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Revised (v.3.5) System Reference Document
Epic Monsters M-S
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<blockquote data-quote="Morrus" data-source="post: 6159454" data-attributes="member: 1"><p><span style="font-size: 18px">MERCANE </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Outsider</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">7d8+21 (52 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+2 (Dex) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">30 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">15 (–1 size, +2 Dex, +4 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+7/+13</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Masterwork falchion +9(2d4+3) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 12px"><span style="font-size: 10px">Masterwork falchion +9/+4 (2d4+3) melee</span></span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./10 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">SR 25, spell-like abilities, telepathy</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +8, Ref +7, Will +8 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 12px"><span style="font-size: 10px">Appraise +19, Bluff +12, Diplomacy +</span><span style="color: #000000"><span style="font-size: 10px">12</span></span><span style="font-size: 10px">, Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, Spot +12 </span></span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Expertise, Improved Disarm, Improved Feint</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any land and underground </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 12px"><span style="font-size: 10px">Company (1–4 mercanes and 3–18 5th-level fighter bodyguards) or progression (1 mercane, 3 14th-level fighters, 1 21st-level fighter/2nd-</span><span style="color: #000000"><span style="font-size: 10px">level Union Sentinel)</span></span> </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">5 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Double standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always lawful neutral </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">By character class </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Level Adjustment:</strong></span><br /> </td><td> <span style="font-size: 10px">+7</span><br /> </td></tr></table><p></p><p> <span style="font-size: 10px">Mercanes speak Abyssal, Celestial, Draconic, Infernal, and at least two other languages. </span> </p><p> <span style="font-size: 12px">COMBAT </span> </p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities: </strong>3/day—<em>dimension door, invisibility; </em>1/day—<em>secret chest, plane shift. </em>Caster level 14th; save DC 12 + spell level. </span> </p><p> <span style="font-size: 10px"><strong>Telepathy (Su):</strong> Mercanes can communicate telepathically with any creature within 100 feet that has a language. </span> </p><p> <span style="font-size: 10px"><strong>Skills:</strong> Mercanes receive a +4 racial bonus on Appraise checks. </span> </p><p> </p><p></p><p> <span style="font-size: 12px">MERCANE CHARACTERS </span> </p><p> <span style="font-size: 10px">A mercane’s favored class is wizard. Player character mercanes have a level adjustment of +7. </span> </p><p> </p><p></p><p> <span style="font-size: 18px">MU SPORE </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Colossal Plant </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">35d8+315 (472 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+5 (-3 Dex, +8 Superior Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">40 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">27 (–3 Dex, –8 size, +28 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+26/+55</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Tendril +31 (2d6+13/19-20) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">4 tendrils +31 (2d6+13/19-20) melee, 1 bite +26 (4d6+6/19-20) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">30 ft./30 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Spore cough, improved grab, swallow whole </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Acid resistance 20, blindsight 210 ft., DR 10/epic, fast healing 10, plant traits, sticky</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +28, Ref +8, Will +20 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47, Spot +47</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Cleave, Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved initiative, Lightning Reflexes, Power Attack</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Epic Reflexes, Epic Toughness (x3), Superior Initiative</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary, pair, or polyp (3–7) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">21 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually chaotic neutral </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">36+ HD (Colossal) </span> <br /> </td></tr></table><p> <span style="font-size: 10px">Mu spores speak Common and Terran. </span> </p><p> <span style="font-size: 10px">A mu spore’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> <span style="font-size: 12px">COMBAT</span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Spore Cough (Su):</strong></span><span style="font-size: 10px"> Once every 1d4 rounds a mu spore can release a cloud of burrowing spores. This spore cough is treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points of Damage to all creatures and structures in the area, or half Damage to any creatures that make a Reflex save (DC 36). The DC is Charisma-based.</span></span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Improved Grab (Ex):</strong></span><span style="font-size: 10px"> If a mu spore hits with a tendril, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Gargantuan and smaller opponents. The mu spore has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its tendril to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the Damage given for the tendril. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Swallow Whole (Ex):</strong></span><span style="font-size: 10px"> If the mu spore begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite Damage. A swallowed creature takes the twice the Damage given for the mu spore’s bite every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon, if it can deal 33 points of Damage in this fashion, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in the mu spore’s mouth, where it may be bitten or swallowed again. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Sticky (Ex): </strong></span><span style="font-size: 10px">Sticky tendrils cover a mu spore, many more than the four main tendrils it uses for combat. Any creature that touches or successfully attacks a mu spore with a melee weapon is subject to a free improved grab check by the mu spore, as if the mu spore had success-fully attacked the creature with a tendril. A creature wielding a melee weapon must immediately relinquish its grip on its weapon, or proceed with the grapple check. If the subject relinquishes its grip on its weapon, the weapon is swallowed the following round. Creatures who attack the mu spore in melee without a weapon they can release (such as those with natural attacks only) do not have this option. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Plant Traits:</strong></span><span style="font-size: 10px"> Immune to poison, </span><span style="font-size: 10px"><em>sleep, </em></span><span style="font-size: 10px">paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects. </span></span> </p><p> </p><p></p><p> <span style="font-size: 18px">NEH-THALGGU (BRAIN COLLECTOR) </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Huge Aberration (Extraplanar, Incorporeal) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">32d8+192 (336 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+12 (+4 Dex, +8 Superior Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 12px"><span style="font-size: 10px">60 ft. or via </span><span style="font-size: 10px"><em>dimension door </em></span></span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">35 (–2 size, +4 Dex, +3 deflection, +20 insight) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+24/–</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +26 (4d10 + 12 plus poison) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +26 (4d10 + 12 plus poison ) melee, 10 head-tentacles +21 (2d10 plus ability drain ) melee touch attack</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">15 ft./10 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Extract brains (ranged attack), poison, spells </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 12px"><span style="font-size: 10px"><em>Dimensional travel, </em></span><span style="font-size: 10px">DR 10/epic, incorporeal traits, amorphous physiology, manifest maw, SR 30, darkvision 60 ft.</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +16, Ref +14, Will +23 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str –, Dex 19, Con 22, Int 20, Wis 20, Cha 17 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Concentration +41, Hide +39, Knowledge (arcana, the planes) +40, Move Silently +39, Search +40, Spellcraft +40</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Blind-Fight, Combat Reflexes, Dodge, Eschew Materials, Expertise, Improved Initiative, Maximize Spell, Mobility, Power Attack, Spring Attack </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Superior Initiative </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">26 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Triple standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually chaotic neutral, neutral evil, or chaotic evil </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">33–66 HD (Gargantuan); 67–112 HD (Colossal) </span> <br /> </td></tr></table><p> <span style="font-size: 10px">A creature whose brain has been harvested by a brain collector cannot be raised, reincarnated, or resurrected while the brain is in the creature, because the collector preserves and draws upon the soul and basic personality of the creature for as long as it retains the brain. Neh-thalggus’ own language is a silent sign language “spoken” with their writhing head-tentacles. They can also communicate telepathically with any creature that has a language within 100 feet. </span> </p><p> <span style="font-size: 10px">A neh-thalggu’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> <span style="font-size: 12px">COMBAT </span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Poison (Ex):</strong></span><span style="font-size: 10px"> A ne</span><span style="color: #000000"><span style="font-size: 10px">h-thalggu’s bite injects a debilitating poison (DC 32) that Damages the victim’s Constitution. He or she loses half his or her current Constitution immediately on a failed save a</span></span><span style="font-size: 10px">nd must save again 1 minute later or lose half of his or her remaining Constitution. If the character survives, he or she heals the ability Damage at the normal rate (1 point per day). </span><span style="color: #000000"><span style="font-size: 10px">The save DC is Constitution-based.