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JiCi's Beastiary [updated January 2nd 2007]

JiCi

First Post
next: a mountain predator

Steeloceros
Large Magical Beast
HD: 10d10+50 (105 hp)
Initiative: +1
Speed: 40 ft. (8 squares), climb 20 ft, burrow 20 ft.
Armor Class: 22 (-1 size, +1 dex, +12 natural), touch 10, flat-footed 21
Base Attack/Grapple: +10/+20
Attack: Gore +15 melee (2d6+9)
Full Attack: Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, powerful charge, trample 3d6+12
Special Qualities: Darkvision 60 ft., low-light vision, resiliency, scent, tremorsense 30 ft.
Saves: Fort +12, Ref +8, Will +7
Abilities: Str 22, Dex 12, Con 20, Int 8, Wis 14, Cha 8
Skills: Climb +19*, Listen +6, Spot +6
Feats: Power Attack, Improved Bull Rush, Iron Will, Track
Environment: Any mountains and underground
Organization: Solitary or pair
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: +5

A large and bulky creature fixes you. It has a 4 squat legs each with short but sharp claws, a maw filled with dagger-like teeth and a vaguely reptilian head with 3 thick horns: 2 above its brow and one on its snout. The rest of its body looks like an armadillo shell, with thick grey-colored, almost steel-like hide. Its eyes are slightly humanlike, but without a colored iris, and they seems to be buried into the creature’s skull, like the creature was wearing a mask or helmet.

Steeloceroses, also called steelos, are cunning predators that lives on mountainsides and caves. Steeloceroses are known for their horns as well as for their steel-like hides. While these trophies are enough to persuade a hunter, hunting a steeloceros is often fatal for the hunter.
Steelos have a hard shell that deflect any fatal blow, and the texture, color and hardness gave hints about the name of these beasts. They live on and inside mountains, feeding on everything, whether organic or mineral, as their stomach can digest just about anything.
As highly territorial creatures, steeloceroses do not tolerate intruders and usually drives them off with their breath weapon, their horns or both.
Some brave and powerful warriors seek a steelo as a mount or companion. Those who succeed become masters on the battlefields. While being able to speak, it prefers to duel instead of parley. If it loses, it may consider the warrior’s offer.
A steeloceros about 9-feet tall, 12-feet long and weighs 1,200 lbs.
Steeloceroses speak Common and Undercommon, though they rarely choose to do so.

Combat
Being able to resist critical blows, steeloceroses rarely flee from a fight. Most of the steeloceros’s abilities can affect a single target. Having that in mind, the steeloceros enters the battle by breathing from afar and then charging ferociously the weakest member or the most damaged. It bull rushes it in order to separate it from its group and then rear on its hind legs and lashes out with its claws in addition of goring it. A steeloceros can sometimes launch a beam from a cliff, hoping to make anyone climbing falls to their doom or sometimes erupt from the ground, impaling whatever stands beneath it.
Breath weapon (Su) : A steeloceros can release a beam of force from its mouth. 60 feet long line, 7d6 points of damage, Reflex half DC 20. The save is Constitution-based.
Advancement note: The breath weapon’s number of dice is equal to ¾ the steeloceros’s HD.
Powerful Charge (Ex) : When a steeloceros charges, its gore attack deals 4d6+12 points of damage.
Resiliency (Ex) : A steeloceros’s hide is tough to damage. It has a 25% chance of ignoring critical hits and sneak attacks, like the light fortification armor enhancement.
Trample (Ex) : Reflex half DC 21. The save DC is Strength-based.
Skills* : A steeloceros has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Steeloceroses as special mounts
A 11th-level paladin can call a steeloceros as his special mount. However, the benefits are treated as 6 levels lower than the paladin’s actual level.
Carrying Capacity : A light load for a steeloceros is up to 519 pounds; a medium load, 520–1,038 pounds; and a heavy load, 1,039–1,560 pounds.
 
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the Jester

Legend
Wow!

I've been updating the Ultimate Homebrew Index (stickied at the top of the homebrews forum here) and am amazed by this thread!

Thanks for all your hard work- this is some great stuff- and I hope I get to use some of it sometime in my campaign! :D
 

JiCi

First Post
the Jester said:
Wow!

I've been updating the Ultimate Homebrew Index (stickied at the top of the homebrews forum here) and am amazed by this thread!

