Acid Rainer - Drop Bear

Morrus

Well, that was fun
Staff member
[h=4]ACID RAINER[/h]


Acid Rainer
Advanced Acid Rainer

Huge elemental (air)
Gargantuan elemental (air)
CR: 8
11
HD: 8d8+40; hp 76
20d8+140; hp 230
Mas: -
-
Init: -2
-2
Spd: 5 ft., fly 40 ft. (average)
5 ft., fly 40 ft. (average)
Defense: 10, touch 6, flat-footed 10 (–2 size, –2 Dex, +4 natural)
12, touch 4, flat-footed 12 (–4 size, –2 Dex, +8 natural)
BAB/Grap: +6/+19
+15/+36
Atk: +9 melee (1d4+5 plus 1d6 acid, tentacle)
+20 melee (1d8+9 plus 1d6 acid, tentacle)
Full Atk: +9 melee (1d4+5 plus 1d6 acid, 6 tentacles) or +2 ranged)
+20 melee (1d8+9 plus 1d6 acid, 6 tentacles) or +9 ranged)
FS/Reach: 15 ft. by 15 ft./20 ft. with tentacles
20 ft. by 20 ft./25 ft. with tentacles
SQ: acid resistance 10, acid spray (DC 19), acid touch, darkvision 60 ft., elemental, improved grab
acid resistance 10, acid spray (DC 27), acid touch, darkvision 60 ft., elemental, improved grab
AL: None
None
SV: Fort: +7, Ref: +4, Will: +2
Fort: +13, Ref: +12, Will: +6
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 20, Dex: 7, Con: 20, Int: 6, Wis: 11, Cha: 11
Str: 28, Dex: 7, Con: 24, Int: 6, Wis: 11, Cha: 11
Skills: Hide +6, Listen +6, Move Silently +8, Spot +6
Hide +11, Listen +12, Move Silently +16, Spot +12
Feats: Power Attack
Combat Reflexes, Lightning Reflexes, Power Attack, Stealthy
Advancement: 9–16 HD (Huge); 17–24 HD (Gargantuan); 25–31 HD (Colossal)
21–24 HD (Gargantuan); 25–31 HD (Colossal)
SPECIES TRAITS
Acid Resistance 10 (Ex): An acid rainer ignores the first 10 points of acid damage from any single attack.
Acid Spray (Ex): Once every 1d4 rounds, an acid rainer can spray out a cloud of caustic mist that fills a 30-foot radius spread centered on itself. Each creature within this area takes 2d6 points of acid damage, or half damage if a Reflex save succeeds (DC 10 + 1/2 the acid rainer’s Hit Dice + its Constitution modifier).
Acid Touch (Ex): An acid rainer’s tentacles are coated with a caustic secretion that deals 1d6 points of acid damage on a successful hit.
Elemental: An acid rainer has the traits and immunities common to elementals.
Improved Grab (Ex): To use this ability, the acid rainer must hit a single opponent at least one size category smaller than itself with two tentacle attacks during the same round. If it gets a hold, it automatically deals damage for two tentacle attacks (including acid) each round that the hold is maintained.
Skill Bonuses: An acid rainer gains a +8 species bonus on Hide checks and a +4 species bonus on Move Silently checks.

[h=4]ALIEN PROBE[/h]

Small construct

CR: 5
HD: 6d10+5;hp: 38
Mas: -
Init: +9
Spd: fly 400 ft. (perfect)
Defense: 20,touch: 20, flat-footed: 11 (+1 size, +9 Dex)
BAB: +4;Grap: +3
Atk: +14 ranged touch (2d6 electricity, shock)
Full Atk: +14 ranged touch (2d6 electricity, shock)
FS: 5 ft. by 5 ft.;Reach: 5 ft.
SQ: actinic light (DC 14), construct, darkvision 60 ft., dimension door (DC 14), invisibility, psionics, shock, supersonic speed
AL: creator
SV: Fort: +2, Ref: +11, Will: +5
AP 0;Rep +0
Str: 1, Dex: 28, Con: -, Int: 15, Wis: 16, Cha: 12
Skills: Listen +12, Spot +12
Feats: None
Advancement: None

SPECIES TRAITS
Actinic Light (Sp): As an attack action, an alien probe can produce an extremely bright, blue-white light in a 60-foot cone. This light is not so much an attack form as a side effect of the means by which the creature gathers data. Nevertheless, exposure to the effect can cause mild discomfort or even harm to carbon-based life forms. Each creature within the area of the light takes 1d4 points of fire damage and is nauseated for 1d4 rounds; a successful Reflex save (DC 10 + 1/2 the alien probe’s Hit Dice + its Charisma modifier) halves the damage and negates the nauseating effect. A creature that fails the saving throw by 5 or more is also paralyzed until removed from the area. A creature that fails the save by 10 or more experiences such severe swelling of the flesh that it is blinded as well as paralyzed. The paralysis and blindness last for 2d4 days, or until the victim receives medical attention (Treat Injury DC 15).
Construct: An alien probe has the traits and immunities common to constructs.
Invisibility (Su): As a free action, an alien probe can become invisible by shifting its light display to a wavelength beyond other creatures’ ability to perceive. This ability is usable at will, and the effect lasts until dismissed (also a free action).
Psionics (Sp): At will—brain lock, daze, detect psionics, tailor memory, telekinesis. Manifester level 10th; save DC 10 + alien probe’s key ability modifier + power level.
Dimension Door (Sp): As an attack action, an alien probe can psionically transfer itself plus up to 300 pounds of additional material and/or creatures up to 600 feet; creatures can resist with a successful Will save (DC 10 + 1/2 the alien probe’s Hit Dice + its Charisma modifier). The probe must be in physical contact with the materials or creatures that it wishes to transfer. This ability is usable at will.
Shock (Ex): With a successful ranged touch attack, an alien probe can deal 2d6 points of electricity damage.
Supersonic Speed (Ex): At will, an alien probe can shift into an accelerated mode of travel that exceeds supersonic speed. Its fly speed changes to 4,000 feet (good). It can maintain this increased speed for up to 6 hours per day, though it need not use the entire duration at once.

[h=4]ANACONDA, GIANT[/h]






Huge animal
Gargantuan animal
CR: 9
15
HD: 12d8+60; hp 114
30d8+210; hp 345
Mas: 21
25
Init: +1
+1
Spd: 20 ft., climb 20 ft., swim 40 ft.
20 ft., climb 20 ft., swim 40 ft.
Defense: 16, touch 9, flat-footed 15 (–2 size, +1 Dex, +7 natural)
18, touch 7, flat-footed 17 (–4 size, +1 Dex, +11 natural)
BAB/Grap: +9/+28
+22/+49
Atk: +18 melee (1d6+11, tail slap)
+33 melee (1d8+15, tail slap)
Full Atk: +18 melee (1d6+11, tail slap) and +13 melee (2d6+5, bite)
+33 melee (1d8+15, tail slap) and +28 melee (2d8+7, bite)
FS/Reach: 15 ft. by 15 ft./10 ft.
20 ft. by 20 ft./15 ft.
SQ: constrict (1d6+16), improved grab, low-light vision, scent, swallow whole
constrict (1d8+22), improved grab, low-light vision, scent, swallow whole
AL: None
None
SV: Fort: +13, Ref: +9, Will: +5
Fort: +24, Ref: +18, Will: +11
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 32, Dex: 13, Con: 21, Int: 1, Wis: 12, Cha: 2
Str: 40, Dex: 13, Con: 25, Int: 1, Wis: 12, Cha: 2
Skills: Balance +9, Climb +19, Hide +12, Listen +5, Spot +5, Swim +19
Balance +9, Climb +23, Hide +8, Listen +5, Spot +5, Swim +23
Feats: None
None
Advancement: 13–23 HD (Huge); 24–36 HD (Gargantuan)
31–36 HD (Gargantuan)
SPECIES TRAITS
Constrict (Ex): A giant anaconda deals 1d6+16 points of bludgeoning damage with a successful grapple check against a target at least one size category smaller than itself.
Improved Grab (Ex): To use this ability, the giant anaconda must hit an opponent at least one size category smaller than itself with either a bite or a tail slap attack. If it gets a hold, it automatically deals bite or tail slap damage each round that the hold is maintained, and it can constrict in the same round and attempt to swallow in the next round. If the giant anaconda wishes, it can continue to attack with its tail or its bite (not both) while it grapples with its body, but it takes a –20 penalty on all grapple checks if it does so.
Scent (Ex): This ability allows a giant anaconda to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skill Bonuses: A giant anaconda gains a +8 species bonus on Balance, Climb, and Swim checks and a +4 species bonus on Hide, Listen, and Spot checks.
Swallow Whole (Ex): If a giant anaconda begins its turn with an opponent one or more size categories smaller than itself held in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once inside the giant anaconda, the opponent takes bludgeoning damage equal to the anaconda’s tail slap attack plus 1d6 points of acid damage per round from the monster’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the giant anaconda’s maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack from inside the stomach using claws or a Small or Tiny slashing weapon. Dealing at least 30 points of damage to the stomach (Defense 18) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed creature must cut its own way out. A Huge giant anaconda’s stomach can hold 1 Large, 2 Medium-size, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

