Ferret
Explorer
Gnelf
Medium Humanoid (Gnome)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 20 ft.
AC: 16 (+1 dex, +4 chain shirt, +1 small shield)
Attacks: Short sword +2 melee; or light crossbow +2 ranged
Damage: Short sword 1d6-1; or light crossbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Gnelf traits spells
Special Qualities: Gnelf traits, speak with animals
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 8, Dex 12, Con 12, Int 13, Wis 11, Cha_11
Skills: Listen +6, Spot +6, Search + 5,
Feats: Weapon Focus (short sword)
Climate/Terrain: Any forest, hill, and underground
Organization: Solitary, group (2-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Gnelves make their parent races look dull with, their unparalleled curiosity and inquisitiveness; they are the true wonderers, and wanderers. They have the natural talent of magic of both races, and the love of nature as much as is seen so strong in the two parents of this species.
Gnelves, stand almost 4’ foot high, and have an almost pixie like resemblance to fae, with pointy ears, amid the length of both species. Although not so skinny as their Elven cousins the are still as hardy as there gnomish relatives and there stature does nothing to down there natural nimbleness, and innate smarts; Inventors, adventurers, and craftsmen. They are likely entrepreneurs, rogues, wizards, and many other talents are open to them, although one rare thing is a Gnelvish cleric, or paladin, Gnelvish barbarians are only half as rare, but do not frequent the numbers as often as other class choices (other then the stuffy alternative of paladins and clerics).
Most Gnelves end up 606 at the concluding part of there years, some have been known to live up to 675 years. Most of this time is spent joking and laughing, and like gnome they adore practical jokes, almost even more then gnomes, but as gnomes they never harm (or intend to anyway).
• Immunity to magic sleep spells and effects.
• +2 racial bonus to Will saves against enchantment spells or effects.
• Low-Light Vision: Gnelves can see twice as far as a human in starlight, moonlight, torchlight, etc.
• +2 racial bonus to Search, Spot, and +3 Listen checks.
• +2 racial bonus to saving throws against illusions.
• +1 racial bonus to attack rolls against kobolds and goblinoids.
• +4 dodge bonus against giants
• +2 racial bonus to Alchemy checks
• +2 racial bonus to saving throws against enchantments
Spells: Gnelves with Intelligence scores of 10 or higher may cast dancing lights, ghost sound, prestidigitation, and daze each once per day as a 1st-level wizard (spell failure penalties for armor apply). Gnelves with Intelligence scores of 12 or higher may cast Colour spray, and sleep each once per day as a 1st-level wizard (spell failure penalties for armor apply).
Speak with Animals (Sp): Once per day a Gnelf can use speak with animals as a 1st-level druid to communicate with a Forest animal 1/day
Combat:
Gnelves prefer ambushes, with spell use then assault, seeing the show of combined enchantment and illusion magic is quite scary.
The favoured class is either Druid or Illusionist depending on the dominant parent
The way to determine the Weight height and age of Gnelves is thus:
Ecl +2
Half-Gnoll
Medium-Size Humanoid (Gnoll)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (scale mail), base 30 ft.
AC: 17 (+1 natural, +4 scale, +2 large shield)
Attacks: Battleaxe +3 melee; or shortbow +1 ranged
Damage: Battleaxe 1d8+1; or shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft. +1 skill per level, Bonus feat at level 1
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 11, Int 11, Wis 11, Cha 8
Skills: Listen +4, Spot +5
Feats: Power Attack, Skill focus: Spot
Climate/Terrain: Temperate or warm land and underground
Organization: Solitary, pair
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class
Half-gnolls speak Gnoll, common and sometimes Goblin or Orc.
A half-gnoll is obvious at first site a hybrid, it is already human-like appearance, is enriched, by the human heritage. They still retain some of their gnoll traits, the scruffy mane, and hyena-like paws and fur. They stand a rough 7 foot, but most do not use there overpowering looks in tactic, as they are not evilly inclined.
Combat
Because of its armor and shield, a Half-gnoll’s Hide score is -6, which means Half-gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, heavy cover, or some other form of concealment).
Half-gnoll Characters
A Half-gnoll’s favored class is ranger.
Gurak
Hit Dice: 1d8 (4 hp)
Initiative: 0
Speed: 40 ft.
AC: 13 (+3 Hide armour)
Attacks: Tellra
Damage: Tellra
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: They’re traits
Special Qualities: They’re traits
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills: Hide +7, Move Silently +3
Feats: Weapon focus(Tellra)
Climate/Terrain: Any hill or plain
Organization:??
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
They have a strong teamwork, and firm sense of ethics. This is where the phrase “They Graveyard” Referring to a place where Many members of a team have died together instead of fleeing and living to fight another day.
At first glance, they seem to be strongly built, this is because of stance and technique, and this is very useful when attacking large groups of monsters, that one-by-one are not that powerful. They fight best with a Tellra, an alternative axe, with a sharp pointed “Beard”, and is often nick named “Dwarf face“. While they may seem primitive, they are not unintelligent, uncharismatic or impulsive, strangely though they are not especially strong or robust.
They are skin is thick and calloused although not enough to warrant bonuses in combat, it also has a very deep green look to it. After maturing, they adorn their bodies with red tattoos, these tattoos have no magical effect, and are in all respect mundane.
Combat
If provoked, they will flank and chase the enemy into a wall of spears, if they do not follow/won’t be chased they will surround and attack
Their Traits (Ex): They benefit from a number of racial traits.
• +4 racial bonus to intimidate.
• +2 morale bonus to saving throws against fear.
• May gain the feat “Scent”
• Intimidate is always a class skill
Crobold
Small Humanoid (Reptilian)
Hit Dice: 1/2 d8 (2 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 22 (+1 size, +3 Dex, +6 natural, +2 leather)
Attacks: Bite??, Claw??
Damage: Bite??, Claw??
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., Lowlight vision
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 10
Skills: Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2
Feats: Alertness
Climate/Terrain: Any land
Organization:?
Challenge Rating:?
Treasure: Standard
Alignment: Usually Chaotic evil
Advancement: By character class
Crobolds do not speak any language, instead they can make clicking and screeching noises. Crobolds look like a cross between crabs and Kobolds; they have very large pincers that cannot wield weapons. On the underside of their hard exoskeletal back, they have a large mouth much like a crab, with smaller pincers that are solely used for grappling. Their back legs are powerful and mainly used for leaping; they are covered with a thick reptilian scale that has tufts of fur sprouting here and there.
Parval
Tiny Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +8 (+2 natural +2 Dex, +4 Improved Initiative)
Speed: 10 ft., fly 40 ft. (good)
AC: 14 (+2 size, +2 Dex)
Attacks: Kukri 18-20 +2 melee,
Damage: Kukri 18-20 1d4
Face/Reach: 2-1/2ft. by 2-1/2ft./0 ft.
Special Attacks: Parval Traits
Special Qualities: Parval Traits
Saves: Fort -1, Ref +3, Will +0
Abilities: Str 8, Dex 14, Con 8, Int 11, Wis 11, Cha 11
Skills: Listen +3, Spot +3
Feats: Improved Initiative
Climate/Terrain: Temperate forest
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 1/3
Treasure: Standard
Alignment: Always non-evil often chaotic
Advancement: As character class
These small folk, are rumoured to be related to Pixies and Grigs, but what ever else was involved in the evolution it hasn’t watered down the mischievousness, but they do not put that in front of there friends.
Combat
Parval use stealth, and spell casting over what few brute strength they have.
Parval traits: Parval benefit from various racial traits:
• +2 to initiative: Quick and flighty, they are quick to notice danger, and gain +2 to spot checks at the start of combat.
• Stats: Quick, weak and fragile sums up the Parval, they gain +4 to dexterity, and -2 to constitution and strength
• +4 vs. charm effects
• Can automatically gain 20% concealment in woodland conditions.
Dire camel
Huge animal
HD: 5d8+25 (Hp 47)
Speed: 50ft
Initiative: +3 (+3 Dex)
AC: 14 ( -2 size +3 Dex +3 Natural)
Attacks: Bite +13
Damage: 2d6 + 15
Face/Race: 10 ft by 20 ft/10 ft
Special attack: Spit
Special qualities: Scent
Abilities: Str 30 Dex 16 Con 20 Int 2 Wis 11 Cha 4
Skills: Listen +5 Spot +5
Save: Fort +9 Refl +7 Will +1
Climate/Terrain: Any desert, hill, and mountains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement:-
Fierce and tough, a fearsome creature, and not a small enemy.
Spit (Ex): Conjuring a huge amount of saliva, the dire camel is capable of spiting a dangerous and thick wad, dealing 1d4 subduel damage and 1 temporary Con damage. The range is 10ft, and can be used every 1d2+2 rounds.
Carrying Capacity: A light load for a Dire camel is up to 2128 pounds; a medium load, 2144-4256 pounds; a heavy load, 5272-6400 pounds. A Dire camel can drag 32,000 pounds
Dire Hedgehog
Small Animal (dire)
HD 3d8+3 (hp 16)
Initiative +2 (Dex);
Speed 10 ft;
AC 17 (+2 Dex, +2 size, +3 natural);
Attacks bite +4 melee;
Damage bite 1d6;
Face/Reach 5 ft by 5ft/5ft;
Special quality : Scent, Spines
Saves: Fort +4, Ref +5, Will +1;
Abilities: Str 11, Dex 14, Con 13, Int 4, Wis 12, Cha 4;
Skills and Feats: Hide +10, Listen +6, Move Silently +6; Weapon finesse (bite)
Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:?
Treasure: none
Alignment: Always Neutral
Advancement: None
This dire form of Hedgehog, is a larger, and more dangerous the it’s cousin. Roughly 3 foot long, with sharp spines.
Spines (Ex): Creatures doing unarmed strikes against a hedgehog must make a Reflex Save (DC 11) or get struck by a spine, doing 1d4 point of damage. If someone were stupid enough to try to eat it or play football with it, they take 1d6 points of damage
Raccoon
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 15 (+1 size, +3 Dex, +1 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d3, bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.
The raccoon's body is stocky and generally weighs from 13-15 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.
COMBAT
Raccoons attack with their forepaws and teeth.
Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.
Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.
ACTIVITY/ECOLOGY
Raccoons are nocturnal and seldom active in the daytime. During extremely cold, snowy periods, raccoons have been observed sleeping for long periods at a time, but do not hibernate. Primarily a solitary animal, the only real social groups raccoons form are that of mother and young. Although, occasionally a male may stay with a female for a month prior to breeding and until after the birth of their young.
Raccoons have a highly developed tactile sense. Their human-like forepaws are especially sensitive and enable the raccoon to handle and pry open prey and climb with ease. With their fine sense of hearing, raccoons are also especially alert. Similarly, raccoons have excellent night vision. Their common gait is a shuffle like walk; however, they are able to reach speeds of 15 miles per hour on the ground. Raccoons climb with great agility and are not bothered by a drop of just over 10 times their own length.
As well as being excellent climbers, raccoons are also strong swimmers, which is beneficial to an animal that often lives near water. However, they are reluctant to swim; without waterproof fur, swimming forces them to take on extra weight. Raccoons don't travel any farther than necessary; they travel only far enough to meet the demands of their appetites.
Special thanks to Graz’zt
Dire Raccoon
Medium sized Animal
Hit Dice: 3d8+6 (13 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 17 (+1 size, +3 Dex, +3 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d4+2, bite 1d6 +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Medium)
The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.
