Sand Slave - Zeikune

Morrus

Well, that was fun
Staff member
[h=4]SAND SLAVE (TEMPLATE)[/h] Sand slaves (sometimes called sandmen or cyberslaves) are intelligent creatures that have been transformed into cybernetic slaves of the etoile (see the “Etoile” entry above). A sand slave looks much like it did before its transformation, though it is stronger, faster, and healthier than before.
Although a sand slave is superficially similar to its previous self, its biology has been significantly altered, and portions of its DNA have been replaced. X-rays reveal the presence of hair-thin wires running throughout the sand slave’s body and silicon structures that support bones and joints. Microscopic examination of the creature’s blood reveals tiny nannites—microscopic machines—busily altering their host’s body structure, and brain scans reveal more bioelectric activity than normal.
Sand slaves retain the knowledge, skills, and personalities they had before succumbing to the nannites, but their allegiances change. Now totally loyal to the etoile, sand slaves only feign loyalty to those they once knew and loved, using the trust of such people to their own advantage.
TEMPLATE TRAITS
“Sand slave” is an acquired template that can be added to any corporeal living creature with an Intelligence score of 6 or higher that is susceptible to disease (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 +2.
Speed: The base creature’s speeds increase by +10 feet each.
Special Qualities: A sand slave retains all the special qualities of the base creature and gains the additional special qualities described below.
Darkvision (Ex): A sand slave has darkvision to a range of 60 feet or the base creature’s darkvision, whichever is better.
Electricity Resistance 10 (Ex): A sand slave ignores the first 10 points of electricity damage from any single attack. If the base creature already has electricity resistance, use the better value.
Fast Ability Healing 1 (Ex): A sand slave heals ability damage at the rate of 1 ability score point per damaged ability per round.
Fast Healing 3 (Ex): A sand slave heals 3 points of damage per round unless it is reduced to –10 or fewer hit points. This ability does not enable the sand slave to regrow or reattach severed body parts. If the base creature already has fast healing, use the better value.
Fortification (Ex): A sand slave has a 50% chance to ignore the extra damage from a critical hit.
Fugue (Ex): Once per day as a free action, a sand slave may attempt a Constitution check (DC 20). Success indicates that the sand slave has forced its nannites into hyperproductivity, thereby gaining an extra attack or move action each round for 1d8+2 rounds.
Hot Running (Ex): Once per day as a free action, a sand slave can make a Constitution check (DC 15) to reverse the effects of fatigue and nonlethal damage. A successful check negates all nonlethal damage the sand slave has sustained and reduces fatigue or exhaustion as if the sand slave had rested for a full day.
Immunities (Ex): The sand slave is immune to disease and poison. The nannites in its body fight off all diseases, including other nannite infections, and break down all poisons before they can take effect.
Network Mind (Ex): A sand slave is automatically aware of the position and general emotional status of any other sand slaves within 200 feet. All sand slaves within that range that can see one another are in constant telepathic communication. If one is aware of a particular threat, they all are. If one sand slave in a particular group is not flatfooted, none of them are. No sand slave in such a group is considered flanked unless they all are.
Self-Destruct (Ex): When reduced to –10 hit points or below, a sand slave’s body immediately turns into a pile of dust. At any time, a sand slave can willfully destroy itself by taking an attack action to make a Constitution check (DC 10). Success indicates that the sand slave self-destructs as above.
Stasis (Ex): Once per day as a free action, a sand slave can attempt a Constitution check (DC 15). Success dramatically slows the creature’s metabolism for up to 1 hour. During this time, the sand slave does not need to breathe, and it lacks a heartbeat and normal body temperature. If it does not move, it appears dead to casual inspection, though a blood test or successful Treat Injury check (DC 20) reveals that it is still alive. While in stasis, the sand slave does not take damage from prolonged exposure to environmental heat or cold, and the time spent in stasis does not count toward the time limit that the sand slave can go without water or food before taking damage. While in stasis, a sand slave can act normally, except that it cannot use its hot running or fugue abilities, and it does not heal ability or hit point damage.
The sand slave can end the stasis at any time before its duration runs out as a free action.
Telepathy (Ex): A sand slave can communicate its thoughts and desires to any etoile or sand slave within 200 feet that it can see, regardless of intervening matter such as glass. The target creature “hears” the sand slave’s thoughts in whatever language it can most easily understand. However, it cannot communicate thoughts back to the sand slave unless it also has telepathy.
Allegiances: A sand slave is totally dedicated to the etoile, but when not acting under any particular orders, it maintains the allegiances that the base creature had. This allegiance hierarchy allows the etoile to use sand slaves as sleeper agents. Sand slaves follow the orders of all etoile and give precedence to the last orders they received.
Saves: Same as the base creature, modified by new ability scores.
Ability Scores: A sand slave gains the following ability increases: Str +2, Dex +2.
Skills: A sand slave gains a +4 species bonus on Bluff checks.
Feats: A sand slave gains Improved Damage Threshold as a bonus feat.
[h=6]Sand Slave Terrorist (Human Tough Ordinary 3/Smart Ordinary 3)[/h] Medium-size humanoid

CR: 7
HD: 3d10+6 plus 3d6+6; hp: 39
Mas: 18
Init: +2
Spd: 40 ft.
Defense: 17, touch: 15, flat-footed: 15 (+2 Dex, +3 class, +2 light undercover shirt)
BAB: +3; Grap: +5
Atk: +5 melee (1d3+2 nonlethal, unarmed strike) or +5 melee (1d4+2, pistol whip) or +5 ranged (2d6, MAC Ingram M10)
Full Atk: +5 melee (1d3+2 nonlethal, unarmed strike) or +5 melee (1d4+2, pistol whip) or +5 ranged (2d6, MAC Ingram M10)
FS: 5 ft. by 5 ft.; Reach: 5 ft.
SQ: Darkvision 60 ft., electricity resistance 20, fast ability healing 1, fast healing 3, fortification, fugue, hot running, immunities, network mind, selfdestruct, stasis, telepathy
AL: Etoile
SV: Fort: +5, Ref: +4, Will: +3
AP 3; Rep +2
Str: 14, Dex: 15, Con: 15, Int: 15, Wis: 10, Cha: 8
Skills: Bluff +7, Computer Use +5, Craft (chemical) +7, Craft (electronic) +7, Craft (mechanical) +7, Craft (structural) +7, Demolitions +8, Disguise +3, Drive +5, Forgery +6, Gather Information +1, Intimidate +3, Knowledge (current events) +6, Knowledge (tactics) +5, Knowledge (technology) +6, Knowledge (theology and philosophy) +4, Navigate +4, Pilot +5, Profession +4, Read/ Write English, Repair +4, Research +5, Search +4, Speak English.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Deceptive, Improved Damage Threshold, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Possessions: Tactical 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.

[h=4]SASQUATCH[/h]


Sasquatch (Weren)
Sasquatch Strong Hero 3/Soldier 3

Large giant
Large giant
CR: 2
8
HD: 3d8+9; hp 22
3d8+12 plus 3d8+12 plus 3d10+12; hp 72
Mas: 17
21
Init: +0
+0
Spd: 30 ft.
30 ft.
Defense: 11, touch 8, flat-footed 11 (–1 size, –1 Dex, +3 natural)
16, touch 13, flat-footed 16 (–1 size, +4 class, +3 natural)
BAB/Grap: +2/+12
+7/+17
Atk: +7 melee (1d4+6, slam)
+13 melee (1d4+9, slam)
Full Atk: +7 melee (1d4+6, 2 slams)
+13 melee (1d4+9, 2 slams) or +6 ranged (1d10/19–20, crossbow)
FS/Reach: 10 ft. by 10 ft./10 ft.
10 ft. by 10 ft./10 ft.
SQ: Low-light vision
Low-light vision
AL: Any
Any
SV: Fort: +6, Ref: -1, Will: +2
Fort: +7, Ref: -1, Will: +2
AP/Rep: 0/+0
3/+0
Ability Scores: Str: 22, Dex: 9, Con: 17, Int: 6, Wis: 12, Cha: 10
Str: 22, Dex: 10, Con: 18, Int: 6, Wis: 12, Cha: 10
Skills: Climb +8, Intimidate +4, Listen +5, Speak Weren, Spot +5.
Climb +8, Hide +0, Intimidate +4, Knowledge (tactics) +1, Listen +5, Move Silently +3, Speak Weren, Spot +5, Survival +2.
Feats: Alertness, Simple Weapons Proficiency
Cleave, Combat Martial Arts, Great Cleave, Improved Combat Martial Arts, Improved Damage Threshold, Power Attack, Simple Weapons Proficiency, Weapon Focus (slam), Weapon Specialization (slam).
Talents: N/A
(Strong Hero): Ignore hardness, melee smash
Possessions: N/A
Crossbow, 20 bolts
Advancement: By character class
By character class
A sasquatch stands 8 to 10 feet tall and weighs about 300 pounds. It has long, tawny fur and beady black eyes. A sasquatch has an oppressive, bestial stink that frightens domestic animals.
SPECIES TRAITS
Automatic Language: Sasquatches speak Weren—a language of growls, rumbles, and snorts.
Species Bonuses: Because of its size and ferocious appearance, a sasquatch gains a +4 species bonus on Intimidate checks.

