Monster Mayham

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The protracted scream sent echoes ringing through the caverns until the very stone seemed to shake.

The
guards from the resident goblin tribe knew that the hellish racket came from one of several patches of shrieking
fungus ringing the nearby caves. The chief had been most wise to select this site for the settlement, since
these fungi served as an excellent alarm system. Recognizing their defensive value, the tribe kept the fungi
well fed with scraps and offal.

The goblin guards quickly took up their weapons and crept toward the source of the sound, hoping to catch the
intruder unawares. Halting the patrol at the entrance to the fungi chamber, the sergeant scanned it with
practiced eyes. All seemed in order, except for one oddly shaped bit of fungus in one of the colonies. Having
heard tales about deadly predatory fungi, he gave his troops a silent command to loose their crossbow bolts at
the newcomer. But just as they were taking aim, a mind-numbing screech even more terrible than the
shriekers' screams filled their heads. Weapons dropped from deadened fingers as the strange fungus shuffled
forward on a mass of rippling tendrils. Before the stunned goblins could recover, their attacker was among
them, flailing about with long tentacles that seemed to burn like fire when they struck home.

The sergeant beat a hasty retreat from the chamber as soon as he regained the ability to move. He felt a pang
of regret at leaving his troops to die alone, but someone with a level head had to take word back to the chief --
and he was more than happy to assume that duty.

Gray Fungus
Medium Plant
Hit Dice: 4d8+15 (33 hp)
Initiative: +5
Speed: 10 ft. (2 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Tentacle +5 melee (1d4+2 plus poison)
Full Attack: 4 tentacles +5 melee (1d4+2 plus poison)
Space/Reach: 5 ft./10 ft.
Special Attacks: Control plants, poison, psychic shriek
Special Qualities: Damage reduction 3/--, low-light vision, plant traits, telepathy
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 14, Dex 12, Con 16, Int 15, Wis 13, Cha 15
Skills: Hide +8, Listen +8, Move Silently +8, Spot +8
Feats: Improved Initiative, Toughness
Environment: Underground
Organization: Solitary, pair, patch (3-4), or mixed patch (2-4 gray fungi, 2-4 violet fungi and 3-5 shriekers)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)

The odd-looking, gray mushroom is as tall as a human and has an oval cap that vaguely resembles a brain.
Four tendril-like tentacles ring its upper body, and a mass of small, rootlike feelers at its base serves as a
means of locomotion.

The gray fungus is a subterranean predator that prefers to hunt living prey, though it eats carrion when no other
food is available. Though slow moving, it is quite stealthy and can temporarily disable its prey with a mental
shriek.

A gray fungus looks like a 5-foot-tall mushroom with a 3-foot-wide cap and a stem about a foot and half thick. It
weighs about 100 pounds and can move via a mass of tiny tentacles at its base.

Although it has no vocal apparatus, a gray fungus understands Undercommon. Via its telepathy ability, it can
mentally communicate with any creature that has an Intelligence score.

Combat

Gray fungi often work with shriekers and violet fungi to attract and kill prey. When the shriekers' hellish racket
attracts a curious creature, the gray fungus blasts the target with its psychic shriek while the violet fungi move
in and try to kill it. Thereafter, all the fungi enjoy the fruits of the hunt.

When in melee combat, a gray fungus attacks with its poisonous tentacles. Its tough, woody hide diverts most
blows, making it particularly difficult to destroy.
Control Plants (Su): Three times per day, a gray fungus can use control plants as the spell (caster level 15th).

Poison (Ex): Contact or injury, Fortitude DC 15, initial and secondary damage 1d4 Str and 1d4 Con. The save
DC is Constitution-based.

A live gray fungus exudes a toxic slime that covers its whole body. The poison affects any creature that is
struck by a tentacle or that hits the gray fungus with a natural weapon or an unarmed strike. If scraped off the
fungus's body, the slime remains potent for only 1d4 rounds.

Psychic Shriek (Su): A gray fungus can emit a 60-foot burst of psychic energy centered on itself. Though this
"shriek" is silent, any creature with an Intelligence score can "hear" it mentally. Any creature within the burst
must succeed on a DC 14 Will save or be stunned for 1d2 rounds. The save DC is Charisma-based. Once the
gray fungus uses this power, it cannot do so again for 1d4 rounds.

Telepathy (Su): A gray fungus can communicate telepathically with any creature within 30 feet that has an
Intelligence score. The creature can respond to the gray fungus if it wishes -- no common language is needed.

The deeper the prospectors pushed into the rift, the higher the sheer canyon walls rose around them, and
soon the group was trudging through deep shadow. Mylinna, a sharp-eyed halfling traveling at the rear of
the group, looked skyward and fancied that she could see stars overhead, though Atuton, the group's
wizard and scholar, had once assured her that such a thing wasn't possible in daylight.

Even though no danger was apparent, the halfling felt uneasy. Her comrades' footsteps echoed in the
narrow canyon, making her feel as though the group was traipsing through some roofless dungeon. Her
unease grew as the party moved along until she could feel the hair rise on the back of her neck. Thinking
that she heard a sound from above, she halted and scanned the canyon walls once again. There it was!
Some catlike beast, as big as a tiger, was running like a lizard along the stony wall.

With a hiss of warning to the others, Mylinna loosed a bullet from her sling. The missile seemed to fly true,
but suddenly it veered away before it could strike home. At that very moment, Mylinna felt herself pulled
violently upward. She managed to stop her ascent by grabbing onto a fissure in the rock wall, but every one
of her companions shot upward almost as swiftly as Mylinna's bullet had. The halfling watched in horror as
her friends' upward rise suddenly ended, leaving them bobbing defenselessly in the air. The strange beast
bared its fangs and loped along the wall toward them, greed burning in its eyes. . . .

Gravbeast
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+19
Attack: Bite +10 melee (1d8+5)
Full Attack: Bite +10 (1d8+5) and 4 claws +8 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Knockdown, powerful pounce, reverse gravity
Special Qualities: Damage reduction 3/ --, darkvision 60 ft., gravatic stability, gravatic turbulence, low-light
vision, personal gravity, scent
Saves: Fort +9, Ref +8, Will +5
Abilities: Str 20, Dex 17, Con 18, Int 7, Wis 16, Cha 10
Skills: Balance +7, Climb +13, Hide +6*, Jump +17, Listen +5, Move Silently +9, Spot +5, Survival +7
Feats: Dodge, Mobility, Multiattack, Track(B)
Environment: Temperate forest, hill, or mountains
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually lawful evil
Advancement: 7-9 HD (Large); 10-18 HD (Huge)

The creature walks on six thick but otherwise feline legs. A luxurious pelt with alternating stripes of blue-
black and tawny gold covers its low, wide form. Its head and body look decidedly catlike.

Many scholars believe that the rare and bizarre gravbeast is related to the equally bizarre displacer beast.
Whatever its origins, the gravbeast is a deadly carnivore with a short temper and an apparently insatiable
appetite for fresh meat. It favors warm-blooded prey but may attack and eat nearly anything. To a
gravbeast, any living creature is a potential meal, and it usually attacks anything it meets. Like displacer
beasts, gravbeasts loathe blink dogs, and the two creatures attack each other ruthlessly when their paths
cross.

A gravbeast looks like a massive, six-legged cat. Its 10-foot-long body resembles that of a Bengal tiger, but
the creature is built lower and heavier thanks to its very dense flesh. It weighs about 800 pounds, and when
it stands up on all six legs, the top of its head is only about 2 feet above the ground.

Gravbeasts speak Common.

Combat

Despite its bloodlust, a gravbeast is cunning enough to wait for a favorable moment to attack. When faced
with particularly large or powerful prey, it often hangs back and tracks its victim for a while, waiting until its
prey drops its guard to pounce. In battle, the gravbeast usually rears up on its hindmost legs so that it can
claw with its other four feet while biting.

Knockdown (Su): When a gravbeast pounces and hits with one or more claw attacks, the force of the blow
might literally knock the opponent to the ground, thanks to the gravbeast's ability to increase its own mass
(see Powerful Pounce, below). The gravbeast can attempt a knockdown as a free action without making a
touch attack or provoking an attack of opportunity. The knockdown is resolved as though it were a trip
attack made by a Huge creature (+8 size bonus; +13 bonus on trip attempts for the creature as presented
here). If the attempt fails, the opponent cannot react to trip the gravbeast.

Powerful Pounce (Su): A gravbeast can pounce on prey like a great cat. Unlike a mere animal, however, it
can literally increase its mass when leaps on a foe. When a gravbeast charges, it makes six claw attacks
and deals double damage on each hit. Thus, each claw deals 2d6+4 points of damage. The gravbeast
cannot bite when using this ability.

If supernatural effects are suppressed in the locale where a gravbeast charges, the creature still can make
a pounce attack as an extraordinary ability. In that case, it makes six claw attacks, each of which deals
1d6+2 points of damage.

Reverse Gravity (Su): A gravbeast can literally reverse the gravity in an area of its choice. This ability
works like the reverse gravity spell, except that the range is 60 feet, the duration is 6 rounds, and the area
affected is a cylinder 20 feet in diameter and 40 feet high. The Reflex save DC (when applicable) is 17, and
this save DC is Charisma-based.

A gravbeast usually uses this power to break up groups of foes, aiming the effect so that enemies it does
not want to fight are in the area of reversed gravity, then attacking any foes left behind. Once the gravbeast
activates this ability, it cannot use it again for 2d4+2 rounds.

Gravatic Stability (Su): At will, a gravbeast can instantly alter its mass so that it weighs anywhere from its
usual 800 pounds to four times that amount. Using this ability does not require an action, and the gravbeast
can alter its mass even when caught flat-footed or during another creature's turn. In any situation in which
increased size would help the gravbeast (such as a bull rush, grapple, trip, or overrun), treat it as a Huge
creature (+8 size bonus, already included in the grapple modifier given above). If this ability is suppressed,
the gravbeast presented here has a grapple bonus of +15.

Gravatic Turbulence (Su): A gravbeast can surround itself with an aura of varying gravity that can foil
ranged attacks by deflecting the projectile or thrown weapon. While this power is active, any ranged attack
other than a ray has a 50% miss chance.

Once activated, this effect lasts for 6 rounds and cannot be activated again for 2d4+2 rounds. A gravbeast
typically uses this power to protect itself from ranged attacks that foes caught in its reverse gravity power
may launch against it.

Personal Gravity (Su): At will, a gravbeast can instantly reverse the direction of gravity's pull in relation to
itself. Using this ability does not require an action, and the gravbeast can reverse its own gravity even when
caught flat-footed or during another creature's turn. If this effect is suppressed, the gravbeast loses its climb
speed and its racial bonus on Climb and Jump checks. While it is active, the gravbeast automatically
succeeds on Climb checks, takes no damage from falls, and can use levitate (as the spell, caster level 6th)
at will.
Skills: A gravbeast receives a +8 racial bonus on Climb and Jump checks, thanks to its personal gravity
ability. It also has a +4 racial bonus on Balance, Hide, Move Silently, and Survival checks. In areas of tall
grass or heavy undergrowth, its racial bonus on Hide checks increases to +8.

"What was that?" whispered the elf cleric Zezbrin under his breath, sweeping the surrounding trees with his
practiced gaze. A couple of low-voiced commands to his twin longswords caused one to erupt in flame and
the other to crackle with lightning.

The diminutive barbarian Uma dropped into a crouch as she reached over her shoulder to pull her greataxe
free from its sling. At the same time, Twitty, the gnome, reached for his spell component pouch. "I'm not
sure," he whispered to Zezbrin, "but I don't see it now." The three had pursued their captured companions
deep into the great swamp, deeper than they had ever been before. Since the only reply to their fervent
whispers was the buzzing of insects, the trio crept forward, alert for danger.

Eventually, they relaxed enough to continue their trek along the narrow path, their feet growing wet and
weary from walking. Just as they were about ready to call for a rest, the trees around them exploded with
motion and color, and small, froglike creatures began to fire arrows at them from all directions. The stalwart
adventurers moved quickly into defensive positions and began to cast protective spells, but it was too late.
The reptilian hunters' arrows found their marks too soon, and the heroes' legs began to grow heavy and
weak as the venom-tipped projectiles did their job. When the attack was over, Zezbrin, Uma, and Twitty lay
face down in the marsh, unable to move. The brush near them parted, and the largest of the reptilian
hunters approached the fallen group. "Who are you, and why do you trespass in o'bati hunting grounds?" it
asked in a croaking voice. "Speak quickly, elf," it said, flipping Zezbrin over, "or you and your friends will be
spitted and roasted before the light leaves the swamp this day."

O'bati

O'bati, 1st-Level Warrior


Small Humanoid (Reptilian)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: +2 melee (1d4, bite) or +2 melee (1d6/x3, longspear) or +4 ranged (1d6/x3, longbow)
Full Attack: +2 melee (1d4, bite) or +2 melee (1d6/x3, longspear) or +4 ranged (1d6/x3, longbow)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low-light vision
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills: Climb +10, Jump +7, Swim +7
Feats: Weapon Focus (longbow)
Environment: Warm forest or marsh
Organization: Solitary, pair, band (3-4), cluster (6-12 plus 50% noncombatants plus 1 leader of 3rd-6th
level), or tribe (20-50 plus 2 lieutenants of 3rd-6th level and 1 leader of 5th-10th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

This short humanoid resembles a 3-foot-tall, marsh-green tree frog with bright red skin covering the top of
its head and back. It walks upright and carries a long spear, and a stout-looking bow hangs loosely from
one hand. A quiver full of arrows is strapped to the creature's hip.

The carnivorous o'bati are deadly predators that hunt in small bands. They dwell in small communities
known as clusters, which consist of low, mud-and-thatch dwellings that serve as entrances to larger
burrows. The o'bati are dedicated archers, and indeed their culture is based on mastery of the bow -- both
its use and its construction. The o'bati frequently trade with elves, who tend to share their appreciation for
their chosen weapon.

A typical o'bati stands 3 to 4 feet tall and weighs between 30 and 50 pounds. Its face, underside, and limbs
can be any shade from olive to jade green, but the skin on its back ranges from bright red to violet.

O'bati speak Draconic.

Combat

Whenever possible, o'bati coordinate their attacks, surrounding their opponents and peppering them with
arrows tipped with poison harvested from their own skins. They prefer to move in, launch a couple of
volleys of arrows, then fade back into the surrounding trees to allow their poison time to work. O'bati are
extremely patient, and they are quite capable of employing such hit-and-run tactics for hours until their
enemies are exhausted.

Poison (Ex): The brightly colored skin on an o'bati's back exudes a venom (contact and injury, Fortitude
DC 10, initial and secondary damage 1d6 Dexterity) similar to that of certain poisonous tree frogs but
considerably less deadly. As a standard action, an o'bati hunter may scrape an arrow across his back to
envenom it and then fire it at an opponent. An o'bati archer with the Manyshot feat can envenom multiple
arrows simultaneously and fire them all at once. Any creature that strikes an o'bati using natural weapons
or unarmed strikes is also subject to the poison. Merely wearing gloves does not protect an attacker foolish
enough to strike the o'bati in this manner.

Furthermore, the effectiveness of the o'bati's poison increases with its concentration in the body of the
target. Every time a creature comes into contact with the venom (either via arrows or its own natural or
through unarmed attacks) over the course of a 24-hour period, the save DC increases by +1 (max DC 10 +
o'bati's racial HD + 4). The save DCs are Constitution-based.

Skills: The o'bati's strong legs grant it a +4 racial bonus on Jump and Swim checks. Furthermore, it
receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if
rushed or threatened.

O'bati Society

These intelligent carnivores live in relative harmony with their surroundings. As a people, they work hard to
ensure the ecological health of their habitat and help the animal populations around them thrive. They
believe that the path to true enlightenment is through the mastery of the bow and the hunt, so they neither
grow crops nor domesticate animals.

The o'bati refer to their humble villages as clusters, and several clusters in the same area constitute a tribe.
Each cluster has a huntmaster -- typically a druid or ranger of some power -- who reports to the tribal
chieftain. The chieftains have no established places of residence in any particular clusters; they simply
roam the lands controlled by their tribes, serving as protectors and guides where needed.

O'bati as Characters

O'bati characters possess the following racial traits.

• +2 Dexterity, -2 Strength.
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4
penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• An o'bati's base land speed is 30 feet, and it has a climb speed of 20 feet.
• Weapon Proficiency: An o'bati is automatically proficient with the longspear and longbow.
• +1 natural armor bonus.
• Bite: An o'bati has a natural bite attack that deals 1d4 points of damage. The damage bonus is 1-
1/2 times its Str bonus (if any) or its full Str penalty (if any).
• Poison (see above for details).
• Low-light vision.
• Automatic Languages: Draconic, Elven. Bonus Languages: Aquan, Common, Goblin, Orc.
• Favored Class: Ranger.
• Level Adjustment +2.

The o'bati warrior presented here had the following ability scores before racial adjustments: Strength 13,
Dexterity 11, Constitution 12, Intelligence 10, Wisdom 9, Charisma 8.
The strange tracks in the snow told a tale both familiar and peculiar, and the hunter frowned as he stooped
to examine them more closely. Myriad tracks made by dainty hooves crisscrossed the area -- deer tracks. A
small herd had been feeding here, but something -- almost certainly a predator -- had scattered the deer.
Nothing unusual in that. The animals had fled in a body, bounding through the underbrush in graceful
leaps. Nothing unusual in that, either. But the beast pursuing them -- now that was another matter. Its
tracks were difficult to spot, but the hunter's trained eye found them with only a bit of effort. The creature
seemed to move on two legs, leaving deep prints similar to those of a rabbit, though it obviously outsized
the fleeing deer. Its tracks plunged deep into the snow and appeared nearly side-by-side, as though the
creature had moved by crouching and leaping. Here and there, blurry marks paralleled the trail. To the
hunter's experienced eye, they seemed reminiscent of a fox trail, since the fox's tail leaves shallow brush
marks from time to time in deep snow. These marks, however, looked much deeper and quite crisp, as
though they had been produced by a long and snaky appendage.

Intrigued, the hunter followed the tracks, intent on discovering just what sort of creature might have left
such a trail. A short time later, he had his answer. The leaping predator had overtaken a doe in less than
three dozen leaps, and there it stood, feeding on the carcass.

The predator was as white as the surrounding snow, except for small black spots randomly dotting its hide.
Its body was long and lean, something like that of a great rat. The creature stood upright on massive hind
feet and had a long, furred tail. And as if the oddly shaped body, feet, and tail weren't bizarre enough, the
creature had a bony head shaped like that of a flesh-eating insect. Its powerful mandibles tore great chunks
from the carcass, cutting though flesh and bone as cleanly as an axe.

But the hunter had only a moment to note these details. Suddenly, the feeding creature raised its head and
loosed an angry hiss that sounded like a regiment of scalded cats. The hunter had never heard such a
sound, but he recognized the action as a predator warning rivals to stay away from its kill. The hunter
considered his few weapons and his thin armor and wisely decided to withdraw without annoying the
strange creature any further.

Hoardevil

This bizarre creature is the size of a riding horse, with small forelegs, overdeveloped rear legs, and
haunches like a rabbit's. It has a smooth, pale hide spotted with black, and a long, thick tail covered with
short fur. A bony plate covers its chest like a discarded remnant of plate mail. Its head and neck resemble
those of an insect, and its mouth is framed by deadly looking mandibles.

The kangaroolike hoardevil is an ill-tempered omnivore that can and will eat almost anything. Though it
lives mostly on berries and leaves, it also scavenges and takes live prey when it can. Most hoardevils are
solitary, though younger ones often form small companies. The creature's name derives from its
predilection for cold environments and its nasty temperament.

The hoardevil is sexually dimorphic -- that is, the male and female have different appearances and abilities.

Combat

A hoardevil usually attacks with a vicious bite. It also can make a slam attack with its chestplate, but it
cannot deliver both attacks during the same round.

Male Hoardevil

Large Magical Beast


Hit Dice: 5d10+10 (37 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +5/+14
Attack: Bite +9 melee (1d8+7) or slam +9 melee (1d8+7)
Full Attack: Bite +9 melee (1d8+7) or slam +9 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 2d8+7, rage
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 10, Cha 7
Skills: Hide -2, Jump +15, Listen +10, Spot +4
Feats: Alertness, Power Attack
Environment: Cold forest and plains
Organization: Solitary, pair, or company (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: --

An adult male hoardevil stands about 6 feet tall and weighs between 400 and 500 pounds. Its tail adds
another 6 feet to its total length.

Combat

Usually, a male hoardevil begins a battle by using his powerful charge ability, slamming the opponent with
his bony chestplate. Thereafter, he engages his foes in melee, attacking with his bite. The creature's rage
ability usually ensures that he fights to the death.

Powerful Charge (Ex): A male hoardevil typically begins a battle by charging at an opponent and making a
slam attack with his bony chest. In addition to the normal benefits and hazards of a charge, this tactic
allows him to make a single slam attack that deals 2d8+7 points of damage.

Rage (Ex): A male hoardevil that takes damage in combat flies into a berserk rage on his next turn, biting
madly until either he or his opponent is dead. He gains +4 to Strength, +4 to Constitution, and -2 to Armor
Class. He cannot end his rage prematurely.

While the male hoardevil rages, the following changes to the above statistics are in effect: HD 5d10+20; hp
47; AC 15, touch 9, flat-footed 13; Grp +16; Atk +11 melee (1d8+10, bite); Full Atk +11 melee (1d8+10,
bite); SA powerful charge 2d8+10; Fort +8, Str 25, Con 18; Jump +17.

Skills: A hoardevil has a +4 racial bonus on Jump and Listen checks.

Female Hoardevil

Large Magical Beast


Hit Dice: 5d10+10 (37 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 50 ft. (poor)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +5/+14
Attack: Bite +9 melee (1d8+7) or slam +9 melee (1d8+7)
Full Attack: Bite +9 melee (1d8+7) or slam +9 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 2d8+7
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 10, Cha 7
Skills: Hide -2, Jump +15, Listen +10, Spot +4
Feats: Alertness, Flyby AttackB, Power Attack
Environment: Cold forest and plains
Organization: Solitary, pair, or company (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: --

The female hoardevil looks like a slightly smaller and lighter version of the male, except that a pair of
gossamer wings sprouts from her back. Furthermore, the female's bony chestplate hides the opening of a
pouch in her abdomen, which she uses to carry her young.

Combat

Like a male hoardevil, a female usually begins a battle by using her powerful charge ability to slam the
opponent with her bony chestplate. Since the female can fly, however, she often uses the withdraw action
to fly away, then swoop down to make another powerful charge.

Powerful Charge (Ex): A female hoardevil typically begins a battle by charging at an opponent and making
a slam attack with her bony chest. In addition to the normal benefits and hazards of a charge, this tactic
allows her to make a single slam attack that deals 2d8+7 points of damage.

Skills: A hoardevil has a +4 racial bonus on Jump and Listen checks.

The old bookseller gathered his wares as the hush of evening settled over the market. All around the
bookstall, merchants and their assistants worked quickly to shutter their booths and leave for the night, but
the bookseller labored alone, carefully packing each tome into a dusty pushcart fitted with folding panels
and compartments. He worked at a painfully slow pace, his joints creaking nearly as loudly as the ancient
hinges of his cart.

By the time he had finished his packing, night had fallen, and the bookseller had the deserted market to
himself -- almost. A trio of hardened men (one with a half-orc's lantern jaw) strode from the shadows and
walked on silent feet to the bookseller's cart. "Sorry boys," said the old man with a dry cough. "Just closed
up, and these old hinges and joints are none too spry in the night air."

"Oh, we ain't buyin'," said the half-orc with a sneer. "We're sellin' -- offerin' a rare volume that's chock full of
practical advice." The half-orc's companions sniggered at this.

The bookseller straightened and stared. "I'm always interested in rare books," he said with a sigh. "But I'm
afraid it's been a bad day, and I have very little coin to spare. Perhaps you'd care to take a book in trade for
your rare volume?"

The half-orc bared his teeth. "Oh, coin is what we want. A few coins will suffice, if that's all you have. We
don't have the book with us, so just hand over the cash box and we'll bring the book along later." With that,
the trio fanned out around the cart, brandishing saps that had quickly materialized from sleeves and belts.

Much to the thugs' amazement, the old bookseller leapt atop his cart, as agile as a cat.

"Are you sure you want to finish this transaction?" asked the bookseller, his reedy voice suddenly deep and
booming. The old man seemed to loom larger as he leapt down into the empty market square, and he kept
right on growing. Within moments, the thugs found themselves facing a lithe, reptilian creature with scales
that gleamed like a polished sword in the dying light. The thugs panicked and scrambled, but the steely
dragon pounced like a cat, pressing them against the cart.

"I think it's time for you boys to change your profession," purred the dragon.

Steel Dragon

Dragon (Air)

Steel Dragons by Age

Base Breath Frightful


Attack/ Fort Ref Will Weapon Presence
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Grapple Attack Save Save Save (DC) DC
Wyrmling S 4d12+4 (30) 11 10 13 10 11 12 +4/+0 +5 +5 +4 +4 1d6 (13) --
Very young S 7d12+7 (52) 13 10 13 12 13 12 +7/+4 +9 +6 +5 +6 2d6 (14) --
Young M 10d12+20 15 10 15 14 13 14 +10/+12 +12 +9 +7 +8 3d6 (17) --
(85)
Juvenile M 13d12+26 17 10 15 16 15 14 +13/+16 +16 +10 +8 +10 4d6 (18) --
(110)
Young adult M 16d12+48 19 10 17 18 15 16 +16/+20 +20 +13 +10 +12 5d6 (21) 21
(152)
Adult L 19d12+57 21 10 17 20 19 16 +19/+28 +23 +14 +11 +15 6d6 (22) 22
(180)
Mature L 22d12+88 23 10 19 20 19 18 +22/+31 +26 +17 +13 +17 7d6 (25) 25
adult (231)
Old L 25d12+100 25 10 19 22 21 18 +25/+36 +31 +18 +14 +19 8d6 (26) 26
(262)
Very old H 28d12+140 27 10 21 22 23 20 +28/+44 +34 +21 +16 +22 9d6 (29) 29
(322)
Ancient H 31d12+186 29 10 23 24 25 20 +31/+48 +38 +23 +17 +24 10 d6 (31) 30
(387)
Wyrm H 34d12+238 31 10 25 24 25 22 +34/+52 +42 +26 +19 +26 11d6 (34) 33
(459)
Great wyrm H 37d12+296 33 10 27 26 27 24 +37/+56 +46 +28 +20 +28 12d6 (36) 35
(536)
Steel Dragon Abilities by Age

Special Caster
Age Speed Initiative AC Abilities Level SR
Wyrmling 60 ft., fly 150 ft. (average), +0 14 (+1 size, +3 natural), touch 11, Polymorph, poison 1st 16
swim 30 ft. flat-footed 14 resistance
Very young 60 ft., fly 150 ft. (average), +0 17 (+1 size, +6 natural), touch 11, Minor arcane shield 3rd 18
swim 30 ft. flat-footed 17
Young 60 ft., fly 200 ft. (poor), +0 19 (+9 natural), touch 10, flat- Moderate arcane 5th 20
swim 30 ft. footed 19 shield
Juvenile 60 ft., fly 200 ft. (poor), +0 22 (+12 natural), touch 10, flat- Enthrall 7th 22
swim 30 ft. footed 22
Young adult 60 ft., fly 200 ft. (poor), +0 25 (+15 natural), touch 10, flat- Damage reduction 9th 24
swim 30 ft. footed 25 5/magic
Adult 60 ft., fly 200 ft. (poor), +0 27 (-1 size, +18 natural), touch 9, Charm person 11th 26
swim 30 ft. flat-footed 27
Mature adult 60 ft., fly 200 ft. (poor), +0 30 (-1 size, +21 natural), touch 9, Damage reduction 13th 28
swim 30 ft. flat-footed 30 10/magic
Old 60 ft., fly 200 ft. (poor), +0 33 (-2 size, +24 natural), touch 9, Suggestion 15th 30
swim 30 ft. flat-footed 33
Very old 60 ft., fly 200 ft. (poor), +0 35 (-2 size, +27 natural), touch 8, Damage reduction 17th 32
swim 30 ft. flat-footed 35 15/magic
Ancient 60 ft., fly 200 ft. (poor), +0 38 (-2 size, +30 natural), touch 8, Mass suggestion 19th 34
swim 30 ft. flat-footed 38
Wyrm 60 ft., fly 250 ft. (poor), +0 41 (-4 size, +33 natural), touch 8, Damage reduction 20th 36
swim 30 ft. flat-footed 41 20/magic
Great wyrm 60 ft., fly 250 ft. (poor), +0 44 (-4 size, +36 natural), touch 8, Mass charm 21st 38
swim 30 ft. flat-footed 44
The dragon's body seems somewhat feline, but its face has a humanlike quality. Spines that vaguely
resemble hair and a beard ring its head, and its scales shine like burnished steel.

Steel dragons prefer human form to their own, so they're rarely seen in their natural forms. They routinely
use their special abilities to infiltrate human society, typically masquerading as sages, scholars, wizards,
and other intellectuals. Endlessly curious about the art, culture, history, and politics of civilized races, steel
dragons live among humans and similar beings. Though they keep their true nature secret from the people
with whom they mingle, they can always recognize each other.

When a steel dragon hatches, its scales are a deep blue-gray color with steely highlights. As it grows to
adulthood, its color lightens to a lustrous burnished steel, and its shine increases as it continues to age. In
human form, a steel dragon always has one steel-gray feature, such as hair, eyes, or nails. In rare cases,
this feature may be a ring, tattoo, or other ornamentation. In its natural form, a steel dragon smells of wet
steel.

Since they prefer human form, steel dragons rarely live in caves. Instead, they choose human dwellings
such as mansions or castles. Such a home need not be opulent, but it must be large enough to
accommodate a strongroom that will hold all the dragon's treasure. Steel dragons also prefer to dine in
human form, but since they need to eat much more than humans do to maintain their true body mass, they
make monthly trips to hunt in dragon form. These absences are always explained away in terms consistent
with the roles they take in human society. For example, a steel dragon in the guise of a historian might
claim to be exploring records in another city's library.

Steel dragons prefer treasure that they can carry in their human forms, such as jewelry, valuable coins, and
magic items usable by Medium-size creatures. They hate creatures that disrupt normal life in cities or
despoil natural hunting grounds. Within a city, they usually rely on local authorities to deal with
troublemakers, though they are quite capable of dealing out their own justice when such authorities cannot
be relied upon to do so. Steel dragons tend to prefer swifter forms of justice in the wilderness.

Combat

Steel dragons prefer talking to fighting, but if forced into combat, they usually begin with spells and avoid
actual melee. If seriously threatened, a steel dragon reverts to its draconic shape and uses its breath
weapon. It tries to incapacitate foes with its spells and other abilities unless they display obvious lethal
intent and seem capable of inflicting serious harm. If outmatched, a steel dragon tries to either teleport
away or assume a human guise and become lost in a crowd.

Breath Weapon (Su): A steel dragon has two kinds of breath weapons: a line of acid and a cone of
poisonous gas. Every creature within the area of the poisonous gas must succeed on a Fortitude save or
take 1 point of Constitution damage per age category of the dragon. It must then succeed on a second
save at the same DC 1 minute later or take the same amount of damage.

Minor Arcane Shield (Su): A steel dragon's spell resistance against 1st- and 2nd-level arcane spells is
higher than normal by +10.

Moderate Arcane Shield (Su): A steel dragon's spell resistance against 3rd- and 4th-level arcane spells is
higher than normal by +10.

Poison Resistance (Ex): A steel dragon gets a +10 racial bonus on all Fortitude saving throws against
poison.

Spell-Like Abilities: 5/day -- polymorph; 1/day -- charm person, enthrall, mass charm, mass
suggestion, suggestion.

Skills: Bluff, Craft (any), and Profession (any) are considered class skills for steel dragons.

Environment: Any city (rarely any hill, plain, or forest).

Organization: Wyrmling, very young, young: solitary (with humanoid companions) or clutch (2-5); juvenile,
young adult, adult, mature adult, old, very old, ancient, wyrm, great wyrm: solitary (with humanoid
companions).

Challenge Ratings: Wyrmling 2; very young 4; young 4; juvenile 5; young adult 7; adult 8; mature adult 11;
old 12; very old 13; ancient 15; wyrm 16; great wyrm 18.

Treasure: Wyrmling, very young, young, juvenile, young adult: standard; adult, mature adult, old: double
standard; very old, ancient, wyrm, great wyrm: triple standard.

Alignment: Usually lawful neutral, often lawful good.

Advancement: Wyrmling 5-6 HD (Small); very young 8-9 HD (Small); young 11-12 HD (Medium); juvenile
14-15 HD (Medium); young adult 17-18 HD (Medium); adult 20-21 HD (Large); mature adult 23-24 HD
(Large); old 26-27 HD (Large); very old 29-30 HD (Huge); ancient 32-33 HD (Huge); wyrm 35-36 HD
(Huge); great wyrm 38+ HD (Huge).

Glovis Veriqentz extended his sighthelper IV and surveyed the large cavern from the relative safety of the
third balcony. The glow of fire beetle glands illuminated much of the cavern, making it easy to inspect the
room. There was really only one word that could adequately describe the scene below: carnage. Glovis's
brethren covered the floor of the cavern. Miners and guards alike lay everywhere. The burrower Rockeater
I lay in a demolished heap near the center of the cavern. The pride of the Gnome Confederacy had been
destroyed by Garl-knows-what, and Glovis had been selected to investigate the incident.

The only gnome who had escaped the carnage was of little help. A miner by the name of Crindekalis
Delvedeeper had ridden the updown all the way to the surface in a panicked haze. The only thing that he
could tell Glovis was that everything had gone dark and then the "screaming and squishing" had started.
Crindekalis had been the updown operator at the time, and had barely shut the doors and flipped the "Up"
switch in time. Saving some of his compatriots had just not occurred to him at in the terror of the moment.

Glovis sighed, pocketed the sighthelper IV and cast arcane eye, invisibility, true seeing, stoneskin, and fly.
Glovis was always prepared. It was time to start checking out what had caused all this destruction and
killed all of the gnomes. Glovis took off from the balcony and circled around the cavern in a shallow decline.
The guards who had been waiting patiently behind Glovis made their way to the floor via the updown.

The scene that greeted him was gruesome to say the least. Bodies of gnomes lay everywhere; many had
been torn in two by some powerful force or thrown violently against the walls of the cavern. Rockeater I had
been battered and hammered with large rocks. Its expensive Dimo-glass shielding had been smashed in,
and no operators were in sight. Glovis came to rest on the floor of the cavern. He directed the guards to
touch nothing as they exited the updown. As he looked around with his improved senses, he realized that
all the gnomes still had valuables on them -- rings and necklaces as well as weapons.

Well, that ruled out the xorn,which had been his first guess upon hearing Crindekalis's account. Glovis let
out a deep sigh for the second time that day. He had led a team at the GIS (Gnome Investigative Service)
for many years, and his forensic knowledge and attention to detail were unparalleled in the field. He had
even cracked the famous "Some Stinkin' Elf Stole My Fabulous Jewel" case for the dwarves a few years
ago (although the dwarf king had merely forgotten where he hid the "jewel" in question). But this incident
looked like it was going to challenge even his expertise. He pulled out his Measuromatic XXVI and bent
down to measure what appeared to be a rather large claw wound in an expired gnome. That's when
everything went dark.

. . . Or, at least, everything would have gone dark if Glovis had not been using true seeing. Actually, Glovis
would have preferred if it had gone dark -- even though the fact that it had not gone dark had probably
saved his life. But he did not have the time to reflect on this rationally. Rushing toward him was a large dark
creature barely humanoid in shape. He could feel the malevolence it exuded like a physical blow.

Glovis did what any well-trained GIS field agent would do. He panicked. He flew up as fast as he could.
The creature stopped chasing him as soon as he left the ground and instead moved toward the guards. It
used its large tri-clawed arms to grab at the gnomes. The guards' weapons had little effect on the creature.

As soon as Glovis recovered his wits, he cast force cage on the creature. Then he teleported home to
make his report.

Malgoren
Large Fey (Earth)
Hit Dice: 19d6+76 (142 hp)
Initiative: +3
Speed: 40 ft. (8 squares), burrow 20 ft.
Armor Class: 25 (-1 size, +3 Dex, +13 natural), touch 12, flat-footed 22
Base Attack/Grapple: +9/+20
Attack: Claw +16 melee (1d8+7)
Full Attack: 2 claws +16 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, frightful presence, rend 2d8+10
Special Qualities: Damage reduction 10/cold iron, darkvision 120 ft., earth glide, low-light vision,
immunities (cold, fire poison), tremorsense 60 ft.
Saves: Fort +10, Ref +14, Will +13
Abilities: Str 25, Dex 16, Con 18, Int 12, Wis 10, Cha 12
Skills: Hide +21, Jump +11, Knowledge (dungeoneering) +23, Listen +22, Move
Silently +25, Search +23, Spot +22, Survival +22 (+24 underground and
following tracks)
Feats: Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Natural
Attack (claw), Iron Will, Power Attack, Weapon Focus (claw)
Environment: Underground
Organization: Solitary or hunting party (4-10)
Challenge Rating: 13
Treasure: None
Alignment: Always lawful evil
Advancement: 20-36 (Huge)
Level Adjustment: --
The hulking creature looks like a roughly humanoid, black-skinned biped with powerful long arms that end
in a three-fingered prehensile claw. Its body is thin but muscular with thick legs. Its head is long and thin
with large white eyes.

A malgoren is an ebony fey creature of the deep earth. Unlike most other fey, a malgoren is a powerful and
cunning fighter. Each malgoren dwells in a crystal-lined cavern that it jealously defends against
trespassers. A malgoren is not only fiercely territorial, but hates all living things and destroys any who are
unfortunate enough to venture into its realm.

Despite their bloodthirsty ways, malgorens don't feed off flesh, but derive their sustenance from crystals.
They never feed in their home caverns but venture forth to devour crystals elsewhere. Malgorens
constantly hunt for crystal deposits, veins, or caverns to feed upon. Once they have exhausted the supply
of crystal they move on, leaving large caverns in their wake. They are extremely xenophobic and have no
dealings with other creatures. In fact, a malgoren will attack any creature that comes too close to its crystal
cavern. While traveling, malgorens avoid all interaction or contact with other creatures, through
occasionally several malgorens join forces to destroy any nonmalgorens they can find or to defend
particularly rich veins of crystal.

A typical malgoren stands 10 feet tall and weighs 600 pounds. A malgoren's skin is ink black and extremely
tough. It always appears as if it has an oily sheen to it. Malgorens have long, thin heads that slope forward,
ending in a small oval mouth that has no teeth. Their eyes are large white ovals. Their long arms are very
muscular and end in three six-inch claws.

Combat

In combat, a malgoren is a cunning adversary, moving silently through stone until it can set up an ambush
on the creatures that have invaded its space. It casts darkness as it exits the stone and rushes to grapple
or rend the creatures with its two powerful arms.

A malgoren speaks Terran and Sylvan.

Frightful Presence (Ex): 30 ft. radius, HD 18 or less, Will save DC 20 negates.A malgoren can unsettle
foeswith its mere presence.The ability takes place automatically whenever a malgoren attacks or charges.
(providing the being attacked can see the malgoren) Creatures within a 30-foot radius of the malgoren are
subject to the effect if they have fewer HD then the malgoren. A potentially affected creature that succeeds
in a Will save (DC 10 + 1/2 the malgoren's HD + the malgoren's Cha modifier) remains immune to that
malgoren's frightful presence for 24 hours. On a failure, creatures with 10 or less Hit Dice become panicked
for 4d6 rounds and those with 11 or more Hit Dice become shaken for 4d6 rounds. Malgoren ignore the
frightful presence of other malgoren.

Improved Grab (Ex): A malgoren that hits with a claw attack may start a grapple as a free action without
provoking an attack of opportunity. If it succeeds in its grapple a malgoren can rend an opponent on its next
turn with a successful grapple check.

Rend (Ex): If a malgoren hits with both claw attacks, it can latch onto its opponent's body and tear the
flesh. This attack automatically deals an extra 2d8+10 points of damage. It also can rend with a successful
grapple check once it has established a grappling hold.

Spell-Like Abilities: At will -- darkness. Caster level 9th

Earth Glide (Ex): A malgoren can glide through stone as easily as a fish swims through water. It leaves
behind no tunnel, nor does it leave behind any evidence of its presence. A move earth spell cast on a
space containing a malgoren flings the malgoren back 20 feet, stunning it for 1 round unless it succeeds on
a DC 15 Fortitude save.

