This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
EPIC MONSTERS
(G-W)
|
Colossal
Ooze
|
Hit Dice: |
70d10+1,400
(1,785 hp) |
Initiative: |
–2 (Dex) |
Speed: |
5 ft., burrow 5
ft. |
AC: |
0 (–2 Dex, –8
size) |
Base
Attack/Grapple: |
+52/+88 |
Attack: |
Slam +64 (4d10+20) melee |
Full Attack: |
10 slam +64
(4d10+20) melee |
Space/Reach: |
Varies (see
text) |
Special
Attacks: |
Enslave,
improved grab, constrict 4d10+30 |
Special
Qualities: |
Blindsight 200
ft., fast healing 50, ooze traits |
Saves: |
Fort +43, Ref
+21, Will +30 |
Abilities: |
Str 50, Dex 6,
Con 50, Int –, Wis 24, Cha 26 |
Skills: |
Jump +5 |
Climate/Terrain: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
30 |
Treasure: |
Standard |
Alignment: |
Usually any evil
|
Advancement: |
None |
A genius loci is
difficult to spot, since it looks like any other section of landscape. A genius
loci itself has no intelligence, but rather “emulates” the sentience of any
creature it currently enslaves (see below), if any. Each genius loci has only a single enslaved creature at one time,
though other creatures may also inhabit the surface of the genius loci. Any
creature entering a genius loci who makes a successful Survival check (DC 31)
realizes that something is amiss, though it is difficult to tell exactly what.
Genius loci do not speak directly, though they may do so through their
currently enslaved thrall.
A genius loci can
directly attack any creature standing on its surface with animated parts of
itself, delivering slam attacks. It also directs its enslaved thrall against
those it attacks. If its slave is slain, it selects another of its foes as its
next, newest slave. Once a genius loci animates a portion of itself to attack
the boundaries of its form become clear, and the creature becomes open to
attack (Survival checks to determine the extent of the genius loci are no
longer necessary). The animated part of the genius loci has a reach of 15 feet.
Enslave (Su): A genius loci can use the epic spell enslave
once per round as a free action until it successfully enslaves a foe (Will
DC 53 to resist). The DC is Charisma-based. Once it has a slave, it cannot
enslave another until its current slave dies, is imprisoned, or is
otherwise incapaticiated. A slave becomes free if its genius loci master is
slain. A genius loci forces its slave to remain with it, though it may send its
slave off to temporarily visit nearby locations in order to draw in
unsuspecting victims. In fact, the “purposes” of the genius loci are to some
degree influenced by the current slave. The genius loci has no Intelligence
score of its own; thus, its emulation of its slave’s intelligence sometimes
transfers attitudes and goals. However, a slave can only go so far in
influencing its mobile master, and cannot knowingly attempt to free itself from
the genius loci that keeps it close.
Improved Grab
(Ex): If the genius loci
hits a Gargantuan or smaller creature with a slam attack, it deals normal
Damage and attempts to start a grapple as a free action without provoking an
attack of opportunity. The genius loci has the option to conduct the grapple
normally, or simply use the part of its body it used in the improved grab to
hold the opponent. Each successful grapple check it makes during successive
rounds automatically deals slam attack Damage, in addition to constriction
Damage.
Constrict (Ex): A genius loci crushes its opponent,
dealing 4d10+30 points of bludgeoning Damage, after making a successful grapple
check.
Ooze Traits: An ooze is an amorphous or mutable
creature. Oozes are immune to poison, sleep, paralysis, stunning, and
polymorphing. They have no clear front or back and are therefore not subject to
critical hits or flanking. Oozes are blind but have the blindsight special
quality. They have no Intelligence scores and are therefore immune to all mind-affecting
effects (charms, compulsions, phantasms, patterns, and morale effects).
|
Huge Aberration |
Hit Dice: |
27d8+216 (337
hp) |
Initiative: |
+20 (+12 Dex, +8
Superior Initiative) |
Speed: |
5 ft., fly 20
ft. (good) |
AC: |
48 (+12 Dex, –2
size, +16 natural armor, +12 insight) |
Base
Attack/Grapple: |
+20/+39 |
Attack: |
24 eye rays +31 ranged touch, 12 bites +28
(2d8+5/19–20) melee |
Full Attack: |
24 eye rays +31
ranged touch, 12 bites +28 (2d8+5/19–20) melee |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Gibbering,
improved grab, swallow whole, eye rays, spell-like abilities |
Special
Qualities: |
All-around
vision, flight, amorphous, SR 37, DR 10/epic |
Saves: |
Fort +21, Ref
+21, Will +24 |
Abilities: |
Str 32, Dex 35,
Con 27, Int 40, Wis 24, Cha 22 |
Skills: |
Concentration
+38, Escape Artist +42, Jump -4, Knowledge (arcana) +37, Hide +34, Listen
+37, Move Silently +34, Search +37, Speak Language (any five), Spot +37 |
Feats: |
Flyby Attack,
Improved Initiative, Improved Critical (bite), Iron Will, Multiattack, Weapon
Focus (eye ray), Weapon Focus (bite) |
Epic Feats: |
Epic Fortitude,
Polyglot, Superior Initiative |
Climate/Terrain: |
Any land and
underground |
Organization: |
Solitary |
Challenge
Rating: |
27 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
27–54 HD (Huge);
55–108 HD (Gargantuan) |
A gibbering orb
can speak all languages.
A gibbering orb’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
The gibbering orb
has the ability to bite its foes by extending a pseudopod with one of its
mouths protruding from the end. The orb can extend four of these at any one foe, or a total
of twelve in any given round. At the same time, the legions of eyes have the
ability to cast a host of spells at a rapid rate.
Gibbering
(Su): The
cacophony of speech emanating from the scores of mouths that make up the orb
forces all within 60 feet of the creature to succeed at a Will save each round
(DC 40) or suffer the effects of an insanity spell.
Improved
Grab (Ex):
To use this ability, the gibbering orb must hit with a bite attack. If it gets
a hold, the orb automatically deals bite Damage and can attempt to swallow
whole.
Swallow
Whole (Ex):
A gibbering orb can attempt to swallow a Large or smaller opponent by making a
successful grapple check. Once
inside, the opponent takes 4d8 points of constriction Damage plus 3d10 points
of acid Damage per round. A swallowed creature can cut its way out by using
claws or a light slashing weapon to deal 20 points of Damage in a single blow
(AC 16, DR 10/epic still applies). Once the creature exits, the fluidlike body
structure of the orb closes the wound; other swallowed opponents must cut their
own way out. When a creature dies by being swallowed whole (or when a creature
killed by the gibbering orb in some other fashion is eaten by it), the
gibbering orb absorbs the creature’s known spells, prepared spells, and
spell-like abilities. The orb can use any two of those abilities per round as a
free action. Each originates from an eye that is not producing an eye ray (see
below) that round. Stolen spells and spell-like abilities are lost after 24
hours.
Eye Rays (Su): Two dozen of the eyes can each produce a
magical ray each round, with each eye emulating a spell from among the list of
spells below as if cast by a 27th-level caster. The save DCs, where applicable,
are 16 + spell level. A gibbering orb has no directional limitations on where
it can point its eye rays, because the eyes orbiting around its body drift and
float wherever needed. However, a gibbering orb can never aim more than five
rays at any single target, due to limitations of aiming. All rays have a range
of 150 feet. Each of these effects functions as a ray, regardless of the normal
parameters of the spell it resembles. That is, each is usable against a single
target and requires a ranged touch attack. The eye rays are: cone of cold,
disintegrate, dominate monster, energy drain, feeblemind, finger of death,
flesh to stone, greater dispelling, harm, hold monster, horrid wilting,
implosion, inflict critical wounds, lightning bolt, magic missile, mage’s
disjunction, irresistible dance, polymorph any object, power word blind, power
word kill, power word stun, prismatic spray, slay living, and temporal
stasis.
Spell-Like
Abilities: At will—Two
stolen spells or spell-like abilities per round. Caster level 27th, save DC 16
+ spell level.
All-Around
Vision (Ex): The gibbering
orb’s many eyes give it a +4 racial bonus on Spot and Search checks.
Flight (Ex): The gibbering orb’s body is naturally
buoyant. This buoyancy allows it to fly as the spell, as a free action, at a
speed of 20 feet. This buoyancy also grants it a permanent feather fall effect
with personal range.
Amorphous (Ex): A gibbering orb is not subject to critical
hits. It has no clear front or back, so it cannot be flanked.
|
Medium-Size
Monstrous Humanoid |
Hit Dice: |
25d8+225 (337
hp) |
Initiative: |
+26 (+18 Dex, +8
Superior Initiative) |
Speed: |
30 ft. |
AC: |
40 (+18 Dex, +12
insight) |
Base
Attack/Grapple: |
+25/+36 |
Attack: |
+10 keen
dagger of human dread +54
(1d4+21/17-20) melee |
Full Attack: |
+10 keen
dagger of human dread +54/+49/+44/+39
(1d4+21/17-20) melee |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Fear gaze, sneak
attack +13d6 |
Special
Qualities: |
Blindsight 60
ft., opportunist, quiescence, spell-like abilities, SR 35, DR 10/epic |
Saves: |
Fort +17, Ref
+32, Will +21 |
Abilities: |
Str 32, Dex 46,
Con 29, Int 26, Wis 25, Cha 30 |
Skills: |
Bluff +38, Climb
+39, Hide +46, Intimidate +38, Jump +39, Listen +35, Move Silently +66, Spot
+35, Survival +35, Tumble +46 |
Feats: |
Dodge, Improved
Initiative, Improved Critical (dagger), Mobility, Spring Attack, Weapon
Finesse, Weapon Focus (dagger) |
Epic Feats: |
Sneak Attack of
Opportunity, Superior Initiative |
Climate/Terrain: |
Any urban |
Organization: |
Solitary |
Challenge
Rating: |
25 |
Treasure: |
Nonstandard
(just its dagger) |
Alignment: |
Usually lawful
evil |
Advancement: |
25+ HD
(Medium-size) |
In the hand of any
other creature but a gloom, the dagger is a +5 keen dagger.
A gloom’s natural
weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Fear Gaze (Su): Viewing the gloom’s face inspires terror.
Creatures that meet the gloom’s gaze must succeed at a Will save (DC 32) or
suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based.
Opportunist
(Ex): This ability
functions like the rogue class feature of the same name.
Sneak Attack
(Ex): A gloom is able to
sneak attack as a 25th-level rogue, dealing 13d6 extra Damage.
Quiescence
(Su): A gloom is
constantly silent, as per the silence spell, although the area does not
extend beyond the creature itself. This quality gives it a +20 racial bonus on
Move Silently checks (it is still possible for a gloom to create noise, such as
by bumping into something that scrapes on the floor or by sounding a chime).
The gloom can lower this effect at will.
Spell-Like
Abilities: At will—shadow
walk; 3/day— true strike. Caster level 20th; save DC 20 + spell
level. The DC is Charisma-based.
|
Mithral Golem
|
Adamantine
Golem |
|
Huge Construct |
Huge Construct |
Hit Dice: |
36d10+40 (238
hp) |
54d10+40 (337
hp) |
Initiative: |
+4 (Dex) |
–1 (Dex) |
Speed: |
40 ft. |
20 ft. (can’t
run) |
AC: |
42 (–2 size, +4
Dex, +26 natural, +4 haste) |
37 (–2 size, –1
Dex, +30 natural) |
Base Attack/ Grapple: |
+27/+49 |
+40/+68 |
Attack: |
Slam +39
(4d10+14) melee |
Slam +58
(6d10+20) melee |
Full Attack: |
2 slams +39
(4d10+14) melee |
2 slams +58
(6d10+20) melee |
Space/Reach: |
15 ft./15 ft. |
15 ft./15 ft. |
Special
Attacks: |
— |
Trample |
Special
Qualities: |
Construct
traits, magic immunity, DR 15/epic and adamantine, alacrity |
Construct
traits, magic immunity, DR 20/epic and adamantine |
Saves: |
Fort +12, Ref
+16, Will +12 |
Fort +18, Ref
+17, Will +18 |
Skills: |
Jump +18 |
Jump +14 |
Abilities: |
Str 39, Dex 19,
Con –, Int –, Wis 11, Cha 1 |
Str 51, Dex 9,
Con –, Int –, Wis 11, Cha 1 |
Climate/Terrain: |
Any land |
Any land |
Organization: |
Solitary |
Solitary |
Challenge
Rating: |
21 |
25 |
Treasure: |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Advancement: |
37–54 HD (Huge);
55–72 HD (Gargantuan) |
55–82 HD (Huge);
83–108 HD (Gargantuan) |
A mithral golem
cannot speak or make any vocal noise, nor does it have any distinguishable
odor. Unlike most golems, it can run just as well as a normal creature.
A mithral golem’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
Combat
Alacrity (Su): Once per round, the mithral golem may take
an extra standard action (either before or after its other actions in the
round).
Magic Immunity
(Ex): A mithral golem is
immune to all magical and supernatural effects, except as follows. A slow spell
negates its alacrity for 1d4 rounds, while a haste spell restores 1d6
hit points per level of the caster (maximum 10d6) or restores its alacrity, if
previously negated by a slow spell. Multiple slow spells simply
extend the duration of the effect.
A mithral golem’s
body is sculpted from 8 1/2 tons of pure iron and is then polymorphed into
mithral (using polymorph any object). A mithral golem costs 250,000 gold
pieces to create, which includes 5,000 gp for the body. Assembling the body
requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC
30). The creator must be 25th level, have the Craft Epic Magic Arms and Armor
feat, and be able to cast arcane spells. Completing the ritual drains 5,000 XP
from the creator and requires geas/quest, haste, and wish.
An adamantine
golem cannot speak or make any vocal noise, nor does it have any
distinguishable odor.
An adamantine
golem’s natural weapons are treated as epic for the purpose of overcoming
damage reduction.