Thanks for all your hard work- this is some great stuff- and I hope I get to use some of it sometime in my campaign! :D
Thanks, pretty much appreciated
 

JiCi

First Post
next: a little helper construct

Arcane Drone
Tiny Construct
Hit Dice: 3d10 (16 hp)
Initiative: +5
Speed: fly 40 ft. (perfect)
Armor Class: 20 (+2 size, +5 dex, +3 natural), touch 17, flat-footed 15
Base Attack/Grapple: +2/-8
Attack: Tool-hand +9 melee (1d2-2)
Full Attack: 2 tool-hands +9 melee (1d2-2)
Space/Reach: 2-1/2 ft./ 0 ft.
Special Attacks: --
Special Qualities: Construct traits, darkvision 60 ft, flight, long sight, low-light vision, skill assistance
Saves: Fort +1, Ref +6, Will +2
Abilities: Str 7, Dex 20, Con --, Int 12, Wis 13, Cha 10
Skills: Craft (any) +10, Profession (any) +10, Spot +11*, Use Magic Device +7
Feats: Weapon Finesse (B), Skill Focus (Profession [any]), Skill Focus (Craft [any])
Environment: Any
Organization: Solitary, pair, or factory (3-10)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 4-6 HD (Tiny)
Level Adjustment: --
A tiny creature, about the size of a housecat, floats gently around you. It is made of a spyglass magically melded into a solid perfect steel orb. Two slender appendages made out of pipes form the creature’s arms, each ending with a three-digit pincer.

Arcane drones are little construct creatures designed to help their creators in various tasks. They are so convenient that many spellcasters create many drones in order to speed up their work.
An arcane drone is about 1 foot in diameter and weighs around 15 lbs. An arcane drone can speak one language plus one additional language that its creator knows up to its Intelligence bonus. The voice seems to come out of the “inside” of its body.

Combat
An arcane drone was not created for melee. While its tool-hands can inflict damage, they are weak, and thus the drone prefers to run and hide when confronted.
Flight (Su): A drone’s flight is supernatural. If suppressed, the drone falls and must move by crawling at a speed of 5 feet. It can still attack and use any other abilities.
Long sight (Ex): Thanks to the spyglass, a drone can see up to twice the normal range of sight for a human.
Skill assistance (Ex): A drone can aid another creature, including another drone to make a certain skill check. A drone grants a +5 bonus to the creature’s check, and each additional drone grants a cumulative +1 bonus to that check. An arcane drone can assist a creature for: Craft (any), Disable Device, Escape Artist, Forgery, Heal, Open Lock, Profession (any), Search, Spot, Use Magic Device and Use Rope.
An arcane drone can only assist in tasks related to skills it has spent skills points on at creation. This drone presented here has skill points in Craft [any], Profession [any] and Use Magic Device. In the case of Craft and Profession, the drone’s creator select one.
Skills* : The long sight ability grants the drone a +10 bonus to Spot check.

Construction
An arcane drone’s body must be sculpted from a single block of steel weighing at least 10 pounds, treated with rare oils and powders worth 1,500 gp. A spyglass, worth 1,000 gp, must then be merged when sculpting. Creating the body requires a DC 15 Craft (blacksmith) check.

CL 11th; Craft Construct, animate objects, fly, tongues, unseen servant, caster must be at least 11th level; Price 2,000 gp; Cost 2,50 gp + 80 XP.

Arcane drone as a familiar or homunculus
An arcane drone can called as a familiar by a 3rd-level spellcaster with the Improved Familiar feat. An artificer can create an arcane drone as a homunculus.
 

JiCi

First Post
next: a new kind of spiders

Sniper Spider, Small
Small Vermin
Hit Dice: 4d8+4 (24 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 17 (+1 size, +4 dex, +2 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/-2
Attack: Bite +8 melee (1d4-1 plus poison) or web bullet +8 ranged (1d6-1 plus entangle)
Full Attack: Bite +8 melee (1d4-1 plus poison) or 2 web bullets +8 ranged (1d6-1 plus entangle)
Space/Reach: 5 ft./ 0 ft.
Special Attacks: Poison, web bullet
Special Qualities: Darkvision 60 ft, tremorsense 60 ft., vermin traits
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 9, Dex 18, Con 12, Int --, Wis 10, Cha 2
Skills: Climb +12*, Hide +12*, Jump +3*, Move Silently +8*, Spot +4*
Feats: Point-Blank Shot (B), Precise Shot (B), Far Shot (B), Weapon Finesse (B)
Environment: Temperate forest and underground
Organization: Solitary, colony (2–5) or swarm (6–11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Small)
Level Adjustment: --