Dragon (Fire)

Environment: Temperate and warm mountain and underground

Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature
adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)

Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 6; young adult 8; adult 10; mature adult
12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21

Treasure: Triple standard

Alignment: Always chaotic good

Advancement: Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile 13-
14 HD (Medium); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 HD (Huge); old
25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD (Gargantuan); great
wyrm 37+ HD (Gargantuan)
Mercury Dragons by Age

Hit Base Frightful


Dice Attack/ BreathWeapon( Presence
Age Size (hp) Str Dex Con Int Wis Cha Grapple FortSave RefSave WillSave DC) DC
Wyrmling T 3d12+3 11 14 13 10 11 10 +3/-5 +4 +5 +3 1d8 (12) --
(22)
Very S 6d12+6 13 14 13 10 11 10 +6/+3 +6 +7 +5 2d8 (14) --
young (45)
Young M 9d12+1 15 14 15 12 13 12 +9/+11 +8 +8 +7 3d8 (16) --
8 (76)
Juvenile M 12d12+ 17 16 15 12 13 12 +12/+15 +10 +11 +9 4d8 (18) --
24
(102)
Young L 15d12+ 19 16 17 14 15 14 +15/+23 +12 +12 +11 5d8 (20) 19
adult 45
(142)
Adult L 18d12+ 23 16 19 14 15 14 +18/+28 +15 +14 +13 6d8 (23) 21
72
(189)
Mature H 21d12+ 27 18 21 16 17 16 +21/+37 +17 +16 +15 7d8 (25) 23
adult 105
(241)
Old H 24d12+ 29 18 21 16 17 16 +24/+41 +19 +18 +17 8d8 (27) 25
120
(276)
Very old H 27d12+ 31 18 23 18 19 18 +27/+45 +21 +19 +19 9d8 (29) 27
162
(337)
Ancient H 30d12+ 33 18 23 18 19 18 +30/+49 +23 +21 +21 10d8 (31) 29
180
(375)
Wyrm G 33d12+ 35 18 25 20 21 20 +33/+57 +25 +22 +23 11d8 (33) 31
231
(445)
Great G 36d12+ 37 18 27 20 21 20 +36/+61 +28 +24 +25 12d8 (36) 33
wyrm 288
(522)
Mercury Dragon Abilities by Age

Special Caster
Age Speed Initiative AC Abilities Level SR
Wyrmling 60 ft., fly 150 ft. +2 16 (+2 size, +2 natural, +2Dex), Fire subtype, -- --
(average) touch 14, flat-footed 14 brilliance,
Very young 60 ft., fly 150 ft. +2 18 (+1 size, +5 natural, +2 Dex),   -- --
(average) touch 13, flat-footed 16
Young 60 ft., fly 200 ft. (poor) +2 20 (+8 natural, +2 Dex), touch 12, gaze screen 1st --
flat-footed 18
Juvenile 60 ft., fly 200 ft. (poor) +3 24 (+11 natural, +3 Dex), touch 13, mirror image 3rd --
flat-footed 21
Young adult 60 ft., fly 200 ft. (poor) +3 26 (-1 size, +14 natural, +3 Dex), DR 5/magic 5th 17
touch 12, flat-footed 23
Adult 60 ft., fly 200 ft. (poor) +3 29 (-1 size, +17 natural, +3 Dex), Alternate form 7th 19
touch 12, flat-footed 26
Mature adult 60 ft.,) fly 200 ft. (poor +4 32 (-2 size, +20 natural, +4 Dex), DR 10/magic 9th 21
touch 12, flat-footed 28
Old 60 ft., fly 200 ft. (poor) +4 35 (-2 size, +23 natural, +4 Dex ), telekinesis 11th 22
touch 12, flat-footed 31
Very old 60 ft., fly 200 ft. (poor) +4 38 (-2 size, +26 natural, +4 Dex), DR 15/magic 13th 24
touch 12, flat-footed 34
Ancient 60 ft., fly 200 ft. (poor) +4 41 (-2 size, +29 natural, +4 Dex), 15th 25
touch 12, flat-footed 37
Wyrm 60 ft., fly 250 ft. +4 42 (-4 size, +32 natural, +4 Dex), DR 17th 26
(clumsy) touch 10, flat-footed 38 20/magic, project
image
Great wyrm 60 ft., fly 250 ft. +4 45 (-4 size, +35 natural, +4 Dex), 19th 28
(clumsy) touch 10, flat-footed 41
The dragon seems long and slim, with a narrow body and a slender, whiplike tail. The sleek head has a
long, pointed snout, with short horns curving forward from behind the lower jaw and larger horns curving
backward from behind the upper jaw and eyes. The wings seem mirror bright. There is a crisp scent, like a
spring morning, about the creature.
Mercury dragons are fast moving and highly whimsical. When they speak, which is fairly often, the words
come so quickly that many creatures can't keep up. Mercury dragons are known for making and changing
decisions frequently.

At birth, a mercury dragon's scales are dull silver. As it ages, the scales become brighter and brighter, until
at adult age they gain a brilliant mirror finish. The dragon's eyes start out a deep blue or violet with a dark
pupil and a pale yellow-white iris. As it gets older, the eyes become paler and brighter, until they become
pure yellow white at the wyrm stage. Sunlight or other sources of light reflecting off the scales and wings of
a mercury dragon can be blinding.

Mercury dragons love clear air and bright sunlight. They lair in high caves, preferably facing east to catch
the morning sun, and their territories always contain several places that fill with sparkling light in clear days.
These may include snowfields, glaciers, mountain lakes, and sun-dappled alpine meadows.

Mercury dragons can and will eat almost anything if the need arises, and they love to hunt, at least some of
the time. They'll pounce on prey of nearly any size, from big game to tiny rodents. They claim that the
smaller and quicker the prey, the better it tastes.

Because they share the same habitat, red dragons are mercury dragons' worst enemies. The larger reds
have the advantage in one-on-one confrontations, so mercury dragons usually try to evade them through
their superior speed. Mercury dragons usually stay on friendly terms with any silver dragons living near
them, and they may team up from time to time when a red dragon threatens one or the other. A silver
dragon, however, usually considers mercury dragons tiresome company at best due to their manic behavior
and capricious natures.

Combat

Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may
parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They never attack good-
aligned creatures unless sorely provoked.

Mercury dragons always use spells in combat, if possible. They are very creative and can always figure out
some innovative way of using virtually any spell to advantage in combat.

Breath Weapon (Su): A mercury dragon's breath weapon is a line of intense light that burns whatever it
touches, dealing fire damage.

Brilliance (Ex): As a standard action, a mercury dragon can use the mirror-bright membranes of its wings to
reflect and concentrate available light into a beam of dazzling brightness. To use this power, the dragon
needs light as bright as an overcast day or clear, moonlight night. Torchlight or candle light is insufficient.

The power creates a thin beam the dragon can aim at a single target within 30 feet per age category of the
dragon. The target is blinded for 1d4+1 rounds unless it makes a Reflex save (DC 10 + 1/2 the dragon's Hit
Dice, + the dragon's Dexterity modifier). If not using this technique as a weapon, the dragon can create a
cone of light as bright as a daylight spell up to 60 feet long per age category of the dragon. The cone lasts 3
rounds.

Alternate Form (Su): A mercury dragon of adult age or older can assume any animal or humanoid form of
Medium size or smaller as a standard action three times a day. This ability functions as a polymorph spell
cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can
assume only the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until
it chooses to assume a new one or return to its normal form.

Fire Subtype (Ex): Fire immunity, +50% damage from cold.

Protected Sight (Ex): A mercury dragon is immune to any effect that would blind or dazzle it. It also gains
+3 racial bonus on saving throws against any light or pattern effect.

Spell-Like Abilities: At will -- gaze screen*; 3/day -- mirror image; 2/day -- telekinesis; 1/day -- project
image.

*This spell is available below and in Tome and Blood.

Skills: These skills are available to mercury dragons at 1 skill point per rank: Bluff, Disguise, Sense Motive,
and Survival. Mercury dragons have the Jump skill for free at 1 rank per Hit Die .These are in addition to the
skills noted in the dragon entry in the Monster Manual.

Gaze Screen
Abjuration
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Duration: 10 minutes/level
Range: Touch
Target: 1 living creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You create a shimmering, mirrorlike area in the air before the recipient's eyes. The area moves with the
recipient, and does not affect the recipient's vision. If the recipient is subjected to a gaze attack while the
spell lasts, there is a 50% chance that recipient does not need to make saving throw against the attack (just
as if the recipient had averted his eyes). The foe with the gaze attack does not have concealment from the
recipient (see Gaze Attacks on page 294 of the Dungeon Master's Guide). The recipient gets no additional
protection from averting his eyes while the spell lasts, though he can shut his eyes and entirely avoid the
gaze.

Dragon (Aquatic, Water)

Environment: Temperate and warm aquatic, forest, and underground

Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult,
mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)

Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 6; young adult 8; adult 10; mature adult
12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21

Treasure: Triple standard

Alignment: Always neutral

Advancement: Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile
13-14 HD (Medium); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 HD
(Huge); old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD
(Gargantuan); great wyrm 37+ HD (Gargantuan)

Mist Dragons by Age

Base Breath Frightful


Hit Dice Attack/ Fort Ref Will Weapon Presence
Age Size (hp) Str Dex Con Int Wis Cha Grapple Attack Save Save Save (DC) DC
Wyrmling T 3d12+3 (22) 11 10 13 10 11 10 +3/-5 +5 +4 +3 +3 2d6 (12) --
Very young S 6d12+6 (45) 13 10 13 10 11 10 +6/+3 +8 +6 +5 +5 3d6 (14) --
Young M 9d12+18 15 10 15 12 13 12 +9/+11 +11 +8 +6 +7 4d6 (16) --
(76)
Juvenile M 12d12+24 17 10 15 12 13 12 +12/+15 +15 +10 +8 +9 5d6 (18) --
(102)
Young L 15d12+45 19 10 17 14 15 14 +15/+23 +18 +12 +9 +11 6d6 (20) 19
adult (142)
Adult L 18d12+72 23 10 19 14 15 14 +18/+28 +23 +15 +11 +13 7d6 (23) 21
(189)
Mature H 21d12+105 27 10 21 16 17 16 +21/+37 +27 +17 +12 +15 8d6 (25) 23
adult (241)
Old H 24d12+120 29 10 21 16 17 16 +24/+41 +31 +19 +14 +17 9d6 (27) 25
(276)
Very old H 27d12+162 31 10 23 18 19 18 +27/+45 +35 +21 +15 +19 10d6 (29) 27
(337)
Ancient H 30d12+180 33 10 23 18 19 18 +30/+49 +39 +23 +17 +21 11d6 (31) 29
(375)
Wyrm G 33d12+231 35 10 25 20 21 20 +33/+57 +41 +25 +18 +23 12d6 (33) 31
(445)
Great G 36d12+288 37 10 27 20 21 20 +36/+61 +45 +28 +20 +25 13d6 (36) 33
wyrm (522)
Mist Dragon Abilities by Age

Caster
Age Speed Initiative AC Special Abilities Level SR
Wyrmling 40 ft., fly 100 ft. +0 14 (+2 size, +2 natural), touch Water subtype, immune to acid -- --
(average), swim 60 ft. 12, flat-footed 14 and fire, mist form
Very young 40 ft., fly 100 ft. +0 16 (+1 size, +5 natural), touch Fog cloud -- --
(average), swim 60 ft. 11, flat-footed 16
Young 40 ft., fly 150 ft.(poor), +0 18 (+8 natural), touch 10, flat- Sleet storm 1st --
swim 60 ft. footed 18
Juvenile 40 ft., fly 150 ft. (poor), +0 21 (+11 natural), touch 10, Wind wall 3rd --
swim 60 ft. flat-footed 21
Young adult 40 ft., fly 150 ft. (poor), +0 23 (-1 size, +14 natural), DR 5/magic 5th 16
swim 60 ft. touch 9, flat-footed 23
Adult 40 ft., fly 150 ft. (poor), +0 26 (-1 size, +17 natural), Gust of wind 7th 18
swim 60 ft. touch 9, flat-footed 26
Mature 40 ft., fly 150 ft. (poor), +0 28 (-2 size, +20 natural), DR 10/magic 9th 20
adult swim 60 ft. touch 8, flat-footed 28
Old 40 ft., fly 150 ft. (poor), +0 31 (-2 size, +23 natural), Solid fog 11th 21
swim 60 ft., touch 8, flat-footed 31
Very old 40 ft., fly 150 ft. (poor), +0 34 (-2 size, +26 natural), DR 15/magic 13th 23
swim 60 ft. touch 8, flat-footed 34
Ancient 40 ft., fly 150 ft. (poor), +0 37 (-2 size, +29 natural), Control water 15th 24
swim 60 ft. touch 8, flat-footed 37
Wyrm 40 ft., fly 200 ft. (clumsy), +0 38 (-4 size, +32 natural), DR 20/magic 17th 25
swim 60 ft. touch 6, flat-footed 38
Great wyrm 40 ft., fly 200 ft. (clumsy), +0 41 (-4 size, +35 natural), Control weather 19th 27
swim 60 ft. touch 6, flat-footed 41
The dragon has a finlike crest running down its spine from just behind its head all the way to the tip of its
long, flattened tail. Its head is very broad near the neck, and it tapers to a long snout, giving it an arrowlike
shape. A pair of long barbels hangs from the upper lip and the end of the snout. The dragon has a heavy
brow ridges over its eyes, two large horns rising from the back of the head, and clusters or hornlets at the
base of the upper jaw. The scent of rain surrounds the dragon.

Mist dragons are solitary and philosophical. Their favorite activity is sitting quietly and thinking. They hate
being disturbed and they dislike conversation.

A mist wyrmling's scales are shiny blue-white. As the dragon ages, the scales darken, becoming blue-gray
with metallic silver flecks that sparkle in sunlight. Its eyes are sea green with silvery pupils. As it gets older,
the dragon's pupils seem to spread, until in the oldest the eyes resemble orbs of sure silver.

Mist dragons live near waterfalls, rapids, coastlines, or where rainfall is frequent and heavy. Their lairs are
usually large natural caverns or grottoes that are mist-filled and damp. Forest-dwelling mist dragons
occasionally come into conflict with green dragons. Mist dragons greatly resent the green dragons'
attempts to intimidate or dominate them; they usually spend several months vainly trying to avoid a green
dragon's advances before losing all patience and launching an all-out campaign to destroy or drive away
the aggressor. Likewise, coastal mist dragons might have bronze dragons for neighbors. This, however,
seldom leads to conflict as both dragon types are content to leave each other alone.

Mist dragons can eat almost anything, including woody plants and even mud. However, they draw most of
their sustenance directly from natural mist or spray. They often lie in misty or foggy places, thinking and
basking in the moisture.

Combat

Mist dragons try to avoid encounters by assuming mist form and concealing themselves in fog or mist
whenever they can. In a fight, they also hide. They use their caustic breath weapon against physically
imposing foes. They prefer spells that confound and immobilize foes.

Breath Weapon (Su): Mist dragons have two types of breath weapons: a cone of scalding steam that
deals fire damage and a line of caustic slime. Creatures struck by slime must make Fortitude saves or be
sickened for 1d6 rounds plus 1 round per age category of the dragon.
Mist Form (Su): At will as a standard action, a mist dragon can assume a misty form. This power works
just like a gaseous form spell cast by a character of the dragon's age category or caster level (whichever is
higher), except as follows: The dragon loses its natural armor bonus, but gains a deflection bonus to AC
equal to twice its age category. While in mist form the dragon is indistinguishable from mist or fog and gains
total concealment when in any kind of natural or magical fog or mist. The dragon gains damage reduction
10/magic, or, if the dragon is old enough to have damage reduction already, its damage reduction
increases by 10 points. The dragon can fly at half its normal flying speed, with perfect maneuverability. The
dragon cannot use its natural weaponry or breath weapon, but it can use its spell-like abilities and spells.
The dragon can dismiss the effect as a standard action.

Spell-Like Abilities: 3/day -- fog cloud, gust of wind, sleet storm, wind wall; 1/day -- control water, control
weather, solid fog.

Skills: These skills are available to mist dragons at 1 skill point per rank: Bluff, Sense Motive, Swim, and
Survival. These are in addition to the skills noted in the dragon entry on the Monster Manual.

Aramitama Yurei found the villager, freshly dead, his body cut countless times. He was too late -- again.
Standing with disgust, he was about to scream his frustration when he glimpsed a shadow move. Spinning,
he laughed out loud. He was not too late on this day.

He prepared a spell as the beast rushed him. The six-legged dog came snarling out of the darkness and
slashed Yurei's thigh, disrupting the spell. Stupid, Yurei chided himself. He readied the next spell while
trying to block the pain of his bleeding thigh. He blasted the fireball towards the hound, but it shifted nimbly
to the side and avoided the flames. It then rushed again and sliced Yurei's other thigh.

"So, the pursuer has finally caught his prey." A cloaked figure emerged from the darkness, revealing a
broad smile as he stared at Yurei writhing on the ground. "Congratulations to you Yurei, for you have found
death tonight. I wonder if one so adept at the dark arts can withstand the pain that my pet shall unleash
upon you. Do you wish to flee? Come Yurei, I can taste your fear."

The figure flicked out a hand, causing waves of pain in Yurei that forced him to cry out. The humanoid
laughed aloud and motioned the dog to attack. The hound bounded forward to maul Yurei.

In an act of desperation, Yurei managed to pull forth his siangham and call the Oni from within. "Save me!"
he cried. Then he succumbed to the pain and passed out.

Those with the understanding of the elements know the utzou, or Void, is not merely empty space, but a
powerful medium that binds the elements together. Certain enlightened individuals actually learn to tap this
force and use it for their own means. The void disciples (from Oriental Adventures) also know of the danger
that lurks there -- the creatures that call the Void home.

Void walkers are rarely seen by those who are not targets, for they are elusive and enigmatic in their ways.
Those people lucky enough to see one without being a target never seem to get a good look. It's always
just a shadow in the corner of the eye, a glimpse blinded by the sun.

It is unclear why or how these creatures pick a target, but when a choice is made, they leave four similar
objects where the target will be the first to find them. Objects used have ranged from copper coins to fresh-
cut flowers, but in each case, the four items are laid in a perfect row. Many of their victims do not realize the
significance of this warning, but almost all that receive this offering are found dead -- sliced horribly --within
a week.

Some who have studied the significance of the objects believe that they represent the four basic elements
(fire, water, earth, and air). Many of their targets have been void disciples or those who have sought
knowledge of the Void. For these reasons it is believed the creatures are guardians of the void and seek to
safeguard its secrets. However, the fear that their warning instills and the brutality of the deaths often lead
scholars to the conclusion that the creatures somehow feed on the fear of their victims and that they enjoy
stalking and killing their prey.

Void Walker
Medium Outsider (Evil, Extraplanar, Void)
Hit Dice: 6d8+18 (45hp)
Initiative: +6
Speed: 30 feet. (6 squares)
Armor Class: 16 (+6 Dex), touch 16, flat-footed 10
Base Attack/Grapple: +6/+10
Attack: Katana +12 melee (1d10+6/19-20)
Full Attack: Katana +12/+7 melee (1d10+6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to energy drain, outsider traits, void subtype
Saves: Fort +8, Ref +11, Will +8
Abilities: Str 18, Dex 23, Con 16, Int 16, Wis 16, Cha 18
Balance +8,Diplomacy +15, Handle Animal +13, Hide +15, Intimidate +13,
Skills: Jump +6, Knowledge (the planes) +12, Listen +12, Move Silently +15, Ride
+8, Search +12, Sense Motive +12, Spot +12, Tumble +15
Feats: Combat Reflexes,Dodge, Weapon Focus (katana)
Environment: Any
Organization: Solitary plus 1d8 void hounds
Challenge Rating: 5
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +6
The slender humanoid stands about six feet tall. It has gray skin, black eyes, and no hair on its head.
Dressed in a simple cloak, it stares with burning hatred.

Void walkers are humanoid-shaped denizens of the Void. They typically dress in nondescript peasant
clothes and cloaks in drab colors such as dull brown or muted green. The walkers speak little, but they
engage their target in a largely one-sided conversation. They question the target's integrity, honor, and
being, all with the intent to rattle the victim into making a stupid mistake.

Void walkers usually avoid combat, allowing their hounds to dispatch their target. If forced to fight, they
wield their katanas with deadly precision. They generally have several levels in a character class, favoring
those with spellcasting ability.

Combat

In addition to their katanas (see pages 144-145 of the Dungeon Master's Guide) and class ability (if any),
void walkers use the following special abilities.

Spell-Like Abilities: At will -- pain (DC 18), tongues, teleport without error. Caster level 14th.The save DCs
are Charisma-based.

The pain ability works by touch. A living creature touched must make a Fortitude save or be wracked by
searing pain for 1 minute. While the pain lasts, the victim takes a -4 penalty on attack rolls, skill checks, and
ability checks.

Void Subtype: Void creatures are made of the same empty space that comprises the Void. Normal
creatures (that is, creatures without the void subtype) cannot see them unless the void creature makes its
presence known, either by an act of will (a free action) or by attacking. A void creature has total
concealment (50% miss chance) unless it reveals itself. See invisibility and invisibility purge don't reveal
void creatures, but true seeing does. Blindsight and blindsense don't reveal void creatures. Members of the
void disciple class can see void creatures. Once it reveals itself, a void creature remains visible until it uses
a free action to conceal itself again.

A void hound can avoid magical and unusual attacks with great agility; it has the evasion special ability. If
the creature makes a successful Reflex save against an attack that normally deals half damage on a
successful save, the void creature instead takes no damage. A helpless void creature does not gain the
benefit of evasion. A void creature must be wearing light or no armor to benefit from evasion.

Immunity to Energy Drain (Ex): Due to their physical makeup, energy drains of any type (level drain,
temporary or permanent ability damage, etc.) cannot affect void walkers.

Outsider Traits: A void walker cannot be raised, reincarnated or resurrected (though a limited wish, wish,
miracle, or true resurrection spell can restore life). Darkvision 60 ft.

Void Hound, Seeker


Medium Magical Beast (Extraplanar, Void)
Hit Dice: 3d10+9 (25 hp)
Initiative: +6
Speed: 60 feet. (12 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d10+4) or slice charge +7 melee (1d8+6 plus wounding)
Bite +7 melee (1d10+4) plus 2 claw +2 melee (1d6+2) or slice charge +7
Full Attack:
(1d8+6 plus wounding)
Space/Reach: 5 ft./5 ft.
Special Attacks: Slice charge, wounding
Darkvision 120 ft., evasion, immunity to energy drain, low-light vision, void
Special Qualities:
subtype
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 18, Dex 14, Con 16, Int 4, Wis 10, Cha 6
Skills: Hide +13, Move Silently +5
Feats: Improved Initiative, Power Attack
Environment: Any
Organization: Solitary or pack (1d8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 4-9 HD (medium-sized)
The gray, six-legged canine snarls through its large muzzle. The hairless monster has rows of razorlike
bone protruding along its spine.

Void walkers created the void hounds as companions and killing machines. They are six-legged hairless
dogs with whiplike tails. Coloration ranges from dull gray to black, and most have black or red eyes. They
possess viscous fangs and their front pair of legs has claws similar to those of a bear. Their most
dangerous feature, however, is their backbone: Each vertebra has a razorlike protrusions jutting out
through the hide. These sharp bones are strong as steel and cause devastating wounds as the hound
rushes by. As the hounds grow older, they increase in size.

Void hounds are completely loyal and obedient to their masters. They will kill quickly or toy with a target,
depending on the cruelty of the walker commanding them.

Combat

As beings of the Void, the hounds share many of the same special traits as their masters.

Immunity to Energy Drain (Ex): Due to their physical makeup, energy drains of any type (level drain,
temporary or permanent ability damage, etc.) cannot effect void hounds.

Slice Charge (Ex): A seeker can use its razor-sharp spine as a weapon; to do so, it must charge. The
seeker throws its whole body into attack and gains 1-1/2 times its Strength bonus on damage, just as if
using a sole natural weapon.

Wounding (Ex): A hit from the seeker's slice charge deals 1 point of Constitution damage from blood loss
when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical
hits (such as plants and constructs) are immune to the Constitution damage dealt by the slice charge.

Skills: A void hound has a +8 racial bonus on Hide checks.

Void Hound, Stalker


Large Magical Beast (Extraplanar, Void)
Hit Dice: 10d10+50 (105 hp)
Initiative: +5
Speed: 60 feet. (12 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +10/+22
Attack: Bite +17 melee (2d8+8) or slice charge +17 (2d6+12 plus wounding)
Bite +17 melee (2d8+8) plus 2 claws +15 melee (2d6+4) or slice charge +17
Full Attack:
melee (2d6+12 plus wounding)
Space/Reach: 10 ft./5 ft.
Special Attacks: Slice charge, wounding
Darkvision 120 ft., evasion, immunity to energy drain, low-light vision, void
Special Qualities:
subtype
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 26, Dex 12, Con 20, Int 4, Wis 10, Cha 6
Skills: Hide +8, Move Silently +11
Feats: Improved Initiative, Improved Natural Attack (claw), Multiattack, Power Attack
Environment: Any
Organization: Solitary or pack (1d8)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 11-15 HD (Large)
Stalkers are simply Large seeker void hounds. They have the following change to their combat profile:

Wounding (Ex): A hit from the stalker's slice charge deals 1d2 points of Constitution damage from blood
loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to
critical hits (such as plants and constructs) are immune to the Constitution damage dealt by the slice
charge.

Skills: A void hound has a +8 racial bonus on Hide checks.

Void Hound, Slayer


Huge Magical Beast (Extraplanar, Void)
Hit Dice: 16d10+112 (200 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 17 (-2 size, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +16/+36
Attack: Bite +26 (4d8+12) or slice charge +26 (3d6+18 plus wounding)
Bite +26 (4d8+12) plus 2 claws +24 (3d6+6) or slice charge +26 (3d6+18 plus
Full Attack:
wounding)
Space/Reach: 15 ft./10 ft.
Special Attacks: Slice charge, wounding
Special Qualities: Darkvision 120 ft., immunity to energy drain, low-light vision, void subtype
Saves: Fort +17, Ref +10, Will +5
Abilities: Str 34, Dex 10, Con 24, Int 4, Wis 10, Cha 6
Skills: Hide +8, Move Silently +11
Improved Bull Rush, Improved Initiative, Improved Natural Attack (bite),
Feats:
Improved Natural Attack (claw), Multiattack, Power Attack
Environment: Any
Organization: Solitary or pack (1d8)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 17-24 HD (Huge)
Stalkers are simply Huge seeker hounds. They have the following change to their combat profile:

Wounding (Ex): A hit from the slayer's slice charge deals 1d4 points of Constitution damage from blood
loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to
critical hits (such as plants and constructs) are immune to the Constitution damage dealt by the slice
charge.

Skills: A void hound has a +8 racial bonus on Hide checks.

Studying the temporal drake has proven difficult. Not only are the creatures dangerous in the extreme, but
the source of their many potent abilities is not readily apparent, even to the trained observer. Sages believe
their erratic movement and elusive nature stems from some innate ability to manipulate time -- hence, their
name. Speculation aside, a few things are known: They move far faster than mere muscle and bone would
allow, their uncanny ability to avoid weapon blows and spells cannot be countered by magic that pierces
illusion, and they can temporarily force creatures into a sort of suspended state where time does not pass.

In summation, although they are an interesting oddity to be sure, temporal drakes are both too dangerous
to be studied without great expense and too few to threaten any established community. They remain a
problem only for those foolish individuals who insist upon traipsing through the forgotten corners of the
world and the outmost reaches of the wilderness.
-- Stannis Alensin, Loremaster and Royal Archivist

Temporal Drake
Large Dragon
Hit Dice: 10d12+40 (113 hp)
Initiative: +5
Speed: 60 ft. (12 squares), fly 60 ft. (good)
Armor Class: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
Base Attack/Grapple: +10/+20
Attack: Bite +15 melee (2d6+6)
Bite +15 melee (2d6+6) and 2 claws +13 melee (1d8+3) and 2 wings +13
Full Attack:
melee (1d6+3) and 1 tail slap +13 melee (1d8+3)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Temporal inversion
Darkvision 60 ft., low-light vision, progressive initiative, recurrence, temporal
Special Qualities:
displacement, temporal slide, time slip
Saves: Fort +11, Ref +12, Will +9
Abilities: Str 22, Dex 21, Con 18, Int 8, Wis 14, Cha 16
Skills: Hide +14, Listen +17, Move Silently +18, Search +12, Spot +17
Feats: Alertness, Cleave, Multiattack, Power Attack
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: +7
Long and low to the ground, the draconic creature has the bulk and strength of a true dragon but a feline
grace all its own. It seems to wink erratically in and out of sight, and its gray scales cast back light in
incongruous patterns, reflecting glints of light at odd times and angles.

Like the wyvern, the temporal drake is a distant cousin of the true dragons. Smaller than all but the
youngest true dragons, the temporal drake has neither the intellect nor the innate magical ability of its
powerful kindred. The temporal drake's strengths, and the source of its name, lie in its ability to manipulate
the passage of time. Although not capable of significant time travel, the drake moves through and
manipulates time in ways that other creatures have difficulty understanding. By stepping outside of time for
a split second, the drake can appear to move across the battlefield instantaneously, cause apparently
accurate blows to miss, and even seemingly return from the dead.

Temporal drakes are dangerous hunters that stalk and kill animals and other creatures for food. Confident
in their own might, temporal drakes do not hesitate to attack even numerous or well-armed groups, but they
are not so foolish as to remain in a fight when overmatched. If caught and trained at a young age, temporal
drakes can serve ably as mounts.

A typical temporal drake stands about 5 feet tall at the shoulder and has a wingspan of up to 18 feet.
Temporal drakes weigh about 1,250 pounds.

Temporal drakes speak Draconic.

Combat

A dangerous hunter and melee combatant, the temporal drake trusts to its physical prowess and
supernatural abilities and wades fearlessly into combat. Although less intelligent than the average human,
the drake can invent sophisticated ambushes. The drake usually begins fights by using its temporal slide
ability to appear in the midst of its foes, then makes a full attack, preferably against anyone that looks like a
spellcaster. The drake is also smart enough to keep one use of its temporal slide ability in reserve in case it
has to flee.

Temporal Slide (Su): The temporal drake can manipulate time as it moves, allowing it to seemingly
disappear and reappear elsewhere instantaneously. As a free action that does not provoke an attack of
opportunity, the temporal drake moves its current speed (following the normal rules for movement). The
temporal drake can use this ability a number of times per day equal to its Constitution bonus (4 for an
average temporal drake). It can use this ability only once per round.

Temporal Inversion (Su): Once per day, as a standard action, a temporal drake can shunt one creature
out of the time stream for a short period. The temporal drake can affect any creature within 60 feet. The
creature is then shunted out of time unless it succeeds on a DC 18 Will saving throw. Time passes for
creatures other than the affected creature, and it can take no actions other than trying to escape. The
creature seems to vanish, while out of the time stream no other creature, spell, magical effect, or force can
affect it in any way. (It is as though the creature has ceased to exist.) Each round on its turn, the affected
creature may attempt a DC 20 Intelligence check to rejoin the time stream as a full-round action. If the
subject doesn't escape, the effect ends after 10 minutes. The save DC is Charisma-based.

Progressive Initiative (Ex): The temporal drake moves through time differently than other creatures, so its
initiative value changes as combat progresses. Each round after the first round of combat, the temporal
drake's initiative score becomes 4 higher. This will often cause the temporal drake to act at a different time
in the initiative order in many rounds. This ability is automatic, and requires no action by the temporal
drake.

When the temporal drake uses the delay or ready actions, its initiative value changes as normal; however,
its initiative score becomes 4 higher each round.

Time Slip (Su): The temporal drake can step back in time a fraction of a second, potentially changing the
outcome of one action. The temporal drake can immediately reroll a d20 roll that it just made, but before
the outcome of the die roll is determined. The temporal drake takes the better of the two rolls. Using this
ability is a free action that does not provoke an attack of opportunity. The temporal drake can use this
ability a number of times per day equal to its Constitution bonus (4 for an average temporal drake). The
temporal drake may use this ability only once in any given round.

Recurrence (Ex): As a temporal drake dies, it calls a different version of itself out of the time stream. This
means that one round after the temporal drake's death, it reappears fresh and ready for combat. This new
drake possesses full hit points, fully restored daily uses of its abilities, and no effects of the recent fight. The
drake takes one full round's worth of actions and then disappears, returning to its original place in the time
stream. (It does reappear thereafter.) If this drake is killed before it disappears, it simply dies, and another
drake does not appear.

Temporal Displacement (Su): The temporal drake blinks in and out of the time stream quickly and at
random. This causes attacks against the temporal drake to have a 20% miss chance, and neither the Blind-
Fight feat or spells such as true seeing or see invisibility help against this miss chance. Like other
supernatural abilities, this ability is suppressed in an anti-magic field.

Training a Temporal Drake

Long sought by both spellcasters and warriors as mounts, temporal drakes support their riders with
powerful supernatural abilities, excellent movement capabilities, and formidable melee attacks. Although
intelligent, a temporal drake requires training before it can bear a rider in combat. To be trained, a temporal
drake must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy
check). Training a friendly temporal drake takes six weeks of work and a DC 35 Handle Animal check.
Riding a temporal drake requires an exotic saddle. A temporal drake can fight while carrying a rider, but the
rider cannot attack unless he or she succeeds on a Ride check.

Temporal drake eggs are worth 15,000 gp apiece on the open market, while hatchlings are worth 35,000 gp
and up. The few professional trainers skilled enough to train a temporal drake charge 5,000 gp and up to
complete the task.

Note: Creatures of the dragon type are not normally trainable with the Handle Animal skill, but because of
their intelligence and temperament, temporal drakes can be trained using the same rules for training
magical beasts.

Praetorius is the legendary alchemist, wizard, and cleric responsible for many of the unnatural creatures
that exist in the world today. Employed by the largest and most powerful ancient empire in the campaign
world, Praetorius spent decades experimenting with animals, magical creatures, and even sentient
humanoids. At his emperor's behest, the mad Praetorius sought to create the ultimate race of slave-
warriors to fight the empire's battles.

Most of Praetorius's creations died soon after their "births." Those experiments that survived, but were
judged unsuitable for use in combat, were diverted to the capital city's arenas to struggle and die under the
blades of the emperor's gladiators. Of his successful creations, most died in battle or in the blood pits of the
empire. Some lived, though, and proved viable as species capable of reproducing. Since Praetorius's goal
was to create a self-sustaining race, he made certain that the ability to breed and create viable offspring
was among any creature's theoretical capabilities -- no matter how arcane, bizarre, or horrifying the original
creation process might have been.

Today, Praetorius is commonly believed to be nothing more than a myth, a bogeyman to scare children into
going to bed. This is a lie perpetuated by the current rulers of the area that once comprised the empire;
they prefer to let sleeping fears lie. Only a select few know that Praetorius truly did exist; a few also suspect
that any man so fiendishly capable of altering the forms of life also could find a means to extend his own.
This suspicion is based on imperial records that state that Praetorius is presumed dead after a huge
conflagration in his ancient home/laboratory/dungeon. His death is presumed, since no body was ever
recovered.

Whatever the final fate of the insane Praetorius, fragmentary imperial records have recently been
assembled that provide details of some few of the madman's creations. Two such fragments and the
abominations they pertain to are described here.

Hybridization #4rkbi6-89

The biological template of the new specimen has stabilized. The latest magical infusion should also allow
for reproduction (note reference REPoo9fnh3). As I predicted, combining the traits and biological
mechanisms of the source creatures has resulted in a fine killing device. The aspects of the giant scorpion
grant the device superior melee ability even against multiple targets, and the poison delivery system is far
more efficient than that of the spider source creature. The magical powers infused into the specimen allow
it to mimic much of the spider's instinctive behavior, a fact of which I am quite proud. In recent field tests,
I've witnessed the device use terrain and even walls and ceilings as points from which to attack. When
faced with many targets, the device efficiently used its web ability to immobilize several while its pincers
crushed two more, and the stinger penetrated even the strongest armor.

Cildabrin
Large Aberration
Hit Dice: 11d8+55 (104 hp)
Initiative: +3
Speed: 60 ft. (12 squares), climb 30 ft.
Armor Class: 19 (-1 size, +3 Dex, +7 natural,), touch 12, flat-footed 16
Base Attack/Grapple: +8/+19
Attack: Claw +14 melee (1d8+7)
Full Attack: 2 claws +14 melee (1d8+7), tail stinger +12 melee (1d6+3 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Crush 1d8+7, improved grab, poison, spell-like abilities
Special Qualities: Darkvision 60 ft., tremorsense 60 ft.
Saves: Fort +8, Ref +6, Will +7
Abilities: Str 24, Dex 17, Con 21, Int 11, Wis 10, Cha 13
Skills: Climb +15, Jump +21, Move Silently +17
Feats: Dodge, Mobility, Multiattack, Spring Attack
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: 50% coins, 50% goods, 50% items
Alignment: Usually neutral evil
Advancement: 12-14 HD (Huge), 15-17 HD (Gargantuan), 18-22 (Colossal)
Level Adjustment: --
The body shape is that of a tarantulalike spider, but with the forelegs replaced by a set of long pincers and
a very long scorpion's tail. The body itself is chitinous, but tufts of hair, again like those of a tarantula, grow
out of the joints where the chitin plates meet. The creature's eight eyes are a dull black that seem to reflect
no light at all.

A cildabrin looks much the creatures Praetorius tortured and transmogrified to create the first specimen: a
giant spider related to a tarantula and monstrously big scorpion. Cildabrins are subterranean hunters that
prefer warm underground regions. Incapable of spinning normal webs, cildabrins roam their territory,
looking for any prey they can catch.

Cildabrins were considered a failure by Praetorius; they turned out to be too indiscriminate in choosing their
targets when hungry, killing at least as many imperial soldiers and their own handlers as the empire's
underground enemies that they were intended to slay. Consigned to the imperial arenas, a group of the
remaining intelligent horrors soon escaped the pits and fled into the Underdark. In the centuries since then,
they have spread far and wide in the darkness below. Cildabrins seem incapable of speech.
Combat

As a solitary hunter, a cildabrin prefers to stalk its prey. It slowly closes the distance to the quarry, then
leaps to the attack. If hunting a lone figure or a small group, the cildabrin remains in melee, trying to kill or
incapacitate as many targets as possible. If engaging a large or powerful group of prey, the cildabrin uses
its Spring Attack ability to snatch up one or two targets, then flees to kill and consume its prey later in
safety. Its long claws and tail give it exceptional reach.

Crush: A cildabrin inflicts 1d8+7 points of damage with a successful grapple check after a successful
pincer attack. Each pincer can hold one target of not larger than Medium size. Using both pincers, a
cildabrin inflicts double damage to one Large target.

Improved Grab: To use this ability, a cildabrin must successfully attack with a pincer. It can then attempt to
start a grapple as a free action without invoking an attack of opportunity. If it wins the grapple check, the
cildabrin establishes a hold and can constrict.

Poison: With a successful tail stinger attack, a cildabrin injects potent venom (Injury DC 20); Initial
Effect:1d6 Str; Secondary Effect: 1d6 Str.

Spell-Like Abilities: At will -- freedom of movement; 3/day -- jump,web.

Hybridization #13wlo0-41

The reptilian Marine template continued its field tests today. The current batch of devices shows the
trogdilian's ruthlessness and the lizardian's savage cunning and bloodlust, while also displaying the
marginal increase in intellect I strove for. (Note: May have to restrict reproduction to curb intellectual
development.) A few even may be described as clever, using deceit, evasion, and even a simplistic
ambush to track and eliminate the targets I had released into the marshes. Combining the trog's musk
ability with the strength of the lizards makes these devices worthy infantry and marines. Without
authoritative leadership, these creatures would revert to their animal-like ways, of course, but with structure
and supervision such as that aboard ship and in our illustrious empire's warhouses, these devices will
function well in the empire's warmer climes and in wetland environments where other humanoids falter.

Troglizard
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 3d8+12 (25 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+5
Claw +5 melee (1d4+2) or club +5 melee (1d6+3) or javelin +4 ranged
Attack:
(1d6+2)
2 claws +5 melee (1d4+2) and bite +3 melee (1d4+1) or club +5 melee
Full Attack:
(1d6+3) and bite +3 melee (1d4+1), or javelin +4 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 10, Wis 10, Cha 10
Skills: Balance +4, Climb +5, Hide +8, Swim +5
Feats: Multiattack, Power Attack
Environment: Temperate or warm marsh, underground
Pair, gang (3-4), Band (6-10 plus 50% noncombatants) or tribe (20-80 plus
Organization:
50% noncombatants
Challenge Rating: 2
Treasure: 50% coins, 50% goods, 50% items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2
This reptilian humanoid stands as tall as an average human, with lanky but muscular limbs, a long, thick
tail, clawed hands and feet, sharp fangs, and bony frill atop its head.

