LAND URCHIN
Small Magical Beast
Hit Dice: 3d10+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +1 Dex, +6 natural), touch 12, flat-footed 17
Base Attack/Grapple: +3/-1
Attack: Rasping tongue +4 melee (1d2 plus paralysis)
Full Attack: Rasping tongue +4 melee (1d2 plus paralysis) and 1d4 spines +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, smoke cloud, spines
Special Qualities: Blindsense 30 ft., darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 10, Dex 12, Con 15, Int 2, Wis 13, Cha 6
Skills: Climb +6, Hide +6
Feats: Blind-Fight, Multiattack (B), Toughness
Environment: Any hills or mountains
Organization: Solitary or pair
Challenge Rating: 3
Treasure: See below
Alignment: Always neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: --
The land urchin is the over-sized, terrestrial cousin to the marine spiny sea urchin. It is a scavenger tht consumes virtually anything that is edible. Its small mouth is located near its underside, and it has a long tongue that ends is a rasping barb tough enough to saw through armor. The land urchin has a roundish body about two-feet in diameter. Its soft underbody is protected by thick chitinous plates. Also, its body is covered with dozens of sharp, defensive spines. A land urchin's overall coloration ranges from black to greenish brown. It scuttles about on five spindly legs.
COMBAT
A shy and generally inoffensive creature, the land urchin is seldom aggressive except when defending itself. Its saliva has paralytic effects when introduced into the bloodstream.
Paralysis (Ex): Those hit by a land urchin's rasping tongue attack must succeed on a DC 13 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Constitution-based.
Smoke Cloud (Ex): Once per hour, a land urchin can spew forth a disorienting cloud of bluish smoke that persists for 1d4+6 rounds. The cloud fills a stationary 10-foot-radius around the land urchin. Creatures caught in the cloud suffer a -2 penalty to attack rolls so long as they remain in the cloud plus 1d4 rounds (DC 13 Fortitude save negates, but make another save each round within the cloud). Land urchins are immune to this effect, as are creatures that do not breathe. The save DC is Constitution-based. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance, but the land urchin's blindsense negates this miss chance for itself). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Spines (Ex): A land urchin bristles with long spines. While attacking with its rasping tongue, the creature thrashes about, striking with 1d4 of spines. An opponent hit by a land urchin's spine attack must succeed on a DC 12 Reflex save or have the spine break off in his flesh. Lodged spines impose a -1 penalty on attacks, saves, and checks per spine. A spine can be removed safely with a DC 20 Heal check; otherwise, removing a spine deals an extra 1d4 points of damage. The save DC is Dexterity-based.
Blindsense (Ex): A land urchin uses hearing, vibrations, and scent to pinpoint creatures within 30 feet. Opponents still have total concealment against the land urchin unless it can actually see them.
Treasure: Land urchins sometimes swallow objects that cannot be digested or eliminated. Special secretions slowly coat these objects. A land urchin is 20% likely to have 1d3 pearls (each worth 4d4x10 gp) in its stomach.
LARVA
Large Outsider (Evil, Extraplanar)
Hit Dice: 1d8+6 (10 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+8
Attack: Bite +3 melee (1d4+3)
Full Attack: Bite +3 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., immunity to electricity, fire, and poison, resistance to acid 10 and cold 10
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 16, Dex 12, Con 17, Int 5, Wis 10, Cha 6
Skills: Climb +11, Listen +4, Spot +4, Swim +11
Feats: Toughness
Environment: An evil-aligned plane
Organization: Mob (10-40)
Challenge Rating: 1
Treasure: None
Alignment: Always evil
Advancement: 2-3 HD (Large)
Level Adjustment: --
The larvae are the most selfishly evil of all souls who sink to the lower planes after death. They abide in great pits in the gloom of Hades, overseen by night hags. Larvae are desired by demons and devils alike as they are used to form quasits and imps. Liches employ larvae essence in order to retain their undead status and powers. Because of their value, night hags carefully guard their larvae pits and trade the larvae for various privileges on the lower planes.
