Kinori - Rogue Tulpa

Morrus

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


Kinori
Kinori Strong Hero 1

Medium-size monstrous humanoid
Medium-size monstrous humanoid
CR: 1
2
HD: 2d8+2; hp 11
2d8+2 plus 1d8+1; hp 16
Mas: 13
13
Init: +1
+1
Spd: 20 ft., swim 30 ft.
20 ft., swim 30 ft.
Defense: 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 class)
BAB/Grap: +2/+3
+3/+4
Atk: +3 melee (1d4+1, claw or bite)
+4 melee (1d4+2, claw or bite) or +4 ranged (2d6, Colt Desert Eagle)
Full Atk: +3 melee (1d4+1, 2 claws) and +1 melee (1d4, bite) or +3 ranged)
+4 melee (1d4+2, 2 claws) and +2 melee (1d4+1, bite) or +4 ranged (2d6, Colt Desert Eagle)
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: Cold resistance 20, darkvision 120 ft., easy breathing, light sensitivity
Cold resistance 20, darkvision 120 ft., easy breathing, light sensitivity
AL: Kinori, evil
Kinori, evil
SV: Fort: +1, Ref: +4, Will: +3
Fort: +2, Ref: +4, Will: +3
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 13, Dex: 12, Con: 13, Int: 11, Wis: 10, Cha: 11
Str: 13, Dex: 12, Con: 13, Int: 11, Wis: 10, Cha: 11
Skills: Climb +5, Hide +5 (+9 when concealed against a white background), Listen +3, Move Silently +5, Spot +3, Survival +5, Swim +10.
Climb +6, Hide +5 (+9 when concealed against a white background), Listen +3, Move Silently +5, Spot +3, Survival +5, Swim +11.
Feats: Archaic Weapons Proficiency, Multiattack, Simple Weapons Proficiency.
Archaic Weapons Proficiency, Multiattack, Personal Firearms Proficiency, Simple Weapons Proficiency.
Talents: N/A
(Strong Hero): Melee smash
Possessions: N/A
Colt Desert Eagle, 20 rounds of 10mm ammunition
Advancement: By character class
By character class
SPECIES TRAITS
Cold Resistance 20 (Ex): A kinori ignores the first 20 points of cold damage from any single attack.
Easy Breathing (Ex): Since a kinori requires much less oxygen to breathe than a human does, the creature can hold its breath for up to an hour. If exposed to a dangerous inhaled effect, a kinori gains a +5 species bonus on any required saving throw.
Light Sensitivity (Ex): A kinori takes a –2 penalty on attack rolls, checks, and saves in sunlight or other bright light.
Skill Bonus: A kinori can turn its skin white as a free action, much as a chameleon changes its color. It gains a +4 species bonus on Hide checks when concealed against a white background, such as snow and ice.

[h=4]LITTER BRUTE[/h]


Litter Brute
Advanced Litter Brute

Large construct
Huge construct
CR: 4
6
HD: 6d10+20; hp 53
12d10+40; hp 106
Mas: -
-
Init: +0
-1
Spd: 20 ft.
20 ft.
Defense: 17, touch 9, flat-footed 17 (–1 size, +8 natural)
18, touch 7, flatfooted 18 (–2 size, –1 Dex, +11 natural)
BAB/Grap: +4/+10
+9/+23
Atk: +5 melee (1d8+2, slam)
+13 melee (2d6+6, slam)
Full Atk: +5 melee (1d8+2, 2 slams)
+13 melee (2d6+6, 2 slams)
FS/Reach: 15 ft. by 15 ft./10 ft.
15 ft. by 15 ft./10 ft.
SQ: Construct, darkvision 60 ft., dimension door, engulf, fast healing 5, garbage growth, sharp implements
Construct, darkvision 60 ft., dimension door, engulf, fast healing 5, garbage growth, sharp implements
AL: None
None
SV: Fort: +2, Ref: +2, Will: +3
Fort: +4, Ref: +3, Will: +5
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 14, Dex: 11, Con: -, Int: -, Wis: 12, Cha: 6
Str: 22, Dex: 9, Con: -, Int: -, Wis: 12, Cha: 6
Skills: None
None
Feats: None
None
Advancement: 7–10 HD (Large); 11–18 HD (Huge); 19–24 HD (Gargantuan)
13–18 HD (Huge); 19–24 HD (Gargantuan)
SPECIES TRAITS
Dimension Door (Sp): At will, a litter brute can remove its essence from the objects that form its body, dropping them wherever they happen to land, then reappear up to 500 feet away, reconstructing its body from garbage and refuse there (assuming enough raw material exists in the target location). The litter brute cannot use its dimension door ability to transport other objects or creatures.
Electricity Immunity (Ex): A litter brute takes no damage from electricity. In fact, a litter brute struck by an electrical attack uses the residual energy to deal +1d6 points of electricity damage on its slam attacks the following round.
Engulf (Ex): A litter brute can simply bowl over opponents up to one size category smaller than itself as a free attack during its 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 litter brute or a Reflex save (DC 10 + 1/2 the litter brute’s Hit Dice + its Strength modifier) to avoid being engulfed. A successful saving throw indicates that the target has been pushed back or aside (target’s choice) as the litter brute surges forward.
An engulfed creature is considered grappled. A litter brute cannot make a slam attack during a round in which it attempts to engulf, but each engulfed creature takes slam damage (half bludgeoning, half slashing) on that round and every round that it remains trapped.
Fast Healing 1: So long as there is some sort of litter or refuse within 60 feet of it, a litter brute heals 1 point of damage per round unless it is reduced to –10 or fewer hit points. This ability does not enable the litter brute to regrow or reattach severed body parts.
Garbage Growth (Ex): A litter brute can stuff objects inside itself to add to its bulk, if desired. Given enough time and a large enough supply of refuse, it can increase its Hit Dice by 1 per 24 hours, provided that it does nothing else. See Advancement (below) for changes in size category based on Hit Dice.
Sharp Implements: Within a litter brute’s body are countless sharp implements, which protrude from its form in various places. Because of these protrusions, half of the damage a litterfolk deals with a slam attack is slashing damage.