Created by Praetorius as amphibious warriors for the empire, the first troglizards served as imperial
marines aboard the Emperor's naval vessels. As slave-warriors, the troglizards were driven mercilessly by
their imperial masters. After a fierce hurricane damaged and scattered an imperial naval squadron, the
troglizards rose in mutiny. They killed their masters and managed to sail to a marshy area in a temperate
region. Since then, they have expanded their range across the warm regions of the former empire and
underground, typically near hot springs and other sources of warm water.

Bred for war, troglizards dominate any habitat they come to inhabit. Eventually, they exhaust the area's
resources and are forced to move on to find new territory to conquer. Former slaves, they often employ
slave labor themselves.

Technically omnivores, troglizards (or "tren," as they refer to themselves) prefer fresh meat when they can
get it. Given their most common environments, this is usually fish. They will also consume rodents, insects,
and other vermin.

Combat

While troglizards are not the brightest opponents adventurers are likely to face, they do combine the most
useful assets of their parent races, plus a sound grasp of tactics and military planning. Their lairs are
commonly surrounded by pit and water traps, and camouflaged lookouts monitor all approaches.

When entering a new region, troglizards often raid the settlements of other sentient races in the area. They
do so for two reasons: (1) to drive the others off and thus have the area's resource to themselves, and (2)
to gain a new slave-labor force, since transporting slaves from one locale to another, possibly distant one is
viewed as not worth the effort by the reptiles. Troglizards usually launch raids at night, using their
darkvision and ability to alter their coloration to their advantage.

Troglizards are also happy to work as mercenaries for any suitably impressive (and too powerful to easily
kill or enslave) evil force or individual. Troglizards speak Draconic.

Stench: Like their troglodyte forebears, troglizards excrete an oily, noxious liquid when excited or agitated.
This musklike scent is repellant to all creatures others than troglizards. All other living beings within 30 feet
must make a DC 15 Fort save or be sickened for 10 rounds. Creatures that successfully save are not
affected by the same troglizard's stench for 24 hours. A delay poison or neutralize poison spell removes the
sickened effect. Those creatures that are immune to poison are unaffected, and those resistant to poison
enjoy their normal bonuses on the saving throw against the stench. The save DC is Constitution-based.

Skills: Troglizards have a +4 racial bonus on Hide checks due to the troglizard's ability to alter its coloration
somewhat. This ability functions like that of a chameleon although not to the same extent.

Troglizard Society: Troglizard society, while chaotic, is organized along military lines. The strongest,
smartest, and bravest warriors (of either gender) lead the tribes. Each tribe's captain has a cadre of
followers that carry out the leader's wishes within the tribe. They also serve as leaders of war and scouting
bands.

Praetorius is the legendary alchemist, wizard, and cleric responsible for many of the unnatural creatures
that exist in the world today. Employed by the largest and most powerful ancient empire in the campaign
world, Praetorius spent decades experimenting with animals, magical creatures, and even sentient
humanoids. At his emperor's behest, the mad Praetorius sought to create the ultimate race of slave-
warriors to fight the empire's battles.

Most of Praetorius's creations died soon after their "births." Those experiments that survived, but were
judged unsuitable for use in combat, were diverted to the capital city's arenas to struggle and die under the
blades of the emperor's gladiators. Of his successful creations, most died in battle or in the blood pits of the
empire. Some lived, though, and proved viable as species capable of reproducing. Since Praetorius's goal
was to create a self-sustaining race, he made certain that the ability to breed and create viable offspring
was among any creature's theoretical capabilities -- no matter how arcane, bizarre, or horrifying the original
creation process might have been.

Today, Praetorius is commonly believed to be nothing more than a myth, a bogeyman to scare children into
going to bed. This is a lie perpetuated by the current rulers of the area that once comprised the empire;
they prefer to let sleeping fears lie. Only a select few know that Praetorius truly did exist; a few also suspect
that any man so fiendishly capable of altering the forms of life also could find a means to extend his own.
This suspicion is based on imperial records that state that Praetorius is presumed dead after a huge
conflagration in his ancient home/laboratory/dungeon. His death is presumed, since no body was ever
recovered.

Whatever the final fate of the insane Praetorius, fragmentary imperial records have recently been
assembled that provide details of some few of the madman's creations. Two such fragments and the
abominations they pertain to are described here.

Hybridization #4rkbi6-89

The biological template of the new specimen has stabilized. The latest magical infusion should also allow
for reproduction (note reference REPoo9fnh3). As I predicted, combining the traits and biological
mechanisms of the source creatures has resulted in a fine killing device. The aspects of the giant scorpion
grant the device superior melee ability even against multiple targets, and the poison delivery system is far
more efficient than that of the spider source creature. The magical powers infused into the specimen allow
it to mimic much of the spider's instinctive behavior, a fact of which I am quite proud. In recent field tests,
I've witnessed the device use terrain and even walls and ceilings as points from which to attack. When
faced with many targets, the device efficiently used its web ability to immobilize several while its pincers
crushed two more, and the stinger penetrated even the strongest armor.

Cildabrin
Large Aberration
Hit Dice: 11d8+55 (104 hp)
Initiative: +3
Speed: 60 ft. (12 squares), climb 30 ft.
Armor Class: 19 (-1 size, +3 Dex, +7 natural,), touch 12, flat-footed 16
Base Attack/Grapple: +8/+19
Attack: Claw +14 melee (1d8+7)
Full Attack: 2 claws +14 melee (1d8+7), tail stinger +12 melee (1d6+3 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Crush 1d8+7, improved grab, poison, spell-like abilities
Special Qualities: Darkvision 60 ft., tremorsense 60 ft.
Saves: Fort +8, Ref +6, Will +7
Abilities: Str 24, Dex 17, Con 21, Int 11, Wis 10, Cha 13
Skills: Climb +15, Jump +21, Move Silently +17
Feats: Dodge, Mobility, Multiattack, Spring Attack
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: 50% coins, 50% goods, 50% items
Alignment: Usually neutral evil
Advancement: 12-14 HD (Huge), 15-17 HD (Gargantuan), 18-22 (Colossal)
Level Adjustment: --
The body shape is that of a tarantulalike spider, but with the forelegs replaced by a set of long pincers and
a very long scorpion's tail. The body itself is chitinous, but tufts of hair, again like those of a tarantula, grow
out of the joints where the chitin plates meet. The creature's eight eyes are a dull black that seem to reflect
no light at all.

A cildabrin looks much the creatures Praetorius tortured and transmogrified to create the first specimen: a
giant spider related to a tarantula and monstrously big scorpion. Cildabrins are subterranean hunters that
prefer warm underground regions. Incapable of spinning normal webs, cildabrins roam their territory,
looking for any prey they can catch.

Cildabrins were considered a failure by Praetorius; they turned out to be too indiscriminate in choosing their
targets when hungry, killing at least as many imperial soldiers and their own handlers as the empire's
underground enemies that they were intended to slay. Consigned to the imperial arenas, a group of the
remaining intelligent horrors soon escaped the pits and fled into the Underdark. In the centuries since then,
they have spread far and wide in the darkness below. Cildabrins seem incapable of speech.

Combat

As a solitary hunter, a cildabrin prefers to stalk its prey. It slowly closes the distance to the quarry, then
leaps to the attack. If hunting a lone figure or a small group, the cildabrin remains in melee, trying to kill or
incapacitate as many targets as possible. If engaging a large or powerful group of prey, the cildabrin uses
its Spring Attack ability to snatch up one or two targets, then flees to kill and consume its prey later in
safety. Its long claws and tail give it exceptional reach.

Crush: A cildabrin inflicts 1d8+7 points of damage with a successful grapple check after a successful
pincer attack. Each pincer can hold one target of not larger than Medium size. Using both pincers, a
cildabrin inflicts double damage to one Large target.

Improved Grab: To use this ability, a cildabrin must successfully attack with a pincer. It can then attempt to
start a grapple as a free action without invoking an attack of opportunity. If it wins the grapple check, the
cildabrin establishes a hold and can constrict.

Poison: With a successful tail stinger attack, a cildabrin injects potent venom (Injury DC 20); Initial
Effect:1d6 Str; Secondary Effect: 1d6 Str.

Spell-Like Abilities: At will -- freedom of movement; 3/day -- jump,web.

Hybridization #13wlo0-41

The reptilian Marine template continued its field tests today. The current batch of devices shows the
trogdilian's ruthlessness and the lizardian's savage cunning and bloodlust, while also displaying the
marginal increase in intellect I strove for. (Note: May have to restrict reproduction to curb intellectual
development.) A few even may be described as clever, using deceit, evasion, and even a simplistic
ambush to track and eliminate the targets I had released into the marshes. Combining the trog's musk
ability with the strength of the lizards makes these devices worthy infantry and marines. Without
authoritative leadership, these creatures would revert to their animal-like ways, of course, but with structure
and supervision such as that aboard ship and in our illustrious empire's warhouses, these devices will
function well in the empire's warmer climes and in wetland environments where other humanoids falter.

Troglizard
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 3d8+12 (25 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+5
Claw +5 melee (1d4+2) or club +5 melee (1d6+3) or javelin +4 ranged
Attack:
(1d6+2)
2 claws +5 melee (1d4+2) and bite +3 melee (1d4+1) or club +5 melee
Full Attack:
(1d6+3) and bite +3 melee (1d4+1), or javelin +4 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 10, Wis 10, Cha 10
Skills: Balance +4, Climb +5, Hide +8, Swim +5
Feats: Multiattack, Power Attack
Environment: Temperate or warm marsh, underground
Pair, gang (3-4), Band (6-10 plus 50% noncombatants) or tribe (20-80 plus
Organization:
50% noncombatants
Challenge Rating: 2
Treasure: 50% coins, 50% goods, 50% items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2
This reptilian humanoid stands as tall as an average human, with lanky but muscular limbs, a long, thick
tail, clawed hands and feet, sharp fangs, and bony frill atop its head.

Created by Praetorius as amphibious warriors for the empire, the first troglizards served as imperial
marines aboard the Emperor's naval vessels. As slave-warriors, the troglizards were driven mercilessly by
their imperial masters. After a fierce hurricane damaged and scattered an imperial naval squadron, the
troglizards rose in mutiny. They killed their masters and managed to sail to a marshy area in a temperate
region. Since then, they have expanded their range across the warm regions of the former empire and
underground, typically near hot springs and other sources of warm water.

Bred for war, troglizards dominate any habitat they come to inhabit. Eventually, they exhaust the area's
resources and are forced to move on to find new territory to conquer. Former slaves, they often employ
slave labor themselves.
Technically omnivores, troglizards (or "tren," as they refer to themselves) prefer fresh meat when they can
get it. Given their most common environments, this is usually fish. They will also consume rodents, insects,
and other vermin.

Combat

While troglizards are not the brightest opponents adventurers are likely to face, they do combine the most
useful assets of their parent races, plus a sound grasp of tactics and military planning. Their lairs are
commonly surrounded by pit and water traps, and camouflaged lookouts monitor all approaches.

When entering a new region, troglizards often raid the settlements of other sentient races in the area. They
do so for two reasons: (1) to drive the others off and thus have the area's resource to themselves, and (2)
to gain a new slave-labor force, since transporting slaves from one locale to another, possibly distant one is
viewed as not worth the effort by the reptiles. Troglizards usually launch raids at night, using their
darkvision and ability to alter their coloration to their advantage.

Troglizards are also happy to work as mercenaries for any suitably impressive (and too powerful to easily
kill or enslave) evil force or individual. Troglizards speak Draconic.

Stench: Like their troglodyte forebears, troglizards excrete an oily, noxious liquid when excited or agitated.
This musklike scent is repellant to all creatures others than troglizards. All other living beings within 30 feet
must make a DC 15 Fort save or be sickened for 10 rounds. Creatures that successfully save are not
affected by the same troglizard's stench for 24 hours. A delay poison or neutralize poison spell removes the
sickened effect. Those creatures that are immune to poison are unaffected, and those resistant to poison
enjoy their normal bonuses on the saving throw against the stench. The save DC is Constitution-based.

Skills: Troglizards have a +4 racial bonus on Hide checks due to the troglizard's ability to alter its coloration
somewhat. This ability functions like that of a chameleon although not to the same extent.

Troglizard Society: Troglizard society, while chaotic, is organized along military lines. The strongest,
smartest, and bravest warriors (of either gender) lead the tribes. Each tribe's captain has a cadre of
followers that carry out the leader's wishes within the tribe. They also serve as leaders of war and scouting
bands.

Lex wondered just how many days he'd spent trudging through the swamps on the back of this horrible
gray beast. The dense fog and darkness provided by the thick canopy of trees made it seem like an
eternity. The lizardfolk were right: The mount they sold to him could certainly handle the swamps better
than his horse.

Time seemed to pass ever so slowly, and Lex speculated how many more kobolds he would have to slay
before the day was through. If the rumors were right, the few raiding parties he had encountered thus far
constituted just a fraction of the total force that guarded the caverns ahead.

His new mount fought well in the murky waters of the swamp, and it seemed to be developing a taste for
kobold, but Lex could not quite get over the disgust of watching it feed on the bodies of his slain foes.

The fog slowly began to clear and the canopy above receded as the swamp gave way to the murky waters
of a vast lake. Lex could see the islands he sought in the distance, and the obsidian spire that marked the
entrance to the catacombs. The trip though the swamp was long and hard but for Lex, his quest had only
just begun.

Lizardfolk are driven to survive. Survival of the race, tribe and individual is of paramount importance, and
they value anything that gives them an edge over their neighbors. Certain enlightened tribes, including
many quanak, have discovered the advantage of using animals for certain tasks. Interactions with both
elves and humans have proven the worth of having animals as part of the tribe. This realization has led the
lizardfolk to domesticate their own beasts for use as mounts and guards. The titan salamander and dragon
newt serve particularly well in the swampy terrain of their masters.

Titan Salamander
Large Animal (Aquatic)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 40 ft. (8 squares); swim 30 ft. (6 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+6 plus 1d6 acid)
Full Attack: Bite +6 melee (1d8+6 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acidic bite
Special Qualities: Low-light vision
Saves: Fort +7, Ref +5, Will +0
Abilities: Str 19, Dex 12, Con 16, Int 1, Wis 8, Cha 6
Skills: Listen +1, Move Silently +5, Spot +4, Swim +12
Feats: Alertness, Endurance
Climate/Terrain: Temperate and warm marsh
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Huge)
This enormous reptile has a low-slung body longer than a human is tall, with a whiplike tail at least as long
as the body. It has webbed feet and a mouth full of curved teeth.

The titan salamander is a lizardfolk mount. There are several varieties, as each tribe seems to have
developed its own version of the animal. The differences are primarily cosmetic; the coloration ranges from
a plain dark gray to various combinations of spots and stripes, and there are slight changes in tail length,
body girth, and leg shapes. But as a whole, a titan's body is about 8 feet long with an additional 4 to 8 feet
of tail, and weigh roughly 900 lbs. They have what appears to be an awkward gait while on the ground, but
possess surprising quickness and are excellent swimmers.

The lizardfolk have turned these creatures into mounts and pack animals and have developed new combat
strategies to utilize them.

Combat

Wild titan salamanders are nocturnal and consider any creature of small size as potential food. If they
encounter anything larger, they prefer to flee. If forced to fight, they try to move the combat into a water
source and use their bite to best effect.

Acidic Bite (Ex): The titan salamander's saliva is caustic and inflicts 1d6 points of additional acid damage
on a successful bite attack.

Psionic Titan Salamander


Large Magical Beast (Aquatic)
Hit Dice: 4d10+12 (34 hp)
Initiative: +1
Speed: 40 ft. (8 squares); swim 30 ft. (6 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (1d8+6 plus 1d6 acid)
Full Attack: Bite +7 melee (1d8+6 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acidic bite, psionics
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +7, Ref +5, Will +0
Abilities: Str 19, Dex 12, Con 16, Int 3, Wis 8, Cha 6
Skills: Listen +1, Move Silently +5, Spot +4, Swim +12
Feats: Alertness, Endurance
Climate/Terrain: Temperate and warm marsh
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Huge)
A small number of titan salamanders, having been developed by quanak tribes, possess psionic powers.
Psionic varieties almost always have some purple in their hides and usually weigh a little less than their
non-psionic cousins. The typical psionic titan salamander has the following addition to its profile.

Acidic Bite (Ex): The titan salamander's saliva is caustic and inflicts 1d6 points of additional acid damage
on a successful bite attack.

Psionics (Sp): 3/day -- burst, lesser concussion, vigor. Manifester level 4th.

Attack/Defense Modes (Sp): At will -- id insinuation/empty mind.

DM's Option: The titan salamander can be used as a special mount for a lizardfolk paladin, while the
psionic version is appropriate for a psionic multiclassed lizardfolk paladin. The titan can be called at 5th
level per the normal rules.

Dragon Newt
Small Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 20 ft. (4 squares); swim 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Bite -1 melee (1d4-2), or acid spit +4 ranged touch (1d4 acid plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spit, poison
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 12, Cha 8
Skills: Hide +10, Move Silently +8, Spot +5, Swim +7
Feats: Dodge, Point Blank ShotB
Climate/Terrain: Temperate and warm marsh
Organization: Solitary, pair, or pack (3-7)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium)
The yellow-green reptile is about the size of a small dog, withan oversized head and the frills and spines of
its mightier dragon cousins.

Dragon newts get their name from their coloration and head frills. Their bodies are roughly 2 feet long with
a short tail, and their oversized head has frills and spines similar to that of a gold dragon. They also have a
small dorsal crest and small dark spots running in two lines down each side. Deceptively quick, they are
just as comfortable out of the water as in it. They are usually nocturnal.

Lizardfolk have domesticated dragon newts to serve as sentries and additional muscle in combat. They are
trained to recognize their masters' tribe as friendly and attack anything else. Quanak tribes with dragon
newts use their poison instead of harvesting others.

Combat

A wild dragon newt attacks anything it considers food, which is anything Tiny or smaller. It spits at the
target, then rushes forward to finish it off with its bite. If confronted by larger creatures, it usually spits once,
then flees.

Spit (Ex): The dragon newt can spit acidic globules with a range increment of 10 feet. This is a ranged
touch attack that deals 1d4 points of acid damage.

Poison (Ex): The dragon newt's skin and saliva are toxic (contact, Fortitude DC 10, initial and secondary
damage 1d4 Str). Striking the dragon newt with an unarmed or natural attack subjects the attacker to the
poison save. The save DC is Constitution-based.

Skills: A dragon newt's coloration, natural agility, and keen senses give it a +3 racial bonus on Hide, Move
Silently, and Spot checks.

Psionic Dragon Newt


Small Magical Beast (Aquatic)
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 20 ft. (4 squares); swim 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-5
Attack: Bite +0 melee (1d4-2), or acid spit +5 ranged touch (1d4 acid plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spit, poison, psionics
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 12, Cha 8
Skills: Hide +10, Move Silently +8, Spot +5, Swim +7
Feats: Dodge, Point Blank ShotB
Climate/Terrain: Temperate and warm marsh
Organization: Solitary, pair, or pack (3-7)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium)
A rare number of dragon newts are psionic, developed by some quanak tribes. Psionic dragon newts tend
to be yellowish red in color instead of yellowish green. The typical psionic dragon newt has the following
addition to its profile.

Spit (Ex): The dragon newt can spit acidic globules with a range increment of 10 feet. This is a ranged
touch attack that deals 1d4 points of acid damage.

Poison (Ex): The dragon newt's skin and saliva are toxic (contact, Fortitude DC 10, initial and secondary
damage 1d4 Str). Striking the dragon newt with an unarmed or natural attack subjects the attacker to the
poison save. The save DC is Constitution-based.

Psionics (Sp): 3/day -- burst, catfall, spider climb. These are manifested as a 1st-level psion.

Attack/Defense Modes (Sp): At will -- ego whip/empty mind.

Skills: A dragon newt's coloration, natural agility, and keen senses give it a +3 racial bonus on Hide, Move
Silently, and Spot checks.

Applied Templates
We had a little extra room in this month's Monster Mayhem so we thought we would apply the Skeleton,
Zombie, and Fiendish templates from the revised Monster Manual to the dragon newt for your enjoyment.

Skeletal Dragon Newt


Small Undead
Hit Dice: 1d12 (6 hp)
Initiative: +8
Speed: 20 ft. (4 squares); swim 30 ft. (6 squares)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Bite -1 melee (1d4-2)
Full Attack: Bite -1 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity (cold), undead
Special Qualities:
traits
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 6, Dex 19, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: Improved InitiativeB
Climate/Terrain: Temperate and warm marsh
Organization: Solitary, pair, or pack (3-7)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral evil.
Advancement: --
Skeletal dragon newts are formed by the animate dead spell.
Combat

These creatures function much like ordinary skeletons.

Undead Traits: A skeletal dragon newt is immune to mind-affecting effects, poison, sleep effects, paralysis,
stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on
objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical
ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot
be raised, and resurrection works only if it is willing. Darkvision 60 ft.

Zombie Dragon Newt


Small Undead
Hit Dice: 2d12 (16 hp)
Initiative: +2
Speed: 20 ft. (4 squares); swim 30 ft. (6 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Bite +1 melee (1d4-1) or slam +1 (1d4-1)
Full Attack: Bite +1 melee (1d4-1) or slam +1 (1d4-1)
Space/Reach: 5 ft. /5 ft
Special Attacks: --
Special Qualities: Darkvision 60 ft., single actions only, undead traits
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 8, Dex 15, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: ToughnessB
Climate/Terrain: Any land and underground
Organization: Any
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil.
Advancement: 3-6 HD (Medium)
Zombie dragon newts are formed by the animate dead spell.

Combat

These creatures function much like ordinary zombies.

Single Actions Only (Ex): A zombie dragon newt has poor reflexes and can perform only a single move
action or attack action each round. A zombie dragon newt can move up to its speed and attack in the same
round, but only if it attempts a charge.

Undead Traits: A zombie dragon newt is immune to mind-affecting effects, poison, sleep effects, paralysis,
stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on
objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical
ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot
be raised, and resurrection works only if it is willing. Darkvision 60 ft.

Fiendish Dragon Newt


Small Magical Beast (Aquatic, Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 20 ft. (4 squares); swim 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-6
Attack: Bite -1 melee (1d4-2) or spit +4 ranged touch (1d4 acid plus poison)
Full Attack: Bite -1 melee (1d4-2) or spit +4 ranged touch (1d4 acid plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spit, poison, smite good
Darkvision 60 ft., low-light vision, resistances (cold 5, fire 5), spell resistance
Special Qualities:
6
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 10, Int 3, Wis 12, Cha 8
Skills: Hide +10, Move Silently +8, Spot +5, Swim +7
Feats: Dodge,Point Blank ShotB
Climate/Terrain: Any evil-aligned plane.
Organization: Solitary, pair, or pack (3-7)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any).
Advancement: 2-3 HD (Medium)
A fiendish dragon newt has red tips on its frills and a malevolent gleam in its eyes.

Combat

Fiendish dragon newts use their spit attacks early, reserving their smite good attacks for opponents who
seem appropriate.

Smite Good (Su): Once per day the fiendish dragon newt can make a normal melee attack to deal 1 point
of extra damage against a good foe.

Spit (Ex): The fiendish dragon newt can spit acidic globules with a range increment of 10 feet. This is a
ranged touch attack that deals 1d4 points of acid damage.

Poison (Ex): The fiendish dragon newt's skin and saliva are toxic (contact, Fortitude DC 10, initial and
secondary damage 1d4 Str). Striking the dragon newt with an unarmed or natural attack subjects the
attacker to the poison save. The save DC is Constitution-based.

Skills: A fiendish dragon newt's coloration, natural agility, and keen senses give it a +3 racial bonus on
Hide, Move Silently, and Spot checks.

Lex wondered just how many days he'd spent trudging through the swamps on the back of this horrible
gray beast. The dense fog and darkness provided by the thick canopy of trees made it seem like an
eternity. The lizardfolk were right: The mount they sold to him could certainly handle the swamps better
than his horse.

Time seemed to pass ever so slowly, and Lex speculated how many more kobolds he would have to slay
before the day was through. If the rumors were right, the few raiding parties he had encountered thus far
constituted just a fraction of the total force that guarded the caverns ahead.

His new mount fought well in the murky waters of the swamp, and it seemed to be developing a taste for
kobold, but Lex could not quite get over the disgust of watching it feed on the bodies of his slain foes.

The fog slowly began to clear and the canopy above receded as the swamp gave way to the murky waters
of a vast lake. Lex could see the islands he sought in the distance, and the obsidian spire that marked the
entrance to the catacombs. The trip though the swamp was long and hard but for Lex, his quest had only
just begun.

Lizardfolk are driven to survive. Survival of the race, tribe and individual is of paramount importance, and
they value anything that gives them an edge over their neighbors. Certain enlightened tribes, including
many quanak, have discovered the advantage of using animals for certain tasks. Interactions with both
elves and humans have proven the worth of having animals as part of the tribe. This realization has led the
lizardfolk to domesticate their own beasts for use as mounts and guards. The titan salamander and dragon
newt serve particularly well in the swampy terrain of their masters.

Titan Salamander
Large Animal (Aquatic)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 40 ft. (8 squares); swim 30 ft. (6 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+6 plus 1d6 acid)
Full Attack: Bite +6 melee (1d8+6 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acidic bite
Special Qualities: Low-light vision
Saves: Fort +7, Ref +5, Will +0
Abilities: Str 19, Dex 12, Con 16, Int 1, Wis 8, Cha 6
Skills: Listen +1, Move Silently +5, Spot +4, Swim +12
Feats: Alertness, Endurance
Climate/Terrain: Temperate and warm marsh
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Huge)
This enormous reptile has a low-slung body longer than a human is tall, with a whiplike tail at least as long
as the body. It has webbed feet and a mouth full of curved teeth.

The titan salamander is a lizardfolk mount. There are several varieties, as each tribe seems to have
developed its own version of the animal. The differences are primarily cosmetic; the coloration ranges from
a plain dark gray to various combinations of spots and stripes, and there are slight changes in tail length,
body girth, and leg shapes. But as a whole, a titan's body is about 8 feet long with an additional 4 to 8 feet
of tail, and weigh roughly 900 lbs. They have what appears to be an awkward gait while on the ground, but
possess surprising quickness and are excellent swimmers.

The lizardfolk have turned these creatures into mounts and pack animals and have developed new combat
strategies to utilize them.

Combat

Wild titan salamanders are nocturnal and consider any creature of small size as potential food. If they
encounter anything larger, they prefer to flee. If forced to fight, they try to move the combat into a water
source and use their bite to best effect.

Acidic Bite (Ex): The titan salamander's saliva is caustic and inflicts 1d6 points of additional acid damage
on a successful bite attack.

Psionic Titan Salamander


Large Magical Beast (Aquatic)
Hit Dice: 4d10+12 (34 hp)
Initiative: +1
Speed: 40 ft. (8 squares); swim 30 ft. (6 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (1d8+6 plus 1d6 acid)
Full Attack: Bite +7 melee (1d8+6 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acidic bite, psionics
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +7, Ref +5, Will +0
Abilities: Str 19, Dex 12, Con 16, Int 3, Wis 8, Cha 6
Skills: Listen +1, Move Silently +5, Spot +4, Swim +12
Feats: Alertness, Endurance
Climate/Terrain: Temperate and warm marsh
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Huge)
A small number of titan salamanders, having been developed by quanak tribes, possess psionic powers.
Psionic varieties almost always have some purple in their hides and usually weigh a little less than their
non-psionic cousins. The typical psionic titan salamander has the following addition to its profile.

Acidic Bite (Ex): The titan salamander's saliva is caustic and inflicts 1d6 points of additional acid damage
on a successful bite attack.

Psionics (Sp): 3/day -- burst, lesser concussion, vigor. Manifester level 4th.

Attack/Defense Modes (Sp): At will -- id insinuation/empty mind.

DM's Option: The titan salamander can be used as a special mount for a lizardfolk paladin, while the
psionic version is appropriate for a psionic multiclassed lizardfolk paladin. The titan can be called at 5th
level per the normal rules.
Dragon Newt
Small Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 20 ft. (4 squares); swim 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Bite -1 melee (1d4-2), or acid spit +4 ranged touch (1d4 acid plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spit, poison
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 12, Cha 8
Skills: Hide +10, Move Silently +8, Spot +5, Swim +7
Feats: Dodge, Point Blank ShotB
Climate/Terrain: Temperate and warm marsh
Organization: Solitary, pair, or pack (3-7)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium)
The yellow-green reptile is about the size of a small dog, withan oversized head and the frills and spines of
its mightier dragon cousins.

Dragon newts get their name from their coloration and head frills. Their bodies are roughly 2 feet long with
a short tail, and their oversized head has frills and spines similar to that of a gold dragon. They also have a
small dorsal crest and small dark spots running in two lines down each side. Deceptively quick, they are
just as comfortable out of the water as in it. They are usually nocturnal.

Lizardfolk have domesticated dragon newts to serve as sentries and additional muscle in combat. They are
trained to recognize their masters' tribe as friendly and attack anything else. Quanak tribes with dragon
newts use their poison instead of harvesting others.

Combat

A wild dragon newt attacks anything it considers food, which is anything Tiny or smaller. It spits at the
target, then rushes forward to finish it off with its bite. If confronted by larger creatures, it usually spits once,
then flees.

Spit (Ex): The dragon newt can spit acidic globules with a range increment of 10 feet. This is a ranged
touch attack that deals 1d4 points of acid damage.

Poison (Ex): The dragon newt's skin and saliva are toxic (contact, Fortitude DC 10, initial and secondary
damage 1d4 Str). Striking the dragon newt with an unarmed or natural attack subjects the attacker to the
poison save. The save DC is Constitution-based.

Skills: A dragon newt's coloration, natural agility, and keen senses give it a +3 racial bonus on Hide, Move
Silently, and Spot checks.

Psionic Dragon Newt


Small Magical Beast (Aquatic)
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 20 ft. (4 squares); swim 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-5
Attack: Bite +0 melee (1d4-2), or acid spit +5 ranged touch (1d4 acid plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spit, poison, psionics
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 12, Cha 8
Skills: Hide +10, Move Silently +8, Spot +5, Swim +7
Feats: Dodge, Point Blank ShotB
Climate/Terrain: Temperate and warm marsh
Organization: Solitary, pair, or pack (3-7)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium)
A rare number of dragon newts are psionic, developed by some quanak tribes. Psionic dragon newts tend
to be yellowish red in color instead of yellowish green. The typical psionic dragon newt has the following
addition to its profile.

Spit (Ex): The dragon newt can spit acidic globules with a range increment of 10 feet. This is a ranged
touch attack that deals 1d4 points of acid damage.

Poison (Ex): The dragon newt's skin and saliva are toxic (contact, Fortitude DC 10, initial and secondary
damage 1d4 Str). Striking the dragon newt with an unarmed or natural attack subjects the attacker to the
poison save. The save DC is Constitution-based.

Psionics (Sp): 3/day -- burst, catfall, spider climb. These are manifested as a 1st-level psion.

Attack/Defense Modes (Sp): At will -- ego whip/empty mind.

Skills: A dragon newt's coloration, natural agility, and keen senses give it a +3 racial bonus on Hide, Move
Silently, and Spot checks.

Applied Templates
We had a little extra room in this month's Monster Mayhem so we thought we would apply the Skeleton,
Zombie, and Fiendish templates from the revised Monster Manual to the dragon newt for your enjoyment.

Skeletal Dragon Newt


Small Undead
Hit Dice: 1d12 (6 hp)
Initiative: +8
Speed: 20 ft. (4 squares); swim 30 ft. (6 squares)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Bite -1 melee (1d4-2)
Full Attack: Bite -1 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity (cold), undead
Special Qualities:
traits
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 6, Dex 19, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: Improved InitiativeB
Climate/Terrain: Temperate and warm marsh
Organization: Solitary, pair, or pack (3-7)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral evil.
Advancement: --
Skeletal dragon newts are formed by the animate dead spell.

Combat

These creatures function much like ordinary skeletons.

Undead Traits: A skeletal dragon newt is immune to mind-affecting effects, poison, sleep effects, paralysis,
stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on
objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical
ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot
be raised, and resurrection works only if it is willing. Darkvision 60 ft.
Zombie Dragon Newt
Small Undead
Hit Dice: 2d12 (16 hp)
Initiative: +2
Speed: 20 ft. (4 squares); swim 30 ft. (6 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Bite +1 melee (1d4-1) or slam +1 (1d4-1)
Full Attack: Bite +1 melee (1d4-1) or slam +1 (1d4-1)
Space/Reach: 5 ft. /5 ft
Special Attacks: --
Special Qualities: Darkvision 60 ft., single actions only, undead traits
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 8, Dex 15, Con --, Int --, Wis 10, Cha 1
Skills: --
Feats: ToughnessB
Climate/Terrain: Any land and underground
Organization: Any
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil.
Advancement: 3-6 HD (Medium)
Zombie dragon newts are formed by the animate dead spell.

Combat

These creatures function much like ordinary zombies.

Single Actions Only (Ex): A zombie dragon newt has poor reflexes and can perform only a single move
action or attack action each round. A zombie dragon newt can move up to its speed and attack in the same
round, but only if it attempts a charge.

Undead Traits: A zombie dragon newt is immune to mind-affecting effects, poison, sleep effects, paralysis,
stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on
objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical
ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot
be raised, and resurrection works only if it is willing. Darkvision 60 ft.

Fiendish Dragon Newt


Small Magical Beast (Aquatic, Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 20 ft. (4 squares); swim 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-6
Attack: Bite -1 melee (1d4-2) or spit +4 ranged touch (1d4 acid plus poison)
Full Attack: Bite -1 melee (1d4-2) or spit +4 ranged touch (1d4 acid plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spit, poison, smite good
Darkvision 60 ft., low-light vision, resistances (cold 5, fire 5), spell resistance
Special Qualities:
6
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 10, Int 3, Wis 12, Cha 8
Skills: Hide +10, Move Silently +8, Spot +5, Swim +7
Feats: Dodge,Point Blank ShotB
Climate/Terrain: Any evil-aligned plane.
Organization: Solitary, pair, or pack (3-7)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any).
Advancement: 2-3 HD (Medium)
A fiendish dragon newt has red tips on its frills and a malevolent gleam in its eyes.

Combat

Fiendish dragon newts use their spit attacks early, reserving their smite good attacks for opponents who
seem appropriate.

Smite Good (Su): Once per day the fiendish dragon newt can make a normal melee attack to deal 1 point
of extra damage against a good foe.

Spit (Ex): The fiendish dragon newt can spit acidic globules with a range increment of 10 feet. This is a
ranged touch attack that deals 1d4 points of acid damage.

Poison (Ex): The fiendish dragon newt's skin and saliva are toxic (contact, Fortitude DC 10, initial and
secondary damage 1d4 Str). Striking the dragon newt with an unarmed or natural attack subjects the
attacker to the poison save. The save DC is Constitution-based.

Skills: A fiendish dragon newt's coloration, natural agility, and keen senses give it a +3 racial bonus on
Hide, Move Silently, and Spot checks.

Miala paced back and forth on the beach, waiting impatiently. Impatience was new to the druid, and not
pleasant. She had come at the request of a group of fishermen who had been attacked by a strange
creature. Three of their number were dead, and six others awaited healing of serious injuries in the nearby
temple of Pelor. The creature, they said, was like a centaur, but more horrible than anything they could
imagine. It had come from the sea to attack them on the beach while they cleaned their nets.

This was the first group to survive an attack by whatever it was. Nine fishermen had been found dead on or
near the beach in the last month. Apparently whatever it was had arrived about that time.

Miala was here because one of the fishermen thought the creature might be a fey of some kind, and Miala
was reputed to know much about such beings. She had never heard of anything like this, but she liked to
learn about new creatures.

"I don't see any tracks along the whole beach," shouted her friend Scout, a ranger and cleric of Ehlonna.
"The creature hasn't been here since at least the last high tide, and probably not for three days or more."
That timing corresponded to the attack on the fishermen, and since no other humans had been on the
beach since the attack, Miala believed that the creature struck simply to hurt humans. Or humanoids. It was
impossible to tell at this time if it had a grudge against humans or simply killed creatures that got too close
to the water.

"Night's about to fall, Scout. We'd better head back to the village. Tomorrow we can go for a swim."

"You can go for a swim tomorrow, Miss I-can-turn-into-a-fish-whenever-I-want," Scout replied. "But I agree
about heading back now. Maybe we can get some divinations and learn more--"

Scout's words were cut off as the sounds of pounding hooves and splashing water met their ears. They
turned to see a hideous centaurlike creature with pointed ears, a head way too big for its body, and strange
fin-like growths at its feet. What made Miala turn and put a hand on her mouth to keep her lunch down was
seeing that it had no skin at all. She could see black lines where veins ran across the creature, and its
muscles. It looked as if something had skinned it alive and turned it loose.

Scout drew her swords and stepped forward to meet the charge, but was flung back and to the left as the
creature impacted her body. Miala dived out of the way as it tried to take a swipe at her, too. Scout moved
behind the creature as it stopped and turned toward the druid; she hit hard with her two swords. The
creature shrieked and kicked out at her, but did not connect. Scout moved in to take a swipe, then moved
away before it could return the favor, as it seemed able to attack with its long arms, its hooves, and its huge
mouth. Miala stepped back to cast a flame strike on the creature, which opened up its blood vessels and
caused it to look even more hideous. The creature charged Miala and knocked the druid down, injuring her
severely and tearing away a piece of flesh from her arm with its teeth.

Scout's attacks were not having as much effect as they should, and the creature was getting in licks of its
own. Miala stepped back and cast another damaging spell, this time a waterball. As the fresh water
exploded around the creature, it hissed in fright and turned toward the sea. It galloped away at a full run
and plunged into the waves, leaving the two women shaking and breathing hard.

"That was probably what we were looking for," Scout said. "I wonder why your spell drove it off."
Miala finished a cure light wounds spell that closed up the bite wound somewhat. "We'd really better get
back to the village now," she said. "Divinations are definitely in order. And maybe some help. I wonder if
Iron and Rannell are somewhere close by . . ."

Nuchlavis
Large Fey (Aquatic)
Hit Dice: 12d6+24 (66 hp)
Initiative: +4
Speed: 60 ft. (12 squares), swim 50 ft.
Armor Class: 14 (+4 Dex, -1 size, +1 natural), touch 13, flat-footed 10
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (1d6+7)
2 slams +12 melee (1d6+7) and 2 hooves +10 melee (1d6+3) and bite +10
Full Attack:
melee (2d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, stench
Amphibious, damage reduction 10/cold iron, fear of fresh water, low-light
Special Qualities:
vision
Saves: Fort +6, Ref +12, Will +8
Abilities: Str 25, Dex 18, Con 15, Int 8, Wis 11, Cha 4
Hide +9, Jump +19, Listen +15, Move Silently +16, Search +11, Spot
Skills:
+15,Swim +15
Awesome Blow, Combat Reflexes, Improved Bull Rush, Multiattack, Power
Feats:
Attack
Environment: Temperate aquatic
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 HD (Large); 25-36 (Huge)
Level Adjustment: --
This bizarre creature appears as a large horse with a human torso and head, and flippers at the end of its
legs. Its head is far too large for its body. It seems to have no skin at all, and it reeks of rotten fish.

A nuchlavis is a horrible-looking fey creature of unparalleled evil that preys on humanoids near the coast. It
also preys on other fey, and whatever else it can physically dominate. A nuchlavis is a sea-dwelling faerie
creature that can come onto the land for brief periods to bring terror.

Similar to a centaur in appearance, a nuchlavis possesses a horse's body and a human-like torso and
head. Its head, however, is more than four times as large as it should be, and sometimes lolls to the side,
as if the neck cannot support the weight. It has a single red eye in its face, from which it looks hatefully
upon the world. Its mouth is almost too wide for its face, and vaguely porcine. Within this mouth the
creature has long, sharp teeth that easily tear flesh. Long, powerful arms hang simianlike down its body.
The creature has fins or flippers on its feet, yet somehow can run on land. Some theorize that the leg ends
in a hoof and a flipper, and that the creature can move the flipper aside for running on land.

The nuchlavis's lack of skin constitutes the most horrible aspect of its appearance. Its white sinews and red
muscles are visible when it moves, and one can see its black blood flowing through its yellowish veins if
one gets close enough to look. A nuchlavis smells horrible as well, the scent a mix of rotting eggs and
spoiled, mildewed fish.

A nuchlavis speaks Common and Sylvan.

COMBAT

Brutal combatants, nuchlavises prefer direct attacks. They fight with fists, hooves, and their terrible bite.