Trample (Ex): As a standard action during its turn each
round, the adamantine golem can literally run over an opponent at least one
size category smaller than itself. The trample deals 8d10+30 points of
bludgeoning Damage. Trampled opponents can either attempt attacks of
opportunity at a –4 penalty or Reflex saves (DC 57) for half Damage. The DC is
Strength-based.
Magic Immunity
(Ex): An adamantine golem
is immune to all magical and supernatural effects.
An adamantine
golem’s body is sculpted from 45,000 pounds of pure iron and is then
polymorphed into adamantine (using polymorph any object). The golem
costs 500,000 gold pieces to create, which includes 25,000 gp for the body.
Assembling the body requires a successful Craft (armorsmithing) or Craft
(weaponsmithing) check (DC 40). The creator must be 30th level, have the Craft
Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing
the ritual drains 10,000 XP from the creator and requires crushing hand,
geas/quest, and wish.
|
Colossal
Aberration |
Hit Dice: |
20d8+220 (310
hp) |
Initiative: |
+14 (Dex) |
Speed: |
60 ft., fly 120
ft. (perfect) |
AC: |
40 (–8 size, +14
Dex, +24 natural armor) |
Base
Attack/Grapple: |
+15/+39 |
Attack: |
Coil whip +21
(4d6+8) melee |
Full Attack: |
Coil whip +21
(4d6+8) melee, sting +19 (2d8+4 plus poison) melee, bite +13 (4d8+4) melee |
Space/Reach: |
30 ft./ 20 ft. |
Special
Attacks: |
Charming gaze,
poison, improved grab, constrict 4d6+12 |
Special
Qualities: |
Flight, SR 30,
DR 5/epic |
Saves: |
Fort +17, Ref
+22, Will +22 |
Abilities: |
Str 27, Dex 38,
Con 32, Int 35, Wis 31, Cha 36 |
Skills: |
Appraise +35,
Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21,
Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move
Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33 |
Feats: |
Dodge, Flyby
Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon
Finesse |
Climate/Terrain: |
Temperate and
warm land or underground |
Organization: |
Solitary or nest
(2–4) |
Challenge
Rating: |
22 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
21–40 HD
(Colossal) |
A ha-naga’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Flight (Su): As per the fly spell, 120 ft.
(perfect). This ability gives the ha-naga a +6 circumstance bonus on Move
Silently checks.
Charming Gaze
(Su): As mass charm
monster, 90 ft., Will save (DC 33). The DC is Charisma-based.
Chameleon
Ability (Ex): Ha-nagas can
blend in with their surroundings, giving them a +8 circumstance bonus on Hide
checks.
Improved Grab
(Ex): To use this ability,
the ha-naga must hit with its coil whip attack. If it succeeds, it can
constrict.
Constrict (Ex): A ha-naga deals 4d6+12 points Damage with
a successful grapple attack against Huge or smaller opponents.
Poison (Ex): Sting, Fort save (DC 31); initial and
secondary Damage 2d8 temporary Con. The
DC is Constitution-based.
Spells: Ha-nagas can cast spells as 21st-level
sorcerers, and can also cast cleric spells and spells from the domains of Chaos
and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based.
HAGUNEMNON
(PROTEAN)
|
Large Aberration
(Shapechanger) |
Hit Dice: |
44d8+616 (814
hp) |
Initiative: |
+17 (+13 Dex, +4
Improved Initiative) |
Speed: |
50 ft. |
AC: |
50 (–1 size, +13
Dex, +28 natural) |
Base
Attack/Grapple: |
+33/+58 |
Attack: |
Slam +54
(2d6+21/19-20) melee |
Full Attack: |
5 slams +54
(2d6+21/19-20) melee |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Psionics,
destabilize form |
Special
Qualities: |
Alter shape, DR
10/epic, darkvision 120 ft., immunities, regeneration 50, spell resistance 39
|
Saves: |
Fort +40, Ref
+39, Will +32 |
Abilities: |
Str 53, Dex 37,
Con 39, Int 20, Wis 23, Cha 34 |
Skills: |
Bluff +59,
Diplomacy +53, Disguise +59, Hide +35, Intimidate +47, Jump +29, Listen +55,
Move Silently +35, Sense Motive +29, Spot +55 |
Feats: |
Alertness, Cleave,
Combat Reflexes, Endurance, Great Cleave, Great Fortitude, Improved
Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Weapon
Focus (slam) |
Epic Feats: |
Blinding Speed,
Devastating Critical (slam), Overwhelming Critical (slam) |
Climate/Terrain: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
29 |
Treasure: |
Standard |
Alignment: |
Always chaotic
neutral |
Advancement: |
45–59 HD
(Large); 60–74 HD (Huge); 75–89 HD (Huge) |
A hagunemnon’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Psionics (Sp): At will —detect thoughts, dimension
door, ethereal jaunt, knock, nondetection, plane shift, suggestion. Caster
level 20th, save DC 22.
Destabilize
Form (Su): If a protean
hits with two or more slam attacks in the same round, it partly destabilizes
its foe’s physical form, dealing an additional 4d6+31 points of Damage as well
as 2 points of temporary Constitution Damage. If the victim is drained to 0
Constitution, its dead body is only so much clear fluid that drains away unless
somehow preserved by friends of the victim.
Alter Shape
(Ex): A protean can assume
the shape of any combination of physical nondeific creatures at the same time
as a free action. In fact, a protean’s form constantly boils, and it requires a
move-equivalent action each round for a protean to maintain a certain shape
(even if that shape is a combination of several shapes). Whatever its present
form, the protean retains all its own special qualities. Plus, it gains the
advantage of up to four extraordinary abilities from the forms it mimics (but
not spell-like or supernatural powers). The assumed form can be no smaller than
a flea and no larger than 200 feet in its largest dimension (make sure to take
into account rules for reach and size modifiers to AC and melee attacks).
Incorporeal traits can also be assumed, which counts as a single extraordinary
ability. If a hagunemnon assumes a partial form that confers an extraordinary ability
already possessed by the creature, only the better of the two abilities is
retained. No matter its form, the protean can never make more than five attacks
using a full-round action. However, it may substitute a melee attack form for
one of its slam attacks, using its own base attack bonus and Strength modifier
to Damage, but dealing base Damage appropriate to the attack type.
|
Hoary Hunter |
Hoary Steed |
|
Medium-Size Fey
(Cold) |
Large Magical
Beast (Cold) |
Hit Dice: |
46d6+598 (759
hp) |
12d10+36 (102
hp) |
Initiative: |
+19 (+11 Dex, +8
Superior Initiative) |
+8 (+4 Dex, +4
Improved Initiative) |
Speed: |
30 ft. |
40 ft., fly 90
ft. (good) |
AC: |
46 (+11 Dex, +15
insight, +10 natural) |
23 (–1 size, +4
Dex, +10 natural) |
Base Attack/ Grapple: |
+23/+37 |
+12/+22 |
Attack: |
+6 keen
longsword of binding +46
(1d8+27/17-20 plus 1d6 plus binding) melee |
Hoof +17 (3d6+6)
melee |
Full Attack: |
+6 keen
longsword of binding +46/+41/+36/+31
(1d8+27/17–20 plus 1d6 plus binding) melee |
2 hooves +17
(3d6+6) melee, bite +15 (5d8+3) melee |
Space/Reach: |
5 ft./5 ft. |
10 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities |
|
Special
Qualities: |
Cold immunity,
fire vulnerability, SR 36, DR 10/epic and cold iron |
Cold immunity,
fire vulnerability, air walk, astral projection and etherealness, magic
circle against good, misty breath, SR 20, DR 5/magic and cold iron,
immunities |
Saves: |
Fort +28, Ref
+36, Will +31 |
Fort +11, Ref
+12, Will +5 |
Abilities: |
Str 38, Dex 33,
Con 36, Int 21, Wis 23, Cha 26 |
Str 22, Dex 18,
Con 17, Int 6, Wis 13, Cha 14 |
Skills: |
Diplomacy +14,
Hide +60, Intimidate +57, Knowledge (geography, nature) +54, Listen +55, Move
Silently +60, Ride +60, Search +54, Sense Motive +55, Spot +55, Survival +55 |
Jump +10, Listen
+8, Spot +13 |
Feats: |
Blind-Fight,
Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative,
Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Track,
Trample, Weapon Focus (longsword) |
Alertness,
Endurance, Flyby Attack, Improved Initiative, Multiattack |
Epic Feats: |
Dire Charge,
Epic Weapon Focus (longsword), Overwhelming Critical (longsword), Superior
Initiative |
|
Climate/Terrain: |
Any cold |
Any cold |
Organization: |
Solitary or
company (2–5) |
Solitary (with
rider) |
Challenge
Rating: |
25 |
9 |
Treasure: |
None |
None |
Alignment: |
Always neutral
evil |
Always neutral
evil |
Advancement: |
47+ HD (Medium) |
13–24 HD
(Large); 25–36 HD (Huge) |
A hoary hunter’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
A critical hit (or
the blow that would kill or render a foe unconscious) from the hoary hunter’s
blade does not wound the hunter’s prey. Instead, the victim is bodily
transported as per a soul binding spell heightened to 16th level (DC 30)
into a diamond at the end of the sword’s hilt.
Spell-Like
Abilities: At will—discern
location, true strike, fog cloud, hold monster, plane shift; 3/day—dimensional
anchor, dominate monster, greater dispel magic; 1/day—mage’s disjunction,
contingent recall and resurrection*. Caster level 23rd; save DC 18 + spell
level. *Contingent recall and resurrection is a variation on an epic
spell. When slain, the hoary hunter is actually transported, with its mount,
back to the fey realm, where it is resurrected. The only way to truly slay the
hoary hunter is to defeat it in its home realm after this epic spell has been
exhausted for the day.
A hoary steed’s
natural weapons are treated as magic for the purpose of overcoming damage
reduction.
Combat
Air Walk (Su): A hoary steed can ride through the air as
well as on the ground, as though affected by a permanent air walk spell.
Astral
Projection and Etherealness (Su): These abilities function just like the spells of the same names as
cast by a 20th-level caster.
Magic Circle
Against Good (Su): This
ability continuously duplicates the effects of the spell. A hoary steed cannot
suppress this ability.
Misty Breath
(Su): The breath of a
hoary steed functions like a constant obscuring mist spell.
Immunities
(Ex): A hoary steed is
immune to all charm and hold spells or abilities.
|
Medium-Size
Undead |
Hit Dice: |
50d12+3 (603 hp)
|
Initiative: |
+16 (+12 Dex, +4
Improved Initiative) |
Speed: |
100 ft. |
AC: |
52 (+12 Dex, +20
natural, +10 insight) |
Base
Attack/Grapple: |
+25/+43 |
Attack: |
Slam +44
(3d6+18/19–20 (+1d6 on critical hit) plus hunefer rot) |
Full Attack: |
2 slams +44
(3d6+18/19–20 (+1d6 on critical hit) plus hunefer rot) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Despair, hunefer
rot, spell-like abilities |
Special
Qualities: |
Blindsight 300
ft., DR 10/–, fast healing 30, SR 37, undead traits, fire vulnerability |
Saves: |
Fort +18, Ref
+30, Will +41 |
Abilities: |
Str 47, Dex 35,
Con –, Int 18, Wis 38, Cha 36 |
Skills: |
Concentration
+66, Jump +46, Knowledge (religion, the planes) +57, Listen +67, Search +57,
Sense Motive +67, Spellcraft +57, Spot +67 |
Feats: |
Cleave, Combat
Reflexes, Dodge, Expertise, Great Cleave, Great Fortitude, Improved Critical
(slam), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility,
Power Attack, Toughness, Weapon Focus (slam) |
Epic Feats: |
Devastating
Critical (slam), Overwhelming Critical (slam), Spell Stowaway (greater
teleport) |
Climate/Terrain: |
Any |
Organization: |
Solitary, pair,
or court (5–9) |
Challenge
Rating: |
25 |
Treasure: |
Standard |
Alignment: |
Always lawful
evil |
Advancement: |
51–56 HD
(Medium-size); 57–60 HD (Large); 61–66 HD (Huge); 67–70 HD (Gargantuan); 71+
HD (Colossal) |
Hunefers speak all
spoken languages, though it takes one 1d4 rounds to switch between languages.
COMBAT
Despair (Su): The mere sight of a hunefer requires
viewers to succeed at a Will saving throw (DC 48) or be paralyzed with fear for
1d4 rounds. Regardless of the outcome of the save, a subject is not again
vulnerable to that hunefer’s despair ability for 24 hours. The DC is
Charisma-based.
Hunefer Rot
(Su): Supernatural
disease—slam, Fort save (DC 35), incubation period instantaneous; Damage 1d6
temporary Con. Unlike normal diseases, hunefer rot requires a victim to make a
successful saving throw every round or take another 1d6 points of temporary
Constitution Damage. The rot continues until the victim reaches Constitution 0
(and dies) or receives a remove disease spell or similar magic. An
afflicted creature that dies shrivels away into sand unless both remove
disease and raise dead (or better) are cast on the remains within 2
rounds. If the remains are not so treated, on the third round the dust swirls
and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s
command. (The mummy dust epic spell has statistics for an 18 HD mummy.)
Spell-Like
Abilities: At will—chain
lightning, displacement, haste, knock, greater dispel magic, passwall, scrying,
greater teleport, true seeing, unholy aura, weird; 1/day—ruin (epic
spell). Caster level 27th; save DC 23 + spell level. The DC is Charisma-based.
