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MSRD:Arcana Creatures

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SHADOW CREATURES

SHADOW CREATURES AND THE MODERN WORLD

Humans cling steadfastly to the reality that they wish to be true, resisting every piece of evidence that suggests that the world isn’t the way they believe it to be. Only a relative few make up the “aware minority,” those humans who have experienced a Shadow event and seen it for more or less what it was. The majority, the mundanes, find comfort in translating kobolds with swords into knife-wielding muggers and malicious spirits into tricks of the light. A magical effect might be fireworks or a weather peculiarity. Never underestimate the human mind’s power to deceive itself and maintain a level of comfort.

Those who subconsciously delude themselves do so for the sake of their fragile sanity. Those who know and understand at least some aspect of the Shadow tide maintain the secret to avoid ridicule or investigation, as well as to protect the public illusion of a sane, mundane world.

In addition, since Shadow creatures really don’t belong to this reality, they have a tendency to slowly fade away. Some of them disappear within 1d4 rounds of dying (being reduced to –10 hit points), and none remain in this reality for more than 1d4 hours before the tide of Shadow reclaims them.

SHADOW CREATURE DESCRIPTIONS

Ash Wraith

Ash wraiths speak whatever languages they spoke in life.

They typically stand between 5 and 6 feet tall. Because they’re incorporeal, they have no weight.

Species Traits

Ash wraiths have the following traits:

Undead: Undead are immune to poison, sleep, paralysis, stunning, disease, necromantic effects, and mind-affecting effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or effects of massive damage, or any effect requiring a Fortitude save unless the effect also works on objects or is harmless. They may be healed by application of negative energy (such as an inflict light wounds spell). They are destroyed if reduced to 0 hit points or less.

Incorporeal (Ex): An ash wraith can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. It is immune to nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore damage from a corporeal source (except for force effects, such as magic missile, or attacks made with ghost touch weapons). It can pass through solid objects at will, but not force effects (such as a wall of force). Its attacks ignore natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it.

An ash wraith moves silently and cannot be heard with Listen checks. It has no Strength score, so its Dexterity modifier applies both to its melee and ranged attacks. Nonvisual senses, such as blindsight and scent, do not function against an ash wraith. An ash wraith cannot be tripped or grappled by a corporeal attacker.

Burning Touch (Ex): The touch of an ash wraith deals 3d6 points of fire damage, and creatures hit by an ash wraith must succeed at a Reflex save (DC 15) or catch on fire.

Spawn (Su): Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds. Spawn are under the command of the ash wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of an ash wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Fear of Daylight (Ex): Ash wraiths exposed to natural sunlight are panicked (no save). A panicked ash wraith flees from the sunlight as fast as possible; it can defend normally but cannot attack while exposed to natural sunlight,

Ash Wraith: CR 6; Medium undead; HD 6d12; hp 39; Mas —; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft., fly 60 ft. (good); Defense 15, touch 15, flat-footed 12 (+3 Dex, +2 deflection); BAB +3; Grap +3; Atk +6 melee (3d6 fire, burning touch); Full Atk +6 melee (3d6 fire, burning touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, incorporeal, burning touch, spawn, unnatural aura, fear of daylight; AL evil; SV Fort +2, Ref +5, Will +7; AP 0; Rep +0; Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15.

Skills: Hide +12, Intimidate +11, Listen +13, Read/Write

Language (up to any three), Search +9, Sense Motive +11,

Speak Language (up to any three), Spot +13.

Feats: Alertness, Blind-Fight, Combat Reflexes, Improved

Initiative.

Possessions: None.

Advancement: 7–12 HD (Medium).

Big Cat

Species Traits

Big cats have the following traits:

Pounce (Ex): If a big cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the big cat must hit with its bite attack. If it gets a hold, it can rake.

Rake (Ex): If a big cat successfully grabs its prey (see Improved Grab, above), it can make two rake attacks (+6 melee) with its hind legs as part of a full attack. Each successful rake attack deals 1d3+1 points of damage.

Scent (Ex): This ability allows the big cat to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Low-Light Vision (Ex): Big cats can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Skill Bonuses: Big cats gain a +8 species bonus on Balance checks and a +4 species bonus on Hide, Jump, and Move Silently checks (for running jumps, the Jump bonus is +8).

Bonus Feats: Big cats gain the bonus feats Weapon Finesse (bite) and Weapon Finesse (claw),

Big Cat: CR 2; Medium animal; HD 3d8+6; hp 19; Mas 15; Init +4; Spd 40 ft., climb 20 ft.; Defense 15, touch 15, flatfooted 11 (+4 Dex, +1 natural); BAB +2; Grap +5; Atk +6 melee (1d3+4, claw); Full Atk +6 melee (1d6+3, bite), +1 melee (1d3+1, 2 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ pounce, improved grab, rake, scent, low-light vision; AL none or owner; SV Fort +5, Ref +7, Will +2; AP 0; Rep +0; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6.

Skills: Balance +12, Climb +11, Hide +9, Jump +7, Listen +6, Move Silently +9, Spot +6.

Feats: Weapon Finesse (bite, claw).

Advancement: 4–5 (Medium).

Boar

Boars are about 4 feet long and 3 feet high at the shoulder.

Species Traits

Boars have the following traits:

Ferocity (Ex): Boars are such tenacious combatants that they continue to fight without penalty until reduced to –10 hit points. At –10 hit points, they are slain.

Scent (Ex): This ability allows the wild boar to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Low-Light Vision (Ex): Boars can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions,

Boar: CR 2; Medium animal; HD 3d8+9; hp 22; Mas 17; Init +0; Spd 40 ft.; Defense 16, touch 10, flat-footed 16 (+6 natural); BAB +2; Grap +4; Atk +4 melee (1d6+3, gore); Full Atk +4 melee (1d6+3, gore); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ ferocity, scent, low-light vision; AL None; SV Fort +6, Ref +3, Will +2; AP 0; Rep +0; Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4.

Skills: Listen +7, Spot +5.

Feats: None.

Advancement: 4–5 HD (Medium).

Breathsnatcher

They average 6 feet tall and weigh about 150 pounds.

Species Traits

Breathsnatchers have the following traits:

Clawing Smoke (Su): Once every 1d4 rounds, a breathsnatcher can expel a 30-foot cone of magic smoke. The smoke grants one-half concealment to creatures in its periphery and full concealment to characters obscured by more than 5 feet of smoke. In addition, any creature within the cone must succeed at a Fortitude save (DC 14) or get smoke in their lungs.

Holding one’s breath doesn’t help, as tendrils of smoke actively try to invade the lungs. This magic smoke begins to rip at the lungs and surrounding organs, dealing 3d4 points of damage per round. The affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.

Snatch Breath (Su): As a full-round action, the breathsnatcher can steal the breath from any adjacent creature with –1 or fewer hit points. This instantly kills the creature and grants the breathsnatcher damage reduction 15/+1 for 1 hour per Hit Die of the victim.

Fast Healing 5 (Ex): A breathsnatcher heals 5 points of damage each round so long as it has at least 1 hit point remaining,

Breathsnatcher: CR 6; Medium monstrous humanoid; HD 9d8; hp 40; Mas 10; Init +3; Spd 30 ft.; Defense 17, touch 13, flat-footed 14 (+3 Dex, +3 natural, +1 equipment); BAB +9; Grap +11; Atk +11 melee (1d4+2, knife) or +12 ranged (2d6, MAC Ingram M10) or +8 ranged (4d6, MAC Ingram M10 burst); Full Atk +11/+6 melee (1d4+2, knife) or +12/+7 ranged (2d6, MAC Ingram M10) or +8/+3 ranged (4d6, MAC Ingram M10 burst); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ clawing smoke, snatch breath, fast healing 5; AL evil; SV Fort +3, Ref +9, Will +9; AP 0; Rep +0; Str 14, Dex 17, Con 10, Int 13, Wis 16, Cha 9.

Skills: Hide +14, Listen +14, Move Silently +14, Read/Write English, Read/Write Language (any one), Speak English, Speak Language (any one), Spot +12.

Feats: Advanced Firearms Proficiency, Burst Fire, Personal Firearms Proficiency, Quick Draw, Simple Weapons Proficiency.

Possessions: Leather trenchcoat, knife, MAC Ingram M10 (.45 machine pistol) with suppressor.

Advancement: By character class,

Breathsnatcher Infiltrator 4: CR 10; Medium monstrous humanoid; HD 9d8 plus 4d8; hp 58; Mas 10; Init +4; Spd 30 ft.; Defense 21, touch 17, flat-footed 17 (+4 Dex, +3 class, +3 natural, +1 equipment); BAB +11; Grap +13; Atk +13 melee (1d4+2/19–20, knife) or +15 ranged (2d6, MAC Ingram M10) or +11 ranged (4d6, MAC Ingram M10 burst); Full Atk +13/+8 melee (1d4+2/19–20, knife) or +15/+10 ranged (2d6, MAC Ingram M10) or +11/+6 ranged (4d6, MAC Ingram M10 burst); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ clawing smoke, snatch breath, fast healing 5, sweep, improvised implements, improved evasion; AL evil; SV Fort +4, Ref +14, Will +10; AP 2; Rep +2; Str 14, Dex 18, Con 10, Int 13, Wis 16, Cha 9.

Skills: Climb +9, Escape Artist +11, Hide +17, Jump +9, Listen +14, Move Silently +17, Read/Write English, Read/Write Language (any one), Sleight of Hand +11, Speak English, Speak Language (any one), Spot +12.

Feats: Advanced Firearms Proficiency, Burst Fire, Personal Firearms Proficiency, Quick Draw, Simple Weapons Proficiency, Stealthy, Strafe.

Possessions: Leather trenchcoat, knife, MAC Ingram M10 (.45 machine pistol) with suppressor.

Celestial

All celestials are outsiders. A sample celestial (the gotthammer) is presented below; use the information about outsiders to create new celestial types.

Species Traits

Celestials have the following traits:

Variable Size: Most celestials are Medium, but their size can vary and some celestials can change their size naturally. Depending on their size, celestials gain a size bonus or penalty on attack rolls, Defense, Hide checks, and grapple checks.

Natural Armor: Celestials gain a natural armor bonus to Defense equal to 3 + the celestial’s Hit Dice.

Immunities (Ex): A celestial is immune to one or more specific types of energy or weapon damage, as determined by rolling on Table: Celectial Immunities, Resistances, and Damage Reduction.

Energy Resistance (Ex): A celestial is resistant to one or more types of energy, as determined by rolling on Table: Celectial Immunities, Resistances, and Damage Reduction. Roll again if the celestial is resistant to a type of energy against which it already has immunity.

Damage Reduction (Ex): Some celestials have damage reduction, as determined by rolling on Table: Celectial Immunities, Resistances, and Damage Reduction.

Tongues (Su): A celestial may converse with any creature that has a language. This ability is always active.

Keen Vision (Ex): Celestials have darkvision with a range of 60 feet and low-light vision.

Allegiances: Celestials have a primary allegiance to good. They may also have allegiances to law or chaos. Fallen celestials may revoke any or all of their prior allegiances.

Bonus Feats: Celestials gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.

Automatic Languages: Celestials speak Celestial and a number of additional languages equal to their Intelligence bonus.

Table: Celectial Immunities, Resistances, and Damage Reduction
Roll d% Immunity Roll d% Resistance Roll d% Damage Reduction
01–06Acid damage 01–21None (do not roll again) 01–33None (do not roll again)
07–12Cold damage 22–27Acid resistance 10 34–455/specific weapon type 1
13–18Sonic/concussion damage 28–30Acid resistance 20 46–5710/specific weapon type 1
19–24Electricity damage 31–36Cold resistance 10 58–6320/specific weapon type 1
25–30Fire damage 37–39Cold resistance 20 64–725/+1
31–36Ballistic damage 40–45Sonic/concussion resistance 10 73–8110/+1
37–42Bludgeoning damage 46–48Sonic/concussion resistance 20 82–8415/+1
43–48Piercing damage 49–54Electricity resistance 10 85–8720/+1
49–54Slashing damage 55–57Electricity resistance 20 88–905/+2
55–60Poison damage 58–63Fire resistance 10 91–9310/+2
61–66Radiation damage 64–66Fire resistance 20 94–9815/+2
67–100Choose one, and roll again 67–100Choose one, and roll again 99–10020/+2
  1. Includes weapons made of a specific material (silver or wood, for example) or weapons that deal a specific type of damage (ballistic, bludgeoning, piercing, or slashing).

