Expert Player's Guide Volume III Epic Monsters

Download as pdf or txt
Download as pdf or txt
You are on page 1of 258

Contents

Epic Monsters
Credits Contents
Editor
Mark Gedak In tro d uction 2
Layout
Matt Sharp
E n cy clopae d ia of
Cover Art Ep ic M on sters 4
Vincent Hie

Logo & Cover Design


Anne Stokes Appe n d ix A: Ep ic
Interior Illustrations Leve l An tagon ists 198
Dave Allsop, Adriano Batista, Alexandre Benhossi, Eric
Bergeron, Jim Brady, Matthias Celso, Brent Chumley, Anthea
Dilly, Marcio Fiorito, David Griffith, Renato Guedes, Will Appe n d ix B:
Hammock, Vincent Hie, Ryan Horvath, Vitor Ishimura, Ricardo
Jaime, Kythera, Rhonda Libbey, Eric Lofgren, Jim McSweeney, A d d ition a l Feats 223
David Esbri Molinas, Danilo Moretti, Jon Netherland, Randy
Nunley, Tony Parker, Scott Purdy, Chris Quilliams, Fred
Rawles, Moises Donoso Segundo, Chad Sergesketter, Carlos
Silva, Jamie Simms, Ronald Smith, Anne Stokes, Joey Stone,
Appe n d ix C: M on sters
Christophe Swal, Simon Taylor and Alexandro Villen by Ch a l le n ge Rating
RPG Manager 252
Ian Belcher

Production Director
Alexander Fennell
Ope n G ame Lice n se
Proofreading
255
Mark Quennell

Open Game Content & Copyright Information


Epic Player’s Guide – Epic Monsters©2006 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game
Content of this work by any means without the written permission of the publisher is expressly forbidden. Epic Player’s
Guide – Epic Monsters is presented under the Open Game Licence. See page 255 for the text of the Open Game Licence. All
text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content are considered to be
Open Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose
Publishing. All rights reserved. Printed in China.

1
Introduction

INTRODUCTION
E
pic level play means many things to many the Lord of the Infernum, and Bodiless Ao (from the
different people. To some it implies a campaign final chapter of the Drow War) all make an appearance
designed with far-reaching goals and challenges, in this section. There is also an appendix containing a
with the actions of player characters playing a role in comprehensive list of epic level feats for use in your game,
the destiny of a world or worlds. To others it may be additional standard feats possessed by monsters within this
mechanically simple as to be the point where my character book and old feats updated to expand them beyond normal
reaches 21st level. In many ways both view are correct. levels (1-20 level games).

From a mechanical point of view any monster with 21 Hit Welcome to the 3rd volume of the Expert Player’s Guide
Dice or more qualifies to begin taken epic level feats even series – Epic Monsters .
if their Challenge Rating is below 20. Other creatures
such as the Cat Lord have both Challenge Rating and
Hit Dice below the magic number of 20, yet as animal
Special Thanks
lord he is an immortal minor deity of cats with potential We would also like to thank Jeffrey Visgaitis and all the
to be an active player in the larger world. The creatures fine folks at Inner Circle Games for allowing us to bring
presented in this book hopeful will cover all three aspects the epic monsters from their critically acclaimed PDF
and provide games masters with a wealth of creatures for monster supplement, Legends of Avadnu into print for the
emerging and ongoing epic level campaigns. first time.

The Expert Player’s Guides


Here at Mongoose Publishing, we are always looking
Monsters by Ty pe
A listing of all the monsters published in this volume,
for new ways to present gaming information and better organised by type and subtype.
formats to help our readers get exactly what they need
from our books. The Expert Player’s Guides mark a new Aberration: Abominion, barbed serpent, copse mother,
approach to D20 gaming from Mongoose Publishing. devourer worm, gibbering orb, ha-naga, hagunemnom,
How would you like huge 256 page hardback tomes neh-thalggu, thorciasid, vermiurge, worm that walks
packed full of D20 rules, each one a complete toolkit (Air): Air elemental dragon, breeze dragon, chichimec,
focused on one area of the game? How would you like firestorm, hurricane elemental, primal air elemental, wild
every part of these books to be designated as Open titan
Content, allowing you to freely use them in your own Animal: Legendary bear, legendary tiger
roleplaying projects? And if that sounds good, how would (Aquatic): Dagon, dragon whale, galasian leviathan,
you like these 256 page hardback books to be priced at nightswimmer, stygian leviathan, Vepar
less than twenty dollars? The Expert Player’s Guides are (Chaotic): Abashakt, behemoth, Caziel, chaos dragon,
designed to provide complete gaming resources, drawn chthonian titan, clown demon, Dagon, dreadspawn, dream
from the very best of Open Gaming material, at a fraction larva, Fraz-urb’luu, hecatoncheires, infernal, Jubilex,
of the price similar books have been traditionally marked Kostchtchie, Lord of Chaos, Lord of the Insane, mercurial,
at in the past. meriginus, Orcus, Pazuzu, phane, Sonechard, Tsathogga,
Vepar, wild titan, xixecal
Epic Monsters (Cold): Hoary hunter, hoary steed, shadow of the void,
slorath, winterwight, xixecal
This tome is the perfect companion to the revised epic
Construct: Adamantine golem, anaxim, astral sentinnel,
level rules presented in the Dungeon Master’s Guide
combat golem template, cosmic sentinel, flesh colossus,
and designed for as a resource for games masters whose
furnace golem, garbage colossus, hellforged golem, iron
campaigns are nearing epic levels of play and need
colossus, jade colossus, living construct, mithral golem,
additional support to take their campaign beyond 20th
runic golem, sentinel, stone colossus, umbral blot
level. With all the monsters drawn from open game
Dragon: Advanced dragon, armouredon, blaze dragon,
sources, including the revised monsters from the Epic
breeze dragon, draco invictus, dragon whale, epic dragon,
Level Handbook, Epic Monsters is the definitive source of
force dragon, prismatic dragon
challenges for the emerging epic level campaign.
(Earth): Blaze dragon, earth elemental dragon, landslide
elemental, malebolge, primal earth elemental
Epic Monsters is primarily a huge collection of unique,
Elemental: Air elemental dragon, earth elemental dragon,
epic and near epic level monsters to challenge your party
fire elemental dragon, firestorm, hurricane elemental,
with once they reach 21st level or even in the levels
inferno elemental, landslide elemental, maelstrom
leading up to epic levels. In addition to the more than
elemental, primal air elemental, primal earth elemental,
150 monsters packed into this tome, we have included an
primal fire elemental, primal water elemental, water
appendix of powerful epic level antagonists. Immortals,
elemental dragon

2
Introduction

(Evil): Abashakt, Amon, atropal, Baaphel, Bael, mercurial, meriginus, Moloch, mothering mass, mouse
behemoth, Caasimolar, Caizel, camatzotz, chaos dragon, lord, Orcus, Pazuzu, phaeton, pseudonatural template,
chichimec, chthonian titan, clown demon, Dagon, Sonechard, titanic creature template, Titivilus, true gorgon,
Demoriel, dreadspawn,dream larva, fell archon, Fraz- Tsathogga, unraveller, uvuudaum, Vepar, Xaphan
urb’luu, Geryon, Gorson, hecatoncheires, hellephant, Plant: Copse spawn, elder treant, mu spore, rotwood
Hutijin, infernal, Jubilex, knosirius lumina, Kostchtchie, (Psionic): Hagunemnom
Lucifer, malebolge, meriginus, Moloch, n’gathhau (Shapechanger): Cat lord, mouse lord, hagunemnom
template, Orcus, Pazuzu, phaeton, phane, Sonechard, (Swarm): Ruin swarm
Titivilus, true gorgons, Tsathogga, uvuudaum, Vepar, wild Undead: Atropal, demilich, hunefer, lavawight,
titan, Xaphan, xixecal nightswimmer, shadow of the void, shape of fire,
(Extraplanar): Abashakt, air elemental dragon, Amon, winterwight
anaxim, atropal, Baaphel, Bael, behemoth, behemoth Vermin: Devastation beetle, devastation centipede,
eagle, behemoth gorilla, bestarius lumina, bygone, devastation scorpion, devastation spide, ruin swarm
Caasimolar, Caizel, camatzotz, chaos dragon, chichimec, (Voidspawn): Dreadspawn
chthonian titan, clown demon, Dagon, Demoriel, (Water): Breeze dragon, maelstrom elemental, primal
dreadspawn, dream larva, earth elemental dragon, water elemental, water elemental dragon, wild titan
eidoneus lumina, elder titan, fell archon, fire elemental
dragon, firestorm, Fraz-urb’luu, garbage colossus, Geryon,
hecatoncheires, hellephant, hurricane elemental, Hutijin,
infernal, inferno elemental, Jubilex, knosirius lumina,
New Subtypes
Lumina: A lumina possesses the following traits (unless
Kostchtchie, landslide elemental, Lord of Chaos, Lord
otherwise noted in a creature’s entry).
of the Insane, Lucifer, maelstrom elemental, meriginus,
Moloch, mothering mass, neh-thalggu, n’gathhau
template, nightswimmer, Orcus, Pazuzu, phaeton, phane, c Hover (Su): Lumina magically hover 2 inches above
primal air elemental, primal earth elemental, primal fire the ground. This grants them a permanent feather fall
elemental, primal water elemental, pseudonatural template, effect with personal range.
Sonechard, stygian leviathan, titanic creature template,
Titivilus, true gorgon, Tsathogga, uvuudaum, Vepar, water c Material Allergy (Ex): Though they normally float
elemental dragon, wild titan, Xaphan, xixecal above the ground and avoid prolonged contact with
Fey: Hoary hunter, leshay, true mistji other creatures, lumina suffer greatly when exposed
(Fire): Blaze dragon, fire elemental dragon, firestorm, to the imperfections of material not from their home
inferno elemental, lavawight, phaeton, primal fire plane. Their skin blackens and peels, and they feel
elemental, shape of fire incredible pain. A lumina who spends 1 full round in
(Force): Force dragon contact with matter not from its home plane suffers
Giant: Dread giant, ferrous giant, khasep-sa 15 points of damage and is sickened for 1 round. The
(Good): Bestarius lumina, eidoneus lumina, knosirius contact can be through grappling, entangling, being
lumina pinned in a cave-in, willingly holding a normal object,
Humanoid: Half-titan template or any other source.
(Incorporeal): Neh-thalggu, phane, shadow of the void,
shape of fire, true mistji c Regeneration (Ex): A lumina takes normal damage
(Lawful): Amon, anaxim, atropal, Baaphel, Bael, from its material allergy, epic evil-aligned weapons,
Caasimolar, Demoriel, Geryon, Gorson, Hutijin, infernal, and from spells or effects with the evil descriptor.
Lucifer, Moloch, Titivilus, true gorgon, Xaphan
(Lumina): Bestarius lumina, eidoneus lumina, knosirius c Resistance to electricity 30 and fire 30.
lumina
Magical Beasts: Behemammoth, brachyurus, hoary N’gathhau: N’gathhau are immune to poison and acid;
steed, primasaurus, scion of war, sirrush, slorath, stygian resistance to fire 5, resistance to cold 5. All n’gathau have
leviathan, tayellah, three-headed sirrush, typhoeon various mutilations, determined by DM choice or by
Monstrous Humanoid: Galasian leviathan, gloom, rolling on the Random Mutilation Table (see N’gathhau
gynnean xiir entry).
(Native): Cat lord, mouse lord
(N’gathhau): N’gathhau template Voidspawn: Calling and summoning spells cast within 30
Ooze: Genius loci, primordial ooze feet gain the evil descriptor (altering their effects, in the
Outsider: Abashakt, Amon, Baalphel, Bael, behemoth, case of spells where the creature conjured is affected by
behemoth eagle, behemoth gorilla, bestarius lumina, the descriptor), even if the caster could not normally cast
bygone template, bygone, Caasimolar, Caizel, camatzotz, evil spells. A creature that kills a voidspawn must succeed
cat lord, chaos dragon, chichimec, chthonian titan, clown on a DC 10 + ½ HD + Cha modifier Will save or have
demon, Dagon, Demoriel, dreadspawn, dream larva, the voidspawn’s aura cling to it for 24 hours. While the
eidoneus lumina, elder titan, fell archon, Fraz-urb’luu, evil aura does not replace the creature’s natural aura, it is
Geryon, Gorson, hecatoncheires, hellephant, Hutijin, revealed as surrounding the creature by detect evil spells
infernal, Jubilex, knosirius lumina, Kostchtchie, Lord of and similar effects.
Chaos, Lord of the Insane, Lucifer, malebolge, mercane,

3
Encyclopaedia - A

ability damage. They are immune to mind-affecting


effects (charms, compulsions, phantasms, patterns, and

A
morale effects), and are immune to one of five energy
types (specific to the abomination).

Resistances (Ex): Abominations have fire resistance 20,

Ab ominations cold resistance 20, and damage reduction of at least 10/


epic (certain abominations have higher damage reduction).
Abominations all have significant spell resistance.
Abominations resist detection, and are all treated as if
Building affected by a nondetection spell of a caster level equal to
the abomination’s HD.
Ab ominations Special Qualities (Ex): All abominations have the spell-
Abominations are a grouping of the outsider type in the like ability to use true seeing at will. Abominations are
same way that demons are a grouping of the outsider type. not subject to death from massive damage, and they have
The accompanying table indicates the average values maximum hit points per Hit Die. Abominations have the
an abomination of a given size might have for its basic blindsight extraordinary ability to a range of 500 feet.
physical scores. Abominations also share several other Abominations can choose both non-epic and epic feats as
characteristics. part of their feat selection.

Abomination Traits Telepathy (Su): Abominations can communicate


telepathically with any creature within 1,000 feet that has
All abominations are born directly (or indirectly) from
a language.
a god and some lesser creature (or idea), but none are
favoured, wanted or loved. Still, they all share a tiny spark
Summon Creature (Sp): Abominations can summon
of deific energy, which grants them the qualities described
creatures associated either with the portfolio of their
in below. (Note: deity rules are used, abominations are
godly progenitor or with their imprisonment. Summoned
rank 0 deities.)
creatures serve the abomination without question.
Summoned creatures automatically return whence
Immunities (Ex): Abominations are immune to
they came after 1 hour, or sooner if slain. See specific
polymorphing, petrification or any form-altering attack.
abomination entries for additional details on summoning.
They are not subject to energy drain, ability drain or

Abomination Characteristics by Size


# of
Size Str Dex Con Slam Bite Claw Gore
HD
4d8–
Fine 12–13 26–27 12–13 — 1d6 1d4 1d4
9d8

7d8–
Diminutive 14–15 24–25 14–15 1d4 1d8 1d6 1d6
13d8

10d8–
Tiny 18–19 22–23 16–17 1d6 2d6 1d8 1d8
21d8

19d8–
Small 26–27 20–21 20–21 1d8 2d8 2d6 2d6
33d8

27d8–
Medium 34–35 18–19 24–25 2d6 4d6 2d8 2d8
38d8

36d8–
Large 42–43 16–17 28–29 2d8 4d8 4d6 4d6
50d8+

47d8–
Huge 50–51 14–15 32–33 4d6 8d6 4d8 4d8
58d8+

56d8–
Gargantuan 58–59 12–13 36–37 4d8 8d8 8d6 8d6
70d8+

Colossal 66–67 10–11 40–41 71d8+ 8d6 16d6 8d8 8d8

4
Encyclopaedia - A

Fast Healing and Regeneration: Most


abominations have some measure of fast healing
and regeneration, ranging from 5 to 55 for both
abilities. Usually, higher HD abominations have
higher values for fast healing and regeneration,
though this not always the case. If an abomination
has regeneration, it is usually subject to normal
damage from at least two sources, one of which
is the antithesis for their subtype, and the other of
which is somehow tied to some unique feature of
the abomination.

Natural Armour: All abominations have some


degree of natural armour bonus ranging from +10
to +100. Usually, higher HD abominations have
higher natural armour bonuses, but this is not
always the case.

Spell-Like Abilities: All abominations have


access to a variety of spells in the form of
spell-like abilities, which they can use as
20th- or higher-level casters, depending on the
abomination. No rule governs how many or how
few spell-like abilities an abomination may claim.

Unique Abilities: All abominations have at


least one or more unique abilities tied to their
godly parent’s portfolio, or to the manner of their
incarceration.
Abilities: Str 35, Dex 25, Con —, Int 10, Wis 20, Cha 20
Spell Resistance: As a general rule of thumb, Skills: Climb +53, Jump +65
abominations have spell resistance equal to their CR +12. Feats: Blind-Fight, Cleave, Great Cleave, Improved Bull
Rush, Improved Critical (blade), Improved Initiative,
Abominations speak Abyssal, Celestial, Infernal, and often Improved Sunder, Power Attack, Weapon Focus (blade)
a language associated with their imprisonment. Epic Feats: Devastating Critical (blade), Epic Toughness,
Epic Weapon Focus (blade), Overwhelming Critical
(blade)

Abomination, Environment: Any


Organisation: Solitary, binary (pair), or command line
(2–5 anaxims and 5–12 iron golems)
Anaxim Challenge Rating: 22
Treasure: Standard
Medium Construct (Extraplanar, Lawful)
Hit Dice: 38d10 (420 hp) Alignment: Always lawful neutral
Initiative: +7 Advancement: 39–48 HD (Large); 49–55 HD (Huge);
Speed: 60 ft. (12 squares), fly 200 ft. (perfect) 56–70 HD (Gargantuan); 71–140 HD (Colossal)
Armour Class: 37 (+7 Dex, +20 natural), touch 17, flat- Level Adjustment: —
footed 30
Base Attack/Grapple: +28/+40 Like an invention from a mad engineer’s workshop this
Attack: Spinning blade +43 melee (2d6+12, 19-20) or creature is a collection of blades, chains, gears and
electricity ray +35 ranged touch (10d6 electrical) sprockets arranged in a haphazard fashion…
Full Attack: 2 spinning blades +43 melee (2d6+12, 19-
20) and 2 slams +35 melee (2d6+6) and shocking touch Anaxim are the failed inventions of gods who inspiration
+35 melee touch (2d6+6); or electricity ray +35 ranged outstretched their skills in mechanic ventures. These
touch (10d6 electrical) and 6 spikes +30 ranged (2d6+12, abominations are often discarded by their creators in the
120 ft. increment) hopes that the shame of failure never reaches them. Anaxim
Space/Reach: 5 ft./5 ft. that survive will often seek revenge on their creators.
Special Attacks: Rend 4d6+18, sonic blast, spell-like
abilities, summon iron golem Combat
Special Qualities: Abomination traits, construct traits,
Anaxim have so many different attack forms that they will
damage reduction 10/chaotic and epic and adamantine,
change attacks against opponents regularly to try to find
fast healing 15, magic immunity, spell resistance 34
the most effective attack measure.
Saves: Fort +12, Ref +19, Will +17

5
Encyclopaedia - A

An anaxim’s natural weapons are treated as epic and Improved Critical (eye ray), Improved Initiative, Iron Will,
lawful-aligned for the purpose of overcoming damage Lightning Reflexes, Mobility, Power Attack, Quicken
reduction. Spell-Like Ability, Run, Spring Attack, Weapon Focus
(touch), Weapon Focus (eye ray), Whirlwind Attack
Sonic Blast (Ex): As a standard action, an anaxim can Epic Feats: Devastating Critical (touch), Overwhelming
emit a 60-foot cone of sonic energy that deals 20d6 points Critical (touch), Undead Mastery, Zone of Animation
of sonic damage to all creatures that fail a Reflex save (DC Environment: Any
29); those that succeed take half damage. The save DC is Organisation: Solitary
Constitution-based. Challenge Rating: 30
Treasure: Standard
Rend (Ex): If the anaxim hits with both spinning blades, it Alignment: Always lawful evil
slices particularly well. This attack automatically deals an Advancement: 67–80 HD (Large); 81–100 HD (Huge)
additional 4d6+18 points of damage. Level Adjustment: —

Spell-Like Abilities: At will—greater dispel magic, An enormous baby its skin pallid and grey with decay
displacement (DC 18), greater invisibility (DC 19), floats in the air, all around it living things seem weakened
ethereal jaunt. Caster level 22nd. The save DCs are and begin to die…
Charisma-based.
Not every divine pregnancy ends in a successful birth. As
Summon Iron Golem (Sp): An anaxim can summon an with the non-divine races some children fail to reach term,
iron golem up to four times per day. when this occurs in the divine realm the child is sometimes
animated by the Negative Energy Plane and is reborn as
Abomination Traits: Immune to polymorphing, an atropal. All living things dread the atropal and seek to
petrification, and other form-altering attacks; not subject to escape or imprison it.
energy drain, ability drain, ability damage, or death from
massive damage; immune to mind-affecting effects; fire Combat
resistance 20; cold resistance 20; nondetection; true seeing
Atropals send their into combat first, relying on their spell-
at will; blindsight 500 ft.; telepathy out to 1,000 ft.
like abilities to attack from a distance.

Ab omination, An atropal’s natural weapons are treated as epic, evil, and


lawful-aligned for the purpose of overcoming damage
reduction.
Atropal
Large Undead (Evil, Extraplanar, Lawful) Spell-Like Abilities: At will—animate dead, blasphemy
Hit Dice: 66d12 (792 hp) (DC 33), create greater undead, create undead, cone of
Initiative: +6 cold (DC 31), desecrate, greater dispelling, finger of death
Speed: 5 ft. (1 square), fly 240 ft. (perfect) (DC 33), improved invisibility, plane shift, slay living (DC
Armour Class: 51 (–1 size, +2 Dex, +40 natural), touch 31), speak with dead, spectral hand, teleport with-out
11, flat-footed 49 error, unholy aura; 5/day—haste, project image, weird
Base Attack /Grapple: +33/+53 (DC 35). Caster level 30th. The save DCs are Charisma-
Attack: Touch +49 melee touch (2d6+16+ Con drain, 19- based.
20)
Full Attack: 2 touches +49 melee touch (2d6 Con Rebuke/Command Undead (Su): Atropals can rebuke
drain,19-20) and eye ray +30 ranged touch (energy drain, or command undead as a cleric with a level equal to the
19-20) atropal’s HD + 6.
Space/Reach: 10 ft/10 ft.
Special Attacks: Constitution drain, energy drain, spell- Negative Energy Aura (Su): A 30-foot-radius spread
like abilities, summon nightcrawler negative energy aura spreads from each atropal. All
Special Qualities: Abomination traits, damage reduction undead in the field (including the atropal) are treated as if
15/good and epic and silver, negative energy aura, rebuke/ having turn resistance +20 and a negative energy version
command undead, regeneration 20, spell resistance 42, of fast healing 20. Living creatures in the aura are treated
undead traits as having ten negative levels unless they have some sort
Saves: Fort +22, Ref +26, Will +43 of negative energy protection or protection from evil.
Abilities: Str 43, Dex 15, Con –, Int 28, Wis 22, Cha 42 Creatures with 10 or fewer HD or levels perish (and, at
Skills: Bluff +85, Concentration +85, Diplomacy +101, the atropal’s option, rise as spectres under the atropal’s
Hide -2, Intimidate +93, Jump +4, Knowledge (arcana, command 1 minute later).
history, religion, the planes) +78, Listen +77, Search +78,
Sense Motive +75, Spellcraft +86, Spot +77 Constitution Drain (Su): When the atropal hits a living
Feats: Alertness, Cleave, Combat Expertise, Dodge, Great opponent with a touch attack, the opponent takes 5 points
Cleave, Improved Bull Rush, Improved Critical (touch), of permanent Constitution drain, or 10 points on a critical

6
Encyclopaedia - A

hit. The atropal heals 20 points of damage, or 40 points on Skills: Diplomacy +14, Hide +37, Intimidate +40, Jump
a critical hit, whenever it drains Constitution, gaining any +0, Knowledge (religion) +31, Knowledge (the planes)
excess as temporary hit points. These temporary hit points +31, Listen +34, Move Silently +37, Search +31, Sense
last a maximum of 1 hour. The attack allows a Fortitude Motive +32, Spot +34
save (DC 59). The DC is Charisma-based. Feats: Alertness, Dodge, Flyby Attack, Improved Bull
Rush, Mobility, Multiattack, Power Attack
Energy Drain (Su): When the atropal hits with a ranged Epic Feats: Blinding Speed (x2), Epic Toughness
touch attack (a ray of darkness that it shoots from one eye Environment: Any
to a range of 400 feet), the resultant energy drain bestows Organisation: Solitary, pair or flock (6–9)
four negative levels, or eight negative levels on a critical Challenge Rating: 21
hit. For each negative level bestowed on an opponent, Treasure: None
the atropal heals 10 points of damage, or 20 on a critical Alignment: Always neutral evil
hit, gaining any excess as temporary hit points. These Advancement: 28–38 HD (Medium-size); 39–50 HD
temporary hit points last a maximum of 1 hour. After 24 (Large)
hours have passed, the afflicted opponent must attempt Level Adjustment: —
a Fortitude save (DC 59) for each negative level. If
successful, the negative level goes away with no harm to Endlessly flapping and flying through the air, this creature
the creature; otherwise, the creature’s level decreases by — if it can be called such — is a large mass of wings from
one. The DC is Charisma-based. all species of avian…

Regeneration (Ex): Atropals take normal damage from Chichimecs cause havoc throughout the Elemental Plane
good weapons or sentient weapons (or otherwise living of Air and through the skies of the Material Plane. They
weapons). strike without warning or explanation; hoping to rid the
skies of all other life.
Summon Nightcrawler (Sp): Five times per day an atropal
can summon a nightcrawler.
Combat
Abomination Traits: Immune to polymorphing, Chichimecs enter combat with their spell-like abilities first
petrification, and other form-altering attacks; not subject to or in the accompanied by elder air elementals.
energy drain, ability drain, ability damage, or death from
massive damage; immune to mind-affecting effects; fire A chichimec’s natural weapons are treated as epic and
resistance 20; cold resistance 20; nondetection; true seeing evil-aligned for the purpose of overcoming damage
at will; blindsight 500 ft.; telepathy out to 1,000 ft. reduction.

Spell-Like Abilities: At will—darkness, telekinesis; 3/


Abomination, day—improved invisibility, control weather, call lightning
(DC 23), lightning bolt (DC 23), chain lightning (DC 26),
Chichimec wail of the banshee (DC 29). Caster level 20th. The DC is
Charisma-based.
Medium Outsider (Air, Evil, Extraplanar)
Hit Dice: 27d8+189 (425 hp) Summon Air Elemental (Sp): Three times per day a
Initiative: +7 chichimec can summon an elder air elemental.
Speed: 5 ft. (1 square), fly 200 ft. (perfect)
Armour Class: 39 (+7 Dex, +22 natural), touch 17, flat- Charisma Drain (Su): This effect permanently reduces
footed 32 a living opponent’s Charisma score by 2 points when the
Base Attack /Grapple: +27/+39 chichimec hits with a tail slam, or 4 points on a critical
Attack: Primary wing buffet +39 melee (2d6+12) hit. The chichimec heals 10 points of damage, or 20 on
Full Attack: 2 primary wing buffets +39 melee (2d6+12) a critical hit, whenever it drains Charisma, gaining any
and 6 secondary wing buffets +37 melee (1d6+6) and tail excess as temporary hit points. These temporary hit points
slam +37 melee (1d6+6 plus 2 Cha drain) last a maximum of 1 hour. The attack allows a Fortitude
Space/Reach: 5 ft./5 ft. save (DC 33)—on a successful save, only 1 point of
Special Attacks: Charisma drain, spell-like abilities, Charisma is drained and the chichimec heals 5 points of
summon air elemental damage. The DC is Charisma-based.
Special Qualities: Abomination traits, damage reduction
10/good and epic, fast healing 10, electrical immunity, Abomination Traits: Immune to polymorphing,
spell resistance 33 petrification, and other form-altering attacks; not subject to
Saves: Fort +22, Ref +22, Will +17 energy drain, ability drain, ability damage, or death from
Abilities: Str 34, Dex 25, Con 24, Int 12, Wis 14, Cha 30 massive damage; immune to mind-affecting effects; fire
resistance 20; cold resistance 20; nondetection; true seeing
at will; blindsight 500 ft.; telepathy out to 1,000 ft.

7
Encyclopaedia - A

A dream larvae’s natural weapons are treated as epic, evil, and


Ab omination, chaotic-aligned for the purpose of overcoming damage reduction.

Dream Larva Worst Nightmare (Su): Each time a living creature first
views a specific dream larva from a distance of 30 feet or less
Large Outsider (Chaotic, Evil, Extraplanar)
(or from a scrying effect); the subject sees the image of the
Hit Dice: 40d8+360 (700 hp)
most fearsome creature imaginable. This is not an illusion or
Initiative: +3
phantasm; the dream larva truly becomes, for just that instant,
Speed: 80 ft. (16 squares); fly 240 ft. (perfect)
the subject’s worst nightmare. Even if simultaneously viewed
Armour Class: 52 (–1 size, +3 Dex, +40 natural), touch
by dozens of different creatures, the dream larva appears
12, flat-footed 49
differently to each one of them. Creatures immune to fear or
Base Attack/Grapple: +40/+60
mind-affecting effects (or warded by protection from evil or
Attack: Bite +56 melee (4d8+16)
death ward spells) are immune to worst nightmare; all others
Full Attack: Bite +56 melee (4d8+16) and gore +51
must make a Will save (DC 43) or die from the supernatural
melee (4d6+8) and 4 pincers +53 melee (4d6+8) and 4
horror revealed. Survivors (and those resurrected) are
claws +53 melee (4d6+8)
immune to the effect from that individual dream larva in the
Space/Reach: 10 ft./10 ft.
future. The DC is Charisma-based.
Special Attacks: Improved grab, sending, spell-like
abilities, summon nightwalker, worst nightmare
Spell-Like Abilities: At will—fly, haste, nightmare (DC 28),
Special Qualities: Abomination traits, damage reduction
prismatic spray; 2/day—dreamscape (epic spell). Caster level
15/epic and good or epic and lawful, fast healing 15,
31st; save DC 23 + spell level. The DC is Charisma-based.
regeneration 15, sonic immunity, spell resistance 44
Saves: Fort +31, Ref +25, Will +29
Improved Grab (Ex): If the dream larva hits with a claw or
Abilities: Str 42, Dex 17, Con 29, Int 16, Wis 24, Cha 36
pincer, it deals normal damage and attempts to start a grapple
Skills: Concentration +52, Craft (dreamweaving) +46,
as a free action without provoking an attack of opportunity.
Diplomacy +60, Escape Artist +46, Hide +42, Jump +36,
Dream larvae can use improved grab on a creature of
Knowledge (arcana) +46, Listen +50, Move Silently +46,
any size. The dream larva has the option to conduct the
Search +46, Sense Motive +50, Spot +50
grapple normally, simply use the claw or pincer to hold the
Feats: Cleave, Combat Reflexes, Flyby Attack, Great
opponent, or use sending (see below) on the opponent. Each
Cleave, Improved Sunder, Power Attack, Quicken Spell-
successful grapple check it makes during successive rounds
Like Ability, Weapon Focus (pincers), Weapon Focus
automatically deals the damage listed for the attack that
(gore), Weapon Focus (bite), Weapon Focus (claw)
established the hold, unless it used sending on the victim.
Epic Feats: Epic Toughness, Epic Weapon Focus
(pincers), Epic Weapon Focus (claw)
Sending (Su): Grappled victims may be physically sent
Environment: Any
into a nightmare, at the dream larva’s option, on the dream
Organization: Solitary, pair, or solitary plus 1–4
larva’s next action after establishing the grapple. Victims
nightwalkers
must make a Will save (DC 43) or be apparently swarmed
Challenge Rating: 31
by thousands of worms making up the dream larva’s body.
Treasure: Standard
The victim is actually cast into a shrieking maelstrom of
Alignment: Always chaotic evil
dream where it can take no actions but observe. The victim
Advancement: 41–65 HD (Large); 66–84 HD (Huge);
physically returns 2d4 rounds later, apparently ejected
85–110 HD (Gargantuan)
from the dream larva’s body (but appearing even if the
Level Adjustment: —
dream larva has left or is otherwise absent). The victim of
the nightmare has taken 4d6 points of temporary Wisdom
Standing over 13 ft. tall, this red and orange scaled
damage, but is otherwise free to act on the round it returns.
humanoid has horns on its head and four arms ending in
If the victim takes more Wisdom damage than it has points
pincers while another four end in claws…
of Wisdom, the extra points are instead treated as temporary
Constitution damage. The DC is Charisma-based.
When night comes and people conscious drift into the Plane
of Dreams they are able to live out fantasies far beyond
Summon Nightwalker (Sp): Five times per day, a dream
their capability in the waking world. Sometimes the gods
larva can summon a nightwalker.
of dream sleep as well, and when they do if not careful their
imagination can create a dream larva. Dream larva creatures
Abomination Traits: Immune to polymorphing,
of evil and chaos, which torment and kill those who pass
petrification, and other form-altering attacks; not subject to
through the wall of sleep into the Plane of Dreams.
energy drain, ability drain, ability damage, or death from
massive damage; immune to mind-affecting effects; fire
Combat resistance 20; cold resistance 20; nondetection; true seeing
Most opponents the dream larva encounter are simply at will; blindsight 500 ft.; telepathy out to 1,000 ft.
killed by its appearance. Those that remain are subjected
to his powerful spell-like abilities or must face his Regeneration (Ex): Dream larvae take normal damage
nightwalker minion. from good or lawful weapons or weapons forged by a
sleepwalking weaponsmith.

8
Encyclopaedia - A

A hecatoncheires’ natural weapons are treated as epic, evil,


Abomination, and chaotic-aligned for the purpose of overcoming damage
reduction.
Hecatoncheires Superior Multiweapon Fighting (Ex): A hecatoncheires
Huge Outsider (Chaotic, Evil, Extraplanar)
fights with a greatsword or a boulder in each hand. The
Hit Dice: 52d8+572 (1028 hp)
hecatoncheires does not suffer an attack or damage penalty
Initiative: +10
for attacking with one hundred weapons. However, the
Speed: 100 ft. (20 squares)
press of limbs prevents the creature from making iterative
Armour Class: 70 (–2 size, +30 natural, +20 insight, +12
attacks with any of its arms, nor can it make more than ten
armour [+5 half plate]), touch 28, flat-footed 70
attacks against a Small or smaller creature, fifteen attacks
Base Attack/Grapple: +52/+80
against a Medium creature, or twenty attacks against
Attack: Greatsword +73 melee (2d6+20, 17-20) melee or
a Large creature in the same action (it can make all its
boulder +55 ranged (2d8+20, 19-20)
attacks against a Huge or larger creature in one action).
Full Attack: 100 greatswords +73 melee (2d6+20, 17-20)
melee or 100 boulders +55 ranged (2d8+20, 19-20)
Skills: A hecatoncheires’ fifty heads give it a +50 racial
Space/Reach: 15 ft./15 ft.
bonus on Listen, Spot and Search checks.
Special Attacks: Spell-like abilities, summon
hecatoncheires, superior multiweapon fighting
Spell-Like Abilities: At will— greater magic weapon, fly,
Special Qualities: Abomination traits, damage reduction
shield. Caster level 50th.
20/epic and cold iron and good, electrical immunity, fast
healing 50, regeneration 40, spell resistance 70
Summon Hecatoncheires (Sp): A hecatoncheires can
Saves: Fort +39, Ref +30, Will +27
summon one other hecatoncheires once per day, though is
Abilities: Str 50, Dex 15, Con 32, Int 10, Wis 8, Cha 25
loath to do so because then it will be similarly obligated
Skills: Climb +69, Diplomacy +13, Hide -10, Intimidate
to answer its sibling’s summoning. A summoned
+40, Jump +89, Knowledge (history) +33, Listen +104,
hecatoncheires cannot use its summoning power while
Search +105, Sense Motive +49, Spot +104, Survival +54
“summoned.”
Feats: Cleave, Combat Reflexes, Great Cleave, Improved
Critical (greatsword), Improved Critical (boulder),
Abomination Traits: Immune to polymorphing,
Improved Initiative, Improved Sunder, Multiweapon
petrification, and other form-altering attacks; not subject to
Fighting, Power Attack, Weapon Focus (greatsword),
energy drain, ability drain, ability damage, or death from
Weapon Focus (boulder)
massive damage; immune to mind-affecting effects; fire
Epic Feats: Epic Toughness (x2), Epic Weapon Focus
resistance 20; cold resistance 20; nondetection; true seeing
(greatsword), Epic Weapon Focus (boulder), Multiweapon
at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Rend, Reflective Spell Resistance, Superior Initiative
Environment: Any
Regeneration (Ex): Hecatoncheires take normal damage
Organisation: Solitary or pair
from good weapons or weapons tempered with the blood
Challenge Rating: 57
of a deity.
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 53–58 HD (Huge); 59–70 HD
(Gargantuan); 71–140 HD (Colossal) Abomination,
Level Adjustment: —
Infernal
Formed something like a tree with its trunk being Large Outsider (Evil, Chaotic or Lawful)
composed of a hundred warriors, all of which have Hit Dice: 40d8+380 (700 hp)
bloodlust in their hearts and swords in their hands… Initiative: +11
Speed: 80 ft. (16 squares), fly 240 ft. (perfect)
Combat personified is probably the quickest and most Armour Class: 50 (–1 size, +7 Dex, +34 natural), touch
efficient way to describe this abomination. So great is its 16, flat-footed 43
martial skill of this creature, that the gods of the multiverse Base Attack/Grapple: +40/+60
flee from the hecatoncheires rather than face them in Attack: Claw +58 melee (4d6+16)
combat. Some hecatoncheires carry magical weapons that Full Attack: 2 claws +58 melee (4d6+16) and bite +53
they have taken from opponents. melee (4d8+8 plus spell suck) and 2 wings +50 melee
(2d6+8) and tail slam +50 melee (4d8+8)
Combat Space/Reach: 10ft./10 ft.
Special Attacks: Improved grab, learned spell immunity,
Combat is a simple matter for hecatoncheires. Close spell suck, spell-like abilities, summon fiend
with an opponent and strike them down with one hundred Special Qualities: Abomination traits, damage reduction
sword strokes before moving on to the next opponent. 20/epic and silver and chaotic or lawful, fast healing 15,
regeneration 15, spell resistance 38

9
Encyclopaedia - A

Skills: Balance +54, Concentration +52, Diplomacy +56, Learned Spell Immunity (Su): If an infernal is affected
Escape Artist +50, Hide +46, Jump +40, Knowledge by a spell cast by a particular spellcaster, the infernal
(arcana) +49, Knowledge (the planes) +49, Listen +53, thereafter becomes immune to that spell when cast by that
Move Silently +50, Search +49, Sense Motive +51, spellcaster.
Spellcraft +53, Spot +53, Tumble +50
Feats: Alertness, Cleave, Great Cleave, Improved Spell-Like Abilities: At will—animate dead, blasphemy,
Initiative, Improved Sunder, Power Attack, Weapon Focus blur, charm person (DC 20), create undead, darkness,
(bite), Weapon Focus (claw) deeper darkness, desecrate, detect chaos, detect good,
Epic Feats: Blinding Speed, Epic Toughness, Epic detect law, detect magic, fear (DC 23), fireball (DC
Weapon Focus (bite), Epic Weapon Focus (claw), 22), greater dispel magic, hold person (DC 21), greater
Tenacious Magic (greater invisibility), Tenacious Magic invisibility (DC 23), magic circle against good, major
(blur) image, produce flame, polymorph, pyrotechnics, read
Saves: Fort +31, Ref +29, Will +30 magic, scrying, suggestion, symbol of death, telekinesis,
Abilities: Str 43, Dex 25, Con 28, Int 22, Wis 26, Cha 29 greater teleport (self plus 1,000 pounds), unholy aura,
Environment: Any unholy blight (DC 23), unhallow, wall of fire; 1/day—fire
Organisation: Solitary or hell brigade (1 infernal and 1d4 storm (DC 27), hellball (epic spell, DC 29), implosion
balors, or 1 infernal and 1d4 pit fiends) (DC 28), meteor swarm (DC 28). Caster level 26th; save
Challenge Rating: 26 DC 19 + spell level. The DCs are Charisma-based.
Treasure: Standard
Alignment: Lawful evil or chaotic evil Summon Fiend (Sp): An infernal can summon four balors
Advancement: 41–50 HD (Large); 51–56 HD (Huge); or four pit fiends per day (lawful infernals summon pit
57–72 HD (Gargantuan) fiends, and chaotic infernals summon balors).
Level Adjustment: —
Abomination Traits: Immune to polymorphing,
Reddish-black the skin of this demonspawn is like petrification, and other form-altering attacks; not subject to
bloodstained darkness. This terrible creatures stands at energy drain, ability drain, ability damage, or death from
over 12 ft. tall, it eyes glow with an unearthly power and massive damage; immune to mind-affecting effects; fire
its wing beat the air powerfully. resistance 20; cold resistance 20; nondetection; true seeing
at will; blindsight 500 ft.; telepathy out to 1,000 ft.
When a god is seduced by a fiend from the lower planes,
the resulting offspring is sometimes an infernal. Neither Regeneration (Ex): Infernals take normal damage from
fully accepted in the lower planes nor the upper planes, good weapons. Lawful infernals also take normal damage
the infernal usually stakes out territory in the Infernum from chaotic weapons, and vice versa.
through its personal power and charisma.

Combat Abomination,
Infernals act quickly to neutralise spellcasting opponents
before improving their defences and engaging more Phaethon
mundane combatants. Gargantuan Outsider (Evil, Extraplanar, Fire)
Hit Dice: 62d8+806 (1,362 hp)
An infernal’s natural weapons are treated as epic, evil, Initiative: +15
and chaotic-aligned or lawful-aligned for the purpose of Speed: 120 ft. (24 squares), burrow 120 ft.
overcoming damage reduction. Armour Class: 47 (–4 size, +7 Dex, +34 natural), touch
13, flat-footed 40
Improved Grab (Ex): If an infernal hits with a claw, it Base Attack/Grapple: +62/+98
deals normal damage and attempts to start a grapple as a Attack: Slam +85 melee (4d8+24 plus 2d6 fire)
free action without provoking an attack of opportunity. Full Attack: 8 slams +85 melee (4d8+24 plus 2d6 fire)
Infernals can use this ability on Large and smaller Space/Reach: 20 ft./10 ft.
creatures. The infernal has the option to conduct the Special Attacks: Fiery overrun, fiery touch, improved
grapple normally, or simply use its claw to hold the grab, spell-like abilities, summon elder fire elemental,
opponent. Each successful grapple check it makes during swallow whole
successive rounds automatically deals standard claw Special Qualities: Abomination traits, damage reduction
damage, in addition to automatic spell suck damage. 15/epic and good, fast healing 25, immunity to fire, ooze-
like immunities, regeneration 25, spell resistance 46,
Spell Suck (Su): If an infernal bites a foe, the foe loses one vulnerability to cold
of its highest-level prepared spells or one of the spell slots for Saves: Fort +48, Ref +42, Will +43
this day that it has not used. The victim chooses the prepared Abilities: Str 58, Dex 25, Con 36, Int 8, Wis 18, Cha 39
spell to lose. If the victim has no prepared spells or unused Skills: Climb +89, Craft (metalworking, stoneworking)
spell slots (either because it has exhausted its spellcasting for +29, Hide +0, Jump +60, Knowledge (geography) +64,
the day or because the victim is not a spellcaster), the bite Listen +71, Move Silently +72, Search +64, Spot +71
instead deals 2 points of Intelligence damage. Feats: Alertness, Cleave, Great Cleave, Great Fortitude,

10
Encyclopaedia - A

Improved Initiative, Improved Sunder, Iron Will, Lightning Abomination Traits: Immune to polymorphing,
Reflexes, Power Attack, Weapon Focus (slam) petrification, and other form-altering attacks; not subject to
Epic Feats: Blinding Speed (x5), Epic Toughness (x3), energy drain, ability drain, ability damage, or death from
Epic Weapon Focus (slam), Epic Will, Superior Initiative massive damage; immune to mind-affecting effects; fire
Environment: Any resistance 20; cold resistance 20; nondetection; true seeing
Organisation: Solitary, or in company of 1–10 elder fire at will; blindsight 500 ft.; telepathy out to 1,000 ft.
elementals
Challenge Rating: 34 Oozelike Immunities (Ex): Immune to poison, sleep,
Treasure: Standard paralysis, stunning, polymorphing, and mind-influencing
Alignment: Always chaotic evil effects; not subject to critical hits or flanking; blind.
Advancement: 63–80 HD (Gargantuan); 81–186 HD
(Colossal) Regeneration (Ex): Phaethons take normal damage from
Level Adjustment: — lawful weapons and cold-forged weapons, and double
damage from cold or ice weapons.
A pool of magma coalesces into a lion-like being, then it
shifts into that of a bull and still it changes again…

Phaethons are the forgotten offspring of fire gods or fire


Abomination,
elemental lords. There are little more than savage piles of
sentient magma. They can take on many appearances but
Phane
have no true from beyond a pool of magma. Large Outsider (Chaotic, Evil, Extraplanar,
Incorporeal)
Hit Dice: 36d8+364 (652 hp)
Combat Initiative: +11
Phaethons attack with up to eight pseudopods hoping to Speed: 80 ft. (16 squares), fly 120 ft. (perfect)
ensnare opponents and draw them into its molten interior. Armour Class: 50 (–1 size, +7 Dex, +11 deflection, +23
insight), touch 50, flat-footed 43
A phaethon’s natural weapons are treated as epic and evil Base Attack/Grapple: +36/-
for the purpose of overcoming damage reduction. Attack: Incorporeal touch +43 melee touch (1d6 plus
stasis touch)
Fiery Touch (Ex): Touching or being touched by a Full Attack: Incorporeal touch +43 melee touch (1d6 plus
phaethon deals 2d6 points of fire damage. stasis touch)
Space/Reach: 10 ft./10 ft.
Fiery Overrun (Ex): A foe that is successfully overrun by Special Attacks: Chronal blast, spell-like abilities, stasis
a phaethon is treated as if swallowed whole. touch, summon past time duplicate, time leach
Special Qualities: Abomination traits, damage reduction
Improved Grab (Ex): If the phaethon hits with a 15/epic, fast healing 15, null time field, regeneration 15,
pseudopod, it deals normal damage and attempts to start sonic immunity, spell resistance 37, time regression
a grapple as a free action without provoking an attack Saves: Fort +31, Ref +29, Will +29
of opportunity. Phaethons can use improved grab on a Abilities: Str —, Dex 25, Con 28, Int 24, Wis 16, Cha 33
Huge or smaller creature. The phaethon has the option Skills: Balance +50, Concentration +48, Diplomacy +54,
to conduct the grapple normally, simply maintaining a Hide +42, Jump +19, Knowledge (arcana, religion, the
pseudopod hold, or attempting to absorb the opponent by planes) +46, Listen +44, Move Silently +46, Search +46,
swallowing the foe whole. Each successful grapple check Sense Motive +42, Spellcraft +50, Spot +44, Swim +34,
it makes during successive rounds automatically deals the Tumble +46
damage listed for the pseudopod. Feats: Alertness, Combat Reflexes, Dodge, Great
Fortitude, Improved Initiative, Iron Will, Lightning
Swallow Whole (Ex): The phaethon can absorb opponents Reflexes, Weapon Focus (incorporeal touch)
it holds with a second successful grapple check after a Epic Feats: Blinding Speed, Epic Toughness (x2), Epic
grab. The opponent must be Huge or smaller. Absorbed Will, Spell Stowaway (time stop)
creatures take 20d6 points of fire damage and 10d6 points Environment: Any land and underground
of bludgeoning damage each round they remain inside a Organisation: Solitary or pair
phaethon. Victims must make a successful grapple check Challenge Rating: 25
to “swim” free of the living magma of the phaethon. Treasure: None
Alignment: Always chaotic evil
Spell-Like Abilities: At will—fireball (DC 27), fire storm Advancement: 37–50 HD (Large); 51–65 HD (Huge)
(DC 30), delayed blast fireball (DC 31), flame strike (DC Level Adjustment: —
29), wall of fire; 1/day—scrying. Caster level 34th. Save
DCs are Charisma-based. This shadowy being has the sleek upper body of a demon
lord and the lower taurine body…
Summon Elder Fire Elemental (Sp): Phaethons can
summon up to ten elder fire elementals per day.

11
Encyclopaedia - A

These abominations are the progeny of time or fate related because the duplicate was pulled from a parallel past.
deities. They exist in realms removed from time, far in However, the original does not necessarily realize this,
the past or eons into the future. This temporal dissonance and must make a Will save (DC 30) or be shaken for 1d4
has made them lose the linear sense the Material Plane is rounds after witnessing the death of a duplicate for the first
set in. time.

Abomination Traits: Immune to polymorphing,


Combat petrification, and other form-altering attacks; not subject to
Phanes like to remove opponents quickly from combat energy drain, ability drain, ability damage, or death from
with their stasis touch. Stronger opponents often are massive damage; immune to mind-affecting effects; fire
destroyed by their chronal blasts. resistance 20; cold resistance 20; nondetection; true seeing
at will; blindsight 500 ft.; telepathy out to 1,000 ft.
A phanes’ natural weapons are treated as epic, evil, and
chaotic-aligned for the purpose of overcoming damage Null Time Field (Ex): Phanes continually generate a 30-
reduction. foot-radius spread null time field. All creatures and objects
in the field, except the phane, must make a Will saving
Chronal Blast (Su): As a standard action, the phane can throw (DC 30) each round to take any actions. On a failed
make a ranged touch attack against any creature within save, subjects are stuck in a static time stream until their
100 feet. If it succeeds, the subject is targeted by a spasm next round of actions, at which time they must make another
of space-time flux, dealing 15d6 points of damage. saving throw. While a subject is stuck in a static time stream
induced by a null time field, the phane can use its static
Spell-Like Abilities: At will—detect good, detect magic, touch on the subject, though in all other ways, the subject is
improved invisibility (self only); 5/day—haste, slow (DC invulnerable to attacks and damage as if in temporal stasis.
24), greater teleport, tongues, trap the soul, true strike,
unholy aura; 2/day—safe time (epic spell), time duplicate Time Regression (Su): If the phane spends an action
(epic spell); 1/day—time stop. Caster level 21st. The DC per round for four rounds, at the end of the 4th round the
is Charisma-based. phane regresses back in time 4 rounds, to the very 1st
round it originally began concentrating on time regression.
Stasis Touch (Su): As temporal stasis, except as an at-will On its second pass through the time stream, it can take
supernatural ability. Caster level 25th; save DC 29. The completely different actions, based on its knowledge of the
DC is Charisma-based. future (though if it takes different actions from its first pass
through the time stream, the events of the original time
Time Leach (Su): For every round of apparent time stream are also changed).
experienced by the phane, it automatically absorbs the
“future” from any creature it has successfully encapsulated Regeneration (Ex): Phanes take normal damage from
in static time via its stasis touch (not its null time field), holy and good weapons, and from weapons forged in the
no matter the distance separating victim and phane, and future or an alternate reality’s time stream (if any).
no matter the number of victims. Of course, to the victim
no time passes at all, but each apparent round experienced
by the phane ages the victim 1d4 years, at the same time
healing the phane of 20 hit points of damage. A victim
Abomination,
who is not somehow released from static time by a friend
who can cast dispel magic, greater dispel magic, or some Xixecal
other likely spell, eventually ages to death. Victims killed Colossal Outsider (Chaotic, Cold, Evil, Extraplanar)
in this manner automatically fall out of static time as Hit Dice: 72d8+1,080 (1,676 hp)
desiccated husks that disintegrate to a fine dust with even Initiative: +11
the lightest touch. Victims who are released prior to death Speed: 140 ft. (28 squares)
immediately apply the physical effects of aging, but not Armour Class: 58 (–8 size, +1 Dex, +55 natural), touch 3,
the mental effects. flat-footed 57
Base Attack/Grapple: +72/+116
Summon Past Time Duplicate (Sp): Once per day, a Attack: Claw +95 melee (2d8+28 plus 4 Con drain, 19-
phane can summon a duplicate of one its foes stolen from 20)
a parallel alternate past. The stolen time duplicate has the Full Attack: 2 claws +95 melee (2d8+28 plus 4 Con drain,
same stats and possessions as the original, but is treated 19–20) and bite +89 melee (4d6+14 plus 4 Con drain) and
as if having two negative levels (which simulates a less stamp +89 melee (4d6+14)
experienced version of the original). The phane can never Space/Reach: 50 ft./50 ft.
summon a past time duplicate of a creature with more Special Attacks: Breath weapon, cold, Constitution drain,
than 25 HD (add sufficient negative levels to compensate rend 4d8+42, spell-like abilities, summon white dragon
for high foe HD, if necessary). The past time duplicate, Special Qualities: Abomination traits, cold immunity,
despite having most of the knowledge of the original, damage reduction 20/ good and epic and adamantine, dire
serves the phane loyally like any summoned creature. If winter, fast healing 30, fire vulnerability, regeneration 30,
the past time duplicate is slain, the original is not harmed spell resistance 48

12
Encyclopaedia - A

Saves: Fort +55, Ref +41, Will +39 Rend (Ex): If the xixecal hits with both claw attacks, it
Abilities: Str 66, Dex 13, Con 40, Int 12, Wis 8, Cha 34 latches onto the opponent’s body and tears the flesh. This
Skills: Climb +103, Concentration +90, Hide -9, Jump attack automatically deals an additional 4d8+42 points of
+28, Knowledge (arcana, religion, the planes) +76, Listen damage.
+70, Search +76, Spellcraft +84, Spot +76
Feats: Alertness, Cleave, Dodge, Great Cleave, Great Spell-Like Abilities: At will—blasphemy, cone of cold
Fortitude, Improved Critical (claw), Improved Initiative, (DC 27), desecrate, greater dispel magic, dominate
Improved Sunder, Iron Will, Lightning Reflexes, Power monster (DC 31), hold person (DC 25), greater invisibility,
Attack, Weapon Focus (bite), Weapon Focus (claw), unholy aura, wall of ice; 5/day—haste, meteor swarm (DC
Weapon Focus (stomp) 31). Caster level 36th. The save DCs are Charisma-based.
Epic Feats: Blinding Speed (x4), Devastating Critical
(claw), Epic Toughness, Epic Weapon Focus (bite), Epic Summon White Dragon (Sp): Five times per day a xixecal
Weapon Focus (claw), Epic Weapon Focus (stomp), can summon an old white dragon.
Overwhelming Critical (claw), Spell Stowaway (greater
invisibility) Abomination Traits: Immune to polymorphing,
Environment: Any petrification, and other form-altering attacks; not subject
Organisation: Solitary or in the company of 1d4+1 old to energy drain, ability drain, ability damage, or death
white dragons from massive damage; immune to mind-affecting effects;
Challenge Rating: 36 nondetection; true seeing at will; blindsight 500 ft.;
Treasure: Standard telepathy out to 1,000 ft.
Alignment: Always chaotic evil
Advancement: 73–150 HD (Colossal) The standard fire resistance 20 most abominations have is
Level Adjustment: — not shared by xixecales

Red eyes peer from this 100 ft. tall walking glacier… Dire Winter (Su): A xixecal always stands at the centre
of a permanent dire winter (epic spell) spell effect. If
Xixecals are the offspring of ice, snow and evil. They dispelled, the effect returns 1 minute later— the only way
are the bitter cold of winter that saps the strength from to permanently remove the effect is to slay the xixecal that
travellers. Often these beasts are trapped in the artic generates it.
regions of the world, freed to wreak destruction on a land
that has become unseasonably warm. Regeneration(Ex): Xixecals take normal damage from
Lawful weapons, and double damage from burning or fiery
weapons.
Combat
The unnatural cold that surrounds a xixecal kills most
opponents long before its icy fists suck the life essence out
of them.
Abominion
Large Aberration
A xixecal’s natural weapons are treated as epic, evil, and Hit Dice: 26d8+234 (351 hp)
chaotic-aligned for the purpose of overcoming damage Initiative: +5
reduction. Speed: 40 ft. (8 squares)
Armour Class: 29 (–1 size, +1 Dex, +19 natural), touch
Breath Weapon (Su): Cone of cold, 300 feet, 3/day, 10, flat-footed 28
damage 12d6, Fort half DC 61. The DC is Constitution- Base Attack/Grapple: +19/+31
based. Attack: Slam +27 melee (1d8+8) or bite +26 melee
(1d8+8)
Cold (Su): A hit from a xixecal’s melee attack induces Full Attack: 2 slams +27 melee (1d8+8) and bite +24
numbing cold. The opponent must succeed at a Fortitude melee (1d8+4)
save (DC 58) or be affected as though by a slow spell for Space/Reach: 10 ft./10 ft.
10 rounds. The DC is Charisma-based. Special Attacks: Fear, improved grab
Special Qualities: Aberrant mind, damage reduction 10/–,
Constitution Drain (Su): This effect permanently reduces darkvision 60 ft., regeneration 7, rage, resistance to acid
a living opponent’s Constitution score by 4 when the 10, cold 10, electrical 10 and fire 10, spell resistance 26
creature hits with a claw or bite and twice that amount Saves: Fort +21, Ref +9, Will +13
on a rend or critical hit. The creature heals 20 points of Abilities: Str 26, Dex 13, Con 29, Int 5, Wis 7, Cha 13
damage (or 40 on a rend or critical hit) whenever it drains Skills: Intimidate +12, Listen +7, Spot +7
Constitution, gaining any excess as temporary hit points. Feats: Awesome Blow, Cleave, Improved Bull Rush,
These temporary hit points last a maximum of 1 hour. Improved Initiative, Multiattack, Power Attack, Weapon
The attack allows a Fortitude save (DC 58). The DC is Focus (slam)
Charisma-based. Epic Feats: Epic Fortitude, Improved Awesome Blow
Environment: Any
Organisation: Solitary

13
Encyclopaedia - A

Challenge Rating: 21
Treasure: None Animal Lords
Alignment: Always chaotic evil For every animal species, there is a single ruler or lord,
Advancement: 27-42 HD (Large); 43-64 HD (Huge) looked upon by those animals as a minor deity of sorts.
Level Adjustment: — The animal lord is the master of that species; for example,
there is a fox lord, mouse lord and a cat lord. Each animal
No amount of experience could have prepared you for this can assume two forms: human and animal. Its animal
sight. This monster is pure nightmare given form, with a form is always of a member of the species it represents.
head that appears to be no more than a mass of tentacles
and eyes atop a warty, purple humanoid body the size of Animal lords are seen as protectors of nature and animals.
a troll. When it opens its slavering mouth and advances, They may step in and prevent hunters from destroying a
visions of hell assail you. race of animals or foresters from completely decimating a
forest. They do not, however, interfere with nature itself
Abominions are undoubtedly created by magic although (i.e., animals die, they are killed for food or clothing)—
what kind of magic is impossible to know. They are such is the way of the universe.
made to destroy everything they see and no living thing
– not even another abominion – is safe from their violent
appetite for destruction. Abominions look like large naked
purple ogres, with an extremely muscular torsos and limbs.
Cat Lord
They are completely hairless, but their purple skin is full Medium Outsider (Native, Shapechanger)
of lumps and warts. Their large foreheads have four pairs Hit Dice: 19d8+95 (180 hp)
of small yellow eyes stacked above their thick-lipped, Initiative: +11
fanged mouths and a ring of short tentacles surrounds their Speed: 60 ft. (12 squares), climb 30 ft.
upper skull. Armour Class: 32 (+7 Dex, +12 natural, +3 insight),
touch 20, flat-footed 25
Base Attack/Grapple: +19/+26
Combat Attack: Claw +26 melee (1d6+7)
Regardless of their wide array of combat alternatives, Full Attack: 2 claws +26 melee (1d6+7) and bite +24
abominions are simple beings; their combat strategy is as melee (1d6+3)
straightforward as can be (charge into battle, pound on Space/Reach: 5 ft./5 ft.
enemy until it stops moving, seek next enemy, repeat). Special Attacks: Howl, improved grab, pounce, rake
Abominions are literally fearless; they are too dumb and 1d6+3, spell-like abilities, spit, summon felines
powerful to recognise danger. Therefore they never flee a Special Qualities: Change shape, damage reduction
battle, always fighting until they kill or die. 20/magic and cold iron, darkvision 200 ft., feline
passivism, keen senses, leap, lick wounds, outsider traits,
Aberrant Mind (Ex): The mind of an abominion is rejuvenation, spell resistance 28, sealed mind, speak with
bizarre by mortal standards. An abominion is utterly felines, telepathy 100 ft.
immune to all mind-affecting abilities, spells and effects, Saves: Fort +16, Ref +20, Will +14
including all forms of Enchantment and magical or Abilities: Str 24, Dex 25, Con 20, Int 19, Wis 17, Cha 20
mundane fear, unless they come from a godlike or epic Skills: Balance +35, Climb +34, Concentration +20,
source and specifically target aberrations. Escape Artist +31, Handle Animal +27, Heal +21, Hide
+37*, Jump +43, Knowledge (nature) +26, Listen +27,
Fear (Su): Any living, intelligent creature gazing into an Move Silently +37, Ride +9, Search +19, Sense Motive
abominion must succeed at a Will save (DC 24) or become +18, Spot +27, Survival +16 (+18 in natural environments,
frightened for 2d4 rounds. Creatures with 6 HD or less +18 following tracks), Tumble +24, Use Rope +7 (+2 to
become panicked instead, if they fail the save. If the bind someone)
save succeeds, the target cannot be affected by the same Feats: Acrobatic, Agile, Blind-Fight, Combat Reflexes,
abominion’s fear effect for the next 24 hours. The save Improved Initiative, Lightning Reflexes, Multiattack
DC is Charisma based. Environment: Temperate forests
Organisation: Solitary (unique) or troupe (cat lord plus
Improved Grab (Ex): An abominion that successfully 3-6 lions or tigers, or 5-8 cheetahs)
hits with a slam attack can attempt to start a grapple as a Challenge Rating: 15
free action without provoking an attack of opportunity. Treasure: Double standard
Alignment: Always neutral
Rage (Ex): During its turn, an abominion can enter a Advancement: By character class
rage at will, as a free action. While under the effects of Level Adjustment: —
a rage, the abominion receives a +8 bonus to its Strength
and Constitution scores, a +4 bonus to Will saves and a This creature resembles a great black panther with ruby
–2 penalty to Armour Class. This state of rage lasts until eyes.
the abominion dies or there is no living creature in sight.
The abominion cannot end this rage voluntarily and the hit There is only one. The Cat Lord is the Lord of All Felines.
points it gains from increased Constitution are not lost first. His natural form is that of a black panther with dark, ruby eyes.

14
Encyclopaedia - A

He can assume a human form, and in this form, he appears as Feline Passivism (Ex): No felines (including dire versions
a dark-skinned human with black hair, chiselled features, and of normal felines), chimeras, caterwauls, sea cats, kamadans,
ruby eyes. In human form, he almost always dresses in black. tabaxis or feline were-creatures (such as weretigers or
werelions) willingly attack the Cat Lord. They can be
The Cat Lord spends his days roaming the Material Plane, forced to do so through magical means however.
Astral Plane and Ethereal Plane. The Cat Lord can speak
Common, Sylvan, Elven, Goblin, Druidic and Gnome. Keen Senses (Ex): The Cat Lord sees five times as well as
a human in shadowy illumination and normal light.
Combat Leap (Ex): The Cat Lord is a natural leaper and has a +20
In combat, the Cat Lord almost always assumes feline racial bonus on Jump checks.
form (if he’s not already in that form) and attacks with
two claws and a bite. The Cat Lord often enters combat Lick Wounds (Su): Nine times per day, the Cat Lord can
with both haste and blur in effect. If combat goes against lick his wounds. This cures 2d4 points of damage each
him, he usually summons a group of felines to his aid or to time he uses this ability. This only removes damage to hit
cover his escape. points; it does not heal ability damage or ability drain.

The Cat Lord’s natural weapons are treated as magic Rejuvenation (Su): The Cat Lord is effectively immortal
weapons for the purpose of overcoming damage reduction. and nearly impossible to slay. When slain, the Cat Lord’s
soul reforms on the Astral Plane. Within 9 days, it inhabits
Howl (Su): When the Cat Lord howls, all creatures except another feline on the Material Plane and the Cat Lord
felines within a 20-foot spread must succeed on a DC 24 reforms. No form of magic (such as magic that would
Will save or be stunned for 1d2 rounds. A creature that contain or trap his soul) prevents this. To permanently kill
successfully saves cannot be affected again by the Cat Lord’s the Cat Lord, one must destroy every feline in existence
howl for one day. The save DC is Constitution-based. (so his soul has no creature to inhabit).

Improved Grab (Ex): To use this ability, the Cat Lord must Sealed Mind (Ex): The Cat Lord is immune to mind-
hit with a claw attack. He can then attempt to start a grapple affecting effects (charms, compulsions, phantasms,
as a free action without provoking an attack of opportunity. If patterns, and morale effects). This immunity includes any
he wins the grapple check, he establishes a hold and can rake. psionic effect or attack that targets the Cat Lord’s mind.

Pounce (Ex): If the Cat Lord charges, he can make a full Speak with Felines (Ex): This ability functions as the
attack, including two rake attacks. speak with animals spell, but allows the Cat Lord to
converse only with felines, including caterwauls, chimeras,
Rake (Ex): Attack bonus +24 melee, damage 1d6+3. sea cats, kamadans, tabaxi, and feline werecreatures (such
as weretigers and werelions). This ability is always active
Spell-Like Abilities: At will—blur, detect evil, detect and cannot be dispelled or negated.
good, hypnotism (DC 16), improved invisibility; 9/day—
dimension door; 2/day—ethereal jaunt, haste (self only); Skills: The Cat Lord has a +8 racial bonus on Balance, Hide
1/day—astral projection, greater teleport (self plus 50 and Move Silently checks and a +4 racial bonus on Listen and
pounds of objects only). Caster level 19th. The save DC Spot checks. *In areas of tall grass or heavy undergrowth, the
is Charisma-based. Hide bonus improves to +12. The Cat Lord has a +8 racial
bonus on Climb checks, and can always choose to take 10 on
Spit (Ex): Once every 1d4 rounds as a standard action, the a Climb check, even if rushed or threatened.
Cat Lord can spit a line of caustic saliva at a single target
to a range of 30 feet. This does not require a ranged touch
attack. A creature hit must succeed on a DC 24 Reflex
save or be blinded. Remove blindness or dispel magic
Mouse Lord
(against caster level 19th) removes the blindness effect. Medium Outsider (Native, Shapechanger)
The save DC is Constitution-based. Hit Dice: 15d8+60 (127 hp)
Initiative: +11
Summon Felines (Sp): Twice per day, the Cat Lord can Speed: 40 ft. (8 squares), climb 30 ft.
automatically summon 1d4+2 lions or tigers, 1d4+4 Armour Class: 29 (+7 Dex, +8 natural, +4 insight), touch
leopards or cheetahs, 1d2 dire lions or tigers, 1d2 21, flat-footed 22
weretigers, or 30 + 1d20 (normal) cats. Base Attack/Grapple: +15/+19
Attack: Bite +22 melee (2d4+6 plus disease)
Change Shape (Su): The Cat Lord can assume the shape of Full Attack: Bite +22 melee (2d4+6 plus disease)
a human as a standard action. In human form, the Cat Lord Space/Reach: 5 ft./5 ft.
cannot use his natural weapons or his howl, pounce, spit, or Special Attacks: Disease, spell-like abilities, summon
rake special attacks but can wield weapons and wear armour. rodents
Unlike the normal change shape ability, the Cat Lord retains Special Qualities: Change shape, damage reduction
his movement modes (and speeds) in human form. 15/magic and cold iron, darkvision 120 ft., keen senses,

15
Encyclopaedia - A

outsider traits, rejuvenation, rodent passivism, spell


resistance 26, sealed mind, speak with rodents, telepathy
Combat
100 ft. The Mouse Lord enters combat using her bite. Most often
Saves: Fort +13, Ref +16, Will +13 she enters battle with greater magic fang already affecting
Abilities: Str 18, Dex 25, Con 18, Int 20, Wis 18, Cha 18 her. When enough foes are within range, she unleashes
Skills: Balance +26, Climb +33, Concentration +22, her confusion ability and usually displaces on her next
Diplomacy +12, Escape Artist +26, Handle Animal +22, turn. If combat goes against her, she summons other
Hide +29, Knowledge (nature) +22, Listen +25, Move rodents to aid her or to cover her escape.
Silently +29, Ride +9, Spot +24, Survival +16 (+18 in
natural surroundings), Swim +33, Tumble +25, Use Rope The Mouse Lord’s natural weapons are treated as magic
+7 (+9 to bind someone) weapons for the purpose of overcoming damage reduction.
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved
Initiative, Weapon Finesse Disease (Ex): Black fever—bite, Fortitude DC 21,
Environment: Any incubation period 1 day, damage 1d4 Dex and 1d4 Con.
Organisation: Solitary (unique) or troupe (Mouse Lord The save DC is Constitution-based. The Mouse Lord can
plus 10-100 rats or 10-20 dire rats) suppress her ability to cause disease (as a free action) if
Challenge Rating: 13 she so wishes.
Treasure: Double standard
Alignment: Always neutral Spell-Like Abilities: At will—confusion (DC 18), detect
Advancement: By character class evil, detect good, displacement; 2/day—ethereal jaunt,
Level Adjustment: — greater magic fang; 1/day—astral projection, greater
teleport (self plus 50 pounds of objects only). Caster level
This rat appears to be about the size of a large dog. Its fur 15th. The save DC is Charisma-based.
is black with streaks of silver across its back and its tail is
hairless. Its eyes are copper. Summon Rodents (Sp): Twice per day, the Mouse Lord
can automatically summon 10-100 rats or mice, 2d8
Like the Cat Lord, there is only one Mouse Lord. And brain rats or shadow rats, 2d6 dire rats or barics, or 1d4
she is the Lord (or Lady) of all rodents. Her natural form dire shadow rats, ethereal rats, or wererats, or 1d4+1 rat
is that of a large black-furred dire rat with copper eyes. swarms.
She can assume a human form and this form is almost
always of a female with darkened skin, raven-black hair Change Shape (Su): The Mouse Lord can assume the
and copper eyes. She dresses in robes of flowing silver or shape of a human as a standard action. In human form,
grey. the Mouse Lord cannot use her natural weapons or disease
special attack but can wield weapons and wear armour.
The Mouse Lord spends her days roaming the Material Unlike the normal change shape ability, the Mouse Lord
Plane, Astral Plane and Ethereal Plane. She can speak retains her movement modes (and speeds) in human form.
Common, Sylvan, Elven, Goblin, Druidic, Halfling and
Gnome. Keen Senses (Ex): The Mouse Lord sees four times as
well as a human in shadowy illumination and twice as well
in normal light.

Rejuvenation (Su): The Mouse Lord is effectively


immortal and nearly impossible to slay. When slain,
the Mouse Lord’s soul reforms on the Astral Plane.
Within one week, it inhabits another mouse or rat on the
Material Plane and the Mouse Lord reforms. No form of
magic (such as magic that would contain or trap her soul)
prevents this. To permanently kill the Mouse Lord, one
must destroy every mouse and rat in existence (so her
soul has no creature to inhabit).

Rodent Passivism (Ex): No rodents (including giant or


dire mice or rats), such as mice, rats, dire rats, wererats
or barics willingly attack the Mouse Lord. They can be
forced to do so through magical means however.

Sealed Mind (Ex): The Mouse Lord is immune to


mind-affecting effects (charms, compulsions, phantasms,
patterns, and morale effects). This immunity includes
any psionic effect or attack that targets the Mouse Lord’s
mind.

16
Encyclopaedia - A

Speak with Rodents (Ex): This ability functions as the move with heavenly grace; its beautiful visage fulgurates
speak with animals spell, but allows the Mouse Lord to with the inner light of the Celestial Realm – and it is also
converse only with rodents such as mice, rats, dire rats, laughing insanely as it raises its flaming sword towards
and barics. This ability is always active and cannot be you and blows a single, terrible note from its horn of
dispelled or negated. doom…

Skills: The Mouse Lord has a +8 racial bonus on Swim Fell archons are the definition of tragic corruption
checks. She has a +4 racial bonus on Hide and Move – formerly the representation of all that is good and noble
Silently checks. The Mouse Lord has a +8 racial bonus in the universe, they have become furious agents of the
on Climb checks and can always choose to take 10 on a forces they once opposed with every fibre of their being.
Climb check, even if rushed or threatened. She uses her Fell archons are created by cruel divine curses or by their
Dexterity bonus on Climb and Swim checks. own sins, most often pride.

A fell archon looks as a grim winged humanoid with


Archon, Fell fiery eyes and a black or red mane. It would appear as
a typical archon or angel except that the taint of evil is
Medium Outsider (Evil, Extraplanar)
evident all over its body and disposition; its magnificent
Hit Dice: 22d8+110 (209 hp)
appearance turned into a dreadful vision of cosmic
Initiative: +10
ruthlessness and perverted power. Fell archons always
Speed: 50 ft. (10 squares), fly 150 ft. (good)
carry flaming swords and doom horns, which were once
Armour Class: 41 (+6 Dex, +20 natural, +5 +3 blinding
celestial instruments but now serve only to spell the ruin
heavy steel shield), touch 16, flat-footed 35
any creature within earshot.
Base Attack/Grapple: +22/+30
Attack: +5 flaming bastard sword +36 melee (1d10+13
Fell archons speak Abyssal, Celestial, Common, Draconic,
plus 1d6 fire, 17-20) or +3 unholy composite longbow
Ignan, Infernal and Undercommon. They lost the tongues
(+3 Str bonus) +31 ranged (1d8+6, x3) or slam +30 melee
ability they once possessed when they stopped caring
(1d10+8)
about other races.
Full Attack: +5 flaming bastard sword +36/+31/+26/+21
melee (1d10+13 plus 1d6 fire, 17-20) or +3 unholy
composite longbow (+3 Str bonus) +31/+26/+21/+16
ranged (1d8+6, x3) or 2 slams +30 melee (1d10+8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of menace, doom horn, spell-like
abilities, spells
Special Qualities: Damage reduction 15/epic or good,
darkvision 60 ft., good vulnerability, low-light vision,
immunity to acid, cold and petrifiction, regeneration 10,
electrical and fire resistance 10, spell resistance 27
Saves: Fort +18, Ref +19, Will +19
Abilities: Str 26, Dex 22, Con 20, Int 22, Wis 22, Cha 22
Skills: Bluff +31, Concentration +30, Diplomacy +10,
Heal +31, Hide +30, Intimidate +33, Knowledge (any
one) +31, Listen +31, Move Silently +30, Perform (wind
instruments) +31, Search +31, Spellcraft +31, Spot +31,
Survival +31 (+33 following tracks), Swim +31
Feats: Cleave, Great Cleave, Improved Critical (bastard
sword), Improved Initiative, Improved Sunder, Power
Attack, Weapon Focus (bastard sword)
Epic Feats: Overwhelming Critical (bastard sword)
Environment: Evil aligned planes
Organisation: Solitary
Challenge Rating: 21
Treasure: Standard plus+5 flaming bastard sword,
+3 unholy composite longbow (+3 Str bonus) and +3
blinding heavy steel shield
Alignment: Always evil (any)
Advancement: 23-44 HD (Medium), 45-66 HD (Large)
Level Adjustment: —

The body of this powerful, regal-looking humanoid is


a perfect work of godly design. The entity’s long hair
cascades down its back in fiery waves; its powerful limbs

17
Encyclopaedia - A

Typical Cleric Spells Prepared (6/7+1/7+1/6+1/6+1/6+1/5


Combat +1/4+1/4+1/4+1; save DC 16 + spell level):
A fell archon is among the most powerful beings in 0–detect magic (2), inflict minor wounds (2), resistance
existence, its corrupted soul being as mighty as that of the (2); 1st–bane, cause fear (2), command (2), curse water,
strongest demons, yet much more terrible for once having doom, protection from good*; 2nd–darkness, desecrate*,
been a paragon of good. As a result, it is also incalculably enthral (2), inflict moderate wounds (2), shatter (2);
proud, rushing into battle with unqualified abandon, sure 3rd– animate dead, bestow curse, blindness/deafness,
of its superiority over nearly everything it faces. deeper darkness, inflict serious wounds, locate object,
magic circle against good*; 4th–dimensional anchor,
Fell archons wield +5 flaming bastard swords and +3 giant vermin, inflict critical wounds (2)*, poison (2),
unholy composite longbows with a +3 Strength bonus. In spell immunity; 5th–dispel good, flame strike, insect
melee they carry +3 blinding heavy steel shields. The plague, mass inflict light wounds*, plane shift, slay living,
natural attacks and weapons of a fell archon are considered unhallow; 6th–antilife shell, create undead, forbiddance,
epic and evil for the purposes of overcoming damage harm*, mass inflict moderate wounds (2); 7th–blasphemy,
reduction. control weather, disintegrate*,greater scrying, mass inflict
serious wounds; 8th–create greater undead, earthquake,
Aura of Menace (Su): Fell archons retain their good fire storm, mass inflict critical wounds, unholy aura*;
counterparts’ aura of righteous fury, though in fell archons 9th– energy drain, implosion (2)*, storm of vengeance (2).
it has become twisted, hateful and blindly destructive. *Domain spell.
Any creature (whether hostile or peaceful) coming within
a 20-foot radius of a fell archon must immediately succeed Good Vulnerability (Ex): Fell archons are particularly
on a Will save (DC 29, Charisma based, including +2 vulnerable to good-aligned attacks and effects, since the
racial bonus) or receive a –2 penalty on attack rolls and memory of goodness stings their souls to the core. Fell
saving throws, as well as a –2 penalty to its Armour Class, archons receive a –2 penalty to Armour Class against
as long as it remains within sight of the fell archon. A attacks from creatures or weapons with an aura of good,
creature that has succeeded at this save cannot be affected and a –2 penalty on attack rolls and saving throws against
again by the same fell archon’s aura for 24 hours. spells and effects with the good descriptor.

Doom Horn: A fell archon’s horn is a terrible instrument, Regeneration (Ex): A fell archon takes normal damage
whose notes have the ability to crumble walls, kill birds from epic weapons and from spells or effects with the
and beasts, topple mountains, poison the air, churn the good descriptor.
waters and break the endurance and sanity of any living
creature unfortunate enough to hear it.

The doom horn combines the properties of a horn of


Armouredon
greater blasting (save DC increased to 27) and a horn of Colossal Dragon
evil (both items described in chapter 7 of the DMG); plus Hit Dice: 24d12+356 (512 hp)
it forces every creature listening to it to make a Will save Initiative: –2
(DC 27, Charisma based) or become panicked for 2d6 Speed: 60 ft. (12 squares)
rounds. Armour Class: 30 (–8 size, –2 Dex, +30 natural), touch 0,
flat-footed 30
Spell-Like Abilities: At will–animate objects, bestow Base Attack/Grapple: +24/+58
curse (DC 19), contagion (DC 19), continual flame, detect Attack: Bite +34 melee (6d6+27)
snares and pits, death knell (DC 18), discern lies (DC 20), Full Attack: Bite +34 melee (6d6+27)
dismissal, freedom (DC 25), greater dispel magic, greater Space/Reach: 40 ft./20 ft.
teleport (self plus 200 pounds only), hold person (DC Special Attacks: Cinder shower, tail sweep, trample
18), invisibility (self only), polymorph (self only), power 4d8+27
word stun, resist energy, see invisibility, sound burst (DC Special Qualities: Damage reduction 15/epic, darkvision
18), speak with dead (DC 19), summon monster VII, true 60 ft., immunity to magical sleep, paralysis and poison,
seeing, unholy blight (DC 20), waves of fatigue; 3/day– living furnace, low-light vision, resistance to acid 20, cold
blade barrier (DC 22), destruction, earthquake (DC 24), 20, electrical 20 and fire 20
harm (DC 22), mass charm monster (DC 24), permanency, Saves: Fort +30, Ref +12, Will +13
waves of exhaustion; 1/day–blasphemy (DC 23), power Abilities: Str 47, Dex 6, Con 38, Int 3, Wis 9, Cha 12
word blind, power word kill, power word stun, prismatic Skills: Hide –3*, Intimidate +14, Listen +12, Spot +12
spray (DC 23), wish. Caster level 20th (21st for spells with Feats: Awesome Blow, Chew, Endurance, Great Fortitude,
the Evil descriptor). The save DCs are Charisma based. Improved Bull Rush, Improved Overrun, Power Attack,
Snatch
Spells: Fell archons can cast divine spells as 20th level Epic Feats: Epic Toughness
evil clerics, with access to the Destruction and Evil Environment: Temperate and warm deserts
domains. The save DCs are Wisdom based. Caster level Organisation: Solitary
is 21st for spells with the Evil descriptor. Challenge Rating: 21
Treasure: None

18
Encyclopaedia - A

Alignment: Always neutral evil Reflex save (DC 40) allowed for half damage. The save
Advancement: 25-72 HD (Colossal) DC is Strength based.
Level Adjustment: —
Trample (Ex): Reflex half, DC 40. The save DC is
First, a thundering roar fills the desert sky and shakes Strength based.
the sand with its power. Then, you see the hulk of a
four-legged lizard-like creature, the approximate size of Living Furnace (Ex): The body heat of an armoredon
an elephant herd, approaching at a speed that belies its is so intense that it can be felt many feet away from the
massive bulk. The monster’s body is entirely covered with creature. Any creature or weapon touching an armoredon
bony ridges and plates, each one as large as a bull; a automatically suffers 2d6 points of fire damage.
stream of smoke and hot ashes follows in its wake, making
it look like the horror is on fire. Skills: *An armoredon receives a +8 racial bonus on Hide
checks when in a desert environment.
An armoredon looks like a
monstrous, bloated dragon about
80 feet long, a quarter of which is
the monster’s swiping tail. The
armoredon has a bony crest running
from the back of its head to the tip
of its tail, which turns into layers of
massive bone plates near the beast’s
mid-section. Steam and embers are
constantly pouring out of the crevices
between these plates; these are in
fact desert debris accumulated in the
creature’s endless armour chinks and
fissures, caused to boil and sizzle
– and sometimes to burn – by the
armoredon’s intense body heat.

Combat
In the rare cases where an
armoredon actually notices a hostile
creature enough to consider it, it
prefers to charge head on, biting and
trampling away regardless of what
else is around.

Cinder Shower (Ex): As a full-


round action, an armoredon can
violently shake its body, sending
the endless sparks and fiery bits
under its shell flying around it.
Every creature within 30 feet of an
armoredon using this ability suffers
5d6 fire damage, with a Reflex
saving throw (DC 36) allowed
for half damage. The save DC is
Constitution based.

Tail Sweep (Ex): As a standard


action, an armoredon can make a
sweep with its massive tail, brushing
away any creature currently behind
it. Any Medium or smaller creature
caught in the path of an armoredon’s
sweeping tail attack (a 20 feet
long cone behind the armoredon)
automatically suffers 3d8+27 points
of bludgeoning damage, with a

19
Encyclopaedia - B

four inches in diameter, composed of an oddly elastic


substance, something like a cross between cartilage and

B
jelly. Each tendril ends with a sharp spur of bone, a foot
long and honed to a needle-sharp tip.

The ecology of the barbed serpent is simple and horrific.


It is a hermaphroditic creature and it requires intelligent

Barbed Serpen t beings in which to lay eggs. It will explode into the midst
of a settlement or city and implant as many eggs as it can.
Colossal Aberration It does not care if it is slain during this process and it will
Hit Dice: 30d8+230 (365 hp) return to the depths once it is done. Some days later, the
Initiative: +8 eggs hatch and the larvae burrow back down into the earth,
Speed: 60 ft. (12 squares), burrow 40 ft. where they feed and grow until it is time, a century or two
Armour Class: 22 (–8 size, +20 natural), touch 2, flat- later, to spawn again.
footed 22
Base Attack/Grapple: +22/+57
Attack: Spine +34 melee (4d6+19 plus poison or 1d4 plus Combat
implant) If the barbed serpent attacks a town, its main purpose is to
Full Attack: 6 spines +34 melee (4d6+19 plus poison lay eggs. To this end, it only kills those who are doing it
or 1d4 plus implant) and bite +34 melee (4d6+10 plus serious harm and it targets those who are not a meaningful
poison) threat for implantation. If encountered prior to being
Space/Reach: 30 ft./20 ft. (50 ft. with extended tendrils) ready to spawn, it attacks to kill and eat, showing no
Special Attacks: Improved grab, swallow whole mercy, but it will flee any battle which begins to go against
Special Qualities: Blindsense 60 ft., damage reduction it – there is always easier prey elsewhere.
15/epic, extended tendrils, implant young, scent, spell
resistance 26 A barded serpents natural weapons are considered epic for
Saves: Fort +17, Ref +10, Will +18 the purpose of overcoming damage reduction.
Abilities: Str 48, Dex 11, Con 24, Int 3, Wis 12, Cha 10
Skills: Listen +15, Spot +14, Survival +11 Extended Tendrils (Ex): The tendrils of the barbed
Feats: Alertness, Awesome Blow, Improved Bull Rush, serpent are very elastic. They can attack beings up to 50
Improved Initiative, Improved Multiattack, Multiattack, feet distant from the creature, though only squares within
Power Attack its normal reach of 20 feet are considered ‘threatened’ for
Epic Feats: Dire Charge, Epic Prowess, Epic Toughness, purposes of attacks of opportunity and so on.
Superior Initiative
Environment: Any underground Implant Young (Ex): Whenever a barbed serpent
Organisation: Solitary succeeds in a tendril attack on a target, it may choose
Challenge Rating: 21 either to deal normal damage or to implant an egg. If
Treasure: Double standard it chooses the latter, it deals only 1d4 points of piercing
Alignment: Always neutral damage. However, the target must make a Fortitude save
Advancement: 31–50 HD (Colossal) (DC 32) or have an egg implanted. The egg attaches itself
Level Adjustment: — to the spinal column. After 2d4 days the egg will hatch,
exploding the victim from within and doing 3d6 points
The snake’s head is immense, more than large enough to of Constitution damage. The newly hatched larvae will
swallow a horse in a single gulp, and viscous black fluid then burrow underground. The egg has the same spell
drips from its fangs. As it emerges from the ground, the resistance as the barbed serpent, making it very difficult
body follows, lined with thin black tendrils terminating to remove magically, and removing it via non-magical
in a barbed point. The tendrils are very long, and they means requires a Heal check (DC 35). The save DC is
spread outwards from the body, seeking prey. Constitution based.

Barbed serpents are rarely seen, either above ground or Improved Grab (Ex): To use this ability, a barbed serpent
below, but when they are, they tend to burn themselves must hit with its bite attack. It can then attempt to start
into history, as much for the aftermath of the attack as a grapple as a free action without provoking an attack of
for the devastation it causes. They are drawn to large opportunity. If it wins the grapple check, it establishes
settlements of intelligent beings – deep dwarves or dark a hold and can attempt to swallow the foe the following
elves in cavern complexes or human cities above ground. round.
When they sense such, they will burrow into them,
emerging as close to the centre as possible and attacking. Poison (Ex): Injury, Fortitude DC 32, primary and
secondary damage 1d8 Con. The save DC is Constitution
The barbed serpent primarily resembles an albino python, based.
grown to immense size. However, growing along the
length of its body, about one-third of the way up from Swallow Whole (Ex): A barbed serpent can try to swallow
its base, are countless thin black tendrils about three or a grabbed opponent of a smaller size than itself by making

20
Encyclopaedia - B

a successful grapple check. Once inside, the opponent The earth shudders. The mountains shake. Boulders roll
takes 4d6+10 points of crushing damage plus ten points down like pebbles. Trees are uprooted like twigs. Water
of acid damage per round from the snake’s gizzard. A and vapour sprout from newly formed geysers. Red-hot
swallowed creature can cut its way out by using a light rocks spurt from suddenly opening cracks, reaching down
slashing or piercing weapon to deal 30 points of damage to the deepest pits below the earth. Then the shadow of
to the gizzard (AC 20). Once the creature exits, muscular the creature looms, blotting out the sun; its massive jaws
action closes the hole; another swallowed opponent must bawl and it drowns out the wind and earthquake. As it
cut its own way out. A barbed serpent’s interior can hold comes nearer, it gets larger. No matter how close it gets,
two Huge, eight Large, 32 Medium, 128 Small or 512 Tiny it still grows and grows until everything is obscured by
or smaller opponents. the creature. A hirsute, elephantine body, a single hair
of which could make a hundred feet of the strongest rope.
Four shaggy legs, each of them as wide as the tallest tower.
Behemammoth Atop it all, a head can be seen, far up there in the distance.
Its lower jaw is hairy too, but a glimpse of a gigantic bare
Colossal Magical Beast
skull can be inferred where its upper muzzle should be.
Hit Dice: 50d10+800 (1075 hp)
Initiative: –2
The behemammoth (although it is possible more than one
Speed: 80 ft. (16 squares)
may exist) is the largest land creature in existence, being
Armour Class: 20 (–8 size, –2, Dex, +20 natural) touch 0,
hundreds of feet tall and many more feet long. The gods
flat-footed 20
of evil created it as the universe began, with the purpose
Base Attack/Grapple: +50/+86
of wreaking havoc and destruction upon the world. It
Attack: Stomp +66 melee (6d6+30) or bite +66 melee
looks as a shaggy, more-than-Colossal, four-legged
(4d6+40)
mammal, bearing a vague resemblance to a mastodon.
Full Attack: 2 stomps +66 melee (6d6+30) or bite +66
The incredibly long hairs covering the monster’s entire
melee (4d6+40)
body hang as vines from a swamp. Its head resembles
Space/Reach: 150 ft./50 ft.
that of a crocodile, but it is proportionately shorter and
Special Attacks: Terrify, towering bite, trample 6d6+30,
broader. The creature’s lower jaw dangles with the same
tremor
long russet hairs covering the rest of its body; however, the
Special Qualities: Damage reduction 15/epic, darkvision
single piece conforming its upper muzzle and cranium is
60 ft., immunity to acid, mind-affecting effects and poison,
like a crocodile’s bare skull, neatly placed as a mask over
low-light vision, regeneration 25, resistance to cold,
its head.
electrical and fire 30
Saves: Fort +43, Ref +25, Will +18
Abilities: Str 50, Dex 7, Con 42, Int 3, Wis 15, Cha 16 Combat
Skills: Listen +20, Spot +20, Survival +19 The behemammoth does not fight; it destroys. When
Feats: Awesome Blow, Cleave, Great Cleave, Improved faced with opposition, the behemammoth uses no combat
Bull Rush, Improved Overrun, Power Attack, Snatch moves or techniques, simply walking over everyone and
Epic Feats: Epic Potency (x5), Epic Prowess (x4), everything until all are devastated.
Improved Awesome Blow
Environment: Any The behemammoth’s natural weapons count as epic,
Organisation: Solitary (possibly unique) chaotic-aligned and evil-aligned for the purpose of
Challenge Rating: 23 overcoming damage reduction.
Treasure: None
Alignment: Chaotic evil Terrify (Ex): Huge or smaller creatures catching sight of
Advancement: 51+ HD (Colossal) the behemammoth must succeed at a Will save (DC 38) or
Level Adjustment: — become frightened for one full minute. Creatures with less
than 16 HD become panicked instead if they fail this save.
If a creature succeeds at this save, it becomes shaken for
one minute, after which it cannot be affected by the same
behemammoth’s terrify ability for the next 24 hours. The
save DC is Charisma based.

Towering Bite (Ex): The behemammoth is not normally


capable of using its bite attack in combat, since its head
and neck configuration stop it from reaching down to
bite enemies. The behemammoth can only use its bite
attack against enemies of Colossal size or those that are
somehow positioned at the same height as its maw. By the
same token, the behemammoth cannot make a stomp or
trample attack against any creature on which it is able to
use its bite attack.

21
Encyclopaedia - B

Trample (Ex): Reflex half, DC 55. The save DC is


Strength based.

Tremor (Ex): By moving at least its base speed for a full


round, the behemammoth causes the ground to tremble
and shake, applying a –4 penalty on the attack rolls,
Concentration checks and Armour Class of every living
creature standing on the ground within 100 feet of the
behemammoth. The behemammoth cannot choose whether
to use tremor – this effect is automatically caused every round
the behemammoth spends moving at least its base speed.

Behemoth
Though they look like animals, behemoth are
actually powerful outsiders of great size and
power. There represent the pinnacle of what the
animal could possibly be.

Behemoth Eagle
Colossal Outsider (Extraplanar)
Hit Dice: 21d8+126 (220 hp)
Initiative: +20
Speed: 20 ft. (4 squares), fly 160 ft. (poor)
Armour Class: 24 (-8 size, +12 Dex, +10
natural), touch 14, flat-footed 12
Base Attack/Grapple: +21/+44
Attack: Claw +25 melee (5d10+7)
Full Attack: 2 claws +25 melee (5d10+7) and bite
+20 melee (4d12+3)
Space/Reach: 30 ft./20 ft.
Special Attack: —
Special Qualities: Evasion, spell resistance 30
Saves: Fort +18, Ref +24, Will +16
Abilities: Str 25, Dex 34, Con 23, Int 17, Wis 19, Cha 16
Skills: Diplomacy +27, Jump +3, Knowledge (geography)
+27, Knowledge (history) +27, Knowledge (nature) +29,
Knowledge (religion) +27, Knowledge (the planes) +27,
Listen +30, Search +27, Sense Motive +28, Spot +38, Skills: *A behemoth eagle receives a +8 racial bonus on
Survival +28 Spot checks.
Feats: Alertness, Endurance, Flyby Attack, Improved
Initiative, Iron Will, Skill Focus (Spot), Weapon Finesse Carrying Capacity: A light load for a behemoth eagle is
Epic Feats: Superior Initiative up to 2,400 pounds; a medium load, 2,401–4,800 pounds;
Environment: Any forest, hill, mountains and plains and a heavy load, 4,801–7,200 pounds.
Organisation: Solitary and pair
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Behemoth Gorrilla
Huge Outsider (Extraplanar)
Advancement: 21-42 HD (Colossal)
Hit Dice: 21d8+272 (366 hp)
Level Adjustment: —
Initiative: +12
Speed: 60 ft. (12 squares), climb 30 ft.
A huge avian more than 20 ft. tall, its wings must stretch
Armour Class: 38 (-2 size, +8 Dex, +22 natural), touch
80 ft. or more. A more perfect eagle could not exist…
16, flat-footed 30
Base Attack/Grapple: +21/+39
Combat Attack: Claw +29 melee (4d8+10)
This majestic creature attacks with greater efficiency than Full Attack: 2 claws +29 melee (4d8+10) and bite +24
their mundane cousins. If he encounters more serious melee (3d10+5)
resistance the eagle will attempt to grab a single opponent Space/Reach: 20 ft./20 ft.
and fly off with them. Special Attacks: Rend 8d8+20

22
Encyclopaedia - B

Special Qualities: Scent, spell resistance 30 Alignment: Usually lawful neutral


Saves: Fort +24, Ref +20, Will +16 Advancement: 39-48 HD (Large); 49-58 HD (Huge); 59-
Abilities: Str 31, Dex 26, Con 35, Int 6, Wis 15, Cha 12 66 HD (Gargantuan); 67-135 HD (Colossal)
Skills: Balance +32, Climb +42, Intimidate +25, Jump Level Adjustment: —
+46, Move Silently +32, Spot +26
Feats: Dodge, Endurance, Improved Initiative, Iron Will, Like out of a child’s fairy story, a huge wolf crashes
Mobility, Power Attack, Spring Attack through of the trees. It fur is white, but caked with dried
Epic Feats: Epic Toughness blood and its iridescent silver eyes stare menacingly at
Environment: Warm forest and warm mountains you…
Organisation: Solitary or company (5-8)
Challenge Rating: 19 Savage beyond measure, the brachyurus is possibly the
Treasure: None most powerful and terrifying wolf in all creation. It roams
Alignment: Always neutral the forest and plains ambivalent to the greater issues
Advancement: 22-42 HD (Huge) of the world. Even with its advanced intelligence, the
Level Adjustment: — brachyurus is still at heart an animal and behaves in many
ways as a wolf would.
Standing over 20 ft. tall, this gorilla could be the king of
all gorillas… It is rumoured that some brachyurus speak Common, but
few that have tried to engage it in conversation has every
returned to relate the tale.
Combat
Behemoth gorilla attack with tooth and claw hoping to
rend opponents to pieces. In single combat they grapple to Combat
immobilise targets. The brachyurus encountering multiple opponents will try
to weaken their resolve with its frightful howl. Once its
Rend (Ex): A behemoth gorilla that hits with both claw opponents are shaken it will move through each tripping
attacks latches onto the opponent’s body and tears the and savaging them as it goes.
flesh. This automatically deals an additional 8d8+20
points of damage. Frightful Howl (Su): As a standard action, a brachyurus
can emit a howl in a 60-foot-radius spread that affects
opponents with fewer Hit Dice or levels than the
Brachyurus brachyurus has. The affected creature must make a
successful Will save (DC 33) or become shaken. Success
Large Magical Beast
indicates that the target is immune to that brachyurus’s
Hit Dice: 38d10+684 (893 hp)
frightful howl for one day. The DC is Charisma-based.
Initiative: +18
Speed: 80 ft. (16 squares)
Savage (Ex): If a brachyurus successfully trips an
Armour Class: 40 (-1 size, +14 Dex, +17 natural), touch
opponent, it latches onto the opponent’s body and tears
23, flat-footed 26
the flesh. This attack automatically deals an additional
Base Attack/Grapple: +38/+52
15d6+25 points of damage. If an opponent goes prone
Attack: Claw +48 melee (2d6+10, 19-20)
for any reason in an area a brachyurus threatens, the
Full Attack: 2 claws +48 melee (2d6+10, 19-20) and bite
brachyurus can also savage the victim as a free action
+48 melee (3d6+5,19-20)
(treat as the brachyurus’s attack of opportunity for the
Space/Reach: 10 ft./5 ft.
round), even though it had nothing to do with tripping the
Special Attacks: Frightful howl, savage
foe.
Special Qualities: Blindsight 240 ft., damage reduction
10/epic, darkvision 60 ft., fast healing 10, low-light vision,
resistances to acid 20, cold 20, electricity 20, fire 20 and
sonic 20, scent, spell resistance 23 Bygones Template
Saves: Fort +39, Ref +35, Will +25 Bygones are remnants and memories of legendary
Abilities: Str 30, Dex 38, Con 47, Int 18, Wis 32, Cha 19 creatures long departed.
Skills: Hide +51, Jump +71, Listen +54, Move Silently
+55, Spot +54, Survival +52 Bygones resemble the creatures they echo, but their
Feats: Alertness, Improved Bull Rush, Improved Critical colours are faded, their cries and speech hushed, and
(claw), Improved Critical (bite), Improved Initiative, their motions ghostly. To a person who has seen both a
Improved Multiattack, Improved Trip, Iron Will, bygone and its original, the differences are obvious, but to
Multiattack, Weapon Focus (claw), Weapon Focus (bite) a person who knows only legends of the bygone’s species,
Epic Feats: Blinding Speed (x2) a bygone may be mistaken for the real thing. Many of the
Environment: Any land world’s most powerful creatures no longer exist, driven
Organisation: Solitary, pair or pack (5-10) to extinction or locked away in distant planes. But their
Challenge Rating: 23 echoes sometimes have a power of their own, and can be
Treasure: Standard a deadly challenge to heroes who might never face their

23
Encyclopaedia - B

Creating a Bygone
Creature
‘Bygone’ is an acquired template that can be added to any
creature with 20 or more Hit Dice (referred to hereafter as
the base creature). A bygone uses all the base creature’s
statistics and abilities except as noted here.

Size and Type: The creature’s type changes to outsider,


and the creature gains the augmented
subtype. Size is unchanged. Bygones are
normally native outsiders.

Hit Dice: A bygone’s Hit Dice are unchanged, but


its hit points are halved.

Armour Class: A bygone creature’s natural armour


bonus, deflection bonus and insight bonus to AC (if any)
are reduced by half.

Damage: The damage a bygone deals with its attacks is


halved, after all other factors are applied (not including
factors inherent in the target, such as damage reduction).

Special Attacks: A bygone creature retains all of the


special attacks of the base creature. However, the saving
throw DCs to resist all its special attacks (with the
exception of spells and spell-like or psionic abilities) are
reduced by 10. Special attacks which deal hit
point damage are unaffected.

Bygone Creatures have their damage halved


(as above).

Psionics, Spells, and Spell-Like Abilities: If


the base creature has these special attacks, their
caster or manifester levels are reduced by 10 (to a
minimum of 1).

Special Qualities: A bygone creature retains all of the


special qualities of the base creature, but they are adjusted
as described below. A bygone also gains the reversal
quality.

Damage Reduction: If the base creature has damage


real counterparts. Bygones can come to exist in a number reduction that requires an epic weapon to penetrate, the
of ways: some are essentially racial memories of a dead bygone creature’s damage reduction requires a magic
species given form, and roam the lands of their ‘ancestors’ weapon to penetrate, instead. All other aspects of damage
acting as myth dictates; other bygones are similar to reduction are unchanged.
ghosts, representing and behaving like specific individuals
who disappeared or died long ago. Bygones may act out Fast Healing and Regeneration (Ex): A bygone’s fast
their originals’ deeds over and over again, or they may healing and regeneration rates are halved.
pursue their own goals, even while aware that they are
shadows of things past. On rare occasions, a bygone may Reversal (Ex): Upon a bygone’s death, any supernatural
actually meet its original counterpart. or spell-like effects that did not cause hit point damage it
created during the previous hour are undone. This may
Bygones speak any languages their originals knew. include ability drain, magical fear or paralysis, instant kill
effects (such as wail of the banshee or a neh-thalggu’s
brain extraction ability), and others.

24
Encyclopaedia - B

Spell Resistance (Ex): A bygone’s spell resistance is


reduced by 10.
Combat
Bygone uvuudaums fight like ordinary uvuudaums,
Saves: A bygone suffers a –10 penalty on all saving but rely more on physical attacks than on their spell-
throws. like abilities. A bygone uvuudaum’s natural weapons
are treated as epic and evil-aligned for the purpose of
Challenge Rating: Same as the base creature –6. overcoming damage reduction.

Confusion Aura (Su): This ability operates continuously,


Bygone Uvuudaum as the confusion spell but with a 30-foot radius. Potential
victims can make a DC 37 Will save to resist confusion.
Large Outsider (Evil, Extraplanar) Those affected by the aura can make a new save every 4
Hit Dice: 38d8+323 (408 hp) rounds to throw off the effect. Once it has successfully
Initiative: +14 (Dex) resisted, a subject remains immune to that uvuudaum’s
Speed: 80 ft. (16 squares), climb 40 ft. confusion aura for 24 hours. The save DC is Charisma-
Armour Class: 37 (–1 size, +14 Dex, +14 natural), touch based.
23, flat-footed 23
Base Attack/Grapple: +38/+56 Spell-Like Abilities: At will—confusion (DC 32),
Attack: Head spike +51 melee (10d6+21/19–20 plus dimension door, displacement, greater dispel magic, haste,
Wisdom drain) invisibility, lightning bolt (DC 31), magic missile, mage
Full Attack: Head spike +51 melee (10d6+21/19–20 plus armour, polymorph, shield, stoneskin, true strike, web
Wisdom drain) (DC 30); 3/day—chain lightning (DC 34), cone of cold
Space/Reach: 10 ft./10 ft. (DC 33), disintegrate (DC 34), dominate person (DC 33),
Special Attacks: Confusion aura, spell-like abilities, greater teleport, plane shift (DC 35), prismatic spray (DC
Wisdom drain 35), scrying (DC 32), wall of force; 1/day—contingent
Special Qualities: Blindsight 500 ft., damage reduction resurrection, nailed to the sky (DC 38), time duplicate,
10/good and magic, fast healing 10, half damage, time stop. Caster level 17th. The save DCs are Charisma-
regeneration 2, resistance to electricity 30, reversal, SR 29, based.
telepathy 500 ft.
Saves: Fort +30, Ref +27, Will +31 Wisdom Drain (Su): A bygone uvuudaum causes 2d4
Abilities: Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46 points of Wisdom drain each time it hits with its head
Skills: Balance +18, Climb +32, Concentration +58, spike attack. On each such successful attack, it gains 5
Craft (alchemy) +52, Diplomacy +22, Escape Artist temporary hit points. An opponent can resist the Wisdom
+55, Gather Information +22, Hide +51, Intimidate +59, drain with a DC 37 Fortitude save. The save DC is
Jump +69, Knowledge (arcana) +52, Knowledge (history) Charisma-based.
+52, Knowledge (local) +52, Knowledge (religion) +52,
Knowledge (the planes) +52, Listen +55, Move Silently Half Damage (Ex): The hit point damage a bygone
+55, Search +52, Sense Motive +55, Spellcraft +56, Spot uvuudaum deals with its natural attacks and spell-like
+55, Swim +55, Tumble +59 abilities is halved; after all other factors are applied (not
Feats: Cleave, Combat Casting, Combat Reflexes, including factors inherent in the target, such as damage
Great Cleave, Improved Critical (head spike), Lightning reduction).
Reflexes, Power Attack
Epic Feats: Epic Reflexes, Improved Combat Reflexes, Regeneration (Ex): Uvuudaums take normal damage
Spell Stowaway (time stop), Tenacious Magic from good-aligned weapons, cold and fire.
(displacement), Tenacious Magic (haste), Tenacious Magic
(stoneskin) Reversal (Ex): Upon a bygone uvuudaum’s death, any
Environment: An evil-aligned plane Wisdom drain it has inflicted is undone, and creatures
Organisation: Solitary, pair or madness (3–6) cease being confused. Any effects created by its spell-like
Challenge Rating: 21 abilities that did not cause hit point damage are similarly
Treasure: Standard undone. All of these reversals apply only to effects
Alignment: Usually neutral evil generated in the hour before the uvuudaum’s death.
Advancement: By character class

Bygone uvuudaums are created by the memories of those


victimised by uvuudaums, nightmares only slightly less
frightening in the light of day.

25
Encyclopaedia - C

to engage in melee combat a camatzotz will repeatedly


attempt to maim enemies with its bite attack, seeking to

C
finish them off with its deadly bite ability before they can
react. The camatzotz takes full advantage of its darkness
ability, preferring opponents that cannot see it while it uses
its Blindsense ability to maintain the upper hand.

Ca matzotz Darkness (Su): As a free action, a camatzotz can


surrounding itself by a cloud of darkness, as the spell at
Gargantuan Outsider (Evil, Extraplanar) caster level 20th.
Hit Dice: 36d8+324 (486 hp)
Initiative: +9 Deadly Bite (Ex): A camatzotz’ bite attack its
Speed: 40 ft. (8 squares), fly 120 ft. (poor) unnaturally sharp, giving it a critical threat range of 18-
Armour Class: 32 (–4 size, +5 Dex, +11 natural, +10 20. Furthermore, if a camatzotz scores a critical hit, it
insight), touch 21, flat-footed 27 always counts as massive damage, requiring the target to
Base Attack/Grapple: +36/+59 succeed at a Fortitude save (DC 15) or die from shock,
Attack: Bite +46 melee (4d6+16;1Crit 8-20 plus disease) regardless of how many points of damage it actually dealt.
Full Attack: Bite +46 melee (4d6+16; Crit18-20 plus A creature killed by a camatzotz’ bite – and not swallowed
disease) whole; see below – is always beheaded or cut in half as
Space/Reach: 20 ft. /20 ft. the monster bites off the missing body part. This may
Special Attacks: Darkness, deadly bite, disease, fear, seriously hinder some attempts at raising or resurrecting
swallow whole the target.
Special Qualities: Blindsense 80 ft., damage reduction 15/
epic, darkvision 60 ft., fast healing 16, spell resistance 35 Disease (Su): Supernatural disease – bite, Fortitude DC 37
Saves: Fort +31, Ref +25, Will +22 (Constitution based), incubation period one hour, damage
Abilities: Str 33, Dex 20, Con 28, Int 7, Wis 15, Cha 20 1d6 Str and 1d6 Con.
Skills: Hide +40*, Intimidate +44, Listen +51, Move
Silently+52, Spot +43, Survival +41 Fear (Su): A camatzotz is constantly surrounded by an
Feats: Alertness, Fly-by Attack, Great Fortitude, Improved aura of fear, requiring living creatures within sight of it to
Initiative, Power Attack, Snatch, Weapon Focus (bite) make successful Will saves (DC 33, Charisma based) or
Epic Feats: Energy Resistance (acid) (x2), Energy become panicked for 2d6 rounds. If a creature succeeds at
Resistance (fire) (x2), Epic Weapon Focus (bite), Snap this save, it cannot be affected by the same camatzotz’ fear
Environment: Lower planes aura for the next 24 hours.
Organisation: Solitary
Challenge Rating: 25 Swallow Whole (Ex): A camatzotz that begins its turn
Treasure: Standard grappling an opponent may attempt to swallow its enemy
Alignment: Always chaotic evil by succeeding at a special grapple check. If the camatzotz
Advancement: 37-54 HD (Colossal) wins this grapple, the target is instantly swallowed by the
Level Adjustment: — camatzotz. A swallowed target dies in one round from
the deadly environment of the camatzotz’ body, unless
Suddenly a shadow covers everything and you see the the camatzotz is slain before one round has passed. A
hideous spread of a gigantic vampire bat’s black wings camatzotz body can hold no more than one creature of
dominating the view. The creature has monstrous red eyes Large or smaller size.
and vicious jaws that could chew a whole human being in
a single bite. It appears to have a black furred humanoid Blindsense (Ex): A camatzotz can detect opponents
body. within 80 feet, by means of sound waves. Opponents still
have 100% concealment if the camatzotz cannot see them.
A camatzotz is an evil bat-spirit of the underworld, unable
to come to the mortal plane unless summoned by dark Skills: A camatzotz gains a +8 racial bonus on all Hide,
magic; once that happens, though, a camatzotz is a scourge Listen and Move Silently checks.
on creation, declaring war on everyone and everything. *In dark environments, the Hide bonus goes up to +12.
Camatzotzil appear as Gargantuan bat-apes, with simian
bodies covered with coarse black hair and 80- foot
wingspans. Chaos Dragon
Gargantuan Outsider (Chaotic, Evil, Extraplanar)
Camatzotzil speak Abyssal, Common, Infernal and Sylvan.
Hit Dice: 24d8+192 (300 hp)
Initiative: +9
Combat Speed: 60 ft. (12 squares), fly 260 ft. (good)
If possible the camatzotz will swoop down and try to Armour Class: 37 (–4 size, +5 Dex, +26 natural), touch
Snap up an opponent during a Fly-by Attack. If it needs 11, flat-footed 32
Base Attack/Grapple: +24/+51

26
Encyclopaedia - C

Attack: Tail +36 melee (2d8+15 plus poison) or bite +35


melee (1d10+15) or claw +35 melee (1d8+15)
Full Attack: Tail +36 melee (2d8+15 plus poison) and bite
+30 melee (1d10+7) and 2 claws +30 melee (1d8+7)
Space/Reach: 30 ft. /20 ft.
Special Attacks: Chaosfire, improved grab, poison, spell-
like abilities
Special Qualities: Damage reduction 15/lawful,
darkvision 60 ft., immunity to acid and poison, resistance
to cold 20, electricity 20 and fire 20, spell resistance 28,
telepathy 100 ft.
Saves: Fort +22, Ref +21, Will +20
Abilities: Str 40, Dex 21, Con 26, Int 18, Wis 22, Cha 22
Skills: Bluff +36, Escape Artist +27, Hide +9, Intimidate
+30, Jump +32, Knowledge (arcana) +25, Knowledge
(the planes) +33, Listen +27, Move Silently +27, Perform
(dance) +27, Search +26, Sense Motive +28, Spellcraft
+28, Spot +21, Survival +21 (+23 on other planes or
following tracks), Swim +31, Tumble +34
Feats: Ability Focus (chaosfire), Combat Expertise,
Combat Reflexes, Hover, Improved Initiative, Lightning
Reflexes, Weapon Focus (tail)
Epic Feats: Energy Feeder (acid), Improved Combat
Reflexes
Environment: Planes of chaos
Organisation: Solitary or pair
Challenge Rating: 23
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: 25-36 HD (Gargantuan), 37-54 HD
(Colossal)
Level Adjustment: —

You see two strange dragon-like creatures, flying and looping


around each other in a winding random pattern. Their horse-
shaped visages end in majestic finlike crests, spreading out like
a fan against the backs of their heads. They show no emotion Chaosfire (Su): Once every 1d10 rounds, a chaos dragon
and make no sound, but their eyes reflect madness – and evil. may breathe a cone of magical fire 30 feet long and 60
feet wide at the end. Creatures caught on its path suffer
Also called purple dragons, these creatures are not actual 10d10 points of magical damage; a Reflex save (DC 32;
dragons but rather chaotic evil outsiders hailing from Constitution based) is allowed for half damage. Creatures
a single pocket plane where their race rules supreme. vulnerable to fire are affected by chaos fire as if it was
Chaos dragons appear as Gargantuan maroon-purple normal fire; creatures immune or resistant to fire are fully
dragons, with serpentine wingless bodies. Their heads are affected by chaosfire as if it was not fire but magical
horse-like, crowned by a semicircular crest, not unlike a damage.
membranous fan, behind the dragons’ eyes.
Improved Grab (Ex): A chaos dragon that successfully
Chaos dragons speak Abyssal, Auran, Common and hits with a tail attack may initiate a grapple as a free action
Draconic. They can also communicate telepathically with without provoking an attack of opportunity.
any intelligent creature within 100 feet.
Poison (Ex): The tail of a chaos dragon can inject
Combat a maddening poison on the bodies of any creature
successfully hit by it. Poison save DC 30 (Constitution
Chaos dragons attack illogically and unpredictably, based), initial and secondary damage 2d6 Wis.
apparently more concerned with throwing opponents off
guard and driving them crazy than with actually harming Spell-Like Abilities: At will–confusion (DC 20), dispel
them. A favourite tactic of theirs is to dart in and out of a law (DC 21), hallucinatory terrain (DC 20), magic circle
melee while fighting defensively, taking the most advantage against law (DC 27), major creation, mirror image, lesser
of their Combat Expertise feat and Tumble ranks. The planar binding (DC 21), mirage arcana (DC 21). 3/
mouth and claws of chaos dragons are too slight in relation day–cloak of chaos (DC 24), insanity (DC 23), permanent
to their body size, so they rarely use them in combat, image, planar binding (DC 22), plane shift (DC 23), spell
preferring to rely on their barbed, poisonous tails. turning, word of chaos (DC 23). 1/day–binding (DC 24),

27
Encyclopaedia - C

dimensional lock (DC 24), greater planar binding (DC Magic Immunity (Ex): A colossus completely resists
24), maze, time stop, trap the soul (DC 24), weird (DC most magical and supernatural effects, except where
25). Caster level 18th. Save DCs are Charisma based. otherwise noted below.

Telepathy (Su): Chaos dragons can communicate Antimagic Field (Ex): A colossus constantly generates
telepathically with any intelligent creature within 100 feet. an antimagic field in a 100-foot-radius. The field is an
invisible barrier that is impervious to most magical effects,
Skills: A chaos dragon gains a +8 racial bonus on Bluff including spells, spell-like abilities, and supernatural
checks. Its lithe body gives it a +8 racial bonus on Tumble abilities. Likewise, it prevents the functioning of any
checks. Finally, its strong link to extraplanar existence magic items or spells within its confines, except for
gives a chaos dragon a +8 racial bonus on Knowledge (the the colossus’s own supernatural abilities. This effect is
planes) checks. otherwise as an antimagic field cast by a 25th-level caster.

A colossus’s natural weapons are treated as epic for the


The Real m of the Chaos purpose of overcoming damage reduction.
Ring
All chaos dragons hail from the same demiplane, a pocket Construction
dimension inhabited by chaotic outsiders and trapped
The construction cost given for each colossus takes into
mortals, where chaos dragons reign supreme. This pocket
account the physical body and all the materials and spell
plane is called the Chaos Ring; there, chaos dragons
components that are consumed or become a permanent
subject mortal intruders and prisoners to unimaginable
part of it. Except for the much tougher requirements,
tortures, all the while playing with the plane’s environment
constructing a colossus is not unlike constructing a golem.
and inhabitants as their personal toys. In spite of this
– or perhaps for this very reason – chaos dragons are
worshipped as deities not only by their realm’s natives, but
also by mortal clerics and cultists from the Prime Material Colossus, Flesh
plane. If the Games Master wishes to allow it, characters Colossal Construct
in his campaign world may actually worship chaos Hit Dice: 100d10+160 (710 hp) or as controlling spirit
dragons and their realm, the Chaos Ring, as true deities. Initiative: -2
Speed: 40 ft. (8 squares, cannot run)
Armour Class: 45 (-8 size, -2 Dex, +25 natural, +20
Chaos Dragons as Deities profane), touch 20, flat-footed 45
As deities, chaos dragons represent the eternal ring of Base Attack/Grapple: +75/+103
entropy and destruction that shall eventually engulf the Attack: Club +92 melee (6d6+38) or slam +92 melee
universe, when nonsense defeats all reason and life. (4d6+32) or thrown object (< 10 tons) +75 ranged
Worshippers of chaos dragons expect the Chaos Ring to (4d6+32)
take over reality and endeavour to further its coming. Full Attack: Club +92/+87/+82/+77 melee (6d6+38) or
2 slams +92 melee (4d6+32) or thrown object (< 10 tons)
Alignment of Followers: chaotic evil or chaotic neutral. +75 ranged (4d6+32)
Favoured Weapon: Whip (‘Tail of Chaos’). Space/Reach: 30 ft./30 ft.
Symbol: A ring of maroon-purple fire. Special Attacks: Frightful presence, horrifying
Domains: Chaos, Destruction, Evil, Magic, Trickery. appearance, stomp, stench
Special Qualities: Construct traits, damage reductions
15/epic and adamantine, magic immunity, negative energy
COLOSSUS affinity
Saves: Fort +33, Ref +31, Will +33
A colossus is as much as testament to wonder of magic as
it is to the skill of engineering. These golems of colossal Abilities: Str 35, Dex 6, Con —, Int 1, Wis 11, Cha 1
size, dwarf normal conceptions of what a constructed (Int, Wis, Cha can be different if the flesh colossus has a
guardian could be. All colossus share the following traits: controlling spirit)
Skills: Climb +63, Jump +68 (or skills of the controlling
Construct Traits: Immune to mind-affecting effects spirits)
(charms, compulsions, phantasms, patterns, and morale Feats: Awesome Blow, Cleave, Great Cleave, Improved
effects), and to poison, sleep, paralysis, stunning, disease, Bull Rush, Power Attack, Weapon Focus (club), Weapon
death effects, necromantic effects, and any effect that Focus (slam) (or by controlling spirit)
requires a Fortitude save unless it also works on objects. Epic Feats: Epic Potency (x10), Epic Prowess (x10), Epic
Cannot heal damage (though regeneration and fast healing Toughness (x4), Epic Weapon Focus (club), Epic Weapon
still apply, if present). Not subject to critical hits, subdual Focus (slam), Improved Awesome Blow (or by controlling
damage, ability damage, ability drain, or energy drain. spirits)
Not at risk of death from massive damage, but destroyed Environment: Any land or underground
when reduced to 0 hit points or less; cannot be raised or Organisation: Solitary
resurrected. Darkvision 60 ft. Challenge Rating: 27

28
Encyclopaedia - C

Treasure: None Negative Energy Affinity (Su): Any negative energy


Alignment: Neutral evil or neutral spell targeted at the colossus repairs damage taken by the
Advancement: None (abilities vary by level of the colossus at the rate of 1d10 hit points per level of the spell.
possessing spirit
Level Adjustment: —
Construction
A horrid gigantic abhorrence to goodness and decency, Only a master necromancer of surpassing power can create
this terrible colossus must have been constructed by a flesh colossus. The bodies of not less than three hundred
thousands of rotting corpses… previously animated Medium-size humanoid creatures
must be stripped of their flesh and the bones, which are
The flesh colossus is the most powerful necromantic then rendered in two great vats. The resulting semi liquid
construct that a necromancer could hope to produce. A bone-paste is then cast into a new articulated skeleton
ghost can be trapped within the colossus to provide it will of great size, to which the rendered flesh is applied like
a controlling intelligence. wet clay to shape the figure. Finally, the necromancer
must bind a ghost of at least 10 HD (the more powerful
A flesh colossus knows all languages spoken in life the better) into the colossus to act as its controlling spirit.
by the ghost who acts as its control-ling spirit. When Without the controlling spirit, the colossus is just an
the controlling spirit is suppressed, it mutters in all the oversized zombie; with it, it functions as a golem of great
tongues spoken by its component corpses. size and repugnant appearance. If no ghost is available, the
necromancer may occupy the colossus himself by casting
magic jar. The colossus costs 760,000 gp to create, which
Combat includes 100,000 gp for the body. Assembling the body
Flesh colossus smash opponents with a tree sized club or takes no great skill, and many flesh colossi reveal that fact
pick up opponents and throw them into cliff walls, forest in their uncouth forms. The creator must be 29th level
floor or even toward the horizon. and able to cast epic spells. Completing the ritual drains
30,600 XP from the creator and requires magic jar, limited
Frightful Presence (Ex): All who come within a mile of wish, polymorph any object and finger of death.
the flesh colossus must make Will saves (DC 55). Those
who make their saves are shaken. Those who fail by 20
points or less are frightened. Those who fail by 21 to 40
points are panicked. Those who fail by 41 points or more
Colossus, Iron
Colossal Construct
are cowering. The DC is Charisma-based.
Hit Dice: 96d10+120 (648 hp)
Initiative: -2
Horrific Appearance (Su): Once per day, the controlling
Speed: 50 ft. (10 squares, cannot run)
spirit within a flesh colossus may draw upon the negative
Armour Class: 60 (-8 size, -2 Dex, +60 natural) touch 0,
energy latent in the construct to transform its countenance
flat-footed 60
into a horrible leering visage: All within 300 feet who
Base Attack/Grapple: +72/+123
see this must make a Fortitude save (DC 55) or take 2d4
Attack: Slam +112 melee (12d6+55, 19-20)
points of temporary Strength, Dexterity, and Constitution
Full Attack: 2 slams +112 melee (12d6+55, 19-20)
damage. The DC is Charisma-based.
Space/Reach: 30 ft./30 ft.
Special Attacks: Breath weapon
Stomp (Ex): As a full-round action, a flesh colossus may
Special Qualities: Antimagic field, construct traits,
stomp upon any adjacent foe (that is, any within the area
damage reduction 20/epic and adamantine, magic
it threatens). Its attack roll modifier for this special attack
immunity, rustproof
is +75 (+75 base, –2 Dex, –8 size, +10 epic prowess). If
Saves: Fort +32, Ref +30, Will +33
successful, the stomp deals double damage (8d6 +44) and
Abilities: Str 80, Dex 7, Con —, Int 9, Wis 12, Cha 1
pins the victim until the colossus chooses to release him
Skills: Climb +84, Jump +93
or her.
Feats: Awesome Blow, Cleave, Great Cleave, Improved
Bull Rush, Improved Critical (slam), Power Attack,
Stench (Ex): All creatures with a sense of smell who come
Weapon Focus (slam)
within 300 feet of the construct must make a Fortitude
Epic Feats: Devastating Critical (slam), Epic Prowess
save (DC 60) or be nauseated (unable to attack, cast
(x10), Epic Potency (x10), Epic Toughness (x2), Epic
spells, concentrate on spells, or do anything else requiring
Weapon Focus (slam), Improved Awesome Blow,
attention, except for a single move or move-equivalent
Overwhelming Critical (slam)
action per round). Those who succeed on their saves
Environment: Any land or underground
take a –4 circumstance penalty on all attack rolls, saving
Organisation: Solitary
throws, and skill checks for the next 2d6+4 minutes. The
Challenge Rating: 33
DC is Constitution-based.
Treasure: None
Alignment: Usually neutral
Magic Immunity (Ex): A flesh colossus is immune to
Advancement: 97-288 HD (Colossal)
all magical and supernatural effects except those that use
Level Adjustment: —
negative energy (see below).