[h=4]LUCIFERAN[/h]


Luciferan
Luciferan Smart Hero 3/Mage 3

Medium-size outsider
Medium-size outsider
CR: 2
8
HD: 2d8+2; hp 11
2d8+2 plus 3d6+6 plus 3d6+6; hp 44
Mas: 14
14
Init: +1
+1
Spd: 30 ft., fly 40 ft. (average)
30 ft., fly 40 ft. (average)
Defense: 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
18, touch 14, flat-footed 17 (+1 Dex, +3 class, +4 natural)
BAB/Grap: +2/+2
+4/+4
Atk: +2 melee (1d4, claw)
+4 melee (1d4, claw)
Full Atk: +2 melee (1d4, 2 claws) or +3 ranged (2d6, Colt Python)
+4 melee (1d4, 2 claws), or +5 ranged (2d6, Colt Python revolver)
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: Body glow, darkvision 60 ft., immolation
Body glow, brew potion, darkvision 60 ft., immolation, scribe scroll, summon familiar
AL: Any
Any
SV: Fort: +5, Ref: +4, Will: +4
Fort: +7, Ref: +6, Will: +9
AP/Rep: 0/+0
3/+3
Ability Scores: Str: 10, Dex: 13, Con: 14, Int: 12, Wis: 12, Cha: 14
Str: 10, Dex: 13, Con: 14, Int: 13, Wis: 12, Cha: 15
Occupation: N/A
Dilettante (bonus class skill: Intimidate)
Skills: Bluff +4, Intimidate +4, Knowledge (arcane lore) +6, Read/Write Aramaic, Speak Aramaic, Speak English.
Bluff +4, Computer Use +7, Concentration +8, Craft (chemical) +10, Decipher Script +7, Disable Device +7, Intimidate +7, Investigate +7, Knowledge (arcane lore) +15, Knowledge (technology) +7, Read/Write Arabic, Read/Write Aramaic, Read/Write Dutch, Read/Write English, Research +10, Speak Arabic, Speak Aramaic, Speak Dutch, Speak English, Speak French, Spellcraft +7.
Feats: Simple Weapons Proficiency
Alien Weapons Proficiency, Archaic Weapons Proficiency, Combat Expertise, Iron Will, Low Profile, Simple Weapons Proficiency.
Talents: N/A
Savant (research), trick
Magic Spells: N/A
(4/3/1): 0—detect magical aura, light, mage hand, read magic; 1st—change self, power device, sleep; 2nd—invisibility. Caster level 3rd; save DC 11 + spell level.
Possessions: Colt Python, 12 rounds of .357 ammunition
Colt Python (.357 revolver), 12 rounds of .357 ammunition, 1d4 scrolls, 1d4 potions
Advancement: By character class
By character class
SPECIES TRAITS
Automatic Language: Luciferans read, write, and speak Aramaic.
Body Glow (Su): A luciferan’s skin constantly emits a pale red glow that is imperceptible in lighted conditions, but the effect reduces any concealment the luciferan may have due to darkness by one step.
Immolation (Su): A luciferan can increase the glow from its skin into a raging inferno. The flame so generated deal 6d6 points of fire damage to each object and creature within a 10-foot radius of the luciferan. A successful Reflex save (10 + 1/2 the luciferan’s Hit Dice + its Constitution modifier) halves the damage.
Skill Bonuses: A luciferan gains a +2 species bonus on Bluff and Intimidate checks.

[h=4]MALLEABLE CREATURE (TEMPLATE)[/h] TEMPLATE TRAITS
“Malleable creature” is an acquired template that can be added to any corporeal humanoid or monstrous humanoid (referred to hereafter as the “base creature”). The creature retains its original type. It uses the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as base creature +1.
Grapple Bonus: A malleable creature gains a +4 species bonus on grapple checks.
Special Qualities:
Bludgeoning Resistance 5 (Ex): A malleable creature ignores the first 5 points of bludgeoning damage from any single attack.
Increased Reach (Ex): The reach of a malleable creature increases by 5 feet.
Malleable Form (Ex): This ability allows a malleable creature to make itself look different. It can appear 1 foot shorter or taller than its normal height, and it can seem thinner or fatter. It cannot change its skin, hair color, body type, or number of limbs. This ability does not allow the malleable creature to mimic the appearance of specific individuals.
As a full-round action, a malleable creature can squeeze through an opening as small as 6 inches square. In the case of an enclosed space, such as a drainpipe or airshaft, the malleable creature moves at one-third of its normal speed, but it can take no other actions until at least half of its body mass has emerged from the enclosure. Objects and clothing worn by the malleable creature may or may not be small enough to fit through the opening—objects larger than Tiny are left behind unless every part of the opening is large enough to accommodate them.
Saves: Same as the base creature, with a +1 species bonus on Fortitude saves, and modified by new ability scores.
Ability Scores: A malleable creature’s ability scores change as follows: Con +2, Dex –4.
Skill Bonuses: A malleable creature’s pliant body grants it a +4 species bonus on Disguise checks and a +10 species bonus on Escape Artist checks.
Bonus Feat: A malleable creature gains Nimble as a bonus feat.
[h=6]Malleable Human Tough Hero 4/Dedicated Hero 3[/h] Medium-size humanoid