The raccoon's body is stocky and generally weighs from 39-45 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.
Although its cousins may be timid, the larger and fiercer version is rough even in dire context.
COMBAT
Raccoons attack with their forepaws and teeth.
Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.
Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.
Dire sheep
Large Animal (dire)
Hit Dice: 4d8+16 (34 hp)
Initiative: +1 (Dex)
Speed: 30 ft
AC: 16 (+1 Dex, +6 natural, -1size)
Attacks: Bite +6 melee
Damage: Bite 1d6 +9
Face/Reach: 5 ft by 5 ft/5 ft
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 22, Dex 13, Con 18, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Climate/Terrain: Any land
Organization: Solitary (1-2) Leader (1+10-100 normal sheep)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-9 HD (Large) 10-12 HD (Huge)
A colossal version of the sheep, whose wool has mated and tangle to such an extent that it provides protection equal to that of banded mail, its fierce eyes glow a manic red, and the occasional froth at the mouth.
COMBAT
More the usual the leader of the pack, this sheep attacks fiercely all who stand in its herd’s way, often savaging bodies that it’s fellow sheep cannot digest.
Goat
Small-Size Animal
Hit Dice: ½d8 (3 hp)
Initiative: +2 (Dex)
Speed: 25 ft
AC: 14 (+2 Dex, +1 natural, +1 size)
Attacks: Gore +0 melee
Damage: Gore 1d4 -1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge
Special Qualities: Scent
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 8, Dex 15, Con 10, Int 2, Wis 11, Cha 4
Skills: Listen +6, Spot +3
Climate/Terrain: Any land
Organization: Herd (3-12)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium-size)
The statistics here describe the common goat.
Combat
A goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.
Knockback (Ex): When a goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge. The size rules apply as normal to a knockback; since a goat is Small, it can only knockback Small creatures or smaller.
Improved Charge (Ex): A goat goat can charge if he moves in a straight line for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.
Goat, Dire
Medium-Size Animal
Hit Dice: 3d8 + 6 (19 hp)
Initiative: +2 (Dex)
Speed: 40 ft
AC: 15 (+2 Dex, +3 natural)
Attacks: Gore +5 melee
Damage: Gore 1d8 +3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge
Special Qualities: Scent
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 16, Dex 15, Con 14, Int 4, Wis 12, Cha 4
Skills: Listen +8, Spot +5
Climate/Terrain: Any land
Organization: Solitary or Herd (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large-size)
The dire goat has a reputation for a nasty temperament.
Combat
A dire goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.
Knockback (Ex): When a dire goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The dire goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge.
Improved Charge (Ex): A dire goat can charge if he moves in a straight line of at least 15 feet for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.
Dire Shrew
Small Animal
HD: 3d8+15 (hp 16)
Initiative: +3 (Dex)
Speed: 50 ft, climb 15 ft
AC 17 (+3 Dex, +1 size, +3 natural);
Attacks: 2 claws +4 melee, bite -1 melee
Damage: claw 1d4-1, bite 1d8-1 plus poison
Face/Reach: 5 ft by 5ft/5ft
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +6, Ref +4, Will +2;
Abilities: Str 9, Dex 16, Con 20, Int 1, Wis 12, Cha 6
Skills: Hide +10, Jump +6, Move Silently +6
Feats: Weapon Finesse(Bite)
Climate/Terrain: Any temperate forest and underground
Organization: Solitary or frenzy(6-12)
Challenge Rating: 3
Treasure: none
Alignment: Always Neutral
Advancement: 4-5 HD(Medium-sized); 6-7 HD(Large)
Dire shrews are much larger and much more tenacious versions of the minute little insectivores we have come to know.
At a length of three-feet, these beasts are not very intimidating at first glance, but when the beast opens its toothy maw you can see its many razor-sharp fangs that are capable of inflicting great pain. These fierce animals prey on anything
that they can bring down. Usual victims are deer, dire rats, badgers, moose’s, black bears, and even humanoids.
Though usually solitary, these creatures sometimes go into feeding frenzies. This is when they are most dangerous.
Combat: Dire shrews are not particularly strong creatures, but are quite venomous. When their poison fails them, dire shrews must rely on their sharp claws and powerful teeth to tear the victim to shreds.
Poison(Ex): Bite; Fortitude save(DC 16); Any creature that fails the save takes 1d6 temporary strength damage, 1d8 temporary dexterity damage, and 1d6 temporary constitution damage. Secondary damage is the same.
Feeding frenzy(Ex): Whilst within a group, and against a creature(if it is a group only that creatures counts and is attacked) of equal, lower or +1 of there el rating, they have +1%, for each round spent against that creature, chance of going crazy and berserking (in the same way a golem might)
Undervile
Large magical Beast
Hit-dice: 12d10+84 (150hp)
Initiative: 0
AC: 16 (+1 Dex, -1 size, +6 Nat. armour)
Attack: Bite +17 ; 2 tentacle+ 12; tail +12; elbow spike +12
Damage: 2 Tentacles 2d4+5 Bite 2d6+ 7 Tail 1d8+5 Elbow spike 1d2+5
Reach: 5 ft. by 5 ft. /10 ft.
Special attacks: Improved grab, Cleave, Greater cleave, Power attack
Special qualities: DR (10/+1), Endurance, Great fortitude,
Saves: Fort +15 Ref +8 Will +3
Abilities: Str 21(5) Dex 11(0) Con 24(7) Int 4(-3) Wis 8(-1) Cha 22(6)
Skills: Hide+2, Move silently+2 spot+4 listen+4
Feats: Improved critical, Weapon focus: Bite
Climate or terrain: Any land and underground
Organization: Solitary (1)
Challenge rating: TBA
Treasure: None
Alignment: Always evil
Advancement: None
An Undervile is a vile creature, it attacks devours any creature it can see, although it may retreat if seriously hurt.
Standing from 10-15 ft high, these gruesome creatures seemed to have come from other planes even though these are rumours, the it sprang from the underdark. It seems that nothing of this sort could be Toril born; both hands are squid like and have amazing grip, and crushing power. These octopi-appendages are 2 to 3 foot long and coated with a slimy substance. The mouth has 3 razor sharp talons around it also 3-4 foot long, which can undeniably crush metal, mounted close into the bone under the skin is a pair of beady red eyes, that disallow site towards the side. It has dinosaur-esque feet, 3 talons and a thumb; these feet are gigantic to keep the creatures balance, which it looses if it raises one to attack. Its skin is almost as hard as rock and any blows that get through are almost instantly ignored. It’s most distinguishing mark is the large (½-1 foot) spike on its elbow (Upper arm) which is rarely used in combat.
With special thanks to Kris
Plaze
Fine Ooze
Hit-dice: 1/8 d10 (1 Hp)
Initiative: 4(4+ dex)
Speed: 25 ft, swim 45
AC: 22 (+4 Dex, +8 size)
Attack: Slam +12
Damage: Slam 1-3
Reach: 1/2. /0 ft.
Special attacks:
Special qualities: Regeneration 1, Groove
Saves: Fort +0 Ref +4 Will -5
Abilities: Str 4(-3) Dex 19(4) Con 10(0) Int -- Wis 1 Cha 1
Skills: None
Feats: None
Climate or terrain: Any temperate or warm
Organization: Plague 60
Challenge rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 1/8 to 2 (diminutive)
They seem to be a joke, but after you see their numbers and speed, you won’t be laughing
Plaze, are small and green blobs of ooze, that multiple at phenomenal rates, no one knows how they came to be and no one cares.
Combat:
Plaze swarm and over run, they attack anything they can find wood, creatures, metal if it sees another object it will attack it, the only thing they will not attack are other oozes.
Special abilities:
Regeneration (Ex): Electricity deals normal damage to a Plaze.
Groove (Ex): whenever confronted with decent music (above DC 20), the Plaze immediately quivers with joy, stopping all aggressive action and just grooving until the music ceases (perform checks are required every round)
Dravern
Huge Dragon (Sonic)
Hit Dice: 16d12+14 (168 hp)
Initiative: +1 (Dex)
Speed: 20 ft., fly 30 ft. (Clumsy)
AC: 24 (-2 size, +1 Dex, +15 natural)
Attacks: bite +21 melee, Sting +12 melee, 2 wings +12 melee; or _2 claws +12 melee
Damage: Sting 1d6+3, bite 2d8+7, wing 1d8+7; or claw 1d6+3
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Acid, improved grab, snatch
Special Qualities: Scent, damage reduction 5/+1, Sonics immunity, hover, Blind sight, Push off, Frightful presence
Saves: Fort +14, Ref +11, Will +11
Abilities: Str 24, Dex 13, Con 18, Int 12, Wis 12, Cha 12
Skills: Listen +20*, Move Silently +9 Spot +13*
Feats: Alertness, Flyby Attack, dodge, mobility
Climate/Terrain: Temperate and warm forest, hill, and mountains (Caves)
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 9
Treasure: Standard
Alignment: Often evil
Advancement: 16-20 HD (Huge); 18-23 HD (Gargantuan)
These are the malformed offspring of Wyvern and Black Dravern.
At a glance, it may pass as its Chromatic cousins, but after closer inspection, the subtle differences arise and it becomes apparent it is a hybrid. One of the most prominent differences is that the monsters scales twists and spikes shift sonic vibrations away from it, the wings are too small to carry it fast, although flight is possible. The usual poison in its tail is gone; the breeding with black Draverns has produced powerful acid in its place. As soon as you see its mouth, and the strange shape of its teeth, you realize
It must screech at its victims causing vibration that can rip apart flesh, knock a man out, or shatter stone.
Combat
Frightful Presence (Ex): A Dravern can unsettle foes with its mere presence. The ability takes effect automatically whenever the Dravern attacks, charges, or flies overhead. Creatures within a radius of 30 feet x 6 are subject to the effect if they have fewer HD than the Dravern.
A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 Dravern’s HD + Dravern’s Charisma modifier) remains immune to that Dravern’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draverns ignore the frightful presence of other Draverns.
Acid: The Dravern can use the acid on its tail to deal 4d4 damage
Breath weapon: A Dravern can blast sonic energy in a cone up to 80 feet long. It can tune the harmonics of this destructive power to affect different types of targets.
• Flesh: Disrupting tissue and rending bone, this horrible attack deals 10d6 points of damage to all within the cone (Reflex half DC 20) and have a chance to be deafened permanently (Fortitude 25) If they made the Reflex save they need not take the Fort save.
• Nerves: The Dravern can knock out an opponent that does not make their Fortitude save (DC 30) and their Reflex save (DC 15); you need to fail both to be knocked out. If you only fail your Reflex you are unaffected, if you fail your Fortitude save your next 1d4+1 rounds you can only take partial actions.
• Material: All objects within the cone must succeed at a Fortitude save (DC 25) or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack. Magic items are immune to this
Improved Grab (Ex): To use this ability, the Dravern must hit with both claw attacks. If it gets a hold, it hangs on and stings.
Snatch: If a Dravern gets a hold on a creature, four or more sizes smaller, it automatically deals damage with both claws and its sting attacks each round the hold is maintained. The Dravern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the Dravern flings it while flying, the creature suffers this amount or falling damage, whichever is greater.
Special qualities: Dravern have scent, DR (5/+1), Sonics Immunity, Hover and Blindsight. It also gains Push back, once a round, as a free action, jump and flap its wings to move back 15 feet
Skills: *Draverns receive a +3 racial bonus to Spot checks when flying during daylight hours.