Undead Traits: Immune to poison, sleep, paralysis,
stunning, disease, death, effects, necromantic effects, mind-affecting effects,
and any effect requiring a Fortitude save unless it also works on objects. Not
subject to critical hits, subdual dam-age, ability Damage, ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive Damage,
but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
|
Medium-Size
Undead (Fire) |
Hit Dice: |
32d12 (208 hp) |
Initiative: |
+12 (+8 Dex, +4
Improved Initiative) |
Speed: |
60 ft. |
AC: |
46 (+8 Dex, +28
natural) |
Base
Attack/Grapple: |
+16/+37 |
Attack: |
Claw +40
(3d8+21/19-20 (+1d6 on critical hit) plus blazefire) melee |
Full Attack: |
2 claws +40
(3d8+21/19-20 (+1d6 on critical hit) plus blazefire) melee, 1 skull butt +32
(2d6+10 plus blazefire) melee |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Rend 6d8+31,
blazefire, spell-like abilities |
Special
Qualities: |
Undead traits,
fire subtype, heat aura, SR 34, DR 10/– , fiery hardness |
Skills: |
Jump +33,
Knowledge (religion) +33, Listen +41, Search +35, Spot +41 |
Feats: |
Cleave, Great
Cleave, Great Fortitude, Improved Critical (claw), Improved Initiative, Power
Attack, Weapon Focus (claw) |
Epic Feats: |
Blinding Speed
(x2), Epic Weapon Focus (claw), Overwhelming Critical (claw) |
Saves: |
Fort +12, Ref
+18, Will +24 |
Abilities: |
Str 52, Dex 27,
Con –, Int 10, Wis 22, Cha 28 |
Climate/Terrain: |
Any |
Organization: |
Solitary or pair
|
Challenge
Rating: |
23 |
Treasure: |
Standard |
Alignment: |
Chaotic evil |
Advancement: |
33–42 HD
(Medium-size); 43–55 HD (Huge) |
Lavawights speak
Common and Infernal.
COMBAT
Rend (Ex): If the lavawight hits with both of its
claws, it latches onto the opponent’s body and tears the flesh. This attack
automatically deals an additional 6d8+31 points of Damage.
Blazefire (Su):
Living creatures taking
Damage from a lavawight’s attack find themselves ignited with blaze-fire; they
must succeed at a Fortitude save (DC 35) or permanently lose 4 hit points. The
DC is Charisma-based. The opponent must continue to save every round for the
next 6 rounds (7 rounds total) to avoid being permanently drained of 4 more hit
points each round. The lavawight heals the same amount of Damage whenever a
creature is drained of hit points, gaining any excess as temporary hit points.
Tehse temporary hit points last a maximum of 1 hour. If an opponent is slain by
blazefire, only blackened ash remains of the victim. Hit points lost to the
blazefire never heal naturally and cannot be magically restored—they are gone
for good.
Spell-Like
Abilities: At will— dimension
door, flame arrow, spell immunity (sleet storm), fireball, wall of fire.
Caster level 22nd; save DC 19 + spell level. The DC is Charisma-based.
Undead Traits: Immune to poison, sleep, paralysis,
stunning, disease, death, effects, necromantic effects, mind-affecting effects,
and any effect requiring a Fortitude save unless it also works on objects. Not
subject to critical hits, subdual Damage, ability Damage, ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive Damage,
but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
Heat Aura (Su): A 10-foot-radius spread heat aura
surrounds a lavawight. All creatures of the fire subtype in the field
(including the lavawight) are treated as if having turn resistance +6 (if
undead) and fast healing 10. Creatures subject to fire Damage take 2d10 points
of fire Damage each round they remain within the heat aura.
Fire Subtype: Fire immunity, cold vulnerability..
Fiery Hardness
(Ex): The lavawight’s
molten skin provides it with Damage reduction of 10/–.
|
Legendary
Bear |
Legendary
Tiger |
|
Large Animal |
Large Animal |
Hit Dice: |
20d8+140 (230
hp) |
26d8+188 (305
hp) |
Initiative: |
+6 (+2 Dex, +4
Improved Initiative) |
+8 (+4 Dex, +4
Improved Initiative) |
Speed: |
50 ft. |
50 ft. |
AC: |
21 (–1 size, +2
Dex, +10 natural) |
23 (–1 size, +4
Dex, +10 natural) |
Base Attack/ Grapple: |
+15/+32 |
+19/+34 |
Attack: |
Claw +27
(2d6+13) melee |
Claw +29
(2d6+11) melee |
Full Attack: |
2 claws +27
(2d6+13) melee, bite +22 (4d6+6) melee |
2 claws +29
(2d6+11) melee, bite +24 (2d8+5) melee |
Space/Reach: |
10 ft./5 ft. |
10 ft./5 ft. |
Special
Attacks: |
Improved grab |
Pounce, improved
grab, rake 2d6+5 |
Special
Qualities: |
Scent |
Scent |
Saves: |
Fort +19, Ref
+14, Will +11 |
Fort +22, Ref
+19, Will +12 |
Abilities: |
Str 36, Dex 14,
Con 24, Int 2, Wis 16, Cha 12 |
Str 32, Dex 18,
Con 24, Int 2, Wis 14, Cha 10 |
Skills: |
Climb +15, Jump
+21, Listen +14, Spot +14, Swim +20 |
Climb +13, Hide
+15, Jump +19, Listen +12, Move Silently +15, Spot +12, Swim +16 |
Feats: |
Alertness,
Athletic, Endurance, Improved Initiative, Iron Will, Run, Track |
Alertness,
Athletic, Endurance, Improved Initiative, Iron Will, Run, Toughness(x2),
Track |
Climate/Terrain: |
Any forest,
hill, mountains, plains, and underground |
Any forest,
hill, mountains, plains, or underground |
Organization: |
Solitary or pair
|
Solitary or pair
|
Challenge
Rating: |
9 |
10 |
Treasure: |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Advancement: |
21–40 HD (Large)
|
27–48 HD (Large)
|
LEGENDARY BEAR
COMBAT
Improved Grab
(Ex): To use this ability,
a legendary bear must hit with a claw attack.
LEGENDARY TIGER
COMBAT
Pounce (Ex): If a legendary tiger leaps upon a foe
during the first round of combat, it can make a full attack even if it has
already taken a move action.
Improved Grab
(Ex): To use this ability,
the legendary tiger must hit with a bite attack. If it gets a hold, it can
rake.
Rake (Ex): A legendary tiger can make two attacks
(+30 melee) against a held creature with its hind legs for 2d6+5 points of
Damage each. If the legendary tiger pounces on an opponent, it can also rake.
Skills: Legendary tigers receive a +8 racial bonus
on Hide and Move Silently checks. *In areas of tall grasses or heavy
undergrowth, the Hide bonus improves to +16.
|
Medium-Size Fey |
Hit Dice: |
50d6+650 (825
hp) |
Initiative: |
+21 (+17 Dex, +4
Improved Initiative) |
Speed: |
40 ft. |
AC: |
52 (+17 Dex, +20
insight, +5 natural armor) |
Base
Attack/Grapple: |
+25/+30 |
Attack: |
+10 keen
brilliant energy bastard sword +53 (1d10+15/17-20) melee |
Full Attack: |
2 +10 keen
brilliant energy bastard swords +53/+48/+43/+38 (1d10+15/17-20) melee |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Gaze, spell-like
abilities, leShay weapons |
Special
Qualities: |
Superior
two-weapon fighting, DR 15/epic and cold iron, elf traits, immune to poison
and disease, low-light vision, SR 42, fast healing 10 |
Saves: |
Fort +29, Ref
+44, Will +35 |
Abilities: |
Str 21, Dex 45,
Con 37, Int 33, Wis 23, Cha 47 |
Skills: |
Bluff +71,
Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather
Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature)
+59, Listen +59, Move Silently +70, Search +59, Speak Language (any five),
Spot +59 |
Feats: |
Blind-Fight,
Cleave, Dodge, Expertise, Improved Critical (leShay weapon), Improved
Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack,
Weapon Finesse, Weapon Focus (leShay weapon), Whirlwind Attack |
Epic Feats: |
Blinding Speed,
Polyglot, Spell Stowaway (heal) |
Climate/Terrain: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
28 |
Treasure: |
Standard |
Alignment: |
Any |
Advancement: |
None |
A leshay’s natural
weapons are treated as epic for the purpose of overcoming damage reduction.
Spell-Like
Abilities: At will—alter
self, detect thoughts, displacement, freedom, greater dispelling, heal, greater
invisibility, knock, speak with plants, spell turning, greater teleport, water
breathing. Caster level 28th; save DC 28 + spell level. The DCs are
Charisma-based.
LeShay Weapons
(Su): Each leShay carries
two personal melee weapons that he or she manifests from his or her own life
essence. The weapon can change form as he or she shifts from class to class,
typically appearing as a bastard sword (one in each hand). When not in combat,
the weapons simply do not exist, but leShay can “draw” their weapons from
nowhere as a free action. LeShay weapons are considered light weapons for a
leShay, regardless of their size.
Superior
Two-Weapon Fighting (Ex):
A leShay fights with a leShay weapon in each hand. Because these weapons are
extensions of its own body, the leShay does not take an attack or Damage
penalty for attacking with two weapons.
Gaze (Su): All creatures within 30 feet who meet the
gaze of a leShay become affected as if by charm monster. A Will save (DC
53) negates the effect. Each opponent within range of a gaze attack must
attempt a saving throw each round at the beginning of his or her turn in the
initiative order. A leShay can also actively gaze as an attack action by
choosing a target within range, who must then attempt a saving throw. LeShay
are immune to their own gaze. The DC is Charisma-based.
Elf Traits: Immune to magic sleep spells and
effects; +2 racial bonus on Will saves against enchantment spells or effects;
low-light vision (can see twice as far as a human in low-light conditions);
entitled to a Search check when within 5 feet of a secret or concealed door as
though actively looking for it; Martial Weapon Proficiency (composite longbow,
composite shortbow, longbow, longsword, and rapier) as bonus feats; +2 racial
bonus on Listen, Spot, and Search checks (already figured into the statistics
given above).
|
Colossal
Construct |
Hit Dice: |
96d10+80 (608
hp) |
Initiative: |
–2 (Dex) |
Speed: |
10 ft. (can’t
run) |
AC: |
60 (–8 size, –2
Dex, +60 natural) |
Base
Attack/Grapple: |
+72/+123 |
Attack: |
Slam +99
(10d6+35) melee |
Full Attack: |
2 slams +99
(10d6+35) melee |
Space/Reach: |
30 ft./20 ft. |
Special
Attacks: |
Imprisonment |
Special
Qualities: |
Recognition, safekeeping,
construct traits, magic immunity, DR 15/epic and adamantine |
Saves: |
Fort +32, Ref
+30, Will +33 |
Skills: |
Jump +0 |
Abilities: |
Str 80, Dex 7,
Con –, Int –, Wis 12, Cha 1 |
Climate/Terrain: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
33 |
Treasure: |
Standard (see
text) |
Alignment: |
Neutral |
Advancement: |
None |
To access a vault,
its creator must call the vault from where it is sequestered through the use of
a sending spell. The vault has no obvious opening; however, items can be
stored and retrieved by naming them (the living vault provides an inventory to
its creator on request). The item to be stored appears to sink into the living
vault’s form as if made of mud. Likewise, items retrieved pop out of the living
vault’s form. Storing and retrieving items in this fashion takes one round per
transaction. Creatures other than the vault’s master who wish to access the
inventory must destroy the vault to do so. If a vault is destroyed, all the
objects and creatures stored within immediately emerge.
A living vault’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Imprisonment
(Sp): As a free action twice per day, a living
vault can project a 60-foot cone. Creatures caught in the cone must make a Will
save (DC 58) or be affected as by the imprisonment spell, except
creatures are stored within the vault’s interior. The living vault can hold two
Gargantuan creatures, eight Huge creatures, thirty-two Large creatures, one
hundred twenty-eight Medium-size creatures, and so on. This assumes that the
rest of the vault is also relatively empty, so a large hoard of treasure
reduces the number of creatures a living vault can hold at any one time. If freedom
is later cast upon the very spot where the victim of imprisonment disappeared,
the victim is freed, though it doesn’t appear where it disappeared, but in a
space adjacent to wherever the living vault is currently physically located.
Recognition
(Ex): Once made, a living
vault responds only to its owner; no other being can access the vault’s
interior. The vault is not fooled by disguised creatures, and can distinguish
between its true master and false duplicates, even penetrating disguises used
in conjunction with shapechange, alter self, disguise self, polymorph,
seeming, and simulacrum and similar effects. The vault does,
however, respond to the product of a clone spell.
Safekeeping (Sp): At will, a living vault can use a power that combines
the effects of sequester and plane shift to render the vault
invisible to any form of sight or divination, and at the same time transfer it
to a random portion of the Astral Plane. When in safekeeping mode, the living
vault responds to a sending by its master, returning to the location
from which it left and becoming tangible once again. Creatures and objects that
are stored within the vault are treated as if under the effects of sequester,
whether the vault itself is or not. Often, creatures are brought into the
vault via imprisonment, but sometimes unconscious or otherwise subdued
creatures are stored as an object, in which case they receive no saving throw
to resist the effect.
Construct
Traits: Immune to
mind-affecting effects (charms, compulsions, phantasms, patterns, and morale
effects), and to poison, sleep, paralysis, stunning, disease, death
effects, necromantic effects, and any effect that requires a Fortitude save
unless it also works on objects. Cannot heal Damage (though regeneration and
fast healing still apply, if present). Not subject to critical hits, subdual
Damage, ability Damage, ability drain, or energy drain. Not at risk of death
from massive Damage, but destroyed when reduced to 0 hit points or less; cannot
be raised or resurrected. Darkvision 60 ft.