Gotthammer (Avenging Angel): CR 15; Medium outsider; HD 14d8+70; hp 133; Mas 20; Init +4 (Improved Initiative); Spd 30 ft., fly 60 ft. (perfect); Defense 27, touch 10, flat-footed 27 (+17 natural); BAB +14; Grap +18; Atk +21 melee (2d6+9/19–20, +3 greatsword); Full Atk +21/+16/+11 melee (2d6+7/19–20, +3 greatsword) or +14/+9/+4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ acid and fire resistance 10, aura of menace, call/dismiss weapon, damage reduction 10/+1, greater incarnation, imbue weapon, immune to ballistic damage and poison, keen vision, tongues; AL good, law; SV Fort +14, Ref +9, Will +12; AP 0; Rep +0; Str 18, Dex 11, Con 20, Int 11, Wis 16, Cha 18.

Skills: Escape Artist +14, Hide +14, Intimidate +18, Knowledge (theology and philosophy) +14, Listen +17, Move Silently +14, Read/Write Celestial, Sense Motive +17, Speak Celestial, Spot +17.

Feats: Archaic Weapons Proficiency, Cleave, Improved Initiative, Power Attack, Simple Weapons Proficiency.

Aura of Menace (Su): A righteous aura surrounds the avenging angel. Any hostile creature within a 20-foot radius of a gotthammer must succeed at a Will save (DC 21) or take a –2 morale penalty on attacks, AC, and saves for one day or until they successfully injure the gotthammer generating the aura. A creature that has resisted or broken the effect cannot be affected again by the gotthammer’s aura for one day.

Call/Dismiss Weapon (Su): Once per day, as a free action, a gotthammer may call his shining greatsword to him. The weapon is normally hidden in a secure location of the gotthammer’s choosing, but may be called from anywhere unless carried by another living creature or in an area where magic does not function. Once per day, as a full-round action, the gotthammer may dismiss the sword to a location of his choosing.

Imbue Weapon (Su): Once per day, as a full-round action, a gotthammer may imbue his weapon with holy power, dealing +2d6 points of damage to creatures with an allegiance to evil. The effect lasts for 14 rounds.

Greater Incarnation (Su): A gotthammer can change his size as a move action, becoming a 20-foot-tall (Huge) figure at will. His greatsword’s size increases proportionately. In this form, the gotthammer’s statistics change as follows: Defense 25, touch 8, flat-footed 25 (–2 size, +17 natural); Grap +31; Atk +24 melee (4d6+16/19–20, +3 greatsword); Full Atk +24/+19/+14 melee (4d6+12/19–20, +3 greatsword); FS 15 ft. by 15 ft.; Reach 10 ft.; Str 29; Hide +6.

Immunities (Ex): Gotthammers are immune to ballistic damage and poison.

Acid and Fire Resistance 10 (Ex): A gotthammer ignores the first 10 points of any attack that deals acid or fire damage.

Damage Reduction 10/+1 (Ex): A gotthammer ignores the first 10 points of damage dealt by a nonmagical weapon.

Possessions: +3 greatsword.

Changeling (Template)

Template Traits

“Changeling” is an inherited template that can be added to any Small or Medium humanoid, monstrous humanoid, or outsider (referred to hereafter as the base creature). The changeling uses all all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +2.

Type: The creature’s type changes to fey.

Hit Dice: Change to d6.

Special Qualities: A changeling retains all of the base creature’s extraordinary, supernatural, and spell-like qualities except for qualities tied to its type. In addition to gaining the fey type, a changeling has the following special qualities.

Spell-like Abilities: 1/day—charm person, object reading; 3/day—detect magical aura. The changeling’s manifester level is equal to his or her character level.

Immunities (Ex): A changeling picks one energy type (acid, cold, electricity, fire, or sonic/concussion) to which it is immune.

Resistance to Energy (Ex): A changeling gains energy resistance 10 to one energy type (acid, cold, electricity, fire, or sonic/concussion). A changeling cannot be resistant to an energy type to which it is immune (see above).

Damage Reduction 5/+1 (Su): A changeling ignores the first 5 points of damage dealt by a nonmagical weapon. Unlike sidhe, this damage reduction doesn’t increase as the changeling gains Hit Dice or levels.

Allegiances: A changeling has an allegiance to chaos, but unlike other sidhe, chaos need not be the primary allegiance. This allegiance cannot be broken.

Ability Scores: A changeling’s ability scores change as follows: Dex +4, Con –2, Cha +4.

Skill Bonuses: Changelings gain a +2 species bonus on Bluff and Sleight of Hand checks.

Feats: As the base creature. Unlike sidhe, changelings do not gain Archaic Weapons Proficiency or Simple Weapons Proficiency as bonus feats,

Changeling (Half-Human) Charismatic Hero 1: CR 3; Medium fey; HD 1d6+2 (includes Toughness feat); hp 8; Mas 8; Init +4; Spd 30 ft.; Defense 15, touch 14, flat-footed 11 (+4 Dex, +1 leather jacket); BAB +0; Grap –1; Atk –1 melee (1d3–1 nonlethal, unarmed strike) or +4 ranged (2d6, Ruger Service-Six); Full Atk –1 melee (1d3–1 nonlethal, unarmed strike) or +4 ranged (2d6, Ruger Service-Six); FS 5 ft. by 5 ft.; Reach 5 ft.; SA spell-like abilities, immune to electricity, fire resistance 10, damage reduction 5/+1; AL chaos; SV Fort +0, Ref +5, Will +1; AP 0; Rep +2; Str 8, Dex 18, Con 8, Int 12, Wis 13, Cha 19.

Skills: Bluff +10, Diplomacy +8, Disguise +8, Drive +6, Gamble +3, Gather Information +8, Knowledge (streetwise) +5, Sleight of Hand +8.

Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Toughness.

Talent (Charismatic Hero): Fast-talk.

Possessions: Leather jacket, loaded Ruger Service-Six (.385 revolver), stolen BMW M3 sports coupe, coat, casual clothes, sunglasses, first aid kit (in car’s trunk).

Demonic Auto

The demonic auto does not speak. It has the normal height and weight of the automobile it most closely resembles.

Species Traits

Demonic autos have the following traits:

Construct: Demonic autos are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Outsider Traits: While they are technically constructs, demonic autos are animated by a fell presence from beyond Shadow. They gain skills and feats as if they were outsiders, and they have an Intelligence score.

Damage Reduction 20/+1 (Ex): A demonic auto ignores the first 20 points of damage dealt by a nonmagical weapon.

Vehicle Movement: The demonic car moves as a vehicle, not as a character. It has a top speed of 320 squares at character scale (32 squares at chase scale). It maneuvers as a vehicle, using its Drive score, and it must choose a speed category (alley, street, highway, or all-out speed) at the beginning of each action. The demonic auto’s speed category may increase its Defense and penalize skill checks.

No Limbs: The demonic auto has no limbs and thus can’t grapple, nor can it manipulate or throw an object. However, it can open and close its car doors, hood, or trunk rapidly to make a slam attack.

Trample (Ex): The demonic auto can trample smaller creatures by running over them. The demonic auto’s trample attack deals 2d6+9 points of damage if traveling at alley speed and 4d6+9 points of damage at higher speeds. A successful Reflex save (DC 23) halves the damage. The demonic auto takes this damage as well, but its damage reduction applies.

Repairable: Demonic autos cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage, and each check represents 1 hour of work. A demonic auto can repair itself.

Darkvision (Ex): Demonic autos can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and demonic auros can function with no light at all,

Demonic Auto: CR 13; Huge construct; HD 15d10+40; hp 102; Mas —; Init +1; Spd 400 ft. (320 squares as vehicle); Defense 24, touch 9, flat-footed 23 (–2 size, +1 Dex, +15 natural); BAB +11; Grap —; Atk +15 melee (1d6+9, slam); Full Atk +15/+10/+5 melee (1d6+6, slam); FS 10 ft. by 15 ft.; Reach 5 ft.; SQ construct, outsider traits, damage reduction 20/+1, vehicle movement, no limbs, trample (2d6+9 alley speed or 4d6+9 at higher speeds), repairable, darkvision 120 ft.; AL chaos, evil; SV Fort +5, Ref +6, Will +5; AP 0; Rep +0; Str 23, Dex 13, Con —, Int 10, Wis 10, Cha 5.

Skills: Bluff +15, Drive +21, Hide +3, Navigate +18, Repair +10, Sense Motive +18, Spot +18.

Feats: Drive-By Attack, Force Stop, Vehicle Dodge, Vehicle Expert.

Possessions: None.

Advancement: 16–25 HD (Huge); 26–45 (Gargantuan),

Advanced Demonic Auto (Semi Truck): CR 16; Gargantuan construct; HD 26d10+80; hp 223; Mas —; Init +1; Spd 400 ft. (320 squares as vehicle); Defense 26, touch 7, flatfooted 25 (–4 size, +1 Dex, +19 natural); BAB +18; Grap —; Atk +25 melee (1d8+15, slam); Full Atk +25/+20/+15/+10 melee (1d8+10, slam); FS 10 ft. by 30 ft.; Reach 5 ft.; SQ construct, outsider traits, damage reduction 20/+1, vehicle movement, no limbs, trample (DC 33; 2d8+15 at alley speed or 4d8+15 at higher speeds), repairable, darkvision 120 ft.; AL chaos, evil; SV Fort +10, Ref +9, Will +10; AP 0; Rep +0; Str 31, Dex 13, Con —, Int 10, Wis 10, Cha 5.

Skills: Bluff +22, Drive +32, Hide +10, Intimidate +19, Navigate +25, Repair +25, Sense Motive +25, Spot +29.

Feats: Drive-By Attack, Great Fortitude, Force Stop, Iron Will, Vehicle Dodge, Vehicle Expert, Weapon Focus (slam).

Possessions: Flame job (see Chapter Four: Magic Items).

Donkey

Donkeys are surefooted and sturdy. They can carry up to 50 pounds as a light load, 51–100 pounds as a medium load, and 101–150 pounds as a heavy load. A donkey can drag 750 pounds.

Species Traits

Donkeys have the following traits:

Low-Light Vision (Ex): Donkeys can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Scent (Ex): This ability allows the donkey to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skill Bonus: Donkeys gain a +2 species bonus on Balance checks,

Donkey: CR 1/6; Medium animal; HD 2d8+2; hp 11; Mas 12; Init +0; Spd 30 ft.; Defense 13, touch 11, flat-footed 12 (+1 Dex, +2 natural); BAB +1; Grap +1; Atk +1 melee (1d3, bite); Full Atk +1 melee (1d3, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ low-light vision, scent; AL none or owner; SV Fort +4, Ref +4, Will +0; AP 0; Rep +0; Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4.

Skills: Balance +3, Listen +5, Spot +5.

Feats: None.

Advancement: None.

Dragon

All dragons speak their own language, Draconic. They speak a number of additional languages equal to their Intelligence bonus.

Species Traits

Dragons have the following traits:

Age Categories: Dragons have twelve age categories that broadly define most of their statistics, including size, Hit Dice, Defense, attacks, and special abilities. As a dragon ages, it grows more powerful, as defined in Table: Dragon Age Categories.

Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon’s mouth and extends in a direction of the dragon’s choice, with an area as noted in Table: Dragon Breath Weapon Range. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age. Saves against nondamaging breath weapons use the same DC, but aren’t necessarily Reflex saves.

Breath weapons are either cones (which are as high and wide as they are long) or lines (5 feet high and 5 feet wide).

Each dragon has one breath weapon, which is associated with the color of its scales and its allegiance to good or evil.

Fear Aura (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or flies overhead. Creatures within a radius of 30 feet x the dragon’s age category are subject to the effect if they have fewer Hit Dice than the dragon.

A potentially affected creature that succeeds at a Will save (DC noted in Table: Dragon Age Categories) remains immune to that dragon’s fear aura for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the fear aura of other dragons.

Crush (Ex): A flying or jumping dragon of at least Huge size can land on opponents as an attack action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many cratures as can fit under the dragon’s body. Creatures in the affected area must succeed at a Reflex save (DC noted in Table: Dragon Age Categories) or be pinned and automatically take the listed damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take crush damage each round if they don’t escape.

Grappling: A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds at Concentration checks.

If grappled by a creature the same size or larger, a dragon can attack the grappling creature with its bite and all four limbs (each doing claw damage). If crushed by a larger dragon, a dragon can respond only with grapple attacks, or with bite or breath weapon attacks. If grappled by a creature smaller than itself, the dragon can respond with any of its physical attacks other than a tail sweep.

Tail Sweep (Ex): A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affect a half circle with a diameter of 30 feet, centered on the dragon’s rear. A Colossal dragon’s tail sweep has a 40-foot radius.

Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep deals the damage listed in Table: Dragon Age Categories; a successful Reflex save halves the damage.

Spells: A dragon knows and casts arcane spells as a Mage of the level indicated on Table: Dragon Spells and Spell-like Abilities, gaining bonus spells for a high Intelligence score.