[h=4]ANIMATED OBJECT[/h]

Tiny Animated Object
Small Animated Object
Medium-size Animated Object

Tiny construct
Small construct
Medium construct
CR: 1/2
1
2
HD: 1/2 d10; hp 2
1d10+5; hp 10
2d10+10; hp 21
Mas: -
-
-
Init: +2
+1
+0
Spd: 30 ft.
30 ft.
30 ft.
Defense: 14, touch 14, flatfooted 12 (+2 size, +2 Dex)
14, touch 12, flatfooted 13 (+1 size, +1 Dex, +2 natural)
14, touch 10, flat-footed 14 (+4 natural)
BAB/Grap: +0/-9
+0/-4
+1/+2
Atk: +1 melee (1d3–1, slam)
+1 melee (1d4, slam)
+2 melee (1d6+1, slam)
Full Atk: +1 melee (1d3–1, slam) or +4 ranged
+1 melee (1d4, slam) or +2 ranged
+2 melee (1d6+1, slam) or +1 ranged
FS/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: by object, construct, darkvision 60 ft.
by object, construct, darkvision 60 ft.
by object, construct, darkvision 60 ft.
AL: None
None
None
SV: Fort: +0, Ref: +2, Will: -5
Fort: +0, Ref: +1, Will: -5
Fort: +0, Ref: +0, Will: -5
AP/Rep: 0/+0
0/+0
0/+0
Ability Scores: Str: 8, Dex: 14, Con: -, Int: -, Wis: 1, Cha: 1
Str: 10, Dex: 12, Con: -, Int: -, Wis: 1, Cha: 1
Str: 12, Dex: 10, Con: -, Int: -, Wis: 1, Cha: 1
Skills: None
None
None
Feats: None
None
None
Advancement: None
None
None

Large Animated Object
Huge Animated Object

Large construct
Huge construct
CR: 3
5
HD: 4d10+20; hp 42
8d10+40; hp 84
Mas: -
-
Init: +0
-1
Spd: 30 ft.
30 ft.
Defense: 14, touch 9, flat-footed 14 (–1 size, +5 natural)
13, touch 7, flatfooted 13 (–2 size, –1 Dex, +6 natural)
BAB/Grap: +3/+10
+6/+19
Atk: +5 melee (1d8+4, slam)
+9 melee (2d6+7, slam)
Full Atk: +5 melee (1d8+4, slam) or +2 ranged)
+9 melee (2d6+7, slam) or +3 ranged)
FS/Reach: 10 ft. by 10 ft./10 ft.
15 ft. by 15 ft./10 ft.
SQ: by object, construct, darkvision 60 ft.
by object, construct, darkvision 60 ft.
AL: None
None
SV: Fort: +1, Ref: +1, Will: -4
Fort: +2, Ref: +1, Will: -3
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 16, Dex: 10, Con: -, Int: -, Wis: 1, Cha: 1
Str: 20, Dex: 8, Con: -, Int: -, Wis: 1, Cha: 1
Skills: None
None
Feats: None
None
Advancement: None
None

Gargantuan Animated Object
Colossal Animated Object

Gargantuan construct
Colossal construct
CR: 7
10
HD: 16d10+80; hp 168
32d10+120; hp 296
Mas: -
-
Init: -2
-3
Spd: 30 ft.
30 ft.
Defense: 12, touch 4, flat-footed 12 (–4 size, –2 Dex, +8 natural)
11, touch –1, flat-footed 11 (–8 size, –3 Dex, +12 natural)
BAB/Grap: +12/+31
+24/+49
Atk: +15 melee (2d8+10, slam)
+25 melee (4d6+13, slam)
Full Atk: +15 melee (2d8+10, slam) or +6 ranged)
+25 melee (4d6+13, slam) or +13 ranged)
FS/Reach: 20 ft. by 20 ft./15 ft.
30 ft. by 30 ft./15 ft.
SQ: by object, construct, darkvision 60 ft.
by object, construct, darkvision 60 ft.
AL: None
None
SV: Fort: +5, Ref: +3, Will: +0
Fort: +10, Ref: +7, Will: +5
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 24, Dex: 6, Con: -, Int: -, Wis: 1, Cha: 1
Str: 28, Dex: 4, Con: -, Int: -, Wis: 1, Cha: 1
Skills: None
None
Feats: None
None
Advancement: None
None
SPECIES TRAITS
Blind (Ex): A sheetlike animated object (such as a carpet or a drape) can use this ability against an opponent up to three size categories larger than itself. The animated object makes a normal grapple check. If it gets a hold, it wraps itself around the opponent’s head, blinding that creature until removed. The blinded creature cannot make Search, Spot, or Survival checks to track, and it takes a –6 circumstance penalty on all other checks related to perception (such as Listen).
Constrict (Ex): A flexible animated object (such as a rope or chain) deals automatic slam damage with a successful grapple check against a target up to one size category larger than itself.
A Large or larger animated object (flexible or not) can make constrict attacks against multiple creatures at once. Each of the targets of such an attack must be at least two size categories smaller than the animated object and able to fit underneath it.
Construct: An animated object has the traits and immunities common to constructs.
Hardness (Ex): An animated object has the same hardness it had before it was animated.
Improved Speed (Ex): The base speeds given in the statistics blocks below assume that the animated objects lurch, rock, or slither along the ground. An object with two legs (a statue or a ladder, for example) or some other feature that allows faster movement has a bonus of +10 feet to its speed. An object with multiple legs (such as a table, chair, or statue of a quadrupedal creature) has a bonus of +20 feet, and a wheeled object has a bonus of +40 feet.
Certain objects might also have other modes of movement. A wooden object can float, so it has a swim speed equal to one-half its land speed. A rope or similar sinuous object has a climb speed equal to one-half its land speed. A sheetlike object can fly (clumsy maneuverability) at one-half its land speed.
Trample (Ex): As a standard action during its turn each round, a Large or larger animated object with a hardness of at least 10 can trample opponents at least two size categories smaller than itself. This attack deals bludgeoning damage equal to the object’s slam damage plus 1.5 times its Strength modifier. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 10 + 1/2 object’s HD + object’s Strength bonus) for half damage.

[h=4]BOAR (WILD PIG)[/h]

Medium-size animal

CR: 3
HD: 3d8+9;hp: 22
Mas: 17
Init: +0
Spd: 40 ft.
Defense: 16,touch: 10, flat-footed: 16 (+6 natural)
BAB: +2;Grap: +4
Atk: +4 melee (1d8+3, gore)
Full Atk: +4 melee (1d8+3, gore)
FS: 5 ft. by 5 ft.;Reach: 5 ft.
SQ: ferocity, low-light vision, scent
AL: None
SV: Fort: +6, Ref: +3, Will: +2
AP 0;Rep +0
Str: 15, Dex: 10, Con: 17, Int: 2, Wis: 13, Cha: 4
Skills: Listen +7, Spot +5
Feats: None
Advancement: 4–5 HD (Medium-size)

A wild boar’s hide is covered with short, woolly, grayishblack hair. Along the spine, hair mixes with stiffer bristles to form a sort of mane. The average adult boar stands 3 feet high at the shoulder and measures roughly 4 feet long. Its formidable tusks protrude from its lower jaw and can grow up to 12 inches long.