</span></span></span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Head-Tentacles (Ex): </strong></span><span style="font-size: 10px">The long, whiplike tentacles that frame either side of a brain collector’s face can deliver a dangerous touch attack that, if successful, causes the target to dehydrate and wither (2d10 points of desiccation Damage). In addition, each successful tentacle attack drains 1 point of Strength, 1 point of Dexterity, and 1 point of Constitution. This is permanent ability drain and may only be reversed by spells such as </span><span style="font-size: 10px"><em>restoration </em></span><span style="font-size: 10px">and </span><span style="font-size: 10px"><em>greater restoratio</em></span><span style="font-size: 10px">n. It can bring all ten tentacles to bear on a single target facing it or divide its attacks against up to ten targets that it threatens. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><em><strong>Extract Brains </strong></em></span><span style="font-size: 10px"><strong>(Sp):</strong></span><span style="font-size: 10px"> Once every 1d4 rounds, as a full-round action, a brain collector can extract the brain from a target creature in line of sight. This attack is psionic in nature and can be blocked by a </span><span style="font-size: 10px"><em>dimensional anchor </em></span><span style="font-size: 10px">currently in force on the </span><span style="color: #000000"><span style="font-size: 10px">target. The target gets a Will save (DC 31) to resist the extraction. The save DC is Intelligence-based. If the save fails, his or</span></span><span style="font-size: 10px"> her brain is drawn out intact through the skull by extradimensional means and sucked up by the brain collector, lodging in an unused storage sac above and behind its eyes. If the save succeeds, he or she takes 9d6 points of Damage and is stunned for 1d4+1 rounds. A brain collector prefers to absorb brains of high-level arcane spellcasters but is fully capable of extracting those of other foes as a highly effective attack. When encountered, assume a neh-thalggu has a full retinue of thirteen stolen brains. Each brain less than the full thirteen bestows one negative level on the neh-thalggu (though these never convert to actual level loss), which is a powerful incentive for the creature to always keep its brain-sacs filled. A neh-thalggu is free to draw on all the Knowledge skills of each brain it currently stores, using the base ranks in a skill possessed by each brain, and adjusted by the neh-thalggu’s own skill modifiers for the Knowledge skill in question (or its Intelligence modifier, for a skill it has no ranks in). </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><em><strong>Dimensional Travel </strong></em></span><span style="font-size: 10px"><strong>(Sp):</strong></span><span style="font-size: 10px"> A brain collector’s preferred method of locomotion is via </span><span style="font-size: 10px"><em>dimension door, </em></span><span style="font-size: 10px">which it can do as a quickened action, once per round. It can also use </span><span style="font-size: 10px"><em>teleport without error </em></span><span style="font-size: 10px">or </span><span style="font-size: 10px"><em>plane shift </em></span><span style="font-size: 10px">at will as a move-equivalent action.</span></span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Spells (Sp):</strong></span><span style="font-size: 10px"> A fully grown brain collector can cast arcane spells as a 13th-level sorcerer (one level of spell-casting ability per brain).</span></span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Incorporeal:</strong></span><span style="font-size: 10px"> A neh-thalggu is not wholly in our reality but always remains partially extradimensional. Thus it can be harmed only by other incorporeal creatures, +1 or better weapons, magic, or psionics, with a 50% chance to ignore any Damage from a corporeal source. It can pass through solid objects at will, and its own attacks pass through armor (except for its bite attack, which is treated as if a corporeal attack). It always moves silently unless it chooses otherwise. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Amorphous Physiology (Ex):</strong></span><span style="font-size: 10px"> A brain collector does not have fixed organs. As such, it is immune to critical hits, death from massive Damage, sneak attacks, and coup de grace. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Manifest Maw:</strong></span><span style="font-size: 10px"> Though it is an incorporeal creature, a neh-thalggu can manifest its mouth in corporeal form as a standard action. While so manifested, the mouth can deliver bite attacks against corporeal creatures or pick up objects. The mouth bites as if it had Str 35. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Feats: </strong></span><span style="font-size: 10px">A neh-thalggu gains Power Attack as a bonus feat, even though it has no Strength score. </span></span> </p><p> </p><p></p><p> <span style="font-size: 18px">PARAGON CREATURE</span></p><p> <span style="font-size: 12px">CREATING A PARAGON CREATURE </span> </p><p> “<span style="font-size: 10px">Paragon” is a template that can be added to any creature (referred to hereafter as the base creature). </span> </p><p> <span style="font-size: 10px">The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here. </span> </p><p> <span style="font-size: 10px"><strong>HD:</strong> A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD. </span> </p><p> <span style="font-size: 10px"><strong>Speed:</strong> A paragon creature’s speed triples, for all movement types. </span> </p><p> <span style="font-size: 10px"><strong>AC:</strong> Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better). </span> </p><p> <span style="font-size: 10px"><strong>Attacks:</strong> A paragon creature makes all its attacks with a +25 luck bonus on the attack roll. </span> </p><p> <span style="font-size: 10px"><strong>Damage:</strong> A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks. </span> </p><p> <span style="font-size: 10px"><strong>Special Attacks:</strong> A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once. </span> </p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities (Sp) or Psionics (Sp):</strong> If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use <em>greater dispel magic, haste, </em>and <em>see invisibility </em>three times per day, even if it did not have spell-like abilities before, at 15th caster level. </span> </p><p> <span style="font-size: 10px"><strong>Special Qualities:</strong> A paragon creature retains all the special qualities of the base creature and also gains the following. </span> </p><p> • <span style="font-size: 10px">Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better. </span> </p><p> • <span style="font-size: 10px">Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better. </span> </p><p> • Spell resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher. </p><p> • <span style="font-size: 10px">Fast healing 20. If the creature already possesses fast healing, use whichever is better. </span> </p><p> • <span style="font-size: 10px">A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> <span style="font-size: 10px"><strong>Saves:</strong> The paragon creature gains a +10 insight bonus on all its saving throws. </span> </p><p> <span style="font-size: 10px"><strong>Abilities:</strong> All ability scores are 15 points higher than those of the base creature. </span> </p><p> <span style="font-size: 10px"><strong>Skills:</strong> The paragon creature gains a +10 competence bonus on all its skill checks. </span> </p><p> <span style="font-size: 10px"><strong>Feats: </strong>Same as the base creature, plus one bonus feat. </span> </p><p> <span style="font-size: 10px"><strong>Climate/Terrain:</strong> Any land and underground. </span> </p><p> <span style="font-size: 10px"><strong>Organization:</strong> Same as the base creature. </span> </p><p> <span style="font-size: 10px"><strong>Challenge Rating:</strong> As base creature +15.</span></p><p> <span style="font-size: 10px"><strong>Treasure: </strong>Standard for a creature of the adjusted CR. </span> </p><p> <span style="font-size: 10px"><strong>Alignment:</strong> Same as the base creature. </span> </p><p> <span style="font-size: 10px"><strong>Advancement:</strong> Same as the base creature.</span></p><p> </p><p></p><p> <span style="font-size: 18px">PRISMASAURUS </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Huge Magical Beast </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">60d10+620 (950 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+15 (+7 Dex, +8 Superior Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">30 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">55 (–2 size, +7 Dex, +40 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+60/+79</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +72 (8d10+11/ 19–20 (+1d6 on critical hit)) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +72 melee (8d10+11/ 19–20 (+1d6 on critical hit)), tail +67 (10d6+5) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">15 ft./10 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Prismatic emanations </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Immunities, prismatic blur, SR 38, DR 10/– </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +41, Ref +39, Will +24 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 32, Dex 25, Con 29, Int 4, Wis 19, Cha 10 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Listen +37, Spot +38</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Alertness, Cleave, Combat Reflexes, Dodge, Endurance, Great Cleave, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (tail) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Devastating Critical (bite), Epic Endurance, Epic Toughness (x4), Epic Weapon Focus (bite), Epic Weapon Focus (tail), Overwhelming Critical (bite), Superior Initiative </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any sunny land </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary or pair </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">28 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">None </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always neutral </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">61–90 HD (Huge); 91–150 HD (Gargantuan) </span> <br /> </td></tr></table><p> <span style="font-size: 12px">COMBAT </span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Prismatic Emanations (Su):</strong></span><span style="font-size: 10px"> The reflected and refracted light from the prismasaurus’s crystalline ridge functions very similarly to the </span><span style="font-size: 10px"><em>prismatic spray </em></span><span style="font-size: 10px">spell. Any creature of less than 8 HD that is within 30 feet of the creature is automatically blinded for 2d4 rounds. In addition, any creature within 20 feet of the prismasaurus is randomly struck by one or more rays of light, as determined by the table that accompanies the </span><span style="font-size: 10px"><em>prismatic spray </em></span><span style="font-size: 10px">spell</span><span style="font-size: 10px"><em>. </em></span><span style="font-size: 10px">This effect is as the </span><span style="font-size: 10px"><em>prismatic spray </em></span><span style="font-size: 10px">spell in a 30-foot-radius spread, but is otherwise as cast by a 20th-level caster. The save DC for the </span><span style="font-size: 10px"><em>prismatic spray</em></span><span style="font-size: 10px"> effects is 49.</span></span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Immunities (Su): </strong></span><span style="font-size: 10px">It is immune to poison, gases, petrification, and mind-affecting attacks. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Prismatic Blur (Ex):</strong></span><span style="font-size: 10px"> The reflected and refracted light that constantly surrounds the creature blurs the creature’s outline and makes it difficult to properly target. All melee and ranged attacks against the creature have a 50% miss chance. </span></span> </p><p> </p><p></p><p> <span style="font-size: 18px">PSEUDONATURAL TROLL </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Outsider (Extraplanar)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">6d8+66 (114 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+7 (Dex) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">60 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">51 (–1 size, +7 Dex, +35 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+4/+40</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Tentacle rake +35 (2d8+17) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">5 tentacle rakes +35 (2d8+17) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./10 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Constant insight, improved grab, rend 4d8+25, rotting constriction </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">DR 5/epic, SR 30, acid and electricity resistance 20, regeneration 5, scent, spell-like abilities, darkvision 90 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +16, Ref +9, Will +8 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 45, Dex 24, Con 33, Int 6, Wis 19, Cha 6 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Climb +26, Hide +16, Jump +38, Listen +15, Move Silently +16, Spot +15</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Alertness, Iron Will, Track </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary or gang (2–4) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">21 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always chaotic evil </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">By character class </span> <br /> </td></tr></table><p> <span style="font-size: 10px">Pseudotrolls speak Giant. </span> </p><p> <span style="font-size: 10px">A pseudotroll’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> <span style="font-size: 12px">COMBAT </span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Constant Insight (Su):</strong></span><span style="font-size: 10px"> A pseudotroll makes all its attacks (including grapples) with a +15 insight bonus (calculated into the above statistics). The creature is not affected by the miss chance that applies to attacks against a concealed target. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Improved Grab (Ex): </strong></span><span style="font-size: 10px">If a pseudonatural troll hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Rend (Ex): </strong></span><span style="font-size: 10px">If a pseudotroll hits with two or more tentacle rake attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+25 points of Damage, and can be used concurrently with its improved grab ability. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Rotting Constriction (Ex): </strong></span><span style="font-size: 10px">Once a pseudotroll has hold of an opponent, each successful grapple check it makes during subsequent rounds automatically drains 2d4 points of Constitution. At the same time, the pseudotroll regains 10 lost hit points. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Regeneration (Ex):</strong></span><span style="font-size: 10px"> Fire and acid deal normal Damage to a pseudotroll. If a pseudotroll loses a tentacle or body part, the lost portion regrows in 1 minute. The creature can reattach the severed member instantly by holding it to the stump. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Spell-Like Abilities: </strong></span><span style="font-size: 10px">At will—</span><span style="font-size: 10px"><em>blur, dimension door, shield, unhallow. </em></span><span style="font-size: 10px">Caster level 20th; save DC 8 + spell level. The DC is Charisma-based.</span></span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Alternate Form (Su):</strong></span><span style="font-size: 10px"> At will, a pseudotroll can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against a pseudotroll in this alternate form. </span></span> </p><p> </p><p></p><p> <span style="font-size: 18px">CREATING A PSEUDONATURAL CREATURE </span> </p><p> “<span style="font-size: 10px">Pseudonatural” is a template that can be added to any corporeal creature (referred to hereafter as the base creature). </span> </p><p> <span style="font-size: 10px"><strong>Size and Type: </strong>The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.</span></p><p> <span style="font-size: 10px"><strong>HD: </strong>A pseudonatural creature always has maximum hit points. </span> </p><p> <span style="font-size: 10px"><strong>Speed:</strong> A pseudonatural creature’s speed doubles, for all movement types. </span> </p><p> <span style="font-size: 10px"><strong>AC:</strong> Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better. </span> </p><p> <span style="font-size: 10px"><strong>Attack/Full Attack:</strong> A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.</span></p><p> <span style="font-size: 10px"><strong>Damage:</strong> Tentacle rakes from a pseudonatural creature deal Damage equal to 2d8 + Str modifier. </span> </p><p> <span style="font-size: 10px"><strong>Special Attacks:</strong> A pseudonatural creature retains all the special attacks of the base creature and also gains the following. </span> </p><p> <span style="font-size: 10px"><em><strong>Constant Insight (Su):</strong></em>The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target. </span> </p><p> <span style="font-size: 10px"><em><strong>Improved Grab (Ex):</strong></em>If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. </span> </p><p> <span style="font-size: 10px"><em><strong>Rotting Constriction (Ex):</strong></em>Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points. </span> </p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities: </strong>At will—<em>blur, dimension door, shield, unhallow. </em>Caster level 20th. The DCs are Charisma-based.</span></p><p> <span style="font-size: 10px"><strong>Special Qualities:</strong> A pseudonatural creature retains all the special qualities of the base creature and also gains the following. </span> </p><p> • <span style="font-size: 10px">Electricity and acid resistance of a varying amount related to its Hit Dice (see the table below). If the creature already possesses such resistance, use whichever is better. </span> </p><p> • <span style="font-size: 10px">Damage reduction of a varying amount related to its Hit Dice (see the table below). If the creature already possesses Damage reduction, use whichever is better. </span> </p><p> • <span style="font-size: 10px">Spell resistance equal to the creature’s HD x5. If the creature already possesses spell resistance, use whichever is higher.</span></p><p> • <span style="font-size: 10px">One extra tentacle rake attack (the creature can use another of its many tentacles to attack at no penalty while in pseudonatural form) for each 4 HD the creature has. </span> </p><p> • <span style="font-size: 10px">A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> </p><p></p><table style='width: 100%'><tr><td> <span style="font-size: 10px"><strong>Hit Dice</strong></span><br /> </td><td> <span style="font-size: 10px"><strong>Electricity and Acid Resistance</strong></span><br /> </td><td> <span style="font-size: 10px"><strong>Damage Reduction</strong></span><br /> </td><td> <span style="font-size: 10px"><strong>Extra Tentacle Rake Attacks</strong></span><br /> </td></tr><tr><td> <span style="font-size: 10px">1–3</span><br /> </td><td> <span style="font-size: 10px">15</span><br /> </td><td> <span style="font-size: 10px">5/epic</span><br /> </td><td> <span style="font-size: 10px">1</span><br /> </td></tr><tr><td> <span style="font-size: 10px">4–7</span><br /> </td><td> <span style="font-size: 10px">20</span><br /> </td><td> <span style="font-size: 10px">5/epic</span><br /> </td><td> <span style="font-size: 10px">2</span><br /> </td></tr><tr><td> <span style="font-size: 10px">8–11</span><br /> </td><td> <span style="font-size: 10px">25</span><br /> </td><td> <span style="font-size: 10px">10/epic</span><br /> </td><td> <span style="font-size: 10px">3</span><br /> </td></tr><tr><td> <span style="font-size: 10px">12–15</span><br /> </td><td> <span style="font-size: 10px">30</span><br /> </td><td> <span style="font-size: 10px">10/epic</span><br /> </td><td> <span style="font-size: 10px">4</span><br /> </td></tr><tr><td> <span style="font-size: 10px">16–19</span><br /> </td><td> <span style="font-size: 10px">35</span><br /> </td><td> <span style="font-size: 10px">15/epic</span><br /> </td><td> <span style="font-size: 10px">5</span><br /> </td></tr><tr><td> <span style="font-size: 10px">21–24</span><br /> </td><td> <span style="font-size: 10px">40</span><br /> </td><td> <span style="font-size: 10px">15/epic</span><br /> </td><td> <span style="font-size: 10px">6</span><br /> </td></tr><tr><td> <span style="font-size: 10px">each 4 more HD</span><br /> </td><td> <span style="font-size: 10px">+5</span><br /> </td><td> <span style="font-size: 10px">15/epic</span><br /> </td><td> <span style="font-size: 10px">+1</span><br /> </td></tr></table><p></p><p> <span style="font-size: 10px">If the creature already has one or more of these special qualities, use the better value. </span> </p><p> <span style="font-size: 10px"><em><strong>Alternate Form (Su):</strong></em>At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form. </span> </p><p> <span style="font-size: 10px"><strong>Saves:</strong> Same as the base creature. </span> </p><p> <span style="font-size: 10px"><strong>Abilities:</strong> Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3. </span> </p><p> <span style="font-size: 10px"><strong>Skills:</strong> Same as the base creature. </span> </p><p> <span style="font-size: 10px"><strong>Feats: </strong>Same as the base creature. </span> </p><p> <span style="font-size: 10px"><strong>Climate/Terrain:</strong> Any land and underground.</span></p><p> <span style="font-size: 10px"><strong>Organization:</strong> Same as the base creature. </span> </p><p> <span style="font-size: 10px"><strong>Challenge Rating:</strong> Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10 </span> </p><p> <span style="font-size: 10px"><strong>Treasure: </strong>Same as the base creature. </span> </p><p> <span style="font-size: 10px"><strong>Alignment:</strong> Same as base creature. </span> </p><p> <span style="font-size: 10px"><strong>Advancement:</strong> Same as the base creature. </span> </p><p> </p><p></p><p> <span style="color: #000000"><span style="font-size: 18px">RUIN SWARM</span></span></p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Tiny Vermin (Swarm)</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Hit Dice:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">50d8+500 (725 hp)</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Initiative:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">+16</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Speed:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">20 ft., climb 20 ft., fly 90 ft. (perfect)</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Armor Class:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">30 (+2 size, +16 Dex, +2 natural), touch 28, flatfooted 14</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">+37/—</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Attack:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Swarm (5d6)</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Full Attack:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Swarm (5d6)</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Space/Reach:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">10 ft./0 ft.