[h=4]SATANIC ICHOR[/h]


Satanic Ichor
Advanced Satanic Ichor

Small ooze
Medium-size ooze
CR: 4
10
HD: 2d10+10; hp 21
8d10+36; hp 80
Mas: -
-
Init: +0
+0
Spd: 10 ft., climb 10 ft., fly 20 ft. (average)
10 ft., climb 10 ft., fly 20 ft. (average)
Defense: 11 (+1 size), touch 11, flat-footed 11
11 (–1 Dex, +2 natural), touch 9, flatfooted 11
BAB/Grap: +1/+0
+6/+9
Atk: +1 melee touch (1d4–1 plus special, slam)
+9 melee touch (1d6+4 plus special, slam)
Full Atk: +1 melee touch (1d4–1 plus special, slam)
+9/+4 melee touch (1d6+4 plus special, slam)
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: Blindsight 120 ft., corrupt the mind, immunities, traits, telepathy, vessel of flesh
Blindsight 120 ft., corrupt the mind (DC 18), immunities, ooze, telepathy, vessel of flesh (DC 18)
AL: Evil
Evil
SV: Fort: +0, Ref: +0, Will: +3
Fort: +4, Ref: +1, Will: +5
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 9, Dex: 11, Con: 11, Int: 18, Wis: 17, Cha: 18
Str: 17, Dex: 9, Con: 15, Int: 18, Wis: 17, Cha: 18
Skills: None
None
Feats: None
None
Advancement: 3–5 HD (Small); 6–9 HD (Medium-size); 10–15 HD (Large)
9 HD (Medium-size); 10–15 HD (Large)
A 13-gallon canister of satanic ichor weighs 250 pounds. A typical canister has hardness 5, 15 hit points, and a break DC of 18. If the canister sports a lock, the lock is usually high quality (Open Lock DC 30). Once released from its canister, satanic ichor can crawl across surfaces or float through the air with ease.
SPECIES TRAITS
Blindsight (Ex): Satanic ichor is blind but can ascertain all creatures and objects within 120 feet by nonvisual means. Beyond that range, all targets have total concealment with respect to the satanic ichor.
Corrupt the Mind (Su): As an attack action, satanic ichor can dominate any creature it can contact telepathically (as the domination psionic power manifested by a 10th-level Telepath). A successful Will save (DC 18) negates the effect and protects the creature against further domination attempts by the satanic ichor for 24 hours. Satanic ichor trapped within a container will typically use a dominated creature to break the container that confines it. Freed satanic ichor will typically use a dominated creature as a vessel (see below) or thrall to attract other potential thralls.
Immunities: Satanic ichor is immune to all weapons except ones that deal energy damage.
Ooze: Satanic ichor has the traits and immunities common to all oozes.
Telepathy (Su): Satanic ichor can communicate telepathically with any creature within 100 feet that has a language.
Vessel of Flesh (Su): If it succeeds at an attack roll against a living creature, satanic ichor can enter the creature’s body through one or more orifices (usually the mouth, nostrils, or ears) or an open wound. The target gets a Will save (DC 10 + 1/2 the satanic ichor’s Hit Dice + its Charisma modifier) to keep the satanic ichor from entering and taking control of its body. If the save fails, the satanic ichor seizes control of the creature’s body, using it as a vessel to commit murder and other atrocities. A remove curse spell can expel satanic ichor from a creature’s body, but the caster must succeed at a level check (1d20 + caster level) or the spell fails (DC 10 + 1/2 the satanic ichor’s Hit Dice + its Charisma modifier). The creature possessed by satanic ichor has no memory of the possession once the satanic ichor is expelled. If the host drops to 0 or fewer hit points, the satanic ichor inside spills out through the mouth, ears, and nostrils and tries to commandeer a new “vessel” as quickly as possible. While possessing a creature, satanic ichor cannot be attacked directly.
A living creature possessed by satanic ichor takes 1d2 points of temporary Constitution damage per day, or 1d6 points per day if the satanic ichor’s size category is larger than its host’s. The Constitution damage cannot be healed until the satanic ichor is expelled.

[h=4]SCORPION[/h]

Fine vermin

CR: 1/4
HD: 1/4 d8; hp: 2
Mas: 4
Init: +0
Spd: 10 ft.
Defense: 20, touch: 18, flat-footed: 20 (+8 size, +2 natural)
BAB: +0; Grap: -20
Atk: +8 melee (1d2–4, claw)
Full Atk: +8 melee (1d2–4, 2 claws) and +3 melee (1d2–4 plus poison, sting)
FS: 6 in. by 6 in.; Reach: 0 ft.
SQ: Darkvision 30 ft., improved grab, poison, vermin
AL: None
SV: Fort: -1, Ref: +0, Will: +0
AP 0; Rep +0
Str: 2, Dex: 10, Con: 4, Int: -, Wis: 10, Cha: 2
Skills: Climb +4, Hide +15, Spot +7
Feats: Weapon Finesse (claw), Weapon Finesse (sting)
Advancement: None

SPECIES TRAITS
Bonus Feats: A scorpion gains Weapon Finesse (claw) and Weapon Finesse (sting) as bonus feats.
Improved Grab (Ex): To use this ability, the scorpion must hit an opponent of any size category with its claw attack. If it gets a hold, it automatically deals claw damage each round that the hold is maintained, and it can sting in the same round.
Poison (Ex): Sting—Fortitude negates; save DC 13; 1d4 Con/1d4 Con.
Skill Bonuses: A scorpion gains a +4 species bonus on Climb, Hide, and Spot checks.
Vermin: A scorpion has darkvision out to a range of 30 feet. It is immune to mind-affecting effects and gains a +5 species bonus on Fortitude saves to negate the effects of massive damage.