Sniper Spider, Medium
Medium Vermin
Hit Dice: 8d8+16 (56 hp)
Initiative: +5
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 19 (+5 dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple: +6/+7
Attack: Bite +11 melee (1d6+2 plus poison) or web bullet +11 ranged (1d8+1 plus entangle)
Full Attack: Bite +11 melee (1d6+2 plus poison) or 2 web bullets +11 ranged (1d8+1 plus entangle)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Poison, web bullet
Special Qualities: Darkvision 60 ft, tremorsense 60 ft., vermin traits
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 13, Dex 20, Con 14, Int --, Wis 10, Cha 2
Skills: Climb +13*, Hide +9*, Jump +5*, Move Silently +9*, Spot +4*
Feats: Point-Blank Shot (B), Precise Shot (B), Far Shot (B), Weapon Finesse (B)
Environment: Temperate forest and underground
Organization: Solitary, colony (2–5) or swarm (6–11)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-11 HD (Medium)
Level Adjustment: --

Sniper Spider, Large
Large Vermin
Hit Dice: 12d8+36 (96 hp)
Initiative: +6
Speed: 40 ft. (6 squares), climb 40 ft.
Armor Class: 21 (-1 size, +6 dex, +6 natural), touch 15, flat-footed 15
Base Attack/Grapple: +8/+15
Attack: Bite +13 melee (1d8+4 plus poison) or web bullet +13 ranged (2d6+3 plus entangle)
Full Attack: Bite +13 melee (1d8+4 plus poison) or 2 web bullet +13 ranged (2d6+3 plus entangle)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Poison, web bullets
Special Qualities: Darkvision 60 ft, tremorsense 60 ft., vermin traits
Saves: Fort +11, Ref +10, Will +4
Abilities: Str 16, Dex 22, Con 16, Int --, Wis 10, Cha 2
Skills: Climb +14*, Hide +6*, Jump +7*, Move Silently +10*, Spot +4*
Feats: Point-Blank Shot (B), Precise Shot (B), Far Shot (B), Weapon Finesse (B)
Environment: Temperate forest and underground
Organization: Solitary, colony (2–5) or swarm (6–11)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 13-18 HD (Large)
Level Adjustment: --

This brown spider looks like a monstrous spider in all aspects, except that it has two webbing-filled sacks slightly protruding from their abdomen.

Sniper spiders are arachnids that fire their webs as bullets instead as nets. Travellers often mistake this vermin for a monstrous hunting spider, and those who do usually end up in webs coated in their own blood.
Sniper spiders behave much like hunting spiders in terms of diet and hunting tactics, but they live in caves and tree canopies, hidden from their preys. Drows often capture these spiders and rear them as sentries, guards and even mounts.

Combat
A sniper spider shoots one or two web bullets hidden from sight before jumping in. It tries to immobilize its targets first, and then biting it and leaving its poison doing its work.
Poison (Ex): A sniper spider has a poisonous bite. The details vary by the spider’s size, as shown below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Code:
[B]
Size		Fort DC	Damage
[/B]
Small		13		1d4 dex
Medium	        16		1d6 dex
Large		18		1d8 dex
Web bullets (Ex): A sniper spider has two glands near its mandibles that allow it to shoot bullets made out of compressed webbing at surprising velocity that explode upon impact. The range is 120 feet. Anyone hit by a web bullet takes damage from the impact and is entangled. If the sniper spider misses the target’s normal AC, but would hit the target’s touch AC, the target is entangled but takes no damage.
An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Code:
[B]
Size		Escape DC	Break DC
[/B]
Small		13		17
Medium	        16		20
Large		18		22
One web bullet can entangle a creature the same size as the sniper spider, two bullets for one size larger, four bullets for two sizes larger, eight bullets for three sizes larger, and so on. These do not have to be fired on consecutive rounds, but a creature that has been hit by bullets but not entangled, such as an ogre mage hit by two Small sniper spider’s bullets, can take a standard action to scratch off a web bullet or a full action for two bullets. Both actions provoke attacks of opportunity.
The webbing gets harder to tear if the spider shoots more bullets. Each bullet, or set of bullets if more is needed for entangling, add a cumulative +2 to the DCs. Thus, the DCs increase by 2 for each bullet for the same size as the spider, for each 2 bullets for one size larger, for each 4 bullets for two sizes larger, and so on.
A sniper spider can produce an amount of bullets equal to ten times its HD per day.
Skills* : Sniper spiders have a +4 racial bonus on Hide, Jump, Move Silently and Spot checks and a +8 racial bonus on Climb checks. A sniper spider can always choose to take 10 on Climb checks, even if rushed or threatened. Sniper spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
 

JiCi

First Post
next: a new psionic creature

Poswyl
Small Magical Beast (Psionic)
HD: 6d10+12 (45 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15
Base Attack/Grapple: +6/+2
Attack: Talons +10 melee (1d4)
Full Attack: Talons +10 melee (1d4) and bite +5 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Concussion beam, drowse gaze
Special Qualities: Darkvision 60 ft., low-light vision, DR 5/psionic*, psi-like abilities.
Saves: Fort +7, Ref +10, Will +5
Abilities: Str 11, Dex 20, Con 14, Int 10, Wis 16, Cha 10
Skills: Listen +20, Move Silently +29, Spot +11 (+19)
Feats: Weapon Finesse (B), Flyby Attack, Point-Blank Shot, Ability Focus (drowse gaze)
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 4
Treasure: Half standard
Alignment: Usually neutral
Advancement: 7-12 HD (Small); 13-20 HD (Medium)
Level Adjustment: +3 (cohort)

This bird looks like a great horned owl, with indigo feathers and deep azure eyes that glow faintly a white light. Its beak and talons are sharp are ivory-colored.