Magic Immunity
(Ex): A living vault is
immune to all magical and supernatural effects, except as follows. A freedom
spell cast on it causes it to defer the use of its own imprisonment power
for 10 rounds.
|
Large Outsider |
Hit Dice: |
7d8+21 (52 hp) |
Initiative: |
+2 (Dex) |
Speed: |
30 ft. |
AC: |
15 (–1 size, +2
Dex, +4 natural) |
Base
Attack/Grapple: |
+7/+13 |
Attack: |
Masterwork
falchion +9(2d4+3) melee |
Full Attack: |
Masterwork
falchion +9/+4 (2d4+3) melee |
Space/Reach: |
10 ft./10 ft. |
Special
Qualities: |
SR 25,
spell-like abilities, telepathy |
Saves: |
Fort +8, Ref +7,
Will +8 |
Abilities: |
Str 15, Dex 15,
Con 16, Int 20, Wis 17, Cha 15 |
Skills: |
Appraise +19,
Bluff +12, Diplomacy +12, Gather
Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the
planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13,
Sleight of Hand +14, Spellcraft +15, Spot +12 |
Feats: |
Expertise,
Improved Disarm, Improved Feint |
Climate/Terrain: |
Any land and
underground |
Organization: |
Company (1–4
mercanes and 3–18 5th-level fighter bodyguards) or progression (1 mercane, 3
14th-level fighters, 1 21st-level fighter/2nd-level Union Sentinel) |
Challenge
Rating: |
5 |
Treasure: |
Double standard |
Alignment: |
Always lawful
neutral |
Advancement: |
By character
class |
Level
Adjustment: |
+7 |
Mercanes speak
Abyssal, Celestial, Draconic, Infernal, and at least two other languages.
Spell-Like
Abilities: 3/day—dimension
door, invisibility; 1/day—secret chest, plane shift. Caster level
14th; save DC 12 + spell level.
Telepathy (Su): Mercanes can communicate telepathically
with any creature within 100 feet that has a language.
Skills: Mercanes receive a +4 racial bonus on
Appraise checks.
A mercane’s favored
class is wizard. Player character mercanes have a level adjustment of +7.
|
Colossal Plant |
Hit Dice: |
35d8+315 (472
hp) |
Initiative: |
+5 (-3 Dex, +8
Superior Initiative) |
Speed: |
40 ft. |
AC: |
27 (–3 Dex, –8
size, +28 natural) |
Base
Attack/Grapple: |
+26/+55 |
Attack: |
Tendril +31
(2d6+13/19-20) melee |
Full Attack: |
4 tendrils +31
(2d6+13/19-20) melee, 1 bite +26 (4d6+6/19-20) melee |
Space/Reach: |
30 ft./30 ft. |
Special
Attacks: |
Spore cough,
improved grab, swallow whole |
Special
Qualities: |
Acid resistance
20, blindsight 210 ft., DR 10/epic, fast healing 10, plant traits, sticky |
Saves: |
Fort +28, Ref
+8, Will +20 |
Abilities: |
Str 36, Dex 5,
Con 29, Int 18, Wis 28, Cha 28 |
Skills: |
Bluff +47,
Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13,
Knowledge (local, nature) +42, Listen +47, Spot +47 |
Feats: |
Cleave, Great
Cleave, Improved Critical (bite), Improved Critical (tendril), Improved
initiative, Lightning Reflexes, Power Attack |
Epic Feats: |
Epic Reflexes,
Epic Toughness (x3), Superior Initiative |
Climate/Terrain: |
Any |
Organization: |
Solitary, pair,
or polyp (3–7) |
Challenge
Rating: |
21 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
neutral |
Advancement: |
36+ HD
(Colossal) |
Mu spores speak
Common and Terran.
A mu spore’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Spore Cough
(Su): Once every 1d4
rounds a mu spore can release a cloud of burrowing spores. This spore cough is
treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points
of Damage to all creatures and structures in the area, or half Damage to any creatures
that make a Reflex save (DC 36). The DC is Charisma-based.
Improved Grab
(Ex): If a mu spore hits
with a tendril, it deals normal Damage and attempts to start a grapple as a
free action without provoking an attack of opportunity. Improved grab works only
against Gargantuan and smaller opponents. The mu spore has the option to
conduct the grapple normally, transfer the victim to its mouth as a free
action, or simply use its tendril to hold the opponent. Each successful grapple
check it makes during successive rounds automatically deals the Damage given
for the tendril.
Swallow Whole
(Ex): If the mu spore
begins its turn with an opponent held in its mouth, it can attempt a new
grapple check (as though attempting to pin the opponent). If it succeeds, it swallows
its prey and the opponent takes bite Damage. A swallowed creature takes the
twice the Damage given for the mu spore’s bite every round. A swallowed
creature is considered grappled, while the creature that did the swallowing is
not. A swallowed creature can try to cut its way free with any light piercing
or slashing weapon, if it can deal 33 points of Damage in this fashion, or it
can just try to escape the grapple. If the swallowed creature chooses the
latter course, success puts it back in the mu spore’s mouth, where it may be
bitten or swallowed again.
Sticky (Ex): Sticky tendrils cover a mu spore, many more
than the four main tendrils it uses for combat. Any creature that touches or
successfully attacks a mu spore with a melee weapon is subject to a free
improved grab check by the mu spore, as if the mu spore had success-fully
attacked the creature with a tendril. A creature wielding a melee weapon must
immediately relinquish its grip on its weapon, or proceed with the grapple
check. If the subject relinquishes its grip on its weapon, the weapon is
swallowed the following round. Creatures who attack the mu spore in melee
without a weapon they can release (such as those with natural attacks only) do
not have this option.
Plant Traits: Immune to poison, sleep, paralysis,
stunning, and polymorphing; not subject to critical hits or mind-affecting
effects.
NEH-THALGGU (BRAIN
COLLECTOR)
|
Huge Aberration
(Extraplanar, Incorporeal) |
Hit Dice: |
32d8+192 (336
hp) |
Initiative: |
+12 (+4 Dex, +8
Superior Initiative) |
Speed: |
60 ft. or via dimension
door |
AC: |
35 (–2 size, +4
Dex, +3 deflection, +20 insight) |
Base
Attack/Grapple: |
+24/– |
Attack: |
Bite +26 (4d10 +
12 plus poison) melee |
Full Attack: |
Bite +26 (4d10 +
12 plus poison ) melee, 10 head-tentacles +21 (2d10 plus ability drain )
melee touch attack |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Extract brains
(ranged attack), poison, spells |
Special
Qualities: |
Dimensional
travel, DR 10/epic,
incorporeal traits, amorphous physiology, manifest maw, SR 30, darkvision 60
ft. |
Saves: |
Fort +16, Ref
+14, Will +23 |
Abilities: |
Str –, Dex 19,
Con 22, Int 20, Wis 20, Cha 17 |
Skills: |
Concentration
+41, Hide +39, Knowledge (arcana, the planes) +40, Move Silently +39, Search
+40, Spellcraft +40 |
Feats: |
Blind-Fight,
Combat Reflexes, Dodge, Eschew Materials, Expertise, Improved Initiative,
Maximize Spell, Mobility, Power Attack, Spring Attack |
Epic Feats: |
Superior
Initiative |
Climate/Terrain: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
26 |
Treasure: |
Triple standard |
Alignment: |
Usually chaotic
neutral, neutral evil, or chaotic evil |
Advancement: |
33–66 HD
(Gargantuan); 67–112 HD (Colossal) |
A creature whose
brain has been harvested by a brain collector cannot be raised, reincarnated,
or resurrected while the brain is in the creature, because the collector
preserves and draws upon the soul and basic personality of the creature for as
long as it retains the brain. Neh-thalggus’ own language is a silent sign
language “spoken” with their writhing head-tentacles. They can also communicate
telepathically with any creature that has a language within 100 feet.
A neh-thalggu’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Poison (Ex): A neh-thalggu’s bite injects a debilitating
poison (DC 32) that Damages the victim’s Constitution. He or she loses half his
or her current Constitution immediately on a failed save and must save again 1 minute later or lose
half of his or her remaining Constitution. If the character survives, he or she
heals the ability Damage at the normal rate (1 point per day). The save DC is
Constitution-based.
Head-Tentacles
(Ex): The long, whiplike
tentacles that frame either side of a brain collector’s face can deliver a
dangerous touch attack that, if successful, causes the target to dehydrate and
wither (2d10 points of desiccation Damage). In addition, each successful
tentacle attack drains 1 point of Strength, 1 point of Dexterity, and 1 point
of Constitution. This is permanent ability drain and may only be reversed by
spells such as restoration and greater restoration. It can bring
all ten tentacles to bear on a single target facing it or divide its attacks
against up to ten targets that it threatens.
Extract
Brains (Sp): Once every 1d4 rounds, as a full-round
action, a brain collector can extract the brain from a target creature in line
of sight. This attack is psionic in nature and can be blocked by a dimensional
anchor currently in force on the target. The target gets a Will save (DC 31) to resist
the extraction. The save DC is Intelligence-based. If the save fails, his or her brain is drawn out intact through the
skull by extradimensional means and sucked up by the brain collector, lodging
in an unused storage sac above and behind its eyes. If the save succeeds, he or
she takes 9d6 points of Damage and is stunned for 1d4+1 rounds. A brain
collector prefers to absorb brains of high-level arcane spellcasters but is
fully capable of extracting those of other foes as a highly effective attack.
When encountered, assume a neh-thalggu has a full retinue of thirteen stolen
brains. Each brain less than the full thirteen bestows one negative level on
the neh-thalggu (though these never convert to actual level loss), which is a
powerful incentive for the creature to always keep its brain-sacs filled. A
neh-thalggu is free to draw on all the Knowledge skills of each brain it
currently stores, using the base ranks in a skill possessed by each brain, and
adjusted by the neh-thalggu’s own skill modifiers for the Knowledge skill in
question (or its Intelligence modifier, for a skill it has no ranks in).
Dimensional
Travel (Sp): A brain collector’s preferred method of
locomotion is via dimension door, which it can do as a quickened action,
once per round. It can also use teleport without error or plane shift
at will as a move-equivalent action.
Spells (Sp): A fully grown brain collector can cast
arcane spells as a 13th-level sorcerer (one level of spell-casting ability per
brain).
Incorporeal: A neh-thalggu is not wholly in our reality
but always remains partially extradimensional. Thus it can be harmed only by
other incorporeal creatures, +1 or better weapons, magic, or psionics, with a
50% chance to ignore any Damage from a corporeal source. It can pass through
solid objects at will, and its own attacks pass through armor (except for its
bite attack, which is treated as if a corporeal attack). It always moves
silently unless it chooses otherwise.
Amorphous
Physiology (Ex): A brain
collector does not have fixed organs. As such, it is immune to critical hits,
death from massive Damage, sneak attacks, and coup de grace.
Manifest Maw: Though it is an incorporeal creature, a
neh-thalggu can manifest its mouth in corporeal form as a standard action.
While so manifested, the mouth can deliver bite attacks against corporeal
creatures or pick up objects. The mouth bites as if it had Str 35.
Feats: A neh-thalggu gains Power Attack as a bonus
feat, even though it has no Strength score.
“Paragon” is a
template that can be added to any creature (referred to hereafter as the base
creature).
The base
creature’s type remains unchanged. The paragon creature uses all the base
creature’s statistics and special abilities except as noted here.
HD: A paragon creature always has maximum hit
points. Paragon creatures also gain an additional 12 hit points per HD.
Speed: A paragon creature’s speed triples, for
all movement types.
AC: Paragon creatures gain a +12 insight bonus
to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if
the creature already has natural armor, use whichever is better).
Attacks: A paragon creature makes all its attacks
with a +25 luck bonus on the attack roll.
Damage: A paragon creature gains a +20 luck bonus
on Damage rolls for all melee and thrown ranged attacks.
Special
Attacks: A paragon
creature’s special attacks, if any, all gain a +13 insight bonus, if
applicable. The +13 insight bonus may only be applied to a given special
ability once.
Spell-Like
Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its
caster level to use those abilities. A paragon creature also gains the ability
to use greater dispel magic, haste, and see invisibility three
times per day, even if it did not have spell-like abilities before, at 15th
caster level.
Special
Qualities: A paragon
creature retains all the special qualities of the base creature and also gains
the following.
• Fire and cold
resistance 10. If the creature already possesses such resistance, use whichever
is better.
• Damage reduction
10/epic. If the creature already possesses Damage reduction, use whichever is
better.
• Spell resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
• Fast healing 20.
If the creature already possesses fast healing, use whichever is better.
• A paragon
creature’s natural weapons are treated as epic for the purpose of overcoming
damage reduction.
Saves: The paragon creature gains a +10 insight
bonus on all its saving throws.
Abilities: All ability scores are 15 points higher
than those of the base creature.
Skills: The paragon creature gains a +10 competence
bonus on all its skill checks.
Feats: Same as the base creature, plus one bonus
feat.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge
Rating: As base creature
+15.
Treasure: Standard for a creature of the adjusted CR.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
|
Huge Magical
Beast |
Hit Dice: |
60d10+620 (950
hp) |
Initiative: |
+15 (+7 Dex, +8
Superior Initiative) |
Speed: |
30 ft. |
AC: |
55 (–2 size, +7
Dex, +40 natural) |
Base
Attack/Grapple: |
+60/+79 |
Attack: |
Bite +72
(8d10+11/ 19–20 (+1d6 on critical hit)) melee |
Full Attack: |
Bite +72 melee
(8d10+11/ 19–20 (+1d6 on critical hit)), tail +67 (10d6+5) melee |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Prismatic
emanations |
Special
Qualities: |
Immunities,
prismatic blur, SR 38, DR 10/– |
Saves: |
Fort +41, Ref
+39, Will +24 |
Abilities: |
Str 32, Dex 25,
Con 29, Int 4, Wis 19, Cha 10 |
Skills: |
Listen +37, Spot
+38 |
Feats: |
Alertness,
Cleave, Combat Reflexes, Dodge, Endurance, Great Cleave, Improved Critical
(bite), Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus
(tail) |
Epic Feats: |
Devastating
Critical (bite), Epic Endurance, Epic Toughness (x4), Epic Weapon Focus
(bite), Epic Weapon Focus (tail), Overwhelming Critical (bite), Superior
Initiative |
Climate/Terrain: |
Any sunny land |
Organization: |
Solitary or pair
|
Challenge
Rating: |
28 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
61–90 HD (Huge);
91–150 HD (Gargantuan) |
COMBAT
Prismatic
Emanations (Su): The
reflected and refracted light from the prismasaurus’s crystalline ridge
functions very similarly to the prismatic spray spell. Any creature of
less than 8 HD that is within 30 feet of the creature is automatically blinded
for 2d4 rounds. In addition, any creature within 20 feet of the prismasaurus is
randomly struck by one or more rays of light, as determined by the table that
accompanies the prismatic spray spell. This effect is as the prismatic
spray spell in a 30-foot-radius spread, but is otherwise as cast by a
20th-level caster. The save DC for the prismatic spray effects is 49.