[h=4]SEA SERPENT[/h]


Sea Serpent
Advanced Sea Serpent

Huge magical beast
Colossal magical beast
CR: 7
10
HD: 9d10+27; hp 76
19d10+133; hp 237
Mas: 17
25
Init: +7
+7
Spd: Swim 60 ft.
Swim 60 ft.
Defense: 15, touch 11, flat-footed 12 (–2 size, +3 Dex, +4 natural)
18, touch 5, flat-footed 15 (–8 size, +3 Dex, +13 natural)
BAB/Grap: +9/+25
+19/+51
Atk: +15 melee (2d6+8, tail slap)
+27 melee (4d6+16, tail slap)
Full Atk: +15 melee (2d6+8, bite or tail slap)
+27 melee (4d6+16, bite or tail slap)
FS/Reach: 15 ft. by 15 ft. (coiled)/10 ft.
30 ft. by 30 ft. (coiled)/15 ft.
SQ: Darkvision 60 ft., hazy outline, improved grab, low-light vision, swallow whole
Darkvision 60 ft., hazy outline, improved grab, low-light vision, swallow whole
AL: None
None
SV: Fort: +9, Ref: +9, Will: +5
Fort: +18, Ref: +14, Will: +8
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 26, Dex: 16, Con: 17, Int: 2, Wis: 15, Cha: 9
Str: 42, Dex: 16, Con: 25, Int: 2, Wis: 15, Cha: 9
Skills: Hide +0 (+10 in water), Listen +7, Spot +7
Hide –8 (+2 in water), Listen +7, Spot +7
Feats: Improved Initiative, Power Attack
Cleave, Great Cleave, Improved Initiative, Power Attack
Advancement: 10–18 HD (Gargantuan); 19–40 HD (Colossal)
20–40 HD (Colossal)
A sea serpent has a snakelike body between 30 and 200 feet long. Other features may vary with the individual creature— some sea serpents have slender fins like those of an eel, while others have completely smooth bodies. The head of one may be shaped like a horse, another like a seal.
SPECIES TRAITS
Hazy Outline (Su): Part of the reason that so few sea serpents have ever been spotted or photographed is that they can make their forms indistinct and thereby blend into the lapping waves. As a full-round action, a sea serpent can blur its outline for a number of rounds equal to its Hit Dice. This distortion grants the sea serpent one-half concealment (20% miss chance). A sea serpent cannot be recorded on any visual media while in this state—a photograph shows only a fuzzy haze. A see invisibility spell does not counteract this effect, but a true seeing spell does.
Improved Grab (Ex): To use this ability, the sea serpent 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.
Skill Bonuses: The sea serpent’s coloration and shape grant it a +10 species bonus on Hide checks made while it is in water.
Swallow Whole (Ex): If a sea serpent 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 sea serpent, the opponent takes bludgeoning damage equal to the serpent’s tail slap 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 sea serpent’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 20 points of damage to the gullet (Defense 25) 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 sea serpent’s gullet can hold 2 Medium-size, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

[h=4]SEWER SLUDGE[/h]


Sewer Sludge
Advanced Sewer Sludge

Medium-size ooze
Large ooze
CR: 5
7
HD: 4d10+14; hp 36
8d10+39; hp 83
Mas: -
-
Init: +0
+0
Spd: 20 ft.
20 ft.
Defense: 10, touch 10, flat-footed 10
10, touch 8, flatfooted 10 (–1 size, –1 Dex, +2 natural)
BAB/Grap: +3/+4
+6/+15
Atk: +4 melee (1d6+1 plus disease, slam)
+10 melee (1d8+7 plus disease, slam)
Full Atk: +4 melee (1d6+1 plus disease, slam)
+10/+5 melee (1d8+7 plus disease, slam)
FS/Reach: 5 ft. by 5 ft./5 ft.
10 ft. by 10 ft./10 ft.
SQ: Blindsight 30 ft., disease, camouflage, constrict 1d6+1, immunities, improved grab, ooze, stench (DC 13)
Blindsight 30 ft., disease, camouflage, constrict 1d6+1, immunities, improved grab, ooze, stench (DC 17)
AL: None
None
SV: Fort: +2, Ref: +1, Will: -4
Fort: +5, Ref: +1, Will: -3
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 13, Dex: 10, Con: 13, Int: -, Wis: 1, Cha: 1
Str: 21, Dex: 8, Con: 17, Int: -, Wis: 1, Cha: 1
Skills: None
None
Feats: None
None
Advancement: 5–8 HD (Large); 9–12 HD (Huge)
9–12 HD (Huge)
SPECIES TRAITS
Blindsight (Ex): A sewer sludge 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 sewer sludge.
Camouflage (Ex): A motionless sewer sludge looks like nothing more than a pile of rotting garbage. A successful Spot check (DC 15) is required to recognize it as a creature.
Constrict (Ex): A sewer sludge deals slam damage (1d6+1 for a typical specimen) with a successful grapple check against a target at least one size category smaller than itself.
Disease (Ex): The touch of a sewer sludge carries typhoid bacillus (Fort DC 13 negates; incubation period 1d3 weeks; initial 1d4 Con; secondary 1d4 Con).
Immunities (Ex): A sewer sludge is immune to electricity and cold damage. If a cold attack deals damage equal to or greater than the sewer sludge’s Constitution score, the creature is affected as though by a slow spell.
Improved Grab (Ex): To use this ability, the sewer sludge 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 constrict in the same round.
Ooze: A sewer sludge has the traits and immunities common to oozes.
Stench (Ex): A creature within 10 feet of a sewer sludge must make a successful Fortitude save (DC 10 + 1/2 the sludge’s Hit Dice + its Constitution modifier) or be nauseated. The nausea persists for as long as the creature remains within 10 feet of the sewer sludge. A creature that leaves and reenters the area must make another save.

[h=4]SHARK, HUGE[/h]

Huge animal

CR: 5
HD: 10d8+20; hp: 65
Mas: 15
Init: +2
Spd: Swim 40 ft.
Defense: 15, touch: 10, flat-footed: 13 (–2 size, +2 Dex, +5 natural)
BAB: +7; Grap: +20
Atk: )
Full Atk: )
FS: 5 ft. by 5 ft.; Reach: 5 ft.
SQ: Keen scent, wavesense
AL: None
SV: Fort: +9, Ref: +9, Will: +4
AP 0; Rep +0
Str: 21, Dex: 15, Con: 15, Int: 1, Wis: 12, Cha: 2
Skills: Listen +7, Spot +7
Feats: None
Advancement: 11–17 HD (Huge)

SPECIES TRAITS
Keen Scent (Ex): A Huge shark notices creatures by scent in a 180-foot radius. It can detect blood in the water at a range of up to 1 mile.
Wavesense (Ex): A shark can automatically sense the location of any object or creature within 80 feet that is in contact with the water.

[h=4]SKIN FEASTER[/h]


Skin Feaster
Advanced Skin Feaster

Medium-size undead
Large undead
CR: 3
5
HD: 4d12; hp 26
9d12; hp 58
Mas: -
-
Init: +3
+2
Spd: 30 ft.
30 ft.
Defense: 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
16, touch 11, flatfooted 14 (–1 size, +2 Dex, +5 natural)
BAB/Grap: +2/+2
+4/+12
Atk: +2 melee (1d4, claw)
+7 melee (1d6+6, claw)
Full Atk: +2 melee (1d4, claw) or +5 ranged
+7 melee (1d6+6, claw) or +5 ranged
FS/Reach: 5 ft. by 5 ft./5 ft.
10 ft. by 10 ft./10 ft.
SQ: Flesh weakness, necrotizing touch (DC 13), skin regrowth, undead
Flesh weakness, necrotizing touch (DC 15), skin regrowth, undead
AL: Evil
Evil
SV: Fort: +1, Ref: +4, Will: +6
Fort: +3, Ref: +5, Will: +8
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 10, Dex: 16, Con: -, Int: 6, Wis: 15, Cha: 12
Str: 18, Dex: 14, Con: -, Int: 6, Wis: 15, Cha: 12
Skills: Climb +6, Jump +6, Listen +8, Read/Write Language (any one), Speak Language (any one), Spot +8
Climb +9, Jump +9, Listen +10, Read/Write (any one), Speak (any one), Spot +10
Feats: Simple Weapons Proficiency
Agile Riposte, Dodge, Simple Weapons Proficiency
Advancement: 5–8 HD (Medium-size); 9–15 HD (Large)
10–15 HD (Large)
SPECIES TRAITS
Automatic Languages: A skin feaster can read, write, and speak any one language that it could in life.
Bonus Feat: A skin feaster gains Simple Weapons Proficiency as a bonus feat.
Flesh Weakness (Ex): A skin feaster that successfully deals damage to an opponent with its necrotizing touch attack must spend its next turn devouring the flesh that has fallen from that opponent’s body. It takes no other actions during this time but can defend itself normally. It can consume an amount of flesh equivalent to 3 points of Constitution damage (or drain; see below) per round.
Necrotizing Touch (Su): With a successful melee touch attack, the skin feaster causes lumps of flesh to fall from the target’s body, dealing 1d3 points of Constitution damage; a successful Fortitude save negates (DC 10 + 1/2 the skin feaster’s Hit Dice + its Charisma modifier). On a failed save, the target must attempt a second Fortitude save at the same DC. Failure indicates that 1 point of the Constitution damage already taken becomes Constitution drain instead.
Skin Regrowth (Su): If a skin feaster manages to eat an amount of flesh equivalent to 6 points of Constitution damage (or drain; see above) in any 24-hour period, it begins to regrow its skin. This process requires 1d6 hours. For the next 1d3 days thereafter, the skin feaster appears just as it did before its death, excluding scars, moles, or other minor skin imperfections. Only the creature’s appearance changes—it is still an undead with all of its usual species traits except the flesh weakness, which is not active while the skin feaster wears its new skin. Once this period is over, the skin feaster’s regrown skin sloughs off, restoring it to its usual appearance and reactivating its flesh weakness.
Undead: Skin feasters have the traits and immunities common to undead.