Poswyls are nocturnal predatory birds with psionic affinities. They lives in forests high in the trees, hidden from all travellers and natural enemies alike.
Poswyls are very territorial, though they do not show themselves until the night. Intruders who survived poswyl attacks tell stories about a pair of will-o’-wisps that dive at them in unison out of the trees. These are actually the poswyl’s eyes, as its dark feathers do not reflect light, its eyes are its most prominent features.
The poswyl hunts like other owls, by diving silently and snatch its prey. It keeps its other abilities for more menacing targets. Although territorial, it does not see every intruder as a threat. It has been told that some poswyls willingly help travellers by guiding them through forest canopies. Elves, fey and psionic characters something befriend a poswyl and train them as sentries.
A poswyl is 3 feet high with a wingspan of 8 feet long and weighs around 30 lbs. A poswyl speaks Common and Sylvan, as well as their own language, which is a combination of hoots and screeches.

Combat
Against preys, the poswyl simply swoops down from a high branch, snatches its prey and climbs up to another high branch. Against intruders, it starts by activating its sleep-inducing gaze and dives to the nearest target, hoping that it will fall asleep. At all times, it strikes at night and keeps moving from tree to tree. If foes resist its gaze, the poswyl fires its concussion beam and starts slashing with its talons and beak. This attack is brief though, as it tries to remain on the move as much as it can. It uses its psi-like abilities before swooping down at the enemies, so it will not be vulnerable while attacking.
Concussion Beam (Su) : A poswyl can shoot a purple beam from its eyes that pummel targets with telekinetic force. Upon a successful ranged touch attack, the beam deals 6d6 points of force damage. The poswyl can choose to deal nonlethal damage instead. Unlike the concussion blast power, this ability has a fixed ranged of 60 feet and suffer the penalties from cover or concealment.
Like the concussion blast power, nonmagical, unattended objects (including doors, walls, locks, and so on) may also be damaged by the beam.
Damage Reduction (Su) : A poswyl’s damage reduction can only be bypass by a psionic weapon, not a magic weapon.
Drowse Gaze (Su) : A poswyl can enduce sleep to any creature looking at its eyes. As a free action, the poswyl can make its eyes glow white. Anyone looking at the poswyl must make a DC 17 Fortitude save, or fall asleep. This functions like the deep slumber spell, except the range is 30 feet and can affect any creature who has equal or less HD than the poswyl. The save DC is Charisma-based. This is a mind-affecting sleep effect. The poswyl can suppress and resume its gaze as a free action, but as long as its drowse gaze is active, it cannot use its concussion beam.
Psi-like Abilities : at will – Catfall (up to 60 ft.*), Chameleon, Empty Mind (up to +4 to Will saves*), Synesthete; 3/day – Brain Lock (humanoid, animal, fey, giant, magical beast, or monstrous humanoid; DC 15*), Deceleration (up to one Huge creature; DC 14*), Vigor (up to 30 temporary hit points*); 1/day - Dissipating Touch (up to 6d6 points of damage*). Manifester level 6th. The save DCs are Wisdom-based.
*Includes augmentation for the poswyl’s manifester level.
Skills : Poswyls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
 

JiCi

First Post
next: an aboleth-like creature

Kalarim
Huge Aberration (Aquatic)
Hit Dice : 30d8+300 (435 hp)
Initiative : +2
Speed : Swim 50 ft. (10 squares)
Armor Class : 28 (–2 size, +2 Dex, +18 natural), touch 10, flat-footed 26
Base Attack/Grapple : +22/+40
Attack : Tentacle +30 melee (2d6+12/19-20)
Full Attack : 4 tentacles +30 melee (2d6+12/19-20) and bite +25 melee (4d6+6/19-20)
Space/Reach : 15 ft./10 ft. (25 ft. with tentacles)
Special Attacks : Constrict 2d6+12, improved grab, swallow whole
Special Qualities : Darkvision 60 ft., DR 10/magic and adamantine, low-light vision, wide vision
Saves : Fort +20, Ref +14, Will +19
Abilities : Str 35, Dex 15, Con 30, Int 10, Wis 14, Cha 6
Skills : Listen +26, Spot +32*, Swim +42*
Feats : Alertness, Endurance, Run, Diehard, Power Attack, Improved Bull Rush, Improved Critical (tentacles), Improved Critical (bite), Lightning Reflexes, Cleave, Great Cleave
Environment : Any aquatic
Organization : Solitary
Challenge Rating : 18
Treasure: Standard
Alignment: Always lawful evil
Advancement : 31-50 HD (Huge); 51+ HD (Gargantuan)
Level Adjustment : —