Immunities
(Su): It is immune to
poison, gases, petrification, and mind-affecting attacks.
Prismatic Blur
(Ex): The reflected and
refracted light that constantly surrounds the creature blurs the creature’s
outline and makes it difficult to properly target. All melee and ranged attacks
against the creature have a 50% miss chance.
|
Large Outsider
(Extraplanar) |
Hit Dice: |
6d8+66 (114 hp) |
Initiative: |
+7 (Dex) |
Speed: |
60 ft. |
AC: |
51 (–1 size, +7
Dex, +35 natural) |
Base
Attack/Grapple: |
+4/+40 |
Attack: |
Tentacle rake
+35 (2d8+17) melee |
Full Attack: |
5 tentacle rakes
+35 (2d8+17) melee |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Constant
insight, improved grab, rend 4d8+25, rotting constriction |
Special
Qualities: |
DR 5/epic, SR
30, acid and electricity resistance 20, regeneration 5, scent, spell-like
abilities, darkvision 90 ft. |
Saves: |
Fort +16, Ref
+9, Will +8 |
Abilities: |
Str 45, Dex 24,
Con 33, Int 6, Wis 19, Cha 6 |
Skills: |
Climb +26, Hide +16, Jump +38, Listen +15, Move
Silently +16, Spot +15 |
Feats: |
Alertness, Iron
Will, Track |
Climate/Terrain: |
Any |
Organization: |
Solitary or gang
(2–4) |
Challenge
Rating: |
21 |
Treasure: |
Standard |
Alignment: |
Always chaotic
evil |
Advancement: |
By character
class |
Pseudotrolls speak
Giant.
A pseudotroll’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Constant
Insight (Su): A
pseudotroll makes all its attacks (including grapples) with a +15 insight bonus
(calculated into the above statistics). The creature is not affected by the
miss chance that applies to attacks against a concealed target.
Improved Grab
(Ex): If a pseudonatural
troll hits an opponent smaller than it with a tentacle, it deals normal Damage
and attempts to start a grapple as a free action without provoking an attack of
opportunity.
Rend (Ex): If a pseudotroll hits with two or more
tentacle rake attacks, it latches onto the opponent’s body and tears the flesh.
This attack automatically deals an additional 4d8+25 points of Damage, and can
be used concurrently with its improved grab ability.
Rotting
Constriction (Ex): Once a
pseudotroll has hold of an opponent, each successful grapple check it makes
during subsequent rounds automatically drains 2d4 points of Constitution. At
the same time, the pseudotroll regains 10 lost hit points.
Regeneration
(Ex): Fire and acid deal
normal Damage to a pseudotroll. If a pseudotroll loses a tentacle or body part,
the lost portion regrows in 1 minute. The creature can reattach the severed
member instantly by holding it to the stump.
Spell-Like
Abilities: At will—blur,
dimension door, shield, unhallow. Caster level 20th; save DC 8 + spell
level. The DC is Charisma-based.
Alternate Form
(Su): At will, a
pseudotroll can take the form of a grotesque, tentacled mass (or another
appropriately gruesome form), but all its abilities remain unchanged despite
the alien appearance. Changing shape is a standard action. Other creatures
receive a –1 morale penalty on their attack rolls against a pseudotroll in this
alternate form.
“Pseudonatural” is
a template that can be added to any corporeal creature (referred to hereafter
as the base creature).
Size and Type: The creature’s type changes to outsider
(extraplanar). Do not recalculate base attack bonus, saves, or skill points.
Size is unchanged.
HD: A pseudonatural creature always has maximum
hit points.
Speed: A pseudonatural creature’s speed doubles,
for all movement types.
AC: Pseudonatural creatures gain a +35 natural
armor bonus. If the creature already has an armor bonus, use whichever is
better.
Attack/Full
Attack: A pseudonatural
creature substitutes tentacle rake attacks for its melee attacks while in
pseudonatural form. These tentacle attacks always use the creature’s best
attack bonus. It also gains additional
tentacle rake attacks (also at its best attack bonus) as noted on the table
below.
Damage: Tentacle rakes from a pseudonatural
creature deal Damage equal to 2d8 + Str modifier.
Special
Attacks: A pseudonatural
creature retains all the special attacks of the base creature and also gains
the following.
Constant
Insight (Su): The creature makes all its attacks with a
+15 insight bonus. The creature is not affected by the miss chance that applies
to attacks against a concealed target.
Improved
Grab (Ex): If the creature hits an opponent smaller
than it with a tentacle, it deals normal Damage and attempts to start a grapple
as a free action without provoking an attack of opportunity.
Rotting
Constriction (Ex): Once the creature has hold of an opponent,
each successful grapple check it makes during subsequent rounds permanently
drains 2d4 points of Constitution. At the same time, the creature regains 10
lost hit points.
Spell-Like
Abilities: At will—blur,
dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma-based.
Special
Qualities: A pseudonatural
creature retains all the special qualities of the base creature and also gains
the following.
• Electricity and
acid resistance of a varying amount related to its Hit Dice (see the table below).
If the creature already possesses such resistance, use whichever is better.
• Damage reduction
of a varying amount related to its Hit Dice (see the table below). If the
creature already possesses Damage reduction, use whichever is better.
• Spell resistance
equal to the creature’s HD x5. If the creature already possesses spell
resistance, use whichever is higher.
• One extra
tentacle rake attack (the creature can use another of its many tentacles to
attack at no penalty while in pseudonatural form) for each 4 HD the creature
has.
• A pseudonatural
creature’s natural weapons are treated as epic for the purpose of overcoming
damage reduction.
Hit Dice
|
Electricity and Acid Resistance |
Damage Reduction |
Extra Tentacle Rake Attacks |
1–3 |
15 |
5/epic |
1 |
4–7 |
20 |
5/epic |
2 |
8–11 |
25 |
10/epic |
3 |
12–15 |
30 |
10/epic |
4 |
16–19 |
35 |
15/epic |
5 |
21–24 |
40 |
15/epic |
6 |
each 4 more HD |
+5 |
15/epic |
+1 |
If the creature
already has one or more of these special qualities, use the better value.
Alternate
Form (Su): At will, a pseudonatural creature can take
the form of a grotesque, tentacled mass (or another appropriately gruesome
form), but all its abilities remain unchanged despite the alien appearance.
Changing shape is a standard action. Other creatures receive a –1 morale
penalty on their attack rolls against pseudonatural creatures in this alternate
form.
Saves: Same as the base creature.
Abilities: Increase from the base creature as
follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3.
Skills: Same as the base creature.
Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge
Rating: Up to 6 HD, as
base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature
+10
Treasure: Same as the base creature.
Alignment: Same as base creature.
Advancement: Same as the base creature.
|
Tiny Vermin (Swarm) |
Hit Dice: |
50d8+500 (725 hp) |
Initiative: |
+16 |
Speed: |
20 ft., climb 20 ft., fly 90 ft.
(perfect) |
Armor Class: |
30 (+2 size, +16 Dex, +2 natural),
touch 28, flatfooted 14 |
Base Attack/Grapple: |
+37/— |
Attack: |
Swarm (5d6) |
Full Attack: |
Swarm (5d6) |
Space/Reach: |
10 ft./0 ft. |
Special Attacks: |
Blinding, distraction (DC 45) |
Special Qualities: |
Blindsense, fast healing 15, swarm
traits, vermin traits |
Saves: |
Fort +37, Ref +34, Will +22 |
Abilities: |
Str 3, Dex 42, Con 30, Int—, Wis
23, Cha 32 |
Skills: |
— |
Feats: |
— |
Environment: |
Any |
Organization: |
Solitary, cloud (2–4 swarms), or
plague (5–8 swarms) |
Challenge Rating: |
23 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
None |
Combat
Blinding (Ex): Any living creature that
begins its turn with a ruin swarm in its space must make a Fortitude save (DC
51) or be blinded for one round. The save DC is Dexterity-based.
Blindsense (Ex): The ruin swarm notices and
locates creatures within 200 ft. Opponents still have 100% concealment against
the swarm (but swarm attacks ignore concealment).
Distraction (Ex): Any living creature
vulnerable to the swarm’s damage that begins its turn with a swarm in its
square is nauseated for 1 round; a DC 45 Fortitude save negates the effect.
Even with a successful save, spellcasting or concentrating on spells within the
area of a swarm requires a Concentration check (DC 20 + spell level). Using
skills requiring patience and concentration requires a Concentration check (DC
20). The save DC is Constitution-based.
Swarm Traits: A swarm has no clear front
or back and no discernable anatomy, so it is not subject to critical hits or
flanking. A swarm made up of Tiny creatures takes half damage from
slashing and piercing weapons.
Reducing a swarm to 0 hit points or
fewer causes the swarm to break up, though damage taken until that point does
not degrade its ability to attack or resist attack. Swarms are never staggered
or reduced to a dying state by damage. Also, they cannot be tripped, grappled,
or bull rushed, and they cannot grapple another.
A swarm is immune to any spell or
effect that targets a specific number of creatures (including single-target
spells such as disintegrate), with the exception of mind-affecting
effects if the swarm has an intelligence score and a hive mind. A swarm takes a
–10 penalty on saving throws against spells or effects that affect an area,
such as many evocation spells or grenadelike weapons. If the area effect attack
does not allow a saving throw, the swarm takes double damage instead.
A swarm rendered unconscious by means
of subdual damage becomes disorganized and dispersed, and does not re-form
until its hit points exceed its subdual damage.
Vermin Traits: A ruin swarm is immune to
all mind-affecting effects (charms, compulsions, phantasms, patterns, and
morale effects). It also has darkvision (60-foot range).
|
Large Undead
(Cold, Incorporeal) |
Hit Dice: |
35d12 (227 hp) |
Initiative: |
+17 (+9 Dex, +8
Superior Initiative) |
Speed: |
Fly 60 ft.
(perfect) |
AC: |
48 (–1 size, +9
Dex, +10 deflection, +20 insight) |
Base
Attack/Grapple: |
+17/– |
Attack: |
Incorporeal
touch +25 (2d6 plus blightfire) melee |
Full Attack: |
Incorporeal
touch +25 (2d6 plus blightfire) melee |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Blightfire,
create spawn, spell-like abilities |
Special
Qualities: |
Undead traits,
incorporeal traits, turn resistance +6, cold subtype, cold aura, SR 36, DR
10/epic |
Saves: |
Fort +13, Ref
+20, Will +26 |
Abilities: |
Str –, Dex 29,
Con –, Int 17, Wis 25, Cha 31 |
Skills: |
Diplomacy +48,
Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45 |
Feats: |
Alertness,
Blind-Fight, Combat Reflexes, Dodge, Expertise, Great Fortitude, Improved
Initiative, Mobility, Spring Attack, Whirlwind Attack |
Epic Feats: |
Blinding Speed,
Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative |
Climate/Terrain: |
Any |
Organization: |
Solitary or gang
(2–5) |
Challenge
Rating: |
26 |
Treasure: |
None |
Alignment: |
Always lawful
evil |
Advancement: |
36–42 HD
(Large); 43–70 HD (Huge) |
A shadow of the
void’s natural weapons are treated as epic for the purpose of overcoming damage
reduction.
Combat
Blightfire
(Su): Living creatures
taking Damage from a shadow of the void’s incorporeal touch attack find
themselves ignited with blightfire; cold, black flames cascade over their
bodies, and they must succeed at a Fort save (DC 37) or permanently lose 6
points of Constitution. The opponent must continue to save every round for the
next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con
points. The creature heals 30 points of Damage whenever it drains 6 points of
Constitution, gaining any excess as temporary hit points. These temporary hit
points last a maximum of 1 hour. If the opponent is slain by blight-fire, only
icy fragments of the victim remain, until they reform as a winterwight. The save DC is Charisma-dased.
Create Spawn
(Su): Any humanoid slain
by a shadow of the void becomes a winterwight in 1d4 rounds. Winterwights are
under the command of the shadow of the void that created them and remain
enslaved until its death. They do not possess any of the abilities they had in
life, though they do possess general knowledge of the slain creature. This
knowledge is used for evil purposes, if possible.
Spell-Like
Abilities: 3/day—deeper
darkness, freezing sphere. Caster level 24th; save DC 20 + spell level. The
save DC is Charisma-based.
Incorporeal
Traits: Can be harmed only
by other incorporeal creatures, magic weapons, or magic, with a 50% chance to
ignore any Damage from a corporeal source. Can pass through solid objects at
will, and own attacks pass through armor. Always moves silently.
Undead Traits: Immune to poison, sleep, paralysis,
stunning, disease, death, effects, necromantic effects, mind-affecting effects,
and any effect requiring a Fortitude save unless it also works on objects. Not
subject to critical hits, subdual Damage, ability Damage, ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive Damage,
but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
Cold Subtype: Immunity to cold.
Vulnerability to fire, (takes half again as much (+50%) damage as normal from
fire, regardless of whether a saving throw is allowed, or if the save is a
success or failure).
Cold Aura (Su): A 10-foot-radius spread cold aura
surrounds a shadow of the void. All creatures of the cold sub-type in the area
(including the shadow of the void) are treated as if having turn resistance +6
(if undead) and fast healing 10. Creatures subject to cold Damage take 2d10
points of cold Damage each round they remain within the cold aura.
|
Large Undead
(Fire, Incorporeal) |
Hit Dice: |
35d12 (227 hp) |
Initiative: |
+17 (+9 Dex, +8
Superior Initiative) |
Speed: |
Fly 60 ft.