Spell-Like Abilities: A young or older dragon gains a spell-like ability upon reaching its new age category, as noted in Table: Dragon Spell-like Abilities. Once the dragon selects a spell-like ability for a given age category, it cannot swap that ability for another. The dragon retains all previously selected spell-like abilities and uses its age category as its caster level. The save DC is 10 + the dragon’s Charisma modifier + spell level.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as listed in Table: Dragon Age Categories.

Immunities (Ex): All dragons are immune to sleep and paralysis effects. Dragons are also immune to certain energy types depending on their color:

Black, green, and copper dragons are immune to acid.

Blue and bronze dragons are immune to electricity.

Red, brass, and gold dragons are immune to fire and take 50% more damage against cold-based attacks on a failed save.

White and silver dragons are immune to cold and take 50% more damage against fire-based attacks on a failed save.

Blindsight (Ex): A dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon’s age category.

Keen Senses (Ex): A dragon has low-light vision and darkvision with a range of 100 feet x the dragon’s age category.

Table: Dragon Age Categories
Category Age in Years Size Base Hit Dice Breath Weapon Fear Aura Crush Tail Sweep SR DR
1 Wyrmling0–5Small7d122d8 (DC 14)
2 Very young6–15Medium10d124d8 (DC 17)
3 Young16–25Medium13d126d8 (DC 18)
4 Juvenile26–50Large16d128d8 (DC 21)
5 Young adult51–100Large19d1210d8 (DC 23)150 ft. (DC 23)205/+1
6 Adult101–200Huge22d1212d8 (DC 26)180 ft. (DC 26)2d8+12 (DC 26)225/+1
7 Mature adult201–400Huge25d1214d8 (DC 27)210 ft. (DC 27)2d8+13 (DC 27)2410/+1
8 Old401–600Huge28d1216d8 (DC 30)240 ft. (DC 30)2d8+15 (DC 30)2610/+1
9 Very old601–800Huge31d1218d8 (DC 31)270 ft. (DC 32)2d8+16 (DC 31)2715/+2
10 Ancient801–1,000Gargantuan34d1220d8 (DC 34)300 ft. (DC 35)4d6+18 (DC 34)2d6+18 (DC 34)2915/+2
11 King/Queen1,001–1,200Gargantuan37d1222d8 (DC 36)330 ft. (DC 37)4d6+21 (DC 36)2d6+21 (DC 36)3020/+3
12 Emperor/ Empress1,201+Colossal40d1224d8 (DC 39)360 ft. (DC 40)4d8+24 (DC 39)2d8+24 (DC 39)3220/+3
Table: Dragon Breath Weapon Range
Dragon Size Line (Length) Cone (Length)
Tiny 30 ft. 15 ft.
Small 40 ft. 20 ft.
Medium 60 ft. 30 ft.
Large 80 ft. 40 ft.
Huge 100 ft. 50 ft.
Gargantuan 120 ft. 60 ft.
Colossal 140 ft. 70 ft.
Table: Dragon Breath Weapon Types
Type Dragon Color Allegiance Notes
Line of acid Black Evil Damage by age category (see Table: Dragon Age Categories)
Line of electricity Blue Evil Damage by age category (see Table: Dragon Age Categories)
Cone of acid Green Evil Damage by age category (see Table: Dragon Age Categories)
Cone of fire Red Evil Damage by age category (see Table: Dragon Age Categories)
Cone of cold White Evil Damage by age category (see Table: Dragon Age Categories)
Cone of sleep gas Brass Good Will save or fall asleep for 1d6 rounds + 1 round per dragon age category
Cone of repulsion gas Bronze Good Will save or move away for 1d6 rounds + 1 round per dragon age category
Cone of slow gas Copper Good Fortitude save or slowed (as slow spell) for 1d6 rounds + 1 round per dragon age category
Cone of weakening gas Gold Good Fortitude save or take 1 point of temporary Strength damage per dragon age category
Cone of paralysis gas Silver Good Fortitude save or paralyzed for 1d6 rounds + 1 round per dragon age category
Table: Dragon Spells And Spell-Like Abilities
Age Category Caster Level* New Spell-like Ability (choose one)
Wyrmling
Very young
Young 1stDaze or detect magical aura 1/day
Juvenile 2ndSleep or true strike 1/day
Young adult 3rdLocate object or zone of truth 1/day
Adult 4thProtection from arrows/bullets or resist energy 1/day
Mature adult 5thBlur or invisibility 1/day
Old 6thTongues or water breathing 1/day
Very old 7thArcane eye or minor globe of invulnerability 1/day
Ancient 8thConfusion or freedom of movement 1/day
Dragon King/Queen 9thBreak enchantment or true seeing 1/day
Dragon Emperor/Empress 10thCloudkill or telekinesis 1/day
*Caster level applies to arcane spells and spell-like abilities.

Wyrmling: CR 4; Small dragon; HD 7d12+7; hp 52; Mas 13; Init +0; Spd 40 ft., fly 100 ft. (average); Defense 17, touch 11, flat-footed 17 (+1 size, +6 natural); BAB +7; Grap +4; Atk +9 melee (1d6+1, bite); Full Atk +9 melee (1d6+1, bite), +4 melee (1d4, 2 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ breath weapon, immunities, blindsight 30 ft., low-light vision, darkvision 100 ft.; AL none; SV Fort +6, Ref +5, Will +7; AP 0; Rep +0; Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14.

Skills: Bluff +9, Diplomacy +9, Hide +4, Jump +8, Knowledge (arcane lore) +9, Listen +9, Read/Write Draconic, Read/Write Language (any two), Search +9, Sense Motive +9, Speak Draconic, Speak Language (any two), Spot +9.

Feats: Cleave, Power Attack,

Very Young Dragon: CR 5; Medium dragon; HD 10d12+20; hp 85; Mas 15; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 19, touch 10, flat-footed 19 (+9 natural); BAB +10; Grap +12; Atk +12 melee (1d8+3, bite); Full Atk +12 melee (1d8+2, bite), +7 melee (1d6+1, 2 claws), +7 melee (1d4+1, 2 wings); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ breath weapon, immunities, blindsight 60 ft., low-light vision, darkvision 200 ft.; AL none; SV Fort +9, Ref +7, Will +9; AP 0; Rep +0; Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14.

Skills: Bluff +10, Diplomacy +10, Jump +10, Knowledge (arcane lore) +10, Listen +12, Read/Write Draconic, Read/ Write Language (any two), Search +10, Sense Motive +10, Speak Draconic, Speak Language (any two), Spot +12.

Feats: Alertness, Cleave, Power Attack,

Young Dragon: CR 7; Medium dragon; HD 13d12+26; hp 110; Mas 18; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 22, touch 10, flat-footed 22 (+12 natural); BAB +13; Grap +16; Atk +16 melee (1d8+4, bite); Full Atk +16 melee (1d8+3, bite), +11 melee (1d6+1, 2 claws), +11 melee (1d4+1, 2 wings); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ breath weapon, spells, spell-like ability, immunities, blindsight 90 ft., low-light vision, darkvision 300 ft.; AL none; SV Fort +10, Ref +8, Will +11; AP 0; Rep +0; Str 17, Dex 10, Con 15, Int 16, Wis 17, Cha 16.

Skills: Concentration +3, Bluff +12, Diplomacy +12, Jump +12, Knowledge (arcane lore) +12, Listen +14, Read/Write Draconic, Read/Write Language (any three), Search +12, Sense Motive +12, Speak Draconic, Speak Language (any three), Spot +14.

Feats: Alertness, Cleave, Improved Damage Threshold, Power Attack.

Spells Prepared (3/2): 0—mage hand, read magic, resistance; 1st—ray of fatigue, sleep (DC 14).

Spell-like Ability: 1/day—daze (DC 13) or detect magical aura,

Juvenile Dragon: CR 10; Large dragon; HD 16d12+48; hp 152; Mas 20; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 24, touch 9, flat-footed 24 (–1 size, +15 natural); BAB +16; Grap +24; Atk +19 melee (2d6+6, bite); Full Atk +19 melee (2d6+4, bite), +14 melee (1d8+2, 2 claws), +14 melee (1d6+2, 2 wings), +14 melee (1d8+6, tail slap); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ breath weapon, spells, spell-like abilities, immunities, blindsight 120 ft., low-light vision, darkvision 400 ft.; AL none; SV Fort +13, Ref +10, Will +14; AP 0; Rep +0; Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18.

Skills: Concentration +5, Bluff +14, Diplomacy +14, Hide –4, Jump +14, Knowledge (arcane lore) +14, Knowledge (history) +5, Listen +16, Read/Write Draconic, Read/Write Language (any four), Search +14, Sense Motive +14, Speak Draconic, Speak Language (any four), Spot +16.

Feats: Alertness, Cleave, Improved Damage Threshold, Power Attack.

Spells Prepared (4/3): 0—mage hand, message, read magic, resistance; 1st—mage armor, ray of fatigue, shield.

Spell-like Abilities: 1/day—daze (DC 14) or detect magical aura, sleep (DC 15) or true strike,

Young Adult Dragon: CR 13; Large dragon; HD 19d12+76; hp 199; Mas 22; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 27, touch 9, flat-footed 27 (–1 size, +18 natural); BAB +19; Grap +29; Atk +24 melee (2d6+9, bite); Full Atk +24 melee (2d6+6, bite), +19 melee (1d8+3, 2 claws), +19 melee (1d6+3, 2 wings), +19 melee (1d8+9, tail slap); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ breath weapon, fear aura 150 ft., spells, spell-like abilities, immunities, SR 20, damage reduction 5/+1, blindsight 150 ft., low-light vision, darkvision 500 ft.; AL none; SV Fort +15, Ref +11, Will +15; AP 0; Rep +0; Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18.

Skills: Concentration +7, Bluff +15, Diplomacy +15, Hide –4, Jump +17, Knowledge (arcane lore) +15, Knowledge (history) +6, Listen +17, Read/Write Draconic, Read/Write Language (any four), Search +15, Sense Motive +15, Speak Draconic, Speak Language (any four), Spot +17.

Feats: Alertness, Cleave, Improved Bull Rush, Improved Damage Threshold, Power Attack.

Spells Prepared (4/3/2): 0—mage hand, message, read magic, resistance; 1st—mage armor, ray of fatigue, shield; 2nd—enhance ability, web (DC 16).

Spell-like Abilities: 1/day—daze (DC 14) or detect magical aura, sleep (DC 15) or true strike, locate object or zone of truth (DC 16),

Adult Dragon: CR 15; Huge dragon; HD 22d12+110; hp 253; Mas 24; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 29, touch 8, flat-footed 29 (–2 size, +21 natural); BAB +22; Grap +38; Atk +28 melee (2d8+12, bite); Full Atk +28 melee (2d8+8, bite), +23 melee (2d6+4, 2 claws), +23 melee (1d8+4, 2 wings), +23 melee (2d6+12, tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ breath weapon, fear aura 180 ft., crush 2d8+12, spells, spell-like abilities, immunities, SR 22, damage reduction 5/+1, blindsight 180 ft., low-light vision, darkvision 600 ft.; AL none; SV Fort +18, Ref +13, Will +18; AP 0; Rep +0; Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20.

Skills: Concentration +9, Bluff +17, Diplomacy +17, Hide –8, Jump +20, Knowledge (arcane lore) +17, Knowledge (current events) +6, Knowledge (history) +8, Listen +19, Read/Write Draconic, Read/Write Language (any five), Search +17, Sense Motive +17, Speak Draconic, Speak Language (any five), Spot +19.

Feats: Alertness, Cleave, Combat Reflexes, Improved Bull Rush, Improved Damage Threshold, Power Attack.

Spells Prepared (4/5/3): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue, shield, true strike; 2nd—enhance ability, spider climb, web (DC 17).

Spell-like Abilities: 1/day—daze (DC 15) or detect magical aura, sleep (DC 16) or true strike, locate object or zone of truth (DC 17), protection from arrows/bullets or resist energy,

Mature Adult Dragon: CR 18; Huge dragon; HD 25d12+125; hp 287; Mas 24; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 32, touch 8, flat-footed 32 (–2 size, +24 natural); BAB +25; Grap +42; Atk +32 melee (2d8+13, bite); Full Atk +32 melee (2d8+9, bite), +27 melee (2d6+4, 2 claws), +27 melee (1d8+4, 2 wings), +27 melee (2d6+13, tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ breath weapon, fear aura 210 ft., crush 2d8+13, spells, spell-like abilities, immunities, SR 24, damage reduction 10/+1, blindsight 210 ft., low-light vision, darkvision 700 ft.; AL none; SV Fort +19, Ref +14, Will +19; AP 0; Rep +0; Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20.