</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Special Attacks:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Blinding, distraction (DC 45)</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Special Qualities:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Blindsense, fast healing 15, swarm traits, vermin traits</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Saves:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Fort +37, Ref +34, Will +22</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Abilities:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Str 3, Dex 42, Con 30, Int—, Wis 23, Cha 32</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Skills:</strong></span></span><br /> </td><td> <span style="color: #000000">—</span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Feats:</strong></span></span><br /> </td><td> <span style="color: #000000">—</span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Environment:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Any</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Organization:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Solitary, cloud (2–4 swarms), or plague (5–8 swarms)</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Challenge Rating:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">23</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Treasure:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">None</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Alignment:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Always neutral</span></span><br /> </td></tr><tr><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Advancement:</strong></span></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">None</span></span><br /> </td></tr></table><p> <span style="color: #000000"><span style="font-size: 12px">Combat</span></span></p><p> <span style="color: #000000"><span style="font-size: 12px"><span style="font-size: 10px"><strong>Blinding (Ex): </strong></span><span style="font-size: 10px">Any living creature that begins its turn with a ruin swarm in its space must make a Fortitude save (DC 51) or be blinded for one round. The save DC is Dexterity-based.</span></span></span></p><p> <span style="color: #000000"><span style="font-size: 12px"><span style="font-size: 10px"><strong>Blindsense (Ex): </strong></span><span style="font-size: 10px">The ruin swarm notices and locates creatures within 200 ft. Opponents still have 100% concealment against the swarm (but swarm attacks ignore concealment).</span></span></span></p><p> <span style="color: #000000"><span style="font-size: 12px"><span style="font-size: 10px"><strong>Distraction (Ex): </strong></span><span style="font-size: 10px">Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 45 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.</span></span></span></p><p> <span style="color: #000000"><span style="font-size: 12px"><span style="font-size: 10px"><strong>Swarm Traits: </strong></span><span style="font-size: 10px">A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from</span></span></span></p><p> <span style="color: #000000"><span style="font-size: 10px">slashing and piercing weapons.</span></span></p><p> <span style="color: #000000"><span style="font-size: 10px">Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.</span></span></p><p> <span style="color: #000000"><span style="font-size: 12px"><span style="font-size: 10px">A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as </span><span style="font-size: 10px"><em>disintegrate</em></span><span style="font-size: 10px">), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a –10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.</span></span></span></p><p> <span style="color: #000000"><span style="font-size: 10px">A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage.</span></span></p><p> <span style="color: #000000"><span style="font-size: 12px"><span style="font-size: 10px"><strong>Vermin Traits: </strong></span><span style="font-size: 10px">A ruin swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).</span></span></span></p><p> </p><p></p><p> <span style="font-size: 18px">SHADOW OF THE VOID </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Undead (Cold, Incorporeal)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">35d12 (227 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+17 (+9 Dex, +8 Superior Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">Fly 60 ft. (perfect) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">48 (–1 size, +9 Dex, +10 deflection, +20 insight) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+17/–</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Incorporeal touch +25 (2d6 plus blightfire) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Incorporeal touch +25 (2d6 plus blightfire) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./10 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Blightfire, create spawn, spell-like abilities</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Undead traits, incorporeal traits, turn resistance +6, cold subtype, cold aura, SR 36, DR 10/epic </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +13, Ref +20, Will +26 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str –, Dex 29, Con –, Int 17, Wis 25, Cha 31 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary or gang (2–5) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">26 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">None </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always lawful evil </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">36–42 HD (Large); 43–70 HD (Huge) </span> <br /> </td></tr></table><p> <span style="font-size: 10px">A shadow of the void’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> <span style="font-size: 12px">Combat </span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Blightfire (Su):</strong></span><span style="font-size: 10px"> Living creatures taking Damage from a shadow of the void’s incorporeal touch attack find themselves ignited with blightfire; cold, black flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 6 points of Constitution. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con points. The creature heals 30 points of Damage whenever it drains 6 points of Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blight-fire, only icy fragments of the victim remain, until they reform as a winterwight. The save DC is Charisma-dased.</span></span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Create Spawn (Su):</strong></span><span style="font-size: 10px"> Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. Winterwights are under the command of the shadow of the void that created them and remain enslaved until its death. They do not possess any of the abilities they had in life, though they do possess general knowledge of the slain creature. This knowledge is used for evil purposes, if possible. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Spell-Like Abilities: </strong></span><span style="font-size: 10px">3/day—</span><span style="font-size: 10px"><em>deeper darkness, freezing sphere. </em></span><span style="font-size: 10px">Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based.</span></span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Incorporeal Traits:</strong></span><span style="font-size: 10px"> Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Undead Traits:</strong></span><span style="font-size: 10px"> Immune to poison, </span><span style="font-size: 10px"><em>sleep, </em></span><span style="font-size: 10px">paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Cold Subtype: </strong></span><span style="color: #000000"><span style="font-size: 10px">Immunity to cold. Vulnerability to fire, (takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure). </span></span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Cold Aura (Su):</strong></span><span style="font-size: 10px"> A 10-foot-radius spread cold aura surrounds a shadow of the void. All creatures of the cold sub-type in the area (including the shadow of the void) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura. </span></span> </p><p> </p><p></p><p> <span style="font-size: 18px">SHAPE OF FIRE </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Undead (Fire, Incorporeal) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">35d12 (227 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+17 (+9 Dex, +8 Superior Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">Fly 60 ft. (perfect) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">48 (–1 size, +9 Dex, +10 deflection, +20 insight) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px"><strong>+</strong>17/–</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Incorporeal touch +25 (2d6 plus blazefire) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Incorporeal touch +25 (2d6 plus blazefire) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./10 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Blazefire, create spawn, spell-like abilities </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Undead traits, incorporeal traits, turn resistance +6, fire subtype, heat aura, SR 36, DR 10/epic </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +13, Ref +20, Will +26 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str –, Dex 29, Con –, Int 17, Wis 25, Cha 31 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary or gang (2–5) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">26 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">None </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always lawful evil </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">36–42 HD (Large); 43–70 HD (Huge) </span> <br /> </td></tr></table><p> <span style="font-size: 10px">A shape of fire’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> <span style="font-size: 12px">COMBAT </span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Blazefire (Su): </strong></span><span style="font-size: 10px">Living creatures taking Damage from a shape of fire’s incorporeal touch attack find them-selves ignited with blazefire; white-hot, lambent flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 10 hit points. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 10 more hit points each round. The shape of fire heals the same amount of Damage whenever a creature is drained, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blazefire, only blackened ash remains of the victim. Hit points lost to the blazefire never heal naturally and cannot be magically restored—they are gone for good. The save DC is Charisma-based.</span></span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Create Spawn (Su):</strong></span><span style="font-size: 10px"> Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. Lavawights are under the command of the shape of fire that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Spell-Like Abilities: </strong></span><span style="font-size: 10px">3/day—</span><span style="font-size: 10px"><em>fire storm, incendiary cloud. </em></span><span style="font-size: 10px">Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based.