, Improved Critical (slam)
Climate/Terrain: Any land and underground
Organization: Tiny and Small: Squad (6-10) or mob (11-20);
Medium-size: Gang (2-5), squad (6-10), or mob (11-20);
Large and larger: Solitary, gang (2-5), squad, (6-10) or mob (11-20)
Challenge Rating: Tiny 1/6; Small 1/4; Medium-size 1/2; Large 1; Huge 3; Gargantuan 6; Colossal 12
Treasure: None
Alignment: Always neutral
Advancement: Tiny and Small -;
Medium-size 3 HD (Medium-size);
Large 5-7 HD (Large);
Huge 9-23 HD (Huge);
Gargantuan 25-47 HD (Gargantuan);
Colossal 49-96 HD (Colossal)
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Partial Actions Only (Ex): Zombies have poor reflexes and can perform only partial actions. Thus they can move or attack, but can only do both if they charge (a partial charge).