[h=4]SNAKE, COBRA[/h]

Medium-size animal

CR: 2
HD: 3d8; hp: 13
Mas: 11
Init: +3
Spd: 20 ft. (30 ft. for the black mamba), climb 5 ft.
Defense: 14, touch: 12, flat-footed: 11 (–1 size, +3 Dex, +2 natural)
BAB: +2; Grap: +2
Atk: +5 melee (1d4 plus poison, bite)
Full Atk: +5 melee (1d4 plus poison, bite)
FS: 5 ft. by 5 ft. (coiled); Reach: 5 ft.
SQ: Poison (DC 11), poison spray (DC 11; spitting cobra only), scent
AL: None
SV: Fort: +3, Ref: +6, Will: +2
AP 0; Rep +0
Str: 10, Dex: 17, Con: 11, Int: 1, Wis: 12, Cha: 2
Skills: Climb +11, Hide +10, Listen +9, Move Silently +11, Spot +9
Feats: Weapon Finesse (bite)
Advancement: None

SPECIES TRAITS
Bonus Feat: Cobras gain Weapon Finesse (bite) as a bonus feat.
Poison (Ex): Bite—Fortitude negates; save DC 10 + 1/2 the cobra’s Hit Dice + its Constitution modifier; 1d4 Str, 1d4 Dex/1d4 Str, 1d4 Dex.
Poison Spray (Ex): At will as a ranged touch attack, a spitting cobra can spray its venom at a target up to 10 feet away. When used in this manner, the spitting cobra’s venom acts as a contact poison. The target must succeed on a Fortitude save (DC 10 + 1/2 the cobra’s Hit Dice + its Constitution modifier) or be blinded and nauseated for 1 minute. A second Fortitude save must be made 1 minute later to negate the venom’s secondary damage (same as the initial damage). Eye protection, such as goggles or a full-face visor, negates the blindness effect.
Scent (Ex): This ability allows a cobra to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skill Bonuses: A cobra receives a +8 species bonus on Move Silently checks and a +4 species bonus on Hide, Listen, and Spot checks. It applies either its Strength or its Dexterity modifier, whichever is higher, to Climb checks.

[h=4]SNAKE, HOOP[/h]


Hoop Snake
Advanced Hoop Snake

Medium-size animal
Large animal
CR: 2
4
HD: 3d8+3; hp 16
7d8+21; hp 52
Mas: 13
17
Init: +5
+4
Spd: 40 ft.
40 ft.
Defense: 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
17, touch 13, flatfooted 13 (–1 size, +4 Dex, +4 natural)
BAB/Grap: +2/+5
+5/+16
Atk: +5 melee (1d6+3 plus poison, bite)
+11 melee (1d8+7 plus poison, bite)
Full Atk: +5 melee (1d6+3 plus poison, 2 bites)
+11 melee (1d8+7 plus poison, 2 bites)
FS/Reach: 5 ft. by 5 ft. (coiled)/5 ft.
10 ft. by 10 ft. (coiled)/10 ft.
SQ: Constrict 1d6+3, improved grab, poison (DC 12), scent
Constrict 1d6+7, improved grab, poison (DC 16), scent
AL: None
None
SV: Fort: +4, Ref: +8, Will: +2
Fort: +8, Ref: +9, Will: +3
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 17, Dex: 20, Con: 13, Int: 2, Wis: 12, Cha: 2
Str: 25, Dex: 18, Con: 17, Int: 2, Wis: 12, Cha: 2
Skills: Balance +7, Climb +8, Hide +8, Listen +4, Spot +4
Balance +6, Climb +12, Hide +3, Listen +4, Spot +4
Feats: None
None
Advancement: 4–5 HD (Medium-size); 6–12 HD (Large)
8–12 HD (Large)
A hoop snake resembles an ordinary snake except that it has a head at either end of its body. It measures some 6 feet long and weighs about 75 pounds.
SPECIES TRAITS
Constrict (Ex): A hoop snake deals bludgeoning damage with a successful grapple check against a target its own size category or smaller. The damage equals 1d6 + the snake’s Strength modifier.
Improved Grab (Ex): To use this ability, the hoop snake 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 constrict in the same round.
Poison (Ex): Bite—Fortitude negates; save DC 10 + 1/2 the snake’s Hit Dice + its Constitution modifier.
Scent (Ex): This ability allows a hoop snake to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skill Bonuses: A hoop snake receives a +8 species bonus on Balance checks and a +4 species bonus on Hide, Listen, and Spot checks. It applies its Dexterity modifier instead of its Strength modifier to Climb checks.

[h=4]STAR DOPPELGANGER[/h]


Tiny Star Doppelganger
Small Star Doppelganger
Medium-Size Star Doppelganger

Tiny aberration
Small aberration
Medium-size aberration
CR: 1/2
2
3
HD: 1d8; hp 4
2d8; hp 9
4d8+4; hp 22
Mas: -
-
-
Init: +1
+0
-1
Spd: 30 ft., burrow 20 ft. climb 20 ft., swim 20 ft.
30 ft., burrow 20 ft. climb 20 ft., swim 20 ft.
30 ft., burrow 20 ft. climb 20 ft., swim 20 ft.
Defense: 17, touch 13, flat-footed 16 (+2 size, +1 Dex, +4 natural)
15, touch 11, flat-footed 15 (+1 size, +4 natural)
13, touch 9, flat-footed 14 (–1 Dex, +4 natural)
BAB/Grap: +0/-8
+1/-2
+3/+7
Atk: +2 melee (1d4, bite)
+4 melee (1d6+2, bite)
+7 melee (2d4+4, bite)
Full Atk: +2 melee (1d4, bite) and –3 melee (1d3, gore) and –3 melee (1d2, claw) and –3 melee (1, slam)
+4 melee (1d6+2, bite) and –1 melee (1d4+1, gore) and –1 melee (1d3+1, claw) and –1 melee (1d2+1, slam)
+7 melee (2d4+4, bite) and +2 melee (1d6+3, gore) and +2 melee (1d4+2, claw) and +2 melee (1d3+2, slam)
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: Absorb, alien physiology, cold resistance 10, convert, darkvision 60 ft., fear aura (DC 10), flesh transfer (DC 10), hive mind, immunities, mimic, regeneration 5, split
Absorb, alien physiology, cold resistance 10, convert, darkvision 60 ft., fear aura (DC 11), flesh transfer (DC 11), hive mind, immunities, mimic, regeneration 5, split
Absorb, alien physiology, cold resistance 10, convert, darkvision 60 ft., fear aura (DC 12), flesh transfer (DC 13), hive mind, immunities, mimic, regeneration 5, split
AL: Evil
Evil
Evil
SV: Fort: +0, Ref: +1, Will: +4
Fort: +0, Ref: +0, Will: +5
Fort: +2, Ref: +0, Will: +6
AP/Rep: 0/+0
0/+0
0/+0
Ability Scores: Str: 10, Dex: 12, Con: 10, Int: 16, Wis: 15, Cha: 10
Str: 14, Dex: 10, Con: 10, Int: 16, Wis: 15, Cha: 10
Str: 18, Dex: 8, Con: 12, Int: 16, Wis: 15, Cha: 10
Skills: Climb +12, Craft (electronic) +9, Craft (mechanical) +9, Drive +5, Hide +11, Listen +8, Move Silently +11, Pilot +5, Spot +8, Swim +12.
Climb +14, Craft (electronic) +9, Craft (mechanical) +9, Drive +4, Listen +8, Hide + 7, Move Silently +7, Pilot +4, Spot +8, Swim +14.
Climb +17, Craft (electronic) +9, Craft (mechanical) +9, Drive +3, Listen +8, Hide +3, Move Silently +3, Pilot +3, Spot +8, Swim +17.
Feats: Alertness, Athletic, Builder, Simple Weapons Proficiency
Alertness, Athletic, Builder, Simple Weapons Proficiency
Alertness, Athletic, Builder, Simple Weapons Proficiency
Advancement: 2 HD (Small); 3–4 HD (Medium-size); 5–8 HD (Large); 9–16 HD (Huge)
3–4 HD (Medium-size); 5–8 HD (Large); 9–16 HD (Huge)
5–8 HD (Large); 9–16 HD (Huge)