A black orca whale jumps out of the water in front of you. Its teeth are blood-strained and skin is as black of the bottom of the sea. Four barbed tentacles twitch from its neck, and its eyes are out of orbit, like a chameleon.

Kalarims were just orca whales before aboleths started to capture them and used them in gruesome experiments. Kalarims are said to be born by inserting an aboleth tadpole into a whale brain, much like mind flayers do with its own. The whale then undergoes a dreadful mutation: 4 tentacles sprout from its neck and its eyes stretch out.
Kalarims haunts the seas in search of foods. Many tales tell about great ships being capsized and destroyed by these creatures.
Kalarims are 20 feet long and weigh about 4 tons.
Kalarims speak Aquan.

Combat
A kalarim lashes out with its tentacles, grabbing, crushing and swallowing preys. They usually hunt at night, knowing their preys’ vision is impeded.
Improved Grab (Ex) : To use this ability, the kalarim must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check with its tentacles, it establishes a hold and can constrict. If it wins the grapple check with its bite, it establishes a hold and can attempt to swallow the foe the following round.
Constrict (Ex) : A kalarim deals automatic tentacle damage with a successful grapple check.
Swallow Whole (Ex) : A kalarim can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6+12 points of crushing damage plus 10 points of acid damage per round from the kalarim’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A kalarim’s interior can hold 1 Large, 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Wide Vision (Ex) : The kalarim’s eyes allow it to see within a 270-degrees angle, compared to a human’s 180-degrees. It cannot be flanked be any means.
Skills* : A kalarim has a +8 racial bonus to Spot check, due to its eyes. A kalarim has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 

JiCi

First Post
next: a new Spawn of Tiamat
(now using the new stat block)

Bluespawn Sandswimmer CR 5
Always LE Medium monstrous humanoid (dragonblood)
Init +1; Senses: darkvision 60 ft., tremorsense 60 ft; Listen +5, Spot +5
Languages: Common, Draconic
------------------------------------------------------------------------------------
AC 20, touch 11, flat-footed 19, Dodge
(+1 dex, +5 natural, +4 armor)
hp 51 (6 HD)
Immune electricity, paralysis, sleep; Resist desert hardened
Fort +4, Ref +6, Will +6
------------------------------------------------------------------------------------
Speed 30 ft. (6 squares), sandswim 60 ft.
Melee falchion +9/+4 (2d4+4/18-20)
Ranged javelin +7 (1d6+3)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +9
Atk Options Power Attack
Special Actions breath weapon
------------------------------------------------------------------------------------
Abilities Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 10
SQ desert hardened, sandswim
Feats Track, Dodge, Power Attack
Skills Hide +8, Move Silently +8, Listen +5, Spot +5
A bluespawn sandswimmer has a +2 racial bonus to Hide and Move Silently.
Advancement by character class; Favored Class ranger; see text
Possessions falchion, 5 javelins, masterwork chain shirt, 2 waterskins
------------------------------------------------------------------------------------
Breath Weapon (Su) 60-ft. line, once every 1d4 rounds, 3d8 electricity, Reflex DC 15 half. The breath weapon damage increases by 1d8 for every 2 additional HD.
Desert Hardened (Ex) A bluespawn sandswimmer is immune to heat effects caused by high temperatures. It can exist comfortably in temperatures up to 120 degrees F without having to make Fortitude saves. It never gets dazzled by bright sun and only needs to drink one-quarter of water it usually takes for a humanoid to survive.
Sandswim (Su) As a merfolk is to the sea, a bluespawn sandswimmer is to sand, ash, dust, and even softsand (but not slipsand, packed dirt, or rock). A sandswimmer can sandswim through such material at double its land speed while wearing light armor or carrying a light load. Its speed drops to 10 feet if a sandswimmer wears heavier armor or carries a medium load. A sandswimmer cannot make any headway through the sand while carrying a heavy load.
A bluespawn sandswimmer breathes normally while under the sands. This supernatural ability doesn’t allow a sandswimmer to breath in mediums other than sand, dust, or ash, nor does it allow a sandswimmer to hold its breath longer than normal in water or dangerous gases.