29
Encyclopaedia - C

the body requires a successful Craft (armoursmithing) or


Craft (weaponsmithing) check (DC 42). The creator must
be 35th level and able to cast epic spells. Completing
the ritual drains 50,000 XP from the creator and requires
cloudkill, geas/quest, limited wish and polymorph any
object.

Colossus, Garbage
Colossal Construct (Extraplanar)
Hit Dice: 100d10+80 (630 hp)
Initiative: +6
Speed: 40 ft. (8 squares, cannot run)
Armour Class: 30 (-8 size, -2 Dex, +30 natural) touch 0,
flat-footed 30
Base Attack/Grapple: +75/+103
Attack: Club +79 melee (6d6+18) or slam +79 melee
(4d6+12) or thrown object (weighing 10 tons or less) +65
ranged (4d6+12)
Full Attack: Club +79/+74/+69/+64 melee (6d6+18) or 2
slams +79 melee (4d6+12) or thrown object (weighing 10
tons or less) +65 ranged (4d6+12)
Space/Reach: 30 ft./30 ft.
Special Attacks: Disease, insect shroud, stench, stomp
Special Qualities: Construct traits, damage reduction 15/
epic, fast healing 10, immunity to magic
Saves: Fort +33, Ref +31, Will +33
Abilities: Str 35, Dex 6, Con —, Int —, Wis 11, Cha 1
A towering suit of plate armour composes the bulk of this Skills: Jump +16
incredible construct… Feats: Improved InitiativeB
Epic Feats: Superior InitiativeB
It would take all the iron ore from several dwarven mines Environment: Any
to construct an iron golem of this size, but when possible Organisation: Solitary
to build such a construct the iron colossus can be a Challenge Rating: 26
devastating ally. Treasure: —
Alignment: Neutral
Combat Advancement: 101–170 HD (Colossal)
Level Adjustment: —
Every blow from an iron colossus is likely to potentially
lethal (see massive damage rules in the PHB). Sometimes A gigantic pile of trash begins to rise up in a humanoid
an iron colossus will be armed with a colossal magical form and begins trudging toward you.
weapon, in these instances the construct often possesses a
different array of feats to maximise is potential. There is a saying: ‘On the world of the Sklavadok, the trash
takes you out!’ This clumsy joke hints at a horrible reality.
Breath Weapon (Su): Cone of poisonous gas, 80 feet, as There are towering shapes at the heart of the Trashgardens
a free action every 1d4 rounds, initial damage 3d6 Con, which lurch and stumble about, surrounded by the maniac
secondary damage 2d6 Con, Fort half (DC 58). The DC is drone of millions of insects. These are the garbage colossi,
Constitution-based. faceless constructs formed from hundreds of tons of
rubbish: broken weapons, smashed pots and plates, cart
Magic Immunity (Ex): An iron colossus is immune to all wheels, rotten fruit, mouldy books, yesterday’s porridge,
magical and supernatural effects, except as follows. An street sweepings, old clothes, dead animals, rubble, rags
electricity effect restores 1 hit point to the iron colossus for and bones and broken furniture, all crammed together and
each 3 points of damage it would otherwise deal. enlivened by a skittering stream of insect life that flows
through the colossus like blood. Cockroaches swarm over
Rustproof (Ex): An iron colossus is not affected by rust a garbage colossus’ surface with furious purpose.
attacks, unlike smaller iron golems.

Construction Combat
Garbage colossi strike opponents with their powerful fist
An iron colossus’s body is sculpted from 150,000 pounds infecting their foes while its insect shroud tears apart those
of pure iron. The colossus costs 1,000,000 gp to create, it misses.
which includes 100,500 gp for the body. Assembling

30
Encyclopaedia - C

saves and skill checks for the next 2d6+4 minutes. The
save DC is Constitution-based.

Stomp (Ex): As a full-round action, a garbage colossus


may stomp upon any adjacent foe (that is, any within the
area it threatens). This special attack uses the colossus’
Dexterity modifier instead of Strength and its attack roll
modifier is +65. If successful, the stomp deals double
damage (8d6+24) and pins the victim until the colossus
chooses to release him.

Colossus, Jade
Colossal Construct
Hit Dice: 32d10+80 (256 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armour Class: 34 (-8 size, +32 natural), touch 2,
flatfooted 34
Base Attack/Grapple: +24/+59
Attack: Slam +35 melee (4d8+19)
Full Attack: 2 slams +35 melee (4d8+19)
Space/Reach: 30 ft./30 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/
Disease (Su): The garbage colossus’ blows seethe with adamantine, darkvision 60 ft., immunity to fire, immunity
infection from the thousands of tons of trash that make to magic, light reflection, low-light vision
up its body. Creatures struck for damage must make a Saves: Fort +10, Ref +10, Will +10
Fortitude save (DC 60) or contract a terrible ailment that Abilities: Str 49, Dex 10, Con —, Int —, Wis 11, Cha 1
cramps muscles and leads to almost instant paralysis. This Skills: —
is a supernatural disease with an incubation period of 1d3 Feats: —
rounds. It deals 1d6 Strength and 1d6 Dexterity damage Environment: Any
each round. The save DC is Constitution-based. Organisation: Solitary
Challenge Rating: 16
Insect Shroud (Su): A garbage colossus is constantly Treasure: None
affected as if by a crown of vermin spell (epic spell) cast Alignment: Usually neutral
by a 100th level caster. As per the spell, the colossus Advancement: 33-96 (Colossal)
may completely suppress the aura of insects as desired. Level Adjustment: —
A garbage colossus’ insect shroud constantly replenishes
itself at a rate of 200 vermin per round (unlimited This massive automaton stands five times as tall as a
duration). When vermin die off either from being slain or normal human and resembles a massive humanoid carved
from dealing damage to another creature, the aura does not of smooth green stone.
permanently collapse, even if all the vermin are slain or if
all 1,000 vermin deal their damage in one round. As soon The jade colossus was first seen dominating the skyline
as any vermin are replenished, they participate normally over the City of Brass, its massive form reflecting the light
in the crown of vermin effect. The full press of insects from the ever–burning fires of the City. Since that time,
can be avoided via a Reflex save (DC 55). The shroud of rumours of these creatures moving across the Material
insects grants the garbage colossus concealment against Plane have been heard in taverns and inns. A jade colossus
attacks (20% miss chance). The insects partake of the is 35 feet tall and weighs over 60,000 pounds.
colossus’ magic immunity. The save DC is Charisma-
based. Jade colossi are massive constructs built by powerful
spellcasters for to do their bidding; typically for protection
Stench (Ex): A garbage colossus reeks like nothing else or to wage war against an archrival.
in the multiverse. It stinks of the putrefying offal and
detritus of a thousand worlds. All creatures with a sense Jade colossi do not speak.
of smell who come within 400 feet of the colossus must
make a Fortitude save (DC 60) or be nauseated (unable
to attack, cast spells, concentrate on spells or do anything Combat
else requiring attention except for a single move or move A jade colossus pummels a foe with its hardened fists; dealing
equivalent action per round). Those who succeed on their massive amounts of damage with every successful strike. It
saves take a -4 circumstance penalty on all attack rolls, almost always opens combat with its breath weapon.

31
Encyclopaedia - C

Breath Weapon (Su): Once every 1d4 rounds, as a Speed: 40 ft. (8 squares, cannot run)
standard action, a jade colossus can spray a blast of green Armour Class: 44 (-8 size, -3 Dex, +45 natural), touch -1,
energy in either a 60–foot cone or a 120–foot line. A flat-footed 44
creature in the affected area takes 15d6 points of damage Base Attack/Grapple: +48/+94
(Reflex save DC 26 for half). A creature slain as the result Attack: Slam +70 melee (8d6+30)
of this breath weapon transforms into jade. The save DC Full Attack: 2 slams +70 melee (8d6+30)
is Constitution–based. Space/Reach: 30 ft./30 ft.
Special Attacks: Shatter
A creature turned to jade has Hardness 6, hp 40. This Special Qualities: Antimagic field, construct traits,
effect can be reversed by casting stone to flesh, wish, damage reduction 10/epic and adamantine, magic
or miracle. This restores the creature’s body to flesh; immunity
afterwards, it may be raised or resurrected normally. A Saves: Fort +21, Ref +18, Will +21
jade creature that suffers 40 or more points of damage, Abilities: Str 70, Dex 5, Con —, Int —, Wis 10, Cha 1
or is subjected to a shatter or disintegrate spell is Skills: Jump +34
immediately destroyed. A destroyed creature can be Feats: —
restored only through the successful casting of a miracle Epic Feats: —
or wish spell. Environment: Any
Organisation: Solitary
Light Reflection (Ex): The angles that make up a jade Challenge Rating: 24
colossus’s form allow it to reflect any light–based attacks Treasure: None
or effects (it cannot reflect natural sunlight however). Alignment: Usually neutral
Reflected light acts as an emanation (lasting 1 round) Advancement: 65-192 HD (Colossal)
that blinds all creatures (as the blindness spell) within 40 Level Adjustment: —
feet for 2d4 rounds. Affected creatures that succeed on a
DC 26 Reflex save are not blinded. Undead and similar This immense construct looks to have been carved from a
creatures to whom sunlight is harmful to take 6d6 points mountainside…
of damage (a successful DC 26 Reflex save halves the
damage). Stone colossus are created from stone often in the image
of their creators.
Immunity to Magic (Ex): A jade colossus is immune to
any spell or spell–like ability that allows spell resistance. A stone colossus cannot speak or make any vocal noise.
In addition, certain spells and effects function differently
against the creature, as noted below.
Combat
A disintegrate spell slows a jade colossus (as the slow Stone colossus usually strike there opponents until they
spell) for 1d6 rounds, with no saving throw. A shatter stop moving.
spell deals 3d12 points of damage to a jade colossus, with
no saving throw. A magical attack that deals fire damage Shatter (Su): A stone colossus can use shatter (DC 7) as
breaks any slow effect on the jade colossus and heals 1 a free action once every 2 rounds against an opponent’s
point of damage for each 3 points of damage the attack weapon or other item as a 24th-level caster. The DC is
would otherwise deal. If the amount of healing would Charisma-based.
cause the golem to exceed its full normal hit points, it
gains any excess as temporary hit points. A jade colossus Magic Immunity (Ex): A stone colossus is immune to all
receives no saving throw against fire effects. spells, spell-like abilities and supernatural effects, except
as follows. A transmute rock to mud spell slows it (as
Construction the slow spell) for 1 round, with no saving throw, while
A jade colossus’s body is constructed from 80,000 transmute mud to rock heals all its lost hit points. A stone
pounds of pure jade and a mixture of rare stones, herbs to flesh spell has no effect on a stone colossus.
and chemicals totalling 8,000 gp. Assembling the body
requires a successful Craft (sculpting) check (DC 30). Construction
Caster level 15th; Craft Construct (see the MM), blindness, A stone colossus’s body is chiselled from a single block
flesh to stone, geas/quest, polymorph any object, caster of hard stone, such as granite, weighing at least 375,000
must be at least 15th level; Price 212,000 gp; Cost 110,000 pounds. The colossus costs 760,000 gp to create, which
gp + 8,160 XP. includes 100,000 gp for the body. Assembling the body
requires a successful Craft (sculpting) or Craft (masonry)
check (DC 37). The creator must be 25th level and able
Colossus, Stone to cast epic spells. Completing the ritual drains 30,600
XP from the creator and requires geas/quest, limited wish,
Colossal Construct polymorph any object and shatter.
Hit Dice: 64d10+80 (432 hp)
Initiative: -3

32
Encyclopaedia - C

Combat Golem CR Spell


Caster
Level
(Temp late) 1–3 Magic Missile 1st
Wizards deploying constructed troops on the field of battle
often augment them with extra blades, armour plates 4–6 Acid Arrow 3rd
and other protective enhancements, making their golems 7–9 Fireball 5th
significantly more powerful combatants. The result is a
literal killing machine capable of wading through whole 10–12 Enervation 9th
formations of enemy troops and shrugging off hostile
magic with ease. 13–15 Cone of Cold 11th

16-18 Chain Lightning 13th


Constructing a combat golem increases the base cost of the
construct by 50%. ‘Combat Golem’ is a template that can 19-21 Prismatic Spray 15th
be applied to any golem or construct, referred to hereafter
as the base creature. 21-24 Polar Ray 17th

25-28 Meteor Swarm 19th


Hit Dice: Unchanged, but the bonus hit points gained from
being a construct are doubled. 29-32 Ruin 21st

Speed: Two-thirds of the base creature. 33-35+ Animus Blast 24th

Armour Class: The base creature’s natural Armour Class Abilities: The abilities of the base creature are modified as
increases by +6. follows: Strength +6, Dex +2

Damage: As per the base creature, but adjusted for Feats: Add the Power Attack feat as a bonus feat
increased strength and blades.
Challenge Rating: Same as the base creature +2
Special Attacks: The base creature retains all of its special
attacks and gains those described below:

Armour Spikes (Ex): The construct is covered in sharp


Sample Combat
spikes and blades that add extra damage to the construct’s
slam attacks. The spikes deal even more damage each
Iron Golem
round if the construct is grappled, as follows. Large Construct
Hit Dice: 18d10+60 (159 hp)
Initiative: +0
Extra Spikes Speed: 15 ft. (3 squares)
Construct Extra Slam Grapple Armour Class: 37 (-1 size, +28 natural) touch 9, flat-
Size Damage Damage footed 37
Base Attack/Grapple: +13/+31
Tiny +0 +0 Attack: Slam +26 melee (2d10+14 plus 1d6 (armour
spikes))
Small +1 +2 Full Attack: 2 slams +26 melee (2d10+14 plus 1d6
Medium +1d4 +2d4 (armour spikes))
Space/Reach: 10 ft./10 ft.
Large +1d6 +2d6 Special Attacks: Armour spikes, breath weapon, ranged
weapon
Huge +1d8 +2d8 Special Qualities: Construct traits, damage reduction
15/adamantine, darkvision 60 ft., immunity to magic, low-
Gargantuan +1d10 +2d10
light vision
Colossal +2d6 +4d6 Saves: Fort +6, Ref +6, Will +6
Abilities: Str 39, Dex 11, Con —, Int —, Wis 11, Cha 1
Ranged Weapon (Sp): A ranged weapon is built into the Skills: —
golem’s frame that fires an effect identical to a spell. The Feats: Power AttackB
combat golem may use this weapon as an attack action Environment: Any
once every four rounds. The spell used depends on the Organisation: Solitary or gang (2–4)
base creature’s Challenge Rating. This weapon may be Challenge Rating: 15
used three times a day. The save DC is ½ base creature’s Treasure: None
HD plus Constitution modifier. Alignment: Always neutral
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —

33
Encyclopaedia - C

This iron golem is covered with spikes from head to toe, A magical attack that deals electricity damage slows an
almost like a giant armoured porcupine… iron golem (as the slow spell) for 3 rounds, with no saving
throw.
Combat A magical attack that deals fire damage breaks any slow
Armour Spikes (Ex): This golem is covered with razor effect on the golem and heals 1 point of damage for each
sharp spikes. These spikes cause it to do an additional 3 points of damage the attack would otherwise deal. If
1d6 points of slashing damage on a slam attack and an the amount of healing would cause the golem to exceed its
additional 2d6 on a grapple attack. full normal hit points, it gains any excess as temporary hit
points. For example, an iron golem hit by a fireball gains
Breath Weapon (Su): 10-foot cube, cloud of poisonous back 6 hit points if the damage total is 18 points. An iron
gas lasting 1 round, free action once every 1d4+1 rounds; golem gets no saving throw against fire effects.
initial damage 1d4 Con, secondary damage 3d4 Con,
Fortitude DC 19 negates. The save DC is Constitution- An iron golem is affected normally by rust attacks, such as
based. that of a rust monster or a rusting grasp spell.

Ranged Weapon (Sp): Cone of Cold; CL 11th; 60 ft. cone,


11d6 cold damage, Reflex half (DC 19), once every four
rounds.
Copse Mother
Colossal Aberration
Immunity to Magic (Ex): An iron golem is immune to Hit Dice: 30d8+300 (435 hp)
any spell or spell-like ability that allows spell resistance. Initiative: +0
In addition, certain spells and effects function differently Speed: 0 feet (immobile)
against the creature, as noted below. Armour Class: 22 (–8 size, +20 natural), touch 2, flat-
footed 22
Base Attack/Grapple: +22/+57

34
Encyclopaedia - C

Attack: Slam +34 melee (4d6+19 plus poison) once made them and, once they arrive, are driven into
Full Attack: 6 slams +34 melee (4d6+19 plus poison) a sundering frenzy and slay everything they encounter
Space/Reach: 30 ft./20 ft (40 ft. with slam) before settling in over the carnage to feed, reproduce and
Special Attacks: Improved grab, swallow whole lurk in the hopes of other prey foolishly wandering into its
Special Qualities: Damage reduction 10/magic, fast clutches.
healing 14, greenbirth, grovemind
Saves: Fort +20, Ref +10, Will +23
Abilities: Str 48, Dex 11, Con 30, Int 12, Wis 22, Cha 10
Combat
Skills: Listen +41, Search +34, Spot +41 Copse mothers may be unable to move (though they are
Feats: Ability Focus (poison), Alertness, Cleave, Diehard, never considered helpless and can defend themselves), but
Endurance, Power Attack, Weapon Focus (slam) they are powerful foes if an enemy comes within reach
Epic Feats: Improved Ability Focus (poison), Fast of their tendrils. Copse mothers never attack unless they
Healing (x3) are starving or they have at least one copse spawn present
Environment: Any forest for every three opponents they face. If it is obviously
Organisation: Solitary plus 1d8 copse spawn outmatched or its spawn are not available to aid it, a copse
Challenge Rating: 20 mother has no compunctions about lying still and allowing
Treasure: Double standard potentially dangerous food to pass by without incident.
Alignment: Always neutral evil
Advancement: 31–60 HD (Colossal) Improved Grab (Ex): To use this ability, a copse mother
Level Adjustment: — must hit with its slam attack. It can then attempt to start
a grapple as a free action without provoking an attack of
Something here is horribly wrong. Where there should be opportunity. If it wins the grapple check, it establishes
a peaceful druid’s grove lies a rotted mass of dying flora. a hold and can attempt to swallow the foe the following
Branches, leaves and vines all rest in a putrescent pile round.
more than 30 feet wide. Suddenly, from its fungus-covered
depths, a pair of tendrils rimmed in dripping thorns lash Poison (Ex): Injury, Fortitude DC 39, primary and
out at you as the mass begins to move… secondary damage 1d6 Con drain.

A horrible perversion of druidical magic, copse mothers Swallow Whole (Ex): A copse mother can try to swallow
appear to be plant life but are in fact some warped cross a grabbed opponent of a smaller size than itself by making
between plant and animal in a form so vile it can barely a successful grapple check. Once inside, the opponent
be described. The outer appearance of a copse mother takes 4d6+10 points of crushing damage plus ten points of
is a rotting pile of tree limbs and vines, but its exterior acid damage per round from the copse mother’s digestion.
hides living organs and a biology so alien it can barely A swallowed creature can cut its way out by using a light
be described as mortal. Possessed of incredible health slashing or piercing weapon to deal 30 points of damage to
and regenerative properties, it is difficult to harm a copse the creature’s stomach cavity (AC 20). Once the creature
mother and nearly impossible to kill one without great exits, muscular action closes the hole; another swallowed
magic or relentless attacks with powerful weapons. opponent must cut its own way out. A copse mother’s
interior can hold two Huge, eight Large, 32 Medium, 128
The key to a copse mother’s vitality lies in its connection Small or 512 Tiny or smaller opponents.
to the natural world. While these beasts are not truly
plants, they do possess roots and the ability to take Greenbirth (Ex): Copse mothers have the ability to
nourishment from the soil, the rain and the sun. This generate plant monsters inside themselves, though they
makes it very self-sufficient, though a copse mother is not only ever do it in reaction to true danger as the process
above ‘supplementing’ its diet with the flesh of anything is a draining one and they cannot perform it often. Once
it can catch in its lashing thorn vines or bring down with every day, a copse mother can disgorge up to ten Hit Dice
the exceptionally toxic properties in its poison. Copse worth of monsters of the plant type. These are considered
mothers can feed from exposure to the elements and fertile unshakably under the copse mother’s control, can be of
ground, but they must eat the flesh of living creatures for any variety and always appear in contact with the mother
another reason – the creation of their twisted offspring, when they are created. In addition to these created
copse spawn. These treant-like creatures are their sole horrors, a copse mother is always considered to have 1d4
reason for living and suggest that long ago, the first copse copse spawn present in its immediate vicinity at all times
mother might once have been a druidic experiment in unless they have previously been dealt with and the copse
making a perpetual defender of the forest capable of mother has not had the one full week of time it takes for it
creating its own forces in times of great need. If this is to recreate one inside its unnatural womb. Copse spawn
indeed the origin of the vicious and evil copse mother and are detailed below, but most copse mothers keep their
her slavish broods of deadly trees, it is obvious the attempt spawn silent and still until they are ready to strike. Then
has failed tragically. copse mother and copse spawn all attack simultaneously
using whichever of the two (or more) creatures’ initiative
Copse mothers are most often found in the ruins of druid scores is the highest.
groves, fairy rings or other places of natural power.
They are drawn to these places by the same magic that

35
Encyclopaedia - C

Grovemind (Ex): All copse mothers possess the ability A copse spawn appears much like any tree, though the
to speak with plants as the divine spell of the same name very observant (Spot check DC 25) might see that its
at will. This power is on such a perversely natural level lower branches resemble normal wood dipped in dark
that it is considered an extraordinary ability and cannot burgundy blood. This colouration is a natural part of the
be blocked, suppressed, or dispelled in any way. It exists tree and cannot be disguised or hidden, not that either
to a range of 120 feet and can affect any number of plants the copse mother or the spawn itself would ever think to
within that zone at the same time. No natural plant-like do so without provocation. A copse spawn is a form of
creature will attack a copse mother unless it is attacked created treant, utterly beholden to its mother and unable
first or is magically controlled. to partake in the joys of the forest in the way that normal
treants are able to do. This causes some serious friction
between treants and copse spawn. While individually a
Copse Spawn copse spawn might not be as dangerous as a true treant,
they make up for their lack with cunning and the might of
Huge Plant
their copse mothers. While a treant could possibly defeat
Hit Dice: 12d8+36 (90 hp)
a copse spawn in a single combat, there is no such thing as
Initiative: –1
single combat with the minions of the copse mother. They
Speed: 20 ft. (4 squares)
crave nothing more than to destroy all plant life; with a
Armour Class: 16 (–2 size, –1 Dex, +9 natural), touch 7,
mindset like that, fair play is a myth. Copse spawn will do
flat-footed 16
anything they can save disobeying a direct order from their
Base Attack/Grapple: +9/+29
copse mother in the pursuit of a treant’s death.
Attack: Slam +20 melee (1d8+12)
Full Attack: 2 slams +20 melee (1d8+12)
Copse spawn speak Sylvan, as well as the languages of
Space/Reach: 15 ft./15 ft.
whatever creatures they may have chosen to allow to dwell
Special Attacks: Trample
in their woods. These languages can be spoken aloud by
Special Qualities: Damage reduction 10/slashing,
the plant-beast, but doing so is difficult, time consuming
grovemind, low-light vision, plant traits
and far less efficient than a copse spawn’s grovemind.
Saves: Fort +11, Ref +3, Will +6
This ability allows the spawn to navigate and inquire about
Abilities: Str 35, Dex 8, Con 16, Int 14, Wis 14, Cha 5
any subject while hunting down even the most elusive
Skills: Hide +9, Listen +9, Move Silently +1, Search +1,
prey. The preferred class for copse spawn, assuming the
Spot +9
Games Master allows copse spawn with character class
Feats: Alertness, Cleave, Great Cleave, Power Attack,
levels, is ranger.
Weapon Focus (slam)
Environment: Any forest
Organisation: Solitary, grove (2–6) Combat
Challenge Rating: 10 Copse spawn are not subtle in combat and will simply
Treasure: None approach any opponent the copse mother wishes them to
Alignment: Always neutral evil with the intention of beating it down with their branch-
Advancement: 13–15 HD (Huge); 16–18 HD arms.
(Gargantuan)
Level Adjustment: — Grovemind (Ex): All copse spawn possess the ability to
speak with plants as the divine spell of the same name
As the pile of rotten vegetation lashes out, the trees at will. This power is on such a perversely natural level
themselves begin to move. Cragged branches swing that it is considered an extraordinary ability and cannot
down toward you as several large trunks twist against be blocked, suppressed or dispelled in any way. It exists
the earth and uproot themselves. As they do, the bones to a range of 120 feet and can affect any number of plants
of many unfortunates tumble out of the loamy soil – mute within that zone at the same time. No natural plant-like
testaments to the dismal fate threatening to befall you in creature will attack a copse spawn unless it is attacked first
this forsaken grove. or is magically controlled.

These beasts are the tree-children of the copse mother, an Trample (Ex): A copse spawn can trample opponents two
aberration born of perverted natural magic and driven to or more size categories smaller than itself, doing 1d8+18
defile all that reminds it of its tortured existence – that of points of damage. A Reflex save (DC 28) will halve the
a vile beast forever outside the forest it is chained to for damage.
survival. As its servitors, copse spawn are inextricably
tied to the will of the copse mother that birthed them.
They are effectively without true will of their own,
existing only to further the reach of their immobile copse
mother. They even carry the vile creature from place to
place without regard for their own safety.

36
Encyclopaedia - D

D
Demilich
Diminutive Undead
Hit Dice: 21d12 (136 hp)
Initiative: +7
Speed: Fly 180 ft. (36 squares) (perfect)
AC: 53 (+4 size, +3 Dex, +5 natural, +8
bracers of armour, +2 ring of protection,
+21 insight), touch 40, flat-footed 50
Base Attack/Grapple: +10/-2
Attack: Touch +35 melee touch (10d6+20
plus paralysing touch)
Full Attack: Touch +35 melee touch
(10d6+20 plus paralysing touch)
Space/Reach: 1 ft./0 ft.
Special Attacks: Fear aura, paralysing
touch, perfect automatic still spell, spell-
like abilities, spells, trap the soul
Special Qualities: +20 turn resistance,
acid resistance 20, damage reduction 15/
epic and bludgeoning, fire resistance 20,
immunities, magic immunity, phylactery
transference, sonic resistance 20, undead
traits
Saves: Fort +7, Ref +12, Will +19
Abilities: Str 10, Dex 16 (with gloves), Con –, Int 39 (with Combat
headband), Wis 24, Cha 20 Demiliches are confident in their magical protections that
Skills: Concentration +25, Craft (alchemy) +34, Hide +35, little will raise their alarm anymore. Still if there are some
Knowledge (arcana, religion, the planes) +34, Knowledge that would trouble them, the demilich will simply suck out
(history) +26, Listen +27, Move Silently +23, Search +34, their soul.
Sense Motive +27, Spellcraft +36, Spot +27
Feats: Brew Potion, Combat Casting, Craft Wondrous A demilich’s natural weapons are treated as epic for the
Item, Enlarge Spell, Heighten Spell, Improved Initiative, purpose of overcoming damage reduction.
Lightning Reflexes, Maximise Spell, Quicken Spell,
Scribe Scroll, Spell Penetration, Toughness Fear Aura (Su): Demiliches are shrouded in a dreadful
Epic Feats: Automatic Quicken Spell, Blinding Speed, aura of death and evil. Creatures of less than 5 HD in a
Improved Spell Capacity (10th), Tenacious Magic (any) 60-foot radius that look at the demilich must succeed at a
Environment: Any Will save (DC 19) or be affected as though by fear as cast
Organisation: Solitary by a 21st-level caster. The DC is Charisma-based.
Challenge Rating: 29
Treasure: Standard Paralysing Touch (Su): Any living creature a demilich
Alignment: Neutral evil touches must succeed at a Fortitude save (DC 36) or be
Advancement: By character class permanently paralysed. Remove paralysis or any spell that
Level Adjustment: — can remove a curse can free the victim. The effect cannot
be dispelled. Anyone paralysed by a demilich seems dead,
A skull sits upon a velvet pillow; its eyes and teeth have though a successful Spot check (DC 20) or Heal check
been replaced by gems… (DC 15) reveals that the victim is still alive.

A demilich is the next evolutionary step in the life of an Trap the Soul (Su): A demilich can trap the souls of up to
evil wizard. Through the creation of soul gems a lich may eight living creatures per day. To use this power, it selects
shed they body and travel the multiverse as an astral entity. any target it can see within 300 feet. The target is allowed
a Fortitude saving throw (DC 36). If the target makes its
Demiliches speak the languages they knew as liches and as saving throw, it gains four negative levels (this does not
living creatures. count as a use of trap the soul). If the target fails its save,

37
Encyclopaedia - D

the soul of the target is instantly drawn from its body Immunities (Ex): Demiliches are immune to cold,
and trapped within one of the gems incorporated into the electrical, polymorph, and mind-affecting attacks.
demilich’s form. The gem gleams for 24 hours, indicating
the captive soul within. The soulless body collapses in
a mass of corruption and moulders in a single round,
Creating a Demilich
reduced to dust. If left to its own devices, the demilich ‘Demilich’ is a template that can be added to any lich. It
slowly devours the soul over 24 hours—at the end of that uses all the lich’s statistics and special abilities except as
time the soul is completely absorbed, and the victim is noted here. A demilich’s form is concentrated into a single
forever gone. If the demilich is overcome before the soul portion of its original body, usually its skull. Part of the
is eaten, crushing the gem releases the soul, after which process of becoming a demilich includes the incorporation
time it is free to seek the afterlife or be returned to its body of costly gems into the retained body part; see Creating
by the use of either resurrection, true resurrection, clone, Soul Gems, below.
or miracle. A potential victim protected by a death ward
spell is not immune to trap the soul, but receives a +5 Size: Medium and Large liches become Diminutive
bonus on its Fortitude saving throw and is effective against demiliches, Huge liches become Small demiliches,
the level loss on a successful save. The DC is Charisma- Gargantuan liches become Medium demiliches and
based. Colossal liches become Large demiliches.

Spells: The demilich can cast any spells it could cast as Hit Dice: As lich.
a lich. This sample demilich was a 21st-level wizard
(spells per day: 4/12/8/7/7/7/7/6/6/6/3). The last three Speed: Replace with fly 180 ft. (perfect) or the lich’s
spell slots are 10th-level slots and available for 0–9th level supernatural (not natural) fly speed, whichever is better.
metamagic spells.
Armour Class: The demilich retains the lich’s +5 natural
Spell-Like Abilities: At will—alter self, astral projection, armour bonus and gains an insight bonus equal to AC equal
create greater undead, create undead, death knell, to its Hit Dice, as well as a probable size adjustment to AC.
enervation, greater dispel magic, harm (usually used to
heal itself), summon monster I–IX, telekinesis, weird; Attack: The demilich gains an insight bonus equal to its
2/day—greater planar ally. Demiliches use these abilities Hit Dice as a bonus on its touch attacks.
as casters of a level equal to their spellcaster level, but the
save DCs are all 36. The DC is Charisma-based. Damage: The demilich gains an enhanced touch attack
over that of its previous lich form (it now uses its entire
Perfect Automatic Still Spell (Ex): A demilich can cast flying skull to make the touch attack), including paralysing
all the spells it knows without gestures. touch. The demilich’s touch attack uses negative energy
to deal 10d6+20 points of damage to living creatures (no
Magic Immunity (Ex): Demiliches are immune to all saving throw). Liches with other natural attacks lose them.
magical and supernatural effects, except as follows. A
shatter spell affects a demilich as if it were a crystalline Special Attacks: The demilich retains all the lich’s special
creature, but deals half the damage normally indicated. attacks and also gains those described below.
A dispel evil spell deals 3d6 points of damage (Fortitude
save for half damage). Holy smite spells affect demiliches Fear Aura (Su): Demiliches are shrouded in a dreadful
normally. aura of death and evil. Creatures of less than 5 HD in
a 60- foot radius that look at the demilich must succeed
Phylactery Transference (Su): Headbands, belts, rings, at a Will save (DC 14 + demilich’s Cha modifier) or be
cloaks and other wearable items kept in close association affected as though by fear as cast by a 21st-level caster.
with the demilich’s phylactery transfer all their benefits
to the demilich no matter how far apart the demilich and Paralysing Touch (Su): Any living creature a demilich
the phylactery are located. The standard limits on types touches must succeed at a Fortitude save (DC 10
of items utilised simultaneously still apply. The sample + demilich’s HD + demilich’s Cha modifier) or be
demilich ‘wears’ bracers of armour +8, headband of permanently paralysed. Remove paralysis or any spell that
intellect +6, pink Ioun stone, ring of wizardry I, ring of can remove a curse can free the victim. The effect cannot
protection +2, and gloves of Dexterity +2. be dispelled. Anyone paralysed by a demilich seems dead,
though a successful Spot check (DC 20) or Heal check
Undead Traits: Immune to poison, sleep, paralysis, (DC 15) reveals that the victim is still alive.
stunning, disease, death, effects, necromantic effects,
mind-affecting effects and any effect requiring a Fortitude Spells: The demilich can cast any spells it could cast as a lich.
save unless it also works on objects. Not subject to critical
hits, subdual damage, ability damage, ability drain, or Spell-Like Abilities: At will—alter self, astral projection,
energy drain. Negative energy heals. Not at risk of death create greater undead, create undead, death knell,
from massive dam-age, but destroyed at 0 hit points or enervation, greater dispel magic, harm (usually used to
less. Darkvision 60 ft. Cannot be raised; resurrection heal itself), summon monster I–IX, telekinesis, and weird;
works only if creature is willing. 2/day— greater planar ally. Demiliches use these abilities

38
Encyclopaedia - D

as casters of a level equal to their spellcaster level, but Immunities (Ex): Demiliches are immune to cold,
the save DCs are equal to 10 + the demilich’s HD + the electricity, polymorph and mind-affecting attacks.
demilich’s Charisma modifier.
Turn Resistance (Ex): A demilich has turn resistance
Trap the Soul (Su): A demilich can trap the souls of up +20.
to eight living creatures per day. To use this power, it
selects any target it can see within 300 feet. The target is Damage Reduction (Su): A demilich loses any previous
allowed a Fort saving throw (DC 10 + demilich’s HD + damage reduction and instead has damage reduction
demilich’s Cha modifier). If the target makes its saving 15/Epic and bludgeoning (15 points of damage is
throw, it gains four negative levels (this does not count as subtracted from all melee attacks unless the weapon
a use of trap the soul). If the target fails its save, the soul used is both an epic and a bludgeoning weapon). Vorpal
of the target is instantly drawn from its body and trapped weapons, no matter their enhancement bonus, ignore this
within one of the gems incorporated into the demilich’s damage reduction but do only half damage to a demilich
form. The gem gleams wickedly for 24 hours, indicating (demiliches cannot be beheaded).
the captive soul within. The soulless body collapses in
a mass of corruption and moulders in a single round, Resistances (Ex): Demiliches have acid resistance 20, fire
reduced to dust. If left to its own devices, the demilich resistance 20 and sonic resistance 20.
slowly devours the soul over 24 hours—at the end of that
time the soul is completely absorbed, and the victim is Saves: Same as the lich.
forever gone. If the demilich is overcome before the soul
is eaten, crushing the gem releases the soul, after which Abilities: A demilich gains +10 to Intelligence, Wisdom
time it is free to seek the afterlife or be returned to its body and Charisma.
by the use of either resurrection, true resurrection, clone,
or miracle. If the demilich is overcome before the soul is Skills: Demiliches receive a +20 racial bonus on Hide,
eaten, crushing the gem releases the soul, after which time Listen, Move Silently, Search, Sense Motive and Spot
it is free to seek the afterlife or be returned to its body by checks. Otherwise same as the lich (this overlaps with the
the use of either resurrection, true resurrection, clone, or previous racial bonus gained by the lich; it does not stack).
miracle. A potential victim protected by a death ward
spell is not immune to trap the soul, but receives a +5 Feats: Same as the lich.
bonus on its Fortitude saving throw and is effective against
the level loss on a successful save. Epic Feats: Demiliches gain the feats Blinding Speed,
Tenacious Magic and Automatic Quicken Spell.
Perfect Automatic Still Spell: The demilich can cast all
the spells it knows without gestures. Climate/Terrain: Same as the lich.

Special Qualities: The demilich retains all the lich’s Organisation: Solitary or consistory (1 demilich and 3–6
special qualities and also has those described below. liches).

Magic Immunity (Ex): Demiliches are immune to all Challenge Rating: Same as the lich + 6.
magical and supernatural effects, except as follows. A
shatter spell affects a demilich as if it were a crystalline Treasure: Same as the lich.
creature, but deals half the damage normally indicated.
A dispel evil spell deals 3d6 points of damage (Fort save Alignment: Any evil.
for half damage). Holy smite spells affect demiliches
normally. Advancement: By character class.

Phylactery Transference (Su): Headbands, belts, rings,


cloaks and other wearable items kept in close association
Demilich Characters
with the demilich’s phylactery transfer all their benefits to The process of becoming a demilich can be undertaken
the demilich no matter how far apart the demilich and the only by a lich acting of its own free will. The demilich
phylactery are located. The standard limits on types of retains all class abilities it had as a lich.
items utilised simultaneously still apply.

Undead Traits: Immune to poison, sleep, paralysis,


Creating Soul Gems
stunning, disease, death, effects, necromantic effects, Liches have phylacteries that allow them to reappear
mind-affecting effects, and any effect requiring a Fortitude 1d10 days after their apparent death, as do demiliches.
save unless it also works on objects. Not subject to critical Demiliches also have eight soul gems, each of which acts
hits, subdual damage, ability damage, ability drain, or like a phylactery in its own right. If all the soul gems, as
energy drain. Negative energy heals. Not at risk of death well as the demilich’s phylactery, are not destroyed after
from massive damage, but destroyed at 0 hit points or less. a demilich is downed, the demilich reappears 1d10 days
Darkvision 60 ft. Cannot be raised; resurrection works after its apparent death. The soul gems also allow the
only if creature is willing. demilich to use its most devastating ability, trap the soul

39
Encyclopaedia - D

(see above). Each demilich must make its own soul gems, Medium, naked, male humanoid, with perfect physical
which requires the Craft Wondrous Item feat. The lich features except for the two horns protruding from its
must be a sorcerer, wizard or cleric of at least 21st level. forehead and its longish canine teeth. All abashaktim
Each soul gem costs 120,000 gp and 4,800 XP to create have high foreheads, sunken eyes and long, straight black
and has a caster level equal to that of its creator at the time manes used to hide their horns. They are usually found
of creation. Soul gems appear as egg-shaped gems of indulging in some typically demonic vice, such as sex,
wondrous quality. They are always incorporated directly drinking, drugs or other excesses.
into the concentrated form of the demilich.
Abashaktim speak Abyssal, Aquan, Auran, Celestial,
Common, Draconic, Ignan, Infernal, Sylvan, Terran and
Demon, Abashakt Undercommon.
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 20d8+120 (210 hp) Combat
Initiative: +12 Abashaktim do not like direct combat, preferring to
Speed: 30 ft. (6 squares) use their many magical abilities and godlike deception
Armour Class: 28 (+8 Dex, +10 natural), touch 18, flat- skills to trick their opponents. An abashakt loves to
footed 20 humiliate its opponent, in the most abject and perverse
Base Attack/Grapple: +20/+27 ways it can imagine, instead of killing it; although most
Attack: +3 wounding whip +30 melee (1d3+10 plus 1 creatures fervently wish they were dead after being left
Con plus torture) to an abashakt’s care for a while. When forced to fight,
Full Attack: +3 wounding whip +30/+25/+20/+15 melee abashaktim use their wounding whips.
(1d3+10 plus 1 Con plus torture)
Space/Reach: 5 ft./5 ft. Any weapons wielded by an abashakt are treated as
Special Attacks: Empathic nudge, spell-like abilities, chaotic and evil for the purposes of overcoming damage
summon demon, torture reduction.
Special Qualities: Damage reduction 15/cold iron and
good, darkvision 60 ft., electrical and poison immunity, Empathic Nudge (Su): Abashaktim have strong
resistance to acid 10, cold 10 and fire 10, spell resistance Enchantment auras, which are always active, causing
30, telepathy 100 ft., true seeing mortal victims to act as the abashakt wills. Once per
Saves: Fort +18, Ref +20, Will +21 round, an abashakt can spend a free action to order a
Abilities: Str 25, Dex 26, Con 23, Int 31, Wis 29, Cha 32 target to take a single move or standard action (during
Skills: Appraise +33, Bluff +44, Concentration +29, the victim’s turn). The target is allowed a Will save (DC
Diplomacy +46, Disguise +34 (+36 when acting in 31, Charisma based) to resist the effect. If the save fails,
character), Escape Artist +31 (+33 when escaping from the first action the victim takes during its round is exactly
bonds), Gather Information +34, Hide +31, Intimidate what the abashakt suggested. The action suggested by an
+46, Knowledge (arcana) +33, Listen +42, Move Silently empathic nudge cannot be self-destructive, and can only be
+31, Perform (any one) +34, Sense Motive +40, Spellcraft a single move or standard action; otherwise the abashakt is
+35, Spot +42, Use Magic Device +34 (+36 with scrolls), entitled to request anything from its hapless victim.
Use Rope +31 (+33 when binding someone)
Feats: Alertness, Combat Expertise, Combat Reflexes, Spell-Like Abilities: At will – bestow curse (DC 25),
Dodge, Improved Initiative, Persuasive, Power Attack black tentacles, confusion (DC 25), darkness, deep
Environment: Chaotic evil planes slumber (DC 24), detect thoughts (DC 23), greater dispel
Organisation: Solitary magic, greater invisibility, greater teleport, hideous
Challenge Rating: 20 laughter (DC 23), hold monster (DC 26), magic jar (DC
Treasure: Double standard plus +3 wounding whip 26), persistent image (DC 26), polymorph, telepathic
Alignment: Always chaotic evil bond, touch of idiocy; 3/day–dominate person (DC 26),
Advancement: 21-30 HD (Medium), 31-60 HD (Large) feeblemind (DC 26), insanity (DC 28), mass suggestion
Level Adjustment: — (DC 25), mind fog (DC 26), waves of exhaustion (DC
28); 1/day–irresistible dance, mass hold monster (DC
When the smoke clears, you see a naked male humanoid 30), maze, project image. Caster level 20th. Save DCs are
sprawled upon a granite throne. He is exceedingly Charisma based.
handsome but vulgar, regarding you with rude contempt as
he insincerely welcomes you to his abode. His penetrating Summon demon (Sp): Once per day an abashakt can
gaze is empty and treacherous; his long black mane cannot summon 2d20 quasits, 1d6 babaus, 1d6 succubi or one
hide a set of minute demon’s horns. He raises a cup of marilith. This ability counts as a 9th level spell.
wine, spills it all over its mouth and gets up to meet you.
Torture (Ex): Any creature successfully hit by an
Abashaktim are among the mightiest of demons, rivalling abashakt’s weapons or unarmed attacks must succeed at a
even balors in power. However, what other demons Fortitude save (DC 27, Strength based) or become stunned
possess in raw combat prowess, the abashakt make up with pain for 1d3 rounds. The abashakt may turn this
for in cunning and strategy. An abashakt looks like a ability on and off at will, as a free action.

40
Encyclopaedia - D

True Seeing (Sp): An abashakt is under the constant effect Saves: Fort +22, Ref +14, Will +14
of true seeing, as the spell at Caster level 20th. Abilities: Str 39, Dex 10, Con 26, Int 10, Wis 10, Cha 20
Skills: Bluff +32, Concentration +35, Intimidate +32,
Skills: An abashakt gains a +8 racial bonus on all Bluff, Listen +29, Perform (trumpeting) +32, Search +27, Sense
Diplomacy, Intimidate, Listen, Sense Motive and Spot Motive +27, Spot +29
checks. Feats: Alertness, Improved Initiative, Power Attack,
Cleave, Great Cleave, Multiattack, Ability Focus (trample)
Epic Feats: Epic Potency, Improved Ability Focus
Demon, Behemoth (trample)
Environment: The Infernum
Gargantuan Outsider (Evil, Extraplanar, Lawful)
Organisation: Solitary or squad (2–4)
Hit Dice: 24d8+192 (300 hp)
Challenge Rating: 21
Initiative: +4
Treasure: Standard
Speed: 40 ft. (8 squares)
Alignment: Always lawful evil
Armour Class: 18 (–4 size, +12 natural), touch 6,
Advancement: 25–36 HD (Gargantuan), 37–50 HD
flatfooted 18
(Colossal)
Base Attack/Grapple: +24/+50
Level Adjustment: —
Attack: Gore +34 melee (2d8+23)
Full Attack: Slam +34 melee (2d6+16) and 2 stamps +32
A behemoth is a vast bipedal devil with a bulging, round
melee (2d6+9) and trunk slap +32 melee (2d8+9) or gore
belly and the head of a grimacing elephant. It is a jovial,
+34 melee (2d8+23)
simple creature, content to gorge itself on damned souls
Space/Reach: 20 ft./20 ft.
until it is time to fight, at which point it literally wades
Special Attacks: Improved grab, constrict (2d8+21),
into the fray and stamps on smaller creatures than itself.
counterblast, frightful presence, trample (2d6+21)
Behemoths are notorious bullies and especially like to
Special Qualities: Darkvision 60 ft., damage reduction
victimise creatures that are much smaller than them,
15/good, resistance to acid 10 and cold 10, immunity
grappling them with their trunks and then flinging them
to fire and poison, regeneration 5, see in darkness, spell
against hard surfaces.
resistance 30
Behemoths are used as the watchmen of Hell and are
stationed by the main gateways to the Infernum. They
are valued for their musical ability as much as for their
fighting prowess and often entertain massed hordes of
devils at banquets with their trumpeting, leading a group
of herald devil minstrels.

Combat
A behemoth’s natural weapons and any weapons that it
wields count as evil-aligned and lawful-aligned for the
purpose of overcoming damage reduction.

Constrict (Ex): Behemoths like to use their muscular


trunks to crush enemies to jelly. A behemoth deals
2d8+21 damage with a successful Grapple check.

Counterblast (Su): A behemoth can trumpet through


its trunk, creating a roaring din that boosts the morale
of any devils in the vicinity. It uses this blast like the
countersong of a bard, to assist its devilish comrades to
resist the effects of spells and spell-like effects that depend
on sound. To use this ability, the behemoth must have its
trunk free (it may not be using it to grapple an opponent)
and must make a Perform skill check for each round on
which it is using the counterblast. Any creature within
60 feet of the behemoth, including the behemoth itself,
that is affected by a sonic or language-dependent magical
attack (such as a mass command or holy word spell) may
use the behemoth’s Perform skill check result in place of
its saving throw if, after the result is rolled, the Perform
check result is the higher of the two. If a creature within
range of the counterblast is already under the effect of a
non-instantaneous sonic or language-dependent magical

41
Encyclopaedia - D

attack, it gains another saving throw against the effect Abilities: Str 23, Dex 22, Con 23, Int 25, Wis 25, Cha 27
each time it hears the counterblast but it must use the Skills: Bluff +29, Concentration +22, Diplomacy +33,
behemoth’s Perform skill check result for the saving Disguise +29 (+31 acting), Escape Artist +24, Gather
throw. Counterblast has no effect against effects that do Information +29, Hide +21, Intimidate +25, Knowledge
not allow saving throws; for example, it would be effective (the planes) +28, Listen +38, Move Silently +27, Perform
only against the banishing function of holy word and not (act) +22, Perform (dance) +20, Sense Motive +28,
against its other functions. A behemoth may keep up the Spellcraft +28, Spot +38, Survival +22 (+24 on other
counterblast for 10 rounds. planes)
Feats: Alertness, Blind-Fight, Combat Reflexes, Iron Will,
Frightful Presence (Ex): The behemoth uses its vast Quicken Spell-Like Ability (wall of fire), Weapon Focus
stature and imposing appearance to terrify foes. It triggers (claw), Weapon Focus (dagger)
its frightful presence ability by taking a standard action to Environment: Abyss
roar. Opponents within 30 feet must make a Will saving Organisation: Solitary or troupe (Caizel plus 2-5 succubi)
throw (DC 27) or become frightened for 5d6 rounds. Challenge Rating: 16
Creatures that successfully make their saving throws are Treasure: Standard
shaken for 5d6 rounds instead. Only creatures with fewer Alignment: Always chaotic evil
Hit Dice or levels than the behemoth are affected; those Advancement: —
with equal or more are not. A creature that successfully Level Adjustment: —
saves against the behemoth’s frightful presence ability is
immune to that same behemoth’s frightful presence for 24 A creature with delicate, coppery skin, blue–green eyes
hours. This is a mind-affecting fear effect and the save is and two small black horns approaches. Her arms are
Charisma-based. shapely and delicate and end in claws. A pair of leathery
wings protrudes from her back.
Improved Grab (Ex): To use this ability, a behemoth
must first hit with its trunk slap attack. It can then attempt Caizel is an exquisitely beautiful demoness known
to start a grapple as a free action without provoking an throughout the planes for her ability to seduce just about
attack of opportunity. If it wins the grapple check, it any being she desires. Many dukes of Hell and lords of
establishes a hold and can constrict. It may only use this the Abyss have fallen prey to her; some having met their
ability against Huge or smaller opponents. demise at her hands. She was once the concubine of a
demon lord, but he grew displeased with her and targeted
Regeneration (Ex): A behemoth takes normal damage her for death. She fought back and managed to slay the
from good-aligned weapons and from spells or effects with demon lord before making her escape. She now resides on
the good descriptor. her own and serves no one, though she does often sell her
services to a demon prince or lord who wishes to employ
Trample (Ex): The behemoth’s trample attack deals her for some scheme or plot.
2d6+21 damage. The DC of the Reflex saving throw to
take half damage is 40, which includes the benefits of Caizel prefers clothes of gold, silver, sapphire or black.
the behemoth’s Ability Focus (trample) feat. This saving
throw DC is Strength-based.
Combat
Caizel tries to avoid melee combat if possible, preferring
Demon, Caizel to use her skills and abilities against a lone target that she
can easily manipulate and control. If forced into combat,
Medium Outsider (Chaotic, Evil, Extraplanar) she immediately uses her summon demons ability to
Hit Dice: 18d8+108 (189 hp) summon a pack of hezrous to her aid. After summoning
Initiative: +6 her demonic allies, she throws up a protection from good
Speed: 40 ft. (8 squares), fly 60 ft. (good) or magic circle against good and uses her wall of fire
Armour Class: 36 (+6 Dex, +12 natural, +8 profane), ability against her aggressors.
touch 24, flat-footed 30
Base Attack/Grapple: +18/+24 In battle, she uses her touch of ecstasy ability to disable
Attack: Bonerazor +27 melee (2d4+8, 19-20) or claw +25 opponents and then finishes them off with a kiss or allows
melee (1d6+6, 19-20) her comrades to finish them off. If combat is going against
Full Attack: Bonerazor +27/+22/+17/+12 melee (2d4+8, her, she uses her ethereal jaunt or greater teleport to
19-20) or 2 claws +25 melee (1d6+6, 19-20) escape.
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities, summon Caizel’s natural weapons, as well as any weapons she
demons, touch of ecstasy wields, are treated as chaotic–aligned and evil–aligned for
Special Qualities: Damage reduction 15/cold iron and the purpose of overcoming damage reduction.
good, darkvision 60 ft., demon traits, outsider traits, spell
resistance 28 Poison (Ex): Caizel’s body courses with a virulent
Saves: Fort +17, Ref +17, Will +20 poison that she can intensify or suppress at will. It is

42
Encyclopaedia - D

not secreted through her skin (therefore her touch is not


poisonous); rather it is delivered through the exchange of Clown Demon
body fluids with another creature (kissing, consummating Medium Outsider (Evil, Extraplanar, Chaotic)
an encounter, and so on.). If a target is not willing to Hit Dice: 18d8+54 (135 hp)
be kissed, she must start a grapple, which provokes an Initiative: +10
attack of opportunity. Other methods of delivery (such as Speed: 30 ft. (6 squares)
consummation of an encounter) are not detailed here. Armour Class: 19 (+6 Dex, +3 natural), touch 16, flat-
footed 13
Caizel’s poison normally deals 1d8 points of Constitution Base Attack/Grapple: +18/+28
damage if the target fails a DC 25 Fortitude save. One Attack: Slap +22 melee (1d4+4)
minute later another Fortitude save must be made to avoid Full Attack: 2 slaps +22 melee (1d4+4) and bite +17
another 1d8 points of Constitution damage. The save DC melee (1d6+2)
is Constitution based. Space/Reach: 5 ft./5 ft. and see below
Special Attacks: Constrict (2d4+8), flower squirt, frightful
Caizel can vary the intensity of her poison at will. This presence, improved grab, pie throw, shocking grip, size
allows her to deliver 1, 1d2, 1d3, 1d4, 1d6 or 1d8 points alteration, trip
of Constitution damage (as both initial and secondary Special Qualities: Damage reduction 15/cold iron and
damage). Alternately, she can suppress her poison good, regeneration 5, elastic body, immune to fire, poison
completely, thus dealing no ability damage whatsoever. and disease, resistance to cold 10, electrical 10 and
sonic 10, immune to mind-affecting spells and effects,
Spell–Like Abilities: At will—charm monster (DC indestructible, spell resistance 32
26), darkness, desecrate, detect good, detect law, detect Saves: Fort +16, Ref +19, Will +16
thoughts, doom (DC 19), ethereal jaunt (self plus 50 Abilities: Str 18, Dex 22, Con 16, Int 10, Wis 16, Cha 28
pounds of objects only), greater teleport (self plus 50 Skills: Balance +27, Climb +25, Escape Artist +33, Hide
pounds of objects only), read magic, suggestion (DC +17, Intimidate +30, Listen +13, Move Silently +27,
21), tongues (self only); 3/day—greater dispel magic, Perform (juggle, dance or comedy) +30, Spot +24
protection from good, unholy blight (DC 22), wall of fire; Feats: Combat Reflexes, Dodge, Great Fortitude, Iron
1/day—magic circle against good, mirror image. Caster Will, Lightning Reflexes, Improved Initiative, Power
level 20th. The save DCs are Charisma–based. Attack
Environment: Deeper levels of Hell, The Dark Carnival
Summon Demons (Sp): Once per day, Caizel can Organisation: Solitary, double act or troupe (3–12)
automatically summon 1d6 succubi or 1d2 hezrous. Challenge Rating: 20
Alternately, she can attempt to summon 1d4 chaaors (see Treasure: Standard
their entry in this book) with a 70% chance of success. Alignment: Always chaotic evil
Advancement: 19–36 HD (Large), 37–54 HD (Huge)
Touch of Ecstasy (Su): Once per round, by making a Level Adjustment: —
melee touch attack against a foe, Caizel can flood the
creature’s mind with the most pleasurable images it can Clowns.
conjure if it fails a DC 25 Will save. This effect stuns
the creature for 1d4 rounds while its mind processes the Thank the Gods that they are so rare, for it is hard to
information. A creature that successfully saves cannot be conceive of anything in Hell more frightening than these
affected by Caizel’s touch of ecstasy for one day. The save white-faced, cackling, rotund creatures of nightmare,
DC is Constitution–based. Caizel can suppress this ability pacing stealthily up behind you with their insidious flap-
at will. flap-flap. Other demons might have bats’ wings, tusks and
claws like scimitars but at least you know where you stand
Skills: Caizel has a +8 racial bonus on Listen and Spot with them. They want to kill, torture and possibly eat you.
checks. They are terrifying, true enough, but in a wholly different
way to clowns; there is no way to guess what a clown
Bonerazor: Bonerazor is a finely crafted and perfectly might have in store for you. Anybody who has ever seen
balanced +2 dagger. Because of its expert craftsmanship clowns and shuddered knows the truth. They are avatars
it deals 2d4 points of damage on a successful hit. of shrieking, malicious insanity.
Additionally, a creature hit must make a Fortitude save
(DC 25) or be held (as by a hold person spell). The Clown demons are radically chaotic. They do not co-
creature can make a new save each round to escape. A operate with other demons, preferring to spread misery
creature remains held as long as Bonerazor remains and carnage through their own efforts. They will band
embedded in its body or until it makes a successful together in troupes with each other but that is as far as
Fortitude save. So long as Caizel is within 50 feet of it, their collective ventures will go. Greater demons, such as
she can command the dagger to return to her hand as a free the balors, do not like to have clown demons around and
action. do what is necessary to keep them away, propitiating them
with fresh souls if need be. It is not that the balors are

43
Encyclopaedia - D

Improved Grab (Ex): To use this


ability, a demon clown must hit
with its slap attack. It can then
attempt to start a grapple as a
free action without provoking an
attack of opportunity.

Spell-like Abilities: At will:


blink, confusion (DC 23),
hideous laughter (DC 21); 3/day:
irresistible dance (DC 27); 1/day:
maze (DC 27). Caster level is 16th
and the saves are Charisma-based.

Pie Throw (Su): As a standard


action, the demon can manifest
a pulpy mass of creamy goo
in one hand and throw it. This
is a ranged attack, with a
range increment of 10 feet and
maximum range of 100 feet.
Once it has used this ability,
it may not use it again for 1d4
rounds. A creature struck by
the mass must make a Reflex
saving throw (DC 28) or have the
goo plastered to his face. He is
immediately blinded and unable
to speak. He also begins to
suffocate, as the sludge clings to
his mouth and nose. Refer to the
drowning rules in Core Rulebook
II. Ripping off the clinging mass
requires a successful Strength
check (DC 28). Once removed, it
becomes inert. The saving throw
intimidated by clown demons; they are just so very hard to DC is Charisma based.
get rid of. Lesser demons are often every bit as scared of
the clown demons as mortals would be. Flower Squirt (Su): Demon clowns grow large, flower-
like organs on their chests. These are glands that secrete
Clown demons look like portly humans, dressed in striped a powerful acid. As a standard action, the demon clown
costumes with pointed hats. They have long shoes that can squirt this acid at a creature within 30 feet. The acid
flip and flop when they walk. Their faces are white and squirt requires a ranged touch attack to hit and deals 3d6
covered with thick make-up; when they grin, they reveal acid damage. In addition, the target creature must make
shark-like teeth. Their bodies are rubbery and feel spongy a Fortitude saving throw (DC 22) or suffer 1d6 Charisma
to the touch, like an inflated rubber ball. damage as well. The saving throw is Constitution based;
the Charisma damage is a contact poison effect.
No two clown demons have the same face. Every clown
demon keeps his distinctive face design painted upon an Frightful Presence (Ex): The insane laugh of a demon
eggshell, stored in a secure place. This eggshell is dealt clown is one of the most terrifying noises one can hear
with below, as it is of critical importance. anywhere in all the Hells. It is the laugh of a creature
that can look on the worst of Hell’s horrors and find them
hilariously funny. When the demon clown laughs, all
Combat creatures within 30 feet who have less than 18 Hit Dice or
Clown demons use whatever attack method will most levels must make a Will saving throw (DC 28) or become
amuse them and embarrass their opponents at any one time. frightened for 5d6 rounds. An opponent that succeeds
at this saving throw is immune to the demon clown’s
Constrict (Ex): Demon clowns wrap their elastic, sinuous frightful presence for the next 24 hours. This is a mind-
arms around their victims and choke the life out of them. affecting fear effect. The saving throw is Charisma-based.
A clown can twine an arm around a victim’s neck several
times, much like a python. With a successful grapple Immune To Mind-Affecting Spells And Effects:
check, a demon clown deals 2d4+8 points of damage. The demon clown is not mindless but its mind is

44
Encyclopaedia - D

incomprehensible to other creatures. It is not possible to Indestructible (Su): It is practically impossible to destroy
use mind-affecting spells or effects against it. a demon clown permanently. Even if they are killed, they
spontaneously reform after 1d4 days, at a spot within 100
Trip (Ex): The long, floppy shoes that demon clowns feet of the eggshell where their makeup design is kept.
wear are ideal for tripping over moving opponents. They The only way to finish a given demon clown for good is to
receive a +4 circumstance bonus to any trip attempt made find the eggshell and destroy it. Doing this does not slay
as an attack of opportunity. the clown outright, but it prevents the demon clown from
reforming if it is killed. If the clown can create a new
Regeneration (Ex): A demon clown takes normal damage eggshell, which takes it one hour (and requires access to
from good-aligned cold iron weapons and from spells and paints and a small egg) then it can replace the old one. A
effects with the good descriptor. clown may only have one eggshell at a time. It does not
know when its eggshell is broken.
Shocking Grip (Su): The demon clown can make a
touch attack against a target and deliver a violent jolt of
electricity. It may do this three times per day. It gains a
+3 bonus to the attack roll of the target is wearing metal
Demon, Dagon
Large Outsider (Aquatic, Chaotic, Evil, Extraplanar)
armour, made from metal, carrying large amounts of
Hit Dice: 36d8+396 (558 hp)
metal and so forth. The demon’s shocking grip deals
Initiative: +12
18d6 electrical damage. The recipient must also make
Speed: 20 ft. (4 squares), swim 60 ft.
a Fortitude saving throw (DC 28) or be paralysed for
Armour Class: 50 (-1 size, +8 Dex, +15 natural, +9
one round, which allows the demon to make a second
insight, +9 profane), touch 35, flat-footed 42
Shocking Grip attack the next round against the same
Base Attack/Grapple: +36/+53
target. A successful use of this attack against the same
Attack: +5 unholy mighty cleaving trident +54 melee
opponent as the previous round does not count as a use
(2d6+18, x3) or slam +48 melee (1d8+13)
of the ability for the day. Clown demons love to make
Full Attack: +5 unholy mighty cleaving trident +54/+49/
this touch attack as a handshake, and then laugh for round
+44/+39 melee (2d6+18, x3) or 2 slams +48 melee
after round as their opponents crackle and fry. The saving
(1d8+13)
throw DC is Charisma-based.
Space/Reach: 10 ft./5 ft.
Special Attacks: Spell-like abilities, spells, summon
Size Alteration (Su): One of the demon clown’s most
demons, summon sea creatures
frightening powers is its ability to increase or decrease
Special Qualities: Amphibious, damage reduction 15/epic
its size at will. It does this as if it were a humanoid
and cold iron and good, darkvision 60 ft., electrical and
balloon. An expanding demon clown huffs and puffs as if
poison immunity, planar omniscience, resistance to acid
it were inflating itself, blowing down one of its fingers; a
10, cold 10, and fire 10, immunity to water-based spells,
shrinking clown makes a high-pitched flatulent sound, like
master of the waters, speak with sea creatures, spell
a child’s balloon discharging wind. The clown may take
resistance 37, telepathy 100 ft.
a full-round action to increase or decrease its size. Adjust
Saves: Fort +31, Ref +28, Will +29
the clown’s armour class, attack modifiers and so forth
Abilities: Str 37, Dex 27, Con 33, Int 26, Wis 29, Cha 28
accordingly; see MM. A given demon clown may alter its
Skills: Bluff +45, Concentration +47, Diplomacy +53,
size to two size categories larger or smaller than its default
Escape Artist +32, Gather Information +45, Hide +28,
size. A Medium demon clown may therefore increase
Intimidate +49, Knowledge (arcana) +36, Knowledge (the
its size to Large and then to Huge. The demon may only
planes) +44, Knowledge (religion) +40, Knowledge (sea
remain at an altered size for one hour per day, after which
creatures) +44, Listen +53, Move Silently +34, Search
it reverts to its natural size and cannot use the ability again
+44, Sense Motive +43, Spellcraft +48 (+50 scrolls), Spot
for 1d4 hours.
+53, Survival +45 (+47 on other planes, +47 following
tracks), Use Magic Device +33 (+35 scrolls)
The demon clown is more vulnerable to critical hits
Feats: Cleave, Craft Wondrous Item, Great Cleave,
when it is inflated. A critical hit with a weapon that
Improved Bull Rush, Improved Critical (trident), Improved
deals slashing or piercing damage does double damage
Initiative, Maximise Spell, Power Attack, Quick Draw,
against a demon inflated to one higher size category and
Weapon Focus (trident)
triple damage against a demon inflated to two higher size
Epic Feats: Blinding Speed, Dire Charge, Overwhelming
categories.
Critical (trident)
Environment: The Abyss
Elastic Body (Ex): Demon clowns have bodies made
Organisation: Solitary or troupe (Dagon plus 1-4 giant
from stretchy, rubbery material. They can attack with a
octopi, 1-2 krakens, or 4-8 squids)
slap or with a bite as a reach weapon, by extending their
Challenge Rating: 27
arms or necks out. They can squeeze through gaps of up
Treasure: Triple standard plus +5 unholy mighty cleaving
to six inches across, taking a move action to do so. This
trident
flexibility gives them a +6 racial bonus on all Escape Artist
Alignment: Always chaotic evil
skill checks and Grapple skill checks.
Advancement: —
Level Adjustment: —

45
Encyclopaedia - D

This creature has the upper body, arms and head of a dimensional lock, horrid wilting (2), prismatic wall;
green-skinned humanoid, and the lower torso of a great 9th—mage’s disjunction, soul bind, teleportation circle,
scaled fish. A thin, almost translucent fin runs the length time stop.
of his back, and a long mane of black hair falls from his
head and down his finned back. His eyes are crimson. Summon Demons (Sp): Three times per day, Dagon can
automatically summon 1d4 nalfeshnees, 1d2 mariliths or 1
Dagon is the demon prince of sea creatures. He is balor. This ability is the equivalent of a 9th level spell.
worshipped as a deity by legions of sahuagin, locathah,
lizardfolk, tritons (those that have accepted the ways of Summon Sea Creatures (Sp): As their prince, Dagon can
evil), and some merfolk. His abyssal lair is not unlike the automatically summon up to 72 HD of aquatic creatures
Elemental Plane of Water in that it is composed entirely of each day. (An aquatic creature is any animal, magical
water. Pockets of air, though, are rumoured to be trapped beast, outsider or vermin that dwells primarily in the
in invisible ‘bubbles’ throughout his lair (so as to allow the water.)
non-water breathing demons to exist comfortably). Dagon
makes his home in a great underwater iron citadel called Amphibious (Ex): Dagon can breathe both water and air
Thos located in the deepest recesses of his home plane. and survive on land indefinitely.

Dagon appears as a 10-foot tall merman and weighs about Immunity to Water-Based Spells (Ex): Dagon is immune
2,000 pounds. He can move on land using his fists to drag to all water-based spells and effects, including spells from
or pull his body, but prefers to remain in water whenever the Water domain.
possible. He speaks Abyssal, Aquan, Celestial, Common,
Draconic, Giant, Goblin and Infernal. Master of the Waters (Ex): Dagon gains a +2
competence bonus on attack and damage rolls and a +2
competence bonus to Armour Class if both he and his
Combat opponent are touching water.
Dagon prefers to use his trident in battle but can attack
with his powerful fists if he so chooses. One of his Planar Omniscience: All-knowing (CL 27th), all sensing
favourite tactics is to grab an air-breathing opponent and (7 miles), block sensing (7 miles), planar knowledge.
dive as deep as he can in the waters where he holds the
victim until it drowns. Speak with Sea Creatures (Su): Dagon can, at will,
speak with sea creatures as if using speak with animals.
Dagon’s natural weapons, as well as any weapons he This ability is always active. It can be negated or
wields, are treated as chaotic-aligned and evil-aligned for dispelled, but Dagon can restart it as a free action on his
the purpose of overcoming damage reduction. His natural next turn.
weapons are also treated as epic weapons for the purpose
of overcoming damage reduction. Skills: Dagon has a +8 racial bonus on Listen and Spot
checks.
Spell-Like Abilities: At will—blasphemy (DC 26),
charm monster (DC 23), control water, create water, Unholy Mighty Cleaving Trident: Dagon’s +5 trident
deeper darkness, desecrate, detect good, detect law, detect is imbued with the mighty cleaving and unholy special
thoughts (DC 21), fear (DC 23), greater dispel magic, qualities. This allows Dagon to make one additional
greater teleport (self plus 50 pounds of objects only), cleave attempt in a round. Additionally, Dagon’s trident
telekinesis (DC 24), tongues (self only), unhallow, unholy is evil-aligned and thus bypasses the corresponding
aura, unholy blight (DC 23), water breathing; 1/day— damage reduction. It deals an extra 2d6 points of damage
enervation, feeblemind (DC 24). Caster level 27th. The against all of good alignment. It bestows one negative
save DCs are Charisma-based. level on any good creature attempting to wield it. The
negative level remains as long as the weapon is in hand
Spells: Dagon casts spells as a 20th-level wizard. The and disappears when the weapon is no longer wielded.
save DCs are Intelligence-based. This negative level never results in actual level loss, but
it cannot be overcome in any way (including restoration
Wizard Spells Prepared (4/6/6/6/6/5/5/5/5/4; save DC spells) while the weapon is wielded.
18 + spell level): 0–detect magic, flare, light, resistance;
1st–magic missile, obscuring mist, ray of enfeeblement
(2), true strike (2); 2nd–blur, bull’s strength, fog cloud, Servants of Dagon
shatter, summon swarm, web; 3rd–blink, lightning bolt (2), Followers of Dagon are mermen, locathah, sahuagin,
ray of exhaustion, sleet storm, tongues; 4th–bestow curse, lizardfolk and evil humanoids that revere the seas and
confusion, contagion, lesser globe of invulnerability, oceans. Devout followers of Dagon are called Scaled
stoneskin, wall of ice; 5th–dominate person, mind fog, Ones and must sign a pact of evil with Dagon. Scaled
magic jar, wall of force, waves of fatigue; 6th–geas/quest, Ones can receive spells from Dagon and are granted access
flesh to stone, mass suggestion, mage’s lucubration, to two of the following domains: Chaos, Destruction, Evil
repulsion; 7th–control weather, finger of death, limited and Water.
wish, mass hold person, prismatic spray; 8th–antipathy,

46
Encyclopaedia - D

not only those on the Material Plane but also other demon
Demon, Fraz- princes and demon lords. His malevolent nature lends
itself well to his trickery and deception, and he bends
urb’luu (Demon others to do his will. Those that oppose him are quickly
dispatched. Those he favours are often captured and taken
Prince) back to his lair in the Abyss where they are forced into a
life of servitude. When the day comes that Fraz-Urb’luu
Huge Outsider (Chaotic, Evil, Extraplanar) grows weary of them, he devours them or throws them to
Hit Dice: 40d8+680 (1000 hp) his other servants to do with as they wish.
Initiative: +8
Speed: 40 ft. (8 squares), fly 60 ft. (average) He makes his home deep within the Abyss on a
Armour Class: 49 (-2 size, +4 Dex, +20 natural, +7 smouldering and scarred layer devoid of most life. His
insight, +10 profane), touch 29, flat-footed 45 keep is a large iron and stone castle situated near the very
Base Attack/Grapple: +40/+62 centre of the layer. A constant stream of traffic emanates
Attack: Slam +53 melee (2d8+14) to and from his castle; demons and slaves tending to their
Full Attack: 2 slams +53 melee (2d8+14) and bite +50 daily tasks.
melee (3d6+7, 19-20) or tail slash +52 melee (2d8+14)
Space/Reach: 15 ft./15 ft. Fraz-Urb’luu stands 18 feet tall and weighs about
Special Attacks: Constrict 2d8+21, gnash 3d6+14, 8,000 pounds. He speaks Abyssal, Celestial, Common,
improved grab, spell-like abilities, spells, summon demons, Daemonic, Draconic, Giant, Goblin and Infernal.
summon demonic entity
Special Qualities: Damage reduction 20/epic and good
and cold iron, darkvision 60 ft. electrical and poison Combat
immunity, outsider traits, planar omniscience, resistance to Fraz-Urb’luu opens combat by pounding his foes with
acid 10, cold 10, and fire 10, sealed mind, spell resistance his spells or spell-like abilities. He next assaults them
39, telepathy 100 ft. physically by pummelling with his powerful fists and
Saves: Fort +39, Ref +26, Will +29 slashing with his tail. A grabbed foe is entwined in his
Abilities: Str 39, Dex 18, Con 44, Int 24, Wis 24, Cha 30 tail and gnashed between the demon prince’s fangs. One
Skills: Bluff +53, Climb +57, Concentration +60, of Fraz-Urb’luu’s favourite tactics, after wearing down
Diplomacy +61, Intimidate +57, Knowledge (arcana) +47, his opponents, is to summon a demon prince and then
Knowledge (the planes) +47 Knowledge (religion) +47, immediately teleport away as the prince arrives.
Listen +58, Move Silently +34, Search +50, Sense Motive
+50, Spellcraft +54 (+56 scrolls), Spot +58, Survival +50 Fraz-Urb’Luu’s natural weapons, as well as any weapons
(+52 on other planes, +52 following tracks), Use Magic he wields, are treated as chaotic-aligned, evil-aligned
Device +32 (+34 scrolls) and epic weapons for the purpose of overcoming damage
Feats: Awesome Blow, Cleave, Craft Staff, Improved reduction.
Bull Rush, Improved Critical (bite), Improved Initiative,
Improved Sunder, Multiattack, Power Attack, Quicken Constrict (Ex): Fraz-Urb’luu deals 2d8+21 points of
Spell-Like Ability (prismatic spray), Weapon Focus (slam) damage with a successful grapple check.
Epic Feats: Craft Epic Staff, Dire Charge, Enhance Spell
Environment: The Abyss Gnash (Ex): Attack bonus +52 melee, damage 3d6+14.
Organisation: Solitary or troupe (Fraz-Urb’luu plus 2-4 Fraz-Urb’luu can attack a grappled foe with his bite attack
nalfeshnees or 1-2 balors) at no penalty.
Challenge Rating: 29
Treasure: Triple standard Improved Grab (Ex): To use this ability, Fraz-Urb’luu
Alignment: Always chaotic evil must hit with his tail slash. He can then attempt to start
Advancement: — a grapple as a free action without provoking an attack of
Level Adjustment: — opportunity. If he wins the grapple check, he establishes a
hold and can constrict or gnash.
This creature appears as a massive hulking ape-like
humanoid standing nearly three times as tall as a normal Spell-Like Abilities: At will—blasphemy (DC 27), charm
human. Its head sports large, upright, pointed ears and a monster (DC 24), deeper darkness, desecrate, detect good,
large round mouth lined with sharpened teeth. Its body detect thoughts (DC 22), fear (DC 24), greater dispel
is grey and covered with fine, thin blue hair. A long, magic, greater teleport (self plus 50 pounds of objects
serpentine tail, grey and yielding to blue near the barbed only), mass charm monster (DC 28), mass suggestion (DC
end, trails behind it. Two large bat-like wings protrude 26), misdirection (DC 22), polymorph, telekinesis (DC
from its back. 25), tongues (self only), true seeing, unhallow, unholy
aura, unholy blight (DC 24); 3/day—baleful polymorph
Fraz-Urb’luu is one of the most physically powerful (DC 25), dominate monster (DC 29); 1/day—plane shift,
demon princes as well as one of the most cunning. His power word blind, prismatic spray (DC 27). Caster level
deceptions range far and wide, affecting and influencing 29th. The save DCs are Charisma-based.

47
Encyclopaedia - D

Spells: Fraz-Urb’luu casts spells as a 20th-level sorcerer.


The save DCs are Charisma-based. Demon, Jubilex
Sorcerer Spells Known (Cast per Day
6/9/9/8/8/8/8/7/7/7; save DC 20 + spell level): 0—arcane
‘The Faceless Lord’
mark, daze, detect magic, ghost sound, light, ray of frost,
read magic, resistance, touch of fatigue; 1st—colour
(Demon Lord)
spray, ray of enfeeblement, silent image, true strike, Large Outsider (Chaotic, Evil, Extraplanar)
ventriloquism; 2nd—hypnotic pattern, invisibility, Hit Dice: 27d8+405 (621 hp)
scorching ray, touch of idiocy, web; 3rd—displacement, Initiative: +9
gaseous form, magic circle against good, slow; 4th— Speed: 20 ft. (4 squares)
cloudkill, confusion, crushing despair, phantasmal killer, Armour Class: 43 (-1 size, +5 Dex, +13 natural, +9
wall of fire; 5th—false vision, mind fog, persistent image; insight, +7 profane), touch 30, flat-footed 38
6th—chain lightning, geas/quest, permanent image; Base Attack/Grapple: +27/+46
7th—finger of death, mass hold person, spell turning; Attack: Slam +42 melee (2d6+22 plus 2d6 acid)
8th—binding, mass charm monster, summon monster Full Attack: Slam +42 melee (2d6+22 plus 2d6 acid)
VIII; 9th—dominate monster, power word kill, wail of the Space/Reach: 10 ft./5 ft.
banshee. Special Attacks: Acid, constrict 2d6+22 and 2d6 acid,
improved grab, slime spittle, spell-like abilities, spells,
Summon Demons (Sp): Three times per day, Fraz-Urb’luu summon demons, summon oozes
can automatically summon 1d4 mariliths or nalfeshnees, Special Qualities: Amorphous, damage reduction 10/epic
or 1d2 balors. This ability is the equivalent of a 9th level and cold iron and good, darkvision 60 ft., fast healing
spell. 3, electrical and poison immunity, immunities, planar
omniscience, resistance to acid 10, cold 10, and fire 10,
Summon Demonic Entity (Sp): Once per day, Fraz- spell resistance 33, telepathy 100 ft.
Urb’luu can attempt to summon a demon lord or demon Saves: Fort +30, Ref +24, Will +24
prince with a 70% chance of success, and deceive the Abilities: Str 40, Dex 20, Con 41, Int 24, Wis 28, Cha 24
summoned demon into believing it was called by his Skills: Bluff +35, Climb +45, Concentration +42,
opponents. The summoned lord or prince must succeed Diplomacy +42, Gather Information +34, Hide +31,
on a DC 45 Will save. If the save fails, it believes that Intimidate +40, Knowledge (arcana) +35, Knowledge (the
Fraz-Urb’luu’s opponents called it and deals with them planes) +34, Knowledge (religion) +34, Listen +45, Move
appropriately (which usually involves killing the offending Silently +35, Search +35, Sense Motive +37, Spellcraft
party for daring to call a demon prince or lord). The save +38, Spot +46
DC is Charisma-based and includes a +5 racial bonus. Feats: Combat Reflexes, Enlarge Spell, Improved
This ability is the equivalent of a 9th-level spell. Initiative, Maximise Spell, Power Attack, Quicken Spell-
Like Ability (circle of cold), Weapon Focus (slam)
Planar Omniscience: All-knowing (CL 29th), allsensing Epic Feats: Enhance Spell, Epic Reflexes, Fast Healing
(8 miles), block sensing (8 miles), planar knowledge. Environment: The Abyss
Organisation: Solitary or troupe (Jubilex plus 2-8 ochre
Sealed Mind (Ex): Fraz-Urb’luu is immune to all mind- jellies, 1-4 grey oozes, and 1-4 black puddings)
affecting effects (charms, compulsions, phantasms, Challenge Rating: 23
patterns, and morale effects). Treasure: Triple standard
Alignment: Always chaotic evil
Skills: Fraz-Urb’luu has a +8 racial bonus on Listen and Advancement: —
Spot checks. Level Adjustment: —

This creature resembles a large bubbling mass of greenish-


Servants of Fraz-Urb’luu black and foul-smelling liquid. Ooze, slime and pus
Followers of Fraz-Urb’luu are usually evil humanoids constantly squirt and seep from its form. Deep within the
and consist of clerics, politicians or aristocrats, sorcerers, oozing form you notice several large red eyes.
and adepts. Devout followers of Fraz-Urb’luu are called
Deceivers and must sign a pact of evil with Fraz-Urb’luu. Jubilex is the ruler over all slimes, oozes, jellies, and
Deceivers can receive spells from Fraz-Urb’luu and are other disgusting and foul ooze-like creatures, Known
granted access to two of the following domains: Chaos, by some as the Faceless Lord, his Abyssal home is a
Evil, Knowledge and Trickery. steaming, bubbling lair of putrid ooze and slime pits that
are constantly shifting and changing at his whim. Even
the other demonic rulers loathe to journey here. Jubilex
makes his home in a huge slime pit somewhere on one of
the many planes he controls. He is constantly attended by
and surrounded with all sorts of slimes and oozes.

48
Encyclopaedia - D

When confronted, he usually takes the form of a 12- foot (DC 22), invisibility, protection from good, pyrotechnics
tall column of bubbling and squirting ooze. Jubilex (DC 19), suggestion (DC 20), symbol of pain (DC 22),
weighs about 6,000 pounds. Jubilex speaks Abyssal, telekinesis (DC 22), teleport without error (self plus 50
Aquan, Common, Draconic, Giant, Infernal and Terran. pounds of objects only), tongues (self only), true seeing,
unhallow, unholy aura (DC 25), unholy blight (DC 21),
wall of acid (as wall of fire, but deals acid damage); 1/
Combat day—blasphemy (DC 24). Caster level 23rd. The save
Jubilex lashes out with a slimy appendage, attempting DCs are Charisma-based.
to grab and constrict opponents. Grabbed creatures are
crushed and cast aside, to be dissolved and devoured at a Spells: Jubilex casts spells as a 20th-level cleric. He has
later time. Jubilex can flatten his body, thereby enabling access to the domains of Chaos, Evil and Water. He does
him to squeeze through cracks and openings of Tiny or not gain the granted powers of his domains. The save DCs
larger size. are Wisdom-based.

Jubilex’s natural weapons, as well as any weapons he Cleric Spells Prepared (6/8+1/7+1/7+1/7+1/7+1/5+
wields, are treated as chaotic-aligned and evil-aligned for 1/5+1/5+1/5+1; save DC 19 + spell level): 0—create
the purpose of overcoming damage reduction. His natural water, detect magic, inflict minor wounds, light, read
weapons are also treated as epic weapons for the purpose magic, virtue; 1st—bane, cause fear, command, curse
of overcoming damage reduction. water, detect law, entropic shield, protection from
law*, sanctuary, summon monster I; 2nd—aid, bear’s
Acid (Ex): Jubilex secretes a digestive acid that dissolves endurance, death knell, delay poison, enthral, fog cloud*,
organic material and metal quickly, but does not affect shatter, silence; 3rd—animate dead, bestow curse,
stone. Any melee hit or constrict attack deals acid contagion (2), inflict serious wounds, magic circle against
damage. Armour or clothing dissolves and becomes good, magic circle against law*, water breathing; 4th—
useless immediately unless it succeeds on a DC 38 Reflex control water *, death ward, discern lies, divination, giant
save. A metal or wooden weapon that strikes Jubilex vermin, inflict critical wounds (2), restoration; 5th—break
also dissolves immediately unless it succeeds on a DC 38 enchantment, dispel good, dispel law, ice storm*, raise
Reflex save. The save DCs are Constitution-based. dead, scrying, slay living, wall of stone; 6th—animate
objects*, geas/quest, harm (2), heal, summon monster VI;
Jubilex’s acidic touch deals 38 points of damage per round 7th—acid fog*, control weather, destruction (2), repulsion,
to wooden or metal objects, but he must remain in contact word of chaos; 8th—antimagic field, dimensional lock, fire
with the object for 1 full round to deal this damage. storm, horrid wilting*, mass inflict critical wounds (2);
9th—energy drain, mass heal, miracle, soul bind, summon
Constrict (Ex): Jubilex deals automatic slam and acid monster IX*, true resurrection. *Domain spells (Chaos,
damage with a successful grapple check. The opponent’s Evil, Water)
armour and clothing take a –4 penalty on Reflex saves
against the acid. Summon Demons (Sp): Three times per day, Jubilex can
automatically summon 4d10 dretches, 2d4 glabrezus, 1d4
Improved Grab (Ex): To use this ability, Jubilex must hezrous, or 2 nalfeshnees, or 1 balor. This ability is the
hit with a slam attack. He can then attempt to start a equivalent of a 9th level spell.
grapple as a free action without provoking an attack of
opportunity. If he wins the grapple check, he establishes a Summon Oozes (Sp): Once per day, Jubilex can
hold and can constrict. automatically summon up to 2d4 ochre jellies, grey oozes,
or gelatinous cubes, or 1d4 black puddings. This ability is
Slime Spittle (Su): Once per minute, Jubilex can fire a the equivalent of a 9th level spell.
stream of acidic slime in a 20-foot line. This requires
a successful ranged touch attack (+30 attack bonus). Amorphous (Ex): Jubilex is not subject to critical hits,
A creature hit takes 2d6 points of acid damage and and having no clear front or back, cannot be flanked.
1d6 points of Constitution damage each round (DC 38
Fortitude save for half; a new save must be made each Fast Healing (Ex): Jubilex has fast healing 3 from the
round). On the first round, the slime may be scraped off Fast Healing epic feat.
(most likely destroying the scraper in the process), but
after that it must be burnt, frozen or cut away (applying Immunities (Ex): Because of his ooze-like structure,
damage to the victim as well). Extreme cold or heat, Jubilex is immune to sleep effects, paralysis, polymorph
sunlight, or a remove disease spell destroys the slime. The and stunning.
save DC is Constitution-based.
Planar Omniscience: All-knowing (CL 23rd), allsensing
Spell-Like Abilities: At will—circle of cold (emanate (5 miles), block sensing (5 miles), planar knowledge.
cold in 10-ft. radius; 5d6 cold damage, Fortitude for half;
lasts 1 minute per caster level), contagion (DC 21), deeper Skills: Jubilex has a +8 racial bonus on Listen and Spot
darkness, detect good, detect thoughts (DC 19), fear (DC checks.
21), fly (self only), greater dispel magic, hold monster

49
Encyclopaedia - D

Two massive stump-like legs support his thick torso. His


Servants of Jubilex head is flat and oval and sports two, large sunken crystal-
Followers of Jubilex are evil humanoids with an affinity blue eyes.
for slimes, jellies and all things that ooze. Devout
followers of Jubilex are called Masters of the Ooze and Kostchtchie is the demon lord of cold and is the epitome
must sign a pact of evil with Jubilex. Masters of the Ooze of hatred and evil. If there is a demon lord more ruthless
can receive spells from Jubilex and are granted access to and malevolent than he, that lord has never made his
two of the following domains: Chaos, Evil and Water. presence known. Kostchtchie is hated by all (including
other demon lords and princes). He moves across his

Demon, Kostchtchie Abyssal landscape with a shuffling gait, and is rarely, if


ever, encountered alone.

(D emon Lord) Kostchtchie is revered by some frost giant shamans as


a god. Various clans pay tribute to him in the form of
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 29d8+377 (609 hp) humanoid sacrifices (made bimonthly, except in the winter
Initiative: +6 when sacrifices are made monthly) and often invoke his
Speed: 30 ft. (6 squares) blessing before undertaking a great quest or entering a
Armour Class: 43 (-1 size, +6 Dex, +12 natural, +8 great battle.
insight, +8 profane), touch 31, flat-footed 37
Base Attack/Grapple: +29/+48 Kostchtchie’s Abyssal home is a frigid and mountainous
Attack: Large +4 thundering warhammer of icy burst +48 realm of ice, rock, snow and subfreezing temperatures.
melee (2d6+26 plus stun plus 1d6 cold, 19-20, x3) Unprotected travellers and those vulnerable to cold do
Full Attack: Large+4 thundering warhammer of icy burst not last long here. Kostchtchie stands 9 feet tall and
+48/+43/+38/+33 melee (2d6+26 plus stun plus 1d6 cold, weighs about 800 pounds. He speaks Abyssal, Celestial,
19-20, x3) Common, Draconic, Giant, Ignan, Infernal and Terran.
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells, stun, summon Combat
demons
Kostchtchie fights with his oversized (Large) warhammer
Special Qualities: Damage reduction 10/epic and cold
in battle. He is relentless in his attack and seeks to kill
iron and good, darkvision 60 ft., cold, electrical and poison
all interlopers he encounters. Kostchtchie completely
immunity, planar omniscience, resistance to acid 10 and
destroys any creature’s body he slays. The body is torn to
cold 10, spell resistance 33, telepathy 100 ft.
pieces, burned or devoured by the demon lord and/or his
Saves: Fort +29, Ref +22, Will +24
minions. He wields his oversized weapon in two-hands
Abilities: Str 41, Dex 22, Con 37, Int 25, Wis 27, Cha 26
and without penalty.
Skills: Balance +28, Bluff +30, Climb +36, Concentration
+41, Diplomacy +33, Escape Artist +30, Handle Animal
Kostchtchie’s natural weapons, as well as any weapons he
+39, Intimidate +38, Knowledge (arcana) +36, Knowledge
wields, are treated as chaotic-aligned and evil-aligned for
(religion) +36, Knowledge (the planes) +38, Listen +44,
the purpose of overcoming damage reduction. His natural
Ride +41, Search +36, Sense Motive +25, Spellcraft
weapons are also treated as epic weapons for the purpose
+40, Spot +45, Survival +39 (+41 on other planes, +41
of overcoming damage reduction.
following tracks)
Feats: Blind-Fight, Cleave, Combat Casting, Great
Spell-Like Abilities: At will—command (DC 19), bestow
Cleave, Improved Critical (warhammer), Improved
curse (DC 21), blasphemy (DC 25), deeper darkness,
Disarm, Improved Sunder, Power Attack, Track, Weapon
detect good, dispel good, greater dispel magic, greater
Focus (warhammer)
teleport (self plus 50 pounds of objects only), magic circle
Epic Feats: —
against good, telekinesis (DC 23), tongues (self only),
Environment: The Abyss
unholy aura (DC 26), wall of ice, wind walk; 2/day—
Organisation: Solitary, troupe (Kostchtchie plus two
poison (DC 20); 1/day—harm (DC 24). Caster level 23rd.
Huge 18 HD winter wolves) or squad (Kostchtchie plus
The save DCs are Charisma-based.
2-4 frost giants and one Huge ancient 30 HD white dragon
that serves as his steed)
Spells: Kostchtchie casts spells as a 20th-level wizard. He
Challenge Rating: 23
casts cold-based spells (those with the cold descriptor) at
Treasure: Triple standard, plus two-handed cold iron +4
+2 caster level. The save DCs are Intelligence-based.
thundering icy burst warhammer
Alignment: Always chaotic evil
Wizard Spells Prepared (4/6/6/6/5/5/5/5/4/4; save DC
Advancement: —
17 + spell level): 0–daze, detect magic, light, ray of frost
Level Adjustment: —
(CL 22); 1st–expeditious retreat, frost fingers (as burning
hands, but deals cold damage, CL 22), jump, obscuring
This hulking creature stands to be at least 9 or 10 feet
mist, protection from law, true strike; 2nd–blur, fog cloud,
tall with yellowish skin. His head and body seem to be
glitterdust, see invisibility, shatter, touch of idiocy; 3rd–
completely hairless save for his thick, bushy eyebrows.

50
Encyclopaedia - D

cold ball (as fireball; deals cold damage, CL 22), lightning


bolt, sleet storm (CL 22), stinking cloud, vampiric touch, Demon, Meriginus
wind wall; 4th–confusion, enervation, ice storm (CL 22), Gargantuan Outsider (Chaotic, Evil, Extraplanar)
solid fog, wall of ice (CL 22); 5th–baleful polymorph, Hit Dice: 24d8+240 (348 hp)
cone of cold (CL 22), hold monster, mind fog, transmute Initiative: +7
rock to mud; 6th—chain lightning, cold fog (as acid fog, Speed: 40 ft. (8 squares)
but deals cold damage, CL 22), control water, freezing Armour Class: 29 (–4 size, +3 Dex, +20 natural), touch 9,
sphere (CL 22), move earth; 7th—control weather, delayed flatfooted 26
blast cold ball (as delayed blast fireball, but deals cold Base Attack/Grapple: +24/+47
damage, CL 22) (2), insanity, waves of exhaustion; 8th— Attack: Claw +32 melee (2d8+11) or bite +31 melee
incendiary cloud, mind blank, polymorph any object, trap (2d6+11)
the soul; 9th—prismatic sphere, foresight, power word kill, Full Attack: 2 claws +32 melee (2d8+11) and bite +26
shades. melee (2d6+5)
Space/Reach: 20 ft./20 ft.
Stun (Su): A creature hit by Kostchtchie’s warhammer Special Attacks: Ferocity, prismatic spray, spell turning,
must succeed on a DC 39 Fortitude save or be stunned for spell-like abilities, summon demon
1 minute. The save DC is Strength-based. Special Qualities: Blindsight, damage reduction 15/cold
iron and good, electrical and poison immunity, gem eye,
Summon Demons (Sp): Three times per day, Kostchtchie regeneration 5, resistance to acid 10, cold 10 and fire 10,
can automatically summon 4d10 dretches, 2d4 babau telepathy 100 ft.
demons, 1d4 hezrous, 1d2 nalfeshnees, or one balor or Saves: Fort +24, Ref +17, Will +20
marilith. This ability is the equivalent of a 9th level spell. Abilities: Str 33, Dex 17, Con 31, Int 17, Wis 22, Cha 24
Skills: Climb +38, Concentration +37, Intimidate +42,
Planar Omniscience: All-knowing (CL 23rd), all-sensing Jump +42, Knowledge (arcana) +30, Knowledge (the
(5 miles), block sensing (5 miles), planar knowledge. planes) +30, Listen +41, Search +38, Spellcraft +34, Spot
+41, Use Magic Device +42
Skills: Kostchtchie has a +8 racial bonus on Listen and Feats: Ability Focus (prismatic spray), Awesome Blow,
Spot checks. Cleave, Combat Reflexes, Great Cleave, Improved
Initiative, Power Attack, Snatch, Weapon Focus (claw)
Thundering Warhammer of Icy Burst: Kostchtchie’s Environment: Chaotic evil planes
oversized (Large) two-handed +4 warhammer is Organisation: Solitary (maybe unique)
constructed of cold iron and has the thundering and Challenge Rating: 21
icy burst special qualities. This weapon creates a Treasure: Triple standard
cacophonous roar like thunder upon striking with a Alignment: Always chaotic evil
successful critical hit. The sonic energy does not harm Advancement: 25-48 HD (Gargantuan), 49-72 HD
the wielder of the weapon. It deals +2d8 points of bonus (Colossal)
sonic damage on a successful critical hit. Subjects dealt Level Adjustment: —
a critical hit by a thundering weapon must make a DC 14
Fortitude save or be deafened permanently. A massive humanoid demon emerges from the fiery pit,
roaring furiously and waving its gigantic claws as if the
Additionally, his weapon functions as a frost weapon that air itself was its enemy. The demon is completely covered
also explodes with frost upon striking a successful critical in purple scales, with three violet horns sticking out of its
hit. The frost does not harm the wielder. In addition to the head. Instead of eyes, the creature sports a single great
extra damage from the frost ability, an icy burst weapon gem in the middle of its forehead.
deals an extra 2d10 points of cold damage on a successful
critical hit. Even if the frost ability is not active, the A meriginus (or the Meriginus; there have never been
weapon still deals its extra cold damage on a successful reports of more than one of these horrors) is a Gargantuan
critical hit. demon – or race thereof – ruling at least one of the lower
planes of evil. A meriginus appears as a gigantic, scaly,
Servants of Kostchtchie purple humanoid, with clawed limbs, fin-like ears, three
horns on its forehead and a long forked tongue sticking
Followers of Kostchtchie are usually frost giants and
out of its fanged mouth. The demon’s most remarkable
fiendish frost giants. They are usually fighters or
feature is the single monstrous gem located where its eyes
barbarians. Devout followers of Kostchtchie are called
should be. A meriginus seems to be perfectly capable of
Ice Lords and must sign a pact of evil with Kostchtchie.
seeing through this gem; it also uses it to focus its many
Ice Lords that cast divine spells can receive spells from
spell-like and supernatural abilities. A meriginus never
Kostchtchie and typically have access to two of the
wears any armour, clothing or weapons.
following domains: Chaos, Evil and Destruction.
The meriginus speaks Abyssal, Common, Ignan, Infernal,
Terran and Undercommon.

51
Encyclopaedia - D

Regeneration (Ex): The meriginus suffers normal damage


Combat from good-aligned weapons and spells with the good
The meriginus attacks furiously and violently as if it hates descriptor. A meriginus brought to –10 or less hit points
everything around it – which may well be the case. It prefers is not dead, but temporarily dismembered. It will reform
to use its gem’s magical abilities when possible, but it gladly itself in 1d20 days unless a miracle or wish spell is cast
claws and tears at anyone coming within striking distance. on the demon’s remains. A harm spell also destroys the
meriginus permanently but only if its eye gem is destroyed
The meriginus’ attacks count as chaotic and evil for the as well.
purposes of overcoming damage reduction.
Skills: A meriginus’ eye gem gives it a +8 racial bonus on
Ferocity (Ex): The meriginus is so full of hate and Intimidate, Listen, Search, Spot and Use Magic Device
destructive instinct that it goes on fighting even when checks. The meriginus loses these racial bonuses if its eye
disabled or dying. gem is removed or destroyed (see above).

Prismatic Spray (Sp): Once per round, as a standard


action, the meriginus can fire a prismatic spray from its
eye gem. This works exactly as the spell of the same
Demon, Orcus
name, at caster level 20th. The save DC is 26.
(Demon Prince of
Spell Turning (Su): A meriginus is continuously protected
by a spell turning effect, at caster level 20th, with seven Undead)
permanent spell turning levels that never decrease when Huge Outsider (Chaotic, Evil, Extraplanar)
the meriginus is targeted by a spell. The meriginus can Hit Dice: 45d8+495 (855 hp)
turn this ability on or off at will. Initiative: +10
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Spell-Like Abilities: At will–cone of cold (DC 22), Armour Class: 55 (-2 size, +6 Dex, +20 natural, +9
confusion (DC 21), eyebite (DC 23), greater dispel magic, insight, +12 profane), touch 35, flatfooted 49
rainbow pattern (DC 21), true seeing, wall of force; 1/day– Base Attack/Grapple: +45/+67
forcecage (DC 24), mage’s disjunction (DC 26), meteor Attack: Wand of Orcus +62 melee (2d8+19) or slam +57
swarm (DC 26), plane shift (DC 24), prismatic sphere (DC melee (2d6+14)
26), prismatic wall (DC 25), telekinetic sphere (DC 25). Full Attack: Wand of Orcus +62/+57/+52/+47 melee
Caster level 20th. Save DCs are Charisma based. (2d8+19) and tail sting +55 melee (2d4+7 plus poison)
or 2 slams +57 melee (2d6+14) and tail sting +55 melee
Summon Demon (Sp): Once per day, the meriginus can (2d4+7 plus poison)
summon 4d10 dretches, 2d10 quasits, 2d6 fiend cats, 2d6 Space/Reach: 15 ft./15 ft.
quill fiends, 1d8 babaus, 1d6 succubi, 1d4 vrocks, 1d3 hezrou Special Attacks: Command/rebuke undead, spell-like
or 1d2 glabrezu. This ability counts as a 9th level spell. abilities, spells, fear aura, poison, summon demons,
summon undead
Gem Eye (Ex): The meriginus’ gem eye is not a true Special Qualities: Damage reduction 25/epic and good
visual organ, but a prized artefact belonging to the demon. and cold iron, darkvision 60 ft., electrical and poison
Removing the gem from the meriginus’ head requires immunity, resistance to acid 10, cold 10, and fire 10,
a successful sunder attempt with a –4 penalty on the outsider traits, planar omniscience, speak with dead, spell
check in addition to all other penalties (if any). The gem resistance 45, telepathy 100 ft.
has a Hardness of 15 and 10 hit points. If the gem is Saves: Fort +35, Ref +30, Will +33
reduced to 0 hit points, it is not destroyed but pried from Abilities: Str 38, Dex 22, Con 33, Int 28, Wis 28, Cha 34
the meriginus’ forehead instead; once removed, the gem Skills: Bluff +60, Concentration +59, Diplomacy +60,
must suffer an additional 20 hit points of damage to be Escape Artist +24, Gather Information +49, Intimidate
destroyed. If the gem is removed, the meriginus loses +60, Knowledge (arcana) +57, Knowledge (history
all its racial bonuses on skill checks (see below) and the [Abyss]) +57, Knowledge (the planes) +57, Knowledge
ability to use its prismatic spray, spell turning and all other (religion) +57, Knowledge (undead) +57, Listen +53,
spell-like abilities. The meriginus is automatically stunned Move Silently +52, Search +57, Sense Motive +50,
for the round immediately after removal of the gem. Spellcraft +57 (+59 to learn necromancy spells), Spot +65,
Survival +57 (+59 on other planes)
The gem by itself has no magical power, but it can be Feats: Blind-Fight, Cleave, Combat Casting, Craft Wand,
sold for 25,000 gold pieces. If a meriginus’ eye gem is Craft Wondrous Item, Empower Spell, Great Cleave,
destroyed, the creature can grow a new one in 2d6 days. Heighten Spell, Improved Initiative, Multiattack, Power
If the meriginus recovers the gem, it can reattach it to Attack, Quicken Spell
its head as a full-round action. A meriginus that is not Epic Feats: Epic Spellcasting, Multispell, Undead
permanently destroyed (see below) will move heaven and Mastery, Zone of Animation
earth (literally) to locate and severely punish whomever Environment: The Abyss
stole or destroyed its eye gem. Organisation: Solitary or troupe (Orcus plus 1-2
mariliths, 1-3 glabrezus, and 4-20 zombies or shadows)

52
Encyclopaedia - D

Challenge Rating: 35 Command/Rebuke Undead (Su): Orcus can command


Treasure: Triple standard, plus Wand of Orcus or rebuke undead as a 15th-level cleric. Because of his
Alignment: Always chaotic evil Undead Mastery feat, Orcus can command up to 150 HD
Advancement: — worth of undead at one time.
Level Adjustment: —
Fear Aura (Su): Orcus can radiate a 60-foot radius fear
This demonic humanoid is squat and bloated, standing aura as a free action. A creature in the area must succeed
nearly three times as tall as a normal human. It goat- on a DC 44 Will save or be affected as though by a fear
like head sports large, spiralling ram-like horns. Its legs spell (caster level 35th). A creature that successfully saves
are covered in thick brown fur and end in hooves. Large cannot be affected again by Orcus’s fear aura for one day.
powerful arms wield a wicked skull-tipped wand. Two The save DC is Charisma-based.
large, black, bat-like wings protrude from its back and a
long, snake-like tail, tipped with a sharpened barb, trails Poison (Ex): Orcus delivers an extremely virulent poison
behind it. with a successful tail sting. Injury, Fortitude DC 43, initial
and secondary damage 3d6 Constitution. The save DC is
Orcus is one of the strongest (if not the strongest) and Constitution-based.
most powerful of all demon lords. He Orcus is the Prince
of the Undead, and it is said that he alone created the Spell-Like Abilities: At will—animate dead, blasphemy
first undead that walked the worlds. He fights a never- (DC 29), charm monster (DC 26), deeper darkness,
ending war against rival demon princes that spans several desecrate, detect good, detect magic, detect thoughts (DC
Abyssal layers. From his great bone palace he commands 25), fear (DC 26), greater dispel magic, greater teleport
his troops as they wage war across the smouldering and (self plus 50 pounds of objects only), lightning bolt (DC
stinking planes of the Abyss. Orcus spends most of his 25), polymorph, read magic, suggestion (DC 25), symbol
days in his palace; rarely leaving its confines unless he of death (DC 30), symbol of pain (DC 27), tongues (self
decides to leads his troops into battle (which has happened only), true seeing, unhallow, unholy aura (DC 30), unholy
on more than one occasion). Most of the time though, blight (DC 26), wall of fire; 1/day—feeblemind (DC 29).
he is content to let his generals and commanders lead the Caster level 35th. The save DCs are Charisma-based.
battles.
Spells: Orcus casts spells as a 20th-level necromancer
When not warring against rival demon princes, Orcus and a 15th-level cleric. His opposed schools are the
likes to travel the planes, particularly the Material Plane. schools of enchantment and illusion. He has access to the
Should a foolish spellcaster open a gate and speak his domains of Death, Destruction and Evil. The save DCs
name, he is more than likely going to hear the call and are Intelligence-based (for his necromancer spells) and
step through to the Material Plane. What happens to Wisdom-based (for his cleric spells).
the spellcaster that called him usually depends on the
reason for the summons and the power of the spellcaster. Typical Necromancer Spells Prepared (4+1/7+1/6+1/6+
Extremely powerful spellcasters are usually slain after a 1/6+1/6+1/5+1/5+1/5+1/5+1; save DC 19 + spell level):
while and turned into undead soldiers or generals in his 0—acid splash, arcane mark, dancing lights, disrupt
armies. undead, touch of fatigue; 1st—cause fear, chill touch,
grease, hold portal, obscuring mist, ray of enfeeblement
Orcus stands 15 feet tall and weighs nearly 6,000 pounds. (2); 2nd—false life, flaming sphere, ghoul touch, gust of
He speaks Abyssal, Celestial, Common, Draconic, Giant, wind, scare, scorching ray, spectral hand; 3rd—gaseous
Goblin, Ignan, Infernal and Sylvan. form, gentle repose, halt undead, haste, ray of exhaustion
(2), vampiric touch; 4th—animate dead, bestow curse,
enervation (2), ice storm, shout, wall of fire; 5th—blight,
Combat cloudkill (2), cone of cold, magic jar, symbol of pain,
Orcus prefers to conduct battles using his Wand or natural waves of fatigue; 6th—acid fog, circle of death (2), create
weapons (tail and fists). Generally he avoids direct undead (2), eyebite; 7th—control weather, finger of death
combat with powerful foes preferring to hang back and (2), spell turning, waves of exhaustion, limited wish; 8th—
pepper them with an array of spells and effects. If pressed create greater undead, horrid wilting (3), polar ray, iron
into melee, he uses his tail sting against the strongest body; 9th—energy drain (2), meteor swarm, soul bind,
opponent while focusing his fear gaze on the spellcasters. wail of the banshee, wish.
When given the chance, he summons demons and undead
to aid him. If combat goes against him, he uses his greater Typical Cleric Spells Prepared (6/8+1/7+1/7+1/6+1/6
teleport ability to escape, leaving a retinue of demons and +1/4+1/3+1/2+1; save DC 19 + spell level): 0—create
undead monsters to deal with the interlopers. water, guidance, inflict minor wounds, light, resistance,
virtue; 1st—bane, cause fear*, command, detect
Orcus’s natural weapons, as well as any weapons he undead, doom, entropic shield, inflict light wounds (3);
wields, are treated as chaotic-aligned, evil-aligned and 2nd—animate dead*, bull’s strength, death knell, inflict
epic weapons for the purpose of overcoming damage moderate wounds (3), shatter, silence; 3rd—bestow curse
reduction. (2), blindness/deafness, contagion, inflict serious wounds
(2), magic circle against good*, protection from energy;

53
Encyclopaedia - D

4th—death ward* (2), dimensional anchor, divine power,


inflict critical wounds (2), spell immunity; 5th—break Demon, Pazuzu
enchantment, dispel good* (2), dispel law, slay living
(2), scrying; 6th—create undead *, geas/quest, harm,
mass inflict moderate wounds (2); 7th—destruction*,
(Demon Prince of
mass inflict serious wounds, repulsion, word of chaos;
8th—cloak of chaos, create greater undead*, mass inflict
Air)
critical wounds. Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 39d8+390 (702 hp)
Epic Spells (4/day; save DC 29): Mummy dust, peripety, Initiative: +14
ruin. Speed: 40 ft. (8 squares), fly 80 ft. (perfect)
Armour Class: 49 (-1 size, +10 Dex, +12 natural, +9
Summon Demons (Sp): Three times per day, Orcus can insight, +9 profane), touch 37, flat-footed 39
automatically summon one balor, 1d3 nalfeshnees or 1d4 Base Attack/Grapple: +39/+55
mariliths. This ability is the equivalent of a 9th level spell. Attack: +5 anarchic keen greatsword +56 melee (3d6+23,
17-20) or claw +51 melee (1d8+12)
Summon Undead (Sp): As their prince, Orcus can Full Attack: +5 anarchic keen greatsword
automatically summon up to 100 HD of any type of +56/+51/+46/+41 melee (3d6+23, 17-20) or 2 claws +51
undead each day. This ability is the equivalent of a 9th melee (1d8+12)
level spell. Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, dominate aerial
Planar Omniscience: All-knowing (CL 35th), all-sensing creatures, spell-like abilities, spells, summon aerial
(9 miles), block sensing (9 miles), planar knowledge. creatures, summon demons
Special Qualities: Aerial passivism, damage reduction
Speak with Dead (Su): Orcus can speak with dead, as the 15/epic and cold iron and good, darkvision 60 ft., fast
spell (caster level 35th). This ability is always active and healing 8, electrical and poison immunity, outsider traits,
can be negated or dispelled, but Orcus can restart it again planar omniscience, resistance to acid 10, cold 10, and fire
as a free action on his next turn. 10, spell resistance 38, telepathy 100 ft.
Saves: Fort +31, Ref +31, Will +30
Skills: Orcus has a +8 racial bonus on Listen and Spot Abilities: Str 35, Dex 30, Con 31, Int 28, Wis 28, Cha 29
checks. Skills: Bluff +51, Concentration +52, Diplomacy +59,
Escape Artist +52, Handle Animal +51*, Intimidate +55,
Wand of Orcus: Mighty Orcus wields a huge black skull- Knowledge (arcana) +51, Knowledge (the planes) +51,
tipped rod that functions as a Large +5 unholy greatclub. Knowledge (religion) +51, Listen +59, Move Silently
It slays any living creature it touches if the target fails a +52, Search +51, Sense Motive +51, Spellcraft +55 (+57
DC 40 Fortitude save. Orcus, can at will, shut this ability scrolls), Spot +59*, Survival +51 (+53 on other planes,
off so as to allow his wand to pass into the Material Plane +53 following tracks), Use Magic Device +51 (+53
(and usually into the hands of one of his servants). scrolls)
Feats: Blind-Fight, Cleave, Empower Spell-Like Ability
Further, the Wand has the following powers: 3/day— (lightning bolt), Flyby Attack, Great Cleave, Hover,
animate dead, deeper darkness, desecrate, fear, and Improved Initiative, Power Attack, Weapon Focus (claws),
unhallow; 2/day—blasphemy and unholy aura. Caster Weapon Focus (greatsword), Wingover
Level 20th; save DC 25 + spell level. Epic Feats: Blinding Speed, Epic Spellcasting, Fast
Healing
Environment: The Abyss
Servants of Orcus Organisation: Solitary or troupe (Pazuzu plus 2-8 harpies
The followers of the Prince of Undead are clerics or 6-11 gargoyles or 2-8 fiendish gargoyles)
and adepts that venerate death, sorcerers and wizards Challenge Rating: 28
fascinated with death, and half-fiend variants of the Treasure: Triple standard, plus +5 anarchic keen
aforementioned creatures. greatsword
Alignment: Always chaotic evil
His followers are most often clerics, necromancers and Advancement: —
sorcerers. Followers of Orcus are known as Disciples of Level Adjustment: —
Orcus and must sign a pact of evil. Disciples of Orcus can
receive spells from Orcus and are granted access to the This powerfully built humanoid has the head of a hawk
domains of Chaos, Death, Destruction, Evil and War (a and four great feathery wings spanning its shoulders. Its
cleric can choose any two of these domains). feathers are red and gold, fading to black at the tip. Its
eyes are red and its hands and feet end in hawk-like talons.

Pazuzu is the demon prince of aerial creatures, and is


revered as such on both the Abyssal plane and the Material
Plane. Unlike other demon princes, his lair is not confined

54
Encyclopaedia - D

to a single plane or multiple adjoining planes; Pazuzu rules Spells: Pazuzu casts spells as a 20th-level sorcerer. He
the sky realms above all layers of the Abyss. (No demon can cast spells of the Air domain as arcane spells, and
prince has contested his rulership of the skies thus far.) casts air spells at +2 caster level.

Pazuzu has a great many dealings with creatures on other Sorcerer Spells Known (Spells per day
planes, including devils. He seems to be on fairly good 6/9/8/8/8/8/7/7/7/7; save DC 19 + spell level): 0—acid
terms with several powerful dukes and arch devils of Hell. splash, arcane mark, daze, dancing lights, flare, light,
He never enters that plane, but has been known to meet ray of frost, read magic, resistance; 1st—chill touch,
with such a duke on Acheron or Tarterus. expeditious retreat, magic missile, obscuring mist
(CL 22), unseen servant; 2nd—fog cloud, scorching
Pazuzu stands 8 feet tall and weighs 700 pounds. He ray, see invisibility, web, whispering wind (CL 22);
speaks Auran, Aquan, Abyssal, Celestial, Common, 3rd—displacement, gaseous form (CL 22), haste, magic
Draconic, Giant, Infernal and Terran. circle against good; 4th—contagion, enervation, ice
storm, solid fog; 5th—baleful polymorph, control winds
(CL 22), hold monster, magic jar; 6th—acid fog, eyebite,
Combat repulsion; 7th—finger of death, insanity, prismatic spray;
Pazuzu prefers to use his spells and spell-like abilities, 8th—moment of prescience, sunburst, whirlwind (CL 22);
subjecting his opponents to a magical onslaught of great 9th—soul bind, meteor swarm, prismatic sphere.
power. If cornered or forced into melee, he prefers to use
his claws or weapon. If he is outclassed or overmatched, Epic Spells (4/day; save DC 29): Eclipse, nailed to the
he summons aerial creatures and/or demons to his aid. sky, rain of fire.

Pazuzu’s natural weapons, as well as any weapons he Summon Aerial Creature (Sp): Three times per
wields, are treated as chaotic-aligned and evil-aligned for day, Pazuzu can automatically summon 2d6 harpies,
the purpose of overcoming damage reduction. His natural 2d8 gargoyles or juvenile arrowhawks, or 1d4 adult
weapons are also treated as epic weapons for the purpose arrowhawks; or 1d4 hieracosphinxes with a 50% chance
of overcoming damage reduction. of success.

Breath Weapon (Su): Pazuzu has three breath weapons, Summon Demons (Sp): Three times per day, Pazuzu can
each detailed below. Regardless of which breath weapon automatically summon 2d4 succubi, 1d4 vrocks or 1 balor.
he uses, he cannot breathe more than once every 1d4 This ability is the equivalent of a 9th level spell.
rounds. Each breath weapon is a 100-foot long cone.
Aerial Passivism (Ex): No aerial creature (defined above
• Creeping Doom: This works as the spell of the same under his dominate aerial creatures special attack) of 10
name (caster level 20th). HD or less willingly attacks Pazuzu (but can be forced to
magically). If attacked by a magically compelled aerial
• Insect Plague: This works as the spell of the same creature, Pazuzu can make an Intelligence check (opposed
name (caster level 20th). by the spellcaster’s caster level that compelled the aerial
creature). If Pazuzu wins the opposed check, he can
• Corrosive Gas: Damage 16d6 acid, DC 39 Reflex automatically breaks the magical compulsion controlling
save for half. The save DC is Constitution-based. the creature (as if by greater dispel magic).

Dominate Aerial Creatures (Sp): Pazuzu can Fast Healing (Ex): Pazuzu heals 8 points of damage each
automatically dominate any aerial creature of 6 HD or less round so long as he has at least 1 hit point. His natural fast
that is within sight. Affected creatures do not get a save healing is 5 (+3 from the Fast Healing epic feat).
against this effect. This functions as a charm monster spell
(caster level 20th). At any one time, Pazuzu can have a Planar Omniscience: All-knowing (CL 28th), allsensing
total of 40 HD of creatures dominated. Affected creatures (7 miles), block sensing (7 miles), planar knowledge.
must remain with sight or the effect ends.
Skills: Pazuzu has a +8 racial bonus on Listen and Spot
Aerial creatures are defined as avians (including giant and dire checks. *In daylight hours, the bonus to Spot checks
versions), gargoyles, harpies and creatures with the air subtype. increases to +16. *Pazuzu has a +8 racial bonus on
Handle Animal checks when made against an aerial
Spell-Like Abilities: At will—blasphemy (DC 26), control creature or avian.
weather, deeper darkness, desecrate, detect good, detect
magic, fear (DC 23), flesh to stone (DC 25), greater dispel Anarchic Keen Greatsword: Pazuzu’s +5 greatsword
magic, greater teleport (self plus 50 pounds of objects only), is imbued with the anarchic and keen special qualities.
lightning bolt (DC 22), shapechange, suggestion (DC 22), The weapon is chaos-aligned and thus bypasses the
symbol of death (DC 27), symbol of pain (DC 24), telekinesis corresponding damage reduction. It deals an extra
(DC 24), tongues (self only), unhallow, unholy aura (DC 27), 2d6 points of damage against all of lawful alignment.
unholy blight (DC 23), wind walk, wind wall; 1/day—wish. It bestows one negative level on any lawful creature
Caster level 28th. The save DCs are Charisma-based. attempting to wield it. The negative level remains as long

55
Encyclopaedia - D

as the weapon is in hand and disappears when the weapon starting point, jut from its head. Two large bat-like wings
is no longer wielded. This negative level never results in spread from his shoulders. The creature’s body is covered
actual level loss, but it cannot be overcome in any way in thick, dark hair. Portions of the hair are torn away in
(including restoration spells) while the weapon is wielded. areas revealing masses of battle-born scars and damage.
The weapon has a threat range of 17–20.
Sonechard is a General in the infernal armies of Orcus and
serves him—at least to all onlookers—with unswerving
Servants of Pazuzu loyalty. He has countless numbers of demons and undead
Followers of Pazuzu are evil humanoids that respect and at his command. Though his true loyalty lies only to
revere the air and sky. Devout followers of Pazuzu are himself, he would never openly refuse a request by
called Aerial Lords and must sign a pact of evil with Orcus nor challenge his position as Prince of the Undead.
Pazuzu. Aerial Lords can receive spells from Pazuzu and Should the day come when Orcus weakens, Sonechard
are granted access to two of the following domains: Air, plans to be there to claim what he believes is rightfully his.
Chaos and Evil.
Sonechard makes his home in a large castle that sits atop a
plateau of scorched earth surrounded by a moat of blood.
Demon, Sonechard The walls are constructed of bone and sinew, and it is said
Large Outsider (Chaotic, Evil, Extraplanar) that the souls of those who cross him are entombed within.
Hit Dice: 22d8+264 (363 hp)
Initiative: +10 Sonechard stands 14 feet tall and weighs about 3,500
Speed: 40 ft. (8 squares), fly 80 ft. (good) pounds. He speaks Abyssal, Celestial, Common,
Armour Class: 46 (-1 size, +6 Dex, +22 natural, +9 Draconic, Giant, Goblin, Ignan, and Infernal, and Terran.
profane), touch 24, flat-footed 40
Base Attack/Grapple: +22/+39 Combat
Attack: +4 unholy heavy pick of wounding +39 melee
Sonechard is almost always encountered with a large number
(1d8+17) or claw +34 melee (1d8+13)
of demons or undead at his side. When he enters battle, he
Full Attack: +4 unholy heavy pick of wounding
usually unleashes a fireball at his foes immediately, and then
+39/+34/+29/+24 melee (1d8+17) or 2 claws +34 melee
follows it up with a circle of death effect or a suggestion.
(1d8+13)
Dying creatures are subjected to his death knell spell-like
Space/Reach: 10 ft./10 ft.
ability and then raised via animate dead.
Special Attacks: Control undead, spell-like abilities,
stench, summon demons, summon undead, undead master
Should Sonechard find himself on the losing end of a
Special Qualities: Damage reduction 20/cold iron and
battle, he does not hesitate to retreat, covering his escape
good, darkvision 60 ft., electrical and poison immunity,
with summoned or created undead and demons. A
resistance to acid 10, cold 10, and fire 10, spell resistance
defeat is not forgotten—or forgiven. He remembers his
29, telepathy 100 ft.
opponents, and sends his troops to exterminate them at
Saves: Fort +25, Ref +19, Will +21
first chance, bringing their carcasses to his keep where he
Abilities: Str 37, Dex 23, Con 34, Int 26, Wis 26, Cha 28
grinds their remains into a fine powder and gives it to his
Skills: Balance +31, Bluff +34, Climb +38, Concentration
servants to be used to spice up the keep’s foodstuffs.
+37, Diplomacy +42, Gather Information +34, Intimidate
+38, Knowledge (arcana) +33, Knowledge (the planes)
Sonechard’s natural weapons, as well as any weapons he
+33, Listen +41, Search +33, Sense Motive +33, Spellcraft
wields, are treated as chaotic-aligned and evil-aligned for
+37, Spot +41, Survival +33 (+35 on other planes, +35
the purpose of overcoming damage reduction.
following tracks), Use Magic Device +34 (+36 scrolls)
Feats: Cleave, Combat Casting, Combat Expertise, Great
Control Undead (Sp): This ability functions as the
Cleave, Improved Initiative, Improved Sunder, Power
spell of the same name (caster level 20th), except that
Attack, Weapon Focus (heavy pick)
Sonechard maintains control for 200 minutes (10 minutes
Environment: The Abyss
per caster level). Sonechard can take control of undead
Organisation: Solitary or troupe (Sonechard plus 1-4
creatures controlled by another creature whose caster level
wraiths or spectres, 2-16 shadows, and 2-20 skeletons or
is 19 or less by making a successful opposed Charisma
zombies)
check against the opponent’s Charisma check.
Challenge Rating: 21
Treasure: Double standard, plus +4 unholy heavy pick of
Spell-Like Abilities: At will—animate dead, blasphemy
wounding
(DC 26), create undead, death knell (DC 21), detect magic,
Alignment: Always chaotic evil
detect good, desecrate, greater dispel magic, greater
Advancement: —
teleport (self plus 50 pounds of objects only), power word
Level Adjustment: —
stun, suggestion (DC 22), telekinesis (DC 24), tongues (self
only), unhallow, unholy aura (DC 27), unholy blight (DC
This ram-headed humanoid appears to be at least as twice
23), wall of fire; 3/day—create greater undead, fireball
as tall as a human and has leathery grey skin. Large,
(DC 22); 1/day—circle of death (DC 25), destruction (DC
curved horns, the left one broken off midway from its
26). Caster level 20th. The save DCs are Charisma-based.

