Monsters Sk-Sp

Morrus

Well, that was fun
Staff member
SKELETON
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.
CREATING A SKELETON
Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell.
Speed: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton.
Armor Class: Natural armor bonus changes to a number based on the skeleton’s size:
Tiny or smaller
+0
Small
+1
Medium or Large
+2
Huge
+3
Gargantuan
+6
Colossal
+10
Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to 1/2 its Hit Dice.
Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.)
Diminutive or Fine
1
Tiny
1d2
Small
1d3
Medium
1d4
Large
1d6
Huge
1d8
Gargantuan
2d6
Colossal
2d8
Special Attacks: A skeleton retains none of the base creature’s special attacks.
Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A skeleton’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
Skills: A skeleton has no skills.
Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.
Environment: Any, usually same as base creature.
Organization: Any.
Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice
Challenge Rating
1/2
1/6
1
1/3
2–3
1
4–5
2
6–7
3
8–9
4
10–11
5
12–14
6
15–17
7
18–20
8
Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature (or — if the base creature advances by character class).
Level Adjustment: —.



Human Warrior Skeleton
Wolf Skeleton
Owlbear Skeleton


Medium Undead
Medium Undead
Large Undead
Hit Dice:
1d12 (6 hp)
2d12 (13 hp)
5d12 (32 hp)
Initiative:
+5
+7
+6
Speed:
30 ft. (6 squares)
50 ft. (10 squares)
30 ft. (6 squares)
Armor Class:
15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14
15 (+3 Dex, +2 natural), touch 13, flat-footed 12
13 (–1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple:
+0/+1
+1/+2
+2/+11
Attack:
Scimitar +1 melee (1d6+1/18–20) or claw +1 melee (1d4+1)
Bite +2 melee (1d6+1)
Claw +6 melee (1d6+5)
Full Attack:
Scimitar +1 melee (1d6+1/18–20) or 2 claws +1 melee (1d4+1)
Bite +2 melee (1d6+1)
2 claws +6 melee (1d6+5) and bite +1 melee (1d8+2)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
10 ft./5 ft.
Special Attacks: —




Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves:
Fort +0, Ref +1, Will +2
Fort +0, Ref +3, Will +3
Fort +1, Ref +3, Will +4
Abilities: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1
Str 13, Dex 17, Con —, Int —, Wis 10, Cha 1
Str 21, Dex 14, Con —, Int —, Wis 10, Cha 1


Feats:
Improved Initiative
Improved Initiative
Improved Initiative
Environment:
Temperate plains
Temperate forests
Temperate forests
Organization:
Any
Any
Any
Challenge Rating:
1/3
1
2
Treasure:
None
None
None
Alignment:
Always neutral evil
Always neutral evil
Always neutral evil
Advancement:

3 HD (Medium); 4–6 HD (Large)
6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment:





Troll Skeleton
Chimera Skeleton
Ettin Skeleton


Large Undead
Large Undead
Large Undead
Hit Dice:
6d12 (39 hp)
9d12 (58 hp)
10d12 (65 hp)
Initiative:
+7
+6
+4
Speed:
30 ft. (6 squares)
30 ft. (6 squares)
40 ft. (8 squares)
Armor Class:
14 (+3 Dex, –1 size, +2 natural), touch 12, flat-footed 11
13 (+2 Dex., –1 size, +2 natural), touch 11, flat-footed 11
11 (–1 size, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple:
+3/+13
+4/+12
+5/+15
Attack:
Claw +8 melee (1d6+6)
Bite +7 melee (2d6+4)
Morningstar +10 melee (2d6+6) or claw +10 melee (1d6+6) or javelin +4 ranged (1d8+6)
Full Attack:
2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3)
Bite +7 melee (2d6+4) and bite+7 melee (1d8+4) and gore +7 melee (1d8+4) and 2 claws +2 melee (1d6+2)
2 morningstars +10 melee (2d6+6) or 2 claws +10 melee (1d6+6) or 2 javelins +4 ranged (1d8+6)
Space/Reach:
10 ft./10 ft
10 ft./5 ft
10 ft./10 ft.
Special Attacks:



Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon
Saves:
Fort +2, Ref +5, Will +5
Fort +3, Ref +5, Will +6
Fort +3, Ref +3, Will +7
Abilities:
Str 23, Dex 16, Con —, Int —, Wis 10, Cha 1
Str 19, Dex 15, Con —, Int —, Wis 10, Cha 1
Str 23, Dex 10, Con —, Int —, Wis 10, Cha 1
Feats:
Improved Initiative
Improved Initiative
Improved Initiative
Environment:
Cold mountains
Temperate hills
Cold hills
Organization:
Any
Any
Any
Challenge Rating:
3
4
5
Treasure:
None
None
None
Alignment:
Always neutral evil
Always neutral evil
Always neutral evil
Advancement:

10–13 HD (Large); 14–27 HD (Huge)

Level Adjustment:





Advanced Megaraptor Skeleton
Cloud Giant Skeleton
Young Adult Red Dragon Skeleton


Huge Undead
Huge Undead
Huge Undead (Fire)
Hit Dice:
12d12 (78 hp)
17d12 (110 hp)
19d12 (123 hp)
Initiative:
+7
+6
+5
Speed:
60 ft. (12 squares)
50 ft. (10 squares)
40 ft. (8 squares)
Armor Class:
14 (–2 size, +3 Dex, +3 natural), touch 11, flat-footed 11
13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
12 (–2 size, +1 Dex, +3 natural), touch 9, flat-footed 11
Base Attack/Grapple:
+6/+19
+8/+28
+9/+27
Attack:
Talons +9 melee (2d8+5)
Gargantuan morningstar +18 melee (4d6+18) or claw +18 melee (1d8+12) or rock +8 ranged (2d8+12)
Bite +17 melee (2d8+10)
Full Attack:
Talons +9 melee (2d8+5) and 2 claws +4 melee (1d8+2) and bite +4 melee (2d6+2)
Gargantuan morningstar +18/+13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8 ranged (2d8+12)
Bite +17 melee (2d8+10) and 2 claws +12 melee (2d6+5) and 2 wings +12 melee (1d8+5) and tail slap +12 melee (2d6+15)
Space/Reach:
15 ft./10 ft.
15 ft./15 ft.
15 ft./10 ft.
Special Attacks:



Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, undead traits
Saves:
Fort +4, Ref +7, Will +8
Fort +5, Ref +7, Will +10
Fort +6, Ref +7, Will +8
Abilities:
Str 21, Dex 17, Con —, Int —, Wis 10, Cha 1
Str 35, Dex 15, Con —, Int —, Wis 10, Cha 1
Str 31, Dex 12, Con —, Int —, Wis 10, Cha 1
Feats:
Improved Initiative
Improved Initiative
Improved Initiative
Environment:
Warm forests
Temperate mountains
Warm mountains
Organization:
Any
Any
Any
Challenge Rating:
6
7
8
Treasure:
None
None
None
Alignment:
Always neutral evil
Always neutral evil
Always neutral evil
Advancement:
13–16 HD (Huge); 17–20 HD (Gargantuan)

20 HD (Huge)
Level Adjustment:



SKUM


Medium Aberration (Aquatic)
Hit Dice:
2d8+2 (11 hp)
Initiative:
+1
Speed:
20 ft. (4 squares), swim 40 ft.
Armor Class:
13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple:
+1/+5
Attack:
Bite +5 melee (2d6+4)
Full Attack:
Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Rake 1d6+2
Special Qualities:
Darkvision 60 ft., amphibious
Saves:
Fort +1, Ref +1, Will +3
Abilities:
Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
Skills:
Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12
Feats:
Alertness
Environment:
Underground
Organization:
Brood (2–5) or pack (6–15)
Challenge Rating:
2
Treasure:
None
Alignment:
Usually lawful evil
Advancement:
3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment:
+3
A skum is about the same height and weight as a human. Skum speak Aquan.
COMBAT
Rake (Ex): Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming.
Skills: *Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater.
A skum has a +8 racial bonus on any Swim check to perform 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.

SPECTRE


Medium Undead (Incorporeal)
Hit Dice:
7d12 (45 hp)
Initiative:
+7
Speed:
40 ft. (8 squares), fly 80 ft. (perfect)
Armor Class:
15 (+3 Dex, +2 deflection), touch 15, flat-footed 13
Base Attack/Grapple:
+3/—
Attack:
Incorporeal touch +6 melee (1d8 plus energy drain)
Full Attack:
Incorporeal touch +6 melee (1d8 plus energy drain)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Energy drain, create spawn
Special Qualities:
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura
Saves:
Fort +2, Ref +5, Will +7
Abilities:
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Skills:
Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)
Feats:
Alertness, Blind-Fight, Improved Initiative
Environment:
Any land and underground
Organization:
Solitary, gang (2–4), or swarm (6–11)
Challenge Rating:
7
Treasure:
None
Alignment:
Always lawful evil
Advancement:
8–14 HD (Medium)
Level Adjustment:

A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in a painting or a drawing. In many cases, the evidence of a violent death is visible on its body. A spectre is roughly human-sized and is weightless.
COMBAT
In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.
Energy Drain (Su): Living creatures hit by a spectre’s incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectre gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round.