Large Star Doppelganger
Huge Star Doppelganger

Large aberration
Huge aberration
CR: 7
10
HD: 8d8+24; hp 60
16d8+80; hp 152
Mas: -
-
Init: -2
-3
Spd: 30 ft., burrow 20 ft. climb 20 ft., swim 20 ft.
30 ft., burrow 20 ft. climb 20 ft., swim 20 ft.
Defense: 13, touch 7, flat-footed 13 (–1 size, –2 Dex, +6 natural)
14, touch 5, flat-footed 14 (–2 size, –3 Dex, +9 natural)
BAB/Grap: +6/+18
+12/+32
Atk: +13 melee (2d6+8, bite)
+22 melee (2d8+12, bite)
Full Atk: +13 melee (2d6+8, bite) and +8 melee (1d8+4, gore) and +8 melee (1d6+4, claw) and +8 melee (1d4+4, slam)
+22 melee (2d8+12, bite) and +17 melee (2d6+6, gore) and +17 melee (2d4+6, claw) and +17 melee (1d6+6, slam)
FS/Reach: 10 ft. by 10 ft./10 ft.
15 ft. by 15 ft./10 ft.
SQ: Absorb, alien physiology, cold resistance 10, convert, darkvision 60 ft., fear aura (DC 14), flesh transfer (DC 17), hive mind, immunities, mimic, regeneration 5, split
Absorb, alien physiology, cold resistance 10, convert, darkvision 60 ft., fear aura (DC 18), flesh transfer (DC 23), hive mind, immunities, mimic, regeneration 5, split
AL: Evil
Evil
SV: Fort: +5, Ref: +0, Will: +8
Fort: +10, Ref: +2, Will: +12
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 26, Dex: 6, Con: 16, Int: 16, Wis: 15, Cha: 10
Str: 34, Dex: 4, Con: 20, Int: 16, Wis: 15, Cha: 10
Skills: Climb +23, Craft (electronic) +9, Craft (mechanical) +9, Drive +2, Listen +8, Hide –1, Move Silently –1, Pilot +2, Spot +8, Swim +23
Climb +30, Craft (electronic) +9, Craft (mechanical) +9, Drive +1, Listen +8, Hide –3, Move Silently –3, Pilot +1, Spot +8, Swim +30
Feats: Alertness, Athletic, Builder, Power Attack, Simple Weapons Proficiency
Alertness, Athletic, Builder, Cleave, Great Cleave, Power Attack, Simple Weapons Proficiency
Advancement: 9–16 HD (Huge
-
In its natural form, a star doppelganger is a hideous conglomeration of all the creatures it has mimicked over the ages. An individual’s body may exhibit any combination of features, including fish fins, crab claws, spider legs, shark jaws, bear teeth, a human face, tentacles, and less recognizable appendages of various alien beings. Its entire form is awash with blood, slime, and stinking ichor of unknown origin. If a star doppelganger once had a shape of its own, that shape has long ago become indistinguishable in the roiling mass of flesh and putrescence that makes up its current form.
SPECIES TRAITS
Absorb (Ex): As a full-round action, a star doppelganger can absorb the body (but not the equipment) of any creature to which it has successfully transferred its flesh (see Flesh Transfer, below). The star doppelganger gains a size category whenever it has absorbed creatures whose combined size categories equal its own, according to the following equivalencies: Four Tiny creatures equal a Small creature, four Small creatures equal a Medium-size creature, and four Medium-size creatures equal a Large creature. Thus, a Huge star doppelganger could have resulted from a Large star doppelganger absorbing one Large creature, four Medium-size creatures, or any mix of sizes that equals Large. The star doppelganger’s statistics remain the same after absorption unless it gains a size category. Any hit point or ability damage that the star doppelganger has taken before absorbing its prey still applies to its new statistics. A star doppelganger cannot absorb a creature larger than itself, nor can it absorb another star doppelganger.
Alien Physiology (Ex): A star doppelganger does not need to eat or sleep the way a normal creature does. It cannot starve or become fatigued. A star doppelganger is not subject to death from massive damage or critical hits.
Cold Resistance 10 (Ex): A star doppelganger ignores the first 10 points of cold damage from any single attack.
Convert (Ex): If desired, a star doppelganger can convert any creature to which it has successfully transferred its flesh (see Flesh Transfer, below) into a new star doppelganger as a full-round action. A converted creature becomes in all ways a star doppelganger of the appropriate size category, losing all its own ability scores, Hit Dice, class levels, skills, feats, species traits, and allegiances and replacing them with those of a star doppelganger. A creature with less than 1 Hit Die or more than 16 Hit Dice cannot be converted.
Flesh Transfer (Ex): A star doppelganger can transfer its own flesh to a helpless living creature or a living creature that it has pinned in a grapple for 3 consecutive rounds. As an attack action, the star doppelganger sloughs flesh from its own body onto the helpless or pinned foe, thereby transforming the latter’s body into star doppelganger flesh. The opponent may attempt a Fortitude save (DC 10 + 1/2 star doppelganger’s Hit Dice + its Constitution modifier) to resist. Success indicates that the star doppelganger has failed to transfer its flesh to the opponent, but it can attempt to do so again using another attack action assuming that the proper conditions are still in place. Failure indicates that the flesh transfer was successful and the opponent’s body has begun to transform into star doppelganger flesh. The opponent is then helpless for the remainder of the process.
The star doppelganger must stay in physical contact with the target for 1d4 additional rounds before the transfer is complete. At that point, the opponent can be either absorbed by the star doppelganger or converted into a new star doppelganger (see Absorb and Convert, above), at the attacker’s option. If the star doppelganger is physically separated from the opponent or killed before the flesh transfer is complete, the opponent takes 1d4 points of Constitution drain and remains helpless for 2d4 rounds.
An opponent smaller than Tiny or larger than Large cannot be either absorbed or converted. If the opponent cannot be either absorbed, and a creature with less than 1 Hit Die or more than 16 Hit Dice cannot be converted, it simply becomes a dead star doppelganger when the process is complete.
Fear Aura (Su): Any creature within 60 feet of a star doppelganger in its normal form must succeed on a Will saving throw (DC 10 + 1/2 star doppelganger’s Hit Dice + its Charisma modifier) or be stunned for 1d4 rounds by its hideous appearance and otherworldly appendages. An opponent that cannot see the star doppelganger is immune to this effect.
Whether or not the save is successful, the creature cannot be affected again by that star doppelganger’s fear aura for 24 hours.
Hive Mind (Su): All star doppelgangers within 200 feet of one another are in constant mental communication. If one is aware of a particular threat, they all are. If one star doppelganger in a particular group is not flat-footed, none of them are. No star doppelganger in such a group is considered flanked unless they all are.
Immunities (Ex): Because a star doppelganger does not need to breathe, it is immune to suffocation, inhaled poisons, and other detrimental atmospheric effects. If it has assumed a form that normally breathes, it does so to look natural, but its immunities still apply.
Mimic (Ex): A star doppelganger can perfectly mimic any creature that it has absorbed within the past hour. Changing its form to match that of the absorbed creature is a full-round action that provokes attacks of opportunity. The star doppelganger retains its own Hit Dice, hit points, species traits, desires, and allegiances, but replaces its own ability scores with those of the absorbed creature. It also gains access to all the absorbed creature’s natural weapons, attack bonuses, skills, ability scores, feats, memories, and even spells yet to be cast. All of these abilities function at the effective Hit Dice or level of the absorbed creature. The star doppelganger functions in all ways as the creature did just before the absorption.
The star doppelganger must be of the same size category as the creature it chooses to mimic, so it may need to split or absorb creatures until its size is correct. It must acquire the equipment of the absorbed individual to complete the ruse properly. A star doppelganger may mimic a particular creature only once, and it can stay in that form for no longer than 24 hours. Thereafter, it automatically reverts to its star doppelganger form, losing all the knowledge, skills, feats, and abilities that the mimicked form provided. It does retain the memories of its actions while in the mimicked form and any information it gained during that time. Hit point and ability damage or drain taken in the mimicked form is healed upon reversion to its original form, but a star doppelganger that is killed in a mimicked form remains dead. Any magical effects that were operating on the star doppelganger in its mimicked form end upon reversion.
Most star doppelgangers try to return to their normal forms when their mimicked forms have lost half their hit points to damage.
Regeneration 5 (Ex): A star doppelganger regenerates 5 points of damage each round but cannot regenerate fire, acid, or electricity damage. If a star doppelganger loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Split (Ex): If a star doppelganger wants to escape bonds, or enter an area of smaller confines than its current size would permit, or diminish its size to mimic a creature it has absorbed, it can split off part of its body at will. Splitting is a full-round action that provokes attacks of opportunity.
The detached portion is a new star doppelganger of a size category smaller than the original, with the normal statistics for a star doppelganger of its size category. (Use the size equivalencies given in the Absorb ability, above, to determine the results of splits.) Any damage or other negative effects previously suffered stay with the larger portion, or are randomly assigned to one portion if both are the same size category. Neither portion of the split doppelganger can be smaller than Tiny. Once it has split apart, the star doppelganger cannot rejoin its parts; they are forever separate creatures. A star doppelganger can initiate a split at any point on its body—a fact that makes binding one nearly impossible.
Species Bonuses: Because of its near-perfect mimicry ability, a star doppelganger gains a +30 circumstance bonus on Disguise checks and a +10 circumstance bonus on Bluff checks when acting as the creature it is mimicking. These bonuses are not accounted for in the statistics blocks below.