(perfect) |
AC: |
48 (–1 size, +9
Dex, +10 deflection, +20 insight) |
Base
Attack/Grapple: |
+17/– |
Attack: |
Incorporeal
touch +25 (2d6 plus blazefire) melee |
Full Attack: |
Incorporeal
touch +25 (2d6 plus blazefire) melee |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Blazefire,
create spawn, spell-like abilities |
Special
Qualities: |
Undead traits,
incorporeal traits, turn resistance +6, fire subtype, heat aura, SR 36, DR
10/epic |
Saves: |
Fort +13, Ref
+20, Will +26 |
Abilities: |
Str –, Dex 29,
Con –, Int 17, Wis 25, Cha 31 |
Skills: |
Diplomacy +48,
Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45 |
Feats: |
Alertness,
Blind-Fight, Combat Reflexes, Dodge, Expertise, Great Fortitude, Improved
Initiative, Mobility, Spring Attack, Whirlwind Attack |
Epic Feats: |
Blinding Speed,
Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative |
Climate/Terrain: |
Any |
Organization: |
Solitary or gang
(2–5) |
Challenge
Rating: |
26 |
Treasure: |
None |
Alignment: |
Always lawful
evil |
Advancement: |
36–42 HD
(Large); 43–70 HD (Huge) |
A shape of fire’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Blazefire (Su):
Living creatures taking
Damage from a shape of fire’s incorporeal touch attack find them-selves ignited
with blazefire; white-hot, lambent flames cascade over their bodies, and they
must succeed at a Fort save (DC 37) or permanently lose 10 hit points. The
opponent must continue to save every round for the next 6 rounds (7 rounds
total) to avoid being permanently drained of 10 more hit points each round. The
shape of fire heals the same amount of Damage whenever a creature is drained,
gaining any excess hit points as temporary hit points. These temporary hit
points last a maximum of 1 hour. If the opponent is slain by blazefire, only
blackened ash remains of the victim. Hit points lost to the blazefire never
heal naturally and cannot be magically restored—they are gone for good. The
save DC is Charisma-based.
Create Spawn
(Su): Any humanoid slain
by a shape of fire becomes a lavawight in 1d4 rounds. Lavawights are under the
command of the shape of fire that created them and remain enslaved until its
death. They do not possess any of the abilities they had in life.
Spell-Like
Abilities: 3/day—fire
storm, incendiary cloud. Caster level 24th; save DC 20 + spell level. The
save DC is Charisma-based.
Incorporeal
Traits: Can be harmed only
by other incorporeal creatures, magic weapons, or magic, with a 50% chance to
ignore any Damage from a corporeal source. Can pass through solid objects at
will, and own attacks pass through armor. Always moves silently.
Undead Traits: Immune to poison, sleep, paralysis,
stunning, disease, death, effects, necromantic effects, mind-affecting effects,
and any effect requiring a Fortitude save unless it also works on objects. Not
subject to critical hits, subdual Damage, ability Damage, ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive Damage,
but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
Fire Subtype: Immunity to fire. Vulnerability to cold (takes half
again as much (+50%) damage as normal from cold, regardless of whether a saving
throw is allowed, or if the save is a success or failure).
Heat Aura (Su): A 10-foot-radius spread heat aura
surrounds a shape of fire. All creatures of the fire subtype in the area
(including the shape of fire) are treated as if having turn resistance +6 (if
undead) and fast healing 10. Creatures subject to fire Damage take 2d10 points
of fire Damage each round they remain within the heat aura.
|
Large Magical
Beast |
Hit Dice: |
40d10+680 (900
hp) |
Initiative: |
+23 (+15 Dex, +8
Superior Initiative) |
Speed: |
90 ft. |
AC: |
44 (+15 Dex, –1
size, +20 natural) |
Base
Attack/Grapple: |
+40/+60 |
Attack: |
Claw +56
(2d6+16/19–20 (+1d6 on critical hit)) melee |
Full Attack: |
4 claws +56
(2d6+16/19–20 (+1d6 on critical hit)) melee, bite +54 (4d6+8) melee |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Pounce, stunning
roar |
Special
Qualities: |
Blindsight 300
ft., DR 10/epic, darkvision 60 ft., fast healing 20, low-light vision, SR 39,
scent; acid, cold, electricity, fire, and sonic resistance 10 |
Saves: |
Fort +39, Ref
+37, Will +27 |
Abilities: |
Str 42, Dex 40,
Con 44, Int 21, Wis 38, Cha 28 |
Skills: |
Climb +59, Hide
+58, Jump +83, Listen +57, Move Silently +58, Spot +57, Survival +57 |
Feats: |
Cleave, Great
Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power
Attack, Weapon Focus (bite), Weapon Focus (claw) |
Epic Feats: |
Blinding Speed
(x4), Overwhelming Critical (claw), Superior Initiative |
Climate/Terrain: |
Any |
Organization: |
Solitary, pair,
or pack (4–9 sirrushes and 1–2 three-headed sirrushes) |
Challenge
Rating: |
24 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
neutral |
Advancement: |
41–50 HD
(Large), 51–60 HD (Huge), 61+ HD (Gargantuan) |
|
Large Magical
Beast |
Hit Dice: |
45d10+855 (1,102
hp) |
Initiative: |
+25 (+17 Dex, +8
Superior Initiative) |
Speed: |
120 ft. |
AC: |
50 (+17 Dex, –1
size, +24 natural) |
Base
Attack/Grapple: |
+45/+67 |
Attack: |
Claw +63
(3d6+18/19–20 (+1d6 on critical hit)) melee |
Full Attack: |
4 claws +63
melee, 3 bites +61 melee |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Pounce, stunning
roar |
Special
Qualities: |
Blindsight 350
ft., DR 10/epic, darkvision 60 ft., fast healing 25, low-light vision, SR 42,
scent; acid, cold, electricity, fire, and sonic resistance 15 |
Saves: |
Fort +45, Ref
+43, Will +33 |
Abilities: |
Str 47, Dex 45,
Con 49, Int 26, Wis 43, Cha 33 |
Skills: |
Balance +65,
Climb +66, Hide +65, Intimidate +59, Jump +102, Listen +64, Move Silently
+65, Search +56, Spot +64, Survival +64 |
Feats: |
Cleave, Great
Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power
Attack, Weapon Focus (bite), Weapon Focus (claw) |
Epic Feats: |
Blinding Speed
(x6), Overwhelming Critical (claw), Superior Initiative |
Climate/Terrain: |
Any |
Organization: |
Solitary, pair,
or pack (1–2 three-headed sirrushes and 4–9 sirrushes). |
Challenge
Rating: |
28 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
neutral |
Advancement: |
46–55 HD
(Large); 56–65 HD (Huge); 66+ HD (Gargantuan) |
Sirrushes speak
Sylvan and Draconic.
A sirrush’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Stunning Roar
(Ex): Every 1d4 rounds, a
sirrush can loose a sonic attack of such volume that it stuns all creatures in
a 60-foot spread for 1d4 rounds if they fail a Fortitude saving throw (DC 47,
or DC 51 for a three-headed sirrush). The DC is
Pounce (Ex): If a sirrush charges or leaps upon a foe
during its first round of combat, it can make a full attack even if it has
already taken a move action.
Headloss Resistance
(Ex): A sirrush’s thick
bony plate protects its neck like a shield and provides resistance from effects
that could normally behead it, such as a vorpal weapon. When a sirrush or
three-headed sir-rush would otherwise lose its head, it instead makes a
Fortitude saving throw (DC 10 + 1/2 HD of attacker + attacker’s Str modifier).
On a failed save, the sirrush’s head leaves its shoulders normally, but on a
successful save, the sirrush is unaffected by the beheading. A sirrush dies
when beheaded; a three-headed sirrush goes on fighting until all its heads are
lost (the only penalty it incurs is one or two fewer bite attacks when it makes
a full attack).
|
Gargantuan
Magical Beast |
Hit Dice: |
34d10+448 (635
hp) |
Initiative: |
+27 (+19 Dex, +8
Superior Initiative) |
Speed: |
100 ft. |
AC: |
44 (+19 Dex, –4
size, +15 insight, +4 natural) |
Base
Attack/Grapple: |
+34/+57 |
Attack: |
Claw +52
(2d8+11) melee |
Full Attack: |
2 claws +52
(2d8+11) melee, 3 bites +47 (2d6+5) melee, sting +39 (3d6+5 plus poison)
melee |
Space/Reach: |
20 ft./15 ft. |
Special
Attacks: |
Pounce, improved
grab, rake 4d6+15 |
Special
Qualities: |
SR 34, DR
10/epic |
Saves: |
Fort +31, Ref
+38, Will +22 |
Abilities: |
Str 32, Dex 48,
Con 34, Int 14, Wis 32, Cha 19 |
Skills: |
Hide +44, Jump
+39, Listen +48, Move Silently +56, Spot +48 |
Feats: |
Combat Reflexes,
Improved Initiative, Iron Will, Track, Weapon Focus (bite), Weapon Focus
(claw), Weapon Finesse |
Epic Feats: |
Epic Toughness
(x2), Epic Weapon Focus (bite), Epic Weapon Focus (claw), Superior
Initiative, |
Climate/Terrain: |
Any temperate or
cold land |
Organization: |
Solitary or pair
|
Challenge
Rating: |
24 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
35–68 HD
(Gargantuan); 69–102 HD (Colossal) |
A tayellah’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Poison (Ex): Sting, Fort save (DC 39); initial and
secondary Damage 2d10 temporary Con. The save DC is Constitution-based.
Pounce (Ex): If a tayellah leaps upon a foe during the
first round of combat, it can make a full attack even if it has already taken a
move action.
Improved Grab
(Ex): To use this ability,
the tayellah must hit with two of its claw attacks. If it gets a hold, it can
rake.
Rake (Ex): A tayellah that gets a hold can make two
additional rake attacks (+44 melee) with legs it normally only uses for
walking, dealing 4d6+5 points of Damage each. If the tayellah pounces on an
opponent, it can also rake.
|
Medium-Size
Aberration |
Hit Dice: |
29d8+348 (478
hp) |
Initiative: |
+22 (+14 Dex, +8
Superior Initiative) |
Speed: |
70 ft. |
AC: |
42 (+14 Dex, +18
natural) |
Base
Attack/Grapple: |
+21/+27 |
Attack: |
Forelimb +36 (0
plus ability drain) melee touch |
Full Attack: |
2 forelimbs +36
(0 plus ability drain) melee touch, 2 antennae +30 (antenna 0 plus energy
drain) melee touch |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Ability drain,
energy drain, cocoon |
Special
Qualities: |
DR 10/epic,
darkvision 240 ft., scent, SR 34, fire resistance 30 |
Saves: |
Fort +21, Ref
+25, Will +25 |
Abilities: |
Str 22, Dex 38,
Con 34, Int 25, Wis 29, Cha 31 |
Skills: |
Bluff +42,
Concentration +44, Diplomacy +38, Escape Artist +46, Hide +46, Intimidate
+38, Jump +22, Listen +41, Move Silently +46, Spot +41, Survival +25 |
Feats: |
Dodge,
Expertise, Improved Disarm, Improved Initiative, Mobility, Spring Attack,
Weapon Finesse, Weapon Focus (forelimb) |
Epic Feats: |
Blinding Speed,
Superior Initiative |
Climate/Terrain: |
Any |
Organization: |
Solitary, pair,
or infestation (4–7) |
Challenge
Rating: |
22 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
30–36 HD
(Medium-size); 37–42 HD (Large) |
Thorciasids speak
Common, Elven, Dwarven, and Giant.
A thorciasid’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Cocoon (Ex): A thorciasid can eject a stream of noxious
goo that hardens on contact, potentially fixing a subject in place and
hindering its movement and actions. Using a standard action, the thorciasid
makes a ranged touch attack against any foe it can see up to 60 feet away. If
it succeeds at the ranged touch attack, the subject makes a grapple check
against the cocoon. This is accomplished as if the thorciasid itself were
making the grapple check with a competence bonus of +10, for a total check
modifier of +37. On a failed check for the subject, the goo hardens into a
partial cocoon, and the victim is treated as if grappled (even though the
thorciasid is free to do as it desires). The subject can attempt to break the
grapple of the cocoon (or use Escape Artist) each round, making an opposed
grapple check against the cocoon (check modifier +37 for the cocoon). A
thorciasid can reinforce a partial cocoon by spending a standard action
secreting additional goo. Each action so spent provides an additional +5 to the
cocoon’s grapple check modifier. Visually, the victim becomes more and more
covered and is finally com-pletely encased in a cocoon. Even fully encased
victims can still breathe, and a thorciasid can drain a victim’s life force at
its leisure.
Ability Drain
(Su): On a successful
melee touch attack with a forelimb, the thorciasid permanently drains 1d4+1
points of Strength, 1d4+1 points of Dexterity, and 1 point of Constitution from
the victim. The thorciasid regains 20 lost hit points with each successful
ability drain.