SPECIES TRAITS
Ferocity (Ex): A boar is so fiercely aggressive in combat that it continues fighting even when disabled or dying.
Scent (Ex): This ability allows a boar to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

[h=4]BODAK[/h]


Bodak
Advanced Bodak

Small undead
Medium-size undead
CR: 10
11
HD: 9d12; hp 58
12d12; hp 78
Mas: -
-
Init: +6
+6
Spd: 20 ft.
20 ft.
Defense: 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural)
14, touch 11, flatfooted 13 (+1 Dex, +3 natural)
BAB/Grap: +4/+1
+6/+9
Atk: +7 melee (1d4+1, slam)
+9; Atk +9 melee (1d6+3, slam)
Full Atk: +7 melee (1d4+1, slam)
+9 melee (1d6+3, slam) or +7 ranged)
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: acid and fire resistance 20, damage reduction 15/silver, death gaze (DC 15), electricity immunity, flashbacks, sunlight vulnerability, undead
acid and fire resistance 20, damage reduction 15/silver, death gaze (DC 15), electricity immunity, flashbacks, sunlight vulnerability, undead
AL: Evil
Evil
SV: Fort: +3, Ref: +5, Will: +7
Fort: +4, Ref: +5, Will: +9
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 13, Dex: 15, Con: -, Int: 6, Wis: 12, Cha: 12
Str: 17, Dex: 13, Con: -, Int: 6, Wis: 12, Cha: 12
Skills: Hide +11, Listen +9, Move Silently +11, Spot +9
Hide +12, Listen +11, Move Silently +12, Spot +1
Feats: Dodge, Improved Initiative
Dodge, Improved Initiative
Advancement: 10–18 HD (Medium-size); 19–27 HD (Large)
13–18 HD (Medium-size); 19–27 HD (Large)
SPECIES TRAITS
Acid and Fire Resistance 20 (Ex): A bodak ignores the first 20 points of acid or fire damage from any single attack.
Damage Reduction 15/+1 (Su): A bodak ignores the first 15 points of damage dealt by any nonmagical weapon. In campaigns without magic weapons, the GM can either disregard the bodak’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Death Gaze (Su): Any creature within 30 feet of a bodak that meets its gaze must succeed at a Fortitude save (DC 10 + 1/2 the bodak’s Hit Dice + its Charisma modifier) or die instantly. This ability is usable at will.
Electricity Immunity (Ex): A bodak is immune to electricity damage.
Flashbacks (Ex): Occasionally, a bodak sees something that reminds it of its past life. At the start of every encounter, there is a 5% chance that a bodak notices something about an opponent (randomly determined if more than one opponent is present) that triggers its memory of the past. When such a flashback occurs, the bodak takes no actions for 1 round, though it can defend itself normally. Thereafter, it takes a –2 morale penalty on all attack rolls directed at that opponent for the remainder of the combat.
Languages: A bodak does not speak.
Sunlight Vulnerability (Ex): The merest touch of sunlight sears a bodak’s tainted alien flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.
Undead: A bodak has the traits and immunities common to undead.

[h=4]BOGEYMAN (TEMPLATE)[/h]
TEMPLATE TRAITS
“Bogeyman” is an acquired template that can be added to any corporeal humanoid (referred to hereafter as the “base creature”). The creature retains its humanoid type. It uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as base creature +1
Defense: The base creature’s natural armor bonus improves by +3
Special Qualities: A bogeyman retains all the special qualities of the base creature and gains the additional special qualities described below.
Death’s Door (Su): A bogeyman appears to die if reduced to –10 hit points. However, unless it is reduced to its negative Constitution score in hit points, its “death” is only temporary; when the bogeyman’s fast healing ability (see below) brings its hit point total to 1 or higher, it springs back to life.
Fast Healing 5 (Su): A bogeyman heals 5 points of damage per round until it is reduced to its negative Constitution score, at which point it dies. This ability does not enable the bogeyman to regrow or reattach severed body parts.
Immunities (Ex): A bogeyman is immune to disease, mind-affecting effects, necromantic effects, paralysis, poison, and sleep. It is not subject to nonlethal damage.
Allegiances: Previous allegiances are lost; Replaced by an allegiance to evil. Changed allegiances might cause the loss of particular class abilities.
Saves: Same as the base creature, modified by new ability scores.
Ability Scores: A bogeyman gains the following ability score increases: Str +2, Con +4. A bogeyman must have a minimum Constitution score of 11.
Languages: A bogeyman rarely speaks, but it can read, write, and understand whatever languages the base creature could.
Feats: A bogeyman gains Great Fortitude and Improved Damage Threshold as bonus feats, assuming that it meets the prerequisites and the base creature did not already have those feats. A human bogeyman keeps the extra feat it gained as a 1st-level human character.
Advancement: By character class.
[h=6]Bogeyman Tough Hero 9[/h] Medium-size humanoid

CR: 10
HD: 9d10+63;hp: 112
Mas:
Init: 33
Spd: 30 ft.
Defense: 19,touch: 11, flat-footed: 18 (+1 Dex, +3 natural, +5 class)
BAB: +6;Grap: +9
Atk: +11 melee (1d8+3 nonlethal, unarmed strike)
Full Atk: +11 melee (1d8+3 nonlethal, unarmed strike) or +9 melee (by weapon) or +7 ranged)
FS: 5 ft. by 5 ft.;Reach: 5 ft.
SQ: death’s door, fast healing 5, immunities
AL: Evil
SV: Fort: +13, Ref: +4, Will: +5
AP 5;Rep +3
Str: 16, Dex: 12, Con: 24, Int: 11, Wis: 14, Cha: 12
Occupation: Law Enforcement
Skills: Hide +7, Intimidate +13, Listen +8, Move Silently +4, Read/Write English, Speak English
Feats: Archaic Weapons Proficiency, Armor Proficiency (light), Blind-Fight, Brawl, Endurance, Great Fortitude, Improved Brawl, Improved Damage Threshold (×3), Power Attack, Simple Weapons Proficiency Sunder.
Talents: Damage reduction 1/—, robust, stamina
Possessions: Variety of slashing weapons.

[h=4]CAT FOLK[/h]


Cat Folk
Cat Folk Fast Hero 1/Charismatic Hero 2

Medium-size monstrous humanoid
Medium-size monstrous humanoid
CR: 2
5
HD: 2d8–2; hp 7
2d8–2 plus 1d6–2 plus 2d6–2; hp 15
Mas: 9
9
Init: +7
+7
Spd: 30 ft.
30 ft.
Defense: 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
19, touch 18, flatfooted 16 (+3 Dex, +1 natural, +5 class)
BAB/Grap: +2/+2
+3/+3
Atk: +2 melee (1d4+1, 2 claws)
+3 melee (1d4+1, claws)
Full Atk: +2 melee (1d4+1, 2 claws) or +6 ranged (2d6, Glock 17)
+3 melee (1d4+1, claws) or +7 ranged (2d6, Glock 17)
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: alternate form, claws, feline aversion (DC 15), mesmerizing gaze (DC 15), scent
alternate form, claws, feline aversion (DC 15), mesmerizing gaze (DC 15), scent
AL: Evil
Evil
SV: Fort: -1, Ref: +6, Will: +5
Fort: +1, Ref: +10, Will: +5
AP/Rep:


Ability Scores: Str: 10, Dex: 16, Con: 9, Int: 12, Wis: 14, Cha: 16
Str: 10, Dex: 16, Con: 9, Int: 12, Wis: 14, Cha: 16
Skills: Balance +8, Hide +8, Listen +7, Read/Write Cat Folk, Read/Write English, Speak Cat Folk, Speak English, Spot +7, Tumble +7.
Balance +10, Bluff +6, Disguise +8, Gather Information +7, Hide +11, Knowledge (behavioral science) +5, Knowledge (streetwise) +5, Listen +10, Read/ Write English, Read/Write Cat Folk, Speak English, Speak Cat Folk, Spot +10, Tumble +8.
Feats: Alertness, Improved Initiative, Personal Firearms Proficiency, Simple Weapons Proficiency.
Alertness, Dodge, Improved Initiative, Personal Firearms Proficiency, Simple Weapons Proficiency.
Talents: N/A

Possessions: Glock 17 (9mm autoloader), 50 rounds of ammunition, concealed carry holster, formal outfit.
Glock 17 (9mm autoloader), 50 rounds of ammunition, formal outfit, concealed carry holster, cell phone.
Advancement: By character class
By character class
In its natural form, a cat folk is an attractive biped standing approximately 6 feet tall and weighing about 120 pounds. Its face and body are humanlike except for several distinctly feline features: a short muzzle, whiskers, vertical pupils, a long, graceful tail, and legs shaped like those of big cats. Its body is covered in soft fur—usually black, although almost any shade is possible. If desired, a cat folk can assume the form of a normal (albeit a bit large) house cat with fur the same color as it has in its normal form. The creature most often takes cat form to hide or run from attackers.