Improved Grab (Ex): A nuchlavis that hits with a slam attack may start a grapple as a free action without
provoking an attack of opportunity. A nuchlavis that has successfully grappled a foe automatically bites on
the same round.

Stench (Ex): A nuchlavis has a horrible odor that can be detected up to 100 feet away. All living creatures
(except nuchlavises) within 30 ft. must make a Fort save (DC 18) or be sickened for as long as they remain
in range and for one round thereafter. The save DC is Constitution-based. A successful save grants
immunity to the stench for 24 hours. If a creature that has failed a save against the stench escapes from
the stench's area, but later enters it again, it must save again. The stench is not a poison, so resistances
and spells that affect poison do not negate the effects of the stench.

Amphibious (Ex): A nuchlavis can breathe both air and water, though it usually does not remain outside its
aquatic home longer than necessary to attack its prey.

Fear of Fresh Water (Ex): A nuchlavis is deathly afraid of fresh water, even though fresh water has no
ability to harm the creature. A nuchlavis will hide under the sea whenever it rains, and will not cross fresh-
water rivers, lakes, or even streams. If splashed with at least a gallon of fresh water, a nuchlavis must
makes a Will save (DC 15) or become panicked until it can hid beneath the sea, and for 1 minute
thereafter. If struck by a water-producing spell, the DC for the panic effect is the same as the DC for the
spell.

It started with the cats -- or so most people thought afterward. They still did not comprehend the nature of
the creatures that stole their very lives from them, one memory at a time. The first sign was the unusual
memory loss that the townsfolk suffered. A case here and there was nothing, but 10 cases a night was
disturbing. Clerics and wizards began watching houses; they noticed that cats congregated in certain
places at night, and in those same places the memory losses occurred. By the time anyone took action
against the cats, however, the creatures behind the attacks had assumed other forms, and were disguised
as humans living in the town.

Months passed, and the attacks continued. People lost their memories -- then suddenly regained them.
The clerics declared it was a sickness of some kind, one that would not respond to healing magic. People
began to abandon the town before they caught the "illness." Adventurers who went to investigate the
refugees' tale either found corpses, or contracted the illness themselves and never returned. The town was
quarantined, state officials hoping to contain whatever it was. But one year later, a town 50 miles away
reported cases of "memory loss illness." And it started with the cats there too.

It is well known that there are creatures called "mind flayers" that eat the brains of other creatures. There
are also creatures called doppelgangers, who assume the form, and effectively steal the identity, of
humanoids. But there is another creature that steals the very memories and abilities of its victims -- literally
feeding on their knowledge.

Mindstealer Drone
Small Aberration (Shapechanger)
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 Dex, +1 size, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-5
Attack: Energy drain +4 ranged touch (see below)
Full Attack: Energy drain +4 ranged touch (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Absorb abilities, energy drain, memory drain
Special Qualities: Change shape, darkvision 60 ft.
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 6, Dex 15, Con 10, Int 12, Wis 11, Cha 16
Skills: Bluff +6, Hide +10, Listen +4, Spot +4
Feats: Ability Focus (energy drain)
Environment: Any
Organization: Solitary
Challenge Rating: 3 or 2+absorbed creature's CR (minimum 3)
Treasure: None
Alignment: Always neutral
Advancement: By absorption
Level Adjustment: --
This creature resembles an amorphous blob of uniform gray color. It rolls along the ground when it moves.

A mindstealer drone exists to steal the personalities and experiences of other creatures and bring them to
its master. In its natural form it appears as a blob of gray matter of some kind, but it can assume the form of
any creature whose abilities it has stolen and retained.

Mindstealer drones use subterfuge to achieve their ends. For example, in a city setting, a drone might
masquerade as a cat whose abilities it absorbed, and move through the population absorbing from
humanoids or other creatures. It knows it can reach powerful people by building its own power through
absorbing lesser creatures. Although not evil, its primary interest is the theft of abilities and memories from
other creatures.

A mindstealer drone in its natural form is about 3 feet in diameter and weighs about 12 pounds.

Mindstealer drones speak the languages of creatures whose abilities they have permanently absorbed.
Drones communicate empathically with mindstealer masters (see below).

Combat

A mindstealer drone fights with whatever abilities it has absorbed from victims, or with its supernatural
abilities. A drone has no combat skills itself in its base form.

Absorb Abilities (Su): As a full-round action, a mindstealer drone can absorb the abilities of a creature it
has drained of all memories. Add the absorbed creature's Hit Dice, hit points, base attack bonus, base save
bonus, skills, and feats to those of the mindstealer drone. The mindstealer drone uses its own speed and
its own ability scores or those of the absorbed creature, whichever are higher. If the mindstealer drone and
the absorbed creature have the same skill, add the absorbed creature's skill ranks and racial skill bonuses
to those of the mindstealer.

If the mindstealer drone uses the absorbed creature's form through its change shape ability, it gains
additional abilities, as noted in the change shape section.

A mindstealer drone retains an absorbed creature's abilities for a maximum of one month.

When a mindstealer drone absorbs the abilities of multiple creatures, it adds either the abilities of the last
creature it has absorbed or from the last form it has used, whichever is applicable.

Energy Drain (Su): As a full-round action, the mindstealer drone inflicts one negative level on a target
within 30 feet as a ranged touch attack. It gains 5 temporary hit points each time it inflicts a negative level.
A target reduced to 0 effective levels is not slain, but rendered catatonic. Drones kill these victims after they
have drained all memories. They can use the energy drain ability once per round. The Fortitude save DC
for recovering the negative level is 16. The save is Constitution-based.

Memory Drain (Su): A mindstealer drone is a psychic vampire that steals the memories of its victims'
experiences. As a standard action, it can steal a day's worth of memories from any creature that has a
negative level from it energy drain power.

If the mindstealer drone uses this power on a creature it has rendered catatonic through its energy drain
power, it drains a year's worth of memories every minute. A victim drained of all memories dies.

Once the mindstealer drone has drained all a creature's memories, it can absorb its abilities and assume its
form.

Change Shape (Su): A mindstealer drone can assume the form of any creature from which it has absorbed
abilities (so long at it retains those abilities). When using an absorbed creature's form, a mindstealer drone
gains all the features and traits of the absorbed creature's type and also gains all the absorbed creature's
speed, natural weapons, natural armor, special attacks, and special qualities. It continues to use the
absorbed creature's Hit Dice, hit points, base attack bonus, base save bonus, skills, and feats, as noted in
the Absorb Abilities section. In effect, the drone functions as the victim except that it retains its own special
attacks and special qualities.

Example Mindstealer Drones

This section shows a mindstealer drone that as absorbed abilities from a cat and a medusa.

Mindstealer Drone/Cat (Drone Form): CR 3; Small aberration; HD 2d8, plus 1/2d8; hp 11; Init +2; Spd 20
ft.; AC 15, touch 13, flat-footed 13; Base Atk +1; Grp -5; Atk +4 ranged touch (energy drain); Full Atk +4
ranged touch (energy drain); SA: absorb abilities, energy drain, memory drain; SQ change shape,
darkvision 60 ft.; AL N; SV Fort +2, Ref +4, Will +4; Str 6, Dex 15, Con 10, Int 12, Wis 12, Cha 16.

Skills and Feats: Balance +10, Bluff +6, Climb +6, Hide +14, Jump +10, Listen +7, Move Silently +6, Spot
+7; Weapon Finesse.
Mindstealer Drone/Cat (Cat Form): CR 3; Tiny aberration, HD 2d8 plus 1/2d8; hp 11; Init +2; Spd 30 ft.;
AC 14, touch 14, flat-footed 12; Base Atk +1; Grp -9; Atk +5 ranged touch (energy drain) or +5 melee (1d2-
2, claw); Full Atk +5 ranged touch (energy drain) or +5 melee (1d2-2, 2 claws) and +0 melee (1d3-2 bite);
SA: absorb abilities, energy drain, memory drain; SQ change shape, darkvision 60 ft.; AL N; SV Fort +2,
Ref +4, Will +4; Str 6, Dex 15, Con 10, Int 12, Wis 12, Cha 16.

Skills and Feats: Balance +10, Bluff +6, Climb +6, Hide +18, Jump +10, Listen +7, Move Silently +6, Spot
+7; Weapon Finesse.

Mindstealer Drone/Medusa (Drone Form): CR 3; Small aberration; HD 2d8+2 plus 6d6+12; hp 50; Init
+2; Spd 20 ft.; AC 15, touch 13, flat-footed 13; Base Atk +7; Grp +3; Atk +10 ranged touch (energy drain);
Full Atk +10 ranged touch (energy drain); SA: absorb abilities, energy drain, memory drain; SQ change
shape, darkvision 60 ft.; AL N; SV Fort +6, Ref +7, Will +6; Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 16.

Skills and Feats: Bluff +13, Diplomacy +5, Disguise +10, Hide +10, Intimidate +5, Listen +5, Move Silently
+8, Spot +12; Point Blank Shot, Precise Shot, Weapon Finesse.

Mindstealer Drone/Medusa (Medusa Form): CR 3; Medium aberration; HD 2d8+2 plus 6d6+12; hp 50;
Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +7; Grp +7; Atk +9 ranged touch (energy drain)
or +9/+4 ranged (1d6/´ 3, shortbow) and +4 ranged touch (energy drain); or +9/+4 melee (1d4/19-20
dagger and +4 melee (1d4 plus poison, snakes); SA absorb abilities, energy drain, memory drain, petrifying
gaze, poison; SQ change shape, darkvision 60 ft.; AL N; SV Fort +6, Ref +7, Will +6; Str 10, Dex 15, Con
12, Int 12, Wis 13, Cha 16.

Skills and Feats: Bluff +13, Diplomacy +5, Disguise +10, Hide +6, Intimidate +5, Listen +5, Move Silently
+8, Spot +12; Point Blank Shot, Precise Shot, Weapon Finesse.

Mindstealer Master
Large Aberration
Hit Dice: 20d8+60 (150 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 20 (+3 Dex, -1 size, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +15/+23
Attack: Slam +18 melee (2d8+4) or energy drain +17 ranged touch
Full Attack: 2 slams +18 melee (2d8+4) or energy drain +17 ranged touch
Space/Reach: 10 ft./10 ft.
Special Attacks: Drone drain, energy drain
Special Qualities: Create drones, darkvision 60 ft.
Saves: Fort +9, Ref +9, Will +15
Abilities: Str 18, Dex 16, Con 16, Int 25, Wis 16, Cha 20
Skills: Appraise +17, Balance +13, Bluff +23, Climb +14, Concentration +13, Craft
(any) +17, Craft (any) +17, Diplomacy +21, Disguise +22, Escape Artist +13,
Forgery +17, Gather Information +15, Heal +13, Hide +16, Intimidate +17,
Knowledge (arcana) +32, Knowledge (architecture and engineering) +32,
Knowledge (dungeoneering) +32, Knowledge (geography) +32, Knowledge
(history) +32, Knowledge (local) +32, Knowledge (nature) +32, Knowledge
(nobility and royalty) +32, Knowledge (religion) +32, Knowledge (the planes)
+32, Listen +22, Move Silently +20, Perform (any) +15, Ride +13, Search
+24, Sense Motive +20, Spot +22, Survival +13, Swim +14, Use Rope +13
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Mobility, Point Blank Shot,
Shot On The Run
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: Standard
Alignment: Usually neutral
Advancement: 21-40 HD (Large)
Level Adjustment: --
This large figure resembles an 8-foot human with dark skin and black eyes. It wears a drab or dark-colored
plain robe.

A mindstealer master feeds upon the experiences and abilities (skills, feats, class abilities) of other
creatures. It cannot absorb these directly from another creature; instead, it relies upon its mindstealer
drones to seek out and absorb the experiences and memories it needs as food. A single mindstealer
master has about 15 drones at any one time, as it must eat every week and the drones require time to
absorb memories and experiences.

A mindstealer master appears as a dark figure of approximately humanoid shape. However, it appears to
be missing part of its front. Thus, a mindstealer master that goes among other creatures generally wears
some kind of clothing to conceal this apparent deformity. The missing area is both a womb in which
mindstealer drones are created and a pod in which they are absorbed and drained of their collected
memories. The master creature's "womb" fits Medium and smaller creatures. Larger creatures require the
master to use a pseudopod that grows inside the cavity; it drains enough from the drone to reduce its size
to Medium, when it can then finish draining the drone in the womb area.

Mindstealer masters are generally loners, isolating themselves and viewing the world through the
memories they get from drones. A master creature usually finds an abandoned keep or wilderness area to
use as its lair. Through the lives of those it has absorbed, it knows about defending its lair and can place
devious traps or enlist the aid of monsters to defend it. Some master creatures have their drones absorb
the abilities of monsters, then use the drone-monsters as defenders rather than draining them for food.

Hungry for information, a mindstealer master constantly seeks to drain the experiences of creatures around
it. It views the entire world as its plate. It may even send adventurers on quests simply to experience those
quests through later memory drains. It is not evil, and balances all moral and ethical choices around its own
needs. Sometimes a mindstealer master rises above itself, taking a hand in the affairs of other creatures.
Using the absorbed memories it has, it directs the fates of others benignly or controls them through
blackmail and other nefarious means.

A mindstealer master is about 8 feet tall and weighs 750 pounds.

Mindstealer masters speak all languages that their drones have ever absorbed, which is usually just about
all of them.

Combat

Mindstealer masters are formidable opponents but avoid combat when possible.

Create Drones (Ex): A mindstealer master can create mindstealer drones. This process takes 24 hours as
the master creature separates a part of itself to make the material for the drone creature. It can have up to
20 drones at a time (1 per Hit Die).

Drone Drain (Su): A mindstealer master can absorb a drone into its body and then absorb all the drone's
stolen memories (but not absorbed abilities). This process takes 1 minute and returns the drone to its base
state. Masters do not gain class levels or class abilities from this drain; they gain only memories.

Energy Drain (Su): A mindstealer master inflicts two negative levels on a target within 30 ft. on a
successful ranged touch attack. The master gains 5 temporary hit points per negative level inflicted. Unlike
the drones, the master creature does not gain any other benefit from inflicting negative levels. It can use its
energy drain ability once per round. The save DC to remove a negative level is 25. The save DC is
Constitution-based.

Skills Because they absorb the knowledge of other creatures, mindstealer masters are considered trained
in all skills. A mindstealer master has a +10 bonus on all skill checks, thanks to all the memories it has
absorbed.

Final entry in the journal of Aegis, the Chronomancer:

Arianne and I should not have studied the nature of time so closely. Some things, perhaps, are meant to
remain beyond the range of mortal minds. We had intended to gain dominion over the expanse of time
itself. Instead, we brought forth a horde of creatures so foul that the imagination reels at their conception.

We had completed work on the Timegate, the massive structure that would allow us to travel to arbitrary
points in time, past and future. It was a complicated structure based on portal magic, and the secret of its
creation will lie forever buried in the ruin of our mountain fortress. This loss pains me, but it is for the best. I
would not wish any other wizard to do what we have done.

Arianne stood at the mouth of the Timegate as I activated its key. The outer rim began to ripple and
undulate, as though it were made of water and not of solid stone. The portal opened slowly, like a flower
unfolding. Beyond it, we could see the violent flow of the timestream -- the stuff from which all temporal
matter derives.

Then, far too late, we sensed something wrong. I moved to close the gate, but the first of the undead
creatures were already pouring through. Some of them wore the tattered remnants of clothing from the far
distant past. Others wore strange, half-decayed things that I surmise came from the distant future. Their
pallid skin and hateful glowing eyes marked them as wights. But not mere wights.

Before Arianne could unleash a spell to contain them, they overwhelmed her -- moving more quickly than
any undead creature should. In my panic, I did not realize that they were using temporal spell-like effects to
hasten themselves, and so gain the advantage over poor Arianne and me. They overwhelmed her, and as I
stood helpless, my wife fell lifeless to the ground.

Somehow (I do not remember how), I shut the Timegate. Then I turned my anger against the undead,
searing them with the most powerful magic at my command -- until I saw the corpse of my Arianne rise and
join their number. At this moment my spirit broke. I was finished.

Escaping to this distant refuge via teleportation, I used my magic to collapse our mountain fortress behind
us -- burying our home of many years beneath tons of dust and rock. But I fear this sacrifice was not
enough to contain the undead creatures, who seem to possess their own mastery over time. I have taken
to calling them "time wights" because of their similarity to the more familiar undead.

I believe Arianne and I punctured the wall of a temporal prison in which these creatures were held, perhaps
by some powerful being intent on protecting the mortal world from such a terrible evil. But now that they are
free, I do not believe there is any limitation on where -- or when -- they will next appear. I do believe that
they will come for me, in due time....

Time Wight
Medium-Size Undead
Hit Dice: 5d12 (32 hp)
Initiative: +6
Speed: 30 ft.
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Attacks: Slam +6 melee
Damage: 1d6+6 slam plus 1d4 Constitution drain
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Constitution drain, create spawn, spell-like abilities, summon time
wight
Special Qualities: +2 turn resistance, darkvision 60 ft., undead traits, unnatural aura
Saves: Fort +1, Ref+3, Will +5
Abilities: Str 18, Dex 14, Con --, Int 11, Wis 13, Cha 16
Skills: Hide +10, Jump +5, Listen +9, Move Silently +10, Search +8, Spot
+9
Feats: Blind-Fight, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (3-6), or pack (7-12)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful evil
Advancement: Medium-size 6-10 HD
The time wight is a terrible undead creature with power over the fabric of time. Time wights appear much as
the humanoid creatures they were in life, but with pale skin and glowing eyes. They wear tattered clothing
from the era in which they lived, which may include the distant future.

Combat

A time wight hates all living things, especially those with long or magically extended lifespans. It uses its
spell-like abilities to its best advantage, trying to gain multiple attacks against a single target in order to
maximize the effect of its Constitution drain attack.

Constitution Drain (Su): Any creature hit by the time wight's slam attack must succeed on a Fortitude
save (DC 15) or take 1d4 points of Constitution drain.

Create Spawn (Su): Any humanoid reduced to 0 Constitution by a time wight becomes a time wight in 1d4
rounds. Spawn are under the command of the time wight that created them and remain enslaved until its
death. They do not possess any of the abilities they had in life.

Spell-Like Abilities (Su): 3/day -- haste, slow.Caster level 5th; save DC 13 + spell level.

Summon Time Wight (Su): Once per day, a time wight can attempt to summon another of its kind with a
35% chance of success. This new time wight is plucked from somewhere else in the timestream; it may, in
fact, be a temporal copy of the summoning time wight itself. The summoned time wight returns to its place
in the timestream after 1 hour. A time wight that has just been summoned may not use its own summon
ability for 1 hour.

Turn Resistance A time wight is treated as a 7-HD undead for the purpose of resolving turn, rebuke,
command, or bolster attempts.

Undead Traits (Ex): A time wight is immune to poison, sleep, paralysis, stunning, disease, death, effects,
necromantic effects, mind-influencing effects, and any effect requiring a Fortitude save unless it also works
on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain.
Negative energy heals it, and it is not at risk of death from massive damage, though it is destroyed at 0 hit
points or below. A time wight cannot be raised, and resurrection works only if it is willing.

Unnatural Aura (Sp): The temporal disturbance created by the time wight unsettles wild and domesticated
animals. The aura is a 30-foot radius emanation centered on the time wight. Any animal with fewer Hit Dice
than the time wight will not willingly enter the aura, and it panics if forced to do so. The panic effect lasts as
long as the animal remains in the aura and for 1d4 rounds afterward. Panic from the aura is a mind-
affecting feat effect.

"Well," said Fira to no one in particular, "it seemed like a good idea at the time." The nausea was slowly
fading, allowing her to take stock of the situation. A few minutes before, she had stepped through the
strange portal back in the Tower of Ankurra, thinking that it would lead to another part of the fortress that
she had already infiltrated. Much to her surprise, the circular obsidian archway did not open up into the
inner sanctum. Instead, the sunrod in her hand revealed that she was in a large cave, with several tunnels
leading off into darkness. Behind her, where the archway should have been, stood a sheet of smooth
marble.

She had no idea where she was; the portal had sent her . . . somewhere. She could not even begin to
guess where "somewhere" was. Fira made a mental note to stick a blade -- no, two -- into the fat belly of
that gnome who had provided her with the map of the Tower of Ankurra. He was probably in their employ
and she scolded herself for being so gullible.

She searched in the gloom for almost an hour, trying to ascertain whether the portal was still there. Her
hand smacked nothing but solid rock. "Ah, Olidamarra," Fira chuckled. "You must be laughing at me right
now." Finding nothing of note, she picked one of the tunnels at random and slowly crept through the
darkness. The tunnel dipped and curved without warning -- it looked natural, but she could make out telltale
signs of the stone being worked. It had an odd texture, however, as it if had been chewed out. Great. Who
knows what could be down here?

Fira lost track of how long she had wandered through the tunnel. Her knees were scraped and bloody; her
head throbbed from the numerous times she cracked it against a low overhang. A low rushing sound, like a
waterfall was barely perceptible in the depths of the tunnel. Emboldened at the thought of finding an
underground river that she might be able to navigate, Fira pressed on.

The rushing sound grew louder and all around her. She paused in confusion: Unless she was wrong, she
should have reached the water by now. She sat down, exhaustion and a rising sense of panic beginning to
overtake her. She was lost, hungry, and thirsty . . . and water was somewhere nearby.

Something had burrowed through the tunnel behind her and plopped onto her armor. She jumped and
swatted it away. In the bright glare of the sunrod, it looked like a beautiful diamond. She instinctively
reached down to pick up the gem, when it suddenly sprouted legs and scurried toward her. She shrieked
and drew her sword in a flash. A moment later, she knew what the source of the rushing noise was. A
torrent of gemlike beetles poured from a hole in the wall, leaving behind a slick, glassy layer on the surface
of the stone. Fira dropped the sunrod and slashed wildly at the swarm as it crawled up her legs. She turned
to run back up the tunnel she'd come from, but found herself rooted in place, her feet encased in the same
crystalline substance. Her sword flailed around without effect until the swarm of crystal beetles reached her
arms and froze them in place. Fira's screams ended moments later when her head was finally encased.

Fira could see perfectly through the clear crystal, though she couldn't tell that the swarm had stopped
moving after it finished entombing her. For a few fleeting seconds, Fira thought that she could crack out of
the layer -- until intense burning consumed her. Even had someone been standing beside her, Fira's last
screams could not have been heard through the crystal that slowly dissolved her into an indistinct mush.

Crystal Beetle
Medium-size Vermin (Earth, Swarm of Fine Creatures)
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 30 ft., burrow 30 ft.
AC: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +6/ --
Attack: Swarm
Full Attack: Swarm
Damage: Swarm 2d6 plus 2d6 acid
Face/Reach: 5 ft./0
Special Attacks: Encase, distraction (DC 16)
Special Qualities: Acid immunity, Swarm traits, tremorsense, vermin traits
Saves: Fort +9, Ref +3, Will +3
Abilities: Str 1, Dex 10, Con 16, Int -- , Wis 10, Cha 2
Climate/Terrain: Any land and underground
Organization: Solitary or army (10-40 swarms)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: --
Crystal beetles are ubiquitous fist-sized vermin that primarily dwell on the Plane of Earth. They fulfill a
similar ecological niche as many other burrowing insects do on the Material Plane -- churning through rock
and turning it into rich soil. Their name derives from their crystal-like carapace, which shines and scintillates
on the rare occasions when light shines upon them. It is transparent, allowing the viewer to see the organs
inside the beetle's body. The shell of a crystal beetle is made from a hard, transparent substance that
resembles a diamond or rock crystal. Some swarms find their way to the Material Plane, where they will
happily feast on veins of ore and gems, as well as any hapless creatures that blunder into their path.
Certain creatures native to the Plane of Earth, such as xorns and umber hulks, find crystal beetles delicious
(if dangerous) food and gorge on swarms when they find them.

Crystal beetles feed upon stone, earth, and gemstones. To help them digest such tough matter, they exude
a crystalline substance that releases a powerful acid. In a matter of minutes, the stone is reduced to a more
palatable goo that they feast upon. Crystal beetles apparently have a "sweet tooth" when it comes to living
creatures -- a swarm of crystal beetles will overrun a creature, encase it in crystal, and feed upon the
remains. Such a rare treat will draw nearby swarms, which will completely cover the victim in hope of
gaining a taste. The sound of a crystal beetle swarm burrowing through the stone sounds like a rush of
water.

Despite its resemblance to gemstone, the crystal beetle has no value other than as a curiosity. If a lone
beetle becomes separated from the rest of the swarm, it dies in 1d6 days and slowly disintegrate from its
own internal acid (causing no damage).

Combat

Crystal beetles attempt to overrun a creature and encase it in a crystal. The swarm surrounds its target for
at least three rounds, creating a very thick layer, before waiting for the acid to reduce the victim to mush.

Vermin Traits: A crystal beetle swarm is immune to all mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects). It also has darkvision (60-foot range).

Swarm Traits (Ex): Not subject to critical hits or flanking. Immune to mind-affecting spells. Immune to
damage from all weapons. Immune to single-target spells. Vulnerable to area effects. Does not threaten
nearby squares.

Distraction (Ex): Any nonmindless creature vulnerable to the swarm's damage that begins its turn with a
swarm in its square is nauseated for 1 round; a Fortitude save (DC 16) negates the effect. Spellcasting or
concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level).
Using skills involving patience and concentration requires a Concentration check (DC 20).

Acid (Ex): The swarm attack of a crystal beetle swarm deals 2d6 points of acid damage in addition to the
normal damage of its bite.

Encase (Ex): A crystal beetle swarm has the ability to encase a creature in a crystal-like substance that
breaks down its victim with acid. A creature that has been swarmed for two consecutive rounds must make
a Reflex save (DC 17) encased in a layer of tough, crystal-like substance exuded from the crystal beetle
swarm. The encased creature is held motionless, unable to move or attack, until it escapes. An encased
creature can make a Strength check (DC 15) to break out of the layer and takes no acid damage that turn if
successful. An ally can break loose an encased creature, with a Strength check (DC 20); the material
proves slightly easier to break from the inside (a matter of leverage). Each additional round of encasement
thickens the layer, increasing the Break check DC by +5 per additional round.

The crystal-like substance releases acidic enzymes that cause 2d6 points of acid damage per round to the
creature trapped inside. Once the creature is reduced to -10 hit points, it completely dissolves into pinkish
mush. The crystal beetles then burrow through the encased layer to feast upon the remains. In addition, the
encased creature begins to suffocate after 2 rounds (see the Drowning Rule in Chapter 3 of the Dungeon
Master's Guide).

Swarm Traits: A swarm has no clear front or back and no discernible 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. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage.

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 attack does not allow a saving
throw, a swarm takes double damage instead.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by
a gust of wind spell. To determine the effect of wind on a swarm, treat the swarm as a creature of the same
size as its constituent creatures. For example, a swarm of Abyss ants (Diminutive creatures) can be blown
away by a severe wind. Wind effects deal 1d6 points of subdual damage to the swarm per spell level (or Hit
Die of the originating creature, in the case of effects such as an air elemental's whirlwind). A swarm that
takes subdual damage sufficient to exceed its current hit points becomes disorganized and dispersed, and
does not re-form until its current hit points exceed its subdual damage.

Tremorsense (Ex): A crystal beetle swarm can automatically sense the location of anything within 60 feet
that is in contact with the ground.

Taken from the Manual of Hollow Souls by Grinth Alassor

Chapter 1: The Philosophy

The creation of a golem goes beyond the mere fashioning of materials into the semblance of life. It is the
very creation of life: taking the spark of existence from the gods and imbuing it in gross matter. By
mastering this art, a wise man can create solutions to many of our world's ills. Automatons may be created
to toil in the fields, to craft goods, work mines, and to fight our wars -- all without putting true folk at risk.

Many volumes have been written about such things. Most authors condemn golem creation, but their
approaches are incomplete, misguided, or at the very least, flawed. By moving past this mediocrity, we can
open up the world to a new, enlightened path. If only those too narrow-minded to appreciate this would
move aside and allow wisdom and reason to prevail. . . .

Chapter 3: Manufacturing
Almost any form of solid matter may be used in the creation of golems. For centuries, stone, iron, and even
flesh have been used as the vessel for the spark of life. All of these materials are well and good, and I have
used them myself, but most craftsman stick to tried-and-true forms without exploring the variety available.

In keeping with the spirit of experimentation, I chose an unusual basis for my next subject. While wandering
the bazaars of my home city, I stumbled across a blacksmith who had learned the art of making extremely
keen metal disks, with an edge equal to that of a rapier. After a few months of training with him, I learned
the technique for myself -- and put it to use on my next golem. I have spent the past year fashioning
thousands of these disks. Once completed, I assembled them into a humanoid form in preparation for the
ritual. I know that when I finish, many months from now, this golem will be a truly formidable opponent.

As for the methods I used to manufacture and place the disks. . . .

Chapter 6: The Test

After three months of use, I am very impressed by my creation's capabilities and martial skill. The latest
target was the fortress at Il Idor, home to the Graf of Venberg -- an aristocrat who has plagued me for as
many years as I can remember.

It was a simple matter to instruct The Work to walk up to the gates, ignoring the paltry rain of arrows and
fiery pitch that the soldiers used in their defense. It smashed the gate in short order and soon reduced the
guards at the front to mere ribbons of flesh. A company of soldiers, including a few wizards that I was not
aware were part of Graf's coterie, then ambushed the golem. As I anticipated, their magical attacks failed
miserably and they, along with the heavily armored soldiers, were decimated when the razor golem
became a cloud of spinning disks.

Once the golem entered the fortress, I lost sight of it for a time. The fort was soon devoid of life and aflame
from many misplaced shots by the flaming ballistae. When the golem came lumbering out, I immediately
discerned some unforeseen weaknesses.

It seems that bludgeoning weapons can seriously dull the golem's razor edges -- many dents and broken
blades attested to blows from maces and hammers. In addition, one portion of the golem suffered
significant rust damage. Apparently, one of the wizards had ascertained the metallic structure of the golem
and made an effective counterattack. Sadly, there is little that I can do to lessen these vulnerabilities, as the
golem's completion has rendered it immune from my tinkering.

Chapter 8: Conclusion

Many years have passed since I first started this log of The Work, as I call it. I have successfully created
three of the fine-edged golems, an accomplishment that fills my industrious heart with pride. One of my
creations was lost when it plunged into the lava-filled forges of the dwarves of Esker, although the demise
of so many of those stubborn and close-minded beings provides some sense of satisfaction that the loss of
the golem was not in vain.

The weight of age has settled on my scarred shoulders and I spend most of my days in deep thought,
admiring my creations. So perfect. So deadly. If only their brawn and prowess could fight off the specter of
Death, who hovers so near to me these long and lonely nights. . . .

Razor Golem
Large Construct
Hit Dice: 16d10 (88 hp)
Initiative: -1
Speed: 30 ft.
AC: 28 (-1 Dex, -1 size, +20 natural), touch 8, flat-footed 28
Attacks: 2 claws +21 melee
Damage: Claw 2d10+10
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Razor wall, slashing touch, wounding
Construct traits, DR 40/+2, magic immunity, vulnerabilities
Special Qualities:
(bludgeoning and rust)
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 30, Dex 9, Con -- , Int -- , Wis 11, Cha 1
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 17-32HD (Large); 31-48 HD (Huge)
Razor golems are unusual constructs used primarily for offensive assaults rather than guarding an area.
They are composed of thousands of sharp disks stacked one on top of each other. The head is a round
dome with no neck. The eyes and mouth of a razor golem are mere indentations in the disks; the arms and
legs are shaped to appear muscular and powerful; it has an impressively large barrel chest. Because even
its hands are made of the sharp disks, razor golems tend to damage almost any object that they handle.
When it walks, a razor golem makes an eerie sound of metal scraping against metal.

A razor golem cannot speak, although it does make a scraping metal noise when required by its master.

Combat

Razor golems are extremely deadly in combat, lashing out with their razor claws or slamming against
opponents in order to do severe slashing damage.

Razor Wall (Su): As a full-round action, a razor golem can separate itself into its component razor disks.
This attack form duplicates the effect of a blade barrier spell (set vertically) as if cast by a 15th-level cleric,
except that the razor golem can move at half speed while in this state. The razor golem can transform back
into its previous state as another full-round action.

While in wall form, the golem's Armor Class is unchanged, and it can be attacked normally. While in wall
form, the golem can attack by merely moving through foe's spaces, which forces opponents to make Reflex
saves (DC 18) or take damage from the blade barrier effect. The golem cannot make claw attack while in
wall form.

Slashing Touch (Ex): If a razor golem makes a bull rush or grapples an opponent, the damage type is
slashing rather than bludgeoning.

Wounding (Ex): The extremely keen edges of the razor golem's attacks cause wounds that bleed
incessantly. If a razor golem damages a foe with its claw attacks, the victim bleeds for 1 point of damage
per round thereafter in addition to the claw damage. Multiple wounds from the claws result in cumulative
bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can be healed only
by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing
circle, and so on).

Construct Traits: A razor golem is immune to mind-affecting effects, poison, sleep, paralysis, stunning,
disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also
works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain,
energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It
cannot be raised or resurrected. A razor golem has darkvision (60-foot range).

Magic Immunity: A razor golem is immune to all spells, spell-like abilities, and supernatural effects,
except magic weapon (heals 2d6 points of damage the golem has taken) and those that cause rust
damage (see below).

Bludgeoning and Rust Vulnerability: A razor golem is affected normally by bludgeoning weapons (which
bypass the golem's damage reduction regardless of their enhancement bonuses or lack thereof), and by
rust attacks, such as that of a rust monster or a rusting grasp spell.

Construction

A razor golem is crafted from thousands of razor-sharp steel disks, with a total weight of 2,000 pounds. The
golem costs 80,000 gp to create, which includes 1,250 for the body. Assembling the body requires a
successful Craft (armorsmithing or weaponsmithing) check (DC 19). The creator must be at least 15th level
and able to cast divine spells. Completing the ritual drains 1,800 XP from the creator and requires animate
object, bless, commune, prayer, and blade barrier.

Jared and Abner found Master Siashton crouched in the corner, babbling like an infant. He'd gouged long
furrows out of his cheeks with his fingernails; blood smeared his face and arms. They were confused
because the Master seemed uninjured. Where had all of the blood come from? Had he taken leave of his
senses and committed some heinous crime? What could drive such a noble soul to such an extreme of
madness?

The two students did not immediately notice the dark-haired woman approaching them, until Abner felt her
soft hand touch his shoulder and Jared heard the deep, sanguine sound of her laughter.

Then her body warped and expanded into an undulating mass of red liquid. The students gaped in horror
as the tidal wave of blood rushed to engulf them. They tried to scream as the viscous fluid swallowed them,
but could only gurgle as they disappeared forever beneath its surface.

Siashton Mith, the Mad Healer, stumbled upon an Outer Plane that he mistakenly dubbed "The Plane of
Elemental Blood." While he lost his sanity before he could share this discovery with many other mortals, he
attracted the attention of the denizens of the plane: creatures of chaotic intent and alien physiology. More
evil than any devil and utterly insane by the standards of any familiar being, these creatures have begun a
slow invasion of the Material Plane.

Most powerful among the so-called "blood elementals" -- or at least among those that have appeared on
the Material Plane thusfar -- are the blood mothers. While it is possible that there may be only one of these
horrendous extraplanar creatures, the few mortals unfortunate enough to be burdened with knowledge of
the blood elementals' existence agree that there are likely several of these formidable creatures. It is
difficult to say whether the blood mothers work in concert or are at odds with one another--or are even
aware of one another at all.

Blood Mother
Large Outsider
Hit Dice: 24d8+72 (180 hp)
Initiative: +10
Speed: 20 ft., swim 90 ft. (30 ft. in mortal form)
AC: 28 (+10 Dex, +9 natural, -1 size), touch 19, flat-footed 18
Attacks: Slam +27 melee
Damage: 2d6+7 slam
Face/Reach: 5 ft. by 10 ft./10 ft.
Special Attacks: Bloodbath, cause insanity, frightful presence, spells
Special Qualities: Assume mortal form, DR 10/+3, incomprehensible, outsider traits,
immunities (critical hits, mind-affecting effects, stunning), SR 20
Saves: Fort +17, Ref+24, Will +17
Abilities: Str 21, Dex 31, Con 16, Int 20, Wis 17, Cha 16
Bluff +30, Concentration +30, Diplomacy +9, Intimidate +34,
Knowledge (arcana) +32, Knowledge (the planes) +32, Listen +30,
Skills:
Move Silently +37, Search +32, Sense Motive +18, Spellcraft +32,
Spot +30, Swim +40
Cleave, Combat Casting, Heighten Spell, Maximize Spell, Power
Feats:
Attack, Quicken Spell, Sunder
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always chaotic evil
Advancement: 25-30 HD (Huge)
The blood mother is a dreadful creature from a distant outer plane. It resembles a water elemental but is
composed entirely of red, viscous blood.

Blood mothers seem to be entertained by the novelty of the Material Plane, and frequently adopt a mortal
form to hide their true nature while they prowl among the unsuspecting masses. While in mortal form, blood
mothers have been known to engage in bizarre extremes of behavior: One is believed to have spent
months caring for plague victims before ultimately slaughtering all of her patients and fellow caretakers in
an evening of violence that defies description. Another used her spell-like abilities to drive an entire village
of halflings insane before herding her victims toward a nearby goblinoid encampment. The chaos that
ensued as the crazed halflings overwhelmed the unsuspecting goblinoids was remarkable. On yet a third
occasion, a blood mother is supposed to have summoned a horde of blood elementals, which she directed
to engulf a tribe of orcs preparing to attack a human settlement. The humans attributed their salvation to a
welcome, if gruesome, miracle -- until the blood mother turned her spells on them, causing pestilence and
suffering far worse than any the orcs could have wrought.

The only discernible theme in blood mothers' behavior is a delight in suffering and chaos; they pursue both
these ends with vigor and apparent glee. Of those who have drawn their attention, none remain. The few
who know of them can do little but pray that they are not noticed by the blood mothers, and so escape their
sanguineous wrath.

Combat

A blood mother is a canny opponent who prefers to attack through underlings rather than entering combat
herself. It relies on its spell-like abilities, summoning blood elementals to aid it if it finds itself in physical
jeopardy. The blood mother resorts to using its bloodbath special ability only if cornered, finding the "taste"
of normal creatures unpleasant.

Bloodbath (Ex): With a successful grapple check (grapple bonus +33, including a +5 racial bonus on
grapple checks), a blood mother may engulf a creature of up to its own size category. Creatures so
engulfed face drowning (see the Dungeon Master's Guide, page 85). The blood mother may eject the
engulfed creature at any time. A victim that is still alive when it emerges from the blood mother's body
(whether by escaping the monster's hold or by being ejected) takes 1d6 points of Wisdom damage
because of the strain on its sanity that the sensation of drowning in blood produced. Furthermore, the
victim creature must make a successful Fortitude save (DC 25) on emerging or be nauseated for 2d6
rounds.

Cause Insanity (Su): Six times per day, a blood mother in its normal form may attempt to drive a living
target insane. This ability functions like the insanity spell (caster level 18th; save DC 25).

Frightful Presence (Su): When a blood mother assumes its normal form, it inspires terror in all creatures
within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must
succeed at a Will save (DC 25) or become panicked for 4d6 rounds if it has 4 or fewer Hit Dice or shaken
for 4d6 rounds if it has 5 or more Hit Dice. A successful save leaves that opponent immune to that blood
mother's frightful presence for 24 hours.

Spells: A blood mother can cast spells as a 13th-level cleric. It has access to spells from the Evil and
Death domains, though it does not receive extra domain spell slots or granted powers. Spells per day:
6/6/6/5/4/3/2/1; save DC 13 + spell level.

Assume Mortal Form (Sp): As a standard action, the blood mother may transform itself into a middle-aged
human female, as if using the spell polymorph self (caster level 18th). While in mortal form, the blood
mother may not use its bloodbath or cause insanity special abilities, but it may converse normally with
mortal creatures. A blood mother in mortal form has perpetually ruddy skin, as though constantly blushing.

When a blood mother is in human form, the following changes apply to its statistics: Medium-size outsider;
Spd 30 ft., swim 90 ft.; AC 29, touch 20, flat-footed 19; Atk +28 melee (2d6+7, slam); Face/Reach 5 ft. by 5
ft./5 ft.

Immunities(Ex): The blood mother's alien psychology and physiology make it immune to critical hits, mind-
affecting effects, stunning.