Draverns gain a +10 racial modifier when in caves or other enclosed places.
Flay worm (Young)
Small Aberration
Hit-dice: 1d8 (4hp)
Initiative: 3(+3 dex)
AC: 17 (+3 Dex, +1 size, +3 Nat. armour)
Attack: 5 tentacles +4, bite +0, tail -3
Damage: 5 Tentacles 1d2 Bite 2d4 Tail 1d2 +1d6 acid
Reach: 5 ft. by 5 ft./5 ft.
Special attacks: improved grab, extract,
Special qualities: Illithid speech
Saves: Fort +0 Ref +3 Will +6
Abilities: Str 7 Dex 17 Con 10 Int 17 Wis 19 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+12 listen+4
Feats: Weapon Finesse (Tentacles, Tail) Alertness, Skill focus: Jump
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: TBA
Treasure: None
Alignment: Always evil (Had them tagged as Neutral for a while)
Advancement: 2-6(Medium sized) 7-10(Large)
Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flay worm must hit a Tiny to Medium-sized creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Large or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then large.
Tail (Ex) The tail, on successful hit, deals 1d6 acid damage.
Flay worm (Mature)
Medium-Sized Aberration
Hit-Dice: 2d8 (9hp)
Initiative: 6 (+2 dex +4 Improved Initiative)
AC: 16-18 (+2 dex +0 size +4 Nat. AC)
Attacks: 5 Tentacles +3 Bite -2 Tail -4
Damage: 5 Tentacles 1d3 Bite 2d6 Tail 1d3 + 1d8 acid
Reach: 5ft by 5ft/5ft
Special attacks: Improved grab, extract, Tail sear, spring attack
Special qualities: Illithid speech, Acid spill
Saves: Fort +1 Ref +2 Will +8
Abilities: Str 11 Dex 15 Con 12 Int 18 Wis 20 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+2 listen+4
Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Improved initiative
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: TBA
Treasure: None
Alignment: Always evil (Had them tagged as Neutral for a while)
Advancement: 2-6(Medium sized) 7-10(Large)
Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flay worm must hit a Small to Large Creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is Huge or larger the process takes +1 rounds for ever Size category larger then large.
Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part
Tail (Ex) The tail, on successful hit, deals 1d8 acid damage.
Illithid speech (Su) Flay worms may speak telepathically to any Illithid
Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 4 ft pool (As Ochre jelly)
Flay worm (Adult)
Large Aberration
Hit-Dice: 7d8 (31hp)
Initiative: 5 (+1 dex +4 Improved Initiative)
AC: 19 (+1 dex -1 size +9 Nat. AC)
Attacks: 5 Tentacles +5 Bite + 0 Tail -2
Damage: 5 Tentacles 1d4 + 4 Bite 2d8 +6 Tail 1d4+ 4 + 2d4
Reach: 5ft by 10ft/5ft
Special attacks: Improved grab, extract, Tail sear, spring attack, blindfight
Special qualities: Illithid speech, Acid spill
Saves: Fort +4 Ref +2 Will +6
Abilities: Str 18 Dex 12 Con 17 Int 18 Wis 22 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+0 listen+10
Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Spring attack, Blindfight
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: TBA
Treasure: None
Alignment: Always evil (Had them tagged as Neutral for a while)
Advancement: 2-6(Medium sized) 7-10(Large)
Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flay worm must hit a Medium-sized to Huge creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is huge or larger the process takes +1 rounds for ever Size category larger then Huge.
Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part
Tail (Ex) The tail, on successful hit, deals 2d4 acid damage
Illithid speech (Su) Flay worms may speak telepathically to any Illithid
Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 10 ft pool (As Black pudding)
Flay worms gain HD+2 to determine the Natural AC bonus.
Large Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 60 ft. (good)
AC: 17 (-1 size, +3 Dex, +5 natural)
Attacks: Bite +8 melee, 2 wings +3 melee
Damage: Bite 1d8+4 and poison, wing 1d6+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Improved grab, improved trip, snatch, constrict 1d6+6, poison
Special Qualities: Scent
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 12, Cha 12
Skills: Listen +6, Spot +6
Feats: Improved Initiative
Climate/Terrain: Temperate land
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: None
Poison (Ex): Bite, Fortitude save (DC 15) initial and secondary damage 1d6 temporary Constitution.
Constrict (Ex): A Grauchen deals 1d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures.
Grauchens gain Improved Initiative and improved trip as bonus feats.
Grauchens (Graw-kens (Like Draw-pens) are 10 foot long, winged snakes. They are territorial, and will fiercely protect young and mates, using they’re large fangs, and prehensile tails. In combat they will strike with their tails trying to trip, and then bite to deliver the venom, if the opponent is larger they will bite then try to constrict them. If they attack from above, they will attack by diving down and biting repeatedly.
Training a Grauchen
Training a Grauchen as an aerial mount requires a successful Handle Animal check (DC 21 for a young creature, or DC 28 for an adult) and that the creature is willing. Grauchens mature in about two years. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic bridle enchanted for this purpose.
Grauchen eggs are worth 4,500 gp apiece on the open market; while young are worth 9,000 gp each. Professional trainers charge 1,800 gp to rear or train a Grauchen. Riding a trained Grauchen requires an exotic saddle. A Grauchen can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a Grauchen is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Whip spider
Tiny Beast
HD 1/2d10 (hp 2)
Initiative +2 (Dex);
Speed 10 ft;
AC 21 (+6 Dex, +2 size, +3 natural);
Attacks: bite +8 melee;
Damage: bite 1d3-3;
Special quality: Perm. Spider climb,
Special attack: Weapon finesse (bite) Weapon finesse (sting), poison(Bite, sting)
Face/Reach 2 1/2 ft by 2 1/2 ft/0 ft;
Saves: Fort +2, Ref +8, Will +1;
Abilities: Str 5, Dex 19, Con 11, Int 6, Wis 12, Cha 8;
Skills and Feats: Hide +6, Move Silently +6;
Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:?
Treasure: none
Alignment: Always Neutral evil
Advancement: 1-3HD tiny 4-7HD small 8-12HD Medium
These evil creatures, vile sentiments left in now blocked caves by the corrupt Drow. Appearing to be 1-2 ft long spiders with a snake tail and head, fondly named “Elgluth orrb” Or Whip spider by the Drow.
Usually they jump from the ceiling or wall, and latch on, biting and stinging.
Enfeeblement Poison (Ex): The sting attack delivers a deadly toxin that (Fort save DC 10, initial 1d6 temporary Dex and 2d6 temporary Wisdom / secondary feeblemind). The feeblemind affects the victim as a spell of the same name cast by a 1st-level sorceror.
Paralytic Poison (Ex): The bite delivers a paralytic poison (Fort save DC 10, initial 1d6 temporary Con 2d6 strength / secondary paralysis). The paralysis lasts for 1d6 rounds.
Whisp
Small Aberration (Air)
Hit Dice: 5d8 (40 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (perfect)
AC: 29 (+1 size, +9 Dex, +9 deflection)
Attacks: Cold +16 melee
Damage: Cold 2d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Spell immunity, Telepathy
Saves: Fort +3, Ref +12, Will +9
Abilities: Str -, Dex 28, Con 10, Int_14, Wis 16, Cha 16
Skills: Bluff +11, Listen +17, Search_+14, Spot +17
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Any Neutral or lawful *
Advancement: 6-18 HD (Small)
Wisps (Also known as whispers) are the goodly aligned cousins of Will o’ wisp. They vary in abilities from their evil cousins. They tend to be extremely shy, and introspective. Yet many a wizard has gone that way, because of a bonding with them as familiars. They start by communicating, it is quite shocking to have a feeling of cold on the back of your head and the words “I am Slyivis the air whisper, and I have come to befriend you, do not fear my call!” then they lead them down the path of wizardry. Not all of a Whisps friends are magi, some can be druids’ friends, and some may even take fancy to some fighters.
On sight they seem to be very small Air elementals
Spell Immunity (Ex): The only spells that can affect Whisps are magic circle against chaos, magic circle against evil, magic missile, maze, protection from chaos, and protection from evil.
Telepathy (Su): Whisps can communicate telepathically with any creature it touches that has a language. It can also tell the alignment, and race of the creature by performing this.
*True neutral, Lawful neutral, Neutral good, Lawful good
Giant’s stool
Huge Construct
Hit Dice: 16d10 (88 hp)
Initiative: -1(Improved Initiative)
Speed: None
AC: 32 (-2 size, +29 natural Dex-5)
Attacks: Huge Falchions+14 Huge falchion +14
Damage: Huge falchion 2d6+13 Huge falchion 2d6 +13
Face/Reach: 10 ft. by 10 ft./15 ft.
Saves: Fort +5, Ref +0, Will +5
Abilities: Str 36, Dex 1, Con --, Int --, Wis 11, Cha 1
Skills: N/A
Feats: N/A
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Always Neutral
Advancement: N/A
Large immobile constructs, with humongous Falchions, they can also spin and attack everyone in it’s reach.
Combat:
Giant’s stools attack, the weakest character first, unless a larger threat is present, they can also be programmed to do other things.
Dream Phase Spider
Large Magical Beast
Hit Dice: 10d10+20 (70 hp)
Initiative: +10(+4 Improved Initiative, +6 dex)
Speed: 50 ft., climb 50 ft.
AC: 20(+5 Natural, +6 Dex, -1 size)
Attacks: Bite +15 melee
Damage: Bite 1d8+3 and poison
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Dream jaunt, poison, , There to strike.
Special qualities: Racial feats
Saves: Fort+10, Ref+13, Will+7
Abilities: Str 14, Dex 22, Con 15, Int 8, Wis 18, Cha 18
Skills: Climb+12, Listen+4, Move silently+10, Spot+10, Lucid dreaming +7
Feats: Improved Initiative, Weapon Finesse (Bite),
Climate/Terrain: The Plane of dreams/Underground
Organization: Solitary, or cluster (1d4 50% chance of 1d2+1 Medium sized monsterous spiders)
Challenge Rating: 8
Treasure: None
Alignment: Chaotic neutral
Advancement: 11-13 HD (Large), 14-20 HD (Huge)
Dream Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Dream Phase Spiders make their home on the Dream Plane, and shuttle forth to the Material plane to hunt and attack prey.
Dream Phase Spiders look little like their cousins- a shiny blue carapace with brilliant nimbus like star shapes dotted across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, despite this they have not been evilly maligned, however it is the dream heart that has effected there alignment.
Despite their intelligence, Dream phase spiders do not speak.
Combat
Dream Phase Spiders hunt and dwell on the Dream plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them in there sleep. Due to their incredible cunning, they make deadly opponents in combat, more often then not leaving their opponents no time to react, and when they do, jumping at the occasion to strike.
Dream Jaunt (Su): An Dream phase spider can shift back to the Dream to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.
Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary wisdom.
Racial feats (Ex): Dream phase spiders gain combat reflexes, spring attack, and master tactician as bonus feats.
There to strike (Ex): If an opponent is within reach (jump or movement distance) when they make an attack or opportunity, they may move the distance and make the attack.
Astral Phase Spider
Large Magical Beast
Hit Dice: 10d10+20 (50 hp)
Initiative: +8(+4 Improved Initiative, +4 dex)
Speed: 50 ft., climb 30 ft.