CR: 8
HD: 4d10+16 plus 3d6+12 plus 3 (Toughness); hp: 63
Mas: 19
Init: -2
Spd: 30 ft.
Defense: 16,touch: 13, flat-footed: 16 (–2 Dex, +5 class, +3 undercover vest)
BAB: +5;Grap: +10
Atk: +6 melee (1d4+1, unarmed strike) or +3 ranged (2d6, Beretta 92F)
Full Atk: +6 melee (1d4+1, unarmed strike) or +3 ranged (2d6, Beretta 92F)
FS: 5 ft. by 5 ft.;Reach: 5 ft.
SQ: Bludgeoning resistance 5, increased reach, malleable form
AL: Any
SV: Fort: +11, Ref: +0, Will: +6
AP 3;Rep +2
Str: 12, Dex: 6, Con: 19, Int: 10, Wis: 16, Cha: 11
Skills: Bluff +8, Climb +3, Concentration +6, Disguise +13, Escape Artist +14, Knowledge (current events) +2, Read/ Write English, Speak English, Spot +7, Survival +7.
Feats: Armor Proficiency (light), Combat Martial Arts, Defensive Martial Arts, Great Fortitude, Improved Combat Martial Arts, Nimble, Simple Weapons Proficiency, Toughness.
Talents: Talents (Tough Hero): Damage reduction 1/–, remain conscious
Talents (Dedicated Hero): Intuition, skill emphasis (Disguise)
Possessions: Undercover vest, Beretta 92F (9mm autoloader), 50 rounds of 9mm ammunition, disguise kit.
[h=4]MANIAC (TEMPLATE)[/h] TEMPLATE TRAITS
“Maniac” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the “base creature”). The creature retains its original type. It uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as base creature +1.
Hit Dice: Change to d12.
Attacks: A maniac retains all the attacks of the base creature and gains a slam attack if the base creature didn’t already have one. If the base creature did not have a slam attack, use the base damage values in the table below. Otherwise, use the values below or the base creature’s base damage, whichever is greater.
SizeSlam Damage
Fine1
Diminutive1d2
Tiny1d3
Small1d4
Medium-size1d6
Large1d8
Huge2d6
Gargantuan2d8
Colossal4d6
Special Qualities: A maniac retains all the special qualities of the base creature and gains the additional qualities described below.
Ability Surge (Ex): Once per day as a free action, the maniac can temporarily increase its Strength and Dexterity scores, but doing so imposes a penalty on its saving throws. While this ability is in effect, the maniac gains a +4 morale bonus to both Strength and Dexterity but takes a –2 penalty on all saving throws. Ability surge lasts for a number of rounds equal to the maniac’s character level. Following an ability surge, the maniac is fatigued (–2 to Strength and Dexterity) for as many rounds as the surge was in effect, but it may negate this penalty as a free action by spending an action point.
Damage Reduction 5/– (Ex): A maniac ignores the first 5 points of damage dealt by any attack.
Immunities (Ex): A maniac is immune to mind-affecting effects.
Resistance to Massive Damage (Ex): A maniac gains a +5 species bonus on Fortitude saves to negate the effects of massive damage.
Allegiances: Previous allegiances are lost and replaced by allegiances to chaos and evil. Changed allegiances might cause the loss of particular class abilities.
Saves: Same as the base creature, with a +2 bonus on Fortitude saves, and modified by new ability scores.
Ability Scores: A maniac gains the following ability score increases: Str +4, Con +4.
Feats: A maniac gains Improved Damage Threshold and Toughness as bonus feats.
[h=6]Maniac (Strong Hero 2/Tough Hero 3)[/h] Medium-size humanoid

CR: 6
HD: 5d12+20 plus 3 (robus) plus 3 (toughness);hp: 58
Mas: 22
Init: +1
Spd: 30 ft.
Defense: 15,touch: 15, flat-footed: 14 (+1 Dex, +4 class)
BAB: +4;Grap: +8
Atk: +8 melee (1d4+5/19–20 nonlethal, improved unarmed strike) or +8 melee (1d6+5, slam) or +8 melee (3d6+5, chain saw)
Full Atk: +8 melee (1d4+5/19–20 nonlethal, improved unarmed strike) or +8 melee (1d6+5, slam) or +8 melee (3d6+5, chain saw) or +5 ranged)
FS: 5 ft. by 5 ft.;Reach: 5 ft.
SQ: Ability surge, damage reduction 5/–, immunities, resistance to massive damage
AL: Chaos, evil
SV: Fort: +12, Ref: +2, Will: +2
AP 2;Rep +1
Str: 18, Dex: 13, Con: 19, Int: 8, Wis: 12, Cha: 10
Skills: Climb +9, Jump +9, Read/Write English, Speak English, Spot +4, Survival +4.
Talents: (Strong Hero): Melee smash
(Tough Hero): Remain conscious, robust)
Feats: Combat Martial Arts, Great Fortitude, Improved Combat Martial Arts, Improved Damage Threshold, Power Attack, Simple Weapons Proficiency, Toughness.
Possessions: Chain saw, Halloween mask, bloodstained overalls.

[h=4]MAN-’O-WAR, GIANT[/h]

Large animal

CR: 7
HD: 5d8+10;hp: 32
Mas: 15
Init: +3
Spd: swim 60 ft.
Defense: 17,touch: 12, flat-footed: 14 (–1 size, +3 Dex, +5 natural)
BAB: +3;Grap: +9
Atk: +4 melee (attach, strand) or +4 melee (1d4+2, bite)
Full Atk: +4 melee (attach, 8 strands) and –1 melee (1d4+1, bite)
FS: 10 ft. by 10 ft.;Reach: 5 ft.
SQ: Attach, damage reduction 5/piercing, fire vulnerability, paralysis, strands, wavesense
AL: None
SV: Fort: +6, Ref: +7, Will: +2
AP 0;Rep +0
Str: 14, Dex: 16, Con: 15, Int: 2, Wis: 12, Cha: 4
Skills: Hide +9, Move Silently +9
Feats: None
Advancement: 6–9 HD (Large); 10–15 HD (Huge)

SPECIES TRAITS
Attach (Ex): If a giant man-’o-war hits with a strand attack, the strand latches onto the opponent’s body. The attachment deals no damage, but the giant man-’o-war can then draw the opponent 20 feet closer to itself that round and each subsequent round thereafter that the opponent remains stuck. Once the creature is within 20 feet of the giant man-’o-war, the man-’o-war can draw it the remaining distance and bite (+4 melee) in that same round.
The opponent can break free of a strand with a successful Escape Artist check (DC 20) or Strength check (DC 16
Alternatively, the opponent or an ally can try to sever a strand. A single attack with a slashing weapon that deals at least 10 points of damage severs a strand (Defense 18).
Damage Reduction 5/Piercing (Ex): A giant man-’o-war ignores the first 5 points of damage dealt by any nonpiercing weapon.
Fire Vulnerability: A giant man-’o-war takes 50% more damage from fire attacks.
Paralysis (Ex): The strands of a giant man-’o-war secrete an anesthetizing slime. Any target hit by its strand attack must succeed on a Fortitude save (DC 10 + 1/2 the man-’owar’s Hit Dice + its Constitution modifier) or be paralyzed for 3d6 rounds. The man-’o-war can automatically bite a paralyzed opponent.
Strands (Ex): A giant man-’o-war lies in wait for prey by spreading out its long, sticky strands and floating along on the deep currents. In this mode, it can spread its strands over a 100-foot radius. When something brushes one of the strands, all the rest of the strands contract to assist in pulling the prey toward the man-’o-war’s mouth.
Wavesense (Ex): A giant man-’o-war can automatically sense the location of any object or creature within 150 feet that is in contact with the water.