Incomprehensible (Ex): Because of the blood mother's alien mentality, the gurgling language it speaks in
its normal form cannot be understood by any creature except blood elementals and other blood mothers.
No mundane or magical effect that usually allows verbal communication (including a tongues spell or a
monk's tongue of the sun and moon ability) allows any other creature to understand it. Blood mothers can,
however, learn the languages of other species to the limits of their Intelligence. They can understand such
languages while in their natural form, but they can speak them only in mortal form. Because they are
capable of understanding other languages, blood mothers are not immune to language-dependent effects.

Summon Blood Elemental (Sp): Three times per day, a blood mother may summon 1d6 blood
elementalsto assist it. She may communicate with them even while in mortal form.

Was that a voice in the distance?

Ivalar glanced about, then winced as a fresh wave of pain coursed through his tortured body. The creature that
had done this to him seemed to be gone again, but twice before, when he had tried to crawl back to the road, it
had come at him with blinding speed. It had grabbed him each time about the neck and shoulders with its
dripping talons and injected him with some horrible toxin. He could feel the stuff even now, coursing through his
veins, scalding like boiling acid. The air he gasped itself seemed tainted by the stink of the poison, as did the
sweat that slid into his eyes in burning streams.
Was it too late to hope? No, the sound returned . . . his companions had noticed his absence and were calling
his name. From the sound of it, they were close. The beast had nabbed him from the back of the line with such
stealth and speed that his allies hadn't even noticed the attack and only now returned to search for him. Ivalar
knew that only a few minutes had lapsed since his capture, but those minutes had passed like hours. The
poison in his system hadn't weakened him physically, but it clouded his mind with horrible hallucinations and
visions, and each time the creature hauled him back into this gully it had fed on him with that terrible hooked
proboscis. And each time it fed, his fear, his confusion, and even his hope seemed to cloud and drain away.
Indeed, until he heard his companions calling his name, Ivalar had actually lost all interest in survival.

But now their voices were a beacon leading him back to life. Hope, frightening in its strangeness and alien feel,
flared through his mind again as he staggered to his feet. Yes! There, about sixty feet up the road, shone their
torches! Ivalar took two shuddering steps towards the light and gulped a lungful of air to cry for help.

Suddenly, the night around him slithered alive. The beast was there. All about him. It had been there all along,
brooding over him and blending with the night, waiting for him to try to call for aid.

A tiny squeak escaped from Ivalar's mouth before the beast plunged its proboscis back into the familiar hole at
the back of his neck. With one final gulp it drained from Ivalar the last of his hopes and fears. Ivalar crumbled to
the ground, and as his eyes glazed over, he wondered what were the strange and beautiful shapes that carried
fire as they passed by . . . not noticing him . . . not noticing the beast as it began to stalk a fresh victim. . . .

Feverclaw
Large Outsider (Evil)
Hit Dice: 14d8+56 (119 hp)
Initiative: +8
Speed: 60 ft.
AC: 26 (-1 size, +8 Dex, +5 natural, +4 alacrity), touch 21, flat-footed 14
Attacks: 4 claws +18 melee and proboscis +16 melee, or gore +18 melee
Claw 1d6+5 plus poison, proboscis 1d4+2 plus Charisma drain, gore
Damage:
1d10+5
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Charisma drain, improved grab, poison, pounce
Alacrity, blur, DR 30/+3, freeze in place, immunities, outsider traits, SR
Special Qualities:
26
Saves: Fort +13, Ref +17, Will +11
Abilities: Str 21, Dex 26, Con 18, Int 7, Wis 14, Cha 11
Balance +10, Hide +29, Jump +24, Listen +10, Move Silently +33,
Skills:
Spot +10, Tumble +27
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse (proboscis)
Climate/Terrain: Any forest or swamp
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 14
Treasure: Standard
Alignment: Always neutral evil
Advancement: 15-21 HD (Large); 22-35 HD (Huge); 36-42 HD (Gargantuan)
These terrifying monsters lurk in ambush, motionless and nearly invisible, lunging out with sudden terrible
speed at their victims to feed on emotions with great relish.

A feverclaw measures about 14 feet in length and weighs nearly 1,400 pounds. The beast looks vaguely like a
bald, six-legged tiger, with shiny black skin that resembles flexible obsidian. It has no neck to speak of. Two
pairs of taloned arms rise out of the center of its shoulders just behind its trowel-shaped head. Six dead-black
insectoid eyes form a "V" shape atop its head, and a long blood-red horn curves up from its snout. Its mouth, a
writhing mess of tiny hooked grasping tendrils, lies on the underside of the head. When it attacks, a long, red,
prehensile feeding proboscis tipped with a hollow bone lancet extends on a dripping fleshy stalk. The feverclaw
radiates a cloying, stinking heat when in motion; the bitter stench of this heat is unmistakable to those who
have been lucky enough to survive an attack by one of these creatures.

The feverclaw seems somewhat intelligent, but uses all of its intelligence to taunt and torment its prey. The
creature feeds on the emotions of its victim. One may think that, given its method of attack, fear would be its
favorite flavor. But hope is the sweetest nectar to the feverclaw: It delights in taunting and toying with its prey,
repeatedly releasing it and then pouncing again just as the victim is about to reach safety, quickly siphoning out
the hope through its feeding proboscis with noisy relish.

A feverclaw cannot speak; its only sound are terrible sucking and wheezing noises. Nevertheless, it
understands Abyssal, Infernal, and Common to a limited extent, and can even communicate empathically with
those from whom it currently feeds.
COMBAT

The feverclaw has a particularly devastating and demoralizing method of attack. It lies in wait, perfectly
motionless and nearly invisible, for prey to come within striking distance. When a target draws near, the
feverclaw races out, using its Tumble skill, Spring Attack feat, and pounce ability to race up to its victim, snatch
him up, and retreat to a hiding place all in one round. The feverclaw accomplishes this with a charge attack. If
the initial claw attack hits, it may make its other attacks against the victim by using its pounce ability. Should it
manage to grapple its victim, it then uses its Spring Attack and the remainder of its movement to seek a hiding
spot. The feverclaw can make a Hide check at a -20 penalty to hide after such an attack even if it is being
observed, as if it were sniping at its victim with a ranged weapon. Often, the allies of a feverclaw victim remain
unaware of their companion's absence for several rounds. Some feverclaws, however, take pains to ensure
that the snatching of prey is observed, spreading more fear and terror to flavor the taste of its next meals.

Charisma Drain (Su): An individual struck by a feverclaw's proboscis must make a Fortitude save (DC 17) or
permanently lose 1d4 points of Charisma (or twice that amount on a critical hit) as the monster drains away the
victim's emotions. The feverclaw heals 5 points of damage (10 on a critical hit) whenever it drains Charisma,
gaining any excess as temporary hit points.

Improved Grab (Ex): If a feverclaw hits an opponent that is at least one size category smaller than itself with a
claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an
attack of opportunity (grapple bonus +23). If it gets a hold, it automatically hits with its proboscis attack.
Thereafter, the feverclaw has the option to conduct the grapple normally, or simply use its claw to hold the
opponent (-20 penalty on grapple check, but the feverclaw is not considered grappled). In either case, each
successful grapple check it makes during successive rounds automatically deals claw damage.

Poison (Ex): A feverclaw delivers its poison (Fortitude save DC 21) with each successful claw attack. The
initial damage is 1d6 points of Wisdom damage as the creature's poison rapidly burns into the victim's brain
and mind. Those poisoned by a feverclaw quickly become quite hot to the touch and sweat profusely; one
round after the initial damage, the victim must save again or suffer 1d6 points of permanent Constitution
damage as the intense heat takes its toll.

Pounce (Ex): If a feverclaw charges, it can make a full attack even though it has moved.

Alacrity (Su): The feverclaw can move with distressing speed and grace. It may make an additional partial
action each round, and as long as it is not flat-footed it gains a +4 bonus to its Armor Class.

Blur (Su): A feverclaw is constantly under the influence of a blur effect, and as a result gains the benefits of
one-half concealment (20% miss chance).

Freeze in Place (Su): If a feverclaw remains motionless for a full round, it blends into its surroundings and
gains a +10 circumstance bonus on all Hide checks.

Immunities (Ex): The feverclaw is immune to mind-affecting effects, fire, poison, paralysis, slow, sleep, and
magical temporal effects (such as time stop or the aging caused by a ghost).

Outsider Traits: A feverclaw has darkvision (60-foot range). It cannot be raised or resurrected, though
a wishor miracle spell can restore life.

Skills (Ex): A feverclaw gains a +8 racial bonus on Hide and Move Silently checks.

The hunter came in the night on silent wings -- eyes, ears, and nose tuned to the slightest hint of prey. A night
breeze brought the scents of a shepherd and his flock to the hunter's nose, and soon it could see and hear the
human and his dogs keeping their vigil. With practiced ease, the hunter lighted, silent as an autumn leaf,
downwind of its prey. It settled down to wait, veiled in dark night, patient as a cat at a mouse hole. It knew the
ways of shepherds and their dogs.

Presently, a few restless sheep began to stray from the flock. The dogs sprang into action even before the
watchful shepherd could issue a command. Circling the flock in opposite directions, the dogs urged the strays
back into the fold. Still unseen and unscented in the darkness, the hunter breathed deep, then began a soft,
trilling song. The approaching dogs halted and pricked their ears. Both found the hunter's song strangely
compelling. With a yawn, one dog settled down for a nap, first turning itself around three times in the fashion of
dogs. The second dog, confused, barked once, then sank to its belly. The warning sent the flock speeding
away, with the shepherd calling to his dogs and running desperately to keep up.
Almost lazily, the hunter sprang into the air and dropped onto the hapless dog. Long, curving talons sank into
the animal like spears. The dog had time for one frightened yelp before it was lifted into the air and tossed
aside like a discarded doll. It pitched back to earth, hit with a sickening thud, and lay still. Meanwhile, its
companion slept on.

The shepherd spun on his heel the moment he heard the dog's yelp. With a throaty cry he charged into the
darkness, brandishing his staff.

The hunter regarded the desperate human for a heartbeat, then took to the air, an unseen shadow against the
stars. By the time the shepherd found the dog's broken body, the hunter was flying calmly away, bearing a
choice, fat lamb in its talons.

Ululatrix
Huge Dragon
Hit Dice: 15d12+45 (142 hp)
Initiative: +3
Speed: 20 ft., fly 80 ft. (average), swim 60 ft.
AC: 23 (-2 size, +3 Dex, +12 natural), touch 11, flat-footed 20
Bite +18 melee and 2 claws +13 melee and tail slap +13 melee, or
Attacks:
talons +18 melee
Damage: Bite 2d8+5, claw 1d6+2, tail slap 1d8+7, talons 4d6+7
Face/Reach: 10 ft. by 20 ft./15 ft.
Special Attacks: Mimicry, sonics
Special Qualities: DR 5/+1, dragon traits, immunities, scent
Saves: Fort +12, Ref +12, Will +10
Abilities: Str 21, Dex 16, Con 17, Int 6, Wis 12, Cha 11
Skills: Hide +18, Listen +18, Move Silently +18, Spot +18, Swim +13
Feats: Alertness, Dodge, Flyby Attack, Snatch (B), Wingover
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 11
Treasure: Double Standard
Alignment: Usually neutral
Advancement: 16-30 HD (Huge), 31-45 HD (Colossal)
The ululatrix, sometimes known as the screeching dragon, is a crafty brute, well capable of concealing its
presence until it strikes.

The creature clearly shows its draconic heritage. It has vast, leathery wings, and its long, scaly body ends in a
thin, whiplike tail with a clump of wicked-looking spines at the tip. Its neck is long and thick. Its head has a
toothy maw with fleshy barbels hanging loosely from the jaws and chin. Spiny frills, starting just behind the
eyes and jaws, ring the top of its head continue down the upper third of the neck. The spines supporting the
frills command a wide range of motion, allowing the creature to make its frills stand straight out, lay flat against
its body, or even curve forward slightly. The creature has four legs, the front pair much smaller than the hind
legs. It usually walks on its hind feet, though it can move on all fours. In the latter position, an ululatrix has a
hunched and awkward appearance.

The ululatrix's natural coloration is an overall pale green or blue. Dagger-shaped dark turquoise stripes run
from the spine down along the creature's flanks, tapering to jagged points near the belly. The head and frills are
dark green or black. The ululatrix can alter its own color, and often turns red or black when angry or excited.

The ululatrix lives primarily by hunting, but it isn't above scavenging or stealing food from weaker predators
when the opportunity arises. It often hunts far from its lair, where it can seize prey and fly off before anyone is
aware of its presence. The ululatrix can speak Draconic but seldom bothers to do so. It also can reproduce
most sounds it hears.

Some scholars, citing the creature's blue coloration and ability to mimic sounds, believe that the ululatrix is a
relative of the blue dragon. Others, pointing out the shape of creature's body and its physical capabilities,
contend that the ululatrix is related to the wyvern. It is likely that both assertions are true, at least in part.
Scholars also hotly debate the creature's origin. Is the ululatrix the recent product of draconic crossbreeding?
Or is it a more ancient creature, heretofore unnoticed thanks to its stealthy ways and its similarities to wyverns
and true dragons? No one knows for sure.

Combat

The ululatrix prefers hit and run tactics, usually striking from ambush or from the air (often a combination of
both). It is fond of luring travelers to their doom by mimicking the voices of their companions. An ululatrix
typically starts a battle with some kind of sonic attack and thereafter fights with its claws and teeth. It can slash
with its talons only when making a flyby attack.

Mimicry (Ex): An ululatrix can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed
at a Will save (DC 17) to detect the ruse. The save is Charisma-based.

Sonics (Su): An ululatrix can produce several powerful sonic effects. When it uses a sonic attack, it must wait
1d4 rounds before using another one. All the effects listed below are sonic effects except for the trill, which is a
sonic, mind-affecting effect.

Shriek: Every creature (except other ululatrixes) within a 60-foot cone must succeed at a Reflex save (DC 20)
or take 3d6 points of sonic damage. The save DC is Constitution-based.

Screech: Every creature (except other ululatrixes) within a 60-foot spread must succeed at a Fortitude save
(DC 20) or become deafened and paralyzed. An affected creatures is deafened for 1d4+1 rounds, and also
paralyzed for the first round of the effect. The save DC is Constitution-based.

Sonic Lance: The ululatrix focuses sonic energy in a ray up to 60 feet long. This is a ranged touch attack that
deals 6d6 points of damage to a single target. The ululatrix's ranged attack bonus is +16.

Trill: The ululatrix produces a strangely soothing sound in a 60-foot spread. Every creature (except other
ululatrixes) within a 60-foot spread must make a successful Will save (DC 17) or become completely calm. A
creature with 4 or fewer Hit Dice falls asleep for 2d4 rounds. A creature with 5 or more Hit Dice is dazed for the
same period. The save DC is Charisma-based.

Dragon Traits: An ululatrix is immune to sleep and paralysis effects. It has darkvision (60-foot range) and low-
light vision (sees four times as well as a human in low-light conditions and twice as well in normal conditions).

Immunities (Ex): An ululatrix's sense of hearing, and indeed is entire body, is protected from sonic shocks of
all kinds. Also, its own mastery of sound mimicry makes its sensitive to false or misleading sounds. These
qualities make an ululatrix immune to any sonic effect.

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

Skills: An ululatrix receives a +8 racial bonus on Hide checks, thanks to its variable coloration.

Feats: If an ululatrix gets a hold on a creature two or more sizes smaller than itself using the Snatch feat
(grapple bonus +28), it can pick up the creature and fly away with it. A creature that is flung by an ululatrix after
being snatched travels 30 feet and takes 3d6 points of damage. If the ululatrix is flying, the creature takes this
damage or the appropriate falling damage, whichever is greater. (See below for details of the Snatch feat.)

From Monster Manual II:

Snatch [General]

The creature can grapple more easily with its claws or bite.

Prerequisite: Claws or bite as a natural attack.

Benefit: A creature with this feat that hits with a claw or bite attack attempts to start a grapple as a free action
without provoking an attack of opportunity. If it gets a hold with a claw on a creature four or more size
categories smaller than itself, it squeezes each round for automatic claw damage. If it gets a hold with its bite
on a creature three or more size categories smaller than itself, it automatically deals bite damage each round,
or if it does not move and takes no other action in combat, it deals double bite damage. The snatched creature
gets no saving throw against the creature's breath weapon, if any.

The creature can drop a foe is has snatched as a free action or use a standard action to fling it aside. The feet
traveled and the damage taken by a flung foe are specified in the creature's descriptive text. If the foe is flub
while the creature is flying, the foe takes the specified amount of damage or falling damage, whichever is
greater.

At last I have identified the current location of a rare plant species! It is a burrowing plant, topped by pale green
leaves. I believe that it lives mostly underground, but with a need to surface periodically to partake of the
nourishing sunlight. I may have only a short time to study it before it relocates. Several shadows seem to
accompany it.

*****

After much wearisome research, I have found considerable folklore and little fact about this mysterious plant.
Several legends speak of a plant known as "the root of all evil." Some accounts relate the seemingly
impossible; all contradict one another. One farfetched tale tells of a powerful druid who became a lich and
created the root of all evil. Scholars of the undead scoff at the notion of a lich druid and assert that he must
have been a cleric with dominion over plants. Another version of the myth says that a root or tuberous plant
(variously: a carrot, a parsnip, a dahlia) that sprouted on the grave of an evil dead god grew into the warped
plant called the root of all evil.

The most popular tale (at least the most often recounted story) tells of a dryad's tree that was cut down to a
stump. Dying, the dryad retreated into the root system and prayed to all the gods for a chance at revenge. One
dark god heard her plea, and as the dryad died, the god let the dryad's tree root come alive as a vengeful, evil
entity that despises all living creatures.

Regardless of the origins the so-called root of all evil, I have here an ideal opportunity to investigate the reality
of the creature.

*****

After consulting a local cleric and availing myself of divinations, I've determined that the plant does exhibit
some undead traits, though it cannot be turned. I had naively thought that an invisibility to undead spell might
enable me to study my subject creature more closely. Indeed, it did protect me from the shadows, but not from
the root. I will be some days healing from my foolishness. Its bite is most vicious. I still do not know why
undead creatures seem to seek out its company. I have much yet to learn. Perhaps I can impose upon the
druid, Sinensis, to see if she can communicate with the plant.

*****

Alas, my poor friend! How brave and foolish we both were! I have never seen a plant less impressed by a
druid. The desire to talk to it drew Sinensis too close. The plant swallowed her whole and burrowed deep into
the earth, beyond the reach of my talents. . . .

-- Sativa the Inquisitive, fey sorcerer and scholar of animate plants

Root of All Evil


Huge Plant
Hit Dice: 13d8+65 (123)
Initiative: -1 (Dex)
Speed: 20 ft., burrow 30 ft.
AC: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
Attacks: Bite +17 melee
Damage: Bite 2d6+13 and 2d6 unholy/19-20
Face/Reach: 15 ft. by 10 ft./10 ft.
Special Attacks: Improved grab, swallow whole, smite good
Blood scent, DR 10/+1, magic circle against good, plant traits, SR 19,
Special Qualities:
tremorsense, unholy bite
Saves: Fort +13, Ref +5, Will +4
Abilities: Str 28, Dex 9, Con 21, Int 7, Wis 11, Cha 10
Skills: Hide +4, Listen +13, Spot +13
Feats: Improved Critical (bite), Lightning Reflexes, Weapon Focus (bite)
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 14-16 HD (Huge); 17-32 HD (Gargantuan); 32-48 HD (Colossal)
Roots of all evil hate life and seek to kill all living, blood-bearing beings that they encounter. Odd in
appearance, a root of all evil resembles a large parsnip with a vicious maw surrounded by green, ferny foliage
like the top. A root of all evil feeds primarily on blood, but also needs at least two hours of sunlight per week.

Roots of all evil are never found with others of their kind. However, undead often form a happenstance
symbiotic partnership with the plant by inhabiting areas frequented by a root of all evil. They benefit from the
root's magic circle against good and the root benefits from the undead's occasional flanking and additional
attacks, especially when attacking a group of living creatures.

Combat Roots of all evil generally rest underground, waiting for the vibrations that indicate a creature passing
nearby. If their blood scent perceives a likely foe, roots burrow to the surface, seeking to surprise their prey,
grabbing it and swallowing it whole.

Improved Grab (Ex): If the root of all evil hits an opponent that is at least one size category smaller than itself
with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an
attack of opportunity (grapple bonus +26). If it gets a hold, it can attempt to swallow on the next round (see
below). Alternatively, the root has the option to conduct the grapple normally, or simply use its jaws to hold the
opponent (-20 penalty on the grapple check, but the root is not considered grappled). In either case, each
successful grapple check it makes during successive rounds automatically deals bite damage.

Smite Good (Su): Once per day, a root of all evil can make a normal attack to deal +13 points of damage to a
good foe.

Swallow Whole (Ex): A root of all evil can swallow a grabbed creature that is at least one size category
smaller than itself by making a successful grapple check (grapple bonus +26), provided it already has that
opponent in its maw (see Improved Grab, above). Once inside the root, the opponent takes 2d6+13 points of
bludgeoning damage and 1d4 points of Constitution damage from blood drain per round from hundreds of tiny,
biting and sucking mouths inside the root of all evil. A successful grapple check allows the swallowed creature
to climb out of the interior and return to the root's maw, where another successful grapple check is needed to
get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or
slashing weapon. Dealing at least 25 points of damage to the interior (AC 20) in this way creates an opening
large enough to permit escape. Once a single swallowed creature exits, the hole seals; thus, another
swallowed opponent must cut its own way out. The root's interior can hold 1 Large, 2 Small, 4 Tiny, 8
Diminutive, or 16 Fine opponents.

Blood Scent (Su): A root of all evil can sense the presence of all animals, beasts, dragons, fey, giants,
humanoids, magical beasts, monstrous humanoids, outsiders, and shapechangers within 60 feet. (Constructs,
elementals, oozes, plants, undead, and vermin are not noticed by this supernatural ability.)

Magic Circle against Good (Su): This ability continuously duplicates the effects of the spell of the same
name. The root of all evil cannot suppress this ability.

Plant Traits: A root of all evil is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not
subject to critical hits or mind-affecting effects.

Tremorsense (Ex): Roots of all evil can automatically sense the location of anything within 60 feet that is in
contact with the ground.

Unholy Bite (Ex): A root of all evil's bite attack functions as an unholy weapon and deals +2d6 points of bonus
unholy (evil) damage against all of good alignment.

Feats: A root of all evil gains feats as though it were an undead.

Skills: A root of all evil receives skill as though it were undead. *It has a +20 racial bonus on Hide checks in
areas with other vegetation.

Vile Water Roots An aquatic plant counterpart to the root of all evil, the vile water root inhabits sizeable bodies
of salt water. It usually chooses to dwell near sunken ships, especially those inhabited by undead. Apart from
their habitat, they differ from the land species by having no land speed and a swim speed of 30 ft.

"It was more than a song. It tore its way into my soul, calling me to come closer . . . to come closer. I could do
naught else but obey. And then, when I saw her, my soul fell to pieces and I was hers forever. That's all that I
remember, m'lord. I don't know how the other men died. When I woke up -- I think I woke up -- they were all in
pieces all around me! But it wasn't me who killed them, I swear!"

-- Testimony of Tull Arvis, Former Blackwoods Guardsman


Because of their magical nature, fey can take on almost any form, though most are drawn to beautiful
humanoid forms. Glaistigs are fey who uses their natural beauty, charm, and beguiling voices to lure innocent
victims close to their lairs. Once the victim draws close enough, it lashes out and sucks the blood of its prey.

Most glaistig encounters occur when the creatures use their voices to entice characters, but there are other
methods of using this monster. Because they are highly intelligent and well versed in enchantments, a glaistig
could have convinced nearby beings that she is nothing more than a reclusive spinster or wise woman -- until
children and livestock start to go missing. Regardless of how you use them, remember that glaistigs work best
through lies, deceit, and good old-fashioned red herrings.

Glaistig
Medium-size Fey
Hit Dice: 6d6+12 (33 hp)
Initiative: +1
Speed: 30 ft., 50 ft. swim
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Bite +4 melee, or hoof +4 melee, or dagger +4 melee and bite -1
Attacks:
melee
Damage: Bite 1d6+1 (primary), hoof 1d6+1, dagger 1d4+1, bite 1d6 (secondary)
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Beguiling song, blood drain, spell-like abilities
Fast healing 3, low-light vision, resistances (cold 10, fire 10), water
Special Qualities:
symbiosis
Saves: Fort +4, Ref +6, Will +9
Abilities: Str 12, Dex 13, Con 14, Int 12, Wis 14, Cha 17
Bluff +14, Diplomacy +11, Disguise +7, Escape Artist +5, Hide +6,
Skills: Intimidate +5, Knowledge (nature) +4, Listen +6, Move Silently +5,
Sense Motive +9, Spot +4, Swim +15
Feats: Alertness, Iron Will, Ability Focus (beguiling song)
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 7-12 HD (Medium-Size); 13-18 (Medium-size)
Beautiful and enchanting, glaistigs are fey that lurk in and around pools, lakes, and streams. They have an
insatiable craving for the blood of mortals, beguiling victims to come close to their lair in order to drain them.
Though sometimes mistaken for vampires because of their bloodsucking technique, they are not undead.

Glaistigs resemble incredibly attractive female humans or half-elves. Most have snow-white hair and eyes that
shimmer like water. When they smile, glaistigs try not to show their teeth (sharp, cruel-looking fangs), revealing
them only when they strike. Instead of normal legs, glaistigs have those of a goat, with long white fur. Glaistigs
wear long, fine robes and dresses that drape along the ground to hide their legs. They loathe showing their
legs to anyone, and reveal them only to lash out in anger. If someone catches sight of a glaistig's goat legs,
she becomes very angry and attacks the offender.

Despite their single-minded lust for blood, glaistigs are unpredictable and capricious. If they have recently fed
(say, within a month), they are just as likely to help someone as to attack. Conversely, more than a few people
have been attacked by a glaistig who has talked with and been friendly toward them in the past. Glaistigs enjoy
dancing; some lure their victims to caper and dance for many hours before descending upon them.

Glaistigs are solitary by nature and do not even like other fey all that much. While they gain no sustenance
from the blood of sylvan creatures, glaistigs have been known to attack fey that intrude into their territory.
Perhaps because of their similar nature, glaistigs do not like dryads in particular; one rarely finds the two
beings in the same area.

COMBAT

Glaistigs use their beguiling song to lure victims close to the water, targeting specific individuals. If a large
group comes close to their lair, they lurk beneath the surface until only one or two remain. Glaistig are
mystically bound to their watery lairs and cannot move farther than 300 yards from them.

Once a victim comes within striking distance, the glaistig ceases singing and grapples the opponent (grapple
bonus +4). If the grab is successful, it drains blood for as long as possible. Should reinforcements arrive, the
glaistig tries to use suggestion, hypnotism, or fog cloud to cause a diversion and slip beneath the surface of her
watery home.
Beguiling Song (Su): A glaistig can attempt to beguile creatures with its song. The glaistig sings, targeting a
single creature it can see within 300 yards of the body of water to which it is linked (see water symbiosis,
below). This is a sonic, mind-influencing effect, and the creature must be able to hear the glaistig for it to work.

The targeted creature must make a Will saving throw (DC 18). If the save is successful, that creature cannot be
affected by that glaistig's song for one day. Failure indicates the creature is utterly beguiled and moves toward
the glaistig, taking the most direct route available. If that path leads into a dangerous area (such as very deep
or fast-moving water), the beguiled creature gets a second saving throw. A glaistig who desires a companion
may move out of the water and bestow water breathing upon its beguiled victim so it can take him underwater.
A beguiled creature takes no actions other than to defend himself. (Thus, a fighter cannot run away or attack,
but suffers no defensive penalties.) A beguiled victim who moves within 5 feet of the glaistig must make a Will
saving throw (DC 18) or be charmed per charm monster (caster level 8th). Success means that the character is
freed of the beguilement and is immune to that glaistig's beguiling song for one day. The beguiling effect
continues so long as the glaistig sings. The glaistig does not need to continue to sing to keep a victim charmed.

A glaistig can use its beguiling song both above and below the water. Most glaistigs move into deep water,
forcing a beguiled victim to move toward them. If these unlucky creatures fail their second saving throw, they
usually drown (see "The Drowning Rule" in the Dungeon Master's Guide).

Blood Drain (Ex): A glaistig can suck blood from a grappled living victim with its fangs by making a successful
grapple check (grapple bonus +4) to pin. If it succeeds in pinning the foe, it drains blood, inflicting 1d4 points of
Constitution drain each round the pin is maintained.

Spell-Like Abilities: 1/day -- dancing lights, fog cloud, hypnotism, suggestion; Caster level 8th; save DC 13 +
spell level.

Fast Healing (Ex): A glaistig regains lost hit points at the rate of 3 per round. Fast healing does not restore hit
points lost from starvation, thirst, or suffocation, and it does not allow the glaistig to regrow or reattach lost
body parts.

Low-Light Vision: The creature can see twice as far as a human in starlight, moonlight, torchlight, and similar
low-light conditions.
Resistances (Ex): The glaistig ignores up to 10 points of cold and fire damage each round.

Water Symbiosis (Su): Each glaistig is mystically bound to a body of water or a waterway as small as a pond
or as large as a lake or river. Although aquatic, a glaistig can move as far as 300 yards from the body of water
to which it is bound and breathe normally. If the glaistig strays farther than that, it must hold its breath or
immediately start to drown (see "The Drowning Rule" in the Dungeon Master's Guide). Once a glaistig has
moved beyond the boundary of its connection, it cannot breathe normally until it has immersed itself in its body
of water.

Skills: A glaistig receives a +2 racial bonus on Bluff and Sense Motive checks.

In the machinations of vampires, the undead creatures vie against the living and against each other. Power is
all, and the accumulation of power is the goal of these foul beings. Sometimes they rise up against their
creators; on rare occasions they succeed in breaking the iron control of their "master" and slay it. These
creatures can go beyond the normal vampire, and become an even more vile and horrible undead: a vampire
lord. Few are ever seen, or recognized if seen. Possessing few of the weaknesses of their lesser kindred, they
walk among mortals with little fear of discovery. They are the rulers of vampire communities. In a world where
vampire conclaves battle against each other, the vampire lords play chess with their lesser kindred.

Vampire lords are those few vampires who meet a strict set of requirements. They each have lived as a
vampire for at least 100 years, and have acquired 10 or more class levels or Hit Dice. They tend to possess
levels of arcane spellcasting classes, but not always. A vampire lord was formerly a vampire under the control
of another vampire (not a vampire lord) and has slain its creator. Further, the vampire lord must have created at
least 10 vampires and survived an assassination attempt by one of its subjects before achieving vampire lord
status.

Vampire lords are few and far between, and each is fiercely territorial. They know that run-of-the-mill vampires
cannot match their power, but another vampire lord is a definite threat. As they gain power, they become more
arrogant towards those they believe pose no threat, and more fearful of any real threat to their continued
existence. Thus, if a vampire lord arises in the territory of another, the newcomer is driven away or destroyed
as quickly as possible. Vampire lords command hundreds of undead servants throughout their vast territories,
and can have legions of vampire servants at their beck and call.
Unlike normal vampires, a vampire lord does not look the least bit unusual. It looks exactly like it did when alive
and in the peak of health. It has lost the pale, hardened, almost feral look of the vampire. A vampire lord always
surrounds itself with wealth and opulence, but it never forgets that the opulence is a by-product of power, not
the primary goal.

Vampire lords speak any languages they knew in life or learned as a vampire.

Creating a Vampire Lord

Vampire lord is a template that can be applied to any humanoid or monstrous humanoid creature with a
character level of at least 10 that has already had the vampire template applied to it (hereafter referred to as
the "base vampire"). So, make a vampire, and then apply this template to it. The creature uses all the special
abilities of the base vampire, except as noted below.

Hit Dice: Same as base vampire, then add +1 hit point per level or HD of the base vampire

Speed: Same as base vampire, plus vampire lords can fly with speed 50 ft. and perfect maneuverability.

AC: The base vampire's natural armor bonus improves by +6.

Attacks: Same as base vampire.

Special Attacks: A vampire lord retains all the special abilities of the base vampire, except as modified below,
and also gains those noted below. The saving throw, where applicable, is 10 + 1/2 the vampire lord's class and
nonclass HD + the vampire lord's Charisma modifier, unless noted otherwise.

Domination (Su): As base vampire, except that a vampire lord can do this either by gaze or voice. It does not
require line of sight to the target, but the target must be able to hear the vampire lord's voice when it speaks at
a normal volume level.

Energy Drain (Su): As base vampire, but a living creature hit by a vampire lord's slam attack takes 3 negative
levels.

Blood Drain (Su): As base vampire, but a vampire lord's blood drain inflicts 1d4+2 points of Constitution drain
each round the pin is maintained.

Special Qualities: The vampire lord retains all the special qualities of the base vampire, except as modified
below, and gains those listed below.

Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild shape used by
a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord
can change from one animal shape to another without having to revert to its humanoid form.

Children of the Night (Su): As base vampire, but the creatures summoned forth serve the vampire lord until
released. Further, the vampire lord can sense through the senses of any such commanded creatures, and
communicate empathically with them, to a range of 10 miles.

Control Weather (Sp): A vampire lord can cast either control weather or fog cloud as a 12th-level sorcerer at
will.

Create Spawn (Su): As base vampire, but vampire lords create only vampire slaves, never vampire spawn. The
new vampire is enslaved to the vampire lord until its master's death, and the willpower of the vampire lord is
too strong to allow it to break free of its enslavement.

Damage Reduction (Ex): A vampire lord is extremely tough; it has damage reduction 10/+3.

Fast Healing (Ex): As base vampire, but a vampire lord heals 8 hit points each round so long as it has at least 1
hit point. It has 24 hours to reach a place of rest (rather than 2 hours) if brought to zero hit points. A vampire
lord can have many places of rest prepared, since the only requirement is some soil from its homeland (the
place where the base vampire was born).

Telekinesis (Su): A vampire lord can use telekinesis (caster level 12th) at will.
Telepathy (Su): A vampire lord can communicate telepathically with any living creature within 100 feet that has
a language, and with any vampire under its direct control to a range of 1 mile.

Turn Resistance (Ex): As base vampire +4 (see Monster Manual).

Saves: Same as the base vampire, plus the vampire lord applies its Charisma modifier to all saving throws in
addition to its other ability modifiers (as a paladin does).

Abilities: Increase from the base vampire as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead
creatures, vampire lords have no Constitution scores.

Skills: A vampire lord receives an additional +4 racial bonus to Scry and Sense Motive checks, and a +8 racial
bonus to Diplomacy and Intimidate checks.

Feats: Vampire lords gain Iron Will and Leadership as bonus feats, assuming the base vampire does not
already have these feats.

Climate/Terrain: Any land or underground

Organization: Solitary

Challenge Rating: Same as base vampire +3

Treasure: Quadruple standard

Alignment: Any evil. In the transformation from vampire to vampire lord, the creature recovers the Law-
Neutral-Chaos bent of the original creature. Thus, a Lawful Neutral monk who becomes a vampire turns
Chaotic Evil, and when it becomes a vampire lord it turns Lawful Evil.

Advancement: By character class

Vampire Lord Weaknesses

Vampire lords have far fewer weaknesses than normal vampires, a benefit of their quest for power.

Vampire lords cannot be repelled by garlic or holy symbols, though they can be turned. Mere presentation of a
holy symbol has no effect. They have no fear of mirrors, and they cast reflections as living beings do.

Vampire lords can cross over or through running water with no impediments. They are not harmed in any way
by immersion in running water.

A vampire lord is not as vulnerable to sunlight as a normal vampire, and can go about in broad daylight if it
desires. Under sunlight, it takes a -4 penalty to all ability scores and on all attacks, saves, and skill checks.
Also, a vampire lord in sunlight cannot use any of its supernatural powers. Victims of its domination power are
not freed of the vampire lord's control during daylight hours; the vampire lord can verbally command any
creature in its thrall even in direct sunlight. Spells that produce sunlight effects cannot harm a vampire lord;
only direct light from the sun can weaken it. If the vampire lord is destroyed while exposed to direct sunlight, it
seems to die, but unless the body is disposed of as described below, it assumes gaseous form as soon as the
sun sets and attempts to return to its coffin.

A vampire lord is not killed outright by a wooden stake driven through its heart, though the stake does cause
normal damage if it can bypass the creature's damage reduction.

The only way to make sure that a vampire lord does not return is to cut its head from its body, burn the body
and the head separately, scatter the ashes from the body over running water, immerse the ashes from the
head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever
unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to
an unhallowspell, the vampire lord can regenerate in a week if the ashes are placed inside one of its places of
rest.

Sample Vampire Lord


This example uses a 10-level female human wizard vampire as the base vampire.

Vampire Lord
Medium-Size Undead
Hit Dice: 10d8 (75)
Initiative: +10
Speed: 20 ft.
30 (+6 Dex, +12 natural, +2 bracers of armor), touch 16, flat-footed
AC:
24
Slam +11 melee, or quarterstaff +11 melee, or masterwork light
Attacks:
crossbow with masterwork bolts +13 ranged
Slam 1d6+9 plus energy drain, quarterstaff 1d6+9, masterwork light
Damage:
crossbow with masterwork bolts 1d8/19-20
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Blood drain, domination, energy drain
Alternate form, children of the night, cold resistance 20, control
weather,create spawn, DR 10/+3, electricity resistance 20, fast
Special Qualities:
healing 5, gaseous form, spider climb, telekinesis, telepathy, turn
resistance +8, undead traits
Saves: Fort +5, Ref +13, Will +14
Abilities: Str 22, Dex 22, Con -, Int 21, Wis 16, Cha 14
Alchemy +12, Bluff +10, Concentration +15, Diplomacy +10, Hide
+14, Intimidate +10, Knowledge (arcana) +18, Knowledge (the
Skills:
planes) +18, Listen +13, Move Silently +14, Scry +22, Search +13,
Sense Motive +15, Spellcraft +18, Spot +13
Alertness, Brew Potion, Combat Reflexes, Dodge, Improved
Feats: Initiative, Iron Will , Leadership, Lightning Reflexes, Quicken Spell,
Scribe Scroll
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 15
Treasure: Quadruple standard
Alignment: Neutral evil
Advancement: By character class
Blood Drain (Ex): The vampire lord can suck blood from a living victim with her fangs by making a
successful grapple check. If she pins the foe, she drains blood, inflicting 1d4+2 points of
Constitution drain each round the pin is maintained.

Domination (Su): The vampire lord can crush an opponent's will just by looking into his or her
eyes or speaking. This ability is similar to a gaze attack, except that it does not require line of sight
to the target, the vampire lord must take a standard action, the range is 30 feet, and those merely
looking at her are not affected. Anyone she targets who can hear her voice when she speaks at a
normal volume level must succeed at a Will save (DC 17) or fall instantly under her influence as
though by a dominate person spell (caster level 12th).

Energy Drain (Su): A living creature hit by a vampire lord's slam attack takes three negative
levels, or six on a critical hit. For each negative level inflicted on an opponent, the vampire lord
heals 5 points of damage (or 10 on a critical hit), gaining any excess as temporary hit points. After
24 hours have passed, the afflicted opponent must attempt a Fortitude save (DC 17) for each
negative level. If successful, the negative level goes away with no harm to the creature; otherwise
the creature's level is also reduced by one.

Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild
shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent
action. The vampire lord can change from one animal shape to another without having to revert to
its humanoid form.

Children of the Night (Su): A vampire lord commands the lesser creatures of the world and once
per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a
standard action. These creatures arrive in 2d6 rounds and serve the vampire lord until released.
Further, the vampire lord can sense through the senses of any such commanded creatures, and
communicate empathically with them, to a range of 10 miles.

Control Weather (Sp): The vampire lord can cast either control weather or fog cloud (caster level
12th) at will.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire lord's energy drain or
blood drain attack rises as a vampire 1d4 days after burial. In either case, the new vampire is
enslaved to the vampire lord until its master's death, and the willpower of the vampire lord is too
strong to allow the new vampire to break free of its enslavement.

Fast Healing (Ex): The vampire lord heals 8 points of damage each round so long as she has at
least 1 hit point. If reduced to 0 hit points or below, she automatically assumes gaseous form and
attempts to escape. A vampire lord must reach one of her designated places of rest within 24 hours
or be utterly destroyed. (A vampire lord can have many places of rest prepared, since the only
requirement is some soil from her homeland). She can travel up to 9 miles in 2 hours. Once at rest
in such a place, she rises to 1 hit point after 1 hour, then resumes healing at the rate of 8 hit points
per round.

Gaseous Form (Su): As a standard action, a vampire lord can assume gaseous form at will, as
the spell (caster level 5th), except that she can remain gaseous indefinitely and has a fly speed of
20 feet with perfect maneuverability.

Spider Climb (Ex): A vampire lord can climb sheer surfaces as though with a spider climb spell.