AC: 22(+5 Natural, +4 haste, +4 Dex, -1 size)
Attacks: Bite +14 melee
Damage: Bite 1d8-1 and poison
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Astral jaunt, poison
Special Qualities: Haste
Saves: Fort+9, Ref+11, Will+3
Abilities: Str 11, Dex 18, Con 15, Int 14, Wis 15, Cha 14
Skills: Climb+12, Listen+4, Move silently+13, Spot+10
Feats: Improved Initiative, Weapon Finesse (Bite)
Climate/Terrain: The Astral Plane/Underground
Organization: Solitary, or cluster (1d2 plus 1d3+1 sword spiders, and 1d3 phase spiders)
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral evil
Advancement: 11-13 HD (Large), 14-20 HD (Huge)
Astral Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Astral Phase Spiders make their home on the Astral Plane, and shuttle forth to the Material plane to hunt and attack prey.
Astral Phase Spiders look little like their cousins- a shiny black carapace with brilliant green and blue streaks across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, which has given them an evil and malicious temperament and more closely aligned to evil.
Despite their intelligence, astral phase spiders do not speak.
Combat
Astral Phase Spiders hunt and dwell on the Astral plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them with a planned ambush. Due to their incredibly fast speed, they make deadly opponents in combat, more often then not leaving their opponents no time to react.
Astral Jaunt (Su): An astral phase spider can shift back to the Astral to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.
Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary Constitution.
Haste (Su): Astral Phase Spiders act as if under a continuous haste spell cast by an 18th-level sorcerer. The abilities granted by the haste effect are included in the creature’s statistics.
SHADOW PHASE SPIDER
Large Magical Beast
Hit Dice: 5d10+12 (30 hp)
Initiative: +6 (+2 Dex)
Speed: 30 ft., climb 10 ft.
AC: 17 (-1 size, +2 Dex, +2 natural +4 improved initiative)
Attacks: Bite +1 melee, 2 claws +-3 melee)
Damage: Bite 1d8-2 and poison, Claw 1d6+-2
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Shadow Jaunt, poison, spell-like abilities
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 8, Dex 14, Con 12, Int 13, Wis 17, Cha 9
Skills: Climb+4, Listen+12, Spot+8, Sense Motive +10
Feats: Improved Initiative, Alertness
__________________________________________________
Climate/Terrain: Shadow plane, any land and underground
Organization: Solitary or cluster (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-8 HD (large); 9-15 HD (Huge)
Shadow Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Shadow Phase Spiders make their home on the Shadow Plane, and shuttle forth to the Material plane to hunt and attack prey.
Shadow Phase Spiders look like a undead, decaying version their cousins- with dry creaking carapace covered in growths and scars. Their eight eyes are hollow, glowly faintly with a soul chilling red light. Like all phase spiders, they have 8 legs, but the front two do not have feet, but rather they each have a huge blood-soaked scythe-like blade, measuring nearly 3ft long. Though not as intelligent as an astral phase spider, they are more evil and a lot more alert. They also have a tiny amount negative energy within them, allowing them access to a few spells.
Despite their intelligence, shadow phase spiders do not speak.
SHADOW PHASE SPIDER COMBAT
Shadow Phase Spiders hunt and dwell on the shadow plane, seeking to quench their thirst on a living prey’s life essence. Once prey is located, they shift to the Prime and quickly and mercilessly pounce on the victim, never does the spider plan its attacks. Due to their finely tuned senses, they make deadly opponents in combat, more often leaving nothing but a few crimson stains on the prime.
Shadow Jaunt (Su): A Shadow phase spider can shift back to the Shadow to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.
Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary Constitution.
Spell-Like abilities: 2/day-cause fear, death knell and death ward. These abilities are as spells cast by a 10th level sorcerer (save DC 12+spell level).
Fire slime
Small Ooze
Hit dice: 2d10+2 (16 hp)
Initiative: 0
Speed: 10 ft
AC: 10
Attacks: slam +0
Damage: slam 1d4+1
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Flame spout
Special Qualities: Blindsight, Cold resistance 15 and Fire resistance 30, Warding flame, Ooze, Edible, regenerate 5, generate flame
Saves: Fort +0,Ref +0,Will +0
Abilities: Str 12 Dex 10 Con 10 Int - Wis 11 Cha 14
Climate/Terrain: Anywhere underground
Organization: Solitary, cluster (2-4) frigging swamp (10-25)
Challenge rating: 1
Treasure: none
Alignment: Always neutral
Advancement: 4-5 medium, 6-7 large
Fire slime are a rare type of ooze that are occasionally found in hot underground places. They are made even rarer by them possessing 2 qualities believed to be positively unique among oozes 1. They posses a sense of self-preservation and 2. They are the only known ooze to be not only edible, but to actually be delicious! Fire slime is currently gaining the status of a creature hunted for its “meat”. And is quickly gaining popularity wherever it becomes available, to the point of it someday rivalling dragon in terms of desirability, though fortunately not in price. Fire slime feed largely on exchanging heat with its environment; feeding on heat and in the process producing a flammable gas that also provides their primary means of defence (a fire slime is generally to scared/concerned for its own health to actively go on the offence if it can flee).
A fire slime looks like a small blob of bluish slime (sometimes in the process of combustion) that for reasons unknown to even the greatest of sages appear to be a quite charming and cute, this trait has served to keep them alive surprisingly rarely however and they, apparently knowing this, no longer try to charm their way out of an encounter with other life forms. (not that it could ever do much more than look cute) so it now operates on a more simple system of burn or flee, if it has no flame the system becomes even simpler, flee. (not that its speed of 10ft a round is getting it anywhere...)
no one knows where fire slime come from, nor how they breed, some theorise that they are some form of elemental creature, many point out that this is unlikely due to its lack of true elemental abilities. Most agree however that what is important is that they are here and they taste great!
Combat:
the Fire slime are well aware of the fact that most creatures find them a preferable food source and are therefore understandably very afraid to be exposed to any creature when it can not generate fire. Even fire slime that manage to do so still tend to display an almost panicky response to the presence of any other creatures, even other oozes. The only creatures it tolerates are fellow fire slime and those creatures that don’t or can’t eat an ooze type creature, examples would be most plants and constructs, along with undead and those creatures who dine on flesh exclusively.
Flame spout (ex): A fire slime may project a gout of fire from the flames it can generate above its “body” this gout is a line with a length of 5ft, though it can be lengthened to a 10ft line if a full attack action is used.
Cold and Fire resistance (ex): Fire slime is highly resistant to the damaging effects of fire and heat. Also, a fire slime that is generating flame receives cold resistance 15
Warding flame (ex): a fire slime generating flame has said flame floating no more that a foot above its own “body” and therefore any creature that successfully attacks the fire slime with a melee attack or tries to grapple takes 1d8 fire damage each time the attempt is made unless a reflex save is made (dc 13), a foe making the attack with a reach weapon may ignore this ability, though the weapon might have to suffer in the wielders stead, make a reflex save, if a 1 is rolled the weapon takes 1d8 fire damage).
Edible (Ex): A fire slime is gifted with the trait of being edible to most creatures capable of eating Jelly or similar substances, most such creatures find the fire slime to be not only absolutely delicious, but highly nutritious as well. They are also full of energy and keep well for travel. This makes the fire slime the ultimate trail rations and a delicacy for those fortunate enough to know about this trait, to the fire slimes unending agitation, frustration, annoyance, irritation and generally ruining their day.
Regeneration 5 (Ex): The fire slimes “body” parts easily before a bladed blow only to reform as the foreign body leaves its own. As a result, the fire slime takes only subdual damage from all non-energy and sonic damage and heals said subdual damage at a rate of five hit points a round.
Generate flame (Ex): fire ooze produces an excess of flammable gas when exposed to extremes of temperature, the amount of gas is relative to the extreme of the temperature. The gas dissipates quickly if separated from the fire slime too far and is largely harmless, it does serve as an excellent fuel for fires and it is pure joy for a fire slime to manage to ignite said gas so as to cover itself with a small cloud of flame that not only protects it and keeps it warm, it also keeps the fire slime producing more flammable gas, usually keeping up with the rate it is consumed by the fire. The fire slime need an external source to ignite the flames, it usually does this by approaching some other source of fire until they ignite. A fire slime that is engulfed in flame and then quickly removed from said source (like being struck by a fire ball or other quick burning fire) needs to make a fort save equal to the dc of the fire it was exposed to in order to cope with the sudden jump in gas consumption and decrease in heat for production of said gas or its flames will go out. A fire slime that doesn’t generate flame will do everything in its largely inconsiderable power to re-ignite itself from any source possible, the same will apply to a fire slime that encounters anyone when it has not yet managed to ignite.
Shadow Golem
Large Construct (Incorporeal)
Hit Dice: 16d10 (80 hp)
Initiative: +2 (Dex)
Speed: 20 ft. (can’t run), fly 40 ft. (good)
AC: 22(+2 Dex, +10 Deflection)
Attacks: Incorporeal touch +11 melee
Damage: Incorporeal touch 2d6 temporary strength
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Strength damage, create shadow, spell-like abilities
Special Qualities: Damage reduction 50/+3, Light Vulnerability, Incorporeal, Construct
Saves: Fort+5, Ref+7, Will+0
Abilities: Str -, Dex 14, Con -, Int -, Wis 1, Cha 1
Climate/Terrain: Any underground
Organization: Solitary, or gang (2-4)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 17-24 HD (Large), 25-67 HD (Huge)
Shadow Golems are extremely rare, yet very potent constructs often employed by necromancers and wizards who practice darkness magicks. Difficult and costly to create, Shadow Golems are an adversary that is not to be taken lightly. It is often found deep within the bowels of the darkest dungeons, shying away from light and guarding treasure hordes with mindless loyalty like the rest of their kind.
Many an adventurer has mistaken Shadow Golems for being undead creatures because of their incorporeal nature- but clerics have found this to be untrue in their attempts at turning them.
Combat
Shadow Golems make dangerous adversaries. They drain strength from their victims, often reducing them to shadows of their former selves. Many an adventurer has made particularly effective use of light magicks, weakening and holding the shadow golem at bay.
Strength Damage (Su): The touch of a shadow golem deals 2d6 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow golem dies.
Create Shadow (Su): Any humanoid reduced to Strength 0 by a shadow golem becomes a shadow, though it is mindless, and follows any commands the golem is issued.
Spell-like abilities: At will- darkness. Whenever there are shadows nearby, the shadow golem is also able to use the shadow dancer ability, Shadow jump althoughg the range is not limited. These abilities are as the spells cast by an 18th-level sorcerer.
Light Vulnerability (Ex): Shadow golems recoil from any strong light. Any spell or item that radiates light larger then a 20 ft. radius inflicts a -4 penalty to all the shadow golem’s saves, attack and damage rolls.
Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better 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 armour. Always moves silently.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Creating a Shadow Golem
Shadow golems are not created like golems in the usual way. Instead, a caster must have imprisoned a shadow of 5 or greater Hit dice within an ebony gem through the use of a trap the soul spell cast at midnight. Only then, upon the consecutive castings of darkness, shadow walk, greater shadow evocation and shadow conjuration within 15 ft. of the gem containing the shadow will the shadow golem come into being… spawning from the gem containing the shadow.
Not all Monsters featured above were created by me, all credits go to those people, any flaws et cetera are not caused by me, neither are they my fault, I however will correct them, although any changes will be dully noted as mine.
Medium Humanoid (Gnome)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 20 ft.