56
Encyclopaedia - D

Stench (Ex): Sonechard’s form secretes a nauseating Skills: Sonechard has a +8 racial bonus on Listen and Spot
odour that emanates from him to a range of 20 feet. All checks.
living creatures within 20 feet of Sonechard must succeed
on a DC 33 Fortitude save or be nauseated for 10 rounds. Unholy Heavy Pick of Wounding: Sonechard’s +4
The save DC is Constitution-based. Creatures that heavy pick is imbued with the unholy and wounding
successfully save take a –2 penalty on attack rolls for 1 special qualities. The unholy special quality makes the
hour and cannot be affected again by his stench for one weapon evil-aligned and thus bypasses the corresponding
day. A delay poison or neutralise poison spell removes damage reduction. It deals an extra 2d6 points of damage
the effect from the nauseated creature. Creatures with against all of good alignment. It bestows one negative
immunity to poison are unaffected, and creatures resistant level on any good creature attempting to wield it. The
to poison receive their normal bonus on their saving negative level remains as long as the weapon is in hand
throws. and disappears when the weapon is no longer wielded.
This negative level never results in actual level loss, but
Summon Demons (Sp): Once per day, Sonechard can it cannot be overcome in any way (including restoration
automatically summon 4d10 dretches, 1d4 hezrous, or one spells) while the weapon is wielded.
nalfeshnee, glabrezus, marilith or balor. This ability is the
equivalent of a 9th level spell. Further, this weapon deals 1 point of Constitution damage
from blood loss when it hits a creature. A critical hit does
Summon Undead (Sp): Once per day, Sonechard can not multiply the Constitution damage. Creatures immune
automatically summon 4d10 zombies or skeletons, to critical hits (such as plants and constructs) are immune
2d8 shadows, wights, or wraiths, 2d4 greater shadows to the Constitution damage dealt by this weapon.
or spectres, or 1d4 dread wraiths. This ability is the
equivalent of a 9th level spell.

Undead Master (Ex): This ability allows Sonechard to


Demon, Tsathogga
create a maximum of 50 HD of undead with a single use
of animate dead. If used in conjunction with desecrate, he
(The Frog Demon
can create 100 HD of undead with a single use.
God)
Colossal Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 42d8+650 (986 hp)
Initiative: +12
Speed: 40 ft. (8 squares)
Armour Class: 52 (-8 size, +4 Dex, +33 natural, +6
insight, +7 profane), touch 19, flat-footed 48
Base Attack/Grapple: +42/+73
Attack: Bite +49 melee (4d8+15 plus 2d8 acid, 19-20) or
tongue +39 ranged (grapple plus 2d8 acid)
Full Attack: Bite +49 melee (4d8+15 plus 2d8 acid,
19-20) and 2 claws +47 melee (2d8+7 plus 2d8
acid) or tongue +39 ranged (grapple plus 2d8
acid)
Space/Reach: 60 ft./40 ft. (20 ft. with tongue)
Special Attacks: Acid, blasphemous shriek,
improved grab, spell-like abilities, spells, summon
amphibians, summon demons, swallow whole
Special Qualities: Amphibious, damage reduction
20/epic and cold iron and good, darkvision 60
ft., acid, electrical and poison immunity, outsider
traits, planar omniscience, resistance to cold 10
and fire 10, spell resistance 40, telepathy 100 ft.
Saves: Fort +38, Ref +27, Will +29
Abilities: Str 41, Dex 18, Con 40, Int 23, Wis 22, Cha
24
Skills: Bluff +45, Concentration +55, Craft
(alchemy) +26, Diplomacy +47, Intimidate +56,
Jump +55, Knowledge (arcana) +51, Knowledge
(history) +35, Knowledge (the planes) +51,
Knowledge (religion) +51, Listen +49, Move Silently
+25, Search +46, Sense Motive +51, Spellcraft +57, Spot
+49, Survival +39 (+41 on other planes, +41 following
tracks)

57
Encyclopaedia - D

Feats: Blind-Fight, Cleave, Combat Casting, Combat Tsathogga’s natural weapons, as well as any weapons he
Expertise, Endurance, Extend Spell, Improved Critical wields, are treated as chaotic-aligned and evil-aligned for
(bite), Improved Initiative, Maximise Spell, Multiattack, the purpose of overcoming damage reduction. His natural
Power Attack, Weapon Focus (tongue) weapons are also treated as epic weapons for the purpose
Epic Feats: Epic Spellcasting, Epic Toughness, Superior of overcoming damage reduction.
Initiative, Tenacious Magic (unholy aura)
Environment: The Abyss Acid (Ex): Tsathogga’s demonic form constantly oozes
Organisation: Solitary or troupe (Tsathogga plus 1-2 and drips acid, causing opponents to take an extra 2d8
nalfeshnees and 4-12 abyssal dire frogs) points of acid damage every time he succeeds on a bite,
Challenge Rating: 30 claw, or tongue attack. Creatures attacking Tsathogga
Treasure: Triple standard unarmed or with natural weapons take this same acid
Alignment: Always chaotic evil damage each time one of their attacks hits. Any weapon
Advancement: — striking Tsathogga’s acidic body likewise takes this same
Level Adjustment: — acid damage each time an attack hits.

This massive creature appears to be a gigantic frog no less Blasphemous Shriek (Su): Three times per day,
than 60 feet long. Its body is covered in warts and sores, Tsathogga can unleash a piercing shriek that affects all
and all ooze a putrid, yellowish mucus. Its eyes are red non-evil creatures within a 100-foot radius as if by a
and glow with an inherent evil. The creature’s massive blasphemy spell (caster level 20th). There is no save
mouth sports rows of sharpened teeth, each at least as against the effects.
long as a sword.
Improved Grab (Ex): To use this ability, Tsathogga must
This foul frog-demon cares less about the machinations hit a Huge or smaller creature with his tongue attack.
of men and power than he does about obliterating light He can then attempt a grapple as a free action without
and life with the slow oozing sickness and decay that he provoking an attack of opportunity. If he wins the grapple
represents. He is the viscous dark evil bubbling up from check, he establishes a hold and deals acid damage. He
beneath the surface, the foul corruption at the heart of the can try to swallow the foe the following round.
earth. Tsathogga makes his home on both Tarterus and
the Abyss, spending equal amounts of time in both places. Seeping Darkness (Su): As a free action, Tsathogga
His lair is a vast swamp of filth deposited by the River can billow forth a cloud of thick, dark fog from his skin.
Styx as it flows between the two planes. This fog spreads to fill a 50-foot radius, 50 feet high.
The darkness generated by the cloud nullifies normal
Tsathogga’s main form is of a colossally bloated lights (torches, candles, lanterns, and so forth) within the
humanoid frog with spindly, elongated limbs and fingers. area. Further, all creatures in the area gain concealment
His corpulent body exudes all manner of foul oils and (20% miss chance), including those that can normally
fluids, which leak into the vile swamp in which he lies. see in such darkness (such as with darkvision or low-
He has positioned himself so that all of the slime and light vision). Light spells of 5th level or lower (such
filth from the River Styx feeds into his gaping, toothy as daylight, dancing lights or light) are incapable of
maw. He rarely moves and rarely speaks other than to brightening the area.
emit an unintelligible shrieking. Tsathogga thoughtlessly
commands a host of evil creatures, notably his own vile This cloud remains for 10 minutes before dispersing. A
frog race, the tsathar. strong wind (21+ mph) disperses the cloud in 4 rounds;
a severe wind (31+ mph) disperses the cloud in 1 round.
Tsathogga is 60 feet long and 40 feet tall. He weighs Tsathogga cannot use this ability underwater. Once the
about 200 tons. Tsathogga speaks Aquan, Abyssal, cloud disperses, Tsathogga can issue a new one if he
Common, Daemonic, Giant, Infernal and Terran. desires.

Spell-Like Abilities: At will—acid cone (DC 22, as cone


Combat of cold, but deals acid damage), acid sphere (DC 19, as
Tsathogga prefers to avoid direct combat simply because flaming sphere, but deals acid damage), blasphemy (DC
he usually has better things to do than waste time killing 24), blight (DC 22), desecrate, detect good, detect law,
the latest group of would-be-demon-killers. If threatened detect magic, detect thoughts (DC 19), fear (DC 21),
or attacked, he usually summons his minions to battle his greater dispel magic, greater teleport (self plus 50 pounds
opponents. If Tsathogga does enter combat, he almost of objects only), polymorph, telekinesis (DC 22), tongues
always begins by striking the nearest opponent with his (self only), true seeing, unhallow, unholy aura (DC 25),
tongue, pulling that foe in and swallowing him. If he is unholy blight (DC 21), water breathing; 2/day—contagion
near the muck and filth that permeates his home plane, (DC 21); 1/day—acid fog, enervation. Caster level 31st.
he likes to dive or bury himself underneath it so if a The save DCs are Charisma-based.
swallowed opponent does manage to cut his way out of
Tsathogga’s gullet, he usually drowns or suffocates before Spells: Tsathogga casts spells as a 20th-level sorcerer.
he sees daylight again. The save DCs are Charisma-based.

58
Encyclopaedia - D

Sorcerer Spells Known (Cast per Day


6/8/8/8/7/7/7/7/6/6; save DC 17 + spell level): 0—acid Demon, Vepar
splash, arcane mark, daze, detect poison, flare, ghost Large Outsider (Aquatic, Chaotic, Evil, Extraplanar)
sound, light, open/close, touch of fatigue; 1st—chill touch, Hit Dice: 22d8+242 (341 hp)
grease, jump, protection from good, sleep; 2nd—arcane Initiative: +12
lock, blindness/deafness, blur, acid arrow, misdirection; Speed: 10 ft. (2 squares), swim 50 ft.
3rd—arcane sight, hold person, rage; 4th—bestow curse, Armour Class: 42 (-1 size, +8 Dex, +16 natural, +9
contagion, dimensional anchor, shout; 5th—cloudkill, profane), touch 26, flat-footed 34
feeblemind, magic jar, transmute rock to mud; 6th—circle Base Attack/Grapple: +22/+37
of death, disintegrate, wall of iron; 7th—insanity, power Attack: Demonbrand +35 melee (2d6+13, 19-20) or claw
word blind, summon monster VII; 8th—antipathy, power +33 melee (1d8+11 plus hypothermic touch)
word stun, symbol of insanity; 9th—astral projection, mass Full Attack: Demonbrand +35/+30/+25/+20 melee
hold monster, soul bind. (2d6+13, 19-20) or 2 claws +33 melee (1d8+11 plus
hypothermic touch)
Epic Spells (4/day; save DC 27): Greater ruin, mass frog, Space/Reach: 10 ft./10 ft.
spell worm. Special Attacks: Spell-like abilities, hypothermic touch,
summon demons
Summon Amphibians (Sp): Tsathogga can automatically Special Qualities: Amphibious, damage reduction 15/cold
summon up to 100 HD of oozes, tsathar, giant frogs or iron and good, darkvision 60 ft., demon traits, outsider
froghemoths each day. This ability is the equivalent of a traits, spell resistance 30
9th level spell. Saves: Fort +24, Ref +21, Will +21
Abilities: Str 33, Dex 26, Con 33, Int 27, Wis 27, Cha 29
Summon Demons (Sp): Three times per day, Tsathogga Skills: Bluff +34, Concentration +36, Diplomacy +42,
can automatically summon 1d4 mariliths, 1d4 nalfeshnees Disguise +34 (+36 acting), Escape Artist +33, Intimidate
or 1d2 balors. This ability is the equivalent of a 9th level +38, Knowledge (arcana) +33, Knowledge (religion) +33,
spell. Knowledge (the planes) +33, Listen +41, Search +33,
Sense Motive +33, Spellcraft +37 (+37 scrolls), Spot +41,
Swallow Whole (Ex): Tsathogga can try to swallow a Survival +33 (+35 on other planes, +35 following tracks),
grabbed opponent of Huge or smaller size by making Swim +44, Use Magic Device +33 (+35 scrolls)
a successful grapple check. Once inside, the opponent Feats: Cleave, Great Cleave, Improved Critical (trident),
takes 2d8+8 points of crushing damage plus 2d8+8 points Improved Initiative, Power Attack, Quicken Spell-Like
of acid damage per round from his digestive juices. A Ability (ice storm), Weapon Focus (claw), Weapon Focus
swallowed creature can cut its way out by dealing 50 (trident)
points of damage to Tsathogga’s digestive tract (AC Environment: Abyss
25). Once the creature exits, muscular action closes Organisation: Solitary or troupe (Vepar and 2-5 shrroths)
the hole; another swallowed foe must cut its own way Challenge Rating: 21
out. Tsathogga’s interior can hold 2 Huge, 8 Large, 32 Treasure: Double standard plus Demonbrand
Medium, 128 Small, or 512 Tiny or smaller creatures. Alignment: Always chaotic evil
Advancement: —
Amphibious (Ex): Tsathogga can freely breathe both air Level Adjustment: —
and water.
This being has the upper body, arms and head of a
Planar Omniscience: All-knowing (CL 31st), all-sensing reddish–brown humanoid. Its lower torso is that of a
(8 miles), block sensing (8 miles), planar knowledge. great, blue–silver scaled fish. Its eyes are blue in colour
and flash a silvery fire. From its head, just under its dark
Skills: Tsathogga has a +8 racial bonus on Listen and Spot hair, jut two small copper horns.
checks.
Vepar is an Abyssal duke in the service of Dagon, Prince
Servants of Tsathogga of the Sea. He leads 29 battalions of shrroths (see the
entry in this book) in service to his master. He is a
Followers of Tsathogga are the tsathar and some few evil
brooding and very malevolent demon that relishes in the
and vile humans or giants. He has few other worshippers,
torture and death of others, particularly mortals (whose
though it is rumoured that an evil cult of sahuagin
very existence he disdains). His loyalty to Dagon is
worships him on the Material Plane. Devout followers of
questionable at best, for behind the scenes Vepar is quietly
Tsathogga are called Lords of the Gaping Maw and must
amassing an army of demons to one-day lead against his
sign a pact of evil with Tsathogga. Lords of the Gaping
current lord. But for now, he waits and serves.
Maw receive spells from Tsathogga and are granted access
to two of the following domains: Chaos, Destruction, Evil
Vepar’s citadel is built into an underwater mountain range
and Water.
that sits several miles below the surface of the watery layer
he calls home. The citadel is guarded by scores of aquatic

59
Encyclopaedia - D

demons, fiendish merfolk, and fiendish tritons, as well


as several hundred sahuagin led by a fiendish sahuagin Devastation Vermin
15th– level sorcerer named Anaunon. Most visitors (those Ancient and powerful, this vermin has laid dormant
that can actually reach it) avoid this place. within the bowels of the planet for centuries. Once
every civilisation or two one is awoken or freed and the
Vepar is 15 feet long from head to tail. devastation vermin lay waste to all the society has built.
Beyond their size and power the devastation vermin
Combat possess no powers that set them apart from their mundane
cousins.
Vepar relies on his trident, spell–like abilities, and ability
to cause disease when combating foes. Before entering
combat, he often raises a storm (using control weather
or control winds) to herald his coming, though he is just Devastation
as likely to attack from ambush or surprise, as he is to
‘announce’ his arrival. He almost always enters combat Centipede
with unholy aura (+4 AC, +4 on saves) active and follows Colossal Vermin
it closely with ice storm. Hit Dice: 128d8+1,152 (1,728 hp)
Initiative: +13
Vepar’s natural weapons, as well as any weapons he Speed: 80 ft. (16 squares)
wields, are treated as chaotic–aligned and evil–aligned for Armour Class: 55 (–8 size, +13 Dex, +40 natural), touch
the purpose of overcoming damage reduction. 15, flat-footed 42
Base Attack/ Grapple: +96/+123
Spell–Like Abilities: At will—blasphemy (DC 26), Attack: Bite +99 melee (20d10+16 plus poison)
control weather, control winds (DC 24), control water, Full Attack: Bite +99 melee (20d10+16 plus poison)
detect good, detect law, fear (DC 23), greater dispel Space/Reach: 50 ft./40 ft.
magic, greater teleport (self plus 50 pounds of objects Special Attacks: Poison
only), polymorph (self only), unholy aura (DC 27), water Special Qualities: Damage reduction 10/—, darkvision
breathing (others only) (DC 22); 1/day—ice storm, 300 ft., spell resistance 50
implosion (DC 28), Caster level 20th. The save DCs are Saves: Fort +75, Ref +55, Will +42
Charisma–based. Abilities: Str 33, Dex 37, Con 29, Int –, Wis 10, Cha 2
Skills: Climb +19, Hide +5, Jump +31, Spot +8
Hypothermic Touch (Ex): Those hit by a claw attack Feats: —
must succeed on a DC 32 Fortitude save or be overcome Epic Feats: —
with bone–numbing cold that deals 1d8 points of Dexterity Environment: Any land
damage. A successful save reduces the ability score Organisation: Solitary or cluster (2–5)
damage by half. The save DC is Constitution–based. Challenge Rating: 39
Treasure: None
Summon Demons (Sp): Once per day Vepar can Alignment: Always neutral
automatically summon 2d6 shrroths, 1d4 hezrous, 1d2 Advancement: None
nalfeshnees or mariliths, or one balor. Level Adjustment: —

Amphibious (Ex): Vepar can breathe both air and water Poison (Ex): Bite, Fort save (DC 83); initial and
and can survive indefinitely on land. secondary damage 2d12 Dex. The save DC is Constitution
based.
Skills: Vepar has a +8 racial bonus on Listen and Spot
checks. Vepar has a +8 racial bonus on any Swim check Skills: Devastation centipedes receive a +8 racial bonus on
to perform some special action or avoid a hazard. He Climb, Hide and Spot checks.
can always choose to take 10 on a Swim check, even if
distracted or endangered. He can use the run action while
swimming, provided he swims in a straight line. Devastation Spider
Demonbrand: Demonbrand is a Large +2 trident that Colossal Vermin
can fire up to seven magic missiles per day. Each missile Hit Dice: 128d8+1,280 (1,856 hp)
functions as the spell of the same name and deals 1d4+1 Initiative: +14
points of damage. Additionally, the wielder can cast Speed: 60 ft. (12 squares), climb 40 ft.
waves of fatigue once per day (caster level 15th). Armour Class: 58 (–8 size, +14 Dex, +42 natural), touch
16, flat-footed 44
Base Attack/ Grapple: +96/+125
Attack: Bite +101 melee (18d10+19 plus poison)
Full Attack: Bite +101 melee (18d10+19 plus poison)
Space/Reach: 50 ft./40 ft.
Special Attacks: Poison

60
Encyclopaedia - D

Special Qualities: Damage reduction 10/—, darkvision Skills: Web-spinning devastation spiders receive a +4
300 ft., spell resistance 50 racial bonus on Hide and Spot checks. Hunting spiders
Saves: Fort +76, Ref +56, Will +42 receive a +6 racial bonus on Jump checks and a +8
Abilities: Str 37, Dex 39, Con 30, Int –, Wis 10, Cha 2 racial bonus on Spot checks (using the modifiers given
Skills: Climb +22, Hide +2, Jump +25 (+43), Move in parentheses). *All devastation spiders gain a +8
Silently +14, Spot +4 (+8) competence bonus on Hide and Move Silently checks
Feats: — when using their webs.
Epic Feats: —
Environment: Any land
Organisation: Solitary or cluster (2–5)
Challenge Rating: 41
Devastation
Treasure: None
Alignment: Always neutral
Scorpion
Advancement: None Colossal Vermin
Hit Dice: 128d8+1,408 (1,984 hp)
Poison (Ex): Bite, Fort save (DC 84); initial and Initiative: +12
secondary damage 2d12 Con. The save DC is Constitution Speed: 100 ft. (20 squares)
based. Armour Class: 60 (–8 size, +12 Dex, +46 natural), touch
14, flat-footed 48
Web (Ex): A single web strand is strong enough to support Base Attack/ Grapple: +96/+126
the spider and one creature of Gargantuan size. Web- Attack: Claw +102 melee (10d10+14)
spinning devastation spiders can cast a web eight times Full Attack: 2 claws +102 melee (10d10+14) and sting
per day. This is similar to an attack with a net but has a +97 melee (8d10+7 plus poison)
maximum range of 150 feet, with a range increment of 30 Space/Reach: 50 ft./40 ft.
feet, and is effective against targets of up to Gargantuan Special Attacks: Improved grab, poison, squeeze
size. The web anchors the target in place, allowing no Special Qualities: Damage reduction 10/—, darkvision
movement. An entangled creature can escape with a 300 ft., spell resistance 50
successful Escape Artist check (DC 84) or burst it with a Saves: Fort +77, Ref +54, Will +42
Strength check (DC 90). Both are standard actions. Web- Abilities: Str 38, Dex 35, Con 32, Int –, Wis 10, Cha 2
spinning spiders often create sheets of sticky webbing Skills: Climb +18, Hide +0, Jump +42, Spot +4
about 1,000 feet square. They usually position these Feats: —
sheets to snare flying creatures but can also try to trap Epic Feats: —
prey on the ground. Approaching creatures must succeed Environment: Any land
at a Spot check (DC 20) to notice a web; otherwise, Organisation: Solitary or cluster (2–5)
they stumble into it and become trapped as though by Challenge Rating: 42
a successful web attack. Attempts to escape or burst Treasure: None
the webbing gain a +5 bonus if the trapped creature has Alignment: Always neutral
something to walk on or grab while pulling free. Each 5- Advancement: None
foot section has 24 hit points, and sheet webs have damage
reduction 20/fire. A devastation spider can move across Improved Grab (Ex): To use this ability, the devastation
its own sheet web at its climb speed and can determine scorpion must hit with its claw attack. If it gets a hold, it
the exact location of any creature caught in the web. The hangs on and squeezes.
check DCs are Constitution-based and the Strength check
includes a +6 racial bonus. Squeeze (Ex): A devastation scorpion that gets a hold on
a Gargantuan or smaller opponent automatically deals
damage with both claws and its sting.

Poison (Ex): Sting, Fort save (DC 85); initial and


secondary damage 2d12 Str. The save DC is Constitution
based.

Skills: Devastation scorpions receive a +4 racial bonus on


Climb, Hide and Spot checks.

Devastation Beetle
Colossal Vermin
Hit Dice: 128d8+2,304 (2,880 hp)
Initiative: +10
Speed: 70 ft. (14 squares)
Armour Class: 72 (–8 size, +10 Dex, +60 natural), touch
12, flat-footed 62

61
Encyclopaedia - D

Base Attack/ Grapple: +96/+128 +21, Search +31, Sense Motive +28, Spellcraft +31, Spot
Attack: Bite +104 melee (25d10+24) +32, Survival +32 (+34 on other planes, +34 following
Full Attack: Bite +104 melee (25d10+24) tracks)
Space/Reach: 50 ft./40 ft. Feats: Blind-Fight, Cleave, Great Cleave, Improved
Special Attacks: Acid cloud, trample 30d10+24 Critical (heavy mace), Improved Initiative, Power Attack,
Special Qualities: Damage reduction 20/—, darkvision Quicken Spell-Like Ability (fireball), Weapon Focus
300 ft., spell resistance 60 (heavy mace)
Saves: Fort +84, Ref +52, Will +42 Epic Feats: Blinding Speed, Overwhelming Critical
Abilities: Str 42, Dex 31, Con 46, Int –, Wis 10, Cha 9 (heavy mace)
Skills: Jump +32 Environment: Nine Hells
Feats: — Organisation: Solitary or troupe (Amon plus one 18 HD
Epic Feats: — winter wolf, 4-8 bone devils, and 3-7 dire wolves or 5-12
Environment: Any land wolves)
Organisation: Solitary or cluster (2–5) Challenge Rating: 25
Challenge Rating: 50 Treasure: Double standard, plus +4 axiomatic heavy
Treasure: None mace of thundering
Alignment: Always neutral Alignment: Always lawful evil
Advancement: None Advancement: —
Level Adjustment: —
Trample (Ex): A devastation beetle can trample
Gargantuan and smaller creatures for 30d10+24 points This wolf-headed humanoid stands at least 9 or 10 feet
of damage. Opponents who do not make attacks of tall. His fur is brownish-black and his eyes and teeth are
opportunity against the devastation beetle can attempt a yellow. His great clawed hands are brownish in colour
Reflex save (DC 90) to halve the damage. The save DC is and covered in shaggy fur.
Strength based.
Amon is a vassal in service to Geryon, commanding no
Acid Cloud (Ex): A devastation beetle exudes a constant less than 3 legions of bone devils. He is completely loyal
vapour that radiates outward in every direction for 60 feet. to the Great Serpent and never questions his post. On
This vapour deals 6d6 points of acid damage each round to more than one occasion an arch devil has tried to seduce
anyone caught in the cloud. Amon into betraying his lord, but such attempts always
fail Amon’s iron citadel sits high on a flat-topped mountain
within the domain of Hell’s fifth plane. It is a great, dark
Devil, Amon (Duke place filled with devils, wolves and creatures far worse.

of Hell) Amon stands 9 feet tall and weighs about 600 pounds.
Amon speaks Abyssal, Celestial, Common, Draconic,
Large Outsider (Evil, Lawful, Extraplanar) Goblin, Ignan, Infernal, Sylvan and Terran.
Hit Dice: 28d8+280 (406 hp)
Initiative: +12
Speed: 60 ft. (12 squares) Combat
Armour Class: 44 (-1 size, +8 Dex, +20 natural, +7 Amon begins combat with his fear gaze. Unaffected
profane), touch 24, flat-footed 36 creatures are subjected to a barrage of spell-like abilities
Base Attack/Grapple: +28/+45 and physical attacks with his mace. If combat is going
Attack: +4 axiomatic heavy mace of thundering +45 against him, he summons his wolf companions or other
melee (2d8+17, 19-20) devils to aid him or cover his escape. Amon wields his
Full Attack: +4 axiomatic heavy mace of thunderung oversized mace two-handed (and without penalty).
+45/+40/+35/+30 melee (2d8+17, 19-20) and bite +35
melee (2d6+6) Amon’s natural weapons, as well as any weapons he
Space/Reach: 10 ft./10 ft. wields, are treated as evil-aligned and lawful-aligned for
Special Attacks: Control wolves, fear gaze, spell-like the purpose of overcoming damage reduction.
abilities, summon devils, summon wolves
Special Qualities: Damage reduction 20/good and silver, Control Wolves (Su): Amon can control up to 40 HD of
darkvision 60 ft., immunity to fire and poison, outsider wolves, worgs, winter wolves or dire wolves to a range of 1
traits, regeneration 10, resistance to acid 10 and cold 10, mile. This is otherwise similar to a control undead spell cast
scent, see in darkness, spell resistance 37, telepathy 100 ft. by a 20th-level sorcerer and does not count against his 40 HD
Saves: Fort +26, Ref +24, Will +23 summoning limit (unless Amon summoned the creatures).
Abilities: Str 36, Dex 27, Con 31, Int 26, Wis 25, Cha 25
Skills: Appraise +28, Balance +30, Bluff +33, Climb +39, Fear Gaze (Su): Amon’s gaze induces fear to a range of 30
Concentration +36, Diplomacy +39, Escape Artist +29, feet. An affected creature must succeed on a DC 31 Will save
Gather Information +23, Hide +19, Intimidate +37, Jump or be affected as by a fear spell (caster level 20th). A creature
+45, Knowledge (arcana) +32, Knowledge (the planes) that successfully saves cannot be affected again by Amon’s
+36, Knowledge (religion) +28, Listen +32, Move Silently fear gaze for one day. The save DC is Charisma-based.

62
Encyclopaedia - D

Spell-Like Abilities: At will—animate dead, blasphemy Space/Reach: 5 ft./5 ft.


(DC 24), charm monster (DC 21), desecrate, detect good, Special Attacks: Fear touch, spell-like abilities, summon
detect magic, dimensional anchor, fireball (DC 20), devils
fly, geas/quest (DC 23), greater dispel magic, greater Special Qualities: Damage reduction 15/good and silver,
invisibility, greater teleport (self plus 50 pounds of objects darkvision 60 ft., immunity to fire and poison, outsider
only), magic circle against good, polymorph, produce traits, resistance to acid 10 and cold 10, see in darkness,
flame, read magic, see invisibility, suggestion (DC 20), regeneration 10, spell resistance 33, telepathy 100 ft.
tongues, unholy aura (DC 25), unhallow, wall of ice; Saves: Fort +20, Ref +19, Will +20
1/day—symbol of weakness (DC 24), symbol of pain (DC Abilities: Str 33, Dex 25, Con 27, Int 26, Wis 26, Cha 25
22). Caster level 20th. The save DCs are Charisma-based. Skills: Bluff +30, Concentration +31, Craft (alchemy)
+29, Diplomacy +33, Escape Artist +25, Gather
Summon Devils (Sp): Twice per day, Amon can Information +30, Intimidate +32, Jump +31, Knowledge
automatically summon 4d10 lemures or nupperibos, 2d4 (arcana) +31, Knowledge (the planes) +31, Listen +31,
bone devils, 1d4 barbed devils, or pit fiend. This ability is Move Silently +27, Search +29, Sense Motive +29,
the equivalent of a 9th level spell. Spellcraft +28, Spot +31, Survival +31 (+33 on other
planes, +33 following tracks)
Summon Wolves (Sp): Once per day, Amon can Feats: Blind-Fight, Cleave, Great Cleave, Improved
automatically summon a total of 40 HD of wolves, worgs, Initiative, Improved Sunder, Power Attack, Weapon Focus
winter wolves or dire wolves (in any combination as long (scythe)
as the total HD summoned does not exceed 40 HD). This Environment: Nine Hells
ability is the equivalent of a 9th level spell. Organisation: Solitary or troupe (Baaphel plus 2-5
bearded devils, 1-2 barbed devils, or 1 pit fiend)
Regeneration (Ex): Amon takes normal damage from Challenge Rating: 21
good-aligned silver weapons, and from spells or effects Treasure: Double standard, plus +3 chainmail and +3
with the good descriptor. axiomatic keen scythe
Alignment: Always lawful evil
Axiomatic Mace of Thundering: Amon’s Huge +4 heavy Advancement: —
mace is imbued with the axiomatic and thundering special Level Adjustment: —
qualities. The weapon is law-aligned and thus bypasses
the corresponding damage reduction. It deals an extra This dog-headed humanoid has greyish-brown, pale
2d6 points of damage against all of chaotic alignment. scarlet eyes and two upright crimson horns. Two, large,
It bestows one negative level on any chaotic creature black bat-like wings sprout from its shoulders. Its hands
attempting to wield it. The negative level remains as long are clawed and its feet are blackened hooves. A forked
as the weapon is in hand and disappears when the weapon crimson tail snakes behind it. Baaphel is a grand duke in
is no longer wielded. This negative level never results in the service of Belial, leading 2 legions of bearded devils
actual level loss, but it cannot be overcome in any way in battle for his lord. Baaphel is constantly scheming
(including restoration spells) while the weapon is wielded. against the other dukes in Belial’s service and takes every
opportunity to discredit them in the eyes of their lord,
This weapon creates a cacophonous roar like thunder upon though he never does this openly; it is always through
striking with a successful critical hit. The sonic energy lesser dukes and other devils that his machinations come
does not harm the wielder. It deals an extra 1d8 points of to fruition. Baaphel yearns to be ruler of an entire plane
sonic damage on a successful critical hit. Subjects dealt and is waiting anxiously until the time comes that he can
a critical hit must make a DC 14 Fortitude save or be overthrow his lord. Baaphel makes his home in a great
deafened permanently. castle of basalt and iron on Hell’s fourth plane.

Baaphel stands 7 feet tall and weighs about 400 pounds.


Devil, Baaphel He speaks Abyssal, Celestial, Common, Draconic, Giant,
Infernal and Terran.
(Duke of Hell)
Medium Outsider (Evil, Extraplanar, Lawful) Combat
Hit Dice: 20d8+160 (250 hp) Baaphel attacks with his +3 axiomatic keen scythe and
Initiative: +11 spell-like abilities. He usually opens combat with flesh to
Speed: 30 ft. (6 squares), fly 50 ft. (good) in +3 stone, taking out the most able bodied attackers. Baaphel
chainmail; base 40 ft., fly 60 ft. (good) wears +3 chainmail and is rarely encountered without it.
Armour Class: 43 (+7 Dex, +8 +3 chainmail, +11
natural, +7 profane), touch 24, flat-footed 36 Baaphel’s natural weapons, as well as any weapons he
Base Attack/Grapple: +20/+31 wields, are treated as evil-aligned and lawful-aligned for
Attack: +3 axiomatic keen scythe +35 melee (2d4+19, the purpose of overcoming damage reduction.
19-20, x4)
Full Attack: +3 axiomatic keen scythe +35/+30/+25/+20 Fear Touch (Su): Baaphel can induce fear by touch
melee (2d4+19, 19-20, x4) as a standard action (this requires a successful melee

63
Encyclopaedia - D

touch attack). An affected creature must succeed on a Concentration +33, Diplomacy +34, disguise +28 (+30
DC 27 Will save or be affected as by a fear spell (caster acting), Escape Artist +24 (+26 involving ropes), Gather
level 20th). A creature that successfully saves cannot be Information +24, Intimidate +34, Jump +30, Knowledge
affected again by Baaphel’s fear touch for one day. The (arcana) +29, Knowledge (the planes) +31, Knowledge
save DC is Charisma-based. (religion) +23, Listen +29, Move Silently +17, Search
+25, Sense Motive +26, Spellcraft +30, Spot +29, Survival
Spell-Like Abilities: At will—blasphemy (DC 24), charm +25 (+27 on other planes, +27 following tracks), Use Rope
monster (DC 21), desecrate, detect good, detect magic, fire +22 (+24 with bindings)
shield, greater dispel magic, greater invisibility, greater Feats: Cleave, Great Cleave, Improved Critical
teleport (self plus 50 pounds of objects only), magic circle (morningstar), Improved Initiative, Improved Sunder, Iron
against good, suggestion (DC 20), tongues, unholy aura Will, Power Attack, Weapon Focus (morningstar)
(DC 25); 1/day—circle of death (DC 23), flesh to stone Environment: Nine Hells
(DC 23), symbol of pain (DC 22), symbol of sleep (DC Organisation: Solitary or troupe (2-5 horned devils or 2-4
22). Caster level 20th. The save DCs are Charisma-based. barbed devils)
Challenge Rating: 22
Summon Devils (Sp): Twice per day Baaphel can Treasure: Double standard, plus +3 chainmail and +4
automatically 2d6 bearded devils, 1d4 barbed devils, bone unholy morningstar of telescoping
devils, or erinyes. This ability is the equivalent of a 9th Alignment: Always lawful evil
level spell. Advancement: —
Level Adjustment: —
Regeneration (Ex): Baaphel takes normal damage from
good-aligned silver weapons, and from spells or effects This diabolical-looking golden-skinned humanoid towers
with the good descriptor. over you, dressed in battered bronze chainmail. It wields
a large morningstar in its clawed hand as it stares at you.
Axiomatic Keen Scythe: Baaphel’s +3 scythe has the Its bovine head features large round eyes of black, a large
axiomatic and keen special qualities. The threat range nose, wolf-like upright ears, and a large mouth lined with
for the scythe is 19-20. The weapon is law-aligned and razor-sharp teeth. Tiny forward-curving horns protrude
thus bypasses the corresponding damage reduction. It from its forehead.
deals an extra 2d6 points of damage against all of chaotic
alignment. It bestows one negative level on any chaotic Bael is a duke in the employ of Great Mammon and leads
creature attempting to wield it. The negative level remains 5 legions of barbed devils in his service. Bael follows
as long as the weapon is in hand and disappears when the Lord Mammon’s orders without question but secretly
weapon is no longer wielded. This negative level never plans one day to wrest the throne from his master (who has
results in actual level loss, but it cannot be overcome in become complacent as of late). For now, though, he waits
any way (including restoration spells) while the weapon is and schemes.
wielded.
Bael stands 8 feet tall and weighs 500 pounds. He speaks
Abyssal, Celestial, Common, Daemonic, Draconic,
Devil, Bael Goblin, Ignan and Infernal.
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 23d8+207 (310 hp) Combat
Initiative: +11 Bael attacks with his +3 telescoping unholy morningstar
Speed: 30ft. (6 squares) in +3 chainmail; base speed 40 ft. and his spell-like abilities.
Armour Class: 42 (-1 size, +7 Dex, +8 +3 chainmail, +10
natural, +8 profane), touch 24, flatfooted 35 Bael’s natural weapons, as well as any weapons he wields,
Base Attack/Grapple: +23/+40 are treated as evil-aligned and lawful-aligned for the
Attack: +4 unholy morningstar of telescoping +40 melee purpose of overcoming damage reduction.
(2d6+17, 19-20)
Full Attack: +4 unholy morningstar of telescoping Fear Aura (Su): Bael can radiate a 20-foot-radius fear
+40/+35/+30/+25 melee (2d6+17, 19-20) aura as a free action. A creature in the area must succeed
Space/Reach: 10 ft./10 ft. (20 ft. with +4 unholy morning on a DC 29 Will save or be affected as though by a fear
star of telescoping) spell caster level 20th). A creature that successfully saves
Special Attacks: Fear aura, spell-like abilities, summon cannot be affected again by Bael’s fear aura for one day.
devils The save DC is Charisma-based.
Special Qualities: Damage reduction 15/good and silver,
darkvision 60 ft., immunity to fire and poison, outsider Spell-Like Abilities: At will—animate dead, blasphemy
traits, resistance to acid 10 and cold 10, see in darkness, (DC 25), charm monster (DC 22), comprehend languages,
regeneration 10, spell resistance 34, telepathy 100 ft. detect good, detect magic, disguise self, greater dispel
Saves: Fort +22, Ref +20, Will +22 magic, greater invisibility, greater teleport (self plus 50
Abilities: Str 37, Dex 25, Con 29, Int 25, Wis 25, Cha 27 pounds of objects only), inflict serious wounds (DC 21),
Skills: Bluff +31, Climb +33(+35 with ropes), magic circle against good, produce flame, pyrotechnics

64
Encyclopaedia - D

(DC 20), see invisibility, suggestion (DC 21), tongues, +39, Knowledge (religion) +29, Listen +39, Move Silently
unhallow, unholy aura (DC 26), wall of fire, wind walk; +28, Search +29, Sense Motive +29, Spot +39, Survival
2/ day—shapechange; 1/day—fire storm (DC 26), symbol +29 (+31 on other planes, +31 when tracking)
of stun (DC 25). Caster level 20th. The save DCs are Feats: Combat Reflexes, Combat Casting, Craft Wondrous
Charisma-based. Item, Improved Initiative, Iron Will, Lightning Reflexes,
Maximise Spell-Like Ability (cone of cold), Quicken
Summon Devils (Sp): Twice per day Bael can Spell-Like Ability (cone of cold), Scribe Scroll, Weapon
automatically summon 4d10 lemures, 2d4 barbed devils Focus (Caasimolar’s rod)
or bearded devils, 1d4 erinyes, or 1 horned devil, or 1 pit Environment: Infernum
fiend. This ability is the equivalent of a 9th level spell. Organisation: Solitary or troupe (Cassimolar plus 1 pit
fiends or 2-5 bearded devils)
Regeneration (Ex): Bael takes normal damage from Challenge Rating: 23
good-aligned silver weapons and from spells or effects Treasure: Double standard plus Caasimolar’s rod
with the good descriptor. Alignment: Always lawful evil
Advancement: —
Unholy Morningstar of Telescoping: Bael’s +4 Level Adjustment: —
morningstar is imbued with the telescoping and unholy
special qualities. As a free action, the handle of Bael’s A wizened old man with a silver beard and balding
morningstar can extend 10 feet, thus increasing his reach head approaches. His eyes are ruby red and small
with this weapon. It can retract to its normal length as a rounded horns jut from his head, just above his eyes.
free action. His fingernails are ruby red, as is his long, snaky, thinly,
forked tail. He is dressed in robes of purple, white and
The weapon is evil-aligned and thus bypasses the amber.
corresponding damage reduction. It deals an extra 2d6
points of damage against all of good alignment. It bestows In the centuries when Lucifer ruled Hell, Caasimolar stood
one negative level on any good creature attempting to beside him as President. He was second in command
wield it. The negative level remains as long as the weapon behind only Lucifer himself. When the Great Uprising
is in hand and disappears when the weapon is no longer occurred Caasimolar was offered a position in Hell’s new
wielded. This negative level never results in actual level court, but he promptly replied by slaying the messenger
loss, but it cannot be overcome in any way (including and all the guards that had delivered the offer. Displeased
restoration spells) while the weapon is wielded. with his answer, Asmodeus cast him out of Hell along with
the rest of Lucifer’s court when the Great Uprising was
ended.
Devil, Caasimolar Caasimolar is a cruel and malevolent creature and spends
(Former President most of his time in his tower in Lucifer’s basalt palace on
the plane of Infernum. From his tower he enjoys watching

of Hell) the devils torture captured souls, particularly human souls.


When not delighting himself in the torture of others, he
Medium Outsider (Evil, Extraplanar, Lawful) is listening to reports from his vast network of spies he
Hit Dice: 27d8+243 (364 hp) has encamped in the arch devils palaces in Hell. Though
Initiative: +12 Caasimolar is no longer in Hell, little goes on there that
Speed: 50 ft. (10 squares) he does not know about. His loyalty to Lucifer has never
Armour Class: 46 (+8 Dex, +18 natural, +10 profane), been in question and he keeps a close watch on those that
touch 28, flat-footed 38 offer advice, aid, information or the like to his master.
Base Attack/Grapple: +27/+35
Attack: Caasimolar’s rod +39 melee (1d6+11 plus Caasimolar is never encountered alone except in his tower.
2d8+10, see text) When walking the halls of Malice (Lucifer’s great palace)
Full Attack: Caasimolar’s rod +39/+34/+29/+24 melee or tending to duties elsewhere in Infernum, he always has
(1d6+11 plus 2d8+10, see text) a retinue of 2 pit fiends and 2–5 bearded devils with him.
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear, spell-like abilities, summon devils
Special Qualities: Darkvision 60 ft., damage reduction Combat
15/good and silver, devil traits, outsider traits, regeneration Caasimolar is almost never encountered alone, unless
7, spell resistance 36 he is walking in his tower. When first engaged, he uses
Saves: Fort +24, Ref +25, Will +26 his fear effect against all within range that can hear him.
Abilities: Str 27, Dex 26, Con 29, Int 29, Wis 29, Cha 30 When encountered with his personal retinue of devils, he
Skills: Balance +28, Bluff +40, Climb +18, Concentration prefers to let them fight, while he hangs back and peppers
+39, Craft (alchemy) +29, Diplomacy +42, Disguise +40 the enemy with slay living effects (from his rod) or cones
(+42 acting), Escape Artist +28, Forgery +28, Gather of cold. If his enemies force him into battle, he begins by
Information +40, Intimidate +32, Knowledge (arcana) releasing a slay living effect against who he deems to be
+39, Knowledge (history) +39, Knowledge (the planes) the most powerful foe in the group. If this fails, he quickly

65
Encyclopaedia - D

unleashes a lightning bolt from his rod at the


same target. If forced to fight close quarter, he
relies on his rod’s physical power as well as
its spell–like effects, and he utilises his spell–
like abilities. If the day is lost, Caasimolar
summons devils to cover his escape before
teleporting away to safety.

Caasimolar’s natural weapons, as well as any


weapons he wields, are treated as evil–aligned
and lawful–aligned for the purpose of
overcoming damage reduction.

Fear (Su): By speaking, Caasimolar induces


fear in all creatures within 30 feet that hear
him. Creatures within the area must succeed
on a DC 33 Will save or be affected as if by
a fear spell (caster level 20th). If the save is
successful, that creature cannot be affected
again by Caasimolar’s fear for one day. Other
devils are immune to the effect. The save DC
is Charisma–based.

Spell–Like Abilities: At will—animate dead,


blasphemy (DC 27), cone of cold (DC 25 half),
detect magic, detect good, detect thoughts (DC
22), greater dispel magic, greater teleport (self
plus 50 pounds of objects only), invisibility
(self only), magic circle against good (DC 23),
polymorph (self only), tongues, true seeing
(DC 26), unholy aura (DC 28); 3/day—wall of
ice; 1/day—power word kill. Caster level 20th.
The save DCs are Charisma–based.

Summon Devils (Sp): Three times per day, Caasimolar


Devil, Demoriel
can automatically summon 2d4 bearded devils or he can Medium Outsider (Evil, Extraplanar, Lawful)
attempt to summon 1 pit fiend with an 80% chance of Hit Dice: 20d8+100 (190 hp)
success. Initiative: +9
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Regeneration (Ex): Caasimolar takes normal damage Armour Class: 40 (+5 Dex, +15 natural, +10 profane)
from good–aligned silvered weapons, and from spells or touch 25, flat-footed 35
effects with the good descriptor. Base Attack/Grapple: +20/+26
Attack: Reaver +30 melee (1d6+9, 19-20) or claw +26
Caasimolar’s Rod: This 6–foot long iron rod functions as melee (1d6+6)
a +3 bane quarterstaff (bane against good outsiders). In Full Attack: Reaver +30/+25/+20/+15 melee (1d6+9, 19-
addition, it has the following abilities: 20) or 2 claws +26 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
• Once per day, it can unleash a line of lightning to a Special Attacks: Enrapture, spell-like abilities, summon
range of 100 feet. This deals 15d6 points of electricity devils
damage. A DC 25 Reflex save halves the damage. Special Qualities: Devil traits, damage reduction 15/good
and silver, darkvision 60 ft., outsider traits, regeneration 7,
• Three times per day, it can produce an effect identical resistant to good magic, spell resistance 30
to a slay living spell. This requires Caasimolar to Saves: Fort +17, Ref +17, Will +20
make a melee touch attack with the rod. If successful, Abilities: Str 23, Dex 21, Con 20, Int 23, Wis 23, Cha 31
the target must make a successful DC 25 Fortitude Skills: Bluff +38, Concentration +25, Diplomacy
save or die. On a successful save, the target sustains +42, Forgery +26, Gather Information +38, Hide +16,
3d6+20 points of damage. Intimidate +32, Knowledge (arcana) +26, Knowledge (the
planes) +26, Knowledge (religion) +26, Move Silently
• Inflict moderate wounds: A creature touched takes +16, Listen +26, Search +26, Sense Motive +26, Sleight of
2d8+10 points of damage. A DC 25 Will save halves Hand +27, Spot +26, Survival +26 (+28 on other planes,
the damage. +28 when tracking)

66
Encyclopaedia - D

Feats: Align Spell-Like Ability (Evil, meteor swarm), Enrapture (Su): Those viewing Demoriel must succeed
Cleave, Improved Initiative, Iron Will, Maximise Spell- on a DC 30 Will save or stand enthralled for 1 minute.
like Ability (fireball), Power Attack, Weapon Focus (short This functions as a hold person spell (caster level 20th).
sword) An affected creature can attempt a new Will save each
Environment: Infernum round to break the effects. The save DC is Charisma–
Organisation: Solitary or troupe (Demoriel plus 1-4 based. A creature that successfully saves cannot be
horned devils) affected by Demoriel’s enrapture for one day.
Challenge Rating: 19
Treasure: Double standard plus Reaver Spell–Like Abilities: At will—blasphemy (DC 27), charm
Alignment: Always lawful evil monster (DC 24), detect good, detect magic, dispel magic,
Advancement: — fireball (DC 23), greater teleport (self plus 50 pounds
Level Adjustment: — of objects only), hold monster (DC 25), invisibility (self
only), magic circle against good (DC 23), major image,
This creature is a very attractive female with raven black polymorph (self only), see invisibility, suggestion (DC 23),
hair, coal black eyes, amber skin and a shapely form. unholy aura (DC 28), wall of fire; 1/ day—meteor swarm
Small bat wings protrude from her shoulders, and tiny (DC 29), power word stun. Caster level 20th. The save
horns jut from her forehead, just above her eyes. DCs are Charisma–based.

Demoriel was once a powerful angel that made her home Summon Devils (Sp): Three times per day, Demoriel can
in the heavens among the other angels. In the Celestial automatically summon 1d6 erinyes or 1d2 barbed devils or
Hierarchy she was a member of the Cherubim and served she can attempt to summon one horned with a 60% chance
alongside Gabriel, Raphael, and Ophaniel. During the of success.
Unholy War, she sided with Lucifer and aided him by
seducing another Cherub wherein Lucifer caught the angel Regeneration (Ex): Demoriel takes normal damage from
unaware and murdered him on the spot. good– aligned silvered weapons, and from spells or effects
with the good descriptor.
When Lucifer was thrown down from the good–aligned
planes, Demoriel was beside him; cast out for the sin of Resistant to Good Magic (Su): Demoriel gains a +2 bonus on
slaying another angel and spilling the blood of an angel in all saves against spells, spell–like abilities, and supernatural
the outer planes. When Lucifer envisioned Hell, Demoriel effects used against her by good–aligned creatures.
envisioned herself on the throne next to him, serving as
Hell’s Queen. Unfortunately for her, she became one of Skills: Because of her ability to lie without emotion,
his many concubines, but never his bride for the Great Demoriel gains a +8 competence bonus on Bluff,
Uprising occurred in Hell and the other arch–devils Diplomacy and Gather Information checks.
moved to destroy Lucifer and his court. When Lucifer
was removed from Hell’s Throne and took up residence Reaver: Reaver is a finely crafted +3 unholy short sword.
in a pocket plane called Infernum; Demoriel followed.
Once again, she was denied her place on the throne next
to Lucifer as he took a devil named Shabiri as his consort.
Though Demoriel remains ever loyal to Lucifer, she does
Devil, Geryon
not trust nor like Shabiri. For now she waits until her
time comes when she can discredit or destroy Shabiri and
(Arch Devil)
replace her as Lucifer’s consort. Huge Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 35d8+420 (700 hp)
Though Lucifer no longer rules Hell, Demoriel still serves Initiative: +9
him unswervingly. She follows no other, though she is Speed: 20 ft. (4 squares), fly 50 ft. (average)
more than willing to lead other creatures to their demise Armour Class: 47 (-2 size, +5 Dex, +17 natural, +7
by feigning loyalty to them. She has a particularly vile insight, +10 profane), touch 30, flat- footed 42
hatred for celestials (more than other devils do it seems) Base Attack/Grapple: +35/+57
and enjoys corrupting and destroying them. Attack: Claw +48 melee (2d8+14) or tail sting +48 melee
(4d8+14 plus poison, 19-20)
Full Attack: 2 claws +48 melee (2d8+14) and tail sting
Combat +46 melee (4d8+7 plus poison, 19-20)
Demoriel attacks with her spell–like abilities, attempting Face/Reach: 15 ft./10 ft.
to charm the strongest opponents she faces. If forced into Special Attacks: Fear gaze, improved grab, poison, rend
melee, she attacks with her spell–like abilities and short 4d8+21, spell-like abilities, spells, bull’s horn, summon
sword or summons other devils to fight for her while she devils
maintains a position away from the immediate fight. Special Qualities: Damage reduction 20/epic and good
and silver, darkvision 60 ft., immunity to fire and poison,
Demoriel’s natural weapons, as well as any weapons she outsider traits, planar omniscience, resistance to acid
wields, are treated as evil–aligned and lawful–aligned for 10 and cold 10, regeneration 10, see in darkness, spell
the purpose of overcoming damage reduction. resistance 40, telepathy 100 ft.

67
Encyclopaedia - D

Saves: Fort +31, Ref +24, Will +26 Fear Gaze (Su): Geryon’s gaze induces fear to a range
Abilities: Str 39, Dex 21, Con 35, Int 26, Wis 24, Cha 29 of 30 feet. An affected creature must succeed on a DC
Skills: Appraise +42, Bluff +31, Concentration +50, Craft 36 Will save or be affected as by a fear spell (caster
(alchemy) +32, Decipher Script +40, Diplomacy +53, level 20th). A creature that successfully saves cannot be
Escape Artist +33, Gather Information +35, Intimidate affected again by Geryon’s gaze for one day. The save DC
+49, Knowledge (arcana) +46, Knowledge (the planes) is Charisma-based.
+46, Knowledge (religion) +46, Listen +45, Search +38,
Sense Motive +39, Spellcraft +50, Spot +45, Survival +45 Improved Grab (Ex): To use this ability, Geryon must
(+47 on other planes, +47 following tracks) hit with a claw attack. He can then attempt to start a
Feats: Cleave, Combat Casting, Improved Critical (tail grapple as a free action without provoking an attack of
sting), Improved Initiative, Maximise Spell, Multiattack, opportunity. If he wins the grapple check, he establishes
Power Attack, Quicken Spell-Like Ability (ice storm), a hold.
Weapon Focus (claw), Weapon Focus (tail sting)
Epic Feats: Enhance Spell, Epic Spellcasting, Improved Poison (Ex): Geryon delivers a deadly poison with a
Combat Casting successful tail sting. Injury, Fort DC 39, initial and
Environment: Nine Hells secondary damage 3d6 Con. The save DC is Constitution-
Organisation: Solitary or troupe (Geryon plus 2-5 bone based.
devils or barbed devils)
Challenge Rating: 28 Rend (Ex): If Geryon hits with both claw attacks, he
Treasure: Triple standard, plus bull’s horn latches onto the opponent’s body and tears the flesh. This
Alignment: Always lawful evil attack automatically deals an additional 4d8+21 points of
Advancement: — damage.
Level Adjustment: —
Spell-Like Abilities: At will—blasphemy (DC 26),
This towering creature has the upper torso of a humanoid daylight, desecrate, detect good, detect magic, enthrall
with paw-like hands, blue-furred arms, dark hair and (DC 21), geas/quest (DC 25), greater dispel magic,
piercing black eyes, and the lower torso of a massive black greater invisibility, greater teleport (self plus 50 pounds
and gold banded snake. of objects only), ice storm, locate object, magic circle
against good, raise dead, read magic, see invisibility,
Geryon, the Great Serpent, rules Hell’s fifth plane. His shapechange, tongues, unholy aura (DC 27), unhallow,
fortress, a large iron citadel located in the heart of a wall of ice; 1/day—symbol of pain (DC 24), wish. Caster
great city, is situated at the centre of his plane. Geryon level 28th. The save DCs are Charisma-based.
often leaves his fortress to wander the city, but rarely
ever journeys beyond the city’s gates. The city is a Spells: Geryon casts spells as a 20th-level sorcerer. The
large, dark place filled with all manner of filth, waste save DCs are Charisma-based.
and creatures. Geryon is one of the most powerful arch
devils (by physical standards) and enjoys displaying Sorcerer Spells Known (Cast per Day
his physical prowess to any who would watch, often 6/9/8/8/8/8/7/7/7/7; save DC 19 + spell level): 0—arcane
destroying pit fiends or minor dukes for sheer pleasure and mark, daze, detect poison, detect magic, flare, ghost sound,
entertainment. While he is weaker than other arch devils mending, open/close, read magic; 1st—burning hands,
(in station and overall power), he has allied himself with colour spray, hold portal, shocking grasp, ventriloquism;
Mephistopheles and as such is feared by many. For all of 2nd—blur, continual flame, darkness, hypnotic pattern,
Hell’s inhabitants know, if any can wrest the throne of Hell misdirection; 3rd—displacement, hold person, lightning
from Asmodeus, it is Mephistopheles, and Geryon wants bolt, major image; 4th—bestow curse, confusion,
to make sure he is on the winning side when the time crushing despair, phantasmal killer; 5th—false vision,
comes to challenge the current Overlord. feeblemind, passwall, wall of stone; 6th—disintegrate,
mass suggestion, shadow walk; 7th—delayed blast fireball,
Geryon is 20 feet tall and 30 feet long. He weighs about power word blind, spell turning; 8th—horrid wilting,
8,000 pounds. Geryon speaks Abyssal, Celestial, Common, prismatic wall, scintillating pattern; 9th—imprisonment,
Daemonic, Draconic, Giant, Goblin, Ignan, Infernal and Terran. mass hold monster, time stop.

Epic Spells (4/day; save DC 29 + spell level): Crown of


Combat vermin, spell worm.
Geryon attacks with his massive fists and poisonous tail in
combat. One of his favourite tactics is to grab an opponent Summon Devils (Sp): Three times per day, Geryon can
and sting it to death with his tail. automatically summon 4d10 lemures, 2d8 bearded devils,
2d4 bone devils or barbed devils, or 2 pit fiends. This
Geryon’s natural weapons, as well as any weapons he ability is the equivalent of a 9th level spell.
wields, are treated as evil-aligned and lawful-aligned for
the purpose of overcoming damage reduction. Geryon’s Bull’s Horn: Geryon carries a great horn made of bone.
natural weapons are treated as epic for the purpose of As a full-round action, he can blow this horn and summon
overcoming damage reduction. 5d4 minotaurs. The minotaurs appear immediately and

68
Encyclopaedia - D

act on his turn. They remain and do his bidding until Challenge Rating: 22
their death. This horn can be blown three times per week. Treasure: Double standard, plus Large +3 wounding
Good-aligned creatures touching the horn take 5d6 points battleaxe
of electricity damage each round they touch it (no save). Alignment: Always lawful evil
Advancement: —
Planar Omniscience: All-knowing (CL 28th), allsensing Level Adjustment: —
(7 miles), block sensing (7 miles), planar knowledge.
This centaur-like creature is at least twice as long as a
Regeneration (Ex): Geryon takes normal damage from human and stands about 8 feet tall. Its lower body is that
good-aligned epic silver weapons, and from spells or of a great golden lion and its upper body is a coal black
effects with the good descriptor. humanoid with glaring crimson eyes. Its mane-like hair
is thick, long and dark brown, and the creature wears it
draped over its broad shoulders and down its massive
Servants of Geryon back. Its mouth is lined with sharpened fangs and its arms
Followers of Geryon are evil humanoids that revere end in large, powerful hands. Splatters of dried and caked
serpents, some clans and tribes of lizardfolk, and several blood can be seen in the creature’s mane and fur.
inphidian communities. Devout followers of Geryon are
called Serpent Masters and must sign a pact of evil with The Blood Duke, Gorson, is a great lion-bodied humanoid
Geryon. Serpent Masters can receive spells from Geryon that serves Great Mammon as 2nd general of his infernal
and are granted access to two of the following domains: army. Gorson leads 5 legions of barbed devils in service
Evil, Law and Strength. to his lord. Gorson is called ‘The Lion’ for his ferocity
in battle and his general appearance. He often takes
the entrails of those he has slain and makes a necklace,
Devil, Gorson (The wrapping it around his neck or entwining them in his
bloody mane-like hair.
Blood Duke) Gorson stands 8 feet tall and is 12 feet long. He weighs
Large Outsider (Evil, Extraplanar, Lawful)
1,200 pounds. Gorson speaks Abyssal, Celestial,
Hit Dice: 24d8+240 (348 hp)
Common, Draconic, Giant, Goblin and Infernal.
Initiative: +13
Speed: 50 ft. (10 squares)
Armour Class: 44 (-1 size, +9 Dex, +18 natural, +8 Combat
profane), touch 26, flat-footed 35 Gorson usually begins combat by leaping on a foe and
Base Attack/Grapple: +24/+40 rending it to pieces with his forepaws and rear claws.
Attack: Large +3 wounding battleaxe +39 melee Those that survive this onslaught are subjected to a
(2d6+15, 19-20, x3) massive assault by his great battleaxe. Gorson attacks
Full Attack: Large +3 wounding battleaxe relentlessly and only stops when all foes are dead. Those
+39/+34/+29/+24 melee (2d6+15, 19-20, x3) and 2 that attempt to flee are run down and slaughtered.
forepaws +30 melee (1d8+6)
Space/Reach: 10 ft./5 ft. Gorson’s natural weapons, as well as any weapons he
Special Attacks: Improved grab, pounce, rake 1d8+6, wields, are treated as evil-aligned and lawful-aligned for
spell-like abilities, summon devils the purpose of overcoming damage reduction.
Special Qualities: Damage reduction 15/good and silver,
darkvision 60 ft., immunity to fire and poison, outsider Improved Grab (Ex): To use this ability, Gorson must hit
traits, resistance to acid 10 and cold 10, see in darkness, with both a forepaw attack. He can then attempt to start
regeneration 10, spell resistance 34, telepathy 100 ft. a grapple as a free action without provoking an attack of
Saves: Fort +24, Ref +23, Will +20 opportunity. If he wins the grapple check, he establishes a
Abilities: Str 35, Dex 29, Con 30, Int 23, Wis 23, Cha 27 hold and can rake.
Skills: Balance +23, Bluff +30, Concentration +27,
Diplomacy +28, Hide +32, Intimidate +37, Knowledge Pounce (Ex): If Gorson charges a foe, he can make a full
(anatomy) +33, Knowledge (arcana) +26, Knowledge (the attack, including two rakes.
planes) +30, Knowledge (religion) +23, Listen +27, Move
Silently +29, Profession (torturer) +29, Sense Motive Rake (Ex): Attack bonus +35, damage 1d8+6.
+29, Spellcraft +28, Spot +27, Survival +29 (+31 on other
planes), Use Rope +25 Spell-Like Abilities: At will—animate dead, blasphemy
Feats: Cleave, Great Cleave, Improved Bull Rush, (DC 25), charm monster (DC 22), create undead,
Improved Overrun, Improved Critical (battleaxe), desecrate, detect good, detect magic, dispel magic, greater
Improved Initiative, Improved Sunder, Power Attack, teleport (self plus 50 pounds of objects only), lightning bolt
Weapon Focus (battleaxe) (DC 21), magic circle against good, produce flame, see
Environment: Nine Hells invisibility, suggestion (DC 21), tongues, unhallow, unholy
Organisation: Solitary or troupe (Gorson plus 1-3 barbed aura (DC 26), wall of fire; 1/day—symbol of stunning (DC
devils, bone devils, or bearded devils, and 4-10 lemures) 25). Caster level 20th. The save DCs are Charisma-based.

69
Encyclopaedia - D

Summon Devils (Sp): Twice per day Gorson can Treasure: Double standard, plus +4 unholy trident of
automatically summon 2d10 lemures, 2d4 bearded devils, flaming burst and net of snaring
1d4 bone devils, erinyes, or barbed devils, or 1 pit fiend. Alignment: Always lawful evil
This ability is the equivalent of a 9th level spell. Advancement: —
Level Adjustment: —
Regeneration (Ex): Gorson takes normal damage from
good-aligned silver weapons, and from spells or effects This creature is at least twice as tall as a human and large
with the good descriptor. bat-like wings protruding from its massive shoulders. A
whip-like tail trails behind its scaled form. Its hands and
Wounding Battleaxe: Gorson’s +3 battleaxe is imbued feet end in wicked-looking claws and its mouth is filled
with the wounding special quality. His weapon deals 1 with sharpened teeth and two oversized fangs. Upward-
point of Constitution damage from blood loss when it hits curving horns project from its head. Its flesh is dark red.
a creature. A critical hit does not multiply the Constitution
damage. Creatures immune to critical hits (such as plants Hutijin is a loyal servant of Mephistopheles and
and constructs) are immune to the Constitution damage commands 2 companies of pit fiends in the infernal
dealt by this weapon. armies of the eighth plane of Hell. Hutijin is a noble
Mephistopheles’ court and commands much respect from
the other dukes and nobles. His battle prowess and strong
Devil, Hutijin demeanour command respect from the other dukes of Hell.

(D uke of Hell) Hutijin stands 14 feet tall and weighs 1,000 pounds. He
speaks Abyssal, Celestial, Common, Draconic, Giant,
Large Outsider (Evil, Extraplanar, Lawful) Goblin, Infernal and Sylvan.
Hit Dice: 22d8+176 (275 hp)
Initiative: +15
Speed: 40 ft. (8 squares), fly 60 ft. (average) Combat
Armour Class: 43 (-1 size, +7 Dex, +18 natural, +9 Hutijin prefers to summon devils to deal with interlopers
profane), touch 25, flat-footed 36 or adversaries, rather than waste time fighting them in
Base Attack/Grapple: +22/+39 melee. However, if pressed into combat, he fights with his
Attack: +4 unholy flaming burst trident +39 melee trident, all the while peppering his foes with fireballs.
(2d6+17 plus 1d6 fire, 19-20) or net of snaring +28 ranged
(grapple) Hutijin’s natural weapons, as well as any weapons he
Full Attack: +4 unholy trident of flaming burst wields, are treated as evil-aligned and lawful-aligned for
+39/+34/+29/+24 melee (2d6+17 plus 1d6 fire, 19-20) or the purpose of overcoming damage reduction.
net of snaring +28 ranged (grapple)
Space/Reach: 10 ft./10 ft. Fear (Su): Hutijin can cause fear by speaking (this is a
Special Attacks: Fear, net of snaring, spell-like abilities, free action). Creatures within 30 feet that hear his voice
summon devils must succeed on a DC 30 Will save or be affected as
Special Qualities: Damage reduction 20/good and silver, though by a fear spell (caster level 20th). A creature that
darkvision 60 ft., immunity to fire and poison, outsider successfully saves cannot be affected again by Hutijin’s
traits, regeneration 10, resistance to acid 10 and cold 10, fear ability for one day. The save DC is Charisma-based.
see in darkness, spell resistance 34, telepathy 100 ft.
Saves: Fort +21, Ref +20, Will +21 Spell-Like Abilities: At will—animate dead, blasphemy
Abilities: Str 37, Dex 24, Con 27, Int 27, Wis 27, Cha 29 (DC 26), detect good, detect magic, fireball (DC 22),
Skills: Balance +13, Bluff +30, Climb +34, Concentration greater dispel magic, greater invisibility, greater teleport
+29, Diplomacy +32, Disguise +29 (+31 acting), Gather (self plus 50 pounds of objects only), hold monster (DC
Information +31, Hide +24, Intimidate +32, Jump 24), magic circle against good, polymorph, produce flame,
+36, Knowledge (arcana) +29, Knowledge (local) +21, ray of enfeeblement, see invisibility, shocking grasp,
Knowledge (religion) +29, Knowledge (the planes) +29, suggestion (DC 22), tongues, unhallow, unholy aura (DC
Listen +29, Move Silently +28, Search +29, Spellcraft 27), unholy blight (DC 23), wall of fire; 2/day—heal;
+31, Spot +29, Survival +15 (+17 on other planes, +17 1/day—symbol of persuasion (DC 25). Caster level 20th.
following tracks), Tumble +30 The save DCs are Charisma-based.
Feats: Cleave, Greater Weapon Focus (trident), Improved
Critical (trident), Improved Initiative, Power Attack, Summon Devils (Sp): Twice per day Hutijin can
Quicken Spell-Like Ability (fireball), Weapon Focus automatically summon 2d10 lemures, 2d4 ice devils or
(trident) erinyes, 1d4 barbed devils, or 1d2 pit fiends. This ability
Epic Feats: Superior Initiative is the equivalent of a 9th level spell.
Environment: Nine Hells
Organisation: Solitary or troupe (Hutijin plus 3-6 ice Regeneration (Ex): Hutijin takes normal damage from
devils and 1- 2 pit fiends) good-aligned silver weapons, and from spells or effects
Challenge Rating: 22 with the good descriptor.

70
Encyclopaedia - D

Unholy Trident of Flaming Burst: Hutijin’s +4 trident Feats: Cleave, Combat Casting, Craft Rod, Craft
is imbued with the unholy and flaming burst special Wondrous Item, Empower Spell, Extend Spell, Improved
qualities. The weapon is evil-aligned and thus bypasses Initiative, Maximise Spell, Power Attack, Quicken Spell,
the corresponding damage reduction. It deals an extra 2d6 Scribe Scroll, Silent Spell, Toughness, Track
points of damage against all of good alignment. It bestows Epic Feats: Blinding Speed, Enhance Spell, Epic
one negative level on any good creature attempting to Spellcasting, Improved Combat Casting
wield it. The negative level remains as long as the weapon Environment: Infernum
is in hand and disappears when the weapon is no longer Organisation: Solitary or troupe (Lucifer plus 2-4 pit
wielded. This negative level never results in actual level fiends)
loss, but it cannot be overcome in any way (including Challenge Rating: 39
restoration spells) while the weapon is wielded. Treasure: Triple standard, plus Rod of Infernum
Alignment: Always lawful evil
Upon command, Hutijin’s trident is sheathed in fire. The Advancement: —
fire does not harm the wielder. The effect remains until Level Adjustment: —
another command is given. The trident deals an extra 1d6
points of fire damage on a successful hit. It explodes with This exquisitely handsome humanoid stands at least 10
flame upon striking a successful critical hit. In addition feet tall. His hair is long and jet black as is his neatly
to the extra fire damage from the flaming ability, the burst trimmed and forked beard. His hands end in wicked claws
deals an extra 1d10 points of fire damage on a successful and his feet are cloven. A long snake-like tail dances
critical hit. Even if the flaming ability is not active, the behind him and intertwines itself around the massive
trident still deals its extra fire damage on a successful triple-pronged pitchfork he carries. Two oversized and
critical hit. backward-curving blackened horns jut from his head. He
is cloaked in a suit of banded armour that glistens with the
Net of Snaring: This magical net holds fast any creature colour of the night sky.
it hits. A DC 24 Escape Artist check or DC 24 Strength
check is required to break free. The net is AC 20 and has Lucifer has many names: The Prince of Lies, The Prince
30 hp. of Darkness, The Adversary, The Prince of Light, and
Satan. It is believed that Lucifer was the first devil in
existence, having been cast down from the heavens when
Devil, Lucifer he challenged the rulings of the gods of law and good.
After being cast down, Lucifer constructed a plane he
Large Outsider (Evil, Extraplanar, Lawful)
called Hell. There he built his palace of iron and basalt
Hit Dice: 51d8+666 (1,074 hp)
on the lowest and darkest region of Hell. He divided this
Initiative: +12
realm into nine distinct regions and appointed his closest
Speed: 50 ft. (10 squares), fly 80 ft. (good)
allies to rule. Each lord was allowed to mould and shape
Armour Class: 62 (-1 size, +8 Dex, +24 natural, +9
his domain as he saw fit, but all paid homage to Lucifer.
insight, +12 profane), touch 38, flat-footed 54
Base Attack/Grapple: +51/+69
A millennia passed and Lucifer reigned supreme in Hell.
Attack: Rod of Infernum +70 melee (1d10+20) or claw
During this time, one of the lieutenants (each of which
+64 melee (2d6+14 plus 1d8 acid)
had now become known as arch-devils or rulers) decided
Full Attack: Rod of Infernum +70/+65/+60/+55 melee
he could do a much better job of running Hell than
(1d10+20) and bite +59 melee (2d8+7 plus 1d8 acid) and
Lucifer could. Asmodeus coveted the Throne of Hell and
tail sting +59 melee (2d8+7 plus poison); or 2 claws +64
wanted it for himself. Using his powers of persuasion, he
(2d6+14 plus 1d8 acid) and bite +59 melee (2d8+7 plus
promised each and every other arch-devil that stood with
1d8 acid) and tail sting +59 melee (2d8+7 plus poison)
him and challenged Lucifer a larger role in the ‘new’ Hell.
Space/Reach: 10 ft./10 ft.
Those that stood against him, he said, would be destroyed
Special Attacks: Acid, gaze weapons, poison, spell-like
or cast out of Hell along with Lucifer when the end came.
abilities, spells, summon arch devil, summon devils
This time in Hell’s history became known as the Great
Special Qualities: Damage reduction 25/epic and good
Uprising.
and silver, immunity to fire and poison, outsider traits,
planar omniscience, regeneration 15, resistance to acid 10
Asmodeus managed to sway every single arch-devil, save
and cold 10, see in darkness, spell resistance 51, telepathy
one. Belial refused to stand with Asmodeus and barely
100 ft.
escaped capture at the hands of the other arch-devils.
Saves: Fort +40, Ref +35, Will +36
When the battle for Hell’s Throne commenced, Belial,
Abilities: Str 38, Dex 26, Con 36, Int 28, Wis 28, Cha 34
Lucifer and their allies stood fast against the mighty
Skills: Balance +62, Bluff +70, Concentration +67, Craft
armies of the other arch-devils. In the end however,
(alchemy) +63, Decipher Script +63, Diplomacy +70,
the sheer numbers of devils that fought against Lucifer
Gather Information +66, Intimidate +66, Knowledge
overwhelmed his armies and those that stood with him.
(arcana) +63, Knowledge (the planes) +63, Knowledge
Lucifer and his allies were forced to flee Hell or face
(religion) +63, Listen +63, Search +63, Sense Motive
destruction.
+67, Spellcraft +63, Spot +63, Survival +63 (+65 on other
planes, +65 following tracks)

71
Encyclopaedia - D

By sending his agents to the Material Plane to corrupt


good-aligned beings and convert those currently paying
homage to Hell’s rulers, Lucifer grows in strength. And
this strength gives him power, power that surpasses any he
ever had—including his near deific powers he possessed
in the planes of good. And when his power finally reaches
its pinnacle, he will travel to Hell and destroy it and every
single inhabitant.

Lucifer stands 10 feet tall and weighs 300 pounds. He


speaks Abyssal, Celestial, Common, Daemonic, Draconic,
Giant, Goblin, Infernal, Sylvan and Terran.

Combat
Lucifer rarely engages in combat (and even less rarely
does he engage in melee combat), preferring to summon
pit fiends to fight his would-be challengers. If he does
enter combat, he fights with his Rod, spells, spell-like
abilities, gaze attacks, poison and acid. Slain foes are
either left in the ‘care’ of his minions or taken to Xaphan
and used to stoke the hellish furnaces that power Malice.

Lucifer’s natural weapons, as well as any weapons he


wields, are treated as evil-aligned and lawful-aligned for
the purpose of overcoming damage reduction. Lucifer’s
natural weapons are treated as epic for the purpose of
overcoming damage reduction.

Acid (Ex): Lucifer secretes acid at will from his sharpened


claws and fangs. Any melee hit with his claws or fangs
deals acid damage.

Gaze Weapons (Su): Lucifer has two gaze weapons. He


may use one each round as a standard action. Each gaze
weapon has a range of 30 feet and functions as a spell cast
by a 39th-level sorcerer. Each gaze attack has a save DC
of 47. The save DC is Charisma-based.

c Descent into Evil: Any creature meeting Lucifer’s gaze


The sole exception was Belial. Near the end of the war must make a successful Will save or have his alignment
when he saw that Lucifer would likely lose the Throne, shift one step toward lawful evil on the law-chaos axis or
Belial turned and joined Asmodeus’ ranks and helped oust the good-evil axis. A lawful evil creature is unaffected
Lucifer from Hell. Cast out, Lucifer wanted vengeance. by this gaze attack. A successful save renders a creature
But vengeance required power, and he was tired, injured immune to this gaze weapon for one day.
and weakened from the time spent battling in Hell. He
needed a place to rest, a place to grow in power, and a c Curse: Any creature meeting Lucifer’s gaze must
place to plan. Thus he created Infernum. Lucifer is said succeed at a Will save or be affected as if by a double-
to be one with the plane. As the gods of law are to the strength bestow curse spell (-12 to one ability score
planes of good, so is Lucifer to Infernum. Nothing goes or -6 to two ability scores; or -8 enhancement penalty
unnoticed by him on Infernum. All movements are seen, on attack rolls, saving throws, ability checks, and skill
all whispers are heard. A plan is not hatched or contrived checks; or each turn the target has a 25% chance to
in this place without Lucifer’s knowledge. act normally, otherwise he takes no action; Lucifer
chooses the curse when he uses this special attack). A
When people speak of Infernum, they speak of Lucifer successful save renders a creature immune to this gaze
and vice versa. No creature, it is thought, stands a chance weapon for one day. This curse can be dispelled by
against Lucifer on Infernum, not even the archdevils that making a caster level check against DC 50.
stood against him a millennia ago. But Lucifer knows that
when the battle comes, he will have to fight the arch-devils Poison (Ex): Lucifer’s tail ends in a deadly stinger that
on their own planes, not on Infernum, and he is preparing delivers lethal venom with a successful sting attack.
for just that. Injury, Fort DC 48, initial and secondary damage 3d6 Con.
The save DC is Constitution-based.

72
Encyclopaedia - D

Spell-Like Abilities: At will—alter self, animate dead, Summon Arch Devil (Sp): Once per week, Lucifer can
blasphemy (DC 29), charm monster (DC 26), daylight, attempt to summon each arch devil to his palace on the
deeper darkness, desecrate, detect good, detect magic, nethermost plane of Hell. The arch devil in question
detect thoughts (DC 24), discern location, dominate receives a spell resistance roll against caster level 39th
monster, fireball (DC 25), geas/quest (DC 28), greater to avoid this summoning, though most obey Lucifer’s
dispel magic, greater invisibility, greater teleport (self command and appear without question. Note: Lucifer
plus 50 pounds of objects only), hold monster (DC 27), cannot currently use this ability while in Infernum. This
ice storm (DC 26), magic circle against good, major ability is the equivalent of a 9th level spell.
image (DC 25), mass charm monster (DC 30), polymorph,
produce flame, pyrotechnics (DC 24), read magic, Summon Devils (Sp): Three times per day Lucifer can
resurrection, see invisibility, suggestion (DC 25), tongues, automatically summon 4d10 lemures, 2d8 bearded devils
unholy aura (DC 30), unhallow, wall of fire, wall of ice; or chain devils, 2d4 bone devils, ice devils, or erinyes,
2/day— greater restoration, meteor swarm, shapechange, 1d6 barbed devils, or 1d3 pit fiends. This ability is the
symbol of fear (DC 28), symbol of pain (DC 27), symbol equivalent of a 9th level spell.
of persuasion (DC 28), symbol of death (DC 30); 1/
day—wish. Caster level 39th. The save DCs are Charisma- Planar Omniscience: All-knowing (CL 39th), all-sensing
based. (10 miles), block sensing (10 miles), planar knowledge.

Spells: Lucifer casts spells as a 20th-level sorcerer and a Regeneration (Ex): Lucifer takes normal damage from
19th-level cleric. He has access to the domains of Evil, good-aligned epic silver weapons, and from spells or
Law and War. He does not gain the granted powers of effects with the good descriptor.
his domains. The save DCs are Charisma-based (sorcerer
spells) and Wisdom based (cleric spells). Rod of Infernum: Lucifer’s black iron rod functions as a
+6 greatclub and has the following abilities:
Sorcerer Spells Known (Cast per Day
6/9/9/9/9/8/8/8/8/7; save DC 22 + spell level): 0—acid c Annihilation Ray: Once per round, and no more than
splash, arcane mark, daze, dancing lights, ghost sound, five times per day, the rod can fire a ray to a range of
ray of frost, read magic, resistance, touch of fatigue; 60 feet. A creature struck by this ray must succeed on
1st—colour spray, hold portal, jump, ray of enfeeblement, a DC 40 Fortitude save or be annihilated instantly—not
unseen servant; 2nd— acid arrow, arcane lock, fog cloud, even a trace of dust is left behind. No form of mortal
scorching ray, touch of idiocy; 3rd—blink, deep slumber, magic can restore life to a creature annihilated by this
hold person, ray of exhaustion; 4th—charm monster, ray. Lucifer or a deity of divine rank 1 or higher can
dimensional anchor, ice storm, shout; 5th—cloudkill, restore the annihilated creature to life using magic.
magic jar, mind fog, seeming; 6th—acid fog, contingency,
flesh to stone; 7th—forcecage, finger of death, waves of c Rod of Rulership: The rod has all of the abilities and
exhaustion; 8th—sunburst, horrid wilting, iron body; powers of a rod of rulership (see ‘Rods’ in the DMG).
9th—dominate monster, soul bind, wish.
c Trap the Soul: Once per round, and no more than three
Cleric Spells Prepared (6/8+1/7+1/7+1/7+1/7+1/5+ times per day, the rod can fire a ray of hellish-red energy
1/5+1/4+1/4+1; save DC 19 + spell level): 0—create to a range of 60 feet that functions as a trap the soul
water, detect poison, guidance, light, mending, reading; spell (caster level 20th). A target can make a DC 40
1st—bane, curse water, detect chaos, doom (2), inflict Will save to resist the effects. If failed, the victim’s soul
light wounds (2), protection from chaos*, shield of faith; vanishes into Lucifer’s rod. Up to 10 such souls can be
2nd—calm emotions*, darkness, death knell, delay poison, held in the rod at one time. A trapped soul may be freed
hold person (3), sound burst; 3rd—animate dead (2), by grasping the rod and speaking a command word.
blindness/deafness, contagion (2), inflict serious wounds,
magic circle against chaos*, obscure object; 4th—death c Any non-devil that touches the rod takes 10d8 points
ward, dimensional anchor, discern lies, dismissal, divine of electricity damage per round of contact (no save)
power* (2), freedom of movement, inflict critical wounds; and gains two negative levels each round it touches
5th—break enchantment, dispel good*, flame strike the rod. The Fortitude save to remove a negative
(2), insect plague, raise dead, slay living, true seeing; level has a DC of 40 and can result in actual level
6th—banishment, blade barrier*, geas/quest, harm, mass loss on a failed save (unlike other magic items that
inflict moderate wounds, word of recall; 7th—destruction, bestow negative levels). The negative levels cannot
greater restoration, mass inflict serious wounds, power be overcome in any way (including restoration spells)
word blind, repulsion, resurrection; 8th—earthquake, fire while the rod is wielded. Any good-aligned creature
storm, greater spell immunity, power word stun, shield that touches the rod takes 3d6 points of Constitution
of law; 9th—gate, mass heal, power word kill, storm of drain each round it touches the rod (DC 40 Fortitude
vengeance, true resurrection. save for half).

Epic Spells (5/day; save DC 32): Enslave, epic mage Skills: Lucifer has a +4 racial bonus on Bluff, Diplomacy
armour, greater ruin. and Sense Motive checks.

73
Encyclopaedia - D

Moloch rules the sixth plane of Hell, a flat, stinking


Servants of Lucifer plane of acrid smoke and soot. He is currently plotting to
Followers of Lucifer are far and wide and consist of evil wrest control of the plane completely from its true ruler,
humanoids; usually clerics, necromancers, sorcerers, and Baalzebul, for Moloch is nothing more than a lieutenant
wizards. Devout followers of Lucifer are called Dark in Baalzebul’s infernal army or seneschal to Baalzebul’s
Cardinals and must sign a pact of evil with Lucifer. court. Yet before he puts in motion steps to secure his
plane, he must first deal with the machinations of the Great
Dark Cardinals can receive spells from Lucifer and are Serpent, Geryon. Geryon and Moloch hate each other;
granted access to two of the following domains: Evil, Law, their infernal armies are constantly warring with each
Strength and War. other either openly or through subterfuge.

Devil, Moloch Moloch stands 14 feet tall and weighs about 1,200 pounds.
He speaks Abyssal, Celestial, Common, Draconic, Giant,
Large Outsider (Evil, Extraplanar, Lawful) Goblin, Infernal and Undercommon.
Hit Dice: 34d8+394 (666 hp)
Initiative: +11 Combat
Speed: 40 ft. (8 squares)
Armour Class: 46 (-1 size, +7 Dex, +16 natural, +7 Moloch attacks with either a claw/claw/bite routine or his
insight, +7 profane), touch 30, flat-footed 39 whip and spell-like abilities. His whip is a long metal rod-
Base Attack/Grapple: +34/+50 like weapon with six 15-foot long pliable metal tails.
Attack: +4 unholy six-tailed whip of shocking +50 melee
(2d6+16 plus 1d6 electrical) or claw +45 melee (2d6+12) Moloch’s natural weapons, as well as any weapons he
Full Attack: +4 unholy six-tailed whip of shocking wields, are treated as evil-aligned and lawful-aligned for
+50/+45/+40/+35 melee (2d6+16 plus 1d6 electrical) and the purpose of overcoming damage reduction. His natural
bite +43 melee (2d8+6) or 2 claws +45 melee (2d6+12) weapons are treated as epic for the purpose of overcoming
and bite +43 melee (2d8+6) damage reduction.
Space/Reach: 10 ft./10 ft. (25 ft. with whip)
Special Attacks: Breath weapon, improved grab, rend Breath Weapon (Su): Once per round, as a standard
2d6+18, spell-like abilities, spells, summon devils action, Moloch can breathe a cone of fear to a range of 30
Special Qualities: Damage reduction 20/epic and good feet. Affected creatures must succeed on a DC 38 Will
and silver, darkvision 60 ft., immunity to fire and poison, save or be affected as by a fear spell (caster level 20th).
outsider traits, planar omniscience, regeneration 10, A creature that successfully saves cannot be affected by
resistance to acid 10 and cold 10, see in darkness, spell Moloch’s breath weapon for one day. The save DC is
resistance 38, telepathy 100 ft. Constitution-based.
Saves: Fort +30, Ref +26, Will +29
Abilities: Str 34, Dex 24, Con 32, Int 25, Wis 26, Cha 25 Improved Grab (Ex): To use this ability, Moloch must
Skills: Appraise +31, Bluff +44, Climb +49, Concentration hit a Large or smaller creature with a claw attack. He can
+48, Diplomacy +42, Gather Information +36, Intimidate +48, then attempt to start a grapple as a free action without
Jump +28, Knowledge (arcana) +44, Knowledge (religion) provoking an attack of opportunity. If he wins the grapple
+44, Knowledge (the planes) +44, Listen +45, Move Silently check, he establishes a hold.
+27, Search +44, Sense Motive +28, Spellcraft +48, Spot +45,
Survival +18 (+20 on other planes, +20 following tracks) Rend (Ex): If Moloch hits with both claw attacks, he
Feats: Cleave, Combat Casting, Great Cleave, Improved latches onto the opponent’s body and tears the flesh. This
Initiative, Iron Will, Maximise Spell, Multiattack, Power attack automatically deals an additional 2d6+18 points of
Attack, Quicken Spell, Weapon Focus (whip) damage.
Epic Feats: Epic Toughness, Improved Combat Casting
Environment: Nine Hells Spell-Like Abilities: At will—animate dead, blasphemy
Organisation: Solitary or troupe (Moloch plus 1-4 horned (DC 24), burning hands (DC 18), charm monster (DC
devils) 21), desecrate, detect good, detect magic, enthral (DC
Challenge Rating: 26 19), fly, geas/quest (DC 18), greater dispel magic, greater
Treasure: Triple standard, plus +4 unholy shocking six- teleport (self plus 50 pounds of objects only), magic circle
tailed whip against good, major image (DC 20), polymorph, produce
Alignment: Always lawful evil flame, raise dead, read magic, see invisibility, suggestion
Advancement: — (DC 20), tongues, unholy aura (DC 25), unhallow, wall of
Level Adjustment: — fire; 1/day—flame strike (DC 22), symbol of stunning (DC
24), wish. Caster level 26th. The save DCs are Charisma-
This massive, barrel-chested hairless humanoid stands based.
nearly as tall as three humans. Its head is squat and large
and its oversized mouth is filled with rows of wickedly sharp Spells: Moloch casts spells as a 20th-level cleric. He has
teeth. His eyes are sapphire blue and his large, curving access to the domains of Evil, Law and Strength. He does
horns are black. His flesh is dark brown. He wields a long not gain the granted powers of his domains.
black metal rod with 6 long pliable metal tails.

74
Encyclopaedia - D

Unholy Cleric Spells Prepared (6/7+1/7+1/7+1/7+1/6+1


/5+1/5+1/5+1/4+1; save DC 18 + spell level): 0—create Devil, Titivilus
water, inflict minor wounds (3), light, read magic; 1st—
bane, cause fear, command, comprehend languages, doom,
inflict light wounds (2), protection from chaos*; 2nd—
(Duke of Hell)
Medium Outsider (Evil, Extraplanar, Lawful)
augury, calm emotions, darkness, death knell, desecrate*,
Hit Dice: 19d8+171 (256 hp)
inflict moderate wounds, shatter, spiritual weapon;
Initiative: +7
3rd—blindness/deafness, glyph of warding, invisibility
Speed: 50 ft. (10 squares), fly 60 ft. (average)
purge, magic circle against chaos*, magic circle against
Armour Class: 41 (+7 Dex, +13 natural, +11 profane),
good, searing light, stone shape, wind wall; 4th—air walk,
touch 28, flat-footed 34
dimensional anchor, freedom of movement, giant vermin,
Base Attack/Grapple: +19/+26
inflict critical wounds (3), spell immunity*; 5th—dispel
Attack: +3 silver longsword of wounding +29 melee
good*, greater command, insect plague, mass inflict light
(1d8+10 plus wounding, 19-20)
wounds (2), slay living, symbol of pain; 6th—antilife shell,
Full Attack: +3 silver longsword of wounding
blade barrier, dictum*, forbiddance, geas/quest, harm;
+29/+24/+19/+14 melee (1d8+10 plus wounding, 19-20)
7th—control weather, dictum*, mass inflict serious wounds
Space/Reach: 5 ft./5 ft.
(2), refuge, resurrection; 8th—create greater undead (2),
Special Attacks: Fear touch, spell-like abilities, summon
mass inflict critical wounds, shield of law* (2), symbol of
devils
death; 9th—crushing hand*, energy drain, miracle, soul
Special Qualities: Damage reduction 15/good and silver,
bind, true resurrection.
darkvision 60 ft., immunity to fire and poison, outsider
traits, resistance to acid 10 and cold 10, see in darkness,
Summon Devils (Sp): Twice per day, Moloch can
regeneration 10, spell resistance 32, telepathy 100 ft.
automatically summon 4d10 lemures, 2d6 bearded devils,
Saves: Fort +20, Ref +20, Will +21
2d4 bone devils, 1d4 horned devils or barbed devils, or 1d2
Abilities: Str 24, Dex 24, Con 28, Int 28, Wis 26, Cha 32
pit fiends. This ability is the equivalent of a 9th level spell.
Skills: Appraise +29, Bluff +34, Concentration +29,
Decipher Script +31, Diplomacy +42, Escape Artist
Planar Omniscience: All-knowing (CL 26th), allsensing
+25, Forgery +31, Gather Information +37, Hide +25,
(7 miles), block sensing (7 miles), planar knowledge.
Intimidate +33, Knowledge (arcana) +29, Knowledge (the
planes) +30, Listen +29, Move Silently +25, Sense Motive
Regeneration (Ex): Moloch takes normal damage from
+22, Sleight of Hand +27, Spellcraft +33, Spot +29,
good-aligned epic silver weapons, and from spells or
Survival +27 (+29 on other planes)
effects with the good descriptor.
Feats: Combat Casting, Combat Expertise, Iron Will,
Lightning Reflexes, Negotiator, Power Attack, Quicken
Unholy Shocking Six-Tailed Whip: Moloch’s +4 unholy
Spell-Like Ability (confusion)
six-tailed whip of shocking is imbued with the unholy and
Environment: Nine Hells
shock special qualities. Moloch’s whip is constructed of
Organisation: Solitary or troupe (Titivilus plus 2-4
an unknown metal. Unlike a normal whip, it deals normal
erinyes or bearded devils)
damage (and can deal damage to those with an armour
Challenge Rating: 20
bonus of +1 or higher or a natural armour bonus of +3 or
Treasure: Double standard, plus +3 silver longsword of
higher). It deals extra 1d6 points of electricity damage on
wounding
a successful hit.
Alignment: Always lawful evil
Advancement: —
Moloch’s whip is evil-aligned and thus bypasses the
Level Adjustment: —
corresponding damage reduction. It deals an extra 2d6
points of damage against all of good alignment. It bestows
This 6-foot tall creature resembles a satyr with a round
one negative level on any good creature attempting to
hairless head, the lower torso of a goat, cloven feet and
wield it. The negative level remains as long as the weapon
clawed hands. Small black leathery wings sprout from his
is in hand and disappears when the weapon is no longer
back. His eyes are the colour of coal.
wielded. This negative level never results in actual level
loss, but it cannot be overcome in any way (including
Titivilus the Confuser serves Lord Dispater as messenger
restoration spells) while the weapon is wielded.
and chamberlain. He is a very evil and malign duke. His
ability to manipulate others is legendary throughout the
Servants of Moloch Hells, and it is because of this gift that Dispater allows
Followers of Moloch are evil humanoids and usually him to attend infernal meetings where dukes are normally
consist of assassins, clerics, sorcerers and wizards. Devout prohibited. Titivilus spends most of his days in his tower,
followers of Moloch are called Knights of Moloch and a large structure composed of blackened iron. When
must sign a pact of evil with Moloch. encountered away from his tower he usually has a small
retinue of bearded devils or erinyes with him.
Knights can receive spells from Moloch and are granted
access to two of the following domains: Evil, Law and Titivilus stands 6 feet tall and weighs 220 pounds. He
Strength. speaks Abyssal, Celestial, Daemonic, Draconic, Giant,
Goblin, Ignan, Infernal and Terran.

75
Encyclopaedia - D

Attack: Hellstorm +52 melee (2d6+23 plus 1d6 fire, 18-


Combat 20)
Titivilus prefers to avoid combat, if possible. If pressed, Full Attack: Hellstorm +52/+47/+42/+37 melee (2d6+23
he attacks with his spell-like abilities, seeking to sew plus 1d6 fire, 18-20)
confusion and disorder among his adversaries. In close Space/Reach: 10 ft./10 ft.
combat, he uses his longsword, but usually summons other Special Attacks: Fiery aura, fiery gaze, spells, spell-like
devils before such combat occurs. If facing imminent abilities, summon devils
defeat, Titivilus summons other devils to cover his escape. Special Qualities: Damage reduction 20/good and silver,
darkvision 60 ft., devil traits, outsider traits, regeneration
Titivilus’s natural weapons, as well as any weapons he 10, spell resistance 38
wields, are treated as evil-aligned and lawful-aligned for Saves: Fort +29, Ref +27, Will +30
the purpose of overcoming damage reduction. Abilities: Str 37, Dex 27, Con 30, Int 28, Wis 28, Cha 30
Skills: Balance +31, Bluff +48, Concentration +48,
Fear Touch (Su): Titivilus can induce fear by touch Craft (weaponsmithing) +44, Diplomacy +52, Gather
as a standard action (this requires a successful melee Information +48, Hide +42, Intimidate +45, Jump +42,
touch attack). An affected creature must succeed on a Knowledge (arcana) +47, Knowledge (the planes) +47,
DC 32 Will save or be affected as by a fear spell (caster Knowledge (religion) +47, Listen +47, Move Silently +46,
level 20th). A creature that successfully saves cannot be Search +47, Spellcraft +51, Spot +47, Survival +47 (+49
affected again by Titivilus’s fear touch for one day. The on other planes, +49 following tracks)
save DC is Charisma-based. Feats: Cleave, Combat Casting, Craft Wondrous Item,
Empower Spell, Great Cleave, Improved Initiative, Iron
Spell-Like Abilities: At will—animate dead, bestow Will, Power Attack, Quicken Spell, Quicken Spell-Like
curse (DC 24), charm person (DC 22), confusion (DC Ability (fireball), Weapon Focus (falchion), Widen Spell
25), crushing despair (DC 25), detect good, detect magic, Environment: Infernum
dispel magic, greater invisibility, greater teleport (self plus Organisation: Solitary or troupe (Xaphan plus 1-2 pit
50 pounds of objects only), hypnotism (DC 22), illusory fiends)
script, magic circle against good, message, misdirection Challenge Rating: 26
(DC 23), nondetection, polymorph, suggestion (DC 24), Treasure: Double standard, plus Large +4 unholy flaming
tongues, unholy aura (DC 29), ventriloquism (DC 22), falchion
whispering wind; 1/day—feeblemind (DC 26), symbol of Alignment: Always lawful evil
pain (DC 26), symbol of sleep (DC 26). Caster level 20th. Advancement: —
The save DCs are Charisma-based. Level Adjustment: —

Summon Devils (Sp): Twice per day Titivilus can A massively built satyr–like creature with blackish–brown
automatically summon 4d10 lemures, 1d4 bone devils or flesh, this monster tightens its grip on its fiery falchion.
erinyes, 1d2 horned devils, or 1 pit fiend. This ability is Small horns jut from its forehead, just above its golden
the equivalent of a 9th-level spell. eyes. Its hair is long and black, and tied back in a braided
ponytail. Two, large bat wings protrude from its back.
Regeneration (Ex): Titivilus takes normal damage from
good-aligned silver weapons, and from spells or effects Xaphan, the Burning Duke, serves Lucifer, leading 15
with the good descriptor. companies of pit fiends in his service. He is completely
loyal to the Prince of Darkness and was with Lucifer during
Silver Longsword of Wounding: Titivilus’s +3 silver the Unholy War. It was Xaphan that, during the Unholy
longsword is constructed of silver and has the wounding War, attempted to set the heavens on fire and consume each
special quality. His weapon deals 1 point of Constitution and every angel and celestial in a blazing inferno.
damage from blood loss when it hits a creature. A critical
hit does not multiply the Constitution damage. Creatures Xaphan was cast down along with Lucifer and the other
immune to critical hits (such as plants and constructs) are angels for their sacrilege and it is said he helped Lucifer
immune to the Constitution damage dealt by this weapon. construct Hell itself. It is known among scholars that
Xaphan was the one that stoked Hell’s furnaces in
Skills: Titivilus has a +4 racial bonus on Bluff, Gather Lucifer’s great basalt palace, powering the furnaces with
Information and Diplomacy checks. unholy fire fed by tortured souls. When Asmodeus and
the other devils rose against Lucifer, Xaphan fought

Devil, Xaphan against the uprising and slew many devils, even inflicting a
near–fatal wound on Asmodeus himself. (The intervention
Large Outsider (Evil, Extraplanar, Lawful) of a devil named Mephistopheles saved Asmodeus from
Hit Dice: 35d8+350 (507 hp) ultimate destruction.)
Initiative: +12
Speed: 40 ft. (8 squares), fly 60 ft. (average) In the end however, Xaphan was cast out of Hell along
Armour Class: 46 (-1 size, +8 Dex, +19 natural, +10 with Lucifer and now resides in Infernum, a pocket–plane
profane); touch 27, flat-footed 38 of infernal and everlasting fires located somewhere in the
Base Attack/Grapple: +35/+52 great configuration.

76
Encyclopaedia - D

From Lucifer’s great palace, Malice, Xaphan aids Lucifer A successful Will save renders a creature immune to
in replenishing his forces and increasing his power with Xaphan’s gaze for one day. The save DC against the
the ultimate goal being the reclaiming of Hell’s Throne. gaze is Charisma–based and the Fortitude saves are
And when the battle for Hell does come, Xaphan will be Constitution–based.
beside Lucifer once again—and this time, Mephistopheles
will not be able to stop Xaphan from finishing off Spell–Like Abilities: At will—animate dead, blasphemy
Asmodeus. Xaphan spends his days in Malice where he (DC 27), detect magic, detect good, detect thoughts (DC
keeps a legion of devils busy stoking the furnaces and a 22), discern location, fireball (DC 23), greater dispel
retinue of barbed devils forging weapons for the eventual magic, greater teleport (self plus 50 pounds of objects
war to reclaim Hell. only), improved invisibility (self only), magic circle
against good (DC 23), locate creature, polymorph (self
Xaphan stands 13 feet tall. only), produce flame (DC 22), pyrotechnics (DC 22),
resurrection, scorching ray (3 rays), suggestion (DC 23),
true seeing (DC 26), unhallow, unholy aura (DC 28), wall
Combat of fire; 1/day—limited wish, power word kill, symbol of
Xaphan is a deadly adversary in battle and rarely, if ever, fear (DC 26), symbol of weakness (DC 27). Caster level
backs down from a fight. He is not stupid however, and 20th. The save DCs are Charisma–based.
should the battle go against him, he either flees (via greater
teleport) or summons a troupe of pit fiends to cover his Spells: Duke Xaphan casts arcane spells as a 20th–level
escape. In battle, Xaphan unleashes his full fury against a sorcerer. His spell list is below. The saves are Charisma–
foe; starting with his fiery gaze. Those that survive are then based.
witness to his fiery aura power. If within range, he likes
to grab a foe and hold on while using his fiery aura power. Sorcerer Spells Known (6/9/9/8/8/8/8/7/7/7; save DC
The rest of the battle alternates between Xaphan using his 20 + spell level): 0—acid splash, arcane mark, dancing
great falchion and his spells and spell–like abilities. lights, daze, flare, ghost sound, mage hand, ray of frost,
touch of fatigue; 1st—cause fear, charm person, disguise
Xaphan’s natural weapons, as well as any weapons he self, hypnotism, ray of enfeeblement; 2nd—arcane lock,
wields, are treated as evil–aligned and lawful–aligned for gust of wind, misdirection, shatter, spider climb; 3rd—
the purpose of overcoming damage reduction. daylight, deep slumber, haste, nondetection; 4th—crushing
despair, dimensional anchor, enervation, phantasmal
Fiery Aura (Su): As a free action, Xaphan can cause killer; 5th— baleful polymorph, break enchantment,
his entire body to erupt in unholy fire (the same fires he cloudkill, dismissal; 6th—greater dispel magic, chain
uses to stoke his furnaces). Creatures within 5 feet of or lightning, planar binding; 7th— delayed blast fireball,
grappling Xaphan take 1d6 points of fire damage and 1d6 finger of death, waves of exhaustion; 8th—binding,
points of unholy damage each round. There is no save sunburst, trap the soul; 9th—energy drain, prismatic
against either effect, but resistance to or immunity to fire sphere, wail of the banshee.
reduces or negates the fire damage.
Summon Devils (Sp): Three times per day, Xaphan can
Fiery Gaze (Su): A creature that meets Xaphan’s gaze automatically summon 2 barbed devils, bone devils, or
must succeed on a DC 37 Will save or be affected as horned devils, or 1d4 bearded devils or hellstokers, or he
follows: can attempt to summon 1d2 pit fiends with an 80% chance
of success.
c 1st–round: The victim’s blood begins to boil, dealing
3d6 points of fire damage this round; the victim takes Regeneration (Ex): Xaphan takes normal damage from
a –2 circumstance penalty on attack rolls, weapon good–aligned silvered weapons, and from spells or effects
damage rolls, ability and skill checks, and saves. A with the good descriptor.
DC 37 Fortitude save halves the fire damage but does
not negate the penalties. Hellstorm: Hellstorm is a Large +4 unholy falchion of
flaming burst.
c 2nd–round: The victim’s blood reaches searing
temperatures and begins to burn away muscle and
flesh; the circumstance penalty increases to –4.
Smoke rises from the victim’s flesh. Thevictim
Devourer Worm
takes 6d6 points of fire damage this round. A DC 37 Colossal Aberration
Fortitude save halves the fire damage but does not Hit Dice: 80d8+1,420 (1,780 hp)
negate the penalties. Initiative: +10
Speed: 50 ft. (10 squares), burrow 100 ft.
c 3rd–round: The victim’s blood erupts into an inferno Armour Class: 44 (–8 size, +2 Dex, +40 natural) touch 4,
and explodes from its body dealing 12d6 points of fire flat-footed 42
damage; the victim is stunned for 3 rounds. A DC 37 Base Attack/Grapple: +60/+99
Fortitude save halves the fire damage but the victim is Attack: Bite +76 melee (6d12+30, 19–20)
still stunned. Full Attack: Bite +76 melee (6d12+30, 19–20)

77
Encyclopaedia - D

Space/Reach: 40 ft./40 ft. Crush (Ex): A devourer worm can rear and drop onto
Special Attacks: Crush 4d6+30, earthshaking burrow, Large or smaller opponents as a standard action, using its
improved grab, swallow whole whole body to crush them. A crush attack affects as many
Special Qualities: Darkvision 60 ft., tremorsense 300 ft., creatures as can fit under the worm’s body. A creature in
vulnerability to fire, vulnerability to light the affected area must succeed on a DC 67 Reflex save
Saves: Fort +47, Ref +28, Will +46 or be pinned, automatically taking bludgeoning damage
Abilities: Str 50, Dex 15, Con 45, Int 4, Wis 10, Cha 9 during the next round unless the worm moves off. The
Skills: Listen +42, Spot +41 save DC is Constitution-based. If the worm chooses
Feats: Awesome Blow, Cleave, Combat Reflexes, to maintain the pin, treat it as a normal grapple attack.
Endurance, Great Cleave, Improved Bull Rush, Improved Pinned opponents take damage from the crush each round
Critical (bite), Improved Initiative, Improved Overrun, if they do not escape.
Improved Sunder, Power Attack, Weapon Focus (bite)
Epic Feats: Dire Charge, Epic Endurance, Epic Earthshaking Burrow (Ex): Whenever a devourer
Fortitude, Epic Prowess (x3), Epic Toughness (x3), Epic burrows 40 feet or more, it generates the effects of an
Will, Overwhelming Critical (bite), Penetrate Damage earthquake spell within a 100-foot radius of its stopping
Reduction (adamantine), Snap, Spellcasting Harrier, point. The DC of Concentration checks made by
Superior Initiative spellcasters to cast during the quake is 30. The devourer
Environment: Underground ignores all effects of the earthquake, and can act normally
Organisation: Solitary or colony (2–5) during its 1-round duration.
Challenge Rating: 30
Treasure: None Improved Grab (Ex): To use this ability, a devourer must
Alignment: Always neutral evil hit a creature with its bite attack. It can then attempt to
Advancement: 81–101 HD (Colossal) start a grapple as a free action without provoking an attack
of opportunity. If it wins the grapple check, it establishes
A great worm more that 30 ft. in diameter bursts through a hold and can use its Snap feat to immediately swallow
the cave wall… its foe.

One of the largest species known to exist, devourer worms Swallow Whole (Ex): A devourer can swallow a grabbed
dwell near the centre of the earth, where few other beings opponent of a smaller size than itself by making a
can live. A devourer worm stretches over 100 feet long, successful grapple check or by using its Snap feat. Once
but is most often seen rearing up out of the earth with most inside, the opponent takes 5d8+20 points of bludgeoning
of its mass concealed. Its segmented body is 30 feet in damage plus 6d10 points of acid damage per round. A
diameter, splotchy brown and impossibly tough. More swallowed creature cannot cut its way out due to the
than a dozen ruby eyes stare out from its head, above thickness of the devourer’s skin, but can still use a light
the hole lined with teeth that serves as its mouth. Its slashing or piercing weapon to deal damage to the
body ripples and the earth crumbles with every motion it devourer’s interior (AC 30). A devourer that swallows an
makes, and it smells of soil and the underworld’s tainted opponent can use its Great Cleave feat to bite and grab
air. Though normally silent, a devourer worm lets out a another opponent.
terrible shriek when angered.
A creature can return to the devourer’s mouth (where the
Devourer worms stay away from the light of the surface devourer can try to swallow it again on its next turn) with
world, living between layers of rock far underground. a successful grapple check, but must first fly or climb 100
Despite their vulnerability to heat and flame, they often feet up the devourer’s oesophagus (a DC 30 Climb check).
burrow near streams of magma and sleep there for years If the creature fails the grapple check to escape after
or centuries. They do not eat, apparently gaining strength making the climb, it immediately falls 100 feet, suffering
from the earth itself, and are not known to socialise or 10d6 points of falling damage. After the devourer’s death,
reproduce. They rarely notice smaller creatures, but no grapple check is required, but trapped creatures must
readily crush or swallow anything that disturbs them. still climb free (or use another means to escape, such as
Some deep-dwelling races believe that a colony of these magical transportation). A devourer worm’s interior can
near-mythical creatures exists wrapped around the world’s hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium, or 512
core, keeping it from falling apart. Small or smaller creatures.

Vulnerability to Light (Ex): Abrupt exposure to bright


Combat light (such as sunlight or a daylight spell) blinds devourers
Devourer worms are not canny combatants, and rarely for 1 round. On subsequent rounds, they are dazzled as
need to be. When creatures survive its initial earthquake, a long as they remain in the affected area. In true sunlight,
devourer makes bite attacks and swallows enemies whole. devourers suffer 2 points of Constitution damage each
Only if faced with large numbers of enemies or driven to a round they remain in the sun.
panic does a devourer worm drop upon opponents to crush
them.

78
Encyclopaedia - D

Summon Storm of Wrath (Su): Once per day, by roaring


Draco Invictus, and beating its wings, the dragon can call up mighty
gusts of wind in a 300-yard diameter circle centred upon
Dragon Age itself—provided it is above ground at the time. The wind
blast lasts for but a single round and causes no harm to the
Category dragon but all other creatures of less than gargantuan size
suffer the wind effects detailed in DMG for a windstorm
As a dragon ages and grows it spends more and more time unless they make Fortitude saves (DC18). Ranged attacks
resting on its hoard of treasure, its metabolism gradually are impossible on the round the wind blast strikes, torches
slowing so it need rarely eat. This is a boon to the beast, are extinguished (as may lanterns 75% of the time), and
for it hates to leave its precious hoard unguarded. At Listen checks are made at a –8 penalty. Other devastating
length, after centuries of a half wakeful slumber, the effects occur at the coming of the mighty gust; these are
dragon slips into a state close to suspended animation, a detailed below in the description of each invictus dragon
form of hibernation if you will, and in this condition it but typically result in 14 dice of damage to all occupants
can sleep for millennia. Unless something or someone in the area except the dragon. These dice are equal to the
disturbs it… dice type for the breath weapon; the damage is of the same
type and does allow a saving throw as the breath weapon.
While the ages pass, and the dragon dreams, so too does (For more information on this ability and how it is used by
it grow. While most scholars have considered the Great the MM dragons, see The Slayer’s Guide to Dragons).
Wyrms to be the oldest and most powerful of dragonkind,
this is merely because the Dracos Invicti have slept for Swallow Whole (Ex): When making bite attacks the
so long that their caste is considered legendary. Beware! Dracos Invictus is considered to have the improved grab
The waking of one of these beasts is an event that shakes and swallow whole special attacks (see MM). It can
kingdoms. swallow creatures of Huge size or lower. Each round
those swallowed take 3d6+1/2 Str points of crushing
This information should be read in conjunction with the damage and furthermore must make Fortitude saves as if
dragon descriptions found in MM. This age category exposed to the dragon’s breath weapon or suffer additional
is only available to non-epic dragons that possess age damage accordingly. The interior of the dracos has an
categories. armour class of 10+1/2 natural armour bonus; if 75 or
more points of damage are dealt to its innards a reflex
Age Category Age (Years) action causes all those trapped within to be coughed out,
taking 4d10 points of buffeting and falling damage in the
13 Dracos Invictus 1,401+ process.

Upon reaching the Draco Invictus Age Category the Death Throes (Ex): If slain, the Dracos Invictus convulses
dragon’s statistics undergo a number of changes: and thrashes and its blood is harmful as specified in the
individual descriptions below. All characters in a space
Size: Colossal threatened by the wyrm must make Reflex saving throws
Hit Dice: +4 HD (at this level the dragon breaks the 3 HD or take 10d6 crushing damage from the dragon’s flailing
per age category rule) tail, writhing neck and shuddering limbs. Fortitude saves
Speed: Fly speed increases +50 ft. (DC 10 + ½ dragon HD + Con modifier) are also required
Armour Class: +4 natural armour bonus increase for other effects during the death throes (other effects
Attacks: The dragons attacks are considered epic and usually result in energy damage to the dragons space never
adamantine for the purpose of overcoming damage amounting to more that ½ their breath weapon).
reduction.
Special Attacks: Breath weapon increases as twice the Curse (Su): In the round following its death throes the
standard progression (+2 dice becomes +4 dice), summon invictus can pronounce a curse upon its slayers. The
the storm of wrath, swallow whole exact nature of the curse is left to the wicked ingenuity
Special Qualities: Caster level increases as twice of each Games Master. Typical curses might be that the
the standard progression, command dragons, damage dragon’s treasure will bring doom to its possessors, that
reduction increases by 5 and changes from magic to epic, a character will die at the hand of his son, that the killers
curse, death throes, spell resistance +4 will be condemned to slay each other and so on. There is
Abilities: Str +4, Con +4, Int +4, Wis +4, Cha +4 no saving throw against this curse and the Games Master
Challenge Rating: Great Wyrm +4 is encouraged to bend the course of the campaign so that
it comes near fulfilment. The party might mitigate their
Command dragon (Ex): Lesser dragons of the same doom by the performance of a quest or by disposing of the
sub-species as the Dracos Invictus must, upon their first treasure; once again this is left in the hands of the Games
meeting, make Will saving throws (DC equal to the Dracos Master.
Invictus’ frightful presence) or become willing servants of
this mighty member of their group.

79
Encyclopaedia - D

than its scales. The planar dragons are ever changing,


Sample Draco their mood and morality entirely dependent on its location.

Invictus Planar dragons roost in neutral territory, where their


minds are relatively clear of perturbation. They are
known as canny merchants and traders, and willingly

Draco Invictus, swap treasure from their hoards in exchange for magical
items, especially wondrous devices. They have a special
love for puzzles and curios. Planar dragons would make
Planar Dragon excellent guides, if it were not for their habit of picking up
Colossal Dragon (Extraplanar, Varies) the alignment of the local plane. A planar dragon can fly
Hit Dice: 41d12+369 (635 hp) its passengers into the most heavily guarded regions of the
Initiative: +8 demonic realms, but they have to then deal with the dragon
Speed: 60 ft. (12 squares), fly 250 ft. (clumsy) mimicking the evil of the plane.
Armour Class: 43 (-8 size, +41 natural), touch 2, flat-
footed 43 Some dragons use talismans containing infinitesimal gates
Base Attack/Grapple: +41/+71 to one plane or another, to preserve some alignment or
Attack: Bite +47 melee (4d8+14) appearance they particularly like.
Full Attack: Bite +47 melee (4d8+14) and 2 wings +47
melee (2d8+7) and tail slap +47 melee (4d6+21) Combat
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, command dragons, Planar dragons are cunning opponents. Their ability to
crush, curse, death throes, frightful presence, snatch, plane shift at will is often used as an infallible method
spells, spell-like abilities, storm of wrath, swallow whole, of escape and as an impressive offensive tactic. A
tail sweep planar dragon might retreat to a plane where time flows
Special Qualities: Adaptation, blindsense 60 ft., damage faster than normal; prepare itself with defensive spells,
reduction 25/epic, keen senses, immunities, spell then return. The dragon then grabs opponents one by
resistance 30 one and dumps the tougher one in obscure corners of
Saves: Fortitude +31, Reflex +22, Will +29 the multiverse. When pressed they unleash powerful
Abilities: Str 38, Dex 10, Con 28, Int 36, Wis 24, Cha 30 evocations against their opponents.
Skills: Bluff +54, Diplomacy +58, Disguise +10 (+12
acting), Escape Artist +44, Intimidate +56, Knowledge The natural weapons of a draco invictus planar dragon
(arcana) +52, Knowledge (the planes) +52, Listen +53, are considered epic and adamantine for the purpose of
Search +52, Sense Motive +51, Spellcraft +50 (+52 overcoming damage reduction. If the planar dragon has
decipher scrolls), Spot +53, Survival +7 (+9 other planes), adopted the alignment trait of a plane its natural attacks
Use Magical Device +54 (+56 scrolls), Use Rope +0 (+2 also count as that alignment.
to bind someone)
Feats: Alertness, Cleave, Flyby Attack, Improved Adaptation (Su): Within 1d4 minutes after arriving
Initiative, Improved Multiattack, Hover, Multiattack, in a new plane, the planar dragon begins to acquire
Power Attack, Snatch its qualities. If the plane is especially strong in one
Epic Feats: Epic Spellcasting, Penetrate Damage element or another, the dragon becomes a creature of the
Reduction (adamantine), Spell Knowledge, Spell appropriate subtype. It also adopts the alignment of the
Stowaway (stoneskin), Superior Initiative plane, if it has a dominant alignment. The dragon can
Environment: The planes attempt to resist these changes by making a Will save each
Organisation: Solitary minute against a DC equal to 10 + the number minutes on
Challenge Rating: 30 the plane.
Treasure: None
Alignment: Any, often chaotic neutral Breath Weapon (Su): 70 ft. cone, acts as dimensional
Advancement: — anchor or plane shift, Reflex save DC 39 avoids. A
Level Adjustment: — planar dragon can use its plane shift breath to dispel its
dimensional anchor effect. The save DC is Constitution-
For a moment it the light of sun is scattered into a rainbow based.
of colour, then the reality of situation becomes apparent
as a roar rips through the air and a flying serpent of spun Command dragon (Ex): Lesser planar dragons must,
glass dives at you... upon their first meeting, make Will saving throws (DC 40)
or become willing servants of this mighty member of their
Planar Dragons embody the shifting relationships of the race. The save DC is Charisma-based.
planes – when they fly near the Elemental Plant of Fire,
their wings glow red like flames and its breath stinks of Crush (Ex): Area 30 ft. by 30 ft., Large or smaller
sulphur. When a deity is near, the dragon is filled with a opponents take 4d8 + 21 points of bludgeoning damage,
divine glow. Should the dragon descend to close to the and must succeed on a DC 39 Reflex save or be pinned.
negative or infernal planes, its spirit will blacken faster The save DC is Constitution-based.

80
Encyclopaedia - D

Curse (Su): In the round following its death throes the Summon Storm of Wrath (Su): Once per day, by roaring
invictus can pronounce a curse upon its slayers. The and beating its wings, the dragon can call up mighty
exact nature of the curse is left to the wicked ingenuity gusts of wind in a 300-yard diameter circle cantered upon
of each Games Master. Typical curses might be that the itself—provided it is above ground at the time. The wind
dragon’s treasure will bring doom to its possessors, that blast lasts for but a single round and causes no harm to
a character will die at the hand of his son, that the killers the dragon but all other creatures of less than Gargantuan
will be condemned to slay each other and so on. There is size suffer the wind effects detailed in the DMG for a
no saving throw against this curse and the Games Master windstorm unless they make Fortitude saves (DC18).
is encouraged to bend the course of the campaign so that Ranged attacks are impossible on the round the wind blast
it comes near fulfilment. The party might mitigate their strikes, torches are extinguished (as may lanterns 75%
doom by the performance of a quest or by disposing of the of the time), and Listen checks are made at a –8 penalty.
treasure; once again this is left in the hands of the Games Additionally, those caught in the area of effect must make
Master. a Fortitude save (DC 39) or be plane shift to another plane
of existence. The save DC is Constitution-based.
Death Throes (Ex): If slain, the dracos invictus convulses
and thrashes about, all characters in a space threatened Swallow Whole (Ex): When making bite attacks the
by the planar dragon must make Reflex save (DC 39) or Dracos Invictus is considered to have the improved grab
take 10d6 crushing damage from the dragon’s flailing tail, and swallow whole special attacks (see MM). It can
writhing neck and shuddering limbs. Fortitude saves (DC swallow creatures of Huge size or lower. Each round
39) are also required for to avoid absorbing the planar those swallowed take 4d8+18 points of crushing damage
dragons blood, if this happens the opponent gains the and furthermore must make Fortitude saves as if exposed
adaption power (described above) this effect lasts 13 days to the dragon’s breath weapon or suffer additional damage
but can be removed by a wish or miracle. The save DC is accordingly. The interior of the dracos has an Armour
Constitution-based. Class of 30; if 75 or more points of damage are dealt to its
innards a reflex action causes all those trapped within to
Frightful Presence (Ex): 390 ft. radius, HD 40 or less, be coughed out, taking 4d10 points of buffeting and falling
Will save DC 40 negates. The save DC is Charisma-based. damage in the process.

Planeshift (Sp): A planar dragon can plane shift as part of Tail Sweep (Ex): Half-circle 40 ft. in diameter, Large or
a move action in which it flies at least 30 ft. This ability smaller opponents take 2d8+21 damage, Reflex DC 39
can be used at will. half. The save DC is Constitution-based.

Snatch (Ex): Grapple Bonus +71; bite against Huge or Skills: Bluff and Spellcraft are class skills for planar
smaller for 4d8+14/round or 8d8+28 if the dragon does dragons.
not move; snatched opponents can be flung 130 ft. for
13d6 damage.

Spell-like Abilities: 1/day—chain lightning (DC 26),


Dragon, Advanced
rainbow pattern (DC 24), see invisibility, shout (DC 24),
tongues; Caster Level 24th. The save DC is Charisma-
(Alternate Option)
based. The standard advancement rules allow dragons
theoretically infinite progression even beyond the stage
Spells: As 24th level sorcerer. of great wyrm. The following rules let dragons improve
more than their Hit Dice as they progress to epic heights
Typical Sorcerer Spells (6/9/9/8/8/8/8/7/7/7; save DC of power.
20 + spell level): 0th—dancing lights, daze, detect magic,
disrupt undead, ghost sound, mage hand, message, ray Age Category: A standard dragon gains one ‘virtual age
of frost, read magic; 1st—burning hands, magic missile, category’ for every 3 Hit Dice it gains beyond the great
sleep, ray of enfeeblement, true strike; 2nd—cat’s grace, wyrm stage. Abilities that function once per day per age
mirror image, resist energy, scorching ray, shatter; category or otherwise use the dragon’s age category as part
3rd—displacement, lightning bolt, slow, stinking cloud; of a calculation use this adjusted number. Epic dragons
4th—black tentacles, ice storm, polymorph, stoneskin; gain one age category per 5 Hit Dice beyond great wyrm.
5th—baleful polymorph, cloudkill, blight, waves of fatigue;
6th—acid fog, disintegrate, flesh to stone; 7th—forcecage, Size: One important element of dragon advancement is
power word blind, spell turning; 8th—greater shout, increasing size. The dragons that do not reach Colossal
protection from spells, summon monster XIIII; 9th— size by the great wyrm stage can never reach it according
crushing hand, imprisonment, meteor swarm, power word to the standard advancement rules. When advancing
kill, weird a dragon, consider its basic size group: lesser (white,
black, brass, and copper dragons), ordinary (green, blue,
Epic Spells: 3/day—dreamscape, let me go, rain of fire, and bronze dragons), greater (silver, red, and gold), or
spell worm. epic (force and prismatic). A dragon that is Tiny as a
wyrmling is in the lesser group, a dragon that is Small

81
Encyclopaedia - D

as a wyrmling and never reaches Colossal size is in the Spell Resistance: For standard advanced dragons, spell
ordinary group, and a dragon that is Small to Large as a resistance increases by 2 per additional age category. For
wyrmling and reaches Colossal by the great wyrm stage epic dragons, spell resistance increases by 3 (for force
is in the greater group. A lesser dragon becomes Colossal dragons) or 6 (for prismatic dragons) per additional age
when it gains two age categories (6 Hit Dice) beyond category.
great wyrm. It increases to Colossal+ when it gains an
additional four age categories (12 HD). An ordinary Speed: When a dragon becomes Colossal, its fly speed
dragon becomes Colossal when it gains one age category increases by 50 feet and its manoeuvrability becomes
(3 Hit Dice) beyond great wyrm. It increases to Colossal+ clumsy. When it reaches Colossal+, its fly speed
when it gains an additional four age categories (12 HD). increases by another 50 feet, and its manoeuvrability
A greater dragon becomes Colossal+ when it gains four remains clumsy. A dragon’s land speed and other special
age categories (12 HD) more than it needed to reach the movement types (swim, burrow, and so on) do not change.
Colossal size.
Ability Scores: A great wyrm’s Strength and Constitution
Epic dragons, already Colossal+ by the time they reach the scores both increase by +2 for every virtual age category
great wyrm stage, do not increase in size thereafter. Use the dragon gains. Its Dexterity remains unchanged. Its
the information presented under the epic dragon entry, Intelligence, Wisdom and Charisma increase by +2 for
below, to determine the statistics of a Colossal+ dragon. every two age categories the dragon gains.