[h=4]MAPINGUARI[/h]


Mapinguari
Advanced Mapinguari

Large animal
Huge animal
CR: 5
7
HD: 8d8+48; hp 84
15d8+120; hp 187
Mas: 22
26
Init: +0
-1
Spd: 30 ft.
30 ft.
Defense: 15, touch 9, flat-footed 15 (–1 size, +6 natural)
16, touch 7, flatfooted 16 (–2 size, –1 Dex, +9 natural)
BAB/Grap: +6/+16
+11/+29
Atk: +11 melee (1d6+6, slam)
+19 melee (2d4+10, slam)
Full Atk: +11 melee (1d6+6, 2 slams)
+19 melee (2d4+10, 2 slams)
FS/Reach: 10 ft. by 10 ft./10 ft.
15 ft. by 15 ft./10 ft.
SQ: low-light vision, scent, stench
low-light vision, scent, stench
AL: None
None
SV: Fort: +12, Ref: +2, Will: +3
Fort: +17, Ref: +4, Will: +6
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 23, Dex: 11, Con: 22, Int: 2, Wis: 12, Cha: 8
Str: 31, Dex: 9, Con: 26, Int: 2, Wis: 12, Cha: 8
Skills: Climb +10, Listen +5
Climb +14, Listen +5
Feats: None
None
Advancement: 9–12 HD (Large); 13–18 HD (Huge)
16–18 HD (Huge)
A mapinguari is more than 7 feet tall at the shoulder. Its body resembles that of a sloth and is covered with shaggy black or dark red fur. It has a long, sharp, backward-curving talon on each toe, and its face looks almost human. Few creatures can bear to come close enough to see its face, however, because of its unbearable stench. This foul odor emanates from a scent gland in its abdomen, which the natives have fancifully dubbed a “second mouth.” The mapinguari’s long, bellowing roar is legendary, and a few recordings of it are in the possession of the Smithsonian Institute.
SPECIES TRAITS
Scent (Ex): This ability allows a mapinguari to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Stench (Ex): The odor of a mapinguari is overpoweringly offensive. Anyone approaching within 60 feet of the creature must make a successful Fortitude save (DC 18) or become nauseated. The nausea persists for as long as the creature remains in the area and for 1 round thereafter.
If a creature leaves and reenters the area, a new save is required.

[h=4]MEGALODON[/h]


Megalodon
Advanced Megalodon

Gargantuan animal
Colossal animal
CR: 11
17
HD: 24d8+168; hp 264
49d8+441; hp 637
Mas: 24
28
Init: +2
+2
Spd: swim 120 ft.
swim 120 ft.
Defense: 20, touch 8, flat-footed 18 (–4 size, +2 Dex, +12 natural)
21, touch 4, flat-footed 19 (–8 size, +2 Dex, +17 natural)
BAB/Grap: +18/+36
+43/+74
Atk: +24 melee (4d6+10, bite)
+58 melee (5d6+15, bite)
Full Atk: +24/+19/+14/+9 melee (4d6+10, bite)
+58/+53/+48/+43 melee (5d6+15, bite)
FS/Reach: 20 ft. by 40 ft./10 ft.
30 ft. by 50 ft./10 ft.
SQ: darkvision 60 ft., improved grab, keen scent, low-light vision, swallow whole
darkvision 60 ft., improved grab, keen scent, low-light vision, swallow whole
AL: None
None
SV: Fort: +21, Ref: +16, Will: +9
Fort: +35, Ref: +26, Will: +17
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 31, Dex: 15, Con: 24, Int: 1, Wis: 12, Cha: 10
Str: 39, Dex: 15, Con: 28, Int: 1, Wis: 12, Cha: 10
Skills: Hide –10, Listen +6, Spot +6, Swim +15
Hide –10, Listen +6, Spot +6, Swim +20
Feats: None
None
Advancement: 25–48 HD (Gargantuan); 49–72 HD (Colossal)
50–72 HD (Colossal)
A typical megalodon measures between 55 and 90 feet long, weighs between 10 and 60 tons, and is characterized by its streamlined body and rear-facing teeth.
A megalodon can launch itself up to 40 feet out of the water to snatch up a low-flying creature or object.
SPECIES TRAITS
Improved Grab (Ex): To use this ability, the megalodon must hit an opponent at least one size category smaller than itself with its bite attack. If it gets a hold, it automatically deals bite damage each round that the hold is maintained, and it can swallow in the next round.
Keen Scent (Ex): A megalodon notices creatures by scent within a 180-foot radius. It can detect blood in the water at a range of up to 1 mile.
Swallow Whole (Ex): If a megalodon 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 megalodon, the opponent takes bludgeoning damage equal to the megalodon’s bite attack plus 1d6 points of acid damage per round from the monster’s gullet. A successful grapple check allows the swallowed creature to climb out of the gullet and return to the megalodon’s maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack from inside the gullet 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 a single swallowed creature exits, muscular action closes the hole; thus, another swallowed creature must cut its own way out. A Gargantuan megalodon’s gullet can hold 2 Huge, 8 Large, 32 Medium-size, or 128 Small or smaller opponents.

[h=4]MONGOLIAN DEATH WORM[/h]


Mongolian Death Worm
Advanced Mongolian Death Worm

Small magical beast
Medium-size magical beast
CR: 3
5
HD: 2d10+6; hp 17
6d10+24; hp 57
Mas: 16
18
Init: +2
+1
Spd: 20 ft., burrow 20 ft.
20 ft., burrow 20 ft.
Defense: 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural)
15, touch 12, flatfooted 13 (+2 Dex, +3 natural)
BAB/Grap: +2/-3
+6/+7
Atk: +5 melee (1d4–1 plus poison, bite)
+7 melee (1d6+1 plus poison, bite)
Full Atk: +5 melee (1d4–1 plus poison, bite)
+7 melee (1d6+1 plus poison, bite)
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: Darkvision 60 ft., death touch (DC 14), l o w - l i g h t vision, poison (DC 14), poison spray, tremorsense
Darkvision 60 ft., death touch (DC 17), low-light vision, poison (DC 17), poison spray, tremorsense
AL: None
None
SV: Fort: +6, Ref: +5, Will: -1
Fort: +9, Ref: +6, Will: +1
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 8, Dex: 15, Con: 16, Int: 2, Wis: 9, Cha: 4
Str: 12, Dex: 13, Con: 18, Int: 2, Wis: 9, Cha: 4
Skills: Listen +3, Spot +6
Listen +5, Spot +8
Feats: Weapon Finesse (bite)
Weapon Finesse (bite)
Advancement: 3–5 HD (Small); 6–10 HD (Mediumsize); 11–15 HD (Large)
7–10 HD (Mediumsize); 11–15 HD (Large)
SPECIES TRAITS
Bonus Feat: A Mongolian death worm gains Weapon Finesse (bite) as a bonus feat.
Death Touch (Su): Any creature grappling with a Mongolian death worm must make a successful Fortitude save (DC 10 + 1/2 the worm’s Hit Dice + its Constitution modifier) each round or gain one negative level that lasts only until the grapple ends (no saving throw needed for removal).
Most Mongolian death worms use this ability purely in self-defense, but some of the larger ones learn that it can be a swift means of killing prey.
Poison (Ex): Bite—Fortitude negates; save DC 10 + 1/2 the worm’s Hit Dice + its Constitution modifier; 1d6 Con/1d6 Con.
Poison Spray (Ex): Once every 1d4 rounds, the Mongolian death worm can spray poison in a 15-foot cone. See above for the effects of the poison.
Tremorsense (Ex): A Mongolian death worm can automatically sense the location of anything within 60 feet that is in contact with the ground.