AC: 16 (+1 dex, +4 chain shirt, +1 small shield)
Attacks: Short sword +2 melee; or light crossbow +2 ranged
Damage: Short sword 1d6-1; or light crossbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Gnelf traits spells
Special Qualities: Gnelf traits, speak with animals
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 8, Dex 12, Con 12, Int 13, Wis 11, Cha_11
Skills: Listen +6, Spot +6, Search + 5,
Feats: Weapon Focus (short sword)
Climate/Terrain: Any forest, hill, and underground
Organization: Solitary, group (2-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Gnelves make their parent races look dull with, their unparalleled curiosity and inquisitiveness; they are the true wonderers, and wanderers. They have the natural talent of magic of both races, and the love of nature as much as is seen so strong in the two parents of this species.
Gnelves, stand almost 4’ foot high, and have an almost pixie like resemblance to fae, with pointy ears, amid the length of both species. Although not so skinny as their Elven cousins the are still as hardy as there gnomish relatives and there stature does nothing to down there natural nimbleness, and innate smarts; Inventors, adventurers, and craftsmen. They are likely entrepreneurs, rogues, wizards, and many other talents are open to them, although one rare thing is a Gnelvish cleric, or paladin, Gnelvish barbarians are only half as rare, but do not frequent the numbers as often as other class choices (other then the stuffy alternative of paladins and clerics).
Most Gnelves end up 606 at the concluding part of there years, some have been known to live up to 675 years. Most of this time is spent joking and laughing, and like gnome they adore practical jokes, almost even more then gnomes, but as gnomes they never harm (or intend to anyway).
• Immunity to magic sleep spells and effects.
• +2 racial bonus to Will saves against enchantment spells or effects.
• Low-Light Vision: Gnelves can see twice as far as a human in starlight, moonlight, torchlight, etc.
• +2 racial bonus to Search, Spot, and +3 Listen checks.
• +2 racial bonus to saving throws against illusions.
• +1 racial bonus to attack rolls against kobolds and goblinoids.
• +4 dodge bonus against giants
• +2 racial bonus to Alchemy checks
• +2 racial bonus to saving throws against enchantments
Spells: Gnelves with Intelligence scores of 10 or higher may cast dancing lights, ghost sound, prestidigitation, and daze each once per day as a 1st-level wizard (spell failure penalties for armor apply). Gnelves with Intelligence scores of 12 or higher may cast Colour spray, and sleep each once per day as a 1st-level wizard (spell failure penalties for armor apply).
Speak with Animals (Sp): Once per day a Gnelf can use speak with animals as a 1st-level druid to communicate with a Forest animal 1/day
Combat:
Gnelves prefer ambushes, with spell use then assault, seeing the show of combined enchantment and illusion magic is quite scary.
The favoured class is either Druid or Illusionist depending on the dominant parent
The way to determine the Weight height and age of Gnelves is thus:
Code:
[color=royalblue]Gnelf, man Height Base weight
3’ 7” +2d8 60lb X1d4
Gnelf, woman Height Base weight
3’ 5” +2d8 55lb X1d4
Gnelf Adult hood 1st category 2nd category 3rd category
75 4d6 6d6 10d6
Gnelf Middle age Old Venerable Max age
137 206 275 +4d% years [/color]
Ecl +2
Half-Gnoll
Medium-Size Humanoid (Gnoll)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (scale mail), base 30 ft.
AC: 17 (+1 natural, +4 scale, +2 large shield)
Attacks: Battleaxe +3 melee; or shortbow +1 ranged
Damage: Battleaxe 1d8+1; or shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft. +1 skill per level, Bonus feat at level 1
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 11, Int 11, Wis 11, Cha 8
Skills: Listen +4, Spot +5
Feats: Power Attack, Skill focus: Spot
Climate/Terrain: Temperate or warm land and underground
Organization: Solitary, pair
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class
Half-gnolls speak Gnoll, common and sometimes Goblin or Orc.
A half-gnoll is obvious at first site a hybrid, it is already human-like appearance, is enriched, by the human heritage. They still retain some of their gnoll traits, the scruffy mane, and hyena-like paws and fur. They stand a rough 7 foot, but most do not use there overpowering looks in tactic, as they are not evilly inclined.
Combat
Because of its armor and shield, a Half-gnoll’s Hide score is -6, which means Half-gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, heavy cover, or some other form of concealment).
Half-gnoll Characters
A Half-gnoll’s favored class is ranger.
Gurak
Hit Dice: 1d8 (4 hp)
Initiative: 0
Speed: 40 ft.
AC: 13 (+3 Hide armour)
Attacks: Tellra
Damage: Tellra
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: They’re traits
Special Qualities: They’re traits
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills: Hide +7, Move Silently +3
Feats: Weapon focus(Tellra)
Climate/Terrain: Any hill or plain
Organization:??
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
They have a strong teamwork, and firm sense of ethics. This is where the phrase “They Graveyard” Referring to a place where Many members of a team have died together instead of fleeing and living to fight another day.
At first glance, they seem to be strongly built, this is because of stance and technique, and this is very useful when attacking large groups of monsters, that one-by-one are not that powerful. They fight best with a Tellra, an alternative axe, with a sharp pointed “Beard”, and is often nick named “Dwarf face“. While they may seem primitive, they are not unintelligent, uncharismatic or impulsive, strangely though they are not especially strong or robust.
They are skin is thick and calloused although not enough to warrant bonuses in combat, it also has a very deep green look to it. After maturing, they adorn their bodies with red tattoos, these tattoos have no magical effect, and are in all respect mundane.
Combat
If provoked, they will flank and chase the enemy into a wall of spears, if they do not follow/won’t be chased they will surround and attack
Their Traits (Ex): They benefit from a number of racial traits.
• +4 racial bonus to intimidate.
• +2 morale bonus to saving throws against fear.
• May gain the feat “Scent”
• Intimidate is always a class skill
Crobold
Small Humanoid (Reptilian)
Hit Dice: 1/2 d8 (2 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 22 (+1 size, +3 Dex, +6 natural, +2 leather)
Attacks: Bite??, Claw??
Damage: Bite??, Claw??
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., Lowlight vision
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 10
Skills: Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2
Feats: Alertness
Climate/Terrain: Any land
Organization:?
Challenge Rating:?
Treasure: Standard
Alignment: Usually Chaotic evil
Advancement: By character class
Crobolds do not speak any language, instead they can make clicking and screeching noises. Crobolds look like a cross between crabs and Kobolds; they have very large pincers that cannot wield weapons. On the underside of their hard exoskeletal back, they have a large mouth much like a crab, with smaller pincers that are solely used for grappling. Their back legs are powerful and mainly used for leaping; they are covered with a thick reptilian scale that has tufts of fur sprouting here and there.
Parval
Tiny Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +8 (+2 natural +2 Dex, +4 Improved Initiative)
Speed: 10 ft., fly 40 ft. (good)
AC: 14 (+2 size, +2 Dex)
Attacks: Kukri 18-20 +2 melee,
Damage: Kukri 18-20 1d4
Face/Reach: 2-1/2ft. by 2-1/2ft./0 ft.
Special Attacks: Parval Traits
Special Qualities: Parval Traits
Saves: Fort -1, Ref +3, Will +0
Abilities: Str 8, Dex 14, Con 8, Int 11, Wis 11, Cha 11
Skills: Listen +3, Spot +3
Feats: Improved Initiative
Climate/Terrain: Temperate forest
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 1/3
Treasure: Standard
Alignment: Always non-evil often chaotic
Advancement: As character class
These small folk, are rumoured to be related to Pixies and Grigs, but what ever else was involved in the evolution it hasn’t watered down the mischievousness, but they do not put that in front of there friends.
Combat
Parval use stealth, and spell casting over what few brute strength they have.
Parval traits: Parval benefit from various racial traits:
• +2 to initiative: Quick and flighty, they are quick to notice danger, and gain +2 to spot checks at the start of combat.
• Stats: Quick, weak and fragile sums up the Parval, they gain +4 to dexterity, and -2 to constitution and strength
• +4 vs. charm effects
• Can automatically gain 20% concealment in woodland conditions.
Dire camel
Huge animal
HD: 5d8+25 (Hp 47)
Speed: 50ft
Initiative: +3 (+3 Dex)
AC: 14 ( -2 size +3 Dex +3 Natural)
Attacks: Bite +13
Damage: 2d6 + 15
Face/Race: 10 ft by 20 ft/10 ft
Special attack: Spit
Special qualities: Scent
Abilities: Str 30 Dex 16 Con 20 Int 2 Wis 11 Cha 4
Skills: Listen +5 Spot +5
Save: Fort +9 Refl +7 Will +1
Climate/Terrain: Any desert, hill, and mountains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement:-
Fierce and tough, a fearsome creature, and not a small enemy.
Spit (Ex): Conjuring a huge amount of saliva, the dire camel is capable of spiting a dangerous and thick wad, dealing 1d4 subduel damage and 1 temporary Con damage. The range is 10ft, and can be used every 1d2+2 rounds.
Carrying Capacity: A light load for a Dire camel is up to 2128 pounds; a medium load, 2144-4256 pounds; a heavy load, 5272-6400 pounds. A Dire camel can drag 32,000 pounds
Dire Hedgehog
Small Animal (dire)
HD 3d8+3 (hp 16)
Initiative +2 (Dex);
Speed 10 ft;
AC 17 (+2 Dex, +2 size, +3 natural);
Attacks bite +4 melee;
Damage bite 1d6;
Face/Reach 5 ft by 5ft/5ft;
Special quality : Scent, Spines
Saves: Fort +4, Ref +5, Will +1;
Abilities: Str 11, Dex 14, Con 13, Int 4, Wis 12, Cha 4;
Skills and Feats: Hide +10, Listen +6, Move Silently +6; Weapon finesse (bite)
Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:?
Treasure: none
Alignment: Always Neutral
Advancement: None
This dire form of Hedgehog, is a larger, and more dangerous the it’s cousin. Roughly 3 foot long, with sharp spines.
Spines (Ex): Creatures doing unarmed strikes against a hedgehog must make a Reflex Save (DC 11) or get struck by a spine, doing 1d4 point of damage. If someone were stupid enough to try to eat it or play football with it, they take 1d6 points of damage
Raccoon
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 15 (+1 size, +3 Dex, +1 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d3, bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.
The raccoon's body is stocky and generally weighs from 13-15 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.
COMBAT
Raccoons attack with their forepaws and teeth.
Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.
Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.
ACTIVITY/ECOLOGY
Raccoons are nocturnal and seldom active in the daytime. During extremely cold, snowy periods, raccoons have been observed sleeping for long periods at a time, but do not hibernate. Primarily a solitary animal, the only real social groups raccoons form are that of mother and young. Although, occasionally a male may stay with a female for a month prior to breeding and until after the birth of their young.
Raccoons have a highly developed tactile sense. Their human-like forepaws are especially sensitive and enable the raccoon to handle and pry open prey and climb with ease. With their fine sense of hearing, raccoons are also especially alert. Similarly, raccoons have excellent night vision. Their common gait is a shuffle like walk; however, they are able to reach speeds of 15 miles per hour on the ground. Raccoons climb with great agility and are not bothered by a drop of just over 10 times their own length.
As well as being excellent climbers, raccoons are also strong swimmers, which is beneficial to an animal that often lives near water. However, they are reluctant to swim; without waterproof fur, swimming forces them to take on extra weight. Raccoons don't travel any farther than necessary; they travel only far enough to meet the demands of their appetites.