SPHINX
Sphinxes are enigmatic creatures with great, feathery wings and leonine bodies. All sphinxes are territorial, but the more intelligent ones can differentiate between deliberate intrusion and temporary or inadvertent trespass.
A typical sphinx is about 10 feet long and weighs about 800 pounds.
Sphinxes speak Sphinx, Common, and Draconic.
Combat
Most sphinxes fight on the ground, using their wings to help them pounce much as lions do. If outnumbered by earthbound creatures, a sphinx takes wing and attacks on the fly.
Pounce (Ex): If a sphinx charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Each sphinx’s description provides its attack bonus and damage.

ANDROSPHINX


Large Magical Beast
Hit Dice:
12d10+48 (114 hp)
Initiative:
+0
Speed:
50 ft. (10 squares), fly 80 ft. (poor)
Armor Class:
22 (–1 size, +13 natural), touch 9, flat-footed 22
Base Attack/Grapple:
+12/+23
Attack:
Claw +18 melee (2d4+7)
Full Attack:
2 claws +18 melee (2d4+7)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, rake 2d4+3, roar, spells
Special Qualities:
Darkvision 60 ft., low-light vision
Saves:
Fort +12, Ref +8, Will +7
Abilities:
Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17
Skills:
Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18
Feats:
Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track
Environment:
Warm deserts
Organization:
Solitary
Challenge Rating:
9
Treasure:
Standard
Alignment:
Always chaotic good
Advancement:
13–18 HD (Large); 19–36 HD (Huge)
Level Adjustment:
+5 (cohort)
These sphinxes are always male. Androsphinxes are clever and generally good-natured, but they can be savage opponents.
Combat
In battle, an androsphinx rips apart enemies with its razor-sharp claws. It relies on its natural weapons in a fight, employing its spells for defense or healing.
Rake (Ex): Attack bonus +18 melee, damage 2d4+3.
Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC 19 Will save or be affected as though by a fear spell for 2d6 rounds.
If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 19 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 19 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 19 Reflex save. Other androsphinxes are immune to these effects. The save DCs are Charisma-based.
Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains.
Typical Cleric Spells Prepared (5/5/5/4; save DC 13 + spell level): 0—cure minor wounds, detect magic, guidance, light, resistance; 1st—divine favor, protection from evil*, shield of faith, remove fear, summon monster I; 2nd—bull’s strength, remove paralysis, resist energy, shield other*, summon monster II; 3rd—cure serious wounds*, daylight, invisibility purge, searing light.
*Domain spell. Domains: Good and Healing.

CRIOSPHINX


Large Magical Beast
Hit Dice:
10d10+30 (85 hp)
Initiative:
+0
Speed:
30 ft. (6 squares), fly 60 ft. (poor)
Armor Class:
20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple:
+10/+20
Attack:
Gore +15 melee (2d6+6)
Full Attack:
Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, rake 1d6+3
Special Qualities:
Darkvision 60 ft., low-light vision
Saves:
Fort +10, Ref +7, Will +3
Abilities:
Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11
Skills:
Intimidate +8, Listen +11, Spot +1
Feats:
Alertness, Cleave, Flyby Attack, Power Attack
Environment:
Warm deserts
Organization:
Solitary
Challenge Rating:
7
Treasure:
Standard
Alignment:
Always neutral
Advancement:
11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment:
+3 (cohort)
These sphinxes are always male. Neither good nor evil, they lack the intelligence of the androsphinx.
Combat
Criosphinxes attack with their claws, as do their kin, but they can also butt with their horns. They don’t cast spells and employ only the most simple battle tactics.
Rake (Ex): Attack bonus +15 melee, damage 1d6+3.