You hear a faint rumble beneath your feet, as if something was swimming under you. Suddenly, a tall, muscular blue-scaled humanoid erupts from the sands, a sharp falchion grasped between its clawed hands. This creature is blue dragon-headed, all with the horns and ears, and sports a strong tail.

Bluespawn sandswimmers are vicious desert-dwelling warriors under the services of Tiamat. They are expert hunters and undisputed conquerors of the wastelands. Nomadic by nature, they forge alliances with blue dragons in order to expend territory, as well as killing or enslaving any good creatures, except good dragons, which they kill on first sight.

Strategies and Tactics
Bluespawn sandswimmers almost always strike from underground, surprising their targets and zapping them to a crisp. They usually work as a team. While a few swimmers breath lighting to encircle or soften preys, another team swims from behind and charges in, much like a fish jumping out of the water.
Regardless of numbers, they watch their targets closely and swim quietly and wait under the sand until they pass by. Sandswimmers can stay indefinitely under the sand, thanks to their sandswim ability, and they see sense others with their acute tremorsense.
If foes are fleeing, the bluespawn sandswimmers move like worms: they dive head first into the ground, which might convince the target that it will not be pursuit, then erupt within melee reach of the target, ambushing and killing it mercilessly.
Depending on the tribe, bluespawn sandswimmers might use ambushers and burrowers are “hunting dogs” and stormlizards as mounts. Sandswimmers ride two stormlizards at a time. When they charge, they usually give the “illusion” that they are only two attackers when a few others are actually sandswimming toward their targets.

Ecology
Sandswimmers live by hunting, weapon smiting, tanning and other crafts. They use about everything they create as currency for trade with other races. These bluespawn take a guilty pleasure settling near an oasis and demanding a toll to other travellers in order to get precious water. As dragon descendants, they are greedy and something enslave those who cannot pay these dues, especially water.
Bluespawn sandswimmers female become fertile once a year for a week. Eggs are kept in hot sand and hatch in about two weeks. Sandswimmers mature quickly, reaching its full proportions in two weeks. During this time, both parents teach wyrmlings Tiamat’s teaching and hunting tactics. After a week, parents let go of their wyrmlings to let other tribe members teach their children other things, such as craft and sandswimming. Fortunately, the family bond is still strong, but now every member becomes part of this family.
Environment
Bluespawn sandswimmers are masters of desert, and few of them leave these grounds.
Typical Physical Characteristics
A sandswimmer is about 6,5 feet high with a 4-feet long tail and weighs about 250 lbs. It has blue scales, a draconic head with a sharp horn.
Alignment
Sandswimmers are lawful evil to the core, embodying the conquest ideals and bitter cruelty of the dragon queen. Other alignments are unheard for bluespawn sandswimmers.

Society
Bluespawn sandswimmers live in large nomadic tribes. They settle their camp near oases and large sand dunes. Using simple wagons and sleds, they travel in the waste, expanding Tiamat’s empire as much as they can.
Sandswimmers are probably the most competitive spawn, as many tribes organize sport competitions to stay sharp and active. Being immune to desert heat, they need not to worry about their health. These games include sandswim races, hunting games and, of course, lethal, and a few times non-lethal, fights.
Once every two years, each tribe choose their leader, and both gender has a shot at the title. The games are presented as a triathlon of hunting, sandswimming races and melee combats. The winner receives all of the leader’s privileges and rights, as well as the authority. If defeated in the next competition, the former leader gives away its title, but can try to regain it in the next ceremony.
Bluespawn sandswimmers despite all other non-spawn creatures, aside blue dragons, which they view as avatars of Tiamat. Tribes settled near blue dragon lairs bring offerings, such as gold, gems and slaves, which the dragon can use, or eat. Asheratis and bhukas are in constant war with sandswimmers, and many have fall the spawn’s slavery and cruel punishments. Brass dragons and other good-aligned desert-dwelling dragons are considered hunting trophies for some tribes, and massive challenges for rituals of passage to adulthood for others.

Typical Treasure
Sandswimmers are adept falchion users, and they do not often use shields. Medium and heavy armors slow them down, so they do not wear such impediment.