Special thanks to Graz’zt
Dire Raccoon
Medium sized Animal
Hit Dice: 3d8+6 (13 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 17 (+1 size, +3 Dex, +3 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d4+2, bite 1d6 +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Medium)
The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.
The raccoon's body is stocky and generally weighs from 39-45 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.
Although its cousins may be timid, the larger and fiercer version is rough even in dire context.
COMBAT
Raccoons attack with their forepaws and teeth.
Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.
Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.
Dire sheep
Large Animal (dire)
Hit Dice: 4d8+16 (34 hp)
Initiative: +1 (Dex)
Speed: 30 ft
AC: 16 (+1 Dex, +6 natural, -1size)
Attacks: Bite +6 melee
Damage: Bite 1d6 +9
Face/Reach: 5 ft by 5 ft/5 ft
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 22, Dex 13, Con 18, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Climate/Terrain: Any land
Organization: Solitary (1-2) Leader (1+10-100 normal sheep)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-9 HD (Large) 10-12 HD (Huge)
A colossal version of the sheep, whose wool has mated and tangle to such an extent that it provides protection equal to that of banded mail, its fierce eyes glow a manic red, and the occasional froth at the mouth.
COMBAT
More the usual the leader of the pack, this sheep attacks fiercely all who stand in its herd’s way, often savaging bodies that it’s fellow sheep cannot digest.
Goat
Small-Size Animal
Hit Dice: ½d8 (3 hp)
Initiative: +2 (Dex)
Speed: 25 ft
AC: 14 (+2 Dex, +1 natural, +1 size)
Attacks: Gore +0 melee
Damage: Gore 1d4 -1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge
Special Qualities: Scent
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 8, Dex 15, Con 10, Int 2, Wis 11, Cha 4
Skills: Listen +6, Spot +3
Climate/Terrain: Any land
Organization: Herd (3-12)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium-size)
The statistics here describe the common goat.
Combat
A goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.
Knockback (Ex): When a goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge. The size rules apply as normal to a knockback; since a goat is Small, it can only knockback Small creatures or smaller.
Improved Charge (Ex): A goat goat can charge if he moves in a straight line for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.
Goat, Dire
Medium-Size Animal
Hit Dice: 3d8 + 6 (19 hp)
Initiative: +2 (Dex)
Speed: 40 ft
AC: 15 (+2 Dex, +3 natural)
Attacks: Gore +5 melee
Damage: Gore 1d8 +3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge
Special Qualities: Scent
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 16, Dex 15, Con 14, Int 4, Wis 12, Cha 4
Skills: Listen +8, Spot +5
Climate/Terrain: Any land
Organization: Solitary or Herd (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large-size)
The dire goat has a reputation for a nasty temperament.
Combat
A dire goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.
Knockback (Ex): When a dire goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The dire goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge.
Improved Charge (Ex): A dire goat can charge if he moves in a straight line of at least 15 feet for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.
Dire Shrew
Small Animal
HD: 3d8+15 (hp 16)
Initiative: +3 (Dex)
Speed: 50 ft, climb 15 ft
AC 17 (+3 Dex, +1 size, +3 natural);
Attacks: 2 claws +4 melee, bite -1 melee
Damage: claw 1d4-1, bite 1d8-1 plus poison
Face/Reach: 5 ft by 5ft/5ft
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +6, Ref +4, Will +2;
Abilities: Str 9, Dex 16, Con 20, Int 1, Wis 12, Cha 6
Skills: Hide +10, Jump +6, Move Silently +6
Feats: Weapon Finesse(Bite)
Climate/Terrain: Any temperate forest and underground
Organization: Solitary or frenzy(6-12)
Challenge Rating: 3
Treasure: none
Alignment: Always Neutral
Advancement: 4-5 HD(Medium-sized); 6-7 HD(Large)
Dire shrews are much larger and much more tenacious versions of the minute little insectivores we have come to know.
At a length of three-feet, these beasts are not very intimidating at first glance, but when the beast opens its toothy maw you can see its many razor-sharp fangs that are capable of inflicting great pain. These fierce animals prey on anything
that they can bring down. Usual victims are deer, dire rats, badgers, moose’s, black bears, and even humanoids.
Though usually solitary, these creatures sometimes go into feeding frenzies. This is when they are most dangerous.
Combat: Dire shrews are not particularly strong creatures, but are quite venomous. When their poison fails them, dire shrews must rely on their sharp claws and powerful teeth to tear the victim to shreds.
Poison(Ex): Bite; Fortitude save(DC 16); Any creature that fails the save takes 1d6 temporary strength damage, 1d8 temporary dexterity damage, and 1d6 temporary constitution damage. Secondary damage is the same.
Feeding frenzy(Ex): Whilst within a group, and against a creature(if it is a group only that creatures counts and is attacked) of equal, lower or +1 of there el rating, they have +1%, for each round spent against that creature, chance of going crazy and berserking (in the same way a golem might)
Undervile
Large magical Beast
Hit-dice: 12d10+84 (150hp)
Initiative: 0
AC: 16 (+1 Dex, -1 size, +6 Nat. armour)
Attack: Bite +17 ; 2 tentacle+ 12; tail +12; elbow spike +12
Damage: 2 Tentacles 2d4+5 Bite 2d6+ 7 Tail 1d8+5 Elbow spike 1d2+5
Reach: 5 ft. by 5 ft. /10 ft.
Special attacks: Improved grab, Cleave, Greater cleave, Power attack
Special qualities: DR (10/+1), Endurance, Great fortitude,
Saves: Fort +15 Ref +8 Will +3
Abilities: Str 21(5) Dex 11(0) Con 24(7) Int 4(-3) Wis 8(-1) Cha 22(6)
Skills: Hide+2, Move silently+2 spot+4 listen+4
Feats: Improved critical, Weapon focus: Bite
Climate or terrain: Any land and underground
Organization: Solitary (1)
Challenge rating: TBA
Treasure: None
Alignment: Always evil
Advancement: None
An Undervile is a vile creature, it attacks devours any creature it can see, although it may retreat if seriously hurt.
Standing from 10-15 ft high, these gruesome creatures seemed to have come from other planes even though these are rumours, the it sprang from the underdark. It seems that nothing of this sort could be Toril born; both hands are squid like and have amazing grip, and crushing power. These octopi-appendages are 2 to 3 foot long and coated with a slimy substance. The mouth has 3 razor sharp talons around it also 3-4 foot long, which can undeniably crush metal, mounted close into the bone under the skin is a pair of beady red eyes, that disallow site towards the side. It has dinosaur-esque feet, 3 talons and a thumb; these feet are gigantic to keep the creatures balance, which it looses if it raises one to attack. Its skin is almost as hard as rock and any blows that get through are almost instantly ignored. It’s most distinguishing mark is the large (½-1 foot) spike on its elbow (Upper arm) which is rarely used in combat.
With special thanks to Kris
Plaze
Fine Ooze
Hit-dice: 1/8 d10 (1 Hp)
Initiative: 4(4+ dex)
Speed: 25 ft, swim 45
AC: 22 (+4 Dex, +8 size)
Attack: Slam +12
Damage: Slam 1-3
Reach: 1/2. /0 ft.
Special attacks:
Special qualities: Regeneration 1, Groove
Saves: Fort +0 Ref +4 Will -5
Abilities: Str 4(-3) Dex 19(4) Con 10(0) Int -- Wis 1 Cha 1
Skills: None
Feats: None
Climate or terrain: Any temperate or warm
Organization: Plague 60
Challenge rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 1/8 to 2 (diminutive)
They seem to be a joke, but after you see their numbers and speed, you won’t be laughing
Plaze, are small and green blobs of ooze, that multiple at phenomenal rates, no one knows how they came to be and no one cares.
Combat:
Plaze swarm and over run, they attack anything they can find wood, creatures, metal if it sees another object it will attack it, the only thing they will not attack are other oozes.
Special abilities:
Regeneration (Ex): Electricity deals normal damage to a Plaze.
Groove (Ex): whenever confronted with decent music (above DC 20), the Plaze immediately quivers with joy, stopping all aggressive action and just grooving until the music ceases (perform checks are required every round)
Dravern
Huge Dragon (Sonic)
Hit Dice: 16d12+14 (168 hp)
Initiative: +1 (Dex)
Speed: 20 ft., fly 30 ft. (Clumsy)
AC: 24 (-2 size, +1 Dex, +15 natural)
Attacks: bite +21 melee, Sting +12 melee, 2 wings +12 melee; or _2 claws +12 melee
Damage: Sting 1d6+3, bite 2d8+7, wing 1d8+7; or claw 1d6+3
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Acid, improved grab, snatch
Special Qualities: Scent, damage reduction 5/+1, Sonics immunity, hover, Blind sight, Push off, Frightful presence
Saves: Fort +14, Ref +11, Will +11
Abilities: Str 24, Dex 13, Con 18, Int 12, Wis 12, Cha 12
Skills: Listen +20*, Move Silently +9 Spot +13*
Feats: Alertness, Flyby Attack, dodge, mobility
Climate/Terrain: Temperate and warm forest, hill, and mountains (Caves)
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 9
Treasure: Standard
Alignment: Often evil
Advancement: 16-20 HD (Huge); 18-23 HD (Gargantuan)
These are the malformed offspring of Wyvern and Black Dravern.
At a glance, it may pass as its Chromatic cousins, but after closer inspection, the subtle differences arise and it becomes apparent it is a hybrid. One of the most prominent differences is that the monsters scales twists and spikes shift sonic vibrations away from it, the wings are too small to carry it fast, although flight is possible. The usual poison in its tail is gone; the breeding with black Draverns has produced powerful acid in its place. As soon as you see its mouth, and the strange shape of its teeth, you realize
It must screech at its victims causing vibration that can rip apart flesh, knock a man out, or shatter stone.
Combat
Frightful Presence (Ex): A Dravern can unsettle foes with its mere presence. The ability takes effect automatically whenever the Dravern attacks, charges, or flies overhead. Creatures within a radius of 30 feet x 6 are subject to the effect if they have fewer HD than the Dravern.
A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 Dravern’s HD + Dravern’s Charisma modifier) remains immune to that Dravern’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draverns ignore the frightful presence of other Draverns.
Acid: The Dravern can use the acid on its tail to deal 4d4 damage
Breath weapon: A Dravern can blast sonic energy in a cone up to 80 feet long. It can tune the harmonics of this destructive power to affect different types of targets.
• Flesh: Disrupting tissue and rending bone, this horrible attack deals 10d6 points of damage to all within the cone (Reflex half DC 20) and have a chance to be deafened permanently (Fortitude 25) If they made the Reflex save they need not take the Fort save.
• Nerves: The Dravern can knock out an opponent that does not make their Fortitude save (DC 30) and their Reflex save (DC 15); you need to fail both to be knocked out. If you only fail your Reflex you are unaffected, if you fail your Fortitude save your next 1d4+1 rounds you can only take partial actions.
• Material: All objects within the cone must succeed at a Fortitude save (DC 25) or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack. Magic items are immune to this
Improved Grab (Ex): To use this ability, the Dravern must hit with both claw attacks. If it gets a hold, it hangs on and stings.
Snatch: If a Dravern gets a hold on a creature, four or more sizes smaller, it automatically deals damage with both claws and its sting attacks each round the hold is maintained. The Dravern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the Dravern flings it while flying, the creature suffers this amount or falling damage, whichever is greater.