[h=4]MONITOR LIZARD[/h]

Medium-size animal

CR: 3
HD: 3d8+9; hp: 22
Mas: 17
Init: +2
Spd: 30 ft., swim 30 ft.
Defense: 15, touch: 12, flat-footed: 13 (+2 Dex, +3 natural)
BAB: +2; Grap: +5
Atk: +5 melee (1d8+4, bite)
Full Atk: +5 melee (1d8+4, bite)
FS: 5 ft. by 5 ft.;Reach: 5 ft.
SQ: Poison, poison spray
AL: None
SV: Fort: +6, Ref: +5, Will: +2
AP 0; Rep +0
Str: 17, Dex: 15, Con: 17, Int: 2, Wis: 13, Cha: 2
Skills: Climb +9, Hide +7 (+11 in overgrown or forested areas), Listen +4, Move Silently +6, Spot +4
Feats: None
Advancement: 4–5 HD (Medium-size); 6–12 HD (Large)

A monitor lizard measures between 8 inches and 10 feet long, depending on the particular species. Sleek and fast, it has a long neck ending in a tapered head, muscular legs, and a long, powerful tail.
SPECIES TRAITS
Poison (Ex): Bite—Fortitude negates; save DC 10 + 1/2 the monitor lizard’s Hit Dice + its Constitution modifier; 1d6 Dex/1d6 Dex.
Poison Spray (Ex): Once every 1d4 rounds, the monitor lizard can spray poison in a 15-foot cone. See above for the effects of the poison.
Skill Bonuses: Monitor lizards gain a +4 species bonus on Hide and Move Silently checks. In forested or overgrown areas, the bonus on Hide checks improves to +8.

[h=4]MONTAUK MONSTER[/h]


Montauk Monster


Large elemental (air, fire
Huge elemental (air, fire
CR: 11
14
HD: 9d8+27; hp 67
19d8+95; hp 180
Mas: -
-
Init: +1
+0
Spd: 30 ft.
30 ft.
Defense: 14, touch 10, flat-footed 13 (–1 size, +1 Dex, +4 natural)
15, touch 8, flat-footed 15 (–2 size, +7 natural)
BAB/Grap: +6/+16
+14/+32
Atk: +11 melee (1d8+6 plus 1d6 fire plus 1d6 electricity, energy claw)
+22 melee (2d6+10 plus 1d6 fire plus 1d6 electricity, energy claw)
Full Atk: +11 melee (1d8+6 plus 1d6 fire plus 1d6 electricity, 2 energy claws)
+22 melee (2d6+10 plus 1d6 fire plus 1d6 electricity, 2 energy claws)
FS/Reach: 10 ft. by 10 ft./10 ft.
15 ft. by 15 ft./10 ft.
SQ: Damage reduction 20/+1, darkvision 60 ft., elemental, energy claw, energy form, fast healing 3, fire subtype, fuse (DC 15), immunities, invisibility
Damage reduction 20/+1, darkvision 60 ft., elemental, energy claw, energy form, fast healing 3, fire subtype, fuse (DC 24), immunities, invisibility
AL: Evil
Evil
SV: Fort: +6, Ref: +9, Will: +3
Fort: +11, Ref: +13, Will: +6
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 22, Dex: 13, Con: 16, Int: 6, Wis: 10, Cha: 12
Str: 30, Dex: 11, Con: 20, Int: 6, Wis: 10, Cha: 12
Skills: Climb +13, Listen +9, Move Silently +8, Spot +9
Climb +22, Listen +14, Move Silently +12, Spot +14
Feats: Alertness, Lightning Reflexes
Alertness, Combat Reflexes, Lightning Reflexes, Power Attack
Advancement: 10–18 HD (Large); 19–27 (Huge)
20–27 (Huge)
SPECIES TRAITS
Damage Reduction 20/+1 (Su): A montauk monster ignores the first 20 points of damage dealt by any nonmagical weapon. In campaigns without magic weapons, the GM can either disregard the montauk monster’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Elemental: Montauk monsters have all the traits common to elementals.
Energy Claw (Ex): In addition to its base damage, a Montauk monster’s claw attack deals 1d6 points of electricity damage and 1d6 points of fire damage with a successful hit.
Energy Form (Ex): Montauk monsters are raw energy given sentience. Their bodies and their melee attacks are force effects.
Fast Healing 3: A montauk monster heals 3 points of damage per round unless it is reduced to –10 or fewer hit points. This ability does not enable a montauk monster to regrow or reattach severed body parts.
Fire Subtype (Ex): A montauk monster is immune to fire damage and takes 50% more damage from cold attacks.
Fuse (Su): Once every 1d4 rounds, a montauk monster can cause a creature it has successfully hit with a melee attack to fuse with nearby matter. At the time of the attack, the target creature must be within 5 feet of a solid object with a volume at least equal to its own. (In most cases, the ground or a wall is sufficient.) The target must succeed at a Will saving throw (DC 10 + 1/2 the montauk monster’s Hit Dice + its Charisma modifier) or be fused with the object and instantly killed. The object’s hardness drops by 2 after the fusion, regardless of the creature’s nature or physical makeup. Such an object continues to function normally, but it is usually cosmetically grotesque, with fleshy fingers or a portion of a face projecting from its surface.
Immunities (Ex): Montauk monsters are immune to fire and electricity. They are also immune to force effects such as mage armor, magic missile, and wall of force. The creatures and their melee attacks pass through such effects unharmed and unhindered.
Invisibility (Su): A montauk monster is naturally invisible, as though constantly under the effect of the invisibility spell (caster level 10th). Like a subject of that spell, the monster becomes visible upon attacking, but it can reinstate its invisibility as a free action once per round.