Armour Class: A dragon’s natural armour bonus Special Abilities: Dragons do not gain additional spell-
increases by +1 for every Hit Die it gains beyond the like abilities, but their damage reduction continues to
great wyrm stage. (This rule applies for lesser dragon increase as they gain Hit Dice. For most dragons (the
advancement as well, since natural armour and Hit Dice exceptions being the force and prismatic dragons), the
always increase at the same rate.) great wyrm’s damage reduction increases to 15/epic after
exceeding the great wyrm age category and the dragon’s
Breath Weapon: If a dragon’s breath weapon deals natural weapons count as epic weapons for the purposes of
damage, the damage typically increases by 2 dice for every bypassing damage reduction.
virtual age category the dragon gains. The two exceptions
among standard dragons are the brass and white dragons, Force and prismatic dragons have the following DR
whose breath weapon damage increases by only 1 die per progression: wyrmling 10/magic, young 15/magic, young
age category. The saving throw DC against a dragon’s adult 15/epic, mature adult 20/epic, very old 25/epic.
breath weapon remains 10 + 1/2 the dragon’s Hit Dice +
its Constitution modifier.

82
Encyclopaedia - D

Caster Level: A great wyrm’s caster level increases by 2 Blaze dragons, also known as freigurnim (sing. Freigurn),
for every virtual age category the dragon gains. As with are tied to both the earth and fire elements; in fact, some
the epic dragons described later, advanced dragons gain sages consider them a form of elemental rather than dragon.
the Improved Spell Capacity feat as a bonus feat once for
every three caster levels above 20th. Although blaze dragons are not considered ‘true’ dragons,
they have all the required physical characteristics – two
Feats: Like ordinary dragons, advanced dragons receive bat-like wings, four reptilian legs, a long tail and a lithe
one feat for every 3 Hit Dice they have. Feats gained after neck crowned by a horned reptilian head. The head of a
the dragon attains great wyrm status can be epic feats. blaze dragon is completely covered with fire-coloured,
curved horns, of which the largest are the four horns above
Challenge Rating: For standard dragons, CR increases the beast’s skull and the single horn on its muzzle tip.
by 2 per additional age category. For epic dragons, CR These horns continue on a line down the creature’s spine
increases by 3 per additional age category. All other to the single horn at the point of its tail.
dragon statistics are as presented for dragons in general
and specific dragon varieties. Blaze dragons speak Common, Draconic, Ignan and
Terran.

Dragon, Blaze Combat


(Freigurn) Blaze dragons are true warriors, always entering combat
without either fear or mercy. They never walk into the
Gargantuan Dragon (Earth, Fire) fray without a good reason but, once they start a fight,
Hit Dice: 24d12+168 (324 hp) they never back down. Blaze dragons enjoy using their
Initiative: +5 teeth and claws almost as much as their devastating breath
Speed: 50 ft. (10 squares), burrow 20 ft., fly 80 ft. weapons.
(clumsy)
Armour Class: 25 (–4 size, +1 Dex, +18 natural), touch 7, Breath Weapon (Su): Once every 2d4 rounds, a
flat-footed 24 blaze dragon may breathe a 60-foot cone of scorching
Base Attack/Grapple: +24/+48 pyroclastic material. Any creature caught in this cone
Attack: Bite +32 melee (2d8+12) or claw +32 melee must succeed at a Reflex save (DC 29, Constitution based)
(2d6+12) or suffer 12d8 points of fire damage and become pinned
Full Attack: Bite +32 melee (2d8+12) and 2 claws +30 by molten rock for 2d4 rounds.
melee (2d6+6)
Space/Reach: 20 ft. /20 ft. A creature that succeeds at this save does not become
Special Attacks: Breath weapon, spell-like abilities, pinned and suffers only half damage from the blast. A
tremor pinned character may attempt to break free as a full-round
Special Qualities: Damage reduction 10/magic, action by succeeding at an Escape Artist or grapple check
darkvision 30 ft., elemental travel, low-light vision, (DC 34, Strength based). A creature that fails to get free
immunity to fire, sleep and paralysis, resistance to acid 10 suffers 2d6 points of fire damage every round it remains
and electrical 10, vulnerability to cold pinned. It is possible to use the aid another action to help
Saves: Fort +21, Ref +15, Will +17 a pinned character pull free.
Abilities: Str 34, Dex 12, Con 24, Int 15, Wis 16, Cha 21
Skills: Bluff +32, Escape Artist +28, Intimidate +36, Jump Spell-Like Abilities: At will–burning hands (DC 16),
+24, Listen +30, Search +29, Spot +30, Survival +30 (+32 produce flame; 3/day–soften earth and stone, stone shape,
following tracks), Tumble +28 wall of fire (DC 19); 1/day–spike stones (DC 19). Caster
Feats: Ability Focus (tremor), Awesome Blow, Flyby level 12th. Save DCs are Charisma based.
Attack, Improved Bull Rush, Improved Sunder, Improved
Initiative, Multiattack, Power Attack, Snatch Tremor (Ex): By spending a full-round action, a blaze
Environment: Warm mountains dragon may sink its talons or burrow below the ground and
Organisation: Solitary cause the land to violently shake and tremble. Creatures
Challenge Rating: 21 within 60 feet of a blaze dragon using this ability must
Treasure: Double standard succeed at a Reflex save (DC 36, Strength based) or fall
Alignment: Always chaotic evil prone and suffer 2d6 points of bludgeoning damage.
Advancement: 25-48 HD (Colossal) Buildings on the area automatically suffer 2d8 points of
Level Adjustment: — damage. If the terrain allows it, this ability has a 50%
chance of causing a landslide or avalanche, as detailed in
In an explosion of hot rocks, the full mass of an auburn dragon chapter 3 of the DMG.
comes into view. Its head has a monstrous appearance even
for a dragon, with curved horns and fangs poking out at every Elemental Travel (Su): A blaze dragon can travel to
angle. The beast roars furiously and small wisps of fire seem or from the elemental planes of Fire or Earth at will.
to shoot out of its eyes and mouth, as if the furnace of hate Entering or leaving an elemental plane counts as a full-
burning inside it could not be fully contained within. round action for a blaze dragon.

83
Encyclopaedia - D

Dragon, Breeze Combat


Breeze dragons attack like the mad wind of destruction they
(D elthaur) represent, blindly devastating everything with their breath
weapon, physical attacks and magical abilities. They enjoy
Gargantuan Dragon (Air, Water) pain and chaos, and their combat tactics involve always
Hit Dice: 24d12+144 (300 hp) causing as much mayhem as they can, often sacrificing
Initiative: +6 combat effectiveness for the sake of sheer pandemonium.
Speed: 50 ft. (10 squares), fly 180 ft. (average), swim 80
ft. Breath Weapon (Su): Once every 2d4 rounds, a breeze
Armour Class: 25 (–4 size, +2 Dex, +17 natural), touch 8, dragon may breathe a 10-foot wide ball of sparkling
flat-footed 23 blue lightning. Once breathed, this lightning ball
Base Attack/Grapple: +24/+47 flies independently, following enemies as if it had an
Attack: Bite +31 melee (2d10+16) intelligence of its own. The lightning ball has the same
Full Attack: Bite +31 melee (2d10+16) attack bonus as the breeze dragon (usually +31), and
Space/Reach: 20 ft./20 ft. it deals electrical damage to any creature it touches. It
Special Attacks: Breath weapon, spell-like abilities, storm can move 60 feet as a move action and make a touch
Special Qualities: Damage reduction 10/magic, attack as a standard action. It has 20 hit points, with
darkvision 60 ft., elemental travel, low-light vision, damage reduction 20/magic. It is immune to acid, cold,
immunity to electrical, paralysis and sleep, resistance to electrical, fire, sonic and poison attacks. The damage
cold 10 and fire 10, water breathing dealt by the lightning ball depends on how many rounds
Saves: Fort +20, Ref +16, Will +17 have passed since the dragon breathed it. Compare the
Abilities: Str 32, Dex 15, Con 23, Int 15, Wis 16, Cha 21 number of rounds since the lightning ball was breathed in
Skills: Bluff +32, Escape Artist +29, Intimidate +36, Jump the following table to determine the amount of electrical
+23, Listen +30, Search +29, Spot +30, Survival +3 (+5 damage it deals with a successful touch attack:
following tracks), Swim +46, Tumble +29
Feats: Ability Focus (storm), Combat Expertise, Dodge,
Flyby Attack, HoverB, Improved Initiative, Mobility,
Lightning ball damage
Spring Attack, Whirlwind Attack, Wingover Round Damage
Environment: Temperate lakes
Organisation: Solitary 1st 4d10
Challenge Rating: 18
2nd 3d10
Treasure: Double standard
Alignment: Always chaotic evil 3rd
2d10
Advancement: 25-48 HD (Colossal)
Level Adjustment: — 4th 1d10

With the force of a tidal wave or a hurricane, the blue-green Five rounds after the breeze dragon breathed it, or if the
shape of a flying dragon swoops down towards you as a breeze dragon dies before five rounds have elapsed, the
herald of elemental doom. The beast has a long snake- lightning ball immediately disappears. It is possible for
like body; its wings as well as its crest seem to be made of more than one lightning ball breathed by the same breeze
a flimsy, almost transparent membrane. Whether by the dragon to be in existence at the same time, provided it is
creature’s weird, resonant roar or by the curious shape of its able to breathe again before the previous lightning ball has
muzzle, it would seem the dragon is laughing, no, cackling disappeared.
manically with the sheer delight of natural destruction.
Spell-Like Abilities: At will–fog cloud, wind wall (DC
Breeze dragons, also known as delthaurim (sing. delthaur) 18); 3/day–gaseous form, control water (DC 19), control
are related to both air and water, being equally capable winds (DC 20); 1/day–chain lightning (DC 21). Caster
swimmers and fliers. Their supple long bodies resemble level 12th. Save DCs are Charisma based.
the dragons found on oriental settings rather than the scaly
dreadnoughts often referred to as ‘true’ dragons. Breeze Storm (Ex): By spending a full-round action, a breeze
dragons have four stunted, stubby legs below their bodies, dragon may whirl on itself and cause a powerful storm in the
but they rarely ever use them, preferring to travel through area. This storm lasts no more than one round, but for that
the air and water instead of the ground. Their heads are long round all Large or smaller creatures within 100 feet of the
and crocodile-like; the shape of their mouths and the vague breeze dragon must succeed at a Reflex save (DC 35, Strength
hint of madness in their slanted eyes make it look as if they based) or be thrown to the four winds, suffering 2d6 points of
were always laughing. Their heads and ears are adorned by bludgeoning damage and being moved back 1d20 feet. This
thin membranous crests; their wings are apparently made ability has a 50% chance of causing a lightning bolt to fall
of this same membranous matter, in addition to the large upon one randomly chosen creature in the area (excluding the
flapping membrane covering their snakelike spine. breeze dragon itself). This bolt deals 3d8 points of electrical
damage (Reflex half DC 29, Charisma based).
Breeze dragons speak Auran, Aquan, Common and
Draconic.

84
Encyclopaedia - D

Elemental Travel (Su): A breeze dragon can travel to or


from the elemental planes of Air or Water at will. Entering
Combat
or leaving an elemental plane counts as a full-round action Epic dragons share all the combat characteristics of standard
for a breeze dragon. dragons. Even wyrmling epic dragons are Huge, however, and
are capable of making tail sweep and crush attacks. Although
Water Breathing (Ex): A breeze dragon can breathe there is no size category larger than Colossal, the oldest epic
indefinitely underwater; it can freely use its breath dragons have a greater reach and deal more damage with
weapons, spells and spell-like abilities while underwater. their attacks than other Colossal dragons, as shown on the
Epic Dragon Face and Reach and Epic Dragon Attacks tables
Skills: A breeze dragon gains a +8 racial bonus on all below. In addition, the breath weapon of the oldest epic
Swim checks. It can use the run action while swimming, dragons is a larger cone than most Colossal dragons possess.
provided it swims in a straight line; it can also take 10 on The size modifier for these dragons remains –8.
any Swim check, even when rushed or threatened.
Epic Dragon Space and Reach
Dragons, Epic Size Space/Reach

Epic dragons tends to be forces of nature that are more Huge 15 ft./10 ft.
controlled by their personal preferences that the highly
Gargantuan 20 ft./15 ft.
alignment focused nature of their chromatic and metallic
brethren. Epic dragons advance in age categories just as Colossal 30 ft./20 ft.
regular tiered dragons whoever there is no draco invictus
age for epic dragons. Colossal+ 30 ft./20 ft.

All epic dragons speak Draconic.


Epic Dragon Breath Weapons
Epic Dragon Age Categories
Size Cone* (Length)
Category Age (Years)
Huge 50 ft.
1 Wyrmling 0–10
Gargantuan 60 ft.
2 Very young 11–30
Colossal 70 ft.
3 Young 31–50
Colossal+ 80 ft.
4 Juvenile 51–100
* A cone is as high and wide as its length.
5 Young adult 101–200
Wyrmling epic dragons possess certain abilities that
6 Adult 201–400
common dragons do not acquire until later in life,
7 Mature adult 401–800 including frightful presence, spellcasting and spell
resistance. An epic dragon with a caster level above 20th
8 Old 801–1,200 gains the Improved Spell Capacity feat as a bonus feat
once for every three caster levels above 20th. Any epic
9 Very old 1,201–1,600 dragon can choose epic feats for which it otherwise meets
10 Ancient 1,601–2,000 the prerequisites. Epic dragons also have access to dragon
feats, as well as the additional feats described in this book.
11 Wyrm 2,001–2,400
Empower Spell-Like Ability: An epic dragon can apply
12 Great wyrm 2,401+ the Empower Spell feat to one of its spell-like abilities that
it can use at least twice per day. If the dragon has limited

Epic Dragon Attacks


Size 1 Bite 2 Claws 2 Wings 1 Tail Slap 1 Crush 1 Tail Sweep

Huge 2d8 2d6 1d8 2d6 2d8 2d4

Gargantuan 4d6 2d8 2d6 2d8 4d6 2d6

Colossal 4d8 4d6 2d8 4d6 4d8 2d8

Colossal+ 8d6 4d8 4d6 4d8 8d6 4d6

85
Encyclopaedia - D

use of the spell-like ability, the empowered ability uses up A shimmering that seems like movement is the only sign
two uses of the ability. If the dragon can use the ability that you may not be alone…
at will, there is no cost for empowering the ability. The
dragon does not need to specify a spell-like ability when Force dragons shun the company of others preferring
it chooses this feat; it can apply the feat to any spell-like solitude to contemplate the greater wonders of the
ability it possesses. multiverse. The diamond-like skin of a force dragon gives
it a natural invisibility that is difficult to dispel.
Maximise Spell-Like Ability: The dragon can apply the
Maximise Spell feat to one of its spell-like abilities that
it can use at least three times per day. If the dragon has
Combat
limited use of the spell-like ability, the maximised ability Force dragons are not normally aggressive, but if cornered
uses up three uses of the ability. If the dragon can use the in their lairs or at risk of losing their treasure they will
ability at will, there is no cost for maximising the ability. attack with a ferocity not known is other dragons.
The dragon does not need to specify a spell-like ability
when it chooses this feat; it can apply the feat to any spell- A force dragon’s natural weapons are treated as magic
like ability it possesses. (wyrmling – juvenile) or epic (young adult – great wyrm)
for the purpose of overcoming damage reduction.
Epic dragons fly even faster than common dragons, and
can cover greater distances. Breath Weapon (Su): A force dragon has one type of
breath weapon, a cone of force that tears through creatures
and objects in its area to devastating effect.
Epic Dragon Overland Flying
Speeds Immune to Force (Ex): A force dragon cannot be harmed
———-----Flight Speed ———------ by any force effect, including magic missiles, explosive
250 feet 300 feet 350 feet runes, mage’s sword, the sphere spells, or any other spell
or effect with the Force descriptor. It can move freely
One Hour through barriers made of force, such as a wall of force.
40 50
Normal 60 miles Deflecting Force (Su): A force dragon is protected by a
miles miles
shield of force that provides a deflection bonus to its AC.
80 100 120 The deflection bonus is equal to the dragon’s Charisma
Hustle bonus.
miles miles miles

One Day Blur (Su): When a force dragon reaches juvenile age, the
force surrounding its body distorts the light around it so
320 400 480
Normal that it is hard to discern the dragon’s exact location. This
miles miles miles
functions as a continuous blur spell, giving the dragon
concealment (20% miss chance).
Except as noted here, epic dragons conform to the general
information that applies to all dragons given. Displacement (Su): An old force dragon’s deflecting force
bends light even more extremely, giving the dragon the

Epic Dragon, Force benefit of the displacement spell (50% miss chance). This
supersedes its blur ability.
Dragon (Force)
Climate/Terrain: Any land and underground Invisibility (Su): A great wyrm force dragon is a creature
Organisation: Wyrmling, very young, young, juvenile and of pure force, and is completely invisible (as though
young adult: solitary or clutch (2–5); adult, mature adult, protected by greater invisibility). A creature that can see
old, very old, ancient, wyrm, or great wyrm: solitary, pair, invisible creatures must still contend with the dragon’s
or family (1–2 and 2–5 offspring) displacement ability.
Challenge Rating: Wyrmling 13; very young 19; young
21; juvenile 25; young adult 28; adult 31; mature adult 35; Spell-Like Abilities: 3/day—forcecage, maze, resilient
old 37; very old 39; ancient 43; wyrm 50; great wyrm 59 sphere, telekinetic sphere, wall of force. The DCs are
Treasure: Double standard Charisma-based.
Alignment: Usually neutral
Advancement Range: Wyrmling 21–24 HD (Huge); very
young 26–29 HD (Huge); young 31–34 HD (Gargantuan); Sample Force
juvenile 36–39 HD (Gargantuan); young adult 41–44 HD
(Gargantuan); adult 46–49 HD (Gargantuan); mature adult
51–54 HD (Colossal); old 56–59 HD (Colossal); very old
Dragon, Adult
Gargantuan Dragon (Force)
61–64 HD (Colossal); ancient 66–69 HD (Colossal); wyrm
Hit Dice: 45d12+585 (877 hp)
71–74 HD (Colossal+); great wyrm 76+ HD (Colossal+)
Initiative: +0

86
Encyclopaedia - D

Force Dragons by Age


Age Size Hit Dice (hp) Str Dex Con Int Wis Cha

Wyrmling H 20d12+100 (230) 31 10 21 18 19 18

Very young H 25d12+150 (312) 35 10 23 22 23 22

Young G 30d12+210 (405) 39 10 25 26 27 26

Juvenile G 35d12+315 (542) 43 10 29 30 31 30

Young adult G 40d12+440 (700) 47 10 33 34 35 34

Adult G 45d12+585 (877) 51 10 37 38 39 38

Mature adult C 50d12+750 (1,075) 55 10 41 42 43 42

Old C 55d12+935 (1,292) 59 10 45 46 47 46

Very old C 60d12+1,140 (1,530) 63 10 49 50 51 50

Ancient C 65d12+1,365 (1,787) 67 10 53 54 55 54

Wyrm C+ 70d12+1,610 (2,065) 71 10 57 58 59 58

Great wyrm C+ 75d12+1,875 (2,362) 75 10 61 62 63 62

Base Breath Frightful


Fort Ref Will
Age Attack/ Attack Weapon Presence
Save Save Save
Grapple (DC) DC

Wyrmling +20/+38 +28 +17 +12 +16 5d12 (25) 24

Very young +25/+45 +35 +20 +14 +20 10d12 (28) 28

Young +30/+56 +40 +24 +17 +25 15d12 (32) 33

Juvenile +35/+63 +47 +28 +19 +29 20d12 (36) 37

Young adult +40/+70 +54 +33 +22 +34 25d12 (41) 42

Adult +45/+77 +61 +37 +24 +38 30d12 (45) 46

Mature adult +50/+88 +64 +42 +27 +43 35d12 (50) 51

Old +55/+95 +71 +46 +29 +47 40d12 (54) 55

Very old +60/+102 +78 +51 +32 +52 45d12 (59) 60

Ancient +65/+109 +85 +55 +34 +56 50d12 (63) 64

Wyrm +70/+116 +92 +60 +37 +61 55d12 (68) 69

Great wyrm +75/+123 +99 +64 +39 +65 60d12 (72) 73

Speed: 60 ft. (12 squares), fly 300 ft. (clumsy) Special Qualities: Immunities, DR 15/epic, spell
Armour Class: 64 (–4 size, +14 deflection, +44 natural), resistance 39, blindsense 60ft., keen senses, deflecting
touch 20, flat-footed 64 force, blur (20% miss chance)
Base Attack/Grapple: +45/+77 Saves: Fort +37, Ref +24, Will +38
Attack: Bite +61 melee (4d6+20, 19-20) Abilities: Str 51, Dex 10, Con 37, Int 38, Wis 39, Cha 38
Full Attack: Bite +61 melee (4d6+20, 19-20), 2 claws Skills: Appraise +50, Bluff +62, Concentration +61, Craft
+56 melee (2d6+10, 19-20), 2 wings +56 melee (2d6+10, (alchemy) +50, Diplomacy +74, Escape Artist +48, Gather
19-20), tail slap +56 melee (2d8+30, 19-20) Information +20, Intimidate +68, Jump +32, Knowledge
Space/Reach: 20 ft./15 ft. (all) +56, Listen +64, Search +72, Sense Motive +50,
Special Attacks: Crush 4d6+30 (DC 45), tail sweep Spellcraft +66, Spot +74
2d6+30 (DC 45), breath weapon, frightful presence (DC Feats: Alertness, Cleave, Combat Reflexes, Empower
46), spells (caster level 18th), spell-like abilities Spell-Like Ability, Flyby Attack, Hover, Improved Critical

87
Encyclopaedia - D

Force Dragon Abilities by Age


Caster
Age Speed Initiative AC Special Abilities SR
Level

Damage
31 (–2 size, +4
60 ft., fly reduction 10/
deflection, +19
Wyrmling 250 ft. +0 magic, deflecting 3rd 24
natural), touch 12,
(poor) force, immune to
flat-footed 31
force

38 (–2 size, +6
60 ft., fly
Very deflection, +24
250 ft. +0 6th 27
young natural), touch 14,
(poor)
flat-footed 38

43 (–4 size, +8
60 ft., fly Damage
deflection, +29
Young 300 ft. +0 reduction 15/ 9th 30
natural), touch 14,
(clumsy) magic
flat-footed 43

50 (–4 size, +10


60 ft., fly
deflection, +34 Resilient sphere,
Juvenile 300 ft. +0 12th 33
natural), touch 16, blur
(clumsy)
flat-footed 50

57 (–4 size, +12


60 ft., fly
Young deflection, +39 Damage
300 ft. +0 15th 36
adult natural), touch 18, reduction 15/epic
(clumsy)
flat-footed 57

64 (–4 size, +14


60 ft., fly
deflection, +44
Adult 300 ft. +0 Wall of force 18th 39
natural), touch 20,
(clumsy)
flat-footed 64

67 (–8 size, +16


60 ft., fly
Mature deflection, +49 Damage
300 ft. +0 21st 42
adult natural), touch 18, reduction 20/epic
(clumsy)
flat-footed 67

74 (–8 size, +18


60 ft., fly
deflection, +54 Forcecage,
Old 300 ft. +0 24th 45
natural), touch 20, displacement
(clumsy)
flat-footed 74

81 (–8 size, +20


60 ft., fly
deflection, +59 Damage
Very old 300 ft. +0 27th 48
natural), touch 22, reduction 25/epic
(clumsy)
flat-footed 81

88 (–8 size, +22


60 ft., fly
deflection, +64
Ancient 300 ft. +0 Maze 30th 51
natural), touch 24,
(clumsy)
flat-footed 88

95 (–8 size, +24


60 ft., fly
deflection, +69
Wyrm 350 ft. +0 33rd 54
natural), touch 26,
(clumsy)
flat-footed 95

102 (–8 size, +26


60 ft., fly Telekinetic
Great deflection, +74
350 ft. +0 sphere, 36th 57
wyrm natural), touch 28,
(clumsy) invisibility
flat-footed 102

88
Encyclopaedia - D

Advancement Range: Wyrmling 24–27 HD (Huge); very (bite), Improved Critical (claws), Improved Critical
young 29–32 HD (Huge); young 34–37 HD (Gargantuan); (wings), Improved Critical (tail slap), Improved Initiative,
juvenile 39–42 HD (Gargantuan); young adult 44–47 HD Improved Sunder, Maximise Spell-Like Ability, Power
(Gargantuan); adult 49–52 HD (Gargantuan); mature adult Attack, Wingover
54–57 HD (Colossal); old 59–62 HD (Colossal); very old Epic Feats: Spell Knowledge
64–67 HD (Colossal); ancient 69–72 HD (Colossal+); Climate/Terrain: Any land and underground
wyrm 74–77 HD (Colossal+); great wyrm 79+ HD Organisation: Solitary, pair or family (1–2 and 2–5
(Colossal+) offspring)
Challenge Rating: 31
This gigantic purple and pink dragon glows with a Treasure: Double standard
majestic radiance. As it moves cascading rainbows of Alignment: Usually neutral
colour dance across its wings and sing… Advancement: 46–49 HD (Gargantuan)

Prismatic dragons are friendly, approachable, boisterous A force dragon’s natural weapons are treated as epic for
and charming. They like the company of other creatures the purpose of overcoming damage reduction.
and will travel the multiverse in the search for new
experiences and entertainment. Breath Weapon (Su): Cone of force, 60 ft., damage
30d12, Ref half (DC 45). The DC is Constitution-based.
Combat Spell-Like Abilities: 3/day—resilient sphere, wall of
Prismatic dragons only kill those creatures foolish enough force. Caster level 18th; save DC 24 + spell level.
to attack them. They deal with such assaults viciously
and quickly so that things can return to more entertaining Immunities (Ex): Immune to sleep and paralysis, immune
pastimes. to force effects.

A prismatic dragon’s natural weapons are treated as magic Sorcerer Spells Known (6/10/10/ 9/9/9/9/8/7/5; base DC
(wyrmling – juvenile) or epic (young adult – great wyrm) 24 + spell level): 0—arcane mark, dancing lights, detect
for the purpose of overcoming damage reduction. magic, flare, ghost sound, light, mending, open/close,
read magic; 1st—disguise self, comprehend languages,
Breath Weapon (Su): A prismatic dragon has one type detect secret doors, magic missile, true strike; 2nd— bull’s
of breath weapon, a prismatic spray effect. The breath strength, cat’s grace, darkness, locate object, mirror
weapon’s cone is of the size indicated by the dragon’s size, image; 3rd clairaudience/clairvoyance, fireball, haste,
not the normal cone for the spell. lightning bolt; 4th—charm monster, greater invisibility,
scrying, stoneskin; 5th—contact other plane, dream, hold
Deflecting Force (Su): A prismatic dragon is protected monster, teleport; 6th—analyse dweomer, greater dispel
by a shield of shimmering light similar to a cloak of chaos magic, true seeing; 7th—forcecage, spell turning, summon
that provides a deflection bonus to its AC. The deflection monster VII; 8th—polymorph any object, protection from
bonus is equal to the dragon’s Charisma bonus. spells; 9th— time stop.

Immune to Light and Blindness (Ex): Prismatic dragons Possessions: Crystal ball with true seeing, circlet of eyes*,
cannot be harmed by any light, including Evocation pearl of power (7th-level spell), 8,000 gp. *Variant of
[Light] spells, searing light, and the various prismatic robe of eyes; benefit included in Search and Spot skill
(sphere, spray, wall) spells. In addition, they are immune modifiers.
to any spell or effect that causes blindness.

Spell-Like Abilities: At will—hypnotic pattern, rainbow


pattern; 3/day—prismatic sphere, prismatic wall,
Epic Dragon,
sunbeam, sunburst. The DC is Charisma-based.
Prismatic
Dragon (Light)
Sample Prismatic Climate/Terrain: Any land and underground
Organisation: Wyrmling, very young, young, juvenile and
Dragon, Old young adult: solitary or clutch (2–5); adult, mature adult,
old, very old, ancient, wyrm, or great wyrm: solitary, pair,
Colossal Dragon or family (1–2 and 2–5 offspring)
Hit Dice: 58d12+1,102 (1,479 hp) Challenge Rating: Wyrmling 14; very young 16; young
Initiative: +4 22; juvenile 30; young adult 34; adult 39; mature adult 43;
Speed: 60 ft., fly 300 ft. (clumsy) old 48; very old 52; ancient 57; wyrm 61; great wyrm 66
Armour Class: 78 (–8 size, +19 deflection, +57 natural), Treasure: Double standard
touch 21, flat-footed 78 Alignment: Usually neutral

89
Encyclopaedia - D

Prismatic Dragons by Age


Age Size Hit Dice (hp) Str Dex Con Int Wis Cha

Wyrmling H 23d12+138 (287) 29 10 23 20 21 20

Very young H 28d12+196 (378) 33 10 25 24 25 24

Young G 33d12+297 (511) 37 10 29 28 29 28

Juvenile G 38d12+418 (665) 41 10 33 32 33 32

Young adult G 43d12+559 (838) 45 10 37 36 37 36

Adult C 48d12+720 (1,032) 49 10 41 40 41 40

Mature adult C 53d12+901 (1,245) 53 10 45 44 45 44

Old C 58d12+1,102 (1,479) 57 10 49 48 49 48

Very old C 63d12+1,323 (1,732) 61 10 53 52 53 52

Ancient C+ 68d12+1,564 (2,006) 65 10 57 56 57 56

Wyrm C+ 73d12+1,825 (2,299) 69 10 61 60 61 60

Great wyrm C+ 78d12+2,106 (2,613) 73 10 65 64 65 64

Base Breath Frightful


Fort Ref Will
Age Attack/ Attack Weapon Presence
Save Save Save
Grapple DC DC

Wyrmling +23/+40 +30 +19 +13 +18 27 26

Very young +28/+47 +37 +23 +16 +23 31 31

Young +33/+58 +42 +27 +18 +27 35 35

Juvenile +38/+65 +49 +32 +21 +32 40 40

Young adult +43/+72 +56 +36 +23 +36 44 44

Adult +48/+83 +59 +41 +26 +41 49 49

Mature adult +53/+90 +66 +45 +28 +45 53 53

Old +58/+97 +73 +50 +31 +50 58 58

Very old +63/+104 +80 +54 +33 +54 62 62

Ancient +68/+111 +87 +59 +36 +59 67 67

Wyrm +73/+118 +94 +63 +38 +63 71 71

Great wyrm +78/+125 +101 +68 +41 +68 76 76

Base Attack/Grapple: +58/+97 Saves: Fort +50, Ref +31, Will +50
Attack: Bite +74 melee (4d8+23, 19-20) Abilities: Str 57, Dex 10, Con 49, Int 48, Wis 49, Cha 48
Full Attack: Bite +74 melee (4d8+23, 19-20) and 2 claws Skills: Balance +67, Bluff +80, Climb +84, Concentration
+69 melee (4d6+11) and 2 wings +68 melee (2d8+11) and +80, Diplomacy +92, Disable Device +80, Escape Artist
tail slap +69 melee (4d6+34) +61, Gather Information +86, Heal +80, Intimidate +86,
Space/Reach: 30 ft./20 ft Jump +102, Knowledge (arcana) +80, Knowledge (local)
Special Attacks: Crush 4d8+34 (DC 58), tail sweep +80, Listen +80, Move Silently +61, Open Lock +61,
2d8+34 (DC 58), breath weapon, frightful presence (DC Perform (any two) +80, Search +80, Sense Motive +80,
58), spells (caster level 26th), spell-like abilities Spellcraft +86, Spot +80, Survival +80, Tumble +67, Use
Special Qualities: Blindsight, damage reduction 20/epic, Magic Device +80
deflecting force, immunities, keen senses, spell resistance Feats: Cleave, Flyby Attack, Great Cleave, Improved
66 Critical (bite), Improved Initiative, Improved Sunder,

90
Encyclopaedia - D

Prismatic Dragon Abilities by Age


Caster
Age Speed Initiative AC Special Abilities SR
Level

Damage reduction
35 (–2 size, +5
60 ft., 10/magic, deflecting
deflection, +22
Wyrmling fly 250 +0 force, hypnotic 5th 24
natural), touch 13,
ft. (poor) pattern, immune to
flat-footed 35
light and blindness

42 (–2 size, +7
60 ft.,
Very deflection, +27
fly 250 +0 8th 30
young natural), touch 15,
ft. (poor)
flat-footed 42

60 ft., 47 (–4 size, +9


fly deflection, +32 Damage reduction
Young +0 11th 36
300 ft. natural), touch 15, 15/magic
(clumsy) flat-footed 47

60 ft., 54 (–4 size, +11


fly deflection, +37
Juvenile +0 Rainbow pattern 13th 42
300 ft. natural), touch 17,
(clumsy) flat-footed 54

60 ft., 61 (–4 size, +13


Young fly deflection, +42 Damage reduction
+0 17th 48
adult 300 ft. natural), touch 19, 15/epic
(clumsy) flat-footed 61

60 ft., 64 (–8 size, +15


fly deflection, +47
Adult +0 Sunbeam 20th 54
300 ft. natural), touch 17,
(clumsy) flat-footed 64

60 ft., 71 (–8 size, +17


Mature fly deflection, +52 Damage reduction
+0 23rd 60
adult 300 ft. natural), touch 19, 20/epic
(clumsy) flat-footed 71

60 ft., 78 (–8 size, +19


fly deflection, +57
Old +0 Sunburst 26th 66
300 ft. natural), touch 21,
(clumsy) flat-footed 78

60 ft., 85 (–8 size, +21


fly deflection, +62 Damage reduction
Very old +0 29th 68
300 ft. natural), touch 23, 25/epic
(clumsy) flat-footed 85

60 ft., 92 (–8 size, +23


fly deflection, +67
Ancient +0 Prismatic wall 32nd 74
350 ft. natural), touch 25,
(clumsy) flat-footed 92

60 ft., 99 (–8 size, +25


fly deflection, +72
Wyrm +0 35th 80
350 ft. natural), touch 27,
(clumsy) flat-footed 99

60 ft., 106 (–8 size, +27


Great fly deflection, +77
+0 Prismatic sphere 38th 86
wyrm 350 ft. natural), touch 29,
(clumsy) flat-footed 106

91
Encyclopaedia - D

Power Attack, Quicken Spell-Like Ability, Snatch, Weapon Possessions: Staff of the cosmos, ring of regeneration,
Focus (bite), Weapon Focus (claw), Weapon Focus (tail 15,563 gp.
slap)
Epic Feats: Blinding Speed (x2), Improved Spell Capacity
(9th), Improved Spell Capacity (9th), Spell Knowledge
(x4)
Dragon, Hecaton
Hecaton dragons are true chromatic dragons that, through
Climate/Terrain: Any land and underground
sinister magic or some horrible natural mutation, were
Organisation: Solitary, pair or family (1–2 and 2–5 off-
born with or grew multiple heads. Any of the five types of
spring)
chromatic dragon can become hecatons, gaining from one
Challenge Rating: 48
to eleven additional heads. Hecaton dragons are among
Treasure: Double standard
the most dangerous monsters in the universe; the mightiest
Alignment: Usually neutral
of them are fit opponents even for demigods or more
Advancement: 59–62 HD (Colossal)
powerful creatures.
A prismatic dragon’s natural weapons are treated as epic
Hecaton dragons speak all the languages normally
for the purpose of overcoming damage reduction.
possessed by normal dragons of their type.
Breath Weapon (Su): Cone of prismatic spray, 70 ft.,
effect as spell, Ref half (DC 58).
Sample Hecaton
Spell-Like Abilities: At will—hypnotic pattern, rainbow
pattern; 3/day—sunbeam, sunburst. Caster level 26th; Dragon
save DC 29 + spell level. The DC is Charisma-based. This hecaton uses a very old black dragon as the base
creature. It has eight additional heads.
Immunities (Ex): Immune to sleep and paralysis effects,
immune to light and blindness effects.

Sorcerer Spells Known (6/11/11/11/10/10/10/10/9/11;


Hecaton Black
base DC 29 + spell level): 0—dancing lights, daze, detect
magic, ghost sound, light, prestidigitation, ray of frost, Dragon, Very Old
read magic, resistance; 1st—enlarge person, mage Huge Dragon (Augmented, Water)
armour, magic missile, shield, true strike, unseen servant; Hit Dice: 36d12+396 (630 hp)
2nd—alter self, blur, darkness, detect thoughts, levitate; Initiative: +4
3rd—blink, fireball, greater magic weapon, haste, tongues, Speed: 60 ft. (12 squares), fly 150 ft. (clumsy), swim 60
wind wall; 4th—confusion, polymorph, scrying, stoneskin; ft.
5th— baleful polymorph, dismissal, fabricate, passwall, Armour Class: 35 (–2 size, +27 natural), touch 8, flat-
wall of force; 6th—antimagic field, greater dispel magic, footed 35
true seeing; 7th—forcecage, sequester, spell turning, Base Attack/Grapple: +36/+54
greater teleport; 8th—greater planar binding, mass charm Attack: 9 bites +45 melee (3d8+10)
monster, symbol of death, temporal stasis; 9th—dominate Full Attack: 9 bites +45 melee (3d8+10) and 2 claws +42
monster, gate, imprisonment, time stop, wish melee (2d6+5) and 2 wings +42 melee (1d8+5) and tail
slap +42 melee (2d6+15)
Space/Reach: 15 ft. /10 ft.
(15ft. with bite)
Special Attacks: Breath
weapon, corrupt water, crush
2d8+15, darkness, frightful
presence, spell-like abilities,
spells
Special Qualities: Awareness,
blindsense 60 ft., damage
reduction 15/magic, darkvision
120 ft., immunity to acid,
sleep and paralysis, low-light
vision, spell resistance 23,
water breathing
Saves: Fort +31, Ref +20, Will
+25
Abilities: Str 31, Dex 10, Con
32, Int 16, Wis 17, Cha 16
Skills: Bluff +34, Diplomacy
+34, Hide +23, Intimidate

92
Encyclopaedia - D

+36, Listen +40, Move Silently +31, Search +38, Spot heads remain conscious. It is always awake, since it can
+40, Survival +3 (+5 following tracks), Swim +41 divide rest periods among its many heads.
Feats: AlertnessB, Blind-Fight, Cleave, Combat ReflexesB,
Improved Initiative, Improved Natural Armour, Improved Water Breathing (Ex): A breeze dragon can breathe
Natural Attack (bite), Improved Sunder, Multiattack, indefinitely underwater; it can freely use its breath
Power Attack, Snatch, Weapon Focus (bite), Wingover weapons, spells and spell-like abilities while underwater.
Environment: Warm marshes
Organisation: Solitary Skills: A hecaton dragon gains a +4 racial bonus on all
Challenge Rating: 22 Listen, Spot and Search checks. It can always take 10 on
Treasure: Quadruple standard Search checks, even if distracted or endangered.
Alignment: Always chaotic evil
Advancement: 29-30 HD (very old), 31-33 HD (ancient),
34-36 HD (wyrm), 37+ HD (great wyrm)
Creating a Hecaton Dragon
Level Adjustment: — ‘Hecaton dragon’ is an inherited or acquired template that
can be added to any evil chromatic (black, blue, green, red
This nightmarish creature resembles a black dragon or white) dragon, hence referred to as the ‘base creature’.
in all respects, except it has nine heads. Each of the A hecaton dragon has all the special abilities and traits of
abomination’s heads twists ferociously and independently the base creature, except as follows:
as it slowly advances towards you.
Size and Type: Same as base creature.

Combat Hit Dice: The hecaton dragon gains one dragon Hit Die
All of the heads of a hecaton dragon fight ferociously as per additional head, to a maximum of eleven additional Hit
a single creature, usually attempting to concentrate their Dice/heads.
attacks on a single opponent.
Speed: As base creature. The base creature’s fly category
Breath Weapon (Su): 100-foot line, damage 26d4 acid, is decreased one step. If the base creature’s fly category
Reflex half DC 47. was clumsy already, it loses the ability to fly.

Corrupt Water (Sp): Once per day, a very old hecaton black Armour Class: As base creature.
dragon can stagnate 10 cubic feet of water, making it become
still, foul and unable to support animal life. The ability spoils Attack: As base creature. A hecaton dragon can make
liquids containing water. Magic items (such as potions) and bite attacks with two or more of its heads as a single
items in a creature’s possession must succeed on a Will save standard action. A hecaton dragon can make one attack of
(DC 31, Charisma-based) or become fouled. This ability is opportunity per head per round.
the equivalent of a 1st level spell. Its range is 270 feet.
Full Attack: The hecaton dragon can make a separate
Crush (Ex): Area 15ft. by 15 ft., Smaller or smaller bite attack with each of its heads, as part of its normal full
creatures take 2d8+15 points of bludgeoning damage and attack routine. All of a hecaton dragon’s bite attacks count
must succeed on a Reflex save (DC 39) or be pinned; as primary attacks, regardless of the number of heads
grapple bonus +46. possessed by the creature.

Darkness (Sp): 3/day – as darkness, but 50 feet radius. Damage: As base creature.
Caster level 9th.

Frightful Presence (Ex): 270-feet radius, HD 35 or less,


Special Attacks
Will DC 31 negates. Breath Weapon (Su): The hecaton dragon retains the
breath weapon of the base creature; this breath weapon is
Spell-like Abilities: 1/day–plant growth. Caster level 9th. still limited to one use every 1d4 rounds regardless of the
number of heads. When a hecaton uses its breath weapon,
Spells: as 9th level sorcerer. all heads breathe at the same time. This gives the breath
weapon an extra damage die of the appropriate type and
Typical sorcerer spells known (6/7/7/7/5; save DC 13 increases the breath weapon’s save DC by 1 per each
+ spell level): 0–acid splash, daze, detect magic, ghost additional head. Thus a hecaton dragon with six heads,
sound, mage hand, prestidigitation, ray of frost, resistance; whose breath weapon deals 12d8 damage and has a save
1st–chill touch, mage armour, magic missile, protection DC of 28, gains an additional 5d8 damage (1d8 for each
from good, ray of enfeeblement; 2nd–acid arrow, blur, of its five additional heads), for a total of 17d8 damage
ghoul touch, summon swarm; 3rd–displacement, ray of dice, whenever it uses its breath weapon, plus the breath
exhaustion, stinking cloud; 4th–contagion, solid fog. weapon’s save DC is increased by 5 (for a total of 33).

Awareness (Ex): A hecaton dragon cannot be flanked, Spells: A hecaton dragon requires only one head to cast a
surprised or taken flat-footed as long as at least two of its spell, so it can still cast spells if one or more of its heads

93
Encyclopaedia - D

are disabled, as long as at least one head remains to cast


them. Casting a spell still counts as a standard action for a Dragon Whale
hecaton dragon, and it still can cast no more than one spell Colossal Dragon (Aquatic)
per round, no matter how many free heads it has. If two Hit Dice: 42d12+462 (735 hp)
or more heads focus simultaneously on casting the same Initiative: +5
spell, the spell’s save DC is increased by 1 for each head Speed: 20 ft. (4 squares), swim 80 ft.
that does nothing but concentrate on casting the spell. A Armour Class: 33 (–8 size, +1 Dex, +30 natural), touch 3,
hecaton dragon is normally assumed to use all its heads flat-footed 32
when casting any spell. Base Attack/Grapple: +42/+75
Attack: Bite +52 melee (4d6+17) or claw +51 melee
Spell-like Abilities: A hecaton dragon cannot use more (3d6+17) or tail slap +52 melee (2d6+17)
than one spell-like ability per round, regardless of its Full Attack: Bite +52 melee (4d6+17) and 2 claws +46
number of heads. melee (3d6+8) and tail slap +47 melee (2d6+8)
Space/Reach: 30 ft./20 ft.
Special Qualities Special Attacks: Breath weapon, capsize, frightful
presence, swallow whole
The hecaton dragon retains all the special qualities of the
Special Qualities: Damage reduction 15/adamantine,
base creature and also gains the following:
darkvision 60 ft., immunity to sleep and paralysis, low-
light vision, resistance to acid 20, cold 20 and fire 20
Awareness (Ex): as long as at least two of its heads
Saves: Fort +38, Ref +24, Will +26
remain conscious, a hecaton dragon cannot be flanked,
Abilities: Str 45, Dex 12, Con 32, Int 5, Wis 17, Cha 17
surprised or taken flat-footed. It is also always found
Skills: Hide +14, Listen +23, Move Silently +30, Spot
awake, since it can divide rest periods among its many
+23, Swim +66
heads.
Feats: Ability Focus (frightful presence), Cleave,
Endurance, Great Cleave, Improved Initiative, Improved
Saves: A hecaton dragon gains a +2 racial bonus on all
Overrun, Multiattack, Power Attack, Snatch, Stealthy,
Will saves.
Weapon Focus (bite), Weapon Focus (tail slap)
Epic Feats: Dire Charge, Epic Fortitude, Snap
Abilities: A hecaton dragon receives a bonus to its
Environment: Any sea
Constitution score equal to its total number of heads.
Organisation: Solitary
Otherwise same as the base creature.
Challenge Rating: 25
Treasure: Triple standard
Skills: A hecaton dragon’s multiple heads give it a +4
Alignment: Usually chaotic evil
racial bonus on Listen, Search and Spot checks. A hecaton
Advancement: 43+ (Colossal)
dragon with six or more heads can take 10 on any Search
Level Adjustment: —
check, regardless of circumstances.
The creature coming out of the water appears as if borne
Feats: A hecaton dragon gains Alertness, Combat Reflexes
out of sailors’ tales or nightmares. It has a scaly, vaguely
and Multiattack as bonus feats, if it did not have them
fish-like body, with two enormous claws where its frontal
already.
flippers should be. This nightmarish form ends in a
massive horn-filled head, halfway between a dragon’s
Environment: As base creature
and a pig’s. Its huge, nearly human eyes only add to the
Organisation: Solitary

Challenge Rating: Adjust


from the base creature as
follows: two or three heads:
+1; four to five heads: +2; six
to seven heads: +3; eight or
nine heads: +4; ten or more
heads: +5.

Treasure: Increase to
quadruple standard

Alignment: As base creature

Advancement: As base
creature

Level Adjustment: —

94
Encyclopaedia - D

creature’s monstrosity. It breathes a geyser of boiling objects at the same time. Once a creature exits, muscular
vapour and charges into combat, making the waters action closes the hole; another swallowed creature must
simmer with hellish foam and causing the waves to agitate make another exit.
as if there was a seaquake.
A dragon whale’s Cleave and Great Cleave feats actually
Dragon whales are among the most fearsome creatures allow it to swallow more than one creature or object each
in existence. Endless sea monster tales have been told of round, to the limit of its gizzard’s capacity, as long as all
these creatures, whose depictions adorn the mysterious the creatures or objects swallowed on a given round were
limits of nearly every medieval naval map. A dragon dropped to less than 0 hit points by the dragon whale’s bite
whale appears as a Colossal scaly fish, with two gigantic attack.
claws it uses to rend and tear ships apart. The creature’s
head is pig-like but scaly, with draconic fangs and horns, Skills: A dragon whale gains a +8 racial bonus on all
fin-like ears and a gigantic set of humanoid eyes that make Swim checks. It can use the run action while swimming,
the creature seem more evil and grotesque provided it swims on a straight line. A dragon whale
can always take 10 on Swim checks, even if rushed or
Dragon whales speak Draconic and their own language. threatened.

Combat
Dragon whales aggressively charge any foreign thing
Dreadspawn
coming inside their territory, including ships, animals or Colossal Outsider (Chaotic, Evil, Extraplanar,
even other dragon whales. Voidspawn)
Hit Dice: 30d8+300 (435 hp)
Breath Weapon (Su): As a standard action, a dragon Initiative: +7
whale may breathe a cone of boiling steam 60 feet long Speed: 60 ft. (12 squares)
by 60 feet wide at the base; any creature caught inside this Armour Class: 41 (–8 size, –1 Dex, +40 natural), touch 1,
cone suffers 12d10 points of fire damage, with a Reflex flat-footed 41
save (DC 42, Constitution based) allowed for half damage. Base Attack/Grapple: +30/+61
A dragon whale’s breath weapon can be used underwater Attack: Claw +37 melee (4d6+15)
as well as above the surface. Full Attack: 6 claws +37 melee (4d6+15)
Space/Reach: 30 ft./20 ft.
Capsize (Ex): A submerged dragon whale that surfaces Special Attacks: Cursed wail, gaze of betrayal, pinion,
suddenly within 30 feet of a ship has a 40% chance of thundering claws
capsizing the ship. If the dragon whale surfaces directly Special Qualities: Damage reduction 15/good and epic,
below the ship, the capsize chance is doubled (80%). Add entropy, immunities, resistance to cold 20 and fire 20, spell
20% to the capsize chance if the ship is less than 50 feet resistance 40, true seeing, voidspawn traits
long. Saves: Fort +29, Ref +16, Will +24
Abilities: Str 40, Dex 8, Con 31, Int 10, Wis 16, Cha 8
Frightful Presence (Ex): Whenever a dragon whale Skills: Climb +48, Intimidate +32, Jump +48, Listen +36,
attacks, creatures within 300 feet must succeed at a Will Search +33, Sense Motive +36, Spot +36, Swim +48
save (DC 36, Charisma based). A creature that succeeds Feats: Ability Focus (gaze of betrayal), Awesome Blow,
on this save cannot be affected by the same dragon whale’s Great Fortitude, Improved Bull Rush, Improved Initiative,
frightful presence for the next 24 hours. On a failed save, Improved Sunder, Power Attack
a creature with 4 or less HD becomes panicked for 4d6 Epic Feats: Epic Will, Eternal Gaze, Improved Awesome
rounds and one with 5 or more HD becomes shaken for Blow, Superior Initiative
4d6 rounds. Environment: The Void
Organisation: Solitary
Swallow Whole (Ex): If a dragon whale wins a grapple Challenge Rating: 25
against a Gargantuan or smaller creature or ship, it Treasure: None
immediately swallows the creature or ship whole. All Alignment: Always chaotic evil
creatures and objects swallowed by a dragon whale suffer Advancement: 31–60 HD (Colossal)
4d6+17 points of crushing damage, 10 points of acid
damage and 2d8 points of fire damage every round they These colossal creatures look like eight-legged insectoid
remain inside the dragon whale. A swallowed victim demons covered in chitinous plates. Its elongated, horned
may attempt to get free by cutting its way out of the head possesses fiery eyes and a maw filled with foot-long
dragon whale’s stomach; this requires dealing 25 points of fangs.
slashing or piercing damage to the dragon whale’s interior
(AC 25). Created by the overwhelming sorrow of an elder god,
dreadspawns are cursed bearers of divine energy. When a
A dragon whale’s stomach can hold two Gargantuan, four dreadspawn travels, its massive body stands nearly 50 feet
Huge, 16 Large, 64 Medium or 256 smaller creatures or high; but when stirred to battle, it rears on two legs and
towers 80 feet above the ground.

95
Encyclopaedia - D

While its capacity for physical destruction is prodigious, Pinion (Ex): If a dreadspawn hits a Gargantuan or smaller
a dreadspawn’s ability to damage an enemy’s will, set creature with a claw attack, it deals normal damage and
friend against friend, and control the downward spiral of can attempt to start a grapple as a free action without
hopelessness makes it a far more terrifying foe. These provoking an attack of opportunity. No initial touch attack
powers come from a dreadspawn’s heritage as the is required. If the check is successful, the victim is pulled
physical manifestation of divine grief. Their nature makes into the dreadspawn’s space and automatically pinned as
dreadspawns less aggressive than most evil outsiders, but the dreadspawn’s claw presses the foe to the earth. The
no less wicked. They mournfully wander the wastes of dreadspawn is not considered grappled, still threatens
their home plane, occasionally drawn to extreme examples an area and can use its remaining attacks against other
of grief and misery in their need to feed on sorrow and opponents. If the foe later escapes from the pin, it escapes
regret. When they encounter living creatures, they attack from the grapple altogether. If the foe fails at an escape
in an attempt to spread their pain. attempt, it takes automatic claw damage.

Dreadspawns do not speak. Thundering Claws (Su): A dreadspawn’s claws deal an


extra 1d8 points of sonic damage on a successful critical
hit. Subjects dealt a critical hit by a dreadspawn’s claw
Combat attack must make a DC 40 Fortitude save or be deafened
Dreadspawns are unsubtle combatants and attack without permanently. The save DC is Strength-based.
fear, but have mastered a few simple tactics. When a
dreadspawn spots a threat or potential prey, it rushes Entropy (Su): When an enemy within 60 feet attacks
forward to bring its foe into range of its gaze of betrayal. a dreadspawn and misses, that creature’s next attack
Once combat begins, it attacks opponents unaffected by its roll against the dreadspawn suffers a –1 penalty as it
gaze, and tries to pinion spellcasters and badly wounded experiences feelings of despair and hopelessness. The
foes. A dreadspawn rarely holds back, and always fights penalty is cumulative, with a maximum of –8. The penalty
to the death. After the second time it takes damage, it is negated once the creature makes a successful attack
bellows its cursed wail. against the dreadspawn, or once the dreadspawn dies.

A dreadspawn’s natural weapons, as well as any weapons Immunities (Ex): A dreadspawn is immune to
it wields, are treated as epic and evil-aligned for the polymorphing, petrification or any form-altering attack.
purpose of overcoming damage reduction. It is not subject to ability drain, energy drain or ability
damage, and is immune to mind-affecting effects (charms,
Cursed Wail (Su): Once per day, a dreadspawn can compulsions, phantasms, patterns, and morale effects).
unleash a keening moan of heart-wrenching anguish The dreadspawn is also immune to the effects of negative
and parental grief. Characters within 120 feet of the energy. The dreadspawn is not subject to death by massive
dreadspawn who fail a DC 24 Will save suffer the damage.
effects of bestow curse (–4 penalty version, caster level
20th). The save DC is Charisma-based. This is a sonic, True Seeing (Su): A dreadspawn has a continuous true
necromantic effect. seeing ability, as the spell (caster level 20th).

Gaze of Betrayal (Su): 30 feet, Will DC 26 negates. Voidspawn: Calling and summoning spells cast within
Affected creatures attack loved ones and allies within 30 feet gain the evil descriptor (altering their effects, in
sight for 2d4 rounds, doing their best to slay them (using the case of spells where the creature conjured is affected
any appropriate items, spells, and abilities). Targets are by the descriptor), even if the caster could not normally
prioritised in this order: children and parents; siblings; cast evil spells. A creature that kills a dreadspawn must
other relatives; close friends; and other allies. A creature succeed on a DC 24 Will save or have the dreadspawn’s
that makes a successful saving throw against the gaze is aura cling to it for 24 hours. While the evil aura does
immune to further uses of that same dreadspawn’s gaze of not replace the creature’s natural aura, it is revealed as
betrayal for 24 hours. Gaze of betrayal is a mind-affecting surrounding the creature by detect evil spells and similar
compulsion. The save DC is Charisma-based. effects. This save DC is Charisma-based.

The dreadspawn feeds off the betrayals it causes:


whenever an affected creature damages an ally, the
dreadspawn gains a number of temporary hit points equal
to the damage taken. These temporary hit points last 1
hour.

96
Encyclopaedia - E

victim was a spellcaster who drew on extraplanar sources


for his magic (such as a cleric who called on a specific

E
deity, or a wizard specialised in conjuration spells), the
emergent ei’risai is of the medial variety.

Ei’risai Lords Ei’risai Lord: Lord


As the fiends are to evil, and the angels to good, the ei’risai
(both singular and plural) are to pure, primal chaos. Found
of Entropy
on many of the wildest planes, they bask in the churning Large Outsider (Chaotic, Extraplanar)
forces and bursts of energy that are chaos and madness Hit Dice: 48d8+624 (1,008 hp)
incarnate. No two are precisely alike, for nothing in their Initiative: +12
biology is ordered or predictable. That said, they can be Speed: 40 ft. (8 squares)
divided into five general types (lesser, medial, greater, Armour Class: 53 (-1 size, +8 Dex, +27 natural, +9
master and ancestor). The ei’risai society, if it can be insight), touch 26, flat-footed 45
called that, worships two beings of immense power called Base Attack/Grapple: +48/+65
ei’risai lords (the Lord of Entropy and Lord of the Insane). Attack: +5 anarchic scythe +66 melee (2d6+24, 19-20, x4
plus 3d6) or slam +60 melee (2d6+19 plus pandemoniac
Although not evil in the most technical terms, the ei’risai corruption)
lord live for disorder and turmoil, and their presence on the Full Attack: +5 anarchic scythe +66/+61/+56/+51 melee
material plane almost always ends in violence, pain and (2d6+24, 19-20, x4 plus 3d6) or 2 slams +60 melee
death. They are fearsome creatures, whose chaotic natures (2d6+19 plus pandemoniac corruption)
belie their intelligence, their cunning and their ability to plan. Space/Reach: 10 ft./10 ft.
(For more information on the five general types of ei’risai, Special Attacks: Control undead, death strike,
see The Iconic Bestiary: Classics of Fantasy published in pandemoniac corruption, spell-like abilities, summon
PDF by Lion’s Den Press (distributed via Ronin Arts). ei’risai
Special Qualities: Damage reduction 20/epic and lawful,
All ei’risai lords possess the following special attack: darkvision 60 ft., fast healing 15, outsider traits, plane
shift, resistance to acid 10, cold 10, electrical 10, fire 10,
Pandemoniac Corruption (Ex): The ei’risai do not and sonic 10, telepathy 100 ft., spell resistance 39
reproduce through normal means. Rather, they infect their Saves: Fort +39, Ref +34, Will +35
victims with a supernatural substance, somewhere between Abilities: Str 36, Dex 27, Con 37, Int 28, Wis 28, Cha 26
a poison and a plague. Any time someone is injured by Skills: Balance +30, Climb +64, Concentration +60,
an ei’risai’s natural attack, he must attempt a Fortitude Diplomacy +63, Escape Artist +45, Handle Animal +50,
save (DC varies by type, and is Constitution based). If he Intimidate +59, Knowledge (arcana) +56, Knowledge
succeeds, the injected substance does not take hold in his (history) +51, Knowledge (the planes) +56, Knowledge
system, and he is immune to the pandemoniac corruption (religion) +58, Listen +60, Move Silently +41, Ride
of that particular ei’risai for 24 hours. +61, Search +49, Sense Motive +53, Spellcraft +63 (+67
scrolls), Spot +60, Survival +52 (+54 on other planes, +54
If the victim fails, a faint oil secreted by all ei’risai works following tracks), Use Magic Device +30 (+32 scrolls)
its way into his bloodstream. The victim appears perfectly Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great
normal and healthy for 3d6 days. Once that time expires, the Cleave, Improved Critical (scythe), Improved Disarm,
victim suddenly grows deathly ill. He develops open lesions Improved Initiative, Improved Sunder, Mobility, Power
all over his body, which slowly leak a strange, dull grey fluid. Attack, Quicken Spell-Like Ability (fireball), Track,
Weapon Focus (scythe)
His eyes glaze over with a green film, and he begins to Epic Feats: Dire Charge, Overwhelming Critical (scythe),
cough up mucus tainted with blood and that same grey Reflective Spell Resistance
sludge. He suffers a penalty of 1d10+5 to all ability scores Environment: Any chaotic plane
(roll separately for each), minimum 1. At any point in the Organisation: Solitary or troupe (Lord of Entropy plus
process, even before symptoms are visible, a remove disease 1-2 ancestor ei’risai)
spell destroys the substance in the bloodstream. Once Challenge Rating: 29
symptoms are visible, a DC 25 Heal check can also save the Treasure: Triple standard, plus +5 anarchic scythe
victim. Because this requires various herbs and substances Alignment: Always chaotic neutral
that are toxic in their own right, however, each Heal attempt Advancement: —
(successful or not) requires that the victim make a Fortitude Level Adjustment: —
save or suffer 1 point of Constitution damage.
This creature stands about twice the size of a human and
The victim dies 3d12 hours after symptoms first appear, appears as a skeletal humanoid cloaked in impenetrable
unless he has been cured. The corpse immediately bursts darkness. Two huge, 15-foot long, bat-like wings protrude
open in a cloud of corruption and decay, and a new ei’risai from its shoulders. His eyes are hollow sockets of white
emerges. This is normally a lesser ei’risai, but if the light.

97
Encyclopaedia - E

The Ei’risai Lord of Entropy is believed by some to be the Summon Er’risai (Sp): Three times per day, the Ei’risai
supreme ruler of the ei’risai race. He is a true agent of Lord of Entropy can automatically summon 3 lesser,
Chaos as can be seen in his actions and mood. Few have medial, or greater ei’risai or 2 master or ancestor ei’risai.
witnessed his true power, and those who have never speak This ability is the equivalent of a 9th-level spell.
of such experiences.
Anarchic Scythe: The Ei’risai Lord’s +5 scythe has the
Hushed whispers among the ei’risai say this is in fact a anarchic special ability. It is chaotically aligned and
guise and not his true form. It is believed that his true infused with the power of chaos. It makes the weapon
form is that of a 15-foot tall black-skinned demon. chaos-aligned and thus bypasses the corresponding
damage reduction. It deals an extra 2d6 points of damage
The Ei’risai Lord of Entropy speaks Abyssal, Celestial, against all of lawful alignment. It bestows one negative
Common, Daemonic, Draconic, Ei’risai, Goblin, Infernal, level on any lawful creature attempting to wield it. The
Terran and Undercommon. negative level remains as long as the weapon is in hand
and disappears when the weapon is no longer wielded.
This negative level never results in actual level loss, but
Combat it cannot be overcome in any way (including restoration
The Ei’risai Lord of Entropy’s primary attack is with his spells) while the weapon is wielded.
scythe. He attacks relentlessly with it in combat, mixing
in his spell-like abilities as he sees fit.

The Ei’risai Lord of Entropy’s natural weapons, as well


The Ei’risai Lord’s
as any weapon he wields, are considered chaotic-aligned
and epic weapons for the purpose of overcoming damage Mount
reduction. When visiting the Material Plane, the ei’risai lord rides an
ancient brass dragon named Ryssk.
Control Undead (Su): Twice per day when on the
Material Plane, the ei’risai lord can control undead as the Ryssk, Ancient Brass Dragon: CR 20; SZ H; HD
spell (caster level 29th). 31d12+248; hp 449; Init +4; Spd 60 ft. (12 squares),
burrow 30 ft., fly 200 ft. (poor); AC 38 (-2 size, +30
Death Strike (Su): If the Ei’risai Lord of Entropy scores natural), touch 8, flatfooted 38; BAB/Grap +31/+50;
a natural 20 on its attack roll with his scythe and confirms Atk bite +43 melee (2d8+11); Full Atk bite +41 melee
the critical hit, that opponent must succeed on a DC (2d8+11) and 2 claws +36 melee (2d6+5) and 2 wings +35
35 Fortitude save or die. Creatures slain can be raised melee (1d8+5) and tail slap +35 melee (2d6+16); Space/
normally, but there is only a 50% chance that such magic Reach 15 ft./10 ft. (15 ft. with bite); SA breath weapon
works. Even if the Fortitude save succeeds, a creature (100-ft. line of fire, 10d6, Ref DC 33 for half; cone of
struck takes 8d6 points of damage (which may be enough sleep, Will save DC 33, 1d6+10 rounds), crush, frightful
to kill it anyway). This ability only functions in the hands presence (Will DC 30), spell like abilities, spells; SQ
of the Ei’risai Lord of Entropy. darkvision (1,000 ft.), dragon traits, keen senses, low-light
vision, immunity to fire, vulnerability to cold, damage
Pandemoniac Corruption (Ex): The Ei’risai Lord reduction (15/magic), SR 27; AL CG; SV Fort +25, Ref
of Entropy’s corruption can be resisted with a DC 47 +17, Will +22; Str 33, Dex 10, Con 27, Int 20, Wis 21, Cha
Fortitude save. The save DC is Constitution-based. 20.

Spell-Like Abilities: At will—animate objects, chaos Skills: Bluff +39, Concentration +42, Diplomacy +47,
hammer (DC 22), cloak of chaos (DC 26), deeper Escape Artist +34, Intimidate +43, Knowledge (arcana)
darkness, detect magic, dispel law (DC 23), fear (DC +39, Listen +39, Search +39, Sense Motive +39, Spot +39,
22), fireball (DC 21), fly, identify, invisibility (self only), Use Magic Device +39.
magic circle against law, mass charm monster (DC 26),
power word blind, see invisibility, silent image (DC 19); Feats: Cleave, Flyby Attack, Great Cleave, Hover,
2/day—circle of death (DC 24), word of chaos (DC 25); Improved Initiative, Maximise Spell, Power Attack,
1/day—cloak of chaos (DC 26), finger of death (DC 25), Snatch, Weapon Focus (bite), Weapon Focus (claw),
power word kill, storm of vengeance (DC 27). Caster level Wingover.
29th. The save DCs are Charisma-based.
Spell-Like Abilities: At will—speak with animals; 3/
Plane Shift (Sp): The Ei’risai Lord of Entropy can enter day—endure elements (100-ft. radius); 1/day—control
any of the outer planes, the inner planes or the Material winds, control weather, suggestion.
Plane. This ability transports the Ei’risai Lord of Entropy
and up to six other creatures, provided they all link hands. Sorcerer Spells Known (Cast per Day 6/8/7/7/7/7/6/4;
It is otherwise similar to the spell of the same name (caster save DC 15 + spell level, caster level 15th): 0—dancing
level 20th). lights, daze, disrupt undead, flare, light, open/close,
prestidigitation, ray of frost, read magic; 1st—animate
rope, burning hands, magic missile, obscuring mist,

98
Encyclopaedia - E

true strike; 2nd—blur, daylight, detect thoughts, see The Ei’risai Lord of the Insane is one of the few ei’risai
invisibility, web; 3rd—fireball, magic circle against law, lords that enjoys travelling the planes and often enters
ray of exhaustion, water breathing; 4th—charm monster, the Material Plane disguised as a tall, mystical warrior
confusion, remove curse, wall of fire; 5th—dismissal, adorned in black plate armour. In the outer planes, he is
feeblemind, hold monster, telekinesis; 6th—antimagic often encountered in his amoeba form or that of a great
field, geas/quest, mage’s lucubration; 7th—mass hold golden-skinned demon.
person, spell turning.
The Ei’risai Lord of the Insane generally covers an area
about 5 feet wide and feet tall, but being similar in makeup
Ei’risai Lord: Lord to an ooze, can flatten his form and cover a greater area
or squeeze through openings much smaller than would
of the Insane normally be allowed. His tentacles are 10 feet long.

Medium Outsider (Chaotic, Extraplanar) The Ei’risai Lord of the Insane speaks Abyssal, Celestial,
Hit Dice: 40d8+600 (920 hp) Common, Daemonic, Draconic, Ei’risai, Goblin, Infernal
Initiative: +14 and Undercommon.
Speed: 40 ft. (8 squares) fly 60 ft. (average)
Armour Class: 47 (+3 Dex, +26 natural, +8 insight),
touch 21, flat-footed 44 Combat
Base Attack/Grapple: +40/+53 The Ei’risai Lord of the Insane attacks using his spell-like
Attack: Slam +54 melee (1d8+13 plus energy drain plus abilities and slam attacks.
pandemoniac corruption)
Full Attack: 3 slams +54 melee (1d8+13 plus energy His natural weapons, as well as any weapon he wields,
drain plus pandemoniac corruption) are considered chaotic-aligned and epic weapons for the
Space/Reach: 5 ft./5 ft. (10 ft. with slam) purpose of overcoming damage reduction.
Special Attacks: Energy drain, pandemoniac corruption,
spell-like abilities, summon ei’risai Energy Drain (Su): Living creatures hit by the ei’risai
Special Qualities: Amorphous, change shape, damage lord’s slam attack gain 3 negative levels. The DC is 45 for
reduction 20/epic and lawful, darkvision 60 ft., fast the Fortitude save to remove a negative level. The DC is
healing 15, outsider traits, plane shift, resistance to acid Constitution-based.
10, cold 10, electricity 10, fire 10, and sonic 10, spell
resistance 37, telepathy 100 ft. Pandemoniac Corruption (Ex): The Ei’risai Lord of the
Saves: Fort +37, Ref +28, Will +30 Insane’s corruption can be resisted with a DC 45 Fortitude
Abilities: Str 36, Dex 22, Con 40, Int 26, Wis 26, Cha 26 save. The save DC is Constitution-based.
Skills: Balance +31, Climb +56, Concentration +58,
Diplomacy +42, Escape Artist +49, Hide +34, Intimidate Spell-Like Abilities: At will—animate objects, chaos
+51, Knowledge (arcana) +51, Knowledge (history) +28, hammer (DC 22), deeper darkness, detect magic, dispel
Knowledge (the planes) +51, Knowledge (religion) +51, law (DC 23), fear (DC 22), fireball (DC 21), invisibility
Listen +51, Move Silently +49, Search +51, Sense Motive (self only), magic circle against law, mass charm monster
+41, Spellcraft +55, Spot +51, Survival +44 (+46 on other (DC 26), power word blind, see invisibility, shatter (DC
planes, +46 following tracks) 20); 2/day—circle of death (DC 24), symbol of insanity
Feats: Blind-Fight, Cleave, Combat Reflexes, Dodge, (DC 26), word of chaos (DC 25); 1/day—finger of death
Great Cleave, Improved Bull Rush, Improved Disarm, (DC 25), implosion (DC 27). Caster level 27th. The save
Improved Initiative, Improved Sunder, Mobility, Power DCs are Charisma-based.
Attack, Weapon Focus (slam)
Epic Feats: Improved Combat Reflexes, Spellcasting Amorphous (Ex): The Ei’risai Lord of the Insane is not
Harrier, Superior Initiative subject to critical hits, and having no clear front or back,
Environment: Any chaotic plane cannot be flanked.
Organisation: Solitary or troupe (Lord of the Insane plus
1-2 ancestor ei’risai) Change Shape (Su): The Ei’risai Lord of the Insane can
Challenge Rating: 27 assume the shape of a humanoid as a standard action. In
Treasure: Triple standard humanoid form, the ei’risai lord cannot use its natural
Alignment: Always chaotic neutral weapons and does not deal negative levels. He usually
Advancement: — assumes as a human male fighter cloaked in black plate
Level Adjustment: — armour wielding an iron black longsword (purportedly
the legendary black sword: a +3 longsword that stuns any
This creature looks like a dark gold amoeba with an creature struck, as if by the power word stun spell, for
oversized humanoid brain floating in its center. Three long, 1d10 minutes if the victim fails a Fortitude save at DC 24).
black tentacles extend from its body, writhing constantly.
The Ei’risai Lord of the Insane is one of the most powerful Plane Shift (Sp): The Ei’risai Lord of the Insane can enter
ei’risai lords in existence, and no ei’risai questions his any of the outer planes, the inner planes or the Material
authority or rulership, even the other ei’risai lords. Plane. This ability transports the ei’risai lord and up to six

99
Encyclopaedia - E

other creatures, provided they are all touching the ei’risai


lord. It is otherwise similar to the spell of the same name Hurricane
(caster level 20th).

Summon Ei’risai (Sp): Three times per day, the Ei’risai


Elemental
Colossal Elemental (Air, Extraplanar)
Lord of the Insane can automatically summon 3 lesser,
Hit Dice: 43d8+407 (600 hp)
medial, or greater ei’risai or 2 master or ancestor ei’risai.
Initiative: +19
This ability is the equivalent of a 9th-level spell.
Speed: Fly 200 ft. (perfect) (40 squares)
Armour Class: 39 (–8 size, +11 Dex, +26 natural), touch

Elemental, 13, flat-footed 28


Base Attack/Grapple: +32/+61
Attack: Buffet +37 melee (6d8+19)
Ca lamity Full Attack: Buffet +37 melee (6d8+19)
Calamity elementals used to be common members of their Space/Reach: 40 ft./40 ft.
species before their essences were taken and perverted by Special Attacks: Devour, hurricane
the dark powers of destruction. Each of these creatures Special Qualities: Damage reduction 15/good, dark form,
is associated not to an element but to an elemental darkvision 60 ft., elemental traits, hurricane form
catastrophe; its special attacks and qualities are always tied Saves: Fort +23, Ref +34, Will +14
to destructive manifestations of its respective element. Abilities: Str 36, Dex 32, Con 28, Int 8, Wis 11, Cha 14
Skills: Intimidate +24, Listen +14, Spot +14
Calamity Elemental Traits: All calamity elementals Feats: Ability Focus (hurricane), Alertness, Cleave,
share the following special abilities: Combat Reflexes, Dodge, Flyby Attack, Improved Flyby
Attack, Improved Initiative, Mobility, Power Attack
Devour (Ex): By spending a full-round action, a calamity Epic Feats: Blinding Speed, Epic Toughness, Improved
elemental can engulf a single Huge or smaller creature Combat Reflexes, Penetrate Damage Reduction
and capture it inside its body. The target is allowed a (adamantine), Superior Initiative
Reflex save (DC equal to 10 + ½ the calamity elemental’s
HD + the calamity elemental’s Strength modifier) to The being, if indeed this is a monster and not a freak
avoid being devoured. A devoured creature is considered weather effect, appears as a dark, living mass of stormy
grappled, while the calamity elemental is not. A devoured air and rolling black clouds. Again, if this was a living
creature suffers damage equal to the corresponding creature, then surely those two bright, evil slits would be
calamity elemental’s primary attack each round. A its eyes – otherwise they must be an imminent storm.
devoured creature may only escape by succeeding at an
Escape Artist or grapple check (DC equal to the calamity Hurricane elementals are the air element given form, life
elemental’s grapple check). A calamity elemental may and an endless, immeasurable fury. They look like living
hold up to two Huge, four Large, eight Medium, 16 Small tempests, with a body made of storm winds and black
or 32 smaller creatures simultaneously. clouds, a voice made of thunder and rumbling gales and
eyes made of the occasional flash of lightning. If the thing
�Dark Form (Su): Besides their corresponding element, could be said to have a size, it would probably be Colossal
calamity elementals are made of the essence of darkness, or even larger.
being utterly featureless and even negating light sources
by their very presence. Spells such as continual light, Hurricane elementals speak Abyssal and Auran.
dancing lights, daylight, flare and light do not work
within 5 feet of a calamity elemental, and the calamity Combat
elementals themselves are immune to the effects of such
spells. The body of any calamity elemental blocks all Hurricane elementals attack by unleashing themselves on
normal visibility 5 feet away (even darkvision), and opponents, preferring to use their hurricane special attack
creatures in the area have concealment (20% miss chance). or to fly over an enemy party and use its Combat Reflexes
and high Dexterity to literally rain blows upon them.
All calamity elementals share the following statistics:
A hurricane elemental’s attacks are considered epic and evil-
Environment: Chaotic evil and elemental planes aligned for the purpose of overcoming damage reduction.
Organisation: Solitary
Challenge Rating: 24 Devour (Ex): 4d8 bludgeoning damage each round, save
Treasure: None DC 44, grapple bonus +61. The save DC is Strength
Alignment: Always chaotic evil based.
Advancement: 44+ HD (Colossal)
Level Adjustment: — Hurricane (Su): As a full-round action, a hurricane
elemental may unleash a hurricane attack upon all
creatures near it. Any Gargantuan or smaller creature
within 15 feet of a hurricane elemental using this ability

100
Encyclopaedia - E

must succeed at a Reflex save (DC 46) or suffer 4d8


bludgeoning damage from the winds’ force. This is in
addition to the effect caused when a hurricane elemental
enters a space occupied by another creature (see below).
While using this ability, a hurricane elemental cannot
make buffet attacks and does not threaten any area. The
save is DC is Strength based.

Hurricane Form (Ex): A hurricane elemental never


provokes attacks of opportunity by moving, even if it enters
a space occupied by other creatures. The body of a hurricane
elemental acts as a fog cloud spell, obscuring vision 5 feet
away (including darkvision) and giving concealment to
creatures in the same space as the hurricane elemental. It
is impossible to make ranged weapon attacks in the area
occupied by a hurricane elemental; therefore a hurricane
elemental is usually immune to attacks from bows,
crossbows, slings or thrown weapons.

Large or smaller creatures cannot enter the area


occupied by a hurricane elemental. If a hurricane
elemental forcibly enters an occupied area, it causes
all Large or smaller creatures already occupying the
area to be blown away 1d6x10 feet, suffering 1d4 points
of nonlethal damage per 10 feet. Flying creatures suffer
twice this damage.

Infern o Elemental
Colossal Elemental (Fire, Extraplanar)
Hit Dice: 43d8+387 (580 hp)
Initiative: +18
Speed: 60 ft. (12 squares) These creatures are evil, harmful versions of fire
Armour Class: 40 (–8 size, +14 Dex, +24 natural), touch elementals. An inferno elemental appears as a Colossal,
16, flat-footed 26 living blaze or forest fire, filled with dark bits of charred
Base Attack/Grapple: +32/+56 matter and smoke defining its crude features and making
Attack: Slam +34 melee (4d8+8 plus 4d8 fire) the creature look like it is composed of equal parts fire
Full Attack: 2 slams +34 melee (4d8+8 plus 4d8 fire) and shadow. Inferno elementals are always completely
Space/Reach: 40 ft./40 ft. surrounded by an all encompassing nimbus of greasy,
Special Attacks: Blaze form, devour noxious black smoke.
Special Qualities: Damage reduction 15/good, dark form,
darkvision 60 ft., elemental traits, fire subtype Inferno elementals speak Abyssal and Ignan.
Saves: Fort +23, Ref +37, Will +14
Abilities: Str 26, Dex 38, Con 28, Int 6, Wis 11, Cha 14
Skills: Jump +20, Intimidate +22, Listen +15, Spot +15 Combat
Feats: Ability Focus (blaze form), Alertness, Combat Inferno elementals prefer to simply rage over their prey,
Reflexes, Dodge, Improved Initiative, Mobility, Spring frantically devastating everything in their path and letting
Attack their blaze form ability take care of whatever opposition
Epic Feats: Blinding Speed (x2), Dire Charge, Energy they should find in the way.
Feeder (fire), Epic Prowess (x2), Improved Combat
Reflexes, Penetrate Damage Reduction (silver) An inferno elemental’s attacks are considered epic and
evil-aligned for the purpose of overcoming damage
From within the blaze a furious, chaotic shape emerges reduction.
above the fire and smoke. It appears as a fire elemental,
yet larger and darker, with black bits and outlines all over Blaze Form (Su): The very essence of an inferno
its mass. Among these dark spots, a demonic mouth and elemental is an endless, fiery blaze. Creatures within 10
eyes could perhaps be discerned; they seem to be laughing feet of a fiery elemental must succeed at a Fortitude save
madly, too. A crown of black smoke constantly surrounds (DC 42) each round or suffer 1d4 points of nonlethal
the creature, although it is hard to determine whether it damage from the black smoke and sheer heat emanating
actually emanates from it or it is just the bleak result of the from the creature. Any creature or object touching or
destruction it has already wrought. touched by an inferno elemental suffers 4d8 points of

101
Encyclopaedia - E

fire damage and must succeed on a Reflex save (DC 42)


or catch on fire, requiring an additional Reflex save each
Combat
round to avoid suffering 1d6 points of fire damage. A Landslide elementals like to pulverise opponents with
creature that makes a melee attack (successful or not) their slam hoping that a critical hit will quickly end
against an inferno elemental must succeed at a Reflex save their existence; they will often devour spellcasters if the
or catch on fire as described. opportunity arises.

In addition, creatures carrying or wearing metal items are A landslide elemental’s attacks are considered epic and
affected as per a heat metal spell as long as they remain evil-aligned for the purpose of overcoming damage
within 10 feet of an inferno elemental. The save DCs are reduction.
Constitution based.
Devour (Ex): 4d10+22 plus 1d6 on a critical (19-20),
Devour (Ex): 4d8+8 plus 4d8 fire damage each round, due to the Devastating Critical any critical hit provokes a
save DC 39, grapple bonus +56. The save DC is Strength Fortitude save (DC 49) or the target will die, grapple +66.
based. The save DC is Strength based.

Landslide Form (Su): The very essence of a landslide


Landslide elemental is an endless, storm of falling rocks that cycle
over and over again in an endless cascade. Creatures

Elemental within 10 feet of a landslide elemental must succeed at a


Fortitude save (DC 42) each round or suffer 1d8 points of
Colossal Elemental (Earth, Extraplanar) nonlethal damage from being pelted with small stones and
Hit Dice: 43d8+473 (666 hp) choking on dust expelled by the grinding of rocks.
Initiative: +4
Speed: 30 ft. (6 squares), burrow 60 ft. In addition, any creatures within 10 feet of the landslide
Armour Class: 40 (-8 size, +4 Dex, +34 natural), touch 6, elemental that are carrying or wearing items made of
flat-footed 36 crystal, glass, ceramic or porcelain must save to resist
Base Attack/Grapple: +32/+66 them being destroyed as per the shatter spell. The save
Attack: Slam +42 melee (4d10+22 plus 1d6 on critical, DC is Constitution based.
19-20, DC 49 or die)
Full Attack: 2 slams +42 (4d10+22 plus 1d6 on critical,
19-20, DC 49 or die)
Space/Reach: 40 ft./40 ft.
Maelstrom
Special Attacks: Devour, landslide form
Special Qualities: Damage reduction 15/good, dark form,
Elemental
darkvision 60 ft., elemental traits Colossal Elemental (Extraplanar, Water)
Saves: Fort +34, Ref +18, Will +19 Hit Dice: 43d8+430 (623 hp)
Abilities: Str 46, Dex 18, Con 32, Int 6, Wis 13, Cha 14 Initiative: +13
Skills: Jump +18, Intimidate +18, Listen +16, Spot +16 Speed: Swim 120 ft. (24 squares)
Feats: Awesome Blow, Cleave, Great Cleave, Improved Armour Class: 39 (–8 size, +5 Dex, +32 natural), touch 7,
Bull Rush, Improved Critical (slam), Power Attack, flat-footed 34
Weapon Focus (slam) Base Attack/Grapple: +32/+64
Epic Feats: Devastating Critical (slam), Energy Attack: Wave buffet +40 melee (4d10+16)
Resistance (acid), Epic Potency (x2), Epic Will, Improved Full Attack: 2 wave buffets +40 melee (4d10+16)
Awesome Blow, Overwhelming Critical (slam), Penetrate Space/Reach: 40 ft. /40 ft.
Damage Reduction (adamantine) Special Attacks: Devour, vortex form
Special Qualities: Damage reduction 15/good, dark form,
A roiling landscape of dirt as black as death rolls forward. darkvision 60 ft., elemental traits
Within it tumble rocks, trees and groundcover like that of a Saves: Fort +33, Ref +19, Will +15
thousand hillsides. Amid the tumbling rock there appears Abilities: Str 42, Dex 20, Con 30, Int 8, Wis 12, Cha 11
here and there, a glimpse of malevolent eyes and terrible Skills: Intimidate +15, Listen +18, Spot +19, Swim +24
fangs can be seen... Feats: Ability Focus (vortex form), Alertness, Cleave,
Combat Reflexes, Dodge, Mobility, Improved Initiative,
Like a demonic earth elemental, the landslide elemental Improved Swim-By Attack, Power Attack, Swim-By
strives to cause destruction and mayhem wherever he goes. Attack
This elemental is composed of soil, rocks, grass, small Epic Feats: Dire Charge, Energy Resistance (fire),
trees, bushes and any cover typically found on the side of Improved Combat Reflexes, Penetrate Damage Reduction
a hill. Landslide elementals are always surrounded by a (silver), Superior Initiative
cloud of dust and debris.
From the depths it climbs, not a tidal wave or a sea demon
Landslide elementals speak Abyssal and Terran. but a dreadful combination of the two. It is like a living,
vortex of incalculable size; deeply roaring as it spins

102
Encyclopaedia - E

with a voice that sounds like it belongs to the darkest sea Devour (Ex): 4d10+16 damage each round, save DC 47,
abysses. No mouth seems to be emitting this evil sound, grapple bonus +64. The save DC is Strength based.
yet the centre of the whirlpool does look like a black, deep,
hungry maw… Vortex Form (Su): The maelstrom elemental’s natural
form is a swirling vortex of dark waters. Normal fires
A maelstrom elemental is a relative or offshoot of the are immediately extinguished when in contact with a
more common water elemental, corrupted and turned maelstrom elemental; magical fires are allowed a caster
insane either by long contact with certain terrors from the level check (DC 41) to remain in effect even inside the
ocean depths or by darker immortal design. It looks as a maelstrom elemental. Such fires damage the monster
Colossal black water elemental, its colour not a product normally. The save DC is Constitution based.
of pollution but of actual resistance to light – maelstrom
elementals are creatures of all-consuming darkness, Any creature in the same area as a maelstrom elemental
even when they come to the surface. While attacking, a must succeed at a Swim check (DC 47) or be swept away
maelstrom elemental appears as a terrifying, gigantic black inside the monster’s body. This is not the same as being
whirlpool of utmost destructive force. devoured by the monster (see above); however a maelstrom
elemental can use its devour ability against a creature
Maelstrom elementals speak Abyssal and Aquan. trapped inside it as a free action. A creature thus trapped
(but not devoured) inside the maelstrom elemental must
succeed at a Swim check (DC 47, Strength based) each
Combat round or suffer 1d6 points of nonlethal damage from the
Maelstrom elementals like to use their devour ability more swirling currents. After three successful Swim checks in a
than others of their kind, always attempting this attack row, the creature may swim free of the maelstrom elemental,
before any other. moving away from it a number of feet equal to the creature’s
base movement speed. The save DC is Strength based.
A maelstrom elemental’s attacks are considered epic
and evil-aligned for the purpose of overcoming damage For each round a Gargantuan or smaller ship remains in
reduction. the same area as a maelstrom elemental, its pilot or crew
must succeed at a Profession
(sailor) check (DC 30, Strength
based) or suffer 4d10 damage
and have a 50% chance of
capsizing. Three such successful
Profession (sailor) checks in a
row allow the ship to sail free of
the maelstrom elemental, moving
away from the monster by a
number of feet equal to the ship’s
base movement speed.

Any creature caught inside a


maelstrom elemental, whether by
being swept away or devoured,
must succeed at a Fortitude save
each round (DC 10 + 1 for each
consecutive round) to avoid
drowning. Failure means the
creature becomes unconscious (0
hit points) and begins dying the
next round, and dies on the third
round.

Skills: A maelstrom elemental


gains a +8 racial bonus on all
Swim checks. It can use the run
action while swimming, provided
it swims on a straight line. A
maelstrom elemental can always
take 10 on Swim checks, even if
distracted or endangered.

103
Encyclopaedia - E

Whirlwind (Su): The elemental can transform itself


Elemental, Primal into a whirlwind once every 10 minutes and remain in
Primal elementals are thought to be the progenitors of all that form for up to 1 round for every 2 HD it has. In this
the lesser elemental races. form, the elemental can move through the air or along a
surface at its fly speed. A primal air whirlwind is 10 feet
All primal elemental have the following characteristics: wide at the base, 40 feet wide at the top, and up to 80 feet
tall. The elemental controls its exact height, but it must
Environment: Any land or sea (except primal fire be at least 10 feet. Gargantuan or smaller creatures might
elemental) take damage when caught in the whirlwind and may be
Organisation: Solitary lifted into the air. An affected creature must succeed at
Treasure: None a Reflex save (DC 53) when it comes into contact with
Challenge Rating: 35 the whirlwind or take 4d8 points of damage. It must also
Alignment: Usually neutral succeed at a second Reflex save (DC 53) or be picked
Advancement: 65-288 HD (Colossal) up bodily and held suspended in the powerful winds,
automatically taking 4d8 points of damage each round.
A creature that can fly is allowed a Reflex save (DC 53)
Elemental, Primal each round to escape the whirlwind. The creature still
takes damage but can leave if the save is successful. The

Air elemental can eject any carried creatures whenever it


wishes, depositing them wherever the whirlwind happens
Colossal Elemental (Air, Extraplanar) to be. A summoned elemental always ejects trapped
Hit Dice: 64d8+656 (944 hp) creatures before returning to its home plane. If the
Initiative: +24 whirlwind’s base touches the ground, it creates a swirling
Speed: Fly 100 ft. (10 squares) (perfect) cloud of debris. This cloud is centred on the elemental and
Armour Class: 66 (-8 size, +16 Dex, +48 natural), touch has a diameter equal to half the whirlwind’s height. The
18, flat-footed 50 cloud obscures all vision, including darkvision, beyond 5
Base Attack/Grapple: +48/+75 feet. Creatures 5 feet away have one-half concealment,
Attack: Slam +59 slam melee (4d8+11) while those farther away have total concealment. Those
Full Attack: 2 slam +59 melee (4d8+11) caught in the cloud must succeed at a Concentration check
Space/Reach: 30 ft./30 ft. (DC 53) to cast a spell. The DC is Strength-based.
Special Attacks: Air mastery, whirlwind
Special Qualities: Damage reduction 10/—, elemental
traits, spell resistance 42
Saves: Fort +32, Ref +52, Will +28
Elemental, Primal
Abilities: Str 32, Dex 43, Con 28, Int 8, Wis 13, Cha 13
Skills: Listen +33, Spot +40
Earth
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Colossal Elemental (Earth, Extraplanar)
Great Fortitude, Improved Initiative, Iron Will, Mobility, Hit Dice: 64d8+760 (1,048 hp)
Lightning Reflexes, Spring Attack, Weapon Finesse, Initiative: -1
Weapon Focus (slam) Speed: 20 ft. (4 squares), burrow 40 ft.
Epic Feats: Blinding Speed (x2), Epic Prowess (x2), Epic Armour Class: 49 (-8 size, -1 Dex, 48 natural), touch 1,
Toughness (x4), Epic Will, Superior Initiative flat-footed 49
Base Attack/Grapple: +48/+80
A cracking storm of unimaginably size, this primal Attack: Slam +59 melee (4d10+24, 19-20)
creature darts about the sky with unnatural grace… Full Attack: 2 slams +59 melee (4d10+16, 19-20)
Space/Reach: 30 ft./30 ft.
Primal air elementals are swift and powerful, an Special Attacks: Earth mastery, push
embodiment of the greatest storms imaginable. They are Special Qualities: Damage reduction 15/—, elemental
in constant motion and their shape changes as they move traits, spell resistance 42
which conceals their eyes and maw. Saves: Fort +44, Ref +22, Will +28
Abilities: Str 43, Dex 8, Con 31, Int 8, Wis 13, Cha 13
Primal air elementals speak Auran. Skills: Jump +10, Listen +41, Spot +32
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave,
Improved Critical (slam), Improved Sunder, Iron Will,
Combat Lightning Reflexes, Power Attack, Weapon Focus (slam)
Primal air elemental attack from the skies and rarely touch Epic Feats: Devastating Critical (slam), Epic Prowess
the ground. (x3), Epic Toughness (x6), Epic Will, Overwhelming
Critical (slam)
Air Mastery (Ex): Airborne creatures take a –1 penalty on
attack and damage rolls against an air elemental. The rocks before you coalesces into the form of a man
more than 60 ft. tall…

104
Encyclopaedia - E

Powerful and solid, this rocky man is composed of


the hardest minerals on the planet. It attacks, though
Combat
powerful, are slow due to its awesome mass. A primal Primal fire elementals in a fickle in their behaviour and
earth elemental rarely shows emotion of any kind. rarely concentrate their attacks on a single opponent.
Instead they will split attacks between multiple opponents.
Earth elementals speak Terran.
Burn (Ex): Those hit by a primal fire elemental’s slam
attack must succeed at a Reflex save (DC 51) or catch
Combat fire. The flame burns for 1d4 rounds. A burning creature
Primal earth elemental crush things with their rocky fists. can take a move-equivalent action to put out the flame.
Creatures hitting a fire elemental with natural weapons
Earth Mastery (Ex): An earth elemental gains a +1 attack and damage or unarmed attacks take fire damage as though hit by the
bonus if both it and its foe touch the ground. If an opponent is airborne elemental’s attack, and also catch fire unless they succeed
or water-borne, the elemental takes a –4 penalty on attack and damage at a Reflex save. The DC is Constitution-based.
rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush


manoeuvre without provoking an attack of opportunity.
Elemental, Primal
The combat modifiers given for earth mastery, above, also
apply to the elemental’s opposed Strength checks.
Water
Colossal Elemental (Extraplanar, Water)
Hit Dice: 64d8+760 (1,048 hp)
Elemental, Primal Initiative: +14
Speed: 20 ft. (4 squares), swim 90 ft.

Fire Armour Class: 64 (-8 size, +14 Dex, +48 natural), touch
16, flat-footed 50
Colossal Elemental (Fire, Extraplanar) Base Attack/Grapple: +48/+80
Hit Dice: 64d8+656 (944 hp) Attack: Slam +59 melee (4d10+16, 19-20)
Initiative: +14 Full Attack: 2 slam +59 melee (4d10+16, 19-20)
Speed: 50 ft. (10 squares) Space/Reach: 30 ft./30 ft.
Armour Class: 64 (-8 size, +14 Dex, +48 natural), touch Special Attack: Drench, vortex, water mastery
16, flat-footed 50 Special Qualities: Damage reduction 15/—, elemental
Base Attack/Grapple: +48/+75 traits, spell resistance 42
Attack: Slam +57 melee (4d8+11 plus 4d8 fire) Saves: Fort +44, Ref +21, Will +37
Full Attack: 2 slams +57 melee (4d8+11 plus 4d8 fire) Abilities: Str 42, Dex 38, Con 31, Int 8, Wis 13, Cha 13
Space/Reach: 30 ft./30 ft. Skills: Jump +10, Listen +41, Spot +32, Swim +24
Special Attacks: Burn Feats: Alertness, Cleave, Combat Reflexes, Dodge, Great
Special Qualities: Cold vulnerability, damage reduction Cleave, Improved Critical (slam), Improved Sunder, Iron
10/—, elemental traits, fire immunity, spell resistance 42 Will, Lightning Reflexes, Power Attack, Weapon Focus
Saves: Fort +32, Ref +50, Will +28 (slam)
Abilities: Str 32, Dex 39, Con 28, Int 8, Wis 13, Cha 13 Epic Feats: Devastating Critical (slam), Epic Prowess
Skills: Jump +19, Listen +32, Spot +41 (x2), Epic Toughness (x6), Epic Will, Overwhelming
Feats: Alertness, Combat Reflexes, Dodge, Great Critical (slam)
Fortitude, Improved Initiative, Iron Will, Lightning
Reflexes, Mobility, Power Attack, Spring Attack, Weapon Like a tsunami that walks on two legs, this creature
Finesse, Weapon Focus (slam) splashes and crashes across the landscape…
Epic Feats: Blinding Speed, Dire Charge, Epic Prowess
(x2), Epic Toughness (x4), Epic Will, Superior Initiative Always found near water, the primal water elemental is
a tempestuous creature. Aggressive and devastating this
Much like a wall of flame the body of creature ripples and creature destroys ships that sail the seas and buildings that
burns, from its sides stretch two arms… rise along the shores. A primal water elemental cannot
venture more than 360 feet from the body of water from
Extremely fast and agile, the primal fire elemental which it emerged.
consumes all that it touches. It travels quickly from
location to location igniting whatever it can. It does not Water elementals speak Aquan.
act with malice in this regard but instead is attempting to
free the fire that is trapped within all things.
Combat
A primal fire elemental cannot enter water or any other Water Mastery (Ex): A water elemental gains a +1 bonus
non-flammable liquid. Unlike lesser fire elementals, a on attack and damage rolls if both it and its opponent
primal fire elemental may attempt to evaporate a lesser touch water. If the opponent or elemental is land-bound,
body of water if blocked. Fire elementals speak Ignan. the elemental takes a –4 penalty on attack and damage
rolls. (These modifiers are not included in the statistics

105
Encyclopaedia - E

block.) A primal water elemental can be a serious threat Armour Class: 34 (-4 size, +28 natural), touch 6,
to a ship that crosses its path. It can easily overturn even flatfooted 34
large craft (ships of up to 5 feet in length per Hit Dice of Base Attack/Grapple: +28/+52
the elemental) and stop massive vessels (ships of less than Attack: Bite +38 melee (3d10+12)
10 feet in length per HD). Even ocean-going behemoths Full Attack: Bite +38 melee (3d10+12) and 2 claws +38
(ships of less than 20 feet in length per HD) can be slowed melee (3d8+6) and 2 wings +38 melee (2d8+6) and tail
to half speed. slap +38 melee (3d10+18) or crush +38 melee (3d10+18)
or tail sweep +38 (2d10+18)
Drench (Ex): The elemental’s touch puts out torches, Space/Reach: 20 ft./15 ft. (bite 20 ft.)
campfires, exposed lanterns, and other open flames of non- Special Attacks: Breath weapon, cyclone buffet, air
magical origin if these are Gargantuan or smaller. The mastery, spell-like abilities
creature can dispel magical fire it touches as dispel magic Special Qualities: Damage reduction 15/epic and silver,
cast by a caster whose level equals the elemental’s HD darkvision 60 ft., dragon affinity, elemental traits
total (64). Saves: Fort +20, Ref +29, Will +15
Abilities: Str 34, Dex 27, Con 26, Int 12, Wis 16, Cha 12
Vortex (Su): The elemental can transform itself into Skills: Intimidate +20, Knowledge (the planes) +25,
a whirlpool once every 10 minutes, provided it is Listen +23, Search +21, Spot +23, Survival +23 (+25 on
underwater, and remain in that form for up to 1 round other planes, +25 following tracks)
for every 2 HD it has (48 rounds). In vortex form, the Feats: Aerial Sweep, Chew, Cleave, Fly-By Attack, Hover,
elemental can move through the water or along the bottom Improved Multiattack, Multiattack, Power Attack, Snatch,
at its swim speed. The vortex is 5 feet wide at the base, Stomp
up to 50 feet wide at the top, and up to 80 feet tall. The Epic Feats: Blinding Speed, Epic Prowess (x2)
elemental controls its exact height, but it must be at least Environment: Elemental Plane of Air
10 feet. Gargantuan and smaller creatures might take Organisation: Solitary
damage when caught in the vortex and may be swept up Challenge Rating: 22
by it. An affected creature must succeed at a Reflex save Treasure: Double standard
(DC 58) when it comes into contact with the vortex or Alignment: Always evil (any)
take 4d10 points of damage. It must also succeed at a Advancement: 39-72 (Gargantuan)
second Reflex save (DC 68) or be picked up bodily and Level Adjustment: —
held suspended in the powerful currents, automatically
taking 4d10 points of damage each round. A creature that This massive creature resembles a huge dragon composed
can swim is allowed a Reflex save (DC 58) each round of air and vapour. Its great wings are translucent and look
to escape the vortex. The creature still takes damage, but like wisps of smoke. Its eyes are hollow sockets of mist
can leave if the save is successful. The elemental can though a glint of bright sunlight can occasionally be seen
eject any carried creatures whenever it wishes, depositing dancing across the surface. Its great tail appears as wisps
them wherever the vortex hap-pens to be. A summoned of smoke or vapour and seems to trail off into nothingness.
elemental always ejects trapped creatures before returning
to its home plane. If the vortex’s base touches the bottom, The Elemental Plane of Air is home to many creatures:
it creates a swirling cloud of debris. This cloud is centred elementals, belkers and the great djinni. Yet none are
on the elemental and has a diameter equal to half the as feared as the elemental air dragons. Their great
vortex’s height. The cloud obscures all vision, including form and majestic aura strike fear into the bravest of
dark-vision, beyond 5 feet. Creatures 5 feet away have souls. Elemental air dragons are as evil as their brethren
one-half concealment, while those farther away have total (the other elemental dragons) and take joy and pride in
concealment. Those caught in the cloud must succeed at swooping over a settlement or village and destroying it
a Concentration check (DC 58) to cast a spell. The DC is with their great wing buffet. Watching the frightened
Strength-based. creatures flee in terror provokes some sort of perverse
excitement in these dragons. Luckily, elemental air
Skills: A primal water elemental has a +8 racial bonus on dragons rarely enter the Material Plane. Elemental air
any Swim check to perform some special action or avoid a dragons dislike cloud dragons and mist dragons and seek
hazard. It can always choose to take 10 on a Swim check, to slay them whenever they are encountered.
even if distracted or endangered. It can use the run action
while swimming, provided it swims in a straight line. The average air elemental dragon is 30 feet long.
Elemental air dragons speak Common and Auran.

Elemental Dragon, Combat


Air Elemental air dragons attack by swooping on their prey,
unleashing a blast of superheated air, and then flying away.
Gargantuan Elemental (Air, Extraplanar) An elemental air dragon rarely, if ever, touches the ground.
Hit Dice: 38d8+304 (475 hp) It often employs its cyclone buffet to knock more powerful
Initiative: +8 creatures prone, and then swoops in to blast them with its
Speed: 40 ft. (8 squares), fly 160 ft. (poor) breath weapon or rend them with its claws and bite.

106
Encyclopaedia - E

An elemental air dragon’s natural weapons are treated as Feats: Blind-Fight, Cleave, Flyby Attack, Hover,
magic weapons for the purpose of overcoming damage Improved Multiattack, Multiattack, Power Attack, Snatch,
reduction. Specific Targeting Breath Weapon, Weapon Focus (bite),
Weapon Focus (claw)
Breath Weapon (Su): Cone of superheated air, 80 feet, Epic Feats: Epic Prowess, Snap
every 1d4 rounds; 15d8 points of damage, Reflex DC 37 Environment: Elemental Plane of Earth
for half. The save DC is Constitution-based. Organisation: Solitary
Challenge Rating: 24
Cyclone Buffet (Ex): By beating its wings rapidly back Treasure: Double standard
and forth, a hovering elemental air dragon can create a Alignment: Always evil (any)
cyclone-like force of wind in a 30-foot radius around its Advancement: 39-72 HD (Gargantuan)
body. This cyclone has the following effects: movement Level Adjustment: —
through the cyclone is one-quarter normal, ranged
attacks suffer an -8 circumstance penalty in the area, and This creature resembles a 30-foot long dragon composed
all non-magical unprotected flames are automatically of stone and earth. Its great wings glisten like polished
extinguished. Large or smaller creatures in the area must stone. Its eyes are deep grey and its roar seems to shake
succeed on a DC 37 Reflex save or take 4d6 points of the very earth itself.
damage each round they remain in the area. Medium or
smaller creatures in the area must succeed on a second Elemental earth dragons are the strongest of the elemental
Reflex save (same DC) or be knocked prone and back 1d4 dragons. Using their great stone tail or earthen claws, they
x 10 feet, taking 1d6 points of nonlethal damage per 10 can destroy almost anything in short order. The majority
feet. Flying creatures are automatically grounded in this of their time is spent burrowing through the Elemental
area. The save DC is Constitution based. Plane of Earth devouring gems, minerals and silicate life
forms. On occasion, they are summoned to the Material
Air Mastery (Ex): Airborne creatures take a -1 penalty on Plane by evil (and foolish) spellcasters who usually live
attack and damage rolls against an elemental air dragon. just long enough to regret their mistake. Elemental earth
dragons are evil (perhaps the most evil of the elemental
Dragon Affinity (Ex): For feat selection purposes dragons in addition to being the strongest) and despise
an elemental dragon qualifies for racial feats of both most other forms of life. They rarely associate with other
elementals and dragons. creatures, though a few have been known to have dealings
with the occasional earth elemental.
Spell-Like Abilities: 1/day—control weather, control
winds. Caster level 16th. Elemental earth dragons cannot enter water; they must
burrow under it or walk around it. The average elemental
earth dragon is 30 feet long. Its roar can be heard up to 5
Elemental Dragon, miles away.

Earth Elemental earth dragons speak Common and Terran.

Gargantuan Elemental (Earth, Extraplanar)


Hit Dice: 38d8+304 (475 hp) Combat
Initiative: +0 Elemental earth dragons prefer to attack from ambush
Speed: 40 ft. (8 squares), fly 120 ft. (poor), burrow 30 ft. and secret rather than using a direct frontal assault. An
Armour Class: 34 (-4 size, +28 natural), touch 6, elemental earth dragon lies in wait using its freeze ability
flatfooted 34 or meld into stone ability and springs to attack when its
Base Attack/Grapple: +28/+57 prey comes into range. They are also fond of burrowing
Attack: Bite +43 melee (3d10+17) into the ground and surfacing under their prey, thereby
Full Attack: Bite +43 melee (3d10+17) and 2 claws +43 gaining total surprise. Slain opponents are processed and
melee (3d8+8) and 2 wings +42 melee (2d8+8) and tail absorbed into the body of the elemental earth dragon.
slap +42 melee (3d10+25) or crush +42 melee (3d10+25)
or tail sweep +42 (2d10+25) An elemental earth dragon’s natural weapons are treated
Space/Reach: 20 ft./15 ft. (bite 20 ft.) as magic weapons for the purpose of overcoming damage
Special Attacks: Assimilation, breath weapon, earth reduction.
mastery
Special Qualities: Damage reduction 15/cold iron and Breath Weapon (Su): Cone of scorched earth, 80 feet,
epic, darkvision 60 ft., dragon affinity, elemental traits, every 1d4 rounds; 22d8 points of damage, Reflex save DC
freeze, meld with stone 37 halves. The save DC is Constitution based.
Saves: Fort +29, Ref +12, Will +13
Abilities: Str 44, Dex 10, Con 26, Int 10, Wis 12, Cha 14 Earth Mastery (Ex): An elemental earth dragon gains a
Skills: Hide +4, Knowledge (the planes) +15, Listen +14, +1 bonus on attack and damage rolls if both it and its foes
Search +15, Spot +11, Survival +14 are touching the ground. If an opponent is airborne or
(+16 on other planes, +16 following tracks) waterborne, the elemental earth dragon takes a -4 penalty

107
Encyclopaedia - E

on attack and damage rolls. (These modifiers are not


included in the stat block.) Elemental Dragon,
Assimilation (Su): When an elemental earth dragon slays an
opponent, it dehydrates the flesh with its breath weapon and
Fire
Gargantuan Elemental (Extraplanar, Fire)
pulverises the bones. The residue is then absorbed into the
Hit Dice: 38d8+266 (437 hp)
dragon’s body. An assimilated creature can only be restored
Initiative: +10
to life using wish, miracle or true resurrection, but even
Speed: 50 ft. (10 squares), fly 100 ft. (poor)
then, there is a 50% chance that such powerful magic fails.
Armour Class: 32 (-4 size, +6 Dex, +20 natural), touch
12, flat-footed 26
Dragon Affinity (Ex): For feat selection purposes
Base Attack/Grapple: +28/+53
an elemental dragon qualifies for racial feats of both
Attack: Bite +40 melee (3d8+13 plus 3d8 fire)
elementals and dragons.
Full Attack: Bite +40 melee (3d8+13 plus 3d8 fire) and
2 claws +38 melee (3d6+6 plus 3d8 fire) and 2 wings
Freeze (Ex): An elemental earth dragon can hold itself so still it
+35 melee (2d8+6 plus 3d8 fire) and tail slap +35 melee
appears to be a statue. An observer must succeed on a DC 20 Spot
(3d6+19 plus 3d8 fire) or crush +37 melee (3d8+19 plus
check to notice that the elemental earth dragon is really alive.
3d8 fire) or tail sweep +37 melee (2d6+19 plus 3d8 fire)
Space/Reach: 20 ft./15 ft. (bite 20 ft.)
Meld into Stone (Ex): An elemental earth dragon can
Special Attacks: Breath weapon, fire, fiery aura, rain of
meld its body with any stone surface large enough to
fire
accommodate its entire body. This is a standard action and
Special Qualities: Damage reduction 15/epic and
has an unlimited duration (the dragon can stay melded as
silver, darkvision 60 ft., dragon affinity, elemental traits,
long as it desires). It otherwise resembles the meld into
immunity to fire, vulnerability to cold
stone spell (caster level 20th).

108
Encyclopaedia - E

Saves: Fort +19, Ref +27, Will +14 same fire damage each time one of their attacks hits.
Abilities: Str 36, Dex 23, Con 25, Int 12, Wis 15, Cha 12 Combustibles automatically catch fire if they contact an
Skills: Knowledge (the planes) +25, Listen +27, Search elemental fire dragon.
+24, Spot +27, Survival +28 (+30 on other planes, +30
following tracks) Fiery Aura (Ex): Anyone within 60 feet of an elemental
Feats: Aerial Sweep, Blind-Fight, Cleave, Flyby Attack, fire dragon must succeed on a DC 36 Fortitude save or take
Hover, Improved Initiative, Multiattack, Power Attack, 3d8 points of fire damage from the intense heat. Treat this
Weapon Focus (bite), Weapon Focus (claw) effect as an emanation. The save DC is Constitution-based.
Epic Feats: Energy Feeder (fire), Epic Weapon Focus
(bite), Epic Weapon Focus (claw) Rain of Fire (Ex): As a standard action, an elemental fire
Environment: Elemental Plane of Fire dragon can hover and rapidly beat its wings causing fire to
Organisation: Solitary rain down on an area in a 100-foot radius. Creatures within
Challenge Rating: 26 the area must succeed on a DC 36 Reflex save or take 3d8
Treasure: Double standard points of fire damage as clothes catch fire or armour and
Alignment: Always evil (any) weapons become searing hot. The damage continues for
Advancement: 25-36 HD (Huge); 37-72 (Gargantuan) another 1d8 rounds after the attack or until the flames are
Level Adjustment: — extinguished. Combustibles in the area automatically catch
on fire. The save DC is Constitution based.
This creature appears as a 30-foot long dragon composed
of fire. Its eyes burn with a white-hot flame and flames Dragon Affinity (Ex): For feat selection purposes
lick the dragon’s great mouth as it roars. As it flies an elemental dragon qualifies for racial feats of both
overhead, its wings send sheets of flame roaring into the elementals and dragons.
sky and crashing into the ground.

One of the most feared creatures from the Elemental Plane


of Fire is the dreaded elemental fire dragon. They make
Elemental Dragon,
their homes in the heart of the many volcanoes that dot the
elemental landscape. Composed entirely of flames, these
Water
magnificent creatures fear little and are respected and Gargantuan Elemental (Extraplanar, Water)
feared by those that have encountered them. Hit Dice: 38d8+266 (437 hp)
Initiative: +11
Elemental fire dragons are malign, vicious and thoroughly Speed: 50 ft. (10 squares), fly 120 ft. (poor), swim 120 ft.
evil. They delight in killing and torturing others, Armour Class: 29 (-4 size, +3 Dex, +20 natural), touch 9,
especially magmin (whom they relish as a delicacy). They flat-footed 26
often employ salamanders to aid them in their adventures, Base Attack/Grapple: +28/+53
but once they have accomplished their goals, any surviving Attack: Bite +38 melee (3d8+13)
salamanders are usually devoured. Elemental fire dragons Full Attack: Bite +38 melee (3d8+13) and 2 claws +36
cannot enter water or any other non-flammable liquid, but melee (3d6+6) and 2 wings +35 melee (2d8+6) and tail
they can fly or step over it. slap +35 melee (3d6+19) or crush +37 melee (3d8+19) or
tail sweep +37 melee (2d6+19)
The typical elemental fire dragon is at least 30 feet long. Space/Reach: 20 ft./15 ft. (bite 20 ft.)
Elemental fire dragons speak Common and Ignan. Special Attacks: Breath weapon, capsize, drench, spell-
like abilities, water mastery
Special Qualities: Damage reduction 15/magic and
Combat silver, darkvision 60 ft., dragon affinity, elemental traits,
Elemental fire dragons are ruthless adversaries. They care transparency
nothing for treasure or anything of value. An elemental Saves: Fort +28, Ref +15, Will +13
fire dragon attempts to annihilate its opponents using any Abilities: Str 37, Dex 16, Con 24, Int 10, Wis 12, Cha 10
means possible. Skills: Hide +3, Listen +18, Move Silently +22, Search
+17, Spot +18, Swim +21
An elemental fire dragon’s natural weapons are treated as epic Feats: Blind-Fight, Combat Reflexes, Cleave, Flyby
weapons for the purpose of overcoming damage reduction. Attack, Hover, Improved Initiative, Multiattack, Power
Attack, Weapon Focus (bite), Weapon Focus (claw)
Breath Weapon (Su): Cone of elemental fire, 80 feet, Epic Feats: Aligned Breath Weapon (evil), Spellcasting
every 1d4 rounds; 25d10 points of fire damage, Reflex Harrier, Superior Initiative
save DC 36 halves. The save DC is Constitution-based. Environment: Elemental Plane of Water
Organisation: Solitary
Fire (Ex): An elemental fire dragon’s body generates Challenge Rating: 22
intense heat and flames, causing opponents to take an extra Treasure: Double standard
2d8 points of fire damage every time the creature succeeds Alignment: Always evil (any)
on a melee attack. Creatures attacking an elemental Advancement: 39-72 HD (Gargantuan)
fire dragon unarmed or with natural weapons take this Level Adjustment: —

109
Encyclopaedia - E

This creature resembles a massive dragon composed Dragon Affinity (Ex): For feat selection purposes
entirely of water. Its wings slosh and drip water as it an elemental dragon qualifies for racial feats of both
moves them. Its great mouth opens into a maw of inky elementals and dragons.
darkness. Water drips from its fangs.
Spell-Like Abilities: 1/day—control water. Caster level
From the Elemental Plane of Water comes the elemental 12th.
water dragon (also called water wyrm by some sages).
They make their homes in the deep oceans of the Material Transparency (Ex): When submerged, an elemental water
Plane and are rarely found far away from large expanses of dragon is effectively invisible (DC 35 Spot check when
water. An elemental water dragon is composed entirely of near the surface only) until it attacks.
water and commands respect from the more intelligent sea
creatures as well as those humanoids that ply their trade Water Mastery (Ex): An elemental earth dragon gains a
upon the waters. +1 bonus on attack and damage rolls if both it and its foes
are touching water. If the opponent or elemental water
Elemental water dragons are evil and take great pleasure in dragon is touching the ground, the elemental water dragon
demanding sacrifice from those that dare enter their realm. takes a -4 penalty on attack and damage rolls. (These
If the sacrifice placates the dragon, it lets the creature pass modifiers are not included in the statistics block.)
unabated; otherwise, it attacks with all of its might and
most often destroys those that offend it or fail to appease Skills: An elemental water dragon has a +8 racial bonus
its desires. on any Swim check to perform some special action or
avoid a hazard. It can always choose to take 10 on a Swim
Water dragons take great pleasure in capsizing and check, even if distracted or endangered. It can use the run
sinking ships. Particularly evil water dragons may accept action while swimming, provided it swims in a straight
a sacrifice and then sink the ship of those that crossed line.
its path anyway. On occasion, a group of sahuagin or
locathah can be found allied with an elemental water
dragon, but this alliance is usually short-lived and often
shaky. It generally ends with the death of the sahuagin or
Empyrean
Empyrean sentinels are ancient constructs that serve in
locathah involved.
pairs to guard places of great importance.
Elemental water dragons speak Common and Aquan.
Each empyrean is a humanoid statue carved from the rock
of a meteor or fallen star. Their traits and features vary,
Combat but most wear flowing robes inlaid with patterns of gold.
Elemental water dragons prefer to fight in or near water Their hoods are drawn up and coupled with gold masks to
where they can use their transparency and water mastery hide their faces; only their great crystal eyes are visible.
abilities to full advantage. They prefer to attack from Smaller crystals stud their gauntlets. While inert, an
ambush, often lying in wait for their opponents and then empyrean is the colour of bleached bone, but it turns white
springing from the waves to assault their foes. hot when activated; such an empyrean exudes a radiance
matched only by the light of the sun. Empyrean sentinels
An elemental water dragon’s natural weapons are treated stand over 30 feet tall and weigh in excess of 2 tons.
as magic weapons for the purpose of overcoming damage
reduction. Empyreans are granted sentience by the spirits of
great warriors tied to them during their creation. Their
Breath Weapon (Su): Cone of superheated water, 80 intelligence, however, is merely a means of achieving
feet, every 1d4 rounds; 19d8 points of heat (fire) damage, the purpose they are imbued with. Empyreans are given
Reflex save DC 36 halves. This breath weapon is effective strict instructions when created and can lay dormant
both on the surface and underwater. The save DC is and motionless for thousands of years before activating.
Constitution-based. Nearly all empyreans exist to guard a place or item, but
while some immediately attack intruders, others explain
Capsize (Ex): A submerged elemental water dragon that under what conditions strangers may pass. The ritual to
surfaces under a boat or ship of less than 20 feet long craft such beings is largely unknown, and uncovering the
capsizes the vessel 95% of the time. It has a 50% chance secret to creating (or destroying) an empyrean sentinel can
to capsize a vessel from 20 to 60 feet long and a 20% be the goal of a long quest.
chance to capsize one over 60 feet long.
Empyrean sentinels speak Celestial.
Drench (Ex): The elemental water dragon’s touch puts
out torches, campfires, exposed lanterns, and other open Combat
flames of nonmagical origin if these are of Large size or
Empyreans fight in tandem, using detect law or chaos to
smaller. The creature can dispel magical fire it touches as
choose their foes and pinpoint their vulnerabilities.
dispel magic (caster level equals elemental’s HD).

110
Encyclopaedia - E

Death Throes (Ex): When destroyed, an empyrean Special Attacks: Death throes, flare, nova, penetrate
explodes in a burst of energy and rock fragments dealing damage reduction
5d6 points of bludgeoning damage and 4d8 points of fire Special Qualities: Construct traits, corona, damage
(for astral sentinels) or electricity (for cosmic sentinels) reduction 15/epic and lawful, darkvision 60 ft., detect
damage to creatures within 20 feet. A DC 27 Reflex save alignment, disorientation, fast healing 8, low-light vision,
reduces both types of damage by half. The save DC is shield other
Constitution based. Saves: Fort +11, Ref +18, Will +11
Abilities: Str 27, Dex 25, Con —, Int 13, Wis 10, Cha 14
This explosion automatically destroys the empyrean’s Skills: Climb +45, Listen +37, Spot +37
weapons, even if they are elsewhere. Feats: Dodge, Far Shot, Flyby Attack, Hover, Mobility,
Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus
Penetrate Damage Reduction (Su): An empyrean’s (longbow)
attacks are infused with primal energies and ignore the Epic Feats: Combat Archery, Distant Shot, Swarm of
first 15 points of any type of damage reduction. Arrows
Environment: Any
Corona (Ex): While active, an empyrean exudes a Organisation: Pair (1 plus 1 cosmic sentinel)
blinding white light. This grants concealment (20% miss Challenge Rating: 24
chance) against all attacks and illuminates the area as a Treasure: None
sunrod. Alignment: Always neutral
Advancement: 35–40 HD (Huge); 41–70 HD
Detect Alignment (Su): An empyrean continuously (Gargantuan)
detects chaos or law (for cosmic and astral sentinels,
respectively; caster level 20th) without need for Carved to look like a beautiful feminine angel, this
concentration, noting the power and location of each incredible statue begins to move…
nearby aura as a free action.
Astral sentinels have feminine features, long hair and
Disorientation (Ex): When an empyrean activates, it slender bodies sprouting huge pairs of feathery wings. An
takes 1d2 rounds for the controlling spirit to orient itself. astral sentinel wields an enormous stone bow and carries a
During this time, the sentinel is staggered, and instead of quiver of appropriately sized arrows.
benefiting from its corona, it is affected as by a faerie fire
spell.
Combat
Shield Other (Su): Every astral sentinel is linked to a An astral sentinel flies at the periphery of a battle,
cosmic sentinel, and vice versa. Each sentinel in a pair is launching volleys of arrows at spellcasters, lawful foes,
affected as by shield other while within 250 feet of each and combatants weakened by its partner cosmic sentinel.
other. A sentinel takes only half-damage from all wounds Astral sentinels rarely use their slam attacks, instead
and attacks that deal hit point damage; the remainder is taking advantage of Combat Archery to use their bows
taken by the other sentinel in the pair. This ability does even at close range.
not provide the spell’s AC or save bonuses.
An astral sentinel’s natural weapons, as well as any
weapons it wields, are treated as chaotic-aligned and epic
Empyrean, Astral for the purpose of overcoming damage reduction.

Sentinel Flare (Su): As a standard action, an astral sentinel can


cause its corona to flare. Anyone within 15 feet suffers
Huge Construct 10d6 points of fire damage and is blinded for 2d4 rounds.
Hit Dice: 34d10+40 (227 hp) A DC 27 Fortitude save halves the damage and negates the
Initiative: +7 (Dex) blinding. The save DC is Constitution-based.
Speed: 40 ft. (8 squares), fly 30 ft. (good)
Armour Class: 42 (–2 size, +7 Dex, +15 natural, +12 Nova (Su): When an astral sentinel kills a creature with its
deflection), touch 27, flat-footed 35 bow, the creature’s body is converted into fire and energy,
Base Attack/Grapple: +25/+41 going ‘nova.’ All other creatures within 30 feet suffer fire
Attack: Slam +31 melee (2d8+8) or+5 fiery blast damage equal to 5 times the dead creature’s Constitution
composite longbow of anarchic power (+8 Str bonus)+36 score (or 50 points for creatures without a Constitution
ranged (3d6+13, x3 plus 3d6 fire) score). A DC 27 Reflex save halves the damage. The slain
Full Attack: 2 slams +31 melee (2d8+8); or fiery blast creature’s body is completely obliterated. The save DC is
composite longbow of anarchic power (+8 Str bonus) Constitution based.
+34/+34/+29/+24/+19 ranged (3d6+13, x3 plus 3d6 fire)
Space/Reach: 15 ft./15 ft.

111
Encyclopaedia - E

Cosmic Bolts (Su): A cosmic sentinel can fire rays of energy from its
Empyrean, Cosmic eyes at a creature within 60 feet. If the cosmic sentinel succeeds on a
ranged touch attack, the rays inflict 8d6 points of electrical damage.
Sentinel Orbit (Su): A cosmic sentinel can magically pull creatures
Huge Construct
or objects at least one size category smaller than itself within
Hit Dice: 34d10+40 (227 hp)
30 feet into an orbit. Drawing a creature or object into orbit
Initiative: +4 (Improved Initiative)
is a standard action for the sentinel; if the creature fails a
Speed: 30 ft. (6 squares)
DC 39 Will save, it flies and circles the sentinel at a distance
Armour Class: 50 (–2 size, +30 natural, +12 deflection),
of 15 feet, about 5 feet above the ground, making multiple
touch 20, flat-footed 50
revolutions each round until it escapes. The save DC is
Base Attack/Grapple: +25/+45
Strength-based. The creature cannot move or make attacks
Attack: +5 lightning blast greatsword of axiomatic power
of opportunity and is treated as entangled. It is threatened by
+41 melee (4d6+23, 17–20 plus 3d6 electrical) or slam
any creature that threatens any part of the orbital path. (The
+35 melee (2d8+12) or cosmic bolts +23 ranged touch
creature does not draw any attacks of opportunity by orbiting.)
(8d6 electrical)
Full Attack +5 lightning blast greatsword of axiomatic
An orbiting creature can escape as a standard action by grabbing
power+41/+36/+31/+26 melee (4d6+23, 17–20 plus 3d6
a solid object (including the ground) and succeeding on a DC 30
electricity); or 2 slams +35 melee (2d8+12); or cosmic
Strength check or by succeeding on a DC 40 Tumble check. The
bolts +23 ranged touch (8d6 electrical)
creature can choose to land in any square 15 feet from the sentinel,
Space/Reach: 15 ft./15 ft.
and if successful, falls prone and is nauseated for 1 round.
Special Attacks: Cosmic bolts, death throes, orbit,
penetrate damage reduction
Orbiting creatures and objects do not crash into one another, but
Special Qualities: Construct traits, corona, damage
a creature passing through the orbit’s trajectory must succeed
reduction 15/chaotic and epic, darkvision 60 ft., detect
on a Reflex save (DC 27 + 2 per Small or larger item) or suffer
alignment, disorientation, fast healing 8, low-light vision,
1d6 points of damage per Small or larger item in orbit. Each
shield other
orbiting creature or object also suffers 1d6 points of damage.
Saves: Fort +15, Ref +11, Will +12
Abilities: Str 34, Dex 11, Con —, Int 11, Wis 13, Cha 12
Skills: Listen +38, Spot +38 Construction
Feats: Awesome Blow, Cleave, Great Cleave, Improved The 2 tons of stone, metal and sidereite required to build
Bull Rush, Improved Critical (greatsword), Improved an empyrean cost 100,000 gp. The spellcaster or another
Initiative, Power Attack, Weapon Focus (greatsword) worker must construct the body; doing so requires a
Epic Feats: Devastating Critical (greatsword), Epic successful DC 40 Craft (sculpting or stonemasonry)
Fortitude, Improved Awesome Blow, Overwhelming check. After the body is fashioned, the empyrean must
Critical (greatsword) be animated through an extended magical ritual that
Environment: Any requires a specially prepared laboratory or workroom. The
Organisation: Pair (1 plus 1 astral sentinel) chamber is similar to both an alchemist’s laboratory and an
Challenge Rating: 24 astronomical observatory and costs 1,000 gp to establish.
Treasure: None If personally constructing the empyrean’s body, the creator
Alignment: Always neutral can perform the building and ritual together. The cost
Advancement: 35–40 HD (Huge); 41–70 HD to create listed below includes the cost of the physical
(Gargantuan) body and all the materials and spell components that are
consumed or become a permanent part of the empyrean.
Carved to look like a beautiful masculine figure, this However, the empyrean does not come to life until its
incredible statue begins to move… paired partner is created.