Skills: Concentration +10, Bluff +18, Diplomacy +18, Hide –8, Jump +22, Knowledge (arcane lore) +18, Knowledge (current events) +7, Knowledge (history) +9, Listen +20, Read/Write Draconic, Read/Write Language (any five), Search +18, Sense Motive +18, Speak Draconic, Speak Language (any five), Spot +20.

Feats: Alertness, Cleave, Combat Reflexes, Improved Bull Rush, Improved Damage Threshold, Power Attack, Sunder.

Spells Prepared (4/5/3/2): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue, shield, true strike; 2nd—enhance ability, spider climb, web (DC 17); 3rd—dispel magic, haste.

Spell-like Abilities: 1/day—daze (DC 15) or detect magical aura, sleep (DC 16) or true strike, locate object or zone of truth (DC 17), protection from arrows/bullets or resist energy, blur or invisibility,

Old Dragon: CR 20; Huge dragon; HD 28d12+168; hp 350; Mas 26; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 35, touch 8, flat-footed 35 (–2 size, +27 natural); BAB +28; Grap +46; Atk +36 melee (2d8+15, bite); Full Atk +36 melee (2d8+10, bite), +31 melee (2d6+5, 2 claws), +31 melee (1d8+5, 2 wings), +31 melee (2d6+15, tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ breath weapon, fear aura 240 ft., crush 2d8+15, spells, spell-like abilities, immunities, SR 26, damage reduction 10/+1, blindsight 240 ft., low-light vision, darkvision 800 ft.; AL none; SV Fort +22, Ref +16, Will +22; AP 0; Rep +0; Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha 22.

Skills: Concentration +13, Bluff +20, Diplomacy +20, Hide –8, Jump +24, Knowledge (arcane lore) +20, Knowledge (current events) +9, Knowledge (history) +11, Listen +22, Read/Write Draconic, Read/Write Language (any six), Search +20, Sense Motive +20, Speak Draconic, Speak Language (any six), Spot +22.

Feats: Alertness, Cleave, Combat Reflexes, Improved Bull Rush, Improved Damage Threshold, Power Attack, Sunder.

Spells Prepared (4/5/5/3): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue, shield, true strike; 2nd—arcane lock, enhance ability, resist energy, spider climb, web (DC 18); 3rd—dispel magic, displacement, haste.

Spell-like Abilities: 1/day—daze (DC 16) or detect magical aura, sleep (DC 17) or true strike, locate object or zone of truth (DC 18), protection from arrows/bullets or resist energy, blur or invisibility, tongues or water breathing,

Very Old Dragon: CR 21; Huge dragon; HD 31d12+186; hp 387; Mas 26; Init +0; Spd 40 ft., fly 150 ft. (poor); Defense 38, touch 8, flat-footed 38 (–2 size, +30 natural); BAB +31; Grap +50; Atk +40 melee (2d8+16, bite); Full Atk +40 melee (2d8+11, bite), +38 melee (2d6+5, 2 claws), +38 melee (1d8+5, 2 wings), +38 melee (2d6+16, tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ breath weapon, fear aura 270 ft., crush 2d8+16, spells, spell-like abilities, immunities, SR 27, damage reduction 15/+2, blindsight 270 ft., low-light vision, darkvision 900 ft.; AL none; SV Fort +23, Ref +17, Will +24; AP 0; Rep +0; Str 33, Dex 10, Con 23, Int 24, Wis 25, Cha 24.

Skills: Concentration +15, Bluff +22, Diplomacy +22, Hide –8, Jump +26, Knowledge (arcane lore) +22, Knowledge (current events) +12, Knowledge (history) +13, Listen +24, Read/Write Draconic, Read/Write Language (any seven), Search +22, Sense Motive +22, Speak Draconic, Speak Language (any seven), Spot +24.

Feats: Alertness, Cleave, Combat Reflexes, Improved Bull Rush, Improved Damage Threshold, Multiattack, Power Attack, Sunder.

Spells Prepared (4/6/5/3/2): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue (2), shield, true strike; 2nd—arcane lock, enhance ability, resist energy, spider climb, web (DC 19); 3rd—dispel magic, displacement, haste; 4th—stoneskin, wall of ice (DC 21).

Spell-like Abilities: 1/day—daze (DC 17) or detect magical aura, sleep (DC 18) or true strike, locate object or zone of truth (DC 19), protection from arrows/bullets or resist energy, blur or invisibility, tongues or water breathing, arcane eye or minor globe of invulnerability,

Ancient Dragon: CR 23; Gargantuan dragon; HD 34d12+238; hp 459; Mas 28; Init +0; Spd 40 ft., fly 200 ft. (clumsy); Defense 39, touch 6, flat-footed 39 (–4 size, +33 natural); BAB +34; Grap +58; Atk +42 melee (4d6+18, bite); Full Atk +42 melee (4d6+12, bite), +40 melee (2d8+6, 2 claws), +40 melee (2d6+6, 2 wings), +40 melee (2d8+18, tail slap); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ breath weapon, fear aura 300 ft., crush 4d6+18, tail sweep 2d6+18, spells, spell-like abilities, immunities, SR 29, damage reduction 15/+2, blindsight 300 ft., lowlight vision, darkvision 1,000 ft.; AL none; SV Fort +26, Ref +19, Will +27; AP 0; Rep +0; Str 35, Dex 10, Con 25, Int 26, Wis 27, Cha 26.

Skills: Concentration +18, Bluff +24, Diplomacy +24, Hide –12, Jump +28, Knowledge (arcane lore) +24, Knowledge (current events) +15, Knowledge (history) +16, Listen +26, Read/Write Draconic, Read/Write Language (any eight), Search +24, Sense Motive +24, Speak Draconic, Speak Language (any eight), Spot +26.

Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Damage Threshold, Multiattack, Power Attack, Sunder.

Spells Prepared (4/6/5/4/3): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue (2), shield, true strike; 2nd—arcane lock, enhance ability, resist energy, spider climb, web (DC 20); 3rd—dispel magic, displacement, haste, slow (DC 21); 4th—ice storm, stoneskin, wall of fire (DC 22).

Spell-like Abilities: 1/day—daze (DC 18) or detect magical aura, sleep (DC 19) or true strike, locate object or zone of truth (DC 20), protection from arrows/bullets or resist energy, blur or invisibility, tongues or water breathing, arcane eye or minor globe of invulnerability, confusion (DC 22) or freedom of movement,

Dragon King/Queen: CR 24; Gargantuan dragon; HD 37d12+333; hp 573; Mas 32; Init +0; Spd 40 ft., fly 200 ft. (clumsy); Defense 42, touch 6, flat-footed 42 (–4 size, +36 natural); BAB +37; Grap +63; Atk +47 melee (4d6+21, bite); Full Atk +47 melee (4d6+14, bite), +45 melee (2d8+7, 2 claws), +45 melee (2d6+7, 2 wings), +45 melee (2d8+21, tail slap); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ breath weapon, fear aura 330 ft., crush 4d6+21, tail sweep 2d6+21, spells, spell-like abilities, immunities, SR 30, damage reduction 20/+3, blindsight 330 ft., low-light vision, darkvision 1,100 ft.; AL none; SV Fort +29, Ref +20, Will +29; AP 0; Rep +3; Str 39, Dex 10, Con 29, Int 28, Wis 29, Cha 28.

Skills: Concentration +22, Bluff +26, Diplomacy +26, Hide –12, Jump +31, Knowledge (arcane lore) +26, Knowledge (current events) +18, Knowledge (history) +20, Listen +28, Read/Write Draconic, Read/Write Language (any nine), Search +26, Sense Motive +26, Speak Draconic, Speak Language (any nine), Spot +28.

Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Damage Threshold, Multiattack, Power Attack, Renown, Sunder.

Spells Prepared (4/6/6/4/3/2): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue (2), shield, true strike; 2nd—arcane lock, enhance ability (2), resist energy, spider climb, web (DC 21); 3rd— dispel magic, displacement, haste, slow (DC 22); 4th—ice storm, stoneskin, wall of fire (DC 23); 5th—hold monster (DC 24), wall of force.

Spell-like Abilities: 1/day—daze (DC 19) or detect magical aura, sleep (DC 20) or true strike, locate object or zone of truth (DC 21), protection from arrows/bullets or resist energy, blur or invisibility, tongues or water breathing, arcane eye or minor globe of invulnerability, confusion (DC 23) or freedom of movement, break enchantment or true seeing,

Dragon Emperor/Empress: CR 26; Colossal dragon; HD 40d12+400; hp 660; Mas 34; Init +0; Spd 40 ft., fly 200 ft. (clumsy); Defense 41, touch 2, flat-footed 41 (–8 size, +39 natural); BAB +40; Grap +72; Atk +52 melee (4d8+24, bite); Full Atk +52 melee (4d8+16, bite), +50 melee (4d6+8, 2 claws), +50 melee (2d8+8, 2 wings), +50 melee (4d6+24, tail slap); FS 30 ft. by 30 ft.; Reach 15 ft.; SQ breath weapon, fear aura 360 ft., crush 4d8+24, tail sweep 2d8+24, spells, spell-like abilities, immunities, SR 32, damage reduction 20/+3, blindsight 360 ft., low-light vision, darkvision 1,200 ft.; AL none; SV Fort +32, Ref +22, Will +32; AP 0; Rep +3; Str 43, Dex 10, Con 31, Int 30, Wis 31, Cha 30.

Skills: Concentration +25, Bluff +28, Diplomacy +28, Hide –16, Jump +34, Knowledge (arcane lore) +28, Knowledge (current events) +23, Knowledge (history) +23, Listen +30, Read/Write Draconic, Read/Write Language (any ten), Search +28, Sense Motive +28, Speak Draconic, Speak Language (any ten), Spot +30.

Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Damage Threshold, Multiattack, Power Attack, Renown, Sunder.

Spells Prepared (4/6/6/4/4/3): 0—mage hand, message, read magic, resistance; 1st—mage armor, magic missile, ray of fatigue (2), shield, true strike; 2nd—arcane lock, enhance ability (2), resist energy, spider climb, web (DC 22); 3rd—dispel magic, displacement, haste, slow (DC 23); 4th—dimension door, ice storm, stoneskin, wall of fire (DC 24); 5th—cone of cold (DC 25), hold monster (DC 25), wall of force.

Spell-like Abilities: 1/day—daze (DC 20) or detect magical aura, sleep (DC 21) or true strike, locate object or zone of truth (DC 22), protection from arrows/bullets or resist energy, blur or invisibility, tongues or water breathing, arcane eye or minor globe of invulnerability, confusion (DC 24) or freedom of movement, break enchantment or true seeing, cloudkill (DC 25) or telekinesis (DC 25).

Drow

Drow speak, read, and write Elven, a beautiful language they’ve corrupted with their own vile idioms and inflections.

Many drow also understand one or more local languages. Particularly intelligent drow also speak, read, and write any of the following Shadow languages: Abyssal, Aquan, Draconic, Gnome, Goblin, and Undertongue.

Species Traits

Drow have the following traits:

Darkvision (Ex): Drow can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and drow can function with no light at all.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. In addition, drow take a –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.

Spell Immunities: Drow are immune to sleep spells and effects, and they gain a +2 species bonus on saves against Enchantment spells or effects. They also gain a +2 species bonus on Will saves against spells and spell-like abilities.

Spell Resistance (Ex): A drow gains Spell Resistance equal to 11 + her character level (if any).

Skill Bonuses: Drow gain a +2 species bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check (as a free action) to notice it as if she were actively looking for the door.

Bonus Feat: Drow receive Archaic Weapons Proficiency as a bonus feat,

Drow: CR 2; Medium humanoid (Shadowkind); HD 1d8–1; hp 3; Mas 8; Init +1; Spd 30 ft.; Defense 11, touch 11, flat-footed 10 (+1 Dex); BAB +0; Grap +0; Atk +0 melee (1d3 nonlethal, unarmed strike) or +0 melee (1d6/19–20, machete); Full Atk +0 melee (1d3 nonlethal, unarmed strike) or +0 melee (1d6/19–20, machete) or +1 ranged (1 plus poison, shuriken); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 120 ft., light blindness, spell immunities, SR 11; AL varies; SV Fort –1, Ref +1, Will +2; AP 0; Rep +0; Str 10, Dex 13, Con 8, Int 13, Wis 11, Cha 12.

Skills: Craft (chemical) +3, Hide +3, Listen +2, Move Silently +3, Read/Write Elven, Read/Write Language (any one), Search +4, Speak Elven, Speak Language (any one), Spot +2.

Feat: Archaic Weapons Proficiency, Personal Firearms Proficiency.

Possessions: Machete, 6 spider-shaped shuriken (coated with blue vitriol poison*), casual clothes, cell phone, flash goggles (negates light blindness when worn).

*Blue vitriol poison: Injury; Fortitude save (DC 12) negates; initial and secondary 1d2 Con.