[h=4]THOUGHT EATER[/h]

Small aberration

CR: 2
HD: 3d8+3; hp: 16
Mas: 11
Init: +8
Spd: 40 ft.
Defense: 17, touch: 15, flat-footed: 13 (+1 size, +4 Dex, +2 natural)
BAB: +2; Grap: -2
Atk: +3 melee touch (6 power points or 1 Int, touch)
Full Atk: +3 melee touch (6 power points or 1 Int, touch)
FS: 5 ft. by 5 ft.; Reach: 5 ft.
SQ: Dimensional jaunt, eat thoughts, psionics
AL: None
SV: Fort: +1, Ref: +5, Will: +4
AP 0; Rep +0
Str: 11, Dex: 18, Con: 11, Int: 7, Wis: 12, Cha: 10
Skills: Hide +14, Listen +7, Spot +7
Feats: Improved Initiative
Advancement: 4–6 HD (Small)

A thought eater is a 3-foot-long creature with flesh of wispy protomatter, through which its skeleton is visible. It has the body shape of a predatory feline and the skull and claws of a cruel bird of prey.
SPECIES TRAITS
Bonus Feat: A thought eater gains Improved Initiative as a bonus feat.
Dimensional Jaunt (Su): At will, a thought eater can shift from a different plane of existence into the normal world as part of any move action and shift back again as a free action. During this jaunt, the thought eater is incorporeal.
In this state, a thought eater 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 thought eater can pass through solid objects at will, and its own attacks pass through armor. It moves in complete silence and cannot be heard at all.
Eat Thoughts (Su): A thought eater can drain the thoughts of a living being with a successful melee touch attack. Against an opponent with psionics, this ability drains 6 power points from the victim. (If the victim has fewer than 6 power points, the thought eater gains all the remaining power points that the opponent possesses). Against a nonpsionic creature, this attack deals 1 point of Intelligence damage, which provides the thought eater with nourishment equivalent to 6 power points. A thought eater requires the equivalent of 10 power points per day to survive, but it happily gorges itself whenever the opportunity presents itself. Power points consumed in excess of its minimum daily requirement do not count against the next day’s requirement.
Psionics (Sp): At will—daze, detect psionics, distract, verve. Manifester level 10th; save DC 10 + thought eater’s key ability modifier + power level.

[h=4]THUNDERBIRD[/h]


Thunderbird (Chick)
Thunderbird (Adult)

Medium-size magical beast
Large magical beast
CR: 3
14
HD: 5d10+5; hp 32
16d10+80; hp 168
Mas: 12
20
Init: +2
+0
Spd: 20 ft., fly 50 ft. (average)
30 ft., fly 100 ft. (average)
Defense: 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
22, touch 8, flat-footed 22 (–2 size, +14 natural)
BAB/Grap: +5/+5
+16/+32
Atk: +6 melee (1d6, bite)
+23 melee (2d6+8, bite)
Full Atk: +6 melee (1d6, bite) and +1 melee (1d4, 2 claws)
+23 melee (2d6+8, bite) and +21 melee (2d4+4, 2 claws)
FS/Reach: 5 ft. by 5 ft./5 ft.
15 ft. by 15 ft./10 ft.
SQ: Breath weapon (2d10; DC 13), darkvision 60 ft., fear aura (DC 13), improved grab, immunities, low-light vision
Breath weapon (8d10; DC 23), darkvision 60 ft., fear aura (DC 20), improved grab, immunities, lowlight vision
AL: Chaos
Chaos
SV: Fort: +5, Ref: +6, Will: +2
Fort: +15, Ref: +10, Will: +8
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 10, Dex: 14, Con: 12, Int: 8, Wis: 13, Cha: 12
Str: 26, Dex: 10, Con: 20, Int: 12, Wis: 16, Cha: 14
Skills: Hide +6, Intimidate +5, Listen +5, Move Silently +6, Speak Auran, Spot +5
Hide –2, Intimidate +10, Listen +12, Move Silently +6, Speak Auran, Speak Language (any one), Spot +12.
Feats: Weapon Focus (bite)
Cleave, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Advancement: 6–7 HD (Medium-size); 8–15 HD (Large); 16–25 HD (Huge)
-
The thunderbird appears as an enormous raptor with blazing, electric-blue eyes. Its feathers are a mix of dark gray and snowy white, resembling the clouds of a thunderstorm. Its wings periodically shed wisps of fog and arcs of electricity that become more abundant when it is angered or excited. The thunderbird measures 30 feet from beak to tail, and its wingspan can reach 120 feet.
SPECIES TRAITS
Automatic Language: A thunderbird can speak Auran (the language of avian creatures).
Breath Weapon (Su): Every 1d4 rounds, a thunderbird can breathe a 60-foot-long cone of sonic energy as an attack action. Any creature in the cone takes 1d10 points of sonic damage per 2 Hit Dice of the thunderbird (8d10 for the typical adult specimen). A successful Reflex save (DC 10 + 1/2 the thunderbird’s Hit Dice + its Constitution modifier) halves the damage.
Fear Aura (Su): Any creature within 60 feet of a thunderbird must succeed on a Will save (DC 10 + 1/2 the thunderbird’s Hit Dice + its Charisma modifier) or be shaken for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that thunderbird’s fear aura for 24 hours.
Improved Grab (Ex): To use this ability, the thunderbird must hit a single opponent at least two size categories smaller than itself with both claw attacks in the same round. If it gets a hold, it automatically deals damage for two claw attacks and a bite attack each round that the hold is maintained.
Immunities (Ex): Thunderbirds are immune to electricity and sonic damage.