[h=4]MOTHFOLK[/h]


Mothfolk
Mothfolk Dedicated Hero 3/Acolyte 3

Large outsider
Large outsider
CR: 1
7
HD: 2d8; hp 9
2d8 plus 3d6 plus 3d8; hp 33
Mas: 10
10
Init: +1
+2
Spd: 30 ft., fly 300 ft. (good)
30 ft., fly 300 ft. (good)
Defense: 12, touch 11, flat-footed 11 (–1 size, +1 Dex, +2 natural)
17, touch 15, flat-footed 15 (–1 size, +2 Dex, +4 class, +2 natural)
BAB/Grap: +2/+7
+6/+11
Atk: +2 melee (1d6+1, claw)
+6 melee (1d6+1, claw)
Full Atk: +2 melee (1d6+1, 2 claws) or +2 ranged)
+6 melee (1d6+1, 2 claws) or +7 ranged)
FS/Reach: 10 ft. by 10 ft./10 ft.
10 ft. by 10 ft./10 ft.
SQ: Darkvision 60 ft., fear aura (DC 11)
Darkvision 60 ft., divine spells, fear aura (DC 14), turn undead
AL: Mothfolk
Mothfolk
SV: Fort: +3, Ref: +4, Will: +5
Fort: +8, Ref: +8, Will: +12
AP/Rep: 0/+0
3/+3
Ability Scores: Str: 12, Dex: 13, Con: 10, Int: 10, Wis: 14, Cha: 10
Str: 12, Dex: 14, Con: 10, Int: 10, Wis: 15, Cha: 10
Skills: Balance +7, Climb +7, Hide +5, Listen +8, Move Silently +7, Read/Write Mothfolk, Sense Motive +4, Speak Mothfolk, Spot +4.
Balance +7, Climb +7, Concentration +6, Hide +5, Knowledge (theology and philosophy) +4, Listen +8, Move Silently +7, Read/Write Mothfolk, Sense Motive +4, Speak Mothfolk, Spellcraft +6, Spot +4, Survival +6, Treat Injury +6.
Feats: Simple Weapons Proficiency, Stealthy.
Iron Will, Lightning Reflexes, Mobility, Simple Weapons Proficiency, Stealthy, Track.
Talents: N/A
(Dedicated Hero): Aware, skill emphasis (Survival).
Spells: N/A
Acolyte Spells (4/4/3): 0— cure minor wounds, detect magical aura, light, resistance; 1st—bane, cause fear, comprehend languages, cure light wounds; 2nd—cure moderate wounds, hold person, shatter. Caster level 3rd; save DC 12 + spell level.
Possessions: Various personal items.
Various personal items.
Advancement: By character class
By character class
Mothfolk appear as tall, lanky humanoids covered in short, dark fur. Their large wings have a wingspread of over 20 feet. Their most arresting features are their eyes: large, red, and luminescent, and occasionally described as looking like oversized bicycle reflectors.
SPECIES TRAITS
Automatic Language: Mothfolk read, write, and speak a language of whistles, squeaks, and clicks (called Mothfolk, for lack of a better name).
Fear Aura (Su): A mothfolk projects an aura of fear around itself in a 20-foot radius. Creatures within this area that wish to remain must attempt a Will save (DC 10 + ½ the mothman’s Hit Dice + its Charisma modifier) or be affected as by a fear spell. A mothfolk is immune to the fear auras of other mothfolk.
Skill Bonuses): Mothfolk gain a +4 species bonus on Balance, Climb, Listen, and Move Silently checks.

[h=4]NEOTHELID[/h]

Gargantuan aberration

CR: 18
HD: 25d8+200; hp: 312
Mas: 27
Init: +2
Spd: 20 ft.
Defense: 19, touch: 14, flat-footed: 19 (–4 size, –2 Dex, +15 natural)
BAB: +18; Grap: +40
Atk: +25 melee (2d6+10, tentacle rake)
Full Atk: +25 melee (2d6+10, 4 tentacle rakes)
FS: 20 ft. by 20 ft. (coiled); Reach: 20 ft.
SQ: Blindsight 500 ft., breath weapon (DC 30), damage reduction 15/+2, improved grab, power resistance 25, psionics, swallow whole
AL: Evil
SV: Fort: +16, Ref: +6, Will: +16
AP 0; Rep +0
Str: 30, Dex: 7, Con: 27, Int: 16, Wis: 15, Cha: 9
Skills: Climb +38, Listen +30, Swim +35
Feats: Cleave, Improved Initiative, Power Attack, Sunder, Weapon Focus (tentacle rake)
Advancement: 26–45 HD (Colossal)

A neothelid is a 50-foot-long, wormlike creature with a mass of tentacles at one end. In the midst of this nest of tentacles is a toothy maw. The creature has no eyes or other sensory organs as such, though it unerringly senses the location of prey.
SPECIES TRAITS
Blindsight (Ex): A neothelid is blind but can ascertain all creatures and objects within 500 feet by nonvisual means. Beyond that range, all targets have total concealment with respect to the neothelid.
Breath Weapon (Su): Once every 1d4 rounds, a neothelid can breathe a 50-foot cone of acid that deals 14d10 points of acid damage to every creature in its area. A successful Reflex save (DC 10 + 1/2 the neothelid’s Hit Dice + its Constitution modifier) halves the damage.
Damage Reduction 15/+2 (Su): A neothelid ignores the first 15 points of damage dealt by any weapon with a magical bonus lower than +2. In campaigns without magic weapons, the GM can either disregard the neothelid’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Psionics (Sp): At will—charm person, clairaudience/ clairvoyance, detect thoughts, levitate, suggestion, telekinesis. Manifester level 10th; save DC 10 + neothelid’s key ability modifier + power level.
Improved Grab (Ex): To use this ability, the neothelid must hit a single opponent at least one size category smaller than itself with two tentacle rake attacks in the same round. If it gets a hold, it automatically deals damage for two tentacle rakes each round that the hold is maintained, and it can swallow in the next round.
Swallow Whole (Ex): If a neothelid 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 neothelid, the opponent takes bludgeoning damage equal to the neothelid’s tentacle rake 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 neothelid’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 a single swallowed creature exits, muscular action closes the hole; thus, another swallowed creature must cut its own way out. A Gargantuan neothelid’s gizzard can hold 2 Large, 8 Medium-size, 32 Small, or 128 Tiny or smaller opponents.