Telekinesis (Su): The vampire lord can use telekinesis (caster level 12th) at will.

Telepathy (Su): The vampire lord can communicate telepathically with any living creature within
100 feet that has a language, and with any vampire under her direct control to a range of 1 mile.

Turn Resistance (Ex): The vampire lord is less easily affected by clerics or paladins than most
undead. When resolving a turn, rebuke, command, or bolster attempt, the vampire lord is treated
as an 18-HD creature.

Undead Traits: The vampire lord is immune to poison, sleep, paralysis, stunning, disease, death,
effects, necromantic effects, mind-influencing effects, and any effect requiring a Fortitude save
unless it also works on objects. She is not subject to critical hits, subdual damage, ability damage,
ability drain, or energy drain. Negative energy heals her, and she is not at risk of death from
massive damage but is destroyed at 0 hit points or less. A vampire lord has darkvision (60-foot
range). She cannot be raised, and resurrection works only if she is willing.

Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level): 0 -- arcane mark, detect magic, ghost
sound, mage hand; 1st -- burning hands, change self, charm person, enlarge, identify, magic
missile; 2nd -- bull's strength, cat's grace, invisibility, knock, protection from arrows; 3rd
-- clairaudience/clairvoyance, dispel magic, fireball, haste; 4th -- contagion, Evard's black
tentacles, ice storm, stoneskin; 5th -- animate dead, cloudkill, permanency.

Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead,
flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read
magic, resistance; 1st -- burning hands, change self, charm person, enlarge, feather fall, identify,
magic missile, protection from good, shocking grasp, true strike, unseen servant,
ventriloquism; 2nd -- bull's strength, cat's grace, darkness, fog cloud, ghoul touch, invisibility,
knock, protection from arrows, scare, spectral hand; 3rd -- clairaudience/clairvoyance, dispel
magic, fireball, haste, lightning bolt, slow, tongues; 4th -- contagion, Evard's black tentacles, ice
storm, polymorph other, polymorph self, scrying, stoneskin; 5th -- animate dead, cloudkill,
passwall, permanency, prying eyes, sending, wall of iron.

Possessions: Quarterstaff, masterwork light crossbow, 10 masterwork bolts, scroll of fireball(10th-


level caster), scroll of flesh to stone, scroll of teleport, potion of haste, bracers of armor +2, wand of
lightning bolt.

Standing high in the branches of an enormous oak tree, Evaine peered off in the distance. Smoke from dozens
of fires blackened the sky, indicating that the orc armada had finally arrived in Blackleaf Forest. From the
number of fires and reports sent back to him by various animals, there seemed to be hundreds, maybe even a
thousand, of the foul creatures.

Evaine knew that most of the elves and gnomes who lived in that portion of the forest were already dead or
enslaved. There was no one left who could fend off the horde . . .or so the orcs thought. Although he was loath
to call upon him, Evaine knew there was one entity who could bring the orc invasion to an end. He would have
to awaken the Great Sleeper.

He easily slid down the side of the oak and padded to a staggeringly tall tree in the distance. Although the
forest floor lay thick with dried leaves from the approaching fall, Evaine made no sound at all. Eventually, he
entered an open grove that was home to the Great Sleeper.

Knowing that time was of the essence, Evaine sang a chant to the great tree. For hours, he called and sang at
the top of his voice, asking the Great Sleeper to awaken. He pounded on the thick bark and stamped his feet
on gnarled roots. He watched intently, and was eventually rewarded by seeing the outlines of facial features
move within the bark. Two huge lids opened, and eyes the color of sap turned their gaze toward the druid.

"I hear you, woodsman," rumbled the elder treant, its voice sounding like the cracking and creaking of
branches. "Why have you awakened me?"

In slow, patient words, Evaine explained the threat of orc invasion against the forest. When finished, he sat
down and rested, knowing that it could take hours for the immense treant to respond. To his surprise, the treant
responded after only twenty minutes.

"This must not happen," boomed the treant. "I will awaken my children to protect our home." Suddenly the
ground trembled as the elder treant pulled up its roots. Four enormous branchlike arms rose in the air. Evaine
felt that the entire forest was shaking apart. He realized that other treants and normal trees were coming to life.

With a grim smile, Evaine knew that there was no place for the orcs to hide. Not when the forest itself was
alive....

Elder Treant
Colossal Plant
Hit Dice: 32d8+448(592 hp)
Initiative: +0
Speed: 60 ft.
AC: 34 (-8 size, +32 natural), touch 2, flat-footed 34
Attacks: 4 slams +32 melee
Damage: Slam 4d8+16
Face/Reach: 40 ft. by 40 ft./25 ft.
Special Attacks: Spell-like abilities
Animate trees, bolster treant, DR 30/+3, fire vulnerability, half damage from
Special Qualities:
piercing weapons, plant traits, triple damage to objects
Saves: Fort +34, Ref +10, Will +18
Abilities: Str 42, Dex 10, Con 39, Int 17, Wis 23, Cha 18
Hide -16*, Intimidate +14, Knowledge (any) +13, Listen +16, Spot +15,
Skills:
Wilderness Lore +18
Feats: Great Fortitude, Improved Critical (slam), Iron Will, Power Attack
Climate/Terrain: Any forest
Organization: Solitary or grove (1 plus 10-12 treants)
Challenge Rating: 19
Treasure: Double Standard
Alignment: Usually neutral
Advancement: 33-60 HD (Colossal)
Although most humanoids believe that treants are among the most ancient creatures in the world, few realize
that there are even older and stronger such creatures that live for tens of thousands of years. Elder treants are
the undisputed rulers of treantkind and firm defenders of the forests. Elves, druids, rangers, and other forest-
lovers also revere them.

Elder treants are awesome to behold, towering above even some of the largest oak trees in the forest. Only
rare species of redwoods have reached taller heights. Like normal treants, they combine the features of trees
and humans, although it is difficult to discern their facial features with a casual glance. Their faces are kind, but
ancient beyond compare, suggesting a wizened crone or sage. Their bark is scarred and blackened from
occasional lightning strikes, and thickly covered with moss.

Because of their tremendous life spans, elder treants think incredibly slowly. They spend most of their time in
deep meditation and communion with the forest around them. Unlike normal treants, elder treants care little
about concepts like good or evil, and seldom go out of their way to provide assistance or hindrance. They are
difficult to awaken from their thoughts, but terrible beyond compare when angered.
Like treants, elder treants fear nothing save fire. Their incredibly tough bark can withstand most normal blazes,
accepting it as a part of nature. However, they detest any species that uses fire as a weapon -- those who burn
and rape the woods without thought. Elder treants have been known to animate entire groves to seek revenge
on nearby communities that use fire indiscriminately and destroy part of the forest.

Elder treants speak Treant, plus Common, Elven, and Sylvan.

COMBAT

Elder treants dislike moving at all and will uproot themselves only when things turn dire. They observe their
foes carefully and use control plant, entangle, and wall of thorns to hinder or dissuade opponents from
approaching.

If that tactic does not work, an elder treant first sends out animated trees, then treants, to deal with problems.
Only when all of these tactics fail do elder treants pull themselves out of the ground to attack. They strike with
two enormous branchlike claws that can inflict horrific damage.

Spell-Like Abilities: At will -- entangle, plant growth, command plants, control plants. 3/day -- wall of
thorns. Caster level 20th; save DC 14 + spell level.

Trample (Ex): As a standard action during its turn each round, an elder treant can literally run over opponents
at least one size category smaller than itself. This attack deals 4d12+22 points of bludgeoning damage. A
trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 42) for half
damage.

Animate Trees (Sp): An elder treant can animate trees within 1 mile at will, controlling up to 12 trees at a time.
It takes a full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 and fights as a treant
in all respects. Animated trees lose their ability to move if the treant who animated them is incapacitated or
moves out of range. The ability is otherwise similar to liveoak as cast by a 20th-level druid.

Bolster Treants (Sp): Once per day, an elder treant can lend some of its enormous energy to all treants and
animated trees within 1 mile, gaining a +4 to attack rolls and saving throws. In addition, treants and animated
trees do triple damage against objects instead of double.

Fire Vulnerability (Ex): An elder treant or animated tree takes double damage from fire attacks unless the
attack allows a save, in which case it takes double damage on a failure and no damage on a success.

Half damage from Piercing (Ex): Piercing weapons deal only half damage to elder treants, with a minimum of
1 point of damage.

Plant Traits (Ex): An elder treant is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not
subject to critical hits or mind-affecting effects. The creature also has low-light vision.

Triple Damage against Objects (Ex): An elder treant who makes a full attack against an object or structure
deals double damage.

Skills: Elder treants receive skills and feats as though they were fey*. They have a +20 racial bonus to Hide
checks made in forested areas.

TREANT SOCIETY

Elder treants hail from a different era, when all species lived in harmony with their surroundings. Eventually
(some say with the elder treants' aid), other trees evolved into normal treants. The elder treants treated these
new creatures like their own offspring and charged them with watching over and protecting the forest.

Treants have tremendous respect and admiration for elder treants. They defer to them in almost every respect
and will do everything, including lay down their own lives, to protect them from harm.

Regular treants do not turn into elder treants through size and age; elder treants are a different creature
altogether. A few normal treants tower over the elders.
The heat was unbearable. Quilix wiped the sweat from his brow with his sword hand and peered into the dim
chamber. It was difficult to see, as acrid smoke and shimmering waves of heat obscured his vision. A dim red
glow shone throughout the room, which he soon recognized as some sort of forge.

He stepped inside the room -- a cavern, really. For four days and nights, he had explored the shattered fortress
of the salamanders. The dwarves that lived near this site had believed it to be long forgotten by its former
masters, and so far, Quilix's investigations had proved him correct. All he had found in the deep, smoldering
halls of salamanders, located dangerously close to the volcano known as Mount Drukk, was ash, ancient
charred bodies, and a great deal of heat.

A huge, squat anvil sat in the middle of the room, scarred from what must have been centuries of use. Bits of
metal and half-finished metal weapons were piled in metal racks, now drooping from age and constant
exposure to heat. A pool of lava bubbled in a stone vat in the corner, no doubt being fed from one of the many
tendrils of magma that seeped from the volcano.

Seeing nothing of immediate value in the forge to be looted, Quilix turned to leave. A flicker from the anvil
suddenly caught his eye. He moved closer and saw a strange, octagonal stone fixed in the side of the anvil. He
wiped off the soot and ash that covered the stone, and gave out a startled gasp of surprise. The stone was an
enormous ruby the size of his fist! Quilix's hands shook as he sheathed his sword and drew his dagger from its
scabbard. He began to pry the ruby from its setting.

"What a prize this will fetch from the dwarves at Duruk Lor!" he murmured as his dagger dug into the decaying
metal of the anvil.

Deep in thought, Quilix failed to hear the sound of rustling from behind him -- the noise of coals settling into a
fire. The ruby came loose from its fitting and he held it up in the red-orange light of the magma pool, a smile of
pure greed on his face.

The smile faded quickly when he noticed a shifting in the sparkle of the ruby, alerting him to something moving
behind him. In a flash, he pivoted, the dagger held low and ready to strike. He stopped cold and looked into the
glowing red eyes of the monstrosity before him.

The coal golem released an infernal, crackling hiss, blowing hellishly hot air into Quilix's face. The dagger fell
from his trembling hands as the golem raised its massive, glowing fists, ready to deal a killing blow to the
intruder who had desecrated the forge.

Coal Golem
Large Construct
Hit Dice: 11d10 (60 hp)
Initiative: -1
Speed: 20 ft. (can't run)
AC: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Attacks: 2 slams +13, or longspear +13/+8
Damage: Slam 2d10+9 plus 1d8 fire, longspear 2d8+9 plus 1d8 fire/x3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Heat
Special Qualities: Berserk, construct traits, DR 20/+1, magic immunity
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 23, Dex 9, Con -- , Int -- , Wis 11, Cha 1
Climate/Terrain: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 12-18 HD (Large); 19-33 HD (Huge)
Fire-dwelling races that thrive in intensely hot environments commonly create coal golems. The secret to the
creation of coal golems is believed to have been first discovered by the salamanders, who used the coals and
slag from their infernal forges to give life to these monsters. If not the true creators, salamanders are the usual
masters of coal golems, using them as slave labor and as guardians of their forges. Fire giants that have
mastered the arcane arts also manufacture coal golems, sometimes for the sole purpose of using them as
mobile statues to decorate their fortresslike dwellings. Sages believe that unlike other golems, which receive
life through the power of the element of earth, coal golems are animated by a combination of fire and earth
energies. Because of these conflicting energies, a coal golem is more likely than other constructs to go on a
berserk killing rampage.

A coal golem is a humanoid-shaped figure composed of deep-burning coals and cinders. It stands 9 feet tall,
weighs 500 pounds, and has a powerful body with stocky legs and arms that extend to its knees. An open iron
frame holds the entire body in place. Tiny bits of ash and sparks, which can light paper and other easily ignited
objects, constantly "shed" from the coal golem's body. Two particularly large glowing cinders act as the coal
golem's eyes.

Coal golems cannot speak but make a crackling hiss when attacking. They understand commands spoken in
the Ignan tongue but do not understand Common. The creatures emit a constant wisp of smoke, equivalent to
a low-burning campfire. They move in a slow, clumsy gait, accompanied by the sounds of crackling embers
and shifting coals. The coal golem is typically armed with an enormous metal longspear, which glows red from
the golem's heat.

COMBAT

A coal golem will engage in close combat, where its impressive heat can do extra damage, as soon as
possible. It will also try to set fire to flammable objects, making the surrounding environment dangerous. It gets
enraged by cold attacks and focuses its attention on anyone who attacks with such methods, even if those
attacks do no significant harm.

Heat (Ex): A coal golem generates so much heat that its mere touch deals additional fire damage. Coal golems
can conduct this heat through any metal objects or weapons they carry. This heat also has a chance to light
flammable objects on fire (see Catching on Fire in Chapter 3 of the Dungeon Master's Guide).

Berserk (Ex): When a coal golem enters combat, there is a cumulative 2% chance each round that its
elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the
nearest living creature or smashing (and/or lighting on fire) some object smaller than itself if no creature is
within reach. It then moves on to spread more destruction. If within 60 feet, the golem's creator can try to
regain control by speaking firmly and persuasively (in Ignan) to the golem, an act which requires a successful
Charisma check (DC 19). It takes 1 minute of rest by the golem to reset its berserk chance to 0%.

Construct Traits: A coal golem is immune to mind-affecting effects, poison, sleep, paralysis, stunning,
disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works
on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy
drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised
or resurrected. A coal golem has darkvision (60-foot range).

Magic Immunity (Ex): A coal golem is immune to all spells, spell-like abilities, and supernatural effects, except
as follows. An ice storm slows it (as the slow spell) for 2d6 rounds, with no saving throw. Cone of cold slows
the golem (as the slow spell) for 1d6 rounds and deals 1d12 damage. Otiluke's freezing sphere stops it from
moving that round and does regular damage. A fire effect breaks any slow effect on the golem and cures 1
point of damage for each 3 points of damage it would otherwise deal. For example, a coal golem hit by a
fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving
throw against fire effects.

Construction

A coal golem's body is made of an open iron frame, which contains the chunks of coals and cinders that make
up its form. These coals are made from burning rare woods and coals. The golem costs 65,000 gp create,
including 1,000 for the construction of the body. Creating the body is a complex task that requires a successful
Craft (metalworking or weaponsmithing) check (DC 20).

The creator must have attained 14th level and be able to cast arcane spells. Completing the ritual drains 1,100
XP from the creator and requires geas/quest, limited wish, polymorph any object, heat metal. The creator must
also speak Ignan.

In response to your inquiry regarding the most recent raid upon our glorious city by surface dwellers, I am
forced to concur with the learned Priestess Instra's conclusions. The raiders most certainly approached the city
from below, no doubt to avoid the most heavily guarded and trapped passages.

They escaped by the same route once they had stolen your scepter. They succeeded, in part, because we lost
several of the guards sent after them. The guards encountered something other than the raiders -- the few
survivors claim the cave itself came alive and consumed their allies. I can only assume some creature
unfamiliar to us has taken residence in the area.

I recommend the temple immediately authorize funds to hire mercenaries to cover these passages until we can
construct a proper defensive fortification. The large caverns common in the lower levels could house as many
as 400 warriors, and a small chapel nearby would allow your magnificence's priests to properly support them.
In preparation for that effort, I have sent several explorers into the region to map the cave system and
ascertain the nature of these new creatures. Attached, please find my estimated cost for extended operations,
spread out as monthly expenses over the next four years.

Your humble servant,

Sorntran

Lady of Highest and Darkest Glory,

I have received your missive outlining the reasons my proposal for the construction of a fortification and chapel
were ill-advised, and most humbly apologize for wasting your time with such poorly conceived plans. Clearly
the expense is prohibitive, and I would never suggest you spend the temple's funds to solve problems caused
by my own or Priestess Instra's lack of planning.

Regarding your directive to find an alternative method for securing the lower levels of caves beneath our
glorious city: The few members of the surveying party who survived managed to gain a rough idea of the
caverns' extent, information that leads me to believe we can secure them by transplanting a modest number of
spiders into the area. I have scouted out numerous wild spiders, ranging from 5 to 15 feet in body length, that I
believe perfectly suit our needs. Once transplanted into the cave system, their natural predatory instincts and
penchant for web spinning should provide a high degree of security.

Of course, since other living creatures rarely visit the area, this solution involves a small ongoing expense to
provide food for the spiders to ensure their long-term survival. Additionally, an expedition needs to be
undertaken to clear out the mysterious creatures living in the caves. Given the explorers' account and the
number of casualties, I now conclude that at least four of these creatures -- rather than the one previously
reported -- threaten us. However, since the creatures' coloring makes them difficult to spot in the pale rock of
the deepest caverns, I suspect we will have more luck driving them out of the darker-toned near caverns.

By my own lowly hand,

Sorntran

Dearest and Most Generous Matriarch,

Following the execution of Priestess Instra for vast cost overruns in the attempt to clear out the nearest
caverns, I have put great effort into finding an alternative less taxing to the temple budget. One of the greatest
impediments is the regular loss of any agent I send to examine the area in detail. Apparently the creatures,
which I now believe number at least ten, are difficult to spot in any rock type. They are intelligent enough to
avoid attacking large, well-armed parties, instead targeting individual agents separated from their units. This
regular loss of mercenaries led to the vast unexpected expenses.

My new suggestion for securing the lower passages is to stop sending mercenaries into the lower caverns.
Since the entire area is now inhabited by the mysterious ceiling-hugging camouflaged creatures, we can allow
them to take care of any future raiders.

Should the creature population prove insufficient for the level of desired security, I recommend sending lower-
cost agents to explore further. Recruits seem to be food enough to encourage the population to grow, and cost
less than regular foodstuffs.

In Greatest Modesty,

Sorntran

Lurker Above
Huge Aberration
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 10 ft., climb 10 ft., fly 30 ft. (good)
AC: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Attacks: Slam +13 melee
Damage: Slam 1d8+12
Face/Reach: 10 ft. x 20 ft./5 ft.
Special Attacks: Constrict 1d8+12, improved grab, smother
Darkvision 60 ft., immunities, levitate, low-light vision, scent,
Special Qualities:
tremorsense
Saves: Fort +8, Ref +4, Will +11
Abilities: Str 27, Dex 12, Con 21, Int 5, Wis 18, Cha 4
Skills: Climb +16, Hide -2*, Listen +11, Move Silently +12, Spot +11
Feats: Improved Initiative
Climate/Terrain: Any underground
Organization: Solitary, pair, or flock (3-5)
Challenge Rating: 8
Treasure: Half
Alignment: Always neutral
11-16 HD (Huge), 17-22 HD (Gargantuan)
Advancement Range:
Description

The lurker above is an unusual creature found only in large subterranean areas. It is a flat creature generally
20 feet wide and 10 feet long, with two large eyes located near the center of its front edge. No more than a foot
thick, it resembles a manta ray. Its skin is smooth, black and rubbery on the top, but its underside has the
coloration and texture of stone. Over the course of a few days, the underside of a lurker above can shift in
texture and color to appear to be almost any kind of rock.

Hundreds of tiny claws that emerge from its smooth top enable the lurker above to crawl along surfaces, but
only very slowly. It generally prefers to fly, using its natural buoyancy and undulating its whole body as a wing
to move with speed and grace in a motion very similar to swimming. A lurker above resorts to its tiny claws only
when constricting prey; it can float while using them but cannot move horizontally.

A lurker above can enter a state similar to hibernation, enabling it to feed only once every few months. When
food is plentiful, however, it is capable of eating many times its body volume in a single sitting. Its rough-
textured underside conceals hundreds of tiny suckers used to consume food. The suckers, too small to bite
prey, suck up victims that have been crushed into paste by the creature's entire body.

Most caverns are large enough to support only a single lurker above, but particularly enormous or well traveled
caverns can support as many as five. A lurker above does not attack, eat or act against others of its kind; if
food becomes too scarce, it moves on to new hunting grounds. A lurker above that has fed well and often
enough to grow to Gargantuan size eventually enters a long stage of inactivity during which time it divides into
2-4 Medium-size young. The young reach maturity in 20-30 feedings, which can take as little as a few weeks or
as long as a few years.

A lurker above does not itself have any use for coins or magic items, and finds most metals inedible. As a result
many caves inhabited by the creatures develop a small pile of treasure left from victims. In some cases, the
treasure pile acts as a lure for unwary subterranean humanoids, who themselves become victims of the lurker
above.

Combat

A lurker above attacks only to feed, but is almost always hungry. When at rest, it attaches itself to the ceiling of
a large cave or cavern. Upon sensing prey (generally with its tremorsense), the lurker above becomes awake
and alert. It positions itself over a target, then drops down to attack. A lurker above always attempts to grapple
and constrict the largest target in a group, then levitate out of counterattack reach. If targets can attack the
lurker above at range, it attempts to move its grappled target to one side of its body and make slam attacks
against other targets.

Constrict (Ex): A lurker above deals 1d8+12 points of damage with a successful grapple check.

Improved Grab (Ex): If a lurker above hits an opponent that is at least one size category smaller than itself
with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking
an attack of opportunity (grapple bonus +23). If it gets a hold, it constricts on the same round. Thereafter, the
lurker above has the option to conduct the grapple normally, or simply use its body to hold the opponent (-20
penalty on grapple check, but the lurker above is not considered grappled). In either case, each successful
grapple check it makes during successive rounds automatically deals slam and constriction damage. A lurker
above may not have more than one target grappled at a time.

Smother (Ex): In addition to constricting its victim, a lurker above that has made a successful grapple check
against a target cuts off all the prey's air. Targets being smothered use the same rule as for drowning: They can
hold their breath for a number of rounds equal to twice their constitution. After this time, the target must make a
Constitution check (DC 10) in order to continue holding its breath. Each round, the DC increases by 1.

When the target fails its Constitution check, it begins to suffocate. In the first round, it falls unconscious (0 hp).
On the following round, it drops to -1 and is dying. In the third round, it succumbs and dies.

Immunities (Ex): Because of its rubbery hide and ability to stretch easily, a lurker above takes only half
damage from bludgeoning attacks.

Levitate (Ex): The body of a lurker above is naturally buoyant, allowing it to gain and lose altitude. Thus a
lurker above may produce an effect like that of the levitate spell, as a free action, moving at a base speed of 20
feet.

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

Tremorsense (Ex): When attached to a rocky surface, a lurker above can automatically sense the location of
anything within 180 feet that is in contact with the same rock. This capability enables a lurker above on the
ceiling of a cavern to sense the approach of creatures walking across the bottom of the cavern.

Skills: A lurker above gains a +4 racial bonus on Listen and Move Silently checks. *When attached to the
ceiling in rocky areas with little vegetation, a lurker above gains a +12 racial bonus on Hide checks.

Classical mythology holds numerous examples of multiheaded monsters, from the Hydra to the Chimera to
Cerberus, the three-headed hound that guards the gates of Hades. The chimera and hydra are well
represented in the D&DMonster Manual, but there's no sign of Cerberus. Of course, Cerberus is a unique
creature that more appropriately belongs in Deities and Demigods, but what if you want something similar as a
whole race in your games?

Considering such creatures hell hounds at the top of their advancement range (8d8) comes close to defining
the monster -- except for those extra heads. Just adding an extra bite attack to make a creature two-headed
does not seem in keeping with the unique mythic nature of many multiheaded creatures. They should instead
stand as paragons of their base species, possessing additional hit dice and all the improvements that go with
them, in addition to multiple bites, gore attacks, and even breath weapons. To help Dungeon Masters create
their own multiheaded creatures, I present the "multiheaded" template.

Multiheaded Creatures

Be they freaks of nature, the results of arcane experimentation, or simply a new race, some creatures have
more heads than do common examples of their kind. Many multiheaded creatures are actually crossbreeds
with some amount of hydra blood magically infused into them. All multiheaded creatures are more powerful
and dangerous than similar creatures with fewer heads, and many become local legends.

It is not unusual for multiheaded creatures to be trained as guards and watchmen, as their increased number
of eyes and noses equips them well for such tasks. However, a creature's heads don't always get along with
each other, and this characteristic can make multiheaded guardians extremely unpredictable. In many cases,
such creatures are simply forced into lairs nearby a stronghold, perhaps covering one of its secret entrances.

Creating a Multiheaded Creature

"Multiheaded" is a template that can be added to any corporeal creature with a discernable head. Animals with
this template become beasts, but otherwise their type remains unchanged. If the base creature has different
types of heads (such as a chimera), determine a specific type for each head. (Special Attacks are determined
by head type in these cases.) Up to seven heads may be added to a base creature. Multiheaded creatures use
all the base creature's statistics and special abilities except as noted below.
Hit Dice: Each additional head adds 2 HD to the base creature.

AC: Increase natural armor by +1 per additional head.

Attack: Creatures with bite or gore attacks gain one additional bite or gore attack per additional head.

Special Attacks: Base creatures who use weapons gain superior Two-Weapon Fighting. This feat allows them
to use two weapons without any penalty to attack or damage. Base creatures with breath weapons or gaze
attacks, or who can swallow whole, gain the ability to use that power with each head simultaneously. Special
attacks (improved grab, poison, sonic attacks) related to a creature's head can be used with all heads at once.

Special Qualities: Multiheaded creatures have darkvision to 90 ft.

Saves: Same as base creature.

Abilities: Base creature's Constitution is increased by +2 per additional head.

Skills: Each additional head grants the creature a +2 racial bonus to Listen, Search and Spot checks. The
creature also gains any additional skill points to which its additional Hit Dice would entitle it, according to its
type.

Feats: Base creatures with a bite attack gain Weapon Focus (bite) as a bonus feat. The creature also gains
any additional feat slots to which its additional Hit Dice would entitle it, according to its type.

Climate/Terrain: Same as base creature

Organization: Solitary

Challenge Rating:

1 additional head, +2
2-4 additional heads, +3
5-7 additional heads, +4
+1 additional per head-based special attack of base creature

Treasure: As base creature

Alignment: Always chaotic

Advancement: Same as base creature

Lernaean, Pyro- and Cryo- Creatures

Some multiheaded creatures have abilities similar to those possessed by the magic forms of hydras. Each
type has a different ability.

Lernaean Creatures

These multiheaded creatures have bodies that are immune to attack (but see below). The only way to slay a
Lernaean creature is to sever all its heads. However, each time a head is severed, two new heads spring from
the stump in 1d4 rounds. A Lernaean creature may never have more than twice its original number of heads,
and any heads it gains beyond that number wither and die within a day.

To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to
the stump (AC 19) before the new heads appear.

Spells such as disintegrate, finger of death, and slay living kill a Lernaean creature outright if they succeed. If
the spell deals damage on a successful save, that damage is directed against one of the creature's heads.
Pyro Creatures

These reddish creatures can breathe jets of fire 10 feet high, 10 feet wide and 20 feet long. All heads breath
once every 1d4 rounds. Each jet deals 3d6 points of damage per head. A successful Reflex save halves the
damage. The save DC is 10 + 1/2 the creature's number of heads + the creature's Con modifier. The creature
also gains the fire subtype.

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

Cryo Creatures

These purplish creatures can breath jets of frost 10 feet high, 10 feet wide and 20 feet long. All heads breath
once every 1d4 rounds. Each jet deals 3d6 damage per head. A successful Reflex save halves the damage.
The save DC is 10 + 1/2 the creature's number of heads + the creature's Con modifier. The creature also gains
the cold subtype.

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Sample Multiheaded Creatures

The first sample uses an 8-HD hell hound to create a Cerberus knock-off. The second is a horrifying
combination of hydra and gorgon using the gorgon as the base creature and adding seven heads.

Demonic Guardian Hound


Large Outsider (Chaotic, Evil, Fire)
Hit Dice: 12d8+60 (114 hp)
Initiative: +4
Speed: 40 ft.
AC: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Attacks: 3 bites +17 melee
Damage: Bite 2d6+5/19-20
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Breath weapon (30-ft. cone of fire)
Special Qualities: Darkvision 90 ft., fire subtype, outsider traits, scent
Saves: Fort +13, Ref +8, Will +8
Abilities: Str 21, Dex 11, Con 21, Int 6, Wis 10, Chr 6
Hide +16, Listen +17, Move Silently +19, Search +5, Spot +17*, Wilderness
Skills:
Lore +7*
Improved Critical (bite), Improved Initiative, Power Attack, Track, Weapon
Feats:
Focus (bite)
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Demonic guardian hounds are three-headed advanced hell hounds.

Combat

Breath Weapon (Su): Each of demonic guardian hound's three heads may create a 30-foot cone of fire every
2d4 rounds. The attack deals 1d4+1 points of fire damage (Reflex DC 21 half). The fiery breath also ignites
any flammable materials within the cone. All three heads may breathe at once, and the creature may use its
breath while biting.

Fire Subtype (Ex): A demonic guardian hound has fire immunity, and it takes double damage from cold except
on a successful save.

Outsider Traits: A demonic guardian hound has darkvision with a 90-foot range. It cannot be raised or
resurrected (though a wish or miracle spell can restore life).

Scent (Ex): A demonic guardian hound can detect approaching enemies, sniff out hidden foes, and track by
sense of smell.
Skills: A demonic guardian hound receives a +5 racial bonus on Hide and Move Silently checks. Because of
its two extra heads, it also gains a +4 racial bonus on Listen, Search and Spot checks. *It gains a +8 racial
bonus on Spot checks and Wilderness Lore checks when tracking by scent, due to its keen sense of smell.

Gorgahydra
Large Magical Beast
Hit Dice: 22d10+220 (341 hp)
Initiative: +4
Speed: 30 ft.
AC: 25 (-1 size, +16 natural), touch 9, flat-footed 25
Attacks: 8 gores +26 melee
Damage: 1d8+5
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Breath weapon (60-ft. cone of petrification gas), trample 1d8+7
Special Qualities: Darkvision 90 ft., low-light vision, scent
Saves: Fort +23, Ref +13, Will +8
Abilities: Str 21, Dex 10, Con 31, Int 2, Wis 12, Cha 9
Skills: Listen +29, Search +10, Spot +29
Alertness, Cleave, Great Cleave, Improved Critical (gore), Improved
Feats:
Initiative, Power Attack
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic neutral
Gorgahydras are bizarre hybrids of gorgons and hydras, likely created through arcane means. They have the
body and metallic plates of a gorgon but have eight heads, some on long armored necks. Unlike gorgons, they
dislike labyrinths, but still enjoy other rocky underground areas.

Combat

Breath Weapon (Su): Each of a gorgahydra's eight heads can create a 60-foot cone of petrifying gas every
1d4 rounds that permanently turns its victim to stone (Fortitude DC 31). Though the gorgahydra has eight
heads, it cannot use its breath weapon more than five times each day, total.

Trample: A gorgahydra can trample Small or smaller creatures for 1d8+7 points of damage. Opponents who
do not make attacks of opportunity against the gorgahydra can attempt a reflex save (DC 26) to halve the
damage.

Low-Light Vision: The creature can see twice as far as a human in starlight, moonlight, torchlight, and similar
low-light conditions.

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

Taken from the recovered journal of Istall Twigbrin, scholar and wiseman of the village of Dinbrim:

5th Day of the Harvest Moon

After gathering rock berries and tungit root in the pine forest near my home, I was surprised to find several
local farmers waiting for my return. They were clearly agitated and heavily armed with a variety of weapons
and farming tools. A tightly bound figure lay at their feet, wrapped head to toe in rough rope and struggling
mightily. The farmers said that he was a family member who had become "possessed" while hunting in the
woods. The peasants, who often come to me with questions regarding plants and the woods in which they live,
believed I might be able to explain what had happened to their kinsman. I agreed to examine him and do what I
could. They brought the struggling figure into my cabin.

6th Day of the Harvest Moon

My hands tremble as I write this. I have been studying Rael, the peasant boy, all night now and can barely
believe what I observe. The boy is completely covered in a layer of fungus -- a type that I have never seen
before. It has completely consumed his eyes and oozes out of his ears, mouth, and nose. Despite this, Rael
remains alive in some way. I have done some research and discovered that a similar incident occurred in this
area more than a hundred years ago, but the cause was never determined. Curious. We have continued to
keep the boy (if he can be called that anymore) bound in his ropes, as he will lash out and bite at any
opportunity. If he recognizes his family, he shows no sign. Believing the boy to be possessed by foul spirits, I
asked one of the peasants to fetch a priest from the Shandarin Temple in the next town. Perhaps faith can give
answers where I have failed.

9th Day of the Harvest Moon

The peasants and I are barricaded inside my barn, under siege by fungus beings. A few hours ago, they burst
into my cabin and tried to kill us. During the struggle, someone knocked over a lantern and my cabin went up in
flames. The blaze destroyed the creatures still trapped inside, but more emerged from the woods. They are the
corpses of a party of farmers who sought the source of the fungus. Apparently, they found it.

We set the torch to Rael's body after it nearly broke free from the ropes. The Shandarin priest is dead. He
stood his ground against the creatures, convinced that they were created by foul magicks, and perished when
his faith could not stop them. Some of the other peasants were dragged screaming into the woods. Now the
creatures pound incessantly at my barn doors. It's only a matter of time before they get through....

Slaver Fungus
Gargantuan Plant
Hit Dice: 10d8+80 (125 hp)
Initiative: -2
Speed: 0 ft.
AC: 14 (-4 size, -2 Dex, +10 natural), touch 4, flat-footed 14
Attacks: 4 tendrils +11 melee
Damage: Tendril 2d8+8
Face/Reach: 30 ft. by 30 ft./40 ft.
Special Attacks: Fungus minions, improved grab, transforming fungus
Special Qualities: Fire vulnerability, plant traits, tendril regeneration
Saves: Fort +15, Ref +1, Will +3
Abilities: Str 26, Dex 7, Con 26, Int 3, Wis 10, Cha 3
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 10*
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 11-17 HD (Gargantuan); 18-28 HD (Colossal)
*This number can be adjusted up or down depending on how many fungus minions the slaver fungus controls.

The main body of a slaver fungus looks like an enormous purplish-white mushroom with a very broad cap. The
outer layer of the fungus is extremely tough, like the bark of a tree. Immediately beneath the cap are four large
nodules that form the base of long, thin, tough tendrils. These tendrils extend into the underbrush, where they
seek out and grapple prey.

The most insidious aspect of the slaver fungus is its ability to infect living creatures and transform them into
walking plants that protect the main body. A fully-grown fungus constantly releases spores that blanket the area
around it. These spores infect any creature that breathes them in, creating fungus minions: zombies animated
not by negative energy, but the fungus that pervades their bodies.

Externally, fungus minions look as they did in life, but a dense, sickly, purplish-green fungus covers their skin
and fills their eye sockets. They wear the tattered remains of any armor and clothing on their person at the time
of death; it, too, is densely covered with fungus (and offers no additional protection). Internally, the fungus
quickly moves through the victim's body, consuming tissue at a rapid rate until only an animated shell remains.

Animals of the forest are also commonly infected, shambling around alongside humanoid fungus minions.

Combat

A slaver fungus relies heavily on its minions (see below) to protect it from harm. It also uses its tendrils to drag
victims within 30 feet of its main body, where they may become infected by the spores. If victims do not attack
the main body of the fungus, it releases them and lets the infection slowly finish the kill.

Improved Grab (Ex): If a slaver fungus hits an opponent that is at least one size category smaller than itself
with three of its four tendril attacks, it attempts to start a grapple as a free action without provoking an attack of
opportunity (grapple bonus +27). If it gets a hold, it can transfer drag the opponent to within 15 feet of its main
body on its next turn. Alternatively, the slaver fungus has the option to conduct the grapple normally, or simply
use its tendrils to hold the opponent (-20 penalty on grapple check, but the fungus is not considered grappled).

Transforming Fungus (Ex): A slaver fungus can release a cloud of spores that, if inhaled, turns living
creatures into animated fungus. Any creature within 30 feet of a slaver fungus must make a Fortitude save (DC
23) each round or become infected with the fungus. Incubation takes 1 day; damage 1d6 temporary
Constitution damage; 2d6 secondary Constitution damage. A remove disease or a successful Heal check (DC
25) stops the infection.

Victims whose Constitution reach 0 due to fungus damage die from their bodies becoming completely
permeated with the fungus. Victims essentially become zombies per the Monster Manual. However, the victims'
type becomes "plant," not "undead," and they are not affected by any spells or effects that influence undead.
Victims gain the plant traits and fire vulnerability listed below.

Should the transformation that creates a fungus zombie reach completion within five miles of the original slaver
fungus, the zombie unerringly returns to the main body, stopping only to defend itself if attacked. If the
transformation occurs beyond 5 miles, the fungus zombie attacks the closest living creature, then the next,
continuing until it is destroyed.

Upon destruction, the zombie breaks into a cloud of spores. Unless destroyed by burning or disintegrate, the
zombie may (1% chance) leave behind remains that become a new slaver fungus. It takes five years for the
slaver fungus to reach maturity; it is completely harmless until that point.

Fungus Minions:Fungus zombies (see above) who return to the slaver fungus that spawned them become
fungus minions who instinctively protect it. At any given time, ten to twelve Medium-size fungus minions guard
a slaver fungus and never stray farther than 50 yards from the main body.

Fire Vulnerability (Ex): Slaver fungi take double damage from fire attacks unless the attack allows a save, in
which case they take double damage on a failure and no damage on a success.

Plant Traits (Ex): A slaver fungus is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not
subject to critical hits or mind-affecting effects. The creature also has low-light vision to a range of 30 feet.

Tendril Regeneration (Ex): Foes can attack the tendrils of a slaver fungus, but only when those appendages
are actually holding an opponent. A tendril has an AC of 21 (touch 10) and can withstand 18 points of damage.
The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total),
and the limb regrows within 1d6 days.

From the druid Miala's journal:

I discovered a new carnivorous plant today, a very interesting one. A brigand


chased me through the woods, and just when he'd started to gain ground, he
stopped as a bunch of pods hit him. I kept running, but when I saw that he was
no longer chasing me I crouched behind some brush to watch. He continued
toward me, but then stopped, stared blankly, and began approaching a nearby
tree. It was old and gnarled, about 12 feet in diameter. He walked slowly toward
it, and then I saw vines shoot out from its base, wrap him up, and pull him
toward the trunk of the tree, where he disappeared. I crept closer but could not
see him anywhere. I did hear him pounding against the trunk, for a while.
Eventually the pounding stopped. At that point, I crept away.

A dryad I ran into an hour later told me this tree feeds on animals, humanoids,
beasts, and such, but as it leaves the fey creatures alone, she really does not
pay it much attention. It never moves, but it can cast some kind of spell with its
bark and throw pods. I will have to study this closer, once I figure out how to
resist or ignore the effect of the bark…
.

Flesh-Mulcher Tree
Huge Plant
Hit Dice: 10d8+50 (95 hp)
Initiative: +0
Speed: 0 ft.
AC: 21 (– 2 size, +13 natural), touch 8, flat-footed 21
Attacks: 4 tendrils +10 melee, or 6 pods +5 ranged
Damage: Tendril 1d8+5, or pod 1d6+5
Face/Reach: 10 ft. by 10 ft./15 ft.
Captivating bark, improved grab, pods (acid,
Special Attacks:
explosive, poison, seed), swallow whole
Special Plant traits, precise targeting, tentacle regeneration,
Qualities: tremorsense
Saves: Fort +12, Ref +3, Will +3
Abilities: Str 20, Dex 10, Con 20, Int 2, Wis 10, Cha 4
Climate/Terrain: Any forest
Organization: Solitary
Challenge
8
Rating:
Treasure: Standard
Alignment: Always neutral
Advancement: 11– 16 HD (Huge); 17– 30 (Gargantuan)
Tall and majestic, flesh-mulcher trees are hidden menaces in the forest. Varieties of this barely sentient killer
exist in most climates where trees grow, seeking to feed on humanoids and animals that approach.