Bluespawn Sandswimmers with Class Levels
Bluespawn sandswimmers are natural hunters, and their favored class is ranger. Some become druids, adepts or clerics, and are mainly advisors and healers of the tribes. Sandswimmer rangers pick humanoid races as favored enemies.
Bluespawn sandswimmers speak Draconic and Common. Those with high intellect often choose languages used by tribal creatures, such as Orc, Goblin and Giant.
Level Adjustment: +3
 

JiCi

First Post
next: a seducing plant

Bellarosa CR 7
Usually NG Medium plant
Init +3; Senses: low-light vision; Listen +13, Spot +13
Languages: Common, Sylvan
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AC 16, touch 13, flat-footed 13, Dodge
(+3 dex, +3 natural)
hp 52 (8 HD)
Immune all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning and critical hits;
Weakness vulnerability to fire
Fort +8, Ref +5, Will +4
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Speed 30 ft. (6 squares)
Melee Thorn whip +9/+4 (1d6+1/19-20)
Melee Thorn rapier +9/+4 (1d6+1/19-20)
Ranged 3 thorn darts +9 (1d4+1)
Space 5 ft.; Reach 5 ft. (15 ft with thorn whip)
Base Atk +6; Grp +7
Atk Options thorn whip, thorn rapier, thorn darts, Point-Blank Shot
Special Actions spores
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Abilities Str 12, Dex 16, Con 14, Int 14, Wis 14, Cha 14
SQ sylvan empathy
Feats Weapon Finesse (B), Alertness, Dodge, Point-Blank Shot
Skills Diplomacy +13 (+17), Listen +13, Spot +13, Survival +13
A bellarosa gains a +4 racial bonus to all Charisma-based skill checks when dealing with plants and fey.
Advancement 9-16 HD (Medium); 17-24 HD (Large); or by character class; Favored Class druid; see text
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Spores (Su) A bellarosa can release different spores in a form of a 15-foot radius cloud. Any creatures caught in the cloud must make a Fortitude save DC 16 to negate the spores’ effects. A bellarosa can produce three kinds of spores:
  • Blind These spores make the creatures’ eyes itch and sting, blinding them for a number of rounds equal to half the bellarosa’s HD. This spore affects any living creatures that see through eyes. This is a blinding effect.
  • Sleep These spores induce sleep to creatures caught in the cloud. This functions like symbol of sleep, except it can affect creatures up to the bellarosa’s HD. This spore affects any living creatures that breathe. This is a sleep effect.
  • Stun These spores dull the nervous system of creatures caught in the cloud, stunning them for a number of rounds equal to half the bellarosa’s HD. This spore affects any living creatures that breathe. This is a stunning effect.
The bellarosa can use its spore ability, regardless of what kind, up the 6 times per day, or half its HD plus its Constitution modifier. The save DC is Constitution-based.
Sylvan empathy (Ex) A bellarosa is quite friendly to denizens of the woods. It gains a +4 racial bonus to all Charisma-based skill checks when dealing with plants and fey.
Thorn whip (Ex) A bellarosa can extend a whip-like thorny vine from its right wrist as a free action. The thorn whip functions like a whip-dagger, including bonuses on disarm and trip, except it deals slashing and piercing damage, it has a threat range of 19-20, and that the bellarosa cannot drop the whip on a failed disarm or trip attempt. The thorn whip is treated as a natural weapon. Switching from whip to spike and vice-versa is a free action.
Thorn rapier (Ex) A bellarosa can extend a rapier-like thorny vine from its right wrist as a free action. The thorn spike functions like a rapier, except it deals slashing and piercing damage, it has a threat range of 19-20, and that the bellarosa cannot drop the rapier on a failed disarm or trip attempt. The thorn spike is treated as a natural weapon. Switching from spike to whip and vice-versa is a free action.
Thorn darts (Ex) A bellarosa can shoot thorny darts from its left hand. Each dart deals 1d4 plus the bellarosa’s strength bonus and requires a normal ranged attack. A bellarosa can shoot a number of darts per round equal to 1 + 1 per 3 HD.

A comely, humanoid-shaped maiden is sit on the ground. Her almond-shaped eyes are deep green and her skin is green-white. Her head is crowned and covered by large rose petals growing upward like a rose, replacing her hair. Large green leaves cover her body like a dress. Her left wrist is studded with sharp thorns and her right wrist has a growing thorny vine.

A bellarosa is a humanoid plant that wanders in lush forests, slowly communing with nature. Many travellers mistake these plants for fey due to their appearance, but unlike fey, they are not mischievous or reserved. Bellarosas are perceived to be embodiments of beauty or reincarnations of deceased druids.

Strategies and Tactics
A bellarosa observes intruder and travellers alike before striking. It does not show itself unless some threats occur, such as wild beasts. While territorial, it tolerate explorers that do not deliberately harm nature, but intruders are not that lucky.
A bellarosa strikes from afar as much as it can, either by shooting its darts and whipping her vine. If surrounded, it releases a spore cloud and fences opponents off with it hardened vine. If severely damaged or confronted to fire-using creatures, it releases another spore cloud and tries to flee or take cover.