</span></span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Incorporeal Traits:</strong></span><span style="font-size: 10px"> Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Undead Traits:</strong></span><span style="font-size: 10px"> Immune to poison, </span><span style="font-size: 10px"><em>sleep, </em></span><span style="font-size: 10px">paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. </span></span> </p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Fire Subtype:</strong></span> <span style="color: #000000"><span style="font-size: 10px">Immunity to fire. Vulnerability to cold (takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure).</span></span></span></p><p> <span style="font-size: 12px"><span style="font-size: 10px"><strong>Heat Aura (Su):</strong></span><span style="font-size: 10px"> A 10-foot-radius spread heat aura surrounds a shape of fire. All creatures of the fire subtype in the area (including the shape of fire) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to fire Damage take 2d10 points of fire Damage each round they remain within the heat aura. </span></span> </p><p> </p><p></p><p> <span style="font-size: 18px">SIRRUSH </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Magical Beast </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">40d10+680 (900 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+23 (+15 Dex, +8 Superior Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">90 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">44 (+15 Dex, –1 size, +20 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+40/+60</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Claw +56 (2d6+16/19–20 (+1d6 on critical hit)) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">4 claws +56 (2d6+16/19–20 (+1d6 on critical hit)) melee, bite +54 (4d6+8) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./5 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Pounce, stunning roar </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Blindsight 300 ft., DR 10/epic, darkvision 60 ft., fast healing 20, low-light vision, SR 39, scent; acid, cold, electricity, fire, and sonic resistance 10 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +39, Ref +37, Will +27 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 42, Dex 40, Con 44, Int 21, Wis 38, Cha 28 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Climb +59, Hide +58, Jump +83, Listen +57, Move Silently +58, Spot +57, Survival +57</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Blinding Speed (x4), Overwhelming Critical (claw), Superior Initiative </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary, pair, or pack (4–9 sirrushes and 1–2 three-headed sirrushes) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">24 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually chaotic neutral </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">41–50 HD (Large), 51–60 HD (Huge), 61+ HD (Gargantuan) </span> <br /> </td></tr></table></blockquote><p></p>
[QUOTE="Morrus, post: 6159454, member: 1"] [SIZE=5]MERCANE [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 131"] [/TD] [TD="width: 520"] [SIZE=2]Large Outsider[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]7d8+21 (52 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+2 (Dex) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]30 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]15 (–1 size, +2 Dex, +4 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+7/+13[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Masterwork falchion +9(2d4+3) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=3][SIZE=2]Masterwork falchion +9/+4 (2d4+3) melee[/SIZE][SIZE=2][/SIZE][/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]10 ft./10 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]SR 25, spell-like abilities, telepathy[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fort +8, Ref +7, Will +8 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=3][SIZE=2]Appraise +19, Bluff +12, Diplomacy +[/SIZE][COLOR=#000000][SIZE=2]12[/SIZE][/COLOR][SIZE=2], Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, Spot +12 [/SIZE][/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Expertise, Improved Disarm, Improved Feint[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Any land and underground [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=3][SIZE=2]Company (1–4 mercanes and 3–18 5th-level fighter bodyguards) or progression (1 mercane, 3 14th-level fighters, 1 21st-level fighter/2nd-[/SIZE][COLOR=#000000][SIZE=2]level Union Sentinel)[/SIZE][/COLOR][SIZE=2] [/SIZE][/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]5 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Double standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Always lawful neutral [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]By character class [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Level Adjustment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+7[/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]Mercanes speak Abyssal, Celestial, Draconic, Infernal, and at least two other languages. [/SIZE] [SIZE=3]COMBAT [/SIZE] [SIZE=2][B]Spell-Like Abilities: [/B]3/day—[I]dimension door, invisibility; [/I]1/day—[I]secret chest, plane shift. [/I]Caster level 14th; save DC 12 + spell level. [/SIZE] [SIZE=2][B]Telepathy (Su):[/B] Mercanes can communicate telepathically with any creature within 100 feet that has a language. [/SIZE] [SIZE=2][B]Skills:[/B] Mercanes receive a +4 racial bonus on Appraise checks. [/SIZE] [SIZE=3]MERCANE CHARACTERS [/SIZE] [SIZE=2]A mercane’s favored class is wizard. Player character mercanes have a level adjustment of +7. [/SIZE] [SIZE=5]MU SPORE [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 131"] [/TD] [TD="width: 520"] [SIZE=2]Colossal Plant [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]35d8+315 (472 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+5 (-3 Dex, +8 Superior Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]40 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]27 (–3 Dex, –8 size, +28 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+26/+55[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Tendril +31 (2d6+13/19-20) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]4 tendrils +31 (2d6+13/19-20) melee, 1 bite +26 (4d6+6/19-20) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]30 ft./30 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Spore cough, improved grab, swallow whole [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Acid resistance 20, blindsight 210 ft., DR 10/epic, fast healing 10, plant traits, sticky[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fort +28, Ref +8, Will +20 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47, Spot +47[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Cleave, Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved initiative, Lightning Reflexes, Power Attack[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Epic Reflexes, Epic Toughness (x3), Superior Initiative[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Solitary, pair, or polyp (3–7) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]21 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Usually chaotic neutral [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]36+ HD (Colossal) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]Mu spores speak Common and Terran. [/SIZE] [SIZE=2]A mu spore’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] [SIZE=3]COMBAT[/SIZE] [SIZE=3][SIZE=2][B]Spore Cough (Su):[/B][/SIZE][SIZE=2] Once every 1d4 rounds a mu spore can release a cloud of burrowing spores. This spore cough is treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points of Damage to all creatures and structures in the area, or half Damage to any creatures that make a Reflex save (DC 36). The DC is Charisma-based.[/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Improved Grab (Ex):[/B][/SIZE][SIZE=2] If a mu spore hits with a tendril, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Gargantuan and smaller opponents. The mu spore has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its tendril to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the Damage given for the tendril. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Swallow Whole (Ex):[/B][/SIZE][SIZE=2] If the mu spore begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite Damage. A swallowed creature takes the twice the Damage given for the mu spore’s bite every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon, if it can deal 33 points of Damage in this fashion, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in the mu spore’s mouth, where it may be bitten or swallowed again. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Sticky (Ex): [/B][/SIZE][SIZE=2]Sticky tendrils cover a mu spore, many more than the four main tendrils it uses for combat. Any creature that touches or successfully attacks a mu spore with a melee weapon is subject to a free improved grab check by the mu spore, as if the mu spore had success-fully attacked the creature with a tendril. A creature wielding a melee weapon must immediately relinquish its grip on its weapon, or proceed with the grapple check. If the subject relinquishes its grip on its weapon, the weapon is swallowed the following round. Creatures who attack the mu spore in melee without a weapon they can release (such as those with natural attacks only) do not have this option. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Plant Traits:[/B][/SIZE][SIZE=2] Immune to poison, [/SIZE][SIZE=2][I]sleep, [/I][/SIZE][SIZE=2]paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects. [/SIZE][/SIZE] [SIZE=5]NEH-THALGGU (BRAIN COLLECTOR) [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 131"] [/TD] [TD="width: 520"] [SIZE=2]Huge Aberration (Extraplanar, Incorporeal) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]32d8+192 (336 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+12 (+4 Dex, +8 Superior Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=3][SIZE=2]60 ft. or via [/SIZE][SIZE=2][I]dimension door [/I][/SIZE][/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]35 (–2 size, +4 Dex, +3 deflection, +20 insight) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+24/–[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Bite +26 (4d10 + 12 plus poison) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Bite +26 (4d10 + 12 plus poison ) melee, 10 head-tentacles +21 (2d10 plus ability drain ) melee touch attack[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]15 ft./10 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Extract brains (ranged attack), poison, spells [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=3][SIZE=2][I]Dimensional travel, [/I][/SIZE][SIZE=2]DR 10/epic, incorporeal traits, amorphous physiology, manifest maw, SR 30, darkvision 60 ft.