SPECIES TRAITS
Alternate Form (Su): As an attack or move action, a cat folk can assume the form of a normal-sized cat or revert to its natural form. In cat form, the creature has the same physical statistics and attributes as a normal cat but retains its normal Intelligence, Wisdom, and Charisma scores, as well as its normal hit points. A cat folk can remain in either form indefinitely.
Automatic Languages: A cat folk reads, writes, and speaks Cat Folk. It can also speak the language of other felines (cats, panthers, tigers, and the like).
Bonus Feats: A cat folk receives Alertness as a bonus feat.
Claws (Ex): A cat folk has retractable claws that function as natural weapons. Each claw deals 1d4 points of slashing damage (plus the creature’s Strength bonus) and threatens a critical hit on a natural 20.
Feline Aversion (Ex: Any normal feline that can smell or see a cat folk must make a successful Will save (DC 10 + 1/2 the cat folk’s Hit Dice + its Charisma modifier) or flee in fear. A successful save means the feline is shaken but does not flee. In either case, the feline attacks the cat folk only if cornered. A cat folk is immune to its own feline aversion effect and to those of other cat folk.
Mesmerizing Gaze (Su): Any mammalian creature within 30 feet of a cat folk that meets its gaze must make a successful Will save (DC 10 + 1/2 the cat folk’s Hit Dice + its Charisma modifier) or be dazed.
Scent (Ex): This ability allows a cat folk, regardless of its form, to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Slow Fall (Ex): A cat folk ignores falling damage from heights of 30 feet or less. When falling from a greater height, it can attempt a Reflex save (DC 15) to halve the damage.

[h=4]CHARRED ONE[/h]


Charred One
Advanced Charred One

Medium-size undead (fire, incorporeal)
Medium-size undead (fire, incorporeal)
CR: 3
5
HD: 5d12; hp 32
11d12; hp 71
Mas: -
-
Init: +1
+1
Spd: 30 ft.
30 ft.
Defense: 12, touch 12, flat-footed 11 (+1 Dex, +1 deflection)
12, touch 12, flat-footed 11 (+1 Dex, +1 deflection)
BAB/Grap: +2/-
+5/-
Atk: +4 melee (2d10 fire, incorporeal touch)
+7 melee (2d10 fire, incorporeal touch)
Full Atk: +4 melee (2d10 fire, incorporeal touch)
+7 melee (2d10 fire, incorporeal touch)
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: darkvision 60 ft., fire subtype, heat (DC 13), incorporeal subtype, locate killer, undead
darkvision 60 ft., fire subtype, heat (DC 15), incorporeal subtype, locate killer, undead
AL: Chaos, evil
Chaos, evil
SV: Fort: +1, Ref: +4, Will: +7
Fort: +3, Ref: +6, Will: +12
AP/Rep: 0/+0
0/+0
Ability Scores: Str: -, Dex: 13, Con: -, Int: 6, Wis: 17, Cha: 13
Str: -, Dex: 13, Con: -, Int: 6, Wis: 17, Cha: 13
Skills: Hide +6, Intimidate +6, Listen +11, Read/Write Language (any one), Speak Language (any one), Spot +11.
Hide +10, Intimidate +10, Listen +13, Read/Write Language (any one), Speak Language (any one), Spot +13.
Feats: Lightning Reflexes, Weapon Focus (incorporeal touch)
Iron Will, Lightning Reflexes, Weapon Focus (incorporeal touch)
Advancement: 6–10 HD (Medium-size); 11–15 HD (Large)
12–15 HD (Large)
A charred one resembles a human being that has been burned to a blackened husk. Its glowing-red eyes glitter with hatred and malice.
A charred one speaks one language that it knew in life. Its voice sounds like crackling flames.
Despite its solid appearance, a charred one has no physical form and can glide through solid objects. It gives off a shimmering, intense heat that can ignite flammable objects it touches. In combat, a charred one uses its incorporeal touch attack to set opponents afire.

SPECIES TRAITS
Fire Subtype: A charred one is immune to fire damage. It takes 50% more damage from cold.
Heat (Su): The intense heat generated by a charred one’s body deals 2d10 points of fire damage to anything it touches. This heat is usually enough to melt nonmagical weapons, but a magic weapon subjected to this effect receives a Fortitude save (DC 10 + 1/2 the charred one’s Hit Dice + its Charisma modifier). Flammable items, such as clothing, wood, or paper, are automatically ignited by the touch of a charred one.
Incorporeal Subtype: A charred one has no physical form and can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, though it has a 50% chance to ignore any damage from a corporeal source. The charred one can pass through solid objects at will, and its own attacks pass through armor. The charred one moves in complete silence and cannot be heard at all.
Locate Killer (Su): If the charred one was created as the result of arson or careless use of fire, it gains the ability to hunt down the perpetrator. This ability is similar to the effect of a locate object spell (as if cast by a 5th-level Acolyte), but the creature can locate only the creature responsible for its death. A charred one can use this ability once per day.
Undead: A charred one has the traits and immunities common to undead.

[h=4]CHEMICAL GOLEM[/h]






Chemical Golem
Advanced Chemical Golem
CR: 10
13
HD: 9d10+20; hp 69
19d10+40; hp 144
Mas: -
-
Init: -1
-2
Spd: 20 ft (can’t run)
20 ft (can’t run)
Defense: 20, touch 8, flat-footed 19 (–1 size, –1 Dex, +10 natural)
23, touch 6, flat-footed 23 (–2 size, –2 Dex, +13 natural)
BAB/Grap: +6/+15
+14/+32
Atk: +11 melee (2d8+6, slam)
+22 melee (3d8+10, slam)
Full Atk: +11 melee (2d8+6, 2 slams) or +10 ranged
+22 melee (2d8+6, 2 slams) or +10 ranged
FS/Reach: 10 ft. by 10 ft./10 ft.
15 ft. by 15 ft./10 ft.
SQ: berserk, breath weapon, chemical healing, construct, damage reduction 15/+1, magic immunity, rupture
berserk, breath weapon, chemical healing, construct, damage reduction 15/+1, magic immunity, rupture
AL: Creator
Creator
SV: Fort: +3, Ref: +2, Will: +3
Fort: +6, Ref: +4, Will: +6
AP/Rep: 0/+0
/+
Ability Scores: Str: 23, Dex: 9, Con: -, Int: -, Wis: 10, Cha: 1
Str: 31, Dex: 7, Con: -, Int: -, Wis: 10, Cha: 1
Skills: None
None
Feats: None
None
Advancement: 10–18 HD (Large); 19–27 HD (Huge)
20–27 HD (Huge)
A typical chemical golem stands about 9 feet tall and weighs approximately 4,000 pounds.
A chemical golem is incapable of speech, though it can understand any language spoken by its creator.