Special qualities: Dravern have scent, DR (5/+1), Sonics Immunity, Hover and Blindsight. It also gains Push back, once a round, as a free action, jump and flap its wings to move back 15 feet
Skills: *Draverns receive a +3 racial bonus to Spot checks when flying during daylight hours.
Draverns gain a +10 racial modifier when in caves or other enclosed places.
Flay worm (Young)
Small Aberration
Hit-dice: 1d8 (4hp)
Initiative: 3(+3 dex)
AC: 17 (+3 Dex, +1 size, +3 Nat. armour)
Attack: 5 tentacles +4, bite +0, tail -3
Damage: 5 Tentacles 1d2 Bite 2d4 Tail 1d2 +1d6 acid
Reach: 5 ft. by 5 ft./5 ft.
Special attacks: improved grab, extract,
Special qualities: Illithid speech
Saves: Fort +0 Ref +3 Will +6
Abilities: Str 7 Dex 17 Con 10 Int 17 Wis 19 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+12 listen+4
Feats: Weapon Finesse (Tentacles, Tail) Alertness, Skill focus: Jump
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: TBA
Treasure: None
Alignment: Always evil (Had them tagged as Neutral for a while)
Advancement: 2-6(Medium sized) 7-10(Large)
Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flay worm must hit a Tiny to Medium-sized creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Large or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then large.
Tail (Ex) The tail, on successful hit, deals 1d6 acid damage.
Flay worm (Mature)
Medium-Sized Aberration
Hit-Dice: 2d8 (9hp)
Initiative: 6 (+2 dex +4 Improved Initiative)
AC: 16-18 (+2 dex +0 size +4 Nat. AC)
Attacks: 5 Tentacles +3 Bite -2 Tail -4
Damage: 5 Tentacles 1d3 Bite 2d6 Tail 1d3 + 1d8 acid
Reach: 5ft by 5ft/5ft
Special attacks: Improved grab, extract, Tail sear, spring attack
Special qualities: Illithid speech, Acid spill
Saves: Fort +1 Ref +2 Will +8
Abilities: Str 11 Dex 15 Con 12 Int 18 Wis 20 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+2 listen+4
Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Improved initiative
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: TBA
Treasure: None
Alignment: Always evil (Had them tagged as Neutral for a while)
Advancement: 2-6(Medium sized) 7-10(Large)
Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flay worm must hit a Small to Large Creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is Huge or larger the process takes +1 rounds for ever Size category larger then large.
Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part
Tail (Ex) The tail, on successful hit, deals 1d8 acid damage.
Illithid speech (Su) Flay worms may speak telepathically to any Illithid
Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 4 ft pool (As Ochre jelly)
Flay worm (Adult)
Large Aberration
Hit-Dice: 7d8 (31hp)
Initiative: 5 (+1 dex +4 Improved Initiative)
AC: 19 (+1 dex -1 size +9 Nat. AC)
Attacks: 5 Tentacles +5 Bite + 0 Tail -2
Damage: 5 Tentacles 1d4 + 4 Bite 2d8 +6 Tail 1d4+ 4 + 2d4
Reach: 5ft by 10ft/5ft
Special attacks: Improved grab, extract, Tail sear, spring attack, blindfight
Special qualities: Illithid speech, Acid spill
Saves: Fort +4 Ref +2 Will +6
Abilities: Str 18 Dex 12 Con 17 Int 18 Wis 22 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+0 listen+10
Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Spring attack, Blindfight
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: TBA
Treasure: None
Alignment: Always evil (Had them tagged as Neutral for a while)
Advancement: 2-6(Medium sized) 7-10(Large)
Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flay worm must hit a Medium-sized to Huge creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is huge or larger the process takes +1 rounds for ever Size category larger then Huge.
Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part
Tail (Ex) The tail, on successful hit, deals 2d4 acid damage
Illithid speech (Su) Flay worms may speak telepathically to any Illithid
Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 10 ft pool (As Black pudding)
Flay worms gain HD+2 to determine the Natural AC bonus.
Large Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 60 ft. (good)
AC: 17 (-1 size, +3 Dex, +5 natural)
Attacks: Bite +8 melee, 2 wings +3 melee
Damage: Bite 1d8+4 and poison, wing 1d6+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Improved grab, improved trip, snatch, constrict 1d6+6, poison
Special Qualities: Scent
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 12, Cha 12
Skills: Listen +6, Spot +6
Feats: Improved Initiative
Climate/Terrain: Temperate land
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: None
Poison (Ex): Bite, Fortitude save (DC 15) initial and secondary damage 1d6 temporary Constitution.
Constrict (Ex): A Grauchen deals 1d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures.
Grauchens gain Improved Initiative and improved trip as bonus feats.
Grauchens (Graw-kens (Like Draw-pens) are 10 foot long, winged snakes. They are territorial, and will fiercely protect young and mates, using they’re large fangs, and prehensile tails. In combat they will strike with their tails trying to trip, and then bite to deliver the venom, if the opponent is larger they will bite then try to constrict them. If they attack from above, they will attack by diving down and biting repeatedly.
Training a Grauchen
Training a Grauchen as an aerial mount requires a successful Handle Animal check (DC 21 for a young creature, or DC 28 for an adult) and that the creature is willing. Grauchens mature in about two years. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic bridle enchanted for this purpose.
Grauchen eggs are worth 4,500 gp apiece on the open market; while young are worth 9,000 gp each. Professional trainers charge 1,800 gp to rear or train a Grauchen. Riding a trained Grauchen requires an exotic saddle. A Grauchen can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a Grauchen is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Whip spider
Tiny Beast
HD 1/2d10 (hp 2)
Initiative +2 (Dex);
Speed 10 ft;
AC 21 (+6 Dex, +2 size, +3 natural);
Attacks: bite +8 melee;
Damage: bite 1d3-3;
Special quality: Perm. Spider climb,
Special attack: Weapon finesse (bite) Weapon finesse (sting), poison(Bite, sting)
Face/Reach 2 1/2 ft by 2 1/2 ft/0 ft;
Saves: Fort +2, Ref +8, Will +1;
Abilities: Str 5, Dex 19, Con 11, Int 6, Wis 12, Cha 8;
Skills and Feats: Hide +6, Move Silently +6;
Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:?
Treasure: none
Alignment: Always Neutral evil
Advancement: 1-3HD tiny 4-7HD small 8-12HD Medium
These evil creatures, vile sentiments left in now blocked caves by the corrupt Drow. Appearing to be 1-2 ft long spiders with a snake tail and head, fondly named “Elgluth orrb” Or Whip spider by the Drow.
Usually they jump from the ceiling or wall, and latch on, biting and stinging.
Enfeeblement Poison (Ex): The sting attack delivers a deadly toxin that (Fort save DC 10, initial 1d6 temporary Dex and 2d6 temporary Wisdom / secondary feeblemind). The feeblemind affects the victim as a spell of the same name cast by a 1st-level sorceror.
Paralytic Poison (Ex): The bite delivers a paralytic poison (Fort save DC 10, initial 1d6 temporary Con 2d6 strength / secondary paralysis). The paralysis lasts for 1d6 rounds.
Whisp
Small Aberration (Air)
Hit Dice: 5d8 (40 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (perfect)
AC: 29 (+1 size, +9 Dex, +9 deflection)
Attacks: Cold +16 melee
Damage: Cold 2d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Spell immunity, Telepathy
Saves: Fort +3, Ref +12, Will +9
Abilities: Str -, Dex 28, Con 10, Int_14, Wis 16, Cha 16
Skills: Bluff +11, Listen +17, Search_+14, Spot +17
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Any Neutral or lawful *
Advancement: 6-18 HD (Small)
Wisps (Also known as whispers) are the goodly aligned cousins of Will o’ wisp. They vary in abilities from their evil cousins. They tend to be extremely shy, and introspective. Yet many a wizard has gone that way, because of a bonding with them as familiars. They start by communicating, it is quite shocking to have a feeling of cold on the back of your head and the words “I am Slyivis the air whisper, and I have come to befriend you, do not fear my call!” then they lead them down the path of wizardry. Not all of a Whisps friends are magi, some can be druids’ friends, and some may even take fancy to some fighters.
On sight they seem to be very small Air elementals
Spell Immunity (Ex): The only spells that can affect Whisps are magic circle against chaos, magic circle against evil, magic missile, maze, protection from chaos, and protection from evil.
Telepathy (Su): Whisps can communicate telepathically with any creature it touches that has a language. It can also tell the alignment, and race of the creature by performing this.
*True neutral, Lawful neutral, Neutral good, Lawful good
Giant’s stool
Huge Construct
Hit Dice: 16d10 (88 hp)
Initiative: -1(Improved Initiative)
Speed: None
AC: 32 (-2 size, +29 natural Dex-5)
Attacks: Huge Falchions+14 Huge falchion +14
Damage: Huge falchion 2d6+13 Huge falchion 2d6 +13
Face/Reach: 10 ft. by 10 ft./15 ft.
Saves: Fort +5, Ref +0, Will +5
Abilities: Str 36, Dex 1, Con --, Int --, Wis 11, Cha 1
Skills: N/A
Feats: N/A
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Always Neutral
Advancement: N/A
Large immobile constructs, with humongous Falchions, they can also spin and attack everyone in it’s reach.
Combat:
Giant’s stools attack, the weakest character first, unless a larger threat is present, they can also be programmed to do other things.
Dream Phase Spider
Large Magical Beast
Hit Dice: 10d10+20 (70 hp)
Initiative: +10(+4 Improved Initiative, +6 dex)
Speed: 50 ft., climb 50 ft.
AC: 20(+5 Natural, +6 Dex, -1 size)
Attacks: Bite +15 melee
Damage: Bite 1d8+3 and poison
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Dream jaunt, poison, , There to strike.
Special qualities: Racial feats
Saves: Fort+10, Ref+13, Will+7
Abilities: Str 14, Dex 22, Con 15, Int 8, Wis 18, Cha 18
Skills: Climb+12, Listen+4, Move silently+10, Spot+10, Lucid dreaming +7
Feats: Improved Initiative, Weapon Finesse (Bite),
Climate/Terrain: The Plane of dreams/Underground
Organization: Solitary, or cluster (1d4 50% chance of 1d2+1 Medium sized monsterous spiders)
Challenge Rating: 8
Treasure: None
Alignment: Chaotic neutral
Advancement: 11-13 HD (Large), 14-20 HD (Huge)
Dream Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Dream Phase Spiders make their home on the Dream Plane, and shuttle forth to the Material plane to hunt and attack prey.
Dream Phase Spiders look little like their cousins- a shiny blue carapace with brilliant nimbus like star shapes dotted across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, despite this they have not been evilly maligned, however it is the dream heart that has effected there alignment.
Despite their intelligence, Dream phase spiders do not speak.
Combat
Dream Phase Spiders hunt and dwell on the Dream plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them in there sleep. Due to their incredible cunning, they make deadly opponents in combat, more often then not leaving their opponents no time to react, and when they do, jumping at the occasion to strike.
Dream Jaunt (Su): An Dream phase spider can shift back to the Dream to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.
Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary wisdom.
Racial feats (Ex): Dream phase spiders gain combat reflexes, spring attack, and master tactician as bonus feats.
There to strike (Ex): If an opponent is within reach (jump or movement distance) when they make an attack or opportunity, they may move the distance and make the attack.
Astral Phase Spider
Large Magical Beast
Hit Dice: 10d10+20 (50 hp)
Initiative: +8(+4 Improved Initiative, +4 dex)
Speed: 50 ft., climb 30 ft.