A larva appears as a nine-foot-long, pus-yellow worms with distorted human faces.
COMBAT
Larvae attack by biting, swarming forward heedless of danger or possibility of success.
Skills: Larvae have a +4 racial bonus to Climb and Swim checks.
LEPRECHAUN
Small Fey
Hit Dice: 4d6+4 (18 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +2/-3
Attack: Dagger +3 melee (1d3-1/19-20)
Full Attack: Dagger +3 melee (1d3-1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, SR 25
Saves: Fort +2, Ref +8, Will +7
Abilities: Str 8, Dex 19, Con 13, Int 15, Wis 16, Cha 21
Skills: Bluff +12, Craft (any one) +9, Hide +15, Listen +14, Move Silently +11, Search +13, Sense Motive +10, Spot +14
Feats: Dodge, Improved Initiative, Mobility (B)
Environment: Any plain, forest, or hills
Organization: Solitary, family (2-5), or clan (4-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic
Advancement: 2-3 HD (Small)
Level Adjustment: --
Leprechauns normally dwell only in fair, green lands with lush hills and dales. Occasionally a family or clan of adventurous leprechauns will reside elsewhere for a time. These small fey possess tremendous magical talent and a mischievous nature. A leprechaun appears very much like a halfling, but with longer, pointier ears. Leprechauns typically dress in breeches, striped stockings, long-sleeved shirts, and brightly colored vests.
Rumor has it that leprechauns are a species of halfling with a strong strain of pixie. They speak Sylvan, Common, and Halfling.
COMBAT
While a leprechaun usually carries a dagger, its main defenses are its potent spell-like abilities, especially its ability to polymorph any object (even with the limitation of non-living targets only). A leprechaun can suddenly transform a common rock into a hostile monster. Of course, the leprechaun doesn't have any special ability to control this monster, but its other spell-like abilities are well-suited to a quick escape.
Spell-Like Abilities: At will - alter self, hallucinatory terrain, major image, misdirection, mislead, rainbow pattern, sculpt sound. 1/day - polymorph any object (non-living targets only). Caster level 15th. Save DC = 15 + spell level.
Skills: A leprechaun has a +4 bonus to Listen, Search, and Spot checks.
LEUCROTTA
Large Magical Beast (Shapechanger)
Hit Dice: 6d10+18 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+14
Attack: Bite +9 melee (2d6+4)
Full Attack: Bite +9 melee, 2 hooves +7 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Reverse pounce, ugliness
Special Qualities: Alternate form, darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 13, Con 17, Int 12, Wis 13, Cha 15
Skills: Balance +9, Bluff +11, Climb +8, Diplomacy +3, Disguise +0*, Intimidate +3, Jump +12, Listen +10, Spot +10
Feats: Dodge, Mobility, Multiattack
Environment: Any hills or mountains
Organization: Solitary, or pack (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: --
The weird creatures hunt deserted and desolated places for it is so ugly that most other creatures cannot bear the sight of it. The body of leucrotta resembles that of a giant stag, its tail is rather lion-like, and its legs end in cloven hooves. It has a head like that of a dire badger, but instead of teeth it has saw-edged, bony ridges. Leucrotta are hateful, sly, and cruel. They use their innate polymorph ability to assume humanoid form and lure victims into ambushes.
Leucrotta speak Common and one other language, usually Goblin.
COMBAT
Leucrotta attack with their powerful jaws and hooves. They use their alternate form and reverse pounce to lure victims into disadvantageous positions.
Reverse Pounce (Ex): A leucrotta can combine a single move with a full attack against a single target. The leucrotta doesn't provoke attacks of opportunity from its target, but provokes attacks of opportunity for movement from other creatures as normal. A leucrotta frequently uses this ability to lure victims into an ambush by the rest of the pack.