SPECIES TRAITS
Berserk (Ex): When a chemical golem enters combat, it has a cumulative 1% chance each round of going berserk. When the uncontrolled golem goes on a rampage, it attacks the nearest living creature. It no creature is within reach, it smashes some object smaller than itself, then moves on to spread more destruction. Once the golem goes berserk, no known method can reestablish control.
Breath Weapon (Ex): Once every 1d4 rounds, a chemical golem can breathe a 30-foot cone of acid and toxic fumes. Each creature in the area takes 5d6 points of acid damage (Reflex half) and 1d4 points of Constitution damage (Fortitude negates). The DC for both saves is 10 + 1/2 the golem’s Hit Dice.
Chemical Healing (Ex): A chemical golem does not heal normally, but it can drink toxic liquids (such as acid, poison, or cleaning supplies) to heal itself. The creature heals 1 point of damage per 8 points of Purchase DC that it consumes in toxic chemicals. A chemical golem has no ability to discern which substances can heal it, so its creator must either command it to drink the appropriate chemicals on the spot or provide it with precise commands and a ready supply so that it can heal itself. A chemical golem gains no benefit from drinking a substance not considered immediately harmful to humans. The consumed liquids mix with the chemicals inside the golem and are destroyed.
Construct: A chemical golem has the traits and immunities common to constructs.
Damage Reduction 15/+1 (Su): A chemical golem ignores the first 15 points of damage dealt by any nonmagical weapon. In campaigns without magic weapons, the GM can either disregard the chemical golem’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Magic Immunity (Ex): A chemical golem is immune to all spells, spell-like abilities, and supernatural effects, except one. A neutralize poison spell or effect slows the creature (as the slow spell) for 2d6 rounds, with no saving throw.
Rupture (Ex): If the chemical golem takes at least 10 points of damage (after damage reduction) from a single hit with a piercing or slashing weapon, its membrane ruptures, spraying a 10-foot cone of burning liquid and noxious fumes in the direction from which the attack originated. Each creature in the area takes 2d6 points of fire damage (Reflex half) and 1d4 points of Constitution damage (Fortitude negates). The DC for both saves is 10 + 1/2 the golem’s Hit Dice.

When the chemical golem is reduced to 0 hit points, its membrane collapses, spilling out all the remaining chemicals inside as a 15-foot-radius burst of acid, flame, and deadly gases. Every creature in the area takes 10d6 points of damage (half acid and half fire; Reflex half) and 2d4 points of Constitution damage (Fortitude negates). The DC for both saves is 10 + 1/2 the golem’s Hit Dice.
[h=4]CHIMPANZEE[/h]

Small animal

CR: 1/3
HD: 1d8+1;hp: 5
Mas: 13
Init: +3
Spd: 30 ft., climb 20 ft.
Defense: 15,touch: 14, flat-footed: 12 (+1 size, +3 Dex, +1 natural)
BAB: +0;Grap: -2
Atk: +3 melee (1d4+2, bite)
Full Atk: +3 melee (1d4+2, bite) and –1 melee (1d2+1, 2 slams)
FS: 5 ft. by 5 ft.;Reach: 5 ft.
SQ: improved grab, low-light vision
AL: None or trainer
SV: Fort: +3, Ref: +5, Will: +2
AP 0;Rep +0
Str: 15, Dex: 17, Con: 13, Int: 2, Wis: 14, Cha: 8
Skills: Climb +14, Hide +6, Jump +7, Listen +5, Move Silently +6, Spot +5.
Feats: Weapon Finesse (slam)
Advancement: 2–3 HD (Small)

The statistics below represent a chimpanzee, but they can also be used for any ape or monkey of similar size, such as a howler monkey. Most such animals are omnivorous, although some can be quite fierce and aggressive.

SPECIES TRAITS
Improved Grab (Ex): To use this ability, the chimpanzee must hit a single opponent that is its own size category or smaller with both slam attacks in the same round. During any round that it grapples such a creature, the chimpanzee may make one additional grapple check as a free action at its highest attack bonus. On a successful hit with such an attack, it automatically deals bite and slam damage to its foe.
Bonus Feat: A chimpanzee gains Weapon Finesse (slam) as a bonus feat.
Skill Bonuses: A chimpanzee gains a +8 species bonus on Climb checks and a +4 species bonus on Jump checks.

[h=4]CRAWFORDSVILLE MONSTER[/h]


Crawfordsville Monster
Advanced Crawfordsville Monster

Huge ooze
Gargantuan ooze
CR: 9
12
HD: 8d10+52; hp 96
19d10+135
Mas: -
-
Init: -2
-2
Spd: 5 ft., fly 30 ft. (average)
5 ft., fly 30 ft. (average)
Defense: 11, touch 6, flat-footed 11 (–2 size, –2 Dex, +5 natural)
13, touch 7, flat-footed 13 (–4 size, –2 Dex, +9 natural)
BAB/Grap: +6/+23
+14/+39
Atk: +13 melee (2d6+9 plus 1d6 acid, slam)
+23 melee (2d8+13 plus 1d6 acid, slam)
Full Atk: +13 melee (2d6+9 plus 1d6 acid, 2 slams)
+23/+18/+13 melee (2d8+13 plus 1d6 acid, slam)
FS/Reach: 15 ft. by 15 ft./10 ft.
20 ft. by 20 ft./15 ft.
SQ: acidic enzymes, blindsight 60 ft., engulf, immune to piercing weapons, natural invisibility, ooze, sonic/concussion vulnerability
acidic enzymes, blindsight 60 ft., engulf, immune to piercing weapons, natural invisibility, ooze, sonic/concussion vulnerability
AL: None
None
SV: Fort: +6, Ref: +0, Will: -3
Fort: +12, Ref: +4, Will: +1
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 28, Dex: 6, Con: 18, Int: -, Wis: 1, Cha: 1
Str: 36, Dex: 6, Con: 22, Int: -, Wis: 1, Cha: 1
Skills: None
None
Feats: None
None
Advancement: 9–18 HD (Huge); 19–27 HD (Gargantuan)
20–27 HD (Gargantuan)
A Crawfordsville monster appears as a gigantic amoeba floating through the air. A typical specimen measures 20 feet in diameter but weighs only 500 pounds.
SPECIES TRAITS
Acidic Enzymes (Ex): Any creature that takes damage from a Crawfordsville monster’s slam attack also takes 1d6 points of acid damage from its digestive enzymes. These enzymes continue to dissolve the victim even after the attack, dealing 1d6 points of acid damage each round until the wound is washed with at least 1 pint of water (or some other appropriate liquid).
Engulf (Ex): A Crawfordsville monster can simply bowl over opponents up to one size category smaller than itself as a attack action during a move action. This attack affects as many opponents as the monster’s body can cover. Each target can make either an attack of opportunity against the Crawfordsville monster or a Reflex save (DC 13) to avoid being engulfed. A successful saving throw indicates that the target has been pushed back or aside (target’s choice) as the monster moves forward. An engulfed creature is considered grappled and trapped within the monster’s body. A Crawfordsville monster cannot make a slam attack during a round in which it attempts to engulf, but each engulfed creature takes 2d6 points of acid damage on that round and every round thereafter that it remains trapped.
Immunities (Ex): A Crawfordsville monster is immune to damage from piercing weapons.
Natural Invisibility (Su): A Crawfordsville monster remains invisible even when attacking. Any creature that correctly discerns its location despite being unable to see it has a 50% miss chance on melee and ranged attacks. The miss chance drops to 20% after the Crawfordsville monster has successfully engulfed at least one Small or larger creature or four or more Tiny creatures, because of the pink shade its body acquires. This ability is always active.
Ooze: A Crawfordsville monster has the traits and immunities common to oozes.
Sonic/Concussion Vulnerability (Ex): A Crawfordsville monster takes double damage from attacks that deal sonic or concussion damage.

[h=4]CRAWLING CLAW[/h]

Diminutive construct

CR: 1/3
HD: 1d10;hp: 5
Mas: -
Init: +0
Spd: 20 ft.
Defense: 15,touch: 14, flat-footed: 15 (+4 size, +1 natura)
BAB: +0;Grap: -12
Atk: +4 melee (1, claw)
Full Atk: +4 melee (1, claw)
FS: 1 ft. by 1 ft.;Reach: 0 ft.
SQ: construct, gaze immunity, smite fallen, spell resistance 10
AL: any
SV: Fort: +0, Ref: +0, Will: -3
AP 0;Rep +0
Str: 10, Dex: 10, Con: -, Int: -, Wis: 5, Cha: 5
Skills: None
Feats: None
Advancement: None

SPECIES TRAITS
Construct: Crawling claws have the traits and immunities common to constructs.
Gaze Immunity (Ex): Because it lacks eyes, a crawling claw is immune to gaze attacks.
Smite Fallen (Ex): A crawling claw’s attacks deal double damage against prone combatants.