AC: 22(+5 Natural, +4 haste, +4 Dex, -1 size)
Attacks: Bite +14 melee
Damage: Bite 1d8-1 and poison
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Astral jaunt, poison
Special Qualities: Haste
Saves: Fort+9, Ref+11, Will+3
Abilities: Str 11, Dex 18, Con 15, Int 14, Wis 15, Cha 14
Skills: Climb+12, Listen+4, Move silently+13, Spot+10
Feats: Improved Initiative, Weapon Finesse (Bite)
Climate/Terrain: The Astral Plane/Underground
Organization: Solitary, or cluster (1d2 plus 1d3+1 sword spiders, and 1d3 phase spiders)
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral evil
Advancement: 11-13 HD (Large), 14-20 HD (Huge)
Astral Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Astral Phase Spiders make their home on the Astral Plane, and shuttle forth to the Material plane to hunt and attack prey.
Astral Phase Spiders look little like their cousins- a shiny black carapace with brilliant green and blue streaks across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, which has given them an evil and malicious temperament and more closely aligned to evil.
Despite their intelligence, astral phase spiders do not speak.
Combat
Astral Phase Spiders hunt and dwell on the Astral plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them with a planned ambush. Due to their incredibly fast speed, they make deadly opponents in combat, more often then not leaving their opponents no time to react.
Astral Jaunt (Su): An astral phase spider can shift back to the Astral to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.
Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary Constitution.
Haste (Su): Astral Phase Spiders act as if under a continuous haste spell cast by an 18th-level sorcerer. The abilities granted by the haste effect are included in the creature’s statistics.
SHADOW PHASE SPIDER
Large Magical Beast
Hit Dice: 5d10+12 (30 hp)
Initiative: +6 (+2 Dex)
Speed: 30 ft., climb 10 ft.
AC: 17 (-1 size, +2 Dex, +2 natural +4 improved initiative)
Attacks: Bite +1 melee, 2 claws +-3 melee)
Damage: Bite 1d8-2 and poison, Claw 1d6+-2
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Shadow Jaunt, poison, spell-like abilities
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 8, Dex 14, Con 12, Int 13, Wis 17, Cha 9
Skills: Climb+4, Listen+12, Spot+8, Sense Motive +10
Feats: Improved Initiative, Alertness
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Climate/Terrain: Shadow plane, any land and underground
Organization: Solitary or cluster (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-8 HD (large); 9-15 HD (Huge)
Shadow Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Shadow Phase Spiders make their home on the Shadow Plane, and shuttle forth to the Material plane to hunt and attack prey.
Shadow Phase Spiders look like a undead, decaying version their cousins- with dry creaking carapace covered in growths and scars. Their eight eyes are hollow, glowly faintly with a soul chilling red light. Like all phase spiders, they have 8 legs, but the front two do not have feet, but rather they each have a huge blood-soaked scythe-like blade, measuring nearly 3ft long. Though not as intelligent as an astral phase spider, they are more evil and a lot more alert. They also have a tiny amount negative energy within them, allowing them access to a few spells.
Despite their intelligence, shadow phase spiders do not speak.
SHADOW PHASE SPIDER COMBAT
Shadow Phase Spiders hunt and dwell on the shadow plane, seeking to quench their thirst on a living prey’s life essence. Once prey is located, they shift to the Prime and quickly and mercilessly pounce on the victim, never does the spider plan its attacks. Due to their finely tuned senses, they make deadly opponents in combat, more often leaving nothing but a few crimson stains on the prime.
Shadow Jaunt (Su): A Shadow phase spider can shift back to the Shadow to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.
Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary Constitution.
Spell-Like abilities: 2/day-cause fear, death knell and death ward. These abilities are as spells cast by a 10th level sorcerer (save DC 12+spell level).
Fire slime
Small Ooze
Hit dice: 2d10+2 (16 hp)
Initiative: 0
Speed: 10 ft
AC: 10
Attacks: slam +0
Damage: slam 1d4+1
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Flame spout
Special Qualities: Blindsight, Cold resistance 15 and Fire resistance 30, Warding flame, Ooze, Edible, regenerate 5, generate flame
Saves: Fort +0,Ref +0,Will +0
Abilities: Str 12 Dex 10 Con 10 Int - Wis 11 Cha 14
Climate/Terrain: Anywhere underground
Organization: Solitary, cluster (2-4) frigging swamp (10-25)
Challenge rating: 1
Treasure: none
Alignment: Always neutral
Advancement: 4-5 medium, 6-7 large
Fire slime are a rare type of ooze that are occasionally found in hot underground places. They are made even rarer by them possessing 2 qualities believed to be positively unique among oozes 1. They posses a sense of self-preservation and 2. They are the only known ooze to be not only edible, but to actually be delicious! Fire slime is currently gaining the status of a creature hunted for its “meat”. And is quickly gaining popularity wherever it becomes available, to the point of it someday rivalling dragon in terms of desirability, though fortunately not in price. Fire slime feed largely on exchanging heat with its environment; feeding on heat and in the process producing a flammable gas that also provides their primary means of defence (a fire slime is generally to scared/concerned for its own health to actively go on the offence if it can flee).
A fire slime looks like a small blob of bluish slime (sometimes in the process of combustion) that for reasons unknown to even the greatest of sages appear to be a quite charming and cute, this trait has served to keep them alive surprisingly rarely however and they, apparently knowing this, no longer try to charm their way out of an encounter with other life forms. (not that it could ever do much more than look cute) so it now operates on a more simple system of burn or flee, if it has no flame the system becomes even simpler, flee. (not that its speed of 10ft a round is getting it anywhere...)
no one knows where fire slime come from, nor how they breed, some theorise that they are some form of elemental creature, many point out that this is unlikely due to its lack of true elemental abilities. Most agree however that what is important is that they are here and they taste great!
Combat:
the Fire slime are well aware of the fact that most creatures find them a preferable food source and are therefore understandably very afraid to be exposed to any creature when it can not generate fire. Even fire slime that manage to do so still tend to display an almost panicky response to the presence of any other creatures, even other oozes. The only creatures it tolerates are fellow fire slime and those creatures that don’t or can’t eat an ooze type creature, examples would be most plants and constructs, along with undead and those creatures who dine on flesh exclusively.
Flame spout (ex): A fire slime may project a gout of fire from the flames it can generate above its “body” this gout is a line with a length of 5ft, though it can be lengthened to a 10ft line if a full attack action is used.
Cold and Fire resistance (ex): Fire slime is highly resistant to the damaging effects of fire and heat. Also, a fire slime that is generating flame receives cold resistance 15
Warding flame (ex): a fire slime generating flame has said flame floating no more that a foot above its own “body” and therefore any creature that successfully attacks the fire slime with a melee attack or tries to grapple takes 1d8 fire damage each time the attempt is made unless a reflex save is made (dc 13), a foe making the attack with a reach weapon may ignore this ability, though the weapon might have to suffer in the wielders stead, make a reflex save, if a 1 is rolled the weapon takes 1d8 fire damage).
Edible (Ex): A fire slime is gifted with the trait of being edible to most creatures capable of eating Jelly or similar substances, most such creatures find the fire slime to be not only absolutely delicious, but highly nutritious as well. They are also full of energy and keep well for travel. This makes the fire slime the ultimate trail rations and a delicacy for those fortunate enough to know about this trait, to the fire slimes unending agitation, frustration, annoyance, irritation and generally ruining their day.
Regeneration 5 (Ex): The fire slimes “body” parts easily before a bladed blow only to reform as the foreign body leaves its own. As a result, the fire slime takes only subdual damage from all non-energy and sonic damage and heals said subdual damage at a rate of five hit points a round.
Generate flame (Ex): fire ooze produces an excess of flammable gas when exposed to extremes of temperature, the amount of gas is relative to the extreme of the temperature. The gas dissipates quickly if separated from the fire slime too far and is largely harmless, it does serve as an excellent fuel for fires and it is pure joy for a fire slime to manage to ignite said gas so as to cover itself with a small cloud of flame that not only protects it and keeps it warm, it also keeps the fire slime producing more flammable gas, usually keeping up with the rate it is consumed by the fire. The fire slime need an external source to ignite the flames, it usually does this by approaching some other source of fire until they ignite. A fire slime that is engulfed in flame and then quickly removed from said source (like being struck by a fire ball or other quick burning fire) needs to make a fort save equal to the dc of the fire it was exposed to in order to cope with the sudden jump in gas consumption and decrease in heat for production of said gas or its flames will go out. A fire slime that doesn’t generate flame will do everything in its largely inconsiderable power to re-ignite itself from any source possible, the same will apply to a fire slime that encounters anyone when it has not yet managed to ignite.
Shadow Golem
Large Construct (Incorporeal)
Hit Dice: 16d10 (80 hp)
Initiative: +2 (Dex)
Speed: 20 ft. (can’t run), fly 40 ft. (good)
AC: 22(+2 Dex, +10 Deflection)
Attacks: Incorporeal touch +11 melee
Damage: Incorporeal touch 2d6 temporary strength
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Strength damage, create shadow, spell-like abilities
Special Qualities: Damage reduction 50/+3, Light Vulnerability, Incorporeal, Construct
Saves: Fort+5, Ref+7, Will+0
Abilities: Str -, Dex 14, Con -, Int -, Wis 1, Cha 1
Climate/Terrain: Any underground
Organization: Solitary, or gang (2-4)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 17-24 HD (Large), 25-67 HD (Huge)
Shadow Golems are extremely rare, yet very potent constructs often employed by necromancers and wizards who practice darkness magicks. Difficult and costly to create, Shadow Golems are an adversary that is not to be taken lightly. It is often found deep within the bowels of the darkest dungeons, shying away from light and guarding treasure hordes with mindless loyalty like the rest of their kind.
Many an adventurer has mistaken Shadow Golems for being undead creatures because of their incorporeal nature- but clerics have found this to be untrue in their attempts at turning them.
Combat
Shadow Golems make dangerous adversaries. They drain strength from their victims, often reducing them to shadows of their former selves. Many an adventurer has made particularly effective use of light magicks, weakening and holding the shadow golem at bay.
Strength Damage (Su): The touch of a shadow golem deals 2d6 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow golem dies.
Create Shadow (Su): Any humanoid reduced to Strength 0 by a shadow golem becomes a shadow, though it is mindless, and follows any commands the golem is issued.
Spell-like abilities: At will- darkness. Whenever there are shadows nearby, the shadow golem is also able to use the shadow dancer ability, Shadow jump althoughg the range is not limited. These abilities are as the spells cast by an 18th-level sorcerer.
Light Vulnerability (Ex): Shadow golems recoil from any strong light. Any spell or item that radiates light larger then a 20 ft. radius inflicts a -4 penalty to all the shadow golem’s saves, attack and damage rolls.
Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better 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 armour. Always moves silently.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Creating a Shadow Golem
Shadow golems are not created like golems in the usual way. Instead, a caster must have imprisoned a shadow of 5 or greater Hit dice within an ebony gem through the use of a trap the soul spell cast at midnight. Only then, upon the consecutive castings of darkness, shadow walk, greater shadow evocation and shadow conjuration within 15 ft. of the gem containing the shadow will the shadow golem come into being… spawning from the gem containing the shadow.
Not all Monsters featured above were created by me, all credits go to those people, any flaws et cetera are not caused by me, neither are they my fault, I however will correct them, although any changes will be dully noted as mine.
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