Advancement: By character class,

Drow Fast Hero 2: CR 4; Medium humanoid (Shadowkind); HD 2d8; hp 12; Mas 10; Init +3; Spd 30 ft.; Defense 17, touch 17, flat-footed 14 (+3 Dex, +4 class); BAB +1; Grap +0; Atk +0 melee (1d3–1 nonlethal, unarmed strike) or +0 melee (1d6–1/19–20, machete); Full Atk +0 melee (1d3–1 nonlethal, unarmed strike) or +0 melee (1d6–1/19–20, machete) or +5 ranged (2d6, Glock 17) or +4 ranged (1d4/19–20 plus poison, hand crossbow); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 120 ft., light blindness, spell immunities, SR 13; AL varies; SV Fort +0, Ref +5, Will +1; AP 1; Rep +0; Str 8, Dex 17, Con 10, Int 16, Wis 13, Cha 12.

Skills: Drive +7, Hide +8, Knowledge (streetwise) +7, Listen +6, Move Silently +8, Read/Write Elven, Read/Write Language (any three), Search +6, Sleight of Hand +8, Speak Elven, Speak Language (any three), Spot +6, Tumble +8.

Feat: Archaic Weapons Proficiency, Defensive Martial Arts, Personal Firearms Proficiency, Simple Weapons Proficiency.

Talent (Fast Hero): Evasion.

Possessions: Machete, Glock 17 (9mm autoloader), 3 box magazines of 9mm ammunition (for Glock 17), hand crossbow with 12 bolts (coated with blue vitriol poison*), casual clothes, cell phone, flash goggles (negates light blindness when worn).

*Blue vitriol poison: Injury; Fortitude save (DC 12) negates; initial and secondary 1d2 Con.

Dryad

Species Traits

Dryads have the following traits:

Spell-Like Abilities: At will—entangle (DC 13), speak with plants, tree shape; 3/day—charm person (DC 13), deep slumber (DC 15), tree stride; 1/day—suggestion (DC 15). 6th-level caster. The save DCs are Wisdom-based.

Tree Dependent (Su): Each dryad is mystically bound to a single, enormous tree, or a copse of trees situated in one place (such as a lobby atrium) and must never stray more than 300 yards from it. Any who do stray from their trees become ill and die within 4d6 hours. A dryad’s tree does not radiate magic.

Wild Empathy (Ex): A dryad can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions like a Diplomacy check made to improve the attitude of a person. The dryad rolls 1d20 +10 (+6 species bonus, +4 Charisma bonus) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly,

Dryad: CR 3; Medium fey; HD 4d6; hp 14; Mas 11; Init +8; Spd 30 ft.; Defense 17, touch 12, flat-footed 13 (+4 Dex, +3 natural); BAB +1; Grap +1; Atk +2 melee (1d4, dagger) or +6 ranged (1d8, masterwork longbow); Full Atk +2 melee (1d4, dagger) or +6 ranged (1d8, masterwork longbow); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ DR 5/+1, spell-like abilities, tree dependent, wild empathy; AL chaotic good, nature; SV Fort +3, Ref +8, Will +6; AP 0; Rep +0; Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18.

Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (life science) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9.

Feats: Great Fortitude, Improved Initiative.

Possessions: None.

Advancement: 3–4 HD (Medium).

Dwarf

Dwarves speak Dwarven. Those of particular intelligence (and good breeding) may speak other languages, including the following Shadow languages: Giant, Gnome, Goblin, Orc, Terran, and Undertongue.

Species Traits

Dwarves have the following traits:

Speed: Dwarves have a base speed of 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Special Combat Bonuses: Dwarves gain a +1 species bonus on attack rolls against bugbears, goblins, orcs, and other goblinoids. Dwarves also gain a +4 dodge bonus to Defense against creatures of the giant type. If a dwarf loses his positive Dexterity bonus to Defense (such as when flatfooted), this dodge bonus is lost.

Stability: Dwarves gain a +4 species bonus on ability checks to resist bulll rush and trip attempts when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Darkvision (Ex): Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function with no light at all.

Saving Throw Bonuses: Dwarves are highly resistant to toxins and innately resistant to magic. They gain a +2 species bonus on saving throws against poisons, spells, and spell-like abilities.

Skill Bonuses: Dwarves gain a +2 species bonus on Search checks to notice unusual stonework, new construction, unsafe surfaces, ceilings, and the like. A dwarf who merely passes within 10 feet of such exceptional construction can, as a free action, make a Search check (DC 15) as though he were actively searching for such.

Dwarves are naturally skilled mechanics and engineers. They gain a +2 species bonus on Craft (mechanical), Craft (structural), and Repair checks.

Bonus Feat: Dwarves gain the bonus feat Archaic Weapons Proficiency. Dwarves may treat dwarven urgroshes and dwarven waraxes as archaic weapons instead of exotic weapons,

Dwarf: CR 1/2; Medium humanoid (Shadowkind); HD 1d8+1; hp 5; Mas 13; Init +0; Spd 20 ft.; Defense 10, touch 10, flatfooted 10; BAB +0; Grap +0; Atk +0 melee (1d3 nonlethal, unarmed strike) or +0 melee (1d6/x4, pickaxe); Full Atk +0 melee (1d3 nonlethal, unarmed strike) or +0 melee (1d6/x4, pickaxe) or +0 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ special combat bonuses, stability, darkvision 60 ft.; AL varies; SV Fort +3, Ref +0, Will +0; AP 0; Rep +0; Str 11, Dex 10, Con 13, Int 11, Wis 10, Cha 8.

Skills: Craft (mechanical) +5, Craft (structural) +4, Listen +2, Read/Write Dwarven, Repair +3, Speak Dwarven, Spot +2.

Feats: Archaic Weapons Proficiency, Educated (mechanical, structural).

Possessions: Pickaxe, casual clothes, cell phone, multipurpose tool.

Advancement: By character class,

Dwarf Dedicated Hero 1/Tough Hero 1: CR 2; Medium humanoid (Shadowkind); HD 1d6+3 plus 1d10+3 plus 1 (robust); hp 18; Mas 17; Init –1; Spd 20 ft.; Defense 12, touch 11, flat-footed 12 (–1 Dex, +2 class, +1 leather jacket); BAB +0; Grap +1; Atk +1 melee (1d3+1, brass knuckles) or +0 melee (1d10+1/x3, dwarven waraxe); Full Atk +1 melee (1d3+1, brass knuckles) or +1 melee (1d10+1/x3, dwarven waraxe) or –1 ranged (2d6, dynamite stick); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ special combat bonuses, stability, darkvision 60 ft.; AL varies; SV Fort +5, Ref –1, Will +3; AP 1; Rep +0; Str 12, Dex 8, Con 17, Int 13, Wis 14, Cha 8.

Skills: Craft (mechanical) +6, Craft (structural) +6, Drive +1, Knowledge (art) +3, Knowledge (current events) +3, Listen +6, Profession (any one) +6, Read/Write Dwarven, Read/Write Language (any one), Repair +3, Speak Dwarven, Speak Language (any one), Spot +6, Survival +9.

Feats: Archaic Weapons Proficiency, Educated (mechanical, structural), Simple Weapons Proficiency.

Talent (Dedicated Hero): Skill emphasis (Survival).

Talent (Tough Hero): Robust.

Possessions: Leather jacket, dwarven waraxe, 6 sticks of dynamite, brass knuckles, casual clothes, cell phone, multipurpose tool, lighter.

Advancement: By character class.

Eagle

Eagles include other large birds of prey and raptors. They are typically 3 feet long and have a wingspan of about 7 feet.

Species Traits

Eagles have the following traits:

Low-Light Vision (Ex): Eagles can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Skill Bonuses: Eagles gain a +8 species bonus on Spot checks during daylight.

Bonus Feats: Eagles gain the bonus feats Weapon Finesse (bite) and Weapon Finesse (claw),

Eagle: CR 1; Small animal; HD 1d8+1; hp 5; Mas 12; Init +2; Spd 10 ft., fly 80 ft. (average); Defense 14, touch 13, flatfooted 12 (+1 size, +2 Dex, +1 natural); BAB +0; Grap –4; Atk +3 melee (1d3, claw); Full Atk +3 melee (1d3, 2 claws), –2 melee (1d4 bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ low-light vision; SV Fort +3, Ref +4, Will +2; AP 0; Rep +0; Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6.

Skills: Hide +6, Listen +7, Spot +7 (+15 during daylight).

Feats: Weapon Finesse (claw, bite).

Advancement: 2–3 HD (Medium); 4–6 HD (Large).

Efreeti

An efreeti typically uses its polymorph ability to conceal its true form: that of a 12-foot-tall giant with brick-red skin, fiery eyes, small horns, and jutting tusks. The average efreeti weighs about 2,000 pounds. Efreet read, write, and speak Auran, Ignan, and Infernal, and one or more common or local languages.

Species Traits

Efreet have the following traits:

Heat (Ex): An efreeti deals 1d6 points of additional fire damage whenever it hits in melee or each round it maintains a hold while grappling.

Spell-like Abilities: 1/day—detect magical aura, gaseous form, invisibility, wall of fire (save DC 16). These abilities are as the spells cast by a 10th-level Mage (save DC 12 + spell level). The DCs are Charisma-based.

Polymorph (Sp): An efreeti can cast polymorph, at will, as a move action. This ability is similar to the polymorph incantation except that no skill checks or components are required, the efreeti cannot transform any creature other than itself, and the efreeti can remain in its new form indefinitely.

Grant Wishes (Sp): Some efreeti (1% of the total population) are “noble” and can grant up to three wishes to any being (non-genies only) who captures them. Noble efreet perform no other services and, upon granting the third wish, are free of their servitude. Whenever possible, an efreeti will twist the words of a wish to bring pain and destruction upon the wisher. A wish can produce any one of the following effects, at the GM’s discretion:

  • Duplicate any spell, psionic power, or incantation (including raise dead).
  • Undo the harmful effects of a spell, psionic power, or incantation.
  • Increase one creature’s Wealth bonus by +20.
  • Bequeath one nonmagical item with a purchase DC of 60 or less.
  • Bequeath one magic item with a purchase DC of 45 or less.
  • Remove all injuries and afflictions affecting one creature.
  • Transport a number of creatures equal to the efreeti’s Hit Dice to any place the wisher chooses.
  • Undo a single recent event.

Immunities: Efreet are immune to fire.

Cold Vulnerability: Efreet take 50% more damage when they fail a save against any cold-based attack.

Telepathy (Su): An efreeti can communicate telepathically with any creature within 100 feet that has a language.

Darkvision (Ex): Efreet can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and efreet can function with no light at all,

Efreeti: CR 8; Large outsider; HD 10d8+20; hp 65; Mas 14; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft., fly 20 ft. (perfect); Defense 18, touch 12, flat-footed 15 (–1 size, +3 Dex, +6 natural); BAB +10; Grap +20; Atk +15 melee (1d8+9 plus 1d6 fire, slam); Full Atk +15/+10 melee (1d8+9 plus 1d6 fire, slam); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ heat, spell-like abilities, polymorph (self only), immune to fire, cold vulnerability, telepathy, darkvision 60 ft.; AL evil, law; SV Fort +9, Ref +10, Will +9; Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15.

Skills: Bluff +12, Concentration +12, Craft (any one) +8, Escape Artist +11, Intimidate +13, Listen +12, Move Silently +11, Read/Write Auran, Read/Write Ignan, Read/Write Infernal, Read/Write Language (any one), Sense Motive +11, Speak Auran, Speak Ignan, Speak Infernal, Speak Language (any one), Spellcraft +9, Spot +12.

Feats: Archaic Weapons Proficiency, Combat Reflexes, Dodge, Improved Initiative.

Possessions: None.

Advancement: 11–15 HD (Large); 16–30 HD (Huge); or as character class,

Efreeti Archaic Weaponsmaster 5 (Efreeti Noble): CR 13; Large outsider; HD 10d8+20 plus 5d10+10; hp 112; Mas 14; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft., fly 20 ft. (perfect); Defense 21, touch 15, flat-footed 18 (–1 size, +3 Dex, +6 natural, +3 class); BAB +13; Grap +23; Atk +19 melee (1d8+9 plus 1d6 fire, slam) or +20 melee (2d6+12/ 18–20 plus 1d6 fire, Huge falchion); Full Atk +19/+14/+9 melee (1d8+9 plus 1d6 fire, slam) or +20/+15/+10 melee (2d6+12/18–20 plus 1d6 fire, Huge falchion); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ heat, spell-like abilities, polymorph (self only), grant wishes, immune to fire, cold vulnerability, telepathy, darkvision 60 ft., imbue weapon +1, quick weapon draw, expert in your field (falchions); AL evil, law; SV Fort +13, Ref +11, Will +10; AP 2; Rep +2; Str 24, Dex 17, Con 14, Int 12, Wis 15, Cha 15.