[h=6]Create Crawling Claw[/h] Transmutation [Evil]
Level: Mage 3
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Severed human left hands wihitn a 5-foot-radius circle
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
You create a number of crawling claws up to twice your caster level. The hands to be transformed must all be within a 5-foot-radius circle. Once created, the group of crawling claws obeys your telepathic commands as long as the instructions are simple and you are within 100 feet. If you give the crawling claws simple standing orders before moving out of range, they obey these orders to the best of their ability until you return and issue new orders. Otherwise, they mill about aimlessly, attacking anything that moves into their space.
Material Component: Clippings from a ghoul’s fingernails, and a ring that someone else lost.
[h=4]DEMONIC MACHINE[/h]


Demonic Machine
Advanced Demonic Machine (industrial shredder)

Large construct
Huge construct
CR: 5
8
HD: 5d10+15; hp 42
8d10+20; hp 64
Mas: -
-
Init: +3
+1
Spd: 30 ft.
30 ft.
Defense: 13, touch 8, flat-footed 13 (–1 size, –1 Dex, +5 natural)
14, touch 6, flat-footed 14 (–2 size, –2 Dex, +8 natural)
BAB/Grap: +3/+12
+6/+23
Atk: +7 melee (1d6+5, claw)
+13 melee (2d4+9, claw)
Full Atk: +7 melee (1d6+5, 2 claws)
+13 melee (2d4+9, 2 claws)
FS/Reach: 10 ft. by 10 ft./5 ft.
15 ft. by 15 ft./10 ft.
SQ: construct, damage reduction 10/+1, improved grab, grind (2d6+5), machine possession
improved grab, grind (4d4+9); SQ construct, damage reduction 10/+1, improved grab, grind, possession
AL: Evil
Evil
SV: Fort: +1, Ref: +0, Will: +1
Fort: +2, Ref: +0, Will: +2
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 20, Dex: 8, Con: -, Int: 10, Wis: 10, Cha: 5
Str: 28, Dex: 6, Con: -, Int: 10, Wis: 10, Cha: 5
Skills: Bluff +5, Listen +10, Sense Motive +8, Spot +10.
Bluff +11, Listen +16, Sense Motive +14, Spot +16.
Feats: Alertness, Improved Initiative
Alertness, Improved Initiative
Advancement: 6–7 HD (Large); 8–15 HD (Huge)
9–15 HD (Huge)
A demonic machine has the normal dimensions, weight, and appearance of its mundane counterpart, and to all outward appearances, it is a perfectly normal machine. Any sort of device that has sufficiently dangerous moving parts—a printing press, a farm combine, an industrial shredder, or the like—is an excellent candidate for fiendish possession.
SPECIES TRAITS
Charm Person (Sp): Once per day, as a full-round action, the demonic machine can use charm person (manifester level 5th; save DC 8).
Construct: A demonic machine has the traits and immunities common to constructs. Unlike most constructs, however, it has an Intelligence score supplied by the demonic force that animates it.
Damage Reduction 10/+1 (Su): A demonic machine ignores the first 10 points of damage dealt by any nonmagical weapon. In campaigns without magic weapons, the GM can either disregard the demonic machine’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Feats: Though technically a construct, a demonic machine is animated by a fell presence from beyond Shadow. It gains feats as an outsider (1, plus 1 feat per 4 HD beyond 1 HD).
Grind (Ex): A demonic machine may make a grind attack (at its normal attack bonus) against a grappled creature, dealing double claw damage plus its Strength modifier.
Improved Grab (Ex): To use this ability, the demonic machine must hit an opponent at least one size category smaller than itself with its claw attack. If it gets a hold, it automatically deals claw damage each round that the hold is maintained, and it can grind in the next round.
Machine Possession: The animating force in a demonic machine is a demon from beyond Shadow. This creature can, at any time, choose to abandon one machine as a free action and possess another as an attack action.
Skills: A demonic machine gains skills as if it were an outsider (8 + Int modifier per HD).

[h=4]DIMENSIONAL HORROR[/h]


Dimensional Horror
Advanced Dimensional Horror

Large outsider
Gargantuan outsider
CR: 7
13
HD: 6d8+18; hp 45
14d8+98; hp 161
Mas: 16
24
Init: +2
+1
Spd: 40 ft.
40 ft.
Defense: 18, touch 11, flatfooted 16 (–1 size, +2 Dex, +7 natural)
21, touch 7, flat-footed 20 (-4 size, +1 Dex, +14 natural)
BAB/Grap: +6/+16
+14/+39
Atk: +11 melee (1d6+9, claw)
+23 melee (2d6+19, claw)
Full Atk: +11 melee (1d6+6, 2 claws) and +9 melee (1d8+3, 2 bites)
+23 melee (2d6+13, 2 claws) and +21 melee (2d8+6, 2 bites)
FS/Reach: 10 ft. by 10 ft./10 ft.
20 ft. by 20 ft./15 ft.
SQ: blindsight 30 ft., darkvision 60 ft., improved grab, scent, shift dimension (DC 15)
blindsight 30 ft., darkvision 60 ft., improved grab, scent, shift dimension (DC 19)
AL: None
None
SV: Fort: +8, Ref: +7, Will: +7
Fort: +16, Ref: +10, Will: +11
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 22, Dex: 15, Con: 16, Int: 9, Wis: 15, Cha: 14
Str: 36, Dex: 13, Con: 24, Int: 9, Wis: 15, Cha: 14
Skills: Listen +11, Navigate +4, Search +5, Sense Motive +6, Spot +11, Survival +11.
Listen +19, Navigate +16, Search +15, Sense Motive +16, Spot +19, Survival +19
Feats: Multiattack, Track
Cleave, Multiattack, Power Attack, Track
Advancement: 7–12 HD (Huge); 13–24 HD (Gargantuan)
15–24 HD (Gargantuan)
SPECIES TRAITS
Blindsight (Ex): A dimensional horror can ascertain all creatures and objects within 30 feet in both the normal world and its own coexistent dimension. The dimensional horror’s blindsight is not dependent on vision, echolocation, vibrations, or scent; rather, it is gained through an unknown sense that detects the space objects and creatures occupy.
Although a dimensional horror can be blinded and deafened normally, nothing can rob it of its blindsight.
Improved Grab (Ex): To use this ability, the dimensional horror must hit a single opponent that is its own size category or smaller with both claw attacks in the same round. If it gets a hold, it automatically deals damage for two claw attacks each round that the hold is maintained, and it can attempt to use its shift dimension ability (see below) in the same round.
Scent (Ex): This ability allows a dimensional horror to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
The dimensional horror may use its scent ability against creatures in the normal world even while it is in its coexistent dimension (see below).
Shift Dimension (Su): This ability, usable at will, allows the dimensional horror to move from the normal world to a coexistent dimension or back again as a free action. Any creature grappled by the dimensional horror as it shifts must succeed at a Will saving throw (DC 10 + 1/2 the dimensional horror’s Hit Dice + its Charisma modifier) or be taken along to the other dimension.
Any creature in this alternate dimension is invisible and intangible with respect to the normal world. Creatures there cannot see or hear dimensionally shifted creatures; to anyone watching a shift from the normal world, it appears that the affected creature simply ceases to exist. Creatures within the coexistent dimension can see, hear, and affect each other normally, and they can also see and hear the normal world. No visual cue differentiates creatures in one dimension from those in the other, so creatures unwillingly brought to the coexistent dimension may be confused when their companions seem unable to see them anymore. A dimensional horror, however, innately knows which of the two dimensions any creature within range of its blindsight occupies.
A dimension-shifted creature is unable to affect anything in the normal world and can pass through nonshifted objects harmlessly. The coexistent dimension effectively lacks gravity, so a shifted creature can move about at its base speed in any direction or orientation it desires. However, the physics of movement for objects remains the same as in the normal world. A dropped object falls at the same rate as it would in the normal world and comes to rest on the “floor,” but creatures and the objects they carry do not fall when dropped and can be pushed through the “floor” or through other objects that are solid in the normal world.
Though the coexistent dimension has no atmosphere as such, any shifted creature can breathe normally there. These phenomena baffle scientists and will likely continue to do so until some safe and reliable means of accessing the alternate dimension is established.
A dimensional horror can remain in the coexistent dimension as long as it wishes. Any other shifted creature or object remains there as long as it is grappled or held by a dimensional horror and for 1 minute thereafter. When that time elapses, the creature instantly shifts back to the normal world. When a dimensional horror dies, all creatures it shifted to the coexistent dimension instantly return to the normal world, along with the corpse of the dimensional horror. Creatures that arrive in the normal world within a solid object or creature are pushed out of the obstruction and into the nearest open space, taking 1d6 points of damage for each 5 feet so traveled. The object or creature within which the shifter arrived is unharmed by the process. Dimensional horrors often take care to hide their victims’ bodies in caverns and other open spaces deep underground or in hollow trees, so that when they automatically shift back to the normal world, they will not be obvious.
True seeing, see invisibility, and similar effects make dimensionally shifted creatures visible to creatures in the normal world, and dispel magic returns them there, automatically breaking the grapple of any dimensional horrors that hold them.
Attempts by scientists to harness the dimensional horrors’ alternate space have had little success, partially because such efforts seem to attract the attention of dimensional horrors. Nevertheless, a few technological items have been created to combat these terrors from beyond (New FX Equipment, below).