[/SIZE][/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fort +16, Ref +14, Will +23 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Str –, Dex 19, Con 22, Int 20, Wis 20, Cha 17 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Concentration +41, Hide +39, Knowledge (arcana, the planes) +40, Move Silently +39, Search +40, Spellcraft +40[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Blind-Fight, Combat Reflexes, Dodge, Eschew Materials, Expertise, Improved Initiative, Maximize Spell, Mobility, Power Attack, Spring Attack [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Superior Initiative [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Solitary[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]26 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Triple standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Usually chaotic neutral, neutral evil, or chaotic evil [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]33–66 HD (Gargantuan); 67–112 HD (Colossal) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]A creature whose brain has been harvested by a brain collector cannot be raised, reincarnated, or resurrected while the brain is in the creature, because the collector preserves and draws upon the soul and basic personality of the creature for as long as it retains the brain. Neh-thalggus’ own language is a silent sign language “spoken” with their writhing head-tentacles. They can also communicate telepathically with any creature that has a language within 100 feet. [/SIZE] [SIZE=2]A neh-thalggu’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] [SIZE=3]COMBAT [/SIZE] [SIZE=3][SIZE=2][B]Poison (Ex):[/B][/SIZE][SIZE=2] A ne[/SIZE][COLOR=#000000][SIZE=2]h-thalggu’s bite injects a debilitating poison (DC 32) that Damages the victim’s Constitution. He or she loses half his or her current Constitution immediately on a failed save a[/SIZE][/COLOR][SIZE=2]nd must save again 1 minute later or lose half of his or her remaining Constitution. If the character survives, he or she heals the ability Damage at the normal rate (1 point per day). [/SIZE][COLOR=#000000][SIZE=2]The save DC is Constitution-based.[/SIZE][/COLOR][/SIZE] [SIZE=3][SIZE=2][B]Head-Tentacles (Ex): [/B][/SIZE][SIZE=2]The long, whiplike tentacles that frame either side of a brain collector’s face can deliver a dangerous touch attack that, if successful, causes the target to dehydrate and wither (2d10 points of desiccation Damage). In addition, each successful tentacle attack drains 1 point of Strength, 1 point of Dexterity, and 1 point of Constitution. This is permanent ability drain and may only be reversed by spells such as [/SIZE][SIZE=2][I]restoration [/I][/SIZE][SIZE=2]and [/SIZE][SIZE=2][I]greater restoratio[/I][/SIZE][SIZE=2]n. It can bring all ten tentacles to bear on a single target facing it or divide its attacks against up to ten targets that it threatens. [/SIZE][/SIZE] [SIZE=3][SIZE=2][I][B]Extract Brains [/B][/I][/SIZE][SIZE=2][B](Sp):[/B][/SIZE][SIZE=2] Once every 1d4 rounds, as a full-round action, a brain collector can extract the brain from a target creature in line of sight. This attack is psionic in nature and can be blocked by a [/SIZE][SIZE=2][I]dimensional anchor [/I][/SIZE][SIZE=2]currently in force on the [/SIZE][COLOR=#000000][SIZE=2]target. The target gets a Will save (DC 31) to resist the extraction. The save DC is Intelligence-based. If the save fails, his or[/SIZE][/COLOR][SIZE=2] her brain is drawn out intact through the skull by extradimensional means and sucked up by the brain collector, lodging in an unused storage sac above and behind its eyes. If the save succeeds, he or she takes 9d6 points of Damage and is stunned for 1d4+1 rounds. A brain collector prefers to absorb brains of high-level arcane spellcasters but is fully capable of extracting those of other foes as a highly effective attack. When encountered, assume a neh-thalggu has a full retinue of thirteen stolen brains. Each brain less than the full thirteen bestows one negative level on the neh-thalggu (though these never convert to actual level loss), which is a powerful incentive for the creature to always keep its brain-sacs filled. A neh-thalggu is free to draw on all the Knowledge skills of each brain it currently stores, using the base ranks in a skill possessed by each brain, and adjusted by the neh-thalggu’s own skill modifiers for the Knowledge skill in question (or its Intelligence modifier, for a skill it has no ranks in). [/SIZE][/SIZE] [SIZE=3][SIZE=2][I][B]Dimensional Travel [/B][/I][/SIZE][SIZE=2][B](Sp):[/B][/SIZE][SIZE=2] A brain collector’s preferred method of locomotion is via [/SIZE][SIZE=2][I]dimension door, [/I][/SIZE][SIZE=2]which it can do as a quickened action, once per round. It can also use [/SIZE][SIZE=2][I]teleport without error [/I][/SIZE][SIZE=2]or [/SIZE][SIZE=2][I]plane shift [/I][/SIZE][SIZE=2]at will as a move-equivalent action.[/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Spells (Sp):[/B][/SIZE][SIZE=2] A fully grown brain collector can cast arcane spells as a 13th-level sorcerer (one level of spell-casting ability per brain).[/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Incorporeal:[/B][/SIZE][SIZE=2] A neh-thalggu is not wholly in our reality but always remains partially extradimensional. Thus it can be harmed only by other incorporeal creatures, +1 or better weapons, magic, or psionics, with a 50% chance to ignore any Damage from a corporeal source. It can pass through solid objects at will, and its own attacks pass through armor (except for its bite attack, which is treated as if a corporeal attack). It always moves silently unless it chooses otherwise. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Amorphous Physiology (Ex):[/B][/SIZE][SIZE=2] A brain collector does not have fixed organs. As such, it is immune to critical hits, death from massive Damage, sneak attacks, and coup de grace. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Manifest Maw:[/B][/SIZE][SIZE=2] Though it is an incorporeal creature, a neh-thalggu can manifest its mouth in corporeal form as a standard action. While so manifested, the mouth can deliver bite attacks against corporeal creatures or pick up objects. The mouth bites as if it had Str 35. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Feats: [/B][/SIZE][SIZE=2]A neh-thalggu gains Power Attack as a bonus feat, even though it has no Strength score. [/SIZE][/SIZE] [SIZE=5]PARAGON CREATURE[/SIZE] [SIZE=3]CREATING A PARAGON CREATURE [/SIZE] “[SIZE=2]Paragon” is a template that can be added to any creature (referred to hereafter as the base creature). [/SIZE] [SIZE=2]The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here. [/SIZE] [SIZE=2][B]HD:[/B] A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD. [/SIZE] [SIZE=2][B]Speed:[/B] A paragon creature’s speed triples, for all movement types. [/SIZE] [SIZE=2][B]AC:[/B] Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better). [/SIZE] [SIZE=2][B]Attacks:[/B] A paragon creature makes all its attacks with a +25 luck bonus on the attack roll. [/SIZE] [SIZE=2][B]Damage:[/B] A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks. [/SIZE] [SIZE=2][B]Special Attacks:[/B] A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once. [/SIZE] [SIZE=2][B]Spell-Like Abilities (Sp) or Psionics (Sp):[/B] If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use [I]greater dispel magic, haste, [/I]and [I]see invisibility [/I]three times per day, even if it did not have spell-like abilities before, at 15th caster level. [/SIZE] [SIZE=2][B]Special Qualities:[/B] A paragon creature retains all the special qualities of the base creature and also gains the following. [/SIZE] • [SIZE=2]Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better. [/SIZE] • [SIZE=2]Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better. [/SIZE] • Spell resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher. • [SIZE=2]Fast healing 20. If the creature already possesses fast healing, use whichever is better. [/SIZE] • [SIZE=2]A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] [SIZE=2][B]Saves:[/B] The paragon creature gains a +10 insight bonus on all its saving throws. [/SIZE] [SIZE=2][B]Abilities:[/B] All ability scores are 15 points higher than those of the base creature. [/SIZE] [SIZE=2][B]Skills:[/B] The paragon creature gains a +10 competence bonus on all its skill checks. [/SIZE] [SIZE=2][B]Feats: [/B]Same as the base creature, plus one bonus feat. [/SIZE] [SIZE=2][B]Climate/Terrain:[/B] Any land and underground. [/SIZE] [SIZE=2][B]Organization:[/B] Same as the base creature. [/SIZE] [SIZE=2][B]Challenge Rating:[/B] As base creature +15.[/SIZE] [SIZE=2][B]Treasure: [/B]Standard for a creature of the adjusted CR. [/SIZE] [SIZE=2][B]Alignment:[/B] Same as the base creature. [/SIZE] [SIZE=2][B]Advancement:[/B] Same as the base creature.[/SIZE] [SIZE=5]PRISMASAURUS [/SIZE] [TABLE="width: 702"] [TR] [TD="width: 128"] [/TD] [TD="width: 546"] [SIZE=2]Huge Magical Beast [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]60d10+620 (950 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]+15 (+7 Dex, +8 Superior Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]30 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]55 (–2 size, +7 Dex, +40 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]+60/+79[/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Bite +72 (8d10+11/ 19–20 (+1d6 on critical hit)) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Bite +72 melee (8d10+11/ 19–20 (+1d6 on critical hit)), tail +67 (10d6+5) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]15 ft./10 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Prismatic emanations [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Immunities, prismatic blur, SR 38, DR 10/– [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Fort +41, Ref +39, Will +24 [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Str 32, Dex 25, Con 29, Int 4, Wis 19, Cha 10 [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Listen +37, Spot +38[/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Alertness, Cleave, Combat Reflexes, Dodge, Endurance, Great Cleave, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (tail) [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Devastating Critical (bite), Epic Endurance, Epic Toughness (x4), Epic Weapon Focus (bite), Epic Weapon Focus (tail), Overwhelming Critical (bite), Superior Initiative [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Any sunny land [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Solitary or pair [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]28 [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]None [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]Always neutral [/SIZE] [/TD] [/TR] [TR] [TD="width: 128"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 546"] [SIZE=2]61–90 HD (Huge); 91–150 HD (Gargantuan) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=3]COMBAT [/SIZE] [SIZE=3][SIZE=2][B]Prismatic Emanations (Su):[/B][/SIZE][SIZE=2] The reflected and refracted light from the prismasaurus’s crystalline ridge functions very similarly to the [/SIZE][SIZE=2][I]prismatic spray [/I][/SIZE][SIZE=2]spell. Any creature of less than 8 HD that is within 30 feet of the creature is automatically blinded for 2d4 rounds. In addition, any creature within 20 feet of the prismasaurus is randomly struck by one or more rays of light, as determined by the table that accompanies the [/SIZE][SIZE=2][I]prismatic spray [/I][/SIZE][SIZE=2]spell[/SIZE][SIZE=2][I]. [/I][/SIZE][SIZE=2]This effect is as the [/SIZE][SIZE=2][I]prismatic spray [/I][/SIZE][SIZE=2]spell in a 30-foot-radius spread, but is otherwise as cast by a 20th-level caster. The save DC for the [/SIZE][SIZE=2][I]prismatic spray[/I][/SIZE][SIZE=2] effects is 49.