[h=4]TOXIC SLUDGE[/h]


Toxic Sludge
Advanced Toxic Sludge

Large ooze
Gargantuan ooze
CR: 7
12
HD: 6d10+27; hp 60
20d10+150; hp 260
Mas: -
-
Init: -2
-2
Spd: 20 ft.
20 ft.
Defense: 7, touch 7, flat-footed 7 (–1 size, –2 Dex)
10, touch 3, flat-footed 10 (–4 size, –3 Dex, +7 natural)
BAB/Grap: +4/+10
+15/+37
Atk: +5 melee (1d8+3, slam plus 1d4 acid)
+21 melee (2d8+10 plus 1d4 acid, slam)
Full Atk: +5 melee (1d8+3, slam plus 1d4 acid)
+21/+16/+11 melee (2d8+10 plus 1d4 acid, slam)
FS/Reach: 10 ft. by 10 ft./10 ft.
20 ft. by 20 ft./15 ft.
SQ: Acid, blindsight, constrict, expansion, immunities, improved grab, ooze, toxic fumes (DC 15)
Acid, blindsight, expansion, immunities, improved grab, ooze, toxic fumes (DC 26)
AL: None
None
SV: Fort: +4, Ref: +0, Will: -3
Fort: +12, Ref: +3, Will: +1
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 15, Dex: 7, Con: 14, Int: -, Wis: 1, Cha: 1
Str: 31, Dex: 5, Con: 22, Int: -, Wis: 1, Cha: 1
Skills: None
None
Feats: None
None
Advancement: 6–12 HD (Large); 13–18 HD (Huge); 19–31 HD (Gargantuan); 32–45 HD (Colossal)
21–31 HD (Gargantuan); 32–45 HD (Colossal)
SPECIES TRAITS
Acid (Ex): A toxic sludge is composed of caustic chemicals that dissolve any substance except stone and metal. A toxic sludge’s slam attack deals 1d4 points of acid damage in addition to the normal bludgeoning damage.
Blindsight (Ex): A toxic sludge is blind but can ascertain all creatures and objects within 40 feet just as a sighted creature would. Beyond that range, all targets have total concealment with respect to the toxic sludge.
Expansion (Ex): A toxic sludge absorbs the bodies of creatures it has killed in battle. This process takes a number of rounds depending on the size of the corpse: Diminutive or smaller 1, Tiny 2, Small 4, Medium-size 8, Large 16, Huge 32, Gargantuan 64, and Colossal 128. The sludge grows by 1 Hit Die for every 16 rounds it spends consuming bodies, to a maximum of 45 Hit Dice.
Immunities (Ex): Toxic sludges are immune to acid, electricity, and cold damage. If a cold attack deals damage equal to or greater than a toxic sludge’s Constitution score, the toxic sludge is affected as though by a slow spell.
Improved Grab (Ex): To use this ability, the toxic sludge 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 constrict in the same round.
Ooze: A toxic sludge has the traits and immunities common to oozes.
Toxic Fumes (Ex): Any creature that comes within 10 feet of a toxic sludge must make a successful Fortitude save (DC 10 + 1/2 the toxic sludge’s Hit Dice + its Constitution modifier) or take 1d4 points of Strength damage. A new save must be made each round a creature remains within 10 feet of the toxic sludge.

[h=4]UDOROOT[/h]


Udoroot
Advanced Udoroot

Huge plant
Gargantuan plant
CR: 5
8
HD: 6d8+18; hp 45
17d8+85; hp 161
Mas: -
-
Init: +0
+0
Spd: 0 ft.
0 ft.
Defense: 14, touch 8, flat-footed 14 (–2 size, +6 natural)
16, touch 6, flat-footed 16 (–4 size, +10 natural)
BAB/Grap: +4/-
+12/-
Atk: None
None
Full Atk: None
None
FS/Reach: 5 ft. by 5 ft. per stalk/10 ft. per stalk
5 ft. by 5 ft. per stalk/15 ft. per stalk
SQ: Blindsight 40 ft., cold resistance 20, immunities, plant, psionics
Blindsight 40 ft., cold resistance 20, immunities, plant, psionics
AL: None
None
SV: Fort: +8, Ref: +2, Will: +3
Fort: +15, Ref: +5, Will: +6
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 3, Dex: 10, Con: 16, Int: -, Wis: 13, Cha: 9
Str: 11, Dex: 10, Con: 20, Int: -, Wis: 13, Cha: 9
Skills: None
None
Feats: None
None
Advancement: 7–16 HD (Huge); 17–32 HD (Gargantuan)
18–32 HD (Gargantuan)
Udoroots are enormous carnivorous plants that possess psionic powers. The bulk of an udoroot lies beneath the soil. Its massive, bulbous root system can reach down as far as 30 feet below the surface. The above-ground portion of the plant consists of six stalks, each topped by a single flower crown. These crowns resemble mature sunflowers with red seeds, white petals, and tough, woody stalks. They grow in a circle that can reach 20 feet in diameter.
An udoroot can be killed only by digging up or otherwise exposing its root, then burning it, hacking it apart, or totally destroying it in some other manner. Severing or psionically disabling all six crowns negates the plant’s ability to attack and makes excavation of the root easier. To sever a crown, an opponent must penetrate the woody bark of the stalk (hardness 5, hp 7). A severed crown dies, but the udoroot suffers no ill effects other than its absence. As long as the creature’s root remains intact, any severed crowns regrow in about a month. A psionic creature can also overcome a crown in psionic combat by reducing any one of the creature’s ability scores to 0. This attack does not harm the main root or any other crowns, which must be attacked separately to deal any damage.
SPECIES TRAITS
Blindsight (Ex): An udoroot is blind but can ascertain all creatures and objects within 40 feet just as a sighted creature would. Beyond that range, all targets have total concealment with respect to the udoroot .
Cold Resistance 20 (Ex): An udoroot ignores the first 20 points of cold damage from any single attack.
Immunities (Ex): An udoroot is immune to electricity and fire damage.
Plant: Udoroots have the traits and immunities common to plants.
Psionics (Sp): At will—false sensory input, lesser body adjustment, lightning strike, telekinesis. Manifester level 10th; save DC 10 + udoroot’s key ability modifier + power level.

[h=4]WHISPERER IN THE DARK[/h]

Large undead (incorporeal)

CR: 12
HD: 11d12; hp: 71
Mas: -
Init: +7
Spd: 30 ft., fly 60 ft. (good)
Defense: 14, touch: 14, flat-footed: 11 (–1 size, +3 Dex, +2 deflection)
BAB: +5; Grap: -
Atk: +4 melee (2d6 Con, incorporeal touch)
Full Atk: +4 melee (2d6 Con, 4 incorporeal touches)
FS: 10 ft. by 10 ft.; Reach: 10 ft.
SQ: Daylight powerlessness, incorporeal, psionics, steal essence, turn resistance +2, undead, unnatural aura
AL: Chaos, evil
SV: Fort: +3, Ref: +6, Will: +9
AP 0; Rep +0
Str: -, Dex: 16, Con: -, Int: 14, Wis: 14, Cha: 15
Skills: Concentration +8, Hide +13, Intimidate +12, Listen +12, Search +12, Sense Motive +8, Spot +12.
Feats: Alertness, Blind-Fight, Combat Reflexes, Frightful Presence, Improved Initiative.
Advancement: 12–18 HD (Huge); 19–26 HD (Gargantuan)

From a distance, a whisperer in the dark resembles a swirling bank of mist or light fog, but an observer within 30 feet of the whisperer can clearly see dozens of humanoid faces in the fog, silently screaming their endless torment.
SPECIES TRAITS
Daylight Powerlessness (Ex): A whisperer in the dark is utterly powerless in natural sunlight and flees from it if possible. If caught in sunlight, it cannot attack and may make only one move or attack action each round. It cannot take full-round actions at all in this situation.
Incorporeal Subtype (Su): A whisperer in the dark 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 whisperer in the dark 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.
Psionics (Sp): At will—attraction, clairaudience/clairvoyance, concussion, detect psionics, suggestion. Manifester level 10th; save DC 10 + whisperer in the dark’s key ability modifier + power level.
Steal Essence (Su): If a creature with an Intelligence score greater than 2 is slain by a whisperer in the dark, its essence is absorbed into the monster’s consciousness within 1d4 rounds, though its physical body remains intact. Stealing a creature’s essence grants the whisperer 12 temporary hit points, and a new screaming face resembling that of the absorbed creature appears permanently within the cloud.
Turn Resistance +2 (Su): A whisperer in the dark is treated as having +2 Hit Dice for the purpose of turn or rebuke attempts.
Undead: A whisperer in the dark has the traits and immunities common to undead.
Unnatural Aura (Su): A whisperer in the dark constantly projects an unnatural aura to a radius of 30 feet around itself. Both wild and domesticated animals can sense this aura and refuse to enter its area. If forced to come closer than 30 feet to the whisperer in the dark, they panic and remain panicked for as long as they are in the area.