[h=4]NIGHT TERROR[/h]


Night Terror
Night Terror Dedicated Hero 2/Charismatic Hero 3

Medium-size fey
Medium-size fey
CR: 2
7
HD: 3d6; hp 10
3d6 plus 2d6 plus 2d6; hp 24
Mas: 10
10
Init: +5
+5
Spd: 30 ft., fly 30 ft. (average)
30 ft., fly 30 ft. (average)
Defense: 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
15, touch 14, flat-footed 14 (+1 Dex, +3 class, +1 natural)
BAB/Grap: +1/+2
+3/+4
Atk: +2 melee (1d4+1, claw) or +2 melee (1d6+1/19–20, cleaver)
+4 melee (1d4+1, claw) or +4 melee (1d6+1/19–20, cleaver)
Full Atk: +2 melee (1d4+1, 2 claws) or +2 melee (1d6+1/19–20, cleaver) or +2 ranged
+4 melee (1d4+1, 2 claws) or +4 melee (1d6+1/19–20, cleaver) or +4 ranged (2d6, Colt M1911)
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: Chosen victim, fear aura (DC 14), immune to fear, low-light vision, selective invisibility, terrify (DC 14), vulnerability (any one)
Chosen victim, fear aura (DC 17), immune to fear, low-light vision, selective invisibility, terrify (DC 17), vulnerability (laughter of children)
AL: Evil
Evil
SV: Fort: +1, Ref: +2, Will: +6
Fort: +5, Ref: +4, Will: +9
AP/Rep: 0/+0
2/+6
Ability Scores: Str: 13, Dex: 13, Con: 10, Int: 12, Wis: 16, Cha: 17
Str: 13, Dex: 13, Con: 10, Int: 12, Wis: 16, Cha: 18
Skills: Bluff +6, Climb +3, Disguise +5, Escape Artist +2, Hide +4, Intimidate +13, Knowledge (behavioral science) +6, Listen +6, Move Silently +5, Search +3, Sense Motive +13, Spot +6.
Bluff +10, Climb +3, Disguise +9, Escape Artist +2, Hide +4, Intimidate +17, Knowledge (behavioral science) +12, Knowledge (popular culture) +7, Listen +11, Move Silently +5, Read/ Write English, Search +3, Sense Motive +13, Speak English, Spot +11.
Feats: Improved Initiative, Renown, Simple Weapons Proficiency.
Dodge, Improved Initiative, Point Blank Shot, Personal Firearms Proficiency, Renown, Simple Weapon Proficiency.
Talents: N/A
(Dedicated Hero): Empathy
(Charismatic Hero): Fast-talk, dazzle
Possessions: Cleaver, collection of beheaded dolls.
Colt M1911 (.45 autoloader), cleaver, talking clown doll.
Advancement: By character class.
By character class.
A night terror stands 5 to 6 feet tall and weighs between 120 and 200 pounds. Although it is always horrific and feral, the details of the creature’s appearance can vary widely. The typical specimen is almost impossible to describe because it can alter its appearance based on the specific fears of its victim.
SPECIES TRAITS
Bonus Feat: A night terror gains Simple Weapons Proficiency as a bonus feat.
Chosen Victim (Ex): A night terror can feed on the terror of only one individual at a time. Once it chooses its victim, it can choose another only upon the death of the previous victim or by making a successful Will save (DC 25).
Fear Aura (Su): A night terror projects a frightful aura that affects all creatures within 30 feet. Creatures in the area that can see the night terror must make a Will save (DC 10 + 1/2 the night terror’s Hit Dice + its Charisma modifier). Those that fail the save are shaken. The night terror’s chosen victim is left cowering instead of shaken. Creatures that successfully save against a night terror’s fear aura cannot be affected by that particular night terror’s fear aura for 24 hours.
Immune to Fear (Ex): Night terrors are immune to fear effects.
Selective Invisibility (Su): Once the night terror has chosen its victim, only that individual can see it. To everyone else, the creature is invisible, as the invisibility spell (caster level 10th). If the night terror attacks anyone, it becomes visible to all viewers until the next sunrise.
Skill Bonuses: A night terror gains a +4 species bonus on Intimidate and Sense Motive checks during the night. It loses these bonuses during daylight hours.
Terrify (Su): Once per night as a full-round action, the night terror can try to feed upon the fear of its chosen victim. The victim must make a successful Will save (DC 10 + 1/2 the night terror’s Hit Dice + its Charisma modifier) or take 1d4 points of Wisdom damage. The night terror can attempt to use this ability only if it has already successfully used its fear aura against the target. If this Wisdom damage would cause the chosen victim’s Wisdom score to fall below 0, the victim must make another Will save. Success leaves the victim’s Wisdom score at 0; failure means the victim dies on the spot.
Vulnerability (Ex): Each night terror has a specific irrational weakness that varies with the individual. For each night terror, roll on Table: Sources of Weakness on. Regardless of its nature, the weakness has overpowering strength (Will save DC 20) and causes the aversion effect.