Most flesh-mulcher trees reach between 20 and 25 feet in height, but taller varieties have been reported. The
canopy is formed from dense growth of three-pronged, swordlike leaves, and species of shade-loving ground
plants thrive at the tree's base. The tree's gnarled and dense trunk grows to be about 12 feet thick in 10 years.
(The flesh-mulcher does not become fully mature for 10 to 12 years.) This tree's distinguishing feature,
however, is the clusters of pods that grow in the branches. The greenish-black pods are very hard and about 4
inches long. In colder climates, the leaves take on a silvery color, and in tropical climates they become bright
green. The tree looks harmless from a distance, but up close one can see that a part of the trunk at its base
opens like a large mouth (with no teeth). Inside this maw grow four vinelike tendrils, which the tree uses to
snag prey. The tendrils are 18 feet long and can effectively grab targets up to 15 feet from the base.

The (barely) sentient flesh-mulcher trees feed on humanoids, animals, beasts, magical beasts, and even
corporeal undead. They do not feed on fey creatures of any type, so the fey sometimes use them as guardian
trees around their most private places. The tree attracts prey to it with its hypnotic special ability, then snags
the prey and crushes it. It then mulches or composts the remains, and feeds on that. Immature trees catch
smaller animals only; a flesh-mulcher cannot catch a Medium-size humanoid until it is at least eight years old.

Flesh-mulcher trees do not speak any language, but one can communicate with them via a speak with
plantsspell.

COMBAT

Flesh-mulcher trees live on the decomposing remains of organic creatures. When hunting, they begin by
throwing clusters of pods at targets, and continue to do so until the creatures approach the trunk. Then the tree
attempts to draw the prey into its maw and crush it. Flesh-mulcher trees attack only to feed; they are not self-
aware enough to defend themselves.

Captivating Bark(Su): The bark of the flesh-mulcher tree boasts swirling color patterns that can bewitch a
viewer. Anyone within 20 feet of the tree who sees the trunk must make a successful Will save (DC 12) or
become utterly captivated by the bark (as though by a harpy's song). This is a mind-affecting charm. If the save
is successful, that creature cannot be affected again by that harpy's song for one day. A captivated victim walks
toward the flesh-mulcher tree on its next action, taking the most direct route available. Captivated creatures
can take no actions other than to defend themselves. A victim within 5 feet of the tree's maw area stands there
and offers no resistance to the tree's tendril attacks. However, the creature gets a second Will save (same DC)
against the effect once it has sustained some damage from the tree.

Improved Grab (Ex): If a flesh-mulcher tree hits an opponent that is at least one size category smaller than
itself with three of its four tendril attacks, it attempts to start a grapple as a free action without provoking an
attack of opportunity (grapple bonus +20). If it gets a hold, it can transfer the opponent to its maw with another
successful grapple check, then try to swallow on its next turn. Alternatively, the flesh-mulcher tree has the
option to conduct the grapple normally, or simply use its tendrils to hold the opponent (– 20 penalty on grapple
check, but the tree is not considered grappled).

Tentacle Regeneration (Ex): Foes can attack the tentacles of a flesh-mulcher tree, but only when those
appendages are actually holding an opponent. A tentacle has an AC of 22 (touch 9) and can withstand 15
points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply
against its hit point total), and it regrows the limb within a day.

Pods(Ex): The tree grows clusters of small and very hard pods, each one measuring about 4 inches long. The
tree can throw clusters of six pods at a time at a given opponent, with a maximum range of 80 feet, minimum
range of 10 feet, and no range increment. Each pod inflicts 1d6 points of damage. The tree can attack up to
eight opponents this way in a round if surrounded: one opponent at each compass point (N, NE, E, etc.). The
tree can throw up to 120 pods in a day and regrows pods at a rate of six per day.

Variant Pods: Pods from some varieties of flesh-mulchers have varying effects. It is not uncommon to find a
single tree with several different pod types, but a cluster contains only pods of the same type.

Acid Pod: This very rare variant pod contains a small amount of concentrated acid. The effect works exactly as
if the tree had thrown a flask of acid (Player's Handbook, page 114).

Explosive Pod: This pod explodes on contact, inflicting 1d6 points of fire damage (or cold damage in some
climates) to all within 10 feet of the target, as if a small fireball had detonated. All creatures within the area may
attempt Reflex saves (DC 20) to avoid half the damage. Explosive pods that miss still explode when they hit
the ground, causing damage. See the grenadelike weapons sections in Chapters 7 and 8 of the Player's
Handbook for pod miss effects.

Poison Pod: This pod breaks on contact, inflicting only 1d2 points of damage. Inside it holds a poison that
causes 1d4 points of temporary Wisdom damage (initial and secondary, Fort save DC 20). A given creature
can be affected by this poison only twice in a 24-hour period, though all hits by these pods still inflict damage.
Creatures with lower Wisdom scores tend to approach the tree to find the source of the attacks. Wisdom
returns at a rate of 1 point per day.

Seed Pod: This pod contains a seed for another flesh-mulcher tree. These pods serve as the tree's mode of
reproduction. Each deals 1d6 points of damage on impact, then breaks open and releases a small seed.

Swallow Whole (Ex): A flesh-mulcher tree can swallow a single creature that is at least two sizes smaller than
itself by making a successful grapple check (grapple bonus +20), provided it already has that opponent in its
maw (see Improved Grab, above). Once inside the tree, the opponent takes 5d4 points of crushing damage per
round from the plant's stomach. A swallowed creature can try to cut its way out with either claws or a light
piercing or slashing weapon. Dealing a total of at least 20 points of damage to the inside of the tree (AC 25) in
this way creates an opening large enough to permit escape. Once a single swallowed creature exits, the tree
transfers some of its wood mass to close the hole; thus, another swallowed opponent must cut its own way out.
A flesh-mulcher tree's stomach can hold 1 Medium-size or 4 Small or smaller opponents.

Plant Traits (Ex): A flesh-mulcher tree is immune to poison, sleep, paralysis, stunning, and polymorphing. It is
not subject to critical hits or mind-affecting effects. The creature also has low-light vision to a range of 30 feet.

Precise Targeting (Ex): Because of its tremorsense and its root network, a flesh-mulcher tree can triangulate
the location of a creature within 80 feet of its trunk. This ability gives it a +2 insight bonus on ranged attacks
with pods.

Tremorsense (Ex): A flesh-mulcher tree can automatically sense the location of anything within 80 feet that is
in contact with the ground.

Miala found the man lying in his bed, drained of all color and extremely listless. "Are you the painter Lasland?"
she asked. "I have something for you from your sister."

"I was, but I will paint no more, and it is that accursed faerie's fault," the man replied. When asked what
happened, he continued his lamentable tale. "I was painting when this woman came up to me. Beautiful as the
dawn she was, and very interested in my work. One thing led to another, and I felt inspired to paint my
masterpiece." While he spoke, the druid tried to heal his sickness but failed.

"There it is, over by the window," Lasland said, pointing. Miala looked at the work, and indeed it was beyond
anything she had ever seen in beauty, design, and subtlety of brushwork. "How, then, did you end up in this
state?"

"After the masterpiece, I started doing caricatures for the locals. Harmless fun, but they were still better than
my usual work. That night, she left me, but before she went she drained all the life out of me. Just look at me
now. Never again will I paint, or walk, or taste food. My life is wasted . . . and now it's over."

And indeed it was, for at that moment he died. "But was it wasted?" Miala wondered. The painting was
certainly a singular vision of beauty and would last well beyond its creator. Miala shrugged, considered for a
few moments more, placed the small carved statue she had brought on the table, and then set off in search of
the creature.

Leanan Sidhe
Medium-Sized Fey
Hit Dice: 2d6 (7 hp)
Initiative: +1
Speed: 30 ft.
AC: 11 (+1 Dex), touch 11, flat-footed 10
Attacks: Dagger +1 melee
Damage: Dagger 1d4
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Kiss of death, inspire despair
Special Qualities: Alter form, inspire creativity, low-light vision
Saves: Fort +0, Ref +4, Will +5
Abilities: Str 10, Dex 13, Con 10, Int 14, Wis 14, Cha 18
Appraise +5, Diplomacy +8, Disguise +9, Hide +8, Knowledge (local)
Skills: +7, Listen +7, Move Silently +5, Perform (any five) +9, Sense Motive
+7, Spot +7
Feats: Dodge, Skill Focus (Hide), Ability Focus (inspire despair)
Climate/Terrain: Any forest, plains, or hills
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: By character class
Known as exotic and mysterious beauties, these fey creatures bring inspiration and despair. If a mortal
misuses their gifts, they become dark destroyers.

Leanan sidhe are the muses of the faerie world, bringing gifts of creativity and inspiration to mortal humanoids.
These beautiful creatures appear as either male or female, but they have a charisma that attracts beyond the
power of beauty alone. They seem alive and vibrant, more so even than most other faerie creatures. Only
faerie folk can see their natural forms, which are quite beautiful. However, leanan sidhe can appear to mortals
in various guises -- they tailor their appearance to best suit their chosen protgé.

Leanan sidhe exist to interact with mortals and inspire them to great creative works. The faerie chooses a
mortal humanoid gifted in one of the arts: poetry, painting, singing, or other form. The creature stays with this
mortal a few days, inspiring him or her to create great works. The period is one of intense passion and emotion
for the mortal and the leanan sidhe, as they often share an intimate relationship while the faerie is present.
When the creature departs, the mortal falls into despair for a day, hardly wanting to do anything and thinking all
life is hollow and empty. This passes eventually, leaving the mortal sadder but able again to create.

The leanan sidhe becomes a dangerous fiend if its gifts are misused. The leanan sidhe call mortals to exalted
levels of creativity: the epic poem, the masterwork painting. Simply using a leanan sidhe's gift to entertain at
the local tavern, or not using it at all, causes the faerie to punish the mortal. The sidhe seduces the mortal, and
then drains energy levels from him or her. In extreme cases, the faerie leaves the poor victim to die a
languishing death, an example to others. This power is used only to punish mortals, never under other
circumstances such as combat.

Leanan sidhe speak Sylvan and Common.

COMBAT

Leanan sidhe do not engage in combat except to defend themselves, and they are poor combatants.

Kiss of Death (Su): The kiss of a leanan sidhe resembles a magical disease with an incubation period of one
day. After this period, should the subject have used the recently acquired creative gifts foolishly or not at all, the
victim must succeed at a Fortitude save (DC 15). On a failure, the subject begins to languish, losing 1d4
Constitution points. The victim repeats the save daily; a success prevents the Constitution-points for that day
only. The sidhe's continued presence (within 30 feet) following the incubation period delays the onset of the
effects; in such a case the victim need not make the first save until the sidhe's departure. The kiss of death
special ability can be stopped only through a wish or miracle. Subjects who used their creative powers wisely
need not attempt the save at all.

Inspire Despair (Su): The presence of the leanan sidhe is so compelling that no other experience can equal it.
Thus, when the chosen mortal is out of the sidhe's presence after having benefited at least once from the
insight bonus of the inspire creativity special ability below, he or she feels depressed and unable to create. The
mortal must attempt a Will save (DC 15) or suffer the effects of despair. This translates to a – 2 circumstance
penalty on all attack rolls, saving throws, and skill checks, plus the loss of any Dexterity bonus to AC. Further,
the mortal suffers a – 10 insight penalty to all Perform and Craft checks. The period of despair lasts for 24 hours
from the time the sidhe departs, and during this time the mortal laments the loss of inspiration and companion.
Thus, if the sidhe departs and then returns, the poor subject swings from the heights of exhilaration to the
depths of despair. This ability is usable at a range of 30 feet once per day (the sidhe uses it just prior to
departing).

Alter Form (Su): Leanan sidhe can appear as Small or Medium-size male or female humanoids of any race.
They can change forms at will up to three times per day as a standard action that does not provoke an attack
of opportunity. The sidhe's attack rolls, natural armor bonus, and saves do not change whatever its new form.
The creature does not gain any special abilities, attack forms, defenses, ability scores, or mannerisms of its
chosen form. If slain, the sidhe automatically returns to its normal form. If the sidhe uses this ability to create a
disguise, it enjoys a +10 bonus on its Disguise check. Each use of this ability lasts eight hours.

Inspire Creativity (Su): To the chosen mortal, the leanan sidhe grants a depth of creative inspiration that is
unparalleled. This gift grants a +10 insight bonus to any Perform or Craft skill checks made in the creative
effort. Once a subject uses this insight bonus, he becomes subject to the inspire despair special ability (above).
The gift remains for 24 hours. The sidhe can grant this gift once per day, and it remains effective only when the
creature within 30 feet.

Low-Light Vision: The leanan sidhe can see twice as far as a human in starlight, moonlight, torchlight, and
similar low-light conditions.

Magnus took a step forward and heard a telltale click beneath his foot. He winced, waiting to be struck by
whatever he had triggered. Instead, the sound of turning cranks and clinking chains filled the corridor from
somewhere behind the walls, and a loud crash of metal on stone sounded somewhere around the corner. "Oh,
wonderful." said Ien, who stood several feet behind Magnus.

Ambling around the corner about 40 feet ahead came a large beast bristling with long, menacing quills. The
thing reared its head from beneath its quills and let out a loud snarl, staring down the group of them.

"What is that thing?" Magnus asked, not really expecting an answer.

"I dunno," Nesker replied, "but it doesn't look happy."

Lia nocked an arrow and knelt, trying to get a bead on the creature between the hulking forms of Magnus and
Nesker. Ien began backing away slightly, magic crackling between his fingers. Magnus turned his head to say
something to Lia, but instead she heard a sickening thok thok sound. Magnus grunted and dropped to one
knee, impaled through the shoulder and twice in the right thigh by three of the creature's long quills.

Ien looked up to see the creature still standing a good 40 feet away at the corner of the corridor. It snarled and
reared again, as though it was readying another volley. . . .

At first glance, a quillflinger may be mistaken for a common, if enormous, porcupine. Most quillflingers can
grow to be over 6 feet across from quill-tip to quill-tip and the tip of its tallest quill can reach heights of up to 5
1/2 feet.

A quillflinger's quills range in length from 11 inches to 3 feet, depending on their location on the quillflinger's
body (and the size of the quillflinger). Because of the sheer density of the quills, many blows never actually hit
the quillflinger's body, instead getting caught up in the quills, and ranged attacks tend to miss the actual body of
the quillflinger entirely.

There have been reports in the past of quillflingers in the deep forest reaching over 8 feet tall, with quills
measuring well over 4 feet in length. Reports of this sort are hardly ever confirmed, however, because rarely
does one see a quillflinger of that size and return to tell the tale.

A quillflinger's legs are rather short and close to its body, making it a fairly slow (but surprisingly nimble) animal.
Their feet are tipped with small, sharp claws, which function well for climbing but are ineffective in combat due
to the length of their legs. They tend to shuffle along, and they rarely run as fast as most other animals. Its
quills make it a formidable enemy, however, even to much faster and larger creatures. As such, the quillflinger
has very few natural predators.

The face of a quillflinger resembles that of a flat-faced wild dog, but its ears are set close in on the sides of its
head, beneath its front row of quills. They possess a row of sharp canine teeth and jaws that are strong enough
to rend the flesh of most animals. Their favorite prey is small deer and elk, wild dogs, and wild reptiles.

Quillflingers generally reside in temperate evergreen forests, staking out territory and hunting for food. They
are solitary creatures (with the exception of those that have mates), frequently fighting each other for a piece of
forest they've staked out. Quillflingers mate for life, so they are sometimes seen in pairs with their mate,
hunting their native forests or roaming the hillsides where they live.

Quillflingers hunt by lying close to the ground and camouflaging themselves in the surrounding undergrowth or
in tall grass. When prey comes within range, they fling their quills with deadly accuracy up to 120 feet away,
then drag any resulting carcasses close to the center of their marked territory to feast.

It is extremely rare to find a quillflinger outside its natural habitat, and it's even rarer to find one in captivity.
Many who try to actively hunt or capture one do not live through the encounter, and even those who succeed
are usually scarred for the effort. Occasionally, some use quillflingers as guard animals for dungeons or vaults,
but only the most unhinged person would take the risk of attempting to capture one to use as a guard dog.

Quillflinger
Medium-Sized Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +3
Speed: 20 ft., climb 10 ft.
AC: 17 (+ 3 Dex, +4 natural), touch 13, flat-footed 14
Attacks: Bite +4 melee; or 3 quills +5 ranged
Damage: Bite 1d6+3; or quill 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fling quill, quill flurry, quills
Special Qualities: Damage reduction 5/ -- , hunker down, low-light vision, scent
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 15, Dex 16, Con 14, Int 2, Wis 10, Cha 10
Skills: Climb +10, Hide +8*, Listen +4, Spot +4
Climate/Terrain: Temperate forest or hills
Organization: Solitary or Pair
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)
Combat

Quillflingers rely on their quills in combat. They rarely move except to back away from their opponents, and
they spend most of their time firing their quills from a safe distance. Most quillflingers attack only if provoked or
cornered. However, they are fiercely territorial, and they viciously defend their own territory. A quillflinger rarely
uses its bite attack, and it usually does so only if its opponent gets too close, is somehow immune to its quills,
or is at least 1 size category smaller than the quillflinger itself.

A quillflinger can fire all of its quills at an opponent. A quillflinger can also fire quills in any direction (including
straight up) regardless of the direction it's facing. When in its natural habitat in the forest, a quillflinger
sometimes climbs the trunk of a large tree and fires its quills from a safe distance above its attackers.

Quills (Ex): Melee combat with a quillflinger is dangerous. Unless opponents are using weapons with at least
10-foot reach, the quillflinger strikes each melee opponent with 1d4 quills. If the opponent succeeds at a Reflex
save (DC 16), the quills that strike do not break off in his or her flesh. A quill that lodges in the skin imposes a
-1 circumstance penalty to attacks, saves, and checks. Removing a quill inflicts 1d6 points of additional
damage to the victim.

Fling Quills (Ex): A quillflinger can send forth a volley of 3 quills as a standard action. This attack has a range
of 120 feet with no range increment. These quills are treated as thrown weapons. Sometimes a quillflinger uses
this attack while hunkered down (see below). In such cases, the quillflinger makes a Listen check (opposed by
the foe's Move Silently check) to garner a general bearing on where its opponent stands, and thus does not
gain its Dexterity bonus to the ranged attack. If the quillflinger cannot hear an opponent, it does not fire any
quills.
Quill Flurry (Ex): If a quillflinger becomes cornered or severely outnumbered, it turns its back on its
opponent(s) and fire a hail of quills, which fills a cone directly behind the quillflinger. Anyone caught in the flurry
is immediately struck by 2d4 quills, dealing 1d6 damage each. A successful Reflex save (DC 13) halves the
damage. The quillflinger can use this attack only once per day, as it takes time for the quills to grow back.

Hunker Down (Ex): If the quillflinger is threatened in melee, and if it cannot retreat to a safe distance from its
opponent(s), it curls its head and legs under its torso while on the ground and flares its quills in all directions. In
this defensive position, the Reflex save DC required for melee attacks against it increases to 17.

Low-Light Vision: A quillflinger can see twice as far as a human in starlight, moonlight, torchlight, and similar
low-light conditions.

Scent (Ex): A quillflinger can detect approaching enemies, sniff out hidden foes, and track by sense of smell
(30-foot range in normal conditions).

Skills: *Quillflingers get a +8 racial bonus to Hide checks when hiding in forest undergrowth or the tall grass
common to their natural habitat. The coloring and arrangement of their quills tends to make them look like a
shrub or plant to the average observer.

Based on the version appearing in Monstrous Compendium Annual, Volume Four, published in 1998 by TSR,
Inc.

"Over there, Scout. That's her." Miala pointed at the enchantingly beautiful creature seated in the clearing. The
fairy -- for surely that was what it must be -- sat surrounded by four human males in their early twenties, each
clearly bewitched. "See the twisted trees on the far side of the clearing? She causes that. She's some kind of
nymph."

"So why didn't you just kill her?" Scout asked, drawing an arrow from her quiver. "It seems easy enough, if
she's just a nymph."

"My powers are considerable now, but with those louts fawning at her feet, I would have been in over my head
when it came to blows. I left the dogs behind so I could move quietly. And I don't have your gift for archery --
you know that."

Scout fitted the arrow to her bow, then drew the string back and took aim from behind the brush. Her clothing
made her six-foot frame meld with the brush, and Miala's leaf armor caused her to actually appear to be part of
the bush. Taking careful aim, Scout said, "After we kill it, will the forest return to normal?"

"I don't know; I've never run into one of these. I was able to tell that she was causing the corruption only by
observing her for more than a week. And she's not dead yet, friend. . . ."

At that moment, Scout let the arrow fly. The twang of the bowstring echoed through the woods as the arrow
sped toward its target. Suddenly, one of the men around the nymph turned and interposed himself between the
arrow and its target. As he fell screaming, the others produced clubs and swords, and turned towards the two
women in the brush. Scout and Miala drew their own weapons and readied themselves. Miala said, "It's getting
to the 'after' that's always hard for us."

Nymph, Unseelie
Medium-Size Fey
Hit Dice: 3d6 (10 hp)
Initiative: +1
Speed: 30 ft.
AC: 11 (+1 Dex)
Attacks: Dagger +1 melee
Damage: Dagger 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Corruption of nature, corruption of beauty, spell-like
Special Attacks:
abilities
Special Qualities: Low-light vision, SR 16
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 10, Dex 13, Con 11, Int 16, Wis 15, Cha 19
Bluff +10, Diplomacy +12, Hide +7, Intimidate +6,
Knowledge (nature) +9, Listen +10, Move Silently +7,
Skills:
Sense Motive +8, Spot +10, Climb +10* (forest
nymph only) or Swim +10 (aquatic nymph only)
Ability Focus (corruption of beauty), Ability Focus
Feats:
(charm), Alertness, Dodge
Climate/Terrain: Forest, marsh, or aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral evil
Advancement: 4-9 HD (Medium-size) or by character class
As beautiful as nymphs, unseelie nymphs are their exact opposites in outlook and temperament. They delight
in the corruption of all that is beautiful and good in nature.

Unseelie nymphs can be found in both forest and aquatic environments, working their destruction. Each has a
chosen terrain that it prefers; forest unseelie nymphs live only in forests, and aquatic unseelie nymphs live only
at lakeshores or in lakes. They will not willingly live in other terrain; even forest unseelie nymphs will not live
near a lakeshore that is contained within the home forest.

An unseelie nymph's beauty rivals, but does not quite equal, the beauty of a good nymph. However, few get
the opportunity to compare them side-by-side, and so the subtle differences are not apparent. Unseelie
nymphs resemble young human or elven women with perfect features and thick, luxurious hair. Forest unseelie
nymphs tend toward brown or black hair, while water-dwelling individuals have blond or a greenish-blue hair
that looks just as lovely and appropriate as the more normal hair colors. This beauty hides a heart as corrupt
and evil as can be found in the natural world, and the sardonic or hard glints in these creatures' eyes are so
fleeting that almost no one sees them. An unseelie nymph never betrays her evil tendencies overtly, always
maintaining an appearance of innocence. Because of this, they are often confused with nymphs who have
turned off their unearthly beauty's deadly effects.

Unseelie nymphs speak Sylvan and Common.

Combat

Unseelie nymphs avoid combat, relying on their love-stricken companions to defend and protect them. When
bereft of such servitors, they seek to escape combat unscathed. Though they are spiteful about destroying the
beauty of others, they prize their own beauty too highly to risk it in combat.

Charm (Sp): Any creature who sees the unseelie nymph must make a Will save (DC 17) or fall in love with her.
This ability works as the charm person spell cast by a 7th-level sorcerer. If the creature is male, he treats the
unseelie nymph as the love of its life, the center of his universe, and will do anything short of ending his own
life, or violating his basic ethos, to please the unseelie nymph. Those charmed by an unseelie nymph will not
leave her side while the charm is in effect for any reason, and will defend her to the death. (Note: Defending
one's love to the death is different than throwing oneself off a cliff simply because the beloved wished one to do
so.)

Corruption of Nature (Su): An unseelie nymph can twist and corrupt nature itself. For every week that an
unseelie nymph lives in an area, she twists, deforms, and kills the plants, and fouls the water. Fouled water
cannot support life, so fish in a lake that becomes fouled by the unseelie nymph die the following week. The
unseelie nymph first affects the area around her designated "home," and extends her influence in circular
patterns of increasing size. Each week the unseelie nymph can corrupt a circle of radius 150 feet, but
successive weeks' circles add on to the first. Thus, in the first week the unseelie nymph corrupts a circle of
radius 150 feet centered on her home. The following week, the circle of area affected grows to a radius of 300
feet, and in the following week the circle of effect grows to a radius of 450 feet. The maximum area that can be
affected by a single unseelie nymph is a circle with radius 2 miles, and this takes 71 weeks to accomplish. Any
plant in the area that is sentient and self-willed or controlled by another creature, such as a druid's oak or a
treant, can make a Fortitude save (DC 11) to resist the effect each week that it remains in the area. Creatures
that make this saving throw cannot identify the source of the effect simply from being attacked by it.

Corruption of Beauty (Su): Once per week, an unseelie nymph can permanently drain one point of Charisma
and one point of Constitution from any creatures under the effects of its charm ability. The range of this ability is
30 feet, and the affected creatures can make a Fortitude save (DC 17) to resist this effect. Males receive a -2
circumstance penalty to this saving throw, as they would willingly give the unseelie nymph anything it requests.

Spell-like Abilities (Sp): Unseelie nymphs can use dimension door once per day as cast by a 7th-level
sorcerer.

*Terrain-Dependent Skill: Unseelie nymphs who have chosen water as their home have ranks in the Swim
skill, and those who have chosen the forest as their home have ranks in the Climb skill. Unseelie nymphs
receive a +4 racial bonus on checks using their terrain-dependent skill.

Ability Focus

Choose one of your special attacks. This attack becomes more potent than normal.

Benefit: Add +2 to the Difficult Class for all saving throws against the special attack you select to focus on.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to
a new special attack.

The terrible news of Oakmoss's fate reached me in Bell Town, some five leagues away. The entire village had
been burned to the ground. Apparently, the raiders hadn't been much for taking slaves -- they killed everyone
they saw. One or two survivors might return to the site, but I expected to find the whole area lifeless, with
everything of value gone and no one to call it a village anymore.

Except, of course, for things that use the dead for their own purposes. Those monstrosities couldn't resist the
freshly-killed corpses staring lifeless into the sky.

I left for Oakmoss immediately. I was, at that time, lucky enough to be traveling the countryside by coach. As
we drove, I studied my notes about what might lurk in the area.

Oakmoss was a coastal fishing village near a small inland lake. A stretch of cliffs a short walk from the village
were riddled with small, shallow caves. I knew what I would be facing: the gutpuppet.

The gutpuppet is a small, devilish creature born on this plane. It has developed its necromanical desires into a
way of life, using corpses to propagate itself. Whereas a fly will merely implant eggs into a corpse and leave,
letting its offspring use the corpse as nourishment, the gutpuppet instead crawls entirely inside a corpse then
uses it to walk it around, spreading small nodules shaped like spikes and akin to seeds as it walks. A clear
ichor that serves to accelerate the growth of its nodules accompanies the spikes.

When not in a corpse, the gutpuppet is an ungangly lump of muscle and short tubing, looking not unlike a
human heart. Instead of having a cluster of tubes at one end like a heart, one-inch prehensile tubes protrude
from all sides. It moves by rolling and using its tubes as a grotesque steering mechanism. Since it's quite
muscular, it can move much quicker than it looks like it should.

Upon encountering a humanoid or animal corpse, the creature crawls into the lifeless chest through the victim's
mouth and extends tendrils to deliver its horrible ichor. It takes over the victim's circulatory system and floods
the body with its own fluids. This process happens quickly, usually taking no more than three or four minutes.
The gutpuppet flushes out the corpse's fluids to make room for its own. This is a particularly violent and gory
process: Witnesses report seeing the heaving chest of a dead body, a wet, ragged breathing-like sound coming
from the mouth, then a sudden gout of blood bursting from every opening of the body accompanied by a
violent, grotesque, lifelike twitching.

It's quite possible to mistake a dead body in this condition for someone in some kind of acute distress. Woe,
however, to the person who tries to lend assistance.

Once the gutpuppet is firmly attached inside the body, has flushed all the body's blood and other fluids out, and
filled it with its own, it's ready to "walk the corpse." On its own, the gutpuppet is very slow, but it can walk a
corpse easily -- sometimes moving faster than the original owner could. To aid the appearance of being just an
ordinary living creature, the gutpuppet washes itself in streams and steals fresh clothing when possible.

Corpses under the control of a gutpuppet do not resemble zombies or most other undead. First, they do not
smell as bad as other forms of undead, as the gutpuppet's fluid prevents flesh and connective tissue from
decaying any more than it already has. Second, the intruder moves the host body quickly, more quickly than
undead typically move. Third, the corpse's flesh takes on a particularly strange pallor. It's not pale -- certainly
not leathery by any means -- but is rather glassy. Such a complexion could be mistaken for a healthy one
under the right circumstances, especially on nights with a bright moon. In addition, host bodies profusely sweat
the toxin from every pore. This effect, more than anything, can lead someone to mistake a walking corpse for
something living. (I, for one, have never encountered another form of undead that can sweat.) Combine this
ability with the chest that never stops heaving (as the gutpuppet pushes fluid around the corpse) and the
intermittent, ragged, breathing-like sounds coming from the mouth, and one can see how a humanoid corpse
might make some distance into civilized areas before being discovered as something not really alive.

A gutpuppet's shell body is easy to track, since every step it takes leaves behind a sweaty footprint. The fluid
proves toxic to flesh, but has no effect on other organic material besides making it wet (and remaining toxic to
flesh until it evaporates).

When a gutpuppet traveling inside a corpse encounters another dead body (nearly anything will do), it "spits"
one of its spikes into the body. The spike injects fluid into the corpse, and the spike itself slowly burrows into
the body, toward the heart, then grows. Within two days, a new gutpuppet fills the chest of the corpse,
animates the body, and walks around searching for dead bodies on its own.

Gutpuppets do not seek to kill living creatures and try to avoid them. However, they are drawn to blood and,
like vultures, seek out living things they sense may die. If attacked, they won't hesitate to defend themselves,
spitting spikes at opponents.

The gutpuppet can sustain a corpse for up to a month. While its fluid prevents the decay of muscle and
connective tissue, the gutpuppet must eat. The corpse itself is the most convenient source of food, so it nibbles
slowly on the inner flesh. Once the body has ceased to be of use, the gutpuppet crawls out through the most
accessible opening and inches away, looking for other bodies. Naturally, the beasts are attracted to battlefields
and the enormous pickings to be found there. However, the gutpuppet is keen to pick bodies that are intact.
Any gross openings in the skin will allow too much of its fluid to leak out. Therefore, a gutpuppet is more likely
to pick a body that has died from blunt trauma than from, say, being hacked to death. It prefers animals and
people that have died from sickness. If it cannot find a corpse, it chooses some place to wait until it smells a
corpse. (It can smell a dead body from up to a mile away.) It prefers moist hiding places; ideal locations include
coastal caves, since they're dark and wet, and stagnant lakes. During the night, it may sometimes roam the
countryside if it is desperate enough.

Gutpuppet
Small aberration
Hit Dice: 4d8+20 (38 hp)
Initiative: +3
Speed: 5 or 40 (see below)
AC: 14 (+3 Dex, +1 size)
Attacks: Spikes +7 ranged
Damage: 1 plus poison
Face/Reach: 2 1/2 ft. by 2 1/2 ft./5ft.
Special Attacks: Fluidic burst, poison, spike spit
Special Qualities: Corpse armor, walk corpse
Saves: Fort +6, Ref +4, Will +4
Abilities: Str 9, Dex 16, Con 20, Int 2, Wis 10, Cha 5
Hide +7, Intuit Direction +7, Listen +7, Wilderness
Skills:
Lore +4
Feats: Track
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 3-4 HD (Medium-sized); 5-7 HD (Large)
Special Attacks

Fluidic Burst (Ex): The gutpuppet typically walks around bloated, its many sacs filled with the necrotic poison
it uses to animate dead bodies (see below). However, the fluid does not need to enter a body to cause damage
-- mere contact is enough to harm. Whenever the gutpuppet sustains five or more points of damage from a
single blow, one of its sacs ruptures, spewing fluid in a 10-foot burst in the direction from which the damage
came. A Reflex save (DC 15) avoids contact with the poison. Anyone coming into contact with it suffers 1d10
points of temporary Strength damage unless he or she makes a successful Fortitude save (DC 17). Attackers
are subject to this effect whether the gutpuppet is in or out of a host body since the fluid is under such high
pressure. Note that a corpse with a gutpuppet inside it also sweats the poison, making contact with the
corpse's skin dangerous.

Necrotic Poison (Ex): The gutpuppet's spikes inject a fluid that helps the creature animate dead flesh. But
when injected into living tissue, this fluid immediately begins to liquefy the living tissue with which it comes into
contact. During the first round of injection, the victim must succeed at a Fortitude save (DC 17) or suffer 1d10
points of damage, 1d8 points of permanent Strength damage, and succeed at a Fortitude save (DC 17) or fall
unconscious from the extreme pain that burns through the entire body including the brain. Secondary damage
(see Poison on pages 79-80 of the Dungeon Master's Guide) is the same.

Unfortunately for the gutpuppet, injected fluid destroys the inner tissue it comes into contact with, rendering the
victim useless as a host corpse, as the monster needs functioning muscle tissue in order to walk bodies.
Someone who dies from being injected with the poison is rendered unusable as a corpse. Standing fluid is also
toxic; anyone touching it suffers 1d10 points of temporary Strength damage unless a successful Fortitude save
(DC 17) is made. Strength returns at a rate of 1 point per day. There is no secondary damage from touching
standing gutpuppet fluid.

Spike Spit (Ex): The gutpuppet uses the mouth of the host body as a convenient opening through which to
"spit" spikes at living creatures. Each spike carries a dose of necrotic poison (as described above).

Special Qualities

Corpse Armor (Ex): When the gutpuppet is nestled inside a chest, it uses the surrounding dead flesh as
protection. This tactic results in damage reduction of 2/--.

Walk Corpse (Ex): When not inside a corpse, the gutpuppet has a speed of 5. When in a corpse and
animating it, the creature moves at a speed of 40.

Skills and Feats: The gutpuppet has a racial bonus of +4 on Intuit Direction and Listen checks. It receives
Track as a bonus feat.

A drider is a humanoid partially turned into a monstrous spider. The spider goddess Lolth subjects above-
average 6th-level drow to a special test; those who fail become driders.

Driders are hated by drow, but often consider themselves specially When the spider
blessed by their goddess and form their own expatriate cartels in goddess Lolth subjects
which they work together sporadically under an air of intense her drow to a special
distrust. They learn and expand their knowledge through loose test, those who fail
information trades and temporary alliances. Thanks to these become driders --
exchanges and individual experimentation, drider clerics, sorcerers, humanoids partially
and wizards have learned how to effect the same change bestowed turned into monstrous
by their goddess on any humanoid. Though they consider their form spiders. Driders are
to be a blessing, they know that changing other creatures into hated by drow, but often consider
driders constitutes hideous torture. Drow-based driders enjoy the themselves specially blessed by their
irony of their blessing being any other creature's bane. goddess and form their own expatriate
cartels in which they work together
Driders change not just in body, but in mind. Regardless of the sporadically under an air of intense
base creature's former alignment, the new drider is chaotic evil. The distrust. They learn and expand their
base creature's memories and past convictions remain, but are knowledge through loose information
swirled in a haze of destructive, anarchic urges that force the trades and temporary alliances. Thanks
creature to commit chaotic evil acts. Only a wish or miracle spell to these exchanges and individual
can change a creature back from this new form. A polymorph experimentation, drider clerics, sorcerers,
otherspell can change a drider's shape, but its mind continues to be and wizards have learned how to effect
trapped in the same chaotic evil haze. the same change bestowed by their
goddess on any humanoid. Though they
Once changed, the creature is set loose to wander the Underdark consider their form to be a blessing, they
alone. Other creatures, even other driders, seldom accept their know that changing other creatures into
company, though a drider may travel with spiders if he or she can driders constitutes hideous torture. Drow-
stand to associate with the vermin. Regardless of origin, driders based driders enjoy the irony of their
attack other creatures they find, normally through ambush. They blessing being any other creature's bane.
greedily collect treasure from their kills.

Drow are generally amused by these rejects made in a reject's image, especially when a surface elf is made
into a drider. However, drow do not suffer these aberrations to live any longer than they would a drider made
from a drow. They do their laughing after the kill.
Creating a Drider

The process of change is fairly involved. It takes three days to complete, working eight hours a day, but
requires no special equipment or laboratory beyond the drider's innate sorcerous abilities. The creature
changed must be helpless, but does not have to be conscious.

"Drider" is a template that can be added to any humanoid creature (referred to hereafter as the "base
creature"). The creature's type changes to "aberration" and loses all subtypes. The new drider uses all the
base creature's statistics and special abilities except as noted here.

Size: Increase size one step over the base creature. The drider's new size determines its minimum Hit Dice,
minimum natural armor, bite damage, and poison damage:

New Minimum Minimum Bite Poison


Size Hit Dice Natural Armor Damage Damage
Small 3 3 1d2 1d3 Str
Medium-size 4 4 1d3 1d4 Str
Large 6 6 1d4 1d6 Str
Hit Dice: If the base creature has fewer Hit Dice than the minimum drider Hit Dice for its size, it gains
"aberration levels" until it reaches the minimum (use the "Creature advancement by type" table on page 13 of
the Monster Manual). For this purpose, a fractional Hit Die counts as a whole Hit Die, so a kobold drider gains
3 Hit Dice for a total of 3-1/2, which counts as 4 Hit Dice. If the base creature already has the minimum Hit
Dice, then Hit Dice are not changed.

Speed: Changes to 30 ft., climb 15 ft.

AC: Natural armor rises to minimum natural armor. If the base creature already has greater than minimum
natural armor, it keeps that natural armor.

Attack: The drider gains a bite attack if it does not already have one. It uses its own base attack or the base
attack of an aberration of its Hit Dice (as cleric). It can use its bite alone or as a natural secondary attack.

Damage: Bite damage depends on the drider's size. If the base creature already has a bite attack that deals
more damage, it keeps that damage.

Special Attacks: A drider retains all the special attacks of the base creature and also gains spell-like abilities
and a poisonous bite.

1/day -- dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie
fire, and levitate. These abilities are as the spells cast by a sorcerer of the drider's sorcerer level (save DC 10 +
Cha modifier + spell level). If the drider has no sorcerer levels, the abilities are cast as a 1st-level sorcerer.

Poison DC = 10 + 1/2 Hit Dice + Con modifier. The listed Strength damage from poison is both initial and
secondary damage.

Special Qualities: A drider retains the special qualities of the base creature and gains Spell Resistance equal
to 11 + Hit Dice.

Saves: The drider retains the saves of the base creature. If it gains aberration levels, its saves increase
according to multiclassing rules. (Aberrations have saves as sorcerers.)

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +8, Wis +2, Cha +2. The drider also
gains ability score increases as a character would, according to its total character level. That is, a 2nd-level
character who gains four aberration levels is a 6th-level character and gains one more ability score point at 4th-
level.

Skills: The drider retains the base creature's skills. For each aberration level it gains, it gets +2 skill ranks plus
its Int mod (but at least 1 skill point per Hit Die gained). Its class skills are Climb, Concentration, Hide, Listen,
Move Silently, Spellcraft, and Spot. A drider receives a +4 racial bonus to Hide and Move Silently checks.

Feats: The drider retains all feats of the base creature. It receives extra feats as a character would, according
to its total character level. For example, a 2nd-level character who gains four aberration levels is a 6th-level
character and gains two more feats -- one at 3rd level and one at 6th.

Climate/Terrain: Underground

Organization: Solitary

Challenge Rating: Same as the base creature +2

Treasure: Double standard

Alignment: Always chaotic evil

Advancement: By character class

Drider Characters

A drider's favored class is sorcerer, regardless of the base creature's classes. If this change in favored class
causes a character to take experience penalties, then the driders appreciate the torture of a ruined life that
much more.

Sample Driders

The first example uses a 2nd-level hill dwarf fighter as its base creature. The second uses a run-of-the-mill
goblin from the Monster Manual.