GYNOSPHINX


Large Magical Beast
Hit Dice:
8d10+8 (52 hp)
Initiative:
+5
Speed:
40 ft. (8 squares), fly 60 ft. (poor)
Armor Class:
21 (–1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple:
+8/+16
Attack:
Claw +11 melee (1d6+4)
Full Attack:
2 claws +11 melee (1d6+4)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, rake 1d6+2, spell-like abilities
Special Qualities:
Darkvision 60 ft., low-light vision
Saves:
Fort +7, Ref +7, Will +8
Abilities:
Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19
Skills:
Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17
Feats:
Combat Casting, Improved Initiative, Iron Will
Environment:
Warm deserts
Organization:
Solitary or covey (2–4)
Challenge Rating:
8
Treasure:
Double standard
Alignment:
Always neutral
Advancement:
9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment:
+4 (cohort)
These sphinxes are the female counterparts of androsphinxes.
Combat
In close combat, gynosphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, they prefer to avoid combat whenever possible.
Rake (Ex): Attack bonus +11 melee, damage 1d6+2.
Spell-Like Abilities: 3/day—clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day—comprehend languages, locate object, dispel magic, remove curse (DC 18), legend lore. Caster level 14th. The save DC is Charisma-based.
Once per week a gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning as the spells (caster level 18th), except that all save DCs are 22 and each symbol remains a maximum of one week once scribed. The save DCs are Charisma-based.

HIERACOSPHINX


Large Magical Beast
Hit Dice:
9d10+18 (67 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), fly 90 ft. (poor)
Armor Class:
19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple:
+9/+18
Attack:
Bite +13 melee (1d10+5)
Full Attack:
Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, rake 1d6+2
Special Qualities:
Darkvision 60 ft., lowlight vision
Saves:
Fort +8, Ref +8, Will +5
Abilities:
Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10
Skills:
Listen +10, Spot +14
Feats:
Alertness, Cleave, Flyby Attack, Power Attack
Environment:
Warm deserts
Organization:
Solitary, pair, or flock (4–7)
Challenge Rating:
5
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
10–14 HD (Large); 15–27 HD (Huge)
Level Adjustment:
+3 (cohort)
Combat
Hieracosphinxes can make short work of even the most dangerous opponents with their claws. They are not particularly intelligent, but are cunning enough to dive at their enemies from above with their flying ability.
Rake (Ex): Attack bonus +13 melee, damage 1d6+2.
Skills: Hieracosphinxes have a +4 racial bonus on Spot checks.

SPIDER EATER


Large Magical Beast
Hit Dice:
4d10+20 (42 hp)
Initiative:
+1
Speed:
30 ft. (6 squares), fly 60 ft. (good)
Armor Class:
14 (–1 size, +1 Dex, +4 natural), touch 10, flatfooted 13
Base Attack/Grapple:
+4/+13
Attack:
Sting +8 melee (1d8+5 plus poison)
Full Attack:
Sting +8 melee (1d8+5 plus poison) and bite +3 melee (1d8+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Implant, poison
Special Qualities:
Darkvision 60 ft., freedom of movement, lowlight vision, scent
Saves:
Fort +9, Ref +5, Will +2
Abilities:
Str 21, Dex 13, Con 21, Int 2, Wis 12, Cha 10
Skills:
Listen +10, Spot +11
Feats:
Alertness, Dodge
Environment:
Temperate forests
Organization:
Solitary
Challenge Rating:
5
Treasure:
None
Alignment:
Always neutral
Advancement:
5–12 HD (Huge)
Level Adjustment:

A spider eater is about 10 feet long and 4 feet high, and has a wingspan of about 20 feet. It weighs about 4,000 pounds.
COMBAT
A spider eater attacks with its venomous sting and powerful mandibles. Its usual tactic is to deliver a sting, then back off, hovering out of reach until the venom takes effect.
Implant (Ex): Female spider eaters lay their eggs inside paralyzed creatures of Large or larger size. The young emerge about six weeks later, literally devouring the host from inside.
Poison (Ex): Injury, Fortitude DC 17, initial damage none, secondary damage paralysis for 1d8+5 weeks. The save DC is Constitution-based.
Freedom of Movement (Su): Spider eaters have a continuous freedom of movement ability as the spell (caster level 12th). When the spider eater serves as a mount, this effect does not extend to its rider.
Skills: Spider eaters have a +4 racial bonus on Listen and Spot checks.
TRAINING A SPIDER EATER
A spider eater requires training before it can bear a rider in combat.
Training a spider eater requires six weeks of work and a DC 25 Handle Animal check. Riding a spider eater requires an exotic saddle. A spider eater can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Spider eater eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 3,000 gp to rear or train a spider eater.
Carrying Capacity: A light load for a spider eater is up to 306 pounds; a medium load, 307–612 pounds; and a heavy load, 613–920 pounds.

SPRITE
Sprites are reclusive fey. They go out of their way to fight evil and ugliness and to protect their homelands. Combat
Sprites fight their opponents with spell-like abilities and pintsized weaponry. They prefer ambushes and other trickery over direct confrontation.
Skills: All sprites have a +2 racial bonus on Search, Spot, and Listen checks.