[h=4]YETI[/h]


Yeti
Abominable Snowman (Advanced Yeti)

Large monstrous humanoid (cold)
Huge monstrous humanoid (cold)
CR: 3
6
HD: 4d8+4; hp 22
12d8+36; hp 90
Mas: 12
16
Init: +1
+0
Spd: 40 ft.
40 ft.
Defense: 14, touch 10, flatfooted 13 (–1 size, +1 Dex, +4 natural)
15, touch 8, flat-footed 15 (–2 size, +7 natural)
BAB/Grap: +4/+12
+12/+28
Atk: +7 melee (1d6+4, claw)
+18 melee (2d4+8, claw)
Full Atk: +7 melee (1d6+4, 2 claws)
+18 melee (2d4+8, 2 claws)
FS/Reach: 10 ft. by 10 ft./10 ft.
15 ft. by 15 ft./10 ft.
SQ: Cold subtype, constrict, darkvision 60 ft., improved grab
Cold subtype, constrict, darkvision 60 ft., improved grab
AL: None
None
SV: Fort: +2, Ref: +5, Will: +5
Fort: +7, Ref: +8, Will: +9
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 18, Dex: 13, Con: 12, Int: 9, Wis: 12, Cha: 11
Str: 26, Dex: 11, Con: 16, Int: 9, Wis: 12, Cha: 11
Skills: Climb +10, Hide +2 (+17 in snowy conditions), Move Silently +6, Speak Giant, Survival +7
Climb +14, Hide +3 (+18 in snowy conditions), Move Silently +10, Speak Giant, Survival +12
Feats: None
Power Attack, Track
Advancement: 5–8 HD (Large); 9–12 HD (Huge)
-
A yeti is a large, white-furred, human-shaped creature that stands about 8 feet tall and weighs approximately 300 pounds. Its long fur is heaviest around the head and shoulders, and its hands and feet are wide and flat. Layers of fat insulate its body, allowing it to survive and even thrive in subzero conditions. Although a yeti can stand and walk upright, it tends to hunch over and use its hands and feet, in the manner of a gorilla, to navigate ice floes and rocky terrain. Its eyes are either blue or colorless, and it has an extra pair of transparent eyelids that allow it to see even in blowing snow.
SPECIES TRAITS
Cold Subtype (Ex): A yeti is immune to cold damage. It takes 50% more damage from fire attacks.
Constrict (Ex): A yeti deals normal claw damage (treat as bludgeoning damage) plus 2d6 points of cold 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 yeti 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 constrict in the same round.
Skill Bonus: The yeti’s white fur grants it a +15 species bonus on Hide checks made in snowy conditions.

[h=4]ZAP[/h]

Fine elemental (air)

CR: 1/4
HD: 1/4 d8; hp: 1
Mas: -
Init: +4
Spd: 10 ft., fly 30 ft. (perfect)
Defense: 22, touch: 22, flat-footed: 18 (+8 size, +4 Dex)
BAB: +0; Grap: -
Atk: +4 melee touch (1 electricity, shock touch)
Full Atk: +4 melee touch (1 electricity, shock touch)
FS: 6 in. by 6 in.; Reach: 0 ft.
SQ: Darkvision 60 ft., electricity immunity, elemental, shock touch, short circuit
AL: Chaos
SV: Fort: +0, Ref: +6, Will: +1
AP 0; Rep +0
Str: 2, Dex: 19, Con: 10, Int: 5, Wis: 12, Cha: 6
Skills: Hide +24, Listen +3, Spot +5
Feats: None
Advancement: None

SPECIES TRAITS
Elemental: Zaps have the traits and immunities common to elementals.
Electricity Immunity (Ex): A zap is immune to electricity damage.
Shock Touch (Ex): With a successful melee touch attack, a zap deals 1 point of electricity damage.
Short Circuit (Su): At will as an attack action, a zap can cause an electrical overload in a piece of electronic equipment within 10 feet, destroying its internal workings and rendering it useless. If the item is being carried or wielded at the time of the attack, the wielder can attempt a Reflex save (DC 20) to negate the effect. An unattended item receives no save. An electronic item damaged in this fashion must either be replaced or repaired (Repair DC 15).

[h=4]ZEIKUNE[/h]


Zeikune
Zeikune Smart Hero 2

Medium-size aberration
Medium-size aberration
CR: 4
6
HD: 5d8+5; hp 27
5d8+5 plus 2d6+2; hp 36
Mas: 13
13
Init: +6
+6
Spd: fly 40 ft. (perfect)
fly 40 ft. (perfect)
Defense: 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 insight)
18, touch 14, flat-footed 16 (+2 Dex, +1 class, +4 natural, +1 insight)
BAB/Grap: +3/+3
+4/+4
Atk: +3 melee (2d4, bite)
+4 melee (2d4, bite) or +6 ranged (2d6, Ruger Service-Six)
Full Atk: +3 melee (2d4, bite) or +5 ranged)
+4 melee (2d4, bite) or +6 ranged (2d6, Ruger Service-Six)
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: Darkvision 60 ft., improved grab, liquefaction, power resistance 17, psionics, siphon fluids
Darkvision 60 ft., improved grab, liquefaction, power resistance 17, psionics, siphon fluids
AL: None
None
SV: Fort: +2, Ref: +3, Will: +5
Fort: +2, Ref: +5, Will: +7
AP/Rep: 0/+0
1/+1
Ability Scores: Str: 11, Dex: 14, Con: 13, Int: 10, Wis: 12, Cha: 16
Str: 11, Dex: 14, Con: 12, Int: 14, Wis: 12, Cha: 16
Skills: Hide +9, Listen +8, Move Silently +9, Spot +8.
Computer Use +8, Disable Device +6, Hide +11, Listen +10, Move Silently +11, Read/Write English, Repair +5, Research +6, Search +6, Spot +10.
Feats: Improved Initiative, Simple Weapons Proficiency
Improved Initiative, Lightning Reflexes, Personal Firearms Proficiency, Simple Weapons Proficiency
Talents: N/A
(Smart Hero): Savant (Computer Use)
Possessions: N/A
Ruger Service-Six (.38S revolver)
Advancement: By character class
By character class
SPECIES TRAITS
Improved Grab (Ex): To use this ability, the zeikune must hit an opponent with its bite attack. If it gets a hold, it automatically deals bite damage and liquefaction damage (see below) each round that the hold is maintained.
Liquefaction (Ex): Once the zeikune gets a hold of its opponent (see Improved Grab above), it begins injecting fluids that dissolve the victim’s organs, dealing 1d4 points of Constitution damage per round. If the creature dies or its Constitution score drops to 0 as a result of this process, the creature’s organs turn to slush, and the ability damage becomes ability drain. The victim dies, at which point the zeikune can begin sucking the liquefied organs from the creature’s body (see Siphon Fluids, below).
Psionics (Sp): At will—combat precognition (always active), mental blast, object reading; 3/day—inflict pain, levitate. Manifester level 5th; save DC 10 + zeikune’s key ability modifier + power level.
Siphon Fluids (Ex): Once a zeikune liquefies the internal organs of a creature, it can spend a fullround action siphoning the fluids from the dead creature’s body, leaving behind a shriveled husk. The fluid not only provides sustenance but also heals the zeikune of 3d6 points of damage and 1d6 points of ability damage (per ability).
 

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