Cosmic sentinels are sculpted to resemble muscular, male An empyrean with more than 34 Hit Dice can be created,
humanoids. They wield enormous swords and lumber but each additional Hit Die adds 5,000 gp to the market
quickly and gracelessly. price, and the price increases by 40,000 gp if the creature’s
size increases to Gargantuan, modifying the cost to create
Combat accordingly.
A cosmic sentinel specialises in close combat, only
CL 30th; Craft Epic Construct, Craft Epic Magic Arms
using its cosmic bolts while closing or to target distant
and Armour, Craft Epic Wondrous Item, Craft Construct,
spellcasters. It begins battle by charging the most
Craft Magic Arms and Armour, Craft Wondrous Item,
powerful chaotic opponents, and sends other foes into
detect law, fireball, meteor swarm, and word of chaos
orbit. If it becomes overwhelmed, a cosmic sentinel uses
(astral sentinel only) or detect chaos, dictum, lightning
its Improved Awesome Blow feat to scatter its adversaries.
bolt, and reverse gravity (cosmic sentinel only), eclipse,
geas/quest, greater magic weapon, shield other, caster
A cosmic sentinel’s natural weapons, as well as any
must be at least 30th level; Price 600,000 gp; Cost 250,000
weapons it wields, are treated as lawful aligned and epic
gp + 15,000 XP.
for the purpose of overcoming damage reduction.

112
Encyclopaedia - F

Combat

F
Firestorms begin combat by hurling firebolts at
approaching foes, as well as moving so as to set as much
as possible of the local landscape ablaze. Once a foe
approaches to within melee range, the firestorm attempts
to swallow it. Though ferocious opponents, firestorms will
Firestorm flee if they feel they are losing the battle.
Colossal Elemental (Air, Extraplanar, Fire)
Hit Dice: 32d8+224 (368 hp) Blazing Aura (Su): The area around a firestorm is
Initiative: +16 astoundingly hot. In addition to setting alight any
Speed: 60 ft. (12 squares), fly 60 ft. (perfect) flammable material it passes over, anything in its
Armour Class: 34 (–8 size, +8 Dex, +24 natural), touch threatened area suffers 14d6 points of fire damage each
10, flat-footed 26 round unless a Fortitude save (DC 33) for half damage
Base Attack/Grapple: +24/+56 is made. Any non-magical weapons which touch the
Attack: Slam +32 melee (3d6+16) or firebolt +24 ranged creature may well melt or burn – each time such a weapon
(10d6 fire) strikes the creature, it gains a –2 modifier to damage; when
Full Attack: Six slams +32 melee (3d6+16) or 2 firebolts the total penalty is greater than the damage the weapon
+24 ranged (10d6 fire) can deal on a maximum roll, not counting any Strength,
Space/Reach: 30 ft./30 ft. feat or class ability bonuses, the weapon is destroyed.
Special Attacks: Firebolt, improved grab, swallow whole Wood-shafted arrows fired at the firestorm must make
Special Qualities: Blazing aura, damage reduction 15/—, a Fortitude save (DC 33) or burn before they impact it,
darkvision 60 ft., devour air, devour fire, elemental traits doing no damage. The save DC is Constitution based.
Saves: Fort +19, Ref +28, Will +19
Abilities: Str 42, Dex 27, Con 25, Int 9, Wis 24, Cha 32 Devour Air (Su): The firestorm feeds on air and fire; if it
Skills: Intimidate +19, Listen +15, Search +10, Spot +15 is struck by any damaging spell with the Air descriptor, it
Feats: Awesome Blow, Great Fortitude, Improved Bull not only does not take damage, but it gains one temporary
Rush, Improved Initiative, Iron Will, Lightning Reflexes, hit point per spell level. This only happens once per spell;
Power Attack if the spell is ongoing, the firestorm feeds only on the first
Epic Feats: Energy Feeder (fire), Improved Awesome round of exposure, not each round.
Blow, Planar Harbinger, Superior Initiative
Environment: The border of the Elemental Plane of Fire Devour Fire (Su): The firestorm feeds on air and fire; if it
and the Elemental Plane of Air is struck by any damaging spell with the Fire descriptor, it
Organisation: Solitary or swarm (2–6) not only does not take damage, but it gains one temporary
Challenge Rating: 22 hit point per spell level. This only happens once per spell;
Treasure: Standard if the spell is ongoing, the firestorm feeds only on the first
Alignment: Usually neutral evil round of exposure, not each round. This ability stacks
Advancement: 33-64 HD (Colossal) with the Energy Feeder feat.
Level Adjustment: —
Firebolt (Su): Once per round, as a full-round action, the
It seems to be a whirlwind, but it is a whirlwind somehow firestorm can emit a 2 firebolts at targets within 120 feet.
ablaze, as if fire could be sucked into a tornado but If struck by a firebolt, the target may make a Reflex save
not extinguished. Whirling air and crackling fire move (DC 33) for half damage. The save DC is Constitution
together as one and within the swirl of cloud and smoke based.
can be seen something akin to the features of a face,
features contorted in an expression of sheer malice. Improved Grab (Ex): To use this ability, a firestorm must
target any creature in a threatened square. It does not need
Firestorms are born where air meets fire in the outer to hit the target with any attack. It can then attempt to
planes, entering the Material Plane through breaches start a grapple as a free action without provoking an attack
where high winds and blazing heat meet and mingle. of opportunity. If it wins the grapple check, it establishes
Once gone from their own realm, they enjoy nothing a hold and can attempt to suck the target into itself on the
but destruction, viewing their actions as sacrifices to the following round (see Swallow Whole).
dark elemental gods. The form of a firestorm is that of a
blazing tornado. Firestorms usually emerge from swarms Swallow Whole (Su): The firestorm can suck smaller
of mundane tornadoes, especially where such weather creatures into itself. If it succeeds in a grapple attempt,
conditions have also triggered massive firestorms. A the target is sucked inside the firestorm, where it takes 8d6
city or town already ravaged by storm and fire may now points of fire damage each round. The firewhirl cannot be
face this new threat and firestorms do not disperse as do cut open; to escape, the swallowed victim must succeed in
normal tornadoes nor burn themselves out as even the opposed grapple check or an Escape Artist check (DC 35).
most ferocious mundane blazes will. Once freed on the The firestorm can contain 2 Huge, 8 Large, 32 Medium,
Material Plane, a firestorm will remain until it is slain. 128 Small, 512 Tiny or smaller creatures.

113
Encyclopaedia - G

Advancement: —
Level Adjustment: —

G The landscape around begins to move in an unnatural


way…

Genius Loci A genius loci is difficult to spot, since it looks like any
other section of landscape. A genius loci itself has no
Colossal Ooze intelligence, but rather ‘emulates’ the sentience of any
Hit Dice: 70d10+1,400 (1,785 hp) creature it currently enslaves (see below), if any. Each
Initiative: -2 genius loci has only a single enslaved creature at one time,
Speed: 5 ft. (1 square), burrow 5 ft. though other creatures may also inhabit the surface of
Armour Class: 0 (-8 size, -2 Dex) touch 0, flat-footed 0 the genius loci. Any creature entering a genius loci that
Base Attack/Grapple: +52/+88 makes a successful Survival check (DC 31) realises that
Attack: Slam +64 melee (4d10+20) something is amiss, though it is difficult to tell exactly
Full Attack: 10 slams +64 melee (4d10+20) what. Genius loci do not speak directly, though they may
Space/Reach: Varies do so through their currently enslaved thrall.
Special Attack: Enslave, constrict 4d10+30, improved
grab
Special Qualities: Blindsight 200 ft., fast healing 50, ooze Combat
traits A genius loci can directly attack any creature standing on
Saves: Fort +43, Ref +21, Will +30 its surface with animated parts of itself, delivering slam
Abilities: Str 50, Dex 6, Con 50, Int —, Wis 24, Cha 26 attacks. It also directs its enslaved thrall against those it
Skills: Jump +5 attacks. If its slave is slain, it selects another of its foes
Feats: — as its next, newest slave. Once a genius loci animates
Epic Feats: — a portion of itself to attack the boundaries of its form
Environment: Any land become clear, and the creature becomes open to attack
Organisation: Solitary (Survival checks to determine the extent of the genius loci
Challenge Rating: 30 are no longer necessary). The animated part of the genius
Treasure: Standard loci has a reach of 15 feet.
Alignment: Usually any evil

114
Encyclopaedia - G

Enslave (Su): A genius loci can use the epic spell enslave Alignment: Always chaotic evil
once per round as a free action until it successfully Advancement: 31-90 HD (Colossal)
enslaves a foe (Will DC 53 to resist). The DC is Charisma- Level Adjustment: —
based. Once it has a slave, it cannot enslave another
until its current slave dies, is imprisoned, or is otherwise This gigantic creature reaches the stormy skies with its
incapacitated. A slave becomes free if its genius loci head and wades the deep waters with its step. Its arms
master is slain. A genius loci forces its slave to remain shake the clouds and bring lightning down upon the land.
with it, though it may send its slave off to temporarily visit It screams with a voice that is both thunder and hurricane:
nearby locations in order to draw in unsuspecting victims. ‘I am the enemy of the world!’
In fact, the ‘purposes’ of the genius loci are to some degree
influenced by the current slave. The genius loci has no Dread giants are the mightiest giants in existence, far surpassing
Intelligence score of its own; thus, its emulation of its even the strength and size of storm giants. They have been
slave’s intelligence sometimes transfers attitudes and goals. compared with titans for their power and godlike abilities,
However, a slave can only go so far in influencing its although they are untamed, tempestuous and destructive as the
mobile master, and cannot knowingly attempt to free itself worst of natural disasters. A dread giant appears as a Gargantuan
from the genius loci that keeps it close. humanoid with a wild, unkempt white mane and beard. Its skin
is a pale, dull violet-blue and its pupils are white, which makes
Improved Grab (Ex): If the genius loci hits a Gargantuan the creature’s eyes seem blank unless one looks very closely
or smaller creature with a slam attack, it deals normal (much closer than advisable). Males average 60 feet in height
Damage and attempts to start a grapple as a free action and may weigh as much as 36,000 pounds or more.
without provoking an attack of opportunity. The genius
loci has the option to conduct the grapple normally, or Dread giants dress in dirty black rags and always appear
simply use the part of its body it used in the improved grab crazed or intoxicated, constantly screaming incoherent,
to hold the opponent. Each successful grapple check it hostile war cries, curses and insults.
makes during successive rounds automatically deals slam
attack Damage, in addition to constriction Damage. Dread giants speak Common (which they use only to spew
curses) and Giant.
Constrict (Ex): A genius loci crushes its opponent,
dealing 4d10+30 points of bludgeoning Damage, after
making a successful grapple check.
Combat
Dread giants fight by stomping, crushing and sweeping,
using all their strength and power to violently manifest
Giant, Dread their bullying contempt against all other life forms.

Gargantuan Giant Rock Throwing (Ex): Dread giants have a range


Hit Dice: 30d8+300 (435 hp) increment of 180 feet when throwing rocks.
Initiative: +4
Speed: 60 ft. (12 squares) Spell-Like Abilities: At will–gust of wind (DC 14),
Armour Class: 24 (–4 size, +15 natural, +3 hide armour), shatter (DC 14). 1/day–control weather, earthquake (DC
touch 6, flat-footed 24 20), whirlwind (DC 20). Caster level 30th. Save DCs are
Base Attack/Grapple: +22/+51 Charisma based.
Attack: Greatclub +36 melee (4d8+25) or slam +35 melee
(2d6+17) or rock +19 ranged (3d6+17)
Full Attack: Greatclub +36/+31/+26/+21 melee (4d8+25)
or 2 slams +35 melee (2d6+17) or rock +19 ranged
Giant, Ferrous
(3d6+17) Huge Giant
Space/Reach: 20 ft. /20 ft. Hit Dice: 25d8+250 (362 hp)
Special Attacks: Rock throwing, spell-like abilities Initiative: +0
Special Qualities: Darkvision 120 ft., rock catching Speed: 50 ft. (10 squares)
Saves: Fort +27, Ref +10, Will +12 Armour Class: 31 (-2 size, +18 natural, +5 breastplate),
Abilities: Str 45, Dex 10, Con 31, Int 12, Wis 14, Cha 15 touch 8, flat-footed 31
Skills: Climb +34, Intimidate +22, Jump +45, Listen +22, Base Attack/Grapple: +18/+41
Spot +22 Attack:Greataxe +31 melee (4d6+22, 19-20, x3) or
Feats: Awesome Blow, Cleave, Great Cleave, Improved greatsword +31 melee (4d6+22, 17-20)
Bull Rush, Improved Initiative, Improved Overrun, Full Attack: Greataxe +31/+26/+21/+16 melee (4d6+22,
Improved Sunder, Power Attack, Weapon Focus 19-20, x3) or greatsword +31/+26/+21/+16 melee
(greatclub) (4d6+22, 17-20)
Epic Feats: Dire Charge, Improved Awesome Blow Space/Reach: 15 ft./15 ft.
Environment: Any Special Attacks: Improved grab, pound, spell-like
Organisation: Solitary abilities, trample 2d6+22
Challenge Rating: 20 Special Qualities: Damage reduction 15/cold iron, ferrous
Treasure: Double standard mind, immunity to fire, low-light vision, oversized weapon
Saves: Fort +24, Ref +8, Will +12

115
Encyclopaedia - G

Abilities: Str 40, Dex 10, Con 30, Int 14, Wis 14, Cha 14 itself can smash the opponent into the ground, walls, nearby
Skills: Concentration +32, Craft (weaponsmithing) +29, trees, or other solid objects as a standard action. This deals
Craft (any one) +29, Listen +22, Spot +22 2d6+22 points of bludgeoning damage to the victim. In
Feats: Alertness, Awesome Blow, Cleave, Improved Bull addition, the opponent must make a successful Fortitude
Rush, Improved Critical (greatsword or greataxe), Iron save (DC 37) or be stunned for one round. A ferrous
Will, Mighty Blow, Power Attack giant can perform this action once per round as long as it
Epic Feats: Improved Awesome Blow maintains the grapple. The save DC is Strength– based.
Environment: Temperate and warm hill and mountains
Organisation: Solitary or family (2-4 plus 35% non- Spell–Like Abilities: At will—heat metal (DC 14),
combatants plus 1 cleric or druid of 9th-12th level) levitate (iron or steel objects or creatures only, including
Challenge Rating: 20 itself); 1/day—wall of iron (DC 18). Caster level 15th.
Treasure: Standard The save DCs are Charisma–based.
Alignment: Usually neutral
Advancement: By character class Trample (Ex): A ferrous giant can trample creatures
Level Adjustment: +6 one category size smaller than itself as a standard action
dealing 2d6+22 points of crushing damage. Opponents
The great ferrous giant stands 20+ feet tall and appears who do not make attacks of opportunity against the ferrous
as a humanoid composed of flexible and bendable iron. giant can attempt a Reflex save (DC 37) to halve the
Though it is often mistaken for a construct, it is in fact a damage. The save DC is Strength–based.
very intelligent giant. A ferrous giant makes its home deep
within a secluded mountain range. Its lair is often a deep Ferrous Mind (Ex): Ferrous giants are immune to mind–
cave or cavern or a gigantic castle constructed of iron and influencing effects (charms, compulsions, phantasms,
built into the face of a mountain. patterns, and morale effects).

Ferrous giants are generally solitary creatures rarely Oversized Weapon (Ex): A ferrous giant wields a
interacting or dealing with other races, including other Gargantuan greatsword or greataxe without penalty.
giants. Though not on bad terms with other giants, they
simply have no interest in dealing with them. Ferrous
giants spend most of their days hunting (deer, moose,
boar, elk) and foraging or crafting exquisite weapons of
Gibbering Orb
Huge Aberration
iron. Some particularly sociable ferrous giants (a rare
Hit Dice: 27d8+216 (337 hp)
occurrence to be assured) set up a trading operation with
Initiative: +20
a nearby town or city, exchanging weapons for whatever
Speed: 5 ft. (1 square), fly 20 ft. (good)
might interest the giant (food, iron, money and so on).
Armour Class: 48 (-2 size, +12 Dex, +16 natural, +12
insight), touch 32, flat-footed 36
The typical ferrous giant stands 20 feet tall and has dark
Base Attack/Grapple: +20/+39
ruddy skin. It wears its hair long and most males are
Attack: Eye ray +31 ranged touch (eye ray) or bite +30
bearded. Hair colour ranges from brown to black. Their
melee (2d8+5,19-20)
eyes are typically brown, hazel or green. Common dress
Full Attacks: 24 eye rays +31 ranged touch (eye ray) and
consists of furs, skins or armour. The typical ferrous giant
12 bites +30 melee (2d8+11,19-20)
speaks Giant, Common and at least two other languages.
Space/Reach: 15 ft./10 ft.
Special Attacks: Eye rays, gibbering, improved grab,
Combat spell-like abilities, swallow whole
In melee, the ferrous giant uses its Gargantuan iron battleaxe Special Qualities: All-around vision, amorphous, damage
or longsword to bash or cleave its opponents. If disarmed, reduction 10/—, flight, spell resistance 37
or if it is feeling particularly vile, a ferrous giant can Saves: Fort +21, Ref +21, Will +24
pummel a foe with its massive fists. When fighting smaller Abilities: Str 32, Dex 35, Con 27, Int 40, Wis 24, Cha 22
foes, the ferrous giant often opens combat by trampling its Skills: Concentration +38, Escape Artist +42, Jump -4,
foes or grabbing them and flinging them aside. Particularly Knowledge (arcana) +37, Hide +34, Listen +37, Move
noisome opponents are scooped up and pounded into the Silently +34, Search +37, Speak Language (any five), Spot
ground. The ferrous giant uses its heat metal ability in +37
combat to heat the armour of its opponents and burn its foes. Feats: Flyby Attack, Improved Initiative, Improved
Critical (bite), Iron Will, Multiattack, Weapon Focus (eye
Improved Grab (Ex): To use this ability, the ferrous giant ray), Weapon Focus (bite)
must hit an opponent up to two sizes smaller with its slam Epic Feats: Epic Fortitude, Polygot, Superior Initiative
attack. It can then attempt to start a grapple as a free action Environment: Any land or underground
without provoking an attack of opportunity. If it wins the Organisation: Solitary
grapple check, it establishes a hold and can pound. Challenge Rating: 27
Treasure: Standard
Pound (Ex): A ferrous giant that makes a successful Alignment: Usually chaotic evil
grapple check against a foe two or more sizes smaller than Advancement: 28-54 HD (Huge); 55-108 HD (Gargantuan)
Level Adjustment: —

116
Encyclopaedia - G

A pulsing floating amorphous creature filled with countless Swallow Whole (Ex): A gibbering orb can attempt
eyes and toothy maws. Eyes and mouths can separate to swallow a Large or smaller opponent by making a
from the mass of flesh and snap at you and are reconstitute successful grapple check. Once inside, the opponent takes
themselves into its body… 4d8 points of constriction Damage plus 3d10 points of
acid Damage per round. A swallowed creature can cut its
More terrible the gibbering mouther, this flow aberration way out by using claws or a light slashing weapon to deal
scours the multiverse for sustenance. This amorphous 20 points of Damage in a single blow (AC 16, DR 10/epic
horror destroys or consumes any living creature they come still applies). Once the creature exits, the fluidlike body
upon. Though they are highly intelligent they prefer to structure of the orb closes the wound; other swallowed
gibber over engaging in any meaningful sort of conversation. opponents must cut their own way out. When a creature
dies by being swallowed whole (or when a creature killed
A gibbering orb can speak all languages. by the gibbering orb in some other fashion is eaten by
it), the gibbering orb absorbs the creature’s known spells,
prepared spells, and spell-like abilities. The orb can
Combat use any two of those abilities per round as a free action.
The gibbering orb has the ability to bite its foes by Each originates from an eye that is not producing an eye
extending a pseudopod with one of its mouths protruding ray (see below) that round. Stolen spells and spell-like
from the end. The orb can extend four of these at any one abilities are lost after 24 hours.
foe, or a total of twelve in any given round. At the same
time, the legions of eyes have the ability to cast a host of All-Around Vision (Ex): The gibbering orb’s many eyes
spells at a rapid rate. give it a +4 racial bonus on Spot and Search checks.

A gibbering orb’s natural weapons are treated as epic for Flight (Ex): The gibbering orb’s body is naturally
the purpose of overcoming damage reduction. buoyant. This buoyancy allows it to fly as the spell, as
a free action, at a speed of 20 feet. This buoyancy also
Eye Rays (Su): Two dozen of the eyes can each produce grants it a permanent feather fall effect with personal
a magical ray each round, with each eye emulating a spell range.
from among the list of spells below as if cast by a 27th-
level caster. The save DCs, where applicable, are 16 + Amorphous (Ex): A gibbering orb is not subject to critical
spell level. A gibbering orb has no directional limitations hits. It has no clear front or back, so it cannot be flanked.
on where it can point its eye rays, because the eyes orbiting
around its body drift and float wherever needed. However,
a gibbering orb can never aim more than five rays at any
single target, due to limitations of aiming. All rays have
Gloom
a range of 150 feet. Each of these effects functions as Medium Monstrous Humanoid
a ray, regardless of the normal parameters of the spell it Hit Dice: 25d8+225 (337 hp)
resembles. That is, each is usable against a single target Initiative: +26
and requires a ranged touch attack. The eye rays are: Speed: 30 ft. (6 squares)
cone of cold, disintegrate, dominate monster, energy Armour Class: 40 (+18 Dex, +12 insight), touch 40, flat-
drain, feeblemind, finger of death, flesh to stone, greater footed 22
dispelling, harm, hold monster, horrid wilting, implosion, Base Attack/Grapple: +25/+36
inflict critical wounds, lightning bolt, magic missile, Attack: +10 dagger of human dread +54 melee (1d4+21,
mage’s disjunction, irresistible dance, polymorph any 17-20)
object, power word blind, power word kill, power word Full Attack: +10 dagger of human dread
stun, prismatic spray, slay living, and temporal stasis. +54/+49/+44/+39 melee (1d4+21, 17-20)
Space/Reach: 5 ft./5 ft.
Gibbering (Su): The cacophony of speech emanating Special Attacks: Fear gaze, sneak attack +13d6
from the scores of mouths that make up the orb forces all Special Qualities: Blindsight 60 ft., damage reduction
within 60 feet of the creature to succeed at a Will save 10/epic, opportunist, quiescence, spell-like abilities, spell
each round (DC 30) or suffer the effects of an insanity resistance 35.
spell. The save DC is Wisdom based. Saves: Fort +17, Ref +32, Will +21
Abilities: Str 32, Dex 46, Con 29, Int 26, Wis 25, Cha 30
Improved Grab (Ex): To use this ability, the gibbering Skills: Bluff +38, Climb +39, Hide +46, Intimidate +42,
orb must hit with a bite attack. If it gets a hold, the orb Jump +43, Listen +35, Move Silently +66, Spot +35,
automatically deals bite Damage and can attempt to Survival +35, Tumble +46
swallow whole. Feats: Dodge, Improved Initiative, Improved Critical
(dagger), Mobility, Spring Attack, Weapon Finesse,
Spell-Like Abilities: At will—Two stolen spells or spell- Weapon Focus (dagger)
like abilities per round. Caster level 27th, save DC 16 + Epic Feats: Sneak Attack of Opportunity, Superior
spell level. The gibbering orb can use two spells or spell- Initiative
like abilities from another creature within 60 ft as a swift Environment: Any urban
action. Organisation: Solitary

117
Encyclopaedia - G

Challenge Rating: 25
Treasure: Only +5 dagger Golem, Adamantine
Alignment: Always lawful evil Huge Construct
Advancement: 25+ HD (Medium) Hit Dice: 54d10+40 (337 hp)
Initiative: -1
This thin dark-skinned humanoid wears a long coat, in his Speed: 20 ft. (4 squares, cannot run)
hand rests a terrible dagger. His mouth is a wicked grim, Armour Class: 37 (-2 size, -1 Dex, +30 natural), touch 7,
his eyes pointed and his face is eyeless… flat-footed 37
Base Attack/Grapple: +40/+68
Glooms are killers. Moving through the shadows they Attack: Slam +58 melee (6d10+20)
attack quickly and devastatingly. It is unclear if they are Full Attack: 2 slams +58 melee (6d10+20)
mercenaries who work for a set fee or that they just enjoy Space/Reach: 15 ft./15 ft.
the random murder of human and other intelligent species. Special Attacks: Trample
Special Qualities: Construct traits, damage reduction 20/
In the hand of any other creature but a gloom, the dagger epic and adamantine, magic immunity
is a +5 dagger. Saves: Fort +18, Ref +17, Will +18
Abilities: Str 51, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: Jump +14
Combat Feats: —
A gloom uses stealth and shadow walk to get really close Epic Feats: —
to an opponent before striking them down. Environment: Any land
Organisation: Solitary
A gloom’s natural weapons are treated as epic for the Challenge Rating: 25
purpose of overcoming damage
reduction.

Fear Gaze (Su): Viewing the gloom’s


face inspires terror. Creatures that
meet the gloom’s gaze must succeed
at a Will save (DC 32) or suffer
the effects of a fear spell as cast
by a 20th-level caster. The DC is
Charisma-based.

Opportunist (Ex): This ability


functions like the rogue class feature
of the same name.

Sneak Attack (Ex): A gloom is able


to sneak attack as a 25th-level rogue,
dealing 13d6 extra Damage.

Quiescence (Su): A gloom is


constantly silent, as per the silence
spell, although the area does not
extend beyond the creature itself. This
quality gives it a +20 racial bonus
on Move Silently checks (it is still
possible for a gloom to create noise,
such as by bumping into something
that scrapes on the floor or by
sounding a chime). The gloom can
lower this effect at will.

Spell-Like Abilities: At will—


shadow walk; 3/day— true strike.
Caster level 20th.

118 Treasure: None


Encyclopaedia - G

Alignment: Always neutral Special Attacks: Breath weapon, heat, improved grab,
Advancement: 55-88 HD (Huge); 83-108 HD furnace- interior
(Gargantuan) Special Qualities: Construct traits, damage reduction 15/
Level Adjustment: — adamantine and epic, darkvision 60 ft., immunity to fire,
immunity to magic, low-light vision, resistance to cold 25,
At a height nearing 20 ft. this powerful metal man, rustproof
shimmers with a sheen unlike that of iron… Saves: Fort +18, Ref +17, Will +18
Abilities: Str 49, Dex 9, Con —, Int —, Wis 11, Cha 1
Admantine golems look like iron golem except for how Skills: —
light plays across their surface. Since the cost of the Feats: —
adamantine golem is so much higher than an iron golem, Environment: Any
during the construction process artists are sometimes Organisation: Solitary
higher to decorate the surface to make it both a powerful Challenge Rating: 23
guardian but a work of art for the ages. Treasure: None
Alignment: Always neutral
An adamantine golem cannot speak or make any vocal Advancement: 57-112 HD (Gargantuan)
noise, nor does it have any distinguishable odour. Level Adjustment: —

Furnace golems are 20–foot tall constructs that look like


Combat humanoids clad in black iron armour. A large grate–
Adamantine golems typically try to trample opponents be covered opening in its abdomen houses a roaring fire in its
pulverising then with their fists. innards. The fires powering a furnace golem are magical
in nature, i.e. it needs no source of natural fuel to power
An adamantine golem’s natural weapons are treated as it and they cannot be extinguished, though if a furnace
epic for the purpose of overcoming damage reduction. golem is destroyed, the fires in its innards burn out.

Trample (Ex): As a standard action during its turn each Furnace golems are most often used to guard some arcane
round, the adamantine golem can literally run over an secret or treasure, though some are programmed to seek
opponent at least one size category smaller than itself. out objects or individuals. Those used as guards stand
The trample deals 8d10+30 points of bludgeoning motionless, appearing as nothing more than a giant black
damage. Trampled opponents can either attempt attacks iron statue, until activated. Furnace golems, like other
of opportunity at a –4 penalty or Reflex saves (DC 57) for constructs, obey their creator’s commands to the best of
half damage. The DC is Strength-based. their ability. Should the creator die, or should the golem’s
commands be unattainable, the furnace golem becomes
Magic Immunity (Ex): An adamantine golem is immune rogue. That is, it is still completely functional but follows
to all magical and supernatural effects. no commands or orders from anyone.

Construction Combat
An adamantine golem’s body is sculpted from 45,000 Furnace golems open combat using their breath weapon
pounds of pure iron and is then polymorphed into before moving to pulverise their opponents with their massive
adamantine (using polymorph any object). The fists. Grabbed opponents are shoved into the golem’s burning
golem costs 500,000 gold pieces to create, which interior where they are trapped until they break free or die.
includes 25,000 gp for the body. Assembling the body
requires a successful Craft (armorsmithing) or Craft Breath Weapon (Su): Once every 1d4 rounds, a furnace
(weaponsmithing) check (DC 40). golem can belch forth a line of fire 5 feet wide, 5 feet high,
and 120 feet long; 22d6 points of fire damage, Reflex DC
CL 15th; Craft Construct, crushing hand, geas/quest, wish; 38 for half. The save DC is Constitution–based.
Price 1,000,000 gp; Cost 500,000 gp + 20,000 XP.
Heat (Ex): A furnace golem’s entire form is extremely hot.
Any slam attack deals fire damage. Creatures attacking a
Golem, Furnace furnace golem unarmed or with natural weapons take this
Gargantuan Construct same fire damage each time one of their attacks hits.
Hit Dice: 56d10+60 (368 hp)
Initiative: -1 Improved Grab (Ex): To use this ability, the furnace golem
Speed: 30 ft. (6 squares, can’t run) must hit an opponent at least one size category smaller
Armour Class: 34 (-4 size, -1 Dex, +29 natural), touch 5, than itself with a slam attack. It can them attempt to start
flat-footed 34 a grapple as a free action without provoking an attack of
Base Attack/Grapple: +42/+73 opportunity. If it wins the grapple check, it can conduct
Attack: Slam +57 melee (6d8+19 plus 3d6 fire) the grapple normally or shove an opponent up to two sizes
Full Attack: 2 slams +57 melee (6d8+19 plus 3d6 fire) smaller into its furnace–interior the following round.
Space/Reach: 15 ft./15 ft.

119
Encyclopaedia - G

Furnace–Interior (Ex): A furnace golem can try to shove Skills: —


a grabbed opponent up to two sizes smaller than itself Feats: —
into its interior by making a successful grapple check. Environment: Any
An opponent thrown into the furnace golem’s interior is Organisation: Solitary
trapped as a metal grating closes over the opening in the Challenge Rating: 26
same round. A trapped creature automatically takes 3d6 Treasure: None
points of fire damage each round. Escaping the creature’s Alignment: Always lawful evil
interior requires a successful Strength check (DC 30) to Advancement: 65-98 HD (Gargantuan).
bend the bars. Alternately a trapped creature can escape Level Adjustment: —
by dealing at least 25 points of damage to the bars (AC
24). Note, the golem’s damage reduction applies to all This monstrosity is made out of brass and congealed
attacks against the bars. A Huge furnace golem’s interior blood. Green flames wreath its head and shoulders, while
can hold 2 Large, 4 Medium, 8 Small, or 32 Tiny or massive spikes of gory bone sprout from its over-large
smaller creatures. clawed hands. It moves with the plodding certainty of
a machine, but radiates an inhuman feeling of hatred
Immunity to Magic (Ex): A furnace golem is immune to towards you.
any spell or spell–like ability that allows spell resistance.
In addition, certain spells and effects function differently Hellforged golems are made by devilish artificers in the
against the creature, as noted below. A magical attack that lower planes. Unlike retrievers, they are primarily the
bypasses its cold resistance slows a furnace golem (as the products of engineering, not sorcery. Metal is mined from
slow spell) for 3 rounds, with no saving throw. the basalt spires of the underworld, melted and refined in
lakes of fire and alloyed with brimstone and ichor before
A magical attack that deals fire damage breaks any slow being cast into the golem’s component parts. Hellish
effect on the furnace golem and heals 1 point of damage wizards scrawl runes of power and malice onto the golem
for each 3 points of damage the attack would otherwise before it is assembled and animated.
deal. If the amount of healing would cause the golem to
exceed its full normal hit points, it gains any excess as While hellforged golems are powerful adversaries,
temporary hit points. their devilish masters mainly use them as assistants
or bodyguards. A golem radiates a magical field that
Rustproof (Ex): Though constructed of iron, a furnace prevents pesky clerics from dismissing the devil back
golem, unlike an iron golem, is not affected by rust to the lower planes. As a construct, the golem is also
attacks. immune to many protective spells like magic circles.

Construction Combat
A furnace golem’s body is constructed from 8,000 The golem obeys the telepathic commands of its devilish
pounds of iron mixed with rare ingredients and chemicals master, who co-ordinates the golem’s attack with its own.
totalling 12,000 gp. Creating the body requires a Craft The golem might be ordered to pin a character while the
(armoursmithing or weaponsmithing) check (DC 20). devil uses an energy drain or area effect, or to block a
particularly dangerous foe from reaching the devil.
CL 25th; Craft Construct, fireball, geas/quest, limited
wish, polymorph any object, wall of fire; Price 420,000 gp; Dimensional Lock (Su): Hellforged golems radiate a
Cost 210,000 gp + 8,400 XP. magical field that blocks teleportation, planar travel and
similar effects. This field has a radius of five feet per
Hit Die of the golem (120 feet for the basic model) and
Hellforged Golem is constantly active. The golem can drop the field until
its next action as a move action. The field is identical to
Gargantuan Construct (Evil, Extraplanar, Fire)
the effects of a dimensional lock spell cast by a 64th level
Hit Dice: 64d10+60 (412 hp)
wizard.
Initiative: –1
Speed: 30 ft. (6 squares, cannot run)
Magic Immunity (Ex): Hellforged golems are immune
Armour Class: 33 (-4 size, -1 Dex, +28 natural), touch 5,
to all spells that allow magic resistance, except spells with
flat-footed 33
the Good or Evil descriptor. Good spells deal 1d6 points
Base Attack/Grapple: +48/+75
of damage to the golem per caster level, regardless of the
Attack: Slam +59 melee (3d6+15)
actual function of the spell. Similarly, Evil spells heal the
Full Attack: 2 slams +59 melee (3d6+15)
golem of 1d4 points of damage per caster level.
Space/Reach: 15 ft./15 ft.
Special Attacks: Powerful smash, wreathed in flames
Powerful Smash (Ex): If the golem hits the same
Special Qualities: Construct traits, dimensional lock,
opponent with two slam attacks in one round, or is
magic immunity
attacking a prone target, it may attempt to make a powerful
Saves: Fort +21, Ref +20, Will +21
smash attack on that character on the next round, as long
Abilities: Str 40, Dex 8, Con —, Int —, Wis 10, Cha 16
as that character does not move more than five feet. The

120
Encyclopaedia - G

powerful smash attack uses the golem’s grapple attack A tall athletic figure composed of silvery metal dashes
bonus, not its normal attack bonus and deals 6d6+45 forward…
damage on the target. The target must make a Reflex save
(DC 57) or be knocked down (the save DC is Strength- A mithral golem is usually designed to have a light or
based). athletic build to reflect it speed and grace. However,
designs may vary depending on the creator. Elven kings
Wreathed in Flames (Su): Green flame surrounds the and diplomats are sometimes protected by mithral golems.
golem. Anyone within the golem’s threatened area suffers A mithral golem cannot speak or make any vocal noise,
2d6 points of unholy damage each round. The golem and nor does it have any distinguishable odour. Unlike most
any other evil creatures are immune to this damage. The golems, it can run just as well as a normal creature.
fire only affects living beings.
Combat
Construction Mithral golems rely on their speed to catch opponents
Hellforged golems are obviously forged in Hell, a unprepared.
technique not normally available to Player Characters.
Construction begins with the forging of the body, a process A mithral golem’s natural weapons are treated as epic for
that costs 10,000 gp and a Craft (armoursmithing or the purpose of overcoming damage reduction.
weaponsmithing) check (DC 20). The next step is binding
a spirit to fuel the golem. The devils generally use demons Alacrity (Su): Once per round, the mithral golem may
captured using trap the soul or a similar ritual. Finally, the take an extra standard action (either before or after its
golem is animated and activated. other actions in the round).

CL 28th; Craft Construct, dimensional anchor, fire shield,


geas/quest; Price 680,000 gp; Cost
340,000 gp + 13,600 XP.

Golem,
Mithral
Huge Construct
Hit Dice: 36d10+40 (238 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armour Class: 42 (-2 size, +4 Dex,
+26 natural, +4 haste), touch 16, flat-
footed 38
Base Attack/Grapple: +27/+49
Attack: Slam +39 melee (4d10+14)
Full Attack: 2 slams +39 melee
(4d10+14)
Space/Reach: 15 ft./15 ft.
Special Attacks: —
Special Qualities: Alacrity, construct
traits, damage reduction 15/epic and
adamantine, magic immunity
Saves: Fort +12, Ref +16, Will +12
Abilities: Str 39, Dex 19, Con —, Int
—, Wis 11, Cha 1
Skills: Jump +18
Feats: —
Epic Feats: —
Environment: Any land
Organisation: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Always neutral
Advancement: 37-54 HD (Huge); 55-
72 HD (Gargantuan)
Level Adjustment: —

121
Encyclopaedia - G

Magic Immunity (Ex): A mithral golem is immune to on scraps of parchment tucked into the construct’s chest,
all magical and supernatural effects, except as follows. the entirety of the runic golem is covered in runes. Each
A slow spell negates its alacrity for 1d4 rounds, while a of these runes is engraved onto a small octagon of clay
haste spell restores 1d6 hit points per level of the caster which slides over the inner substance of the golem like
(maximum 10d6) or restores its alacrity, if previously dragon-scales over dragon-flesh. These runes are of
negated by a slow spell. Multiple slow spells simply terrible power: they are symbols of life and death that
extend the duration of the effect. dance at the golem’s command. By touching an object,
the golem can instantly transfer the rune from its body to
the surface.
Construction
A mithral golem’s body is sculpted from 8 1/2 tons of No one has yet determined whether each runic golem has
pure iron and is then polymorphed into mithral (using a set number of these runes that it expends over its lifetime
polymorph any object). A mithral golem costs 250,000 or if it can engrave new symbols on itself like some bizarre
gold pieces to create, which includes 5,000 gp for the gargantuan tattooist. Nor has any sage determined how
body. Assembling the body requires a successful Craft to control the golems or why they were created. While
(armoursmithing) or Craft (weaponsmithing) check (DC most sleep in their tombs, some have awoken in the past
30). and walked across the land, sowing runes like wheat and
changing the world with every step.
CL 25th; Craft Construct, geas/quest, haste, wish; Price
500,000 gp; Cost 250,000 gp + 10,000 XP.
Combat
Runic golems combine brute force attacks with their innate
Golem, Runic magical abilities. While they are not quite as resilient as
the smaller greater stone golems, they can animate lesser
Gargantuan Construct
golems to fight for them.
Hit Dice: 32d10+60 (236 hp)
Initiative: +0
Runic Blast (Su): Anyone struck by a runic golem’s slam
Speed: 50 ft. (10 squares)
attack is also affected by a symbol spell of the golem’s
Armour Class: 38 (–4 size, +0 Dex, +32 natural), touch 6,
choice (fear, sleep, stunning, death or pain) as if they had
flat-footed 38
triggered the symbol. The save DC is 26 plus the level of
Base Attack/Grapple: +24/+56
the spell. The save DC is Constitution based.
Attack: Slam +40 melee (3d6+20 plus runic blast)
Full Attack: 2 slams +40 melee (3d6+20 plus runic blast)
Runic Touch (Sp): A runic golem can cast any symbol
Space/Reach: 20 ft./20 ft.
spell at will, just by touching the point where it wishes to
Special Attacks: Create golems, greater rune, runic blast,
engrave the symbol.
runic touch
Special Qualities: Construct traits, damage reduction
Greater Rune (Su): Once per day, a runic golem can cast
15/adamantine, darkvision 60 ft., low-light vision, magic
a greater rune. This works just like a symbol spell, but
immunity
affects everyone within five miles up to a maximum of the
Saves: Fort +10, Ref +10, Will +10
golem’s current hit points.
Abilities: Str 50, Dex 10, Con —, Int —, Wis 10, Cha 1
Skills: Jump +28
Create Golem (Su): Once per round as a free action, a
Feats: —
runic golem can create a flesh, clay or stone golem by
Environment: Any
touching a suitable amount of matter. This costs the runic
Organisation: Solitary
golem a number of hit points equal to two times the Hit
Challenge Rating: 23
Dice of the new golem.
Treasure: None
Alignment: Always neutral evil
Advancement: — Construction
Level Adjustment: — A runic golem’s body is sculpted from 32 tons of clay that
must be merged into a single mass before carving. The
This construct is a towering golem of ruddy, hard- baked clay must be treated with rare oils and powders worth
clay. Every inch of it is covered in ancient runes that seem 96,000 gp. Creating the body requires a DC 28 Craft
to crawl with magical power. (sculpture) check and a DC 18 Craft (calligraphy check).
The secret of making runic golems has mercifully been CL 25th; Craft Construct, animate objects, geas/quest,
lost. These entities are only encountered in certain symbol of death, wish; Price 500,000 gp; Cost 250,000 gp
deserted tombs and lost cities, where they wait in + 10,000 XP.
dreamless stasis until unfortunate treasure hunters awaken
them. While every golem is animated using certain
magical symbols engraved onto its inner parts or written

122
Encyclopaedia - G

Gorgon, True Euryale


Large Outsider (Evil, Lawful, Extraplanar)
(Sthenno and Hit Dice: 20d8+160 (320 hp)
Initiative: +7
Euryale) Speed: 30 ft. (6 squares), fly 50 ft. (poor)
Armour Class: 41 (-1 size, +3 Dex, +29 natural), touch

Sthenno 12, flat-footed 38


Base Attack/Grapple: +20/+36
Large Outsider (Evil, Lawful, Extraplanar) Attack: Claw +32 melee (1d8+12) or snakes +32 melee
Hit Dice: 18d8+126 (270 hp) (1d6 plus poison)
Initiative: +7 Full Attack: 2 claws +32 melee (1d8+12) and bite +30
Speed: 30 ft. (6 squares), fly 50 ft. (poor) melee (1d8+6) and snakes +30 melee (1d6 plus poison)
Armour Class: 38 (-1 size, +3 Dex, +26 natural), touch Space/Reach: 10 ft../10 ft.
12, flat-footed 35 Special Attacks: Petrifying gaze, poison, improved grab,
Base Attack/Grapple: +18/+32 rend 2d8+18
Attack: Claw +28 melee (1d8+10) or snakes +28 melee Special Qualities: Damage reduction 15/epic and good,
(1d6 plus poison) darkvision 120 ft., fast healing 5, immortal, immunities,
Full Attack: 2 claws +28 melee (1d8+10) and bite +26 outsider traits, SR 34
melee (1d8+5) and snakes +26 melee (1d6 plus poison) Saves: Fort +20, Ref +17, Will +19
Space/Reach: 10 ft./10 ft. Abilities: Str 35, Dex 17, Con 26, Int 24, Wis 24, Cha 28
Special Attacks: Petrifying gaze, poison, improved grab, Skills: Balance +25, Bluff +29, Craft (alchemy) +30,
rend 2d8+15 Diplomacy +36, Disguise +32 (+34 acting), Hide +15,
Special Qualities: Damage reduction 15/epic and good, Gather Information +32, Intimidate +34, Knowledge
darkvision 120 ft., fast healing 5, immortal, immunities, (arcana) +30, Knowledge (the planes) +27, Listen +27,
outsider traits, spell resistance 32 Move Silently +24, Search +29, Sense Motive +30, Spot
Saves: Fort +18, Ref +16, Will +17 +27, Survival +30 (+32 on other planes, following tracks)
Abilities: Str 31, Dex 17, Con 24, Int 22, Wis 22, Cha 26 Feats: Improved Initiative, Lightning Reflexes,
Skills: Balance +14, Bluff +28, Craft (alchemy) +27, Multiattack, Power Attack, Weapon Focus (bite), Weapon
Diplomacy +32, Disguise +23 (+25 acting), Hide +19, Focus (claws), Weapon Focus (snakes)
Gather Information +18, Intimidate +31, Knowledge
(arcana) +27, Knowledge (the planes) +27, Listen +27, Both Sthenno and Euryale possess the following
Move Silently +24, Search +27, Sense Motive +27, Spot characteristics:
+27, Survival +23 (+25 on other planes, +25 following Environment: Outer planes Outer planes
tracks) Organisation: Solitary, pair (Sthenno and Euryale),
Feats: Improved Initiative, Lightning Reflexes, or troupe (Sthenno plus 2-8 medusa and 1-4 advanced
Multiattack, Power Attack, Weapon Focus (bite), Weapon medusa) or troupe (Euryale plus 2-8 medusa and 1-4
Focus (claw), Weapon Focus (snakes) advanced medusa)
Challenge Rating: 20 (Sthenno) or 22 (Euryale)
Treasure: Triple standard

123
Encyclopaedia - G

Alignment: Always lawful evil


Advancement: —
Combat
Level Adjustment: — Sthenno and Euryale rarely enter combat unless pressed
or provoked. They are both deadly combatants and use
This hideous creature appears to be almost twice as tall their claws, bite, snakes and petrifying gaze with precision
as a normal human. Its upper torso is that of a well- force. Sthenno enjoys ‘collecting’ those she has turned to
proportioned human female with scaly flesh while its lower stone and even has a room in her lair where she displays
torso is that of a great black-scaled snake. Small black them. Euryale simply smashes to rubble those she has
wings protrude from its back. Instead of hair, its head is petrified.
covered with writhing, deadly asps. Its mouth is filled with
razor-sharpened fangs. Sthenno’s natural weapons are treated as epic weapons for
the purpose of overcoming damage reduction. Her natural
Though the word gorgon is often associated with the weapons, as well as any weapons she wields, are treated
deadly bull-like creature that turns a victim to stone with as evil-aligned and lawful-aligned for the purposes of
its breath weapon, the true gorgons are three sisters; overcoming damage reduction.
Euryale, Sthenno, and Medusa. They are the daughters
of the god Phorcys and the goddess Ceto. Euryale and Euryale’s natural weapons are treated as epic weapons for
Sthenno were born immortal and are hideous creatures the purpose of overcoming damage reduction. Her natural
with writing snakes for hair, brass claws, wings and a gaze weapons, as well as any weapons she wields, are treated
that can turn any living creature into stone. Phorcys tasked as evil-aligned and lawful-aligned for the purposes of
them with guarding the entrance to the Underworld. overcoming damage reduction.

Medusa was born mortal and was very beautiful. Phorcys Petrifying Gaze (Su): Turn to stone permanently, 30 feet,
sent her to the Material Plane so all could gaze upon the Fortitude save (DC 27 Sthenno, DC 29 Euryale) negates.
beauty of his daughter. Medusa’s beauty rivalled that of The save DC is Charisma-based.
some of the goddesses, and some of them grew jealous of
Medusa, particularly the goddess Athena. Her beauty also Poison (Ex): Snakes; injury, Fortitude save (DC 26
turned the heads of some of the gods, and when Poseidon Sthenno, DC 28 Euryale), initial damage 2d6 Strength,
seduced her in a temple to Athena, the goddess became secondary damage 3d6 Strength. The save DC is
enraged and changed the beautiful Medusa into a creature Constitution- based.
as hideous as her sisters. Poseidon turned from his love,
never to return again. Medusa, enraged, fled into the Improved Grab (Ex): To use this ability, Sthenno or
desert and never came back to civilisation. Euryale must hit with a claw attack. She can then attempt
to start a grapple as a free action without provoking an
The hero Perseus was tasked with killing the gorgon attack of opportunity. If she wins the grapple check she
known as Medusa and bringing her head to King establishes a hold.
Polydectes as a wedding present. Using a magic shield
given to him by the gods, he avoided Medusa’s deadly Rend (Ex): If either Sthenno or Euryale hit with both claw
gaze and severed her head. From her serpentine body attacks, she latches onto the opponent’s body and tears
sprang the children of Poseidon, creatures similar in the flesh. This attack automatically deals an additional
appearance to their mother. These creatures escaped into 2d8+15 (Sthenno) or 2d8+18 (Euryale) points of damage.
the world and are called medusa. Sthenno and Euryale
long for their sister’s return or their meeting with her in Immortal (Ex): Sthenno and Euryale are immortal and
the Underworld. Yet being immortal, they cannot enter cannot die from natural causes. They are not subject to
the Realm of the Dead. Thus, both know they will never death from massive damage and are immune to death
see their beloved sibling again. Their cries are said to be effects and disintegration. They do not age, and do not
audible on the wind as a high-pitched shrill akin to a bird’s need to sleep, eat or breathe.
cry.
Immunities (Ex): Sthenno and Euryale are immune to
Both Sthenno and Euryale are 10 feet tall and weigh polymorph, sleep, stunning and paralysis.
around 600 pounds or more. Sthenno’s eyes are blue;
Euryale’s eyes are copper.

124
Encyclopaedia - H

Combat

H
Ha-naga disdain physical combat especially with lesser
beings. Ha-naga will fly above the battle raining spells on
their opponents before swooping in to deliver a dose of
deadly poison through their stinger.

Ha-Naga A ha-naga’s natural weapons are treated as epic for the


Colossal Aberration purpose of overcoming damage reduction.
Hit Dice: 24d8+ 264 (372 hp)
Initiative: +14 Charming Gaze (Su): As mass charm monster, 90 ft.,
Speed: 60 ft. (12 squares), fly 120 (perfect) Will save (DC 35). The DC is Charisma-based.
Armour Class: 39 (-8 size, +14 Dex, +23 natural armour),
touch 16, flat-footed 25 Constrict (Ex): A ha-naga deals 4d6+9 points damage
Base Attack/Grapple: +18/+43 with a successful grapple attack against Huge or smaller
Attack: Coil whip +24 melee (4d6+9) opponents.
Full Attack: Coil whip +24 melee (4d6+9) and sting +24
melee (2d8+4 plus poison) and bite +24 melee (4d8+4) Improved Grab (Ex): To use this ability, the ha-naga
Space/Reach: 30 ft./20 ft. must hit with its coil whip attack. If it succeeds, it can
Special Attacks: Charming gaze, constrict 4d6+9, constrict.
improved grab, poison
Special Qualities: Chameleon ability, damage reduction Poison (Ex): Sting, Fort save (DC 33); initial and
5/epic, flight, spell resistance 34 secondary Damage 2d8 Constitution. The DC is
Saves: Fort +19, Ref +22, Will +24 Constitution-based.
Abilities: Str 28, Dex 38, Con 32, Int 35, Wis 31, Cha 36
Skills: Appraise +39, Concentration +38, Bluff +28, Chameleon Ability (Ex): Ha-nagas can blend in with
Diplomacy +44, Disguise +13 (+15 acting), Escape Artist their surroundings, giving them a +8 circumstance bonus
+41, Hide +33, Jump +21, Knowledge (arcana) +39, on Hide checks.
Knowledge (history) +39, Knowledge (religion) +39,
Listen +33, Move Silently +41, Search +39, Sense Motive Flight (Su): As per the fly spell, 120 ft. (perfect). This
+20, Spellcraft +39 (+41 decipher scrolls), Spot +33, Use ability gives the ha-naga a +6 circumstance bonus on
Magic Device +40 (+42 scrolls) Move Silently checks (not included).
Feats: Dodge, Flyby Attack, Improved Multiattack,
Mobility, Multiattack, Still Spell, Weapon Finesse Spells: Ha-nagas can cast spells as 21st-level sorcerers,
Epic Feats: Epic Spellcasting, Reflective Spell Resistance and can also cast cleric spells and spells from the domains
Environment: Any temperate land or underground of Chaos and Evil as arcane spells (save DC 23 + spell
Organisation: Solitary or nest (2-4) level). The DC is Charisma-based.
Treasure: Standard
Alignment: Usually chaotic evil Spells Known (6/10/9/9/9/9/8/8/8/8): 0th—acid splash,
Advancement: 25-40 HD (Colossal) daze, detect magic, flare, mage hand, ray of frost,
Level Adjustment: — prestidigitation, read magic, resistance; 1st—comprehend
languages, identify, obscuring mist, summon monster I,
A huge serpent, impossibly long, rises before you — its true strike; 2nd—darkness, eagle’s splendour, glitterdust,
scales a kaleidoscope of colours that shift and dance as it hideous laughter, web; 3rd—displacement, gaseous form,
moves… lightning bolt, slow; 4th—bestow curse, dimensional
anchor, enervation, rainbow pattern; 5th—cloudkill,
‘Ha’ in abyssal usually identifies one to be of godlike feeblemind, hold monster, teleport; 6th—heal, permanent
power and stature. So to the ha-naga is revered by others illusion, repulsion; 7th—destruction, plane shift, prismatic
of its kind as a god given material form. Most powerful of spray; 8th—mass charm monster, mass inflict critical
all the naga, this creature is a wicked as she is powerful. wounds, prismatic wall; 9th—implosion, storm of
vengeance, time stop
Ha-naga have scales that shift in colour allowing them to
hide more easily. An average ha-naga will grow to be at Epic Spells Researched: let go of me, peripety, ruin, spell
least 90 feet in length while a few legendary members of worm
the race are said to be well over 200 feet.
Epic Spells Prepared (4/day, save DC 33): let go of me,
Ha-naga speak Abyssal and Common. peripety, spell worm (x2)

125
Encyclopaedia - H

Hagunemnom
(Protean)
Large Aberration (Psionic, Shapechanger) If you have the updated psionic ruleset
Hit Dice: 44d8+616 (814 hp) replace the hagunemnon’s psionics above
Initiative: +17 with the following:
Speed: 50 ft. (10 squares)
Armour Class: 50 (-1 size, +13 Dex, +28 natural), touch Psionics (Ps): At will — escape detection
22, flat-footed 37 (DC 23), psionic dimension door (move
Base Attack/Grapple: +33/+58 action*), psionic ethereal jaunt, psionic
Attack: Slam +54 melee (2d6+21, 19-20) knock, psionic plane shift, psionic
Full Attack: 5 slams +54 melee (2d6+21, 19-20) suggestion (DC 24, 9 targets*), read
Space/Reach: 10 ft./10 ft. thoughts (DC 24). Manifester Level 20.
Special Attacks: Destabilise form, psionics
Special Qualities: Alter shape, damage reduction 10/epic, * This includes augmentation based upon
darkvision 120 ft., immunities, regeneration 50, spell the hagunemnon’s manifester level.
resistance 39
Saves: Fort +30, Ref +29, Will +32
Abilities: Str 53, Dex 37, Con 39, Int 20, Wis 23, Cha 34
Skills: Bluff +59, Diplomacy +63, Disguise +59 (+61
acting), Hide +34, Intimidate +61, Jump +29, Listen +55,
Psionics (Sp): At will —detect thoughts, dimension
Move Silently +35, Sense Motive +53, Spot +55
door, ethereal jaunt, knock, nondetection, plane shift,
Feats: Alertness, Cleave, Endurance, Great Cleave, Great
suggestion. Caster level 20th, save DC 22.
Fortitude, Improved Critical (slam), Improved Initiative,
Iron Will, Lightning Reflexes, Power Attack, Weapon
Destabilise Form (Su): If a protean hits with two or more
Focus (slam)
slam attacks in the same round, it partly destabilises its
Epic Feats: Blinding Speed, Devastating Critical (slam),
foe’s physical form, dealing an additional 4d6+31 points
Dire Charge, Overwhelming Critical (slam)
of damage as well as 2 points of Constitution damage. If
Environment: Any
the victim is drained to 0 Constitution, its dead body is
Organisation: Solitary
only so much clear fluid that drains away unless somehow
Challenge Rating: 29
preserved by friends of the victim.
Alignment: Always chaotic neutral
Advancement: 45-59 HD (Large), 60-74 HD (Huge), 75-
Alter Shape (Ex): A protean can assume the shape of any
89 HD (Gargantuan)
combination of physical non-deific creatures at the same
Level Adjustment: —
time as a free action. In fact, a protean’s form constantly
boils, and it requires a move-equivalent action each round
The pulsing mass of flesh contorts into one bizarre and
for a protean to maintain a certain shape (even if that shape
terrible shape after another. Its unstable form a mockery
is a combination of several shapes). Whatever its present
to divine creation…
form, the protean retains all its own special qualities. Plus,
it gains the advantage of up to four extraordinary abilities
Hagunemnon are the most powerful type of shapeshifter
from the forms it mimics (but not spell-like or supernatural
in recorded history. They are able to replicate the form of
powers). The assumed form can be no smaller than a flea
any non-deity it has ever encountered. It sees itself as the
and no larger than 200 feet in its largest dimension (make
original perfect being and considers all non-shapershifters
sure to take into account rules for reach and size modifiers
as food.
to AC and melee attacks). Incorporeal traits can also be
assumed, which counts as a single extraordinary ability.
The hagunemon does not have a distinct shape or finite
If a hagunemnon assumes a partial form that confers an
size and may no language or any language depending on
extraordinary ability already possessed by the creature,
its current form and evolution.
only the better of the two abilities is retained. No matter
its form, the protean can never make more than five attacks
Combat using a full-round action. However, it may substitute a
A hagunemon understands the value of surprise and will melee attack form for one of its slam attacks, using its own
often taking a calming for when approaching a potential base attack bonus and Strength modifier to Damage, but
meal. Upon winning surprise it will often alter its form to dealing base Damage appropriate to the attack type.
gain attacks that will help it quickly incapacitate victims.

A hagunemnon’s natural weapons are treated as epic for


the purpose of overcoming damage reduction.

126
Encyclopaedia - H

Half-Titans
The lust of titans is second only to their rage. Titans have
a great appreciation for beauty, especially that of attractive
humanoids. Although magic is involved in most of these
relationships, the fact that titans were the model on which
other races were based means that titans can sire or bear
cross-race children comparatively easily. Half-titan
children are taller and more handsome than normal. They
share in their titan parent’s strength and vitality. Half-
titans often excel at the magical arts, but even if they do
not follow the arcane or divine paths, they manifest some
of the innate gifts of titans as they reach maturity. These
gifts come after the most difficult time in a half-titan’s
life – during adolescence, the emotional fury of the titan
race consumes the half-titan, immeasurably deepening or
intensifying emotions. If half-titans survive teenage bouts
of depression, angst and anger (exaggerated to godlike
proportions), they usually become figures of great fame
and renown.

Sample Half-Titan
Creature
Half-Titan Maenad Wilder 16/Barbarian 12
Large Humanoid (Extraplanar)
Hit Dice: 16d6+128 plus 12d12+96 (358 hp)
Initiative: -1
Speed: 50 (10 squares) Treasure: Double standard plus +4 mithral breastplate,
Armour Class: 29 (-1 size, -1 Dex, +6 natural, +9 +4 major cloak of displacement, ring of protection +6, skin of
mithral breastplate, +6 ring of protection +6), touch 14, fiery repose.
flat-footed 29 Alignment: Always chaotic
Base Attack/Grapple: +18 (+22 epic)/+36 Advancement: By character class
Attack: +6 sonic blast greataxe +38 (3d6+37 plus 3d6 Level Adjustment: —
sonic or plus 9d6 on a critical hit /x3)
Full Attack: +6 sonic blast greataxe Greater Rage (Ex): 4/day; see PHB.
+37/+32/+27/+22(3d6+21, x3)
Space/Reach: 10 ft./5 ft. Psi-Like Abilities: 1/day—energy ray (sonic) (DC 18);
Special Attacks: Energy ray (1/day, DC 18), greater rage ML 14th.
4/day, psionics, spell-like abilities, surging euphoria +2,
wild surge +5 Psionic Powers Known (9 powers, ML 16, 279 pp, save
Special Qualities: Damage reduction 2/—, fast healing DC 17 + power level): 1st—disable, inertial armour;
3, fast movement, elude touch, naturally psionic, outburst, 2nd—energy push; 3rd—body adjustment; 4th—death urge;
psychic enervation, trap sense +4, uncanny dodge, volatile 5th—psychic crush; 6th—breath of the dragon; 7th—energy
mind (3 pp) wave; 8th—bend reality.
Saves: Fort +22, Ref +9, Will +17
Abilities: Str 30, Dex 8, Con 27, Int 12, Wis 16, Cha 25 Spell-like Abilities: 7/day—chain lightning (DC 23),
Skills: Autohypnosis +23, Climb +40, Concentration +26, charm monster (DC 21), etherealness, fire storm (DC 25),
Intimidate +37, Jump +29, Listen +14, Swim +21, Tumble gate, invisibility, invisibility purge, levitate, persistent
+17 image, word of chaos (DC 24). Caster level 28. The save
Feats: Align Attack, Deep Impact, Greater Psionic DCs are Charisma based.
Weapon, Psionic Body, Psionic Meditation, Psionic
Weapon, Wounding Attack Surging Euphoria (Ex): See the psionic classes section
Epic Feats: Fast Healing. Incite Rage, Penetrate Damage for wilders of the system reference document.
Reduction (admantine)
Environment: Any land Wild Surge (Su): See the psionic classes section for
Organisation: Solitary wilders of the system reference document.
Challenge Rating: 33
Elude Touch (Ex): See the psionic classes section for
wilders of the system reference document.

127
Encyclopaedia - H

Naturally Psionic: See the psionic races section for


maenad of the system reference document. Hellephant
Gargantuan Outsider (Evil, Extraplanar)
Outburst (Ex): See the psionic races section for maenad Hit Dice: 24d8+168 (276 hp)
of the system reference document. Initiative: +0
Speed: 50 ft. (10 squares)
Creating a Hal f-Titan Armour Class: 24 (–4 size, +18 natural), touch 6, flat-
footed 24
‘Half-titan’ is a template that can be applied to any
Base Attack/Grapple: +24/+53
humanoid. It uses all the base creature’s statistics and
Attack: Gore +38 melee (2d8+17)
special abilities except as noted here.
Full Attack: Two gores +38 melee (2d8+17) and two
slams +37 melee (2d6+8) and sting +37 melee (2d6+8 plus
Size and Type: If the base creature is Medium or smaller,
poison)
the creature’s size increases by one step (i.e. Tiny creatures
Space/Reach: 20 ft./20 ft.
become Small, Small become Medium, and so on.), see
Special Attacks: Poison, toss, trample 2d6+25, trump of
MM for details of increasing size by adding a template to a
doom
creature. Also note that the change in size only occurs on
Special Qualities: Damage resistance 15/good, fast
the child’s seventh birthday, and the creature reaches his
healing 5, great balance, immunity to fire, poison and
full size during his adolescence. The base creature gains
electrical, immovable, outsider qualities, resistance cold
the extraplanar subtype.
10, sonic 10 and acid 10, spell resistance 23
Saves: Fort +21, Ref +14,Will +16
Armour Class: The natural armour of the base creature
Abilities: Str 45, Dex 10, Con 24, Int 2, Wis 14, Cha 12
increases by +4.
Skills: Balance +20, Intimidate +28, Listen +29, Search
+13, Spot +29
Special Attacks: Half-titans retain all the special abilities
Feats: Awesome Blow, Cleave, Great Cleave, Improved
of the base creature. Half-titans with a Charisma score
Bull Rush, Improved Multiattack, Multiattack, Power
of 10 or higher possess the following spell-like abilities,
Attack, Weapon Focus (gore)
using their level as the caster level, as specified in the table
Epic Feats: Improved Awesome Blow
below.
Environment: Lower planes
Organisation: Solitary
All these abilities are cast as spells by a sorcerer of the
Challenge Rating: 22
character’s level. Each ability may be used a maximum
Treasure: Standard
number of times per day equal to the character’s Charisma
Alignment: Always evil
modifier.
Advancement: 25–33 HD (Gargantuan), 34+ HD
(Colossal)
Level Abilities Level Adjustment: —

1-2 Levitate The ground shakes as it approaches and it seems not to be


solely due to the creature’s size, but rather that the earth
3-4 Invisibility
itself shivers in terror. The mass of it makes it hard to
5-6 Invisibility purge judge the distance…it continues to grow larger and larger
and yet does not arrive. The form is that of an elephant,
7-8 Charm monster but bloated and corrupted. The great curling tusks are
barbed and it has a tail something like that of a scorpion,
9-10 Persistent image only longer and more flexible. It rears back to howl and
11-12 Chain lightning the sound turns bones to powder.

13-14 Fire storm Scholars of the infernal realms no doubt have a formal
nomenclature for this native of those planes, a mouth-
15-16 Word of chaos straining garble of syllables, but those few who have
encountered it and retained both life and sanity enough
17-18 Etherealness
to describe it christened it the hellephant and that is the
19-20 Gate name which has stuck. The creature is found amidst the
diseased jungles and burning plains of the lower realms,
Abilities: Increase from the base creature as follows: Str from the Razorleaf Twists to the Vampire Grasslands.
+8, Dex +2, Con +4, Int +2, Wis +4, Cha +2.
Challenge Rating: Same as the base creature +5. Malicious and hateful, but not intelligent, it is often
Treasure: Double the base creature. used by demons and devils as an instrument of war, both
Alignment: Half-titans are always chaotic. against each other and against the material world. Rarely,
Advancement: By class. a natural gate or a foolish summoner will cause one to
appear in the Material Plane unescorted. If anything,

128
Encyclopaedia - H

such a creature is even more dangerous than one serving a Combat


demonic or diabolic master; the master may be convinced
The hellephant normally begins with a trump of doom,
to return and take the beast with it, but a hellephant alone
and then charges into its foes, taking full advantage of
must be confronted and killed.
its Improved Awesome Blow feat. When in the midst
of enemies, it will normally attack as many of them
Battle Hel lephant as possible at once, goring one, stomping another and
The hellephant is most often encountered when being impaling a third on its stinger. Only if faced with a foe
ridden into war by demons or devils. In such cases, make one size category smaller than itself or larger does it turn
the following modifications: It is armoured in +2 chain all of its attacks against it.
shirt barding, giving it a +6 armour bonus to AC. It has a
riding structure on its back. This structure has a hardness Its simple mind recognises only size, not skill, so it will
of eight and 75 hit points and can support two Huge, eight ignore the high-level paladin darting about its legs to
Large or 32 Medium creatures, usually devils or demons confront the less dangerous but larger cat anachra in front
of roughly humanoid shape. This structure grants them of it. The amount of damage it can deal on a single target
cover, giving them +4 to Armour Class against melee is great, so those planning to use such tactics are advised
attacks and +6 to Armour Class against ranged attacks. to have a fair number of sacrificial giants to hurl at it.
Battle hellephants are normally well trained and will When used as a war beast, it will obey the commands of
obey their commanders. However, if the creature takes its masters, who are not so easily distracted.
more than 25% of its hit points in damage from a single
attack or loses 75% of its total hit points, the commander The hellephant’s natural attacks count as epic and evil for
must make a Handle Animal check (DC 25) each round overcoming damage reduction.
to control it. If the check fails, the hellephant runs wild,
attacking friend and foe alike. Poison (Ex): Injury, Fortitude DC 29, primary damage
1d6 Dex, secondary damage 2d6 Con. The save DC is
Constitution-based.

Toss (Ex): If the hellephant hits with a gore attack against


a target smaller than itself, the target must make a Reflex
save (DC 39) or be impaled on the tusk. If this occurs
then the character is considered to be grappling with
the hellephant. On the round following, the hellephant
may forego making any gore attacks to hurl the grappled
character skyward. The distance travelled is based on the
size of the gored target, as follows:

Small or smaller 200 ft.

Medium 160 ft.

Large 80 ft.

Huge 40 ft.

The target then takes the appropriate falling damage as


it lands 1d6x10 feet from the hellephant in a random
direction. If the target square is occupied, the occupant
may make a Reflex save (DC 20) or a Tumble check (DC
15) to avoid being struck by the falling body. If this check
fails, the occupant takes half the damage done to the falling
character. A hellephant may gore two beings on a single
turn and toss both of them on the next turn. It may not use
its tusk attack if there is someone already impaled on the
tusk. Anyone impaled but not tossed suffers 1d8 points
of damage per round and may make a grapple check each
round to try to get free. The save DC is Strength-based.

Trample (Ex): Reflex DC 39 half. The save DC is


Strength-based.

Trump of Doom (Su): Three times per day, as a full action,


a hellephant may channel its fury and hatred into a flesh-

129
Encyclopaedia - H

liquefying, mind-shredding howl. All those within 120 feet A thin stark white elven figure riding a ice white steed,
of the hellephant must make a Fortitude save (DC 29) or take gallops out of the blizzard toward you…
8d6 points of sonic damage. In addition, they must make a
Will save (DC 23) or suffer the following consequences: A hoary hunter is an evil fey that travels the frozen parts
of the world hunting down travellers. Most of the hoary
Hit Dice Result hunter likes to hunt at night when the air is still. He rides
a flying horse that is also stark white, and appears almost
3 or fewer Death as a ghost when not mounted.
4–6 Panicked for 5d6 rounds Hoary hunters speak Common, Elven and Sylvan.
7–9 Frightened for 3d6 rounds

10+ Shaken for 1d6 rounds


Combat
The hoary hunter always rides into battle, slashing
opponents with his +6 keen longsword of binding. If
The first save is Constitution-based and the second is facing overwhelming odds or a fair challenge he may
Charisma-based. choose to soften opponents with his spell-like abilities.
A critical hit (or the blow that would kill or render a foe
Immovable (Ex): The hellephant is extremely difficult to unconscious) from the hoary hunter’s blade does not
unbalance or shove. It receives a +10 racial bonus on all wound the hunter’s prey. Instead, the victim is bodily
Balance checks, to resist being bull rushed, shoved, tripped transported as per a soul binding spell heightened to 16th
and so forth. level (DC 30) into a diamond at the end of the sword’s hilt.

A hoary hunter’s natural weapons are treated as epic for


Hoary Hunter the purpose of overcoming damage reduction.

Medium Fey (Cold) Spell-Like Abilities: At will—discern location, true


Hit Dice: 46d6+598 (759 hp) strike, fog cloud, hold monster, plane shift; 3/day—
Initiative: +19 dimensional anchor, dominate monster, greater dispel
Speed: 30 ft. (6 squares) magic; 1/day—mage’s disjunction, contingent recall
Armour Class: 46 (+11 Dex, +15 insight, +10 natural), and resurrection*. Caster level 23rd; save DC 18 + spell
touch 36, flat-footed 35 level. *Contingent recall and resurrection is a variation
Base Attack/Grapple: +23/+37 on an epic spell. When slain, the hoary hunter is actually
Attack: +6 keen longsword of binding +46 melee transported, with its mount, back to the fey realm, where it
(1d8+27, 17-20 plus binding) is resurrected. The only way to truly slay the hoary hunter
Full Attack: +6 keen longsword of binding is to defeat it in its home realm after this epic spell has
+46/+41/+36/+31 melee (1d8+27, 17-20 plus binding) been exhausted for the day.
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Cold immunity, damage reduction 10/
cold iron and epic, fire vulnerability, spell resistance 36
Hoary Steed
Saves: Fort +28, Ref +36, Will +31 Large Magical Beast (Cold)
Abilities: Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26 Hit Dice: 12d10+36 (102 hp)
Skills: Diplomacy +63, Hide +60, Intimidate +57, Initiative: +8
Knowledge (geography) +54, Knowledge (nature) +60, Speed: 40 ft. (8 squares), fly 90 ft. (good)
Listen +55, Move Silently +60, Ride +60, Search +54, Armour Class: 23 (-1 size, +4 Dex, +10 natural), touch
Sense Motive +55, Spot +55, Survival +55 13, flat-footed 19
Feats: Blind-Fight, Cleave, Great Cleave, Improved Base Attack/Grapple: +12/+22
Critical (longsword), Improved Initiative, Mounted Attack: Hoof +17 melee (3d6+6)
Combat, Power Attack, Ride-By Attack, Spirited Charge, Full Attack: 2 hooves +17 melee (3d6+6) and bite +15
Track, Trample, Weapon Focus (longsword) melee (5d8+3)
Epic Feats: Dire Charge, Epic Weapon Focus Space/Reach: 10 ft./5 ft.
(longsword), Overwhelming Critical (longsword), Special Attacks: —
Superior Initiative Special Qualities: Air walk, astral projection, cold
Environment: Any cold land immunity, damage reduction 5/cold iron and magic,
Organisation: Solitary or company (2-5) etherealness, fire vulnerability, magic circle against good,
Challenge Rating: 25 immunities, misty breath, spell resistance 20
Treasure: None Saves: Fort +11, Ref +12, Will +5
Alignment: Always neutral evil Abilities: Str 22, Dex 18, Con 17, Int 6, Wis 13, Cha 14
Advancement: 47+ HD (Medium) Skills: Jump +10, Listen +8, Spot +13
Level Adjustment: — Feats: Alertness, Endurance, Flyby Attack, Improved
Initiative, Multiattack

130
Encyclopaedia - H

Epic Feats: — Dodge, Great Cleave, Improved Critical (slam), Improved


Environment: Any cold land Disarm, Improved Initiative, Mobility, Power Attack,
Organisation: Solitary (with hoary hunter) Weapon Focus (slam)
Challenge Rating: 9 Epic Feats: Devastating Critical (slam), Epic Toughness
Treasure: None (x3), Overwhelming Critical (slam), Spell Stowaway
Alignment: Always neutral evil (greater teleport)
Advancement: 13-24 HD (Large), 25-36 HD (Huge) Environment: Any
Level Adjustment: — Organisation: Solitary, pair or court (5-9)
Challenge Rating: 25
A hoary steed is completely loyal to a hoary hunter and Treasure: Standard
will never permit another to ride it. They are always in the Alignment: Always lawful evil
company of a hoary hunter, unless their rider has been killed. Advancement: 51-56 HD (Medium), 57-60 HD (Large),
61-66 HD (Huge), 67-70 HD (Gargantuan), 71+ HD
(Colossal)
Combat Level Adjustment: —
In combat, the hoary steed attacks with its hooves and a
devastating bite. A ragged and withered figure stands before you in ancient
wrappings, in many ways it seems like an ordinary mummy
A hoary steed’s natural weapons are treated as magic for except for an overriding aura of power that spills off it.
the purpose of overcoming damage reduction.
Hunefers once strode across the planes as demigods. Slain
Air Walk (Su): A hoary steed can ride through the air as well as by adventurers their godly power was stripped from them,
on the ground, as though affected by a permanent air walk spell. but their followers did not abandon them. The body of the
hunefer was recovered inscribed with symbols important to
Astral Projection and Etherealness (Su): These abilities them and carefully wrapped for their eventual return to life
function just like the spells of the same names as cast by a and ascension to godhood. Now awakened, the hunefer are
20th-level caster. on a undying quest to recover their lost divinity.

Magic Circle Against Good (Su): This ability Hunefers speak all spoken languages, though it takes one
continuously duplicates the effects of the spell. A hoary 1d4 rounds to switch between languages.
steed cannot suppress this ability.

Misty Breath (Su): The breath of a hoary steed functions Combat


like a constant obscuring mist spell. Despair (Su): The mere sight of a hunefer requires
viewers to succeed at a Will saving throw (DC 48) or be
Immunities (Ex): A hoary steed is immune to all charm paralysed with fear for 1d4 rounds. Regardless of the
and hold spells or abilities. outcome of the save, a subject is not again vulnerable to
that hunefer’s despair ability for 24 hours. The DC is
Charisma-based.
Hunefer Hunefer Rot (Su): Supernatural disease—slam, Fort save
Medium Undead
(DC 48), incubation period instantaneous; Damage 1d6 Con.
Hit Dice: 50d12+60 (385 hp)
Unlike normal diseases, hunefer rot requires a victim to
Initiative: +16
make a successful saving throw every round or take another
Speed: 100 ft. (20 squares)
1d6 points of Constitution damage. The rot continues until
Armour Class: 52 (+12 Dex, +20 natural, +10 insight),
the victim reaches Constitution 0 (and dies) or receives a
touch 32, flat-footed 40
remove disease spell or similar magic. An afflicted creature
Base Attack/Grapple: +25/+43
that dies shrivels away into sand unless both remove disease
Attack: Slam +44 melee (3d6+18, 19-20 plus hunefer rot)
and raise dead (or better) are cast on the remains within
Full Attack: 2 slams +44 melee (3d6+18, 19-20 plus
2 rounds. If the remains are not so treated, on the third
hunefer rot)
round the dust swirls and forms an 18 HD mummy with the
Space/Reach: 5 ft./5 ft.
dead foe’s equipment under the hunefer’s command. (The
Special Attacks: Despair, hunefer rot, spell-like abilities
mummy dust epic spell has statistics for an 18 HD mummy.)
Special Qualities: Blindsight 300 ft., damage reduction
The save DC is Charisma-based.
10/—, fast healing 30, fire vulnerability, spell resistance
37, undead traits
Spell-Like Abilities: At will—chain lightning (DC 29),
Saves: Fort +16, Ref +28, Will +41
displacement (DC 26), greater teleport (DC 30), haste
Abilities: Str 47, Dex 35, Con —, Int 18, Wis 38, Cha 36
(DC 26), knock, greater dispel magic, passwall, scrying
Skills: Concentration +66, Jump +46, Knowledge
(DC 27), true seeing (DC 29), unholy aura, weird (DC
(religion) +57, Knowledge (the planes) +57, Listen +67,
32); 1/day—ruin (epic spell) (DC 33). Caster level 27th.
Search +57, Sense Motive +67, Spellcraft +57, Spot +67
The DC is Charisma-based.
Feats: Cleave, Combat Expertise, Combat Reflexes,

131
Encyclopaedia - K

A khasep-sa’s body appears both over muscled and


emaciated, skeletal and bulky. An average khasep-sa

K
stands 14 feet tall with a slight stoop, and has skin
coloured a healthy bronze mixed with large splotches
of sickly green and grey. Its joints are thick and
fleshy, while its thin limbs sag with excess skin. It has
Kh asep-Sa a bony tail similar to a scorpion’s, and its hands and
Large Giant feet bear three digits each. The head of a khasep-sa
Hit Dice: 24d8+240 (348 hp) is horned, angled and gruesome, and its eye sockets
Initiative: +3 appear to lead directly into its skull. Khasep-sas tend
Speed: 50 ft. (10 squares) to smell of rotten meat, but they often heavily perfume
Armour Class: 46 (–1 size, +3 Dex, +34 natural), ornate robes or armour to conceal their scent.
touch 12, flat-footed 43
Base Attack/Grapple: +18/+31 Khasep-sas were once a race like any other, but
Attack: Greataxe +26 melee (3d6+13, 19–20, x3) or one among them tricked the powers of death into
claw +26 melee (2d6+9) declaring that ‘No khasep-sa shall die save by his
Full Attack: Greataxe +26/+21/+16/+11 melee own hand.’ At first, the newly immortal giants
(3d6+13, 19–20, x3) and tail sting +24 melee did great things with their gift, becoming heroes,
(2d8+4 plus bioassimilation) or 2 claws +26 melee advisors to kings, and learned historians. One by
(2d6+9) and tail sting +24 melee (2d8+4 plus one, however, they grew tired of devoting their
bioassimilation) endless lives to just causes. Their goals became
Space/Reach: 10 ft./10 ft. self-serving, and they sought to amuse themselves
Special Attacks: Bioassimilation, spell-like abilities regardless of the cost to others. Khasep-sas
Special Qualities: Blindsense 100 ft., darkvision 60 conquered kingdoms for the sheer challenge of
ft., immunity to death effects, disease, necromantic it, took armies of slaves for their entertainment,
effects and poison, low-light vision, regeneration 40 claimed anything beautiful or edifying as their own
Saves: Fort +24, Ref +11, Will +19 and defied all laws of morality in doing so. Other
Abilities: Str 29, Dex 17, Con 30, Wis 20, Int 25, races searched for ways to slay or banish them, and
Cha 25 eventually succeeded.
Skills: Bluff +34, Diplomacy +46, Intimidate +38,
Knowledge (geography) +34, Knowledge (history) In modern times, most khasep-sas are locked away
+34, Knowledge (nobility and royalty) +34, Listen beneath the earth, some together, some apart. Those
+32, Sense Motive +32, Spot +32 in groups pass their time telling stories and asking
Feats: Awesome Blow, Endurance, Improved Bull riddles, fighting for sport, and searching for means
Rush, Improved Critical (greataxe), Improved of escape. In the rare event that a khasep-sa does
Sunder, Iron Will, Multiattack, Power Attack reach civilisation, it usually gorges itself on all it
Epic Feats: Epic Will has missed: the pleasures of taste and touch, the
Environment: Underground thrill of discovery and control, and the excitement of
Organisation: Solitary or tomb (2–7) conquest.
Challenge Rating: 23
Treasure: Standard Khasep-sas speak Giant and Common.
Alignment: Usually neutral evil
Advancement: By character class Combat
Though ordinarily confident opponents who enjoy
Standing at over 14 feet, its powerful yet sinewy melee, khasep-sas are aware of their vulnerabilities
arms are covered with yellowish-bronze skin. Even and use caution against foes of great power. If an
as he raises his greataxe to strike its scorpion-like opponent tries to exploit a khasep-sa’s weaknesses
tail snaps toward you… (through mind-controlling magic, by severing the
khasep-sa’s tail, or by grappling the khasep-sa in
Khasep-sas are immortal giants, mighty beings who order to use its tail against it), the khasep-sa likely
were entombed long ago and now long for worldly withdraws from combat.
pleasures.

132
Encyclopaedia - K - L

A khasep-sa’s tail can be severed for use as a Large,


one-handed improvised weapon. To sever its tail,

L
an opponent must make a successful sunder attempt
with a slashing weapon. Making a sunder attempt
provokes an attack of opportunity unless the foe has
the Improved Sunder feat. An opponent can ready
an action to attempt to sunder a khasep-sa’s tail Lavawight
when the creature strikes at him. A khasep-sa’s tail Medium Undead (Fire)
has hit points equal to the creature’s Constitution Hit Dice: 32d12 (208 hp)
score, and losing its tail deals damage (which can Initiative: +12
be regenerated normally) to the body equal to half Speed: 60 ft. (12 squares)
the tail’s full normal hit points. A khasep-sa can no Armour Class: 46 (+8 Dex, +28 natural), touch 18,
longer attack with a severed tail but takes no other flat-footed 38
penalties. Base Attack/Grapple: +16/+37
Attack: Claw +38 melee (3d8+21 plus blazefire,
Bioassimilation (Su): A non-khasep-sa damaged 19-20)
by a khasep-sa’s tail sting attack must succeed Full Attack: 2 claws +38 melee (3d8+21 plus
on a DC 32 Fortitude save or be infected by the blazefire, 19-20) and skull butt +35 melee (2d6+10
khasep-sa’s regenerative flesh. The save DC is plus blazefire)
Constitution-based. Each round for the next 10 Space/Reach: 5 ft./5 ft.
rounds, the infected creature suffers 2 points of Special Attacks: Blazefire, rend 6d8+31, spell-like
Strength damage and heals 10 points of hit point abilities
damage as its skin becomes warped, pustulant, and Special Qualities: Damage reduction 10/—, fire
gelatinous. Multiple infections overlap in duration, immunity, heat aura, spell resistance 24, undead
but do not change the damage or healing per round. traits, vulnerability to cold.
An infection can only be ended early by a greater Saves: Fort +10, Ref +18, Will +24
restoration spell or similar effect. Abilities: Str 52, Dex 27, Con —, Int 10, Wis 22,
Cha 28
Spell-Like Abilities: 3/day—eyebite (DC 23), finger Skills: Jump +33, Knowledge (religion) +35, Listen
of death (DC 24), greater arcane sight, greater +41, Search +35, Spot +41
prying eyes, vision; 1/day—foresight, horrid wilting Feats: Cleave, Great Cleave, Improved Critical
(DC 25), wail of the banshee (DC 26). Caster level (claw), Improved Initiative, Multiattack, Power
25th. The save DCs are Charisma-based. Attack, Weapon Focus (claw)
Epic Feats: Blinding Speed (x2), Dire Charge,
Blindsense (Ex): A khasep-sa can locate creatures Overwhelming Critical (claw)
within 100 feet through its incredible senses. Environment: Any
Opponents the khasep-sa cannot actually see still Organisation: Solitary or pair
have total concealment against it. Challenge Rating: 23
Treasure: Standard
Regeneration (Ex): Only a khasep-sa’s own natural Alignment: Always chaotic evil
weapons deal normal damage to that khasep-sa. Advancement: 33-42 HD (Medium), 43-55 HD
Even two opposed khasep-sas cannot deal normal (Large)
damage to each other. A khasep-sa’s claws and tail Level Adjustment: —
can damage it normally if severed or turned against
it during a grapple. A skeleton, its bones composed of magma, reaches
out with terrible rock claws to tear out your soul.
A khasep-sa who loses a limb or body part can
reattach it by holding the severed member to the The lavawight is the end result of foolish adventurers
stump. Reattachment takes 1 minute. A khasep-sa who attack a shape of fire. Now composed of
cannot regrow lost body parts, but lost body parts do blazefire they seek to share their eternal torment with
not fail unless the body is slain. other living things.

Lavawights speak Common and Infernal.

133
Encyclopaedia - L

Combat
Lavawights charge into combat striking
at their opponents with claws and skull
butts hoping to ignite their opponents with
blazefire.

Blazefire (Su): Living creatures taking


damage from a lavawight’s attack find
themselves ignited with blaze-fire; they
must succeed at a Fortitude save (DC 35)
or permanently lose 4 hit points. The
DC is Charisma-based. The opponent
must continue to save every round for the
next 6 rounds (7 rounds total) to avoid
being permanently drained of 4 more hit
points each round. The lavawight heals
the same amount of damage whenever a
creature is drained of hit points, gaining
any excess as temporary hit points. These
temporary hit points last a maximum of 1
hour. If an opponent is slain by blazefire,
only blackened ash remains of the victim.
Hit points lost to the blazefire never
heal naturally and cannot be magically
restored—they are gone for good.

Rend (Ex): If the lavawight hits with both of its


claws, it latches onto the opponent’s body and
tears the flesh. This attack automatically deals
an additional 6d8+31 points of damage.
Legendary Bear
Spell-Like Abilities: At will— dimension door, Large Animal
flame arrow, spell immunity (ice storm, lightning Hit Dice: 27d8+189 (310 hp)
bolt, ray of frost, sleet storm), fireball (DC 22), wall Initiative: +6
of fire. Caster level 22nd; save DC 19 + spell level. Speed: 50 ft. (10 squares)
The DC is Charisma-based. Armour Class: 25 (-1 size, +2 Dex, +14 natural),
touch 11, flat-footed 23
Heat Aura (Su): A 10-foot-radius spread heat aura Base Attack/Grapple: +20/+37
surrounds a lavawight. All creatures of the fire Attack: Claw +32 melee (3d6+13)
subtype in the field (including the lavawight) are Full Attack: 2 claws +32 melee (3d6+13) and bite
treated as if having turn resistance +6 (if undead) +27 melee (6d6+6)
and fast healing 10. Creatures subject to fire damage Space/Reach: 10 ft./5 ft.
take 2d10 points of fire damage each round they Special Attacks: Improved grab
remain within the heat aura. Special Qualities: Damage reduction 3/—, fast
healing 3, low light vision, scent

Legendary Animals Saves: Fort +22, Ref +17, Will +12


Abilities: Str 36, Dex 14, Con 25, Int 2, Wis 16, Cha
For reasons largely unknown some animals seem to 12
be more powerful and crafty then their kin. They Skills: Climb +19, Jump +21, Listen +14, Spot +14,
become the sort of creatures that children are warned Swim +19
of and hunter thirst to kill for the fame. Legendary Feats: Alertness, Endurance, Improved Initiative,
animals are almost always predators; they are often Improved Natural Attack (bite), Improved Natural
larger than their normal counterparts and four to five Attack (claw), Run, Track
time healthier. Epic Feats: Damage Reduction, Dire Charge, Fast
Healing

134
Encyclopaedia - L

Environment: Any forest, hill, mountain, plain or Combat


underground
Legendary tigers usually focus on a single target at
Organisation: Solitary or pair
a time, often employing their pounce to quickly take
Challenge Rating: 16
down opponents.
Treasure: None
Alignment: Always neutral
Pounce (Ex): If a legendary tiger leaps upon a foe
Advancement: 28-40 HD (Large)
during the first round of combat, it can make a full
Level Adjustment: —
attack even if it has already taken a move action.

Combat Improved Grab (Ex): To use this ability, the


Legendary bears will often charge the most legendary tiger must hit with a bite attack. If it gets
threatening opponent and hope to grapple them with a hold, it can rake.
their improved grab ability.
Rake (Ex): A legendary tiger can make two attacks
Improved Grab (Ex): To use this ability, a (+35 melee) against a held creature with its hind legs
legendary bear must hit with a claw attack. for 3d6+5 points of damage each. If the legendary
tiger pounces on an opponent, it can also rake.

Legendary Tiger Skills: Legendary tigers receive a +8 racial bonus


Large Animal on Hide and Move Silently checks. *In areas of
Hit Dice: 33d8+231 (379 hp) tall grasses or heavy undergrowth, the Hide bonus
Initiative: +8 improves to +16.
Speed: 50 ft. (10 squares)
Armour Class: 25 (-1 size, +4 Dex, +12 natural),
touch 13, flat-footed 21 Leshay
Base Attack/Grapple: +24/+39 Medium Fey
Attack: Claw +36 melee (3d6+11) Hit Dice: 50d6+650 (825 hp)
Full Attack: 2 claws +36 melee (3d6+11) and bite Initiative: +21
+33 melee (4d6+5) Speed: 40 ft. (8 squares)
Space/Reach: 10 ft./5 ft. Armour Class: 52 (+17 Dex, +20 insight, +5
Special Attacks: Improved grab, pounce, rake natural), touch 47, flat-footed 35
3d6+5 Base Attack/Grapple: +25/+30
Special Qualities: Damage reduction 6/—, fast Attack: +10 keen bastard sword of brilliant energy
healing 6, low-light vision, scent +53 melee (1d10+15, 17-20)
Saves: Fort +25, Ref +22, Will +13 Full Attack: 2 +10 keen bastard swords of brilliant
Abilities: Str 32, Dex 18, Con 25, Int 2, Wis 14, Cha energy +53/+48/+43/+38 melee (1d10+15, 17-20)
10 Space/Reach: 5 ft./5 ft.
Skills: Climb +17, Hide +16, Jump +19, Listen +10, Special Attacks: Gaze, leshay weapons, spell-like
Move Silently +20, Spot +10, Swim +17 abilities
Feats: Alertness, Improved Natural Attack (bite), Special Qualities: Damage reduction 15/epic and
Improved Natural Attack (claw), Multiattack, Run, cold iron, elf traits, fast healing 10, immune to
Stealthy, Weapon Focus (claw) disease and poison, spell resistance 32, superior two-
Epic Feats: Damage Reduction (x2), Epic Prowess, weapon fighting
Fast Healing (x2) Saves: Fort +29, Ref +44, Will +37 (+39
Environment: Any forest, hill, mountain, plain or enchantments)
underground Abilities: Str 21, Dex 45, Con 37, Int 33, Wis 23,
Organisation: Solitary or pair Cha 47
Challenge Rating: 19 Skills: Bluff +71, Concentration +66, Diplomacy
Treasure: None +77, Disguise +71 (+73 acting), Escape Artist +70,
Alignment: Always neutral Gather Information +73, Hide +70, Intimidate +77,
Advancement: 34-48 HD (Large) Jump +9, Knowledge (arcana) +64, Knowledge
Level Adjustment: — (local) +64, Knowledge (nature) +64, Listen +61,
Move Silently +70, Search +66, Speak Language
(any five), Spellcraft +70 (+72 scrolls), Spot +61,
Survival +6 (+8 aboveground and following tracks),

135
Encyclopaedia - L

Use Magic Device +71 (+73 scrolls), Use Rope +17 form as he or she shifts from class to class, typically
(+19 bindings) appearing as a bastard sword (one in each hand).
Feats: Blind-Fight, Cleave, Combat Expertise, When not in combat, the weapons simply do not exist,
Dodge, Improved Initiative, Mobility, Power Attack, but leShay can ‘draw’ their weapons from nowhere as
Spring Attack, Weapon Finesse, Weapon Focus a free action. LeShay weapons are considered light
(leshay weapons), Whirlwind Attack weapons for a leShay, regardless of their size.
Epic Feats: Blinding Speed (x2), Epic Will,
Improved Whirlwind Attack, Polygot, Spell Spell-Like Abilities: At will—alter self, detect
Stowaway (heal) thoughts (DC 30), displacement (DC 31), freedom (DC
Environment: Any 37), greater dispelling, greater invisibility (DC 32),
Organisation: Solitary greater teleport (DC 35), heal (DC 34), knock, speak
Challenge Rating: 28 with plants, spell turning, water breathing (DC31).
Treasure: Standard Caster level 28th. The DCs are Charisma-based.
Alignment: Any
Advancement: By character class Superior Two-Weapon Fighting (Ex): A leShay
Level Adjustment: — fights with a leShay weapon in each hand. Because
these weapons are extensions of its own body, the
A tall albino elf stands before you, within a moment leShay does not take an attack or damage penalty for
two bastard swords spring into his hands… attacking with two weapons.

The leshay are an ancient race of beings that


have been in decline for millennia. They are an Leviathan, Galasian
immortal race known only to die in battle with lesser Colossal Magical Beast (Aquatic)
races. The leshay often seem aloof to those who Hit Dice: 48d10+452 (716 hp)
do not know them and who are unaccustomed to Initiative: +5
strict adherence to etiquette and traditional social Speed: 20 ft. (4 squares), swim 80 ft.
strictures. No recorded his details the origin of AC: 39 (–8 size, +1 Dex, +36 natural), touch 3, flat-
this race, for they tell others that they predate the footed 38
creation of the multiverse and an accident in their era Base Attack/Grapple: +48/+86
created the multiverse that we all live in now. Attack: Gore +62 melee (4d8+22)
Full Attack: Gore +62 melee (4d8+22) and 2
Combat claws +62 melee (4d6+11) and tail slap +62 melee
Leshay do not initiate combat, believing that combat (4d6+33)
should be the last resort of intelligent beings. Still Space/Reach: 30 ft. /20 ft.
they are skilled tactician and not foolharding. Special Attacks: Capsize, powerful charge, tremor
Leshay will flee from a battle to gain a strategic Special Qualities: Amphibious, damage reduction
advantage at a later day. 15/—, darkvision 60 ft., land deficiency, low-light
vision
A leshay’s natural weapons are treated as epic for Saves: Fort +35, Ref +27, Will +17
the purpose of overcoming damage reduction. Abilities: Str 54, Dex 12, Con 29, Int 4, Wis 13, Cha
8
Gaze (Su): All creatures within 30 feet who meet Skills: Jump +16, Listen +20, Spot +20, Swim +47
the gaze of a leShay become affected as if by Feats: Alertness, Awesome Blow, Cleave, Great
charm monster. A Will save (DC 53) negates the Cleave, Improved Bull Rush, Improved Initiative,
effect. Each opponent within range of a gaze attack Improved Multiattack, Multiattack, Power Attack,
must attempt a saving throw each round at the Snatch, Swim-by Attack
beginning of his or her turn in the initiative order. Epic Feats: Dire Charge, Epic Toughness, Improved
A leShay can also actively gaze as an attack action Awesome Blow, Snap
by choosing a target within range, who must then Environment: Any aquatic
attempt a saving throw. LeShay are immune to their Organisation: Solitary
own gaze. The DC is Charisma-based. Challenge Rating: 28
Treasure: None
LeShay Weapons (Su): Each leShay carries two Alignment: Always chaotic evil
personal melee weapons that he or she manifests from Advancement: 49+ HD (Colossal)
his or her own life essence. The weapon can change Level Adjustment: —

136
Encyclopaedia - L

The monster swims past you – or rather, you sail Land Deficiency (Ex): When moving on solid
past it, since it is so large it seems the sea is moving ground, a galasian leviathan cannot use its claws
around it rather than the other way around. It and all its attacks are considered secondary attacks
seems like a gigantic fish with an unthinkably big (can only add half its Strength bonus to damage).
set of bull’s horns; the water boils at its breath and Furthermore, a galasian leviathan cannot use the run
the waves churn at its passing. When it reaches the or charge actions while on the land.
coast, you are horrified to see it climbs on the earth.
Two immense, deformed claws, covered with the Skills: A galasian leviathan gains a +8 racial bonus
scales of a fish, crawl upon the shore and take the on all Swim checks made to avoid hazards or
titanic terror inland… perform special manoeuvres. It can always take 10
on Swim checks, even if distracted or endangered.
A galasian leviathan is a foul, deformed sea monster
with the shape of a fish and the size of ten whales.
It can move on land as well as on water, thanks to Living Vault
the immense, scaly claws protruding from its mid- Colossal Construct
section. The creature’s nightmarish head has the Hit Dice: 96d10+80 (608 hp)
muzzle and horns of a colossal bull, which it uses Initiative: -2
to puncture and sink ships – or to fight other sea Speed: 10 ft. (can’t run) (2 squares)
monsters. Armour Class: 60 (-8 size, -2 Dex, +60 natural),
touch 0, flat-footed 60
Combat Base Attack/Grapple: +72/+123
A galasian leviathan prefers to use its powerful Attack: Slam +99 melee (10d6+35)
charge attack as soon as it spots a viable target, Full Attack: 2 slams +99 melee (10d6+35)
swimming towards it at top speed. When on land, a Space/Reach: 30 ft./20 ft.
galasian leviathan is unable to use its claws to attack, Special Attacks: Imprisonment
relying instead on its tail slaps and its tremor special Special Qualities: Construct traits, damage
ability. reduction 15/adamantine and epic, magic immunity,
recognition, safekeeping
Capsize (Ex): By spending a full-round action, a Saves: Fort +32, Ref +30, Will +33
galasian leviathan in water may cause great waves Abilities: Str 80, Dex 7, Con —, Int —, Wis 12, Cha
and blindly strike at nearby creatures and ships. 1
Any ship within 30 feet of a ship has a 40% chance Skills: Jump +23
of capsizing. If the galasian dragon focuses its Feats: —
efforts on a single ship (such as striking it with the Epic Feats: —
waves or surfacing directly below it), the capsize Environment: Any
chance is doubled (80%). Add 20% to the capsize Organisation: Solitary
chance if the ship is less than 50 feet long. Any non- Treasure: Standard (see text)
waterbreathing creature that falls into the water due Alignment: Always neutral
to a galasian leviathan’s capsize attack must succeed Advancement: None
at a Swim check (DC 56) or begin drowning. The Level Adjustment: —
save DC is Strength based.
A gigantic vault of adamantine lies open before
Powerful Charge (Ex): A galasian leviathan deals you…
12d6+21 points of damage when it makes a charge
at an attack bonus of +62. A living vault is a construct created to safeguard
important magical treasures. It has a number of
Tremor (Ex): By spending a full-round action, a powerful ability with which to protect itself should
galasian leviathan on land may cause the ground to it need to and can even imprison others for later
violently shake and tremble. Creatures within 60 interrogation.
feet of a galasian leviathan using this ability must
succeed at a Reflex save (DC 56, Strength based) To access a vault, its creator must call the vault from
or fall prone and suffer 4d6 points of bludgeoning where it is sequestered through the use of a sending
damage. Buildings on the area automatically suffer spell. The vault has no obvious opening; however,
8d6 points of damage. items can be stored and retrieved by naming them
(the living vault provides an inventory to its creator

137
Encyclopaedia - L

on request). The item to be stored appears to sink of sight or divination, and at the same time transfer
into the living vault’s form as if made of mud. it to a random portion of the Astral Plane. When
Likewise, items retrieved pop out of the living vault’s in safekeeping mode, the living vault responds to a
form. Storing and retrieving items in this fashion sending by its master, returning to the location from
takes one round per transaction. Creatures other than which it left and becoming tangible once again.
the vault’s master who wish to access the inventory Creatures and objects that are stored within the
must destroy the vault to do so. If a vault is vault are treated as if under the effects of sequester,
destroyed, all the objects and creatures stored within whether the vault itself is or not. Often, creatures
immediately emerge. are brought into the vault via imprisonment, but
sometimes unconscious or otherwise subdued
Combat creatures are stored as an object, in which case they
receive no saving throw to resist the effect.
A living vault will try to imprison powerful
opponents or use safekeeping to remain safe from
thieves.
Lumina
A living vault’s natural weapons are treated as epic Lumina are extraplanar beings of purity and light
for the purpose of overcoming damage reduction. from a distant realm, as alien as they are good.
Lumina originate on a plane of infinite wonders,
Imprisonment (Sp): As a free action twice per day, a place where goodness and beauty are integral to
a living vault can project a 60-foot cone. Creatures existence. However, their home is also so unlike
caught in the cone must make a Will save (DC 58) most realities that it can be maddening; fire, light,
or be affected as by the imprisonment spell, except and thought itself are among the elements of their
creatures are stored within the vault’s interior. The world that differ wildly from those found elsewhere.
living vault can hold two Gargantuan creatures, In many ways, lumina are closer kin to beings such
eight Huge creatures, thirty-two Large creatures, one as pseudonaturals and neh-thalggu than they are to
hundred twenty-eight Medium creatures and so on. celestials.
This assumes that the rest of the vault is also relatively
empty, so a large hoard of treasure reduces the number Lumina almost never leave their homeworld
of creatures a living vault can hold at any one time. willingly. When brought to the Material Plane by
If freedom is later cast upon the very spot where the force (by curious archmages, mad priests, or cults
victim of imprisonment disappeared, the victim is devoted to their worship), they usually become
freed, though it does not appear where it disappeared, aggressive. To a lumina, the mortal world seems an
but in a space adjacent to wherever the living vault intrinsically evil place, where only the most pure
is currently physically located. The save DC is individuals show even a glimmer of goodness.
Constitution based.
Earthbound lumina often seek to destroy
Magic Immunity (Ex): A living vault is immune everything—living and unliving—they encounter,
to all magical and supernatural effects, except as hoping to purge the universe of something terrible.
follows. A freedom spell cast on it causes it to Attempts to communicate with lumina are usually
defer the use of its own imprisonment power for 10 futile due to gaps in comprehension, though on rare
rounds. occasion a lumina may recognise virtue in a mortal
and search for common ground.
Recognition (Ex): Once made, a living vault
responds only to its owner; no other being can When slain, a lumina dissolves over a period of
access the vault’s interior. The vault is not fooled minutes into a bright, rainbow-hued fluid. Lumina
by disguised creatures, and can distinguish between speak their own language, and no others.
its true master and false duplicates, even penetrating
disguises used in conjunction with shapechange, Combat
alter self, disguise self, polymorph, seeming, and Lumina are relentless combatants when away
simulacrum and similar effects. The vault does, from their home plane; without anywhere to flee,
however, respond to the product of a clone spell. surrounded by what they perceive as unbearable
and incomprehensible evil, they are emissaries of
Safekeeping (Sp): At will, a living vault can use a destruction and purification.
power that combines the effects of sequester and
plane shift to render the vault invisible to any form

138
Encyclopaedia - L

A lumina’s natural weapons, as well as any weapons Abilities: Str 35, Dex 22, Con 31, Int 5, Wis 20, Cha
it wields, are treated as good-aligned and epic for the 14
purpose of overcoming damage reduction. Skills: Escape Artist +31, Jump +24, Listen +30,
Spot +30, Survival +30, Tumble +31, Use Rope +6
Lumina Traits: A lumina possesses the following (+8 to bind someone)
traits (unless otherwise noted in a creature’s entry). Feats: Cleave, Combat Reflexes, Improved
Initiative, Improved Sunder, Multiattack, Power
c Hover (Su): Lumina magically hover 2 inches Attack, Weapon Focus (bite)
above the ground. This grants them a permanent Epic Feats: Dire Charge
feather fall effect with personal range. This Environment: A good-aligned plane
works in a similar fashion to the elocator’s scorn Organisation: Solitary or pack (1–8)
earth class ability. Challenge Rating: 21
Treasure: None
c Material Allergy (Ex): Though they normally Alignment: Always good (any)
float above the ground and avoid prolonged Advancement: 23–34 HD (Large); 35–50 HD
contact with other creatures, lumina suffer (Huge)
greatly when exposed to the imperfections of
material not from their home plane. Their skin Its head resembles that of an ebony lion, though from
blackens and peels, and they feel incredible pain. its mane emerges a ring of curved horns, like those
A lumina who spends 1 full round in contact with of a goat. Around each horn spirals a tiny ivory
matter not from its home plane suffers 15 points serpent. It is partly coiled, only straightening to
of damage and is sickened for 1 round. The move wormlike through the air.
contact can be through grappling, entangling,
being pinned in a cave-in, willingly holding a Bestaria are the lowest form of lumina, majestic and
normal object, or any other source. bizarre animals.

c Regeneration (Ex): A lumina takes normal A bestarius has a 15-foot-long serpentine body
damage from its material allergy, epic evil- covered in a layer of thick white fur. At regular
aligned weapons, and from spells or effects with intervals along its spine rise aquamarine-coloured
the evil descriptor.

c Resistance to electricity 30 and fire 30.

Lumina, Bestarius
Large Outsider (Good, Extraplanar, Lumina)
Hit Dice: 22d8+220 (319 hp)
Initiative: +10
Speed: 50 ft. (10 squares)
Armour Class: 39 (–1 size, +6 Dex, +24 natural),
touch 15, flat-footed 33
Base Attack/Grapple: +22/+38
Attack: Bite +34 melee (4d6+12) or gore +33 melee
(2d8+12 plus poison)
Full Attack: Bite +34 melee (4d6+12) and 4 claws
+31 melee (2d6+6); or gore +33 melee (2d8+12 plus
poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Aura of the beast, holy breath,
poison
Special Qualities: Damage reduction 10/epic
and evil, darkvision 60 ft., hover, material allergy,
regeneration 10, resistance to electrical 30 and fire
30, scent, spell resistance 32
Saves: Fort +23, Ref +19, Will +18

139
Encyclopaedia - L

hands, each with long fingers ending in crooked becomes, but the new form cannot have more
claws. The hands twitch and wave seemingly Hit Dice than the creature (maximum 15).
independent of the lumina, even after its death. The creature gains the Strength, Dexterity and
Constitution scores of the new form but retains
Bestaria are not particularly intelligent when its own Intelligence, Wisdom and Charisma
compared to other lumina, and they are completely scores. It also gains all extraordinary special
unable to fathom the Material Plane. They have no attacks and special qualities of the new form.
obvious needs or desires, but are extremely fierce
and combative when away from their home. They c 4th and Subsequent Rounds: The creature suffers
occasionally show mercy to creatures of animal 1 point of Intelligence drain.
intelligence, not attacking unless touched first.
Holy Breath (Su): Once per day, a bestarius can
Combat breathe a 20-foot-radius, 20-foot-high cloud of white
mist identical to solid fog. Each round a creature
A bestarius attacks physically dangerous opponents spends time in the cloud, it suffers 4d10 points of
first, leaving spellcasters for later. If its poison damage (or 8d10 for evil creatures). A successful
drives a creature to attack allies, it transfers its DC 23 Will save halves the damage. The save DC is
efforts to another foe. A bestarius reserves its holy Charisma-based. Lumina are immune to all effects
breath for situations where it is being hurt from a of the fog.
distance, or for where it must flee. Unlike other
lumina, bestaria are known to panic when badly Poison (Su): Injury, Fortitude DC 31. A creature
injured. that fails the initial saving throw becomes maddened
with the need to destroy evil for 1 minute, and must
Aura of the Beast (Su): A bestarius exudes an try to engage in melee with any evil-aligned creature
unseen aura that brings forth the primal animalism in sight. If there are no evil-aligned creatures
of humanoids and monstrous humanoids within 20 present, the victim must attack neutrally aligned
feet. A DC 23 Will save allows a creature to resist creatures. If the victim is evil or neutral itself, it
the effect, and any creature that succeeds on the Will attacks itself last. If only good-aligned creatures
save is immune to the auras of bestaria for 24 hours. are present, the victim acts normally. An effect
A creature that fails must continue to make a save similar to detect evil (caster level 20th) informs the
each round it stays in the area until it succeeds. The victim which creatures to attack, and is fooled by
save DC is Charisma-based. spells such as undetectable alignment. This is a
mind-affecting compulsion. The poison’s secondary
After each round of transformation, the effects damage is 2d6 points of Charisma damage. The save
become more severe. All effects are cumulative, DC is Constitution-based.
and last for 24 hours or until removed by a greater
restoration spell.

c 1st Round: The creature has trouble focusing,


Lumina, Knosirius
and must make a DC 20 Concentration check as Large Outsider (Good, Extraplanar, Lumina)
a free action in order to use any Intelligence- or Hit Dice: 28d8+252 (378 hp)
Charisma-based skills (except for Intimidate), Initiative: +7
cast spells or activate magic items that require Speed: 40 ft. (8 squares), fly 100 ft. (good)
a command word, a spell trigger, or spell Armour Class: 48 (–1 size, +7 Dex, +12 natural,
completion to function, or use any abilities that +20 deflection), touch 36, flat-footed 41
require patience or concentration. Base Attack/Grapple: +28/+37
Attack: +3 holy longsword +35 melee (2d6+10,
c 2nd Round: The creature’s hands transform into 19–20) or slam +32 melee (2d4+5)
paws, fins or other thumbless appendages. The Full Attack: +3 holy longsword +35/+30/+25/+20
creature must drop any held items and cannot melee (2d6+10, 19–20); or 2 slams +32 melee
grasp new ones, and cannot cast spells with (2d4+5)
somatic or material components. Space/Reach: 10 ft./10 ft.
Special Attacks: Blessed vision, holy shriek, mystic
c 3rd Round: The creature fully transforms into leash, prismatic halo, spells
an animal, similar to a polymorph spell. The Special Qualities: Damage reduction 20/epic
creature may choose what kind of animal it and evil, darkvision 60 ft., hover, material allergy,

140
Encyclopaedia - L

regeneration 20, resistance to electrical 30 and fire Combat


30, SR 38
A knosirius prefers to defeat opponents by capturing
Saves: Fort +25, Ref +23, Will +29
them with a mystic leash and pulling them within
Abilities: Str 20, Dex 24, Con 28, Int 40, Wis 36,
range of its prismatic halo, finishing them off with a
Cha 29
blessed vision and melee attacks (supplemented by
Skills: Appraise +46 (+48 alchemical items),
automatically quickened true strikes) if necessary.
Balance +38, Climb +36, Concentration +40 (+44
If multiple foes cannot be leashed, it uses high-level
casting defensively), Craft (alchemy) +46, Decipher
attack spells such as dominate person, incendiary
Script +46, Heal +44, Hide +34, Intimidate +40,
cloud, and imprisonment. A badly hurt knosirius
Jump +40, Knowledge (arcana) +46, Knowledge
may try to flee, but is just as likely to fight until
(religion) +46, Knowledge (the planes) +46, Listen
the end. A knosirius trapped and suffering from its
+44, Move Silently +38, Perform (sing) +40, Search
material allergy always casts let go of me.
+46, Spellcraft +70 (+74 scrolls), Spot +44, Survival
+44 (+46 on other planes and to track), Swim +36,
Blessed Vision (Su): As a standard action, a
Use Magic Device +40 (+42 scroll), Use Rope +38
knosirius can make a touch attack against an
Feats: Blind-Fight, Combat Casting, Empower
opponent to ‘bless’ it with special knowledge and
Spell, Enlarge Spell, Eschew Materials, Quicken
sight, allowing it to experience the effects of greater
Spell, Silent Spell
arcane sight and detect good for 1 hour. During
Epic Feats: Automatic Quicken Spell, Epic
this period, the creature affected must make a DC
Spellcasting, Multispell
33 Will save during any round it wishes to use,
Environment: A good-aligned plane
wield, or wear a magic item without a good aura or
Organisation: Solitary, triad or flock (1 plus 1–6
cast a spell without the good descriptor. If it fails,
bestaria)
it is filled with loathing at the thought and refuses
Challenge Rating: 26
to go through with the action. Worn or wielded
Treasure: Standard
items do not need to be dropped, but any special
Alignment: Always good (any)
abilities they possess cannot be activated. The save
Advancement: 29–40 HD (Large)
DC is Charisma-based. A dispel good or DC 36
break enchantment spell ends this mind-affecting
A thin, androgynous humanoid body about 9 feet
compulsion effect prematurely.
tall hovers before you. Its head has equine traits,
but lacks a mouth, and its dark eyes glitter like
Holy Shriek (Su): The shriek of a knosirius is
sapphires, rubies or jade. Its skin glows blue-white,
attuned to magical manifestations of evil power.
and wisps of light drift off its back. It has two
Each round, any spellcaster within 60 feet of a
toothless mouths centred on its palms, and others
knosirius who knows or has prepared a spell with the
are scattered across its arms.
evil descriptor automatically loses her highest-level
evil spell (or spell slot) as the magic bleeds from
Knosiria are lumina mystics, intellectually brilliant
her ears, eyes, nose and mouth in the form of black
and awesome in their magical power. Knosirius
ichor. The spellcaster suffers 1d4 points of damage
‘clothing’ is made of coloured mists that wrap
per level of the lost spell. In addition, any creature
around knosiria like robes. The only sound a
wielding an evil-aligned weapon suffers 4d4 points
knosirius makes is a shrill shriek, which undulates
of damage each round, as the creature’s hands boil
when the lumina opens its mouths.
and blister. Holy shriek is a sonic effect.
Knosiria possess secret knowledge of magic and
Mystic Leash (Su): A knosirius can choose any
virtue, and the relationship between the two. They
spellcaster within 60 feet that knows or has prepared
are explorers and artists, creators of weaves of light
a spell with the good descriptor and force the
that can drive mortals insane.
creature to make a DC 33 Will save. If the save is
failed, the spellcaster’s highest level good spell or
Knosiria are the lumina most likely to come to the
spell slot is lost, and the spell manifests as a glowing
Material Plane by choice, to seek knowledge and
white rope which stretches from the spellcaster to
understanding of a foreign world. Even so, they
the knosirius.
bring destruction by the sheer incompatibility of
their nature with that of non-lumina, and show no
The leash prevents the spellcaster from moving
regret over the deaths they cause. They are almost
and drags her 10 feet closer each subsequent round
always calm and impassive, even when burning
(provoking no attacks of opportunity) unless the
away a cult of their own worshipers.

141
Encyclopaedia - L

spellcaster breaks free, which requires a DC 33 Will Attack: +5 thundering vorpal greatsword of holy
save made as a full-round action. The save DCs are power +61 melee (4d6+32, 19–20)
Charisma-based. Full Attack: +5 thundering vorpal greatsword of
holy power +61/+56/+51/+46 melee (4d6+32, 19–
A broken leash acts as a +1 holy power whip, and 20) and 2 wing slashes +51 melee (2d10+9)
lasts for 1 hour before disappearing. It begins in Space/Reach: 15 ft./15 ft.
the possession of the knosirius, but has no special Special Attacks: Aura of regret, call blade, reality
connection to the lumina. wrack, spell-like abilities
Special Qualities: All-around vision, damage
Prismatic Halo (Su): A knosirius is surrounded reduction 20/epic and evil, darkvision 60 ft., hover,
by a 30-foot-radius field of bright illumination that material allergy, regeneration 30, resistance to
fluctuates in colour. Each round, determine the electrical 30 and fire 30, spell resistance 46
halo’s colour as if it were a prismatic spray; all non- Saves: Fort +39, Ref +42, Will +42
lumina within the area are affected as appropriate Abilities: Str 47, Dex 50, Con 37, Int 36, Wis 42,
for the colour. On a roll of 8, the halo is white and Cha 35
has no damaging effects that round. The save DC to Skills: Appraise +56 (+58 alchemical items),
resist the halo’s effects is 33, and is Charisma-based. Balance +67, Concentration +56 (+60 casting
defensively), Craft (alchemy) +56, Decipher Script
Spells: A knosirius casts spells as a 25th-level +56, Heal +59, Hide +55, Intimidate +55, Jump
sorcerer, and can also cast spells from the Good +65, Knowledge (arcana) +56, Knowledge (religion)
domain as arcane spells. +56, Knowledge (the planes) +56, Listen +59,
Move Silently +63, Perform (sing) +55, Search +60,
Typical Sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7, Spellcraft +60 (+64 scrolls), Spot +63, Swim +61,
save DC 19 + spell level): 0—acid splash, arcane Survival +16 (+20 on other planes and to track),
mark, dancing lights, ghost sound, light, mage Tumble +67, Use Magic Device +55 (+59 scrolls)
hand, prestidigitation, read magic, touch of fatigue; Feats: Ability Focus (aura of regret), Combat
1st—erase, hypnotism, magic aura, obscuring Casting, Combat Expertise, Combat Reflexes, Flyby
mist, true strike; 2nd—flaming sphere, glitterdust, Attack, Improved Initiative, Power Attack
locate object, see invisibility, touch of idiocy; Epic Feats: Blinding Speed, Dire Charge, Epic
3rd—explosive runes, magic circle against evil, Fortitude, Epic Will, Improved Combat Casting,
nondetection, wind wall; 4th—dimension door, fire Spellcasting Harrier, Superior Initiative
shield, holy smite, rainbow pattern; 5th—dispel Environment: A good-aligned plane
evil, dominate person, feeblemind, telekinesis; 6th— Organisation: Solitary, guard (1 plus 1–7 knosiria),
blade barrier, geas/quest, greater dispel magic; or assemblage (1 plus 1–7 knosiria and 4–27
7th—greater arcane sight, holy word, insanity; bestaria)
8th—incendiary cloud, maze, sunburst; 9th—astral Challenge Rating: 31
projection, freedom, imprisonment. Treasure: Standard
Alignment: Always good (any)
Epic Spells Researched: epic counterspell, let go of Advancement: 41–60 HD (Huge); 61–70 HD
me, rain of fire (Gargantuan)

Epic Spells Prepared: (3/day) — epic counterspell, The eidoneus seen most frequently stands 16 feet
let go of me, rain of fire. tall, and has a humanoid shape. Its skeletal ‘skin’
barely gives it form, and consists of ribbons of blue-
Skills: Knosiria have a +20 racial bonus on white energy in the shape of legs, a torso, arms and
Spellcraft checks. a head. Between the bands of energy, glimpses of
the eidoneus’s interior are sometimes revealed:
strange, colourful fluids in the form of bones and
Lumina, Eidoneus organs, suspended in the air within the flesh.
Huge Outsider (Good, Extraplanar, Lumina) Around the eidoneus’s head circles a halo of glowing
Hit Dice: 40d8+520 (700 hp) eyes, and from its back emerge wings that constantly
Initiative: +28 separate and divide into infinity.
Speed: Fly 120 ft. (perfect) (24 squares)
Armour Class: 58 (–2 size, +20 Dex, +10 natural, The eidonia are lumina princes—or lumina gods.
+20 deflection), touch 48, flat-footed 38 Every eidoneus has a different physical appearance.
Base Attack/Grapple: +40/+66 Some have many limbs, others too few; some radiate

142
Encyclopaedia - L

a scorching red, others absorb light; some bear Call Blade (Su): An eidoneus can destroy or create
crowns of otherworldly jewels, while others wear a shining, starlike blade (effectively a +5 thundering
nothing. vorpal greatsword of holy power) from its own
essence as a move action. The blade disappears
Eidonia move with ineffable precision, utterly still when the eidoneus dies. If the blade is destroyed
when at rest and a blur when in motion. The air or sent to another plane while the eidoneus lives,
around an eidoneus sparkles, flashes, and screams, the eidoneus immediately suffers 5 points of
and has the taste of sweet fruit and fire. Eidonia are Constitution drain. It can still create a new blade on
the ultimate lumina, as much elements of their plane its next turn.
itself as its inhabitants. Other lumina seem drawn to
their presence, more as pilgrims to a holy site than Reality Wrack (Su): When an eidoneus arrives on
petitioners to a ruler. a plane other than its own, a ripple in reality occurs
before the plane and the eidoneus reach a state of
The chief interest of eidonia—at least so far as equilibrium. A wave of white energy deals 100
mortal minds can perceive—appears to be protecting points of damage to creatures and objects within 100
their home and their lumina. If one were to willingly feet (Will DC 43 half). Creatures and objects that
leave its world (and the power required to force fail their saves also are affected as by an antimagic
an eidoneus off its plane is almost unthinkable), it field for 1 round: magic items, spells, supernatural
would certainly be with the purpose of nullifying an effects and so on are all suppressed. Affected
external threat. creatures cannot cast spells during this time. The
save DC is Constitution-based.
Combat
Once per hour after the first following its arrival
An eidoneus usually initiates combat with a reality
on the plane, an eidoneus can wrack reality as a
wrack attack, and then closes in so that opponents
standard action by taking 1 point of Constitution
are affected by its aura of regret. It uses its Blinding
drain. The range is reduced to 50 feet.
Speed feat while engaging in melee with any
creatures not weeping, only using spell-like abilities
Spell-Like Abilities: At will—crushing despair
in self-defence or to defeat large mobs of enemies.
(DC 26), cure critical wounds, death ward, greater
arcane sight, greater dispel magic, protection from
Aura of Regret (Su): Any creature within 60 feet
energy, sunburst (DC 30), true seeing; 3/day—chain
of an eidoneus must succeed on a DC 44 Will save
lightning (DC 28), earthquake, fire storm (DC 30),
or be stunned, fall prone, and begin to weep over its
greater restoration, greater teleport, heal, holy
past sins. The creature must continue to make a save
word, implosion (DC 31), insanity (DC 29), reverse
each round while in the area until it succeeds. Any
gravity, true resurrection; 1/day—eclipse, gate, let
creature that succeeds on the Will save is immune to
go of me (DC 32), miracle, rain of fire (DC 32).
that eidoneus’s aura of regret for 24 hours. After 2
Caster level 30th. The save DCs are Charisma-
rounds of weeping, the creature suffers permanent
based.
blindness. After the 3rd round and each round
thereafter, the creature suffers 1 point of Constitution
All-Around Vision (Ex): An eidoneus’s halo of
damage from weeping blood. The save DC is
eyes allows it to look in any direction, providing
Charisma-based and includes the eidoneus’s Ability
a +4 racial bonus on Search and Spot checks. An
Focus feat. This is a mind-affecting compulsion
eidoneus cannot be flanked.
effect.