[h=6]New Equipment[/h] The scientific experimentation needed to develop the equipment below frequently attracted attention from the very horrors that the items were designed to combat. Many people died to bring these items into being, and many more will die unless they can be put to good use.
Dimensional Transformer: Acting on the few available reports of the coexistent dimension inhabited by dimensional horrors, scientists set to work attempting to access it. After ten years of study and many disastrous trials, it became clear that only very small objects could safely be shifted to this dimension and then only for short periods. Since then, all efforts have been devoted to miniaturizing the technology and making it more reliable. The result of this development is the dimensional transformer.
A dimensional transformer is a bulky, suppressorlike device that can be attached to nearly any properly fitted handgun or longarm gun barrel with a successful Repair check (DC 15). Once activated (a move action), the dimensional transformer shifts any bullet fired from the gun into the realm of the dimensional horrors. The bullet shifts just before leaving the barrel and remains in the other dimension for only a few seconds. This effect allows the wielder to fire at dimensional horrors and other shifted targets even though they are not visible or tangible. The effects of the target’s invisibility still apply (a 50% miss chance, assuming that the shooter targets the correct square).
Although its accuracy leaves much to be desired because of this miss chance, the dimensional transformer has proven useful in many encounters with dimensional horrors. The device can shift 200 bullets before it burns out and becomes ineffective.
An interesting side effect of the dimensional transformer was discovered during its first live test. A dimensional horror grabbed a soldier, who managed to escape the creature’s grasp after it had taken him to the other dimension. The soldier immediately fired several shots at the creature with his weapon. The bullets had no effect on the dimensional horror, but they struck and killed two of the soldier’s compatriots in the normal world before he realized what was happening. When fired in the coexistent dimension, a dimensional transformer shifts bullets into the normal world, allowing them to strike targets there. They then shift back to the coexistent dimension, where they remain for 1 minute before reappearing in the normal world. Fortunately, dimensional horrors seem incapable of manipulating guns well enough to fire them. The potential of the dimensional transformer as a means to flawless, evidencefree assassinations is just one of the many reasons that governments around the world continue to study dimensional horrors and their realm, despite the grave dangers of such experimentation.
Size: Small; Purchase DC: 34;Purchase Restriction: Military; Weight: 3 lb.
Shift Detector: A shift detector looks like a bulky, portable satellite receiver, but its clumsy shape hides an extremely complicated system designed to project a field of specially charged subatomic particles and detect disturbances in their flow. When a dimensionally shifted creature enters the field, the detector’s alarm sounds, alerting those nearby to the presence of such a creature. (Alternatively, the device can be wired to a networked alert system that relays the alarm elsewhere.) The field projects outward from the shift detector in a 10- to 60-foot radius, and it can detect shifted creatures within or on the other side of objects. Unfortunately, the shift detector is imprecise: It cannot pinpoint the direction of the shifted being, and the fields generated by other shift detectors invariably set it off.
Size: Medium; Purchase DC: 35;Purchase Restriction: Military; Weight: 40 lb.
Shift Extender: Scientists have been unable to perfect any means of transferring creatures or objects as large as dimensional horrors from one dimension to another. However, they have created a device that extends the amount of time a creature remains shifted once a dimensional horror has taken it to the coexistent dimension. Though it is somewhat awkward to use, this device, called a shift extender, has proven to be highly useful in fighting dimensional horrors.
A shift extender is a surprisingly small device about the size and shape of a brick, with two nets made of long wires and cables extending from the top. When these nets are wrapped around a creature or object weighing no more than 300 pounds, the shift extender is ready for use. The device activates automatically when the creature or object to which it is attached is shifted to the dimensional horror’s realm. Both the shift extender and its attachment remain shifted for an extra 2d10 rounds beyond the usual 1- minute duration after release in the coexistent dimension. If the wearer of the device is grappled again by a dimensional horror during this period, the device resets, providing another 2d10 rounds of extra time after the next release. When the extra time has elapsed, the device and the object or creature to which it is attached return to the normal world. If desired, the wearer can return to the normal world before the time is up by manually shutting off the device. Doing so requires a move action to disconnect the cables.
Size: Small; Purchase DC: 32;Purchase Restriction: Military; Weight: 8 lb.
[h=4]DINOSAUR, PLESIOSAUR[/h]

Gargantuan animal (aquatic

CR: 10
HD: 16d8+112;hp: 184
Mas: 24
Init: +0
Spd: 10 ft., swim 50 ft.
Defense: 12,touch: 6, flat-footed: 12 (–4 size, +6 natural)
BAB: +12;Grap: +36
Atk: +20 melee (2d8+18, bite)
Full Atk: +20 melee (2d8+18, bite)
FS: 20 ft. by 20 ft.;Reach: 15 ft.
SQ: Scent
AL: None
SV: Fort: +17, Ref: +10, Will: +6
AP 0;Rep +0
Str: 34, Dex: 10, Con: 24, Int: 2, Wis: 13, Cha: 9
Skills: Listen +6, Spot +6
Feats: None
Advancement: 17–31 HD (Gargantuan); 32–45 HD (Colossal)

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

[h=4]DINOSAUR, PTERADON[/h]

Large animal

CR: 2
HD: 4d8;hp: 18
Mas: 10
Init: +3
Spd: 20 ft., fly 40 ft. (good.
Defense: 15,touch: 13, flat-footed: 12 (+3 Dex, +2 natural)
BAB: +2;Grap: +7
Atk: +2 melee (1d8+1, bite)
Full Atk: +2 melee (1d8+1, bite) and –3 melee (1d4+1, 2 claws)
FS: 5 ft. by 5 ft.;Reach: 5 ft.
SQ: Scent
AL: None
SV: Fort: +3, Ref: +6, Will: +2
AP 0;Rep +0
Str: 12, Dex: 16, Con: 10, Int: 2, Wis: 12, Cha: 5
Skills: Listen +3, Move Silently +8, Spot +6
Feats: None
Advancement: 5–8 HD (Large); 9–14 HD (Huge)

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

[h=4]DINOSAUR, TYRANNOSAUR[/h]

Huge animal

CR: 11
HD: 20d8+80;hp: 170
Mas: 19
Init: +1
Spd: 40 ft.
Defense: 14,touch: 9, flat-footed: 13 (–2 size, +1 Dex, +5 natural)
BAB: +15;Grap: +32
Atk: +22 melee (4d6+13, bite)
Full Atk: +22 melee (4d6+13, bite)
FS: 15 ft. by 15 ft.;Reach: 15 ft.
SQ: Improved grab, scent, swallow whole
AL: None
SV: Fort: +16, Ref: +13, Will: +8
AP 0;Rep +0
Str: 28, Dex: 12, Con: 19, Int: 2, Wis: 15, Cha: 10
Skills: Listen +11, Spot +11
Feats: None
Advancement: 21–36 HD (Gargantuan); 37–54 HD (Colossal)