[h=4]REVENANT (TEMPLATE)[/h] A revenant appears much as it did in life. Although the decay and stench of a dead body are lacking, its skin has a deathly pallor. Its body typically shows subtle or obvious signs of its manner of death. A revenant understands that it is dead and seeks to hide this fact from anyone who might see it, so it rarely moves about in the daylight and avoids brightly illuminated areas. Those who knew the revenant in life usually recognize it. The revenant retains its memories and habits, but it seems colder and more emotionally distant than it once was. Astute observers might also note that the revenant is nimbler than it once was.
TEMPLATE TRAITS
“Revenant” is an acquired template that can be added to any corporeal living creature that has both an Intelligence score and a Charisma score greater than 6 (referred to hereafter as the “base creature”). The creature’s type changes to undead. It uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as base creature +2.
Hit Dice: Change to d12
Speed: The base creature’s speeds increase by +10 feet each.
Defense: The base creature’s natural armor bonus improves by +4.
Special Qualities: A revenant retains all the special qualities of the base creature and gains the additional special qualities described below.
Revenant Regeneration (Ex): The base creature loses the regeneration and fast healing special qualities if it had them and gains revenant regeneration instead. Only damage that matches the revenant’s special vulnerability (see below) actually reduces its hit points. However, damage of other sorts does have an effect. Track the creature’s nonvulnerability damage separately from its hit points. When that damage equals or exceeds its actual current hit point total, it falls prone and is immobile and helpless for 2d6 rounds.
During this time, any further damage dealt to it heals instantly. When this time elapses, the revenant arises to fight again, and its nonvulnerability damage tally is wiped clean. Note that damage matching the revenant’s special vulnerability reduces its revenant regeneration damage threshold by reducing its actual hit points.
Special Vulnerability (Ex): Each revenant has a special vulnerability related to the way it died. Any attack that deals the kind of damage that caused the revenant’s original death deals damage to the creature normally. Should the revenant reach 0 hit points from such damage, it is destroyed. Possible damage types include acid, electricity, fire, cold, sonic/concussion, slashing, piercing, bludgeoning, and ballistic.
A revenant that died from poison, starvation, suffocation, or some other cause that does not cause hit point damage is instead vulnerable to some danger that frightened it in life or some means of death that it meted out to others. Choose one of the damage types above for its special vulnerability on that basis.
If the revenant was killed by an attack that dealt multiple types of damage, only one of those damage types counts as its special vulnerability. If the revenant is subjected to another such mixed-damage attack, it takes hit point damage only from the type to which it is vulnerable.
Turn Resistance (Ex): A revenant is treated as an undead with Hit Dice equal to the base creature’s Hit Dice +3 for the purpose of turn or rebuke attempts. This turn resistance increases by an additional +2 when it sees a creature upon which it wishes to take revenge and decreases by –2 while it is within sight of its vulnerability fear (see below). These modifiers stack.
Undead: Revenants have the traits and immunities common to undead.
Vulnerability Fear (Ex): A revenant is terrified of any specific items directly associated with its cause of death. Only something directly associated with the revenant’s death can cause this fear; the creature cannot be deceived by illusions or duplicates. When the revenant sees the item it fears, it must succeed at a Will saving throw (DC 15) or be shaken for 24 hours. Success leaves it shaken for only 1d4 rounds. If that item is used to deal damage to the revenant that matches its special vulnerability, the revenant must succeed at a Will saving throw (DC 20) or be panicked for 1 minute and shaken for 24 hours thereafter. Success indicates that the revenant is shaken for 1 minute. The time that a revenant is shaken or panicked from this effect does not stack.
Allegiances: Revenge becomes the revenant’s sole purpose. Any allegiances that would interfere with that goal are sublimated or abandoned (GM’s choice).
Saves: Same as the base creature, modified by new ability scores.
Ability Scores: A revenant gains the following ability score increases: Str +4, Dex +6, Cha +4. As an undead creature, a revenant has no Constitution score and uses its Charisma modifier for all Constitution and Constitution-based checks.
Skills: A revenant gains a +8 species bonus on Balance, Climb, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, and Tumble checks. It can use Tumble as though it had ranks in the skill, even if it was untrained in life. A human revenant retains the extra skill points afforded to all humans.
Feats: A revenant receives Combat Reflexes, Improved Initiative, Lightning Reflexes, Quick Draw, Quick Reload, and Run as bonus feats, assuming the base creature meets the prerequisites and doesn’t already have these feats. A human revenant keeps the extra feat it gained as a 1st-level human character.
Advancement: By character class.
[h=6]Revenant Police Officer (Human Strong Ordinary 1/ Dedicated Ordinary 1)[/h] Medium-size undead

CR: 3
HD: 2d12; hp: 13
Mas: -
Init: +8
Spd: 35 ft.
Defense: 24, touch: 16, flat-footed: 20 (+4 Dex, +2 class, +4 natural, +4 concealable vest)
BAB: +1; Grap: +5
Atk: +5 melee (1d3+4 nonlethal, unarmed strike) or +5 melee (1d4+4, tonfa) or +5 ranged (2d6, Beretta 92F) or +5 ranged (2d8, Beretta M3P)
Full Atk: +5 melee (1d3+4 nonlethal, unarmed strike) or +5 melee (1d4+4, tonfa) or +5 ranged (2d6, Beretta 92F) or +5 ranged (2d8, Beretta M3P)
FS: 5 ft. by 5 ft.; Reach: 5 ft.
SQ: Darkvision 60 ft., revenant regeneration, special vulnerability (bludgeoning), turn resistance, undead, vulnerability (criminal’s sawed-off shotgun
AL: Any
SV: Fort: +2, Ref: +6, Will: +3
AP 0; Rep +1
Str: 19, Dex: 18, Con: -, Int: 10, Wis: 14, Cha: 12
Skills: Balance +9*, Climb +11*, Drive +6, Escape Artist +9*, Hide +9*, Intimidate +11, Investigate +2, Jump +9*, Knowledge (current events) +2, Knowledge (streetwise) +2, Knowledge (tactics) +2, Listen +10, Move Silently +9*, Profession +4, Read/Write English, Sense Motive +12, Speak English, Spot +12, Swim +5, Treat Injury +4, Tumble +9*.
Feats: Armor Proficiency (light, medium), Combat Reflexes, Improved Initiative, Lightning Reflexes, Personal Firearms Proficiency, Quick Draw, Quick Reload, Run, Simple Weapons Proficiency.
Possessions: Concealable vest, Beretta 92F (9mm autoloader), 50 rounds of 9mm ammunition, Beretta M3P (12-gauge shotgun), 10 12-gauge shotgun rounds, tonfa, various gear and personal possessions.
*Includes –3 armor penalty for concealable vest.
[h=4]ROBOT[/h] Robots are manufactured, remote-controlled constructs powered by batteries. These highly useful machines come in a variety of sizes and shapes and can be fitted with tools or weapons. Techies create robots—for rules on this process, refer to the Techie advanced class.
SPECIES TRAITS
Construct: Robots have the traits and immunities common to constructs.
Speed: A robot’s speed depends on its size and method of locomotion (bipedal, quadrupedal, tracked, or wheeled). The different speeds are given with each robot’s statistics (below).
Attacks: A robot is not normally equipped with weapons. Robots fitted with arms or similar manipulators can attempt to grapple things, but only robots of Medium-size or larger can use their manipulators to deal damage.
Skills: A character with four or more levels in the Techie advanced class can program one or more ranks of a single skill into a robot; otherwise, the robot has no skills.
[h=6]Building a Robot[/h] Follow these two steps to create Small or Medium-size robots.
1. Wealth Check: The purchase DC for the components needed to construct a robot is based on its size category.
Make a Wealth check to purchase and gather the necessary components before starting construction.
SizePurchase DC
Small21
Medium-size24
2. Construct Frame: The robot’s body determines its size, shape, locomotion, and hit points. The DC of the required Craft (mechanical) check is set by the robot’s size and modified by the mode of locomotion selected (see the Techie advanced class description).
SizeCraft (mechanical) DC
Small18
Medium-size21
In addition to the external components noted in the Techie advanced class description, a Techie can add additional components, weapons, and armor plating to a robot. Refer to the table below to find the DC modifier for adding new components to a robot.
ComponentsDC Modifier
Frame Shape and Locomotion
Articulated frame+5
External Components
Accessory mount+1
Loading mechanism+2
Basic toolkit+2
Basic electrical kit+2
Searchlight+1
Armor
Natural armor bonus +2+2*
*This component can be purchased a number of times equal to the robot’s size category (counted up from Diminutive).
Articulated Frame:
Accessory Mount:
Loading Mechanism:
Toolkits:
Searchlight:
 

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