[/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Immunities (Su): [/B][/SIZE][SIZE=2]It is immune to poison, gases, petrification, and mind-affecting attacks. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Prismatic Blur (Ex):[/B][/SIZE][SIZE=2] The reflected and refracted light that constantly surrounds the creature blurs the creature’s outline and makes it difficult to properly target. All melee and ranged attacks against the creature have a 50% miss chance. [/SIZE][/SIZE] [SIZE=5]PSEUDONATURAL TROLL [/SIZE] [TABLE="width: 686"] [TR] [TD="width: 131"] [/TD] [TD="width: 527"] [SIZE=2]Large Outsider (Extraplanar)[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]6d8+66 (114 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]+7 (Dex) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]60 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]51 (–1 size, +7 Dex, +35 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]+4/+40[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]Tentacle rake +35 (2d8+17) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]5 tentacle rakes +35 (2d8+17) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]10 ft./10 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]Constant insight, improved grab, rend 4d8+25, rotting constriction [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]DR 5/epic, SR 30, acid and electricity resistance 20, regeneration 5, scent, spell-like abilities, darkvision 90 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]Fort +16, Ref +9, Will +8 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]Str 45, Dex 24, Con 33, Int 6, Wis 19, Cha 6 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]Climb +26, Hide +16, Jump +38, Listen +15, Move Silently +16, Spot +15[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]Alertness, Iron Will, Track [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]Solitary or gang (2–4) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]21 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]Standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]Always chaotic evil [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 527"] [SIZE=2]By character class [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]Pseudotrolls speak Giant. [/SIZE] [SIZE=2]A pseudotroll’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] [SIZE=3]COMBAT [/SIZE] [SIZE=3][SIZE=2][B]Constant Insight (Su):[/B][/SIZE][SIZE=2] A pseudotroll makes all its attacks (including grapples) with a +15 insight bonus (calculated into the above statistics). The creature is not affected by the miss chance that applies to attacks against a concealed target. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Improved Grab (Ex): [/B][/SIZE][SIZE=2]If a pseudonatural troll hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Rend (Ex): [/B][/SIZE][SIZE=2]If a pseudotroll hits with two or more tentacle rake attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+25 points of Damage, and can be used concurrently with its improved grab ability. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Rotting Constriction (Ex): [/B][/SIZE][SIZE=2]Once a pseudotroll has hold of an opponent, each successful grapple check it makes during subsequent rounds automatically drains 2d4 points of Constitution. At the same time, the pseudotroll regains 10 lost hit points. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Regeneration (Ex):[/B][/SIZE][SIZE=2] Fire and acid deal normal Damage to a pseudotroll. If a pseudotroll loses a tentacle or body part, the lost portion regrows in 1 minute. The creature can reattach the severed member instantly by holding it to the stump. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Spell-Like Abilities: [/B][/SIZE][SIZE=2]At will—[/SIZE][SIZE=2][I]blur, dimension door, shield, unhallow. [/I][/SIZE][SIZE=2]Caster level 20th; save DC 8 + spell level. The DC is Charisma-based.[/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Alternate Form (Su):[/B][/SIZE][SIZE=2] At will, a pseudotroll can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against a pseudotroll in this alternate form. [/SIZE][/SIZE] [SIZE=5]CREATING A PSEUDONATURAL CREATURE [/SIZE] “[SIZE=2]Pseudonatural” is a template that can be added to any corporeal creature (referred to hereafter as the base creature). [/SIZE] [SIZE=2][B]Size and Type: [/B]The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.[/SIZE] [SIZE=2][B]HD: [/B]A pseudonatural creature always has maximum hit points. [/SIZE] [SIZE=2][B]Speed:[/B] A pseudonatural creature’s speed doubles, for all movement types. [/SIZE] [SIZE=2][B]AC:[/B] Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better. [/SIZE] [SIZE=2][B]Attack/Full Attack:[/B] A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.[/SIZE] [SIZE=2][B]Damage:[/B] Tentacle rakes from a pseudonatural creature deal Damage equal to 2d8 + Str modifier. [/SIZE] [SIZE=2][B]Special Attacks:[/B] A pseudonatural creature retains all the special attacks of the base creature and also gains the following. [/SIZE] [SIZE=2][I][B]Constant Insight (Su):[/B][/I]The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target. [/SIZE] [SIZE=2][I][B]Improved Grab (Ex):[/B][/I]If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. [/SIZE] [SIZE=2][I][B]Rotting Constriction (Ex):[/B][/I]Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points. [/SIZE] [SIZE=2][B]Spell-Like Abilities: [/B]At will—[I]blur, dimension door, shield, unhallow. [/I]Caster level 20th. The DCs are Charisma-based.[/SIZE] [SIZE=2][B]Special Qualities:[/B] A pseudonatural creature retains all the special qualities of the base creature and also gains the following. [/SIZE] • [SIZE=2]Electricity and acid resistance of a varying amount related to its Hit Dice (see the table below). If the creature already possesses such resistance, use whichever is better. [/SIZE] • [SIZE=2]Damage reduction of a varying amount related to its Hit Dice (see the table below). If the creature already possesses Damage reduction, use whichever is better. [/SIZE] • [SIZE=2]Spell resistance equal to the creature’s HD x5. If the creature already possesses spell resistance, use whichever is higher.[/SIZE] • [SIZE=2]One extra tentacle rake attack (the creature can use another of its many tentacles to attack at no penalty while in pseudonatural form) for each 4 HD the creature has. [/SIZE] • [SIZE=2]A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] [TABLE="width: 623"] [TR] [TD="width: 95"] [SIZE=2][B]Hit Dice[/B][/SIZE] [/TD] [TD="width: 184"] [SIZE=2][B]Electricity and Acid Resistance[/B][/SIZE] [/TD] [TD="width: 116"] [SIZE=2][B]Damage Reduction[/B][/SIZE] [/TD] [TD="width: 172"] [SIZE=2][B]Extra Tentacle Rake Attacks[/B][/SIZE] [/TD] [/TR] [TR] [TD="width: 95"] [SIZE=2]1–3[/SIZE] [/TD] [TD="width: 184"] [SIZE=2]15[/SIZE] [/TD] [TD="width: 116"] [SIZE=2]5/epic[/SIZE] [/TD] [TD="width: 172"] [SIZE=2]1[/SIZE] [/TD] [/TR] [TR] [TD="width: 95"] [SIZE=2]4–7[/SIZE] [/TD] [TD="width: 184"] [SIZE=2]20[/SIZE] [/TD] [TD="width: 116"] [SIZE=2]5/epic[/SIZE] [/TD] [TD="width: 172"] [SIZE=2]2[/SIZE] [/TD] [/TR] [TR] [TD="width: 95"] [SIZE=2]8–11[/SIZE] [/TD] [TD="width: 184"] [SIZE=2]25[/SIZE] [/TD] [TD="width: 116"] [SIZE=2]10/epic[/SIZE] [/TD] [TD="width: 172"] [SIZE=2]3[/SIZE] [/TD] [/TR] [TR] [TD="width: 95"] [SIZE=2]12–15[/SIZE] [/TD] [TD="width: 184"] [SIZE=2]30[/SIZE] [/TD] [TD="width: 116"] [SIZE=2]10/epic[/SIZE] [/TD] [TD="width: 172"] [SIZE=2]4[/SIZE] [/TD] [/TR] [TR] [TD="width: 95"] [SIZE=2]16–19[/SIZE] [/TD] [TD="width: 184"] [SIZE=2]35[/SIZE] [/TD] [TD="width: 116"] [SIZE=2]15/epic[/SIZE] [/TD] [TD="width: 172"] [SIZE=2]5[/SIZE] [/TD] [/TR] [TR] [TD="width: 95"] [SIZE=2]21–24[/SIZE] [/TD] [TD="width: 184"] [SIZE=2]40[/SIZE] [/TD] [TD="width: 116"] [SIZE=2]15/epic[/SIZE] [/TD] [TD="width: 172"] [SIZE=2]6[/SIZE] [/TD] [/TR] [TR] [TD="width: 95"] [SIZE=2]each 4 more HD[/SIZE] [/TD] [TD="width: 184"] [SIZE=2]+5[/SIZE] [/TD] [TD="width: 116"] [SIZE=2]15/epic[/SIZE] [/TD] [TD="width: 172"] [SIZE=2]+1[/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]If the creature already has one or more of these special qualities, use the better value. [/SIZE] [SIZE=2][I][B]Alternate Form (Su):[/B][/I]At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form. [/SIZE] [SIZE=2][B]Saves:[/B] Same as the base creature. [/SIZE] [SIZE=2][B]Abilities:[/B] Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3. [/SIZE] [SIZE=2][B]Skills:[/B] Same as the base creature. [/SIZE] [SIZE=2][B]Feats: [/B]Same as the base creature. [/SIZE] [SIZE=2][B]Climate/Terrain:[/B] Any land and underground.[/SIZE] [SIZE=2][B]Organization:[/B] Same as the base creature. [/SIZE] [SIZE=2][B]Challenge Rating:[/B] Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10 [/SIZE] [SIZE=2][B]Treasure: [/B]Same as the base creature. [/SIZE] [SIZE=2][B]Alignment:[/B] Same as base creature. [/SIZE] [SIZE=2][B]Advancement:[/B] Same as the base creature. [/SIZE] [COLOR=#000000][SIZE=5]RUIN SWARM[/SIZE][/COLOR] [TABLE="width: 459"] [TR] [TD="width: 124"] [COLOR=#000000] [/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]Tiny Vermin (Swarm)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Hit Dice:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]50d8+500 (725 hp)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Initiative:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]+16[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Speed:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]20 ft., climb 20 ft., fly 90 ft. (perfect)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Armor Class:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]30 (+2 size, +16 Dex, +2 natural), touch 28, flatfooted 14[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Base Attack/Grapple:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]+37/—[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Attack:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]Swarm (5d6)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Full Attack:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]Swarm (5d6)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Space/Reach:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]10 ft./0 ft.[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Special Attacks:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]Blinding, distraction (DC 45)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Special Qualities:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]Blindsense, fast healing 15, swarm traits, vermin traits[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Saves:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]Fort +37, Ref +34, Will +22[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Abilities:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]Str 3, Dex 42, Con 30, Int—, Wis 23, Cha 32[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Skills:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000]—[/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Feats:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000]—[/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Environment:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]Any[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Organization:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]Solitary, cloud (2–4 swarms), or plague (5–8 swarms)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Challenge Rating:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]23[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Treasure:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]None[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Alignment:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]Always neutral[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 124"] [COLOR=#000000][SIZE=2][B]Advancement:[/B][/SIZE][/COLOR] [/TD] [TD="width: 307"] [COLOR=#000000][SIZE=2]None[/SIZE][/COLOR] [/TD] [/TR] [/TABLE] [COLOR=#000000][SIZE=3]Combat[/SIZE][/COLOR] [COLOR=#000000][SIZE=3][SIZE=2][B]Blinding (Ex): [/B][/SIZE][SIZE=2]Any living creature that begins its turn with a ruin swarm in its space must make a Fortitude save (DC 51) or be blinded for one round. The save DC is Dexterity-based.