Skills: Bluff +12, Concentration +12, Craft (any one) +8, Escape Artist +7, Intimidate +13, Knowledge (history) +6, Listen +12, Move Silently +11, Read/Write Auran, Read/Write Ignan, Read/Write Infernal, Read/Write Language (any one), Sense Motive +11, Speak Auran, Speak Ignan, Speak Infernal, Speak Language (any one), Spellcraft +9, Spot +12.

Feats: Archaic Weapons Proficiency, Cleave, Combat Reflexes, Improved Disarm, Improved Initiative, Power Attack, Weapon Focus (great falchion), Weapon Specialization (great falchion).

Possessions: Huge falchion.

Elephant

Species Traits

Elephants have the following traits:

Trample (Ex): An elephant can trample Medium or smaller creatures for 2d6+15 points of damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 25) to halve the damage. The mastadon’s trample deals 2d6+18 points of damage (Reflex save, DC 31, for half damage).

Scent (Ex): This ability allows the elephant to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Low-Light Vision (Ex): Elephants can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions,

Elephant: CR 8; Huge animal; HD 11d8+55; hp 104; Mas 21; Init +0; Spd 40 ft.; Defense 15, touch 8, flat-footed 15 (–2 size, +7 natural); BAB +8; Grap +26; Atk +16 melee (1d6+15, slam) or +16 melee (2d6+15, gore); Full Atk +16 melee (1d6+10, slam), +11 melee (2d4+5, 2 stamps) or +16 melee (2d6+15, gore); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ trample 2d6+15, scent, low-light vision; AL None or owner; SV Fort +12, Ref +7, Will +4; AP 0; Rep +0; Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7.

Skills: Hide –8, Listen +6, Spot +6.

Feats: None.

Advancement: 12–22 HD (Huge),

Advanced Elephant (Mastadon): CR 10; Huge animal; HD 18d8+90; hp 171; Mas 21; Init +0; Spd 40 ft.; Defense 17, touch 8, flat-footed 17 (–2 size, +9 natural); BAB +13; Grap +33; Atk +23 melee (1d6+18, slam) or +23 melee (2d6+18, gore); Full Atk +23 melee (1d6+12, slam), +18 melee (2d4+6, 2 stamps) or +23 melee (2d6+18, gore); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ trample 2d6+18, scent, low-light vision; AL none; SV Fort +16, Ref +11, Will +7; AP 0; Rep +0; Str 34, Dex 10, Con 21, Int 2, Wis 13, Cha 7.

Skills: Hide –8, Listen +6, Spot +6.

Feats: None.

Advancement: None.

Elf

Elves speak, read, and write Elven. Many also take the time to learn one or more local languages. Particularly intelligent elves also know one or more Shadow languages, including any of the following: Draconic, Gnoll, Goblin, Gnome, Orc, and Sylvan.

Species Traits

Elves have the following traits:

Low-Light Vision (Ex): Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Spell Immunities: Elves are immune to sleep spells and effects, and they gain a +2 species bonus on saves against Enchantment spells or effects.

Skill Bonuses: Elves gain a +2 species bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.

Bonus Feat: Elves gain the bonus feat Archaic Weapons Proficiency,

Elf: CR 1/2; Medium humanoid (Shadowkind); HD 1d8–1; hp 3; Mas 8; Init +1; Spd 30 ft.; Defense 11, touch 11, flatfooted 10 (+1 Dex); BAB +0; Grap +0; Atk +0 melee (1d3 nonlethal, unarmed strike) or +0 melee (1d6/18–20, sword cane); Full Atk +0 melee (1d3 nonlethal, unarmed strike) or +0 melee (1d6/18–20, sword cane) or +1 ranged (1d8, compound bow); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ low-light vision, spell immunities; AL varies; SV Fort –1, Ref +3, Will +0; AP 0; Rep +0; Str 11, Dex 13, Con 8, Int 11, Wis 10, Cha 10.

Skills: Hide +3, Listen +2, Move Silently +3, Read/Write Elven, Search +2, Speak Elven, Spot +2, Survival +2.

Feat: Archaic Weapon Proficiency, Point Blank Shot.

Possessions: Sword cane, compound bow, casual clothes (in urban areas) or fatigues (in rural areas).

Advancement: By character class,

Elf Charismatic Hero 4/Arcane Arranger 1: CR 5; Medium humanoid (Shadowkind); HD 4d6 plus 1d6; hp 19; Mas 10; Init +2; Spd 30 ft.; Defense 14, touch 14, flat-footed 11 (+3 Dex, +1 class); BAB +2; Grap +1; Atk +1 melee (1d3–1 nonlethal, unarmed strike) or +1 melee (1d3 electricity plus paralysis, stun gun) or +5 ranged (2d6, SITES M9); Full Atk +1 melee (1d3–1 nonlethal, unarmed strike) or +1 melee (1d3 electricity plus paralysis, stun gun) or +5 ranged (2d6, SITES M9); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ low-light vision, spell immunities, word on the street; AL varies; SV Fort +2, Ref +5, Will +4; AP 2; Rep +5; Str 8, Dex 16, Con 10, Int 14, Wis 10, Cha 15.

Skills: Bluff +11, Computer Use +4, Diplomacy +9, Disguise +11, Gather Information +9, Intimidate +9, Knowledge (arcane lore) +9, Knowledge (current events) +9, Knowledge (popular culture) +9, Knowledge (streetwise) +4, Listen +2, Read/Write Elven, Read/Write Language (any two), Research +4, Search +2, Sense Motive +2, Speak Elven, Speak Language (any two), Spot +2.

Feat: Archaic Weapon Proficiency, Deceptive, Iron Will, Point Blank Shot, Precise Shot, Simple Weapons Proficiency.

Talents (Charismatic Hero): Charm, coordinate.

Possessions: Stun gun, SITES M9 (9mm autoloader), 3 box magazines of 9mm ammunition (for SITES M9), casual clothes, PDA, cell phone, compass, disguise kit.

Gear Golem

Gear golems cannot speak. They typically stand 10 feet tall and weigh 4,000 pounds. A gear golem may be created using the create golem incantation.

Species Traits

Gear golems have the following traits:

Construct: Gear golems are immune to mind-influencing effects as well as poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Speed: Gear golems are lumbering constructs that can’t take run actions.

Improved Grab (Ex): To use this ability, the gear golem must hit an opponent smaller than itself with its slam attack. If it gets a hold, it attempts to grind its foe against its spinning gears as a free action (see below).

Gear Grind (Ex): If the gear golem successfully grapples a creature smaller than itself, it grinds the creature with its spinning gears for 4d8 points of slashing damage each round the grapple is maintained (including the round in which the grapple is first achieved).

Detonate (Ex): When a gear golem is reduced to 0 or fewer hit points, it explodes in a 20-foot-radius burst of serrated gears and shrapnel. The explosion deals 12d8 points of slashing damage to creatures caught in the radius; a successful Reflex save (DC 19) halves the damage.

Magic Immunity (Ex): A gear golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. 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. The golem rolls no saving throw against fire effects.

Repairable: Gear golems cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage, and each check represents 1 hour of work. A gear golem cannot repair itself.

Darkvision (Ex): Gear golems can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gear golems can function with no light at all,

Gear Golem: CR 11; Large construct; HD18d10+20; hp 119; Mas —; Init –1; Spd 20 ft. (can’t run); Defense 30, touch 8, flat-footed 30 (–1 Dex, –1 size, +22 natural); BAB +13; Grap +23; Atk +18 melee (1d8+9, slam); Full Atk +18 melee (1d8+6, 2 slams); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ construct, improved grab, gear grind, detonate, magic immunity, darkvision 60 ft.; AL none or master; SV Fort +6, Ref +5, Will +6; AP 0; Rep +0; Str 23, Dex 9, Con —, Int —, Wis 11, Cha 1.

Skills: Hide –5.

Feats: None.

Advancement: 19–24 HD (Large); 25–54 HD (Huge),

Advanced Gear Golem: CR 13; Huge construct; HD 25d10+40; hp 177; Mas —; Init –2; Spd 30 ft. (can’t run); Defense 31, touch 6, flat-footed 31 (–2 Dex, –2 size, +25 natural); BAB +17; Grap +35; Atk +25 melee (2d6+15, slam); Full Atk +25 melee (2d6+10, 2 slams); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ construct, improved grab, gear grind, detonate (30- foot-radius burst; DC 22), magic immunity, darkvision 60 ft.; AL none or master; SV Fort +8, Ref +6, Will +8; AP 0; Rep +0; Str 31, Dex 7, Con —, Int —, Wis 11, Cha 1.

Skills: Hide –10.

Feats: None.

Gnome

Gnomes speak their own language, Gnome. They usually take the time to learn one or more local languages as well. Particularly bright gnomes may know additional Shadow languages, including Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Species Traits

Gnomes have the following traits:

Special Combat Bonuses: Gnomes gain a +1 species bonus on attack rolls against bugbears, goblins (and other goblinoids), and kobolds. Gnomes also gain a +4 dodge bonus to their Defense against giant-type creatures (such as ogres and trolls); this bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a gnome loses his positive Dexterity bonus to Defense, such as when he’s caught flat-footed, he loses this dodge bonus, too.

Illusion Mastery: Add +1 to the Difficulty Class for all saving throws against Illusion spells cast by gnomes.

Speak with Animals (Sp): Once per day, a gnome can use speak with animals as a spell-like ability to speak with a burrowing mammal (a mole, gopher, ground hog, and so forth). It has a duration of 1 minute, and the gnome is considered a 1st-level caster when he uses this ability, regardless of his actual level.

Low-Light Vision (Ex): Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Saving Throw Bonus: Gnomes gain a +2 species bonus on saving throws against illusions.

Skill Bonuses: Gnomes gain a +2 species bonus on Listen checks. Gnomes who have one or more ranks in the Craft (pharmaceutical) skill also gain a +2 species bonus on Craft (pharmaceutical) checks.

Bonus Feats: Gnomes gain the bonus feat Archaic Weapons Proficiency. They may treat gnome hooked hammers as archaic weapons instead of exotic weapons.

Gnomes with Charisma scores of 10 or higher gain the bonus feat Magical Heritage,

Gnome: CR 1/2; Small humanoid (Shadowkind); HD 1d8+1; hp 5; Mas 12; Init +0; Spd 20 ft.; Defense 11, touch 11, flatfooted 11 (+1 size); BAB +0; Grap –5; Atk +0 melee (1d3–1 nonlethal, unarmed strike) or +0 melee (1d3 electricity plus paralysis, stun gun) or +1 ranged (blindness, pepper spray); Full Atk +0 melee (1d3–1 nonlethal, unarmed strike) or +0 melee (1d3 electricity plus stun, stun gun) or +1 ranged (blindness, pepper spray); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ special combat bonuses, illusion mastery, speak with animals 1/day, low-light vision; AL varies; SV Fort +1, Ref +2, Will +0; AP 0; Rep +0; Str 8, Dex 11, Con 12, Int 11, Wis 10, Cha 11.

Skills: Computer Use +1, Craft (pharmaceutical) +3, Hide +4, Knowledge (technology) +1, Listen +3, Read/Write Gnome, Speak Gnome, Speak Language (any one), Spot +1.

Feats: Archaic Weapons Proficiency, Magical Heritage, Simple Weapons Proficiency.

Spell-like Abilities: 1/day—light, mage hand, prestidigitation. Caster level 1st.

Possessions: Stun gun, pepper spray, windbreaker, casual clothes, cell phone, PDA.

Advancement: By character class,

Gnome Smart Hero 3/Shadowjack 3: CR 6; Small humanoid (Shadowkind); HD 3d6+6 plus 3d6+6; hp 38; Mas 12; Init +0; Spd 20 ft.; Defense 16, touch 16, flat-footed 14 (+1 size, +2 Dex, +3 class); BAB +2; Grap –3; Atk +2 melee (1d3–1 nonlethal, unarmed strike) or +2 melee (1d3 electricity plus paralysis, stun gun) or +5 ranged (blindness, pepper spray); Full Atk +2 melee (1d3–1 nonlethal, unarmed strike) or +1 melee (1d3 electricity plus stun, stun gun) or +5 ranged (blindness, pepper spray); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ special combat bonuses, illusion mastery, speak with animals 1/day, low-light vision, read/write code, online presence; AL varies; SV Fort +4, Ref +4, Will +4; AP 3; Rep +5; Str 8, Dex 15, Con 14, Int 15, Wis 8, Cha 13.