SPECIES TRAITS
Improved Grab (Ex): To use this ability, the tyrannosaur must hit an opponent two or more size categories smaller than itself with its bite attack. If it gets a hold, it shakes the grabbed opponent back and forth, automatically dealing bite damage each round. Once the opponent stops resisting, the tyrannosaur attempts to swallow on its next turn.
Scent (Ex): This ability allows a tyrannosaur to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Swallow Whole (Ex): If a tyrannosaur begins its turn with an opponent two or more size categories smaller than itself held in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once inside the tyrannosaur, the opponent takes bludgeoning damage equal to the tyrannosaur’s bite attack plus 1d6 points of acid damage per round from the monster’s gizzard. A successful grapple check allows the swallowed creature to climb out of the gizzard and return to the tyrannosaur’s maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack from inside the gizzard using claws or a Small or Tiny slashing weapon. Dealing at least 25 points of damage to the gizzard (Defense 20) in this way creates an opening large enough to permit escape. Once the creature exits, the tyrannosaur must make a successful Fortitude save (DC 20) or die, whether or not the full amount of damage was dealt with a single blow. A Huge tyrannosaur’s gizzard can hold 2 Medium-size, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

[h=4]DOOM HAG[/h]

Medium-size undead

CR: 6
HD: 6d12;hp: 39
Mas: -
Init: +0
Spd: fly 30 ft. (perfect)
Defense: 18,touch: 10, flat-footed: 18 (+8 natural)
BAB: +3;Grap: +7
Atk: +8 melee (1d4+4, claw)
Full Atk: +8 melee (1d4+4, 2 claws)
FS: 5 ft. by 5 ft.;Reach: 5 ft.
SQ: Confusion (DC 17), darkvision 60 ft., mimicry, natural invisibility, rend 1d4+6, undead
AL: Chaos, Evil
SV: Fort: +2, Ref: +2, Will: +8
AP 0;Rep +0
Str: 18, Dex: 10, Con: -, Int: 15, Wis: 17, Cha: 16
Skills: Bluff +11, Concentration +8, Hide +8 (+12 at night or in darkness), Intimidate +8, Knowledge (arcane lore) +10, Listen +10, Move Silently +8, Read/Write Language (any three), Speak Language (any three), Spot +10.
Feats: Simple Weapons Proficiency, Stealthy, Weapon Focus (claw)
Possessions: Tattered clothing, collections of scalps, teeth, and thighbones
Advancement: 7–15 HD (Medium-size)

Standing 6 feet tall and weighing 175 pounds, a doom hag resembles a grizzled crone. It is always clad in a shabby, tattered dress and shawl of a drab color.

SPECIES TRAITS
Confusion (Sp): A doom hag can use confusion three times per day, as the spell cast by a 9th-level Mage (Will save negates; save DC 14 + the doom hag’s Charisma modifier).
Mimicry (Ex): A doom hag can imitate (but not necessarily understand) the sounds made by any person or animal it hears.
Natural Invisibility (Su): During daylight, a doom hag is naturally invisible and remains so even when attacking. Any creature that correctly discerns the doom hag’s location despite being unable to see it has a 50% miss chance on melee and ranged attacks. This ability is always active, but the doom hag can suppress it for 1 round with a successful Concentration check (DC 15). A new check at the same DC is required for each subsequent round that it wishes to remain visible. The doom hag is visible from sundown to sunup.
Rend (Ex): If a doom hag hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. The rending attack deals damage as a claw attack plus 1.5 times the doom hag’s Strength modifier.
Skill Bonus: A doom hag blends into the gloom, gaining a +4 species bonus on Hide checks at night or in darkness.
Undead: A doom hag has the traits and immunities common to undead.

[h=4]DREAD TREE[/h]


Dread Tree
Advanced Dread Tree

8
12
CR: 8
12
HD: 7d8+35; hp 66
17d8+119; hp 195
Mas: -
-
Init: -1
-1
Spd: 20 ft.
20 ft.
Defense: 20, touch 7, flat-footed 20 (–2 size, –1 Dex, +13 natural)
22, touch 5, flat-footed 22 (–4 size, –1 Dex, +17 natural)
BAB/Grap: +5/+22
+12/+41
Atk: +12 melee (2d6+13, slam)
+25 melee (2d8+17, slam)
Full Atk: +12 melee (2d6+13, slam)
+25/+20/+15 melee (2d8+17, slam)
FS/Reach: 15 ft. by 15 ft./10 ft.
20 ft. by 20 ft./15 ft.
SQ: Blindsight 30 ft., double damage against objects, fire vulnerability, intoxicating fruit (DC 14), plant, smash 2d6+13
Blindsight 30 ft., double damage to objects, fire vulnerability, intoxicating fruit (DC 19), plant, smash 2d8+17
AL: Evil
Evil
SV: Fort: +10, Ref: +1, Will: +4
Fort: +17, Ref: +4, Will: +7
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 29, Dex: 8, Con: 21, Int: 2, Wis: 15, Cha: 12
Str: 37, Dex: 8, Con: 25, Int: 2, Wis: 15, Cha: 12
Skills: Hide –6 (+10 in forested areas), Intimidate +4, Listen +5, Spot +5
Hide –6 (+10 in forested areas), Intimidate +4, Listen +5, Spot +5
Feats: None
None
Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan)
18–21 HD (Gargantuan)
SPECIES TRAITS
Blindsight (Ex): A dread tree is blind but can ascertain all creatures and objects within 30 feet just as a sighted creature would. Beyond that range, all targets have total concealment with respect to the dread tree.
Double Damage against Objects (Ex): A dread tree that makes a full attack against an object or structure deals double damage to it.
Fire Vulnerability (Ex): A dread tree takes 50% more damage from fire attacks.
Improved Grab (Ex): To use this ability, the dread tree must hit an opponent at least one size category smaller than itself with its slam attack. If it gets a hold, it automatically deals slam damage each round that the hold is maintained, and it can smash in the next round (see below).
Intoxicating Fruit (Ex): The fruit of a dread tree produces a scent that is extremely intriguing to mammals. Any such creature within 100 feet of a dread tree must make a successful Will save (DC 10 + 1/2 the dread tree’s Hit Dice + its Charisma modifier) or move into its fighting space. Once there, the creature must make another successful Will save (same DC) or pick and eat the fruit. A creature too small to reach the branches eats fruit that has fallen from the tree. The fruit contains an ingested poison (Fortitude save DC 18; 1d6 Dex/unconsciousness for 2d6 rounds). The toxin remains viable for 1d6 days after picking.
Plant: Dread trees have the traits and immunities common to plants.
Skills: Because a dread tree is intelligent, it gains skill points as if it were an animal. A dread tree gains a +16 species bonus on Hide checks made in forested areas.
Smash (Ex): A dread tree can smash a grappled opponent into its trunk or on the ground, dealing slam damage every round the hold is maintained.

[h=4]DROP BEAR[/h]

Medium-size animal

CR: 1
HD: 2d8+4;hp: 13
Mas: 14
Init: +2
Spd: 30 ft., climb 20 ft.
Defense: 14,touch: 12, flat-footed: 12 (+2 Dex, +2 natura)
BAB: +1;Grap: +4
Atk: +4 melee (1d6+4, bite)
Full Atk: +4 melee (1d6+4, bite) and –1 melee (1d4+2, 2 claws)
FS: 5 ft. by 5 ft.;Reach: 5 ft.
SQ: Low-light vision, scent, stealthy pounce
AL: None
SV: Fort: +5, Ref: +5, Will: +1
AP 0;Rep +0
Str: 16, Dex: 14, Con: 14, Int: 3, Wis: 13, Cha: 6
Skills: Balance +5, Climb +6, Hide +5, Move Silently +5, Spot +3
Feats: None
Advancement: 3–5 HD (Medium-size); 6–8 HD (Large)

The minor differences between a drop bear and a koala are discernable only to trained naturalists. A drop bear can even imitate the sleepy demeanor of its genetic cousins as a sort of behavioral camouflage. Because drop bears can so easily be mistaken for koalas, roughly one-third of all fatalities from drop bear attacks occur when well-meaning tourists try to pose with the creatures for souvenir photographs.

SPECIES TRAITS
Scent (Ex): This ability allows a drop bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Stealthy Pounce (Ex): If a drop bear leaps upon a flat-footed foe, it can make a full attack even if it has already taken a move action.
 

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