Energy Drain
(Su): On a successful
melee touch attack with an antenna, the thorciasid gives the victim one
negative level. Each negative level bestowed upon a victim gives the thorciasid
+1 bonus to its Constitution that lasts for 24 hours. The negative levels
similarly last for 24 hours, at which time the victim must make a Fortitude
saving throw (DC 34) to avoid level loss. The save DC is Charisma-based.
|
Colossal
Outsider (Extraplanar) |
Hit Dice: |
70d8+700 (1,015
hp) |
Initiative: |
+0 |
Speed: |
150 ft. |
AC: |
58 (–8 size, +32
natural, +24 insight) |
Base
Attack/Grapple: |
+70/+104 |
Attack: |
Colossal +5
warhammer +87
(4d8+30/19–20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70
(2d10+22/19–20) ranged |
Full Attack: |
Colossal +5
warhammer +87/+82/+77/+72
(4d8+30/19–20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70/+65/+60/+55
(2d10+22/19–20) ranged |
Space/Reach: |
30 ft./30 ft. |
Special
Attacks: |
Spell-like
abilities, spells |
Special
Qualities: |
DR 20/epic, SR
40 |
Saves: |
Fort +47, Ref
+37, Will +50 |
Abilities: |
Str 45, Dex 10,
Con 31, Int 33, Wis 37, Cha 26 |
Skills: |
Concentration
+83, Craft (any five) +45, Decipher Script +84, Diplomacy +45, Gather
Information +87, Intimidate +56, Jump +90, Knowledge (all) +66, Listen +86,
Sense Motive +86, Speak Language (any five), Spellcraft +90, Spot +86 |
Feats: |
Blind-Fight,
Cleave, Expertise, Great Cleave, Improved Critical (warhammer), Improved
Critical (javelin), Improved Sunder, Power Attack, Silent Spell, Still Spell,
Weapon Focus (warhammer), Weapon Focus (javelin) |
Epic Feats: |
Automatic Silent
Spell (0- through 9th level spells), Automatic Still Spell (0- through 9th
level spells), Devastating Critical (warhammer), Epic Spellcasting, Epic
Weapon Focus (warhammer), Epic Weapon Focus (javelin), Overwhelming Critical
(warhammer), Polyglot |
Climate/Terrain: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
30 |
Treasure: |
Standard |
Alignment: |
Always neutral |
Advancement: |
71–140 HD
(Colossal) |
An elder titan’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
Spell-Like
Abilities: At will—alter
self, analyze dweomer, commune with nature, cure critical wounds, eyebite,
freedom of movement, fly, fog cloud, produce flame, protection from energy,
read magic, remove curse, sanctuary, sending, speak with animals, soften earth
and stone, speak with plants, summon monster VI, greater teleport, wind wall; 3/day—antilife
shell, astral projection, contact other plane, greater dispel magic, greater
scrying, invisibility purge, plane shift. Caster level 29th; save DC 18 +
spell level. The save DCs are Charisma-based.
Spells: An elder titan can use arcane spells as a
29th-level wizard or divine spells as a 29th-level cleric, from the cleric list
and from the Knowledge and Magic domains. He will also possess the knowledge of
at least three epic spells and the means by which to develop them, though he
may not have done so himself.
|
Colossal Plant |
Hit Dice: |
50d8+880 (1,105
hp) |
Initiative: |
+3 (–1 Dex, +4
Improved Initiative) |
Speed: |
60 ft. |
AC: |
41 (–1 Dex, –8
size, +40 natural) |
Base
Attack/Grapple: |
+37/+72 |
Attack: |
Slam +51
(10d6+19/19–20(+1d6 on critical hit)) melee |
Full Attack: |
2 slams +51
(10d6+19/19–20 (+1d6 on a critical hit)) melee |
Attacks: |
2 slams +49
melee |
Damage: |
Slam
10d6+19/19–20 |
Space/Reach: |
30 ft./30 ft. |
Special
Attacks: |
Animate trees,
trample, triple Damage against objects, spell-like abilities |
Special
Qualities: |
Plant traits, SR
29, DR 10/– |
Saves: |
Fort +45, Ref
+17, Will +33 |
Abilities: |
Str 48, Dex 8,
Con 42, Int 19, Wis 33, Cha 35 |
Skills: |
Diplomacy +61,
Hide –12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63,
Sense Motive +56, Spot +43, Survival +51 |
Feats: |
Alertness,
Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative,
Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam) |
Epic Feats: |
Epic Endurance,
Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will |
Climate/Terrain: |
Any forest |
Organization: |
Solitary or with
grove of treants |
Challenge
Rating: |
25 |
Treasure: |
Standard |
Alignment: |
Always neutral
good |
Advancement: |
51–150 HD
(Colossal) |
Elder treants
speak the language of treants, plus Common and Sylvan.
COMBAT
Animate
Trees (Sp): An elder treant can animate trees within
500 feet at will, controlling up to six trees at a time. It takes a full round
for a normal tree to uproot itself. Thereafter it moves and fights as a treant
in all physical respects. Animated trees lose their ability to move if the
elder treant who animated them is incapacitated or moves out of range.
Trample (Ex): An elder treant can trample Gargantuan or
smaller creatures for 8d20+40 points of Damage. Opponents who do not make
attacks of opportunity against the elder treant can attempt a Reflex save (DC
54) to halve the Damage. The save DC is Strength-based.
Triple Damage
against Objects (Ex): An
elder treant that makes a full attack against an object or structure deals
triple Damage.
Plant Traits: Immune to poison, sleep, paralysis,
stunning, and polymorphing; not subject to critical hits or mind-affecting
effects.
Skills: Elder treants receive skills as though they
were fey. *They have a +24 racial bonus on Hide checks made in forested areas.
Spell-Like
Abilities: At will—animal
messenger, command plants, speak with plants, stone tell; 3/day—mass cure light
wounds (plants only), plant growth, sunburst, wall of thorns; 1/day—shambler.
Caster level 23rd; save DC 22 + spell level. The save DCs are
Charisma-based.
UMBRAL BLOT
(BLACKBALL)
|
Medium-Size
Construct |
Hit Dice: |
57d10 +120 (433
hp) |
Initiative: |
+18 (+10 Dex, +8
Superior Initiative) |
Speed: |
Fly 90 ft.
(perfect) |
AC: |
40 (+10 Dex, +20
natural) |
Base
Attack/Grapple: |
+42/+42 |
Attack: |
Disintegrating
touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch |
Full Attack: |
Disintegrating
touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Disintegrating
touch, vortex |
Special
Qualities: |
Blindsight 200
ft., construct traits, fast healing 10, planar travel, SR 44; acid, cold,
electricity, fire, and sonic resistance 30 |
Saves: |
Fort +19, Ref
+29, Will +29 |
Abilities: |
Str 10, Dex 30,
Con –, Int 14, Wis 30, Cha 30 |
Skills: |
Hide +62, Listen
+52, Move Silently +62, Sense Motive +43, Spot +52, Survival +43 |
Feats: |
Alertness,
Combat Reflexes, Improved Initiative, Skill Focus (Sense Motive), Skill Focus
(Survival), Stealthy, Track |
Epic Feats: |
Epic Prowess
(x3), Epic Skill Focus (Hide), Epic Skill Focus (Listen), Epic Skill Focus
(Sense Motive), Epic Skill Focus (Spot), Epic Toughness (x5), Superior
Initiative |
Climate/Terrain: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
32 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
58–63 HD
(Medium-size); 64–79 HD (Large); 80–95 HD (Huge); 96–171 HD (Gargantuan) |
COMBAT
Disintegrating
Touch (Ex): Any material
object that comes into contact with a blackball is immediately disintegrated
unless it succeeds at a Fortitude save (DC 38). A character or object that has
been disintegrated by an umbral blot disappears completely, leaving behind not
even dust to mark its passing. Those who make a successful saving throw still
take 5d6 points of Damage from the disintegrating touch. Likewise, weapons or
objects that save take a like amount of Damage. (Remember, tended or held
objects save with the same bonus as their owners.)
Vortex (Ex): Normally a blackball insulates itself
somehow from the air around it (otherwise it would perpetually be at the center
of a howling wind-storm). If it chooses, instead of allowing the air to bend
around it, the blackball can suspend this insulation, causing a sudden rush of
wind to pour toward the blackball from all directions. This vortex sucks all
the air from a 30-foot-by-30-foot-by-30-foot room in a single round, creating a
sudden influx of air in its direction. All flying or floating creatures within
30 feet of the umbral blot who fail a Reflex save (DC 38) are swept along with
the wind into contact with the blackball. Nonflying creatures within 30 feet
who fail a Reflex save (DC 19) are pulled into contact with the umbral blot.
Contact with an umbral blot could lead to disintegration, as noted above.
Spell
Immunities (Ex): In
addition to the spells that an umbral blot is immune to because of its
construct traits, it is immune to disintegration spells and variations
thereof.
Planar Travel
(Ex): A blackball can fold
space at will, allowing it to use ethereal jaunt, dimension door, greater
teleport, or plane shift at will as a standard action.
Construct
Traits: Immune to
mind-affecting effects (charms, compulsions, phantasms, patterns, and morale
effects), and to poison, sleep, paralysis, stunning, disease, death
effects, necromantic effects, and any effect that requires a Fortitude save
unless it also works on objects. Cannot heal Damage (though regeneration and
fast healing still apply, if present). Not subject to critical hits, subdual
Damage, ability Damage, ability drain, or energy drain. Not at risk of death
from massive Damage, but destroyed when reduced to 0 hit points or less; cannot
be raised or resurrected. Darkvision 60 ft.
|
Large Outsider
(Evil, Extraplanar) |
Hit Dice: |
38d8+646 (817
hp) |
Initiative: |
+14 (Dex) |
Speed: |
80 ft., climb 40
ft. |
AC: |
52 (+14 Dex, –1
size, +29 natural) |
Base
Attack/Grapple: |
+38/+56 |
Attack: |
Head spike +51
(10d6+21/19–20 plus Wisdom drain) melee |
Full Attack: |
Head spike +51
(10d6+21/19–20 plus Wisdom drain) melee |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Confusion aura,
spell-like abilities, Wisdom drain |
Special
Qualities: |
Blindsight 500
ft., DR 10/epic and good, electricity resistance 30, fast healing 20,
regeneration 5, SR 39 |
Saves: |
Fort +40, Ref
+37, Will +41 |
Abilities: |
Str 39, Dex 38,
Con 44, Int 32, Wis 38, Cha 46 |
Skills: |
Balance +18,
Climb +32, Concentration +58, Craft (alchemy) +52, Diplomacy +22, Escape
Artist +55, Gather Information +22, Hide +51, Intimidate +59, Jump +69,
Knowledge (arcana, history, local, religion, the planes) +52, Listen +55,
Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55,
Swim +55, Tumble +59 |
Feats: |
Cleave, Combat
Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike),
Lightning Reflexes, Power Attack |
Epic Feats: |
Epic Reflexes,
Improved Combat Reflexes, Spell Stowaway (time stop), Tenacious Magic (haste),
Tenacious Magic (displacement), Tenacious Magic (stoneskin) |
Climate/Terrain: |
Any |
Organization: |
Solitary, pair,
or madness (3–6) |
Challenge
Rating: |
27 |
Treasure: |
Standard |
Alignment: |
Usually neutral
evil |
Advancement: |
As character
class |
Uvuudaums can
speak telepathically to any creature within 500 feet that has a language.
A uvuudaum’s
natural weapons are treated as epic and evil for the purpose of overcoming
damage reduction.
COMBAT
Confusion Aura
(Su): This ability
operates continuously, as the confusion spell but with a 30-foot radius.
Potential victims can make a Will save (DC 47) to resist confusion. Those
affected by the aura can make a new save every 4 rounds to throw off the
effect. Once it has successfully resisted, a subject remains immune to that
uvuudaum’s confusion aura for 24 hours. The save DC is Charisma-based.
Wisdom Drain
(Su): This effect
permanently reduces a living opponent’s Wisdom score by 2d4 points when the
creature hits with its head spike, or twice that amount on a critical hit. The
creature regains 5 lost hit points (or 10 on a critical hit ) whenever it
drains Wisdom, gaining any excess hit points as temporary hit points. Thesse
temporary hit points last a maximum of 1 hour. An opponent can avoid the Wisdom
drain with a Fortitude save (DC 47). The save DC is Charisma-based.
Spell-Like
Abilities: At will—confusion,
dimension door, greater dispel magic, displacement, haste, invisibility,
lightning bolt, magic missile, mage armor, polymorph, shield, stoneskin, true
strike, web; 3/day—chain lightning, cone of cold, disintegrate, dominate
person, plane shift, prismatic spray, scrying, greater teleport, wall of force;
1/day—contingent resurrection, nailed to the sky, time duplicate (epic
spells), time stop. Caster level 27th; save DC 28 + spell level. The
save DCs are Charisma-based.
Regeneration
(Ex): Uvuudaums take
normal damage from holy weapons, cold, and fire.
|
Large Aberration
|
Hit Dice: |
42d8+546 (735
hp) |
Initiative: |
+11 (+7 Dex, +4
Improved Initiative) |
Speed: |
50 ft., fly 90
ft. (perfect) |
AC: |
40 (+3 Dex, –1
size, +24 natural) |
Base
Attack/Grapple: |
+31/+47 |
Attack: |
Sting +43
(1d6+12/19–20 plus poison) melee |
Full Attack: |
Sting +43
(1d6+12/19–20 plus poison) melee, 4 pincers +41 (2d8+6/19–20) melee, bite +40
(3d6+6 plus poison) melee |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Aura of doom,
concealing aura, frightful presence, poison, spell-like abilities |
Special
Qualities: |
DR 10/epic,
darkvision 60 ft., fast healing 10, immune to all mind-affecting effects,
low-light vision, SR 34; scent |
Saves: |
Fort +29, Ref
+21, Will +38 |
Abilities: |
Str 34, Dex 25,
Con 36, Int 14, Wis 40, Cha 44 |
Skills: |
Heal +24, Hide
+33, Jump +45, Knowledge (nature) +34, Listen +47, Move Silently +33, Spot
+47 |
Feats: |
Alertness,
Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Bull
Rush, Improved Critical (pincers), Improved Critical (sting), Improved
Initiative, Multiattack, Power Attack, Weapon Focus (pincers), Weapon Focus
(sting) |
Epic Feats: |
Blinding Speed |
Climate/Terrain: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
24 |
Treasure: |
Standard |
Alignment: |
Usually lawful
neutral |
Advancement: |
43–52 HD
(Large); 53–70 HD (Huge) |
Vermiurges speak
Terran.