Ugliness (Su): The very sight of a leucrotta can profoundly disturb the viewer. Any creature within 30 feet of a leucrotta who can see the leucrotta must make a DC 15 Will save or be shaken for 1d6 rounds. The save DC is Charisma-based.
Alternate Form (Su): As a standard action, a leucrotta can polymorph itself into humanoid form. It reverts to its natural form at will as a free action, which is useful for ambush purposes. It can maintain this form for any duration, but if killed or rendered unconscious the leucrotta reverts to its natural form. Except for these differences, this ability is identical to the polymorph spell as cast by a 6th-level sorcerer. If a leucrotta uses this ability to create a disguise, it gets a +10 bonus on its Disguise check. Remember that even in humanoid form a leucrotta isn't proficient with any armor or weapons.
Skills: A leucrotta has a +8 racial bonus on Balance checks, and a +4 racial bonus on Climb and Jump checks. *It has a +2 bonus on Disguise checks when being observed and try to act in character.
LUCK EATER
Tiny Magical Beast (Incorporeal)
Hit Dice: 4d10 (22 hp)
Initiative: +2
Speed: Fly 30 ft. (6 squares) (perfect)
Armor Class: 15 (+2 size, +2 Dex, +1 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +4/-8
Attack: Incorporeal claw +8 melee (1 Charisma)
Full Attack: 2 incorporeal claws +8 melee (1 Charisma) and incorporeal bite +3 melee (1 Charisma)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Consume luck, Charisma damage, discordant purr
Special Qualities: Darkvision 60 ft., greater invisibility, incorporeal traits, low-light vision
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 12
Skills: Listen +11, Spot +10
Feats: Alertness, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Tiny); 9-12 HD (Small)
Level Adjustment: --
For those few who can see it, a luck eater appears to be a cat-shaped creature made of golden smoke. Luck eaters found in any environment. One usually "adopts" some particularly fearsome monster, and then accompanies it unseen and unheard. Luck eaters magically feed on luck and and the psychic pain of the dying. A luck eater follows its adopted monster around, using its consume luck ability to skew the odds in favor of that monster so that the luck eater can feast on its victims.
Although luck eaters are reasonably intelligent, they do not speak.
COMBAT
A luck eater seldom engages in combat. Instead, it is an observer of violence, feasting on the psychic pain and luck of its adopted monster's victims. During an unguarded moment, it is sometimes possible to hear a contented luck eater purring (DC 20 Listen check, adjusted for range, ambient noise, et cetera).
Consume Luck (Su): A luck eater feeds on luck and the psychic pain of the dying. The luck eater chooses a creature within 30 feet as its target. That creature and all of its allies within 30 feet of the luck eater suffer a -2 luck penalty to attack rolls, damage rolls, saving throws, ability checks, and skill checks. There is no saving throw against this effect, but spell resistance can block it. Treat the luck eater as a 4th-level caster.
Charisma Damage (Su): A luck eater seldom uses its incorporeal claws and teeth to attack, but these natural weapons cause 1 point of Charisma damage with a successful attack.
Discordant Purr (Su): A luck eater can compel creatures to violence by purring. Creatures within a 20-foot-radius spread must make a DC 15 Will save or attack the nearest non-allied creature within sight, continuing hostilities for 6 rounds. Creatures forced by a discordant purr to attack employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. After the initial duration expires, creatures may act normally, but often by this time it is too late to stop the battle. A creature cannot be affected by any single luck eater's discordant purr more than once per day. Discordant purr is a sonic, mind-affecting compulsion. The save DC is Charisma-based, but the luck eater has a +2 modifier to the DC.
Greater Invisibility (Su): A luck eater remains invisible even when it attacks. This ability is constant, but the luck eater can suppress or resume it as a free action. Since luck eaters are also incoporeal, and thus perfectly silent, they are exceptionally difficult to locate without magical assistance.
Skills: Luck eaters have a +4 racial bonus on Listen and Spot checks.