143
Encyclopaedia - M

uppermost section narrowing to but five feet wide at its


base. A creature that falls into a malebolge will fall 100

M
feet or so before smashing into the unyielding sides of the
pit. Mouths, tentacles, eyes, teeth and other organs and
orifices constantly open and close in the red stone; when a
malebolge speaks, it speaks with a thousand voices which

Malebolge echo around and out of the pit.

Colossal Outsider (Evil, Earth) Normally, the malebolge are to be found in the lowest
Hit Dice: 40d8+380 (560 hp) reaches of the hells. The choicest of the damned are
Initiative: +5 hurled into the maw of the malebolge, to be chewed upon
Speed: 60 ft. (12 squares) and tormented for aeons.
Armour Class: 35 (–8 size, –3 Dex, +21 natural, +15
insight), touch 14, flat-footed 35 The living pits are not especially ambitious or active
Base Attack/Grapple: +40/+71 devils; they are serene in their constant infliction of perfect
Attack: Lesser mouth +47 melee (4d6+15) agony and do not hunger like other devils to be called to
Full Attack: 4 lesser mouths +47 melee (4d6+15) the material plane to win souls and cause havoc. That
Space/Reach: 40 ft./0 ft. (40 ft. with lesser mouths in said, when a malebolge is gated in by some lunatic, the
bodies) results are nothing short of apocalyptic. The land shifts
Special Attacks: Gaping maw, grinding pit, spell-like and moves like water for the malebolge. They swim
abilities through the ashen plains of Hell and the stone of the
Special Qualities: Acid immunity, damage reduction material plane with equal ease, ‘surfacing’ for a moment to
20/epic, earth glide, fire and cold resistance 20, spell-like swallow some unfortunate, then returning into the depths
abilities, spell resistance 30, telepathy 100 ft, tremorsense to grind him into dust. They are cunning fighters and
300 ft. respectful of the powers of puissant beings. A malebolge
Saves: Fort +33, Ref +19, Will +22 facing a solar angel or high-level party will retreat into the
Abilities: Str 40, Dex 4, Con 28, Int 12, Wis 11, Cha 6 ground and wait for a good time to attack instead of rising
Skills: Concentration +52, Diplomacy +45, Hide +24, blindly and trying to grab its prey.
Intimidate +41, Listen +43, Move Silently +40, Sense
Motive +43, Spot +43, Survival +43
Feats: Awesome Blow, Cleave, Great Cleave, Improved Combat
Bull Rush, Improved Initiative, Improved Sunder, Power A malebolge’s primary method of attack is simple
Attack movement; it can move directly under a foe and have
Epic Feats: Energy Feeder (acid), Epic Potency (x2), Epic them fall into its body. While they are within, it can snap
Toughness, Improved Awesome Blow, Penetrate Damage at them with the lesser mouths that sprout within it (or
Reduction (adamantine), Superior Initiative grapple them with its tentacles). Each person within the
Environment: Lower planes pit will be attacked by a single lesser mouth. It can also
Organisation: Solitary
Challenge Rating: 23
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: —
Level Adjustment: —

A massive pit yawns open beneath your feet. You catch


a glimpse of mouths opening in the wet red stone of the
chasm’s sheer walls, of writhing tentacles and teeth as
big as giants and a single staring eye in the very depths,
looking back at you…

The malebolge are the living pits of Hell. According to


some writings, there are but four malebolge; others claim
there are nine or sixteen or nine score and nine. Less
comforting texts insist that if the lower planes are infinite
in extent, then there must perforce be an infinite number
of devils, including an endless amount of malebolge. Take
heart in the fact that even the most comprehensive fiendish
texts contain the true names of only two malebolge.
Perhaps that is all that exist.

Physically, a malebolge is a roughly conical entity,


like an upside-down pyramid, about 40 feet wide at its

144
Encyclopaedia - M

grind those trapped within it. When faced with flying Environment: Any plane, land or underground
enemies, the malebolge turns to its spell-like abilities to Organisation: Company (1-4 mercanes and 3-18 5th level
knock its foes out of the air. Reverse gravity is a favoured fighter bodyguards) or progression (1 mercane, 3 14th level
tactic; it flips the flyer into the malebolge’s mouth, then the fighters, and 1 21st level fighter/2nd level Union Sentinnel)
pit sinks into the earth holding the flyer trapped within it. Challenge Rating: 5
Treasure: Double standard
Earth Glide (Ex): A malebolge can glide through stone, Alignment: Always lawful neutral
dirt or almost any other sort of earth except metal as easily Advancement: By character class
as a fish swims through water. Its burrowing leaves behind Level Adjustment: +7
no tunnel or hole, nor does it create any ripple or other
signs of its presence. Behind a table far too short for his comfort stands a 12 ft.
tall blue skinned humanoid. He is arranging wares on his
Gaping Maw (Ex): A malebolge is basically a mobile table with nimble fingers that seem overly long.
100- feet-deep pit. If it moves under a character, that
character falls into the pit. Characters may make a Reflex Mercanes are merchants of the multiverse. Though not
save (DC 15) to jump out of the way; if the edge of the physically powerful they are key players in the outer
malebolge is further than five feet away, the character must planes but providing magical items, weapons and services
make a Jump check to reach the edge. A character that to whoever has the resources to pay for them. They
falls into the malebolge takes 10d6 damage from the fall consider themselves neutral in all conflicts and have no
and is now trapped within the malebolge. He can attempt ethical problem with selling materials to both sides of each
to climb out (Climb check DC 30) as long as the roof of and every conflict. With the mercanes around it is unlikely
the malebolge is open. If the malebolge has descended that surrender will ever come because of a lack of supplies.
into the earth using its earth glide ability, then there is no
escape for the character by climbing unless the malebolge Mercanes speak Abyssal, Celestial, Draconic, Infernal and
surfaces again. at least two other languages.

Grinding Pit (Ex): As a full attack action, the malebolge


can grind everything trapped within it. All creatures in the
Combat
pit suffer 20d6 damage (opposed Strength check against Mercanes retreat from combat as quickly as possible
the malebolge for half damage). counting on the efforts of their bodyguards to protect
them.
Spell-Like Abilities: At will – comprehend languages,
scrying (DC 12); 3/day – antimagic field, dimensional Spell-Like Abilities: 3/day—dimension door, invisibility;
anchor (DC 12), greater dispel magic, imprisonment (DC 1/day—secret chest, plane shift. Caster level 14th.
17), meteor swarm (DC 17), reverse gravity, sympathy (DC
16), Caster level 40th. The save DCs are Charisma-based. Telepathy (Su): Mercanes can communicate telepathically
with any creature within 100 feet that has a language.

Mercane Skills: Mercanes receive a +4 racial bonus on Appraise checks.

Large Outsider
Hit Dice: 7d8+21 (52 hp)
Mercane Characters
Initiative: +2 A mercane’s favoured class is wizard. Player character
Speed: 30 ft. (6 square) mercanes have a level adjustment of +7.
Armour Class: 15 (-1 size, +2 Dex, +4 natural), touch 11,
flat-footed 13
Base Attack/Grapple: +7/+13
Attack: Masterwork falchion +9 melee (2d4+3)
Mercurial,
Full Attack: Masterwork falchion +9/+4 melee (2d4+3)
Space/Reach: 10 ft./10 ft. Legendary
Special Attacks: —
Special Qualities: Spell-like abilities, spell resistance 25, Dreadnaught
telepathy Huge Outsider (Chaotic)
Saves: Fort +8, Ref +7, Will +8 Hit Dice: 24d8+192 plus 10d12+124 (489 hp)
Abilities: Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15 Initiative: +7
Skills: Appraise +19, Bluff +12, Diplomacy +16, Gather Speed: 40 ft. (8 squares)
Information +12, Intimidate +14, Knowledge (arcana) Armour Class: 26 (–2 size, +3 Dex, +15 natural), touch
+15, Knowledge (the planes) +15, Listen +13, Profession 11, flat-footed 23
(bookkeeper) +13, Sense Motive +13, Sleight of Hand Base Attack/Grapple: +24 (+5 epic bonus)/+45
+14, Spellcraft +17, Spot +13 Attack: Body weapon +37 melee (4d6+14, 17-20
Feats: Combat Expertise, Improved Disarm, Improved [greatsword version])
Feint

145
Encyclopaedia - M

Full Attack: Body weapon +37/+32/+27/+22 melee


(4d6+14, 17-20 [greatsword version])
Combat
Space/Reach: 15 ft./15 ft. Mercurials can sprout swords or pikes or whatever
Special Attacks: Body weapons, silver spray, spell-like weapons they need from the silver liquid of their bodies,
abilities meaning that a mercurial never goes unarmed.
Special Qualities: Adaptation, damage reduction
6/—, emotional, fast healing 6, immunity to critical hits, Body Weapons (Ex): A mercurial can produce a melee
reflection, shrug of punishment (+24 hp), spell resistance weapon from either or both of its arms (or even combine
24, unstoppable (2/day), unstoppable (2/day) the two into a single weapon). It produces a Huge weapon
Saves: Fort +27, Ref +22, Will +21 suitable for its size; this weapon cannot be disarmed, but can
Abilities: Str 27, Dex 16, Con 26, Int 16, Wis 15, Cha 18 be sundered. The weapon counts as a +2 chaotic silvered
Skills: Bluff +31, Climb +28, Concentration +35 (+39 weapon for the purposes of bypassing damage reduction.
casting defensively), Craft (any one) +40, Intimidate Common mercurial weapons include: • Longsword, damage
+45, Jump +49, Knowledge (the planes) +30, Listen +29, 3d6 • Greatsword, damage 4d6 • Halberd, damage 3d8.
Search +30, Sense Motive +29, Spot +29, Survival +29 Producing a body weapon is a free action.
(+31 outer planes), Swim +28
Feats: Awesome Blow, Cleave, Combat Casting, Combat Silver Spray (Su): A mercurial can throw droplets of
Reflexes, Great Cleave, Improved Bull Rush, Improved its own body as an attack action. This spray attack has a
Critical (body weapon), Improved Initiative, Power Attack range of 40 feet and requires a ranged touch attack. The
Epic Feats: Dire Charge, Fast Healing (x2)B, Epic mercurial spends hit points (up to 40) to deal damage
Toughness, Spellcasting Harrier – for every two hit points spent, the attack does 1d4 points
Environment: Chaotic planes of damage. For example, a mercurial that spends ten hit
Organisation: Solitary, pair, gang (4–9) or citadel (50– points on a silver spray attack deals 5d4 points of damage.
200)
Challenge Rating: 28 Reflection (Su): A mercurial is immune to ray spells. If it
Treasure: Double standard readies an action to reflect, it can bounce a ray spell back at
Alignment: Usually chaotic neutral its caster (the mercurial must make a ranged touch attack as
Advancement: By character class if it was casting the spell to reflect the spell accurately).
Level Adjustment: —
Adaptation (Su): A mercurial can alter its body to give it
This creature is a giant made out of quicksilver; its improved defences. As a standard action, it can activate
features flow and shift as its moves. one of the following abilities: Energy resistance 10 against
one energy type damage reduction 5/lawful damage
Mercurials are creatures of the planes of chaos. Most reduction 10/slashing damage reduction 10/piercing
entities spawned by those ever-changing regions are damage reduction 10/bludgeoning. A mercurial can only
bizarre, misshapen horrors with far too many eyes and have one of these abilities active at any time.
a surfeit of tentacles. By contrast, mercurials are stable
and even handsome. They ride the chaos tides as a sailor Emotional (Ex): Mercurials are prone to fits of rage,
rides the waves, taking the best aspects of the change and sorrow and other strong emotions. Anyone talking to a
rejecting the rest. They are a proud, joyful people who see mercurial suffers a –5 penalty to their Diplomacy checks,
themselves as wardens of chaos – they can often be found as they must carefully avoid angering the creature. It
rescuing or guiding travellers who have blundered too far automatically fails its Will saves against any mind-
into the shifting regions. Of course, one cannot always affecting compulsion spells. However, the shifting
trust the things of chaos. emotions of the creature are such that the effects of any
such spell are automatically thrown off after 1d6 rounds
Mercurials are incredibly quick to anger or to any other +1 round per level of the spell.
emotion. A titan is a veritable stoic compared to the
shifting moods of a mercurial. A single misspoken word Immunity to Critical Hits (Ex): As mercurials are made
can cause the mercurial to abandon the travellers it is of living quicksilver, they have no internal organs unless
guiding to the horrors of chaos, or even trigger an all- they want to and so are immune to critical hits.
out attack from the giant. Left to their own devices, the
mercurials dwell in great ever- changing citadels that Spell-Like Abilities: At will – alter self, detect chaos,
are a wonder to behold. They watch the borderlands detect law, protection from law; 3/day – bull’s strength,
and marches of chaos, sometimes taking action to repel chaos hammer (DC 18), haste; 1/day – plane shift (DC
an invader or to unravel a stubborn knot of order that 19). Caster level 20th. Save DCs are Charisma-based.
refuses to melt away in the face of chaos. They can be
called to serve by powerful wizards or clerics; indeed, the Unstoppable (Ex): As a dreadnaught it can concentrate its
mercurials enjoy seeing other planes once in a while, but power, gaining a +20 bonus on its Strength check to break
are always glad to return home to the perfect nonsense of or burst a door or item once per day, plus one additional
chaos. time per day every five levels thereafter. As a special use
of this ability, the legendary dreadnought can attempt to
break a wall of force (Strength DC 32, and the character

146
Encyclopaedia - M

applies his or her unstoppable bonus to this check as well).


Alternatively, the legendary dreadnought can apply the Mistji, True
+20 bonus to a single attack roll. Medium Fey (Incorporeal)
Hit Dice: 20d6+60 (130 hp)
Unmovable (Ex): The legendary dreadnought can Initiative: +10
concentrate his or her power, making him or herself Speed: Fly 50 ft. (perfect) (10 squares)
unmovable once per day, plus one additional time per Armour Class: 32 (+10 Dex, +12 deflection), touch 32,
day every five levels thereafter. This power grants the flat-footed 22
character a +20 bonus on any one of the following: Base Attack/Grapple: +10/—
Attack: —
c A grapple check made to avoid being grabbed with the Full Attack: —
improved grab ability. Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, spell-like abilities, weather
c A Strength check to avoid the effects of a bull rush, control
trip attempt, or similar effect. Special Qualities: Damage reduction 15/cold iron,
elemental conversion, incorporeal traits, materialise, spell
c A Strength check against any effect that would move resistance 35
the character either physically or magically. Saves: Fort +9, Ref +22, Will +21
Abilities: Str —, Dex 30, Con 16, Int 30, Wis 25, Cha 35
c Any one saving throw. If an effect that would move Skills: Appraise +33, Concentration +26, Craft (alchemy)
the character either physically or magically does +33, Decipher Script +33, Handle Animal +35, Knowledge
not normally allow a saving throw, the legendary (arcana) +33, Knowledge (history) +33, Knowledge
dreadnought can use this ability to gain a Will saving (nature) +35, Knowledge (the planes) +33, Listen +30,
throw. He or she still gains the +20 bonus on the Search +33, Sense Motive +30, Spellcraft +35, Spot +30,
saving throw in such a case. Survival +30, Use Magic Device +35

147
Encyclopaedia - M

Feats: Combat Casting, Eschew Materials, Heighten losing battles for too long. A typical true mistji tactic
Spell, Improved Counterspell, Iron Will, Maximise Spell, is to become unreachable and unseen (flying away and
Widen Spell becoming invisible, incorporeally entering the ground
Epic Feats: Automatic Quicken SpellB and raising a solid fog, and so on), alter the weather to
Environment: Any land hamper enemies, then slam down offensive spells like call
Organisation: Solitary lightning storm and cone of cold.
Challenge Rating: 20
Treasure: None Spells: A true mistji casts spells as a 15th-level sorcerer,
Alignment: Usually chaotic neutral and can also cast druid spells as arcane spells. Typical
Advancement: By character class Sorcerer Spells Known (6/9/9/9/9/8/8/6, save DC 22 +
spell level): 0—arcane mark, create water, dancing lights,
Having no physical body, but is composed of thousands detect magic, ghost sound, mage hand, prestidigitation,
of colored motes that glitter like jewels, shaped in a ray of frost, read magic; 1st—endure elements, entangle,
humanoid form. These motes also swirl around the faerie fire, magic aura, shield; 2nd—fog cloud, mirror
being’s feet, falling to earth and providing a path on which image, soften earth and stone, whispering wind, wood
it walks. shape; 3rd—invisibility sphere, protection from energy,
quench, tongues; 4th—fire shield, hallucinatory
True mistji are ancient beings as one with magic, ancestors terrain, solid fog, stone shape; 5th—baleful polymorph,
of the race of mistji commonly known. Most mistji have cone of cold, major creation, seeming; 6th—globe of
only vague features, but they can add detail to their bodies invulnerability, greater dispel magic, spellstaff; 7th—fire
as they wish. A true mistji who takes corporeal form storm, greater arcane sight.
gains the (often nude) body of a tall, thin humanoid with
faintly silver or gold skin, straight white or blond hair, and Spell-Like Abilities: At will—call lightning storm (DC
blue, purple, grey, or green eyes. In either form, a mistji 27), commune with nature, meld into stone, plant growth,
has a resonating voice, and a scent reminiscent of ocean, speak with animals, tree shape, whirlwind (DC 30); 1/
sulphur, minerals, clean air, or another source of elemental day—verdigris (DC 32). Caster level 20th. The save DCs
power. are Charisma-based.

True mistji dwell in wilderness apart from other sentient Weather Control (Su): A true mistji can control weather
creatures, on lifeless buttes, beneath lakes, among clouds, in a radius of anywhere from 10 feet to 1 mile. The mistji
and in lush forests. They may call a particular tree or rock can change the weather as a standard action, but unlike in
home, or they may wander, and most mistji resettle at least the normal version of the spell, the changes take only 1
a few times during their lives. They delight in their power, round to manifest.
and many occupy themselves doing little but finding new
ways to use their magic. A mistji may create a hurricane Elemental Conversion (Su): When a true mistji casts
or a tsunami simply to enjoy its beauty, or spend years a spell or uses a spell-like ability that deals acid, cold,
studying the patterns of falling snow. electricity, fire, or sonic damage, the mistji can change the
type of damage inflicted to any of the other four as a free
True mistji can be persistent or fickle, but they are almost action. The spell’s descriptor changes as appropriate, but
universally self-centred. Their inherent might allows them no other aspects are altered.
to enjoy life without regard for other creatures’ well being,
and they do not age, eat or sleep. On those rare occasions Materialise (Su): Though normally incorporeal, a true
when they desire to reproduce, they drain their magic to mistji can assume a material, corporeal form (or return to
create a new mistji. an incorporeal form) as a standard action. A materialised
mistji has a Strength score of 10; the mistji’s abilities do
It is not impossible for a non-mistji to communicate with not otherwise change.
a true mistji, particularly if such a creature catches the
mistji’s fancy or displays great power. Even then, the mistji
is likely to see the creature as a lesser form of life, and its
needs and wants unimportant. It is an unusual mistji who
Mothering Mass
Gargantuan Outsider (Extraplanar)
thinks anything of the damage caused by his or her work,
Hit Dice: 40d8+640 (820 hp)
and an even rarer example that cares. True mistji socialise
Initiative: +3
with one another only slightly more frequently; long-lasting
Speed: 10 ft. (2 squares)
friendships and affairs do occur, but two mistji who meet
Armour Class: 20 (-4 size, -1 Dex, +15 natural), touch 5,
are as apt to ignore each other as introduce themselves.
flat-footed 20
Base Attack/Grapple: +40/+61
Mistji speak Celestial.
Attack: Tentacle +46 melee (2d8+9)
Full Attack: 2 tentacles +46 melee (2d8+9) and bite +44
Combat melee (3d6+4)
True mistji are proud and confident opponents—usually Space/Reach: 15 ft./15 ft.
with good cause, but they can underestimate foes and fight Special Attacks: Blood drain, clone, dominate, emit

148
Encyclopaedia - M

swarm, engulf, improved grab, spell-like abilities, Blood Drain (Ex): If the mothering mass achieves a pin,
telepathic field it can drain its target for 2d4 points of Constitution per
Special Qualities: All-around vision, fast healing 26, spell round. The blood is drained through thorn-like growths in
resistance 36 the creature’s skin.
Saves: Fort +42, Ref +25, Will +30
Abilities: Str 28, Dex 8, Con 42, Int 10, Wis 18, Cha 24 Clone (Su): The mothering mass can produce duplicate
Skills: Bluff +50, Diplomacy +58, Intimidate +54, entities (see below). This creature must be at least one
Knowledge (nature) +43, Listen +49, Search +43, Sense size category smaller than the mass, which must also
Motive +47, Spot +49 have received a blood sample from the creature to be
Feats: Alertness, Cleave, Great Cleave, Improved duplicated, collected either by means of a needlemite or by
Initiative, Improved Sunder, Multiattack, Power Attack, its own tentacles. The gestation process takes one round
Weapon Focus (bite), Weapon Focus (tentacle) per three Hit Dice of the creature being created. The
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Will, Fast mass cannot retain control over more than 40 Hit Dice of
Healing (x2) duplicate entities at any one time.
Environment: Any
Organisation: Solitary or nest (one mass plus 1–4 Dominate (Su): The mothering mass can use a standard
duplicate creatures) action to psychically dominate a creature, usually creating
Challenge Rating: 24 further paranoia and confusion as to whether the creature
Treasure: — is a duplicate or not. Anyone the mass targets must
Alignment: Chaotic neutral succeed on a Will save (DC 37) or fall instantly under the
Advancement: 41–60 HD (Colossal) mass’s influence as though by a dominate person spell
Level Adjustment: — (caster level 24th). The ability has a range of 30 feet. The
save DC is Charisma-based.
A grotesque, heaving pulp of pink flesh with half-formed
body parts emerging and being sucked back in, as if Emit Swarm (Su): The mass can emit a swarm of
creatures are trying to fight their way out. It dribbles a needlemites from its body. It can emit a new swarm after 1d4
white milky substance from nodules dotted around it. This rounds but can never have more swarms under its control than
foul stuff is nutritious and is used to keep its spawn fed. it has points of Charisma ability score modifier. A typical
mass can thus control up to seven swarms.
These creatures are called into being when misguided
wizards attempt to meddle with the divine powers of Engulf (Ex): The mothering mass can haul a grappled
creation. The creature is life in its most basic organic target of Huge size or smaller into its sticky body. This
sense, run riot. Its only desire is to be fecund and produce frees up the tentacle to attack other targets. While it
more and more life. However, it cannot do this on its holds a target in its body, it takes a -20 penalty on grapple
own, as it does not contain the principle of generation. All checks against that target and is not considered grappled
that it can do is make botched travesties of creatures that itself; the creature it grapples does not lose its Dexterity
already exist. Even then it needs to sample their blood bonus to Armour Class, still threatens an area and can use
and tissues before it can create duplicates. It does this by its remaining attacks against other opponents. By hauling
means of its needlemites. multiple targets into its body, the mass can grapple several
creatures at once while leaving its tentacles free.
The mass sends forth needlemites to harvest blood and
other organic matter from a creature. This matter then acts Improved Grab (Ex): If the mothering mass hits with
as the material component for what is essentially a version a tentacle attack, it can immediately attempt a grapple
of the clone spell (see below). The mass breeds the new check as a free action without provoking an attack of
creature within itself, gestating it in mere minutes. opportunity. Spell-Like Abilities: At will – confusion
(DC 21), contagion (DC 21), cure serious wounds; modify
A mothering mass absorbs a creature’s memories when it memory (DC 21). The save DCs are Charisma-based.
absorbs the blood sample. It can thus speak any language
spoken by a creature whose blood it has taken. To Telepathic Field (Su): The mothering mass emanates a
communicate, it forms a temporary head. telepathic detection field that extends 30 feet out from its
body in all directions. Any creature entering this field
Mothering masses are patient and subtle. They send their must make a Will save (DC 37). If it fails the save, the
duplicate creatures to dispose of the originals, and then have mothering mass can read its surface thoughts (as if by
them go back into their communities and find more ideal a detect thoughts spell) for as long as it remains in the
subjects for replication. A mothering mass can take over field. A creature who successfully saves is immune to that
whole villages or even towns in this way. In its derangement, mothering mass’s telepathic field for the next 24 hours.
it honestly thinks it is doing the right thing by taking over. The mass uses this ability to identify hostile creatures and
thwart enemy tactics. The save DC is Charisma-based.
All-Around Vision (Ex): The creature’s constant growth
of eyes in places all over its body give it all-around vision.
It cannot be flanked.

149
Encyclopaedia - M

Mu Spore Combat
Mu spore open combat by blasting opponents by its spore
Colossal Plant
cough and then stuffing survivors into its great maw.
Hit Dice: 35d8+375 (532 hp)
Initiative: +5
Spore Cough (Su): Once every 1d4 rounds a mu spore
Speed: 40 ft. (8 squares)
can release a cloud of burrowing spores. This spore
Armour Class: 27 (-8 size, -3 Dex, +28 natural) touch -1,
cough is treated as a 100-foot-cone breath weapon. The
flat-footed 27
burrowing spores deal 20d8 points of damage to all
Base Attack/Grapple: +26/+55
creatures and structures in the area, or half damage to any
Attack: Tendril +31 melee (2d6+13, 19-20)
creatures that make a Reflex save (DC 36). The DC is
Full Attack: 4 tendrils +31 melee (2d6+13, 19-20) and
Charisma-based.
bite +26 melee (4d6+6, 19-20)
Space/Reach: 30 ft./30 ft.
Improved Grab (Ex): If a mu spore hits with a tendril,
Special Attacks: Improved grab, spore cough, swallow
it deals normal damage and attempts to start a grapple as
whole
a free action without provoking an attack of opportunity.
Special Qualities: Acid resistance 20, blindsight 210 ft.,
Improved grab works only against Gargantuan and smaller
damage reduction 10/epic, fast healing 10, plant traits,
opponents. The mu spore has the option to conduct the
sticky
grapple normally, transfer the victim to its mouth as a
Saves: Fort +28, Ref +14, Will +20
free action or simply use its tendril to hold the opponent.
Abilities: Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28
Each successful grapple check it makes during successive
Skills: Bluff +47, Diplomacy +13, Gather Information
rounds automatically deals the damage given for the
+13, Hide +19, Intimidate +13, Jump +13, Knowledge
tendril.
(local) +42, Knowledge (nature) +42, Listen +47, Spot
+47
Swallow Whole (Ex): If the mu spore begins its turn
Feats: Cleave, Great Cleave, Improved Critical (bite),
with an opponent held in its mouth, it can attempt a new
Improved Critical (tendril), Improved Initiative, Lightning
grapple check (as though attempting to pin the opponent).
Reflexes, Power Attack
If it succeeds, it swallows its prey and the opponent takes
Epic Feats: Epic Reflexes, Epic Toughness (x3), Superior
bite damage. A swallowed creature takes the twice the
Initiative
damage given for the mu spore’s bite every round. A
Environment: Any underground
swallowed creature is considered grappled, while the
Organisation: Solitary, pair, polyp (3-7)
creature that did the swallowing is not. A swallowed
Challenge Rating: 21
creature can try to cut its way free with any light piercing
Treasure: Standard
or slashing weapon, if it can deal 33 points of damage in
Alignment: Usually chaotic neutral
this fashion, or it can just try to escape the grapple. If the
Advancement: 36+ HD (Colossal)
swallowed creature chooses the latter course, success puts
Level Adjustment: —
it back in the mu spore’s mouth, where it may be bitten or
swallowed again.
A giant red skinned fungus towers over you. It walks on
two stalk-like legs and its many tendril reach out to snag a
Sticky (Ex): Sticky tendrils cover a mu spore, many
morsel for its gaping jaw.
more than the four main tendrils it uses for combat. Any
creature that touches or successfully attacks a mu spore
Deep beneath the ground these intelligent fungus grow
with a melee weapon is subject to a free improved grab
to unrealistic heights. Sometimes raising to the heights
check by the mu spore, as if the mu spore had success-
of redwood trees. Though nothing prevents the mu spore
fully attacked the creature with a tendril. A creature
from travelling to the surface world, they find the bright
wielding a melee weapon must immediately relinquish its
sunlight too hot to reside there comfortably for any
grip on its weapon, or proceed with the grapple check. If
amount of time. The mu spore are not picky eaters and
the subject relinquishes its grip on its weapon, the weapon
will attempt to consume any smaller creatures.
is swallowed the following round. Creatures who attack
the mu spore in melee without a weapon they can release
Mu spores speak Common and Terran.
(such as those with natural attacks only) do not have this
option.
A mu spore’s natural weapons are treated as epic for the
purpose of overcoming damage reduction.

150
Encyclopaedia - N

A creature whose brain has been harvested by a brain


collector cannot be raised, reincarnated, or resurrected

N
while the brain is in the creature, because the collector
preserves and draws upon the soul and basic personality of
the creature for as long as it retains the brain.

Neh-thalggu (Brain Neh-thalggus’ own language is a silent sign language


‘spoken’ with their writhing head-tentacles. They can also

Collector) communicate telepathically with any creature that has a


language within 100 feet.
Huge Aberration (Extraplanar, Incorporeal)
Hit Dice: 32d8+192 (336 hp) Combat
Initiative: +12
Speed: 60 ft. (12 squares), or via dimension door With their ability to move around the battlefield using
Armour Class: 35 (-2 size, +4 Dex, +3 deflection, +20 their dimensional travel, the nel-thalggu can be a terrible
insight), touch 35, flat-footed 31 opponent. They appear suddenly striking with head-
Base Attack/Grapple: +24/— tentacles and bite or safely extract a brain from a distance.
Attack: Head tentacle +27 melee touch (2d10 plus ability
drain) or manifest bite +35 melee (4d10+18 plus poison) A neh-thalggu’s natural weapons are treated as epic for the
Full Attack: 10 head-tentacles +27 melee touch (2d10 purpose of overcoming damage reduction.
plus ability drain) or manifest bite bite +35 melee
(4d10+18 plus poison) Poison (Ex): A neh-thalggu’s bite injects a debilitating
Space/Reach: 15 ft./10 ft. poison (DC 32) that damages the victim’s Constitution.
Special Attacks: Extract brains, poison, spells He or she loses half his or her current Constitution
Special Qualities: Amorphous physiology, damage immediately on a failed save and must save again 1 minute
reduction 10/epic, darkvision 60 ft., dimensional travel, later or lose half of his or her remaining Constitution. If
incorporeal traits, manifest maw, spell resistance 30 the character survives, he or she heals the ability damage
Saves: Fort +16, Ref +14, Will +23 at the normal rate (1 point per day). The save DC is
Abilities: Str —, Dex 19, Con 22, Int 20, Wis 20, Cha 17 Constitution-based.
Skills: Concentration +41, Hide +31, Knowledge (arcana)
+40, Knowledge (the planes) +40, Move Silently +39, Head-Tentacles (Ex): The long, whip-like tentacles that
Search +40, Spellcraft +44 frame either side of a brain collector’s face can deliver
Feats: Combat Expertise, Combat Reflexes, Dodge, a dangerous touch attack that, if successful, causes the
Eschew Materials, Improved Initiative, Maximise Spell, target to dehydrate and wither (2d10 points of desiccation
Mobility, Multiattack, Power AttackB Spring Attack damage). In addition, each successful tentacle attack
Epic Feats: Epic Prowess, Superior Initiative drains 1 point of Strength, 1 point of Dexterity, and 1
Environment: Any point of Constitution. This is ability drain and may only
Organisation: Solitary be reversed by spells such as restoration and greater
Challenge Rating: 26 restoration. It can bring all ten tentacles to bear on a
Treasure: Triple standard single target facing it or divide its attacks against up to ten
Alignment: Usually chaotic neutral, neutral evil or chaotic targets that it threatens.
evil.
Advancement: 33-66 HD (Gargantuan), 67-112 HD Extract Brains (Sp): Once every 1d4 rounds, as a full-
(Colossal) round action, a brain collector can extract the brain from
Level Adjustment: — a target creature in line of sight. This attack is psionic
in nature and can be blocked by a dimensional anchor
A terrible monstrosity is mostly bad of pulsing flesh currently in force on the target. The target gets a Will
mounted on twelve jointed spindly legs. It has an save (DC 31) to resist the extraction. The save DC is
oversized jaw ringed with many tentacles that conceal Intelligence-based. If the save fails, his or her brain is
haunting eyes… drawn out intact through the skull by extradimensional
means and sucked up by the brain collector, lodging in
The neh-thalggu come from a dimension far removed an unused storage sac above and behind its eyes. If the
from the Material Plane. These terrible creatures travel save succeeds, he or she takes 9d6 points of damage and
the multiverse on their agile crab-like legs harvesting the is stunned for 1d4+1 rounds. A brain collector prefers
brains of sentient beings. Once extracted, the brains float to absorb brains of high-level arcane spellcasters but is
in amorphous physiology and provide the neh-thagglu with fully capable of extracting those of other foes as a highly
access to spellcasting that it does not normally possess. effective attack. When encountered, assume a neh-thalggu
So bizarre is the neh-thagglu’s ability to extract brains, it has a full retinue of thirteen stolen brains. Each brain
often accompanied by a brood of phrenic scourges (see less than the full thirteen bestows one negative level on
Iconic Beastiary: Classics of Fantasy published in PDF by the neh-thalggu (though these never convert to actual
Lion’s Den Press (via Ronin Arts) for more information on level loss), which is a powerful incentive for the creature
phrenic scourges). to always keep its brain-sacs filled. A neh-thalggu is

151
Encyclopaedia - N

N’gathhau (The
Tormentors)
The n’gathhau are not a true race of beings but a series of
victims of torture and body modification. No one knows
for sure who the first n’gathhau was or where they came
from but each n’gathhau is responsible, through their art,
for creating dozens or hundreds of more tormentors. They
are attacked on sight by most intelligent races.

Creating a N’gathhau
‘N’gathhau’ is an acquired template that can be applied to
any humanoid or monstrous humanoid of Small to Large
size with at least 6 HD (hereafter referred to as the ‘base
character’). It uses all the base character’s special abilities
and statistics, except as noted below.

Size and Type: The base character’s type changes to


outsider, and it gains the evil and N’gathhau subtypes. It
does not gain the augmented subtype. Size is not changed.
Do not recalculate HD, base attack bonus or saves.
free to draw on all the Knowledge skills of each brain it
currently stores, using the base ranks in a skill possessed Armour Class: The base character’s natural armour
by each brain, and adjusted by the neh-thalggu’s own improves by +4. This stacks with any existing natural
skill modifiers for the Knowledge skill in question (or its armour bonus the base creature has. This natural armour
Intelligence modifier, for a skill it has no ranks in). bonus may be increased or decreased by the n’gathhau’s
mutilations.
Spells (Sp): A fully grown brain collector can cast arcane
spells as a 13th-level sorcerer (one level of spell-casting Attack: A n’gathhau retains all the attacks and damage
ability per brain). ratings of the base character, and also gains slam
attacks if it did not already have them. The natural
Amorphous Physiology (Ex): A brain collector does not and manufactured weapon attacks of a n’gathhau are
have fixed organs. As such, it is immune to critical hits, considered evil-aligned for the purpose of overcoming
death from massive damage, sneak attacks and coup de damage reduction.
grace.
Damage: N’gathhau have slam attacks. Small n’gathhau
Dimensional Travel (Sp): A brain collector’s preferred deal 1d4 points of damage with a slam attack, Medium
method of locomotion is via dimension door, which it can n’gathhau deal 1d6 points of damage with a slam attack,
do as a swift action. It can also use teleport without error and Large n’gathhau deal 1d8 points of damage with a
or plane shift at will as a move action. slam attack. If the base character already possessed a
slam attack, it retains its old damage rating or uses the one
Incorporeal traits: A neh-thalggu is not wholly in our above, whichever is greater.
reality but always remains partially extradimensional.
Thus it can be harmed only by other incorporeal creatures, Special Attacks: A n’gathhau retains all the special
+1 or better weapons, magic, or psionics, with a 50% attacks of the base creature and gains the following.
chance to ignore any damage from a corporeal source. It Saves have a DC of 10 + 1/2 the n’gathhau’s HD + the
can pass through solid objects at will, and its own attacks n’gathhau’s Charisma modifier unless noted otherwise.
pass through armour (except for its bite attack, which is
treated as if a corporeal attack). It always moves silently Cruelty’s Bliss (Su): N’gathhau relish in the suffering of
unless it chooses otherwise. others. When a n’gathhau scores a successful critical hit
against an opponent (with a weapon attack or a natural
Manifest Maw (Su): Though it is an incorporeal creature, attack), it gains a +2 competence bonus to attack rolls,
a neh-thalggu can manifest its mouth in corporeal form checks, and saves against that opponent for the remainder
as a standard action. While so manifested, the mouth can of the encounter. This bonus can only be gained once per
deliver bite attacks against corporeal creatures or pick up combat against a particular opponent.
objects. The mouth bites as if it had Str 35.
Delicious Agony (Su): By making a successful grapple
Feats: A neh-thalggu gains Power Attack as a bonus feat, check against an opponent up to one size larger than
even though it has no Strength score. itself, a n’gathhau can claw or cut away a small portion

152
Encyclopaedia - N

of an opponent’s flesh (using claws or a light piercing or


slashing weapon) and devour it. This attack deals 1d2
points of Constitution drain to the opponent. A n’gathhau
heals 5 points of damage each time it drains Constitution
points (regardless of the number of points drained).

A creature without flesh (such as an ooze, skeleton, and so


on.) is immune to this effect. A n’gathhau without usable
arms or hands does not gain this ability. A n’gathhau that
has no mouth or whose mouth has been rendered unusable
can still benefit from this ability as their sense of touch is
heightened to a level far beyond mortal comprehension.

Exquisite Suffering (Su): By touch, a n’gathhau allows


a creature to share in the sensations of its agony, thus
overloading the senses of the opponent. The opponent
must make a successful Will save (DC 10 + 1/2 the
n’gathhau’s HD + the n’gathau’s Con modifier) or be
stunned for 1 round. Creatures with more HD than the
n’gathhau are immune to this effect. This is a mind–
affecting attack and whether the save is successful or not,
the creature is immune to the exquisite suffering attack of
that n’gathhau for one day.

Horrifying Appearance (Su): The sight of a n’gathhau


is so disturbing that any intelligent creature seeing it must
make a successful Will save or be shaken for 1d6 rounds
(–2 morale penalty on attack rolls, damage rolls, and
saves). Creatures with more HD than the n’gathhau are
immune to this effect. On a successful save, the opponent
is immune to the horrifying appearance of that n’gathhau
for one day.

Special Qualities: A n’gathhau retains all the special


qualities of the base creature and gains the following.
Saves have a DC of 10 + 1/2 the n’gathhau’s HD + the Skills: A n’gathau gains skill points as an outsider and has
n’gathhau’s Charisma modifier unless noted otherwise. skill points equal to (8 + Int modifier) x (HD + 3). Do not
include Hit Dice from class levels in this calculation—the
Damage Reduction (Ex): The base creature gains damage n’gathau gains outsider skill points only for its racial HD,
reduction 10/magic. and gains the normal amount of skill points for its class
levels. Treat skills from the base creature’s list as class
Darkvision (Ex): N’gathhau have darkvision to a range of skills, and other skills as cross–class.
60 feet.
N’gathhau have a +8 racial bonus on Intimidate and Sense
Limited Immortality (Ex): When a n’gathhau is slain Motive checks.
its form is taken before the Twelve, who decide whether
the slain creature is condemned to an eternity of torture Feats: N’gathhau gain Improved Critical (slam attack
and suffering or whether the creature is reconfigured. A or another natural attack, or with a weapon), Iron Will,
reconfigured creature remembers nothing of its previous Toughness, and Weapon Focus (slam attack or another
existence and for all intents and purposes is an entirely natural attack, or with a weapon) assuming the base
new creature. All existing mutilations are removed and character meets the prerequisites and does not already
new ones are added (determined randomly or by DM have these feats.
choice).
Organisation: Solitary or sect (2–5).
N’gathhau Traits (Ex): N’gathhau are immune to poison
and acid; resistance to fire 5, resistance to cold 5. All Challenge Rating: Same as the base creature +3.
n’gathhau have various mutilations, determined by DM
choice or by rolling on the Random Mutilation Table Alignment: Always neutral evil.
below.
Advancement: By character class.
Abilities: Increase from the base creature as follows: Str
+8, Dex +2, Con +4, Wis +4, Cha +2. Level Adjustment: +4.

153
Encyclopaedia - N

N’gathhua Characters
N’gathhau are always neutral evil, which causes characters
Sample N’gathhua
of certain classes to lose their class abilities (such as
paladins). In addition, certain classes suffer additional
Gloom
penalties. Medium Outsider (Evil, N’gathhau)
Hit Dice: 25d8+278 (390 hp)
Clerics: Clerics lose their ability to turn undead but gain Initiative: +28
the ability to rebuke undead. They also lose access to Speed: 30 ft. (6 squares)
their current domains (unless their domains are one of the Armour Class: 46 (+20 Dex, +12 insight, +4 natural),
following listed here). N’gathhau clerics have access to touch 42, flat-footed 26
the Death, Destruction, Evil, and Knowledge domains. Base Attack/Grapple: +25/+40
Attack: +10 dagger of human dread +56 melee (1d4+25
Sorcerers and Wizards: These characters retain their plus 1d2 electrical, 17-20) or slam +45 melee (1d6+22
class abilities, but if a character has a familiar, the link plus 1d2 electrical)
between them is broken, and the familiar shuns its former Full Attack: +10 dagger of human dread
companion. The character cannot summon another +56/+51/+46/+41 melee (1d4+25 plus 1d2 electrical, 17-
familiar. 20) or slam +45 melee (1d6+22 plus 1d2 electrical)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cruelty’s bliss, delicious agony,
N’gathhau Random exquisite suffering, fear gaze, horrifying appearance, sneak
Mutilations attack +13d6
Special Qualities: Blindsight 60 ft., damage reduction
To randomly determine the mutilations of a particular 10/epic, limited immortality, mutilations, n’gathhau
n’gathhau, first roll 1d3+3 to see how many mutilations traits, opportunist, quiescence, spell-like abilities, spell
the n’gathhau has. Next roll 1d12 on the Body Part Table resistance 35.
to determine the affected body part for each mutilation. Saves: Fort +19, Ref +34, Will +25
Finally, determine the effects of each mutilation using the Abilities: Str 40, Dex 50, Con 33, Int 26, Wis 29, Cha 32
Mutilation Table. Some mutilations have side effects Skills: Bluff +39, Climb +43, Concentration +25, Escape
(bonuses or penalties to skills, ability scores, saves, or Artist +34, Heal +23, Hide +48, Intimidate +49, Jump
special attacks or qualities); any side effects are given with +45, Knowledge (the planes) +22, Listen +37, Move
the description of the mutilation. Silently +40, Profession (torturer) +23, Sense Motive +31,
Sleight of Hand +34, Spot +37, Survival +37 (+29 other
Body Part Table planes), Tumble +50
Roll 1d12 for each mutilation on the table below to Feats: Dodge, Improved Initiative, Improved Critical
determine the body part affected. (dagger), Iron WillB, Mobility, Spring Attack, ToughnessB,
Weapon Finesse, Weapon Focus (dagger)
1d12 Body Part Epic Feats: Sneak Attack of Opportunity, Superior
1 Head Initiative
Environment: Any urban
2 Face Organisation: Solitary
Challenge Rating: 28
3 Neck Treasure: Only +5 dagger
4–5 Chest or Back Alignment: Always neutral evil
Advancement: By character class
6 Abdomen or Back Level Adjustment: —

7 Upper Arm (roll 1d6; odd = left, even


= right) Combat
The natural and manufactured weapon attacks of this
8 Lower Arm (roll 1d6; odd = left, even n’gathhau are considered evil-aligned for the purpose of
= right) overcoming damage reduction.
9 Hand (roll 1d6; odd = left, even =
right) Cruelty’s Bliss (Su): N’gathhau gloom relish in the
suffering of others. When a n’gathhau gloom scores a
10 Upper Leg (roll 1d6; odd = left, even successful critical hit against an opponent (with a weapon
= right) attack or a natural attack), it gains a +2 competence bonus
to attack rolls, checks, and saves against that opponent for
11 Lower Leg (roll 1d6; odd = left, even the remainder of the encounter. This bonus can only be
= right) gained once per combat against a particular opponent.
12 Foot (roll 1d6; odd = left, even = right)

154
Encyclopaedia - N

Random Mutilation Table


Roll 1d20 for each mutilation determined above and apply the effects as detailed on the table below.

1D20 Mutilation

Attachment: The body part has some sort of gear attached to it via hooks, pins or barbs. Examples include chains, pouches,
jewellery, bones or any other small object that can dangle from hooks. There is a 50% chance the attachment is actually a
1
weapon either grafted to or embedded in the flesh. Weapons are always of the slashing or piercing type such as daggers,
knives, scythes and so on.

Degloving: The body part has been completely skinned, revealing muscle, bone and sinew. If the degloving is to the torso,
2
the n’gathhau’s natural armour bonus is reduced by –1.

Dislocation/Disjointed: The body part is horribly dislocated and has been braced and bolted into an unusual configuration.
3
This dislocation results in a –2 to Strength and a +2 to Dexterity. These modifiers can only be gained once.

Electrification: The body part is encased in a latticework of metal bars and wires that constantly crackle with electricity,
4 causing the entire body to twitch. The electrical charge deals an extra 1d2 points of electricity damage with slam attacks and
attacks with metal melee weapons.

Extension: The body part has been fully disarticulated and artificially extended with metal plates and rods. The extension is
5
not enough to increase the n’gathhau’s reach, but it provides a +1 bonus to melee attacks from that limb (where applicable).

Flaying, Major: The body part has been flayed open down to the bone, and the incision is held open with hooks, metal
staples or brackets. If the affected body part is the head, roll 1d6; on a roll of 1, the top of the head has been removed and
6 the brain is fully exposed. The exposure results in a –1 penalty to natural armour bonus. An exposed brain also results in a
–2 penalty to Intelligence. The save DC to resist the n’gathhau’s horrifying appearance is increased by +2 (maximum of +4
from this ability).

Flaying, Minor: The body part has had several small square sections of flesh cut away or flayed open. A minor flaying to
7 the head is a trepanation, which exposes a small portion of the brain. Trepanation provides a +2 bonus to Intelligence or
Wisdom (DM choice).

Metal Plate: A metal plate has been crudely bolted, stapled or in some way attached to the body part. The plates provide a
8
+1 natural armour bonus.

Piercing, Single: The body part has a single metal spike, hook, ring, screw or other object fully embedded in it or driven
9 - 10 through it. A piercing to an arm, hand, foot or leg provides a +1 bonus to damage using natural attacks with that limb (where
applicable).

Piercing, Multiple: The body part is lined and pierced with several small metal spikes, hooks, rings, screws, or other
11 - 12
objects. Hooks, spikes, nails and other such devices can be used to deal 1d2 points of piercing or slashing damage.

Prosthetic: The body part has some sort of prosthetic or mechanical replacement. On a roll of 1–4 on 1d6, a prosthetic hand
or arm is a bladed weapon of some kind that deals 1d6 damage (for just a hand) or 1d8 damage (for an entire arm). If the
13
body part is a leg or foot, a metallic device that roughly duplicates the function of that limb has replaced it. A prosthetic on
the chest, abdomen, head or neck is a strange device of unknown function.

Stitching: The entire body part is covered in random surgical–looking stitches of either metal or cloth. If the stitching is on
the face, roll 1d6; on a roll of 1 the eyes have been sewn shut, and on a roll of 2 the mouth has been sewn shut. Otherwise,
14 - 15 the stitching is in a random pattern across the face. If the eyes have been sewn shut, the creature is effectively blind, but
has been imbued with the Blindsight special ability to a range of 60 feet. If the mouth has been sewn shut, the n’gathhau is
effectively mute and cannot speak. If the stitching is to the torso, the n’gathhau’s natural armour bonus is increased by +1.

Tubes: The body part has 1d3 tubes embedded in it, each leading to another body part (determine randomly on the Body
16 Part Table). Flowing through each tube is a sickeningly coloured liquid of unknown origin. These feeding tubes provide a
+2 inherent bonus to Constitution. The bonus to Constitution can only be gained once.

Utter Mutilation: The body part has been totally mutilated and carved beyond recognition. It has been subjected to nearly
17 every mutilation on this table, and some that are not. The save DC for the n’gathhau’s horrifying appearance is increased by
+2. If the mutilation is to the torso, the n’gathhau’s natural armour bonus is increased by +1 as well.

18 Wire Wrapping: The body part is wrapped tightly in a fine wire or wire mesh that digs into the flesh.

Searing: The body part is completely burned almost beyond the point of recognition. If the searing is to the torso, increase
19 the n’gathhau’s natural armour bonus by +1. The n’gathhau also increases its fire resistance by +5. The bonus to fire
resistance can only be gained once from this mutilation.

Carving/Scarification/Branding: The body part has a unique pattern of strange and elaborate symbols cut into the flesh or
20 the flesh has been burned and branded. The base character’s natural armour bonus increases by +2 if this mutilation is to the
torso.

155
Encyclopaedia - N

Delicious Agony (Su): By making a successful grapple c Lower Right Arm: Scarification (no benefit)
check against an opponent up to one size larger than
itself, a n’gathhau gloom can claw or cut away a small c Face: Electrification (1d2 points of electricity on slams
portion of an opponent’s flesh (using claws or a light and metal weapons)
piercing or slashing weapon) and devour it. This attack
deals 1d2 points of Constitution drain to the opponent. A c Back: Disjointed (-2 Str, +2 Dex)
n’gathhau gloom heals 5 points of damage each time it
drains Constitution points (regardless of the number of N’gathhau Traits (Ex): N’gathhau are immune to poison
points drained). A creature without flesh (such as an ooze, and acid; resistance to fire 10, resistance to cold 5. All
skeleton, and so on.) is immune to this effect. n’gathhau have various mutilations (see above).
Exquisite Suffering (Su): By touch, a n’gathhau gloom Quiescence (Su): A n’gathhua gloom is constantly
allows a creature to share in the sensations of its agony, silent, as per the silence spell, although the area does
thus overloading the senses of the opponent. The not extend beyond the creature itself. This quality gives
opponent must make a successful Will save (DC 33) or it a +20 racial bonus on Move Silently checks (it is still
be stunned for 1 round. Creatures with more HD than possible for a gloom to create noise, such as by bumping
the n’gathhau gloom are immune to this effect. This is a into something that scrapes on the floor or by sounding a
mind–affecting attack and whether the save is successful chime). The gloom can lower this effect at will.
or not, the creature is immune to the exquisite suffering
attack of that n’gathhau for one day. The save DC is Spell-Like Abilities: At will—shadow walk; 3/day— true
Charisma based. strike. Caster level 20th; save DC 21 + spell level. The
DC is Charisma-based.
Fear Gaze (Su): Viewing the gloom’s face inspires terror.
Creatures that meet the gloom’s gaze must succeed at a Feats: A n’gathhua gloom gains Iron Will and Toughness
Will save (DC 33) or suffer the effects of a fear spell as as bonus feats.
cast by a 20th-level caster. The DC is Charisma-based.
Skills: A n’gathhua gloom has a +8 racial bonus on Sense
Horrifying Appearance (Su): The sight of a n’gathhau Motive and Intimidate checks.
gloom is so disturbing that any intelligent creature seeing
it must make a successful Will save (DC 37, includes
bonuses from mutilations) or be shaken for 1d6 rounds (–2
morale penalty on attack rolls, damage rolls, and saves). Nightshade,
Creatures with more HD than the n’gathhau gloom are
immune to this effect. On a successful save, the opponent Nightswimmer
is immune to the horrifying appearance of that n’gathhau Gargantuan Undead (Aquatic, Extraplanar)
for one day. Hit Dice: 30d12+60 (255 hp)
Initiative: +7
Opportunist (Ex): This ability functions like the rogue Speed: Swim 60 ft. (12 squares)
class feature of the same name. Armour Class: 40 (–4 size, –1 Dex, +35 natural), touch 5,
flat-footed 40
Sneak Attack (Ex): A n’gathhau gloom is able to sneak Base Attack/Grapple: +15/+49
attack as a 25th-level rogue, dealing 13d6 extra damage. Attack: Slam +35 melee (4d6+24) or tail sweep (2d6+35)
Full Attack: Slam +35 melee (4d6+24) or tail sweep
Limited Immortality (Ex): When a n’gathhau is slain (2d6+35)
its form is taken before the Council of Torturers, who Space/Reach: 20 ft./15 ft.
decide whether the slain creature is condemned to an Special Attacks: Energy drain, inhale, plume of darkness,
eternity of torture and suffering or whether the creature is summon undead, swallow whole, tail sweep, thrash
reconfigured. A reconfigured creature remembers nothing Special Qualities: Aversion to daylight, blindsight 200 ft.,
of its previous existence and for all intents and purposes damage reduction 15/silver and magic, desecrating aura,
is an entirely new creature. All existing mutilations are immunity to cold, spell-like abilities, spell resistance 33,
removed and new ones are added. telepathy 100 feet, undead traits
Saves: Fort +12, Ref +11, Will +24
Mutilations (Ex): This n’gathhua gloom has 6 mutilations Abilities: Str 55, Dex 8, Con —, Int 20, Wis 20, Cha 18
they are Skills: Bluff +25, Concentration +28, Diplomacy +29,
Hide +28*, Intimidate +27, Knowledge (nature) +26,
c Upper Right Arm: Major Flaying (-1 natural, +2 DC Listen +26, Move Silently +20, Search +26, Sense Motive
Horrifying Appearance) +26, Spellcraft +26, Spot +26, Survival +28, Swim +51
Feats: Awesome Blow, Cleave, Great Cleave, Improved
c Chest: Searing (+1 natural, +5 fire resistance) Bull Rush, Improved Initiative, Power Attack, Quicken
Spell-Like Ability (finger of death), Quicken Spell-Like
c Right Foot: Utter Mutilation (+2 DC Horrifying Ability (greater dispel magic), Swim-by Attack
Appearance)

156
Encyclopaedia - N

Epic Feats: Improved Awesome Blow, Superior Initiative silent telepathic council with other forms of nightshade,
Environment: Plane of shadow such as the fell nightwalkers, the eerie nightcrawlers and
Organisation: Solitary or pod (4–7) the cryptic nightwings.
Challenge Rating: 22
Treasure: Standard
Alignment: Always chaotic evil
Combat
Advancement: 31–40 HD (Gargantuan) Nightswimmers use their vast bulk and terrible strength
Level Adjustment: — to crush their foes. They augment these attacks with their
potent magical abilities. They are cautious when using
This is a vast, vast creature, shaped like a whale, but their inhale ability – they know that only the mightiest
utterly black and composed of nothing but perfect heroes can dream of standing against their power, so any
darkness. creature that tries to fight a nightswimmer is probably not
one that the ‘swimmer wants carving at its gullet. They do
There are oceans of shadow. In the lightless seas of try to swallow wizards and other enemies that are best kept
night, these ancient shadow-whales swim silently. trapped and drowning.
The nightswimmers are a fourth form of the fearsome
nightshades, but they are encountered much more rarely. A nightswimmer’s natural attacks are considered magic for
The seas hold far more secrets than the land, after all the purpose of overcoming damage reduction.
and the oceans of night are unfathomably deep and still.
Like the other nightshades, the nightswimmers seek to Aversion to Daylight (Ex): If exposed to natural daylight
bring endless darkness to all the worlds. Cold, merciless (not merely a daylight spell), nightswimmers take a –4
and immortal, they groan out eerie songs of gathering penalty on all attack rolls, saving throws and skill checks.
blackness and tides of shadow.
Energy Drain (Su): Living creatures inside a
All the nightswimmers are in constant dark communion, nightswimmer’s stomach gain one negative level each
singing to each other of the end of worlds. Those who round. The DC is 29 for the Fortitude save to remove a
listen to their song, which echoes only in shadows, soon negative level. The save DC is Charisma-based. For each
go insane. Some gibber and insist that the song of the such negative level bestowed, the nightswimmer gains five
nightswimmers is a single vast spell, one that they have temporary hit points.
been in the process of casting for millennia and will
continue to weave for centuries more. Nightswimmers Desecrating Aura (Su): All nightswimmers give off a
sometimes pass into the oceans of other worlds for their 20- foot radius emanation of utter desecration, imbuing
own inscrutable purposes. They have been observed in their surroundings with negative energy. This ability

157
Encyclopaedia - N

works much like a desecrate spell, except that the Summon Undead (Su): A nightswimmer can summon
nightswimmer’s evil is so great that it is treated as the undead creatures once per night: 9–16 shadows, 3–6
shrine of an evil power. All undead within 20 feet of the greater shadows or 2–4 dread wraiths. The undead arrive
nightswimmers (including the creature itself) gain a +2 in 1d10 rounds and serve for one hour or until released.
profane bonus on attack rolls, damage rolls and saving
throws and +2 hit points per Hit Die (the nightswimmers’s Swallow Whole (Ex): A nightswimmer can swallow
Hit Dice, attack and save entries given here include these creatures using its inhale ability. Once inside, the
profane bonuses). Charisma checks made to turn undead opponent takes 2d8+12 points of bludgeoning damage
within this area take a –6 penalty. A nightswimmer’s plus 12 points of acid damage per round from the
desecrating aura cannot be dispelled except by a dispel nightswimmer’s stomach and is subject to the creature’s
evil spell or similar effect. If the effect is dispelled, the energy drain. A swallowed creature can cut its way out by
nightswimmer can resume it as a free action on its next using a light slashing or piercing weapon to deal 35 points
turn. Its desecrating aura is suppressed if a nightswimmer of damage to the stomach (AC 21). Once the creature
enters a consecrated or hallowed area, but the exits, muscular action closes the hole; another swallowed
nightswimmer’s presence also suppresses the consecrated opponent must cut its own way out. A nightswimmer’s
or hallowed effect for as long as it remains in the area. interior can hold two Huge, eight Large, 32 Medium, 128
Small, 512 Tiny or smaller opponents.
Inhale (Ex): A nightswimmer can suck in a vast amount
of water and strain it through its shadowy baleen plates. Tail Sweep (Ex): A nightswimmer can sweep as a
Any creatures or objects in the water are deposited in the standard action. The sweep affects a half-circle with
nightswimmer’s stomach, but the nightswimmer can filter a radius of 30 feet extending from an intersection
objects by shifting its plates; it can choose the maximum on the edge of the nightswimmer’s space in any
size of creature inhaled. For example, it could choose to direction. Creatures within the swept area are affected
only swallow Medium and smaller creatures and leave if they are four or more size categories smaller than the
Large or larger creatures to bounce harmlessly off its nightswimmer. A tail sweep automatically deals the listed
baleen plates. When this ability is activated as an attack damage. Affected creatures can attempt Reflex saves (DC
action, it affects a cone 100 feet long and wide in front of 47) to take half damage. The save DC is Strength-based.
the nightswimmer. All creatures within this cone must
make a Swim check opposed by the nightswimmer’s Thrash (Ex): A nightswimmer can thrash as a full-attack
Strength check and gain a +1 circumstance bonus for action. This creates churning waves all around it. The
every five feet of distance between the character and the nightswimmer must make a Swim check; all creatures
nightswimmer (so a creature 50 feet away would get a within a range of the Swim check result times five feet
+10 bonus to his Swim check). Those who succeed are must make opposed Swim checks. Creatures get a +1
unaffected; those who fail are either swallowed whole circumstance bonus to their Swim checks for every five
(see below) or else bounce off the plates and take damage feet of distance between them and the nightswimmer (so
as if they had fallen towards the nightswimmer (1d6 per a creature 50 feet away would get a +10 bonus to Swim
ten feet) and end up floating just in front of the creature’s check). Those who succeed are unaffected; those who fail
mouth. are knocked 1d6x5 feet away from the nightswimmer and
are dazed until they succeed at a Swim check (DC equals
Plume of Darkness (Su): Once per day, a nightswimmer half the DC of the original Swim check, dropping by five
may spout forth a plume of darkness. If performed at the per round).
surface, this creates deeper darkness in a cylindrical area
300 feet high and one mile in radius. If done underwater, Skills: Nightswimmers have a +8 racial bonus to Hide
this creates a spherical cloud of deeper darkness 300 feet checks when hiding within areas of darkness. They have
in radius. a +8 racial bonus to Swim checks and may always take 10
on a Swim check even if distracted or endangered. They
Spell-Like Abilities: At will – contagion (DC 19), deeper may use the run action while swimming, provided they
darkness, detect magic, greater dispel magic, haste, move in a straight line.
invisibility, see invisibility, unholy blight (DC 18); 3/day
– cone of cold (DC 19), confusion (DC 18), hold monster
(DC 19); 1/day – finger of death (DC 21), mass hold
monster (DC 23), plane shift (DC 21). Caster level 30th.
The save DCs are Charisma-based.

158
Encyclopaedia - O

Combat

O
The ooze is a comparatively easy target; while its outer
crust is as hard as any scales or hide, it will yield to even
non-magical weapons driven into it with enough force.
However, the ooze can spawn monsters to defend it, or
drag enemies back down into the primordial mire.
Ooze, Primodial Degeneration (Su): Anyone struck by the ooze’s slam
Colossal Ooze
or spit goo attacks risks having their bodies reduced
Hit Dice: 20d10+200 (310 hp)
back to their primeval form. Those struck must make a
Initiative: +0
Fortitude save (DC 30) or be transformed. The save DC
Speed: 20 ft. (4 squares)
is Constitution-based. Those who fail instantly fall apart
Armour Class: 27 (–8 size, +25 natural), touch 2, flat-
into pools of primordial ooze. All their ability scores
footed 27
are reduced to zero. Fortunately, the afflicted characters
Base Attack/Grapple: +15/+48
still have a will and so can make Will saves to rebuild
Attack: Slam +24 melee (4d6+17) or spit +7 ranged
their bodies. Each round, as a free action, the character
(4d6+17)
may make a Will save to reclaim their ability scores. The
Full Attack: Three slams +24 melee (4d6+17) or spit
DC for the save is equal to the number of points being
+7/+2 ranged (4d6+17)
regained. For example, a character who wants to increase
Space/Reach: 50 ft./20 ft.
his Intelligence and Wisdom back up to ten each (thus
Special Attacks: Degeneration, spawn life, spit goo
allowing him to think clearly again) would have to make
Special Qualities: Fast healing 15
a Will save (DC 20). Remember to adjust Will saves for
Saves: Fort +16, Ref +6, Will +6
the lowered Wisdom score. A character cannot increase
Abilities: Str 45, Dex 10, Con 30, Int —, Wis 11, Cha 14
his ability scores beyond his normal totals. If the character
Skills: —
fails three Will saves in a row while rebuilding his form,
Feats: —
he may be permanently absorbed into the primordial ooze
Environment: Any
– if the ooze hits the character again with a slam attack, he
Organisation: Solitary
is dealt no damage but instead absorbed and his remaining
Challenge Rating: 24
hit points added to the ooze’s total.
Treasure: None
Alignment: Always neutral
Spawn Life (Su): Once per round, as a free action, the
Advancement: 21+ HD (Colossal)
ooze may give birth to a monster. It costs the ooze a
Level Adjustment: —
number of hit points equal to half the hit points of the
monster and it may only create animals, magical beasts,
This is a lake of greenish-brown organic soup. It seems
giants, vermin, monstrous humanoids and oozes. When
oddly familiar.
the primordial ooze is destroyed, its spawned creatures
disintegrate.
The gods created life from clay, according to some
legends, or from their blood in other tales. There are
Spit Goo (Ex): The ooze can launch gobs of slime at
legends of cataclysmic battles between deities that
targets within 120 feet. These are grenade-like weapons
scattered godly ichor across the land and so seeded life.
with a burst radius of 15 feet.
However it happened, primordial ooze is what was left
over when all other life had arisen out of the mire. This
eldritch grue contains within it all the keys of being; all
things sprang from this ultimate source. The few pools
of primordial ooze are hidden in the
remotest reaches of the world.

As the Philosopher’s Stone is to the


alchemist, so is primordial ooze to
the wizard who dabbles in flesh-
crafting and breeding new forms of
life. Samples of primordial ooze
make the creation of truly new life
forms possible, viable species who
breed true and thrive instead of weak
creatures dependant on magical
fortifications or mere variations on
existing themes of life. Collecting a
sample of such ooze is, of course, far
from easy.

159
Encyclopaedia - P

Combat

P
A paragon roper hunts by standing very still and
imitating a bit of rock. This tactic often allows it to
attack with surprise. When prey comes within reach,
it lashes out with its strands. If opponents stay out of
Paragon Creature reach it will make a Dire Charge to close the gap. In
melee, it bites adjacent opponents with its powerful
Into every generation a single champion is born. This maw.
champion is more powerful than its peers and stands
example of what others of its kind could aspire to A paragon roper’s natural attacks are considered epic
become. They are the strongest, fastest, smartest and for the purposes of overcoming damage reduction.
luckiest of their species. Sometimes they are regarded
as the original creature that all creatures with that Drag (Ex): If a paragon roper hits with a strand attack,
same name are descended. the strand latches onto the opponent’s body. This
deals no damage but drags the stuck opponent 10 feet
closer each subsequent round (provoking no attack of
Sample Paragon opportunity) unless that creature breaks free, which
requires a DC 44 Escape Artist check or a DC 27
Roper Strength check. The check DCs are Strength-based,
Large Magical Beast and the Escape Artist DC includes a +4 racial bonus
Hit Dice: 10d12+230 (330 hp) and a +13 insight bonus. A paragon roper can draw in a
Initiative: +13 creature within 10 feet of itself and bite with a +4 attack
Speed: 30 ft. (6 squares) bonus in the same round. A strand has 10 hit points and
Armour Class: 61 (-1 size, +9 Dex, +12 insight, +12 can be attacked by making a successful sunder attempt.
luck, +19 natural), touch 42, flat-footed 52 However, attacking a paragon roper’s strand does
Base Attack/Grapple: +10/+26 not provoke an attack of opportunity. If the strand is
Attack: Strand +43 ranged touch (drag) currently attached to a target, the roper takes a –4 penalty
Full Attack: 6 strands +43 ranged touch (drag) and bite on its opposed attack roll to resist the sunder attempt.
+46 melee (2d6+38) Severing a strand deals no damage to a paragon roper.
Space/Reach: 10 ft./10 ft. (50 ft. strands)
Special Attacks: Drag, strands, weakness Strands (Ex): Most encounters with a paragon roper
Special Attacks: Damage reduction 10/epic, darkvision begin when it fires strong, sticky strands. The creature
60 ft., fast healing 20, immunity to electrical, low-light can have up to six strands at once, and they can strike
vision, resistance to cold 10 and fire 10, spell resistance up to 50 feet away (no range increment). If a strand
52 is severed, the roper can extrude a new one on its next
Saves: Fort +28, Ref +26, Will +25 turn as a free action.
Abilities: Str 34, Dex 28, Con 32, Int 27, Wis 31, Cha
27 Weakness (Ex): A paragon roper’s strands can sap an
Skills: Climb +32, Hide +28*, Listen +30, Spot +30 opponent’s strength. Anyone grabbed by a strand must
Feats: Alertness, Improved Initiative, Iron Will, succeed on a DC 39 Fortitude save or take 2d8 points
Weapon Focus (strand) of Strength damage. The save DC is Constitution-
Epic Feats: Dire ChargeB based and includes a +13 insight bonus.
Environment: Any land and underground
Organisation: Solitary, pair or cluster (3-6) Skills: * Paragon ropers have a +8 racial bonus on Hide
Challenge Rating: 27 checks in stony or icy areas. Paragon ropers enjoy a
Treasure: No coins, 50% goods (only stone), no items +10 competence bonus to all skills.
Alignment: Usually chaotic evil
Advancement: 11-15 HD (Large), 16-30 HD (Huge) Creating A Paragon
Level Adjustment: —
Creature
A paragon roper stands some 12 feet tall and tapers ‘Paragon’ is a template that can be added to any
from 3 or 4 feet in diameter at the base to 1 foot creature (referred to hereafter as the base creature).
across at the top. It weighs 2,800 pounds. A roper’s The paragon creature uses all the base creature’s
coloration and temperature change to match the statistics and special abilities except as noted here.
features of the surrounding cave.
HD: A paragon creature always has maximum hit
Ropers speak Terran and Undercommon. points. Paragon creatures also gain an additional 12 hit
points per HD.

160
Encyclopaedia - P

Speed: A paragon creature’s speed triples, for all Feats: Same as the base creature, plus one bonus feat.
movement types.
Climate/Terrain: Any land and underground.
AC: Paragon creatures gain a +12 insight bonus to
AC and a +12 luck bonus to AC. They also gain a Challenge Rating: As base creature +15.
+5 natural armour bonus (if the creature already has
natural armour, use whichever is better). Treasure: Standard for a creature of the adjusted CR.

Attacks: A paragon creature makes all its attacks with


a +25 luck bonus on the attack roll. Prismasaurus
Huge Magical Beast
Damage: A paragon creature gains a +20 luck bonus Hit Dice: 60d10+620 (950 hp)
on Damage rolls for all melee and thrown ranged Initiative: +15
attacks. Speed: 30 ft. (6 squares)
Armour Class: 55 (-2 size, +7 Dex, +40 natural),
Special Attacks: A paragon creature’s special attacks, touch 15, flat-footed 48
if any, all gain a +13 insight bonus, if applicable. The Base Attack/Grapple: +60/+79
+13 insight bonus may only be applied to a given Attack: Bite +72 melee (8d10+11,19-20)
special ability once. Full Attack: Bite +72 melee (8d10+11,19-20) and tail
+67 melee (10d6+5)
Spell-Like Abilities (Sp) or Psionics (Sp): If the base Space/Reach: 15 ft./10 ft.
creature has spell-like abilities, it gains +15 to its caster Special Attacks: Prismatic emanations
level to use those abilities. A paragon creature also Special Qualities: Damage reduction 10/—,
gains the ability to use greater dispel magic, haste, and immunities, prismatic blue, spell resistance 38
see invisibility three times per day, even if it did not Saves: Fort +41, Ref +39, Will +24
have spell-like abilities before, at 15th caster level. Abilities: Str 32, Dex 25, Con 29, Int 4, Wis 19, Cha 10
Skills: Listen +37, Spot +38
Special Qualities: A paragon creature retains all the Feats: Alertness, Cleave, Combat Reflexes, Dodge,
special qualities of the base creature and also gains the Endurance, Great Cleave, Improved Critical (bite),
following. Improved Initiative, Power Attack, Weapon Focus
(bite), Weapon Focus (tail)
c Fire and cold resistance 10. If the creature already Epic Feats: Devastating Critical (bite), Epic
possesses such resistance, use whichever is better. Endurance, Epic Toughness (x4), Epic Weapon Focus
(bite), Epic Weapon Focus (tail), Overwhelming
c Damage reduction 10/epic. If the creature already Critical (bite), Superior Initiative.
possesses Damage reduction, use whichever is Environment: Any temperate or tropical land
better. Organisation: Solitary or pair
Challenge Rating: 28
c Spell resistance equal to the paragon creature’s Treasure: None
CR +25. If the creature already possesses spell Alignment: Always neutral
resistance, use whichever is higher. Advancement: 61-90 HD (Huge), 91-150 HD
(Gargantuan)
c Fast healing 20. If the creature already possesses Level Adjustment: —
fast healing, use whichever is better.
This long reptile is almost twenty feet long. It runs
c A paragon creature’s natural weapons are treated on all fours, has a clubbed tail, and rigid of hair-like
as epic for the purpose of overcoming damage scales running along is back that refract light into a
reduction. rainbow of colour…

Saves: The paragon creature gains a +10 insight bonus The primasaurus first appeared centuries ago. They
on all its saving throws. were first encounter near the ruins of Bel’dakor on the
southern coast; this land has been avoided for millennia
Abilities: All ability scores are 15 points higher than for the powerful magic that destroyed Bel’dakor are
those of the base creature. thought to have tainted the land itself. A primasaurus’s
hair-like ridge scales are infused with magic similar to
Skills: The paragon creature gains a +10 competence the prismatic class of spells from which the beast draws
bonus on all its skill checks. its name.

161
Encyclopaedia - P

Combat Special Qualities: Alternate form, damage reduction


5/epic, darkvision 90 ft., regeneration 5, resistance
The primasaurus is a simple beast whose magical to acid 20 and electrical 20, spell-like abilities, spell
nature is largely responsible for its success in hunting. resistance 30
The prismatic emanation and blur of this creature Saves: Fort +16, Ref +9, Will +8
cannot be turned off and as such disable or diminish the Abilities: Str 45, Dex 24, Con 33, Int 6, Wis 19, Cha 6
attacks of its opponents as it attacks with its bite and Skills: Listen +10, Spot +11
tail attack. Feats: Alertness, Iron Will, Track
Environment: Any
Prismatic Emanations (Su): The reflected and Organisation: Solitary, pair or gang (2-4)
refracted light from the prismasaurus’s crystalline Challenge Rating: 21
ridge functions very similarly to the prismatic spray Treasure: Standard
spell. Any creature of less than 8 HD that is within 30 Alignment: Always chaotic evil
feet of the creature is automatically blinded for 2d4 Advancement: By character class
rounds. In addition, any creature within 20 feet of the Level Adjustment: —
prismasaurus is randomly struck by one or more rays
of light, as determined by the table that accompanies Appearing in many ways to be a true troll, the
the prismatic spray spell. This effect is as the pseudonatural troll has five tentacles in place of arms.
prismatic spray spell in a 30-foot-radius spread, but is Its tentacles are ringed with barbs, eyes and suckers. A
otherwise as cast by a 20th-level caster. The save DC hair cover area ringed with teeth replace what should
for the prismatic spray effects is 49. The save DC is be a head.
Constitution based.
Pseudotrolls speak Giant.
Immunities (Su): It is immune to poison, gases,
petrification, and mind-affecting attacks.

Prismatic Blur (Ex): The reflected and refracted


light that constantly surrounds the creature blurs the
creature’s outline and makes it difficult to properly
target. All melee and ranged attacks against the
creature have a 50% miss chance.

Pseudonatural
Creature
A pseudonatural creature is a creature which was born
in a distant multiverse where the laws of nature are
different from the ones which adventurers are used
to dealing with. The pseudonatural creature is of
extraplanar origin and will take a form natural to the
plane they have invaded but they are wholly alien.

Sample
Pseudonatural Troll
Large Outsider (Augmented Giant, Extraplanar)
Hit Dice: 6d8+66 (114 hp)
Initiative: +7
Speed: 60 ft. (12 squares)
Armour Class: 51 (-1 size, +7 Dex, +35 natural),
touch 16, flat-footed 44
Attack: Tentacle rake +34 melee (2d8+17)
Full Attack: 5 tentacle rakes +34 melee (2d8+17)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constant insight, improved grab, rend
4d8+25, rotting constriction

162
Encyclopaedia - P

Combat Size and Type: The creature’s type changes to Outsider


(extraplanar) and gains the augmented subype. Do
Pseudonatural trolls often split their attacks between
not recalculate base attack bonus, saves or skill points.
two opponents in range in the hope of being able to
Size is unchanged.
rend multiple opponents in a single round.
HD: A pseudonatural creature always has maximum hit
A pseudotroll’s natural weapons are treated as epic for
points.
the purpose of overcoming damage reduction.
Speed: A pseudonatural creature’s speed doubles, for
Constant Insight (Su): A pseudotroll makes all its
all movement types.
attacks (including grapples) with a +15 insight bonus
(calculated into the above statistics). The creature is
Armour Class: Pseudonatural creatures gain a +35
not affected by the miss chance that applies to attacks
natural armour bonus. If the creature already has an
against a concealed target.
armour bonus, use whichever is better.
Improved Grab (Ex): If a pseudonatural troll hits an
Attack/Full Attack: A pseudonatural creature
opponent smaller than it with a tentacle, it deals normal
substitutes tentacle rake attacks for its melee attacks
damage and attempts to start a grapple as a free action
while in pseudonatural form. These tentacle attacks
without provoking an attack of opportunity.
always use the creature’s best attack bonus. It also
gains additional tentacle rake attacks (also at its best
Rend (Ex): If a pseudotroll hits with two or more
attack bonus) as noted on the table below.
tentacle rake attacks, it latches onto the opponent’s
body and tears the flesh. This attack automatically
Damage: Tentacle rakes from a pseudonatural creature
deals an additional 4d8+25 points of damage, and can
deal Damage equal to 2d8 + Str modifier.
be used concurrently with its improved grab ability.
Special Attacks: A pseudonatural creature retains all
Rotting Constriction (Ex): Once a pseudotroll has
the special attacks of the base creature and also gains
hold of an opponent, each successful grapple check it
the following.
makes during subsequent rounds automatically drains
2d4 points of Constitution. At the same time, the
Constant Insight (Su): The creature makes all its
pseudotroll regains 10 lost hit points.
attacks with a +15 insight bonus. The creature is not
affected by the miss chance that applies to attacks
Regeneration (Ex): Fire and acid deal normal damage
against a concealed target.
to a pseudotroll. If a pseudotroll loses a tentacle or
body part, the lost portion regrows in 1 minute. The
Improved Grab (Ex): If the creature hits an opponent
creature can reattach the severed member instantly by
smaller than it with a tentacle, it deals normal damage
holding it to the stump.
and attempts to start a grapple as a free action without
provoking an attack of opportunity.
Spell-Like Abilities: At will—blur, dimension door,
shield, unhallow. Caster level 20th; save DC 8 + spell
Rotting Constriction (Ex): Once the creature has hold
level. The DC is Charisma-based.
of an opponent, each successful grapple check it makes
during subsequent rounds permanently drains 2d4
Alternate Form (Su): At will, a pseudotroll can take
points of Constitution. At the same time, the creature
the form of a grotesque, tentacled mass (or another
regains 10 lost hit points.
appropriately gruesome form), but all its abilities
remain unchanged despite the alien appearance.
Spell-Like Abilities: At will—blur, dimension door,
Changing shape is a standard action. Other creatures
shield, unhallow. Caster level 20th. The DCs are
receive a –1 morale penalty on their attack rolls against
Charisma-based.
a pseudotroll in this alternate form.
Special Qualities: A pseudonatural creature retains all
Creating a Pseudonatural the special qualities of the base creature and also gains
Creature the following.
‘Pseudonatural’ is an inherited template that can be c Electricity and acid resistance of a varying amount
added to any corporeal creature (referred to hereafter as related to its Hit Dice (see the table below). If the
the base creature). creature already possesses such resistance, use
whichever is better.

163
Encyclopaedia - P

c Damage reduction of a varying amount related to


its Hit Dice (see the table below). If the creature
already possesses Damage reduction, use
whichever is better.

c Spell resistance equal to the creature’s HD


x5. If the creature already possesses spell
resistance, use whichever is higher.

c One extra tentacle rake attack (the creature


can use another of its many tentacles to
attack at no penalty while in pseudonatural
form) for each 4 HD the creature has.

c A pseudonatural creature’s natural


weapons are treated as epic for the
purpose of overcoming damage
reduction.

If the creature already has one or


more of these special qualities, use
the better value.

Alternate Form (Su): At will, a


pseudonatural creature can take the
form of a grotesque, tentacled mass (or
another appropriately gruesome form),
but all its abilities remain unchanged despite
the alien appearance. Changing shape is a standard
action. Other creatures receive a –1 morale penalty
on their attack rolls against pseudonatural creatures in
this alternate form.

Saves: Same as the base creature.


Skills: Same as the base creature.
Abilities: Increase from the base creature as follows:
Feats: Same as the base creature.
Str +22, Con +10, Dex +10, Wisdom +10, Intelligence
at least 3.
Climate/Terrain: Any land and underground.

Organisation: Same as the base


Extra creature.
Electricity
Damage Tentacle
Hit Dice and Acid Challenge Rating: Up to 6 HD, as
Reduction Rake
Resistance base creature +16; 7 HD to 15 HD, as
Attacks base creature +13; 16+ HD, as base
1–3 15 5/epic 1 creature +10

4–7 20 5/epic 2 Treasure: Same as the base creature.


8–11 25 10/epic 3
Alignment: Same as base creature.
12–15 30 10/epic 4
Advancement: Same as the base
16–19 35 15/epic 5 creature.
21–24 40 15/epic 6

each 4 more
+5 15/epic +1
HD

164
Encyclopaedia - R

Although able to communicate, rotwood rarely does so. Its


only desires are to feed and spread, and communication rarely

R
benefits it. There have been instances when druids questioned
imprisoned rotwood bodies, with variable success. When
asked about their nature, rotwoods emphasise one thing: they
consider themselves a single entity, split into many strains.

Rotwood Rotwoods speak Sylvan.


Huge Plant
Hit Dice: 33d8+251 (399 hp)
Initiative: +13 Combat
Speed: 40 ft. (8 squares) A rotwood’s attack is straightforward, usually limited to
Armour Class: 38 (–2 size, +5 Dex, +25 natural), touch a physical assault. Against most opponents, a rotwood
13, flat-footed 33 animates new bodies over and over until it wins the battle,
Base Attack/Grapple: +24/+46 but when facing foes that are aware of its vulnerabilities, a
Attack: Claw +36 melee (4d8+14, plus disease) rotwood searches for an object to infect and hide inside.
Full Attack: 2 claws +36 melee (4d8+14 plus disease) and
2 slams +34 melee (3d6+7) Disease (Su): Skinbark—claw, Fortitude DC 33, incubation period
Space/Reach: 15 ft./10 ft. 1 minute, drain 1d6 Dexterity. For every 2 points of Dexterity
Special Attacks: Disease, possession, withering aura drain taken, the victim gains a +1 enhancement bonus to its natural
Special Qualities: Animate, infect, low-light vision, plant armour bonus as its skin transforms into wood. The bonus is lost
traits, vulnerability to fire once the disease is cured. The save DC is Constitution-based.
Saves: Fort +27, Ref +16, Will +17
Abilities: Str 38, Dex 20, Con 25, Int 24, Wis 19, Cha 17 Possession (Su): A rotwood can abandon its body to
Skills: Jump +50, Knowledge (nature) +47, Intimidate possess a plant creature or a creature suffering from
+39, Listen +40, Search +43, Sense Motive +40, Spot +40, skinbark within 100 feet (Will DC 29 negates). The effect
Survival +40, Swim +50 is similar to a magic jar spell, but no receptacle is involved
Feats: Cleave, Combat Reflexes, Great Fortitude, and the rotwood can use its new body’s extraordinary,
Improved Initiative, Improved Sunder, Iron Will, supernatural and spell-like abilities (if any). The rotwood
Multiattack, Power Attack retains access to its possession, withering aura, animate,
Epic Feats: Dire Charge, Epic Toughness, Legendary and infect abilities. The save DC is Charisma-based.
Leaper, Superior Initiative
Environment: Temperate forests Withering Aura (Su): Every round, each plant or plant creature
Organisation: Solitary within 30 feet of a rotwood suffers the effects of a blight spell
Challenge Rating: 25 (caster level 20th). The Fortitude save DC is 29, and is Charisma-
Treasure: None based. A rotwood can create or suppress its aura as a free action.
Alignment: Always neutral evil
Advancement: 34–40 HD (Huge); 41–52 HD Animate (Su): As a standard action, a rotwood can create a body for
(Gargantuan); 53–70 HD (Colossal) itself from any Medium or larger mass of vegetation within 100 feet.
Doing so causes 1 point of Charisma damage to the rotwood. The
A mass of vegetation, reminiscent of a wingless mantis is rises rotwood’s abilities do not change, but all hit point damage is cured.
in front of you. Its front legs end in blades of bark, while the
others end in heavy stumps. Streams of sap run down its face If the rotwood already has an animated body when it
and over its neck, and a mossy carapace covers its back. chooses to animate a new one, the effect is similar to that
of teleportation (the rotwood’s old body collapses and
Rotwood is a magical disease that feeds on plants, warping them falls apart as the new one forms). A rotwood body that
into destructive forms before infecting new host bodies. The is destroyed or abandoned becomes dead and inert, and
host body smell is awful, like diseased wood, pus, and soil all cannot be animated again. An abandoned possessed body
mixed together. A rotwood body moves swiftly, but awkwardly, is left unharmed.
and constantly loses clumps of soil from its underbelly.
Infect (Su): As a standard action, or automatically when
Rotwood strikes at the essence of vegetative life force, an animated or possessed body is reduced to 0 or fewer hit
supernaturally spreading until it finds a large enough mass points, a rotwood can transfer its essence into an inanimate
to animate. Rotwood may linger in a plant or object for plant (or object made of plant matter) within 100 feet. The
centuries, waiting for more vegetation to grow or for a plant or object may be of any size, and does not need to
chance to stow away in the possessions of a traveller. It be fully composed of plant matter—a wooden spear, bark
can only be permanently destroyed through quarantine; all clothing, or a book are all possible targets for infection.
plant matter around the rotwood must be destroyed before An attended or magic item can make a DC 29 Will save
destroying the rotwood itself. However, rotwood is crafty, to resist. The save DC is Charisma-based. If the rotwood
adept at transferring its essence to unexpected places. fails to infect an object when reduced to 0 or fewer hit
points, the rotwood is completely destroyed.

165
Encyclopaedia - R

While infecting an object, a rotwood cannot move, and


uses the object’s physical attributes (such as hit points and
hardness) instead of the rotwood’s normal values. The
rotwood’s base saving throw bonuses are unchanged, but it
does not have a Strength, Dexterity or Constitution score.
It can still use its possession, animate, and infect abilities A Note About Swarms
normally. If infecting a magic item, the rotwood can According to the MM, a swarm’s damage
activate that item’s abilities as if it were an intelligent item. is dependent on its Hit Dice. Accordingly,
(Intelligent items have their egos suppressed while a rotwood a swarm that possesses more that 21 HD
is present.) Destroying an infected object kills the rotwood. is supposed to have a 5d6 swarm attack.
However, from experience with epic play,

Ruin Swarm especially in The Drow War III by Adrian


Bott, it is clear that player character have a
Tiny Vermin (Swarm) huge array of defences and capabilities at
Hit Dice: 50d8+500 (725 hp) their disposal. In order for swarms to remain
Initiative: +16 a reasonable challenge their swarm damage
Speed: 20 ft. (4 squares), climb 20 ft.; fly 90 ft. (perfect) needs to continue to scale.
Armour Class: 30 (+2 size, +16 Dex, +2 natural), touch
28, flat-footed 14 HD Damage
Base Attack/Grapple: +37/—
Attack: Swarm (10d6) 21-25 5d6
Full Attack: Swarm (10d6)
Space/Reach: 10 ft./0 ft. (special, see below) 26-30 6d6
Special Attacks: Blinding, distraction
31-35 7d6
Special Qualities: Blindsense 200 ft., fast healing 15, half
damage from slashing and piercing weapons, multiples, 36-40 8d6
swarm traits, vermin traits
Saves: Fort +37, Ref +32, Will +22 41-45 9d6
Abilities: Str 3, Dex 42, Con 30, Int —, Wis 23, Cha 32
Skills: — 46-50 10d6
Feats: —
Epic Feats: — The pattern continues
Environment: Any
Organisation: Solitary, cloud (2-4 swarms) or plague (5-8
swarms)
Challenge Rating: 23
Treasure: None
Alignment: Alignment neutral Blinding (Ex): Any living creature that begins its turn with a
Advancement: None ruin swarm in its space must make a Fortitude save (DC 51)
Level Adjustment: — or be blinded for one round. The save DC is Dexterity-based.

Like a boiling carpet of darkness, the air is suddenly filled Blindsense (Ex): The ruin swarm notices and locates creatures
with thousands upon thousands of walking, crawling, within 200 ft. Opponents still have 100% concealment against
flying, and stinging vermin blot out the sun. the swarm (but swarm attacks ignore concealment).

Whether first created as a divine punishment or a horrible Distraction (Ex): Any living creature vulnerable to the
experiment gone awry, ruin swarms are often encountered in ancient swarm’s damage that begins its turn with a swarm in its
ruins. It lives by stripping vegetation and flesh from all living square is nauseated for 1 round; a DC 45 Fortitude save
things around it. Few adventurers have told tales of surviving a ruin negates the effect. Even with a successful save, spellcasting
swarm; mostly the only stories are bardic tales of woe. or concentrating on spells within the area of a swarm requires
a Concentration check (DC 20 + spell level). Using skills
Ruin swarms have limited mental capability beyond requiring patience and concentration requires a Concentration
instinct and do not speak any languages. check (DC 20). The save DC is Constitution-based.

Multiples (Ex): A ruin swarm is actually 10 swarms each


Combat with a space of 10 ft. They all share a common pool of
When the ruin swarm first encounters creatures it can hit points but can move independently of each other. At
consume, it separates into its 10 multiples and spreads out no time can any of the multiple swarms be more that 40
to limit the usefulness of area of effect spells and powers ft. away from another multiple or distance multiple will
on it and to strike at as many targets as possible. discorporate. If a multiple discorporates, the whole swarm
loses 1/10th its original maximum hit points.

166
Encyclopaedia - S

Cowing Glare (Su): A scion can cow a creature of


the base creature’s species within 30 feet with its

S
glare. A creature targeted by the glare must succeed
on a Will save (DC 10 + 1/2 scion’s HD + scion’s
Charisma modifier) or be cowed. Cowed creatures
act as if charmed, but the scion must succeed on
Scion of War an Intimidate check instead of a Charisma check to
Scions of war are creatures infused with the fiery give questionable orders. Cowing glare is a mind-
blood of a war god. Scions are massive and perfect affecting fear effect that can be defended against like
physical specimens of the creatures they are derived a gaze attack.
from, with skin coloured anywhere from faded
crimson to blood red. They have no hair, and their Draining Wound (Su): Damage from a scion’s
hides are rough and nearly impenetrable. Scions’ natural attacks causes bleeding wounds. An injured
eyes are yellow with vertical black pupils, and they creature loses 2 additional Constitution points
glow with intensity commensurate with their fury. each round, and multiple wounds from the scion
All scions bear bone crests that run back from their result in cumulative bleeding. A wound does
foreheads to their necks. not heal naturally and resists healing spells. The
continuing Constitution point loss can be stopped
Scions gain their power by drinking the blood by a Heal check (DC 10 + 1/2 scion’s HD + scion’s
of a god invested in destruction, strength or war. Constitution modifier), a cure spell, or a heal spell.
They seem to lack any divine mandate, instead
abandoning their previous lives and simply revelling However, a character attempting to cast a cure or
in a lust for combat and slaughter. Scions usually heal spell on a wounded creature must succeed on
live in rural or wilderness areas, hunting or awaiting a caster level check (same DC as the Heal check),
hunters. They are most often encountered alone, but or the spell has no effect on the injured creature.
they occasionally draw followers and lead packs of A successful Heal check automatically stops the
‘bonded’ creatures of their original species. continuing Constitution point loss.

When a creature suffers continuing damage from a


Creating a Scion of War bleeding wound while within 30 feet of the scion,
‘Scion of War’ is an acquired template that can be the scion heals a like amount of damage. Any excess
added to any corporeal aberration, animal, dragon, healing becomes temporary hit points, which last for
fey, giant, humanoid, magical beast, or monstrous 1 hour.
humanoid (referred to hereafter as the base creature).
A scion of War uses all of the base creature’s Fury of War (Su): For every opponent past the first
statistics and abilities except as noted here. that threatens the scion’s space, the scion gains a +2
insight bonus on its attack and damage rolls (to a
Size and Type: The creature’s type changes to maximum of +20).
magical beast, and the creature gains the augmented
subtype. The creature also increases in size by War Cry (Su): Three times per day, a scion of war
one category. Adjust its Strength, Dexterity, can unleash a horrid scream. Each creature within
Constitution, natural armour bonus and damage 100 feet must succeed on a Fortitude save (DC 10 +
values as normal for a size increase, and apply all 1/2 scion’s HD + scion’s Constitution modifier) or
new modifiers for size. suffer 10d8 points of sonic damage.

Hit Dice: A scion of war always has maximum hit Those who fail their saves are also stunned for 1d3
points. rounds, and creatures with fewer HD than the scion
are also shaken for 2d4 rounds.
Armour Class: Natural armour improves by +15
(this stacks with any natural armour bonus the base Special Qualities: A scion of war retains all the
creature has). special qualities of the base creature and also gains
the following. If the base creature already possesses
Special Attacks: A scion of war retains all the one or more of these qualities, use whichever are
special attacks of the base creature and also gains the better.
following.

167
Encyclopaedia - S

Abilities: Increase from the base creature as follows:


Str +10, Con +10, Cha +4.

Feats: Scions of war gain Cleave, Improved


Bull Rush, Improved Initiative and Power
Attack as bonus feats, assuming the base
creature meets the prerequisites and does not
already have these feats.

Organisation: Solitary or pack (1 plus 1–5


bonded).

Challenge Rating: Up to 10 HD, as base


creature +11; 11 HD to 15 HD, as base
creature +7; 16 HD and above, as base
creature +3.

Alignment: Always chaotic (any).

Crimson Mokara,
Scion of War
Huge Magical Beast (Augmented Animal)
Hit Dice: 8d8+80 (144 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Blood Fog (Su): A scion reduced to 0 or fewer hit Armour Class: 32 (–2 size, +24 natural), touch 8,
points does not immediately fall unconscious or die. flat-footed 32
Instead, it dissolves into a bloody fog. The scion Base Attack/Grapple: +6/+27
can take no actions in this form, and it dissipates Attack: Bite +17 melee (2d6+13)
completely and dies if it spends 1 full round with Full Attack: Bite +17 melee (2d6+13) and 2 hooves
less than 0 hit points. If the scion regains hit points +15 melee (2d6+6)
from its draining wound ability, however, it reforms Space/Reach: 15 ft./10 ft.
after regaining all hit points or after it spends 1 full Special Attacks: Cowing glare, draining wound,
round without further healing (whichever comes fury of Krüg, trample 2d6+19, war cry
first). A scion is immune to all damage, spells and Special Qualities: Blood fog, damage reduction
effects in fog form; the only exception is effects, 5/epic, darkvision 120 ft., immunity to fear, low-
which specifically target water-based creatures (such light vision, resistance to cold 20 and fire 20, spell
as control water and horrid wilting). resistance 23
Saves: Fort +16, Ref +6, Will +5
c Damage reduction 5/epic (if HD 15 or less) or Abilities: Str 37, Dex 11, Con 31, Int 2, Wis 12, Cha
10/epic (if HD 16 or more). A scion’s natural 10
weapons are treated as epic weapons for the Skills: Jump +15, Listen +5, Spot +5, Swim +14
purpose of overcoming damage reduction. Feats: Cleave, Improved Bull Rush, Improved
Initiative, Improved Natural Attack (hoof), Iron Will,
c Darkvision 120 ft. Multiattack, Power Attack
Environment: Temperate hills
c Immunity to fear. Organisation: Solitary or pack (1 plus 1–5 mokara)
Challenge Rating: 15
c Resistance to cold 20 and fire 20. Treasure: None
Alignment: Always chaotic neutral
c Spell resistance equal to the scion’s HD +15 Advancement: None
(maximum 40).

168
Encyclopaedia - S

Crimson mokara are destructive and terrible Trample (Ex): Reflex DC 27 half. The save DC is
creatures, far more violent than their relatively gentle Strength-based.
kin. A crimson mokara typically stakes out a large
domain which it rarely leaves, and hunts and battles War Cry (Su): Three times per day, a crimson
other magical beasts—no matter how beneficial or mokara can unleash a horrid scream. Each creature
peaceful. within 100 feet must succeed on a DC 24 Fortitude
save or suffer 10d8 points of sonic damage. Those
On certain dreadful occasions, an evil warrior or who fail their saves are also stunned for 1d3 rounds,
arcanist manages to tame a crimson mokara. Such and creatures with fewer than 8 HD are also shaken
an individual may ride the mokara in battle, or send for 2d4 rounds.
it to ravage a foe’s lands.
Blood Fog (Su): A crimson mokara reduced to
Combat 0 or fewer hit points does not immediately fall
unconscious or die. Instead, it dissolves into a
Unlike domesticated mokara, crimson mokara
bloody fog. The crimson mokara can take no actions
eagerly use their hooves in battle, stomping and
in this form, and it dissipates completely and dies
trampling. They try to deliver as many wounds as
if it spends 1 full round with less than 0 hit points.
possible early in a battle, then let out a war cry when
If the crimson mokara regains hit points from its
victory is near.
draining wound ability, however, it reforms after
regaining all hit points or after it spends 1 full round
A crimson mokara’s natural weapons are treated as epic
without further healing (whichever comes first). A
weapons for the purpose of overcoming damage reduction.
crimson mokara is immune to all damage, spells
and effects in fog form; the only exception is effects
Cowing Glare (Su): A crimson mokara can cow
which specifically target water-based creatures (such
ordinary mokara within 30 feet with its glare. A
as control water and horrid wilting).
creature affected by the glare must succeed on a DC
14 Will save or be cowed. Cowed creatures act as if
charmed, but the crimson mokara must succeed on
an Intimidate check instead of a Charisma check to
Sentinel
give questionable orders. Cowing glare is a mind- Gargantuan Construct
affecting fear effect that can be defended against like Hit Dice: 30d10+60 (225 hp)
a gaze attack. Initiative: –2
Speed: 40 ft. (8 squares)
Draining Wound (Su): Damage from a crimson Armour Class: 29 (–4 size, -2 Dex, +25 natural),
mokara’s natural attacks causes bleeding wounds. touch 4, flat-footed 29
An injured creature loses 5 additional hit points Base Attack/Grapple: +22/+51
each round, and multiple wounds from the crimson Attack: Slam +35 melee (4d6+17)
mokara result in cumulative bleeding. A wound Full Attack: Two slams +35 melee (4d6+17)
does not heal naturally and resists healing spells. Space/Reach: 20 ft./15 ft.
The continuing hit point loss can be stopped by Special Attacks: Sentinel’s gaze
a DC 24 Heal check, a cure spell, or a heal spell. Special Qualities: Construct traits, damage
However, a character attempting to cast a cure or reduction 20/ adamantine, teleport
heal spell on a wounded creature must succeed on a Saves: Fort +10, Ref +8, Will +13
DC 24 caster level check, or the spell has no effect Abilities: Str 45, Dex 6, Con —, Int —, Wis 16, Cha
on the injured creature. A successful Heal check 16
automatically stops the continuing hit point loss. Skills: —
When a creature suffers continuing damage from a Feats: —
bleeding wound while within 30 feet of the crimson Environment: Any mountains
mokara, the crimson mokara heals a like amount of Organisation: Solitary
damage. Any excess healing becomes temporary hit Challenge Rating: 19
points, which last for 1 hour. Treasure: None
Alignment: Always neutral
Fury of War (Su): For every opponent past the first Advancement: —
that threatens the mokara’s space, the mokara gains a Level Adjustment: —
+2 insight bonus on its attack and damage rolls (to a
maximum of +20).

169
Encyclopaedia - S

On the mountain peak, you see a titanic stone figure, vary; the sentinel can choose any of the following
roughly the shape of a humanoid. Its limbs are effects (all save DCs are Charisma based):
blocky and weathered; its face is a blank apart from
a single huge gemstone eye. Enervation: Anyone caught in the gaze must make
a Fortitude save (DC 28) or take 1d4 negative levels.
Sentinels are as old as the ancient granite mountains
they stand on; the civilisation, the race and the age of Disintegration: Anyone caught in the gaze must
the world that birthed them are dust a million times make a Fortitude save (DC 28) or take 15d6 points
over. All the stars have changed since they were of damage; those who save take 5d6.
made. Their purpose is lost in time; the few sages
who study the cryptic sentinels suggest they were Anti-magic: No magical effect can function within
made to mark borders of some cyclopean kingdom, the sentinel’s gaze.
although others believe the sentinel’s placement atop
the highest peaks indicate they were built to watch – Fear: Anyone caught in the gaze must make a Will
or guard against – something in the stars. A sentinel save (DC 28) or flee until they are outside the gaze’s
is a massive construct, always found standing on area of effect. This is a mind-affecting fear effect.
a mountaintop (or atop some other huge structure,
such as a pyramid). Some stare fixedly in a Teleport (Su): Instead of using its gaze ability as
particular direction; others rotate steadily, sweeping above, the sentinel can teleport to any point within
their magical gaze across the slopes below. The area 2,000 feet that it can see clearly.
around a sentinel is easy to spot – it is utterly lifeless
and abandoned, at least on the surface. Some races
build fortresses underneath the mountain guarded by Shadow of the Void
the sentinel, as the gaze does not penetrate deeply Large Undead (Cold, Incorporeal)
into the stone. Hit Dice: 35d12 (227 hp)
Initiative: +17
The eye of a sentinel is a rare prize indeed; while Speed: Fly 60 ft. (perfect)
the power of the gaze is lost when the sentinel is AC: 48 (–1 size, +9 Dex, +10 deflection, +20
smashed, the eye is still capable of channelling insight), touch 48, flat-footed 39
almost any amount of magical energy and so is Base Attack/Grapple: +17/–
valuable to wizards and artificers engaged in crafting Attack: Incorporeal touch +25 melee (2d6 plus
powerful devices. Such an eye might be sold for blightfire)
25,000 or more gold pieces. Full Attack: Incorporeal touch +25 melee (2d6 plus
blightfire)
Combat Space/Reach: 10 ft./10 ft.
Sentinels regard all living or animated things as Special Attacks: Blightfire, create spawn, spell-like
hostile and annihilate them with their magical gaze. abilities
In rare cases where the gaze is not enough (such as Special Qualities: Cold aura, damage reduction
foes protected by an antimagic shell), the sentinel 10/epic, immunity to cold, incorporeal traits, spell
ponderously uproots itself for the first time in aeons resistance 36, turn resistance +6, undead traits,
and slowly remembers how to smash foes with its vulnerability to fire
massive fists. Saves: Fort +13, Ref +20, Will +26
Abilities: Str –, Dex 29, Con –, Int 17, Wis 25, Cha
Sentinel’s Gaze (Su): This is a 2,000 ft. cone, 31
emanating from the sentinel’s eye. It is constantly Skills: Diplomacy +, Hide +43, Intimidate +48,
active. Anyone caught in the open is automatically Listen +47, Search +41, Sense Motive +45, Spot +47
struck by the cone; if cover is nearby, characters Feats: Alertness, Blind-Fight, Combat Reflexes,
can make a Reflex save (DC 28) to duck behind the Dodge, Expertise, Great Fortitude, Improved
cover. At least three inches of stone or one inch of Initiative, Mobility, Spring Attack, Whirlwind Attack
metal is needed to provide cover against the gaze. Epic Feats: Blinding Speed, Improved Combat
Despite the name, this is not a gaze-type attack. A Reflexes, Spellcasting Harrier, Superior Initiative
character does not need to look into the sentinel’s Environment: Any
eye to be affected. The sentinel can choose to switch Organisation: Solitary or gang (2–5)
off its gaze or narrow the area of effect into a smaller Challenge Rating: 26
cone if it wishes. The effects of the sentinel’s gaze Treasure: None

170
Encyclopaedia - S

Alignment: Always lawful evil succeed at a Fort save (DC 37) or permanently lose 6
Advancement: 36–42 HD (Large); 43–70 HD points of Constitution. The opponent must continue
(Huge) to save every round for the next 6 rounds (7 rounds
total) to avoid being drained of 6 more Con points.
A twelve foot tall humanoid composed of chilling The creature heals 30 points of damage whenever it
darkness, reaches toward you with terrible hand… drains 6 points of Constitution, gaining any excess as
temporary hit points. These temporary hit points last
A shadow of the void is cold vengeance personified. a maximum of 1 hour. If the opponent is slain by
Like a terrible cold fire of evil it burns all that blight-fire, only icy fragments of the victim remain,
it touches. Those that succumb to its blightfire until they reform as a winterwight. The save DC is
embrace are converted to winterwights. Charisma based.

Combat Create Spawn (Su): Any humanoid slain by a


shadow of the void becomes a winterwight in 1d4
Shadows of the void prefer to directly enter melee
rounds. Winterwights are under the command of
combat with their winterwight minions.
the shadow of the void that created them and remain
enslaved until its death. They do not possess any of
A shadow of the void’s natural weapons are treated
the abilities they had in life, though they do possess
as epic for the purpose of overcoming damage
general knowledge of the slain creature. This
reduction.
knowledge is used for evil purposes, if possible.
Blightfire (Su): Living creatures taking damage
Spell-Like Abilities: 3/day—deeper darkness,
from a shadow of the void’s incorporeal touch attack
freezing sphere (DC 26). Caster level 24th. The
find themselves ignited with blightfire; cold, black
save DC is Charisma-based.
flames cascade over their bodies, and they must
Cold Aura (Su): A 10-foot-radius spread
cold aura surrounds a shadow of the void.
All creatures of the cold sub-type in the area
(including the shadow of the void) are treated
as if having turn resistance +6 (if undead)
and fast healing 10. Creatures subject to cold
Damage take 2d10 points of cold Damage
each round they remain within the cold aura.

Shape of Fire
Large Undead (Fire, Incorporeal)
Hit Dice: 35d12 (227 hp)
Initiative: +17
Speed: Fly 60 ft. (12 squares) (perfect)
Armour Class: 48 (–1 size, +9 Dex, +10
deflection, +20 insight), touch 48, flat-footed
39
Base Attack/Grapple: +17/–
Attack: Incorporeal touch +25 melee (2d6
plus blazefire)
Full Attack: Incorporeal touch +25 melee
(2d6 plus blazefire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blazefire, create spawn,
spell-like abilities
Special Qualities: Damage reduction 10/
epic, heat aura, immunity to fire, incorporeal
traits, spell resistance 36, turn resistance +6,
undead traits, vulnerability to cold

171
Encyclopaedia - S

Saves: Fort +13, Ref +20, Will +26 Lavawights are under the command of the shape of
Abilities: Str –, Dex 29, Con –, Int 17, Wis 25, Cha fire that created them and remain enslaved until its
31 death. They do not possess any of the abilities they
Skills: Diplomacy +52, Hide +43, Intimidate +48, had in life.
Listen +47, Search +41, Sense Motive +45, Spot +47
Feats: Alertness, Blind-Fight, Combat Reflexes, Spell-Like Abilities: 3/day—fire storm (DC 26),
Dodge, Expertise, Great Fortitude, Improved incendiary cloud (DC 28). Caster level 24th. The
Initiative, Mobility, Spring Attack, Whirlwind Attack save DC is Charisma based.
Epic Feats: Blinding Speed, Improved Combat
Reflexes, Spellcasting Harrier, Superior Initiative Heat Aura (Su): A 10-foot-radius spread heat aura
Environment: Any surrounds a shape of fire. All creatures of the fire
Organisation: Solitary or gang (2–5) subtype in the area (including the shape of fire) are
Challenge Rating: 26 treated as if having turn resistance +6 (if undead)
Treasure: None and fast healing 10. Creatures subject to fire
Alignment: Always lawful evil Damage take 2d10 points of fire damage each round
Advancement: 36–42 HD (Large); 43–70 HD they remain within the heat aura.
(Huge)
Level Adjustment: —
Sirrush
A twelve foot tall humanoid composed of white-hot Large Magical Beast
fire, reaches toward you with terrible hand… Hit Dice: 40d10+680 (900 hp)
Initiative: +23
A shape of fire is white-hot rage personified. Like a Speed: 90 ft. (18 squares)
terrible fire of evil it burns all that it touches. Those AC: 44 (+15 Dex, –1 size, +20 natural), touch 24,
that succumb to its blazefire embrace are converted flat-footed 29
to lavawights. Base Attack/Grapple: +40/+60
Attack: Claw +56 melee (2d6+16,19–20)
Combat Full Attack: 4 claws +56 melee (2d6+16,19–20)
A shape of fire enjoys melee combat and enters into and bite +54 melee (4d6+8)
it at the first opportunity. Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, stunning roar
A shape of fire’s natural weapons are treated as epic Special Qualities: Blindsight 300 ft., damage
for the purpose of overcoming damage reduction. reduction 10/epic, darkvision 60 ft., fast healing 20,
headloss resistance, low-light vision, resistances (all
Blazefire (Su): Living creatures taking damage energies) 10, spell resistance 39, scent
from a shape of fire’s incorporeal touch attack find Saves: Fort +39, Ref +37, Will +27
themselves ignited with blazefire; white-hot, lambent Abilities: Str 42, Dex 40, Con 44, Int 21, Wis 38,
flames cascade over their bodies, and they must Cha 28
succeed at a Fort save (DC 37) or permanently lose Skills: Climb +59, Hide +54, Jump +83, Listen +57,
10 hit points. The opponent must continue to save Move Silently +58, Spot +57, Survival +57
every round for the next 6 rounds (7 rounds total) Feats: Cleave, Great Cleave, Improved Critical
to avoid being permanently drained of 10 more hit (claw), Improved Initiative, Multiattack, Power
points each round. The shape of fire heals the same Attack, Weapon Focus (bite), Weapon Focus (claw)
amount of damage whenever a creature is drained, Epic Feats: Blinding Speed (x4), Overwhelming
gaining any excess hit points as temporary hit points. Critical (claw), Superior Initiative
These temporary hit points last a maximum of 1 Environment: Any
hour. If the opponent is slain by blazefire, only Organisation: Solitary, pair or pack (4–9 sirrushes
blackened ash remains of the victim. Hit points lost and 1–2 three-headed sirrushes)
to the blazefire never heal naturally and cannot be Challenge Rating: 24
magically restored—they are gone for good. The Treasure: Standard
save DC is Charisma based. Alignment: Usually chaotic neutral
Advancement: 41–50 HD (Large), 51–60 HD
Create Spawn (Su): Any humanoid slain by a (Huge), 61+ HD (Gargantuan)
shape of fire becomes a lavawight in 1d4 rounds.

172
Encyclopaedia - S

Abilities: Str 47, Dex 45, Con 49, Int 26, Wis 43,
Three-Headed Cha 33
Skills: Balance +65, Climb +66, Hide +61,
Sirrush Intimidate +59, Jump +102, Listen +64, Move
Large Magical Beast Silently +65, Search +56, Spot +64, Survival +64
Hit Dice: 45d10+855 (1,102 hp) Feats: Cleave, Great Cleave, Improved Critical
Initiative: +25 (claw), Improved Initiative, Multiattack, Power
Speed: 120 ft. (24 squares) Attack, Weapon Focus (bite), Weapon Focus (claw)
AC: 50 (+17 Dex, –1 size, +24 natural), touch 26, Epic Feats: Blinding Speed (x6), Overwhelming
flat-footed 33 Critical (claw), Superior Initiative
Base Attack/Grapple: +45/+67 Environment: Any
Attack: Claw +63 melee (3d6+18,19-20 plus 1d6) Organisation: Solitary, pair or pack (1–2 three-
Full Attack: 4 claws +63 melee (3d6+18, 19-20 plus headed sirrushes and 4–9 sirrushes)
1d6), 3 bites +61 melee (4d6+9) Challenge Rating: 28
Space/Reach: 10 ft./5 ft. Treasure: Standard
Special Attacks: Pounce, stunning roar Alignment: Usually chaotic neutral
Special Qualities: Blindsight 350 ft., damage Advancement: 46–55 HD (Large); 56–65 HD
reduction 10/epic, darkvision 60 ft., fast healing 25, (Huge); 66+ HD (Gargantuan)
headloss resistance, low-light vision, resistances (all
energies) 15, spell resistances 42, scent A gigantic feline covered in black dragon scales
Saves: Fort +43, Ref +41, Will +31 bounds across the plains…

173
Encyclopaedia - S

This terrible predator is covered with thick scales that Skills: Concentration +27, Hide +3*, Listen +22,
prevent all but the most savage of attacks. Sirrushes Search +22, Spot +22
come in both single and three headed varieties. Feats: Gaze to Ray, Great Fortitude, Improved
Initiative, Lightning Reflexes, Power Attack,
Sirrushes speak Sylvan and Draconic. Quicken Spell-Like Ability (cone of cold), Weapon
Focus (bite)
Combat Epic Feat: Epic Will, Epic Weapon Focus (bite),
Eternal Gaze
Sirrushes like to pounce on and tear apart a single
Environment: Cold hills and mountains
opponent before finding a new victim.
Organisation: Solitary
Challenge Rating: 21
A sirrush’s natural weapons are treated as epic for
Treasure: Standard
the purpose of overcoming damage reduction.
Alignment: Always chaotic evil
Advancement: 30-40 HD (Gargantuan); 41-60 HD
Stunning Roar (Ex): Every 1d4 rounds, a sirrush
(Colossal)
can loose a sonic attack of such volume that it stuns
Level Adjustment: —
all creatures in a 60-foot spread for 1d4 rounds if
they fail a Fortitude saving throw (DC 47, or DC 51
This creature looks like a massive viper with glossy–
for a three-headed sirrush).
white scales and a blue–white underbelly. Its mouth
lacks a viper’s fangs, but is lined with sharpened
Pounce (Ex): If a sirrush charges or leaps upon a foe
teeth. It has a long, slender and icy blue flickering
during its first round of combat, it can make a full
tongue. Its eyes are greenish–blue with vertical–slit
attack even if it has already taken a move action.
pupils.
Headloss Resistance (Ex): A sirrush’s thick bony
The great sloraths are found only in the coldest
plate protects its neck like a shield and provides
and most desolate regions, though close enough to
resistance from effects that could normally behead it,
civilisation to hunt and stage raids against humanoid
such as a vorpal weapon. When a sirrush or three-
settlements. Highly intelligent and aware, the
headed sir-rush would otherwise lose its head, it
slorath is a fierce predator that defends its hunting
instead makes a Fortitude saving throw (DC 10 + 1/2
ground with precision tactics and power. Small
HD of attacker + attacker’s Str modifier). On a failed
villages within a slorath’s territory sometimes strike
save, the sirrush’s head leaves its shoulders normally,
deals with these creatures; offering sacrifices in
but on a successful save, the sirrush is unaffected
return for the protection the slorath can offer.
by the beheading. A sirrush dies when beheaded;
a three-headed sirrush goes on fighting until all its
Slorath are generally nocturnal carnivores, existing
heads are lost (the only penalty it incurs is one or two
on a diet of white dragons and polar bears. They
fewer bite attacks when it makes a full attack).
are particularly fond of white dragon meat and often
go out of their way to hunt such creatures. Frost
Slorath giants often strike deals with sloraths so it is not
uncommon for the two to be encountered together
Gargantuan Magical Beast (Cold) working toward a common goal. Sloraths average
Hit Dice: 29d10+203 (250 hp) about 40 feet long, though adventurers have reported
Initiative: +8 seeing one such creature well over 100 feet long. As
Speed: 30 ft. (6 squares), burrow 10 ft. a slorath ages, its scales become darker, changing
Armour Class: 26 (-4 size, +4 Dex, +16 natural), from glossy–white to dull white.
touch 10, flatfooted 22
Base Attack/Grapple: +29/+52 Slorath lairs are either enormous tunnels deep
Attack: Bite +39 melee (2d8+16) under the ice and snow or abandoned white dragon
Full Attack: Bite +39 melee (2d8+16) lairs. Encounters are almost always with a solitary
Space/Reach: 30 ft. (coiled)/15 ft. creature. In rare instances young sloraths or eggs
Special Attacks: Paralysing gaze, spell-like abilities might be found in a lair. Young slorath resemble
Special Qualities: Cold immunity, darkvision 60 ft., their parent in all respects. Slorath eggs are stark
spell resistance 32, vulnerability to fire white in colour.
Saves: Fort +25, Ref +22, Will +11
Abilities: Str 32, Dex 18, Con 24, Int 14, Wis 14, Slorath speak Draconic, Giant and Common.
Cha 14

174
Encyclopaedia - S

Combat Stygian Leviathan


A slorath usually begins an encounter by hiding
Colossal Magical Beast (Aquatic, Extraplanar)
under the snow waiting for prey to wander by, or
Hit Dice: 36d10+324 (522 hp)
by lying unmoving on the snow itself where its
Initiative: +5
coloration offers it camouflage against the white
Speed: Swim 60 ft. (12 squares)
background. When prey moves within range, the
Armour Class: 28 (-8 size, +1 Dex, +25 natural),
slorath attacks, using its bite and gaze attacks.
touch 3, flatfooted 27
Those attempting to avoid its gaze witness the
Base Attack/Grapple: +36/+68
slorath project its gaze as a ray of blue energy (using
Attack: Bite +45 melee (4d6+24, 19-20/x2)
the Gaze to Ray feat).
Full Attack: Bite +45 melee (4d6+24, 19-20/x2)
Space/Reach: 70 ft./15 ft.
Continued aggression against a slorath results in it
Special Attacks: Capsize, improved grab, stygian
unleashing a cone of cold or ice storm on its foes. If
poisoning, swallow whole
faced with particularly powerful foes, it uses its ice
Special Qualities: Blindsight
storm and glacial storm special abilities. A slorath
Saves: Fort +31, Ref +23, Will +16
does not fight to the death (unless defending its
Abilities: Str 43, Dex 13, Con 28, Int 4, Wis 14, Cha
young) and flees if combat goes against it.
6
Skills: Listen +18, Spot +18, Swim +43
Paralysing Gaze (Su): The eyes of a slorath
Feats: Alertness, Cleave, Great Cleave, Diehard,
paralyse any creature that meets its gaze. Paralysis
Endurance, Great Fortitude, Improved Critical (bite),
lasts 1d6+4 rounds; a DC 26 Fortitude save negates
Improved Initiative, Improved Overrun, Iron Will,
the paralysis. The save DC is Charisma based.
Lightning Reflexes, Power Attack, Weapon Focus
(bite)
Using its Gaze to Ray feat, a
slorath can release a ray of
paralysis to a range of 30 feet.
This requires a ranged touch
attack (+29 ranged touch). If
successful, the creature struck
must succeed on a DC 26
Fortitude save or be paralysed
(as above). After using its gaze
attack in this manner, a slorath
cannot use its paralysing gaze for
1d4 rounds and it is disoriented
during this time (–2 penalty on
attack rolls, saves, skill checks,
and ability checks).

Spell–Like Abilities: 3/day—


cone of cold (DC 17), ice storm,
Otluke’s sphere (DC 18 half);
1/day—glacial storm (as meteor
storm, but deals cold damage)
(DC 21 half). Caster level 18th.
The save DCs are Charisma–
based.

Skills: *A slorath has a +10 racial


bonus on Hide checks in its native
environment.

175
Encyclopaedia - S

Environment: River Styx Capsize (Ex): A submerged stygian leviathan that


Organisation: Solitary surfaces under a boat or ship less than 20 feet long
Challenge Rating: 21 capsizes the vessel 100% of the time. It has a 75%
Treasure: None chance to capsize a vessel from 20 to 60 feet long and
Alignment: Always neutral a 50% chance to capsize a vessel over 60 feet long.
Advancement: 37+ HD (Colossal)
Level Adjustment: — Improved Grab (Ex): To use this ability, a stygian
leviathan must hit an opponent of any size with its
This gigantic creature looks like a dark grey whale bite attack. It can then attempt to start a grapple
with a yellowish–white underbelly. Its dorsal fin is as a free action without provoking an attack of
sharply curved and short, mottled white and silver opportunity. If it wins the grapple check, the stygian
on the edges. Its enormous mouth is lined with leviathan establishes a hold and can attempt to
white, ivory teeth. swallow the foe in the next round.

The stygian leviathan is the largest known creature Stygian Poisoning (Ex): The stygian leviathan’s
swimming the River Styx. Very few inhabitants stomach contains large quantities of water from the
bother this monster and it has no known natural River Styx. A swallowed creature must succeed on
enemies. It spends its time swimming throughout a DC 20 Fortitude save each round it remains in the
the Styx, gulping massive quantities of Stygian monster’s stomach or be affected as by a feeblemind
plants and aquatic life (such as fiendish octopi and spell.
fiendish krakens). Occasionally, it slips through
a portal that leads to other planes—most often Swallow Whole (Ex): A stygian leviathan can try to
these portals carry it to the Material Plane. On swallow a grabbed opponent that is at least one size
the Material Plane, the stygian leviathan does not category smaller than itself by making a successful
deviate from its course—it simply swims about grapple check. A stygian leviathan that swallows
devouring whatever happens to get in its way. Some, an opponent can use its Cleave feat to bite and
on the other hand, actively hunt aquatic animals, grab another opponent. Once inside, a swallowed
preferring their flesh to the other more mundane opponent takes 4d6+24 points of bludgeoning
food these monsters usually consume. damage plus 8 points of acid damage per round from
the leviathan’s stomach. Additionally, a swallowed
These beasts are solitary creatures and no more foe is subjected to the stygian leviathan’s stygian
than a single leviathan has ever been encountered poisoning attack (see above). A swallowed opponent
at one time (thankfully). Mating and reproduction must succeed at a Swim check (DC 15) every round.
cycles and methods are unknown and have never On a failed check, the swallowed creature slips
been documented. These monsters are hunted by underwater. A swallowed creature can try to cut its
demons and devils for their flesh, which is used for way out using claws or a light piercing or slashing
food. Also, the teeth of dead stygian leviathans are weapon to deal at least 25 points of damage to the
sometimes taken and fashioned into weapons of war. stomach (AC 22). Once the creature exits, muscular
action closes the hole; another swallowed creature
Stygian leviathans cannot speak, but it is believed must cut its own way out. A stygian leviathan’s
they do understand Common. stomach can hold 2 Huge, 8 Large, 32 Medium, 128
Small, or 512 Tiny or smaller creatures.
Combat
Skills: Stygian leviathans have a +4 racial bonus
A stygian leviathan attacks by simply swimming over
on Spot and Listen checks. These bonuses are lost
its foes, opening its mouth, and swallowing them
if blindsight is negated. A stygian leviathan has
(and perhaps their ship if such a vessel is involved).
a +8 racial bonus on any Swim check to perform
Swallowed foes are drowned and digested.
some special action or avoid a hazard. It can
always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action
while swimming, provided it swims in a straight
line.

176
Encyclopaedia - T

Combat

T
A tayellah uses stealth to its advantage trying to its
speed to pick off the weakest members of a target
group before pouncing on its primary target.