GRIG


Tiny Fey
Hit Dice:
1/2 d6+1 (2 hp)
Initiative:
+4
Speed:
20 ft. (4 squares), fly 40 ft. (poor)
Armor Class:
18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16
Base Attack/Grapple:
+0/–11
Attack:
Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)
Full Attack:
Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:
Spell-like abilities, fiddle
Special Qualities:
Damage reduction 5/cold iron, low-light vision, spell resistance 17
Saves:
Fort +1, Ref +6, Will +3
Abilities:
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Skills:
Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3
Feats:
DodgeB, Weapon Finesse
Environment:
Temperate forests
Organization:
Gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating:
1
Treasure:
No coins; 50% goods; 50% items
Alignment:
Always neutral good
Advancement:
1–3 HD (Tiny)
Level Adjustment:
+3
Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound.
Grigs speak Sylvan. Some also speak Common.
Combat
Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.
Spell-Like Abilities: 3/day—disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13). Caster level 9th. The save DCs are Charisma-based.
Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based.
Skills: Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.

NIXIE


Small Fey (Aquatic)
Hit Dice:
1d6 (3 hp)
Initiative:
+3
Speed:
20 ft. (4 squares), swim 30 ft.
Armor Class:
14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple:
+0/–6
Attack:
Short sword +4 melee (1d4–2/19–20) or light crossbow +4 ranged (1d6/19–20)
Full Attack:
Short sword +4 melee (1d4–2/19–20) or light crossbow +4 ranged (1d6/19–20)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Charm person
Special Qualities:
Amphibious, damage reduction 5/cold iron, low-light vision, spell resistance 16, water breathing, wild empathy
Saves:
Fort +0, Ref +5, Will +3
Abilities:
Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18
Skills:
Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6, Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, Swim +6
Feats:
DodgeB, Weapon Finesse
Environment:
Temperate aquatic
Organization:
Gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating:
1
Treasure:
No coins; 50% goods (metal or stone only); 50% items (no scrolls)
Alignment:
Always neutral
Advancement:
2–3 HD (Small)
Level Adjustment:
+3
Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes.
A nixie stands about 4 feet tall and weighs about 45 pounds.
Nixies speak Aquan and Sylvan. Some also speak Common.
Combat
Nixies rely on their charm person ability to deter enemies, entering combat only to protect themselves and their territory.
Charm Person (Sp): A nixie can use charm person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based.
Amphibious (Ex): Although nixies are aquatic, they can survive indefinitely on land.
Water Breathing (Sp): Once per day a nixie can use water breathing as the spell (caster level 12th). Nixies usually bestow this effect on those they have charmed.
Wild Empathy (Ex): This ability works like the druid’s wild empathy class feature, except that a nixie has a +6 racial bonus on the check.
Skills: A nixie has a +8 racial bonus on any Swim check to perform 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. *Nixies have a +5 racial bonus on Hide checks when in the
water.

PIXIE


Small Fey
Hit Dice:
1d6 (3 hp)
Initiative:
+4
Speed:
20 ft. (4 squares), fly 60 ft. (good)
Armor Class:
16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple:
+0/–6
Attack:
Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2/3)
Full Attack:
Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2)/x3
Space/Reach:
5 ft./5 ft.
Special Attacks:
Spell-like abilities, special arrows
Special Qualities:
Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15
Saves:
Fort +0, Ref +6, Will +4
Abilities:
Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills:
Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8
Feats:
DodgeB, Weapon Finesse
Environment:
Temperate forests
Organization:
Gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating:
4 (5 with irresistible dance)
Treasure:
No coins; 50% goods; 50% items
Alignment:
Always neutral good
Advancement:
2–3 HD (Small)
Level Adjustment:
+4 (+6 with irresistible dance)
Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.
A pixie stands about 2-1/2 feet tall and weighs about 30 pounds.
Pixies speak Sylvan and Common, and may know other languages as well.
Combat
The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.
Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Spell-Like Abilities: 1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only), polymorph (self only). Caster level 8th. The save DCs are Charisma-based.
One pixie in ten can use irresistible dance (caster level 8th) once per day.
Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.
Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.
Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.
Pixies as Characters
A pixie character exchanges its 1 HD of fey for its first class level.
Pixie characters possess the following racial traits.
— –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
Low-light vision.
Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
Racial Feats: A pixie receives Dodge as a bonus feat.
+1 natural armor bonus.
Special Attacks (see above): Spell-like abilities.
Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
Favored Class: Sorcerer.
Level adjustment +4 (+6 if the pixie can use irresistible dance).
 

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