Hill Dwarf Fighter Drider

Large Aberration
Hit Dice: 2d10+10 plus 4d8+20 (59 hp)
Initiative: +1
Speed: 30 ft., climb 15 ft.
AC: 16 (touch 10, flat-footed 15) [+1 Dex, +6 natural, -1 size]
Attacks: Dwarven waraxe +6 melee and bite +1 melee
Damage: Dwarven waraxe 1d10+2/x3, bite 1d4+1 and poison
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Dwarven traits, poison, spell-like abilities
Special Qualities: Dwarven traits, SR 17
Saves: Fort +9, Ref +2, Will +5
Abilities: Str 15, Dex 12, Con 21, Int 10, Wis 12, Cha 10
Skills: Climb +10, Craft (weaponsmithing) +5, Hide +6, Jump +9, Move Silently +5
Feats: Cleave, Great Cleave, Exotic Weapon Proficiency (dwarven waraxe), Power Attack,
Sunder
Climate/Terrain: Underground
Organization: Solitary
CR: 4
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class

Combat

Poison (Ex): Bite, Fortitude save (DC 18), initial and secondary damage 1d6 Strength.

Spell-like abilities: 1/day -- dancing lights, darkness, detect chaos, detect evil, detect good,
detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 1st-
level sorcerer (save DC 10 + spell level).

Goblin Warrior Drider

Medium-size Aberration
Hit Dice: 4d8+12 (34 hp)
Initiative: +2
Speed: 30 ft., climb 15 ft.
AC: 16 (touch 12, flat-footed 14) [+2 Dex, +4 natural]
Attacks: Morningstar +4 melee and bite -1 melee, or javelin +5 ranged
Damage: Morningstar 1d8+1, bite 1d3 and poison, javelin 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Darkvision 60 ft., SR 15
Saves: Fort +7, Ref +3, Will +4
Abilities: Str 12, Dex 15, Con 19, Int 10, Wis 13, Cha 10
Skills: Climb +9, Hide +12, Listen +5, Move Silently +10, Spot +5
Feats: Alertness, Dodge
Climate/Terrain: Underground
Organization: Solitary
CR: 3
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class

Combat

Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1d4 Strength.

Spell-like abilities: 1/day -- dancing lights, darkness, detect chaos, detect evil, detect good,
detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 1st-
level sorcerer (save DC 10 + spell level).

The zombies in the Monster Manual are differentiated only by size. While simple, that system makes zombies
of very different creatures turn out the same. To give Dungeon Masters more options (and player characters
more terror!) this article features a new template for creating zombies. The template enables DMs to preserve
some of the base creatures' features; thus, a goblin zombie is different from a displacer beast zombie.

In general, this template produces much more powerful zombies than those found in the Monster Manual. This
increase in power allows the DM to challenge the PCs without having to use really large zombies. Humans
become the Medium-size zombies found in the Monster Manual, with a few differences. First, the zombie in
the Monster Manual is unarmed and unarmored, while a human zombie made from the template may be armed
and armored. The template version, therefore, has a slightly higher Challenge Rating. (Sample zombies that
span Challenge Ratings from 1/2 to 6 are included.) Another difference is that these zombies have neutral evil
alignments. The alignments for zombies in the Monster Manual were assigned at a time when we made all
nonintelligent creatures neutral. Since nonintelligent creatures can (albeit rarely) have an alignment, it makes
sense for zombies to be neutral evil.

Creating a Zombie Zombie Type Modifiers

"Zombie" is a template that can be added to any corporeal creature other Zombies keep some type
than an undead (referred to hereafter as the "base creature"). The creature's modifiers and lose others.
type changes to Undead. It retains most type modifiers (such as Fire or
Aquatic), but loses alignment type modifiers (such as Good) and type
modifiers that indicate kind (such as Goblinoid or Reptilian). See sidebar. It They Keep:
uses all the base creature's statistics and special abilities except as noted Air
here. Aquatic
Cold
Earth
Hit Dice: Drop any Hit Dice gained from experience, double the number of Electricity
Hit Dice left, and raise them to d12. If the base creature has more than 10 Hit Fire
Dice (not counting those gained with experience), it can't be made into a Water
zombie with the animate dead spell.

They Lose:
Speed: If the base creature can fly, its maneuverability rating drops to Chaotic
Clumsy. Evil
Good
AC: Natural armor increases to a number based on the zombie's size. (Use Lawful
the base creature's natural armor, if it's higher). See Table 1. Reptilian
Humanoid subtype (e.g., Elf)
Attacks: The zombie retains all the natural attacks, manufactured weapons,
and weapon proficiencies of the base creature. A zombie also gains a slam
attack. Recalculate the zombie's melee and ranged attack bonuses based on its new type (Undead) and
abilities (+2 Strength, -2 Dexterity). Undead creatures have a base attack of HD ' 1/2 (same as a wizard).

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending
on the zombie's size. (Use the base creature's slam damage if it's greater.) For purposes of Strength bonuses
to damage, a slam attack is considered a two-handed attack. See Table 1.

Special Attacks: The zombie loses all special attacks.

Special Qualities: The zombie loses all special qualities except any subtypes it retains (such as the Fire
subtype). The zombie gains the Undead type (see the Introduction of the Monster Manual) and this special
quality:

Partial Actions Only (Ex): Zombies have poor reflexes and can perform only partial actions. Thus they can
move or attack, but can only do both if they charge (a partial charge).

Saves: Base saves are Fort +1/3 HD, Ref +1/3 HD, and Will +2+(1/2HD) (same as wizard).

Abilities: The zombie's Strength increases by +2, it's Dexterity decreases by 2, it has no Constitution or
Intelligence score, its Wisdom changes to 10, and its Charisma decreases to 1.

Skills: The zombie loses all skills.

Feats: The zombie loses all feats and gains Toughness.

Climate/Terrain: Any land and underground

Organization: Any

Challenge Rating:

Hit Dice Challenge Rating


1/2 1/8
1 1/4
2 1/2
4 1
6 2
8, 10 3
12, 14 4
16, 18 5
20 6

Treasure: None

Alignment: Always neutral evil

Advancement: Hit Dice are based on advanced Hit Dice, if applicable.

Table 1: Zombie Armor and Damage

Zombie Zombie
Natural Armor Slam Damage
Diminutive 0 1
Fine 0 1d2
Tiny 0 1d3
Small +1 1d4
Medium-size +2 1d6
Large +3 1d8
Huge +4 2d6
Gargantuan +6 2d8
Colossal +11 4d6
"The sentries spotted them on in the rocky hills that surrounded our encampment -- these huge ant creatures
that just . . . watched us . . . with cold, black eyes. Our archers scared them off for a little while, but they
eventually returned in different locations. We thought them harmless until, without warning, this massive wave
of bigger, more horrifying creatures came spilling over the cliffs, taking out our defenses with ease. It was is if
they knew how we were going to react before we even knew it ourselves!"

-- Excerpt from the court-martial of former Knight-Sergeant Covuss Dall

The legions that make up the formian race comprise numerous castes. Some of these are never seen outside
their complex hive-cities, while others appear with alarming regularity. Each caste performs a highly specialized
role, sacrificing individuality and personality to benefit the rest of a specific hive and the formian race. Among
these castes is the dreaded formian observer.

Observers are seen often, acting as the eyes and ears of the hive. They gather information around cities,
keeping a close watch for anything that could be considered dangerous. Observers are some of the first
formians to be found in other lands, scouting out terrain and possible resistance in advance of an invading
army. Communities unfortunate enough to find themselves the target of a marauding formian army would be
wise to eliminate as many observers as possible, as quickly as possible.

The mind of an observer can discern the strengths and weaknesses of a subject simply by watching him or her
for a few moments. Observers watch subtle body movement, facial cues, and gross movement to deduce
tactics, strategies, and fighting style.

Observers defer to myrmarchs and will either give or receive orders from taskmasters, based on the directives
given by myrmarchs. Because of their unique abilities, they form the tactical intelligence in any attack, showing
their kin the best methods to deal with intruders. They are never found alone, but rather travel in small groups
with other observers or with a mixed platoon of warriors and workers. Because of the unique status of
observers, the other castes do their best to protect them from harm, fighting with ferocity matched only when
the queen is threatened. However, should an observer ever find itself alone and outnumbered, it will remain
watching the intruders, passing along useful information to the hive until help arrives or it is killed.

An observer is constantly on the move, stopping only to rest briefly and eat. Anyone viewing one of these
creatures from above would realize that its reconnaissance makes a perfect spiral around the hive, extending
up to fifty miles away from the city center. Upon spotting an intruder, observers freeze for as long as possible,
sizing up the potential opponent and passing along the information to the rest of the hive. If attacked or
approached in a threatening manner, they flee to any sheltered spot where they can maintain sight of the
target. Should multiple observers face different intruders, each one tracks a separate target, giving a
tremendous tactical advantage to the warriors, taskmasters, and myrmarchs who will come in to eliminate the
threat.

In rare instances, observers actually talk to intruders. They try to glean as much information as possible and
stall for time until more formians can arrive to deal with the situation. Survivors of such meetings claim that
observers are extremely logical and cold, and can deduce the intentions of someone with alarming speed.

Observer, Formian
Medium-Size Outsider (Lawful)
Hit Dice: 9d8+18 (58 hp)
Initiative: +6
Speed: 40 ft.
AC: 17 (+2 Dex, +5 natural)
Attacks: Sting +10 melee
Damage: Sting 2d4+1 plus poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: All-around vision, evaluation, hive mind, immunities, outsider traits, resistances, telepathy,
SR 23
Saves: Fort +8, Ref +8, Will +10
Abilities: Str 12, Dex 15, Con 14, Int 18, Wis 19, Cha 17
Skills: Climb +13, Craft (any one) +10, Diplomacy +11, Hide +14, Intuit Direction +16, Listen +18, Move
Silently +14, Search +20, Sense Motive +16, Spot +22
Feats: Alertness, Improved Initiative, Track
Climate/Terrain: Any land and underground
Organization: Team (2-4), or platoon (2-4 plus 7-18 workers and 6-11 warriors)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 10-12 HD (Medium-size); 13-18 HD (Large)

Observers are slightly smaller than taskmasters and noticeably weaker. They have two sets of eyes -- one set
is very large; another, smaller set is located on the sides of their heads and grants them 360° vision. The
antennae of observers are much larger and more sensitive than those of other castes. Their arms end in small,
delicate hands used for manipulation rather than combat.

Like taskmasters, observers lack mandibles and mouths of any kind, speaking only through telepathy.
Observers know Formian and Common.

COMBAT

Observers do their best to avoid melee. They remain in the background, deducing the behavior, intent, and
tactics of intruders for the benefit of the other formians to exploit. In addition to their evaluation ability (see
below), observers try to determine how much and what kind of magic intruders might possess.

Evaluation (Ex): The incredible minds of observers evaluate and break down the strengths and weaknesses of
enemies in mere moments. For each full round of combat in which an observer can actually see (magical
means, including clairvoyance, do not work) a single opponent, each formian in contact with the hive mind
gains a +1 insight bonus to attacks against that opponent. This effect is cumulative for each round of combat
and does not have a limit. The effect lasts until the observer is killed, knocked unconscious, blinded, or cannot
see the target for one full round. This bonus begins again as soon as the observer sees the intruder again,
starting at +1 per round. There is no additional bonus if multiple observers watch the same target. Formians
can process information from any number of observers watching multiple targets.

All-Around Vision (Ex): Observers are exceptionally alert and circumspect. Their double set of unblinking
eyes grants them a +4 racial bonus to Spot and Search checks, and they can't be flanked.

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

Poison (Ex): Sting, Fortitude save (DC 16); initial and secondary damage 1d6 temporary Intelligence. If forced
into combat, observers try to use their poison on obvious spellcasters first.

Spell-Like Abilities (Sp): At will -- charm monster, clairaudience/clairvoyance, detect chaos, detect magic,
detect thoughts, see invisibility, true seeing. These abilities are as the spells cast by a 12th-level sorcerer (save
DC 13 + spell level).

Telepathy (Su): An observer can communicate telepathically with any intelligent creature within fifty miles of
whose presence it is aware.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore
life).

Immunities (Ex): Formians have poison, petrification, and cold immunity.

Resistances (Ex): Formians have fire, electricity, and sonic resistance 20.

The twisted, dripping thing had once been human . . . maybe. I couldn't tell for certain -- everything
recognizable had been removed. The condition of the body and the smell clinging to the air could only have
been caused by the cruel monster I tracked: the black loper.

As I stood up, the carpet of flies that once covered the body returned to their feast. The twisted form no more
than hours dead was once again abuzz. A bow and quiver of arrows rested nearby. Perhaps the victim had
been a woodsmaiden like me.

I knelt to the ground to look for the creature's tracks. The morning dew had burned away, but the sun revealed
some glistening blades. They shone not with blood, but the black syrup the foul beast drools after it eats. Slime
and bodies were the only things it left behind. It left no foot or claw prints, nor would it unless it needed to get
better purchase to eat a large beast.

I followed its trail, even though I knew it would die out as quickly as the creature's victims. The beast generally
kept to a steady direction after eating, becoming erratic only when it hungered. The remnants of the poor soul
I'd found were enough to assure me that the creature was full. The trail was straight, and I followed it at a jog.
With luck, I would catch up to it as I had the others I had tracked, and then the area would be free of unholy
malice forever.

I question my use of "unholy." Though I had spent many a year in the service of my goddess as a warrior, I
knew that my true calling was hunting black lopers until none remained in the world -- or in the next, if I could
manage it. Perhaps this was my goddess's wish: that I slay black lopers wherever I could. It didn't matter.
Goddess or not, they all had to die.

The trail led into a nearby wood. I readied myself by drawing my cloak. Black lopers are nearly blind,
depending almost entirely on their sense of smell. I believe that they cannot see very far ahead of them, though
oddly enough, they can see hard edges easily. Using this amount of perception, they move around corners and
through doorways, as well as track the movement of swords, spears, and especially pole arms.

As I crossed in to the woods, I tied my hair back and drew my cloak around me -- a good, though temporary,
defense. The wide smooth surface would prove difficult for the creature to see. Black lopers possess an acute
sense of smell, however, and they can sense any living thing approaching within a stone's throw. I treated the
fabric with mint to disguise my scent. Any natural vegetable-based scent is good for the purpose. I hesitate to
use anything animal-based, for that would surely attract the creature (and other denizens of the wild for that
matter).

I didn't have to worry about noise, for black lopers have no ears. Instead, I casually tore through the brush,
trying to make as much progress through the woods as I could while still following the trail of disturbed brush
and slime drippings it left as it floated over the ground.

I came to a point where the slime had pooled. They were tiny pools, not more than a few droplets each, but
they stood out from the trail. I froze. The pools meant the creature had hovered in this spot for a bit. The trail
ended, so it could only have flown up above me. I must not have seen it as I approached. My hope was that it
wasn't looking for me but had smelled a deer and waited to descend upon the prey when it walked by. Black
lopers often hunt in this manner, preferring to float along, then stop when they smell something they want to
eat.

If it was indeed hunting, this was a far larger creature than I had first thought -- it was early for the loper to be
hungry again. Unless . . .

I shuddered at the thought that it might be hunting me specifically after all. Only once have I encountered a
black loper intelligent enough to reason in such a manner, able to sense that it was being hunted. I was able to
track it and catch it by surprise. I feared that this black loper had caught me.

My head was pointed down to look at the pools of syrupy black ichor and the hood of my cloak was pulled
down over my forehead. I couldn't look up without betraying my suspicions, so I scanned the ground for a
shadow.

There it was. The creature sat low in the branches of a tree behind and to my left. It wasn't moving. I shifted my
position slightly, just enough to see the beast at the very edge of my peripheral vision. It had extended its
tentacles and wrapped itself around some of the branches -- a position it couldn't get out of quickly. Did it
intend to hide from me and let me pass? How it had detected me in the first place?

Just then, a sizzling sound came from the creature. Black lopers' tentacles exude an acidic substance used for
digestion. Its tentacles, wrapped around the branches, released acid that even now ate through the wood. The
salivating meant it had every intention of coming after me.

Black lopers have one weakness: magic weapons. All other weapons have difficulty penetrating their unusually
tough hide. I reached for my dagger and closed my fingers around its pommel just as a terrible crack sounded
from the black loper's tree. I moved immediately, not caring whether my cloak would hide the hard edges of the
arrows in my quiver. The huge tree branch on which it had been thundered down, barely missing me. It had
used the acid from its tentacles to eat through the wood, then hurled the branch at me. This was new -- no
black loper in my experience had used improvised weapons before. Was this a new breed of lopers?

I didn't have time to ponder the matter. I ran behind a tree and peeked out, catching a glimpse of it moving
away to my left. I shifted to the other side of the tree and glanced about -- it was flying straight for me!

I transferred my dagger to my left hand, drew my sword, then backed up a few steps. It would have to come
around the tree to get at me, and that moment of turning would give me a slight advantage.

The loper arced around the tree, its tentacles gripping the invisible air as though it crawled through a thicket of
invisible vines hanging in all directions. The completely black beast, dripping with its hideous syrup and painful
acid, undulated and swooped and even wobbled as though gravity was changing randomly around it.

It turned to come at me. At that moment I swung and moved at the same time. The sword missed but my
dagger caught one of its tentacles. It shrieked as more syrup poured out of the wound. A terrible burning smell
arose from my left shoulder blade as acid ate through my cloak. I flung off the cloak -- the beast could sense
me clearly anyway and I couldn't afford to damage my armor.

I cut the drawstring on my cloak as quickly as I could and let it fall to the ground as I moved again. The black
loper had reversed its direction. Because black lopers have no face -- and thus no "front" to speak of -- the
creature had no trouble reversing. It bore down on me quickly, leaving me little time to react. I put my sword up
to receive its charge and made ready to cut it again with my dagger. The foul beast landed upon me and I
thrust the sword for all I was worth. I hit it solidly in its biggest tentacle, driving the blade through the other side.
It howled, gripped my sword with its other tentacles, and pulled back, taking my sword with it. Impaled, it
writhed in mid-air, howling and slamming against trees, scorching bark with its acid.

It pulled the sword out and the weapon fell to the ground, along with a huge quantity of black blood cascading
in a continuous stream from the open wound. I shuddered, for the foul creatures have no pulse and when they
bleed, it's as if they were pouring their own blood out of a bucket.

I stepped away, trying to get the beast to move aside from my sword, which was now covered in blood and
acid. I hoped I could retrieve it and perhaps wield it for a few more swings if my heavy leather gloves could
stand up to the acid long enough.

It lunged toward me, ignoring whatever pain it felt. It moved much faster than I thought it could and was
suddenly right next to me, flailing its tentacles with hideous frenzy. They wrapped around me easily, covering
my face and circling my neck. The acid burned into and through my skin down to my muscles almost instantly,
causing horrendous pain that almost made me black out. The creature had seated itself right on my chest and
brought all its tentacles to bear against me. It wrapped and linked its tentacles around my back and squeezed,
trying to burn me in two. I brought my dagger up and stabbed it repeatedly. That had no effect -- it kept trying to
simultaneously sever me in half and strangle me.

The acid ate through the skin on my neck and I saw my own red blood pour over the black creature. I probably
wouldn't make it out of the woods alive, but I had to make sure the monster never made it out either. I stopped
stabbing with the dagger, put both hands around the weapon and thrust it in as far as I could. The beast
howled and managed to grip me even tighter. I heard my own gurgling screaming as acid burned its way into
my neck.

I don't know how much time passed before I woke, but it must have been morning as there was a fog on the
ground. I rose up and became aware that I could see the edges of the trees easily through the fog. My own
sword and dagger shimmered with a curious glow I had not seen before. I went toward them and felt myself
descend. As I reached for my sword, I saw a dripping black tentacle reach out to grip the haft. I realized then
how the creature propagated itself. I floated silently further into the woods, hoping that I could find some
animals to feed off of, and hoped that I would never find a need for human flesh.

Black Loper
Medium-Size Outsider
Hit Dice: 4d8+4 (25 hp)
Initiative: +0
Speed: Fly 40 (perfect)
AC: 19 (+4 Dex, +5 natural)
Attacks: Bite +10 melee; tentacle +7 melee
Damage: Bite 2d6; tentacle 1d8 + acid
Face/Reach: 10 ft. by 10 ft/5 ft.
Special Attacks: None
Special Qualities: SR 10, damage reduction 5/+1, scent, cannot be flanked, transfer
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 15, Dex 18, Con 12, Int 5, Wis 17, Cha 10
Skills: Hide +7, Intuit Direction +7, Listen +7, Tracking +4
Feats: Multi-attack
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Neutral evil
Advancement: 3-4 HD (Medium-size); 5-7 HD (Large)

Special Qualities

Transfer: When it kills a victim, a black loper assumes the personality and fragments of memory of its victim. If
it kills an intelligent person, then it wanders lost and aimless as it tries to somehow reconstruct its life, but
remains basically unaware that it's the monster it truly has become. During a full moon, the creature's
memories are lost and it reverts to its natural state, hunting as necessary to survive. Black lopers do not
reproduce. They come from some other plane, but which plane and their method of entering the plane is
unknown.

Dwarves have many foes within their mountainous environments, and while the aurumvorax may not be among
the most deadly, there are reasons why the Stout Folk hunt it regularly. The aurumvorax, or "golden gorger" as
some call it, inhabits light forests at the timberlines of mountain ranges, often lairing near dwarven settlements
for one reason: Both dwarves and gorgers prefer to live near rich ore veins of precious metals.

These creatures become serious pests among the dwarves due to their clawing and biting away of metallic
decorations (or more important metal implements) in and around dwarven homes. The claws of an aurumvorax
score stone floors and walls, and this alone makes them pests enough for the dwarves to hunt.

However, they're also important dwarven prey due to their hides, claws, and teeth. With a diet of precious
metals (supplementing their carnivorous diet), their claws and teeth become solid alloys of copper and bone,
while their hides take on a metallic golden sheen. Given the beauty and density of these hides, a gorger's pelt
can become armor, but more often serves as a wedding gift from groom to bride.

In fact, a rite of passage for young dwarf grooms and their friends -- hunting down a gorger to claim its hide --
takes place three weeks before a wedding. Typical tactics include scattering an area where gorgers are known
to hunt with a mixture of gold shavings and goats' blood, leading a trail into a pre-arranged spot. Then, to avoid
undue damage to either the dwarves or the pelt itself, the trail leads into a box canyon or other enclosed area
where the hunters can stab at the creature from above with long pikes or from the sides with axes. The tactics
involve stabbing at the back of the skull with a pike to hopefully pin it well, then chopping off the creature's eight
feet so it bleeds to death without battle-ruining its claws, teeth, and pelt.

If the hunt succeeds, the dwarves can make the pelt into either a wedding bed fur or a wedding cape for the
bride. Its teeth strung on silver wire form a small wedding tiara, and its claws can be made into wedding
daggers for the feast or an elaborate necklace for the bride. A bride with all these items could see herself
weighed down by more than 40 lbs. of precious metals!

Unlike the dwarves' hunting methods, the combat tactics of the aurumvorax are relatively unsophisticated,
since its animal intelligence allows only a rudimentary craftiness. They tend to attack only if cornered or if
something invades their territory. They are most dangerous if they can lock their jaws onto an opponent and
then rend that foe with four or more of its eight claws.

Aurumvorax

Small Magical Beast


Hit Dice: 10d10+10 (65)
Initiative: +7 (Dex)
Speed: 20 ft.; burrow 5
AC: 23 (+1 size, +3 Dex, +9 natural)
Attacks: Bite +11 melee, 4 claws +9 melee
Damage: Bite 1d4, claw 1d3 each
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Improved Grab, Rend 2d3
Saves: Fortitude +8, Reflex +10, Will +0
Abilities: Str 11, Dex 16, Con 12, Int 3, Wis 12, Cha 12
Skills: Listen +7, Spot +7, Hide +9, Move Silently +4
Feats: Improved Initiative, Multiattack (claws), Iron Will
Climate/Terrain: Temperate hills and mountains
Organization: Solitary
Challenge Rating: 7
Treasure: Special (The aurumvorax's hide, if undamaged, is worth in excess of 3,000 gp.
Alignment: Always neutral

Aurumvoraxes are carnivores with a diet supplemented by precious metals, generally gold. Their burrows often
continue into solid rock and are usually littered with nuggets of ore as a food supply. The typical golden gorger
is 3 feet long with coppery metallic alloy claws and and metallic fur that distracts enemies with its sheen even
while the creature fights for one's life.

As simple animals, they do not speak a language, and their innate jealousy at guarding their territory makes
them uncooperative animals at best to encounter.

Combat

Near totally fearless, aurumvoraxes charge into battle whenever they feel their territory or themselves
threatened. They can also be lured out by the prospects of easy food, especially when refined gold is part of
the lure.

While they rarely hesitate in battle, they always attack with their powerful bites first. Once that is engaged, they
utilize their sharp claws. They commonly attack with at least two claws, but can use claw attacks depending on
where they have locked onto a foe.

Improved Grab: For this ability, the aurumvorax must use its bite attack successfully on a creature of up to
Large size. If it gets a hold, it deals normal bite damage and then locks its jaws at the point of contact (usually
the neck or trunk of an opponent) and continues to grind its teeth in the wound for 8 automatic points of
damage per round. This locked jaw will not relax until either the prey or the gorger is dead.

Rend: If the aurumvorax successfully hits with two or more claw attacks in any round, it begins to burrow into
the opponent's body. This attack automatically deals an additional 2d6 + 2 points of damage.

This month, in keeping with our theme of "fantasy meets the future," we offer you two new monsters: the Vrill
and the Stellar Deva celestial. Both these creatures make appearances in this month's original online
adventureThe Vessel of Stars. I designed these new creatures with the aid of the excellent "How to Create a
Monster: Recipes for Disaster" article by Skip Williams in the October issue of Dragon magazine.

• Stellar Deva Celestial


• The Vrill

Stellar Deva Celestial

Starkin Emprix
Medium-Size Outsider Medium-Size Outsider (Good,
-
(Good, Lawful) Lawful)
Hit Dice: 2d8+6 (12 hp) 6d8+18 (45 hp)
+ 6 (+2 Dex, +4 Improved +8 (+4 Dex, +4 Improved
Initiative:
Initiative) Initiative)
Speed: 40 ft., fly 80 ft. (perfect) 40 ft., fly 100 ft. (perfect)
AC: 19 (+2 Dex) 21 (+4 Dex)
2 light rays +6 ranged touch, 2 light rays +11 ranged touch;
or slam +6 melee; or +2 or 2 slams +10 melee; or sun
Attacks: sunblade +6 melee (+8 vs. mace* +10 melee (+12 vs.
evil); or positive rod +4 evil); or positive rod +10
ranged touch ranged touch
Light ray 4d8, slam 1d6+4, Light ray 5d8, slam 1d6+ 4,
Damage: sunblade 1d10+6 (+8 vs. evil heavy sun mace* 1d8+8 (+10
or vrill) vs. evil)
* Sun mace: as sunblade
except a heavy mace
Face/Reach: 5 ft.by 5 ft./5ft. 5 ft. by 5 ft./5ft.
Special Spell-like abilities, emotion, Spell-like abilities, positive
Attacks: positive energy energy
Damage reduction 10/+1, SR
Damage reduction 10/+1,
Special 20, celestial qualities, true
SR16, celestial qualities,
Qualities: seeing, alternate form, brand
alternate form
(Sigil of Stars)
Saves: Fort +6, Ref +5/+7, Will +6 Fort +8, Ref +9/+10, Will +8
Abilities (hum. Str 18, Dex 15, Con 16, Int Str 18, Dex 18, Con 16, Int 18,
form): 16, Wis 16, Cha 18 Wis 16, Cha 20
Abilities (star Str 1, Dex 18, Con 16, Int 16, Str 1, Dex 20, Con 16, Int 18,
form): Wis 16, Cha 18 Wis 16, Cha 20
Concentration +8, Escape Concentration +10, Escape
Artist +7, Hide +6, Artist +11, Hide +11,
Skills: Knowledge or craft (any two) Knowledge (any three) +13,
+8, Listen +8, Move Silently Listen +11, Move Silently +11,
+8, Sense Motive +8 Sense Motive +12
Improved Initiative, Flyby
Feats: Improved Initiative
Attack
Climate/Terrai
Any land and underground Any land and underground
n:
Organization: Solitary, pair, or brood (3-5) Solitary
Challenge
6 10
Rating:
Treasure: Standard Double Standard
Alignment: Always lawful good Always lawful good
Advancement:3-6 HD (Medium-Size) 7-18 HD (Medium-Size)
Stellar devas, or starkin, appear much like tall, overly thin, faintly luminescent human. They can shift to a
bright, twinkling point of light like a star in the night sky. Some say stellar devas are quite like the stars -- cold
and distant.

Their lithe, supple forms mask a surprising strength and fortitude. They generally seem to be beautiful humans
of palest complexion with white, black, or even silver hair and eyes that seem to reflect fields of star-speckled
space. In their star form, stellar devas appear as a roughly human-sized point of light twinkling through every
color of the spectrum.

Stellar devas speak Celestial, Infernal, Draconic and Vrill.

Combat

Stellar devas are adept at and enjoy melee combat. Each carries a +2 sunblade and a crystalline rod used to
channel bolts of positive energy. These swordsas well as the Emprix's mace loose all magical abilities in the
hands of other beings, becoming non-magical masterworks.

Light Ray (Ex): A stellar deva's light rays (usable only in its star form) have a range of 30 ft.

Spell-like Abilities: At will – aid, continual flame, detect evil, light, remove disease and remove fear; 3/day
– see invisibility, and cure light wounds; 1/day – holy aura. These abilities are as the spells cast by a 10th-level
sorcerer (save DC 14+spell level).

Emotion (Su): While in star form, a stellar deva can shine in such a way as to cause emotion as cast by a
12th-level sorcerer, 10 feet, Will negates DC 15.

Focusing Rods: Stellar devas can focus positive energy through magical crystal rods, stunning living beings
and causing potentially monstrous damage to evil beings and the undead. The beam can be fired once per
round to a distance of 60 feet.

Stun (Ex): Any non-evil living being struck by the rod's focused beam must succeed at a Fortitude save (DC
15) or be stunned for 1d6 rounds.

Positive Energy Bolt (Ex): The beam deals 2d10 damage in positive energy to any evil or undead creature it
strikes. Stellar devas may choose to simply stun evil living beings (Fortitude save DC 15) but the beam always
damages the undead.

Celestial Qualities: Protective aura, tongues, fire resistance 20, electricity, cold, acid, and petrification
immunity, +4 save against poison, lowlight vision, darkvision 60 ft. (as all outsiders have)

Alternate Form: A stellar deva can shift between its human and star forms as a standard action. In human
form, it cannot fly or use its light rays, but it can make use of it positive energy rod and spell-like abilities, and
make physical attacks. In star form, it can fly and use it light rays and spell-like abilities, but not its rod or other
melee attacks.

A stellar deva stays in one form until it chooses to assume a new one. A change in form cannot be dispelled,
nor does the celestial revert to any particular form when killed. A true seeing spell, however, reveals both forms
simultaneously.

Emprix

All stellar devas from a given plane serve an absolute matriarchy headed by the Ruling Emprix. Within any
given stellar deva society, it is possible that the sitting Emprix is advised by another of her kind the Waning
Emprix, who is usually her mother and the most powerful of the group. She may also be rearing her heir, the
Emprix Ascendant -- a less developed deva, but nevertheless a being of grace and power.

An Emprix looks like most starkin, though slightly more attractive (if possible) and radiating dignity and power.
Most Emprixes are blessed with the stellar deva's silver hair and the most luminous of eyes.

Like her fellow stellar devas, the Emprix speaks Celestial, Infernal, Draconic and Vrill.

Combat

The Emprix excels at battle just as do those she rules. The only difference in combat is her improved bonuses,
her +2 great sun mace, her ability to focus positive energy without a focusing rod, and her increased selection
of abilities.

Light Ray (Ex): An Emprix's light rays (usable only in its star form) have a range of 60 feet.

Spell-like Abillities: At will – aid, continual flame, flare, cure light wounds, detect magic, dispel magic, holy
aura, daylight, remove disease and remove fear. These abilities are as the spells cast by a 12th-level sorcerer
(save DC 15+spell level).

The following abilities are always active on the Emprix's person, as the spells cast by a 15th-level
sorcerer: detect evil, detect chaos, see invisibility, and true seeing. They can be dispelled, but the Emprix can
reactivate them as a free action.

Additionally, the Emprix has the following enchantments available to her each round. Whether in human or star
form: at will – daze, charm person, suggestion, charm monster, confusion, emotion, 3/day – mass
charm, 1/month – geas/quest. These are as the spells cast by a 17th-level sorcerer (save DC 15+spell level).

Positive Energy Focus (Ex): Like other stellar devas, an Emprix can channel and focus positive energy
although she does not required any tool to do so. The Emprix can use this ability as a ranged attack up to 60
feet or a touch attack (see above for attack bonuses). She can make only once such attack -- either by bolt or
touch -- per round.

Stun (Ex): Any non-evil living being struck by the Emprix's energy must succeed at a Fortitude save (DC 18) or
be stunned for 1d6 rounds.

Positive Energy Bolt (Ex): The beam deals 2d10 damage in positive energy to any evil or undead creature it
strikes. The Emprix may choose to simply stun evil living beings (Fortitude save DC 18) but the beam always
damages the undead.

Brand: A use unique to Emprixes is their ability to brand any non-evil, living beings with "The Sigil of Stars". To
be successful the Emprix must actually touch the target being, who is allowed a Will save to resist being
branded(DC18).

An Emprix may only brand one being at a time. Successfully branding a second being causes the brand on the
first being to immediately fade away. The brand remains on the target until he or she has used up all it inherent
powers. The Sigil of Stars appears as a crescent moon surrounded by eight stars. It glows softly, becoming
visible only in darkness, underground, and at night, although a true seeing spell will reveal its presence in other
circumstances. The Sigil of Stars' bearer can, at will, perform the following abilities as the spells cast by an 8th-
level sorcerer: flare (Fort save at DC 15), light, disrupt undead, and protection from evil (Will save at DC
16).The bearer may also cast glitterdust, daylight or halt undead but each casting of these spells causes one of
the Sigil's eight stars to vanish. Once all eight stars have been used, the Sigil dissipates and the bearer no
longer has access to any of its beneifts.

Celestial Qualities: Protective aura, tongues, fire resistance 20, electricity, cold, acid, and petrification
immunity, +4 save against poison, lowlight vision, darkvision 60 ft. (as do all outsiders).

Alternate Form: Exactly as other stellar deva.

This month, in keeping with our theme of "fantasy meets the future," we offer you two new monsters: the Vrill
and the Stellar Deva celestial. Both these creatures make appearances in this month's original online
adventureThe Vessel of Stars. I designed these new creatures with the aid of the excellent "How to Create a
Monster: Recipes for Disaster" article by Skip Williams in the October issue of Dragon magazine.

• Stellar Deva Celestial


• The Vrill

Vrill

- Small Outsider
Hit Dice: 3d8+3 (16 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 30 ft.
AC: 17 (+3 natural, +2 leather, +1 small shield, +1 small)
Gore +6; or vrill battleaxe +6 melee; or shortbow +4
Attacks:
ranged
Damage: Gore 1d4+2; vrill battleaxe 1d8; shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Breath weapon, lamentation, stun
Special SR 15, damage reduction 10/+2, immovability, charm
Qualities: resistance, scent
Saves: Fort +4, Ref +3, Will +5
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 15, Cha 8
Diplomacy +3, Intuit Direction +7, Listen +3, Profession
Skills:
(any one) +7, Sense Motive +8, Wilderness Lore +5
Feats: Improved Initiative
Climate/Terrain: Temperate and cold forest, hill, mountain and plain
Organization: Solitary, Gang (2-5), Pod (5-20) or Herd (21-40)
Challenge
5
Rating:
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Small), 7-9 HD (Medium-Size)
The devoutly neutral vrill are squat, thick-bodied humanoids appearing much like bipedal musk oxen with a
thick, powerful rack of horns, cloven feet, and shaggy, matted fur.

Vrill prefer to keep to themselves, leading long and peaceful lives on their far-removed and obscure home
plane. They are known for their level-headedness and their dislike for arguments and often find themselves
called on to serve as arbitrators in crossplanar disputes. Although vrill avoid conflict, they can be ferocious if
provoked.

However, in recent centuries, the vrill somehow ran afoul of the zealous stellar devas, most likely by refusing to
accept the stubborn celestials' heavy-handed view of things. The stellar devas invaded the vrill plane with their
massive dimensional skimmers, and the vrill have been slaves (the devas refer to them as "students") for
longer than most care to remember.

Members of this race speak Vrill and Celestial; many also speak Common. Vrill are roughly the size and weight
of dwarves.
Combat

Only recently have the vrill begun to display a more aggressive side. While they prefer to use their special
abilities and qualities to incapacitate attackers and thereby avoid combat, they are not above resorting to
physical conflict. When they do choose to engage in combat, vrill are more likely to gore or trample their
opponents into submission, reserving their waraxes and shortbows for more lethal engagements.

Breath Weapon (Su): 1d4 Constitution damage, cone, 60 feet, every 1d4 rounds (but no more than five times
per day); Fortitude save (DC 12). Affected creatures spend the next 1d6 rounds retching and attempting to
move away from the offending vrill. Those that can't move away can defend themselves but not attack.

Lamentation (Su): A vrill can generate a radial sonic burst attack extending 80 feet in every direction. Targets
subjected to the sound of the vrill's bellow must make a Will save (DC 10) or be overcome with grief for 1d6
rounds. This grief immobilizes its victims, allowing neithe attack or defense.

Stun: Vrill who successfully charge a target can ram with the flat of their horn rack. That creature must
succeed at a Fortitude save (DC 12) or be stunned for 1d6 rounds. Such "flat of the horn rack" attacks inflict no
gore damage.

Immovability (Su): Vrill are able to magically root themselves to any surface. This ability gives the creature a
+4 racial bonus to an opposed Strength check for a Bull Rush. Rooting itself offers the vrill no additional
protection and ends if the vrill is killed, stunned or rendered unconscious.

Charm Resistance (Su): Vrill charm resistance offer them a +4 racial bonus to Will saves against
enchantments.

Building a Dungeons & Dragons monster with the new edition of the game isn't just about slapping down a
few numbers and drawing in a few fangs . . . it's about balance, challenge levels, and out-and-out cruelty. At
this year's Gen Con game fair, Monster Manual author Skip Williams, Monsters of Faerun codesigner James
Wyatt, and editor Jennifer Clarke Wilkes engaged hundreds of convention attendees in a discussion about how
they built monsters for the newest edition of D&D.

Now, here's the best part. Skip and Jennifer got together with the audience to create a unique new monster.
The crowd suggested features, and the panelists built the critter out of a supply of props and statted it up.

If you weren't one of the lucky attendees there to see the fun, Jennifer has passed along the result of this
monster bash: the diamondback viper. Enjoy.

Diamondback Viper

Tiny Aberration
Hit Dice: 1/2d8 (2)
Initiative: +5 (Dex)
Speed: 5 ft, fly 20 ft. (clumsy)
AC: 21 (+2 size, +5 Dex, +4 natural)
Attacks: 3 bites +7 melee and poison, tail
slap +5 melee
Damage: Bite 1d4–4, tail slap 1d6–4
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Scent, darkvision 60
ft., jet
Saves: Fort +0, Ref +5, Will +2
Abilities: Str 3, Dex 20, Con 10, Int 15,
Wis 11, Cha 12
Skills: Bluff +5, Disguise +5, Hide +17, Listen +4, Move Silently +9, Spot +4, Tumble +9, Wilderness Lore +2
Feats: Weapon Finesse (bite, tail), Multiattack
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 1
Treasure: Double standard (gems only)
Alignment: Usually chaotic neutral
Advancement Range: 1–2 HD (Tiny)

The diamondback viper is a cunning predator that exploits the greed of sentient creatures.

This viper is very small, at most 2 feet long, and superficially resembles a snake. However, its three heads and
flimsy wings, as well as the gemlike shell in which it hides, readily distinguish it from mundane serpents. The
creature usually hides among piles of gems or other crystals, curled in its shell, awaiting likely prey. When
necessary, however, it can drift about clumsily in the air using a sort of swim bladder in its shell filled with
lighter-than-air gases. Its tiny wings allow minimal steering.

Diamondbacks are quite clever and often work with xorns to attract prey: the diamondback gets flesh, while the
xorn obtains a supply of precious metals and gems (some of which are left to bait the trap.) They rarely speak
but understand Common, Draconic, and Terran.

Combat

The diamondback viper lies curled in its shell, waiting for a curious or greedy creature to pick it up so that it can
attack with surprise. Its strike is lightning quick, delivering a hallucinogenic poison that quickly saps a target's
resistance. Victims of the poison enter a catatonic state, staring raptly into its gemlike shell as the creature
consumes their body fluids at its leisure.

Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Charisma.

Jet (Ex): Once per round, an airborne diamondback can jet backward as a double move action, at a speed of
80 feet.

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