Skills: Computer Use +8, Craft (electronic) +8, Craft (pharmaceutical) +6, Decipher Script +8, Disable Device +8, Forgery +6, Gather Information +5, Hide +6, Knowledge (business) +8, Knowledge (current events) +6, Knowledge (popular culture) +6, Knowledge (technology) +8, Listen +1, Profession (any one) +3, Read/Write Gnome, Read/Write Language (any two), Repair +8, Research +11, Search +6, Speak Gnome, Speak Language (any two).

Feats: Archaic Weapons Proficiency, Educated (business, technology), Gearhead, Magical Heritage, Renown, Simple Weapons Proficiency, Studious.

Talents (Smart Hero): Linguist, savant (Research).

Spell-like Abilities: 1/day—mage hand, message, prestidigitation. Caster level 1st.

Possessions: Stun gun, pepper spray, windbreaker or overcoat, casual clothes, cell phone, PDA, notebook computer, multipurpose tool.

Gremlin

Species Traits

Gremlins have the following traits:

Disassemble Device (Ex): When making a Disable Device check, a gremlin completely disassembles the device if the check result is 5 or more higher than the DC of the skill check. Reassembling the device requires a successful Repair check against a DC equal to the gremlin’s Disable Device check result.

Mystic Aid (Su): When a gremlin aids another gremlin with a Disable Device check, the aid another attempt succeeds automatically, granting a +2 bonus to the check. The gremlin providing the aid must be adjacent to the gremlin performing the check.

Spell-like Abilities: 1/day—degauss, haywire, machine invisibility (DC 13), power device. Caster level 1st.

Low-Light Vision (Ex): Gremlins can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Jury-Rigged Repair: Gremlins may only use the Repair skill to jury-rig.

Skill Bonuses: Gremlins gain a +4 species bonus on Demolition and Disable Device skill checks.

Gremlin: CR 1/6; Diminutive fey; HD 1/8d6–1; hp 1; Mas 9; Init +4; Spd 5 ft., fly 30 ft. (good); Defense 18, touch 18, flatfooted 14 (+4 size, +4 Dex); BAB +0; Grap –17; Atk –1 melee (1, claw or tiny wrench); Full Atk –1 melee (1, claw or tiny wrench) or +8 ranged; FS 1 ft. by 1 ft.; Reach 0 ft.; SQ disassemble device, mystic aid, spell-like abilities, low-light vision, jury-rigged repair; AL none; SV Fort –1, Ref +4, Will +4; AP 0; Rep +0; Str 1, Dex 18, Con 9, Int 14, Wis 14, Cha 10.

Skills: Computer Use +6, Craft (electronic) +6, Craft (mechanical) +6, Disable Device +12, Demolitions +10, Escape Artist +8, Hide +18, Listen +8, Move Silently +12, Repair +4, Spot +8, Tumble +8.

Feat: Alertness, Builder (electronic, mechanical), Simple Weapons Proficiency, Stealthy.

Advancement: None.

Grendelspawn

Grendelspawn hiss and growl but seem to have no language of their own.

Species Traits

Grendelspawn have the following traits:

Acid Spit (Ex): Grendelspawn can spit acid up to 20 feet away as a ranged touch attack; if the acid hits, it deals 2d6 points of acid damage per round until it’s washed off with at least a gallon of water (a full-round action) or until 1 minute passes. A grendelspawn hunter can spit acid twice per day; a grendelspawn queen can spit acid at will.

Rage (Ex): A grendelspawn that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. An enraged grendelspawn gains +4 Strength and +4 Constitution, and it suffers a –2 penalty to Defense. The creature cannot begin or end its rage voluntarily.

Scent (Ex): This ability allows the grendelspawn to detect approaching enemies, sniff out hidden foes, and track by scent.

Keen Sight (Ex): Grendelspawn have darkvision with a range of 60 feet and low-light vision.

Grendelspawn Hunter

Hunters tend to travel in small packs of three to six. Though only marginally intelligent, they often display the cunning common to many predators.

Grendelspawn Hunter: CR 6; Medium magical beast; HD 9d10+27; hp 76; Mas 17; Init +2; Spd 40 ft., climb 20 ft.; Defense 18, touch 12, flat-footed 16 (+2 Dex, +6 natural); BAB +9; Grap +14; Atk +14 melee (1d6+5, bite) or +11 ranged touch (2d6, acid spit); Full Atk +14 melee (1d4+5, 2 claws), +12 melee (1d6+2, bite) or +11 ranged touch (2d6, acid spit); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ acid spit (2/day), rage, scent, keen sight; AL queen, master; SV Fort +9, Ref +8, Will +4; AP 0; Rep +0; Str 20, Dex 15, Con 17, Int 3, Wis 12, Cha 11.

Skills: Climb +13, Listen +6, Spot +6, Survival +5.

Feats: Combat Reflexes, Multiattack, Track.

Rage (Ex): When raging, a grendelspawn hunter gains 18 hit points. Its other statistics change as follows: Mas 21; Defense 16, touch 10, flat-footed 14; Grap +16; Atk +16 melee (1d6+7, bite); Full Atk +16 melee (1d4+7, 2 claws), +14 melee (1d6+3, bite); SV Fort +11; Str 24, Con 21.

Possessions: None.

Advancement: 10–15 HD (Medium); 16–27 HD (Large).

Grendelspawn Queen

Grendelspawn queens are generally solitary, although sometimes a small cluster of them will cooperate long enough to protect a joint clutch of eggs. They have a ruthless intellect devoted solely to the protection of their progeny.

The grendelspawn queen gains the following additional special qualities:

Improved Grab (Ex): To use this ability, a grendelspawn queen must hit with its tentacle slam. If it gets a hold, it can constrict (see below).

Constrict (Ex): A grendelspawn queen deals automatic tentacle damage with a successful grapple check against creatures smaller than itself.

Grendelspawn Queen: CR 12; Huge magical beast; HD 14d10+70; hp 147; Mas 21; Init +0; Spd 20 ft.; Defense 22, touch 8, flat-footed 22 (–2 size, +14 natural); BAB +14; Grap +30; Atk +20 melee (2d6+12, bite) or +12 ranged touch (2d6, acid spit); Full Atk +20 melee (2d4+8, 2 claws), +18 melee (2d6+4, bite), +18 melee (1d6+4, 2 tentacle slams) or +12 ranged touch (2d6, acid spit); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ acid spit (at will), rage, improved grab, constrict, scent, keen sight; AL eggs; SV Fort +14, Ref +9, Will +5; AP 0; Rep +0; Str 26, Dex 10, Con 21, Int 13, Wis 12, Cha 15.

Skills: Hide –8, Intimidate +15, Listen +14, Spot +14.

Feats: Blind-Fight, Combat Expertise, Frightful Presence, Multiattack, Power Attack.

Rage (Ex): When raging, a grendelspawn queen gains 28 hit points. Her other statistics change as follows: Mas 25; Defense 20, touch 6, flat-footed 20; Grap +32; Atk +22 melee (2d6+15, bite); Full Atk +22 melee (2d4+10, 2 claws), +20 melee (2d6+5, bite), +20 melee (1d6+5, 2 tentacle slams); SV Fort +16; Str 30, Con 25.

Possessions: None.

Advancement: 15–32 HD (Huge); 33–42 HD (Gargantuan).

Halfling

Halflings read, write, and speak their own language. Particularly intelligent halflings know other languages as well, including any of the following Shadow languages: Dwarven, Elven, Gnome, Goblin, and Orc.

Species Traits

Halflings have the following traits:

Special Combat Bonuses: Halflings gain a +1 species bonus on attacks with thrown weapons and slings.

Saving Throw Bonuses: Halflings gain a +1 species bonus on all saving throws. In addition, they gain an additional +2 morale bonus on saving throws against fear.

Skill Bonuses: Halflings gain a +2 species bonus on Climb, Jump, Listen, and Move Silently checks. In addition, halflings gain the bonus skills Read/Write Language (any one) and Speak Language (any one).

Bonus Feat: Halflings gain the bonus feat Archaic Weapons Proficiency.

Halfling: CR 1/2; Small humanoid (Shadowkind); HD 1d8; hp 4; Mas 10; Init +1; Spd 20 ft.; Defense 12, touch 12, flat-footed 11 (+1 size, +1 Dex); BAB +0; Grap –5; Atk +0 melee (1d3–1 nonlethal, unarmed) or +0 melee (1d4–1/19–20, knife) or +1 ranged (1d4 electricity plus paralysis, taser) or +3 ranged (1d3, slingshot); Full Atk +0 melee (1d3–1 nonlethal, unarmed) or +0 melee (1d4–1/19–20, knife) or +2 ranged (1d4 electricity plus paralysis, taser) or +3 ranged (1d3, slingshot); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ special combat bonuses; AL varies; SV Fort +1, Ref +4, Will +1; AP 0; Rep +0; Str 8, Dex 13, Con 10, Int 11, Wis 10, Cha 11.

Skills: Bluff +1, Climb +1, Diplomacy +2, Hide +5, Jump +1, Knowledge (any one) +1, Listen +2, Move Silently +3, Read/Write Halfling, Read/Write Language (any one), Sleight of Hand +3, Speak Halfling, Speak Language (any one).

Feats: Archaic Weapons Proficiency, Simple Weapons Proficiency.

Possessions: Slingshot, knife, taser, casual clothes, disposable camera.

Advancement: By character class.

Halfling Fast Hero 1/Charismatic Hero 1: CR 2; Small humanoid (Shadowkind); HD 1d8 plus 1d6; hp 11; Mas 10; Init +3; Spd 20 ft.; Defense 17, touch 17, flat-footed 14 (+1 size, +3 Dex, +3 class); BAB +0; Grap –4; Atk +1 melee (1d3 nonlethal, unarmed strike) or +1 melee (1d4/19–20, knife) or +4 ranged (2d4, Pathfinder) or +4 ranged (1d4 electricity plus paralysis, taser) or +5 ranged (1d3, slingshot); Full Atk +1 melee (1d3 nonlethal, unarmed strike) or +1 melee (1d4/ 19–20, knife) or +4 ranged (2d4, Pathfinder) or +4 ranged (1d4 electricity plus paralysis, taser) or +5 ranged (1d3, slingshot); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ special combat bonuses; AL varies; SV Fort +2, Ref +6, Will +0; AP 1; Rep +2; Str 10, Dex 17, Con 10, Int 14, Wis 8, Cha 13.

Skills: Balance +5, Bluff +3, Climb +2, Diplomacy +3, Escape Artist +5, Gather Information +3, Hide +11, Jump +2, Knowledge (current events) +3, Knowledge (popular culture) +4, Knowledge (streetwise) +4, Listen +3, Move Silently +7, Perform (any one) +2, Read/Write Halfling, Read/Write Language (any three), Sleight of Hand +7, Speak Halfling, Speak Language (any three), Tumble +7.

Feats: Archaic Weapons Proficiency, Personal Firearms Proficiency, Simple Weapons Proficiency.

Talent (Fast Hero): Evasion.

Talent (Charismatic Hero): Fast-talk.

Possessions: Slingshot, knife, loaded Pathfinder (.22 revolver), speed loader (with 6 extra .22 rounds), taser, casual clothes, disposable camera.

Homunculus

Most homunculi cannot speak, with exceptions noted below. However, the process of creating a homunculus links it telepathically with its creator. It knows what its master knows and can convey to her everything it sees and hears, up to a range of 1 mile. A homunculus never willingly travels beyond this range; if taken beyond the 1-mile range, it loses telepathic contact with its creator and seeks to regain contact at all costs. If a homunculus is slain, its creator immediately takes 2d10 points of damage. If the master is slain, the homunculus is immediately destroyed.

Species Traits

Homunculi have the following traits:

Construct: Homunculi are immune to mind-influencing effects, as well as poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Repairable: Homunculi cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage, and each check represents 1 hour of work. A homunculus cannot repair itself unless it has one or more ranks in the Repair skill.

Darkvision (Ex): Homunculi can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and homunculi can function with no light at all.

Creating a Homunculus

Techno Mages have the ability to construct homunculi. Creating a homunculus requires time, skill, equipment, and various raw materials (including a pint of the creator’s blood) that are consumed during the construction process. Acquiring the necessary equipment and supplies to build a homunculus requires a successful Wealth check (DC 25). Once the necessary supplies are obtained, a Techno Mage must spend 1 week building the homunculus. During this time, the Techno Mage must labor for 8 hours a day. A character not actively working on the ritual must rest and perform no other activities except eating, sleeping or talking. If she misses a day, the process fails, and the ritual must begin anew. At the end of the period, the Techno Mage makes an appropriate Craft check (DC 20). The type of Craft check depends on the nature of the homunculus. A successful check means the procedure has worked. A failed check indicates that the process has failed, although the Techno Mage may start again from scratch. A Techno Mage cannot take 10 or take 20 on the Craft check.