Tayellah A tayellah’s natural weapons are treated as epic for


the purpose of overcoming damage reduction.
Gargantuan Magical Beast
Hit Dice: 34d10+448 (635 hp) Improved Grab (Ex): To use this ability, the tayellah
Initiative: +27 must hit with two of its claw attacks. If it gets a hold,
Speed: 100 ft. (20 squares) it can rake.
Armour Class: 44 (-4 size, +19 Dex, +15 insight,
+4 natural), touch 40, flat-footed 25 Poison (Ex): Sting, Fort save (DC 39); initial and
Base Attack/Grapple: +34/+57 secondary 2d10 Con damage. The save DC is
Attack: Claw +52 melee (2d8+11) Constitution-based.
Full Attack: 2 claws +52 melee (2d8+11) and
3 bites +47 melee (2d6+5) and sting +47 melee Pounce (Ex): If a tayellah leaps upon a foe during
(3d6+5 plus poison) the first round of combat, it can make a full attack
Space/Reach: 20 ft./15 ft. even if it has already taken a move action.
Special Attacks: Improved grab, poison, pounce,
rake 4d6+16 Rake (Ex): A tayellah that gets a hold can make
Special Qualities: Damage reduction 10/epic, spell two additional rake attacks (+44 melee) with legs
resistance 34 it normally only uses for walking, dealing 4d6+16
Saves: Fort +31, Ref +38, Will +22 points of damage each. If the tayellah pounces on an
Abilities: Str 32, Dex 48, Con 34, Int 14, Wis 32, opponent, it can also rake.
Cha 19
Skills: Hide +44, Jump +39, Listen +48, Move
Silently +56, Spot +48
Feats: Combat Reflexes, Improved Initiative, Iron
Thorciasid
Will, Track, Weapon Focus (bite), Weapon Focus Medium Aberration
(claws), Weapon Finesse Hit Dice: 29d8+348 (478 hp)
Epic Feats: Epic Toughness (x2), Epic Prowess Initiative: +22
(x2), Superior Initiative Speed: 70 ft. (14 squares)
Environment: Any temperate or cold land Armour Class: 42 (+14 Dex, +18 natural), touch
Organisation: Solitary or pair 24, flat-footed 28
Challenge Rating: 24 Base Attack/Grapple: +21/+27
Treasure: None Attack: Forelimb +36 melee touch (ability drain)
Alignment: Always neutral Full Attack: 2 forelimbs +36 melee touch (ability
Advancement: 35-68 HD (Gargantuan); 69-102 HD drain) and 2 antennae +30 melee touch (energy
(Colossal) drain)
Level Adjustment: — Space/Reach: 5 ft./5 ft.
Special Attacks: Ability drain, cocoon, energy drain
Sleek and powerful this three-headed lynx, stalks Special Qualities: Damage reduction 10/epic,
silently across the ground. Some who expect it darkvision 240 ft., fire resistance 30, scent, spell
nothing more than a powerful accident of birth until resistance 34
is deadly stinger strikes… Saves: Fort +21, Ref +23, Will +25
Abilities: Str 22, Dex 38, Con 34, Int 25, Wis 29,
Tayellah are rarely encountered in groups and only Cha 31
appear in pairs during mating. Tayellah are almost Skills: Bluff +42, Concentration +44, Diplomacy
always the top of the food chain in any environment +38, Escape Artist +46, Hide +46, Intimidate +38,
in which they live. They live in the most wild of Jump +22, Listen +41, Move Silently +46, Spot +41,
areas of the world that are rich in life; their hunger Survival +25
will often decimate an ecosystem forcing the Feats: Combat Expertise, Dodge, Improved Disarm,
tayellah to frequently move hunting grounds. Improved Initiative, Mobility, Spring Attack,
Weapon Finesse, Weapon Focus (forelimb)
Epic Feats: Blinding Speed, Superior Initiative

177
Encyclopaedia - T

Environment: Any land or underground to break the grapple of the cocoon (or use Escape
Organisation: Solitary, pair or infestation (4-7) Artist) each round, making an opposed grapple
Challenge Rating: 22 check against the cocoon (check modifier +37 for the
Treasure: Standard cocoon). A thorciasid can reinforce a partial cocoon
Alignment: Usually neutral by spending a standard action secreting additional
Advancement: 30-36 HD (Medium); 37-42 HD goo. Each action so spent provides an additional +5
(Large) to the cocoon’s grapple check modifier. Visually,
Level Adjustment: — the victim becomes more and more covered and is
finally completely encased in a cocoon. Even fully
Like a centaur-shaped cockroach, this creature has a long encased victims can still breathe, and a thorciasid
abdomen supported by for insectile legs, its thorax tilts can drain a victim’s life force at its leisure.
perpendicular from its abdomen giving its upper body an
upright positioning. It has two forearms and antennae that Energy Drain (Su): On a successful melee touch
whip out toward prey… attack with an antenna, the thorciasid gives the
victim one negative level. Each negative level
Thorciasids live in the shadows of society, infesting bestowed upon a victim gives the thorciasid +1
the dark and secret places of the world. In the bonus to its Constitution that lasts for 24 hours.
shadows they live in small groups and try to not The negative levels similarly last for 24 hours, at
draw the attention of the society of large. From which time the victim must make a Fortitude saving
the shadows they feed off the life essence of the throw (DC 34) to avoid level loss. The save DC is
undesirables, homeless and others not likely to be Charisma-based.
missed, like adventurers.

Thorciasids speak Common, Elven, Dwarven and Titan, Chthonian


Giant. Colossal Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 36d8+720 (882 hp)
Combat Initiative: +8
Speed: 100 ft. (20 squares)
Using its speed and agility the thorciasid will try to Armour Class: 38 (–8 size, +36 natural), touch 2,
entrap prey with its cocoon ability and use Spring flat-footed 38
Attack to weaken foes while avoiding attacks. Base Attack/Grapple: +36/+76
Attack: Slam +52 melee (3d6+24)
A thorciasid’s natural weapons are treated as epic for Full Attack: 2 slams +52 melee (3d6+24)
the purpose of overcoming damage reduction. Space/Reach: 30 ft. /30 ft.
Special Attacks: Chthonian traits, epic spell-like
Ability Drain (Su): On a successful melee touch seeds
attack with a forelimb, the thorciasid permanently Special Qualities: Chthonian traits, damage
drains 1d4+1 points of Strength, 1d4+1 points of reduction 20/epic, darkvision 60 ft., low-light vision,
Dexterity, and 1 point of Constitution from the spell resistance 41
victim. The thorciasid regains 20 lost hit points with Saves: Fort +42, Ref +20, Will +23
each successful ability drain. Abilities: Str 59, Dex 10, Con 51, Int 8, Wis 16, Cha
32
Cocoon (Ex): A thorciasid can eject a stream of Skills: Climb +51, Concentration +50, Craft (any
noxious goo that hardens on contact, potentially one) +26, Intimidate +38, Jump +51, Knowledge
fixing a subject in place and hindering its movement (any one) +26, Listen +30, Search +26, Spot +30,
and actions. Using a standard action, the thorciasid Swim +51
makes a ranged touch attack against any foe it can Feats: Awesome Blow, Cleave, Diehard, Endurance,
see up to 60 feet away. If it succeeds at the ranged Great Cleave, Great Fortitude, Improved Bull Rush,
touch attack, the subject makes a grapple check Improved Initiative, Improved Overrun, Power
against the cocoon. This is accomplished as if the Attack
thorciasid itself were making the grapple check Epic Feats: Improved Awesome Blow, Reflective
with a competence bonus of +10, for a total check Spell Resistance, Superior Initiative
modifier of +37. On a failed check for the subject, Environment: Chaotic evil planes
the goo hardens into a partial cocoon, and the victim Organisation: Solitary
is treated as if grappled (even though the thorciasid Challenge Rating: 26
is free to do as it desires). The subject can attempt

178
Encyclopaedia - T

Treasure: None
Alignment: Always chaotic evil
Advancement: 37-66 HD (Colossal)
Level Adjustment: —

You see a colossal humanoid, if this


hecatomb thing could be said to be related
to humanity in any way. Its arms are as
towers, its legs as mounds; its chest is a
furnace and its head is like a world full of
chaos and destruction.

Chthonian titans are not made of normal,


or even extraplanar flesh and bone; their
essence is that of inchoate pandemonium,
of the primal hyper-material mud from
which the universe was moulded. They
appear as raging Colossal humanoids
with varying monstrous features, such as
an uneven number of eyes or limbs; fire
coming out of their eyes, mouths or hair;
gigantic claws and so on. Their skin is
usually some dreary shade of red, brown
or black.

Chthonian titans speak Abyssal.

Combat
No two chthonian titans are alike, so they
all have different attack methods. As
a rule, they prefer to use their godlike
chthonian traits rather than normal melee
Level Handbook, Chapter 2, for more information on
attacks or spell-like abilities.
epic spell seeds.
Chthonian Traits (Ex): Chthonian titans are
creatures of chaos, and as such their physical Chthonian Traits
features are jumbled and confusing. These diverse D100 Roll Trait
physical features are usually accompanied by unique Explanation
special abilities, which no two chthonian titans
share. 01-05 Breath weapon
The chthonian titan may breathe a cone of acid, cold,
Every chthonian titan has 1d3 of the following fire, electrical, negative energy or poison (choose
traits, chosen or randomly determined from the table one) dealing 18d6 damage; a Reflex save (DC equal
below. These traits are just examples; a Games to 10 + half the chthonian titan’s Hit Dice + the
Master may come up with different chthonian traits chthonian titan’s Constitution modifier) is allowed
as he sees fit. for half damage

Epic Spell-Like Seeds: Chthonian titans have 06-08 Chaotic mind


access to the destroy and energy epic spell seeds, The chthonian titan gains a +4 racial bonus on Will
just as if they were spell-like abilities. They may saves, plus any creature using a Divination spell
develop a different effect every time they use one targeted on the chthonian titan must in turn succeed
of these seeds. Using an epic spell speed is a full- at a Will save (DC equal to 10 + half the chthonian
round action for a chthonian titan. A chthonian titan titan’s Hit Dice + the chthonian titan’s Wisdom
requires no Spellcraft check to use or develop epic modifier) or become confused (as the spell) for one
spell effects based on these seeds. See the Epic full minute

179
Encyclopaedia - T

09-14 Claws 57-62 Oversizedarms


Substitute slam damage for 4d6 claw damage One (75%) or two (25%) of the chthonian titan’s
arms are disproportionately large; slam damage with
15-20 Curved horns the oversized arms increases to 4d8 plus one-and-a-
The chthonian titan gains a secondary gore attack, half Strength modifier and the chthonian titan gains
which deals 4d6 damage plus one-and-a-half its improved grab as a special attack
Strength modifier
63-67 Pitch-black skin
21-23 Digging claws The chthonian titan gains a +8 racial bonus on Hide
Substitute slam damage for claw damage; the checks, which rises to +12 in darkness
chthonian titan gains a burrow speed equal to half its
base movement speed 68-72 Poison attack
The chthonian titan injects poison (Fortitude save
24-29 Energy touch DC equal to 10 + half the chthonian titan’s Hit Dice
The chthonian titan deals an additional 3d6 damage + the chthonian titan’s Constitution modifier; initial
on a successful slam or claw attack; this additional and secondary damage 2d8 Constitution) with either
damage may be acid, cold, electrical or fire damage its bite, claw, slam or tail attack (choose one)
(choose one)
73-75 Poisonous blood
30-35 Extra arms The chthonian titan gains a +4 on Fortitude saves,
The chthonian titan gains 1d4 new arms, each of plus any creature making a successful melee attack
which can be used to make a separate primary attack against it must succeed on a Reflex save or be
during a full attack action; the chthonian titan gains poisoned (Fortitude save DC equal to 10 + half the
improved grab as a special attack chthonian titan’s Hit Dice + the chthonian titan’s
Constitution modifier; initial and secondary damage
36-38 Extra head 2d8 Con)
+8 racial bonus to Listen, Search and Spot checks;
can use one weapon in each hand without any 76-80 Reptilian tail
penalty to the attack roll The chthonian titan gains a secondary tail attack
dealing 4d6 damage plus one-and-a-half its Strength
39-41 Extra legs modifier
The chthonian titan gains 1d4 new legs. Each leg
adds a +10 to base speed and a +2 racial bonus to 82-85 Rock-like skin
Climb, Jump, Swim and Tumble checks The chthonian titan gains a +10 bonus to its natural
armour and a +4 bonus to hide checks made among
42-47 Fanged maw rocks; reduce the chthonian giant’s Dexterity score
The chthonian titan gains a secondary bite attack by 2
dealing 4d6 damage plus Strength modifier; if it has
the improved grab ability, it gains the swallow whole 87-90 Scales
attack as well Increase natural armour bonus by +8

48-50 Fishlike tail 92-95 Very large eyes


The chthonian titan gains a swim speed equal to The chthonian titan gains a +8 racial bonus on
its base movement speed; it can move on land by Intimidate, Search and Spot checks
pushing itself with its arms at a speed equal to half
its base movement speed 95-99 Wings
A set of batlike, birdlike, fanlike or insect wings
51-53 Flippers giving the chthonian titan fl y speed equal to its base
The chthonian titan gains a swim speed equal to half speed, with poor manoeuvrability
its base movement speed
00 – Roll twice, with each 00 counting as an
54-56 Insect-likelimbs additional roll (do not reroll double 00’s)
The chthonian titan gains a Climb speed equal to
half its base speed and a +8 bonus on Climb checks

180
Encyclopaedia - T

Titan, Elder Combat


Elder Titans do not revel in combat as it takes
Colossal Outsider (Extraplanar)
time away from more scholarly pursuits. If they
Hit Dice: 70d8+700 (1,015 hp)
are properly challenged they will the contest to be
Initiative: +0
a game of strategy and intellect often using their
Speed: 150 ft. (30 squares)
powerful spell and spell-like abilities to disable their
Armour Class: 58 (-8 size, +32 natural, +24
opponents.
insight), touch 26, flat-footed 58
Base Attack/Grapple: +70/+103
An elder titan’s natural weapons are treated as epic
Attack: +5 warhammer +87 melee (4d8+30, 19-20)
for the purpose of overcoming damage reduction.
or +5 javelin +70 ranged (2d10+22, 19-20)
Full Attack: +5 warhammer +87/+82/+77/+72
Spell-Like Abilities: At will—alter self, analyse
melee (4d8+30, 19-20) or +5 javelin
dweomer, commune with nature, cure critical
+70/+65/+60/+55 ranged (2d10+22, 19-20)
wounds, eyebite (DC 24), freedom of movement, fly,
Space/Reach: 30 ft./30 ft.
fog cloud, produce flame, protection from energy,
Special Attacks: Spell-like abilities, spells
read magic, remove curse, sanctuary, sending, speak
Special Qualities: Damage reduction 20/epic, spell
with animals, soften earth and stone, speak with
resistance 40
plants, summon monster VI, greater teleport, wind
Saves: Fort +47, Ref +37, Will +50
wall; 3/day—antilife shell, astral projection, contact
Abilities: Str 45, Dex 10, Con 31, Int 33, Wis 37,
other plane, greater dispel magic, greater scrying,
Cha 26
invisibility purge, plane shift. Caster level 29th. The
Skills: Concentration +83, Craft (any five) +45,
save DCs are Charisma-based.
Decipher Script +84, Diplomacy +45, Gather
Information +87, Intimidate +56, Jump +90,
Spells: An elder titan can use arcane spells as a 29th-
Knowledge (all base skills) +66, Listen +86, Sense
level wizard or divine spells as a 29th-level cleric,
Motive +86, Speak Language (any five), Spellcraft
from the cleric list and from the Knowledge and
+90, Spot +86
Magic domains. He will also possess the knowledge
Feats: Blind-Fight, Cleave, Combat Expertise, Great
of at least three epic spells and the means by which
Cleave, Improved Critical (javelin), Improved Critical
to develop them, though he may not have done so
(warhammer), Improved Sunder, Power Attack, Silent
himself.
Spell, Still Spell, Weapon Focus (javelin), Weapon
Focus (warhammer)
Epic Feats: Automatic Silent Spell (x3), Automatic
Still Spell (x3), Devastating Critical (warhammer),
Titan, Wild
Epic Spellcasting, Epic Weapon Focus (javelin), Gargantuan Outsider (Air, Chaotic, Evil,
Epic Weapon Focus (warhammer), Overwhelming Extraplanar, Water)
Critical (warhammer), Polygot Hit Dice: 28d8+364 (490 hp)
Environment: Any land Initiative: +5
Organisation: Solitary Speed: 60 ft. (12 squares), fly 120 ft. (perfect), swim
Challenge Rating: 30 60 ft.
Treasure: Standard Armour Class: 33 (–4 size, +1 Dex, +26 natural),
Alignment: Always neutral touch 7, flat-footed 32
Advancement: 71-140 HD (Colossal) Base Attack/Grapple: +28/+57
Level Adjustment: — Attack: Slam +41 melee (2d6+17)
Full Attack: 2 slams +41 melee (2d6+17)
This ancient being looks like a man, only much, Space/Reach: 20 ft./20 ft.
much, much taller… Special Attacks: Spell-like abilities, storm blast
Special Qualities: Damage reduction 15/magic,
Elder Titans are some of the oldest beings in darkvision 60 ft., immunity to electrical damage,
existence. Having such a long existence and an resistance to acid 10, cold 30 and fire 20, spell
inquisitive nature elder titans are storehouses of resistance 37
knowledge. They live in seclusion where they Saves: Fort +29, Ref +17, Will +20
can continue to research and learn the secrets of Abilities: Str 44, Dex 12, Con 36, Int 19, Wis 19,
existence without the interruption of the lesser races. Cha 28
Skills: Balance +32, Climb +56, Concentration +44,
Intimidate +40, Jump +48, Listen +35, Spot +35,

181
Encyclopaedia - T

Wild titans are outcasts of their race, ancient


godlings whose destructive, uncontrollable
behaviour has led to their expulsion from titan
society. They usually retire to remote corners
of the world, where they erect lonesome
kingdoms of chaos by bending the area’s
weather and territory to their will. The haunts
of wild titans are always regarded as places of
terrible magic and unspeakable danger.

Wild titans are nothing more than


experienced titans, who have lived and seen
so much their minds have been overtaken
by the quintessence of cosmic chaos.
They appear as old, ragged humanoids of
Gargantuan size, with thunder in their voice
and lightning in their gaze.

Wild titans speak Abyssal, Auran, Aquan,


Celestial, Common, Draconic and Giant.

Combat
Wild titans attack by barraging intruders with
their spelllike abilities. They know no pity or
concern, thus it is very hard to scare or rout them.

Spell-Like Abilities: At will–air walk, call


lightning storm (DC 24), chain lightning (DC
25), cone of cold (DC 24), control water, control
weather, control winds (DC 24), ice storm,
shatter (DC 21), sleet storm, wind wall; 3/day–
earthquake (DC 27), freezing sphere (DC 25),
whirlwind (DC 27), wind walk; 1/day–greater
shout (DC 27), storm of vengeance (DC 28).
Search +35, Survival +35, Swim +56 Caster level 28th. Save DCs are Charisma based.
Feats: Awesome Blow, Diehard, Endurance, Cleave,
Great Cleave, Improved Bull Rush, Improved Storm Blast (Su): Once every 1d4 rounds, a wild
Initiative, Power Attack titan may emit a cone of wind, sleet and lighting,
Epic Feats: Improved Awesome Blow, Reflective 60 feet long by 60 feet wide at the end. Any
Spell Resistance creature caught in this cone suffers 16d8 points of
Environment: Any mountain or aquatic damage and is blinded by the snow for 2d4 rounds.
Organisation: Solitary A successful Reflex save (DC 37, Constitution
Challenge Rating: 24 based) halves the damage and negates the blindness
Treasure: Triple standard effect. Any creature damaged by a wild giant’s
Alignment: Usually chaotic evil storm blast must succeed at a Fortitude save (DC
Advancement: By character class 37, Constitution based) or become fatigued from
Level Adjustment: — frostbite for 2d6 rounds. The damage caused by
a storm blast counts as both cold and electrical
This gigantic humanoid is the personification of damage and can only be resisted by creatures with
godlike, unchained rage. Its blue skin is the colour resistance to both energy types.
of stormy skies, its long hoary hair and beard move
about as if shaken by a hurricane. As the creature Skills: A wild titan gains a +8 racial bonus on all
walks, thunder, storm and lightning seem to follow Climb and Swim checks. It can always take 10 on
the beat of its footsteps. Climb or Swim checks, even if rushed or threatened.

182
Encyclopaedia - T

Saves: Recalculate based upon the base creatures


Titanic Creatures save progressions with increase Hit Dice.
Some believe that titans were used by the gods as
templates for the rest of creation. Humanity, the Abilities: Increase from the base creature as follows:
most numerous race, would have been created from Str +12, Dex +2, Con +6, Int +2, Wis +4, Cha +2.
the most common form of titan. If this theory is
correct, then there must be other forms of titan Skills: Recalculate based upon the base creature’s
that were the model for other forms of life. These improved Hit Dice.
other titans are known as titanic creatures. Titanic
creatures dwell mostly on the outer planes. Unlike Feats: Same as the base creature but add feats
titans, they never entered into the service of any of appropriate for increased Hit Dice.
the gods– and also unlike titans, they are bound by
no oaths barring them from making cosmic war. Challenge Rating: Same as the base creature +12.
Still, no force has yet managed to bind a single
titanic creature. If such a thing happened, the worlds Treasure: Double the base creature.
would tremble.

Creating a Titanic Creature Sample Titanic


‘Titanic Creature’ is an acquired template that can
be applied to any creature. The creature’s choice
Frost Worm
changes to outsider and gains the extraplanar
subtype. It uses all the base creature’s statistics and
(Barbarian)
special abilities except as noted here. Colossal Outsider (Augmented Magical Beast,
Cold, Extraplanar)
Hit Dice: Double the number of the base creature’s Hit Dice: 28d10+336 (490 hp)
Hit Dice. Recalculate the base attack bonus based Initiative: +9
upon its increased Hit Dice using a good attack Speed: 60 ft. (12 squares), burrow 30 ft.
progression. Armour Class: 35 (–8 size, +1 Dex, +32 natural),
touch 3, flat-footed 34
Size: The creature’s base size increases by two steps, Base Attack/Grapple: +28/+66
to a maximum of Colossal-sized (i.e. Tiny creatures Attack: Bite +43 melee (4d8+33 plus 3d6 cold)
become Medium-sized, Medium creatures become Full Attack: Bite +43 melee (4d8+33 plus 3d6 cold)
Huge-sized, etc.), see Core Rulebook III for details Space/Reach: 30 ft./25 ft.
of increasing size by adding a template to a creature. Special Attacks: Breath weapon, cold, spell-like
abilities, tireless mighty rage 6/day, trill
AC: Natural armour increases by +13. Special Qualities: Damage reduction 8/—,
darkvision 60 ft., death throes, immunity to cold,
Special Attacks: Titanic creatures retain all the improved uncanny dodge, indomitable will, low-
special abilities of the base creature. They gain light vision, trap sense +6, vulnerability to fire
the following spell-like abilities, usable at will: Saves: Fort +28, Ref +17, Will +13 (+17 vs.
invisibility, invisibility purge, levitate and persistent enchantments)
image. Titanic creatures with a Charisma score Abilities: Str 54, Dex 12, Con 34, Int 4, Wis 15, Cha
of 10 or higher gain the following supernatural 13
spell-like abilities, usable 3/day: chain lightning, Skills: Hide +4*, Listen +14, Spot +14
etherealness, fire storm, greater dispel magic, hold Feats: Alertness, Cleave, Great Cleave, Improved
monster. All these abilities are as the spells cast by a Initiative, Improved Natural Attack (bite), Iron Will,
20th level sorcerer. Power Attack, Weapon Focus (bite)
Epic Feats: Damage Reduction, Superior Initiative
Special Qualities: Titanic creatures gain the class Environment: Cold plains
abilities (spell-casting, rage, monk abilities, lay on Organization: Solitary
hands etc) of any one class as if they had 20 levels Challenge Rating: 24
in that class. For example, a titanic wolverine might Treasure: None
have the class abilities of a 20th level barbarian. Alignment: Usually neutral
Advancement: 29-56 HD (Colossal)

183
Encyclopaedia - T

Combat creature has resisted or broken the effect, it cannot


be affected again by that same frost worm’s trill for
Cold (Ex): A frost worm’s body generates intense
24 hours. The effect’s caster level is 14th. The save
cold, causing opponents to take an extra 3d6 points
DC is Charisma-based.
of cold damage every time the creature succeeds
on a bite attack. Creatures attacking a frost worm
Death Throes (Ex): When killed, a frost worm turns
unarmed or with natural weapons take this same cold
to ice and shatters in an explosion that deals 12d6
damage each time one of their attacks hits.
points of cold damage and 8d6 points of piercing
damage to everything within 100 feet (Reflex half
Breath Weapon (Su): 30-foot cone, once per hour,
DC 36). The save DC is Constitution-based.
damage 15d6 cold, Reflex DC 36 half. Opponents
held motionless by the frost worm’s trill get no
Skills: *A frost worm, due to its coloration and
saving throw. The save DC is Constitution-based.
its affinity for burying itself in the snow, has a
+10 racial bonus on Hide checks in its native
Spell-like Abilities: At will—invisibility, invisibility
environment.
purge, levitate, persistent image; 3/day—chain
lightning (DC 17), etherealness, fire storm (DC 19),
greater dispel magic, hold monster (DC 16); Caster
level 20th. The save DC are Charisma based.
Treant, Elder
Colossal Plant
Hit Dice: 50d8+880 (1,105 hp)
Trill (Su): A frost worm can emit a noise that forces
Initiative: +3
its prey to stand motionless. This sonic mind-
Speed: 60 ft. (12 squares)
affecting compulsion affects all creatures other than
Armour Class: 41 (-8 size, -1 Dex, +40 natural),
frost worms within a 100-foot radius. Creatures
touch 1, flat-footed 41
must succeed on a DC 25 Will save or be stunned
Base Attack/Grapple: +37/+72
for as long as the worm trills and for 1d4 rounds
Attack: Slam +51 melee (10d6+19, 19-20)
thereafter, even if they are attacked. However, if
Full Attack: 2 slams +51 melee (10d6+19, 19-20)
attacked or violently shaken (a full-round action),
Space/Reach: 30 ft./30 ft.
a victim is allowed another saving throw. Once a
Special Attacks: Animate trees, spell-like abilities,
trample, triple damage vs. objects
Special Qualities: Damage reduction 10/—, plant
traits, spell resistance 29
Saves: Fort +45, Ref +21, Will +33
Abilities: Str 48, Dex 8, Con 42, Int 19, Wis 33,
Cha 35
Skills: Diplomacy +61, Hide -12, Intimidate
+62, Jump +31, Knowledge (nature) +57,
Listen +63, Sense Motive +56, Spot +42,
Survival +51
Feats: Alertness, Endurance, Great Fortitude,
Improved Critical (slam), Improved Initiative, Iron
Will, Lightning Reflexes, Power Attack, Weapon
Focus (slam)
Epic Feats: Epic Endurance, Epic Reflexes, Epic
Toughness (x4), Epic Weapon Focus (slam), Epic
Will
Environment: Any forest
Organisation: Solitary or with a grove of treants
(4-7)
Challenge Rating: 25
Treasure: Standard
Alignment: Always neutral good
Advancement: 51-150 HD (Colossal)

184
Encyclopaedia - T

Trample (Ex): An elder treant can trample


Gargantuan or smaller creatures for 8d20+40 points
of damage. Opponents who do not make attacks of
opportunity against the elder treant can attempt a
Reflex save (DC 54) to halve the damage. The save
DC is Strength-based.

Triple Damage against Objects (Ex): An elder


treant that makes a full attack against an object or
structure deals triple damage.

Plant Traits: Immune to poison, sleep, paralysis,


stunning, and polymorphing; not subject to critical
hits or mind-affecting effects.

Skills: Elder treants receive skills as though they


were fey. *They have a +24 racial bonus on Hide
checks made in forested areas.

Spell-Like Abilities: At will—animal messenger,


command plants, speak with plants, stone tell; 3/
day—mass cure light wounds (plants only), plant
growth, sunburst (DC 30), wall of thorns; 1/day—
shambler. Caster level 23rd. The save DCs are
Charisma-based.

Typhoeon
Colossal Monstrous Humanoid
Hit Dice: 32d8+352 (496 hp)
Towering above you, the great branches of the Initiative: +1
massive redwood begin in more in an articulated Speed: 50 ft. (10 squares), fly 80 ft. (clumsy), swim
way… 50ft.
AC: 36 (–8 size, +1 Dex, +33 natural), touch 3, flat-
Gentle and wise, the elder treat in the greatest footed 35
guardian of the forest and its inhabitants. This Base Attack/Grapple: +32/+61
powerful overseer of the forest does not insert itself Attack: Bite +38 melee (4d6+13) or gore +38 melee
into the affairs of lesser being unless the trees or the (2d8+13) or tail +37 melee (2d8+13)
treants under its care are threatened. Full Attack: 2 bites +38 melee (4d6+13) and gore
+36 melee (2d8+6) and tail +35 melee (2d8+6)
Elder treants speak the language of treants, plus Space/Reach: 30 ft./30 ft.
Common and Sylvan. Special Attacks: Breath weapons, constrict,
improved grab, powerful charge
Combat Special Qualities: Damage reduction 15/epic,
darkvision 60 ft., low-light vision, spell resistance 37
Elder treants are cautious combatants and loathe
Saves: Fort +23, Ref +19, Will +20
entering combat directly. Instead they will animate
Abilities: Str 37, Dex 13, Con 32, Int 14, Wis 14,
trees necessary to handle any intruders.
Cha 18
Skills: Intimidate +39, Listen +37, Spot +37, Swim
Animate Trees (Sp): An elder treant can animate
+56
trees within 500 feet at will, controlling up to six
Feats: Awesome Blow, Cleave, Great Cleave, Great
trees at a time. It takes a full round for a normal tree
Fortitude, Improved Bull Rush, Improved Sunder,
to uproot itself. Thereafter it moves and fights as a
Multiattack, Power Attack, Snatch, Weapon Focus
treant in all physical respects. Animated trees lose
(bite), Weapon Focus (gore)
their ability to move if the elder treant who animated
Environment: Temperate mountains
them is incapacitated or moves out of range.

185
Encyclopaedia - T

Organisation: Solitary Combat


Challenge Rating: 23
A typhoeon attacks by breathing with both its
Treasure: Triple standard
dragon heads; then it charges against opponents with
Alignment: Always chaotic evil
its horns and finally tries to constrict them with its
Advancement: 33-64 HD (Colossal)
enormous serpentine tail.
Level Adjustment: —
Breath Weapons (Su): Each of a typhoeon’s dragon
This abominable creature is not a dragon nor a
heads may breathe a cone of fire 60 feet wide and
giant, but a sick combination of the two. It has a
60 feet long, dealing 16d6 points of fire damage
humanoid torso and head, but its lower body is that
to any creature caught inside it, with a Reflex save
of an extremely large snake. Its arms have the shape
(DC 37, Constitution based) to take half damage. A
of giant serpents, fanged heads where the hands
typhoeon can use both breath weapons on the same
should be. The monster’s bearded head has two
round, on different areas.
dragon-like horns and fiery eyes. The creature has
two draconic, membranous wings as well.
Constrict (Ex): A typhoeon deals 4d6+19 points of
bludgeoning damage on a successful grapple check.
A typhoeon is among the most dangerous and
powerful creatures in the world. They are created
Improved Grab (Ex): A typhoeon that hits with its
by the gods themselves, usually with the purpose
tail attack can start a grapple as a free action, without
of challenging or punishing mortals. A typhoeon
provoking an attack of opportunity. If it wins a
appears as a Colossal monstrous humanoid with
grapple, it establishes a hold and can constrict.
the lower body of a snake, Gargantuan wyrms for
arms (and wyrm’s heads instead of hands!), two
Powerful Charge (Ex): A typhoeon deals 4d8+26
membranous wings and a set of piercing green horns
points of damage with a charge attack.
among its black mane. The creature’s face has a
long, hirsute black beard; its eyes are constantly on
Skills: A typhoeon gains a +8 racial bonus on
fire.
all Swim checks. It can always take 10 on Swim
checks, even if rushed or threatened.
Typhoei speak Abyssal, Common, Draconic and
Giant.

186
Encyclopaedia - U

Disintegrating Touch (Ex): Any material object that


comes into contact with a blackball is immediately

U
disintegrated unless it succeeds at a Fortitude save (DC
38). A character or object that has been disintegrated
by an umbral blot disappears completely, leaving
behind not even dust to mark its passing. Those who
Umbral Blot make a successful saving throw still take 5d6 points
of damage from the disintegrating touch. Likewise,
(Blackball) weapons or objects that save take a like amount of
damage. (Remember, tended or held objects save
Medium Construct with the same bonus as their owners.) The save DC is
Hit Dice: 57d10+120 (433 hp) Constitution based.
Initiative: +18
Speed: Fly 90 ft. (18 squares) (perfect) Vortex (Ex): Normally a blackball insulates itself
Armour Class: 40 (+10 Dex, +20 natural), touch 20, somehow from the air around it (otherwise it would
flat-footed 30 perpetually be at the centre of a howling wind-storm).
Base Attack/Grapple: +42/+42 If it chooses, instead of allowing the air to bend around
Attack: Disintegrating touch +45 melee touch (5d6 it, the blackball can suspend this insulation, causing a
plus disintegrating touch) sudden rush of wind to pour toward the blackball from
Full Attack: Disintegrating touch +45 melee touch all directions. This vortex sucks all the air from a 30-
(5d6 plus disintegrating touch) foot-by-30-foot-by-30-foot room in a single round,
Space/Reach: 5 ft./5 ft. creating a sudden influx of air in its direction. All flying
Special Attacks: Disintegrating touch, vortex or floating creatures within 30 feet of the umbral blot
Special Qualities: Blindsight 200 ft., construct who fail a Reflex save (DC 38) are swept along with
traits, fast healing 10, planar travel, resistances, spell the wind into contact with the blackball. Non-flying
resistance 44 creatures within 30 feet who fail a Reflex save (DC 19)
Saves: Fort +19, Ref +29, Will +29 are pulled into contact with the umbral blot. Contact
Abilities: Str 10, Dex 30, Con —, Int 14, Wis 30, Cha with an umbral blot could lead to disintegration, as
30 noted above. The save DC is Strength based.
Skills: Hide +71, Listen +61, Move Silently +62, Sense
Motive +55, Spot +61, Survival +44 Resistances (Ex): An umbral blot possesses acid, cold,
Feats: Alertness, Combat Reflexes, Improved Initiative, electricity, fire and sonic resistance 30.
Skill Focus (Sense Motive), Skill Focus (Survival),
Stealthy, Track Spell Immunities (Ex): In addition to the spells that an
Epic Feats: Epic Prowess (x3), Epic Skill Focus umbral blot is immune to because of its construct traits,
(Hide), Epic Skill Focus (Listen), Epic Skill Focus it is immune to disintegration spells and variations
(Sense Motive), Epic Skill Focus (Spot), Epic thereof.
Toughness (x5), Superior Initiative
Environment: Any Planar Travel (Ex): A blackball can fold space at will,
Organisation: Solitary allowing it to use ethereal jaunt, dimension door, greater
Challenge Rating: 32 teleport, or plane shift at will as a standard action.
Treasure: None
Alignment: Always neutral
Advancement: 58-63 HD (Medium), 64-79 HD
(Large), 80-95 HD (Huge), 96-171 HD (Gargantuan)
Unraveller
Level Adjustment: — Gargantuan Outsider
Hit Dice: 32d8+224 (377 hp)
A sphere of ultimate void hangs in the air… Initiative: +4
Speed: 50 ft. (10 squares)
The umbral blot, or blackball, is an intelligent oversized Armour Class: 31 (–4 size, +15 natural, +10
sphere of annihilation that seeks to rid existence of deflection), touch 16, flat-footed 31
all matter. It floats silently and deadly throughout the Base Attack/Grapple: +32/+59
multiverse removing what once was from creation. Attack: Tendril +43 melee (2d6+15 plus unravelling
touch) or bite +43 melee (2d12+15 plus devour
substance)
Combat Full Attack: Four tendrils +43 melee (2d6+15 plus
The umbral blot attacks by simply bumping into opponents. It unravelling touch) and bite +38 melee (2d12+15 plus
often attacks for unexpected directions like the floor behind the devour substance)
hero’s feet and will often use stealth to strike without warning. Space/Reach: 20 ft./15 ft.

187
Encyclopaedia - U

Special Attacks: Devour substance, unravel spell, Combat


unravelling presence, unravelling touch
Special Qualities: Acid resistance 20, damage It may be impossible to actually kill an unraveller;
reduction 20/cold iron, electrical resistance 20, fire certainly, enough damage can be done to the creatures to
resistance 20, immunity to cold and sonic damage, spell cause them to disintegrate, but perhaps they shall reform
resistance 35, telepathy 100 ft. from nothingness when the last trumpet sounds and they
Saves: Fort +25, Ref +20, Will +22 arise to perform their appointed task. Unfortunately, a
Abilities: Str 40, Dex 10, Con 25, Int 4, Wis 18, Cha 18 definitive answer on an unraveller’s mortality (or lack
Skills: Climb +50, Listen +39, Search +32, Spot +39, of) has yet to be found. Unravellers exude an aura that
Swim +50 saps the very reality of those around it; this is referred
Feats: Blind-Fight, Cleave, Great Cleave, Improved to as the process of unravelling. This is their primary
Bull Rush, Improved Initiative, Improved Sunder, mode of attack – the unraveller just stands around,
Lightning Reflexes, Power Attack, Toughness (x3) occasionally opening its mouth to suck up the unravelled
Environment: Any land pieces of reality around it. Particularly troublesome
Organisation: Solitary or apocalypse (10–50) knots of being are torn apart by its tentacles.
Challenge Rating: 28
Treasure: None Devour Substance (Su): When an unraveller makes a
Alignment: Usually chaotic neutral bite attack, it automatically absorbs any un-integrated
Advancement: — duplicates (both those created by negative levels or
Level Adjustment: — from magic items). It regains ten hit points for every
duplicate eaten in this way and the levels or pluses are
All you can see is a cloud of inky darkness, supported lost forever.
on four huge whirlwinds of dark air like ropy legs. A
maw of lightning opens and closes at one end. It seems Unravel Spell (Su): As a standard action, an unraveller
more… real than you can comfortably perceive, as if can automatically counter or dispel one spell within
you are but a shadow and it is all that is. 300 feet.

When the end of all things comes, when the gods are Unravelling Presence (Su): Any creature within 150
dead and the stars tire of their courses in the sky and feet of an unraveller must make a Fortitude save (DC
fall to earth, when the last battle is fought and there is 30) each round to avoid gaining one negative level.
no more time, then shall the unravellers awake. They This negative level manifests as a sort of shadowy
are the end, the things made in the beginning to scour incorporeal duplicate of the creature following him
all-that-is clean of all-that-is and leave the universe around, out of sync with his movements by a fraction
utterly empty and dark. They are not the apocalypse; of a second. The negative levels have the movement
they are what comes after, to clean up the remains and abilities of the character at the moment they were
the debris. Sometimes, they wake up early. created, but must always move to follow the character
(for example, if a character teleports, he leaves the
An unraveller is a concentrated knot of nothingness, duplicates behind). A character may remove this
a sphere of annihilation spun into a monster. Their negative level by taking a full-round action to touch this
very presence causes reality to splinter and divide and duplicate and re-integrate that aspect of his reality into
unravel into its component parts. A sword struck by himself; this requires a Will save (DC 20). A creature
an unraveller becomes somehow less real, as if every can suffer multiple negative levels from this power. If
moment of its existence was suddenly disconnected a character does not re-integrate each duplicate, he
from every other and it is now nothing more than the automatically loses a level for each lost duplicate after
memory or the dream of a sword that could be, maybe. 24 hours. This is an energy draining death effect. The
A man struck by an unraveller begins to doubt his past, Fortitude save DC is Charisma-based.
his future slips away, his very frame begins to become
insubstantial. Once the unraveller has torn the reality Unravelling Touch (Su): Any creature struck by an
of a object or a creature apart, it devours the component unraveller must make a Fortitude save (DC 30) to
fragments and grows stronger. They are not very bright avoid suffering the effects of the creature’s Unravelling
creatures; there is so little of them there that higher Presence ability. Furthermore, he must make a saving
consciousness is impossible for them, for how can a throw for each of his 1d4 most expensive magical
being think when it devours its own thoughts instantly? items. These saving throws are Will saves (DC 30) – if
They can communicate through telepathy, which a save is failed, that item loses one ‘plus’, charge or use
feels like spears of ice driven into the brain of those per day (items without pluses, charges or uses per day
contacted by them. They are drawn to places of great are immune). This plus, charge or use per day follows
life and complexity, like cities, as such complex sites the item around just like a shadowy duplicate described
take the longest to demolish. above and can be re-integrated in the same way. The
save DCs are Charisma-based.

188
Encyclopaedia - U

Uvuudaum are an alien race from a distant plane far


Uvuudaum removed from our own. They live and thrive beyond
Large Outsider (Evil, Extraplanar) veil that we call reality. The Uvuudaum invade the
Hit Dice: 38d8+646 (817 hp) reality of other being hoping to spread the insanity of
Initiative: +14 their universe into others.
Speed: 80 ft. (16 squares), climb 40 ft.
Armour Class: 52 (-1 size, +14 Dex, +29 natural), Uvuudaums can speak telepathically to any creature
touch 23, flat-footed 38 within 500 feet that has a language.
Base Attack/Grapple: +38/+56
Attack: Head spike +51 melee (10d6+21 plus Wisdom Combat
drain, 19-20)
Uvuudaums use their confusion aura to weakness and
Full Attack: Head spike +51 melee (10d6+21 plus
disorient foes. Spell-like abilities are used to soften
wisdom drain, 19-20)
opponents before dealing serious permanent damage to
Space/Reach: 10 ft./10 ft.
their opponents with their headspike.
Special Attacks: Confusion aura, spell-like abilities,
Wisdom drain
An uvuudaum’s natural weapons are treated as epic and
Special Qualities: Blindsight 500 ft., damage reduction
evil for the purpose of overcoming damage reduction.
10/epic and good, fast healing 20, regeneration 5,
resistance to electrical 30, spell resistance 39
Confusion Aura (Su): This ability operates
Saves: Fort +38, Ref +41, Will +35
continuously, as the confusion spell but with a 30-foot
Abilities: Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha
radius. Potential victims can make a Will save (DC
46
47) to resist confusion. Those affected by the aura can
Skills: Balance +18, Climb +32, Concentration +58,
make a new save every 4 rounds to throw off the effect.
Craft (alchemy) +52, Diplomacy +22, Escape Artist
Once it has successfully resisted, a subject remains
+55, Gather Information +22, Hide +51, Intimidate
immune to that uvuudaum’s confusion aura for 24
+59, Jump +69, Knowledge (arcana) +52, Knowledge
hours. The save DC is Charisma-based.
(history) +52, Knowledge (local) +52, Knowledge
(religion) +52, Knowledge (the planes) +52, Listen
Wisdom Drain (Su): This effect permanently reduces
+55, Move Silently +55, Search +52, Sense Motive
a living opponent’s Wisdom score by 2d4 points when
+55, Spellcraft +56, Spot +55, Swim +55, Tumble +59
the creature hits with its head spike, or twice that
Feats: Cleave, Combat Casting, Combat Reflexes,
amount on a critical hit. The creature regains 5 lost
Great Cleave, Improved Critical (head spike),
hit points (or 10 on a critical hit ) whenever it drains
Lightning Reflexes, Power Attack
Wisdom, gaining any excess hit points as temporary hit
Epic Feats: Epic Reflexes, Improved Combat Reflexes,
points. These temporary hit points last a maximum of
Spell Stowaway (time stop), Tenacious Magic (haste),
1 hour. An opponent can avoid the Wisdom drain with
Tenacious Magic (displacement), Tenacious Magic
a Fortitude save (DC 47). The save DC is Charisma-
(stoneskin)
based.
Environment: Any
Organisation: Solitary, pair or madness (3-6)
Spell-Like Abilities: At will—confusion (DC 32),
Challenge Rating: 27
dimension door, greater dispel magic, displacement,
Treasure: Standard
haste, invisibility, lightning bolt (DC 31), magic missile,
Alignment: Usually neutral evil
mage armour, polymorph, shield, stoneskin, true strike,
Advancement: By character class
web (DC 30); 3/day—chain lightning (DC 34), cone of
Level Adjustment: —
cold (DC 33), disintegrate (DC 34), dominate person
(DC 33), plane shift, prismatic spray (DC 35), scrying,
Words cannot describe the horror before you, roughly
greater teleport, wall of force; 1/day—contingent
humanoid in shape arms flail madly at you as its
resurrection, nailed to the sky (DC 38), time duplicate
blackened spike for a head whips back and forth over
(epic spells), time stop. Caster level 27th. The save
its elongated body and six stalking, crawling legs…
DCs are Charisma-based.

Regeneration (Ex): Uvuudaums take normal damage


from holy weapons, cold and fire.

189
Encyclopaedia - V

V
Vermiurge
Large Aberration
Hit Dice: 42d8+546 (735 hp)
Initiative: +11
Speed: 50 ft. (10 squares), fly 90 ft. (perfect)
Armour Class: 40 (-1 Dex, +3 Dex, +28 natural), touch
12, flat-footed 37
Base Attack/Grapple: +31/+47
Attack: String +43 melee (1d6+12 plus poison, 19-20)
Full Attack: Sting +43 melee (1d6+12 plus poison, 19-
20) and 4 pincers +41 melee (2d8+6, 19-20) and bite +40
melee (3d6+6 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aura of doom, concealing aura, frightful
presence, poison, spell-like abilities
Special Qualities: Damage reduction 10/epic, darkvision
60 ft., fast healing 10, immune to mind-affecting effects,
low-light vision, scent, spell resistance 34
Saves: Fort +29, Ref +21, Will +38
Abilities: Str 34, Dex 25, Con 36, Int 14, Wis 40, Cha 44
Skills: Heal +24, Hide +33, Jump +45, Knowledge
(nature) +32, Listen +47, Move Silently +33, Spot +47
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Great
Cleave, Great Fortitude, Improved Bull Rush, Improved
Critical (pincers), Improved Critical (sting), Improved
Initiative, Multiattack, Power Attack, Weapon Focus
(pincers), Weapon Focus (sting) Aura of Doom (Su): A vermiurge is constantly affected as
Epic Feats: Blinding Speed if by a crown of vermin spell (epic spell) cast by a 42nd-
Environment: Any level caster. As per the spell, a vermiurge may completely
Organisation: Solitary suppress the aura of insects as desired. A vermiurge’s
Challenge Rating: 24 aura of doom constantly replenishes itself at a rate of 200
Treasure: Standard vermin per round (unlimited duration). When vermin
Alignment: Usually lawful neutral die off either by being slain or by dealing damage to
Advancement: 43-52 HD (Large), 53-70 HD (Huge) another creature, the aura does not permanently collapse,
Level Adjustment: — even if all the vermin are slain or if all 1,000 vermin
deal their damage in 1 round. As soon as any vermin are
Four pincers extend from its segmented body, wings extend replenished, they participate normally in the crown of
from its back and heavy stinger adorns its tail. A cloud of vermin effect.
flying and crawling insects surround it…
Concealing Aura (Ex): Its aura of doom constantly
Vermiurge is a terrible abomination that seems like a provides a vermiurge with improved concealment; so all
terrible crossbreed of dragonfly and scorpion. Like some attacks made against it have a 40% miss chance.
strange god of scorpions and beetles, the vermiurge
represents the pinnacle of the vermin species. They bring Frightful Presence (Su): This ability takes effect
destruction and pestilence wherever they go. automatically when the vermiurge first engages its aura
of doom. It affects only opponents with fewer Hit Dice
Vermiurges speak Terran. or levels than the creature has. The affected creature
must make a successful Will save (DC 48) or become
Combat shaken. Success indicates that the target is immune to that
creature’s frightful presence for one day. The save DC is
The vermiurge relies heavily on its aura of doom in
Charisma-based.
combat.
Poison (Ex): Sting or bite, Fort save (DC 44); initial
A vermiurge’s natural weapons are treated as epic for the
Damage 1d6 Con, secondary Damage 2d6 Con. The save
purpose of overcoming damage reduction.
DC is Constitution-based.

190
Encyclopaedia - W

Combat

W
Winterwights charge into combat striking at their
opponents with claws and skull butts hoping to
ignite their opponents with blightfire.

Winterwight A winterwight’s natural weapons are treated as epic


for the purpose of overcoming damage reduction.
Medium Undead (Cold)
Hit Dice: 32d12 (208 hp) Rend (Ex): If the winterwight hits with both of
Initiative: +12 its claws, it latches onto the opponent’s body and
Speed: 60 ft. (12 squares) tears the flesh. This attack automatically deals an
Base Attack/Grapple: +16/+37 additional 6d8+31 points of damage.
Attack: Claw +40 melee (3d8+21 plus blightfire,
19-20) Blightfire (Su): When a winterwight deals damage
Full Attack: 2 claws +40 melee (3d8+21 plus to a living opponent, a night-black flame begins
blightfire, 19-20) and skull butt +35 melee (2d6+10 to burn on the opponent’s body. If the opponent
plus blightfire) fails a Fortitude save (DC 35), it takes 4 points of
Space/Reach: 5 ft./5 ft. Constitution drain. The opponent must continue
Special Attacks: Blightfire, rend 6d8+31, spell-like to save every round for the next 4 rounds (5 rounds
abilities total) to avoid being permanently drained of an
Special Qualities: Cold aura, damage reduction additional 4 points of Constitution per round. The
10/—, immunity to cold, spell resistance 34, undead creature regains 10 lost hit points whenever it drains
traits, vulnerability to cold. 4 points of Constitution, gaining any excess hit
Saves: Fort +14, Ref +18, Will +24 points as temporary hit points. These temporary hit
Abilities: Str 52, Dex 27, Con —, Int 10, Wis 22,
Cha 28
Skills: Jump +21, Intimidate +44, Knowledge
(religion) +35, Listen +41, Spot +41
Feats: Cleave, Great Cleave, Improved Critical
(claw), Improved Initiative, Multiattack, Power
Attack, Weapon Focus (claw)
Epic Feats: Blinding Speed, Epic Fortitude, Epic
Weapon Focus (claw), Overwhelming Critical (claw)
Environment: Any cold land
Organisation: Solitary or pair
Challenge Rating: 23
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 33-42 HD (Medium), 43-55 HD
(Huge)
Level Adjustment: —

A thin skeleton composed completely of ice, tears at


you with its inhuman claws…

The winterwight is the end result of adventurers


foolish enough to attack shadow of the void. Now
composed of blightfire they seek to share their
eternal torment with other living things.

Winterwights speak Common and Infernal.

191
Encyclopaedia - W

points last a maximum of 1 hour. If the opponent is Craft Wondrous Item, Heighten Spell, Improved
slain by blightfire, only icy fragments of the victim Initiative, Lightning Reflexes, Maximise Spell,
remain. The save DC is Charisma-based. Quicken Spell, Scribe Scroll, Spell Penetration,
Toughness
Spell-Like Abilities: At will—cone of cold (DC Epic Feats: Improved Spell Capacity (10th),
24), control weather, dimension door, spell immunity Improved Spell Capacity (11th)
(fireball), sleet storm (DC 22) (a winterwight is Environment: Any
immune to the effects of a sleet storm spell), wall of Organisation: Solitary
ice. Caster level 23rd. The save DCs are Charisma- Challenge Rating: 26
based. Treasure: As character
Alignment: Any evil
Cold Aura (Su): A 10-foot-radius spread cold aura Advancement: By character class
surrounds a winterwight. All creatures of the cold Level Adjustment: +0
sub-type in the field (including the winterwight) are
treated as if having turn resistance +6 (if undead) The façade of an elderly wizard falls away to reveal
and fast healing 10. Creatures subject to cold a writhing mass of maggots underneath the wizard’s
damage take 2d10 points of cold damage each round gear.
they remain within the cold aura.
This worm that walks is based upon a 23rd level
human wizard.
Worm That Walks
Sometimes when a spellcaster dies, their essence, A worm that walks rarely speaks, although it retains
will and personality remain. This essence becomes knowledge of all languages it knew in life, as well as
imbued into the maggots that feast on the corpse any it has learned since.
of the spellcaster and overtime they are able to
coalesce into a new and terrifying being.

Sample Worm That


Walks
Medium Aberration (Augmented Humanoid)
Hit Dice: 23d8+49 (152 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armour Class: 47 (+4 Dex, +8 bracers of armour,
+3 ring of protection, +2 amulet of natural armour,
+20 insight), touch 37, flat-footed 43
Base Attack/Grapple: +10 (+12 epic)/+12
Attack: +4 quarterstaff +16 melee (1d6+4)
Full Attack: +4 quarterstaff +16/+11 melee
(1d6+4)
Special Attacks: Engulf, frightful presence, spell-
like abilities, spells
Special Qualities: Blindsight 300 ft., discorporate,
immunities, spell resistance 36
Saves: Fort +9, Ref +13, Will +14
Abilities: Str 10, Dex 18, Con 15, Int 26, Wis 12,
Cha 8
Skills: Concentration +22 (+26 casting
defensively), Craft (alchemy) +28, Listen +24,
Knowledge (arcana) +28, Knowledge (local) +28,
Knowledge (nature) +28, Knowledge (religion)
+28, Listen +21, Move Silently +24, Spellcraft +28
Feats: Brew Potion, Combat Casting, Craft Staff,

192
Encyclopaedia - W

Combat
A worm that walks
makes full use of
the abjuration spells
and protective magic
items that he has
available before
even entering battle.
Worms that walk are
intelligent opponent
and will usually target
known weaknesses
of character types
to remove each
opponent as quickly
as possible.

Spells: A worm that


walks can cast any
spells it could cast
as a character. This
sample worm was
a 23rd-level wizard
(spells per day: 4/6/
6/6/6/5/5/5/5/4/1/1).
The last spell slots are Spells: The worm that walks can cast any spells
10th-level and 11th-level slots, respectively, and are it could cast when a living character. It also gains
available for 0–9th level metamagic spells. several related abilities. Spells no longer require
verbal components for a worm that walks.
Spell-Like Abilities: 1/day—animal growth
(vermin) (DC 14), animal messenger (vermin), Frightful Presence (Su): When a worm that walks
animal shapes (vermin), animal trance (vermin) engulfs a victim, witnesses must make a Will save
(DC 11), colossal vermin (as giant vermin, but it can (DC 20). Those who make the save are shaken.
increase the creature’s size from Large to Gargantuan Those who fail by 5 or fewer points are frightened.
and from Huge to Colossal), creeping doom, giant Those who fail by 6 to10 points are panicked. Those
vermin, summon swarm (vermin), summon vermin who fail by 11 or more points are cowering. All
(as summon nature’s ally, except it summons 10 these conditions last for 1d4 rounds. Those who
HD of vermin per level), and vermin plague (as have seen a worm use this attack before gain a +5
insect plague). Caster level 20th. The save DCs are bonus on their saving throws. The victim of the
Charisma-based. worm’s engulf attack has a –5 penalty on his or her
saving throw. The save DC is Charisma based.
Engulf (Ex): A worm that walks can choose to
engulf an opponent who is no more than one size Discorporate (Ex): If gravely threatened, a worm
category larger than itself. The worm attempts to can discorporate as a free action, simply falling into
embrace its victim, and with a successful melee a pile of individual vermin that slither quickly away.
touch attack, the victim is immediately swallowed So long as any of the component vermin survive,
up and surrounded by a mass of vermin, taking 100 they can breed and create a new body to house the
points of damage. A victim who spends a full-round wizard’s intelligence and personality. Discorporating
action can break free of the embrace and move up is a dangerous tactic, because once separated, the
to half its speed away from the worm if desired, but vermin are treated no differently than other vermin.
can do nothing else. Otherwise, each round a victim Also, the worm stands a good chance of losing all
remains embraced, it takes another 100 points of its equipment. However, discorporation almost
damage. Constructs are immune to this attack. assures that at least one maggot (if not dozens) will
manage to crawl away, and so provide for the worm’s
continued existence.

193
Encyclopaedia - W

Immunities (Ex): A worm that walks has no Spells: A worm that walks can cast any spells it
discernable anatomy, so it is not subject to critical could cast as a living character. Spells no longer
hits or flanking. require a verbal component for a worm that walks.

Possessions: Scrolls of fireball (10th-level caster), Spell-Like Abilities: 1/day— animal growth
greater teleport, acid fog, incendiary cloud, (vermin), animal messenger (vermin), animal shapes
shapechange, wail of the banshee, clenched fist, (vermin), animal trance (vermin), colossal vermin
horrid wilting, maze, summon monster IX; potions (as giant vermin, but it can increase the creature’s
of cure serious wounds, alter self, haste, fly. Other size from Large to Gargantuan and from Huge to
magic gear: amulet of natural armour +2, bracers Colossal), creeping doom, giant vermin, summon
of armour +8, ring of protection +3, +4 staff, rod swarm (vermin), summon vermin (as summon
of absorption, gloves of Dexterity +4, headband of nature’s ally, except it summons 10 HD of vermin
intellect +6, pink Ioun stone, wings of flying. per level), and vermin plague (as insect plague).
Caster level 20th. The save DCs are Charisma
Creating a Worm that based.

Walks Special Qualities: A worm that walks retains


‘Worm that walks’ is an acquired template that can any special abilities it had in life and gains those
be added to any evil wizard or sorcerer (referred mentioned below.
to hereafter as the base creature). It uses all the
original character’s statistics, special abilities and Blindsight (Ex): Worms that walk have blindsight
equipment, except as noted here. 300 ft.

Size and Type: The character’s type changes to Spell Resistance (Ex): A worm that walks has spell
aberration (it is a creature composed of hundreds of resistance equal to its Challenge Rating +10.
discrete crawling worms). Its size does not change.
Do not recalculate attack bonuses, saves or skill Frightful Presence (Su): When a worm that walks
points. engulfs a victim, witnesses must make a Will save
(DC 10 + 1/2 the worm’s HD + the worm’s Cha
Hit Dice: Increase all current and future Hit Dice to modifier). Those who make the save are shaken.
d8s. Those who fail by 5 or fewer points are frightened.
Those who fail by 6 to 10 points are panicked. Those
Armour Class: The mass of worms that make up who fail by 11 or more points are cowering. All
this creature, each looking out for danger, in sum these conditions last for 1d4 rounds. Those who
provide a +20 insight bonus to AC. have seen a worm use this attack before gain a +5
bonus on their saving throws. The victim of the
Special Attack: A worm that walks retains all the worm’s engulf attack has a –5 penalty on his or her
special attacks of the base creature and gains those saving throw.
described below.
Discorporate (Ex): If gravely threatened, a worm
Engulf (Ex): A worm that walks can choose to can discorporate as a free action, simply falling
engulf an opponent who is no more than one size into a pile of individual vermin that slither quickly
category larger than itself. The worm attempts to away. So long as any of the component vermin
embrace its victim, and with a successful melee survive, they can breed and create a new body to
touch attack, the victim is immediately swallowed house the wizard’s intelligence and personality.
up and surrounded by a mass of vermin, taking 100 Discorporating is a dangerous tactic, because once
points of Damage as the biting vermin nibble away. separated, the vermin are treated no differently than
A victim who spends a full-round action can break other vermin. Also, the worm stands a good chance
free of the embrace and move up to half its speed of losing all its equipment. However, discorporation
away from the worm if desired, but can do nothing almost assures that at least one maggot (if not
else. Otherwise, each round a victim remains dozens) will manage to crawl away, and so provide
embraced, it takes another 100 points of Damage. for the worm’s continued existence.
Constructs are immune to this attack.

194
Encyclopaedia - W

Immunities (Ex): A worm that walks has no a chance that the deceased spellcaster will arise as
discernable anatomy, so it is not subject to critical a worm that walks. For each prepared but uncast
hits or flanking. arcane spell the deceased had at the moment of
death (or unused spell slots if a spontaneous caster),
Skills: Same as the character, except that a worm there’s a 1% chance that a worm that walks will
that walks receives a +20 racial bonus on Hide, slither from the grave soil in 1d4 days. Some worms
Listen, and Move Silently checks. that walk arise spontaneously from ordinary burial
plots, but such an event is exceedingly rare. And
Climate/Terrain: Any. an epic spell can create worms that walk every time
without fail.
Organisation: Solitary, occasionally with minions
or master. Gathering of Maggots
Conjuration (Healing)
Challenge Rating: Same as the character + 3.
Spellcraft DC: 49
Components: V, S , D F
Treasure: Same as the character.
Casting Time: 7 days
Target: Dead creature touched
Alignment: Any evil.
Duration: Permanent
Saving Throw: Fortitude negates (harmless)
Advancement: By character class.
Spell Resistance: Yes (harmless)

Worm that Walks To Develop: 441,000 gp; 9 days; 17,640 XP. Seeds:
Characters life (DC 27), transform (DC 21). Factors: change
By making eldritch preparations on a burial plot, creature type to aberration (+5 DC); add worm that
a powerful spellcaster can improve the likelihood walks’ spell-like, extraordinary, and supernatural
of a worm that walks emerging from the ground. abilities (+40 DC). Mitigating factors: increase
The body is buried in an elaborate ritual that, the casting time by 10 minutes (–20 DC); increase
spellcaster hopes, will attract a critical mass of casting time by 7 days (–14 DC).
worms or maggots. The spellcaster performing the
ritual must spend 10,000 gp in rare reagents for the When this spell is cast, worms or maggots slither
ceremony. Furthermore, the ritual drains 2,000 XP and crawl their way inexorably toward the corpse
from the spell-caster and requires the following touched. Over the course of the next week, they
spells: limited wish, polymorph any object, summon consume the flesh of the corpse, and when the last
swarm (heightened to 7th level), and sympathy. bit of the corpse is devoured, the creature is returned
Even if the ritual is performed correctly, there is only to a semblance of life as a worm that walks.

195
Encyclopaedia - X

odours of forgotten memories linger in the air. The


shadow cast by a gynnean xiir is that of a long, winged

X
serpent; this shadow is argued by some to be the
gynneans’ true form, and their bodies merely constructs
formed to interact with other races.

Xiir, Gynnean The psionic power of gynnean xiir does not come
from their heritage (though they claim descent from a
Medium Monstrous Humanoid (Psionic)
draconic being of incredible strength), but from eons
Hit Dice: 20d8+100 (190 hp)
of study and practice. The same gynneans who existed
Initiative: +4
during the discovery of psionics exist now, and have
Speed: 30 ft. (6 squares)
spent the meantime developing their talents in a plane
AC: 26 (+4 Dex, +12 natural), touch 14, flat-footed 22
of their own creation. Some feel that they have reached
Base Attack/Grapple: +20/+23
a point where they can return to the world and freely
Attack: Claw +23 melee (2d4+3)
use their power, but an outsider might wonder if the
Full Attack: 4 claws +23 melee (2d4+3)
gynneans have the perspective needed to coexist with
Space/Reach: 5 ft./5 ft.
the rest of reality—or if they are even interested in
Special Attacks: Psi-like abilities, psionic powers, tap
coexisting, and not simply exacting revenge for long-
potential
forgotten slights.
Special Qualities: Darkvision 60 ft., discipline
mastery, power resistance 38, telepathy 250 ft.
Gynnean xiir speak their own language—a distant
Saves: Fort +11, Ref +16, Will +19
dialect of Draconic—but normally communicate
Abilities: Str 16, Dex 18, Con 20, Int 30, Wis 25, Cha
telepathically.
25
Skills: Appraise +33, Autohypnosis +33, Concentration
+28 (+32 defensively), Intimidate +30, Knowledge Combat
(psionics) +33, Listen +30, Psicraft +35 (+37 address Gynnean xiir are able to employ a range of strategies,
power stones), Search +33, Sense Motive +30, Spot depending on their circumstances. Key to most of
+30, Swim +26, Use Psionic Device +30 (+32 power their victories is their ability to incapacitate dangerous
stones) foes by tapping their psionic potential, and then
Feats: Body Fuel, Combat Manifestation, Opportunity disable remaining enemies with powers. Breath of
Power, Psionic Meditation, Quicken Power, Twin the black dragon is their preferred physical attack,
Power, Unconditional Power though they can resort to reshaping themselves with
Environment: Any psychometabolic powers if necessary.
Organisation: Solitary or trio
Challenge Rating: 20 Gynnean xiir are reluctant to fight fellow psionic
Treasure: None creatures, and tend to draw out such battles as a sort
Alignment: Usually neutral of test. They enjoy seizing foes’ psionic abilities with
Advancement: By character class powers such as feat leech and co-opt concentration.
Many of a gynnean xiir’s abilities are from the Psionics
Light glimmers off this strange alien beings green Handbook.
scales, its four are crossed and its eyes are closed in a
deep meditation… Psi-Like Abilities: At will—astral traveller (DC
18, harmless), breath of the black dragon (20d6,
Gynnean xiir are inheritors of psionic power, elder DC 23*), conceal thoughts (DC18, harmless), co-
beings who lost touch with their lesser brethren opt concentration (DC 23), detect psionics, dispel
millennia ago. psionics (dispel check 1d20+20*), feat leech (DC
27*), metaconcert (31 minutes*), power leech (DC
Gynnean xiir are 7-foot-tall four-armed humanoids 21), psionic identify, shadow body. Manifester level
covered in iridescent green scales. Short claws tip 20th. The save DCs are Charisma-based. *Includes
their fingers, and their teeth are notably pointed. Their augmentation for the xiir’s manifester level.
eyes are solid black, but swirl with colour like pools of
oil. Gynnean xiir often cross their legs at the ankles, Psionic Powers: A gynnean xiir manifests powers as a
giving the impression that they stand on long tails. 20th level psion (discipline variable; power points 453,
Subtle displays of psionic power surround a gynnean base save DC 20 + power level). The save DCs are
xiir: a bass hum reverberates audibly, while a chime Intelligence-based. A gynnean xiir can manifest any
rings in the minds of nearby creatures; shimmering, power on its power list.
ectoplasmic goo condenses over surfaces; and the

196
Encyclopaedia - X

Tap Potential (Su): A gynnean xiir can mentally c Psychokinesis: Each round, the creature unleashes
contact any living non-psionic creature within 60 feet a storm of energy centred on itself, as if manifesting
and unleash its psionic potential. The target can resist energy ball. Anyone except the manifesting
with a DC 27 Will save. If it fails, the creature gains creature (who takes full damage) caught in the
a power point reserve equal to its Charisma score, and area can make a saving throw (DC 14 + creature’s
briefly becomes psionic—it has the psionic subtype, Charisma modifier) to halve the damage.
is vulnerable to psibane weapons, can spend power
points, and so on. However, due to its inexperience c Psychometabolism: Each round, the creature
with the raw power granted by the xiir, the creature undergoes metamorphosis into a new form,
suffers from uncontrolled effects any round it has but suffers 1d6 points of damage from the
power points remaining. It automatically loses 1 transformation and regains no hit points. The
power point each round, and it loses its psionic ability creature cannot repeat a form.
altogether when its power points reach 0. The effects
depend on the primary discipline the xiir chooses to c Psychoportation: Each round, the creature jumps
grant the creature. No effects are augmented, and forward in time 1d4–1 rounds, as if time hopping.
powers with a duration end when the creature loses its The creature has no control over the jumps.
psionic ability. All powers are manifested at 20th level.
c Telepathy: The creature reads thoughts, but does
c Clairsentience: The creature is subjected to a not need to concentrate and cannot willingly end
torrent of information about its surroundings, as if the effect. Subjects of the power can make Will
using sensitivity to psychic impressions. However, saves (DC 12 + creature’s Charisma modifier) to
the assault on the creature’s mind means it must resist. Due to the influx of thoughts, the creature is
make a DC 20 Concentration check each round to confused while the effect lasts.
take any action.
Discipline Mastery (Ex): A gynnean xiir can choose
c Metacreativity: Each round, the creature is a new primary discipline as a move action, altering its
protected as by greater concealing amorpha. power list as appropriate.
Unlike the standard version of the power, the
manifester cannot see through the membrane,
giving all other creatures total concealment (50%
miss chance).

197
Appendix A

Special Attacks: Breath weapon, crush, frightful


APPENDIX presence, snatch, spell-like abilities, tail sweep
Special Qualities: Damage reduction 20/magic,
immunity to fire, sleep and paralysis, immortal gifts,
A low-light vision, spell resistance 32, vulnerability to
cold
Epic Level Saves: Fort +32, Ref +22, Will +30
Abilities: Str 45, Dex 10, Con 31, Int 26, Wis 27,
Antagonists Cha 26
Skills: Appraise +33, Bluff +51, Channel +28,
Epic level opponents can come in all shapes and Concentration +53, Diplomacy +27, Escape
sizes. At Mongoose Publishing we have strived Artist +23, Infuse +28, Intimidate +51, Jump +40,
since the release of the revised ruleset to make sure Knowledge (arcana) +44, Knowledge (geography)
that the needs of gamers approaching 20th or higher +32, Knowledge (history) +32, Knowledge (nature)
levels. We have done this through the introduction +29, Knowledge (planes) +42, Knowledge (religion)
of an immortal ruleset, developed demon lords and +31, Listen +43, Search +43, Sense Motive +51,
infernal houses to control the Infernum and crafted Spot +53, Use Magic Device +51
many memorable opponents in the Drow War Feats: Alertness, Cleave, Empower Spell, Extend
campaign. Spell, Flyby Attack, Hover, Improved Initiative,
Improved Sunder, Maximise Spell, Power Attack,

The Immortals Widen Spell, Wingover


Epic Feats: Bane Spell
The following two immortal characters to illustrate Challenge Rating: 40
the sort of encounters you could create using the Alignment: Chaotic Evil
Book of Immortals ruleset. The two immortals
represent different stages of immortality as defined From the darkness you hear rasping laughter that
by that ruleset. The statistics have been modified races along your bones. Two lamp-like eyes, golden
and streamlined so the statistics could be used with such malice even the gods would tremble, cast a
by readers who do not have access to the Book lazy gaze down upon you…
of Immortals. For the purpose of this book each
immortal has an amount of Aura that can be invested Nancarus has reigned over the Court of Shadows for
in gifts and blessings to accomplish certain tasks, ten thousand years. He is a god-emperor, the alpha
they are not spent but instead the character to move and omega of the chromatic dragon world. His wise
Aura into or out of specific abilities with a standard old face shows ancient evil and equally ancient wit,
action. The Channel and Infuse skills are not used in honed through the years into weapons capable of
this simplification. challenging the gods.

Although ageless, time has weathered this ancient


Na ncarus – great wyrm a bit. He is lean rather than muscular
and his neck in particular looks extremely bony. His
Transcendent Great once glossy red scales long ago sunk to the colour of
a burning ember.
Wyrm Red Dragon
Colossal Dragon (Fire) The Immortal Lord of the Court of Shadows long
Hit Dice: 40d12+400 (660hp) ago burned away anything mortal from his spirit. He
Initiative: +4 wields absolute power over his followers and will
Speed: 40 ft. (8 squares) fly 200 ft. (clumsy) not hesitate to destroy anything that threatens him,
Armour Class: 41 (–8 size, +39 natural), touch 2, them or his plans for the inevitable ascension of
flat-footed 41 chromatic dragon-kind.
Base Attack/Grapple: +40/+73
Attack: Bite+49 melee (4d8+17) His only true foe, Yi the Immortal Dragon of the Sun
Full Attack: Bite +49 melee (bite 4d8+17), 2 claws and Stars, rarely puts in an appearance in the mortal
+44 melee (4d6+8), wings +44 melee (2d8+8) and realms. She would rather spend her time floating
tail slap +44 melee (4d6+25) high above the clouds, watching mortals toil through
Space/Reach: 30 ft./20 ft. (30 ft. with bite) their terrible troubles, rather than get down into the
mud and muck.

198
Appendix A

Combat Sorcerer Spells Known: (6/8/8/8/8/7/7/7/7/5); save


DC 18 + spell level): 0 – arcane mark, dancing
Nancarus does not engage in combat with weak
lights, detect magic, ghost sound, guidance, mage
mortal creatures. However, if forced into combat by
hand, prestidigitation, read magic, resistance; 1st
one of his peers he can use the following abilities:
– alarm, chill touch, divine favour, magic missile,
shield; 2nd – cat’s grace, cure moderate wounds,
Breath Weapon (Ex): 70 ft. cone, damage 24d10
darkness, detect thoughts, invisibility; 3rd – deeper
fire, Reflex save DC 40 half. The save DC is
darkness, dispel magic, haste, protection from
Constitution based.
elements; 4th – charm monster, emotion, restoration,
spell immunity; 5th – circle of doom, feeblemind,
Crush (Ex): Area 20 feet by 20 feet; Large or
shadow evocation, 6th – acid fog, forbiddance,
smaller opponents take 4d6+25 bludgeoning
heal; 7th – blasphemy, word of chaos, firestorm;
damage and must succeed on a DC 40 Reflex save
8th – create greater undead, greater spell immunity,
or be pinned; grapple bonus +73. The save DC is
incendiary cloud; 9th – elemental swarm, implosion.
Constitution based.
Tail Sweep (Ex): 40 ft. half circle, 2d8+25
Frightful Presence (Ex): 360 ft. radius, HD 40 or
bludgeoning damage to Medium or smaller
less, Will DC 38 negates. The save DC is Charisma
opponents, Reflex save DC 40 for half damage. The
based.
save DC is Constitution based.
Spell-Like Abilities: 12/day – locate object; 3/day
–suggestion; 1/day – discern location, find path; Immortal Abilities
Caster level 19th. In addition to his fearsome draconic abilities
Nancarus also wields the power of a Transcendent
Spells: As a 19th level sorcerer Immortal. In many ways these powers make him
even more fearsome than the other great
wyrms; they can destroy a nation while
he could destroy the world if the whim
struck him.

Apotheosis Step:
Transcendent
Aura: 66 (15 invested)

Banes:
c Poet’s Folly (Ex): When Nancarus
first enters combat he needs to make
a Concentration check (DC 20) or be
dazed for 1d4 rounds.

c Slow Speech (Ex): When dealing with


creatures without an Earth Tap or subtype,
Nancarus suffers a –2 circumstance
penalty to Bluff and Diplomacy.

Blessings:
Mantle of Fire (Ex) (1 Aura): As a
standard action this blessing allows
Nancarus to illuminate a120 ft. radius
area for 8 rounds; +2 circumstance
bonus to AC.

Path of Stone (Su): As a standard


action this blessing allows Nancarus
to create a 5 ft. cube of common stone
to appear with 120 ft. of Nancarus. It

199
Appendix A

must touch existing stone or soil. If created in an Raise the Bones of the Earth (1 Aura/0 Aura):
occupied square the target must make a DC 20 Can create weapons or amour from their body (each
Reflex save or be knocked prone. Aura adds a +1 enhancement bonus or a equivalent
special ability) or strike a target with a block of earth
Spellweaver (Ex): Nancarus can automatically for 1d8 points of damage; target must make a Reflex
detect magic on any object within his line of sight. save (DC 30) or be knocked down (for this aura to
He receives a +4 racial bonus to all Spellcraft checks. be restored the block of earth needs to be reabsorbed
as a standard action).
Gifts: (Cost/Invested Currently)
Born to Magic (1 Aura/10 Aura): All 1st level spells Reaffirm the Faith of Stone (1 Aura/0 Aura):
are empowered plus 40 bonus metamagic levels that Can force a contest of wills (opposed Will Saves)
can be applied as a swift action to empower up to 9th with an elemental of earth subtype, if successful
level spells widen up to 7th level spells or extend 1st Narcarus can command it for one round (each Aura
level spells. adds another round of control) or heal an elemental
of earth subtype 1d8 hit points or grant it a +2 bonus
Call Earth Elemental Seneschal (4 Aura/0 Aura): to one ability for ten rounds (each aura increase
As a standard action Nancarus can summon a minor the healing by 1d8, add 1d4 points to one ability
xorn to act as his lairs caretaker. The minor xorn has or increase the elemental one size category. Aura
an earth mephit lackey that assists him in his duties. invested using this option does not recover for 1
By increasing the Aura invested he may make the hour.)
following adjustments:
Dominion over Elemental Fire
c +1 Aura per additional lackey Bind with Words like Cobwebs (1 Aura/0 Aura):
c +1 Aura per class level for the minor xorn Can create weapons or amour from their body (each
c +1 Aura per +2 HD of the xorn Aura adds a +1 enhancement bonus or a equivalent
special ability), these items can be shared but the
Call Fire Elemental Champion (11 Aura/0 Aura): possessor takes 1d8 fire damage per round or can fill
As a standard action Nancarus can summon an a 5 ft. square within line of sight to erupt with fire
Elder Fire Elemental (typically) to defend him. for 1d8 points of fire damage (can be avoided with a
By increasing the Aura invested he may make the DC 30 Reflex save).
following adjustments:
c +1 Aura increase on ability +2 Cool with Silver Flames (1 Aura/0 Aura): Narcarus
c +1 Aura per bonus feat is wreathed in flames for 1d8 point of fire damage
c +1 Aura to add a class level to the elder elemental against grapplers, +2 Escape Artist checks (each
c +1 Aura to increase HD+2 of the elder elemental Aura add +4 points of fire damage or +4 bonus to
c +2 Aura to share one of the following features Escape Artist) or create detailed illusions as per the
that Nancarus possesses: BAB, defection bonus permanent image spell (DC 30, CL 12) (each Aura
to AC, natural bonus to AC, one physical ability, increases the DC +1 or the CL +1)
one movement rate, one special attack or one
special quality. (May only be selected once) Unleash Flame’s Red Wrath (1 Aura/0 Aura):
Deal 1 point of fire damage to all creatures in a 5 ft.
Eternal Youth (1 Aura add 4 points to negative hit radius (each Aura increase the damage by 1 point or
points or massive damage/0 Aura): Death occurs a the radius by 5 ft.) or target an unoccupied square
–40 hp, massive damage is 80 hp. and all objects in that square lose a point of hardness
each round the investment is maintain and if the
Dominion over Elemental Earth hardness drops to zero the object suffers 1d8 points
Place the Weight of the Mountains (1 Aura/0 of fire damage (each Aura increases the number of
Aura): Gain +1d8 temporary hit points and a +1 squares that can be affected by one or increases the
bonus to Str to resist bull rushes (for each Aura hardness loss by one).
invested) or increase/decrease the hardness of objects
within a 5 ft. radius by 1 point (held item get a Dominion over Elemental Wind
Fortitude save DC 30) (each Aura invested increases Spark the Racing Wind (1 Aura/0 Aura): May fly
the radius by 10 ft. or change hardness by 1d4 with poor manoeuvrability at 20 ft. per round (each
points). Aura increases the speed by 5 ft.) or may use the
winds to act as telekinesis (CL 12) for a single target

200
Appendix A

(each Aura increases the number of targets by one or


Mastery of Mythic Evil
the weight by 200 lbs.
Call Cold Shadow (1 Aura/0 Aura): Can create
weapons or amour from their body (each Aura adds
Take Up with the Wind (1 Aura/0 Aura): May
a +1 enhancement bonus or a equivalent special
teleport (CL 12) as a free action (each Aura
ability) or create an evil item that deals one negative
increases the number of teleports allowed before the
level to good creatures, anyone holding an evil item
Aura must be reset by a standard action) or forcibly
must make a Will save (DC 30) or become evilly-
teleport (DC 30) a target with a touch attack (each
aligned while they possess the item.
Aura increases the range by 5 ft. (and makes the
attack a ranged touch attack)).
Command to Bear Bitter Fruit (1 Aura/0 Aura):
Gain +1 bonus to a skill check or attack roll against
Trap within the Chains of Will (1 Aura/0 Aura):
good creatures (each Aura increase the bonus by 1)
Can create weapons or amour from their body (each
or target a good creature within line of sight with
Aura adds a +1 enhancement bonus or a equivalent
a ranged touch attack and deal 1d8 damage that
special ability), these items can be shared but the
ignores all resistances and damage reductions (each
possessor takes 1d8 nonlethal damage per round or
Aura increases the damage by 1d8).
create a normal environmental effect within 1 mile
radius (each Aura increases the radius by 1 mile or
Corrupt Like Ink in Water (1 Aura/0 Aura): Gain
the damage dealt by the environmental effect by 1
+1 deflection bonus to AC, +1 resistance bonus
dice).
to saves and SR 15 versus good spells (each Aura
grants a +1 bonus to one of the listed effects) or
Mastery of Mythic Chaos generate a field of evil thoughts in a 5 ft., all within
A Moment in Time (1 Aura/0 Aura): Can create this range must make a Will save (DC 30) or act in
weapons or amour from their body (each Aura adds a evil manner as long as they are in the field (each
a +1 enhancement bonus or a equivalent special Aura increases the field radius by 5 ft.)
ability) or create a 5 ft. area of solid chaos that deals
1d6 point of damage (energy type chosen at creation) Rise From the Ashes (1 Aura/5 Aura): Nancarus
this object can be difficult to move (Str check DC will be reborn 10 days after being killed (normally
5) cannot be moved and persists as long as the Aura 30 days).
is invested (each Aura increases the area by a 5 ft.
square, the move DC +5 or the damage by 1d6); Unbound From the Wheel: Appear as any creature
creatures in contact with the square may make a in the multiverse (does not affect statistics).
Reflex save (DC 30) for half damage (no damage if
they are chaotic). Voice of the Stranger: +2 on all Wisdom based
checks.
Invoke the Rainbow Lights (1 Aura/0 Aura): Gain
+1 deflection bonus to AC, +1 resistance bonus to
saves and SR 15 versus lawful spells (each Aura
grants a +1 bonus to one of the listed effects) or
Sebastian the
unleash chaotic light in a 5 ft. square with a ranged
touch attack within 30 ft., targets caught in the light
Shadow Souled
Medium Undead Wizard 20
must make a Fortitude save (DC 30) or suffer the
Hit Dice: 20d12 (130 hp)
effects of a baleful polymorph for 1d4 hours (each
Initiative: +3
Aura increases the range by 10 ft.)
Speed: 30 ft. (6 squares)
Armour Class: 23 (+3 Dex, +2 amulet of natural
Shape of Things to Come (1 Aura/0 Aura): Gain
armour +2, +6 bracers of armour +6, +2 ring of
the ability to shapechange as per the spell (CL
protection +2), touch 15, flatfooted 20
12) as a free action 8 times before the Aura needs
Base Attack/Grapple: +10/+10
to be reset (each Aura increases the number of
Attack: Touch +10 melee (negative energy pulse) or
transformations by 4) or generate a field of chaotic
ray +13 ranged (negative energy invest)
thoughts in a 5 ft., all within this range must make a
Full Attack: Touch +10 melee (negative energy
Will save (DC 30) or act in a chaotic manner as long
pulse) or ray +13 ranged (negative energy invest)
as they are in the field (each Aura increases the field
Special Qualities: Immortal abilities, undead
radius by 5 ft.)
qualities

201
Appendix A

Saves: Fort: +6, Ref: +9, Will: +13 Combat


Abilities: Str 10, Dex 14 (16), Con –, Int 20 (26),
Wizard Spells Known: (4/6/6/6/6/5/5/5/5/4; Save
Wis 12, Cha 8
DC 18 + spell level): Sebastian has access to all
Skills*: Channel +11, Concentration +20, Craft
wizard/sorcerer spells from PHB and Renegade
(alchemy) +15, Craft (gemcutting) +10, Decipher
Wizard’s Spellbook, he will prepare spells in
Script +18, Infuse +19, Knowledge (arcana) +18,
accordance with his needs of the moment.
Knowledge (history) +18, Knowledge (planes) +15,
Spellcraft +18
Feats: Brew Potion, Craft Wondrous Item, Forge Immortal Attributes
Ring, Heighten Spell, Maximise Spell, Quicken In addition to his impressive magical abilities
Spell, Scribe Scroll, Silent Spell, Spell Master (x3), Sebastian wields the power of a true Immortal. He has
Still Spell focused on the dominion over elemental forces and the
Challenge Rating: 27 development of a handful of powerful servants.
Alignment: Neutral Evil
Apotheosis Step: Immortal
*Sebastian speaks and reads 24 languages. The
Aura: 35 (21 invested)
Games Master can assume he can converse in the
native language of any creature he encounters.
Banes:
Ebon Eyes (Ex): Gain darkvision 30 ft., but loses
Possessions: Amulet of natural armour +2, bracers
the ability to make Sense Motive or Search Checks.
of armour +6, ring of protection +2, gloves of
Dexterity +2, headband of intellect +6.
Eternal Cold (Ex): No longer heals natural, but may
use a rebuke undead attempt to heal d4 hit points.
The shadows solidify around you as crushing
cold causes mist to fall from the air. Through the
Touch by Shadows (Ex): No longer healed by magic.
darkness you can make out the form of a tall, thin
man clutching an iron-shod staff with bony hands…
Blessings:
Sebastian took his place among the Immortals so long Draw in the Light (Ex): As a free action, use a
ago only Nancarus (and potentially Yi) can remember rebuke undead action to cancel a turn undead or
a time without him. His power is sufficient to keep positive energy channel attempt within 30 ft.
most troublemakers off his doorstep, while attracting
those who might be of use to him. More than one Night’s Soothing Hand (Su): By expending a
would-be hero has disturbed his tomb only to become rebuke undead attempt you touch attack deals 1
fodder for the next experiment. negative level (save DC 25 to remove it).

Sebastian was an old man, old enough to have lost Path to Midnight (Su): Rebuke undead 3/day;
most of his muscle to the wasting of age, before effective cleric level 15.
he became Immortal. He wears soiled robes and a
Call Evil Infernal Advisor (8 Aura/0 Aura): As a
broken/mended rope belt. As he has transitioned into standard action Sebastion can call into his mind an erinyes
lich-hood his eyes have been replaced with burning to act as an advisor. Sebastion may ask her one question a
red embers, while his flesh continues to shrink down round that she will answer to the best of her ability.
to his bones. Magic manifests in his every motion
as little shards of shadows falling from his fingers as Call Evil Infernal Champion (16 Aura/0 Aura):
they move through the air. As a standard action, Sebastion may summon a
horned devil to defend him. By increasing the Aura
Although no one else remembers his history, invested he may make the following adjustments:
Sebastian still feels the driving fear of death that led c +1 Aura increase on ability +2
him to sacrifice his kingdom, his people and his own c +1 Aura per bonus feat
newborn son to the powers of darkness in return for c +1 Aura to add a class level to the horned devil
eternal life. He will deal summarily with anything c +1 Aura to increase HD+2 of the horned devil
he perceives as a threat. He also spends enormous c +2 Aura to share one of the following features
amounts of arcane and Immortal energy securing his that Sebastion possesses: BAB, defection bonus
domain from trespassers. Anyone, mortal, Immortal to AC, natural bonus to AC, one physical ability,
or god, walking on his lands without permission will one movement rate, one special attack or one
suffer his wrath. special quality (may only be selected once).

202
Appendix A

Call Evil Undead Archon (16 Aura/16 Aura): Trap within the Chains of Will (1 Aura/0 Aura):
Dread Wraith: 5 levels of sorcerer and +15 CR to Can create weapons or amour from their body (each
legion, marshal a host to kill every firstborn male in Aura adds a +1 enhancement bonus or a equivalent
Hartridge (CR 48 legion)
special ability), these items can be shared but the
Call Evil Undead Sentinel (8 Aura/0 Aura): As a possessor takes 1d8 nonlethal damage per round or
standard action, Sebastion may summon a mohrg to create a normal environmental effect within 1 mile
guard as specific location. By increasing the Aura radius (each Aura increases the radius by 1 mile or
invested he may make the following adjustments: the damage dealt by the environmental effect by 1
c +1 Aura to bond the sentinel to an additional dice).
location
c +1 Aura to add a class level to the mohrg Frozen Heart (0 Aura/4 Aura): undead type; no
c +1 Aura to increase HD +2 to the mohrg damage from the sunlight per round, Will save 22 to
use gifts in sunlight
Dominion over Elemental
Negative Energy Mastery of Mythic Evil
Grasp with Shadows (1 Aura/0 Aura): Gain +1 Call Cold Shadow (1 Aura/0 Aura): Can create
deflection bonus to AC and +1 damage to a weapon weapons or amour from their body (each Aura adds
held (each Aura adds 1 to the deflection or the a +1 enhancement bonus or a equivalent special
damage bonus) or dampen energy or force effects ability) or create an evil item that deals one negative
so they do one less dice as a immediate action (each
Aura reduces the damage by an additional dice, this level to good creatures, anyone holding an evil item
ability must be reset by a standard action) must make a Will save (DC 30) or become evilly-
aligned while they possess the item.
Invoke the End of All Things (1 Aura/0 Aura):
As a standard action gain the ability to negate one Command to Bear Bitter Fruit (1 Aura/0 Aura):
condition, disease or poison as a free action (each Gain +1 bonus to a skill check or attack roll against
Aura grants one additional negation before the Aura
needs to be reset) or charge a touch attack with good creatures (each Aura increase the bonus by 1)
negative energy that deals 1d4 points of damage to or target a good creature within line of sight with
living targets and one negative level (DC 19, Reflex a ranged touch attack and deal 1d8 damage that
negates all damage) (each Aura adds 1d4 points of ignores all resistances and damage reductions (each
damage and negative levels) Aura increases the damage by 1d8).
Speak with the Voice of Ash and Dust (1 Aura/0
Aura): As a standard action gain the ability to Corrupt Like Ink in Water (1 Aura/0 Aura): Gain
rebuke undead as a cleric of 10th level as a free action +1 deflection bonus to AC, +1 resistance bonus
(each Aura grants an additional use of this ability to saves and SR 15 versus good spells (each Aura
before it needs to be reset) or heal an undead 1d8 hit grants a +1 bonus to one of the listed effects) or
points or grant it a +2 bonus to one ability for ten
rounds (each aura increase the healing by 1d8, add generate a field of evil thoughts in a 5 ft., all within
1d4 points to one ability or increase the undead one this range must make a Will save (DC 30) or act in
size category. Aura invested using this option does a evil manner as long as they are in the field (each
not recover for 1 hour.) Aura increases the field radius by 5 ft.)

Dominion over Elemental Wind Mastery of Mythic Law


Spark the Racing Wind (1 Aura/0 Aura): May fly Draw a Path to the Sky (1 Aura/0 Aura): Build a
with poor manoeuvrability at 20 ft. per round (each trap that can absorb 10 points of energy damage or
Aura increases the speed by 5 ft.) or may use the one level of spells (each Aura increase the spell level
by one or the energy absorbed by 10) this trapped
winds to act as telekinesis (CL 12) for a single target energy can be released as a ranged touch attack with
(each Aura increases the number of targets by one or a range of 60 ft. or create a 5 ft. square field that can
the weight by 200 lbs. absorb ten dice of damage or 10 spell levels.

Take Up with the Wind (1 Aura/0 Aura): May Guide with Law’s Hand (1 Aura/0 Aura): Gain +1
deflection bonus to AC, +1 resistance bonus to saves
teleport (CL 12) as a free action (each Aura and SR 15 versus chaotic spells (each Aura grants a
increases the number of teleports allowed before the +1 bonus to one of the listed effects) or generate a
Aura must be reset by a standard action) or forcibly field of lawful thoughts in a 5 ft., all within this range
teleport (DC 30) a target with a touch attack (each must make a Will save (DC 30) or act in a lawful
Aura increases the range by 5 ft. (and makes the manner as long as they are in the field (each Aura
increases the field radius by 5 ft.)
attack a ranged touch attack)).

203
Appendix A

Order the Seasons (1 Aura/0 Aura): Generate a The other reason for emulating mortals is simple
healing pool that heals 10 hit points if hit points fall boredom and a wish for novelty. The devils
below zero (each Aura increases the pool’s healing have eternity in which to amuse themselves and
by 5 points) or your touch heals 1d8 hit points or one
ability point (each Aura increases the healing by 1d8 many pastimes grow stale after the first thousand
hit points or one ability point); this healing can bring repetitions; there are only so many ways to pour
back the dead if used within one minute of the target molten lead into the sawn-open skull of a damned
reaching -10 hit points. soul, so many different shapes you can twist a
body into. The infinite variety of the upper world
Mountains and Clouds (0 Aura/0 Aura):
Successful save redirects effect into the environment races, especially the humans, is inspiring to the
at an object within 40 ft. noble devils, who use it to tickle their jaded palates.
Noble devils are much more humanlike in their
thinking than the military devils are. The military
The Infernum species are devils of a monstrous, near-bestial kind,
The Infernum is a plane of torment created for lacking subtlety and artifice, while the noble devils
the Book of the Planes as an alternative to the are given to plotting, advanced calculation and the
traditional nine hells described in Paradise Lost. In development of cunning schemes. Military devils
the Infernum both demon and devil live in the same are all shrieks and roars and frenzied carnage when
environment and the distinction between them is in combat. Noble devils, by contrast, are precise and
more of a class structure than opposing alignments. ruthless.
In the Infernum, all demons and devils are governed
by the noble devil caste. This concept was first The noble devils all belong to one of the nine great
expanded upon in The Book of Hell and then still houses, or to a lesser line that is affiliated to one of
further in the enormous Infernum RPG line of books. the families. These families are detailed below.

The Noble Devils Notable Members of


Noble devils are a subspecies of fiend. They do not
belong to the military devil family and have several
House Astyanath
characteristics that set them apart from the majority The head of House Astyanath is always female and
of devils. They have a great interest in the upper given the honorific title of the Mater Lachrymae
world, modelling their society upon it in ways that (Mother of Tears); the current holder of the title is
both parody the better achievements of humans the Majestrix Irania de Malfaisance, a statuesque
and humanoids and celebrate all that is worst about devilqueen whose body is covered in blazing tattoos.
them. Noble devils believe in subtlety over brute
force, corruption over carnage. They hold to the The Majestrix Irania: Female noble devil Sor 20;
principle that one can achieve much more evil in the CR 28; Medium outsider (lawful, evil); HD 9d8+36
word with a few well-chosen words and a carefully plus 20d4+80; hp 159 (48 points lost to piercings);
pitched appeal to the worst in human nature than Init +10; Spd 30 ft, fly 40 ft, (good); AC 24 (+6 Dex,
with a full-on assault. +8 natural) touch 16, flat-footed 18; Base attack:
+19; grp: +21; Atk +26 melee (1d8+7 plus 1d6 fire
Unusually for devils, they dress in a very similar way plus laceration, +5 flaming flail of laceration) or
to mortals. The ultimate ideal of the noble devils is +21 melee (1d3+2, claw); Full Atk +26/+21/+16/
to create Hell on Earth and it seems that they believe +11 melee (1d8+7 plus 1d6 fire plus laceration, +5
the transition will be easier if Earth is parodied flaming flail of laceration) or +21 melee (1d3+2,
in Hell. Noble devils often walk among mortals, claw); Space/Reach 5 ft./5 ft; SA spell-like abilities,
imitating them and sowing the seeds of evil among summon devil; SQ damage reduction 5/good,
them. It is much easier to do this convincingly if darkvision 60 ft., immunity to fire and poison,
you are already acclimatised to mortal society by polymorph, resistance to acid 10 and cold 10, see in
having lived in your own version of it on your home darkness, spell resistance 20, telepathy 100 ft.; AL
plane. Noble devils visit the Prime Material plane LE; SV Fort +16, Ref +18, Will +24; Str 14, Dex 22,
much more often than any other breed. As the devils Con 18, Int 21, Wis 22, Cha 24.
leave their evil festering in the upper world, so that
it comes closer to resembling the Hell they wish it to Skills and Feats: Bluff +45, Concentration +29,
be, they bring more and more of the upper world’s Craft (alchemy) +12, Craft (jewellery) +23, Disguise
ways and styles back with them. +19, Diplomacy +23, Hide +18, Intimidate +34,

204
Appendix A

Knowledge (arcana) +23, Knowledge (nobility & mage hand, arcane mark, 1st level: protection
royalty) +14, Knowledge (the planes) +20, from chaos, protection from good, mage armour,
Knowledge (religion) +23, Listen +18, Move true strike, identify; 2nd level: resist energy, detect
Silently +18, Search +13, Sense Motive +21, thoughts, hideous laughter, touch of idiocy, cat’s
Spellcraft +23, Spot +18; Dodge, Combat Expertise, grace; 3rd level: magic circle against good, magic
Improved Feint, Persuasive, Combat Casting, circle against chaos, fireball, vampiric touch; 4th
Weapon Focus (ray), Improved Initiative, Empower level: arcane eye, crushing despair, phantasmal
Spell, Quicken Spell, Enlarge Spell. killer, enervation; 5th level: dominate per son,
feeblemind, nightmare, waves of fatigue; 6th level:
Spell-like abilities (Sp): At will – greater teleport greater dispel magic, symbol of persuasion, chain
(self plus 50 pounds of objects only), charm monster lightning; 7th level: banishment, plane shift, mass
(DC 21), major image (DC 20), pyrotechnics (DC hold person; 8th level: binding, mass charm monster,
19), scorching ray (three rays), symbol of pain (DC horrid wilting; 9th level: weird, energy drain, wail of
22), unholy blight (DC 21), wall of fire (DC 21). the banshee.
The caster level is 12th. The save DCs are Charisma
based. Treasure: Kindness, her +5 flaming flail of
laceration; 6 Astyanath Piercing Rings.
Polymorph (Su): Irania’s alternate form is of a tall,
bald, elven female with a cruel smile and extensive +5 Flaming Flail Of Laceration (Axiomatic,
tattoos, a trait from her devil shape that she refuses Unholy): This is an iron-handled lash whose three
to conceal. strands have clearly come from one of Hell’s black
rose bushes, as they writhe and surge towards any
Summon Devil (Sp): Once per day, Irania can potential victim, eager to slake their inch-long thorns
attempt to summon 2d10 lemures, 1d4 bearded in blood. As it is an axiomatic, unholy weapon, it
devils or one erinyes with a 20% chance of success. deals an additional 2d6 damage upon any creature
This ability is the equivalent of a 3rd level spell. of Chaotic alignment and an additional 2d6 damage
upon any creature of Good alignment. Any chaotic
Spells Known: (6/8/8/8/7/7/7/7/6/6; save DC 17 or good creature attempting to wield it gains a
+ spell level); 0th level: resistance, daze, mending, negative level while the weapon is wielded.
message, detect magic, read magic, touch of fatigue,

205
Appendix A

The piercing process for each ring deals 3d4 points


of damage that can never be healed so long as the
ring is worn. Once removed, it heals naturally. The
technique for fitting the piercing is kept within the
Astyanath house. Unless the ring is fitted in the
proper way, it will not function.

Each ring has a damage absorption function,


conferring a stoneskin effect upon the wearer
and giving him or her a damage reduction of 10/
adamantine. Any one ring may prevent a total of
150 points of weapon damage, after which it is
exhausted. Once one ring has been exhausted,
the next takes over. They do not function
simultaneously. Any one creature may wear a
maximum of six of these piercing rings. They do not
count as ‘rings’ for the purpose of determining how
many magical items a creature may use at once.

The members of House Astyanath keep these


magical piercing rings for their own immediate
households and their most loyal servants. They are a
badge of rank as well as a form of personal armour.
Any member of the house or important servant
who has proven their loyalty may wear one, heads
of households are entitled to two, regional estate
commanders may wear three, senior lords within the
family are given four, the immediate relatives of the
head of house are allowed five and only the head of
The flail is so thickly set with cruel thorns that it
the house herself is allowed to wear the full six.
deals slashing rather than bludgeoning damage and
functions as a wounding weapon, inflicting a point
of Constitution damage from blood loss whenever it
hits a creature (see Core Rulebook II). In addition,
any creature struck by the flail must make a
Fortitude saving throw (DC 20) or be wracked with
agony as if by a symbol of pain. This agony lasts for
one hour.

Three of these objects are known to exist, each one


named. That borne by Irania is called Kindness; the
others are called Charity and Compassion. Whether
this reflects some part of the Astyanath philosophy
of pain or whether it is simply an ironic joke is
unknown.

Astyanath Piercing Rings


The body jewellery sported by so many members
of the Astyanath house, made for them by the
chain devils and enchanted by their own dedicated
spellcasters, is not only ornamental but also
functional. Each ring must be forcibly driven
through the flesh of the wearer and hammered shut
in order to function.

206
Appendix A

The rings have an additional function. They compel which is lightning-quick and lethal when he chooses
obedience. When a ring-wearing creature wears to be. His teeth have long since been lost and
fewer of the Astyanath rings than another creature, replaced with carved diamonds, which have nothing
it suffers a –2 penalty to Will saving throws against of their original beauty left, now that centuries of
spells and spell-like abilities from that creature for tobacco-tinged drool have dribbled over them.
every ring that the senior creature has. For example,
if an Astyanath of four rings cast a spell upon one Contumacius von Berrengrath: Male noble devil
of two rings, the latter would suffer a –4 penalty Rog 20; CR 28; Medium outsider (lawful, evil); HD
to its Will saving throw. Mortals are sometimes 9d8+36 plus 20d6+80; hp 227; Init +11; Spd 30 ft.;
persuaded to accept a ring as a ‘reward’, only to AC 25 (+7 Dex, +8 natural) touch 17, flat-footed 18;
find that it makes it far harder for them to escape Base Atk: +24; gRP: +26; Atk +31 melee (1d6+6
from abject thraldom to the Astyanaths. Of course, plus 1d6 fire, +4 flaming hellfork of impaling) or
if they are serving willingly, then they welcome this +31 melee (1d3+2, claw); Full Atk +31/+26/+21/+16
domination… melee (1d6+6 plus 1d6 fire, +4 flaming hellfork
of impaling) or +31 melee (1d3+2, claw); Space/
Reach 5 ft./5 ft; SA spell-like abilities, summon
Notable Members of devil; sneak attack 10d6 SQ damage reduction
5/good, darkvision 60 ft, evasion, immunity to fire
House Carthenay and poison, improved uncanny dodge, polymorph,
The head of House Carthenay is called the Great resistance to acid 10 and cold 10, see in darkness,
Mammon (this is actually a title, not a proper spell resistance 20, telepathy 100 ft.; AL LE; SV:
name, a point which has greatly confused mortal Fort 16, Ref 25, Will 18; Str 14, Dex 24, Con 18, Int
researchers) and the position currently belongs 21, Wis 22, Cha 22.
to Grand Duke Contumacius von Berrengrath, a
monocle-wearing devil who appears to be many Skills and Feats: Appraise +30, Balance +37, Bluff
thousands of years old, so hoary and decrepit is he. +22, Concentration +15, Craft (trapmaking) +10,
This haggard appearance disguises his true nature, Decipher Script +36, Disguise +16, Diplomacy

207
Appendix A

+20, Disable Device +38, Forgery +36, Gather


Information +25, Hide +26, Intimidate +31,
Knowledge (the planes) +17, Knowledge (history)
+17, Listen +17, Move Silently +26, Open Lock
+37, Search +12, Sense Motive +18, Sleight of Hand
+38, Spot +18, Use Magic Device +18, Use Rope
+23; Dodge, Combat Expertise, Improved Feint,
Persuasive, Improved Initiative, Weapon
Finesse, Mobility, Spring Attack, Combat
Reflexes, Weapon Focus (hellfork).

Treasure: +4 flaming hellfork of


impaling (see below), +5 ring of
protection, monocle of miserly sight.
Contumacius’ personal treasury
contains some five hundred million
gold pieces in Hell’s Gold.

Spell-like abilities (Sp): At will


– greater teleport (self plus 50
pounds of objects only), charm
monster (DC 20), major image
(DC 19), pyrotechnics (DC
18), scorching ray (three rays),
unholy blight (DC 20), wall of
fire (DC 20); 3/day - scrying (DC
20). The caster level is 12th. The
save DCs are Charisma-based.

Polymorph (Su): Contumacius’ alternate form is of


a short, tubby, jovial old human banker, remarkably required to achieve this; whether or not the check
like Mister Pickwick as created by Charles Dickens. is successful, the hellfork deals damage as if it
He retains his monocle of miserly sight when in this had scored a hit (though not automatically scoring
form. maximum damage) with every attempt to extract it,
as the barbs rip and tear at the flesh. The wielder
Summon Devil (Sp): Once per day, Contumacius may summon the hellfork back to his hand as a
can attempt to summon 2d10 lemures, 1d4 bearded free action, so long as he is within 200 feet of it.
devils or one erinyes with a 50% chance of success. Contumacius’ preferred tactic is to sneak attack his
This ability is the equivalent of a 3rd level spell. foes with Morton, teleport away to a safe distance
and watch as the victim struggles to pull Morton
+4 Flaming Hellfork Of Impaling (Axiomatic, out of his body. Should he succeed, Contumacius
Unholy): This magical light hellfork (see above) has simply summons Morton back to his hand and either
the name of Morton and is as greedy for the blood retreats or finds a spot to hurl Morton from again.
of enemies as its owner is for their possessions. If
it scores a hit, its barbs clamp into the flesh of the Monocle Of Miserly Sight: This is a gold-rimmed
target, keeping the hellfork locked fast in the target’s crystal lens on a chain that fits snugly over one eye.
body. On each round after this, it automatically It gives the user extraordinary precision of sight,
hits and causes maximum damage. The wielder’s with the following magical effects:
Strength bonus is not included in this, as the wielder c Continual +5 insight bonus to all Appraise and
only drives the hellfork in once. A person impaled Search skill checks.
by the hellfork can attempt to pull it out of his c Continual true seeing.
body as a standard action, if he has a free hand c Ability to produce true strike three times per day.
to do so. Another person can also attempt to do
this. A successful Strength check at a DC of 25 is

208
Appendix A

disease, fire and poison, polymorph, resistance to


Notable Members of acid 10 and cold 10, see in darkness, stench, spell
resistance 20, telepathy 100 ft.; AL LE; SV: Fort
House Glabretch +22, Ref +18, Will+17; Str 18, Dex 22, Con 18, Int
The head of House Glabretch is Duke Festenadi. His 21, Wis 21, Cha 20.
chosen disease is leprosy, which he has allowed to
eat into his extremities, so much so that several of his Skills and Feats: Bluff +43, Concentration
crooked fingers are missing and he no longer has a +21, Craft (weaponmaking) +21, Disguise +22,
bottom jaw. Duke Festenadi does not care for robes or Diplomacy +21, Hide +20, Intimidate +39,
clothing, choosing instead to wear lengths of bandage Knowledge (the planes) +20, Knowledge (obscure
wrapped around his body, so that he looks like a living diseases) +22, Knowledge (poisons) +21, Listen
mummy with horns poking from his swaddled head. +22, Move Silently +26, Search +21, Sense Motive
+27, Spot +37; Blind-Fight, Cleave, Combat
Duke Festenadi: Male noble devil Ftr 20; CR 28; Expertise, Combat Reflexes, Dodge, Exotic Weapon
Medium outsider (lawful, evil); HD 9d8+36 plus Proficiency (net), Great Cleave, Greater Weapon
20d10+83; hp 270; Init +10; Spd 30 ft; AC 24 (+6 Focus (falchion), Greater Weapon Focus (net),
Dex, +8 natural) touch 16, flat-footed 18; Base Greater Weapon Specialisation (falchion), Improved
Atk: +29; Grp +33; Atk +40 melee (2d4+13/18–20 Feint, Improved Initiative, Mobility, Persuasive,
plus disease, +5 Festering Falchion) or +41 ranged Power Attack, Spring Attack, Toughness, Weapon
touch (entanglement plus disease, +4 Net Of Focus (falchion), Weapon Specialisation (falchion),
Stifling Fevers, see below) or +33 melee (1d3+4 Weapon Focus (net), Whirlwind Attack.
plus disease, claw); Full Atk +40/+35/+30/+25
melee (2d4+13/18–20x2 plus disease, +5 Festering Disease Transmission (Su): Any successful hit that
Falchion) or +33 melee (1d3+4 plus disease, claw); Duke Festenadi makes with a weapon or with a claw
Space/Reach 5 ft./5 ft; SA disease transmission, exposes the target to infernal leprosy. This disease
spell-like abilities, summon devil; SQ damage deals 1d4 Charisma damage, has an incubation
reduction 5/good, darkvision 60 ft., immunity to period of three days and a Fortitude saving throw
(DC 22).

209
Appendix A

drips a thin black discharge. The wounds that


it creates hiss and bubble, infected with the filth
scraped from the bottommost dregs of Hell.
Any creature struck by the festering falchion
must make a Fortitude saving throw (DC 20)
or instantly become infected by a devouring
disease that spreads out from the wound and eats
away at the body’s tissues. This disease is so
rapacious that it takes over the body immediately
(with no incubation period) and deals damage
every hour instead of every day. The damage is
1d4 Constitution. Only good-aligned magical
healing can counter the wasting sickness that the
festering falchion deals.

+4 Net Of Stifling Fevers: This unusual net


appears to have been woven from scraps of old
bloodstained rag, grimy hospital blankets torn
into long strips and lengths of filthy bandage.
When thrown, it trails loose strips of cloth
behind it, looking more like the severed head
of a mummy than a net. If the net entangles a
target, he is assailed by a multitude of sicknesses
and is steadily exhausted as the net drains his
energy away. For every round of entanglement,
the victim must make a saving throw against
a disease (determined randomly) or become
infected by it. It is possible for a victim who
struggles with the net for a long time to become
infected by many different ailments. The stifling
Spell-like abilities (Sp): At will – greater teleport effect of the net deals 1d6 nonlethal damage per
(self plus 50 pounds of objects only), charm monster round upon a target trapped within it.
(DC 19), major image (DC 18), pyrotechnics (DC
17), scorching ray (three rays), unholy blight (DC The magic of the net increases the DC of the Escape
19), wall of fire (DC 19), 3/day - scrying (DC20). Artist skill check needed to wriggle out of it by +4,
The caster level is 12th. The save DCs are Charisma for a total DC of 24. The Strength ability score
based. check needed to burst the net is similarly raised by
+4, to 29.
Polymorph (Su): Duke Festenadi’s human form
is of a healthy, bearded merchant in fine robes, Helm Of The Plague-Fly: Duke Festenadi’s battle
drenched in perfume in order to conceal the stench helmet is shiny and bulbous, resembling the head of
of disease. He has long since learned that mortals a common housefly, with colander-like metal eyes,
find the Glabretch hard to stomach when they appear a leather head-covering with short metal ‘hairs’ and
in their full revolting glory, so adopts a form less a trumpet-like mouthpiece at the front. When worn,
likely to dissuade them from dealing with him. the helm confers a +3 deflection bonus to Armour
Class. The wearer may also call upon the following
Summon Devil (Sp): Once per day, Duke Festenadi abilities of the helm, which have an effective caster
can attempt to summon 2d10 lemures, 1d4 bearded level of 18:
devils or one erinyes with a 50% chance of success. c Fly with Good manoeuvrability at will.
This ability is the equivalent of a 3rd level spell. c Insect plague three times per day, by blowing
through the mouth-trumpet.
+5 Festering Falchion (Axiomatic, Unholy): The c Acid arrow at will, manifested as a vomited
signature weapon of House Glabretch is the festering missile from the mouth.
falchion, a great curved blade of rusty metal that

210
Appendix A

Parasites
Saving
Parasite Type Damage Establishment Treatment
Throw DC
Belly Larvae Intestinal 3 Dex 3 days Purgative 8
Tapeworm Intestinal 2 Con 7 days Purgative 10
Needleworm Intestinal 1 Con, 1 Str 4 days Purgative 12
3 Cha, 1–3 hit
Boil Goblins Subcutaneous 1 day Cautery 6
points per day
Bore Worm Subcutaneous 1 Dex per day 1 day Acid 10
–4 to all Listen See The
Ear Slug Subcutaneous 1 hour Extraction
checks Book of Hell

2 Dex, half See The


Jiggers Subcutaneous 1 day Knife
movement rate Book of Hell

2 Dex, –4 to all
Flea Skin/Hair Concentration 5 hours Fumigation 18
skill checks
2 Dex,
Alchemical
Louse Skin/Hair Difficulty 5 hours 8
Soap
Sleeping
Cautery, See The
Scrutters Skin/Hair 2 Cha 4 hours
Knife Book of Hell

Tick Skin/Hair 1–4 hit points 4 hours Fire None

Balsfemeros: Noble devil of unknown gender Clr


Notable Members of 20; CR 28; Medium outsider (lawful, evil); HD
9d8+36 plus 20d8+80; hp 247; Init +10; Spd 30 ft;
House Haimon AC 23 (+6 Dex, +7 natural) touch 16, flat-footed 17;
The head of House Haimon is Balsfemeros. It is Base Atk: +24; Grp: +26; Atk +32 melee (2d4+8/x4
a seven-foot tall, skeleton-thin specimen of the plus 1d6 fire, +5 flaming scythe of severance) or +26
Haimons, who is respected and feared by undead melee (1d3+2, claw); Full Atk +32/+27/ +22/+17
across the planes. The gender of Balsfemeros is melee (2d4+8/x4 plus 1d6 fire, +5 flaming scythe
unknown. The features are too shrivelled, the face of severance) or +26 melee (1d3+2, claw) and +21
stretched into a permanent skeletal grin, for any melee (2d4+2 plus poison, tail); Space/Reach 5 ft./5
observer to be able to ascertain whether Balsfemeros ft; SA spell-like abilities, summon devil; SQ damage
be male or female. reduction 5/ good, darkvision 60 ft., immunity to
fire and poison, polymorph, resistance to acid 10
When in its own chambers, which is virtually all of and cold 10, see in darkness, spell resistance 20,
the time, it is habitually dressed in a garment like telepathy 100 ft.; AL LE; SV: Fort +22, Ref +18,
a long, rotting wedding dress, which may indicate Will+24; Str 14, Dex 22, Con 18, Int 21, Wis 24,
that it is of the feminine gender, or may just prove Cha 22.
that Balsfemeros has not been fully sane for a very
long time. Balsfemeros is utterly reclusive and does Skills and Feats: Bluff +24, Concentration +36,
not allow itself to be disturbed for anything other Craft (bone carving) +15, Disguise +20, Diplomacy
than the most important news. Only a select few +38, Hide +20, Intimidate +26, Knowledge (arcana)
members of the house are allowed into its presence, +37, Knowledge (religion) +19, Knowledge (the
to bring new information and to receive instructions. planes) +19, Listen +21, Move Silently +38, Search
+15, Sense Motive +21, Spellcraft +32, Spot +14:

211
Appendix A

Dodge, Combat Expertise, Improved Feint, Combat protection from chaos, shield of faith; 2nd level:
Casting, Persuasive, Improved Initiative, Mobility, bear’s endurance, bull’s strength, death knell,
Spring Attack, Combat Reflexes, Weapon Focus darkness, desecrate, hold person, resist energy,
(scythe). undetectable alignment; 3rd level: animate dead x2,
bestow curse, inflict serious wounds x2, invisibility
Spell-like abilities (Sp): At will – greater teleport purge, magic circle against chaos, magic circle
(self plus 50 pounds of objects only), charm monster against good; 4th level: death ward, dimensional
(DC 20), major image (DC 19), pyrotechnics (DC anchor, discern lies, dismissal, divine power, inflict
18), scorching ray (three rays), unholy blight (DC critical wounds x2; 5th level: dispel chaos, dispel
20), wall of fire (DC 20); animate dead three times good, greater command, plane shift, slay living,
per day; create undead once per day. The caster true seeing, unhallow; 6th level: banishment, blade
level is 12th. The save DCs are Charisma-based. barrier, create undead x2, harm, inflict moderate
wounds (mass), ; 7th level: blasphemy, destruction
Polymorph (Su): Balsfemeros’ human form, which x2, dictum, inflict serious wounds (mass), repulsion;
it does not often adopt, is of a hooded, cloaked 8th level: dimensional lock, create greater undead,
person so aged and hairless that its gender is no fire storm, inflict critical wounds (mass), greater
easier to determine than when it is in devil form. spell immunity; 9th level: implosion, soul bind, storm
of vengeance, wail of the banshee x2.
Summon Devil (Sp): Once per day, Balsfemeros
can attempt to summon 2d10 lemures, 1d4 bearded Domain Power: Balsfemeros may use a death touch
devils or one erinyes with a 50% chance of success. once per day. Its death touch is a supernatural
This ability is the equivalent of a 3rd level spell. ability that produces a death effect. It must succeed
on a melee touch attack against a living creature
Spells Prepared: (6/7+1/7+1/7+1/6+1/6+1/5+1/ using the rules for touch spells. When he touches a
5+1/4+1/4+1, save DC 16 plus spell level); 0th level: living creature, roll 20d6; if the total at least equals
detect magic, detect poison, guidance x2, read the creature’s current hit points, it dies, with no
magic, resistance; 1st level: bane, cause fear, curse saving throw allowed.
water, detect undead, detect good, divine favour,

212
Appendix A

+5 Flaming Scythe Of Severance (Axiomatic,


Unholy): The weapon that Balsfemeros wields Notable Members of
is symbolic of swift death and severance of the
soul from the body. It is one of the only items in House Oblurott
creation that can sever the silver cord of an astrally The head of House Oblurott is the monstrous
projected person. If the scythe is wielded against Hurgblotten, a mountain of blubber with gleaming
a person who is travelling by means of an astral black horns and a constantly smirking, constantly
projection spell, so that their silver cord is manifest, drooling mouth as wide in his face as a bullfrog’s.
Balsfemeros can attempt to attack it. For the He is habitually dressed in a blood-spattered
purposes of attacks by the scythe of severance, the butcher’s apron and carries a huge cleaver which
silver cord has the same base Armour Class as the he keeps razor-sharp with a whetstone carried in
character, discounting any armour or shield bonuses the apron pocket; he has a very unpleasant habit of
and adding a +4 size bonus. If 20 or more points whetting the blade while he is talking, which makes
of damage are dealt to it in one blow, it is severed his audience deeply uneasy. It is his proud boast
and the character dies. Otherwise, the attack has that he has devoured ten million souls since the
no effect. If a natural 20 is rolled when attacking foundation stones of Hell were laid.
an astrally projected character, the silver cord is
instantly severed, killing the victim. Hurgblotten delights in the title of ‘Hell’s Butcher’
and makes a point of appearing at functions draped
Note that the silver cord is only visible when an in the sausages that he has made out of his political
astrally projected character is on the astral plane opponents. His lair is constantly smoky from
proper. If the character then formulates a body on the sulphurous fires that he uses to cure his many
one of the Outer Planes, the silver cord is no longer hanging carcasses. Those few unfortunate mortals
visible and benefits from full concealment. Others who have seen the inside of Hurgblotten’s larder
and found out the fate of the heroes sent to bring
his rule to an end have taken the sight with them to

213
Appendix A

their graves; dedicated paladins and clerics of good Summon Devil (Sp): Once per day, Hurgblotten
deities now swing from S-shaped hooks, reduced to can attempt to summon 2d10 lemures, 1d4 bearded
so much brisket. devils or one erinyes with a 50% chance of success.
This ability is the equivalent of a 3rd level spell.
Hurgblotten: Male noble devil Ftr 20; CR 28;
Medium outsider (lawful, evil); HD 9d8+36 plus +5 Slaughterer’s Cleaver: This huge length of
20d10+800; hp 267; Init +10; Spd 20 ft; AC 26 (+6 sharpened magical iron has a hole in one end, so
Dex, +10 natural) touch 16, flat-footed 20; Base Atk: that Hurgblotten can hang it from a hook when not
+29; Grp: +33; Atk +40 melee (2d4+13/18–20, +5 in use. It is so keen that it can strike right through
slaughterer’s cleaver) or +33 melee (1d3+4, claw); the bones of a joint with a well-placed blow. The
Full Atk +40/+35/+30/+25 melee (2d4+13/18–20, weapon has the vorpal quality; on a roll of natural
+5 slaughterer’s cleaver) or +33 melee (1d3 plus 4, 20, with a second roll to confirm a critical hit, the
claw); Space/Reach 5 ft./5 ft; SA swallow whole, head of the victim is struck from his shoulders.
spell-like abilities, summon devil, vomit; SQ damage
reduction 10/good, darkvision 60 ft., immunity to fire
and poison, polymorph, resistance to acid 10 and cold Notable Members of
10, see in darkness, spell resistance 20, telepathy 100
ft.; AL LE; SV: Fort +22, Ref +18, Will+17; Str 18, House Riethii
Dex 22, Con 18, Int 21, Wis 21, Cha 21. The head of House Riethii is given the title of High
Voluptuary, with the title currently residing with the
Skills and Feats: Bluff +43, Concentration +21, self-affirmed Queen of Sin, Lady Barbelion. She is
Craft (cookery) +23, Disguise +22, Diplomacy +23, a visually stunning devil with red hair that glows like
Hide +22, Intimidate +39, Knowledge (the planes) hot embers. Barbelion is always found in the company
+23, Knowledge (nature) +22, Listen +23, Move of her mount, a fiendish pyrohydra with seven heads,
Silently +26, Search +16, Sense Motive +27, Spot named Thero. She is always intoxicated, sometimes
+37: Cleave, Combat Expertise, Combat Reflexes, to a minor degree in which she can still communicate
Dodge, Great Cleave, Greater Weapon Focus coherently, sometimes so much so that she cannot
(cleaver), Greater Weapon Specialisation (cleaver), speak except to cast spells or roar a battle cry.
Improved Feint, Improved Initiative, Mobility,
Spring Attack, Weapon Focus (cleaver), Improved When in her full glory, as depicted in prophetic
Unarmed Attack, Improved Grapple, Persuasive, tapestries and illuminated copies of the Apocalypse
Power Attack, Improved Sunder, Improved Disarm, Texts, she is shown riding on the seven-headed fire
Weapon Specialisation (cleaver), Whirlwind Attack. breathing monster with the Chalice of Abominations
in one hand, the Rod of Dissolution in the other, her
Vomit (Ex): Hurgblotten can vomit over opponents, flaming greatsword slung from a scarlet girdle at her
possibly causing them acid damage and sickening waist and the golden Crown of Blasphemies sitting
them. See above for details of this special ability. slightly lopsided on her head, as if it were slightly
too big for her, or she had put it on while drunk.
Swallow Whole (Ex): Hurgblotten can attempt to
swallow a grabbed opponent whole by making a Lady Barbelion: Female noble devil Ftr 10/Clr 10;
successful Grapple check; see above for the rules. CR 28; Medium outsider (lawful, evil); HD 9d8+36
plus 10d10+40 plus 10d8+40; hp 257; Init +10; Spd
Spell-like abilities (Sp): At will – greater teleport 30 ft, fly 40 ft. (good); AC 24 (+6 Dex, +8 natural)
(self plus 50 pounds of objects only), charm monster touch 16, flat-footed 18; Base Atk: +26; Grp: +29;
(DC 19), major image (DC 18), pyrotechnics (DC 17), Atk +35 melee (2d6+9/19–20 plus 1d6 fire, +5
scorching ray (three rays), unholy blight (DC 19), wall flaming greatsword) or +29 melee (1d3+3, claw);
of fire (DC 19), 3/day - scrying (DC 19). The caster Full Atk +35/+30/+25/+20 melee (2d6+10/19–20
level is 12th. The save DCs are Charisma-based. plus 1d6 fire, +5 flaming greatsword) or +29 melee
(1d3+3, claw); Space/Reach 5 ft./5 ft; SA spell-like
Polymorph (Su): Hurgblotten’s alternate form is abilities, summon devil; SQ damage reduction 5/
utterly unlike his devil-shape. In order to beguile good, darkvision 60 ft., immunity to fire and poison,
mortals, he takes the shape of a small boy of around polymorph, resistance to acid 10 and cold 10, see in
10 years in age, with a cheeky grin and bright blue darkness, spell resistance 20, telepathy 100 ft.; AL
eyes. While in this form, he tempts adults and LE; SV: Fort 24, Ref 18, Will 22; Str 16, Dex 22,
children alike into his clutches, adding them to the Con 18, Int 21, Wis 22, Cha 22.
stockyards of Hell.