[/SIZE][/SIZE][/COLOR] [COLOR=#000000][SIZE=3][SIZE=2][B]Blindsense (Ex): [/B][/SIZE][SIZE=2]The ruin swarm notices and locates creatures within 200 ft. Opponents still have 100% concealment against the swarm (but swarm attacks ignore concealment).[/SIZE][/SIZE][/COLOR] [COLOR=#000000][SIZE=3][SIZE=2][B]Distraction (Ex): [/B][/SIZE][SIZE=2]Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 45 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.[/SIZE][/SIZE][/COLOR] [COLOR=#000000][SIZE=3][SIZE=2][B]Swarm Traits: [/B][/SIZE][SIZE=2]A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from[/SIZE][/SIZE][/COLOR] [COLOR=#000000][SIZE=2]slashing and piercing weapons.[/SIZE][/COLOR] [COLOR=#000000][SIZE=2]Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.[/SIZE][/COLOR] [COLOR=#000000][SIZE=3][SIZE=2]A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as [/SIZE][SIZE=2][I]disintegrate[/I][/SIZE][SIZE=2]), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a –10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.[/SIZE][/SIZE][/COLOR] [COLOR=#000000][SIZE=2]A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage.[/SIZE][/COLOR] [COLOR=#000000][SIZE=3][SIZE=2][B]Vermin Traits: [/B][/SIZE][SIZE=2]A ruin swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).[/SIZE][/SIZE][/COLOR] [SIZE=5]SHADOW OF THE VOID [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 131"] [/TD] [TD="width: 520"] [SIZE=2]Large Undead (Cold, Incorporeal)[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]35d12 (227 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+17 (+9 Dex, +8 Superior Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fly 60 ft. (perfect) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]48 (–1 size, +9 Dex, +10 deflection, +20 insight) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+17/–[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Incorporeal touch +25 (2d6 plus blightfire) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Incorporeal touch +25 (2d6 plus blightfire) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]10 ft./10 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Blightfire, create spawn, spell-like abilities[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Undead traits, incorporeal traits, turn resistance +6, cold subtype, cold aura, SR 36, DR 10/epic [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fort +13, Ref +20, Will +26 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Str –, Dex 29, Con –, Int 17, Wis 25, Cha 31 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Solitary or gang (2–5) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]26 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]None [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Always lawful evil [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]36–42 HD (Large); 43–70 HD (Huge) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]A shadow of the void’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] [SIZE=3]Combat [/SIZE] [SIZE=3][SIZE=2][B]Blightfire (Su):[/B][/SIZE][SIZE=2] Living creatures taking Damage from a shadow of the void’s incorporeal touch attack find themselves ignited with blightfire; cold, black flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 6 points of Constitution. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con points. The creature heals 30 points of Damage whenever it drains 6 points of Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blight-fire, only icy fragments of the victim remain, until they reform as a winterwight. The save DC is Charisma-dased.[/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Create Spawn (Su):[/B][/SIZE][SIZE=2] Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. Winterwights are under the command of the shadow of the void that created them and remain enslaved until its death. They do not possess any of the abilities they had in life, though they do possess general knowledge of the slain creature. This knowledge is used for evil purposes, if possible. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Spell-Like Abilities: [/B][/SIZE][SIZE=2]3/day—[/SIZE][SIZE=2][I]deeper darkness, freezing sphere. [/I][/SIZE][SIZE=2]Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based.[/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Incorporeal Traits:[/B][/SIZE][SIZE=2] Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Undead Traits:[/B][/SIZE][SIZE=2] Immune to poison, [/SIZE][SIZE=2][I]sleep, [/I][/SIZE][SIZE=2]paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Cold Subtype: [/B][/SIZE][COLOR=#000000][SIZE=2]Immunity to cold. Vulnerability to fire, (takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure). [/SIZE][/COLOR][/SIZE] [SIZE=3][SIZE=2][B]Cold Aura (Su):[/B][/SIZE][SIZE=2] A 10-foot-radius spread cold aura surrounds a shadow of the void. All creatures of the cold sub-type in the area (including the shadow of the void) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura. [/SIZE][/SIZE] [SIZE=5]SHAPE OF FIRE [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 131"] [/TD] [TD="width: 520"] [SIZE=2]Large Undead (Fire, Incorporeal) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]35d12 (227 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+17 (+9 Dex, +8 Superior Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fly 60 ft. (perfect) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]48 (–1 size, +9 Dex, +10 deflection, +20 insight) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2][B]+[/B]17/–[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Incorporeal touch +25 (2d6 plus blazefire) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Incorporeal touch +25 (2d6 plus blazefire) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]10 ft./10 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Blazefire, create spawn, spell-like abilities [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Undead traits, incorporeal traits, turn resistance +6, fire subtype, heat aura, SR 36, DR 10/epic [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fort +13, Ref +20, Will +26 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Str –, Dex 29, Con –, Int 17, Wis 25, Cha 31 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Solitary or gang (2–5) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]26 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]None [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Always lawful evil [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]36–42 HD (Large); 43–70 HD (Huge) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]A shape of fire’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] [SIZE=3]COMBAT [/SIZE] [SIZE=3][SIZE=2][B]Blazefire (Su): [/B][/SIZE][SIZE=2]Living creatures taking Damage from a shape of fire’s incorporeal touch attack find them-selves ignited with blazefire; white-hot, lambent flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 10 hit points. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 10 more hit points each round. The shape of fire heals the same amount of Damage whenever a creature is drained, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blazefire, only blackened ash remains of the victim. Hit points lost to the blazefire never heal naturally and cannot be magically restored—they are gone for good. The save DC is Charisma-based.[/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Create Spawn (Su):[/B][/SIZE][SIZE=2] Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. Lavawights are under the command of the shape of fire that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Spell-Like Abilities: [/B][/SIZE][SIZE=2]3/day—[/SIZE][SIZE=2][I]fire storm, incendiary cloud. [/I][/SIZE][SIZE=2]Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based.[/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Incorporeal Traits:[/B][/SIZE][SIZE=2] Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Undead Traits:[/B][/SIZE][SIZE=2] Immune to poison, [/SIZE][SIZE=2][I]sleep, [/I][/SIZE][SIZE=2]paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. [/SIZE][/SIZE] [SIZE=3][SIZE=2][B]Fire Subtype:[/B][/SIZE][SIZE=2] [/SIZE][COLOR=#000000][SIZE=2]Immunity to fire. Vulnerability to cold (takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure).[/SIZE][/COLOR][/SIZE] [SIZE=3][SIZE=2][B]Heat Aura (Su):[/B][/SIZE][SIZE=2] A 10-foot-radius spread heat aura surrounds a shape of fire. All creatures of the fire subtype in the area (including the shape of fire) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to fire Damage take 2d10 points of fire Damage each round they remain within the heat aura. [/SIZE][/SIZE] [SIZE=5]SIRRUSH [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 126"] [/TD] [TD="width: 525"] [SIZE=2]Large Magical Beast [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]40d10+680 (900 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]+23 (+15 Dex, +8 Superior Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]90 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]44 (+15 Dex, –1 size, +20 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]+40/+60[/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Claw +56 (2d6+16/19–20 (+1d6 on critical hit)) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]4 claws +56 (2d6+16/19–20 (+1d6 on critical hit)) melee, bite +54 (4d6+8) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]10 ft./5 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Pounce, stunning roar [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Blindsight 300 ft., DR 10/epic, darkvision 60 ft., fast healing 20, low-light vision, SR 39, scent; acid, cold, electricity, fire, and sonic resistance 10 [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Fort +39, Ref +37, Will +27 [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Str 42, Dex 40, Con 44, Int 21, Wis 38, Cha 28 [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Climb +59, Hide +58, Jump +83, Listen +57, Move Silently +58, Spot +57, Survival +57[/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw) [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Blinding Speed (x4), Overwhelming Critical (claw), Superior Initiative [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Solitary, pair, or pack (4–9 sirrushes and 1–2 three-headed sirrushes) [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]24 [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]Usually chaotic neutral [/SIZE] [/TD] [/TR] [TR] [TD="width: 126"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 525"] [SIZE=2]41–50 HD (Large), 51–60 HD (Huge), 61+ HD (Gargantuan) [/SIZE] [/TD] [/TR] [/TABLE] [/QUOTE]
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