Ecology
Bellarosas are solitary creatures. While they appreciate the company of treants, oaken defenders, dryads and nymphs, they prefer to wander alone, exploring and discovering nature at their own pace.
Although bellarosas look like women, they reproduce asexually by seeding. Once per year, a bellarosa release spores that contain 4d6 seeds. Each seed take two years to grow into saplings (Small, 4 HD), and another two years for saplings to reach maturity. Most bellarosas leave nature do its work for its seed, but a few return to the seeding ground and take care of them.
Bellarosas have a livespan of about 100 years.

Environment
Bellarosas are native from temperate forests, away from civilization, yet a few wanders around elven or raptoran communities.
Typical Physical Characteristics
A bellarosa is about 5 feet high and weighs about 100 lbs. It has deep green leaves wrapped around its body, large red rose petals on its head in guise of hair and its left hand is studded with thorns.
Alignment
Bellarosas are usually neutral good. Few specimens are true neutral, but these are rare sight.

Bellarosas with Class Levels
Most bellarosas do not advance in class, but they grow stronger with age. However, some of them become druids, further deepening its bond to nature.
Level Adjustment: +4
 

JiCi

First Post
next: a new desert predator

Desert Eagle CR 2
Always N Small animal
Init +3; Senses: low-light vision; Listen +7, Spot +6 (+14)
Languages: --
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AC 17, touch 14, flat-footed 14
(+1 size, +3 dex, +3 natural)
hp 16 (3 HD)
Fort +4, Ref +6, Will +2
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Speed 10 ft. (2 squares), fly 100 ft. (average); Flyby Attack
Melee 2 claws +6 (1d4+1) and
Melee bite +1 (1d4)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp -1
Atk Options Improved grab, rend 2d4+2
Special Actions Sprint
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Abilities Str 12, Dex 16, Con 12, Int 2, Wis 12, Cha 6
SQ blindsense 60 ft, scent
Feats Weapon Finesse (B), Alertness, Flyby Attack.
Skills Listen +7, Spot +6 (+14)
Desert eagles have a +8 racial bonus on Spot checks
Advancement 4-6 HD (small); 7-9 HD (medium); 10-12 HD (large)
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Blindsense (Ex) The long antenna-like feathers above a desert eagle's eyes are extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a desert eagle blindsense to a range of 60 feet.
Improved Grab (Ex) To use this ability, a desert eagle must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rend (Ex) A desert eagle that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+2 points of damage.
Sprint (Ex) Once per hour, a desert eagle can move ten times its normal speed (100 feet or fly 1000 feet (average)) when it makes a charge.

This eagle has light brown feathers on its back and on the back of its wings. Underneath it are light blue feathers on its belly and under its wings. Its beak and talons are sharp and ivory. Above its eyes, two long and flexible feathers flicker in the wind, extending to the tip of its tail.

A desert eagle is a predatory bird native from the waste and other warm areas. They are prized by rangers and druids for companions and many poachers wish to possess the eagle’s precious features: its two long antenna-like feathers.

Strategies and Tactics
Much like an ordinary eagle, a desert eagle circles its prey before diving and chasing it. It grabs its target with its beak while lashing ferociously with its talons. It sprints toward its target while diving, making a swift swoop before its prey could react. A desert eagle generally hunts alone and attacks creatures smaller than itself. It does not attack humanoids, unless it defends its eggs or chicks. Their long feathers make them aware of upcoming threats while they feed.

Ecology
Desert eagles are omnivorous desert-native creatures that hunt under the patching sun. They feed on small rodents, insects and plants, and sometimes gang up on larger preys. Mating happens in summer, and males make flight patterns and feathery strokes. They makes their nest in trees, regardless how alive it is, and both eagles alternate coving and hunting. When their nest is threaten, both parents attack the intruders.

Environment
As its name applies, desert eagles live in deserts and other wastelands.
Typical Physical Characteristics
A desert eagle is about 4 long from beak to tail, and its wings have a 6-foot span. Its brow feathers are about the same size of its body and are sensitive to vibrations. Its eyes are similar to an eagle’s: round with a yellow iris. Its back feathers match the color of sand while those underneath match the color of the sky, making it hard to spot.
Alignment
As an animal, a desert eagle is always neutral.

For Player Characters
A desert eagle can make a good companion or mount for a ranger, druid or paladin. A Small desert eagle is available to a 4th-level druid, a Medium eagle to a 7th-level druid or 6th-level paladin and a Large eagle to a 10th-level druid or 8th-level paladin.
Eggs are sold for 2,000 gp and chicks for 2,500 gp. Training a desert eagle requires one weeks of work and a DC 20 Handle Animal check. Riding a desert eagle requires an exotic saddle. A desert can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
 

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