A vermiurge’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Aura of Doom
(Su): A vermiurge is
constantly affected as if by a crown of vermin spell (epic spell) cast
by a 42nd-level caster. As per the spell, a vermiurge may completely suppress
the aura of insects as desired. A vermiurge’s aura of doom constantly
replenishes itself at a rate of 200 vermin per round (unlimited duration). When
vermin die off either by being slain or by dealing Damage to another creature,
the aura does not permanently collapse, even if all the vermin are slain or if
all 1,000 vermin deal their Damage in 1 round. As soon as any vermin are
replenished, they participate normally in the crown of vermin effect.
Concealing Aura
(Ex): Its aura of doom
constantly provides a vermiurge with nine-tenths concealment, so all attacks
made against it have a 40% miss chance.
Frightful
Presence (Su): This
ability takes effect automatically when the vermiurge first engages its aura of
doom. It affects only opponents with fewer Hit Dice or levels than the creature
has. The affected creature must make a successful Will save (DC 48) or become
shaken. Success indicates that the target is immune to that creature’s
frightful presence for one day. The save DC is Charisma-based.
Poison (Ex): Sting or bite, Fort save (DC 44); initial
Damage 1d6 temporary Con, secondary Damage 2d6 temporary Con. The save DC is
Constitution-based.
|
Medium-Size
Undead (Cold) |
Hit Dice: |
32d12 (208 hp) |
Initiative: |
+12 (+8 Dex, +4
Improved Initiative) |
Speed: |
60 ft. |
AC: |
46 (+8 Dex, +28
natural) |
Base
Attack/Grapple: |
+16/+37 |
Attack: |
+Claw +40
(3d8+21/19–20 (+1d6 on critical hit) plus blight-fire) melee |
Full Attack: |
2 claws +40
(3d8+21/19–20 (+1d6 on critical hit) plus blight-fire) melee, skull butt +32
(2d6+10 plus blightfire) melee |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Rend 6d8+31,
blightfire, spell-like abilities |
Special
Qualities: |
Undead traits,
cold subtype, cold aura, SR 34, DR 10/– |
Skills: |
Jump +21,
Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43 |
Feats: |
Cleave, Improved
Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw) |
Epic Feats: |
Overwhelming
Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw) |
Saves: |
Fort +14, Ref
+18, Will +24 |
Abilities: |
Str 52, Dex 27,
Con —, Int 10, Wis 22, Cha 28 |
Climate/Terrain: |
Any |
Organization: |
Solitary or pair
|
Challenge
Rating: |
23 |
Treasure: |
Standard |
Alignment: |
Always chaotic
evil |
Advancement: |
33–42 HD
(Medium-size); 43–55 HD (Huge) |
Winterwights speak
Common and Infernal.
A winterwight’s
natural weapons are treated as epic for the purpose of overcoming damage
reduction.
COMBAT
Rend (Ex): If the winterwight hits with both of its
claws, it latches onto the opponent’s body and tears the flesh. This attack
automatically deals an additional 6d8+31 points of Damage.
Blightfire
(Su): When a winterwight
deals Damage to a living opponent, a night-black flame begins to burn on the
opponent’s body. If the opponent fails a Fortitude save (DC 35), it takes 4
points of permanent Constitution drain. The opponent must continue to save
every round for the next 4 rounds (5 rounds total) to avoid being permanently
drained of an additional 4 points of Constitution per round. The creature
regains 10 lost hit points whenever it drains 4 points of Constitution, gaining
any excess hit points as temporary hit points. These temporary hit points last
a maximum of 1 hour. If the opponent is slain by blightfire, only icy fragments
of the victim remain. The save DC is Charisma-based.
Spell-Like
Abilities: At will—cone
of cold, control weather, dimension door, spell immunity (fireball), sleet
storm (a winterwight is immune to the effects of a sleet storm spell),
wall of ice. Caster level 23rd; save DC 19 + spell level. The save DCs
are Charisma-based.
Undead Traits: Immune to poison, sleep, paralysis,
stunning, disease, death, effects, necromantic effects, mind-affecting effects,
and any effect requiring a Fortitude save unless it also works on objects. Not
subject to critical hits, subdual Damage, ability Damage, ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive Damage,
but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
Cold Subtype: Immunity to cold. Vulnerability to fire (takes half
again as much (+50%) damage as normal from fire, regardless of whether a saving
throw is allowed, or if the save is a success or failure).
Cold Aura (Su): A 10-foot-radius spread cold aura
surrounds a winterwight. All creatures of the cold sub-type in the field
(including the winterwight) are treated as if having turn resistance +6 (if
undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points
of cold Damage each round they remain within the cold aura.
|
Medium-Size
Aberration |
Hit Dice: |
HD 23d8 + 49
(152 hp) |
Initiative: |
+8 (+4 Dex, +4
Improved Initiative) |
Speed: |
30 ft. |
AC: |
47 (+4 Dex, +8 bracers,
+3 ring, +2 amulet, +20 insight) |
Attacks: |
+4 staff +15/+10 melee |
Damage: |
+4 staff 1d6+4 |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities, engulf, frightful presence |
Special
Qualities: |
Blindsight 300
ft., SR 36, discorporate, immunities |
Saves: |
Fort +11, Ref
+14, Will +17 |
Abilities: |
Str 10, Dex 14
(18 with gloves), Con 13 (15 with Ioun stone), Int 20 (26 with headband),
Wis 12, Cha 8 |
Skills: |
Concentration
+22, Craft (alchemy) +28, Listen +24, Knowledge (arcana, local, nature,
religion) +28, Listen +21, Move Silently +24, Spellcraft +28 |
Feats: |
Brew Potion,
Combat Casting, Craft Staff, Craft Wondrous Item, Heighten Spell, Improved
Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll,
Spell Penetration, Toughness |
Epic Feats: |
Improved Spell
Capacity (10th), Improved Spell Capacity (11th) |
Climate/Terrain: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
26 |
Treasure: |
As character |
Alignment: |
Any evil |
Advancement: |
As character |
A worm that walks
rarely speaks, although it retains knowledge of all languages it knew in life,
as well as any it has learned since.
COMBAT
Spells: A worm that walks can cast any spells it
could cast as a character. This sample worm was a 23rd-level wizard (spells per
day: 4/12/6/6/6/5/5/5/5/4/1/1). The last spell slots are 10th-level and
11th-level slots, respectively, and are available for 0–9th level meta-magic
spells.
Spell-Like
Abilities: 1/day—animal
growth (vermin), animal messenger (vermin), animal shapes (vermin),
animal trance (vermin), colossal vermin (as giant vermin,
but it can increase the creature’s size from Large to Gargantuan and from Huge
to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon
vermin (as summon nature’s ally, except it summons 10 HD of vermin
per level), and vermin plague (as insect plague). Caster level
20th; save DC 9 + spell level. The save DCs are Charisma-based.
Engulf (Ex): A worm that walks can choose to engulf an
opponent who is no more than one size category larger than itself. The worm
attempts to embrace its victim, and with a successful melee touch attack, the
victim is immediately swallowed up and surrounded by a mass of vermin, taking
100 points of damage. A victim who spends a full-round action can break free of
the embrace and move up to half its speed away from the worm if desired, but
can do nothing else. Otherwise, each round a victim remains embraced, it takes
another 100 points of Damage. Constructs are immune to this attack.
Spells: The worm that walks can cast any spells it
could cast when a living character. It also gains several related abilities.
Frightful
Presence (Su): When a worm
that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the
worm’s HD + the worm’s Cha modifier). Those who make the save are shaken. Those
who fail by 5 or fewer points are frightened. Those who fail by 6 to10 points
are panicked. Those who fail by 11 or more points are cowering. All these
conditions last for 1d4 rounds. Those who have seen a worm use this attack
before gain a +5 bonus on their saving throws. The victim of the worm’s engulf
attack has a –5 penalty on his or her saving throw.
Discorporate
(Ex): If gravely
threatened, a worm can discorporate as a free action, simply falling into a
pile of individual vermin that slither quickly away. So long as any of the
component vermin survive, they can breed and create a new body to house the
wizard’s intelligence and personality. Discorporating is a dangerous tactic,
because once separated, the vermin are treated no differently than other
vermin. Also, the worm stands a good chance of losing all its equipment.
However, discorporation almost assures that at least one maggot (if not dozens)
will manage to crawl away, and so provide for the worm’s continued existence.
Immunities (Ex): A worm that walks has no
discernable anatomy, so it is not subject to critical hits or flanking.
Possessions:
Scrolls
of fireball (10th-level caster), greater teleport, acid fog,
incendiary cloud, shapechange, wail of the banshee, clenched fist, horrid wilting, maze, summon
monster IX; potions of
cure serious wounds, alter self, haste, fly. Other magic gear: amulet of
natural armor +2, bracers of armor +8, ring of protection +3, +4 staff, rod
of absorption, gloves of Dexterity +4, headband of intellect +6, pink Ioun
stone, wings of flying.
“Worm that walks”
is a template that can be added to any evil wizard or sorcerer. It uses all the
original character’s statistics, special abilities, and equipment, except as
noted here.
Type: The character’s type changes to aberration
(it is a creature composed of hundreds of discrete crawling worms).
Hit Dice: Increase to d8.
AC: The mass of worms that make up this
creature, each looking out for danger, in sum provide a +20 insight bonus to
AC.
Special Attack: A worm that walks retains all the
character’s special attacks. It also gains one special attack, engulf.
Engulf (Ex): A worm that walks can choose to engulf an
opponent who is no more than one size category larger than itself. The worm
attempts to embrace its victim, and with a successful melee touch attack, the
victim is immediately swallowed up and surrounded by a mass of vermin, taking
100 points of Damage as the biting vermin nibble away. A victim who spends a
full-round action can break free of the embrace and move up to half its speed
away from the worm if desired, but can do nothing else. Otherwise, each round a
victim remains embraced, it takes another 100 points of Damage. Constructs are
immune to this attack.
Spells: A worm that walks can cast any spells it
could cast as a living character.
Spell-Like
Abilities: 1/day— animal
growth (vermin), animal messenger (vermin), animal shapes (vermin),
animal trance (vermin), colossal vermin (as giant vermin,
but it can increase the creature’s size from Large to Gargantuan and from Huge
to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon
vermin (as summon nature’s ally, except it summons 10 HD of vermin
per level), and vermin plague (as insect plague). Caster level
20th.
Special
Qualities: A worm that
walks retains any special abilities it had in life and gains those mentioned
below.
Blindsight
(Ex): Worms that walk have blindsight 300 ft.
Spell
Resistance (Ex): A worm that walks has spell resistance
equal to its Challenge Rating +10.
Frightful
Presence (Su): When a worm that walks engulfs a victim,
witnesses must make a Will save (DC 10 + 1/2 the worm’s HD + the worm’s Cha
modifier). Those who make the save are shaken. Those who fail by 5 or fewer
points are frightened. Those who fail by 6 to 10 points are panicked. Those who
fail by 11 or more points are cowering. All these conditions last for 1d4
rounds. Those who have seen a worm use this attack before gain a +5 bonus on
their saving throws. The victim of the worm’s engulf attack has a –5 penalty on
his or her saving throw.
Discorporate
(Ex): If gravely threatened, a worm can
discorporate as a free action, simply falling into a pile of individual vermin
that slither quickly away. So long as any of the component vermin survive, they
can breed and create a new body to house the wizard’s intelligence and
personality. Discorporating is a dangerous tactic, because once separated, the
vermin are treated no differently than other vermin. Also, the worm stands a
good chance of losing all its equipment. However, discorporation almost assures
that at least one maggot (if not dozens) will manage to crawl away, and so
provide for the worm’s continued existence.
Immunities (Ex): A worm that walks has no
discernable anatomy, so it is not subject to critical hits or flanking.
Saves: Same as the character.
Abilities: Same as the character.
Skills: Same as the character, except that a worm
that walks receives a +20 racial bonus on Hide, Intuit Direction, Listen, and
Move Silently checks.
Feats: Same as the character.
Epic Feats: Same as the character.
Climate/Terrain: Any.
Organization: Solitary, occasionally with minions or
master.
Challenge
Rating: Same as the
character + 3.
Treasure: Same as the character.
Alignment: Any evil.
Advancement: By character class.
By making eldritch
preparations on a burial plot, a powerful spellcaster can improve the
likelihood of a worm that walks emerging from the ground. The body is buried in
an elaborate ritual that, the spellcaster hopes, will attract a critical mass
of worms or maggots. The spellcaster performing the ritual must spend 10,000 gp
in rare reagents for the ceremony. Furthermore, the ritual drains 2,000 XP from
the spell-caster and requires the following spells: limited wish, polymorph
any object, summon swarm (heightened to 7th level), and sympathy.
Even if the ritual is performed correctly, there is only a chance that the
deceased spellcaster will arise as a worm that walks. For each prepared but
uncast arcane spell the deceased had at the moment of death (or unused spell
slots if a spontaneous caster), there’s a 1% chance that a worm that walks will
slither from the grave soil in 1d4 days. Some worms that walk arise
spontaneously from ordinary burial plots, but such an event is exceedingly
rare. And an epic spell can create worms that walk every time without fail.
Conjuration
(Healing)
Spellcraft DC: 49
Components: V, S , D F
Casting Time: 7 days
Target: Dead creature touched
Duration: Permanent
Saving Throw: Fortitude negates (harmless)
Spell
Resistance: Yes (harmless)
To Develop: 441,000 gp; 9 days; 17,640 XP. Seeds: life
(DC 27), transform (DC 21). Factors: change creature type to
aberration (+5 DC); add worm that walks’ spell-like, extraordinary, and supernatural
abilities (+40 DC). Mitigating factors: increase casting time by 10 minutes
(–20 DC); increase casting time by 7 days (–14 DC).
When this spell is
cast, worms or maggots slither and crawl their way inexorably toward the corpse
touched. Over the course of the next week, they consume the flesh of the
corpse, and when the last bit of the corpse is devoured, the creature is
returned to a semblance of life as a worm that walks.