214
Appendix A

Skills and Feats: Bluff +22, Climb +11, She visits the mortal world very often and has done
Concentration +34, Craft (jewellery) +11, Disguise for many centuries; as elves have long memories,
+16, Diplomacy +40, Handle Animal +14, Hide her image has been recorded as something to fear.
+18, Intimidate +36, Knowledge (arcana) +14, Pictures of Lady Barbelion in her elven form are
Knowledge (history) +13, Knowledge (religion) found in ancient books of elven lore, with many
+15, Knowledge (the Infernum) +15, Knowledge warnings and speculations as to her true nature
(the planes) +17, Listen +17, Move Silently +17, written in by wise sages.
Ride +38, Search +12, Sense Motive +18, Spellcraft
+25, Spot +18; Dodge, Combat Expertise, Improved The most famous account of Lady Barbelion is in the
Feint, Persuasive, Improved Initiative, Mobility, vision of one of the human prophets, who was once
Spring Attack, Combat Reflexes, Combat Casting, scrying the Infernum and saw her riding Thero out of the
Weapon Focus (greatsword), Mounted Combat, flaming sea. He never recovered from the experience and
Ride-By Attack, Mounted Archery, Power Attack, the record is preserved as one of the Apocalypse Texts.
Cleave.
Summon Devil (Sp): Once per day, Lady Barbelion
Spell-like abilities (Sp): At will – greater teleport can attempt to summon 2d10 lemures, 1d4 bearded
(self plus 50 pounds of objects only), charm monster devils or one erinyes with a 50% chance of success.
(DC 20), major image (DC 19), pyrotechnics (DC This ability is the equivalent of a 3rd level spell.
18), scorching ray (three rays), unholy blight (DC
20), wall of fire (DC 20); mind fog (DC 20) three Domain Power: As a cleric of the evil domain, Lady
times per day. The caster level is 12th. The save Barbelion casts evil spells at +1 caster level.
DCs are Charisma-based.
Spells Prepared: (6/6+1/6+1/4+1/4+1/3+1); 0th
Polymorph (Su): Lady Barbelion’s alternate form is level: detect magic x2, guidance x2, resistance x2:
of a tall, graceful elf with fiery red hair down to her 1st level: bane, command, curse water, divine favour,
waist, who smiles frequently and never says a word. doom, protection from good, protection from chaos;

215
Appendix A

2nd level: bull’s strength, darkness, desecrate,


eagle’s splendour, enthral, hold person, inflict Notable Members of
moderate wounds; 3rd level: bestow curse, deeper
darkness, dispel magic, magic circle against good, House Sturrach
magic circle against chaos; 4th level: discern lies, The head of House Sturrach is the imposing Count
divine power, poison, inflict critical wounds, unholy Zarov, whose eyes are icy blue (unique among
blight; 5th level: greater command, dispel chaos, devils) and whose bald head is offset by his huge
dispel good, insect plague. black beard. He is in the direct service of the
Princes of Hell, who believe that House Sturrach is
Thero: Male fiendish pyrohydra with 7 heads; CR too dangerous to be wrapped up in the politicking of
9; Huge magical beast; HD 7d10+38; hp 77; Init the infernal houses. The Princes view Zarov as their
+1; Spd 20 ft, swim 20 ft; AC 17 (–2 size, +1 Dex, most reliable assassin. He has managed to infiltrate
+8 natural), touch 9, flat-footed 16; Base Atk: +7; the demonic command circles and terminate key
Grp: +19; Atk 7 bites +10 melee (1d10+4); Full Atk members on at least three separate occasions, for
7 bites +10 melee (1d10+4); Space/reach 15 ft./10 which the demons have set a two million gold piece
ft.; SA smite good; SQ darkvision 60 ft., damage bounty on his head, should any mortal be willing to
reduction 5/magic, fast healing 17, low-light vision, consider the mission of slaying him.
resistance to fire 5, resistance to cold, scent, spell
resistance 12; SV Fort +10, Ref +6, Will +4; Str 19, Count Zarov: Male noble devil Rog 10/Rgr 10;
Dex 12, Con 20, Int 3, Wis 10, Cha 9. CR 28; Medium outsider (lawful, evil); HD 9d8+39
plus 10d6+40 plus 10d8+40; hp 240; Init +11;
Skills and Feats: Listen +7, Spot +7, Swim +12; Combat Spd 30 ft; AC 25 (+7 Dex, +8 natural) touch 17,
Reflexes, Iron Will, Toughness, Weapon Focus (bite). flatfooted 18; Base Atk: +26; Grp: +29; Atk +34
melee (2d6+10/19–20, +5 vorpal greatsword) or +38
Smite Good (Su): Once per day Thero can make a ranged (1d8+5 plus 1d6 fire, +5 flaming longbow);
normal melee attack to deal extra damage equal to Full Atk +34/+29/+24/+19 melee (2d6+10/19–20,
his HD (+7) against a good foe. +5 vorpal greatsword) or +38/+33/+28+23 ranged

216
Appendix A

(1d8+5 plus 1d6 fire, +5 flaming longbow); Space/ Polymorph (Su): Zarov’s human form is of a bald,
Reach 5 ft./5 ft; SA spell-like abilities, summon goateed nobleman with a cruel smile.
devil, sneak attack +5d6; SQ damage reduction 5/
good, darkvision 60 ft, evasion, immunity to fire and Summon Devil (Sp): Once per day, Count Zarov
poison, polymorph, resistance to acid 10 and cold can attempt to summon 2d10 lemures, 1d4 bearded
10, see in darkness, spell resistance 20, telepathy devils or one erinyes with a 50% chance of success.
100 ft, uncanny dodge; AL LE; SV: Fort 20, Ref 27, This ability is the equivalent of a 3rd level spell.
Will 17; Str 16, Dex 24, Con 18, Int 21, Wis 21, Cha
21. Spells Prepared: (3/2); 1st level: alarm, longstrider,
pass without trace; 2nd level: bear’s endurance,
Skills and Feats: Bluff +24, Climb +23, wind wall.
Concentration +36, Craft (jewellery) +21, Disguise
+18, Diplomacy +39, Handle Animal +14, Hide
+18, Intimidate +38, Knowledge (arcana) +15, Notable Members of
Knowledge (history) +20, Knowledge (religion) +22,
Knowledge (the Infernum) +22, Knowledge (the House Zethu
planes) +17, Listen +18, Move Silently +18, Ride The current head of House Zethu, whose role is that
+38, Search +17, Sense Motive +18, Spellcraft +25, of a research supervisor, is Prince Akkaron, bearer of
Spot +21; Dodge, Combat Expertise, Endurance, the Sword detailed below in the section on soulbound
Exotic Weapon Proficiency (greatsword), Improved items. He is a soft-spoken devil who never seems to
Feint, Persuasive, Improved Initiative, Manyshot, become angered and is extremely fond of engaging
Mounted Archery, Rapid Shot, Survival, Toughness, intelligent opponents in games of chess.
Track.
Prince Akkaron: Male noble devil Wiz 20; CR
Spell-like abilities (Sp): At will – greater teleport 29; Medium outsider (lawful, evil); HD 9d8+36
(self plus 50 pounds of objects only), 3/day – scrying plus 20d4+80; hp 207; Init +6; Spd 30 ft; AC 24
(DC 19). The caster level is 12th. The save DCs are (+6 Dex, +8 natural) touch 16, flat-footed 18; Base
Charisma-based. Atk: +19; Grp: +21; Atk +26 melee (1d8+7/19–20
plus additional effects dependent upon active array,

217
Appendix A

for which see below, +5 sword of Akkaron) or +21 Creating Soul-Bound Items
melee (1d3+2, claw); Full Atk +26/+21/+16/+11
You must have the Craft Soul-Bound Item feat in
melee (1d8+7/19–20 plus additional effects
order to achieve this at all, as well as its prerequisite,
dependent upon active array, for which see below,
the Craft Magical Arms and Armour feat.
+5 sword of Akkaron) or +21 melee (1d3+2, claw);
Space/Reach 5 ft./5 ft; SA spells, spell-like abilities,
To create a soul-bound item, you must possess one
summon devil; SQ damage reduction 5/good,
gem into which the soul of a creature of at least 3
darkvision 60 ft., immunity to fire and poison,
Hit Dice or experience levels per point of bonus
polymorph, resistance to acid 10 and cold 10, see in
modifier has been bound by means of a trap the soul
darkness, spell resistance 20, telepathy 100 ft.; AL
spell, with a minimum of 8 Hit Dice or levels per
LE; SV: Fort +16, Ref +18, Will +24; Str 14, Dex
gem. Remember that by the rules for trap the soul,
22, Con 18, Int 24, Wis 22, Cha 21.
the gem must have a value of at least 1,000 gold
pieces per level or Hit Dice of the creature whose
Skills and Feats: Bluff +23, Concentration +36,
soul it is going to contain. Consult the magic item
Craft (armoursmith) +25, Craft (weaponsmith) +39,
creation tables in DMG to find out the total bonus
Decipher Script +39, Disguise +17, Diplomacy +21,
modifier for the special abilities you want. For
Hide +18, Intimidate +19, Knowledge (arcana) +39,
example, if you wished to include a gem with the
Knowledge (the planes) +39, Knowledge (religion)
array of unholy, flaming burst and ghost touch, the
+19, Listen +18, Move Silently +18, Search +12, Sense
total would be +5, so you would need a gem that
Motive +18, Spellcraft +39, Spot +18; Dodge, Combat
contained the soul of a creature with 15 or more Hit
Expertise, Improved Feint, Persuasive, Scribe Scroll,
Dice. Note that only weapons and armour may be
Craft Magical Arms & Armour, Craft Wondrous Item,
created as soul-bound items.
Craft Soul-Bound Item, Craft Rod, Craft Staff, Forge
Ring, Quicken Spell, Maximise Spell, Silent Spell.
When you create the item, you must specify its base
enhancement bonus first. This remains constant;
Spell-like abilities (Sp): At will – greater teleport
whichever array of powers is active. A soul-bound
(self plus 50 pounds of objects only), charm monster
item cannot have any special abilities that are not
(DC 20), major image (DC 19), pyrotechnics (DC
part of a given gem’s array; for example, you cannot
18), scorching ray (three rays), unholy blight (DC
have a magical sword that is always flaming no
20), wall of fire (DC 20); 3/day: scrying (DC 20).
matter which array is active. If you wanted the
The caster level is 12th. The save DCs are Charisma
sword to be flaming all the time, you would have to
based and include the Zethu racial bonus.
include that special ability in each array. No one
array can have special abilities that, when added
Polymorph (Su): Akkaron’s alternate form is
to the base enhancement bonus of the item, exceed
of a slender, bald monk with a somewhat dour
+10. For example, if the item’s base enhancement
expression.
bonus was +3, you could only have special ability
arrays whose bonus modifiers each totalled +7 or
Summon Devil (Sp): Once per day, Prince Akkaron
less bound into your soul gems. You may only
can attempt to summon 2d10 lemures, 1d4 bearded
include five such gems in total in any one item.
devils or one erinyes with a 50% chance of success.
This ability is the equivalent of a 3rd level spell.
Activating a given array of powers is a free action.
The wielder must know the proper command phrase
Craft Soul-Bound Item [Item and be wielding the weapon or wearing the armour
Creation] at the time. The great advantage of soul-bound
weapons is that they allow a single weapon to
You may craft special magical items that use bound
change powers according to what is needed by the
souls to achieve a greater range of abilities than is
wielder.
normally possible.
Prerequisite: Craft Magic Arms and Armour; caster
For example, the Sword of Akkaron, a signature item
level 20th.
of the Zethu house, is a +5 greatsword with three
Benefit: You can create magical arms and armour
soul gems set into the hilt. The occupants of these
with more than one array of powers and with a
gems were once powerful archons, now forced to
constant enhancement bonus. See the section below
occupy and empower a weapon that is dedicated
for full details.
to slaughtering their kind. However, it is not only
Special: Members of House Zethu may take this feat
archons that the devils of House Zethu must face;
at 10th level.

218
Appendix A

they often have cause to fight mortals and demons


as well. They therefore forged a weapon that could The Demilich
be used to stand against any one of these foes. The In the final act of the Drow War that spans levels
gems in the hilt of the Sword of Akkaron are a ruby, a 21 through 30, heroes will have to deal with many
sapphire and a diamond. creatures of otherworldly origins and questionably
motives. One of the most memorable characters in
When the ruby array is activated, the sword activates the entire Drow War saga is the demilich known as
its archon-slaying array. It acquires the good Bodiless Ao.
outsider bane, unholy and speed special abilities,
giving its wielder the ability to make additional
attacks and deal significant extra damage to good Bodiless Ao and
outsiders.
the Ivory Child
The diamond gem activates the mortal-slaying array. Slowly walking towards you with an expression of
The sword manifests the keen, mighty cleaving and great solemnity is a blonde-haired child of around
brilliant energy special abilities, allowing the user ten. She wears a pale yellow surplice, as if she
to slice through armour and deep into the vulnerable belongs in a church choir somewhere. The child
mortal flesh beneath. carries a pillow of black velvet on which rests a
human skull, brown with age. The skull’s eye sockets
The sapphire gem transmutes the sword into a are set with rich red rubies, and it has diamonds
demon-slaying weapon. It acquires the axiomatic, set in place of its teeth. You know in the pit of your
chaotic outsider bane and speed special abilities. stomach that this is something to be dreaded. Tiny
though it may be, there is more concentrated power
Destroying Soul-Bound Items: Although they in that bejewelled skull than in any foe you have ever
are extremely powerful and versatile, soul-bound faced.
items are no harder to destroy than ordinary magical
items. They are not artefacts and as such do not Bodiless Ao is a demilich, an undead creature of
have specific requirements for their destruction. surpassing power and intelligence. Such is his might
There is also a strong motive for good-aligned and influence that he counts as a faction in his own
creatures to destroy them rather than wield them, right. All of the other factions look to him with a
namely the release of the imprisoned souls. With the mixture of dread and curiosity. For such a creature
usual rules for the trap the soul spell, the gem is the to be here at all, lending his help instead of trying to
soul’s vessel and the soul is released if the gem is eat souls, is very disturbing. He does not fly around
destroyed. However, incorporating one of these soul on his own, although he can. He prefers to be
gems into a soul-bound item makes the whole item carried about on a cushion.
the vessel for the trapped souls. There is no other
way to release the trapped souls than by destroying The human girl who carries him is known only as
the whole item, nor is it possible to release only one the Ivory Child. Ao speaks through her. He gives
of them without releasing all. her telepathic messages which she relays in a sweet
voice. She seems to be a complete innocent. Ao
Knowing this, the Zethu craftily use multiple gems raised her from babyhood, and she loves him dearly
into which they bind the souls of evil creatures and sees him as a benevolent uncle. He, for his part,
as well as good ones. As they have opponents has never done anything to harm her – yet. Outside
among the demons, such as the powerful balors and observers generally consider this relationship utterly
mariliths, they do occasionally have the opportunity warped and wrong, though they keep such opinions
to do this. For example, if they bind a gem private, since those who have tried to ‘rescue’ the
containing the soul of a mortal hero (such as, say, Ivory Child have never been seen again.
a paladin who ventured into Hell on some gallant
quest, or who was captured on the Prime Material Agenda: Excluded for the sake of the Drow War
plane and brought to the Infernum) into a weapon, plot. Ask Cavalorn on the Mongoose Forums and he
they may well add two more gems containing the may tell you.
souls of demons. That way, any heroes attempting
to free their comrade by destroying the item will Bodiless Ao, Male Demilich: CR 29; Diminutive
find themselves confronted by two huge, potent, undead; HD 21d12; hp 130; Init +7; Spd fly 180
evil outsiders as well as the hero they sought if they ft. (perfect); AC 48, touch 35, flat-footed 48; Base
should succeed.

219
Appendix A

220
Appendix A

Atk +10; Grp -2; Atk +35 melee (10d6+20 plus who look at him must succeed at a Will save (DC
paralysing touch, touch); Full Atk +35 melee 19) or be affected as though by a fear spell as cast by
(10d6+20 plus paralysing touch, touch); Space/ a 21st level caster. Ao can suppress this ability if he
Reach 1 ft./0 ft.; SA fear aura, paralysing touch, chooses.
perfect automatic still spell, spell-like abilities,
spells, trap the soul; SQ +20 turn resistance, damage Immunities (Ex): Bodiless Ao is immune to cold,
reduction 15/epic and bludgeoning, immune to electrical, polymorph and mind-affecting attacks.
cold, electrical damage, mind-affecting attacks
and polymorph, magic immunity, phylactery Magic Immunity (Ex): Bodiless Ao is immune
transference, resistance to acid 20, fire 20 and sonic to all magical and supernatural effects except as
20, undead traits; AL NE; SV Fort +10, Ref +12, follows. A shatter spell affects him as if he were
Will +17; Str 10, Dex 14, Con —, Int 39 (with a crystalline creature, but deals half the damage
headband), Wis 24, Cha 20 normally indicated. A dispel evil spell deals 3d6
points of damage, with a Fortitude save allowed for
Skills & Feats: Concentration +25, Craft half damage. Holy smite spells affect him normally.
(alchemy) +34, Hide +35, Knowledge (arcana) +34,
Knowledge (history) +26, Knowledge (religion) Paralysing Touch (Su): Any living creature
+34, Knowledge (the planes) +34, Listen +27, Bodiless Ao touches must succeed at a Fortitude
Move Silently +22, Search +44, Sense Motive +27, save (DC 36) or be permanently paralysed. Remove
Spellcraft +36, Spot +37; Automatic Quicken Spell, paralysis or any spell that can remove a curse can
Blinding Speed, Brew Potion, Combat Casting, free the victim. The effect cannot be dispelled.
Craft Wondrous Item, Enlarge Spell, Heighten Spell, Anyone paralysed by the touch seems dead, though
Improved Initiative, Improved Spell Capacity (10th) a successful Spot check (DC 20) or Heal check (DC
Lightning Reflexes, Maximise Spell, Quicken Spell, 15) reveals that the victim is still alive.
Scribe Scroll, Spell Penetration, Tenacious Magic
(crushing hand), Toughness. Perfect Automatic Still Spell (Ex): Bodiless Ao can
cast all the spells he knows without gestures.
Spells prepared (4/8/8/7/7/7/7/6/6/6/3, save DC
24 + spell level): 0th – detect magic, mage hand, Spell-Like Abilities: At will – alter self, astral
message, read magic; 1st – alarm, mage armour, projection, create greater undead, create undead,
magic aura, obscuring mist, ray of enfeeblement death knell, enervation, greater dispel magic, harm,
(2), shield, silent image; 2nd – arcane lock, summon monster I–IX, telekinesis, weird; 2/day
command undead (2), detect thoughts, locate – greater planar ally. The caster level is 21st.
object, misdirection, summon swarm, web; 3rd
– arcane sight, dispel magic (2), displacement, Trap the Soul (Su): Bodiless Ao can trap the souls
ray of exhaustion, slow, suggestion; 4th – black of up to eight living creatures per day. To use this
tentacles, bone shape, dimensional anchor, greater power, he selects any target he can see within 300
invisibility, hallucinatory terrain, phantasmal feet. The target is allowed a Fortitude save (DC 36).
killer, stoneskin; 5th – dismissal, dominate person, If the target makes its save, it gains four negative
feeblemind, mage’s faithful hound, mage’s private levels; this does not count as a use of the ability. If
sanctum, mind fog, wall of force; 6th – antimagic the target fails its save, its soul is instantly drawn
field, chain lightning, circle of death, create undead, from its body and trapped within one of Bodiless
greater dispel magic, legend lore, wall of iron; Ao’s eye or tooth gems. The gem gleams for 24
7th – control undead, forcecage, greater scrying, hours, indicating the captive soul within. The
greater teleport, plane shift, sequester; 8th – create soulless body collapses in a mass of corruption and
greater undead, demand, discern location, greater rots to dust in a single round. Bodiless Ao slowly
prying eyes, telekinetic sphere, temporal stasis; 9th devours the soul over 24 hours, at the end of which
– chain lightning (maximised), crushing hand, gate, time the soul is completely absorbed and the victim
mage’s disjunction, time stop, wish; 10th – delayed is gone forever. If Bodiless Ao is overcome before
blast fireball (maximised), disintegrate (maximised, the soul is eaten, crushing the gem releases the
enlarged), dominate person (heightened). soul, at which point it is free to seek the afterlife
or, if Starborn or Host, be restored to life. Death
Fear Aura (Su): Bodiless Ao emanates a terrible ward does not grant immunity to trap the soul but
aura of dread, the fear of final annihilation. instead bestows a +5 bonus on the Fortitude save and
Creatures of less than five HD in a 60-foot radius negates level loss if the save is successful.

221
Appendix A

Equipment & Treasure: Bracers of armour +8, the other factions will regard him as a threat. They
headband of intellect +6, robe of eyes. These items will soon come to accept his ridiculous behaviour
are all located in Ao’s cushion. The robe grants him and perhaps even to appreciate it. This situation
120-foot darkvision, the ability to see all forms of is so tense that a little comic relief is only natural.
invisible and ethereal things within 120 feet and the Besides, who is to say that a demilich cannot
power to retain his Dexterity bonus to Armour Class become senile?
even when flat-footed. He also cannot be flanked.
The Games Master should play Bodiless Ao as
Bodiless Ao’s Phylactery: In a move of truly epic the fantasy cliché of an absent-minded, funny
horror, Bodiless Ao has concealed his phylactery old magician with strange personal habits and a
within the body of the Ivory Child. This is one tendency to surprise those around him with mad
reason for their inseparability. declarations and crackpot plans. He frequently
pretends to have mistaken a Player Character for
When he first ‘adopted’ her, he realised that she someone else, in an ongoing fantasy in which he is
would be the best possible hiding place for his a princess in a fairytale castle and they are the other
phylactery, since no non-evil hero would be willing occupants. Some of Ao’s typical random utterances
to kill an innocent child to destroy him. He used are:
potent magic (and many years of patient work)
to create a cavity beside her heart, into which he  ‘I’m nine hundred and forty-one, you know’ (or
placed his phylactery. It is not possible to remove some similarly huge number, never the same as it
it by normal means without killing the child. A was last time he said it).
phenomenal Heal check (DC 70) can surgically
remove the phylactery while leaving the child alive,  ‘Ah, that was in the Old Money.’
though she will have zero hit points afterwards. If
she is somehow given the power to regenerate, this  ‘I can’t feel my legs.'
also makes removal of the phylactery possible.
 ‘Bring me my blonde wig and pearls, Melissa! I
Magical items kept in close association with the shall be the most beautiful princess of all!’
phylactery transfer their effects to Bodiless Ao.
He keeps his magical items in his velvet cushion,  ‘I’m bored. When are the jugglers coming on?’
so when the Ivory Child holds it, the items are
close enough to the phylactery for the effect to be Ao’s deeds are as haphazard as his words. He
transferred. If the items move more than ten feet is careful to make his treatment of the different
away 51 from the Ivory Child, their effects are factions as erratic and inconsistent as possible, so
lost. She thus holds the cushion if Ao needs to fly. that nobody can work out any kind of pattern to it.
Most observers believe that the phylactery is in the Typical actions include:
cushion, rather than in the child.
 Sending each character in a faction a basket of
Playing Bodiless Ao fruit with a little card to say ‘thank you’, with no
indication of what they are being thanked for.
Bodiless Ao is likely to be seen as a villain from the
start. No matter what compromises and alliances
 Appearing without warning on a character’s
he makes, the Player Characters are hardly going to
pillow (or under the bedclothes) with a nightcap
believe that a demilich is anything other than an evil
on.
monster that they will someday have to confront. Ao
knows this and has worked out a tactic to confuse
 Following a character around and humming
the other factions.
loudly.
He has decided that to present himself as eccentric,
 Reciting eighteen-verse poems in public about
senile and more than a little mad. People can
how brave and noble (or mean and cowardly) a
understand a gloating, sinister demilich. A comical
given person is.
demilich is something else. Ao believes that the
more unpredictable and peculiar he seems, the less

222
Appendix B

APPENDIX B –
ADDITIONAL FEATS
This appendix is contains a comprehensive list of
epic level feats for use in your game, additional
standard feats possessed by monsters within this
book and old feats updated to expand them beyond
normal levels (1-20 level games). The feats are
arranged in alphabetical for ease of referencing.

A d d ition a l M ag ic Item
Space [ Ep ic]
You are able to wear one additional piece of magical
equipment.
Benefit: Choose one type of magic item that has a
limit on the number a character can simultaneously
wear and gain its benefit. The character can now
wear one more magic item of this type and also gain
its benefit.
Normal: Without this feat, a character is limited to
one headband, hat, or helmet; one pair of eye lenses
weapon, half the damage is normal for that attack
or goggles; one cloak, cape, or mantle; one amulet,
(e.g., fire or cold), but the other half is powered
brooch, medallion, necklace, periapt, or scarab; one
purely by the creature’s conviction and can only be
suit of armour; one robe; one vest, vestment, or shirt;
reduced by effects protecting against alignment-
one pair of bracers or bracelets; one pair of gloves or
based damage. The alignment-based damage does
gauntlets; two rings; one belt; and one pair of boots.
not affect foes with a matching alignment.
Special: A character can gain this feat multiple
times. Each time the character takes the feat; it
applies to a new type of wearable magic item. Armour Skin [Epic]
Your skin becomes tougher and more resistant to
Aerial Sweep [Racial ] damage.
Benefit: The character gains a +1 natural armour
You are able tear at opponents with your claws will
bonus to Armour Class, or his or her existing natural
striking others with your tail.
armour bonus increases by 1.
Prerequisites: Must be a dragon of Gargantuan size,
Special: A character can gain this feat multiple
Hover
times. Its effects stack.
Benefit: You are able to make a tail sweep attack in
addition to bite and claw attacks while hovering.
Normal: A dragon may only do a tail sweep as a Augment Alchemy [Epic]
standard action. You are ability to create alchemical substances that
have greater properties.
Aligne d Breath Weapon Prerequisites: Int 21, Craft (alchemy) 24 ranks.
Benefit: Whenever creating an alchemical item
[Epic] or substance, the character can choose to make it
The creature’s breath weapon draws energy from more powerful than normal by adding +20 to the
the creature’s very soul, changing the nature of the DC required to create it and multiplying its price by
attack. 5. If the item or substance deals damage, double
Prerequisites: Breath weapon special attack, the damage dealt. If the item or substance does not
matching alignment. deal damage, double the duration of its effect. If
Benefit: Pick from good, evil, law or chaos; part of the item or substance does not deal damage and
the creature’s alignment must match the alignment does not have a specific listed duration (or has an
chosen. Whenever the creature uses its breath instantaneous duration), double all dimensions of

223
Appendix B

Prerequisites: Silent Spell, Spellcraft 24 ranks,


ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all 0-, 1st-, 2nd- and
3rd-level spells as silent spells without using higher-
level spell slots.
Special: A character can gain this feat multiple
times. Each time a character takes the feat, the
spells of his or her next three lowest spell levels can
now be silenced with no adjustment to their spell
slots. This feat does not increase the casting time for
those spells that normally become full-round actions
when cast in metamagic form. However, since bard
spells cannot be enhanced with the Silent Spell feat,
they cannot be affected by this feat either.

Automatic Stil l Spel l [Epic]


You are able to automatically cast several levels of
spells as if they were still spells.
Prerequisites: Still Spell, Spellcraft 27 ranks, ability
to cast 9th-level arcane or divine spells.
Benefit: The character may cast all 0-, 1st-, 2nd- and
3rd-level spells as stilled spells without using higher-
level spell slots.
Special: A character can gain this feat multiple
its area. If the item or substance does not fit any of times. Each time a character takes the feat, the
these categories, then it cannot be affected by this spells of his or her next three lowest spell levels can
feat. See the Craft (alchemy) skill description. now be stilled with no adjustment to their spell slots.
This feat does not increase the casting time for those
spells that normally become full-round actions when
Automatic Quicken Spel l cast in metamagic form.
[Epic]
You are able to automatically cast several levels of Bane of Enemies [Epic]
spells as if they were quickened spells.
In your hands a weapon is always considered to be a
Prerequisites: Quicken Spell, Spellcraft 30 ranks,
bane to your favoured enemies.
ability to cast 9th-level arcane or divine spells.
Prerequisites: Survival 24 ranks, five or more
Benefit: The character may cast all 0-, 1st-, 2nd- and
favoured enemies.
3rd-level spells as quickened spells without using
Benefit: Any weapon the character wields against
higher-level spell slots. The normal limit to the
one of his or her favoured enemies is treated as
number of quickened spells a character may cast per
a bane weapon for that creature type (thus, its
round applies. Spells with a casting time of more
enhancement bonus is increased by +2 and it deals
than 1 full round cannot be quickened.
+2d6 points of damage). This ability does not stack
Special: A character can gain this feat multiple
with similar abilities.
times. Each time a character takes the feat, the
spells of his or her next three lowest spell levels can
now be quickened with no adjustment to their spell Blinding Spee d [Epic]
slots. This feat does not increase the casting time for You are able to act as if hasted for a short period of
those spells that normally become full-round actions time.
when cast in metamagic form. Prerequisite: Dex 25.
Benefit: The character can act as if hasted for 5
Automatic Silent Spel l rounds each day. The duration of the effect need not
be consecutive rounds. Activating this power is a
[Epic] free action.
You are able to automatically cast several levels of Special: A character can gain this feat multiple
spells as if they were silent spells. times. Each time he or she takes the feat, it grants an
additional 5 rounds of haste per day.

224
Appendix B

Bonus Domain [Epic] Chew [Epic]


You are able to select an additional domain from You can grind your opponent in your teeth.
your deity’s available domains. Prerequisites: Size Huge or larger, Snatch
Prerequisites: Wis 21, ability to cast 9th-level Benefit: By succeeding in a bite attack you can
divine spells. catch an opponent three or more sizes smaller than
Benefit: Choose an additional domain from the itself in its mouth. While in your jaws, the creature
character’s deity’s domain list. The character now automatically suffers triple bite damage each
has access to that domain’s spells as normal for round regardless of what other actions you might
his or her domain spells and the domain’s granted take. An opponent can escape by succeeding in an
powers. opposed grapple check; obviously you must drop
Special: A character can gain this feat multiple the character before making a bite attack on another
times. Each time he or she takes the feat; it applies creature
to a different domain.
Colossal Wild Shape [Epic,
Bulwark of Defence [Epic] Wild]
You gain greater bonuses while using your defensive
You are able to change into a Colossal animal.
stance.
Prerequisite: The ability to wild shape into a
Prerequisites: Con 25, defensive stance 3/day.
Gargantuan creature.
Benefit: The character’s defensive stance bonuses
Benefit: The character can use his or her wild shape
increase to +4 Strength, +6 Constitution, +4
to take the shape of a Colossal animal.
resistance bonus on all saves and +6 dodge bonus to
Normal: Without this feat, a character cannot wild
AC.
shape into an animal or elemental of greater than
Huge size.
Chaotic Rage [Epic]
You are able to channel chaotic energy while you are Combat Archery [Epic]
raging.
You can now fire a bow while threatened without
Prerequisites: Rage 5/day, chaotic alignment.
risk of an attack of opportunity.
Benefit: Any weapon the character wields while in
Prerequisites: Dodge, Mobility, Point Blank Shot.
a rage is treated as an anarchic weapon (it is chaos-
Benefit: The character does not incur any attacks of
aligned and deals an extra 2d6 points of damage
opportunity for firing a bow when threatened.
against creatures of lawful alignment). This ability
Normal: Without this feat, a character incurs an
does not stack with similar abilities.
attack of opportunity from all opponents who
threaten him or her whenever he or she uses a bow.

Craft Epic Construct [Epic,


Item Creation]
The creature can craft entities such as colossi and
empyreans.
Prerequisites: Craft Construct, Craft Epic Magic
Arms and Armour, Craft Epic Wondrous Item, Craft
Magic Arms and Armour, Craft Wondrous Item,
Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
Benefit: The creature can create constructs that have
epic spells as prerequisites.

Craft Magic Arms


and Armour [Epic, Item
Creation]
You are able to craft extremely powerful magical
arms and armour.
Prerequisites: Craft Magic Arms and Armour,

225
Appendix B

Knowledge (arcana) 28 ranks, Spellcraft 28 ranks. Special: A character can gain this feat multiple
Benefit: The character can craft magic arms and times. Each time he or she gains the feat, his or her
armour which exceed the normal limits for such items. damage reduction increases by 3.

Craft Epic Rod Deafening Song [Epic]


You can craft magical rods of unbelievable power. You may use bardic music to temporarily deafen
Prerequisites: Craft Rod, Knowledge (arcana) 32 your opponents.
ranks, Spellcraft 32 ranks. Prerequisites: Perform 24 ranks, bardic music class
Benefit: The character can craft rods that exceed the feature.
normal limits for such items. Benefit: The character can use song or poetics to
temporarily deafen all enemies within a 30-foot
Craft Epic Staff [Epic, Item spread from him or her. A successful Fortitude
save (DC 10 + 1/2 the character’s class level + the
Creation] character’s Charisma modifier) negates the effect.
You can craft magical staves of incredible might. The deafening effect lasts for as long as the character
Prerequisites: Craft Staff, Knowledge (arcana) 35 continues the deafening song. The character can
ranks, Spellcraft 35 ranks. choose to exclude any characters from this effect.
Benefit: The character can craft staffs that exceed The character may sing, play or recite a deafening
the normal limits for such items. song while taking other mundane actions, but not
magical ones (see the bard’s inspire courage ability
Craft Epic Wondrous Items for more details). The character may keep up the
deafening song for a maximum of 10 rounds. Using
[Epic, Item Creation] the deafening song counts as one of the character’s
You are able to craft wondrous items beyond mortal uses of song or poetics for the day.
imaginings.
Prerequisites: Craft Wondrous Item, Knowledge
(arcana) 26 ranks, Spellcraft 26 ranks.
Death of Enemies [Epic]
Benefit: The character can craft wondrous items that Your critical strikes on favoured enemies may result
exceed the normal limits for such items. in instant death.
Prerequisites: Bane of Enemies, Survival 30 ranks,
five or more favoured enemies.
Craft Soul-Bound Item [Epic, Benefit: Any time the character scores a critical hit
Item Creation] against one of his or her favoured enemies, it must
You may craft special magical items that use bound make a Fortitude save (DC 10 + 1/2 character’s
souls to achieve a greater range of abilities than is ranger class level + character’s Wisdom modifier) or
normally possible. die instantly.
Prerequisite: Craft Magic Arms and Armour, Special: Creatures immune to critical hits cannot be
Spellcraft 12 ranks affected by this feat.
Benefit: You can create magical arms and armour
with more than one array of powers and with a Devastating Critical [Epic]
constant enhancement bonus. See the section on Your critical strike with a chosen weapon may result
House Zethu (see page 217) in instant death.
Special: Members of House Zethu may take this feat Prerequisites: Str 25, Cleave, Great Cleave,
at 10th level Improved Critical (chosen weapon), Overwhelming
Critical (chosen weapon), Power Attack, Weapon
Damage Re duction [Epic] Focus (chosen weapon).
You are more resistant to common attacks. Benefit: Whenever the character scores a critical
Prerequisite: Con 21. hit with the chosen weapon, the target must make
Benefit: The character gains damage reduction 3/–. a Fortitude save (DC 10 + 1/2 character level +
This does not stack with damage reduction granted character’s Strength modifier) or die instantly.
by magic items or non-permanent magical effects, (Creatures immune to critical hits cannot be affected
but it does stack with any damage reduction granted by this feat.)
by permanent magical effects, class features, or this Special: A character can gain this feat multiple
feat itself. times. Its effects do not stack. Each time a character
takes the feat, it applies to a different type of weapon.

226
Appendix B

Dexterous Fortitude [Epic] Prerequisites: Wis 30, Knowledge (nature) 30


ranks, wild shape 6/day.
Your speed and grace may save you when your
Benefit: The character may use wild shape to change
health is at stake.
into a dragon (black, blue, green, red, white, brass,
Prerequisites: Dex 25, slippery mind class feature.
bronze, copper, gold, or silver). The size limitation
Benefit: Once per round, when targeted by an effect
is the same as the character’s limitation on animal
that requires a Fortitude saving throw, the character
size. The character gains all extraordinary and
may make a Reflex save instead to avoid the effect
supernatural abilities of the dragon whose form he or
(evasion is not applicable).
she takes.

Dexterous Wil l [Epic] Efficient Item Creation


Your speed and grace may save you when your mind
is at stake. [Epic]
Prerequisites: Dex 25, slippery mind class feature. You are able to craft magic items ten times faster
Benefit: Once per round, when targeted by an effect than normal.
that requires a Will saving throw, the character Prerequisites: Item creation feat to be selected,
may make a Reflex save instead to avoid the effect Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.
(evasion is not applicable). Benefit: Select an item creation feat. Creating
a magic item using that feat requires one day
Diminutive Wild Shape [Epic, per 10,000 gp of the item’s market price, with a
minimum of one day.
Wild] Normal: Without this feat, creating a magic item
You may wild shape into a Diminutive animal. requires one day for each 1,000 gp of the item’s
Prerequisite: Ability to wild shape into a Huge market price.
animal. Special: A character can gain this feat multiple
Benefit: The character can use wild shape to take the times. Its effects do not stack. Each time a character
shape of a Diminutive animal. takes the feat, it applies to a different item creation
Normal: Without this feat, a character cannot wild feat.
shape into an animal of smaller than Tiny size.
Empower Spel l-Like Ability
Dire Charge [Epic] [General ]
You can release the full fury of your attack while You are able to empower a spell-like ability.
charging. Prerequisite: Spell-like ability at caster level 6th or
Prerequisite: Improved Initiative. higher.
Benefit: If the character charges a foe during the Benefit: Choose one of the creature’s spell-like
first round of combat (or the surprise round, if the abilities, subject to the restrictions below. The
character is allowed to act in it), he or she can make creature can use that ability as an empowered spell-
a full attack against the opponent charged. like ability three times per day (or less, if the ability
Normal: Without this feat, a character may only is normally usable only once or twice per day).
make a single attack as part of a charge. When a creature uses an empowered spell-like
ability, all variable, numeric effects of the spell-like
Distant Shot [Epic] ability are increased by one half. Saving throws and
You no longer suffer range penalties for ranged opposed rolls are not affected. Spell-like abilities
attacks within line of sight. without random variables are not affected.
Prerequisites: Dex 25, Far Shot, Point Blank Shot, The creature can only select a spell-like ability
Spot 20 ranks. duplicating a spell with a level less than or equal
Benefit: The character may throw or fire a ranged to half its caster level (round down) –2. For a
weapon at any target within line of sight, with no summary, see the table in the description of the
penalty for range. Quicken Spell-Like Ability feat.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to a
Dragon Wild Shape [Epic, different one of its spell-like abilities.
Wild]
You are able to wild shape into a chromatic or
metallic dragon.

227
Appendix B

Energy Fee der [Epic] Epic Dodge [Epic]


The creature is so attuned to one of the energies that You may automatically escape one attack from an
compose it that it draws strength from the energy’s opponent you have designated to dodge.
presence. Prerequisites: Dex 25, Dodge, Tumble 30 ranks,
Prerequisite: Cold, electricity, fire or sonic subtype. improved evasion, defensive roll class feature.
Benefit: Select an energy-based subtype possessed Benefit: Once per round, when struck by an attack
by the creature (cold, electricity, fire, or sonic). from an opponent the character has designated as
Instead of merely suffering no damage when the object of his or her dodge, the character may
subjected to that form of energy, the creature automatically avoid all damage from the attack.
heals damage equal to half the damage that would
ordinarily have been inflicted. The remaining half is Epic Endurance [Epic]
ignored.
You are better able to resist fatigue over extended
Special: A creature can gain this feat multiple times.
periods of physical activity.
Each time a creature takes the feat, it applies to a
Prerequisites: Con 25, Endurance.
different subtype.
Benefit: Whenever the character makes a check
for performing a physical action that extends over
Energy Resistance [Epic] a period of time, he or she gets a +10 bonus on the
You are able to resist the effects of energy attacks. check.
Benefit: Choose a type of energy (acid, cold,
electricity, fire, or sonic). The character gains Epic Expande d Knowle dge
resistance 10 to that type of energy, or the character’s
existing resistance to that type of energy increases [Epic, Psionic]
by 10. This feat does not stack with energy You learn another power.
resistance granted by magic items or non-permanent Prerequisites: Character level 21st, ability to
magical effects. manifest powers of the normal maximum power
Special: A character can gain this feat multiple level in at least one psionic class.
times. If the same type of energy is chosen, the Benefit: You learn one additional power at any level
effects stack. up to the highest level of power you can manifest.
You can choose any power, even one that is part of
Enhance Spel l [Epic, another discipline’s list or another class’s list.
Special: You can gain this feat multiple times. Each
Metamagic] time, you learn one new power at any level up to the
Your enhance spells exceed normal damage limits. highest level of power you can manifest.
Prerequisite: Maximise Spell.
Benefit: The damage cap for the character’s spells Epic Fortitude [Epic]
increases by 10 dice (for spells that deal a number
You are healthier and hardier than most.
of dice of damage equal to caster level) or by 5 dice
Benefit: The character gains a +4 bonus on all
(for spells that deal a number of dice of damage
Fortitude saving throws.
equal to half caster level). An enhanced spell uses
up a spell slot four levels higher than the spell’s
actual level. This feat has no effect on spells that Epic Inspiration [Epic]
do not specifically deal a number of dice of damage Your songs can inspire allies to perform legendary
equal to the caster’s level or half level, even if the feats of heroism.
spell’s effect is largely dictated by the caster’s level. Prerequisites: Cha 25, Perform 30 ranks, bardic
Normal: Without this feat, use the damage dice caps music class feature.
indicated in the spell’s description. Benefit: All competence bonuses, dodge bonuses,
Special: A character may gain this feat multiple and morale bonuses granted by the character’s
times. Each time he or she selects this feat, the bardic music ability increase by +1. If you have the
damage cap increases by 10 dice or 5 dice, as inspire greatness bardic music ability, it grants one
appropriate to the spell and the enhanced spell takes additional bonus HD.
up a spell slot an additional four levels higher. Special: A character can gain this feat multiple
times. Its effects stack.

228
Appendix B

Epic Lea dership [Epic]


Your leadership in can attract an increased number
of followers and more powerful cohorts.
Prerequisites: Cha 25, Leadership, Leadership score
25.
Benefit: The character attracts a cohort and
followers as shown below on Table: Epic
Leadership. In all other ways Epic Leadership
functions as the Leadership feat.
Normal: The Leadership feat provides no benefit for
leadership scores beyond 25. Epic Potency [Epic]
Your blows are very powerful.
Example Special Epic Cohorts presents some Benefit: You gain a +2 damage bonus on all attacks.
creatures that make good cohorts for epic characters. Special: A character can gain this feat multiple
times, its effects stack.
Epic Leadership
Leadership Cohort ——————————Number of Followers by Level —————————
Score Level 1st
2nd 3rd 4th 5th 6th 7th 8th 9th 10th

25 17th 135 13 7 4 2 2 1 — — —

26 18th 160 16 8 4 2 2 1 — — —

27 18th 190 19 10 5 3 2 1 — — —

28 19th 220 22 11 6 3 2 1 — — —

29 19 th
260 26 13 7 4 2 1 — — —

30 20th 300 30 15 8 4 2 1 — — —

31 20th 350 35 18 9 5 3 2 1 — —

32 21st 400 40 20 10 5 3 2 1 — —

33 21st 460 46 23 12 6 3 2 1 — —

34 22 nd
520 52 26 13 6 3 2 1 — —

35 22nd 590 59 30 15 8 4 2 1 — —

36 23rd 660 66 33 17 9 5 3 2 1 —

37 23rd 740 74 37 19 10 5 3 2 1 —

38 24th 820 82 41 21 11 6 3 2 1 —

39 24 th
910 91 46 23 12 6 3 2 1 —

40 25th 1000 100 50 25 13 7 4 2 1 —

Per +1 +1/2* +100** † † † † † † † † †

Leadership Score: A character’s Leadership score equals his or her level plus any Charisma modifier. Outside factors can
affect a character’s Leadership score, as detailed in the Leadership feat.
Cohort Level: The character can attract a cohort of up to this level. Regardless of the character’s Leadership score, he or
she cannot recruit a cohort of his or her level or higher.
Number of Followers by Level: The character can lead up to the indicated number of characters of each level.
*The maximum cohort level increases by 1 for every 2 points of Leadership above 40. **The number of 1st-level followers
increases by 100 for every point of Leadership above 40.
†A character can command one-tenth as many 2nd-level followers as 1st-level followers. A character can command one-half
as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on
(round fractions up, except any fraction less than 1 rounds to 0). A character cannot have a follower of higher than 20th level.

229
Appendix B

Example Special Epic Cohorts Epic Reflexes


Level [Epic]
Creature Alignment
Equivalent You are more agile and graceful
than most.
Angel, astral deva Any good 20th
Benefit: The character gains a
Dragon, ancient silver Lawful good 42nd +4 bonus on all Reflex saving
throws.
Couatl Lawful good 16th
Giant, cloud Neutral good 24th Epic Reputation
Ghaele Chaotic good 20th [Epic]
You are known far and wide
Giant, storm Chaotic good 28th because of your legendary
Dragon, wyrm brass Chaotic good 42nd deeds.
Benefit: The character gains a
Dragon turtle Neutral 21st +4 bonus on Bluff, Diplomacy,
Hydra, 12-headed Neutral 19th Gather Information, Intimidate
and Perform checks.
Roc Neutral 23rd
Dragon, ancient green Lawful evil 40th Epic Skil l Focus
Devil, ice (gelugon) Lawful evil 21st [Epic]
You are extremely gifted in the use
Giant, cloud Neutral evil 24th of a skill.
Prerequisite: 20 ranks in the
Demon, glabrezu Chaotic evil 23rd
skill selected.
Demon, succubus Chaotic evil 12th Benefit: The character gains a
+10 bonus on all skill checks
Dragon, wyrm white Chaotic evil 41st with that skill.
Special: A character can gain
this feat multiple times. Its
Epic Prowess [Epic] effects do not stack. Each time a character takes the
You prowess in combat is increased. feat, it applies to a different skill.
Benefit: Gain a +1 bonus on all attacks.
Special: A character can gain this feat multiple
times. Its effects stack.
Epic Spee d [Epic]
You are able to move at remarkable speeds.
Prerequisites: Dex 21, Run.
Epic Psionic Focus [Psionic, Benefit: The character’s speed increases by 30 feet.
Epic] This benefit does not stack with increased speed
You can expend your psionic focus to greater effect. granted by magic items or non-permanent magical
Prerequisites: Character level 21st, ability to effects.
manifest powers of the normal maximum power Special: This feat only functions when the character
level in at least one psionic class. is wearing medium armour, light armour, or no
Benefit: When you expend your psionic focus, armour.
you can simultaneously use two feats that require
a psionic focus to be expended, instead of just one. Epic Spel l Focus [Epic]
The feats must be stackable. You must still spend You spells are harder to resist.
the requisite power points required to use each Prerequisites: Greater Spell Focus and Spell Focus
metapsionic feat, and you cannot exceed the power in the school selected, ability to cast at least one 9th-
point limit set by your manifester level. level spell of the school to be chosen.
Special: You can take this feat multiple times. Each Benefit: Add +1 to the Difficulty Class for all saving
time you do so, you can simultaneously use one throws against spells from the school of magic the
additional feat that requires a psionic focus to be character selects to focus on. This stacks with the
expended. bonuses from Spell Focus and Greater Spell Focus.

230
Appendix B

Special: A character can gain this feat multiple Epic Weapon Specialisation
times. Its effects do not stack. Each time the
character takes the feat, it applies to a different [Epic]
school of magic. Your skill in dealing damage with a chosen weapon
increases.
Prerequisites: Epic Weapon Focus, Weapon Focus,
Epic Spel l Penetration [Epic] Weapon Specialisation (all in the chosen weapon).
You spells are more likely to penetrate an opponents Benefit: Add +4 to all damage the character deals
spell resistance. using the selected weapon. If the weapon is a
Prerequisites: Greater Spell Penetration, Spell ranged weapon, the damage bonus only applies if the
Penetration. target is within 30 feet.
Benefit: The character gets a +2 bonus on caster Special: A character can gain this feat multiple
level checks to beat a creature’s spell resistance. times. Its effects do not stack. Each time the
This stacks with the bonuses from Spell Penetration character takes the feat, it applies to a different type
and Greater Spell Penetration. of weapon.

Epic Spel lcasting [Epic] Epic Wil l [Epic]


You are able to develop and cast epic spells. You are more determined and wilful than most.
Prerequisite: Spellcraft 24 ranks, Knowledge Benefit: The character gains a +4 bonus on all Will
(arcana) 24 ranks, ability to cast 9th-level arcane saving throws.
spells. OR Spellcraft 24 ranks, Knowledge
(religion) 24 ranks, ability to cast 9th-level divine
spells. OR Spellcraft 24 ranks, Knowledge (nature) Eternal Gaze [Epic]
24 ranks, ability to cast 9th-level divine spells. The power of the creature’s gaze is so great that it
Benefit: The character may develop and cast epic lingers even after death.
spells. If the character is an arcane spellcaster, he or Prerequisites: Great Fortitude, gaze special attack.
she may cast a number of epic spells per day equal Benefit: The creature’s gaze attack continues to
to his or her ranks in Knowledge (arcana) divided by function after the creature’s death, with the normal
10. If the character is a divine spellcaster, he or she effect, range, and saving throw DC. The creature’s
may cast a number of epic spells per day equal to his head must remain intact for the attack to function;
or her ranks in Knowledge (religion) or Knowledge if the head takes damage equal to the creature’s
(nature) divided by 10. (former) Constitution score, the gaze attack ceases
Special: If the character meets more than one set of to work.
prerequisites, the limit on the number of spells he or
she may cast per day is cumulative. Exceptional Deflection [Epic]
You can attempt to deflect any ranged attack.
Epic Toughness [Epic] Prerequisites: Dex 21, Wis 19, Deflect Arrows,
You can suffer greater punishment than normal. Improved Unarmed Strike.
Benefit: The character gains +30 hit points. Benefit: The character can deflect any ranged attacks
Special: A character can gain this feat multiple (including spells that require ranged touch attacks)
times. Its effects stack. as if they were arrows.

Epic Weapon Focus [Epic] Extende d Life Span [Epic]


Your skill in wielding a chosen weapon increases You may live significantly longer than normal.
Prerequisite: Weapon Focus in the chosen weapon. Benefit: Add one-half the maximum result of the
Benefit: Add a +2 bonus to all attack rolls the character’s race’s maximum age modifier to the
character makes using the selected weapon. character’s normal middle age, old, and venerable
Special: A character can gain this feat multiple age categories. Calculate the character’s maximum
times. Its effects do not stack. Each time the age using the new venerable number. This feat
character takes the feat it applies to a different type cannot lower the character’s current age category.
of weapon. Special: A character can gain this feat multiple
times. Its effects stack.

231
Appendix B

Familiar Spel l [Epic] Benefit: The character can use your wild shape to
take the shape of a Gargantuan animal.
Your familiar may gain one of your spells as a spell-
Normal: Without this feat, a character cannot wild
like ability.
shape into an animal greater than Huge size.
Prerequisite: Int 25 (if the character’s spellcasting
is controlled by Intelligence) or Cha 25 (if the
character’s spellcasting is controlled by Charisma). Gaze to Ray [General ]
Benefit: Choose one arcane spell the character The creature can use its gaze attack as a ray.
knows of 8th level or lower. The character’s familiar Prerequisites: Int 13+, gaze attack.
can now use this spell once per day as a spell-like Benefit: The creature can project its gaze as a ray
ability, at a caster level equal to the character’s of energy to a range of 30 feet. This requires the
caster level. A character cannot bestow a spell to his creature to succeed on a ranged touch attack to affect
or her familiar if the spell normally has a material an opponent. A creature hit by the ray suffers the
component cost of more than 1 gp or an XP cost. effects just as if it had met the creature’s gaze (if
Special: A character can gain this feat multiple the gaze allows a save, the opponent gets its save to
times. Each time the character takes the feat, he or avoid its effects).
she can give his or her familiar a different spell-like
ability or another daily use of the same spell-like After using this feat, the creature cannot use its gaze
ability. attack (that is, its gaze attack effectively ‘turns off’)
for 1d4 rounds and it is disoriented during this time
Fast Healing [Epic] (–2 penalty on attack rolls, saves, skill checks, and
ability checks).
You heal damage faster than normal.
Prerequisite: Con 25.
For example, normally to be affected by a medusa’s
Benefit: The character gains fast healing 3, or the
gaze, a creature must meet the medusa’s gaze.
character’s existing fast healing increases by 3. This
Using this feat, the medusa can project a ray of
feat does not stack with fast healing granted by
petrification to a range of 30 feet. If it hits the target,
magic items or non-permanent magical effects.
the creature receives a Fortitude save. If the save
Special: This feat may be taken multiple times. Its
fails, the creature is turned to stone (just as if it had
effects stack.
met the medusa’s gaze). Regardless of whether the
ray hits or whether the creature saves, the medusa
Fine Wild Shape [Epic, Wild] cannot use its gaze attack for 1d4 rounds (and it is
You are able to wild shape into a Fine animal. disoriented).
Prerequisite: Ability to wild shape into a
Diminutive creature. Creatures viewing the medusa during this time are
Benefit: The character can use his or her wild shape not required to make a save (since the medusa’s gaze
to take the shape of a Fine animal. weapon is effectively ‘off’).
Normal: Without this feat, a character cannot wild
shape into an animal smaller than Tiny size. Great Charisma [Epic]
Your Charisma is increased.
Forge Epic Ring [Epic, Item Benefit: The character’s Charisma increases by 1
Creation] point.
Special: A character can gain this feat multiple
You may forge magic rings of legendary power.
times. Its effects stack.
Prerequisites: Forge Ring, Knowledge (arcana) 35
ranks, Spellcraft 35 ranks.
Benefit: The character can forge magic rings that Great Constitution [Epic]
exceed the normal limits for such items. Your Constitution is increased.
Benefit: The character’s Constitution increases by 1
Gargantuan Wild Shape point.
Special: A character can gain this feat multiple
[Epic, Wild] times. Its effects stack.
You are able to wild shape into a Gargantuan animal.
Prerequisite: Ability to wild shape into a Huge
animal.

232
Appendix B

Great Dexterity [Epic] Greater Planar Harbinger


Your Dexterity is increased. [Epic]
Benefit: The character’s Dexterity increases by 1 The creature’s home plane taints the entire area
point. around the creature.
Special: A character can gain this feat multiple Prerequisites: Cha 35, Planar Harbinger, outsider or
times. Its effects stack. elemental.
Benefit: As Planar Harbinger, but the area’s radius is
Great Intel ligence [Epic] 5 feet per point of Charisma bonus possessed by the
Your Intelligence is increased. creature.
Benefit: The character’s Intelligence increases by 1
point. Greater Three-Weapon
Special: A character can gain this feat multiple
times. Its effects stack.
Fighting [Epic]
You are a master of the three-weapon fighting style.
Prerequisites: Dex 33, Greater Two-Weapon
Great Smiting [Epic] Fighting, Improved Three-Weapon Fighting,
Your smiting deals more damage to opponents. Improved Two-Weapon Fighting, Perfect Two-
Prerequisites: Cha 25, smite ability (from class Weapon Fighting, Three-Weapon Fighting, Two-
feature or domain granted power). Weapon Fighting, base attack bonus +46
Benefit: Whenever the character makes a successful Benefit: You get a third attack with a third weapon at
smite attack, add twice the appropriate level to a -10 penalty.
damage (rather than just the character’s level).
Special: A character may select this feat multiple
times. Its effects stack. Remember that two
Group Inspiration [Epic]
doublings equals a tripling, and so forth. Your music can inspire larger groups of people with
your bardic music.
Prerequisite: Perform 30 ranks, bardic music class
Great Strength [Epic] feature.
Your Strength is increased. Benefit: The number of allies the character can
Benefit: The character’s Strength increases by 1 affect with his or her inspire competence or inspire
point. greatness bardic music ability doubles. When
Special: A character can gain this feat multiple inspiring competence in multiple allies, the character
times. Its effects stack. can choose different skills to inspire for different
allies.
Great Wis dom [Epic] Special: A character can gain this feat multiple
Your Wisdom is increased. times. Its effects stack. Remember that two
Benefit: The character’s Wisdom increases by 1 point. doublings equals a tripling, and so forth.
Special: A character can gain this feat multiple
times. Its effects stack. Heavy Armour Mastery
[Epic]
Greater Multiweapon You are unimpeded by wearing heavy armour.
Fighting [General ] Prerequisites: Heavy Armour Proficiency, Light
You may make multiple attacks with each offhand Armour Mastery, Medium Armour Mastery, Str 29.
weapon. Benefit: You suffer no negative penalties for wearing
Prerequisites: Dex 19, three or more arms, heavy armour.
Improved Multiweapon Fighting, Multiweapon Special: Add 10 to the strength prerequisite for each
Fighting, base attack bonus +15. size category beyond medium.
Benefit: The creature may make up to three extra
attacks with each extra offhand weapon it wields, Hindering Song [Epic]
albeit at a –10 penalty on the third attack with each Your bardic music is able to disrupt the
weapon. concentration of enemy spellcasters.
Special: This feat replaces the Greater Two-Weapon Prerequisite: Deafening Song, Perform 27 ranks,
Fighting feat for creatures with more than two arms. bardic music class feature.

233
Appendix B

Benefit: The character can use song or poetics Improve d A lignment-


to hinder enemy spellcasters within a 30-foot
spread from the character. To successfully cast a Base d Casting [Evil ]
spell within this area, a spellcaster must make a You are able to cast a specific alignments’ spells at a
Concentration check as if he or she were casting greater level of skill.
defensively, and all such checks have a penalty Prerequisites: Access to domain of Chaos, Evil,
equal to half the character’s level. The character can Good, or Law, alignment must match domain
choose to exclude any characters from this effect. chosen, ability to cast 9th-level divine spells.
The character may sing, play or recite a hindering Benefit: Select an alignment-based domain
song while taking other mundane actions, but not (Chaos, Evil, Good, or Law) to which the character
magical ones (see the bard’s inspire courage ability has access. The character casts spells with that
for more details). The character may keep up the alignment descriptor at +3 caster level.
hindering song for a maximum of 10 rounds. Using Special: This benefit overrides (does not stack
the hindering song counts as one of the character’s with) the granted powers of the Chaos, Evil, Good
uses of song or poetics for the day. and Law domains. A character may select this feat
multiple times. Its effects do not stack. Each time
a character takes the feat, it applies to a different
Holy Strike [Epic] alignment-based domain to which the character has
You are able to channel holy energy through any access.
weapon you hold.
Prerequisites: Smite evil class feature, any good
alignment. Improve d Arrow of Death
Benefit: Any weapon the character wields is treated [Epic]
as a holy weapon (is good-aligned and deals an You arrows of death are more deadly.
extra 2d6 points of damage against creatures of evil Prerequisites: Dex 19, Wis 19, Point Blank Shot,
alignment). If the weapon already has an alignment, Precise Shot, arrow of death class feature.
this feat has no effect on the weapon. Benefit: Add +2 to the DC of the character’s arrows
of death. This feat may be taken multiple times. Its
Ignore Material effects stack.
Components [Epic]
You no longer need material components to cast
Improve d Aura of Aura
spells. [Epic]
Prerequisites: Eschew Materials, Spellcraft 25 Your allies have nothing to fear with you at their
ranks, ability to cast 9th-level arcane or divine spells. side.
Benefit: The character may cast spells without any Prerequisite: Cha 25, aura of courage class ability.
material components. This feat does not affect the Benefit: The character’s aura of courage grants a +8
need for a focus or divine focus. morale bonus on saving throws against fear effects.

Improve d Ability Focus [Epic] Improve d Aura of Despair


The creature has improved its talent with one of its [Epic]
attacks to astonishing levels.
Your enemies suffer terrible penalties.
Prerequisites: Ability Focus with special attack,
Prerequisite: Cha 25, aura of despair class ability.
special attack.
Benefit: The character’s aura of despair causes a –4
Benefit: Choose one of the creature’s special attacks.
morale penalty on all saving throws.
Add +2 to the DC for all saving throws against the
special attack on which the creature focuses. This
bonus stacks with the bonus from Ability Focus. Improve d Awesome Blow
Special: A creature can gain this feat multiple times. [Epic]
Its effects do not stack. Each time the creature takes The creature’s attacks can throw an opponent a
the feat it applies to a different special attack. distance limited only by its strength.
Prerequisites: Str 30, Awesome Blow, Improved
Bull Rush, Power Attack, size Large or larger.

234
Appendix B

Benefit: As Awesome Blow, but the opponent is Improve d Elemental Wild


knocked 10 feet, plus 10 additional feet for every
point of Strength bonus above +10 possessed by the Shape [Epic, Wild]
creature. If an obstacle prevents the completion of You can wild shape into any elemental creature.
the opponent’s move, the opponent and the obstacle Prerequisites: Wis 25, ability to wild shape into an
each take 1d6 points of damage per 10 feet thrown, elemental.
and the opponent stops in the space adjacent to the Benefit: The character’s ability to wild shape into
obstacle. an elemental is expanded to include all elemental
creatures (not just air, earth, fire, and water
Improve d Combat Casting elementals) of any size that the character can take
when using wild shape to become an animal. The
[Epic] character gains all extraordinary and supernatural
You no longer draw attacks of opportunity when abilities of the elemental whose form he or she takes.
threatened during spell casting. Normal: Without this feat, a character may only
Prerequisites: Combat Casting, Concentration 25 wild shape into a Small, Medium or Large air, earth,
ranks. fire or water elemental.
Benefit: The character does not incur attacks of
opportunity for casting spells when threatened. Improve d Favoure d Enemy
Improve d Combat Reflexes [Epic]
You gain additional bonuses against all favoured
[Epic] enemies.
Your reflexes allow you to attack anyone who draws Prerequisite: Five or more favoured enemies.
an attack of opportunity in your threat range. Benefit: Add +1 to the bonus on Bluff, Listen, Sense
Prerequisites: Dex 21, Combat Reflexes. Motive, Spot and Survival checks and damage rolls
Benefit: There is no limit to the number of attacks against all the character’s favoured enemies.
of opportunity the character can make in one round. Special: This feat may be taken multiple times. Its
The character still cannot make more than one attack effects stack.
of opportunity for a given opportunity.
Improve d Flyby Attack
Improve d Darkvision [Epic] [General ]
You can see twice as far in darkness.
You will not be attack on a flyby.
Prerequisite: Darkvision.
Prerequisite: Fly speed, Dodge, Flyby Attack,
Benefit: The range of the character’s darkvision
Mobility.
doubles. This feat does not stack with darkvision
Benefit: If the standard action taken by a creature
granted by magic items or non-permanent magical
during a round in which it uses Flyby Attack is a
effects.
melee attack, the creature provokes no attacks of
Special: This feat may be taken multiple times. Its
opportunity from moving out of squares threatened
effects stack. Remember that two doublings equals
by its target.
a tripling, and so on.
Normal: Without this feat, a creature making an
attack as part of a Flyby Attack manoeuvre provokes
Improve d Death Attack attacks of opportunity as normal from moving out of
[Epic] squares threatened by its target.
Your death attack becomes more deadly.
Prerequisites: Death attack class feature, sneak Improve d Heighten Spel l
attack +5d6. [Epic]
Benefit: Add +2 to the DC of the character’s death
Your spells effective level is no longer limited.
attack.
Prerequisites: Heighten Spell, Spellcraft 20 ranks.
Special: This feat may be taken multiple times. Its
Benefit: As Heighten Spell, but there is no limit to
effects stack.
the level to which the character can heighten the
spell.
Normal: Without this feat, a spell can only be
heightened to a maximum of 9th level.

235
Appendix B

Improve d Ki Strike [Epic]


Your unarmed attacks are treated as epic weapons.
Prerequisites: Wis 21, Ki strike (adamantine).
Benefit: The character’s unarmed strikes are treated
as epic magic weapons for the purposes of damage
reduction.

Improve d Low-Light Vision


[Epic]
You low-light vision is doubled.
Prerequisite: Low-light vision.
Benefit: The range of the character’s low-light
vision doubles. This feat does not stack with
low-light vision granted by magic items or non-
permanent magical effects.
Special: This feat may be taken multiple times. Its
effects stack. Remember that two doublings equals
a tripling, and so on.

Improve d Manifestation
[Epic, Psionic]
You increase your power point reserve.
Prerequisites: Character level 21st, ability to
manifest powers of the normal maximum power
level in at least one psionic class.
Benefit: When you select this feat, you gain 19
power points.
Special: You can gain this feat multiple times. Each Improve d Metamagic [Epic]
time you do so, you gain an additional number of Your metamagic manipulations of spells is now
power points equal to your previous benefit +2. easier to accomplish.
Prerequisites: Four metamagic feats, Spellcraft 30
ranks.
Improve d Manyshot [Epic] Benefit: The spell slot modifier of all the character’s
The number of arrows fired with Manyshot is now metamagic feats is reduced by one level, to
only limited by your combat skill. a minimum of +1. This feat has no effect on
Prerequisites: Dex 19, base attack bonus +21, metamagic feats whose spell slot modifier is +1 or
Many-shot, Point Blank Shot, Rapid Shot less.
Benefits: As Manyshot, but the number of arrows Special: A character can gain this feat multiple
the character can fire is limited only by his or her times. The effects stack, though a character cannot
base attack bonus (two arrows, plus one arrow for reduce any metamagic feat’s spell slot modifier to
every 5 points of base attack bonus above +6). less than +1.
Special: Regardless of the number of arrows the
character fires, he or she only applies precision-
based damage (such as sneak attack damage or
Improve d Metapsionics [Epic,
the ranger’s favoured enemy bonus) once. If the Psionic]
character scores a critical hit, only one of the arrows You can manifest powers using metapsionic feats
deals critical damage (character’s choice); all others more easily than normal.
deal normal damage. Prerequisites: Character level 21st, four
Normal: With the Manyshot feat, the character is metapsionic feats, Psicraft 30 ranks.
limited to a maximum of four arrows fired (when the Benefit: Metapsionic powers you manifest cost 2
character’s base attack bonus is +16 or higher). power points less than normal (to a minimum of 1
power point).

236
Appendix B

This feat has no effect on metapsionic powers that Benefit: When the character selects this feat, he
inflate the cost by only 2 power points. or she gains one spell slot per day of any level up
Special: You can gain this feat multiple times. The to one level higher than the highest-level spell the
effects stack, though you cannot lower the cost of character can already cast in a particular class. The
any metapsionic power to less than 1 power point. character must still have the requisite ability score
(10 + spell level) in order to cast any spell stored in
Improve d Multiattrack this slot. If the character has a high enough ability
modifier to gain one or more bonus spells for this
[General ] spell level, he or she also gains the bonus spells for
You are as adept with your secondary natural this spell level. The character must use the spell
weapons as your primary ones. slot as a member of the class in which he or she can
Prerequisite: Three or more natural weapons, already cast spells of the normal maximum spell
Multiattack level.
Benefit: The creature’s secondary attacks with Special: A character can gain this feat multiple
natural weapons have no penalty. They still add times.
only one-half the creature’s Strength bonus, if any, to
damage dealt. Spell Slots Above 9th Level
Normal: Without this feat, the creature’s secondary The Improved Spell Capacity feat allows characters
natural attacks have a –5 penalty (or a –2 penalty if it to gain spell slots above 9th level (which can be used
has the Multiattack feat). to hold lower-level spells or spells whose level has
been increased beyond 9th by the use of metamagic
Improve d Multiweapon feats).
Fighting [General ] A character with a very high score in the ability
You can make an extra attack with each secondary associated with his or her spellcasting (Intelligence
weapon for wizards; Wisdom for clerics, druids, paladins,
Prerequisites: Dex 15, three or more arms, and rangers; or Charisma for bards and sorcerers)
Multiweapon Fighting, base attack bonus +9. may receive bonus spells of those levels, as shown
Benefit: In addition to the single extra attack on Table: Expanded Ability Modifiers and Bonus
a creature gets with each extra weapon from Spells, but only if they already have at least one spell
Multiweapon Fighting, it gets a second attack with slot of that level (such as from the Improved Spell
each extra weapon, albeit at a –5 penalty. Capacity feat). A character without any spell slots of
Normal: With only Multiweapon Fighting, a creature a level cannot receive any bonus spells of that level,
can only get a single attack with each extra weapon. even if the appropriate ability score is high enough
Special: This feat replaces the Improved Two-Weapon to award them.
Fighting feat for creatures with more than two arms.
Even though the table only includes ability scores up
Improve d Sneak Attack to 61 and spell slots up to 25th level, the progression
continues infinitely in both directions. For ability
[Epic] scores beyond 61, or for spell slots above 25th level,
Your sneak attack does increased damage. expand the table to follow the same patterns as
Prerequisite: Sneak attack +8d6. shown.
Benefit: Add +1d6 to the character’s sneak attack
damage.
Special: This feat may be taken multiple times. Its Improve d Spel l Resistance
effects stack. [Epic]
Your spell resistance is increased.
Improve d Spel l Capacity Prerequisite: Must have spell resistance from a feat,
class feature or other permanent effect.
[Epic] Benefit: The character’s spell resistance increases
You possess spell slots higher than 9th level. by +2.
Prerequisite: Ability to cast spells of the normal Special: A character can gain this feat multiple
maximum spell level in at least one spellcasting times. Its effects stack.
class.

237
Expanded Ability Modifiers and Bonus Spells
——————————————— Spells per Day ——–———————–————————
th th th th
Score Modifier 10 11 12 13 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th
10–11 +0 — — — — — — — — — — — — — — — —
12–13 +1 — — — — — — — — — — — — — — — —
14–15 +2 — — — — — — — — — — — — — — — —
16–17 +3 — — — — — — — — — — — — — — — —
18–19 +4 — — — — — — — — — — — — — — — —
20–21 +5 — — — — — — — — — — — — — — — —
22–23 +6 — — — — — — — — — — — — — — — —
24–25 +7 — — — — — — — — — — — — — — — —
26–27 +8 — — — — — — — — — — — — — — — —
28–29 +9 — — — — — — — — — — — — — — — —
30–31 +10 1 — — — — — — — — — — — — — — —
32–33 +11 1 1 — — — — — — — — — — — — — —
34–35 +12 1 1 1 — — — — — — — — — — — — —

238
36–37 +13 1 1 1 1 — — — — — — — — — — — —
Appendix B

38–39 +14 2 1 1 1 1 — — — — — — — — — — —
40–41 +15 2 2 1 1 1 1 — — — — — — — — — —
42–43 +16 2 2 2 1 1 1 1 — — — — — — — — —
44–45 +17 2 2 2 2 1 1 1 1 — — — — — — — —
46–47 +18 3 2 2 2 2 1 1 1 1 — — — — — — —
48–49 +19 3 3 2 2 2 2 1 1 1 1 — — — — — —
50–51 +20 3 3 3 2 2 2 2 1 1 1 1 — — — — —
52–53 +21 3 3 3 3 2 2 2 2 1 1 1 1 — — — —
54–55 +22 4 3 3 3 3 2 2 2 2 1 1 1 1 — — —
56–57 +23 4 4 3 3 3 3 2 2 2 2 1 1 1 1 — —
58–59 +24 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 —
60–61 +25 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1
etc. . .
Appendix B

Improve d Stunning Fist of a standard action the character cannot make a 5-


foot step between any two of the attacks.
[Epic] Normal: Without this feat, using the Whirlwind
Your stunning fists are more difficult to resist. Attack feat requires a full attack action.
Prerequisite: Dex 19, Wis 19, Improved Unarmed
Strike, Stunning Fist.
Benefit: Add +2 to the DC of the character’s
Incite Rage [Epic]
stunning attack. Your rage may encourage allies to enter a bloodlust
Special: This feat may be taken multiple times. Its as well.
effects stack. Prerequisites: Cha 25, greater rage class feature.
Benefit: When the character enters a rage, he or
she can incite a barbarian rage in any or all allies
Improve d Swim-By Attack within 60 feet. (Any ally who does not wish to
[General ] become enraged is unaffected.) The ally gains +4 to
Your swim-by attack provokes no attacks of Strength, +4 to Constitution and a +2 morale bonus
opportunity. on Will saves, but takes a –2 penalty to AC, for as
Prerequisites: Swim speed, Dodge, Mobility, Swim- long as the character remains raging. The rage of
By Attack affected allies lasts a number of rounds equal to 3
Benefit: If the standard action taken by a creature + their Constitution modifier, regardless of whether
during a round in which it uses Swim-By Attack is they remain within 60 feet of the character. This
a melee attack, the creature provokes no attacks of is otherwise identical with normal barbarian rage
opportunity from moving out of squares threatened (including the fatigue at its end).
by its target. Special: This is a mind-affecting effect.

Improve d Three-Weapon Infinite Deflection [Epic]


You may deflect any number of arrows a round.
Fighting [Epic] Prerequisites: Dex 25, Combat Reflexes, Deflect
You are an expert of the three-weapon fighting style. Arrows, Improved Unarmed Strike.
Prerequisites: Dex 29, Greater Two-Weapon Benefit: The character may perform any number of
Fighting, Improved Two-Weapon Fighting, Perfect deflections each round, as the Deflect Arrows feat.
Two-Weapon Fighting, Three-Weapon Fighting,
Two-Weapon Fighting, base attack bonus +36
Benefit: You get a second attack with a third weapon Inspire Excel lence [Epic]
at a -5 penalty. Your bardic music can improve your allies’ abilities.
Prerequisite: Perform 30 ranks, bardic music class
feature.
Improve d Whir lwind Attack Benefit: The character can use song or poetics
[Epic] to grant a bonus to one ability score to his or her
You are able to attack multiple opponents as a allies. To be affected, an ally must hear the bard
standard action. sing for 1 full round. The effect lasts as long as
Prerequisites: Int 13, Dex 23, Combat Expertise, the bard sings and for 5 rounds after the bard stops
Dodge, Mobility, Spring Attack, Whirlwind Attack. singing (or 5 rounds after the ally can no longer
Benefit: As a standard action, the character can hear the bard). While singing, the bard can fight
make one melee attack for every five points of his or but cannot cast spells, activate magic items by spell
her base attack bonus (including epic attack bonus, completion (such as scrolls), or activate magic items
round fractions down). The character cannot attack by command word (such as wands). Each ally to be
any one opponent more than once as part of this inspired gains a +4 competence bonus to the same
action. These attacks (as well as all other attacks ability score, which the character must choose before
made until the start of the character’s next turn) he or she begins inspiring. Inspire excellence is a
suffer a –4 penalty. supernatural, mind-affecting ability. Use of this feat
When using the Improved Whirlwind feat, the counts as one of the character’s bardic music uses
character also forfeits any bonus or extra attacks for the day.
granted by other spells or abilities (such as Cleave or Special: This feat is treated as a bardic music
the haste spell). Since these attacks are made as part inspiration ability for purposes of feats that affect
such abilities.

239
Appendix B

Instant Reloa d [Epic] Lasting Inspiration [Epic]


Your attacks with a crossbow are not slowed by Your bardic music effects last ten times as long.
reloading. Prerequisite: Perform 25 ranks, bardic music class
Prerequisite: Quick Draw, Rapid Reload, Weapon feature.
Focus (crossbow type to be selected). Benefit: The effects of the character’s bardic music
Benefit: The character may fire the selected type of inspiration abilities last for ten times as long as
crossbow at his or her full normal attack rate. Reloading normal after he or she stops singing. This feat
the crossbow does not provoke attacks of opportunity. has no effect on inspiration abilities that have no
Special: A character can gain this feat multiple times. duration after the character stops singing.
Its effects do not stack. Each time a character takes
the feat, it applies to a different type of crossbow. Legendary Climber [Epic]
You no longer suffer penalties for accelerated or
Intensify Spel l [Epic, rapid climbing.
Metamagic] Prerequisites: Dex 21, Balance 12 ranks, Climb 24
You spells powers are maximised and then doubled. ranks.
Prerequisites: Empower Spell, Maximise Spell, Benefit: The character can ignore any check
Spellcraft 30 ranks, ability to cast 9th-level arcane or penalties applied for accelerated climbing or rapid
divine spells. climbing.
Benefit: All variable, numeric effects of an Normal: Without this feat, a character takes a –5
intensified spell are maximised, then doubled. An penalty on Climb checks when attempting to cover
intensified spell deals twice maximum damage, his or her full speed in climbing distance in a round,
cures twice the maximum number of hit points, or a –20 penalty when attempting to cover twice his
affects twice the maximum number of targets, and or her speed in climbing distance in a round.
so forth, as appropriate. Saving throws and opposed
rolls are not affected. An intensified spell uses up a Legendary Commander
spell slot seven levels higher than the spell’s actual [Epic]
level. A character cannot combine the effects of
this feat with any other feat that affects the variable, You draw ten times the normal number of followers.
numeric effects of a spell. Prerequisites: Cha 25, Epic Leadership, Leadership,
Diplomacy 30 ranks, must rule own kingdom and
have a stronghold.
Keen Strike [Epic] Benefit: Multiply the number of followers of each
Your unarmed attacks become deadly slashing level that the character can lead by 10. This has no
weapons. effect on cohorts.
Prerequisites: Str 23, Wis 23, Improved Critical
(unarmed strike), Improved Unarmed Strike, Legendary Leaper [Epic]
Stunning fist, ki strike (adamantine).
You can complete amazing jumps with only a little
Benefit: The character’s unarmed strike has a
run.
critical threat range of 18-20 and deals slashing
Prerequisite: Jump 24 ranks.
damage (at the character’s option any attack can deal
Benefit: The character need only move 5 feet in a
bludgeoning damage, but cannot then take advantage
straight line to make a running jump.
of the enhanced threat range). This ability does not
Normal: Without this feat, a character must move
stack with other abilities that expand that character’s
at least 20 feet in a straight line before attempting a
unarmed strike’s threat range.
running jump.

Kil ler Instinct [Epic] Legendary Rider [Epic]


In combat you achieve a Zen-like focus, allowing
You are an extremely skilled rider.
you to strike killing blows without preparation.
Prerequisite: Ride 24 ranks.
Prerequisites: Death attack class ability, sneak
Benefit: The character does not take a penalty on
attack +5d6.
Ride checks when riding a mount without a saddle
Benefit: You need not spend 3 rounds preparing for
(bareback). The character never needs to make a
a death attack.
Ride check to control a mount in combat (and even

240
Appendix B

controlling a mount not trained for combat doesn’t Magical Beast Companion
require an action).
Normal: Without this feat, a character takes a –5 [Epic, Wild]
penalty on Ride checks without a saddle, and must You may now gain magical beasts as companions.
make a Ride check to control a mount in combat Prerequisites: Knowledge (nature) 24 ranks, wild
(and controlling a mount not trained for combat shape 6/day.
requires a move action). Benefit: The following magical beasts are added to
the lists of animal companions from which you can
select.
Legendary Tracker [Epic]
You can track creatures through water, underwater 1st Level (no adjustment)
and in the skies. Stirge
Prerequisites: Wis 25, Track, Knowledge (nature) Darkmantle
30 ranks, Survival 30 ranks.
Benefit: The character can track creatures across 4th Level (-3)
water, under-water, or through the air. This adds the Hippogriff
surfaces of water, underwater, and air to the list of Shocker lizard
surfaces found under the Track feat:
7th Level (-6)
Surface DC Cockatrice
Ankheg
Water 60 Griffon
Underwater 80 Owlbear
Sea cat*
Air 120
10th Level (-9)
Legendary Wrestler [Epic] Basilisk
Digerster
Few can match your wrestling ability. Girallon
Prerequisite: Str 21, Dex 21, Improved Unarmed Spider eater
Strike, Escape Artist 15 ranks.
Benefit: The character gains a +10 bonus on all 13th Level (-12)
grapple checks. Bulette
Chimera
Light Armour Mastery Remorhaz
[Epic]
16th Level (-15)
You are unimpeded by wearing light armour.
Gorgon
Prerequisites: Light Armour Proficiency, Str 25.
Gray render
Benefit: You suffer no negative penalties for wearing
light armour.
Special: Creatures marked with an asterisk are
Special: Add 10 to the strength prerequisite for each
available only in an aquatic environment.
size category beyond medium.

Lingering Damage [Epic] Magical Beast Wild Shape


You opponent suffers half your sneak attack damage [Epic, Wild]
again next round. You are able to wild shape into a magical beast.
Prerequisite: Sneak attack +8d6, crippling strike class feature. Prerequisites: Wis 25, Knowledge (nature) 27
Benefit: Any time the character deals damage with ranks, wild shape 6/day.
a sneak attack, that target takes damage equal to Benefit: The character can use his or her normal
the character’s sneak attack bonus damage on the wild shape ability to take the form of a magical
character’s next turn as well. beast. The size limitation is the same as the
character’s limitation on animal size. The character
gains all supernatural abilities of the magical beast
whose form he or she takes.

241
Appendix B

Master Staff [Epic] must be equal to or higher in level than the spell
stored in the wand, including any level-increasing
You are able to substitute a spell slot for a charge
metamagic enhancements.
when using a staff.
Prerequisite: Craft Staff, Spellcraft 15 ranks.
Benefit: When the character activates a staff, he Maximise Breath Weapon
or she can substitute a spell slot instead of using [Racial ]
a charge. The spell slot must be one the character
Tapping into your inner reserves you can unleash a
has not used for the day, though the character may
devastating breath weapon.
lose a prepared spell to emulate a wand charge (the
Prerequisites: Must be a true dragon on at least
character may not lose prepared spells from his
mature adult age.
or her school of specialty, if any). The spell slot
Benefit: Once per day, you can choose to unleash
lost must be equal to or higher in level than the
a breath weapon attack of maximum potency. You
specific spell stored in the staff, including any level-
must not have used a breath weapon attack in any of
increasing metamagic enhancements. A character
the four previous rounds, and the energy expended
cannot emulate a charge for a staff function that does
in the attack will prevent you from being able to
not match a specific spell.
use another breathe attack for at least another eight
rounds, at which time the standard d4 method is used
Master Wand [Epic] to determine how many additional rounds the dragon
You are able to substitute a spell slot for a charge must wait before it is able to use its breath weapon
when using a wand. attack.
Prerequisite: Craft Wand, Spellcraft 15 ranks. Special: Dragons with more than one breath weapon
Benefit: When the character activates a wand, he are unable to use any of their breath weapon attacks
or she can substitute a spell slot instead of using in the four rounds before, or the eight rounds
a charge. The spell slot must be one the character following the maximised attack.
has not used for the day, though he or she may lose
a prepared spell to emulate a wand charge (the Me dium Armour Mastery
character may not lose prepared spells from his or
her school of specialty, if any). The spell slot lost [Epic]
You are unimpeded by wearing medium armour.
Prerequisites: Light Armour Mastery, Medium
Armour Proficiency, Str 27.
Benefit: You suffer no negative penalties for
wearing medium armour.
Special: Add 10 to the strength prerequisite for
each size category beyond Medium.

Mighty Blow [General ]


The creature delivers a devastating hit that sends an
opponent flying.
Prerequisites: Str 25, Awesome Blow, Power
Attack, Improved Bull Rush, size Huge or larger.
Benefit: For every size over Large, the creature
adds 10 feet to the distance it knocks a foe
backwards when using the Awesome Blow feat.
Therefore, a creature of Huge size adds +10 feet;
Gargantuan, +20 feet; Colossal, +30 feet.

Mighty Rage [Epic]


Your rage ability becomes even more powerful.
Prerequisites: Str 21, Con 21, greater rage class
feature, rage 5/day.

242
Appendix B

Benefit: When the character rages, he or she gains Negative Energy Burst
a +8 bonus to Strength and Constitution and a +4
morale bonus on Will saves. (These bonuses replace [Divine, Epic]
the normal rage bonuses.) You can release a wave of negative energy.
Prerequisites: Cha 25, ability to rebuke or
command undead, ability to cast inflict critical
Mobile Defence [Epic] wounds, any evil alignment.
While using your defensive stance ability you may Benefit: The character can use one rebuke or
take 5 ft. steps. command undead attempt to unleash a wave of
Prerequisites: Dex 15, Dodge, Mobility, Spring negative energy in a 60-foot-burst. Roll a normal
Attack, defensive stance 3/day class feature. rebuke (or command) check, except that the negative
Benefit: While in a defensive stance, the character energy burst affects living creatures rather than
may take one 5-foot adjustment each round without undead. Any creature that would be rebuked by
losing the benefits of the stance. this result gains one negative level. Any creature
Normal: Without this feat, a character cannot move that would be commanded by this check gains two
while in a defensive stance. negative levels. The Fortitude save DC to remove
these levels one day later is equal to 10 + 1/2 the
Multispel l [Epic] character’s effective turning level + the character’s
You may cast multiple quickened spells. Charisma modifier.
Prerequisites: Quicken Spell, ability to cast 9th-
level arcane or divine spells. Overwhel ming Critical [Epic]
Benefit: The character may cast one additional Your critical strike with a chosen weapon deals
quickened spell in a round. additional damage.
Special: A character can gain this feat multiple Prerequisites: Str 23, Cleave, Great Cleave,
times. Its effects stack. Improved Critical (chosen weapon), Power Attack,
Weapon Focus (chosen weapon).
Multiweapon Rend [Epic] Benefit: When using the weapon the character has
You multiweapon attack may rend opponents. selected, he or she deals an extra 1d6 points of bonus
Prerequisites: Dex 15, base attack bonus +9, three damage on a successful critical hit. If the weapon’s
or more hands, Multiweapon Fighting. critical multiplier is x3, add +2d6 points of bonus
Benefit: If the character hits an opponent with two damage instead, and if the multiplier is x4, add +3d6
or more weapons (wielded in different hands) in the points of bonus damage instead. Creatures immune
same round, he or she may automatically rend the to critical hits cannot be affected by this feat.
opponent. This rending deals additional damage equal Special: A character can gain this feat multiple
to the base damage of the smallest weapon that hit times. Its effects do not stack. Each time a character
plus 1 1/2 times the character’s Strength modifier. The takes the feat, it applies to a different type of weapon.
character can only rend once per round, regardless of
how many successful attacks he or she makes. Penetrate Damage
Special: This feat replaces the Two-Weapon Rend
feat for creatures with more than two arms.
Re duction [Epic]
You attacks bypass a material form of damage
reduction, such as adamantine.
Music of the Gods [Epic] Benefit: The character melee weapons (including
Your bardic music can affect those immune to mind- natural weapons) are treated as being crafted from
affecting effects. the chosen special material for the purposes of
Prerequisites: Cha 25, Perform 30 ranks, bardic bypassing the damage reduction of any creature
music class feature. the character strikes. None of the other special
Benefit: The character’s bardic music can affect properties of special materials are gained by the
even those normally immune to mind-affecting character’s melee weapons.
effects. However, such creatures gain a +10 bonus Special: A character can gain this feat multiple
on their Will saves to resist such effects. times. Each time the feat is selected the character
selects a different special material. The character’s
melee attacks are treated as being crafted of all
chosen materials for the purposes of bypassing
damage reduction.

243
Appendix B

Per fect Health [Epic]


You are immune to natural diseases and may
poisons.
Prerequisite: Con 25, Great Fortitude.
Benefit: The character is immune to all nonmagical
diseases, as well as to all poisons whose Fortitude
save DC is 25 or less.

Per fect Multiweapon


Fighting [Epic]
You are an expert fighting with three or more
weapons.
Prerequisite: Dex 25, three or more hands, Greater
Multiweapon Fighting, Multiweapon Fighting.
Benefit: The character can make as many attacks
with each extra weapon as with his or her primary
weapon, using the same base attack bonus. The
character still takes the normal penalties for fighting
with two weapons.
Normal: A creature without this feat can make
only one attack per round with each extra weapon
(or two attacks per round with each weapon if it
has Multiweapon Fighting, or three attacks per
round with each extra weapon if it has Greater
Multiweapon Fighting). Each attack after the first
extra attack has a cumulative –5 penalty.
Special: This feat replaces the Perfect Two-Weapon
Fighting feat for creatures with more than two arms. The character still takes the normal penalties for
fighting with two weapons.
Per fect Three-Weapon Normal: Without this feat, a character can only get
a single attack with an off-hand weapon (or two
Fighting [Epic] attacks with an off-hand weapon if he or she has
You are a grand master of the three-weapon fighting Improved Two-Weapon Fighting, or three attacks
style. with an off-hand weapon if he or she has Greater
Prerequisites: Dex 37, Greater Three-Weapon Two-Weapon Fighting).
Fighting, Greater Two-Weapon Fighting, Improved
Three-Weapon Fighting, Improved Two-Weapon
Fighting, Perfect Two-Weapon Fighting, Three- Permanent Emanation
Weapon Fighting, Two-Weapon Fighting, base attack [Epic]
bonus +46 One of your emanation spells is now everlasting.
Benefit: You get a fourth attack with a third weapon Prerequisites: Spellcraft 25 ranks, ability to cast the
at a -15 penalty. spell to be made permanent.
Benefit: Designate any one of the character’s spells
Per fect Two-Weapon whose area is an emanation from the character. This
spell’s effect is permanent (though the character can
Fighting [Epic] dismiss or restart it as a free action). Effects that
You make the same number of attacks with both would normally dispel this spell instead suppress it
weapons. for 2d4 rounds.
Prerequisites: Dex 25, Greater Two-Weapon Special: This feat may be taken multiple times.
Fighting, Improved Two-Weapon Fighting, Two- Each time, select a different spell to become
Weapon Fighting. permanent.
Benefit: The character can make as many attacks
with his or her off-hand weapon as with his or her
primary weapon, using the same base attack bonus.

244
Appendix B

Planar Harbinger [Epic] a turning attempt, and the character doesn’t have
to roll turning damage (it automatically affects all
The creature’s ties to its home plane are so strong
undead in a 15-foot burst), but it only turns undead
that it carries the traits of that world with it.
with Hit Dice equal to or less than the character’s
Prerequisites: Cha 30, outsider or elemental.
effective cleric level minus 10 (and automatically
Benefit: The area around the creature possesses all
destroys undead with Hit Dice equal to or less than
the elemental, energy and alignment traits of the
the character’s effective cleric level minus 20). Just
creature’s home plane. These traits overlap the traits
as with normal turning, the character cannot affect
of the plane the creature is on (that is, all traits apply
undead that have total cover relative to him or her.
simultaneously). The area’s radius is 1 foot per
point of Charisma bonus possessed by the creature.
The creature can start or stop this supernatural effect Power Knowle dge [Epic,
as a standard action. Psionic]
You add two additional powers to your list of powers
Planar Turning [Epic] known.
You may turn outsiders as if they were undead Prerequisites: Character level 21st, ability to
creatures. manifest powers of the normal maximum power
Prerequisites: Wis 25, Cha 25, ability to turn or level in at least one psionic class.
rebuke undead. Benefit: You learn two new powers of any level up
Benefit: The character can turn or rebuke outsiders to the highest level of power you can manifest. The
as if they were undead. An outsider has effective powers you select must be on your class list or the
turn resistance equal to half its spell resistance list for your discipline.
(round down). If the character can turn undead, Special: You can gain this feat multiple times. Each
he or she turns (or destroys) all evil outsiders and time, you learn two new powers at any level up to
rebukes (or commands) all non-evil outsiders. If the the highest level of power you can manifest.
character can rebuke undead, he or she rebukes (or
commands) all evil outsiders and turns (or destroys) Psicrystal Power [Epic,
all non-evil outsiders.
Psionic]
Your psicrystal can manifest a power.
Plant Wild Shape [Epic, Wild] Prerequisites: Character level 21st, Intelligence 25
You may wild shape into a plant. or Charisma 25 (depending on which is your key
Prerequisites: Knowledge (nature) 24 ranks, wild ability score for manifesting).
shape 4/day. Benefit: Choose one power you know of 8th level or
Benefit: The character can use his or her normal lower. Your psicrystal can now manifest this power
wild shape ability to take the form of a plant. once per day at your manifester level (the psicrystal
The size limitation is the same as the character’s gains sufficient power points to manifest the power
limitation on animal size. once). You cannot bestow a power upon your
psicrystal if the power normally has any experience
Polyglot [Epic] point cost.
You can speak all languages. Special: You can gain this feat multiple times. Each
Prerequisites: Int 25, Speak Language (five time you take the feat, you can give your psicrystal
languages). knowledge of a new power (and it gains sufficient
Benefit: The character can speak all languages. If power points to manifest that power once).
the character is literate, he or she can also read and
write all languages (not including magical script). Quicken Spel l-Like Ability
[General ]
Positive Energy Aura [Epic] You are able to use a spell-like ability as a free
You automatically turn undead that approach you. action.
Prerequisites: Cha 25, ability to turn undead, ability Prerequisite: Spell-like ability at caster level 10th
to cast dispel evil. or higher.
Benefit: Every undead creature that comes within Benefit: Choose one of the creature’s spell-like
15 feet of the character is automatically affected abilities, subject to the restrictions described below.
as if the character had turned it. This doesn’t cost The creature can use that ability as a quickened

245
Appendix B

spell-like ability three times per day (or less, if the Benefit: Double the range of any bardic music
ability is normally usable only once or twice per ability that has a range. (If the creature must
day). hear the bard to be affected by the ability, that
requirement does not change regardless of any
Using a quickened spell-like ability is a free action extended range the bard’s ability may have.)
that does not provoke an attack of opportunity. The Special: A character can gain this feat multiple
creature can perform another action—including times. Its effects stack. Remember that two
the use of another spell-like ability—in the same doublings equals a tripling, and so forth.
round that it uses a quickened spell-like ability. The
creature may use only one quickened spell-like Rapid Inspiration [Epic]
ability per round.
You can inspire allies with your music quicker than
The creature can only select a spell-like ability normal.
duplicating a spell with a level less than or equal Prerequisite: Perform 25 ranks, bardic music class
to half its caster level (round down) –4. For a feature.
summary, see the table below. Benefit: The character can use any of his or her
bardic music inspiration abilities as a standard
In addition, a spell-like ability that duplicates a spell action. The inspiration takes effect immediately
with a casting time greater than 1 full round cannot after the character concludes the action.
be quickened.
Reactive Countersong [Epic]
Normal: Normally the use of a spell-like ability You may begin a countersong at any time.
requires a standard action and provokes an attack of Prerequisite: Combat Reflexes, Perform 30 ranks,
opportunity unless noted otherwise. bardic music class feature.
Special: This feat can be taken multiple times. Benefit: The character can begin a countersong at
Each time it is taken, the creature can apply it to a any time, even when it is not his or her turn (much
different one of its spell-like abilities. like a wizard who has readied a counterspell action),
though the character does not have to ready an
Empower and Quicken Spell-Like action to do so. The character cannot use Reactive
Ability Countersong at the same time he or she is using
another bardic music ability (though the character
Caster Caster
Spell could stop the other bardic music ability to begin
Level to Level to
Level Reactive Countersong if so desired).
Empower Quicken
Normal: Without this feat, a character can only use
0 4th 8th counter-song on his or her turn.

1st 6th 10th


Reflect Arrows [Epic]
2nd 8th 12th You deflect ranged attacks back at your opponent
3rd
10th
14 th Prerequisites: Dex 25, Deflect Arrows, Improved
Unarmed Strike.
4th 12th 16th Benefit: When the character deflects an arrow or
other ranged attack, the attack is reflected back upon
5th 14th 18th
the attacker at the character’s base ranged attack
6th 16th 20th bonus.
7th 18th 22nd
Reflective Spel l Resistance
8th 20th 24th
[Epic]
9th 22nd 26th The aura of spell resistance surrounding the creature
is strong enough to reflect the spells which strike it.
Range d Inspiration [Epic] Prerequisites: Cha 25, spell resistance 35.
Benefit: Any time the creature is targeted with a
Your bardic music effects have extended range.
spell that fails to penetrate its spell resistance, it
Prerequisite: Bardic music class feature, Perform
automatically reflects the spell back at the caster (as
25 ranks
the spell turning spell).

246
Appendix B

Sel f-Conceal ment [Epic]


You possess a natural concealment miss chance.
Prerequisites: Dex 30, Hide 30 ranks, Tumble 30
ranks, improved evasion.
Benefit: Attacks against the character have a 10%
miss chance, similar to the effect of concealment.
The character loses this benefit whenever he or she
would lose his or her Dexterity bonus to AC.
Special: This feat may be taken multiple times. Each
time it is taken, the miss chance increases by 10% to
a maximum of 50% after it has been taken five times.

Shattering Strike [Epic]


Though grim determination and training you are
able to shatter objects.
Prerequisites: Epic Weapon Focus (unarmed strike),
Weapon Focus (unarmed strike), Concentration 25
ranks, ki strike (adamantine).
Benefit: When using an unarmed strike to attempt
to break an object with sudden force (rather than by
dealing normal damage), make a Concentration check
Righteous Strike [Epic] rather than a Strength check. The break DC remains
Your unarmed strikes as empowered with a lawful the same. Using Shattering Strike is a full-round
essence. action that incurs attacks of opportunity. The character
Prerequisites: Wis 19, Improved Unarmed Strike, Stunning cannot use Shattering Strike to escape bonds (unless he
Fist, any lawful alignment. or she is so bound as to allow the character to make an
Benefit: The character’s unarmed strike is treated as an unarmed strike against his or her bindings).
axiomatic weapon (it is lawfully aligned and deals an
extra 2d6 points of damage against creatures of chaotic
alignment). This ability does not stack with similar abilities.
Snap [Epic]
The creature can grab and swallow a foe with one
swift motion.
Ruinous Rage [Epic] Prerequisites: Improved grab (with bite) special
You ignore the hardness of objects during your rage. attack, swallow whole special attack.
Prerequisites: Str 25, Improved Sunder, Power Benefit: When the creature hits an opponent small
Attack, rage 5/day. enough to be swallowed whole with its bite attack, it
Benefit: While in a rage, the character ignores deals normal damage and attempts to start a grapple
the hardness of any object he or she strikes. Also, as a free action without provoking an attack of
double the character’s Strength bonus for the opportunity. If the creature succeeds, it immediately
purposes of any Strength check made to break an swallows the opponent whole. Regardless of the
object with sudden force rather than by dealing grapple check’s success or failure, the creature can use
normal damage (including bursting bindings, such as its remaining attacks against that or other opponents.
ropes or manacles). Normal: A creature must begin its turn with an
opponent held in its mouth, and then succeed on
Scribe Epic Scrol l [Epic, a second grapple check in order to swallow the
opponent whole.
Item Creation]
You can craft any level of scroll.
Prerequisites: Scribe Scroll, Knowledge (arcana) 24
Sneak Attack of
ranks, Spellcraft 24 ranks. Opportunity [Epic]
Benefit: The character can scribe scrolls that exceed the You may sneak attack on attacks of opportunity.
normal limits for such items. Even this feat does not Prerequisites: Sneak attack +8d6, opportunist class
allow the character to scribe a scroll with an epic spell. feature.
Benefit: Any attack of opportunity the character
makes is considered a sneak attack.

247
Appendix B

Specific Targeting Breath Spel l Stowaway [Epic]


Attack [Racial ] If a spell you choose and know is cast near you, then
You are able to target specific creatures with your you gain the benefits of the spell as well.
breath weapon Prerequisites: Spellcraft 24 ranks, caster level 12th.
Prerequisites: Must be a dragon, Precise Shot Benefit: Choose a spell-like ability the character
Benefit: You may opt to choose specific targets knows, or a spell the character can cast. The
instead of blanketing the usual area of effect with its character is attuned to the magic he or she chooses.
breath attack. You may select up to four individual If another spellcaster within 300 feet of the character
creatures to target in a 900 arc as long as they are uses this magic, the character also immediately
within the normal maximum range of the attack and gains the magic’s effect as if it had been used on the
belch forth small bursts of its breath weapon. Each character by the same caster. The character must
target may add one to their Reflex save for each have direct line of effect to the spellcaster in order
creature targeted. If you selected four targets in a to gain the benefit of the attuned magic (though
round, each would get a bonus of four on his save the character does not have to know the spellcaster
roll. If the save is successful, no damage is taken. is present, and he or she can be flat-footed). The
Specific targeting breath attack is a full round action. magic’s duration, effect, and other specifics are
determined by its original caster’s level.
Special: A character can gain this feat multiple
Spectral Strike [Epic] times. Its effects do not stack. Each time a character
You may strike incorporeal creatures. takes the feat, it applies to a different spell or spell-
Prerequisites: Wis 19, ability to turn or rebuke like ability.
undead.
Benefit: The character’s attacks deal damage Spel lcasting Harrier [Epic]
normally against incorporeal creatures.
You are skilled at striking spellcasters that cast
Normal: Without this feat, even attacks that can
defensively.
damage an incorporeal creature have a 50% chance
Prerequisite: Combat Reflexes.
to deal no damage.
Benefit: Any spellcaster the character threatens in
melee provokes an attack of opportunity if he or she
Spel l Knowle dge [Epic] tries to cast defensively. The character gets a +4
You add two additional spells to your list of powers bonus on this attack roll.
known.
Prerequisite: Ability to cast spells of the maximum Spontaneous Domain Access
normal spell level of an arcane spellcasting class.
Benefit: The character learns two new arcane spells [Epic]
of any level up to the maximum level he or she can You may convert spells prepared to a selected
cast. This feat does not grant any additional spell domain.
slots. Prerequisites: Wis 25, Spellcraft 30 ranks, ability to
Special: A character can gain this feat multiple cast 9th-level divine spells.
times. Benefit: Select a domain the character has access
to. The character may spontaneously convert any
prepared cleric spell (except a domain spell) into
Spel l Opportunity [Epic] a domain spell of the same level in the selected
You may use a touch spell as an attack of domain, just as a cleric channels energy to convert
opportunity. spells into cure spells.
Prerequisites: Combat Casting, Combat Reflexes, Special: A character can gain this feat multiple
Quicken Spell, Spellcraft 25 ranks. times. Each time a character takes the feat, it applies
Benefit: Whenever the character is allowed an attack to a different domain.
of opportunity, he or she may cast (and attack with)
a touch spell as the character’s attack of opportunity.
This incurs attacks of opportunity just as if the
Spontaneous Spel l [Epic]
character had cast the spell normally. You may convert spells of a specific level into a
Normal: Without this feat, a character can only chosen spell.
make a melee attack as an attack of opportunity. Prerequisite: Spellcraft 25 ranks, ability to cast the
maximum normal spell level of at least one spell-
casting class.

248
Appendix B

Benefit: Select a spell the character can cast. The


character may spontaneously convert any prepared
spell of the selected spell’s level into the selected
spell, just as a cleric channels energy to convert
spells into cure spells.
Special: A character can gain this feat multiple
times. Each time he or she takes the feat, it applies
to a different spell.

Stomp [General ]
You may pin a creature with one of you legs.
Prerequisites: Must walk on all fours and must be
size Huge or larger, Snatch
Benefit: By succeeding in a claw or slam attack, you
can tread upon and automatically pin a creature four
or more sizes smaller than yourself. The creature is
pinned until you move or you use the pinning claw
to make another attack. While pinned the creature
automatically suffers claw damage plus three times
the your Strength bonus each round. A pinned
character can escape by succeeding in an opposed
grapple check.

Storm of Throws [Epic]


You may throw weapons at your full attack bonus.
Prerequisite: Dex 23, Point Blank Shot, Quick
Draw, Rapid Shot.
Benefit: As a full-round action, the character may
throw a light weapon at his or her full base attack
bonus at each opponent within 30 feet. All light
weapons thrown need not be the same type.
during the move. The creature cannot take a second
move action during a round it makes a swim-by
Superior Initiative [Epic] attack.
You are quick to respond to danger. Normal: Without this feat, the creature takes a
Prerequisite: Improved Initiative. standard action either before or after its move.
Benefit: The character gets a +8 bonus on initiative
checks. This bonus overlaps (does not stack with) Temporary Discorporation
the bonus from Improved Initiative.
[Epic]
Swarm of Arrows [Epic] By concentrating, the incorporeal creature can
discorporate altogether, disappearing into its
You can rain death upon your opponent with a bow. surroundings and becoming invulnerable to harm.
Prerequisites: Dex 23, Point Blank Shot, Rapid Prerequisites: Cha 25, incorporeal subtype.
Shot, Weapon Focus (type of bow used). Benefit: As a standard action, the creature can
Benefit: As a full-round action, the character may discorporate itself for a number of minutes up to its
fire an arrow at his or her full base attack bonus at Charisma bonus (minimum 1). While discorporated,
each opponent within 30 feet. the creature effectively ceases to exist; it cannot
act in any way or sense its surroundings. It cannot
Swim-By Attack [General ] be attacked or targeted by spells or effects which
The creature can attack while swimming. have a limited range, but spells such as discern
Prerequisite: Swim speed. location still function. When the chosen duration
Benefit: When swimming, the creature can take a ends, the creature reappears in the space where it
move action and another standard action at any point discorporated.

249
Appendix B

Tenacious Magic [Epic] Trap Sense [Epic]


Your selected spell is only suppressed by dispel You can sense traps that are nearby.
attempts. Prerequisites: Search 25 ranks, Spot 25 ranks,
Prerequisites: Spellcraft 15 ranks. trapfinding class ability.
Benefit: Choose one spell the character knows or Benefit: If the character passes within 5 feet of a
spell-like ability the character possesses. Whenever trap, he or she is entitled to a Search check to notice
the chosen form of magic would otherwise end it as if the character was actively looking for it.
due to a dispel effect, the magic is instead only
suppressed for 1d4 rounds. The magic still ends Two-Weapon Rend [Epic]
when its duration expires, but the suppressed rounds
You tear opponents apart when you strike them with
do not count against its duration. The character can
two weapons.
dismiss his or her own spell or spell-like ability (if
Prerequisites: Dex 15, base attack bonus +9,
dismissible) or dispel his or her own tenacious magic
Improved Two-Weapon Fighting, Two-Weapon
normally.
Fighting.
Special: A character can gain this feat multiple
Benefit: If the character hits an opponent with a
times. Each time he or she takes the feat, it applies
weapon in each hand in the same round, he or she
to a different spell or spell-like ability.
may automatically rend the opponent. This deals
additional damage equal to the base damage of the
Terrifying Rage [Epic] smaller weapon plus 1 1/2 times the character’s
You rage causes panic in your enemies. Strength modifier. Base weapon damage includes
Prerequisites: Intimidate 25 ranks, rage 5/day an enhancement bonus on damage, if any. The
Benefit: While you are raging, any enemy that character can only rend once per round, regardless of
views you must make a Will save opposed by your how many successful attacks he or she makes.
Intimidate check of become panicked (if it have HD
less than your character level) or shaken (if it has Uncanny Accuracy [Epic]
HD equal to or up to twice your character level) for
Concealment offers no protection against your
4d6 rounds. An enemy with Hit Dice greater than
ranged attacks.
twice your character level is not affected by this feat.
Prerequisites: Dex 21, base attack bonus +11, Point
Blank Shot, Precise Shot, Improved Precise Shot,
Three-Weapon Fighting [Epic] Spot 20 ranks.
You are proficient in the three-weapon fighting style, Benefit: The character’s ranged attacks ignore the
where one weapon is constantly being juggled. miss chance granted to targets by total concealment.
Prerequisites: Dex 25, Greater Two-Weapon The character must aim his or her attacks at the
Fighting, Improved Two-Weapon Fighting, Perfect correct square to gain advantage of this feat.
Two-Weapon Fighting, Two-Weapon Fighting, base Normal: Without this feat, characters suffer a 50%
attack bonus +26 miss chance when making a ranged attack against a
Benefit: You can make one extra attack with a third target with total concealment.
weapon. However, using this style, all your attacks Special: A character with at least 11 levels of ranger
(with primary, secondary and tertiary weapons) only can qualify for this feat even if he or she does not
add half your strength bonus to damage. have the prerequisites for it, but can only use it when
wearing light or no armour.
Thundering Rage [Epic]
Your weapon is considered thundering while you Undea d Mastery [Divine,
rage. Epic]
Prerequisites: Str 25, rage 5/day. You can command an undead legion.
Benefit: Any weapon the character wields while in a Prerequisites: Cha 21, ability to rebuke or
rage is treated as a thundering weapon. The DC of command undead.
the Fortitude save to resist deafness is equal to 10 + Benefit: The character may command up to ten
1/2 the character’s level. This ability does not stack times his or her level in HD of undead.
with similar abilities.

250
Appendix B

Unholy Strike [Epic]


You are able to channel unholy energy
through any weapon you hold.
Prerequisites: Smite good class feature, any
evil alignment.
Benefit: Any weapon the character wields
is treated as an unholy weapon (it is evil-
aligned and deals an extra 2d6 points of
damage against creatures of good alignment).
This ability does not stack with similar
abilities. If the weapon already has an
alignment, this feat has no effect on the
weapon.

Vermin Wild Shape [Epic,


Wild]
You may wild shape into vermin.
Prerequisites: Knowledge (nature) 24 ranks,
wild shape 6/day.
Benefit: The character can use his or her
normal wild shape ability to take the form of
a vermin. The size limitation is the same as
the character’s limitation on animal size.

Vorpal Strike [Epic]


Your unarmed strike has the ability to
decapitate.
Prerequisites: Str 25, Wis 25, Improved
Critical (unarmed strike), Improved Unarmed Zone Of Animation [Epic,
Strike, Keen Strike, Stunning Fist, ki strike
(adamantine).
Divine]
Benefit: The character’s unarmed strike is You may animate the dead with your rebuke or
considered to be a slashing vorpal weapon. (At command attempts.
the character’s option, any unarmed strike can do Prerequisite: Cha 25, Undead Mastery, ability to
bludgeoning damage instead, but it loses the vorpal rebuke or command undead.
quality.) This ability does not stack with similar Benefit: The character can use a rebuke or command
abilities undead attempt to animate corpses within range
of his or her rebuke or command attempt. The
character animates a total number of HD of undead
Widen Aura Of Courage equal to the number of undead that would be
[Epic] commanded by the character’s result (though the
Your aura is extended over a greater area. character can’t animate more undead than there
Prerequisite: Cha 25, aura of courage class ability. are available corpses within range). The character
Benefit: The character’s aura of courage extends to cannot animate more undead with any single attempt
all allies within 100 feet of the character. than the maximum number he or she can command
(including any undead already under his or her
command). These undead are automatically under
Widen Aura of Despair the character’s command, though his or her normal
[Epic] limit of commanded undead still applies. If the
Your aura is extended over a greater area. corpses are relatively fresh, the animated undead are
Prerequisite: Cha 25, aura of despair class ability. zombies. Otherwise, they are skeletons.
Benefit: The character’s aura of despair extends to
all allies within 100 feet of the character.

251
Appendix B

APPENDIX C:
MONSTERS BY
CHALLENGE RATING
Challenge Challenge
Creature Creature
Rating Rating

Mercane 5 Abominion 21

Hoary Steed 9 Archon, Fell 21

Copse Spawn 10 Armouredon 21

Mouse Lord 13 Barbed Serpent 21

Cat Lord 15 Bygone Uvuudaum 21

Combat Iron Golem 15 Demon, Behemoth 21

Crimson Mokara, Scion of Demon, Meriginus 21


15
War
Demon, Sonechard 21
Colossus, Jade 16
Demon, Vepar 21
Demon, Caizel 16
Devil, Baaphel (Duke of Hell) 21
Legendary Bear 16
Dragon, Blaze (Freigurn) 21
Behemoth Eagle 18
Golem, Mithral 21
Dragon, Breeze (Delthaur) 18
Lumina, Bestarius 21
Behemoth Gorrilla 19
Mu Spore 21
Devil, Demoriel 19
Pseudonatural Troll 21
Legendary Tiger 19
Slorath 21
Sentinel 19
Stygian Leviathan 21
Copse Mother 20
Abomination, Anaxim 22
Demon, Abashakt 20
Devil, Bael 22
Demon, Clown 20
Devil, Gorson (The Blood
22
Devil, Titivilus (Duke of Hell) 20 Duke)

Dread Giant 20 Devil, Hutijin (Duke of Hell) 22

Giant, Ferrous 20 Elemental Dragon, Air 22

Gorgon, True (Sthenno) 20 Elemental Dragon, Water 22

Mistji, True 20 Firestorm 22

Xiir, Gynnean 20 Gorgon, True (Euryale) 22

Abomination, Chichimec 21 Ha-Naga 22

252
Appendix B

Challenge Challenge
Creature Creature
Rating Rating
Hellephant 22 Titan, Wild 24
Nightshade, Nightswimmer 22 Titanic Frost Worm
24
(Barbarian)
Thorciasid 22
Vermiurge 24
Very Old Hecaton Black
22
Dragon Abomination, Phane 25
Behemammoth 23 Camatzotz 25
Brachyurus 23 Devil, Amon (Duke of Hell) 25
Chaos Dragon 23 Dragon Whale 25
Demon, Jubilex “The Dreadspawn 25
23
Faceless Lord” (Demon Lord)
Gloom 25
Demon, Kostchtchie (Demon
23 Golem, Adamantine 25
Lord)
Devil, Caasimolar (Former Hoary Hunter 25
23
President of Hell) Hunefer 25
Golem, Furnace 23 Rotwood 25
Khasep-Sa 23 Treant, Elder 25
Lavawight 23 Abomination, Infernal 26
Malebolge 23 Colossus, Garbage 26
Ruin Swarm 23 Devil, Moloch 26
Runic Golem 23 Devil, Xaphan 26
Typhoeon 23 Elemental Dragon, Fire 26
Winterwight 23 Hellforged Golem 26
Colossus, Stone 24 Lumina, Knosirius 26
Elemental Dragon, Earth 24 Neh-thalggu (Brain Collector) 26
Empyrean, Astral Sentinel Shadow of the Void 26
24
Shape of Fire 26
Empyrean, Cosmic Sentinel 24
Titan, Chthonian 26
Hurricane Elemental 24
Worm That Walks 26
Inferno Elemental 24
Colossus, Flesh 27
Landslide Elemental 24
Demon, Dagon 27
Maelstrom Elemental 24
Ei’risai Lord: Lord of the
Mothering Mass 24 27
Insane
Ooze, Primodial 24 Gibbering Orb 27
Sirrush 24 Paragon Roper 27
Tayellah 24 Sebastian the Shadow Souled 27

253
Appendix B

Challenge Challenge
Creature Creature
Rating Rating
Uvuudaum 27 Umbral Blot (Blackball) 32
Contumacius von Berrengrath 28 Colossus, Iron 33
Count Zarov 28 Living Vault 33
Demon, Pazuzu (Demon Abomination, Phaethon 34
28
Prince of Air)
Demon, Orcus (Demon Prince
35
Devil, Geryon (Arch Devil) 28 of Undead)
Duke Festenadi 28 Elemental, Primal Air 35
Hurgblotten 28 Elemental, Primal Earth 35
Lady Barbelion 28 Elemental, Primal Fire 35
Leshay 28 Elemental, Primal Water 35
Leviathan, Galasian 28 Abomination, Xixecal 36
Mercurial, Legendary Devastation Centipede 39
28
Dreadnaught 10
Devil, Lucifer 39
N’gathhua Gloom 28
Nancarus – Transcendent
40
Prismasaurus 28 Great Wyrm Red Dragon
The Majestrix Irania 28 Devastation Spider 41
Three-Headed Sirrush 28 Devastation Scorpion 42
Unraveller 28 Devastation Beetle 50
Bodiless Ao, Male Demilich 29 Abomination, Hecatoncheires 57
Demilich 29
Epic Epic
Demon, Fraz-urb’luu (Demon Dragon, Dragon,
29
Price) Force Prismatic
Ei’risai Lord: Lord of Entropy 29 Wyrmling 13 14
Hagunemnom (Protean) 29 Very Young 19 16
Prince Akkaron 29 Young 21 22
Abomination, Atropal 30 Juvenile 25 30
Demon, Tsathogga (The Frog Young Adult 28 34
30
Demon God)
Adult 31 39
Devourer Worm 30
Mature Adult 35 43
Draco Invictus, Planar
30 Old 37 48
Dragon
Genius Loci 30 Very Old 39 52

Titan, Elder 30 Ancient 43 57

Abomination, Dream Larva 31 Wyrm 50 61

Lumina, Eidoneus 31 Great Wyrm 59 66

254
License

OPEN GAME LICENSE Version 1.0a modify, translate and otherwise create Derivative
Material of Open Game Content. (h) “You”
The following text is the property of Wizards of or “Your” means the licensee in terms of this
the Coast, Inc. and is Copyright 2000 Wizards of agreement.
the Coast, Inc (“Wizards”). All Rights Reserved.
2. The License: This License applies to any Open
1. Definitions: (a)”Contributors” means the Game Content that contains a notice indicating
copyright and/or trademark owners who have that the Open Game Content may only be Used
contributed Open Game Content; (b)”Derivative under and in terms of this License. You must affix
Material” means copyrighted material including such a notice to any Open Game Content that
derivative works and translations (including into you Use. No terms may be added to or subtracted
other computer languages), potation, modification, from this License except as described by the
correction, addition, extension, upgrade, License itself. No other terms or conditions may
improvement, compilation, abridgment or other be applied to any Open Game Content distributed
form in which an existing work may be recast, using this License.
transformed or adapted; (c) “Distribute” means
to reproduce, license, rent, lease, sell, broadcast, 3.Offer and Acceptance: By Using the Open
publicly display, transmit or otherwise distribute; Game Content You indicate Your acceptance of
(d)”Open Game Content” means the game the terms of this License.
mechanic and includes the methods, procedures,
processes and routines to the extent such content 4. Grant and Consideration: In consideration for
does not embody the Product Identity and is agreeing to use this License, the Contributors
an enhancement over the prior art and any grant You a perpetual, worldwide, royalty-free,
additional content clearly identified as Open non-exclusive license with the exact terms of this
Game Content by the Contributor, and means License to Use, the Open Game Content.
any work covered by this License, including
translations and derivative works under copyright 5.Representation of Authority to Contribute:
law, but specifically excludes Product Identity. If You are contributing original material as
(e) “Product Identity” means product and product Open Game Content, You represent that Your
line names, logos and identifying marks including Contributions are Your original creation and/or
trade dress; artifacts; creatures characters; stories, You have sufficient rights to grant the rights
storylines, plots, thematic elements, dialogue, conveyed by this License.
incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, 6.Notice of License Copyright: You must
themes and graphic, photographic and other update the COPYRIGHT NOTICE portion
visual or audio representations; names and of this License to include the exact text of
descriptions of characters, spells, enchantments, the COPYRIGHT NOTICE of any Open
personalities, teams, personas, likenesses and Game Content You are copying, modifying or
special abilities; places, locations, environments, distributing, and You must add the title, the
creatures, equipment, magical or supernatural copyright date, and the copyright holder’s name to
abilities or effects, logos, symbols, or graphic the COPYRIGHT NOTICE of any original Open
designs; and any other trademark or registered Game Content you Distribute.
trademark clearly identified as Product identity
by the owner of the Product Identity, and which 7. Use of Product Identity: You agree not to Use
specifically excludes the Open Game Content; any Product Identity, including as an indication as
(f) “Trademark” means the logos, names, mark, to compatibility, except as expressly licensed in
sign, motto, designs that are used by a Contributor another, independent Agreement with the owner
to identify itself or its products or the associated of each element of that Product Identity. You agree
products contributed to the Open Game License not to indicate compatibility or co-adaptability
by the Contributor (g) “Use”, “Used” or “Using” with any Trademark or Registered Trademark in
means to use, Distribute, copy, edit, format, conjunction with a work containing Open Game

255
License

Content except as expressly licensed in another, 15. COPYRIGHT NOTICE


independent Agreement with the owner of such Open Game License v 1.0a Copyright 2000,
Trademark or Registered Trademark. The use of Wizards of the Coast, Inc.
any Product Identity in Open Game Content does
not constitute a challenge to the ownership of System Reference Document Copyright 2000-
that Product Identity. The owner of any Product 2003, Wizards of the Coast, Inc.; Authors
Identity used in Open Game Content shall retain Jonathan Tweet, Monte Cook, Skip Williams,
all rights, title and interest in and to that Product Rich Baker, Andy Collins, David Noonan, Rich
Identity. Redman, Bruce R. Cordell, John D. Rateliff,
Thomas Reid, James Wyatt, based on original
8. Identification: If you distribute Open Game material by E. Gary Gygax and Dave Arneson.
Content You must clearly indicate which portions
of the work that you are distributing are Open Tome of Horrors II Copyright 2004,
Game Content. Necromancer Games, Inc.; Author Scott Greene;
Additional Authors: Erica Balsley, Kevin Baase,
9. Updating the License: Wizards or its designated Casey Christofferson, Jim Collura, Meghan
Agents may publish updated versions of this Greene, Lance Hawvermale, Travis Hawvermale,
License. You may use any authorized version of Bill Kenower, Patrick Lawinger, Nathan Paul,
this License to copy, modify and distribute any Clark Peterson, Bill Webb and Monte Cook.
Open Game Content originally distributed under
any version of this License. Open game content from Classic Play – The
Book of the Planes is copyright 2004, Mongoose
10. Copy of this License: You MUST include a Publishing Ltd.
copy of this License with every copy of the Open
Game Content You Distribute. Open game content from The Book of Immortals
copyright 2004, Mongoose Publishing.
11. Use of Contributor Credits: You may not
market or advertise the Open Game Content using Open game content from The Drow War, Book
the name of any Contributor unless You have Three: The Darkest Hour copyright 2006,
written permission from the Contributor to do so. Mongoose Publishing Ltd.

12. Inability to Comply: If it is impossible for The Immortals Handbook, Immortals Handbook:
You to comply with any of the terms of this Epic Bestiary Volume I, Immortals Handbook:
License with respect to some or all of the Open Epic Bestiary Volume II, Immortals Handbook:
Game Content due to statute, judicial order, or Grimoire and the Immortals Index. Copyright
governmental regulation then You may not Use 2001-2005
any Open Game Material so affected. Craig Cochrane.

13. Termination: This License will terminate Designation of Product Identity: Legends of
automatically if You fail to comply with all terms Avadnu and Inner Circle Games are product of
herein and fail to cure such breach within 30 days Inner Circle Games and are used with Permission.
of becoming aware of the breach. All sublicenses Lion’s Den Press and Iconic Beastiary – Classics
shall survive the termination of this License. of Fantasy are product identity of Lion’s Den
Press and used with permission. Ronin Arts is
14. Reformation: If any provision of this License product identity of Ronin Arts and is used with
is held to be unenforceable, such provision shall permission.
be reformed only to the extent necessary to make
it enforceable. Open game content from Epic Player’s Guide
– Epic Monsters is copyright 2005, Mongoose
Publishing Ltd.

256

You might also like