A Techno Mage can create an advanced homunculus with more than 2 Hit Dice (maximum 6 Hit Dice). Each extra Hit Die adds +2 to the purchase DC and +2 to the Craft check DC.

The Techno Mage may create any number of homunculi. However, when a homunculi perishes, its death deals 2d10 points of damage to the Techno Mage. Homunculi are constructs and, as such, may be stored until needed.

Biochemical Homunculus

A biochemical homunculus is made using the Craft (pharmaceutical) skill and appears as a roughly humanoid wisp of vapor. It can merge with another living being and see through its eyes.

Incorporeal (Ex): A biochemical homunculus can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. It is immune to nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore damage from a corporeal source (except for force effects, such as magic missile, or attacks made with ghost touch weapons). It can pass through solid objects at will, but not force effects (such as a wall of force). Its attacks ignore natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it.

A biochemical homunculi moves silently and cannot be heard with Listen checks. It has no Strength score, so its Dexterity modifier applies both to its melee and ranged attacks. Nonvisual senses, such as blindsight and scent, do not function against biochemical homunculi. A biochemical homunculi cannot be tripped or grappled by a corporeal attacker.

Creature Meld (Su): With a successful melee touch attack, a biochemical homunculus can meld with a living organism of Tiny size or larger and see through that creature’s eyes. It gains none of the host creature’s other senses and exerts no telepathic control over the host creature. If a melded biochemical homunculus is taken more than 1 mile from its creator, it separates from the host creature as a move action and returns to its master with all due haste. If its host creature is slain, the melded biochemical homunculus is immediately destroyed as well.

Biochemical Homunculus: CR 1; Tiny construct (incorporeal); HD 2d10; hp 11; Mas —; Init +2; Spd 20 ft., fly 50 ft. (good); Defense 15, touch 15, flat-footed 13 (+2 size, +2 Dex, +1 deflection); BAB +1; Grap —; Atk +5 melee (1d2, bite); Full Atk +5 melee (1d2, bite); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ construct, repairable, incorporeal, darkvision 60 ft., creature meld; AL master; SV Fort +0, Ref +2, Will +1; AP 0; Rep +0; Str —, Dex 15, Con —, Int 10, Wis12, Cha 7.

Skills: Hide +10.

Feats: None.

Advancement: 3–6 HD (Tiny).

Digital Homunculus

A digital homunculus is made with the Craft (electronic) skill and resembles a mechanical insect. It has the ability to uplink with electronic devices.

Electronic Interface (Ex): A digital homunculus can attach itself to an electronic device, such as a cell phone or computer, and provide a direct link between the device and its master. Provided the homunculus and its master are within 1 mile of each other, the master can use the homunculus’s interface to operate the device by remote. The homunculus also provides a +2 equipment bonus on its master’s Computer Use and Disable Device skill checks provided it can attach itself to the computer or device through which (or against which) these skills are applied.

The digital homunculus must succeed at a melee touch attack to attach to any device in another creature’s possession. It loses its Dexterity bonus to Defense while connected to a device.

Digital Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Mas —; Init +2; Spd 20 ft., fly 50 ft. (good); Defense 16, touch 14, flat-footed 14 (+2 size, +2 Dex, +2 natural); BAB +1; Grap –9; Atk +1 melee (1d4–2, bite); Full Atk +1 melee (1d4–2, bite); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ construct, repairable, darkvision 60 ft., electronic interface; AL master; SV Fort +0, Ref +2, Will +1; AP 0; Rep +0; Str 7, Dex 15, Con —, Int 10, Wis12, Cha 7.

Skills: Hide +10.

Feats: None.

Advancement: 3–6 HD (Tiny).

Flesh Homunculus

A flesh homunculus is formed from the living tissue of the Techno Mage. It resembles an emaciated, bipedal bat with needlelike fangs that inject a sleep-inducing venom. It is constructed using the Craft (chemical) skill.

Poison (Ex): Venomous bite: Fortitude save (DC 11); initial damage sleep for 1 minute; secondary damage sleep for another 5d6 minutes.

Damage Reduction 5/+1 (Ex): A flesh homunculus ignores the first 5 points of damage dealt by a nonmagical weapon.

Fast Healing 3 (Ex): A flesh homunculus heals 3 points of damage each round so long as its master is alive and the homunculus has at least 1 hit point.

Flesh Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Mas —; Init +2; Spd 20 ft., fly 50 ft. (good); Defense 14, touch 14, flat-footed 12 (+2 size, +2 Dex); BAB +1; Grap –9; Atk +1 melee (1d3–2, bite); Full Atk +1 melee (1d3–2, bite); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ construct, repairable, darkvision 60 ft., poison, damage reduction 5/+1, fast healing; AL master; SV Fort +0, Ref +2, Will +1; AP 0; Rep +0; Str 7, Dex 14, Con —, Int 10, Wis12, Cha 7.

Skills: Hide +10.

Feats: None.

Advancement: 3–6 HD (Tiny).

Mechanical Homunculus

A mechanical homunculus is made of metal and resembles a miniature robot. It is constructed using the Craft (mechanical) skill. This homunculus has limited artificial intelligence, allowing its master to program it with specific skills.

Darkvision (Ex): The mechanical homunculus has night vision sensors that improve the range of its darkvision to 120 feet.

Acid Spittle (Ex): The bite of a mechanical homunculus injects mild acid that deals an additional 1d6 points of acid damage. The fumes of this acid are not poisonous.

Skills: A mechanical homunculus has 10 skill points, which its master assigns to specific skills when the homunculus is first created. The skill ranks can be assigned only to the following skills: Computer Use, Decipher Script, Demolitions, Disable Device, Knowledge (any), Listen, Navigate, Read/Write Language (any), Repair, Search, Speak Language (any), and Spot. No skill can have more than 5 ranks assigned to it, and all of the skills are treated as class skills. A damaged mechanical homunculus with one or more ranks of Repair can attempt to repair itself or aid another’s attempts to repair it.

Mechanical Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Mas —; Init +2; Spd 10 ft., fly 30 ft. (average); Defense 15, touch 14, flat-footed 13 (+2 size, +2 Dex, +1 natural); BAB +1; Grap –8; Atk +2 melee (1d3–1 plus 1d6 acid, bite); Full Atk +2 melee (1d3–1 plus 1d6 acid, bite); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ construct, repairable, darkvision 120 ft., acid spittle, skills; AL master; SV Fort +0, Ref +2, Will +1; AP 0; Rep +0; Str 8, Dex 14, Con —, Int 10, Wis12, Cha 7.

Skills: Disable Device +3, Hide +10, Listen +3, Repair +4, Speak Language (any one), Spot +3.

Feats: None.

Advancement: 3–6 HD (Tiny).

Leechwalker

Species Traits

Leechwalkers have the following traits:

All-Around Vision (Ex): A leechwalker can see in all directions at once. Because of this, it gains a +4 species bonus on Search and Spot checks, and it cannot be flanked.

Blood Drink (Ex): A leechwalker can drink the blood of a grabbed victim with a successful grapple check. This attack deals 2d4 points of Constitution damage.

Improved Grab (Ex): If a leechwalker hits an opponent that is its own size or smaller with a tentacle rake attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it successfully grapples, it can use its blood drink ability in the same round. Thereafter, each successful grapple check automatically deals tentacle rake damage and blood drink damage.

Vermin Traits: A leechwalker is immune to all mindaffecting effects. It also has darkvision (60-foot range).

Wounding (Ex): Damage resulting from the leechwalker’s tentacle rake attack is a wound that bleeds for an additional 3 points of damage every round thereafter. Multiple wounds result in cumulative blood loss (two successful rake attacks mean blood lose of 6 points per round, and so on). The bleeding can be stopped by a successful Treat Injury check (DC 10) or the application of a cure spell or some other healing spell.

Leechwalker: CR 10; Medium vermin; HD 13d8 +39; hp 97; Mas 16; Init +0; Spd 30 ft., swim 20 ft.; Defense 12, touch 10, flat-footed 12 (+2 natural); BAB +9; Grap +13; Atk +13 melee (1d8+4 plus wounding, tentacle rake); Full Atk +13/+13 melee (1d8+4 plus wounding x2, tentacle rakes); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ All-around vision, blood drink, improved grab, vermin traits, wounding; AL none; SV Fort +11, Ref +4, Will +5; AP 0; Rep +0; Str 18, Dex 11, Con 16, Int —, Wis 13, Cha 7.

Skills: Hide +3, Listen +5, Move Silently +5, Search +4, Spot +8, Swim +12.

Feats: None.

Possessions: None.

Advancement: 14–26 HD (Medium); 27–39 HD (Large).

Living Dumpster

Living dumpsters do not speak. They weigh between 500 and 1,000 pounds, depending on how much trash they have inside them.

Species Traits

Living dumpsters have the following traits:

Construct: Living dumpsters are immune to mind-influencing effects, as well as poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Wheels: Because the living dumpster relies on small caster wheels for locomotion, its speed is reduced by half on very soft or soft surfaces such as mud or thick lawns. It can’t negotiate stairs, although it can hop up or down a curb without difficulty.

Wall Smash (Ex): If a living dumpster bull rushes a foe against a wall, it can make a free slam attack against that foe. If the attack succeeds, it deals 2d8+18 points of damage.

Swallow Whole (Ex): If a living dumpster successfully grapples a creature smaller than itself, it can attempt to swallow the creature. If the living dumpster succeeds at a second grapple check, the grappled opponent is swallowed whole. Swallowed characters take 1d8+9 points of damage per round from the vigorous shaking of the living dumpster. The swallowed creature can attack the living dumpster from inside using either its natural weapons or a Small, Tiny, or Diminutive weapon. A living dumpster can hold two Medium creatures (or four Small creatures) at a time.

Darkvision (Ex): Living dumpsters can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and living dumpsters can function with no light at all.

Living Dumpster: CR 5; Large construct; HD 8d10+20; hp 64; Mas —; Init –2; Spd 30 ft.; Defense 19, touch 7, flat-footed 19 (–2 Dex, –1 size, +12 natural); BAB +6; Grap +16; Atk +11 melee (1d8+9, slam); Full Atk +11 melee (1d8+9, slam); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ construct, wheels, wall smash 2d8+18, swallow whole, darkvision 60 ft.; AL none; SV Fort +2, Ref +0, Will +2; AP 0; Rep +0; Str 22, Dex 7, Con —, Int —, Wis 10, Cha 1.

Skills: Hide –6.

Feats: None.

Possessions: None.

Advancement: 9–18 HD (Large); 19–24 HD (Huge).

Advanced Living Dumpster: CR 9; Huge construct; HD 23d10+40; hp 166; Mas —; Init –2; Spd 30 ft.; Defense 20, touch 5, flat-footed 20 (–3 Dex, –2 size, +15 natural); BAB +18; Grap +36; Atk +26 melee (2d6+15, slam); Full Atk +26 melee (2d6+15, slam); FS 15 ft. by 15 ft.; Reach 5 ft.; SQ construct, wheels, wall smash 4d6+30, swallow whole (holds 4 Medium creatures or 8 Small creatures), darkvision 60 ft.; AL none; SV Fort +7, Ref +5, Will +7; AP 0; Rep +0; Str 30, Dex 5, Con —, Int —, Wis 10, Cha 1.

Skills: Hide –11.

Feats: None.

Possessions: None.

Lizard

Species Traits

Lizards have the following traits:

Poison (Ex): Some species of giant lizard have a poisonous bite. Bite: Fortitude save (DC 14); initial and secondary 1d3 Strength damage.

Low-Light Vision (Ex): Lizards can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Skill Bonuses: Lizards use their Dexterity modifier for Climb checks. They gain a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. In wooded or overgrown areas, the species bonus on Hide checks improves to +8.

Bonus Feat: Lizards gain the bonus feat Weapon Finesse (bite).

Lizard: CR 1/6; Tiny animal; HD 1/2 d8; hp 2; Mas 10; Init +2; Spd 20 ft., climb 20 ft.; Defense 14, touch 14, flat-footed 12 (+2 size, +2 Dex); BAB +0; Grap –12; Atk +4 melee (1d3–4, bite); Full Atk +4 melee (1d3–4, bite); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ low-light vision; AL none; SV Fort +2, Ref +4, Will +1; AP 0; Rep +0; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 2.

Skills: Balance +10, Climb +6, Hide +14 (+18 in wooded or overgrown areas), Listen +5, Move Silently +6, Spot +5.

Feats: Weapon Finesse (bite).

Advancement: None.

Giant Lizard: 'CR 2; Medium animal; HD 3d8+9; hp 22; Mas 17; Init +2; Spd 30 ft., climb 30 ft., swim 30 ft.; Defense 15, touch 12, flat-footed 13 (+2 Dex, +3 natural); BAB +2; Grap +5; Atk +5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); FS 5 ft. by 5 ft.; Reach 5 ft.;